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PBeM Etiquette

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Sending In Your Moves:

  • Obviously moves require at least a speed. However, Race Stewards cannot check back with you while processing a move, so…
    • When sending your move take a minute to think of odd scenarios that might come up and provide options in your move. This is especially important in corners where a lane may end up being blocked by a slower moving car in front or a spin. Feel free to send as many if/then statements as you'd like. You can also send basic instructions like, "do anything to get me out of the next corner." Or "move me as far as possible without rolling dice." Both are commonly written instructions... usually after the drivers preferred move.
    • If the Race Steward is unable to execute your move as written, they will do the best they can based on your instructions. If you were planning to spend wear, the Race Steward will try to spend that wear, maybe in a different place. But no die rolling if it can be helped. And again: If you are in a situation where you have to spend wear or roll dice, the Race Steward will always opt to spend wear. If you have to roll dice, the Race Steward will roll the friendliest dice possible and spend as much skill as you can.
    • Also, if you set defaults the Race Steward will try to follow those defaults to the best of their ability.
  • You may plot ahead if you'd like. Some players frequently send two or more moves at a time. That's good. The Race Steward can save the future moves to fill in if they don't hear otherwise on that upcoming turn.

If the Race Steward doesn’t get a move:

  • Deadlines are deadlines. There will no longer be any extensions to deadlines.
  • If the Race Steward does not get a car build for a driver that driver will either be left out of this race or will have to race a pre-set car build
    • The Race Steward will tend to exclude any driver who did not send a car build.
    • If the race is part of a series or event, but not the first in the event then the Race Steward can use the driver's most recent car build as their car build for this race.
  • If the Race Steward does not get a pole bid for a driver the Race Steward will use default Historical bids based on the car's start speed. These bids will use green skill, then red skill, then wear. T varies by track but is either 0, 1/2 the number of laps for this race, or equal to the number of laps for this race.
    • 100 and 120 start speed cars: T + Laps + d6/2
    • 60 start speed cars: T + d6/2
    • 20 start speed cars: 1-2 = 0; 3-4 = 1 green skill; 5-6 = laps * green skill
    • If using knock-out bidding, use the bids above for round one. Use the bids below for round 2, if out of green skill use red skill to create change (unless default behavior for red skill use has been changed for that driver) or simply bid less:
      • 100 and 120 start speed cars: 1-3 = 1 green skill, 4-6 = laps * green skill
      • 60 start speed: 1-3 = 0, 4-6 = 1 green skill
      • 20 start speed: 0
  • If the Race Steward does not have a move for a driver by the deadline, the steward will use the historical move instructions to determine the car's move in one of two ways. The race steward should determine ahead of time which method they will use and use it consistently for that race. These plots are called Ghost Plots.
    • The Simple/Zero Wear Method.
      • Use the zero-wear instructions on the side of the track where that car is currently located to determine what speed the car should move at.
      • If that speed is not achievable without using tests or wear, get as close as possible.
      • Never roll dice unless absolutely necessary.
      • Try not to use any wear.
      • If you are in a situation where you have to spend wear or roll dice, the Race Steward will always opt to spend wear.
      • If you have to roll dice, the Race Steward will roll the friendliest dice possible and spend as much skill as you can.
      • As always, if any default settings apply to skill usage or other possibilities the Race Steward will allow those to guide the move.
    • The Complicated Method.
      • Note the position on track that each car is in when they exit the first corner of the race.
        • If in the top 1/3rd of the field, all ghost plots will be done using the Front A strategy card.
        • If in the last 1/3rd of the field, all ghost plots will be done using the Back S strategy card.
        • Otherwise, all ghost plots will be done using the Even strategy card.
        • Round positions down. So if you are 4th in an 11 car field you are not top 3rd.
      • The historical driver mechanic is used in this case only to set the car's target speed and wear spend. However, the car will not roll dice if at all possible and will not use skill to automatically pass die rolls.

    Setting Your Defaults

    • Everyone should receive a link at the beginning of the race for setting their defaults. You can use this to set your preferred default options for a number of choices that are usually made during a move. In theory, you can go back and re-set these at any time. However, if you do that after turn 1 let your Race Steward know.
    • You can always email your Race Steward to change a default or to provide a different default then the options presented.
    • If you've raced in this series before, your old defaults will remain until / unless you send new ones.
    • As of February 2017, these are defaults you can optionally change.
      • If presented with an opportunity to forced pass: default is not to.
      • If someone tries to forced pass you: default is not to block.
      • If your desired path in a corner is blocked: default is spend the same or less wear as the desired path would have (regardless of where in the corner that puts you).
      • In the spaces before the corner: default is to land in a position to take the fastest / most efficient lane through the upcoming corner (usually, but not always a line).
      • At the end of your move if a car is in the row in front of you but not closest to the grey side of the track: default is to line up behind that car only if there is no chance that anyone can reach your row this turn.
      • Default is to break up -3 skill chips for -1 skill chips if needed.
      • Default is to spend 2 wear exceeding decel and/or late braking before rolling a decel test.
      • Default skill use for the following rolls:
        • Test Top/Accel: 2
        • Test Brakes: 2
        • Chance: 3
        • Crash Avoidance: 2
        • Unblocked Forced Pass: 2
        • Blocked Forced Pass: 3

    Blocking and Forced Passing Defaults

    • If you set a default related to blocking and forced passing, your car’s stat box will have a letter above it (see below under move reports).
      • A green P indicates that your defaults have specified that you will NOT block a forced pass.
      • A red B indicates that you will block a forced pass.
      • Note that because some defaults indicate situations that can automatically turn off these conditions, drivers cannot assume that just because a car has a green P this turn, that it will not block next turn when they try a forced pass.
      • If you do not make a default setting for blocking you will not have a letter but will be assumed to be letting people pass unless you otherwise indicate in your move order.
      • As with any other default, this one can be changed by email at any time.

    Move Reports:

    • Your Race Steward will send out a PDF or common image format after every move.
      • The track map with cars on it and little boxes that provide basic information for each car: current speed, last turn’s speed, acceleration, deceleration, top speed, remaining wear, remaining regular (-1) skill, and remaining (-3) skill chips. To save space start speed is not included until the driver is out of -3 skill. Your Race Steward will try to note start speed when relevant.
      • Also note that the letters at the top of the box represent a public display of that car’s willingness to block a forced pass. See above.
      • Finally, your Race Steward may make some notations below each box for die rolls, wear and skill use. Etc.
    • Race Stewards shoot for 48 hours between moves and are encouraged to try to keep to a regular schedule when possible.
      • Race Stewards are also encouraged to give people extra time over US holidays and weekends.
      • Race Stewards are encouraged to give people a warning if they have not received a move from you closer to the deadline or to acknowledge all moves received.
      • However, Race Stewards are volunteers and get nothing but love for their time and effort and so are encouraged to find a schedule and system that works for them including taking breaks during vacations.
    • If possible, Race Stewards will not steward their own race. If unavoidable, the steward will designate another steward or driver to send their moves to as soon as possible after they send out that move report. This person will be announced before the season begins.

    Checking Move Reports:

    • Race Stewards make mistakes.
      • If you think your Race Steward made a mistake, email them and explain.
      • Your Race Steward will then make a judgement call and may roll back the move if they think they really screwed it up. Or they might make an adjustment on the fly if the change does not affect other drivers in the short term.
      • If you really think your Race Steward screwed up and you do not believe that their solution is fair, you can appeal directly to me (
      • Wear and skill counts used to go sideways frequently, but this should be much better with the new reporting system stewards will be using. However, feel free to let your steward know if you think it is wrong so that they can do an audit to make sure its right.

    “Table Talk”

    • In person, I have always played that table talk is OK. Specifically, there are no rules against working together. However, I prefer that table talk be public. No passing notes.
      • Examples of conversations I have heard around tables before:
        • “What speed are you going next turn?”
        • “Are you getting in my way?”
        • “If you give me a slip here I’ll line up for you to have a slip next turn.”
      • Note that there is no requirement to answer these questions or to tell the truth when doing so.
      • Online, this means that I would like all such questions and conversations to occur as reply-alls to the move report your Race Steward sent out. That means that everyone will “hear” the questions/answer/conversation.
      • I do know that this is a relatively unenforceable rule but I will consider penalties for people who are found to be having conversations outside the reply-all.

    Pyramid Format Points, Promotions, Demotions, and Final Rankings

    • F1 will remain the 10-driver pinnacle of the league with no change in membership mid-season (unless someone voluntarily drops out).
    • F2 will now be a tier that includes 2 separate fields of drivers (F2a and F2b) with a maximum field size of 10.
    • F3 will now include 4 fields of cars (F3a, b, c, and d). Drivers who join mid-season will be added evenly and randomly to these fields. F3a and F3d feeds into F2b. F3b and F3c feed into F2a.
    • My standard point scale for all races:
      • 1st: 23 pts
      • 2nd: 16
      • 3rd: 11
      • 4th: 8
      • 5th: 6
      • 6th: 5
      • 7th: 4
      • 8th: 3
      • 9th: 2
      • 10th: 1
      • 11+: 0
      • DNF: 0
      • While each tier in the pyramid uses the scale above. Different tiers will apply different multipliers to their scores. The multiplier in a lower series is one less than the multiplier of the series above it.
    • Promotions and Demotions
      • In all cases, top and bottom drivers are determined by their season points to date. Best single race finish is the tie-breaker.
      • At the end of the season, we will promote the top 2 drivers from each field to the next tier and demote as many drivers as needed to compensate (which would be 4 unless we have some attrition at that time).
      • After race 1 and 2, we will promote the top 1 driver from each F3 field to F2. After race 1 there will be no demotions. After race 2, we will demote drivers as needed to compensate (usually 2).
    • For the purpose of the CFR Driver Rankings, the drivers who will remain in F1 next season are ranked by their total points on the season. Next, drivers who have been promoted to F1 at the end of this season are ranked by their points gained this season.
      • For example: After the 2016 season the top 8 finishers on the season were the top 8 cars in F1. The bottom 2 drivers in F1 were demoted and so spots 9 and 10 went to the two drivers promoted from F2 to F1.
      • For the 2017 season, only the top 6 drivers in F1 will remain and so they will occupy spot 1-6 in the tournament rankings for this year. Spots 7-10 will be taken by the 4 drivers advancing from F2 at the end of the year.

    Lucid Phoenix Games