- Car Construction
Car Design Table
| car design points (2 total) |
| -2 | -1 | 0 | 1 | 2 |
| Acceleration | n.a. | 20 | 40 | 60 | 80 |
| Deceleration | n.a. | 20 | 40 | 60 | 80 |
| Top Speed | 120 | 140 | 160 | 180 | 200 |
| Start Speed | 20 | 40 | 60 | 100 | 120 |
| Prime Tires | 3w | 6w | 9w | 12w | 15w |
| Option Tires | 3w | 6w | 9w | 12w | 15w |
| Driver Skill | 0 | 3s | 6s | 9s | 12s |
- Tires The two tire rows list total wear for each set of that tire and assumes a 3 lap race. Note that every car is required to use each tire at least once. [To re-scale these numbers for a different number of laps, multiply number of laps by 1, 2, 3, 4, 5 for each level of buy, respectively.]
- Skill Chips: Skill chips are bought during car construction similar to how wear is bought. On the chart above, the number is the total number of skill chips received. [This is scaled for a typical 3 lap race. The underlying formula is to provide 0, 1, 2, 3, or 4 chips per lap raced based on the level of buy.]
- Skill Chip Use: Skill chips are used in the PBeM rules to bypass race tables. Generally, 2 skill are required to bypass the chance and forced passing tables and 1 skill is required to bypass any other table.
- Race Rules: Clarifications or Modifications to Original Speed Circuit Rules
- GM Plots: The GM will set GM plots to be used in the event that a driver does not get a turn in by a deadline.
- Order of Movement: The second tie-breaker for the order of movement for cars on the same row of the track changes from the inside of the track to the side of the track with a grey line. Generally, this will be the inside of the upcoming or just completed corner. Note that spaces in the same row share a front edge.
- What is a Corner? Obey cornering speeds and assess cornering penalties only when entering spaces with posted speeds regardless of one's intended use of a racing line through the corner. A car may accelerate from the last marked space of a corner.
- Changing Radius Corners: It is possible for a driver to go through a single corner and yet run over spaces with different speed limits in different rows. This makes for relatively more complex interpretations of the cornering rules.
The first thing to remember is that spending wear and rolling on the chance table in a corner does not "buy" a partciular speed, it "buys" +20, +40, or +60 mph more then the corner speed limit. So while the speed limit may change in the middle of the corner, a driver is still entitled to safely drive at 0, +20, +40, or +60 mph over that limit depending on how they have paid for the corner.
If the speed limit drops, the driver must either slow down accordingly or be prepared to increase their "payment" for this corner. Remember that all wear penalties for a corner are paid for the corner as a whole. So, If a driver is already running 60 mph over the speed limit and then the speed limit drops, the car MUST decelerate or hit the tire wall.
If the speed limit increases, the driver is entitled to increase their speed accordingly. However, since there is no way to increase speed in the middle of a plot this can only be taken advantage of if the driver ended their previous plot in the middle of the corner on the last space of the slower speed limit, just in front of the higher speed limit. Note that this interpretation does run counter to the original rule prohibiting acceleration once a corner has been entered.
- Slipstreaming: Cars may slipstream through a corner as long as all other slipstreaming rules are obeyed. Drivers are not required to decide in advance if they will be trying to take advantage of a slipstream. If the bonus presents itself, the driver may take it. While the GM may prompt drivers, it is the driver's responsibility to ask for a slipstream. The front car must be plotted for at least 120 mph. The slipstreaming car does not have a minimum speed requirement. However, drivers may not take a slipstream bonus if either involved car began the turn at 0 mph. A car due a 2 space slip bonus may take only 1 space if desired.
When a car can legally slip 2 different cars, they may slip either as desired. When 2 cars would otherwise legally slip the same car, the first of those cars to take advantage of the slip will be the only car allowed to take that slip.
- Optional Slipstream Rules: A car that is on the last number space of a corner, may slip a car in front of it. Cars may enter a corner solely due to a slip stream bonus.
- Emergency Braking: After a car begins its move, it may voluntarily burn off excess speed by consulting the deceleration chart. If the deceleration chart was consulted in order to achieve the car's originally plotted speed, Emergency Braking is added to the original excess deceleration and any additional called-for penalty is paid.
- Rear Ending: Instead of automatically spinning a car that plots spaces it can not use, the offending car must emergency brake to a safe speed.
- Moving After A Spin: The turn after a spin, use start speed or acceleration for the next turn, whichever is lower. You are prohibited from pushing your acceleration or start speed that turn. Further, regardless of plotted speed or track position, a car moving after a spin moves last among all cars in the same row this turn. Cars that have spun on a racing line, may not gain any future advantage from that line this time through the corner.
- Forced Passing:
If a moving car would like to move through an occupied space the moving car may attempt a forced pass. A forced pass can only be attempted if the moving car has enough speed to move beyond the occupied space and end its move on an empty space. The moving car's (passer's) attempt to move past the blocking car (passee) is governed by the passing table. The passee is no longer allowed to attempt to modify the pass attempt as he once was. Cars that attempt a forced pass may not use a racing line.
If the passer succeeds on the passing table, the passer can continue its move. If the passer fails, that driver must stop in the space moved through prior to the attempted forced pass and modify their speed accordingly.
If a successful pass results in another legal pass attempt,
the passer receives a +2 penalty to the passing table for the subsequant pass.
This penalty is cumulative with any other penalties that might apply to this pass attempt.
If a passing car's failure on the passing table places the car in a row that is blocked, the passing car is moved off track, unless directed to crash by any result steming from the failed pass.
Off Track Movement A car that is forced off track is moved just off the track on the side closest to the space where the car would have been placed had there been room (randomly break ties). The driver then immediatly replots at half their current speed (round down).
Off track cars move as if there are spaces just off the side of the track. Off track cars always lose order of movement tie breakers. Off track cars may not exceed acceleration, top speed, or the corner speed of the spaces immediately next to them on the track.
At the end of every turn in which a car is off track, that driver loses 1 wear and 1 skill chip. If the driver can not pay either penality the car is removed from the race (stuck in the kitty-litter).
- Engine/Brake Damage: If an acceleration or top speed test fails, that car's engine is damaged. If a car with a damaged engine fails an acceleration or top speed test (regardless of what kind of test caused the original damage) that car's engine fails completly and the car is removed from the race.
Cars removed from the race due to engine failure immediatly reduce their plotted speed by half (rounding down) and move that speed for this turn, moving off track at the end of the move. If the car crosses the finish line at the end of the race, the car stays on track at the end of this move.
If a brakes test fails, that car's brakes are damaged. However, no future wear penalties are incured. Any subsequent brakes test failure, causes the brakes to fail completly and the car is removed from the race. Cars removed from the race due to brake failure are removed from the track immediately.
- Crash Involvement: When any on-course crash occurs, mark the row it occured on and remove the crashed car immediately. Note that spaces in the same row share a front edge. Any other car that subsequently ends its move in or beyond the marked row of spaces must roll on the chance table using the following modifiers:
| condition | modifier |
| move completed 0-2 spaces after crash row | -2 |
| move completed 3 or more spaces after crash row | -1 |
| crash row is a 3-wide section of track | -1 |
Note that the last modifier can be cumulative with either of the previous two and that skill chips may be used on this die roll.
- Race Finish: A driver has finished the race when he enteres the space immediately before the start/finish line (nose across the line). Any car that crashes the turn they crossed the finish line is not considered to have finished the race. Any car that finishes the race off track or in a spin, finishes last of the cars that also finished the race this turn.
- Optional Lane Change Rules: Cars may move diagonally when the front edge of adjacent spaces do not line-up. This move is relatively intuitive, however make sure that a diagonal move not allow a move where the back edge of the space being moved to is in front of the front edge of the space being moved from.
- Definition of a Row: Cars are considered to be in the same row when the front edge of their spaces line up. This is most relevant in relation to Order of Movement and Crash Involvement above.
- Green Arrows: In addition to the regular racing lines shown in red on WBC tracks, a few tracks also include green arrows. A green racing line allows the driver who uses it to go 40 mph over the marked speeds over which it runs instead of the usual 20 mph over. All other rules regarding the use of lines are the same.
- Race Rules: The Tables
- Dice: All race tables below use 2d6 instead of the original rules standard of 1d6. Dice will be provided.
- Wear Penalties: Any driver that can not pay the wear called for on any table spins unless other results indicate that the car should crash.
- Skill Chips: All tables may be automatically passed successfully by spending skill chips as indicated on each table. The Pit Crew Test Table can not be automatically passed by spending skill.
Deceleration Chart
| Over by | Penalty |
| 20mph | Use 1 wear, or test brakes |
| 40mph | Use 2 wear, or use 1 wear and test brakes |
| 60mph | Use 2 wear and test brakes |
| 80mph + | Use 3 wear and test brakes and spin |
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Cornering Chart
| Over by | Penalty |
| 20mph | Use 1 wear, or consult chance table |
| 40mph | Use 2 wear, or use 1 wear and consult chance table |
| 60mph | Use 2 wear and consult chance table |
| 80mph + | Crash off course: out of race |
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Acceleration/Top Speed Test Table (or 1s)
| DR | Result |
| 2-9 | Gain 20 mph this turn only |
| 10-12 | Fail, replot 20 mph below attempted speed;
Engine Damage, -20 mph to tested catagory;
Engine Failure if second damage, out of race |
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Start Speed Test Table (or 1s)
| DR | Result |
| 2-8 | Gain 20 mph this turn only |
| 9 | Mis-shift, replot 40 mph below attempted speed |
| 10-12 | Stall, replot at 0 mph;
Engine Damage, -20 mph to acceleration;
Engine Failure if second damage, out of race |
|
Brakes Test Table (or 1s)
| DR | Result |
| 2-9 | Safely decelerated |
| 10-12 | Fail, use 1 wear;
Brake Damage, -20 mph to deceleration;
Brake Failure if second damage, out of race |
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Passing Table (or 2s)
+2 for each immediatly previous forced pass (or +1s)
| DR | Result |
| 2-5 | Successful pass |
| 6-9 | Unsuccessful pass |
| 10-12 | Unsuccessful pass with contact: passer and passee both lose 2 wear |
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Chance Table (or 2s)
| DR | Result |
| 2-6 | Safely driven |
| 7-9 | Spin |
| 10-12 | Crash on course: out of race |
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Crash Mods: Spaces in the same row share a front edge. The last modifier is cumulative with either of the first two. If modifiers are -2 or -3 then only 1s is required to avoid this roll.
- move completed 0-2 spaces after crash row -2
- move completed 3 or more spaces after crash row -1
- crash row is a 3-wide section of track -1
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Pit Crew Test Table
| DR | Result |
| 2-5 | +1 Space |
| 6-9 | No Affect |
| 10-12 | -1 Space |
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- Qualifying
- Starting Grid: The starting grid will be determined by a wear + driver skill bid. At the beginning of the race, all drivers place wear and driver skill chips in their hand and simultaneously reveal their bids. There is no maximum or minimum amount of wear or skills chips that can be used for this bid. The driver who has bid the most chips gets the pole (driver skill chips equal wear chips for the purpose of this bid), and so on. All bid wear and driver skill is lost for the race. Ties are broken by percentile die roll, highest result receiving the better position.
Note that a car may only spend wear from their initial tire set in qualifying.
- Pitting
- Basics: These rules assume a 3-lap race.
- Pit Requirement: All cars are required to use both sets of tires (prime and option) at least once during a race. This means that each car is required to pit at least once each race. If a car choses to pit twice during a race, it will end up using 2 sets of either options or primes and one set of the other tire compound.
- Tires: During car construction, each car will buy ratings for two sets of tire compounds -- options and primes - instead of a general wear amount. Each tire rating indicates how much wear a car has when it is using option tires or prime tires. When a car changes tires, any wear remaining from the old set is discarded and the car receives new wear equal to the rating of that compound of tire.
- Qualifying: Prior to qualifying, each car must determine which set of tires they are using to start the race. They receive that much wear and may only use that wear for their wear+skill bid.
- Option Tires: When a car is using option tires, it may spend 1 wear instead of rolling on the chance table in any situation. Perhaps most importantly, this means that a car on options tires can effectively spend 3 wear in a corner. In addition a car on option tires may spend 1 wear instead of testing acceleration, start speed, or deceleration.
- Pitting Procedure:
- The Pit Lanes: Beside the track, typically immediately after the last corner, are two lanes of track with some number of spaces that parallel the track (exact number of space varies by track). The lane farthest from the track is the entrance lane, the lane closest to the track is the pit lane itself. Every space in the pits can hold any number of cars. But if this happens, note which car got to that space first, second, etc. as that order will be maintained as the cars move through the pits and back onto track.
- Entering the Pits: Immediately after moving onto any space marked with a small red arrow, a car may choose to pit. The spaces immediately adjacent to the pit lane and every other space accross those rows will be marked with a red arrow. So you do not have to be in the lane of spaces closest to the pits in order to pit. When pitting, you do have to legally complete your move but afterwards your car is immediately moved from the track to the pit entrance lane before the next car moves on track. A car moving into the pits is moved sideways, to the entrance lane, in the same row of spaces that car ended its move on track. There is no speed limit for this move. If a car spins on the turn it also wishes to move to the pits, it may do so assuming it ended its turn on a red arrow space.
- Using the Pits: The following occurs the turn after entering the pits.
Movement in the Pits Normal car movement does not occur in the pits even though cars maintain a speed and, in some cases, can change their speed. Instead, cars are moved sideways to show the passing of time and progression through the pits. Cars can be moved forwards or backwards to modify that time taken as indicated below. If this kind of movement moves a car forward or backwards off of the pit lane... simply pretend that the entrance and pit lanes can extend as needed, this has no other affect on pitting procedures.
Speed Limit: All pits have a speed limit indicated between the entrance lane and pit lane. The actual limit varies by track. The turn after entering the pits, all cars must reduce speed to that limit by the usual means. When that is done the car is moved sideways to the space in the pit lane immedaitely next to the car. If a car spins (on or off track) in the effort to reduce speed, the car is replot at 0 and not moved to the pit lane. It may move to the pit lane next turn. If a car entered the pits going slower then the speed limit it may accelerate to the speed limit or as high as it can as usual.
If playing with teams -- If two teammates enter the pit entrance lane on the same turn, the team has stacked its pit and can not service both cars normally. The car that entered the pits furthest down the pit lane gets to procede through this turn normally but the second car must wait to use the pits. Move the second car forward 3 spaces in the entrance lane but not sideways into the pit lane. It can move into the pit lane next turn.
- Tire Change: Indicate which tire compound (prime or option) you are putting on the car. Discard any wear left on the car at this time (it comes off with the old tires) and gain new wear equal to the rating for that tire compound on your car.
Pushing the Pit Crew If desired, you can now roll on the Pit Crew tableto gain a possible 1 space advantage or lose 1 space as penalty.
If playing with teams -- If a team stacked it pits this turn, any bonus or penalty incurred on the pit crew table for the first car affects both cars.
- Exiting the Pits: The second turn after entering the pits, you return to the track but do not otherwise move.
Move on to the Track Make sure that all cars on the track move before any cars from the pit lane move onto the track. Move your car sideways to an empty space on the outside of the track closest to where you currently are in the pit lane.
Multiple Cars Rentering From One Space: If more then one car are entering the track from the same space in the pit lane, the car that got to that space first moves further inside on the track until there is room for all cars from that space to enter the track. If you run out of room in that row on track, the last cars who do not have room on track are placed beside the outside edge of the track, adjacent to that row. These cars are not considered to be off track but all cars must end up on track by the end of the next turn.
Acceleration: You may only accelerate this turn if you have not yet reached the pit speed limit, otherwise, your speed will be the pit speed limit at the end of this turn.
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