J.R.A. Formula De/D



2-Lap/Casual Rules




- House Rules Disclaimer -

These rules are specifically modified for play in games with the J.R.A. We have messed with quite a few of them and want to warn anyone looking at this site that we in no way claim ownership or rights to these rules. They are only for personal use.




The Basics

Gears


The cars have 6 gears, each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and further the corresponding die will allow the car to travel (see movement table below). You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2, or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this which will be explained later.




Driving

As in real life, the car starts in 1st gear. Then you shift up to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver's turn, he announces which gear he has chosen, moves the gear stick on his dashboard accordingly, and then rolls the die which corresponds to the chosen speed. He then moves his car forward the number of spaces indicated on the die. When the move is finished, the car "stops". This concept is important especially in the corners.

Order of Play


In each round, the drivers play according to their car's position on the track.

In this example, Car "A" is in front of Car "B", so Car "A" would go first.







Same Position


If two cars on the track are level with each other, the driver with the highest gear plays first.

In this example, we are assuming that Car "A" is in 3rd gear, and Car "B" is in 2nd gear.









If both cars are in the same gear, the car nearest the inside with reference to the next (or the current) corner plays first.

This is a change from the "Whoever arrives first" rule from Formula De.






Driving Code

The cars drive in the track lanes. Different driving codes apply to corners and straights. Driving through other cars is generally not allowed - they must be driven around. Driving backwards is also not allowed.

Driving Code in the Corners

To drive through a corner, a car must stop a minimum number of times (indicated in the yellow box) within the limits of the corner. After the requisite number of stops, the car may exit the corner on its next move. To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refers to the longest path, the number in the red box refers to the shortest path.

In this example, you would need 2 stops for this corner. The shortest path is 5 spaces, and the longest is 10 spaces.

Driving Code on the Straights

Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.


Examples:
- While driving in a straight line, a car may change two lanes in one direction.
- "Zig-zag" driving is allowed when overtaking another car.
- "Zig-zag" driving on a straight is not allowed (Except when passing). A cat may not change lane and return to the same lane during the same movement.
- A further example of illegal movement.

Important: In Example "B", the maneuver must be completed using the smallest number of spaces possible.

Wear Points

WP Category  Value 
Tires
6
Brakes 3
Gearbox 3
Body 3
Engine 3
Road Handling 2

 Wear Points reflect the ability of the car to stay on the track and survive events  during the race. Each car has a certain number of WP at the beginning of the  race, which are divided up between six different categories. These points are  distributed as seen on the left in the game for advanced players.








Racing

Preparation for Play

The race is held on the circuit of your choice. The two halves of the game board are spread out on the table side by side. Each player is given a car (or cars), a scorecard, a dashboard and a gear stick. The selected gear is marked on the dashboard with a ('gear stick") piece. Each player places a marker in each car zone - next to each part listed in the scorecard.

Start Formation

Every player rolls the black die in order to determine the starting position of his car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. (In the case of a tie, all concerned players re-roll the die.)

Start

Before engaging 1st gear, every player rolls the black die to see how successfully he can start.

 Rolled  Result  Description
 1  Poor Start The player has stalled the motor of his car. He cannot engage 1st gear and so he has to wait till the next round. Then he can start in 1st gear without having to roll the black die again.

 2 - 19  Normal Start The player can start normally. He rolls the die for 1st gear and moves his car forward according to the number rolled.


 20  Great Start! The player makes a fantastic start. He moves his car forward 4 spaces immediately, although he is still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.


Pushing Your Car

Overshooting


If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car's tire WP as a penalty.

In this example, the car would lose 3 Tire Points. One for each space it overshot by.





  • Corner with 2 Stops: If the car has made no stops, it is automatically removed from play.
  • Corner with 3 Stops: If the car has made no stops, or only one stop, it is automatically removed from play.
When coming out of a corner the car may not change lanes, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, he cannot drive round it and has to brake.

When a car loses his last tire WP by overshooting a corner, he spins round in a circle. The car is placed on the space where his move ended, pointing backwards. The player must turn his car round again and drive off in 1st gear when it is his next turn. If he overshoots a corner again, he will again spin round in a circle. If the car overshoots the corner by more than one space, he is out of the race.

Braking


A player may use his brake WP at any time to avoid having to advance the full number of spaces shown on the die. This can help to prevent losing tire WP if he would otherwise overshoot a corner.

In this example, assume the driver must move 3 more spaces to complete their move. The driver decides to move only 1 space to avoid overshooting a difficult corner and therefore loses 2 Brake Points



Spaces Brake Tire
1 1 0
2 2 0
3 3 0
4 3 1
5 3 2
6 3 3
7 Elim Elim

 A driver can find himself blocked by one or more cars which he is unable to  overtake. After the driver has moved his car forward as many spaces as  possible, he counts how many spaces he would have moved if he had not  been blocked. The table below shows how many brake WP and tire WP the  car loses as a consequence.


 Note: If a car doesn't have enough brake WP and tire WP to stop before a  blockage, it is eliminated from the race.

Gearing Down

Gears Skipped Gearbox Brake Engine
1 Gear 1 0 0
2 Gears 1 1 0
3 Gears 1 1 1

 A driver can skip one, two or three gears when changing  down, however this wears out his gearbox. As a result,  the car then loses a certain number of brake WP, engine  WP and gearbox WP. The table to the left lists the  corresponding wear. 

NotesIt is not possible to skip four gears (from 6th to 1st gear). If a car has no gearbox WP left, the driver can only change down one gear at a time until the game is over.

Vehicle Damage

Collision

Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If he rolls a 1, his car loses 1 car body WP. 

In this example, the driver of Car "A" provokes a collision risk with the Cars "B", "C" and "D". Procedure is as follows: The players of Cars "B", "C" and "D" reach roll the black die once to see whether they collide with Car "A". Then the driver of Car "A" rolls the black die three times (Once for each car threatened) to determine whether he collides with them.

Note: If a car loses its last car body WP, it is eliminated from the race.

Motor Damage

If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on his engine. After his car has finished moving, he must therefore roll the black die to test whether his engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 engine WP.

Note: If a car loses its last engine WP, it is eliminated from the race.

Damage and Road Handling

Each time a car loses a car body WP or an engine WP, a damage marker is placed on the space where the move ended.

The same applies whenever a car is eliminated from the race for whatever reason. These spaces are judged to be "dangerous" from then on.

If a car passes over one of these spaces or lands on it, the driver must roll the black die. If the result is between 1 and 4, the car loses one road handling WP. The dangerous spaces can be avoided by changing lanes.

Note: If a car loses its last road handling WP, it is eliminated from the race.

Pit Stops

At the end of the first lap, a player may decide to make a pit stop to regain all the tire WP he has lost. The Pit Lane has special rules that differ from the original game.

Note: There is no speed limit in the pit lanes. The rules for gearing down, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. 

Entering the Pits

To enter the pits you need to roll the minimum number required or higher to cross the Pit Entry Line (A). As soon as the car enters the pits, it receives all its tire WP back. It is then placed on the Pit Grid (B) in the order it arrived in the pit. 

Note: The cars are not placed on their corresponding color. They are placed in order of arrival in the pit. This helps with the order of exit in the next round.

Exiting the Pits

In the next turn, once all drivers on track have taken their turn, drivers in the Pit Grid and Pit Lane (C) are allowed to go.

First, all cars in the Pit Lane itself go in order. Some cars may have not cleared the pits in the last round, and this allows them to move first.

Second, using the order in which they arrived as a guideline, each car in the Pit Grid is placed on the First Spot of the Pit Lane (C). That car then selects a gear of  4th  or lower, and rolls to exit the Pit Lane. Repeat for each driver on the Pit Grid.

Note: Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP. You may not pass in the pit lane, but you do not take penalties to your car.

Finishing

The player whose car passes the finishing line first (after the determined number of laps) has won the race. 

Important: In order to confirm the victory, the driver must successfully negotiate turn 1. They are allowed to use points from their car to accomplish this. If they fail to negotiate the turn, they are disqualified. 

The race ends when all cars have crossed the finishing line, in order to enable ranking.