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PITLANE 7.

PITLANE
THE F-1 SIMULATION GAME

PITLANE 7.0
I.Playing Equipment

21 Manoeuvre Cards per


car

6 Penalty Card
5 Tire cards

1 speedometer

meteorological
card

Slipstream ruler
Car card

KERS Card

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Car control card

Transparent set of
cards

LOC ruler

Transparent crash ruler

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II. Driving the Car


Planning
Look at your car on the track, and imagine the path you want it to follow. Select up to 4 cards
from your deck of manoeuvre cards that you believe will take your car over the desired path.
Place them in order, and face down, bellow your Car Control Card.
Everybody plans their move simultaneously. A time limit should be applied, e.g. 1 minute 30
seconds.
Movement
Once the planning is complete for all cars, the actual movement can begin. Starting with the
car that currently leads the race, the first planned manoeuvre card is turned and placed in
front of the car. If the player is satisfied with the move, the car is moved accordingly
(otherwise, see the following section about corrections). Now the second car places its first
planned manoeuvre card as above, and then the third car and so on until the first round of
planned cards has been played. In the same manner, the second planned manoeuvre card is
played for each car in turn, again starting from the lead car (be aware that the lead may have
changed in the previous round of movement). Finally the third and fourth rounds of
movement are played as above.

The race is a succession of game turns of planning and movement phases. The
movement phase consists of up to four rounds.

The manoeuvre card is placed


at the front edge of the car
card, so that the two lines
match. The car is moved so
the rear edge matches the
manoeuvre card. Next, it is
Camels cars turn!

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III. Mistakes and Corrections


If you are unhappy with a card played during the movement phase, you can:

use your cars or drivers performance and replace the planned manoeuvre card with
a different one from your deck - costs 1 performance point. Recover the planned
movement card switched. You only have a limited number of performance points, and can
no longer use this action when they are finished.

employ braking. You can remove the current card and play in this round the next
planned card instead. If you cant do it (for example, you will crash with another car), skip
this round of movement (show your planned cards and remove any 1 card from it ). If you
didnt plan all your possible movements, you can play a brake without losing any card,
imagine taking away an imaginary empty card from one of the unplanned movement
rounds - costs 1 brake point. When you have used up all your brake points can you not
longer employ braking (but could possibly still hard brake).
Alternatively, If you dont have any performance/brake points remaining, you can:

make a correction (replace the planned


manoeuvre card with a different one from
your deck) in exchange for losing speed in
the next planning phase cost is as follows:

Next Planning Phase


Correction
s made

employ hard braking. The procedure is


exactly the same as with braking, but the
cost is 2 tire points instead of a brake
point.

Base maximum
number of cards

Extra cards
using 1 fuel
point

3*

+1*

2*

+1*

1*

+1*

3
0
+1
If you move your car to the new position
* Playing a 60 costs an additional 1 fuel in these
you can no longer perform any of these
cases
corrective actions, so decide what you are
going to do before moving.
NOTE
This 4 options are called Driving Actions

IV. Fuel
Depending on your moves, you will have to pay 0-2 fuel points. This is based on the
manoeuvre cards actually played (after corrections, etc), rather than what you originally
planned.
The basic move for 0 fuel points is 3 cards. Using a fourth card costs 1 fuel point, and using a
curve of 60 costs an additional 1 fuel point.
When all the fuel points are expended, you will not be able to plan any move which would
cost any fuel points. To play a curve of 60 with no fuel, you are limited to 2 cards.

Fuel Cost
Cards Played
4, including a 60
4
3, including a 60
3
2, including a 60
2
1, including a 60

3+1
(Normal)
2 pts
1 pts
1 pts
0 pts
0 pts
0 pts
0 pts

2+1

1+1

n/a
n/a
2 pts
1 pts
1 pts
0 pts
0 pts

n/a
n/a
n/a
n/a
2 pts
1 pts
1 pts

The expression 3+1 is used to describe


the maximum number of cards played for 0
fuel (3) and the maximum number of cards
played including a fuel cost (3 + 1 = 4).
Some events in the game such as accidents
may cause a loss of speed, e.g. 2+1 or
worse.

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V. The Car and its Trajectory

The position of the car at a single point in


time is defined by two aspects: the interior
rectangle on the car card and its position as it
moves (movement card). We will call this
Trajectory. Trajectory is divided in two
moments, each moment counts as a single
event in order to get hit points.

The first moment (red): From the front


part of the cars rectangle to the end of
the red trajectory line (movement card)

Second moment (yellow): From the end of


the movement card to the front part of
the cars rectangle once its moved.

Leaving the track


If the trajectory passes over a non-asphalt
surface the car has gone off the track.

if the trajectory area goes off the asphalt, then the car went off the track

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Collisions
If the trajectory passes over any
obstacle (i.e. line of bollards, wall or
the interior rectangle of another car
card), or the car card is placed where
any part of its interior rectangle
overlaps an obstacle, the car has
collided with the obstacle.

We use a transparent set of


cards in that kind of
situations to see if the
trajectory line passes over
any obstacle or gone off the
track.

VI. Leaving the Track


If you drive off the road surface, the consequences are applied immediately. There are three
things to do: lose hit points (you can lose damage points, or tire points at your own
election), determine if a loss of control has occurred and throw for malfunctioning dice.

Take Hit Points


Count how many moments
(of the two that divided a
movement)
have
been
played off the asphalt. This
includes passes over kerb,
grass, sand, gravel, etc.
You will lose 1 hit point per
moment, no matters what
the surface is. If the width
of the trajectory went
absolutely
out
of
the
asphalt (OUT) , you will
receive an extra hit point.

Exception:
half
doesn't
damage
car.

kerb
your

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If the width of the trajectory


went absolutely out of the
asphalt (OUT) , you will
receive an extra hit point.
If you have any OUT token,
you will receive an additional
+1 to the roll for loss of control.
If you have any OUT token,
you will receive an additional
malfunctioning die.

Loss of Control Check (LOC)


After the first movement in which the car goes out of the asphalt, you must check if the car is
out of control. This depends on the surface driven over, and the penalty level.
Throw 1d6 and add to the roll any modifiers. Under normal circumstances, a loss of control
occurs if the combined total is at least 7 for kerb, or 6 for grass. However, if you have
penalties (driving restrictions) then examine the penalty card for the number that results in
a loss of control. For example, with a penalty card this is 6 or more for kerb and 5 or more for
grass.

Penalty Level

Kerb/Astroturf

Surface
Grass

Sand/Gravel

No penalty

no

Penalty

no

Penalty ++

no

Penalty+++

no

Penalty ++++

no

Die modifiers for loss of control:


Hitting a bollard (crossing a line of bollards) is an additional +1 to the roll for loss of
control.
If you have any OUT token, you will receive an additional +1 to the roll for loss of
control.
If you are driving during wet track conditions, you will receive an additional +1 to the
roll for loss of control.
If you are driving with fuel overweight card, you will receive an additional+1 to the
roll for loss of control.

The consequence of a loss of control is a rotation of your car over one of the front corners.
Roll a d6. The first roll is used to determine the rotation corner: 1-3 right corner, 4-6 left
corner. The second roll is used to determine the rotation angel: 1-3 is 30, 4-5 is 45, and 6
is 60. The car pivots clockwise if using the front right corner, or anticlockwise if using the
front left corner of the car.

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Align the oversteer ruler to the front edge of the car, and pivot around the corner
If as a consequence of loss of control your car crashes with something it will be
considered as a brush crash.
Note: remember the number you got in the throw because sometimes it can happen that
your car passes over a worse surface later, so in those cases an automatic loss of control
check will happen without needing to roll dice again. (example you have a penalty card and
you drive over kerb, throw 1d6 for loss of control, the result is 5 so nothing happens. Next
movement your car drives over grass, the loss of control check is done again and now you do
lose control, because loss of control chances with a penalty card are 5,6 and your previous
roll was 5). The same happens with malfunction rolls, you will only need to add extra dice,
not roll the previous dice again.

Malfunctioning dice:
According to the surface where you are, you will roll a number of dice as soon as the car
leaves the track, to see if a temporary mechanical failure happens, we will name these dice
malfunctioning dice:

SURFACE

DICE

TYPE

Asphalt

none

1-good

Kerb/Astroturf
Grass

1d6
2d6

2-regular
3-Bad

Gravel

3d6

4-Very Bad

If you have any OUT token, you will receive an additional die.

If, before returning to the track, the car passes through a worse surface, roll the dice
that are missing (eg running over kerb, roll 1d6 for mechanical failure, later also going
over grass, which are two dice, roll one 1d6 more as you rolled one before).

The result of the rolls indicates which cards are not going to be allowed in the current and
next game turns. All malfunctioning cards must be placed in view of all players, close to the
location of the malfunction on track.

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10

Important: If you pass through different surfaces in one move that takes you out of the
track, you will not do accumulative rolls, you just need to take into account the worst type
surface and roll dice for that surface type. (eg when you move your car and it passes over
both kerb and grass, you only roll 2d6 for grass)

How to proceed when you cant play a planned card due to a malfunction
You must play a card instead of the malfunctioning card if its one of the 3 first cards.
Performance point: Lose a performance point and change the card.
Correction: perform the correction procedure.
Play the next planned card as if it was planned for this round.

How to perform malfunction/loss of control roll during a game turn


Here you have an example with images of a game turn where its necessary to check for loss
of control and a malfunction.

1) Determine if the car


trajectory has gone off the
track( look for possible
crashes)

2) Determine how many


moments has gone out off
the track. Take 1 hit point
per moment you can lose
damage points or tire points
(at your own election)

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11

3) Look for the worst surface,


it will show you how many
malfunction dies you will
have to throw.

Order of dice in a multi die roll

White dice: LOC (Loss of control): remember to add the suitable modifier to the roll.
Grey dice (in case of any collision):it will show you the amount of car damage suffered,
and also it will show you and extra malfunctioning card.
Orange dice : Show you which cards will suffer malfunction during this game turn and
the next one.

4) Throw dies: we have to roll


for loss of control, damage
and a malfunction, the first die
will count for loss of control,
the second die for damage and
malfunction, and die 3 and 4
for malfunction only. So here,
4 means loss of control (Loss
of control on grass is 5-6
because he has penalty level
but as he crashed with
bollards loc roll is
modified+1), 6 means 6
reliability points lost and also
malfunctioning of movement
card number 6, and 1&4
means the number of the
malfunctioning cards.

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In this example the player


decides to set 2 hit points only
on tires (from 5 to 3). His car
also suffers 6 damage point
due to a damage throw for
crashing with bollards
increasing his damage from 6
points to 12. When a car gets
6/12/18 damage points his
penalty level goes up one
level. Finally as he reach more
than 10 damage points he will
lose movement card showing
number 10.

Malfunction throw result was


1,4 plus 6 from the damage
die. So cards with numbers 4
and 6 will suffer malfunction
(note that none of the cars
have movement cards with
number 1). The player place
the card in the suitable slot.

At the end of the current turn


you will move malfunction
cards one slot. Next turn you
will not be able to use this card
yet. At the end of the next turn
you will recover it.

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VII. Collisions

A collision occurs when the trajectory, or the car itself (interior rectangle) passes through an
obstacle. The obstacles in the game are other cars, bollards (for example on the inside of a
corner) and walls (tyre walls, stadium stands, etc). These are drawn on the circuit. Only
some of the collisions will modify your cars position (walls and other cars), in
those occasions we will look the kind of crash (brush, hard crash).
We will roll a number of d6 dice depending on:
The kind of crash (brush, hard crash
Modifiers (crashing with your car card, or crashing with your planned movement card)

Damage/malfunction

Next round speed

Fences or bollards

1d6

3+1

Brush

1d6

Hard Crash

2d6

Wall

+1d6

2+1
3+1
2+1
3+1
2+0

Crash with the


movement card

+1d6

agg
def
agg
def

When crashing into another car, the Aggressor is the one who crashes, and the
Defender is the one who is crashed into.
The result of the dice roll works in two ways:
As a temporary mechanical failure (malfunctioning dice)
The amount of points to add to reliability.
The defender will receive half of the damage. But the same malfunctioning cards.
Note: If the defender did a brake action (Hard Brake or Brake Point), he will receive the
same damage and speed as the aggressor.

For example:
Hard crash 2d6 reliability points, 4+6= 10 damage for the aggressor and 5 for the defender.
movement cards number 4,6 malfunctioning for the aggressor and defender.

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Brush Crash
If the angle formed by the front edge of the car and the wall or car is greater than 45, it is
a brush crash.
Following a brush crash the side of the moving car is aligned with the wall, or the car that has
been impacted using as a reference the collision point. Consult the crash table for details.
The car number 11(aggressor) crashes into
car 15 (defender) You can see on yellow the
crashing area, the angle between the front
side of car 11 and the lateral side of car 15.
Finally note the collision point (red point)

Note: If as a consequence of a Brush or


Hard crash with any kind of wall your car is
aligned with an angle not 15 degrees
multiple, you can adjust its alignment to the
closest angle which fulfils that requisite.

The aggressors car stops and is aligned to the


defender using as a reference the collision
point

Hard Crash
If the angle formed by the front edge of the car and the wall, or other car, is 45 or smaller,
it is a hard crash.
In case of a wall collision,

The front edge of the car is aligned to the wall


For each card left to play, the car will pivot over the next side of the car until no card is
left to play in that round.
Apply damage rolls and loss of speed for next round (see crash table for details)

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1. A hard crash collision with the wall

2.The car is aligned to the wall

3.The car will pivot over its next side

4.The car will pivot until no card is left.

In case of a car collision


Determine the collision point, use it as a rotation point (see the image bellow)
Rotate the defender car and aligns to the aggressors front edge
The defender car must then also perform a loss of control roll (see the image bellow)
Consult the crash table for details.

15

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1. Car 11 collides with car 15. pivot car 15


using the align point until his lateral side
is aligned with the front side of the
aggressor

2. Throw 1d6 and pivot the defender


using rotation point

3. Car 15 is rotated 30

How to align the car when it is your planned movement card which crashes first
we will use the final position determined for the movement card. (In the image the orange
rectangle determine the angle of the crash, a brush). Collision point determines where the
impact happens (and also determine end of the move) and where we have to place the car.

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In the image the orange rectangle determine


the angle of the crash, a brush

Collision point determines where the impact


happens (and also determine end of move)
and where we have to place the car

VIII. Recovery
Spin
Only 3 situations where you can spin:

After a crash (you can rotate the car any angle).


After a successful loss of control check.
At the beginning of a game turn if you car is out of the track. You must rotate at least
90 degrees. You are not allowed to rotate a smaller angle.

How to rotate the car?


Rotation is always using one of the front corners of the car (only if not possible to do that
because there is a wall in front of you and you can't rotate without crash, you will be allowed
to use any corner)
You lose always 2 tire points for spinning. Sacrifice one planned movement and
pivot the car around any corner of the car card to face the right way.

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IX. Penalty Cards


Penalty cards are basically driving restrictions that apply while the cause of the penalty
continues to exist. Some are recoverable. The cards are cumulative if you have one penalty
card and gain another, it is replaced with a penalty++ card. The levels range from penalty
to penalty++++.
Penalty+Penalty= Penalty ++//
Penalty++ + Penalty=Penalty+++
Penalty +++ + Penalty= Penalty++++

Usually the penalty cards, restrict the number of


corrections or hard brakings, also increase the
possibility of loss of control, and some adds extra
dices to the malfunctioning throws.

The situations that increase your penalty level are:


Tire wear when tire durability reaches 0 points. Add another penalty when degradation
also reaches 0 points
Damages Increase the penalty level each time the cars reliability level reaches 6/12/18.
Weather conditions driving with tires not suitable for rain/dry.
Cars with KERS system starts the race automatically with first penalty card(green).

The proper restrictions appear on every penalty card


Fuel Level
Fuel level determines which is the threshold at which the car suffers Fuel overweight
penalty. This value is different for each circuit and will be modified by the number of laps. Will
be modified also by specific bonus car. Before starting the race, each driver must show on his
speedometer which is his fuel level.
Fuel overweight penalty
It happens if you have more fuel points than
your fuel level value. In that situation you
will not be able to use performance/brake,
and you will have +1 in all LOC rolls. Penalty
disappears once your fuel points are equal or
less than your fuel level.

Penalty Icon

Before starting the race, each driver must show


on his speedometer which is his fuel level.

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Lap consumption is the


amount of fuel needed to
complete a lap playing always
four cards and playing 60 turns
only when needed. Each track
has his own lap consumption.
You can see also fuel level basic
value, which is different for each
circuit. It will modified by car and
driver specific values.

X.Damage
During the game, you will get damage points. When it reaches some values you will lose
permanently certain cards (numbers with a circle in grey). Also when the damage points
arrives to 6/12/18 points, a penalty card is acquired. When reliability is at red you will
not be able to play more cards.

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XI. Tyres
Every tire compound has an equal number of durability and degradation points, as indicated
on the tyre card, and a wear rate which varies according to the weather. Every time your car
crosses into a new track sector (i.e. it crosses the thick, coloured, numbered line across the
track), you must reduce the tyre points on the car control card according to the wear rate.
For example, soft tyres in sunny weather lose 4 points at each white line. The temperature
also has an influence on the wear rate.

When tyre durability reaches 0, a penalty card is acquired, and any remaining and further
tyre points are now subtracted from degradation. Once degradation reaches 0 points, another
penalty card is acquired, and further tyre wear creates a risk of exploding the tyres. For every
tyre point you are required to lose after reaching 0 degradation, you must throw 1d6 a
result of six means a tyre explosion, and you are instantly out of the race (DNF).
If the track conditions are favourable (weather and tyre wear), you can use different
trajectory options depending on the type of tyres (showed with coloured circles in the tires
card, see the image) and you will be able to use performance/brake car points. These details
can be seen on the tyre cards for each compound.
When track conditions are adverse, or durability points have reached 0, these
optional trajectories can no longer be used, you may not use performance/brakes
car points, and planning turns may also be affected.

1. There are 2 tyre durability points remaining

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2. In sunny weather, 4 tyre points are subtracted. 2 points takes durability to 0, so a penalty
card is earned. The remaining 2 points are taken off degradation.

Movement Options:
Some type of tyres allows you to select different trajectory options. Those options are shown
with coloured circles on the tyres cards. When you play the movement card you can place
your car on any of the coloured anchor points that are available. With medium tyres you can
use the yellow/red anchor points. With soft tyres you can use green/yellow/red anchor points.
Look at the tire's cards for details.
This bonus is only applied if:

The colored circle is shown on the tire card

The track conditions are suitable (ex, dry track for dry tires)

If your tyres are degradated you have to use the options available in the
degradated area.

If the car went out you only will have triangle colour trajectory.
Circle: When the car its inside the track (asphalt+ less than kerb)
Triangle: when the car its outside the track (touching kerb or more, grass and/
or gravel)

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Car 11 is on soft tyres, can


use any of the three coloured
trajectories (green, yellow,
red)
Car 15 is on medium tyres,
can use only two coloured
trajectories (red, yellow)
Car 21 is on hard tyres, can
use
only
one
coloured
trajectory (red)

XII. Wet Driving


When the weather check (see XV) result is rain, the track becomes wet. When the weather
result is rain for the first time another roll is made to see if it is soft or heavy rain. The wet
track begins in that weather line area. The first value that isnt rain does not dry the track,
wet track conditions remain. Wet track conditions end with the second consecutive weather
check that isnt rain. The dry track begins in the line where you get that result.

Num. Check:

Check Result

Track condition

1 Check:

Rain

Heavy Rain

Rain Track

Soft Rain

Wet Track

Heavy Rain

Rain Track

Soft Rain

2 Check:

Rain

3 Check:

Clouds

Wet Track
Wet Track

4 Check:

Clouds or Sun & Clouds

Dry Track

Look for the suitable area on the tyres card, Rain if its heavy rain or wet if its soft rain.
You can see your trajectory options, shown with coloured circles or coloured triangles, and
your penalty level if it suffers any change. When its raining and you are driving with tyres
not suitable for rain, there are some compulsory cards you must play if you plan turns
(curves) this game turn, for example brake cards if you planned turn cards.

Sometimes we forget to do it, what happens then?

what happens if you have to play your last card, any of your first three cards was a
turn (curve) card and you didnt play any short brake?
You must correct/perform and change your last card for a short brake card
(the suitable card).

And if I cant play corrections or I dont have performance points?


Next round you will play 1+1

What happens if I only planned one card and I need to turn???


You can do it.

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XIII. Bonus movement


K.E.R.S.
Only available for some Cars.
If you use KERS you gain automatically your first penalty card(green).
The card used for your KERS bonus move has to be a card marked with the KERS symbol.
When fully charged, KERS allows you to play an extra manoeuvre card (the cards marked
with the kers symbol) after any movement, but before the next player places his next
planned card. This free card does not count towards fuel usage.
Once used, the KERS system loses all energy, and must be recharged before any next use.
Each time you play a short brake, medium brake, or use a brake point correction, some
energy is recovered, charging your KERS according to the table below.

Action
Medium Brake

Recovery Rate
1 pt

Short Brake

2 pt

Brake Points

3 pt

Kers on wet track:


If you are using dry tires,if you play turn cards you
must play a brake card. This card dont charges
Kers. If you play more than one brake card, then
you can use one of them to recharge kers.

Once KERS is at 6 points of energy, it may be used again, but not in the same round in which
it was charged to full (i.e. not immediately after charging it). You cannot store more than 6
points. As soon as it is used, it is reset to 0 points.
The KERS system is not allowed during the first two rounds (of the movement
phase) of the opening game turn.

The KERS system

Car 11 plays a movement card,


after car 21 plays a movement card
plus and extra card (with KERS
symbol on it) using KERS.

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Slipstreaming
If you finish any movement round behind another car, inside the slipstreaming area, and at
the beginning of the round you were behind that car, you can play a free left or right
overtaking manoeuvre cad. To be considered inside the slipstreaming area, it is only
necessary to touch any part of the slipstream marker with your car (interior rectangle).
Your cars angle must be the same as that of the car you are trying to slipstream.

However slipstreaming is not possible if :

the player has been over grass/gravel.


has made brake/correct/ oversteer.
has suffer any type of collision or loss of control during.
has planned less cards than the player who is in front of you .

Slipstream is limited to only one use per game turn.


Slipstreaming is not available during the first game turn.
note: slipstream is played after all cars has played the current game round.

To be considered inside the slipstreaming


area, it is only necessary to touch any part
of the slipstream marker with your car
(interior rectangle).

you can play a free left or right overtaking


manoeuvre cad.

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XIV. Pit Stops


Within the pit area, movement cards are used differently. Movement will be from one point to
another point. The amount of points you will be able to move will depend on whether you're
in the pit lane or in the in/out area of the pit area.
You can use 4 cards without losing fuel points.
When you calculate fuel consumption you don't count cards played inside the overlapping
area.
Overlapping area: Cars inside it are
treated as invisible, overlapping is
allowed (it means no crashes
between cars). This overlapping is
allowed for the entire length of the
overlapping area, from the entry
white line until the exit white line.
Once you reach the overlapping area
exit, it will again not be allowed to
overlap without a crash.
Movement:
In/out area: 2 points movement per
card planned.
Pitlane area: 1 point movement per
card planned.

To be considered inside the overlapping area, your trajectory must


touch the entry line (yellow) and your
car (interior rectangle) must touch
any point position. If that happens it
means you are entering boxes.

Cars crossing overlapping area


without touching the entry line
are not considered inside. Cannot
crash with cars entering boxes but
can crash with other cars crossing
overlapping area.

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Cars crossing overlapping area


touching the entry line but not
touching any point position are
not considered inside. Cannot
crash with cars entering boxes but
can crash with other cars crossing
overlapping area.

You can move 2 points per movement card


while your car is inside the in/out area

When your car enters pitlane area


you can only move one point per card

Once the car reach the movement


point in front the pit box it will move
sideways automatically to enter.

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Once the pit stop is finished exit


following the exit arrow onto the next
movement point.

If the last movement card place you on the black movement point it means you are on the
exit of the overlapping area.
You must play your next card as usual. Its allowed to put the car sideway in any place.
Length of stop
You must decide before entering the pitlane, the number of fuel points you want to refuel.
You can see how many game rounds you must stop.
Throw 1d6 to know if the stop is fast or slow and look the table below, game rounds could be
modified. Finally receive the right amount of fuel, reliability, performance and brake points.
Having planned your stop, you must remain stationary in the box for the number of rounds
showed on the table. Consult the table to determine how many fuel points, reliability points,
performance points and brake points you recover as a result of your stop.

Example: the car decides to refuel 7 fuel


points. The basic value is 4 game rounds
stopped. Throw 1d6 result is 5. Pit stop will
last 5 game rounds. Car will refuel the desired
number of fuel points 7 plus will repair 3
damage points.

PITLANE 7.0

28

XV. Grand Prix Weekend


Here you will find all the necessary info to prepare a Grand prix. It includes weather, fuel
load, tyres, qualification, race start and pit stops. There are two qualification systems (Fast
and advanced). If you use the advanced method, qualification will be played as a normal
game turn where you try to plan and play the maximum number of cards and and get as far
as possible. If you use the fast method, you must only add or subtract modifiers and finally,
add the result of a die roll.
1.Determine the weather for qualification
Weather:
Look for the correct meteorological card, throw 2d6 to determine in which month
the race is. Sum the 2d6 together and take it as the number of the month of the year
(3=march, 8=august, etc).
Throw 1d10 and consult the green flag ranges (weather for the start) matching the colour
with the current year season.
Throw 1d4 to establish the qualifying sector (if using the advanced system).
Temperature:
Roll a d10 and consult the temperature table, following the colour that matches with the
current year season. Notice that temperature may affect tyre wear.

Example:
If you are racing in August you will look for the
ranges inside the red areas.
First roll 9= Rain at the start, we roll again to see
what type of rain (3, Heavy rain)
Second roll 9= Hot weather wear +1
Determining the weather and the temperature

2.Consider the strategy for the GP


Choose the right tyres and the fuel load. Identified your fuel level value (see the specific
value of the track and apply car and driver modifiers ).

Fast Method: For each fuel point above the fuel level value lose 2 qualifying point. For
each fuel point below the green, earn 1 qualifying point
Advanced method: For each fuel point above the fuel level value lose 1 qualifying
point. For each fuel point below the green, earn 1 qualifying point.

3.Determine the final qualification value


Fast method: Take the qualifying score from the car control card, add/subtract the
adjustments for fuel load and tyre compound (marked on the tyre cards).
Advanced method: Take the qualifying score from the car control card and add/subtract
the adjustments for fuel load.

PITLANE 7.0

29

4.Qualification lap:

Fast method: As point 3 but throwing 1d6 and adding it to the qualification value. the
car with the highest value occupies the pole. In case of a tie, throw 1d6 for each player.

Advanced method: the qualification value determines the number of cards that you
must plan. The track sector designated at random previously is used as a qualifying
area. The car is placed anywhere on the start of this area, and planning commences.
The driver who comes further will start from P1, the driver who comes next furthest will
start from P2, and so on.
Tires:
The use qualy points is disable. You can use performance, brake points, as usual but depending on the type of tires you can:

Soft tires: you can use performance as a brake points and the opposite.
Medium tires: you can use performance as a brake points.
hard tires: you can use performance brake points a s usual

Corrections and hard brakes:


Each time you run one of these actions need to delete the last card planned.
Penalty Level:
Disable, You can use as many perf/brake points as you want or correct/hard brake as many
time as you desire.
5.Weather change:
Consult the meteorological table for the track. The weather can evolve with a roll of 1d10 (red
numbers) do this twice to see how it changes overnight before the race. Consult the
temperature table roll 1d10 if the result is the same temperature then remains as it is. If the
number is smaller than your actual temp level, it will go down. If its bigger it will go up.
6.Race Day:
If the qualifying was on dry track:
In case of wet track, the option to change to wet tyres or rain tyres is allowed.
If the qualifying was on wet/rain track:
In case of dry weather, the option to change to dry tyres is allowed.
7.Race Start:
Each player plans his first game turn. You must use the starting cards showed in the
movement cards (start symbol) in the mentioned order. However, you can risk a better start
and try not to use them. To do this, throw 1d6 to validate each of the illegal cards. For a roll
of 4-6 the card is valid, but for 1-3 you must play a short brake instead.
8.Sectors:
Each time your car enters a new sector of the
circuit, you must pay tyre points according to
the weather and the type of tyre (shown on the
tyre card). Whenever the race enters a new
sector, 1d10 is thrown to see evolution of the
weather. Temperature is only checked once per
lap (at the start of the lap).
Exception: The first time the race crosses a
sector line will not be necessary to throw any
die (first pass into first sector of the track)
9.Pit stops:
When you stop, decide the amount of fuel you want to refuel and wait the number of
movement rounds you need to receive the right amount of fuel, damage, performance and
brake points. You can also change tyres.

PITLANE 7.0

30

APENDIX I. ADVANCED QUALIFYCATION SYSTEM IN DETAIL


There are two qualification systems (Fast and advanced). If you use the advanced method,
qualification will be played as a normal game turn where you try to plan and play the
maximum number of cards and get as far as possible. Your qualification value will show you
how many movement cards you can plan. Players will play a previous planning phase, they
will have 2 minutes to plan as many cards as his qualification value.
1.Determine the weather for qualification
See XV.1
Establish the qualifying sector.
2.Consider the strategy for the GP
Choose the right tyres and the fuel load. Identified your fuel level basic value (see the
specific value of the track and apply car and driver modifiers ).
Advanced method: For each fuel point above the fuel level value lose 1 qualifying point.
For each fuel point below the green, earn 1 qualifying point.

We are racing on the orange track


variant, our fuel level basic value
will be 3. we must still apply car and
driver modifiers.
3.Determine
value

the

final

qualification

Advanced method: Take the qualifying


score from the car control card and add/
subtract he adjustments for fuel load.

Fuel level: basic value is 3. Each


car has 1 to fuel level.
The final value will be 2.
You must show it on your
speedometer.
Calculate qualification value
( number of card that each driver
can plan):
Qualifying value-(fuel load for the
race-fuel level)
Dragon motors:
14-(5-2)=11 cards
Four Stars Team:
12(4-2)= 10 cards

PITLANE 7.0

31

Planning:
Dragon Motors plans 11 card, he
uses soft tyres.
Four Stars Team plans 10 cards, he
uses soft tyres.
Both placer plan together
simultaneously and counter clock.

First driver shows his card sequence.


Remember, he is using soft tyres so
he will use any of the three coloured
trajectory options.
Also he can use performance as
a brake points and the opposite.

4.Qualification lap:
Advanced method: the qualification value determines the number of cards that you must
plan. The track sector designated at random previously is used as a qualifying area. The car is
placed anywhere on the start of this area, and planning commences. The driver who comes
further will start from P1, the driver who comes next furthest will start from P2, and so on.
Tires:
The use qualy points is disable. You can use performance brake points, as usual but
depending on the type of tires you can:

Soft tires: you can use performance as a brake points and the opposite.
Medium tires: you can use performance as a brake points.
hard tires: you can use performance brake points a s usual

Corrections and hard brakes:


Each time you run one of these actions need to delete the last card planned.
Penalty Level:
Disable, You can use as many perf/brake points as you want or correct/hard brake as many
time as you desire.

PITLANE 7.0

32

Black car starts, plays one


straight and moves his card
to its next position. Then
plays his second card, a 60
turn, to avoid a crash
decides to use a
performance point, remove
current card.

. and plays instead one card from


his hand (30 turn). Finally pays 1
performance point as a cost for the
action.

His fourth card is a 30 turn, if he


plays it he will go out of the track, so
his qualification lap will end here.
Decides to use 1 performance
point ,and play instead a 60 turn
(note that the card was planned as a
second movement but was removed
and changed by other card. As he
did this using performance points,
He recovers the card, so it returns
to his hand.

PITLANE 7.0

33

His last card is a short brake. He


doesnt have performance points. As
he is using soft tyres, he can do a
performance action paying instead 1
brake point. Remove the short brake
and play instead an overtake card.
Doing this he can win some more
centimetres.

Soft tires: you can use performance


as a brake points and the opposite.

This is the final position for his qualification round. Green marks shows where he used
performance points. White mark show where he used brake points to pay performance action
due to usage of soft tyres.

PITLANE 7.0

34

Second
driver
show
his
card
sequence.
Remember, he is using soft tyres so
he will use any of the three coloured
trajectory options.
Also he can use performance as
a brake points and the opposite.

Note: this car has performance and


brake skill equal 0, so only will use
that bonus using drivers perf/brake
skill.

His fifth card is a right


overtake, so to avoid going
out the track, decides to use
hard brake action. He remove
the current card planned, as a
cost for the action remove
also the last planned card of
his sequence of cards. Finally
he will play instead the next
card planned, a long straight.

Again decides to use a hard


brake, remove the planned
card (30 turn), as a cost for
the action remove also last
card planned of his sequence
of cards. Finally he will play the
next planned card a 60 turn.
As he doesnt have more
movement cards, his
qualification will end here.

Note: If he would have made a correction, would have done the same as using performance,
to change the planned card by one from his hand. As a cost for this action, would have
eliminate the last card of the planning sequence. Contrary to what happens when using
performance pts, he had not recovered the card replaced.

PITLANE 7.0

35

This is the final result. Black car wins qualification round.

NOTE
Playing using advanced qualy system will increase playing time in 20/30 minutes . We
recommend only if you have enough time to do it. In real racing qualifying is usually done the
day before the race. Our experience during advanced qualy playtestings was that we used to
do qualy before dinner and once we had eat the race started. (Avoid ketchup spots on track
while driving!!!)

PITLANE 7.0
APENDIX II. DRIVING ACTIONS
You can find here blocks diagrams explaining driving actions and how is solved card
malfunction .
For more detail about Driving Actions see III.Mistakes and Corrections.
For more detail about Malfunctions see VI.Leaving the track/Malfunctioning dice.

all examples assume 3+1.


you can apply each example to
2+1 by removing box #4, and for
1+1 by removing boxes #3 and #4,
etc. If less cards are played this is by
choice or imagined lack of fuel.

NORMAL PLAY

Round

Round
empty

45R

Long str.

30R

45R

4
3
2

Med.br.
Long str.
30R

3 Cards planned

4 Cards planned

CORRECTION/PERFORMANCE
The cost of using performance is the loss of 1 performance point.
The cost of using a correction is the loss of speed in next planning round.
For more details see III. Mistakes and corrections.

Round

4
3
2
1

Round
empty
45R

Planned 3 cards

45R

Long str.
30R

empty

2
Replace this
box

Long str.

Short str.
30R

36

PITLANE 7.0
MALFUNCTION

Round

Round

4
3
2
1

37

empty
45R

Long str.
30R

empty

45R

2
This card
malfunctions
choose to
1) correct

Long str.

Short str.
30R

2) discard
Planned 3 cards

Stacks drops down,


you play the next
round so round 3
becomes 2 and
round 4 becomes 3.
(you play 1 round
less in total)

BRAKE/HARD BRAKE option1


(to avoid crashing with other cars)

Round

empty

empty

45R

2
1

Long str.

30R

Available if you planned your maximum base number of cards plus extra fuel card
(planning 4 cards with speed 3+1,planning 3 cards with speed 2+1,...) and you need to avoid
a crash with other cars. The cost of using a brake action is the loss of 1 brake point. The cost
of using a hard brake is the loss of 2 tire points.
Box
removed

For more details see III. Mistakes and corrections.

Round

Round

4
3
2
1

Long str.
45R

Long str.
30R

Planned 4 cards

Need to brake this


card, so choose 1 box
to remove still to play
(already played box 1)
and fill it with the
brake

4
3
2
1

You dont play any card on


game round 2. Stacks moves
up, so previous round 2
becomes 3 and previous round
3 becomes 4, previous round 4
card is removed
(you play 1 round less in total)

Long str.
45R

Long str.
BRAKE
(no card pl)
30R

PITLANE 7.0

38

BRAKE /HARD BRAKE option 2


To avoid crashing with other cars
Available if you planned less cards than your base maximum number of cards plus
extra fuel card (planning 3 or less cards with speed 3+1,planning 2 or less cards with
speed 2+1,...)and you need to avoid a crash with other cars.

Round

4
3
2
1

Need to brake box


of round 1, normal
brake procedure,choose a box to
put the brake and
adjust the stack

empty
empty

Round

empty
empty
45R

45R

45R

2
BRAKE
(no card pl)

45R

Box
removed

BRAKE
(no card pl)

Planned 2 cards

BRAKE/HARD BRAKE
normal situations

You dont play any card on


game round 1. Stacks moves
up, so previous round 2
becomes 3 and previous round
3 becomes 4.

option 3

Always available.

Round

4
3
2
1

Round
Long str.
45R

Long str.

Need to brake this


card, so choose 1
box to remove still
to play (already
played box 1) and
fill it with the brake

Long str.

45R

Long str.

30R

BRAKE

30R

Planned 4 cards

Round
You remove previous round
2 card. Stacks drops down,
you play the next round
card planned, so previous
round 3 becomes 2 and
previous round 4 becomes
3. No card is played in
round 4
(you play 1 round less in
total)

BRAKE
(no card pl)

4
3
2
1

Long str.
45R
30R

Long str.

Box
removed

PITLANE 7.0
ILLEGAL PLAY

Round

4
3
2
1

30L
45R

this is illegal since all planned moves


must be continuous from
the bottom of the stack to the last
planned action, every box in the
sequence must have an action in it
by the end of the turn.

60R

Round
empty

Planned 3 cards
starting on round 2

4
3
2
1

empty
30L
45R
60R

Legal planning

39

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