Professional Documents
Culture Documents
PITLANE
THE F-1 SIMULATION GAME
PITLANE 7.0
I.Playing Equipment
6 Penalty Card
5 Tire cards
1 speedometer
meteorological
card
Slipstream ruler
Car card
KERS Card
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Transparent set of
cards
LOC ruler
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The race is a succession of game turns of planning and movement phases. The
movement phase consists of up to four rounds.
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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:
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
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V. The Car and its Trajectory
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.
Exception:
half
doesn't
damage
car.
kerb
your
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Penalty Level
Kerb/Astroturf
Surface
Grass
Sand/Gravel
No penalty
no
Penalty
no
Penalty ++
no
Penalty+++
no
Penalty ++++
no
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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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.
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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.
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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
Fences or bollards
1d6
3+1
Brush
1d6
Hard Crash
2d6
Wall
+1d6
2+1
3+1
2+1
3+1
2+0
+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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14
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)
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,
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1. A hard crash collision with the wall
15
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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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VIII. Recovery
Spin
Only 3 situations where you can spin:
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Penalty Icon
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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.
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21
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 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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22
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:
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.
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).
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Action
Medium Brake
Recovery Rate
1 pt
Short Brake
2 pt
Brake Points
3 pt
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.
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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.
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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.
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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
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.
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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
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the
final
qualification
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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.
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
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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.
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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: 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.
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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!!!)
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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.
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
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
Round
Round
4
3
2
1
Long str.
45R
Long str.
30R
Planned 4 cards
4
3
2
1
Long str.
45R
Long str.
BRAKE
(no card pl)
30R
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Round
4
3
2
1
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
option 3
Always available.
Round
4
3
2
1
Round
Long str.
45R
Long str.
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
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ILLEGAL PLAY
Round
4
3
2
1
30L
45R
60R
Round
empty
Planned 3 cards
starting on round 2
4
3
2
1
empty
30L
45R
60R
Legal planning
39