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1 1
PITLANE
THE F-1 SIMULATION GAME
APPENDICES
PITLANE7.1 2
Index
I.Advanced qualification system in detail
II.Driving Actions
III.Pit Stops
IV. Weather
V.Movement Options
3
9
13
17
22
PITLANE7.1 3
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.
the
final
qualification
PITLANE7.1 4
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
PITLANE7.1 5
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.
PITLANE7.1 6
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.
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.
PITLANE7.1 7
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.
PITLANE7.1 8
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!!!)
PITLANE7.1 9
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 phase.
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
PITLANE7.1 10
MALFUNCTION
Round
Round
4
3
2
1
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
For more details see III. Mistakes and corrections.
Recover
Long str.
this card
Round
Round
4
3
2
1
Long str.
45R
Long str.
30R
Planned 4 cards
4
3
2
1
45R
Long str.
BRAKE
(no card pl)
30R
PITLANE7.1 11
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
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
Recover
this card
PITLANE7.1 12
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
PITLANE7.1 13
III.PIT STOPS
Once the car enters the overlapping area,movement cards are used differently, each card
allows to move a maximum of 2 points position, depending on the area where is the car. This
appendix shows an example of a car Pit stop. In yellow are references to the rules in gray
explanations of the pictures.
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.
In the picture, FIAC car plays in its first round a
medium straight movement card, crosses the entry
line (with the second moment of his trajectory) and
the inner rectangle touches the black point. The car is
considered inside the Overlapping area.
Movement inside the overlapping area:
When you calculate fuel cost you don't count cards played inside the Overlapping area.
JAPAN SPORTS car will pay 1 fuel point, FIAC car will not have to pay (because played only 1
card ,the 3 cards played in the Overlapping area does not count.)
FIAC car started the race from 6th position so its box
is number 6. The arrival turn at his box must plan as
in the image:
1.
2.
3.
PITLANE7.1 14
Movement inside the overlapping area:
1 point in the Pitlane area.
1.
2.
3.
PITLANE7.1 15
Cars position at the end of the game
turn is the one shown in the picture.
FIAC car only have moved in the first
two rounds while the car JAPAN SPORT
have moved in all 4 rounds. Also due
crossing over a sector line we must
throw a dice to see weathers evolution
and temperature (this only is checked
when completing a lap). Also JAPAN car
have paid tyres points according to the
weather of the last sector and the type
of tyres (cars into the Overlapping
area are not affected by tyres wear)
JAPAN SPORTS car will pay 1 fuel point, FIAC car will not have to pay (because played 2
cards in the Overlapping area, and cards played inside this area does not count). FIAC car
still has to be stopped two more rounds.
2.
PITLANE7.1 16
Movement inside the overlapping area:
PITLANE7.1 17
VI.WEATHER
Weather was showed on point XII. Wet Driving, and on point XV. Grand Prix weekend.
Here you have an extended explanation about how weather work in the game and its
interactions with Track Condition and Tires (Wear rate, Movement options, Planning
restrictions, Qualifying bonus and Penalty Level). This appendix covers from qualification
weather to weather evolution during the race.
Each track has his own weather. You
can see it on each track board.
Brands Hatch Meteorological card will
be Atlantic Weather Card.
Qualification weather:
PITLANE7.1 18
First sector weather will be SUN. On
yellow we can see first sector. As it is the
first sector of the race it will start on the
grid.
PITLANE7.1 19
The weather changed to CLOUDS at crossing sector 3 line. Now cars are crossing finish line so
we will roll for lap temperature changes. Will throw also to see weather evolution. There is
some risk of changing track condition.
Once first car cross start sector 1 line ,
thrown to see Temperature.
Temperature evolution is checked once
per lap (at the start of the lap).
Roll result is 1, is smaller than
AVERAGE(4-8)then temperature will
go down one level (COLD)
PITLANE7.1 20
As the race track condition is Rain Track,
remember to use movement options, planning
restrictions, penalties (if any) and qualifying
bonus showed on your tires card. Look for the
RAIN section rectangle to know exactly which
are.
If a car is using Soft tires will use black
trajectory only. Also will gain a Penalty +++
card to add to his previous Penalty Level (If he
has before a Penalty Card, he will change to
Penalty++++). Finally he will have a planning
restriction:If you play turn cards you must play
a short brake card.
If Track Condition changes, previous Penalty
cards due to track condition are lost. New Penalty
cards (if any) will be gained according to the new
track condition.
Once first car cross start sector 2 line, thrown to
see weather evolution.
PITLANE7.1 21
As the race track condition is Wet Track,
remember to use movement options, planning
restrictions, penalties (if any) and qualifying
bonus showed on your tires card. Look for the
WET section rectangle to know exactly which
are.
If a car is using Soft tires will use red trajectory
only. Also will gain a Penalty ++ card to add to
his previous Penalty Level (If he has before a
Penalty Card, he will change to Penalty+++).
Finally he will have a planning restriction:If
you plan turn cards you must play a brake
card.
If there is a new DRY weather result (CLOUDS or SUN&CLOUDS) while crossing next sector
line, track condition will change again. From Wet Track to Dry Track.
PITLANE7.1 22
V. MOVEMENT OPTIONS
Each car has his own deck of movement card and these cards have different movement
options showed with trails in green, yellow, red, and black. You will be able to use one or
several, depending on the Track Status, type of tires, if they have durability points or not and
even depending on where it is your car before playing the card (on the track or outside the
track).
At the start of a single movement round
we have this situation. All four car use
SOFT TIRES. Track Status is Dry Track.
Car 1 use SOFT TYRES and dont have
durability points. Only has 1
movement option, red circle (showed
on the right side of the DRY rectangle,
close to Degradation indicator (Deg: )
Car 2,3,4 use SOFT TYRES and still
have durability points. They will have all
3 movement options, green, yellow
and red circles (showed on the left
side of the DRY rectangle, close to
Durability indicator (Dur: )
Note: Instead of placing the car card, place this ruler to see if there is any
collision or to see if the car is on the track or out.
PITLANE7.1 23
PITLANE7.1 24
This will be the final position of the cars after this movement round. The situation before
playing movement cards was:
Merony was outside the track without durability points to use. He has selected black
trajectory (the only one available)
Br345Gp was inside the track and still has durability points to use. He has selected green
trajectory (one of the three available)
Fiac was inside the track and still has durability points to use. He has selected green
trajectory (one of the three available)
White wing was outside the track and still has durability points to use. He has selected red
trajectory (the only one available)