24
PITLANE7.1 1 PITLANE THE F-1 SIMULATION GAME APPENDICES

Pitlane7.1english Appendices

Embed Size (px)

DESCRIPTION

k

Citation preview

  • PITLANE7.1 1

    PITLANE THE F-1 SIMULATION GAME

    APPENDICES

  • PITLANE7.1 2

    I.Advanced qualification system in detail

    II.Driving Actions

    III.Pit Stops

    IV. Weather

    V.Movement Options

    3

    9

    13

    17

    22

    Index

  • PITLANE7.1 3

    I. ADVANCED QUALIFYCATION SYSTEM IN DETAIL

    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.

    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

    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.

    3.Determine the final qualification

    value

    Advanced method: Take the qualifying

    score from the car control card and add/

    subtract he adjustments for fuel load.

  • PITLANE7.1 4

    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.

    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.

  • PITLANE7.1 5

    . 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.

    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.

    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.

  • 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: 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.

  • PITLANE7.1 8

    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!!!)

  • PITLANE7.1 9

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    30R

    Long str.

    Med.br.

    45R

    Round

    4 3 2 1

    3 Cards planned 4 Cards planned

    NORMAL PLAY

    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.

    CORRECTION/PERFORMANCE

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    Planned 3 cards Performance: Recover this card

    Correction: Place it again on the slot

    where it was.

    Replace this

    box

    Short str.

    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.

    II. DRIVING ACTIONS

    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.

  • PITLANE7.1 10

    MALFUNCTION

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    Planned 3 cards

    This card

    malfunctions

    choose to

    1) correct

    2) discard

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    Short str.

    30R

    Long str.

    45R

    empty

    Round

    4 3 2 1

    empty

    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)

    30R

    Long str.

    45R

    Long str.

    Round

    4 3 2 1

    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

    30R

    Long str.

    45R

    Round

    4 3 2 1

    BRAKE

    (no card pl)

    Long str.

    Box

    removed

    Recover

    this card

    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)

    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.

    For more details see III. Mistakes and corrections.

  • PITLANE7.1 11

    BRAKE/HARD BRAKE option 3

    normal situations

    30R

    Long str.

    45R

    Long str.

    Round

    4 3 2 1

    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

    30R

    Long str.

    45R

    Round

    4 3 2 1

    BRAKE

    Long str.

    30R

    Long str. 45R

    Round

    4 3 2 1

    BRAKE

    (no card pl)

    Long str.

    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 /HARD BRAKE option 2

    To avoid crashing with other cars

    45R

    45R

    empty

    empty

    Round

    4 3 2 1

    Planned 2 cards

    Need to brake box

    of round 1, normal

    brake procedu-

    re,choose a box to

    put the brake and

    adjust the stack

    45R

    45R

    empty

    Round

    4 3 2 1

    BRAKE

    (no card pl)

    empty

    Box

    removed

    BRAKE

    (no card pl)

    You dont play any card on

    game round 1. Stacks moves

    up, so previous round 2

    becomes 3 and previous round

    3 becomes 4.

    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.

    Always available.

    Box

    removed

    Recover

    this card

  • PITLANE7.1 12

    ILLEGAL PLAY

    empty

    60R

    45R

    30L

    Round

    4 3 2 1

    Planned 3 cards

    starting on round 2

    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

    45R

    Round

    4 3 2 1

    30L

    empty

    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.

    This is the final position after the 4

    rounds. You can see all cards played

    each round, the number indicates the

    order in which it was played and the

    approximate position of the car. From his

    second movement card FIAC car moves a

    maximum of 2 points per movement card

    (in the Entry area). This movement is

    shown by yellow arrows. His fourth card

    allows him to move 1 point in the entry

    area and 1 point in the Pitlane area.

    Movement inside the overlapping area:

    2 points in the Entry area.

    2 points, 1 in the Entry area, 1 in

    the Pitlane area.

    When you calculate fuel cost you don't count cards played inside the Overlapping area.

    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.

    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. As many cards as you need to reach the entry

    point of your box.

    2. Indicate the number of rounds that will last

    your pit stop.

    3. Place the new type of tire above the current.

    In round 2 will enter in his box, in round 3 will start

    refueling (1) that will last 4 rounds (2), finally will

    change tires from soft tires to soft tires again.

  • PITLANE7.1 14

    Movement inside the overlapping area:

    1 point in the Pitlane area.

    Once the car reach the movement point in

    front the pit box it will move sideways

    automatically to enter.

    FIAC car moves 1 point per movement card

    because it is inside the Pitlane area. At

    the end of round 2, it is in point position

    which gives access to its box, so will

    automatically enter. JAPAN SPORT car will

    continue moving along the track in the

    usual way.

    At the beginning of Round 3 FIAC car will throw

    1d6 to see which is the exact length of its stop.

    In this case gets a 4 so the stop time is not

    modified (4 rounds). Look at row of 4 rounds

    and apply the modifications (changing tires, fuel

    increases 7 points, 3 points of damage repair

    and recovery performance/brake points).

    If the die result forces the car to do a shorter/

    longer pit stop, we will use the pit stop time

    length shown before throwing the dice, in order

    to refuel/repair or performance/brake points

    recovery.

    1. Change tires. Put tires marker at

    its maximum, in this case we will

    change from 8 degradation pts to 8

    durability points (1)

    2. Add fuel seven points to the

    current fuel, from 2 pts to 9 pts

    (2).

    3. As the new fuel load value is above

    the cars fuel level (6pts), it gains

    automatically an overweight

    penalty (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.

    FIAC car player must plan as shown in

    the picture:

    1. Still have 2 rounds to finish pit

    stop, so the player will not place

    any cards in planning round slots

    1st and 2nd.

    2. He will place two cards in

    planning round 3rd and 4th.

    JAPAN SPORT car

    will move during the

    first 2 rounds. FIAC

    car will stand in his

    box the first two

    rounds and will

    move during rounds

    3 and 4 (1 pt per

    movement card for

    being in the

    Pitlane area).

  • PITLANE7.1 16

    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.

    This is final position after 4 rounds. FIAC car

    moves 1 position point per card while in the

    Pitlane area. This movement is shown by

    yellow arrows. From his fourth movement

    card it is on the Exit area so it allows him to

    move 2 points per card, until the end of the

    Overlapping area.

    Movement inside the overlapping area:

    1 points in the Pitlane area.

    2 points in the Exit area.

    JAPAN SPORTS car will pay 1 fuel point, FIAC

    will not have to pay (4 cards were played in

    the Overlapping area and cards played

    inside this area does not count). At the end of

    the next game turn will exit the Overlapping

    area, reentering again into the circuit.

    This is final position after the first 3

    movement rounds. FIAC car moves 2

    points per card (it is in the Exit area).

    This movement is shown by yellow arrows.

    His third movement cards allows him to

    reach the black point. From now he can

    play cards in the usual manner.

    JAPAN SPORT car plays its 4th and last

    card. FIAC car can move laterally along the

    exit line, he choose not to do it and play a

    long straight movement card in the usual

    way.

    JAPAN SPORTS car pays 1 fuel point, FIAC car will not have to pay (only played 1 card, 3

    cards were played in the overlapping area and cards played inside this area does not count.)

  • PITLANE7.1 17

    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:

    Month: Throw 2d6 to determine in

    which month the race is. (result 6, June,

    SUMMER)

    Weather: Throw 1d10 and consult the

    green flag ranges (weather for the start)

    matching the colour with the current

    year season. (result 4, SUN)

    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. (result 3, COLD

    wear rate-1)

    Weather change before the race

    The weather can evolve with a roll of 1d10

    (season colour numbers) do this twice to

    see how it changes overnight before the race.

    First result 5 weather remains sunny,

    Second result 3, SUN for the start of race.

    Temperature can evolve with a 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.

    Result 9, is higher than COLD(2-3)then

    temperature will go up one level (AVERAGE)

    VI.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.

    As the race track condition is Dry Track,

    remember to use movement options, planning

    restrictions, penalties (if any) and qualifying

    bonus showed on your tires card. Look for the

    DRY section rectangle to know exactly which

    are. If during the race track conditions

    changes, use the options showed on the

    suitable rectangle of the card according to the

    new track conditions (if Wet Track WET

    section, if Rain Track RAIN section).

    Also once first car cross start of sector 2

    line , thrown to see weather evolution.

    Temperature is only checked once per

    lap (at the start of the lap).

    Second sector weather will be SUN&CLOUDS. On

    the previous picture we can see on orange second

    sector.

    All cars will pay tire points once they cross start of

    sector line 3 (end of the orange section),

    according to SUN&CLOUDS weather.

    All cars will pay tire points once they

    cross start of sector 2 line (end of

    the yellow section), according to SUN

    weather. So first car to pay tires point

    will be the first to cross the line, and the

    last one will be the last to cross the line.

    Roll result is 7, weather will evolve from SUN to

    SUN&CLOUDS.

  • 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 ,

    th rown to see Tempera tu re .

    Temperature evolution is checked once

    per lap (at the start of the lap).

    Now, thrown to see weather evolution.

    Roll result is 9, weather will evolve from CLOUDS

    to RAIN. Roll again to see if it is Heavy or Soft

    Rain. Result is 2, HARD RAIN.

    Roll result is 1, is smaller than

    AVERAGE(4-8)then temperature will

    go down one level (COLD)

    Track status will change from Dry Track

    to Hard Rain Track (Rain Track).

    Fourth sector weather (showed on dark

    blue) will be HARD RAIN. Track status

    will be Rain Track. All cars will pay tire

    points once they cross sector line 2 (end

    of the blue section), according to RAIN

    weather.

  • 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.

    Once first car cross start sector 2 line, thrown to

    see weather evolution.

    Roll result is 3, weather will evolve from RAIN to

    CLOUDS.

    Fifth sector weather will be CLOUDS. On

    the picture is showed on light blue . Track

    status will change to Wet Track.

    Remember, first value that isnt rain does

    not dry the track, track conditions will

    change to Wet Track . Wet track

    conditions will change to Dry Track with

    the second consecutive weather check

    that isnt rain.

    All cars will pay tire points once they cross

    sector line 3 (end of the orange section),

    according to CLOUDS weather.

    Track status will change from Hard Rain

    Track to Wet Track.

    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.

  • 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

    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: )

    If the car went out

    you only will have

    triangle colour

    trajectory.

    Triangle: when the car

    its outside the track

    (touching kerb or

    more, grass and/or

    gravel)

    Circle: When the car its

    inside the track

    (asphalt or asphalt+

    less than kerb)

    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.

    V. MOVEMENT OPTIONS

  • PITLANE7.1 23

    Lets see from a closer point of view if the cars are on the track or outside.

    First car (Merony) is considered to be outside the track because is touching kerb or

    more. He will have available only triangle options.

    Second car (Br345Gp) is on the track, he will have available all circle options.

    Third car (Fiac) is considered to be on the track because is touching asphalt+ less than

    kerb, he will have available all circle options.

    Finally the fourth car (White Wing) is considered to be outside the track because is touching

    grass. He will have available only triangle options.

    First car (Merony) only

    have degradation points

    so will have available

    option of the right side of

    the card. Its outside of

    the track and only can

    use triangle option.

    Second car (Br345gp) still

    have durability points so

    will have available option

    of the left side of the

    card. Its on the track and

    can use any of the three

    circle options.

    Arrows indicate the

    possible movement that

    each car has.

    Big arrow show which is

    the selected movement

    Dotted lines show trajectorys half width.

    Yellow areas show contact between the car and non asphalt surface (kerb, grass or gravel)

  • PITLANE7.1 24

    Third car (Fiac) still have

    durability points so will have

    available option of the left side of

    the card. Its on the track and

    can use any of the three circle

    options

    Fourth car (White Wing) still

    have durability points so will

    have available option of the left

    side of the card. Its outside of

    the track and only can use

    triangle option.

    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)

    Remember, you must declare

    what colour option you are

    going to use before moving

    your car.