Formula De(canceled, now league only)
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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There's a few differences though and I assume we're at least playing advanced.
From what I can see:
1. Weather is changed a bit, there is good/changeable which is the same as normal changeable and changeable weather retains the properties of the previous weather.
2. Road hazards can be treated as other cars for purposes of zigzagging.
3. There is aggravated collisions, which happen when you hit a stationary car and has higher chance of damage. If someone is eliminated due to a collision it also causes unavoidable damage.
4. A car that is eliminated due to engine damage will take one more move in 4th gear and leave a hazard both where the engine broke down and where it stopped. (if a car loses it's engine after the penultimate corner they're allowed to try and finish the race but must downshift each turn.)
There might be more changes though.-
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inspiratieloos Goon
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We probably should play with tournament or advanced rules. Basic seems more geared towards younger children.In post 17, TwoInAMillion wrote:Evidently you do not configure your cars, each car has 18 WP that are used when something happens to the car.
Overshooting is 1 WP per square
Breaking is 1 WP per square
Downshifting is 1 WP per shift skipped
Collisions lose 1 WP on a roll of 1-4 on a 20 sided die
If a player rolls 20 in 5th or a 30 in 6th gear they lose 1 WP on a roll of 1-4 of a 20 sided die
A player may regain all his WP with a pit stop.-
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inspiratieloos Goon
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Tournament and advanced are mostly the same, tournament mostly seems to have a bunch of small tweaks to make the game more balanced/logical. Basic is well... Basic.
The main difference between basic and advanced is the division of WP between categories (very important for actually making you think about what you're doing), slipstream and added road hazards from accidents. And it's standard a multi-lap race while Basic is standard one lap.
Then there's a bunch of optional rules, qualifying for starting grid positions, designing your own WP distribution, weather, tyre compounds.
We should be fine with advanced rules and all the add-ons, except maybe the custom setup rules, given that you probably need to play a few games to know which stats are important.Last edited by inspiratieloos on Sun Aug 06, 2017 7:47 am, edited 1 time in total.-
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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So to confirm, we're doing an advanced ruleset race with custom cars and qualifying, but not tyres and weather. 2 or 3 laps?
Also, concrete wall isn't a stat, it's part of bodywork/collisions. The race we're doing doesn't have concrete walls anyway.
Tyres: 6
Brakes: 4
Gearbox: 3
Bodywork: 2
Engine: 3
Road Handling: 2-
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inspiratieloos Goon
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So for qualifying, you're supposed to take into account rl time taken, which is a bit harder if you have to make dice tags and write out your moves.
I see three ways to do it:
1. Ignore rl time taken.
2. Use 1 point per 5 minutes instead of 1 point per minute.
3. Score based on ranking (fastest gets +3, second +4... Sixth +8)-
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inspiratieloos Goon
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So, probably best to make a separate topic for everyone in their own thread and then everyone can do the run without a mod. You can keep track of where you are with "I'm on the left/middle/right of the track X spaces before corner [name]." Shouldn't take more than half an hour per person that way.
Just a reminder for the specific qualifying rules:
Start in the middle just behind the starting line, rolling for 1st gear (no good/bad starts)
No damage for any actions. (most relevant you can downshift extra gears without penalty, though still only a maximum of 3 skips)
No breaking allowed, if you overshoot you overshoot.
If you crash out of a corner (no stops on 2 stop corner or =<1 stop on 3 stop corner) you qualify in last place.
Final score is total number of die rolls+total number of overshot tiles (2*overshot tiles if qualifying on softs, but I think we're not using compounds).
Starting grid positions go in order of lower score to higher score with the tiebreaker being the rl time taken from first die roll to last, so make sure you have ~half an hour free to do the run in one go. (We could also figure out another tiebreaker)-
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inspiratieloos Goon
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You'd probably have to play a few times to see how much it matters.In post 57, TwoInAMillion wrote:Okay does it matter who qualifies first?
But it's also good to give everyone an opportunity to do a lap where the worst that happens if you screw up is losing a few grid places.-
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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I completely lost track of what you were doing after you entered Malvarrosa.
As for the systems it differs a bit per person, some use Left/Middle/Right (L/M/R) to show where they are from the perspective of the car, some use Inside/Centre/Outside (I/C/O) from the perspective of the corner they're in. Some use the name of the corner (Principal/Veles/Malvorrosa/etc.), some use the number of the corner (1, 2, 3, etc.). Some count from the start of last corner (1 to N) some count from the first tile of the next corner (-N to -1 on a straight and 1 to N when in a corner). So the tile on the outside right before Malvorrosa could be "3O20" (3rd corner, outside, 20 tiles from the start of last corner) or "L Malvorrosa -1" (left side of track, 1 tile before the entrance of the next corner) and going 1 forwards you're in "4O1" or "L Malvorrosa 1"
Also 3rd gear is 4-8 or 1d3+5, not 1d4+4, though that shouldn't make too much of a difference.-
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inspiratieloos Goon
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inspiratieloos Goon
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24 or 48 hours is usual. 24 should be fine since we started more than a day ago already.In post 76, TwoInAMillion wrote:How long should we wait for Xalxe, another 24 hours?
Do send him a PM if you're giving him a deadline though.-
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inspiratieloos Goon
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You should probably make a new thread for Xalxe in case he shows up before the deadline.In post 84, TwoInAMillion wrote:Cool.-
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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I know I've seen a bunch more on BGG
See if we can find the complete set: https://www.f1calendar.com/-
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inspiratieloos Goon
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- Location: The Netherlands
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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random's turn.
Forgot to mention this earlier, good start is only on a 20 in Advanced rules.In post 80, TwoInAMillion wrote:Unlike the qualifying lap, you do roll the 20 sided die during the normal race to see if there is a good(17-20) or bad(1) start.-
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inspiratieloos Goon
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Here is the 2017 F1 calender in Formula D tracks, except Baku.TwoInAMillion wrote:This will be the track order for the league after the official season starts after the practice race(random order, all of the tracks I have access to in yahoo images):
Sebring
Budoh
Brasil
San Marino
Baltimore
Monaco
Singapore
Sotchi
Valencia
France
Belgique
Melbourne
Shanghai
Bahrain
Sochi
Catalunya
Monaco
Canada
Baku (Couldn't find it)
Austria
Silverstone
Hungary
Spa
Monza
Singapore
Malaysia
Suzuka
Austin
Mexico
Brazil
Abu Dhabi-
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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Did you do something to offend the RNG?In post 116, JDGA wrote:(just) in the clear!
O13, 1st gear:
Original Roll String: 1d2(STATIC) 1 2-Sided Dice: (1) = 1-
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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- Posts: 170
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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TiaM could you put these in the OP? It's a bit annoying having to look them up in the thread every time.
Code: Select all
[url=https://images-cdn.asmodee.us/filer_public/e9/6e/e96e2837-7ae2-4064-8716-2e3a00b0636b/fd01_complete_rules.pdf]Advanced Rules[/url] [img]http://farm5.staticflickr.com/4336/36452699965_8585c8d9da_b.jpg[/img]
Advanced Rules
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inspiratieloos Goon
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Slipstreaming into a corner costs a break point (though you don't slow down).In post 208, TwoInAMillion wrote:Then I shall go to 1I8 and slipstream to 2I2(I think i can do that). I would have to roll for collision with jdga and inspir.-
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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I'm in 2O4, you can't move through me.In post 228, TwoInAMillion wrote:Left one forward one left one forward three to 2O5 break-
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inspiratieloos Goon
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There is no arrow to go left on 2C5, so you can't do that.In post 233, TwoInAMillion wrote:I realized I need to adjust my course, or I would have run into inspir. It should be left one forward 3 left one break to finish on the same square.-
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inspiratieloos Goon
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Your first bodywork damage didn't go through because TiaM was in front of you.
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inspiratieloos Goon
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I think your first move is illegal, the dot for your car is covering the arrow in the picture in the OP but it's a straight only arrow. You can't go from IO5 to 1C4, you're forced to go to IO6 for your fist step.
Otherwise your move would have been fine since you're moving right-left in the corner and then only right on the straight.-
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inspiratieloos Goon
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I don't think so, he's trying to track extend by one and he can't do that because his first move forces him out of the corner and you can't track extend on a straight. (I'd assume he'll go 2I2)
You should also look at your own move, you don't have a path to where you want to go (2O5) since I'm blocking 2O4 and you're not allowed to go from 2C5 to 2O5 since the arrow on 2C5 only allows going straight or right.-
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inspiratieloos Goon
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Minimizing damage: Straight, 2 left, right, straight, then you're at 2C5 with 2 moves left there you can either use 2 break points to stop (2C5+roll for collision with me), 1 break+1 tyre to go to 2C6 or 2I6 or 2 tyre to go to 2C7 or 2I7.
If you really want you could go straight, left, 2 straight and then go to 2C8 or 2I8 but that costs 3 tyre points.
Or going completely wild: 7 straight to 2I20 taking 5 tyre damage and spinning out. (don't do this).-
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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inspiratieloos Goon
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- Posts: 170
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