Formula De(canceled, now league only)
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TwoInAMillion Mafia Scum
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Formula De(canceled, now league only)
This is a formula one car racing board game. The rules are here:
https://docs.google.com/viewer?a=v&pid= ... DQ5M2NkNjk
It's been awhile since I have played it so I'm not sure how effective I would be at modding it, but I thought it would be fun to give it a try. If anyone here has more experience than me and wants to mod I would gladly let them.
Here is the most up to date track image:
There can be a minimum of 4 players and a maximum of 10 players. An ideal situation would be to do this as a league and have multiple races to determine a champion.
Inspiratieloos
Tyres: 5/6
Brakes: 4
Gearbox: 3
Bodywork: 2
Engine: 3
Road Handling: 2
Aurathebirb
Tyres: 3/4
Brakes: 4
Gearbox: 3
Bodywork: 4
Engine: 3
Road Handling: 2
randommidget
Tyres: 4/5
Breaks: 3
Gearbox: 4
Bodywork: 3
Engine: 3
Road Handling: 2
Aronis
Tyres: 4/6
Breaks: 4
Gearbox: 3
Bodywork: 3
Engine: 3
Road Handling: 2
TwoInAMillion
Tyres: 2/5
Breaks: 4
Gearbox: 4
Bodywork: 3
Engine: 2
Road Handling: 2
JDGA
Tires: 1/4
Brakes: 4
Gearbox: 4
Bodywork: 2/3
Engine: 3
Handling: 2
realeo
Tyres: 5/6
Breaks: 3
Gearbox: 4
Bodywork: 3
Engine: 2
Road Handling: 2
Last edited by TwoInAMillion on Sun Oct 01, 2017 2:09 pm, edited 143 times in total.-
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The basis of Formula De is that you start in 1st gear, and then move up or down in gears depending on how fast you want to go. The gear table is as follows:
1st gear: 1 or 2 spaces(1=1, 2=2) 2 sided(1D2)
2nd gear: 2-4 spaces(1=2, 2=3, 3=4) 3 sided (1D3+1)
3rd gear: 4-8 spaces(1=4, 2=5, 3=6, 4=7, 5=8) 5 sided(1D5+3)
4th gear: 7-12 spaces(1=7, 2=8, 3=9, 4=10, 5=11, 6-12) 6 sided(1D6+6)
5th gear: 11-20 spaces(1=11, 2=12, 3=13, 4=14, 5=15, 6=16, 7=17, 8=18, 9=19, 10=20) 10 sided(1D10+10)
6th gear: 21-30 spaces(1=21, 2=22, 3=23, 4=24, 5=25, 6=26, 7=27, 8=28, 9=29, 10=30) 10 sided(1D10+20)
the "black die" is 20 sided and used for starts and other events.
you may go up in gear one gear per turn, or may go down in gear up to four gears per turn.
The Start:
Before making their first turn, the player rolls a 20 sided a die.
a "1" is a fail, and the player must wait until next turn to start moving.
a "20" is a super start and the player may move 4 squares for free.
anything else is normal and the player starts normally.
Downshifting one causes no penalty
Downshifting two(e.g. 6th to 4th) causes a loss of one gas point.
Downshifting three(e.g. 6th to 3rd) causes a loss of one gas point and one break point.
Downshifting four(e.g. 6th to 2nd) causes a loss of one gas point, one break point, and one engine point.
Car configuration:
There are eight catagories which you can use to configure your car:
OVERSHOOTING, BREAKING, BLOCKING, HEAVY DOWNSHIFTING, COLLISION, ENGINE BLOW, HANDLING, and CONCRETE WALL.
OVERSHOOTING: Not ending your turn in the corners as required.
BREAKING: Slowing down to a stop or near stop.
HEAVY DOWNSHIFTING: Shifting down in gears to slow down.
COLLISION: Ramming another car.
ENGINE BLOW: Driving too fast.
HANDLING: Driving over a "dangerous" part of the track(due to previous incidents)
CONCRETE WALL: Certain tracks have concrete walls that must be maneuvered around and can cause damage.
Each driver has 20 life points to spend on the 8 categories and must spend at least one point on each.Last edited by TwoInAMillion on Mon Aug 07, 2017 2:04 pm, edited 5 times in total.-
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TwoInAMillion Mafia Scum
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Original Roll String: 1d5(STATIC) 1 5-Sided Dice: (1) = 1
Here is a playthrough on YouTube if anyone wants to watch it:
https://youtu.be/7xi6FQv6F8k-
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TwoInAMillion Mafia Scum
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So car color choice is the following order: inspir, random, Two, Aura
Starting position is the following order: inspir, Aura, Two, random
inspir can go ahead with his car color now, the colors are: Blue, White, Green, Yellow, Red, Blue, Black, Orange, Purple, Grey
And we need the car configurations.-
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TwoInAMillion Mafia Scum
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Yes, that is much easier to read.In post 12, Xalxe wrote:I'll drive the cars vroom vroom
Here's the normal rules which I find easier to read.-
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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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TwoInAMillion Mafia Scum
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You can join. Glad to have you.
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TwoInAMillion
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Once players have picked their colors the squares will be marked by the color rather than the letters.
A bad start is a "1" on a 20 sided dice. A good start is 17-20 on a 20 sided dice.
The number in the yellow circles in the corners. A "1" or a "2" or a "3" indicates how many times you must end a turn in that corner area to avoid overshooting.
It is a 2 lap race. Whoever gets to the finish line first wins.
When stating what square you are moving to, use the corner number as your reference point. The small area before the first turn is Precorner or P, so you could say you want to move to PR2 to move to the precorner, right lane, 2nd square. Once you get to corner 1, you would say 1L5 for 1st corner, left lane square 5 for example, until you get to the second corner, where you would use 2C3 for 2nd corner, center lane, 3rd square, for example. Make sense?-
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TwoInAMillion Mafia Scum
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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.In post 24, TwoInAMillion wrote:Once players have picked their colors the squares will be marked by the color rather than the letters.
A bad start is a "1" on a 20 sided dice. A good start is 17-20 on a 20 sided dice.
The number in the yellow circles in the corners. A "1" or a "2" or a "3" indicates how many times you must end a turn in that corner area to avoid overshooting.
It is a 2 lap race. Whoever gets to the finish line first wins.
When stating what square you are moving to, use the corner number as your reference point. The small area before the first turn is Precorner or P, so you could say you want to move to PR2 to move to the precorner, right lane, 2nd square. Once you get to corner 1, you would say 1L5 for 1st corner, left lane square 5 for example, until you get to the second corner, where you would use 2C3 for 2nd corner, center lane, 3rd square, for example. Make sense?-
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TwoInAMillion Mafia Scum
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What's the difference?In post 29, inspiratieloos wrote:
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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So you need to assign 20 points to the categories. Keep in mind that there is no concrete wall on this track:
OVERSHOOTING: Not ending your turn in the corners as required.
BREAKING: Slowing down to a stop or near stop.
HEAVY DOWNSHIFTING: Shifting down in gears to slow down.
COLLISION: Ramming another car.
ENGINE BLOW: Driving too fast.
HANDLING: Driving over a "dangerous" part of the track(due to previous incidents)
CONCRETE WALL: Certain tracks have concrete walls that must be maneuvered around and can cause damage.-
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TwoInAMillion Mafia Scum
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TwoInAMillion
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I am doing an example lap so you can see how it is done but it is in the arcade so I don't congest the main thread.
viewtopic.php?f=91&t=72906-
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Here are the correct dice to roll for each gear to get the correct result:
1st gear: 1 or 2 spaces(1=1, 2=2) 2 sided(1D2)
2nd gear: 2-4 spaces(1=2, 2=3, 3=4) 3 sided (1D3+1)
3rd gear: 4-8 spaces(1=4, 2=5, 3=6, 4=7, 5=8) 5 sided(1D53+5)
4th gear: 7-12 spaces(1=7, 2=8, 3=9, 4=10, 5=11, 6-12) 6 sided(1D6+6)
5th gear: 11-20 spaces(1=11, 2=12, 3=13, 4=14, 5=15, 6=16, 7=17, 8=18, 9=19, 10=20) 10 sided(1D10+10)
6th gear: 21-30 spaces(1=21, 2=22, 3=23, 4=24, 5=25, 6=26, 7=27, 8=28, 9=29, 10=30) 10 sided(1D10+20)
Remember to notate which space you are moving to by Turn#, Lane , Spaces beyond first space of corner.
So if you are in the center lane, 3rd turn, 10th space beyond the 1st 3rd turn square, it is notated as 3C10.
O=Outside Lane, C=Center Lane, I=Inside Lane. Everyone starts in starting position 1 for qualifying.
Last edited by TwoInAMillion on Tue Aug 08, 2017 9:25 am, edited 3 times in total.-
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Finished my qualifying, 22 rolls with 3 overshoots.
viewtopic.php?f=91&t=72923&p=9499499#p9499499-
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Fixed.In post 73, inspiratieloos wrote:Aura did finish, she just had ~25 penalty points.-
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Unless Xalxe shows up, the race will begin Wednesday at 6PM Eastern with the following starting grid:
This will be the initial order of turns. After the first turn, the order goes by race position(i.e., the car in 1st always goes first, the car in 2nd goes 2nd, etc.) 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.
Initial turn order:
Inspir White
random Black
TiaM Red
Aroni Green
Aura Yellow
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Actually it's already 6pm eastern so we can start now.
The car stats are in the OP. We are still waiting on JDGA to submit her car configuration.
These are the categories and you have 20 points to distribute:
Tyres(going over a corner/overshooting):
Breaks(using your breaks to avoid a collision):
Gearbox(downshifting more than 1):
Bodywork(colliding with another car):
Engine(going to fast*20 in 5th gear or 30 in 6th gear*:
Road Handling(avoiding danger areas):-
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Okay whichever you think is best.In post 102, inspiratieloos wrote: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.
The current board state will be in the OP. Subject, of course, to how often I am able to update it.-
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