Formula De(canceled, now league only)

For completed/abandoned Mish Mash Games.
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Post Post #5 (isolation #0) » Sat Aug 05, 2017 9:38 pm

Post by inspiratieloos »

/in

Considered suggesting this game to someone else, might as well try it myself.
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Post Post #8 (isolation #1) » Sun Aug 06, 2017 12:00 am

Post by inspiratieloos »

The rulebook you posted seems to be for high level tournament play, is that intentional?
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Post Post #10 (isolation #2) » Sun Aug 06, 2017 1:02 am

Post by inspiratieloos »

Well, I haven't even played the basic version, so you're in good company.
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Post Post #11 (isolation #3) » Sun Aug 06, 2017 1:03 am

Post by inspiratieloos »

Looking through it it seems the tournament rules are mostly just advanced play with all the optional components.
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Post Post #13 (isolation #4) » Sun Aug 06, 2017 2:44 am

Post by inspiratieloos »

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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Post Post #29 (isolation #5) » Sun Aug 06, 2017 7:19 am

Post by inspiratieloos »

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.
We probably should play with tournament or advanced rules. Basic seems more geared towards younger children.
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Post Post #33 (isolation #6) » Sun Aug 06, 2017 7:40 am

Post by inspiratieloos »

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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Post Post #35 (isolation #7) » Sun Aug 06, 2017 7:59 am

Post by inspiratieloos »

Btw, given that we're playing with more than 5 and no teams we should probably decide which colour pit the non-standard colours use. Also you've got blue twice.
Suggest:
White+Grey -> White
Yellow+Orange -> Yellow
Green+Brown -> Green
Red+Purple -> Red
Blue+Black -> Blue
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Post Post #38 (isolation #8) » Sun Aug 06, 2017 8:20 am

Post by inspiratieloos »

I'll take white
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Post Post #51 (isolation #9) » Sun Aug 06, 2017 8:04 pm

Post by inspiratieloos »

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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Post Post #53 (isolation #10) » Mon Aug 07, 2017 5:16 am

Post by inspiratieloos »

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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Post Post #56 (isolation #11) » Mon Aug 07, 2017 8:07 am

Post by inspiratieloos »

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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Post Post #59 (isolation #12) » Mon Aug 07, 2017 8:52 am

Post by inspiratieloos »

In post 57, TwoInAMillion wrote:Okay does it matter who qualifies first?
You'd probably have to play a few times to see how much it matters.

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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Post Post #61 (isolation #13) » Mon Aug 07, 2017 9:26 am

Post by inspiratieloos »

You can just make 6 topics in Frogstar B and everyone can do it whenever. Going later has a small advantage, but if you make a turn order qualifying is going to take at least a week.
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Post Post #63 (isolation #14) » Mon Aug 07, 2017 12:25 pm

Post by inspiratieloos »

One lap.
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Post Post #67 (isolation #15) » Mon Aug 07, 2017 9:38 pm

Post by inspiratieloos »

21+0

Almost screwed up on the second corner, didn't notice it was a two stop until I was planning out my move. Barely saved it.
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Post Post #69 (isolation #16) » Tue Aug 08, 2017 7:34 am

Post by inspiratieloos »

Malvarrosa and Nazaret are both 2 stop corners, if I'm seeing it correctly for both you stopped once and then overshot them by a mile.
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Post Post #71 (isolation #17) » Tue Aug 08, 2017 9:05 am

Post by inspiratieloos »

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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Post Post #73 (isolation #18) » Tue Aug 08, 2017 9:21 am

Post by inspiratieloos »

Aura did finish, she just had ~25 penalty points.
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Post Post #78 (isolation #19) » Tue Aug 08, 2017 8:09 pm

Post by inspiratieloos »

In post 76, TwoInAMillion wrote:How long should we wait for Xalxe, another 24 hours?
24 or 48 hours is usual. 24 should be fine since we started more than a day ago already.

Do send him a PM if you're giving him a deadline though.
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Post Post #86 (isolation #20) » Wed Aug 09, 2017 1:09 am

Post by inspiratieloos »

You should probably make a new thread for Xalxe in case he shows up before the deadline.
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Post Post #88 (isolation #21) » Wed Aug 09, 2017 3:55 am

Post by inspiratieloos »

The board is for up to 10 players so you can both play easily.
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Post Post #92 (isolation #22) » Wed Aug 09, 2017 11:33 am

Post by inspiratieloos »

Are we doing 2 or 3 laps?
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Post Post #96 (isolation #23) » Wed Aug 09, 2017 12:26 pm

Post by inspiratieloos »

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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Post Post #99 (isolation #24) » Wed Aug 09, 2017 8:09 pm

Post by inspiratieloos »

Rolling for start:
Original Roll String: 1d20
1 20-Sided Dice: (8) = 8
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Post Post #100 (isolation #25) » Wed Aug 09, 2017 8:09 pm

Post by inspiratieloos »

2-19 so normal start

1st gear
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
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Post Post #101 (isolation #26) » Wed Aug 09, 2017 8:11 pm

Post by inspiratieloos »

2 straight PO2
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Post Post #102 (isolation #27) » Wed Aug 09, 2017 8:17 pm

Post by inspiratieloos »

random's turn.
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.
Forgot to mention this earlier, good start is only on a 20 in Advanced rules.
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Post Post #104 (isolation #28) » Wed Aug 09, 2017 11:10 pm

Post by inspiratieloos »

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
Here is the 2017 F1 calender in Formula D tracks, except Baku.

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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Post Post #106 (isolation #29) » Wed Aug 09, 2017 11:49 pm

Post by inspiratieloos »

It has the shapes and the sizes of the tracks and corners though so you could just trace over it in paint(shop).
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Post Post #111 (isolation #30) » Thu Aug 10, 2017 2:11 am

Post by inspiratieloos »

Maybe you can still start from the back?
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Post Post #113 (isolation #31) » Thu Aug 10, 2017 2:31 am

Post by inspiratieloos »

Well, it's not exactly in the rules, but it's the first turn of the main game and if you start from the back it's the same as if you had forfeited the part you weren't there for, so there shouldn't be too much of a problem.
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Post Post #120 (isolation #32) » Thu Aug 10, 2017 8:26 pm

Post by inspiratieloos »

In post 116, JDGA wrote:(just) in the clear!
O13, 1st gear:
Original Roll String: 1d2 (STATIC)
1 2-Sided Dice: (1) = 1
Did you do something to offend the RNG?
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Post Post #123 (isolation #33) » Thu Aug 10, 2017 9:32 pm

Post by inspiratieloos »

We're not using tyre compounds and weather. Default is hard/dry.
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Post Post #134 (isolation #34) » Sat Aug 12, 2017 2:16 am

Post by inspiratieloos »

2nd gear

Original Roll String: 1d3+1
1 3-Sided Dice: (1)+1 = 2
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Post Post #135 (isolation #35) » Sat Aug 12, 2017 2:26 am

Post by inspiratieloos »

2 straight (c), 1 right. 'Principal 1' 1/1

1C1
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Post Post #137 (isolation #36) » Sat Aug 12, 2017 7:26 am

Post by inspiratieloos »

Aronis is on O11 and Realo on O9 so they're not touching.

Also I'm pretty sure you're quoting the basic rules, in advanced it's only on a 1 on a d20.
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Post Post #145 (isolation #37) » Sat Aug 12, 2017 7:33 pm

Post by inspiratieloos »

Original Roll String: 1d20
1 20-Sided Dice: (8) = 8
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Post Post #155 (isolation #38) » Sun Aug 13, 2017 10:22 am

Post by inspiratieloos »

Realo goes before Aura since they're at the same level and he's in first gear while she's stalled out.

Can we agree that anyone can roll for collisions when they happen, it doesn't really matter who rolls the dice?

1 Aronis 2 TiaM
Original Roll String: 2d20
2 20-Sided Dice: (6, 16) = 22
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Post Post #170 (isolation #39) » Mon Aug 14, 2017 11:58 am

Post by inspiratieloos »

3rd gear

Original Roll String: 1d5+3
1 5-Sided Dice: (3)+3 = 6
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Post Post #171 (isolation #40) » Mon Aug 14, 2017 12:02 pm

Post by inspiratieloos »

2 straight, 1 left, 3 straight, 1 right, ending on 1C7
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Post Post #173 (isolation #41) » Mon Aug 14, 2017 12:13 pm

Post by inspiratieloos »

I'm moving left in the corner and right on the straight.
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Post Post #187 (isolation #42) » Tue Aug 15, 2017 9:47 am

Post by inspiratieloos »

Meh, racing incidents happen.
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Post Post #190 (isolation #43) » Tue Aug 15, 2017 11:57 am

Post by inspiratieloos »

Even then, there's only a 1/20 chance of actually damaging someone in the dry and in order to be able to even cause a collision you have to be neck and neck anyway, so as a strategy it's really iffy compared to just trying to race.
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Post Post #194 (isolation #44) » Wed Aug 16, 2017 2:03 am

Post by inspiratieloos »

You'll roll a non-1 eventually, we have faith in you.
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Post Post #197 (isolation #45) » Thu Aug 17, 2017 2:47 am

Post by inspiratieloos »

2nd gear

Original Roll String: 1d3+1
1 3-Sided Dice: (1)+1 = 2
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Post Post #198 (isolation #46) » Thu Aug 17, 2017 2:50 am

Post by inspiratieloos »

1 right, 3 straight (1/2)

2I3
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Post Post #199 (isolation #47) » Thu Aug 17, 2017 4:25 am

Post by inspiratieloos »

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


Image
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Post Post #219 (isolation #48) » Thu Aug 17, 2017 8:54 pm

Post by inspiratieloos »

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.
Slipstreaming into a corner costs a break point (though you don't slow down).
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Post Post #224 (isolation #49) » Fri Aug 18, 2017 11:40 am

Post by inspiratieloos »

3rd gear

Original Roll String: 1d5+3
1 5-Sided Dice: (1)+3 = 4
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Post Post #225 (isolation #50) » Fri Aug 18, 2017 11:41 am

Post by inspiratieloos »

Straight, 2 left, 2 straight 2/2

2O4
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Post Post #226 (isolation #51) » Fri Aug 18, 2017 11:42 am

Post by inspiratieloos »

Parked right for TiaM and JDGA to crash into.
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Post Post #236 (isolation #52) » Fri Aug 18, 2017 9:46 pm

Post by inspiratieloos »

In post 228, TwoInAMillion wrote:Left one forward one left one forward three to 2O5 break
I'm in 2O4, you can't move through me.
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Post Post #237 (isolation #53) » Fri Aug 18, 2017 9:53 pm

Post by inspiratieloos »

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.
There is no arrow to go left on 2C5, so you can't do that.
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Post Post #238 (isolation #54) » Fri Aug 18, 2017 10:02 pm

Post by inspiratieloos »

In post 232, JDGA wrote:This is going... well
1/3 on the bodywork yay~
Your first bodywork damage didn't go through because TiaM was in front of you.
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Post Post #242 (isolation #55) » Sat Aug 19, 2017 4:02 am

Post by inspiratieloos »

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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Post Post #246 (isolation #56) » Sat Aug 19, 2017 7:35 am

Post by inspiratieloos »

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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Post Post #248 (isolation #57) » Sat Aug 19, 2017 7:58 am

Post by inspiratieloos »

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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Post Post #250 (isolation #58) » Sat Aug 19, 2017 8:01 am

Post by inspiratieloos »

True, I looked at it wrong.

Personally I'd go to 2C7 or 2I7 and take the 2 points of tyre damage, those can be repaired in a pitstop easier than break points.
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Post Post #252 (isolation #59) » Sat Aug 19, 2017 8:07 am

Post by inspiratieloos »

It repairs all tyre damage + 2 points of choice.
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Post Post #254 (isolation #60) » Sat Aug 19, 2017 8:14 am

Post by inspiratieloos »

Really depends on the situation, if your tyres are about to fall off it's probably worth it, but if you're only missing 1 or 2 points it's probably better to keep going.

On a side note, there should be a hazard on JDGA's position since she lost a bodywork point.
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Post Post #261 (isolation #61) » Sat Aug 19, 2017 11:12 am

Post by inspiratieloos »

4th

Original Roll String: 1d6+6
1 6-Sided Dice: (4)+6 = 10
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Post Post #262 (isolation #62) » Sat Aug 19, 2017 11:20 am

Post by inspiratieloos »

10 straight.

2O14
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Post Post #274 (isolation #63) » Sat Aug 19, 2017 9:02 pm

Post by inspiratieloos »

In post 265, Realeo wrote:
In post 242, inspiratieloos wrote: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.
Ah. The op picture was wrong. I actually at IC3. I alread ask 2iam to changed it but it seems he havent
In that case the move was perfectly legal yes.
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Post Post #275 (isolation #64) » Sat Aug 19, 2017 9:19 pm

Post by inspiratieloos »

In post 271, Realeo wrote:On a less serious note, the fastest lap during qual. was 21 moves. Times three lap is 63 moves. Our current playing speed is 6 moves per 10 days. So this game may took one hundred days to play. So our game ETA is the end of November.

For a seven players, our game speed is impressive. However, if 2iam is seriously considering a league, he need to tweak something for the future.
That's pretty normal for forum games, though going to 2 laps per race might not be a bad idea.

In a league you could also run multiple races at the same time, like start the next race when the first starts lap 2, that would roughly halve the time the league as a whole takes.
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Post Post #280 (isolation #65) » Sun Aug 20, 2017 10:36 pm

Post by inspiratieloos »

You're already in 2c18, I think you forgot to update your position.

TiaM 2C18 (still need to note the 2 tyre damage from the move before)
Random 2I17
Inspire 2O14
JDGA 2C9
Aronis 2O7 (2 tyre damage)
Realo 2O5
Aura 2C1
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Post Post #283 (isolation #66) » Mon Aug 21, 2017 3:06 am

Post by inspiratieloos »

4th gear
Original Roll String: 1d6+6
1 6-Sided Dice: (6)+6 = 12
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Post Post #284 (isolation #67) » Mon Aug 21, 2017 3:08 am

Post by inspiratieloos »

9 straight 3O3 1/2
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Post Post #289 (isolation #68) » Mon Aug 21, 2017 10:15 am

Post by inspiratieloos »

I don't think you had any heavy down shifts. (JDGA does have 1 gear damage though)
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Post Post #291 (isolation #69) » Tue Aug 22, 2017 8:45 am

Post by inspiratieloos »

Random already moved, in post #282, it's blue's turn (JDGA?)
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Post Post #305 (isolation #70) » Wed Aug 23, 2017 7:46 pm

Post by inspiratieloos »

In post 304, TwoInAMillion wrote:Aura, note the road hazard from where JDGA had a collision that you must avoid to avoid losing a road handling point.
You only lose the road handling if you roll 1-4 on a d20.
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Post Post #314 (isolation #71) » Thu Aug 24, 2017 8:34 pm

Post by inspiratieloos »

That's 3 tyre damage.

4th gear
Original Roll String: 1d6+6
1 6-Sided Dice: (3)+6 = 9
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Post Post #315 (isolation #72) » Thu Aug 24, 2017 8:37 pm

Post by inspiratieloos »

Straight, 2 left, 2 right, 6 straight, 3O12, 1 tyre damage.
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Post Post #316 (isolation #73) » Thu Aug 24, 2017 9:58 pm

Post by inspiratieloos »

Roll for collision with Tiam

Inspire/Tiam
Original Roll String: 2d20
2 20-Sided Dice: (9, 15) = 24
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Post Post #317 (isolation #74) » Fri Aug 25, 2017 9:36 pm

Post by inspiratieloos »

It's Aronis' turn I think?
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Post Post #333 (isolation #75) » Tue Aug 29, 2017 9:52 pm

Post by inspiratieloos »

You also used 2 tyre on the previous corner.

Edit: also I used 1 tyre this corner too. So I'm at 5/6.
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Post Post #339 (isolation #76) » Wed Aug 30, 2017 7:34 am

Post by inspiratieloos »

The positions are correct but our colours go switched in the legend, I'm white and random is black.

Random you are in the position of the white marker and I'm in the position of the black marker.
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Post Post #343 (isolation #77) » Wed Aug 30, 2017 8:15 am

Post by inspiratieloos »

5th gear

Original Roll String: 1d10+10
1 10-Sided Dice: (7)+10 = 17
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Post Post #344 (isolation #78) » Wed Aug 30, 2017 8:24 am

Post by inspiratieloos »

9 straight, 1 right, 8 straight 3C26
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Post Post #346 (isolation #79) » Wed Aug 30, 2017 9:34 am

Post by inspiratieloos »

Pretty sure I'm going behind you, switch one lane and then continue around you. Alternatively I could just go 7-1-10 or 6-1-11 or etc. for the same end result.
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Post Post #367 (isolation #80) » Wed Aug 30, 2017 8:28 pm

Post by inspiratieloos »

Roll in advance: gear 4


Edit: Also I'm on 3C26, not 3C25.
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Post Post #373 (isolation #81) » Thu Aug 31, 2017 11:22 am

Post by inspiratieloos »

4th gear

Original Roll String: 1d6+6
1 6-Sided Dice: (3)+6 = 9
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Post Post #374 (isolation #82) » Thu Aug 31, 2017 11:24 am

Post by inspiratieloos »

Dammit.

1 right, 6 straight, 3I32
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Post Post #394 (isolation #83) » Sat Sep 02, 2017 9:01 pm

Post by inspiratieloos »

3rd gear

Original Roll String: 1d5+3
1 5-Sided Dice: (3)+3 = 6
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Post Post #395 (isolation #84) » Sat Sep 02, 2017 9:02 pm

Post by inspiratieloos »

2 left, 3 straight 4O3 1/2
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Post Post #399 (isolation #85) » Sun Sep 03, 2017 12:20 am

Post by inspiratieloos »

I'm in 4O3, you can't reach 4O4

Edit: I think you can only go 4C3 or 4I2 (or use some break points)
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Post Post #407 (isolation #86) » Sun Sep 03, 2017 6:24 am

Post by inspiratieloos »

Rolling low is generally good in corners and bad on straights.
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Post Post #409 (isolation #87) » Sun Sep 03, 2017 8:07 am

Post by inspiratieloos »

I'd say after the first lap and invite more players. Most people here pick up games fairly quickly and they can look through this thread to get the basics.
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Post Post #418 (isolation #88) » Sun Sep 03, 2017 9:36 am

Post by inspiratieloos »

Lets first try to get to the end of the lap :lol:
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Post Post #431 (isolation #89) » Wed Sep 06, 2017 8:08 am

Post by inspiratieloos »

Have you prodded him already? He has posted today.
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Post Post #440 (isolation #90) » Wed Sep 06, 2017 10:25 pm

Post by inspiratieloos »

In post 439, TwoInAMillion wrote:Well she wasn't responding to prods still joining other new games and slowing the game down
All the other players are mindful of game speed so she was being rude to them.

If it's important for her to be in the game I'm willing to reconsider but she's already proved the game is low on her totem pole and it's not fair for everyone else to have to wait two or three days. It's one thing to be in Australia but it's another just to not give a darn.
You should probably not kick people unless they start missing PMs or /out.

And well, it's a forum game, it's always going to be slow.
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Post Post #445 (isolation #91) » Thu Sep 07, 2017 6:11 am

Post by inspiratieloos »

I think it's Random->JDGA->me?
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Post Post #448 (isolation #92) » Thu Sep 07, 2017 6:49 am

Post by inspiratieloos »

You're already in 4C3
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Post Post #454 (isolation #93) » Thu Sep 07, 2017 7:19 am

Post by inspiratieloos »

Yeah, 4C2 is too (or maybe 4C2 is equal to 4O3? JDGA is in 5th while I'm in 3rd so she's first either way.)
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Post Post #456 (isolation #94) » Thu Sep 07, 2017 7:33 am

Post by inspiratieloos »

4C2 (JDGA) and 4O3 (me) are next to each other on the track, but 4C2 is slightly larger and extends further on the board, so I assume it's ahead of 4O3 in regards to turn order, though JDGA is in a higher gear anyway so she'd go first anyway even if they were equal.
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Post Post #458 (isolation #95) » Thu Sep 07, 2017 9:37 am

Post by inspiratieloos »

Random
JDGA

inspire
Real
TiaM
Aronis
Aura

I think
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Post Post #470 (isolation #96) » Thu Sep 07, 2017 7:46 pm

Post by inspiratieloos »

4th gear

Original Roll String: 1d6+6
1 6-Sided Dice: (5)+6 = 11
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Post Post #471 (isolation #97) » Thu Sep 07, 2017 7:51 pm

Post by inspiratieloos »

Joy.

Straight, right, 2 straight, left, straight, 2 right, 4 straight (overshoot 3) 4I11

There's also still a collision between JDGA and random:
JDGA/random
Original Roll String: 2d20
2 20-Sided Dice: (2, 7) = 9
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Post Post #488 (isolation #98) » Fri Sep 08, 2017 9:18 pm

Post by inspiratieloos »

5th gear
Original Roll String: 1d10+10
1 10-Sided Dice: (10)+10 = 20
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Post Post #489 (isolation #99) » Fri Sep 08, 2017 9:20 pm

Post by inspiratieloos »

2 left, 11 straight 4O25
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Post Post #516 (isolation #100) » Tue Sep 12, 2017 8:59 pm

Post by inspiratieloos »

4th gear

Original Roll String: 1d6+6
1 6-Sided Dice: (3)+6 = 9
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Post Post #517 (isolation #101) » Tue Sep 12, 2017 9:00 pm

Post by inspiratieloos »

7 straight, 5O2 1/3
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Post Post #528 (isolation #102) » Wed Sep 13, 2017 8:59 pm

Post by inspiratieloos »

Roll in advance 3rd gear
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Post Post #532 (isolation #103) » Thu Sep 14, 2017 3:33 am

Post by inspiratieloos »

In post 529, Aronis wrote:5th gear
Original Roll String: 1d10+10 (STATIC)
1 10-Sided Dice: (10)+10 = 20
Rolling engine damage:
Aura, JDGA, realeo, Aronis
Original Roll String: 4d20
4 20-Sided Dice: (11, 9, 19, 18) = 57
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Post Post #533 (isolation #104) » Thu Sep 14, 2017 3:33 am

Post by inspiratieloos »

No one takes damage.
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Post Post #541 (isolation #105) » Thu Sep 14, 2017 8:32 am

Post by inspiratieloos »

In post 539, TwoInAMillion wrote:Inspire
Original Roll String: 1d5+3 (STATIC)
1 5-Sided Dice: (5)+3 = 8
5I5
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Post Post #543 (isolation #106) » Thu Sep 14, 2017 11:31 am

Post by inspiratieloos »

I never submitted a route in the first place.
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Post Post #573 (isolation #107) » Sun Sep 17, 2017 6:48 am

Post by inspiratieloos »

4th gear
Original Roll String: 1d6+6
1 6-Sided Dice: (5)+6 = 11
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Post Post #574 (isolation #108) » Sun Sep 17, 2017 6:49 am

Post by inspiratieloos »

Straight, 2 left, 7 straight 5O17 3/3
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Post Post #582 (isolation #109) » Mon Sep 18, 2017 11:34 am

Post by inspiratieloos »

So what's the exact amount of damage I have? The OP still shows me at having everything at max.
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Post Post #599 (isolation #110) » Mon Sep 18, 2017 9:47 pm

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5th gear
Original Roll String: 1d10+10
1 10-Sided Dice: (5)+10 = 15
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Post Post #600 (isolation #111) » Mon Sep 18, 2017 9:50 pm

Post by inspiratieloos »

1 straight, 2 right, 13 straight, 1 left, 1 straight 6C3 1/1
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Post Post #614 (isolation #112) » Wed Sep 20, 2017 9:16 pm

Post by inspiratieloos »

Pretty sure I had a large overshoot somewhere.
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Post Post #620 (isolation #113) » Thu Sep 21, 2017 10:03 pm

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6th gear
Original Roll String: 1d10+20
1 10-Sided Dice: (1)+20 = 21
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Post Post #621 (isolation #114) » Thu Sep 21, 2017 10:04 pm

Post by inspiratieloos »

Straight, 2 right, 3 straight, quick pit

Original Roll String: 1d20
1 20-Sided Dice: (5) = 5
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Post Post #622 (isolation #115) » Thu Sep 21, 2017 10:05 pm

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Quick pit fails, I'm on the second square of the white pit stall.
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Post Post #623 (isolation #116) » Mon Sep 25, 2017 9:13 am

Post by inspiratieloos »

Prod JDGA?

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