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House Rules
Last update: January 21, 2004
Index
HR 1.0 Season
HR 2.0 Meeting Dates & Time
HR 3.0 Rules in Use
HR 4.0 Mulligans
HR 5.0 Track Choice
HR 6.0 Scoring Points
HR 7.0 Points Tie-Breaking Procedure
HR 8.0 Pit Assignments & Speed Limit
HR 9.0 Starting Positions
HR 10.0 Driver/Car Limits
HR 11.0 Driver Substitution
HR 12.0 Laps per Race
HR 13.0 Combo Tracks rules - Using Boards 2 & 3
HR 14.0 Dark Grey Track Usage
HR 15.0 Zigzagging/Bypassing
HR 16.0 Additional "Quick Pit" Rules
HR 17.0 Table Talk
HR 18.0 Roll in the Box Rule
HR 19.0 Voting on Rule Changes
1.0 Season
- 1.1 Length
The season will last ten months, starting in January and ending in October.
- 1.1 Pre-season
There will be one pre-season training/practice race held in December prior to the
start of the next season.
This race is for new members to learn the game and house rules and for prior members to
learn any new house rules.
The results of the race will have no bearing on the next season's standings or pole positions.
2.0 Meeting Dates & Time
- 2.1 Dates
The meeting dates are generally the first Sunday in the month.
For the 2004 season they are:
- January 11
- February 1
- March 7
- April 4
- May 2
- June 6
- July 11
- August 8
- September 5
- October 3
- 2.2 Race Time
- 2.2.1 Start time
The official race time will be 1:00 PM.
- 2.2.2 Grace period
A 10 minute grace period will be held for players who have announced they
plan on racing but have not yet arrived.
- 2.2.3 Late arrivals, prior to the race starting
Players arriving after the starting position determination has completed
(house rule 9) will be placed in the rear-most positions of the starting grid.
These tardy players will be placed behind the rearmost "on time" driver,
and dice for starting position among themselves.
- 2.2.4 Late arrivals, after the race has started
Players arriving after the race has begun will be allowed to start in the
rear-most positions of the starting grid (where they would have started,
had they been on time, and in the rear-most positions), as long as the
rearmost driver has not completed his 3rd turn.
These tardy players will dice for starting position among themselves,
and then take turns until they have each had as many turns as one of the
'on time' drivers. After the rearmost driver has completed his 3rd turn,
no late arrivals may participate in the race, except as substitute drivers
(house rule 11).
3.0 Rules in Use
- 3.1 Basic Rules
We will use all of the basic rules, as written in the Formula Dé rule book.
- 3.2 Advanced Rules
The league uses the following official Formula Dé advanced rules:
- Car construction
- Slipstreaming
- Repair points (added January 2004)
- 3.3 Rules Corrections
If we got a "Rule Book" rule wrong (An Eurogames rule, not a House Rule
found in this rulebook) it may be corrected during the course of the
season (not during the course of a single race) if we discover we have
been playing it incorrectly. This includes rules clarifications from
Ron Magin, or other EGD representative.
- 3.4 Rule changes
Other rules changes will be made only at the League members
meeting/voting session during the last race at the end of the current season.
- 3.5 House Rules
The league uses the following house rules that are not part of any official rule set.
- 3.5.1 Pit row speed limit (added April 2003)
The speed limit for entering pit row and prior to making a pit stop
is fourth gear (the green die).
After making the pit stop, the cars may accelerate with no restriction
using standard rules.
- 3.5.2 Adding 1 to the die roll (added January 2004)
- 3.5.2.1 A player may add 1 point to a movement roll for the cost of one engine damage point.
- 3.5.2.2 A player may use the extra movement point to setup a drafting situation and
then take the extra movement from drafting.
4.0 Mulligans
- 4.1 Vetern Mulligans
No Mulligans for veteran drivers. Ever. Period.
Ignorance of the rules is no excuse.
Read these rules before you race with us, and don't ask to redo a roll,
or a turn, because you didn't understand, or remember, a rule.
- 4.2 Rookie Mulligans
"First time ever" drivers are allowed 1 Mulligan (do over) in their very
first race, but ONLY if a problem arises from a misunderstanding of the rules,
not because of a bad die roll. No one who has driven in more than one
race with the league will be allowed a Mulligan, no matter how infrequently
that person has driven with us.
5.0 Track Choice
Tracks will be chosen at random by Ed Rozmiarek before the season begins
from the list of available tracks we have to drive on.
The entire list of tracks for all 10 races will be published on the web
site before the season begins.
6.0 Scoring Points
- 6.1 Placement
Points for the first 6 finishers will be: 10, 6, 4, 3, 2, 1.
- 6.2 Bonues
Each driver gets +1 bonus point for starting the race, and +1 bonus point
for finishing the race.
- 6.3 Awarding points
We will award placement points for the first 6 places in a race.
We will award these placement points, even if fewer than 6 finished the race.
If placement points must be awarded to drivers who did not actually finish
the race, their position and points will be based on distance traveled around
the track, not the order in which the cars were eliminated.
7.0 Points Tie-Breaking Procedure
- 7.1 First tie-break
When two or more drivers are tied in points, the tie will be broken
by comparing their finishing positions from the current season's races.
To break the tie, the driver with the most 1st place finishes will be
placed ahead of the other(s) in the point standings.
If the drivers' number of 1st place finishes are the same,
their 2nd place finishes will be compared, and the driver with the most
2nd place finishes will be placed ahead of the other(s) in the point
standings, etc.
- 7.2 Second tie-break
If a tie is unable to be broken by the above method, compare the tied
drivers' average starting positions in the season thus far.
The driver who has started the farthest back, on average,
will be ranked ahead of the other driver(s) in the tied group.
- 7.3 Third tie-break
If two or more drivers are tied, and their records are so similar
the tie is unable to be broken by the preceding methods, the tied drivers
will roll dice to break the tie.
8.0 Pit Assignments & Speed Limit
- 8.1 Pit assignments and colors for the first race of the season
Players will roll the black twenty side dice to determine the choosing order.
Lowest roll gets first choice of the pit and body color he will use for the first
race, highest roll gets last choice with other players choosing pits in
ascending order of the die rolls.
Tied players will re-roll among themselves until all ties are broken.
- 8.2 Pit Assignments for races 2 - 10
Pit selection for each race will be done in reverse order of the starting
positions once the starting order has been determined.
The player with the last pole position will select first, followed by the
next to lest, etc.
- 8.3 Number of drivers
If we have fewer than 5 players driving on a board for a race, all pits
will not be used, and there may be no more than one player per pit.
If we have 6 to 10 players present for a race, each pit must be chosen
for use by 1 player before any pit may be chosen for use by a 2nd player,
and no pit may be used by more than 2 players.
- 8.4 Matching colors
Drivers may choose a car with a body color that does not match their chosen pit color.
- 8.5 Pit row speed limit
The speed limit for entering pit row and prior to making a pit stop
is fourth gear (the green die).
After making the pit stop, the cars may accelerate with no restriction
using standard rules.
9.0 Starting Positions
- 9.1 Die Used
Starting positions will be decided by die roll using the black twenty
sided die.
- 9.2 First Race of the Season
Lowest roll gets the pole position, highest roll gets the last position.
Tied players will re-roll among themselves until ties are broken.
- 9.3 Starting positions for races 2 - 10
The players will be listed in ascending order based on individual score
from the current season, lowest score at the front, highest score in the back,
breaking ties using house rule 7.0.
The players will then be divided into two groups (a low score half,
and a high score half) and roll for position within the two groups.
Lowest roll gets the position closest to the front of a group, highest
roll gets the last position in a group, with the other drivers arranged
in ascending order of die rolls. With an odd number of drivers, the 'front'
(lowest scoring) group always gets the 'extra' driver.
10.0 Driver/Car Limits
No driver may control more than a single car at any one time in any one race.
11.0 Driver Substitution
In the interest of keeping as many drivers as possible competing
in each race, we allow the following type of substitutions:
- 11.1 If a driver must withdraw from a race before it is over,
he may allow a single person to finish the race in his place.
This other person may NOT be driving a car in the same race.
A driver who has wrecked his car/blown his engine during the current
race MAY substitute for the departing driver, as long as no driver
is making die rolls for more than one car in a round.
No one may drive more than one car at a time
(see house rule 10).
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11.2 If a player is unable to attend a race, this player may choose
another person to act as a substitute driver.
This substitute may not be competing in the current season's races.
If possible, please notify Ed Rozmiarek of the substitution before the race.
When a driver chooses a sub, he relinquishes all control of the car to
the sub. The driver may not request the sub to drive slowly (for example),
just to guarantee finishing the race.
The sub has complete control over how the car will be driven.
Any points scored by the sub will count for the original driver, not the sub.
12.0 Laps per Race
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12.1 Single track races
All races on a single track will be three (3) lap races.
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12.2 Combo track races
Any race on the boards 2 & 3 'combo' track will be a two (2) lap race
using the setup rules found in house rule 13.
13.0 'Combo' Track Rules using Boards 2 & 3
- 13.1 Start/Finish line is on Board 2.
- 13.2 The only pits used will be the pit area on Board 2.
- 13.3 Drivers will be allowed a total of 24 damage points, instead of 20.
- 13.4 Drivers will be allowed 4 wrenches, instead of 2.
- 13.5 This is a two (2) lap race, using the 3-lap race sheets.
See house rule 14 for use of the dark gray lanes.
14.0 Dark Gray Track Usage
- 14.1 Some tracks contain optional, dark gray lanes.
When racing on one of these tracks, which of these optional lanes to use,
if any, will be decided by vote of the drivers present at the race that
day, prior to beginning car design.
Each optional section will be voted on separately.
It is possible to use some, none, or all of these sections,
depending on the vote.
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14.2 Voting
Voting on the optional sections will be done by a simple majority of drivers present at
the time of the vote.
In case of a tie, the optional section will not be used.
15.0 Zigzagging/Bypassing
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15.1 Drivers may change lanes to position their cars in the same
lane with debris, or other cars, as long as the driver does not
violate the rest of the lane changing rules.
You may change up to 2 lanes for 'positioning' purposes ONLY if the
2nd lane change does not bring you back to the lane in which you
began the turn. The exceptions to this are bypassing another car,
or bypassing debris. You may zigzag to return to your original lane
IF you are bypassing another car, or debris.
Bypassing may be done as many times as necessary in a turn.
Changing lanes for positioning is subject to the '2 lane max.' limit.
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15.2 For a move to qualify as a 'bypass', and not be considered a
'lane change', the bypassing car MUST return to the lane containing
the debris or other car, unless the moving car runs out of movement points.
16.0 Additional "Quick Pit" Rules
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16.1 A driver, making a 'quick' pit stop for tires only, may choose
to wait a turn before exiting his pit, rather than being forced to make
the 'quick pit' roll.
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16.2 A driver making a successful 'quick pit' roll may choose to
place the gear shift in any gear from 1 - 4, rather than requiring
his gearshift to be placed in 4th gear.
17.0 Table Talk
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17.1 Each player shall make his own moves without unrequested assistance from other players.
Table talk which relates to how another player moves thier car is highly discouraged.
(i.e. "You know Bob, if you move change lanes here you can stay in the curve,
switch to third gear next turn and have a good chance of hitting the next curve.")
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17.2 Table talk which is not directly related to another players move or that is meant in
jest is welcome (and highly encouraged).
(i.e. "Sure Bob, you're only 5 spaces from the curve, you can stay in 6th gear.
We need some more roadside decorations.")
18.0 The "Roll it in the Box" rule
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In order to avoid possible disagreements over cocked die rolls and
disruption of the game board, all die rolls must be made in the box lid or dice tower.
The driver should clear away other dice, especially same-gear dice,
before his roll is made, to avoid possible confusion.
Any roll made outside the box will be deemed invalid, and must be
rerolled in the box or dice tower.
19.0 Voting on Rules Changes
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19.1 Members desiring to submit a new house rule, or change any
existing Eurogames rule or house rule, should send an e-mail outlining the
proposed changes to Ed Rozmiarek.
These suggestions will be collected during the season, posted on the
web site for discussion, and voted on during the last race of the season.
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19.2 In order to vote on rules changes at the end of a season, a member
must attend the last race of the season.
The member need not stay to race, but must be present to vote.
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19.3 Proposed rule changes will voted on prior to the last race of the season.
Each rule change will be voted on seperately by written ballot.
Rule changes must receive a majority of the votes cast to be passed.
Note:
Our house rules were derived from House Rules of the
Dallas Dé Trippers.
We appreciate their willingness to share their work.
This page viewed
times since December 1, 2001.
E-mail
Ed Rozmiarek
with questions or problems concerning this page.
Copyright © 2001-2004, Ed Rozmiarek
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