You are on page 1of 24

PITLANE7.

1 1

PITLANE
THE F-1 SIMULATION GAME

APPENDICES

PITLANE7.1 2
Index
I.Advanced qualification system in detail
II.Driving Actions
III.Pit Stops
IV. Weather
V.Movement Options

3
9
13
17
22

PITLANE7.1 3
I. ADVANCED QUALIFYCATION SYSTEM IN DETAIL
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.
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.
3.Determine
value

the

final

qualification

Advanced method: Take the qualifying


score from the car control card and add/
subtract he adjustments for fuel load.

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

PITLANE7.1 4
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.

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.

PITLANE7.1 5
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.

. 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.

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
II. DRIVING ACTIONS
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.

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.

NORMAL PLAY

Round

Round
empty

45R

Long str.

30R

45R

4
3
2

Med.br.
Long str.
30R

3 Cards planned

4 Cards planned

CORRECTION/PERFORMANCE
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.

Round

4
3
2
1

Round
empty
45R

Planned 3 cards

45R

Long str.
30R

empty

2
Replace this
box

Long str.

Short str.
30R

Performance: Recover this card


Correction: Place it again on the slot
where it was.

PITLANE7.1 10
MALFUNCTION

Round

Round

4
3
2
1

empty
45R

Long str.
30R

empty

45R

2
This card
malfunctions
choose to
1) correct

Long str.

Short str.
30R

2) discard
Planned 3 cards

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)

Round

empty

empty

45R

2
1

Long str.

30R

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.
Box
removed
For more details see III. Mistakes and corrections.
Recover
Long str.
this card

Round

Round

4
3
2
1

Long str.
45R

Long str.
30R

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

4
3
2
1

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)

45R

Long str.
BRAKE
(no card pl)
30R

PITLANE7.1 11
BRAKE /HARD BRAKE option 2
To avoid crashing with other cars
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.

Round

4
3
2
1

Need to brake box


of round 1, normal
brake procedure,choose a box to
put the brake and
adjust the stack

empty
empty

Round

empty
empty
45R

45R

45R

2
BRAKE
(no card pl)

45R

Box
removed

BRAKE
(no card pl)

Planned 2 cards

BRAKE/HARD BRAKE
normal situations

You dont play any card on


game round 1. Stacks moves
up, so previous round 2
becomes 3 and previous round
3 becomes 4.

option 3

Always available.

Round

4
3
2
1

Round
Long str.
45R

Long str.

Need to brake this


card, so choose 1
box to remove still
to play (already
played box 1) and
fill it with the brake

Long str.

45R

Long str.

30R

BRAKE

30R

Planned 4 cards

Round
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
(no card pl)

4
3
2
1

Long str.
45R
30R

Long str.

Box
removed
Recover
this card

PITLANE7.1 12
ILLEGAL PLAY

Round

4
3
2
1

30L
45R

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

Round
empty

Planned 3 cards
starting on round 2

4
3
2
1

empty
30L
45R
60R

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.
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.
Movement inside the overlapping area:

2 points in the Entry area.

2 points, 1 in the Entry area, 1 in


the Pitlane area.
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.

When you calculate fuel cost you don't count cards played 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.
2.
3.

As many cards as you need to reach the entry


point of your box.
Indicate the number of rounds that will last
your pit stop.
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.

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.

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).

1.

2.

3.

Change tires. Put tires marker at


its maximum, in this case we will
change from 8 degradation pts to 8
durability points (1)
Add fuel seven points to the
current fuel, from 2 pts to 9 pts
(2).
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.

2.

Still have 2 rounds to finish pit


stop, so the player will not place
any cards in planning round slots
1st and 2nd.
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
Movement inside the overlapping area:

1 points in the Pitlane area.


2 points in the Exit area.

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.
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.

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.
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
VI.WEATHER
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)

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).

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.

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).

Roll result is 7, weather will evolve from SUN to


SUN&CLOUDS.

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.

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 ,
thrown to see Temperature.
Temperature evolution is checked once
per lap (at the start of the lap).
Roll result is 1, is smaller than
AVERAGE(4-8)then temperature will
go down one level (COLD)

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.

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.
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.
Once first car cross start sector 2 line, thrown to
see weather evolution.

Roll result is 3, weather will evolve from RAIN to


CLOUDS.

Track status will change from Hard Rain


Track to Wet Track.

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.

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
V. MOVEMENT OPTIONS
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: )

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.

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)

PITLANE7.1 23

Dotted lines show trajectorys half width.


Yellow areas show contact between the car and non asphalt surface (kerb, grass or gravel)
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.
Arrows indicate the
possible movement that
each car has.
Big arrow show which is
the selected movement

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.

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.

Remember, you must declare


what colour option you are
going to use before moving
your car.

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)

You might also like