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RASC
Questions
RASC
Gameplay Questions and Answers
January
22, 2005
Thanks to Marcel Bos
1.
On the starting grid several cars will start on a -1 track space.
Do this cars have a -1 on their first movement roll?
NO. Ignore the minus spaces on starts and restarts.
2.
When a player throws two TI's with the movement dice and (for
example) an 8 (Brain Fade) on the incident dice this car has directly
a -2 on this movement. If this player has used only two movement
dice (TI + TI), has this car then to be moved minimum -2? When
using a third movement die which shows a max (TI + TI + MAX),
has this car then to be moved maximum -2?
That is correct. If no move is displayed (i.e. TI TI), move minimum
minus any modifier.
3.
When throwing an incident while challenging and immediatly again
with the movement dice will the penalty be cummulative for this
movement?
No. Take the dirst penalty and ignore the second.
4.
When throwing an incident while challenging two other cars this
car normally will be the last car which is leaving this row. When
throwing a 5 (Bump) with the incident dice, will this car be moved
first or second from the cars on this row.
The car that rolls the Bump Take Position, will take only the
position directly in front of it, so in your case, it would move
to 2nd.
5.
Do I correctly understand that on a sprint-race there can be only
one Yellow Flag and that other Yellow Flags has to be ignored?
No. Sprint racing should obey the standard RASC rules using the
incident chart on the track. Where did you see mention of this?
6.
When driving 1/2 speed, by throwing a 9 (Miss Shift) on the incident
dice, has the 1/2 movement be rounded up or down?
Always round up.
7.
You don't have to use the entire movement roll. Is the track minimum
the minimum that has to be moved? Or can you drive even slower
to slow down the cars behind you?
You could drive slower I suppose; usually that is only done in
the case of a car in front slowing the field down due to an incident;
the cars behind may move less than the MIN to avoid smashing into
the slowed car. I guess it depends on who you're playing with
as to whether you allow cars to sandbag and purposely slow down
cars behind them. RA Games officially says: You can never move
less than 1/2 MIN. Also, the Momentum pass would allow cars behind
to pass the slow car. Momentum Passes in effect force a Drive-by
Pass. A driver coming up behind a slower car can move past the
car without stopping to challenge if their roll would carry them
to a point in which there are 3 spaces in between the two cars,
8.
Can you also throw an incident while you are in the pits?
In the standard game, incidents in the pits are officially ignored
because they do not apply. However, they can be used if you wish.
The realism pack offers specific Pit Incidents.
9.
Do cars in the Pit-street always have to be moved last?
No. It does not matter who goes first (pit cars or cars on the
track). Just make sure EVERYONE moves during a track movement.
10.
What happens when a car gets a Black Flag in the last round?
Ignore it. You have 1 lap to answer the black flag.
11.
Is drafting always straight forward?
Yes.
12.
Will a auto-controlled car draft into a -1 or -2 space?
Yes, they can. If already in a drafting situtation, they may NOT
choose to NOT draft. That will happen; kind of a law of physics
rule. They may choose, however, to not place their car in a position
that may draft them into a Minus space.
13.
When two cars are behind each other in the drafting zone they
normally can draft foward. What happens when the first car has
won his challenge and the second car hasn't?
They cannot draft forward.
14.
When, after drafting, there are already two cars on the row where
you are going, does the whole challenge has to be done all over
or does the position of the two cars already standing there not
change.
The order already established will remain, and the car drafting
forward will conduct up to two challenges. First, challenge the
last car, next challenge the lead car.
15.
Sling Shot Drafting. Does this mean that a car always gets a +1
movement bonus when starting directly behind 'a' car and moves
into the big 'drafting zone' or does it mean that a car gets the
+1 bonus when it normally ends its movement direcly behind the
car it was standing before both cars moved.
This was a last minute rule addition, and there may be different
definitions. We are going to call the official rule the one that
is stated in the Realism Pack. When in a drafting situation, the
car behind may chose to draft forward with the car in front, or
Sling Shot and attempt a pass on the car in front if there is
a clear lane. Here is the rule from the Realism Pack:
Sling Shot Drafting
If your car sits directly behind another car and both cars are
within a drafting zone, you may choose to (1) Draft both cars
up one space or (2) slingshot draft and attempt to pass the car
in front of you. Auto control cars are not allowed to Sling Shot
Draft. If you choose to attempt a pass on a slingshot draft, move
your car next to the car in front of you into an open lane. Conduct
a challenge and follow the normal challenge rules. If there is
a car in the way, you may NOT slingshot draft; you may only draft
both cars forward. For example, on Sunvalley Racepark, car A is
in the outside lane on space 5 and has won the challenge over
car B. Car B is in the middle lane on space 5 and has lost the
challenge to car A. Car C is in the outside lane on space 4 directly
behind car A. Car A and car C may draft forward one space, but
car C may NOT attempt to pass car A since car B is in the way.
If car B was in the inside lane, car C may attempt to pass car
A, which would result in a free pass on car B.
16.
Who wins the game? The car who passes the S/F line first, or the
car who moves furthest in this round, challenging an opponent
on the same row?
The car who crosses the S/F line first after completing all the
laps (rounds) wins.
Which
lane?
Date Entered: January 22, 2005
When
a car is first to arrive on a space (say No. 9 at SunValley), it
can pick which lane it wishes to be in, right? In the case of No.
9, it would elect the inside lane since the middle is a -1 and the
outside is a -2. If there is already a car on the inside position,
it can still choose which of the two other lanes to be in, right?
It is only forced to be in a lane if two lanes are already occupied
when it arrives. Just checking :-)
That
is correct. The only exception is if you are using the Stay In Your
Lane rule, which would force a car to stay in its lane until the
other lane is clear to move into. For example,
Cars
A, B, and C are side by side, prior to a track movement. |A|B|C|
- space 1
Car A won the challenge, and rolls a MIN
Car moves to space 11; there are no other cars there, but it MUST
stay in the inside lane because car B and C are still beside it.
|A| | |
Who
to challenge?
Date Entered: January 22, 2005
If there are cars on the inside and middle lanes, and you arrive
on the outside lane with spaces still to move, a passing challenge
situation arises. Do you challenge only the car in the middle lane?
Or do you have to challenge both cars?
You
lose the extra spaces you have to move, and you must challenge BOTH
cars. All three cars perform a roll off creating a 1st, 2nd, 3rd
situation with the cars nudged into place like:
______
|A| | |
| | | C|
| | B| |
------
Challenge
pit stop cars?
Date Entered: January 22, 2005
Do cars running on the main track have to stop and challenge cars
that have made their first stop coming out of the pits?
No.
Cars coming out of the pits "Merge" onto the race track.
During one cycle of track movements, the roll that takes them back
onto the racetrack allows them to pass any car on the racetrack,
and allows any car on the racetrack to pass them. Only when the
cars have "shuffled" back onto the racetrack does it begin
obeying the race track rules again.
Challenge
lapped cars?
Date Entered: January 22, 2005
Most
important one . . . once a race gets into the 10th lap or so, you
have cars all over the track.
a) Am I correct that movement always starts with the lead car, then
the 2nd position car, then the 3rd position car, and so on to the
last place position car?
b) If so, it's not hard, using your forms, to keep track of the
position order, but . . . often you'll have a situation where the
lead car is sitting only 3 or 4 spaces behind a trailing car, and
rolls a 17 or such. Does it have to stop and make a passing challenge
to these cars it is lapping? Or do we have the equivalent of the
Nascar "blue with diagonal yellow stripe" flag rule here
that says lapped cars must pull over and let the leaders go by without
a challenge?
An
important thing to remember is that all cars are moving at the same
time during a track movement. So if you move the leader first who
is only 4 spaces behind a car about to be lapped, when the leader
arrives at the lapper car... it's not really there. So, no do not
stop and challenge it. Treat this situation like the lapper car
is leading on the track, and the leader of the race is chasing it
as if in 2nd place on the track. Using the "Move Over flag"
is up to the driver's disgression. By default, every car must challenge
to pass another car whether it is being lapped or not. At any time,
a driver may chose to let a challenging car "drive by"
and not challenge. So, if I was about to be lapped, I would be fighting
to stay on the lead lap. If I was 5 laps down, and it was the last
lap, I would let the leaders drive by me.
When
does a track incident occur?
Date Entered: January 18, 2003
>
When does a track incident occur? Before, after, or instead of
my move.
> If I get to move when I have a TI, how many spaces do I get
to move?
If
you roll a TI during your track movement, modify your roll and
move.
Example: If you roll TI, TI, MAX and have to take "-2 of
your next roll",
Move Max - 2.
>
1) After the yellow is out and the cars race to the line and get
behind the
> leader at the exit from the pits, the cars proceed around the
track at 1/2
> MIN. AT that point pit road opens and cars can choose to pit
or stay out.
> Does the race re-start when the leader first reaches the rolling
re-start
> line or does the field make another lap as pits stops continue
and then the
> race re-starts when the leader hits the rolling re-start line
the second time?
The
way the RASC rules are written, the race re-starts the first time
the leader crosses the S/F line. This is done because the races
are so short, 2 lap yellow flags would chew up the race. When we
make pit stops under yellow, usually everyone goes in. So, after
after all the cars take the yellow flag and the pace is slowed,
we bring all the cars in to pit. So, the race goes green while the
cars are in pit road. After the pit stops, the cars come out racing.
>
2) Do you use the momentum pass rule from the RA website?
A lot
of people don't seem to like the idea of our challenges because
they sometimes lose their full roll. However, a lot of people polled
at GenCon believe it adds drama to the race. So, for now we are
leaving challenges in the game. As you mention below, this sometimes
causes the leader to be able to easily pull away.We have seen some
races where the leader pulls away and the second place car can't
keep up, which slows everyone else down. We have also seen races
where 2 cars pull away, and we have seen races where the leader
can't pull away and gets swallowed up by the rest of the cars. We
look at these situations as "just racing", which we feel
makes the game interesting because it is unpredictable. We created
the Momentum Pass because in our more advanced rules (coming in
the Expansion Pack), some cars could be moving 10-13 every turn
while other cars could be moving 7-10 every turn because of damage.
We thought it was a little too brutal when a car rolled a 13 and
was only able to move 8 spaces before it had to challenge. Variations
of this rule are introduced in the Exapansion Pack.
>
3) Is the pit road only two lanes wide thus allowing cars to be
blocked or
> is the pit lane indefinitely wide?
We occasionally allow cars to pass in the pit stalls if no cars
are occupying the spaces. However, this is kind of an exception.
Officially, if all the lanes are blocked, cars behind are not allowed
to pass.
>
> 4) When rolling a CRASH on the incident chart, specifically
which cars
> around the crashing car are taken out of the race?
Only
the cars directly next to the crashing car are taken out. If 3 cars
are 3 wide and the middle car crashes, all 3 cars are taken out.
If the car in the outside lane crashes, only the cars in the outside
lane and middle lane crash; the car in the inside lane would not
be affected. If two cars are side by side, one in the inside lane
and one in the outside lane, and the car in the outside lane crashes,
the car in the inside lane would not be affected since it is not
directly beside the crashing car.
>
5) With the challenge rules as they written, it seems that the leader
is
> allowed to pull away somewhat easily (keep in mind I have only
played 1 time)
> What is your experience on this?
See above.
> 1. Should a DNF still claim points? I think not, but you still
count it?
Yes, points are awarded if you DNF. All cars that start the race
receive
points. So, if there are 10 cars in the race and you crash and finish
in
10th, you are still awarded 10th place points.
>
2. On the last lap, does a blown engine still finish the race?
According to the RASC Driver's Handbook, no. However, if you have
a large
lead and think your car could coast across the S/F line, you may
move a car
with a blown engine at 1/2 MAX per turn.
>
3. We play that if there is a crash (obviously) brings out the Caution
flag.
> However, If there is a spinout, this does NOT necessarilybring
out a
> caution?
According to the RASC Driver's Handbook, neither a crash or a spinout
bring
out the caution flag. We made the rule that way because in short
races,
almost every lap could be a caution. However, in longer races you
may play
that a spin or crash bring out the caution flag; it's up to you.
In our
Expansion pack, crashes will bring out the caution flag.
>
4. Black Flag: The rules state that you do not go to your pit area.
You
> just count up to 10 seconds on the clock, then go out? You
would still
> have to go to your pit, then count the 10 seconds? Also, could
you do a
> pit stop while under the black flag. In other words, instead
of counting
> to 10 on the clock, you would count to 34 seconds, then out?
What do
> you think?
Yes,
you may answer a black flag while you make a pit stop. Move the
10
second penalty then start over for you 24 second pit stop.
>
Is there a way to silk screen the board so that we could run 1/64
scale?
> I.E making a vinyl roll up board! How cool would that be! I
would
definitely
> buy one if it were available???
We
have been looking into making more small scale and 1/64th scale
tracks.
Money is a big factor in making tracks to sell however. We may make
some
tracks that could be downloaded, printed and assembled. Then, you
could
paste it onto foam board and laminate it. The vinyl track is something
we
have been looking at too. Regardless, more tracks will be coming
soon, one
way or another.
Game
Tips
Race Order and Track Order
Due to the possibility of being lapped by the lead cars and the
field spreading out widely, the field is often moved by track order
rather than race order. Race order is the order of the cars as they
are in the race. For example, 1st, 2nd, 3rd, 4th, 5th, 6th, . .
. The Track order is the order in which the cars are around the
track. With lapped cars mixed up with leading cars, the track order
for the above example may be 1st, 5th, 2nd, 3rd, 6th. Confusing?
Well, it's not that hard to understand, and after you run a few
laps this will become more evident. The track order example given
merely indicates that the 5th and 6th place cars are a lap down
or more to the leader, but they still share the same race track
as the cars on the lead lap. Therefore, they become mixed in with
the lead cars, and create a need to distinguish track order from
race order.
How Fast and Slow can a Car Drive
The fastest a car can move will be the track maximum (MAX). The
slowest a car can move on the track is 1/2 of the minimum (1/2 MIN).
This will usually occur when the car has been damaged. This is also
the speed of the pace car when the field is under a yellow flag.
An example of when your car would move 1/2 MIN is when you crash.
For example, let's say your car crashes in the first turn and is
stranded nearly a full lap away from the pit entrance. The car will
conduct it's track movement turn as the other cars will. However,
the driver will NOT roll the MIN-MAX Dice and will simply move the
car 1/2 MIN each track movement turn until the car arrives in the
pit area. The race for that car would then be over, but do not forget
to mark the car down for completing that lap if you are using race
log sheets, which would be its last.
Keeping Track of What Lap the Cars Are On
Keeping track of which lap a car is one can get confusing, but it
is really quite simple to figure out. At the beginning of a race,
all drivers will be on lap ONE until they cross the S/F line for
the first time. At that point they will be on lap TWO. Looking at
the position of the car on the track and the number of the car on
the race log sheet (if you are using it), the lap the car is on
can easily be figured out. Let's say you are in the middle of a
race and the field is well spread out. Car #1 is in the third turn
and has not been marked for completing that lap. Locate car #1 on
the race sheet. The last time car #1 was marked was for completing
lap 32 in 5th place. This means the car has almost completed lap
33. This is an easy way to determine how many laps down a car is
as well.
Lapped Cars
Lapped cars can seem to be complicated, but once you get the comfortable
with book-keeping, it is really quite simple. In a short race of
around 10 laps, lapped cars rarely become a thing to deal with.
The race log sheet really handles the lapped traffic well since
it is easy to view how far back the driver is by looking at the
track position and the last lap completed on the race form. Again,
it is important to remember that all cars are moving at the same
time in reality, but you will be moving cars one at a time by either
the track order or the race order. Occasionally you may pass a car
that is nearly a lap down and only a few spaces in front of you
on your driver turn, but if that driver hasn't moved yet then you
didn't really pass the driver. In addition, on that driver's turn
they will not have to stop to challenge you since you were not yet
in front of them. To add to the confusion, if that driver rolls
a track movement that is less than you moved, your car will have
to be moved back to challenge the driver since you were not yet
in front of them. This will be confusing at first, but after running
a few laps these things become second nature. This is why it is
sometimes beneficial to move the cars in a track order starting
with a car that has the most clear track in front of their car.
Another technique to keep track of who has moved and who hasn't
when you are dealing with lapped cars is to place the moved cars
just off the track to indicate that they have moved. When all the
cars have moved, they can be placed back on the track. Also, always
make a note of which driver starts the turn because when all the
cars have moved, you will end up back at the car that began the
track movements. This will help you to recognize that the track
movements are over and challenges can then begin. If there are no
challenges to be completed, simply begin another track movement.
In this example with you as the leader and the driver nearly a lap
down, if the driver would have moved before you did then it would
be very easy to determine if you were catching up, stopping to challenge,
or falling back without being confused by who was in front of who
prior to the move. These type of situations are not common, but
in the thousands of test laps we have done, they DO happen.
Qualifying
Card Setup Section
We apologize for any confusion in this section. This was a typography
error, and this section was supposed to be omitted as there is NO
Qualifying card. The qualifying lap times are now printed directly
on the track, so there is no need for a qualifying card layover
as outlined in the handbook. Follow the instructions printed on
the track for qualifying.
Qualifying
Ties
An optional way to determine tie breaks is by using a roll off.
Thanks to Tim Pepper for bringing this to our attention. Again,
this is an optional rule to use during qualifying. Rather than giving
the tie breaker spot to the first car to arrive at the marked laptime,
determine tie breakers by having a roll off between the tied cars
using the 10 sided challenge dice. For record keeping of laptimes,
you can add a tenth of a second to the loser's laptimes.
When
a Car Moves 1/2 of a Track Roll
If an incident requires a car to move 1/2 of their track roll, the
cars behind DO NOT have to stop and challenge. We apologize this
was not addressed in the handbook.
Increasing
Track Incident Odds For Longer Races
You may notice a lot of DNFs in short races. If you plan to run
longer races, you may wish to increase the odds of having Track
Incidents. One way to do this is to require that a driver must roll
TWO double TIs or TWO 0s (in challenges) to make an incidnet occur.
Another way to up the odds for a TI would be to increase the minimum
track movement dice roll to THREE and make an incident occur only
when THREE TIs are rolled.
When
to Mark a Car Down as Completing a Lap in the Pits
If you downloaded the Race Log Sheet and use it to track your races
rather than the Lap Counter Pawns, this will be an issue for you.
Usually, when cars pit, it is best to mark them down as completing
the lap as soon as they enter the pits in the order they enter the
pits. If a car is on the track at about the same distance from the
S/F line, mark down the car on the track first because realisitcally,
they are traveling at a faster rate and will cross the line first.
Be careful to mark down everyone for completing their lap and don't
mark anyone down twice. This could create a driver to magically
lose or gain a lap!
Cars
Coming Out of The Pits on a Yellow Flag
If you have cars in the pits and on the track when a yellow flag
comes out, it may be confusing as to which driver rolls first because
dirvers in the pits could stand to gain a lot if they move before
the cars on the track, which must stop at the CAUTION FLAG LINE
UP line. When the caution flag comes out, the pits are closed. Any
cars that are in the pits and going back onto the track about the
same time as the leaders that are approaching the CAUTION FLAG LINE
UP line are requird to stop at the end of the pits and wait until
all of the cars on the track have lined up and gone by. If there
are many cars in the pits, the are required to line up in the pits
and wait behind the car that arrived at the end of the pits first.
It really dosn't matter who rolls or moves first.
The
Black Flag Track Incident
Here is another Driver's Handbook error. You may notice that when
you merely drive your car into your pit stall and immediately return
to the track, you may pass cars on the track! To fix this un-realistic
dilemma, simply make the black flag a 10 second pit penalty. When
this happens, move your car exactly as if you are making a pit stop.
However, rather than covering the entire row of clocks, move your
car ONLY to the 10 second clock and return to your pit stall.
Alternate
Challenging Method
Thanks to Ashley Salmon
My friends and I played last night for the first time, and saw how
easily the lead car/s can leave the rest of the pack because of
cars in the pack have to stop and challenge cars in front, so we
modified the challenge rule somewhat. So, here it is. If car 94
is 10 positions behind car 24 (24 has already moved), and 94 rolls
a max, he moves up beside car 24 and challenges right then and there.
If car 94 wins the challenge, he proceeds to move 3 more spaces,
but if 94 looses the challenge, then he stays beside 24. Seems to
work pretty good.
RA Games Note: Without yet trying this mode of play, it seems like
that would allow more passing within one turn, which may at times
be un-realistic.
However, we had a similar rule at one time, which we called a momentum
pass. The comparison to real racing was that if a car had exited
a corner badly they would not carry much speed down the straight
(as if a car was rolling from a -1 or -2 space). A car that was
rolling behind them at full speed would be able to pass with ease
down the straight, in real racing. However, the game made you stop.
So, we made a "3 space" or "momentum pass" rule
in which a driver coming up behind a slower car GO RIGHT BY without
challenging if their roll would carry them to a point where there
were 3 spaces in between the two. This rule is not included in the
current rules because the 3 space situation rarely happens. It became
a problem in the more realistic rules however because accumulating
car damage created many slow moving cars that had been in accidents
and were just putting around, and they ended up being lapped every
3 laps or so.
Moving
Half The Track MIN During Yellow Flags
Thanks to Chris Saguisag
On a yellow flag, moving at 7 spaces (rounding down) gets you to
the green flag line exactly, while moving
8 spaces has you short by a few spaces, and then you overshoot the
line.
Or
is this irrelavent, and you go back to green flag racing after you
CROSS the green line?
Sometimes track incidents require you to move your car 1/2 the track
MIN when the MIN is an odd number. If this happens, you are to simply
round up. For example, if the MIN is is 15; half of the MIN would
be 7.5, so round up to 8 spaces.
That's just a lucky coincidence that you landed right on the green
re-start line moving 7. The way we do re-starts is to move the field
1/2 MIN and end the last yellow flag track movement with the leader
on the green re-start line regardless of how many spaces the car
moves. That will end the yellow flag track movement. The next track
movement turn, everyone can return to rolling full speed. Actually,
what we do on yellow flags during short races where no one is pitting
is just line the cars up on the green re-start line as soon as all
the cars have caught up to the tail of the field.
Speeding
Up The Race Through The Turns
Thanks to Dennis Bounds
Here's a way to speed up the game through the turns. When two cars
are even through the turns, instead of rolling a challenge dice,
the car that's on a blank spot always moves before the car on a
-1 or -2 spots.
It makes sense to me.
RA Games Note:Thanks for the tip. We'll share it with other RASC
drivers on the web, and we'll try it out too. My first thought about
it is that it would eliminate a lot of challenges and chances to
pass other cars. It makes sense that a car in the racing line would
have an advantage over cars not in the racing line. However, if
they were always allowed to win challenges then there wouldn't really
be any reason to even have the -1 and -2 spaces because no one would
ever tread there, and the spaces should rather be marked with X's
to indicate you aren't allowed to drive there at all. Before trying
it out for myself, I kind of like the way the driver's are allowed
to try a pass out of the racing line. The majority of the time they
are going to lose because of the minus spaces as in real racing,
but sometimes they might pull off a pass out of the racing line
as in real racing. I also kind of like the frustration for the driver
in the racing line who gets passed up high then has to slow down
on the straights beause the car that passed them is rolling slower.
Anyway, thanks again for the tip, and we'll try it out. Other RASC
Drivers, we would like your comments on how you like this challenge
tip. e-mail us
How
Many Dice to Roll After an Incident
Thanks to Bill Benedict
When the double TIs are thrown and the result is a movement modifier
and you re-roll to find what movement a car makes, should the person
re-roll the same number of dice they rolled the first time, or can
they now have a freebie 4-dice roll since further TIs don't count?
OH, good question. If it were me operating the race, I would have
to use a gentleman's rule and allow only the same amount of dice
be rolled on the re-roll.
Another
Alternate Challenge Method
Thanks to Bill Benedict
I saw the test rule you guys posted about a momentum pass where
if one car's movement would leave it with 3 spaces between another
car, it was allowed to pass without challenge. I like the idea of
the rule, but like you said that case rarely happens and frustration
levels were high last night whenever the lead car of a pack rolled
MINs and the cars behind got MAXs. I think using that rule, but
with 2 spaces between might make for more interesting racing. A
car with lousy momentum (rolling a MIN) could get passed by a car
rolling a MAX with a great run. After watching the Coca-Cola 600,
it's quite possible to get a run on another car without the first
car being able to prevent the pass. Perhaps a good middle-ground
for this rule would be to subtract 2 spaces of movement from the
passing car for the ability to make the pass without a challenge.
I think I'll try that variation (subtracting 2 spaces of movement
for a momentum pass) tonight on my gaming group to see how it goes.
If that would leave the cars side-by-side, then the challenge would
still have to be made.
RA Games Note: So, a trailng car would subtract 2 spaces from their
roll ONLY if they were approaching a slower moving car, and they
would not have to challenge if their modified (-2 from their roll)
carried them past the slower car. For example, if two cars had just
challenged and sat side by side - the lead car rolls a MIN (10),
and the next car rolls a MAX (13), they would move 13-2=11 and move
one space ahead of the lead car. Of course, this rule would not
force any driver to subtract from their roll if they were not approaching
a slower car. For example, in the above example, if the lead car
rolled a MIN(10) again, and the chasing car also rolled a MIN(10),
they would NOT move only 8. This rule would only be used if there
stood a chance for a momentum pass.
Sling
Shot Drafting
Thanks to Bill Benedict
The wording on sling-shot drafting uses the words "they"
and "their" implying that possibly both cars get the draft
bonus, but I ruled that only the rear car got this extra space in
the spirit of it being a "sling-shot"
move. Was this correct?
Yes. Only the rear car is allowed to move an additional space forward
when sitting behind another car prior to a track movement.
Pack
Drafting
Thanks to Bill Benedict
On the regular draft, say you're in a 3-wide pack of cars all elligible
for the drafting bonus, and after challenges the cars look like
this:
>+---+---+---+
>| A| B| C |
>+---+---+---+
>|D |E | | ---> direction of travel
>+---+---+---+
>| F | G | |
>+---+---+---+
Cars A and B won their challenges, so they can draft ahead with
C. Since cars F and G were both 2nd in their challenge, could they
also draft forward? If so, could D and E then also come along? I
think in a big pack situation like this, it may be advantageous
to do the drafting movement first, then the challenges since no
one lane is going to pull out ahead of another.
We call this situation a "pack draft". All of the cars
draft forward one space after the challenges. The challenges are
done prior to the drafting because it is unknown if it will be a
pack draft until after the challenges are completed. So, in your
example, if G had lost to E then D,E,F, and G would not be able
to draft forward. This would allow A to draft up and challenge E.
So, drafting proir to challenging would eliminate this possibility
for A.
Finishing
a Race
Thanks to Bill Benedict
What if the last track movement puts two or more cars on the same
square after they cross the Start/Finish line? Do they then make
a challenge to see who wins? Can the cars ignore -1 and -2 spaces
in this last challenge since they realistically were making this
challenge at the line and not into turn 1 or 2? This seemed the
most logical to me and it's how we decided 3rd-5th place in our
Memorial Day 5-lapper at my in-laws' last night.
On the last lap of the race, the first car to cross the S/F line
is the winner and so on. So, if there was a 3 wide challenge at
the exit of turn 4 on the last lap, the winner of that challenge
would be the winner of the race if their next track roll carried
them across the S/F line. We have never carried cars past the S/F
line on the last lap to determine the winner.
Yellow
Flags for Track Incidents
Thanks to Bill Benedict
When a wreck or blown engine result from double TIs, should a caution
flag be thrown? How about for a spin?
In this version of RASC, the only thing that brings out the caution
is the Caution Flag Incident. Originally, we had rules where the
caution flag came out when incidents or impact occured. However,
they were taken out to speed up the game. We are compiling our many
realisitc out takes to make available as an add on package, which
should be ready in a month or so.
The
BUMP Incident
Thanks to Bill Benedict
If there is no car behind you, should a "Bump" result
still give +1 to movement?
That incident was designed as a "good" one, which originally
only took place only during challenges. When we combined the track
and challenge incidents, we wanted to leave that one in, but it
wasn't relevant during track movements. So, we simply made it a
+1 rather than take postion. It wasn't supposed to be interpreted
as a bump from behind, but I see how you would see it that way,
and I apologize for not making that more clear. When you're not
challenging and get the +1, It can be interpreted as a good shift,
good entry, or good exit off a turn to give your car an extra push.
So, to answer your question, yes, it is always supposed to be valid
when rolled.
If you have any tips you have learned from playing RASC, please
e-mail them to us, so we can share them with fellow RASC Drivers.
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