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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?

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
> 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
> 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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