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Game Tips

Speeding Up Solo Play
Thanks to Paul Hardin

After trying out the game I implemented a few rules in an attempt to improve its solitaire playability. When qualifying I roll three dice for my car. To decrease the game time and speed up the action, I also decreased the number of laps associated with sprint races to half keeping the fuel/pit requirements. Finally, I like the idea of keeping track of ten different cars so I created a rule where the top six qualifiers participate in the race. Qualifying positions seven through ten are recorded as finishing positions for the race in that order. This keeps the race time to approximately thirty minutes. The final rule I implemented is allowing either the car that won the last race or the car with the most points (e.g., if I won the last race) to qualify with three dice. This process develops a rival and adds to the excitement during the season. Last night I completed my first race and it was exciting. I entered the pits right behind the leader ready to take advantage of the situation when a yellow flag appeared. Everyone lined up for the last lap. I tried to overtake in the first turn but lost the challenge and I was out of the driving lane (i.e., -1 space). The leader took advantage of this situation and put some space between us. I caught up eventually and was able to challenge right before the finish line. I won the challenge and the race. Since he had led a lap as well as the most laps he got 185 + 5 + 5 = 195 points. I got 190 points for the victory. Looks like I have a true rival to watch out for in the next race. The time took thirty minutes. I love Indy racing as well. I have found ten Indy cars (scale 1:144) but they are not as finely detailed as the NASCAR cars I have. I’m still searching.

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 bookkeeping, 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 lap time, determine tie breakers by having a roll off between the tied cars using the 10 sided challenge dice. For record keeping of lap times, you can add a tenth of a second to the loser's lap times

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 incident 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 realistically, 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 drivers 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 required 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 doesn'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 unrealistic 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 unrealistic

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 irrelevant, 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 restart line moving 7. The way we do restarts is to move the field 1/2 MIN and end the last yellow flag track movement with the leader on the green restart 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 restart 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 because 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 trailing 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 slingshot 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 "slingshot"
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 eligible 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 prior 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 occurred. However, they were taken out to speed up the game. We are compiling our many realistic 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 position. 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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