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16. Jun.

2014

1. INTRODUCTION
The Trans Am SPEED CIRCUIT rules have
been adapted to reflect the Trans Am
American Road Racing series. Car
capabilities have been modified to
coincide with the Trans Am formula.

2. PREPARE FOR PLAY
2.1 All players develop a car build
using 3 Build Points and the Build Table,
below.
2.1.1. This basic car configuration will be
fixed for a Circuit of multiple races. Once
the build is complete only limited
adjustment will be available to modify the
cars for each race event.
2.2 The six car specification
categories are:
START SPEED Maximum speed when
accelerating from a stop, regardless of
Acceleration rating.
ACCELERATION Maximum safe speed
increase allowed from previous posted
speed, without testing the engine.
DECELERATION Maximum safe speed
decrease allowed from previous posted
speed, without penalty.
TOP SPEED Maximum safe posted speed
allowed during a race, without testing the
engine.
WEAR Maximum number of units
allowed for greater breaking ability and
cornering at higher speeds.
DSM Driver Skill Modifiers, the Maximum
number of dice roll modifiers available for
pushing the car beyond its normal limits.
2.3 Each car starts with the 0 pts
Specification value for each category.
Drivers than spend 3 Points to Build their
basic car configuration.







2.4 For each race, Drivers choose
their desired Gear Ratios at no cost in build
points:
Ratio Start Spd Top Spd
Low 80mph 120mph
Mid 60mph 140mph
High 40mph 160mph

2.5 The TA Series Build table:
BUILD TABLE
Acceleration
0 pts 1 pt 2 pts
20mph 40mph 60mph
Deceleration
0 pts 1 pt
20mph 40mph
WEAR
-1 pts 0 pts 1 pt 2 pts 3pts
1 2 3 4 5
Driver Skill Modifiers (DSM)
-1 pts 0 pts 1 pt 2 pts
2 (0) 3 (1) 4 (2) 5 (3)

2.5.1. WEAR and DSM may each be
reduced to gain an extra build point.
2.6 Each player will be allowed 1
Setup point each race to modify the
selected Build Car Specifications. The
Setup point will increase 1 category by 1
step for that race only.
2.7 WEAR and DSM are converted to
Tire points and Dice Modifiers (DMs)
respectively at the start of the race by
multiplying each Spec value by the Race
Length Multiplier:
2.7.1. For a 3 lap race, the Multiplier is
x2; for a 4-5 lap race, the Multiplier is x3.
2.7.2. DMs, Dice Modifiers are
automatically applied to any dice roll that
would otherwise generate a poor result. A
maximum of 2 DMs may be applied to any
given dice roll.
2.7.3. Each driver will also have a fixed
number of Red Chips allocated for the race
as indicated by the parenthetic value in the
DSM spec.
2.7.4. A driver may exchange one of
these Reds to apply 3 DMs to any given
dice roll. This is the only time, more than 2
DMs may be applied to a given dice roll.
2.7.5. The Drivers DM total is reduced
by the number of DMs used. When all
DMs have been used, any subsequent dice
rolls may not be modified.
2.7.6. When cashing one of the Reds,
the drivers DM total is not reduced.
2.8 Determine Starting Positions. See
15 Rolling Start Mechanic or 16 Standing
Start Mechanic for starting positions.

3. RACING PROCEDURE
3.1 Check the Performance Chart for
your car's Start Speed and record your
initial speed accordingly on turn 1 of the
Speed Log.
3.2 Cars move in order of their
position on the board, car in the lead
moving first, etc. If two or more cars are
tied for the lead, the car with the highest
recorded speed on the Speed Log for that
turn moves first; if there is also a tie for
highest speed, the car on the inside moves
first. (Inside is relative to the direction of
the next corner.)
3.3 Each car advances one space for
every 20 MPH posted on the Speed Log for
that turn; i.e., 60 MPH equals 3 spaces.
Cars must always move forward, either
straight or diagonally and may change
lanes at any time.
3.4 A car may never move
horizontally, or move onto or through a
space occupied by another car (see (8)
Collisions.)
3.5 At the start of each succeeding
game turn, players must decide whether
to:
A. Accelerate (See 4.),
B. Decelerate (See 5.), or
C. Maintain Present Speed
3.6 After all drivers have secretly
recorded their new speeds on their Speed
16. Jun. 2014
Logs, they simultaneously reveal them,
face up on the table. Each player then
moves their car in order of their position
on the board.

4 ACCELERATION
4.1 If at the beginning of the turn, a
driver decides to accelerate, they first
check the Acceleration column of their
Performance Chart to determine the
maximum acceleration range.
4.2 The driver may then add the desired
amount of acceleration (in multiples of 20
mph) to their previous speed and secretly
records the new speed on their Speed Log.
4.3 A driver may exceed their maximum
Acceleration and Top Speed Specifications
by 20 mph, but in so doing risks possible
engine damage. On every turn a driver
exceeds their maximum capability in either
category they must roll two dice and
consult the Test Engine Table:
ENGINE TEST TABLE
Die
Roll
Result
2-9 OK
10-12*
ENGINE DAMAGE: Reduce
TOP OR ACC by 20 mph
immediately and alter this
Turn's speed if necessary.
*Remember any available DMs.
Whichever test was failed

4.4 If a driver exceeds their Top Speed
and maximum Acceleration in the same
turn they must roll twice on the Test
Engine Table.
4.5 If during the course of the race, the
driver rolls Engine Damage a second time,
they have an engine failure and is removed
from the race, regardless of which Spec
was tested: ACC or TOP Speed.

5 DECELERATION
5.1 If, at the beginning of the turn, a
driver decides to decelerate, they first
check the Deceleration column of their
Performance Chart to determine the
maximum deceleration range.
5.2 The driver may then subtract the
desired amount of deceleration (in
multiples of 20mph) from their previous
speed and secretly record the new speed
in their Speed Log.
5.3 A driver may exceed their maximum
Deceleration but in so doing uses up
valuable TIRE units and/or risks possible
brake damage. Whenever a driver exceeds
their maximum Deceleration they must
consult the Deceleration Chart.
DECELERATION CHART
MPH >
MAX
PENALTY
20 Use 1 TIRE OR Test Brakes
40
Use 1 TIRE AND Test
Brakes OR use 2 TIREs
60
Use 2 TIREs AND Test
Brakes
80
Use 2 TIREs, Spinout AND
Test Brakes

5.4 If called upon to Test Brakes by the
Deceleration Chart the driver must roll two
dice and consult the Brake Test Table:
BRAKE TEST TABLE
Die
Roll
Result
2-9 OK
10-12*
BRAKE DAMAGE: Use 1
TIRE OR Spin. Reduce
DEC by 20 mph.
* Remember any available DMs.
If DEC is already 20, then double
all future TIRE Braking costs.

5.5 If during the course of the race, the
driver rolls Brake Damage a second time,
they must retire from the race.
5.6 Under no circumstances may a car
decelerate more than 80 mph in excess of
their maximum Deceleration in a turn.

6 CORNERING
6.1 A corner is any shaded space
containing a posted speed limit. A corner
can be composed of any number of
adjacent corner spaces.
6.2 To enter each corner space without
penalty, the driver must comply with the
posted speed limits of that space.
6.3 If a car follows the entire path of a
printed arrow through a corner, it may
exceed the posted speed by 20 mph
without incurring a penalty.
6.4 If a car prematurely leaves the path of
an arrow in a following turn it must
retroactively pay whatever penalties it had
avoided by following the arrow. If this
results in a spinout the car spins out in the
last arrow space occupied before
attempting to leave the path of the arrow.
6.5 If a car is unable to complete a corner
during a move, it may continue at the
same or slower speed during the next
move with no additional penalty. However,
if the move carries the car into a different
corner it would be subject to any penalties
incurred due to excessive speed in the new
corner.
6.5.1 A car which has not completed a
corner during a move and that is not in the
final space of the corner, may not elect to
increase its speed in the following turn
should that increase exceed posted speed
or arrow limits.
6.5.2 The final space of a corner is the
corner exit. A car in a corner exit MAY
accelerate without paying additional TIRE
penalties for that corner.
6.6 If a driver is unable to reduce their
speed to the posted limit or if they
intentionally exceed the limit, they must
consult the Cornering Chart.
CORNERING CHART
MPH >
LIMIT
PENALTY
20 Use 1 TIRE OR Chance roll
40
Use 2 TIREs OR 1 TIRE
AND Chance roll
60
Use 2 TIREs AND Spin OR
2 TIREs AND Consult roll
CHANCE TABLE
Die
Roll
Result
2-7 OK
8-9* Spinout
10-12* Crash Retired from Race
* Remember any available DMs.

16. Jun. 2014
6.7 TIRE units used while Cornering do
not decrease speed as in Deceleration, but
allow the car to traverse corners at a faster
speed.
6.8 When all TIRE units are exhausted,
the car may not enter a corner more than
20 mph faster than the posted speed.
6.8.1 When all TIRE units are
exhausted, all chance rolls must be made
twice, with the worst result being applied.

7 DRAFTING
In auto racing, drafting occurs when one
car comes up directly behind the lead car
and benefits by the lead car's wake. This
gives the driver in the car behind an added
advantage in acceleration and cornering.
7.1 At the beginning of a turn, any car
directly behind another on car that is on a
straightaway may elect to draft the front
car. Drafting is not possible if the lead car
is on a space in a corner at the beginning
of the turn.
7.2 The trailing car's speed must be
within +/-40 mph of the lead car.
7.3 The decision to draft must be made
while recording the speed for the current
turn on the Speed Log. The decision to
draft is indicated by writing the letter D
after the desired speed.
7.4 The drafting car receives a bonus of
one space if the lead car is traveling at
120mph to 160mph.
7.5 The drafting car receives a bonus of
two spaces if the lead car is traveling at
180mph or faster.
7.5.1 A car may choose to draft only
one bonus space if the lead car is traveling
at 180mph or faster, when the car is
moved.
7.6 Drafting does not increase a car's
speed on the Speed Log; it provides bonus
spaces. Therefore, if a car traveling 100
mph drafts another going 120 mph it is
considered to have moved only 100 mph
at the end of the turn despite the fact that
it moved 6 spaces. Any acceleration or
deceleration at the start of the following
turn must be measured from the previous
turn's speed of 100 mph, not 120.
7.7 A draft bonus must be taken if written
and both cars are in a legal draft situation,
even if the bonus results in a collision. (see
also 7.5.1)

8 COLLISIONS
8.1 Drivers must avoid collisions by taking
an alternate course whenever possible.
8.2 Only when there is no other possible
route available is the collision process
initiated.
8.3 A car that otherwise cannot avoid a
collision undergoes emergency braking.
Emergency braking uses the Deceleration
Chart to determine the cost of Emergency
braking.
8.3.1 If the car does not have enough
TIRE points available, the car foregoes
emergency braking and must roll on the
Chance table with a +1 DM applied for
each space that must be stopped short of
the plotted move.
8.3.2 If a car receives anything but OK
on the Chance Table, the car that is
potentially rammed must also roll on the
Chance Table with the same DM received
as the car causing the collision.

9 SPINOUTS
9.1 Whenever a spinout is indicated, the
car is stopped in a random corner space
between the first space with a posted
speed and the last corner space the car
would traverse using the full move plot.
9.1.1 The car is placed to the side of the
track next to the space where the spinout
occurred.
9.2 On the following turn, the car must
begin at the Start Speed as shown on the
cars Performance Chart.
9.3 On subsequent turns, they may
accelerate according to the Acceleration
limits.
9.4 Whenever a Spinout is called for, the
player may opt to roll instead on the
Hazard Table














HAZARD TABLE
Die
Roll
Result
2-5 OK, Spinout averted!
6* Spinout
7*
Spinout + Hit Curb
Damaged tire, must pit.
May not use TIRE pts
between current location
and the pits.
8-9*
Spinout + Damaged Body
reduce Top Speed by 20
mph, reduce all corner
speed limits by 20 mph.
May pit, lose 1 turn to
repair damage.
10*
Blown Engine retired. Oil
in first corner space for this
turn and next 3. All cars
that enter an oil space must
roll on the Chance Table.
11*
Brake Failure Use 1 Tire or
Spin, Deceleration reduced
to 20 mph, pay double TIRE
pts for future Braking
penalties.
12*
Multi-car crash Car is out
of the race. All cars directly
behind the crashed car at
the start of the turn also
crash.
* Remember any available DMs.

10 INCREASING START SPEED
10.1 A driver may attempt to exceed
their Start Speed when starting the race or
resuming from the Pits or a Spinout.
10.2 The driver plots 20 mph greater
than their Start Speed and rolls two dice
on the Test Start Speed Table






16. Jun. 2014
TEST START SPEED TABLE
Die
Roll
Result
2-8
Increase Start Speed by
20 mph, as plotted
9-10*
Wheel Spin, Reduce
plotted Speed by 40mph
11-12*
STALLED, move 0 mph
this turn.
* Remember any available DMs.
A driver may choose not to use
available DMs when Testing Start
Speed.

11 WINNING THE RACE
11.1 The race continues until one or
more cars REACH the finish line after the
agreed upon number of laps. When two
or more cars reach or cross on the same
turn, the car that travels the farthest
across the line is the winner.
11.2 The final tie breaker is the car
crossing the line first.
11.3 If necessary to determine a
second or third place finisher, continue the
race with those cars not yet finished using
the criteria put forth in 11.1 and 11.2 to
establish order of finish.

12 CIRCUITS
12.1 The Trans Am Series will include
3-5 races, each 3-5 laps in length.
12.2 All 3 tracks will be available for
review, prior to the start of the Circuit.
12.3 Players may reallocate one of
their fixed build points prior to each race.
Damage from previous races is
automatically repaired before the start of
the next race.
12.4 On each course, players compete
for points as follows:









Finish Points
1
st
20
2
nd
15
3
rd
12
4
th
10
5
th
8
6
th
6
7
th
4
8
th
3
9
th
2
10
th
1

12.5 The player with the most points at
the completion of the circuit is the Trans
American Champion.
12.6 In case of a tie for the TA
Champion, the tied participants may
participate in a special two lap race to
determine the Championship.

13 PITS
13.1 Any time a pit stop is indicated,
cars must proceed to the pits at the first
opportunity. They may pit in the stall of
their choice. All pit stops on the last lap
are ignored.
13.2 Drivers may voluntarily pit for a
tire change on any lap and will reset their
TIREs value and DM values, regardless of
current values.
13.3 Cars may not fix Engine or Brake
Damage as part of a Pit Stop, unless
indicated on the Hazard Table.
13.4 Cars may enter pit lane at any
speed but must plan ahead to be able to
plot movement into the appropriate stall
entry space with a speed of 0.
13.5 Pit lane is considered infinitely
wide, Collision rules (see Section 8) are
suspended and cars may pass through or
stack with other cars.
13.5.1 A Car that tests brakes and spins
out while on pit row will be disqualified.
13.6 On the turn that the driver plots
0mph, it is moved into the appropriate
stall and is being serviced. The car gains 2x
(or 3x) WEAR tire points and 2x (or 3x)
DSM dice modifier points, depending on
the race length.
13.7 When leaving the pits, cars must
use their Start Speed as shown on their
Performance Chart.
13.8 Cars in the pits must yield the
right of way to any cars on the track. If the
track is blocked preventing a car from
exiting the pits, the driver must use
Emergency Braking (see 8.3)

14 JAM Cars Alternate rules to replace
the Alone in the Pits article:
14.1 JAM Cars are all built with ACC:40,
DEC:40. JAM Cars do not have WEAR, DSM
or Tires.
14.2 JAM Car Gear Ratio is determined
randomly:

JAM CAR GEAR RATIO
Die Roll Result
1 LOW
2-5 MID
6 HIGH

14.3 All JAM Cars must accelerate to
Top Speed as quickly as possible.
14.4 JAM Cars will take the corner path
that allows them to achieve and maintain
maximum speed.
14.4.1 JAM Cars in the first half of the
running order will plot each corner at safe
speed.
14.4.2 JAM Cars in the second half of the
running order will receive a free tire point
to spend on each corner.
14.4.3 JAM Cars never attempt to over
ACC, over TOP or over SS. JAM Cars plot
per the track only and freely receive extra
DEC to avoid crashing into lead cars.

15 Alternate Start Mechanic / Rolling
Start
15.1 All Cars are placed side by side on
the Alternate Start Grid.
15.2 Cars plot and move normally,
transitioning from the Alternate Start Grid
onto the Race circuit at the Start Finish
Line.
15.3 Tie-breakers that are normally
determined by lane position on course are
resolved by die roll.
15.4 When the last car transitions off
the Grid, it is removed from the board.

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