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World of Motor Racing: F1

COMPONENTS:

No cards and no charts for drivers and teams.
Drivers are simply rated for Performance, Mechanical
Reliability and Ability to Avoid Crashes/Spins.
Drivers are not rated for individual races either
but rather are given 3 numbers for their ratings for the
entire season.

There is a book with one page of driver ratings, one
page of notes on the season being simulated and
ratings for each race course for the season (2 to a
page).

Courses are rated for more things than the drivers
and it is the courses that give each race its
individuality (since each driver starts every race
no matter where it is with the exact same 3 ratings).
Courses/races are rated for number of laps, weather,
attrition (how many cars finished), which race
section cards to use, which mechanical and spin charts to
use (all current courses/races use the exact same
mechanical and spin charts - no difference there
between courses), tire wear adjustment (some courses
harder on tires than others) and whether it is a
street course (laid out on city streets) or not.

There are plenty of charts to run races of all types
from all different years. Charts cover all the things
that can happen in a race from qualifying to weather
to tire wear to spaces moved per turn to potential
mechanical/spin problems to pit stops to starting lap
incidents.

The game comes with a folding race track and colored
cars and stands for the cars, but to be honest,
since the game is mostly bookkeeping exercise, I've never
actually USED the track or the cars!! I just run the
whole race from the scoresheets! The racetrack does
not actually represent the actual laps of the race
anyway, it only measures the relative distance
between cars in the race. (That is, one lap around the game
board track might be like 1 to 8 turns in the game
and represent any number of REAL laps on the REAL
track.)

GAME FLOW:

A race starts with Qualifying. Each driver rolls
once on the Qualifying chart. This adjusts his Seasonal
Performance number by some amount, positive or
negative, and sets his Provisional starting speed
and where he lines up on the grid. Once the drivers are
lined up on the grid, another adjustment die roll is
made once for each driver to further adjust his
Provisional Starting speed up or down to the actual
race day starting speed. (This represents the
difference between race day performance and
qualifying performance.) This actual starting speed may yet be
varied as noted below as the race goes on.

First you run a single lap. Cars are grouped into
groups of six cars, called "incident groups". On
most turns, most of the cars just keep doing what they
did on the previous turn, travelling whatever speed they
were travelling last turn. (this represents the cars
not changing relative positions with respect to each
other on that given turn.) However, two cars are
nominated every turn (using two six sided dice) as
'incident cars' in each group of six. The same car
can be nominated twice ( on any turn except the first)
if you roll doubles.

On the first turn only, you have a special
pre-starting incident chart roll that takes care of
all those things that happen at the start of F1
races like people stalling on the grid, getting away slow
or the famous multi-car pileup!

Once the first lap is over, you make a roll on a
Chart to see how many REAL laps of racing on the course is
covered by the next turn. (This can cover from 1 to
10 laps depending on the kind of track you are on.) One
turn may cover 10 laps of the race. It may cover one
lap of the race. Once you know how many laps you are
running, roll for incident cars in each group again.

Then, beginning with the car in the lead, you
either: move the car forward x number of spaces according to
its current speed (for turns when it is NOT an
incident car) OR you roll on the incident chart for
this car. That chart may increase or decrease your
current speed, it may cause you to go check for a
possible mechanical failure which could be anything
from a speed reduction to a pit stop to a
retirement, it may cause you to check the spin chart, which may
just be a minor annoyance, a major time-losing spin,
or a total spinout and retirement.

After 10 REAL laps have been run, roll for each car
in the race to see when they need to come in to change
tires for this race. Some races will be one-stop
races, some will be two-stop.

Drivers can choose one of three driving modes,
Charge (risky but moves you up faster), Normal (usual) or
Safe (slows you way down but keeps you in the race
more).

Weather can play a part, depedning on if it's clear
or raining or changes from one to the other in the
middle of a race.

OPINION:

I have run about 20-30 races and have found it to be
reasonably statistically accurate, even more so
after applying a house rule by Richard from Roo Games who
did the computer version of this game. The number of
retirements per race seems to be dead on, but it
still seems that the rules as written make it too easy for
the weaker cars to score points and finish higher.
The house rule helps this a lot, but even in my 1998
replay with this rule applied, I am betting some
weaker teams exceed their actual 1998 performance by
quite some bit. However, that also kind of makes it
more interesting than REAL Formula 1 since REAL
Formula 1 is usually just a 3 or 4 car race when you
boil it down, with the other 18 just there to take
up space.


Added:  Tuesday, January 13, 2004
Reviewer:  Dave Arlington
Score:
Related web link:  'Owzat Games
hits: 13061
Language: eng

  

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