Formula I Motor Dice

By Ken Van Pelt


This is an official rules addition for all of you Motor Dice racing enthusiast out there. Thanks for buying the game at Twister Con VI, it was a splendid release and con debut. We are still tinkering under the hood of our racing imaginations and what follows is an alternative control status set of rules that lend themselves to the type of racing we imagine Formula I drivers would face. All Going The Distance rules are still in effect except the Black die rules that cover handling and lane changes.

The following chart will replace the black die chart in the original rules. These rules will be used for driving road courses where the driver can expect left and right hand corners instead of just a closed oval circuit. Hang on for the ride! Rule: A player can choose as part of his hand five dice from the motor dice (colored).

In addition he can throw two black die as part of the hand. (This brings the new total up to seven die in one player turn). The black die will be referenced to the following Handling chart. Add the total of the black die roll and consult the reference on the following list of possible outcomes:

2D6Black
2: No lane change/
1 Tire wear
3: One lane change/
1 Tire wear
4: One lane change
5: Two lane change
6: Two lane change
7: Two lane change
8: Two lane change
9: Two lane change
10: One lane change
11: One lane change/
1 Tire wear
12: No lane change/
Tire wear

Slipping out of control.

Give this a try for road courses! Go fast turn left and right!

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