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* RollAndMove: You roll the die corresponding to what gear you've chosen to be in, and then move your car forward the number of spaces you roll.
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!!Formula D provides examples of:

to:

!!Formula D !!''Formula D'' provides examples of:



* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner move further than normal, increasing the chances of losing Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve in the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner move further than normal, increasing the chances of losing Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires softer racing slicks which allows them to add a space to their movement (this movement is not compulsory) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve in the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.
Is there an issue? Send a MessageReason:
None


''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes "wear points" that a player's car can lose if they move through designated corners too fast among other situations that invoke vehicle damage. The stock game comes with two tracks on a double-sided board, the Azure Circuit and a fictional "Race City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advanced set of rules that divide a players wear points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.

to:

''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes "wear points" that a player's car can lose if they move through designated corners too fast among other situations that invoke vehicle damage. The stock game comes with two tracks on a double-sided board, the Azure Circuit Monaco Grand Prix and a fictional "Race City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advanced set of rules that divide a players wear points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.



* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner move further than normal, increasing the chances of losing Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve in the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Azure Circuit are unaffected by rain and movement through them are treated as if driving in dry conditions.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner move further than normal, increasing the chances of losing Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve in the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Azure Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.
Is there an issue? Send a MessageReason:
None


''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes "wear points" that a player's car can lose if they move through designated corners too fast among other situations that invoke vehicle damage. The stock game comes with two tracks on a board, the Monaco Gran Prix and a fictional "Race City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advanced set of rules that divide a players wear points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.

to:

''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes "wear points" that a player's car can lose if they move through designated corners too fast among other situations that invoke vehicle damage. The stock game comes with two tracks on a double-sided board, the Monaco Gran Prix Azure Circuit and a fictional "Race City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advanced set of rules that divide a players wear points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.



* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner move further than normal, increasing the chances of losing Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve in the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner move further than normal, increasing the chances of losing Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve in the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Azure Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.
Is there an issue? Send a MessageReason:
None


* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner move further than normal, increasing the chances of losing Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner move further than normal, increasing the chances of losing Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during in the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.
Is there an issue? Send a MessageReason:
None


* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner move further than normal, increasing the chances of losing Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner move further than normal, increasing the chances of losing Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) compulsory) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.
Is there an issue? Send a MessageReason:
None


* DrivesLikeCrazy: Encouraged, driving safe may reduce the risk of elimination but they tend not to rank as high as say, driving hard enough to lose all but your single wear-point.
* GadgeteerGenius: Dimitri Tzarof's car is more robust at the cost of his tire durability, in the event that an engine would otherwise take damage, it only takes one point of damage and the roll to determine engine damage is reduced to 1-3 on the black die (1-2 in the rain).

to:

* DrivesLikeCrazy: Encouraged, driving safe may reduce the risk of elimination but they you tend not to rank as high as say, driving hard enough to lose all but your a single wear-point.
wear point.
* GadgeteerGenius: Dimitri Tzarof's car is more robust at the cost of his tire durability, in the event that an the engine would otherwise take damage, it only takes one point of damage and the roll to determine engine damage is reduced to 1-3 on the black die (1-2 in the rain).



* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid move further than normal, increasing the chances of losing tire WP.Tire WP by skidding past. A player can make a pit stop to change to dedicated rain tires but those have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.
Is there an issue? Send a MessageReason:
None


''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes "wear points" that a player's car can lose if they move through designated corners too fast. The stock game comes with two tracks on a board, the Monaco Gran Prix and a fictional "Race City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advanced set of rules that divide a players wear points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.

to:

''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes "wear points" that a player's car can lose if they move through designated corners too fast.fast among other situations that invoke vehicle damage. The stock game comes with two tracks on a board, the Monaco Gran Prix and a fictional "Race City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advanced set of rules that divide a players wear points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.
Is there an issue? Send a MessageReason:
None


''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes "wear points" that a player's car can lose if they move through designated corners too fast. The stock game comes with two tracks on a board, the Monaco Gran Prix and a fictional "Race City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advance set of rules that divide a players wear points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.

to:

''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes "wear points" that a player's car can lose if they move through designated corners too fast. The stock game comes with two tracks on a board, the Monaco Gran Prix and a fictional "Race City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advance advanced set of rules that divide a players wear points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.



* CriticalExistenceFailure: Cars run just fine even if they're one wear point away from elimination (be it the generic WP in beginner rules or any of the systems in advanced rules which includes Tires, Body, Engine and Road Handling) but they are eliminated and removed from play once they do. Only the wear points for the Gearbox and Brakes can be reduced to 0 and the car will still work fine, it simply means you can't perform the actions that damage those systems like skipping gears during a downshift. Tires can also be reduced to 0 without elimination but doing so spins you out and you have to spend a turn to turn your car around, skidding past a corner after that or skidding past a corner where it puts your tire WP into the negative will eliminate you outright.

to:

* CriticalExistenceFailure: Cars run just fine even if they're one wear point away from elimination (be it the generic WP in beginner rules or any of the systems in advanced rules which includes Tires, Body, Engine and Road Handling) but they are eliminated and removed from play once they do. Only the wear points for the Gearbox and Brakes can be reduced to 0 and the car will still work fine, it simply means you can't perform the actions that damage those systems like skipping gears during a downshift. Tires can also be reduced to 0 without elimination but doing so spins you out and you have to spend a turn to turn your car around, skidding past a corner by more than one space after that or skidding past a corner where it puts your tire Tire WP into the negative will eliminate you outright.
Is there an issue? Send a MessageReason:
None


* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP. One can make a pit stop to change their tires to dedicated rain tires but those also have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP. One A player can make a pit stop to change their tires to dedicated rain tires but those also have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain. Tunnels, denoted by the roadway being a darker gray than the rest of the track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.
Is there an issue? Send a MessageReason:
None


* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP. One can make a pit stop to change their tires to dedicated rain tires but those also have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain. Tunnels like the one in the Monaco Gran Prix are unaffected by rain and are denoted by the roadway being a darker gray than the rest of the track.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP. One can make a pit stop to change their tires to dedicated rain tires but those also have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain. Tunnels like the one in the Monaco Gran Prix are unaffected by rain and are Tunnels, denoted by the roadway being a darker gray than the rest of the track.track, like the one in the Circuit de Monaco are unaffected by rain and movement through them are treated as if driving in dry conditions.
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* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather or downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP. One can make a pit stop to change their tires to dedicated rain tires but those also have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather weather, keep it where it is or move it downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP. One can make a pit stop to change their tires to dedicated rain tires but those also have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires.tires, skidding even further. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain. Tunnels like the one in the Monaco Gran Prix are unaffected by rain and are denoted by the roadway being a darker gray than the rest of the track.
Is there an issue? Send a MessageReason:
None


* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather or downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP, one can make a pit stop to change their tires to dedicated rain tires but those also have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather or downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP, one WP. One can make a pit stop to change their tires to dedicated rain tires but those also have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain.
Is there an issue? Send a MessageReason:
None


* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather or downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP, one can make a pit stop to change their tires to dedicated weather tires but those also have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain.

to:

* [[WeatherOfWar Weather of Racing]]: At the beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual and then there's a roll that moves the weather scale upwards toward clear weather or downwards toward rain in order to make the transition gradual and not where it can suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP, one can make a pit stop to change their tires to dedicated weather rain tires but those also have the disadvantage of wearing out faster than normal when skidding past a corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain.
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None


''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes wear-points that a player's car can lose if they move through designated corners too fast. The stock game comes with two tracks on a board, the Monaco Gran Prix and a fictional "Race City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advance set of rules that divide a players wear-points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.

to:

''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes wear-points "wear points" that a player's car can lose if they move through designated corners too fast. The stock game comes with two tracks on a board, the Monaco Gran Prix and a fictional "Race City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advance set of rules that divide a players wear-points wear points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.



* CriticalExistenceFailure: Cars can run just as fine with one wear-point (either normal or engine, body, etc.) But they are instantly eliminated once they lose that one last point.

to:

* CriticalExistenceFailure: Cars can run just as fine with even if they're one wear-point (either normal wear point away from elimination (be it the generic WP in beginner rules or engine, body, etc.) But any of the systems in advanced rules which includes Tires, Body, Engine and Road Handling) but they are instantly eliminated and removed from play once they lose do. Only the wear points for the Gearbox and Brakes can be reduced to 0 and the car will still work fine, it simply means you can't perform the actions that one last point.damage those systems like skipping gears during a downshift. Tires can also be reduced to 0 without elimination but doing so spins you out and you have to spend a turn to turn your car around, skidding past a corner after that or skidding past a corner where it puts your tire WP into the negative will eliminate you outright.



* SubsystemDamage: The advanced rules allocates the cars damaged systems into several categories. Which is: 6 tire WP, 3 engine/body/gearbox/brake WP and 2 road handling WP. Any damage event can damage one or multiple systems and characters in the advanced street race rules have their own custom allocations. Players can also allocate wear points to their own systems up to a total of 20 which is less than what the cars and characters have by default.
* [[WeatherOfWar Weather of Racing]]: Weather in the advanced rules can change which is whenever a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual. This also occurs at the start of a qualifying round or race which the black die is rolled and the weather chart on the board is consulted and it can start raining which makes cars in a corner skid further than normal, increasing the chances of losing tire WP, one can make a pit stop to change their tires to dedicated weather tires but those also have the disadvantage of wearing out faster than normal when exiting a corner too fast, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather but he also skids one space less than usual in a curve during the rain.

to:

* SubsystemDamage: The advanced rules allocates the cars damaged systems into several categories. Which is: 6 tire Tire WP, 3 engine/body/gearbox/brake Engine, Body, Gearbox and Brake WP and 2 road handling WP. Any damage event can damage one or multiple systems and characters in the advanced street race rules have their own custom allocations.allocations along with abilities that reduce/repair damage to themselves or invoke damage to their opponents. Players can also allocate wear points to their own systems up to a total of 20 which is less than what the cars and characters have by default.
* [[WeatherOfWar Weather of Racing]]: Weather in At the advanced rules beginning of a qualifying round or a race proper, the die is rolled to determine the outlook which either means the entire session takes place in clear weather, rain or the weather can change which is whenever during the race (overcast). When the weather can change during a race, the change occurs when a player rolls a 20 or 30 in 5th or 6th gear, respectively, the roll for engine damage also occurs like usual. This also occurs at the start of a qualifying round or race which the black die is rolled usual and then there's a roll that moves the weather chart on scale upwards toward clear weather or downwards toward rain in order to make the board is consulted transition gradual and not where it can start raining which makes suddenly go from sunny to raining. When it ''is'' raining, cars in a corner skid further than normal, increasing the chances of losing tire WP, one can make a pit stop to change their tires to dedicated weather tires but those also have the disadvantage of wearing out faster than normal when exiting skidding past a corner too fast, corner, especially when it isn't raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather (both for the outlook at the beginning of the qualifying rounds or the race and when the weather changes during a race) but he also skids one space less than usual in a curve during the rain.

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* CarFu: Players can actively end their moves next to another car to try and damage it (and themselves), Derek Manson forces the player they collided into to roll twice, potentially damaging an opponent's body two times. Stanley Washington takes it in a different form and, once per race, can toss his radio playing bad music out his window at an adjacent opponent which ''will'' damage a random system on the opponent.

to:

* CarFu: Players can actively end their moves next to another car to try and damage it (and themselves), Derek Manson forces the player they collided into to roll twice, potentially damaging an opponent's body two times. Stanley Washington takes it in a different form and, once per race, can toss his radio playing bad music out his window at an adjacent opponent which ''will'' damage a random system on the opponent.victim's car.



* GadgeteerGenius: Dimitri Tzarof's car is more robust at the cost of his tire durability, in the event that an engine would otherwise take damage, it only takes one point of damage and the roll to determine engine damage is reduced to 1-3 on the black die (1-2 in the rain).



* [[WeatherOfWar Weather of Racing]]: Weather in the advanced rules can change which is whenever a player rolls a 20 or 30 in 5th or 6th gear, respectively (the roll for engine damage also occurs), at the start of a qualifying round or race which the black die is rolled and the weather sheet is consulted and it can start raining which makes cars in a corner skid further than normal, increasing the chances of losing tire WP, one can make a pit stop to change their tires to dedicated weather tires but those also have the disadvantage of wearing out faster than normal when it isn't raining. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather but he also skids one space less than usual in a curve during the rain.

to:

* [[WeatherOfWar Weather of Racing]]: Weather in the advanced rules can change which is whenever a player rolls a 20 or 30 in 5th or 6th gear, respectively (the respectively, the roll for engine damage also occurs), occurs like usual. This also occurs at the start of a qualifying round or race which the black die is rolled and the weather sheet chart on the board is consulted and it can start raining which makes cars in a corner skid further than normal, increasing the chances of losing tire WP, one can make a pit stop to change their tires to dedicated weather tires but those also have the disadvantage of wearing out faster than normal when exiting a corner too fast, especially when it isn't raining.raining. Conversely, a driver can change to smoother soft tires which allows them to add a space to their movement (this movement is not compulsory and optional) but the penalties for skipping a corner are also doubled and they handle even ''worse'' in the rain compared to hard tires. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather but he also skids one space less than usual in a curve during the rain.
Is there an issue? Send a MessageReason:
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* CarFu: Players can actively end their moves next to another car to try and damage it (and themselves), Derek Manson forces the player they collided into to roll twice, potentially damaging an opponent's body two times.

to:

* CarFu: Players can actively end their moves next to another car to try and damage it (and themselves), Derek Manson forces the player they collided into to roll twice, potentially damaging an opponent's body two times. Stanley Washington takes it in a different form and, once per race, can toss his radio playing bad music out his window at an adjacent opponent which ''will'' damage a random system on the opponent.



* SubsystemDamage: The advanced rules allocates the cars damaged systems into several categories. Which is: 6 tire WP, 3 engine/body/gearbox/brake WP and 2 road handling WP. Any damage event can damage one or multiple systems and characters in the advanced street race rules have their own custom allocations. Players can also allocate wear points to their own systems up to a limit of 20 which is less than what the cars and characters have by default.
* [[WeatherOfWar Weather of Racing]]: Weather in the advanced rules can change which is whenever a player rolls a 20 or 30 in 5th or 6th gear, respectively (the roll for engine damage also occurs), at the start of a qualifying round or race which the black die is rolled and the weather sheet is consulted and it can start raining which makes cars in a corner skid further than normal, increasing the chances of losing tire WP, one can make a pit stop to change their tires to dedicated weather tires but those also have the disadvantage of wearing out faster than normal when it isn't raining. Julien 'Frogger' Marcellin not only has the ability to re-roll the die for determining the change in weather but he skids one space less than usual in the rain.

to:

* SubsystemDamage: The advanced rules allocates the cars damaged systems into several categories. Which is: 6 tire WP, 3 engine/body/gearbox/brake WP and 2 road handling WP. Any damage event can damage one or multiple systems and characters in the advanced street race rules have their own custom allocations. Players can also allocate wear points to their own systems up to a limit total of 20 which is less than what the cars and characters have by default.
* [[WeatherOfWar Weather of Racing]]: Weather in the advanced rules can change which is whenever a player rolls a 20 or 30 in 5th or 6th gear, respectively (the roll for engine damage also occurs), at the start of a qualifying round or race which the black die is rolled and the weather sheet is consulted and it can start raining which makes cars in a corner skid further than normal, increasing the chances of losing tire WP, one can make a pit stop to change their tires to dedicated weather tires but those also have the disadvantage of wearing out faster than normal when it isn't raining. Julien 'Frogger' Marcellin not only has the Weather Frog ability to re-roll the die for determining the change in weather but he also skids one space less than usual in a curve during the rain.

Added: 1627

Changed: 751

Is there an issue? Send a MessageReason:
None


* CarFu: Players can actively end their moves next to another car to try and damage it (and themselves), Derek Manson forces the player they collided into to roll twice.

to:

* CarFu: Players can actively end their moves next to another car to try and damage it (and themselves), Derek Manson forces the player they collided into to roll twice.twice, potentially damaging an opponent's body two times.



* DistractedByTheSexy: Any player, regardless of their (character's) gender, that passes Li Tsu Sin outside of a curve moves one space less, slowing down to get a better glance at her.



* NitroBoost: The advance street race introduces nitrous that boosts the player by several spaces dependent on the gear number (first for a single space and so forth), a certain character can even boost this by several more spaces.
* SubsystemDamage: The advance rules allocates the cars damaged systems into several categories. Which is: 6 tire WP, 3 engine/body/gearbox/brake WP and 2 road handling WP. Every event damages a certain system or multiple systems. Players can customize their car to allocate wear-points into the system they desire and characters provide advantages to their cars as well.

to:

* HandicappedBadass: Dimitri Tzarof, artwork in the manual and character card depicts him in a wheelchair, not that this stops him from racing.
* NitroBoost: The advance advanced street race introduces nitrous that boosts the player by several spaces dependent on the gear number (first for a single space and so forth), a certain character Montoya Cadena can even boost this by several more spaces.
three spaces regardless of gear if he so chooses.
* SubsystemDamage: The advance advanced rules allocates the cars damaged systems into several categories. Which is: 6 tire WP, 3 engine/body/gearbox/brake WP and 2 road handling WP. Every Any damage event damages a certain system can damage one or multiple systems. Players can customize their car to allocate wear-points into the system they desire systems and characters provide advantages in the advanced street race rules have their own custom allocations. Players can also allocate wear points to their own systems up to a limit of 20 which is less than what the cars as well.and characters have by default.
* [[WeatherOfWar Weather of Racing]]: Weather in the advanced rules can change which is whenever a player rolls a 20 or 30 in 5th or 6th gear, respectively (the roll for engine damage also occurs), at the start of a qualifying round or race which the black die is rolled and the weather sheet is consulted and it can start raining which makes cars in a corner skid further than normal, increasing the chances of losing tire WP, one can make a pit stop to change their tires to dedicated weather tires but those also have the disadvantage of wearing out faster than normal when it isn't raining. Julien 'Frogger' Marcellin not only has the ability to re-roll the die for determining the change in weather but he skids one space less than usual in the rain.
* WrenchWench: Jenny Slivers. Unsurprisingly, her ability is Experienced Mechanic which awards her 4 WP when finishing a lap compared to the usual 2 to be allocated to systems of her choice, not allowing to exceed the starting amount.
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''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes wear-points that a player's car can lose if they move through designated corners too fast. The stock game comes with two tracks on a board, the Monaco Gran Prix and a fictional "Race City". The game is already complicated enough and it only grows more with the advance set of rules that divide a players wear-points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.

to:

''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes wear-points that a player's car can lose if they move through designated corners too fast. The stock game comes with two tracks on a board, the Monaco Gran Prix and a fictional "Race City".City", although expansion boards exist for just about every other real Formula 1 track as well as several fictional ones. The game is already complicated enough and it only grows more with the advance set of rules that divide a players wear-points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.
Is there an issue? Send a MessageReason:
None


* AlwaysNight: Being a board game, Race City always takes place at night.
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Added DiffLines:

''Formula D'' is a board game released by Asmodee that focuses on vehicular racing in a turn based format. The game uses a system of gears for movement, such as first allows moving from 1 to 2 spaces, second allows 2-4 and so forth. The game also utilizes wear-points that a player's car can lose if they move through designated corners too fast. The stock game comes with two tracks on a board, the Monaco Gran Prix and a fictional "Race City". The game is already complicated enough and it only grows more with the advance set of rules that divide a players wear-points into [[SubsystemDamage several categories]], adds weather patterns and introduces characters to play as.
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!!Formula D provides examples of:

* AlwaysNight: Being a board game, Race City always takes place at night.
* CarFu: Players can actively end their moves next to another car to try and damage it (and themselves), Derek Manson forces the player they collided into to roll twice.
* CriticalExistenceFailure: Cars can run just as fine with one wear-point (either normal or engine, body, etc.) But they are instantly eliminated once they lose that one last point.
* DrivesLikeCrazy: Encouraged, driving safe may reduce the risk of elimination but they tend not to rank as high as say, driving hard enough to lose all but your single wear-point.
* NitroBoost: The advance street race introduces nitrous that boosts the player by several spaces dependent on the gear number (first for a single space and so forth), a certain character can even boost this by several more spaces.
* SubsystemDamage: The advance rules allocates the cars damaged systems into several categories. Which is: 6 tire WP, 3 engine/body/gearbox/brake WP and 2 road handling WP. Every event damages a certain system or multiple systems. Players can customize their car to allocate wear-points into the system they desire and characters provide advantages to their cars as well.
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