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		<summary type="html">&lt;p&gt;ColinONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 10-Second Explainer of Formula D =&lt;br /&gt;
New to Formula D?&lt;br /&gt;
&lt;br /&gt;
This 20-second explainer will get you started:&lt;br /&gt;
&lt;br /&gt;
# Your car will start in 1st gear.&lt;br /&gt;
# At the start of your turn, your first decision is whether to stay on your current gear, or go up 1 gear or go down. &lt;br /&gt;
# You can go down 1 gear without penalty, or &amp;quot;skip&amp;quot; up to 3 gears at the cost of wear points. You may only go up by 1 gear per turn.&lt;br /&gt;
# After choosing a gear, you will roll the appropriate &amp;quot;gear die&amp;quot;. The higher the gear, the bigger the die, as well as the farther you go.&lt;br /&gt;
# Once you have rolled, you must move the number of spaces rolled, although you may choose which lane you take.&lt;br /&gt;
# Corners are areas marked in red. To drive around corners without penalty, you must finish at least 1 turn in them.&lt;br /&gt;
# Some corners are particularly slow and may require that you finish at least 2 or even 3 turns in them.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it! There&#039;s a lot more to it than that, but this covers the absolute basics of driving safely around the track.&lt;br /&gt;
&lt;br /&gt;
= Important: BGA Rule Variations =&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
[[#BGA Rule Variations|At the end of these rules]], you will find a list of all differences from the published game rules.&lt;br /&gt;
&lt;br /&gt;
=Adaptation Notes/Common Mistakes=&lt;br /&gt;
&lt;br /&gt;
# The body of your car is the colour of the pit box you are using (or your team&#039;s color if playing a team game)&lt;br /&gt;
# Your sidepods are your personal color&lt;br /&gt;
# To enter the pitbox, you must move out of the pit lane and onto the coloured pit box. Stopping in the pit lane in front of your box is not a pit stop.&lt;br /&gt;
# To zoom the circuit in and out with a mouse, use Ctrl+Wheelmouse.&lt;br /&gt;
&lt;br /&gt;
=Basic Rules=&lt;br /&gt;
&lt;br /&gt;
== Aim of the game ==&lt;br /&gt;
&lt;br /&gt;
FORMULA D is a car race. The aim is to win a race (of one, two, or three laps) and be the first to cross the finishing line. There are all sorts of risks involved and you have to anticipate what will happen during the course of the race. You must decide on your strategy, trust to luck, keep to the rules and always keep an eye on the technical condition of your car.&lt;br /&gt;
&lt;br /&gt;
== The gears ==&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears. Each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and farther the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2 or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this. You cannot go from 6th gear to 1st.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Color||Die||Movement (Number of spaces)&lt;br /&gt;
!Face distribution&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow||d4||1-2&lt;br /&gt;
|1,1,2,2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange||d6||2-4&lt;br /&gt;
|2,3,3,4,4,4&lt;br /&gt;
|-&lt;br /&gt;
|3||Red||d8||4-8&lt;br /&gt;
|4,5,6,6,7,7,8,8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green||d12||7-12&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple||d20||11-20&lt;br /&gt;
|2 of each&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue||d20||21-30&lt;br /&gt;
|2 of each&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Driving ==&lt;br /&gt;
&lt;br /&gt;
As in real life the car starts in 1st gear. Then you shift up to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then roll the die which corresponds to the chosen speed. They then move their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is especially important in the corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order of play&#039;&#039;&#039;: In each round the drivers play according to their car position on the track, with the current gear deciding tie-breakers, and the first one there is the final decider.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
Cars in the straight outside the pit lane will always move before cars in the pit lane. When two cars are level, the car in the highest gear goes first. When cars are level and in the same gear, the car that arrived in their current space first will go first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Driving Code ==&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
===Driving code in the corners ===&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated in the corner information box) within the limits of the corner.  The number of filled red circles indicates the number of stops for that corner. After the requisite number of stops, the car may safely exit the corner, without penalty, on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refer to the longest path, the numbers in the red box refer to the shortest path. Refer to these when deciding the gear you enter the corner in.&lt;br /&gt;
&lt;br /&gt;
===Driving code on the straights ===&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible. (ex. You can&#039;t fishtail back and forth between the inside and outside edges)&lt;br /&gt;
&lt;br /&gt;
==Wear points (WP) ==&lt;br /&gt;
&lt;br /&gt;
They reflect the capability of the car to stay on the track and survive events during the race. In the Basic Game, each car has 18 WP at the beginning of the race. The players use these points to survive various incidents and risky maneuvers. In the advanced game, they are divided up into different categories that are used in different situations.&lt;br /&gt;
&lt;br /&gt;
==Preparation for play ==&lt;br /&gt;
&lt;br /&gt;
===Start formation ===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of their car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. In the case of a tie, all &#039;&#039;&#039;involved&#039;&#039;&#039; players re-roll the die.&lt;br /&gt;
&lt;br /&gt;
===Start ===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully they can start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: 1 – poor start&#039;&#039;&#039;. The player has stalled the motor of their car. They cannot engage 1st gear and so they have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 2 and 16&#039;&#039;&#039; – normal start. The player can start normally. They roll the die for 1st gear and moves their car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number rolled: between 17 and 20&#039;&#039;&#039; – great start! The player makes a fantastic start. They moves their car forward 4 spaces immediately, although they is still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, they cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their WP at any time to avoid having to advance the full number of spaces shown on the die. In this way they can control their progress better, for example when the lanes are blocked by other cars.&lt;br /&gt;
&lt;br /&gt;
==Changing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out their gearbox. The number of gears skipped equates to the number of WP their car loses as a result. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If they roll a number between 1 and 4 their car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on their engine. After their car has finished moving they must therefore roll the black die to test whether their engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-lap race==&lt;br /&gt;
&lt;br /&gt;
For players who have already played several single-lap games.&lt;br /&gt;
&lt;br /&gt;
Whoever crosses the finishing line first after two laps wins the game. Players may make a pit stop between the first and second laps to regain the WP points they lost during the first round.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap a player may decide to make a pit stop to regain all the WP they have lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one’s own pit.&lt;br /&gt;
&lt;br /&gt;
In the BGA adaptation, your pit box matches the colour of your car&#039;s central strip.&lt;br /&gt;
&lt;br /&gt;
===Entering pits===&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is sufficient to roll the minimum number required or higher using the die corresponding to the selected gear. The car receives all 18 WP back and awaits their next turn to start from the pits in 4th gear (maximum).&lt;br /&gt;
&lt;br /&gt;
The rules for changing down gear, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
There are minimum gears required in the pit lane:&lt;br /&gt;
&lt;br /&gt;
* Once a player has entered the pit lane, they must choose a gear which would allow their car to enter their pit box on a maximum roll. If they cannot use such a gear, they must use the highest gear permitted by their previous move.&lt;br /&gt;
&lt;br /&gt;
* Exiting the pits: 1st gear is prohibited to drivers from their pit box to the outlet of the pit lane, except when 2nd gear might be unsafe&lt;br /&gt;
&lt;br /&gt;
=Advanced Rules=&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
===The gears===&lt;br /&gt;
&lt;br /&gt;
The cars have 6 gears, each gear has its own die. The numbers on the dice tell you how many spaces to move the car. The higher the gear you choose, the faster and further the corresponding die will allow the car to travel. You are not allowed to skip gears when accelerating (e.g. changing straight from 1st to 3rd gear). You are allowed to skip 1, 2, or 3 gears when braking (e.g. from 6th to 4th or from 4th to 1st gear); however there is a penalty for doing this.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gear!! Die Color||Die Size||Movement (Number of spaces)&lt;br /&gt;
|-&lt;br /&gt;
|1||Yellow||d4||1-2&lt;br /&gt;
|-&lt;br /&gt;
|2||Orange||d6||2-4&lt;br /&gt;
|-&lt;br /&gt;
|3||Red||d8||4-8&lt;br /&gt;
|-&lt;br /&gt;
|4||Green||d12||7-12&lt;br /&gt;
|-&lt;br /&gt;
|5||Purple||d20||11-20&lt;br /&gt;
|-&lt;br /&gt;
|6||Blue||d20||21-30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Driving===&lt;br /&gt;
&lt;br /&gt;
As in real life, the car starts in 1st gear. Then you up shift to 2nd gear and so on up to 6th gear, in order to move as fast as possible. When it is a driver’s turn they announce which gear they have chosen, move the gear stick on their dashboard accordingly and then rolls the die which corresponds to the chosen speed. They then moves their car forward the number of spaces indicated on the die. When the move is finished the car “stops”. This notion is important especially in the corners.&lt;br /&gt;
&lt;br /&gt;
====Order of play====&lt;br /&gt;
&lt;br /&gt;
In each round the drivers play according to their car position on the track.&lt;br /&gt;
&lt;br /&gt;
Example: During a round of play car A overtakes car B which was in 1st position. When the next round starts, car A, now in 1st position, will play before car B.&lt;br /&gt;
&lt;br /&gt;
Cars in the straight outside the pit lane will always move before cars in the pit lane. When two cars are level, the car in the highest gear goes first. When cars are level and in the same gear, the car that arrived in their current space first will go first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Same position====&lt;br /&gt;
&lt;br /&gt;
If two cars on the track are level with each other, the driver with the highest gear plays first.&lt;br /&gt;
&lt;br /&gt;
If both cars are in the same gear, the car that arrived first at their current space plays first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Driving Code===&lt;br /&gt;
&lt;br /&gt;
The cars drive in the track lanes. Different driving codes apply to corners and straights. It is generally not allowed to go over other cars – they must be driven round. Driving backwards is also not allowed.&lt;br /&gt;
&lt;br /&gt;
====Driving code in the corners====&lt;br /&gt;
&lt;br /&gt;
To drive through a corner a car must stop a minimum number of times (indicated by the number of red stop lights in the corner information box) within the limits of the corner. After the requisite number of stops, the car may proceed and exit the corner on its next move.&lt;br /&gt;
&lt;br /&gt;
To make it easier to drive through the corner, the driver should consider the indicated number of spaces. The number in the green box refers to the longest path, the numbers in the red box refers to the shortest path. Refer to these numbers when considering what gear to enter the corner in.&lt;br /&gt;
&lt;br /&gt;
====Driving code on the straights====&lt;br /&gt;
&lt;br /&gt;
Straights are the portions of track between corners. Depending on the length of each straight, cars may need several rounds before entering the next corner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: The maneuver must be completed using the smallest number of spaces possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wear points (WP)===&lt;br /&gt;
&lt;br /&gt;
Wear Points reflect the ability of the car to stay on the track and survive events during the race. Each car has a certain number of WP at the beginning of the race, which are divided up between six different categories. These points are distributed as follows in the game for advanced players:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|WP tires:||6&lt;br /&gt;
|-&lt;br /&gt;
|WP brakes:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP gearbox:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP car body:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP engine:||3&lt;br /&gt;
|-&lt;br /&gt;
|WP road handling:||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Preparation for play==&lt;br /&gt;
&lt;br /&gt;
===Start formation===&lt;br /&gt;
&lt;br /&gt;
Every player rolls the black die in order to determine the starting position of their car. Whoever rolls the highest number gains pole position. The other cars are positioned in decreasing order according to the numbers rolled. (ln the case of a tie, all concerned players re-roll the die.)&lt;br /&gt;
&lt;br /&gt;
===Start===&lt;br /&gt;
&lt;br /&gt;
Before engaging 1st gear, every player rolls the black die to see how successfully they can start.&lt;br /&gt;
&lt;br /&gt;
====Number rolled, 1 - poor start====&lt;br /&gt;
&lt;br /&gt;
The player has stalled the motor of their car. They cannot engage 1st gear and so have to wait till the next round. Then they can start in 1st gear without having to roll the black die again.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: between 2 and 19 - normal start====&lt;br /&gt;
&lt;br /&gt;
The player can start normally. They roll the die for 1st gear and moves their car forward according to the number rolled.&lt;br /&gt;
&lt;br /&gt;
====Number rolled: 2O - great start!====&lt;br /&gt;
&lt;br /&gt;
The player makes a fantastic start. They move their car forward 4 spaces immediately, although they is still in 1st gear. The car can change one or two lanes to avoid other cars. The driver may shift to 2nd gear in the next round.&lt;br /&gt;
&lt;br /&gt;
==Overshooting==&lt;br /&gt;
&lt;br /&gt;
If a car passes through a corner at the end of its turn without making the required number of stops, it overshoots the corner. The number of spaces the car overshot the corner by is deducted from the car’s tire WP as a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 2 stops&#039;&#039;&#039;: If the car has made no stops, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner with 3 stops&#039;&#039;&#039;: If the car has made no stops, or only one stop, it is automatically removed from play.&lt;br /&gt;
&lt;br /&gt;
When coming out of a corner the car may not change lane, but must stay in the same lane. If the move ends in another corner, this stop does not count for the new corner. If the car is blocked by another car, they cannot drive round it and has to brake.&lt;br /&gt;
&lt;br /&gt;
When a car loses their last tire WP by overshooting a corner, they spin round in a circle. The car is placed on the space where their move ended, pointing backwards. The player must turn their car round again and drive off in 1st gear when it is their next turn. In this adaptation, their Tire WPs are reset to 1.&lt;br /&gt;
&lt;br /&gt;
If a car loses more tire WP than it possesses, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Braking==&lt;br /&gt;
&lt;br /&gt;
A player may use their brake WP at any time to avoid having to advance the full number of spaces shown on the die. This can help to prevent losing tire WP if they would otherwise overshoot a corner.&lt;br /&gt;
&lt;br /&gt;
A driver can find themselves blocked by one or more cars which they are unable to overtake. After the driver has moved their car forward as many spaces as possible, they counts how many spaces they would have moved if they had not been blocked.&lt;br /&gt;
&lt;br /&gt;
If the number of spaces short of the full number 4 or greater, they may use Emergency Braking. In this case, their first 3 spaces must be paid for with Brake WP. Each additional space after that may be paid by either Brake or Tire WP.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
If a car doesn&#039;t have enough brake WP and tire WP to stop before a blockage, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Gearing down==&lt;br /&gt;
&lt;br /&gt;
A driver can skip one, two or three gears when changing down, however this wears out their gearbox.&lt;br /&gt;
&lt;br /&gt;
As a result, the car then loses a certain number of brake WP, engine WP and gearbox WP. The table below lists the corresponding wear. Note: It is not possible to skip four gears (from 6th to 1st gear).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Gears skipped!!Gearbox WP!!Brake WP!!Engine WP&lt;br /&gt;
|-&lt;br /&gt;
|1 gear||1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2 gears||1||1||0&lt;br /&gt;
|-&lt;br /&gt;
|3 gears||1||1||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a car has no gearbox WP left, the driver can only change clown one gear at a time until the game is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Collision==&lt;br /&gt;
&lt;br /&gt;
Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. A driver in this situation must roll the black die to see whether there is a collision or not. If they rolls a 1, their car loses 1 WP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this adaptation&#039;&#039;&#039; the car that did not just move rolls first. If it fails the roll and is eliminated from the race as a result, the car that moved will automatically fail its roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last car body WP, it is eliminated&#039;&#039;&#039; from the race.&lt;br /&gt;
&lt;br /&gt;
==Motor damage==&lt;br /&gt;
&lt;br /&gt;
If a player rolls a 20 in 5th gear or a 30 in 6th gear, this puts a strain on their engine. After their car has finished moving they must therefore roll the black die to test whether their engine has withstood the strain. All players who are driving in 5th or 6th gear at this moment must also roll the black die. If a number between 1 and 4 is rolled, the corresponding car loses 1 engine WP.&lt;br /&gt;
&lt;br /&gt;
If a car loses its last engine WP, it is eliminated from the race.&lt;br /&gt;
&lt;br /&gt;
==Damage and road handling==&lt;br /&gt;
&lt;br /&gt;
Each time a car loses a car body WP or an engine WP, a damage marker is placed on the space where the move ended.&lt;br /&gt;
&lt;br /&gt;
The same applies whenever a car is eliminated from the race for whatever reason. These spaces are judged to be &amp;quot;dangerous&amp;quot; from then on.&lt;br /&gt;
&lt;br /&gt;
If a car passes over one of these spaces or lands on it, the driver must roll the black die. If the result is between 1 and 4, the car loses one road handling WP. The dangerous spaces can be avoided by changing lanes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a car loses its last road handling WP, it is eliminated from the race.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If a car drives in the wake of another car, this is called slipstreaming.&lt;br /&gt;
&lt;br /&gt;
For the two concerned drivers, slipstreaming is possible from the 4th gear on.&lt;br /&gt;
&lt;br /&gt;
The car must be driving as fast or faster than the car in front.&lt;br /&gt;
&lt;br /&gt;
If a car wants to profit from slipstreaming after moving, it has to stop directly behind another car. From this position they can then add 3 spaces onto their last move. They can move forward 3 spaces in the following way:&lt;br /&gt;
&lt;br /&gt;
*change a lane, overtake the car in front and return to the original lane.&lt;br /&gt;
*change a lane and move two spaces in a straight line.&lt;br /&gt;
*change two lanes and move one space in a straight line.&lt;br /&gt;
&lt;br /&gt;
The player must move a total of three spaces in any case. (However, the driver may use brake WP in order to reduce this number of spaces.) If slipstreaming brings a car up immediately behind another car, they can carry on slipstreaming (and so on).&lt;br /&gt;
&lt;br /&gt;
If a car is carried into a corner by slipstreaming, they lose a brake WP (without the number of spaces being reduced).&lt;br /&gt;
&lt;br /&gt;
In a corner, a slipstreaming car must follow normal driving code (eg. following the arrows).&lt;br /&gt;
&lt;br /&gt;
Braking in order to take advantage of slipstreaming in the wake of another player&#039;s car is not allowed.&lt;br /&gt;
&lt;br /&gt;
Drivers do not have to slipstream!&lt;br /&gt;
&lt;br /&gt;
Note that in this implementation, if your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
At the end of the first lap, a player may decide to make a pit stop to regain all the tire WP they have lost. There is no speed limit in the pit lanes. It is also not necessary to roll the exact number needed to reach one&#039;s own pit.&lt;br /&gt;
&lt;br /&gt;
In the BGA adaptation, your pit box matches the central colour of your car.&lt;br /&gt;
&lt;br /&gt;
To enter the pits it is necessary to roll the minimum number required or higher using the die corresponding to the selected gear. As soon as the car enters the pits, it receives all its tire WP back. The player now rolls the black die, in order to see how fast their mechanics work.&lt;br /&gt;
&lt;br /&gt;
===Result between 1 and 10: quick pit stop===&lt;br /&gt;
&lt;br /&gt;
The player divides the number shown on the black die by two (rounding it up if necessary). The result is the number of spaces the car is allowed to move when the car leaves the pit in 4th gear.&lt;br /&gt;
&lt;br /&gt;
===Result between 11 and 20: slow pit stop===&lt;br /&gt;
&lt;br /&gt;
The car remains in the pit until the next round. Then the car moves on in 4th gear (or a lower gear).&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down, collision, braking and engine damage do not apply in the pit lane. Overtaking is not possible as it is a single lane. Drivers have to be patient and wait until the car ahead of them moves forward, regardless of selected gear and with no effect on the WP.&lt;br /&gt;
&lt;br /&gt;
Cars in the pit lane must wait for their turn, until the cars on the circuit between pit exit and entry have had their turn.&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
The player whose car passes the finishing line first has won the race. The race ends when all cars have crossed the finishing line, in order to enable ranking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Optional Rules=&lt;br /&gt;
&lt;br /&gt;
All the following rules can be used of one another.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car==&lt;br /&gt;
&lt;br /&gt;
Every player can distribute their 20 WP between the zones of their car at their own discretion. At least 1 WP must be assigned to each zone.&lt;br /&gt;
&lt;br /&gt;
If using the Technical Pit Stops option, 2 addition WPs are available to assign, and players may assign 0-2 points to Repair points.&lt;br /&gt;
&lt;br /&gt;
==Qualifying lap with a stopwatch==&lt;br /&gt;
&lt;br /&gt;
All players drive a qualifying lap with stopwatch consecutively, in order to determine their start positions. The rules for moves and driving code remain unchanged during the qualifier, however the WP are not taken into account. The only exception is if a car overshoots a corner - this is penalized.&lt;br /&gt;
&lt;br /&gt;
* The player whose turn it is to drive a qualifying lap places their car in the middle lane in front of the starting line.&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
* The player receives a total number of points over their lap: &lt;br /&gt;
**1 point for each round the player takes to complete the lap&lt;br /&gt;
**1 point for each space the player overshoots a corner by (soft tires will have their points doubled)&lt;br /&gt;
**1 point for every full real-time minute it takes the player to complete the lap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The qualifying lap is over if the driver does not stop at all in corners where two or three stops are required. They then have to start the race at the back of the field from the last start position.&lt;br /&gt;
&lt;br /&gt;
After that the order of starting is determined: the car which has completed the qualifying lap with the fewest points takes first position. The other cars follow on in decreasing order of points. If two drivers have the same number of points, the real time taken to complete the lap decides: the fastest player gets the better start position.&lt;br /&gt;
&lt;br /&gt;
== Weather Conditions ==&lt;br /&gt;
&lt;br /&gt;
There is a weather chart for each &amp;quot;Formula D&amp;quot; racing circuit, which is available to all players before the game so that they can inform themselves about weather conditions during the race and qualifying laps.&lt;br /&gt;
&lt;br /&gt;
lf the weather rules are used, it is strongly recommended that the tire selection rules be used as well.&lt;br /&gt;
&lt;br /&gt;
Before the qualifying laps begin, the black die is rolled and the weather chart consulted:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good weather&#039;&#039;&#039; no problems for the drivers.&lt;br /&gt;
&#039;&#039;&#039;Changable&#039;&#039;&#039;: no problems for drivers, treat as good weather for the qualifying lap.&lt;br /&gt;
&#039;&#039;&#039;Rain&#039;&#039;&#039;: The qualifying laps for all players take place in rain (see below).&lt;br /&gt;
&lt;br /&gt;
Before the actual race begins, the black die is rolled again and the weather chart consulted:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good weather&#039;&#039;&#039;: no problem.&lt;br /&gt;
&#039;&#039;&#039;Changeable&#039;&#039;&#039;: The sky is overcast at the beginning of the race, but is does not rain &#039;&#039;&#039;unless&#039;&#039;&#039; it rained during qualifying. Either way, this can change during the course of the race. Whenever a player in 5th gear throws a 20 or a 3O in 6th gear, at the end of the round they have to roll the black die and consult the weather chart:&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;good weather&amp;quot; comes up. the weather conditions are shifted one line upwards.&lt;br /&gt;
If &amp;quot;rain&amp;quot; is the result, the weather conditions are shifted one line downwards.&lt;br /&gt;
If the result is &amp;quot;changeable&amp;quot;, the weather stays the same.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Weather&#039;&#039;&#039;||&#039;&#039;&#039;Effect on race&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Good||None. The weather will no longer change.&lt;br /&gt;
|-&lt;br /&gt;
|Good (Temporary)||None.&lt;br /&gt;
|-&lt;br /&gt;
|Changable||This is the starting step and once the weather conditions shift up or down off Changeable, it will be skipped for the rest of the game.&lt;br /&gt;
|-&lt;br /&gt;
|Rain (Temporary)||Rain.&lt;br /&gt;
|-&lt;br /&gt;
|Rain||Rain. The weather will no longer change.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effect of rain ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Collision&#039;&#039;&#039;: A result of 1 or 2 (instead of just a 1, as in good weather) means a collision occurs.&lt;br /&gt;
* &#039;&#039;&#039;Engine damage&#039;&#039;&#039;: Occurs when result is between 1 and 3 (instead of between 1 and 4, as in good weather).&lt;br /&gt;
* &#039;&#039;&#039;Road handling&#039;&#039;&#039;: The car loses one road handling WP for a result between 1 and 5 (instead of between 1 and 4, as in good weather)&lt;br /&gt;
* &#039;&#039;&#039;Skidding on corners&#039;&#039;&#039;: Cars will skid on corners depending on their tire selection. See &amp;quot;Selection of tires&amp;quot;, below.&lt;br /&gt;
&lt;br /&gt;
== Selection of tires ==&lt;br /&gt;
&lt;br /&gt;
The choice of tires is crucial not just for qualifying lap, but for the race itself. When weather conditions have been determined, each player can fit their car with special tires (see below). It is also possible to change tires between qualifying lap and the race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hard Tires ===&lt;br /&gt;
&lt;br /&gt;
They are recommencled on a dry track and inefficient on a wet track.&lt;br /&gt;
&lt;br /&gt;
* The game rules apply unchanged if the weather is good or changeable.&lt;br /&gt;
* If it is raining, the car moves three additional spaces on any turn which contributes to advancing a corner.&lt;br /&gt;
&lt;br /&gt;
=== Soft Tires ===&lt;br /&gt;
&lt;br /&gt;
They are recommended on a dry track and inefficient - if not handicapping - on a wet track.&lt;br /&gt;
&lt;br /&gt;
* If the weather is changeable or good, the car can move one additional space during each move in the qualifying or race laps. This additional move is not compulsory. But if a car overshoots a corner, the penalty is doubled (loss of tire WP). if a driver does not change their tires during a pit stop after the first lap, they lose the bonus. If a driver does not change their tires during a pit stop after the second lap, the penalties for overshooting a corner are trebled.&lt;br /&gt;
* If it is raining, the car travels three spaces further on any turn which contributes to advancing a corner. If a driver cloes not change their tires during a pit stop before beginning the third lap, the penalties For overshooting  a corner are trebled.&lt;br /&gt;
&lt;br /&gt;
Note that in this implementation, if your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
=== Rain Tires ===&lt;br /&gt;
&lt;br /&gt;
They are highly recommended if it is raining, but are otherwise very sensitive.&lt;br /&gt;
&lt;br /&gt;
* If the weather is changeable or good, the penalties for overshooting a corner are doubled (loss of tire WP) for qualifying and the first two laps of the race. If a driver does not change their tires before the third race lap, the&lt;br /&gt;
penalties are trebled.&lt;br /&gt;
* If it is raining, the car travels one space further on any turn which contributes to advancing a corner.&lt;br /&gt;
&lt;br /&gt;
== Technical Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
Your pit has 2 WP which can be used during the race to regain lost WP (with the exception of tire WP). Every time a driver makes a pit stop they can choose between two options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tire pit stop&#039;&#039;&#039;: As in the rules for advanced players, except that the driver may change the type of tire whenever they changes tires.&lt;br /&gt;
* &#039;&#039;&#039;Technlcal pit stop&#039;&#039;&#039;: The driver can change their tires (see above) and in addition regain up to two WP in one or two zones (except the tires). This &amp;quot;reservoir&amp;quot; of 2 WP applies for the entire duration of the race, even if it lasts for more than two laps. In the next round, the car may not start higher than 4th gear. A car with soft tires does not profit from the bonus of an additional space when leaving the pits.&lt;br /&gt;
&lt;br /&gt;
== Team Race ==&lt;br /&gt;
&lt;br /&gt;
A game using these rules is appropriate for a large group with an even number of players. The players form teams each with two players; each colour corresponds to a racing team. Apart from the following two exceptions, the rules apply unchanged:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pit stop&#039;&#039;&#039;: Each team has 4 WP to repair the cars. Both players must decide together how they want to use these points.&lt;br /&gt;
* &#039;&#039;&#039;Winner by points&#039;&#039;&#039;: A team race is not necessarily won by the first car to cross the finishing line. Each car receives a certain number of winning points. The team with the highest number of total points wins the race.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;||&#039;&#039;&#039;No. of point&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||1000&lt;br /&gt;
|-&lt;br /&gt;
|2||720&lt;br /&gt;
|-&lt;br /&gt;
|3||600&lt;br /&gt;
|-&lt;br /&gt;
|4||480&lt;br /&gt;
|-&lt;br /&gt;
|5||400&lt;br /&gt;
|-&lt;br /&gt;
|6||320&lt;br /&gt;
|-&lt;br /&gt;
|7||240&lt;br /&gt;
|-&lt;br /&gt;
|8||160&lt;br /&gt;
|-&lt;br /&gt;
|9||80&lt;br /&gt;
|-&lt;br /&gt;
|10||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these points differ from the published rules. If qualifying is enabled, qualifying points are also awarded equally to both members of the team.&lt;br /&gt;
&lt;br /&gt;
== Nitro Fuel ==&lt;br /&gt;
&lt;br /&gt;
When this option is chosen, all cars have a nitro Fuel injection, which allows instant acceleration. Players can use their nitro once a lap after rolling the corresponding gear die. They receive a movement bonus according to the gear they are using at that moment (1 space in 1st gear, 2 spaces in 2nd gear, etc.). This bonus must be used completely.&lt;br /&gt;
&lt;br /&gt;
When a car pits, or crosses the finish line at the end of a lap, it replenishes its nitro fuel and may use it again.&lt;br /&gt;
&lt;br /&gt;
Nitro may only be used if it is available when rolling the gear die. It does not become available during the same move where you complete a lap.&lt;br /&gt;
&lt;br /&gt;
= BGA Rule Variations=&lt;br /&gt;
&lt;br /&gt;
The BGA Adaptation of Formula D uses a number of variations from the Masters (Tournament) rules.&lt;br /&gt;
&lt;br /&gt;
The differences from the rules you will find in your own copy of Formula D are:&lt;br /&gt;
&lt;br /&gt;
==Round Order ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, if two cars are level with each other, the driver with the highest gear plays first. If both cars are in the same gear, the car nearest the inside with reference to the next (or the current) corner plays first.&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the higher gear continues to be first but if both cars are in the same gear *then the player who first arrived at their space* goes first. Corners no longer affect who goes first.&lt;br /&gt;
&lt;br /&gt;
==Points ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, points are awarded for race completion &#039;&#039;&#039;and&#039;&#039;&#039; for Qualifying (if enabled). The Qualifying points are minor by comparison and serve as a tie-break if two players are both eliminated and score 0 in the race.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;&#039;||&#039;&#039;&#039;Race Points&#039;&#039;&#039;||&#039;&#039;&#039;Qualifying Points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||1000||10&lt;br /&gt;
|-&lt;br /&gt;
|2||720||9&lt;br /&gt;
|-&lt;br /&gt;
|3||600||8&lt;br /&gt;
|-&lt;br /&gt;
|4||480||7&lt;br /&gt;
|-&lt;br /&gt;
|5||400||6&lt;br /&gt;
|-&lt;br /&gt;
|6||320||5&lt;br /&gt;
|-&lt;br /&gt;
|7||240||4&lt;br /&gt;
|-&lt;br /&gt;
|8||160||3&lt;br /&gt;
|-&lt;br /&gt;
|9||80||2&lt;br /&gt;
|-&lt;br /&gt;
|10||40||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To cover multiple players being eliminated during a game where there is not Qualifying, their distance travelled before being eliminated is used as the final tie-break (only in non-team games). If a player overshoots a corner or crashes into the back of other cars, their position at the &#039;&#039;&#039;start&#039;&#039;&#039; of the turn is used.&lt;br /&gt;
&lt;br /&gt;
==Braking ==&lt;br /&gt;
&lt;br /&gt;
The original rules provide a table that describes the outcome of &amp;quot;Emergency Braking&amp;quot; (when a car is blocked by one or more cars which they are unable to overtake). The table does not take Constructed Cars into account, so to clarify, the implemented rules are:&lt;br /&gt;
&lt;br /&gt;
If a player performs Emergency Braking, they must move their car forward as many spaces as possible. If they need to brake more than 3 spaces, they are required to use Brake WPs for the first 3 spaces, and each subsequent space may be paid for using Brake WP *or* Tire WPs.&lt;br /&gt;
&lt;br /&gt;
Braking is paid for *after* Overshooting, so any Tire WPs lost to Overshooting will not be available for Emergency Braking.&lt;br /&gt;
&lt;br /&gt;
==Qualifying ==&lt;br /&gt;
&lt;br /&gt;
Players do not roll the black starting die at the beginning of Qualifying: they just start in 1st gear.&lt;br /&gt;
&lt;br /&gt;
The original rules simply state that &amp;quot;WP are not taken into account&amp;quot; during qualifying. However, the effect of this is clarified in this adaptation:&lt;br /&gt;
&lt;br /&gt;
* You may not apply the brakes at all during Qualifying. If a roll forces you to overshoot a corner, it cannot be avoided.&lt;br /&gt;
* You may freely Gear down any number of gears during Qualifying, with no cost or penalty.&lt;br /&gt;
&lt;br /&gt;
In this version, Qualifying awards points as long as you complete your lap:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Ranking&#039;&#039;||&#039;&#039;&#039;No. of point&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1||10&lt;br /&gt;
|-&lt;br /&gt;
|2||9&lt;br /&gt;
|-&lt;br /&gt;
|3||8&lt;br /&gt;
|-&lt;br /&gt;
|4||7&lt;br /&gt;
|-&lt;br /&gt;
|5||6&lt;br /&gt;
|-&lt;br /&gt;
|6||5&lt;br /&gt;
|-&lt;br /&gt;
|7||4&lt;br /&gt;
|-&lt;br /&gt;
|8||3&lt;br /&gt;
|-&lt;br /&gt;
|9||2&lt;br /&gt;
|-&lt;br /&gt;
|10||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Collision Checks ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, the active player checks for collisions only after all adjacent players have rolled. If an adjacent player fails their roll and is eliminated as a result, the active player will automatically fail their roll against that player.&lt;br /&gt;
&lt;br /&gt;
==Weather Rolls ==&lt;br /&gt;
&lt;br /&gt;
In the original rules, the Weather die is thrown immediately when a player rolls the maximum number in 5th or 6th gear. In this adaptation, this roll still occurs but it is deferred until the end of the round. This way, weather can only change between rounds and not in the middle of a player&#039;s turn. If multiple players roll the maximum number, the weather die will be rolled multiple times.&lt;br /&gt;
&lt;br /&gt;
==Changeable Weather ==&lt;br /&gt;
&lt;br /&gt;
The original rules have 4 steps for Changeable Weather:&lt;br /&gt;
* Good&lt;br /&gt;
* Good - Changeable&lt;br /&gt;
* Rain - Changeable&lt;br /&gt;
* Rain&lt;br /&gt;
&lt;br /&gt;
In this adaptation, there are 5 steps:&lt;br /&gt;
* Good&lt;br /&gt;
* Good - Temporary&lt;br /&gt;
* Changeable&lt;br /&gt;
* Rain - Temporary&lt;br /&gt;
* Rain&lt;br /&gt;
&lt;br /&gt;
Changeable is only ever used at the start of a race, and by default is Good - with one exception: if it rained in qualifying then a changeable feature race will start Changeable but raining.&lt;br /&gt;
&lt;br /&gt;
Weather will never be changeable in qualifying: it will be Good unless Rain is rolled.&lt;br /&gt;
&lt;br /&gt;
==Spinning ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that if a car on 0 Tire WP overshoots a corner then it &amp;quot;will again spin round in a circle. If the car overshoots the corner by more than one space, it is out of the race&amp;quot;. In this adaptation, a car with 0 Tire WP is eliminated if it overshoots a corner by more than 1 WP. Hence, even a single space overshoot will eliminate a 0 Tire WP car on soft tires.&lt;br /&gt;
&lt;br /&gt;
Additionally, in this adaptation when you spin, your Tire WP are reset to 1 WP (instead of remaining at 0 WP).&lt;br /&gt;
&lt;br /&gt;
==Skidding on Corners in the Rain ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that cars will skid in the rain &amp;quot;provided at least one space of the move lies within the limits of a corner&amp;quot;. In this adaptation, skidding will only occur on any turn that counts towards a corner&#039;s completion. That means:&lt;br /&gt;
&lt;br /&gt;
* Driving through a corner that you have already completed will &#039;&#039;not&#039;&#039; cause you to skid&lt;br /&gt;
* If you are on the final space in a corner and still need to land in it 1 more turn, you will skid on your next move even though you are driving into a straight&lt;br /&gt;
&lt;br /&gt;
==Slipstreaming==&lt;br /&gt;
&lt;br /&gt;
If your car has soft tires and you slipstream at the end of a move where you did not use them (but could have), you may move one additional space during your slipstream.&lt;br /&gt;
&lt;br /&gt;
==Motor Damage Checks==&lt;br /&gt;
&lt;br /&gt;
Motor damage checks are always performed in round order.&lt;br /&gt;
&lt;br /&gt;
==Braking in the Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The original rules state that the rules for braking do not apply in the pit lane. In this adaptation, there is no braking cost for stopping immediately behind another car, or in your pit box. However, there is a brake cost for travelling any distance shorter than that.&lt;br /&gt;
&lt;br /&gt;
== Pit Boxes ==&lt;br /&gt;
&lt;br /&gt;
In Individual Driver games, a single pit box will be reserved for each driver instead of drivers being assigned a pit box color. The box will be indicated with the player&#039;s avatar.&lt;br /&gt;
&lt;br /&gt;
== Pit Lane ==&lt;br /&gt;
&lt;br /&gt;
The rules for gearing down DO apply in the pit lane.&lt;br /&gt;
&lt;br /&gt;
There are also minimum gears that may be used in the pit lane:&lt;br /&gt;
&lt;br /&gt;
* Once a player has entered the pit lane, they must choose a gear which would allow their car to enter their pit box on a maximum roll. If they cannot use such a gear, they must use the highest gear permitted by their previous move.&lt;br /&gt;
&lt;br /&gt;
* Exiting the pits: 1st gear is prohibited to drivers from their pit box to the outlet of the pit lane, except when 2nd gear might be unsafe&lt;br /&gt;
&lt;br /&gt;
== Pit Stops ==&lt;br /&gt;
&lt;br /&gt;
The soft tire bonus may not be used when moving after a Quick Pit Stop.&lt;br /&gt;
&lt;br /&gt;
If Technical Pit Stops are enabled, players may always choose to take one (and thus finish their turn) even if they have no repair points or repairs to perform.&lt;br /&gt;
&lt;br /&gt;
==Construction of one&#039;s own car ==&lt;br /&gt;
&lt;br /&gt;
In this adaptation, if players have selected the option to Construct their own car then there are no limits to how many points they may assign to any given area.&lt;br /&gt;
&lt;br /&gt;
In games that have also selected the Technical Pit Stop rules, then instead of having a fixed 2 WPs available for Pit repairs, a player will have 22 WPs to use in Construction and can choose how many repair points to make available, with a maximum of 2.&lt;br /&gt;
&lt;br /&gt;
==Road Races ==&lt;br /&gt;
&lt;br /&gt;
The Road Race rules, including Drivers with special abilities, are not used.&lt;br /&gt;
&lt;br /&gt;
Where Road Race circuits are used, all non-standard rules are ignored.&lt;br /&gt;
&lt;br /&gt;
Nitro Fuel Injection is available as an option for all races.&lt;br /&gt;
&lt;br /&gt;
==Elimination ==&lt;br /&gt;
&lt;br /&gt;
When a player is eliminated, the outcome is slightly different from the published rules. &lt;br /&gt;
&lt;br /&gt;
*If the elimination was caused by the player overshooting corners, or driving over a damage marker, or quitting the car is immediately removed from the board and &#039;&#039;&#039;no damage marker is placed&#039;&#039;&#039;&lt;br /&gt;
*If the elimination was caused by the player failing a motor damage test, the car is immediately removed from the board and a damage marker is added.&lt;br /&gt;
*If the player is eliminated by any other reason, a damage marker is added and the car remains on the board until the end of the round, when it is removed.&lt;/div&gt;</summary>
		<author><name>ColinONE</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15087</id>
		<title>Gamehelpinnovationalpha</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpinnovationalpha&amp;diff=15087"/>
		<updated>2022-10-20T15:41:48Z</updated>

		<summary type="html">&lt;p&gt;ColinONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Beginning of the game==&lt;br /&gt;
At the beginning of the game you have two cards of age 1 in your hand. You choose one to meld immediately and keep the other in your hand. The player who melded the first card in English alphabetical order plays first.&lt;br /&gt;
&lt;br /&gt;
The first player gets only one action to start with, so does the second player in a four player game. After that, everybody gets two actions on their turn.&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
Except for the starting player(s) on the first turn of the game (see &#039;&#039;Beginning of the Game&#039;&#039;, above), you &#039;&#039;&#039;must&#039;&#039;&#039; take &#039;&#039;&#039;two actions&#039;&#039;&#039; each turn, from the following four (you may take the same action twice):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRAW:&#039;&#039;&#039; take a card of value equal to the highest top card on your board from the supply deck. If this deck is empty, draw from the next available higher deck. This rule for drawing is also applicable for any effect with the &amp;quot;draw&amp;quot; keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELD:&#039;&#039;&#039; play a card from your hand to your board. If you already have a stack of that color on your board, place the new card on top, otherwise place this card in a new stack. If a stack is splayed (spread to one side), that splay is continued by the new card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DOGMA:&#039;&#039;&#039; each opponent with fewer of the featured icon (visible on their board) than you must obey the &amp;quot;I demand&amp;quot; effects. Each opponent with at least as many of the featured icon shares the non-demand effects. Effects are executed clockwise, ending with you. If sharing an effect with one or several opponents has had &#039;&#039;any&#039;&#039; consequence on the game situation, you take a single free Draw action at the end of your dogma action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACHIEVE:&#039;&#039;&#039; You can take an action to claim any available age achievement if you have at least 5 times the value of that age in your score pile AND a top card on your board of equal or higher value. For example to achieve age 1 you need 5 points and any card on your board. To achieve age 2, 10 points and at least a 2 as a top card. Points are kept, not spent. The special achievement cards do not require a player to use an action to claim them.&lt;br /&gt;
&lt;br /&gt;
==End of the game==&lt;br /&gt;
The game can end in three ways:&lt;br /&gt;
&lt;br /&gt;
===By achievements===&lt;br /&gt;
The game ends &#039;&#039;immediately&#039;&#039; (even inside a dogma effect) when a player reaches a required number of achievements:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;2 players:&#039;&#039; 6 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;3 players:&#039;&#039; 5 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players:&#039;&#039; 4 achievements&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;4 players &#039;&#039;&#039;(team game variant)&#039;&#039;&#039;:&#039;&#039; 6 achievements combined by the teammates&lt;br /&gt;
&lt;br /&gt;
The player who reaches the achievement goal first is the winner, regardless of points.&lt;br /&gt;
&lt;br /&gt;
===By score===&lt;br /&gt;
This happens if someone tries to draw an 11 or higher. The game ends &#039;&#039;immediately&#039;&#039; (even inside a dogma effect) and the winner is the player who has the greatest score in their score pile. (If tied, the number of achievements is a tie-breaker; if still tied, those players both win.) In a team game, the teammates combine their score. (If tied, they combine their achievements.)&lt;br /&gt;
&lt;br /&gt;
===By dogma===&lt;br /&gt;
Dogma effects of a few cards awards a win if some conditions are met. If more than one player is eligible for the win effect (except teammates in a team game), the game instead continues.&lt;br /&gt;
&lt;br /&gt;
==Expansion Rules==&lt;br /&gt;
&lt;br /&gt;
All expansions add a little content to the game which increases the variability of the gameplay.  In general, you add one more required achievement to complete the game (7 for 2 players, 6 for 3 players, etc.) per expansion being played.&lt;br /&gt;
&lt;br /&gt;
The draw rules are unique for each expansion but the general rule is if the base pile is empty, you draw up to the next age when drawing an expansion card.&lt;br /&gt;
&lt;br /&gt;
==Artifacts of History Expansion==&lt;br /&gt;
&lt;br /&gt;
This expansion adds the ability to dig for artifact cards which have a purple back. After they are dug up, the cards are placed in the player’s display area which is visible to all players.&lt;br /&gt;
&lt;br /&gt;
Artifacts are dug by using a Meld action to do one of the following things:&lt;br /&gt;
Meld a card of the same or lesser value on top of another card.&lt;br /&gt;
Meld a card on top of another card where the hexagonal symbols are present on the same position on the card.&lt;br /&gt;
In both cases, the artifact age that will be drawn matches the covered card. If the base card pile for the covered age is empty, then you draw up to the next non-empty age.&lt;br /&gt;
&lt;br /&gt;
The dig will only occur if no card is already present in the player’s display and there is at least one artifact card left to draw in the associated age. &lt;br /&gt;
&lt;br /&gt;
Once an artifact is on display it is not considered part of a player’s board nor hand and is thus immune to dogma effects that would otherwise target that card. Additionally, at the beginning of subsequent turns, the displayed artifact can be used in one of 3 ways:&lt;br /&gt;
It can be dogma’d using a free action.  The symbols for determining vulnerability and sharing are added to the total on the board. After this action is taken, the card is returned to its supply deck.&lt;br /&gt;
The artifact can be returned to its supply deck.&lt;br /&gt;
Leave the artifact where it is (pass).&lt;br /&gt;
&lt;br /&gt;
The artifact, while on display, may be melded like a card from your hand to your board as a part of your normal turn.&lt;br /&gt;
&lt;br /&gt;
Relics are an option that accompanies the Artifacts expansion. These count as special achievements towards the final goal, but are more fluid than other achievements because they can be stolen as long as they are in any achievement pile. Relics are seized when an artifact of the matching age is dug. They can be placed in the achievement pile with the rest of the achievements or in your hand if the corresponding expansion is being played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The golden rule==&lt;br /&gt;
&#039;&#039;&#039;Do as many as you can and ignore the rest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This rule will help you to leverage ambiguities.&lt;br /&gt;
&lt;br /&gt;
This has many consequences:&lt;br /&gt;
&lt;br /&gt;
-Exchanges do not need to be symmetrical. Depending on the situation, 2 cards can be exchanged with 2, 1 card with 4, or even 0 card with 10.&lt;br /&gt;
&lt;br /&gt;
-If you don&#039;t have enough cards to fulfill the effect requirement, you can process all the cards that you do have.&lt;br /&gt;
&lt;br /&gt;
-However, if a &amp;quot;you may&amp;quot; effect requires you to return 3 cards to trigger an effect, and you have less than 3 cards, you have to pass.&lt;br /&gt;
&lt;br /&gt;
You can hover on the reference card to have a reminder of the actions and keywords.&lt;br /&gt;
&lt;br /&gt;
==Game editions and differences==&lt;br /&gt;
The game was first published by Asmadi Games in 2010.&lt;br /&gt;
&lt;br /&gt;
Then Iello published another edition of the game in 2011 with the same mechanics and card effects, but using a different terminology.&lt;br /&gt;
&lt;br /&gt;
More recently, Asmadi Games gathered the original game and all its expansions in a new box &amp;quot;Innovation Deluxe&amp;quot; with new graphics, and also made some slight modifications on nine cards for balancing purposes.&lt;br /&gt;
&lt;br /&gt;
The online adaptation is based on the third edition of Asmadi games for the artwork. For the rules, you can choose between:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Last edition&#039;&#039;&#039; (this is the default): these are the rules of the &#039;&#039;&#039;Asmadi &amp;quot;Innovation Deluxe&amp;quot;&#039;&#039;&#039; pack. The expansions will only be compatible with this version.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;First edition&#039;&#039;&#039;: these are the rules of the &#039;&#039;&#039;original Asmadi game&#039;&#039;&#039;. These rules are consistent with the &#039;&#039;&#039;Iello edition too&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In consultation with the game publisher, we’ve made a small change to this online adaptation which affects when special achievements are awarded. We removed the word “immediately” from some of the special achievements, and those achievements are now only awarded at the end of the execution of each effect and at the end of each action.&lt;/div&gt;</summary>
		<author><name>ColinONE</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_vektorace&amp;diff=13210</id>
		<title>Tips vektorace</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_vektorace&amp;diff=13210"/>
		<updated>2022-05-14T13:09:50Z</updated>

		<summary type="html">&lt;p&gt;ColinONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;VektoRace&amp;lt;/b&amp;gt; is a game of vectors. Vectors are made up of distance and direction. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DISTANCE&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The distance your car moves is determined by the gear chosen at the end of the prior turn. Gear 1 is equal to one car length. When you leapfrog your car over gear 1, you will move 2 (1+1) car lengths forward. When you leapfrog over gear 2, you will move forward 3 (2+1) car lengths forward. Gears 3, 4, 5 move you forward 4, 5, 6 car lengths forward, respectively. Nitro tokens can be used to boost this forward movement 1, 2, 3, or 4. The cost to boost 1, 2, 3, or 4 is always one nitro token. The fastest way to travel is to use the highest gear (5) and highest boost (4) possible. However, the faster you go, the less your are able to change the direction of your car and successfully navigate the turns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DIRECTION&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The direction of movement is determined by the direction your car is facing. It has exactly 8 directions it can possibly face (North, South, East, West, and NW, NE, SW, SE). You will never face a different direction than these 8 cardinal directions. Each turn you can maintain your direction or turn 45 degrees clockwise or counterclockwise - never more. On the long straight portions of the track, simply going as fast as possible is best. The turns are the tricky parts of the race. The most efficient way to circumnavigate the track is to stay close to the inside lane. However, each 90 degree turn will require two 45 degree turns on your part, so you are inevitably going to move towards the outer lanes as you speed around the corners. Winning racers will minimize the amount of time they spend in the outer lanes. This can be done by turning your car 45 degrees a little before you reach the corner. If you do it right, you&#039;ll get the edge on your opponents - but if you turn 45 degrees too early, it may be impossible to play your planned gear template. In this case, you will be forced to perform an emergency downshift and jam on the brakes. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ATTACKS&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This can get even more convoluted an complicated as the turns become more crowded with additional cars. The car in the lead has no ability to attack. All of the cars behind should be doing their best to attack the lead car. Performing shunting attacks on a car in front of yours is one way for you to make it difficult for them to hold the inside lane. When they take the turn wider than ideal, you can take the inside lane and pass them. Similarly, you can make a pushing attack in an attempt to force the car in front of you to make the turn wider than they&#039;d like to. Once they do, you can move inside and pass them. The slingshot pass is a straightforward way to pass the car in front of you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;SUMMARY&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Go as fast as possible. Plan out your route to stay near the inside lane as much as possible.&lt;br /&gt;
&lt;br /&gt;
~ColinONE&lt;/div&gt;</summary>
		<author><name>ColinONE</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_vektorace&amp;diff=13209</id>
		<title>Tips vektorace</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_vektorace&amp;diff=13209"/>
		<updated>2022-05-14T13:09:28Z</updated>

		<summary type="html">&lt;p&gt;ColinONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;VektoRace is a game of vectors. Vectors are made up of distance and direction. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DISTANCE&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The distance your car moves is determined by the gear chosen at the end of the prior turn. Gear 1 is equal to one car length. When you leapfrog your car over gear 1, you will move 2 (1+1) car lengths forward. When you leapfrog over gear 2, you will move forward 3 (2+1) car lengths forward. Gears 3, 4, 5 move you forward 4, 5, 6 car lengths forward, respectively. Nitro tokens can be used to boost this forward movement 1, 2, 3, or 4. The cost to boost 1, 2, 3, or 4 is always one nitro token. The fastest way to travel is to use the highest gear (5) and highest boost (4) possible. However, the faster you go, the less your are able to change the direction of your car and successfully navigate the turns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DIRECTION&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The direction of movement is determined by the direction your car is facing. It has exactly 8 directions it can possibly face (North, South, East, West, and NW, NE, SW, SE). You will never face a different direction than these 8 cardinal directions. Each turn you can maintain your direction or turn 45 degrees clockwise or counterclockwise - never more. On the long straight portions of the track, simply going as fast as possible is best. The turns are the tricky parts of the race. The most efficient way to circumnavigate the track is to stay close to the inside lane. However, each 90 degree turn will require two 45 degree turns on your part, so you are inevitably going to move towards the outer lanes as you speed around the corners. Winning racers will minimize the amount of time they spend in the outer lanes. This can be done by turning your car 45 degrees a little before you reach the corner. If you do it right, you&#039;ll get the edge on your opponents - but if you turn 45 degrees too early, it may be impossible to play your planned gear template. In this case, you will be forced to perform an emergency downshift and jam on the brakes. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ATTACKS&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This can get even more convoluted an complicated as the turns become more crowded with additional cars. The car in the lead has no ability to attack. All of the cars behind should be doing their best to attack the lead car. Performing shunting attacks on a car in front of yours is one way for you to make it difficult for them to hold the inside lane. When they take the turn wider than ideal, you can take the inside lane and pass them. Similarly, you can make a pushing attack in an attempt to force the car in front of you to make the turn wider than they&#039;d like to. Once they do, you can move inside and pass them. The slingshot pass is a straightforward way to pass the car in front of you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;SUMMARY&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Go as fast as possible. Plan out your route to stay near the inside lane as much as possible.&lt;br /&gt;
&lt;br /&gt;
~ColinONE&lt;/div&gt;</summary>
		<author><name>ColinONE</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_vektorace&amp;diff=13208</id>
		<title>Tips vektorace</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_vektorace&amp;diff=13208"/>
		<updated>2022-05-14T13:08:40Z</updated>

		<summary type="html">&lt;p&gt;ColinONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;VektoRace is a game of vectors. Vectors are made up of distance and direction. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
DISTANCE&amp;lt;br&amp;gt;&lt;br /&gt;
The distance your car moves is determined by the gear chosen at the end of the prior turn. Gear 1 is equal to one car length. When you leapfrog your car over gear 1, you will move 2 (1+1) car lengths forward. When you leapfrog over gear 2, you will move forward 3 (2+1) car lengths forward. Gears 3, 4, 5 move you forward 4, 5, 6 car lengths forward, respectively. Nitro tokens can be used to boost this forward movement 1, 2, 3, or 4. The cost to boost 1, 2, 3, or 4 is always one nitro token. The fastest way to travel is to use the highest gear (5) and highest boost (4) possible. However, the faster you go, the less your are able to change the direction of your car and successfully navigate the turns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
DIRECTION&amp;lt;br&amp;gt;&lt;br /&gt;
The direction of movement is determined by the direction your car is facing. It has exactly 8 directions it can possibly face (North, South, East, West, and NW, NE, SW, SE). You will never face a different direction than these 8 cardinal directions. Each turn you can maintain your direction or turn 45 degrees clockwise or counterclockwise - never more. On the long straight portions of the track, simply going as fast as possible is best. The turns are the tricky parts of the race. The most efficient way to circumnavigate the track is to stay close to the inside lane. However, each 90 degree turn will require two 45 degree turns on your part, so you are inevitably going to move towards the outer lanes as you speed around the corners. Winning racers will minimize the amount of time they spend in the outer lanes. This can be done by turning your car 45 degrees a little before you reach the corner. If you do it right, you&#039;ll get the edge on your opponents - but if you turn 45 degrees too early, it may be impossible to play your planned gear template. In this case, you will be forced to perform an emergency downshift and jam on the brakes. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
ATTACKS&amp;lt;br&amp;gt;&lt;br /&gt;
This can get even more convoluted an complicated as the turns become more crowded with additional cars. The car in the lead has no ability to attack. All of the cars behind should be doing their best to attack the lead car. Performing shunting attacks on a car in front of yours is one way for you to make it difficult for them to hold the inside lane. When they take the turn wider than ideal, you can take the inside lane and pass them. Similarly, you can make a pushing attack in an attempt to force the car in front of you to make the turn wider than they&#039;d like to. Once they do, you can move inside and pass them. The slingshot pass is a straightforward way to pass the car in front of you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;SUMMARY&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Go as fast as possible. Plan out your route to stay near the inside lane as much as possible.&lt;br /&gt;
&lt;br /&gt;
~ColinONE&lt;/div&gt;</summary>
		<author><name>ColinONE</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_vektorace&amp;diff=13207</id>
		<title>Tips vektorace</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_vektorace&amp;diff=13207"/>
		<updated>2022-05-14T13:07:34Z</updated>

		<summary type="html">&lt;p&gt;ColinONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;VektoRace is a game of vectors. Vectors are made up of distance and direction. &lt;br /&gt;
&lt;br /&gt;
DISTANCE&lt;br /&gt;
The distance your car moves is determined by the gear chosen at the end of the prior turn. Gear 1 is equal to one car length. When you leapfrog your car over gear 1, you will move 2 (1+1) car lengths forward. When you leapfrog over gear 2, you will move forward 3 (2+1) car lengths forward. Gears 3, 4, 5 move you forward 4, 5, 6 car lengths forward, respectively. Nitro tokens can be used to boost this forward movement 1, 2, 3, or 4. The cost to boost 1, 2, 3, or 4 is always one nitro token. The fastest way to travel is to use the highest gear (5) and highest boost (4) possible. However, the faster you go, the less your are able to change the direction of your car and successfully navigate the turns.&lt;br /&gt;
&lt;br /&gt;
DIRECTION&lt;br /&gt;
The direction of movement is determined by the direction your car is facing. It has exactly 8 directions it can possibly face (North, South, East, West, and NW, NE, SW, SE). You will never face a different direction than these 8 cardinal directions. Each turn you can maintain your direction or turn 45 degrees clockwise or counterclockwise - never more. On the long straight portions of the track, simply going as fast as possible is best. The turns are the tricky parts of the race. The most efficient way to circumnavigate the track is to stay close to the inside lane. However, each 90 degree turn will require two 45 degree turns on your part, so you are inevitably going to move towards the outer lanes as you speed around the corners. Winning racers will minimize the amount of time they spend in the outer lanes. This can be done by turning your car 45 degrees a little before you reach the corner. If you do it right, you&#039;ll get the edge on your opponents - but if you turn 45 degrees too early, it may be impossible to play your planned gear template. In this case, you will be forced to perform an emergency downshift and jam on the brakes. &lt;br /&gt;
&lt;br /&gt;
ATTACKS&lt;br /&gt;
This can get even more convoluted an complicated as the turns become more crowded with additional cars. The car in the lead has no ability to attack. All of the cars behind should be doing their best to attack the lead car. Performing shunting attacks on a car in front of yours is one way for you to make it difficult for them to hold the inside lane. When they take the turn wider than ideal, you can take the inside lane and pass them. Similarly, you can make a pushing attack in an attempt to force the car in front of you to make the turn wider than they&#039;d like to. Once they do, you can move inside and pass them. The slingshot pass is a straightforward way to pass the car in front of you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SUMMARY&lt;br /&gt;
Go as fast as possible. Plan out your route to stay near the inside lane as much as possible.&lt;br /&gt;
&lt;br /&gt;
~ColinONE&lt;/div&gt;</summary>
		<author><name>ColinONE</name></author>
	</entry>
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