Formula D: Circuits 6 – Austin & Nevada Ride
Formula D: Circuits 6 – Austin & Nevada Ride Rulebook
Table of Contents
Table of Contents
Dangerous Area
The two outer lanes of the track are dangerous starting on space #23 and continuing through space #29. The left lane is close to the dangerous mountain and is strewn with rocks. The right lane is next to the edge of the precipice and is littered with cracks.
Basic rules (see footnote (1) at the bottom of the page for the reminder pertaining to the wear points (WP) outlined in the base game – basic rules):
If a car stops or if its path requires it to go on one of the spaces of the left lane or the right, the owner will roll the black die to determine if it has lost a wear point (WP). If the player rolls a number between 1 and 5, the car loses a WP.
Advanced rules (see footnote (2) at the bottom of the next page – reminder pertaining to the wear points outlined in the base game – advanced rules):
If a car stops or if its path forces it to pass over one of the spaces of the left lane, its owner will have to roll the black die to determine if its body gets damaged. If a number between 1 and 5 is rolled, the car loses one body WP.
If a car stops or if its path forces it to pass over one of the spaces of the right lane, its owner will have to roll the black die to determine if its road handling is damaged. If a number between 1 and 5 is rolled, the car loses one WP from its road handling.
[Missing: footnote (2) and the advanced wear-point reminder it refers to are on the sheet's second page, which was not obtained. The text above is transcribed as printed on the front page.]
Colorado Jump
The track has collapsed, dropping spaces #10, #11, #12, and #13 of all three lanes into the Colorado River. The position of the lost spaces is indicated by dotted lines. To cross this obstacle, the cars have no other choice but to jump over the river to land on space #14 of the track.
If at the end of a turn a car "falls" on one of the spaces in the dotted area, on its next game turn it will have to start in a gear no higher than third. It will then have to take one of the two clearing lanes to the left or the right of the track to resume the race.
Happy Crowd
A crowd of jubilant people has spilled over the two outer lanes of the track starting on space #9 and continuing through space #12 to encourage the drivers on the track.
If, at the end of their movement, a car ends on one of the four spaces of these two lanes, on its next turn, it will start in a gear no higher than third.
If the path of a car forces it to pass over one of the four spaces in these two lanes, it will have to continue in the chosen lane and stop in the last available space between #9 and #12, but not beyond space #12. On its next game turn, it will also continue in third gear at most.