Formula D

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Formula D is a racing game where players drive cars around a Formula 1 circuit, managing speed through gear selection and resource management. Each gear has its own die determining movement. Players must navigate corners by stopping the required number of times while managing Wear Points (WP) across six car systems: tires, brakes, engine, gearbox, car body, and road handling. The game also includes an alternate “road race” mode with unique characters and street racing rules.

Components

Setup

  1. Choose a circuit (Formula 1 or street race).
  2. Each player takes a car, scorecard, dashboard, and gear stick.
  3. Roll the black die to determine starting positions: highest roll gets pole position, others placed in decreasing order (re-roll ties).
  4. Before engaging 1st gear, each player rolls the black die for their start:
    • 1: Poor Start — miss first turn, then start next turn without rolling.
    • 2-19: Normal Start — start normally by rolling 1st gear die.
    • 20: Great Start — move 4 spaces immediately (may change 1-2 lanes), may shift to 2nd gear next round.

Turn Structure

Order of Play

Each round, players move in order of track position (leader goes first). Ties broken by highest gear, then by proximity to the inside of the next/current corner.

On Your Turn

  1. Announce Gear: Declare your gear (may shift up 1 gear, stay, or downshift). Move the gear stick on your dashboard.
  2. Roll Gear Die: Roll the die corresponding to your current gear.
  3. Move: Advance your car the number of spaces rolled.
  4. Resolve Effects: Handle corners, collisions, damage, and other events.

Actions

Gear Dice

Gear Move Range
1st 1-2 spaces
2nd 2-4 spaces
3rd 4-8 spaces
4th 7-12 spaces
5th 11-20 spaces
6th 21-30 spaces

Gearing Down

Players may skip 1-3 gears when downshifting, but must lose WP:

Gears Skipped Gearbox WP Brake WP Engine WP
1 gear 0 0 0
2 gears 1 0 0
3 gears 1 1 1

Skipping 4 gears is not possible.

Driving on Straights

Driving Through Corners

Overshooting Corners

If a car passes through a corner without making the required stops:

Braking

Collision

When a car ends its move adjacent to or behind another car, roll the black die:

Motor Damage

If a player rolls 20 in 5th gear or 30 in 6th gear, they and all other players in 5th/6th gear roll the black die:

Damage Markers and Road Handling

Whenever a car loses a car body or engine WP, or is eliminated, place a damage marker on that space. Any car passing over or landing on a dangerous space rolls the black die:

Slipstreaming

If a car stops directly behind another car, is in 4th gear or higher, and is moving as fast or faster:

Pit Stops

Available at the end of the first lap:

Scoring / Victory Conditions

Win: The first car to cross the finish line after 2 laps (standard race) wins. The race ends when all cars have crossed the finish line.

Elimination: A car is eliminated and out of the race if any WP zone reaches 0 under the specified conditions.

Special Rules & Edge Cases

Player Reference

Turn Sequence

  1. Announce gear (shift up 1, stay, or downshift 1-3)
  2. Roll corresponding gear die
  3. Move forward that many spaces
  4. Resolve corners, collisions, damage

Wear Point Zones

| Zone | Purpose | |——|———| | Tires | Lost when overshooting corners | | Brakes | Spent voluntarily to reduce movement | | Engine | Lost from motor damage events | | Gearbox | Lost from downshifting multiple gears | | Car Body | Lost from collisions | | Road Handling | Lost from dangerous spaces |

Key Rules