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
- Double-sided game board (Formula 1 circuit on one side, street circuit on the other)
- Cars and dashboards with gear sticks
- Scorecards for tracking Wear Points
- 6 Gear dice (different colors, different ranges)
- 1 Black die (d20, for various checks)
- Damage markers
Setup
- Choose a circuit (Formula 1 or street race).
- Each player takes a car, scorecard, dashboard, and gear stick.
- Roll the black die to determine starting positions: highest roll gets pole position, others placed in decreasing order (re-roll ties).
- 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
- Announce Gear: Declare your gear (may shift up 1 gear, stay, or downshift). Move the gear stick on your dashboard.
- Roll Gear Die: Roll the die corresponding to your current gear.
- Move: Advance your car the number of spaces rolled.
- 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
- Must complete the straight in the fewest spaces possible.
- May change a maximum of 2 lanes per move.
- Cannot change lanes and return to the same lane in one move (unless overtaking).
Driving Through Corners
- Corners have a required number of stops (shown in yellow box on the board).
- A car must stop the required number of times within the corner before exiting.
- Corner also shows the longest path (green box) and shortest path (red box).
Overshooting Corners
If a car passes through a corner without making the required stops:
- Lose tire WP equal to the number of spaces overshot.
- When exiting a corner, the car must stay in the same lane.
- If the car loses its last tire WP by overshooting: placed pointing backwards, must restart in 1st gear. If overshot by more than 1 space past the last tire WP, the car is eliminated.
- Corner with 2 required stops: eliminated if no stops were made.
- Corner with 3 required stops: eliminated if 0 or 1 stops were made.
Braking
- Spend 1 brake WP per space you choose not to advance (voluntary).
- If blocked by another car, move as far as possible; remaining movement costs brake WP and tire WP based on a table.
- Excessive remaining movement with insufficient WP eliminates the car.
Collision
When a car ends its move adjacent to or behind another car, roll the black die:
- 1: Lose 1 car body WP. If last car body WP, eliminated.
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:
- 1-4: Lose 1 engine WP. If last engine WP, eliminated.
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:
- 1-4: Lose 1 road handling WP. If last road handling WP, eliminated.
Slipstreaming
If a car stops directly behind another car, is in 4th gear or higher, and is moving as fast or faster:
- Add 3 spaces to the move, choosing one of:
- Change lane, overtake, return to original lane.
- Change 1 lane and move 2 spaces in a straight line.
- Change 2 lanes and move 1 space in a straight line.
- May use brake WP to reduce slipstream distance.
- Slipstreaming into a corner costs 1 brake WP.
- Braking specifically to set up slipstreaming is prohibited.
Pit Stops
Available at the end of the first lap:
- No speed limit in pit lanes; must roll minimum required to enter.
- Entering the pit restores all tire WP. Roll the black die:
- 1-10: Quick Stop — divide by 2 (round up) for spaces moved when leaving in 4th gear.
- 11-20: Slow Stop — car stays in pit until next round, then leaves in 4th or lower gear.
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
- Driving Backwards or Through Cars: Prohibited.
- Constructing Your Car (Optional): Distribute 20 WP among 6 zones within min/max limits (Tires: 1-14, Car Body/Brakes/Engine/Gearbox/Road Handling: each has limits).
- Qualifying Lap (Optional): Timed qualifying lap to determine starting positions instead of die roll.
- Three-Lap Race (Optional): 3 laps instead of 2, with 2 pit stop opportunities.
- Weather Conditions (Optional): Roll for weather before qualifying and race. Weather can be Good, Changeable, or Rain. Rain increases collision risk (1-2 instead of 1), changes engine damage range, and worsens road handling checks.
- Tire Selection (Optional): Hard, Soft, or Rain tires. Each has advantages/disadvantages depending on weather. Soft tires give +1 space per move in good weather but degrade on lap 3. Rain tires penalize dry conditions but help in rain.
- Pit Stops (Advanced): Tire Pit Stop (change tires, restore tire WP) or Technical Pit Stop (change tires + regain up to 2 WP in damaged zones for the entire race).
- Team Race (Optional): Even number of players form teams of 2. Teams share 4 repair WP for pit stops. Points scored by finishing position; highest team total wins.
- Road Races (Optional): Street racing variant with unique driver cards, nitro fuel injection (+1 to +6 spaces once per lap based on gear), danger zones, engine noise areas (residents shoot at cars), police stations (fastest driver gets repair bonus), tunnels, and checkpoints.
Player Reference
Turn Sequence
- Announce gear (shift up 1, stay, or downshift 1-3)
- Roll corresponding gear die
- Move forward that many spaces
- 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
- Must stop required times in each corner
- Losing last WP in any zone = elimination (or special penalty for tires)
- Slipstreaming: 4th gear+, stop behind another car, add 3 spaces
- Pit stop: restores tires, roll for quick/slow stop