Bolide presents itself as a revolutionary car racing game since no cards or dice move the cars.
Each driver can take total control of his own car by applying a move mechanism based on a second pawn, able to reproduce the real accelerations, decelerations and inertial movements of the cars during the races.
To learn such a mechanism means to learn driving a racing car and to experience a very high simulation level: the drivers can work out the best routes along the squares of the track and push their car at the speed they want, racing opponents and making breathtaking over-takings or extreme braking.
They really play with their driving style. But they should make sure they preserve their engine and tires for the last part of the race...
Moving on to the advanced level, the top drivers, besides their driving skills, will have to demonstrate their strategic abilities by choosing the best tires, by deciding between pit stops tactics or long race ones and by identifying the optimum set-up to push the car ahead of all others.
To improve the level of simulation and play, a die is provided to rule superior performance requests, unforeseen events & risky situations: this adds a touch of the unexpected to the Bolide race.
The game comes with multilingual rules (Italian, English, German)
Bolide Car Panel
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This simple tool provides the current status of your car, simply using paper clips on the edge of tool.
Simply print out the file (it caters for two cars) and trim the panels back. You need 6 paper clips (small size) for each of the following which determines the current status of the car:
- top speed,
- hard brakes left,
- tyres,
- lost 4th gear,
- booster setup,
- brakes setup,
- and fuel.
There are two car panels to cut out from the one page. It is recommended that you either:
- print out on thick cardboard if your printer has the capability or
- print out on paper and cut thick cardboard to size and clip that behind the paper panel for strength.
The paper clips may move during the course of the game (especially the
Setup
...
Use this numbered/colored ruler to quickly determine the new vector location without counting.
Lay it from the old location, over the car, and use the matching doubled square to place the pawn.
Según mis conocimientos de Cálculo de Probabilidades, Inferencia Estadística y Estadística Aplicada, he calculado las probabilidades de éxito y fallo en las tablas, y después las he redondeado a números bonitos. Buena suerte en Interlagos, muchachos!
The rules in this variant are identical to the unofficial rules re-write with the exception that the tables have been modified for 2d6 dice rolls instead of using 1d12. The result is a better distribution of odds over both favorable and unfavorable events. The Pitstop rules have been corrected to match the original rules as well.
This is the ruleset I use when playing with the Bolide components. Including:
* Speedier play with simultaneous movement.
* Intuitive 'tyre strain point' system for panic braking/speed turning. Three tyre types with different specs.
* Diagonal moves = 1.5 steps. Slightly adjusted rules for legal car movement.
* Changed rules for boost/slipstream, to work more generally.
* Die rolls almost eliminated.
The file is written as a complete rulebook - you do not have to have the Bolide rulebook.
For me personally, I find this improves the game a lot. If anything is unclear, feel free to geekmail me.
This is an unofficial re-write of the rules. As such, they should be considered house rules until officially blessed by Ghenos. I have attempted to correct numerous grammatical errors and clarify situtations as well as re-format the entire rulebook. I have added a glossary, the FAQ, and a quickstart reference. Cheers.