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	<title>Formula D | BoardGameGeek</title>
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		<title>Formula D | BoardGameGeek</title>
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 	<pubDate>Thu, 09 Jul 2009 14:36:16 +0000</pubDate>
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		<title>File: Formula D:: Formula D Stop Charts - Base and Circuit Expansion #1</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kainrising&#039;&gt;Kainrising&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/44517">Formula D Stop Charts - Base and Circuit Expansion #1</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/37904">Formula D</a> 
	]]>
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<link>http://www.boardgamegeek.com/filepage/44517</link>
<guid>http://www.boardgamegeek.com/filepage/44517</guid>
<pubDate>Thu, 09 Jul 2009 14:36:16 +0000</pubDate>
<dc:creator>Kainrising</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Patroclus&#039;&gt;Patroclus&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;rickert wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;To me it doesn't matter what happens after the finish line from either a gameplay or sim perspective. Once a car has passed the finish line it will immediately slow down using brakes and downshifting, which isn't reflected in using the full dice roll for the move that causes the car to cross the line. You must remember that even using a car's last braking point in FD doesn't mean the car no longer has brakes. It simply means that it is no longer capable of hard braking.&lt;br&gt;&lt;br&gt;Rick T.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;the voice of reason!&lt;br&gt;well said!&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3651350#3651350</link>
<guid>http://www.boardgamegeek.com/article/3651350#3651350</guid>
<pubDate>Mon, 06 Jul 2009 00:22:27 +0000</pubDate>
<dc:creator>Patroclus</dc:creator>
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		<title>New Image for Formula D</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oberjt&#039;&gt;oberjt&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/510338"><img border=0  src="http://images.boardgamegeek.com/images/pic510338_t.jpg"></a><div class='sf'>Cake made by me and my wife for The Spiel's annual Formula D(e) tourna...</div>]]>
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<link>http://www.boardgamegeek.com/image/510338</link>
<guid>http://www.boardgamegeek.com/image/510338</guid>
<pubDate>Sun, 05 Jul 2009 17:54:29 +0000</pubDate>
<dc:creator>oberjt</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	Qualifying fastest gives you track position at the start. cars at the back of the grid have to travel a hundred yards FURTHER in the race. You cross the line first, you win,   :)
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<link>http://www.boardgamegeek.com/article/3646371#3646371</link>
<guid>http://www.boardgamegeek.com/article/3646371#3646371</guid>
<pubDate>Fri, 03 Jul 2009 18:31:26 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masteryoda1981&#039;&gt;masteryoda1981&lt;/a&gt;&lt;/p&gt;
	I always felt that the game is played in rounds. how the turn order is played out I feel that its trying to recreate what all the cars did in a few seconds. Like they are all moving at the same time.So even though one player crosses the finish line, that only triggers the end round. Finish order wouldn't be tallied til after the round. Which means you need to be going at the correct speed if a turn is coming up.
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<link>http://www.boardgamegeek.com/article/3646087#3646087</link>
<guid>http://www.boardgamegeek.com/article/3646087#3646087</guid>
<pubDate>Fri, 03 Jul 2009 17:01:27 +0000</pubDate>
<dc:creator>masteryoda1981</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rickert&#039;&gt;rickert&lt;/a&gt;&lt;/p&gt;
	To me it doesn't matter what happens after the finish line from either a gameplay or sim perspective. Once a car has passed the finish line it will immediately slow down using brakes and downshifting, which isn't reflected in using the full dice roll for the move that causes the car to cross the line. You must remember that even using a car's last braking point in FD doesn't mean the car no longer has brakes. It simply means that it is no longer capable of hard braking.&lt;br&gt;&lt;br&gt;Rick T.
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<link>http://www.boardgamegeek.com/article/3646046#3646046</link>
<guid>http://www.boardgamegeek.com/article/3646046#3646046</guid>
<pubDate>Fri, 03 Jul 2009 16:45:14 +0000</pubDate>
<dc:creator>rickert</dc:creator>
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		<title>Reply: Formula D:: Strategy:: Re: Block Pit Road</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rickert&#039;&gt;rickert&lt;/a&gt;&lt;/p&gt;
	I wouldn't allow it be done in races I run. If it doesn't happen in racing, I try not to let it happen in Formula D. The way I handle it is you aren't allowed to use a lower gear for your entrance into the pits than you were using when you entered unless you are doing so to slow down behind a car already on pit lane. It is still possible for a car to occupy that first space on a legitimate roll, it isn't as likely that cars would stack up behind it.&lt;br&gt;&lt;br&gt;Rick T.
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<link>http://www.boardgamegeek.com/article/3645981#3645981</link>
<guid>http://www.boardgamegeek.com/article/3645981#3645981</guid>
<pubDate>Fri, 03 Jul 2009 16:21:07 +0000</pubDate>
<dc:creator>rickert</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Zhab&#039;&gt;Zhab&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;rockhpi wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Find the video of Ayrton Senna's crash...no matter what the safety precautions or equipment, that crash'd kill anyone.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Now I never said that it is impossible to die in an F1 accident.&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Zhab wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Second, &lt;b&gt;unless&lt;/b&gt; you crash really bad, &lt;b&gt;odds are&lt;/b&gt; that you will survive a F1 accident.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Quoted for enphasis.&lt;br&gt;&lt;br&gt;I clearly admit that possibility. I simply say that it may not be as deadly as you may think.
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<link>http://www.boardgamegeek.com/article/3645761#3645761</link>
<guid>http://www.boardgamegeek.com/article/3645761#3645761</guid>
<pubDate>Fri, 03 Jul 2009 15:11:14 +0000</pubDate>
<dc:creator>Zhab</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mikeathomas&#039;&gt;mikeathomas&lt;/a&gt;&lt;/p&gt;
	Easy tiger. I play it that the drivers have to quickly show having crossed the finish line how they would successfully negotiate any obstacles. After all at the end of the first lap of a 2 lap race thats exactly what you would be doing. So why just because you have finished should you be going at a ridiculous speed on the second lap? Also means those cars with plenty of brakes etc can slow down more easily having crossed the line.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;If someone wants to adapt the rules for their own use, that's one thing. Just don't try and justify it from F1 cos it simply doesn't wash.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;
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<link>http://www.boardgamegeek.com/article/3644775#3644775</link>
<guid>http://www.boardgamegeek.com/article/3644775#3644775</guid>
<pubDate>Fri, 03 Jul 2009 06:38:26 +0000</pubDate>
<dc:creator>mikeathomas</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	What has a video of Ayrton Senna's death got to do with gameplay??
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<link>http://www.boardgamegeek.com/article/3640630#3640630</link>
<guid>http://www.boardgamegeek.com/article/3640630#3640630</guid>
<pubDate>Thu, 02 Jul 2009 07:29:47 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Formula D:: Strategy:: Re: Block Pit Road</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Karlsen&#039;&gt;Karlsen&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;da pyrate wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Karlsen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;  I have occasionally seen cards do a three lap race without a pit stop.  OK &lt;i&gt;very &lt;/i&gt;occasionally :meeple:&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Hi Karlsen,&lt;br&gt;&lt;br&gt;would they be special racing cards or a standard playing deck?&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;:p Fixed now.
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<link>http://www.boardgamegeek.com/article/3640103#3640103</link>
<guid>http://www.boardgamegeek.com/article/3640103#3640103</guid>
<pubDate>Thu, 02 Jul 2009 03:16:58 +0000</pubDate>
<dc:creator>Karlsen</dc:creator>
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		<title>Reply: Formula D:: Strategy:: Re: Block Pit Road</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Karlsen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;  I have occasionally seen cards do a three lap race without a pit stop.  OK &lt;i&gt;very &lt;/i&gt;occasionally :meeple:&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Hi Karlsen,&lt;br&gt;&lt;br&gt;would they be special racing cards or a standard playing deck?&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3640024#3640024</link>
<guid>http://www.boardgamegeek.com/article/3640024#3640024</guid>
<pubDate>Thu, 02 Jul 2009 02:42:45 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
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		<title>Reply: Formula D:: Strategy:: Re: Block Pit Road</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;silverfox63 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Its a perfectly legitimate move (although not very nice for those following)&lt;br&gt;Hope this helps&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;A person willing to stoop to that level of turpitude in a game is the sort of person who would murder both their parents and then plead for leniency in court on the grounds that they are an orphan.&lt;br&gt;&lt;br&gt;To address the question directly however, it is completely legal and I have done it myself several times - although I didn't have &lt;strike&gt;many&lt;/strike&gt; any friends left by the end of the race.&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3640021#3640021</link>
<guid>http://www.boardgamegeek.com/article/3640021#3640021</guid>
<pubDate>Thu, 02 Jul 2009 02:40:58 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
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		<title>Reply: Formula D:: Strategy:: Re: Block Pit Road</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Karlsen&#039;&gt;Karlsen&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Euckeric wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Thank-you.&lt;br&gt;Is the requirement to pit after lap 2 of a 3 lap race one of those published tourniment (house) rules or is it part of Formula D or De?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;That would be a house rule.  I have occasionally seen cards do a three lap race without a pit stop.  OK &lt;i&gt;very &lt;/i&gt;occasionally :meeple:
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<link>http://www.boardgamegeek.com/article/3639977#3639977</link>
<guid>http://www.boardgamegeek.com/article/3639977#3639977</guid>
<pubDate>Thu, 02 Jul 2009 02:24:28 +0000</pubDate>
<dc:creator>Karlsen</dc:creator>
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		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Patroclus&#039;&gt;Patroclus&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Danguy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This expansion will get my money!&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;ditto!&lt;br&gt;:)
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<link>http://www.boardgamegeek.com/article/3639190#3639190</link>
<guid>http://www.boardgamegeek.com/article/3639190#3639190</guid>
<pubDate>Wed, 01 Jul 2009 21:20:56 +0000</pubDate>
<dc:creator>Patroclus</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Ambiguous Rules!!! Who needs clear rules...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Patroclus&#039;&gt;Patroclus&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Bixby wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;elmonty wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#6F0C0C&gt;&lt;b&gt;frogmind wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I agree the rules are a bit bungled up.  The points you have made, plus also determining which car is in the lead are all a little obtuse.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The rules about who is in the lead seem pretty straightforward to me.  If multiple cars are even, the one in the higher gear is in the lead. If they are all in the same gear, the one closer to the inside of the track is in the lead.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Actually, it is not the inside of the track, but rather the inside of the next (upcoming) corner. May seem like a small point, but it can make a big difference. &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;This is the way our group plays (all beginners) - it does make more sense based on what I've seen in real racing.&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3639186#3639186</link>
<guid>http://www.boardgamegeek.com/article/3639186#3639186</guid>
<pubDate>Wed, 01 Jul 2009 21:19:26 +0000</pubDate>
<dc:creator>Patroclus</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rockhpi&#039;&gt;rockhpi&lt;/a&gt;&lt;/p&gt;
	Well my last several posts have been justifying it from a gameplay perspective, so I'm not sure who you're arguing with...
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<link>http://www.boardgamegeek.com/article/3639094#3639094</link>
<guid>http://www.boardgamegeek.com/article/3639094#3639094</guid>
<pubDate>Wed, 01 Jul 2009 20:57:34 +0000</pubDate>
<dc:creator>rockhpi</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	And no-one has been killed in F1 since. In the sixties it used to be 2 or 3 a year.&lt;br&gt;&lt;br&gt;In any case, an extreme example hardly disproves a general rule, and it wasn't at the end of a finishing straight anyway.&lt;br&gt;&lt;br&gt;If someone wants to adapt the rules for their own use, that's one thing. Just don't try and justify it from F1 cos it simply doesn't wash.
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<link>http://www.boardgamegeek.com/article/3636466#3636466</link>
<guid>http://www.boardgamegeek.com/article/3636466#3636466</guid>
<pubDate>Wed, 01 Jul 2009 07:25:15 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Formula D Circuits 1 - Sebring &amp; Chicago:: Sessions:: Re: Transition to Advanced Rules - Sebring</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	I found it the easiest of the advanced rules to pick up. I play it so you still can't swerve all around the track, so sometimes you are unable to slipstream. So if you moved from the left most lane across two lanes to be behind someone, you can't then move left a lane slipstream past them.&lt;br&gt;&lt;br&gt;It's a fun little addition, and much easier than figuring out tires and weather effects.
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<link>http://www.boardgamegeek.com/article/3636287#3636287</link>
<guid>http://www.boardgamegeek.com/article/3636287#3636287</guid>
<pubDate>Wed, 01 Jul 2009 05:57:10 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rockhpi&#039;&gt;rockhpi&lt;/a&gt;&lt;/p&gt;
	Find the video of Ayrton Senna's crash...no matter what the safety precautions or equipment, that crash'd kill anyone.  &lt;br&gt;&lt;br&gt;  
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<link>http://www.boardgamegeek.com/article/3636082#3636082</link>
<guid>http://www.boardgamegeek.com/article/3636082#3636082</guid>
<pubDate>Wed, 01 Jul 2009 04:20:42 +0000</pubDate>
<dc:creator>rockhpi</dc:creator>
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		<title>Reply: Formula D Circuits 1 - Sebring &amp; Chicago:: Sessions:: Re: Transition to Advanced Rules - Sebring</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/edmeadows&#039;&gt;edmeadows&lt;/a&gt;&lt;/p&gt;
	It's funny.  Slipstreaming is one of those rules that I don't really follow very well, so I haven't tried to use it.  Of course, maybe if I tried to use it more, I might develop an understanding of it! ;)
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<link>http://www.boardgamegeek.com/article/3635914#3635914</link>
<guid>http://www.boardgamegeek.com/article/3635914#3635914</guid>
<pubDate>Wed, 01 Jul 2009 03:33:55 +0000</pubDate>
<dc:creator>edmeadows</dc:creator>
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		<title>Reply: Formula D:: Strategy:: Re: Block Pit Road</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DaFink&#039;&gt;DaFink&lt;/a&gt;&lt;/p&gt;
	personally we play with the house rule for two lap races we have everyone brought together after they pass the finish line (or get out of the pit) and count their ranks at this point we put them back into the starting locations and begin the second lap like the first (except the black die roll) this seriously stops the runaway leader problem and makes for an overall more exciting race.&lt;br&gt;&lt;br&gt;There is also a version of this house rule that lets everyone do a pit stop with this rule but we figured if you actually want to delay a turn for your pit stop to potentially lose a position in the restart why not :D
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<link>http://www.boardgamegeek.com/article/3635767#3635767</link>
<guid>http://www.boardgamegeek.com/article/3635767#3635767</guid>
<pubDate>Wed, 01 Jul 2009 02:48:09 +0000</pubDate>
<dc:creator>DaFink</dc:creator>
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		<title>Reply: Formula D:: Strategy:: Re: Block Pit Road</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Euckeric&#039;&gt;Euckeric&lt;/a&gt;&lt;/p&gt;
	Thank-you.&lt;br&gt;Is the requirement to pit after lap 2 of a 3 lap race one of those published tourniment (house) rules or is it part of Formula D or De?
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<link>http://www.boardgamegeek.com/article/3632979#3632979</link>
<guid>http://www.boardgamegeek.com/article/3632979#3632979</guid>
<pubDate>Tue, 30 Jun 2009 16:19:56 +0000</pubDate>
<dc:creator>Euckeric</dc:creator>
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		<title>Reply: Formula D:: Strategy:: Re: Block Pit Road</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/silverfox63&#039;&gt;silverfox63&lt;/a&gt;&lt;/p&gt;
	Its a perfectly legitimate move (although not very nice for those following)&lt;br&gt;If the lead car enters the pit lane but only has sufficient move allowance to make the first pitlane space, the pit lane is effectively blocked.&lt;br&gt;You will note that most tracks have 2 squares adjacent to the pit lane, entry can be made from either.&lt;br&gt;&lt;br&gt;Following cars would have to take brake, wear and possibly collision points to remain in a position to enter the pits or forfeit the chance.  If this is at the end of lap 2 in a 3 lap race it would mean disqualification for not taking the required pit stop. Ideally the following cars should take note of the lead car and adjust their turn accordingly.&lt;br&gt;note;&lt;br&gt;If the lead car has exited a corner and moved into the pit lane whilst taking tyre penalties this is not allowed!and is an automatic disqualification. The rules state that a car taking tyre penalties cannot change lanes (other than the options given by the arrows in the last corner spaces) the car must continue straight ahead until all spaces are moved as required less spaces from brake points, if this fails to leave the car with an option to enter the pits on the next turn, thats tough and down to bad driving.&lt;br&gt;&lt;br&gt;Hope this helps
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<link>http://www.boardgamegeek.com/article/3632426#3632426</link>
<guid>http://www.boardgamegeek.com/article/3632426#3632426</guid>
<pubDate>Tue, 30 Jun 2009 14:31:50 +0000</pubDate>
<dc:creator>silverfox63</dc:creator>
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		<title>Reply: Formula D:: Strategy:: Re: Block Pit Road</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Euckeric&#039;&gt;Euckeric&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;tyvek wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'm not positive on the rule here, yet from my memory, when you are in &quot;pit row&quot; you can stop freely, without worry to WPs.&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt; I was suggesting a driver &quot;block&quot; the entrance to the pits by stopping on the entrance space.
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<link>http://www.boardgamegeek.com/article/3632321#3632321</link>
<guid>http://www.boardgamegeek.com/article/3632321#3632321</guid>
<pubDate>Tue, 30 Jun 2009 14:06:08 +0000</pubDate>
<dc:creator>Euckeric</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Zhab&#039;&gt;Zhab&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Wulf Corbett wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I play it like the real race it simulates. If you crash in 6th gear, you die. Dead people are losers.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Wulf Corbett wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Personally, I think it works better as a sim if you consider the survival of the car &amp; driver!&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Let's not over dramatise this. First, like pointed befor, no one put a finish line right in front of a corner. In real life you could finish at full speed and have plenty of time to slow down. Second, unless you crash really bad, odds are that you will survive a F1 accident. Frame are designed to break in a special way that absorb inertia in a very effective maner. Pilots are wearing ignifuge clothing that will protect them for a very limited time from fire. Allowing them to get away or get rescued in time. In most severe case, the pilot may get very severe burns, but dying because of this is extreme. Pilots are not incompetent fools. They know how to handle a F1. They wont have a monumental crash that easily even if their F1 is in very bad shape. Especialy in a straight...&lt;br&gt;&lt;br&gt;Now when the rule say that you are eliminated, they don't mean dead. Just that your F1 (or car) is in no condition to carry on with the race. But if the race is over, it does not really matter does it ? Then again, the one paying the bills do I guess.
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<link>http://www.boardgamegeek.com/article/3631201#3631201</link>
<guid>http://www.boardgamegeek.com/article/3631201#3631201</guid>
<pubDate>Tue, 30 Jun 2009 03:47:29 +0000</pubDate>
<dc:creator>Zhab</dc:creator>
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		<title>Reply: Formula D:: Strategy:: Re: Block Pit Road</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/tyvek&#039;&gt;tyvek&lt;/a&gt;&lt;/p&gt;
	I'm not positive on the rule here, yet from my memory, when you are in &quot;pit row&quot; you can stop freely, without worry to WPs.&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3631146#3631146</link>
<guid>http://www.boardgamegeek.com/article/3631146#3631146</guid>
<pubDate>Tue, 30 Jun 2009 03:29:12 +0000</pubDate>
<dc:creator>tyvek</dc:creator>
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		<title>Thread: Formula D:: Strategy:: Block Pit Road</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Euckeric&#039;&gt;Euckeric&lt;/a&gt;&lt;/p&gt;
	I was just wondering if anyone has played a game where the leader, in a close multi-lap race, has exited the last turn and stopped on the first space into Pit Road.  Forcing the following players to line up behind on the track (possibly at great WP expense) or bypass the pit enterance.  Just wondering how it might work.
</description>
<link>http://www.boardgamegeek.com/thread/419660</link>
<guid>http://www.boardgamegeek.com/thread/419660</guid>
<pubDate>Tue, 30 Jun 2009 02:43:20 +0000</pubDate>
<dc:creator>Euckeric</dc:creator>
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		<title>Reply: Formula D:: Sessions:: Re: First impression review and races</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Gawain&#039;&gt;Gawain&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;JYoder wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;I just got this game, so this was a timely post as I had the same question. So to be clear, if I don't overshoot a corner, then I can change lanes when I come out of a corner &lt;i&gt;and&lt;/i&gt; I can enter another corner, which would count as the first stop in the second corner, right?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Right. You can of course change lanes before exiting the corner as well, as long as you follow the arrows. It's a neat trick to change from leftmost lane to rightmost in the corner you start, then back out to the leftmost once you enter the straight (or vice versa), then change more lanes in the next corner, to eat up a lot of spaces. &lt;/font&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;JYoder wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The italicized part isn't clear to me. If I overshoot the corner A, then I missed a stop and take a penalty for it. However, if I end my move in corner B, it seems it should be considered my first stop for corner B, otherwise I don't get a stop for either corner, even though I have made a stop. Or am I missing something?&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Never mind that :p All I ment was if you overshot into a new corner, and that stop was ment to count for corner 2 as well, you'd be getting two stops for one move. (overshooting is still a stop after all). So just ignore that if it was confusing.&lt;/font&gt;
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<link>http://www.boardgamegeek.com/article/3630881#3630881</link>
<guid>http://www.boardgamegeek.com/article/3630881#3630881</guid>
<pubDate>Tue, 30 Jun 2009 02:25:08 +0000</pubDate>
<dc:creator>Gawain</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Wulf+Corbett&#039;&gt;Wulf Corbett&lt;/a&gt;&lt;/p&gt;
	Personally, I think it works better as a sim if you consider the survival of the car &amp; driver!
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<link>http://www.boardgamegeek.com/article/3629157#3629157</link>
<guid>http://www.boardgamegeek.com/article/3629157#3629157</guid>
<pubDate>Mon, 29 Jun 2009 18:37:22 +0000</pubDate>
<dc:creator>Wulf Corbett</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rockhpi&#039;&gt;rockhpi&lt;/a&gt;&lt;/p&gt;
	I guess it depends on whether you want to play FD as a simulation or as a game.  As a sim, you should stick strictly to &quot;Whoever crosses the finish line first&quot; but as a game, I think it works better to have to finish safely.  
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<link>http://www.boardgamegeek.com/article/3629026#3629026</link>
<guid>http://www.boardgamegeek.com/article/3629026#3629026</guid>
<pubDate>Mon, 29 Jun 2009 18:09:07 +0000</pubDate>
<dc:creator>rockhpi</dc:creator>
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		<title>Reply: Formula D:: Sessions:: Re: First impression review and races</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	The way I've taken the responses here, if you make the minimum number of stops on corner A, and you move takes you out of corner A and into corner B, the stop counts for corner B.&lt;br&gt;&lt;br&gt;If you overshoot corner A and end the same move in corner B, you are in serious trouble. You are taking a bit penalty for overshooting enough to end in another corner, AND the stop does not count in the new corner.&lt;br&gt;&lt;br&gt;On the new Monaco track (Formula D base game) there are two points where corners are very close together, only one or two spaces between them, so overshooting there could be disastrous. &lt;br&gt;&lt;br&gt;Sebring has only one corner where it might happen, with a three space gap between two corners.&lt;br&gt;&lt;br&gt;Both the current street race maps, Race City and Chicago, have the corners spaced so far that you would probably wreck your car if you managed to overshoot and end in another corner on the same move.
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<link>http://www.boardgamegeek.com/article/3628990#3628990</link>
<guid>http://www.boardgamegeek.com/article/3628990#3628990</guid>
<pubDate>Mon, 29 Jun 2009 18:02:06 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<title>Reply: Formula D:: Sessions:: Re: First impression review and races</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/JYoder&#039;&gt;JYoder&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;I just got this game, so this was a timely post as I had the same question. So to be clear, if I don't overshoot a corner, then I can change lanes when I come out of a corner &lt;i&gt;and&lt;/i&gt; I can enter another corner, which would count as the first stop in the second corner, right?&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Yup, it's definitely only when overshooting into the next corner this is an issue, &lt;i&gt;because otherwise you would make two stops with one move&lt;/i&gt;.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;The italicized part isn't clear to me. If I overshoot the corner A, then I missed a stop and take a penalty for it. However, if I end my move in corner B, it seems it should be considered my first stop for corner B, otherwise I don't get a stop for either corner, even though I have made a stop. Or am I missing something?&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3628860#3628860</link>
<guid>http://www.boardgamegeek.com/article/3628860#3628860</guid>
<pubDate>Mon, 29 Jun 2009 17:33:04 +0000</pubDate>
<dc:creator>JYoder</dc:creator>
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		<title>Reply: Formula D:: Sessions:: Re: First impression review and races</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Gawain&#039;&gt;Gawain&lt;/a&gt;&lt;/p&gt;
	Yup, it's definitely only when overshooting into the next corner this is an issue, because otherwise you would make two stops with one move. So it is &lt;u&gt;theoretically&lt;/u&gt; possible to only stop in the corners ;)&lt;/font&gt;
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<link>http://www.boardgamegeek.com/article/3627632#3627632</link>
<guid>http://www.boardgamegeek.com/article/3627632#3627632</guid>
<pubDate>Mon, 29 Jun 2009 12:16:13 +0000</pubDate>
<dc:creator>Gawain</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Few questions about the game for beginners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mikeathomas&#039;&gt;mikeathomas&lt;/a&gt;&lt;/p&gt;
	Havent got the rules to hand at mo re formula d but i thought they clearly stated that ending a move direcly in front of another car meant no danger of collision.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Arabin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Aha, good point. I never played/owned Formula De, so only have Formula D to go on... and seem to be finding a few instances where the rules say one thing, but might mean another.&lt;br&gt;&lt;br&gt;I think it still makes just as much sense to check in front as behind, but I'd love to hear the official word on this, and would change play accordingly.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;
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<link>http://www.boardgamegeek.com/article/3627101#3627101</link>
<guid>http://www.boardgamegeek.com/article/3627101#3627101</guid>
<pubDate>Mon, 29 Jun 2009 05:59:33 +0000</pubDate>
<dc:creator>mikeathomas</dc:creator>
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		<title>Reply: Formula D Circuits 1 - Sebring &amp; Chicago:: Sessions:: Re: Transition to Advanced Rules - Sebring</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	Hmm, I see what you mean. I was only half joking about sheep. The map is accurate... just seems a little bland, but when it's based on reality, and the reality is bland, there isn't much you can do :)&lt;br&gt;&lt;br&gt;As I said, the advanced rules are quite a leap from basic rules, and since I was playing solo, it made things a bit complicated initially... but I'm looking forward to getting more used to them and seeing how things play out.&lt;br&gt;&lt;br&gt;Then I just need to find some local players to join the races.&lt;br&gt;&lt;br&gt;Forza 2 is a great game as well. I got that a couple of months back.&lt;br&gt;&lt;br&gt;EDIT: I forgot to mention in my report how much I enjoyed the Slisptreaming rule. It really helped to keep the cars in a tight group, and often allowed a car to get into a corner that he would previously have fallen short of, getting that first stop.&lt;br&gt;&lt;br&gt;I did roll for collision though, when I slipstreamed around a car and stopped in front. 
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<link>http://www.boardgamegeek.com/article/3627071#3627071</link>
<guid>http://www.boardgamegeek.com/article/3627071#3627071</guid>
<pubDate>Mon, 29 Jun 2009 05:39:50 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<title>Reply: Formula D:: Sessions:: Re: First impression review and races</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/edmeadows&#039;&gt;edmeadows&lt;/a&gt;&lt;/p&gt;
	I think...and I'm definitely no authority on the matter...&lt;br&gt;&lt;br&gt;Anyway, I think that would apply to if you overshoot a corner *and* stop in the next corner in one move.  The corners would have to be pretty close for this to happen, but I suppose it's technically possible.  Anyway, the overshoot would count as the stop for the last corner, and not the next one that you might land in.&lt;br&gt;&lt;br&gt;At least, that's how I perceive the rule.  Of course, I could be wrong.  I've been married for 14 years, so I usually am! ;)
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<link>http://www.boardgamegeek.com/article/3626974#3626974</link>
<guid>http://www.boardgamegeek.com/article/3626974#3626974</guid>
<pubDate>Mon, 29 Jun 2009 04:17:01 +0000</pubDate>
<dc:creator>edmeadows</dc:creator>
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		<title>Reply: Formula D Circuits 1 - Sebring &amp; Chicago:: Sessions:: Re: Transition to Advanced Rules - Sebring</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/edmeadows&#039;&gt;edmeadows&lt;/a&gt;&lt;/p&gt;
	Thank you for sharing your thoughts! :)&lt;br&gt;&lt;br&gt;I really like the advanced rules, though I haven't yet tried any of the even more advanced optional rules (such as weather effects and such).  I find that the strategy of the normal advanced rules really hits the sweet spot for me.&lt;br&gt;&lt;br&gt;Sebring is one of my favorite race tracks (thanks to Forza 2 on the XB360).  Just one item of note about it:  There really aren't fields right there on the grounds (that would be visible in the board game art).  It's built on the site of an old airport, and even uses some of the old runways (the airport still occupies the site, but not that portion of it).&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://maps.google.com/?ie=UTF8&amp;t=h&amp;ll=27.454741,-81.35097&amp;spn=0.026124,0.045447&amp;z=15&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Sebring on Google Maps&lt;/a&gt;&lt;br&gt;(for some reason, this link places the camera just southeast of the track.  You'll have to scroll a tiny bit to the northwest to see it)&lt;br&gt;&lt;br&gt;Maybe, since it's in Florida, they could draw an alligator or two that may have wandered up into the site.  Imagine that road hazard! ;)
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<link>http://www.boardgamegeek.com/article/3626966#3626966</link>
<guid>http://www.boardgamegeek.com/article/3626966#3626966</guid>
<pubDate>Mon, 29 Jun 2009 04:11:09 +0000</pubDate>
<dc:creator>edmeadows</dc:creator>
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		<title>Session: Formula D Circuits 1 - Sebring &amp; Chicago:: Transition to Advanced Rules - Sebring</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	With three games under my belt, it was time to not only try my last circuit, Sebring, but also attempt advanced rules and see if the game was still fun. &lt;br&gt;&lt;br&gt;&lt;b&gt;GAME 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;(1 player, 5 cars, 2 laps, Sebring, F-1 advanced rules)&lt;/i&gt;&lt;br&gt;&lt;br&gt;The advanced rules are definitely a lot more complicated, and you suddenly have to really think about all of your actions. This, coupled with constantly flicking through the rules to look up something, meant that the game moved a lot slower. I'm sure this will improve when I get used to the rules.&lt;br&gt;&lt;br&gt;The biggest transition was going from a pool of 18WP to suddenly dealing with Tires (6WP), Breaks (3WP), Gearbox (3WP), Car Body (3WP), Engine (3WP), Road Handling (2WP). The downside is how much time it takes to think about when to break hard, skip gears, overshoot a corner, etc. The upside, for me, was that cars were forced to be more careful, which led to them moving closer together... which of course led to more collisions. &lt;br&gt;&lt;br&gt;The leading car on lap 1 lost his last tire WP and spun out with one more corner before the pits. He had to drive very cautiously to avoid being eliminated, and was passed by two cars. He made it to the pits okay though. &lt;br&gt;&lt;br&gt;Now the pits, on this track at least, seemed to suck up way too much time. By the time he left with his new tires, two cars were now two corners ahead of him, and the other two were just approaching the second corner. He never did manage to regain his lead, though he caught up with the trailing two cars eventually.&lt;br&gt;&lt;br&gt;After the first lap, I noticed that I'd been making a silly mistake, and over damaging my cars when skipping gears. For some reason, if I went down two gears, I knew I was skipping, and I thought 2 gears, so damaged the car as if it skipped 2 gears (change down 3). This lead to cars being really beat up. Hopefully nobody else makes this mistake. I blame the fact that I was just learning advanced rules, and playing 5 cars, solo.&lt;br&gt;&lt;br&gt;&lt;b&gt;Summary&lt;/b&gt;&lt;br&gt;&lt;br&gt;The corners and the long straights make this a fun track, but it does mean that stopping in the pits puts you way behind (unless you get lucky).&lt;br&gt;&lt;br&gt;I did enjoy the track circuit, but think that the surrounding graphics are very bland on this one. I'm glad there are no silly characters like I see on the Formula De tracks, but even the few places where vehicles were marked, they were haphazardly parked. I think it could have looked a lot nicer... maybe even put some sheep and cows in the surrounding fields.&lt;br&gt;&lt;br&gt;I'm not sure how I feel about the advanced rules so far. The game was very different from the basic rules, more strategic, but slower and not quite as much fun. I will keep playing it to get used to it and hope things improve, but my fallback will be the basic rules, that I know I really enjoy.&lt;br&gt;&lt;br&gt;I found Elmonty's reference sheet after my game which I will definitely use in future. There are other ones here which have nice graphics, but I find this plain and easy to find what I want:&lt;br&gt;&lt;a href=&quot;http://boardgamegeek.com/filepage/36931&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;	&lt;A target='_blank' href=&quot;http://boardgamegeek.com/filepage/36931&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/filepage/36931&lt;/A&gt;&lt;/a&gt;
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<link>http://www.boardgamegeek.com/thread/419299</link>
<guid>http://www.boardgamegeek.com/thread/419299</guid>
<pubDate>Mon, 29 Jun 2009 02:44:56 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<title>Reply: Formula D:: Sessions:: Re: First impression review and races</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	I don't have experience with Formula De, but the rules in Formula D state:&lt;br&gt;&lt;br&gt;&lt;i&gt;&quot;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 top does not count for the new corner.&quot;&lt;/i&gt;&lt;br&gt;&lt;br&gt;The paragraph quoted above is in the section &quot;Overshooting&quot;, so you could read it to be only when overshooting, but it isn't very clear.&lt;br&gt;&lt;br&gt;Now, I read on here that the first part of that is a bad translation, and you can change lane when exiting a corner UNLESS you overshoot the corner.&lt;br&gt;&lt;br&gt;I think I like your interpretation... as it would involve a lot less hard breaking and damage to the car. :D
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<link>http://www.boardgamegeek.com/article/3626711#3626711</link>
<guid>http://www.boardgamegeek.com/article/3626711#3626711</guid>
<pubDate>Mon, 29 Jun 2009 01:42:08 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<title>Reply: Formula D:: Sessions:: Re: First impression review and races</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Gawain&#039;&gt;Gawain&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Arabin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I noticed one rule I kept getting wrong. If you start your move on one corner, and end it on another corner, the stop doesn't count for the new corner. This took a while to remember, but I got there in the end.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;This might be something that has changed Dé-&gt;D, but as long as you didn't overshoot the first corner, it should count as a stop. I.e. if you have had all your stops in a corner, and move into another corner, that stop still counts. However if you overshoot a corner and end up in a new one, it doesn't count. I really do believe that is still the rule, if not I don't think you'll ever see that d100 roll.&lt;/font&gt;
</description>
<link>http://www.boardgamegeek.com/article/3626610#3626610</link>
<guid>http://www.boardgamegeek.com/article/3626610#3626610</guid>
<pubDate>Mon, 29 Jun 2009 00:46:18 +0000</pubDate>
<dc:creator>Gawain</dc:creator>
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		<title>Session: Formula D Circuits 1 - Sebring &amp; Chicago:: My Kinda Town - Chicago Racing</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	For my third game, I wanted to try the new maps, and because I had enjoyed street racing a tiny bit more than the F-1 racing, I decided to give the Chicago map a try. I decided to stick with the basic rules again as they were fast and fun.&lt;br&gt;&lt;br&gt;&lt;b&gt;GAME 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;(1 player, 5 cars, 2 laps, street race basic)&lt;/i&gt;&lt;br&gt;&lt;br&gt;Increasing the cars to 5 things time turned out to be a great idea. It didn't make the game take any longer, and caused a lot more potential collisions, and heavy breaking.&lt;br&gt;&lt;br&gt;The first things I noticed was that non of the hazards from Race City map were present on the Chicago map. I was glad they introduced a bunch of new hazards, but I really missed the sniper (Al Capone's city deserved one) and the police station (blues brothers anyone?)&lt;br&gt;&lt;br&gt;The &quot;Leap of Death&quot; bridge is a scary addition to the game, and I found that the rules as written were way too harsh. The rules state that if you end your movement on the spaces where the bridge is missing, you fall to the barge below, you are &quot;removed by crane and returned to space 1 on the secondary starting grid (or the next space behind if that space is already occupied). It can restart in first gear on &lt;font color='#CC0000'&gt;the round following the one in which the &lt;b&gt;last car&lt;/b&gt; crosses the leap of death&lt;/font&gt;.&quot; The leader of the race failed the jump, and would have had to wait 3 or 4 turns before the last car passed the bridge, before starting in 1st gear to catch up to the others (in 4th or 5th gear mostly). &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;font color='#006600'&gt;House Rule (basic): &lt;br&gt;If you fail the bridge jump, take 1 WP, place the car on the secondary starting grid in position 1. If position 1 if occupied, place car in next available starting position. On the very next turn, the car can start from 1st gear.&lt;/font&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;(Note - This allows the race to keep going at a rapid pace, and allows the car a chance to get over his failure. It is already risky to make the jump again from low speed, and the 1 WP means that repeated failures actually hurt.)&lt;br&gt;&lt;br&gt;With my modified rule in place, it kept the cars very close together, which in turn caused mayhem in the intersection... exactly the way it should. One car got stuck on the intersection and hit a few times. Luckily not everyone hit him, and he limped into last place with 1WP left!&lt;br&gt;&lt;br&gt;Time taken, about an hour and a half. Very fun track.&lt;br&gt;&lt;br&gt;Would have liked to see some Blues Brothers influences, lower wacker drive (not sure how this could be done), shortcut through a mall, etc.&lt;br&gt;&lt;br&gt;The street maps are now tied as my favorites, and street rcing pulled ahead of F-1 racing for me. 
</description>
<link>http://www.boardgamegeek.com/thread/419268</link>
<guid>http://www.boardgamegeek.com/thread/419268</guid>
<pubDate>Sun, 28 Jun 2009 23:28:32 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<title>Session: Formula D:: Second Race - First Street Race</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	Having got a single F-1 race under my belt, I thought it was time to try out the Street Race rules (basic). To be honest, I wasn't expecting too much after reading comments around the web from F-1 fans, but I thought the idea sounded fun, so wanted to give it a try.&lt;br&gt;&lt;br&gt;&lt;b&gt;GAME 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;(1 player, 4 cars, 2 laps, Race City, street race basic rules)&lt;/i&gt;&lt;br&gt;&lt;br&gt;The night time color of the map really helped to make it feel like an illegal street race. The basic rules are pretty much the same as F-1 racing, but the game felt different... not more exciting exactly, but a different kind of excitement.&lt;br&gt;&lt;br&gt;I noticed in my first game that one lap is never enough, so will always go for 2 laps now. &lt;br&gt;&lt;br&gt;With basic rules, the road debris in the danger zone wasn't a problem as you only roll for damage if you land on the space (which I read as stop on the space). I notice the advanced rules require rolls for just passing over the debris, but this seemed the right way to do it for a basic game.&lt;br&gt;&lt;br&gt;I really liked the long straight, which would cause roaring engines... right as &quot;The engines are howling...&quot; rule comes into play and a resident takes pot shots at passing cars. I thought this was silly when I read about it online, but in the game itself, it was a nice additional hazard to worry about.&lt;br&gt;&lt;br&gt;Then came the police station. The first car passed by quickly, and I looked for somewhere to mark his speed... but, sadly, there is nowhere. Again, I didn't want to use pencil/paper, so I just kept the speeds in my head since the cars were close together. I will need to think of a way to easily track this for future games. &lt;br&gt;&lt;br&gt;Other than the difficulty to track it, I liked the police station boost to WP for the fastest car. The race leader was pushing his car to the limit, and relying on getting those WP. Sadly, someone took a bigger risk and beat him.&lt;br&gt;&lt;br&gt;The bonus WP when you complete a lap is essential to these street races. With the extra hazards, you end up barely making it to the end of a lap.&lt;br&gt;&lt;br&gt;A few cars did reach 6th gear on this map, and the total race lasted about an hour and a half. One car was totaled.&lt;br&gt;&lt;br&gt;&lt;b&gt;Summary:&lt;/b&gt;&lt;br&gt;While I know a lot of Formula De converts love only the F-1 racing, and the name of the game implies that type of racing, it is important to make up your own mind. I am torn between the two race types (basic rules) and would gladly play either. I think I might even prefer the street race for the extra hazards. I'm not sure if it'll feel the same with a daylight map, but night set the tone perfectly.&lt;br&gt;&lt;br&gt;Can't wait to get more cars and maps for street racing.
</description>
<link>http://www.boardgamegeek.com/thread/419260</link>
<guid>http://www.boardgamegeek.com/thread/419260</guid>
<pubDate>Sun, 28 Jun 2009 23:02:38 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Ambiguous Rules!!! Who needs clear rules...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Zhab&#039;&gt;Zhab&lt;/a&gt;&lt;/p&gt;
	First, my rules are in french, so I can't really quote them.&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Blustar wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Starting formation: Do cars line up in rows like in a real race or right behind the other. How many per row? (2?)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Marked spot on track. Ansered befor.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Blustar wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Page 5 states that &quot;When coming out of a corner the car may not change lanes, but must stay in the same lane.&quot; But on page 4 the La Rascasse corner exit spaces have 2 drive codes that signify you can change lanes coming out of the corner. Does the rule mean after that lane change you are not allowed to change lanes furhter?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;That part of the rule actualy describe a special situation. When a car get out of a corner whitout doing all mandatory stops... that scenario is called a &quot;&lt;i&gt;&lt;b&gt;comming out of corner&lt;/b&gt;&lt;/i&gt;&quot;.&lt;br&gt;&lt;br&gt;So later on, when they say &quot;When &lt;i&gt;&lt;b&gt;coming out of a corner&lt;/b&gt;&lt;/i&gt; the car may not change lanes, but must stay in the same lane.&quot; They are talking about the special scenario described at the start of the section. Section that alo have the same name. In fact all that section is about that specific issue. They don't mean all the time under any circonstances. The bad naming of the &quot;scenario&quot; create the confusion. If it was named &quot;drifting&quot; it would sound like: &quot;When &lt;i&gt;drifting&lt;/i&gt; the car may not change lanes, but must stay in the same lane.&quot;. Much less confusing. This also explaing why the car pictured on page four (who made all mandatory stops) may change lane.&lt;br&gt;&lt;br&gt;I know I'm not the author or an official on this, but consider this. If car could really not change lane whenever they drive out of a corner, that would have been stated in the &quot;turning code&quot; section (page 3-4) instead of the description of a special scenario (page 5). Finaly, if cars could always change lines, that would not have been stated at all.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Blustar wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The spin out rules are ridiculous and I'm just going with the Formula De' one on this. It looks like it's the same rule because I have no clue what the new rules mean.&lt;br&gt;&lt;br&gt;The next rule states that &quot; If a car loses more Tire WP than it possesses, it is eliminated from the race&quot; Ok but hte previous paragraph just said that &quot;If he overshoots a corner again, he will spin around again&quot; Wouldn't overshooting mean losing at least 1 tire point? So if you are on 0 tire points how come you spin out instead of being eliminated?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I guess they are a bit weird. I will give you that one.&lt;br&gt;&lt;br&gt;If you drop exactly to 0 tire point, you spin. If you drop to -1 or more, you are out. After spinning... The rules say that if you make an other &lt;i&gt;coming out of a corner&lt;/i&gt; (awful naming really) of only &lt;b&gt;1 square&lt;/b&gt;, you spin again. More than one square and you are out.&lt;br&gt;&lt;br&gt;I guess it represent that 1 square only make you skid a little bit and is not enough to have your car crash hard against the wall or something. But if your tire are scrap, it will be enough to have you spin. Any faster would be more dreadful. But if you dropped below 0 tire points to beginning with, chance are that you where &lt;i&gt;coming out of a corner&lt;/i&gt; by more than 1 square and therefor crashed when your tire suddently gave out on you in a critical spot. Dunno... two cents.
</description>
<link>http://www.boardgamegeek.com/article/3626399#3626399</link>
<guid>http://www.boardgamegeek.com/article/3626399#3626399</guid>
<pubDate>Sun, 28 Jun 2009 22:53:57 +0000</pubDate>
<dc:creator>Zhab</dc:creator>
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		<title>Session: Formula D:: First impression review and races</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	I was very excited when my game arrived in the mail, and ripped open the box. Everything was very nicely organized, although the rulebooks had curled at one end. &lt;br&gt;&lt;br&gt;It took me about half an hour to pop all the holes on the player cards, etc. &lt;br&gt;&lt;br&gt;The cars are even smaller than I was expecting, but very nicely detailed for the size. The measure 11/16&quot;, or 1.7cm. I was a little concerned they might be too small during play.&lt;br&gt;&lt;br&gt;The board for the track is surprisingly large, measuring 25 1/2&quot; x 38 1/2&quot;. Monaco (F-1 circuit) on one side, and Race City (street race) on the other.&lt;br&gt;&lt;br&gt;With everything in place, I was all set for my first race. I decided to play solo as I couldn't wait to play.&lt;br&gt;&lt;br&gt;&lt;b&gt;GAME 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;(1 player, 4 cars, 1 lap, Monaco, basic rules)&lt;/i&gt;&lt;br&gt;&lt;br&gt;The first thing I noticed was that the cars don't seem nearly so small when you are actually playing. Having them this size allows for a really good length race, and potentially some high speeds.&lt;br&gt;&lt;br&gt;I noticed one rule I kept getting wrong. If you start your move on one corner, and end it on another corner, the stop doesn't count for the new corner. This took a while to remember, but I got there in the end.&lt;br&gt;&lt;br&gt;At the end of the first lap, things were very close, and I was having so much fun that I decided to make it a 2 lap race instead &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;On the 1st lap I was driving fairly cautiously, so most cars were not too beat up by the end of the lap. The highest gear reached was 5, and only two cars stopped in the pits. The pits rules (basic) worked fine and the cars came out with a good chance of catching up.&lt;br&gt;&lt;br&gt;On the 2nd lap, I pushed the cars harder. One car reached 6th gear, and he kept rolling really well, looking like nobody could catch him...  but he got carried away and rolled a little too well, in too high a gear, which led to his car being a smoking wreck beside the track. Two of the other cars crawled over the finish line with 1WP left each, and the last car was 3 turns behind with 4WP.&lt;br&gt;&lt;br&gt;Afterthoughts:&lt;br&gt;There wasn't anywhere to put the cars after they won the race. It was a little disappointing, and I had to sit them on a building rooftop. It would be nice if an area was designated for this beside the finish line on the maps.&lt;br&gt;&lt;br&gt;During the race, I initially had a hard time keeping track of how many stops each car had on each corner. I didn't want to use pencil/paper, so instead started using extra pegs in the spare holes on player cards to mark each stop on the current corner, and removing all pegs when a car stops after a corner. It worked fine for basic rules, but won't work for advanced. I'll have to figure something else out.&lt;br&gt;&lt;br&gt;Overall, the game was a lot of fun, and probably took me about 2 hours in total, due to figuring out a new game.
</description>
<link>http://www.boardgamegeek.com/thread/419255</link>
<guid>http://www.boardgamegeek.com/thread/419255</guid>
<pubDate>Sun, 28 Jun 2009 22:32:18 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	There's oly a 'contested' finish in about 10% of F1 races, that is exactly the point  :)
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<link>http://www.boardgamegeek.com/article/3626074#3626074</link>
<guid>http://www.boardgamegeek.com/article/3626074#3626074</guid>
<pubDate>Sun, 28 Jun 2009 20:09:54 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rockhpi&#039;&gt;rockhpi&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;As an F1 fan I can assure you that the cars rarely finish the race at full acceleration. More often than not they cruise over the line waving to their pit crews.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I haven't followed F1 in years (I got very tired of Michael Schumacher), I need to get back into it. But those &quot;slow finishes&quot; are when there's no chance of being overtaken.  In FD, there could be someone breathing down your neck ready to overtake on a lucky roll.&lt;br&gt;&lt;br&gt;I think it's less like real-life racing, but I think I'm leaning toward having to finish safely, if only to put some drama into the final straightaway rather than &quot;crank it to 6th and there's no chance of failure.&quot;  But I'm glad there are diverse opinions!
</description>
<link>http://www.boardgamegeek.com/article/3625855#3625855</link>
<guid>http://www.boardgamegeek.com/article/3625855#3625855</guid>
<pubDate>Sun, 28 Jun 2009 18:21:33 +0000</pubDate>
<dc:creator>rockhpi</dc:creator>
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		<title>Thread: Formula D Circuits 1 - Sebring &amp; Chicago:: General:: New Cars?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	I really like to play on both of these tracks. Sure, there are some issues like the area surrounding the Sebring track is a bit bland, and the Chicago track doesn't feel like Chicago at all, but they are fun to race on.&lt;br&gt;&lt;br&gt;However, I really want extra cars as well as more tracks. Any chance of:&lt;br&gt;&lt;br&gt;1) Expansions including a single map and some new cars&lt;br&gt;2) Separate car pack expansions&lt;br&gt;&lt;br&gt;If not, where else can you find more cars, for both the F-1 game, and the street race game?
</description>
<link>http://www.boardgamegeek.com/thread/419179</link>
<guid>http://www.boardgamegeek.com/thread/419179</guid>
<pubDate>Sun, 28 Jun 2009 15:41:31 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	I also play it that crossing the finish line ends the move and the winner is declared, but I have wondered what would happen if I let them continue. In my first game, I was curious enough to run another lap, just to see :meeple:&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;philmcd wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;As an F1 fan I can assure you that the cars rarely finish the race at full acceleration. More often than not they cruise over the line waving to their pit crews.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;(Spoiler)&lt;br&gt;That reminds me of the end of the 1980 film, Silver Dream Racer. Granted, it is bike racing, not F-1, but still...
</description>
<link>http://www.boardgamegeek.com/article/3625454#3625454</link>
<guid>http://www.boardgamegeek.com/article/3625454#3625454</guid>
<pubDate>Sun, 28 Jun 2009 14:55:41 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Few questions about the game for beginners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	Aha, good point. I never played/owned Formula De, so only have Formula D to go on... and seem to be finding a few instances where the rules say one thing, but might mean another.&lt;br&gt;&lt;br&gt;I think it still makes just as much sense to check in front as behind, but I'd love to hear the official word on this, and would change play accordingly.
</description>
<link>http://www.boardgamegeek.com/article/3625439#3625439</link>
<guid>http://www.boardgamegeek.com/article/3625439#3625439</guid>
<pubDate>Sun, 28 Jun 2009 14:48:13 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	As an F1 fan I can assure you that the cars rarely finish the race at full acceleration. More often than not they cruise over the line waving to their pit crews.
</description>
<link>http://www.boardgamegeek.com/article/3625397#3625397</link>
<guid>http://www.boardgamegeek.com/article/3625397#3625397</guid>
<pubDate>Sun, 28 Jun 2009 14:26:31 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/superman829&#039;&gt;superman829&lt;/a&gt;&lt;/p&gt;
	The problem is that all the Formula D/De tracks are imperfectly scaled-down versions of the originals.  I'm fairly confident the real Monaco track's finish line is located on a straight which is long enough for cars to finish at speed.  No one designs a track where people are slowly going toward the finish line.  &lt;br&gt;&lt;br&gt;(I think this is reflected in the old Formula De variant where each straight space counts as 2 squares rather than one, to more accurately simulate the size of the real track.)&lt;br&gt;&lt;br&gt;I think it's more in the &quot;spirit&quot; of the game (obviously, this is a somewhat subjective term) to have cars finish safely regardless of what gear they're in.  Also, I'm sure the F 1 rule is that a car has completed the race the moment it's crossed the finish line, regardless of what happens afterwards (I know this is the case in NASCAR, where a couple of years ago, I watched Clint Bowyer slide across the Daytona finish line in an upside down car).
</description>
<link>http://www.boardgamegeek.com/article/3625212#3625212</link>
<guid>http://www.boardgamegeek.com/article/3625212#3625212</guid>
<pubDate>Sun, 28 Jun 2009 12:29:31 +0000</pubDate>
<dc:creator>superman829</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/philmcd&#039;&gt;philmcd&lt;/a&gt;&lt;/p&gt;
	Even if you crashed after crossing the line in F1, you would still be classified as the winner. Therefore, that is how I play it.
</description>
<link>http://www.boardgamegeek.com/article/3625168#3625168</link>
<guid>http://www.boardgamegeek.com/article/3625168#3625168</guid>
<pubDate>Sun, 28 Jun 2009 11:53:18 +0000</pubDate>
<dc:creator>philmcd</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Wulf+Corbett&#039;&gt;Wulf Corbett&lt;/a&gt;&lt;/p&gt;
	I play it like the real race it simulates. If you crash in 6th gear, you die. Dead people are losers.
</description>
<link>http://www.boardgamegeek.com/article/3625141#3625141</link>
<guid>http://www.boardgamegeek.com/article/3625141#3625141</guid>
<pubDate>Sun, 28 Jun 2009 11:19:35 +0000</pubDate>
<dc:creator>Wulf Corbett</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: Few questions about the game for beginners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Wulf+Corbett&#039;&gt;Wulf Corbett&lt;/a&gt;&lt;/p&gt;
	As I remember, the Formula De rules specifically said you did &lt;i&gt;not&lt;/i&gt; check when stopping in front of another car. The Formula D rules do not specify.&lt;br&gt;&lt;br&gt;Accidental omission or deliberate change?
</description>
<link>http://www.boardgamegeek.com/article/3625122#3625122</link>
<guid>http://www.boardgamegeek.com/article/3625122#3625122</guid>
<pubDate>Sun, 28 Jun 2009 11:01:53 +0000</pubDate>
<dc:creator>Wulf Corbett</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: After the finish...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/coolpapa&#039;&gt;coolpapa&lt;/a&gt;&lt;/p&gt;
	I've always played that once you cross the line, you're done, whether or not you do a victory wipeout in turn 1. :D But the rules seem vague on this to me, too.
</description>
<link>http://www.boardgamegeek.com/article/3625029#3625029</link>
<guid>http://www.boardgamegeek.com/article/3625029#3625029</guid>
<pubDate>Sun, 28 Jun 2009 09:15:27 +0000</pubDate>
<dc:creator>coolpapa</dc:creator>
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		<item>
		<title>Thread: Formula D:: Rules:: After the finish...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rockhpi&#039;&gt;rockhpi&lt;/a&gt;&lt;/p&gt;
	This is probably more of a house rules question, but...&lt;br&gt;&lt;br&gt;The first to cross the finish line wins, that's fine.  But on the Monaco circuit, there is a turn right after the finish line.  Often, just for fun, we like to shift into 6th when charging for the finish (because we don't often get into 6th in Monaco).  It is technically possible to cross the finish but wreck because you overshot the turn AFTER the finish line.  Do you play that you have to successfully END your move when you cross the finish line?  Or once the car crosses the line, is it immediately off the board?  &lt;br&gt;&lt;br&gt;Also, if three cars cross the finish and are still in the game, you may need to brake hard after you finish, which could wreck your car.  On the one hand, in a real race, if a car finished then crashed it would still get the win.  But in the game, if you have to SUCCESSFULLY finish, you might choose 5th gear instead of 6th (to avoid overshooting) and you might roll low and not finish at all...it might reduce the &quot;foregone conclusion&quot; problem of the endgame.  How do you play?
</description>
<link>http://www.boardgamegeek.com/thread/419136</link>
<guid>http://www.boardgamegeek.com/thread/419136</guid>
<pubDate>Sun, 28 Jun 2009 08:46:55 +0000</pubDate>
<dc:creator>rockhpi</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;The Stig wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'm torn myself. I like the normal race tracks for the fan in me, but I've also found the &quot;street racing&quot; tracks are a hell of a lot of fun when using the normal FD rules (&lt;a href=&quot;http://www.boardgamegeek.com/thread/375889&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;see my session writeup!&lt;/a&gt;).&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I feel the same. I'm a fairly new player, and equally enjoy the F1 racing and the street racing. I was really looking forward to seeing what tricks and traps would be in place on a new street race map. &lt;br&gt;&lt;br&gt;I will still pick up this expansion, but I hope to see more street race maps in the future.&lt;br&gt;&lt;br&gt;I know that F1 is the more popular race, but street racing is a blast too. Perhaps they could release single maps at a time, and do 2 F1 maps then a street race map, to keep everyone happy?
</description>
<link>http://www.boardgamegeek.com/article/3624780#3624780</link>
<guid>http://www.boardgamegeek.com/article/3624780#3624780</guid>
<pubDate>Sun, 28 Jun 2009 05:06:38 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<item>
		<title>New Image for Formula D Circuits 1 - Sebring &amp; Chicago</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/505868"><img border=0  src="http://images.boardgamegeek.com/images/pic505868_t.jpg"></a><div class='sf'>Racing at Sebring.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/505868</link>
<guid>http://www.boardgamegeek.com/image/505868</guid>
<pubDate>Sun, 28 Jun 2009 04:26:33 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
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		<item>
		<title>New Image for Formula Dé Circuits 23 - 26: USA Track Pack #1</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/505875"><img border=0  src="http://images.boardgamegeek.com/images/pic505875_t.jpg"></a><div class='sf'>And They're Racing At Laguna Seca International Raceway...</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/505875</link>
<guid>http://www.boardgamegeek.com/image/505875</guid>
<pubDate>Sun, 28 Jun 2009 04:06:39 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
	</item>
		<item>
		<title>New Image for Formula Dé Circuits 23 - 26: USA Track Pack #1</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/505877"><img border=0  src="http://images.boardgamegeek.com/images/pic505877_t.jpg"></a><div class='sf'>Aerial Shot At Laguna Seca.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/505877</link>
<guid>http://www.boardgamegeek.com/image/505877</guid>
<pubDate>Sun, 28 Jun 2009 04:00:59 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
	</item>
		<item>
		<title>New Image for Formula D Circuits 1 - Sebring &amp; Chicago</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/505870"><img border=0  src="http://images.boardgamegeek.com/images/pic505870_t.jpg"></a><div class='sf'>Aerial shot at Sebring.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/505870</link>
<guid>http://www.boardgamegeek.com/image/505870</guid>
<pubDate>Sun, 28 Jun 2009 03:55:58 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: East Park Area. Begin and end?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Tolle wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hi,&lt;br&gt;&lt;br&gt;can anyboy clarify where the beginning and where the end is? The manual says between 5 and 18, but 5 is before the 'Intersection' and 18 is just before the first crossover of East Park (if you use the middle track)&lt;br&gt;&lt;br&gt;Thanks!&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I'm not entirely sure, as the manual confused me on this, but I basically took the two sections marked in red, between 15 and 25 (which is what is pictured in the rules), as east park, requiring two separate rolls, one for each red marked section. Worked fine in my games.
</description>
<link>http://www.boardgamegeek.com/article/3624494#3624494</link>
<guid>http://www.boardgamegeek.com/article/3624494#3624494</guid>
<pubDate>Sun, 28 Jun 2009 02:31:23 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: Few questions about the game for beginners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Arabin&#039;&gt;Arabin&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;JimM wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Omararnaout wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;- If a car overtakes another and stops in front of it, does a risk of collision occur?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;No (Page 6 Basic Rules says: Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. It does not say anything about stopping In front of a car in the basic rules.)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I've only recently started playing myself, but I have to disagree with you there. I read that to mean that stopping in any space that is next to another car, has a risk of collision. Doesn't make any sense to me to not make the check if you stop in front of the car. &lt;br&gt;&lt;br&gt;I agree with everything else though. Loving the game so far.
</description>
<link>http://www.boardgamegeek.com/article/3624409#3624409</link>
<guid>http://www.boardgamegeek.com/article/3624409#3624409</guid>
<pubDate>Sun, 28 Jun 2009 01:53:09 +0000</pubDate>
<dc:creator>Arabin</dc:creator>
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		<item>
		<title>New Image for Formula Dé Circuits 5 &amp; 6 - Kyalami &amp; Ferrari Autodromo</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/William&#039;&gt;William&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/505426"><img border=0  src="http://images.boardgamegeek.com/images/pic505426_t.jpg"></a><div class='sf'>The emperor storms ahead at Kyalami</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/505426</link>
<guid>http://www.boardgamegeek.com/image/505426</guid>
<pubDate>Sat, 27 Jun 2009 11:10:22 +0000</pubDate>
<dc:creator>William</dc:creator>
	</item>
		<item>
		<title>New Image for Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kperryua&#039;&gt;kperryua&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/505250"><img border=0  src="http://images.boardgamegeek.com/images/pic505250_t.jpg"></a><div class='sf'>A family game in progress. 2 cars per person.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/505250</link>
<guid>http://www.boardgamegeek.com/image/505250</guid>
<pubDate>Fri, 26 Jun 2009 23:56:44 +0000</pubDate>
<dc:creator>kperryua</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: Rain and Corners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/paulmond&#039;&gt;paulmond&lt;/a&gt;&lt;/p&gt;
	That's true... it would be a boost. I didn't think of that.&lt;br&gt;&lt;br&gt;It must have been a mistake when the new rulebook was written. Mystery solved!
</description>
<link>http://www.boardgamegeek.com/article/3620858#3620858</link>
<guid>http://www.boardgamegeek.com/article/3620858#3620858</guid>
<pubDate>Fri, 26 Jun 2009 18:13:37 +0000</pubDate>
<dc:creator>paulmond</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: Rain and Corners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Euckeric&#039;&gt;Euckeric&lt;/a&gt;&lt;/p&gt;
	Thanks Paul,&lt;br&gt;&lt;br&gt;&quot;Sliding&quot; only on stops within a corner DOES seem to be the best play.&lt;br&gt;&lt;br&gt;If one was to play the Formula D rules,the sliding after the stop (exiting the corner) would then be an advantage of a 3 space boost, which doesn't seem to make sense.
</description>
<link>http://www.boardgamegeek.com/article/3620799#3620799</link>
<guid>http://www.boardgamegeek.com/article/3620799#3620799</guid>
<pubDate>Fri, 26 Jun 2009 18:04:54 +0000</pubDate>
<dc:creator>Euckeric</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: Rain and Corners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/paulmond&#039;&gt;paulmond&lt;/a&gt;&lt;/p&gt;
	Hello Eric,&lt;br&gt;&lt;br&gt;I think he is referring to something in the Formula Dé &quot;Master Rules&quot; that is used in a tournament somewhere. Those rules include some house rules that they have made standard for themselves.&lt;br&gt;&lt;br&gt;So, for everyone else using &quot;normal&quot; rules, his reference to not sliding on stops above the required stops simply doesn't apply.&lt;br&gt;&lt;br&gt;That said, it seems that this is one spot that differs between Formula Dé and Formula D. In Formula Dé, you slide only on stops actually made within the boundaries of a corner. (This is how the PC version handles it, too.) So, in your situation above, according to Formula Dé, you would &lt;i&gt;not&lt;/i&gt; slide since that move stops outside the boundaries of a corner.&lt;br&gt;&lt;br&gt;However, the Formula D rules say that you &lt;i&gt;do&lt;/i&gt; slide if at least one space is within the corner. So, according to Formula D, you &lt;i&gt;would&lt;/i&gt; slide in your situation above.&lt;br&gt;&lt;br&gt;To me, that is goofy and I'm going with the original Formula Dé rules. The Formula D rules have been known to contain other wonky stuff due to mistranslation, etc.&lt;br&gt;&lt;br&gt;Since there is clearly a conflict here, play it whichever way makes most sense and is most fun for you.
</description>
<link>http://www.boardgamegeek.com/article/3620433#3620433</link>
<guid>http://www.boardgamegeek.com/article/3620433#3620433</guid>
<pubDate>Fri, 26 Jun 2009 16:33:59 +0000</pubDate>
<dc:creator>paulmond</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: Rain and Corners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Euckeric&#039;&gt;Euckeric&lt;/a&gt;&lt;/p&gt;
	Am I missing something?&lt;br&gt;&lt;br&gt;the rules state &quot;the car moves three additional spaces, provided at least one space included in the move lies within the limits of a corner.&quot;&lt;br&gt;&lt;br&gt;I can't find where there is any referance to the &quot;sliding&quot; only applying to required stops in a corner.
</description>
<link>http://www.boardgamegeek.com/article/3620252#3620252</link>
<guid>http://www.boardgamegeek.com/article/3620252#3620252</guid>
<pubDate>Fri, 26 Jun 2009 15:51:10 +0000</pubDate>
<dc:creator>Euckeric</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: Rain and Corners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Gawain&#039;&gt;Gawain&lt;/a&gt;&lt;/p&gt;
	Not quite sure if I understood your question, but if you're talking about the extra space(s) you slide during rain, they only apply to required stops in a corner. I.e. in a 2-stop corner, you don't slide any extra spaces if you make a 3rd stop in it. Sorry if that was way off from what you were asking about.&lt;/font&gt;
</description>
<link>http://www.boardgamegeek.com/article/3619368#3619368</link>
<guid>http://www.boardgamegeek.com/article/3619368#3619368</guid>
<pubDate>Fri, 26 Jun 2009 12:10:36 +0000</pubDate>
<dc:creator>Gawain</dc:creator>
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		<item>
		<title>Reply: Formula D:: News:: Re: Formula D design contest announced on Boardgamenews.com</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AL1-F78&#039;&gt;AL1-F78&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Dabouda wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I have some ideas, but unfortunately i don't know how to use Corel Draw or another graphic editor to draw a track :soblue:. And i don't think the next two months will let me time do learn how to do it.. maybe next contest (if there's another one in the future)&lt;br&gt;&lt;br&gt;Lobo (yes Christophe, i'm everywhere ;))&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Lobo, no need of graphic editor to participate : paper &amp; pen is ok !
</description>
<link>http://www.boardgamegeek.com/article/3618963#3618963</link>
<guid>http://www.boardgamegeek.com/article/3618963#3618963</guid>
<pubDate>Fri, 26 Jun 2009 07:58:06 +0000</pubDate>
<dc:creator>AL1-F78</dc:creator>
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		<item>
		<title>Thread: Formula D:: Rules:: Rain and Corners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Euckeric&#039;&gt;Euckeric&lt;/a&gt;&lt;/p&gt;
	Could someone tell me:&lt;br&gt;If it is raining and I START my move from the last space in a corner, that is to say my first space moved to is out of the corner, do the required additional spaces due to rain apply to the move?&lt;br&gt;&lt;br&gt;I would think the starting space, being part of my previous turn, would NOT be included in my current move.
</description>
<link>http://www.boardgamegeek.com/thread/418653</link>
<guid>http://www.boardgamegeek.com/thread/418653</guid>
<pubDate>Fri, 26 Jun 2009 04:20:18 +0000</pubDate>
<dc:creator>Euckeric</dc:creator>
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		<item>
		<title>Reply: Formula D:: News:: Re: Formula D design contest announced on Boardgamenews.com</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/noscollections&#039;&gt;noscollections&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Dabouda wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I have some ideas, but unfortunately i don't know how to use Corel Draw or another graphic editor to draw a track :soblue:. And i don't think the next two months will let me time do learn how to do it.. maybe next contest (if there's another one in the future)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;you can draw it with your hand on a paper. the most important thing are the rules and the phylosophy of the track.&lt;br&gt;&lt;br&gt;I have write the rules and done the track, I have just to optimise&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Dabouda wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Lobo (yes Christophe, i'm everywhere ;))&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Yes you are !:meeple:
</description>
<link>http://www.boardgamegeek.com/article/3616940#3616940</link>
<guid>http://www.boardgamegeek.com/article/3616940#3616940</guid>
<pubDate>Thu, 25 Jun 2009 20:34:37 +0000</pubDate>
<dc:creator>noscollections</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: Formula D design contest announced on Boardgamenews.com</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dabouda&#039;&gt;Dabouda&lt;/a&gt;&lt;/p&gt;
	I have some ideas, but unfortunately i don't know how to use Corel Draw or another graphic editor to draw a track :soblue:. And i don't think the next two months will let me time do learn how to do it.. maybe next contest (if there's another one in the future)&lt;br&gt;&lt;br&gt;Lobo (yes Christophe, i'm everywhere ;))
</description>
<link>http://www.boardgamegeek.com/article/3613466#3613466</link>
<guid>http://www.boardgamegeek.com/article/3613466#3613466</guid>
<pubDate>Thu, 25 Jun 2009 00:49:14 +0000</pubDate>
<dc:creator>Dabouda</dc:creator>
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		<item>
		<title>Reply: Formula D:: News:: Re: Formula D design contest announced on Boardgamenews.com</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/noscollections&#039;&gt;noscollections&lt;/a&gt;&lt;/p&gt;
	Hello,&lt;br&gt;I will try to participe.&lt;br&gt;Is anyone of you will participed ?
</description>
<link>http://www.boardgamegeek.com/article/3602723#3602723</link>
<guid>http://www.boardgamegeek.com/article/3602723#3602723</guid>
<pubDate>Mon, 22 Jun 2009 19:19:39 +0000</pubDate>
<dc:creator>noscollections</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: Few questions about the game for beginners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/JimM&#039;&gt;JimM&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Omararnaout wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hi,&lt;br&gt;&lt;br&gt;Today we want to try out the basic game but we have a few doubts:&lt;br&gt;&lt;br&gt;- When driving on a straight can the player change one lane?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes (Page 4 Basic Rules)&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Omararnaout wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;- When there is a risk of collision and the players car stops next to another players car, do both players have to roll the black die?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes, (See the photo example at the top of Page 6 on the right side of the Basic Rules)&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Omararnaout wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;- If a car overtakes another and stops in front of it, does a risk of collision occur?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;No (Page 6 Basic Rules says: Whenever a car ends its move on a space next to or behind one or several cars, there is a risk of collision. It does not say anything about stopping In front of a car in the basic rules.)&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Omararnaout wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I would be very grateful for your help.&lt;br&gt;&lt;br&gt;Regards&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Your welcome. All my answers are taken from the BASIC rules.&lt;br&gt;&lt;br&gt;Have fun!! &lt;br&gt;&lt;br&gt;Jim
</description>
<link>http://www.boardgamegeek.com/article/3602080#3602080</link>
<guid>http://www.boardgamegeek.com/article/3602080#3602080</guid>
<pubDate>Mon, 22 Jun 2009 17:08:51 +0000</pubDate>
<dc:creator>JimM</dc:creator>
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		<title>File: Formula D:: Cartes d'aide de jeu pour les différents types de pneus</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kratos38&#039;&gt;Kratos38&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43957">Cartes d'aide de jeu pour les différents types de pneus</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/37904">Formula D</a> 
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</description>
<link>http://www.boardgamegeek.com/filepage/43957</link>
<guid>http://www.boardgamegeek.com/filepage/43957</guid>
<pubDate>Mon, 22 Jun 2009 16:51:38 +0000</pubDate>
<dc:creator>Kratos38</dc:creator>
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		<title>Thread: Formula D:: Rules:: Few questions about the game for beginners</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Omararnaout&#039;&gt;Omararnaout&lt;/a&gt;&lt;/p&gt;
	Hi,&lt;br&gt;&lt;br&gt;Today we want to try out the basic game but we have a few doubts:&lt;br&gt;&lt;br&gt;- When driving on a straight can the player change one lane?&lt;br&gt;- When there is a risk of collision and the players car stops next to another players car, do both players have to roll the black die?&lt;br&gt;- If a car overtakes another and stops in front of it, does a risk of collision occur?&lt;br&gt;&lt;br&gt;I would be very grateful for your help.&lt;br&gt;&lt;br&gt;Regards
</description>
<link>http://www.boardgamegeek.com/thread/417517</link>
<guid>http://www.boardgamegeek.com/thread/417517</guid>
<pubDate>Mon, 22 Jun 2009 16:08:41 +0000</pubDate>
<dc:creator>Omararnaout</dc:creator>
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		<title>File: Formula D:: Aide de jeu en Francais pour règles avancées (par Kratos38)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kratos38&#039;&gt;Kratos38&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43956">Aide de jeu en Francais pour règles avancées (par Kratos38)</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/37904">Formula D</a> 
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</description>
<link>http://www.boardgamegeek.com/filepage/43956</link>
<guid>http://www.boardgamegeek.com/filepage/43956</guid>
<pubDate>Mon, 22 Jun 2009 15:32:17 +0000</pubDate>
<dc:creator>Kratos38</dc:creator>
	</item>
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		<title>File: Formula D:: Aide de jeu en Francais pour règles de base (par Kratos38)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kratos38&#039;&gt;Kratos38&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43955">Aide de jeu en Francais pour règles de base (par Kratos38)</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/37904">Formula D</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/43955</link>
<guid>http://www.boardgamegeek.com/filepage/43955</guid>
<pubDate>Mon, 22 Jun 2009 15:32:10 +0000</pubDate>
<dc:creator>Kratos38</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Starting up question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Omararnaout&#039;&gt;Omararnaout&lt;/a&gt;&lt;/p&gt;
	Thanks a lot :)&lt;br&gt;&lt;br&gt;Have a great day!!
</description>
<link>http://www.boardgamegeek.com/article/3601438#3601438</link>
<guid>http://www.boardgamegeek.com/article/3601438#3601438</guid>
<pubDate>Mon, 22 Jun 2009 14:38:23 +0000</pubDate>
<dc:creator>Omararnaout</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: Rules:: Re: Starting up question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ReggieMcFly&#039;&gt;ReggieMcFly&lt;/a&gt;&lt;/p&gt;
	I haven't played Formula D much, but I think I can answer this one.&lt;br&gt;&lt;br&gt;If you get a regular start, you roll the &quot;gear 1&quot; die on turn 1 (for which the best roll is a 2) and then roll &quot;gear 2&quot; on turn 2.&lt;br&gt;&lt;br&gt;If you get a fast start, you automatically move 4 on turn 1 (no die roll involved) and then roll &quot;gear 2&quot; on turn 2 as normal.&lt;br&gt;&lt;br&gt;So, in answer to your question, a fast start does mean that you'll be in gear 2 on turn 2 (like normal). Its just that you'll have made some extra progress on turn 1.
</description>
<link>http://www.boardgamegeek.com/article/3601372#3601372</link>
<guid>http://www.boardgamegeek.com/article/3601372#3601372</guid>
<pubDate>Mon, 22 Jun 2009 14:18:40 +0000</pubDate>
<dc:creator>ReggieMcFly</dc:creator>
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		<item>
		<title>Thread: Formula D:: Rules:: Starting up question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Omararnaout&#039;&gt;Omararnaout&lt;/a&gt;&lt;/p&gt;
	Hi,&lt;br&gt;&lt;br&gt;Before you start the race itself you have to roll the black die to determine how well the player starts. &lt;br&gt;If you start of perfectly and move 4 spaces it is mentioned that you can shift to gear 2 during the next round, but can't you shift to gear two if you start of normally?&lt;br&gt;Please help explain how to you exactly start and how the players first two/three turns look like.&lt;br&gt;&lt;br&gt;Many thanks,&lt;br&gt;&lt;br&gt;Omar
</description>
<link>http://www.boardgamegeek.com/thread/417477</link>
<guid>http://www.boardgamegeek.com/thread/417477</guid>
<pubDate>Mon, 22 Jun 2009 14:09:41 +0000</pubDate>
<dc:creator>Omararnaout</dc:creator>
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		<title>Thread: Formula D:: Rules:: East Park Area. Begin and end?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tolle&#039;&gt;Tolle&lt;/a&gt;&lt;/p&gt;
	Hi,&lt;br&gt;&lt;br&gt;can anyboy clarify where the beginning and where the end is? The manual says between 5 and 18, but 5 is before the 'Intersection' and 18 is just before the first crossover of East Park (if you use the middle track)&lt;br&gt;&lt;br&gt;Thanks!
</description>
<link>http://www.boardgamegeek.com/thread/417215</link>
<guid>http://www.boardgamegeek.com/thread/417215</guid>
<pubDate>Sun, 21 Jun 2009 12:22:28 +0000</pubDate>
<dc:creator>Tolle</dc:creator>
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		<item>
		<title>New Image for Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Zopper-Alf&#039;&gt;Zopper-Alf&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/501820"><img border=0  src="http://images.boardgamegeek.com/images/pic501820_t.jpg"></a><div class='sf'>"Police cars here are only factory tuned.If you can do better than 180...</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/501820</link>
<guid>http://www.boardgamegeek.com/image/501820</guid>
<pubDate>Sat, 20 Jun 2009 12:02:47 +0000</pubDate>
<dc:creator>Zopper-Alf</dc:creator>
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		<title>New Image for Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/keebie&#039;&gt;keebie&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/501515"><img border=0  src="http://images.boardgamegeek.com/images/pic501515_t.jpg"></a><div class='sf'>Size comparison to a micro machine</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/501515</link>
<guid>http://www.boardgamegeek.com/image/501515</guid>
<pubDate>Fri, 19 Jun 2009 22:36:46 +0000</pubDate>
<dc:creator>keebie</dc:creator>
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		<title>Reply: Formula D:: News:: Re: Formula D design contest announced on Boardgamenews.com</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AL1-F78&#039;&gt;AL1-F78&lt;/a&gt;&lt;/p&gt;
	Well, we (french federation of FD) are running the site as Asmodee proposed us, but unfortunately we only have access to the french version. I told it to Asmodee, but no news about that !&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3592958#3592958</link>
<guid>http://www.boardgamegeek.com/article/3592958#3592958</guid>
<pubDate>Fri, 19 Jun 2009 12:29:35 +0000</pubDate>
<dc:creator>AL1-F78</dc:creator>
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		<title>File: Formula D:: Original Game Car Sheet</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Heckmac&#039;&gt;Heckmac&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43725">Original Game Car Sheet</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/37904">Formula D</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/43725</link>
<guid>http://www.boardgamegeek.com/filepage/43725</guid>
<pubDate>Fri, 19 Jun 2009 05:52:27 +0000</pubDate>
<dc:creator>Heckmac</dc:creator>
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		<title>Reply: Formula D:: News:: Re: Formula D design contest announced on Boardgamenews.com</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/The+Stig&#039;&gt;The Stig&lt;/a&gt;&lt;/p&gt;
	Looking at the whois for the domain it's registered to Asmodee and they link to the site from their main webpage. If they don't run the site they need to start kicking some butts. (or put me in charge!)
</description>
<link>http://www.boardgamegeek.com/article/3587336#3587336</link>
<guid>http://www.boardgamegeek.com/article/3587336#3587336</guid>
<pubDate>Thu, 18 Jun 2009 00:49:00 +0000</pubDate>
<dc:creator>The Stig</dc:creator>
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		<title>Reply: Formula D:: News:: Re: Formula D design contest announced on Boardgamenews.com</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Stefan+B&#039;&gt;Stefan B&lt;/a&gt;&lt;/p&gt;
	Asmodee don't run the website you mention.
</description>
<link>http://www.boardgamegeek.com/article/3586755#3586755</link>
<guid>http://www.boardgamegeek.com/article/3586755#3586755</guid>
<pubDate>Wed, 17 Jun 2009 21:41:33 +0000</pubDate>
<dc:creator>Stefan B</dc:creator>
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		<title>Reply: Formula D:: News:: Re: Formula D design contest announced on Boardgamenews.com</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/The+Stig&#039;&gt;The Stig&lt;/a&gt;&lt;/p&gt;
	I find it rather irritating that Asmodee is dragging their feet with updating their 	&lt;A target='_blank' href=&quot;http://www.formula-d.info&quot; rel=&quot;nofollow&quot;&gt;www.formula-d.info&lt;/A&gt; website. No contest announcement, no expansion announcement.&lt;br&gt;&lt;br&gt;The only way word gets out is if people post comments and then hope others read it.&lt;br&gt;&lt;br&gt;*edited to clean up a glaring apostrophe mistake*
</description>
<link>http://www.boardgamegeek.com/article/3585324#3585324</link>
<guid>http://www.boardgamegeek.com/article/3585324#3585324</guid>
<pubDate>Wed, 17 Jun 2009 17:13:07 +0000</pubDate>
<dc:creator>The Stig</dc:creator>
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		<title>Thread: Formula D:: News:: Formula D design contest announced on Boardgamenews.com</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ad79&#039;&gt;ad79&lt;/a&gt;&lt;/p&gt;
	Also posted on the Formula Dè side.&lt;br&gt;&lt;br&gt;Boardgamenews.com have info on the design contest for expansion 3 for Formula D.&lt;br&gt;&lt;br&gt;The design contest will be for the Street track. Singapore will be the F1 track for the expansion.&lt;br&gt;&lt;br&gt;Deadline for the competition is August 31.&lt;br&gt;&lt;br&gt;Link to Boardgamenews: 	&lt;A target='_blank' href=&quot;http://www.boardgamenews.com/index.php/boardgamenews/comments/formula_d_design_contest/&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamenews.com/index.php/boardgamenews/comment...&lt;/A&gt;
</description>
<link>http://www.boardgamegeek.com/thread/416126</link>
<guid>http://www.boardgamegeek.com/thread/416126</guid>
<pubDate>Wed, 17 Jun 2009 14:36:22 +0000</pubDate>
<dc:creator>ad79</dc:creator>
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		<title>Reply: Formula D:: News:: Re: More expansions announced</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/SybotCB&#039;&gt;SybotCB&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;PaleHorseRider wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Check ebay the dice come up once a week or so.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Spoken like someone who hasn't actually checked,  I don't think there's a single item for formula d or de dice in the past six months or so at least.&lt;br&gt;&lt;br&gt;Even if there were, who cares.  I'm saying Asmodee should put the dang things in zip lock bags and ship them to distributers or something. 
</description>
<link>http://www.boardgamegeek.com/article/3580814#3580814</link>
<guid>http://www.boardgamegeek.com/article/3580814#3580814</guid>
<pubDate>Tue, 16 Jun 2009 16:51:23 +0000</pubDate>
<dc:creator>SybotCB</dc:creator>
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		<title>Reply: Formula D:: News:: Re: More expansions announced</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/PaleHorseRider&#039;&gt;PaleHorseRider&lt;/a&gt;&lt;/p&gt;
	Check ebay the dice come up once a week or so.
</description>
<link>http://www.boardgamegeek.com/article/3580558#3580558</link>
<guid>http://www.boardgamegeek.com/article/3580558#3580558</guid>
<pubDate>Tue, 16 Jun 2009 16:00:00 +0000</pubDate>
<dc:creator>PaleHorseRider</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: More expansions announced</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/SybotCB&#039;&gt;SybotCB&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Heckmac wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;SybotCB wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;I wish they'd quit making boards until they sell some dice first.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I just uploaded a dashboard from one of the original versions of the game.  All gear dice rolls were resolved through a d20 and a table look up.&lt;br&gt;&lt;br&gt;Just use these d20 tables in lieu of specialty dice.  I'll add a link when the file is approved.&lt;br&gt;&lt;br&gt;- C&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I know how you can use a D20 to do the same thing.  And I know the odds are the same either way.  But I Don't want to do that.  I want the dice!!!
</description>
<link>http://www.boardgamegeek.com/article/3580520#3580520</link>
<guid>http://www.boardgamegeek.com/article/3580520#3580520</guid>
<pubDate>Tue, 16 Jun 2009 15:52:45 +0000</pubDate>
<dc:creator>SybotCB</dc:creator>
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		<title>Thread: Formula D Circuits 1 - Sebring &amp; Chicago:: Rules:: East Park Area. Begin and end?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tolle&#039;&gt;Tolle&lt;/a&gt;&lt;/p&gt;
	Hi,&lt;br&gt;&lt;br&gt;can anyboy clarify where the beginning and where the end is? The manual says between 5 and 18, but 5 is before the 'Intersection' and 18 is just before the first crossover of East Park (if you use the middle track)&lt;br&gt;&lt;br&gt;Thanks!
</description>
<link>http://www.boardgamegeek.com/thread/415613</link>
<guid>http://www.boardgamegeek.com/thread/415613</guid>
<pubDate>Mon, 15 Jun 2009 20:42:09 +0000</pubDate>
<dc:creator>Tolle</dc:creator>
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		<item>
		<title>Reply: Formula D:: Variants:: Re: Wouldn't it be great if... (dice gears)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Heckmac&#039;&gt;Heckmac&lt;/a&gt;&lt;/p&gt;
	I just uploaded a dashboard from one of the original versions of the game.  All gear dice rolls were resolved through a d20 and a table look up.  I'll add a link when the file is approved.  If someone has a burning desire to get it quicker, geekmail me.&lt;br&gt;&lt;br&gt;In lieu of specialty dice for gear ratio's, you can include offsetting die modifiers in low/high gear ratio.&lt;br&gt;&lt;br&gt;A house rule we've experimented with at times:&lt;br&gt;&lt;br&gt;Your Gear &quot;Ratio&quot; is expressed as a die modifier in 1st gear.  In 2nd gear the modifier is halved and halved again in 3rd gear.  The modifier is reversed (plus becomes minus) in 4-6 gears.&lt;br&gt;&lt;br&gt;For instance: A Ratio of &quot;+4&quot; would mean that you apply modifiers of:&lt;br&gt;&lt;br&gt;1st gear = +4&lt;br&gt;2nd gear = +2&lt;br&gt;3rd gear = +1&lt;br&gt;4th gear = -1&lt;br&gt;5th gear = -2&lt;br&gt;6th gear = -4&lt;br&gt;&lt;br&gt;These are d20 dice roll modifiers, NOT result modifiers.  A standard FD 1st gear die is a 50/50 distribution of a 1 or 2 result.  With this Ratio setting house rule and a d20, you would get a 30/70 distribution for a 1 or 2 result in 1st gear. &lt;br&gt;&lt;br&gt;Plus die roll modifiers are voluntary, corresponding negative modifiers are mandatory. &lt;br&gt;&lt;br&gt;- C&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3576084#3576084</link>
<guid>http://www.boardgamegeek.com/article/3576084#3576084</guid>
<pubDate>Mon, 15 Jun 2009 17:11:40 +0000</pubDate>
<dc:creator>Heckmac</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: More expansions announced</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Heckmac&#039;&gt;Heckmac&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;SybotCB wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;I wish they'd quit making boards until they sell some dice first.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I just uploaded a dashboard from one of the original versions of the game.  All gear dice rolls were resolved through a d20 and a table look up.&lt;br&gt;&lt;br&gt;Just use these d20 tables in lieu of specialty dice.  I'll add a link when the file is approved.&lt;br&gt;&lt;br&gt;- C
</description>
<link>http://www.boardgamegeek.com/article/3575957#3575957</link>
<guid>http://www.boardgamegeek.com/article/3575957#3575957</guid>
<pubDate>Mon, 15 Jun 2009 16:55:43 +0000</pubDate>
<dc:creator>Heckmac</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: More expansions announced</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/SybotCB&#039;&gt;SybotCB&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ad79 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Boardgamenews.com have put expansion 2 and 3 for Formula D in the Gone Cardboard section.&lt;br&gt;Expansion 2 is scheduled for July and expansion 3 for November.&lt;br&gt;&lt;br&gt;It had no info about which tracks the expansions would include, just the release dates.&lt;br&gt;&lt;br&gt;This is the link to the news report.&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamenews.com/index.php/boardgamenews/comments/gone_cardboard_asmodee_rolls_out_more_of_its_2009_schedule/&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamenews.com/index.php/boardgamenews/comment...&lt;/A&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I wish they'd quit making boards until they sell some dice first.
</description>
<link>http://www.boardgamegeek.com/article/3575559#3575559</link>
<guid>http://www.boardgamegeek.com/article/3575559#3575559</guid>
<pubDate>Mon, 15 Jun 2009 15:52:26 +0000</pubDate>
<dc:creator>SybotCB</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: More expansions announced</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Heckmac&#039;&gt;Heckmac&lt;/a&gt;&lt;/p&gt;
	I have the St Pete track homebrewed for Speed Circuit, but alas, I have not made an FdE version yet.&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/filepage/41618&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/filepage/41618&lt;/A&gt;&lt;br&gt;&lt;br&gt;- C
</description>
<link>http://www.boardgamegeek.com/article/3575502#3575502</link>
<guid>http://www.boardgamegeek.com/article/3575502#3575502</guid>
<pubDate>Mon, 15 Jun 2009 15:40:30 +0000</pubDate>
<dc:creator>Heckmac</dc:creator>
	</item>
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		<title>Reply: Formula D:: News:: Re: More expansions announced</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/paulmond&#039;&gt;paulmond&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Henry Rhombus wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;The only info I have so far is what I wrote in one of my &lt;a href=&quot;http://www.boardgamenews.com/index.php/boardgamenews/comments/convention_report_new_york_toy_fair_2009_north_star_looney_asmodee_more/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;NY Toy Fair reports&lt;/a&gt;, that being that Asmodee will hold a track design contest later in 2009 with the winning track being published in expansion #3. So if you design an awesome track, you might know exactly what will be in expansion #3!&lt;br&gt;&lt;br&gt;Eric&lt;br&gt;Editor, BoardgameNews.com&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Any news on this design contest?
</description>
<link>http://www.boardgamegeek.com/article/3575198#3575198</link>
<guid>http://www.boardgamegeek.com/article/3575198#3575198</guid>
<pubDate>Mon, 15 Jun 2009 14:47:29 +0000</pubDate>
<dc:creator>paulmond</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Great games made really easy: Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MattG&#039;&gt;MattG&lt;/a&gt;&lt;/p&gt;
	I tried this variant out with my 4 yr old and 7 yr old.  We played a one lap race and had a number of leader changes.  We all had a good time and the game went quickly.  The hardest concept for them to grasp is that you downshift when you move the peg up the card. :)  
</description>
<link>http://www.boardgamegeek.com/article/3574772#3574772</link>
<guid>http://www.boardgamegeek.com/article/3574772#3574772</guid>
<pubDate>Mon, 15 Jun 2009 12:48:29 +0000</pubDate>
<dc:creator>MattG</dc:creator>
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		<title>File: Formula D:: Formula Death Turn Cards 1</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/diceman56&#039;&gt;diceman56&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43584">Formula Death Turn Cards 1</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/37904">Formula D</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/43584</link>
<guid>http://www.boardgamegeek.com/filepage/43584</guid>
<pubDate>Sun, 14 Jun 2009 21:34:10 +0000</pubDate>
<dc:creator>diceman56</dc:creator>
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		<title>File: Formula D:: Formula D Dutch complete summary for the easy game.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tolle&#039;&gt;Tolle&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43689">Formula D Dutch complete summary for the easy game.</a>
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			<a href="http://www.boardgamegeek.com/boardgame/37904">Formula D</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/43689</link>
<guid>http://www.boardgamegeek.com/filepage/43689</guid>
<pubDate>Sun, 14 Jun 2009 21:26:00 +0000</pubDate>
<dc:creator>Tolle</dc:creator>
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		<item>
		<title>Reply: Formula D:: General:: Re: 1:144 Diecast Cars</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Qualm&#039;&gt;Qualm&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Goldyn Gryphon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;These are too big for this game. The scale should be like 1:300.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Actually I did some measuring before I started looking for replacement cars, and they are about 1:200 scale - the smallest track spaces and the included cars are both 11/16 of an inch long.  For reference, N scale railroading is 1:160 and Z-scale is 1:220.&lt;br&gt;&lt;br&gt;The closest commercially produced inexpensive replacements are Micro Machine Minis, from the mid 1990's.  Unfortunately they aren't easy to find.  Fortunately, there was a fairly wide variety of racing cars in the Micro Machine Mini sets.
</description>
<link>http://www.boardgamegeek.com/article/3568754#3568754</link>
<guid>http://www.boardgamegeek.com/article/3568754#3568754</guid>
<pubDate>Sat, 13 Jun 2009 02:35:11 +0000</pubDate>
<dc:creator>Qualm</dc:creator>
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		<title>Reply: Formula D:: General:: Re: 1:144 Diecast Cars</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Heckmac&#039;&gt;Heckmac&lt;/a&gt;&lt;/p&gt;
	Bad news, the cars were snatched up by several Gamers within 20 minutes of posting to the forums!&lt;br&gt;&lt;br&gt;- C
</description>
<link>http://www.boardgamegeek.com/article/3564503#3564503</link>
<guid>http://www.boardgamegeek.com/article/3564503#3564503</guid>
<pubDate>Fri, 12 Jun 2009 01:06:30 +0000</pubDate>
<dc:creator>Heckmac</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: 1:144 Diecast Cars</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Danguy&#039;&gt;Danguy&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Goldyn Gryphon wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;These are too big for this game. The scale should be like 1:300.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;True, but he did mention home build tracks...
</description>
<link>http://www.boardgamegeek.com/article/3563994#3563994</link>
<guid>http://www.boardgamegeek.com/article/3563994#3563994</guid>
<pubDate>Thu, 11 Jun 2009 22:34:07 +0000</pubDate>
<dc:creator>Danguy</dc:creator>
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		<title>Reply: Formula D:: General:: Re: 1:144 Diecast Cars</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Goldyn+Gryphon&#039;&gt;Goldyn Gryphon&lt;/a&gt;&lt;/p&gt;
	These are too big for this game. The scale should be like 1:300.
</description>
<link>http://www.boardgamegeek.com/article/3563975#3563975</link>
<guid>http://www.boardgamegeek.com/article/3563975#3563975</guid>
<pubDate>Thu, 11 Jun 2009 22:29:39 +0000</pubDate>
<dc:creator>Goldyn Gryphon</dc:creator>
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		<item>
		<title>Thread: Formula D:: General:: 1:144 Diecast Cars</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Heckmac&#039;&gt;Heckmac&lt;/a&gt;&lt;/p&gt;
	I have an excess supply of 39 individually packaged (MIB) and 1 set of 5 (MIB) 50th anniversary (1998) Nascar diecast cars in 1:144 scale.  The cars at this scale are approximately 1 3/8&quot; long x 1/2&quot; wide.&lt;br&gt;&lt;br&gt;Personally, I like to use this scale car for home build tracks in various racing games.  I am cross posting this to numerous racing games here on BGG.&lt;br&gt;&lt;br&gt;In lieu of placing these cars on Ebay, I'd rather they went to a &quot;good gaming home&quot;.  Contact me via geekmail and I'll ship them to you for &quot;free&quot;... you just send me the cost of shipping and whatever geek gold you feel like tipping me... &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;  Let me know how many you are interested in and I'll try to combine them so there are no doubles in your &quot;order&quot;.&lt;br&gt;&lt;br&gt;First geekmail, first served...&lt;br&gt;&lt;br&gt;- Charlie
</description>
<link>http://www.boardgamegeek.com/thread/414540</link>
<guid>http://www.boardgamegeek.com/thread/414540</guid>
<pubDate>Thu, 11 Jun 2009 20:59:56 +0000</pubDate>
<dc:creator>Heckmac</dc:creator>
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		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DaFink&#039;&gt;DaFink&lt;/a&gt;&lt;/p&gt;
	wow can't wait to get those tracks out with players...looks like a ton of fun!
</description>
<link>http://www.boardgamegeek.com/article/3559774#3559774</link>
<guid>http://www.boardgamegeek.com/article/3559774#3559774</guid>
<pubDate>Thu, 11 Jun 2009 02:16:47 +0000</pubDate>
<dc:creator>DaFink</dc:creator>
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		<item>
		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Danguy&#039;&gt;Danguy&lt;/a&gt;&lt;/p&gt;
	This expansion will get my money!
</description>
<link>http://www.boardgamegeek.com/article/3559765#3559765</link>
<guid>http://www.boardgamegeek.com/article/3559765#3559765</guid>
<pubDate>Thu, 11 Jun 2009 02:13:21 +0000</pubDate>
<dc:creator>Danguy</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: Season Two League Video</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oneilljgf&#039;&gt;oneilljgf&lt;/a&gt;&lt;/p&gt;
	&lt;i&gt;&lt;b&gt;Bixthby,&lt;br&gt;&lt;br&gt;That video wath nothing thort of&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#006600'&gt;&lt;b&gt;Thenthathional&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Jim&lt;/i&gt;&lt;br&gt;&lt;b&gt;Etht. 1949&lt;/b&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3558659#3558659</link>
<guid>http://www.boardgamegeek.com/article/3558659#3558659</guid>
<pubDate>Wed, 10 Jun 2009 20:26:50 +0000</pubDate>
<dc:creator>oneilljgf</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/The+Stig&#039;&gt;The Stig&lt;/a&gt;&lt;/p&gt;
	I'm torn myself. I like the normal race tracks for the fan in me, but I've also found the &quot;street racing&quot; tracks are a hell of a lot of fun when using the normal FD rules (&lt;a href=&quot;http://www.boardgamegeek.com/thread/375889&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;see my session writeup!&lt;/a&gt;).
</description>
<link>http://www.boardgamegeek.com/article/3558071#3558071</link>
<guid>http://www.boardgamegeek.com/article/3558071#3558071</guid>
<pubDate>Wed, 10 Jun 2009 18:11:12 +0000</pubDate>
<dc:creator>The Stig</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/superman829&#039;&gt;superman829&lt;/a&gt;&lt;/p&gt;
	I think having 2 more tracks based on real tracks is brilliant, and I don't really mind whether or not they're on the current F-1 circuit.  As a long-time Formula De player, I never really was able to get into the &quot;fast and the furious&quot; street-racing version.  It was disappointing to me to think that future expansions would be &quot;half &amp; half.&quot;  I was happy with Sebring but have completely ignored the Chicago street race circuit.  &lt;br&gt;&lt;br&gt;So, I too applaud the powers that be for making the decision to (at least in this particular expansion) release more real tracks for F-1 racing.  I'm also excited about having both the old (from Formula De) and new Hockenheim configurations.  No criticism against the &quot;street racing&quot; variant, or the people who like it...it just doesn't scratch my itch.  &lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3556953#3556953</link>
<guid>http://www.boardgamegeek.com/article/3556953#3556953</guid>
<pubDate>Wed, 10 Jun 2009 14:24:28 +0000</pubDate>
<dc:creator>superman829</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Street Race ability question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/brotherjo&#039;&gt;brotherjo&lt;/a&gt;&lt;/p&gt;
	Ah, thanks. I hadn't thought about putting yourself in position to roll first next turn. Thanks for the quick reply. 
</description>
<link>http://www.boardgamegeek.com/article/3554643#3554643</link>
<guid>http://www.boardgamegeek.com/article/3554643#3554643</guid>
<pubDate>Tue, 09 Jun 2009 21:52:56 +0000</pubDate>
<dc:creator>brotherjo</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: Rules:: Re: Street Race ability question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ad79&#039;&gt;ad79&lt;/a&gt;&lt;/p&gt;
	 It's one of the racers with a blue car. Don't remember his name now.&lt;br&gt;EDIT: Jack Owens.  Here is his card: 	&lt;A target='_blank' href=&quot;http://boardgamegeek.com/image/453264&quot; rel=&quot;nofollow&quot;&gt;http://boardgamegeek.com/image/453264&lt;/A&gt;&lt;br&gt;&lt;br&gt;1. Yes you can.&lt;br&gt;&lt;br&gt;2. This ability would come in handy if you are in the last corner of the race and one space further puts you one position up in the field. Then you get to roll the die first next turn. &lt;br&gt;In a two stop or three stop corner it can be nice to go one space back or forth so you don't miss a vital space to be able to go the long way. &lt;br&gt;But the best use of this ability would be to gain a position in the field.
</description>
<link>http://www.boardgamegeek.com/article/3554474#3554474</link>
<guid>http://www.boardgamegeek.com/article/3554474#3554474</guid>
<pubDate>Tue, 09 Jun 2009 21:10:23 +0000</pubDate>
<dc:creator>ad79</dc:creator>
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		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/The+Stig&#039;&gt;The Stig&lt;/a&gt;&lt;/p&gt;
	I hope they still put out some non-F1 tracks in future expansions. I love playing Sebring.
</description>
<link>http://www.boardgamegeek.com/article/3554234#3554234</link>
<guid>http://www.boardgamegeek.com/article/3554234#3554234</guid>
<pubDate>Tue, 09 Jun 2009 20:31:49 +0000</pubDate>
<dc:creator>The Stig</dc:creator>
	</item>
		<item>
		<title>Thread: Formula D:: Rules:: Street Race ability question</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/brotherjo&#039;&gt;brotherjo&lt;/a&gt;&lt;/p&gt;
	I apologize for not knowing WHICH racer has this power, but it's basically as follows:&lt;br&gt;&lt;br&gt;(RACER) may move +/- 1 space in the corner and spend 1 tire WP for each use.&lt;br&gt;&lt;br&gt;There are two parts to this question:&lt;br&gt;&lt;br&gt;1. If a player stops 1 space OUTSIDE a corner, can they use the ability to place them INSIDE the corner? &lt;br&gt;&lt;br&gt;2. If no, then what would be the strategic advantage of advancing one space inside a corner?
</description>
<link>http://www.boardgamegeek.com/thread/413853</link>
<guid>http://www.boardgamegeek.com/thread/413853</guid>
<pubDate>Tue, 09 Jun 2009 19:32:12 +0000</pubDate>
<dc:creator>brotherjo</dc:creator>
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		<item>
		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/stephenr216&#039;&gt;stephenr216&lt;/a&gt;&lt;/p&gt;
	YAY! Two current F1 tracks?!  It sounds like Asmodee actually listens to the customers and responds :surprise: I passed on the first expansion, but I will definitely buy this one.  If this one sells well, we can look forward to more modern F1 tracks soon :)&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;P.S. Yes, I know the German grand prix is going to be at the Nürburgring this year, but it's coming back to Hockenheim in 2010 :P
</description>
<link>http://www.boardgamegeek.com/article/3551660#3551660</link>
<guid>http://www.boardgamegeek.com/article/3551660#3551660</guid>
<pubDate>Tue, 09 Jun 2009 07:50:19 +0000</pubDate>
<dc:creator>stephenr216</dc:creator>
	</item>
		<item>
		<title>New Image for Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bcooperok&#039;&gt;bcooperok&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/495980"><img border=0  src="http://images.boardgamegeek.com/images/pic495980_t.jpg"></a><div class='sf'>So many dice, so few gear boxes.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/495980</link>
<guid>http://www.boardgamegeek.com/image/495980</guid>
<pubDate>Tue, 09 Jun 2009 03:32:35 +0000</pubDate>
<dc:creator>bcooperok</dc:creator>
	</item>
		<item>
		<title>File: Formula D:: Zandvoort Corner Log</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/diceman56&#039;&gt;diceman56&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43449">Zandvoort Corner Log</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/37904">Formula D</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/43449</link>
<guid>http://www.boardgamegeek.com/filepage/43449</guid>
<pubDate>Mon, 08 Jun 2009 16:19:30 +0000</pubDate>
<dc:creator>diceman56</dc:creator>
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		<item>
		<title>File: Formula D:: Eurospeedway Lausitz Formula D Track ver. 0.5</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Project2501&#039;&gt;Project2501&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43465">Eurospeedway Lausitz Formula D Track ver. 0.5</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/37904">Formula D</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/43465</link>
<guid>http://www.boardgamegeek.com/filepage/43465</guid>
<pubDate>Mon, 08 Jun 2009 16:17:26 +0000</pubDate>
<dc:creator>Project2501</dc:creator>
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		<title>Reply: Formula D Circuits 1 - Sebring &amp; Chicago:: General:: Re: What the heck is the Chicago East Park area?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bulldozers&#039;&gt;bulldozers&lt;/a&gt;&lt;/p&gt;
	Being from the area... its not the greatest map.  I tink it would have been nice to see an obvious Lake shore Drive and Michigan Avenue maybe Lincoln or Clark also on this map.&lt;br&gt;&lt;br&gt;Maybe Navy pier...&lt;br&gt;&lt;br&gt;&lt;br&gt;I might look at purchasing some of the other maps but the metal anguish this one caused, put me off=)
</description>
<link>http://www.boardgamegeek.com/article/3547464#3547464</link>
<guid>http://www.boardgamegeek.com/article/3547464#3547464</guid>
<pubDate>Mon, 08 Jun 2009 02:56:45 +0000</pubDate>
<dc:creator>bulldozers</dc:creator>
	</item>
		<item>
		<title>Thread: Formula D:: General:: Season Two League Video</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Bixby&#039;&gt;Bixby&lt;/a&gt;&lt;/p&gt;
	We just started Season Two. A great lineup for the year. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;a href="http://www.youtube.com/watch?v=kc9rPUbm9Vk"&gt;Youtube Video&lt;/a&gt;
</description>
<link>http://www.boardgamegeek.com/thread/412986</link>
<guid>http://www.boardgamegeek.com/thread/412986</guid>
<pubDate>Sat, 06 Jun 2009 05:12:19 +0000</pubDate>
<dc:creator>Bixby</dc:creator>
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		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Danguy&#039;&gt;Danguy&lt;/a&gt;&lt;/p&gt;
	Valencia is urban. What's not &quot;street&quot; about that?
</description>
<link>http://www.boardgamegeek.com/article/3541870#3541870</link>
<guid>http://www.boardgamegeek.com/article/3541870#3541870</guid>
<pubDate>Fri, 05 Jun 2009 18:07:13 +0000</pubDate>
<dc:creator>Danguy</dc:creator>
	</item>
		<item>
		<title>File: Formula D:: Advanced Rules Reference PDF with Graphics </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tolle&#039;&gt;Tolle&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43382">Advanced Rules Reference PDF with Graphics </a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/37904">Formula D</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/43382</link>
<guid>http://www.boardgamegeek.com/filepage/43382</guid>
<pubDate>Fri, 05 Jun 2009 13:19:15 +0000</pubDate>
<dc:creator>Tolle</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: Reviews:: Re: Formula D :: 02/06/09 :: primeras impresiones</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/joseaguerof&#039;&gt;joseaguerof&lt;/a&gt;&lt;/p&gt;
	La verdad tengo que agregar que estuve muy ansioso por jugar este juego ya que quería comprarlo, sin embargo, aún no me decido no creo que consiga el número de gente necesario para disfrutarlo bien.&lt;br&gt;&lt;br&gt;Aparte en los juegos de carreras siempre he sido más como de Wipeout y Mario Kart, en el sentido que no es solo la carrera sino también las armas así que estoy esperando que salga Rush n Crush de Rackham. Sé que lo puedo bajar gratis pero de momento tengo muchos juegos por armar por delante y de por sí, quiero jugarlo con la ambientación en Ava.&lt;br&gt;&lt;br&gt;Por otro lado también estoy interesado en Snow Tails, estos últimos dos juegos me parece que se disfrutan mejor con menos gente y tienen un poco más de estrategia, lo cuál sería el punto de venta para mí.&lt;br&gt;&lt;br&gt;En fin, espero pronto traerles sus reseñas para ver cuál compro finalmente.
</description>
<link>http://www.boardgamegeek.com/article/3539730#3539730</link>
<guid>http://www.boardgamegeek.com/article/3539730#3539730</guid>
<pubDate>Fri, 05 Jun 2009 07:35:33 +0000</pubDate>
<dc:creator>joseaguerof</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DerKutzi&#039;&gt;DerKutzi&lt;/a&gt;&lt;/p&gt;
	This two Tracks look Awesome, but two Formula Tracks and no new Street Track? I thought it would be a track from both types in every expansion.:what:
</description>
<link>http://www.boardgamegeek.com/article/3539648#3539648</link>
<guid>http://www.boardgamegeek.com/article/3539648#3539648</guid>
<pubDate>Fri, 05 Jun 2009 06:34:11 +0000</pubDate>
<dc:creator>DerKutzi</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: Would Formula D be more fun with 2 players if each person played two cars?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/grayskale&#039;&gt;grayskale&lt;/a&gt;&lt;/p&gt;
	Why stop at 2 each? In our league we always have as close to a full 10 car track as we can. If only 3 people show up they race 3 cars each. The extra traffic is pure fun.
</description>
<link>http://www.boardgamegeek.com/article/3538809#3538809</link>
<guid>http://www.boardgamegeek.com/article/3538809#3538809</guid>
<pubDate>Fri, 05 Jun 2009 00:01:32 +0000</pubDate>
<dc:creator>grayskale</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: More Cars</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Mobius118&#039;&gt;Mobius118&lt;/a&gt;&lt;/p&gt;
	unfortunately, most asmodee announced that they would not be making extra car sets due to the cost, and my searching for the originals has come up short as well. Keep trying, though. Good Luck!
</description>
<link>http://www.boardgamegeek.com/article/3538783#3538783</link>
<guid>http://www.boardgamegeek.com/article/3538783#3538783</guid>
<pubDate>Thu, 04 Jun 2009 23:51:04 +0000</pubDate>
<dc:creator>Mobius118</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: Would Formula D be more fun with 2 players if each person played two cars?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Superhawk2300&#039;&gt;Superhawk2300&lt;/a&gt;&lt;/p&gt;
	This is awesome - thanks - FD is back on my radar again too!
</description>
<link>http://www.boardgamegeek.com/article/3538781#3538781</link>
<guid>http://www.boardgamegeek.com/article/3538781#3538781</guid>
<pubDate>Thu, 04 Jun 2009 23:50:26 +0000</pubDate>
<dc:creator>Superhawk2300</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: Variants:: Re: Speed Racer vs. Snake Oiler---old school</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Mobius118&#039;&gt;Mobius118&lt;/a&gt;&lt;/p&gt;
	I never watched the show, bit I know Racer X was always looking out for Speed, so maybe you could ad in a rule that has to do with that.
</description>
<link>http://www.boardgamegeek.com/article/3538772#3538772</link>
<guid>http://www.boardgamegeek.com/article/3538772#3538772</guid>
<pubDate>Thu, 04 Jun 2009 23:48:09 +0000</pubDate>
<dc:creator>Mobius118</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: Would Formula D be more fun with 2 players if each person played two cars?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Mobius118&#039;&gt;Mobius118&lt;/a&gt;&lt;/p&gt;
	It is definitely more fun when one person has two cars, so that teamwork comes into play. I find it extremely enjoyable to have a constructor's championship going where each player controls a team of two cars, and the winner is the player with the highest number of total points from both cars. This is good, because you don't always have to finish 1st to do well.  
</description>
<link>http://www.boardgamegeek.com/article/3538711#3538711</link>
<guid>http://www.boardgamegeek.com/article/3538711#3538711</guid>
<pubDate>Thu, 04 Jun 2009 23:22:56 +0000</pubDate>
<dc:creator>Mobius118</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Stefan+B&#039;&gt;Stefan B&lt;/a&gt;&lt;/p&gt;
	The link for the english version.&lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.asmodee-us.com/games/strategy/formula-d-expansion-2.php&quot; rel=&quot;nofollow&quot;&gt;http://www.asmodee-us.com/games/strategy/formula-d-expansion...&lt;/A&gt;
</description>
<link>http://www.boardgamegeek.com/article/3537682#3537682</link>
<guid>http://www.boardgamegeek.com/article/3537682#3537682</guid>
<pubDate>Thu, 04 Jun 2009 19:23:24 +0000</pubDate>
<dc:creator>Stefan B</dc:creator>
	</item>
		<item>
		<title>New Image for Formula D Circuits 2 - Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jwhyne&#039;&gt;jwhyne&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/493700"><img border=0  src="http://images.boardgamegeek.com/images/pic493700_t.jpg"></a><div class='sf'>Valencia Track</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/493700</link>
<guid>http://www.boardgamegeek.com/image/493700</guid>
<pubDate>Thu, 04 Jun 2009 14:25:25 +0000</pubDate>
<dc:creator>jwhyne</dc:creator>
	</item>
		<item>
		<title>New Image for Formula D Circuits 2 - Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jwhyne&#039;&gt;jwhyne&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/493698"><img border=0  src="http://images.boardgamegeek.com/images/pic493698_t.jpg"></a><div class='sf'>Hockenheim Track</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/493698</link>
<guid>http://www.boardgamegeek.com/image/493698</guid>
<pubDate>Thu, 04 Jun 2009 14:24:54 +0000</pubDate>
<dc:creator>jwhyne</dc:creator>
	</item>
		<item>
		<title>New Image for Formula D Circuits 2 - Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jwhyne&#039;&gt;jwhyne&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/493697"><img border=0  src="http://images.boardgamegeek.com/images/pic493697_t.jpg"></a><div class='sf'>Cover Art</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/493697</link>
<guid>http://www.boardgamegeek.com/image/493697</guid>
<pubDate>Thu, 04 Jun 2009 14:19:54 +0000</pubDate>
<dc:creator>jwhyne</dc:creator>
	</item>
		<item>
		<title>Review: Formula D:: Reviews:: Formula D :: 02/06/09 :: primeras impresiones</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/joseaguerof&#039;&gt;joseaguerof&lt;/a&gt;&lt;/p&gt;
	¿Qué es esto?&lt;br&gt;&lt;br&gt;Esto es un juego de mesa que simula carreras de Fórmula 1, a través de carritos, dados y una pista sinuosa.&lt;br&gt;&lt;br&gt;¿Cuáles son sus componentes?&lt;br&gt;&lt;br&gt;Varios manuales de reglas, fichas, tarjetas, cajitas plásticas, carritos diminutos y un montón de piecitas plásticas.&lt;br&gt;&lt;br&gt;En fin, la calidad del arte y de los componentes es sumamente llamativa y ver el juego armado es atractivo y agradable a la vista.  Los carritos son muy pequeños por lo que su pintura no es la mejor, aunque a esa escala ni a mí me dan ganas de pintarlos.  En fin, cumplen bien con su tarea siempre que distingas el tuyo.&lt;br&gt;&lt;br&gt;El tablero tiene dos caras: uno con el circuito de Mónaco y otro con un circuito nocturno y urbano recordando al Need for Speed o cualquier vídeo-juego similar.  Ambas tienen todo muy bien marcado y resulta muy fácil utilizar los circuitos.&lt;br&gt;&lt;br&gt;¿Y las reglas?&lt;br&gt;&lt;br&gt;Bueno, parece ser que hay distintas reglas: básicas, avanzadas y callejero.  Ayer jugamos con las avanzadas y son bastante sencillas aparte que viene bien explicado en el libro así que recomiendo empezar con estas de una vez.&lt;br&gt;&lt;br&gt;En sí, las reglas son muy sencillas, simplemente escoges un carro.  Tiras un dado para decidir las posiciones de salida y luego haces otra tirada para ver si sales bien, con ventaja o si del todo no te arrancó el carro.&lt;br&gt;&lt;br&gt;En cada turno puedes subir o bajar una marcha y esto es importante, ya que según la marcha así será el dado que tiraras.  Entre mayor la marcha mayor será la cantidad de espacios que te desplazarás.&lt;br&gt;&lt;br&gt;El asunto en este juego son las curvas, cada una está bien delimitada y acompañada por estadísticas que indican: cuántas veces hay que parar en esta curva antes de salir, el trayecto más largo de la curva y el más corto.&lt;br&gt;&lt;br&gt;Así que todo el juego es básicamente contar espacios, calcular cuántos ocupas recorrer para llegar a cierta curva pero de forma que caigas dentro y te quedes ahí el número de turnos requeridos.&lt;br&gt;&lt;br&gt;Hay penalidades que van desde daños a las llantas hasta perder pedazos de la carrocería, lo cuál sería determinado con un dado.  Hay que tener cuidado con la forma de manejar ya que siendo muy temerario o descuidado puede terminar en la destrucción del carro.&lt;br&gt;&lt;br&gt;¿Qué tal juega?&lt;br&gt;&lt;br&gt;Bueno ya he comentado las reglas y la verdad es que son muy sencillas, vas cambiando de marchas, contando espacios y tirando dados de colores.  Si fallas en algo le haces daño a tu carro, hasta que no aguente más y quedas descalificado.&lt;br&gt;&lt;br&gt;A simple vista se dislumbran unas cuantas estrategias: ser arriesgado e ir tomando las curvas rápido, esperando salir favorecido en los dados; ser precavido y esperar que los demás destruyan sus carros, o simplemente aprovechar lo mejor posible las curvas para acortar camino por ahí.&lt;br&gt;&lt;br&gt;La verdad es que el juego es sencillo de jugar y como dijo un compa nadie se va a morir por pensar en él.  Creo que el problema puede ser la longitud, una vuelta con más de 5 personas se puede hacer larga y algo monótona; aunque no me imagino que sea muy emocionante con menos de ese número así que para mí es una dicotomía, entre más carros más competitiva se torna el juego aunque se tenga la sensación de que es largo (una vuelta de 7 carros a 1:30-2 horas).&lt;br&gt;&lt;br&gt;¿Para quién es?&lt;br&gt;&lt;br&gt;Definitivamente para amantes de la velocidad que quieran jugar con niños o en una mesa de tragos.  Para mi gusto, si lo fuera a traer a una noche de juegos ocuparía unas reglas más avanzadas que permitan más estrategia.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/412357</link>
<guid>http://www.boardgamegeek.com/thread/412357</guid>
<pubDate>Wed, 03 Jun 2009 22:26:47 +0000</pubDate>
<dc:creator>joseaguerof</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: News:: Re: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cold_fuzion&#039;&gt;cold_fuzion&lt;/a&gt;&lt;/p&gt;
	Want! Those look like fun tracks.
</description>
<link>http://www.boardgamegeek.com/article/3532498#3532498</link>
<guid>http://www.boardgamegeek.com/article/3532498#3532498</guid>
<pubDate>Wed, 03 Jun 2009 17:19:52 +0000</pubDate>
<dc:creator>cold_fuzion</dc:creator>
	</item>
		<item>
		<title>Thread: Formula D:: News:: Expansion 2 Hockenheim and Valencia</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/JinxedSan&#039;&gt;JinxedSan&lt;/a&gt;&lt;/p&gt;
	New Expansion tracks &lt;br&gt;&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.asmodee.com//jeux-de-societe/news/news.htm?HK=6156ee526f1caa0dd01be1e8095d80af&amp;ID=1166&quot; rel=&quot;nofollow&quot;&gt;http://www.asmodee.com//jeux-de-societe/news/news.htm?HK=615...&lt;/A&gt;&lt;br&gt;&lt;br&gt;Hockenheim and Valencia
</description>
<link>http://www.boardgamegeek.com/thread/412278</link>
<guid>http://www.boardgamegeek.com/thread/412278</guid>
<pubDate>Wed, 03 Jun 2009 17:05:21 +0000</pubDate>
<dc:creator>JinxedSan</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: Would Formula D be more fun with 2 players if each person played two cars?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/xxeyes&#039;&gt;xxeyes&lt;/a&gt;&lt;/p&gt;
	Great, thanks everyone!  Formula D is back on my radar.
</description>
<link>http://www.boardgamegeek.com/article/3524412#3524412</link>
<guid>http://www.boardgamegeek.com/article/3524412#3524412</guid>
<pubDate>Mon, 01 Jun 2009 15:37:32 +0000</pubDate>
<dc:creator>xxeyes</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: Would Formula D be more fun with 2 players if each person played two cars?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/valthalion&#039;&gt;valthalion&lt;/a&gt;&lt;/p&gt;
	For 2 to 4 playes, we always use two players per car.  As said previoiusly, the more cars on the track there more fun that ensues.
</description>
<link>http://www.boardgamegeek.com/article/3522870#3522870</link>
<guid>http://www.boardgamegeek.com/article/3522870#3522870</guid>
<pubDate>Mon, 01 Jun 2009 00:55:23 +0000</pubDate>
<dc:creator>valthalion</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: Would Formula D be more fun with 2 players if each person played two cars?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Ronaldo&#039;&gt;Ronaldo&lt;/a&gt;&lt;/p&gt;
	In a 2- or 3- and probaly 4-player game, you shouldn't play with one car each. If there are only 2 players in the game, I would even consider giving 3 cars to each person.
</description>
<link>http://www.boardgamegeek.com/article/3522826#3522826</link>
<guid>http://www.boardgamegeek.com/article/3522826#3522826</guid>
<pubDate>Mon, 01 Jun 2009 00:27:58 +0000</pubDate>
<dc:creator>Ronaldo</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: Would Formula D be more fun with 2 players if each person played two cars?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/TonyClifton&#039;&gt;TonyClifton&lt;/a&gt;&lt;/p&gt;
	We play this now with two cars each........and sometimes we use a 5th car that we alternate control over............makes the track much more crowded and let me tell you that the 5th car is one crazy bastard when it comes to risk taking.&lt;br&gt;&lt;br&gt;The game is much better with more cars on the track..........when we have a third person we still run two cars each.
</description>
<link>http://www.boardgamegeek.com/article/3522782#3522782</link>
<guid>http://www.boardgamegeek.com/article/3522782#3522782</guid>
<pubDate>Mon, 01 Jun 2009 00:05:33 +0000</pubDate>
<dc:creator>TonyClifton</dc:creator>
	</item>
		<item>
		<title>Thread: Formula D:: General:: Would Formula D be more fun with 2 players if each person played two cars?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/xxeyes&#039;&gt;xxeyes&lt;/a&gt;&lt;/p&gt;
	I'm interested in picking this up, but I play mostly with just my girlfriend.  It seems that you would need a good number of cars on the track for the game to be enjoyable.  I have almost written it off for this reason.  However, I'm wondering if it would be easy/fun for two players to each play two cars.  Can anyone take a guess at this?  I've never played a racing game before.&lt;br&gt;&lt;br&gt;Thanks in advance.
</description>
<link>http://www.boardgamegeek.com/thread/411580</link>
<guid>http://www.boardgamegeek.com/thread/411580</guid>
<pubDate>Sun, 31 May 2009 23:57:54 +0000</pubDate>
<dc:creator>xxeyes</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D Circuits 1 - Sebring &amp; Chicago:: General:: Re: We Want Laguna Seca!!!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	thank you so much.
</description>
<link>http://www.boardgamegeek.com/article/3522446#3522446</link>
<guid>http://www.boardgamegeek.com/article/3522446#3522446</guid>
<pubDate>Sun, 31 May 2009 21:10:11 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: Rules:: Re: Qualifying</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AL1-F78&#039;&gt;AL1-F78&lt;/a&gt;&lt;/p&gt;
	In 'official' rules you are wrong : the tie breaker is the total time and not only the residual seconds : so complete minutes are used twice : once to add 1 for each minute to the score and once to break egalities.&lt;br&gt;&lt;br&gt;And if you use tyres rules, remember it's 2 points per case out with soft tyres.&lt;br&gt;&lt;br&gt;A : 18 throws + 1 out in soft tyres + 1'44&quot;44 ==&gt; 21 and 1'44&quot;44 - 2nd&lt;br&gt;B : 17 throws + 2 out in hard tyres + 2'33&quot;33 ==&gt; 21 and 2'33&quot;33 - 3rd&lt;br&gt;C : 18 throws + 0 out in hard tyres + 2'22&quot;22 ==&gt; 20 and 2'22&quot;22 - 1st&lt;br&gt;D : 17 throws + 2 out in soft tyres + 1'00&quot;00 ==&gt; 22 and 1'00&quot;00 - 4th&lt;br&gt;&lt;br&gt;Note that D with 0&quot;01 less would be 2nd :&lt;br&gt;D2: 17 throws + 2 out in soft tyres + 0'59&quot;99 ==&gt; 21 and 0'59&quot;99 - 2nd&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3521777#3521777</link>
<guid>http://www.boardgamegeek.com/article/3521777#3521777</guid>
<pubDate>Sun, 31 May 2009 15:47:37 +0000</pubDate>
<dc:creator>AL1-F78</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D Circuits 1 - Sebring &amp; Chicago:: General:: Re: We Want Laguna Seca!!!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jhuntin1&#039;&gt;jhuntin1&lt;/a&gt;&lt;/p&gt;
	If you can find it, the original &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/4946&quot;   &gt;Formula Dé Circuits 23 - 26: USA Track Pack #1&lt;/a&gt; has Laguna Seca in it. The package will say Monterey, but it's the Laguna Seca track.
</description>
<link>http://www.boardgamegeek.com/article/3521681#3521681</link>
<guid>http://www.boardgamegeek.com/article/3521681#3521681</guid>
<pubDate>Sun, 31 May 2009 15:05:32 +0000</pubDate>
<dc:creator>jhuntin1</dc:creator>
	</item>
		<item>
		<title>Reply: Formula D:: General:: Re: Group buy for pewter F1 cars</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/twinfreak&#039;&gt;twinfreak&lt;/a&gt;&lt;/p&gt;
	Pricing seems fair; hope they get more in &quot;style a&quot;. Style &quot;c&quot; looks good for city racing too. Thanks for the link!
</description>
<link>http://www.boardgamegeek.com/article/3521530#3521530</link>
<guid>http://www.boardgamegeek.com/article/3521530#3521530</guid>
<pubDate>Sun, 31 May 2009 13:32:35 +0000</pubDate>
<dc:creator>twinfreak</dc:creator>
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		<title>Thread: Formula D Circuits 1 - Sebring &amp; Chicago:: General:: We Want Laguna Seca!!!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	
</description>
<link>http://www.boardgamegeek.com/thread/411381</link>
<guid>http://www.boardgamegeek.com/thread/411381</guid>
<pubDate>Sun, 31 May 2009 02:28:38 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Kers in formula D </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bdegroot&#039;&gt;bdegroot&lt;/a&gt;&lt;/p&gt;
	Another (slightly far out) idea could be to allow the KERS boost (once a lap) to be used to skip a gear. Go from 3-&gt;5, 4-&gt;6.
</description>
<link>http://www.boardgamegeek.com/article/3517187#3517187</link>
<guid>http://www.boardgamegeek.com/article/3517187#3517187</guid>
<pubDate>Fri, 29 May 2009 21:01:56 +0000</pubDate>
<dc:creator>bdegroot</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Kers in formula D </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bdegroot&#039;&gt;bdegroot&lt;/a&gt;&lt;/p&gt;
	Why not assign 3 KERS points automatically for each car as they cross the start/finish line each lap. The cars generate plenty of KERS energy, so accumulating it is not really a problem, but it's limited to a certain amount of use each lap. When using KERS you can choose how many of your 3 points you use at a time. Use them all at once for 4 space boost, or save it up for 2 or 3 slightly smaller boosts. This could help with making corners or getting into slipstreaming positions. You could limit using KERS to 4th gear and up.
</description>
<link>http://www.boardgamegeek.com/article/3517180#3517180</link>
<guid>http://www.boardgamegeek.com/article/3517180#3517180</guid>
<pubDate>Fri, 29 May 2009 21:00:27 +0000</pubDate>
<dc:creator>bdegroot</dc:creator>
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		<title>New Image for Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Yokiboy&#039;&gt;Yokiboy&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/490500"><img border=0  src="http://images.boardgamegeek.com/images/pic490500_t.jpg"></a><div class='sf'>3D Game Table Closeup (Spiel 2008 in Essen)</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/490500</link>
<guid>http://www.boardgamegeek.com/image/490500</guid>
<pubDate>Fri, 29 May 2009 00:37:57 +0000</pubDate>
<dc:creator>Yokiboy</dc:creator>
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		<title>New Image for Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Yokiboy&#039;&gt;Yokiboy&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/490499"><img border=0  src="http://images.boardgamegeek.com/images/pic490499_t.jpg"></a><div class='sf'>3D Game Table at Spiel 2008 in Essen</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/490499</link>
<guid>http://www.boardgamegeek.com/image/490499</guid>
<pubDate>Fri, 29 May 2009 00:37:12 +0000</pubDate>
<dc:creator>Yokiboy</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Should you buy the game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/martin_pihl&#039;&gt;martin_pihl&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Dweeb wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;AstroLad wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#6F0C0C&gt;&lt;i&gt;you MUST move your car AS SOON as you've rolled the die (which actually goes pretty well, with a little realism! Your car cannot suddenly go in the opposite direction, if you took a wrong turn). &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;How exactly do you implement this variant?  I think if I did it in our group there would just be too much dispute and hand-wringing over implementing it, though I like the idea.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;It doesn't need to be more than &quot;no take backs&quot; and another rule of thumb: counting with your finger is the same as moving the car.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Exactly :)&lt;br&gt;&lt;br&gt;&lt;br&gt;.. And thank you all, for all the nice comments :)
</description>
<link>http://www.boardgamegeek.com/article/3510955#3510955</link>
<guid>http://www.boardgamegeek.com/article/3510955#3510955</guid>
<pubDate>Thu, 28 May 2009 16:18:20 +0000</pubDate>
<dc:creator>martin_pihl</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Should you buy the game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Dweeb&#039;&gt;Dweeb&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;AstroLad wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;i&gt;you MUST move your car AS SOON as you've rolled the die (which actually goes pretty well, with a little realism! Your car cannot suddenly go in the opposite direction, if you took a wrong turn). &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;How exactly do you implement this variant?  I think if I did it in our group there would just be too much dispute and hand-wringing over implementing it, though I like the idea.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;It doesn't need to be more than &quot;no take backs&quot; and another rule of thumb: counting with your finger is the same as moving the car.
</description>
<link>http://www.boardgamegeek.com/article/3509850#3509850</link>
<guid>http://www.boardgamegeek.com/article/3509850#3509850</guid>
<pubDate>Thu, 28 May 2009 12:53:37 +0000</pubDate>
<dc:creator>Dweeb</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Should you buy the game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tege&#039;&gt;Tege&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;martin_pihl wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;...when you play with the variant, that says that you MUST move your car AS SOON as you've rolled the die ...&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I just bought the game and I have also played it for a couple of times and must say I really love it! However...for my taste it might have taken a bit too long to play each time (a lot of players in my group tend to analyse every move in every detail) so I will definitely try this one out! I think it sounds great! Thanx for the tip!
</description>
<link>http://www.boardgamegeek.com/article/3509536#3509536</link>
<guid>http://www.boardgamegeek.com/article/3509536#3509536</guid>
<pubDate>Thu, 28 May 2009 10:29:05 +0000</pubDate>
<dc:creator>Tege</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Should you buy the game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AstroLad&#039;&gt;AstroLad&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;you MUST move your car AS SOON as you've rolled the die (which actually goes pretty well, with a little realism! Your car cannot suddenly go in the opposite direction, if you took a wrong turn). &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;How exactly do you implement this variant?  I think if I did it in our group there would just be too much dispute and hand-wringing over implementing it, though I like the idea.
</description>
<link>http://www.boardgamegeek.com/article/3508970#3508970</link>
<guid>http://www.boardgamegeek.com/article/3508970#3508970</guid>
<pubDate>Thu, 28 May 2009 04:36:16 +0000</pubDate>
<dc:creator>AstroLad</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Should you buy the game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thdizzy&#039;&gt;thdizzy&lt;/a&gt;&lt;/p&gt;
	This is a really convincing review.  I think a lot of people reading this are going to go out and buy it this weekend.  Nice job!
</description>
<link>http://www.boardgamegeek.com/article/3508232#3508232</link>
<guid>http://www.boardgamegeek.com/article/3508232#3508232</guid>
<pubDate>Wed, 27 May 2009 23:54:03 +0000</pubDate>
<dc:creator>thdizzy</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Should you buy the game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jepp&#039;&gt;jepp&lt;/a&gt;&lt;/p&gt;
	Great review, quick &amp; to the point... I enjoyed reading it so thumbs up from me!
</description>
<link>http://www.boardgamegeek.com/article/3507820#3507820</link>
<guid>http://www.boardgamegeek.com/article/3507820#3507820</guid>
<pubDate>Wed, 27 May 2009 21:57:56 +0000</pubDate>
<dc:creator>jepp</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Should you buy the game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Great_Mazinga&#039;&gt;Great_Mazinga&lt;/a&gt;&lt;/p&gt;
	It really improves on it's already great parent Formula De both in content and components.  I'm glad you liked it so much!  You are correct, it truly is best when players can't take back a space.  It's even better if you don't count out spaces with your finger before moving the car.
</description>
<link>http://www.boardgamegeek.com/article/3507340#3507340</link>
<guid>http://www.boardgamegeek.com/article/3507340#3507340</guid>
<pubDate>Wed, 27 May 2009 20:19:48 +0000</pubDate>
<dc:creator>Great_Mazinga</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Should you buy the game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Stradk&#039;&gt;Stradk&lt;/a&gt;&lt;/p&gt;
	The game has been on my wishlist for a long time and you just convinced me to go out and get it!&lt;br&gt;&lt;br&gt;It seems to provide exactly what I am looking for!. Nice review for a first-timer ;)
</description>
<link>http://www.boardgamegeek.com/article/3506986#3506986</link>
<guid>http://www.boardgamegeek.com/article/3506986#3506986</guid>
<pubDate>Wed, 27 May 2009 19:13:19 +0000</pubDate>
<dc:creator>Stradk</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Qualifying</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rogersb&#039;&gt;rogersb&lt;/a&gt;&lt;/p&gt;
	quite clear. thank you.
</description>
<link>http://www.boardgamegeek.com/article/3506925#3506925</link>
<guid>http://www.boardgamegeek.com/article/3506925#3506925</guid>
<pubDate>Wed, 27 May 2009 19:00:10 +0000</pubDate>
<dc:creator>rogersb</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Qualifying</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/fermmoylle&#039;&gt;fermmoylle&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;rogersb wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So in your example, the only real tie-breaker is seconds, correct?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;In fact, no. The first car had 21 on his Qualifying score), the second car had 19... Seconds are only used when there's really need for a tie breaker, and this is not the case as the scores are different.&lt;br&gt;&lt;br&gt;However, assuming a third car making a lap in 15 die rolls, in 1min13sec, overshooting 5 spaces... 15+1+5 = 21. This third car has a score of 21.13, right?&lt;br&gt;&lt;br&gt;As he has the same 'gross' score than the first car (both had 21 on their Qualyfing score), the seconds are used as a tie-breaker here. This way, this third car is ahead, as his score is 21.13 against the score of the first car (21.47).&lt;br&gt;&lt;br&gt;Continuing the example:&lt;br&gt;Pole position: Second car (19.47)&lt;br&gt;Second place: Third car (21.13)&lt;br&gt;Third place: First car (21.47)&lt;br&gt;&lt;br&gt;Is that clear now?
</description>
<link>http://www.boardgamegeek.com/article/3506915#3506915</link>
<guid>http://www.boardgamegeek.com/article/3506915#3506915</guid>
<pubDate>Wed, 27 May 2009 18:58:00 +0000</pubDate>
<dc:creator>fermmoylle</dc:creator>
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		<title>Review: Formula D:: Reviews:: Should you buy the game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/martin_pihl&#039;&gt;martin_pihl&lt;/a&gt;&lt;/p&gt;
	This is my first review on The Geek, so be gentle, please &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I decided to write this review, because I was in so much doubt whether or not to buy this game. I bought it, and boy am I glad I did!&lt;br&gt;&lt;br&gt;&lt;b&gt;Now, to all of you, who's in as much doubt as I was:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Formula D is a fast, actionpacked game (when played with the right players)! The first time I played it, i had 8 guys over, and man was it fun! &lt;br&gt;In its most basic form, the game is as follows: &lt;br&gt;1) Shift gear (roll lower or higher die)&lt;br&gt;2) Roll the specific gear die (those are JUST excellent and unique) &lt;br&gt;3) Move your car. &lt;br&gt;&lt;br&gt;This sounds simple, and it actually is, but the fun comes when you play with the variant, that says that you MUST move your car AS SOON as you've rolled the die (which actually goes pretty well, with a little realism! Your car cannot suddenly go in the opposite direction, if you took a wrong turn). &lt;br&gt;That made most of my friends panic, and take some crazy routes, blowing the tires, trashing the brakes, or chrash into other players.. We had alot of fun when a player counted spaces while moving his car &quot;12,13,14&quot;, and then realizing he took a completely insane route &quot;DAMMIT&quot;, while the other players giggle and laugh, because they knew that he was about to chrash, due to his stupid route-choice.&lt;br&gt;&lt;br&gt;Another cool thing is to let the players customize their cars. That made all of my friends discuss &quot;I'll try to make my car stronger in the brake section, while lowering the engine section&quot;, while others might reply &quot;I wouldn't do that! Your engine is gonna blow if you pressure it to much&quot;.&lt;br&gt;That did set an extremely good mood from the beginning!&lt;br&gt;&lt;br&gt;So if you - like me - is a tiny bit tired of strategic games like Stone Age, Power Grid, The Princes of Florance ect. then this might be JUST the game for you. I personally enjoy it alot, and my friends enjoyed it so much, that they offered to buy several extra tracks for the game.&lt;br&gt;&lt;br&gt;By the way, beer is heavily recommended to this game, as it makes it even more fun when players takes more and more wrong routes &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I do, however, think that you have to be AT LEAST 7 players. Otherwise I don't think that you'll get as much chaos (which is the fun part)&lt;br&gt;&lt;br&gt;And one last thing: We played a 2-lap race, and to eliminate the run-away-leader problem, we stopped after all players had crossed the finishline after the first lap. Then players got points (1st place got most points, last place got least) and the top-half players got 2 repair-points while the buttom-half got 4 repair-points. On the start of second lap, the last player started as 1st and the player who finished 1st in the first round, started last. After the second lap, we counted points again, and the one with most points won the 2-lap race.&lt;br&gt;That seemed to work very well, as everyone was excited over that they had a chance to win, even though they got a poor first lap.
</description>
<link>http://www.boardgamegeek.com/thread/410443</link>
<guid>http://www.boardgamegeek.com/thread/410443</guid>
<pubDate>Wed, 27 May 2009 18:39:40 +0000</pubDate>
<dc:creator>martin_pihl</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Qualifying</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rogersb&#039;&gt;rogersb&lt;/a&gt;&lt;/p&gt;
	ah, thank you.&lt;br&gt;&lt;br&gt;I think that clears things up for me.&lt;br&gt;&lt;br&gt;So in your example, the only real tie breaker is seconds, correct?
</description>
<link>http://www.boardgamegeek.com/article/3506763#3506763</link>
<guid>http://www.boardgamegeek.com/article/3506763#3506763</guid>
<pubDate>Wed, 27 May 2009 18:29:32 +0000</pubDate>
<dc:creator>rogersb</dc:creator>
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		<title>New Image for Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/edmeadows&#039;&gt;edmeadows&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/489614"><img border=0  src="http://images.boardgamegeek.com/images/pic489614_t.jpg"></a><div class='sf'>Mom grabs the early lead in her yellow convertible.</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/489614</link>
<guid>http://www.boardgamegeek.com/image/489614</guid>
<pubDate>Wed, 27 May 2009 18:01:41 +0000</pubDate>
<dc:creator>edmeadows</dc:creator>
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		<title>New Image for Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/edmeadows&#039;&gt;edmeadows&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/489612"><img border=0  src="http://images.boardgamegeek.com/images/pic489612_t.jpg"></a><div class='sf'>Isiah contemplates how he's going to catch up to Mom, who is throttlin...</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/489612</link>
<guid>http://www.boardgamegeek.com/image/489612</guid>
<pubDate>Wed, 27 May 2009 17:49:19 +0000</pubDate>
<dc:creator>edmeadows</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Qualifying</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/fermmoylle&#039;&gt;fermmoylle&lt;/a&gt;&lt;/p&gt;
	Just to try to be clearer:&lt;br&gt;&lt;br&gt;The total Qualifying score is: Amount of Die rolls + Number of minutes spent + Number of overshoots. The Number of seconds spent is part of the Qualifying score, but on a centesimal basis.&lt;br&gt;&lt;br&gt;So, if I spend 2min37s in my lap, overshooting 3 spaces and using 16 die rolls, my Qualifying score is 16 + 2 + 3 (21), plus 37 seconds. We usually write that as 21.37 in our sheets.&lt;br&gt;&lt;br&gt;Another player could spend 4min47s in his lap, with no overshoot and using 15 rolls. His score would be 15 + 4 (19), plus 47 seconds. Or, in our notation, 19.47. He is ahead of me in this example.
</description>
<link>http://www.boardgamegeek.com/article/3506332#3506332</link>
<guid>http://www.boardgamegeek.com/article/3506332#3506332</guid>
<pubDate>Wed, 27 May 2009 17:04:05 +0000</pubDate>
<dc:creator>fermmoylle</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Still confused about the pit lane rules</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AstroLad&#039;&gt;AstroLad&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;shumby wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;AstroLad wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So does the garage count as a space?  Do you have to reach the arrow or the garage?  When leaving, does the arrow count as a space?  Or is the garage just a free space?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;It seems like it would be a space like any other though I'm not an authority on the subject. Anyone have an official answer?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Strange, right?  I may have to dig up some Formula De league rules or something to see what they think.
</description>
<link>http://www.boardgamegeek.com/article/3505612#3505612</link>
<guid>http://www.boardgamegeek.com/article/3505612#3505612</guid>
<pubDate>Wed, 27 May 2009 14:42:53 +0000</pubDate>
<dc:creator>AstroLad</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Still confused about the pit lane rules</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/shumby&#039;&gt;shumby&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;AstroLad wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So does the garage count as a space?  Do you have to reach the arrow or the garage?  When leaving, does the arrow count as a space?  Or is the garage just a free space?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;It seems like it would be a space like any other though I'm not an authority on the subject. Anyone have an official answer?
</description>
<link>http://www.boardgamegeek.com/article/3505482#3505482</link>
<guid>http://www.boardgamegeek.com/article/3505482#3505482</guid>
<pubDate>Wed, 27 May 2009 14:17:54 +0000</pubDate>
<dc:creator>shumby</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Wouldn't it be great if... (dice gears)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ad79&#039;&gt;ad79&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Patroclus wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Danguy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#6F0C0C&gt;&lt;b&gt;NojNosredna wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You could make 2 sets - one with a close gear ratio that starts you out faster but tops out earlier - say 25 instead of 30. Then one that has a wide ratio which maybe starts you with 3 ones in 1st etc. but tops you out at 35 or so. &lt;br&gt;&lt;br&gt;While it's not as cool as all of the different dice, a table and a d20 would definitely be easiest, especially when testing.&lt;br&gt;&lt;br&gt;Obviously, you would have to stick with one set through the whole race and I haven't done the calculations for it but it wouldn't be difficult to replicate a real life set of ratios.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Thanks Stig. &lt;br&gt;&lt;br&gt;Exactly. The sky is the limit and you can set whatever gearing you like. Lots of possibilities...&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;very good ideas all around!  I'm new to Formula D and at this point (after maybe 15 plays) the change I was thinking of how to go about reducing the spread in some of the gears to make for closer racing.&lt;br&gt;&lt;br&gt;:)&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;I think it is a nice idea to want closer racing, but I think some of the risk/reward management of the 4-6 gear die rolls will be lost if the ratio is closer. I am not saying it will dissapear or make for a worse game, but I think it will reduce the risk/reward aspect of the racing. &lt;br&gt;Just my thoughts.&lt;br&gt;&lt;br&gt;As an example.&lt;br&gt;If you are 25 spaces away from a short two-stop corner now in sixth gear, a 20 will be better than say 23 or 24 and a 30 will be good but a 25-or 26 would be better. With closer ratio you lose some of this as rolls would either be good or bad and not as they are now, where you have good and bad bad rolls and good and not so good good rolls. (That was a nice sentence:D). &lt;br&gt;&lt;br&gt;But closer ratios for the gear could allow you to go through corners in a higher gear and you could be able to hit sixth gear more often, so maybe a closer ratio makes for a faster race on some tracks?&lt;br&gt;&lt;br&gt;Stig Morten
</description>
<link>http://www.boardgamegeek.com/article/3505093#3505093</link>
<guid>http://www.boardgamegeek.com/article/3505093#3505093</guid>
<pubDate>Wed, 27 May 2009 12:39:50 +0000</pubDate>
<dc:creator>ad79</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Qualifying</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thantos13&#039;&gt;Thantos13&lt;/a&gt;&lt;/p&gt;
	Starting order is determined by the total of: Die rolls, actual time required, and the number of overshoots. THe driver with the lowest total score is the pole sitter. AIR
</description>
<link>http://www.boardgamegeek.com/article/3504833#3504833</link>
<guid>http://www.boardgamegeek.com/article/3504833#3504833</guid>
<pubDate>Wed, 27 May 2009 10:46:50 +0000</pubDate>
<dc:creator>Thantos13</dc:creator>
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		<item>
		<title>Reply: Formula D:: Rules:: Re: Motor Damage - everyone rolls...? Why?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/paulmond&#039;&gt;paulmond&lt;/a&gt;&lt;/p&gt;
	I play that only the &quot;offending&quot; driver rolls and he gets engine damage on a 18-20.
</description>
<link>http://www.boardgamegeek.com/article/3503948#3503948</link>
<guid>http://www.boardgamegeek.com/article/3503948#3503948</guid>
<pubDate>Wed, 27 May 2009 02:33:19 +0000</pubDate>
<dc:creator>paulmond</dc:creator>
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		<item>
		<title>Thread: Formula D:: Rules:: Qualifying</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rogersb&#039;&gt;rogersb&lt;/a&gt;&lt;/p&gt;
	I do not understand the example for qualifying results in the rule book.&lt;br&gt;&lt;br&gt;In the instructions it says that the person with the fewest throws gets the pole position; however, in the example on the next page, the person who basically moved the fastest (stopwatch) goes first.&lt;br&gt;&lt;br&gt;What is going on?
</description>
<link>http://www.boardgamegeek.com/thread/410229</link>
<guid>http://www.boardgamegeek.com/thread/410229</guid>
<pubDate>Wed, 27 May 2009 00:54:55 +0000</pubDate>
<dc:creator>rogersb</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Motor Damage - everyone rolls...? Why?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tistu&#039;&gt;Tistu&lt;/a&gt;&lt;/p&gt;
	For me the everyone rolls is about the spirit of that race: Everyone is trying to get the max of they motor, so everyone rolls! (5th or 6th) &lt;br&gt;&lt;br&gt;Aditional rule: 1 point motor for 1 square.
</description>
<link>http://www.boardgamegeek.com/article/3503658#3503658</link>
<guid>http://www.boardgamegeek.com/article/3503658#3503658</guid>
<pubDate>Wed, 27 May 2009 00:49:16 +0000</pubDate>
<dc:creator>Tistu</dc:creator>
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		<title>Reply: Formula D:: Rules:: Re: Motor Damage - everyone rolls...? Why?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rogersb&#039;&gt;rogersb&lt;/a&gt;&lt;/p&gt;
	what if...&lt;br&gt;&lt;br&gt;everyone who is in 5th or 6th gear rolls a black die, and if any one person rolls a 1-4 then the driver who initially rolled the 20 or 30 (according to their gear) sustains engine damage (to a max of one time whenever the driver rolls a 20 or 30).&lt;br&gt;&lt;br&gt;Its really irritating to see someone else going faster than you and rolling well, so this is kinda a way to get back at them maybe (if you interpret the rules in such a way at least).  And of course, if there are more people driving in higher gears, then the drivers are going to be driving harder... right?  So this should increase the chances of someone busting a piston when they roll well I would think...&lt;br&gt;&lt;br&gt;I too dont understand why anyone driving in 5th or 6th gear would have to roll for their own damage even though theyre not &quot;straining&quot; their engines.  And this game does not need an &quot;equalizer.&quot;&lt;br&gt;&lt;br&gt;What do ya'll think?
</description>
<link>http://www.boardgamegeek.com/article/3503624#3503624</link>
<guid>http://www.boardgamegeek.com/article/3503624#3503624</guid>
<pubDate>Wed, 27 May 2009 00:38:48 +0000</pubDate>
<dc:creator>rogersb</dc:creator>
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		<title>Reply: Formula Dé Circuits 15 &amp; 16 - Hockenheim &amp; Zeltweg:: General:: Re: Hockenheim - New configuration</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/fermmoylle&#039;&gt;fermmoylle&lt;/a&gt;&lt;/p&gt;
	I'm glad you liked the circuit, but check the version 1.1 I've just uploaded, as I've changed the &quot;standard size&quot; course just a bit.&lt;br&gt;&lt;br&gt;About extending the circuit to include the hairpin, I don't believe I'll do it - I like the standard Formula Dé size of the boards, as my gaming table is not too big. Anyway, it would just add two small straights to the circuit, adding two rolls to the total - something I don't think it should change the flow of the game too much.&lt;br&gt;&lt;br&gt;Regarding the Kartódromo de Tarumã, I don't think I'm too satisfied with the result, but I like different track setups too. Maybe someday I'll try that again - in the meanwhile, I'm finishing a fantasy course I think it'll be very enjoyable to race on.&lt;br&gt;&lt;br&gt;Thanks a lot for the comments.
</description>
<link>http://www.boardgamegeek.com/article/3500629#3500629</link>
<guid>http://www.boardgamegeek.com/article/3500629#3500629</guid>
<pubDate>Tue, 26 May 2009 13:21:33 +0000</pubDate>
<dc:creator>fermmoylle</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Video exploration of Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Darke&#039;&gt;Darke&lt;/a&gt;&lt;/p&gt;
	I have now also picked this up, I seem to have a shocking number of times when I have 6 or 7 people round who want to play a game and the vast majority of my games collection only supports 5 players, those that support 6 tend to be pretty marathon games.&lt;br&gt;&lt;br&gt;This now fit's the 'quick game for many people' hole and I really love it as a game.  My only complaint is with some of the presentation, the rules aren't particularly well put together and this is a game that REALLY needed to ship with reference sheets.  The situations where you need to roll for collisions etc. aren't complex but it's easy in a large game to forget exactly which WP degrades and whether you need to roll a 1-4 or a 1 etc.&lt;br&gt;&lt;br&gt;I've grabbed one of the reference sheets from the files section here on BGG that has helped out tremendously.
</description>
<link>http://www.boardgamegeek.com/article/3500269#3500269</link>
<guid>http://www.boardgamegeek.com/article/3500269#3500269</guid>
<pubDate>Tue, 26 May 2009 11:06:01 +0000</pubDate>
<dc:creator>Darke</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Wouldn't it be great if... (dice gears)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Patroclus&#039;&gt;Patroclus&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Danguy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;NojNosredna wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You could make 2 sets - one with a close gear ratio that starts you out faster but tops out earlier - say 25 instead of 30. Then one that has a wide ratio which maybe starts you with 3 ones in 1st etc. but tops you out at 35 or so. &lt;br&gt;&lt;br&gt;While it's not as cool as all of the different dice, a table and a d20 would definitely be easiest, especially when testing.&lt;br&gt;&lt;br&gt;Obviously, you would have to stick with one set through the whole race and I haven't done the calculations for it but it wouldn't be difficult to replicate a real life set of ratios.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Thanks Stig. &lt;br&gt;&lt;br&gt;Exactly. The sky is the limit and you can set whatever gearing you like. Lots of possibilities...&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;very good ideas all around!  I'm new to Formula D and at this point (after maybe 15 plays) the change I was thinking of how to go about reducing the spread in some of the gears to make for closer racing.&lt;br&gt;&lt;br&gt;:)
</description>
<link>http://www.boardgamegeek.com/article/3498529#3498529</link>
<guid>http://www.boardgamegeek.com/article/3498529#3498529</guid>
<pubDate>Mon, 25 May 2009 19:31:50 +0000</pubDate>
<dc:creator>Patroclus</dc:creator>
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		<title>Reply: Formula D:: General:: Re: Which map expansion should I get first? </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Goldyn+Gryphon&#039;&gt;Goldyn Gryphon&lt;/a&gt;&lt;/p&gt;
	Each track plays different so it really depends what your looking for. I am currently in the Chicagoland area so I picked up the new D expansion as soon as it came out. I used to live in Long Beach and went to the races there so that is the next one on my list. If you approach it like that you will have a vested interest so that no matter how it plays you will still enjoy it. Atleast thats how I do it. Good luck what ever you do. GG 
</description>
<link>http://www.boardgamegeek.com/article/3494308#3494308</link>
<guid>http://www.boardgamegeek.com/article/3494308#3494308</guid>
<pubDate>Sat, 23 May 2009 22:19:37 +0000</pubDate>
<dc:creator>Goldyn Gryphon</dc:creator>
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		<title>Reply: Formula D:: General:: Re: Which map expansion should I get first? </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Thantos13&#039;&gt;Thantos13&lt;/a&gt;&lt;/p&gt;
	There is only one expansion set for Formula D. If you are going to use the track sets from Formula De be aware that there are no track &quot;quirks&quot; (single lanes, police stations, intersections. . . etc.). That being said, I do believe that you will have difficulties in finding any of the Formula De track sets. The only place, I believe, to find tham is E-Bay and you will pay dearly for them. ( I paid $85 + S&amp;H for the  Bahrain set a year ago). So like was already said grab what you can get.&lt;br&gt;&lt;br&gt;ATM E-Bay has #5/6 (Kyalami and Imola) #7/8 (Monza and Estoril) and 34/35 (Bahrain and Shanghai). &lt;br&gt;&lt;br&gt;Personally I like the Zandvoort #1 and #2, nice tracks separately but a real killer when joined. The USA sets offer 4 tracks each, so may be a good deal. Bahrain and its compainion track are challenging as is the 10th Annivesary Track (only 1 track in this pack). 
</description>
<link>http://www.boardgamegeek.com/article/3493395#3493395</link>
<guid>http://www.boardgamegeek.com/article/3493395#3493395</guid>
<pubDate>Sat, 23 May 2009 13:49:15 +0000</pubDate>
<dc:creator>Thantos13</dc:creator>
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		<title>Reply: Formula D:: General:: Re: Which map expansion should I get first? </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Nugget699&#039;&gt;Nugget699&lt;/a&gt;&lt;/p&gt;
	Without wanting to sound silly, I would personally grab whatever expansions you can lay your hands on. What some people like, others may not and vice versa. The same goes with your friends too.&lt;br&gt;&lt;br&gt;I have all the expansions and regularly play all of them with my friends, and my personal favourite is Spa which my team-mate really hates. He prefers Portugal which I don't like very much.&lt;br&gt;&lt;br&gt;Hope this helps somewhat.&lt;br&gt;&lt;br&gt;Hej Då :)
</description>
<link>http://www.boardgamegeek.com/article/3493359#3493359</link>
<guid>http://www.boardgamegeek.com/article/3493359#3493359</guid>
<pubDate>Sat, 23 May 2009 13:29:04 +0000</pubDate>
<dc:creator>Nugget699</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Video exploration of Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/snicholson&#039;&gt;snicholson&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Tege wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Great review - again - Scott! Although I liked the longer episodes as well this new format is really good! Keept it up!&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Thanks!&lt;br&gt;&lt;br&gt;I have found that with the new streamlined format, I can record, edit, and release all within the same day.&lt;br&gt;&lt;br&gt;In the old format, it would take 7-10 days from the initial record to final release.&lt;br&gt;&lt;br&gt;I am much much much much much much much much happier now.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3493057#3493057</link>
<guid>http://www.boardgamegeek.com/article/3493057#3493057</guid>
<pubDate>Sat, 23 May 2009 09:18:08 +0000</pubDate>
<dc:creator>snicholson</dc:creator>
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		<title>Thread: Formula D:: General:: Which map expansion should I get first? </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tege&#039;&gt;Tege&lt;/a&gt;&lt;/p&gt;
	I just bought a copy of Formula D and I'm having some friends over for the first couple of races tonight! I'm really looking forward to it &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I already now know that I'm going to buy a couple of expansions down the line. I also know that I can find nice reviews of them all on here on bgg. However - does any of you have any good advice on which one(s) to get first? Why do you find a certain map better or more fun than others? &lt;br&gt;&lt;br&gt;Anyone?! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Take care!
</description>
<link>http://www.boardgamegeek.com/thread/409301</link>
<guid>http://www.boardgamegeek.com/thread/409301</guid>
<pubDate>Sat, 23 May 2009 09:08:39 +0000</pubDate>
<dc:creator>Tege</dc:creator>
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		<title>Reply: Formula D:: Reviews:: Re: Video exploration of Formula D</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tege&#039;&gt;Tege&lt;/a&gt;&lt;/p&gt;
	Great review - again - Scott! Although I liked the longer episodes as well this new format is really good! Keept it up!&lt;br&gt;&lt;br&gt;As for the game...well I've been looking at it for a long time and after watching your episode I decided to buy it! I'm having some friends over for food, beer and Formula D tonight! It will be very interesting to try out! :D
</description>
<link>http://www.boardgamegeek.com/article/3493036#3493036</link>
<guid>http://www.boardgamegeek.com/article/3493036#3493036</guid>
<pubDate>Sat, 23 May 2009 08:58:33 +0000</pubDate>
<dc:creator>Tege</dc:creator>
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		<title>Reply: Formula D:: General:: Re: Do you print tracks?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/fermmoylle&#039;&gt;fermmoylle&lt;/a&gt;&lt;/p&gt;
	I've printed a few tracks so far, always using a local print store. They print using 300dpi on canvas - the quality is fantastic, as it's the same material used on outdoors advertisement (they said I could spill anything but thinner on it and it'll never fade - nothing but water was tested so far, and against the players' will ;)).
</description>
<link>http://www.boardgamegeek.com/article/3486008#3486008</link>
<guid>http://www.boardgamegeek.com/article/3486008#3486008</guid>
<pubDate>Thu, 21 May 2009 17:04:01 +0000</pubDate>
<dc:creator>fermmoylle</dc:creator>
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		<title>Session: Formula Dé Circuits 17 &amp; 18 - Buenos-Aires &amp; Barcelona:: Frozen Pond Racing Series 2009: Race #5: The South American Grand Pix at Buenos Aires</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DoomDahDoomDoom&#039;&gt;DoomDahDoomDoom&lt;/a&gt;&lt;/p&gt;
	&lt;i&gt;The Frozen Pond Racing Series is based in Toronto, Canada. Five BBG members decided to start a Formula D series with rules similar to the Sharp Pencil Leauge's. We run two-lap races with Advanced Rules and roll for starting positions. For full rules, please feel free to geekmail me.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Coming into this week's race in Buenos Aires, the FPRS drivers had completed four rainy Grand Prixs in Montreal, Long Beach, Nurmberg and even Barcelona.  A total of seventeen crashed cars had littered those soggy tracks and so the cynicism in the garage area about the sunny weather forecast for Argentina was understandable.&lt;br&gt;&lt;br&gt;&quot;Last week we were in flippin' Spain for gadsakes.&quot; quipped Willy Survive of Team Drift. &quot;I swear there's a storm cloud that follows me around from track to track.&quot;&lt;br&gt;&lt;br&gt;&quot;Ach! Rain or shine, this week we've got'a beat those Insider Rent-an-[Donkey] lads.&quot; exclaimed a confident Billy Wallace from Highland Park.&lt;br&gt;&lt;br&gt;The ForumWarz Rent-a-Llama Insiders, as the team is more officially known, grew their team points lead to a nearly insurmountable 20 points over second place Bait &amp; Switch after the Spanish Grand Prix.  Meanwhile their star Kyle Petty's huge lead in the driver standings stood at a full 7 points over Kill Switch.&lt;br&gt;&lt;br&gt;Qualifying for the South American Grand Prix went well for the series points leader; Petty easily grabbed the pole. Wallace's time was one one-hundredth quicker than Survive's, so they started 2-3.  G-Money's Niki Lauda was fourth while Bait &amp; Switch's Kill Switch rounded out the top 5.&lt;br&gt;&lt;br&gt;The start was under mostly sunny skies and was quite clean.  B&amp;S's teen idol Jail Bait, starting ninth, stalled her car at the green light but got it restarted quickly.&lt;br&gt;&lt;br&gt;By turn two, things were bunching up dangerously when last week's winner, G-Money's Ayrton Senna threaded a needle and bumped his way up a few positions, seemingly handing out some minor damage to a couple of his competitors and certainly not making any friends.  In the aftermath Bait and The Insiders' Dick Trickle, who had been hanging back in 10th and 9th respectively, siezed the opportunity to leapfrog into 7th and 8th.&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/486396"><img src="http://images.boardgamegeek.com/images/pic486396_t.jpg" border=0></a></div>]]>&lt;br&gt;A few turns later Senna tried the same trick, this time his new-found &quot;friends&quot; tried to close the door, forcing him up on two wheels; he had to use all his veteran driver skills to keep from crashing out of the race.&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/486399"><img src="http://images.boardgamegeek.com/images/pic486399_t.jpg" border=0></a></div>]]>&lt;br&gt;Having been shuffled back to mid-pack, Wallace started muscling Trickle, apparently true to his pre-race word.&lt;br&gt;&lt;br&gt;Senna, undaunted by his early close calls, continued his aggressive driving and flew from 6th into 4th through the &quot;Senna Esses&quot;.&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/486400"><img src="http://images.boardgamegeek.com/images/pic486400_t.jpg" border=0></a></div>]]>&lt;br&gt;As the first lap came to a close Wallace and Trickle continued to tangle, with Trickle seeming to get the worst of it.&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/486402"><img src="http://images.boardgamegeek.com/images/pic486402_t.jpg" border=0></a></div>]]>&lt;br&gt;With Survive out in the lead, second place Petty managed to time his pit entrance perfectly and effectively blocked the way for the three cars behind him.  Team Drift's Paul Position tapped the brakes to stay on his tail with an unsuspecting Kill Switch almost slamming into Position's rear end, but Senna decided to skip his pit stop and dropped into high gear down the front stretch instead.  Seeing this, Petty did likewise, sending crews diving for their lives as a formula racecar came speeding down pit road in excess of 250 km/h.&lt;br&gt;&lt;br&gt;Senna's teammate Lauda almost spun himself off course in the final turn as the mess on pit road cleared ahead of him.  With the sun staying out, pit strategies differed quite a bit among the drivers with some opting for repairs, others going for tyres only and some skipping the pits entirely.  What it meant in the end was the second lap started with all cars still in the race and all within potential striking distance of a podium finish.&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/486404"><img src="http://images.boardgamegeek.com/images/pic486404_t.jpg" border=0></a></div>]]>&lt;br&gt;Survive appeared to be taking a conservative approach to his lead in the first few turns of the second lap, and it was to his peril.  He quickly dropped from 1st to 5th before realizing that he was in a race and not a Sunday drive with Miss Daisy.  Wallace bumped Petty out of his way causing minor damage and grabbed the lead, having climbed from 6th to 1st since starting the lap.  Other teams finally seemed to be starting to get in on Highland Park's challange to take down the series-leading Insiders as Senna also tried to clip Petty.  Each team had a driver in the top 5 as Switch beat Wallace to the &quot;Curva de Ascari&quot; and jumped into the lead.&lt;br&gt;&lt;br&gt;Senna's luck finally caught up with him in the &quot;Vibratoria&quot; chicane as he lost control and rolled upside-down into the sand.  Safety crews were on scene within seconds to help out of the car, but amazingly he was able to walk away.&lt;br&gt;&lt;br&gt;The lead was changing hands again and again as Wallace nosed past Switch and vice versa.  Meanwhile Highland Park's Robby Bruce tangled with Petty in a battle for 4th, damaging both cars and only Petty's skill and/or luck managed to keep him in the race.  Trickle, engine smoking,  passed Lauda for 7th as the leaders were rounding the final turn almost neck and neck, followed by Survive in 3rd.&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/486405"><img src="http://images.boardgamegeek.com/images/pic486405_t.jpg" border=0></a></div>]]>&lt;br&gt;In the closest finish the series has ever seen, Switch managed to hold off Wallace for his first career win.  Survive took 3rd place with Bruce and Bait rounding out the top five.  Position grabbed 6th.  Petty, driving to survive, lost a few positions in the final corners and finished way back in 7th.  As the last two cars navigated the &quot;Senna S&quot;, Lauda apparently got lost in Trickle's engine smoke and oil; he slid off track and couldn't get restarted while Trickle hobbled across the finish line in low gear.&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/486406"><img src="http://images.boardgamegeek.com/images/pic486406_t.jpg" border=0></a></div>]]>&lt;br&gt;The Argentinian crowd &quot;paid for the whole seat, but only needed the edge&quot; as they were treated to not only the most exciting finish of series, but the most intense racing overall.  And all under hot, sunny skies.  With their 7-8 finish, The ForumWarz Rent-A-Llama Insiders team points lead has now shrunk and left the door ever so slightly open for somebody to get ahead in the series finale.  After Kill Switch's first win, the driver standings have changed drastically.  He's now got a slim, 1-point lead on Petty.  The race for 3rd overall is also tight with only 3 points separating Wallace, Trickle and Survive.&lt;br&gt;&lt;br&gt;&lt;br&gt;Race #5: South American Grand Prix - Argentina&lt;br&gt;----------------------------------------------&lt;br&gt;1. Kill Switch 10&lt;br&gt;2. Billy Wallace 8&lt;br&gt;3. Willy Survive 6 + 1&lt;br&gt;4. Robby Bruce 5&lt;br&gt;5. Jail Bait 4&lt;br&gt;6. Paul Position 3 &lt;br&gt;7. Kyle Petty 2 &lt;br&gt;8. Dick Trickle 1 &lt;br&gt;9. Niki Lauda 0 DNF&lt;br&gt;10. Ayrton Senna 0 DNF&lt;br&gt;&lt;br&gt;Driver Standings after Race #5&lt;br&gt;------------------------------&lt;br&gt;1. 33 pts; 1.5 dp: Kill Switch (B&amp;S)&lt;br&gt;2. 32 pts; 0.5 dp: Kyle Petty (I)&lt;br&gt;3. 23 pts; 0.5 dp: Billy Wallace (HP)&lt;br&gt;4. 22 pts; 0.5 dp: Dick Trickle (I)&lt;br&gt;5. 20 pts; 2 dp: Willy Survive (D)&lt;br&gt;6. 16 pts; 1 dp: Paul Position (D)&lt;br&gt;7. 15 pts; 1.5 dp: Niki Lauda (G-M)&lt;br&gt;7. 15 pts; 1 dp: Robby Bruce (HP)&lt;br&gt;9. 13 pts; 0 dp: Ayrton Senna (G-M)&lt;br&gt;10. 12 pts; 1 dp: Jail Bait (B&amp;S)&lt;br&gt;11. 0 pt; 0 dp: Angus Stewart (HP)&lt;br&gt;12. 0 pt; 0 dp: Piper MacDonald (HP)&lt;br&gt;&lt;br&gt;Team Standings after Race #5&lt;br&gt;----------------------------&lt;br&gt;1. 54 pts - The ForumWarz Rent-A-Llama Insiders&lt;br&gt;2. 45 pts - Bait &amp; Switch&lt;br&gt;3. 38 pts - Highland Park &lt;br&gt;4. 36 pts - Team Drift&lt;br&gt;5. 28 pts - G-Money
</description>
<link>http://www.boardgamegeek.com/thread/408816</link>
<guid>http://www.boardgamegeek.com/thread/408816</guid>
<pubDate>Thu, 21 May 2009 16:35:25 +0000</pubDate>
<dc:creator>DoomDahDoomDoom</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Wouldn't it be great if... (dice gears)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Danguy&#039;&gt;Danguy&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;NojNosredna wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You could make 2 sets - one with a close gear ratio that starts you out faster but tops out earlier - say 25 instead of 30. Then one that has a wide ratio which maybe starts you with 3 ones in 1st etc. but tops you out at 35 or so. &lt;br&gt;&lt;br&gt;While it's not as cool as all of the different dice, a table and a d20 would definitely be easiest, especially when testing.&lt;br&gt;&lt;br&gt;Obviously, you would have to stick with one set through the whole race and I haven't done the calculations for it but it wouldn't be difficult to replicate a real life set of ratios.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Thanks Stig. &lt;br&gt;&lt;br&gt;Exactly. The sky is the limit and you can set whatever gearing you like. Lots of possibilities...
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<link>http://www.boardgamegeek.com/article/3482422#3482422</link>
<guid>http://www.boardgamegeek.com/article/3482422#3482422</guid>
<pubDate>Wed, 20 May 2009 20:37:40 +0000</pubDate>
<dc:creator>Danguy</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Wouldn't it be great if... (dice gears)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/NojNosredna&#039;&gt;NojNosredna&lt;/a&gt;&lt;/p&gt;
	You could make 2 sets - one with a close gear ratio that starts you out faster but tops out earlier - say 25 instead of 30. Then one that has a wide ratio which maybe starts you with 3 ones in 1st etc. but tops you out at 35 or so. &lt;br&gt;&lt;br&gt;While it's not as cool as all of the different dice, a table and a d20 would definitely be easiest, especially when testing.&lt;br&gt;&lt;br&gt;Obviously, you would have to stick with one set through the whole race and I haven't done the calculations for it but it wouldn't be difficult to replicate a real life set of ratios.
</description>
<link>http://www.boardgamegeek.com/article/3481765#3481765</link>
<guid>http://www.boardgamegeek.com/article/3481765#3481765</guid>
<pubDate>Wed, 20 May 2009 18:46:25 +0000</pubDate>
<dc:creator>NojNosredna</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Wouldn't it be great if... (dice gears)</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ad79&#039;&gt;ad79&lt;/a&gt;&lt;/p&gt;
	I thought you had altered the gears to represent higher or lower gearing, and not just made new original ranged dice.&lt;br&gt;&lt;br&gt;But you most probably did a great job.
</description>
<link>http://www.boardgamegeek.com/article/3481632#3481632</link>
<guid>http://www.boardgamegeek.com/article/3481632#3481632</guid>
<pubDate>Wed, 20 May 2009 18:28:19 +0000</pubDate>
<dc:creator>ad79</dc:creator>
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		<title>Reply: Formula Dé Circuits 15 &amp; 16 - Hockenheim &amp; Zeltweg:: General:: Re: Hockenheim - New configuration</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ad79&#039;&gt;ad79&lt;/a&gt;&lt;/p&gt;
	Here are my thoughts.&lt;br&gt;&lt;br&gt;The course at is it looks very good, and looks like it plays well.&lt;br&gt;&lt;br&gt;I have played the old Hockenheim(original FDé track) a lot of times and don't rate that among my favorites. Don't think it captures the speed of the old course.&lt;br&gt;&lt;br&gt;I wouldn't be to afraid to extend the size of the board to fit the hairpin in as this will be a printable course and the people that print FD courses would probably favour a true representation of the course rather than having it cut short to stay within the official board size.&lt;br&gt;But that is just my thoughts as mentioned. The course still looks very good as it is now.&lt;br&gt;&lt;br&gt;I also like the Taruma course you uploaded a prewiev of. I like the possibility for different track setups.&lt;br&gt;&lt;br&gt;Stig Morten&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3481423#3481423</link>
<guid>http://www.boardgamegeek.com/article/3481423#3481423</guid>
<pubDate>Wed, 20 May 2009 17:53:55 +0000</pubDate>
<dc:creator>ad79</dc:creator>
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		<title>Thread: Formula Dé Circuits 15 &amp; 16 - Hockenheim &amp; Zeltweg:: General:: Hockenheim - New configuration</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/fermmoylle&#039;&gt;fermmoylle&lt;/a&gt;&lt;/p&gt;
	I've just uploaded the new configuration of Hockenheim circuit to Formula Dé. Due to the size of the circuit I've used an alternative route to the hairpin, but I don't think it hinders the feel of the race.&lt;br&gt;&lt;br&gt;The first attempt was a big one, about 128x98cm... Much larger than any Formula Dé board:<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/484084"><img src="http://images.boardgamegeek.com/images/pic484084_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The second (and perhaps final) attempt used the regular Formula Dé board size (100x65cm):<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/485481"><img src="http://images.boardgamegeek.com/images/pic485481_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The high resolution PDFs are located at 	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/filepage/42761&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/filepage/42761&lt;/A&gt;&lt;br&gt;&lt;br&gt;Now my question: the standard size board (second attempt) captures the feel of the race? I'm not too sure about it, so I'd like to hear from the ones who regularly race on the old Hockenheim.
</description>
<link>http://www.boardgamegeek.com/thread/408493</link>
<guid>http://www.boardgamegeek.com/thread/408493</guid>
<pubDate>Wed, 20 May 2009 17:35:56 +0000</pubDate>
<dc:creator>fermmoylle</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Wouldn't it be great if... (dice gears)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Danguy&#039;&gt;Danguy&lt;/a&gt;&lt;/p&gt;
	1st = 1-2. It's a D4, so 2x1's and 2x2's&lt;br&gt;&lt;br&gt;2nd = 2-4. It's a D6 but I think there's only 1x2 which skews the roll to the high side. Not sure as they're not in front of me.&lt;br&gt;&lt;br&gt;3rd = 4-8. It's a D8 and I don't think this is evenly distributed either.&lt;br&gt;&lt;br&gt;4th = 7-12. It's a D12, so 2 of each.&lt;br&gt;&lt;br&gt;5th = 11-20. It's a D20, so 2 of each.&lt;br&gt;&lt;br&gt;6th = 21-30. It's a D30, so 3 of each.&lt;br&gt;&lt;br&gt;Keep in mind I simply copied the existing set. I didn't make new gears, although I could have.
</description>
<link>http://www.boardgamegeek.com/article/3480304#3480304</link>
<guid>http://www.boardgamegeek.com/article/3480304#3480304</guid>
<pubDate>Wed, 20 May 2009 13:23:31 +0000</pubDate>
<dc:creator>Danguy</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Wouldn't it be great if... (dice gears)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ad79&#039;&gt;ad79&lt;/a&gt;&lt;/p&gt;
	What is the distribution range for the various dice/gears?
</description>
<link>http://www.boardgamegeek.com/article/3480048#3480048</link>
<guid>http://www.boardgamegeek.com/article/3480048#3480048</guid>
<pubDate>Wed, 20 May 2009 12:09:55 +0000</pubDate>
<dc:creator>ad79</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Wouldn't it be great if... (dice gears)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Danguy&#039;&gt;Danguy&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ad79 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Danguy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I've made my own sets. It takes some time but isn't that difficult...&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Do you have pictures?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;No, but they really aren't necessary. The die sizes are common in gaming and not unique to F-De.&lt;br&gt;&lt;br&gt;D30 = 6th gear&lt;br&gt;D20 = 5th gear&lt;br&gt;D12 = 4th gear&lt;br&gt;D8 = 3rd gear&lt;br&gt;D6 = 2nd gear&lt;br&gt;D4 = 1st gear&lt;br&gt;&lt;br&gt;I just bought a couple of each size in appropriate colors and carefully painted the correct numbers where needed. With a little thought and planning the number of changes isn't that great. I use mine at least twice a month and they're holding up just fine. &lt;br&gt;&lt;br&gt;That help?&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3476781#3476781</link>
<guid>http://www.boardgamegeek.com/article/3476781#3476781</guid>
<pubDate>Tue, 19 May 2009 16:50:53 +0000</pubDate>
<dc:creator>Danguy</dc:creator>
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		<title>Reply: Formula D:: General:: Re: run away leader problems</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/silverfox63&#039;&gt;silverfox63&lt;/a&gt;&lt;/p&gt;
	Having played the game for many years (since 1992), and having at least 5 full seasons of racing we only ever experienced 2 or 3 runaway leaders.&lt;br&gt;In over 70 races I cannot recall anybody ever being lapped either. The closest to this was a race on the San Marino circuit which I fortunately won, when I crossed the line the car currently last had just left the first corner. Subsequently he finished fifth!. Second time was on the Suzuka circuit when a similar occurence happened. As other posters have highlighted often the dice rolls and poor car management usually level things out. More often than not a car out in front with the options to run higher gears runs the risk of engine problems and secondly over shooting corners and shredding tyres resulting in a more cautious approach over the latter stages.&lt;br&gt;&lt;br&gt;Still a damn good game though.
</description>
<link>http://www.boardgamegeek.com/article/3476127#3476127</link>
<guid>http://www.boardgamegeek.com/article/3476127#3476127</guid>
<pubDate>Tue, 19 May 2009 14:00:10 +0000</pubDate>
<dc:creator>silverfox63</dc:creator>
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		<title>Reply: Formula D:: General:: Re: run away leader problems</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/K+P+Impsta&#039;&gt;K P Impsta&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;sbilbey wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I saw this happen spectacularly in a recent game (beginner's rules, 1 lap race), but the winner was the most experienced player and had enjoyed amazing dice rolls - always getting exactly the right number to get the best out of every corner. The remainder of the players had a much tighter race.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I thought the minimum laps for a game was 2, specifically to minimise this runaway leader aspect. ?
</description>
<link>http://www.boardgamegeek.com/article/3475918#3475918</link>
<guid>http://www.boardgamegeek.com/article/3475918#3475918</guid>
<pubDate>Tue, 19 May 2009 12:37:33 +0000</pubDate>
<dc:creator>K P Impsta</dc:creator>
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		<title>Reply: Formula D:: Variants:: Re: Wouldn't it be great if... (dice gears)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ad79&#039;&gt;ad79&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Danguy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I've made my own sets. It takes some time but isn't that difficult...&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Do you have pictures?
</description>
<link>http://www.boardgamegeek.com/article/3475845#3475845</link>
<guid>http://www.boardgamegeek.com/article/3475845#3475845</guid>
<pubDate>Tue, 19 May 2009 12:06:26 +0000</pubDate>
<dc:creator>ad79</dc:creator>
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