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Subject: Los Angeles League Rules rss

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J.L. Robert
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Sherman Oaks
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I've been part of a league that has been racing regularly for over a decade.

Each season, the schedule is made up of tracks selected by the league's participants (2 selections per player), plus Monaco (the traditional league opener) and the combined Zandvoort tracks (the season finale).

This current season has brought back the return of our International Race of Champions (IROC) season. These races are intersperced through the season, about once every 3 sessions. In IROC, each racer selects a track not in the current league schedule. That player then constructs a standard, 20-point car, which is the car layout used by all participants in that race. This sub-season is not always run, and was on hiatus for several seasons until this one.

Since we have consistently had 6-7 drivers each season (sometimes up to 8 or 9), each player has a single car. League scoring is very tight, to ensure competition all season long by preventing runaway leaders:

1st Place: 5 points
2nd Place: 3 points
3rd Place: 2 points
4th Place: 1 point

Separate scoring is kept for the regular season (the League Championship), the IROC races (the IROC Championship), and a combined total (the Racer of the Year).

Of course, we have house rules:

1. For consistency, all black die rolls are consistent--low is bad, high is good. See below.

2. Unless modified below, all Advanced Rules are in effect.

3. Each race is 3 laps. All cars are 20-point, constructed cars (Exception: see below). In previous seasons, we had a variable number of laps equal to (roll the second gear die +1) laps. 4 lap races entitled cars to a third wrench; 5 lap races had 4 wrenches. Only 2 wrenches can be used per turn in the pits. This has been discontinued due to family committments by several racers.

4. After each player has built their car for the race, each player rolls the black die once. Highest die rolled takes the pole position, followed by the next highest, etc. However, the player in the last position gets first selection of pit station; all 10 stations are independent of one another, and each player has access to just their single station.

5. On the first turn only, each racer rolls the black die. On a "1", the car stalls, and rolls in 1st gear the following turn (no additional black die roll needed). On a "20", the car gets a fast start and may roll the 2nd gear die immediately, skipping 1st gear altogether. For simplicity, we typically just roll all 3 dice together.

6. If there are cars in the pit lane and cars on the straightaway alongside the pits (foregoing their pit stop), the cars on the track roll for movement before cars in pit lane, regardless of position on the track. This rewards drivers who risk racing over those who pit.

7. Cars may operate in the pit lane ONLY in 4th gear. That is, a car must be in 4th gear (or lower) in order to enter or exit the pits. Cars going 5th or 6th gear cannot enter; if their movement takes them beyond the entry spaces for the pits, they are forced to forego their pit stop.

8. There is no blocking in the pit lane. Each space is treated as infinitely wide, with no contact rolls made in the pit lane.

9. On a declared Quick Pit Stop, that player rolls the black die. On a "1-5", the car is unable to leave early. On a "6-15", the car may exit the pits by immediately rolling the 1st gear die and moving that many spaces. On a "16-20", the car may exit the pits by immediately rolling the 2nd gear die and moving that many spaces. In all cases, the car may roll in 4th gear (or lower) the following turn. Like the start of the race, most drivers simply roll all 3 dice at the same time.

10. If a constructed car in a League race does not finish the race, the car is considered too damaged to be ready for the next race. For the following League race, that driver will be forced to drive a modified 2-lap car, consisting of 5 Tires and 3 of each other stat. Regardless of the finish of this car, the driver's regular car returns for the following League race. This penalty will carry through until that player's next League appearance, but does not apply to IROC races.

We've also experimented with other rules in the past:

1. Starting grid used to be based on current season standings, in reverse order. Pits selected in starting order. Proved to be inconsequential.

2. We had tried the Redlining rules. Proved to help the better drivers, and merely increased the separation between them and the less-skilled players. Abandoned after 1 season.

3. Current League Champion once received 1 re-roll per race. Again, this only benefitted the better players. Abandoned after 3 seasons.
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Marcelo Paschoalin
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Santo André
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J.L.Robert wrote:
10. If a constructed car in a League race does not finish the race, the car is considered too damaged to be ready for the next race. For the following League race, that driver will be forced to drive a modified 2-lap car, consisting of 5 Tires and 3 of each other stat. Regardless of the finish of this car, the driver's regular car returns for the following League race. This penalty will carry through until that player's next League appearance, but does not apply to IROC races.
I like this. I'll propose this to my fellow racedrivers in order to be accepted on the next season.
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Philip T
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We're about to start out first season and we're inspired by your rules. However, we have larger issue we need to resolve, how we handle drivers being absent. We're not that hardcore that want to punish them by just being left in the wake of the other competitors.

Do you deal with this at all?
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J.L. Robert
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creepwood wrote:
We're about to start out first season and we're inspired by your rules. However, we have larger issue we need to resolve, how we handle drivers being absent. We're not that hardcore that want to punish them by just being left in the wake of the other competitors.

Do you deal with this at all?

Since we routinely had more racers than points-earning places, we simply raced without them. It's no different than part-time drivers in various racing circuits.

Good luck! I'd love to hear your feedback on how the rules worked for your group.
 
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