Speed Circuit
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Avalon Hill Rules (PDF)
WBC Rules
2013 WBC Rule Changes
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WBC Car Construction

New Rules

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Rules Sets & Notes:
WBC Seedings & Qualification

  1. Car Construction

    Car Design Table
    car design points (2 total)
    Top Speed140160180200
    Start Speed2060100120
    Wear5 (15)6 (18)7 (21)8 (24)
    Driver Skill6, 1s
    0, 3s
    9, 1s
    1, 3s
    12, 1s
    2, 3s
    15, 1s
    3, 3s

    1. Wear On the chart above, the first number is the number of wear per lap that you are purchasing. The number in parenthesis is then the total number of wear you will have for the entire race.
    2. Skill Chips: Skill chips are bought during car construction similar to how wear is bought. On the chart above, the top number is the number of -1 skill chips received and the bottom number is the number of -3 chips received. [This is scaled for a typical 3 lap race. The underlying formula is to provide 2, 3, 4, or 5 -1 chips per lap raced based on the level of buy plus an additional 0, 1, 2, or 3 -3 chips depending on buy. However, the -3 chips received are not increased per lap.].
    3. Skill Chip Use: Skill chips are usable on the race tables noted below. Typically no more then -2 can be applied to any one die roll. However, a driver can apply -3 to a single die roll by using a -3 value skill chip. -3 skill chips can be changed into three -1 chips if a driver wants to use them that way. However, a driver can never apply -3 to a die roll unless the driver has a -3 chip.

  2. Race Rules: Clarifications or Modifications to Original Speed Circuit Rules

    1. Speed Cards: Instead of using speed logs, drivers use the speed cards that will be provided. A deck of speed cards includes 1 card for every possible speed and a card labeled "M.P.S." or Maintain Present Speed.

      When using these cards to plot with, leave the previous turn's speed face up in front of you to show what speed you moved last turn. Then place a speed card representing your speed for next turn face down in front of you. If you wish to go the same speed as you did last turn, use the MPS card. When everyone is done plotting, all speed cards for the upcoming turn are revealed at the same time.

    2. Plot Errors: Any non-existant plot results in the car maintaining its speed from the last turn. Any plot that is impossible to achieve is replot at the closest achievable speed to the one originally plotted, assuming maximum possible use of wear and test tables.

    3. Order of Movement: The second tie-breaker for the order of movement for cars on the same row of the track changes from the inside of the track to the side of the track with a grey line. Generally, this will be the inside of the upcoming or just completed corner. Note that spaces in the same row share a front edge.

    4. What is a Corner? Obey cornering speeds and assess cornering penalties only when entering spaces with posted speeds regardless of one's intended use of a racing line through the corner. A car may accelerate from the last marked space of a corner.

    5. Changing Radius Corners: It is possible for a driver to go through a single corner and yet run over spaces with different speed limits in different rows. This makes for relatively more complex interpretations of the cornering rules.

      The first thing to remember is that spending wear and rolling on the chance table in a corner does not "buy" a partciular speed, it "buys" +20, +40, or +60 mph more then the corner speed limit. So while the speed limit may change in the middle of the corner, a driver is still entitled to safely drive at 0, +20, +40, or +60 mph over that limit depending on how they have paid for the corner.

      If the speed limit drops, the driver must either slow down accordingly or be prepared to increase their "payment" for this corner. Remember that all wear penalties for a corner are paid for the corner as a whole. So, If a driver is already running 60 mph over the speed limit and then the speed limit drops, the car MUST decelerate or hit the tire wall.

      If the speed limit increases, the driver is entitled to increase their speed accordingly. However, since there is no way to increase speed in the middle of a plot this can only be taken advantage of if the driver ended their previous plot in the middle of the corner on the last space of the slower speed limit, just in front of the higher speed limit. Note that this interpretation does run counter to the original rule prohibiting acceleration once a corner has been entered.

      If a car late brakes after entering a corner they may lose some or all of the advantage they may have "bought" with wear or skill earlier in the corner. For the purpose of determining how fast this car can go in the corner next turn, pretend that the car entered the corner at its new speed.

    6. Slipstreaming: Cars may slipstream through a corner as long as all other slipstreaming rules are obeyed. Drivers are not required to decide in advance if they will be trying to take advantage of a slipstream. If the bonus presents itself, the driver may take it. While the GM may prompt drivers, it is the driver's responsibility to ask for a slipstream. The front car must be plotted for at least 120 mph. The slipstreaming car does not have a minimum speed requirement. However, drivers may not take a slipstream bonus if either involved car began the turn at 0 mph. A car due a 2 space slip bonus may take only 1 space if desired.

      When a car can legally slip 2 different cars, they may slip either as desired. When 2 cars would otherwise legally slip the same car, the first of those cars to take advantage of the slip will be the only car allowed to take that slip.

    7. Emergency Braking: After a car begins its move, it may voluntarily burn off excess speed by consulting the deceleration chart. If the deceleration chart was consulted in order to achieve the car's originally plotted speed, Emergency Braking is added to the original excess deceleration and any additional called-for penalty is paid.

    8. Rear Ending: Instead of automatically spinning a car that plots spaces it can not use, the offending car must emergency brake to a safe speed.

    9. Moving After A Spin: The turn after a spin, use start speed or acceleration for the next turn, whichever is lower. You are prohibited from pushing your acceleration or start speed that turn. Further, regardless of plotted speed or track position, a car moving after a spin moves last among all cars in the same row this turn. Cars that have spun on a racing line, may not gain any future advantage from that line this time through the corner.
    10. Forced Passing: If a moving car (the attacker) would like to move past an occupied space the moving car may attempt a forced pass. A forced pass can only be attempted if the attacker has enough speed to end its move on an empty space. First, the attacker picks a car to pass (the defender). Then the defender decides either to block or not. A defender that is currently plotted at 0 (probably due to a spin) may not block. If the defender blocks then the passer gets a +2 modifier on the passing table and a collision may occur. After the defender declares their intention to block, the attacker may chose to apply skill chips or not and then must roll on the passing table. Cars that attempt a forced pass may not use a racing line through the space they are passing through.

      If the defender blocks, then a collision may occur regardless of the success of the pass. For any 3 rolled on the dice during the pass attempt, the defender loses 1 wear. For any 4 rolled on the dice, the attacker loses 1 wear. This could result in 2 wear lost by a single car. If a car does not have the wear to pay for this damage, the car spins after losing what wear it does have left.

      If the passer succeeds on the passing table, the passer can continue its move. If the passer fails, that driver must stop in the space moved through prior to the attempted forced pass and modify their speed accordingly.

      If a successful pass results in another legal pass attempt, the passer must add the blocker-based penalty from all previous passes this turn to the subsequent pass attempt. This penalty is cumulative with any other penalties that might apply to this pass attempt.

      If a passing car's failure on the passing table places the car in a row with no empty spaces, the car is moved to the next row back, drops another 20 mph in speed, and loses 1 wear after an excursion into the gravel. This does not count toward exceeding deceleration. (This modification eliminated the need for off-track rules.)

    11. Engine/Brake Damage: If an acceleration or top speed test fails, that car's engine is damaged. A car that failed a top speed or acceleration test the first time will end up going 20 mph less then attempted this turn -- even though that speed would be in violation of the car's new/damaged acceleration or top speed. The car's new acceleration / top speed must be fully complied with next turn. If a car with a damaged engine fails an acceleration or top speed test (regardless of what kind of test caused the original damage) that car's engine fails completly and the car is removed from the race.

      Cars removed from the race due to engine failure immediatly reduce their plotted speed by half (rounding down) and move that speed for this turn, moving off track at the end of the move. If the car crosses the finish line at the end of the race, the car stays on track at the end of this move.

      If a brakes test fails, that car's brakes are damaged. However, no future wear penalties are incured. Any subsequent brakes test failure, causes the brakes to fail completly and the car is removed from the race. Cars removed from the race due to brake failure are removed from the track immediately.

    12. Crash Involvement: When any on-course crash occurs, mark the row it occured on and remove the crashed car immediately. Note that spaces in the same row share a front edge. Any other car that subsequently ends its move in or beyond the marked row of spaces must roll on the chance table using the following modifiers:

      move completed 0-2 spaces after crash row-2
      move completed 3 or more spaces after crash row-1
      crash row is a 3-wide section of track-1

      Note that the last modifier can be cumulative with either of the previous two and that skill chips may be used on this die roll.

    13. Race Finish: A driver has finished the race when he enteres the space immediately before the start/finish line (nose across the line). Any car that crashes the turn they crossed the finish line is not considered to have finished the race. Any car that finishes the race off track or in a spin, finishes last of the cars that also finished the race this turn.

    14. Definition of a Row: Cars are considered to be in the same row when the front edge of their spaces line up. This is most relevant in relation to Order of Movement and Crash Involvement above.
    15. Green Arrows: In addition to the regular racing lines shown in red on WBC tracks, a few tracks also include green arrows. A green racing line allows the driver who uses it to go 40 mph over the marked speeds over which it runs instead of the usual 20 mph over. All other rules regarding the use of lines are the same.

  3. Race Rules: The Tables

    1. Dice: All race tables below use 2d6 instead of the original rules standard of 1d6. Dice will be provided.

    2. Wear Penalties: Any driver that can not pay the wear called for on any table spins unless other results indicate that the car should crash.

Deceleration Chart
Over byPenalty
20mphUse 1 wear, or test brakes
40mphUse 2 wear, or use 1 wear and test brakes
60mphUse 2 wear and test brakes
80mph +Use 3 wear and test brakes and spin
Cornering Chart
Over byPenalty
20mphUse 1 wear, or consult chance table
40mphUse 2 wear, or use 1 wear and consult chance table
60mphUse 2 wear and consult chance table
80mph +Crash off course: out of race

Acceleration/Top Speed Test Table
2-9Gain 20 mph this turn only
10-12Fail, replot 20 mph below attempted speed;
Engine Damage, -20 mph to tested catagory;
Engine Failure if second damage, out of race
Start Speed Test Table
2-8Gain 20 mph this turn only
9Mis-shift, replot 40 mph below attempted speed
10-12Stall, replot at 0 mph;
Engine Damage, -20 mph to acceleration;
Engine Failure if second damage, out of race

Brakes Test Table
2-9Safely decelerated
10-12Fail, use 1 wear;
Brake Damage, -20 mph to deceleration;
Brake Failure if second damage, out of race
Passing Table
block: +2 to die roll
2-8Successful pass
9-12Unsuccessful pass
block: 3s rolled = 1w lost by defender
4s rolled = 1w lost by attacker

Chance Table
2-6Safely driven
10-12Crash on course: out of race

Crash Mods: Spaces in the same row share a front edge. The last modifier is cumulative with either of the first two.

  • move completed 0-2 spaces after crash row -2
  • move completed 3 or more spaces after crash row -1
  • crash row is a 3-wide section of track -1

  1. Qualifying

    1. Starting Grid: The starting grid will be determined by a wear + driver skill bid. At the beginning of the race, all drivers place wear and driver skill chips in their hand and simultaneously reveal their bids. There is no maximum or minimum amount of wear or skills chips that can be used for this bid. The driver who has bid the most chips gets the pole (driver skill chips count at half the value of wear chips for the purpose of this bid), and so on. All bid wear and driver skill is lost for the race. Ties are broken by percentile die roll, highest result receiving the better position.

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