I anticipate publishing a second edition of CFR in the near future. So I’ve been working on a couple of rule changes. I’ll track those changes here. I’ve been iterating on these changes for a bit now so none of this is final, but I think we are close.
Changes One-Pager
This PDF is a one-page summary of these changes. For completeness it includes the result table for Deceleration tests and Chance rolls even thought those tables have not changed since the last published version of the game.
Tests
I changed a couple of the test result tables.
If you fail an Acceleration and Top Speed test you are effectively immediately limited by your new, damaged attribute. In previous editions of the rules, if you tested a 160 Top Speed, trying to go 180, and failed. Your new top speed would be 140 but you would go 160 this turn. Under these rules you will go 140 this turn.
| Acceleration | Top Speed | |
| 9 or less | success | success |
| 10 – 12 | mis-shift, -20 acc | mis-shift, -20 acc |
I also made a couple of changes to Start Speed tests. First, I wanted to make the odds the same as all other tests. In previous editions a Start Speed test succeeded on an 8 or lower, now it succeeds on a 9 or lower like all other tests.
I also wanted to remove the stall possibility. Now there is a single failure result that is a mis-shift and loss of a wear.
| Start Speed | |
| 9 or less | success |
| 10 – 12 | mis-shift, -1w |
Forced Passing
This change was primarily designed to change the interaction between the attacker and defender. In previous versions I thought the default mode was to block and I wanted it to be a less obvious choice either way. I ended up making some subsequent changes to make sure that the defender did not lose wear.
Forced Passing is now also more likely to succeed but at a cost to the attacker.
In this new scheme, instead of the defender declaring “block” or not, the defender has the option to use their skill to make the die roll harder for the attacker. Forced passing goes something like this now:
- Attacker declares pass, picks Defender (car being passed)
- Defender ADDS skill
- Spun or Crashed Defenders may not ADD skill
- Attacker commits skill
- Die Roll
| Forced Passing | |
| 5 or less | success |
| 6 – 7 | success, -1w |
| 8 – 9 | success, -2w |
| 10 – 12 | fail |
Crashes and Avoiding Them
Previous versions of the rules have included various tables that would be consulted to avoid crashes or other things. They felt a little extra and also could feel like just punishing people for things they did not have any choice in. So I got rid of that table all together.
However, I did want crashes to have some downstream impact. So, now when a car crashes as the result of failing a chance roll, the car remains on track in the space they crashed in. Like any other car, the crashed car can be Forced Passed.
This may give drivers coming up on a crash some choices to go around or try to go through.
Slips Across the Finish Line
I hated double slips across the finish line. If two cars were nose to tail approaching the finish and both could get to 180… it became a bad guessing game. So, new rule:
If you finish the race this turn, you may not take more than 1 slip.
Component Related Changes
Player Board
The current plan for the new edition is to replace tokens for wear and skill with a player board that can track current wear and skill. There are a couple of other related changes.
Pole Bidding
Since we will no longer have physical skill chips to bid with, drivers will now use speed cards to bid with. Each speed card will now include an amount of skill or wear that the driver is committing to bid. A driver will play any number of speed cards face down for their bid.
Car Set-Up
Car set-up did not substantively change. However, I am tweaking the cost scale. Instead of a range from -1 to +2, attributes will now cost a range from 0 to 3.
