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Formula One- Rules needed please

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David Warren

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Jan 6, 1999, 3:00:00 AM1/6/99
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David Warren wrote in message ...
>Having played this game as a child 25 years ago,I,ve just bought a set
>at a car-boot sale-but there are no rules.I used to suffer humiliating
>defeat every time,and feel the time has come to turn the tables on my
>big brother(who was probably cheating anyway!)can anyone help?
>
>
>

Carl-Gustaf Samuelsson

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Jan 7, 1999, 3:00:00 AM1/7/99
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I got the rules in English and French at my site. You can also find them at
the Game Cabinet.
/Carl
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David Warren skrev i meddelandet <770lc7$4ku$1...@news5.svr.pol.co.uk>...

Carl-Gustaf Samuelsson

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Jan 7, 1999, 3:00:00 AM1/7/99
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Barry Kelman

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Jan 8, 1999, 3:00:00 AM1/8/99
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I think your getting Waddingtons Game Formula 1 confused with Eurogames
Formula De.

Carl-Gustaf Samuelsson <nospamprefix_c...@swipnet.se> wrote in
message news:Edal2.24902$9S3....@nntpserver.swip.net...

Dave Thorby

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Jan 10, 1999, 3:00:00 AM1/10/99
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On Fri, 8 Jan 1999 11:06:21 -0000, "Barry Kelman" <barry...@ti.com>
wrote:

>I think your getting Waddingtons Game Formula 1 confused with Eurogames
>Formula De.
>

>>>David Warren wrote in message ...


>>>>Having played this game as a child 25 years ago,I,ve just bought a set
>>>>at a car-boot sale-but there are no rules.I used to suffer humiliating
>>>>defeat every time,and feel the time has come to turn the tables on my
>>>>big brother(who was probably cheating anyway!)can anyone help?
>

I missed the original message, but I have a copy of Formula 1 (by
Waddingtons) and can scan in the rules and eMail them to the original
poster if he is still looking.
--
Dave Thorby (reply address corrupted to avoid SPAM)

Tip of the day: Update your signature file often.

Rapunzel

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Jan 15, 1999, 3:00:00 AM1/15/99
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NB Rule numbers and section letters are mine: I once planned to rewrite


Waddington's Formula 1 Copyright 1962 John Waddington Ltd. Patent 986415

(A) EQUIPMENT
1. Race track playing area
2. 6 Dashboards
3. 6 Racing cars
4. 2 Dice
5. 1 set of Tactic cards
6. 1 set of Pit cards

(B) PREPARATION
7. The choice of cars is decided by throwing the dice, the player
obtaining the highest number takes number 1, then the player on
his left takes number 2 and so on. Each player then takes the
dashboard corresponding to the colour of his car.
8. Set the lap indicators to the number of laps to be raced, and
set all other instruments to zero.
9. Place each car on its respective space on the starting grid.
10. Pit cards must be shuffled and placed face down on the space
provided.
11. The Tactic cards must be shuffled and dealt, 5 to each player.
12. The dice are not used for moving and are put aside until required
for deciding penalties.
13. The race can now begin.

(C) The SPEEDOMETER
14. The purpose of the speedometer is to have a reminder, visible to
all players, of the speed each car is considered to be travelling.
15. Before each move, players must set their speedometers to the speed,
i.e. number of spaces, they want to travel. Remember, they may not
increase speed by more than 60mph in one turn, and just as there is
a limit on acceleration, there are restrictions on braking : see
'Reduction in speed'.

(D) The LAP INDICATOR
16. The lap indicator on the steering column acts merely as a record of
laps travelled. When the chequered line is crossed at the end of each
lap the indicator is reduced by one point.
17. The indicator is set at the beginning of the race to the number of
laps you wish to race, so that it reaches zero at the end.

(E) TYRE and BRAKE WEAR GAUGES
18. All tyre and brake wear penalties incurred must be recorded immediately
on the dashboard gauges.

(F) ORDER OF MOVING
19. 1st away- Yellow; 2nd away- Orange; 3rd away- Green; 4th away- Red;
5th away- Black; Last away- Blue.

(G) MOVING the CARS
20. One square on the board represents 20 miles per hour.
21. Speed may be increased by 20, 40, or 60 mph per turn but never by
more than 60mph.
If 20mph is set on the speedometer- move the car 1 space on the board.
If 40mph is set on the speedometer- move the car 2 spaces on the board.
If 60mph is set on the speedometer- move the car 3 spaces on the board.
If 80mph is set on the speedometer- move the car 4 spaces on the board.
etc.
22. Movement is always in a forward direction; straight ahead or diagonally,
but never sideways.
23. Only one car is allowed on one space at a time.
24. No car may 'jump over' another.
25. Cars must not be left stationary on the track.

(H) CORNER HAZARDS (Red Bands)
26. Corners can be taken safely and without penalty provided that the speeds
shown on the red bands are not exceeded, but of course races are not won
by this policy, it may pay the driver to corner at excess speed and risk
a penalty.
27. When a car has been moved the full number of spaces shown on the
speedometer, and has passed over or come to rest on a red band, if it
has exceeded the safety speed shown, the two dice must be thrown.
Dependent on the number thrown, there is the possibility of paying the
penalty of tyre wear, brake wear, or spinning off.
The penalties are listed on the penalty chart printed on the board.
The faster a corner is taken over the red bands, the greater the risk of
a heavy penalty. For example, the outer lane safety speed at Copse Corner
is 80mph. If a player goes round at 100mph he is travelling at +20 over
the safety speed. If he went round at 120mph he would be travelling at
+40 over the safety speed.
Suppose he cornered at 120mph, and on throwing the two dice he scored
9. He must now consult the Penalty Chart and find the figure 9 in the
'Number on Dice' column. He then reads across in the +40 column and
he finds his penalty is 'Tyre Wear 1; Brake Wear 1'.
If he had taken the corner at 100mph (+20 over the safety speed) he
would have looked in the +20 column, and in this case he would have
been lucky for there is no penalty with a dice throw of 9.
28. The penalties- 'brake wear' and 'tyre wear' must be recorded on the
dials on the player's dashboard.
29. When a car crosses two red bands over the safety speed during the
course of one move, the dice must be thrown and the possible
penalty paid separately for each band.

(I) SPINNING OFF
A car always spins off in the following circumstances :
30. (1) When a red corner band is crossed at a speed of 60mph or more
above the safety speed.
31. (2) When a speed reduction of over 20mph is demanded and there are
no brakes left.
32. (3) When a red corner band is crossed at any speed over the safety
speed, and the tyre wear gauge is at its maximum of 8.
33. Spinning off can also occur - as a result of the dice throw - as
shown on the penalty chart.
34. When a car spins off whilst taking a corner, it is placed on the
Spin Off Point.
35. When a car spins as a result of being baulked, and being forced to
brake too hard (see Baulking) it is placed on the outside of the
track opposite the point at which it is standing.
36. When a car spins off, the speedometer is reduced to zero but the
tyre wear and brake wear gauges are never altered.
37. No damage is done by spinning off, and on the next turn the car can
proceed normally, at the starting speed of 60mph.

(J) REDUCTION IN SPEED
Due to the hazards at various points on the track, the need to slow
down arises. This entails the use of gears and when necessary, brakes.
Harsh braking results in wear and tear of the brakes and tyres.
38. SPEED REDUCTION CHART
Reduction Brake Wear Tyre Wear
20 - -
40 1 -
60 2 1
80 3 2
100 4 3
As indicated by the above chart, a 20mph reduction in speed does not
result in any brake or tyre wear; moderate use of brakes results only
in brake wear, but harsher braking results in brake and tyre wear.
39. When a driver reduces speed all such brake and tyre wear must be
indicated on the dials provided.
40. As the game progresses, tyre wear may become excessive and reach its
maximum of 8 points, in which case, speed may be reduced by 40mph only.

(K) BAULKING
41. Baulking, or blocking the road to other drivers, is to your own advantage,
since it prevents their overtaking. This can usually be brought about
where the track is narrowed by the black corner islands, or Prenton Pool.
A baulked car may be moved forward as many spaces as possible to the space
immediately behind the baulking car.
42. If the car baulking you is travelling at a lower speed than your own car
you must reduce the speed on your speedometer to equal that of the car in
front. This may mean harsh braking. Any penalty of brake or tyre must be
indicated on your dials immediately (see Speed Reduction Chart).
43. If it is travelling at a faster speed than your car you may, if you wish,
increase speed to that of the baulking car, providing the increase is not
more than 60mph, even though you cannot move the correct number of spaces.
44. If a car is baulked in the pit or in a spin off point, he may bring his
speedometer up to 60mph, although he may be unable to move, and in his
next turn he can move off at any speed up to 120mph.

(L) TACTIC CARDS
45. These cards, which provide extra moves, can be used to a car's advantage
whenever the driver wishes, except when he spins off or enters the Pits.
The used card is placed face down on the Tactic Card space marked on the
board, and may not be used again.
46. With two exceptions, Tactic Cards must always be played immediately after
a normal move has been made but before throwing the dice if safety speeds
have been exceeded. The exceptions are (1) the Superb Driving card. This
is played before the normal move is made and enables a driver to ignore
the safety speed and to take a corner at maximum speed without incurring
any penalty. It does not provide an extra move. (2) the Acclerate
Immediately to 120mph card. This is played before the normal move and
enables a driver to move 6 spaces, even from a standing start.
47. Only one Tactic Card may be used per turn.

(M) PITS and PIT CARDS
48. At the end of any lap a driver may drive into his pit. Pit stops enable
the driver to have his tyres changed, his brakes adjusted, and any repairs
made so that he can continue the race with his car in perfect condition.
49. When approaching the pits, the driver must set his speedometer so that by
moving the indicated number of spaces his car can be brought exactly to
its own pit stop.
50. If a player misjudges his speed, and overshoots his pit space, he must
continue the new lap, as no reversing or sideways movement is allowed.
51. Once in the pits, all dials, except the lap indicator, are reset at zero.
52. When calling at the pits a player must always draw a Pit Card, and follow
its instructions before moving off again.
53. The card must be replaced at the bottom of the pack.
54. Pit stop squares do not form part of the normal track, and a player may
only drive on his own pit space.

(N) FINISHING and WINNING
55. When a car lands on or crosses the chequered finishing line after completing
the set number of laps he has finished.
56. However, he has not necessarily won, for all cars must have the same number
of turns (to avoid number one having an unfair advantage), so the play
continues until the last player has played his turn, the car which is
then furthest over the chequered line is the winner.

(O) LEAGUE CHAMPIONSHIP
57. The game can be made more interesting by having a League Championship of
several races with 10 points for the winner, 8 points for the second
place, 6 points for third place, 4 points for fourth place, 2 points for
fifth place, 1 point for sixth place over 5 laps; the Champion Driver
being the one who earns the highest number of points from all the races.

Rapunzel

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Jan 15, 1999, 3:00:00 AM1/15/99
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I also have some extra rules for playing with >1 car per player and for
grids with more than 6 cars if you want.
We also used to have a couple of "soft" options for beginners: the
ability to throw the dice and /then/ use a tactic card is the throw came
out ok, and the chioice of taking 2 tyre wear (like when you throw 4 or
10) instead of spinnning if you throw a 3 or 11.

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