great thanks for your reply and yes any further amendments that can further explain things would be great
agathosdaimon
Recent community posts
thanks for your reply - just on the rules here i am confused a little - you say the car needs to be next to the car you want to attack, but then you also say the car needs to be in the same "quadrant" as the car - by quadrant do you mean exactly the space the other car is in?
a diagram of the attacking process would be good i think
and so when an attack happens - there is only one D6 roll overall or do both defender and attack each roll d6 everytime? i assumed it was a single roll, but then if a 6 gets rolled does the defender then have to roll a d6 to see if they get a 6 (or use agility)
in the manual there was an example but it suggest both attacker and defender each rolling a d6 - which could that mean double effects? or conflicting effects?
I am still trying to understand some rules and concepts in the game - what is the attacking all about? is a driver tryign to overtake another driver or is the attacking driver attempting to actually damage another drivers car? I know the early 90s were wild but drivers werent trying to actually use their cars as weapons against each other.
how does the racing part work - ie, how is track position at all decided? do players use miniatures and a visual display of the track? how does one work out how fast their car can go - or is it just with each time the die rolls are made that represents a lap? -if so how does overtaking get represented?
i have some more questions about the gameplay - i was hoping you would be able to reply to some of my other questions by now. I have been doing alot around making a version of Monaco that is workable, although the cards i got from gaemcrafter are incomplete, i also bought the pdf download and so have gotten more cards printed.
I am finding though some curve directions are missing from the sets, so in order to make chicanes and other curves of monaco i have to break the rules about card placment and make cards position perpendicular to each other in places.
I have tried to simplify the track enough that it still resembles monaco and is done in just 34 cards, but the amount of tire wear with all the corners is somewhat extreme. I think the charts in the manual are too harsh and also the need to roll dice for ever corner card one goes through means most of the cars blow their tires just on the qualifying lap, which seems unrealistic. I think there should be separate chart created for qualifying one that doesnt have so crashes and car issues in it, and with more features of + and - movement reflective of whether they make the corner in perfect fashion or not.
Also, if a car lands on a boost and then they land on another boost in that turn, do they also get this boost too?
and do some track movement boxes span two cards? i cant tell sometims if a movement box at a card edge is continuing onto another card or if each cards boxes are complete in themselves
and last what i really really want to know is: what is the function of experience? The drivers gain it but there is no explanation in the rules for what it is used for. Does it have any special effect? I managed to get 4 xp points for a driver in a qualifying session but its not stated in the rules if this means anything .
hi i got the game and also the physicla version from gamecrafter - the cars however dont look like the cards in the image - i dont have any straight cards which have exclamation marks all over them like in the pictures.
Also some rules aspects are not clear -
1. when going around a curve do i roll a die for the tires before it? also if i pass over the box with an ! symbol, but dont stop on it, does that mean i dont need to worry about it?
2. it seems easy to just never have to land on the ! symbols when going around most corners
3. on the cards am i to assume that some of the boxes can go across two cards?
4. In determining who goes first the rules say its whoever is closest to the inside curve - but what if the players are at two different curves - who goes first?
5. do you have to move the full 3 (or 4) spaces each move or could you choose to just move one square only?
Some of the english translation in the rules needs improving - the word "clue" seems to be used as the translation of "piste" but the correct word should be "track". A clue means something completely different to racing track
i must ask though , is it actually possible to win the races in this title? the car always seems to go somewhat slower than an actual f1 car and not even while on softs can one get to the front in time before a pit stop is need. I notice too when starting, the ai drivers all seem to take at much faster pace than my car, - is there a specific trick that allows me to accelerate as fast as teh AI drivers? or do i just have to start exactly on the instant the lights go green
Also the Ferrari cars always seem to crash out somewhere in almost every race, did you make this a feature of the game?