About Formule Dé

Formule Dé is a competitive racing board game based on Formula 1 and its circuits. Each racer controls their car around the track over 2 lap races using the ruleset of Formule Dé as outlined below. The game is played on TableTop Simulator using the Big Box Mod for Formule Dé. The original board games and official tracks are owned by members of the RBB group but this version is played exclusively online. There are 10 racers in total. The racer with the most points at the end of the season is the Champion. If racers are equal on points at the end of the season, countback of race wins determines the higher season finishing position then 2nd places then 3rd places etc. The Constructors Championship is allocated to the team of 2 racers with the most total points.

There are 8 races in a season as outlined in the circuits page. Scores are awarded as follows:

Places are awarded in order of crossing the finish line after lap 2. Races that do not reach the finish line of lap 2 are awarded places in order of the position they reached on the circuit closest to the finish line.

Rules

Car Setup

For the 2023 season all cars have the following Wear Points setup:

Tyres

Tyre wear points are incurred for each space beyond a corner the racer reaches without fulfilling the minimum number of stops. If a racer is 2 space beyond the corner limit they lose 2 tyre points. If a racer makes 0 stops in a 2 stop corner or 1 or 0 stops in a 3 stop corner, they automatically crash out of the race. If a racer loses their last tyre point they spin in the space they reached and must start again in 1st gear the next turn. If the racer subsequently loses another tyre point they crash out of the race. A racer at their home track receives 2 bonus Tyre Wear Points. These are fully restored when pitting.

Brakes

Brakes can be used to reduce the number of squares moved in a turn. Each space reduction leads to 1 wear point in brakes. If a racer has 0 brake points they may not brakes to reduce the distance they travel. If a racer would collide with an obstacle (typically another racer), they must hit the brakes. The table below indicates the amount of wear point damage:

Spaces Brake WP Tyre WP
1 1 0
2 2 0
3 3 0
4 3 1
5 3 2
6 3 3

If there are 7 or more spaces remaining, the racer is eliminated automatically. If the racer does not have enough brake points or tyre points to stop before the blockage, they are eliminated automatically. If a racer is eliminated, a damage marker is placed on the track in the space in which they are eliminated. If the racer is eliminated and the blockage is another racer directly in front, that racer takes 1 point of body wear point damage and a damage marker is placed in their space (house rule).

Gears

A racer can change 1 gear each turn with no Wear Point effects. If a racer skips down more than 1 gear they lose the following Wear Points:

Skipped Gears Brakes Engine
1 1 0 0
2 1 1 0
3 1 1 1

It is not possible to skip down more than 3 gears. A racer may not skip down more gears than they have relevant Wear Points remaining.

Body

Any time a racer finishes their turn adjacent to any other racer, all those adjacent to that racer must roll the damage die. Any roll of a 1 results in a Body Wear Point damage to that racer and the placing of a damage token underneath them. If a racer has 0 Body Wear Points remaining, they are eliminated from the race.

Engine

Engine damage is a semi random event. If any player rolls a 20 while in 5th gear or a 30 while in 6th gear then all racers currently in 5th or 6th gear must roll the damage die. Any racer that rolls a 1 takes 1 point of Engine damage. If a racer has 0 Engine Wear Points remaining, they are eliminated from the race.

Handling

If a racer passes onto a space with a damage token, they must roll the damage die. A roll of 1-4 means they take a points of Handling damage. If a racer has 0 Handling Wear Points remaining, they are eliminated from the race.

Pit Stops

A racer may enter the pits at the end of the first lap as shown by the pit lane. The pit lane is inifitely wide (house rule). Pits are allocated prior to the race. The Pit Lane Speed Limit automatically reduces a racer's gear to a maximum 4th as they enter the pit with no impact on wear points (house rule). A Quick Pit Stop automatically returns all Tyre Wear Points. The racer rolls the Damage Die on their subsequent turn. A 1-10 means they can leave the pit that turn in 4th gear with a number of spaces equal to half of the result on the Damage Die (round up). A 11-20 means they must wait until the next turn before leaving the pit in 4th gear. A racer may opt for a Technical Pit Stop which will also allow them to return 2 other Wear Points of their choice but automatically means they must wait until the next turn to leave the pit in 4th gear.

Weather

Each circuit has its own weather table. Weather is determined before the race starts. The weather possibilities are as follows:

Rain effects are impacted by Tyre Choice but also include the following:

Tyre Choices

Starts

The starting grid is determined randomly for the first race of the season. For all subsequent races, the starting grid is the reverse order of the previous race's finishing positions (house rule). Each racer rolls the Damage Die before their start. A 1 is a stall and the racer misses their turn. 2-19 is a normal start in 1st gear. 20 is a fantastic start and lets the racer move 4 spaces instead of the usual 1st gear roll.

Slipstreaming

If a player ends their turn directly behind another racer and they are in 4th gear or higher, they may choose to Slipstream. If a racer chooses to Slipstream they must move 3 additional spaces immediately.