PROPOSED NEW FORCE PASS RULES AND TABLES

DEFINITION: A force pass situation arises when a car's posted speed (plus any applicable slipstream bonus) carries it into a space where all the lanes are occupied by two or more cars. The cars in the moving car's path are referred to as ``blocker(s)`` and the moving car is referred to as the ''passer``. Only blockers with a posted speed within 40 MPH of the passer's posted speed are eligible to attempt to stop a force pass attempt. If all potential blockers are at a posted speed of 60 MPH or more slower than the passer, the force pass attempt is automatically successful.

PROCEDURE:

1. Passer declares force pass attempt and, if a three lane wide track, identifies the two cars he is attempting to pass.

2. Each eligible blocker (i.e. each car with a posted speed within 40 MPH of the passer) posts FACE DOWN a PASS or BLOCK card.

3. The passer declares any blue chips.

4. The blocking cars declare any blue chips BEFORE flipping their cards.

5. Cards are flipped. If all blockers select PASS, force pass attempt is automatically successful and passer continues moving up to posted speed plus slipstream bonus, if applicable.

6. If at least one BLOCK card is played, the PASSER and EACH BLOCKER must roll a 2D6, with results to be applied to the following table, with subject to the following modifiers:

SPEED DIFFERENTIAL BETWEEN PASSER AND BLOCKER:

0 mph +1 to passer's die roll (unfavorable to passer)

20 mph -1 to passer's die roll

40 mph -3 to passer's die roll (unfavorable to blocker)

IF TWO CARS ARE BLOCKING

+2 to the passer's die roll (unfavorable to passer)

BLUE CHIP MODIFIERS

-2 to die roll of car that committed the blue chip

RESULTS

used to determine (1) if force pass succeeds and (2) additional adverse effects on passers or blockers. In any event, any BLOCKER sitting on a line automatically loses the line benefit and can only regain the line by moving one square in his next turn and paying ½ wear as in standard rules.

1. The force pass attempt is successful if the passer's modified die roll is lower than that of any blocker(s), with the following proviso: a modified die roll of 2 or less by the PASSER is always successful and a modified die roll or 10 or greater by the PASSER is always unsuccessful.

2. The effects of the force pass attempt are applied to the following table to the PASSER and BLOCKER based on the modified die roll of each:

6 or Less No penalty

7 Lose 1 Tire Wear

8 Lose 2 Tire Wear

9 Lose 3 Tire Wear

10 or More Roll on Spin Table (earlier blue chip modifier still applies but may not use additional blue chips)

NOTES: (1) If there are two blockers, passer using this table applies only the least favorable (i.e. highest) modified result. (2) If blocker's modified die roll is 10 or MORE and force pass attempt is successful, ignore spin result but assess 3 tire wear penalty as per }9" result on table. (3) If both passer and blocker suffer spin out results, they are placed on opposite lanes of the track (one on the outside, the other to the inside) based on their relative positions prior to the force pass attempt.

3. If the force pass attempt was unsuccessful and the PASSER did not suffer a SPIN OUT result, then the PASSER must brake down to a speed that places him in a space behind the successful blocker(s). If PASSER is unable to brake, he spins in the last square from which the force pass attempt was initiated.

4. No blocking of force pass attempts is allowed on the first two turns of the game when cars are accelerating to racing speed.

EXAMPLE:

STEP ONE: Car A moving 8 spaces (140 MPH plus slipstream bonus) announces force pass attempt with eighth movement point on Car B (posted speed of 140 MPH) and Car C (posted speed of 100 MPH).

STEP TWO: B and C both play face down BLOCK cards.

STEP THREE: A commits blue chip.

STEP FOUR: B commits blue chip and C does not.

STEP FIVE: Cards are flipped to reveal two BLOCKS.

STEP SIX: A, B and C each roll 2D6 and apply results. A rolls a 6, B rolls a 9, and C rolls a 5. A's roll is modified by -2 (blue chip) +2 (two blockers) and +1 versus B (same speed) but -3 versus C (20 MPH faster). B's roll is modified by -2 for blue chip to a 7. C's roll of 5 is unchanged. A vs B is 7 to 7 -- UNSUCCESSFUL. A vs C (3 vs. 5) would have been successful. A must brake down to 120 and also pay one tire wear penalty (see note 1 to table -- applying the least favorable modified result). B (the successful blocker) must also pay one tire wear penalty. C (even though he would not have blocked A) suffers no adverse consequences.

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