CFR Turn Sequence and notes
Turn Sequence
Play a speed card for new round face down next to the face up speed card from last round (if any)
When ready, all players reveal speed cards. Place revealed speed card atop and slightly overlapping the
previous round’s card (if any)
Check for any “slip-stream” opportunities and note them
In car position order* perform any required excess test & move your car, return last round’s speed card
to hand (Players with 2 face up speed cards in front of them are yet to move, players with 1 have
moved).
* (Note: Cars in same row – higher speed moves first. If tied, inside for next corner moves first)
Penalties for exceeding “safe” limits
Exceeding Acceleration, top speed or start speed (implied by revealed speed card), must be paid for
with a die roll on the appropriate chart. These cannot be exceeded by more than 20mph.
Cornering and deceleration can be exceeded by up to 60mph. Penalty payment for each 20 over can
be any combination of up to 2 wear tokens and up to 1 dice roll (hence total 3)
(Optional pitting rules: With soft tires equipped all 3 penalty points may be paid for with wear)
Driving in such a way that a 4th penalty point is due will remove you from the race. (Unless this is
forced upon you by blocked track or failed forced pass in which case you spin)
Corners: Penalties are paid once per corner (not per turn) and only for the worst single offence.
For example: if you enter a corner through a 60 space at 80 mph, you can pay 1 penalty to cover that
cost. You are now free to continue moving through the corner without paying any more as long as
your speed does not exceed 20 mph more than the speed limit of any space you enter.
If you enter a space inside the same corner that has a lower speed limit, you must supplement your
payment for this corner to cover the difference.
When you start a turn in a corner you may not increase your speed if doing so would also increase
your penalty for that corner.
Because speed limits only affect a car when it enters a corner space, a car that ends its turn on the last
space of a corner is no longer affected by the speed limits of that corner.
Forced pass: The defender chooses whether to block this (which risks damage to both cars).
Slip Streaming: At the start of a round any car travelling at 120mph+ will give a slip stream
opportunity to another car directly behind it if:
The chasing car is moving but not faster than the leading car
Another car has not already received a slip stream benefit from the leading car
The leading car is not in a corner space (including the last one)
Optionally move 1(lead car 120 - 160) or 2(lead car 180+) extra spaces. These extra spaces do NOT
change the car’s speed card or effective speed for corner speed limits.
Late breaking: To reduce the number of spaces you move after revealing your speed card you must
pay a combination of up to 2 wear and up to 1 dice roll. IF you have over-decelerated this turn you
can only use up the remaining available balance of 3 penalties from payments already made for that.
Replace your face up speed card to reflect the number of spaces you have actually moved.
Spin: When you spin set speed to 0 (pick up all speed cards). Your speed next turn will be the
LOWER of your acceleration and start speed. Any car in the same ROW as you next turn will move
before you. A spun car cannot block a forced pass.
Pitting (Optional rules): Soft: Can use token to check accel/deccel, corner dice. Hard: “top up” each lap.
After moving, enter pits from any row adjacent to pit stalls (an occupied stall is not blocked).
Examine pits each round and do the following:
Cars that entered pits this round – Add a “-2” marker
Cars in pits with a “-2” marker – Set tire type and refresh wear. Flip “-2” marker to “-1”
Cars in pts with a “-1” marker – Re-enter track at same speed as when pits were entered
Note: Cars leaving pits go to outside lane & move last in the round