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Circuit de la Sarthe LeMans (fan expansion for Formula D(é))
Circuit de la Sarthe LeMans (fan expansion for Formula D(é))
by (Web published) (2016)
Player Count
2 to 10

Player Ages
8+

Playing Time
1 hour to 24 hours
Categories
  • Racing
  • Sports
  • Expansion for Base-game
  • Fan Expansion
  • Designers
  • Rasmus Dam Bonnesen
  • Mechanisms
  • Dice Rolling
  • Press Your Luck
  • Grid Movement
  • Player Elimination
  • Movement Points
  • MOV-07 Different Dice
  • Family
  • Formula De/De mini/D
  • Rating: 10/10 from 3 users

    Description

    If you wanna do endurance racing, LeMans is the thing to race at. This track has been tested for 3 years before it has received its final version.

    Rules:

    Le Mans 24-hour rules

    Le Mans Rules

    27 wear points and no wrenches.
    Pit: Max 4th gear in the pit, from the entrance to exit.
    Engine 1-2 (1 in wet)
    Chassis 1-3 (1-5 in wet)
    Suspension 1-5 (1-7 in wet)

    If you drive with both LMP and GT, the GT cannot use 6th gears and has -1 on all strokes (so a 12 on 4th gears is 11)

    Dice roll and overshooting

    If the last wear points in the suspension, engine, or body are used, there is a maximum of four gears. If you lose one more, you can only have a total of three gears. Lower gears equate to minus wear points, which must first be built up before you can obtain wear points back in your car/cockpit. The engine, body, and suspension roll all build up.

    You start from 1 gear if you use all of your tires and spin around. If you overshoot again, you go a gear down (e.g., max 4), and so on. The tires are automatically replaced, thus this does not need to be repaired in the pit.

    Pit:

    Instead of wrench keys, you sit over a round in the pit and lose a stroke for each wear point you must have again, as seen below. As a result, you can sit three strokes over to score three wear points.

    Only hard tires and rain tires are available, and there is no way to make a quick pit stop. When you enter the pit, you only gain tires.

    1 sit over of a stroke can provide one of the following.

    2 Brakes
    2 Gears / Fuel
    1 Body
    1 Engine
    1 Suspension

    Blue flag:

    The lapped car must yield so that the longest route around a corner is free, if it does not endanger the lapped car itself, for example, due to debris.

    On the long side, the lapped car must be positioned in an outer lane unless there is debris, in which case the car jeopardizes its own race by landing on it.

    Debris is removed starting from where the last accident happened and every third debris is removed. If two pieces of debris are at the same height, apply the principles for determining which car is driving first. The one closest to the following turn.

      • Board design, haven't been approved by the original designer, and Asmodee can't therefor guarantee gameplay.

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