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DBRC D6 Racing

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DBRC D6Racing
Introduction D6Racing was created for the sole purpose of having a cheap, easy to play game that could be played on almost any game surface or map without having to spend a lot of money. It was designed for use with 1/64 to 1/72 scale vehicles and figures but is not limited to that scale. Hot Wheels, Matchbox, and Johnny Lightning are a few companies that provide cars that can be used in D6Racing. D6Racing is part dexterity game (throwing six sided die) and part miniatures game (tracking brakes, tires and fuel). The inspiration for this game stems from the love of racing, in all its formats. This game is an exercise in imagination and the thrill of the race. Careful attention was made to ensure that the rules were not overcomplicated and the gameplay flowed smoothly. What is needed to play? First thing you need are vehicles. Any 1/64 Hot Wheels car will do. Albeit the game can be played solo, it is more fun with 2 or more players. In addition, you will need a lot of six sided die, around 10 die (2 packs of six-sided die). If you are playing with only 2 players 5 six sided die would do. A spare car is desirable as a car distance template for measuring 1 car space.

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The Vehicle Types and Stats


The vehicle is the heart and soul of the game. The following vehicle types and their capabilities are reflected in the table below. Points are merely a way to bring balance to the game to ensure that its a fair game. The following are the types of cars available to the game: Type I: This class covers most of the race cars. It consists of exotic cars, super sport cars and high end saloon racing sedans. This class is defined by its flexibility in strategy, and has mild off road handling capability. Type II: Covers anything with off road capability. Vehicles in the category have a harder time of getting bogged down in the mud and have the tires with massive rubber that can take the beating from off road tracks. The downside is the top speed is modest. Type III: Covers the high tech racing of Formula 1 racing and the various Le Mans prototype cars. Cars in this class have high top speeds that can propel them to the finish. Type IV: Covers the race truck and all larger vehicles above 4 tons (8K lbs). Popular in Europe, these vehicles are fast and large. Benefits are the amount of fuel these beasts can hold. Due to the enormous weight, these vehicles burn more fuel when moving. Thus unlike all other types that burn one point of fuel to move to an invalid path die, type IVs burn fuel equal to the difference between the path die result and their VPT. Type V: The motorcycle class is quick and maneuverable, but very vulnerable. Damage does carryover to the driver when the vehicle is damaged, unlike the other vehicle types and max armor values can only be 6. Type Name/Key descriptors G.T.; Supercar; Movement Dice Pool (MDP) 3 2 3 1 4 Valid Path Maximum Bogged Starting Tire Target Rolls Target Points Factor (VPT) (MR) (BT) (STPF) 3 3 3 3 3 2 1 3 1 4 3 1 5 4 2 x1 x2 x1 x1 x1 Starting Fuel Points Factor (SFPF) x1 x1 x1 x2 x1

I II

Off Road; Baja; WRX III F-1; LMP; Prototype IV Formula truck; Armored Car V Motorcycle

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Page |3 Movement Dice Pool (MDP) and Max Rolls (MR) MDP represents the vehicles maneuverability. The more dice available, the more opportunities to move. MR was used to illustrate the transmission, and thus top speed capability of the vehicle. MDP value represents how many die you will have to perform your movement. It is in direct relationship with the Maximum Rolls. For example, the Type I vehicle has 3 die. You may roll all 3 die in 1 roll of the dice or you can break it up into 2 rolls (the MR value). Whats the advantage? In certain situations, rolling a die alone may be easier to control. In addition, sometimes you may want to save a movement die for blocking to prevent a car from passing, or evasion to prevent a rear collision. Another disadvantage to Multiple Rolls is that whenever you roll the die, the vehicle MUST move. This is the golden rule in D6 Racing. No car may remain static if you roll the die. Thus if you roll, and the die result is not equal to or lesser than your VPT, you must spend -1 fuel to move. What is a proper die roll? A proper die-roll consists of the dice hitting the table at least once, causing them to roll in a truly random fashion. The dice should be tossed within a 180 degree front arc of the vehicle (unless moving in reverse, which reduces your movement die to 1D6) and within 1 car space. You can use the spare car template to judge this. Whether or not you make it mandatory to use it in the game is up to you. In the following picture you notice that the red rally car is trying to get around the 2 cars ahead. He is using the template car as a die deflector to drive onto the off road terrain in an attempt to pass them. I personally have found that striking the hood of the car leads to a great roll, due to deflection. Striking your own car with the die is acceptable. One last thing, players should call out a re-roll before the die stops moving, otherwise the role is valid. If the die goes past a barrier wall (drawn on the map) or some impassible terrain on the track map, you may simply reroll. These are not objects, therefore no damage is taken. Valid Path Target (VPT) This represents which path a car may move to. The dice result is equal to or lower than the VPT. In D6Racing your vehicle MUST move on every movement roll during your turn, you cannot you must expend -1 fuel and move the vehicle to the closest Invalid path result (a die result which exceeds the Valid Path Target). With one exception; unlike all other types that burn one point of fuel to move to an invalid path die, type IV vehicles burn fuel equal to the difference between the path die result and their VPT. For example if the invalid path die result is 5, subtract that from the type IVs VPT of 2. Thus the | Brought to you courtesy of DBRC Racing 2013.
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Page |4 type IV will burn 3 fuel to move to the invalid path die. Remember, in D6Racing your car MUST move. If you cannot, you are out of the race! Some vehicles have high MR (Maximum Rolls) ratings. This can be both an advantage and disadvantage. The car may be able to cover more distance, but the risk of not reaching your VPT due to splitting up your MDP dice pool into multiple rolls could make you run out of fuel before you reach the pit lanes. For example, the Type III F-1 car with an MDP of 3 and MR of 3 can roll 1 die 3 times, individually. The chances of the 1 die not being a valid path result is much greater than if the player were to roll all 3 dice in 1 roll. Thus if he rolls a 3 on the first roll (a good VPT), 6 on the second (invalid path result, -1 fuel), and 4 on the third roll (invalid path result, -1 fuel), this leads to distance covered but at a high fuel cost. Facing Upon placing your car at the VPT die, you have 4 facings (4 sides of a six sided die). The picture illustrates the 4 possible car placements. Notice how this is a way to perform a U-Turn if you needed to, for example if you happen to pass by the pit lane. If cars are blocking your car from being placed, you may simply push your car into position while moving the other cars. Any cars pushed in this manner cause damage to you and the cars you push. You may not avoid this damage, but cars that have the ability to EVADE, may avoid taking damage. Bogged Target (BT) Many of the maps you may draw out will have more off road portions than asphalt. What is considered Off Road? Any car with more than 2 wheels off the asphalt is considered to be off road. If at the beginning of the players turn, the car is off road a Bogged check must be performed. Simply roll a 1D6 and compare the results. If your result is equal to or less than the Bogged Target value, your vehicle is stuck and may not move or change facing. You may spend fuel = [BT die result] to get unstuck and proceed with your move. If you do not wish to spend fuel, you may move in REVERSE. The car will follow the very path taken by the die. Thus a Bogged check is required if the die crosses from the road to off road terrain and back onto the road. In addition, whenever your vehicle moves from a terrain type (for example ROAD), to another terrain type (for example OFF ROAD) you must subtract -1 tire points. In short, passing through terrain types will incur a BOG CHECK, in addition to -1 tire points for EVERY terrain type crossed. If you fail the bog check, your car stops at the first terrain type with its front wheels stuck in the dirt.

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Building your car


Every vehicle in the game is given Vehicle Build Points (VBP). In the standard game of D6Racing, you are provided with 36 points to allot/assign to the following locations on the vehicle setup sheet: Front Armor Rear Armor Driver Life Tires Fuel Brakes

The amount of VBP provided to the players maybe altered to suit a particularly difficult track, or reduced due to an easy track. Its all up to you. If you want a truly balanced game, you could assign 6 points to every stat. After a few laps around the track, youll get a feel for where you need those points allotted. Note that as you fill out your vehicle setup sheet, it is best to keep these statistics private. If the competitor knew that your rear armor is week, he may intentionally try to take you out of the race by colliding with you. Once your Driver Life is reduced to Zero, youre out of the race. Tire Points After picking your vehicle type, assign point from your VBP and record the tire value. Every time your vehicle has to touch off road terrain, you subtract -1 tire point. In addition, if your vehicle runs out of tire points, you may instead deduct -1 fuel points every TURN. This simulates the inefficiency of a vehicle running on no tires. If you have 0 tire points during your bog check at the beginning of your turn, your vehicle will always get bogged down/stuck in off road terrain. Starting Tire Points Factor (STPF) Every vehicle has differing amount of rubber on their tires, thus the STPF is the multiplying factor performed with your starting tire points at the beginning of the game. For example, the off road truck rolls a starting tire value of 5, multiply this by the SFPF of 2 and we have a total of 10 starting tire points for the truck. Fuel Points After picking your vehicle type, assign point from your VBP and record the fuel value. Fuel is used primarily when there doesnt exist any valid path (-1 fuel), the player can only move to the closest invalid die. In addition, if your vehicle runs out of tire points, you may instead deduct fuel points, simulating the inefficiency of a vehicle running on no tires. Lastly, if your car is stuck on the Bogged Target check, you may spend -1 fuel to get unstuck. | Brought to you courtesy of DBRC Racing 2013.
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Page |6 Starting Fuel Points Factor (SFPF) Every vehicle has differing fuel capacities, thus the SFPF is the multiplying factor performed with your starting fuel points at the beginning of the game. For example the Semi-truck has a starting fuel value of 4, multiply this by the SFPF of 2 and we have a total of 8 starting fuel points for the truck. Brake Points Assign point from your VBP and record your braking value. Brakes are used to avoid collisions with object and other vehicles. Any movement die thrown, that strikes another object is considered a collision. If you dont spend -1 braking, you and the vehicle you strike suffer 1 point of damage (car struck may perform an evade action if they still have die in their Movement Dice Pool). Collisions and Objects in D6Racing Any object can be placed on track in d6racing to pose as a danger of collision. The following picture illustrates a few models that can be used as objects to get in the way of a race. Striking an object is performed by rolling your movement dice and the dice touching the object. Every die that collides with an object on the raceway represents damage equal to the highest die result +1 for every die that collides with an object during that roll. Armor and Drivers Life Points Every vehicle has Rear Armor point value, Front Armor point value and Driver Life value. Damage is never done to the Drivers life value, until all the protective armor for that area has been depleted. In addition, if the model is hit from the side and it is difficult to determine if the damage is Frontal or Rear armor; you may roll a 1D6 (1-3 affects Front, 4-6 affects Rear). Note that damage does not carry over to the driver from the armor. For example, if the frontal armor of 2 is collides with a tree causing 3 damage, the remaining 1 damage point does not carry over to the drivers life. The only exception to this rule is for type V vehicles (motorcycles). Motorcycles are extremely vulnerable and thus all damage carries over from armor to driver. When your Driver Life reaches ZERO, you are out of the race! Driver Skill Skill of the driver is gained by winning races. In order to progress to the next driver skill, the player must win a number of races equal to their current driver skill x2 (the exception is moving from a driver skill of 0 to 1; you simply need to win 1 race). | Brought to you courtesy of DBRC Racing 2013.
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Page |7 Vehicle Setup Sheets In the back of this rulebook are vehicle setup sheets to build out your vehicles. These sheets are to remain hidden from the opponent. An opponent would never know how much tire or braking points you have. In addition, this ensures that they do not know that in the next round, you wont be able to move since youre out of fuel!

The Track and your town


You may find it desirable to build your own town, with race track running through it to give the game some realism, think Monte Carlo. This is also known as world building and there are no limits to what can be built. Or you can simply buy some poster board or cardboard and draw out a circuit track to race on. The track may even be made out of things lying around the house, like a yoga mat!

Figure 1. Bad Lands track map. Setting up the Track Most race tracks can simply be drawn on poster board or cardboard made from a large box or improvised by the use of yoga mats, for example. Improvise and be creative. After you have a race track, you need to decide where to place the start/finish line. Then decide where the pit lane will reside.

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Page |8 The above picture is a sample of a track map drawn on cardboard. Albeit standard 8x11 paper taped together would do. Simply be creative with the resources that you have at hand. Off Road Sections As with any hill, there are degrees of elevation. Thus with off road sections on a map, there are varying degrees. On a typical map, if its note noted on the track map, if youre not on the road, youre off road. However, some track maps like the Bad Lands track map (see picture) offer sections where there are hills. In this picture, the jeep has crossed Off Road 1, Off Road 2, Off Road 3, Off Road 4, and then back down Off Road 3, and stops at Off Road 2. In total crossing 6 off road terrain types, resulting in -6 tire points. Luckily the type 2 Jeep has a x2 on its starting tires points, thus there is plenty of rubber to burn. The Pit Lane When a car pits in, a player may recover 1D6 points for every turn spent in the pits. These recovered points may be allotted anywhere on the vehicle setup sheet, but may not exceed the starting points assigned on the vehicle setup sheet. Cars in the pit lane are immune to attack or collision. To enter the pit lane, the die must land within the pit lane zone and the vehicle must have at least 2 tires within the pit lane area. In the picture below, car 39 has successfully pitted in.

The purple yoga mat is acting as off-road terrain for this race. The cardboard section (brown) was designated as the pit lane. Car #39 is pitting in. Victory Conditions | Brought to you courtesy of DBRC Racing 2013.
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Page |9 It is up to you as to what constitutes a victory. In a standard game, 3 laps is a victory.

The Game Round


A game round is broken down into turns (the order of which is decided by initiative) which are further broken down into actions. Initiative Every game round starts off with an Initiative roll. Players take a 1D6 (1 six sided die) and roll to get their initiative number. The roll plus the Drivers skill equals the initiative check. The highest initiative goes first, ties compete via rolling 1D6. This decides who goes first (players may opt to pass their turn allowing the next initiative winner to go next (they may repeat this until they are the last to take their turn). Once everyone has performed their turn, the next game round begins. At the beginning of the game, placement of the cars is determined by an initiative check. This ensures that a car is not blocking another car from moving at the beginning of the race.

Types of Actions
Forward: Roll as many dice as you wish, up to your MDP. Any movement die thrown, that strikes another object is considered a collision. If you dont spend -1 braking, you and the vehicle you strike suffer 1 point of damage (the car struck may perform an evade action if they still have die in their Movement Dice Pool unused for the turn. The car striking the evading car still suffers 1 point of damage regardless). Reverse: Any move in reverse reduces your movement dice pool to 1D6 for that turn. Even modern transmission systems only allow one speed in reverse. Moving in reverse takes the entire turn, using up your entire MDP. If your car is bogged down in off road terrain and you do not wish to spend fuel to get unstuck, you may move in reverse as an option. Blocking: Your car must be in front of the car you are trying to block. Blocking forces an opponent to move to an undesirable valid path, of the blockers choice. You must not spend all of your movement during your turn if you want to block. The cost is 1 from your movement pool. Roll 1D6 and place this die with its result face up behind your car. In order to successfully block, you must roll lower than the blocked cars Valid Path Result (VPR). Evade: This action utilizes 1 MDP to avoid a competitor from colliding into the rear of your car, causing damage. It is automatically successful, and protects you from 1 roll, no matter how many dice are included in the roll. Pit in: A player may recover 1D6 vehicle points per turn and assign them to any stat up to its max starting value. SUMMARY OF RULES | Brought to you courtesy of DBRC Racing 2013.
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Game Round
Initiative Check

Description
Each Player Rolls 1D6 and adds their Driver Skill. This is the player Initiative for the round; Highest initiative takes their turn 1st; Player may opt to pass allowing next player to go first (they may repeat this until they are the Last player to move).

Players Turn

Actions
If Vehicle is in the pit lane, if player decides to stay in the pit lane, roll 1D6 and assigns points on their vehicle setup sheet, not to exceed starting stat points. Player does nothing else this turn. If Vehicle is OFFROAD; Roll Bogged Target check; IF roll is equal to or lower than Target Number, then the vehicle is stuck You may spend fuel = [BT die result] to get unstuck and proceed with your move or move in REVERSE. Declare if you are moving Forward or Reverse (MDP=1) Roll Dice based upon Movement Dice Pool (MDP) and Maximum Rolls (MR). Remember that with every roll, your car MUST move. Resolve Collision damage for any die contacting vehicle models or spend braking points to prevent damage. Damage = [highest die result + 1 for each additional dice collision].

Movement Step

Decide which die to move to. Must be equal to or less than Valid Path Target for the Vehicle If there are no Valid Path die, subtract -1 fuel and move your car to the closest invalid path die (You may only take Invalid path if there are no valid paths to take). 1. Exception: type IVs burn fuel=( [invalid path die result] VTP). 2. Multiple terrain: If a Valid Path Target die result has crossed over X terrain types, spend -X Tire points in order to move to this valid die or invalid die (-fuel). You must perform a bog check for the move. If car is bogged, place it with the two front tires in the first terrain type, you may not reverse until the next round. Decide your die facing.

Unspent MDP

If you have unspent MDP, you may spend them to block or evade. If blocking, roll 1d6 and place the result face up and the dice behind your car.

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Future Expansions to DBRC D6 Racing


The following are expansions that will be offered for the standard D6 Racing game. These expansions provide advanced rules and are intended as an add-on to the original rules. Module #1871 DBRC D6 Combat Racing Expansion: This add-on provides the rules on how to upgrade your vehicle for combat utilizing your Vehicle Build Points (VBP). This module includes additional NPV types for use in the game. Introduction of police interceptors covered in this expansion. Module #1872 DBRC D6 Trail Truck Racing Expansion: A complete off road experience is the goal of this expansion. Covers various advanced terrain concepts and techniques on how to tackle the obstacles using optional gear purchased by your VBP. Module #1873 DBRC D6 Zombie Apocalypse Racing Expansion: No game would be complete without rules on how to survive in a zombie apocalypse. This module includes additional NPV types for use in the game.

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VEHICLE SETUP SHEET


Vehicle Name: Movement Dice Pool (MDP) Driver Name: Valid Path Target (VPT) Maximum Bogged Rolls Target (MR) (BT) Drivers Skill: Starting Tire Points Factor (STPF) Starting Fuel Points Factor (SFPF)

Name/Key Type descriptors

Vehicle Build Points (VBP):

Tires:

Frontal Armor

Driver Life

Rear Armor
Fuel:

Brakes:

NOTES:

_____________________________________________________ _____________________________________________________ _____________________________________________________ _____________________________________________________

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