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Formula De (FDE)
Inexperienced players welcome. The game will be taught to anyone present at the scheduled starting time. GMs may also schedule a demonstration for the Event.Coached events generally require more time and effort to run and can be upsetting to more experienced players impatient with delays. Announce at the outset, that all players are expected to abide by the C rating and help newcomers.

Heat 1: Monday @ 10 - Hemlock
Heat 2: Tuesday @ 18 – Hemlock
Heat 3: Wednesday @ 9 – Hemlock
Final: Thursday @ 9 - Hemlock


Carolyn Caton : GM (2nd Year)

GM Email:




BGG Link AREA consimworld Laurels



The event will consist of three (3) qualifying Heats, each a 2-lap race, and a 3-lap Final. The game is now a "C" coached event and will be able to be taught during the heat. Note new rule changes and clarifications for 2017 below.

Heats will use the standard two-lap car sheets or Formula D dashboards (track master choice).
Heats will be scheduled for three hours and this will be enforced by adjudication.

Final will allow racers to customize setup using 20 total car points. The track for the Final is predetermined and will be announced at the Final, prior to car setup.

Any players taking excessive time should be brought to the GM's attention. If deemed appropriate, the offending slow player will receive a warning. Upon the second warning the racer will be Black flagged, removed and written as DNF for the race. Multiple Heat entries are allowed, even after you have won a prior Heat. Winning a heat will not necessarily guarantee you a spot in the Final. Multiple Heat entries may improve your chance and position in the Final (see below). Each Heat will use as many different tracks as are necessary to accommodate all players. Generally, each board will have between eight and ten cars. Heat races will be divided as randomly and evenly as possible. Players may use any track they agree upon, with exceptions listed below. Due to time constraints, races will generally end and finish positions will be recorded the instant the third car crosses the finish line. Players may choose to "play it out" if all agree and time permits. Cars that crash will be ranked in reverse order of the location of their crash.

Example: Nick is in Turn 4 and is the first driver to crash, but Josh is in Turn 3 and crashes after Nick has moved. Nick will place higher than Josh due to distance of race completed.

Qualifying for the Final: Ten players from preliminary Heats will qualify for the Final. Heat winners will be ranked using a system based on the HMWG tiebreakers. In order, the following criteria will be used:
1. Most wins
2. Win in first Heat Entered
3. Win in only one heat entered is ranked behind any combination of a win and place in two heats.
4. Average finish in all heats entered, with tiebreaker being best finish in first heat entered.
5. Low Die Roll to break ties within rankings for qualifying positions.

Example of Ranking:
1: Nick has two wins in two heats
2: Jason has a 1st and a 2nd
3: Tom has a 2nd and 1st
4: Harrison finished 1st
5: Josh finished 2nd and 4th.
6: Doug finished 3rd and 3rd.
7: Lance finished 3rd in only one heat (rolls a 4 on a d20)
8: Bill finished 3rd in only one heat (rolls a 14 on a d20)
Thus it is possible to advance without winning, depending on total number of games and who appears for the Final. I will rank all heat Winners in order and the Top 10 will advance.

The person providing the game will decide the track they want to use for that Heat with the exception of Indianapolis (#26), Daytona (#30), Nevada Ride, and Tace City which are not allowed due to an exaggerated luck element. Also, The Docks and Baltimore may not be used due to the excessive time required to run these tracks. Pole positions cannot be rolled until after the track is decided.

In each Heat each player will roll the black die with the lowest number getting the 1st position. In the Final the top ten qualifiers will be assigned positions based on their ranking as described above.

The pole sitter chooses their car color combination first (with the matching pit area), followed by second, etc. In this way, positions in the pits will be determined by pole positions.

RULES Clarifications: All races will use all of the Basic Rules, plus Slipstreaming, Redlining, and Rally to the Finish.

SLIPSTREAMING: Things to Remember: Slipstreaming is always optional. You must be in 4th, 5th or 6th gear and in the same or higher gear as the car you are slipping. If your slipstream move ends behind another car, you may slipstream again as long as you qualify normally. If slipstreaming carries you into a corner, you must use a brake point (but still move the full three spaces). This is called Late Braking. No Brake Point means that the slipstream is not a legal move. You slipstream exactly three spaces. Only one lane change is permitted when slipstreaming. You may not move over one lane, ahead one space, and then move over another lane, even if that is the only available movement option because of traffic. If it is, you cannot slipstream. You may spend brake points to cancel slipstream spaces. In a corner you move three extra spaces following the corner arrows normally. If you overshoot the corner with a slipstream, the normal overshooting rules apply (tires points, no lane changes, etc.).
REDLINING: Once per turn and at any time during their turn a player may cross off one Engine point and move their car forward one additional space. You may not use your last engine point to Redline and deliberately blow your engine (Exception: crossing the finish line). You may Redline in order to make it into a corner, to get into Slipstreaming position, or to get into the lead on the home stretch, thereby rolling first and winning! You may Redline as part of over-shooting a corner, but all the usual penalties apply to over-shooting: the extra space costs you a tire point and you may not change lanes with the Redline.

RALLY to the FINISH: In the event that you blow your engine on the final lap. You can "coast" to the finish line. You must shift down one gear each subsequent turn, no more, your engine has blown. You roll and move as normal, including slipstreaming, until you come to a stop. You are then considered to have coasted off the track. It is possible to win in this fashion, it is not possible to coast to the pits and repair the damage. Once the engine is gone there is no repairing it. A car with a blown engine is removed immediately and its track position noted if the car cannot coast to the finish line.

Additional Rules for the Final: The Final will be a 3-lap race and will use all Advanced Rules except Time Trials, Weather and Tire Types. Each player will construct their car using 20 Points.

GAME PLAY: When it is not your turn, please plan ahead. This is the time to calculate your distances to corners and think about what your options are for the next move. When your turn arrives, you will be expected to shift gears and roll promptly. A player may move their car forward or may count with their finger touching the track, but either way is considered to be moving the car. While moving a player may only take back the previous space; they may not take back several spaces and may not restart their move from the beginning. Some moves may take a bit longer to plan and everyone playing should be considerate of the other players, both while you are moving as well as when they are moving. If you think a player is delaying the race unfairly, or is trying to take back moves repeatedly, please notify me so I can handle the situation. As GM, I reserve the right to take whatever remedial action I determine to be necessary if a player repeatedly violates this (or any other) rule of the tournament and disrupts the game. Repeated slow play will result in disqualification.

RULES CLARIFICATIONS: This is a non-comprehensive listing of some common rules clarifications. All players are expected to know the rules so hopefully this list will address some of the most common questions.

THE FINISH LINE: As per Descartes/Asmodee rules a car must completely cross the finish line to win. You must cross the finish line - not just have your car situated on it as could happen on most tracks in the middle lane.

USE OF TIRE OR BRAKE POINTS: You may use all of your available brake and/or tire points in any turn. However, if you end your turn with EXACTLY zero tire points, your car will spin out. If your tires ever go negative, your car has crashed and is eliminated.

SPINOUT: Return your tire count to 1. Your car is completely stopped on the track and on the next turn resumes in 1st gear.
FUEL POINTS/TRANSMISSION POINTS: They are used for over-revving the engine when you skip gears down shifting. You may use your last point but you will no longer be able to downshift more than one gear.

TWO CORNERS IN ONE TURN: Remember that if you overshoot a corner and end in another corner, you are NOT considered to have stopped in the second corner. If ever a car overshoots a corner in a three stop turn having stopped only once, or overshoots a 2 stop turn without stopping in the corner at all, that car has crashed and is out of the race.

BODY DAMAGE CHECKS: When you pass a car and change lanes so as to end directly in front of it, neither car checks for body damage. Of course, you still have to check for any other cars you are also next to. The Inactive cars make a single roll of 1. If you drive and end your movement directly behind a car both drivers make a body damage roll.

Example: Jim drives into a turn and is directly in front of Steve, directly behind Sarah, and touching Jake and Irving on the sides, Sarah, Jake and Irving will each make one roll, taking body damage on 1 as normal. Jim will make three rolls, taking body damage on each roll of a 1.
If a car is eliminated due to collision, ALL cars involved in that collision will NOT roll the black die but will AUTOMATICALLY incur one body damage and Dangerous spaces are created in all relevant locations.

ENGINE CHECKS: Remember that an Engine Check caused by your own roll of a 20 or 30 is not taken until the end of your turn, so that you get to move normally that turn even if you then blow your engine. We are using the standard rule that everyone in 5th or 6th gear must make an engine check whenever anyone throws a 20 (in fifth gear) or a 30 (in sixth).

PIT STOPS: To enter the pits, a car must have a movement point to move out of the pit road and into the colored pit area. This uses one space of movement. While there appear to be two separate pit areas for each color, the game does not differentiate between them. Each car leaves pit road into the first pit space, but each car may exit from the second pit space. Advanced Pit Rules will be used in all heats. The Quick Stop rule is available, in which you repair only tires and roll the black die. On a 1-10 result you exit the pits that turn in 4th gear or less. If your path is blocked you do not suffer any penalties. Your car just stops behind the blocking car. A car in pit lane never incurs any damage.
In the Heats only the Basic Game pit stop rules are used. The Quick Stop rule is not optional, but is mandatory. You must roll the black die and on a 1-10, you exit the pits that turn in 4th gear, or less. If your path is blocked, you do not suffer any penalties. Your car just stops behind the blocking car.
In the Final the Advanced Pit Rules will be used. If you only replace tire points, then the Quick Stop rule is mandatory. Remember that you have two Wear Points to use in the pits to replace any of the following: Brake, Fuel (Transmission), Engine, Bodywork and/or Road-Holding.
NOTE: That's two Wear Points total throughout the race, not two points per pit stop.

ROAD HOLDING: This will only be used in the Final. Like engine and bodywork points, your car must have at least one road-holding point to function. It is out of the race when it loses its last point.
Dangerous spaces are created whenever a car loses an engine point involuntarily, bodywork point, or is eliminated. Note that choosing to Redline will not cause a dangerous space. Mark dangerous spaces where the loss occurred, Puerto Rico colonists work well. When a car enters a dangerous space, a black die is rolled. On a 1-4 the car loses a road-holding point.


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