World Supercars Rules                                  Return to Home page
  
Overview
After checking out the circuit, each player chooses the car specification (see Car Specs) to provide the best car for the Race.
Weather conditions and Wind Speed/Direction are chosen at random and remain for the specific game.
The start position is allocated based on the highest start speed.

Play Sequence
1. Each player specifies their new speed.
2. Each car in turn (see Movement for order) moves the number of spaces related to its speed (1 space = 20 mph)
3. Race continues until all cars pass the Finish line. (If more than 1 crosses the line in the same turn then the one that moves the furthest is the winner)

Movement
Each car moves one space for its current speed. Cars may move straight ahead or diagonally, and may change lanes at any time unless blocked by a barrier or another car.
Cars move in order of position. i.e. car in the lead moves first etc. If two or more cars tie for position then the fastest moves first; if there is a tie for fastest then car on the inside (towards the centre of the circuit) moves first.

Acceleration/Deceleration
At the start of each turn players may Accelerate, Decelerate or stay at the same speed.

Cornering
To enter a corner without penalty, the player must comply with the posted speed limits, however by following the entire path of an arrow the player can move at the higher posted speed without penalty. See cornering penalties
If  as a result Tyre Wear falls below 0 then the car spins off.
If a car is 'forced' onto a slower posted speed, then the player may use Brakes to slow down further.
If the car is unable to complete the corner during the turn, the penalty (if still relevant) is applied again.

Slipstreaming
If at the beginning of a turn, any car car directly behind another (both on a straight) will move one extra space, provided he is not travelling faster than the car in front.

Spins
When a spin is indicated the car stops at the first space that would indicate this.
On his next turn he must begin at his Start Speed (plus Engine Wear if required)

Collisions
Cars must avoid collisions wherever possible, except in the Stock Car or Bumping Car/Dodgems races (see Special Rules)
If a car is forced to ram another, he must stop on the space directly before this car and spin.
It is possible to avoid a collision by applying Brakes.

Pit Stops
The Pits are in 3 section:- Engine, Tyres and Brakes. It is necessary to enter the specific one to renew these items.
To enter the Pit the car must land on the correct Pit Stop at the end of its move.
It is not permissible to enter the Pits at above 100mph.
Upon entering each Wear is returned to the Original Specs.
To recommence (following turn) the Start Speed is used.

Special Rules
Engine Wear: Can be used in addition to Acceleration or Start Speed (20mph for each point)

Water: Marked on circuits. At end of turn if car is 1 row behind one in water then it must reduce Speed by 20mph, and cannot accelerate on next turn. Car in water can only accelerate/decelerate by 20mph. Brakes can only be used at twice the normal penalty.

X Over: If at the end of each players turn a car collides or stops in the space directly before another, then the other car spins. If car passes or stops directly behind another then the other spins. If car passes or stops directly in front of another then that car spins. A staggered start usually adds to the fun. Note: in the case of a collision both will spin, but if stopped in space before then only the one in front spins - these apply whether a car is travelling ahead or across the cars path. Movement is considered to be simultaneous - this is significant on the X over, so it is useful to specify your sequence of spaces not just the last space aimed for. (This applies primarily to the 9 spaces in the centre, plus the 9 spaces that are speed restricted adjacent to the centre 9, but not beyond that).

For Weather Conditions see Weather