Sports Simulation Board Games

How to play RED WHITE & BLUE RACIN' Stock Car Action Game

RED WHITE & BLUE RACIN' is fast and fun to play. To show you how it works, we'll use cards from our fictional Stock Car Racing America card set. The SCRAM set is designed to be an "alternate universe" of big-time stock car racing, just like the current pro racing scene, except YOU'RE writing your OWN racing history each week! (For more about the SCRAM Racing Series, click here.)

We'll assume that you've already run your Race Week qualifying sequence, and the cars are lined up in order, ready for the green flag. If you'd like to follow along visually, click here for a printable PDF of the game board set-up for the TOP and MIDDLE Groups, which will open in a new browser window. Ray Bob Walker in the 33 car won the pole position, and is placed in the race LEADER box on the game board as we start the race. The remainder of the drivers are placed in one of three groups--TOP, MIDDLE, or BOTTOM.

As you can see, each driver is rated for his specific driving ability with a set of symbols and words. The square ("gas pedal") symbols represent a driver's ability to challenge other drivers. The "burst" ("brake pedal") symbols show his strength at defending against challenges. Additionally, there are six possible driver "qualities"--REFLEX, CONTROL, SKILL, STAR, SMART and HEAT--each representing a different characteristic of pro stock car racing. Each driver has an assortment of "qualities" reflecting his unique skill set. The trophy symbol reflects prowess in qualifying, and each driver is also rated for pit acumen (FAST PIT), and his propensity to escape trouble on the track (ESCAPE). Each of these ratings comes into play during a typical race.

Race action is derived from the RACE CAM card of the specific race venue at which the race is being run. Every track has a different card, and you'll get different results from each. We'll hold our sample race at Southern Super Speedway, a wide-open quad-oval track patterned after the legendary pro tracks of the southern U.S.

Each race is broken down into 10-mile segments, with a key sequence from each segment generated from the race-cam card. To start the race, you simply roll the special race cam dice--a black die and two metallic dice--and check the result on the track's race cam card. The black die tells us which group to check, and the combination of the metallic dice gives us a specific race result. Let's say we start by rolling a black "3" and the metallic dice total "9." Thus, we'd check the MIDDLE group drivers for the HEAT quality. Any driver in the MIDDLE group who has HEAT as one of his "qualities" will get a chance to move into the next group up--in this case, they'll be challenging to get into the TOP group. (NOTE that if we'd rolled a "2" on the black die, we'd instead check the TOP group drivers for the HEAT quality, and they'd be challenging the race LEADER.)

After we've checked the race cam to "define" the turn sequence, we resolve any action the race cam calls for by rolling the red, white and blue challenge dice for EACH driver involved, based on the quality or race action indicated. In the example we just mentioned, we see that of the drivers in the MIDDLE group, only Pete MacAtee in the 74, Dave Sanchez in the 21 and Gary Pyne in the 50 have the HEAT quality.

Thus, we'll roll the red, white and blue challenge dice for MacAtee, Sanchez and Pyne. The red die is compared against the challenging driver's "gas pedal" grade--the squares. The white die tells you which driver in the next group is being challenged. The blue die is compared against the defending driver's "brake pedal" grade--the bursts.(You can see on the game boards that drivers in the TOP group and the race LEADER get bonus brake symbols.)

For a challenge to be successful, the red die must be INSIDE the challenging driver's "gas pedal" grade, and the blue die must be OUTSIDE the defending driver's "brake pedal" grade. If it is, the drivers swap places on the game board. If not, they stay where they are--it's that simple.

Let's conduct our three challenge rolls for this turn. We start with MacAtee, and roll a red-white-blue result of 3-2-1. We see that MacAtee has five gas pedal symbols--so with the red die reading of "3," the challenge is successful so far. The white die reading of "2" directs us to the driver in the #2 box of the TOP group--Russ O'Casey in the 41. The blue die reading is "1," and O'Casey HAS one brake pedal symbol. So he's able to fend off the challenge--both drivers stay put. Next we roll for Sanchez--a red-white-blue result of 5-3-6. We rolled a "5" on the red die, and we see that Sanchez only has three gas pedal symbols, so the challenge fails here. There's no need to check anything else. Finally, we roll for Pyne: a 4-5-3. The "4" is good enough for the challenge to continue, since Pyne has 5 gas pedal symbols. The "5" targets Jason Leonard in the TOP Group. And the "3" is compared to Leonard's brake pedal grade--he's got two "burst" symbols, PLUS the bonus "burst" for being in the TOP Group. Thus, Pyne's challenge is fended off, and that ends the first turn. Everybody holds their places, and the race continues.

For our second turn, we get a race cam result of "1" on the black die and "5" on the metallic dice. This directs us to check the TOP group drivers for the TV quality. The TV quality changes from race to race, based on the race week results. A driver can "get on TV" during race week for any number of reasons, good and bad. TV drivers swap out their standard cards for a special golden "TV card" on weeks where they make the "TV List. In this case, we can see that of the TOP group drivers, only Marty Moen in the 8 car has a "golden" TV card. So only Moen will have the opportunity to challenge the race LEADER.

We roll the red, white and blue dice, and get a 2-2-5. The red "2" is inside Moen's gas pedal grade, and the blue die "5" is outside the brake pedal grade of the race LEADER, Ray Bob Walker. (The white die is irrelevant for this turn, all challenges from the TOP group are automatically directed at the race LEADER.) Thus, Moen wins the challenge and takes the lead in the race! we exchange Walker's and Moen's cards on the game board, and mark off another turn on our score sheet.

For our third turn, we get a race cam result of "4" on the black die and "11" on the metallic dice--uh-oh, it's a TROUBLE result for the MIDDLE group! TROUBLE results represent the moments in stock car racing where everyone holds their breath as drivers frantically try to avoid getting "collected" in a wreck! We'll roll the metallic dice for each driver in the group, checking against his ESCAPE rating, to see who gets "collected" and who escapes. Let's start with the four drivers in our illlustration...

We roll a "6" for Sanchez--inside his ESCAPE rating of 11--he's OK. We roll a "4" for Kevin Pettis--he ESCAPES trouble, too. We roll a "10" for Billy Brett--he's not so lucky! OUCH! Brett limps to the pit where his crew will assess the damage and try to repair it. Finally, we roll an "11" for MacAtee--looks like he got dinged by Brett and will need some repairs as well. Fortunately, they both have excellent Pit Crews, it's early in the race, and both will likely get back on the track in short order. If not, well--there's always NEXT week...

We'll leave our sample race at this point, with the other drivers in the MIDDLE group still trying to get past the wreck--we'd roll for each of them, conduct repair rolls for each of the "collected" drivers, and the race would continue. There's MUCH more to the game than what we've shown here--all fully explained in the rules--but what you've just read is the basic "nuts and bolts" of how the game works, turn-by-turn. A full 40 or 50 turn race can easily be completed in an hour, once you're familiar with the game, and a short track, road course, or "shoot-out' race takes even LESS time! Questions about the game? Just E-MAIL us, we're always happy to help!