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Gravel Kings v1.3
(a PBM SPEEDWAY CHALLENGE variant)
by Howard Bishop
Original
© 1990 by Lambourne Games. Modified for PBM by Howard Bishop 2002.
This
is an experimental set of PBM rules. There is no attempt to infringe the
copyright.
1.0 BASIC
CONCEPT
1.1 The
original Speedway Challenge game from Lambourne Games is an excellent fast play
non-statistical simulation of a Speedway race. These rules allow several races to be played
over the course of a number of postal turns to represent a short speedway
meeting.
1.2 A heat
consists of 2 home riders and 2 visiting riders. The outcome of the race is
decided by the play of 5 cards for each of the riders. The first card
represents the Starting Procedure. The remaining 4 cards each represent a
single lap.
1.3 The
heat winner receives 3 points, the second rider gets 2 points, the third 1
point, and the fourth 0 points.
1.4 At the
start of the race, each rider is dealt a hand of cards (the number of cards is
determined by the rider's absolute and relative CMA).
1.5 Nine
cards are then dealt into the "Open Selection". The remaining deck forms the
"Hidden Selection".
1.6 There
are 4 types of card, each with a Value Number and a description of the position
on the track represented by that card. Players must visualize the track as
consisting of three distinct artificial "lanes"; reading from the inside "White
Line", "Centre", and "Around The Boards". The rider who is able to play the
highest card for a particular lap leads at the end of that lap and has the
advantage of going first next lap, or winning if the lap in question is lap 4.
In the event of equal Value Numbers being played, the rider nearest to the
inside of the track has the advantage (e.g. Centre 7 beats Around The Boards
7).
1.7 All
cards except one are Centre, White Line or Around The Boards. The exception is
the Great Start 11 card, which can only be played during the start procedure
and cannot be beaten.
2.0 THE
START PROCEDURE
2.1 Players
select a card for each rider, and then replenish hands by selecting a card from
the Open Selection or the card from the Hidden Selection deck. Order of play
starts with the rider drawn in lane 1 and proceeds out to lane 4. Orders can be
conditional on previous riders' choices.
2.2 When
replenishing cards, the first rider can only select from the first 6 cards, the
second rider can select from the first 7, the third rider can select from the
first 8 and the last rider can choose from the full 9. Of course this means
that assuming all riders choose from the Open Selection each rider is only
going to have a choice of 6 because previous riders will have taken cards
already.
2.3 Each
rider should provide alternatives, because their 1st choice may be
unavailable or gone.
2.4 The
highest value card leads from the gate, the second highest is second, etc. If
values are equal, the track position on the cards are used (see 1.6 above). If
the cards are identical in position as well, the rider nearest to the inside on
the starting grid has the advantage.
2.5 If any
of the cards used at the start is also a Risk card, the top card of the Hidden
Selection is flipped. If the top section is blank nothing untoward has
happened. However, it may indicate a tape exclusion (race re-started with new
hands dealt, but with offending rider excluded), a fall or something of that
nature.
2.6 Once
all riders have played/replenished, the Open Selection is now made up to 9
cards again from the Hidden Selection.
3.0 RACE
PROCEDURE
3.1 Lap 1
proper starts with the leader from the Start Procedure. The leader can use any
one of the three sections of the track (his advantage as leader). It should be
noted that there are slightly more high value White Line cards than Centre or
Around The Boards cards.
3.2 The
second rider can play any card, except that he can't play into the same track
position as the first rider, unless the Value Number is lower. The third and
fourth riders follow the same procedure, although it is clearly most difficult
for the fourth rider to find an empty lane. If none of his proposed move cards
are legal or for a NMR, his move is determined by using his lowest legal card.
3.3 If a
rider plays a card which is also a Risk card, the top card the top card of the
Hidden Selection is flipped. If the bottom section is blank nothing untoward
has happened. He may however turn over a card saying Fall, Engine Failure or
something similar. If Fall - Injured is turned over, the rider is unable to
ride again in the meeting. The race is completed as normal (deviation from
standard Speedway
Challenge, where the race
is re-run).
3.4 Hands
are replenished in the same sequence as cards were played. Orders for card play
and replenishment can be conditional.
3.5 The Open
Selection is now made up to 9 cards again.
3.6 The rider
with the highest value now has the advantage. Track position breaks ties.
3.7 The
procedure is repeated for laps 2, 3 & 4; each time starting with the rider
leading at the end of the previous lap.
3.8 If at
any time a rider can't play a valid card (ie. all his cards are for the same
track position as the previous riders and have higher values), he can discard
instead and will automatically be last for that lap. All following riders can
choose to ignore him for track position purposes. If another rider has the same
problem on the same lap, he immediately retires with engine failure.
4.0 MEETINGS
AND TEAMS
4.1 Each
meeting is made up of 6 heats (2 riders from each team). Each rider can ride in
up to 2 of the first 5 heats, and any 2 riders can ride in the last (6th) heat
irrespective of the number of previous rides.
4.2 Each
team can have 5, 6 or 7 riders. Although you could get away with the minimum 5,
one or two subs could be useful in the event of falls/injuries and could become
stars for future meetings.
4.3 As in
real speedway, a rider's ability is measured by his CMA (calculated match
average), which is the average number of points scored per race, multiplied by
4. Since the scores for each heat are 3,2,1,0 it should be obvious that CMA can
range from 0 to 12. For the purposes of the game, each rider should be assigned
an initial CMA from 1 to 11.5 (in steps of 0.1), with the team's total CMA not
exceeding 36. Riders 6 & 7 are called Reserves and can only be used in the
event of one of the first 5 riders missing a race (see below).
4.4 Each
rider will receive a number of hand of cards for each race. The size of the
hand is determined from the table below. Check the rider's absolute and
relative CMA and use the lower number of cards indicated. For example a rider
with the highest CMA of 8.9 will get 5 cards.
|
Size of hand (cards)
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Relative CMA
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Absolute CMA
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6
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Highest CMA
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CMA >= 10.5
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5
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Second highest CMA
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CMA 8.5-10.4
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4
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Third highest CMA
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CMA 6-8.4
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3
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Lowest CMA
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CMA 3-5.9
|
|
2
|
-
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CMA < 3
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4.5 If all
6 heats were run sequentially, a meeting would last 30 postal turns (!!), so the
races are run with some overlaps. Heats 1 & 2 are started at the same time,
because they must contain different riders. The home team has lanes 1 & 3
in odd-numbered heats/2 & 4 in even-numbered heats.
|
Postal Turn
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Race situation
|
|
1
|
Heats 1 & 2 start
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|
2
|
Heat 3 starts
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|
3
|
Heat 4 starts
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|
5
|
Heats 1 & 2
finish
|
|
6
|
Heat 5 starts/Heat 3
finishes
|
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7
|
Heat 6 starts/Heat 4
finishes
|
|
10
|
Heat 5 finishes
|
|
11
|
Heat 6 finishes
|
4.6 If a
rider has a Fall or Engine Failure they miss the next race. Riders who have a Fall
- Injured, miss the rest of the meeting. Since the play of races overlap,
players can nominate Reserves to ride as replacements for riders who should be
missing a race which already is underway. If there is no available Reserve, the
team rides a man short in that heat. If the CMA of the reserve would mean that
the card holding is incorrect, hands are immediately updated from the Hidden
Selection/to the Discard Pile as appropriate for each rider.
4.7 The
winners of heats 1,2&3 get a temporary boost to their CMA of 0.5 for all
races which have not yet had cards dealt (heat 5 for heats 1&2 and heat 6
for heats 1,2&3).
4.8 At the
end of the meeting riders' CMA values are updated using a 15-ride rolling
average.
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