You are on page 1of 8

D DIRDUIT

SPEED CIRCUIT lets you drive a gr:>nd prix racer, built to your exacting
specifications, over three world-famous courses - Monza, Monaco and
Watkins Glen. Only drivers with superior skill and nerves of steel will survive
the pressures of this rigorous competition which features all the hazards of
the "real thing" - spinouts, collisions and crashes - as drivers attempt to
skillfully brake for the corners after going flat out on the straightaways. All
the fun and excitement of this dynamic competitive sport come alive in this
scientifically-designed road racing game .
The unique Speed Circuit game board features three internationally-known
Grand Prix courses - Monaco, Monza and Watkins Glen. Monaco is an
"around-the-houses" circuit run through the main streets of Monte Carlo in
the tiny principality of Monaco along the French Riviera. This 1.9 mile
circuit is the tightest of all Grand Prix courses with no straightaway longer
than 500 yards. The Monza autodromo is a specifically-designed roadway - a
very Oat, very fast 3.6 mile road circuit which lies near the city of Monza in
northern Italy. Although a fairly easy course, it has in the past been one of
the bloodiest and is known to some drivers as the "Circuit of Death." The
American entry into the Grand Prix racing circuit is Watkins Glen . This 2.3
mile course is located in New York State. Except for slight adaptations which
will make the game more enjoyable, each course has been authentically
reproduced .

RACE PREPARATION
1. Select a course. When first learning the basic movements of the game, it is
suggested players use the Monza course before attempting the more
difficult courses - Monaco and Watkins Glen.

2. Select a car and Speed Calculator of the same color.

3. Thoroughly mix the six Performance Cards and place them, face down,
on the table . (When three or less play, remove all cards for the second row
starting positions.) Each player draws one card.

4. Place your car on the course in the starting position indicated by your
Performance Card.
5. As each player reads aloud his car's Performance specifications (listed on
card), they are written on the Performance Chart opposite his name.

..,..
PERFORMANCE CHART
SIU1Sl'UD Attllt u.no. DIQl(-AJ)CN ICP 5"10
SPfCUltAHDNS
"'.i'°J •• l•l••J oo i•l "I '° ""I ,.._i ,.o • l •I •
''llrAR.A110" '1S 1
J l
1 1 0 1 ·I I 0 _1 1_1 1 •l •l 1 0 I II I

u,."'. , ~ G,O 0- 'lo 0- ,;/0 /{,, 0 h

1), .... ~ 'lo 0- '1Q 0- 'lo /80 '{

!:>t\~C.I c_ C/ 0 0- bO 0- ..(D /~o {"

\),,'", \) l/O 0- (,0 0- 'lo I?, o 'I

D,l~·· t f( 0 0- bO 0- 'lo /(, 0 S"


\).,~., ~ 0- bO 0- .;(6 Igo
.f(o
\-\.. 11/ O'YI f' '..UIH \tAA.ri "tG ,f~ll (llt.S( ·" '"' US.SUI 0.4 C4 OIH
S"

The above Chart is posted for the first race in accordance with the
specifications found on the Performance Cards. The fi!!ures posted on
this chart will be used for all following examples.

START SPEED - speed allowed on first turn


ACCELERATION - maximum speed change (increase) allowed
from previous turn
DECELERATION - maximum speed change (decrease) allowed
from previous turn without penalty
TOP SPEED - maximum speed allowed during race
WEAR - maximum number of units allowed for greater braking
ability and for increases of speed when cornerin g
6. Place Performance Chart in holder and set where all players may see it.
7 . "Start your engines!"

RACING PROCEDURE
I. Check Performance Chart for your car's start speed and set your Speed
Calculator accordingly.
2. Order of sta rt is as follows:
A. First Row
I .} Car with highest start speed moves first, then car wit h second
highest speed, etc.
2 .) If two or more cars have same start speed, car on inside moves
first.
B. Second Row - follow same procedure as first row cars.
3. Each car advances one space for e11e1y 20 mph on its Speed Calculator,
i.e ., 40 mph = 2 spaces. Cars may only move straight ahead or diagonally.
4. The turn ends when all cars have moved.
5. At the start of each succeeding turn, drivers (players) may decide to:
A. Accelerate (See How To Accelerare)
B. Decelerate (See How To Decelerate)
C. Remain at the same speed
6. After all drivers have secretly recorded their new speeds on their Speed
Calculators, they simultaneously place them, face up , on the table.
7. Cars move in order of their position on the board; car i11 the lead moves
first, etc. If two or more cars arc tied for the lead , car with the highest
speed moves first; if there is a tie for highest speed, car on the inside
moves first.
8. When approaching a corner, a car may have to decelerate to conform to
posted speed limits (see Comeri11g).

WINNING THE RACE


Race continues until one or more cars cross the finish line on a given turn.
When two or mo re cars cross on the same turn, the car that travels the
farthest is the winner. If there is a tie, car crossing the line first wins.

HOW TO MOVE
I . Each car must advance 011e space for each 20 mph posted on its Speed
Calculator. Thus, a car going 40 mph will move 2 spaces and a car
traveling 180 mph will move 9 spaces.
2. Cars may move straight ahead or diagonally . They may never move
sideways or in reverse.
3. A car may change lanes at any time.
4. A car may not move onto or through a space occupied by another car (see
Collisio11s).

Ex ample I : Drivers are in the Monza starting. rows impatie ntly awaiting the
start. Each has his start speed posted o n his Speed Calculator. Drive r A with
the fa stest speed mo ves first - 3 spaces. Drivers B and C arc bo th starting at
40 mph : since 13 is on the inside, he moves first. Afte r B and C have moved
thl!ir 2 spaces, drive rs D, E and r move. As each is starting at 40 mph, D
moves fir st being driver on the inside. At the end o f the first turn, it's Driver A
in the lead fo llowed 9loscly by Hand C. \New p os itio n ~ ;ire shown in red.)
HOW TO ACCELERATE
I. If, at the beginning of the turn, the driver decides t o accelerate, he first
checks the Acceleration column of the Performance Chart to determine
his accele ration range.
2. He then adds the desired acceleration (in multiples of 20) to his previous
speed and sec retly sets the new speed on his Speed Calculator.
3. A driver may never accelerate more than his maximum and may never
exceed his top speed.

Example 2: At the beginning of the second turn , all drivers, after secretly
posting their new speeds on th.:ir Speed Calculators, simultaneously turn them
fa ce up. Everyone has decided to accelerate to his maximum. Driver A in the
lead moves fir st. With his maximum acceleration o f 40 added to his previous
speed o f 60 mp h, he can now go 100 mph - 5 spaces. The other drivers also
have accelerated to I 00; their max imum acceleration of 60 added to their start
speed of 40 gives them 5 spaces. As they arc all going the same speed , driver
on the inside moves first. After all have moved, it's still A in the lead followed
by B and C.

SSIJ 1111<1=1:1
Example 3: With the corner approaching, drivers must consider which lane to
take, if they may be blocked and in what order they will move. After
considering all th<'se things, they secretly post their new speeds for the third
turn. Driver A moves first. He has decided to accelerate his m aximum (40
added to his previous speed of 100). Knowing he can only decelerate by 20, he
d ecides to take the outer arrow through the corner. He moves 2 spaces
diagonally to the outer lane and then proceeds 5 more spaces. Driver D,
thinking that Driver C will probably accelerate his maximum, decides to go
160 mph rather than to try to go 140 and slipstream A. With 160 mph, he is
assured o f moving second and not being forced into the inside lane. Driver C,
recognizing the possibility that he will move third, decides to accelerate 40
rather than his maximum of 60. He knows that this will allow him to pick his
own lane rather than be forced into the inside lane just before the corner. He
moves 7 spaces, end ing just behind B on the arrow. Since D and E have both
posted 160 mph on their Calculators, D moves first as driver on the inside. He
elects to take the outer lane and moves two spaces through the arrow hoping
to fo llow it through the comer. Driver F. is in a pickle - he must move eight
spaces. This puts him on the inside lane going 160 mph just before the corner.
Poor E! Driver F had more foresight. Realizing that he would probably move
last , he chooses to accelerate 40. Going only 140 puts him at the end , but -
he is on the arrow ready to go into the corner!
HOW TO DECELERATE
1. Driver follows the same procedure as for accelerating except that he
checks the Deceleration column on the Performance Chart and subtracts
the desired deceleration from his previous speed.
2. To decelerate more than the maximum posted on Performance Chart, the
driver must use the chart below. Each Wear unit used is marked on the
Performance Chart.

MPH MORE THAN MAXIMUM PENALTY


20 Use I Wear unit
40 Use 2 Wear unils
60 Use I Wear unit and S_.e!nou1•
80 CRASH! Iou1 of race}_
•sec Spi110111s.

CORNERING
1. To enter a corner without penalty, the driver must comply with the
posted speed limits.
2. When changing lanes in the corner, the driver must comply with the new
speed or be penalized.
3 . By following the entire path of an arrow when corneri ng, a driver may
exceed the posted speed by 20 mph without incurring a penalty.
4. If a driver is unable to reduce his speed to the posted limit or if he
intentionally exceeds the limit, he must pay a penalty, as follows:

PENALTY
MPH OVER LIMIT
WITHOUT ARROW WITH ARROW
20 Use I Wear unit -
40 Use 2 Wear unils Use I Wear unil (
Use 2 Wear units Use 2 Wear unils
60
and ~noul*
80 CRASH! (Oul of race) CRASH! (Out of race)
•sec Spi110111s.
5. If the driver is unable to complete the corner during the turn, no penalty
is imposed at the start of the next move since he has already paid the
penalty.

SLI PSTREAMING
I. At. the beginning of a turn, any car directly behind another on the
straightaway may elect to slipstream the front car.
2. If the front car is traveling at 120 mph to 160 mph, the slipstreaming car
will receive a bonus of one space providing he is not traveling faster than
the front car.
3. If the front car is traveling 180 mph, the slipstreaming car receives a
bonus of two spaces.
4. A driver may not slipstream if either car is on a space in a corner at the
beginning of the turn or if his car would enter a corner due to the bonus.
Example 4 : In calculating their speeds for the fourth turn, drivers must
con sider how they in tend to take the corner, if they will give up some wear
and in what order they will move. Everyone secretly posts his new speed on
his Calculator. When the Calculators arc turned face up, surprise! Everyone is
going 120 but F; he decided to go 140. Driver Bon the inside moves first.
Since he is following the arrow, he may exceed the posted speed of 80 by 20
mph . Thus, he can go through the comer at 100 mph with no penalty.
However, he is traveling 120 mph - 20 mph more than the "safe" speed. To
do this, he must give up 1 Wear unit. He moves 6 spaces - staying in the
middle lane after leaving the arrow. Driver A decides to continue to fo llow the
arrow moving 6 spaces. Since he is on the arrow, he may exceed the speed of
100 by 20 mph with no penalty. Driver E, on the inside, has two choices. He
could travel through the space marked 80 al)d give up two Wear or he could go
through the spaces marked 100 and give up only one Wear. He opts for the 80
space wh.ich will put him one space further ahead. He moves 6 spaces and gives
up two Wear units. Driver C could have decelerated to 100 (maximum
deceleration of 40 subtracted from his previous speed of 140) ; however. he
decides that this would put him too far behind. Instead of traveling through
the corner safely al 100 mph (on the arrow), he goes 120 mph giving up one
Wear. This puts him d irectly behind B - in a good posit ion to slips tream on
the next tum. Driver D follows A through the comer on the arrow. Since he is
traveling 120 mph, he incurs no penalty. Driver Fis last to move. He takes the
corner on the arrow, giving up one Wear to pull even with Driver D. In this
position, he has the possibility of slipstreaming on the next turn. The fou rth
tum ends with Driver B in the lead.

SPIN OUTS
I. When a spinout is indicated, the driver stops on the first space with a
posted speed.
2. On his next turn, he must begin at his Start Speed (as shown on
Performance Chart).
3. On subsequent turns. he may accelerate according to his Accclerntion
limits.
COLLISIONS
1. Drivers must avoid collisions whenever possible.
2. If a driver is forced to ram into a car ahead, he must stop on the space
directly behind this car and follow points 2 and 3 under Spinollls.
3. The car which was hit incurs only minor damage and is able to continue
the race in the usual manner.

ADVANCED GAME
Once you have mastered the basic racing procedures you will be ready to
attempt the advanced game.

RACE PREPARATION (CHANGING SPECIFICATIONSI


I. Players may build their racers to their own exacting specifications. In this
case, the specifications listed on the cards are disregarded.
2. Each player is allowed five Preparation Points for each course.
3. Initially all cars have the same minimum specifications - listed on the
Performance Chart above 0 Preparation Points.
4. Each player should study the course to determine the strategy he will use
during the race before deciding where he will use his allowed Preparation
Points.
5. After deciding on his Start Speed specification, each player sets his Speed
Calculator accordingly.
6. All Speed Calculator~ are placed face up on the table simultaneously.
7. The indicated Start Speeds are recorded on the Performance Chart.
8. Points 5, 6 and 7 are repeated for the remaining specifications.
9. A player may never exceed his allowed Preparation Points.
Example: For the Monaco course Players A and B used their five
Prepar.ition Points as follows:
PLAYER A PLAYER B
START SPEED 60 - I point 40 - 0 points
ACCELERATION 60 - 2 points 60- 2 points
DECELERATION 40 - I point 60 - 2 points
TOP SPEED 160 - I point 140 - 0 points
WEAR 4 - 0 points S - I point
TOT AL - S points TOTAL - S points

EXTRA LAPS
I. Players may decide before the game to race more than one lap per course.
2. When racing more than one lap, the Wear specification will change. When
racing two laps, double the Wear specification; when racing three laps,
triple the specification, etc.

CIRCUITS
I. Players will find it even more exciting to race an entire circuit (all three
courses).
2. On each course, players compete for points as follows:
6 Cars in Race 2 • S Cars in Race
First place S points 4 points
Second place 3 points 2 points
Third place 2 points 1 point
Fourth place l point

3. At the completion of the circuit, players total their points; player with
the highest total is the grand winner.
4. In case of tie for grand winner, tying players may race one lap over the
course of their choice to determine the winner or winner may be
determined by lot or coin-mp.

LOST OR MISPLACED PLAYING PIECES


Replacement parts available: Performance Cards (Set of 6) @: S.30, Car and
matching Speed Calculator (specify color such as blue, aqua, etc.) @ S.45,
special marking pencil @ S.25. Send order plus S.25 for postage and handling
to: SPEED CIRCUIT. 3M Company, Box 33350, St. Paul, MN 55133.

C·S340R-71 Copyright C 1971 by 3M Company, St. Paul, MN 55101

You might also like