My players love F1 and I do to so an year ago I decided to make them a surprise.
A F1 and D&D mix session.
The rules changed from session to session but the fallowing were the most appreciated :
General rules
Each player throws a D6 and from the highest to the lowest they chose their "cars".
The last one to chose will be in pole position and the first one to chose will be the last on the grid.
Each "car" has a set of attributes. Speed, acceleration, break, overtake, defence, passive traits, actions and action points.
Speed is the curent speed of the "car" and is calculated as your last speed plus your acceleration or minus your break. When your turn starts you declare if you accelerate or you break and you set the dirrection of your movement. It works great in roll20 or other white board platforms as you can measure the distance of your next move. If you intersect any type of obstacle then you are stuned this round and the next. If you leave the circuit you lose all your speed after you stoped and need to accelerate from zero. Outside of the track the max speed if 3 yards.
Acceleration is an attribute that can be a fixed value or a dice roll, depanding on how you like to play. We used fixed values but you can spice things up by making acceleration something like this : 10feet + D4 feet. This will make things more unpredictable. When your turn starts if you stated that you want to accelerate then you add your acceleration to your current speed and chose a dirrection to move.
Break is an attribute that can be fixed or a dice roll, like Acceleration. When you turn starts if you stated that you want to break then you substract your break from your current speed and chose a dirrection to move.
Some "cars" have passive traits that make your vehicle unique. See the "cars" section for more details.
Almost all the "cars" have at least one action. On your turn you can use only one action whenever you want, if you have enough action points. Each action costs one action point and those points can be restored by enterind the pit lane. Pit lane speed is limited to 6 yards per turn.
If you want to overtake someone then the defender can chose to defend or not. If he choses to let you pass then he is a scared chicken and gg you will win the race :P If he has some guts and wants to defend then a showdown will take place. For this we will need a formula:
(Your overtake value) + ( (your speed) - (his/her speed) ) - (his/her defence value)
If the result is 1 or more then you can overtake. If not, then you are stuck behind until your next turn. To spice things up you can add a D4 roll for each attribute.
If you want to add some fun then you can use collisions too. When an overtake is performed the attacker can roll a D6 and attempt a collision. The defender has two chanses to roll a D6 at least equal to the one that the attacker rolled. The one with the higher die will chose if there is a collision or not. Both the one that overtakes and the defender can chose to initiate a collision. After you conclude that there is a collision, each player must roll a D6 and fallow the rules :
Collision resauls :
Roll 1 - nothing happens
Roll 2 - nothing happens
Roll 3 - lose half of your speed for the next turn
Roll 4 - lose half of your speed for the next two turns
Roll 5 - you are sent out of the circuit into the decor and you lose all your speed
Roll 6 - your "car" is damaged and your speed cannot be more that 6 yards until you reach the pits.
Roll 7 or 8 (yes it can happen) - your "car" is dead :P
Now to the fun part, the "cars" :
Maximilian the Orange Bull
Acceleration : 8 feet
Break : 6 feet
Overtake : 6
Defence : 6
Collision value : add 2 to your oppenent collision result roll and substract 1 from yours
Passive trait : if someone overtakes you then you charge him from your current possion for a maximum of 10 feet. If you end up next to your opponent then you make a collision action
Action : Make Horner Proud : You can chose any value from 0 to max for your next acceleration or break in this turn.
Action points : 4
Spirit the Young Mustang
Acceleration : 10 yards
Break : 6 yards
Overtake : 3
Defence : 3
Collision value : 0, at the mercy of your opponent
Passive trait : none
Action : Double your acceleration this turn
Action points : 4
Ipsilante the Troll
Acceleration : 6 feet
Break : 6 feet
Overtake : 5
Defence : 5
Collision value : substact 2 from your collision result roll
Passive trait : I am stupid : for any decision you make you need to roll a D20 and pass a DC of 5 to perform that action (when you accelerate, break, try to overtake or any other thing that you want to do you must first pass the DC5 check). If it fails the decision will not be fallowed. If you want to accelerate or break and you fail then your speed will remain the same.
Action : Throw Rocks : Throw a rock to an opponent that is within 20 feet from you. He must make a collision result roll and substract 2 from it.
Hitch hike : Grab an opponent that is within 10 feet of you. Your current speed is now his/her speed.
Action points : 4
Miss Amorita the Ostrich
Acceleration : 15 feet
Break : 6 feet
Overtake : 5
Defence : 0
Collision Value : Add 1 to your collision result roll
Passive trait : Miss Amorita always loses in collision actions
Action : Straight ahead : double your acceletation this turn but keep the last direction used.
Action points : 3
Fat Furry or The Tenacious Hoag That Ate Too Much
Acceleration : 7 feet
Break : 5 feet
Overtake : 5
Defence : 6
Collision Value : add 1 to your oppenent collision result roll and substract 1 from yours
Passive trait : none
Action : Fartality : Fat Furry releases a toxic 5X5feet could that last for two turns after his turn is over. Opponents that pass that cloud cannot change neither dirrection nor speed in their next turn.
I do not care : Fat furry can refuse to fallow the collision result roll.
Action points : 4
Canis Lupos Mexicano or The Grey Mexican Wolf
Acceleration : 7 feet
Break : 7 feet
Overtake : 5
Defence : 5
Collision Value : substract 1 from your collision result roll
Passive trait : Built for the long run : add 2 action points when you finish a lap
Action : Minister of defence : Canis Lupos Mexicano bites anyone that tries to overtake him, resulting in no overtake until his next turn comes up.
Advance planning : He can make two direction changes this turn, splitting his current speed distance into two segments.
Action points : 3
Conclusion
Those are some guidelines on how we played F1 using D&D as a base. Values can be changed if you feel that one "car" is OP or underperforming.
As an advice, try the rules for 1-2 laps and then start the real game. It is a lot to comprehend at the start but it becomes very easy with a little bit of practice.
Inverse qualy worked best for us. Everybody rolls a D6. The heighest roll picks first a "car" but is placed last on the grid. Then the second highest picks a car and is put next at end of the grid and so on until the lowest rolls picks a car and is placed in pole position. This way there is more balance in the game.
Feel free to leave comments or suggestions. I have some other "cars" in mind (Lala the goat, El Leone, Nikita the confused russian bear etc) but any idea is welcomed.
Sorry for my bad English and take care.
I hope you like this format and you enjoy playing it.