Formula Motor Racing (FMR) is another of the great
Reiner Knizia card games by GMT.
Claim the prestigious Constructor's Championship in this fast-playing
Reiner Knizia card game of open-wheel auto racing. This is a
'B' tournament with multiple qualifying heats. Heats will be
90 minutes long as listed above. With sign in, admin, and play,
everyone should be done in two hours. Note the time for the Teaching
Session. Although the game is simple, it will not
be taught during play.
Tables of six players (or as close as we can come) will be
assigned randomly. You will play the entire heat of six races
with the same opponents, with the goal of getting the highest
score after all six races are played. Players must stay for all
six races. In Formula Motor Racing, you can finish out
of the points during one or two hands but still wind up winning
your table - or take a comfortable lead into the last race and
have both your cars crash! Just as in real racing series, consistency
over the long haul is more important, and it's not over till
the last results are in.
Table winners will usually be able to advance to the playoffs,
with enough runners-up included to make three complete tables
of six as necessary. Runners-Up should check the Alternate list
on the kiosk in Corridor B to determine their chances of advancing
to the next round. We will have two or three semi-final tables
to be determined by number of players who qualify to advance
from initial heats. The top six will advance to the Final.
ADVANCEMENT TIE-BREAKERS: In Multiple Entry, Single
Elimination events for multi-player games, players possibly qualify
for Single Elimination play in the second round by winning any
of up to four preliminary Heats. Occasionally, players may advance
wihout winning a heat. Players can enter one or more Heats without
limit. All events for most multi-player games consist of three
rounds; an opening Round consisting of two to four Preliminary
Heats, a semi-final and a Final. The semi-final round will advance
a predesignated optimum number of players to fill the second
round; i.e., 25 players for a five-player game, 16 players for
a four-player game, etc. but in all cases will advance no more
than half of all players which participated in the Preliminaries.
If insufficient players advance to warrant a semi-final round,
the scheduled semi-final will instead become the Final.
Heats: Most Wins (HMW) - Standard tiebreakers used
to trim the field or identify alternates to complete the field,
as listed below in the following order:
1. Most Wins (e.g., total in all heats entered);
2. Win in first Heat entered;
3. Win in second Heat entered;
4. Win in third Heat entered;
5. GM specific tie-breaker, provided it has been clearly described
in the Event Preview ;
6. Average finish in all heats entered (e.g., a 2nd and two 3rds
= 2.67 and beats two 2nds and two 4ths = 3); and
7. High dice roll.
The cool play mat previously given out to finalists is now
available for all off GMT's website at:
Medalists (plaque winners) will
receive merchandise credits courtesy of GMT. Don't miss your chance to have all the fun and glory of being
an F1 Team Principle without ponying up $60 million!
Jeff Bakalchuck will also GM a Juniors version of the game in
Heritage for those 12 and under. See http://www.boardgamers.org/yearbkex/jnrpge.htm