FAP- Fette Autos Professional ***** Offical Rules (Version 1.5) These rules extend the official rules of play (version 1.1) for Fette Autos. ** Teams (tactic/fun) (new) The players form teams. At the end of the race the points for a team are summed up. For six players form two teams – three players each. Four players split into two teams – two players each. When playing with 5 or 7 players, the surplus player builds a team with the "Old Pros". This is always the player who is considered the best player by the others. He does not control the "Pros", but the points of the best old pro at the end of the race are added to his points. You cannot use this rule when playing with less than four players. ** Front runner (tactic) (new) In the phase "warning sign" the player sitting on position 1 gets 1 chip only for each of his matching tempo cards. This rule simulates the fact, that the car in front is not able to use another car in front of him as "guiding light" (remember – this is a night race). ** Dangerous Pros (tactic/fun) (new) Attack: This rule is applied when a player is attacked by an old pro or is attacking an old pro. In a straight track: Two cards are drawn for the old pro. Then the player decides how many chips to spend. After that a third card is drawn for the old pro; everything as usual, but… …when using this rule the old pro will get another (fourth) tempo card if his current speed is below 120 in a straight track after drawing the first three cards. In a curve track: The old pro will get a third card if he is driving below or at the speed limit (in standard play the old pro will get a third card only if he is driving below the speed limit). ** Fog (fun) (new) When starting the game only three of the eight track cards are placed on the table. After a track card is finished another track card is added at the end of the track. This way the players can only see the next three track cards. The game ends as usual after track card number eight. ** Starting Speed (tactic) (new) The first track card of the track has to be a curve with a speed limit of 70, if you are using this rule. This is a simple way to simulate the acceleration of the cars at the start of the race.. ***** Rules under Test These rules may be integrated in later versions of the game, if they are tested successfully. ** Individual Pros (tactic) The six cars of the old pros are marked with the numbers 10, 20, 30, 40, 50 and 60. In standard play two cards are drawn for an old pro at the start of an attack. Using this rule only one card is drawn and the value of the car is added to this card (instead of the second card). All other rules apply as usual. When starting a game only the old pros with the highest values are used. The car having value 60 is placed on position 1, followed by the car having value 50 on position 2, and so on. ** Changing Lanes (tactic) Whenever a player replaces one of his three open tempo cards, this card is marked by pushing it a little bit to the front of the other two cards. The card in front indicates which lane the driver is using: left, middle or right. If a car is driving on the "optimal trajectory" the player gets a bonus of 10 km/h when attacking. The "optimal trajectory" is defined as the right/left lane in a right/left curve and the middle lane in a straight track card. The bonus of 10 km/h is only applicable in the moment the players are fighting for positions. The bonus is ignored for all other aspects (imagine getting a +1 when revealing your chips in the poker game). If a player does not modify his three tempo cards in the maneuver phase, the lane stays the same. At the start of the game all cars are in the middle lane (mark this by pushing the middle card to the front). The player on position 1 never gets this bonus because this is a night race and the leading player does not have a car in front to use for orientation … so it is a little bit harder for him. The old pros never get this bonus. ** Faster! Faster! (Fun) A player who attacked successfully may attack again in the standard game if he is maneuvering and slows down by at least 10 km/h. Using this rule, the player does not have to slow down to attack the next car. In fact he is not allowed to maneuver in any way (so he must use his open tempo cards for all attacks in the phase). If the player drives to fast in a curve when attacking a second, third, … time he must pay only 1 chip regardless of his speed. If unable to pay a chip he simply stops attacking. ** Equal rights (tactic/fun) If an old pro succeeded in overtaking a player and another player is driving in front of him the old pro will attack this player immediately, thus attacking more than once in the phase (just like the players). If you are using this rule in conjunction with "Dangerous Pros" I wish you a little bit of luck … you will need it ;-) If you have any suggestions do not hesitate to let me know. Heinrich Glumpler Web: www.edition-erlkoenig.de or www.erlkoenig.net