Ruler Rally
The car does not stop.
It keeps going whether you are ready or not. Brake too late and you will run wide into the gravel, in front of everybody, and there is nothing to be done about it.
- 1 die
- grip, not speed
- 4 cars
- a livery each
- ~15
- turns for a stage
The friction circle
A real tyre has one budget and spends it on whatever you ask — grip you use to turn is grip you cannot use to brake. Two things follow without a single extra rule:
Speed makes you turn wide
The circle is a fixed size, so the longer your line the shallower the angle you can bend it through.
Brake before the corner
Shedding speed costs grip too. Arrive flat out and there is nothing left to turn with.
How to drive
Six again. Order matters here too.
Your car does not stop
Work out where it goes on its own: take the line you just drew and step it forward again, the same length and direction. Mark that spot. On the first turn it is simply your car.
Roll for grip
Add the grip of the surface you stopped on. Never under 1 cm.
Pull away from that spot
Your new line can end anywhere within that many centimetres of it. Straight on? End right on the spot. Turning? Pull to the side — but every centimetre sideways is one you are not travelling forward.
Touch gravel, and scrub
Clip the run-off and you lose half your speed. That is what makes cutting a corner a gamble rather than a free shortcut.
Hit the scenery, and spin
Stop where you left the road, speed back to zero, write +1.
Cross the line
Your time is the lines you drew plus the +1s you wrote.
Take one to the table
One full stage, free, no account. Print it and find out who brakes earliest.