Red, White, & Blue Racin'

Frequently Asked Questions

Universal Rule for Board Games - Players Decide Ambiguity: If players ever arrive at a situation not covered in the rulebook, and the rules offer no definitive answer, then players should feel free to decide what happens.

Race Week

Q: For Race Week, the rules say that a gold trophy TV list driver who gets Placement A "gains POLE or (blue die) position in TOP group".  Does this mean he definitely gets the pole unless another driver is already there and, in that case, he settles for the blue die position in the top group? 

A: Yes.


Q: For Race Week, After the TV list, fast and slow drivers have all been placed and the rest of the field is in the process of being put in position, gold trophy drivers are to be placed in the "highest available position in TOP group".  What do you do if the TOP group is already full?  

A: You place them in the next available (working from Top to Bottom) vacant position.


Performance Chips

Q: What are all the ways that a driver can earn a performance chip

A: From Race Week results, winning duels, fast pit stops, and the optional "Laps Led" rule.


Q: How do you handle challenges when both drivers have a performance chip? 

A: Handle as a normal challenge and then roll one extra die, ODD they BOTH spend a chip, while EVEN they both keep their chips.


Q: How do you handle a Pit Stop Challenge when both the challenger and the leader have a performance chip?

A: Handle as a normal challenge and then roll one extra die, ODD they BOTH spend a chip, while EVEN they both keep their chips.


Q: Can a driver have more than one performance chip?  If so, how are challenges resolved with one driver having one chip and another having more than one chip?

A: Yes, a driver can have more than one chip. Keith provides a complete answer to your challenge question in an article here


Q: Can a performance chip be used to defend a rare SURGE result?

A: No, the SURGE result supersedes chip usage. This applies to other RARE results as well.

Race Day 

Q: I rolled a black die '5' for the final turn of the race, which means both the middle and top groups will conduct a quality challenge, starting with the middle group. If a car from the middle group is successful in their challenge and move to the top group, do they get to challenge again when it's the top groups turn?

A: Yes, they do!


Q: I rolled Trouble on the Race Cam, plus doubles on the metallic dice for a ProblemShould I ignore the Problem since the Trouble will likely bring out the Yellow flag?

A: No, resolve them both. When you have multiple events, the instructions say to resolve the PROBLEM at the beginning or end of the turn. However, when the other event is TROUBLE, or if it's the final turn of the race, always resolve the problem first. In the event that the PROBLEM result brings out the yellow flag continue to resolve the TROUBLE result too. Thematically, both the problem and the trouble occurred at the same time to bring out the Yellow.


Q: I rolled a Problem on the Race Cam, plus there is a second Problem for the snake eyes roll.  The first Problem results in a cut tire, wreck and yellow flag.  Do I end the turn there, or do I resolve the other problem too?

A: In this situation, you would resolve the second problem before proceeding to the Yellow Flag turn(s).


Q: If the results of a turn cause the yellow flag to come out, does that yellow flag turn apply to the current turn or the next turn.

A: It applies to the next turn (or turns).


Q: On a STAR quality check, a driver with a "*STAR" rating rolled a triple on his first challenge and a problem sent him to the back of the bottom group.  Should I still roll for his second challenge?

A: No, he does not get to use his second challenge after experiencing the problem.


Q: Does a Trouble result from a DUEL result in a Yellow Flag turn? Can other cars in the same group be collected in the TROUBLE?

A: Yes, a Trouble result from a DUEL result in a single Yellow Flag turn. No, other cars are not collected.


Q: For a DOUBLE FAST PIT, what does a 2d6 - "6" or better roll mean in terms of die roll numbers? And a "7" or worse mean in terms of die roll numbers?

A: From Keith: Rolls of 6, 5, 4, 3, and 2 gain a second chip, and rolls of 7, 8, 9,10, 11, and 12 lose the first chip.


Q: I am rolling for Rare Event Top Group and roll a 42 that reads : "Track conditions deteriorate all drivers lose REFLEX quality." Are we talking all 43 drivers or just the 6 Drivers in top group and leader?

A: For all the RARE results, "all" means ALL. And if the result is for just one group (or driver) the text will say so.


Q: For RARE results where ALL drivers lose a quality, do drivers who have this quality "starred" get to keep it?

A: No.


Q: Pit stop turn - I rolled 3 sixes.  Who gets the violations?

A: Violations would go to any TV driver in box "6", Top or Middle group.  If no TV drivers in those boxes, then no violations.


Q: Just got the new SCRAM set and noticed that some of the drivers have RED problem triangles and some have YELLOW. Does anyone know the difference between the two and how we handle the RED one?

A: From Keith: We again implemented the new “red triangle” symbol which first made its appearance with the 1979 Pro Season set.  Drivers who finished 50% of their races, or less, are given a red triangle and are subject to somewhat different equipment failure rules.  First, where a yellow-triangle driver exits the race on a gas pedal roll of “6,” a red triangle driver exits the race on ANY gas pedal roll outside their success range.  So, a red triangle driver with three gas pedal squares exits the race on a die roll or 4, 5 or 6. Also, any red triangle driver involved in a FAST PIT opportunity MUST roll within his FAST PIT range, or he exits the race. 


Additionally, we’ve been experimenting with THIS rule: on PROBLEM results that occur as a result of doubles on the metallic dice, instead of using the driver finder for the indicated group, assign the PROBLEM to a driver with a triangle symbol.  If the doubles are “even” (i.e., 2-2, 4-4 or 6-6), use the highest-ranked triangle driver. If the doubles are “odd,” use the lowest-ranked triangle driver. (NOTE that the highest-ranked triangle driver could be in ANY group, TOP to BOTTOM.) On the off-chance that no triangle driver is in the race, THEN use the driver finder for the indicated group.


Q: Regarding the new Mason-Dixon Motor Speedway for RED WHITE & BLUE RACIN's SCRAM Series card set, is it correct that the track has no dice result for a REFLEX quality check? 

A: From Keith: “Yes, there are no REFLEX check on the Mason-Dixon speedway! Truthfully, I didn't intentionally do it that way, but I am comfortable with leaving it as-is.  It makes it unlike any other track out there, and that’s cool! (If you prefer, though, you can change 11 TROUBLE to REFLEX.)”


Q: In a DUEL in the middle group, if the first DUEL results in a Yellow Flag, does the second driver still have the opportunity to DUEL?

A: Yes, resolve both Duels and if someone wrecks, then the Yellow Flag comes out.


Q: I have a question about results that bring out the yellow flag during a QUALITY CHALLENGE turn.  Does a yellow flag result during the turn stop any remaining challenges that turn? What about a TROUBLE RESULT turn?

A: Yes, if a yellow flag event happens during a QUALITY CHALLENGE result, then the turn is over - no more challenges. If a yellow flag event happens during a TROUBLE result, then of course you will fully resolve the result and roll on each drivers escape/repair rating before ending the turn.


Q: Other than some Raceday Results, there doesn’t seem to be any other way for drivers to be put on the Feud/Fume list. Am I missing something, or is this left up to the gamer to decide.

A1: From Keith in a 2014 Newsletter article titled: "FEUDIN’ and FUMIN’ with RWBR"

Last month, there was a good thread on the forum about “feuding” and “fuming” results for RWBR.  Several gamers indicated that they wished the game rules were more concrete about this aspect.  

As I mentioned on the forum, the reason I didn't create more in-depth rules is because it's really difficult to put the rules into words!  There are no NASCAR "fuming" stats to draw upon, and nothing quantifiable where you'd say "this guy is a 'fumer' and this other guy isn't."  It's mostly anecdotal. 

Most NASCAR fans are familiar with who the "hot heads" of the sport are, and some guys/gals would make everyone's list.  But others are purely subjective.  And many are situational.  One guy might fly off the handle at the slightest provocation, while another might have a very high threshold and is only pushed over the edge once in awhile.  Still others (most?) are unflappable in any situation.

Also, it's difficult to gauge what would happen when different personalities are thrown together.  For example, if "hothead" driver A loses a DUEL to "hothead" driver B, that could logically lead to a FEUD.  (Or, to put it another way, if two “hot heads" are involved in a DUEL, it's logical that a FEUD could develop.)  However, if "hothead" driver A loses a DUEL to "nice guy, fair play, everybody-loves-him" driver C, then it would be more likely that driver A would FUME rather than FEUD.

That said, here are some ideas that can be used to help legislate FEUDIN’ and FUMIN’…

FEUDS are typically generated from the RACE WEEK results, usually there’s an altercation that’s spelled out in the charts.  In those situations, it’s just a matter of recording it on the scoresheet and referencing it when a FEUD result happens during the race.

A FEUD could also potentially develop DURING a race if a driver wrecks after losing a DUEL—that is, if he fails the ESCAPE roll.  This is where the driver temperament would come into play.  Some drivers would get angry, and seek revenge; others would not.

The FUMING driver quality was intended to capture the “hotheads” of stock car racing, folks who get irate whether it’s justified or not.  The difference between FEUDING and FUMING is that a FEUD requires two drivers, but a driver can FUME without involving anyone else.  A driver could conceivably FUME after any of these results…

Now, If you’re not an avid enough NASCAR fan to know driver temperament, you’ll want something to help you decide randomly, based on the “average” driver temperament.  Basically, you’re rolling a die to decide whether a guy/gal is angry or not.  On the forum thread, it was suggested that it be based on the stage the race is in, and I think that’s a good call.  Here’s what I suggest, IF you want to add more “heat” to your racing experience…

After a DUEL is resolved, IF the losing driver wrecks (i.e., fails to ESCAPE trouble), roll one die.  In the first third of the race, a die roll of “1” creates a FEUD.  In the middle third of the race, it’s a die roll of “1” or “2.”  In the final third of the race, it’s a “1,” “2” or “3.”  If you roll a “6,” regardless of the stage of the race, consider the driver who lost the DUEL to be FUMING.

If you rolled a FEUD number and the wrecked driver gets back in the race, let the FEUD simmer for the rest of the race.  If the feud “goes live”—that is, if you roll a FEUD result—then resolve the result, AND keep the feud “active” for the next race.  If you don’t get another FEUD result that race, though, figure that cooler heads prevailed, and the FEUD ends.

If you rolled a FEUD number and the wrecked driver does NOT get back in the race, the FEUD automatically carries over to the next race.

After a Black Flag, Pit Violation, or PROBLEM result, roll one die—if a “6,” consider the driver to be FUMING, and make a notation on the FUME/FEUD section of the score sheet. (If a driver’s PIT CREW grade over-rules a PROBLEM, don’t roll for the FUME factor.)

FUME results should usually NOT carry over to the next race, except in extreme cases where the event occurred in the final turn or two of the race.

These are only ideas and suggestions, I haven’t play-tested them to iron out the wrinkles.  But it should provide you with some guidance and structure for this aspect of the game.  And, as always, let us know how it works for you.  The e-mail address is “info@plaay.com.”

A2: Here are some ideas from the community…

From ks3Sal: “During a race, a driver running in the top group or top end of the middle group loses a duel, has a problem, etc. that sends them to the back, I usually add them to the Fume(problem) or Feud(duel at a critical point in the race) list for that race.

If a duel knocks a driver to the back out of the Top group, I usually add them to the Feud list. If these two drivers remain quiet for the rest of the race, I let the feud end then. If they hook up again later in the race, I'll carry the feud to the next race. In the next race, if the feuding drivers remain quiet and on good behavior, I'll let the feud end then. If they get after in again in the 2nd race, I'll carry the feud to a 3rd race. I end all feuds after 3 consecutive races. After 3, that's when Nascar officials usually jump in and say enough.

From WallyCleavs: “I only use Feuds in my SCRAM playthroughs. If a driver wrecks as a result of a duel I add the two drivers involved to the Feud list. All feuds last until the next race. If nothing happens in that race the Feud ends. If another incident happens they stay on the list for another race. If those drivers get into each other for three straight races I issue a one race suspension to both drivers. (Have only had that occur once)”

From crwkmw123 “I use a few different things to put drivers into a feud:

1.  If a challenger wins a duel and it causes the other guy to go to the back of the pack, those 2 will be feuding for the rest of the race.  If it knocks him out of the race, the feud will crop up in the next week. Similar thing for any pre-existing feuds or fumes. If it causes the drivers to be knocked out or sent back, they will be feuding.

2.  Any of the pre-race issues between drivers will result in a feud.  Initially it will only be for that race. But, obviously it increases the chances of something happening in that race that would extend it.

3. A trophy driver who qualifies poorly due to something that probably should have been handled by the crew (i.e. tire problems, engine problems, rules violations, etc.) will result in that driver fuming for at least part of the race.  If they have "Heat" it will be for the whole race. If not, I only consider them fuming until they make their way out of the bottom group.

I think that is pretty much it.  It forces a handful of drivers to feud/fume without making the list too cumbersome.  I do consider drivers that come into a race with a feud to be TV drivers.”

From JMinks:  “There is not a "crystal clear" example of how this works in the game.  It is subjective... as it is "payback / retaliation". Baseball has its brush back pitch,  hockey has its hard checks, basketball has hard fouls, etc. Used to be an unwritten rule in NASCAR that if you took someone out... they would definitely get even at some point.  It is toned down quite a bit now with all the "corporate" involvement and NASCAR steps in to stop it more often today than in the past.

How I do it:

FEUD

IF a driver duels another driver and spins him out (putting him at the back of the field), a FEUD starts between them. IF the driver that got spun out gets even by spinning the other driver out during the race, the FEUD ends. IF they don't "feud" again during that race.... the feud ends.  

IF a driver duels another driver and wrecks him (DNF)  OR IF a drivers' car is wrecked (DNF) from a FUME/FEUD chart result, even in retaliation, then the FEUD carries over to the next race.  IF they don't FEUD in the next race, the FEUD ends.

I only let a FEUD carry on for a maximum of 3 races.  NASCAR ends these situations pretty quickly today with fines or sanctions, so I figure 3 races is about the limit.  NOTE: I do have an exception to this rule. IF a driver is running for the championship near the end of a season, say the last 3 races, then I might end the FEUD after the current race.

FUME

I rarely use the FUME list.  Some drivers are / were hotheads.  IF you know NASCAR history, you will know who they are  (e.g. Junior Johnson, Darrell Waltrip [in his younger days], Dale Earnhardt, Kyle Busch).  I put them on the FUME list, for example, when they get a pit violation or black flag. IF you want to use FUME but don't know the drivers temperament, then the HEAT quality is a pretty good indicator of who to put on the list.

....as another poster noted, how you use "FUME / FEUD"  can affect your season results, especially if you overuse them.  BUT it is a fun element to the game and Keith has implemented it well.”


Storage Accessories

Q: Where can I purchase a 3D printed storage solution for RWBR seasons?

A: https://www.facebook.com/109244413902189/posts/266187891541173/