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Tabletop games

Formula D

AsmodeeÉric Randall, Laurent Lavaur2008

players
2–10
minutes
60-180
years
8+

In the box

1 double-sided board: Monaco and a street circuit · 20 cars: 10 Formula One and 10 GT · 10 dashboards with their gear lever · 10 car sheets · Wear point and debris markers · 7 dice: 6 gear dice and 1 black 20-sided die

Box details
Designers
Éric Randall, Laurent Lavaur
Publisher
Asmodee
Mechanics
RaceDice RollingTrack Movement

score sheets for this game →

Where to buy it

Near you and online

In a shop

Within 50 km.

The basics

Six gears, six dice: 1 or 2 spaces in first, up to 21 to 30 in sixth. On your turn, in race order, announce your gear, roll its die and move exactly that many spaces. You only shift up one gear at a time; dropping several at once damages the car. Each corner demands a number of stops inside it: leaving too early wears the tyres, and can eliminate you. Twenty wear points, split between tyres, brakes, gearbox, body, engine and suspension, absorb excesses and bad luck; some, once used up, put the car out of the race. The first to cross the line after two laps wins, and the finishing order gives the ranking.

Checked against the official rules · October 2026

The rules, step by step

Setup

2 to 10 drivers, 20 wear points, Grid by black die
  • 2 to 10 players, for one to three hours depending on the table.
  • The box holds a double-sided board (Monaco on one side, a street circuit on the other), 10 Formula One cars in the colours of 5 teams and 10 GT cars for the street circuit, 10 dashboards with their gear lever, 10 car sheets, wear point and debris markers, 6 gear dice and 1 black 20-sided die.
  • The full rules booklet, which this sheet summarises, advises playing a few games first with the basic rules, which are simpler and come in a separate booklet.
  • The race takes place at Monaco. Each player takes a Formula One car, a dashboard, a gear lever and a car sheet.
  • Each car starts with 20 wear points (WP), recorded on the dashboard: 6 for the tyres, 3 for the brakes, 3 for the gearbox, 3 for the body, 3 for the engine and 2 for the suspension (tenue de route).
  • The grid is drawn with the black die: each player rolls it once, and the cars line up from the highest result, in pole position, to the lowest. Tied results are rerolled.

How to play

1 die per gear, Stops in corners, Excess = WP lost
  • Each game turn, the car furthest ahead plays first, then the others in track order. Two cars level with each other: the higher gear plays first; in the same gear, the one on the inside line of the current or next corner.
  • The start: before their first gear, each player rolls the black die. On a 1, the car stalls and misses its turn; it will start in first gear the following turn, without rolling the black die again. From 2 to 19, normal start in first. On a 20, the car leaps forward 4 spaces without rolling a gear die, moving over one or two lanes if a car is in the way, and may shift into second the following turn.
  • On your turn, announce your gear, set the lever, roll that gear’s die and move exactly that many spaces. First: 1 or 2 spaces; second: 2 to 4; third: 4 to 8; fourth: 7 to 12; fifth: 11 to 20; sixth: 21 to 30.
  • You shift up one gear at a time, never two. Shifting down one gear is free. Dropping two, from sixth to fourth for example, costs 1 gearbox WP; three, 1 gearbox WP and 1 brakes WP; four, 1 gearbox WP, 1 brakes WP and 1 engine WP. Going from sixth to first is forbidden, and with no gearbox WP left you can only shift down one gear at a time.
  • You never jump over a car, you go around it, and you never move backwards. Each move takes the shortest route in number of spaces. On a straight, you change at most two lanes per move, without weaving, that is, without leaving a lane and coming back to it, except to overtake a car.
  • Each corner, edged in red and white, shows in a yellow box the minimum number of stops to make in it, a stop being the end of a move inside its limits. Approaching and inside corners, you follow the arrows.
  • Ending your move beyond a corner without having made all your stops in it is an overshoot (sortie de virage): it costs 1 tyres WP per space too far. The car keeps its lane; if another car blocks it, it must brake. If it stops in the next corner, that stop does not count there.
  • Going through a 2-stop corner with no stop at all, or a 3-stop corner with one stop at most, eliminates the car.
  • Losing your last tyres WP on an overshoot makes you spin out: the car stays turned round where it stopped, then restarts in first the following turn. That turn, overshooting a corner by one space spins it out again, and by more than one space eliminates it. An overshoot that would cost more tyres WP than the car has left also eliminates it.
  • Braking: at any time, you can move fewer spaces than the die shows by paying 1 brakes WP per space not covered.
  • Blocked by cars you cannot get around, you move as far as possible, then pay according to the spaces left over: 1 to 3 spaces, that many brakes WP; 4, 5 or 6 spaces, 3 brakes WP and 1, 2 or 3 tyres WP; 7 spaces or more, elimination. Unable to pay the WP, the car is eliminated.
  • Collision (accrochage): a car that ends its move next to or right behind other cars risks contact. Each neighbour rolls the black die once, and the arriving driver rolls it once per neighbour; on a 1, the roller loses 1 body WP. Losing the last body WP eliminates the car.
  • Engine damage (casse moteur): a 20 in fifth or a 30 in sixth pushes the engine to the limit. After the move, that driver and everyone then in fifth or sixth gear roll the black die; on 1 to 4, they lose 1 engine WP. Losing the last engine WP eliminates the car.
  • Debris: each body or engine WP lost, and each elimination, leaves a debris marker on the space where the car stopped. Passing or stopping on debris means rolling the black die: on 1 to 4, 1 suspension WP lost, and losing the last one eliminates the car. You can avoid debris by changing lanes.
  • Slipstream (aspiration): when both cars are in at least fourth gear and the car behind is in the same or a higher gear, ending your move right behind the other lets you add 3 spaces. Your choice: pull out one lane then come back into your own lane in front of the car you overtook; pull out one lane then move forward two spaces; pull out two lanes then move forward one space.
  • These 3 spaces are played in full, unless you brake, and a new slipstream can follow behind another car. Entering a corner thanks to the slipstream costs 1 brakes WP, without shortening the move, and the usual corner rules, arrows included, apply. Braking on purpose to get into a slipstream is not allowed, and nobody is obliged to use it.
  • The pits: at the end of the first lap, you can stop at your pit to recover all your tyres WP. The die only needs to cover at least the spaces leading to it, whatever the gear. You then roll the black die: on 1 to 10, a quick stop, the car leaves at once, in fourth, moving half the result in spaces, rounded up; on 11 to 20, a slow stop, it only leaves the following turn, in fourth at most.
  • In the pit lane, everyone keeps their place in the queue: behind a car, you wait for it to move, and this wait costs nothing. In this lane, you pay for neither shifting down nor braking, and neither collisions nor engine damage happen there. Cars on the track, between the pit entry and exit, play before those in the pit lane.

Scoring

Finishing order, Scale 10, 8, 6…, Option: by team
  • An ordinary race scores no points: only the finishing order decides. WP left at the finish are worth nothing.
  • The team race (optional rule, for an even number of players, ideally many, in teams of two cars) uses a points scale by place: 10 points for first, then 8, 6, 5, 4, 3, 2 and 1 for eighth, nothing for ninth and tenth. The team with the highest total wins, even if none of its cars won the race.
  • In Marquoir, after each race enter each player’s placing points according to this scale, and 0 for an eliminated car: the first car home thus has the highest score. In a team race, enter for each team the total of its two cars.
  • The booklet only gives this scale for the team race and says nothing about eliminated cars: applying it to a series of races, like the 0 for eliminated cars, is a house custom.

End of the game

2 laps, First across the line
  • The race is run over two laps: the first car to cross the finish line wins it.
  • Play continues until all cars still in the race have crossed the line, which gives the full ranking.
  • An eliminated car leaves the race.

House rules and pitfalls

The optional rules can be combined freely: building your car by spreading your 20 WP yourself…
  • The optional rules can be combined freely: building your car by spreading your 20 WP yourself (tyres from 1 to 14, each other part from 1 to 7), qualifying laps to set the grid, a three-lap race with up to two pit stops, weather and tyre choice, a pit stop that also repairs other WP, and the team race, where each team has 4 repair WP at the pits, to share between its two cars.
  • The back of the board hosts street races, with the GT cars, nitro and ten drivers with special abilities.
  • The four-sided first-gear die is read by the number at the top.
  • The game was first called Formule Dé, published by Ludodélire, then Formula Dé by Descartes; Asmodee reissued it in 2008 as Formula D, the name of the current box, whose booklet this sheet follows.

Going further

Frequently asked questions · In the same family

Frequently asked questions

Can you move fewer spaces than the die shows?

Yes, by braking: each space not covered costs 1 brakes WP. If you do not brake, you move exactly the result.

Can you shift up two gears at once?

No, never. You can, however, shift down two, three or four gears by paying WP.

What does taking a corner too fast cost?

1 tyres WP per space overshot. A 2-stop corner with no stop, or a 3-stop corner with one stop at most, eliminates the car.

What happens when a WP category is empty?

Losing the last body, engine or suspension WP eliminates the car. Losing the last tyres WP on an overshoot makes it spin out. With no gearbox WP, you can only shift down one gear at a time; with no brakes WP, you can no longer brake, and a block you cannot pay for eliminates you.

When can you stop at the pits?

At the end of the first lap, to recover all your tyres WP. The die only has to reach the pit space, whatever the gear.

In the same family

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