Formula D

Designers: Laurent Lavaur and Eric Randall

Artwork: Stephane Poinsot, Nicolas Caniaux & Arnaud Simon-Laforet

Theme:  Formula D is the exciting game of professional racing on the most challenging tracks the world has ever seen.   Players must strategically shift the gears to pick which dice will be rolled each turn.  Bigger gears and dice will push the car farther down the track but players must be careful as they approach turns and other cars.  If they are reckless, their cars might be damaged or even spin out of control.  Formula D is a fun simulation game that has many rules variations to make it play quick and easy or deeply strategic.


Game Overview

  • Play Time:  60 minutes
  • Player Count:  2-10 players
  • Ages: 14+
  • Complexity of Rules:  Medium/Low
  • Setup Time:  Medium/Low
  • Direct Conflict: Low
  • Replay Value:  High - Complexity can be adjusted with additional rules.  There are many different expansion tracks available.

How It Plays

  • Game Mechanics:  This is thematicdice rolling racing game with optional variable player abilities.  Gears are shifted up and down on the player dashboard to determine which die will be rolled for movement.  The higher the gear the higher numbers available on the die.  Navigating corners requires strategic shifting and use of brakes to avoid excess wear and damage to the car.  Several types of damage and wear are tracked by each car.  Too much damage can cause the car can be eliminated from the race.
  • Turn Summery:  Advanced rules without optional rules:
    1. Turn order is according to the car's position on the track with the first place car taking the first turn.   If cars are even, the car in the highest gear goes first.  If still even, the car on the inside lane goes first.
    2. At the start of a turn, the player may shift gears up or down 1 gear.  They may skip up to 3 gears when downshifting however wear points are reduced.  (see table on page 6 of the rule book)
    3. Roll the die corresponding to the current gear and move the car forward down the track by the result.
      • If the car is on a corner it must end it's turn there the number of times shown in the yellow box of that corner.
      • If a car doesn't end its turn the required number of times, it overshoots.  The number of spaces a car overshoots is deducted from tire wear points.  If it makes no stops on a 2 stop corner, the car crashes and is removed from play.  If it makes 1 or no stops on a 3 stop corner, the car crashes and is removed from play.
      • Breaking - A player may use their brake wear points at any time to avoid having to advance the full number of spaces on a die.  If a player is blocked by other cars from moving the number of spaces on the die, they spend brake and tire wear points as shown in the table on page 6 of the rule book.
      • If a car ends it's movement on a space next to or behind another car it may have a collision.  Role the black die and on a result of 1 they lose 1 car body wear point.
      • If a player rolls a 20 in 5th gear or a 30 in 6th gear the engine has been strained.  All players in 5th or 6th gear at that time must role the black die.  A result of 1-4 causes the car to lose 1 engine wear point.
      • Each time a car loses a body wear point or an engine wear point a damage marker is placed on the track in that space which is now considered to be dangerous the rest of the race.  Any car that passes over one of these spaces must roll the black die.  A result of 1-4 causes the car to lose 1 road handling wear point.
      • If a car in 4th gear or higher stops exactly behind another car that is going as fast or slower, then the car has slip-streamed and may move 3 spaces more.
      • Pit stop: - To enter the pits, cars don't have to slow to reach their pit.  All tire wear points are reset.  The player rolls the black die.  On a 1-10 the player divides the number by 2 rounding up and moves forward that amount and the car is placed in 4th gear.  On a 11-20 the car stays in place and starts the next round in 4th gear.
    4. If any wear points are reduced to 0 the car is eliminated from the race.
  • Game End:  The race ends when all cars have crossed the finish line after 2 laps.
  • Victory:  The player whose car passes the finish line first after 2 laps wins the race.  



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Formula D

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Publisher: Asmodee

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