Endurance
Community timed races with hourly wear, fuel, fatigue and pit strategy.
Short tag: [Endurance]. Clayton Zylstra’s fan-made v1.6 module changes race duration, car resources and winning.
Setup
Agree on a race duration and how the final tie will be settled. Set up the time board and marker, and choose a timekeeper. Each driver takes a GT-E dashboard, wear-and-tear board and matching pit marker. GT-E cars have one more Coast die than the corresponding GT6 dashboard wherever that dashboard supplies one or two Coast dice.
Add the white Fuel, Tire and Driver Fatigue tokens to the normal Damage bag. Keep the yellow versions in a shared supply. The module lists 12 GT-E dashboards, one time board and marker, six pit markers, and 78 new tokens: 30 Fuel, 24 Tire and 24 Driver. Optional components are six Prototype dashboards, customization tokens, a Damage board and 18 Driver Profile cards.
Advance time
At each round’s end, sum the Gear values of cars on the track, excluding Gear 00 cars and cars in the pits. Divide by the number of included cars and round up, then advance time by the table. Each full board space represents ten minutes; half a space is five minutes.
| Rounded average gear | Time-board spaces |
|---|---|
| 0 | 6 |
| 1 | 5 |
| 2 | 4 |
| 3 | 3 |
| 4 | 2 |
| 5 | 1½ |
| 6 | 1 |
Hourly wear
Every hour, work from the rearmost driver forward. Each driver draws one token from the Damage bag, then adds one yellow token of each wear type to their board. Resolve ordinary damage normally, except that an hourly Yellow Flag acts as Green. Place drawn Fuel, Tire and Driver tokens on the wear board. Stop filling a full wear board; excess bag tokens can be set aside until a pit stop returns them.
| Accumulated wear | Effect |
|---|---|
| 2 Tire tokens | Add one hazard to every dice roll |
| 2 Driver Fatigue tokens | Neither gain nor spend Focus |
| 3 of any one wear type | Place your pit marker one hour ahead of the current time |
| Miss that pit deadline | Each turn ends in Gear 00 until you pit |
Fuel tokens represent an increasingly empty tank: three require refueling. Wear tokens leave the board only through a pit stop.
With at least 25 Focus and fewer than two Driver Fatigue tokens, you may reduce the yellow tokens added for hourly wear. Spend one quarter of your current Focus, rounded up, to add two types instead of three, or half, rounded up, to add just one. Choose which types to add. You must still draw from the bag.
Pit stops
Use the base pit procedure with these additions. Refueling alone ends the turn with a Gear 0 marker beside the car, without moving it into a pit lane; return its Fuel tokens to their original bag or supply. A tire-change stop removes Tire tokens and can also switch tire type. A driver change at either a Gear 0 or Gear 00 stop removes Fatigue. One stop can clear all three new wear types alongside its normal repair and tire actions.
Winning
When the agreed duration expires, most completed laps wins. Break a tie by progress toward completing the current lap, then proximity to the inside of the next corner. Alternatively, agree before racing to have tied cars finish that final lap and use their finishing order.
Optional Prototype cars
Build dashboards from Gear, Coast, Brake and weather/tire tokens; empty spaces hold hazards. Gear tokens can specify individual gear numbers or a maximum gear plus the number of available Gear dice. The same dashboard marks which dice remain available in rain. Change tires in a normal tire stop by swapping the Dry/Rain markers. Agree the build format before racing; the booklet suggests a timed build or pole position for the first finished.
Optional driver profiles
Take two profiles for races up to 12 hours, or three for longer races. Use every chosen profile at least once; switch the active profile at a driver-change stop.
| Profile | Ability |
|---|---|
| Brake | Use one fewer Brake die when skipping down gears |
| Boost | Skip one gear when accelerating |
| Coast | One Coast die can cover two forward spaces, neither diagonal nor adjacent to each other; limits and hazards still apply |
| Tires | Tolerate one extra hazard before losing control, wet or dry |
| Focus | Securing each die costs one fewer Focus |
| Endurance | Raise each wear-effect threshold by one token |
Optional slipstream and night
To slipstream, approach from directly behind in at least Gear 4, matching the other car’s speed, with exactly one unmarked space between the cars. Neither car may be on a marked space, and moving alongside must be legal. Place the next die alongside the other car, skipping the intervening space; you may then continue normally.
Choose night hours before racing: between one third and one half of the race. During night-hour wear checks, also roll a Brake die. A hazard adds one hazard to that driver’s remaining rolls until a suitable stop: the driver must have a Fatigue or Tire token and perform the corresponding driver-change or tire stop.
Source
Community module by Clayton Zylstra, version 1.6: Rallyman: GT files.