Météo GT
Community climate cards, round-by-round weather and special conditions.
Short tag: [Météo]. Stephen P Spackman’s fan-made v0.3 module replaces the base weather rules. Use it separately from Dynamic Weather.
Setup
Choose one of the twelve Météo cards and a normal or Fast game. Supply a standard six-sided die. Fast mode makes changes more frequent and suits a short race where weather should matter.
If a node has an asterisk, place the die there. Otherwise roll and place it on the node bearing that starting number (1–6). Yellow sun areas mean dry conditions; blue-grey rain areas mean wet. Choose tires and set dashboards accordingly.
Each round
Keep the starting node for the first round. At the start of each subsequent round, when the Round marker flips, roll the weather die. Read the die marks beside your current node: black marks always apply; blue marks apply only in Fast mode. A matching result sends the die along that mark’s grey line to the connected node. Otherwise it stays put. Use the new node’s conditions for the whole round.
Weather Damage from the bag normally acts as Green Flag, rather than changing weather. A special weather box can replace that effect.
Special weather symbols
A node inside a nested box uses the extra rules printed in that box for as long as it remains current. Color distinguishes Brake, Gear and Boost symbols; use the effects below only when their symbols appear. Tire-wear and Redline effects require those optional rules.
| Mark on the weather box | Effect |
|---|---|
| Hazard | Begin the move with one hazard already counted |
| Circled limit becomes triangular | Treat every circled speed limit, including 1, as a triangular limit |
| Triangle −1 | Reduce each triangular speed limit by one |
| Red die −1 | Use one fewer Brake die; red dice remain available for Redlining |
| Black die −1 | Use one fewer Gear die |
| Crossed Boost and Brake dice | Neither Boost nor Brake dice may be used; red dice may still Redline |
| Red-die hazard → wear/damage | One or more hazards on red dice double normal tire wear when braking, or cause one Gear Damage from the bag when redlining |
| 2+ → 00 | A Loss of Control in Gear 2 or higher leaves the car in Gear 00 |
| Adjacent-car arrow → rule | Apply the indicated rule only in a space immediately adjacent to a stopped car in Gear 0 or 00, excluding cars in the pits |
| Weather → Yellow Flag | Exchange a drawn Weather token for Yellow Flag |
| Weather → Brake Damage | Exchange a drawn Weather token for Brake Damage |
| Weather → race-end flag | A drawn Weather token ends the race at the end of that turn; rank by distance, then speed, then position |
Climate and weather cards
The first nine cards describe a climate; the last three predict a particular day’s change and have a fixed starred starting node. Each card’s own diagram supplies its transitions; all twelve faces are in Cards & Components.
| Number · name | Pattern |
|---|---|
| 00 · Dry | Mostly ideal conditions; rain is rare |
| 01 · Temperate | Mixed dry and wet |
| 02 · Wet | Rain is likely |
| 03 · Changeable | Dry and wet, with possible heavy rain or fog |
| 04 · Desert | Dry, with possible extreme heat |
| 05 · Hot | Heat with occasional rain or thunderstorms |
| 06 · Hot & Wet | Heat and likely rain |
| 07 · Monsoon | Hot and wet; unsafe conditions can end the race |
| 08 · Cold | Possible snow or ice |
| 09 · Barometer Rising | Starts wet; improvement is expected |
| 10 · Barometer Falling | Starts dry; rain is expected |
| 11 · Barometer Plummeting | Starts fair; severe deterioration is possible |
Source
Community module by Stephen P Spackman, version 0.3: Rallyman: GT files.