Ludexv2026.11.11-ba1dcbe2Rallyman: GTOfficial rulebook ↗

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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 boxEffect
HazardBegin the move with one hazard already counted
Circled limit becomes triangularTreat every circled speed limit, including 1, as a triangular limit
Triangle −1Reduce each triangular speed limit by one
Red die −1Use one fewer Brake die; red dice remain available for Redlining
Black die −1Use one fewer Gear die
Crossed Boost and Brake diceNeither Boost nor Brake dice may be used; red dice may still Redline
Red-die hazard → wear/damageOne or more hazards on red dice double normal tire wear when braking, or cause one Gear Damage from the bag when redlining
2+ → 00A Loss of Control in Gear 2 or higher leaves the car in Gear 00
Adjacent-car arrow → ruleApply 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 FlagExchange a drawn Weather token for Yellow Flag
Weather → Brake DamageExchange a drawn Weather token for Brake Damage
Weather → race-end flagA 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 · namePattern
00 · DryMostly ideal conditions; rain is rare
01 · TemperateMixed dry and wet
02 · WetRain is likely
03 · ChangeableDry and wet, with possible heavy rain or fog
04 · DesertDry, with possible extreme heat
05 · HotHeat with occasional rain or thunderstorms
06 · Hot & WetHeat and likely rain
07 · MonsoonHot and wet; unsafe conditions can end the race
08 · ColdPossible snow or ice
09 · Barometer RisingStarts wet; improvement is expected
10 · Barometer FallingStarts dry; rain is expected
11 · Barometer PlummetingStarts fair; severe deterioration is possible

Source

Community module by Stephen P Spackman, version 0.3: Rallyman: GT files.

Rules

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