From: Nigel Buckle <bucklen@wmin.ac.uk>
: Domark's        Williams Official Grand Prix Race Game
: ======================================================

I've had this game a while (since before christmas :), and I've come up 
with a few 'improvements'.

This probably won't make any sense until you see the game - but bear with 
me :) (and I'll try to explain as I go along).

The first 'problem' is that all the players take turns to move around a 
monopoly (monotony!) board before each race - building their teams. The 
problem is it takes ages, I throw a die, land on a square that I'm not 
interested in, you throw a die, etc etc. until we all do 3 laps of the 
board (collecting cash as we pass 'go').

My alteration is that instead of 3 'circuits/laps' of the board each 
player only makes TWO, but gets double the money on the first circuit.
And each player continues to roll the die and move UNTIL they either land 
on a square where they want to buy something (or collect money), or they 
roll a 6 (so there is always a chance that you WON'T get the engine you 
want, so you might choose to get something else - rather than risk a 6). 
This speeds the game up no end! It also puts a bit more 'strategy' 
in this section of the game, as each player can choose what to 
go for as a prime objective (decent engineers/engine/car/driver), rather 
than relying totally on luck to land on the right square (in the game 
there are 2 good items of each - so in a four player game not everyone 
will get the best of everything, so you choose which you want to 
concentrate on).

On the actual race, the problem with it is that the first half of the 
race NOTHING usually happens, and a lucky automatic 'pass' card can get a 
poor car ahead of a 'good' car just before the flag :(

So we tend to start the race 1/2 way round the circuit! (unless ANYONE 
objects), which speeds up play. And I've drawn up a 'chance' table for 
automatic passes - which no longer makes them automatic. Basically there 
are 4 tables:

	 dry straight, wet straight, dry bend and wet bend

and the tables give a chance of a safe pass, nothing, damage to the 'passing
car', a crash (possibly involving BOTH cars ;), with bends being more 
risky than straights and wet more dangerous than dry.

If you want these I can email them to you.

We are also tinkering with the final victory conditions - at the moment 
the season is usually sewn up after about 4 or 5 races, with everyone 
having the best 'team' they can get, then the game goes downhill, as the 
player(s) with the 'best' team just run away with it :(

What we are trying to do is either slow up the aquisition of components 
of the team (but then that makes a mockery of the 'driver championship', 
if the drivers don't appear until well into the season!), or by making 
cash more significant (and introducing some sort of 'handicap' system - 
so the player with the most expensive components (who *should* win) has 
to do 'significantly' better than a player that has mediocore ones).

I guess you should try out the 'standard' game for a couple of games - 
then you'll probably see what I'm going on about.

Don't get me wrong I LIKE this game, and we did/do play it LOTS, but with 
continual play the limitations of the game become rather apparent.

