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THE 2006 TT RACES
BOARDGAME
REPRESENTING A REALTIME SIMULATION

designed, patented and produced
by TT Fan himself, Ian Huntly
updated to cover June 2006

CAN YOU BEAT THE TT LAP RECORD ?
ALL YOU NEED IS A MAP OF THE ISLE OF MAN
A DICE AND SOME COUNTERS

--play solo- or with a multiple of friends--

The Isle of Man TT Races can be simulated in Board Game Format.
The following concept was invented and patented as long ago as 1978
by TT Superfan Ian Huntly whilst he was recovering from
serious spinal injuries which had required a back operation.


Ian found a method of working flat on his back in a plaster jacket,
with a drawing board suspended over himself
on four short coffee table legs.
The final result was the Game as it appears below.
Ian used his enforced time off to study and made the project a marketing exercise. The game was initially sponsored by Geoff Dukes "Manx Line", the Isle of Man Tourist Board, and Ian's uncle George Bambrough, and then by Duke Marketing, Motorcycling Weekly (no longer with us) and the TT Supporters Club.
Motor Cycle News supported one major run as did Ferodo and the local Bikeright Motorcycle Training School. The late great Mike Hailwood and Castrol gave valuable advice and help as did friends, TT riders Doug Randall, Nick Jefferies, Denis Parkinson and Mick Grant, plus journalist Mick Woollett and Peter Kneale, and Ian therefore acknowledges the help received and the social visits from the aforementioned people while he was hors-de-combat.

The game still sells world wide and has been updated annually
as the lap record went higher and higher
(NB-The game is copyrighted)

At a Motorcycle Club Night a few years ago,
26 people played this game in one sitting.
It was not until everyone had completed
their assigned laps that the winner emerged.

Everyone completed six laps and by dividing each total by six,
an "average speed per rider" was tabulated.


The TT is actually a TIME TRIAL
so the game was produced
to simulate a proper TT race..
So, print this page first.

THE GAME ALL DEPENDS UPON THROWS OF DICE AND FACTORS, POSITIVE AND NEGATIVE WHICH ARE PICKED UP WHEN YOU LAND ON CERTAIN MILESTONES AS YOU ADD THE NUMBER OF THROWS YOU MOVE OVER THE MILES ON THE TT COURSE---YOU MUST, HOWEVER, COMPLETE EACH LAP EXACTLY SO IT IS DEPENDENT ON GETTING TO THE LAP END ON THE THROW OF A DICE. IF YOU DO NOT FINISH EACH LAP ON THE DICE THROW, YOU MUST CONTINUE TO THROW UNTIL THE EXACT NEEDED NUMBER APPEARS
Say you need 4 to finish--
You will continue to throw until a four appears,
counting miss-throws until the 4 arrives
EASY--ISN'T IT ?
So now I will reproduce a sample lap or two
so you can make a TT GAME for yourself
You can use the map of the TT Course (as below),
and when you land on the milestones,
you can check for the factors which make each lap different.



Using the map above (you can print it on A4):-

MILESTONE 01 (Bray Hill)---REFUELLING STOP
(NOTE:APPLIES TO ONLY LAPS OTHER THAN FIRST)
Player must refuel once during race and this ADDS TWO THROWS
to that lap.
(COMPULSORY- Player MUST choose a lap when he needs to refuel, irrespective of picking up a factor, and add two throws to that lap total)

MILESTONE 02 (Braddan Bridge)---Superb Line-- SUBTRACT TWO THROWS
MILESTONE 03 (Union Mills)---Noticable Misfire-- ADD TWO THROWS
MILESTONE 06 (Greeba)---Full Speed--SUBTRACT TWO
MILESTONE 08 (Ballig)---Wet Road Under the Trees-- ADD ONE
MILESTONE 10 (Sarahs)---Adverse Camber--ADD THREE
MILESTONE 11 Cronk-y-Voddee)---Absolutely Flat Out-- SUBTRACT TWO
MILESTONE 15 (Kirk Michael)--- Plug Cap Loose-- ADD FIVE
MILESTONE 17 (Ballaugh)---Dreadful Landing-- ADD TWO
MILESTONE 20 (Sulby)---Slipstreaming Faster Rider-- SUBTRACT TWO
MILESTONE 21 (Glen Duff)-- -Melting Tar-- ADD TWO

MILESTONE 24 (Ramsey)---SEE 'RAMSEY CHOICE'--
PICK A CARD FROM PILE TO SEE HIDDEN RANDOM FACTOR


MILESTONE 25 (Gooseneck)---Baulked by slower rider --ADD ONE
MILESTONE 27 (Mountain Mile)---Gearing unsuitable--ADD ONE
MILESTONE 30 (Verandah)---Patchy Mist --ADD THREE
MILESTONE 33 (Thirty Third)---Cross Winds --ADD TWO
MILESTONE 35 (Brandish)--- Clear Road to end of lap --SUBTRACT TWO
MILESTONE 37 (Governors)--- Clutch Slipping --ADD ONE


When you have completed one lap the number of throws needed to complete that lap EXACTLY is noted and the factors as related above recorded.

Then this Total is added to the PLUS factors and the minus factors are subtracted to get a FINAL TOTAL

Say it took TEN throws to complete ONE LAP EXACTLY--

However during the lap you picked up two plus factors totalling FOUR---This would make the total FOURTEEN _

Then you picked up two minus factors totalling FIVE---

THIS MAKES THE FINAL TOTAL NINE----

You would then look up this total on the scale and see that
NINE THROWS EQUALS 129 MILES PER HOUR !!!

Another five laps are raced and the individual lap speeds noted

The TOTAL of SIX laps is added up and divided by SIX
and a final average speed found

(e.g. 129+121+124+120+125+120 =739)

739 divided by 6 = 123.166 mph

This could be your own race average which you now try to break,
or you can challenge your friends to "race" six laps and then the player
with the highest average speed is the winner of the race---
Not until the last player has completed HIS final lap
do we know who has won !!!
JUST LIKE THE REAL THING !!!!


NOW HERE IS THE CONVERSION OF
THROWS TO MILES PER HOUR

THIS SCALE IS FOR PRODUCTION, SUPERBIKE AND SENIOR

THROWS...MPH
3............135
4............134
5............133
6............132
7............131
8............130
9............129
10...........128
11...........127
12...........126
13...........125
14...........124
15...........123
16...........122
17...........121
18...........120

TAKE 5mph OFF FOR SIDECARS

MAKE YOUR OWN SPEED TABLE
CONTINUE ONWARDS AS ABOVE

The scale above is a sliding one



When the game appeared in boxed form there was a slide rule enclosed which could change the speeds so that they were relevant to the capacity of a particular (eg 600cc Production) race

RAMSEY CHOICE CARDS

This is a pile of cards which rest, face down, on the
" RAMSEY CHOICE "
area, marked out on the board.

Each card has further factors which can better or worsen your progress on the lap.
For instance- you might pick up a card saying you are running out of fuel-(ADD TWO)-Or you could be lucky to pick up one card giving you an unobstructed run up the Mountain- which could reduce your total by three.

However you could have a bad day when you get a puncture
or run into swarms of flies or flocks of seagulls !
(you can make your own pile or contact me for suggestions)

ALL POSSIBLE IN THIS UNIQUE RACE OF COURSE


THE TT GAME CLUB

Record your laps and let us know your results
IT IS POSSIBLE TO BREAK THE PRESENT LAP RECORD
IF YOU LAND ON MILESTONES IN A SPECIAL SEQUENCE
e-mail your exact lap figures
and we will acknowledge your success

(e-mails to TTCLUBGAMELAP@ttfan.co.uk)


The Ramsey Choice Cards

THESE ARE MY CARDS-You can reproduce them if you wish

01-Signaller shows "GO"--SUBTRACT TWO from lap total
02-Beware of Seagulls----ADD TWO to lap total
03-Clear Run up the Mountain-SUBTRACT THREE from lap total
04-Bike going well--SUBTRACT TWO from every subsequent lap
05-Swarms of flies cover your visor-ADD TWO to lap total
06-Notice you are low on fuel-Call into pits to refuel-- ADD TWO to this lap
07-Detect a minor missfire-ADD FOUR to total when you complete this lap
08-Leader has retired-SUBTRACT TWO from lap total
09-YOU CAN DISREGARD ALL PLUS FACTORS FROM NOW UNTIL END OF RACE
10-Tyres are now at their best--SUBTRACT THREE from lap total
11-YOU HAVE GONE UP A SLIP ROAD--ADD THREE to lap total
13-MAJOR OIL LEAK-Black Flagged-RETIRE
14-Minor Oil Leak-Call into pits- ADD TWO to lap total
15-FOLLOW ONE OF THE TOP MEN-SUBTRACT THREE from lap total
16-Slower riders get in your way-ADD TWO to lap total
17-Loose Fairing-call into pits-ADD THREE to lap total
18-Good pitstop-SUBTRACT TWO from lap total


YOU CAN ADD MORE CARDS IF YOU WISH BUT DO BALANCE OUT THE PLUSSES AND THE MINUSSES TO GIVE THE PLAYING RACERS EQUAL CHANCES
developed by bbhmg of reading from the original 1978 concept.
First run of games produced by GOOD GAMES of Reading
(which became part of bbhmg)
in 1979



PRE-PRINTED GAMES SHEETS IN FULL COLOUR
PLUS RAMSEY CHOICE CARDS
CAN BE OBTAINED FROM
GAMES@ttfan.co.uk
ONLY £3.95 each
(plus P & P)

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