Thanks for everyone’s input. Here is the third draft below. Are we happy with this? (I am advised we need to have this locked down by Friday, so a quick reply is appreciated if you want changes.)

Additions to the CFR Rules to Eliminate Dice – Draft Three

Rules Additions – Roll replacement:

All expenditures of wear/skill automatically result in success. The three skill chip is no longer used. It is now just three separate chips.

Exceeding Acceleration or Top Speed by 20:
2 Skill each. Skill may only be spent once on each in any given turn.

Exceed Start Speed by 20:
3 Skill.

Chance in a Corner:
20 over: One wear or 5 skill
40 over: One wear and 5 skill, or two wear
60 over: Two wear and 5 skill.
80 over: Off track.
If insufficient skill and/or wear are available for cornering, the car will crash. Other cars do not need to avoid the crash.

Forced Passing (Any):
3 skill. A blocking car can opt to spend 2 skill to increase the cost to the passing car by a further 2 skill or fail the pass.

Late Brake/Excessive Deceleration:
20 decel: One wear or 2 skill
40 decel: One wear and 2 skill, or two wear
60 decel: Two wear and 2 skill.
if insufficient skill and/or wear are available for braking, the car will spin.

Rules Additions: New Rules

Challenge Passing:
As posted by Don Tatum (With dice rolls edited out.)
For all practical purposes, a Challenge Pass simply creates a temporary third lane.

Challenge passing is a two-turn process, unlike a Forced Pass which is done in a single turn. To initiate a Challenge Pass, a car must have just enough speed to move up to a row of two abreast cars and create a three abreast situation in the two lanes. The challenging car pays one skill to move in between two other cars. If the one skill cannot be paid, then the challenger must pay one wear.

The challenging car is placed on the lane divider between the two cars who were there first. On the next turn, the challenging car is considered to be the 'outside' car (lowest priority) in determining which cars move first if identical speeds are posted.

Then on its next turn, in order to finish the attempted pass, it MUST post a higher speed than at least one of the two cars it is now abreast with, or it must move last just as if it was on the outside of three lanes.

This ‘slot’ car pass can be done in a corner if the corner has evenly lined up leading edge abreast spaces (not staggered spaces), but NOT using an arrow/line of course.

If the track is three lanes wide, then two challenge pass cars can move up into the ‘slots’, putting five cars abreast on the next turn. The inside challenge car has the move advantage over the outside challenge car if both post the same speed.

A car may repeatedly attempt a challenge pass on consecutive turns as long as it can pay the cost.

A car successfully completing a Forced Pass could immediately enter a Challenge Pass situation with the next rank of abreast cars.