Right then, in the 1990s this was the absolute Daddy of motorsport boardgames
Formula De
https://boardgamegeek.com/boardgame/173/formula-de
But it's a sad tale of decline...
Gameplay is run via a series of 6 custom dice each of which equates to a gear. You go up and down a gear at a time and roll the relevant die for your move. Obviously 1st gives low results, 6th gives the largest results with quite a high minimum move. You need to ensure that in each corner you stop (I.e. end of a single move) in the corner the number of times in the yellow flag by the corner. This prevents you from bombing around Lowes Hairpin at 210 mph. If you fail you start taking damage to your brakes/tyres based upon how many spaces your overshot by although you can crash down multiple gears and take damage to your transmission that way which is just as bad but removes the risk of crashing. Victory is based upon getting the correct gear and the getting the "managed declined" of your car right such that you can get away with being in a gear too high, but not falling apart until after the line Lotus-style.
All through the 1990s and 2000s this game was expanded with lots of two sided boards with a real racing circuit on each side. A complete collection of Formula De was a object of lust for the much younger Coop in this period. Many full race seasons were run by gaming groups, competitions all sorts of things, it was the standard of racing games. People produced alternative cars in white metal so you could buy period F1 cars, and prototypes and the like.
So went wrong?
A second edition came out, and the publishers jumped on the the ridiculous Fast and the Furious nonsense band-wagon and insisted on bundling this nonsense along with the real tracks. Instead of getting real circuits on both sides you now get city streets and police chases, and tattooed hoodlums and toss like that alongside a real circuit so basically each expansion becomes only half useful.
Correspondingly you don't hear anything about Formula De in gaming circles any more.