Cheatsheet
Cheatsheet
and lowest bid in the last spot. With your acceleration. You may not test
2 to 6 cars: these attributes the turn after a spin.
You also may not go slower unless
1st 3rd 5th corner speeds require it.
Setup
2nd 4th Last
Select track and number of laps.
With 7-12 cars, use all spaces marked Move Phase
Each player chooses a car color and above and the spaces marked below In order, each car moves 1 space per
takes the matching car setup deck based on the number of cars in this 20 of their new speed -- forwards or
and a speed deck. race. Fill from front to back, grey-side diagonally forwards but not sideways.
to non-grey side.
Cars in front move first. Among tied
Car Setup
8 10 12 cars, the fastest car moves first.
Each player privately picks one of
Among tied cars with the same new
each type of setup card. Points on
7 9 11 speeds, the car closest to the grey bar
selected cards should add up to 2.
moves first.
Tires [pitting only]
When all players are ready, reveal the
setup cards for each car. Place an
Soft tires can spend 1 wear instead of Clean Up
testing acceleration, deceleration, or After all car have moved, pick up all
unused setup card face down next to
top speed. but one speed card -- representing
each car’s setup cards to show the
car’s color. Return unused cards to Hard tires add hard tire bonus to the car’s final speed this turn.
the box. current wear after every lap (not race
Tests
start or finish).
Every car receives wear chips equal to Declare skill use before rolling dice.
their wear rating times the number of One or 2 green skill (-1 or -2) or 1 red
laps; green skill chips equal to their Planning Phase skill (-3) may be used.
skill rating times the number of laps; Each driver secretly and
and red skill equal to the note on simultaneously plays a new speed Success adds 20 to the tested
their skill setup card. card facedown next to their current attribute for this turn. Failure
speed. Use “MPS” to maintain speed. reduces the tested attribute 20 for
Select Historical drivers and assign the remainder of the race – starting
them to strategy cards. [if using] Without testing, speed may not next turn.
increase by more than acceleration,
Pole Bid decrease by more than deceleration, Start speed test failure resets car’s
Each player secretly and and may not exceed top speed. speed to 0 this turn and treat as a
simultaneously bid wear and/or skill. spin for next turn. Start speed test
[Also bid tire type if pitting.] One skill Simultaneously reveal all new speeds yellow result resets car’s new speed
equals ½ wear. Break ties with the when everyone is ready. for this turn to their start speed -20.
roll of two dice. Skill cannot be used
to modify a tie-breaker.
First Turn Planning Deceleration failure reduces attribute
Without testing, your first turn speed 20 mph but deceleration succeeds at
Roll and pay for Historical driver bids. may not exceed your start speed. a cost of 1 wear.
[if using]
Testing & Planning Deceleration / Late Braking
Select tire type if using pitting rules. Decelerating by more than your
You can plan to exceed any of the
above limits by 20 if you plan to test deceleration and decelerating after
Knock-Out Pole Bid (Optional) moving (late braking) at least 1 space
that attribute during movement.
Optionally, place bottom ½ of pole costs:
bids after first blind bid (rnd down). Deceleration may also be exceeded
by spending 1 wear for +20 20: 1 w or test deceleration
Top ½ of pole bids may then blindly 40: 2 w or 1 w + test deceleration
deceleration or 2 wear for +40.
supplement initial bids during second
60: 2 w + test deceleration
blind bid.
Post Spin Planning 80+: 3 w + test deceleration + spin
Place cars on the start grid in order of Speed after a spin may not exceed
st
pole bid: highest bid in the 1 spot your start speed AND may not exceed
Add late braking amount to the car directly in front of you did Historical Driver Moves
deceleration at the beginning of the not start the turn on a corner space Set historical driver speed as their
turn to find total costs for this turn. the car directly in front of you turn to move comes up.
started their move with speed
If late braking cannot be paid for, it greater than or equal to your speed
cannot be done unless forced. If at the start of your move
forced late braking cannot be paid for, you were not going 0 at the end of Tactic Symbols
spin car in addition to the above. last turn, and 1 or 2 wear, starred or not
no one else slipped the car directly
Corners in front of you earlier this turn 1 or 2 wear, only if starred
Entering a numbered, corner space
… based on the speed of the car roll a chance
triggers corner speed limits. Exceed
all speed limits in a single corner by directly in front of you at the 1 red skill instead of a chance
spending wear or rolling a chance: beginning of their move:
Die Roll Symbols
20 over = 1 wear or chance 120 to 160 = 1 extra space Spend 1 green skill
40 = 2 wear or 1 wear + chance 180+ = 1 or 2 extra spaces Spend 2 green skill
60 = 2 wear + chance Spend more wear or a red skill in
80+ = crash
Forced Passing the corner instead of slowing down If
Cars may not end a move in the same possible
If a corner cannot be paid for the car space as another car, but you can Spend wear to slow down
crashes as if at 80+ mph. move through another car with a Do not do this
forced pass. Roll dice (use up to if a chance
Red lines increase underlying speed
Before the forced passing die roll, the or pass)
limits by 20 mph. Green lines
defender may block. If blocked, the Block or Forced Pass if that is an
increase limits by 40 mph. If followed
attacker uses the blocked pass part of option
start to end. If a car leaves the line
before its end, they retroactively pay the die-roll chart to judge success or
Reset tactics at each , First check to
the difference. failure. If blocked, the defender
see if the next phase should be used.
losses a wear for every 3 rolled and
Enter at least 1 corner in each phase.
May increase speed in corner only if it the attacker loses a wear for every 4
does NOT require additional wear, rolled on either of the dice. Plot +20 mph IF a not spun car is in
chance roll, or automatic crash. the same row AND appears on this
Before rolling dice, the attacker may
tactic AND the selected speed next to
Chance use skill to modify the roll.
the track.
Declare skill use before rolling dice.
Failure means that the attacker must
stop their move in a space behind the Race End
A yellow result means that the car
defender and late brake such that Furthest past the line finishes first
stops, spins, and sets their speed to 0.
their speed matches the move they that turn. Nose across the line counts
A red result means that the car actually completed. as finished.
crashes and is out of the race.
Pitting [pitting only]
Crash Involvement Enter pit after any move ending on .
If a car enters or passes the row Move cars on track before cars in pits:
where a crash occurred on this turn
they must roll a modified chance. Red -2 marked cars move onto
track, closest to grey side.
-2 if the car will end up 0-2 spaces Yellow -1 marked cars gain starting
past the crash row, -1 otherwise wear, select tire type, and flip
-1 if the crash row is 3 spaces wide marker to red side.
Newly pitted cars discard remaining
Above two modifiers are cumulative. wear and place yellow marker
under car.
Slipstreams
You may optionally gain extra spaces
from a slip if: