Full Rulebook
So this is more or less a NASCAR-themed tactical game. Expect the thrill of overtaking and moving ahead in the pack as you lap the speedway, while hoping to avoid being caught out by an inopportune caution! I'm going to summarise the rules as best I can here, but the full rulebook is linked above and may prove more useful.
Spoiler: Rules
So in this game, you are given a team of cars (between 3 and 6, depending on how many players we get). On your turn, you will have a hand of cards, one more than you have cars (ie if you have a team of 4 cars, you will have 5 cards in your hand each turn). Over the course of your turn, you will activate each of your cars (in whichever order you like) and playing a card to that car in order to move it. These cards will allow you to move around the track in one of four ways.
Each space on the track can be occupied by a single car. The innermost lane (surrounded by the yellow stripe) is the pit lane, and cannot be entered during normal racing. You will notice that, not counting the pit lane, the straights have three lanes and the corners have two. Naturally, this makes overtaking on the corners more difficult! Still, this dividing and recombining of lanes produces most of the tactical play in this game, and the movement types interact with these lanes in different ways:
The most important information on a card is the type of movement, and how many movement points it confers. The activated car
When lanes merge (or split), the player whose turn it is decides which lane is linked into. The player does
The third piece of information on a card is the wear it creates. All cars will naturally take wear and tear over the course of a race, and in this game wear is generated by the cards played on the car. Most cards will apply a wear token to a car, though a few will be "free" in this aspect. If a car starts its turn with 3 wear tokens (ie, not including the one the card on this turn gives it), it loses three movement points (to a minimum of 0). 4 wear tokens means four movement points lost, and 5 wear tokens means five movement points lost. If a car is activated with 6 wear tokens, it grinds to a halt and is retired from the race.
Each player activates one car in turn, and they continue going around the table until every car has been activated. The
After the pitting phase, if a car has been overlapped by the race leader and failed to unlap itself by the end of the turn (and there was no caution to allow it to unlap itself for free), it is retired from the race. In addition, if the race leader changed since the "turn leader" token was awarded, an additional one is awarded to the new leader. Players are then given the opportunity to discard any unwanted cards they have left in their hand, before being refilled to their full hand (Note that everyone will still receive the full complement of cards, even if one or more of their cars has been retired). Then the next round begins, with the first player being the owner of the currently leading car.
If a car starts its turn in the pit lane (ie it just pitted and there was no caution), it ignores everything on the next card used on it except for that card's "in-pit" movement value. The car will always use solo movement with the number of movement points given to it, and its first movement
After the leading car completes its third lap, it wins the race. The game ends at the end of that turn, immediately before an event card would be drawn. The winning car earns 46 points. Second place earns 42, third place 41, and every place after one point less than that. Cars that retired still score points, with cars that retired later being given the higher position. Bonus points for turn leader tokens are awarded, and the winner is the player whose cars earned the highest total score.
Each space on the track can be occupied by a single car. The innermost lane (surrounded by the yellow stripe) is the pit lane, and cannot be entered during normal racing. You will notice that, not counting the pit lane, the straights have three lanes and the corners have two. Naturally, this makes overtaking on the corners more difficult! Still, this dividing and recombining of lanes produces most of the tactical play in this game, and the movement types interact with these lanes in different ways:
Solo Movement:
Move the activated car as a single unit, either forwards or sideways (not diagonally), one space at a time. Moving into an empty space takes 1 movement point. Moving forwards into an occupied space takes 3 movement points, and will bump the occupant forward into the next space (which can then bump the next car in line, and so on). Moving sideways into an occupied space takes 2 movement points, and will bomp the occupant sideways into the next space (which will again chain if necessary). If there is no other lane on the track for the bumped car to move to, they will bump backwards instead (and still chain if necessary)Pursuit Movement:
At first, move the activated car as a single unit, just like with solo movement. However, moving the car forwards into an occupied space works differently. First, it only takes 1 movement point, but will still bump cars. Second, once this happens, the activated car is
The bumped cars essentially form a "link" which will push each other along until the activated car runs out of movement points.only
allowed to move forwards for the remainder of its movement.Draft Movement:
Draft Movement is similar to pursuit movement in that it will "link" with cars in front of it. However, in draft movement, the activated car will also
"link" with cars immediately behind it in the same lane (which will still chain) when moving forwards, and pull them along as a single unit. If the activated car moves forwards and pulls any linked cars behind it, it will still lose its ability to move sideways. In draft movement, it will also link with cars ahead in an identical fashion to pursuit movement.Lead Movement:
Okay, so this is the weird one. Lead movement links with cars behind, but only at the very start of its movement. With this type of movement, the ability to move sideways is not
lost, and any linked cars will follow the exact path taken (as if playing Snake). Lead Movement acts most similarly to solo movement in this fashion (including requiring 3 movement points to bump a car in front of you), the only difference being that you pull a line of cars behind you. If there is no car behind the activated car at the beginning of lead movement, it will act identically to solo movement.The most important information on a card is the type of movement, and how many movement points it confers. The activated car
must
use all the movement points the card gives it. If it attempts to bump into a car without enough movement points, nothing happens and the turn ends. Also, you aren't allowed to weave a car from side to side without moving forwards in order to "waste" movement points.When lanes merge (or split), the player whose turn it is decides which lane is linked into. The player does
not
have to choose a lane with cars in it if the other is empty, allowing for a fair bit of freedom when corners are involved.The third piece of information on a card is the wear it creates. All cars will naturally take wear and tear over the course of a race, and in this game wear is generated by the cards played on the car. Most cards will apply a wear token to a car, though a few will be "free" in this aspect. If a car starts its turn with 3 wear tokens (ie, not including the one the card on this turn gives it), it loses three movement points (to a minimum of 0). 4 wear tokens means four movement points lost, and 5 wear tokens means five movement points lost. If a car is activated with 6 wear tokens, it grinds to a halt and is retired from the race.
Each player activates one car in turn, and they continue going around the table until every car has been activated. The
first
player in a round is the owner of the current leading car, and goes down the list from there. Once every player has moved every one of their cars, the car currently leading the race earns a "turn leader" token. Every car with a turn leader token at the end of the race earns a bonus point, and the car with the most turn leader tokens (with finishing order breaking ties) earns a second bonus point. After this, an event is drawn. Events are unpredictable at best, though they will usually
result in generating additional wear. Roughly 30% of events will also produce a caution. When a caution is triggered, the grid is bunched up (like at the start of the race), starting from the position of the current leader and using the outermost lanes when there is a choice. After the event, each player may choose to pit any or all of their cars. If a car is pitted and there is not
a caution, they will drop back five spaces on the board and move to the pit lane. If a car is pitted during a caution, they will drop to the back of the grid. Pitting a car removes all of the temporary wear tokens attached to that car, though permanent wear will remain. Most wear is temporary, though some events and particularly powerful cards will produce permanent wear.After the pitting phase, if a car has been overlapped by the race leader and failed to unlap itself by the end of the turn (and there was no caution to allow it to unlap itself for free), it is retired from the race. In addition, if the race leader changed since the "turn leader" token was awarded, an additional one is awarded to the new leader. Players are then given the opportunity to discard any unwanted cards they have left in their hand, before being refilled to their full hand (Note that everyone will still receive the full complement of cards, even if one or more of their cars has been retired). Then the next round begins, with the first player being the owner of the currently leading car.
If a car starts its turn in the pit lane (ie it just pitted and there was no caution), it ignores everything on the next card used on it except for that card's "in-pit" movement value. The car will always use solo movement with the number of movement points given to it, and its first movement
must
be to leave the pit lane.After the leading car completes its third lap, it wins the race. The game ends at the end of that turn, immediately before an event card would be drawn. The winning car earns 46 points. Second place earns 42, third place 41, and every place after one point less than that. Cars that retired still score points, with cars that retired later being given the higher position. Bonus points for turn leader tokens are awarded, and the winner is the player whose cars earned the highest total score.
Axxle | Position | Turns Led | Activated | Wear |
---|---|---|---|---|
Pink #5 | 1st | 1 | NO | 1 (Tires) |
Pink #20 | 9th | 0 | YES | 1 (Suspension) |
Pink #23 | 10th | 0 | YES | 1 (Suspension) |
Aronis | Position | Turns Led | Activated | Wear |
Blue #4 | 6th | 0 | YES | 2 (SUSPENSION, Tires) |
Blue #9 | 11th | 0 | NO | 1 (Tires) |
Blue #12 | 12th | 0 | YES | 1 (Suspension) |
RedCoyote | Position | Turns Led | Activated | Wear |
Red #25 | 3rd | 0 | YES | 2 (Fuel, Fuel) |
Red #29 | 8th | 0 | NO | 0 |
Red #41 | 7th | 0 | YES | 2 (Fuel, Fuel) |
pirate mollie | Position | Turns Led | Activated | Wear |
Green #1 | 13th | 0 | NO | 1 (Fuel) |
Green #3 | 4th | 0 | NO | 0 |
Green #7 | 14th | 0 | YES | 1 (Fuel) |
StrangerCoug | Position | Turns Led | Activated | Wear |
Purple #2 | 2nd | 0 | NO | 0 |
Purple #6 | 5th | 0 | YES | 2 (Tires, Tires) |
Purple #10 | 15th | 0 | NO | 1 (Tires) |