The game is played through a number of rounds until a player has crossed the finish line after the final lap. The number of laps is dependent on the track (printed on the board)
Each round consists of all players taking their turn, which will consist of:
Each player will take turns, in car order (1st car plays 1st), revealing and moving their cars and optionally/situationally taking actions 4-8.
Activate any symbols you have access to in any order. You might have access to symbols from your current gear or adrenaline.
This only applies if you end your move next to, or behind, another car. This is optional.
This only applies if you crossed through a corner this round.
When the 1st player crosses the finish line after the indicated (on the board) number of laps, this will trigger the end game phase.
With this module, each player will select custom upgrades instead of the 3 starting upgrade cards.
Name | Description |
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4 Wheel Drive | These are high speed, but also have a "+" that is resolved like stress cards. |
Body | These cards allow you to discard stress cards. |
Brakes | These cards give you a choice of speeds to use. |
Cooling System | These cards have cooldowns on them. |
Fuel | These are the super fuel "illegal" cards. |
R.P.M. | These will help you slipstream and most effective in corners. |
Tires | These cards allow you to go faster around corners or get a lot of cooldown. |
Turbocharger | These are the highest value cards, but require you to pay heat. |
Wings | These cards help you drive faster in corners, but require heat. |
Symbol | Description |
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Move # heat cards from your engine and place them in your discard pile. If you cannot pay the heat for this, discard the card and play a random speed card instead. | |
Take # cards from your draw deck and put them face up in your discard pile. | |
If you cross a corner this turn, your speed is adjusted by #. "+" means you move faster, "-" means you must move slower. | |
Take up to # heat cards from your hand and return them to your engine. | |
If you choose to slipstream, you may add # to the normal 2 spaces. | |
You may immediately discard # stress cards from your hand to your discard pile. | |
You may place this card back on top of your draw deck at the end of the react step. | |
You may look through your discard pile and choose up to # cards to shuffle into your draw deck. | |
You may play this card from your hand. If you do, it applies as if you played it normally, including speed and mandatory/optional icons. | |
You may increase your speed by 1 for every card flipped this turn (from upgrades, stress, and boost). If you do, you must increase it for all the flipped cards. |
Legends are automated drivers you compete against in either solo mode or as additional opponents.
You can add weather and road conditions to any track.
Symbol | Description |
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Adjust the speed limit by the given number, + or -. | |
If your speed is higher than the speed limit, you take 1 additional heat. | |
If you slipstream, you may add 1 extra space to the usual 2. Your car must be in this sector before you slipstream. | |
Do not pay heat to boost in this sector (still max of 1 boost per turn). Your car must be in this sector when you boost. | |
The weather effect on the weather token applies to this sector. | |
(setup) Shuffle 1 extra stress card into your deck. If it is a -1, remove 1 stress from your deck. | |
(setup) Place 1 extra heat into your engine. If it is a -1, remove 1 heat from your engine. | |
(setup) Shuffle 3 of your heat cards into your draw deck. | |
(setup) Place 3 of your heat cards into your discard pile. | |
(weather) If you choose to slipstream, you may add 2 extra spaces to the usual 2 spaces. Your car must be located in this sector before you slipstream. | |
(weather) You cannot start slipstreaming from this sector, but you may slipstream into it. | |
(weather) +1 cooldown in this sector during the react step. | |
(weather) No cooldown allowed in this sector during the react step. |
Credit: | Jay Deiman |
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Version: | 2.1 |