RulesPal
Chat
Rulebook
FormulaGP thumbnail

FormulaGP

FormulaGP Rulebook

Table of Contents

Table of Contents

  • 1. About the Game
    • 1.1 About This Rulebook
    • 1.2 Race Stewards
    • 1.3 Abbreviations and Definitions
  • 2. Game Components
    • 2.1 Track Tiles
      • 2.1.1 Racing Lanes
      • 2.1.2 Spaces
      • 2.1.3 Walls
      • 2.1.4 Pit Box Tiles
    • 2.2 Components
  • 3. Game Setup
    • 3.1 Track Setup
    • 3.2 Race Control Panel
    • 3.3 [ADV] Weather Procedures
    • 3.4 Game Cards
    • 3.5 Other Components
  • 4. Game Mechanics
    • 4.1 Cards
    • 4.2 Card Management
      • 4.2.1 Card Handling
      • 4.2.2 Secondary Functions
    • 4.3 Action Cards
      • 4.3.1 Movement Card
      • 4.3.2 Tyre Wear Cards
      • 4.3.3 Option Cards
      • 4.3.4 Draw Failure Cards
    • 4.4 Event Cards
    • 4.5 Risk Cards
  • 5. Pre-Race Preparations
    • 5.1 Player Setup
      • 5.1.1 Player Board
      • 5.1.2 Driver Card
      • 5.1.3 Define Tyre and Pit Stop Strategies
  • 6. Qualifying
    • 6.1 General Rules
    • 6.2 Qualifying Procedures
  • 7. Gameplay
    • 7.1 Game Round Overview
    • 7.2 Race Start
      • 7.2.1 First Game Round
      • 7.2.2 Second Game Round
      • 7.2.3 Race Start Summary
    • 7.3 New Game Rounds
      • 7.3.1 Draw Phase
      • 7.3.2 Determine Player's Turn Sequence
      • 7.3.3 Movement Phase
        • 7.3.3.1 Play Cards
        • 7.3.3.2 Move Your Car
        • 7.3.3.3 Extend or Reduce Your Move
  • 8. Movement Rules
    • 8.1 Speed and Distance
    • 8.2 Reducing and Extending Movement
      • 8.2.1 Reduce Movement
      • 8.2.2 Extend Movement
    • 8.3 Changing the Racing Lane
      • 8.3.1 Changing Lanes into an Occupied Space / Pushing Cars
    • 8.4 Speed Limits
      • 8.4.1 No Paired Cards
      • 8.4.2 [ADV] Speed Limits – Card Colour
    • 8.5 Slipstream Spaces
  • 9. Overtaking
    • 9.1 Overtaking Without a Battle
    • 9.2 Preparing to Battle
    • 9.3 Battle Procedures
    • 9.4 Battle Results
      • 9.4.1 The Attacker has More LEDs
      • 9.4.2 The Defender has More LEDs
      • 9.4.3 The Battle Ends in a Tie
    • 9.5 Wheel-to-Wheel Battle
  • 10. Tyre Management
    • 10.1 Tyre Wear
    • 10.2 [ADV] Wet Tyres
      • 10.2.1 [ADV] Wrong Tyres for the Track Conditions
  • 11. Pit Stops
    • 11.1 Entering the Pits
    • 11.2 Pit Stop Procedures
      • 11.2.1 Repairing Damage and Failures
      • 11.2.2 Racing With a Teammate
    • 11.3 Leaving the Pits
    • 11.4 [ADV] Late Pit Bonus
  • 12. Race Finish
    • 12.1 Crossing the Finish Line
    • 12.2 Determining the Winner
      • 12.2.1 Apply Penalties
      • 12.2.2 Determining Final Race Results
  • 13. Race Events
    • 13.1 [ADV] Weather Changes During the Race
      • 13.1.1 [ADV] Weather Change Procedure
    • 13.2 Hazard Checks – Yellow and Red Dice
    • 13.3 Driver Stress
    • 13.4 Losing Control of the Car
      • 13.4.1 Counter-steer
      • 13.4.2 Spins
      • 13.4.3 Off Track
      • 13.4.4 Hitting a Wall
      • 13.4.5 Rejoining the Race
    • 13.5 Collisions
  • 14. Championship
    • 14.1 Setup
    • 14.2 Championship Points
    • 14.3 Drivers' Championship
    • 14.4 Constructors' Championship
  • 15. Optional Rules
    • 15.1 Player Turn Sequence (Determined by Momentum)
    • 15.2 Street Circuits
    • 15.3 Qualifying Based on a Die Roll
    • 15.4 Race Start
    • 15.5 Medium Tyre Wear Placement
    • 15.6 Counter-steer
    • 15.7 Battle
      • 15.7.1 OT Management
      • 15.7.2 Defending Position
    • 15.8 Photo Finish
      • 15.8.1 Photo Finish Procedure
  • 16. Support for People with Colour Blindness
    • 16.1 White Die Results
    • 16.2 Gear Tokens
    • 16.3 Arrow Colours
    • 16.4 Action Cards
    • 16.5 Team Colours
  • 17. Formula GP Championship Table
  • 18. Racetracks
    • 18.1 Track Design Guidelines
    • 18.2 Example Tracks
  • BOT Rules
    • BOT 1. Playing With BOT Cars
      • BOT 1.1 About This Rulebook
      • BOT 1.2 BOT Components
      • BOT 1.3 Pro BOT Setup
      • BOT 1.3.1 Define Tyre Strategy
      • BOT 1.3.2 Set Pit Stop Strategy
      • BOT 1.4 Rookie BOT Setup
        • BOT 1.4.1 Rookie BOT Control Card
      • BOT 1.5 Qualifying
        • BOT 1.5.1 Pro BOT Qualifying
        • BOT 1.5.2 Rookie BOT Qualifying

1. About the Game

Formula GP is a card-driven racing board game for 1 to 6 players. The goal of the game is to win the race by crossing the finish line first. Average play time is 60 minutes for a Standard race (16 game rounds) and 90 minutes for an Advanced race (24 game rounds).

New players should start with the Sprint Race rules found in the Sprint Race rulebook. The Sprint Race is a simplified version of the game that will introduce you to the basic rules.

BOT cars can expand the field in both multi-player and solo games. There are two types of BOT cars:

  • Rookie BOTs – Slower cars, simple to manage.
  • Pro BOTs – Faster cars, more challenging to manage.

For any situation involving the use of BOTs, refer to the BOT rulebook (see the "BOT Rules" section below).

1.1 About This Rulebook

This book, the Core Rulebook, includes all Standard and Advanced rules for the game.

We suggest using the Standard rules for your first game. Advanced rules are marked with a different background colour so they are easy to skip. As you become more experienced, try adding Advanced rules for increased realism. Advanced rules are marked with [ADV] and a red background.

Yellow boxes highlight explanations of racing terms to describe how some elements fit into the game design.

1.2 Race Stewards

  • No rulebook can cover every possible circumstance and at some point you will find a situation that is not explicitly covered in the rules. In real life racing, race stewards interpret the rules and make a decision. In FormulaGP, all players are race stewards and should discuss and agree on an outcome together.
  • Some cards have effects that modify the rules of the game. In this case, the effect on the card takes precedence over the rules.

1.3 Abbreviations and Definitions

  • DRS - Drag Reduction System - A flap on the rear wing that can be opened in certain sections of the track to reduce drag and allow a car to more easily overtake their opponent.
  • ERS - Energy Recovery System - A system that converts forward speed into electrical energy that is stored in a battery. That energy can be deployed to provide additional speed later in the race.
  • LED - Light Emitting Diode - Small light dots used throughout the cockpit of a race car to indicate car functions and situations to the driver.
  • MP - Movement Point.
  • OT - Overtake - A representation of the momentum a car has when the driver is trying to overtake an opponent.

2. Game Components

Build a racetrack using track tiles. Use the examples provided in Section 18 at the back of the rulebook, or design your own track following the guidelines in that section.

2.1 Track Tiles

  • The track is made up of a series of 'puzzle' components called track tiles. The interlocking seam defines the track tiles.
  • Track tiles are either straight or curved.
    • Straight track tiles can be identified by:
      • Any tile without a bend (the left and right edges of the track tile are the same length), or
      • Any tile with a Slipstream space, whether it is straight or slightly curved.
      • Before the race, players may agree to treat certain curved track tiles as straights. Mark those tiles with an 8th Gear token.
    • A corner is one or more curved track tiles that change the direction of the track.

Track tile icons:

  • The gear used when starting from this track tile.
  • Paired cards cannot be played from this track tile.
  • This track tile does not require a movement point (narrow tiles used for spacing, which are also marked with banners, or tiles with track features, including the finish line and DRS zones).
  • 'Tricky corner' on this track tile.
  • Slipstream space, +2 OT bonus.
  • [ADV] The gear used, and movement through this track tile, is limited to Red and Green cards.
  • [ADV] The gear used, and movement through this track tile, is limited to Green cards.

2.1.1 Racing Lanes

  • Each track tile has four lanes.
  • Most lanes have pavement or red and white kerbs (lane 1). Kerbs are part of the racing surface.
  • Some lanes have grass, paint or an advertisement, and are considered off-track (lane 4). The outside edge of the track tile might be seats, barriers, or grass, but never a racing lane.
  • Racing lanes on a track tile might have a different number of spaces, which represent more or less efficient paths through the track tile.

2.1.2 Spaces

  • The basic unit of movement is the space in a racing lane, identified by a white outline.
    • When counting movement, ignore track tiles marked with this icon.
  • Only one car can occupy a space at a time. The exception is a Slipstream Space (Section 8.5).
  • The outside lane of some corners is a single space (red and white kerbs). If the lane is not broken by a white outline, it is considered a single space.
    • Lane a is broken by a white outline and is 2 spaces. Lanes b and c are not broken by a white outline and are each a single space.
  • There are also wider spaces called double lane spaces that allow a choice of lanes when moving into the next space (Section 8.3).

2.1.3 Walls

  • Most track tiles have grass or a gravel trap along the edges, but some tiles have walls.
  • Cars that go off track on these tiles will collide with the wall (Section 13.4.4) and take damage (Section 13.6).

2.1.4 Pit Box Tiles

  • Each player (and Pro BOT) will have a Pit Box tile that is placed in pit lane during track setup.
  • If you are playing with teammates, the two cars will share a Pit Box tile (Section 14.4).

2.2 Components

  • 10x Player Control Boards
  • 1x Race Control Panel
  • 30x EVENT cards
  • 30x RISK cards
  • 20x INFO cards
  • 16x DAMAGE cards
  • 16x FAILURE cards
  • 30x TEAM RADIO cards [ADV]
  • 5x WEATHER cards [ADV]
  • 20x DRIVER cards
  • 20x CHAMPIONS cards
  • 6x decks of ACTION cards (45 cards each):
    • 12x GREEN Movement cards
    • 10x RED Movement cards
    • 4x BLUE Movement cards
    • 4x ORANGE Movement cards
    • 8x Tyre Wear cards
    • 6x Option cards
    • 1x Draw Failure card
  • 10x SPRINT TEAM cards
  • 3x Dice
  • 10x Car markers + standees
  • 1x Safety Car marker + standee

Game Tokens:

  • 2x Chequered Flag
  • 4x Yellow/Green Flag
  • 6x Blue Flag
  • 6x Penalty / Black and White Flag
  • 2x Safety Car
  • 10x Wheel-to-Wheel
  • 6x Damage
  • 6x Failure
  • 4x Cold Tyres
  • 1x Groundhog [optional]
  • 2x Gravel
  • 2x Weather [ADV]
  • 42x Gear Markers [ADV]
  • 8x Fresh Tyres [ADV]
  • 4x Tricky Corner/Card Limit
  • 2x Debris [ADV]
  • 2x Oil [ADV]
  • 6x Standing Water [ADV]

Player Tokens:

  • 6x ERS indicator
  • 6x OT indicator
  • 6x White Parameter
  • 6x Yellow Parameter
  • 6x Red Parameter
  • 8x Stress
  • 8x Tyre Wear
  • 10x Soft Tyres
  • 10x Medium Tyres
  • 10x Hard Tyres
  • 10x Wet Tyres [ADV]
  • 8x Focus Bonus/Race Leader

BOT Cars / Solo Mode Components (refer to the BOT Rules section):

  • 1x Rookie BOT Control card
  • 20x Pro BOT Control cards
  • 10x BOT Pit tokens
  • 2x Pit Check token
  • 14x STRATEGY cards
  • 30x TACTICS cards
  • 30x BATTLE cards

3. Game Setup

For the first game, it is recommended to play a Standard Race. Advanced Rules can be added once players are more experienced.

Standard Race:

  • Weather: Not used
  • Team Radio Cards: Not used
  • Advanced Gear & Speed Limits: Not used
  • Battle Rules: Limited
  • Hazards & Race Events: Limited

3.1 Track Setup

  • Build the circuit using the 'puzzle' components.
  • Shuffle the Pit Box tiles and place them in pit lane randomly.
  • Place each car in its designated pit box.
  • Place the Safety Car miniature in pit lane on the marked spot.
  • [ADV] Place Gear Markers according to the track setup plan. Pay attention to the proper colour for the speed limit.

3.2 Race Control Panel

Set the following tokens on the panel as shown:

a) Roll the white die to select the side of the control panel based on the result colour (green or red) and place the Race Control Panel near the racetrack.

b) Place the Chequered Flag token on the Weather Radar. Place the token on the 9th space for a Standard race. [ADV] Place the token on the 1st space for an Advanced race.

c) Place one Yellow Flag token on Race Control as shown. Place the second Yellow Flag token and the two Green Flag tokens next to the Race Control Panel.

d) Place the Safety Car token as shown.

e) Place the Cold Tyres tokens near the pit exit.

f) [ADV] Select 1 Fresh Tyres token for each player. Place 1 token on the marked space of the Weather Radar. Place the other tokens next to the Race Control Panel.

g) [ADV] Shuffle the WEATHER cards, draw one, and place it on the marked spot. This card will forecast the weather for the race. Refer to the weather procedures in Section 3.3.

h) [ADV] Place the Weather token as determined by the weather procedures in Section 3.3.

i) [ADV] Place the Standing Water tokens either on the track as required or with the other markers, as determined by the weather procedures in Section 3.3.

Refer to the BOT RULES rulebook when playing with BOT cars.

3.3 [ADV] Weather Procedures

Shuffle the WEATHER cards, draw one, and place it on the Race Control Panel in the marked spot g. This card will forecast the weather for the race and will be one of the following:

  • Sunny
    • No weather changes during the race.
    • Weather and Standing Water tokens will not be used in this race.
    • Before the start of the race, roll the WHITE die to determine the track temperature on race day. The result depends on the card description and may indicate one of the following conditions:
      • Normal
      • Hot: Increase tyre wear +1 for Soft and Medium tyres
      • Extreme: Increase tyre wear +2 for Soft and Medium tyres
  • Cloudy
    • Rain is possible during the race.
    • Roll the WHITE die (result = 1) and multiply the WHITE die result by 4.
    • Place the Weather token on that space of the Weather Radar.
    • Flip the Weather token to the side with the 'WHITE die' icon. This will be the game round when there is a chance for rain (Section 13.1).
  • Rainy
    • The race starts in the rain, but there is a chance the rain will stop during the race (Section 13.1).
    • Wet tyres are recommended but not required.
    • Rules for using Wet tyres are found in Section 10.2.
    • Roll the WHITE die (result = 1).
    • Pick that number of Standing Water tokens and set them aside.

3.4 Game Cards

  • Shuffle each stack of cards and set them near the racetrack. Leave room for discard piles.
    • EVENT cards
      • Remove cards marked with the blue banner icon (three dots) for a Standard game.
    • RISK cards
      • Remove cards marked with the red banner icon (three dots) for a Standard game.
    • DAMAGE cards
    • FAILURE cards
    • DRIVER cards
    • [ADV] TEAM RADIO cards

3.5 Other Components

  • Place the WHITE, YELLOW, and RED dice near the racetrack.
  • Place the game tokens near the racetrack:
    • Yellow / Green Flag tokens
    • Blue Flag tokens
    • Penalty tokens
    • Wheel-to-Wheel tokens
    • Damage tokens
    • Failure tokens
    • Gravel tokens
    • [ADV] Debris tokens
    • [ADV] Oil tokens
    • [ADV] Standing Water tokens (when the weather is Cloudy)

4. Game Mechanics

4.1 Cards

  • Each player has an individual deck of ACTION cards.
  • Each deck of cards below is used by all players.
  • Card decks: EVENT cards, RISK cards, DAMAGE cards, FAILURE cards, [ADV] TEAM RADIO cards.

4.2 Card Management

  • Each card deck is shuffled at the beginning of the game and placed near the game board or player board.
  • Most cards will be discarded after they are used so each deck of cards will need space for a discard pile.
    • You cannot look through the discard piles and will have to rely on your memory.
  • When all the cards of a deck have been used, the cards in that discard pile will be reshuffled.

4.2.1 Card Handling

Cards can be handled in the following ways:

  • Drawing a card – A card is taken from the top of the deck and added to the player's hand (Section 7.3.1).
  • Returning a card to the deck – A card is returned to the bottom of the draw deck and will be drawn again later (determined by the ERS charge).
  • Reshuffling – The deck of cards is reshuffled. If this is the result of a card effect, do not include the discard pile in the reshuffle.
  • Playing a card – A card is placed on the table and the primary effects of the card are then resolved. The card will be discarded when the effects are resolved.
  • Spending a card – The card is exchanged for another asset without resolving its primary effect. For example, the Secondary Function that allows a player to spend two cards and charge ERS +1 point. The card is discarded after it is spent.
  • Holding a card – ACTION cards are held in the player's hand, while other cards, such as EVENT cards, are placed face down on the table until they are used.
  • Resolving a card – All the traits and effects of the card are carried out, which could include multiple additional steps.
  • Discarding a card – A card is placed on the discard pile, either after using the card's traits or effects, or without using any of the card's traits or effects.
  • Removing a card – A card is removed from the game. Set it aside and do not place it in the discard pile.

4.2.2 Secondary Functions

  • ACTION cards and EVENT cards include secondary functions in the upper right corner.
  • The secondary function allows you to spend cards in your hand for a benefit.
  • Using a secondary function is a free action and does not take up your movement action for the turn.
  • When a card is spent to activate a secondary function, the card must be discarded and cannot be used for any other action.
  • Some secondary functions are activated by spending a single card:
    • Spend this card to save the car from spinning. The car will move one racing lane, which might cause it to go off track! (Section 13.4.1).
    • Spend this card to add +1 OT point; this OT point cannot exceed the maximum OT of the car.
    • Spend this card to Brake! Increase tyre wear +1 point and decrease movement -1 point (Section 8.9).
  • Some secondary functions require you to spend two cards to receive the benefit (marked with 2x). The two cards can be different types, as long as the secondary function icons match:
    • Spend 2 cards and charge +1 ERS.
    • Spend 2 cards and regain 1 tyre wear point.
    • Spend 2 cards and regain any 1 parameter token.
    • Spend 2 cards for +1 Movement Point.
  • For example, a single ORANGE ACTION card can add +1 OT (overtake) point.
  • For example, a GREEN ACTION card and an EVENT card can be combined to restore a parameter token.

4.3 Action Cards

  • Each player has an individual deck of ACTION cards.
  • There are four types of ACTION cards in each deck:
    • a) Movement cards
    • b) Option cards
    • c) Tyre Wear cards
    • d) Draw Failure card
  • Movement cards are used to determine movement points (Section 8.1) and are also used for battles (Section 9.3).
  • Tyre Wear cards result in increased tyre wear when played but allow you to adjust your movement in certain situations (Section 4.3.2).
  • Option cards allow you to draw an EVENT card (Section 4.4), or swap a TEAM RADIO card (Section 4.9), or help in a battle (Section 9.3).
  • The Draw Failure card requires you to draw a FAILURE card. The reverse side of this card is marked with a yellow band so all players know the card has been drawn (Section 4.3.4).

4.3.1 Movement Card

Card anatomy: a) Primary card functions; b) Secondary card functions (see Section 4.2.2); c) Card option; d) Battle skill; e) Speed of the card [Sprint game mode only].

  • a) Primary card functions – The primary functions of the card include the card colour and icons that describe how you can move your car.
  • The colour of the card is an indication of your pace, which indicates how hard you are pushing your car:
    • A GREEN card represents conservative driving. You won't travel as far, but it is easier on your tyres (you are able to change lanes without tyre wear) and you can decrease driver stress.
    • A RED card represents hard driving. You travel farther, but you are putting more stress on your tyres (changing lanes causes tyre wear).
    • A BLUE card represents using the energy stored in the ERS to increase your speed. You will go the farthest with this card, but you must spend 1 ERS charge and you cannot change lanes.
    • The ORANGE card is wild and can be played as either a GREEN or RED Movement card. Changing lanes while using an ORANGE card causes tyre wear, even when it is played as a GREEN card.
  • Your car's speed is the pace of the card colour combined with the indicated gear on your track tile and your tyre bonus to determine the base movement points you have for your turn (Section 8.1).
  • Card icons (primary functions):
    • When changing racing lanes, spend 1 movement point and increase tyre wear 1 point.
    • Racing lane change is NOT possible.
    • Playing this card requires spending 1 ERS charge.
    • Decrease stress level by 1 when this card is played (only when playing a single green card).
  • b) Secondary card functions – Refer to Section 4.2.2.
  • c) Card option – If you need to push your car a little harder, but do not have the card colour you want, you can play a second card of the same colour for an increased benefit. These pairings can be used for movement or battle.

4.3.2 Tyre Wear Cards

  • Tyre Wear cards take effect only when they are played.
  • Tyre Wear cards cannot be discarded from your hand, except during a pit stop (Section 11.2), during a Safety Car phase (Section 13.9), or when the tyres are worn out (Section 10.1).
  • When a Tyre Wear card is played you must:
    • Play this card from your hand and increase tyre wear +1 point, or
    • If you ended your movement on a curved track tile, you may extend your movement by +1.
  • Tyre Wear cards can only extend your movement after your initial movement is complete (Section 8.2).
  • The secondary function of the Tyre Wear card allows braking (Section 8.9), which increases tyre wear +1 point to decrease movement -1 point (Section 8.2.1).
  • You can play more than one Tyre Wear card in the same game turn.
  • Tyre Wear card icons:
    • Card option: This card cannot be discarded during normal game play (it may be discarded only after being played or in certain situations).
    • Battle skill: This card can be used for your primary attack or defense as a single card, or can supplement a GREEN, RED, ORANGE or BLUE card. You can play multiple Tyre cards but each increases tyre wear +1 point.
    • The number of LEDs the card is worth in a battle is shown on the card.

4.3.3 Option Cards

  • You can only play an Option card for its primary function before starting your movement.
  • When you play the Option card you must draw either an EVENT card or a TEAM RADIO card from the appropriate deck. Place the Option card in the discard pile after it is played.
  • The Option card can increase the LEDs of your attack or defense, but cannot be used as a primary attack card.
  • Option card icons:
    • a) Primary card functions: Draw an EVENT card when this card is played (Section 4.4). Draw and swap a TEAM RADIO card when this card is played (Section 4.9).
    • b) Secondary card functions: Refer to Section 4.2.2.
    • c) Card option: Card can be held and used later.
    • d) Battle skill: This card cannot be used as a primary card to initiate a battle; this card can supplement a GREEN, RED, or BLUE card. The number of LEDs the card is worth in a battle is shown on the card.
  • Card description: Describes details of specific events and actions to be followed by a player.
  • Game mode indicator:
    • These cards are used for all races.
    • These cards are used for Standard and Advanced races.
    • [ADV] These cards are used only for Advanced races.

4.3.4 Draw Failure Cards

  • When a Draw Failure card is played, draw a FAILURE card from the deck. If your car suffers a system failure follow the instructions on the card (Section 13.7).
  • The Draw Failure card cannot be returned to the bottom of the ACTION card deck.
  • The player cannot keep a Draw Failure card in their hand and must play it at the start of the movement phase on the turn the card is drawn. Place the Draw Failure card in the discard pile after it is played.
  • Card should be played immediately; if it can be proven the player did not play the card immediately, the player will receive a Penalty token (or two) for each penalty icon on the card (Section 13.12).
  • Draw a FAILURE card when this card is played.
  • This card cannot be discarded during game play (it is only discarded after drawing a FAILURE card).

4.4 Event Cards

  • EVENT cards are random events that can occur during the race – some are positive and some are negative.
  • EVENT cards generally represent events that occur beyond the cockpit. These could be from your team, other competitors, or the weather. Some EVENT cards represent the driver's good fortune.
  • An EVENT card is drawn when a player plays the Option ACTION card.
  • EVENT cards marked with a 'can be held' icon can be held by the player for later use.
  • EVENT cards are not part of the player's hand and do not count against the player's hand limit.
  • Card description: Describes details of specific events and actions to be followed by a player.
  • To manage the Driver Stress follow Section 13.3.
  • Refer to Section 5.1.2 to set up the card.
  • Cards marked with a should be applied immediately icon can be held by the player; however, if another player can prove the card should have been played but wasn't (for example, the player had only 1 card at the time and used it later), the player will receive the number of Penalty tokens indicated by the icons (Section 13.12).
  • The red Penalty icon means the card should be played before the end of the race. If it is in the player's hand at the end of the race, the player will receive a Penalty token.
  • EVENT cards can be played at the beginning or end of the player's turn.
  • Remove any EVENT cards that don't fit the selected game mode.
  • Refer to a specific INFO card for more information.
  • Refer to Weather procedures (Section 3.3).
  • Yellow Flag token required, refer to Yellow Flag procedures (Section 13.8).
  • Gravel token required, refer to specific INFO card or Gravel token procedure (Section 13.13.1).
  • Debris token required, refer to specific INFO card or Debris token procedure (Section 13.13.2).

4.5 Risk Cards

  • RISK cards are mostly negative events that are triggered by something the driver has done on track.
  • RISK cards are the result of something a driver has done on track. Most RISK cards affect only the driver, but some affect everyone.
  • A RISK card is drawn when a YELLOW or RED die roll result is a RISK icon (Section 4.11).
  • RISK cards must be played immediately.
  • Remove any RISK cards that don't fit the selected game mode.
  • Card description: Describes details of specific risk and actions to be followed by a player.

4.6 Damage Cards

  • When your car is damaged, draw a DAMAGE card from the deck. If your car suffers damage place the DAMAGE card near the Player Board, unless the instructions say otherwise (Section 13.6).
  • The card may also instruct you to place a Damage token on the Player Board.
  • You will suffer the consequences of the DAMAGE card until the damage is repaired during a pit stop.
  • When the damage is repaired, the DAMAGE card is placed in the discard pile.

4.7 Failure Cards

  • FAILURE cards describe random mechanical failures your car can suffer.
  • When a Draw Failure card is played, draw a FAILURE card from the deck. If your car suffers a system failure place the FAILURE card near the Player Board, unless the instructions say otherwise (Section 13.7).
  • The card may also instruct you to place a Failure token on the Player Board.
  • The FAILURE card will remain near the Player Board and you will suffer the consequences of the failure until the damage is repaired during a pit stop (Section 11.2.1), or the player corrects the failure with a Quick Repair (Section 13.7.1).
  • The cost to execute a Quick Repair is indicated on the FAILURE card (Section 13.7.1).
  • When the failure is repaired, the FAILURE card is returned to the discard pile.

4.8 Driver Cards

  • The DRIVER card represents the driver's special skills and stress level.
  • Driver Skills are traits that give you an advantage during battles.
  • Use the special driver skill when applicable, once per game round, as described on the card.
  • The Stress token starts on the middle space. Move the Stress token to the right when the driver's stress level is increased, or to the left when the driver's stress level is decreased.

4.9 [ADV] Team Radio Cards

  • TEAM RADIO cards are engineering tradeoffs that give you a benefit if you pay the price.
  • Card name and card description are shown on each card.
  • You cannot play cards in pairs when resolving this card.
  • Each player can have one TEAM RADIO card at a time.
  • Before the start of the race each player draws 2 TEAM RADIO cards, chooses 1, then discards the other.
  • You can hold on to a TEAM RADIO card for as long as you like, using it once per turn, when applicable.
  • You can change your TEAM RADIO card for free during a pit stop (Section 11.2).
  • You can replace your TEAM RADIO card by playing an Option card. There are two ways to choose the new card:
    • Draw the top card from the discard pile. Swap the card you are discarding with the card on the pile.
    • Draw the top two cards from the TEAM RADIO deck. Keep one and place the other cards face up on the discard pile, or keep your existing card and place the two new cards face up on the discard pile.

4.10 ERS – Energy Recovery System

  • ERS is the Energy Recovery System, which is a part of the hybrid power unit. Forward speed is converted into electrical energy and stored in a battery. This energy can be deployed later in the race to provide additional speed.
  • The ERS charge increases your hand limit with an extra card for each LED next to the space your ERS token is currently on (Section 7.3.1).
  • The ERS charge allows you to return ACTION cards to the bottom of the deck during the drawing phase (Section 7.3.1).
  • You must spend an ERS charge when playing a BLUE card. You cannot charge your ERS by reducing your movement this turn (Section 8.2).
  • An ERS charge can be spent to extend your move by +1 movement point, but only from a straight track tile (Section 8.2).
  • An ERS charge can be spent during a battle to increase your LEDs (Section 9.3).

4.11 Die Roll Results

4.11.1 WHITE Die

  • The WHITE Die has a number of functions in the game.
  • The faces of the die are numbered so it can be used as a standard six-sided die.
    • The number '1' has been replaced with 0 (zero), depending on the situation.
  • Each side of the die also includes either a green or red face and direction button:
    • A side with a green face is a Green result. The button is on the right, indicating movement to the right.
    • A side with a red face is a Red result. The button is on the left, indicating movement to the left.
  • The green and red faces can also be used for Yes/No decisions. Green equals 'Yes' and Red equals 'No'.

4.11.2 YELLOW Die

  • The YELLOW die has the following possible results:
    • Stress increases +1 (Section 13.3)
    • Tyre Wear increases +1 (Section 10.1)
    • Draw a RISK card (Section 4.5)
  • If a YELLOW die roll is required, it is rolled and its effects are resolved at the end of the driver's movement.
  • EXCEPTION: When you played cards in a pair for movement, roll the YELLOW die and resolve its effects immediately in the following situations:
    • Before entering pit lane (Section 11.1), or
    • Before starting a battle (Section 9.2)

4.11.3 RED Die

  • The RED die has the following possible results:
    • Tyre Wear increases +1 (Section 10.1)
    • Draw a RISK card (Section 4.5)
    • Loss of control (Section 13.4)
  • If a RED die roll is required, it is rolled and its effects are resolved at the end of the driver's movement.
  • EXCEPTION: Roll the RED die and resolve its effects immediately in the following situations:
    • Before entering pit lane (Section 11.1), or
    • Before starting a battle (Section 9.2)
  • If a RED die roll is required more than once during a turn for the same type of event, such as exceeding the speed limit through two or more corners in a single movement, do not roll the RED die for each. Instead, roll a RED die for the first event, then roll a YELLOW die for each additional event.

4.12 Car Parameters

  • Each car has 3 Parameter tokens that can be used at any time.
  • Spend Parameter tokens for these benefits:
    • White: Discard any number of cards from your hand, (except FAILURE/DAMAGE and Tyre Wear cards) and then draw cards up to your current hand limit. Follow the normal card drawing procedures (Section 7.3.1).
    • Yellow: Charge the ERS by +1 point.
    • Red: Charge OT by +1 point. This point can increase your OT beyond the car's OT limit.
  • Car Parameter tokens can be restored using card secondary functions (Section 4.2.2).

4.13 Car Characteristics

  • Each car has a unique characteristic that allows you to extend your move by +1 point. This characteristic is on the Player Board and may be used once per turn.
  • The Car Characteristic represents a special design trait that gives you a unique advantage over other cars.

5. Pre-Race Preparations

5.1 Player Setup

5.1.1 Player Board

  • Select your team by choosing a Player Board and car miniature or token.
  • Shuffle your car's ACTION deck and place it near your Player Board.
  • [ADV] TEAM RADIO cards will be selected before the start of the race (Section 7.2).
  • Each Player Board has two sides, which allows players to use an alternate car setup with different movement point values. Select one side now and use it for the rest of the game.

5.1.2 Driver Card

  • Select one Driver from the DRIVER deck or the CHAMPIONS deck and place it next to your Player Board.
  • Place a Focus Bonus token on the first stress space of the DRIVER card.
  • Place a Stress token on the middle stress space of the DRIVER card.

5.1.3 Define Tyre and Pit Stop Strategies

  • Players pick their starting tyre type when they set up their player board. The remaining available tyre types can be placed on their team's Pit Box tile.
  • Place the following tokens on your Player Board as described and shown below:
    • a) OT indicator on the 'OT' space.
    • b) ERS indicator on the maximum ERS charge.
    • c) Tyre Bonus token on the Tyre space with the highest value, selected side facing up (Section 5.1.3).
    • d) Parameter tokens on the matching dials.
    • e) Corresponding Tyre Wear marker on the matching Tyre type space:
      • Soft / Medium tyres
      • Hard tyres
      • Wet tyres
  • Soft tyres provide a bigger tyre bonus but are less durable. Hard tyres have a smaller tyre bonus but are the most durable. Medium tyres are a compromise between the tyre bonus and durability.
  • During a pit stop, players can choose which tyre type to put on their car.
  • [ADV] During an Advanced race, it is mandatory to use at least two types of tyres during a dry race.
    • A car that does not use at least two tyre types (for example, soft and medium) during an Advanced race is automatically disqualified and classified in last position.
    • If an Advanced race starts with Wet weather conditions or changes to Wet conditions at any point, the two tyre type requirement no longer applies. In this case, a driver may complete the race using only one tyre type and would not be disqualified.

6. Qualifying

6.1 General Rules

  • The starting order is set after each driver determines their qualifying score.
  • All players simultaneously draw new cards into their hands. This is 4 cards plus additional bonus cards equal to the number of LEDs next to the player's current ERS level, with the option to return and replace some of the drawn cards (Section 7.3.1).
  • These cards will be used for the qualifying session but also in the first round of the race!
  • Players are allowed to change cards in their hand like during a normal round (according to ERS level).
  • Cards can be combined by using the normal battle rules (Section 9.3), but the Yellow die is not rolled for playing pairs during qualifying.
  • Players may also play Tyre Wear cards from their hand. Each Tyre Wear card played adds +1 LED to their qualifying score and increases tyre wear +1.
  • Cards which add LEDs to the qualifying score:
    • GREEN, ORANGE and RED
    • BLUE, but ERS is not affected
    • Option, but do not draw an EVENT card, and
    • Tyre Wear, but tyre wear is affected.

6.2 Qualifying Procedures

  • Each player adds the bonus of their selected tyre type to the maximum OT level of their car. This is the base qualifying score.
  • Each player then selects cards from their hand that will be played for qualifying. The LEDs are used to determine driver sequence. If a player does not play any cards their total qualifying score is zero.
  • Their remaining cards are placed to the side and will be used later for the start of the race.
  • Then, players may choose to risk more:
    • One by one each player, starting with the player with the pit box closest to the pit exit, can declare whether they want to risk even more by pushing their car to the limit.
    • When pushing the limit, roll a WHITE Die and add the roll result to the qualifying score (a '1' result = 1). A RED result will require the player to play a counter-steer card. If the player does not have a counter-steer card to play, they crash, lose all qualifying points, and start from the Pit Lane. If the counter-steer is successful, the player keeps their current qualifying points (Tyre bonus + OT + Played cards' LEDs) but does not get a bonus from the WHITE Die roll.
  • All cards used in the qualification round are considered as played and must be discarded.

7. Gameplay

7.1 Game Round Overview

  • The game progresses over a set number of rounds. A round is complete when all drivers have played a turn.
  • The game round starts by advancing the Chequered Flag token on the Weather Radar (Section 7.3).
  • All players simultaneously draw new cards into their hand, with the option to return and replace some of the drawn cards (Section 7.3.1).
  • Then, determine the Driver Sequence to establish the order of play for the round (Section 7.3.2). The order of play will change from round to round, depending on the position of the cars on track.
  • Players then reveal their cards simultaneously and compare qualifying scores. The driver with the highest qualifying score will start the race from pole position, with the second highest score starting from second, and so on until the starting grid is set.
    • In the case of a tie, the driver whose Pit Box tile is closest to the pit exit will be placed higher up on the grid.
  • During each driver's turn they will then have the opportunity to:
    • Play cards from their hands (Section 4.2),
    • Move (Section 7.3.3.2),
    • Engage in a wheel-to-wheel battle (Section 9.5), or
    • Attack and overtake an opponent (Section 9).

7.2 Race Start

  • The player on Pole Position gets 1 bonus ACTION card in their hand (Section 7.2.1).
  • [ADV] If the weather is sunny, check the track temperature by resolving the setup instruction on the Sunny WEATHER card (Section 3.3).
  • [ADV] Each player should have a TEAM RADIO card (Section 4.9).
  • The race start will take place over the first two rounds of the game.
  • There are no battles during the first two game rounds. Cars may move freely around each other, attempting to maximize their movement points to get the best track position by the end of the second round.
  • Track position during the race start is based on acceleration and tyre grip instead of momentum. Each car uses their movement points to travel as far as possible.
  • The first two spaces on the Weather Radar are marked with the No Battle icon as a reminder that there are no battles during these rounds.
  • Starting with the third game round, cars will need to battle to overtake.
  • In the event that:
    • A player uses all their movement cards during qualifying, that player has an issue at the race start. The car is stuck in neutral and moves after all other cars this round. The player draws and discards one card at a time until a valid movement card is drawn.
    • A player does not play any cards during qualifying, that player misses the qualifying session, score is zero, and their car is placed at the back of the grid. If more than one car has a score of zero, follow the pit box order to set the cars on the grid.
    • A player crashes during qualifying, that player skips the first two race rounds and starts from the pit lane after all players have completed their moves in the 3rd round of the race:
      • Place the car in the pit lane.
      • Movement when leaving pit lane must be made in 2nd gear.
      • GREEN, RED, BLUE or ORANGE cards can be played.
      • Cards cannot be played in pairs.
      • You should exit the pit lane using forward movement and without crossing the yellow line.

7.2.1 First Game Round

  • The player in Pole Position gets 1 bonus ACTION card added to their hand for the first game round. That player draws three cards from their ACTION card deck, selects 1 to place in their hand, and returns the other 2 to the top or bottom of the deck in any order.
  • Other players cannot draw new cards during the first round and must use the remaining cards in their hand.
  • Each player starts the race in 2nd gear (Section 8.1). Players select their movement cards and reveal them all simultaneously. To simulate a driver's reaction time, the car with the most LEDs on their ACTION card(s) moves first. If two cars have the same number of LEDs, the car with the better qualifying position moves first (Section 7.3.3).
    • You can play GREEN, RED, BLUE, or ORANGE cards.
    • You can play a Tyre Wear card to add 1 LED to the score (increase tyre wear +1 for each tyre card.)
    • You can play an Option card to add 1 LED to the score (do not draw an EVENT card).
    • Paired cards are allowed.
    • You cannot use your Car Characteristic bonus during the first round.
  • Starting with the player with the most LEDs, players move their cars using these same ACTION cards.
  • There are no battles during the first game round. Cars can move freely around each other. In addition:
    • DRS zones are not active (Section 8.6).
    • The +2 OT bonus in Slipstream spaces does not apply because there are no battles (Section 8.5). Cars can still end their movement on Slipstream spaces.
    • The wheel-to-wheel battle token is not placed on the tile at the end of the round.

7.2.2 Second Game Round

  • Move the Chequered Flag token on the Weather Radar to the next space.
  • Players now move in order of Drivers Sequence (Section 7.3.2). LEDs no longer determine the sequence.
  • All players simultaneously draw ACTION cards up to their maximum hand size for the round. This number may be different from the last round if a player's ERS charge level has changed. In addition:
    • Players can return cards to the bottom of their deck during the draw phase, if able (Section 7.3.1).
    • The bonus ACTION card for Pole Position no longer applies.
  • Each player starts their turn in the gear indicated on their track tile.
  • Players can now play Option cards before their movement.
  • There are no battles during the second game round. Cars can move freely around each other. In addition:
    • DRS zones are not active (Section 8.6).
    • The +2 OT bonus in Slipstream spaces (Section 8.5) does not apply because there are no battles. Cars can still end their movement on Slipstream spaces.
    • The wheel-to-wheel battle token is not placed on the tile at the end of the round.
    • Driver stress is not reduced when playing a single GREEN card (Section 13.3).
  • After all cars on track have moved, all cars starting the race from pit lane move, starting the race in 2nd gear.
  • When all cars have completed their movement, the third game round begins (Section 7.3).

7.2.3 Race Start Summary

Round 1Round 2Round 3+
Driver SequenceLEDs from played cardsNormal sequenceNormal sequence
Drawing CardsUse remaining cards in hand after qualifyingNormal rules applyNormal rules apply
Pole PositionDriver on Pole gets +1 cardNot applicableNot applicable
Drawing EVENT cardsNot permittedAll cards permittedAll cards permitted
Gear2nd GearGear of track tileGear of track tile
BattlesNo battles, pass freelyNo battles, pass freely

7.3 New Game Rounds

  • These rules will apply starting with the third game round until the end of the race.
  • At the start of each new game round, move the Chequered Flag token on the Weather Radar to the next space.
    • If at any point the Chequered Flag token reaches a Green Flag token that was placed on the Weather Radar, remove all Yellow Flag and Green Flag tokens from the track (Section 13.8.1).

7.3.1 Draw Phase

  • At the beginning of a round, all players simultaneously draw ACTION cards up to their maximum hand size for the round. This is 4 cards plus additional bonus cards equal to the number of LEDs next to the player's current ERS level.
    • If you are required to discard cards after losing the ERS bonus, you cannot discard Tyre Wear and Draw Failure cards (Section 8.8).
  • Once per round during the draw step, after drawing cards, each player may return to the bottom of their ACTION card deck, in any order, ACTION cards equal to the number of LEDs on their ERS charge.
    • For example: With 2 LEDs, return up to 2 cards to the bottom of the ACTION deck in any order and draw 2 new cards.
    • Only cards that were drawn that turn may be returned to the bottom of the deck.
    • Draw Failure cards cannot be returned to the bottom of the ACTION card deck, and they cannot be discarded. They must be played and resolved during the player's turn.
  • If, after returning and replacing cards in their hand, a player does not have movement cards they can play, they can use a White Parameter token to discard any number of cards from their hand, and draw new cards (Section 4.12). If the problem is still not resolved:
    • Play one non-movement card from their hand (Option or Tyre Wear), resolve it immediately, and draw a new card. They can repeat this process until they draw a playable movement card.
    • If a player has only BLUE cards and an empty ERS battery, the player can spend two BLUE cards with the ERS Charge secondary card function to charge ERS +1 point. They can then spend the ERS they just created to play a third BLUE card for movement.
    • If a player has only BLUE movement cards and their first movement point requires a lane change, they can discard one BLUE card and draw one replacement.
    • If you have exhausted all possibilities and still cannot play a valid movement card, continue to discard and draw one card at a time until you can make a valid movement.

7.3.2 Determine Player's Turn Sequence

Starting with the track tile occupied by the race leader, determine the drivers' turn sequence for the round using the following process:

  • When a car is alone on a track tile, it has turn sequence priority over cars on other track tiles behind it.
  • When two or more cars are on the same track tile (in a wheel-to-wheel battle (Section 9.5)), the car on the inside lane of the current corner tile will move first. If the cars are on a straight tile, use the next upcoming corner tile as a reference.
    • In this example, Red is alone on a track tile ahead of Grey and Orange, so Red moves first. Grey and Orange are on a straight tile, so they will need to use the next upcoming corner tile for reference. Since Grey is closest to the inside lane of the upcoming corner, Grey moves second and Orange will move third.
  • A car in a lane that ends does not have a valid path to the next corner, so it will move after cars in lanes that do not end.
    • In this example, the Blue car is on the inside racing lane of an upcoming corner, which would normally give it sequence priority. However, since the Blue car's lane ends before the corner, it does not have a valid path to the next corner, so Orange would get to move before Blue.
  • When a lane has multiple spaces on the same track tile, it is the lane that is most important for driver sequence, not the space. A lane with more spaces simply represents a trajectory that requires more movement points.
    • In this example, the Red car moves first because they are in the inside lane of the corner. The Blue car appears to be ahead on the track tile, but Orange is in the lane that is closer to the inside of the corner, so Orange would get to move before Blue.
  • When multiple cars are in a Slipstream space, all cars in that space will move before cars in another lane.
    • In this example, the Orange car moves first because it is on the inside lane of the upcoming corner. Since the Grey car managed to sneak onto the same tile using the Slipstream space, it is also considered to be on the same inside lane as the Orange car, and so will move before the Red car.

7.3.3 Movement Phase

Each player performs the following in turn sequence order:

  1. Play cards (Section 7.3.3.1)
  2. Make a regular move (Section 7.3.3.2)
  3. Extend or reduce your move (Section 7.3.3.3)
  4. Battle to gain a position (Section 7.3.3.4)
  5. Resolve effects (Section 7.3.3.5)
7.3.3.1 Play Cards

During the movement phase, players play ACTION cards from their hands. A player's turn consists of the following actions:

  • If you have a Draw Failure card in your hand, you must play it immediately before playing any other cards. When you do, draw a FAILURE card and resolve its effects (Section 13.7).
  • You may play one or more Option cards from your hand.
  • You may play one or more EVENT cards.
  • You can use as many secondary functions as you want before your move (Section 4.2.2).
  • If you need to free up space in your hand, you may play one or more Tyre Wear cards before your movement. If you do, you must still increase your tyre wear by +1 for each Tyre Wear card played, but do not gain any additional benefit (Section 10.1).
7.3.3.2 Move Your Car

You must play at least one movement card from your hand to execute your movement in this phase. Add the following together to determine your total movement points for the turn (Section 8.1).

  • Regular movement points are determined by your current gear (2nd, 4th, 6th, or 8th) and the pace colour (GREEN, RED, or BLUE) of the movement card(s) played this turn (Section 8.1).
  • Current tyre type bonus.
  • Focus bonus, if active.
  • Car Characteristic bonus, if used.
  • Secondary action movement bonus.
  • Additional movement from an EVENT card.
  • [ADV] Late pit bonus, if active.

Move your car on the track the number of spaces equal to your total movement points. If you don't have any cards to make a move, follow Section 7.3.1, 3rd bullet.

7.3.3.3 Extend or Reduce Your Move

Once your regular move is complete, you may choose to extend or reduce your move using ERS points or Tyre Wear cards. You cannot extend and reduce your move in the same turn (Section 8.2).

7.3.3.4 Battle

If your total movement points would allow you to move onto a track tile that is already occupied by one or more cars, you must stop before entering that track tile and determine if a battle is required to proceed (Section 9). If you are not required to battle, you may then complete your regular movement.

7.3.3.5 Resolve Effects
  1. Check the gear marked on the track tile where the car starts its turn. When there is no gear marked on a track tile, you must drive in 8th gear.
  2. Play one GREEN, RED, BLUE, or ORANGE card to establish your race pace.
  3. Modify your race pace by playing an extra movement card to form a pair of the same colour, if desired. Once you have completed your movement, you must resolve the following, if applicable:
  • [ADV] Check for any corner speed limit violations (Section 8.4.2).
  • Resolve any YELLOW or RED die rolls (Section 4.11).
  • If you end the round on the same track tile as one or more other cars, place a Wheel-to-Wheel token next to your car on the track (Section 9.5). If you already had a Wheel-to-Wheel token next to your car, flip it and gain +1 stress (Section 13.3).
  1. Use the display on the Player Board to find the car's speed. The movement points are the highest indicator that matches the race pace using the selected gear.
  2. Add the tyre bonus to the car's speed and the total score is the movement distance.
  3. Add the Car Characteristic bonus if applicable and desired (Section 4.13).
  4. Add the Focus Bonus if it is active (Section 13.3).
  5. [ADV] Add the Late Pit Bonus if it is active (Section 11.4).
    • In this example, the GREEN movement card has 2 movement points in 6th gear. You then add +3 MP for the tyre bonus. The car can be moved 5 spaces on the track.

8. Movement Rules

8.1 Speed and Distance

  • Speed and distance are determined by the gear of the starting track tile, the colour of the card (or cards) played, the tyre bonus, the car characteristic, secondary function bonuses, and EVENT card effects. They can also be negatively affected by DAMAGE, FAILURE and RISK card effects.
  • The colour of the card played establishes your race pace. The race pace is combined with the gear of the starting track tile to determine the car's speed, which is measured in movement points.

8.2 Reducing and Extending Movement

You can reduce or extend your movement to land on a preferred track tile. You cannot extend and reduce your move in the same turn. For example, you cannot charge your ERS to reduce your move and end on a corner, then extend your move by playing a Tyre Wear card.

8.2.1 Reduce Movement

  • Charge your ERS battery by reducing your movement -1 for each point you increase your ERS (Section 8.8.1). You cannot reduce your movement to charge your ERS past the maximum battery charge level indicated on your player board.
    • If your ERS battery is already full, you cannot reduce your movement this way.
    • You cannot reduce your movement to charge ERS when using a Blue movement card, or during any turn that you activate DRS (Section 8.6).
  • Play Tyre Wear cards from your hand, using their 'Brake' secondary function to reduce your movement. For each Tyre Wear card played this way, increase your tyre wear +1 and reduce your movement -1.
    • In this example, the car has 5 movement points, but drives only 3 spaces and charges the ERS with the remaining 2 movement points. (See Section 8.8.1.)

8.2.2 Extend Movement

  • Play one or more Tyre Wear cards and/or spend ERS charges to extend your move after completing your regular movement (Section 7.3.3.2). Move extensions can be made forward and laterally:
    • Tyre Wear cards are used to move from spaces on curved track tiles (only when your tyres are not worn out (Section 10.1)).
    • ERS charges are used to move from spaces on straight track tiles.
  • In this example, Car a finished their move on the straight and can extend their move by spending an available ERS charge. Car b stopped on the corner and can extend their move 1 point by playing a Tyre Wear card and increasing tyre wear by 1 point.

8.3 Changing the Racing Lane

  • You can change racing lanes by using 1 movement point. Moves to change the racing lane can only be lateral, never diagonal, and you can't go back to the same spaces you moved from.
  • Changing the racing lane might increase tyre wear or might not be permitted depending on the movement card(s) played.
    • In this example, the car's movement distance is 5 points, and the lane is changed with a lateral move from lane 1 to lane 2 onto the kerb (which is part of the track). A diagonal lane change from lane 1 to lane 3 is not permitted.
  • A double-lane space allows a choice of lane when the car moves to the next track tile. Choosing lane b or c is not considered a lane change.
  • Racing lane change is NOT possible (card icon, Section 4.3.1).

8.3.1 Changing Lanes into an Occupied Space / Pushing Cars

  • When a car is already on the same track tile as an opponent (such as when rejoining the track (Section 13.4.5) or battling Wheel-to-Wheel (Section 9.5)), they can change racing lanes using normal movement rules.
  • If the movement would put them in the same space as another car, the other car is automatically forced into the next adjacent lane, even if that lane is off track!
    • If pushing another car would result in it hitting a wall, the two cars collide instead (Section 13.5).
    • If a car is pushed off track or is involved in a collision, the player that caused the incident immediately receives a Penalty token (Section 13.12) and then finishes their movement. The other player must then resolve the effects of going off track before the next player begins their turn (Section 13.4.3).
  • Changing lanes into an occupied Slipstream space:
    • If there is an empty car shadow, place the car in that space behind the other car.
    • If all the car shadows are full, then each car in the slipstream space rolls the WHITE die and the one with the lowest score is the car that is pushed to the next racing lane.

8.4 Speed Limits

8.4.1 No Paired Cards

  • Some track tiles are marked with a special icon that does not allow the use of paired cards. When you start a move from a track tile marked with this icon, you cannot make your move with more than a single card.

8.4.2 [ADV] Speed Limits – Card Colour

  • Some corners have speed limits that limit the Movement card colour when driving through or starting a move from these corners. Only the colour of the gear number is used to determine speed limits, and never the gear number itself.
  • A GREEN Gear token limits the speed to GREEN Movement cards, and a RED Gear token limits the speed to RED or GREEN Movement cards.
  • The speed limit only applies to the card colour played, so pairing two GREEN cards to move at a RED pace would still respect the speed limit of a tile with a GREEN speed limit. In the same way, pairing RED cards to achieve a BLUE pace would still respect the speed limit of a tile with a RED speed limit.
  • When you drive through or start a move from a tile with a faster card colour than the speed limit colour, roll the RED die for a hazard check after completing your move (Section 13.2).
    • Only leaving the track tile triggers the speed limit, therefore you can end your turn on the tile using any movement card colour with no penalty.
    • When you drive through two or more tiles with a faster movement colour than the indicated speed limit colour, roll 1 RED die and then 1 YELLOW die.
    • If you exceed a speed limit driving through a tile using OT points (following a successful attack), your speed is based on the colour of your Movement cards, not the colour of the cards you used for your attack (Section 9.3).

8.5 Slipstream Spaces

  • Only one car can be in a track space unless it is a Slipstream space (marked with car shadows). A Slipstream space can allow a car to enter a track tile without battling another car on the track.
  • The number of 'shadow' cars on the Slipstream space indicates the number of cars that can stop there using the slipstream effect.
  • When you stop behind an opponent in a Slipstream space you get +2 OT bonus points to use if you choose to perform an overtake this turn (Section 9.2).
    • The +2 OT is added to your total OT, but cannot increase your OT beyond the limit of the car.
    • These points can be used to charge your OT, even if you were not able to charge your OT from regular movement points.
    • The +2 OT bonus effect is not available during the first two game rounds, but cars can still stop on the 'shadow' car spaces.
  • These are the only spaces that allow you to change your racing lane during an overtake maneuver, as they require you to move either left or right to go around the defending car.
  • Cars in slipstream spaces are not considered wheel-to-wheel unless another car occupies a regular space on the same track tile.

8.6 DRS Zones

  • DRS is short for Drag Reduction System. A flap on the rear wing can be opened in certain sections of the track to reduce drag and allow a car to more easily overtake their opponent.
  • DRS zones allow a trailing car to catch the car in front.
  • When a car ends its movement behind one or more cars in the same DRS zone, it must immediately move ahead (remaining in its lane) to the track tile behind the next car ahead. If there is more than one space on the track tile, move as far forward as possible.
  • If the next car ahead is stopped in a Slipstream space, the trailing car can move onto the same tile (remaining in its lane) and stop in the Slipstream space directly behind the car in front (Section 8.5).
  • DRS activation happens once you have completed all of your movement. It is possible to use movement extensions to end your movement in a DRS zone. You cannot, however, reduce your movement and activate DRS in the same turn.
  • Move extensions or reductions cannot be made after a DRS activation movement.
  • DRS zones are not active during the first two game rounds, during a Safety Car, or in Yellow Flag zones.

8.7 Tricky Corners

  • Tricky Corners are marked with an icon to show they contain dangerous spaces.
  • When you finish your move on a space where skid marks begin (a or b), you must roll the RED die and resolve its effects (Section 13.2).
  • If you lose control of your car, it spins and is placed on the shadow car at the end of the skid marks. Follow Section 13.4.3.

8.8 ERS System

  • The ERS system allows you to use the energy stored in your car's battery to play Blue movement cards, extend your movement on straights, increase LEDs in battles, and pay for the cost of certain cards. In addition, your ERS charge may allow you to hold more cards in your hand.
  • ERS charges can be spent during your turn, or while defending during an opponent's turn.
  • The number of LEDs next to the ERS charge on your player board serve two purposes:
    1. They indicate how many extra LEDs you can add to your score during a battle if you spend an ERS charge.
      • If spending an ERS charge reduces your maximum number of cards to less than you are holding, you must immediately discard cards so you are holding the permitted number.
      • You cannot discard Tyre Wear and Draw Failure cards in this way, but you can play and resolve the effects of these cards.
    2. They indicate how many extra cards are added to your maximum hand size.
  • For example, during a battle, you decide to spend an ERS charge when your current charge level is indicating 2 LEDs. You move your ERS token down one level and add the 2 LEDs to your battle score. The new charge level has zero LEDs, therefore your maximum hand size is reduced from 6 to 4. You have 5 cards in your hand, so you must discard down to 4 cards immediately.

8.8.1 Battery Charging

You will start the race with your ERS battery level at its maximum value. As you spend ERS charges during the race, your battery will deplete and you will need to recharge it to gain those points back. There are several ways you can recharge your ERS battery:

  • a) Reduce your movement – In this example, the car has 5 movement points, but drives only 3 spaces and charges the ERS with the remaining 2 movement points. (See Section 8.2.1.)
  • b) Spend the Yellow Parameter token to charge the ERS by +1 point at any time (Section 4.12).
  • c) Use certain RISK and TEAM RADIO cards.
  • d) Use the secondary function of certain cards (Section 4.2.2).
  • e) Make a pit stop (Section 11.2).

8.9 Brake!

  • The Brake! secondary function can be used by playing a Tyre Wear card. You Brake to reduce your car's movement, but increase tyre wear +1 point.
  • For example, you want to stop on a straight track tile instead of a corner. You are not initiating a battle so you cannot charge OT, and if your ERS is full you cannot turn extra movement into an ERS charge. Use Brake! to reduce your movement and stop earlier.

9. Overtaking

Overtaking is the action of moving onto the same track tile as an opponent on the board. Overtaking is usually executed to gain a position in the race, but can also be to move past a lapped car. In both situations, there are several ways to overtake.

9.1 Overtaking Without a Battle

  • You can overtake an opponent without a battle using regular movement points, but only when it is possible to pass with 1 empty racing lane separating the two cars.
    • In this example, the trailing Red car can shift one lane to the right and pass the leading Blue car without a battle because there is an empty lane between them. If the Red car stays in the middle lane, there would be a battle on track to pass.
  • Once you have moved without a battle onto a track tile with another car, you are free to make normal moves, including lane changes (Section 8.3.1).
    • In this example, the Red car is able to enter the track tile without a battle because there is an empty racing lane between the two cars. Once the Red car is on the next track tile, it can shift lanes and move past the Grey car without a battle.
  • A double-lane space is considered one lane.
    • For example, the Blue car cannot use a double-lane space to overtake the Orange car without a battle.
  • You can play multiple Tyre Wear cards for their Brake! secondary function at the same time.

9.2 Preparing to Battle

Most passing on track requires one car to have more momentum than their opponent, which is represented by OT (Overtake) points. When one driver is able to build momentum and charge their OT points, they can begin a battle, which is resolved by adding together LEDs from cards and the player board.

  • If your regular movement would allow you to move onto an opponent's track tile and you are in the same or an adjacent racing lane, you must stop your car on the forward-most space of your current track tile.
    • If you are in the same lane as your opponent, you can move one space further onto their tile only if they are in a slipstream space and there is a slipstream 'shadow' available behind them.
  • Any remaining movement points are transferred to the OT indicator on your player board up to the maximum OT level of your car. Any excess movement points are lost immediately.
    • In this example, the Orange car has 4 movement points. The player can move only 1 space and must stop one track tile behind the Green car because they are in the adjacent lane. The remaining 3 movement points are transferred into OT points, however this car has an OT capacity of just 2, so the 3rd point is lost.
  • You may then choose to either end your movement or start a battle. If you choose to end your movement, reduce your OT points to zero (they are wasted) and finish your turn. If you choose to start a battle:
    • a) Resolve any YELLOW or RED die rolls that are required.
    • b) You may declare you are starting a battle if:
      • You are in a racing lane adjacent to your opponent and have at least 1 OT point available, or
      • You are in a slipstream space behind your opponent and can move one space to the left or right. You will have at least 2 OT points available from the bonus of the Slipstream space.
    • c) To further increase your overtake, you can:
      • Play certain ACTION cards with a secondary function that adds +1 OT point. You can use this function multiple times, but cannot exceed the maximum OT level of the car.
      • You can spend a Red Parameter token to add +1 OT point. This point can go over the car's limit.
        • If the OT token is above the OT limit of the car (because the RED Parameter token was used), use the LEDs next to the highest OT level on the board.

9.3 Battle Procedures

The player who chooses to start the battle becomes the attacker and the other player becomes the defender. Both players will choose one or more cards from their hand to play for their LED value and place them face down in front of them.

  • At least one GREEN, RED, BLUE, ORANGE or TYRE WEAR card must be played to attack or defend.
  • Movement cards used for battle can be played in pairs in the same way as movement.
  • You can play one or more Tyre Wear card to add to your LED total.
  • You can play one or more Option cards to add to your LED total.
  • [ADV] Remark: If the battle ends in a tie, the attacker has the option to continue the attack. You have to decide whether to use all of your cards in the first attack or save cards for another attack (Section 9.4.3).
  • The attacker:
    • Must play at least 1 Movement or Tyre Wear card.
    • Can play 1 or more Tyre Wear cards, but each card increases tyre wear +1.
  • The defender:
    • Can play at least 1 Movement or Tyre Wear card to defend and continue the battle.
    • Can play 1 or more Tyre Wear cards, but each card increases tyre wear +1.
    • Can choose not to defend, in which case the attack is successful. The attacker discards all declared cards for the battle and may now overtake.

9.4 Battle Results

Once each player's LED total has been counted and confirmed, here are the possible results:

9.4.1 The Attacker has More LEDs

  • The overtake is successful.
  • The defender stays in place.
  • The attacker uses all OT points to overtake the defender and moves that many spaces. Other cars (if any) in adjacent lanes are surprised by the attacker's momentum and cannot defend.
  • The attacker moves forward as many spaces as they can until they have no OT points remaining.
  • Lane changes are not possible using OT points!
    • If both the attacker and defender were in slipstream spaces, the attacker gets +2 OT points and is allowed to change lanes to overtake. The attacker uses their first OT point to move one space laterally and change racing lanes (left or right), and then moves forward until they have no more OT points remaining.
    • The attacker must use all available OT points. If a car is in the way, or the racing lane ends, they drive as far as possible and any remaining OT points are lost.
    • If the overtake maneuver ends in a Slipstream space behind another car, the attacker can gain extra momentum and use any remaining OT points, plus the +2 OT bonus of attacking from a Slipstream space to make a secondary attack. The car in the slipstream space ahead of the attacker cannot defend, but the attacker must still play a movement card from their hand to attack.
  • Once all movement is complete, the attacker and defender now resolve any resulting effects of the battle, such as rolling the YELLOW die if paired cards were played for the battle.
  • Both players discard all cards used in the battle and normal play continues.
  • After all drivers have completed their turns, check for any cars that ended on the same track tile with any other cars:
    • If a driver does not have a wheel-to-wheel token then give them one with the 'VS' side up.
    • If a driver has a wheel-to-wheel token with the 'VS' side up, then flip the token to the 'Stress' side to show the next game round will be their second in a wheel-to-wheel battle. Increase Stress +1.
    • If a driver has a Wheel-to-Wheel token with the 'Stress' side up, increase Stress +1 again and remove the Wheel-to-Wheel token. They will not be in a wheel-to-wheel battle on the next round.

9.4.2 The Defender has More LEDs

  • The overtake has failed.
  • Both cars stay in place.
  • Both players resolve any effects, such as rolling the YELLOW die if paired cards were played.
  • Both players discard all cards used in the battle and normal play continues.

9.4.3 The Battle Ends in a Tie

  • If the Attacker and Defender both have the same number of LEDs, the battle ends in a tie and the overtake has failed.
  • Both cars stay in place.
  • Both players receive +1 stress!
  • Both players resolve any effects, such as rolling the YELLOW die if paired cards were played.
  • Both players discard all played cards.
  • [ADV] The attacker may make a second attempt to overtake. If they do:
    • The attacker reduces their OT by -1 and a new battle starts using the remaining cards in each player's hand. If the attacker does not have a movement card to play, they cannot attack again.
    • Hint: If you do not have a movement card to attack again, you can refill your hand by spending the WHITE Parameter token from your Player Board.

9.5 Wheel-to-Wheel Battle

A wheel-to-wheel battle is based on grip and acceleration instead of momentum. Each car uses their movement points to travel as far as possible, and the car that travels the farthest wins the battle. Cars can use their movements to block each other or push each other into a different racing lane (or even off track).

When a player finishes a round on the same track tile as one or more other cars (e.g. at the end of a battle), and at least one of those cars is not on a slipstream space, they will engage in a wheel-to-wheel battle during the next round.

10. Tyre Management

10.1 Tyre Wear

Tyre degradation is a gradual decline in tyre performance due to factors such as wear from abrasion, tyre temperature, and chemical reactions within the rubber.

  • Tyre wear is tracked on the Player Board. As your tyre wear increases, the movement bonus of your tyres will decrease.
  • Your Tyre Wear token will be placed on its starting position at the beginning of Qualifying and following each Pit Stop during the race. There are three possible starting positions on the tyre wear track and they may be positioned differently depending on which car you choose. Your chosen tyre type determines the starting position of your tyre wear token:
    • Starting position for Hard tyres
    • Starting position for Soft and Medium tyres
    • Starting position for Wet tyres
  • For each point of tyre wear increase, you will move your tyre wear token one space in the direction of the arrows.
  • Tyre wear will increase:
    • After each lane change when playing a RED or ORANGE card,
    • When a Tyre Wear card is played (Section 4.3.2),
    • When the secondary function of a Tyre Wear card is used,
    • When control of the car is lost and the driver either spins or recovers with a counter-steer (Section 13.4),
    • Because of a YELLOW or RED die roll result (Section 4.11), or
    • As a result of an EVENT, RISK, DAMAGE, or FAILURE card.
  • If your tyre wear decreases due to a game effect, move it in the opposite direction of the arrows. It is possible to decrease tyre wear beyond the starting position of your tyre type, but not further than the beginning of the tyre wear track.
  • Tyre wear will decrease:
    • When you make a pit stop for new tyres (Section 11.2),

10.2 [ADV] Wet Tyres

  • In the event of a wet race, the mandatory pit stop and the requirement to use two types of tyres do not apply.
  • The Late Pit Bonus applies when using wet tyres on a wet track (Section 11.4).

10.2.1 [ADV] Wrong Tyres for the Track Conditions

  • Driving with DRY tyres on a wet track:
    • Remove the Tyre Bonus token from the Player Control Board.
    • Roll the RED die after each movement to make a hazard check.
      • You do not need to roll the RED die if you play a single GREEN card (or a single ORANGE card played as a GREEN card).
    • You cannot use the Late Pit Bonus (Section 11.4).
  • Driving with WET tyres on a dry track:
    • Flip the Tyre token to the +1 side (flip the Fresh Tyres token too if you have one (Section 11.4)).
      • If the token is already on the +1 side, do not change it.
    • Continue to measure tyre wear.
      • Wet tyres wear out faster on a dry track. Increase tyre wear +1 at the end of your movement each turn unless you drive through or stop on a track tile with a Standing Water token. The standing water cools the tyres and prevents excess tyre wear.

11. Pit Stops

  • Pit stops are not required during a Standard race, but you may still make a pit stop at any time for new tyres or to repair damage.
  • If you are playing with teammates (Section 14.4), the two cars will share a Pit Box tile. The two cars can pit during the same round, but the second car will have to wait and leave the pit lane last (Section 11.2.2).

11.1 Entering the Pits

  • Drivers who wish to enter the pit lane must move through the space labeled 'PIT LANE' without crossing the yellow line on the pit entry track tile.
  • After reaching the 'PIT LANE' space you do not require additional movement points to enter pit lane. Then move your car to your pit box. Any extra movement points you had are lost. You cannot charge ERS while you are entering pit lane.
  • If a car has no intention of entering the pit lane, they must stop ahead of the yellow line on the shadow car and can defend as normal. The space behind the yellow line is not considered a part of the racing lane and a player cannot end their movement there without entering the pit lane.
  • A car can move onto the pit entry tile and enter the pit lane without a battle even if another car is on the shadow car.
  • You should enter the pit lane using forward movement and without crossing the yellow line. If you are at the yellow line you can still enter the pit lane using lateral movement, but you will have crossed the yellow line intentionally and immediately receive a Penalty token (Section 13.12).
  • If you are required to make a YELLOW or RED die roll after your movement, such as playing 2 movement cards in a pair, you must resolve the roll while you are still on track, prior to entering pit lane.
    • If a spin (Section 13.4) would cause you to shift lanes into the pit lane, you hit the wall and you must immediately draw a DAMAGE card and resolve its effects. Then, place your car backwards in the pit lane area and end your turn. During the next round, move your car to its pit box and follow the normal pit stop procedures.
    • If a spin is avoided using a counter-steer function, proceed to the pit box. But be aware that the counter-steer might instead push your car in the opposite direction across the yellow line! Crossing the yellow line unintentionally does not result in a penalty.
  • If you used a BLUE movement card to enter the pit lane, you must roll the WHITE die. If the result is 1 (the WHITE die icon), you have exceeded the pit speed limit and immediately receive a Penalty token.
  • You may use either move extension method (ERS or Tyre Wear) to reach the pit lane. If you do, you must then roll the WHITE die. If the result is 1 (the WHITE die icon), you have exceeded the pit speed limit and immediately receive a Penalty token.

11.2 Pit Stop Procedures

When you start your first turn in your pit box, you must perform the following actions during your movement phase:

  • If you have any penalty tokens, you must serve those penalties first. When you do, your car must remain in its pit box for 1 round. You will start normal pit stop procedures on your next turn. If you have 3 or more penalty tokens, your car must remain in its pit box for 2 rounds instead. Once all penalties have been served, discard the penalty token(s).
  • Charge the ERS battery +1, if possible.
  • Reset the Stress token to the middle space.

You may then perform each of the following actions:

  • Replace your current Tyre token for another (or an identical one) and place the corresponding Tyre Wear marker on its starting position on the Player Board (Section 10.1).
  • Discard any ACTION cards you want (including Tyre Wear cards, but not a Draw Failure card) and draw new cards up to your current hand limit (4 + ERS LEDs).
  • [ADV] Change your TEAM RADIO card without playing an Option card.
  • Repair car damage and/or failures (Section 11.2.1).
    • If you are required to remain in your pit box for a second turn due to a long repair, you cannot perform any pit lane actions during your second turn in the pit box.

Leave your pit box: When you have completed all of your pit stop actions, move your car to the track space labeled 'Pit Lane' on the pit exit track tile and end your turn. Cars on the Pit Lane exit space can be overtaken without a battle.

When 2 or more cars exit pit lane during the same game round, each driver that did not perform repairs this turn rolls the WHITE die to measure the pit stop time (in seconds) and determine their turn sequence for next turn.

  • The driver that rolled the lowest number will move first, then the next lowest will move second, and so on. A result of 1 means there was a problem and you will leave pit lane last, but still ahead of any cars making repairs.
  • Next, follow the same procedure for all cars in the pit stop that were able to repair the cars during this round. They will leave the pits behind all the cars that did not make repairs.
  • In the case of a tie, the car whose Pit Box tile is closest to the pit exit is placed ahead in the sequence.

11.2.1 Repairing Damage and Failures

You can choose to repair one or more damage and system failures during a pit stop. If you do, you must declare one of the following pit stop actions:

  • a) Repair and remove 1 DAMAGE or 1 FAILURE card from your player board. You then proceed with normal pit stop procedures with the following exception:
    • Roll the WHITE die before you leave your pit box. If the result is 1 (the WHITE die icon), the repair is taking longer than expected. Remove ALL DAMAGE and FAILURE cards from your player board and end your turn. Your car remains in the pit box until the next round.
    • If the result of the WHITE die is a number, you will exit pit lane after all other cars that did not perform repairs. Use the value of the white die to determine pit exit sequence with the other cars that performed repairs this turn, if applicable.
  • b) Repair and remove ALL DAMAGE or FAILURE cards from your player board. Then, proceed with normal pit stop procedures but instead of rolling the WHITE die, end your turn in your pit box. Your car remains in the pit box until next round.

11.2.2 Racing With a Teammate

  • When racing with teammates, both cars share the same Pit Box tile (Section 14.4). Teammates can pit in the same round, but the second car will have to wait for service and will leave the pit lane last, but still before cars performing repairs.
  • If multiple teams had two cars pit during the same game round, then all the cars that stopped second will roll the WHITE die to determine their sequence at pit exit (Section 11.2).
    • For example, three teams pit both their cars during the same game round. The cars that pit first from each team roll the WHITE die and line up in that order. Then, the cars that pit second roll the WHITE die and line up in that order behind the first two cars. Finally, the remaining cars that performed repairs this turn roll the WHITE die and line up in that order.

11.3 Leaving the Pits

  • At the start of a game round, one or more cars may be lined up on the space labeled "pit lane" ahead of the yellow line on the pit exit tile. Those cars are considered to be on the same space and will take their turns in the sequence determined during the pit exit procedures on the previous turn. When determining their turn sequence with other cars on the same track tile, the normal rules apply. In addition:
    • Movement when leaving pit lane must be made in 2nd gear.
      • GREEN, RED, BLUE or ORANGE cards can be played.
      • Pairs cannot be played.
    • You should exit the pit lane using forward movement and without crossing the yellow line. You can still exit the pit lane using lateral movement, but you will have crossed the yellow line and immediately receive a Penalty token (Section 13.12).
    • Place a Cold Tyres token next to the car to indicate a -2 LED penalty during any battles in this and the next game round. At the end of the next game round, remove this token from the board.
    • [ADV] On the turn you exit pit lane, do not add the Late Pit Bonus to your total movement (Section 11.4).

11.4 [ADV] Late Pit Bonus

  • Near the end of the race, the cars are significantly lighter because they have burned so much fuel. When any car pits on the round marked with the Fresh Tyres token (17th or 18th round) or later, they will be light on fuel and have fresh tyres, which gives them a speed advantage.
  • When the Chequered Flag token reaches the space with the Fresh Tyres token, place one Fresh Tyres token in each of the Pit Box tiles.
  • Each car that makes a pit stop from this point on will now get the Late Pit Bonus, gaining an additional +2 movement bonus. Place the Fresh Tyres token on the Player Board next to the tyre token and add the +2 bonus to the car's total movement each turn.
  • The Late Pit Bonus does not apply:
    • When using dry tyres on a wet track.
    • When starting your movement from the pit lane exit space.
  • The Late Pit Bonus degrades when the tyres degrade. If you reach an icon on the tyre wear track that requires you to flip your tyre bonus token to the lesser side, also flip the Fresh Tyres token to its lesser side (Section 10.1). If you reach an icon that requires you to remove the Tyre Bonus token from your player board, also remove the Fresh Tyres token.

12. Race Finish

12.1 Crossing the Finish Line

  • When the Chequered Flag token reaches the 24th space, the current lap becomes the final lap of the race.
  • The next time the leader of the race crosses the start/finish line, the current game round becomes the final round of the game. After the leader completes their turn, all remaining players play their final turn trying to drive as far as possible.
    • Overtakes and battles are still possible during the final round, even if the players involved have already crossed the start/finish line.
    • If your final move requires a YELLOW or RED die roll, you must resolve its effects after your movement.
    • [ADV] The rules of moving through corners with Speed Limits still apply after crossing the start/finish line.
    • All DRS zones, Hazard tokens, Yellow Flag zones and other track events still apply after crossing the finish line.
    • If a car spins or goes off track during the final game round, they can be passed by other cars. Do not place a Yellow Flag token on the track tile or apply any Yellow Flag rules.
    • Unlapping is still possible during the final round, even if the players involved have already crossed the start/finish line.

12.2 Determining the Winner

Once all players have completed their final turn, determine the finishing order.

12.2.1 Apply Penalties

  • Players reveal all cards remaining in their hand (including EVENT cards).
  • For each penalty icon revealed on the card, the player gains 1 Penalty token. These are added to any Penalty tokens already gained during the race (Section 13.12).
  • Following the normal player sequence and starting from the last car, each player must move their car backwards 5 track tiles for each Penalty token they possess, observing the following rules:
    • When applying penalties, ignore track lanes and spaces; count track tiles only.
    • If a Track tile is occupied by other cars, follow these rules:
      • If the car in the occupied track tile has fewer or no Penalty tokens, place the car being penalized on the same tile immediately behind that car, and classify it behind in track position.
      • If the car in the occupied track tile has the same number of Penalty tokens or more, place the car being penalized ahead of that car on the same tile, and classify it ahead in track position.

12.2.2 Determining Final Race Results

  • After all penalties have been applied, the car that has driven the farthest distance wins the race.
  • If two or more cars finish on the same track tile:
    • Follow the normal driver sequence.
    • The car with the most Penalty tokens is classified behind cars with fewer or no Penalty tokens.
  • A car that crosses the start/finish line but ends its final turn with a spin is classified behind cars that crossed the line without spinning.
    • If multiple cars spin after crossing the line, a car that remains on track is classified ahead of a car that goes off track.
  • Cars that did not cross the start/finish line during the final round are classified behind all cars that did.
  • Cars with blue flags are classified behind all other cars.

13. Race Events

  • A RED die roll is required for certain high-risk events.

13.1 [ADV] Weather Changes During the Race

Remark: This applies only for Cloudy or Rainy weather (Section 3.3).

  • When the Chequered Flag token reaches the Weather Marker with the WHITE die image, check the accuracy of the weather forecast.
  • Roll the WHITE die and multiply the score by the value on the current WEATHER card description. When the total score is:
    • Lower than the actual game round – The weather will not change at all. Remove the Weather Marker from the board. Nothing happens.
    • Equal to the actual game round – The weather changes immediately. Remove the Weather Marker from the board, and then follow the procedures for the weather change.
    • Higher than the actual game round – Flip the Weather Marker to the weather icon and place it on the radar on the space equal to the total score from the WHITE die roll. Continue normal play until the Chequered Flag token reaches the Weather Marker with the weather icon again. When it does, the weather will change immediately. Remove the Weather Marker from the board, and then follow the Weather Change procedure (Section 13.1.1).

13.1.1 [ADV] Weather Change Procedure

When the weather changes, place the appropriate WEATHER card on the Race Control Panel and take the following steps:

  • Cloudy to Rainy:
    • Advance the Yellow Flag token three spaces on the Race Control Panel. If the Yellow Flag token reaches the SC space, the Safety Car is deployed (Section 13.8.2).
    • Place Standing Water tokens on the track (Section 3.3):
      • Roll the WHITE die to determine the number of Standing Water tokens that will be placed on the track (result = 1).
      • Then, roll the WHITE die again (result = 1). Starting at the Start/Finish line, count forward that many track tiles and place the first Standing Water token on that track tile. Continue forward from that track tile and do the same for each token until they have all been placed on the track.
      • Place the Standing Water INFO card inside the track, so all players can see it.
    • If you are driving on the wrong tyres for the current track conditions, follow Section 10.2.1.
  • Rainy to Cloudy:
    • All active effects of Rain no longer apply.
    • Cars on Wet tyres must now increase tyre wear +1 per turn, unless they move through or stop on a track tile with a Standing Water token.
    • On each subsequent game round, remove 1 Standing Water token from the track until there are none remaining, starting with the first one after the start/finish line.
    • If you are driving on the wrong tyres for the current track conditions, follow Section 10.2.1.

13.2 Hazard Checks – Yellow and Red Dice

  • A RED die roll is required for certain high-risk events.
  • A player needs to roll the RED die in these situations:
    • You exceed maximum stress (Section 13.3),
    • You finish your move on a space marked with the beginning of skid marks (a 'Tricky Corner' space) (Section 8.7),
    • Each turn after the Tyre Wear token reaches the RED die icon on the Player Board (Section 10.1),
    • [ADV] You drive through or start a move from a corner faster than the speed limit (Section 8.4.2),
    • [ADV] Each turn you are using DRY tyres during Rain (Section 10.2.1), unless you play a single GREEN card, or
    • [ADV] You drive through a track tile with a Standing Water token faster than Green pace (Section 13.13.4).
  • You must roll the RED die for each different high-risk event.
    • For example, you finish your move on a 'Tricky Corner', and your Tyre Wear token is on the RED die icon. In this case roll the RED die twice.
  • [ADV] If two or more of the same high-risk track events would require you to roll the RED die multiple times, roll 1 RED die and then 1 YELLOW die instead.
    • For example, you drive through two or more corners faster than the speed limit (Section 8.4.2).
  • Check RED die results in Section 4.11.3.

13.3 Driver Stress

  • Stress is recorded on the DRIVER card.
  • The Stress token starts on the middle space. Move the Stress token to the right when the driver's stress level is increased, or to the left when the driver's stress level is decreased.
  • When the Stress token is moved to the first space, the driver is focused and gets +1 movement point. Move the Focus Bonus token from the DRIVER card to the space on the Player Control Board as a reminder.
    • If the driver's stress increases back to the middle space and they lose the Focus bonus, return the Focus Bonus token to the DRIVER card immediately.
  • The race leader must always flip the +1 Focus Bonus token to the Race Leader side and cannot place their stress token on this space, nor gain the movement bonus. If two or more cars are on the same track tile competing for the lead, the Race Leader token remains with the race leader until another car ends its movement one or more track tiles ahead of the race leader at the end of a round.
  • When the stress level reaches the 3rd space, the driver is STRESSED and cannot play cards in pairs anymore! Flip the Stress token to show cards cannot be played in pairs.
  • Any time the driver gains stress beyond the third space, leave the token in place and roll the RED die immediately.

13.4 Losing Control of the Car

There are a few primary causes for losing control of the car:

  • A loss of control icon result when the RED die is rolled,
  • From the effects of certain RISK cards,
  • When you are hit or pushed off track by another car,
  • When you drive through or stop on a track tile with an Oil token, or
  • When you stop on a track tile with a Standing Water token.

There are two possible outcomes from a loss of control event:

  • The driver prevents the car from spinning by using a counter-steer secondary function (Section 13.4.1), or
  • The driver loses control of the car and spins (Section 13.4.2).

a) If the car went off track due to a successful counter-steer or was pushed off by another car, the driver must make another attempt to maintain control, otherwise the car spins (skip to step b):

  • To maintain control, play an additional card for its 'Counter-steer' secondary function. Then:
    • Leave the car pointing in the correct direction (but still off track)
    • Do not trigger Yellow Flag procedures
    • Do not draw a DAMAGE card
    • The driver who pushed the car off track receives a penalty (Section 13.12)
    • Rejoin the race following Section 13.4.5.b

b) If the car went off track due to a spin (Section 13.4.2):

  • Rotate the car to mark the spin
  • Increase tyre wear +1
  • Increase driver stress by +1
  • Draw 1 DAMAGE card
  • Follow the Yellow Flag procedures for this incident (Section 13.8).
  • Rejoin the race following Section 13.4.5.b

13.4.1 Counter-steer

In order to successfully counter-steer and save the car from a spin, spend a card with a Counter-steer secondary function. Your car will remain pointing forward, but will be forced to move over one lane (in case you cannot counter-steer follow Section 13.4.2). When performing a counter-steer with the secondary function, you must then:

  • Roll the WHITE die to determine the direction of the resulting lane change from the counter-steer:
    • Green (WHITE die green result), move one lane to the right.
    • Red (WHITE die red result), move one lane to the left.
  • Increase tyre wear +1.
  • If the required lane change resulted in:
    • The car going off-track, follow Section 13.4.3.a
    • The car hitting the wall, follow Section 13.4.4.a
    • The car colliding with another car, follow Section 13.5

13.4.2 Spins

When a car loses control and the driver does not have a card with a Counter-steer secondary function, they spin and take the following steps:

  • Roll the WHITE die to determine the direction of the lane change:
    • Green – move one lane to the right.
    • Red – move one lane to the left.
  • If the required lane change resulted in:
    • The car going off-track, follow Section 13.4.3.b
    • The car hitting the wall, follow Section 13.4.4.b
    • The car colliding with another car, follow Section 13.5
    • The car remaining on track:
      • Rotate the car to mark the spin
      • Increase tyre wear +1
      • Increase driver stress by +1
      • Follow the Yellow Flag procedures for this incident (Section 13.8)
      • Rejoin the race following Section 13.4.5.a

13.4.3 Off Track

When you are racing on a traditional race track, many track tiles have grass or painted surfaces in the inner and outer racing lanes instead of valid spaces. If the car moves into one of these non-valid spaces due to an effect, it is considered off track. However, if the track is bordered by a wall, the car collides with the wall (Section 13.4.4).

There are three primary causes for the car going off track:

  • A successful counter-steer, follow step a)
  • Being pushed off by another car, follow step a)
  • A spin, follow step b)

13.4.4 Hitting a Wall

There are track tiles that have walls instead of non-valid spaces like grass or painted surfaces, therefore a car is not able to go off track on those track tiles.

a) If the car hits a wall due to a successful counter-steer:

  • Leave the car on the current space.
  • Draw 1 DAMAGE card.
  • A car that hits a wall does not trigger a Loss of Control event.
  • Place a Debris token on that track tile.
  • Rejoin the race following Section 13.4.5.c

b) If the car hits a wall due to a spin:

  • Leave the car on the current space.
  • Rotate the car to mark the spin.
  • Increase tyre wear +1.
  • Increase driver stress by +1.
  • Draw 1 DAMAGE card.
  • Place a Debris token on that track tile.
  • Follow the Yellow Flag procedures for this incident (Section 13.8).
  • Rejoin the race following Section 13.4.5.c

13.4.5 Rejoining the Race

A car that has spun or is off track will return to racing during the next game round. They will be last in the driver sequence, regardless of their position on track. If multiple cars spun or went off track during the same round, they will play in normal turn sequence after all other cars on track. Other cars can freely pass cars that have spun or are off track, without a battle, even in Yellow Flag zones.

Once it is their turn, cars that spun or went off track rejoin the race in one of three following ways:

a) Rejoining after a spin:

  • Play a movement card.
  • Spend the first movement point to rotate the car in the proper direction.
  • Do not apply any tyre bonus (including the [ADV] Fresh Tyres bonus, if applicable), but still follow Yellow Flag rules (Section 13.8).

b) Rejoining after going off track:

  • The car is pointing forward:
    • Play a movement card.
    • Spend the first movement point to rejoin the track on the closest track space.
    • Do not apply any tyre bonus (including the [ADV] Fresh Tyres bonus, if applicable).
  • The car is pointing backwards after a spin:
    • Play a movement card.
    • Spend the first movement point to rotate the car in the proper direction.
    • Spend the second movement point to rejoin the track in the closest track space.
    • Do not apply any tyre bonus (including the [ADV] Fresh Tyres bonus, if applicable), but still follow Yellow Flag rules (Section 13.8).
  • Rejoining an occupied space: the car returning to the track can enter an occupied space and push the other car into the next racing lane (Section 8.3.1). If the other car goes off track or is involved in a collision, the car that caused the incident will receive a Penalty token (Section 13.12).
    • If the closest space is a slipstream space and there are one or more cars occupying that space, the player returning to the track can still place their car in that space if there is an empty car shadow (Section 8.3.1).
    • In this example, the Blue car tries to rejoin on the closest track space, but the Red car is occupying that space. The Blue car can return to the track, entering the space and pushing the Red car into the next racing lane. If the Red car goes off track or is involved in a collision, the Blue car receives a Penalty token.

c) Rejoining the race after hitting a wall:

  • When the car is pointing forward: play any movement card and continue normal play following player sequence.
  • When the car is pointing backwards after a spin:
    • Play a movement card.
    • Spend the first movement point to rotate the car in the proper direction.
    • Do not apply any tyre bonus (including the [ADV] Fresh Tyres bonus, if applicable), but still follow Yellow Flag rules (Section 13.8).

13.5 Collisions

A collision occurs when a car changes lanes as a result of a counter-steer or a loss of control event and moves into a space already occupied by another car, or when pushing another car would result in it hitting a wall or another car.

  • Slipstream spaces are an exception and do not result in a collision, as long as each car in the space is able to occupy a car shadow. If a car moves into a Slipstream space and all the car shadows are full, then each car in the space rolls the WHITE die and the one with the lowest score is the car that is involved in the collision.

If a collision occurs between two cars, resolve the following:

  • The cars involved each draw a DAMAGE card (Section 13.6).
  • The car that initiated the collision receives a Penalty token (Section 13.12).
  • The car that initiated the collision stays in its current space.
  • The car that was hit experiences a Loss of Control event and must resolve the effects immediately (Section 13.4).
    • Each car involved in a collision can only experience a Loss of Control event once and will suffer damage only once during the collision event.

13.6 Car Damage

  • Cars can suffer damage when:
    • There is a collision between two cars (Section 13.5),
    • A car goes off track and spins,
    • A car is forced to change lanes into a wall,
    • Drawing certain EVENT or RISK cards, or
    • [ADV] A car drives through or stops on a tile with a Debris token and the driver did not change lanes on that tile during their movement (Section 13.13.2).
  • When your car is damaged, draw a DAMAGE card immediately and place it face up near the Player Board, unless the card instructs otherwise.
    • The card may also instruct you to place a Damage token on the Player Board. When a Damage token is placed on the Player Board, the function covered by the token is unavailable. If the damage reduces a value, use the -1 side of the token as a reminder.
  • A car can take damage only once per game round. However, it is possible to have multiple DAMAGE cards.
  • You will suffer the consequences of the DAMAGE card until the damage is repaired. Physical damage can be repaired only during a pit stop (Section 11.2.1) or when the car is placed on the starting grid during a Red Flag (Section 13.10).
  • When the damage is repaired, the Damage token is removed from the Player Board and the DAMAGE card is placed in the discard pile.

13.7 System Failures

  • The car can suffer a system failure when:
    • You play a Draw Failure card from your hand, or
    • You draw certain EVENT or RISK cards.
  • When a FAILURE card is drawn, it is placed face up near the Player Board, unless the card instructs otherwise.
    • The card may also instruct you to place a Failure token on the Player Board. When a Failure token is placed on the Player Board, the function covered by the token is unavailable. If the failure reduces a value, use the -1 side of the token as a reminder.
  • You will suffer the consequences of the FAILURE card until the system failure is repaired.
  • A system failure can be repaired during a pit stop or by a Quick Repair. A Quick Repair requires cards and/or Parameter tokens to be spent. Unlike damage, system failures cannot be repaired when the car is placed on the grid during a Red Flag (Section 13.10).
  • When the system failure is repaired, the Failure token is removed and the FAILURE card is placed in the discard pile.
  • The Draw Failure card is discarded after it is played, which means the player might draw it again if their ACTION card deck is reshuffled during the race.
  • It is possible to have multiple system failures at the same time.

13.7.1 Quick Repair of a Failure

A system failure can be repaired at any time during your turn by spending the cards and/or Parameter tokens that are listed in the upper right corner of the FAILURE card. A quick repair does not need to be completed on the turn you draw the FAILURE card and can be performed on a future turn.

13.8 Yellow Flags

  • Yellow flags represent areas of the track where drivers must reduce speed and exercise caution.
    • If a short section of track is affected by an incident, a Yellow Flag can be issued for only that small section of the track (a 'local yellow').
    • If the incident requires a Yellow Flag over the entire track, a Safety Car (Section 13.9) or Virtual Safety Car (Section 13.9.3) will be deployed.
  • Yellow flags are triggered when:
    • A car loses control and spins,
    • The 'Yellow Flag' RISK card is played, or
    • The 'Incident on Track' EVENT card is played.
  • If two Yellow Flags are on the racetrack at the same time (such as two separate cars spinning during the same game round on different parts of the track), the Safety Car is automatically deployed (Section 13.9).
  • If a second incident occurs within the initial Yellow Flag zone, a second Yellow Flag is not issued, since that section of track is already protected.
    • For example, a car exceeds a speed limit in a corner and is in the Yellow Flag zone when they roll the RED die. If they spin as a result of the die roll, it does not cause a second Yellow Flag.

13.8.1 Yellow Flag Procedures

  • During the 1st game round, the Yellow Flag token is placed only after all players have ended their turn, not immediately.
  • Move the Yellow Flag token one space forward on the Race Control Panel.
  • Place a Yellow Flag token on the track tile with the incident that triggered the Yellow Flag.
  • Roll the WHITE die and place the Green Flag token that many track tiles ahead of the Yellow Flag token. A green result equals 1.
  • Yellow Flag sections remain in effect for two rounds, starting with the round that the Yellow Flag token is placed on the board.
    • As a reminder, place a Green Flag token on the Weather Radar two spaces ahead of the Chequered Flag token to indicate the round that the Yellow Flag period will end. When the Chequered Flag token reaches the Green Flag token, remove all flag tokens from the tracks.
  • If a second incident occurs within the same Yellow Flag zone, a second Green Flag token is not added to the board. Instead, the Yellow Flag period will be extended by moving the Green Flag token on the Weather Radar forward one space.

Limitations in a Yellow Flag zone:

  • Yellow Flag zones are meant to limit speed for safety. A single GREEN movement card (or ORANGE card played as GREEN) is recommended when moving through a Yellow Flag zone. The Yellow Flag zone ends on the tile where the Green Flag token is placed and any limitations from the Yellow Flag zone no longer apply once your car reaches that track tile.
  • You may still play a RED or BLUE movement card to move through or from a Yellow Flag zone, but if you do, you must stop on the track tile with the Green Flag token. Any remaining movement points are lost.
  • Movement cards cannot be played in pairs when making a move from a Yellow Flag zone.
  • DRS zones, tricky corners, hazards, and other track events are inactive within a Yellow Flag zone.
  • Overtaking other cars is not permitted in the Yellow Flag zone. If, however, a car has recently spun in a Yellow Flag zone, it is considered to be stopped and may be overtaken by other cars until it performs its next movement.

13.8.2 Yellow Flags on the Race Control Panel

  • The Race Control Panel tracks events during the race. Cumulative risky events will make a Safety Car deployment more likely.
  • The Yellow Flag token on the Race Control Panel is advanced for the following situations:
    • Yellow Flag on track – advance 1 space.
    • 'Yellow Flag' RISK card – advance 1 space.
    • The 'Incident on Track' EVENT card – advance spaces equal to the WHITE die roll (green result equals 1 space).
    • Weather changing from Cloudy to Rainy – advance 3 spaces.
  • If the Yellow Flag token reaches the Safety Car (SC) token, the safety car is deployed (Section 13.9).

13.9 Safety Car

A Safety Car limits the speed on the track when there are unsafe conditions. A Safety Car will be deployed when:

  • A second, separate Yellow Flag zone appears on track while the first zone is still active,
  • The Yellow Flag marker on the Control Panel reaches the SC (Safety Car) token, or
  • The 'Safety Car' EVENT card is played and results in deploying a Safety Car.

13.9.1 Safety Car Period

  • In a Standard race, the Safety Car period will be 2 rounds.
  • Place the SC token 2 spaces ahead of the Chequered Flag token on the Race Control Panel. This is the round the Safety Car will leave the track.
  • [ADV] For advanced races, the Safety Car period will be determined by rolling the WHITE die:
    • If the result is a green face, place the Safety Car token that many spaces ahead of the Chequered Flag token on the Race Control Panel. This is the round the Safety Car will leave the track (a green result equals 1).
    • If the result is a red face, there is a major incident and the officials throw a Red Flag. All cars stop moving immediately and follow the Red Flag procedures (Section 13.10).
  • If the Safety Car is still on track on or after the 24th game round, there will be no restart procedure, and the race ends under a Safety Car:
    • The race ends with all cars stopped where they are (there is no need to cross the finish line).
    • Determine the race winner using the procedures from Section 12.2.

13.9.2 Safety Car Procedure

  1. Place the Safety Car miniature on the track tile in front of the current race leader.
  2. The current round ends immediately when the Safety Car is deployed. Players who have not played a turn this round lose their turn.
  3. Clear all tokens from the track (except Standing Water).
  4. Beginning with the next game turn, the Safety Car will drive forward 3 track tiles per turn. Disregard spaces for the Safety Car as it occupies the entire tile and cannot be passed.
  5. When the Chequered Flag token reaches the Safety Car token on the Race Control Panel, it will be the last round behind the Safety Car. The Safety Car will be removed from the track at the end of the game round. Normal play resumes the following round.

Limitations during a Safety Car:

  • Wheel-to-wheel battles are canceled. If two cars start a game round on the same track tile, they make their next move in the order of normal driver turn sequence (Section 7.3.2).
  • Players can use any movement card during a Safety Car, but cards cannot be played in pairs.
  • Overtaking is not permitted. All cars must stop one track tile behind the car ahead of them and cannot overtake the Safety Car. Any remaining movement points are wasted.
    • If the next car ahead is in a Slipstream space with an empty car shadow behind it, a player may move into the slipstream space but cannot overtake.
  • DRS, Tricky Corners and other track events are inactive during a Safety Car period.

Benefits during a Safety Car:

  • Movement and lane changes do not cause tyre wear and players can discard 1 Tyre Wear card per turn.
  • Events are inactive during the Safety Car and players may discard Option cards during their turn.
  • Players may enter pit lane when they pass the pit lane entrance. Use normal pit lane procedures (Section 11.1).
  • Players return the driver's Stress token to the middle space. The Stress token remains in the middle space while the Safety Car is deployed.
  • ERS is charged to maximum.
  • A car with a Blue Flag is not considered on the lead lap with the leader and may freely move past other cars that do not have a Blue Flag, including the safety car. This allows the car with the Blue Flag to potentially unlap itself.

13.9.3 Virtual Safety Car

  • A Virtual Safety Car is a period when the drivers are required to slow to the same average speed.

A Virtual Safety Car is a target lap time which is approximately 30% slower than a standard lap. This slows the field without deploying a physical safety car on track.

  • Overtaking is not permitted and all track events are temporarily inactive.

Virtual Safety Car procedure:

  1. The player who drew the Virtual Safety Car completes their turn.
  2. Begin with the next player in the drivers' sequence after the player who drew the 'Virtual Safety Car' card. That player moves the same number of spaces that the player who drew the Virtual Safety Car moved during their turn.
  3. Continue in turn-order sequence, each player moving the same number of spaces as the player who drew the Virtual Safety car. If one or more players had already moved prior to the Virtual Safety Car, they will move a second time this round, but will skip their turn next round.
  4. Players return the driver's Stress token to the middle space.
  5. Advance the Chequered Flag token on the Weather Radar to the next space and start the next round.
  6. All players skip the draw phase and must use the cards remaining in their hands. They do not draw new cards. If a player does not have a movement card they can use, they will draw and discard one card at a time until they draw a valid movement card.
  7. The player who drew the 'Virtual Safety Car' card starts their turn and normal play resumes. Any players that were ahead of the player that drew the Virtual Safety Car in the turn sequence do not move this round as they moved twice last round.

13.10 Red Flag and Race Restart

  • A Red Flag stops the race when there is a serious incident on track. This can happen:
    • When the WHITE die result is 6 when resolving the effects of the 'Safety Car' EVENT card or when determining the length of the Safety Car period (Section 13.9.1), or
    • When one or more cars are unable to complete their movement due to a track tile being entirely blocked by multiple cars that have spun.

Red Flag procedure:

  1. All cars line up on the starting grid in their turn sequence order at the time of the Red Flag.
    • If a car is in pit lane when the race is stopped, they will line up based on the track tile they are on.
    • A car on track will line up ahead of a car in pit lane on the same track tile.
    • For example, the Orange car is leading the race. The cars behind it are Grey, Red (in pit lane), and Blue. A Red Flag is deployed, halting the race. All cars return to the starting grid and line up in the same order as they were prior to the Red Flag. In this case, the Orange car would be placed first on the grid, followed by Grey in second, Blue in third, and finally Red in fourth (last).
  2. Drivers are allowed to change tyres and repair damage during a Red Flag event. System failures cannot be repaired.
  3. Players return the driver's Stress token to the middle space.
  4. ERS is charged to maximum.
  5. Remove the 'Safety Car' EVENT card from the deck.
  6. Move the Chequered Flag on the Weather Radar forward one space and start the next round following the Race Start procedures (Section 7.2).

13.11 Lapping Cars and Blue Flags

Lapping a car is catching up to a car at the back of the field and passing them. This pass is not for position, and when the two cars cross the Start/Finish line the leading car will have completed one more lap than the trailing car, even though they might be nose-to-tail.

  • For example, after 3 laps of racing the 1st-place car catches the 6th-place car, which is the last car in the field. After the 6th-place car is passed, they are one lap down to the leader. When the two cars next cross the start/finish line, the 1st-place car will have completed four laps, but the 6th-place car will have completed only three laps.
  • A Blue Flag is shown to a car that is about to be lapped. The driver is expected to allow the faster car to pass at the earliest opportunity.
  • During the lapping procedure, the Blue Flag token can be placed on the track tile with the slower car to indicate the battle is to lap a car and not a battle for position. When the lapping procedure is complete, the Blue Flag token will be placed next to the lapped car and will stay with the car until the car can get back on the lead lap.
  • After the leader laps a slower car, the Race Leader token can be placed next to the lead car. This token will be moved to a new leader when the lead changes and will help to track the proper car positions.
  • When a lapped car is issued a Blue Flag token, it will lose its turn and will not be able to move until the next game round. However, it will always move after other cars on the same track tile that do not have a Blue Flag token.
  • A car that has been lapped more than once will have a Double Blue Flag token placed next to it. This token will stay with the car until it is able to get a lap back. It will still have the same turn sequence priority as cars with a single blue flag.
  • DRS zones cannot be activated if the target car in front is in a different lapping situation.
    • For example, cars on the lead lap can only activate the DRS zone with other cars also on the lead lap, while cars with a single blue flag can only do so with other cars with a single blue flag.

13.11.1 Lapping Cars

  • Because the driver sequence is based on track position and not running order, a car that is about to be lapped SHOULD change lanes at the end of their movement to leave an open track lane and allow the faster car to overtake during their turn.
    • This is not mandatory – it is a fact of racing that lapped cars are sometimes really annoying!
  • Overtaking a lapped car follows the same procedures as overtaking a car for position, but the car being lapped cannot defend.
    • Lapping is complete when the faster car ends its movement on a track tile ahead of the slower car.
    • When both cars end their movement on the same track tile, the lapping is not completed. A car that is about to be lapped continues its movement this round.
  • When a car is lapped by the leader, place a Single Blue Flag token next to the lapped car to indicate that the car is no longer on the lead lap. The lapped car loses its turn and will not be able to move until the next game round. This token will stay with the car until the car is able to unlap itself.
  • It is forbidden to lap a car in a Yellow Flag section.

13.11.2 Lapping a Car Again

  • If a car that already has a Single Blue Flag token is lapped by the leader a second time, flip the token to the Double Blue Flag token immediately.
  • Once a car has double blue flags, all other cars that do not have double blue flags can freely move around and pass the car with double blue flags using normal movement. The faster car does not need to charge OT or battle to pass the slower car. Cars with double blue flags must pass other cars with double blue flags using normal overtaking procedures.
  • If a car with a double Blue Flag token is able to get its lap back (13.11.4), flip the token to the single flag side.

13.11.3 Unsuccessful Lapping

  • When a faster car can't complete a lapping procedure because it was either blocked by the slower car or didn't have the required cards to overtake, the lapping procedure is considered unsuccessful.
  • If a faster car is unable to lap a slower car on the first attempt, place a Blue Flag token behind the slower car to indicate that a first attempt to lap it has been made.
    • Remark: This is a separate Blue Flag token from the one that indicates if a car is lapped. If a slower car is one lap down already and has one Blue Flag token, place another one next to it to mark an unsuccessful attempt. Once the car has been lapped, remove the second token from the track at the end of the round.
  • In the event that a second attempt to lap the slower car also fails, flip the token to the Double Blue Flag side. During the next round, all cars may move freely around the car with the Double Blue flag. At the end of the round, remove the Double Blue Flag token from the track.

13.11.4 Recovering a Lap / Unlapping

  • A lapped car can unlap itself by driving around the race leader using normal overtaking and battle procedures.
    • The unlapping car must drive farther than the other car, ending at least one track tile ahead of it to finish the unlapping. If not, they stay lapped.
  • The Blue Flag token is removed when the car unlaps itself. The car immediately returns to the normal players' sequence. This allows a driver to move two times in a game round as the loss of the Blue Flag token will reset their order in the turn sequence.
  • It is forbidden for a car to unlap itself in a Yellow Flag section.
  • Unlapping is permitted during a Safety Car.

13.12 Penalties

  • Penalty tokens are used to mark a penalty received during the race, such as when a car causes a collision, forces another car to go off track, exceeds the pit lane speed limit, or crosses the yellow lines at the pit lane entry/exit. They will also be issued to players caught with cards that have Penalty icons in their hands at the end of the race.
  • Players will place their Penalty tokens on their Pit Box tile where all other players can see them.
  • It is mandatory to serve the penalty during a pit stop procedure (Section 11.2).
  • Penalties are resolved after the end of the race (Section 12.2).

13.12.1 Investigation

  • The 'Investigation' EVENT card forces players to show all EVENT cards they are holding.
  • If a player has one or more cards with the penalty icons in their hand at the time the 'Investigation' card is played, they must take a penalty token for each penalty icon shown on their cards.

13.13 Hazard Tokens

  • Hazards like gravel, debris, oil, and standing water are marked on the racetrack by special tokens. When a car drives through a track tile or stops on a track tile with a hazard token, it will be affected by the hazard. The hazard token applies to the entire track tile and not just the space where the token is placed.
  • Remove the hazard token from the track after it has been triggered by a car. If the car avoids the hazard by following the avoidance procedure, the token is not triggered and remains on the track.
  • There is an INFO card with details for each type of hazard token. Place the INFO card close to the track so players can refer to it while the hazard token is on the track.

13.13.1 Gravel Token

  • If you drive through a track tile with a Gravel token, you must:
    • Increase tyre wear +1 if you used a RED or BLUE movement card to make your movement this turn. If you used a GREEN movement card, nothing happens.
  • If you end your movement on a track tile with a Gravel token, your tyres lose grip. During your next turn, you must make your move without your Tyre Bonus (Section 8.1) and you cannot play cards in pairs for movement or battle. Remove the Gravel token from the track and place it over your Tyre Bonus token as a reminder. After you complete your next movement, discard the Gravel token.

13.13.2 [ADV] Debris Token

  • If you drive through or stop on a track tile with a Debris token, you must change lanes to avoid the debris. Shift one or more lanes to the right or left while on the same track tile as the debris to avoid it. If you do, nothing happens and the debris remains on the tile.
  • If you are unable to change lanes, your car is damaged. Pick a DAMAGE card and resolve its effects (Section 13.6). Then, remove the Debris token from the track.
  • You cannot play cards in pairs for movement or battle when starting your movement from a track tile with a Debris token.

13.13.3 [ADV] Oil Token

  • If you drive through or stop on a track tile with an Oil token, you must spend 1 counter-steer card to avoid the oil.
  • If you do not play a counter-steer card, then you hit the oil, lose control of your car, and spin (Section 13.4.2). Remove the Oil token from the track.
  • You cannot play cards in pairs for movement or battle when starting your movement from a track tile with an Oil token.

13.13.4 [ADV] Standing Water Token

  • Standing Water tokens mark track sections where water has formed pools. While the active weather is Rain, a Standing Water token is not removed when a car triggers it. If the weather changes to Cloudy or Sunny, Standing Water tokens are removed when triggered by a car.
  • Standing water affects the entire track tile and acts like a Green Gear speed limit (Section 8.4.2). If you drive through a track tile with a standing water token using a RED or BLUE movement card, you must roll the RED die.
    • You can place a Green Gear token next to the Standing Water token as a reminder.
  • If you stop on a track tile with a Standing Water token, you will trigger a Loss of Control event and must resolve the effects. Then, if the current weather is Cloudy or Sunny, remove the Standing Water token from the track. If the current weather is Rain, do not remove it.
  • You cannot play movement cards in pairs for movement or battle when starting from a track tile with a Standing Water token.
  • If you are using Wet tyres when the weather is Cloudy or Sunny (Section 10.2.1) and you drive through or stop on a track tile with a Standing Water token, do not increase tyre wear +1 during that turn, but still resolve other Standing Water effects.

13.13.5 Bonus Card – Groundhog on Track

This card is not part of the Game and is not included in the standard game set. It may be available as a promotional item or special reward.

  • When you stop or drive through that tile you must change your racing lane in either direction to avoid the groundhog.
  • If you are unable to change lanes, your car is damaged. Pick a DAMAGE card and resolve its effects (Section 13.6).
  • In the next 3 game rounds roll the white die and move groundhog token: green, forward or red, backward that number of spaces. After that remove groundhog from the track.

14. Championship

14.1 Setup

  • A championship measures a driver's or team's performance over a series of races.
  • All the players should agree in advance how many races will be included in the championship, how many cars will be in the field (including BOTs), and which racetracks will be used.
  • Shuffle the Pit Box tiles and place them randomly for the first race of the series. For each subsequent race, place the pit tiles in order of driver standings with the leader's Pit Box tile being closest to Pit Exit.
    • If you are racing with teams and tracking the Constructors' Championship, place the Pit Box tiles in order of the team standings.
  • Decide whether each player will use the same car and/or driver for the entire championship or if different cars and drivers will be used for each race (to even out strengths and weaknesses).

14.2 Championship Points

Keep track of the points earned in each race.

Position1st2nd3rd4th5th6th7th8th9th10th
10+ cars131086543210
8 cars1075432100

14.3 Drivers' Championship

  • Each player records the points they earn during each race (Section 14.2) and the player with the most points at the end of the series of races (the season) wins the Championship.
  • Starting with the second Championship round, set up the Pit Box tiles in order of the championship standings.
  • There is a chart at the end of the rulebook for recording results and championship points (Section 17).

14.4 Constructors' Championship

  • Each team scores points from both drivers after each race. The team with the most points at the end of the season wins the Constructors' Championship, which may differ from the Drivers' Championship winner.
  • Two players can drive for the same team, or each player can manage a two-car team race. One car is the player's car and the second car is the matching Pro BOT, which the player will control (refer to the BOT rulebook).
  • Each team qualifies in the order of the Pit Box tiles. The player will qualify first and the Pro BOT will qualify second.
  • At the start of a Team Championship, players may choose to use team orders. If a player is ahead of their immediate Pro BOT in the Driver's Championship standings, they may issue team orders to avoid aggressive battles that could result in a collision. The available team orders are:
    • Do not overtake the player,
    • Do not defend during a battle with the player, or
    • Move after the player if engaged in a wheel-to-wheel battle.
  • Each time you issue a team order to a teammate during a race, roll the WHITE die.
    • Green result: team orders. The Pro BOT will follow the orders given by the player.
    • Red result: no team orders. The Pro BOT will proceed with their planned move.
  • The Constructor's Championship may also be played with two BOT cars (Pro and Rookie) for non-player teams. In this case, treat the Pro BOT with the higher championship points as a Player; it will always issue team orders when possible. Refer to the BOT rulebook for further details.

15. Optional Rules

The following are optional rules that can be used for a different Formula GP experience. These rules should be agreed upon by the group prior to starting the game and we recommend only using them if you have experience with the Standard and Advanced Formula GP rules.

15.1 Player Turn Sequence (Determined by Momentum)

  • When two or more cars start their turn on the same track tile, the drivers' sequence is determined by the LEDs of the played Movement cards. All drivers on the track tile show their selected movement cards at the same time, and the car with the highest number of LEDs moves first. In case of a tie, use the standard drivers' sequence rules. A car with worn tyres always moves last.
  • BOT cars roll the WHITE die to determine their LEDs (green result = 1).
  • This does not apply to cars in slipstream spaces.

15.2 Street Circuits

  • For added challenge on street circuits, treat all track edges as walls, regardless of the track tile graphics. During a street circuit race, a car that would go off track instead hits the wall and remains in its space (Section 13.4.4).
  • For a race on a street circuit, remove all but two of the 'Close Call!' cards from the deck of DAMAGE cards, because it's easier to damage the car.
  • During a battle, the defender receives +1 or +2 LEDs (players decision) because passing on a street circuit is much more difficult.

15.3 Qualifying Based on a Die Roll

  • Players establish their qualifying score in the sequence of Pit Box tiles positions, starting with the player whose pit box is closest to the pit exit.
  • Start by adding the movement bonus of your starting tyre type and the maximum OT level of your car together. This is your base score.
  • You can then choose to increase your starting tyre wear to increase your score. Each tyre wear point increase represents one point added to your qualifying score. You can also choose to not spend any tyre wear points.
  • You will then roll the WHITE die and add the result to your total score.
  • If the result of the roll is a green face result (see the die icon in the printed rulebook), you have suffered a Failed Attempt and results in an automatic total score of 0.
    • Following a failed attempt, a driver may still make additional qualifying attempts with -1 to their total score. However, a second failed result during any further attempt results in a crash, score is 0 and increase tyre wear +1.
  • The driver with the highest qualifying score will start the race from pole position, with the second highest score starting from second, and so on until the starting grid is set. In the case of a tie, the driver whose Pit Box tile is closest to the pit exit will be placed higher up on the grid.
  • After all drivers have made a qualifying attempt, players may decide (in Pit Box tiles sequence) to make another qualifying attempt by increasing their tyre wear by 1 point.
  • The player on pole position will get 1 bonus ACTION card added to their hand for the race start (Section 7.2.1).

15.4 Race Start

  • During the race start, players take their turn in the driver sequence based on their grid position instead of the LEDs on their movement cards.

15.5 Medium Tyre Wear Placement

  • When a player chooses Medium tyres, place the Tyre Wear marker one space before the matching Tyre type space on the Player Board to provide additional strategic options.

15.6 Counter-steer

  • When the car is on a corner track tile and is forced to change lanes due to a counter-steer, instead of rolling the WHITE die to determine the direction of the lane change, the car will always move toward the outside of the corner. This does not apply to straight track tiles.

15.7 Battle

15.7.1 OT Management

  • When your OT level is fully charged, you have so much momentum that you cannot avoid a battle and you must attempt to overtake.
  • After winning a battle, all charged OT points must be used to execute the overtake, even if this results in going off track or colliding with another car. The Brake! secondary effect of a Tyre Wear card may be used to reduce speed (MP) and charge fewer OT points.
  • This does not apply to cars in slipstream spaces.

15.7.2 Defending Position

  • If a battle ends in a tie, the attacker can normally make a second attempt. However this optional rule allows the defender to play a GREEN, RED, or ORANGE movement card to change lanes and block the attacker. The attacker must then increase tyre wear +1 and cannot attempt a second attack.
  • If the defender does not block, the attacker may make a second overtake attempt with -1 OT. Both players battle using their remaining cards.
  • If the attacker started the battle from a Slipstream space, the defender cannot block.

15.8 Photo Finish

  • When two or more cars are fighting for the race win and they end the race on the same track tile, those cars must continue to battle to determine the winner of the race, instead of using the driver sequence.
  • Penalties must be resolved before starting a photo finish procedure (Section 12.2.1).
  • If cars end the race on the same track tile but are not battling for the win, these rules are not applicable for them and the finishing position is determined by the driver sequence.
  • If a car crosses the finish line and ends their turn in a spin, they will be excluded from the photo finish.

15.8.1 Photo Finish Procedure

  • Playing in order of the driver sequence, each player participating in the photo finish completes an additional game turn using the cards remaining in their hand and any other resources available to them.
    • If a car is able to finish on a track tile in front of all other cars, that car is declared the winner.
    • If two or more cars finish once again on the same track tile and there is no clear winner, those drivers continue to play photo finish rounds until one car finishes on a track tile in front of all other cars.
  • If only one player has a Movement card, that player resolves their movement and wins the race immediately.
  • If none of the players have a movement card they can use, each player draws the top card from their deck and plays it, if they can. This continues until one car is able to move ahead of the others and is declared the winner.

15.9 Penalties – Let the Race Director Decide

  • When any driver (player or BOT) would receive a penalty from an incident involving another car, let the Race Director decide if they should receive a penalty or not. Roll the WHITE die (the die result ranges are shown as icons in the printed rulebook):
    • Result in the first range: Racing incident, the driver is not at fault and does not receive a penalty.
    • Result in the second range: the driver receives a warning, a black & white flag token.
      • If a driver receives 2 warnings in the same race, they immediately receive a Penalty token. Each additional warning after the second warning also results in a penalty token.
      • If a driver who has already received a warning performs an action that would normally result in receiving 1 penalty token, that driver receives 2 Penalty tokens instead.
    • Result in the third range: the driver receives a penalty.

15.10 Limited Tyre Sets for a Dry Race

  • During setup, each player receives a limited number of dry tyre sets for the race. You do not receive any more, even if all your tyres are worn out. Select Option A or B prior to starting the qualifying round and take the following tokens:
    • Option A: 2x Softs, 1x Mediums, 1x Hards
    • Option B: 1x Softs, 2x Mediums, 1x Hards

15.11 Safety Car & Virtual Safety Car

15.11.1 EVENT Card

In races where there is already a high probability of a Safety Car (such as street circuits or if there is rain), the first time you draw the Safety Car EVENT card, return it to the EVENT deck draw pile and reshuffle. If the Safety Car event is drawn a second time, play it as normal.

15.11.2 Faster Safety Car Procedure

  • Players don't use any cards during a Safety Car, each car will drive 6 spaces per turn instead.
  • Players can discard any cards in hand except FAILURE / DAMAGE cards and only one Tyre Wear card during S.C. phase.

15.11.3 Faster Virtual Safety Car Procedure

  • The player who drew the Virtual Safety Car completes their turn.
  • Move the Chequered Flag token to the next round.
  • All players move 4 spaces this round, and they do not draw new cards during a Virtual Safety Car. The Virtual Safety Car lasts only 1 game round. Continue with the current player sequence.

15.12 Limited Time for a Player's Turn

To limit game time during tournament play, each player has 45 - 60 seconds to decide how to perform an action. If a player exceeds this time, they will receive a warning for a first and second offense. Starting with the third offense, the player will receive a penalty token for each time they exceed the time limit when deciding to perform an action. (An action is anything a player has to make a decision on, such as playing movement cards, making move extensions, and even declaring battle cards as the attacker OR defender).

15.13 New Overtake Mode

The new Formula racing regulations no longer include DRS, but the DRS zone can still be used in the game as the control point for the Overtake Mode. Use only one DRS zone (on the main straight) on the track. You may ignore the other zones if your track has more.

The Overtake Mode is extra energy that is available to help a car attack an opponent. The attacking car must be less than one second behind their opponent when they cross the control point to be able to use this energy.

  • When you catch your opponent in the DRS zone, count the track tiles between your car and your opponent's car (including the tile where the opponent stops). Charge the OT indicator by that number, up to the maximum OT level of your car. These overtake points are saved and can be used anywhere during the lap, but they can be used only once and do not regenerate after a battle.
  • When you attack an opponent, you can add OT points using the standard OT charging procedure, up to the maximum OT level of your car.
  • With that extra energy (OT points), you may be able to attack from a greater distance.
  • The OT charge is reset each time you enter the DRS zone. If you catch an opponent again in the DRS Zone, adjust your OT value to match the number of track tiles between cars. If there is no other car in the DRS zone then OT is set to zero.

15.14 Weather Change Modifier

To further randomize the timing of weather changes, when the weather is cloudy or rainy, modify the result with an additional roll of the white die:

  • Green result: roll again and move the Weather token forward by the number rolled on the white die. A result of 1 has no effect.
  • Red result: roll again and move the Weather token backward by the number rolled on the white die. A result of 1 has no effect.

Anyway … the Game Designer reserves the right to modify these rules at any time during a game, especially when the race is not going well for the designer ;)

16. Support for People with Colour Blindness

Our game offers accessibility features for colour-blind players, making it easier to differentiate colours and game components.

16.1 White Die Results

  • RED score: button on the left side; two dots at the bottom.
  • GREEN score: button on the right side; one dot at the bottom.

16.2 Gear Tokens

  • RED speed limit: white dot on the top left side of the token.
  • GREEN speed limit: white dot on the top right side of the token.

16.3 Arrow Colours

  • The red arrow with icons, which represents a negative effect (such as increasing tyre wear or stress), contains a square at the back of the arrow.
  • The green arrow, which represents a positive effect (such as decreasing tyre wear or stress), is solid.

16.4 Action Cards

  • Movement cards can be identified by the Sprint Race speed on each card:
    • GREEN cards have 2 MP
    • RED cards have 4 MP
    • BLUE cards have 6 MP
    • ORANGE cards have 2 and 4 MP

16.5 Team Colours

  • Each team has its own identifier number. This number is displayed on the Player Board, BOT Control cards, SPRINT TEAM cards, Pit Box tiles and Pit tokens for Pro BOTs.
  • On the Player Board, the identifier number is discreetly hidden in the cockpit, in the bottom-left corner of the board. In the example shown, this number is #5.
  • The same numbers appear on the BOT Pit tokens and the corresponding Pit Box tiles.
  • They are also visible on the BOT Control cards and SPRINT TEAM cards, ensuring that all components belonging to the same team can be easily identified.

17. Formula GP Championship Table

The printed rulebook includes a recording chart for the championship. Its columns are: Race; Driver; Pos (finishing position); Pts (race points); Tot (total season points); Stan (season standings). The chart is a blank form and is not reproduced here.

18. Racetracks

Build a racetrack using track tiles. Use the provided examples or design your own track. When creating your own track, use the guidelines below to maintain game balance and ensure all game mechanics work effectively.

18.1 Track Design Guidelines

  • Recommended track length: ~40 'movement point' tiles.
  • Use a maximum of 2 DRS zones.
  • Limit long straights. Too many allow frequent use of 8th gear and reduce track variety.
  • Shorter straights increase cornering and highlight performance differences in 2nd, 4th, and 6th gears.
  • Shorter tracks allow more laps, increasing pit stop strategy options.
  • Ensure cars cannot complete a lap in the same lane without changing lanes.
  • Include at least one section where a BLUE card in 8th gear can be used without reaching a speed limit.
  • Use kerbs instead of grass where lanes begin or end.
  • Include at least one Tricky Corner.
  • [ADV] Use:
    • 2x GREEN speed limit corners
    • 2x RED speed limit corners

18.2 Example Tracks

The printed rulebook gives tile-by-tile diagrams for the following example circuits. Each diagram shows the track tile IDs (printed on or near the track barriers), the finish line, the Pit Box tile placement and, for the Advanced game, the Gear Marker placement. The diagrams are not reproduced here:

  • Austria
  • Italy
  • Brazil
  • Bahrain
  • Hungary
  • China
  • Spain
  • Japan
  • Singapore Night Race

The "Acknowledgements" page at the end of the printed rulebook is credits and is not transcribed.

BOT Rules

The rules below are the official FGP BOT rulebook (Duck's Games, version 2.15.7), placed here because the Core Rulebook refers to it for any situation involving BOT cars. Section numbers are the BOT rulebook's own, shown with a "BOT" prefix so they do not clash with the Core Rulebook numbering.

BOT 1. Playing With BOT Cars

You can expand the field by using BOT cars, which work equally well in a multi-player game or a solo game. There are two types of BOT cars:

  • Rookie BOTs are slower cars with identical performance, and are less demanding to manage.
  • Pro BOTs are faster cars with unique car performance, but are more challenging to manage.

These cards provide the BOTs with a level of autonomy and unpredictability. BOT cards are marked with the BOT icon.

BOT 1.1 About This Rulebook

This book includes all Standard and Advanced BOT rules.

  • BOT STRATEGY cards provide guidance on how a Pro BOT will manage their tyre strategy during the race.
  • BOT TACTICS cards provide guidance on how a BOT will change lanes and adjust their movements.
    • There are 10 cards marked with a single LED icon that serve as the Rookie BOT TACTICS cards. If you are not using Rookie BOTs, these cards can remain in the deck as regular TACTICS cards.
  • BOT BATTLE cards are used to determine the strength of a BOT's attack or defence. These cards are used by all BOT types.

Advanced rules are marked with [ADV] and a red background. Optional rules are marked with a green background. These rules are listed at the end of the rulebook and are for experienced players that are looking to add a bit of variety to the game.

BOT 1.2 BOT Components

  • 1x Rookie BOT Control Card
  • 20x Pro BOT Control Cards
  • 10x BOT Pit tokens
  • 2x Pit Check token (optional)
  • 10x Car markers / standees. You can distinguish Pro BOT and Rookie BOT cars by flipping the car token. The side with a green T-cam can be used as Rookie BOT.
  • 14x STRATEGY cards
  • 30x TACTICS cards
  • 30x BATTLE cards

BOT 1.3 Pro BOT Setup

  • Ensure you are familiar with the terms and rules from the Core Rulebook before reading through this BOT rulebook.
  • Decide on the number of Pro BOT cars in the race and pick the appropriate car miniatures, standees, or tokens with a black T-cam.
    • If you are controlling all the BOTs yourself, we recommend using a maximum of 4 Pro BOTs to keep the game moving smoothly.
  • For each Pro BOT:
    • Find the Pro BOT Control Card that matches the selected Pro BOT car and place it near the track. The car miniature or token and the Control Card will have matching colours.
    • a) Note the maximum OT points for the Pro BOT.
    • b) Select the difficulty level for the Pro BOT: use the faster side of the card for faster Pro BOTs, or the slower side for slower Pro BOTs.
    • c) Draw one STRATEGY card and place it face up near the Control Board.
    • d) Draw a TACTICS card and place it face down near the Control Board.
    • e) Place the Tyre token for the Pro BOT's starting tyre type on the Tyre space (Section BOT 1.3.1).
    • f) [Optional] This bonus movement point can be added if you want to make the Pro BOT more challenging. You can cover this space with the tyre token if you do not want to use it.
  • Fill the rest of the grid with Rookie BOTs. For solo players, we recommend a maximum field of 8 cars.
  • If you are using the Championship rules with race teams, you can use Pro BOT cars as teammates. Each player would control one Pro BOT in addition to their primary car.

BOT 1.3.1 Define Tyre Strategy

  • Refer to the team's STRATEGY card.
  • Starting Tyres: roll the WHITE die and start with the tyre type indicated by the die result. Place the appropriate Tyre token on the Control Card.
  • Pit Stop: when the Pro BOT makes a pit stop, place the indicated Tyre token on the setup Control Board.
    • Some STRATEGY cards will have the Pro BOTs wait to determine their second tyre type until their pit stop. Roll the WHITE die during the pit stop to determine the tyre type.
  • WET Race: if the race starts as a WET race, or if the BOT changes to Wet tyres during the race, place the Wet Tyre token on the Control Card. When the rain ends, change from the Wet tyres to the next tyre type marked on the STRATEGY card. If the Pro BOT makes another pit stop, change to the third tyre type marked on the STRATEGY card.

BOT 1.3.2 Set Pit Stop Strategy

Each Pro BOT must set a game round when you will check on their tyre degradation and wear.

  • Roll the WHITE die (a result of 0). Add the die score to the basic life of the starting tyre type:
    • Soft = 5 + die score
    • Medium = 7 + die score
    • Hard/Wet = 10 + die score
  • Place the Pit token on the Weather Radar game round that matches the score you calculated above.
    • The token should be placed with the TYRE icon side facing up. When the Chequered Flag token reaches the Pit token, you will roll to determine when the Pro BOT will pit (Section BOT 4.1).
    • If the token is on or past the icon for the selected tyre type, flip the token to the PIT icon side.
    • For example, the Pro BOT is using Medium tyres. A White die result of 5 + the Medium tyres' base value of 7 results in a total score of 12. The PIT token would be placed on the 12th game round and, since it is past the Medium tyre icon on the 11th game round, it would be immediately flipped to the PIT icon side.
  • Place the Rookie BOT TACTICS card next to the Control card.

BOT 1.4 Rookie BOT Setup

BOT 1.4.1 Rookie BOT Control Card
  • Decide on the number of Rookie BOT cars to use in the race and pick the appropriate car miniatures, or tokens with a green T-cam side.
  • All Rookie BOTs use the same generic Control Card.
  • Find the TACTICS cards marked with the single LED icon, randomly draw one, and place it next to the Control Card.
  • Place the Rookie BOT Control Card next to the track:
    • a) The maximum OT points for the Rookie BOTs.
    • b) Select the difficulty level for the Rookie BOTs: use the faster side for faster Rookie BOTs, or the slower side for slower Rookie BOTs. Always use the rain side when the weather is Rain. If you picked the side before qualifying, flip the board back to that side if the weather turns to Cloudy during the race.
    • c) Rookie BOTs do not have tyre strategies or make pit stops.

BOT 1.5 Qualifying

BOT 1.5.1 Pro BOT Qualifying
  • When calculating qualifying points for Pro BOTs, start by drawing 1 BATTLE card. Then, add together the maximum OT points for their car, their starting tyre type bonus, and add the LEDs from the BATTLE card. This will be the Pro BOT's qualifying score.
  • In the event that the BATTLE card has an LED score of zero, the BOT must draw another BATTLE card and use the LEDs from the new card. In the event that the LED score is zero again, the BOT crashes and their qualifying points are reduced to zero. Follow the players' core rules for crashing during qualifying.
BOT 1.5.2 Rookie BOT Qualifying
  • When calculating qualifying points for Rookie BOTs, start by drawing 1 BATTLE card. Then, add together the maximum OT points for their car, their LEDs from the Control Card difficulty level, and add the LEDs from the BATTLE card. This will be the Rookie BOT's qualifying score.

BOT 1.6 [ADV] Race Day Track Temperature

Pro BOTs ONLY. The Pro BOTs' tyres wear out faster when the track temperature is high, so the Pro BOTs may need to pit earlier. When the weather is Sunny (check the Core Rulebook), adjust the pit strategy of ALL Pro BOTs based on selected sunny conditions:

  • Normal: No change.
  • Hot: Move the Pit token 1 game round earlier for Pro BOTs using Soft or Medium tyres.
  • Extreme: Move the Pit token 2 game rounds earlier for Pro BOTs using Soft or Medium tyres.

BOT 1.7 Gameplay

BOT 1.7.1 BOT Card Management
  • BATTLE cards are drawn during a battle when a Pro BOT makes an overtake attempt or defends its position.
  • STRATEGY cards are used only by Pro BOTs and are drawn only once before the race.
  • TACTICS cards are drawn:
    • At the start of the race,
    • At the start of a Pro BOT's turn during the second game round,
    • When a Pro BOT loses a battle,
    • At the start of a Pro BOT's turn during the second round of a wheel-to-wheel battle,
    • During a pit stop.
BOT 1.7.2 Race Start

BOT 1.7.2.1 First game round

  • Each BOT draws one BATTLE card after the players reveal their starting movement cards. The LEDs from this card are used to determine the start sequence amongst the BOTs and Players.
    • A BOT on pole position will get 2 bonus LEDs.
    • The LEDs are the only part of this card used during the first round. Discard this BATTLE card at the end of the first game round.
    • If two cars have the same number of LEDs, the car with the better starting grid position moves first.
  • [Pro BOTs only] Turn over TACTICS cards.
  • Roll the WHITE die for each BOT to determine the pace colour for its movement this round:
    • Green: use the green pace.
    • Red: use the red pace.
  • Movement will be calculated using 2nd gear with the pace colour that matches the die roll.
  • Determine the car's base movement points using the car's BOT Control card.
  • [Pro BOTs] Add the tyre bonus and difficulty bonus, if applicable.
  • [Pro BOTs] Do not use the corner modification on the TACTICS card to extend their movement during the first two game rounds (Section BOT 2.3).
  • There are no battles during the first game round.

BOT 1.7.2.2 Second game round

  • [Pro BOTs] Discard the current TACTICS cards and draw a new TACTICS card for each Pro BOT.
  • Roll the WHITE die for each BOT to determine the pace colour for its movement this round:
    • Green: use the green pace.
    • Red: use the red pace.
  • Use the gear number matching the track tile where the BOT is starting its movement from this round, along with the pace colour that matches the WHITE die roll.
  • Determine the car's base movement points using the car's BOT Control card.
  • [Pro BOTs] Add the tyre bonus and difficulty bonus, if applicable.
  • [Pro BOTs] Do not use the corner modification on the TACTICS card to extend their movement during the first two game rounds (Section BOT 2.3).
  • There are no battles during the second game round.

BOT 1.7.2.3 Race start summary

Round 1Round 2Round 3+
Driver SequenceLEDs from BATTLE cardsStandard sequenceStandard sequence
Pole PositionBOT on Pole gets +2 LEDs for startNot applicableNot applicable
Gear2nd GearGear of track tileGear of track tile
Race PaceRoll WHITE die for pace colourRoll WHITE die for pace colourUse RED pace
BOT Corner ModificationNo modificationNo modificationAdjust movement from TACTICS card
BattlesNo battles. Pass using MPNo battles. Pass using MP

BOT 2. Movement Rules

BOT 2.1 Speed and Distance

  • Use the gear that is specified on the track tile where the BOT car is starting its movement from.
  • Use the display on the BOT Board to find the car's movement points. The movement points are the highest indicator that matches the BOT's race pace colour and the selected gear. BOTs primarily use the RED pace to determine movement points throughout the race.
  • [Pro BOTs] Add the tyre bonus and difficulty bonus, if applicable, to the base movement points to determine the total movement points for the Pro BOT each round.
  • BOTs use the GREEN pace in these circumstances:
    • During the first two rounds, if the WHITE die result is Green;
    • During a wheel-to-wheel battle, if the WHITE die result is Green;
    • When the car returns to the track after a spin; and
    • When starting their movement in a Yellow Flag zone.

BOT 2.1.1 [ADV] Speed Limits

  • Pro BOTs and Rookie BOTs are not affected by speed limits when moving through track tiles.

BOT 2.2 Changing the Racing Lane

  • The BOT will change to its preferred racing lane only once per turn. It will not change lanes for each straight (or curve).
  • The BOT will prefer to move in the direction of the yellow arrow (right or left), whether it is on a straight or curved track tile.
  • Lane preference is shown on the TACTICS card:
    • Straight track tile: the green arrow indicates the lane preference relative to the left edge of the track.
    • Curved track tile: the arrows indicate the lane preference relative to the inside of the curve.
    • Straight green arrow with no lanes on the track: the BOT will stay in the same racing lane unless forced to change lanes.
  • BOTs will always move towards their preferred racing lane as indicated on their TACTICS card. The BOT will attempt to change lanes during its movement so that the first time it moves onto the type of track tile shown on its TACTICS card (straight or curved), it is already driving in the preferred lane. If that lane is not available, the BOT will use the next closest available lane.
  • The BOT will change to its preferred lane immediately before moving onto the first straight or curved track tile (indicated on the TACTICS card) during its turn.
  • After a BOT reaches its preferred lane, it will stay in that lane unless forced to change lanes for another reason.
  • When a BOT is forced to change lanes, it will prefer to change lanes in the direction of the yellow arrow on its TACTICS card. If that choice is not available, it will move the other direction, if able.
  • If following the yellow arrow is not possible (the lane is blocked or the BOT is already on the edge of the track), the BOT will move one lane toward the middle of the track.
  • When a BOT leaves a double-lane space, it will select the lane in the direction of the yellow arrow on its TACTICS card, if able.
BOT 2.2.1 BOT Racing Lane Choice
  • The middle section of each TACTICS card shows the preferred racing lane for the BOT.
  • The TACTICS card also shows how the BOT responds when it is blocked, using three symbols:
    • Surrender symbol: the BOT will surrender its place in the driver sequence and wait until the other cars on the track tile have completed their moves.
    • Not-aggressive symbol (a range of options): the BOT is not aggressive and will move forward into a clear space instead of changing lanes. If the space ahead is blocked, it will surrender its place in the driver sequence and wait until the other cars on the track tile have completed their moves.
    • Aggressive symbol: the BOT is aggressive and changes lanes toward its opponent. Follow the same procedures as players for collisions or pushing other cars off track.
BOT 2.2.2 Changing Lanes into an Occupied Space / Pushing Cars
  • BOTs can change lanes to comply with their lane preferences, even if there is another car in the way. If there is a risk of a collision (the other car will be pushed into another car, a wall, or off track), roll the WHITE die to determine if the BOT will be aggressive, and read the result against the symbols in BOT 2.2.1.
BOT 2.2.3 BOT Lane Choice Examples
  • This BOT prefers the far right lane on straight track tiles. When the BOT starts its turn, it will change lanes first to move onto the next straight track tile in the far right lane. It will change lanes when its lane ends on the kerb in the corner.
  • This BOT prefers the second lane from the inside of the corner on curved track tiles. When the BOT starts its turn, it will stay in its lane and will change lanes to move onto the next curved track tile in the second lane from the inside of the corner. If the BOT's WHITE die roll makes it aggressive, it will change lanes to the right to enter the corner on its preferred racing lane. The car in that lane will be forced to go off track; follow BOT 2.2.2 and the same procedures as players for Changing Lanes into an Occupied Space.
  • This BOT prefers the far right lane on straight track tiles. When the BOT starts its turn, it will stay in its lane until the end of the curve. Then it will change lanes to move onto the next straight track tile in the right lane. In this example, there are just two lanes on that straight section so the BOT will move to the farthest right lane possible.
  • This BOT prefers the outside lane on curved track tiles. When the BOT starts its turn, it will change lanes to move onto the next curved track tile in the last possible outside lane. It moves to its preferred lane only once per turn, so it will not change lanes to the right to move to the outside lane of the next corner.
  • Example of a blocked BOT: it may move right one lane into the second lane from the inside of the corner (and force the other car off the track), continue straight ahead, or give up the driver sequence this round and move after the other car.

BOT 2.3 [Pro BOT] Extending the Move

BOT 2.3.1 Pro BOTs and Corners
  • Each TACTICS card includes a modification that is applied when the Pro BOT ends its move on a corner. This simulates how well individual BOTs are managing the corners. A green background with a movement-extension symbol indicates a movement extension, while a red background with a movement-reduction symbol indicates a movement reduction.
  • When a Pro BOT ends its movement on a curved track tile, adjust its movement forward or backward the number of spaces indicated on the TACTICS card.
    • In this example, the Pro BOT finished its move on a corner track tile. The TACTICS card shows the BOT will move forward +1 space.
  • If the corner modification puts the Pro BOT in a position to overtake, it will proceed with the overtake.
  • The modifications on the TACTICS cards are used during the Pro BOT's movement phase only. They do not apply to overtaking after winning a battle.
  • Pro BOTs do not modify their movement during the first two game rounds.

BOT 2.4 [Pro BOT] Movement Hazards

Pro BOTs are not perfect and will sometimes drive beyond the limit, just like players! Some TACTICS cards have a Red Die hazard symbol on them, indicating that the Pro BOT will be required to make a Red Die roll (Section BOT 6.1) when either moving, extending its movement from a corner, or battling. There are three possible scenarios:

  • The hazard symbol is on the movement direction area of the TACTICS card. The Pro BOT must make a Red Die roll after completing all of its movement for the turn, including any corner movement extension, if applicable. Then, draw a new TACTICS card.
  • The hazard symbol is on the corner movement modifier area of the TACTICS card. The Pro BOT must make a Red Die roll only after using the corner movement extension bonus. Then, draw a new TACTICS card.
  • The hazard symbol is on the battle symbol area of the TACTICS card. The Pro BOT must make a Red Die roll after completing an overtake attempt, regardless of if the overtake is successful or fails. Then, draw a new TACTICS card.

BOT 3. Battle

BOT 3.1 Overtaking Without a Battle

  • Overtaking without a battle is permitted if there is an open racing lane between the attacking BOT and its opponent.
  • If the BOT's preferred racing lane leaves an extra lane between the BOT and its opponent, the BOT will overtake without a battle. BOTs will not change lanes to make this happen.
  • If the BOT's lane does not leave an extra lane in between, it will start a battle.

BOT 3.2 Battle Procedure

  • When a BOT is overtaking, check if the BOT is in a position on track where it must start a battle (Section BOT 3.2.1).
  • Check its TACTICS card to determine if the BOT requires a decision to attack (or defend) (Section BOT 3.2.2).
  • Draw a BATTLE card (Section BOT 3.2.3) to:
    • Check the BOT's aggression
    • Check the battle LED score
    • Check the OT potential
  • Execute the attack (or defence) (Section BOT 3.2.4).
  • BOT movement is an approximation of a player's movement, so BOTs do not need to have extra movement points to attack.
  • A BOT can end its turn on the last space of the track tile behind its opponent with several movement points left, or after using its last movement point, and still be able to overtake in both cases.
  • The TACTICS card will show whether the BOT can attack or not. The BATTLE card shows how many potential OT points the BOT has available after winning the battle.
BOT 3.2.1 BOT Position to Attack
  • To make an overtake attempt, the BOT must end its movement on the farthest forward space of the track tile behind its opponent, and be in an adjacent racing lane.
    • The BOT can move onto the next track tile and end its movement in the same space as its opponent if it is a Slipstream space.
  • If the BOT ends its turn in the same racing lane as its opponent, it must have at least 1 movement point remaining to change lanes according to its TACTICS card (yellow arrow) to attempt an overtake.
  • BOT cars do not charge their OT level from movement points. Instead, their potential OT points will be shown on the BATTLE card.
BOT 3.2.2 BOT Battle Decision

When a battle starts with a BOT, the TACTICS card will show whether the BOT will decide to attack (or defend):

  • BOT decides to attack (TACTICS symbol with no die roll): the BOT decides to attack.
  • Roll the WHITE die: Green: BOT decides to attack. Red: BOT aborts the attack.
  • BOT decides to defend (TACTICS symbol with no die roll): the BOT decides to defend.
  • Roll the WHITE die: Green: BOT decides to defend. Red: BOT aborts the defence.
  • When a BOT decides to attack or defend, proceed with the battle. Otherwise, the BOT stays where it is.
  • BOTs will always decide to attack when lapping a slower car (Section BOT 6.7).
  • When a BOT is attacking or defending against players, the player will select and reveal their cards for the battle before the BOT draws its first BATTLE card.
  • When a BOT makes an overtake attempt against another BOT, draw BATTLE cards for the attacker first, then draw for the defender to determine the battle result.
BOT 3.2.3 Resolve the Battle
  • When a BOT attacks or defends, draw one BATTLE card.
    • The card will show how aggressive the BOT will be on attack or defence.
      • Only the first card is used to determine how many cards to draw (Section BOT 3.2.3.1).
    • The card will also show the potential OT points for the BOT.
      • Note that the BOT can never use more OT points than the maximum indicated on its Control Card.
    • The number of LEDs on the card will show the strength of the BOT's attack (or defence).
BOT 3.2.3.1 BOT Aggression

The following symbols on a BATTLE card indicate how the BOT determines its battle score:

  • Card shows LEDs only: The BOT uses the LEDs shown on the card.
  • Card shows die with LEDs: The BOT rolls the WHITE die and adds the result to the LEDs shown on the card. A green-face result on the WHITE die is an aborted attack (or defence).
  • Card shows two cards joined: The BOT draws a second BATTLE card and adds the LEDs from both cards together.
  • Card shows two cards with a "lose" symbol: If the BOT would lose the battle with the first card, draw a second BATTLE card and use it instead.
  • Card shows two cards with an upward arrow: The BOT draws 2 new BATTLE cards and uses the card with the larger number of LEDs; discard the unused cards.
  • Card shows two cards with a downward arrow: The BOT draws 2 new BATTLE cards and uses the card with the smaller number of LEDs; discard the unused cards.
  • Card shows a cross: Attack or defence is aborted by the BOT.
BOT 3.2.4 BOT Battle Results
  • The BOT's battle score is presented as LEDs shown on the BATTLE card.
  • If the BOT draws two BATTLE cards and they are tied for the highest number of LEDs, choose the card that is most advantageous for the BOT (highest OT).
  • When two cards are drawn and the LEDs are added together, use the OT value from the first card drawn.
  • Compare the LED results between involved cars.
  • If a BOT wins a battle, it can pass multiple cars during the same overtake, provided it has a clear track.
  • The Pro BOT corner adjustment on the TACTICS card is calculated before the overtake, therefore it is not applied if a Pro BOT ends an overtake in a corner space.
BOT 3.2.4.1 A BOT Attacks a Player
  • When a BOT is in a position to attack, it uses its TACTICS card to determine whether it will attack or not (Section BOT 3.2.2).
  • If a BOT attacks, the player selects the cards they will use for defence and shows them first.
  • Draw one BATTLE card for the BOT, check its aggression, and draw an additional card if required (per the aggression symbols in BOT 3.2.3.1).
  • Compare the LEDs:
    • If the BOT wins, execute the attack using the OT points on the BATTLE card. The BOT can never use more OT points than the maximum on its Control Card.
    • If there is a tie, the player increases their stress +1. Then, roll the WHITE die to check if the Pro BOT will attack again (a Rookie BOT never makes a second attempt if the first attack fails):
      • Green: the Pro BOT attacks again. The player selects the cards they will use for the second attack and reveals them. The BOT draws a new BATTLE card, checks its aggression, and draws an additional card, if required. Compare the LEDs. If the BOT wins this battle, it will overtake with -1 OT point from what is listed on the BATTLE card.
      • Red: the Pro BOT does not attack again. Both cars stay in place.
    • If the BOT loses, both cars stay in place:
      • A Pro BOT draws a new TACTICS card.
      • A Rookie BOT keeps the same TACTICS card.
      • The player discards all cards used in the battle.
BOT 3.2.4.2 A Player Attacks a BOT
  • The player selects the cards they will use for the attack and shows them first.
  • The BOT checks its TACTICS card to determine whether it will defend (Section BOT 3.2.2).
  • If the BOT defends, it draws one BATTLE card, checks its aggression, and then draws an additional card, if required (per the aggression symbols in BOT 3.2.3.1).
  • Compare the LEDs:
    • If the player wins, the player uses their OT points to overtake the BOT.
      • A Pro BOT draws a new TACTICS card.
      • A Rookie BOT keeps the same TACTICS card.
    • If there is a tie, the player increases their stress +1, and decides if they want to make another attack attempt, with -1 OT point, using the cards remaining in their hand. If so, roll the WHITE die to check if the Pro BOT will defend again (Rookie BOTs never defend a second time, but the player must still play a card to complete the overtake):
      • Green: the Pro BOT will defend again. The player selects the cards they will use for the second attack and reveals them. The BOT draws a new BATTLE card, checks its aggression, and draws an additional card, if required. Compare the LEDs. If the player wins the battle, the overtake is made with -1 OT point.
      • Red: the Pro BOT will not defend, but the player must still play a card to complete the overtake.
    • If the player loses, both cars stay in place. The player discards all cards used in the battle.
BOT 3.2.4.3 A BOT Attacks a BOT
  • When a BOT reaches another BOT, it stops as it would prior to any overtake and uses its TACTICS card to determine whether it will attack. If it attacks, it draws one BATTLE card, checks its aggression, and draws an additional card, if required.
  • If the BOT attacks, the defending BOT checks its TACTICS card to determine whether it will defend. If it defends, it also draws one BATTLE card, checks its aggression, and then draws an additional card, if required.
  • The BOTs then compare LEDs:
    • If the attacker wins, complete the overtake using the OT points on the BATTLE card. The BOT can never use more OT points than the maximum on its Control Card.
    • If there is a tie, roll the WHITE die to check if the attacker will attempt a second overtake. This applies only to Pro BOTs, as Rookie BOTs never make a second attempt if they fail the first attempt:
      • Green: the attacker makes a second attempt. Both the attacker and defender (if it's also a Pro BOT) each draw a new BATTLE card, check their aggression, and draw an additional card, if required. Then, compare LEDs. If the attacker wins the battle, they will overtake with -1 OT point from what is on the BATTLE card. If the defender is a Rookie BOT, it does not defend a second time but the Pro BOT must still draw a BATTLE card to resolve the battle.
      • Red: the attacker does not attack again. Both cars stay in place.
    • If the attacker loses, both cars stay in place:
      • The Pro BOT draws a new TACTICS card.
      • A Rookie BOT keeps the same TACTICS card.

BOT 3.3 Battle in Slipstream Spaces

  • A BOT that stops on a slipstream space behind any other car is in position to attack.
  • BOTs have a minimum of 2 OT when attacking from a Slipstream space; however, the OT bonus is not added to the number of OT on the BATTLE card.
    • If a BOT wins a battle with 3 OT on its BATTLE card, it will overtake with 3 OT. If the BOT wins a battle with only 1 OT, it will overtake with 2 OT (from the Slipstream space).
  • If a Pro BOT wins a battle and the overtake maneuver ends in a Slipstream space behind another car, the BOT can attempt to overtake that car as well. The BOT draws a new BATTLE card for the second overtake. If the overtake is successful, it uses the OT indicated on the BATTLE card, but never less than the 2 OT from the Slipstream space.
    • The opponent cannot defend against this overtake.

BOT 3.4 Wheel-to-Wheel Battle

  • Wheel-to-wheel battles that involve BOTs are handled the same way as wheel-to-wheel battles between players.
  • The Wheel-to-Wheel token is used the same way, and the BOT cannot battle wheel-to-wheel for more than 2 game rounds in a row.
  • BOTs do not receive stress when involved in a wheel-to-wheel battle. Instead, Pro BOTs will draw a new TACTICS card at the beginning of the second game round in a wheel-to-wheel battle.
  • When starting a turn wheel-to-wheel, the BOT will use the gear indicated on the track tile for movement as normal, but must also roll the WHITE die to determine its pace colour (Red or Green).
  • BOTs can change lanes to comply with their lane preferences, even if there is another car in the way. Roll the WHITE die to determine if the BOT will be aggressive (Section BOT 2.2.2).

BOT 3.5 BOT Overtaking a Teammate

When you play a Constructors' Championship, a slower BOT can attempt to move out of the way of a faster BOT teammate.

  • When the faster BOT is in position to overtake, the slower BOT checks the yellow arrow on its TACTICS card. If there is an open space in that direction, the BOT will change lanes. This does not cost a movement point.
  • If the slower BOT moves aside, the faster BOT will continue an overtake without a battle using its OT points.
  • If the slower BOT does not move aside, the faster BOT will overtake as normal. However, the slower car will not defend.

BOT 4. Tyre Management

BOT 4.1 [Pro BOT] Tyre Wear

Each Pro BOT has a Pit token that is placed on the Weather Radar during game setup (Section BOT 1.3.2). When the Chequered Flag token reaches a Pit token for a Pro BOT, check the BOT's tyre degradation and set its pit stop round:

  • If the Pit token shows the 'TYRE' icon, roll the WHITE die:
    • Green: the BOT is managing its tyres well. Leave the Tyre token on the BOT Control Card as is. Move the Pit token on the Weather Radar by the amount of the die roll (a result of 1). Then, flip the Pit token to the 'PIT' icon.
    • Red: the BOT's tyres have degraded. Flip the Tyre token on the BOT Control Card to the lower tyre bonus side. [ADV] Flip the Fresh Tyres token as well, if the BOT has one. Flip the Pit token to the PIT icon and move it from the Weather Radar to the pit lane entry to indicate a pit stop is required. The BOT must now make a pit stop the next time it reaches the pit lane entrance.
  • If the Pit token already shows the 'PIT' icon, move the Pit token from the Weather Radar to the pit lane entry to indicate a required pit stop. The BOT car must make a pit stop the next time it reaches the pit lane entrance. If the Tyre token still shows the full tyre bonus, check tyre degradation by rolling the WHITE die:
    • Red: the BOT's tyres have degraded. Flip the Tyre token on the BOT Control Card to the lower tyre bonus side. [ADV] Flip the Fresh Tyres token as well, if the BOT has one.
    • Green: the BOT is managing its tyres well. Leave the Tyre token on the Control Card as is.
  • A Pro BOT will never make a pit stop on game round 22 or later. If the Chequered Flag token on the Weather Radar is on a red-filled space, the Pro BOT will continue past the pit entrance even if its Pit token is on the pit lane entry tile.
  • At the end of the race, Pro BOTs will pass the pits even if they have the wrong tyres for the track conditions.
  • Remark: A BOT will not pit if the Chequered Flag token is on game round 22 or higher, but the BOT should make another tyre degradation check after it passes the pit entrance, if it still has its tyre bonus.
  • A Pro BOT enters the pit lane only when its Pit token is placed on the pit lane entry, when it has a failure, or when the weather changes and the BOT has the wrong tyres.
  • When the BOT is on the track tile immediately before the pit entry tile, the BOT will ignore its lane preference and change lanes to enter the pits.

BOT 4.2 [ADV] [Pro BOT] Wrong Tyres for the Track Conditions

  • When a Pro BOT has the wrong tyres for the weather, flip the tyre bonus and move its Pit token from the Weather Radar to the pit lane entry to indicate a required pit stop.
  • When a BOT drives with DRY tyres on a wet track, each Pro BOT will set its race pace separately (by rolling the WHITE die) each turn:
    • Green pace: they do not have to roll the RED die.
    • Red pace: they must roll the RED die for a hazard check (Section BOT 6.1).
  • Change to the next tyre type identified on its STRATEGY card, or as required by the current weather.
  • Some STRATEGY cards will have the Pro BOT wait to determine its second tyre type until the moment of the pit stop, as to not be predictable. During the pit stop, roll the WHITE die and select the appropriate tyre type.
  • If the Pro BOT is making a second pit stop during a dry race, use the last tyre type from the Weather Change section of the STRATEGY card.
  • A Pro BOT must enter the pits without crossing the yellow line. If a Pro BOT is at the yellow line and it is required to pit, it can enter the pits even if another car is ahead of the yellow line.
  • If the Pro BOT needs to change lanes and crosses the yellow line to enter the pit lane, it will receive a Penalty token.
  • Pro BOTs will not stop for tyres if it is the 22nd game round or later (Section BOT 5.1).

BOT 5. [Pro BOT] Pit Stops

BOT 5.1 Entering the Pit Lane

  • A Pro BOT enters the pit lane only when its Pit token is placed on the pit lane entry, when it has a failure, or when the weather changes and the BOT has the wrong tyres.
  • If the Pro BOT has no intention of pitting, it must stop ahead of the yellow line and can defend as normal. If it intends to pit, it stops at the pit entry and enters the pit lane.
  • The Pro BOT will never make a pit stop on game round 22 or later (see BOT 4.1).
  • At the end of the race, Pro BOTs will pass the pits even if they have the wrong tyres for the track conditions.
  • Rookie BOTs do not make pit stops.

BOT 5.2 Pit Stop Procedures

When making a pit stop, Pro BOTs resolve the following:

  • If a BOT has one or more Penalty tokens, it must serve those penalties first. The BOT's car must remain in its pit box for 1 round. If the BOT has 3 or more Penalty tokens, its car must remain in the pit box for 2 rounds instead. Once all penalties have been served, discard all Penalty tokens.
  • Repair car damage, if required (BOT 5.3).
  • Change to the next tyre type identified on its STRATEGY card, or as required by the current weather. After tyre selection, roll the WHITE die to set the tyre wear level for the new tyres using the same procedure as the start of the race (Section BOT 1.3.2), but start counting from the current game turn instead:
    • Soft = 5 + die score
    • Medium = 7 + die score
    • Hard/Wet = 10 + die score
  • Draw a new TACTICS card.
  • Move the car to the end of the pit lane where it will wait until the next game round.
    • Use the same procedures as Players to determine the car sequence at pit exit.
  • Rookie BOTs do not change tyres.

BOT 5.3 Repairing Damage and Failures

  • Pro BOTs will repair damage or failures during a pit stop.
    • If the Pro BOT repairs 1 damage or failure, it will do this while changing tyres. Roll the WHITE die. A result of 1 means the repair is taking longer than expected. It spends the first game round in the pits for the repair and spends a second game round in the pits to change tyres.
    • When the Pro BOT repairs 2 problems, it must always spend one extra game round in the pits.
    • If the failure has been repaired, return the TACTICS Failure card to the TACTICS deck and shuffle it.
  • Use the same procedure as Players to determine the car sequence at pit exit.
  • Rookie BOTs do not suffer damage or failures and they do not make pit stops.

BOT 5.4 Leaving the Pits

  • A Pro BOT will leave the pit lane in 2nd gear, rolling the WHITE die to determine the race pace.
  • Do not apply corner movement extension (or reduction) bonuses to Pro BOTs if they end their movement in a corner on the same turn they exit pit lane.
  • Pro BOTs will not cross the yellow line to get to their preferred racing lane.
  • Place a Cold Tyre token next to a Pro BOT's car when it leaves the pits. This penalty is only in effect during any battles in this and the next game round. At the end of the next game round, remove this token from the board.
  • Pro BOTs can suffer a failure when a TACTICS card instructs them to go to the pit lane. They must do so as soon as possible, even if they would cross the yellow line on the pit entry tile. This card covers the current TACTICS card. The BOT cannot attack or defend and follows the direction of the yellow arrow when a lane change is required.
  • Rookie BOTs do not make pit stops.

BOT 5.5 [ADV] Late Pit Bonus

  • [ADV] When using the advanced weather module, if a Pro BOT makes a planned pit stop within 4 rounds of a confirmed weather change, roll the WHITE die. If the result is Green, it will make an early stop to change to the appropriate tyre type for the upcoming weather change. For example, if the upcoming weather is Cloudy, it will switch to the final tyre type on its STRATEGY card. If the upcoming weather is Rain, it will switch to Wet tyres.
  • When a Pro BOT makes a pit stop during or after the game round marked with the Late Pit Bonus (17th or 18th round), it will add a Fresh Tyres token to its Board and benefit from a +2 movement bonus each turn (in the same way as players).
  • A Pro BOT does not use the Late Pit Bonus the turn it leaves the pit lane.
  • The Late Pit Bonus degrades when the tyres degrade. Flip the Fresh Tyres token when you flip the Tyre token for a Pro BOT.
  • Remove the Fresh Tyres token when the tyres are worn out and the Pro BOT loses its tyre bonus.
  • Rookie BOTs do not make pit stops.

BOT 6. Race Events

BOT 6.1 Red Die

  • A RED die roll is required for certain high-risk events. A Pro BOT must roll the RED die in the following situations:
    • When a Pro BOT finishes its move on a 'Tricky Corner';
    • When it goes off track;
    • When it collides with another car;
    • When it resolves a Hazard check on a TACTICS card;
    • [ADV] Each turn when it uses DRY tyres and Red pace in rain (Section BOT 4.2);
    • [ADV] When it stops on a track tile with an Oil token (Section BOT 6.9.3);
    • [ADV] When it stops on a track tile with a Standing Water token (Section BOT 6.9.4).
  • When making a RED die roll for a Pro BOT, the other results have no effect. If the result is the loss-of-control face, the BOT might lose control of its car (Section BOT 6.2).
  • Rookie BOTs never roll the RED die.

BOT 6.2 [Pro BOT] BOT Prevents Loss of Control

  • When making a RED die roll for a Pro BOT, if the result is the loss-of-control face, the BOT might lose control of its car. After rolling a loss-of-control result, roll the RED die again to simulate a counter-steer attempt.
  • If the second result is the loss-of-control face again, the BOT loses control of its car and spins. Follow the same procedures as players for a loss of control event, but roll the WHITE die to check the direction of the spin:
    • Green: move one lane to the right.
    • Red: move one lane to the left.
  • If the second result is something else, the BOT has countersteered successfully and shifts over one lane. Roll the WHITE die to determine the direction of the lane change:
    • Green: move one lane to the right.
    • Red: move one lane to the left.
    • Follow the same procedure as players for the counter-steer event.
  • Rookie BOTs do not make counter-steer attempts.

BOT 6.3 BOT Car Damage and Failures

  • Pro BOT cars can take damage when they go off track due to a spin, hit a wall, hit a Debris token, or collide with another car.
  • A Pro BOT cannot have more than 1 damage token on the same icon at one time. If it already has a damage token on one icon and takes another damage, it automatically applies it to the other icon. If it were to take a third damage token, nothing happens.
  • When a Pro BOT car is damaged, roll the WHITE die:
    • If the result is Red, place a Damage token with the -1 side next to the OT level, which decreases the maximum OT level by 1 point.
    • If the result is Green, place a Damage token with the -1 side next to the tyre marker, which decreases the tyre bonus by 1 point.
    • If the result is a 1 (the close-call face), the Pro BOT had a close call and does not receive a damage token.
  • Rookie BOT cars do not suffer damage or failures.
  • Rookie BOT cars do not measure tyre wear.

BOT 6.4 Yellow Flag Procedure

  • When a BOT starts its turn in a Yellow Flag zone, it must use the Green pace to determine its movement.
  • When a BOT starts its movement before the Yellow Flag zone, it will use the Red pace. If, however, it has enough movement to reach the Green Flag token, it must stop on the farthest space of that track tile. Any remaining movement points are lost.
  • Rookie BOTs never roll the RED die.

BOT 6.5 Safety Car Procedure

  • During a Safety Car, BOTs will use the red pace with the gear of their starting track tile to determine their movement.
  • BOTs can move to catch and follow the Safety Car.
    • BOTs do not change to a preferred lane (Green arrow) on their TACTICS card during a Safety Car. They stay in their current lane until forced to change lanes. If the BOT has to choose a lane, it will follow the Yellow arrow on its TACTICS card.
  • BOTs may overtake to unlap themselves, following the same procedures as Players.
  • Follow the same procedure as players for returning to the track, using green pace.
  • [Pro BOTs] If a Pro BOT's Pit token with a 'TYRE' icon is within four spaces of the Chequered Flag token, roll the WHITE die to determine if the Pro BOT will make an early pit stop during the Safety Car period:
    • Green: it makes an early pit stop. Move the Pit token from the Weather Radar to the pit lane entry.
    • Red: it follows the existing pit strategy.
  • [Pro BOT] Tyre wear decreases during a Safety Car period: at the beginning of a Safety Car period, move each Pro BOT's PIT token with the 'TYRE' side two spaces forward on the Weather Radar, but not farther than the space for the tyre type they are currently using.
    • In this example, if the Pro BOT was using Soft tyres, the token would not be moved past the 8th space.

BOT 6.6 Red Flag and Race Restart

  • If there is a Red Flag, a Pro BOT will change its tyres if its planned pit stop is within the next 4 rounds.
  • It will change to the next tyre type on its STRATEGY card and will repair all damage. System failures cannot be repaired.
  • Draw a new TACTICS card.
  • Rookie BOT cars do not change tyres or repair damage.

BOT 6.7 Lapping Cars

  • BOTs can lap cars using procedures similar to the player procedures.
  • If a slower car is about to be lapped and is blocking the racing lane, the faster BOT should change racing lanes to end its move one track tile behind the opponent, in an adjacent racing lane.
  • The BOT will prefer to change lanes in the direction of the yellow arrow on its TACTICS card (Section BOT 2.2).
  • The BOT draws a BATTLE card to check if an attack is possible (BOT battle decisions do not apply when lapping a slower car).
    • If an attack is possible, the BOT uses the OT points on the BATTLE card to overtake the slower car and marks the lapped car with a Blue Flag token.
    • If the BOT is unable to lap the slower car on the first attempt, use the same procedures as Players for further attempts.

BOT 6.8 Penalties

  • Pro BOTs can receive Penalty tokens for penalties earned during the race when:
    • The Pro BOT pushes an opponent off track,
    • The Pro BOT causes a collision,
    • The Pro BOT crosses the yellow line when entering the pits,
    • The Pro BOT exceeds the pit lane speed limit (Section BOT 5.1).
  • The Penalty tokens must be placed on the BOT's Pit Box tile where all other players can see them. They will be resolved at the end of the race.
  • Rookie BOTs do not receive penalties.

BOT 6.9 Hazards

BOT 6.9.1 Gravel Token
  • When a Pro BOT stops on or drives through a track tile with a Gravel token faster than Green pace, it will lose its tyre bonus on the next turn (Section BOT 2.1).
    • Remove the BOT's Tyre token and place it next to the BOT Control Card. The tyre bonus is not used during the next turn. After the BOT's next move, place the Tyre token back on the Control Card.
  • Remove the token when the Pro BOT stops on the tile.
  • Rookie BOTs are not affected by Gravel tokens.
BOT 6.9.2 [ADV] Debris Token
  • If a Pro BOT moves onto a track tile with a Debris token, it will use its next movement point to make a single lane change in the direction of the yellow arrow on its TACTICS card. If it does, nothing happens and it continues using its remaining movement points, but will remain in the new lane until it completes its movement or is forced to make a lane change.
  • If it is out of movement points and stops on that tile or cannot make the lane change for any reason, it will take damage. Roll the WHITE die:
    • If the result is Red, place a Damage token with the -1 side next to the OT level, which decreases the maximum OT level by 1 point.
    • If the result is Green, place a Damage token with the -1 side next to the tyre marker, which decreases the tyre bonus by 1 point.
  • Remove the token when the Pro BOT stops on the tile.
  • Rookie BOTs are not affected by Debris tokens.
BOT 6.9.3 [ADV] Oil Token
  • If a Pro BOT stops on a track tile with an Oil token, follow the Pro BOT procedure for a loss of control event and roll the RED die (Section BOT 6.1).
  • Remove the token when the Pro BOT stops on the tile.
  • Rookie BOTs are not affected by Oil tokens.
BOT 6.9.4 [ADV] Standing Water Token
  • If a Pro BOT stops on a track tile with a Standing Water token, follow the Pro BOT procedure for a loss of control event and roll the RED die (Section BOT 6.1).
  • When a Pro BOT makes a movement through one or more standing water tokens, it will slow down. After completing the initial movement, reduce its movement points by the same number as standing water tokens it moved through. Then, apply the corner movement bonus, if applicable.
  • Remove the token when the Pro BOT stops on the tile, only if the rain has stopped.
  • Rookie BOTs are not affected by Standing Water tokens.

BOT 6.10 [ADV] Weather Changes During the Race

BOT 6.10.1 Pro BOT
  • When the weather changes during the race, the Pro BOT Control Card is not changed.
  • If a Pro BOT has the correct tyres for the track conditions, it continues to use the Red pace.
  • If a Pro BOT has WET tyres on a DRY track, it will not have a tyre bonus added to its movement.
  • If a Pro BOT has DRY tyres on a wet track, it rolls the WHITE die each turn to determine race pace:
    • Green: use the green pace for movement and the Pro BOT does not have to roll the RED die.
    • Red: use the red pace for movement and the Pro BOT must roll the RED die for a hazard check after completing its movement.
  • If the Pro BOT has the wrong tyres for the track conditions, it will make a pit stop to change tyres the next time it reaches the pit lane entrance.
  • Pro BOTs will not stop to change tyres if it is the 22nd game round or later, even if they have the wrong tyres for the track conditions (Section BOT 5.1).
BOT 6.10.2 Rookie BOT
  • When the weather changes to rain, flip the Rookie BOT Control Card to the rain side (if that side was not already in use).
  • If the rain stops, turn the Rookie BOT Control Card back to the previous side (but only if that side was in use before the rain started).

BOT 7. Optional Pro BOT Rules

The following are optional BOT rules that can be used for a different experience. We recommend only using them if you have experience with the Standard and Advanced Formula GP rules.

BOT 7.1 Set Pit Strategy Checks

  • After all the Pit tokens are placed, place the Pit Check token 2 spaces before the first Pit token with the PIT icon (Section BOT 1.3.2), it does not matter which team. This will provide a chance for BOTs to undercut the PIT strategy of the other cars.
  • When the Chequered Flag token reaches the Pit Check token, the Pro BOT will determine if it will make an early pit stop.
    • Roll the WHITE die to determine if the Pro BOT will make an early pit stop and undercut other rivals:
      • Green: it makes an early pit stop. Move the Pit token from the Weather Radar to the pit lane entry.
      • Red: it follows the existing pit strategy.
    • Leave the Tyre token on the BOT Control Card as it is, regardless of the die roll.
  • Place the Pit Check token two spaces before the next Pro BOT's Pit token with the PIT icon.

Bringing a car into the pits earlier than the competitors is called an 'undercut.' The intent is to give a car fresh tyres while their competitors are on worn tyres. Leaving a car out longer than the competitors is called an 'overcut.' If a car has been held up by a slower car in front, the overcut can give them clear track to drive faster.

  • When it is cloudy or rainy and a weather change is confirmed, use a second Weather token to perform an early pit stop check for a tyre change according to the forecast. Place this second Weather token with the 'WHITE die' icon 4 spaces ahead of the main Weather token. When the Chequered Flag token reaches this second Weather token, follow the WHITE die rolls as described above for all PIT tokens located between the Weather tokens, including any PIT tokens on the Weather tokens themselves.

BOT 7.2 Blocking the Attack

  • Pro BOTs will not attempt to block other BOTs.
  • If a Pro BOT is defending against a player, and there is a tie, it may choose to block the racing lane of the attacking player.
  • Roll the WHITE die to check if the BOT will block the attacker's racing lane:
    • Green: the BOT moves to block the player's racing lane. The player increases tyre wear +1 and cannot attempt another attack.
    • Red: the BOT does not move. The player can make another attack attempt with -1 OT.
  • Moving to defend the position does not cost a movement point and does not affect the BOT's tyre wear.
  • Rookie BOTs will never attempt to block the attacker's lane when they lose a battle.

BOT 7.3 Late Pit Bonus Check

  • On the weather radar, place the second PIT Check token two spaces before the icon for the Late Pit Bonus (17th or 18th round) and flip it. When the Chequered Flag token reaches the PIT Check token, roll the WHITE die for each Pro BOT that has already pitted (excluding the race leader). Each Pro BOT that rolls a Green result will pit for the Late Pit Bonus, but not later than the 21st round. During the pit stop, Pro BOTs will change their tyres to the final tyre type icon indicated in the 'weather change' section of their STRATEGY cards. At the beginning of the race, you may decide whether this rule applies to all tyre types or only to BOT cars using Soft and Medium tyres.

BOT 7.4 Pro BOT Stress Management

  • Begin the race with the BOTs at maximum stress level by giving each BOT a stress token with the backside facing up.
  • At the start of the 3rd game round, reduce each BOT's stress level by one by flipping the stress token to its front side.
  • The following game round, if the BOT's stress level did not increase, remove the Stress token from the BOT card and replace it with the +1 Focus Bonus token. This bonus does not apply to the race leader; flip the Focus token instead.
  • When a BOT gains its 1st level of stress, place the Stress token on the BOT card and remove the Focus Bonus token.
  • If the BOT gains a 2nd level of stress (except during the first two rounds of the race), flip the stress token to the backside. While a BOT is at the maximum stress level, it must make its movements with Green pace.
  • In the event a BOT already has the maximum stress level and must increase its stress, nothing happens. Do not roll the red die like players.
  • A BOT's stress can only increase once per game round, regardless of how many events trigger a stress gain.
  • A Pro BOT's stress increases:
    • When the BOT rolls the RED die (except when rolling for a counter-steer).
    • When the BOT has a Wheel-to-Wheel token with the 'Stress' side up.
    • When the BOT loses control of its car.
  • A Pro BOT's stress decreases:
    • After the BOT's movement each round, so long as no stress was gained during that round.
    • When a BOT's stress is reduced to zero, remove the stress token and replace it with a +1 Focus Bonus token. This bonus does not apply to the race leader; flip the Focus token instead.
  • During a Pit Stop, Virtual Safety Car, or Safety Car, reset Stress to level 1. This applies even if Stress was at maximum or at zero.

BOT 7.5 Photo Finish

  • When a BOT car is involved in a photo finish procedure, roll the WHITE die to check if the BOT has Movement points available: Green = yes; Red = no.
  • Moving to defend the position does not cost a movement point and does not affect the BOT's tyre wear.
  • Rookie BOTs will never attempt to block the attacker's lane when they lose a battle.
4.6 Damage Cards
  • 4.7 Failure Cards
  • 4.8 Driver Cards
  • 4.9 [ADV] Team Radio Cards
  • 4.10 ERS – Energy Recovery System
  • 4.11 Die Roll Results
    • 4.11.1 WHITE Die
    • 4.11.2 YELLOW Die
    • 4.11.3 RED Die
  • 4.12 Car Parameters
  • 4.13 Car Characteristics
  • 7.3.3.4 Battle
  • 7.3.3.5 Resolve Effects
  • 8.6 DRS Zones
  • 8.7 Tricky Corners
  • 8.8 ERS System
    • 8.8.1 Battery Charging
  • 8.9 Brake!
  • 13.6 Car Damage
  • 13.7 System Failures
    • 13.7.1 Quick Repair of a Failure
  • 13.8 Yellow Flags
    • 13.8.1 Yellow Flag Procedures
    • 13.8.2 Yellow Flags on the Race Control Panel
  • 13.9 Safety Car
    • 13.9.1 Safety Car Period
    • 13.9.2 Safety Car Procedure
  • 13.9.3 Virtual Safety Car
  • 13.10 Red Flag and Race Restart
  • 13.11 Lapping Cars and Blue Flags
    • 13.11.1 Lapping Cars
    • 13.11.2 Lapping a Car Again
    • 13.11.3 Unsuccessful Lapping
    • 13.11.4 Recovering a Lap / Unlapping
  • 13.12 Penalties
    • 13.12.1 Investigation
  • 13.13 Hazard Tokens
    • 13.13.1 Gravel Token
    • 13.13.2 [ADV] Debris Token
    • 13.13.3 [ADV] Oil Token
    • 13.13.4 [ADV] Standing Water Token
    • 13.13.5 Bonus Card – Groundhog on Track
  • 15.9 Penalties – Let the Race Director Decide
  • 15.10 Limited Tyre Sets for a Dry Race
  • 15.11 Safety Car & Virtual Safety Car
    • 15.11.1 EVENT Card
    • 15.11.2 Faster Safety Car Procedure
    • 15.11.3 Faster Virtual Safety Car Procedure
  • 15.12 Limited Time for a Player's Turn
  • 15.13 New Overtake Mode
  • 15.14 Weather Change Modifier
  • BOT 1.6 [ADV] Race Day Track Temperature
  • BOT 1.7 Gameplay
    • BOT 1.7.1 BOT Card Management
    • BOT 1.7.2 Race Start
  • BOT 2. Movement Rules
    • BOT 2.1 Speed and Distance
    • BOT 2.1.1 [ADV] Speed Limits
    • BOT 2.2 Changing the Racing Lane
      • BOT 2.2.1 BOT Racing Lane Choice
      • BOT 2.2.2 Changing Lanes into an Occupied Space / Pushing Cars
      • BOT 2.2.3 BOT Lane Choice Examples
    • BOT 2.3 [Pro BOT] Extending the Move
      • BOT 2.3.1 Pro BOTs and Corners
    • BOT 2.4 [Pro BOT] Movement Hazards
  • BOT 3. Battle
    • BOT 3.1 Overtaking Without a Battle
    • BOT 3.2 Battle Procedure
      • BOT 3.2.1 BOT Position to Attack
      • BOT 3.2.2 BOT Battle Decision
      • BOT 3.2.3 Resolve the Battle
      • BOT 3.2.3.1 BOT Aggression
      • BOT 3.2.4 BOT Battle Results
        • BOT 3.2.4.1 A BOT Attacks a Player
        • BOT 3.2.4.2 A Player Attacks a BOT
        • BOT 3.2.4.3 A BOT Attacks a BOT
    • BOT 3.3 Battle in Slipstream Spaces
    • BOT 3.4 Wheel-to-Wheel Battle
    • BOT 3.5 BOT Overtaking a Teammate
  • BOT 4. Tyre Management
    • BOT 4.1 [Pro BOT] Tyre Wear
    • BOT 4.2 [ADV] [Pro BOT] Wrong Tyres for the Track Conditions
  • BOT 5. [Pro BOT] Pit Stops
    • BOT 5.1 Entering the Pit Lane
    • BOT 5.2 Pit Stop Procedures
    • BOT 5.3 Repairing Damage and Failures
    • BOT 5.4 Leaving the Pits
    • BOT 5.5 [ADV] Late Pit Bonus
  • BOT 6. Race Events
    • BOT 6.1 Red Die
    • BOT 6.2 [Pro BOT] BOT Prevents Loss of Control
    • BOT 6.3 BOT Car Damage and Failures
    • BOT 6.4 Yellow Flag Procedure
    • BOT 6.5 Safety Car Procedure
    • BOT 6.6 Red Flag and Race Restart
    • BOT 6.7 Lapping Cars
    • BOT 6.8 Penalties
    • BOT 6.9 Hazards
      • BOT 6.9.1 Gravel Token
      • BOT 6.9.2 [ADV] Debris Token
      • BOT 6.9.3 [ADV] Oil Token
      • BOT 6.9.4 [ADV] Standing Water Token
    • BOT 6.10 [ADV] Weather Changes During the Race
      • BOT 6.10.1 Pro BOT
      • BOT 6.10.2 Rookie BOT
  • BOT 7. Optional Pro BOT Rules
    • BOT 7.1 Set Pit Strategy Checks
    • BOT 7.2 Blocking the Attack
    • BOT 7.3 Late Pit Bonus Check
    • BOT 7.4 Pro BOT Stress Management
    • BOT 7.5 Photo Finish
  • Multiply the WHITE die result by 4. Place the Weather token on that space of the Weather Radar.
  • Flip the Weather token to the side with the 'WHITE die' icon. This will be the game round when there is a chance the rain may stop (Section 13.1).
  • Place the Standing Water tokens you set aside:
    • Roll the WHITE die (result = 1) and multiply the result by the number of Standing Water tokens.
    • Starting at the Start/Finish line, count forward that number of track tiles and place the first Standing Water token on that track tile.
    • Roll the WHITE die and place the next Standing Water token that number of track tiles ahead of the last token (result = 1). Continue this process for all the Standing Water tokens.
    • Standing water acts similar to a Green Gear speed limit. (Section 13.13.4).
    • Place the Standing Water INFO card inside the track, so all players can see it.
  • Place the Yellow Flag token to the Race Control space with the cloud icon.
    • Two GREEN cards can be played together to get the pace of a RED card, but you must roll the YELLOW die after you move (or after an attack). Changing lanes does not cause tyre wear. Stress is not reduced.
    • Two RED cards can be played to get the pace of a BLUE card, but you must roll the YELLOW die after you move (or after an attack). This does not require an ERS charge, but changing lanes causes +1 tyre wear.
    • You can play an ORANGE card paired with a RED or GREEN card, or play two ORANGE cards together as a RED pair or a GREEN pair, but you must roll the YELLOW die after you move (or after an attack). Changing lanes during movement causes +1 tyre wear.
    • You cannot play a pair of BLUE cards for movement, but you can play a pair of BLUE cards for battle.
    • Pairing icons:
      • A second GREEN card can be played to get the speed of a RED card, but you must roll the YELLOW die after you move (or after an attack).
      • A second RED card can be played to get the speed of a BLUE card, but you must roll the YELLOW die after you move (or after an attack).
      • An ORANGE card is 'Wild' and can be played as a GREEN or RED card.
      • BLUE cards can be played in pairs only for battle, but you must roll the YELLOW die after you play the cards.
    • You can pair two cards of the same colour, following the rules of Pairing Cards.
  • d) Battle skill – The Movement cards also include Battle Skill.
    • The colour of the card represents how aggressive you are in your battle.
    • GREEN, RED, BLUE, and ORANGE cards can be used for your primary attack or defense, the same way they are for movement.
    • You can play a single GREEN, RED, BLUE, or ORANGE card for its battle skill LED value.
    • The number of LEDs the card is worth in a battle is shown on the card.
  • You can add Option and Tyre Wear cards to your primary BATTLE cards and add the LEDs to your attack or defense. You can add as many Option and Tyre Wear cards as you like.
  • Count the total LEDs of your played cards to determine the strength of your attack or defense.
    • Remark: There are other ways to add LEDs, including certain EVENT cards and using the ERS charge.
  • e) Speed of the card [Sprint game mode only] – 2, 4, 6 MP points used in the SPRINT game mode.
  • Oil token required, refer to specific INFO card or Oil token procedure (Section 13.13.3).
  • Players starting from the pitlane skip this round.
  • Normal battle rules
    Wheel-to-WheelNo Wheel-to-Wheel tokens at end of roundNo Wheel-to-Wheel tokens at end of roundWheel-to-Wheel token is placed, if applicable
    Slipstream OT bonusNot applicableNot applicableNormal rules apply
    DRS ZonesNot activeNot activeActive
    Driver StressNot reduced, even when playing a single GREEN cardNot reduced, even when playing a single GREEN cardNormal stress rules
  • After an ACTION card is played or spent, it is placed in the player's discard pile.
  • When all players are done drawing cards for the round, proceed to the movement phase.
  • Cars marked with a Blue Flag token (lapped cars) will always move after cars on the same track tile that do not have a Blue flag token (Section 13.11).
  • Both players may play applicable EVENT cards.
  • Drivers with a Cold Tyres token receive a temporary -2 LED penalty.
  • Compare the number of LEDs (Section 9.4).
  • Once both players have confirmed the number of cards they are playing, turn the cards over and begin counting the number of LEDs each player has on all their played cards. Then:
    • The attacker adds the extra LEDs from their charged OT level on the Player Board, if any.
    • Both drivers add LEDs provided by driver skills, if applicable.
    • Both drivers may choose to spend 1 ERS charge and add the corresponding LEDs to their total for the battle.
      • Remark: Keep in mind that using an ERS charge may reduce your maximum hand size and force you to discard cards from your hand immediately.
  • Check for any cars with a Wheel-to-Wheel token that ended on a track tile without another car on the same track tile. Remove the Wheel-to-Wheel tokens from these cars.
  • Players with Wheel-to-Wheel tokens still take their turns according to the normal driver turn sequence (Section 7.3.2).
    • In this example, the Grey and Orange cars would be involved in a wheel-to-wheel battle.
    • During the next round, each driver with a wheel-to-wheel token may move freely around other drivers with wheel-to-wheel tokens, without needing to battle. Other drivers that do not have wheel-to-wheel tokens cannot be overtaken without a battle (a standard battle must be initiated (Section 9.3)).
    • Drivers in a wheel-to-wheel battle may move into each other's spaces, pushing the other driver to the next racing lane, or even off track. Drivers pushed off track can lose control of their car (Section 13.4.3) and the driver who caused the incident must immediately draw a Penalty token (Section 13.12).
    • If pushing another car would result in it hitting a wall, the two cars collide instead (Section 13.5).
    • It is possible to join an existing wheel-to-wheel battle.
    • For example, the Grey and Blue cars are already in a wheel-to-wheel battle. The trailing Red car can move into the Slipstream space behind the Grey car without attacking the Blue car, thereby joining the wheel to wheel battle (place a wheel-to-wheel token next to the car at end of the round).
  • From the effects of certain TEAM RADIO cards,
  • From the effects of certain EVENT cards,
  • When using the secondary function of cards with the decrease tyre wear icon.
  • Remark: If reducing tyre wear would cause you to move back through an icon that flipped your Tyre Bonus token, reverse the effect.
  • There are icons printed on the tyre wear track (on the player board) that may require you to perform an action, depending on your currently equipped tyre type. When your tyre wear token reaches one of these icons, the following effects occur:
    • No effect from tyre wear increase.
    • If you have Soft or Medium tyres equipped, they are now degraded and your movement bonus is reduced. Flip your Tyre Bonus token.
    • If you have Hard or Wet tyres equipped, they are now degraded and your movement bonus is reduced. Flip your Tyre Bonus token.
    • If you have Soft tyres equipped, they are worn out. Remove your Tyre Bonus token from the player board. You cannot use tyre wear cards to extend or reduce your movement.
    • If you have Medium tyres equipped, they are worn out. Remove your Tyre Bonus token from the player board. You cannot use tyre wear cards to extend or reduce your movement.
    • If you have Soft or Medium tyres equipped, they are worn out. Remove your Tyre Bonus token from the player board. You cannot use tyre wear cards to extend or reduce your movement.
    • If you have Hard or Wet tyres equipped, they are worn out. Remove your Tyre Bonus token from the player board. You cannot use tyre wear cards to extend or reduce your movement.
    • Your tyres are so worn out they are dangerous to drive on. Roll the RED die after each movement. This effect continues even if your tyre wear increases beyond this icon. If the result of this RED die roll prevents you from entering pit lane, do not roll the RED die when you enter pit lane during your next turn.
  • 0
    6 cars6432100000
    Regular battles
    Wheel-to-WheelNo Wheel-to-Wheel token at end of roundNo Wheel-to-Wheel token at end of roundWheel-to-Wheel token at end of round
  • A Pro BOT can enter the pit lane even if another car is on the shadow car.
  • If a Pro BOT enters the pit lane by using the corner modification on its TACTICS card, it must roll the WHITE die, and if the result is 1, it has exceeded the pit speed limit and receives a Penalty token.
  • Rookie BOTs do not make pit stops.