Heat: Pedal to the Metal
156 questions players ask about Heat: Pedal to the Metal, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-29.
156 questions players ask about Heat: Pedal to the Metal, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-29.
The designer answered this directly on BGG.
Yes — everyone starts in 1st gear, but the first round is a normal round, so you may shift up one gear for free or two gears (to 3rd) by paying 1 Heat from your engine. The same applies on the turn after a spin out.
The rulebook text answers this directly.
Place the cars on the grid at random, one at a time, filling the spots in order. Cars move from wherever they are placed, so cars at the back simply have further to go to reach the first corner.
Several experienced players agree on this reading; no official ruling.
The Race Line is the thick white line along the edge of the track, not the thin black line next to it. It can switch sides through the corners, and the car on the spot nearest it is considered ahead of a car beside it.
The rulebook text answers this directly.
They go back to the box, not the discard pile, so you really do have less Heat for the whole race. The rulebook suggests this when experienced drivers play with rookies.
The rulebook text answers this directly.
The numbers are printed on the track board (typically 6 Heat in your engine and 3 Stress shuffled into your deck). In a Championship they reset before every race, so Stress picked up from spin outs or weather does not carry over.
Left to right they give the number of laps in the race, the number of spaces per lap, and the number of corners per lap.
The rulebook text answers this directly.
The number of laps printed on the board for the track you are using, normally 2 (the rulebook suggests 1 lap for a first learning game on the USA track). You win by being first across the line after completing that many laps.
The base game seats 6, and the designers tested up to 12 cars without any rule changes. Each expansion except Legends adds a car, mat and deck, so adding expansions lets you reach 7 players or more, and the newer tracks have grid spots for up to 12 cars.
The designer answered this directly on BGG.
No. The game is almost entirely language independent. The only text that matters is on the 10 Championship Event cards, which are read when setting up a championship race.
The v1.1 rules are the revised version, and players report the rewrite only clarified wording rather than changing how the game plays. The version number is on the last page of the downloadable rules.
The rulebook text answers this directly.
Shifting one gear up or down is free; shifting two gears costs 1 Heat, paid immediately from your engine to your discard pile. If you have no Heat in your engine you can only shift one gear, and you can never shift three (for example 1st straight to 4th).
The rulebook text answers this directly.
No. You may stay in your current gear or shift one gear up or down for free; shifting two gears costs Heat.
The rulebook text answers this directly.
Yes, in the standard game steps 1 and 2 happen simultaneously, and once your cards are placed face down they cannot be changed. The turn-by-turn steps from 3 onward are done one car at a time.
The designer answered this directly on BGG.
Gears stay hidden until the cards are revealed, then the gear pawn moves and any Heat for a two-gear shift is paid at that moment. The designer says this was the original core rule, kept as an option to stop players signalling their gear. Players can still shift up on the first turn, and you still get the new gear's cooldown.
Yes. Your hand is open to you at any time, and you draw your new hand at the end of the previous turn, so you can plan your gear and cards from it. You may not look through discard piles.
The rulebook answers this, and a designer or publisher post agrees.
Yes. You may play any mix of cards except Heat, including Stress, and Stress cards count toward the number of cards your gear requires. Only Heat cards can never be played (except by Cluttered Hand).
The publisher answered this directly on BGG.
Yes. The Heat count in an engine is open information, so you can count it and ask opponents how many they have. Your hand is not shown to others.
The rulebook text answers this directly.
No. Nobody may browse any discard pile, your own included; only the top card is public. The only exceptions are specific upgrade effects such as Supercool or Salvage that let you look.
The rulebook text answers this directly.
After steps 1 and 2, cars take turns from the frontmost car backward, with turn order fixed by positions at the start of the round. If two cars share a space, the one on the spot nearest the Race Line is ahead and goes first.
The rulebook answers this, and a designer or publisher post agrees.
Yes. Steps 3 to 9 are completed by one car before the next car starts, in solo as well as multiplayer; only gear and card choices are made together beforehand. This is why slipstream and Adrenaline are resolved on your own turn only.
The rulebook answers this, and a designer or publisher post agrees.
Reveal cards from the top of your draw deck one at a time. Anything that is not a Basic 1-4 card (Heat, other Stress, Upgrade cards including the 0 and 5) goes straight to your discard pile; the first Basic card stays in your Play Area and gives the speed. The flipped cards never enter your hand, so even a flipped Heat can be discarded.
Several experienced players agree on this reading; no official ruling.
No. Resolving a Stress card's + is free; you just flip until a Basic speed card appears. Only the optional Boost costs 1 Heat.
The rulebook answers this, and a designer or publisher post agrees.
Played Stress cards go to your discard pile with the rest of your Play Area at the end of the turn and return when you reshuffle. You cannot discard Stress from your hand in step 8, and in the core game Stress never leaves your deck.
The rulebook text answers this directly.
Cars never stop you passing through them. You are only blocked if you would end in a space whose spots are all taken; then you stop in the first space with a free spot behind them. Two cars side by side do not block the path, only the final space.
Each of your step 3 move, Boost, Adrenaline and Slipstream is a separate move measured from where you actually stopped. A single extra space such as Adrenaline's often just lands on the same full space and sends you back again, but a bigger separate move such as a Boost can carry you past the blockers. Your Speed value is unchanged by being blocked.
Several experienced players agree on this reading; no official ruling.
All + symbols on the cards you played (Stress and upgrades) resolve in step 3 when you reveal, in any order you like, before you move. Boost is a separate optional + that resolves later in step 5. Variable-value cards such as Brakes are set after those + flips are known.
The rulebook answers this, and a designer or publisher post agrees.
Once per turn, in any gear, you may pay 1 Heat from your engine (moved to your discard pile) to boost. Resolve it like a Stress +: flip cards until a Basic 1-4 card appears, discarding the rest, and move that many spaces. Upgrade cards never count as the flipped speed card, and having + cards in play does not give extra boosts.
The publisher answered this directly on BGG.
They are reminders, not costs. The + with a Heat is the Boost you may buy for 1 Heat once per round in any gear. You do not pay Heat just for being in a gear.
The rulebook answers this, and a designer or publisher post agrees.
Yes. In step 5 each symbol is activated and completed on its own, in whatever order you choose, so you can cool a Heat back into your engine and then spend it on a Boost. Cooldown and Boost are both optional.
The designer answered this directly on BGG.
1st gear gives Cooldown 3 and 2nd gear Cooldown 1, and you get it in the React step of every turn you end in that gear; nothing carries over. 3rd and 4th give none, and shifting down by itself does not cool the engine.
The rulebook text answers this directly.
Cooldown moves Heat cards from your hand back into your engine. It never takes Heat from your discard pile.
The rulebook text answers this directly.
The car that moves last this round, or the last two cars in a race that started with 5 or more cars. It is fixed by turn order at the start of the round, not by where you end up after moving, and it applies from the very first round. Legends count when deciding who is last.
The rulebook text answers this directly.
On the number of cars that started the race. Once cars finish and are removed, the last car (or last two, if five or more started) still gets Adrenaline.
The designer answered this directly on BGG.
Nothing about Adrenaline is mandatory. The extra space (which adds 1 to your Speed) and the extra Cooldown are separate, so you may take either, both or neither, with no need to boost. It cannot be saved for later rounds.
Several experienced players agree on this reading; no official ruling.
Yes. It is an extra Cooldown on top of any you already have, so it works in any gear, even if your gear gives none.
The rulebook answers this, and a designer or publisher post agrees.
Step 4 only tells you whether you qualify; you actually use the extra space and Cooldown in step 5 (React), in any order with Boost and Cooldown. Slipstream is step 6, so Adrenaline cannot be used after it.
The rulebook answers this, and a designer or publisher post agrees.
Yes. The +1 is added to your Speed, so it counts at every corner you cross that turn. Slipstream is the only movement that does not.
Several experienced players agree on this reading; no official ruling.
React always happens, but Boost and Cooldown are optional. Symbols marked with an exclamation mark on upgrade cards are mandatory, as are the + flips on cards you played.
The rulebook answers this, and a designer or publisher post agrees.
You may slipstream if your move ends next to another car or in the space directly behind one. Only the space matters, not the lane or which spot you occupy, and a car on the other side of the track still counts. It is optional.
The designer answered this directly on BGG.
No. A slipstream is two spaces or nothing. The only way it shortens is blocking: if the final space is full you stop in the first free spot behind the blockers.
The rulebook answers this, and a designer or publisher post agrees.
No. You may slipstream only once per turn, even if the first slipstream leaves you behind or beside another car, and not once per lap or per race either.
The rulebook answers this, and a designer or publisher post agrees.
Yes. Cars never block passage, so you can slipstream past or behind pairs of cars. If your two-space landing space is full, you simply stop in the first free spot behind the blocking cars. Being blocked after step 3 does not stop you slipstreaming either.
The rulebook answers this, and a designer or publisher post agrees.
No. Slipstreaming moves your car but never raises your Speed, so a corner is checked against your cards, Boost and Adrenaline only. If the slipstream carries you over a corner line you still make that corner check, at the lower Speed.
The designer answered this directly on BGG.
Yes. Slipstream depends only on where your own move ends: if you finish beside or behind a car, you may slipstream, even if that car was moved back by a spin out.
Several experienced players agree on this reading; no official ruling.
No. Slipstream is only checked at the end of your own move on your own turn. A car that arrives next to you afterwards has no effect, and a car that already moved on gives no slipstream to a later car.
Based on a single reply or a contested reading; no official ruling.
Yes, most players read it that way: slipstream depends only on where your move ends, next to or behind another car, not on how far you travelled. There is no explicit ruling.
Several experienced players agree on this reading; no official ruling.
Yes. Nothing excludes lapped cars, so a car a full lap behind you still counts as a car you end beside or behind.
The base 2-space slipstream must be taken in full whenever you slipstream, but each bonus from weather, road conditions or upgrade cards is an optional add-on to it. Several bonuses add together, and you choose which to use before moving, so totals like 0, 2, 4 or more are possible but never 1.
The rulebook answers this, and a designer or publisher post agrees.
Your Speed is the sum of every played card value (including Upgrade and Stress flips), Boost, and Adrenaline's +1. Slipstream does not count, and neither does the distance you actually moved.
The publisher answered this directly on BGG.
Only if you actually crossed the Corner Line. If being blocked leaves you in front of the line you pay nothing and still need to clear the corner next round. If you did cross it, the Heat is based on your Speed, not on the spaces you moved.
The rulebook text answers this directly.
One Heat for each point your total Speed is above the limit. At or under the limit costs nothing, and you may always choose to go slower.
The publisher answered this directly on BGG.
Yes. Each corner is checked and paid separately, starting with the first line you crossed, using the same total Speed. You spin out at the first corner you cannot afford and never reach the second.
The rulebook text answers this directly.
You pay all the Heat you have, your car goes back to the first available space before the Corner Line that caused it, you take 1 Stress card (1st/2nd gear) or 2 (3rd/4th gear) from the reserve into your hand, and your gear pawn drops to 1st. The extra Stress comes from the supply, not your deck.
Several experienced players agree on this reading; no official ruling.
Cooldown happens in React before the corner check, so you can use it to avoid the spin out, but moving to 1st gear afterwards gives no cooldown that turn. You have no Heat after paying, so next turn you can shift to 2nd but not 3rd, and the turn continues normally to discard and redraw.
The rulebook text answers this directly.
Yes. Cooldown resolves in React, before the Check Corner step, so Heat you return to your engine can pay for the corner. You cannot save a cooldown until after a spin out.
The designer answered this directly on BGG.
No, a spin out just costs you Heat, position, gear and extra Stress. The only exception is one optional Championship Event card that removes a car that spins out.
The rulebook text answers this directly.
Any non-Heat, non-Stress card, including Upgrade cards with speed or + symbols. Heat cards and Stress cards (marked with a crossed-out bin) can never be discarded, nor can an Upgrade card that is itself a Heat card.
The rulebook text answers this directly.
Yes. Move your whole Play Area to your discard pile, then draw up to 7 cards.
The rulebook answers this, and a designer or publisher post agrees.
Whenever you must draw, flip or discard from an empty draw deck, shuffle your discard pile into a new deck and finish the action. Do not shuffle if the deck still holds enough cards. Cards in your Play Area are not in the discard yet, so they stay out of that shuffle; a Heat paid for a Boost is already in the discard.
The designer answered this directly on BGG.
No. You only draw back up to 7; a hand that is already above 7 (for example after gaining Sponsorship cards) is simply left as it is.
The designer answered this directly on BGG.
This is Cluttered Hand: you play every playable card you have and cover the rest with Heat cards. Your car does not move; on reveal you drop to 1st gear, put your Play Area in the discard, skip React (so no cooldown) and go straight to replenishing your hand. Only the played cards are discarded, not the rest of your hand, and the next turn is normal.
Yes. Cluttered Hand does not stop you changing gear in step 1, up or down, even to 4th to discard more Heat; use non-Heat cards before Heat cards. Choosing a gear that forces it is legal, though some groups house-rule against it to dodge a spin out.
The rulebook text answers this directly.
Paid Heat always moves from your engine to your discard pile. Heat in your hand can only be put back into the engine by Cooldown. If you have no engine Heat, you cannot boost or shift two gears.
The rulebook text answers this directly.
Not by choice. Heat cards cannot be discarded in step 8 or played in step 2; they just clog your hand until you cool them down. The only time Heat is played is the Cluttered Hand rule.
The designer answered this directly on BGG.
In your draw deck, shuffled in with the other cards. It behaves like any other Heat card afterwards: once in your hand it can be cooled down into your engine and later paid out as Heat. Only the six regular Heat cards start in the engine.
The rulebook answers this, and a designer or publisher post agrees.
You can play them like normal cards for your gear: the 0 adds nothing and the 5 adds 5 Speed (they count toward corner Speed). They have no speedometer, so when flipped for a Stress or Boost they are discarded and you keep flipping.
The designer answered this directly on BGG.
No. When you use the Garage module the three Starting Upgrades (0, 5 and Heat) are removed and replaced by upgrades you build or draft, and a Championship uses none of them. Keeping both is only a house rule.
The designer answered this directly on BGG.
No. On the final lap, slipstreaming can never cross the finish line or be used after crossing it. A slipstream is two spaces or nothing, so a car whose two spaces would take it over the line cannot slipstream. The designers treat the finish line like a Corner Line here.
Several experienced players agree on this reading; no official ruling.
No. It reminds you of the finish-line rule, which only applies on the final lap, when slipstream cannot cross or follow crossing the line. Earlier laps are unaffected.
The designer answered this directly on BGG.
No. Speed limits in corners beyond the finish line are disregarded and you simply move as far as you can; this applies to Legends too. A corner you cross before the line in the same move is still checked and can still cause a spin out.
Several experienced players agree on this reading; no official ruling.
Yes, if you can pay the Heat (or a free boost applies); only slipstream is barred. It rarely changes the result once you are across.
The rulebook answers this, and a designer or publisher post agrees.
The car that ends furthest past the line, not the first to cross; if two share a space, the one on the spot nearest the Race Line wins. Cars are removed at the end of the round, and Adrenaline keeps going by the number of cars that started.
The rulebook text answers this directly.
Yes. Play continues until every car has crossed the line (the last car just keeps going), and later finishers are ranked by finishing order, which earns Championship points. Finished cars go to the Hall of Fame at the end of the round.
The designer answered this directly on BGG.
Yes. If you play a card with + symbols you must resolve every one, in step 3 like a Stress card, flipping cards until a Basic speed card appears for each. They cost no Heat and are not a Boost. A card like 4 Wheel Drive with +++ is the same as three Stress cards played together, and a 4+ is a fixed 4 plus one such flip.
You ignore the card: it is discarded and replaced by a random Basic speed card from your draw deck, resolved like a + symbol (in effect a Stress card). Playing it knowing you cannot pay is legal.
The publisher answered this directly on BGG.
In the React step, in any order you choose, so you can cool a Heat back into your engine first and then pay for the card. The exception is Heat for a two-gear shift, which is paid immediately in step 1.
You may play it face down in step 2 as one of your gear's cards, or from your hand in the React step as an extra card; in React it applies as if revealed in step 3, with its speed and mandatory icons, resolved as a separate move. It does not change your gear and does not stop you boosting.
Yes, you can play as many as you like, but each resolves on its own, one symbol at a time, so their effects do not combine into one lump.
The designer answered this directly on BGG.
+1 Speed for every + symbol you used this turn (Stress, Boost, upgrades). If you use it you must apply it to all of them, and it counts toward your corner Speed. Cards flipped and then discarded do not count. Accelerate is optional.
No. Apply them one at a time: each moves its own amount and they do not sum, so the total can be none, one or both.
The designer answered this directly on BGG.
A card showing two numbers lets you choose one of those two (not anything between); one showing a range lets you pick any value in it. Choose after revealing and after your + symbols and Stress flips have resolved, before you move. The chosen value counts for corner Speed.
The publisher answered this directly on BGG.
Yes. The adjustment applies to all Corner Lines you cross on the turn the card is played, including both corners of a chicane. It changes the corner's limit only; you still move your full Speed and pay Heat for any excess over the adjusted limit.
Several experienced players agree on this reading; no official ruling.
Symbols marked with an exclamation mark (and the + flips) are mandatory; others such as Cooldown are optional. You may apply the symbols in any order, but a single symbol must be completed once started.
Several experienced players agree on this reading; no official ruling.
Yes. Upgrade cooldown is an extra source in the React step and does not depend on your gear; gears 1 and 2 add theirs on top.
No, Refresh is optional: you choose whether the card returns to the top of your deck or goes to the discard. The card still counts for Speed and any slipstream bonus that turn.
It lets you discard up to that many Stress cards from your hand to your discard pile. It is an opportunity rather than a penalty, so you use as many or as few as you like.
Flip the top cards of your draw deck into your discard pile one at a time. If the deck runs out part-way, shuffle the discard pile (including cards just scrapped) into a new deck and continue with the rest.
The designer answered this directly on BGG.
A card with the one-time-use symbol is removed from the game instead of being discarded. The designer confirmed this happens in step 9 (the booklet text says step 8); it makes no practical difference.
The designer answered this directly on BGG.
Yes. The Garage module has no limit on cards of a category (two Brakes or two Tires is fine), and one player can even own two copies of the same upgrade. One-per-category is only a house rule.
Several experienced players agree on this reading; no official ruling.
Yes, it works like a standard Heat card except that it starts in your deck. Once it is in your hand you can cool it into your engine. This is different from an upgrade that merely has a mandatory Heat cost icon.
Several experienced players agree on this reading; no official ruling.
No. A Legend may never cross two corner lines in the same move; if its move would carry it past the second, it stops on the first free space before that corner. The expansion tracks add Aggressive Legends rules that allow crossing extra corners.
The publisher answered this directly on BGG.
It moves the next corner's speed limit plus the diamond number on its flipped card, wherever it stands after the Legend Line, using any modified limit. The Legend Line printed at a corner applies to the next corner.
The designer answered this directly on BGG.
Yes. Modified corner limits apply to Legends too, and that is the only effect weather and road conditions have on them: Legends get no upgrades, Sponsorship, slipstream or Heat.
The designer answered this directly on BGG.
Yes. Like human players, Legends disregard corner speed limits after the finish line and move as far as they can; an earlier reading that they must still obey corners was overturned.
The designer answered this directly on BGG.
Yes, the modules can be combined freely. Legends ignore the others except for corner speed-limit changes.
The publisher answered this directly on BGG.
Choose your gear and cards first, then flip the top Legends card only when the first Legend is about to move in step 3; every Legend moving that round uses that one card. Legends move in turn order with the other cars.
Several experienced players agree on this reading; no official ruling.
Not in the base Legends module. Legends never spin out, get no Adrenaline or slipstream, but they still count when deciding which cars are last and so who gets Adrenaline.
The designer answered this directly on BGG.
No, all Legends are statistically identical. To tune difficulty, subtract or add 1 or 2 to a Legend's top speed or movement; the +1/+2 is intended for straights, not corner approach.
Based on a single reply or a contested reading; no official ruling.
Shuffle the Legends cards and keep going.
They can only cross one corner per turn, so on a chicane some of them queue up behind the first. Aggressive Legends from the expansions are recommended on tracks with chicanes.
Six at most: the Legends cards show only the six base-game colours, so a solo race tops out at seven cars. The designer suggests mentally swapping a colour on the cards if you want to drive a colour they do not show.
The publisher answered this directly on BGG.
Draw as many tokens as the track has corners and reveal one per corner in race order; the rest are unused. A token with the sector (double-arrow) symbol goes on the tent of the stretch after the corner, and a token without it goes on that corner's own tent.
The publisher answered this directly on BGG.
Only in the sectors that carry a Weather road-condition token (the sun-and-cloud symbol). If no such token is drawn, its sector effects do not apply that race, though heat and stress setup still does. Effects cover a stretch from corner line to corner line, never a corner.
The sector your car is in when that effect resolves. Cooldown and free boost are checked in React, after your step 3 move and any earlier React moves, so you can order your React actions to move in or out of a sector. Reaching a sector later by slipstream does not give you its React effect.
Several experienced players agree on this reading; no official ruling.
Where you start the slipstream. A +1 or +2 sector bonus only applies if you are already in that sector before slipstreaming, a no-slipstream sector stops you starting one there, but you may end a slipstream inside such a sector, and that ban overrides upgrade bonuses.
The designer answered this directly on BGG.
It stops all normal cooldown from any source in that sector, including gear, Adrenaline, upgrade and sponsor cards. The purple Super Cool from Heavy Rain is a different effect and still works.
Several experienced players agree on this reading; no official ruling.
Adjust Speed Limit changes the limit itself (+1 raises it, -1 lowers it) so you pay for every point over the new number. Overheat leaves the printed limit as it is and adds 1 Heat in total, not per point, only when you exceed it. Passing at or under the limit costs nothing either way.
No minimum is printed, so a limit can fall to 0 or below and each point of Speed over it costs Heat. Some groups house-rule a minimum of 1.
No. You still get only one boost per turn, so the free boost replaces your paid one.
Outside a Championship, reveal weather and road conditions before drafting upgrades; in a Championship follow the event card, which does it after. Drawing your starting hand is the last setup step, so Heat added by the weather can already be in your first hand.
The designer answered this directly on BGG.
You start with none, and build or draft one upgrade before every race, including the first, so three races give three upgrades. The last-placed player may swap one card after the picks. Draft from the number of human players plus three cards (Legends do not count); in solo you choose from four.
No. Any Event card can be combined with any track.
Immediately into your hand, where you can use or discard it like any non-Heat, non-Stress card. Only a Sponsorship card played on a turn is removed from the game.
The designer answered this directly on BGG.
Unused ones go back into your deck and can come up in a later race; only the one drawn for the race starts in your hand. After each race the used cards are shuffled back into the Sponsorship deck, and Heat and Stress return to the reserve.
Several experienced players agree on this reading; no official ruling.
Cross the corner while 2 or more over its speed limit (as modified by a Road Conditions token, not by your upgrade cards), or cross it with your Slipstream. You do not need to pay Heat. You get at most one card per pass, at the corner check, and only if you crossed the line on that move. On a chicane only the last corner counts.
The publisher answered this directly on BGG.
No. No Sponsorship is gained on a turn in which you spin out, and corners after the finish line are not checked, so neither route earns one.
The publisher answered this directly on BGG.
Use the letter beside the camera icon on the event card and find it on the track card. Corners are lettered in order from the start, A first; expansion tracks can differ, so check the card, and in a chicane only the second corner is counted. Where a corner carries two letters, they refer to the same corner.
Speed is the total of your played card values plus Boost and Adrenaline. Slipstream does not count, and being blocked short does not reduce it. A New Speed Record at the finish line still earns its card, and you keep it for next race.
The top six places earn 9, 6, 4, 3, 2 and 1 points (printed on the Hall of Fame space; events can change them). The most points wins the season, with ties broken by the best finish in the final race, and several seasons are simply added together.
Yes. The bonus applies to every corner line you cross on the turn it is played, so both corners of a chicane benefit.
The designer answered this directly on BGG.
The card is gained as soon as a car crosses the line, so cars are counted in the order they cross during the round, not by how far they end up past it.
The designer answered this directly on BGG.
Super Cool returns Heat cards from your discard pile to your engine (not from your hand), and you may look through the whole pile without showing others. It is not cooldown, so no-cooldown weather does not stop it. The cards work on any track.
The designer answered this directly on BGG.
Only the last two cars to move, exactly as in the standard rule for five or more cars.
The designer answered this directly on BGG.
Aggressive Legends are an optional Heavy Rain rule. A Legend starting on a marked chevron space may go through two corner lines in one move, and only the first corner's speed limit sets its move, whatever the second limit is. The base rule (stop before the second corner) applies elsewhere.
The designer answered this directly on BGG.
There are no orange Legend cards, so mentally swap orange for your own colour on the existing Legends cards. Heavy Rain adds no new Legends cards.
The publisher answered this directly on BGG.
In the engine as usual. The different symbol printed on those two tracks is a mistake; it should match the base game tracks.
A chicane is two close corners in a single tent with one corner marker: each corner is checked and paid separately, Overheat adds its Heat on each corner, a road token with the sector symbol modifies the stretch after, one without it modifies both corner lines, and one weather token covers the chicane and the straight after. If you cannot pay the second corner, you spin out just before it.
Yes, no rule changes are needed; the base game was tested with up to 12 cars. The orange car has 9 Heat cards and each other colour 1, which is why the box includes 15 extra Heat cards.
Use the normal Cluttered Hand rule: play every card you can, cover the rest with Heat, and do not move.
Several experienced players agree on this reading; no official ruling.
In theory yes, Nimble counters Impeding, but it rarely matters in practice. A Nimble car is never blocked for the whole turn, including an Adrenaline move.
Several experienced players agree on this reading; no official ruling.
Both spots of the space directly behind an Impeding Legend are always blocked from slipstreaming, even if it occupies only one spot. You can still overtake it normally and slipstream from further back, but you cannot end a move on a space it impedes.
Several experienced players agree on this reading; no official ruling.
No. A Legend that starts behind the Legend Line is in Approaching Corners mode, so it can never cross the next corner that turn, whatever its bonuses or abilities. It only gets as close as it can; Full Throttle's 20-space move stops at the 0 diamond.
By where the Legend sits relative to the Legend Line, fixed for the whole turn: past the line it uses Clearing Corners (corner limit plus diamond), before it uses Approaching Corners. After the finish line it moves full speed.
The secondary +1 space applies when the primary ability does not, for example when a corner would be crossed or the space is blocked. Players disagree about sequencing when a blocked second ability is involved. A Draft is only up to its value, as for players.
No. Reckless adds one to the number of corners a Legend may cross in a turn, but the Legend must already be able to cross one, so it does not let a Legend approaching a corner cross it.
Several experienced players agree on this reading; no official ruling.
Adrenaline is optional for Legends. Only the last two cars of a race with five or more cars get it, a Legend can use it regardless of stars unless it would cross too many corners, and a Championship effect saying nobody benefits applies to Legends too.
Based on a single reply or a contested reading; no official ruling.
Normal speed first, then abilities such as Draft and Adrenaline in whichever order moves the Legend furthest, with slipstream always last.
Several experienced players agree on this reading; no official ruling.
Yes, it works with the core set and all expansions. The brown Upgrade cards mix into base upgrades and Sponsorship cards work in Championships, but Power Up cards are for Legends only and the coloured Rival cards are for the rivals module. It adds no tracks and replaces the original Legend deck.
Yes. The rivals are the Legend cars, so you can add Legends to a human game and they act as rivals.
Based on a single reply or a contested reading; no official ruling.
Yes, the stars only mark which Legends get the bonus; without them you get a baseline where Legends run slightly faster.
Several experienced players agree on this reading; no official ruling.
The base game already supports six players and the expansion's material is built for six cars, so the box does not add a player.
Several experienced players agree on this reading; no official ruling.
They are single-use Direct Play cards worth 2 Speed, meant for Championships; how their symbols work is explained in the base game's advanced rules.
The publisher answered this directly on BGG.
Draft lets you move up to its value, so you may use fewer spaces. Every space you move into or through must be completely free of cars (a car on either spot blocks it), so you cannot draft past a car; you end in the space directly behind your target. A car beside your landing space does not matter.
The designer answered this directly on BGG.
Draft is an optional React-step symbol, used before slipstream and in any order with Adrenaline and Boost per the rulebook examples. The designer ruled that it resolves after Cooldown.
The publisher answered this directly on BGG.
Yes. With several Draft symbols you can use them separately or add them into one Drafting action. A second separate draft needs another car to draft behind, which normally takes extra movement such as Adrenaline or a Boost.
Several experienced players agree on this reading; no official ruling.
No. While your car is in a tunnel you cannot discard extra cards from your hand in step 8, though played cards still go to the discard. You can still pay Heat, put Heat back into your engine and scrap from the top of your draw deck.
Not in React if your car is in a tunnel at that point; the ability is checked against where your move ends. If you start in a tunnel and end outside it, you can use it.
Yes. A Legend starting its turn on a space with a chevron above the diamond can cross one extra Corner Line per chevron that round; this is separate from the chicane rule.
Yes, as with any way of crossing it, if you are 2 or more over the speed limit; drafting across the corner line counts as crossing.
Several experienced players agree on this reading; no official ruling.
Under the discard-limiting Great Britain event you may discard one card per turn in total, counting both Stress removed by a Suspension and step 8 discards.
Nine, because a chicane counts as one corner. If an Event reduces the race to 0 laps, draw another Event card (or another Track card if the track came first).
Based on a single reply or a contested reading; no official ruling.
The list is a priority order: engine first if it has Heat, otherwise hand, then discard, and so on.
Each Extra Slipstream symbol gives you a separate, complete slipstream move, and you choose which bonuses apply to each. A no-slipstream weather sector blocks starting any of them from that sector.
Based on a single reply or a contested reading; no official ruling.
Most players read it as in step 9, after discarding your Play Area and before you redraw, though some read "end of your turn" as after redrawing. There is no official ruling.
Yes. All Sponsorship cards are one-time use; the missing icon on the Rocky Roads card is a printing error.
Based on a single reply or a contested reading; no official ruling.
Before the race you move your Stress cards from your draw deck into your discard pile, then draw your starting hand. They are not removed from the game.