Race Day
Race Day Rulebook
Table of Contents
Table of Contents
Object of the Game
Be the first car across the finish line in a 5-lap race. Between 2 and 6 players can participate in one race.
Today's race: 5 laps!
Dashboard Card
A car's Dashboard card tells you how well it does certain things. Start the race with your Dashboard card face up in front of you.
The card shows:
- Driver Name
- Ability
- Driver Value
- Body Value
- Engine Value
- Collector's Number and Rarity Indicator
Setup
What You Need to Race:
- Pocono track
- 1 assembled car (along with its Dashboard card) for each player
- 1 or more six-sided dice
- Damage and smoke counters for your car
Roll a die. The player with the highest roll takes the pole position and puts his or her car in the "Start 1" space. Then the player to the left of the pole position player places his or her car in the "Start 2" space, the next player to the left in the "Start 3" space, and so on until all players have placed their cars.
Playing the Game
Starting with the pole position player, players move their cars around the track in order of starting position. This turn order never changes, no matter who is leading. On your turn, follow steps 1-6!
1. Choose Your Speed
- Stand on It: Add 2 to the move roll result.
- Cruise: Use the move roll result.
- Check Up: Subtract 2 from the move roll result.
2. Make Your Move
Roll one die and adjust it according to the speed you chose. The total is how many spaces your car moves counter-clockwise around the track.
3. Moving Your Car
Remember four things when moving your car:
- When it's your turn to move your car, your car is called the active car.
- Only one car can occupy a single space on the track at a time.
- A car can move only to a space adjacent to the one it occupies.
- A car can move only to spaces that move it forward (toward the finish line).
Blocked Path: If your car cannot move the correct number of spaces because cars are blocking its path, move it as far as it can go, and then your car takes 1 Body damage for every space it couldn't move.
Illustration caption: "A move roll of [die icon] = 2 Move + 2 Body Damage." The die icon is read from the illustration (four pips).
4. Drafting
Drafting is like a free move! When your car is directly behind a car that moves, you may draft after that car. There are two ways to draft.
-
A. Move your car forward 1 space along the same path as the active car.
OR...
-
B. After the active car moves, move your car to the next-to-last space the active car was in before it stopped. If you draft this way, you must skip your next turn; flip your car's Dashboard card face down to remind you to skip your next turn. If your car's Dashboard card is face down when it becomes your turn, your car may not move that turn. Turn your car's Dashboard card face up to indicate that your car may move on your next turn.
All cars can draft the car directly in front of them!
5. Checks
Checks are made to see if your driver and car can handle the rigors of racing.
Make a check by rolling two dice and adding them together if you have only one die, roll it twice. Compare the result to either your car's Engine value, Body value, or Driver value, as indicated. If the result is equal to or greater than the value, the check succeeds. If not, the check fails.
Engine Damage: When you Stand on It, make an Engine check at the end of your car's move by comparing the check result to your car's Engine value. If the check succeeds, you take no damage. If you fail the check, insert 1 smoke counter into the hood of your car. When a car takes its 2nd Engine damage, it is out of the race and must be removed from the track.
Example: an Engine check of 3 + 2 = 5 succeeds (no damage). An Engine check of 2 + 1 = 3 fails (take Engine damage).
Body Damage: When you Check Up, make a Body check at the end of your car's move by comparing the check result to your car's Body value. If the check succeeds, you take no damage. If you fail the check, insert 1 damage counter onto your car's side. When a car takes its 5th Body damage, it is out of the race and must be removed from the track.
6. Bumping
At the end of your turn, check to see if any of the spaces surrounding the active car have another car in it. If so, then both you and any drivers with cars in those spaces roll one die. If the same number comes up on any two dice those cars each take 1 Body damage. If the cars with matching dice are not adjacent then those cars don't take damage.