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Start Frei

Start Frei Rulebook

Table of Contents

Table of Contents

  • Let's Go!
  • Contents of This Rulebook
  • Game Material
  • Game Flow - Overview
    • Pass (Durchgang)
    • Pit Stop
  • Pass and Race Section
  • Pit Stop
    • Lay Out 2 New Track Pieces
    • 1. Prepare the Card Display
    • 2. Buy or Pass
    • The Pit Stop Markers
    • 3. All Passed? Let's Go!
  • Game End & Winner
  • Driving Techniques
    • Steering Wheel & Gear Shifting
    • Cards
    • Race Instructions
      • Shifting
      • Rolling & Moving the Race Car
  • Chicanes
    • Chicane Approached Exactly: 1 Carrera Coin Reward
    • Chicane Approached Too Fast: Stop & Shift Down
    • Example: Chicane
  • Lane Change
    • Example: Switch
  • Overtaking Manoeuvres & DRS
    • Braking!
    • Announce Overtaking Manoeuvre
    • Rolling
    • DRS Result on the Boost Die
    • Outcomes of an Overtaking Manoeuvre
    • Examples of Overtaking Manoeuvres
    • Further Information on Overtaking Manoeuvres
  • DRS Markers
  • Special Functions
    • Cards That Bring Carrera Coins
    • Change Roll Result for Free
    • Change Roll Result Several Times for Carrera Coins
    • Position-Dependent: Change Roll Result Several Times for Carrera Coins
    • Position-Dependent Race Instructions
    • Ignore Chicanes for Carrera Coins
  • Track Layouts

Let's Go!

Thank you for choosing START FREI from the Carrera Tabletop Games series! START FREI offers demanding racing fun for the whole family. We recommend that you first take the overview sheet in hand. Begin with the page "1. Spielaufbau & Spielvorbereitung" (Game Setup & Preparation) to become familiar with the game material and prepare everything for the race. On the page "2. Regelblatt zum sofort Losspielen" (Rules Sheet for Playing Right Away) you will find the first turns in a 3-player game described, which you can play through step by step. This gives you an impression of how START FREI works, and you can continue playing the first game right away. Should rules questions or ambiguities arise, please consult this rulebook!

Contents of This Rulebook

This rulebook divides the game into different sections, each shown on a double page.

  • Pages 2-3: Game Flow. Round - Race Section - Pit Stop - Game End. An overview and detailed information on the basic game flow, in which the phases "Pass" (Durchgang) and "Pit Stop" alternate.
  • Pages 4-5: Driving Techniques. Race instructions - Chicanes - Lane changes. How to move your race car on the track, what to watch out for at chicanes, and how lane changes work.
  • Pages 6-7: Overtaking Manoeuvres. Overtaking manoeuvres - Rear-end collisions - DRS markers. Good racing drivers master overtaking manoeuvres in their sleep! Here you learn everything necessary and learn what the DRS is and how it works.
  • Page 8: Special Functions & Track Layouts. A detailed list of the special functions found on some cards. Different track layouts offer challenges of different length and difficulty.

Begin the preparations now, as described on the page "1. Spielaufbau & Spielvorbereitung" of the overview sheet.

Game Material

Here you find a list of the game material. Illustrations can be found on the overview sheet on the page "1. Spielaufbau & Spielvorbereitung" as well as directly in this rulebook.

Carefully detach the cardboard pieces from their frames before the first game! The game box has compartments for the various materials.

  • 10 double-sided straights
  • 12 double-sided curves
  • 27 connecting pieces for tracks
  • 6 pit stop markers
  • 1 hand-controller dice cup
  • 5 special dice
  • 4 race cars
  • 50 Carrera Coins
  • 17 5-Carrera-Coins markers
  • 10 DRS markers
  • 4 steering wheels
  • 4 gear-lever game figures
  • 66 playing cards
  • this rulebook
  • 1 overview sheet

Game Flow - Overview

Start Frei has a simple game flow: the two phases Pass (Durchgang) and Pit Stop alternate until one player has won the race:

Pass (Durchgang)

(The actual race - playing the cards)

A pass consists of 6 race sections. Each race section consists, for all players, of the simultaneous playing of one card, whose race instructions (and, if applicable, special function) each player then carries out individually (this is a player's actual turn).

After a complete pass (every player has played all 6 cards from their hand), the race action is interrupted for a pit stop.

Pit Stop

(Improving driving characteristics - buying new cards)

Players can buy new cards with their Carrera Coins. The first two players to end the pit stop by passing receive advantages.

The game ends after the second lap, i.e. as soon as a player's race car crosses the start/finish line for the second time. The current race section is still played to its end. After that, the player whose race car is in first position wins.

It is important to understand and use the various terms correctly:

  • Lap (Runde): Driving a lap means going around the track once with a race car. Beginning with the start/finish line, the track is driven once around until the start/finish line is crossed again.
  • Pass (Durchgang): A pass consists of 6 race sections.
  • Race section (Rennabschnitt): In each race section all players play 1 card from their own hand of cards. Each player carries out the race instructions shown on the played card in their turn.
  • Turn (Zug): Carrying out the played card is a player's turn.
  • Pit stop (Boxenstopp): After a pass ends, a pit stop follows. The players may buy new cards. Whoever ends the pit stop first or second receives advantages.

Pass and Race Section

Each pass consists of 6 race sections. In a race section all players secretly choose 1 of their cards in hand each and place it face down in front of them. When all players have chosen 1 card in this way, all cards are turned over simultaneously and compared.

Structure of the cards: order number (top left), price (explained later; top right), race instruction, special function.

The order number at the top left of the hand card gives the order for this race section. The player with the lowest order number is first to act and must carry out the race instructions (page 4) on their card in order to shift gears or move their race car. If the card allows it, the player may additionally carry out a special function (page 8) at any point in their turn.

Race instructions state whether or how often, and in which order, the player must shift or roll the dice. The higher the current gear, the higher the movement points on the correspondingly coloured die. The movement points state how far the player's race car must be moved (page 4).

After all players have carried out their turn in the order of the order numbers, another race section follows. Players again choose 1 card from the remaining cards in their hand - cards already played form a face-up discard pile in front of the players. Once all 6 cards of every player have been played and carried out, the pass is over and a pit stop follows (page 3).

When moving the race cars, special situations can arise:

  • Overtaking manoeuvre (pages 6 - 7)
  • Lane change (page 5)
  • Approaching chicanes (page 5)

The Carrera Coins are the "currency" of the game. They stand for the "experience" the players can collect during the race. Players collect Carrera Coins ...

  • by approaching chicanes exactly (page 5)
  • through successful overtaking manoeuvres (pages 6 - 7)
  • through special functions of some cards (page 8)

Players need Carrera Coins to ...

  • change lanes (page 5)
  • buy new cards during the pit stop (page 3)
  • activate certain special abilities on cards (page 8)

Pit Stop

Important note: During the pit stop the race cars stay in their positions and are only moved by pit stop markers, or not until a new pass has begun.

Lay Out 2 New Track Pieces

At the end of a race section, the player whose race car is in last position takes 2 new track pieces and attaches them to the existing track. In case of a tie, this is the player with the race car on the outer lane. The player must respect the track layout determined before the start of the game (page 8). Which side and orientation the player chooses when attaching is up to them. The player must first attach the first track piece before taking and attaching the second. As soon as the track layout is complete (all track pieces are laid out), no new track pieces are attached at the end of a race section.

1. Prepare the Card Display

At the first pit stop of the game, the top 5 cards of the face-down draw pile are laid out face up next to each other. At all further pit stops the displayed cards are topped up to 5 again by drawing new cards from the face-down draw pile and laying them out face up. Should the draw pile ever run out, no more cards are laid out.

2. Buy or Pass

During the pit stop the players take their turns in the reverse order of the current placement, i.e. first the player whose race car currently occupies the last position. In case of a tie this is the race car on the outer lane of the track. When it is a player's turn, they can buy a card or pass.

The cost of a card is shown at the top right. This card costs e.g. 6 Carrera Coins.

Tips for buying cards:

  • Pay attention not only to the special abilities of a card, but also to the type and number of the race instructions!
  • End your pit stop in time to gain or make up a lead.
  • Save your Carrera Coins for the next pit stop!

Buy: The player buys one of the openly displayed cards. To do so they pay the number of Carrera Coins stated at the top right of the card into the general supply and take the card. For each card bought, the player must put one of their cards back into the game box. The player may also put the just-bought card back into the box.

Pass: The first player who passes may turn 2 of the 6 openly displayed pit stop markers onto their back side and either carry out the race instructions shown there in any order or take the shown number of Carrera Coins from the general supply. The second player who passes may turn 1 of the 4 pit stop markers still lying face up. After that, no more pit stop markers are turned. I.e. the players who pass after that go empty-handed.

Refill the card display: As soon as only 1 card is left openly displayed, 4 new cards are revealed from the face-down draw pile and added. The players may now continue to buy cards or pass.

The Pit Stop Markers

  • The player immediately shifts one gear up or down on their steering wheel (page 4).
  • The player immediately rolls the die of the current gear. The usual rules apply for the movement (page 4). The player may also, if possible, announce and carry out an overtaking manoeuvre (page 6).
  • The player may immediately take 2 Carrera Coins from the general supply.

3. All Passed? Let's Go!

In turn, the players may keep buying new cards until all players have passed. Players who have passed may not re-enter afterwards to buy further cards. So it can also happen that a single player buys cards several times in a row.

After all players have passed, all pit stop markers are turned back to their front sides for the next pit stop. Then a new pass begins, consisting of 6 race sections. The players take their 6 cards back into their hand.

Game End & Winner

The game end is triggered as soon as the first player finishes the second lap with their race car by crossing the start/finish line for the second time.

The race section currently being played is still played to its end. So every player may still carry out the card currently played and of course also still use DRS markers. The current pass, however, is not played to its end any more.

Whoever is in first position with their race car after the end of the current race section wins the race.

Should there be a tie, the player on the inner lane wins.

Driving Techniques

To have your race car properly under control, you must know how to shift on your steering wheel and how to carry out race instructions and special functions of the played cards! Shift into the suitable gear to approach chicanes exactly, or pay Carrera Coins to change lanes at the right moment! Only those who master the driving techniques have a chance of winning!

Steering Wheel & Gear Shifting

On the left of the steering wheel, players mark their current gear with the black gear-lever game figure.

Gears (from top to bottom): Red gear, Orange gear, Yellow gear, Neutral gear (Leerlauf).

Each steering wheel has 2 storage spaces for DRS markers on the right.

Cards

The race cars in Start Frei are moved by the cards that the players play in each race section.

The race instructions state whether and how often the player must roll the dice or shift. The race instructions are carried out from left to right.

The special function of a card may - but need not - be used at any point during one's own turn. A list of the special functions can be found on page 8.

Race Instructions

The race instructions on the cards are carried out from left to right. DRS markers (page 7) and pit stop markers (page 3) likewise allow race instructions to be carried out, i.e. rolling or shifting. Regardless of where a race instruction is found, it is treated the same.

Race instructions must be carried out!

Shifting

The player moves the gear-lever game figure 1 position up or down.

  • In this way the player determines the colour of the die with which they roll.
  • On the steering wheel, next to the recess for the gear-lever game figure, the colour of the die is shown. In addition, all die faces are depicted, so that the player can always see which speed points can be reached with which die.
  • If the gear-lever game figure is already at the very top or very bottom, it can only be moved in the other direction.

With the yellow die, for example, the speed points 1, 1, 2, 2, 2 and 3 can be rolled.

Rolling & Moving the Race Car

The player takes the die in the colour of the gear currently marked on the steering wheel (by the gear-lever game figure) and rolls it to determine the movement points for their race car.

Details on rolling:

  • Before rolling, the player may announce an overtaking manoeuvre if they want to overtake an opposing race car (pages 6 - 7).
  • The rolled movement points must be "driven out". The player may not let movement points lapse.
  • If the race car would run into an opposing race car, the player must brake (page 6).
  • Race cars may only be moved in the direction of travel!
  • If the race car ends its movement exactly on a chicane, the player receives 1 Carrera Coin as a reward (page 5).
  • If the player would drive beyond a chicane, they stop with their race car on the chicane's space and must shift down 1 or 2 gears (page 5).
  • The player may change lanes at switches (Weichen). This costs 1 Carrera Coin, which is put back into the general supply (page 5).

Chicanes

Chicanes are particularly dangerous places on the race track that may not simply be driven through! Players should try to approach chicanes exactly (i.e. end their movement on chicanes).

Chicane Approached Exactly: 1 Carrera Coin Reward

If the player manages to approach a chicane exactly, they immediately receive 1 Carrera Coin from the general supply as a reward.

After that, the player carries out any remaining race instructions.

Details on approaching chicanes:

  • With the special functions of some cards, players can change their movement points, e.g. to approach chicanes exactly (page 8).
  • With the special functions of some cards, players can ignore 1 or 2 chicanes (page 8).
  • There are also DRS markers that can be used to ignore chicanes (page 6).
  • Chicanes "occupied" by an opposing race car may be ignored during a successful overtaking manoeuvre (pages 6 - 7).

Chicane Approached Too Fast: Stop & Shift Down

If a race car would drive beyond a chicane, it instead stops on the chicane - surplus movement points lapse! The player receives no reward. They must shift down 1 or 2 gears on their steering wheel:

  • Normal chicanes (1 yellow line) are located on straights. Whoever does not approach such a chicane exactly must shift down 1 gear.
  • Dangerous chicanes (2 yellow lines) are located in curves, but also on the straight with the lane narrowing. Whoever does not approach such a chicane exactly must shift down 2 gears.

If the gear-lever game figure is already at the lowest position, it stays there.

After that, the player carries out any remaining race instructions.

Example: Chicane

Player Red has rolled a 4 with the orange die. So that he does not have to stop on the chicane two spaces ahead of his race car, he changes lanes (he must pay 1 Carrera Coin). He approaches the chicane in the outer lane of the curve exactly and receives 1 Carrera Coin as a reward.

Lane Change

In a lane change the race car is moved over a switch (Weiche) to the other lane.

Besides sufficient movement points to reach the space, the lane change must be paid with 1 Carrera Coin. The Carrera Coin goes back into the general supply.

Whoever has no Carrera Coin cannot change lanes either.

During the movement of the race car any number of switches may be driven over. For each switch used, however, the player must return 1 Carrera Coin to the general supply.

Switches may only be driven over in the direction of travel!

Example: Switch

Player Red has rolled a 3 with the yellow die. He uses both switches to change lanes twice. After that his race car is in front of the yellow race car. The player must pay 1 Carrera Coin per used switch.

Driving past opposing race cars by using switches is not an overtaking manoeuvre.

Overtaking Manoeuvres & DRS

If you cannot drive out your rolled speed points because an opposing race car is in front of you, you can avoid a collision by braking, i.e. shifting down a gear! It would be better to try an overtaking manoeuvre by switching on the boost. Additionally roll the black boost die. It brings you either 1 to 2 additional movement points - or the overtaking fails because the opposing race car brakes you out! If this happens, your DRS is activated in compensation.

The player can only announce an overtaking manoeuvre if they can reach the opposing race car with the maximum movement points of the current gear. If several opposing race cars stand in a column (Kolonne) one behind the other, the player must be able to reach the foremost race car of this column. Only single race cars or columns (a group of race cars directly one behind the other) may be overtaken! If the player cannot reach a race car, they may not announce an overtaking manoeuvre either. The opposing race car must be reachable with the die of the current gear without special functions or DRS markers.

Examples of overtaking manoeuvres can be found on the facing page.

Braking!

If the player has not announced an overtaking manoeuvre and runs into an opposing race car, they must brake and stop immediately!

  • Surplus movement points lapse.
  • The player must, if possible, shift down one gear.
  • After that, the player carries out any remaining race instructions.

Announce Overtaking Manoeuvre

The player announces the overtaking manoeuvre by pointing at the opposing race car they want to overtake. For a column this is the foremost race car of the column. The player may only overtake opposing race cars that they can also reach with the die of the current gear.

If switches offer several possibilities to overtake one and the same opposing race car, the switch that is to be used must also be announced.

Rolling

The player rolls the die of the current gear and the boost die (result: 1 or 2 movement points, or DRS).

The player moves their race car by the sum of the two dice in the direction of the opposing race car to be overtaken.

Whether the overtaking manoeuvre was successful depends on whether the player can actually overtake with the sum of the movement points.

DRS Result on the Boost Die

The overtaking manoeuvre was in any case not successful! The player may not overtake the race car. They move their race car as far as possible in the direction of the opposing race car they wanted to overtake. Surplus movement points lapse!

After an overtaking manoeuvre - regardless of whether successful or not - the player carries out any remaining race instructions. The player may also still use DRS markers after an overtaking manoeuvre.

Outcomes of an Overtaking Manoeuvre

Too slow! The player reaches with their race car a space behind the opposing race car (or the column) they wanted to overtake.

  • The overtaking manoeuvre was not successful.
  • The player's race car stays on the space reached.

Braking! The player reaches with their race car a space on which a race car to be overtaken stands.

  • The overtaking manoeuvre was not successful.
  • The player's race car stays behind the race car or behind the column.
  • The player must brake and therefore, if possible, shift down one gear.

Made it!!! The player reaches with their race car a space in front of the race car or column to be overtaken!

  • The overtaking manoeuvre was successful!
  • The player may drive out their movement points (observe chicanes and further race cars if applicable!).
  • The player receives 1 Carrera Coin from the general supply as a reward per overtaken race car.
  • If the player overtakes a race car that stands on a chicane, they may ignore the chicane!

Braked out and too slow! (boost die shows DRS) The player reaches with their race car a space behind the opposing race car (or the column) they wanted to overtake.

  • The overtaking manoeuvre was not successful.
  • The player's race car stays on the space reached.
  • The player receives a DRS marker from the face-down DRS pile and places it on their steering wheel (page 7).

Braked out and run into! (boost die shows DRS) The player reaches with their race car a space on which a race car to be overtaken stands (or would even drive beyond it).

  • The overtaking manoeuvre was not successful.
  • The player must brake and therefore, if possible, shift down one gear.
  • The player's race car stays behind the opposing race car or the column.
  • The player receives a DRS marker from the face-down DRS pile and places it on their steering wheel (page 7).

Examples of Overtaking Manoeuvres

Example 1. Player Red is in the yellow gear. When rolling he therefore reaches a maximum of 3 movement points. With this he does not reach the yellow race car and therefore may not announce an overtaking manoeuvre! What is gladly forgotten: even if the player could reach sufficient movement points with a DRS marker or a special function, he may not announce the overtaking manoeuvre!

Example 2. Player Red announces an overtaking manoeuvre. He wants to overtake the yellow race car and use the first switch for this. He rolls a 2 with the orange die and a 1 with the boost die; in total the player has 3 movement points available. With these 3 movement points, however, he does not manage to overtake the yellow race car. Player Red also does not have to brake, as he still comes to a stop behind the yellow car in time. The player may therefore stay in the orange gear. After that, Player Red may carry out any remaining race instructions or use DRS markers.

Example 3. Player Red announces an overtaking manoeuvre. He wants to overtake the yellow race car and use the first switch for this. He rolls a 2 with the orange die and a 2 with the boost die; in total the player has 4 movement points available. With these 4 movement points, however, he does not manage to overtake the yellow race car. Player Red must brake, as he cannot drive out the 4 movement points. The player must shift down 1 gear. After that, Player Red may carry out any remaining race instructions or use DRS markers.

Example 4. Player Red announces an overtaking manoeuvre. He wants to overtake the column and use the first switch for this. He rolls a 4 with the red die and a 1 with the boost die; in total the player has 5 movement points available. With these 5 movement points the player would not manage to overtake the column. The player, however, uses a DRS marker and increases his movement points by 1. With this Player Red manages to overtake the column. As the player has overtaken 2 race cars, he receives 2 Carrera Coins as a reward. After that, Player Red may carry out any remaining race instructions or use a further DRS marker.

Example 5. Player Red announces an overtaking manoeuvre. He wants to overtake the yellow race car. He rolls a 2 with the orange die and DRS with the boost die. The overtaking manoeuvre was in any case not successful. Player Red stays with his race car behind the yellow race car and receives 1 DRS marker. After that, Player Red may carry out any remaining race instructions or use DRS markers.

Example 6. Player Red announces an overtaking manoeuvre. He wants to overtake the yellow race car. He rolls a 4 with the red die and DRS with the boost die. The overtaking manoeuvre was in any case not successful. Player Red stays with his race car behind the yellow race car and receives 1 DRS marker. As the player ran into the car, he must brake and shift down 1 gear. After that, Player Red may carry out any remaining race instructions or use DRS markers.

Further Information on Overtaking Manoeuvres

  • If, after a successful overtaking manoeuvre, the player approaches a chicane exactly, they receive for it, as usual, 1 Carrera Coin as a reward from the general supply.
  • If a chicane lies between the active player's race car and the race car to be overtaken, the player must, if applicable, be able to ignore it with the special ability of their card or a DRS marker in order to be allowed to announce an overtaking manoeuvre!
  • After a successful overtaking manoeuvre, the active player's race car can of course also run into a further opposing race car and would then have to brake (page 7).
  • If the player wants to use a switch during the overtaking manoeuvre, they must announce this beforehand and also pay 1 Carrera Coin for it.
  • During the overtaking manoeuvre the player may also use DRS markers or special functions on the played card.
  • The player may also overtake during the pit stop exit (Boxenausfahrt; page 3) if they pass as first or second and choose a pit stop marker that allows them to roll.

DRS Markers

  • A player may have at most 2 DRS markers lying on their steering wheel. If a third DRS marker must be drawn, the player may look at it and either exchange it with one of their DRS markers or put it back. In both cases the returned DRS marker goes face down under the draw pile.
  • All DRS markers have a positive effect and may be used at any time during one's own turn - also between race instructions or during the pit stop exit.
  • A used DRS marker goes face down under the draw pile.

The DRS markers:

  • The player must shift up or down once.
  • The player must roll once with the die of the current gear. If applicable, the result may be changed with the special function of the card just played or a further DRS marker.
  • The player may change the roll result once by the stated value.
  • The player may ignore a chicane when moving their race car - the race car therefore does not have to approach the chicane exactly.

For information: With the DRS (Drag Reduction System), a part of the rear wing is set flatter hydraulically in order to achieve less air resistance and thus a higher top speed on a straight.

Special Functions

Cards That Bring Carrera Coins

Whoever has played one of these cards may take 1, 2, 3 or 4 Carrera Coins from the general supply. The Carrera Coins may be taken at any time, i.e. both before and after carrying out the race instructions. The latter can make sense if the player e.g. needs Carrera Coins for lane changes.

All stated Carrera Coins must always be taken. The player therefore may not forgo one or several. The player may, however - as with all special functions - forgo completely, i.e. take no Carrera Coins at all from the general supply.

Change Roll Result for Free

Whoever has played one of these cards may change the result of a die roll once in their turn by the value 1. The player adds 1 to their rolled movement points or subtracts 1.

This special function may only be used once per turn. If the player, e.g. after rolling and changing the result, activates a DRS marker with which they may roll again, they may not change the die roll any more. (They could, however, very well use a second DRS marker to change the result.)

It is permitted to change a changed roll result further by one or more DRS markers.

Change Roll Result Several Times for Carrera Coins

Whoever has played one of these cards may change the result of a die roll several times in their turn by the value 1. This costs 1 Carrera Coin per movement point that is added or subtracted. The blue arrow states how often the special ability may be used per turn.

A player can thus e.g. raise a rolled 2 to a 4 with 2 Carrera Coins.

As this special function may be used several times per turn against payment, it is also possible to split it and thus e.g. also change the result of a die roll that was triggered by a DRS marker.

Position-Dependent: Change Roll Result Several Times for Carrera Coins

With this position-dependent card, the special function depends on the position of the player's own race car at the beginning of their own turn.

  • First place: The player may exchange 4 Carrera Coins for 1 additional movement point up to 2 x in their turn.
  • Midfield: The player may exchange 2 Carrera Coins for 1 additional movement point up to 4 x in their turn.
  • Last: The player may exchange 1 Carrera Coin for 1 additional movement point up to 8 x in their turn.

Position-Dependent Race Instructions

With this position-dependent card, the race instruction itself depends on the position of the player's own race car at the beginning of their own turn.

  • First place: The player must carry out 1 race instruction (rolling).
  • Midfield: The player must carry out 2 race instructions (rolling and shifting in different order).
  • Last: The player must carry out 3 race instructions (rolling and shifting in different combinations).

Ignore Chicanes for Carrera Coins

Whoever has played one of these cards may ignore a chicane once or twice in their turn against payment of 1 Carrera Coin.

The chicane is driven over like a normal white space.

Track Layouts

The arrow marks the start/finish track piece as well as the direction of travel (for even more variety you can of course also drive the race track in the other direction). The longer a track is, the longer the game takes. The number of A-cards (the number shown beside the blue "A" symbol) that come into the game is stated with the track.

Each track is shown with a race duration (1 to 4 dots) and a difficulty (1 to 4 squares). The number of A-cards:

TrackRace durationDifficultyA-cards
"The Oval" - the race track for the first game118
Triangle track118
Track with 2 squares, 1 dot128
Track 102210
Track 123312
Track 14 (top left of page)3314
Track 14 (bottom left of page)

Race duration (minutes) by number of dots:

Players1 dot2 dots3 dots4 dots
2 players30'40'50'60'
3 players45'60'70'90'
4 players60'80'90'120'

Transcriber's note: the track layout drawings themselves are not reproduced in this text; the table above lists only the printed duration, difficulty and card-count figures, which were read from the page image. The symbol shown beside each number is the card marker referred to in the text as the "A-card" symbol; the German text prints this only as an icon.

3
2
14
Track 164416