The Stock Car Championship Racing Card Game
The Stock Car Championship Racing Card Game Rulebook
Table of Contents
Table of Contents
1. Components and Card Examples
One set of rules Four driver decks (60 cards each) One track deck (60 cards)
Typical Cards
Driver Deck Card: the card shows a lap value in the top-left corner, the speed rating in the top-center (for example, xxx.735), the pit stop time, the type of card (action or response), and what the card does.
Track Deck Cards: a card shows the number of laps completed for the turn (for example, "15 Laps") and, on event cards, the track event (for example, "CRASH AHEAD") along with the number of laps completed for that turn.
2. Game Setup
Please refer to the game setup diagram while reading this section. The GAME SETUP TABLE is used to determine hand size, the number of cards you can play and how many cards to draw during each turn. To begin a race, shuffle the TRACK DECK (the cards with a race track printed on the back) and place it face down in the middle of the playing area. Each player selects a DRIVER DECK and shuffles it. Most players use their favorite 1/64 die-cast stock car as playing pieces. If you are not using die cast cars, remove the FAST PIT card from the deck and use the back of it as your car. Shuffle the DRIVER DECK and deal yourself 7, 8 or 9 cards, depending on the TRACK DECK you intend to use. (SuperSpeedway = 7, One Mile Oval = 8, Short Track = 9). This forms your DRIVER HAND and may be viewed at any time. Place the remaining cards face down in front of you. This forms a DRAW PILE that will be used to refill your DRIVER HAND at the end of each turn. Select one player to record the laps completed for each turn and other important track events on the RACE DATA SHEET.
Game Setup Table
| Setup Table | Hand Size | Cards to Play | Cards to Refill | Size of Draw Pile (Advanced Rules only) | Heat Race Laps | Full Race Laps |
|---|---|---|---|---|---|---|
| SuperSpeedway | 7 | 3 | 3 | 20 | 100 | 160-328 |
| One Mile Oval | 8 | 4 | 4 | 25 | 125 | 250-400 |
| Short Track | 9 | 5 | 5 | 30 | 150 | 300-500 |
Game Setup Diagram — the game should look like this when you're ready for the first turn: the TRACK DECK draw pile and TRACK DECK discard pile sit in the middle of the play area. Each player has, in front of them, a DRAW PILE (face down) and a DISCARD PILE (face up). The cars are lined up in front of their owners to form the lead draft, in qualifying order: pole position, 2nd, 3rd, 4th, and so on. (Try using your favorite 1/64 or 1/24 scale die cast cars for added realism!)
3. Qualifying
All drivers play one card from their DRIVER HANDS. Look at the Speed Ratings located on the top, center of the cards (i.e. xxx.735). The driver with the highest speed rating wins the pole position. Place the card face up next to your DRAW PILE. This becomes your DISCARD PILE. Line the cars up single file according to these qualifying speeds, highest numbers go first. This forms the lead draft for the race. If there is a tie, each player involved continues drawing cards from his/her DRAW PILE until resolved. All players refill their DRIVER HANDS before beginning the race. You're now ready to start racing!
4. Sequence Of Play
The game is played in turns which simulate 3 to 30 laps of the race. Each turn is divided into three phases: TRACK PHASE, ACTION PHASE and REFILL PHASE. The number of cards you can play during a turn depends on the type of track you are racing on. (Refer to the GAME SETUP TABLE above). This is the total number of cards you can play during a turn to make the lap count and perform actions. You can always play cards that have "response" printed on the side to counter other drivers actions against you. Response cards are free and do not count towards your card limit for a turn.
Track Phase
Determines the number of laps for the turn and any track events. The race leader turns over the top card on the TRACK DECK. Mark off the appropriate number of laps on the RACE DATA SHEET and apply any events that may come up. If an event card with no lap number comes up, apply the event and turn over another card. Keep following this sequence until a card with a lap number is played.
If there are no events or yellow flags, all players must now make the lap count. Look at the lap values on the cards in your DRIVER HAND (disregard all other information). All players must simultaneously discard one or more cards to equal or exceed the lap count for the turn. You may have to combine the lap values on 2 or more cards or play 1 card with a higher lap value. For example, the lap count for the turn is 15 and you don't have any cards with a lap value of 15. You could play three 6 lap cards, a 24 lap card or even five 3 lap cards to make the lap count. Remember, you have a limited number of cards to play. For instance, if you are racing on a SuperSpeedway, you can only play 3 action cards per turn. If you play three 6 lap cards to make the lap count, you will not be able to play any action cards during the ACTION PHASE (You can still play response cards because they don't count towards this limit). You can also play a single DRAFT card to make the lap count. This has the same effect as playing too many cards and you lose your chance to move in the ACTION PHASE. Remember, response cards (CHALLENGE, BLOCK and DRAFT) are free! You can always play them against other drivers during the ACTION PHASE, regardless of how you made the lap count.
When an event occurs, read the description on the card and refer to the TRACK DECK descriptions beginning on page 9. Events can apply to one or all drivers. CRASH AHEAD and SLOW TRAFFIC events apply to all drivers and are placed in front of the race leader. If an event needs to be applied to a single player, all drivers turn over the top card on their DRAW PILES' and compare speed ratings. The driver with the lowest speed rating receives the effects of the event. There may be cases where no one has a speed rating low enough to receive an event. There are four cards that say "Driver with SPEED RATING less than OUT RATING is OUT OF RACE." In the basic game, everyone has an out rating of .200. In this case, any driver that turns over a card with a speed rating less than .200 is out of the race. If all cards are .200 or greater, there is no effect and play continues by turning over another TRACK DECK card.
Action Phase
Now it's time to make your move! Determine which driver goes first by looking at the speed ratings on the top card showing in each driver's DISCARD PILE. The driver with the highest speed rating gets to move first, regardless of track position. Ties go to the driver in front.
You move your car by playing action cards from your DRIVER HAND. The number of actions you can perform depends on how many cards were used to make the lap count (see Setup Table). Action cards are played one at a time and may be countered by response cards. You do not have to move and, in some cases, you may not be able to. In either case, your action phase is over and you cannot move again during the turn. You can still play response cards to counter other drivers actions because response cards don't count as actions.
Only a player affected by an action can respond to it (assuming they have an applicable response card in hand). There is no limit to the number of response cards played in a turn but, you can only respond once to each action against you with a single response card. Once a response card is played, it cannot be used again to counter another action.
A new order of movement is determined after each player finishes all of his/her moves. Look at the top card in the DISCARD PILE for each player that has not had a chance to move. Compare the speed ratings just like before. The player with the highest speed rating goes next. Play continues in this manner until all drivers have had an opportunity to move.
Refill Phase
All players refill their DRIVER HANDS' by drawing cards from their DRAW PILES'. The number of cards drawn depends on which track deck you are using. Draw 3 cards if you are using the SuperSpeedway Track Deck, 4 cards for the One Mile Oval Track Deck and 5 cards for the Short Track Deck. Do not exceed your hand limit (Note: Playing a GOOD CAR SETUP card will permanently increase your hand size by 1 card). Remove all remaining event cards from play except for SLOW TRAFFIC, which remains on the track until all cars have passed it. This marks the end of the turn and play resumes with a new TRACK PHASE. If you run out of cards, just reshuffle your DISCARD PILE or the TRACK DECK.
5. Track Occurrences
PASSING - Stock cars race in a counter-clockwise direction and all turns are made to the left. The only exception is on road courses similar to what formula one cars race on. The SuperSpeedway, One Mile Oval and Short Track decks depict left turn race tracks. When cards refer to the "inside" it means on the left side. That's why it is more advantageous to pass on the inside (left). Cars exchange positions whenever a pass is successful. For example, if Car #2 plays a PASS INSIDE card and successfully passes Car #1, they change positions and there is no gap between any of the cars.
YELLOW FLAGS - No passing is allowed and all gaps are closed. You do not have to make the lap count and there is no ACTION PHASE. Record the number of laps on the card and begin a new TRACK PHASE by turning over a TRACK DECK card. Players can choose to make pitstops under the yellow.
PIT STOPS - Pitstops are voluntary and are the only way to remove certain event cards. To make a pitstop, each driver, beginning with the lead car and moving down the line, removes his/her car from the line. You must decide in order. If you change your mind and decide to pit after a car behind you enters the pits, you automatically come out in the last position. Cars remaining on the track move up to close all gaps. Once in the pits, you can discard any number of cards in your DRIVER HAND and refill your hand to the maximum size allowed. You do not have to discard and the effects of any bad event cards you may have accumulated are removed. Good cards, such as LEARN THE TRACK, GOOD CAR SETUP and GOOD ENGINE SETTING, are permanent and are not removed from play. To exit the pits, each driver plays a card out of his/her driver hand and compares the pitstop times. The driver with the lowest pitstop time comes out first. If there is a tie, the driver who lead into the pits leads out. Cars that make pitstops come out behind any cars that remained on the track. No gaps can occur, so make sure all cars are lined up nose to tail again. Cars that pit under a yellow flag remain on the lead lap. Cars that pit under a green flag come out in the last position and are 1 lap down for a SuperSpeedway, 2 laps down for a One Mile Oval, and 3 Laps down for a Short Track race.
GAPS - A gap is considered to be one car length in size and can only be formed by playing a PULL AWAY card. Any driver directly behind a car attempting to pull away can respond with a DRAFT card and follow. Other drivers may also respond down the line with a DRAFT card and pull away with the car in front of them. There must be a car directly in front of you in order to play a DRAFT card. A gap is formed in front of the first driver that fails to play a DRAFT card. Move your car one car length ahead of the others to make a gap. A gap can only be closed by a yellow flag and moving forward one car length, or by passing another car unchallenged and moving into the open space. You cannot fill a gap by passing a car that is HIGH IN TURN or a SLOW TRAFFIC card. You can play several PULL AWAY cards to create more gaps. Note: A PASS 2 card can only fill one gap.
PULL AWAY TO CREATE A GAP - Example: Car #1 plays a PULL AWAY card and creates a gap. Car #2 responds with a DRAFT card and Car #3 does not. Car #4 does not get the option to draft. Before: cars are lined up 1, 2, 3, 4. After: Car #1 and Car #2 (drafting) move ahead together, leaving a gap in front of Car #3, so the order becomes 1, 2 — gap — 3, 4.
PULL AWAY TO FILL A GAP - Now Car #3 plays a PULL AWAY card to fill the gap and catch Car #2. Car #4 does not play a DRAFT card and remains behind. Before: 1, 2 — gap — 3, 4. After: 1, 2, 3 — gap — 4.
PASS TO FILL A GAP - Many times a PULL AWAY card is not available to close a gap. In this case, you may want to let a car behind you pass to fill the gap. Assume you are in Car #2 and Car #3 plays a PASS card. You decide not to play a CHALLENGE card and let him pass. Notice that Car #4 gets to move up behind you. That's because a PULL AWAY card is the only way to create a gap! Before: Car #1, then Car #2 with Car #3 passing him, then Car #4. After: 1, 3, 2, 4.
DRAFT - The DRAFT card is both an action and a response card. As an action card, you can use a single DRAFT card during the TRACK PHASE to make the lap count, regardless of the lap number on the card. This uses up all your actions for the turn and you cannot play any more action cards. You can still respond with BLOCK, CHALLENGE or even other DRAFT cards during the ACTION PHASE. It also allows you to keep up with a car in front of you when used in response to a PULL AWAY. See Response Cards below.
LEARN THE TRACK - Play one extra card per turn for the rest of the race. Place card next to your DRAW PILE to show increased ability. Lasts for the duration of the race.
FAST PIT - Used to get out of the pits quickly. (Advanced Rules only)
Response Cards
Have the word "RESPONSE" printed on the side and can only be played in response to another player's action card. You can only respond once to each action against you.
BLOCK - A response card used to prevent a pass. It has no effect against an INSIDE ADVANTAGE card.
CHALLENGE - A response card used to prevent a pass. A challenge only involves two drivers and may be played against any pass attempt. Once a challenge card is played, both players draw one card from either their DRIVER HAND or their DRAW PILE. The driver with the highest speed rating wins the challenge. A player does not have to respond to a challenge but automatically loses by doing so. Once played, a challenge card must be discarded, even if the challenge was not accepted. (See ADVANCED CHALLENGES in section 7. Optional House Rules)
DRAFT - Used in response to a PULL AWAY. Allows you to keep up with the car directly in front of you. You cannot draft if there is a gap in front of you. See draft card description in Action Cards above. It is also used to draft in advanced challenges (See Advanced Challenges in section 7. Optional House Rules).
Other Examples Of Play
YELLOW FLAG PITSTOPS (Basic and Advanced Rules) - Car #1 and Car #3 make pitstops under the yellow. Car #1 plays a 16.3 second pit time and Car #3 plays a 16.1 second pit time. Any ties go to the car that lead into the pits. After they pit the new order will be as follows: Before: 1, 2, 3, 4. After: 2, 4, 3, 1.
GREEN FLAG PITSTOP (Advanced Rules) - Car #1 and Car #2 are on the lead draft and decide to pit. Car #3 is already -4 seconds behind the lead draft and Car #4 is -6 seconds behind the lead draft. Car #1 plays a 16.8 second pit time and Car #2 a 16.2. After the pitstops, Car #3 is now the only car in lead draft. Car #4 is -2 seconds behind, and Cars #1 and #2 are 12 seconds behind. Car #2 had the lowest pit time and exits the pits ahead of Car #1. Both pit times are then rounded down to 16 seconds. Subtract Car #3 time (4 seconds) from other drivers times.
Now assume Car #3 and Car #4 pit on the next turn during a green flag. Car #3 plays a 17.3 second pit time and Car #4 plays a 17.7 second time. Car #2 and Car #1 become the new lead draft. Car #3 falls -5 seconds behind and Car #4 falls -7 seconds behind (-5 plus the original 2 seconds).
HOW TO RACE A SEASON - Players select a series of tracks to race on for a season. Points are awarded at the end of each race based upon finishing position, and laps lead. Use the driver data sheets to record the points awarded (please feel free to make copies of the race and driver data sheets).
Points for finishing: 1st = 60, 2nd = 56, 3rd = 52, 4th = 48, 5th = 44, 6th = 40, 7th = 38, 8th = 36, 9th = 34, 10th = 32, 11th = 30, 12th = 29, 13th = 28, 14th = 27, 15th = 26, 16th = 25, 17th = 24, 18th = 23, 19th = 22, 20th = 21, 21st = 20, 22nd = 19, 23rd = 18, 24th = 17, 25th = 16, 26th = 15, 27th = 14, 28th = 13, 29th = 12, 30th = 11, 31st = 10, 32nd = 9, 33rd = 8, 34th = 7, 35th = 6, 36th = 5, 37th = 4, 38th = 3, 39th = 2, 40th = 1.
- The driver that qualifies in pole position gets 1 bonus point.
- Each driver that leads at least one lap gets 1 bonus point.
- The driver who leads the most laps during the race gets 2 bonus points.
- If there is a tie, the driver with the best finish gets the points.
Example: You finished 2nd in a 300 lap race and you lead the most laps. You would receive 56+1+2 for 59 points. 56 for finishing second, 1 for leading a lap and 2 more for leading the most laps in the race.
If a driver is knocked out of the race before the last turn, the finishing position is equal to 40 less the turn number. For example, suppose you blew your engine on turn 12. Your finishing position would be 40-12 or 28th and you would receive 13 championship points.
6. Keeping Track of Races
The Race Data Sheet is used to track the progress of a race. Each turn record the laps completed, cumulative laps and the race leader. You always finish a race on the exact count. If the laps completed for a 200 lap race are at 196 and you turn over a 30 lap card, the lap count to make would only be 4.
When you race using the Short Track Deck you must double the lap count. This does not effect the laps you have to make in the Track Phase. For instance, if the lap count is 30, you would record 60 on the Race Data Sheet but you would only have to make a lap count of 30 during the Track Phase. When doubling the lap count puts you over the race length you count the laps normally. Example: The race length is 250 laps and the total laps is at 210. The lap count for the turn is 30. You would add 30 to 210 (240 total) rather than finish the race. This keeps the game length to a reasonable amount of time.
You're now ready to play the basic game! Be sure to look at the Track Deck card descriptions and the Driver Deck card descriptions below. As various cards are played, read their descriptions to learn what they do. Examples are provided to help you understand some of the moves. We recommend you play a few short races using just the basic game rules. Concentrate on the sequence of play and learn what the various cards do. Once you are comfortable with the game, try using the Optional House Rules in the next section.
7. Optional House Rules
We recommend using any or all of these optional rules in the basic game. They are not necessary, but they do add realism and excitement to the races.
USING PASS CARD STATISTICS - Each pass card has a time modifier printed on it. These are used to adjust speed ratings when resolving challenges. The modifiers represent the advantage, or disadvantage a particular pass card gives you. Just add or subtract the modifiers to your speed rating when resolving challenges. All modifiers are cumulative. Below are the modifiers printed on the pass cards.
PASS INSIDE (+.100) — PASS OUTSIDE (-.100) — INSIDE ADVANTAGE (+.200) — PASS 2 (1st Car: +.100 / 2nd Car: +.000)
OUT OF RACE RESULTS - Permanently reduce hand size by 1 and move to the rear of the line instead of quitting the race. Cannot be removed by a pitstop.
ADVANCED CHALLENGES - When the car directly in front of you tries to pass another car and is challenged (by a CHALLENGE response card), you can choose to follow one of them by playing a DRAFT card from your driver hand. You must choose a driver to follow before the challenge is resolved. The car you choose to follow with gets a +.100 added to its speed rating. If the driver you chose to follow wins the challenge you also get to pass the losing driver.
EXAMPLES: Car #2 tries to pass Car #1 with a PASS INSIDE and is challenged. Car #3 plays a DRAFT card and decides to follow Car #2. Car #2 gets an additional +.100 added to its speed rating and wins the challenge. Car #3 also gets to pass Car #1. Note that Car #4 is not allowed to draft. Before: 1, 2 (with 3 drafting), 4. After: 2, 3, 1, 4.
Now lets assume Car #3 chose to draft Car #1 instead and Car #1 won the challenge. Car #3 would automatically get to pass Car #2. Note that Car #4 still doesn't get a chance to pass. Before: 1, 3 (drafting), 4, with 2 passing. After: 1, 3, 2, 4.
The Track Deck Cards
The TRACK DECK is used to count off laps and initiate events during a race. It contains various lap and event cards that simulate racing on actual stock car tracks. The results of actual stock car races have been analyzed to create them.
When an event occurs, read the description on the card and refer to the TRACK DECK descriptions. If an event needs to be applied to a single player, all drivers turn over the top card on their DRAW PILES and compare speed ratings. The unlucky driver with the lowest speed rating receives the effects of the event. There may be cases where no one has a speed rating low enough to receive an event. There are four type of cards that say "Driver with SPEED RATING less than OUT RATING is OUT OF RACE." If you were the slowest driver and your speed rating was less than .200, you're out of the race. If it's .200 or greater, there is no effect and play continues by turning over another TRACK DECK card. CRASH AHEAD and SLOW TRAFFIC events apply to all drivers and are placed in front of the race leader. Everyone has an out rating of .200 in the basic game. Events that apply to all drivers will be designated by (All) and events that apply to a single driver will be designated by (Single Driver) in the descriptions.
Lap Cards
XX LAPS - (All) The number of laps completed that turn. Laps are marked off on the Race Data Sheet.
Yellow Flag Event Cards
CRASH AHEAD - (All) Place card in front of the lead car. All drivers must play any pass card (PASS INSIDE, PASS OUTSIDE, PASS 2 or INSIDE ADVANTAGE) to get by. Drivers unable to pass are involved in the crash and are out of the race (See also the optional house rules).
OVER HEATING, TRANSMISSION, BLOWN ENGINE - (Single Driver) All drivers turn over the top card from their DRAW PILES. If the speed rating on the card is less than your out rating, you are out of the race. All players have an out rating of .200 in the basic game. If no one draws a speed rating below .200 there is no effect. These events only apply to the driver with the lowest speed rating below .200 in the basic game.
Green Flag Event Cards
HIGH IN TURN - (Single Driver) Pull your car out to the right side of the line and turn over another TRACK DECK card. If another event card comes up, apply the event and keep drawing until a normal lap card is played. Any driver that maneuvers to a position directly behind you during their move automatically passes without having to play any cards. This is a free pass that cannot be challenged or blocked. A driver may have to pass other cars to get into this free pass position. A driver high in turn cannot play any action or response cards for the rest of the turn and falls back into line after everyone has had a chance to move.
Example: Assume Car #1 is HIGH IN TURN and everyone made the lap count in the TRACK PHASE. Car #2 is in the free pass position. Any driver that maneuvers to Car #2's position during their ACTION PHASE automatically passes Car #1. So, if Car #2 gets the first move in the ACTION PHASE, it would automatically pass Car #1 without having to play any cards. Car #3 now moves up into the free pass position. Lets assume Car #4 is next and can only play one card. Car #4 must get into the free pass position in order to pass Car #1. Car #4 successfully plays a PASS INSIDE against Car #3. Car #4's gets to pass Car #1 and is done moving for the turn. Car #3 ends up in the free pass position and also blows by Car #1. Order of movement 1. Car #1 goes HIGH IN TURN. 2. Car #2 moves first and gets a free pass on Car #1. 3. Car #4 passes Car #3 and also gets a free pass on Car #1. 4. Car #3 goes last and decides not to play any cards. Car #3 also gets a free pass on Car #1.
Now assume Car #1 is HIGH IN TURN and the sequence of movement is 4,2,3. Car #4 tries to pass Car #3 but loses the challenge. Car #2 does nothing and automatically passes Car #1. Car #3 is in the free pass position and gets to pass Car #1. Car #3 then plays a PASS INSIDE on Car #2 and wins the challenge. Car #4 never made it to the free pass position behind Car #1 and does not get a free pass. Car #1 falls back in line at the end of the ACTION PHASE. 1. Car #1 goes HIGH IN TURN and Car #4 fails to pass Car #3. 2. Car #2 moves next and gets a free pass on Car #1. 3. Car #3 gets a free pass on Car #1 and passes Car #2 with a PASS INSIDE card. 4. Car #4 did not get to the free pass position during his/her turn and Car #1 falls back into line.
Assume Car #1 is HIGH IN TURN again and the sequence of movement is 2, 4, 3. Car #2 gets to pass Car #1 first and then plays a PULL AWAY card to create a gap. Note that Car #3 cannot play a DRAFT card. Car #4 tries to pass Car #3 and loses the challenge. Car #3 keeps the position behind Car #1 and gets a free pass. Car #3 does not have a PULL AWAY card to play and can't move anymore. Car #4 did not move up behind Car #1 during the ACTION PHASE and does not get a free pass. Car #1 falls back in line and the ACTION PHASE is over. 1. Car #1 goes HIGH IN TURN. Car #2 gets a free pass and plays a PULL AWAY card. Car #4 fails to pass Car #3. 2. Car #3 moves next and gets a free pass on Car #1. Car #1 falls back in line behind Car #3.
SLOW TRAFFIC - (All) Place card in front of the leader. Slow traffic acts like another car on the track and must be passed using any type of pass card. It remains on the track until all cars have passed it or a yellow flag occurs. It does not respond to actions. You cannot use a pass card (including PASS 2) to fill a gap in front of slow traffic. If you pass slow traffic and there was a gap in front of it, the gap remains.
Assume that Cars #1, #2 and #3 each play a PASS INSIDE and Car #4 doesn't have any pass cards. The slow traffic card remains on the track until Car #4 passes it. Before: Slow Traffic Card, 1, 2, 3, 4. After: 1, 2, 3, Slow Traffic Card, 4.
LOSE TRACTION - (Single Driver) In the basic game, your car is placed at the end of the lead draft and play continues normally. Under the advanced rules, the car falls behind the designated number of seconds from the lead draft. You still get to move normally during the ACTION PHASE.
ENGINE TROUBLE - (Single Driver) Play one less card per turn. Place card in front of your DRAW PILE and remove when a pit stop is made.
CAR TOO TIGHT - (Single Driver) Reduce DRIVER HAND size by one card. Adjust hand size during the REFILL PHASE. A player does not have to discard in order to reduce the hand. Place card in front of DRAW PILE and remove when a pit stop is made.
BODY DAMAGE - (Single Driver) Draw one less card to refill your hand. Place card in front of your DRAW PILE and remove when a pit stop is made.
TIRES WORN - (Single Driver) Driver is unable to play or respond to a CHALLENGE card. You may still use all other action cards, including PASS and BLOCK. Remove when a pit stop is made.
BRAKES - (Single Driver) Brake problems have occurred. All players turn over the top card on their respective DRAW pile's and compare speed ratings. Any player with a speed rating below .200 is out of the race. All players have an out rating of .200 in the basic game and there is no effect if no one draws a speed rating below .200.
OUTSIDE GROOVE FORMED - (All) Applies to all drivers. All PASS OUTSIDE cards have a zero (.000) modifier for that turn.
The Driver Deck Cards
The DRIVER DECK is composed of various cards representing actions and responses a driver performs during a race. Each card can be used only once and for a single purpose. For example: If a card is used as a CHALLENGE, the speed rating on that card cannot be used to determine the result. Another card would have to be played. All cards are placed face up in the driver's DISCARD PILE when used. Other important information on the cards include lap count values, pit stop times, and speed ratings. Note: Use the car graphic on the back of the FAST PIT card if you're not using die cast cars.
Actions Cards
Have the word "ACTION" printed on the side and can only be played during your turn in the ACTION PHASE.
PASS INSIDE - Attempt to pass the car in front of you on the inside. May be blocked or challenged. Cannot be used to pass a TWO WIDE card.
PASS OUTSIDE - Attempt to pass the car in front of you on the outside. May be blocked or challenged. This is the only card that can be used to pass a car protected by a TWO WIDE card.
INSIDE ADVANTAGE - Attempt to aggressively pass one car in front of your position on the inside. The opposing driver can only counter with a CHALLENGE card. A BLOCK card has no effect.
PASS 2 - Attempt to pass two cars in front of your position. There must be no gaps between the cars being passed and both attempts may be blocked or challenged. If you fail to pass the first car, the second attempt is lost. It cannot be used to pass a TWO WIDE card. You do not have to pass 2 cars, it can also be used to pass only a single car. It can only be used to fill one gap.
Example: 1. Car #3 plays a PASS 2 card. Cars #1 and #2 do not BLOCK or CHALLENGE. 2. Car #3 takes the lead! Before: 1, 2, gap, 4, with Car #3 approaching from behind. After: 3, 1, 2, 4.
Example: 1. Car #4 plays a PASS 2 card. Car #3 does not BLOCK or CHALLENGE. 2. Car #4 cannot pass Car #2 because of the gap. Before: 1, 2, gap, 3, 4 (passing 3). After: 1, 2, 4, 3.
TWO WIDE - This is an action card played during your ACTION PHASE. It is a defensive measure that forces opponents to play a PASS OUTSIDE card to get by. Place it on the track next to your car (on the left) and remove during the REFILL PHASE. It is not a response card and cannot be used to stop other drivers pass attempts. If you play any response cards such as a BLOCK or CHALLENGE to prevent an opponent's PASS OUTSIDE, or a DRAFT card in response to a PULL AWAY, the benefit of the TWO WIDE card is lost and it is immediately removed from play.
PULL AWAY - Attempt to pull away from the pack and create a gap. The driver directly behind you can immediately respond with a DRAFT card to go with you. The driver directly behind him may also do the same. This continues down the line until a driver fails to play a DRAFT card. Subsequent cars cannot draft and a gap is formed. Move your car ahead one car length to make the gap. If a gap already exists, then it is increased even more. It is possible to play 2 or more gap cards in a row to pull far ahead. Just remember, any drivers directly behind you always have a chance to respond with a DRAFT card for each PULL AWAY card you play.
GOOD ENGINE SETTING - Draw one extra card per turn for the rest of the race. Place card next to your DRAW PILE. Lasts for the duration of the race.
GOOD CAR SETUP - Increase hand size by one card for the rest of the race. Place card next to your DRAW PILE. Lasts for the duration of the race.
Advanced Rules Of Play
Use the following advanced rules in addition to all basic and house rules.
Pitstops
The size of the DRAW PILE is adjusted to require pitstops in the advanced game. All pitstops are voluntary and must be made to refill your DRAW PILE. Refer to the Set Up Table to determine how many cards to use. Drivers may pit at any time during a race. Let's say your racing on a SuperSpeedway track. During game set up, deal yourself 7 DRIVER DECK cards to form your DRIVER HAND. Deal out 20 more cards, face down, to form your DRAW PILE. Place the remaining cards face down, behind the DRAW PILE. This becomes your RESERVE DECK and will be used to refill your DRAW PILE during pitstops. When your DRAW PILE becomes depleted, you must make a pitstop to refill it. You can race until all DRIVER HAND and DRAW PILE cards have been used. If you run out of cards and cannot make the lap count, you are out of gas and removed from the race.
Use the following steps for all pitstops:
- Declare a pitstop. Each driver must declare a pitstop during the ACTION PHASE and cannot take any other moves. If you are pitting under a yellow flag, you must declare it during the REFILL PHASE before you draw any cards.
- Place your car to the side and form a pit line.
- Discard any cards you don't want to keep from your DRIVER HAND.
- Combine all remaining cards and shuffle.
- Refill DRIVER HAND to maximum hand size.
- Refill DRAW PILE to the appropriate number of cards (20, 25 or 30).
- Play one card from your DRIVER HAND during the REFILL PHASE to exit the pits. The driver with the lowest pit time leaves the pits first and so on. If there is a tie, the driver leading into the pits leads out.
- Follow the additional rules for Yellow or Green Flag Pitstops.
Yellow Flag Pitstops - Basic rules apply with the exception of the steps outlined above.
Green Flag Pitstops - Drivers that pit under a green flag will fall behind cars which remain on the track. If a car pits and others remain on the track, round the pit time down to the nearest whole second to calculate how far a driver falls behind the lead draft.
Example: A driver that plays a 17.4 second pit time during the REFILL PHASE will be 17 seconds behind the lead draft.
A driver that enters the pits while out of the lead draft (making up time) must add that time to make up to the pit time.
Example: You are 11 seconds behind the lead draft and you have to make another pitstop. You play a card with a 17.8 second pit time. You are now 28 seconds behind the lead draft (17.8 rounded to 17 + 11 = 28).
A driver making up time that remains on the track can pass cars making pitstops.
Example: You are 11 seconds off the lead draft and decides not to pit. Driver B makes an 18.6 second pitstop. You are now 7 seconds ahead of driver B (18.6 rounded down to 18 - 11 = 7). If a car in the lead draft remained on the track, you would still be 11 seconds down and driver B would now be 18 seconds off the lead draft. If all the drivers in front of pit, it is possible for you to become the new lead draft. If that were to happen, driver B would exit the pits 7 seconds behind you and you would become the new lead draft. Note: The lead draft could be composed of only one car until time is made up and the others catch up.
If all the cars pit on the same turn, take the following steps:
- Ensure Step 7 was accomplished.
- Round the fastest pit time down to the whole second (16.9 becomes 16 seconds).
- Round all the remaining times the same way.
- All cars with the same times leave the pits together. Place these cars on the track according to their actual pit times. This is the new lead draft.
- The remaining cars are considered behind the lead draft and remain off the track until they make up the time. Subtract the fastest truncated pit time (found in step 2) from the other drivers truncated pit times to determine how far back they are.
Making Up Time
Any cars that fall off the lead draft, due to pitstops or a LOSE TRACTION event card, are removed to the side and aren't involved in the action of the lead draft until they catch up. On a scratch piece of paper keep track of seconds behind. You still take your turn in the normal order of play as determined by the speed ratings. You will still have to make the lap count and each additional card you play during the ACTION PHASE makes up one second (Note: These cards are limited the same as if they were played as action cards). Continue this until the lead draft is caught. When the time differential is 0, place your car at the rear of the lead draft. You cannot perform any actions on the turn you catch the lead draft. A yellow flag will also make up all the time.
Event Checks
When an event occurs, each player turns over the top card from his/her RESERVE PILE instead of the DRAW PILE.
Outline Of Game
General
- Set up game according to type of race (see Setup Table). All drivers have an Out Rating of .200 in basic game.
- Qualify for starting positions. All players simultaneously discard 1 card from driver hand. Line cars up single file according to speed ratings (Highest speed rating goes first). Turn over top card on DRAW PILE to resolve ties. All players refill driver hands.
Track Phase
- Turn over a TRACK DECK card.
- Record laps on Race Data Sheet. If yellow flag comes up: record laps, resolve events and begin a new turn. If an event with no lap count comes up, resolve event and turn over another TRACK DECK card.
- Make the lap count. All players simultaneously discard cards from driver hand with lap values that equal or exceed lap count or play a single DRAFT card.
Action Phase
- Determine which player gets to move. Check speed ratings on top card showing in discard piles (Only look at players that have not had a turn). Highest speed rating gets to move or declare a pitstop. Ties go to the driver in front.
- Play "ACTION" cards. You may not have any moves if you used too many cards to make lap count (see Set Up Table). Other drivers can play "RESPONSE" cards against each "ACTION" card you play.
- Repeat step 1 until all players have a chance to move.
Refill Phase
- All players draw cards to refill driver hands. See Set Up Table for number of cards to draw.
- Remove Track Events.
- Drivers exit pits.
- Go back to TRACK PHASE and repeat until race is over.