RulesPal
Chat
Rulebook
World Auto Racing thumbnail

World Auto Racing

World Auto Racing Rulebook

Table of Contents

Table of Contents

  • Overview
  • Terms to Know
  • Play Area
  • Card Types
    • Car
    • Control
    • Condition
    • Course
    • Mods
    • Team
    • Trait
  • Before You Start
  • Steps of a Round
    • Beginning
    • Action
    • Progress
    • Scrap
    • Refuel

Overview

Progress represents the distance you must travel throughout the race. Be the first to get there and you win.

You and your opponent(s) can, if you'd like, agree to different length races.

Over the course of the race you will take various actions by playing cards from your hand to improve your chances of winning.

The race is carried out through rounds of play where drivers take turns with their actions. After each round, drivers refuel (draw more cards) and total their progress gained so far.

Some cards may change the rules of the race. If this creates any confusion not answered by this guide please visit: WorldAutoRacing.com/FAQ

Terms to Know

Active/Inactive: Any face up card in play is considered active unless covered by another card, at which point it is considered inactive and its effects are ignored.

Check: An ability that happens in response to a specified event such as playing a certain type of card or entering a specific step. These do not count as taking an action even if a choice is made as part of the effect.

Complete: To do all the effects of a card as instructed by the card.

Discard: Move a card from your hand to your junkyard.

Garage: Your deck of cards containing between 44 and 59 cards not including your car and no more than 4 copies of any one card.

Hand: The cards you have drawn. The number of cards in your hand is public information to your opponents but what cards are in your hand is not.

In Play: Any card in the play area not in a hand, garage, or junkyard.

Junk: Move a card from play to the junkyard.

Junkyard: The discard pile. Each driver has their own junkyard.

Progress: The sum of your total power and handling calculated at the end of each round throughout the game.

Round: The full sequence of steps from beginning to refuel.

Step: The individual parts of a round; beginning, action, progress, scrap, and refuel.

Turn: Each driver's opportunity to take an action or pass during the action step of the round.

Uninstall: Move an active mod from a car to the junkyard.

Upgrade: Putting a higher stage mod over an active lower stage mod in play.

Play Area

This is the basic arrangement of the play area. Throughout the race all cards are either in a garage, junkyard, hand, or in play.

The play area is broken into three parts; your play area, the shared play area, and your opponent's play area.

The numbered parts of the play area are:

  1. Garage
  2. Junkyard
  3. Hand
  4. Trait Card
  5. Car
  6. Team and Control
  7. Mods
  8. Course and Condition

Card Types

Car

Your car is the most important part of your race. It determines your base power and handling, how many mods you can install, and the general strategy of your race.

Your car is never shuffled into your garage and each driver only uses one car throughout the race.

The car card key:

  1. Name of the car
  2. Power: How much you're packing under the hood.
  3. Handling: How well your car maneuvers and reacts.
  4. Type: Identifies this card is a car.
  5. Make: The manufacturer of your car.
  6. Mod Cap: How many active mods you are allowed to have installed at any one time.
  7. Ability: The special ability of your car which influences your strategy.

If there is an asterisk on the power or handling it means there is an additional ability on that card that may modify the number shown.

Control

Control cards are your small actions, swift corrections, and little tweaks that can affect various aspects of the race. Unlike other cards you may play an unlimited number of these per round.

Control cards are played in your play area but are junked in the scrap step.

The control card key:

  1. Name
  2. Type
  3. Power: Some control cards may affect Power.
  4. Handling: Some control cards may affect Handling.
  5. Ability

Condition

Condition cards affect all racers and are played in the shared play area. These represent the various external factors affecting the race. Only one condition of each subtype may be in play at a time.

When a condition is played, any other active conditions of the same subtype are junked.

The condition card key:

  1. Name
  2. Power Modifier
  3. Handling Modifier
  4. Type
  5. Subtype
  6. Ability

Course

Course cards represent the various course shapes found while racing and how they impact your car's performance. These are played in the shared play area affecting all drivers.

When a new course card is played, cover any previous course card(s) in play, making the previous course card inactive. Orient course cards you play right side up to you to avoid confusion on whose garage they belong to.

If an effect causes a course card to be junked the previous course card, if any, becomes active again.

The course card key is the same as the condition card key: 1 Name, 2 Power Modifier, 3 Handling Modifier, 4 Type, 5 Subtype, 6 Ability.

Mods

Mods are your modifications that can be installed onto your vehicle to improve it in various ways.

Only one of each subtype can be active on your car at a time and you may not have more active mods on your car than your car's mod cap.

Tires do not count towards your mod cap.

The mod card key:

  1. Name
  2. Power
  3. Handling
  4. Stage Indicator
  5. Type
  6. Subtype
  7. Make
  8. Ability

Many mods have stages, those that do must be played in order of lowest to highest. In order to play a stage three mod you must first have the corresponding stage two mod active and installed on your car; and to play a stage two mod you must first have the active stage one mod installed. When installing a higher stage mod, place the higher stage card on top of the lower stage, thus making the lower stage inactive.

You may play a mod to replace a current active mod, even if it is identical to the one you are playing. This still counts as playing a mod for the round and the previous mod is junked. If you are replacing a higher stage mod with a completely different mod, then all the inactive lower stages of that mod are also junked.

If a higher stage mod is uninstalled or junked, then the previous lower inactive stage becomes active when it is uncovered.

Team

Team cards represent your access to resources or major events that impact the race. These cards have powerful effects that often affect all drivers at once and can swing the outcome of the race.

Team cards are played in your play area but are junked in the scrap step.

The team card key:

  1. Name
  2. Type
  3. Power
  4. Handling
  5. Ability

Trait

Trait cards represent your driving talent or ability. These are placed next to your car and will remain round after round. If you play a new trait card the previous one is junked.

The trait card key:

  1. Name
  2. Type
  3. Ability

Before You Start

  1. Present your car by placing it in your play area.
  2. Shuffle your garage.
  3. Randomly determine starting order. This can be done with any truly random method such as dice, a coin, etc.
  4. Draw five cards. If this hand is unsatisfactory, you may shuffle it back and draw a new five cards. You may only do this once.

Steps of a Round

Beginning

Determine the racing order. This will dictate action order, as well as priority if any effects conflict. Racing order is decided by each racer's current progress from highest to lowest.

  • During each subsequent round of play, the lead car is the driver with the highest progress.
  • If any drivers are tied, refer to the last time one was ahead of the other.

Complete any effects that check during the beginning step. If multiple effects try to complete at the same time, complete them in the racing order of those effect's owners.

Action

Starting with the lead driver each driver takes turns making a single action per turn. An action is either playing a card or using the action effect of an active card.

  • Course and Condition cards played go to the shared player area.
  • Control and Team cards are played in front of you below your car.
  • Trait and Mod cards go on either side of your car.

On their turn drivers may play one of each of the following per round; condition, course, mod, team, and trait.

Drivers may play any number of control cards per round, but still only one per turn.

If a driver can not or chooses not to take any actions they must pass. Once you pass you may not take further actions until the next round, but you can still use any check effects.

After you complete your action the next driver takes their turn (follow the order determined during the beginning step).

If an effect prevents you from completing an action, the action was still taken. This can limit you from playing cards of the same type unless it was a control card.

Many actions affect power and handling, there is no need to total these changes until the progress step.

Progress

To determine your progress for the round, calculate all additions and subtractions to your power and handling, then apply any effects that set or limit your power or handling, and lastly apply any multipliers you may have. If there is no course card in play the default course multiplier is x1 power x1 handling.

For a detailed breakdown see the following chart, which indicates the order of calculation to avoid any rules conflicts.

The chart, read from top to bottom, is:

  1. Base stats of your car
  2. Effects that set base power (power branch) and effects that set base handling (handling branch)
  3. Additions to power, then Subtractions to power (power branch); Additions to handling, then Subtractions to handling (handling branch)
  4. Effects that set total power or handling
  5. Power multipliers not from courses (power branch) and Handling multipliers not from courses (handling branch)
  6. Course multipliers
  7. Add together your final power and handling to get your progress for the round.

If multiple effects apply to the same part of this calculation apply effects in the following order: Car > Trait > Mod > Team > Control > Condition.

If any driver reaches 100 progress or more, they win the race. If two or more drivers cross 100 progress during the same round, the driver with the highest progress wins. If those drivers are tied, they continue racing until the tie is broken.

Scrap

Junk all team and control cards played this round unless an effect says they remain.

Complete effects that check during the scrap step.

Each driver may discard a card.

Refuel

Each driver draws a card. If a driver has fewer than five cards in their hand after the initial draw, they draw until they have five cards.

If you have no remaining cards in your garage you have run out of fuel and do not draw cards.

Continue to the beginning step.