122 Part Cards (77 in Parts Deck, 20 Starting Cards, 25 Debris)
32 Playbook Cards (permanent abilities)
Track board (50 Spaces, 3 Laps)
1 six-sided die per player
Coin tokens
Marker tokens (1 per player)
Wiped Out tokens
The Idea
Engine-Building at 200 MPH
Race. Upgrade. Repeat.
Play car parts from your Hand to move forward, buy better parts from the shop, and screw over your opponents with attacks and hazards. First to complete 3 Laps wins.
GOLDEN RULE: If a card's text contradicts these rules, the card text takes precedence.
Setup (The Short Version)
Make the decks - Set aside 25 Debris cards. Shuffle the 77-card Parts Deck. Shuffle the 32-card Playbook Deck.
Snake Draft - For 4 players: Reveal 20 Parts + Draw 5 Playbooks. Snake Draft until everyone has 5 Parts + 1 Playbook. Place 1 remaining Playbook face-up as the Playbook Pool.
Reveal the Showroom - Reveal 4 Parts cards from the Parts Deck as the Showroom.
Start racing - Everyone gets 3 Coins from the Bank. Place Markers on Space 0. Determine starting player randomly.
How to Play Your Turn
Play Phase - Up to 1 Engine, 1 Frame, 1 Wheels, 1 Utility, 1 Investment
Purchase (optional) - Spend 3 Coins to buy from Showroom
Drive Phase - Drive from cards + Roll 1d6. Move that many Spaces.
Space Resolution Phase - Auctions (10/20/30/40), Incinerators (15/35), Bananas
End Phase - Discard played cards and Hand. Draw 5 new cards.
Special: If you're Wiped Out, skip Drive Phase. You un-Wipe at turn end.
Completing Laps
When you reach Space 50: Take 1 Debris from the Debris Set-Aside. Shuffle Deck + Garage. Choose:Pit Stop (skip next Turn, add 2 Playbooks to pool, pick 1) OR keep racing.
After 3 Laps, you win!
FORMAL RULES
1.COMPONENTS
1.1 Cards
Part Cards (122 total)
77 in the Parts Deck
20 Starting Cards (set of 5 per player; extras set aside)
25 Debris cards (set aside at the beginning)
Playbook Cards (32) - separate deck with distinct card back
1.2 Card Flags
Cards may display one or more flags:
(S)Starter - included in every player's starting Deck
(M)Multiplayer - designed for 3+ players
(E)Effect - remains in play until the controlling player's next turn (see Section 3.4)
(P)Puzzle - synergizes with other Puzzle cards
(D)Debris - dead card with no game effect
1.3 Other Components
Track board (50 Spaces per Lap)
Six-sided dice (minimum 1, recommend 1 per player)
Coin tokens (sufficient quantity to support 4 players, kept in the Bank)
Marker tokens (1 per player)
Wiped Out status markers
2.SETUP
2.1 Prepare Play Area
Set aside the 25 Debris cards (kept near the play area for Lap completion)
Shuffle the Parts Deck (77 cards)
Shuffle the Playbook Deck (32 cards)
2.2 Determine Draft Pool
Players
Parts Cards
Playbooks
2
10
3
3
15
4
4
20
5
Reveal this quantity of Parts cards from the Parts Deck. Draw this quantity of Playbooks from the Playbook Deck. These cards form the Draft Pool.
2.3 Conduct Snake Draft
Players draft cards from the Draft Pool in Snake Draft order:
Constraint: A player may not draft more than 1 Playbook during setup.
After the draft, place one remaining Playbook face-up to start the Playbook Pool. Shuffle any other remaining Playbooks back into the Playbook Deck.
2.4 Construct Starting Decks
Each player receives the following Starting Cards:
1Γ Stock Engine (S)
1Γ Stock Frame (S)
1Γ Stock Wheels (S)
1Γ Starting Capital (S)
1Γ Cut-Off (S)
Each player combines these 5 Starting Cards with their 5 drafted Part Cards for a total of 10 cards.
Each player shuffles their Deck and Draws 5 cards as their opening Hand.
2.5 Reveal the Showroom
Reveal the top 4 cards of the Parts Deck to form the Showroom (cards available for Purchase).
2.6 Initialize Game State
Each player places their drafted Playbook face-up in their Play Area (Playbooks are persistent)
Each player receives 3 Coins from the Bank
All Markers are placed on Space 0 of the Track
Determine starting player randomly
3.ANATOMY OF A TURN
A player's turn consists of four phases, resolved in order:
3.1 PLAY PHASE
The Active Player may play cards from their Hand, subject to the following limits:
Card Type Limits (per turn):
Maximum 1 Engine card
Maximum 1 Frame card
Maximum 1 Wheels card
Maximum 1 Utility card
Maximum 1 Investment card
A player may play fewer cards than these limits allow.
Cards may be played in any order. Resolve each card's effects one at a time as they are played.
Playbooks do not need to be played; they are always active.
3.1.1 Purchasing Cards
At any point during the Play Phase, the Active Player may:
Purchase: Pay 3 Coins to acquire one card from the Showroom. The purchased card is placed directly into the player's Garage. Immediately reveal a new card from the Parts Deck to replace it.
Refresh Showroom: Pay 1 Coin to discard all 4 Showroom cards (to the Warehouse, not the Scrapyard) and reveal 4 new cards from the Parts Deck.
Multiple Purchases Allowed: You may buy as many cards as you can afford in a single turn. Both Purchase and Refresh actions may be performed multiple times during the Play Phase if the player has sufficient Coins.
Parts Deck Depletion: If the Parts Deck is empty when a card must be revealed, shuffle the Warehouse to form a new Parts Deck.
3.2 DRIVE PHASE
3.2.1 Calculate Total Drive
Sum all Drive values from cards played this turn.
3.2.2 Drive Roll
Roll one six-sided die and add the result to the Total Drive.
3.2.3 Movement
Move the player's Marker forward a number of Spaces equal to the final Drive total.
Minimum Drive: If the final Drive total is negative, treat it as 0 (the player does not move).
Wiped Out Exception: If the Active Player has a Wiped Out marker:
Skip steps 3.2.1 through 3.2.3 entirely
Remove the Wiped Out marker
Proceed to End Phase
3.3 SPACE RESOLUTION PHASE
If the player's Marker lands on a Space with an effect, resolve it immediately:
Auction Spaces (10, 20, 30, 40): See Section 5.1 Incinerator Spaces (15, 35): See Section 5.2 Banana: See Section 5.3
Important:Space effects trigger any time a player's Marker is placed on that Space, even outside of the Space Resolution Phase. If a card effect moves a player onto an Auction, Incinerator, or BananaSpace, that effect resolves immediately before continuing.
Simultaneous Triggers: If multiple players are moved onto special Spaces at the same time, resolve in Active Player order (Active Player first, then Clockwise).
3.4 END PHASE
Move all played cards from the Play Area to the player's Garage
Discard all remaining cards from Hand to the Garage
Draw 5 cards from the Deck
Expiring Cards: Cards with the (E) flag remain in play until the start of the player's next turn (before the Play Phase), then move to the Garage. Exception: If the Active Player is Wiped Out and skips the Drive Phase (Section 3.2.3), (E) cards do not expire during that Drive Phase skipβthey stay in play until the beginning of the next turn.
4.CARD ZONES
4.1 Private Zones (per player)
Deck - face-down draw pile (player may not look at contents)
Hand - cards available to play (5-card limit maintained via Draw)
Play Area - cards played this turn (visible to all players)
Garage - discard pile (face-up, player may examine at any time)
4.2 Shared Zones
Showroom - 4 cards available for Purchase (visible to all)
Parts Deck - shared draw pile for Showroom refreshes
Warehouse - cards discarded via Refresh action
Playbook Deck - deck of Playbooks used during draft and Pit Stops
Playbook Pool - face-up Playbooks available during Pit Stops; starts with 1, grows as players take Pit Stops
Debris Set-Aside - 25 Debris cards; players take 1 when completing a Lap
Scrapyard - removed cards (out of game, shared)
5.SPECIAL GAME EFFECTS
5.1 Auctions
When a player lands on an Auction Space (10, 20, 30, 40):
Reveal the top card of the Parts Deck
Beginning with the landing player and proceeding Clockwise, each player may Bid (any number of Coins) or Pass
Each subsequent Bid must exceed the previous highest Bid
Once a player Passes, they cannot rejoin bidding
Bidding continues until all other players have Passed
The winning bidder pays their Bid to the Bank and places the auctioned card in their Garage
If all players Pass without bidding:
The landing player may take the card for free (place in Garage)
If they decline, the next player in Clockwise order gets the same option
This continues until a player takes it or all decline
If all decline, discard the card to the Warehouse
Note: Players may re-enter for this "free round" even if they Passed during bidding
5.2 Incinerators
When a player lands on an Incinerator Space (15, 35):
The player may Scrap (permanently remove) one card from their Hand or Garage. The scrapped card is placed in the Scrapyard and is removed from the game.
This effect is optional.
5.3 Wiped Out
When a player becomes Wiped Out (via Banana, card effect, etc.):
Place a Wiped Out marker on that player's Marker
On that player's next Turn, they skip the Drive Phase (see Section 3.2.3)
The marker is removed during that Turn's Drive Phase
Important: A player who already has a Wiped Out marker cannot become Wiped Out again (additional Wipe Out effects have no additional effect).
5.4 Bananas
Bananas are placed on Track Spaces via card effects
Placement Restriction:Bananas cannot be placed on Spaces currently occupied by a player
When a player lands on or passes through a Space containing a Banana:
That player becomes Wiped Out
Remove the Banana from the Track
Multiple Bananas may occupy the same unoccupied Space. If a player lands on a Space with multiple Bananas, all Bananas on that Space trigger (the player becomes Wiped Out once, and all Bananas are removed)
6.LAP COMPLETION & PIT STOPS
6.1 Reaching Space 50
When a player reaches or exceeds Space 50:
Stop - The player's Marker stops on Space 50 (excess Drive is not carried forward)
Gain Debris - Take 1 Debris card from the Debris Set-Aside and add it to the player's Garage
Deck Reset - Shuffle the player's Deck and Garage together to form a new Deck
6.2 Pit Stop Decision
After completing the End Phase following a Lap completion, the player must choose one of the following options for their next turn:
Option A: Pit Stop
The player skips their next Turn entirely. Instead:
Draw 2 Playbooks from the Playbook Deck and add them face-up to the Playbook Pool
Select 1 Playbook from the Playbook Pool (all face-up Playbooks) and add it to your active Playbooks
The remaining Playbooks stay in the Playbook Pool for future Pit Stops
During a Pit Stop Turn, the player may still Purchase cards from the Showroom (purchased cards go to their Garage as normal).
After the Pit Stop Turn, the player's next Turn proceeds normally from Space 0 of the next Lap.
Option B: Race Through
The player takes their next Turn normally from Space 0 of the next Lap. No Playbook is gained.
6.3 Lap 3 Completion
Upon reaching Space 50 on Lap 3, the player wins immediately. (See Section 8 for tiebreaker rules.)
7.CARD MECHANICS & TIMING
7.1 Card Types
Engine - Provide Drive bonuses; often have unpredictable and explosive effects
Frame - Provide Drive bonuses and defensive effects; often Scrap cards
Wheels - Provide Drive bonuses and movement effects; often allow you to Draw cards
Utility - Tactical effects, attacks, and special abilities
Scrap: Remove the specified card from the game. Place it in the Scrapyard.
Draw: Take one card from the Deck and add it to your Hand. If the Deck is empty or doesn't have enough cards, Draw all remaining cards, then shuffle the Garage to form a new Deck and continue drawing.
Garage: The discard pile. Cards in the Garage are face-up and may be examined at any time by their owner.
Until your next turn: The effect persists until the start of the player's next turn (before the Play Phase). Cards with this duration have the (E) flag and move to the Garage when they expire.
7.3 Timing & Priority
Cards are played sequentially during the Play Phase
There are no "instant" effects or interrupts
All cards must be declared and played before the Drive Phase
If multiple effects would resolve simultaneously, the Active Player determines the order
7.4 Playbooks
Playbooks have a distinct card back and are kept in a separate Play Area
They are always active and never move to the Garage
A player begins with 1 Playbook (from draft)
Additional Playbooks are gained via Pit Stops
There is no limit to the number of active Playbooks
8.WINNING THE GAME
The game ends immediately when a player reaches or exceeds Space 50 on Lap 3.
That player is the winner.
Tiebreaker: If multiple players would complete Lap 3 simultaneously:
If during the Active Player's Turn, the Active Player wins
If triggered by another player's effect, resolve in Clockwise turn order from the current Active Player
9.GLOSSARY
Active Player - The player whose turn is currently being resolved.
Auction - Special spaces (10, 20, 30, 40) where players Bid Coins to win a revealed card from the Parts Deck.
Banana - A hazard placed on the Track that causes players who land on it to become Wiped Out.
Bank - The supply of Coins and Debris cards. When you pay Coins, they return to the Bank. When you gain Coins, you take them from the Bank.
Bid - Offer Coins during an Auction. Each Bid must exceed the previous highest Bid.
Card Back - The design on the reverse side of a card. Playbooks have a distinct Card Back that differentiates them from Part Cards.
Clockwise - The direction of play, moving to the left from the current player's perspective. Used for determining turn order and resolving simultaneous effects.
Coins - The currency used to Purchase cards from the Showroom and Bid in Auctions. Players start with 3 Coins and gain more from Investment cards.
Debris - A card type with no game effect (flag: D). Debris cards clog your Deck. 25 Debris cards are set aside at the beginning of the game. Players take 1 Debris from the set-aside pile when completing each Lap. If the Debris Set-Aside is empty, effects that would add Debris to your deck have no effect.
Debris Set-Aside - The pile of 25 Debris cards kept near the play area. When players complete a Lap or card effects add Debris, they take 1 Debris from this pile and add it to their Garage. If this pile is empty, Debris-adding effects have no effect.
Deck - A player's face-down draw pile. Players Draw from their Deck to refill their Hand.
Draft Pool - The collection of Part Cards and Playbooks revealed during setup for the snake draft.
Draw - Take one card from your Deck and add it to your Hand. If your Deck is empty or doesn't have enough cards, Draw all remaining cards, then shuffle your Garage to form a new Deck and continue drawing.
Drive - The numeric value used to determine movement distance. Cards provide Drive bonuses, then you roll 1d6 and add it to your total Drive to move.
Drive Phase - The phase of a turn when you roll the die, calculate your total Drive, and move your marker forward.
Drive Roll - The result of rolling one six-sided die during the Drive Phase. This number is added to your total Drive to determine Movement.
End Phase - The final phase of a turn. Move played cards to Garage, discard your Hand, Draw 5 new cards.
Engine - A card type. Maximum 1 Engine may be played per turn. Typically provides Drive bonuses and often has unpredictable and explosive effects.
Flag - A label in parentheses on a card indicating special properties: (S) Starter, (M) Multiplayer, (E) Effect, (P) Puzzle, (D) Debris.
Frame - A card type. Maximum 1 Frame may be played per turn. Typically provides Drive bonuses and defensive effects. Often allows you to Scrap itself or other cards from your deck.
Garage - A player's face-up discard pile. Cards in the Garage may be examined at any time by their owner. When your Deck is empty, shuffle your Garage to form a new Deck.
Golden Rule - If a card's text contradicts the rules, the card text takes precedence.
Hand - The cards a player currently holds and may play. Players maintain a 5-card Hand (discard and Draw 5 each turn).
Incinerator - Special spaces (15, 35) where players may Scrap one card from their Hand or Garage.
Investment - A card type. Maximum 1 Investment may be played per turn. Typically generates Coins or economic effects.
Lap - One complete circuit around the 50-space Track. The game lasts 3 Laps. When you reach Space 50, you complete a Lap, gain 1 Debris, shuffle your Deck + Garage, and choose to take a Pit Stop or race through.
Marker - The physical token used to represent a player's position on the Track.
Movement - Advancing your Marker forward on the Track based on your total Drive. Movement occurs during the Drive Phase.
Part Cards - The 122 cards used to build your deck. Includes Engine, Frame, Wheels, Utility, Investment, Debris, and Starting Cards.
Parts Deck - The shared 77-card deck used to populate the Showroom and reveal cards during Auctions.
Pass - Decline to Bid during an Auction. Once you Pass, you cannot rejoin bidding (except during the "free round" if all players Pass).
Pit Stop - When you complete a Lap, you may choose to skip your next Turn to Draw 2 Playbooks and add them to the Playbook Pool, then select 1 Playbook from the Playbook Pool to add to your active Playbooks.
Play Area - The zone where played cards are placed during a turn (visible to all players). Cards move from the Play Area to the Garage during the End Phase.
Play Phase - The first phase of a turn. Play up to 1 card of each type (Engine, Frame, Wheels, Utility, Investment) and make Purchases or Refresh the Showroom.
Playbook - A card type with a distinct card back. Playbooks provide permanent passive abilities. They are always active, never discarded, and kept in a separate Play Area. Players start with 1 Playbook (from draft) and gain more via Pit Stops.
Playbook Deck - The separate 32-card deck of Playbooks used during the draft and when taking Pit Stops.
Playbook Pool - The shared face-up pile of Playbooks available during Pit Stops. Starts with 1 non-drafted Playbook after setup. Each Pit Stop adds 2 more Playbooks to the pool, and the active player selects 1 to keep (the rest stay in the pool).
Purchase - Pay 3 Coins to acquire one card from the Showroom and place it in your Garage. May be done multiple times per turn.
Refresh - Pay 1 Coin to discard all 4 Showroom cards to the Warehouse and reveal 4 new cards from the Parts Deck. May be done multiple times per turn.
Reveal - Flip a card from face-down to face-up so all players can see it. Used when populating the Showroom, resolving Auctions, and during Pit Stops.
Roll - Roll one six-sided die. This occurs during the Drive Phase (where the result is added to your Drive total) and when certain card effects instruct you to Roll. Always use a six-sided die (d6).
Scrap - Permanently remove a card from the game. Place it in the Scrapyard. Typically done at Incinerators or via card effects.
Scrapyard - The shared zone for permanently removed cards. Cards in the Scrapyard are out of the game and cannot be retrieved.
Showroom - The 4 cards from the Parts Deck currently available for Purchase (visible to all players). Cards cost 3 Coins each.
Snake Draft - A drafting method where turn order reverses each round (e.g., 1-2-3-4-4-3-2-1). Used during setup to select Part Cards and Playbooks.
Space - A position on the Track. The Track has 50 Spaces per Lap. Special Spaces include Auctions (10, 20, 30, 40), Incinerators (15, 35), and any Space with a Banana.
Space Resolution Phase - The phase where you resolve effects of the space you landed on (Auction, Incinerator, Banana).
Starting Cards - The 5 identical cards every player receives during setup: Stock Engine, Stock Frame, Stock Wheels, Starting Capital, and Cut-Off. The game includes 20 Starting Cards total (enough for 4 players, with extras set aside for games with fewer players).
Track - The game board showing the 50 Spaces that players race around. Completing 3 Laps around the Track wins the game.
Turn - One complete round of play for a single player, consisting of the Play Phase, Drive Phase, Space Resolution Phase, and End Phase.
Utility - A card type. Maximum 1 Utility may be played per turn. Typically provides tactical effects, attacks, or special abilities.
Warehouse - The discard pile for Showroom cards removed via the Refresh action. When the Parts Deck is empty, shuffle the Warehouse to form a new Parts Deck.
Wheels - A card type. Maximum 1 Wheels may be played per turn. Typically provides Drive bonuses and movement effects. Often allows you to Draw cards.
Wiped Out - A status that causes a player to skip their next Drive Phase (no roll, no movement). Triggered by landing on a Banana or via card effects. A Wiped Out marker is placed on the player's marker and removed when they skip their Drive Phase.