QUICK START GUIDE
What You Need
- 115 Part Cards (deck-building cards)
- 32 Playbook Cards (permanent abilities)
- Track board (50 spaces, 3 laps)
- 1 six-sided die per player
- Coin tokens
- Player markers
- "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.
Setup (The Short Version)
- Make the decks
- Shuffle the 77-card Parts Deck
- Shuffle the 32-card Playbook Deck
- Snake draft
- For 4 players: reveal 20 Parts + draw 5 Playbooks from the Playbook Deck
- Snake draft (1-2-3-4-4-3-2-1...) until everyone has 5 Parts + 1 Playbook
- (Scale down for fewer players: 3 players = 15 Parts + 4 Playbooks, etc.)
- Build your starting deck
- Everyone gets the same 5 starter cards: Stock Engine, Stock Frame, Stock Wheels, Starting Capital, Cut-Off
- Add your 5 drafted Parts
- Shuffle your 10 cards, draw 5
- Put your Playbook face-up (it's always active)
- Reveal the Showroom
- Reveal 4 Parts cards from the Parts Deck as the "Showroom" (the shop)
- Start racing
- Everyone gets 3 Coins
- Place markers on Space 0
- Determine starting player randomly
How to Play Your Turn
- Play cards - Play up to 1 Engine, 1 Frame, 1 Wheels, 1 Utility, 1 Investment from your hand
- Buy stuff (optional) - Spend 3 Coins to buy a card from the Showroom (goes to your discard pile)
- Roll & move - Add up your Drive from played cards + roll 1d6. Move that many spaces.
- Resolve space effects - Auctions (10/20/30/40), Incinerators (15/35), Bananas (Wipe Out!)
- End turn - Played cards → discard. Discard hand. Draw 5 new cards.
Special: If you're Wiped Out, skip step 3 (don't roll or move). You un-Wipe at the end.
Completing Laps
When you reach Space 50:
- Gain 1 Debris (dead card, clogs your deck)
- Shuffle deck + discard together
- Choose: Pit Stop (skip next turn, gain a Playbook) OR keep racing
After 3 laps, you win!
1.COMPONENTS
1.1 Cards
- Part Cards (115 total)
- 77 in the Parts Deck
- 38 distributed as starting cards
- Playbook Cards (32) - separate deck with distinct card back
1.2 Card Flags
Cards may display one or more of the following flags in their card label:
- (S) Starter - included in every player's starting deck
- (M) Multiplayer - designed for 3+ players
- (E) Expires - remains in play until the controlling player's next turn
- (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)
- Player markers
- "Wiped Out" status markers
2.SETUP
2.1 Prepare Play Area
- Shuffle the Parts Deck (77 cards)
- Shuffle the Playbook Deck (32 cards)
- Place the Scrapyard area (shared discard zone for removed cards)
2.2 Determine Draft Pool
The number of cards available for drafting depends on player count:
| 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 order:
- Example (4 players): Player 1 → 2 → 3 → 4 → 4 → 3 → 2 → 1 → 1 → 2...
Draft continues until each player has selected:
- Exactly 1 Playbook
- Exactly 5 Part Cards
Constraint: A player may not draft more than 1 Playbook during setup.
Any Playbook remaining after the draft is shuffled back into the Playbook Deck.
2.4 Construct Starting Decks
Each player receives the following Starting Cards:
- 1× Stock Engine (S)
- 1× Stock Frame (S)
- 1× Stock Wheels (S)
- 1× Starting Capital (S)
- 1× 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
- All player 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.
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 (discard pile). Immediately reveal a new card from the Parts Deck to replace it.
Refresh Showroom: Pay 1 Coin to discard all 4 Showroom cards (to a separate discard pile, 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 Showroom discard pile 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 Banana space, 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 pile)
- Discard all remaining cards from hand to the Garage
- Draw 5 cards from the Deck (draw pile)
Empty Deck: If the Deck contains fewer than 5 cards, draw all remaining cards, then shuffle the Garage to form a new Deck and continue drawing.
Expiring Cards: Cards with the (E) flag that have been in play since a previous turn expire at the start of the player's next turn (before the Play Phase). These cards move to the Garage when they expire.
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
- Showroom Discard - cards discarded via Refresh action
- Playbook Deck - deck of Playbooks used during draft and Pit Stops
- 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 Showroom discard pile
- 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 (each triggers separately)
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 - Add 1 Debris card 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 reveal them
- Select 1 of these 2 Playbooks and add it to your active Playbooks
- Shuffle the unselected Playbook back into the Playbook Deck
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.
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
7.CARD MECHANICS & TIMING
7.1 Card Types
- Engine / Frame / Wheels - Provide Drive bonuses
- Utility - Tactical effects, attacks, and special abilities
- Investment - Generate Coins or economic effects
- Playbook - Permanent passive abilities (separate deck)
- Debris - No effect (cannot be played)
7.2 Keywords
Scrap: Remove the specified card from the game. Place it in the Scrapyard.
Draw: Draw one card from the Deck. If the Deck is empty, shuffle the Garage to form a new Deck, then draw.
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.
9.GLOSSARY
- Active Player - The player whose turn is currently being resolved
- Deck - A player's face-down draw pile
- Drive - The numeric value used to determine movement distance
- Garage - A player's face-up discard pile
- Parts Deck - The shared deck used to populate the Showroom
- Playbook Deck - The shared deck of Playbooks used during draft and Pit Stops
- Scrap / Scrapyard - Permanently remove a card from the game
- Showroom - The 4 cards currently available for purchase
- Wiped Out - A status that causes a player to skip their next Drive Phase