Automobiles - General game info
Automobiles
2-5 players, 45 minutes, 10 years and older
AuthorDavid Short (dshortdesign)
IllustratorsKali Fitzgerald
Ikaan Studio
Marco Morte
Published byAlderac Entertainment Group
Online since 2016-05-13
Developed by (BloodyMary)
Boardgamegeek180680
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Note: This online implementation uses slightly changed rules!
Automobiles - Rules
If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.

Show → summary only → detailed version only → both summary and detailed version

Automobiles

→ original rules (pdf)

Will you cross the finish line first? Now is your chance to find out! Automobiles is a deck‑building game where the fun is cubed. Instead of cards, you’ll be building your collection with cubes. Your cubes not only allow you to race your car around the track, but they will also allow you to improve your handling, optimize your pit crew, and boost your speed, which are your keys to victory!
The goal of the game is to cross the finish line first! You accomplish this by customizing your race car and surrounding yourself with the best crew. Your race car and crew are represented by a collection of cubes garnered from various options that will be available to you. Starting with the same small set of cubes, each player will build their collection as you play the game. Use these cubes to enhance your performance, train your pit crew, and ensure your race car runs as effectively as possible. Be the first to cross the finish line and watch that checkered flag wave!

Deviations to the original rules

The cubes inside the players' bags are visible to all players.

Variant Weaving (This variant became an official variant with the first expansion)
This variant gives players even more control of their race cars. It allows players to change lanes while moving through early segments of long spaces. This weaving movement can get a player out of a tough situation or provide an opportunity for drafting that wouldn’t be possible under the base game rules.

Variant Accelerated Play
If a card (i.e. Boost) allows actions of other players during one's own turn, those actions will be postponed until these players are on turn.

Destination Fun: Racing Season Expansion
Game Components
1
double-sided game board
5
double-sided player sheets
5
wooden race car tokens
5
wooden lap markers
5
bags
30
white cubes
28
light gray cubes
24
dark gray cubes
16
black cubes
40
yellow cubes
16
red cubes
16
purple cubes
16
blue cubes
16
green cubes
80
brown cubes
25
Card Basics
  1. Name: Descriptive title of this card.
  2. Cost: Amount of money needed to pay to acquire a cube associated with this card.
  3. Type: Overall label of this card.
  4. Color: Alternate indicator of this type:
    • Yellow = Garage
    • Purple = Pit
    • Red = Handling
    • Green = Performance
    • Blue = Engine
    • Black = 6th Gear
    • Dark Gray = 5th Gear
    • Light Gray = 4th Gear
    • White = 3rd Gear
    • Brown = Wear
  5. Value: Amount of money the cube associated with this card is worth when buying new cubes.
  6. Effect: Ability granted to the cube associated with this card.
  7. Cube: Graphic representation of the cube associated with this card.
Setup
  1. Choose which side of the game board to use and place it in the center of the playing area.
  2. Place the cube tray next to the board. Place the Gear cards and the Wear card next to their respective color cubes.
  3. Separate all remaining cards by type. Shuffle each type, then randomly select one from each color/type to be placed next to its respective color cubes
  4. Choose a random player and give that player the Starting Player card.
  5. Each player selects a race car, and takes the matching player sheet and lap marker. Place race cars on the track in player order. The player sheets should be placed in front of each player, and the lap markers should all be placed on space 3 of the lap track.
  6. Each player receives a draw bag and 12 starting cubes: 2 light gray 4th Gear cubes, 5 white 3rd Gear cubes, and 5 yellow Garage cubes. The players place these starting cubes into their bag.
  7. Beginning with the starting player, then continuing clockwise, each player buys one or more cubes from the stock using the allowance stated on their starting space on the track.
  8. Each player puts their bought cubes into their bag and randomly mixes them.
  9. Each player randomly draws 7 cubes out of their bag to place in the active pile on their player sheet.
  10. The game is ready to begin!
  1. Choose which side of the game board to use and place it in the center of the playing area. Each side features a unique track to race on.

    Note: For your first game, we suggest using the Daytona Beach track.

  2. Place the cube tray next to the board with room for cards to be placed on both sides of it. These cubes are referred to as the stock. Place the Gear cards and the Wear card next to their respective color cubes.
  3. Separate all remaining cards by type. Shuffle each type, then randomly select one from each color/type to be placed next to its respective color cubes. Return any unused cards back into the box, they will not be needed this game.

    Note: For your first game, we suggest using the following set of cards:
    Manager, Crew Chief, Suspension, Gearbox, Hybrid Engine.

  4. Choose a random player and give that player the Starting Player card. This card will remain with that player for the entire game. Play will proceed in clockwise order beginning with this starting player.
  5. Each player selects a race car, and takes the matching player sheet and lap marker. The race cars should be placed on the track in player order (P1, P2, P3...). The player sheets should be placed in front of each player, and the lap markers should all be placed on space 3 of the lap track.

    Note: Experienced players may adjust the starting position on the lap track as they wish. Select more laps for a longer, more strategic game, or fewer laps for a shorter, more accessible game.

  6. Each player also receives a draw bag and 12 starting cubes: 2 light gray 4th Gear cubes, 5 white 3rd Gear cubes, and 5 yellow Garage cubes. The players place these starting cubes into their bag.
  7. Beginning with the starting player, then continuing clockwise, each player buys one or more cubes from the stock using the allowance stated on their starting space on the track. Any allowance money not used is lost.
  8. Once all players have bought from the stock, then each player puts their bought cubes into their bag and randomly mixes all the cubes in their bag.
  9. Each player randomly draws 7 cubes out of their bag to place in the active pile on their player sheet.
  10. The game is ready to begin!
Game Play

A game of Automobiles is played over several rounds, with each player taking one turn per round.

Beginning with the starting player and proceeding clockwise, players will either take a standard turn using their active cubes to customize their car and race around the track, or to take an alternative turn making a pit stop and removing wear from their car.

When a player has completed their turn, the next player in clockwise order takes their turn, and so on, until the game ends with one player crossing the finish line victorious!

Standard Turn - Racing
  1. Action: Select one or more cubes in your active pile. One at a time place each in your used pile, then apply its effect. Move cubes to the track as appropriate.
  2. Buy: Use any leftover cubes in your active pile as money to buy one or more cubes from the stock. Add cubes you buy to your used pile.
  3. Car: Move your race car according to your cubes placed by actions on the track.
  4. Decline: Gain wear according to the highest color track space you moved on.
  5. End: Move all of your cubes from the track, active pile, and used pile to your discard pile. Then randomly draw seven new cubes for your active pile (put all the cubes from your discard pile into your bag only if it is insufficient).
During a standard turn, you must take the following 5 phases in order:

Action Phase

During this phase you may use one or more cubes in your active pile for their effect. To do this, select one cube at a time. Place this cube in your used pile, then perform the effect as stated on its respective card. If you choose to apply the effect of the cube's card, you must apply it in full. The effects on the card are applied from top to bottom. If some of the card's effects cannot be applied, you cannot apply any of the effects.

Note: There is a single exception to this rule, in that if a card requires that you gain wear, and there are no wear cubes left in the stock, you may still apply the other effects.

After applying the effect of your first chosen cube, you may choose another and another and another. The only limit is the quantity of cubes you have in your active pile.

If an effect requires you to gain cubes from the stock (including wear cubes), place these gained cubes in your used pile.

When a cube affects the movement of your race car on the track, don't actually move your race car yet, instead use that cube to mark the progress on the track. If such an effect requires you to gain wear, it's helpful to place that wear cube on the track with the affected cube. This aids in remembering this step, plus it shows your opponents that you have completed this part of the effect.

Note: All cubes on the game board are still considered to be in your used pile for the purpose of card effects.

How to move on the track

A space of movement is defined as being from one bold line to the next and may contain smaller segments.

Single dark gray space

Smaller segments in the space

Each cube placed on the track must begin its movement in a space adjacent to your own race car or another cube (diagonal spaces count as adjacent). Also this space, or segment, must progress your race car forward on the track. You cannot move sideways or backwards, and you cannot place a cube on a segment that is occupied by an opponent's race car.

Buy Phase

During this phase, you may use one or more cubes in your active pile as money to buy one or more cubes from the stock. You start each Buy Phase with a pool of zero money. After your Action Phase, all cubes remaining in your active pile will now be used as money. For each cube, you gain as much money as the value stated on its respective card. This creates your pool of money for this turn.

With this pool of money, you may buy one or more cubes from the stock. You can buy several cubes if you wish, including multiple copies of the same cube, as long as you have enough money to pay for them. Keep in mind, cubes are limited to their quantity in the stock. Once they are gone, they are gone and you won’t be able to buy them anymore.

Any cubes that you buy are placed directly into your used pile.

Note: Money is only valid for the current turn, so either you use it or you lose the unspent money at the end of your turn.

Car Phase

During this phase, you will get to see the results of your actions as your race car speeds around the track. To do this, move your race car from its current space to the space occupied by the farthest cube you placed on the track this turn. If you pass the finish line during this movement, move your lap marker forward one space. If your lap marker is now on the Finish space, the game ends after the current round is completed.

Note: You cannot drive through other race cars. You must maneuver around them. Keep this in mind, when placing your movement cubes during your Action Phase.

Decline Phase

During this phase, you will see the adverse effects racing has on your car. Please reference the Wear Chart found below and on the game board. You must gain wear cubes equal to the highest color track space you moved on this turn. Black is considered the highest color and white is the lowest. This is based only on the color of space you moved on, not the color of cubes you used. For instance, if you moved on four light gray spaces and one dark gray space, you will gain three wear cubes.

Note: This quantity is not cumulative. You only gain wear equal to one line of the Wear Chart (the highest moved on this turn), not multiple lines.

Note: If you moved on a space with more than 1 color, you always gain wear for the higher color.

Place any gained wear cubes into your used pile. If you didn’t move this turn, you don’t gain any wear cubes.

Drafting

Alternatively, if you ended your movement this turn in a space or segment directly behind another opponent’s race car, you are considered to be drafting. If drafting, you do not collect any wear despite what color spaces you moved on this turn. Drafting is good!

Wear Chart

  • Black: Gain 4 wear cubes.
  • Dark Gray: Gain 3 wear cubes.
  • Light Gray: Gain 2 wear cubes.
  • White: Gain 1 wear cubes.
  • Drafting: Gain 0 wear cubes.

End Phase

During this phase, you will place all your cubes from the track, active pile, and used pile into your discard pile. Then randomly draw seven new cubes out of your bag to place in your active pile.

This ends your turn. Play then continues with the next player clockwise.

Note: Since you draw your new cubes into your active pile at the end of your turn, this gives you the entire time during other players’ turns to plan out your strategy for your next turn. While their plans may disrupt yours somewhat, you can usually make the game move along at a nice pace if you plan ahead!

Momentum

At this time, all race cars automatically move forward to fill any vacated segments within the space they currently occupy. This means at the beginning of each turn, you will either be in the front segment of a space, or in a segment directly behind another race car.

Alternative Turn – Pit Stop
  1. Remove Wear: Place all wear from your active pile back into the stock.
  2. End: See “End” under Standard Turn – Racing.

Instead of performing a standard turn, you can opt to perform an alternative turn. If you choose to do this, you cannot use any of the effects of your cubes in your active pile, you cannot buy any new cubes from the stock, and your race car cannot move.

To perform an alternative turn, otherwise known as a pit stop, you may remove all wear cubes from your active pile. If you choose to do this, you must remove all the wear cubes in your active pile, you cannot remove only some of them.

After removing your wear, proceed to the End Phase as described in the Standard Turn. This ends your turn. Play then continues to the next player clockwise.

Note: You cannot perform an alternative turn if you have already started performing a standard turn.

Winning the Game

If a player’s lap marker is on the Final Lap space and their race car crosses the finish line, the game ends after the current round is completed. This means that each player will have the same number of turns in the game. The winner is the player whose race car went the farthest past the finish line. Ties are broken by whichever race car is in the innermost lane on the track.

Definitions

Removing Cubes

Over the course of the game you will have several opportunities to customize your race car by removing cubes you do not want anymore. When you are called to remove a cube, either during an alternative turn or by a card’s effect, you simply place the removed cube back into the stock. This means that it is available to all players for buying and gaining as usual.

Drawing Cubes

Over the course of the game, you will draw cubes from your bag many times. When you are called to draw a cube, either during your End Phase or by a card’s effect, your bag may be empty or become empty. If this happens, first verify that your bag is actually empty by feeling it with your fingers. Do not look in your bag. If it is indeed empty, and you need to draw more cubes, place all the cubes from your discard pile into your bag, mix them, and then draw the rest of your required cubes. Keep in mind, you only do this if you need to draw cubes from an empty bag, not merely if your bag is empty.

Rule Clarifications
  • During the Decline Phase, you gain wear based on the highest color track space you moved on, not the color of gear that you used.
  • Unless specifically stated otherwise, effects only last until the end of your turn.
  • You may feel the contents of your own bags in order to estimate the number of cubes remaining. However, you may never look inside your bag. You cannot check other players’ bags.
  • You may not move your race car backwards (clockwise around the track).
  • When a card says “up to” in its effect, zero is a valid choice.
  • You cannot place a cube on a segment that is occupied by an opponent’s race car. However, you can place a cube on an unoccupied segment even if an opponent’s race car occupies another segment in that space.
Card Clarifications
  • Any cube drawn from your bag is placed in your active pile.
  • Any active cube you perform an action with is placed in your used pile before applying any part of its effect.
  • Any movement on the board starts with a space that must be adjacent to your race car or your previously placed cube.
  • Any cube placed on the game board is still considered to be in your used pile.
  • Any cube gained during your turn is placed in your used pile.
  • Any cube removed during your turn is placed back into the stock.
  • Your position is always determined by where your race car is at the beginning of the Action Phase, not where it will be during your Car Phase. If tied for a position, the more inner lane is leading.
Appendix

Suggested Card Sets

The following card sets focus on a central theme to create a distinctive play experience. Players should agree upon which card set to use at the start of the game.

First Game

Manager, Crew Chief, Suspension, Gearbox, Hybrid Engine

This set is all about giving new players loads of fun, while maximizing flexibility, and showing off what a game of Automobiles is capable of.

Fine Tuning

Engineer, Pit Captain, Aerodynamics, Nitro, Supercharged

This set is the ultimate culling machine, allowing players to whittle down their race cars to exactly what they want. We suggest using five laps for this set.

Broken Down

Car Chief, Pit Team, Suspension, Boost, Diesel Engine

These race cars will be all running on their last leg. Which player can outlast the wear to victory?

Money, Money, Money

Car Chief, Pit Team, Tires, Boost, Rotary Engine

As it’s named, this set provides a big wallet for players to buy buy buy to their hearts’ content.

Rainbow Road Warrior

Engineer, Pit Team, Suspension, Nitro, Rotary Engine

The players will be handling diversified cars in this set. These race cars will have options, but will they have speed?

Rev’d Up

Car Chief, Crew Chief, Aerodynamics, Boost, Hybrid Engine

This set will have the players overflowing with cubes. Who can make the most of their pile of actions?

Expert Invitational

Mechanic, Pit Crew, Steering, Turbo, Hybrid Engine

This set is aimed at the expert players. It’s very interactive between the players with some high powered potential moves. We suggest using five laps for this set.

Basic Cards

3rd Gear
Place this white cube on a white space on the track. This white space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.
4th Gear
Place this light gray cube on a light gray space on the track. This light gray space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.
5th Gear
Place this dark gray cube on a dark gray space on the track. This dark gray space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.
6th Gear
Place this black cube on a black space on the track. This black space must be adjacent to your race car, or adjacent to the last cube previously placed on the track earlier this turn.
Wear
In general, you do not want wear cubes in your bag. This effect gets you a step closer to removing it, by allowing you to place it directly into your discard pile. Keep in mind, only wear cubes originating from your active pile may use this effect.

Garage

Car Chief
Remove any white, light gray, dark gray, or black gear cube from your discard pile. If you removed a white cube, then gain a light gray cube. If you removed a light gray cube, then gain a dark gray cube. If you removed a dark gray cube, then gain a black cube. If you removed a black cube, then you don’t gain anything.
Engineer
Choose up to 3 cubes from your active pile. Place the chosen cubes into your discard pile. If you chose 1 cube, then remove 1 cube from your discard pile. If you chose 2 cubes, then remove 2 cubes from your discard pile. If you chose 3 cubes, then remove 3 cubes from your discard pile. Keep in mind, the removed cubes may be the very cubes you just placed in your discard pile.
Manager
You have the option of removing a cube from your active pile. Whether you opt to remove a cube or not, you may choose 1 cube from your active pile, or your discard pile, and place it back into your bag.
Mechanic
Choose a cube from your active pile and place it in your used pile. This chosen cube’s effect will not be applied. Then remove up to 2 cubes from your discard pile.

Handling

Aerodynamics
When you get to the Decline Phase of your turn, you will not gain any wear despite what color spaces you moved on, because you are considered to be drafting. Note that this card does not prevent you from gaining wear cubes during your Action Phase.

Suggestion: Place this red cube on the Wear Chart on the board to remind you that you have activated this card’s effect. Don’t forget to place it back into your discard pile during your End Phase.

Steering
Gain 1 wear cube from the stock. Then choose 1 gear cube from your active pile to place into your discard pile. Move your red cube up to 3 spaces on the board matching the color 1 lower than the chosen gear cube. For example, if you chose to discard a black cube from your active pile, then you could move up to 3 consecutive dark gray spaces with your red cube.

Note: the chosen gear cube stays in your discard pile.

Suspension
Gain 1 wear cube from the stock. Then choose 1 gear cube in your discard pile. Place your red cube onto a space on the board matching the same color of that chosen gear cube. For example, if you chose a dark gray cube in your discard pile, then you could move on a dark gray space with your red cube.

Note: the chosen gear cube stays in your discard pile.

Tires
Choose 1 gear cube in your active pile. Then place your red cube onto a space on the board matching any color lower than the chosen gear cube. For example, if you chose a dark gray cube in your active pile, then you could move on a light gray space or a white space with your red cube.

Note: the chosen gear cube stays in your active pile.

Pit

Crew Chief
Draw 1 cube from your bag. If you draw a wear cube, then draw again. Stop drawing cubes when you draw any cube other than a wear cube. After this, remove all wear cubes from your discard pile. Keep in mind any wear cubes that you drew during this card’s effect will not be able to be removed with this card’s effect, since those wear cubes are placed in your active pile, not your discard pile.
Pit Captain
Choose up to 6 cubes to remove from your discard pile. These cubes can be any combination of cubes including, but not limited to, wear cubes.
Pit Crew
Choose one of the following. You may either remove all of the wear cubes in your discard pile, or you may remove any 2 cubes of your choice from your discard pile including, but not limited to, wear cubes.
Pit Team
Choose up to 3 cubes to remove from your discard pile. These cubes can be any combination of cubes including, but not limited to, wear cubes. Add the costs, not the value, of the removed cubes. Use that total cost as money to buy exactly 1 cube from the stock. After this, any leftover money gained from this card’s effect is lost.

Engine

Diesel Engine
Gain 2 wear cubes from the stock. Count how many dark gray cubes you currently have in your discard pile. Then move your blue cube up to that many consecutive dark gray spaces on the board. For example, if you had 3 dark gray cubes in your discard pile, then you could move up to 3 consecutive dark gray spaces with your blue cube.
Hybrid Engine
Gain 1 wear cube from the stock. Count how many blue cubes you currently have in your active pile, used pile, and discard pile collectively. Compare that total against blue cubes found in each other player’s discard pile. Make this comparison with each other player individually, not all other players as a group. If you have more than any other player, then move your blue cube up to 2 consecutive spaces on the board. These 2 spaces must be the same color. For example, if you had 1 blue cube in your active pile, 1 on the track, and 2 blue cubes in your discard pile, then you could move 2 spaces of any color as long as no other player had 4 or more blue cubes in their discard pile.
Rotary Engine
Gain 1 wear cube from the stock. Count how many unique colors of cubes you currently have in your discard pile. Then move your blue cube up to that many consecutive white spaces on the board. For example, if you had 1 white cube, 3 light gray cubes, 1 blue cube, and 2 wear cubes in your discard pile, then you could move up to 4 consecutive white spaces with your blue cube.
Supercharged
Gain 1 wear cube from the stock. Choose up to 2 cubes in your discard pile. Place these chosen cubes into your active pile.

Performance

Boost
Draw up to 3 cubes from your bag. You may draw these cubes one at a time and may stop when satisfied. Gain 1 wear cube from the stock for each cube that you drew. After this, all other players have the choice to draw 1 cube from their bag or not. The other players do not gain wear for this.
Gearbox
Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Remember, your position is always determined by where your race car is at the beginning of the Action Phase, not where it will be during your Car Phase. If tied for a position, the innermost lane is leading. Then move your green cube up to that many consecutive light gray spaces on the board. You may move 1 more light gray space, if you are currently in last place. For example, if your race car is currently in 3rd place of a 4 player game, then you could move up to 3 consecutive light gray spaces with your green cube. Alternatively, if you were in 4th place of a 4 player game, then you could move up to 5 consecutive light gray spaces.
Nitro
You must draw exactly 2 cubes from your bag. After drawing these 2 cubes, choose 1 to place in your active pile and 1 to place into your discard pile.
Turbo
Gain 2 wear cubes from the stock. Move your green cube up to 2 consecutive light gray spaces on the board. Then you may continue moving up to 1 more light gray space for each green cube that every player, including you, has in their discard piles. For example, if you had 2 green cubes in your discard pile, and two other players had 1 green cube each in their discard piles, then you could move up to 6 consecutive light gray spaces with a green cube from your active pile.
The starting player is indicated with a checkered flag behind the name.
Clicking on the bag on the top right side of the player info will reveal the cubes of that player. The first number indicates the number of cubes inside the bag, the second one is the total number of cubes of that player.
Clicking on the player tableau will show a magnified version.
Clicking on a card will show a larger version of that card.
The racing cars depicted above the race track indicate the current position of each player.
Clicking on a cube laying on the track will undo all actions up to and including placing that cube on the board (if possible).
Reading from top to bottom and from left to right the player boards are displayed in playing order.

Possible settings:

show animations: device dependent, standard: checked
If checked, all own actions and all actions in replay will be animated.
Animations with sound:device dependent, standard: unchecked
If checked, the sound of a racing car will be played whenever a car's movement is animated.
Will not work in mobile devices with iOS, because Apple doesn't support the HTML5 standards.

→ original rules (pdf)

Will you cross the finish line first? What about the next race? And the one after that? In Automobiles: Racing Season you must hone your skills and optimize your crew to be the best. Track after track. In this expansion, you can now leverage drivers with unique abilities, spend money from sponsors, and exploit even more card combinations. It’s your time to race to victory!
Be the best racer by crossing the finish line first! But anyone can win one measly race. You must prove you have what it takes to stay at the top over multiple races. With even more options for customizing your race car, unique driver skill sets, and wealthy sponsors pushing results, the racing season has never been more competitive. Show your peers that you’re here to stay. Show your sponsors that you’re worth it. Show yourself that hard work pays off as you cross the finish line and watch that checkered flag wave!

About this Expansion
This expansion consists of 4 new modules: You may combine any, or all of these expansion modules with the base game. You may also choose to play with just the expansion components by themselves.
There are three new boards, providing even more tracks to race. The rules of the base game apply with the following notes.

Talladega

  • Really fast track with several combo colored spaces for flexible movement.
  • Counter-clockwise movement.
  • Recommended for all player counts.

Monte Carlo

  • Challenging track with tight turns that require skillful driving.
  • Clockwise movement.
  • Fold the board in half so that only the track chosen is revealed.
  • Recommended for 2 players, but compatible with all player counts. However, only players looking for a longer game, and significantly more interactive race, should proceed with more than 3 players.

Tucson

  • Small track that introduces combo spaces with 3 colors.
  • Counter-clockwise movement.
  • Fold the board in half so that only the track chosen is revealed.
  • Recommended for 2 players, but compatible with all player counts. However, only players looking for a longer game, and significantly more interactive race, should proceed with more than 4 players.

Note: The checkered flag that marks the start/finish line cuts through two spaces (A and B). These spaces should still be treated as normal spaces with the checkered flag serving like any other dashed segment line. However, the player starting the game on “P1: $10” should treat that segment as a distinct space until they move out of it. This means, for example, if they play one white cube on their first turn they would move forward 1 segment to the front of space A. Likewise, player 1 should ignore momentum until they have moved out of space A.

Track Cards
Track cards can be used to randomly determine which track players use for that game. When playing a season campaign, track cards can also be used to remember which tracks have been selected and in what order.
After determining turn order for the game:
  • Shuffle all driver cards.
  • Reveal as many drivers as there are players plus 1.
  • The last player in turn order chooses a driver first. The players continue by each taking one driver in reverse turn order.
Driver cards give each player a unique ability to use during the game. Drivers may be used when playing a standard game or a season campaign.
  1. Number: The individual number of the driver.
  2. Name: The name of the driver.
  3. Picture: Representative picture of the driver.
  4. Phase: The specific phase that the driver’s effect is active.
  5. Effect: Ability granted by the driver during the phase noted.

When using the drivers module - Randomly shuffle all driver cards. After determining turn order for the game, reveal as many drivers as there are players plus 1. Then, the last player in turn order (the player to the right of the start player) chooses a driver first, placing it face up next to their player sheet. The players continue by each taking one driver in reverse turn order. Return the remaining driver back into the box.

Reminders:

  • Each player keeps their one driver throughout the entire game/season.
  • Driver abilities are optional.
  • Each player may use their driver’s ability every turn during the phase stated on their driver card.
  • When a card says “up to” in its effect, zero is a valid choice.

The appendix contains an overview of available drivers.

In a season campaign, players play a series of three or more race tracks. After each track, sponsors are selected to help prepare for the next race, and points are awarded according to finish positions.

When using the season campaign module:

  1. Players must use the drivers module when playing a season campaign.
  2. Shuffle the sponsor cards and reveal as many sponsors as there are players playing. Place these cards face up next to the board.
  3. Decide the structure of the season campaign: number of laps, what tracks, and in what order or randomize it by drawing track cards. A season should have at least 3 tracks.

In a season campaign, players play a series of three or more race tracks to determine the ultimate racing champion! Each player will race their own car and driver from track to track. After each track, sponsors are selected to help prepare for the next race, and points are awarded according to finish positions. The player who gains the most points over the series will be victorious.

When using the season campaign module:

  1. Players must use the drivers module when playing a season campaign.
  2. Randomly shuffle the sponsor cards and place them as a face down deck next to the board. Then reveal as many sponsors as there are players playing. These revealed cards should be placed face up next to the board for all to see.
  3. Decide the structure of the season campaign, including the number of laps, on what tracks, and in what order. Alternatively, randomize it by drawing track cards. A season should have at least 3 tracks. You can make note of these tracks, and their sequence, by storing the track cards in order or by using one season record sheet for each track.

Note: Laps should be the same from track to track.

Awarding Sponsors

At the end of each race in the series, sponsors are awarded according to the finish positions of the players:

  • The player finishing in first position chooses a sponsor first and applies the first place effect of their chosen sponsor.
  • The other players, except for the last player, continue by each taking one of the remaining sponsors in the order determined by their position, and applies its middle place effect.
    In a 2 player game, the player who finishes in 2nd place, will apply the middle place effect.
  • Finally, the last player takes the remaining sponsor and applies its last place effect.

If a player already has a sponsor in front of them, they have the choice to keep their current sponsor or choose a new one from those available. If the player chooses a new sponsor, their current sponsor is removed from the game. Alternatively, if the player chooses to keep their current sponsor, they must remove one sponsor from those available.

During each race in the series, certain sponsors are available. They are revealed as described in setup and players may reference them at any time during the race. However, these sponsors serve no purpose until the end of each race.

At the end of each race in the series, sponsors are awarded according to the finish positions of the players:

  • The player finishing in first position chooses a sponsor first, placing it face up next to their driver card. That player then applies the first place effect of their chosen sponsor.
  • The other players, except for the last player, continue by each taking one of the remaining sponsors in the order determined by their position at the end of the race, and applies its middle place effect.
    In a 2 player game, the player who finishes in 2nd place, will apply the middle place effect, not the last place effect.
  • Finally, the last player takes the remaining sponsor and applies its last place effect.

At the end of the second race track of the season, and each race track after that one, players will already have sponsors in front of them. When it comes time to award sponsors again, each player has the choice to keep their current sponsor or choose a new one from those available. If the player chooses a new sponsor, they must remove their current sponsor from the game, replace it with the new one, and apply the effect of the new one. Alternatively, if the player chooses to keep their current sponsor, they must remove one sponsor from those available, then apply the effect of their current sponsor.

Awarding Points

Also at the end of each race in the series, points are awarded according to the finish positions of the players. Reference the chart below and record these points on a season record sheet.

Track 1Track 2Track 3Track 4Track 5
First Place45678
Middle Place33333
Last Place22222

Note: Middle Place means any finishing position between first and last. Additionally, in a 2 player game, the player who finishes in 2nd place, will be awarded middle place points, not last place points.

Setting Up the Next Race

Very little changes from race to race in a season campaign. The card set stays the same. The quantities of cubes in the stock stay the same. Players keep their driver and sponsor cards. Even the contents of each player’s bag stays the same (of course, all cubes from their player sheets are put back into their bag). In other words, these things don’t change and are not reset at the start of each new race. Simply switch out the finished board with the next track in the series.

Turn order is updated for the new race according to the finish positions of the players in the previous race. First position becomes first player (give them the Starting Player card). Second position becomes second player, and so on. It is suggested that the players physically move seats at the table in order to have the seating positions match turn order.

Lastly, reveal new sponsors from the sponsors deck equal to the number of players. The next race of the season is ready to begin!

Note: Allowance money written on the starting spaces of a race track are ignored for the second race track onward. This means that a spending allowance is only provided during setup for the very first track of the series.

Winning the Season Campaign

At the end of the last race of the season, after awarding points to the players according to their finish positions for that race, calculate the final point total for each player. The player with the most points is the winner of the season campaign! If two or more players are tied, the tied player that finished with the best position in the last race wins.

Sponsor cards give each player a unique ability to use during the game. Sponsors may only be used when playing a season campaign.
  1. Name: The name of the sponsor.
  2. Label: The individual identifier of the sponsor.
  3. Picture: Representative picture of the sponsor.
  4. First Place Effect: Ability granted by the sponsor if the owner of this card finished in first position.
  5. Middle Place Effect: Ability granted by the sponsor if the owner of this card finished between first and last position.
  6. Last Place Effect: Ability granted by the sponsor if the owner of this card finished in last position.

Sponsor Clarifications

A player may empty their bag onto their player sheets before applying the effect of their sponsor. This way they have access to all of the cubes in their bag. After applying the effect of their sponsor, each player should return all of their cubes back into their bag before starting the next race.

Every sponsor has 3 effects (first place, middle place, and last place). Each effect starts off with a standard ability to remove a certain number of cubes from your bag and/or player board. First place effect removes 3 cubes, middle place effect removes 6 cubes, and last place effect removes 12 cubes. These cubes can be any combination of cubes, including but not limited to, wear cubes.

Reminders:

  • Sponsors are only used during a season campaign.
  • Sponsor abilities are optional.
  • Each player may only use their sponsor’s ability once at the end of each race.
  • When a card says “up to” in its effect, zero is a valid choice.
  • In a 2 player game, the player who finishes in 2nd place, will apply the middle place effect, not the last place effect.

The appendix contains an overview of available sponsors.

Appendix

Garage

Factory Support
Draw 1 cube from your bag. After this, you must remove 1 cube from your active pile or discard pile. Keep in mind, the 1 removed cube may be the cube you just drew out of your bag.
Maintenance Staff
Choose any number of cubes to remove from your active pile. These cubes can be any combination of cubes, including but not limited to, wear cubes. Then you may remove up to twice that amount of cubes from your discard pile. For example, if you removed 3 cubes from your active pile, you may remove up to 6 cubes from your discard pile.
Performance Testing
First, you must remove this very cube. Then, you may draw up to 3 cubes from your bag.

Handling

Burnout
Gain 1 wear cube from the stock. Then choose 1 gear cube in your discard pile. Move your red cube up to 2 spaces on the board matching the color 1 lower than the chosen gear cube. For example, if you chose a black cube in your discard pile, then you could move up to 2 consecutive dark gray spaces with your red cube. Note, the chosen gear cube stays in your discard pile.
Camber & Toe
Choose 1 gear cube from your active pile to place into your discard pile. Then, move your red cube 1 space on any color on the board. For example, if you chose to discard a light gray cube from your active pile, then you could move on white, light gray, dark gray, or black with your red cube. Note, the chosen gear cube stays in your discard pile.
Redline
During your Action Phase, you may use any number of white gear cubes that you have in your active pile as if they were any color gear cube. Place these white gear cubes onto the board on color(s) of your choice. Use 1 white gear cube per space. Gain 1 wear cube from the stock for each white cube that you used with this effect.

Suggestion: Place this red cube on the Wear Chart on the board to remind you that you have activated this card’s effect. Don’t forget to place it back into your discard pile during your End Phase.

Pit

Air Jacks
Count how many unique colors of cubes you currently have in your discard pile. Then remove up to that many cubes from your discard pile. For example, if you had 1 yellow cube, 2 dark gray cubes, 3 blue cubes, 1 green cube, and 2 wear cubes in your discard pile, then you could remove up to 5 of those cubes.
Impact Wrench
Choose up to 4 cubes to remove from your discard pile. These cubes can be any combination of cubes, including but not limited to, wear cubes. Then, remove all wear cubes currently in your used pile. This means all wear cubes gained during your Action Phase up to this point, including those placed on the track, are removed. Keep in mind, this does not allow you to remove wear gained by any future action, nor does it allow you to ignore gaining wear during your Decline Phase.
Pit Mechanic
Remove up to 6 wear cubes from your discard pile. After this, count how many cubes you currently have in your discard pile. Compare your total with each other player individually, not all other players as a group. If you have less cubes in your discard pile than each of the other players’ discard piles, you get to remove up to 2 additional cubes from your discard pile. These additional cubes can be any combination of cubes, including but not limited to, wear cubes. For example, if you had 5 cubes left in your discard pile after removing up to 6 wear cubes, then you could remove up to 2 more cubes as long as no other player had 5 or fewer cubes in their discard pile.

Performance

Adrenaline
Choose one of the following. You may either move your green cube 1 light gray space OR during your Car Phase this turn, you may move up to 2 light gray spaces per position you advanced. In order to do the second option, take note of what position in the race your race car is in at the beginning of your Car Phase. Then note what position your race car ends up in at the end of your Car Phase. Finally, move up to 2 light gray spaces per position you advanced. For example, if you chose the second option and started your Car Phase in fourth position of a 5 player game, but ended your Car Phase by passing 2 other cars to move into second Position. Then you could move up to 4 light gray spaces.

Suggestion: If using the second option, place this green cube on the Wear Chart on the board to remind you that you have activated this card’s effect. Don’t forget to place it back into your discard pile during your End Phase.

Hint (implementation at yucata): If you activate a green 'Adrenaline' cube, a button will appear at the bottom of the game window. This button allows you to choose the second option of an Adrenaline cube.

Bump & Run
Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Then, as long as you are not in first position, move your green cube up to 2 dark gray spaces on the board. If you are currently in last place, you may move 1 more dark gray space. For example, if your race car is currently in 4th place of a 4 player game, then you could move up to 3 consecutive dark gray spaces with your green cube.

Note: If you are in first position, you don’t move at all with this green cube.

Overdrive
Gain 1 wear cube from the stock. Determine what position in the race your race car is currently in. Then, move your green cube up to 3 spaces according to your position. If you are in first place, move on white. If you are in last place, move on dark gray or lower. For all other positions in the race, move on light gray or lower. Keep in mind, you may move on more than 1 color with each green cube. For example, if your race car is currently in 2nd place of a 3 player game, you could move 1 white space and 2 light gray spaces with 1 green cube.

Engine

Crate Motor
Move your blue cube up to 3 spaces on any 1 color on the board. Then, after your End Phase, determine what position in the race each player’s race car is currently in. Each player that is in a lower position in the race than you, may move 1 space on any color. This movement takes place in position order, not turn order, and those other players do not gain wear for their movement. Additionally, after each player moves, including you, momentum must be updated and positions may change due to this momentum. Keep in mind, if more than one of these blue cubes is used in a single turn, player positions are not determined until after your End Phase. In this situation, each player in a lower position moves all awarded spaces before moving onto the next player. For example, if you used 2 blues cubes this turn, and ended up in 1st position after your End Phase, the player in 2nd position would get to move up to 2 spaces on any color(s) without gaining any wear. After the 2nd position player moved, and momentum updated, then the 3rd position player would move up to 2 spaces on any color(s), and so on.
Fuel Injection Engine
Gain 2 wear cubes from the stock. During your Action Phase this turn, each of your activated gear cubes may move twice as many spaces as they would normally move. This means that for each gear cube that you use this turn, you may move 2 spaces instead of 1 on its respective color. Keep in mind, this effect can combine with cards like Redline, but does not have any effect on cards like Camber & Toe. Furthermore, activating more than one of these blue cubes is superfluous, as it does not compound the effect.

Suggestion: Place this blue cube on the Wear Chart on the board to remind you that you have activated this card’s effect. Don’t forget to place it back into your discard pile during your End Phase.

Internal Combustion
Choose 1 cube from your active pile to place into your discard pile. Then choose up to 3 cubes from your discard pile. Place these chosen cubes into your active pile. Gain 1 wear cube from the stock for each cube that you brought from your discard pile to your active pile with this effect. Keep in mind, one of the cubes that you bring from your discard pile back to your active pile may be the very cube you just placed in your discard pile.

Suggested Card Sets

Expansion Only

Rinse & Repeat

Factory Support, Pit Mechanic, Burnout, Overdrive, Internal Combustion

This is the suggested first game set for exploring this expansion. We also recommend this for your first season campaign.

Squeaky Clean

Maintenance Staff, Air Jacks, Camber & Toe, Adrenaline, Crate Motor

These race cars avoid wear at all costs, providing a fast race with ample interaction. We suggest five laps for this set.

Combining Base with Expansion

Well Oiled Machine

Performance Testing, Crew Chief, Aerodynamics, Nitro, Crate Motor

The race cars will be in tip top shape in this set. Cubes, actions, and interaction will be plentiful. Also recommended for a season campaign.

This or That

Manager, Pit Crew,, Tires, Turbo,, Fuel Injection

This set provides some tough choices for how to build your race car. Will this or that bring you victory?

Shake & Bake

Engineer, Impact Wrench, Redline, Boost, Internal Combustion

In this set the wear will keep coming, but you’ll keep dodging it. Lots of cubes, lots of actions! We suggest five laps for this set.

Rubbin’ is Racin’

Factory Support, Pit Captain, Camber & Toe, Bump & Run, Diesel Engine

This set will have the players overflowing with cubes. Who can make the most of their pile of actions?

Drivers

Driver 01
During your Decline Phase, you may move your race car up to 1 light gray space for each wear you gained. Keep in mind, this is only for wear gained during your Decline Phase, not your Action Phase. For example, if you gained 3 wear during your Decline Phase, then you can move up to 3 light gray spaces. For another example, if you would have gained 2 wear during your Decline Phase, but ended up drafting, you will not get a benefit from this driver.
Driver 02
During your Action Phase, you may choose 1 cube from your discard pile. Place this chosen cube into your active pile. That cube may now be used like any other cube in your active pile.
Driver 03
During your Action Phase, you may choose up to 3 cubes from your discard pile. These chosen cubes can be any combination of colors. Place these chosen cubes back into your bag.
Driver 04
During your Buy Phase, you may draw up to 3 cubes at once. This means that you must state for all to hear how many cubes that you’d like to draw (up to 3). Then draw that exact number from your bag. After you have drawn all required cubes, keep them separate from your player board until you have decided to do one of the following options with each cube: remove it by putting it back in stock, place it in your active pile, OR put it back into your bag. You may decide to do any of the three options with each cube. Keep in mind, any cube added to your active pile may only be used for its value to buy new cubes, since you are in your Buy Phase.
Driver 05
During your Buy Phase, you may remove any number of cubes from your discard pile. These removed cubes can be any combination of cubes, including but not limited to, wear cubes. For each cube that you decide to remove this way, you must pay $1. If you have no money during your Buy Phase, you will not get a benefit from this driver.
Driver 06
During your Car Phase, after you finish your normal move with your race car, you may move 1 additional space on any color. Like normal, you could be subject to wear for this movement during your Decline Phase, if you don’t end up drafting.
Driver 07
During your Decline Phase, take note of how many wear cubes you gained. For each of those wear cubes, you may draw up to 1 additional cube during your End Phase. For example, if you gained 3 wear during your Decline Phase, then you will draw 10 cubes during your End Phase, instead of just 7. This means, you will start your next turn’s Action Phase with those 10 cubes. If you gained no wear during your Decline Phase, for instance if you ended up drafting, you will not get a benefit from this driver.
Driver 08
During your End Phase, before drawing new cubes for your active pile, you may remove up to 3 wear cubes from your player board. Keep in mind, these wear cubes can be located in any pile on your player board or on the track.
Driver 09
During your End Phase, after drawing new cubes for your active pile, you may draw up to 2 additional cubes. Of course, these cubes may be used like any other cube in your active pile.
Driver 10
During your End Phase, after drawing new cubes for your active pile, you may choose any number of those cubes to place in your discard pile. Then, draw cubes equal to the number that you chose to discard. You may only do this once. For example, after drawing 7 cubes for your active pile, you could decide to discard 4 cubes, so that you can draw 4 new cubes to add to your active pile.

Sponsors

Sponsors A1-A3

Sponsors A1-A3
Spend the specified amount of money to buy new cubes from the stock. Keep in mind, the stock does not replenish from race to race during the season, so some cubes may be in short supply. Any money not spent is lost.

Sponsors B1-B3

Sponsors  B1-B3
Remove the specified amount of additional cubes from your bag and/or player board. These cubes can be any combination of cubes, including but not limited to, wear cubes.

Sponsors C1-C3

Sponsors C1-C3
Remove the specified amount of wear cubes from your bag and/or player board. These cubes must be wear cubes.

Sponsors D1-D3

Sponsors D1-D3
Gain the specific cubes stated from the stock for free. If the stock does not have adequate supply, then take as many as available.

Sponsors E1-E3

Sponsors E1-E3
Take note of how many non-wear cubes you removed with your sponsor’s standard remove ability. Then, for each non-wear you removed, remove up to 4 wear cubes from your bag and/or player board. For example, if you had Sponsor E1, finished in first position, and decided to remove 2 white cubes and 1 wear cube, then you’d be allowed to remove up to 8 wear cubes from your bag and/or player board.

Note: Sponsor E3’s last place effect does not have an ability beyond its standard remove ability.

Sponsors F1-F3

Sponsors F1-F3
Remove the specified amount of additional cubes from your bag and/or player board. Then, for each additional cube removed, you may spend up to $2. For example, if you had Sponsor F2, and finished 3rd in a 4 player game, then using the middle place effect would let you remove up to 3 additional cubes. If you removed all 3 additional cubes, then you’d be able to spend $6. Any money not spent is lost.
 
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