Dynamic Racing
These are high-speed board races in which car pilots must not only move as quickly as possible, but also monitor the engine condition and skillfully fit into the turns of the track. Four tracks dedicated to famous tracks in different countries of the world, three-dimensional figures of cars and non-standard racing mechanics that make the game not as simple as it might seem at first will drag you headlong into a whirlpool of speed.
Objective of the game
The player who first brings his car to the finish line after a certain number of laps along the track wins. The number of laps required to win is indicated on the field of each individual track, as well as the number of Turbo and Stress cards that players must shuffle into their decks at the beginning of the game. Turbo cards are necessary for players to accelerate, and Stress cards will add an element of surprise during the game.
Game Round Flow: Joint Actions
Initially, all players simultaneously perform two joint actions:
- Shift Gear. The higher the gear, the more speed cards you can play during the next step. First and second gear also allow your engine to "cool down" - return Turbo cards from the discard pile. You can also spend an additional Turbo card to shift through one speed at once.
- Playing Cards. Lay down as many cards face down as you can according to your speed. If you have drawn a Stress card, you will not be able to simply discard it at the end of the round, and if you want to have more useful cards, you will have to play it. Stress forces you to draw one additional card from the deck and add its speed to the total of cards you have played. On turns, this creates an additional risk of going off the track.
Player actions performed in turn
After simultaneously performing joint actions, the participants perform the following actions in turn. The next player in line begins revealing cards and moving only after the previous player has performed all the actions available to him, including discarding and drawing cards.
- Revealing cards and moving. Reveal your cards, calculate the sum of your speeds, and move your car the appropriate number of spaces forward on the track. You can always overtake your opponents on the track, even if all the sections are occupied by other cars, and if you have to finish moving on an already occupied section, you will have to stop at the previous unoccupied cell: the path is blocked for you.
- Adrenaline. If you move your car last in the round, you can use Adrenaline. It gives you a choice of either one Cooldown point, which is needed during the next step, or the ability to increase your speed by 1, which affects the turn check. Using Adrenaline is not mandatory.
- Reaction.You can use any number of symbols available to you on the cards. You can use Cooldown and return Turbo cards if you switched to first or second speed this round, you can use Acceleration, both from Adrenaline and Stress.
- Aerodynamics. This feature can only be used if you have completed the move on the next mark from another car. You can additionally move your car two marks forward, if your path is not blocked.
- Turn Check. If you have missed a turn, you must check whether your speed meets the limit indicated on the turn. If your speed is higher, for each unit of excess you will have to discard an additional Turbo card to stay on the track. If you don`t have enough Turbo cards, you will be thrown off the track and have to park your car one space before the turn.
In addition, you will receive an additional Stress card in your hand and your speed will be reduced to the first.
- Discarding and drawing cards. Discard all cards from the field and any cards from your hand that you wish to replace. You cannot discard Stress cards this way. Draw up to seven cards into your hand.
After all players have completed these actions, a new round begins.