Teach the Game
A teachable first race through route planning, speed, hazards, and recovery.
How you win
Cross the finish line first. The circuit is a continuous route through one or more laps; the first car to cross the line during its turn wins. Players may keep racing to place the rest of the grid.
The boards
Build the circuit from hexagonal tiles. Each tile has one or more lanes, spaces, and a danger level. Corner spaces impose speed limits; sharp corners may add dotted-line limits and hazards. The Pit Stop tile sits beside the circuit and is not part of the route. Each driver has a dashboard showing tire type, weather, available dice, and the number of hazard symbols that trigger a Loss of Control.
A round
The race alternates white and black rounds. Each driver takes one turn per round. Order is speed first, then distance along the track, then position on the inside lane of the current or next corner. On a turn, plan a route with Gear, Coast and Brake dice, then roll one die at a time or choose Flat Out and roll the planned dice together. Resolve movement, hazards, passing and any crash, then mark the final gear and next-round color.
How the game ends
The first driver across the finish line wins. A championship lasts eight races and awards placement points; its top total wins the driver title. A solo time trial ends after the selected circuit and produces a recorded final time.
Ways to score
The standard race has no points track: finish order decides the result. Championship placements award 25, 18, 15, 12, 10, and 8 points for places one through six; with Team Challenge’s larger field, places seven through twelve receive 6, 4, 2, 1, 0, and 0. In a solo lap, total the seconds attached to each ending gear and subtract one second for every Focus token left over.
What each resource is for
- Gear dice accelerate or decelerate by one gear per space. Coast dice preserve speed. Brake dice combine with a Gear die to skip gears and move one space.
- Focus tokens are earned only by a Flat Out roll: one per Gear or Coast die. During a one-by-one roll, spend an increasing cost (1, then 2, then 3…) to secure dice without rolling them.
- Damage tokens may reduce the number of Gear, Brake, or Coast dice, change weather, impose a yellow flag, or have no effect. The dashboard says how many hazards cause a crash.
- Gear markers record the car’s speed and whether its driver has acted this round. Round marker alternates white and black rounds.
- Dashboards/tires set dice and hazard tolerance for the chosen car class and weather. A Pit Stop can repair or switch the dashboard. The car, track and Pit Stop tile determine position and route options.
Teaching tips
Start with a short, dry Asphalt race and ordinary two-lane corners. Demonstrate a legal gear sequence, then brake for a corner and show how a dangerous corner adds a hazard. Explain the passing-speed requirement before players meet traffic. For the first lap, roll one die at a time; add Flat Out and the optional redline/flying-start rules later. Warn players that crossing a speed limit causes an immediate crash, even if their dice were otherwise safe.