Scoring and Seasons
How the race ends, Position markers and lead bonuses, season play and the optional rules.
Ending the race
- The first car to cross the Start/Finish line after the last lap wins: it takes the
1st Place marker and a
Turn Leader marker, and goes on its Team Sheet. - The race ends when the current action phase is over. Cars that cross the line meanwhile take the next best Position marker (no Turn Leader marker) and leave the track.
- A finished car that hasn’t been activated yet can be used as a pass.
- When every car has been activated or has finished, the cars still on the track take Position markers in running order.
No Event card, no pit stops and no more Turn Leader markers once a car has finished. A second Rain card (after at least one lap) also ends the race.
Race scoring
| Marker | Points |
|---|---|
| 46 | |
| 42 | |
| 41 | |
| 4th … 21st | 1 fewer per place: 4th 40, 10th 34, 21st 23 |
| Any Laps Led (Bonus Point) | +1 for each car with at least one Turn Leader marker |
| +1 for the one car with the most Turn Leader markers; tie → the tied car with the better finish |
Only lay out as many Position markers as there are cars, 1st on the left. A car that retires, is eliminated or lapped takes the lowest one left, so early losses score least.
Add every car’s Position marker and bonus markers: the highest team total wins. Tie: the team whose best car finished closest to 1st.
Season play
The game is at its best as a series of races.
- Schedule: agree the number of races and the order of tracks first; a track can repeat.
- Grid: race 1 is set up normally. From race 2, the team that won the previous race moves one place up the Team Bar used for the grid.
- Scoring: unchanged; keep a running total — most points over the season wins.
- Missing player: either a substitute drives the team and it loses 5 points, or the team sits out and scores 5 fewer than the last-placed team in that race.
Optional rules
Not for a first game or a table with a new player.
Variable pit stop lengths
Green Flag: go back 2 spaces + 1 per marker removed (instead of 5). Yellow Flag: tires and fuel come off for free; each blue suspension and gray body marker removed moves the car back 1 space.
Determining start order
Instead of reading one Team Bar back and forth, draw a new Race card for each round of grid placement, or one card per grid position.
Race size
Any number of cars, as long as every team has the same number. The markers cover 21 cars; the game plays best with 12–16.