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기어 및 마모 큐브

이 큐브는 게임마다 똑같습니다.

3단 기어(흰색) - 보드의 흰색 공간으로 이동할 수 있습니다.

4단 기어(연한 회색) - 보드의 연한 회색 공간으로 이동할 수 있습니다. 연한 회색 공간은 일반적으로 흰색 공간보다 길기 때문에 3단 기어 큐브보다 강력합니다.

5단 기어(진한 회색) - 보드의 진한 회색 공간으로 이동할 수 있습니다. 일반적으로 진한 회색 공간은 흰색 및 연한 회색 공간보다 길기 때문에 3단 및 4단 기어 큐브보다 강력합니다.

6단 기어(검은색) - 보드의 검은색 공간으로 이동할 수 있습니다. 블랙 스페이스가 가장 길어서 가장 강력한 큐브입니다.

마모(갈색) - 일반적으로 당신은 주머니에 마모 큐브가 있는 걸 원하지 않습니다. 강력한 카드와 고속 주행 시 착용감이 높아지므로 계속 분리할 수 있는 조치를 취해야 합니다. 그렇지 않을 경우 감당하기 어려울 수 있습니다!

기타 큐브 나머지 5개의 큐브는 게임마다 다른 동작을 할 수 있습니다. 각 게임에서 카드는 각 큐브 색상의 기능을 결정하는 데 사용되며, 큐브를 플레이하면 동일한 색상의 카드에 액션이 수행됩니다.

게임에 사용되는 카드는 미리 선택된 세트에서 나오거나 랜덤일 수 있습니다.

차량정비(노란색) - 차량정비 카드는 일반적으로 큐브 공급을 관리하는 데 사용됩니다.

핸들링(빨간색) - 핸들링 카드는 일반적으로 이동 보너스를 지급하기 위해 사용됩니다.

피트(보라색) - 피트 카드는 일반적으로 소유한 큐브를 제거하는 데 사용됩니다. 특히 큐브를 착용하는 경우입니다.

엔진(파란색) - 엔진 카드는 일반적으로 차량을 상당한 거리를 전진시킵니다.

성능(녹색) - 성능 카드가 게임에 큰 영향을 미칠 수 있으며, 종종 필드 뒤쪽에 있는 플레이어를 선호합니다.


SETUP

게임은 참가자 중에서 출발 순서를 무작위로 선택하게 됩니다.

각 플레이어는 3단 기어(화이트), 4단 기어(연한 회색), 차고(핸들링) 큐브의 작은 풀로 시작합니다.

각 플레이어는 게임 시작 전에 큐브를 추가로 구매할 수 있는 기회를 갖게 됩니다. 출발선에서 뒤쪽에 있는 플레이어는 큐브에 쓸 돈이 조금 더 많아진다.


일반적인 턴- 레이싱


Action Phase

당신의 active더미에서 한 개 이상의 큐브를 선택합니다. 한 개씩 used더미에 놓으면서, 그것의 효과를 적용합니다. 적절하게 큐브를 트랙에서 이동합니다.

원한다면 전체 턴을 건너뛰고 Pit Stop을 할 수 있습니다. Pit Stop을 수행하면 Action Phase, Buy Phase 또는 Movement Phase는 수행되지 않지만 active 더미의 모든 마모를 제거합니다.


Buy Phase

active더미에서 남은 큐브를 돈으로 사용하여 큐브를 한 개 이 상 구매하고, 구매한 큐브는 used더미에 둔다.

Car Phase

액션으로 놓은 큐브에 따라 당신의 레이싱카를 트랙에서 움 직입니다.

Decline Phase

당신이 이동한 트랙 공간에서 가장 높은 단계에 해당하 는 마모 큐브를 얻습니다. 흰색 -> 1 마모 큐브 연한 회색 -> 2 마모 큐브 진한 회색 -> 3 마모 큐브 검은색 -> 4 마모 큐브

하지만! Decline Phase에서는 마모를 피할 수 있습니다.

드래프팅

당신이 다른 상대방의 레이싱카의 바로 후방 '칸'이나'구획'에서 이 번 턴 이동을 종료했다면, 드래프팅을 할 수도 있습니다. 만약 드래 프팅을 한다면, 당신은 이번 턴에서 이동한 공간의 색깔이 어떻든, 전혀 마모 큐브를 얻지 않습니다. 드래프팅은 훌륭합니다!


End Phase

active더미, 트랙, used더미에 있는 모든 큐브를 discard더 미로 옮깁니다. 그 후 7개의 새 큐브를 무작위로 주머니에서 뽑아 active더미에 놓습니다(모자랄 경우에만, discard더미에 있는 모든 큐브를 당신의 주머니에 넣습니다).


THE END OF THE GAME


한 플레이어의 구간 마커가 마지막 구간에 있고, 그의 레이싱카가 결승선을 통과했다면, 현재 라운드가 끝난 후에 게임을 종료합니 다. 즉 모든 플레이어는 같은 횟수로 턴을 가집니다. 결승선을 가 장 멀리 통과한 레이싱카의 주인이 승리자입니다. 동일하다면, 트 랙에서 가장 안쪽 차선을 달린 레이싱카가 승리합니다.


QUICK SUMMARY OF A TURN Action Phase To start with, you will have drawn 7 cubes and these will form your Active pile.

You can play as many cubes as you like from your Active pile, one at a time, to use the effect shown on their matching card.

When you play a cube, it moves from your Active pile to your Used pile.

Your car never moves during the Action phase, but where playing a cube will move your car, you place the cube onto the board in the appropriate space, planning out your move. Your car will move along the planned route at the end of the turn.

If you wish, you can skip your entire turn and have a Pit Stop. If you take a Pit Stop, you will not perform the Action Phase, Buy Phase or Movement Phase, but you will remove all wear from your Active pile.


Buy Phase In the Buy phase, you add up the Value (the yellow dollar signs) of any cubes that you have not played and are still in your Active pile. You may then spend that money to buy any number of cubes.

Any money unspent does not carry over until later turns.


Car Phase This is where you car actually moves. If you have placed any cubes on the board in the Action phase, your car will move to the last cube that you placed.


Decline Phase If your car moved this turn, you will gain wear cubes.

The number that you get will be based on the color of the darkest space your car moved into or through this turn.

White -> 1 Wear cube Light Gray -> 2 Wear cubes Dark Gray -> 3 Wear cubes Black -> 4 Wear cubes

BUT! Wear in the Decline phase can be avoided. If you finish your move immediately behind another car then you are drafting, and will receive no Wear from movement this turn. You will still receive Wear described on action cards whose cubes you played during the Action phase.


End Phase This is the cleanup phase. All cubes on your board and on the track are moved into your Discard pile.

You then randomly draw 7 new cubes from your bag and put them into your Active pile for next turn.

If your bag is emptied before you have drawn 7 cubes, all cubes from your Discard pile are returned into your bag.


THE END OF THE GAME A race lasts a number of laps chosen at the beginning of the game.

All players will have the same number of turns, so the game will end after the final player's turn if anyone has completed the required number of laps and crosses the finish line.

Once at least someone has finished the race and all players have had the same number of turns, the winner is the car that has travelled the furthest, so even if you cross the finish line first it is worth travelling as far as you can before you turn ends.


ADVANCED RULES Once you have played the basic game, there are additional rules you may choose to explore.


Weaving Normally, cubes are simply placed on spaces during your Action phase, and if a space is made up of multiple segments then the cube is placed as far forward as is available.

If you use the Weaving option, then cubes can be placed anywhere within a square. This allows you to "cut across" a space by landing on one of the squares further back in order to reach a space on the far side before it disappears.

The result is movement where there a far more options for each move (making moves far less simple to plan) but providing for more sophisticated movement paths.


Driver Cards If you play with Driver Cards, then before play begins, each player will be able to choose one driver who will grant them a unique ability they can use each turn throughout the game.


Seasons A Season is a game made up of a series of 3 or more races, with points being awarded for each race.

Between races, players may choose a Sponsor to give them a unique advantage that will modify their cube pool.

The winner of a race has first choice from the pool of available Sponsors. A player may keep their Sponsor from the previous race if they have one, instead of taking a new one. If they do so, they must choose to discard one of the existing available Sponsors.

The starting positions in the first race are random as usual, but from the second race onwards players will start based on their finishing position in the previous race.


Action Card Clarifications 3rd Gear Move 1 white space

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 Move 1 light gray space

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 Move 1 dark gray space

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 Move 1 black space

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 Place this cube from your used pile into your discard pile

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.


Car Chief (Garage) Remove 1 gear cube from your discard pile. Gain 1 gear cube of 1 gear higher.

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 (Garage) Place up to 3 cubes from your active pile into your discard pile. Then remove the same number of cubes from your discard pile.

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 (Garage) May remove 1 cube from your active pile AND/OR Put 1 cube from your active pile or discard pile back into your bag.

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 (Garage) Place 1 other cube from your active pile into your used pile. Then remove up to 2 cubes from your discard pile.

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.


Factory Support (Garage) Draw 1 cube. Remove 1 cube from your active pile or discard pile.

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 (Garage) Remove any number of cubes from your active pile. Then remove up to twice that amount from your discard pile.

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 (Garage) Remove this cube. Then draw up to 3 cubes.

First, you must remove this very cube. Then, you may draw up to 3 cubes from your bag.


Aerodynamics (Handling) During your Decline Phase this turn, you are considered drafting and will not take any wear during that phase.

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.


Steering (Handling) Gain 1 wear. Discard 1 gear from your active pile. Move up to 3 spaces of the color 1 lower than the discarded gear.

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 (Handling) Gain 1 wear. Move 1 space matching 1 gear in your discard pile.

Gain 1 wear cube from the stock. Then place your red cube onto a space on the board matching the color of a gear cube in your discard pile. For example, if you have a dark gray cube in your discard pile, then you could move on a dark gray space with your red cube. Note, the matching gear cube stays in your discard pile.


Tires (Handling) Select 1 gear in your active pile. Move 1 space on any color lower than the selected gear.

Place your red cube onto a space on the board matching any color lower than a gear cube in your active pile. For example, if you have 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 matching gear cube stays in your active pile.


Burnout (Handling) Gain 1 wear. Select 1 gear cube in your discard pile. Move up to 2 spaces of the color 1 lower than the selected gear.

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 (Handling) Discard 1 gear cube from your active pile. Move 1 space on any color.

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 (Handling) During your Action Phase, you may use white gear cubes to move on any color space. Gain 1 wear for each white gear cube used this way.

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.


Crew Chief (Pit) Draw cubes until you draw 1 non-wear. Then remove all wear from your discard pile.

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 (Pit) Remove up to 6 cubes from your discard pile.

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 (Pit) Either remove all wear from your discard pile, OR remove any 2 cubes from your discard pile.

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 (Pit) Remove up to 3 cubes from your discard pile. Then gain 1 new cube costing less than, or equal to, the total cost of the removed cubes.

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.


Air Jacks (Pit) Remove as many cubes from your discard pile as you have unique colors in your discard pile.

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 (Pit) Remove up to 4 cubes from your discard pile. Then remove all wear from your used pile.

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 (Pit) Remove up to 6 wear from your discard pile. Then, if you have fewer cubes in your discard pile than all other players' discard piles, remove up to 2 more cubes of any color.

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.


Diesel Engine (Engine) Gain 2 wear. Move up to as many dark gray spaces as you have dark gray cubes in your discard pile.

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 (Engine) Gain 1 wear. If you have more blue cubes on your player sheet than in any other player's discard pile, move up to 2 spaces in any 1 color.

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 (Engine) Gain 1 wear. Move up to as many white spaces as you have unique colors in your discard pile.

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 (Engine) Gain 1 wear. Place up to 2 cubes from your discard pile to your active pile.

Gain 1 wear cube from the stock. Choose up to 2 cubes in your discard pile. Place these chosen cubes into your active pile.


Crate Motor (Engine) Move up to 3 spaces on any 1 color. Then after your End Phase, each other player in a lower position than you may move 1 space on any color.

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 (Engine) Gain 2 wear. During your Action Phase, each of your gear cubes moves twice as many spaces as they normally do.

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.


Internal Combustion Engine (Engine) Discard 1 cube from your active pile. Then place up to 3 cubes from your discard pile into your active pile. Gain 1 wear for each cube placed this way.

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.


Boost (Performance) Draw up to 3 cubes. Gain 1 wear for each cube drawn. All other players may draw 1 cube.

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 (Performance) Gain 1 wear. Move up to as many light gray spaces as your current position in the race. If in last position, you may move 1 additional light gray space.

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 (Performance) Draw 2 cubes. Place 1 in your active pile and the other in your discard pile.

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 (Performance) Gain 2 wear. Move up to 2 light gray spaces. Then move up to 1 light gray space for each green cube that every player collectively has in their discard piles.

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.


Adrenaline (Performance) Move 1 light gray space OR during your Car Phase move up to 2 light gray spaces per position you advanced this turn.

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.


Bump & Run (Performance) Gain 1 wear. If not in first position, move up to 2 dark gray spaces. if in last position, you may move one additional dark gray space.

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.


Overdrive (Performance) Gain 1 wear. According to your current position in the race, move up to 3 spaces on the following color or lower: First = white, Last = dark gray Other = light gray

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.


Driver Card Clarifications 01 - Josh Trin For each wear gained during your Decline Phase, move up to 1 light grey space.

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.


02 - David Bird Place 1 cube from your discard pile into your active pile.

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.


03 - Eileen Pi Place up to 3 cubes from your discard pile into your bag.

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.


04 - Mag Matthews Draw up to 3 cubes at once. For each cube drawn, choose one: remove it, place it in your active pile, or put it back into your bag.

During your Buy Phase, you may draw up to 3 cubes at once. After you have drawn all required cubes, decide 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.


05 - Kali Farmer Remove any number of cubes from your discard pile. Pay \$1 for each cube removed.

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.


06 - Juan Goody At the end of the Car Phase, move 1 space on any color.

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.


07 - Mike Skipjack For each wear gained during your Decline phase, draw up to 1 additional cube during your End Phase.

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.


08 - Micah Conner Before drawing, remove up to 3 wear from your player sheet.

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.


09 - Nathan Emery After drawing, draw up to 2 more cubes.

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.


10 - Kaia Lin After drawing, discard any number of cubes. Draw cubes equal to the number you discarded.

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.


Sponsor Clarifications 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 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 Remove the specified amount of wear cubes from your bag and/or player board. These cubes must be wear cubes.


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 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 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.