Race Day Basics


Standard schedule for race day:

  • 8:00 PM – Arrival and qualifying
  • 8:30 PM – Green flag
  • 11:30 PM (or whenever race completes) – Podium ceremony

Races typically take about 3 hours, depending a bit on the track and whether or not cars are eliminated.

Car Customization

Each car running under advanced rules may configure their car as they see fit for the race.  Cars will be allocated 20 wear points which they can distribute to the 6 wear point categories (see below) under the condition that a minimum of 1 wear point is placed into each category.

Pit Selection

Pit selection is done in the reverse order of average start position.  If two teams have the same average start position, the tie is broken by reverse order of team standings.


The default starting order for each race will be in reverse order of the current individual driver standings.  Ties will be broken by reverse order of finish in the previous race, and then roll of the black die.  Drivers who caused another car to not finish the previous race will drop 1 grid space.

Race Start

Each driver will roll the black die to determine if they have a fast start or not.  A roll of 20 indicates a fast start, allowing the car to move 4 spaces.  They do not roll the 1st gear die, and may shift up to 2nd gear on the next turn.

If a 1 is rolled, the car stalls and may not move until the next turn, in 1st gear.  Any other roll allows the driver to roll the 1st gear die to begin their race.


Drivers will proceed each round in order of the current standing on the track, with the lead car going first.  In the event that two cars are equally far along the track, the car in the higher gear goes first.  If those cars are in the same gear, then the car on the inside line of the track goes first.

At the start of the turn, each driver will decide if they wish to shift up a gear, remain in the same gear, or shift down.  Shifting down more than one gear incurs the appropriate penalties.  Shifting up more than one gear is not permitted.

After rolling the appropriate gear die, the driver must move their car the number indicated on the die.  Drivers must follow the arrows in and around turns.  In the straights, drivers must follow the shortest path possible between their start and end point.  If a driver does not wish to move the full distance indicated on the die, they may use 1 brake point per space by which they wish to reduce their movement.  If a driver cannot move the full roll, they are under hard braking conditions (see advanced rules for details).

Drivers must roll the black die and take all appropriate wear point penalties when required.  For example, whenever a car finishes their turn in a space abutting an occupied space, both drivers must roll to see if a collision occurs (see advanced rules for details).


Drivers may enter pit lane at whatever speed they wish.  Drivers then choose whether or not they wish to try for a quick pit stop or a technical pit stop.  Quick pit stops restore tires only and have the chance of exiting the pits the same turn.  Technical pit stops may repair up to 2 additional wear points, but have a guaranteed wait before exiting.

Cars in pit lane move after cars on the track who have already passed the entrance to pit lane.

Wear Points

The following is a list of the most common situations in which the varying wear point categories are consumed.  This list is not exhaustive, so see the advanced rules for more information.

Category Def. Consumption Last WP Effect
Tires 6 Overshooting
Hard braking
1 over – Spin out
2 or more – Eliminated
Brakes 3 Braking
Excessive downshifting
No longer able to brake
Gearbox 3 Downshifting No longer able to downshift more than 1 gear
Engine 3 Over-revving
Excessive downshifting
Body 3 Collision* Eliminated
Suspension 2 Road debris Eliminated

* Collision rolls will occur between all cars in adjacent spaces at the end of movement.