Pace Notes

Cooperative rally card game • 2–4 players • 15 minutes

Goal

Work together to complete the rally before the car is wrecked. Clear all Stage cards before reaching the Damage limit.

Components

Setup

  1. Shuffle the Crew deck.
  2. Shuffle the Fault deck and place it face down.
  3. Build the Stage run based on player count, then divide into Days:
    PlayersStagesDays
    283 / 3 / 2
    3104 / 3 / 3
    4124 / 4 / 4
  4. Shuffle the Event deck. Deal 1 Event face down on top of each Day. (3 Events per game; 9 remain unseen.)
  5. Set Damage to 0.
  6. Set Momentum to 0.
  7. Give the Co-driver marker to any player.
  8. Each player draws a starting hand:
    PlayersHand Size
    26 cards
    35 cards
    44 cards
  9. Choose a communication difficulty:
    Easy — No restrictions. Talk freely, including exact card names and numbers.
    Medium — No card names, exact numbers, or reading hands aloud. Describe indirectly.
    Hard — Only the Co-driver may ask questions. All other players answer yes or no only.

Stage Tags

Specialist cards may only be committed if the current Stage has the matching tag. Events that add tags to Stages also enable matching Specialists.

Days & Events

The rally is divided into Days. Each Day contains a group of consecutive Stages.

At the start of each Day:

  1. Flip the Day's Event card. Its effects apply to every Stage in that Day. Discard at end of Day.
  2. Draw permanent Faults based on the current Day:
    DayFaults Drawn
    Day 11
    Day 22
    Day 33

Stage Structure

1 Reveal Stage

Flip the current Stage card.

2 Discuss

Players communicate using the chosen difficulty.

3 Commit Cards

All players choose cards face down and reveal simultaneously.

PlayersCommits
2Each player commits 2 cards
3Co-driver commits 2, others commit 1 each
4Each player commits 1 card

4 Resolve

Add all revealed contributions in Speed, Control, and Grip. Apply the active Event, all permanent Faults, and card text.

If all Stage requirements are met → Stage cleared.

Exact match bonus: If every stat exactly matches its requirement (no stat exceeds), gain the Stage's listed bonus.

If any requirement is missed → 1 Damage + 1 Fault, then apply the Stage's fail penalty (if any).

5 Clean Up

Faults

All Faults are permanent. They stay in play until repaired. Effects apply to every Stage.

Momentum

Gained from exact match bonuses and card effects. Spend after the Stage is revealed, before committing cards.

Spend 1
Each player may discard and draw 1 card
Spend 2
+1 to any one stat
Spend 2
Repair 1 Fault

Maximum Momentum: 5

Damage & Loss

Lose at 5 Damage (all player counts). Clear the full Stage run before 5 Damage to win.

Repair

If an effect says repair 1 Fault, return 1 permanent Fault to the Fault deck.

Clarifications


Optional Stage Order Drafting

At the start of each Day, reveal all Stages face up. The Co-driver chooses the order. Once set, play proceeds normally.