Goal
Work together to complete the rally before the car is wrecked. Clear all Stage cards before reaching the Damage limit.
Components
- 24 Stage cards
- 72 Crew cards (51 unique, 13 with extra copies)
- 12 Event cards
- 24 Fault cards (18 unique, 6 with duplicate copies; backs marked as Damage trackers)
- 5 Momentum tracker cards
- 1 Co-driver tracker card
- 1 quick reference card
Setup
- Shuffle the Crew deck.
- Shuffle the Fault deck and place it face down.
- Build the Stage run based on player count, then divide into Days:
| Players | Stages | Days |
| 2 | 8 | 3 / 3 / 2 |
| 3 | 10 | 4 / 3 / 3 |
| 4 | 12 | 4 / 4 / 4 |
- Shuffle the Event deck. Deal 1 Event face down on top of each Day. (3 Events per game; 9 remain unseen.)
- Set Damage to 0.
- Set Momentum to 0.
- Give the Co-driver marker to any player.
- Each player draws a starting hand:
| Players | Hand Size |
| 2 | 6 cards |
| 3 | 5 cards |
| 4 | 4 cards |
- 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:
- Flip the Day's Event card. Its effects apply to every Stage in that Day. Discard at end of Day.
- Draw permanent Faults based on the current Day:
| Day | Faults Drawn |
| Day 1 | 1 |
| Day 2 | 2 |
| Day 3 | 3 |
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.
| Players | Commits |
| 2 | Each player commits 2 cards |
| 3 | Co-driver commits 2, others commit 1 each |
| 4 | Each 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
- Discard all committed Crew cards.
- Each player draws back to hand size. If the Crew deck is empty, shuffle the discard pile.
- Pass the Co-driver marker clockwise.
- Last Stage in a Day → discard the active Event.
Faults
All Faults are permanent. They stay in play until repaired. Effects apply to every Stage.
- Gained from Day draws (1 / 2 / 3) and failed Stages (1 per fail).
- Duplicates stack. Two copies of Engine Trouble = -2 Speed.
- Multiple Faults affecting the same stat all apply.
- To repair: a card or effect must say "repair 1 Fault." Return it to the Fault deck.
- Repairing a Fault does not remove Damage.
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
- All committed cards are revealed simultaneously.
- No timing order between revealed cards unless a card says otherwise.
- Cards referencing other cards check the revealed set as a whole.
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.