The Board: Unfold the board and ensure all players can reach the track.
Lap Counter: Place the Lap Marker on Lap 1.
Track State: Set the Track State Card to the DRY side.
BRC Cards: Shuffle the BRC Flag Cards and place them face-down on the designated board area.
Car Selection: Each player chooses a car and places it near the Start/Finish line.
Tyre Selection: Each player selects their starting tyre compound (SOFT or HARD) and places their Tyre Token with that side facing up next to them.
Every driver rolls a standard 6-sided dice.
The highest roller takes Pole Position, with other drivers lining up behind in descending order.
Tie-Breaker: If two or more players roll the same number, those specific players must roll again against each other to determine their order within those tied slots.
Each driver completes one full "hot lap" (starting from the Start line and ending when they cross it again).
Objective: Complete one full lap from the start line in the fewest number of rolls possible.
Setup: Choose your starting tyre and apply its standard modifiers (SOFT +2 / HARD +0).
The SOFT Penalty: If qualifying on SOFT tyres and you roll a 1, add +1 to your total roll count for that lap.
The Grid: The driver with the lowest total roll count takes Pole Position. Ties are settled by a single D6 roll-off.
At the start of your turn, check the current weather and your tyre compound. This determines the modifier you apply to your 6-sided dice roll.
1. The Calculation Formula Standard 6-sided dice roll + Tyre/Weather Modifier = Total Spaces Moved
SOFT Tyres (+2 Modifier): For any roll between 2 and 6, add +2 to your roll.
The Lock-up (Rolling a 1): If you roll a 1, you move exactly 3 spaces (your roll of 1 + the 2 modifier). However, because you "Locked Up," you must move your car off track and miss your next full turn.
HARD Tyres (+0 Modifier): Move the exact number shown on the dice. There is no risk of a lock-up.
WET Tyres (-2 Modifier): Subtract 2 from your dice roll due to poor grip.
WET Tyres (+2 Modifier): Add +2 to your dice roll.
SOFT or HARD Tyres (-2 Modifier): Subtract 2 from your dice roll.
Note: The Lock-up penalty for Soft tyres does not apply in Wet conditions.
The Minimum Movement Rule
Your total movement can never be a negative number or less than zero.
If your roll and modifier equal 0 or less (for example, rolling a 2 on the wrong tyres), your car stays exactly where it is for that turn. You never move backward.
Movement Examples:
Dry Track / Soft Tyres: You roll a 4. Total move is 6.
Dry Track / Soft Tyres: You roll a 1. Total move is 3, but you miss your next turn.
Wet Track / Soft Tyres: You roll a 2. Total move is 0. You do not move.
Wet Track / Wet Tyres: You roll a 5. Total move is 7.
Move your car forward space-by-space according to your calculated movement.
Occupying Spaces
Each space on the main track can only be occupied by one car at the end of a turn.
If your final movement count lands you exactly on an occupied space, you must stop in the unoccupied space immediately behind them.
The Overtaking Trigger
An Overtake is triggered only if your movement would place your car in front of another driver (The Defender).
3. Challenger’s Choice
Before passing the Defender, you must declare your intention
Play it Safe: Stop your car in the space directly behind the Defender. Your turn ends.
Attempt the Overtake: You commit to the pass and must roll the Attack Die.
Pass: Success. Move your car to its intended destination space.
Overtake failed. Stop in the space immediately behind the Defender and lose all remaining movement.
Collision. Both cars stop immediately and miss their next full turn. (See Section III: Race Incidents).
You do not roll the Attack Die to pass a car that is missing a turn (due to a Lock-up or Crash). Move past them as if they were an empty space.
When passing multiple cars in one turn, you must resolve each overtake individually, starting with the car closest to you.
Securing the Spot: If you successfully pass a Defender but the very next space is occupied by another car, you have still successfully "gained track position." Move the car you just passed one space backward so you can occupy the space they were just in. You may then choose to challenge the next car if you have movement remaining.
A collision is triggered by an Explosion result on the Attack Die during an overtake attempt.
Immediate Stop: Both the Attacker and the Defender stop exactly where they are.
The Penalty: Both drivers miss their next full turn. Flip the car over or move it slightly off the track to indicate it is out of action.
Safety Car Boost: Every other car on the track (not involved in the crash) immediately moves forward 6 spaces.
Serving the Penalty: After missing their designated turn, the driver flips their car back over or returns it to the track edge to signal they are ready.
Occupied Space Rule: If the space you are about to rejoin is occupied by another car at the start of your turn, you miss an additional turn. You must continue to miss turns until the space becomes clear.
The Rejoin Move: Once the space is clear, roll the dice and apply modifiers as normal to continue the race.
1. The Mandatory Pit Window
The Requirement: Every driver must complete at least one pit stop between the start of Lap 2 and the end of Lap 7.
The Action: You must enter the Pit Lane and pass your designated Pit Box.
The Commitment (Pit Entry): To enter the pits, move your car onto the designated Pit Entry space. Your movement ends immediately; all remaining movement points from your roll are cancelled.
Movement Rules: While inside the Pit Lane, roll a single 6-sided dice. No tyre or weather modifiers are applied.
The Pit Lane Exception: Unlike the main track, multiple cars may occupy the same space while in the Pit Lane. (even if it is a bit of a squeze)
Overtaking: Overtaking in the pits is automatic. Move past other cars without rolling the Attack Die
The Pit Stop: When you pass your Pit Box, you may change your tyre compound
Single Change Rule: You may only perform one tyre change per pit entry.
Dry Tyres: Flip your tyre token to change between SOFT and HARD.
Wet Tyres: Remove your tyre token to reveal the WET tyre icon printed on the board.
Pit Exit (Rejoining): Modifiers are reapplied as soon as a roll would take your car past the Pit Exit line.
Example: If you are 1 space away from the exit and roll a 4 with a +2 modifier, your total move is 4 + 2 = 6. Move 6 spaces forward from your current position.
The Pit Lane contains a unique Weather Change space.
The Trigger: If a car lands exactly on this space, the Track State is flipped (DRY ↔ WET).
Global Effect: Every driver on track must use the new weather modifiers starting from their very next turn. (-2 for dry Tyre's on a wet track)
Trigger: Landing exactly on a space marked with a Green, Yellow, or Blue Flag icon triggers a Track Event.
The Action: Draw the top card from the BRC deck.
Execution: Read and follow only the instruction that matches the color of the space you landed on. Once resolved, place the card at the bottom of the deck.
Crossing the Line
The winner is the first car to cross the finish line after completing the decided number of laps (Standard: 8 Laps). Any movement that takes your car on or past the finish line counts as finishing the race.
Final Standings Once a winner is declared, the remaining podium positions can be determined in one of two ways based on player preference:
Race to the End: Every other player continues taking turns until they have all crossed the line.
Current Position: The race ends immediately when the winner crosses the line, and the remaining positions are taken from the cars' current spots on the track.
Recommended for 2 players or fast-paced action. This mode replaces core movement/tyre mechanics and ignores WET track states.
Race Length: 8 Laps.
Track State: Locked to DRY only.
Dice & Movement: Players roll two (2) D6 for movement.
Sprint Tyre Modifiers:
SOFT Tyres: +4 Modifier. Risk: Lock-up if either D6 die shows a 1.
HARD Tyres: +0 Modifier. Risk: None.
Sprint Lock-up Penalty: If a Soft tyre Lock-up occurs (either die shows a 1), the player completes their current move but misses their next full turn.
Dynamic Weather adds a layer of unpredictable strategy to the race, forcing players to adapt their tyre choices and movement plans on the fly. It prevents the race from becoming static and rewards drivers who can manage risk, as a sudden downpour can instantly turn a comfortable lead into a struggle for grip or vice-versa.
(Must be agreed upon by all players prior to the race start.)
Trigger: If any two players roll a 6 on their movement die consecutively (one after the other), the weather state immediately flips (DRY ↔ WET).
Exclusions: This only applies to standard Movement Phase rolls. It does not apply to Overtake/Defense rolls, Collision rolls, or Flag Event rolls.
The probability of two consecutive players rolling a 6 is 1 in 36 (approximately 2.78%). In a 4-player game, with four such pairings possible per round, weather shifts remain rare but statistically likely to occur at least once over an 8-lap race.
This advanced rule set replaces the standard Safety Car procedure, adds tyre wear and fuel strategy, and is recommended for experienced players and older children
Your choice of rubber determines your pace. As you complete laps, your tyres degrade, and your movement modifier changes. Roll your movement dice, then apply the modifier based on your current Lap and tyre compound.
The Compounds
Soft Tyres (Dry Track): L1 (+2), L2 (+1), L3 (0), L4 (-2), L5 (-3), L6 (-4), L7 (-5), L8 (-6)
The Lock Up: If you are on Soft tyres and roll a 1 on your initial movement die, your wheels have locked. You move 1 space +/- modifier and miss your next turn, whislt you recover off track.
Hard Tyres (Dry Track): L1 (+0), L2 (+0), L3 (+0), L4 (+0), L5 (-1), L6 (-2), L7 (-4), L8 (-6)
Wet Tyres (Wet Track): L1 (+2), L2 (+1), L3 (0), L4 (-2), L5 (-3), L6 (-4), L7 (-5), L8 (-6)
The "Wrong Tyre" Penalties
Dry Tyres on Wet Track: Always -2 to your roll (L1-L8).
Wet Tyres on Dry Track: Always -2 to your roll (L1-L8).
The Rules
Tracking Wear: Move your Tyre Peg down one hole at the start of every lap. Your movement modifier is the number next to your peg corresponding to your current tyre. (Note: Wet Tyres on a wet track use the same wear tracker as Soft Tyres).
The Pit Lane: Entering the Pit Lane resets your Tyre Peg to Lap 1.
Forward Motion: Tyre wear can never stop you or move you backward. If your total move calculation is 0 or less, always move 1 space.
Example: You are on Dry Tyres and it starts to rain. You roll a 2. Apply the -2 penalty. Total move = 1 space (Forward Motion Rule).
Fuel is your currency for speed. Every car starts the race with 8 Fuel Units. Managing this resource—and knowing when to push—is the difference between a podium finish and a "Limp Mode" disaster.
Race Pace: At the start of every lap, move your Fuel Peg down 1 hole. This is standard fuel consumption and allows you to roll your movement die.
The Push: At any point during your turn, you may spend 1 additional Fuel Unit (move the peg down one extra hole) to roll 2 Dice instead of one. Note: You may only "Push" once per turn.
Running Dry (Limp Mode): If your Fuel Peg reaches Hole 8 before you finish the race or reach the pits, you have run out of gas. You cannot roll dice and must move a flat 1 spaces per turn until you refuel.
The Pit Stop: When you enter the Pit Lane, your Tyre Peg is automatically reset to Lap 1. You then choose your refuel load based on how many turns you are willing to wait:
Quick Box: 0 Missed Turns. pass your pit box and reset your tyres
Splash & Dash: Miss 2 turn to recover 3 Fuel Units.
Full Service: Miss 3 turns to recover your Full Tank (8 Fuel Units).
When the rain hits, your choice of rubber is the only thing keeping you on the track.
The Rain Penalty: In wet weather, all dry tyre compounds (Soft and Hard) suffer a -2 penalty to the base movement roll.
Wet Tyres: Fitting fresh Wet Tyres negates this penalty and provides a +2 movement bonus, allowing you to maintain pace while the rest of the field slows down.
Wear & Stability: Wet Tyres wear at the same accelerated rate as Soft Tyres, but they are designed for the spray; they are more stable and do not suffer "Lock-Up" consequences on a movement roll of 1.
Tracking: Use the Soft Tyre Dashboard to track the life of your Wet Tyres throughout the stint.
Full Course Yellow (Safety Car) & Damage
Advanced Rule: Use this for high-stakes, strategic gameplay.
When a major crash occurs, the race is neutralised and lasting damage may be inflicted.
Deployment: A collision triggers a Full Course Yellow. Place the Safety Car in front of the current race leader. The Safety Car acts as a hard stop and cannot be overtaken.
The Bunch Up: All players take 3 movement rolls, resolved in current track order (front to back).
No Overtaking: Overtaking is strictly prohibited during these rolls, with one exception:
The Wave-Around: Lapped cars may overtake other cars during the Safety Car period to catch up to the back of the field.
The Restart: Once all players have completed their 3 rolls, the Safety Car is removed. The race restarts under green in track order, with the field bunched behind the leader.
🛠️ Damage & Repairs
Damage Token: Any car involved in the collision receives a Damage Token.
The Penalty: Once racing resumes (Green Flag), damaged cars suffer a −3 movement penalty on every roll.
Note: This penalty is inactive during the 3 Safety Car rolls; all cars may move at full speed to catch the pack.
Repairing Damage: To remove a Damage Token, the car must enter the Pit Lane and complete any of the three stops: Quick Box, Splash & Dash, Full Service:
In Pro-Sim mode, penalties can be heavy, but no car is ever truly stranded.
Minimum Movement: Regardless of Tyre Wear, Fuel status, or Damage, a car will always move at least 1 space per turn.
Forward Progress: Penalties can never result in a car moving backward or staying completely stationary (unless currently serving a Pit Stop).