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Racetrack

Racetrack Rulebook

Table of Contents

Table of Contents

  • Setup
  • How to Play
  • Winning the Game
  • The Crash Rule
  • Variants & Alternative Rules
  • Simple Gamemode

Setup

  • Build any circuit layout using your track pieces.
  • Line up all cars on the Start/Finish line. Cars start at Zero Speed (Velocity 0, 0).
  • Each player gets 1 Car and 2 Markers in their color.
  • Players agree on who goes first and where each car will start on the line.

How to Play

At the start of every turn, replace your car with a marker on its current spot. This marks your starting point and helps you calculate your next move.

  • First Turn: Your starting velocity is (0,0). You can place your car on any of the 9 positions surrounding your marker (as shown in the picture), including staying in place. Place your car on your chosen spot, and then it is the next player's turn.
  • Second Turn & Beyond: Replace your car with your marker again. Your inertia point is the spot where your car would naturally land if your previous movement was repeated. (For example: If your last move was 1 space right, your inertia point is 1 space right from your starting marker). From that inertia point, choose any of the 9 surrounding positions (including the inertia point itself). Put your car directly onto your chosen spot, and then pick up your starting marker.

(See other movement examples in the picture.)

Winning the Game

Players continue taking turns until the Start/Finish line is crossed.

  • The player who crosses the line in the fewest turns wins!
  • If multiple players finish on the same turn, the player who reached the farthest distance past the finish line on that final turn wins.
  • If you like to extend the game you can play as many laps you want.

The Crash Rule

If your inertia point forces all available movement options outside the track walls, or if all 9 options are blocked by other cars, your car crashes!

  • Penalty: Your car remains in place at the crash location and starts its next turn with a velocity of (0,0).
  • Borders: The line of movement between your starting marker and your car cannot cross the white border area.

(An example of a car crash is shown in the picture.)

Variants & Alternative Rules

  • Shared Spaces: Players can occupy the same spot on the grid. (Use the minimalist car tokens so both pieces can fit together cleanly).
  • Line Blocking: The straight path drawn between a player's starting marker and their car cannot be crossed by another player's path.
  • Contact Crash: You can crash directly into another car! If you land on an occupied spot, your car stays there with a velocity of (0,0), and the bumped player's velocity is also reset to (0,0) for their next turn.
  • Solo Mode: Play by yourself and try to complete the full circuit in as few moves as possible.

Simple Gamemode

If you find the inertia rule a bit too complicated or are looking for a fresh, arcade-style way to play, try the simple gamemode:

  • No Markers Needed.
  • Speed & Steering: On each turn, you can increase or decrease your speed by 1. Your car can only move in 3 forward directions (straight ahead, diagonal-left, or diagonal-right, see the picture).
  • Crash & Win Rules: The goal remains the same. A crash occurs whenever your car lands on or crosses the white border.