Tyre shops · grow your plots
Tap Tyre shops below the map or inspect an owned plot. Build one shop per turn from anywhere, before rolling or after resolving your landing. Each plot holds one shop: other players pay 60% more rent when they land. The owner always stops for free, with or without a shop. Land on your own tyre shop to collect Fresh Set: +1 movement on your next roll, once only. It never stacks with another Fresh Set, and passing or constructing a shop does not grant it. One, two or three fitted Show parts give 5%, 10% or 15% sponsorship off construction. A shop keeps half its paid cost in the final score. Passing a shop does not charge rent. Shop roofs and tyre signs match the owner’s car colour and driver number.
Build a fortune over 40 rounds
The standard game lasts 40 rounds. The richest driver wins: cash plus property purchase values and half the paid construction cost of tyre shops. Ties share the win. You can choose 10, 15 or 20 for a shorter game, locally or when creating an online room. Everyone starts with $1,200, a stock car and D3. Parts are removable, and you get one free garage swap each turn.
Main builds and six hybrid subclasses
Three matching families unlock a main build. Track uses D6 and +4 movement, while Offroad and Show use D4 and +3. Each Track part adds +1 Speedway movement and 2 corner downforce; a full set adds 2 more of each. Each Offroad part adds +1 Jungle movement and +1 mud grip; the full set adds 3 more grip.
Two parts from one family plus one from another unlocks a named hybrid: Rally, Safari Run, Street Racer, Apex Hunter, Showboat or Paparazzi. The hybrid cards below the map show each recipe and perk. Completing or changing a build changes the car model. Showcase camera follows the current car; three fixed board views stay available.
Lap income, photos and sponsors
Forward START crossings pay $200 + $45 per Track part + $420 for a full Track set, plus $15 per Offroad part and $25 for a full Offroad set. Street Racer adds $140 and uses D5; Apex Hunter adds $80. The return jungle cut also pays START when it crosses the line.
Photos pay $25 + $24 per Show part + $50 full Show set, +$15 per Show part in City Lights, and $10 per non-Show part. Showboat adds $20; Safari Run adds $15. Festival Wraps add $12 each. Full Show builds get 35% sponsor rent everywhere; other builds get 8% city sponsor rent per Show part. Paparazzi adds 20% sponsor rent and $20 per photo, and uses D4. Sponsors pay the bonus; tenants pay the listed rent.
Corner Drift Exhibitions pay $12 per Show part + $15 per Drift Display Kit, before the corner shifts your car. Showboat (2 Show + 1 Offroad) can earn a $100 center shoot by completing either jungle cut, once per lap.
Two long jungle cuts
Canopy Cut connects space 11 to 31. Mountain Wild Cut returns from 31 to 11, crossing START. Canopy Cut always offers a choice when you pass its entrance. Mountain Wild Cut only offers a choice when you land exactly on its entrance, unless you fit a Common Hill Descent Controller or have a full Offroader. Either grants the choice whenever you pass. Each successful cut jumps 20 main-route spaces and keeps your remaining roll. Mountain Wild Cut also pays your complete START lap bonus exactly once on success; failure never pays it. Dry success odds: stock 25%, one Offroad 40%, two 55%, full Offroader 75%. Rally adds 10 points, Recovery Winches add 5 each; final odds floor at 5% and cap at 90%. A clear cut pays $60 + $40 per Offroad part + $100 for full Offroad. Failure costs $50, ends movement, and slows the next roll by 2. Every gate is offered at most once per roll.
Offroader, Rally and Safari Run collect an Offroad spare from successful cuts; Rally spares are Rare, the others Common. The garage has three reserve bays in addition to three fitted slots. One free change before rolling can swap one part or all three reserve parts. Swaps preserve rarity, skills and remaining uses. Recycle unwanted spares to make room; there is no cash refund.
Choose how you drive
Before each roll pick Cruise, Race or Redline. All classes can use all three. Cruise gives −1 movement, better obstacle control and at least 20 cooling; Show parts add extra city photo and corner exhibition money while cruising. Race uses normal movement and moderate heat. Redline gives +2 movement, plus one more for a full Track car on Speedway or a full Offroader starting in Jungle Run. Redline creates much more heat, extra obstacle risk and city speeding attention.
Engine temperature · 0–100
At 70, prepare to cool. At 85, heat soak subtracts 2 movement; at 95 it subtracts 3. Redline locks while the engine is at least 90. Cruise always remains available and cools you normally. Race Radiator, Expedition Cooling Intake and Vented Touring Hood each reduce Race heat by 4, Redline heat by 6 and add 4 Cruise cooling. Consecutive Redline rolls build more heat. Rain helps cooling; Track parts and difficult terrain generate more heat.
City police and impound
Police only enforce driving through City Lights, at most once per driver turn. Redline raises speeding risk; a very fast Race roll can also attract a trap. Cruising avoids speeding, but competition-only Qualifying ECU, Qualifying Boost Bottle and Mud-Tread Tires can still fail inspections. Normal street-legal Track equipment is legal. Look for the legality tag when inspecting a part. Police attention rises with Redline and violations; Race and Cruise reduce it. Speedway racing never earns a city speeding violation.
Speeding costs $70; failed inspections cost $60 plus $10 per competition-only part. Three active violations tow your car to the marked police impound. On your next turn pay $150 and drive, or wait that turn for free. Release clears all strikes and attention, cools the engine, and lets your car drive out of the lot through the fixed Paddock Lane gate, space 2 on Neutral Road. Towing and release give no START reward, rent, photo or card effect. Release joins Paddock Lane and your next normal roll starts there; a later forward crossing of START pays normally. Impounded cars cannot move using cards, be targeted by tow/pull cards or roll before release.
Living road hazards
A leaning tree or loose mountain rocks warns every driver one round before falling. The road is clear during the warning; the next round activates the crossing penalty. Fallen trees cost 3 remaining spaces, plus 1 with Track parts, reduced by Offroad parts and Recovery Winches. Rockslides near the mountain cost 2 spaces, plus 1 with Track parts, reduced by Offroad parts and All-Terrain Tires. If you run out of movement at an obstacle, the unused penalty becomes up to −2 on your next roll, so landing directly on a hazard still matters. City traffic and police barriers reward controlled Show driving; temporary Speedway debris rewards Track grip; flooded jungle lanes reward Offroad grip. Cruise reduces crossing penalties by 1 and Redline increases them by 1. New weather cycles clear old dynamic obstacles before announcing another; only one dynamic hazard is scheduled at a time. Rain grows the jungle puddles and adds 1 to Monsoon Mud’s slowdown; storms add 2. Grip still reduces that penalty. Inspect any marked tile to see the effect for your car.
Weather and traffic skills
A shared forecast lasts two rounds. Rain subtracts 8 shortcut percentage points; storms subtract 16. Wet roads slow Track builds: rain costs half the Track part count rounded up; storms cost one more. Offroad parts and All-Terrain Tires reduce this penalty. Movement never drops below 1. A fallen tree consumes 3 remaining spaces, +1 if you have Track parts, minus 2 per Offroad part and 4 per Recovery Winch.
Everyone starts together on Neutral Road. Its depot offers each driver one fixed Common starter part: Offroad, Show or Track for $100. Once chosen, find later parts in the other sectors. The next sides are City Lights, Jungle Run and Speedway. Their specialists sell Show, Offroad and Track parts respectively. Outside Neutral Road, pit deliveries rotate and regional specialists cost $35 extra. Every seller shares your one-purchase allowance each turn. Buy directly into a reserve bay if you want to save a part. Tap a fitted part for its exact effect. Drafting Turbo adds speed and gives the nearest car within 8 spaces behind a drafting bonus. Mud-Tread Tires can splash the nearest follower in the jungle. Encore pays for rolling 1; Redline trades a weak 1 for stronger high faces. Drafting caps at +4 and splashes at −2, used on the next roll.
Chance and Prize cards
Gold Race Radio spaces draw from eight Chance cards; blue Prize Podium spaces draw from six Prize cards. Each deck is shuffled without repeats until empty. A bright deck pulse and card reveal mark the landing. Red setbacks resolve immediately. Positive cards offer Use now or Save for later.
Keep up to three cards and play one on your own turn, before rolling or after resolving a landing. If your hand is full, replace a stored card or discard the draw. Drafting Tow moves you up to four spaces toward a rival 2–12 spaces ahead. Safety Car Call pulls a rival 1–12 spaces ahead back up to three spaces and stops at START. Choose the target when playing.
Forward card movement across START pays the normal full lap bonus, once per crossing. Backward movement never pays it. Card moves do not trigger extra rent, photos, route choices or card draws. Unplayed cards have no value at the finish. Discards and setbacks do not use your one positive card play.
Rarity and the endgame
Common / Rare / Epic / Legendary / Mythic offers have 58 / 25 / 12 / 4 / 1% odds. They add 0 / 1 / 2 / 4 / 8 die faces, capped at +6 across the car. One purchase per turn; refresh keeps the same offers. Parts cost $100 plus $50 per filled slot, up to $200, multiplied by rarity. Epic parts last 6 rolls, Legendary 4 and Mythic 3. Rare drafting, qualifying, mud-splash and sound-system parts last 8 rolls. Other Common and Rare parts are durable. Limited parts lose one use on each roll while fitted and break at the end of their last turn. They retain their full effect through that final roll. Stored parts do not wear or refill. Build bonuses change when a part breaks.
There are no automatic losing-player cash bonuses. Counterplay comes from cards, economic investments and changing builds. Overdrive starts at round 26 in a 40-round game (65% of shorter games). The part shop closes, garage swaps stay open and track effects double. Each driver can spend $250 on one track edit per round, adding 2 effect spaces; each tile caps at three edits. Effects apply once, then settle the destination without chaining another effect.
Eight special plots
Race Engineering and Spotlight Sponsors each have four plots, one per sector. Their blue and pink stars mark them on the map. Owning more of one group improves its owner-landing perk; rent stays the same. New tyre shops cannot be built on these eight plots. Existing shops in older saves are preserved.
Race Engineering: the next corner gets +1 / +2 / +3 / +4 downforce for 1 / 2 / 3 / 4 plots. At 2 / 3 / 4 plots, the next forward START pays $40 / $70 / $100 plus $15 / $20 / $25 per fitted Track part. Spotlight Sponsors: the next photo pays $15 / $40 / $65 / $90 plus $5 / $10 / $15 / $20 per fitted Show part. A new perk replaces an unused perk of the same kind. Each is used once. Landing on a photo plot prepares the following photo, not the current one. Passing, buying and card relocation do not activate a plot's perk. Towing and impound release never pay START.
Read and explore the board
The camera button cycles five views. Tap FREE ON to drag and rotate the selected view; tap it again to return to the fixed view. Showcase and Shoulder still follow the active car. Use + / −, mouse wheel or pinch to zoom; 1:1 resets zoom and ⤢ fits the board. With FREE OFF, drag while zoomed to explore without rotating. Essential space markers and owner colours stay visible; plot names appear nearby as you zoom in. Tap a road space for its full title, ownership, rent and hazard details.
Friends and computer drivers
Create a room and send its link in WhatsApp. Friends choose their names and car colors; each device controls only its own car. The host chooses game length and can add computers. Computer-only tables play to a winner. Download the complete offline HTML for local and computer play. The final review shows builds, income, awards and key rounds.