Wreck everyone else. Keep your hubcaps.
Every driver is on the same stretch of road. Cause accidents for the others and take their hubcaps. Every card is one thing — a Hazard, a Save, an Insult, a Violation — so five cards is five clear options. Your hand is hidden until you play it, and face-down Traps wait to wreck a rival's Save.
3 to 6 drivers. Friends join on their phones with the code. Empty seats can be filled with computer drivers. About 15 to 20 minutes.
How to play · the rules in one screen, or the full rulebook.
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Cause an accident, take what it says. Everyone starts with 5 hubcaps and 5 cards. A Hazard that lands takes 1 hubcap (!), 2 (!!), or splashes (<>): the target loses 1 to the driver on each side. Most hubcaps when the pile runs out wins. Nobody is eliminated.
Your turn. Your hand stays hidden — nobody sees your cards until you play them. Drive (play as many cards as you like: no more than two aimed at any one driver, one Moving Violation; you can also set a Trap face-down) or Pit Stop (discard what you don't want, draw back to 5, no attacks). You never draw on a Drive.
The road. Three face-up lanes sit in the middle. There is no discard pile: every card that gets played — an attack, the Save that answers it, a Pit Stop discard — lands on the shortest lane by itself. You never pick a lane and lanes carry no rule; they are the table's memory of what has been thrown. Every Pit Stop turns one fresh card from the pile onto the road: one card of fuel burned.
Color for color. Cyan From Above, lime The Road Itself, orange Other People, magenta Acts of God. A Save or Aftermarket stops a Hazard of its own color. A white placard is a defense, a black one is an attack, a colored one is a Road Condition. Every card is one card: read the name and the badge and you know what it does.
When a Hazard lands on someone, anyone else may Dashcam it (take the whole accident instead of the attacker) or Pile-Up (an orange second hit). The target stops each threat separately with a Save of the right color. Stop the Hazard and everything fizzles — unless someone springs a Trap on the Save.
Moving Violations steal cards, skip turns, force Pit Stops, and Hit and Run destroys a hubcap outright. Any Save stops one aimed at you. Hands are hidden, so any pick from a hand is blind.
Traps. Set one face-down on the field on your Drive. When any driver plays a Save, any other driver holding 3+ cards may flip the top trap: match the Save's category (Black Ice / Falling Rock / Blind Spot / Flash Flood) and the Save is wrecked and the Hazard lands, free; miss and they discard 3. It springs once, then it's gone. Texting lets you peek at a hand, Rain adds a hubcap to every landing Hazard, and Fog hides the accident so nobody can Dashcam it.
Road Conditions sit in the middle and change the rules for everyone until the next one. Aftermarket cards stay in front of you and block a whole color, one per driver. Police Escort is the one card you play out of turn: during another driver's turn, it ends that turn as soon as the card in front of them resolves.
Kicking rocks. Lose your last hubcap and your Hazards are rocks: any Save stops them, Pit Stops only draw to 3, there is no limit on how many rocks you throw at one driver, a rock always takes exactly 1, and you're back on the road the moment you hold a hubcap again.
Out of gas. The trip ends the moment anyone needs to draw from an empty pile. Ahead? Pit big and burn the pile. Behind? Drive on fumes.