Terms
Situational Awareness glossary
Every term the game uses, in one place.
- Hubcap
- A point. Everyone starts with five. Take them from other drivers with Hazards; the most at the end wins.
- Lane
- One of the three face-up cards in the middle. A Hazard needs a lane showing its colour; playing a card repaints the lane.
- Wild lane
- A lane topped by a full card (Road Condition, Aftermarket, Police Escort). Any Hazard can be played there.
- Hazard
- An attack card. It takes 1 or 2 hubcaps, or splashes one to each neighbour, unless the target stops it.
- Save
- A defence. Play it the instant a Hazard of its colour hits you; it fizzles the whole accident.
- Aftermarket
- A card you install in front of you. Hazards of its colour can never hit you again. One per driver.
- Road Condition
- A full card that sits in the middle and changes the rules for everyone until the next one replaces it.
- Police Escort
- An instant full card played out of turn that ends another driver's turn, then closes a lane.
- Dashcam
- An Insult to Injury: claim someone else's accident so the hubcap comes to you.
- Pile-Up
- An Insult to Injury: pile a second, orange hit onto an accident.
- Pit Stop
- Skip attacking to discard, draw back to five, and turn one fresh card onto a lane.
- Kicking rocks
- The state of a driver with zero hubcaps; their Hazards become rocks until they hold a hubcap again.
- The pile
- The face-down draw pile in the middle. It is the clock: when it runs out, the trip is over.
- Splash
- A Hazard that takes one hubcap from the driver to the target's left and one from the driver to their right.