SITUATIONAL AWARENESS Play free
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.