Strategy | Benefit | Special (draw track card)
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Save Tires | Save 1 tire chip. | When you spend 1+ tire chips.
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Hazard | (1) +1 MP for each damage you take as printed on your movement card (1 MP per drawn disc), and (2) +1 MP for each blind check you attempt, and (3) +1 MP if you attempt a blind check for a late-brake. (You spend this MP after your late-brake.)
| If your total MP is 6 or more (earned, not necessarily spent), you get 1 track card for every bonus MP you earned for Hazard.
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Balance | You get a trajectory bonus (regular or extreme) even if you do not play cards matching the trajectory color. Exception: If one of the cards you play is RED, then Balance is canceled, i.e. you must match the trajectory color to get its bonus.
| Get 1 track card if a card you played matched the trajectory color. Exception: If one of the cards you play is RED, you do not get a track card.
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Lucky | Draw 2 cards instead of 1 at the start of your turn. Keep 1 and discard the other. | Get 1 track card if both cards you draw have the same movement value.
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Chase | Identify the car you are following. That car must be the closest ahead that you have not lapped or about to lap. Instead of drawing a card at the start of your turn, you make take one card the car's owner played and discarded (track card or race card). If you chase no one (e.g. you lead) or you chase a robot, then you may draw the top race card discard instead of drawing from the deck.
| Get 1 track card is your car stops in exactly the same section as your chased car.
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Banging Wheels | You get +3 in a contest. Overtaking costs 2 MP in corners and 1 MP in braking sections. You get +1 MP at the race start and all restarts.
| Get 1 track card when you win a contest and 1 track card when you overtake with a late brake.
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Save Fuel | Before drawing a card at the start of your turn, you may discard a card of movement value 3 or greater and draw 2 race cards instead of one.
| If you play cards of movement value 2 or less only (e.g. a 2, two 2s, a 2 and a 1), then draw one Track card or advance your refueling chit one space on the Turn track (wrapping the track if necessary).
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Push | You may play a +2 card with any card of movement value 3 or greater, but you must shift your Refueling chit backward one space. Exception: You do not shift your chit if playing the +2 card with any card is already legal, e.g. the +2 card is a track card with the "play with any card" icon.
| You get 1 track card if you spend 2 or more black tire chips for movement (no cards, chips only).
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