The first board I have scanned:
More detailed image is here.
You have 6 categories for wear points for your car.
- Tires
- Brakes
- Gearbox
- Body
- Engine
- Shocks
Each round, you select a gear. That gear is represented by the die that you will be rolling. They are polyhedral from the d4 up to d30.
- d4: two 1s, two 2s
- d6: one 2, two 3s, three 4s
- d8: one 4, one 5, two 6s, two 7s, two 8s
- d12: two each of 7-12
- d20: two each of 11-20
- d30: three each of 21-30
- Down 2 gears: 1 Gearbox WP
- Down 3 gears: 1 Gearbox WP, 1 Brake WP
- Down 4 gears: 1 Gearbox WP, 1 Brake WP, 1 Engine WP
As much fun as it might be to just put the hammer down, this isn't drag racing. Note the turns highlighted in red. To avoid trashing your car, you must end a die roll's movement a number of times equal to the large yellow number. The green number represents the longest path through the turn, the red represents the shortest. Easily proven by looking at City Hall in the upper left. The inner line has one rectangle, the outer line has five. You must follow the arrows in a corner. Once you enter a space with an arrow, you must follow the directions in terms of movement options.
If for some reason you fail to make your stop before coming out, you will lose one Tire WP for every space past the end that you move. For multiple stop turns, this only goes for the last stop. If you come out of Carlton Millenia after only making two stops, you'll lose the Tire WP as described. If you come out after only making one stop, you've just gone hard into the wall. They'll be sweeping your car into dustbins.
If you lose your last (and no more) Tires WP, your car spins out. You end your movement as normal, but facing the wrong direction. You spend the next turn righting your car so that you can get back underway. If you overshoot a turn afterwards by one (and only one) space, you will spin out again. If you ever drop below zero Tire WP, you've blown a tire. Have fun waiting for the tow truck.
If you wish to use your brakes, you may, at any time, reduce your forward movement by one Brake WP spent for every space removed up to three spaces. You may use up to three Tire WP to slow an additional three spaces. You may not exceed a maximum of six spaces in this braking maneuver. You may reduce your Brakes WP to zero. Since this is always a voluntary action, there is no penalty.
If you ain't rubbin', you ain't racin'! In the event that you end your movement behind or adjacent to (but not in front of) another racer, there's a slight chance that you clipped him and damaged your body. The odds of this are 1 on a standard d20. You will lose a Body WP in this event. If you lose your last Body WP, car, sweepers, dustbins.
If you max out the speed in 5th of 6th gear, (20 or 30), you have the possibility of damaging your engine with the strain. On a roll of 1-4 on a standard d20, you have damaged your engine and will lose an Engine WP. If you lose your last Engine WP, they'll be sending out the tow truck. Your day is finished.
Each time a car loses a Body or Engine WP (downshifting 4 gears, collision, engine strain), a damage marker is placed on the board in that car's location. It is now debris on the track. If you drive over them at any point, you're risking your suspension. You will roll a d20, losing a Shocks WP on a 1-4. If you lose your last Shocks WP, car, sweepers, dustbins.
As alluded to earlier about the zig-zag comment, you may slipstream an opponent. If you finish a movement directly behind an opponent, you may be eligible for fabulous prizes! If you are: (a) in 4th gear or higher; and, (b)in the same or higher gear as the car in front of you, you get an additional three squares of movement. You may change lanes, overtake, and move in front of the car, or change lanes 1-2 times and use the remaining movement to equal the three total spaces. You may daisy-chain multiple slipstreams. Braking rules will also apply. Slipstreaming is optional.
A few things to be aware of. You may not brake to put yourself into a slipstreaming position. If you slipstream and enter a corner, you will lose one Brake WP. There is no effect if you have already entered the corner previously. If you do so in a corner, you must adhere to the arrow movement as normal.
At the end of the first lap, you may enter the pits. There is no speed limit on pit row. Stopping in the pits will allow you to change tires, fully regaining all Tire WP. Once you reach your pit, you will roll a d20. A 1-10 means your pit crew has been hopped up on your sponsor's energy drink and pulled off a quick pit. You will immediately move (if possible) 1/2 (rounding up) the roll's number of spaces. A 11-20 means that your crew was caught napping. Your turn ends, and you will exit the pit next turn. Once you have pitted, you will be exiting the pit in 4th gear.
On pit row, the rules of gearing down, collision, braking, and engine damage are suspended. There is no passing.
Winner is first across the line on Lap 2.