The Ludarium Academy · Full course · Free
Hot Laps
An unofficial Heat: Pedal to the Metal course
Learn Heat, teach it in ten minutes, and take every corner knowing exactly what your engine can afford.
Five levels, 18 lessons
Start with lesson oneLevel 0 · Learn to play
Pit Crew
After this level: Set up, teach, and race a full game, paying every corner, Boost, and spin out by the rules without opening the booklet.
Level 1 · Beginner
Rookie
After this level: Get through the first lap without a spin out, keep a hand that still works, and add the box's modules one at a time.
Level 2 · Intermediate
Racer
After this level: Time your cooldowns, slipstream through corners, draft upgrades that fit the track, beat Legends, and empty your engine on the final lap.
Level 3 · Advanced
Ace
After this level: Put odds on every Boost, plan a lap corner by corner, drive the weather, and predict where your rivals will land.
Level 4 · Tournament ready
Front Row
After this level: Race a full table under Tournament Mode with drafted upgrades and weather, and follow a practice plan to your first event.
- 1How to Play Heat: Pedal to the Metal
- 2How to Teach Heat: Pedal to the Metal
- 3Heat Corners Explained: Speed Limits, Heat, and Spin Outs
- 4Your First Three Races of Heat
- 5Heat Openings: Planning the First Lap
- 6Heat Hand Management: Seven Cards, Three Rounds Ahead
- 7Heat Player Counts, Modules, and Expansions
- 8The Heat Midgame: Cooldowns, Slipstream, and Tempo
- 9Heat Garage Draft: How to Pick Upgrade Cards
- 10Racing Legends: Solo Heat and How to Beat the Bots
- 11Heat Endgame: The Final Lap and Championship Math
- 12Heat Odds: What Boost and Stress Really Cost
- 13Reading a Heat Track: Plan the Lap Before the Flag
- 14Heat Weather and Road Conditions: Racing the Conditions
- 15Reading Your Rivals in Heat: Predict Where Every Car Lands
- 16Competitive Heat: Tournaments and Online Play
- 17Heat Tournament Mode: Gear and Cards as One Decision
- 18A Practice Plan for Tournament Heat
Every lesson is free to read here, any time. Sign up and they also arrive by email, one at a time, so the course keeps you learning between game nights.
Who it is for
- New drivers who want the nine steps of a round clear before the first race.
- Hosts who teach Heat to family, friends, or a new group.
- Players who keep spinning out, or keep finishing with Heat they never used.
- Anyone curious about the Championship, Legends, expansions, and tournament play.
- Players
- 1 to 6
- Play time
- About 60 minutes
- Ages
- Ages 10 and up
- Rules as of
- Heat: Pedal to the Metal Rules v1.1 and Advanced Play and Championship System Rules v1.1 (Days of Wonder)
Questions
How do you win Heat: Pedal to the Metal?
Be the first car to cross the finish line after the number of laps shown on the board. If several cars finish in the same round, the car furthest ahead wins. Side by side, the car on the Spot closer to the Race Line wins.
What happens if you take a corner too fast in Heat?
You pay 1 Heat from your Engine for every point your Speed is over the corner's Speed Limit. If you cannot pay it all, you spin out: you move back before the corner, take Stress cards, and drop to 1st gear.
Does slipstreaming count toward your Speed in a corner?
No. Slipstream moves you 2 extra Spaces, but it never adds to your Speed when you check a corner. Boost and the Adrenaline extra Space do count.
Can you play Heat solo?
Yes. The Legends module in the base box gives you automated rival cars run by a small deck of cards. You race against them alone, or add them to a small group.
How does the Championship mode work in Heat?
You race a season of 3 or 4 races, improving your car with one new Upgrade card before each race. Event cards, weather, and sponsors change every race, and Championship points from the Hall of Fame decide the season.
Teach sheet · PDF · Rules as described in the Heat: Pedal to the Metal Rules v1.1 and Advanced Play and Championship System Rules v1.1 (Days of Wonder); official rules.
Unofficial. Not affiliated with Days of Wonder or Asmodee. Heat: Pedal to the Metal is a trademark of Days of Wonder.