Most new drivers think about one round at a time: pick a gear, play the best cards for this move, draw back up. Stronger drivers look at their seven cards and see the next stretch of track. This lesson turns the hand you hold into a plan, building on the card mix from the openings lesson.
What is in your deck
In the core game, your starting deck is 18 cards:
- 12 Basic cards: three each of 1, 2, 3, and 4.
- The Starting Upgrades: a 0, a 5, and an extra Heat card.
- 3 Stress cards.
You draw 7 to start, so 11 are left in your deck. Each round you play 1 to 4 cards, discard any you choose in step 8, and draw back up to 7 in step 9. Heat you pay and Stress you take from a spin out join the mix as the race goes on.
Read the hand against the track
Each round, ask what the next two stretches of track want.
- A long straight ahead wants high cards: 4s, the 5, and Stress cards, since a random 1 to 4 costs nothing where there is no corner to check.
- A corner coming up wants low cards: 1s, 2s, and the 0. They let you stay in a useful gear while keeping your Speed under the limit.
- A slow corner wants you in 1st or 2nd gear, ideally with Heat in your hand to cool down.
A good hand holds something for each. A hand of four 4s is great for one straight and terrible for the corner after it.
The 0 card
The Starting Upgrade 0 is the quietest card in the deck and easy to undervalue. It fills a slot without adding Speed. That lets you stay in 3rd or 4th gear on the approach to a corner without overshooting, so you avoid a downshift now and an upshift later. When you shift two gears to recover, it costs Heat. The 0 can save you that Heat.
When to discard
Step 8 lets you discard any cards except Heat and Stress. Use it on purpose.
Good reasons to discard:
- High cards right before a run of corners, when you will not get to use them for several rounds.
- Low cards before a long straight, when you want your hand full of speed.
- Anything that leaves you short of playable cards for the gear you plan to use next.
The cost of discarding: a faster cycle. When your deck runs out, your discard pile becomes your new deck, Heat and Stress included. Heavy discarding brings spent Heat back into your hand sooner, sometimes before you have a slow corner to cool it down. Discard to fix a hand, not out of habit.
Plan the next gear with the hand
Your hand limits your gear. To play 4th gear, you need four playable cards. Heat cards are not playable, and Stress cards are playable but random.
So count playable cards before you shift up. If you hold two Heat cards, you have five playable cards at most, and two rounds of 4th gear would need eight. You will draw some back in step 9, but the Heat stays.
This is where the cluttered hand rule comes from. If you cannot play enough cards for your gear, you play what you can, fill the rest with Heat cards, and your car does not move. You also drop to 1st gear. One lost round can cost more Spaces than any corner.
Clearing Heat out of your hand
Heat in your hand leaves only through Cooldown: 3 in 1st gear, 1 in 2nd, and 1 from Adrenaline if you are last. Two habits help:
- Cool down while you have Heat in hand. A round in 1st gear with no Heat to cool is just a slow round.
- Match low gears to slow corners. If the next corner has a low limit, you were going to slow down anyway. Take the Cooldown with it.
Clearing Stress
Stress cards cannot be discarded. The only way out is to play them. Each one takes a card slot and adds a random 1 to 4, so play them where any number is fine: on a straight that ends well before the next Corner Line. Holding Stress for “later” means it is still in your hand when later turns out to be a corner.
A two-round plan
At step 8, try saying a plan out loud, even quietly:
“Next round I go to 3rd and play the two 4s and the Stress on this straight. The round after, I drop to 2nd for the corner with the 1 and the 2, and cool down a Heat.”
Then keep the cards that plan needs and discard what it does not. It will not always work, because you only control your own car. But a plan you can name beats a hand you react to.
Next lesson
Heat Player Counts, Modules, and Expansions
Next, the modules in the box: player counts, Legends, Garage upgrades, weather, the Championship, and what the expansion boxes add.
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