NASCARDS
INTRODUCTION
Card game based on NASCAR racing.
Each player controls one Stock car.
DISCLAIMER
NASCAR is a licensed trademarked property.
This is merely a Fan site.
WINNING
The first player to reach 500 Miles is the First Place Winner.
For a shorter race go 400 or 300 Miles.
MILES
Players will have to keep track with paper and pencil how many miles
They have gone.
PLACE
Players will have to keep track of their current placement:
First, Second, Third, etc. as the race progresses.
The term Rank is also used to mean Place.
(Decreasing Rank order: 1st, 2nd, 3rd, 4th…)
First Place is also called the Lead car.
The player with the most miles will be in first place, and so on.
Markers can be used to indicate place.
Record order changes as soon as they happen, whether in
Maneuver or Speed Phase.
DICE
Ten Sided Dice are needed (1D10).
THE DECKS
There are 2 common Decks:
The Speed Deck
The Maneuver Deck
THE SPEED DECK
The speed deck cards are numbered 1-10.
There are 6 copies of each card in the deck.
(You can increase this number if playing with a large number of people)
When played during speed phase, this is the number of miles moved.
THE MANEUVER DECK
These include Events and driving styles that can help or hinder players.
The deck contains 1 copy of each card described in the card list.
HANDS
During play, each player keeps a hand of Speed cards.
Maneuver cards are only used during Maneuver phase and are not part of a players hand.
SETUP
Shuffle the decks.
Each player is dealt 8 random Speed cards.
TURN SEQUENCE
Each turn is divided into 5 Phases:
1. Pit Stop Phase
2. Maneuver Phase
3. Speed Phase
4. Drafting Phase
5. Crash Phase
PIT STOP PHASE
Each player may decide to visit their Pit Stop.
If they do, they discard their current hand and draw 8 new Speed cards.
If a deck ever runs out of cards, shuffle its discard and draw from it.
If you visit your Pit Stop, you are off the track: You skip the rest of the
Turn. You “lose” your place for the turn and cannot be affected by
Maneuver cards played by your opponents.
If a player has no Speed cards left in his hand, he must make a Pit Stop.
MANEUVER PHASE
Each player is dealt 3 Maneuver cards face down.
Players then discard 2 of these cards and keep 1 card.
Players then reveal (play) their cards in decreasing rank order.
(First Place plays first, then second, and so on)
Some cards you may be prevented from playing due to your rank order, however,
You must play at least 1 card if it is at all possible.
Apply the effects of the cards as they are played and then discard them.
The Terminology Speed + X is used on many cards. This modifier
Affects your total Miles driven. For example: Lets say you have gone
250 Miles and you play a card that is Speed +5. This will increase your
Total Miles to 255. Then another play plays a card with Speed -2 that
Targets you, so your Total miles drops to 253.
Unless otherwise stated the effects of Maneuver cards only last the current turn.
SPEED PHASE
Players in decreasing rank order must each play (discard) exactly one Speed
Card from their hand. Their car moves forward that many miles.
DRAFTING PHASE
Each player in rank order must roll 1D10 on the Drafting Table
This is called the Drafting Roll.
THE DRAFTING TABLE
Roll Result:
1-4 No Draft
5-7 Speed +1
8-9 Speed +2
10+ Speed +3
CRASH PHASE
Each player in rank order must roll 1D10. This is called the Mishap Roll.
On a roll of 10 or greater they have been hit.
Add 1 to the Mishap roll for each car ahead of them that has been hit.
A car that has been hit must roll 1D10 on the Crash Table.
The roll for the Crash Table is called the Severity Roll.
Subtract 2 from the Severity Roll if you played a speed card of 1-3 this turn.
Subtract 1 from the Severity Roll if you played a speed card of 4-5 this turn.
Add 1 to the Severity Roll if you played a speed card of 9-10 this turn.
THE CRASH TABLE
Roll Result:
0 Speed -1
1 Speed -3
2 Speed -5
3 Discard 1 random Card
4 Discard 2 random Cards
5 You car is Speed -1 in Speed Phase until you make a Pit Stop
6 You car is Speed -2 in Speed Phase until you make a Pit Stop
7 You must make a Pit Stop next Turn
8 You must make a Pit Stop on the next 2 Turns
9 You must make a Pit Stop on the next 3 Turns
10+ Your car is Totaled. You are out of the Race.
MANEUVER DECK CARD LIST NOTATION
NL = Not playable by the Leader
DR = Drafting Roll
TO = Target Opponent
TR = Target Opponent 1 Rank ahead of You
TB = Target Opponent 1 Rank behind You
MM = Make a Mishap Roll immediately in Maneuver Phase
ISP = In Speed Phase
FRT = For Rest of Turn
LPD = Last Place Driver
MANEUVER DECK CARD LIST
Card Name: Notes:
Aggressive Driving NL Speed +3 TR Speed -1
Safe Driving Mishap Roll -1 Severity Roll -2
Defensive Driving Anyone passing you FRT gets -2 Speed
Reckless Driving Speed +5 Mishap Roll +1
Efficient Driving Draw 1 Speed card & Discard 1 Speed Card
Breakout NL Speed +5 MM
Support NL Speed +3 and TO gets DR +2
Hold Back Mishap Roll -1 Look at TO Hand
Shove You and TO MM
Blocking TO may not pass you
Push it to the Limit Speed +6 & Discard 1 Random Card
Track Change Speed -3 and Draw 1 Speed Card
Three Abreast 3 Target Cars MM LPD Only Speed +2
Four Abreast 4 Target Cars MM LPD Only Speed +4
Inside Track Speed +3
Outside Track Speed +1
Sling Shot Pass NL Speed +7 only if you are passing the Leader
Spin Out All Players discard 1 Random card
Yellow Flag No one may Pass FRT
Keep Up NL Your Total Miles now = the car ahead of you
Drafting Partnership You and TB or TR both draw 1 card
Brake Hard NL TO must discard 1 Random card
Engine Problems TO get Speed -2 until next Pit Stop
Drive Fast Speed +2 & you may play another Maneuver card
Resistor Plates TO Speed -1
Slipstream You and TO DR +2
Bump TO MM
Green Flag All players may play up to 2 cards ISP
Down Force Speed +4
Drift High NL Speed +1 TR Speed -2
Exploit Opportunity Steal 1 Random card from target Opponent
Battle for the Lead Second Place Driver Only Speed +4
Make Your Move NL Speed +1D10
Catch Up LPD Only Speed +8
Full Throttle You may play 2 cards ISP
Overheating Leader Immune TO Speed -2
Momentum Speed +5 ISP if you play a Speed card of 1-5
Find the Groove Speed +2
Multi-Car Wreck All Cars MM & Severity Roll +1
Team Member Assist DR +3
Check Up TO Speed -2
Spotters Draw 1 Speed Card
Mirror Driving Speed -1 TB Speed -2
Fan the Tail NL Speed +2 TR Speed -2
Bump & Run NL Speed +2 TR MM
Cut Off Speed +1 TB Speed -1
Hung Out to Dry NL TB or TR DR -3
Cooperation DR +2 TB or TR DR +1
Go For It NL Speed +1 TB & TR Speed -1
Defection NL Speed +2 & TB Speed +2 TR Speed -1
Working the Line NL Speed +1 & Draw 3 Maneuver cards and play 1
Radio Chatter Draw 4 Maneuver cards and play 1
Express Train NL You & all behind you get Speed +1D10
Clean Air Leader Only Speed +4
Lose Traction TO Speed -1 & MM
OPTIONAL CHAMPIONSHIP CUP SERIES RULES
In a Cup Series, there are several races called a series.
Players decide how many races they want to run in their series.
At the end of every turn a player is the Leader, he gets 1 Championship Point (CP).
The Player with the most CP at the end of the Series wins the Championship Cup.
OPTIONAL DRIVER ADVANTAGES
At the beginning of the game each player rolls once on the Driver Advantage table:
Top drivers may get multiple rolls if players wish.
DRIVER ADVANTAGE TABLE
Roll Advantage:
1-2 Driver Experience: Draw 1 extra card in Maneuver Phase
3-4 Driver Skill: Severity Rolls -1
5-6 Powerfull Engine: +1 Speed in Speed Phase
7-8 Additional Team Member: Drafting Rolls +1
9-0 Superior Pit Crew: Draw 1 extra card in Pit Crew Phase
LINKS
Drafting
Cup Series