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










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