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First To Lose

The Player Must LOSE To Win

Kyler Burson
Acknowledgements
Cover art from DALL-E 2 AI art generator. Prompt used, “A post apocalyptic death race with

very warm tones and dangerous wacky looking cars”


Set-Up
The player to have last lost a game places their car on the starting spot
closest to the outer edge of the track. Going clockwise from the first player each
player puts their car to the right of the previous car on the next Start/Finish
space.
The first player draws 5 cards from the speed deck, then the second player,
and so on.
Each player starts with 1 Speed Token

How to Win
Be the SECOND person to cross the finish line.
Your car must be the second one to either land on or pass a Start/Finish space.

Rules
Starting with the first player, each player must play 1 or 2 cards from
their hand per turn. Add the card numbers together (Face Cards = 10) to
determine the amount of hex spaces you must move. When moving your car it
must always be trying to move FORWARD along the track, denoted by the
green line and arrow. Players must stay within the black borders of the race
track when moving.
For every 6 spaces a player moves in a turn they gain 1 Speed Token.
If a player moves 3 or fewer spaces in a turn they lose a Speed Token.

Turn Spaces
Spaces on the track marked in red are Turn Spaces. If you end your turn on a
Turn Space you must lose 1 speed token.

CRASH!
If during a player's movement, they enter the same space as a car in front of
them they will CRASH! into them. Once a player initiates a CRASH! They stop
in the same space as the car they just hit and lose 1 Speed Token. The player
that was just crashed into must move their car forward along the track the
remaining movement of the car that hit them, a minimum of 1 space, and gain
1 Speed Token. They do not gain any more Speed Tokens as normal for moving
6 or 12 spaces. A player after being crashed into may initiate another CRASH!
against another player, repeating the listed steps above. A player who crashes
into another player suffers a Spin-Out.
Evasive Driving
When a player tries to CRASH! into you, you may try to perform Evasive
Driving. If you discard a card from your hand that is the same suit (spade,
diamond, club, heart) as at least one of the cards played by the player that
initiated the CRASH! then you manage to dodge the car and it moves through
you and must move past you. If its final movement would’ve put it into your
space it must move 1 space past you.

End of Turn
Draw cards until you have 5 cards in your hand again.
If the player is on a Turn Space they must lose 1 Speed Token.
If the player only has 1 Speed Token they Stall. They must immediately
discard their whole hand and draw a new one.
If the player has 4 or more Speed Tokens they Spin-Out. They must
immediately discard their whole hand, and discard Speed Tokens until they
have 3 Speed Tokens. They draw a new hand at the beginning of their next
turn and can only play 1 card from their hand that turn.
Quick Reference and Keywords
Start/Finish Space- These spaces are donted by black striped lines.
These are the spaces that the players place their cars on at the start of
the game and must enter or pass to end the game.
Face Cards- The Jack, Queen, and King cards in every suit.
Forward- The direction players must always move, is denoted by the
green line and arrows through the center of the track.
Speed Token- Red tokens gained and lost from various actions taken by
the player. They represent how fast the player's car is going along the
track.
Turn Space- A red hex space found around turns. If the player ends
their turn on one they must lose a Speed Token.
CRASH!- A player may CRASH! into another player, see CRASH!
Section.
Evasive Driving- A player may avoid being crashed into by using
Evasive Driving.
Stall- If the player has been moving too slowly they must discard their
whole hand and draw a new one at the end of their turn.
Spin-Out- If the player has been moving too slowly they must discard
their whole hand, go down to 3 speed tokens, and can only play 1 card
on their next turn (to remind them they draw their new hand at the
beginning of their next turn).

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