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	<updated>2026-10-07T05:47:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=18388</id>
		<title>Gamehelppaxpamir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxpamir&amp;diff=18388"/>
		<updated>2023-10-14T13:53:36Z</updated>

		<summary type="html">&lt;p&gt;TimKirk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Have the most victory points by the time the last Dominance Check is triggered, or be in the significant lead when any Dominance Check is triggered&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Starting Loyalty===&lt;br /&gt;
&lt;br /&gt;
As part of setup, everyone must choose their loyalty&lt;br /&gt;
&lt;br /&gt;
This affects what cards you can play into your court, as some cards can only be played into your court if their loyalty (as shown by the colour banner) matches your own. Otherwise, you will have to change loyalties, which comes at a cost (see &amp;quot;Loyalty and Influence&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On your turn, you may take 0-2 actions (plus any free actions) then Cleanup&lt;br /&gt;
&lt;br /&gt;
The three action types are: Purchase, Play, Card Action&lt;br /&gt;
&lt;br /&gt;
Purchasing cards from the market is done via a skip penalty cost, i.e. the first card is free, if you wish to buy card 2, pay 1 rupee to card 1, if you wish to buy card 3, pay 1 rupee to card 1 and 1 rupee to card 2, and so on. If the card you purchased had rupees from before, you gain these rupees. If when paying a skip cost, one or more spaces to pay the penalty to is empty, place the payment on the card on the opposite row first. If you purchase an event card, this is resolved then discarded, all other cards purchased go into your hand.&lt;br /&gt;
&lt;br /&gt;
To play a card, check the region it is associated with. If you are the ruler, or there is no ruler, the card is free to play. If another player is the ruler, you have to pay them rupees equal to the number of tribes they have in that region in order to play the card. The ruler can choose how much of the full cost the active player has to pay, from 0% to 100%. If the criteria to play is met, you may play the card either to the far left or far right of your current Court row. If the card is a Patriot that doesn&#039;t match your Loyalty, see &amp;quot;Loyalty and Influence&amp;quot; below. Finally, resolve all Impact Symbols.&lt;br /&gt;
&lt;br /&gt;
After a card is in your Court, you can take one of the actions it provides. Some cards just provide a single action. However, if a card shows multiple icons, you must only pick one to use each turn. Some actions are free, only taking an action point, whilst others have additional costs such as rupees. Spies on cards have to be paid rupees to the owner in order to use them, the cost is equal to the number of spies of the same player. i.e. if player 2 has 1 spy on card A, and player 3 has 2 spies on Card A, player 1 has to pay player 3 2 Rupees to use an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Impact Symbols===&lt;br /&gt;
&lt;br /&gt;
A Camel allows you to place a road coalition block on a border of the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Scythe allows you to place an army coalition block on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
A Weighing Scales gives you 2 Rupees and reminds you that the card is Leveraged (see &amp;quot;Cards&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
A Cylinder on Card allows you to place a Spy Cylinder on a matching region card on another player&#039;s court&lt;br /&gt;
&lt;br /&gt;
A Crown allows you to place a Tribe Cylinder on the card&#039;s region&lt;br /&gt;
&lt;br /&gt;
All the Suits allows you to change the Favoured Suit, if you wish &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Card Actions===&lt;br /&gt;
&lt;br /&gt;
There are 6 main action types cards may provide&lt;br /&gt;
&lt;br /&gt;
Tax - Take Rupees equal to the card&#039;s rank from a player you share a region with (Economic Stars can counter this). If you can&#039;t tax another player, you can tax the market.&lt;br /&gt;
&lt;br /&gt;
Gift - Place a cylinder on a gift space at increasing cost of 2 then 4 then 6 Rupees&lt;br /&gt;
&lt;br /&gt;
Build - Place up to three armies or roads or combination of, at a cost of 2 rupees each&lt;br /&gt;
&lt;br /&gt;
Move - Based on the card&#039;s rank, gain that many movement points. A movement point moves either an army or spy. If moving a spy, it can move clockwise or counterclockwise from its current position, along the same player&#039;s court and even jumping to the next player&#039;s court. To move an army, there must be a loyal road on the border to move it from one region to the adjacent region.&lt;br /&gt;
&lt;br /&gt;
Betray - For 2 Rupees, discard a card from your or an opponent&#039;s court where you have a spy planted. After which, you may accept the discarded card as a Prize or let it be discarded (see &amp;quot;Loyalty and Influence&amp;quot;). This may also trigger the Leverage icon for the original owner.&lt;br /&gt;
&lt;br /&gt;
Battle - Pick either a card or a region. Remove tokens at that site equal to the rank of the battle card. Tribes, Spies, Roads, and Armies are all eligible for removal and, if allowed to remove more than one, they can be different. There are a few restrictions to this. You may not remove more than you have Armies or Spies at that site, i.e. a rank 2 battle card with 1 army/spy at the site can still only remove 1 token. Armies and Roads and Tribes of your loyalty are immune to removal (This prevents you weakening your current loyalty before switching loyalties).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleanup===&lt;br /&gt;
&lt;br /&gt;
Check you aren&#039;t over Hand or Court Limit&lt;br /&gt;
&lt;br /&gt;
Discard leftmost cards in the Market and resolve their Impact Event for all Players&lt;br /&gt;
&lt;br /&gt;
If there were any rupees on these cards, they stay lingering in the empty spaces&lt;br /&gt;
&lt;br /&gt;
Move all Market cards to the left, which allows cards to scoop up rupees in empty spaces even if they already had rupees of their own&lt;br /&gt;
&lt;br /&gt;
Draw 2 new Market cards&lt;br /&gt;
&lt;br /&gt;
If one of the new cards was a Dominance, check to see if it&#039;s the only Dominance&lt;br /&gt;
&lt;br /&gt;
If there is another Dominance, complete a Dominance Check, discard all Dominance cards, and draw new cards to fill the spaces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dominance Check===&lt;br /&gt;
&lt;br /&gt;
To be successful, a single coalition must have the most blocks in play and four more than any other coalition&lt;br /&gt;
&lt;br /&gt;
If unsuccessful, the player with the most cylinders scores 3 points and the player with second most scores 1 point&lt;br /&gt;
&lt;br /&gt;
If successful, players in the winning coalition each score points based on how much influence they have. The player with the most scores 5, then 3, then 1. After which, remove all coalition blocks.&lt;br /&gt;
&lt;br /&gt;
The final dominance check scores double points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Court &amp;amp; Hand Limits===&lt;br /&gt;
&lt;br /&gt;
During your turn, your court can contain any number of cards&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your court can only have 3 + purple stars quantity of cards, any excess must be discarded&lt;br /&gt;
&lt;br /&gt;
Likewise, your hand can contain any number of cards during the turn&lt;br /&gt;
&lt;br /&gt;
However, at end of turn, your hand can only have 2 + blue stars quantity of cards, any excess must be discarded &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
Economic Stars reduce taxation&lt;br /&gt;
&lt;br /&gt;
Military Stars provide a tiebreaker for end game&lt;br /&gt;
&lt;br /&gt;
Political Stars increase size of Court&lt;br /&gt;
&lt;br /&gt;
Intelligence stars increase size of Hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loyalty and Influence===&lt;br /&gt;
&lt;br /&gt;
How loyal you are to a country is measured in influence points&lt;br /&gt;
&lt;br /&gt;
This is calculated as 1 + Patriots + Prizes + Gifts&lt;br /&gt;
&lt;br /&gt;
To alter Loyalty, gain an influence point in the new Loyalty (through a Patriot or Prize) then discard ALL Gifts, Patriots, and Prizes previously accumulated&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ruling a Region===&lt;br /&gt;
&lt;br /&gt;
To rule a region, you must have one tribe there and more tribes than any other&lt;br /&gt;
&lt;br /&gt;
Once a ruler, you have the following bonuses&lt;br /&gt;
&lt;br /&gt;
You may take the Build action&lt;br /&gt;
&lt;br /&gt;
You have Tax Privilege&lt;br /&gt;
&lt;br /&gt;
You can Extract Bribes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
Cards may have multiple actions on them, but only one of these actions may be taken per turn&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with a spy, this is returned to its owner&lt;br /&gt;
&lt;br /&gt;
If you need to discard a card with the Leveraged icon, either two rupees or 1 card per rupee owed must be discarded too &lt;br /&gt;
&lt;br /&gt;
If you lose the last tribe in a region, all political cards associated with that region are also discarded&lt;br /&gt;
&lt;br /&gt;
If you lose the last political card associated with a region, all tribes in that region are also discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Suits===&lt;br /&gt;
&lt;br /&gt;
There are four suits in the game, and one suit is always shown as favoured, starting with Political (purple) but this will change throughout the game&lt;br /&gt;
&lt;br /&gt;
Economic (Yellow) cards aim to protect against taxation, manipulate rupees and piece movement&lt;br /&gt;
&lt;br /&gt;
Military (Red) cards aim to manage armies and form coalitions&lt;br /&gt;
&lt;br /&gt;
Political (Purple) cards aim to consolidate power and determine card playability&lt;br /&gt;
&lt;br /&gt;
Intelligence (Blue) cards aim to manage diplomacy and compromise enemies&lt;br /&gt;
&lt;br /&gt;
Whichever suit is currently the Favoured Suit allow those cards to take actions without counting as actions&lt;br /&gt;
&lt;br /&gt;
If Military is Favoured, purchasing cost of cards is doubled whilst Favoured&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If after a Dominance Check, a player is at least 4 points ahead of everyone else, that player immediately wins&lt;br /&gt;
&lt;br /&gt;
If the final Dominance Check card is resolved and the above isn&#039;t true, the player with the most points wins&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a tie, the tiebreakers are: first, most Military stars, second most rupees, third cook a Chopan Kebab and the players vote on who cooked the best meal&lt;/div&gt;</summary>
		<author><name>TimKirk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4446</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4446"/>
		<updated>2020-05-22T13:55:59Z</updated>

		<summary type="html">&lt;p&gt;TimKirk: /* Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next move (not turn - if you have 00 yellow flag stays until you are ready to move again), but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;/div&gt;</summary>
		<author><name>TimKirk</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4445</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4445"/>
		<updated>2020-05-22T13:46:35Z</updated>

		<summary type="html">&lt;p&gt;TimKirk: /* Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
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Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
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===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
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===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
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&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
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==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
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&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
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&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
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&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
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==Losing Control==&lt;br /&gt;
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If you exceed your limit, you will lose control. &lt;br /&gt;
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Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
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&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
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&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
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If you used the &#039;flat out&#039; die rolling option, you can change what order you place your dice to help decide where you lose control, or even change your route to avoid loss of control. Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
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===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next move (not turn - if you have 00 yellow flag stays until you move), but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
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==Pit stop==&lt;br /&gt;
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If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;/div&gt;</summary>
		<author><name>TimKirk</name></author>
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