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== Playing a Round ==
==Overview==
''Heat: Pedal to the Metal'' is played over several rounds. Some steps are compulsory, the rest (4-8) are all situational and only sometimes apply to your turn.


All players complete steps 1 and 2 at the same time (do them in order, but without waiting for each other). Then, starting with the frontmost car, closest to the Race Line, complete steps 3 through 9. Once a car has completed step 9 and ended their turn, proceed back through the positions completing one car’s turn at a time. Repeat this sequence until all cars have finished the race (check the number of laps on the board for the track you are using).
''Pedal to the Metal'' is a game of hand management, deckbuilding, and "push your luck". Racing isn't just going as fast as you can. It's managing your speed, engine heat, and adrenaline. After a set number of laps, be the first to cross the finish line and win!


{| class="wikitable" style="width:auto;text-align:center;" border="2"
Each player has their own deck of cards, from which they draw a hand, and a player board. The player board indicates your car's current status, including your gear shift. Your gear shift indicates how many cards you can play that round.
 
The value of the cards played indicates your speed, which is how many spaces you can move along the race track. Playing high-value cards will make you go faster, but if you have too much speed or take a turn too fast, your engine will overheat, you'll spin out, and you'll lose a turn.
 
== Setup ==
 
Every player's deck starts with 12 Basic Cards (3 x {{card|color=steelblue|'''1'''}}, 3 x {{card|color=steelblue|'''2'''}}, 3 x {{card|color=steelblue|'''3'''}}, 3 x {{card|color=steelblue|'''4'''}}, some Stress cards, and some Starting Upgrade cards. The number of Stress and Starting Upgrade cards depends on the track (3 each for the USA track). A supply of ''Heat'' cards is placed next to your player board (6 for the USA track). The gear shift starts at 1. Each player draws 7 cards to their hand to start.
 
== Gameplay ==
 
''Heat: Pedal to the Metal'' is played over several rounds. Some steps will be taken every turn, some are situational.
 
All players complete steps 1 and 2 simultaneously. Then the player with the frontmost car closest to the ''Race Line'' (inside of the track) completes their remaining steps and finishes their turn. Then the player with the next closest car goes, and so on until all players have completed their turn. Then the round ends. This sequence continues until all cars have finished the race.
 
{| class="wikitable" style="width:auto;" border="2"
|+ Steps in a Turn
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;"
! Step !! Status
|-
|-
! # !! Effect !! Notes
| '''Shift Gears''' ||
|-
|-
| 1 || Shift Gears || ''Compulsory''
| '''Play Cards''' ||
|-
|-
| 2 || Play Cards || ''Compulsory''
| '''Reveal Cards & Move Car''' ||
|-
|-
| 3 || Reveal and Move || ''Compulsory''
| Adrenaline || Situational
|-
|-
| 4 || Adrenaline ||  
| React || Situational
|-
|-
| 5 || React ||  
| Slipstream || Situational
|-
|-
| 6 || Slipstream ||
| Check Corner || Situational
|-
|-
| 7 || Check Corner ||
| Discard || Situational
|-
| 8 || Discard ||  
|-
| 9 || Replenish Hand || ''Compulsory''
|-
|-
| '''Replenish Hand''' ||
|}
|}


====Types of Cards====
'''<u>Basic</u>'''
[[File:pedalToTheMetal_card_basic.png]]
These cards represent your car's Speed during this round. When played, the values of all Basic cards are added together. That number represents how many spaces your car moves forward.
'''<u>Stress</u>'''
[[File:pedalToTheMetal_card_stress.png]]
These cards represent lapses of concentration as you race around the track. All players start with three in their deck. Stress cards cannot be discarded. To get them out of your hand, they have to be played, which adds some randomness to your Speed.
'''<u>Upgrade</u>'''
Upgrade cards are indicated by a blue chevron symbol in the upper corners. Note that these cards are discarded when the [[File:pedalToTheMetal_plus.png]] is activated, even if the card has a number.
The basic game includes 1 Heat card that works the same way, though it starts shuffled into the deck, a {{card|color=steelblue|'''0'''}} value card and a {{card|color=steelblue|'''5'''}} value card.
'''<u>Heat</u>'''
Heat cards are like a currency. They are how you pay for increasing your car's speed on straights and around corners. When you pay a Heat card, it moves from your supply to your discard pile and will be shuffled into your draw deck when it runs out. Heat cards cannot be discarded or played. Effectively, this reduces your speed effectiveness by filling your hand with unplayable cards.
The only way to get rid of Heat cards is '''Cooldown'''. This is done by playing certain cards or by shifting into lower gears.
If you have used up your Heat cards, you cannot do special actions like shifting gears two positions (see "Shift Gears" step) or use React effects like like Boost (see "React" step). If you exceed the Speed Limit around a corner (see "Check Corner" step), and cannot pay the required Heat, your car will Spin Out.


=== Shift Gears ===
====Terms====
First, check which gear your car is in, and decide if you want to leave it there or shift it one gear up or down from that position.


<i>Note: You can choose to shift your gear up/down two positions, but doing so will require that you pay one Heat</i>
[[File:pedalToTheMetal_plus.png]]: When this symbol is activated (either through playing a card with it, like a ''Stress'' card, or through Boosting), you must draw and discard from your deck until you find a Basic card. Play it immediately and add its value to your Speed.


'''''Cooldown''''': Remove # of Heat cards indicated on the symbol from your hand and put them back in your Engine to use later.


=== Play Cards ===
'''''Boost''''': Pay one Heat card to add a [[File:pedalToTheMetal_plus.png]] to your played cards. You can only do this once per turn.  
Your current gear determines exactly how many cards you play from your hand. 1st gear means you must play 1 card, 2nd gear is 2 cards, and so on.  


In this step you can play all types of cards except for Heat cards. Keep the 1-4 played cards facedown in your own Play Area.
'''''Spin Out''''': If a Spin Out occurs, the following happens:


<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>Your car is moved back to the first unoccupied space before the Corner Line that caused you to spin out.</li>
  <li>If you are in first or second gear, one extra Stress card is added to your hand. If you are in third or fourth, 2 Stress cards are added.</li>
  <li>Your gear is shifted to first.</li>
  <ul class="bulletlist" style="padding-inline-start:40px;">
    <li></li>
  </ul>
</ul>


=== Reveal and Move ===
====Turn Steps====
Reveal the cards in your Play Area, then add all values together to determine your Speed. You also add values from Upgrades (see below) and Stress cards (each resolving to a random value from 1 to 4, drawn from your deck - see the "+ Symbol" section). Move your car forward by exactly that many Spaces on the track. Always put your car on the Spot closest to the Race Line if available.


Cars never prevent you from passing through them, even when it looks like the race track is blocked. However, if you would end your move in a Space where there are cars on all Spots, then you are blocked and must put your car in the first Space with a free Spot behind the cars that blocked you (as close to the Race Line as possible).
'''''Shift Gears'''''


If there are 2 cars next to each other, the car closest to the Race Line is considered ahead for all purposes.
You may shift your gear ''up one'' or ''down one'' from its current position. You may pay 1 Heat to shift it two positions.


=== Adrenaline ===
'''''Play Cards'''''


Adrenaline helps the last car to move each round (or in a 5-6 car game, the last two cars to move). It is not really a step of its own, but gives those players extra symbols that they may use in the React step. Players with Adrenaline may move 1 extra Space while adding 1 to their Speed value and/or gain 1 extra Cooldown.
Choose cards to play. Any card except a ''Heat'' card can be played. You must play as many cards as your current gear number (in first gear, you must play 1 card; in second gear, you must play 2 cards, and so on). Other players do not see these cards until your turn comes up.


<i>Note: Adrenaline cannot be saved for future rounds.</i>
If your hand does not have enough playable cards for the gear you're in (your car has "overheated"), then you must play those playable cards and Heat cards to meet the number.  


=== React ===
'''''Reveal Cards and Move Car'''''
In this step you get to activate symbols you have access to in ANY order you want.


In the core game you have access to symbols from your current gear (Boost and/or Cooldown) and Adrenaline if last. Each symbol is activated and completed individually.
The cards you played are revealed and their values are added together to determine your Speed. This includes the values from Upgrade cards and Stress cards. Your car moves forward that many spaces on the track, placed on the spot closest to the Race Line (inside of the track).


==== Cooldown ====
You can pass through other cars, but you can't land on them. If your move would end in a space occupied by cars, then you are blocked and must put your car in the first unoccupied space behind those cars as close to the Race Line as possible.
Cooldown is an important aspect of the game because it allows you to take a Heat card from your hand and put it back in your Engine (so you can use the Heat card again). The number in the Cooldown symbol indicates how many Heat you can move in this way. You gain access to Cooldown in a few ways but the most common is from driving in 1st gear (Cooldown 3) and 2nd gear (Cooldown 1).


==== Boost ====
If 2 cars are next to each other, the car closest to the Race Line is considered "ahead" for all purposes.
Regardless of which gear you are in you may pay 1 Heat to boost once per turn. Boosting gives you a <b>+</b> symbol as reminded on the player mats. Move your car accordingly, you may still be blocked.


<i>Note: <b>+</b> symbols always increase your Speed value for the purpose of the Check Corner step. </i>
If you were required to play Heat cards because you did not have enough playable cards in your hand, your car does not move this turn and immediately shifts to first gear. Discard the played cards and skip straight to the "Replenish Hand" step.


==== Adrenaline ====
'''''Adrenaline'''''
May use your +1 Speed and/or 1 extra Cooldown


==== Garage Module Icons ====
This step is only taken if you are the last player to take your turn (i.e., in last place).
Apply any of the icons on Garage Cards during the react step


You may '''add 1 to your Speed and move 1 extra space''' or '''Cooldown 1'''.


=== Slipstream ===
'''''React'''''
Only applies if you are next to or behind another car at this point.


Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars.
This step is only taken if you have access to symbols from your selected gear or played cards. (''Boost'', ''Cooldown'', ''Heat,'' etc.) [[File:pedalToTheMedal_symbols.png]]


<i>Note: Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.</i>
Resolve the effects of these symbols in any order you want, individually.




=== Check Corner ===
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the Speed cards in your Play Area, +1 if you used the Adrenaline Bonus).
<ul>
<li>• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.</li>
<li>• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.</li>
</ul>


<i>Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.</i>
'''''Slipstream'''''
 
This step is only taken when you are next to '''or''' behind another car at this point.
 
You may move 2 spaces forward. This can only be done once per turn (you can't leapfrog between cars). If this step ends with your car in an occupied space, place your car in the first unoccupied space behind the car(s). This movement is ''not'' added to your Speed value. But if you slipstream past a Corner Line, your current Speed is still used to calculate Heat payment.
 
You cannot slipstream across the finish line (after completing the required number of laps) or slipstream after passing the finish line.
 
'''''Check Corner'''''
 
This step is only taken if you have passed a Corner Line at this point.
 
If your total Speed is greater than the Speed Limit of that corner, then you must pay Heat equal to the difference. For example, if your Speed is 7 and the Speed Limit is 5, you must pay 2 Heat. If you passed more than one Corner Line during your turn, you must resolve each corner separately, starting with the first corner.  


==== Spin Out ====
If you have crossed the finish line, this step is ignored.  
If you do not have enough Heat to pay for your excess Speed,
you pay all the Heat you have and immediately spin out:
<ul>
<li>• Move the car back to the first available Space before the Corner Line that caused the spin out.</li>
<li>• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.</li>
<li>• Move your Gear pawn to 1st gear.</li>
</ul>


'''''Discard'''''


=== Discard ===
This step is optional.  
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.


<i>Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).</i>
If you do not want to save cards for future rounds, you may discard them. You cannot browse through your discard pile. Only the top card is public knowledge. You cannot discard Stress or Heat cards.  


'''''Replenish Hand'''''


=== Replenish Hand ===
The cards you played are discarded. Cards are drawn into your hand until you reach seven (or the hand limit specified by an Event card). This ends your turn.  
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.


== Heat Cards ==
== Winning ==
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.


==== Paying Heat ====
When the round ends, the first player to cross the finish line after completing the number of laps indicated is the winner. If two or more cars finish in the same round, the winner is the player whose car ends furthest ahead. If the cars are still next to each other, the car closest to the Race Line wins.
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.


==== Shifting up/down 2 positions ====
At the end of the round, all cars that crossed the finish line are removed from the track and placed on the Hall of Fame space. The remaining players continue until all cars have finished. Adrenaline bonuses are applied based on the number of cars that started the race, not remaining on the board.
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&3 or 2&4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.


== Cluttered Hand ==
==Variants==
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).


==== Mode ====


== + Symbol ==
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
For each <b>+</b> symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:
  <li>First Game: Track is USA, 1 lap. Only Basic Upgrades are used. </li>
<ul>
  <li>Beginner: Allows the user to choose some modules and expansions like Heavy Rain and Tunnel Vision.</li>
<li>• If it is a Basic card (Speed symbol), add it to your Play Area.</li>
  <li>Standard: Like Beginner, but adds the options for Pro Legends, Garage Module, upgrades, upgrade draft style, and weather.</li>
<li>• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).</li>
  <li>Champion: Like Standard, but adds Championship races.
  <ul class="bulletlist" style="padding-inline-start:40px;">
    <li>You play a group of races, each with its own event. Each event has unique rules.
    <li>You get one new garage upgrade per race. After you've chosen upgrades, you will find out the weather or track condition.
    <li>You can get single-use upgrades during the race in the form of sponsorship cards. Once used, they are removed from the game (but you can discard them to put them back in your deck).
    <li>Sponsorship cards are received for "Pressing a Corner". This means either crossing a Corner Line with a Speed of two or more than the Speed Limit (after road condition markers are taken into account) or slipstreaming across the Corner Line. You do not receive a sponsorship card if you Spin Out. You can only receive one Sponsorship card per corner each lap.</li>
  </ul></li>
</ul>
</ul>


==== Legends ====
Legends are automated drivers (i.e., bots) you can compete against in solo mode or as additional opponents in multiplayer games. They are controlled by a single deck of Legends cards. If a Legend is close to a corner, it will try to clear it, but will sometimes fail. If it is far from a corner, it will move as fast as possible without overshooting. Legends do not use Heat.
'''Aggressive Legends''' allows Legend drivers to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra corner line this round. (Note: There are no chevrons on the US, France, or Italy tracks.) If there is a double chevron, the legend can even cross three corners.
==== Garage Module ====
Each player builds their own customized car with 3 Garage Module Upgrade cards (different than the Starting Upgrade cards, which are not used). Upgrade cards are divided into Basic and Advanced.


{| class="wikitable" style="width:auto;" border="2"
|+ Mandatory Symbols
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;"
! Name !! Description
|-
! Heat
| Same as the basic game, but if you play an Upgrade card and you cannot pay its Heat cost, it becomes a Stress card and is played accordingly.
|-
! Scrap
| Take X cards from the top of your deck and put them into your discard pile.
|-
! Adjust Speed Limit
| If you cross a corner this turn, your Speed Limit is modified by X for you. A "+" means you can move faster. A "-" means you must move more slowly.
|}
{| class="wikitable" style="width:auto;" border="2"
|+ Optional Symbols
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;"
! Name !! Description
|-
! Slipstream Boost
| If you choose to Slipstream, you may add X to the typical 2 spaces you would move.
|-
! Reduce Stress
| You may immediately discard up to X Stress cards from your hand to the discard pile.
|-
! Refresh
| You may place this card on top of your deck at the end of the "React" step.
|-
! Salvage
| You may look through your discard pile. Choose up to X cards. Those cards are shuffled into your deck.
|-
! Direct Play
| You may play this card from your hand at any time during your turn. If you do, it applies as if you played it normally, including Speed and mandatory/optional icons.
|-
! Accelerate
| You may increase your Speed by 1 for every card you flipped this turn (from Upgrades, Stress, and Boost). If you do, you must increase it for all the flipped cards.
|}


== How to Win ==
==== Weather and Road Conditions ====
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).


<ul>
Weather and Road Conditions modify the track to have specific permanent effects on corners and sectors. These are prepared before upgrades are drafted, so you can customize your car to handle the specific race. These symbols are taken into account during the "React" step.
<li>• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. </li>
<li>• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.</li>
</ul>


At the end of the <b>round</b>, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.
{| class="wikitable" style="width:auto;" border="2"
|+ Corner Effects
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;"
! Name !! Description
|-
! Adjust Speed Limit
| Speed limit is 1 higher or 1 lower.
|-
! Overheat
| If your Speed is higher than the Speed Limit when you cross this corner, the cost in Heat that you need to pay is increased by one.  
|}


{| class="wikitable" style="width:auto;" border="2"
|+ Sector Effects
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;"
! Name !! Description
|-
! Slipstream Boost
| If you choose to Slipstream, you may add X to the typical 2 spaces you would move. Your car must be within this sector before you can slipstream.
|-
! Heat Control
| If you Boost in this sector, do not pay any Heat. You can still only do one Boost per turn. Your car must be within this sector to use this effect.
|-
! Weather
| Weather effect applies to this sector.
|}


{| class="wikitable" style="width:auto;" border="2"
|+ Weather Effects
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;"
! Name !! Description
|-
! Slipstream Boost
| If you choose to Slipstream, you may add X to the typical 2 spaces you would move. Your car must be within this sector before you can slipstream.
|-
! No slipstream
| You cannot start slipstreaming from this sector, but you may slipstream ''into'' it.
|-
! Cooling Bonus
| When using Cooldown in this sector during "React", add 1 to the number.
|-
! No Cooling
| No Cooldown allowed in this sector during the "React" step.
|}


== Upgrade Cards ==
==== Tunnel Vision ====
<i>Note: All Upgrade Cards are discarded when resolving a <b>+</b> symbol.</i>


==== Basic Upgrade Cards ====
This expansion includes new race tracks, tunnels, chicanes, and Aggressive Legends. It also introduces a new mechanic: "Draft". Move your car forward on the race track up to X spaces. All spaces you move into or through from Drafting must be free of other cars. The final landing space must have at least one car in either lane of the space in front of it. This extra movement does not count as speed. If you have access to several Draft symbols in the same round, you can use them separately or add their values and use them in a single Drafting action. Drafting is ''not'' slipstreaming--it can be used to cross the finish line or after the finish line at the end of a race.  
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do.
* • '''Heat''': Works just like other Heat cards, though it starts shuffled in your deck.
* • '''0''': Zero speed movement card.
* • '''5''': 5 speed movement card.


==== Garage Module Upgrade Cards ====
==== Heavy Rain ====


* • '''Scrap''': (Mandatory) Discard the top card of your draw deck the number of times indicated
This expansion includes new race tracks, flooded roads, chicanes, and Aggressive Legends. Some cards have a purple "Super Cool" symbol. This means you may look through your discard pile and remove up to X Heat cards from it. Return these cards to your Engine spot. If there are no Heat cards in your discard pile, you do nothing, but you still get to see which cards are there.  
* • '''Adjust Speed Limit''': (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.
* • '''Slipstream boost''': If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.
* • '''Reduce Stress''': You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.
* • '''Refresh''': You may place this card back on top of your draw deck instead of discarding it in step 9.
* • '''Salvage''': You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.
* • '''Direct Play''': You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.
* • '''Accelerate''': You may increase your Speed by 1 for every <b>+</b> symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all <b>+</b> symbols used and this counts for corner checks (step 7).


== Championship Mode ==
==== Features on Expansion Maps ====
Key differences in Championship mode are that


* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course's event.
'''Chicanes''': Featured in the "Tunnel Vision" expansion, ''chicanes'' are a feature composed of 2 consecutive Corner Lines with the same Speed Limit with one or more spaces between them. They are denoted by blue curbs on both sides of the track. If you play with the weather and road conditions module, the sector symbol modifies the sector ''after'' the chicane's second Corner Line. Otherwise, it modifies both corner lines. In Championship Mode, the Press Corner can be one of the Chicane Corner Lines. In this case, it will always be placed on the last Corner Line (when exiting the Chicane) as indicated on the Track Card.
* you will get one new garage upgrade per race. You don't get to find out the weather or track condition until AFTER you've chosen upgrades.
* You can get single use "upgrades" during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.


'''Press Corner'''
'''Flooded Spaces''': Featured in the "Heavy Rain" expansion, flooded spaces represent water flowing onto the track. If you start the round on a flooded space, shifting down a gear in the "Shift Gears" step costs 1 extra Heat. This means that to shift down two gears costs 2 Heat. This Heat must be paid when you shift, before any card effects.


You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won't get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.
'''Tunnels''': Featured in the "Tunnel Vision" expansion, some parts of the track pass through tunnels. If your car is on a tunnel space, you cannot discard any cards from your hand. This rule supersedes any effect that would allow you to discard (Event, Upgrade, Road Condition, etc.). Scrapping and Cooldown do not count as discarding and can be done within tunnels.

Latest revision as of 01:47, 23 July 2026

Overview

Pedal to the Metal is a game of hand management, deckbuilding, and "push your luck". Racing isn't just going as fast as you can. It's managing your speed, engine heat, and adrenaline. After a set number of laps, be the first to cross the finish line and win!

Each player has their own deck of cards, from which they draw a hand, and a player board. The player board indicates your car's current status, including your gear shift. Your gear shift indicates how many cards you can play that round.

The value of the cards played indicates your speed, which is how many spaces you can move along the race track. Playing high-value cards will make you go faster, but if you have too much speed or take a turn too fast, your engine will overheat, you'll spin out, and you'll lose a turn.

Setup

Every player's deck starts with 12 Basic Cards (3 x 1, 3 x 2, 3 x 3, 3 x 4, some Stress cards, and some Starting Upgrade cards. The number of Stress and Starting Upgrade cards depends on the track (3 each for the USA track). A supply of Heat cards is placed next to your player board (6 for the USA track). The gear shift starts at 1. Each player draws 7 cards to their hand to start.

Gameplay

Heat: Pedal to the Metal is played over several rounds. Some steps will be taken every turn, some are situational.

All players complete steps 1 and 2 simultaneously. Then the player with the frontmost car closest to the Race Line (inside of the track) completes their remaining steps and finishes their turn. Then the player with the next closest car goes, and so on until all players have completed their turn. Then the round ends. This sequence continues until all cars have finished the race.

Steps in a Turn
Step Status
Shift Gears
Play Cards
Reveal Cards & Move Car
Adrenaline Situational
React Situational
Slipstream Situational
Check Corner Situational
Discard Situational
Replenish Hand

Types of Cards

Basic

PedalToTheMetal card basic.png

These cards represent your car's Speed during this round. When played, the values of all Basic cards are added together. That number represents how many spaces your car moves forward.

Stress

PedalToTheMetal card stress.png

These cards represent lapses of concentration as you race around the track. All players start with three in their deck. Stress cards cannot be discarded. To get them out of your hand, they have to be played, which adds some randomness to your Speed.

Upgrade

Upgrade cards are indicated by a blue chevron symbol in the upper corners. Note that these cards are discarded when the PedalToTheMetal plus.png is activated, even if the card has a number.

The basic game includes 1 Heat card that works the same way, though it starts shuffled into the deck, a 0 value card and a 5 value card.

Heat

Heat cards are like a currency. They are how you pay for increasing your car's speed on straights and around corners. When you pay a Heat card, it moves from your supply to your discard pile and will be shuffled into your draw deck when it runs out. Heat cards cannot be discarded or played. Effectively, this reduces your speed effectiveness by filling your hand with unplayable cards.

The only way to get rid of Heat cards is Cooldown. This is done by playing certain cards or by shifting into lower gears.

If you have used up your Heat cards, you cannot do special actions like shifting gears two positions (see "Shift Gears" step) or use React effects like like Boost (see "React" step). If you exceed the Speed Limit around a corner (see "Check Corner" step), and cannot pay the required Heat, your car will Spin Out.

Terms

PedalToTheMetal plus.png: When this symbol is activated (either through playing a card with it, like a Stress card, or through Boosting), you must draw and discard from your deck until you find a Basic card. Play it immediately and add its value to your Speed.

Cooldown: Remove # of Heat cards indicated on the symbol from your hand and put them back in your Engine to use later.

Boost: Pay one Heat card to add a PedalToTheMetal plus.png to your played cards. You can only do this once per turn.

Spin Out: If a Spin Out occurs, the following happens:

  • Your car is moved back to the first unoccupied space before the Corner Line that caused you to spin out.
  • If you are in first or second gear, one extra Stress card is added to your hand. If you are in third or fourth, 2 Stress cards are added.
  • Your gear is shifted to first.

Turn Steps

Shift Gears

You may shift your gear up one or down one from its current position. You may pay 1 Heat to shift it two positions.

Play Cards

Choose cards to play. Any card except a Heat card can be played. You must play as many cards as your current gear number (in first gear, you must play 1 card; in second gear, you must play 2 cards, and so on). Other players do not see these cards until your turn comes up.

If your hand does not have enough playable cards for the gear you're in (your car has "overheated"), then you must play those playable cards and Heat cards to meet the number.

Reveal Cards and Move Car

The cards you played are revealed and their values are added together to determine your Speed. This includes the values from Upgrade cards and Stress cards. Your car moves forward that many spaces on the track, placed on the spot closest to the Race Line (inside of the track).

You can pass through other cars, but you can't land on them. If your move would end in a space occupied by cars, then you are blocked and must put your car in the first unoccupied space behind those cars as close to the Race Line as possible.

If 2 cars are next to each other, the car closest to the Race Line is considered "ahead" for all purposes.

If you were required to play Heat cards because you did not have enough playable cards in your hand, your car does not move this turn and immediately shifts to first gear. Discard the played cards and skip straight to the "Replenish Hand" step.

Adrenaline

This step is only taken if you are the last player to take your turn (i.e., in last place).

You may add 1 to your Speed and move 1 extra space or Cooldown 1.

React

This step is only taken if you have access to symbols from your selected gear or played cards. (Boost, Cooldown, Heat, etc.) PedalToTheMedal symbols.png

Resolve the effects of these symbols in any order you want, individually.


Slipstream

This step is only taken when you are next to or behind another car at this point.

You may move 2 spaces forward. This can only be done once per turn (you can't leapfrog between cars). If this step ends with your car in an occupied space, place your car in the first unoccupied space behind the car(s). This movement is not added to your Speed value. But if you slipstream past a Corner Line, your current Speed is still used to calculate Heat payment.

You cannot slipstream across the finish line (after completing the required number of laps) or slipstream after passing the finish line.

Check Corner

This step is only taken if you have passed a Corner Line at this point.

If your total Speed is greater than the Speed Limit of that corner, then you must pay Heat equal to the difference. For example, if your Speed is 7 and the Speed Limit is 5, you must pay 2 Heat. If you passed more than one Corner Line during your turn, you must resolve each corner separately, starting with the first corner.

If you have crossed the finish line, this step is ignored.

Discard

This step is optional.

If you do not want to save cards for future rounds, you may discard them. You cannot browse through your discard pile. Only the top card is public knowledge. You cannot discard Stress or Heat cards.

Replenish Hand

The cards you played are discarded. Cards are drawn into your hand until you reach seven (or the hand limit specified by an Event card). This ends your turn.

Winning

When the round ends, the first player to cross the finish line after completing the number of laps indicated is the winner. If two or more cars finish in the same round, the winner is the player whose car ends furthest ahead. If the cars are still next to each other, the car closest to the Race Line wins.

At the end of the round, all cars that crossed the finish line are removed from the track and placed on the Hall of Fame space. The remaining players continue until all cars have finished. Adrenaline bonuses are applied based on the number of cars that started the race, not remaining on the board.

Variants

Mode

  • First Game: Track is USA, 1 lap. Only Basic Upgrades are used.
  • Beginner: Allows the user to choose some modules and expansions like Heavy Rain and Tunnel Vision.
  • Standard: Like Beginner, but adds the options for Pro Legends, Garage Module, upgrades, upgrade draft style, and weather.
  • Champion: Like Standard, but adds Championship races.
    • You play a group of races, each with its own event. Each event has unique rules.
    • You get one new garage upgrade per race. After you've chosen upgrades, you will find out the weather or track condition.
    • You can get single-use upgrades during the race in the form of sponsorship cards. Once used, they are removed from the game (but you can discard them to put them back in your deck).
    • Sponsorship cards are received for "Pressing a Corner". This means either crossing a Corner Line with a Speed of two or more than the Speed Limit (after road condition markers are taken into account) or slipstreaming across the Corner Line. You do not receive a sponsorship card if you Spin Out. You can only receive one Sponsorship card per corner each lap.

Legends

Legends are automated drivers (i.e., bots) you can compete against in solo mode or as additional opponents in multiplayer games. They are controlled by a single deck of Legends cards. If a Legend is close to a corner, it will try to clear it, but will sometimes fail. If it is far from a corner, it will move as fast as possible without overshooting. Legends do not use Heat.

Aggressive Legends allows Legend drivers to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra corner line this round. (Note: There are no chevrons on the US, France, or Italy tracks.) If there is a double chevron, the legend can even cross three corners.

Garage Module

Each player builds their own customized car with 3 Garage Module Upgrade cards (different than the Starting Upgrade cards, which are not used). Upgrade cards are divided into Basic and Advanced.

Mandatory Symbols
Name Description
Heat Same as the basic game, but if you play an Upgrade card and you cannot pay its Heat cost, it becomes a Stress card and is played accordingly.
Scrap Take X cards from the top of your deck and put them into your discard pile.
Adjust Speed Limit If you cross a corner this turn, your Speed Limit is modified by X for you. A "+" means you can move faster. A "-" means you must move more slowly.
Optional Symbols
Name Description
Slipstream Boost If you choose to Slipstream, you may add X to the typical 2 spaces you would move.
Reduce Stress You may immediately discard up to X Stress cards from your hand to the discard pile.
Refresh You may place this card on top of your deck at the end of the "React" step.
Salvage You may look through your discard pile. Choose up to X cards. Those cards are shuffled into your deck.
Direct Play You may play this card from your hand at any time during your turn. If you do, it applies as if you played it normally, including Speed and mandatory/optional icons.
Accelerate You may increase your Speed by 1 for every card you flipped this turn (from Upgrades, Stress, and Boost). If you do, you must increase it for all the flipped cards.

Weather and Road Conditions

Weather and Road Conditions modify the track to have specific permanent effects on corners and sectors. These are prepared before upgrades are drafted, so you can customize your car to handle the specific race. These symbols are taken into account during the "React" step.

Corner Effects
Name Description
Adjust Speed Limit Speed limit is 1 higher or 1 lower.
Overheat If your Speed is higher than the Speed Limit when you cross this corner, the cost in Heat that you need to pay is increased by one.
Sector Effects
Name Description
Slipstream Boost If you choose to Slipstream, you may add X to the typical 2 spaces you would move. Your car must be within this sector before you can slipstream.
Heat Control If you Boost in this sector, do not pay any Heat. You can still only do one Boost per turn. Your car must be within this sector to use this effect.
Weather Weather effect applies to this sector.
Weather Effects
Name Description
Slipstream Boost If you choose to Slipstream, you may add X to the typical 2 spaces you would move. Your car must be within this sector before you can slipstream.
No slipstream You cannot start slipstreaming from this sector, but you may slipstream into it.
Cooling Bonus When using Cooldown in this sector during "React", add 1 to the number.
No Cooling No Cooldown allowed in this sector during the "React" step.

Tunnel Vision

This expansion includes new race tracks, tunnels, chicanes, and Aggressive Legends. It also introduces a new mechanic: "Draft". Move your car forward on the race track up to X spaces. All spaces you move into or through from Drafting must be free of other cars. The final landing space must have at least one car in either lane of the space in front of it. This extra movement does not count as speed. If you have access to several Draft symbols in the same round, you can use them separately or add their values and use them in a single Drafting action. Drafting is not slipstreaming--it can be used to cross the finish line or after the finish line at the end of a race.

Heavy Rain

This expansion includes new race tracks, flooded roads, chicanes, and Aggressive Legends. Some cards have a purple "Super Cool" symbol. This means you may look through your discard pile and remove up to X Heat cards from it. Return these cards to your Engine spot. If there are no Heat cards in your discard pile, you do nothing, but you still get to see which cards are there.

Features on Expansion Maps

Chicanes: Featured in the "Tunnel Vision" expansion, chicanes are a feature composed of 2 consecutive Corner Lines with the same Speed Limit with one or more spaces between them. They are denoted by blue curbs on both sides of the track. If you play with the weather and road conditions module, the sector symbol modifies the sector after the chicane's second Corner Line. Otherwise, it modifies both corner lines. In Championship Mode, the Press Corner can be one of the Chicane Corner Lines. In this case, it will always be placed on the last Corner Line (when exiting the Chicane) as indicated on the Track Card.

Flooded Spaces: Featured in the "Heavy Rain" expansion, flooded spaces represent water flowing onto the track. If you start the round on a flooded space, shifting down a gear in the "Shift Gears" step costs 1 extra Heat. This means that to shift down two gears costs 2 Heat. This Heat must be paid when you shift, before any card effects.

Tunnels: Featured in the "Tunnel Vision" expansion, some parts of the track pass through tunnels. If your car is on a tunnel space, you cannot discard any cards from your hand. This rule supersedes any effect that would allow you to discard (Event, Upgrade, Road Condition, etc.). Scrapping and Cooldown do not count as discarding and can be done within tunnels.