HEAT PEDAL TO THE METAL EST. 1963
A GAME OF NERVE & MOTOR RACING

FULL
THROTTLE.
KEEP COOL.

The straight is an invitation.
The next corner is a promise.

7
THE PADDOCK

Take your place
on the grid.

One device, a few friends, and a little friendly rivalry. Pass the screen between drivers.

An independent, original-art adaptation of Heat's core game by Asger Harding Granerud and Daniel Skjold Pedersen. Not affiliated with Days of Wonder. Original circuits, no advanced modules. No account required. Rooms last until a server restart or six hours idle.

THE DRIVER'S HANDBOOK

Fast is easy.
Finishing takes nerve.

Race 2–6 human drivers around an original circuit. Your deck is your engine: speed cards move you, Stress is unpredictable, and Heat makes a hand harder to use. Finishers are ranked at the end of each round by distance beyond the line, with the inner racing lane breaking ties. Everyone drives to the finish.

  1. Choose a gear. Commit your cards.

    Everyone secretly plans. Shift up or down one gear for free, or two gears for 1 Heat from your engine. Play exactly as many cards as your new gear: 1–4. Numeric cards add speed. Each Stress flips until a basic speed card (1–4) appears. Heat is normally unplayable; only a hand with too few playable cards can force you to fill its remaining gear slots with Heat. A forced cluttered hand means no movement: discard your played cards, shift to gear 1, and refill without reactions.

  2. Reveal. Then push your luck.

    Drivers reveal and move in race order. In your reaction window, you may cool Heat from your hand back into the engine; gear 1 cools up to 3, gear 2 up to 1. Eligible drivers toward the back get adrenaline: an optional +1 speed and one extra cooling. A boost spends 1 engine Heat for a random 1–4 extra speed. Boost and adrenaline speed can each be used once. The last driver (last two with 5–6 starters) gets adrenaline, including extra cooling whether or not the speed bonus is used.

  3. Find a tow. Respect the corner.

    If another car is in your space or one space ahead, you may slipstream 2 spaces. This is movement, not speed, but can carry you through another corner. Every crossed corner costs engine Heat equal to your speed above its limit. If you cannot pay, you spin out before the corner, drop to gear 1, and take Stress. The reaction panel shows the current cost before slipstream. Slipstreaming is never allowed across or beyond the final finish line. Cars can pass through each other; if a destination has both lanes occupied, stop at the nearest free space behind it.

  4. Clear your hand. Go again.

    Optionally discard any unplayed numeric cards. Heat and Stress stay in hand. Played cards go to your discard pile, then draw back to 7; the discard pile reshuffles when needed. Cooling keeps your engine supplied and your hand uncluttered.

A driver's tip

Look ahead before shifting up. A gear-4 hand is quick on the straight, but a low gear can cool your engine before the next big corner.

Corner markers show speed limits, not recommended gears. Numbered cars and the timing tower identify every driver. On one screen, hands are concealed at each handoff. Online, only your own hand is ever sent to your browser.