Rules Overview
Game design: David McDougal
Use cards for initiative and movement to leave a trail across the arena; the last rider standing wins.
Players: 3-4 Mechanic: Pre-Programmed Actions
Components
- Deck A (Trick Deck): One standard 52-card deck shared by all players. Used only for initiative.
- Deck B (Rail/Move Deck): One standard 52-card deck, divided by suits. Each player claims one suit.
- Per Player:
- 13 cards of one suit from Deck B:
- Rails: A-10 (10 trail cards).
- Moves: J, Q, K (Left, Right, Forward).
- Player aid showing the three moves.
- Arena Board:
- 4 players: 12x12 grid.
- 3 players: 10x10 grid.
Setup
- Each player chooses a suit from Deck B.
- Place each rider's starting trail card (one from A-10) on the edge of the grid, equally spaced, facing inward. The short edge of the card points in the facing direction.
- Shuffle Deck A. Deal 5 initiative cards to each player.
- Each player places their J, Q, K move cards face up on their aid.
Objective
Stay alive the longest. If you move into a wall, another rider, or the arena boundary, you crash and are eliminated. Last rider standing wins the round.
Core Concepts and Terms
- Trail Card: A-10 of your suit. Marks where you vacated.
- Move Cards: J = Left, Q = Right, K = Forward. Each must be used once before all three refresh.
- Orientation: The short edge of each placed trail card must point in the direction of travel.
- Extended Mode (A2): When a player exhausts their 10 rails, they continue playing by "forward shifting." Each move:
- Leave a generic wall behind (place the initiative card played this trick face down).
- Advance your most recent suit trail card into your new square.
Turn Structure
Step 1: Initiative Reveal
- Each player simultaneously reveals one card from Deck A.
- Resolve order high to low (A high, 2 low). Ties break by suit order ♠ > ♥ > ♦ > ♣.
Step 2: Movement Resolution
In initiative order, each player:
- Chooses one unused move (J, Q, or K) and rotates and/or advances: - J (Left): Rotate 90 degrees left, move forward 1. - Q (Right): Rotate 90 degrees right, move forward 1. - K (Forward): Move forward 1 without rotating.
- Places a trail card in the square they left: - If they have rails left (A-10), play one. - If rails are exhausted, use Extended Mode (leave the initiative card face down, advance your suit marker).
- Flips the used move card face down.
Step 3: Collisions
- If your move enters an occupied square or leaves the board, you crash immediately.
- Remove your rider from play. Your trails remain.
Step 4: End of Trick
- Surviving players refill hands to 5 from Deck A.
- After the third trick, all riders refresh J/Q/K simultaneously.
End of Round and Scoring
- Round ends when one rider remains; that player scores 1 point.
- If all riders crash in the same trick, no points are scored.
- Play best of 3-5 rounds for match play.
Examples
Turn Example: P1 faces east. They choose J (Left). They rotate north, move 1 space up, place a portrait trail card with its short edge pointing north.
Extended Mode Example: P2 has no rails left. They reveal a 9 of Hearts in initiative. After moving, they place the 9 face down in the space they vacated, then slide their own suit trail card forward into their new square.
Frequently Asked Questions
Do all players move every trick?
Yes. Initiative determines order, not whether you move.
What if two players try to enter the same square?
The earlier player (higher initiative) succeeds. The later one crashes.
Can I repeat a move before refresh?
No. Each of J/Q/K must be used once before refresh.
What happens if I run out of rails?
Extended Mode. You continue moving, but initiative cards now mark your old space, and your suit marker slides forward.



