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Official Crash Grid rules
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Rules overview
Crash Grid
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: 12×12 grid.
- 3 players: 10×10 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:
- Choose one unused move (J, Q, or K).
2. Rotate and/or advance
- J (Left): Rotate 90° left, move forward 1.
- Q (Right): Rotate 90° right, move forward 1.
- K (Forward): Move forward 1 without rotating.
3. Place a trail card in the square you left
- If you have rails left (A–10), play one.
- If rails are exhausted, use Extended Mode (leave initiative card face down, advance your suit marker).
- Flip 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.
Questions and clarifications
Frequently asked questions
* Q: Do all players move every trick?
A: Yes. Initiative determines order, not whether you move.
* Q: What if two players try to enter the same square?
A: The earlier player (higher initiative) succeeds. The later one crashes.
* Q: Can I repeat a move before refresh?
A: No. Each of J/Q/K must be used once before refresh.
* Q: What happens if I run out of rails?
A: Extended Mode. You continue moving, but initiative cards now mark your old space, and your suit marker slides forward.
Rules & resources
Keep the game close at hand.
Use the official links below for the printable rulebook, online play, and community listings.

