Distance Cards
Play distance cards to add miles toward 1000. You must be "Rolling" to play distance. Values: 25, 50, 75, 100, 200. Max two 200s per game.
Hazard Cards
Stop! — Stops an opponent who is rolling.
Speed Limit — Limits opponent to 50mi cards only.
Accident — Stops opponent; needs Repairs + Roll.
Out of Gas — Stops opponent; needs Gasoline + Roll.
Flat Tire — Stops opponent; needs Spare Tire + Roll.
Remedy Cards
Roll! — Start moving (play when stopped or at start).
End of Limit — Remove a speed limit.
Repairs / Gasoline / Spare Tire — Fix the matching hazard, then you still need a Roll to continue.
Safety Cards
Permanent immunity! Play anytime on your turn.
Right of Way — Immune to Stop + Speed Limit. Acts as permanent Roll.
Driving Ace — Immune to Accident.
Extra Tank — Immune to Out of Gas.
Puncture Proof — Immune to Flat Tire.
Coup Fourré
If an opponent plays a hazard on you and you hold the matching safety, you can instantly counter-play it! This earns 300 bonus points and gives you an extra turn. You have 15 seconds to respond.
Scoring
Miles driven + 100/safety + 300/Coup Fourré + 400 trip complete + 300 safe trip (no 200s) + 300 all 4 safeties + 500/shutout opponent.