- Speed Cards: Instead of using speed logs, drivers use the speed cards that will be provided. A deck of speed cards includes 1 card for every possible speed and a card labeled "M.P.S." or Maintain Present Speed.
When using these cards to plot with, leave the previous turn's speed face up in front of you to show what speed you moved last turn. Then place a speed card representing your speed for next turn face down in front of you. If you wish to go the same speed as you did last turn, use the MPS card. When everyone is done plotting, all speed cards for the upcoming turn are revealed at the same time.
- Plot Errors: Any non-existant plot results in the car maintaining its speed from the last turn. Any plot that is impossible to achieve is replot at the closest achievable speed to the one originally plotted, assuming maximum possible use of wear and test tables.
- Order of Movement: The second tie-breaker for the order of movement for cars on the same row of the track changes from the inside of the track to the inside of the upcoming corner. For this purpose, and this purpose only, a corner extends to the last row of spaces with an arrow from that corner. If the end of one arrow overlaps with the beginning of a new arrow, the upcoming corner should be used to determine initiative.
- What is a Corner? Obey cornering speeds and assess cornering penalties only when entering spaces with posted speeds regardless of one's intended use of a racing line through the corner. A car may accelerate from the last marked space of a corner.
- Changing Radius Corners: It is possible for a driver to go through a single corner and yet run over spaces with different speed limits in different rows. This makes for relatively more complex interpretations of the cornering rules.
The first thing to remember is that spending wear and rolling on the chance table in a corner does not "buy" a partciular speed, it "buys" +20, +40, or +60 mph more then the corner speed limit. So while the speed limit may change in the middle of the corner, a driver is still entitled to safely drive at 0, +20, +40, or +60 mph over that limit depending on how they have paid for the corner.
If the speed limit drops, the driver must either slow down accordingly or be prepared to increase their "payment" for this corner. Remember that all wear penalties for a corner are paid for the corner as a whole. So, If a driver is already running 60 mph over the speed limit and then the speed limit drops, the car MUST decelerate or hit the tire wall.
If the speed limit increases, the driver is entitled to increase their speed accordingly. However, since there is no way to increase speed in the middle of a plot this can only be taken advantage of if the driver ended their previous plot in the middle of the corner on the last space of the slower speed limit, just in front of the higher speed limit. Note that this interpretation does run counter to the original rule prohibiting acceleration once a corner has been entered.
- Slipstreaming: Cars may slipstream through a corner as long as all other slipstreaming rules are obeyed. Drivers are not required to decide in advance if they will be trying to take advantage of a slipstream. If the bonus presents itself, the driver may take it. While the GM may prompt drivers, it is the driver's responsibility to ask for a slipstream. The front car must be plotted for at least 120 mph. The slipstreaming car does not have a minimum speed requirement. However, drivers may not take a slipstream bonus if either involved car began the turn at 0 mph.
- Emergency Braking: After a car begins its move, it may voluntarily burn off excess speed by consulting the deceleration chart. If the deceleration chart was consulted in order to achieve the car's originally plotted speed, Emergency Braking is added to the original excess deceleration and any additional called-for penalty is paid.
- Rear Ending: Instead of automatically spinning a car that plots spaces it can not use, the offending car must emergency brake to a safe speed.
- Forced Passing: If a moving car would like to move through an occupied space the moving car may attempt a forced pass. A forced pass can only be attempted if the moving car has enough speed to move beyond the occupied space and end its move on an empty space. The moving car's (passer's) attempt to move past the blocking car (passee) is governed by the passing table.
Prior to consulting the table, both the passer and the passee may secretly determine a number of skill chips they will apply to this die roll. The passer's skill chips will act like normal skill chips, while the passee's skill chips will be added to the die roll instead of subtracted.
If the passer succeeds on the passing table, the passer can continue its move. If the passer fails, that driver must stop in the space moved through prior to the attempted forced pass and modify their speed accordingly.
If a successful pass results in another legal pass attempt, the passer receives a +2 penalty to the passing table for the subsequant pass. This penalty is cumulative with any other penalties that might apply to this pass attempt.
If a passing car's failure on the passing table places the car in a row that is blocked, the passing car is moved off track, unless directed to crash by any result steming from the failed pass.
Off Track Movement A car that is forced off track is moved just off the track on the side closest to the space where the car would have been placed had there been room (randomly break ties). The driver then immediatly replots at half their current speed (round down).
Off track cars move as if there are spaces just off the side of the track. Off track cars always lose order of movement tie breakers. Off track cars may not exceed acceleration, top speed, or the corner speed of the spaces immediately next to them on the track.
At the end of every turn in which a car is off track, that driver loses 1 wear and 1 skill chip. If the driver can not pay either penality the car is removed from the race (stuck in the kitty-litter).
- Engine/Brake Damage: If an acceleration or top speed test fails, that car's engine is damaged. If a car with a damaged engine fails an acceleration or top speed test (regardless of what kind of test caused the original damage) that car's engine fails completly and the car is removed from the race.
Cars removed from the race due to engine failure immediatly reduce their plotted speed by half (rounding down) and move that speed for this turn, moving off track at the end of the move. If the car crosses the finish line at the end of the race, the car stays on track at the end of this move. If the car's speed this turn is 0 due to a stall when attempting to exceed acceleration, the car is immediatly removed from the race.
If a brakes test fails, that car's brakes are damaged. Any subsequent brakes test failure, causes the brakes to fail completly and the car is removed from the race. Cars removed from the race due to brake failure are removed from the track immediately.
- Crash Involvement: When any on-course crash occurs, mark the row it occured on and remove the crashed car immediately. Any other car that subsequently ends its move in or beyond the marked row of spaces must roll on the chance table using the following modifiers:
| condition | modifier |
| move completed 0-2 spaces after crash row | -2 |
| move completed 3 or more spaces after crash row | -1 |
| crash row is a 3-wide section of track | -1 |
Note that the last modifier can be cumulative with either of the previous two and that skill chips may be used on this die roll.
- Race Finish: A driver has finished the race when he enteres the space immediately before the start/finish line (nose across the line). Any car that crashes the turn they crossed the finish line is not considered to have finished the race. Any car that finishes the race off track, finishes last of the cars that also finished in that row.