Turbo Rally Card Racing
BGG rank
BGG #22,693
BGG rating
6.6

Turbo Rally Card Racing

2013

Rules assistance for Turbo Rally Card Racing

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2 players
  • 10 min
  • 4+
  • Complexity 1.3/5

Rules assistant for Turbo Rally Card Racing

What would you like to know?

Answers come from the official rulebook, with the page to check.

Turbo Rally Card Racing is a board game released in 2013 10 minutes per game and ages 4 and up. It was designed by Alex Ramsey and its main mechanics are Take That and Tile Placement.

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About the game

Using your own 1:64 scale diecast cars, race opponents along rally themed card tracks that you create. The cards are expandable so you can challenge unlimited players and build courses as simple or as big as you can imagine. On your turn, flip one track card over, and follow the signs as you race through jumps and obstacles toward the finish line. The first player to reach the winner's circle wins one of five trophies. Trophy winners earn performance upgrades like run-flat tires, off-road tires, turbo and driver agility cards that give boosts for one race. RPM (Radical Performance Maneuvers) draw cards give players opportunities to boost ahead, burst through obstacles or sabotage opponents. Each player start with three RPM cards that can be played on theirs or an opponent's turn. Players earn more cards by landing on designated RPM track spaces. Multiple card combinations can be played to enhance effects or counter one another. RPMs last for one turn and include NOS, off-road tires, run-flat tires, green lights, tire spikes and sideswipes. The player with the most trophies after five races is the tournament champion!

Designers

Publishers

  • (Self-Published)

Questions and answers

The listed playing time for Turbo Rally Card Racing is 10 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.