# Stock Car Race Day ## General Info - **Year Published**: 2023 - **BGG Rating**: 8.3 - **BGG Rank**: — - **Players**: 2-6 (Best with: 4, 5, 6) - **Duration**: 40-60 min - **Weight**: 2.00 / 5 - **Designers**: Eduardo Castanho, Marcio Castanho - **Artists**: Eduardo Cavalcante - **Publishers**: (Self-Published) - **Categories**: Racing, Sports - **Mechanics**: Catch the Leader, Dice Rolling, Different Dice Movement, Events, Hand Management, Race, Roll / Spin and Move, Take That ## Verdict If you love fast races and tactical choices, Stock Car Race Day will take you straight to the finish line.Strategic overtakesUnpredictable eventsInclusive kids modeDetail-oriented playAverage game lengthHIGHLY RECOMMENDED ## Description Stock Car Race Day puts you in the seat of a Stock Car driver, racing on tracks that echo Brazil’s famed roads. The game blends solid strategy with a dash of luck: you pick your car, tire type, and fuel plan. But it’s not just about revving engines – the track throws weather changes, crashes, pit stops, and surprise events that can flip the game in seconds. Each player starts with action cards and a set of dice that dictate movement: some dice mean acceleration, others braking, and some trigger weather effects. When you roll, you decide which die to use each turn, demanding careful hand management and perfect timing to overtake the leader. The “Catch the Leader” mechanic keeps the game full of strategic overtakes and blocks, while “Take That” lets you sabotage opponents, forcing them to lose resources or slip back. The goal is simple: be the first to cross the finish line, but the road to victory is packed with twists. The game runs 40‑60 minutes, supports 2‑6 players, and even has a simplified mode for kids. Visually, the board is stunning with detailed tracks, car miniatures, and illustrated cards that bring the adrenaline of Stock Car racing right to your table. If you love speed, strategy, and a sprinkle of unpredictability, Stock Car Race Day will keep you on the track all night. ## How to Play Game Objective In Race Day Stock Car Pro Series, you are a Stock Car driver competing to become the grand champion. Your main objective is to be the first to cross the finish line on the third and final lap. To achieve this, you will need strategic decisions, cause interference with opponents, and adapt to adverse situations that may arise on the track. The driver with the best strategy and adaptability will be the winner. Preparation (Setup) Let's prepare the track for the race! Each driver chooses their color and receives a Kit for the three laps of the race, which includes: A racing car of the desired color. A corresponding Steering Wheel. Your color's Starting Grid marker. Three Gas Cans. Three Brake Fluids. One Lap Completed Flag. One Tire (full rule only). Shuffle the Radio Call cards and deal two to each driver. Each driver chooses one card to keep and one to show everyone at the table. The driver who shows the card with the lowest number starts in front, and so on, defining the order of the Starting Grid. Tip: Low-numbered cards are more powerful. It's a trade-off: start in front or keep a trump card! After defining the starting order, place the Starting Grid markers and the cars in their positions on the track. Shuffle the shown cards back into the Radio Call deck and keep it nearby. Shuffle the Weather Forecast cards and reveal the first one. This card defines the Current Weather. Place the Weather marker on the central board and shuffle the revealed card back into the Weather Forecast deck. On your Steering Wheel, choose your Tire type according to the Current Weather (dry or wet), fill the tank with three Gas Cans, and complete with three Brake Fluids. Also, place your Lap Completed Flag in the "Lap 1" position. The driver who started in front begins the game. Game Flow The game progresses in turns, where each driver performs their actions. The driver who is in front on the Starting Grid begins the game. During their turn, the driver has the following options: Use a Turbo (optional). Roll the die to move (mandatory). Perform a Braking (optional). Use a Radio Call at any time during their turn, or as indicated on the card (optional). The only exception to these turn rules occurs when the car is in the Pit Stop. Weather Forecast The driver who started last takes on the role of meteorologist. Always at the beginning of their turn, before playing, they reveal a Weather Forecast card. The first card revealed does not change the Weather, but subsequent ones must be observed. Event and Weather Change If three consecutive cards of the same type (rain or sun) are revealed, a Weather Event occurs. The new Weather may be the same as the Current Weather. If a Storm card is flipped (counting as a Rain card) during a rain Weather Event and it is already raining, the Safety Car is called. Otherwise, nothing happens. If the Weather is different from the Current Weather, a Weather Change occurs. The Current Weather marker is updated. Those who were in Critical Condition due to the wrong tire get rid of their marker; those who were not, now enter Critical Condition. Important: Two Critical Condition markers are worth the same as just one, with no greater penalty. When opening a fourth Weather Forecast card, discard the oldest, keeping only three Weather cards visible on the table. Whenever there is a Weather Event or the Weather Forecast deck runs out, shuffle all 12 cards again. Safety Car The Safety Car is called when there is a rain Weather Event and it is already raining, and a Storm card is flipped. A player can also use a Safety Car card to call it, even without a rain Weather Event with a Storm. When the Safety Car is called: Remove all Oil On Track markers. Cars form a line behind the leader: the second-place car positions behind the first, the third behind the second, and so on. If there is doubt about who is in front, resolve with a die roll, each driver with the color their car would be using. All drivers who cross the finish line complete the lap normally. After all cars are in their positions, update the Starting Grid on the board. The race continues in this new order. The last-place driver becomes the new meteorologist, responsible for the Weather Forecast. Pit Stop during Safety Car If the Safety Car makes you pass the Pit Stop entrance, you can decide to enter the Pit Stop instead of following the car in front. However, if another driver behind you does not make the same choice, they will overtake you. If you were already in the Pit Stop when the Safety Car appeared, exit it and join the line behind the driver in front of you, unless you are the leader (i.e., there is no one in front of the finish line). In that case, you (and other players in the same position) advance to position B2 (unless already there) and complete your lap. Players who finish the Safety Car in position B1 of the Pit Stop will be behind the other players on the Starting Grid. Those who finish in position B2 will be ahead of those who have not yet completed the lap. Actions and How to Play Movement To move your car, you will use the colored dice. The color of your car's starting position determines which die you should roll: In RED (low speed) = Roll the RED DIE and move 1 to 3 positions. In YELLOW (medium speed) = Roll the YELLOW DIE and move 4 to 5 positions. In GREEN (high speed) = Roll the GREEN DIE and move 6 to 8 positions. Important: A car cannot pass over another car on the track. The driver must swerve around the opponent using another path or brake the car to avoid a collision. Turbo To get an extra boost, you can use one (and only one) Gas Can to perform a Turbo. The Turbo allows you to roll the die of the color above your current position: If in red, use the Turbo to roll the yellow die. If in yellow, use the Turbo to roll the green die. If already in green, you are already going too fast and cannot use the Turbo. Important: If you are in Critical Condition, you cannot use the Turbo. Braking To reduce the risk of hitting an opponent or getting a strategic radio call, you can use your Brake Fluids. Each fluid spent allows you to move one position less on the track, up to a maximum of three per turn. Even if you brake too much, your car does not move backward; the minimum speed is zero. Tip: Sometimes, stopping in a more backward, faster colored position can give you an advantage in the next turn. Tip: You can brake to stay in that faster green position, instead of ending the turn in a slower yellow position. Even in Critical Condition, the car's brakes work normally. Radio Call Radio Call cards are resources that help gain advantages or hinder rivals. There are three situations to get these cards: At the beginning of the game: everyone draws two cards. Choose one and the other decides your starting position. Stopping at the Pit Stop: draw two cards and keep the one you like best, discarding the other. Stopping at the Radio positions on the board: draw two cards and choose one. You can have a maximum of two Radio Call cards in hand. If you draw a third, choose one to discard. If the deck runs out, shuffle the discard pile and restart. Important: You can only play one Radio Call card per turn. If in Critical Condition, you can only have one card in hand. If you already have two when entering Critical Condition, choose one to discard immediately. Some Radio Call cards cannot be used in Critical Condition (indicated by the symbol). Collision and Gravel Traps If you cannot finish your move without hitting the car in front, you go to the nearest Gravel Trap and your turn ends. Each section of the track (delimited by dashed white lines) has a Gravel Trap. You go directly to the Gravel Trap of that section (considering your car's position) and gain a collision Critical Condition marker, which must be kept on your Steering Wheel in the collision position. The one who caused the collision takes the blame and the marker; the car in front suffers no consequences. If there is more than one collision in the same section, line up the cars in the Gravel Trap. To exit the Gravel Trap, roll the gray die and move to the Gravel Trap exit position (indicated with a ), spending one die movement. If the position is occupied, exit through the position immediately behind. Tip: When about to collide, do not spend Brake Fluids to lessen the impact. Just accept the same consequences. Critical Condition You enter Critical Condition if you cause a collision or are using the wrong Tires for the Current Weather. Place the corresponding Critical Condition marker on your Steering Wheel. While in Critical Condition, you: Always roll the gray die, regardless of your position on the track (the gray die has numbers 1, 2, 3, 4, 5, and 8). Keep a maximum of one Radio Call card in hand (if you have two when entering Critical Condition, discard one immediately). Cannot use some Radio Call cards (indicated by the symbol). Cannot use Turbo. To exit collision Critical Condition, you need to stop at the Pit Stop to repair the car. If the problem is the wrong Tire, you can change them at the Pit Stop or hope the Weather changes again. Important: There are two markers to show the reason for Critical Condition on your Steering Wheel (Collision and Wrong Tire). Place them in the correct spot, as each has different ways to resolve. Pit Stop Upon entering the Pit Stop, you can perform the following actions: Draw a new Radio Call card (choose two from the deck and discard one). Fill your Gasoline tank (maximum of three on your Steering Wheel). Replenish your Brake Fluids (maximum of three on your Steering Wheel). Repair your car after a collision, removing the collision Critical Condition marker. Change your Tire type, updating your Tire Critical Condition. There are two entrances to the Pit Stop on the board. To reach position B1, simply spend one movement and end the movement phase, even if there are still points remaining on the die. Then, enjoy the Pit Stop actions and pass the turn. Important: As soon as you place your car in position B1 of the Pit Stop, perform all actions you wish. After your turn, you can no longer perform any Pit Stop actions. Important: Inside the Pit Stop, your Radio Call cards are deactivated. Only use them again when returning to a colored position on the track. Movement in the Pit Stop On your next turn, from position B1, simply move your car to position B2 and end the turn. On your subsequent turn, advance to the red position ahead and play the turn normally. Cars do not interfere with each other inside the Pit Stop, and positions B1 and B2 can accommodate multiple cars. Slipstream If an opponent is in a V Position and you arrive right behind them, you can be pulled by the blue slipstream arrow and overtake them. Using this blue arrow costs no movement. You cannot use Slipstream if another car is blocking the destination position. Completing a lap Upon crossing the finish line, move the Lap Completed Flag on your Steering Wheel to show that you have advanced one lap and spend one Gas Can. If you do not have Gas Cans to spend, you are forced to go to the Pit Stop. Important: If you are in the Pit Stop, you only cross the finish line when you exit position B1 and go to B2 – and you do not spend gas for that lap. But, on the last lap, this can cost you positions if other drivers cross the line before you. Tip: The Starter Kit gives you exact gas for three laps. Spent it for another reason? You'll have to stop at the Pit Stop, unless a Radio Call card gives you a hand. End of Game and Scoring The game ends when a driver crosses the finish line for the third and final time. This driver is the winner. However, the race is not over for the other drivers, who continue playing to secure their placements. The game officially ends when all drivers pass the finish line, and then the podium order is determined. Tips for Winning Manage your Radio Call cards ## FAQ ### What is the average playtime? Between 40 and 60 minutes, depending on player count and race conditions. ### How many players is the game best suited for? Ideal for 2 to 6 players, with a simplified mode that includes kids. ### What are the main components? Detailed board, car miniatures, action cards, movement dice, and event cards. ### Is it more strategic or luck-based? It balances strategy—choosing tires, fuel, and dice usage—with luck from dice rolls and random events. ### Is it beginner-friendly? Yes, the simplified mode makes it easy to learn and fun for everyone. ### What core mechanics can I expect? Race, dice rolling, hand management, events, and the “Take That” sabotage mechanic.