Wreck everyone else. Keep your hubcaps.
Every driver is on the same stretch of road. Cause accidents for the others and take their hubcaps. Your hand is face-up on your turn, the lanes are face-up all game, and the only secret is what everyone remembers.
3 to 6 drivers. Friends join on their phones with the code. Empty seats can be filled with computer drivers. About 15 to 20 minutes.
How to play · the rules in one screen, or the full rulebook.
A Beckham Enterprises LLC game · © 2026 · Contact
Cause an accident, take what it says. Everyone starts with 5 hubcaps and 5 cards. A Hazard that lands takes 1 hubcap (!), 2 (!!), or splashes (<>): the target loses 1 to the driver on each side. Most hubcaps when the pile runs out wins. Nobody is eliminated.
Your turn. Your hand is revealed to everyone. Then Drive (play as many cards as you like: no more than two aimed at any one driver, one Moving Violation) or Pit Stop (discard what you don't want, draw back to 5, no attacks). You never draw on a Drive.
The three lanes. Three face-up cards sit in the middle. A Hazard can only be played onto a lane whose top card shows the Hazard's color, on either half. It becomes the top card, so its two colors are now what that lane shows. There is no discard pile: every card that leaves play lands on a lane. Only Hazards need the color match; a Save, Dashcam or Pile-Up lands on the lane of the Hazard it answers, and anything else (Violations, discards, spent Conditions, stripped Aftermarket) goes on whichever lane you name. A full card (Road Condition, Aftermarket, Police Escort) on top of a lane makes it wild: any Hazard can be played there. No lane shows your color? You can't play that Hazard yet. Every Pit Stop turns one fresh card from the pile onto a lane you name: one card of fuel burned, one lane repainted, whatever comes up.
Color for color. Cyan From Above, lime The Road Itself, orange Other People, magenta Acts of God. A Save or Aftermarket stops a Hazard of its own color. A white placard is a defense, a black one is an attack. Split cards have two halves; play either, the whole card is spent. Road Conditions, Aftermarket and Police Escort are full cards with one face.
When a Hazard lands on someone, anyone else may Dashcam it (take the whole accident instead of the attacker) or Pile-Up (an orange second hit). The target stops each threat separately with a Save of the right color. Stop the Hazard and everything fizzles.
Moving Violations steal cards, skip turns, force Pit Stops, and Hit and Run destroys a hubcap outright. Any Save stops one aimed at you. Picks from a hand are blind: cards stay in the order they were revealed.
Road Conditions sit in the middle and change the rules for everyone until the next one. Aftermarket cards stay in front of you and block a whole color, one per driver. Police Escort is the one card you play out of turn: during another driver's turn, it ends that turn as soon as the card in front of them resolves, and the Escort closes a lane of your choice.
Kicking rocks. Lose your last hubcap and your Hazards are rocks: any Save stops them, Pit Stops only draw to 3, there is no limit on how many rocks you throw at one driver, a rock always takes exactly 1, and you're back on the road the moment you hold a hubcap again.
Out of gas. The trip ends the moment anyone needs to draw from an empty pile. Ahead? Pit big and burn the pile. Behind? Drive on fumes.