Heat: Pedal to the Metal
#472022 · 1-6 players · 60min · weight 2.20
Core loop (v2)
Choose a gear, play that many speed cards; corner too fast and you stuff heat cards into your deck.
Mechanics (v3 deep)
Each round you grip a hand of 7 speed cards and choose a gear (1-4); the gear is the number of cards you must commit face-down behind your screen. Everyone reveals simultaneously, sums their speed values, and moves their car that many spaces. Optional spice: spend Heat to boost (flip the top of your deck for bonus speed) or to shift gears more than one step.
Phase 1: choose a gear, paying 1 Heat per extra step beyond a single shift. Phase 2: select N cards equal to gear and play face-down. Phase 3: simultaneous reveal, sum speeds, optionally boost. Phase 4: move; for each corner crossed, pay Heat equal to speed-limit overage or spin out. Phase 5: cooldown — gears 1-2 flush Heat from hand back to engine reserve. Phase 6: discard, redraw to 7. Game ends when first car crosses the finish line at the end of the final lap.
Each turn you balance gear-against-hand (which gear can my current cards actually fill), corner-against-tempo (downshift early to handle the apex versus push and pay overage Heat), and engine-against-deck-pollution (every boost or overage seeds a Heat card into your discard, where it will choke a future hand). The choice space at any single decision is moderate — typically 3-7 reasonable gear+hand combinations — but planning depth runs 2-3 turns ahead because gears are sticky (one step free, two steps costs Heat) and corners must be set up in advance. The famous strategic lattice lives in this constraint: you cannot dump from 4th to 1st to dodge a chicane, so cornering becomes a rhythmic deceleration puzzle.
The dominant skill is tempo planning — knowing when to sandbag in 1st gear to flush Heat back to your engine and reset your hand for the next big push. A close second is corner-positioning forecast: judging whether a high-card hand will arrive in time for the next chicane, and whether to pre-emptively burn Heat now to avoid a disastrous overage later. Opponent reading (slipstream timing, gauging when a leader is bleeding Heat) is real but secondary; memory load is near zero and the math is simple addition. The game rewards drivers who think two corners ahead and punishes turn-by-turn play.
Theme
You are a 1960s F1 driver. Late-brake into the chicane, scream past the leader, feel like a stunt driver — without simulating tire physics.
Vincent Dutrait period-romance illustration: warm sepia-and-cream palette, hand-painted cars and circuits, deliberate echoes of 1960s sports magazine spreads. Distinctive enough that the game is recognizable on a shelf at 10 feet.
Translation potential
- 5-race roguelite season: procgen tracks, draft 1 of 3 upgrade cards plus 1 of 2 garage relics between races, run ends if you finish last twice
- Garage / Workshop build-identity: choose engine archetype (more boost vs less heat-payoff) and tire profile (better cornering vs better straights) between runs
- Daily challenge: fixed track + fixed AI rivals + fixed starting deck + a constraint (e.g. 'start with 4 Heat in deck'), global leaderboard by finish position
- Career championship mode with persistent driver, sponsor perks, and a multi-season ladder for long-tail retention