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Heat: Pedal to the Metal

Board Gamelow2–6 playersOfficial rules ↗

Objective

Be the first driver to cross the finish line after completing the required number of laps.

The Basics

Each player manages a personal deck of Speed cards and a pool of Heat cards. Speed is determined by the cards you play each round — and how aggressively you push your engine. Heat cards are the price you pay for going too fast: they clog your hand with dead weight. Manage your heat, hit your corners clean, and you'll podium. Ignore it, and you'll spin out.

Setup

Place the game board in the center of the table. Each player takes a player mat, a Gear pawn (starting in 1st gear), and their 12 Basic Speed cards plus 3 Starting Upgrade cards. Shuffle these together with the Stress cards printed on your track setup card, then deal yourself 7 cards as your starting hand. Place Heat cards face-up on the Engine space of your player mat (usually 6). Cars are placed randomly on the starting grid. The number of laps and corner speed limits are shown on the track.

Round Structure

All players perform Steps 1 and 2 simultaneously; Steps 3–9 are resolved one car at a time, starting from the frontmost car.

  1. Shift Gears — Decide whether to stay in your current gear, shift up one, or shift down one. Shifting two gears in either direction costs 1 Heat card from your hand to your discard.
  2. Play Cards — Play a number of cards from your hand equal to your current gear (1st gear = 1 card, 2nd = 2, etc.). Cards are placed face-down. Heat cards may not be played this way.
  3. Reveal & Move — Flip your played cards, sum their values to get your Speed, and move your car exactly that many spaces. If your destination is fully occupied, you are placed in the nearest open space behind the blockage.
  4. Adrenaline — The last car (or last two cars in a 5+ player race) gains bonus symbols: +1 space of movement and/or +1 Cooldown, usable in the React step.
  5. React — Activate any symbols on your played cards in any order. The two core symbols are Cooldown (move Heat cards from hand back to your Engine) and Boost (flip the top card of your deck; if it's a Basic card, add its value to your speed and move further).
  6. Slipstream — Optional. If your car ends its move adjacent to or directly behind another car, you may move 2 spaces forward. Slipstream does not count toward corner speed.
  7. Check Corner — If you crossed any corner lines this turn, compare your total Speed against each corner's Speed Limit. For each corner, pay Heat equal to the excess. If you can't pay all owed Heat, you spin out: your car is moved back to the first open space before that corner, you take 1–2 extra Stress cards (depending on gear), and your Gear pawn drops to 1st.
  8. Discard — Optionally discard unwanted cards from your hand (not Heat or Stress cards).
  9. Replenish Hand — Move all played cards to your discard pile, then draw back up to 7 cards.

Key Cards

Key Rules

Advanced Modules

The box includes optional modules for expanded play:

At the Table

Race around the track, managing speed and heat. Too slow and you lose position; too fast and you spin out.