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The Meridian Cup / Sprint playtest

Pick your colors. Take the grid.

Five crews, one Sprint. Choose the team you race for, then the Driver who takes the start. Twenty-four spaces, three Sectors, one shared Machine to bring home.

Proposed race view · provisional playtest. P0.1 racing with approved Driver signatures and provisional card and support effects. Pit Chief identities and Crown Rare Protocol rules remain under review. This view is a review proposal; the original playtest table is unchanged.

Your team
Rival crew
Race options

The deck is separate from your Active Driver; a team’s suggested deck is selected for you. Two players on one device can use the original playtest table.

Race paused.

Quick rules

Each round, commit a Throttle in secret: more Beats cost Energy. Then one Approach play: a card, your Driver’s signature, your Pit Chief’s call, or pass. Each Beat, advance, hold or shift line. If you and your rival want the same space, that is an Engage: commit once, compare Drive, and settle it clean or by Contact.

Energy pays for cards and Throttle; Energy you cannot pay becomes Instability. Instability capacity is 3 and Integrity is 5: past either limit your Machine Blows Out and recovers at the last checkpoint. The Center line is closed through the Merge, spaces 9–16. First across space 24 wins once the whole Beat has resolved.

How this build reads the rules

P0.1 provides the racing, payment, draw, movement and Engage baseline. Named Driver signatures follow the approved roster decisions. Card, Pit Chief and Machine effects are provisional playtest candidates. Automated checks do not establish human-play balance.

    Race log