πŸš₯Race

Races are the core gameplay feature in Meta Racing. Dynamic tracks divided into segments test different car parameters, and victory depends on strategic preparation, player skill, track adaptation, and tactical card play.

Race Overview

Property
Value

Players per Race

5

Segments per Race

10

Rewards

IGT + XP

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The number of reward races per day is limited based on the number and rarity of cars in your garage.

How Racing Works

Races combine three core elements:

  • Strategic Preparation β€” Car, pilot, and deck selection

  • Car Progression β€” Leveraging your vehicle's strengths

  • Real-time Decisions β€” Card-based tactical gameplay

The winner demonstrates the highest overall potential across all track segments.

Track Structure

Track Visibility

Tracks are randomly selected but shown to players before the race begins. This allows strategic decisions about:

  • Car selection

  • Pilot assignment

  • Deck composition

Track Components

Component
Description

Segment

Section between decision points (card draw phases)

Stage

Card play phase + visual racing phase

Section

Single road tile (straight/turn/uphill/downhill)

Track Sections

Each segment consists of sections that determine which car characteristics affect performance.

Section Properties

Sections differ by:

  • Surface Type: Asphalt or Sand

  • Profile Type: Straight, Turn, or Ascent/Descent

Characteristic Weights by Section

Section Type
Primary Stat
Secondary Stat

Turn + Asphalt

70% Handling

30% Acceleration

Turn + Sand

50% Handling

50% Durability

Straight + Asphalt

60% Power

40% Acceleration

Straight + Sand

70% Durability

30% Acceleration

Ascent/Descent + Asphalt

50% Acceleration

50% Power

Ascent/Descent + Sand

60% Durability

40% Power

Tier Matchmaking

Cars are matched using a tier system based on car level and available part slots. This ensures balanced competition.

Tier
Car Level
Part Slots

T1

1–4

4

T2

5–9

5

T3

10–14

6

T4

15–19

7

T5

20–24

8

T6

25–29

9

T7

30–50

10

Energy System

Energy is the core resource for playing ability cards during races.

Energy Basics

  • Energy determines which cards you can play

  • Playing cards consumes energy based on card rarity

  • Multiple cards can be played per round if you have enough energy

  • Cards cannot be played if their cost exceeds your remaining energy

Energy Growth

Segment
Energy Gained
Running Total

1

+1 (starting)

1

2

+2

3

3–10

+3 per segment

6–27

Energy Cap

Property
Value

Maximum Energy

6

Overflow

Burned (lost)

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Card Play

Pre-Race Setup

1

Card draw

Three cards are drawn randomly from your deck.

2

Card cost requirement

At least one card must cost 1 energy.

3

Mulligan

You may replace one or all cards before starting.

Round Structure

Each segment follows this flow:

1

Decision Phase (20 seconds)

  • Review available cards

  • Select cards to play

  • Choose targets for attack/trick cards

2

Reveal Phase

  • All cards are revealed simultaneously

  • Cards resolve in priority order

3

Racing Phase

  • Visual display of card effects

  • Segment results calculated

Card Resolution Order

Cards resolve in this sequence:

  1. Trick β€” Unexpected effects first

  2. Control β€” Energy and decision manipulation

  3. Defence β€” Shields and protections activate

  4. Boost β€” Self-enhancement applies

  5. Attack β€” Damage to opponents

Visible Information

During card play, you can see:

  • Each player's current energy

  • Energy spent on card selection

  • Previously played cards

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Use this information for bluffing and predictions.

Simultaneous Reveal Benefits

The simultaneous card reveal system prevents:

  • First-move advantage exploitation

  • Need for complex turn order mechanics

Hand Management

Hand Limits

Property
Value

Maximum Hand Size

5 cards

Overflow Handling

Choose a card to discard

When drawing a card with a full hand, you must select which card to discard.

Deck Exhaustion

If your deck runs out during a race:

1

The discard pile is automatically collected

2

Cards are shuffled into a new deck

3

A card is drawn from the refreshed deck

This ensures you're never left without options.

Strategic Tips

  • Study the Track β€” Review segments before selecting your setup

  • Match Your Deck β€” Build decks that complement your car's strengths

  • Manage Energy β€” Don't waste energy above the cap

  • Watch Opponents β€” Track their energy and played cards

  • Time Your Power Cards β€” Save high-cost cards for crucial segments

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