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.
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:
Track Components
Section between decision points (card draw phases)
Card play phase + visual racing phase
Single road tile (straight/turn/uphill/downhill)
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
Tier Matchmaking
Cars are matched using a tier system based on car level and available part slots. This ensures balanced competition.
Energy is the core resource for playing ability cards during races.
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
Segment
Energy Gained
Running Total
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Energy above the cap is lost. Plan your card usage to avoid waste.
Three cards are drawn randomly from your deck.
Card cost requirement
At least one card must cost 1 energy.
You may replace one or all cards before starting.
Round Structure
Each segment follows this flow:
Decision Phase (20 seconds)
Choose targets for attack/trick cards
All cards are revealed simultaneously
Cards resolve in priority order
Visual display of card effects
Segment results calculated
Card Resolution Order
Cards resolve in this sequence:
Trick β Unexpected effects first
Control β Energy and decision manipulation
Defence β Shields and protections activate
Boost β Self-enhancement applies
Attack β Damage to opponents
During card play, you can see:
Each player's current energy
Energy spent on card selection
Simultaneous Reveal Benefits
The simultaneous card reveal system prevents:
First-move advantage exploitation
Need for complex turn order mechanics
Hand Management
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:
The discard pile is automatically collected
Cards are shuffled into a new deck
A card is drawn from the refreshed deck
This ensures you're never left without options.
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