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RULES·WHITE DWARF 509

The Street Race

February 2025·pp. 112–113

THE SHORT VERSION

These reprinted club-game rules turn a model car into a push-your-luck drag racer on a straight track. Players spend a small pool of structure points on chassis, turbo and handling, then build speed by adding dice to a dashboard; matching results risk a damaging redline failure. Choosing when to stop rolling balances distance against breakdown, with handling rerolls and turbo offering different ways to manage danger. Position determines turn priority, and crossing the finish line can still count before a car finally fails.

Back to the original

Find this article in White Dwarf 509, pp. 112–113.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.