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PIT NOTES

Updates from the workshop, straight off the bench.

THE BUILD SHOULD EXPLAIN ITSELF.

You are building a car with a deck. The interesting question is what kind of machine those cards make together: permanent pace, a burst waiting to fire, protection that earns its keep when somebody gets ambitious. We have made that distinction easier to read.

Previous draft screen showing Apex Hunter, Grip Wax and Late Braker with the original stats sidebar
Before: three good arguments, with the explanation scattered around the desk.
Updated draft screen showing Grip Wax's build effect, activation duration, persistence rules and the Race Build sidebar
The decision stays yours. Read what a card adds, then decide what your build needs.

RACE BUILD now holds the lasting numbers for this race. Temporary boosts and conditional bonuses have their own place. A leading bonus and a trailing bonus no longer pretend they can both be working at once. Mouse, keyboard and controller inspection share the card explanation, and smaller windows keep the cards inside the frame.

The wreck still gets its big moment. Afterwards, the game can tell you the cause: too much speed at corner entry, contact, or protection saving the car. The results board now remembers a contribution and a setback it actually observed. Shields blocked crashes. A boost activated. Recovery took time. No imaginary seconds saved.

Eight-car results board with What Decided This Race, a recorded shield save and contact recovery time
A controlled collision-and-shield check in the real build: the result has receipts.

We also tightened the rules behind the desk. Rivals exhaust the same cards you do, without eating duplicate copies. Banked starting cash survives the menus and practice. The race objective and the strike explanation agree about where you needed to finish. The racing model, artwork, campaign and card pool stay as they are; the next step is watching new players explain their builds back to us.