9 years after the creation of the UC.
For 9 years now, all Civilizations have, surprisingly, lived in peace, not inventing any reasons for conflict. In honor of the anniversary of the UC's* founding, all nations of the Galaxy are organizing the first Interstellar Games, in which 9 spacefaring powers participate. Among all the sports disciplines, the audience especially liked the racing competition called "Formula 99". Since then, every 4 years, "Formula 99" has been the key event of the Interstellar Games.
*United Civilizations
Participating Civilizations
Civilizations are listed in the order in which they entered space.
White Republic
Space Entry: 2709 years before the creation of the UC
Gray Monarchy
Space Entry: 2525 years before the creation of the UC
Black Chaos
Space Entry: 2151 years before the creation of the UC
Red Empire
Space Entry: 1722 years before the creation of the UC
Blue Federation
Space Entry: 1722 years before the creation of the UC
Orange Empire
Space Entry: 959 years before the creation of the UC
Purple Federation
Space Entry: 902 years before the creation of the UC
Green Anarchy
Space Entry: 875 years before the creation of the UC
Yellow Anarchy
Space Entry: 873 years before the creation of the UC
Game Objective
In this game, you will lead your own racing team and bring your ships to the orbital tracks of a space station. Use boosters, perform maneuvers, choose optimal routes, and apply space technology to outpace your rivals.
Each game is a tense tactical competition where not only speed but also calculation matters. Players must make smart decisions, create obstacles for competitors, and use the situation on the track to their advantage.
The goal of the game is to be the first to complete a full lap around the track with two of your ships and capture the station's control room, proving your civilization's superiority.
Game Field Objects and Explanations
Field Zones
Civilization Sector
A separate sector of the game field where a civilization starts (marked by color and logo). Used by all for regular movement.
Start Zone
2 cells, painted in a special color with the faction's logo. Used for initial placement of 2 ships, not for regular movement.
Finish Zone
1 cell, painted in a special color with the faction's logo. Used for the final move of the first finishing ship, not for regular movement.
Station Control Room
1 cell in the center of the game field. Used for the final move of the second finishing ship of a civilization. As soon as this cell is occupied by a player, the game ends with their victory.
Cells for Regular Movement
Blue and Yellow Cells
Blue and yellow cells are used for regular movement. Before entering a sector, the player chooses whether to proceed along the blue or yellow track. 3 cells in each.
Red Cell
Cells between field sectors. A traffic jam charge can be placed here, obstructing further movement.
Movable Objects
Racing Ship
Each civilization has 2 ship tokens, moved across the field. Civilization affiliation is indicated by background color and special design.
Charge (Event Token)
Each civilization has 2 charge tokens, usually placed on the field using playing cards. The first charge is marked with a triangle, the second with a diamond.
Moving Racing Ships
Start.
To start moving, move a ship from the start zone to a blue cell with a “plus” in the middle. This is the first move, movement speed is 1 cell.
If this cell is occupied by another player's ship, starting is impossible. You must either ask another player to move in their turn or try to ram them using a special card.
Standard Movement.
Further movement speed is 5 cells per turn. If necessary, a ship can move at a slower speed. A ship cannot simply stand still, only with a special braking card.*
However, if two ships of your civilization are moving on the field, you can choose which one is active. Two ships cannot move simultaneously.
Before each sector, the player chooses whether to proceed along the blue or yellow track. The track color cannot be changed while inside a sector.
Crossing Obstacles on the Path.
An obstacle on the path can be another ship or a charge.
Another player's ship can be “jumped over” if you have enough speed (5 cells). If another player's ship occupies the fifth cell, you must slow down before it and cross it on your next turn. If many cells ahead are occupied by different ships and there are no free spaces, you must either wait or move your second ship to another part of the field. You can also try to ram a ship, removing it and taking its cell (using a special card).
If a charge appears on your route, you can cross it by removing its token and activating its event. The event is revealed by opening the card associated with that charge.
A charge can also become an obstacle (traffic jam) that cannot be crossed without cards. See below for more details.
Sometimes an obstacle can be avoided simply by choosing an alternative path (blue or yellow).
Using Charges.
A charge is a token with an event inside, known only to the player who places it on the field. The event can either help progress or slow down the race. Any ship that crosses a charge (its own or another's) activates it, and then it becomes known to everyone.
The content of a charge is determined by an ordinary playing card set aside by the player. Any participant has 2 charge tokens that they can place on the field, simultaneously placing a card face down so it remains secret. For the first charge (triangle), the card is placed to the left of the player; for the second (diamond), to the right. Charges can only be placed after moving your ships.
The rules below specify what each playing card means for any charge. Some cards can be used without charges.
Used charge tokens are returned to the player and can be placed back on the field in their turn if they have suitable cards.
The player can also remove their unnecessary charges from the field but cannot place new ones then.
A charge can be used to create traffic jams on red cells of the game field. In this case, no card is attached to it. In this case, along with placing a charge token, one of your ships stops at that location.
It is impossible to cross such a jam in an ordinary way unless you remove it by leaving that cell. See the card and charge table for solutions.
Intervals Between Charges. Charges cannot be placed closer than 3 cells apart (3-cell interval, considering both your and others' charges). Charges cannot be placed closer than 5 cells in front of any ship (5-cell interval). These restrictions apply to tracks of one color (blue or yellow, depending on which track your ship is on).
You cannot place a charge for your civilization in your own sector with your ships or in the nearest sector in front of your ships. You cannot place a charge on players' start cells.
Using Playing Cards.
Playing cards give each charge its value; some cards are used without charges.
At the start of the game, each player receives 3 cards, face down from others. These 3 cards lie in front of you; there is an empty space to your left for your first triangle card and to your right for your second diamond card.
The player checks their cards and, if desired, can set aside cards for one or two charges.
If you use up cards, you can only draw new ones (up to 2 per turn) on your next turn. But if you draw cards this turn, you cannot place charges this turn.
In total, up to 5 cards can be on your table—3 in front and one to each side.*
Charge Selection Table
Depending on what card is revealed when crossing a charge:
Note: when moving forward (with help from a charge), a ship activates only one charge (of choice) on its path unless otherwise specified. Moving backward does not activate charges.
Cards can be used at three levels of complexity:
Level 1: by color (red and black)
Level 2: by suit (4 suits and 4 special cards)
Level 3: by value (from 2 to A (Ace))
The player chooses which principle to use when revealing a card.
Level 1: By Color (Red and Black)
It may be hard to remember all card values at first. In this case, use this simplified version. After several games, try other levels.
In this variant, you only look at card color:
Card Value
Red Extra move forward 6 cells.
Black Extra move backward 5 cells.
Level 2: By Suit (4 suits and 4 special cards)
Special Cards
All cards of one suit can be used in special ways without placing a charge token on the field. You may activate such a card at any time during your turn.
Card Value
--- ---
Hearts (♥️) Braking: You may stop one or two of your ships if there are unwanted obstacles ahead.
Diamonds (♦️) Dash: You may try to accelerate and move 7 cells instead of 5. But you must draw another card—if it's red, success; if black, only move 3 cells.
Clubs (♣️) Ram: You may make a sharp acceleration and collide with any ship ahead within 5 cells. If you sacrifice your own ship, both ships return to start. If you want to try saving yours, draw an extra high-value card; if your opponent doesn't have higher, only their ship returns to start and yours takes its place; otherwise, only yours returns to start.
Spades (♠️) Magnetic Field: If there is another ship in your sector, you may pull any charge in that sector to activate it near you.
Special Rare Spade Cards:
Card Value
--- ---
J Jump forward 4 sectors with one ship, bypassing all charges.
Q Jump forward 3 sectors with two ships, bypassing all charges.
K Remove any ship from play back to start—even from finish cell.
A Sector Blast—all ships return to start except those in finish cells.
Level 3: By Value (from 2 to Ace)
Cards Without Placing Charges:
These do not require placing a charge token; may be activated at any time during your turn:
Card Value
--- ---
2 Move any charge behind you as you pass; next cell behind you.
3 Remove any charge ahead in your sector from play.
Positive Cards:
These require placing a charge token:
Card Value
--- ---
4 Accelerate forward 10 cells.
5 Jump forward 8 cells; bypass all objects; charges passed are not activated.
6 Move two tokens at once with one action/turn.
7 Use any ship ahead as tow within 3 sectors (including current). Move behind that tow-ship.
8 Use your ship as tow for another behind within 3 sectors; tow either yours or enemy’s ship directly behind you.
Negative Cards:
These require placing a charge token:
Card Value
--- ---
9 Tractor Beam: Capture any ship ahead within next 2 sectors and throw it behind you.*
This ability belongs only to you. If an enemy crosses this charge first, ability transfers to nearest friendly ship.*
10 Freeze Competitors for 2 turns: All enemy ships are immobilized; you get two normal turns.*
This ability belongs only to you. If an enemy crosses this charge first, ability transfers to you.*
J Push Back: Push any enemy ship back up to 9 cells but not beyond its sector.*
Q Return Enemy Ship: Any enemy crossing this charge returns immediately to start.*
K Disorienting Laser: Choose one enemy ship ahead and one behind within range of three sectors where you're central; both return to start.* Must be different civilizations or affect only one.*
A Sector Detonation: All ships in sector return to start—even friendly ones.*
Joker Card:
Card Value
--- ---
Joker Can be used as any card from “4” to “A,” except special suit values above.* Decided by whoever crosses it—in their favor.*

