Room races earn up to 100 placement points. Two-racer Knockout uses its own head-to-head board. Practice is unranked.
Empty hands at the start. Collect a box on the circuit. Each box returns after 5 seconds.
Boosts are earned from drifting, ramps, arrows and Pocket Turbo. No manual boost tank.
Practice is unranked. Create a room to race with Playsible rankings.
Earn race points to level up. Preview any locked look; only earned looks can be equipped. Saved on this browser.
Waiting for racers.
SHIFT: DRIFT · RELEASE TO BOOST
Race placement and cumulative Chaos points are independent. Drivers can score Chaos with items before elimination. Knockout Party removes last place at progress gates. The final two sprint to the physical start/finish stripe. There is no hidden race-duration cutoff. Grand Prix keeps everybody driving for three laps. Each kart must cross the line to finish; after the winner finishes, a visible 25-second finish window starts. Remaining non-finishers are explicitly marked DNF.
Last place at each lap gate takes a strike. Three strikes loses the duel. A rolling regroup closes a huge gap between legs. Mystery boxes are the default. A prepared deck can be selected under Item & race rules. Every racer starts empty; deck mode supplies its first card 10 seconds after GO.
W / Up accelerates. S / Down brakes to a stop, then reverses when held. W brakes reverse motion before accelerating forward. A / Left and D / Right steer. Manual throttle is the default; auto-accelerate can be enabled in the garage or Settings. Hold Shift through a corner, then release a charged drift to boost. Boosts come from drift exits, marked ramps, boost arrows and the Pocket Turbo item; there is no manual boost button. F recovers your kart with a progress penalty. SPACE immediately throws your held item where your kart is facing; R fires compatible projectiles backward and drops physical traps close behind. Trees and rocks travel in a visible arc and settle into one of three landing lanes. There is no lane picker. Racers only receive immediate-use items, not road-editing cards. Unsupported rear actions use the item normally. Throws travel farther at higher speed and use assisted road-ahead landing on sharp bends. The opening pickup bank contains more boxes than racers, in spaced waves. Mystery boxes are independent: collect one and only that box disappears for exactly 5 seconds. Escape pauses a local race. Gamepad: triggers accelerate / brake, left stick steers, right bumper drifts, A throws, B throws behind, Start pauses.
Select one of four cards, pin a location, then press Deploy or Enter. Find safe spot suggests a location using the same shared validator. Hover the map, hold Shift (or tap 3D), and click the translucent trap to deploy. Release Shift to return to the map. Red means blocked; mint means safe. Each card shows its build cooldown. The entire hand greys out during that cooldown; a visible countdown and charge blocks show when you can build again. Wheel/+/− zoom the map. Director-placed physical hazards must be placed beyond a speed-based reaction zone around every racer, with a visible warning and room to evade. Director construction waits for an occupied landing to clear. Driver-thrown items have a visible flight and landing warning, then land on time and become solid, pushing an overlapping kart clear. Driver throws are not blocked by crowding or ownership caps. Unusable placements spend nothing. You gain one charge every 24 seconds; clean overtakes and weapon hits can give a small capped bonus.
Eliminated directors own at most three temporary objects, with per-type queues too, and spend limited rechargeable Mayhem. Earlier driver throws do not use that director allowance. Drivers have no placement or ownership cap, but still need a held item. Their physical items expire after at most 65 seconds so the road and memory do not fill forever. Directors replace their old trap only when its successor activates. Grouped road cards alter 1–3 adjacent modules as one permanent creation. They clear old traps inside that footprint and cannot be overwritten. Traps added to set road still expire or leave through their owner’s queue. Director-built helper jumps remain unless roadwork clears their original site. Driver-thrown ramps expire like other driver objects.
A Safety Bubble lasts 10 seconds and absorbs one weapon, mud or obstacle-damage hit. It does not make rocks or rails intangible, and harmless bumper taps do not consume it. The Comet missile has a visible, limited-turn lock and a small blast: jump or use a bubble. The wide Bumper Bolt stays low: jump, block it, or enter a moving, charged drift to soften the hit to a graze. Snap mines arm 0.7 seconds after landing; jump or use a bubble. Read the Arsenal for exact counters.
Clear incoming bashes earn 3 points, or 4 when boosted. Mutual head-on clashes can give 1 point each; unclear incidental contacts award nothing. Pair and player cooldowns stop repeated rubbing from farming points. A racer can earn at most 18 bumper points in the entire race—less than one 20-point mud hit.
Direct hits earn more than grass mistakes. Edited road can earn small recurring grass points and 25% assists for another owner’s trap. Player-placed helper jumps and boost lanes earn usage points once per opponent per lap. The five built-in circuit helpers have no owner and award no Chaos. Jumping an active rival trap earns a bypass bonus. Forced road changes earn no usage points. There is no best-three cap.
Easy, Normal, Hard and Extra Hard share your physics and item rules. Difficulty changes planning reactions, anticipation, driving error and placement decisions. Continuous steering, earned drift boosts and slipstreaming keep opponents in the contest. Optional pack assistance gives the same small catch-up benefit to any trailing racer, human or computer; it does not teleport cars. Switch it off under Item & race rules for pure pace. Bots cannot read another racer’s held card, control input, future draw or unrevealed construction.
All kart classes are available immediately. Light is faster but more vulnerable; Heavy is slower and resists impacts. Race points raise your level from 1 to 30 and unlock 162 cosmetic options: 48 paints, 36 liveries, 36 trims, 24 wheels and 18 aero kits. Basic looks and race numbers start unlocked. Your equipped look from an older save is preserved. Locked looks can be previewed but not equipped. None changes performance. This standalone build stores cosmetic progress on this browser, not in your Playsible account.
Local race paused.
Three original circuit themes. Engine load, tyre surfaces, weapon cues, stereo crowds and circuit ambience. Audio settings are saved on this browser.
Space uses or throws forward. R fires backward or drops traps close behind. Driving items always use a single button; no map or lane picker.