Heat Speed Card Value Comparison (Race)
Compare Heat Pedal to the Metal speed cards 1 to 5 plus heat and stress effects. Uses the official Days of Wonder base speed deck with exact move values.
Visual comparison
All values
Click any row to load it as Entry A.
| Name | Value | Context | Source |
|---|---|---|---|
| Speed 1 card Safe through tight corners. | 1 speed | Slowest base speed card | Days of Wonder Heat rules: speed cards 1 to 5 |
| Speed 2 card Common low filler. | 2 speed | Low speed card | Days of Wonder Heat rules: speed cards 1 to 5 |
| Speed 3 card Core cruise speed. | 3 speed | Mid speed card | Days of Wonder Heat rules: speed cards 1 to 5 |
| Speed 4 card Needs corner planning. | 4 speed | High speed card | Days of Wonder Heat rules: speed cards 1 to 5 |
| Speed 5 card Tops base speed here. | 5 speed | Fastest base speed card | Days of Wonder Heat rules: speed cards 1 to 5 |
| Start upgrade 6 Upgrade over base 5. | 6 speed | Garage upgrade speed 6 | Days of Wonder Heat garage: upgrade cards up to 6 speed |
| Heat card cost Shown as 1 for scale. | 1 speed | Heat engine price per extra push | Days of Wonder Heat rules: heat pay 1 per extra speed |
| Stress card draw Shown as 2 average for scale. | 2 speed | Stress adds random speed 1 to 4 | Days of Wonder Heat rules: stress draws top speed card |
| Slipstream bonus Free move, no heat. | 2 speed | Draft bonus when trailing | Days of Wonder Heat rules: slipstream 2 spaces |
| Cooldown gain Slow corners cool best. | 3 speed | Cooldown clears up to 3 heat | Days of Wonder Heat rules: cooldown clears heat by speed |
| Corner limit low Over limit spins out. | 3 speed | Tight corner limit example | Days of Wonder Heat boards: corner limits 2 to 6 by track |
| Four card max play Working shown. Needs heat to hold corners. | 17 speed | Best 4-card base play 5+5+4+3 | Days of Wonder Heat rules: play speed cards per round, 5+5+4+3=17 |
About this converter
Heat races on speed sums. Base cards show 1 to 5. A round plays speed cards plus upgrades. Four base cards at 5, 5, 4 and 3 total 17. That is the practical base max here. Garage upgrades lift the top to 6. Heat lets you push past the sum at 1 heat per extra space. Stress draws a random top card for 1 to 4. Slipstream gives 2 free when trailing. Cooldown clears heat in slow sections. Corners gate speed from 2 to 6 by track. Pass the limit and you spin. Pay heat or fall back. Legends and weather modules shift draws and stay out of this base table.
How to use it
Pick two entries and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. Try 1 Four card max play against Speed 1 card to see the 17 to 1 gap. All rows use Speed, so the unit stays fixed. Click any table row to load it as Entry A with amount 1.
Speed prints come from Days of Wonder base cards. Corner limits vary by track print and are shown as examples. Heat, stress and slipstream rows are included for scale, since new players mix move sources. Heavy Rain and Garage expansions add new cards and stay out.
FAQ
What is the fastest base speed card?
Speed 5. Garage upgrades lift the top to 6.
What is a strong round total?
17 from 5 plus 5 plus 4 plus 3. Upgrades and heat push past that.
What does heat do?
Pays 1 per extra space past your cards. Too much heat fills the engine and risks a spin.
What is slipstream?
2 free spaces when trailing another car. It needs no heat and no cards.
Sources
- Days of Wonder Heat Pedal to the Metal rules: speed cards 1 to 5, play per round
- Days of Wonder Heat garage: upgrade cards up to 6 speed, cooldown and slipstream 2
- Days of Wonder Heat boards: corner limits 2 to 6, heat pay and spin rules
Last verified: 2026-10-06 · 12 entries
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