
Hell Racing was a clean contest once. Then Zaiki tore up the rulebook and made it Gaki Race: a brawl on wheels. You are in the stands, rolling the dice and betting Yan on the carnage.
Three realms keep the order of things: Heaven, the Mortal world, and Hell. The sins and desires of mortals are refined into a substance called Yan, at once the currency of Hell and the source of every demon's power. Once a year the accumulated Yan is put back on the line in Hell Racing.
Then came Zaiki, the bastard son of Satan, who turned the contest into a brawl where everything goes. The racers ram each other, slash each other's tires, drain each other's Yan. Souls from all three realms crowd the stands to bet on the wreckage.
Those souls in the stands are you. Your hands run the race itself; what you cannot do is steer who wins. You roll the dice that move the bikes and flip the cards that wreck them. The bets are locked, the dice are yours, and each throw decides who gets paid.
Grow your wealth in Yan across the Hell Season. The player with the most Yan at the end wins. Anyone who hits zero is out.
You place bets before the action they refer to, then watch luck resolve them. There are three places to bet.
The legal book of Hell Racing.
A small demon with a betting stall in the crowd. He always takes your bet and lends up to 1,000 Yan at 30% interest. Repay him by the end of the game every time you borrow, or you are refined into Yan. He takes the stranger bets:
The heavy lender, hands in Satan's vault. He lends up to 20,000 Yan at 10%, repaid at the end of the Season. He takes only bets above 3,000 Yan, and offers the same bets as INFERNO BET with slightly better odds.
| Bet | Odds |
|---|---|
| KO yes / no | 7.20 / 1.30 |
| Pile-up yes / no | 3.50 / 1.60 |
| Exact pole total (2 / 3 / 4 / 5 / 6 / 7) | 5.60 / 4.60 / 2.30 / 3.10 / 7 / 9 |
| Qualifying winner β pole to a Gaki with the Qualifying ability / without it | 4.20 / 6.50 |
| GP winner by grid slot (1 / 2 / 3 / 4) | 7.30 / 7.60 / 7.80 / 8 |
| Season Champion β per racer, favorite to long shot | 3.20 β¦ 8.70 |
| Podium placement β a named Gaki finishes top 3, per racer | 2.90 β¦ 5.30 |
| Podium trio β the exact top three | 35 |
A Grand Prix has two parts: Qualifying, then the Race. The players roll it out, but no one can steer the result. Luck alone decides.
Each Gaki rolls 2 dice. The lowest total takes pole (the closer to 2, the better). On a tie, the tied Gaki roll 1 die each and the lowest wins the higher slot. The qualifying order sets the starting grid: pole is slot 1, then 2, 3, 4.
The race runs from a high number down to 0. The first Gaki to reach 0 or below wins.
Nobody owns a racer. The players roll the dice themselves, passing them around the table, and each throw moves the next racer. In grid order, each Gaki takes a turn:
Turns continue, round after round, until every Gaki has finished. The finishing order sets the points and resolves the bets.
You always move your full roll, passing any racer whose cell you move beyond. If your move would end exactly on an occupied cell, you stop on the nearest free cell behind it. A Gaki with the Overtake ability ignores this: it takes the cell and pushes the other racer one cell back.
| Position | Points |
|---|---|
| 1st | 10 |
| 2nd | 8 |
| 3rd | 7 |
| 4th | 5 |
The original ladder ran to 8 places (10 / 8 / 7 / 5 / 4 / 2 / 1 / 0). It is trimmed to the current 4-racer grid and grows back as the roster does.
Three decks, all triggered by doubles. One reads as an attack, one as a maneuver, one as a demonic power.
A rival, or the brawl itself, has put you in its sights.
Each Gaki carries a few Demonic Abilities. They are the only thing that bends pure luck.
| Ability | What it does |
|---|---|
| Qualifying | In Qualifying, each die showing 4, 5, or 6 counts as one lower (a 6 counts as 5, etc.). Lowers your total, helps grab pole. |
| Race | During the race, each die showing 1 counts as 2. A double 1 is unaffected and still draws a DAMAGE card. |
| Overtake | When your move ends on an occupied cell, you take it and push the other racer one cell back, instead of stopping behind. |
| Start | On your first roll of the race, roll the 2 dice, then re-roll them once and keep whichever result you prefer. |
| Cold Blood | When caught in a Pile-up, you are safe on a roll of 4, 5, or 6 (instead of only 5-6). |
| Hell Garage | Your Slashed Tire costs 8 cells less (back 7) and your Drained Yan costs 3 less (back 4). On a Killing Blow, roll 1 die: on a 6 it becomes a Drained Yan instead. |
Five real circuits of the Gaki Race world, one Grand Prix each. The Season runs them in order of difficulty: a warm-up first, the cruelest last.
| GP | Circuit | Realm / biome | Length Γ laps | Diff. | Surface | Cells |
|---|---|---|---|---|---|---|
| 1 | ZERO | Hell, Proving Ground / obsidian plain | 6.6 km Γ 1 | 1 / 5 | Polished obsidian, low grip | 40 |
| 2 | TOKYO | Mortal Realm / neon underbelly | 8.4 km Γ 4 | 2 / 5 | Wet asphalt + neon glass | 60 |
| 3 | HZ63 | Hell, HZ63 District / scrap-metal | 9.3 km Γ 3 | 3 / 5 | Cracked asphalt + iron debris | 70 |
| 4 | SCARLAND | Hell, Outer Wastes / cracked-earth battlefield | 14.2 km Γ 2 | 3 / 5 | Dried clay + battle wreckage | 75 |
| 5 | YELMORA | Hell, Inner Spires / bone-spire cathedral | 11.8 km Γ 2 | 5 / 5 | Polished bone shards | 80 |
Board cells are scaled from each circuit's total race distance (lap length Γ laps), kept in a playable 40-80 band. ZERO stays short on purpose: it is the proving-ground warm-up.
One special rule per circuit, drawn from its real surface, and each bends the odds, so a bettor reads the track, not just the racers. First draft, to tune.
Each die showing a 6 counts as 0 (the wheels spin on polished obsidian). Top speed is capped, the field stays bunched.
Betting read: tight and upset-prone. Long shots live here.
Every Gaki passes on contact: end on an occupied cell and you take it and push that car back 1, even without Overtake.
Betting read: the lead changes hands all race. Bet the chase, not the pole.
When a Gaki suffers a Slashed Tire, the nearest Gaki within 4 cells behind clips the flung debris and moves back 5.
Betting read: damage spreads. KO and Pile-up bets pay off.
+2 to every race roll (the fastest round). The surface charges for it: any Slashed Tire or Drained Yan costs double.
Betting read: short, brutal race. More retirements, record pole times.
Any Pile-up pulls in the whole field (not just those nearby), and a result of 1 or 2 ends that racer's race.
Betting read: the season's deadliest finale. Survivors clean up.
Six Gaki, four on the grid now and two in development. There are no teams: every Gaki races as a lone rider, and every bet is on individual racers.
Son of Satan, the "GOIMP" bike, the one who turned the race into a brawl.
Raised by Iron Tiger in the HZ63 scrap-metal district, a mechanic by upbringing.
The younger twin. Ruthless, a cannon in close combat.
The older twin. Cold and controlled.
Agile and wild. Abilities to be assigned.
Imprisoned prince, soldier of the resistance. Abilities to be assigned.
The terms the game uses, in one place.
| Term | Meaning |
|---|---|
| Yan | The currency and power of Hell, refined from mortal sin. Your betting bankroll, and what you become if you go broke. |
| Hell Season | The championship: 5 Grand Prix, one per circuit. |
| Pole | Grid slot 1, won by the lowest qualifying total. Starts closest to the finish. |
| DAMAGE / MOVE / FURY | The three card decks, drawn on a double 1 / other doubles / double 6. |
| Pile-up | A group brawl that pulls in nearby racers, each rolling to see how badly they are hit. |
| Refined | What happens to a loser in Hell: turned into Yan. A racer is out; a broke player is eliminated. |
| Track twist | One special rule per circuit, drawn from its surface, that changes how the track plays and bets. |