The advantage of pole position is that you can get clear of the field and end up in an individual one-on-one speed battle (see below, a local bespoke addition to the standard counter is adding orange trim to the car counters side. This indicates the car has moved for this turn, more obvious than the subtle flip-flop position of the driver and helps game play. As the game is played, it is phased, with white trim car to move first one turn and then the orange trim cars to move the next turn. This avoids a needless car flipping reset at the start of each phase - which we first started to do, then wondered why we were doing it! Motto: Keep it simple!):
You have a huge problem if you get stuck behind cars still yet to move, if you cannot make your minimum move or three spaces (IIRC) you spin (see below, if the orange trim cars have to go next .. they will have a big problem):
The corners of the track can be carnage (see below, note the colours represent national teams, in two tiers, first rate nations [which have slightly better cars and can .. potentially .. go faster] and the second tier enthusiasts .. which are mainly "bot run". This makes them less aggressive, speed bumps following the racing line, that need to be passed):
By the time we come to the second lap the car drop-out is over 50% (see below, the field is certainly now getting spaced):
What I love about the mechanics is the very clever event deck (no scrambling around for dice lost underneath the table) that drives a very fast paced game (see below, the crowds cheered and went wild as the "sixth car" out a starting field of twenty actually managed to finish):
The game comes down to head-to-head contests of tailgating cars trying to survive the tangle of the bends (classic pile up territory) but tensely waiting for the chance on the straights to push on with a devastating turn of speed (see the picture below, is that not the pure atmospheric bliss of the period coming through and touching your inner child! Try not making car noises!):