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! 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 (IIRC) you spin (see below, if orange is to go .. they will have a big problem):
The corners can be carnage (see below, note teh colours represent national teams, in two tiers, first rate nations [which have slightly better cars and can go .. potentially .. faster] and the second tier enthusiasts .. which are mainly "bot run", which makes them less aggressive, speed bumps 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 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 fast paced game (see below, the crowds cheered and went wild as a sixth car out a field of twenty starters actually finished):
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 below, is that not pure atmospheric bliss of the period and also touching your inner child!):