Riot Runway
A card game that looks like a race. You race prisoners, not troops — there are no troop types, ratios or hero skills in it. Playing cards gives you speed, and that’s the whole game.
Scoring — four racers per race
| Place | Points |
|---|---|
| 1st | 5 |
| 2nd | 3 |
| 3rd | 2 |
| 4th | 1 |
Your final ranking is the total across all three races. Because fourth place still scores a point, there’s no reason to give up on a race you’re losing.
Prisoners — how many cards they can hold
| Prisoner | Max cards in hand |
|---|---|
| Prisoner 1 | 10 |
| Prisoner 2 | 9 |
| Prisoner 3 | 8 |
Between races, everyone can hold up to 8 cards. During a race, your limit depends on your prisoner. You can’t draw past your limit.
Where cards come from
- •You start race 1 with 8 cards.
- •Draw 3 before you pick your prisoner for races 2 and 3.
- •Draw 3 every time your prisoner reaches a Supply Point mid-race.
- •Some cards have a skill that triggers as soon as you play them.
How a combination becomes speed
Every card you play speeds your prisoner up. The game calculates it like this:
speed = ( 145 × cards + 5 × rank total ) × combo bonus
The rank total is the card numbers added up — and Jokers count high (the Rhino Joker is 15, the Elephant Joker is 17). The combo bonus is the multiplier in the table below. The key point: every card adds a flat 145, so playing more cards is never wasted — the biggest single boosts come from the combinations that use the most cards.
Combinations — speed multiplier, sorted by number of cards used
| Cards | Combination | Multiplier |
|---|---|---|
| 1 | Any single card | 1.1× |
| 2 | Joker Bomb two Jokers | 12× |
| 2 | Pair | 1.5× |
| 3 | Three of a kind | 3× |
| 4 | Four of a kind | 6× |
| 4 | Two consecutive pairs | 2.5× |
| 4 | Four-card straight | 1.4× |
| 5 | Five-card straight | 2.4× |
| 6 | Double triplets | 5× |
| 6 | Three consecutive pairs | 3.6× |
| 6 | Six-card straight | 3.5× |
| 7 | Seven-card straight | 3.9× |
| 8 | Eight-card straight | 4.2× |
| 8 | Four consecutive pairs | 4× |
| 9 | Nine-card straight | 4.6× |
| 10 | Ten-card straight | 5× |
A Joker can replace any card to complete a combination — a Joker plus three 2s counts as four 2s. Two Jokers played together are the 12× Joker Bomb.
What the numbers tell you
- 1Four of a kind is the most speed per card. A 6× bonus for just four cards — when you’re low on cards, nothing beats it.
- 2Long straights give the biggest single boost. Their multiplier looks weak, but every card also adds a flat 145 — so a ten-card straight gives far more speed in one play than four of a kind. When the 5-second wait between plays is what slows you down (not a lack of cards), play big. (Avoid short four- and five-card straights: too few cards to add much, and too low a multiplier to matter.)
- 3Never break up a pair of Jokers. A Joker can replace any card, and two together make the best two-card play in the game — worth far more than using them separately.
Best play at each hand size
| Cards | Play this | Multiplier | Instead of |
|---|---|---|---|
| 2 | Joker Bomb | 12× | Pair 1.5× |
| 4 | Four of a kind | 6× | Two consecutive pairs 2.5× · four-card straight 1.4× |
| 6 | Double triplets | 5× | Three consecutive pairs 3.6× · six-card straight 3.5× |
| 8 | Eight-card straight | 4.2× | Four consecutive pairs 4× |
| 3 | Three of a kind | 3× | — |
| 1 | Any single | 1.1× | — |
A bigger hand means bigger plays. Because every card adds a flat 145 to your speed, long straights are the biggest single plays in the game — and only Prisoner 1 (10-card limit) can hold a ten-card straight. When you’re short on cards, four of a kind is the best value; when you can hold more cards, long straights hit hardest.
Card skills — these trigger when played
| Skill | What it does | When it is worth most |
|---|---|---|
| Forced Burden | Slows the leading opponent | When you’re in second place. Points come from where you finish, so slowing down first place is worth more than speeding yourself up. |
| Team Burden | Slows every opponent | When you are already leading and want to keep the gap. |
| Second Wind | Speeds your prisoner up briefly | When you can actually catch the racer ahead of you. |
| Victory Spirit | Blocks one enemy effect | When you’re in the lead — opponents can slow you down, and this blocks it once. |
| Double Draw | Draws 2 cards right away | Early, while you still have room in your hand. |



