A model of the prison yard on a war-room table, from the Lands of Jail key art

3minutes to read

A prisoner in an orange jumpsuit chained to a chair, from the Lands of Jail key art
The bastion robot

27of 31 events

rex, hero portrait

A card game that looks like a race.

Riot Runway

Event · Minigame

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.

Four of a kind gives the most speed per card; long straights give the biggest single boost. And never break up a pair of Jokers.
3
Races, one prisoner each — and each prisoner runs only once
15
Best possible total. Even last place scores points, so the lowest possible total is 3
5s
Wait time between card plays, no matter what you play

Scoring — four racers per race

PlacePoints
1st5
2nd3
3rd2
4th1

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

PrisonerMax cards in hand
Prisoner 110
Prisoner 29
Prisoner 38

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

CardsCombinationMultiplier
1Any single card1.1×
2Joker Bomb two Jokers12×
2Pair1.5×
3Three of a kind3×
4Four of a kind6×
4Two consecutive pairs2.5×
4Four-card straight1.4×
5Five-card straight2.4×
6Double triplets5×
6Three consecutive pairs3.6×
6Six-card straight3.5×
7Seven-card straight3.9×
8Eight-card straight4.2×
8Four consecutive pairs4×
9Nine-card straight4.6×
10Ten-card straight5×

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

  • 1
    Four 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.
  • 2
    Long 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.)
  • 3
    Never 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

CardsPlay thisMultiplierInstead of
2Joker Bomb12×Pair 1.5×
4Four of a kind6×Two consecutive pairs 2.5× · four-card straight 1.4×
6Double triplets5×Three consecutive pairs 3.6× · six-card straight 3.5×
8Eight-card straight4.2×Four consecutive pairs 4×
3Three of a kind3×—
1Any single1.1×—

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

SkillWhat it doesWhen it is worth most
Forced BurdenSlows the leading opponentWhen you’re in second place. Points come from where you finish, so slowing down first place is worth more than speeding yourself up.
Team BurdenSlows every opponentWhen you are already leading and want to keep the gap.
Second WindSpeeds your prisoner up brieflyWhen you can actually catch the racer ahead of you.
Victory SpiritBlocks one enemy effectWhen you’re in the lead — opponents can slow you down, and this blocks it once.
Double DrawDraws 2 cards right awayEarly, while you still have room in your hand.