Drag racing is a straight-line run over 1,500 metres. The Races location (the foot of the bridge) appears on the map only for players who already own a car. You run the active car from your Garage.
Before the countdown the car sits on the line: the throttle revs the engine but the car doesn't move. The gearbox is locked there — a drag always starts in first.
What happens on the green depends on your revs at that moment:
The outer ring of the tachometer highlights the green zone: 6,000 ± 500 rpm at base, widened by ±90 rpm per transmission level.
What's judged is what the needle shows, not the raw revs — so you can play by eye. There's a 260 ms pause between shifts (down to 140 ms with an upgraded transmission), so double swipes don't count.
From 6,800 rpm with the throttle held, the engine takes damage:
The cure is simple: shift up or lift off. It cools twice as fast as it heats. In top gear the strain builds 2.5× slower — there's nowhere left to shift.
In solo the road carries other cars across two lanes, all at the same speed and alternating lanes, so a clear corridor always exists — the only question is whether you change lanes in time. A collision ends the run, and the distance covered is what counts.
Opponents are matched by simulated run time, not by price: cars within the same price band can be seconds apart, so matching on the sticker would be unfair. Candidates "run" the same distance through the same formulas, and the closest by time form a pool of up to 10 cars.
The opponent mirrors your upgrade levels ±1, launches and shifts too, and gets a "strong/weak" roll for each race. The run is decided by driving, not by the garage.
Before the start the RACE WAGER window opens. You can also run with no wager at all.
You stake an amount from your balance. Win and you gain the same amount, lose and you pay it. The wager is locked in before the start and settles exactly once.
Car against car. The opponent doesn't always agree — the decision is a human one:
Win and their car moves into your garage together with its Endurance bonus. Lose and your car is gone, the bonus is removed, and if it was the active one another car from the garage takes over. A blown engine or a crash counts as a loss.
A car that is on the line can't be traded in until the wager is settled.
Every real race saves your time, top speed, perfect shifts and distance covered. The car's card in the Garage tracks races run, best time and total mileage. That mileage, incidentally, slightly lowers the car's trade-in offer.