Game Mechanisms
This section is subject to change according to community feedback and game balancing.
Welcome to Bitxel Roads TCG, the world’s first NFT-based retro racing Trading Card Game. This is a competitive TCG where players race and battle with pixel-art vehicles, using strategic card mechanics, variables, Nitro, and special Gadgets to win races and drain their opponent’s Fuel Points (FP).
To be able to participate in this incredible game you must have at least 3 Cars and 1 Gadget to be on the starting grid!
Total Cards: 4444 NFT Cards
🚗 3556 cars (Updated)
🧰 888 gadgets (Updated)
To ensure long-term growth, accessibility, and high player concurrency without compromising NFT scarcity, Bitxel Roads TCG will implement a multi-layered scalability system: 🏎️ Car & Gadget Rental System
Players who do not own the full set of 3 Cars and 1 Gadget will still be able to participate in races through a trustless rental system, where:
🛠️ Car and Gadget owners can list their NFTs for rent.
🤝 Players can borrow cars/gadgets temporarily by paying a fee or a revenue share.
🔐 In-game logic + Blockchain ensure safe lending and transparent reward distribution.
This system increases player capacity far beyond the fixed NFT supply (4444 cards), opening the door to thousands of concurrent users without inflating the collection.
💰 Betting & Rewards System Using Bitcoin RunesBitxel Roads will feature an optional wager-based gameplay mode, where players can place strategic bets using Bitcoin Runes, a decentralized inscription-based token standard.
🪙 Bitcoin Runes will act as a trustless betting currency.
🏁 Players can wager Rune amounts before matches and claim winnings if victorious.
🔥 This introduces a play-and-earn competitive layer, supported by transparent, verifiable transactions on Bitcoin.
🧱 Turn Structure (Per Match)
🚦 Turn-Based Racing System: Each match consists of 3 stages, one per car. Each stage contains 3 internal rounds, where that car competes using a different variable each time.
1️⃣ Choose a car to compete (starts with Car #1) 2️⃣ Use that car 3 times in a row, using a different variable each time 3️⃣ Then move to Car #2 and repeat 4️⃣ Then Car #3 and repeat
This gives a total of 9 direct confrontations
🚨 There are 4 car models (Check Car Types), each with its own style and balance of attributes.
Model & Protocol Synergies
Each Model and Protocol can trigger situational bonuses. Check Car Types
Each car has the following characteristics:
🛠️ Variables (1–10 tanks):
Acceleration
Top Speed
Brakes
Fuel Efficiency
ATTRIBUTE
TANKS
Max. Speed
1 - 10
Acceleration
1 - 10
Breaks
1 - 10
Fuel Economy
1 - 10
⭐ The cards are divided into rarity levels represented by stars and tiebreaker system If both cards have the same number of tanks in the selected statistic, the winner can be decided by:
Maneuverability = This is an attribute assigned to each card, determined by its star level.
(Each car has a unique Mileage value within the 3888-Cars collection.)
🛞 Think in Maneuverability like a "risk-reward" system for tiebreakers, where Maneuverability isn’t a fixed value but includes a controlled random element. This allows lower-rarity cards to have a chance to win, albeit with a lower probability compared to 3-star cards.
🔢 In order to keep 1⭐ cards competent, we apply a Maneuverability bonus only to them.
This means that 1⭐ cards will have slightly higher Maneuverability than the others, making them more viable in tiebreakers.
Outcome: 1 and 2⭐ cards have approximately a 15%-30% chance of winning tiebreakers against 3-star cards, depending on the dice rolls.
3⭐ cards remain superior but are no longer unbeatable.
This system adds excitement and unpredictability while maintaining balance, giving lower-rarity cards a fighting chance without undermining the value of higher-rarity cards. It’s a win-win for both casual and competitive players!
STAR LEVEL
BONUS
1⭐ Commons
+2
2⭐ Rares
+1
3⭐ Epics
+0
PoW (Proof-of-Work)
PoS (Proof-of-Stake)
Layer 2
P2P (Peer-to-Peer)
Genesis Block
🚀 Cards can also possess Nitro
Use of Nitro – If a player has Nitro available, they can activate it to break the tie.
💢 There is a failure percentage, which may decrease instead of increasing the statistic. Check Rules
🧃 Track Mana (MP)
MP is gained at the start of each internal round.
1
1 MP
2
2 MP
3+
3 MP MAX
🧰 Gadgets (Skills & Equipment)
Each player may bring 1 Gadget card per match. Gadgets can be activated in two ways:
🧨 Instant Mode:
Can be used in any round if you have enough Track Mana (MP)
Triggers an immediate effect
Remains hidden until activated
🛠️ Equipment Mode:
Spend 1 extra MP to place it in the Workshop Zone
Provides a permanent passive effect
Once activated as equipment, cannot be used as an Instant
🔐 Rules: Rules
Only one Gadget per player per match
Gadgets cannot be destroyed
They do nothing at end of match
Their cost increases based on the car’s Star Level
📌 Gadget Examples:
Oil Slick
Instant: 50% chance to cancel opponent’s Accel or Speed
Equipment: +1 Fuel Efficiency, -1 Brakes while active
Brake Fluid
Instant: Reduce damage from Brakes by 50% this turn
Equipment: Regain 1 FP whenever using Brakes
Spike Strip
Instant: If opponent uses Brakes, they lose 3 FP
Equipment: Opponent’s Brakes have 30% chance of failing
📏 Selection Rules:
Each player secretly selects a variable to compete with (Max. Speed, Acceleration, Breaks, or Fuel Economy).
The same variable cannot be used twice in the same round by the same card.
Choices are revealed simultaneously. The chosen variables will look for their enemy counterpart and when facing each other the difference will be subtracted from the fuel points.
If both players select the same variable they will fight, it should be remembered that each encounter of two variables is subject to the influence of the element and the ability of the type of car.
Example:
Player 1 uses Brakes (8 Tanks) vs Player 2 uses Accel (9 Tanks)
The Breaks will try to face the enemy's Breaks, as well as those of the other opponent, in this way a clear attack and defense will be counted in order to formulate strategies.
Player 2's Breaks (6 Tanks) vs Player 1's Accel (8 Tanks)
The Player 1 does 2 damage to the enemy's FP and Player 2 does 1 damage to the enemy's FP.
Last updated