

Each player chooses a color or mark (such as x and o) to represent the player's car. A straight starting and finishing line is drawn across the two loops, and a direction for the race is chosen (e.g., counter clockwise). It can be more or less parallel with the outer loop, or the track can have wider and narrower spots (pinch spots), with usually at least two squares between the loops. Another freehand loop is drawn inside the first. A large ellipse will do for a first game, but some irregularities are needed to make the game interesting. Letter preprinted with a 1/4" square grid, or A4 with a 5 mm square grid), a freehand loop is drawn as the outer boundary of the racetrack. On a sheet of quadrille paper ("quad pad", e.g. The rules may also be stated in terms of the physical concepts velocity and acceleration.

As will follow from a later section, if the mathematical concept of vectors is known, some of the rules may be stated more briefly. The rules are here explained in simple terms.
