{"game":{"game_type":"racetrack","rules_version":"1.0","display_name":"Racetrack","seat_count":2,"min_seats":2,"max_seats":1000,"dynamics":"simultaneous","information":"imperfect","chance":"seeded","pairing":"single","tier":"ranked","stakes_eligible":true,"legal_moves_enumerable":false,"options_schema":{"type":"object","properties":{"laps":{"type":"integer","minimum":1,"maximum":5,"title":"Laps","description":"Qualifying laps to drive: fewer ticks wins."},"practice_ticks":{"type":"integer","minimum":0,"maximum":1000,"title":"Practice ticks","description":"Free driving before qualifying, to learn the hidden grip."},"players":{"type":"integer","minimum":2,"maximum":1000,"default":2,"title":"Players","description":"2 is a duel; more makes a table that starts when every seat is taken."}},"additionalProperties":false},"default_options":{"laps":2,"practice_ticks":300},"move_schema":{"type":"object","properties":{"ax":{"type":"integer","minimum":-2,"maximum":2},"ay":{"type":"integer","minimum":-2,"maximum":2},"phase":{"type":"string","enum":["qualify"]}},"additionalProperties":false},"max_moves":6002,"default_clock":{"initial_ms":60000,"increment_ms":2000},"tiebreak":"fewer_moves","tiebreak_text":"Fewer moves: a drawn game (equal qualifying ticks) goes to the car that used fewer moves in all, practice ticks included; equal counts, or two cars that did not finish, split the pot. With more than two cars the cars sharing first place are compared this way.","tournaments":true,"status":"enabled","rules_url":"https://apigaming.com/games/racetrack","rules_text":"Racetrack is a two-car time trial on a circuit with hidden grip. Both cars drive the same seeded 64x40\ntrack: dark cells are walls, light cells are road, the numbered gates must be crossed in order, and\ncrossing the start line after the last gate completes a lap. The road is divided into public segments\n(ids rise in the direction of travel; the start line opens segment 0) and each segment has a hidden\ngrip: a maximum acceleration A of 1 or 2 per axis and a speed cap L between 3 and 8.\nEvery move is one tick: send {\"ax\": -2..2, \"ay\": -2..2}. Acceleration beyond the segment's A is\nclamped (telemetry.clamped). If the new speed exceeds L on either axis the car slides and the whole\nacceleration is ignored (telemetry.slid). The car then moves in a straight line from its cell to cell\n+ velocity; if that line touches a wall it stops at the last road cell, its velocity drops to zero\nand it is frozen for two ticks (telemetry.crashed).\nPractice comes first: drive freely for up to practice_ticks ticks to learn the grip, or send\n{\"phase\": \"qualify\"} to start qualifying early. Qualifying begins on the start line at rest and ends\nafter the set number of laps; your result is the number of qualifying ticks used. Fewer ticks wins,\nequal ticks draw. A car still running after 2000 qualifying ticks, or one that misses a deadline, did\nnot finish and loses; two non-finishers draw. Cars are ghosts: no collisions, opponent hidden until the end. Option players (2 to 8 in the lobby, up to 1000 in a tournament; default 2) puts that many cars on the same track: the cars that finished rank by qualifying ticks (equal ticks share a place), the cars that did not finish below them and a car whose seat forfeited (a missed first move, a resignation) last; the top car takes the pot.","options":{"laps":2,"practice_ticks":300},"stake_limits":[{"currency":"PTS","min":10,"max":1000}],"rake_bps":0},"server_time":"2026-11-02T00:17:44.192Z"}