In the past few years, we’ve seen plenty of racing games appear on our tables. You might know Heat or Downforce, both games that capture the tension of racing where planning, timing, and the right decisions matter just as much as speed. Dirt & Dust does things a little differently. This one isn’t just about going fast. It’s about managing your whole rally team and keeping things together when the pressure builds.
In this game, you’re not only behind the wheel, you’re also running the show. Each player leads a rally team, balancing upgrades, resources like wrenches and traction, and the risks of pushing too hard. The game takes place over ten rounds, each one a small section of the stage. The goal is to finish with the most speed points by the end of the rally.
👥 1-4 players, ages 14+
⌛ Playing time: 60-90 minutes
📝 Designer: Petr Čáslava
🎨 Artwork: Jakub Politzer
🏢 Publisher: Albi (review copy provided)

Gameplay Overview
Each round in Dirt & Dust has four parts: the dice roll, driving, stage evaluation, and preparation. Most of it happens at the same time, and once the last stage card is resolved, the race ends and everyone counts up their points.
It starts with the dice roll. The player with the most popularity takes the popularity die, and everyone rolls their personal dice pool, which includes three player dice and any hazard dice they’ve collected. The popularity die is a small advantage, but it comes with a twist. It only has the values 1, 2, and a blank side, and as soon as you roll it, you lose that many popularity points.
Hazard dice are resolved straight away. Each one can cause damage to your car, but it might also earn you popularity depending on the result. Once that’s done, players assign their remaining dice to the racing team board, matching their numbers to the slots.
Then comes the driving part, where most of the game happens. Everyone plays at the same time and can take as many actions as they like, in any order. You can play cards from your hand onto empty spaces on your racing team board. Once a card is played, it’s active. If a die is placed above it, you can slide the die below the card to resolve its effect. These effects often depend on where your car is, the value of the die, or what’s happening on your board. Some cards have passive effects that can be used once per round without dice.
Your car’s position matters quite a lot. Each player board shows your car’s movement between lanes and whether you’re accelerating or decelerating, which affects how your cards work and how you’ll score later. You can also spend wrenches to buy new cards from the shared market. These go into your discard pile and come back into play once you reshuffle.


Mapping a stage is another important move. By spending traction, you can place a navigator token on a stage card. This sometimes means moving your car sideways or dealing with other effects that come with it, which might help or cause hazards depending on where your car is.
There are a few other options too. You can adjust dice by spending wrenches, move your car left or right by spending traction while decelerating, or take a hazard die voluntarily to gain traction. When you do, you roll it right away and add it to your pool for the next rounds.
At the end of the round, all stage cards move one space forward, and the oldest one leaves the board. When that happens, the card is evaluated. If you’ve placed a navigator token on that card, you earn points based on your car’s position. Cars in the grey or yellow zones gain speed points, and cars in the red zone gain popularity instead. Points are awarded based on your car’s position at the exact moment the stage card leaves the board. Once that’s done, the navigator tokens are returned, and a new stage card is revealed.
Finally, everyone resets for the next round. All active cards on the racing team board move one space to the right. Cards that move off the board are discarded. The popularity die, boost dice, and passive effect tokens are returned. You can also discard cards from your hand and draw back up to five.
When the final stage card leaves the board, the game ends. Everyone adds up their total speed points, including those gained from cards. The most popular player gets three extra points, and the second-most gets one. Each hazard die still in your dice pool costs you one point. Whoever has the most points after that wins the rally.

The Review
Gameplay & Flow
From the first round, Dirt & Dust gets everyone involved. Everyone acts at the same time during the driving phase, which keeps things moving quickly and cuts downtime almost entirely. The simultaneous play brings a nice bit of energy. It feels like the rush of a rally stage, with everyone managing their own team.
The game mixes deckbuilding with tactical card play, but in a very structured way. You’re not just building a deck; you’re building a team. The racing team board gives shape to everything: where cards go, how they activate, and when they leave play. Because cards slide across the board each round, timing becomes part of the strategy.
Once you know the phases, everything flows neatly. Dice placement, card play, and movement all connect in a way that feels smooth and intuitive. Each decision leads naturally to the next, and there’s enough going on to keep things interesting without becoming overwhelming. It’s still easy to slip up though. In my first play, I misjudged my timing and watched one of my best cards slide off the board just before I could use it. That little “oh no” moment sums up what gives the game its pulse.

Strategy & Luck
The dice bring a bit of unpredictability, but most outcomes can be softened with good timing, traction, or good card play. You’re often deciding whether to play it safe or push your luck for a bigger reward.
The hazard dice are a perfect example. You can take them voluntarily to gain traction, a tempting move when you need more grip. But every risk has its cost. Hazards can damage your car and make future rounds trickier. On the other hand, they can also earn you some popularity, which can help at the finish line and sometimes gives you an extra die.
Play too cautiously and you’ll collect steady points but watch others pull ahead. Play too recklessly and your car might fall apart before the finish line. The real game lies in finding that balance, knowing when to take a hit now for a better setup later. It’s not a game of chance or pure efficiency, but one that rewards well-timed risks.


Player Interaction
Interaction in Dirt & Dust sits on the lighter side. Most of the time you’re focused on your own board, managing dice, cards, and car position. Each player runs their own track, so there’s no bumping, blocking, or getting in the way. You can’t sabotage other drivers; it’s a rally, not a demolition derby.
The main shared element is the popularity track, which brings a bit of competition. Players constantly check who’s ahead on popularity since the most popular driver each round gets an extra die, and bonus points are handed out at the end.
Dirt & Dust leans toward individual play, with each team running its own race, and in the end, the results show who managed their course best. It’s measured and focused, ideal for players who enjoy optimising their own system without too much interruption.
Theme & Atmosphere
You start to feel the rally theme once you get into the rhythm. The system of lanes and rows does a lot of the heavy lifting. The lanes give a sense of steering your car through the terrain, while the rows show whether you’re accelerating or decelerating. It’s simple but effective, and it makes your positioning choices feel like real driving decisions.
Even the scoring supports that idea. Cars in the grey or yellow zones earn speed points, while those in the red zone gain popularity instead. It’s a small touch that rewards pushing your limits. The crowd loves a bit of reckless driving, even if it costs you control.
The overall atmosphere is more tactical, but it fits the game well. Between the dust, the dice, and the small chaos of simultaneous play, it feels like a rally where things get messy and you’re just trying to keep control. It won’t transport everyone straight into the driver’s seat, but it captures the spirit of balancing precision with pressure.


Components & Art
The production looks clean and modern, with a setup that makes you feel like you’re managing a rally team. The mix of bright colours and a grounded layout makes the table look lively without being cluttered.
Each player has a dashboard that feels like a control panel, complete with slots for cards, dice, and markers. The icons are clear and consistent, and after a round or two, you can read everything at a glance. The custom wooden tokens feel right at home in a rally game, with small rally cars and flags giving the setup a nice finishing touch.
The cards have a bold, graphic look that suits the theme. You’ll see engine parts, tools, driver portraits, and stretches of road, all illustrated with strong lines and colours. The stage cards show curving roads, tarmac, and countryside scenery that feel straight out of a rally. Everything looks dynamic but stays clear.
It’s a practical and thematic production that manages to keep things clear. It doesn’t try to overwhelm with visuals; instead, it gives just enough style to set the mood while keeping the table organised. And yes, the box includes an insert, which always earns quiet applause from whoever packs up after the game.
Pacing & Replayability
The game moves at a comfortable pace that keeps you engaged. The first few rounds are calm as players build their teams, but the tempo picks up naturally. By the final stages, every point matters and mistakes start to sting. When you roll the perfect dice combo at the right time, there’s a small surge of triumph that feels earned.
The ten-round structure gives your plan time to unfold but never overstays its welcome. There’s a nice flow between setup, action, and scoring, unless someone insists on analysing every die roll like they’re calculating fuel economy.
Replayability is solid. There are five stage decks with different layouts and effects, so each rally feels a bit different. The nine racing team cards come in two sets, base and extended, which you can mix or separate for variety.
Each player also chooses a driver deck, which brings a bit of asymmetry from the start. Some favour efficiency, others reward boldness, which changes how you approach the race. There’s also a shorter trial mode for learning and a solo mode against a ghost driver if you want to test your skills alone.


Accessibility & Complexity
Dirt & Dust lands squarely in the middleweight range. The rules take a round or two to settle in, but once they do, everything runs smoothly. The 14+ age rating makes sense, though younger players with some experience will manage just fine.
You’re juggling dice, cards, and a few resources, but it all connects logically. The rulebook is clear and well structured, with plenty of examples, icon explanations, and a full sample round at the end. That example round is especially useful when learning.
There’s a handy player aid for each person, which helps once the game starts. Teaching usually takes about twenty minutes, and once players start rolling and placing, the rhythm becomes clear. And if you’re teaching new players, the trial stage mode is an excellent way to ease them in before a full rally.

Final Thoughts
Dirt & Dust feels more like managing a rally than driving one. It’s thoughtful and measured, and the satisfaction comes from keeping control when things get messy. It will appeal most to players who enjoy planning ahead, finding efficiency, and making small choices under pressure.
The mix of dice, deckbuilding, and positional play feels refreshing in a racing game. It gives you structure but still leaves room for improvisation. It’s in that middleweight space, approachable yet strategic, and once it clicks, it’s rewarding.
If you enjoy structured deckbuilders like Lost Ruins of Arnak, Dune: Imperium, or Orléans, you’ll feel right at home. It has that same sense of gradual build-up, where your system becomes smoother as the race goes on.
It’s worth noting that the game is fairly calm. You won’t find much direct conflict or dramatic take-that moments. Dirt & Dust is about precision, not chaos. For some, that might feel a bit solitary, but for others, that focus and control are exactly what make it satisfying.
Once the dust settles, it’s a rally worth running again.
👉 If you’re visiting SPIEL later this month, you can check out Dirt & Dust or pick up a copy at the Albi booth in Hall 6, stand 6E110.
📝 We received a review copy from Albi.





