Movement
The shift table controls each car's speed and direction; moving a chip 1 step costs 1 of the 2 allowed moves.
Each car has a colored chip on the shift table. The chip's position relative to the neutral (center) square determines how many spaces the car moves each turn and in what directions. Each turn, a player may move their shift chip up to 2 squares on the shift table, using horizontal or vertical steps. A diagonal move costs both of the 2 allowed squares (i.e., one diagonal = 2 steps). The player may also choose not to move the shift chip and drive at the current speed.
Movement
The shift chip's coordinates on the shift table equal the number of spaces the car moves horizontally and vertically that turn.
The shift table is a grid. The neutral square is the center. If a shift chip is at position X squares forward and Y squares to one side, the car must move exactly X spaces forward and Y spaces laterally that turn. The player chooses the order in which these directional moves are taken (e.g., all forward first, then all lateral, or vice versa), but each directional component must be completed in its entirety — you cannot split them (e.g., 2 forward, 2 up, 2 more forward is not allowed). No diagonal movement of cars is permitted on the track; only horizontal and vertical.
Turn structure
Once you release the shift chip or car, your turn is over — the chess 'touch it, move it' rule applies.
Tacara uses the chess 'touch it, move it' rule. When a player lets go of either the shift chip or the car token, their turn for that car ends immediately. Players should plan their move before touching any piece.
Restriction
Cars cannot jump over occupied spaces, whether occupied by your own or another player's car.
A car cannot move through a space occupied by any other car, including cars controlled by the same player. If a car's movement path is blocked by an occupied space, the car cannot pass through it and will crash if forced to enter.
Special
A car that cannot legally complete its move crashes: it is flipped over and must reset its shift chip to neutral before resuming.
If a car's required movement (as dictated by its shift chip position) takes it into a space it cannot enter — such as a wall, an occupied space, or an out-of-bounds space — it crashes. The car is flipped upside-down on the last legal space it could enter. On subsequent turns, the player must move the shift chip back toward the neutral square as quickly as possible (up to 2 steps per turn). When the shift chip reaches the neutral square, the car is flipped right-side up and may begin accelerating again. The faster the car was going when it crashed, the longer the recovery takes.
Setup
The number of usable track spaces scales with the number of cars in the race.
The track has spaces of different colors indicating track width tiers. With 3–4 cars: only gray spaces may be used. With 5–6 cars: green and yellow spaces are also available. With 7 or more cars: red spaces may also be used. Blue squares represent the pits but otherwise count as gray spaces for movement purposes.
Turn structure
Turn order is randomized each round by drawing colored chips from a bag; two future rounds are always pre-determined.
Turn 1 is played in start-position order. For all subsequent turns, turn order is determined randomly using the colored chips. At setup, chips are drawn to fill both the 'Current Turn' row (turn 2) and the 'Next Turn' row (turn 3). After each turn, the 'Next Turn' chips advance to 'Current Turn', and new chips are drawn from the bag to fill 'Next Turn'. This means players always know the order for the current and next turn, but not beyond.
Special
Turbo chips grant bonus movement spaces and can be played before, after, or interleaved with a normal move; you may never shift more than once per turn.
Each car starts with 3 turbo chips (values 1, 2, and 3 dots). On your turn, you may play one or more turbo chips to move the car an additional number of spaces equal to the chip's dot value. Turbo chips can be used before the normal shift-and-move action, after it, or multiple chips can be interleaved with the move in any order (e.g., use a chip, then shift and move, then use another chip). However, you may never shift the shift chip more than once per turn, regardless of turbo chip use. After playing a turbo chip, it is returned to the pool.