• HEROES OF SHORT TRACK RACING GAME

    INTERNATIONAL CUSTOMERS: HoSTR is now available as print & play with the Sprint Car set initially. Available in the store.

  • You can be the race promoter and have races with current and legandary Sprint Car, Late Model or Modified drivers. You set the format and the number of laps and watch the Heroes of Short Track Racing do battle right on your tabletop.

    Heroes of Short Track Racing is a collectible card racing game that makes you feel like you are watching a race live at the track. The game cards are collectible cards with the game stats on the lower part of the front of the card. The Sprint Car Set 1, The Legends of Iowa Late Models, and an IMCA (type) modified set (Including USRA and other sanctions) is now available. Click here to order now. $5 of each of the Sprint Car sets will be donated to the National Sprint Car Hall of Fame, $5 of each set of the Heroes of Iowa Late Models sold will be donated to the Iowa Auto Racing Hall of Fame and Museum. $5 from each set of Modified cards will be donated between the Iowa Auto Racing Hall of Fame and the Nebraska Racing Hall of Fame.

     

    We will make a card for almost any driver. If you want to see your favorite driver get a card in the game, or if you want to see your name and car in a game, download the release form on the downloads page, have the driver sign it and sumbit a non-copyrighted photo that we can use on the card and write a short bio or a list of major accomplishments.

  • SPRINT CAR DRIVERS THAT ARE INCLUDED IN THE SET

    Steve Butler, Bob Kinser, Jan Opperman, Danny Smith, Craig Dollansky, Shane Carson, Jimmy Sills, Bud Kaeding, Tim Green,

    John Babb, Tommie Estes Jr, Dick Gaines, Brent Marks, Dave Darland, Kerry Madsen, Lee Osborne, Brent Kaeding , Brad Doty, Brady Bacon, Rocky Hodges, Tom Bigelow, Ted Horn, Johnnie Parsons Sr., Kenny Jacobs, Van May, Chad Kemenah,

    J.J. Hickle, Terry McCarl, Tanner Holmes, Tim Kaeding and Lance Dewease

     

    There will also be a Special Edition card for Bryan Clauson. It is going to sell for $5, with ALL proceeds going to Driven 2 Save Lives by the Indiana Donor Network. You can donate directly to the foundation by clicking here. Sign up to be an Organ Donor and help save lives!

  • A review by Robert Thurman

    A review of Heroes of Short Track Racing;

    Big things can come in small packages. Heroes of Short Track Racing is one of these. If you like racing games you will be happy. If you are a fan of local Saturday night oval racing you will be ecstatic.

    Local oval track racing is a unique and varied experience. Almost every track is different in many ways. The classes and rules are different. The points and heat races and main event grid positioning are different at almost every track.

    Heroes use a “highlight” style movement system that works perfectly for this type of event. Every turn is one lap. Not every car attempts to pass or defend every lap. So we can just focus on the events of that single lap. This make the game play move along at a steady pace.

    It is a similar movement system to the excellent Red White and Blue Racin by Plaay Games. However Heroes adds a few extras that allow a tremendous amount of fine tuning to the driver/car.

    Here is the basic game play; Roll the green Action die, check car’s Action # roll for movement, resolve pass attempt (if any), check next car. That’s it. Move lap marker and start next turn.

    The movement system is very simple and there are optional rules that can be added if you want. (More on those later). You line the cars up for a heat or main event in any way you like. In a line, rows of 4-6, whatever. All we are doing is keeping track of the running order of the cars. (You can download and print out and tape together a play mat from the games website).

    You roll the green “Action” D10 and set that aside. This will determine which cars will attempt to gain positions this turn. Let’s say the number is “7”. A car will have from 3-5 action numbers just below its picture. Starting with the car in 2nd spot you will check the cars for a “7” action number; this car will attempt to pass the car in front of it. If it has a “7” you will roll the two black D10 dice.

    You roll a 57. On the lower left of the card is the movement chart. It will give you a result between 0 and 3.

    0 means nothing happens, go check the next car, 1 means you can attempt to pass the car in front of you, 2 means you automatically pass the car in front, you swap the cars positions, 3 means you automatically pass the car in front and then can attempt to pass the car ahead of you as well.

    Your 57 results in a 1, you can attempt to pass. You take the single black D10 and roll it, you get a 3. On the right bottom of the card are a Passing and a Defending rating. Your Passing rating is 7+3=10. The defending rating of the car ahead of you is 10, you needed an 11 to pass, tough luck, maybe next lap! Now check the next car and repeat for all cars with a 7 for an action number. Use a marker of some kind to mark off one lap, reroll the green Action die and continue.

    Using the Action number means you only check on 20-30% of the cars in the race each lap. So things proceed quickly.

    Roll the green Action die, check car’s Action #, roll for movement, resolve pass attempt (if any), next car.

    You can do qualifying, run 2 heats and run a main event in 60 minutes. 90 minutes for your first couple of games.

    Now let us look at the optional rules. These can be used to duplicate conditions for your own local track, be it real or fictional.

    Passing made easier in heat races; on both dirt and pavement the track conditions change during the event. Dirt tracks tend to dry out, and at night the pavement can cool off making both types of tracks have less traction during the main event.

    Leader Can Pull Away; this option allows him to pull away a space. Following cars have to make a successful pass attempt to close up.

    Charging or Backing off; try to pass two cars at a time but increase chances of losing positions. Also going slower but increasing defending rating.

    Changing Track Conditions; normal, wide or narrow groove ratings change when a 1 or 10 is rolled on action die. Then roll the black dice for a track condition change. These setting can also be implemented to duplicate you local track configuration. Some tracks are narrow and hard to pass on. Some tracks are wide with several grooves.

    Hometown track advantage; add to passing and/or defending rating as needed to certain drivers.

    Overall this is a really well designed racing game system. It is easy to understand and play. The possible expansion of the game is almost limitless. If you can get qualifying and results from your local track making a card set should be fairly easy.

    Local ovals tracks are an unusual form of motorsport, weekly races at the same track with the same drivers. 24 cars is the norm for a main event and over the course of a season there may be a total of only 32 different drivers in the main event. Usually it is only the A main that gets points and money. Some tracks have an A and B main classes with track titles for both classes.

    After qualifying the cars are split into heat races of 12 cars. Or they are evenly distributed as much as possible. Positions in the heats determine starting order in the main(s).

    Main event starting positions can vary. Something it is straight up the fast heat winner is on pole. Sometimes the entire field in inverted. Some places the front or the back half is inverted. Or you can set the field according to points either straight up or inverted. The combinations are almost endless.

     

  • ABOUT THE CREATOR

     I went to my first race when I was 4 days old. I went straight from the hospital to the racetrack to watch my dad race. I don't remember much about that first night 🤣, and I've been in love with auto racing ever since. Actually, I pretty much love any form of racing. My friends used to kid me that if I seen two ants on the sidewalk, I would stop and see which one got to the next crack first, and that's pretty accurate. I made my first real racing game when I was 14. It was different than anything else I had seen up that point, and used charts to tell which drivers advanced or had trouble. But I wasn't sure anyone besides myself would enjoy it. Over the years, I've made several other racing games, a lot of them based on that first idea, but I've had a few other ideas along the way. I never even thought about producing any of those games because I wasn't sure anyone would buy them. There are so many games and even racing games out there, that I knew I had to come up with something different, unique, and marketable before I could ask anyone to spend their money on it. That idea started the night of the 50th Anniversary reunion at the Boone (IA) Speedway. My Dad won the first feature ever held at Boone in 1967. As I chatted with, and seen other legendary racers there, it hit me that these guys need to be remembered, so I thought that was the idea I was looking for to create a game that would set mine apart from others. The only problem I had is that I didn't have an idea on how the game should play. Most of the other games I created were comparing the drivers in the game to each other and each year, I had to create a game that I could add new drivers that fit in with the current ones in the game. The best game design (in my opinion) I had seen to that point that involved real drivers was the Avalon Hill, USAC auto racing game. It was a good concept, but to run a simulated Indy 500 took several days. A few years ago, I made a "Legends of sprint car racing" game. It took some of the ideas from my chart game days and made it to where I could possibly add drivers as time went on. Again though, to roll for every driver, for each lap took way too long. I've seen other games that use real drivers’ names, but I have played pro wrestling games through the years, and a couple of them have got in trouble for using some of the names. One game I have played for years is from Filsinger Games and is called Legends of Wrestling. I have a couple friends that help with getting new wrestlers, and if they could get a wrestler to sign a "release" form, then they could use that wrestlers name and image legally. The cards have a drawing of the wrestler on the front and a game card on the back. As time went on, I thought more about that day in Boone. The only thing I don't like about the wrestling game cards is that to know anything about the wrestler, you must look in the handbook that came with them or look them up online. My mind went back to the Legends of sprint cars game, and I started thinking of ways to condense it so it wouldn't take up much room on the card. Then the idea of figuring out a way that you would not have to roll for every driver on every lap hit me. That's when I came up with the "Action" numbers idea. With this idea, you would only have to roll for half the cars each lap. I added the "Passing" and "Defending" ratings to further separate the drivers and to add some creativity to creating a game card. Two drivers might be exactly the same over the course of 1,000 rolls, but their game cards look completely different. I finally had the idea for what was to become the "Heroes of Short Track Racing" game. I set out to find the drivers and get them to sign a release form so I could use their name and likeness (my apologies to college sports fans that just cringed with those words) and permission to use the photos that are on the front of the cards. The final result is a collectible trading card with the picture, hometown, and the game card on the front and a bio on the back. The final result is what you see today. Even if you never play the game itself, these cards are worth putting in a collectors album.

    The Legends of Sprint Car game can be found at www.tabletop-sports.com/downloads.php?cat_id=61. I might post the latest of my "Chart games" on here at some point. Thank you for your support.