Intro
The games handles slipstream correctly.
The handling of slipstream in regard to position, speed, corner checks and heat is correct.
What we have in the warnings and logging is also correct (but there is of course some subjectivity as to what should be in logging and warnings and how best to phrase it).
You have to read the rules carefully and understand the sequence of things.
Rules
Phase 6
You can only slipstream once per turn
You should know the difference between a Space and a Spot.
Slipstream doesn't increase speed but it doesn't zero the speed nor offer any immunity to anything.
Phase 7
Second is "Any point": it doesn't matter whether you crossed the line in phase 3 (reveal), 5 (reaction) or 6 (slipstream).
Third is the definition of speed: It's ALL the cards you PLAYED (including from boost, but not the DISCARDED cards) +1 if you used adrenaline (and Slipstream is not in this count). It doesn't matter whether you played your boost or adrenaline before or after crossing the corner line: it counts.
And, of course, understand that some upgrade cards and weather effects will influence how many spaces you can slipstream.
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Examples
Example 1:
- If you played cards for a total of 14 just before a speed 10 corner line and you use slipstream, you will cross that corner at speed 14 and pay 4 heat during the corner check in phase 7.
That is what the rules says (speed remained at 14) and it is what the game does.
Example 2:
- You play cards for a total of 9 and cross a speed 10 corner line (phase 3). You then use adrenaline for 1 extra move (+1 speed) (phase 5), do a boost that flips a "3" (phase 5) and use Slipstream (phase 6). Your total speed is 9 + 1 + 3 + 0 = 13 and so you take 3 heat in phase 7 for the speed 10 corner check. (If you foolishly also crossed another corner this turn, you also have to check your total speed of 13 against that other corner limit.)
The games handles slipstream correctly.
The handling of slipstream in regard to position, speed, corner checks and heat is correct.
What we have in the warnings and logging is also correct (but there is of course some subjectivity as to what should be in logging and warnings and how best to phrase it).
You have to read the rules carefully and understand the sequence of things.
Rules
Phase 6
So understand what it says and what it doesn't says.Slipstreaming is optional if you land next to another car, or in a Space behind a car or cars. If you choose to Slipstream, you move 2 Spaces forward. You can only Slipstream once per turn and if all the Spots in the final Space are occupied, place your car in the first Space with a free Spot behind the blocking cars. Slipstreaming does NOT increase your Speed value for the purpose of the Check Corner step.
You can only slipstream once per turn
You should know the difference between a Space and a Spot.
Slipstream doesn't increase speed but it doesn't zero the speed nor offer any immunity to anything.
Phase 7
So first thing to remember is that 7 is bigger than 6: corner checks are done after any eventual slipstream.If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus). If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.
Second is "Any point": it doesn't matter whether you crossed the line in phase 3 (reveal), 5 (reaction) or 6 (slipstream).
Third is the definition of speed: It's ALL the cards you PLAYED (including from boost, but not the DISCARDED cards) +1 if you used adrenaline (and Slipstream is not in this count). It doesn't matter whether you played your boost or adrenaline before or after crossing the corner line: it counts.
And, of course, understand that some upgrade cards and weather effects will influence how many spaces you can slipstream.
-----------
Examples
Example 1:
- If you played cards for a total of 14 just before a speed 10 corner line and you use slipstream, you will cross that corner at speed 14 and pay 4 heat during the corner check in phase 7.
That is what the rules says (speed remained at 14) and it is what the game does.
Example 2:
- You play cards for a total of 9 and cross a speed 10 corner line (phase 3). You then use adrenaline for 1 extra move (+1 speed) (phase 5), do a boost that flips a "3" (phase 5) and use Slipstream (phase 6). Your total speed is 9 + 1 + 3 + 0 = 13 and so you take 3 heat in phase 7 for the speed 10 corner check. (If you foolishly also crossed another corner this turn, you also have to check your total speed of 13 against that other corner limit.)