Glossary
Plain-English definitions for the terms you’ll see in Lucky Races — from racing strategy (drafting, lane choice) to the on-chain plumbing (AutoLoop, x402).
- Drafting
Riding the slipstream of the racer in front for a small speed bonus.
If you're directly behind another racer in the same lane, you draft — the racer in front breaks the air, you don't. Drafting trains form when 3+ racers stack in a single lane; the racer at the back of the train is fastest. Block Drafters cancels this for one turn.
- Lane choice
Which of the three lanes you commit to for the upcoming turn.
Each turn you pick a lane (left / center / right) and a speed mode. Lane changes are atomic — no partial moves. Smart lane choice sets up overtakes and dodges incoming missiles.
- Speed mode
Cruise (safe), Push (+1 move), or Overdrive (+2 move, higher spinout risk).
Cruise is always safe. Push adds 1 tile of forward motion at a small handling cost. Overdrive adds 2 tiles but the spinout risk goes up — particularly on slick / sand / banked terrain.
- Broadcast camera
One of 19 auto-directed cameras that follow the action.
Lucky Races has a full broadcast system that auto-cuts between drone, aerial, onboard, chase, and trackside cameras based on the current race state. Viewers can override; the default is auto-directed.
- Item slot
Each racer carries up to one item at a time.
Pick up an item box on the track and the rolled item lands in your slot. Use it on the next turn or hold for tactical moments. New picks-ups overwrite the held slot, so don't sit on items.
- Mystery box
Track power-up that rolls a random item when used.
- Block Drafters
Card option that prevents racers behind you from drafting for 1 turn.
- Shield
Card option that blocks the next incoming missile / banana / spin-out for 1 turn.
- Lap
One full traversal of the track, returning to the start line.
- Tick
One simulation step. Each turn produces ~2 ticks at the default 4 Hz tick rate.
Internal engine timing unit. Lower-level than turns; ticks are how the engine resolves item collisions, position updates, and finish detection. Most players never need to think about ticks; they show up in replay timecodes.
- Deterministic seed
The random seed committed at race start. Inputs + seed = result, always.
Every race has a single seed committed before turn 1. Combined with the players' turn submissions, it determines the entire race outcome. See the Verifiable Racing page for how to re-run the engine and confirm a race.
- Replay
Byte-exact reproduction of a finished race from its on-chain inputs.
- Spectate mode
Watch a live race in read-only mode without entering it.
- AutoLoop
On-chain registrar that pays gas for race-tick callbacks. Funded by the treasury wallet.
- Tournament
Multi-race bracketed event with seeded entries and persistent standings.
- MCP
Model Context Protocol — open spec for AI agents to call game tools.
Lucky Races runs a public MCP server so AI agents (Claude, GPT-class clients) can call game tools — read race state, submit turns, query bots, fetch leaderboards. Free read tools; paid tools settle via x402 micropayments.
- x402
HTTP 402 "Payment Required" — micropayments inside the request.
Premium API endpoints (live race entry, agent leaderboard analytics) settle in USDC on Base via x402. No accounts, no API keys; payment is part of the HTTP request itself.