These variants were posted online by Steffan O'Sullivan. They can add some new spice to a very good game. Steffan wrote: Some folk consider Switch Cards in Mayfair's Detroit-Cleveland Grand Prix to be lame. Here are some possible uses for Switch cards. One of these may totally replace the existing rules, or perhaps the player can take his choice of whether to use any one of these or the existing rules. Decide which before the game begins! 1. A switch card represents a spin out. In this case, one of the two cars is chosen to spin out - turn its counter backwards, off the track, adjacent to the space it was on when it spun out. Other cars may move through the space it was on when it spun out. When five points worth of movement have been burned off, turn the car around again and place it on the track, on the space it occupied before spinning out. (Keep track of how many spaces have been burned off by stacking cards with its numbers next to the car.) If the original space is occupied when the car is to return to movement, place it in the nearest open space behind that space. On its next card, it moves normally. If a card is played which brings it to more than five spaces worth of movement while it is spun out, it moves the difference immediately. 2. A switch card represents a minor mechanical failure, which can cancel up to five points worth of movement of one of the cars whose color is pictured on the switch card. This is played out of turn, when another player plays a card. So if another player plays a Move 6 card, playing the appropriate switch card will cause that car to move only 1 space, though it is still the first car moved on the movement card. It may be used to cancel a move of less than 5, but the excess is lost. That is, if a switch card is used to cancel a Move 3, for example, there is no carrying forward of an extra loss of two spaces to a future turn. 3. A switch card may be used to move both cars pictured on the switch card two spaces forward. The car in the lead moves first, then the other car. Both cars must be able to move two spaces or the card cannot be played for this purpose. 4. A switch card may be played *with* a movement card. In this case, the two cars' turn orders are swapped, but not the movement values. It must be played with a card with both colors on it. Thus if you play the Red-Green switch card with a movement card which has Red moving 4 spaces and, later, Green moving 2 spaces, the Green car will move its 2 spaces at the time the Red car was supposed to move, and the Red car won't move until the Green car was due to move, but will attempt to move its full 4 spaces when it does move. 5. A switch card may be played as a defensive driving maneuver to prevent passing. It may only be played just after a car has passed one of the cars pictured on the card and finished its move one space ahead of the pictured car. Note that this may be played out of turn. It cannot be played this way if a car ends up two or more spaces ahead of the car in question. In this use of a switch card, the car which just passed the pictured car is moved back one space, to be as close to even with the pictured car as possible.
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