I love the idea of cards being used as physical locations. So much information can be crammed into them.
Changeling: the Something Something laid out cards with bridges and marshes on them. Those Z-G action figures by Atomoton used cards for ranges ('my shotgun has a range of three card lengths'), and that Pirates of the Spanish Main has cards which act as islands, or pop out into little ships. Nifty.
So how about a Great Race game. The GM picks ten cards from a deck of ordinary playing cards and lays them out in any order in a circular 'track'. Black cards represent current problems, red cards represent flashback scenes. The value on each card probably becomes a difficulty number.
Clubs are hazards due to enemy vehicles, spades are tight turns or other environmental problems. Red cards are flashback scenes where you'd play through fraught emotional scenes that led up to the race: hearts for friends and lovers, diamonds for enemies or rivals.
Your vehicle could be represented by a d6, with 6 'structure points'.
Or instead of a race, the cards could describe the ten gigs in your band's final tour.