the thing I'm not quite sold on is the way you roll dice and they each represent a gear. I don't really understand that abstraction, you roll a die and you're okay as long as you don't roll three hazard symbols? does that mean your three gears just fell out of the transmission? I understand how it works in real life, I'm just not sure what the game is trying to convey from reality for a game. can you shed some light?
the components and stuff make the game look very fun otherwise
It's a game based on Rallying, which is inherently dangerous. In real world rallysport, you have a co-driver telling you what is coming up and if there's miscommunication, that can lead to a crash, or if the driver gets too exuberant. So how I see the gears/hazards is the more you want to progress in your turn (the faster you want to go) the more dangerous & risky it is.
Each gear die can only be used once per turn as well, if you choose to. So there's strategy in how you prep for turns, when you want to just accelerate in a gear, or gear up/down. You can either prolong your turn and make more progress, or you can hinder yourself by using a gear you need too early.
If you do hit 3 hazards, instead of drawing whichever gear you were in as you would normally (which adds to your total time), you instead turn it over where it shows a "0", for neutral, and then has what happened in your loss of control. Either a 180 spin, with no damage, other than having to start in 1st from that space the next turn, or you veer off course which can damage your car. Damage is represented by taking away the amount of black dice you can use per turn.
So when I was trying to teach and learn myself, I got absolutely screwed and flew into some rocks almost immediately.
The gear cards are a little smaller than I'd like actually, but I have big hands. It's not like you need to draw and play cards anyway, they're more like markers to be tallied up at the end. I was surprised at how big the Penny Arcade game's cards were. Funny contrast.