thanks for the note! that "dice" concept was thrown out right before layout--that should read "actions". basically, all obstacles have a price and a penalty, notated like this (price/penalty). the price is the cost, in actions, to be in the obstacles tile and ignore the penalty.
so, to put it all together: a Weird Cloud (1/slag) obstacle has a price of 1 and a penalty of getting slagged (take double damage from every source). if the driver pays the price (spending one action), they avoid the penalty. if they don't pay the price, they get slagged, but keep their two actions to spend on stunts, attacks, or moves. narratively, this is a driver battening their hatches, popping on a gas mask, or otherwise negotiating with an feature of the road in their vehicle--or bracing for impact before the weird cloud gets in their car.
that dice concept--you can easily represent the actions you've taken and still have remaining by using dice as little counters (that's what we did in playtesting), but i'll get that sorted in the next errata pass. thanks both!