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TRV Base Game Rulebook

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0% found this document useful (0 votes)
146 views12 pages

TRV Base Game Rulebook

Uploaded by

Farsox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RULEBOOK TR:V ACTION-PACKED GAMEPLAY

FUN AND ENJOYMENT


THIS GAME IS APPROVED FOR AGES 0+
READY. AIM. DRIVE!
Thunder Road: Vendetta is a game of fast turns and
dicey decisions. Command your crew of cars as they race
over perilous roads, dodge hazards, slam into cars, and
fire those guns. When all else fails, call in the chopper!

HOW TO WIN THIS RACE


Be the first player to move one of your cars onto the
Finish Line –OR– be the last player standing.

BEFORE YOUR FIRST GAME


Carefully push the rotors
onto the choppers. Hold the
chopper figure from the bottom
of the chopper (not the base
of the figure) and press down
near the center of the rotor
(not the outer edges). You do
NOT need to remove the rotors
after you play.
4 Command boards 12 Dashboards 12 Cars 4 Choppers 16 Movement dice
(4 different colors) (3 each in 4 different colors) (3 each in 4 different colors) (4 different colors) (4 each in 4 different colors)

1 Road die 1 Stunt die 1 Shooting die 1 Slam die 1 Direction die
(These 5 dice are collectively called FX dice.)

3
1 Finish Line tile 20 Damage tokens 26 Hazard tokens 4 Wreck figures
(double sided)

5 Road tiles
(double sided)
1 Choose a starting rear road tile (either 1a: The Parking Lot 2
-OR- 1b: Runway to Ruin) and place it on the table. Shuffle the
remaining road tiles to make a draw pile. Draw the top tile and
place it in front of the rear road tile, making it the middle road
tile. Draw another one to be the lead road tile. Leave
the remaining tiles in the draw pile and place the finish
line nearby. 1
2 Shuffle the hazard tokens without looking at them.
Place one hazard token face down on each hazard
space on all three tiles. Place the remaining tokens
face down in a pile near the play area.
(On the starting tile, only place hazard tokens on the
hazard spaces showing the number of players you are
playing with.)

Starting area
3 Shuffle the damage tokens without looking at them.
Place them face down in a pile near the play area.

4 Place the FX dice near the play area.

5 Each player chooses a crew color and takes the


matching command board, 3 dashboards, 3 cars,
4 chopper, and 4 movement dice. Players set up their
dashboards in a row and place all their cars in the
Rear road tile

starting area behind the rear tile.

6 Each player rolls their movement dice. Players KEEP


5
this roll to use during the first round. The player with the
LOWEST total becomes the FIRST PLAYER for the first
round. If there is a tie for lowest total, all players reroll
all their dice until there is no tie for lowest total.
7 The first player takes the road die, rolls it, and places it
near the board visible to all players.
Left edge

Right edge

Middle road tile


Lead road tile
ROAD TILES
7 4
& THE BOARD
The game is played on a series of road tiles. Three tiles
5
6 are used at a time: a rear tile, a middle tile, and a lead tile
(collectively referred to as the board).

Cars travel from the rear tile to the middle tile to the
lead tile. When a car moves off the front edge of the lead
tile, either the game ends or a new tile is added and the
current rear tile is removed. (See page 11.) When the rear
tile is removed, cars on that tile are eliminated.

If a car leaves the board from the left, right, or rear


edge (for example, from damage or being slammed)
it is eliminated.
CAR DASHBOARDS Size Damage Slot Movement Coast
Each car’s dashboard displays its size, where you
assign dice to move that car, and where you can assign
Each crew has two types of vehicles: dice to coast with that car.
road vehicles (cars) and choppers.

CARS
Each crew has three different size cars:
TAKING DAMAGE
Cars can take damage from certain hazards and from
getting shot. When your car takes damage, choose a
random damage token from the pile and flip it over.
Resolve the effect, if any. (Effects are shown on the
back of this rulebook.) Then, place the damage token
Small Medium Large face down under one of that car’s damage slots.
The size of each car determines how easy they
are to shoot and how well they can slam other
cars. (For example, the small car is harder to
shoot but doesn’t slam well, and the large car
slams well but is easier to shoot.) Each car has its
CAR STATUS ELIMINATED
Being eliminated is different than taking damage or
own dashboard corresponding to its size. OPERABLE becoming inoperable. If a car is eliminated, it is removed
Cars with no damage tokens or one damage token from the game and cannot be repaired. Shuffle that car’s
are operable. damage tokens back into the damage token pile, and return
CHOPPERS
Each crew also has a chopper in INOPERABLE
that car’s dashboard to the box.
A car is eliminated if it:

6 their crew’s color. Choppers are


vehicles, but they are not cars:
After a car receives
and resolves its second
µ Enters an impassable space
µ Ends a turn in the same space as
they can’t be shot and don’t damage token, it
becomes inoperable. any chopper (even your own)
take damage or slam into other
vehicles. However, choppers CAN Turn the car to face µ Is on a rear road tile when that tile is removed from play
shoot, and they eliminate any car (even one of backward on the road
µ Leaves the board from the left, right, or rear
your own) that ends a turn in its space. tile, and flip that car’s dashboard over. edge (from damage or being slammed)
(An inoperable car can become operable again
using the Repair command. See Repair, page 8.) µ Encounters an effect that directly eliminates it

An inoperable car cannot take additional damage.


If ALL of a player’s cars are either
If it would, ignore it (no tile is drawn).
inoperable or eliminated, that player is
An inoperable car cannot be assigned movement
out of the game. The lead road tile is now
dice or shoot. It can still be affected by the FX
the final tile. Immediately add the finish line (see page 11).
dice, such as being slammed.
OBSTACLES HAZARDS
TERRAIN
Obstacles are road vehicles, choppers, hazard tokens If a road vehicle moves onto a hazard token, resolve its effect.
(face-up or face-down), and impassable spaces. Spaces There are two types of hazards.
WITHOUT obstacles are empty spaces.
DISCARD AFTER RESOLVING:
Terrain are types of spaces printed directly on the road If a road vehicle enters a space with an obstacle, use the
tiles. These spaces may be entered during the Move step following rules: Wreck: Place a wreck figure in the space.
or due to a slam or taking damage. These rules apply no (See Wrecks, below.) Place the moving road
µ Occupied Space: A space with a road vehicle. If
matter what step of the turn it is. vehicle on top of the wreck and resolve the slam.
your car enters a space with another road vehicle
(even your own), it loses its remaining moves. Mine: The road vehicle takes a damage
Road space: Costs 1 move to enter. Stack it on top of the road vehicle in that space, token. Resolve the effect, if any. That
May allow road die bonus. then resolve the slam (see Slamming, page 9). vehicle loses any remaining moves.
µ Chopper: You may pass through a space with a
chopper without effect. However, if a road vehicle
Off-Road space: Costs 1 move to enter. REMAIN ON THE BOARD:
ends a turn in a space with a chopper, whether
during its normal movement or as the result of a
Muddy space: Costs 2 moves to slam or damage, that road vehicle is eliminated. Road: This space becomes a road space.
enter. You may still enter a muddy
µ Face-Down Hazard: If a road vehicle moves into a
space if you only have 1 move left.
space with a face-down hazard token, immediately
Impassable space: This space is an flip the hazard face up and resolve it (see right). Mud: This space becomes a muddy space.
obstacle (see right). Impassable spaces µ Face-Up Hazard: If a road vehicle enters a
may show different illustrations, but space with a face-up hazard, immediately
all impassable spaces are marked Oil Slick: Roll the direction die and move
with a double yellow border.
resolve the hazard.
µ Impassable space: A road vehicle that enters
your road vehicle one space in that direction.
This does not cost a move, and the vehicle
7
Hazard space: Red double triangle symbols an impassable space is eliminated. continues moving if it has moves remaining.
show where to place hazard tokens only This space also becomes a road space.
when a new road tile is added. If there is
no hazard token when entering this space,
treat the space as if there were no symbol.

WRECKS
Wrecks are burned-out road vehicles from previous races and are treated like inoperable
small cars. They get slammed if another road vehicle enters a space with them and resolve
a hazard if they enter a space with a hazard token. Wrecks are eliminated if they end a turn
in the same space as a chopper or take any damage.
STEP 1:
ASSIGN
Assign an unused movement
die to an operable car that you
TURNS AND ROUNDS have not previously moved
Thunder Road: Vendetta is played in turns this round, placing it in the
and rounds. A turn is complete when one center of its dashboard. The
player finishes steps 1-4 (see below). number on the die determines
A round is complete when each player how many spaces that vehicle
has taken three turns. will move in Step 3: Move.

If you do not have any available cars, assign an unused


movement die to the coast space on one
COMMAND BOARD EFFECTS
START OF ROUND of your operable cars that you previously
moved. You may NOT assign a die to coast
AIRSTRIKE (ANY DIE)
Place your chopper on any empty space on the board
All players roll their four movement dice. if you have an operable car you have not (a space with no obstacles). The value of the movement
(On the first round, use the dice you rolled moved. A car may be assigned to coast a die doesn’t matter.
during setup when determining the first maximum of two times. There are two pips Then, shoot with your chopper if able. (See Shoot, page 10.)
player.) Players will use these dice to move next to the coast space as a reminder. You may NOT shoot on the first round.
their operable cars and activate
one command per round. The ONCE PER ROUND, in addition to assigning a die to a
NITRO (1-3)
first player also rolls the road die. car, you may also assign an unused movement die to
Increase the number of moves your car makes this turn
one of the commands on your command board. Some
by the value of the die you’ve assigned to Nitro. This may

ON YOUR TURN commands require the movement die you place to have a
specific number (see right). You may NOT assign a die to a
result in movement higher than 6. You must move the
full amount.
8 Do these four steps of your turn, in order:
command on a turn you are coasting.
DRIFT (3-5)

D
1
N
ASSIGN one die to an operable car.

A
This turn, your car may pass through the first space
2
3
Activate a COMMAND (once per round).

MOVE that car.


STEP 2:
COMM it enters that contains another road vehicle, without
slamming it. If you end your turn in a space with a road
vehicle, you still slam it, even if it is your first slam.
Activate the command you have assigned a die to by
4 SHOOT with that car (if you can). resolving its effect on your command board. Your command REPAIR (6)
will activate BEFORE your assigned car moves. Remove one damage token from any of your cars and
shuffle it face down back into the damage token pile.
That car becomes operable if it was inoperable (and may
move later this round if you have any turns remaining).
STEP 3:
MOVE SLAMMING
ROAD DIE
The road die is only rolled by the first
player at the start of the round. It gives If two road vehicles are ever stacked in the same space,
a bonus to each car that stays on the they slam into each other. This can happen during a
First Round: Each car’s initial move is onto one of road when it moves. move or from hazards or damage effects. When this
the spaces on the back edge of the rear tile.
On each player’s turn, after moving, if their car started happens, the moving road vehicle loses any remaining
on and moved on only road spaces, that car may moves it has. Then, immediately resolve the slam:
Move the car you assigned your movement die to following immediately gain moves equal to the road die. This extra
these rules: 1 Roll the slam die and direction die (see page 10).
movement does not need to be on the road. This bonus is These tell you whether the top or the bottom road
µ A car gains moves equal to the optional, but if you use it, you must use the full amount. vehicle is going to move, and in what direction.
movement die assigned to it. Example: Tony’s car moves 6, staying on road spaces 2 If one road vehicle in the slam is LARGER than the
µ A car must always move into one of the three the entire time. After moving, they use the road die, other, the owner of the larger road vehicle may ask
spaces in its front arc (see below) unless an which shows a 3. They move 2 spaces onto a hazard for a single reroll of BOTH dice. This is true even
effect causes it to move in a different direction. token, flip it up, and reveal a wreck. They remove the if the larger road vehicle is inoperable or both
token, place a wreck figure on the space, and place road vehicles are owned by the same player.
The following rules apply any time a car is moved, whether their car on top. Tony’s car loses its remaining move
on your turn, or from a slam or a damage token: and will have to resolve the slam. 3 Move the affected road vehicle 1 space in
the direction shown on the direction die.
µ A car must move the full amount unless
an effect causes it to lose its moves. COAST If the affected road vehicle moves into a space that
µ A car may move through a space with a chopper. If your move is a coast, move that car exactly 1 space causes another slam, continue resolving slams until each
regardless of what the movement die shows. You space only has one road vehicle.
µ If a car enters a space with a face-down MAY NOT use the road die. You MAY shoot if you have
hazard, turn it face up and resolve it. a target after moving the car. Example: Tony’s medium car is on top of a wreck.
µ A car loses its remaining moves when it takes damage. The dice are rolled, resulting in a BOTTOM + FRONT LEFT.
Tony is happy with that, so they choose not to reroll it.
µ If a car moves onto a space with another road
vehicle, it slams into it and loses all its remaining
moves. Place the moving vehicle on top of the vehicle FRONT
The wreck moves one space to the front left.
9
that was already in the space, then immediately LEFT
resolve the slam (see Slamming, top right).

FRONT
FRONT ARC
The three spaces to the front left, front, and front right
are that vehicle’s front arc. When moving, cars only FRONT
move into a space in their front arc. When shooting, RIGHT
vehicles can only target a car located in their front arc.
STEP 4:
THE SLAM DIE THE SHOOTING DIE
SHOOT To determine if a shooting attack
is a hit, match the die to the size of
First Round: Skip this step in the first round. the road vehicle being shot at.
Your guns are not online until the second round.

The car you moved, or the chopper you placed, may shoot
according to these rules:

µ You can shoot a road vehicle in the front arc of your


car or chopper (see Front Arc, page 9).
µ If you have more than one target, choose one. x2 x4 x1 x1 x3 x1
µ You may not shoot choppers. Top vehicle Bottom vehicle Small/Medium Medium Large Any size
moves moves road vehicle road vehicle road vehicle road vehicle
µ You may shoot wrecks. Wrecks are treated
as inoperable small cars. If a wreck
takes any damage, it is eliminated.
µ You may shoot after resolving a slam.
µ You may shoot your own cars.
THE DIRECTION DIE
When an effect requires that the direction die is
To shoot, choose a target and roll the rolled, make sure to align the chevrons on the
shooting die. If the size you roll matches die correctly to the chevrons on the board.
the size of the road vehicle you are REAR FRONT
shooting, that vehicle is hit and
LEFT LEFT
10 it takes damage.

The owner of the damaged car


draws and resolves a damage Rear Left Front Left
token (effects are shown on the
back of this rulebook).
REAR FRONT

Rear Front

REAR FRONT
RIGHT RIGHT
Rear Right Front Right
MOVING OFF THE FRONT 7 On the lead tile, place random hazard
tokens face down on spaces marked with END OF TURN
OF THE BOARD double triangles. (If needed, shuffle the
discarded tokens and make a new pile.)
Slide the movement die on the dashboard of the car you
moved into the “end turn” space. That car cannot be
assigned another die for regular movement this round
When a car moves off the FRONT of the lead road tile, 8 Check if the new tile is the final tile.
one of two things happens: (but possibly may be able to coast on a later turn).
9 If the car that went off the board has
µ If it WAS the final tile and the car moved onto the remaining moves, it continues moving. Any cars in a space with a chopper are eliminated.
finish line, the game ends and that player wins!
The player on your left (who is still in the game) takes
µ If it WASN’T the final tile, update the board:
1 All cars on the rear tile are eliminated.
THE FINAL TILE
Determining when a tile becomes the final tile
the next turn.

2
3
All hazard tokens on the rear tile are discarded.
All choppers on the rear tile are
depends on the number of players playing.

2 players:
END OF ROUND
After each player has taken three turns, pass the
returned to their respective players. If one player isn’t eliminated beforehand, the FIFTH road die to the player on your left. They will be the
4 Remove the rear tile from the board, flip tile is the final tile. Add the finish line. first player in the next round.
it to the other side, and place it on the
bottom of the road tile draw pile. 3 or more players: Start a new round.

5 Slide the middle and lead tiles backward. They When one player is out of the game (see right), the
are now the rear and middle tiles, respectively. lead road tile is now the final tile. Add the finish line.

6 Take the top tile from the draw pile and place it
in front of the middle tile. It is now the lead tile.
If this occurs while moving off the front of the board,
place the new lead tile. The new tile is the final one. OUT OF THE GAME
A player is out of the game if all of their cars are
eliminated or inoperable. Remove that player’s
chopper from play. That player’s inoperable cars
stay on the board. That player takes no more
11
turns for the rest of the game.

WINNING THE GAME


The game ends and you win if either:
µ Your car moves onto the finish line.
(see The Final Tile, left); OR

Tony’s car moves 5 spaces, causing their car After following the steps above, a new lead Add the finish line µ You are the only player left with operable cars.
to move off of the front of the board. road tile is added. Tony continues the rest IF the new lead tile
They pause moving, and follow the steps above. of their moves on the new lead road tile. is the final road tile.
DAMAGE TOKENS
When your car takes damage, draw a damage token. Resolve the effect of the token (below).
CREDITS
DESIGN
GAME DESIGN:
Then, place the token face down in one of the car’s damage slots below its dashboard. BRETT MYERS, DAVE CHALKER
If your car was moving, it loses any remaining moves. A car with two damage is inoperable.
ADDITIONAL DESIGN AND DEVELOPMENT:
JUSTIN D. JACOBSON, ROB DAVIAU,
DENT: No effect (other than taking damage). BRIAN NEFF, NOAH COHEN
ORIGINAL DESIGN:
JIM KEIFER

SHRAPNEL: Roll the direction die. Starting at the car that took damage, ART
look in that direction in a straight line until you reach the first road vehicle. ILLUSTRATION:
Apply a damage to that vehicle (even one of your own). The shrapnel MARIE BERGERON
passes through any terrain, even impassable. If there is no road vehicle in ADDITIONAL ILLUSTRATION:
that direction and you reach the edge of the board, nothing happens. GARRETT W. KAIDA
3D MODELING:
HAKAN DINIZ, CHAD HOVERTER
Some damage tokens move the damaged car. If a car is moved onto another road vehicle, the ART DIRECTOR, GRAPHIC DESIGN:
JASON TAYLOR
moving car loses its remaining moves, and a slam is resolved (see page 9). If a car is moved
onto an impassable space or off the left, right, or rear edge of the board, it is eliminated. GRAPHIC DESIGN, PRODUCTION LEAD:
LINDSAY DAVIAU
ADDITIONAL GRAPHIC DESIGN:
SKID (6 different tokens): Move one space in the direction shown. IAN REED, PETER GIFFORD, JASON D. KINGSLEY
CONCEPT ART:
BRIAN PATTERSON

DAZED: Roll the stunt die. Move your car that many spaces,
EDITING
RULES EDITING:
rolling the direction die for each space of movement to determine J ELIZABETH MILLS
direction. You still are affected by the terrain you move onto (like
using two moves for entering mud). If you enter a space that causes ©2022 Restoration Games, LLC. The following are trademarks of Restoration Games, LLC:
your car to lose its moves, the dazed effect ends. (For example, Restoration Games, the Restoration Games logo, the “Every Game Deserves Another Turn”
tagline, Thunder Road: Vendetta, and all associated trade dress. Restoration Games, LLC is
slamming into another road vehicle.) located at 12717 W SUNRISE BLVD, #244, SUNRISE, FL 33323. Actual components
may vary from those shown. Made in China. THIS PRODUCT IS NOT A TOY. NOT INTENDED
FOR USE BY PERSONS 9 YEARS OF AGE OR YOUNGER.
BLAST OFF: Roll the direction die and the stunt die. Move that many
spaces in the indicated direction. Ignore all spaces in between.
You are still affected by the space you move into.

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