TRV Base Game Rulebook
TRV Base Game Rulebook
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.
Right edge
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.
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:
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.
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).
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:
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.
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.