How to play
Setup, how a turn works and how the game ends, summarised from the rulebook by Eko, Meepzy's rules assistant.
Welcome to Thunder Road: Vendetta, a fast-paced game of high-speed vehicular combat where players command teams of cars and a helicopter racing across dangerous roads (p. 4, 6, 11).
Here is how to set up, play, and win the game based on the provided rules:
Setup
- Board and Road Pieces: Choose a rear road piece (The Parking Lot or The Road to Ruin) and place it on the table (p. 5). Shuffle the remaining road pieces to form a draw pile, draw the top piece to place in the middle, and draw one more to place at the front (p. 5). Keep the finish line nearby (p. 5).
- Danger Tokens: Shuffle the danger tokens and place them face down in every danger space across the three road pieces based on the player count (p. 5). Keep the rest in a pile nearby (p. 5).
- Damage Tokens: Shuffle the damage tokens face down and place them in a pile near the play area (p. 5).
- Special Effect Dice: Place the special effect dice near the play area (p. 5).
- Player Components: Each player chooses a color team, taking their command board, 3 panels, 3 cars, 1 helicopter, and 4 movement dice (p. 5). Line up the panels and place all cars in the starting area directly behind the rear road piece (p. 8).
- Determine First Player: Each player rolls their movement dice and keeps that roll for the first round (p. 8). The player with the lowest total is the first player; break ties with rerolls (p. 8).
- Road Die: The first player rolls the road die and places it near the board in view of everyone (p. 8).
How a Round and Turn Work
The game is played in a series of rounds, and each round consists of every player taking three turns (p. 6, 8).
Beginning of a Round:
- At the start of each round, all players roll their four movement dice (p. 8).
- The first player also rolls the road die (p. 8).
During Your Turn: Perform these four steps in order:
- Assign: Assign an unused movement die to an operating car you haven't moved yet this round by placing it in the center of its panel (p. 3). The die value determines how many spaces that vehicle moves (p. 3). (Note: If you have no available cars to move, you may assign a die to Momentum on an already-moved car to move it exactly 1 space, provided you don't have unmoved operating cars) (p. 3, 9, 23).
- Command: Once per round, you may also assign an unused movement die to activate a command on your command board (such as Airstrike, Nitro, Drift, or Repair) before that car moves (p. 6, 20).
- Move: Move your car by the assigned value, always entering one of the three spaces in your car's frontal arc (p. 9). Cars must move their full total unless stopped by an effect, danger, or bumping into another terrestrial vehicle (p. 9). If a car stays entirely on road spaces, it can claim the road die bonus afterward (p. 13).
- Shoot: If possible, choose a target in your car's or helicopter's frontal arc and roll the shooting die to see if you hit their size category and deal a damage token (p. 14). (Note: Skip shooting in the first round) (p. 14).
End of a Turn:
- Slide the movement die on the moved car's panel to the "end of turn" space (p. 11).
- Any car occupying the same space as a helicopter is eliminated (p. 11).
- Play passes to the player on your left (p. 11).
- After every player has taken three turns, pass the road die to the player on the left and start a new round (p. 11).
How the Game Ends
The game ends and you win if:
- Your car moves all the way to the Finish Line (p. 2).
- You are the only player left with operating cars (p. 2).
This summary was written by Eko from the game's own rulebook. It covers the essentials, not every edge case. For a specific rule, ask Eko and get the page it came from, or open the manual in the Archive.