Full manual text


PART 2
RULEBOOK
THIS EXPANSION IS APPROVED FOR AGES   T0+
ACTION-PACKED GAMEPLAY
FUN AND ENJOYMENTTR:V

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The Big Rig and the Final Five expansion adds TWO new
racing crews to your game. These can be played together
or separately in any combination with the crews from the
base game.
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.

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When choosing your crew, the Big Rig OR the Final Five may be chosen as your crew.
CHOOSING THE BIG RIG
1 Assemble the parts of the Big Rig figure to make one long truck and place it in the starting area.
2 Take the Big Rig front cab board and section board, 4 custom Big Rig movement dice, chopper, and 10 minor damage tokens.
3 Set up the Big Rig command board and section board. Depending on which side of the road tiles you are on, it will be helpful to flip the Big Rig’s boards to face the same direction as the road tiles.
CHOOSING THE FINAL FIVE
1 Take the 5 Final Five motorcycle figures, the Final Five command board and dashboards, 6 movement dice, chopper, and 5 minor damage tokens.
2 Place the Final Five command board and dashboards in a row and place the motorcycle figures in the starting area.
1 Big Rig figure (in three parts)
1 Big Rig Front Cab
1 Big Rig Section board
4 Custom Big Rig movement dice
2 Choppers (1 for the Big Rig, 1 for the Final Five)
5 Final Five motorcycle figures
6 Final Five movement dice
1 Final Five Command board
5 Final Five dashboards
15 Minor damage tokens (see Minor Damage, below.)
8 Off-road terrain tokens
The Big Rig and the Final Five motorcycles cannot use crew leaders or car upgrades from the Choppe Shoppe expansion, but they may play in the same game as car crews using them.
MINOR DAMAGE
The Big Rig and the Final Five motorcycles both take minor damage tokens instead of the damage tokens from the base game. This damage has no effect other than filling a damage slot.
Minor damage tokens are repaired the same way as other damage. In the rare case all minor damage tokens are assigned and you need to assign another one, use a face-down damage token with no effect.
The Big Rig’s Missile Launcher command also assigns minor damage tokens to its targets. If this damages a car, that car places a minor damage token below their dashboard instead of a damage token.
3

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Rear Mid Front
4
The Big Rig is a single road vehicle made up of
3 large sections: rear, mid, and front. These three
sections connect into each other with hitches.

In addition to a front arc, the Big Rig has a rear
arc, which are the three spaces behind its rear
section (see below).
You also have a chopper. It works the
same way as in the base game, and is
activated with the Airstrike command
on the mid section of your section
board (see Big Rig Section Board
Effects, page 6).
ON YOUR TURN
Do these four steps of your turn, in order:
1 ASSIGN one die to a command on one
of the 3 sections on your section board.
2 Activate that COMMAND .
3 MOVE the Big Rig.
4 SHOOT from the front OR rear arc.
On your first turn each round, before assigning a movement
die to one of your sections, assign one movement die to the
Hydraulic Steering command on your front cab. This will
indicate the number of lane changes the Big Rig will be able
to make this round (see Hydraulic Steering, below right).
Each turn, assign an unused movement die to a command
on one of the 3 sections on your section board.
µThe value of the die determines how many
moves the Big Rig gains during Step 3: Move.
µYou may NOT assign a die to a section to which you have previously assigned a die.
µRepair commands require a die with a value of 3.
µYou MAY assign a die to a damaged command. This only moves the Big Rig
and does not activate the command.
Activate the command you assigned your movement
die to. Some commands will resolve before moving,
and some will resolve after (see Big Rig Section Board
Effects, page 6).
Each turn, the Big Rig gains moves equal to the value
of the die you assigned to a section on that turn. The
entire Big Rig figure will move regardless of the section
to which you assigned the die.
The Big Rig moves like a train. As the front section
moves forward, the mid section moves into the space
the front section vacated, and the rear section moves
into the space the mid section vacated. When moving,
the Big Rig moves STRAIGHT FORWARD unless you use
your Hydraulic Steering (see below).
The Big Rig does NOT use the road die unless you
activated the Traction Drive command.
HYDRAULIC STEERING
The number you assigned
to hydraulic steering is
the number of times the
Big Rig can move to the
front left or front right
during that round. If you
want to move into the
front left or front right
space, reduce the value
of the die assigned to your hydraulic steering by 1. You
MAY do this more than once in a single turn, provided you
reduce your hydraulic steering each time you do.
REAR ARC
The three spaces to the rear left, rear, and rear right are the Big Rig’s
rear arc. When shooting, the Big Rig may make its shooting attack on
any target in its front OR rear arc. The Hazard Dispenser command
places hazard tokens on the board in the Big Rig’s rear arc.
REAR
REAR
LEFT
REAR
RIGHT
STEP 1:
ASSIGN
STEP 2:
STEP 3:
COMMAND
MOVE

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5
BIG RIG MOVING
INTERACTION RULES
µMassive: The Big Rig is considered to be on the
road tile that the front section is on. When moving,
the Big Rig only looks at spaces the front section
enters. For example, moving into a muddy space
with the front section costs two moves, but the
mid and rear sections do not take that penalty.
µSturdy: If the Big Rig would ever be moved or stopped
by an effect (such as an oil slick or toxic goo), it is NOT
moved or stopped. Instead, it takes one minor damage
on a command of your choice. Place an off-road token
on that space on the board. If there was another token
on that space, remove it. That space is now an off-road
space. If you have moves remaining, continue moving.
µDependable: If the Big Rig enters an impassable space,
it is not eliminated. Instead, it takes one minor damage
on a command of your choice. Place an off-road token
on the impassable space. That space is now an off-road
space. If you have moves remaining, continue moving.
µSolid: If any section of the Big Rig ends a turn on a space
with a chopper, the Big Rig is not eliminated. Instead, it
takes one minor damage on a command of your choice.
The chopper is removed from the board and returned
to its owner, who may use it again on a future turn.
FIRE
If you are playing with the Carnage at Devil’s Run
expansion, the Big Rig cannot catch on fire from any effect.
If the Big Rig enters a fire space, it takes one minor
damage on a command of your choice. Remove any token
on that space and place an off-road token on it. That space
is now an off-road space. If you have moves remaining,
continue moving.
TAKING DAMAGE
If an attack hits the Big Rig, place a minor damage
token on the targeted command.
There is a faded “X” behind commands that may
be targeted. When the Big Rig is hit, place the
minor damage token over this shape, covering the
command. On your assign step, you MAY assign a
die to a damaged command. This only moves the
Big Rig and does not activate the command.
In all other instances where the Big Rig would take
damage, the Big Rig player chooses where to place
the minor damage token.
GETTING ELIMINATED
If the Big Rig is eliminated, that player is out of the
game. Immediately add the finish line - the lead road
tile is now the final tile.
The Big Rig can only be eliminated in two ways:
µIf the Big Rig ever has a total of 6 minor
damage tokens on it.
µIf the Big Rig gets dumped off the rear road tile. The Big Rig is only dumped if ALL of its
sections are on the rear road tile. Otherwise,
the front section stays in its current space
with one or more of its sections trailing off the
back of the board.
SLAMMING
Place any road vehicles that collide with the Big Rig
on top of that section of the Big Rig. Only roll the
direction die. Do not roll the slam die. The OTHER
vehicle always moves; neither player involved may
choose to reroll.
The Big Rig may make its shooting attack on any
target in its front OR rear arc. Roll the shooting die:
µDamaged cars draw a damage token.
µDamaged motorcycles take a
minor damage token.
µThe Missile Launcher command is NOT
part of shooting. The Big Rig may activate
the missile launcher during Step 2:
Command, shoot with it after moving, and
still make a normal shooting attack during
Step 4: Shoot.
GETTING SHOT
Each section of the Big Rig is treated as a
separate large vehicle when an opponent shoots
at it. An opposing vehicle can shoot a section of
the Big Rig in its front arc.
The shooting player must choose which command
to shoot at BEFORE rolling the shooting die. Each
section has two possible commands to target
(Repair may NOT be targeted). They cannot
target a command that is already damaged.
STEP 4:
SHOOT

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6
FRONT SECTION
µMissile Launcher: After moving, roll the shooting die.
Each road vehicle on or adjacent to the space two
spaces in front of you takes one minor damage if they
are hit by the roll. Cars taking minor damage place a
minor damage token in one of their damage slots.
µRepair: Before moving, remove one damage
token from the front section.
µCow Catcher: The first time you enter a space with another car or motorcycle, the player who controls it moves it to the
front left or front right. If it is a wreck, you choose the space.
REAR SECTION
µHazard Dispenser: After moving, you may
take a random token from the hazard pile and place it in an empty space in the Big Rig’s
rear arc. Do not look at the token and place
it face down on the board. (Reminder: an
empty space is one with no obstacles in it.)
µRepair: Before moving, remove one
damage token from the rear section.
µTargeting Computer: You may reroll
your shooting attack this turn.
MID SECTION
µTraction Drive: You may use the road die this turn (regardless of which
spaces the Big Rig moves on).
µRepair: Before moving, remove one
damage token from the middle section.
µAirstrike: Works like the Airstrike command
in the base game. Place your chopper on an empty space and shoot with it.
BIG RIG MOVEMENT EXAMPLE
Its Marty’s turn to move the Big Rig, and he wants to avoid slamming the green car. He flips the die on
Hydraulic Steering down by one to change lanes. He moves the Big Rig three spaces, with the middle
and rear sections following the path that the front section took.
The Big Rig went through an impassible space, but because the
Big Rig is Dependable, it just took one minor damage and the
space became an off-road space.
BIG RIG SECTION BOARD EFFECTS

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7
MARKINGS
Each motorcycle is decorated with a marking that matches its corresponding dashboard.
When you assign a movement die to a dashboard, make sure to move the matching motorcycle.
EACH turn, assign TWO of your 6 unused movement dice
to two motorcycles.
ONCE PER ROUND, you may instead assign one die to one
motorcycle, and one to a command on your command board
and take Step 2: Command (as you would with a car).
COASTING
A motorcycle may be assigned to coast a maximum of four
times (instead of two, like a car).
The Final Five crew is made up of 5 motorcycles.
Motorcycles are treated as SMALL road vehicles.
They function like the cars from
the base game, with the
following changes:
If you assigned dice to two motorcycles, choose one
to move and then shoot. Then, move and shoot with
the other one. Look at the markings to make sure the
correct motorcycle is moved (see below).
DRIFTING
While moving, a motorcycle may drift through ALL
other road vehicles without causing a slam. If a
motorcycle ends its move in the same space as
another road vehicle, it results in a slam as normal.
Cars do not drift through motorcycles unless they use
their Drift command.
SLAMMING
When a motorcycle and another road vehicle share a
space, don’t stack them - put them next to each other
instead. They still slam.
When resolving a slam with a motorcycle and another
vehicle, only roll the direction die. Do not roll the slam
die. The MOTORCYCLE always moves; neither player
involved may choose to reroll.
If the slam is between two of your motorcycles, you
choose which one to move.
TAKING DAMAGE
When a motorcycle is damaged,
it takes a minor damage token
and becomes inoperable.
Turn the motorcycle to face
backward, and flip that
motorcycle’s dashboard over.
(An inoperable motorcycle
can become operable with the
Repair command.)
FIRE
If playing with the Carnage at Devil’s Run
expansion, motorcycles won’t ever draw an
On Fire damage token, but can still catch on fire
in other ways, such as terrain or effects.
STEP 3:
MOVE
STEP 1:
ASSIGN

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CREDITS
DESIGN
GAME DESIGN:
BRETT MYERS, DAVE CHALKER
ADDITIONAL DESIGN AND DEVELOPMENT:
JUSTIN D. JACOBSON, ROB DAVIAU,
BRIAN NEFF, NOAH COHEN
ORIGINAL DESIGN:
JIM KEIFER
ART
ILLUSTRATION:
MARIE BERGERON
ADDITIONAL ILLUSTRATION:
GARRETT W. KAIDA
3D MODELING:
HAKAN DINIZ, CHAD HOVERTER
ART DIRECTOR, GRAPHIC DESIGN:
JASON TAYLOR
GRAPHIC DESIGN, PRODUCTION LEAD:

LINDSAY DAVIAU
ADDITIONAL GRAPHIC DESIGN:
IAN REED, PETER GIFFORD, JASON D. KINGSLEY
CONCEPT ART:
BRIAN PATTERSON
EDITING
RULES EDITING:
J ELIZABETH MILLS
©2022 Restoration Games, LLC. The following are trademarks of Restoration Games, LLC:
Restoration Games, the Restoration Games logo, the Every Game Deserves Another Turn,
Thunder Road: Vendetta, and all associated trade dress. Restoration Games, LLC is 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.

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