Full manual text
PART 5
™
THIS EXPANSION IS APPROVED FOR AGES T0+
ACTION-PACKED GAMEPLAY
FUN AND ENJOYMENTTR:V
RULEBOOK
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Carnival of Chaos is an expansion for Thunder Road: Vendetta
that offers a new way to play. Players race their cars into the
arena, collecting wild party favors, powerful super-weapons,
and precious scrap along the way. This expansion also includes
a full set of vehicles and a dashboard, so you can play with a
5th-player using this expansion or in the regular game.
HOW TO WIN THIS GAME
Unlike a standard game of Thunder Road: Vendetta, the winner
of Carnival of Chaos is the surviving player with the most scrap
at the end of the game. There is no finish line.
YOU MADE IT TO FREE CITY ...
JUST IN TIME FOR THE CARNIVAL OF CHAOS.
TURBO TINA IS HOSTING ANOTHER
DESTRUCTIONPALOOZA
FOR HER ADORING AND BLOODTHIRSTY CROWD.
IT’S PROBABLY A DEATH SENTENCE,
BUT WHAT THE HECK? YOU NEED THE SCRAP,
AND IF YOU’RE GONNA GO, AT LEAST IT’LL BE
IN FRONT OF AN ARENA OF SCREAMING FANS.
... LET’S GO OUT
WITH A
BANG!
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3
35 Party Favor tokens 1 Arena board
(double-sided)
1 set of player vehicles, dice, dashboard, and command board
12 Super-Weapon cards
(plus two blank cards)
6 Witness Me! cards9 Tina’s Turn cards
(plus two blank cards)
9 Killer Pillar tokens1 Foundation board
(double-sided)
6 Super-Weapon tokens25 Scrap tokens
(plus extras)
When you shoot and hit with this
car, reroll your movement die and
immediately take another turn with
this car. You can repeat this effect as
long as you keep hitting.
ENERGIZER ANY
Players can assign ANY value die
to their commands.
SCRAP
D
F
H
WHATEVER IT TAKES!
3
ACTIVE DECREE
When this car shoots and hits, the target
takes an extra face-down damage.
BIG FRIENDLY GUN
The direction die is set to
straight forward for all slams
and other effects.
SCRAP
B
C
F
DANGER AHEAD!
2
ACTIVE DECREE
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4
Follow the base game setup with the following changes:
1 Decide which side of the arena you
want to play with. (The Haulasseum side
is easier, and the Slaytona 500 side is
more brutal.) Place the matching side
of the foundation board in the center
of the table. Choose 3 road tiles and fit
them into the foundation board as shown.
(You can use any road tiles on any sides.)
2 Place the arena board on top of the foundation board.
(It will overlap part of the road tiles.)
3 Leave all hazard tokens from the base game in the box. Instead,
mix the party favor tokens face down. Randomly place a party
favor face down on each hazard space on the road tiles and each
marked party favor space on the arena board. If you are using any
starting road tiles, place party favors on all of their hazard spaces,
regardless of player count. Return the remaining party favors to
the box without looking at them.
4 Place each killer pillar token on the space marked with its letter on
the arena board. All killer pillars start with the road side up.
5 Place a super-weapon token on each marked space on the arena
board. Shuffle the super-weapon cards and place the deck face down
near the arena board.
6 Shuffle the Tina’s Turn cards. Place 5 of them in a face-down
deck near the arena board. Return the rest to the box without
looking at them.
7 Create a supply of scrap near the arena board. (Scrap is not a limited
resource. If the supply runs out, use a proxy.)
8 Each player takes the Witness Me! card of their color.
5 6
3
4
2
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CHAPTER 20
THE CHOKE
LARGE
7
3
4
3-5
8
CARS
AIRSTRIKE
MIXON
DRIFT
REPAIR
SMALL
MEDIUM
M-S
D
BEE
BOUT BEPAIR
1-5
CARS
1-2
1-3
SMALL
MEDIUM
LARGE
INT
ANY
S
5
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6
SCRAP
The coin of the realm here is scrap – to win, you need to get as much as you can.
You can get scrap from the supply in the following ways:
µWhen an opposing car is damaged on your turn, gain 2 scrap
µWhen an opposing car is eliminated on your turn, gain 3 scrap
µIf you have an operable car in a spotlight space on Tina’s Turn,
she rewards you with scrap (see page 9)
µCertain party favors award scrap at the end of the game (see page 11)
µOnce per game, you can play your Witness Me! card on your turn to gain
extra scrap each time you shoot or slam that turn (see below)
How much scrap each player has is public information.
DAMAGE & ELIMINATIONS
During your turn, you gain 2 scrap each time an opposing car gains a damage token, and 3 scrap each
time an opposing car is eliminated. This scrap can stack (e.g., if an opposing car takes one damage and is
eliminated on your turn, you get 5 scrap total). It doesn’t matter what causes damage or an elimination.
If it happens on YOUR turn, and it’s NOT your car, YOU get the scrap.
If an effect would cause damage to a car, but the car doesn’t gain a damage token (e.g., it’s already
inoperable), no scrap is awarded. No one gains scrap if a car is damaged or eliminated during Tina’s Turn.
WITNESS ME!
Each player starts the game with a Witness Me! card. Once per game, at the start of your turn, you may play
your card. For the rest of that turn, you gain 1 scrap each time you shoot or slam, regardless of the result.
This is in addition to any scrap you gain normally. At the end of your turn, return your card to the box.
Follow all base game rules, except when instructed otherwise in this rulebook or on components.
Each round, each player takes 3 turns as normal, then Turbo Tina takes a turn (see page 9) . The game
continues for 6 rounds or until any 1 player has no operable cars (see page 9) .
ENTERING THE ARENA
Each of your cars must start the game on a different
road tile. During the first round, the first move you make
with each car must be onto a road tile that you have not
previously moved a car onto.
The white arrows at the entrances to the arena board show
how you may move from an adjacent road tile into the arena.
These spaces are considered adjacent for moving, shooting,
and other effects. In the example below, the orange car may
enter arena space 1 or 2 on its next move:
KEEP COOL TIL WE GET THERE
Cars and choppers may NOT shoot while they are on a road
tile, EVEN AFTER THE FIRST ROUND IS OVER.
A vehicle may ONLY shoot while it is on the arena board.
When it does, it may target a car in its front arc as usual
(including a car on a road tile).
This restriction only affects shooting. Cars may still slam
each other on road tiles normally.
1
2
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7
DRIVING IN THE ARENA
Unlike spaces on road tiles, spaces in the arena are symmetrical. Cars moving in the arena
follow these rules:
µLike in the standard game, in the arena, you may move your car to any
of the three spaces in its front arc. The direction a car physically faces
indicates which 3 spaces are in its front arc (see examples right) .
µUnlike in the standard game, the direction your car is facing may change
when you move. When you move an active car into an arena space that is NOT
straight forward, turn it to face in the direction it moved (so its rear points to
the space it just left). This includes moving from a road tile into the arena.
µWhenever a car is forced to move (e.g., by a slam or damage effect),
do NOT change the direction it faces.
µWhenever a car slams another car, immediately turn the bottom car to face in
the same direction as the top car. (The top car follows the above movement
rules, depending on whether it’s the active car or it was forced into the slam.)
µIf a car becomes inoperable in an arena space, flip it upside down without
changing its direction. If it becomes operable again later, flip it back up,
facing the same direction.
LEAVING THE ARENA
You may NOT deliberately move an active car from the arena back onto a road tile.
However, a car may be FORCED to move back onto a road tile (e.g., by being slammed).
When this happens, turn the car to face toward the arena.
If a car ever moves off of an edge of the arena board where there is NO adjacent road tile,
it is eliminated.
ARENA MOVEMENT EXAMPLES
Sam assigns a 3 die to her medium car. She must move it 3 spaces, orienting the back of
her car to the last space she was in. Some possibilities include:
FRONT LEFT: Sam could drive left and slam Ethan’s car. If she does, she’ll first
turn his car to align with hers, then resolve the slam.
FRONT MIDDLE: Sam could drive straight forward and shoot Tony’s car in her front arc.
FRONT RIGHT: Sam could drive right and stay on the road. This would let her use an
extra 1 move from the road die to get to the party favor.
DIRECTION DIE
The shape of the spaces in the arena do not
match the shape of the spaces on the direction
die. Whenever the direction die is rolled in an
arena space, orient the die so its icons point in
the direction the affected car is facing.
FRONT
LEFT
FRONT
MIDDLE
FRONT
RIGHT
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8
SUPER-WEAPONS
You collect a super-weapon when your
car ENDS its movement on a space with
a super-weapon token. This includes any additional
movement from the road die, slams, damage effects,
etc. – even if it is on another player’s turn or during Tina’s
Turn. Draw the top card of the super-weapon deck and
place it face-up above the dashboard for that car to
indicate which car has that weapon.
You can use that super-weapon as indicated on the card.
Note that some super-weapons prevent that car from
shooting as normal during the shoot step.
µA car cannot have more than one super-weapon.
µIf a car end its movement on a super-weapon token
and already has one, nothing happens, and the
weapon remains for another car to claim it later.
µOnce a car has a super-weapon, it does not drop
it, even if it takes damage or is slammed.
µIf a car with a super-weapon is eliminated,
remove the super-weapon from the game.
PARTY FAVORS
Turbo Tina has scattered some
sweet swag around the Carnival.
You collect a party favor token from
a space when your car ENDS its
movement on it. This includes any additional movement
from the road die, slams, damage effects, etc. – even if it
is on another player’s turn or during Tina’s Turn. You can
use your party favors with any of your cars, regardless of
which car collected it. You may look at the party favor,
but keep it face down until you use it.
Once you collect a party favor, you can use it for the
effect indicated on page 11.
µUnless stated otherwise, you can only use a party
favor during your turn. If you pick up a party
favor on your turn, you can use it immediately.
µIf the effect refers to “your car,” it refers to the
car you assigned a die to during your assign step.
µYou can use any number of party favors
on your turn.
µAfter you use a party favor,
remove it from play.
KILLER PILLARS
Killer pillars are giant obstacles that pop out of the
arena to smash cars and cause havoc. Each killer
pillar starts as a road space, but can flip to become an
impassable space during Tina’s Turn (see next page)
or when the a Killer Pillar party favor is used (see
page 11). If a car is on a killer pillar when it flips to the
impassable side, the car is immediately eliminated.
Road space Impassible space
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99
SPOTLIGHT SPACES
If any of your operable cars are
on a spotlight space during Tina’s
Turn, she rewards you with the
amount of scrap shown on her
card (see right). Spotlight spaces
are considered obstacles, so
choppers can’t be placed on them.
Passing through them has no effect.
CHOPPERS
Just like a car, the direction a chopper is physically
facing determines which 3 spaces are in its
front arc. When you place a chopper in an arena
space, you choose which adjacent space it faces.
Choppers cannot be placed on party favor tokens,
super-weapon tokens, spotlights, or killer pillars.
WINNING THE GAME
The game ends in either of the following ways:
µIf any player is out of the game, the
game ends at the end of the current
round (after Tina’s Turn).
µIf Tina’s draw pile is empty at the
start of her turn, the game ends
immediately (the end of round 6) .
When the game ends, each player with at least 1
operable car counts up their scrap (including Solid
Gold Muffler party favors). Any players out of the
game cannot win and do not count their scrap.
THE PLAYER WITH THE MOST SCRAP WINS.
TIES
If there is a tie, the tied player with the most
operable vehicles wins. If there is still a tie, the tied
player with the most super-weapons wins. If there
is still a tie, the player with the most unused party
favors wins.
Look, there are no ties in Thunder Road: Vendetta!
If the players are STILL tied, the tied players roll all
of their movement dice – the high total wins. Keep
rolling until the tie is broken. All other players must
watch while all tie-breaking is resolved and actively
cheer for (or taunt) one of the players.
END OF THE ROUND
Turbo Tina takes her turn at the end of each round, after each player
has taken 3 turns. Flip the top card from Tina’s draw pile and resolve
these 3 effects in order:
1 SPOTLIGHT: Each player with at least one operable
car in a spotlight space gains the amount of scrap
shown on Tina’s card. (You do not gain additional
scrap for occupying multiple spotlight spaces.)
2 KILLER PILLARS: Flip each killer pillar token
shown on Tina’s card to its impassable side and
immediately eliminate any cars on them. Flip all
other killer pillar tokens to their road side.
3 DECREE: Read Tina’s decree, then place her card face up
near her draw pile, covering her previous face up card.
Her new decree remains in effect until the end of next
round. NO ONE CAN CONTRADICT TINA. HER DECREE
OVERRULES ALL OTHER RULES AND EFFECTS.
TINA’S TURN
The direction die is set to
straight forward for all slams
and other effects.
SCRAPB
C
F
DANGER AHEAD!
2
ACTIVE DECREE
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10
SUPER WEAPONS
ENERGIZER: Fully resolve any effect on the damage token.
Then, if your car is still operable, reroll the die you assigned
to it and take another turn with that car, assigning the new
die as normal. You can continue repeating this effect as long
as you continue shooting and hitting another car.
I
AMPLIFIER: Fully resolve any effect on the damage token,
including any resulting slams. Then, if the car you hit is
not eliminated, immediately resolve the effect again.
Reroll any dice needed to resolve the effect the second
time, e.g., Blast Off or Dazed.
AUTO-CANNON: Once, during this car’s move step
(including before or after it moves), you may shoot
another car. Resolve any damage effect. Then, if it has
moves remaining, continue moving your car as normal.
That car may also shoot again during its shoot step if able.
Gain scrap for each damage you deal.
BIG FRIENDLY GUN: If the target has two available damage
slots, first assign a face-down damage token. Then,
assign the other damage token as normal, fully resolving
any effect on the damage token. Gain scrap for each
damage that car takes. If the target only has one open
damage slot, it only takes a damage token as normal.
CLUSTER MISSILES: When this car shoots and hits, first
give a face-down damage token to each car adjacent to
the target. Then, give a damage token to the target and
resolve any effect on it as normal. Gain scrap for any
damage dealt to adjacent cars in addition to the scrap
gained for the initial damage.
LASER KEBAB: You can choose any target in a straight line
from your car’s front arc. You do not need to choose the
first car in that line and can choose another car farther
away. You can shoot at a car that is still on a road board.
THE THWUMPER: You cannot shoot with this car. Whenever you
could shoot with it, you may use the Thwumper instead. If you
do, roll the stunt die and move it that many spaces in a straight
line in any direction you choose, ignoring all spaces in between.
If it lands in a space without another car in it, give a face-down
damage token to each adjacent car. Gain scrap for any damage
given this way. If it lands in a space with another car, resolve the
slam as normal.
TORSION DYNAMO: You cannot shoot with this car. If this car is
in a slam during its own turn, the other car always moves. Only
roll the direction die. A larger car may still call for a reroll of the
direction die. After resolving that slam, the car that moved takes
a face-down damage token. You can only use this ability on your
turn. If this car is involved in a slam on another car’s turn, even
another one of your car’s turns, resolve the slam normally.
When this car shoots and hits, resolve
the damage token’s effect twice.
AMPLIFIER
When you shoot and hit with this
car, reroll your movement die and
immediately take another turn with
this car. You can repeat this effect as
long as you keep hitting.
ENERGIZER
This car may shoot once during
its move step (and then continue
moving). It may shoot again during its
shoot step as normal.
AUTO
CANNON
This car can shoot a space any number
of spaces away in a straight line from
its front arc.
LASER KEBAB
When this car shoots and hits, the target
takes an extra face-down damage.
BIG FRIENDLY GUN
This car can’t shoot. Instead, you may
roll the stunt die and move this car that
many spaces in any direction, ignoring
spaces in between. If it lands in a space
without a car in it, each adjacent car
takes a face-down damage.
THE THWUMPER
When this car shoots and hits, each
opposing car adjacent to the target
takes a face-down damage.
CLUSTER MISSILES
This car can’t shoot. On your turn, if this
car is in a slam, the other car moves.
A larger car may choose to reroll the
direction die. After the slam, the car that
moved takes a face-down damage.
TORSION DYNAMO
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11
PARTY FAVORS
BOOTLEG TURN: Play before moving. This
turn, you can change the direction your car is
facing any number of times, and move through
all other cars without slamming them.
DOUBLE BARREL: Play before moving. You may
shoot before moving. (You may shoot again
after moving as normal.)
FULL THROTTLE: Play after moving. You may use this
effect even if you coasted. You may use this effect
after resolving other effects that happen at the end of
your move step, such as slams or picking up a party
favor or super-weapon. You must move all 3 spaces.
KILLER PILLAR: Play at any time on your turn. Choose
one killer pillar and flip it to its road side. Choose
another killer pillar and flip it to its impassable side.
You can play this token in the middle of resolving
another effect, such as a slam or damage effect.
MEGA-REPAIR: Play at the start of your turn before
assigning your dice. Remove 1 damage from each of your
cars. You may use this effect so you can repair a car and
then move it. If all your cars are eliminated or inoperable,
you are out of the game and may not play this token.
PRECISION: Play before an FX die is rolled on your
turn. Instead of rolling, set the die to any face you
choose. Once the die is set, it cannot be rerolled.
SOLID GOLD MUFFLER: At the end of the
game, this party favor is worth 2 scrap. It is
not worth anything during the game.
TINA’S TURN
COMMIT TO THE CRASH!
When resolving a slam,
neither die can be rerolled.
Effects that determine
which car moves or its
direction without rolling
a die resolve as normal,
e.g., Torsion Dynamo.
DANGER AHEAD!
When this decree is revealed,
set the direction die to
straight forward. Use that
result to resolve any effects
that would use that die.
IN THE MOOD FOR MAYHEM!
After shooting with your car, resolve
the effect of any damage token as
normal. Then, if you have a valid
target, you may shoot another time.
Gain scrap for each damage you deal.
LET’S GET WILD!
When rolling to resolve a slam, also
roll the stunt die. The car that is
moved moves that many spaces in the
direction indicated. Ignore all spaces
in between. If a larger car calls for a
reroll, reroll all three of the dice.
LET’S KEEP IT CLOSE!
If you shoot and hit the car
of a player who has more
scrap than you, immediately
take 1 scrap from them and
add it to your own. Then,
gain 2 scrap as normal for
dealing damage.
WHATEVER IT TAKES!
When assigning a die to your
command board, you can
use any value. For the nitro
command, use the value of
the die you assigned, even
if it is higher than what you
could normally assign. LEEEEEEEEEEEEEEET
Slams cannot be rerolled.
SCRAP
A
B
C
COMMIT TO
THE CRASH!
3
ACTIVE DECREE
If you shoot and hit the car of
a player with more scrap, steal 1.
(Then, gain scrap as normal
for dealing damage.)
SCRAP
D
E
J
LET’S KEEP IT CLOSE!
3
ACTIVE DECREE
The direction die is set to
straight forward for all slams
and other effects.
SCRAP
B
C
F
DANGER AHEAD!
2
ACTIVE DECREE ANY Players can assign ANY value die
to their commands.
SCRAP
D
F
H
WHATEVER IT TAKES!
3
ACTIVE DECREE
Cars in the arena can shoot an
additional time after moving.
SCRAP
A
B
G
IN THE MOOD
FOR MAYHEM!
3
ACTIVE DECREE
Cars moved in a slam roll the stunt
die to see how far they move,
ignoring all spaces in between.
SCRAP
D
E
F
LET’S GET WILD!
3
ACTIVE DECREE
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CREDITS
DESIGN
GAME 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
ART DIRECTOR, GRAPHIC DESIGN:
JASON TAYLOR
GRAPHIC DESIGN, PRODUCTION LEAD:
LINDSAY DAVIAU
ADDITIONAL GRAPHIC DESIGN:
IAN REED
RULES EDITING
JEFF FRASER
CULTURAL CONSULTATION
JADE ROGERS
MARKETING
SUZANNE SHELDON
©2024 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.
USING OTHER EXPANSIONS
You can use most of the content from other expansions with Carnival of Chaos. In general, if any effect would contradict
one of Tina’s decrees, ignore the effect and follow the decree. Notes on any specific considerations appear below.
You can use the Final Five as normal. Your first three motorcycles must enter on
different road boards. Your final two motorcycles can enter on any two different
road boards. With this expansion, treat motorcycles as cars for all purposes.
The Big Rig? No. Absolutely not. The Big Rig is not allowed in the arena.
Tina was very clear about that. It knows why.
AT
You can use any of the alternate road boards to lead into the arena.
Fire and other terrain work as normal. Hazards are not used when playing with
Carnival of Chaos, including the hazards from this expansion.
You can use most of the ongoing damage effect cards from this expansion.
Faulty Airbag and Dead Alternator have no effect in Carnival of Chaos.
Remove them before shuffling the ongoing damage effect deck.
You can use all of the crew leaders from this expansion. For Cruft and
Madame Boudreaux, treat party favor tokens as hazard tokens.
You can use most of the upgrades from this expansion. A car can have a super-
weapon in addition to an upgrade. Some of them will be more or less useful than
in the regular game. The Tank Treads upgrade has no effect in Carnival of Chaos.
Remove it before choosing upgrades.
For the Advanced Airstrike module, remove Care Package, Low Flying, Trick Shot,
and Scouting Mission before dealing out the cards.
For the Bonus Command module, remove Nav System and Positraction
before dealing out the cards.
For the One Shot module, remove Radar Array before dealing out the cards.
The Bounties and Road Condition modules do not work with Carnival of Chaos.
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