Full manual text

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

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Thunder Road: Vendetta, Maximum Chrome Edition includes
multiple expansions, which affect the rules in different ways.
This rulebook is set up to guide you through learning the base
game, with the expansion rules able to be added as desired.
Look for these symbols to tell you how the expansions interact
with other rules.
PART 1: THE BASE GAME
Parts list ........................................................... 3
Setup ................................................................ 4
Crews ................................................................ 8
The Board ....................................................... 10
Damage Tokens .......................................... Back
HOW TO PLAY
On your turn ................................................... 12
Assign & Command ........................................ 12
Moving & Slamming ........................................ 13
Shooting ......................................................... 14
Winning the game ........................................... 15
PART 2: BIG RIG AND THE FINAL FIVE
Setup & Parts list .............................................. 6
Big Rig crew info & rules ................................ 16
The Final Five crew info & rules ...................... 19
PART 3: CARNAGE AT DEVIL’S RUN
Setup & Parts list .............................................. 7
New terrain ..................................................... 10
New hazards ................................................... 11
ON FIRE! ......................................................... 20
New Damage tokens ................................... Back
PART 4: CHOPPE SHOPPE
Setup & Parts list ............................................. 7
Crew leaders & car upgrades ........................... 9
SPECIAL EXPANSIONS
Extra Ammo ................................................ 21
German Engineering ................................... 22
Thunder Road: Vendetta is a game of fast turns and dicey decisions. Command your crew 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.

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4 Command boards
(4 different colors)
12 Dashboards
(3 each in 4 different colors)
12 Cars
(3 each in 4 different colors)
4 Choppers
(4 different colors)
16 Movement dice
(4 each in 4 different colors)
20 Damage tokens
(dent, shrapnel, skid,
dazed, blastoff)
3
26 Hazard tokens
(wreck, mine, road,
mud, oil slick)
4 Wreck figures
5 Road tiles
(double sided)
1 Finish Line tile
(double sided)
1 Shooting die 1 Slam die 1 Direction die1 Stunt die1 Road die
These 5 dice are collectively called FX dice
STANDARD PARTS
These components are used in every game of Thunder Road: Vendetta.
CAR CREWS
Each player will need a crew. Usually this will be a car crew from the base game. However, a player can substitute the Big Rig or the Final Five crew from that expansion to use as their crew.

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The steps below are for setting up Thunder Road: Vendetta using the base
game components. It is a good idea to become familiar with setting the
game up with these steps before including expansion components.
When playing with the Carnage at Devil’s Run expansion, mix in the new
road tiles and hazard tokens BEFORE you begin this setup. (See page 7.)
1 Choose a starting rear road tile (either 1a: The Parking Lot -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.
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.)
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, chopper, and 4 movement dice. Players set up their dashboards in a row and place all their cars in the starting area behind the rear tile.
6 Each player rolls their movement dice. Players KEEP 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.
4 Rear road tile
Starting area
1
2
5

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Want to turbocharge your game?
Pages 6 & 7 contain the components
for the expansions and how to
include them in your game.
5
Middle road tile
Lead road tile
3
4
7
6
THE DIFFERENCE BETWEEN
VICTORY
AND DEATH
IS RAZOR THIN.

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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.
The Big Rig and the Final Five motorcycles
cannot use crew leaders or car upgrades from
the Choppe Shoppe expansion, but may play
in the same game as car crews using them.
6
1 Big Rig figure
(in three parts)
5 Final Five motorcycle figures
1 Big Rig Front Cab
1 Big Rig Section board
6 Final Five
movement dice
15 Minor damage
tokens
1 Final Five
Command board
5 Final Five dashboards
4 Custom Big Rig
movement dice
2 Choppers
(1 for the Big Rig, 1 for the Final Five)
8 Off-road
terrain tokens

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USING CREW LEADERS:
1 Place the command tokens to the
side to create a supply.
2
Shuffle the crew leader command
boards and deal 2 randomly to
each player.
3
Each player chooses ONE crew leader and discards the other.
4 Place your crew leader command board next to your row of dashboards INSTEAD of the regular command board.
5 Take a number of command tokens from the supply equal to the number of stars on the bottom of your crew leader command board and place them near you.
USING UPGRADE CARDS:
1 Shuffle the deck of upgrade cards.
2 Deal 4 upgrade cards to each player.
3 Simultaneously, each player chooses 1 upgrade from their hand and places it face down in front of them. After all players have chosen, they pass their hand of remaining upgrades to the player on their left.
4 Repeat step 3 until each player has 3 upgrades, returning the unchosen upgrades to the box.
5 Assign one of your upgrades to each of your cars face down.
6 Once all players have assigned their upgrades, turn them face up.
The Choppe Shoppe expansion adds crew leaders
and upgrade cards to the game. You can use them
separately or together in the same game.
Only car crews may use the crew leader boards and
car upgrades.
USING THE CARNAGE AT DEVIL’S RUN EXPANSION:
1
Shuffle the new road tiles in with the standard road tiles before
placing the middle and lead road tiles. (You will still start the
game using either 1a: The Parking Lot -OR- 1b: Runway to Ruin.)
2 Mix the new damage tokens into the standard damage token pile.
3 Mix the new hazard tokens into the standard hazard token pile.
4 Shuffle the ongoing effect cards and place the deck to the side.
5 Place the ON FIRE! tokens in a separate pile to the side.
7
15 Command tokens
6 Upgrade hazard tokens
(3 of each of mine and
oil slick, for use with the
mine dispenser and oil
dispenser upgrade cards.)27 Upgrade cards
11 Crew leader command boards
22 New Hazard tokens
5 Road tiles (double sided)
21 Ongoing effect cards
1 Fire FX die
10 New Damage tokens
12 ON FIRE! tokens
AT

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CARS
Car crews have three different size
road vehicles. The size of each car
determines how easy they are to shoot
and how well they can slam other road
vehicles. (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 own
dashboard corresponding to its size.
CHOPPERS
Each crew also has a chopper in their
crew’s color. Choppers are vehicles, but
are not the same as cars, the Big Rig,
or motorcycles: they can’t be shot and
don’t take damage or slam into other
vehicles. However, choppers CAN shoot, and they
eliminate any car or motorcycle (even one of your
own) that ends a turn in its space.
Small
Medium
Large
The Final Five motorcycles crew
info is on page 19.
COMMAND BOARDS
Each crew has a command board in
their crew’s color. Command boards
activate different effects controlling
your vehicles. (See Command Board
Effects, page 12.) Each command board
displays what kind of crew it is, where
you assign dice, and what value a die
needs to assign it.
The Big Rig crew info is on page 16.
VEHICLES
Each crew has two types of vehicles:
road vehicles and choppers .
Cars, the Big Rig, and the Final Five motorcycles
are all road vehicles.
ELIMINATED
Being eliminated is different than taking damage or
becoming inoperable. If a car is eliminated, it is removed
from the game and cannot be repaired. Shuffle that car’s
damage tokens back into the damage token pile, and
return that car’s dashboard to the box.
A car is eliminated if it:
µEnters an impassable space
µEnds a turn in the same space as
any chopper (even your own)
µIs on a rear road tile when that
tile is removed from play
µLeaves the board from the left, right, or rear
edge (from damage or being slammed)
µEncounters an effect that directly eliminates it
If ALL of a player’s cars are either
inoperable or eliminated, that player is
out of the game. The lead road tile is now
the final tile. Immediately add the finish line (see page 15).CAR STATUS
OPERABLE
Cars with no damage tokens or one damage token
are operable.
INOPERABLE
After a car receives
and resolves its second
damage token, it
becomes inoperable .
Turn the car to face
backward on the road
tile, and flip that car’s dashboard over.
(An inoperable car can become operable again
using the Repair command. See Repair , page 12.)
An inoperable car cannot take additional damage.
If it would, ignore it (no tile is drawn).
An inoperable car cannot be assigned movement
dice or shoot. It can still be affected by the FX
dice, such as being slammed.
DASHBOARDS
Each car’s dashboard displays its size, where
you assign dice to move that car, and where
you can assign dice to coast with that car.
Size
Crew type
Command name
and effect
Die value
required
Movement Die
Damage SlotsCoast
8

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CREW LEADERS
Your crew leader command board goes to the side of your
dashboards, replacing your cars’ standard command board
and offering a special power and new commands.
µSpecial power: Each crew leader has a special power
indicated at the top of the command board. You do NOT need to assign a die to use this power.
µNew commands: Some crew leaders have commands
with a command token icon instead of a number. You can only use these commands by assigning one of your command tokens to it.
COMMAND TOKENS
Normally, you can only assign one die to one of the commands on your command board each round. Command tokens allow you to use additional commands during a round.
Each turn, you may assign one command token to one of your commands that does not already have a die or another command token assigned to it. You will activate that command during Step 2: Command as if you assigned a die to it. This can be in addition to a different command you assign a die to. As a result, you could use two commands during your turn. You can only use one command token per turn. You may NOT place a command token on the same turn you coast with a car.
When assigning a command token to a command that can
accept a range of die values, the command token is treated
as the LOWEST possible number. (For example, if you
assign a command token to Nitro, which activates on a 1-4,
treat it as a 1 and increase your movement die by 1.)
At the end of the round, discard all assigned command
tokens from your command board to the supply.
CAR UPGRADES
Upgrades give a unique ability
to the car they are assigned to.
The ability only applies to that
car and not other cars owned
by that player. Once assigned,
an upgrade cannot be moved.
While a car is inoperable, its
upgrade is inactive; when the
car is repaired, the upgrade is
active again.
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 face down
under one of that car’s damage slots.
MINOR DAMAGE
The Big Rig and the Final
Five motorcycles take minor
damage instead of other
damage. Minor damage
has no effect (other than
filling a damage slot). Cars
can sometimes take minor
damage (for example, from
the Big Rig’s Missile Launcher
command, see page 18).
Crew leader command board
Dashboard
Car upgrade card
Command tokens
9

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Left edge
Right edge
Toxic Goo: When a road vehicle
enters a toxic goo space, it stops
and loses the rest of its moves.
Desert Glass: When a road vehicle
enters a desert glass space, it
immediately moves one space in
the direction it was already moving
without using any moves.
Ramp: A road vehicle can only enter a
ramp from the space directly behind
the ramp. When it does, roll the stunt
die and move that many spaces
directly forward, ignoring all spaces
in between. After landing, lose all
remaining moves. If a road vehicle
enters a ramp space from any other
space, the road vehicle is eliminated.
Fire! When a road vehicle enters this
space, it catches on fire! Place an
ON FIRE! token on that vehicle’s
dashboard. A vehicle that is on fire
must roll the fire die before moving
during their Move step (see page 20).
Salt Flats: When a road vehicle enters
a salt flat space, it may use the road
die this turn REGARDLESS of whether
or not it moved on only road spaces.
ROAD TILES
& THE BOARD
The game is played on a series of road tiles. Three
tiles are used at a time: a rear tile, a middle tile, and
a lead tile (collectively referred to as the board ).
Road vehicles travel from the rear tile to the middle
tile to the lead tile. When a road vehicle 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 15.) When the rear tile is
removed, road vehicles on that tile are eliminated.
If a road vehicle leaves the board from the left,
right, or rear edge (for example, from damage or
being slammed) it is eliminated.
TERRAIN
Terrain are types of spaces printed directly on the road tiles. These spaces may be entered during the Move step
or due to a slam or taking damage. These rules apply no matter what step of the turn it is.
Off-Road space: Costs
1 move to enter.
Road space: Costs 1 move to
enter. May allow road die bonus.
Muddy space: Costs 2 moves to
enter. You may still enter a muddy
space if you only have 1 move left.
Impassable space: This space
is an obstacle (see next page).
Impassable spaces may show
different illustrations, but all
impassable spaces are marked
with a double yellow border.
Hazard space: Red double
triangle symbols show where to
place hazard tokens only 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.
10

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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.
HAZARDS
If a road vehicle moves onto a hazard token, resolve its effect. There are two types of hazards, ones you resolve then discard, and ones that remain on the board and become obstacles.
DISCARD AFTER RESOLVING:
REMAIN ON THE BOARD:
Quake: Roll the direction die.
Move all road vehicles one space
in that direction, simultaneously.
Sand Worm: Eliminate the road
vehicle that is the farthest back
on the board. If more than one
vehicle is tied for that position,
eliminate each of them.
Desert Glass: This space
becomes a desert glass space.
Ramp: This space becomes
a ramp space.
Fire! This space becomes
a fire! space.
Pit Trap: Roll the shooting die
against the road vehicle that
revealed the trap. If it’s a hit, the
vehicle is eliminated. Otherwise,
it may continue moving if it has
moves left. Pit Trap remains
on the board and is treated
as an impassable space.
Road: This space becomes
a road space.
Mud: This space becomes
a muddy space.
Oil Slick: Roll the direction die and
move your road vehicle one space
in that direction. This does not cost
a move, and the vehicle continues
moving if it has moves remaining. This
space also becomes a road space.
Wreck: Place a wreck figure in
the space. (See Wrecks, below.)
Place the moving road vehicle on top
of the wreck and resolve the slam.
Mine: The road vehicle takes
a damage token. Resolve the
effect, if any. That vehicle
loses any remaining moves.
OBSTACLES
Obstacles are road vehicles, choppers, hazard tokens
(face-up or face-down), and impassable spaces. Spaces
WITHOUT obstacles are empty spaces .
If a road vehicle enters a space with an obstacle, use the
following rules:
µOccupied Space: A space with a road vehicle. If
your road vehicle enters a space with another road vehicle (even your own), it loses its remaining moves. Stack it on top of the road vehicle in that space, then resolve the slam (see Slamming, page 13).
µChopper: You may pass through a space with a
chopper without effect. However, if a road vehicle ends a turn in a space with a chopper, whether during its normal movement or as the result of a slam or damage, that road vehicle is eliminated.
µFace-Down Hazard: If a road vehicle moves
into a space with a face-down hazard token, immediately flip the hazard face up and resolve it (explained to the right).
µFace-Up Hazard: If a road vehicle enters a space
with a hazard, immediately resolve the hazard.
µImpassable space: A road vehicle that enters
an impassable space is eliminated .
The Big Rig interacts differently with obstacles.
(See Big Rig Moving Interaction Rules, page 17.)
11

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TURNS & ROUNDS
STEP 1: ASSIGN
STEP 2: COMMAND
AIRSTRIKE (ANY DIE)
Place your chopper on any empty space on the board
(a space with no obstacles). The value of the movement die
doesn’t matter.
Then, shoot with your chopper if able. (See Shoot , page 14.)
You may NOT shoot on the first round.
NITRO (1-3)
Increase the number of moves your road vehicle gains this
turn by the value of the die you’ve assigned to Nitro. This
may result in movement higher than 6. You must move the
full amount.
DRIFT (3-5)
This turn, your road vehicle may pass through the first
space 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.
REPAIR (6)
Remove one damage token from any of your road vehicles
and shuffle it face down back into the damage token pile.
That vehicle becomes operable if it was inoperable (and
may move later this round if you have any turns remaining).
COMMAND BOARD EFFECTS
Assign an unused
movement die to an
operable road vehicle
that you have not
previously moved this
round, placing it in
the center of its dashboard. The number on the die
determines how many spaces that vehicle will move
in Step 3: Move.
If you do not have any available road vehicles, assign
an unused movement die to the coast space on one
of your operable vehicles that you previously moved.
You may NOT assign a die to coast
if you have an operable road vehicle
you have not moved. A car may be
assigned to coast a maximum of two
times. There are two pips next to the
coast space as a reminder.
ONCE PER ROUND, in addition to
assigning a die to a road vehicle, you may also assign
an unused movement die to one of the commands on
your command board. Some commands require the
movement die you place to have a specific number
(see right). You may NOT assign a die to a command on a
turn you are coasting.
Activate the command you have assigned a die to by
resolving its effect on your command board. Your
command will activate BEFORE your assigned
vehicle moves.
TURNS AND ROUNDS
Thunder Road: Vendetta is played in turns
and rounds. A turn is complete when one
player finishes steps 1-4 (see below) .
A round is complete when each player
has taken three turns.
START OF ROUND
All players roll all of their movement dice.
(On the first round, use the dice you
rolled during setup when determining the
first player.) Players will use these dice
to move their operable road
vehicles and activate one
command per round.
The first player also rolls
the road die.
ON YOUR TURN
Do these four steps of your turn, in order:
1
ASSIGN one die to an operable
road vehicle.
2
Activate a COMMAND
(once per round).
3
MOVE that road vehicle.
4 SHOOT with that road vehicle
(if you can).
12
STEP 1:
ASSIGN
STEP 2:
COMMAND

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The OTHER road vehicle always
moves. There is no reroll.
STEP 3: MOVE
SLAMMING
First Round: Each road vehicle’s initial move is onto
one of the spaces on the back edge of the rear tile.
Move the road vehicle you assigned your movement die to
following these rules:
µA road vehicle gains moves equal to the
movement die assigned to it.
µA road vehicle must always move into one of the
three spaces in its front arc (see below) unless an
effect causes it to move in a different direction.
The following rules apply any time a road vehicle is moved, whether on your turn, or from a slam or a damage token:
µA road vehicle must move the full amount
unless an effect causes it to lose its moves.
µA road vehicle may move through
a space with a chopper.
µIf a road vehicle enters a space with a face-down
hazard, turn it face up and resolve it.
µA road vehicle loses its remaining
moves when it takes damage.
µIf a road vehicle 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
that was already in the space, then immediately
resolve the slam (see Slamming, top right).
ROAD DIE
The road die is only rolled by the first
player at the start of the round. It
gives a bonus to each road vehicle
that stays on the road when it moves.
On each player’s turn, after moving, if their road
vehicle started on and moved on only road spaces, that
road vehicle may immediately gain moves equal to the
road die. This extra movement does not need to be on
the road. This bonus is optional, but if you use it, you
must use the full amount.
COAST
If your move is a coast, move that road vehicle exactly
1 space regardless of what the movement die shows.
You MAY NOT use the road die. You MAY shoot if you
have a target after moving the vehicle.
SLAMMING
If two road vehicles are ever stacked in the same
space, they slam into each other. This can happen
during a move or from hazards or damage effects.
When this happens, the moving vehicle loses any
remaining moves it has. Then, immediately resolve
the slam:
1
Rslam die and direction die
(see page 14). These tell you whether
the top or the bottom vehicle is going
to move, and in what direction.
2
I
other, the owner of the larger vehicle may ask for a single reroll of BOTH dice. This is true even if the larger vehicle is inoperable or both vehicles are owned by the same player.
3
Mo
direction shown on the direction die.
If the affected vehicle moves into a space that
causes another slam, continue resolving slams
until each space only has one vehicle.
Example: Tony’s medium car is on
top of a wreck. The dice are rolled,
resulting in a BOTTOM + FRONT LEFT.
Tony is happy with that, so
they choose not to reroll it.
The wreck moves one
space to the front left.
The motorcycle always moves.
There is no reroll.
13
The Big Rig does NOT use the road die unless
you activated the Traction Drive command.
FRONT
FRONT
LEFT
FRONT
RIGHT
FRONT ARC
The three spaces to the front left, front, and front right are
that vehicle’s front arc. When moving, road vehicles only
move into a space in their front arc. When shooting, vehicles
can only target a road vehicle located in their front arc.
STEP 3:
MOVE

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The road vehicle you moved, or the chopper you placed, may shoot
according to these rules:
µYou can shoot a road vehicle in the front arc of your road vehicle
or chopper (see Front Arc, page 13).

µIf you have more than one target, choose one.
µYou may not shoot choppers.
µYou may shoot wrecks. Wrecks are treated as inoperable
small cars. If a wreck takes any damage, it is eliminated.
µYou may shoot after resolving a slam.
µYou may shoot your own cars or motorcycles.
To shoot, choose a target and roll the shooting die.
If the size you roll matches the size of the vehicle you
are shooting, that vehicle is hit and it takes damage.
STEP 4:
SHOOT
First Round: Skip this step in
the first round. Your guns are not online until the second round.
FrontRear
Front RightRear Right
Front LeftRear Left
THE DIRECTION DIE
Small/Medium
road vehicle
Bottom vehicle
moves
Top vehicle
moves
Medium
road vehicle
Large
road vehicle
Any size
road vehicle
THE SHOOTING DIE
To determine if a shooting attack is a hit, match
the die to the size of the vehicle being shot at.
When an effect requires that the direction die
is rolled, make sure to align the chevrons on
the die correctly to the chevrons on the board.
x2
x1 x1 x3 x1
The Big Rig may use its front arc OR rear arc when shooting.
When shooting the Big Rig, first choose a command in a section you are able to target. If you are successful, that command gets a minor damage. (See Getting Shot on page 17.)
If you successfully shoot a motorcycle, the motorcycle
takes a minor damage token and becomes inoperable.
Turn the motorcycle to face backward, and flip that
motorcycle’s dashboard over.
If you successfully shoot a car, the owner of the
damaged vehicle draws and resolves a damage token
(see Taking Damage, page 9).
STEP 4: SHOOT
FX DICE
x4
THE SLAM DIE
14
REAR
REAR
LEFT
FRONT
FRONT
LEFT
REAR
RIGHT
FRONT
RIGHT

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END OF TURN
Slide the movement die on the dashboard of the
car or motorcycle you moved into the “end turn”
space. That vehicle cannot be assigned another
die for regular movement this round (but possibly
may be able to coast on a later turn).
Any vehicles in a space with a chopper are
eliminated.
The player on your left (who is still in the game)
takes the next turn.
END OF ROUND
After each player has taken three turns, pass the
road die to the player on your left. They will be the
first player in the next round.
Start a new round.
MOVING OFF THE FRONT
OF THE BOARD
When a road vehicle moves off the FRONT of the lead
road tile, one of two things happens:
µIf it WAS the final tile and the vehicle moved onto the
finish line, the game ends and that player wins!
µIf it WASN’T the final tile, update the board:
1
A
2 A
3 A
returned to their respective players.
4
R
it to the other side, and place it on the
bottom of the road tile draw pile.
5
S
are now the rear and middle tiles, respectively.
6
T
in front of the middle tile. It is now the lead tile.
7
O
tokens face down on spaces marked with double triangles. (If needed, shuffle the discarded tokens and make a new pile.)
8
Cfinal tile .
9 I
has remaining moves, it continues moving.
THE FINAL TILE
Determining when a tile becomes the final tile
depends on the number of players playing.
2 players:
If one player isn’t eliminated beforehand, the FIFTH
tile is the final tile. Add the finish line.
3 or more players:
When one player is out of the game (see right) , the
lead road tile is now the final tile. Add the finish line.
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 road
vehicles are eliminated or inoperable. Remove
that player’s chopper from play. That player’s
inoperable vehicles stay on the board. That player
takes no more turns for the rest of the game.
WINNING THE GAME
The game ends and you win if either:
µYour road vehicle moves onto the finish line.
(see The Final Tile, left); OR
µYou are the only player left with
operable road vehicles.
Tony’s car moves 5 spaces, causing their car
to move off of the front of the board.
They pause moving, and follow the steps above.
After following the steps above, a new lead
road tile is added. Tony continues the rest
of their moves on the new lead road tile.
Add the finish line
IF the new lead tile
is the final road tile.
END OF TURN
THE FINAL TILE
WINNING THE GAME
15

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THE BIG RIG
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 18).
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 18).
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.
16
Rear Mid Front
REAR
REAR
LEFT
REAR
RIGHT
STEP 1:
STEP 2:
STEP 3:
ASSIGN
COMMAND
MOVE

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If 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.
BIG RIG MOVING
INTERACTION RULES
µM 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.
17
STEP 4:
SHOOT

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FRONT SECTION
µMiAfter 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
µH 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
µTYou 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. 18
BIG RIG SECTION BOARD EFFECTS

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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.
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.
MOTORCYCLES
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:

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).
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.)
19
STEP 3:
MOVE
STEP 1:
ASSIGN

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The Big Rig interacts with fire differently. (See Big Rig Moving Interaction Rules, page 17.)
Cars and motorcycles catch fire when one of
the following happens:
µA car or motorcycle moves into a fire space.
µAn effect gives an ON FIRE! token (such as
Em Berco’s Flamethrower command).
µA car takes a damage and draws an on fire damage token.
Take an ON FIRE! token from the supply and place it on that vehicle’s dashboard:
ON FIRE! tokens do not count as damage.
If a car or motorcycle becomes inoperable, remove the ON FIRE! token.
A vehicle that is already on fire cannot take additional ON FIRE! tokens. If it would, ignore it.
During your Move step, before moving a vehicle that has an
ON FIRE! token, roll the fire die and apply the result below:
Increase the vehicle’s
moves this turn by the
indicated amount. This may
result in movement higher
than 6. You must move the
full amount.
The fire goes out. Remove the
vehicle’s ON FIRE! token and
move as normal.
The vehicle is eliminated.
20

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The Big Rig does not
have a command board.
Therefore, it may not use
bonus command cards.
x6x10 x8x8 x8
RELOAD!
Sometimes you just need a little more firepower. The Extra Ammo expansion is a set of five mini expansions. You may include any or all of
these five decks in your game. Each expansion deck comes with its own rules card, and a few blank cards for you to create your own effects.
ROAD CONDITIONS
Road conditions are effects that
apply to the road tiles.
At setup, shuffle the road
conditions cards and deal one
card to the middle and lead
road tiles, but NOT the starting
tile. The rules on a card apply
to only that road tile.

When you place a new road tile,
place a random road condition card face up next to it.
When a road tile with a road
condition is removed, discard
the road condition card. If you
run out of cards, shuffle the
discarded cards to make a
new deck.
ADVANCED AIRSTRIKES
Advanced airstrikes are
single-use cards played
when using your chopper.
At setup, shuffle and deal one
face-down advanced airstrike
card to each player. The card
tells you when you can play it.
After you play an advanced
airstrike card, remove it from
the game.
BOUNTIES
Bounties are secret
objectives with rewards
for completing them.
At setup, shuffle and deal
one face-down bounty card
to each player.
When you complete your
bounty, you may immediately
play the card and claim the
reward at the bottom.
After you play a bounty,
remove it from the game.
ONE SHOTS
One shots are single-use cards
played to provide a crew with
an effect.
At setup, shuffle and deal one
face-down one shot card to
each player. The card tells you
when you can play it.
After you play a one shot card,
remove it from the game.
BONUS COMMANDS
Bonus commands add a
command to the command
board of each crew of cars
and motorcycles.
At setup, shuffle and deal
one bonus command card to
each player.
This is an additional
command you can assign a
die to and activate.
21

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22
The Big Rig and the Final Five
do not use this expansion, but
you can play with either or both
of them against cars that do.
This expansion replaces the car crew
movement dice and the shooting die with
cards to minimize randomness.
Each car crew using this expansion gets a
deck of 18 German Engineering cards in
their crew’s color.
GERMAN ENGINEERING CARD
SET-UP
1
Each player replaces their movement dice with
the matching deck of German Engineering cards.
2
At the start of the game, each player shuffles their deck and draws a starting hand of 5 cards.
3 Each player totals the move values on their starting hand and announces the total. The player with the lowest total takes the first turn. If two or more players tie for the lowest, all players shuffle and draw new hands, repeating until one player
has the lowest total.
ASSIGNING AND MOVING
On your turn, play a card from your hand to one of your
dashboards, just as you would assign a movement die.
Once per round, you can assign another card from your
hand to one of the commands on your command board.
In all cases, it is treated as if you had assigned a die of
that value to that car or command. For example, if you
assign a card to the nitro command, add that number
to the move value on the card you assigned to your car.
After you resolve a car’s movement or a command, flip
that card over to show you are done.
At the end of three rounds, after all players have moved,
all players should usually have one card remaining
in their hand. All of the cards they played to their
dashboards and command board are discarded.
Then, each player draws cards from their deck up to
the hand size of five cards. Players should never have
more than five cards in their hand.
SHOOTING
To resolve a shooting attack, reveal the top card
of your deck. If the shooting die result on that card
matches the target, the attack hits as normal. After
resolving the attack, discard the card.
RESHUFFLING
If a player ever needs to take a card from their deck
(either to draw cards to their hand or for a shooting
attack) and their deck is empty, they immediately
shuffle their discard pile and make a new deck.
(This might happen during the middle of the round;
if so, do not discard any cards on your dashboards or
command board. They are discarded at the end of the
round.)
Cards in your discard pile are open information
to all players.
Move
value
Card title
(In German)
Crew color
(card back)
Shooting
die result
..
ICH WUNSCHE
IHNEN EINE
GUTE REISE!

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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.
23

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DAMAGE TOKENS
When a car takes damage, draw a damage token and resolve its effect. Then, place the token face down in one of the car’s damage slots below its dashboard.
If that car was moving, it loses any remaining moves. A car with two damage is inoperable.
Some damage tokens move the damaged car. If a car is moved onto another road vehicle, the moving car loses its remaining moves, and a slam is resolved (see page 13) .
If a car is moved onto an impassable space or off the left, right, or rear edge of the board, the car is eliminated.
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.
DAZED: Roll the stunt die. Move your car that many spaces,
rolling the direction die for each space of movement to
determine 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 your car to lose its moves, the dazed effect
ends. (For example, slamming into another road vehicle.)SKID (6 different tokens):
Move one space in the direction shown.
DENT: No effect (other than filling a damage slot).
SHRAPNEL: Roll the direction die. Starting at the car that took
damage, look in that direction in a straight line until you reach the
first road vehicle. Apply a damage to that vehicle (even one of your
own). The shrapnel passes through any terrain, even impassable. If
there is no road vehicle in that direction and you reach the edge of
the board, nothing happens.
MINOR DAMAGE: No effect (other than filling a damage slot).
Repaired the same way as other damage. If you run out of minor
damage tokens, use a regular face-down damage token with no effect.
The Big Rig and the Final Five motorcycles receive minor damage instead of drawing normal damage tokens.
ON FIRE: The car catches on fire. Take an ON FIRE! token from
the supply and place it on that car’s dashboard. Then, place the damage token face down. Cars that are on fire must roll the fire die before moving during their move step (see ON FIRE!, page 20) .
Repairing this damage token does not remove an ON FIRE! token.
ONGOING EFFECT: When you draw
an ongoing effect damage, draw an ongoing effect card and place it face up in an available damage slot. Place the damage token face down on top of it. The card remains in effect until that damage token is repaired. When that damage is repaired, remove both the damage token AND the ongoing effect card. Place them in their respective discard piles.

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