Full manual text

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

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READY. AIM. DRIVE!
Thunder Road: Vendetta is a game of fast turns and
dicey decisions. Command your crew of cars 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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20 Damage tokens
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)
26 Hazard tokens 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 .)
3

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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.
Starting area
1
2
5
4
Rear road tile

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3
47
6
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 ).
Cars travel from the rear tile to the middle tile to the
lead tile. When a car moves off the front edge of the lead
tile, either the game ends or a new tile is added and the
current rear tile is removed. (See page 11.) When the rear
tile is removed, cars on that tile are eliminated.
If a car leaves the board from the left, right, or rear
edge (for example, from damage or being slammed)
it is eliminated.
Left edge
Right edge
5
Middle road tile
Lead road tile

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Each crew has two types of vehicles:
road vehicles (cars) and choppers .
CARS
Each crew has three different size cars :
The size of each car determines how easy they
are to shoot and how well they can slam other
cars. (For example, the small car is harder to
shoot but doesn’t slam well, and the large car
slams well but is easier to shoot.) Each car has its
own dashboard corresponding to its size.
CHOPPERS
Each crew also has a chopper in
their crew’s color. Choppers are
vehicles, but they are not cars:
they can’t be shot and don’t
take damage or slam into other
vehicles. However, choppers CAN
shoot, and they eliminate any car (even one of
your own) that ends a turn in its space.
CAR 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.
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.
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 8.)
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.
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 11).
6
Size MovementDamage Slot Coast
Small Medium Large

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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.
Road space: Costs 1 move to enter.
May allow road die bonus.
Off-Road space: Costs 1 move to enter.
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 right). 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.
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 car 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 9) .
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 (see right) .
µFace-Up Hazard: If a road vehicle enters a
space with a face-up hazard, immediately resolve the hazard.
µImpassable space: A road vehicle that enters
an impassable space is eliminated .
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.
DISCARD AFTER RESOLVING:
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.
REMAIN ON THE BOARD:
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.
7

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START OF ROUND
All players roll their four 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 cars 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 car.
2 Activate a COMMAND (once per round).
3 MOVE that car.
4 SHOOT with that car (if you can).
Assign an unused movement die to an operable car 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 cars, assign an unused
movement die to the coast space on one
of your operable cars that you previously
moved. You may NOT assign a die to coast
if you have an operable car 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
car, 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 car moves.
COMMAND BOARD EFFECTS
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 10.)
You may NOT shoot on the first round.
NITRO (1-3)
Increase the number of moves your car makes 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 car 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 cars and
shuffle it face down back into the damage token pile.
That car becomes operable if it was inoperable (and may
move later this round if you have any turns remaining).
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.
8
STEP 1:
ASSIGN
STEP 2:
COMMAND

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First Round: Each car’s initial move is onto one of
the spaces on the back edge of the rear tile.
Move the car you assigned your movement die to following
these rules:
µA car gains moves equal to the
movement die assigned to it.
µA car 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 car is moved, whether on your turn, or from a slam or a damage token:
µA car must move the full amount unless
an effect causes it to lose its moves.
µA car may move through a space with a chopper.
µIf a car enters a space with a face-down
hazard, turn it face up and resolve it.
µA car loses its remaining moves when it takes damage.
µIf a car 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 car that stays on the
road when it moves.
On each player’s turn, after moving, if their car started
on and moved on only road spaces, that car 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.
Example: Tony’s car moves 6, staying on road spaces
the entire time. After moving, they use the road die,
which shows a 3. They move 2 spaces onto a hazard
token, flip it up, and reveal a wreck. They remove the
token, place a wreck figure on the space, and place
their car on top. Tony’s car loses its remaining move
and will have to resolve the slam.
COAST
If your move is a coast, move that car 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 car.
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 road vehicle loses any remaining
moves it has. Then, immediately resolve the slam:
1
Rslam die and direction die (see page 10).
These tell you whether the top or the bottom road
vehicle is going to move, and in what direction.
2
I
other, the owner of the larger road vehicle may ask for a single reroll of BOTH dice. This is true even if the larger road vehicle is inoperable or both road vehicles are owned by the same player.
3
Mo
the direction shown on the direction die.
If the affected road vehicle moves into a space that
causes another slam, continue resolving slams until each
space only has one road 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.
FRONT ARC
The three spaces to the front left, front, and front right
are that vehicle’s front arc. When moving, cars only
move into a space in their front arc. When shooting,
vehicles can only target a car located in their front arc.
9
FRONT
FRONT
LEFT
FRONT
RIGHT
STEP 3:
MOVE

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The car 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
car or chopper (see Front Arc, page 9).
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.
To shoot, choose a target and roll the shooting die. If the size you roll matches the size of the road vehicle you are shooting, that vehicle is hit and it takes damage.
The owner of the damaged car
draws and resolves a damage
token (effects are shown on the
back of this rulebook).
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
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.
THE SHOOTING DIE
To determine if a shooting attack is a hit, match the die to the size of the road vehicle being shot at.
THE SLAM DIE
Small/Medium
road vehicle
Bottom vehicle
moves
Top vehicle
moves
Medium
road vehicle
Large
road vehicle
Any size
road vehicle
x2 x1 x1 x3 x1x4
10
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 you
moved into the “end turn” space. That car cannot be
assigned another die for regular movement this round
(but possibly may be able to coast on a later turn).
Any cars 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.
OUT OF THE GAME
A player is out of the game if all of their cars are
eliminated or inoperable. Remove that player’s
chopper from play. That player’s inoperable cars
stay on the board. That player takes no more
turns for the rest of the game.
WINNING THE GAME
The game ends and you win if either:
µYour car moves onto the finish line.
(see The Final Tile, left); OR
µYou are the only player left with operable cars.
MOVING OFF THE FRONT
OF THE BOARD
When a car moves off the FRONT of the lead road tile,
one of two things happens:
µIf it WAS the final tile and the car 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
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.
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.
11

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DAMAGE TOKENS
When your car takes damage, draw a damage token. Resolve the effect of the token (below) .
Then, place the token face down in one of the car’s damage slots below its dashboard.
If your 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 9) . If a car is moved
onto an impassable space or off the left, right, or rear edge of the board, it 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 taking damage).
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”
tagline, 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.
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.

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