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Step by step
Game Objective
Refer to the manual for details on this section.
Preparation (Setup)
The Co-Pilot Pack adds several components and rules to enrich your races in Rallyman: DIRT. For setup, consider the following items:
- Soft Tires: Includes 6 R6, 6 R5, and 6 R4 Soft Tire Dashboards, plus 18 Wear markers. These Dashboards function like the others, but tire grip degrades over time.
- Track Tokens: Contains 3 Jump tokens, 3 Water Hazard tokens, and 6 Chicane tokens. These tokens can be placed in any space that does not contain a pre-existing track effect to create unique situations.
- Classic Dashboards: Includes 12 Classic Dashboards, which also feature a Soft Tire type.
- Classic Time cards: Replace the normal Gear 5 Time cards with Classic Time cards when playing with Classic Dashboards.
- The Bridge: This track piece acts like a normal piece, with regular spaces and Danger level, allowing two parts of the track to cross.
- Filler and Podium Tiles: These 3 pieces are aesthetic and can be added at the end of the final stage of your rally to line up the winning cars.
When starting the game with Soft Tires, place the Turn 1 (T1) Wear marker on your Dashboard, in the dotted outline location.
Game Flow
The game flow follows the basic rules of Rallyman: DIRT, with some additions and modifications:
- Soft Tire Degradation: At the end of each turn, regardless of the Track type you are on, you must flip the Wear marker to the next turn (e.g., from T1 to T2, from T2 to T3, etc.).
- Wear Marker Effect: When moving on Track types affected by the Wear marker, apply the limit indicated on it. This limit will degrade over time until, on Turn 7, the token is removed and the limit shown on the Dashboard takes effect. Unaffected Track types follow the limit shown on the Dashboard.
Actions and How to Play
Actions and gameplay are expanded with the following rules:
Soft Tires
- Soft Tire Dashboards function exactly like other Dashboards and can be swapped during Assistance.
- During Assistance, you can choose to replace your Soft Tires instead of swapping them for another type. When doing so, replace your current Wear marker with the T1 marker. At the end of your next turn, you will flip this marker to T2, and so on.
- You do not replenish your Wear marker when using the Spare Tire card.
Track Tokens
- Water Hazard and Jump Tokens: These tokens give the spaces they occupy the special rules for Jump and Water Hazard, as described in the main manual.
- Chicane Tokens: These are best used in groups of 2 or more, with at least one indicating a Speed Limit. The Speed Limit shown on the Chicane tokens must be respected like those of a Corner space. Spaces with hay bales are impassable; a car can never move through a space that contains one.
Classic Dashboards
- These Dashboards behave exactly like normal Dashboards, except that Brake dice are replaced by the Double Downshift ability.
- Double Downshift: A car can only perform a Double Downshift while on the same Track type as its Tire type, as indicated by the icon.
- When performing a Double Downshift, instead of placing a Gear die according to normal rules, a player can place a Gear die with a value 2 less than their current Gear.
- Can be used at any time during a player's movement and in multiple spaces, if desired. Cannot be performed multiple times in the same space.
- If a die used to perform a Double Downshift rolls a 1, the driver suffers an automatic Loss of Control in that space.
- You can use Second tokens to protect these dice when rolling them one by one.
- You can perform a Flat Out move when using this rule, but pay attention to the results of the dice used to perform Double Downshifts.
- If you suffer a Loss of Control during a Flat Out move involving a Double Downshift, whatever the cause, you can still rearrange your dice according to normal rules. Dice used to perform a Double Downshift must still be used to perform this action once rearranged, whether they rolled a 1 or not. When a Double Downshift die that rolled a 1 is rearranged, it will cause the Loss of Control to be resolved in its space, if it does not occur before.
- Gear Dice: The maximum Gear of a Classic car is 5. They cannot use the Gear 6 die.
Time Cards
- For the solo mode of Rallyman: GT, you can use Time cards to record your times instead of the Solo sheet.
- When doing so, you take a Time card from the Gear in which you end your turn, instead of writing it on your Solo sheet.
End of Game and Scoring
Refer to the manual for details on this section.
When using Time cards in Rallyman: GT solo mode, sum the value of all your cards at the end of the game, minus 1 second per remaining Focus token, to get your final score. Damage caused by a Loss of Control is still dictated by the GT Dashboards, not the Time cards.
Tips for Winning
- Plan Soft Tire Degradation: As Soft Tire grip degrades each turn, plan your moves and the possibility of using Assistance to replace them and reset the Wear marker to T1. This can be crucial for maintaining speed on longer stages.
- Master the Double Downshift with Care: The Double Downshift ability of Classic Dashboards offers flexibility, but the risk of Loss of Control when rolling a 1 is high. Use Second tokens to protect these dice and avoid using it in critical spaces without protection, especially during Flat Out moves.
- Explore Track Tokens for Tactical Advantage: The combination of Jump, Water Hazard, and Chicane tokens can drastically change the dynamics of a stage. Use them to create challenges for your opponents or to plan routes that maximize your own abilities and tire types.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules