# Rallyman: DIRT – RX ## General Info - **Year Published**: 2021 - **BGG Rating**: 8.1 - **BGG Rank**: — - **Players**: 1-6 (Best with: 3, 4, 5) - **Duration**: 45-60 min - **Weight**: 3.00 / 5 - **Designers**: Jean-Christophe Bouvier - **Artists**: Joëlle Drans, Loïc Muzy - **Publishers**: Devir, Holy Grail Games, Raven Distribution, Synapses Games - **Categories**: Expansion for Base-game, Racing - **Mechanics**: Dice Rolling, Different Dice Movement, Grid Movement, Hexagon Grid, Modular Board, Push Your Luck, Race, Roll / Spin and Move, Simulation, Solo / Solitaire Game ## Verdict If you're already a fan of the Rallyman series and want to spice up your races with more variety, DIRT – RX is the right choice! It brings together the best of both the GT and DIRT worlds, creating Rallycross events that are pure adrenaline.Perfect blend of GT and DIRTNew tiles and challengesHigh replayability with componentsFull compatibility between versionsRequires base Rallyman gameCan be complex initiallyHIGHLY RECOMMENDED ## Description Get ready to put the pedal to the metal and mix it all up! Rallyman: DIRT – RX is that expansion that brings together the best of both worlds: the adrenaline rush of the closed tracks from Rallyman: GT with the drifts and madness from Rallyman: DIRT. Think short, intense races with modified cars ready for anything. Here, you'll enjoy the thrill of circuit racing, but with that rally touch we all love: jumps, drifts, and maybe even a few crashes (just kidding... or are we?). This beauty brings 15 new track tiles for you to build Rallycross circuits or supercharge your normal rallies. And the best part: with the new rules, all tiles from GT and DIRT (and their expansions!) become compatible with each other. This means you can mix everything up to create insane events, whether in closed circuits, rallycross, or traditional rallies. The expansion also comes with new driver dashboards, extra dice, and tokens to add that final touch to your experience. If you enjoy the Rallyman series and want more variety and challenges, this expansion is sure to put some extra gas in your games! ## How to Play Game Objective In Rallyman: DIRT – Rx, players participate in Rallycross races, which are intense events on closed tracks with mixed surfaces. The main objective is to be the first car to cross the finish line on the final lap. Unlike traditional rally races, all cars start at the same time, adding direct competition with other drivers. Setup Build Your Track: Rallycross tracks are closed circuits. The Pre-grid must be positioned 2 to 3 track pieces from the start/finish line and connected to the circuit by one of the fork pieces. The start/finish line is not printed on a track piece; it is represented by a standee. This standee can be placed over any space dividing line that spans the width of the track, including between pieces. It cannot be placed in a curve space or between the entrance and exit of the Joker lap. A "lap" in a Rallycross race is from the finish line to the finish line, not from the Pre-grid entry point. The Joker lap is a separate section of the track that each driver must traverse a single time during the race. Its entrance and exit are indicated by colored arches. You can use any track pieces from this expansion, the Rallyman: DIRT base box, or other expansions to build the circuit. Rallyman: GT pieces can also be used. Rallyman: GT curve pieces are counted as normal spaces with speed limits. Some sides of the RX pieces include 3 lanes instead of the usual 2, compatible with Rallyman: GT. It is possible to move diagonally from a 2-lane space to a 3-lane space. The different track types (asphalt/gravel) on the track pieces do not affect the performance of Rallycross cars. Focus Tokens: Place the focus tokens in stacks near the track, easily accessible to all players. Damage Tokens: Take the following damage tokens from the DIRT base box: 6x Green Flag, 18x gear die damage, 6x brake die damage, 6x coast/leader die damage. Take the following damage tokens from this RX expansion: 6x boost die damage, 6x Yellow Flag. Place all damage tokens in the damage token bag and position it near the track. Color: Each player chooses a color and takes a corresponding car model, a driver card, gear markers, a Joker token, and an RX Asphalt Tire Dashboard. Players arrange these in front of them, with the Dashboard showing "Dry" weather condition and the "OK!" side of their Joker token face down. Dice: Place the dice from the Rallyman: DIRT base box and this expansion near the track, easily accessible to all players. Determining Starting Order: Take one gear marker from each player and draw them randomly one by one. Cars are placed on the Pre-grid in the order they are drawn. The first player's car is placed in Pole Position (the first space in the inner lane, facing the first curve). The player whose token is drawn next is placed in the space adjacent to the first. Repeat until all cars are positioned. When there are no more spaces in a row, cars are placed in the back row, starting from the inner lane. Gear and Round Markers: Each player places their "0" gear marker white side up next to their car. The round marker is placed on the table white side up, visible to all players. The first player takes the dice, and the race can begin! Game Flow The game consists of alternating "white" and "black" rounds. Each player has one turn per round. The round marker has a white side and a black side to indicate the current round. Players' gear markers also have white and black sides and are used to track the car's speed between turns and indicate if the player has already played in the current round. If a player's gear marker is the same color as the round marker, they have not yet taken their turn in this round. After finishing their turn, the player places a new gear marker showing the color of the next round. When all players' gear markers no longer show the color of the current round, a new round begins, and the round marker is flipped. Determining Play Order At the beginning of each round, the play order is determined by the following priority: Speed: The car with the highest gear marker plays first. Distance: If two or more cars are at the same speed, the car whose space has the most advanced front edge on the track plays first. Position: In case of a tie in speed and distance, the car in the inner lane of the current or next curve plays first. A "curve" is a section of the track with speed limitations. Once the play order is determined, each player takes their turn one after another. The Turn Players choose and roll their dice to move their cars. The RX Dashboard is slightly different from those in Rallyman: DIRT. The RX Dashboard indicates the car type (RX) and the available dice pool. In Rallycross races, track types (asphalt/gravel) do not affect car performance; they are merely aesthetic. If using advanced rules, Weather can affect available dice, and you will have access to two tire types: Asphalt Tires (great in dry conditions, lose grip in rain) and Rain Tires (maintain grip in rain, but not as good in dry conditions). The Dashboard also shows the number of results a player can roll before suffering a Loss of Control and its consequences. Any damage suffered during the race is indicated on the Dashboard via damage tokens and can modify die values. End of Turn A player's turn ends when: They have completed their movement action. They are blocked. They suffer a Loss of Control. Regardless of the cause, the player places a gear marker showing their final speed and the color of the next round next to their car. When all players have had a turn in the round, the round marker is flipped, and a new round begins. Actions and How to Play The Dice The dice available on the RX Dashboards function as described in the main manual, with the following exceptions: RX cars cannot use the Gear 6 die. Boost Die: RX cars have access to a new die type. Combining a Boost die with a Gear die allows moving one space forward while increasing speed by 2 (instead of one). To do this, roll the Boost die along with a Gear die that is 2 gears above your current speed. Like Brake dice, it is possible to use focus tokens to guarantee a Boost roll, but the player must guarantee both dice (the Gear die and the Boost die). The Boost die cannot be combined with a Flying Start. Track Rules The rules for Movement, Curves, Drifting, Shortcuts, Jumps, Water Hazards, Overtaking, and Blocking are the same as in the main manual, with some additions unique to Rallycross: The Joker Lap: Each player must pass through the Joker lap a single time during the race. They are free to choose which lap they will do this on. Once a player has exited the Joker lap, they can take their Joker token and flip it to the "OK" side to indicate they have completed it. If a player does not complete the Joker lap before the end of the race, they are disqualified. The Pre-Grid: Cars start in the Pre-grid and then enter the circuit. Once they have exited the Pre-grid and any track pieces leading to the main circuit entrance, they cannot re-enter them. Fork Pieces: Some RX track pieces can be accessed/exited from three sides. These are the fork pieces, used to add the Joker Lap and the Pre-Grid entrance to the circuit. Spaces on a fork piece behave like normal spaces, except: Speed Limit Spaces: Follow the same speed limit rules as the main manual. Half-Line Spaces and Speed Limits: Count as two separate spaces, even if divided by a half-line. You can move to and from any of these spaces via any space connected to them. Rolling Dice and Moving Your Car You can roll your dice one by one or Flat Out. The only exception is that when rolling Flat Out, you can mark the target space with a gear marker indicating the gear you will be in at the end of the movement. When moving Flat Out, you generate focus tokens (not second tokens), which can be used to guarantee dice. Loss of Control When suffering a Loss of Control, the results are dictated by the Dashboard (weather cards are not used). To resolve a Loss of Control, the player checks their Dashboard. The car's speed and the Danger Level of the piece where the Loss of Control occurred contribute to the effects. The car is turned in the wrong direction but remains in its space, and the player places the "0" gear marker next to it. The car can be turned and played normally on the next turn. The three columns on the Dashboard indicate the Danger Level of the piece. Each piece has colored panels at each end that indicate its Danger Level. The car's speed and the Danger Level of the piece indicate how much damage it suffers. For each black square in the corresponding space, the player must draw a damage token from the bag. Damage Tokens Gear, Brake, and Coast Damage, as well as Green Flag tokens, function as described in the main manual. There are two new additions: Boost Damage: The number of Boost dice the player can use each turn is reduced by one for each of these tokens present on their Dashboard. Yellow Flag: When a Yellow Flag token is drawn, place it on the track piece where the Loss of Control occurred. A player cannot move next to another car on the piece where this token is placed, nor on the pieces directly before and after it. Cars can move next to others that are off-track or in Gear 0. Cars already next to others when this token is placed can move normally. Multiple Yellow Flag tokens on the same piece have no additional effect. When the player who drew the Yellow Flag starts a subsequent turn in Gear 0, they remove the Yellow Flag token and place it on their Dashboard. The token no longer has an effect at this point. There is no way to repair your car during a Rallycross race. Advanced Rules (Optional) Full Contact: Allows pushing other cars. Pushing: You can push another car forward and move into its space, provided you are directly behind it and move into its space in the same Gear or higher than indicated on its gear marker. The target car is moved one space directly forward. A car cannot be pushed into a space containing another car or obstacle, nor next to another car if it is not in the same Gear or higher. You can push a car into a Curve, Jump, Water Hazard, etc., and out of a Shortcut (but not into one). You can push a car in Gear 0. You can push multiple cars per turn, but the same car only once, unless it is blocking you. Impact Damage: When pushing another car, if you enter its space in a higher gear than indicated on its gear marker, both players must draw a number of damage tokens equal to the difference between their speeds. Danger Tokens: Pushing a car into a speed limit space: The player of the pushed car places a number of their danger tokens on their Dashboard equal to the difference between the speed limit and their gear marker. If a player is pushed and starts their turn in a space with a speed limit lower than their current gear, this does not cause an automatic Loss of Control. Pushing a car into another track element: If a car is pushed into a space with a track element that does not involve a speed limit (including Jumps, Water Hazards, etc.), it adds one of its danger tokens to its Dashboard, but does not suffer any of the normal effects of that space. A player can have a maximum of 3 danger tokens on their Dashboard at any time. At the beginning of the player's next turn: If the number of danger tokens on their Dashboard equals or exceeds their limit: they suffer an automatic Loss of Control in their current space at the speed indicated on their gear marker. If the number of danger tokens on their Dashboard does not equal or exceed their limit: the player must add an equal number to the result of their ## FAQ ### Do I need Rallyman: GT or DIRT to play with this expansion? Yes! Rallyman: DIRT – RX is an expansion, so you'll need the base game Rallyman: GT or Rallyman: DIRT to play with it. ### How many players can participate? The base game supports 1 to 6 players, and this expansion maintains that flexibility, allowing you to play solo or with the whole crew. ### What exactly does this expansion add to the game? It brings 15 new track tiles to create Rallycross circuits, new driver dashboards, extra dice, and tokens. Additionally, it introduces rules to make all GT and DIRT tiles fully compatible with each other. ### Is Rallycross very different from regular Rallyman races? Rallycross combines the closed track and head-to-head racing of GT with elements like drifts, jumps, and shortcuts from DIRT, creating a more intense and focused experience. ### Does the playtime change much with this expansion? The estimated playtime is 45 to 60 minutes, similar to the base games. Rallycross races tend to be short and explosive. ### Is it difficult to learn the new rules? The complexity is moderate (BGG weight 3/5). If you're already familiar with Rallyman's basic mechanics, getting the hang of the new rules and tile compatibility shouldn't be a major issue.