Thunder Road: Ignition

Restoration Games, IELLO · Board game · 2026
2–4 25–45 min
rating Ludopedia
8.9 rating BGG
STEP BY STEP

Objective of the Game

In Thunder Road: Ignition, you are leading a crew in a high-octane race. Your goal is to navigate treacherous terrain, avoid hazards, and outmaneuver your opponents. The first player to get two of their cars across the finish line immediately wins the game!

Setup

Follow these steps to get your race ready:

  1. Place the starting road tile on the table (players choose which side is up: 1 or 10), followed by 5 more tiles and the finish line tile. You can use any mixture of straight and curved tiles and use either side of each tile.
  2. Place a pit stop token next to the starting tile and the third and fifth road tiles. (For a longer game, use 8 road tiles and place a pit stop token next to the seventh road tile as well.)
  3. Mix up the hazard tokens and place one facedown on each hazard space on all road tiles.
  4. Mix up the damage tokens and place them in a facedown pile.
  5. Place the FX dice (Direction die, Stunt die, Slam die, and Shooting die) within reach.
  6. Each player chooses a crew color and takes the matching dashboard, cars, and movement dice. Place your cars in the starting area near the starting road tile.
  7. The youngest player goes first and takes the first-player token.

Game Flow

The game is played over a series of rounds. Each round follows this structure:

  1. Roll Phase: At the start of each round, every player rolls all of their movement dice.
  2. Turns: The first player takes a turn, followed by the player to their left, and so on. Each player takes 3 turns per round.
  3. Round End: After everyone has taken 3 turns, the first-player marker passes to the player on the left.

Actions and How to Play

On your turn, you must perform these three steps in order:

1. Use a COMMAND (Once per round)

You may use one command from your dashboard. Place one of your rolled movement dice onto the command die slot (the value doesn't matter). You can choose which of your 3 turns to use this command. If you don't use it, skip to step 2. Available commands are:

  • Slipstream: Roll the stunt die and move one of your cars that number of spaces. You cannot move the car that is farthest forward (or tied for farthest forward).
  • Jumpstart: If you move a car from a pit stop to the road this turn, you can move it as normal.
  • Drift: When moving, you can ignore the first car you move onto unless it is the space you end your move on. You do not slam.
  • Missile: Immediately, shoot at any car on the board.

2. MOVE a car

Place one of your remaining rolled movement dice onto an open slot on your dashboard. Move the corresponding car that number of spaces. Rules for movement include:

  • Movement: You move into one of the three spaces ahead: front-left, front-right, or directly in front.
  • Hazards: If you enter a space with a facedown hazard token, flip it face up and resolve it.
  • Space Resolution: Resolve every space you enter. If you enter a space with another car, you slam unless you used Drift.
  • Movement Limit: You must use the full die value unless you take damage or slam another car, which ends your movement.
  • Exiting the Board: If a car is knocked off the board (left, right, or rear) via slam, damage, or other effects, it goes to the pit.
  • Pit Stop Exit: When exiting a pit stop, discard all damage tokens and place the car on the back row of the current road tile. It cannot move or shoot unless you used Jumpstart.

3. SHOOT with that car

You can shoot a car located in the spaces directly in front of your car (front-left, front-right, or directly in front). You can shoot through a barricade. Roll the shooting die; if the result matches the size of the target car (small, medium, or large), you hit! The target player draws and resolves a damage token.

Slamming and the Direction Die

When a car moves into a space occupied by another car, they slam. Stack the moving car on top of the stationary car. Simultaneously roll the slam die and the direction die:

  • The slam die determines which car moves.
  • The direction die determines the direction of movement.
  • If one car is larger than the other, the owner can reroll both dice once.
  • If the moved car ends up in a space with another car, a new slam begins.

Taking Damage

When a car takes damage, draw a damage token and resolve it. Flip the token face down on the car's damage slot. If a car receives a second damage token, it goes to the pit.

Fim de Jogo e Pontuação

The game ends immediately when one player gets two of their cars across the finish line.

Scoring/Winning:

  • The first player to cross the finish line with two cars wins.
  • When a car crosses the finish line, place it near your dashboard. If you assigned a die to it that round, place it next to the car; otherwise, choose an unassigned die to place next to it.
  • In future rounds, that player will only roll three dice and only take two turns.

Dicas para Vencer

Consulte o manual para detalhes sobre esta seção.

OFFICIAL RULEBOOK
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