Thunder Road: Vendetta
Overview
Thunder Road: Vendetta is a fast-paced vehicular combat racing game where players command a crew of cars speeding across an ever-scrolling road. Players roll dice to move their cars, slam into opponents, and fire weapons while dodging hazards. The road is made up of modular board tiles that scroll as cars advance – vehicles that fall off the back of the road are eliminated. The last player with cars on the road or the furthest ahead when the road can no longer scroll wins.
Components
- 3 Double-sided road tiles (forming the scrolling road)
- 12 Plastic car miniatures (3 per player in 4 colors)
- 4 Dashboards (player boards with car stats)
- Custom dice (movement, attack, hazard)
- Hazard tokens (oil slicks, debris, potholes)
- Damage tokens
- Road feature tiles
- Nitro tokens
- Command cards
- Stunt tokens
- Rulebook
Setup
- Arrange 3 road tiles end-to-end to form the starting road.
- Each player takes 3 cars in their color and a dashboard.
- Place cars on designated starting positions.
- Shuffle and deal starting command cards.
- Place hazard tokens, nitro tokens, and other components in supply.
- Determine first player randomly.
Turn Structure
On your turn:
1. Roll Dice
Roll all your movement dice (one per surviving car). You may also roll attack dice if in range of an enemy car.
2. Assign Dice
Assign rolled dice to your cars. Each car receives one movement die determining its move distance.
3. Move Cars
Move each car forward on the road by the number of spaces shown on its assigned die. Cars can also move laterally (changing lanes).
4. Slam and Shoot
- Slam: If your car ends adjacent to an enemy car, you may slam it. Roll attack dice; hits push the enemy car sideways or backward.
- Shoot: If equipped with weapons, fire at cars in range. Roll attack dice for damage.
5. Hazards
Cars that move through or land on hazard tokens must resolve their effects (spin out, take damage, lose speed).
If the lead car reaches the end of the front road tile:
- Remove the rearmost road tile.
- Place it at the front of the road, extending the track.
- Any cars on the removed tile are eliminated from the game.
- Place new hazards and features on the newly placed tile.
Actions
- Move: Advance car forward by die value; may change lanes.
- Slam: Roll attack dice when adjacent to enemy; push them off course.
- Shoot: Use weapons to damage cars at range.
- Nitro: Spend a nitro token for bonus movement.
- Command Cards: Play cards for special effects (extra moves, shields, weapon boosts, etc.).
- Stunt: Perform special maneuvers for tactical advantage.
Scoring / Victory Conditions
Elimination Victory: If all other players’ cars are eliminated (fell off the back of the road or destroyed), you win.
Position Victory: If the game reaches a point where the road cannot scroll further, the player whose car is furthest ahead wins.
There is no point-based scoring. The game is pure racing and combat elimination.
Special Rules & Edge Cases
- Road Scrolling: The road is always exactly 3 tiles long. When the lead car triggers a scroll, the rearmost tile is relocated to the front. Cars on the removed tile are permanently eliminated.
- Car Damage: Cars can take a limited number of hits before being wrecked. Wrecked cars become hazard obstacles on the road.
- Lane Changing: Moving laterally costs 1 movement point per lane shifted.
- Slamming Priority: The active player always slams first. If two cars are adjacent at the start of a turn, the active player decides.
- Nitro Limit: Each car can carry a limited number of nitro tokens. Nitro adds bonus movement but cannot be used for slamming.
- Wrecked Cars: A wrecked car remains on the road as debris until the road scrolls past it.
- Head-to-Head Slams: If two cars slam each other, compare roll results; higher result pushes the other.
- Eliminated Players: A player with no cars remaining is out of the game.
- Solo/Co-op Variants: The game includes variant rules for different player counts and play styles.
Player Reference
| Die |
Effect |
| Movement die |
Move car forward X spaces |
| Attack die |
Damage/push on hit |
| Hazard die |
Resolve hazard effects |
Road Scroll: Lead car reaches end -> remove rear tile -> place at front -> eliminate cars on removed tile
Victory: Last player with cars OR furthest ahead when road can’t scroll