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FURY ROAD

ROAD WOLF: FURY ROAD


A Fast Tabletop game of Vehicle Combat created by Sean Patten
Fury Road updated by Jason Aronson, Chris Wolfe,
and the Santa Cruz: Fury Road Gaming Group
July 16th, 2015 - Version 1.0.5

CONTENTS
Overview Page 2
Components Page 2
Getting Started Page 2
The Round, Turns, and Activating Vehicles Page 3
Checks and Contests Page 3
Measuring Page 4
Vehicle Sizes and Types Page 5
Crew and Gear Page 5
Vehicle Record Sheets Page 6
Crew Tokens Page 6
Gear Tokens Page 6
The Road Page 7
Road Turn Page 7
Road Cards Page 7
Actions Page 8
Combat Page 8
Damage Page 9
Wipeout Checks Page - 9
Takeovers Page 10
Missions Page 10

1
OVERVIEW ment and Attack ranges. Make sure they
are all the same size at 4 inches long. You
Road Wolf is a game of Vehicle combat on a de- can use an 8 inch long stick marked in the
serted highway, where fast cars and savage driv- middle to represent two Sticks if youre so
ers battle for resources and survival on the open inclined.
road! Check out Mad Max 2: Road Warrior A table: Youll need a table to play on, at least
and Mad Max: Fury Road and youll know what 48 long. Place a brown cloth or a board
the game is all about. Players take turns acti- down on the table for the actual play area
vating their vehicles as they race down a long thats 24 wide and 48 long.
stretch of road, shooting, ramming, and their Road: Youll need to make a road thats 48
crews hand-to-hand battling to the death. Play long and 6 wide. Any black material will
continues until an objective (determined by the do, such as construction paper or asphalt
mission being played) is met and a winner is de- roofing tile. Lay it out running down the
termined. No crew are safe, no vehicle is sacred, middle of the play area. Designate a Start
and for most death is guaranteed. and an End of the road.
Vehicles: Hot Wheels, Matchbox, or other
small toy cars and trucks around 1/64 scale
COMPONENTS are ideal for games of Road Wolf. For mo-
torcycles, try 1/64 scale military figures, HO
To play Road Wolf, you will need: scale train figures or old Micro Machines
Six-sided dice: These are used to resolve bikes. Youre encouraged to modify or paint
conflicts such as combat. Its handy to have your Vehicles to make them more menac-
at least four six-sided dice per player. ing add spoilers, push bars, extra lights,
Road Cards: Print three pages of Road blowers, bigger tires, and spikes. You can
Cards, cut them out, shuffle them, and place immobilize the back wheels with tape, wire,
them face down at the End of the road in a or gum so they dont roll away during your
deck. game. When in doubt, paint your Vehicles
Markers: Print one page of Markers and cut black, gray, or red, and use stickers or de-
them out. cals to add skulls, snakes, or other menacing
Vehicle Record Sheets: Print several pages of icons.
Vehicle Record Sheets and cut them out. Order Tokens: Youll need tokens of the
Crew and Gear Tokens: Print one page of same size and shape, one color per player.
Crew and Gear Tokens per player and cut You should have one for each Vehicle each
them out. player controls in their player color (plus a
Sticks: Each player will need a measuring few to allow for any Takeovers). Glass peb-
Stick. They are used for measuring Move- bles are ideal for this, but printed tokens are
acceptable.

2
GETTING STARTED CHECKS AND CONTESTS

Start by setting up the road and choosing a Road Wolf utilizes an opposed roll system using
Mission. Then, determine the Point value for six-sided dice for all Checks and Contests. For
the game (between six and ten is good place to every roll, one player acts as the Attacker and
start). This is the number of Points each player another player acts as the Defender. They roll
may spend on Vehicles as well as the number of their dice and compare results. Dont add the
Crew and Gear Tokens each player may choose. numbers on the dice together instead look at
Unless otherwise noted by the Mission, shuffle the number rolled on each die. Whoever has a
the Road Cards and place them face down off die with the highest number wins. In the case of
the board, near the End of the road. a tie, compare the next highest dice, and so on
until the winner is determined. If a tie occurs,
the Attacker always wins.
THE ROUND, TURNS, and
ACTIVATING VEHICLES EXAMPLES:
An Attacker that rolls 6 and 1 will beat a
Gather the Order Tokens, a different color for Defender that rolls 5 and 5, because the 6
each player. In an opaque bag, for each player is the highest roll.
place a number of these Order Tokens equal to Attacker: ^ !
the number of Vehicles they control. The round
Defender: 5 5
begins by a player reaching into the bag and
blindly picking a random Order Token it is
An Attacker with three dice that rolls 3, 2,
then the turn of the player of the corresponding
and 1 will beat a Defender that rolls 3 and
color. On a players turn, they may perform up
2 because the attackers die that rolled 1 is
to two Actions with one of their Vehicles which
still more than nothing (so having more
has yet to act this round. Once these Actions
dice is a sizable advantage).
are completed (or a chosen Vehicle is selected
to pass for the round) the Order Token that was Attacker: # @ !
drawn for this turn is placed next to the Vehicle Defender: 3 2
to mark that it has acted. Then another Order
Token is drawn from the bag and it is the players
turn of the corresponding color. This sequence You will learn later in the rules that Veteran
continues until all Vehicles have acted or passed, Drivers can reroll one die for some Contests
at which point the Road Turn occurs (see the and Checks. Only one die can be rerolled per
ROAD TURN section on page 7 for details). player per Check or Contest, and that die can be
Then the round begins again and, like before, rerolled only once. The rerolled result stands,
a number of Order Tokens of the appropriate even if it is worse.
player colors are placed in the bag equal to the
number of Vehicles controlled by each player.
This number will change throughout the game
as Vehicles are Abandoned, Captured, or De-
stroyed. Continue until the Mission has ended
(see MISSIONS on page 10 for how to end each
Mission).

3
CHECKS: A Check is a roll a player must make MEASURING
that affects only them. Another player rolls
dice in opposition acting as the Attacker and When measuring for a Vehicles Move, measure
the player facing the effect (such as a Wipeout from the same point on the Vehicle for its start
Check) rolls dice as the Defender. and end position in other words, do not add
CONTESTS: All forms of combat are Contests. the Vehicles length or width to its Move. When
The Attacker and Defender both roll dice and measuring for a Ranged Attack, you may mea-
compare the results. The type of combat deter- sure from any point on the attacking Vehicle to
mines how many dice are rolled (see COMBAT any point on the target Vehicle. You may not
on page 8 for details). measure through another Vehicle or Wreck. Ve-
OVERKILL: If the winning roll consists of any hicles are Adjacent if there is less than a fingers
dice that rolled higher than the losers highest width between any part of them. You can feel
die, then Overkill occurs. Overkill is an extra free to measure any distance at any time dur-
degree of success that imposes additional penal- ing your turn. If you declare an Attack and your
ties on the loser, if applicable. You do one point Vehicles target is out of range, that Attack does
of Overkill for each die that rolled higher than not resolve, any applicable Gear Tokens are not
the opponents highest die. Additionally, when consumed, and another action can be selected
the Attacker and Defender both roll 6s, any 6s in its place.
outnumbering the Defenders 6s each count as a
point of Overkill.

EXAMPLES:
A Defender that rolls 5, 3, 1 will beat an
Attacker that rolls 2, 2, 2 as well as gener-
ate two points of Overkill, as the Defender
rolled two dice that were higher than the
Attackers.
Attacker: @ @ @
Defender: 5 3 1

An Attacker that rolls 6, 5, 4, and 4 los-


es to a Defender that rolls 6, 6, 3, and 1.
The Defender also generates one point of
Overkill because they rolled one more 6
than the Attacker.
Attacker: ^ % $ $
Defender: 6 6 3 1 NOT
ADJACENT

ADJACENT

4
VEHICLE SIZES AND TYPES cludes defending against Ranged, Melee,
and Ram Attacks as well as Wipeout Checks.
Vehicles have some interesting features that tell They may still reroll when attacking.
how they will work during a game, plus values Heavy Vehicles are neither Street nor Dirt,
to ensure players have an even match. When se- and they may not use Nitro unless noted in
lecting Vehicles, all players must have the same a special scenario.
number of points unless otherwise indicated by
the Mission.
SIZE: All Vehicles have a Size value. Size is how CREW AND GEAR
many dice they roll in a Ram and how many
Hits they have (the amount of Damage they can Vehicles can take Crew and Gear Tokens to rep-
take before being destroyed). A Vehicle may be resent additional weapons, Nitro, and crew, one
assigned one Crew token for each size point it marker per points value of game being played.
has (+1 if they are Open). Some Tokens can be lost (such as running out of
CLOSED: Closed Vehicles may not make Me- ammo) as indicated. All tokens must be placed
lee Attacks. However, they get +1 die when De- on a Vehicle Record Sheet. At least one Crew
fending against Melee and Shooting Attacks. must be in the Driver position for the Vehicle to
OPEN: Open Vehicles may make Melee Attacks take any Action. Any Crew (other than Veteran
and may carry +1 Crew over their size category. Drivers) may not use their special abilities while
STREET: Street Vehicles receive +1 Nitro token driving.
for free.
DIRT: Dirt Vehicles do not have to make a Every Vehicle comes with one free Driver, which
Wipeout Check when going Off Road. can be upgraded to aVeteran for one point.
BIKES: Bikes get +1 free Stick of Movement Unless otherwise noted in the Mission text, each
per turn (as they have superior acceleration and player gets one Crew or Gear Token per Point
maneuverability). Additionally, successful Ram Value of the game being played. All Crew and
Attacks against Bikes result in the Bike mak- Gear Tokens must be assigned to a Vehicle but
ing a wipeout check rather than taking damage, they do not have to be revealed until they are
as their added maneuverability allows them to used.
avoid being hit. A Vehicle can only hold one Crew Token per
HEAVY VEHICLES: Although Heavy Vehicles size point, including the Driver (+1 additional
are powerful due to their sheer size, they are also Crew if Open). If the Vehicle is Destroyed, any
less maneuverable and thus have the following Crew are lost and any Gear is dropped (except
special rules: Ambush Tokens reassign Ambush Tokens
Heavy Vehicles with Veteran Drivers may to another of your Vehicles). If all Crew are all
not reroll dice when Defending. This in- killed, any Gear stays with the Vehicle.

VEHICLE TYPES:
SIZE CLOSED STREET CLOSED DIRT OPEN STREET OPEN DIRT
1 - - Street Bike Dirt Bike
2 Coupe Rally Car Roadster Buggy
3 Muscle Car Humvee Convertible 4x4 Truck
SIZE HEAVY
4 Armored Car / Limo
5 Big Rig

5
VEHICLE RECORD SHEETS hicles with Veteran Drivers may not reroll this
free Attack.
The Vehicle Record Sheet notes its Size, whether MECHANIC: For each Mechanic Token a Vehi-
it is Open or Closed, and whether it is Street or cle has it gets one free Repair Action each turn.
Dirt. It has one Driver slot, multiple Crew slots, Roll +1 die during this free Repair Action. Ve-
and multiple Gear slots. Place the appropriate hicles with Veteran Drivers may not reroll this
Tokens in the appropriate slots. A vehicle must free repair action.
have a Crew Token in the Driver slot in order to
take any Action.
GEAR TOKENS

SHOTGUN: Use this Token and one Action to


make a one Stick Ranged Attack from this Ve-
hicle using 2 dice. This vehicle may only make
this attack once per turn for each Shotgun To-
ken assigned to this Vehicle. If this Attack kills
any Crew, discard this Shotgun Token as it has
run out of ammo.
MOLOTOV: Use this Token and one Action to
make a one Stick Ranged Attack from this Ve-
hicle using 3 dice. Discard this Molotov Token
CREW TOKENS
after use.
AMBUSH: Use this Token and one Action to
DRIVER: All Vehicles come with a Driver for
make a two Stick Ranged Attack from the end of
free, but they may be upgraded to a Veteran
the board, or from any Bridge, Tunnel, Wreck or
Driver at the cost of 1 point.
Supplies Road Card using 2 dice. Discard this
VETERAN DRIVER: Veteran Drivers allow a
Ambush Token after use.
Vehicle to reroll one die for any Check or Con-
SPIKES: Use this Token and one Action to make
test unless otherwise noted. That die can be re-
a one Stick Ranged Attack behind this Vehicle.
rolled only once, and its result stands even if it
Treat this Attack as a Ram, but the attack roll
is worse than the original roll. A Veteran Driver
equals the size of the target vehicle +1 die. There
must be in the Driver slot in order to receive this
is no penalty if the attack fails or the Defender
reroll ability.
would otherwise win. Discard after use.
BRAWLER: For each Brawler Token this Vehi-
NITRO: Use this Token only if this Vehicle is on
cle has it roll add +1 die when making a Melee
the Road. It does not take an Action to use. This
Attack (for a total of +2 die per Brawler).
Vehicle must move two full Sticks straight for-
GUNNER: For each Gunner Token this Vehicle
ward, stopping if it hits another Vehicle, which
has it gets one free Shooting Action each turn.
will result in a Ram Attack. A Vehicle may not
It may Shoot with its default 1 Attack die at 1
use more than one Nitro Token per turn. Dis-
Stick or it may use a weapon Gear Token. Ve-
card after use.

6
THE ROAD ROAD CARDS: If a Road Card makes contact
with a Vehicle, a Ram or Wipeout Check may
To represent the hurtling speeds of the Vehicles occur as described for the Road Card. To pass a
in a game of Road Wolf, imagine that you are Bridge or Tunnel Road Card safely, a Vehicle has
watching the action from a helicopter, keeping to drive over the Road Card itself.
pace with the chase as the road rolls by below. NEW CARD: Once all the Stationary Objects
When a Vehicle makes a Move or Break Action, have been moved, place a Road Card in the cen-
it is really just moving around relative to the ter of the road and move it 2 Sticks down to-
other Vehicles. Vehicles should always be point- wards the Start of the road.
ing forward (toward the End of the road) unless PREVIEW CARD: At the of end of the Road
noted otherwise. Turn, reveal the next Road Card in the Road
OFF ROAD: A Vehicle is considered to be Off Card deck and place it face up on top of the deck
Road if no part of it is touching the road. When itself. This will be the next Road Card placed on
any non-Dirt Vehicle goes Off Road, it must the road on the next Road Turn and represents
make a Wipeout Check at the end of its current the conditions the Drivers are able to see in the
Move Action. Vehicles may never use Nitro far distance.
when Off Road.
LEAVING: Unless specified by the mission, if
a Vehicle ever moves off the board it may not ROAD CARDS
return and is counted as destroyed (along with
all Crew and Gear Tokens). CLEAR: Put this card in the discard pile, as the
road is all clear for now.
SLIDE: Any Vehicles that touch this card are
ROAD TURN considered to be going Off Road.
SLICK: Any Vehicles that touch this card must
At the end of every turn after all the players have make a Wipeout Check.
gone, follow these steps below in order: DEBRIS: Any Vehicles that touch this card will
RELATIVE MOVEMENT: Working from the be Rammed by a piece of Debris (Size 1).
Start to the End of the road, all Stationary Ob- WRECK: Any Vehicles that touch this card will
jects (Immobilized Vehicles, Wrecks, and Road be Rammed by a Wreck (Size 2).
Cards) are moved two Sticks directly backward BRIDGE: Any Vehicles that drive around this
(towards the Start of the road). card must make a Wipeout Check.
COLLISIONS: If a Stationary Object makes TUNNEL: Any Vehicles that drive around this
contact with a Vehicle, the Stationary Object will card take 1 Damage and are immediately Im-
Ram the Vehicle, potentially causing damage mobilized.
to the Vehicle or causing it to make a Wipeout SUPPLIES: Any Vehicle that ends its Move on
Check. After a Collision, move the Stationary this card may spend an Action to add an ad-
Object randomly to one side or the other. The ditional Gear or Crew Token to their Vehicle
Vehicle is considered to have moved through Record Sheet, or may automatically remove 1
the Stationary Object, is not slowed, and moves Damage. Discard this Road Card after it is col-
its full distance. lected.

7
ACTIONS

Vehicles perform any two Actions available to it


each turn. Vehicles may perform the same type
of action twice if they wish. For example, in one
turn a Vehicle could Move two times, or per-
form two Melee Attacks. Here are all the types
of actions a Vehicle can perform:
MOVE: Move this Vehicle up to 1 Stick in any
forward or sideways direction. If the Move
makes contact with any other Vehicle, this Move
COMBAT
ends immediately and this Vehicle then per-
RAMMING: The Attacker rolls dice equal to
forms a Ram Attack.
the size of their Vehicle (even if damaged), plus
BRAKE: Move this Vehicle up to 1 Stick in any
1 die if a Nitro Gear Token was used to Move.
backward direction. If this Brake brings this
The Defender rolls one die for each remaining
Vehicle into contact with any other Vehicle, the
Hit their Vehicle has. If the Attacker wins, the
Braking Vehicle is Rammed by the other.
Defender takes one point of Damage for each
MELEE: Only Open Vehicles may Melee At-
point of Overkill. If the Attacker won but there
tack an Adjacent Vehicle. Any Open Vehicle
is no Overkill, the Defender must make a Wipe-
may make a free Melee Attack at the end of any
out Check. If the Defender wins with any Over-
Move Action.
kill, the Attacker must now make a Wipeout
SHOOT: This Vehicle may perform a Shoot-
Check. If a Bike ever Rams, regardless of the
ing Action with the default 1 Attack die weapon
result to the Defender, the Bike will be instantly
(crossbow, pistol, etc.) or weapon Gear Token at
Destroyed. A Ram always ends the Attackers
another Vehicle within 1 Stick (unless otherwise
move unless the target is a Bike that is destroyed
noted by the Gear Token used).
by the Ram.
TAKEOVER: From this Vehicle, one Vehicle
MELEE: Both Vehicles roll one die for each
Crew may board any adjacent Abandoned Ve-
Crew on board (including the Driver). The At-
hicle and take control of it (see TAKEOVERS on
tacker adds +1 die for each Brawler aboard the
page 10 for details).
Attacking Vehicle and the Defender adds +1 die
PICK UP: One Gear Token can be collected by
if the Defending Vehicle is Closed. The loser
this Vehicle by making Pick Up Action adjacent
must discard one Crew Token for each point
to where it lies. Add this Gear Token to this Ve-
of Overkill. If the Attacker won but there is no
hicles Record Sheet.
Overkill, the defender must make a Wipeout
TRANSFER: This Vehicle may Transfer any
Check.
number of Crew or Gear Tokens to an adjacent
SHOOTING: The Attacker rolls dice based on
friendly Vehicle for 1 Action.
their weapon (default 1 die) while the Defender
REPAIR: This Vehicle may attempt to Repair it-
rolls one die, +1 die if the Vehicle is Closed. If
self during combat. Roll 1 die: for each die that
the Attacker wins, the Defender must discard
rolls a 6, remove 1 point of Damage.
one Crew token for each point of Overkill. If
the Attacker wins but there is no Overkill, the
Defender must make a Wipeout Check. If the
Defender wins then nothing happens.

8
DAMAGE IMMOBILIZED: Place a Vehicle facing Back-
wards to show that it is Immobilized. Until this
DESTROYED VEHICLE: If a Vehicle takes is done, the Vehicle may not do anything else
Damage equal to or greater than its Size, it is except Transfer Crew or Gear Tokens. To get an
Destroyed. All Crew are killed and a Wipe- Immobilized Vehicle moving again, an Action
out Check must be made. It comes to rest on must be spent to turn it around.
the road as a Wreck, but any Gear on board is
still considered to be on the Vehicle and can
be Picked Up. Note that Bikes do not become WIPEOUT CHECKS
Wrecks they are simply removed from the
board when destroyed. Some events or combat results will call for a Ve-
WRECKS: Any Wrecked Vehicles are placed hicle to make a Wipeout Check. This is a check
upside down across the road. The Wrecks Size between the Vehicle (the Defender) and the
value is that of the original Vehicles Size. When Road (the Attacker). A player that is opposed
a Wreck is hit by another Vehicle, the Wreck to the Vehicles owner must play the role of the
counts as Ramming that Vehicle (as with Col- Road. The Vehicle rolls 1 die for each remaining
lisions and Stationary Objects). The Vehicle is hit on the Vehicle (a minimum of 1). Veteran
considered to have moved through the Wreck, drivers may reroll this check. The Road rolls
is not slowed, and moves its full distance. After two dice unless otherwise noted. If the Vehicle
the Ram is resolved, move the Wreck as if it suf- wins then nothing happens. If the Road wins,
fered a Skid result on a Wipeout Check. determine the amount of Overkill that the Road
DRIVER LOST: A Vehicles driver must be the has rolled and consult the table below.
last Crew Token lost to Melee or Shooting At-
tacks. If the Driver is lost, treat the Vehicle as
Abandoned.
ABANDONED: Place a Skull Marker on the
Vehicle to show it is Abandoned. If an Aban-
doned Vehicle is not Taken Over by the start of
its next turn, it must make a Wipeout Check. If
it survives, it becomes Immobilized.

WIPEOUT CHECK TABLE

Overkill Result You must:


0 SKID Move the Vehicle 1 Stick in a random direction (roll 1 die,
double the result, and use a clock face to determine direction,
where 12 is straight ahead). This may result in a Ram or even
another Wipeout Check.
1 SPIN As Skid, except the Vehicle also becomes Immobilized it
will not make any more Wipeout Checks.
2 ROLL Do one point of Damage to the Vehicle, then treat as a Skid
result.

9
TAKEOVERS SETUP: The Runners begin at the Start of the
road and the Interceptors start on any other
For a Vehicle to Take Over an Abandoned Ve- board edge. In the first round, Activate all
hicle it must be adjacent to the Abandoned Runners then all Interceptors. For the second
Vehicle and spend 1 Action. The Vehicle per- round onward, Activate all vehicles as normal.
forming the Takeover (the Acting Vehicle) must
place at least one Crew Token on the target Ve- END: The game ends when all Runners have
hicles Record Sheet to occupy the Driver slot. escaped or have been stopped.
If the Driver of the Acting Vehicle changes Ve-
hicles, the Acting Vehicle becomes Abandoned. GOAL: The Runners earn one point for every
During a Takeover, you may transfer any Gear Vehicle they get off the End of the Road, and
Tokens to the target Vehicle for free. A newly half a point for ever Interceptor they Destroy.
Taken Over Vehicle immediately may perform The Interceptors earn one point for every
one Action. It may then take its full two Actions Vehicle they stop. The team with the most
as normal on its next turn. points wins!

If the target Vehicle is Immobilized and the Act-


ing Vehicle must be Abandoned, the now Aban- BREAKOUT
doned Vehicle may be left Immobilized and will
not be required to make a Wipeout Check (as it One team, the Convoy, must break through
has come to a complete stop). If the target Vehi- with their truckload of precious cargo!
cle is still Moving, it may only be Taken Over if
the Acting Vehicle is Open. The Taken Over Ve- SETUP: The Convoy must take a Big Rig (Size
hicle must immediately make a Wipeout Check 5, Closed, Heavy) in addition to any other Ve-
once the Takeover is completed, as this is a risky hicles, up to a total of 10 points. The attackers
maneuver. get 12 points.
The Convoy starts at the Start of the road. At-
MISSONS tackers start on any board edge. In the first
round, Activate the Convoy then all Attack-
Players must agree to what type of Mission ers. For the second round onward, Activate all
they want to play before starting a game. The vehicles as normal.
Mission determines how to set up and end the
game, as well as how to determine the winner. END: The game ends when the Big Rig has
Each Mission has its own story to tell, so try escaped, been captured, or Destroyed.
them all or invent your own!
GOAL: The Convoy wins if they can get the Big
Rig off the end of the road. The Attackers win
INTERCEPTOR if they can capture, Immobilize, or Destroy the
One team, the Runners, are intercepted by an- big rig.
other team of equal Points value, the Intercep-
tors, and must do whatever it takes to get away!

10
TWO-WHEEL TERROR win if they can capture the Limo and get it off
One team plays a marauding biker gang, the end of the road. If the Limo is destroyed,
preying on civilian Vehicles! The Bikers may the game is a draw.
only take bikes (use buggies if you dont have
enough bikes). The Enforcers must try to stop
them! HIJACKERS
A Truck is the target of two rival gangs who
SETUP: Put out a number of various civil- both want to capture it!
ian Vehicles equal to the Point total for the
game. Civilian Vehicles have one driver each SETUP: The Truck (Size 4, Closed, Street,
and must be evenly spread out along the road. Veteran Driver) begins at the Start of the road.
Bikes start at the Start of the road. Enforcers The Truck can be damaged, but it never loses
start on any board edge and must place before its last hit. The gangs start on opposite board
the game starts. Turn order is Enforcers, Bik- edges, anywhere along the edge. Until cap-
ers, Civilians, then Road. The Enforcers are tured, the Truck moves forward 2 Sticks each
skipped in the first round and may not act! turn, after the gangs.
Civilians: Civilian Vehicles may not take any
Actions. Whichever team is losing may control GOAL: Whichever gang can capture and drive
the wipeouts for Civilians. Any Supplies Road the Truck off the end of the road wins!
Cards touched by a damaged civilian will repair
1 hit on them.
MONSTERS
GOAL: The bikers win if they can Immobilize Monster trucks are terrorizing the highways
or Destroy all the Civilian Vehicles. They may can the survivors end their reign of terror?
also take over Civilian Vehicles if they wish!
The Enforcers win if they can take out all the SETUP: The Monster player may take two
Bikers before the Civilians are all wiped out. Monster Trucks (Size 4, Closed, Heavy, Dirt,
May Nitro, Melee +1 die, Ram does not end a
Move). The survivors may take 10 Points of
THE PRESIDENT Vehicles, Size 3 or smaller. The survivors begin
Enforcers must protect the Presidents armored at the Start of the road. The Monster Trucks
Limo! start on any board edge. In the first round, Ac-
tivate the Survivors then the Monster Trucks.
SETUP: Enforcers must take a size 4, Closed, For the second round onward, Activate all
Heavy Vehicle in addition to any other Ve- vehicles as normal.
hicles. The Limo and escorts begin at the Start
of the road. The Insurgents begin on any board GOAL: The Monsters win if they can destroy
edge. In the first round, Limo and Enforcers all of the survivor Vehicles. The Survivors win
first, then all Insurgents. For the second round if they can destroy both Monster Trucks. The
onward, Activate all vehicles as normal. game is a draw if any of the Survivor Vehicles
exit off the End of the road.
GOAL: The Enforcers win if they can get the
Limo off the End of the road. The Insurgents

11
CHASE THE WAGES OF FEAR
Runners must get past dozens of Cops! Can two trucks loaded with volatile explosives
make it through a valley full of suicidal raiders?
SETUP: Cops start with no Crew or Gear
Tokens except those that come with the Vehicle SETUP: Both teams get 14 points to spend.
(Driver and Nitro). Runners begin at the Start The Explosives team must purchase two spe-
of the road. Cops start on any board edge. In cialized Trucks (Size 4, Closed, may not Nitro).
the first round, the Runners go first, then all Both trucks are explosive for the duration of
Cops. For the second round onward, Activate the game! The Explosive team begins at the
all vehicles as normal. Any Bridge Road Cards Start of the road and the Raiders start on any
count as Bridge Out: Runners automatically board edge. In the first round, the Explosives
jump the bridge, and Cops are automatically team go first, then all Raiders. For the second
Destroyed if they go over the bridge. round onward, Activate all vehicles as normal.
Each time a Cop Vehicle gets Destroyed or Im- Any time an explosive truck takes damage from
mobilized, on the next cop turn, a replacement a Ram, it explodes! Any time an explosive
Vehicle of equal value may enter the board truck has to make a Wipeout Check, if any of
from any board edge, and may take one Crew their dice roll a 1, it explodes! Veteran driv-
or Gear Token from the list below. They may ers may use their reroll to try to avoid a 1. An
take any rank equal to or less than the number exploding truck will do 6 dice of damage to any
of Cop Vehicles that player has lost. Vehicles within 1 Stick of any part of the truck
RANK 1: Nitro, Gunner (treat as a Ram). This could cause the other
RANK 2: Shotgun, Spikes truck to explode, so keep them a safe distance
RANK 3: Veteran Driver, Ambush apart!

GOAL: The Cops win if they can stop all the GOAL: If either truck can make it off the End
Runners from exiting off the End of the road. of the road intact, the Explosives team wins! If
If any Runners escape, they win if three or both trucks are Destroyed or Captured before
more times the starting points worth of Cop they can make it off the End of the road, the
Vehicles are Immobilized or Destroyed. Any Raiders win!
other result is a draw.

12
GAUNTLET Veteran, Nitro: A 2 Point enemy buggy with
All players are Couriers who must cross a val- a Driver will Nitro into your lead Vehicle
ley of death plagued by mutants, ambushes, from Off Road! If you are Off Road, they
and worse! will Ram without Nitro.
Driver, Brawler: An enemy bike with a
SETUP: Couriers begin at the Start of the road Driver and a Brawler will move next to
with 4 points of Vehicles, plus one additional your Vehicle and Melee!
free Nitro. Couriers may not attack each other. Mechanic: Nothing - no attack.
Place a road card every (single) Stick. Cover
the entire road with cards this way before start- Any Mutants, bikes or buggies left on the board
ing! Cards should not be revealed until they at the beginning of the next round are removed
are within 3 Sticks of the lead car. After the they run away.
first round, turn order goes by Vehicle posi- For every enemy you Destroy, you may ignore
tion: The lead Vehicle goes first, then the next one attack (you may choose after drawing it).
Vehicle, and so on. Roll off for ties. After each Use Skull markers to keep track of Destroyed
Road Turn, each player must draw one random enemies.
Gear or Crew Token from a container to repre-
sent an enemy attack. The Vehicle in the lead GOAL: The game ends when all Couriers have
must draw two Tokens! been Destroyed or have exited the valley. To
exit the valley, you must drive off the End of the
ENEMY ATTACK TOKENS: road, but can do so only after the last road card
Ambush, Gunner, Shotgun, Molotov: Place has been placed!
a 1 Point Mutant on the side of the road The first Courier to exit earns one point. Each
closest to your lead Vehicle. They attack Vehicle that exits earns one point. The courier
your Vehicle with that weapon! Mutants who Destroyed the most points of enemies
can be Shot, Melee attacked, or Rammed. earns one point. Whoever has the most points
They Defend with one die, and are killed if wins!
they lose.
Spikes: Your Vehicle is hit by Spikes!

13
DERAILED The Gondola cars are treated as Open and can
Any number of teams must compete to take hold any number of Crew. To board a Gon-
control of a powerful freight train! dola from a Vehicle or another Gondola, there
cannot be any opposing Crew in the Gondola.
SETUP: Place a track down the middle of the Melee and Ranged combat can occur between
board, and two roads, one on either side of the the two Gondola cars.
track. Draw Road Cards for both roads if ei- The Engine is treated as Closed and can hold 2
ther one is a Tunnel or Bridge result, the other Crew. It starts with 2 neutral Crew members.
road is blocked off at that point as if it were Off Crew in the Engine can only be attacked by
Road. Place a train consisting of two Gondola crew in the front Gondola. To take control of
cars and an Engine in front. The back of the the Engine, a crew in the front Gondola must
train should be 1 Stick ahead of the start of the kill all rival Crew in the Engine, then spend an
road. Action to board it. Once in a Gondola, a crew
Any Vehicle that crosses the tracks at any time may spend an Action to search for supplies.
for any reason must make a Wipeout Check. Draw a random token from a container: if it is
Any Vehicle hit by the front of the train is a Shotgun, Ambush, Molotov, or Spikes, you
rammed by 6 dice. The Vehicle (or Wreck) will may keep it!
then be moved 1 Stick in a random direction. Once in control of the Engine, a crew may
Any Vehicle colliding with the side of the train spend an Action to move the train forward one
should be treated as being Rammed by the Stick. They may not Move more than 1 Stick
train with 3 dice. forward per turn. The engine may not use
If a Vehicle rammed by the train ever wins with Nitro.
overkill, the train is slowed down 1 Stick.
The train and its cars are indestructible, and GOAL: Whichever team can drive the train off
never make Wipeout Checks. the end of the board wins!

14
QUICK REFERENCE
ACTIONS Attacker wins: Target Vehicle takes Wipeout Check
Attacker wins with Overkill: Target Vehicle takes
MOVEMENT one Damage for each point of Overkill
MOVE: Move Vehicle up to 1 Stick in any forward or Defender wins: No effect
sideways. If this brings Moving Vehicle into contact Defender wins with Overkill: Attackering Vehicle
with any other Vehicle or Stationary Object, this Move must take Wipeout Check
ends immediately and this Vehicle performs a Ram At-
tack. OTHER ACTIONS
BRAKE: Move Vehicle up to 1 Stick backwards. If this TAKEOVER: Transfer one Crew over to adjacent
brings Braking Vehicle into contact with any other Ve- Vehicle to take control of it. If target Vehicle is mov-
hicle, the Braking Vehicle is Rammed by the other. ing, this Action may only be taken with Open Vehicle
and a Wipeout Check must be taken by Target Vehicle
COMBAT afterward.
SHOOT: Costs Action to shoot with Driver, free for PICK UP: Vehicle may collect one Gear Token adjacent
each Gunner to attack at 1 Stick (unless otherwise to it. Add this Gear Token to this Vehicles Record Sheet.
noted) TRANSFER: Vehicle may Transfer any number of Crew
Attacker: Rolls 1 die (Veteran Driver may reroll; or Gear Tokens to an adjacent friendly Vehicle.
Gunner may not reroll) REPAIR: Vehicle may attempt to Repair itself during
Defender: Rolls 1 die, 2 die if Vehicle is closed combat. Roll 1 die: for each die that rolls a 6, remove 1
(Veteran Driver may reroll) point of Damage.
Attacker wins: Target Vehicle takes Wipeout Check
Attacker wins with Overkill: Defender removes one ROAD CARDS
Crew for each point of Overkill from target Vehicle
Defender wins: No effect CLEAR: Put this card in the discard pile, as the road is
MELEE: Costs Action to attack adjacent Vehicle, free all clear for now.
at end of any Move Action (Attacker must be Open) SLIDE: Any Vehicles that touch this card are consid-
Attacker: Rolls 1 die for each crew member, +1 die ered to be going Off Road.
for each Brawler (Veteran Driver may reroll) SLICK: Any Vehicles that touch this card must make a
Defender: Rolls 1 die for each crew member, no Wipeout Check.
Brawler bonus (Veteran Driver may reroll), +1 if DEBRIS: Any Vehicles that touch this card will be
Vehicle is Closed. Rammed by a piece of Debris (Size 1).
Loser: Losing Vehicle takes Wipeout Check WRECK: Any Vehicles that touch this card will be
Loser with Overkill: Loser removes one Crew for Rammed by a Wreck (Size 2).
each point of Overkill from their Vehicle BRIDGE: Any Vehicles that drive around this card
RAM: Occurs after one Vehicle moves into another or must make a Wipeout Check.
collides with a Stationary Object. Moving Vehicle is TUNNEL: Any Vehicles that drive around this card
considered the attacker except when Breaking or col- take 1 Damage and are immediately Immobilized.
liding with a Stationary Object. SUPPLIES: Any Vehicle that ends its Move on this card
Attacker: Rolls dice equal to their Vehicles Size may spend an Action to add an additional Gear or Crew
category, +1 die if a Nitro was used (Veteran Driver Token to their Vehicle Record Sheet, or may automati-
may reroll) cally remove 1 Damage. Discard this Road Card after
Defender: Rolls dice equal to their Vehicles re- it is collected.
maining Hits (Veteran Driver may reroll)

15
QUICK REFERENCE
STATUSES AND EFFECTS VETERAN DRIVER: Allows a Vehicle to reroll one
die for any Check or Contest unless otherwise noted.
GOING OFF ROAD: When no part of a Street Vehi- Must be in the Driver slot for reroll.
cle is touching the road, it must take a Wipeout Check BRAWLER: +1 die when making a Melee Attack (for a
at the end of its move. total of +2 die per Brawler).
DESTROYED VEHICLE: If a Vehicle takes Damage GUNNER: One free Shooting Action per turn (cannot
equal to or greater than its size it becomes a Wreck, and be rerolled by Veteran Driver).
all Crew are killed, all Gear remains, and a Wipeout MECHANIC: One free Repair Action each turn per
Check must be made. Mechanic (and roll +1 die, cannot be rerolled by Vet-
WRECKS: Place Wrecks upsidedown across the road. eran Driver).
Wrecks have a Size value equal to their Vehicles Size.
When hit by a Vehicle, the Wreck counts as Ramming GEAR TOKENS
that Vehicle. That Vehicle is considered to have moved
through the Wreck, is not slowed, and moves its full SHOTGUN: Use during Shooting Action to roll 2 At-
distance. After the Ram is resolved, move the Wreck as tack dice to make a one Stick Ranged Attack from this
if it suffered a Skid result on a Wipeout Check. Vehicle. Can only be used once per turn for each Shot-
DRIVER LOST: A Vehicles Driver must be the last gun Token. If this Attack kills any Crew, discard this
Crew Token lost to Melee or Shooting Attacks. If the Shotgun Token.
Driver is lost, treat the Vehicle as Abandoned. MOLOTOV: Expend during Shooting Action to roll 3
ABANDONED: Place a Skull Marker on Abandoned Attack dice to make a one Stick Ranged Attack from
Vehicles. If not Taken Over by the start of its next turn, this Vehicle.
it must make a Wipeout Check. If it survives, it be- AMBUSH: Expend during Shooting Action to roll 2
comes Immobilized. Atack dice to make a two Stick Ranged Attack from the
IMMOBILIZED: Place Vehicles backwards that are end of the board, or from any Bridge, Tunnel, Wreck or
Immobilized. They may not do anything else except Supplies Road Card.
Transfer Crew or Gear Tokens until an Action is spent SPIKES: Expend during Shooting Action to make a
to get moving again. one Stick Ranged Attack behind this Vehicle. Treat this
LEAVING: Unless specified by the mission, if a Vehicle Attack as a Ram, attack dice equal to size of the target
moves off the board it counts as destroyed. Remove it Vehicle +1 die. If Attack fails there is no effect.
from the game along with all Crew and Gear Tokens. NITRO: Expend only if this Vehicle is on the Road.
It does not take an Action to use. This Vehicle must
CREW TOKENS move two full Sticks straight forward, stopping if it hits
another Vehicle, which will result in a Ram Attack with
DRIVER: Comes with Vehicle for free, may be upgrad- +1 Attack die. A Vehicle may not use more than one
ed to a Veteran Driver at the cost of 1 point. Nitro Token per turn.

WIPEOUT CHECK TABLE

Overkill Result You must:


0 SKID Move Vehicle 1 Stick in a random direction (roll 1 die, double the result, and use a
clock face to determine direction, where 12 is straight ahead). This may result in a
Ram or another Wipeout Check.
1 SPIN As Skid, except the Vehicle also becomes Immobilized it will not make any more
Wipeout Checks.
2 ROLL Vehicle takes one point of Damage, then treat as a Skid result.

16

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