
2023 · Kamp
Thunder Road: Vendetta – Maximum Chrome
Players control armed vehicle crews racing across a post-apocalyptic roadscape to destroy rivals and be the last car standing. The set combines the base rules with multiple expansions and extra content: new vehicles and crew leaders, additional scenarios and equipment, an ammo pack, and a card-driven alternative to dice-based movement and shooting. Components include a consolidated rulebook and a custom plastic insert that fits sleeved cards.
- Spillere
- 2–5 bedst 4
- Spilletid
- 45–75 min
- Alder
- 10+
- Kompleksitet
- 2,3 / 5
Om spillet
- Illustration
- Udgivere
Udvidelser
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På Ludoyas borde
Al statistik i Ludoya- 105
- Registrerede partier
- 172
- Spillere
- 1h 25m
- Gennemsnitligt parti
- 60
- I samlinger
- 11
- På ønskelister
- 1
- Forudbestilt
8,0/10
fra 17 anmeldelser på Ludoya
Javo7,0 Carreras locas y giros inesperados. Si el grupo se mete dentro del juego-->risas aseguradas. No obstante, para mi gusto, demasiado azar. No anima a pasar por encima de las losetas trampa pk por una tontería se va el coche al garete, lo cual puede divertir alguno pero para mi se vuelve un juego frustante y demasiado castigador. Cuando termina la partida no he tenido sensación de carrera ni tampoco de control debido al caos que se puede generar. Si el caos te da igual, es un juego que pueda funcionarte.
Regelspørgsmål
Besvaret ud fra regelbogen af Ludoyas regelassistent.
Do I have to assign all my movement dice each round or can I save some for later?
On your turn you must assign an unused movement die to an operable road vehicle you haven’t moved this round; if you have no available vehicles you may instead assign a die to the coast space of a vehicle you previously moved (max twice per car). Once per round you may also assign an unused movement die to a command on your command board, but you may not assign a command die on a turn you are coasting. (See page 12.)
If I use the Drift command, can I pass through any vehicles in my path without slamming?
Drift lets your road vehicle pass through the first space it enters that contains another road vehicle without slamming it, but if you end your turn in a space with a road vehicle you still slam it (even if it would have been your first slam). (See page 12.)
What happens when my vehicle moves off the front of the lead tile — does it keep moving?
When a vehicle moves off the front and the lead tile wasn’t the final tile, update the board (remove the rear tile, slide tiles back, draw a new lead, place hazards), then if the vehicle still has remaining moves it continues moving on the new lead tile. If it moved onto the finish line on the final tile, the game ends and that player wins. (See page 15.)
How does a slam get resolved — which vehicle moves and can the bigger vehicle force a reroll?
When two vehicles are stacked resolve a slam by rolling the slam die and the direction die to determine which vehicle moves and in what direction; if one vehicle is larger, its owner may ask for a single reroll of both dice. Continue resolving slams (and any resulting chain slams) until each space has only one vehicle. (See pages 13–14.)
How does damage make a car inoperable, and what are minor damage and ON FIRE!?
When a car takes damage draw a damage token and place it face down in a damage slot; a car with two damage tokens is inoperable. The Big Rig and Final Five motorcycles take minor damage (fills a slot but has no effect), and an ON FIRE! token (from an ON FIRE damage or fire space) stays on the dashboard and forces a fire-die roll before that vehicle moves with results that can add moves, extinguish the fire, or eliminate the vehicle. (See pages 9, 24, and 20.)
Can the Big Rig use the road die bonus like normal cars?
The Big Rig does not use the road die unless you activate the Traction Drive command on its mid section; Traction Drive specifically allows the Big Rig to use the road die that turn. (See pages 16 and 18.)
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