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THUNDER

ROAD

A d v an c ed
Rules
Version 1.0
THUNDER
ROAD A d v an c ed
Rules
By David O. Miller
With a lot of additional assistance and ideas from my son. Thanks Scott!
Other inspiration comes from various sources around the internet and from
several, very creative people on Board Game Geek including:

Aaron Tubb for allowing me to use his Special Powers variant


and alter them slightly to fit in with these additional rules.

Michael P. Owen and Powell Hall for the inspiration for oil slicks and other dropped, passive weapons.

The inspiration for Motorcycles came from a thread here on Board Game Geek. I can’t seem to locate that thread.
However, I’d like to acknowledge the person who had the original idea for them. They are a great addition!

Plus all of the people that have play tested this over the past few years. Thanks everyone!

Thunder Road ©1986 Milton Bradley Co. All Rights Reserved. No infringement or claim of ownership is implied in
these fan created, add on rules. These rules are free and are not to be, or intended to be, for sale.

Photos and Art ©2015 David O. Miller


THUNDER
ROAD A d v an c ed
Rules
MATERIALS NEEDED TO PLAY TURN ORDER
• 1 small, 6 sided die (for the Motorcycles). 1. Roll the 3 yellow dice, the road die, and the small
motorcycle die
• 1 very large, 6 sided die (for the 18 Wheelers). Note
that this die is NOT rolled but is only used to indicate 2. Assign dice to cars. If one of your cars has “Expert
the speed that you choose to move your 18 Wheeler in a Driver” you may re-roll the die assigned to it.
turn. See the rules concerning the 18 Wheeler.
3. Based on one of your yellow die rolls, determine how
• 8 Molotov Cocktail counters far your 18 wheeler is going to move. Place the very
large 6 sided die, with the assigned number face up,
• 16 Caltrop counters next to the truck.

• 24 Oil counters 4. Move all vehicles.

• 4 Motorcycles 5. Make all attacks, including placing and attacking with


your chopper. Chopper placement (they don’t really
• 4 18 Wheelers (Model should fit in two squares, cab in “move”) is part of combat and the order of attacks can
one space, trailer in the second.) be determined as you make your attacks.

ST A R T IN G POSITIO N S
This diagram shows the new starting positions for all vehicles, including 18 Wheelers and Motorcycles. It is slightly
different than the original game and takes into consideration the addition of the new vehicles and their rules.

18 Wheeler Eliminator Avenger Buggy

Cycle 18 Wheeler Eliminator Avenger Buggy

Cycle

Cycle

Cycle 18 Wheeler Eliminator Avenger Buggy

18 Wheeler Eliminator Avenger Buggy


THUNDER
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Rules
START OF THE GAME DROPPED WEAPONS
• Place vehicles in their starting positions using the new Dropped weapons are placed during movement. A vehicle
starting location chart. must have a dropped weapon marker on it’s card to be
• Shuffle the three Bonus Ability card types into individual able to place it. (Note: There are no reloads and you
piles, then randomly draw one Bonus Ability card for cannot share the markers between your vehicles.)
your Buggy, Avenger and Eliminator. You may only place one marker in each space, a space
• Arm the vehicles of your choice with Dropped Weapons cannot contain more than one marker. Dropped Caltrop
by placing the markers on the vehicles Bonus Ability and Oil markers are dumped with the board.
cards in any order, or any amount. Motorcycles and 18 You may place a dropped Caltrop marker in any space
Wheelers cannot use Dropped Weapons. Each player that your vehicle has just vacated.
starts the game with the following counters to distribute: An Oil marker may only be placed on any road space that
2 Molotov Cocktail counters your vehicle has just vacated.
4 Caltrop counters
6 Oil counters CALTROPS:
As soon as your vehicle enters a space with
REPAIRS: a Caltrop counter, and before any attacks are
Any doubles rolled on the three yellow dice that are equal made, roll 1 red die:
to or greater than the vehicles rank can be used to fix that 1-2 Vehicle is wrecked *
vehicle. 3-6 No effect
MOTORCYCLES *18 Wheelers get a +1 to their roll
• Motorcycles are Rank 3. OIL:
• Motorcycles roll a small, additional “Motorcycle” die May only be dropped onto road spaces. As
each turn. This small die may only be used for the soon as your vehicle enters a space with an Oil
Motorcycle. The die does not count towards repairs. counter, and before any attacks are made, roll 1 red die:
• When Motorcycles move they may add in the road bonus 1-3 Vehicle spins out *
die, wether they are on road or off. 3-6 No effect
*18 Wheelers get a +1 to their roll
• Motorcycles cannot ram other vehicles. If they are
rammed Motorcycles have a Rank 3 to defend. SPIN OUT:
• Motorcycles can move through, or stop on, a space • Turn the vehicle sideways.
containing 1 other running vehicle with no penalty. If • Automatically ends movement.
there are two vehicles in a space movement is blocked • Cannot attack this turn.
as normal. • On your next turn you must assign the lowest rolled
yellow die to that vehicle. If you have two or more spun
• All vehicles can move through a space containing 1 out vehicles you must still assign the lowest dice to
running Motorcycle, or 1 wrecked Motorcycle, with those vehicles.
no penalty. If there are two Motorcycles in a space
movement is blocked as normal. MOLOTOV COCKTAILS:
These explosive devices are used once and
• Motorcycles will only crash while moving through a then the marker is removed from the game.
wreck if they roll a 1 on the 6-sided die. Molotov Cocktails allow your vehicle to make a normal
• Motorcycles shoot as normal. attack against any adjacent space.
THUNDER
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Rules
T H E 18 W H E EL ER Pushing Wrecks:
• See the new starting locations for the 18 Wheeler. • When plowing through wrecks the 18 Wheeler is only
wrecked on a roll of 1. Plus, if you roll a 4+ you may
General Rules: choose to push the wreck into any forward (left, right or
• The 18 Wheeler takes up two spaces, the first space straight), legal space. The pushed wreck will do a vehicle
contains the Cab and the second space the Trailer. (For ranked ram attack against any vehicle in the new space.
rule purposes each space is considered to be occupied • A wreck cannot be pushed into a space that already
by one vehicle.) contains two vehicles, running or wrecked.
• Whenever the 18 Wheeler would be wrecked, instead • A wreck cannot be pushed off the board in any direction.
of wrecking the whole truck, you may instead wreck
the Trailer (if its still attached to the Cab). A wrecked Shooting and the 18 Wheeler:
Trailer can never be repaired and remains in the space • The 18 Wheeler has a Rank of 6 in combat. However,
where it was wrecked. The Cab stays upright, can when shooting, it adds +1 to it’s attack die roll.
continue taking turns, and can be wrecked as normal. • All shooting is determined from the position of the Cab.
Ramming and the 18 Wheeler:
Moving the 18 Wheeler: • The 18 Wheeler has a Rank of 6 in combat. However, if
• The 18 Wheeler may move using the score of any one of it is used to attack, or to defend in a ram attack, it adds
your yellow dice. This score may also be used to move +7 to it’s roll, instead of the normal +6.
one of your other remaining vehicles as normal.
• If one of your vehicles has the bonus ability “Expert Caltrops, Oil, and the 18 Wheeler:
Driver” you may apply the score of the re-rolled die to • 18 Wheelers get a +1 to their roll against Oil and Caltrops.
the 18 Wheeler. • If the 18 Wheeler fails its roll due to Oil only rotate
• When moving the 18 Wheeler you must take into the Cab sideways in the space to represent the spin out,
consideration the Trailer as well as the Cab when leaving the Trailer aligned to the board.
switching “lanes”. You must always leave room for the
Trailer as you drift from side to side. If two spaces are
not available for both the Cab and the Trailer to fit into
then the 18 Wheeler cannot move into the new lane.
• As long as the Cab of the 18 Wheeler is on the lead board,
when the trailing board is dumped the Trailer will remain
with the Cab. It will hang off the edge of the board and
come back into play when the whole truck moves again.

OPTIONAL: OBSTACLES OPTIONAL: CUSTOM TERRAIN IDEAS


Drifted Sand Piles: • Bridge over a lake
• It costs 2 movement points to enter this space. If you • Crevasse that destroys the road
do not have 2 points left to enter the space then you • Rock field: Every player gets 3-4 rocks. Place them
cannot enter it.
one at a time anywhere on the board. No rock can be
Debris: adjacent to another.
• It costs 2 movement points to enter this space. If you • Line of wrecks: Mid board, a line of wrecks all the way
do not have 2 points left to enter the space then you across the board that players have to crash through.
cannot enter it.
• Ruined buildings
• You must also roll to see if you wreck, roll 1 red die:
1 Vehicle is wrecked • A forest of dead trees
2-6 No effect • Toxic filled craters that somehow dissolve tires
ELIMINATOR CARDS - Cards are playing card size and will fit in a standard card sleeve, along with a playing card backing.
Abilities
B onu s

ELIMINATOR ELIMINATOR ELIMINATOR


MI S S ILE FLAME E X PE R T
L A UNCHER: THROWER: D RI V E R:
When shooting you may attack 1, 2 or 3 This Eliminator may attack Once per turn, after assigning your
spaces away, but only directly forward, twice per turn, but only into the yellow dice to each vehicle, you may
and even if there are intervening vehicles. space directly in front of it. re-roll the yellow die assigned to your
Or, you can choose to Or, you can choose to Eliminator. However, you must keep
attack 1 vehicle as normal. attack 1 vehicle as normal. the new result, even if it is lower.
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ROAD
ELIMINATOR ELIMINATOR ELIMINATOR
CHA INGUN: S WIVEL C O W C A T C HE R :
MOUNTED
When shooting with your chaingun MACHINE GU N: When plowing through wrecks this
you must attack all 3 forward spaces Eliminator is only wrecked on a roll of 1.
at once (left, right, and straight). Roll This vehicle can attack any If you roll a 4+ you may choose to push
separately for each affected vehicle adjacent space, including the wreck into any forward (left, right or
in these spaces, including your own. directly behind it. straight), legal space. The pushed wreck
Or, you can choose to will do a vehicle ranked ram attack
attack 1 vehicle as normal. against any vehicle in the new space.
THUNDER THUNDER THUNDER
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DOOM BUGGY CARDS - Cards are playing card size and will fit in a standard card sleeve, along with a playing card backing.
Abilities
B onu s

DOOM BUGGY DOOM BUGGY DOOM BUGGY


EXPERT MAKES HIFT E X PL OS I V E :
DRIVER: A RMOR:
Extra Ammo on this Buggy
Once per turn, after assigning your This Buggy can ignore the first explodes every time it is
yellow dice to each vehicle, you may hit on it. Afterwards the armor wrecked, all adjacent vehicles
re-roll the yellow die assigned to your is destroyed and falls off. are wrecked on a roll of 5+ (roll
Doom Buggy. However, you must keep separately for each vehicle).
the new result, even if it is lower. Once used rotate this card.
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ROAD
DOOM BUGGY DOOM BUGGY DOOM BUGGY
S IDE MECHA NIC: A L L T E RR A IN
A RMOR: T I RE S :
You can repair this
All vehicles need to roll a 5+ Buggy on ANY doubles. This Buggy cannot use
when shooting this Buggy. the road bonus die, but
Choppers still need to roll a 4+. it always adds +2 to it’s
movement, on road or off.
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Abilities
AVENGER CARDS - Cards are playing card size and will fit in a standard card sleeve, along with a playing card backing.
B onu s

AVENGER AVENGER AVENGER


EXPERT ROOF C A R B ON
DRIVER: ARMOR: B R A KE PAD S :
Once per turn, after assigning your Choppers need to roll a 6+ You may choose to move
yellow dice to each vehicle, you may when shooting this Avenger. this Avenger less than it’s
re-roll the yellow die assigned to your full movement.
Avenger. However, you must keep the
new result, even if it is lower.
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ROAD
AVENGER AVENGER AVENGER
NI TRO: WHEEL S HA R P
BLADES : S HOO T E R :
Once per game you may double
the move die (but not the road Add +2 to the die when Add +1 to the die when
bonus die) for this car. ramming another vehicle. shooting with this Avenger.
Once used rotate this card.
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THUNDER
ROAD D ro p p ed
WEAPONS
DROPPED
WEAPON
MARKERS
These Dropped
weapon markers
are provided in
1” x 1” squares.

There are four


complete sets,
enough to equip
four players.

Print them out,


use spray adhesive
to attach them to
some matt board,
and carefully trim
them out using an
X-Acto knife and a
metal straight edge.
Art ©2015 David O. Miller
THUNDER
ROAD
PICTURES FROM OUR EVENT GAME AT GENCON, 2014!

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