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Badass Riders

Badass Riders Rulebook

Table of Contents

Table of Contents

  • 1. Setup
  • 2.1 Pilot Cards
  • 2.2 Vehicle Cards
  • 2.3 Terrain Cards
  • 2.4 Race Cards
  • 2.5 Equipment Cards
  • 3.1 Turn Sequence
  • 3.2 Movement
  • 3.3 Duel
  • 3.4 Shooting
  • 4.1 Resurrection Mode
  • 4.2 Annihilation Mode

1. Setup

  1. Choose a game mode (Annihilation or Resurrection). Then choose a matching pre-generated circuit, or generate one yourself by leaving two Standard Terrains between any two special terrains.
  2. Shuffle the "Race" cards and place the draw pile in the centre of the table.
  3. Place the "Equipment" cards face up in the centre of the table.
  4. Each player chooses a "Pilot" and a "Vehicle".
  5. Each player takes the number of "Impact Points" corresponding to their "Vehicle". The Vehicles are placed on the Start tile.
  6. Determine the first player (the one who has held their driving licence the longest…). Play continues clockwise.
  7. Each player draws 2 cards from the Race draw pile.

2.1 Pilot Cards

Each card has a special ability to be used for the whole race.

2.2 Vehicle Cards

"Vehicle" cards have a specific characteristic to be used for the whole race. They also indicate the number of Impact Points the Vehicle can absorb.

Several players may use the same type of vehicle.

2.3 Terrain Cards

The circuit is made up of "Terrain" cards. There are three types of Terrain:

  • Standard Terrain: Players may place their "Race" cards on it. These cards affect the other players, but they may also affect the player who played them.
  • Special Terrain: Players may not place "Race" cards on it and may not fire their Weapons from it. Each Special Terrain has an effect that the player must apply.
  • Arsenal Terrain: This type of Terrain allows the player on it to take an "Equipment" card. The maximum number of Equipment per Vehicle is 2. If you already have 2 Equipment cards, you may take a new one, but you must return one of them to the unused Equipment cards. The Arsenal is treated as a Standard Terrain for playing "Race" cards or using Weapons.

Translator's note: the source uses both "Terrain Normal" (this section) and "Terrain Standard" (Setup) for the same tile type; both are rendered here as "Standard Terrain".

2.4 Race Cards

On their turn, players may play their "Race" cards. Played cards are then discarded unless the card says otherwise. If the draw pile is empty, shuffle the discard pile to form a new one.

  • Ammunition: Use one or two, depending on the Weapon used.
  • Manoeuvre: Allows you to avoid an enemy shot.
  • Repair: Only one may be played during your turn.
  • Sabotage: The targeted player must discard this card and lose their turn.
  • Camouflage: A camouflaged Vehicle cannot be the target of an attack. It will take collateral damage if a missile targets another Vehicle on the same Terrain. Discard it at the start of your next turn.
  • Satellite Control: Exchange a special terrain for another one, even if it contains players.
  • Charge: This card may be used against vehicles on a Special Terrain.
  • Accident: This card may be used against vehicles on a Special Terrain.
  • Wrong Way: You may only use one "Wrong Way" card per turn.
  • Turbo I, II, III: You may only use one "Turbo" card per turn.
  • Napalm: To be played on an empty Standard Terrain. No Vehicle may cross this tile, even with additional movement. Discard the Napalm played at the end of your turn.
  • Mine: To be played on an empty Standard Terrain. It is not discarded before it explodes.

2.5 Equipment Cards

A player may equip their Vehicle with an available Equipment of their choice if they stop on an Arsenal Terrain. If an Equipment card is discarded, it becomes available again.

The maximum number of Equipment cards is 2 per Vehicle. A player may exchange one of their Equipment when they stop on an Arsenal Terrain.

3.1 Turn Sequence

  1. Draw 2 Race cards.
  2. Discard the cards played previously whose effect ends (Napalm, Camouflage…).
  3. Move your Vehicle (mandatory) and play Race cards, or vice versa. (Optional: carry out a Duel and fire a Weapon.)
  4. At the end of your turn, the maximum size of your hand is 4 cards. Discard any excess.
  5. The turn passes to the next player.

3.2 Movement

On their turn, a player MUST move their Vehicle one tile. During your movement, you may avoid the effects of Race cards or Special Terrains if your cards allow it.

If your Vehicle ends its movement on a Special Terrain, an Arsenal Terrain, or a Terrain holding a Race card, even during another player's turn, the effect must be applied immediately.

If your Vehicle stops on a Terrain holding a destroyed or broken-down Vehicle, you lose one Impact Point unless you can spend a Manoeuvre card.

During your turn you may not use more than one Race card that modifies your Movement or that of your opponents (Turbo, Wrong Way…).

These rules apply unless a card's effect specifies otherwise.

Movement cannot be split: e.g. I advance one tile (mandatory movement); if I play cards other than movement cards, I can no longer move this turn. I may, however, play the cards I want and then finish by moving, using a Movement card.

Translator's note: the source's last sentence refers to a "carte Déplacement" (Movement card) while the rest of the section refers to "cartes Mouvement" (movement cards). Both are rendered as "Movement card(s)"; no separate card of that name appears in section 2.4.

3.3 Duel

During your turn, if your Vehicle stops on a Terrain occupied by another Vehicle, a Duel may be attempted.

The last Pilot to arrive may decide whether to start a Duel or not, and also chooses the target of the Duel.

The Duel consists of "Rock - Paper - Scissors - Joker": the active player draws a Race card, followed by the opponent. Race cards each carry a symbol. In case of a tie, both Vehicles remain on the tile. You may also roll dice if you have them. The Joker beats all other symbols.

3.4 Shooting

All Vehicles have two weapons that you may use during your turn: the Machine Gun and the Missile Launcher.

You may only fire once during your turn.

You may only fire at a Standard Terrain or an Arsenal Terrain, NOT a Special Terrain!

Each Weapon requires a number of Ammunition to be able to fire.

  • Machine Gun: It requires one Ammunition and removes one Impact Point from an enemy Vehicle located 1 Terrain away in any direction. The Machine Gun also lets you fire at an enemy Vehicle on the same Terrain as yours.
  • Missile Launcher: It requires 2 Ammunition to be activated. It removes 2 Impact Points from any Vehicle located on the targeted Terrain. The Missile Launcher can reach any tile of the Circuit. You may not target your own Terrain.

4.1 Resurrection Mode

In this game mode, Vehicles are never completely destroyed. If a Vehicle has lost all its Impact Points, it moves back 3 Terrains and is "Broken" until its next turn. It then rejoins the game with all its Impact Points.

A "Broken" Vehicle is immune to "Race" and "Equipment" cards. It also cannot be the target of a shot nor take any damage. The winner is the player who first crosses the "Finish" Terrain.

4.2 Annihilation Mode

This mode is played on a closed circuit, with no finish line. When a Vehicle has lost all its Impact Points, it is "Destroyed" and stays on the Terrain where it was destroyed.

Vehicles that cross the "Start" Terrain recover one Impact Point (except when only two Vehicles remain in play).

The winner is the player who survives the other players.