Rallyman: DIRT – Monte-Carlo
Rallyman: DIRT – Monte-Carlo Rulebook
Table of Contents
Table of Contents
Components
- 24 double-sided Road tiles
- 12 Dashboards
- 6 Weather tokens
- 96 Second tokens
Co-Pilot
- 1 Bridge
- 2 double-sided Road tiles
- 12 R6 Soft Tire Dashboards
- 6 R5 Soft Tire Dashboards
- 6 R4 Soft Tire Dashboards
- 18 Wear markers
- 3 Jump tokens
- 3 Water Hazard tokens
- 6 Chicane tokens
R4 and R5
- R4: 18 Dashboards, 6 Cars, 6 Driver cards, 1 Coast die, 1 Leader die
- R5: 18 Dashboards, 6 Cars, 6 Driver cards, 1 Boost die
Surface and tire types
You now have 3 surface types available to you for your Rallies: Gravel (Rallyman: DIRT core box), Asphalt (Monte-Carlo expansion) and Snow (Monte-Carlo expansion).
To complement this, you now have 3 different Dashboards available to you, each representing a different tire type: Gravel (core box), Asphalt (Monte-Carlo expansion) and Snow (Monte-Carlo expansion).
Each tire type behaves differently on different types of road, as represented by the various values on their Dashboards.
Building your Stages
You can now build Stages featuring asphalt, snow, and gravel sections. You can use as many or as few types of road as you want when constructing your Stages to make them as interesting and as thematic as you like!
With the surfaces at your disposal, you can recreate the atmosphere of iconic World Championship Rallies: from Monte-Carlo, where snow and asphalt blend seamlessly, to the snow-blanketed Rally Sweden, through gravel and onto asphalt in the famous Rally Italia Sardegna, without forgetting the mythical Tour de Corse and its countless miles of asphalt.
The configurations are limitless and completely up you. To give you some inspiration, you'll find some examples of Stages and full Rallies included in the Monte-Carlo Road book.
Choosing your tires
At the start of a Rally
Players may choose their tires freely at the start of the first Stage of a Rally (or at the beginning of the game in the case of a one shot race) by modifying their choice of Dashboard up until the beginning of their first turn. This can be used to better tackle road conditions and adapt to the progress of the other drivers.
During a Rally
If Assistance was available at the end of the previous Stage, then you may change your tires at the beginning of the next one as if it was the start of a Rally, as described above. If no Assistance was available, then you may not change your tires at the start of the next Stage.
The Spare Tire card does not allow you to change your tire type when using it. When changing tires you must choose a Dashboard of the same car category as the previous one (R4, R5, or R6 depending on your car).
Using your dice
When planning your move, each new die placed cannot exceed the limits on your Dashboard for the surface type it is placed on.
Each column represents the types and maximum number of dice you can place on each surface during your turn. This applies whether you're driving on just one surface or switching between surface types part way.
When using the basic gravel tires from the core box, we can see that when on gravel, you can place all 6 Gear dice, 2 Coast dice, and 1 Brake die (A).
However, when driving on snow, the column shows that only a maximum of 5 Gear dice can be placed. Coasting is still possible but must be done with the Leader dice, and the Brake die isn't available (B).
In this example, the player starts the race on a Snow tile. They place their dice following the normal rules but soon realize that they cannot place their 6th Gear die as they can't quite reach the Gravel tile, and according to the Gravel Tire Dashboard, these tires only allow you to place a maximum of 5 Gear dice when you're on snow.
During your move, if you reach a surface with a lower dice limit than the surface you were previously on, you must respect that limit. If you manage to reach a surface with a higher dice limit, you can benefit from using the additional dice available to you!
Leader dice vs Coast dice
Some tire types require that you use the Leader dice (normally reserved for the first player on gravel) instead of your regular Coast dice on certain surface types. These represent conditions where your tires are performing well but there's still a bit more risk involved, hence the use of the more dangerous Leader dice. You MUST use these dice whenever your Dashboard dictates it.
Depending on the surfaces you travel on, it is possible to use Coast and Leader dice during your move. However, these dice share a common limit.
By extending their move using a Leader die, the player can now reach the Gravel tile. This allows them to place their 6th Gear die and use the regular white Coast dice. Also, because the maximum number of Coast dice on gravel is 2, they cannot place another Coast die as this would bring their total of Coast/Leader dice to 3.
Rolling the dice
Dice are still rolled in exactly the same way: rolling one by one or Flat Out. But, if your move covers more than one road type, your Warning symbol limits are handled differently.
Rolling one by one: If you go from a space and type of road where you had not rolled enough Warning symbols to suffer a Loss of Control to another space and type of road where you have as many or more Warning symbols as shown on the Dashboard, you immediately suffer a Loss of Control in that space.
A player with asphalt tires moves along a gravel section of the Stage where they have a limit of 3 Warning symbols. As they approach the Snow tile they roll 2 Warning symbols. This is not enough to cause a Loss of Control on the gravel section but if they decide to cross onto the Snow tile, they'll immediately suffer a Loss of Control on the first space.
Going Flat Out: Make the roll as per normal. However, your Warning symbol limit is the lowest value of all the road types you cross during that move.
A player performs the same move as before but this time goes Flat Out. As they have a limit of 3 Warning symbols on gravel but only 2 Warning symbols on snow, the entire Flat Out roll counts as having limit of 2 Warning symbols. If they rolled 2 Warning symbols before reaching the Snow tile this would still cause a Loss of Control, even though their limit on gravel is usually 3 Warning symbols.
Snow slide spaces
Some spaces on Snow tiles can span the width of the road. These should be treated in the same way as Slide spaces, as described in the core rulebook, except that they are mandatory.
Advanced rules
Weather
Some Rallies are known for their abrupt changes in weather mid-race which completely alter the way drivers have to tackle a Stage. With these rules, you can include such sudden shifts in your races too!
To use this additional rule, add the 6 Weather tokens to the Damage token bag before the race begins. When playing a Rally, you can include these on some Stages but not others in order to mix things up a bit and give certain Stages more theme!
When a Weather token is drawn from the Damage token bag during a Shortcut or Loss of Control, identify the car currently the furthest along the road and the tile it is on. Flip all the Snow and Asphalt tiles ahead of it to their opposite side, including the finish line tile.
Each tile is placed back down so that the layout of the Stage remains unchanged. However, the new spaces and road elements shown are now in full effect. Tiles can be flipped multiple times during a race. If more than one Weather token is drawn at once, apply the effect of one Weather token and ignore the others.
All Weather tokens drawn (including ignored ones) are placed on the player's Dashboard as per the normal rules. These tokens are returned to the Damage token bag at the end of the Stage and are not noted on the Rally sheet in the case of multi-stage events.
Handbrake turn
Rally cars are monstrously powerful but a skilled pilot can make their car dance by using every tool at their disposal. One of their favorites is the humble handbrake.
When entering a Corner by drifting around the outside, you may ignore the rule from the core rulebook that prevents players from changing methods mid Corner.
You may therefore go from an outside space on a turn to an inside space connected to it. This gives you even more room to refine your moves at every turn!
The one exception to this is that each move must still take you further along the road as per the core rulebook. Therefore, you cannot go from the final outside space of a Corner to the inside.
Handbrake turns can be performed on any surface type. Handbrake turns do not allow you to go from an inside space to an outside space.
Co-Pilot
The Bridge
The bridge acts just like a normal tile in Rallyman: DIRT and follows the same basic rules.
It allows you to have two parts of the road cross one another. Use it to create some unique layouts for your Rallies!
Soft Tires
Soft tires are an additional tire type for your car. They start with excellent traction, but will wear out over the course of a race.
The Soft Tire Dashboard acts exactly like other Dashboards. They contain the same information and can be switched into or out of during Assistance.
However, the adherence of soft tires will degrade as a race goes on. At the start of the Stage, place the Turn 1 (T1) Wear marker on your Dashboard in the spot with the dotted outline. At the end of your first turn, you'll flip it over to Turn 2 (T2) and at the end of your second turn, take the Turn 3 (T3) Wear marker, etc. This effect happens at the end of each turn when taking your Time card, regardless of what surface you are on.
The Wear markers show the following Warning symbol limits:
- T1: 4x Warning symbol
- T2: 4x Warning symbol
- T3: 4x Warning symbol
- T4: 4x Warning symbol
- T5: 4x Warning symbol
- T6: 3x Warning symbol
When moving on surface types shown to be affected by the marker, apply the Warning symbol limit indicated on it. The Warning symbol limit on these markers will degrade over time. On Turn 6, you remove your final marker and at the start of Turn 7, the 2 Warning symbol limit shown on the Dashboard will take effect.
Any unaffected surface types follow the Warning symbol limit shown on the Dashboard.
When receiving Assistance, you may opt to replace your soft tires instead of changing them out for another type. Return the T1 marker to your Dashboard. If you still had a Wear marker on your Dashboard, replace it with the T1 marker. At the end of your next turn, you'll flip this marker over to T2 and so on.
You do not reset your Wear marker when using the Spare Tire card.
Road Effects tokens
Road Effects tokens can be used to turn normal spaces on a Road tile into something much more interesting. Combining these tokens together with pre-existing road effects can make for some very unique situations that drivers will have to plan their moves around. Just 1 or 2 tokens can completely change the dynamic of a Stage!
These tokens can be placed across any spaces that do not already contain a road effect. You may include as many or as little as you like in your Stage designs.
Water Hazard and Jump tokens
These tokens give the spaces they occupy the Jump and Water Hazard rules as described in the core rulebook.
Chicane tokens
Unlike the other tokens, Chicane tokens are best used in groups of 2 or more with at least one indicating a speed limitation.
The speed limitation shown on Chicane tokens function just like those described in the core rulebook.
The spaces with hay bales are obstacles and are impassable. A car may never move through a space containing one.
R4 and R5
R4
R4 cars follow all the normal rules in Rallyman: DIRT and have access to the dice shown on their Dashboards. The differences are:
- Gear dice: An R4's maximum Gear is 4. They cannot use the Gear 5 or 6 dice.
- Coast dice: R4 cars get one extra Coast die! This gives them a distinct advantage on tricky sections of road with speed limitations.
R5
R5 cars follow all the normal rules in Rallyman: DIRT and have access to the dice shown on their Dashboards. The differences are:
- Gear dice: An R5's maximum Gear is 5. They cannot use the Gear 6 die.
- Boost die: R5's have access to a new type of die: the Boost die! This represents their overcharged engines and makes them capable of accelerating very quickly.
Boost die
Use your R5's unique Boost die to produce some rather explosive bursts of speed which will give you new ways to navigate the twists and turns of your favorite Stage!
The Boost die combined with a Gear die allows you to move forward one space while increasing your speed by 2 (instead of 1).
To do so, play the Boost die along with a Gear dice that is 2 gears above your current speed and then move one space.
Just like with the Brake die, it is possible to use Second tokens to secure a Boost roll. However, the player must secure both dice (the Gear die and the Boost die). If they do not have enough Second tokens, they may not secure the roll.
The Boost die may not be combined with a Flying Start (see core rulebook – page 23).