Thunder Road: Vendetta – Carnage at Devil's Run
Thunder Road: Vendetta – Carnage at Devil's Run Rulebook
Table of Contents
Table of Contents
Components
Printed parts list (page 7):
- 1 Fire FX die
- 5 Road tiles (double sided), named on the parts-list art as Glass Oasis, Scorched, Zag, Salty Doglegs and Brits
- 22 New Hazard tokens
- 10 New Damage tokens
- 21 Ongoing effect cards
- 12 ON FIRE! tokens
Setup
Printed on page 7, under "Using the Carnage at Devil's Run expansion":
- Shuffle the new road tiles in with the standard road tiles before placing the middle and lead road tiles. (You will still start the game using either 1a: The Parking Lot -OR- 1b: Runway to Ruin.)
- Mix the new damage tokens into the standard damage token pile.
- Mix the new hazard tokens into the standard hazard token pile.
- Shuffle the ongoing effect cards and place the deck to the side.
- Place the ON FIRE! tokens in a separate pile to the side.
Insert printed on the base game's setup page (page 4):
When playing with the Carnage at Devil's Run expansion, mix in the new road tiles and hazard tokens BEFORE you begin this setup. (See page 7.)
Terrain
New terrain spaces, from the Carnage at Devil's Run section of "The Board" (page 10). These spaces may be entered during the Move step or due to a slam or taking damage. These rules apply no matter what step of the turn it is.
- Toxic Goo: When a road vehicle enters a toxic goo space, it stops and loses the rest of its moves.
- Desert Glass: When a road vehicle enters a desert glass space, it immediately moves one space in the direction it was already moving without using any moves.
- Ramp: A road vehicle can only enter a ramp from the space directly behind the ramp. When it does, roll the stunt die and move that many spaces directly forward, ignoring all spaces in between. After landing, lose all remaining moves. If a road vehicle enters a ramp space from any other space, the road vehicle is eliminated.
- Fire!: When a road vehicle enters this space, it catches on fire! Place an ON FIRE! token on that vehicle's dashboard. A vehicle that is on fire must roll the fire die before moving during their Move step (see page 20).
- Salt Flats: When a road vehicle enters a salt flat space, it may use the road die this turn REGARDLESS of whether or not it move on only road spaces. (Printed as "move" in the source.)
New Hazards
New hazards, from the Carnage at Devil's Run section of "Hazards" (page 11). The rulebook introduces hazards this way: if a road vehicle moves onto a hazard token, resolve its effect. There are two types of hazards, ones you resolve then discard, and ones that remain on the board and become obstacles.
Discard After Resolving
- Quake: Roll the direction die. Move all road vehicles one space in that direction, simultaneously.
- Sand Worm: Eliminate the road vehicle that is the farthest back on the board. If more than one vehicle is tied for that position, eliminate each of them.
Remain on the Board
- Desert Glass: This space becomes a desert glass space.
- Ramp: This space becomes a ramp space.
- Fire!: This space becomes a fire! space.
- Pit Trap: Roll the shooting die against the road vehicle that revealed the trap. If it's a hit, the vehicle is eliminated. Otherwise, it may continue moving if it has moves left. Pit Trap remains on the board and is treated as an impassable space.
Big Rig Rules Change
Insert printed on the Big Rig's Moving Interaction Rules page (page 17):
If playing with the Carnage at Devil's Run expansion, the Big Rig cannot catch on fire from any effect. If the Big Rig enters a fire space, it takes one minor damage on a command of your choice. Remove any token on that space and place an off-road token on it. That space is now an off-road space. If you have moves remaining, continue moving.
Motorcycles Rules Change
Insert printed on the Final Five motorcycles page (page 19):
If playing with the Carnage at Devil's Run expansion, motorcycles won't ever draw an On Fire damage token, but can still catch on fire in other ways, such as terrain or effects.
ON FIRE!
The full ON FIRE! section (page 20).
Cars and motorcycles catch fire when one of the following happens:
- A car or motorcycle moves into a fire space.
- An effect gives an ON FIRE! token (such as Em Berco's Flamethrower command).
- A car takes a damage and draws an on fire damage token.
Take an ON FIRE! token from the supply and place it on that vehicle's dashboard.
During your Move step, before moving a vehicle that has an ON FIRE! token, roll the fire die and apply the result below:
- Fire die +1 or +2: Increase the vehicle's moves this turn by the indicated amount. This may result in movement higher than 6. You must move the full amount.
- Fire goes out (swirl icon): The fire goes out. Remove the vehicle's ON FIRE! token and move as normal.
- Eliminated (skull icon): The vehicle is eliminated.
ON FIRE! tokens do not count as damage.
If a car or motorcycle becomes inoperable, remove the ON FIRE! token.
A vehicle that is already on fire cannot take additional ON FIRE! tokens. If it would, ignore it.
The Big Rig interacts with fire differently. (See Big Rig Moving Interaction Rules, page 17.)
New Damage Tokens
The two new damage tokens, from the Carnage at Devil's Run section of "Damage Tokens" (page 24). The base damage tokens (Dent, Shrapnel, Minor Damage, Skid, Blast Off, Dazed) are in the base rulebook.
- Ongoing Effect: When you draw an ongoing effect damage, draw an ongoing effect card and place it face up in an available damage slot. Place the damage token face down on top of it. The card remains in effect until that damage token is repaired. When that damage is repaired, remove both the damage token AND the ongoing effect card. Place them in their respective discard piles.
- On Fire: The car catches on fire. Take an ON FIRE! token from the supply and place it on that car's dashboard. Then, place the damage token face down. Cars that are on fire must roll the fire die before moving during their move step (see ON FIRE!, page 20). Repairing this damage token does not remove an ON FIRE! token.
The text of the 21 ongoing effect cards is printed on the cards themselves and is not reproduced in this rulebook.