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Escape Deathrace 2182 Micro

Escape Deathrace 2182 Micro Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Taking a Turn
    • Landing on Road Tiles
  • Weapon Drops
    • Landmine
    • Smoke Bomb
    • Gunfire
    • Fire
  • Hazard Road Tiles
  • Battle-It-Out
  • Drive-By
  • Boss Battle
  • Final Boss
  • Character Cards
  • Road Tile Types
  • Boss Battle Tiles
  • Questions and Answers

Components

  • Weapon Drops (Smoke / Fire / Landmines / Gunfire): 16
  • Character Cards: 6
  • Road Tiles: 20
  • Power Cards: 11
  • Event Cards: 13
  • Weapon Drop Reference Cards: 4
  • D4 Reference Cards: 4
  • 2-Sided Boss Battle Health Tracker Card: 1
  • 2-Sided Actions Per Turn Card: 1
  • Character Cubes: 6
  • Clear Boss Health Cubes: 3
  • Character Health Clips: 6

Setup

  1. Randomly select a CHARACTER CARD and matching CHARACTER RALLY CAR. Set your matching HEALTH TRACKER CLIP to 20HP on your CHARACTER CARD.
  2. Deal 1 MAGIC MONKEY WRENCH POWER CARD to each PLAYER. Randomly deal 1 non-MAGIC MONKEY WRENCH POWER CARD to each PLAYER.
  3. Shuffle all remaining POWER CARDS together and place nearby. (Leave room for a discard pile.)
  4. Place the 4 WEAPON DROP REFERENCE CARDS nearby. PLAYERS take turns selecting 1 WEAPON DROP TOKEN at a time until all PLAYERS have 4 WEAPON DROPS (mixed or matched). All left over WEAPON DROP TOKENS get placed next to their related WEAPON DROP REFERENCE CARD.
  5. Shuffle the EVENT DECK and place nearby. (Leave room for a discard pile.) Take out the START ROAD TILE and place all active CHARACTER RALLY CARS on it.
  6. Take out the FINAL BOSS TILE that has 3 "H"s on it and place nearby. This will be the last tile placed every game. Shuffle the remaining 18 ROAD TILES into one face down pile and place nearby.
  7. On the 2-SIDED BOSS HEALTH TRACKER CARD: Set the 3 CLEAR BOSS HEALTH CUBES on the highest number of the first 3 BOSSES. [7] [10] [10]
  8. Take the (4) D4 DRAW CARDS and give to first PLAYER. (These can be substituted with D4 dice if preferred.)
  9. PLAYER that was most recently in a vechicle goes first. Game play thereafter goes in COUNTER CLOCKWISE rotation.

Taking a Turn

The first PLAYER shuffles and draws 1 card from the D4 Draw Card Deck.

  • Drawing 1 at a time from the ROAD TILE STACK, place as many ROAD TILES down as the number rolled (1-4), creating the track in a logical way. Then move your CHARACTER RALLY CAR up to that many ROAD TILES (if available) in any direction.
  • PLAYERS can move forward and backwards on the ROAD TILES.
  • Play 1 WEAPON DROP TOKEN (optional).
  • Play 1 POWER CARD (optional).
  • Trade in 1 POWER CARD for another if you don't use one this turn (optional).
  • Pull from the top of the POWER CARD DECK and make a faceup discard pile. PLAYERS may draw the top face-up discarded POWER CARD instead of from the face down stack. Shuffle discard pile and reuse when the main pile is exhausted.

"ROLL" in this rulebook refers to shuffling and drawing a D4 DRAW CARD.

Landing on Road Tiles

  • HAZARD ROAD TILE: Land on it, STOP, and DRAW from the D4 ROLL DECK for success rates (see Hazard Road Tiles).
  • FIRE ROAD TILES: deal -2HP for driving through or on it. (FIRE WEAPON DROPS cannot be placed on FIRE ROAD TILES.)
  • Shared Road Tile: Perform a BATTLE-IT-OUT if you share a ROAD TILE with another PLAYER (see Battle-It-Out).
  • Passing another PLAYER: Perform a DRIVE-BY if you move past another PLAYER (see Drive-By).
  • OMG-ZILLA ROAD TILE or DEATH TURRET ROAD TILE: Land on it and enter a BOSS BATTLE (see Boss Battle).
  • "H" ROAD TILE: Land on it and enter the final BOSS BATTLE (see Boss Battle).
  • Road Tile with an "82" icon: Land on it and draw an EVENT CARD (mandatory).
  • NITRO-NOS ROAD TILE (>>>): Land on or pass over it; it counts as a free space if moving in that direction. If moved to an empty space, draw and move to the next ROAD TILE.
  • Defeating a BOSS BATTLE: Collect 1 of any used WEAPON DROP and draw a POWER CARD.
  • Being on the space while a BOSS was defeated by another PLAYER: Collect 1 of any used WEAPON DROP.

Weapon Drops

Landmine

  • Can be used 1 time during a BOSS BATTLE for -3HP.
  • Can be placed on any Tile you have touched this turn.
  • Stays in effect until detonated by any PLAYER.
  • Players that drive over Landmines must roll the D4 to determine how much damage they incur.
  • Players take -3HP for landing directly on a Landmine.
  • If 1 is dropped on your location, roll the D4 for the damage outcome when your turn comes up.
  • Roll/Outcome: 1 = -1HP / 2 = -2HP / 3 = -3HP / 4 = -4HP

Smoke Bomb

  • Creates a defensive cloud of smoke which can be placed during a BOSS BATTLE for FIRST STRIKE and causes a 1 time MISS from the BOSSES attack.
  • Creates a defensive cloud of smoke on non-Boss Battle Road Tiles.
  • Prevents Gunfire Weapon Drops, Drive-Bys and BATTLE-IT-OUT scenarios on Road Tiles.
  • Effect covers 1 Road Tile, lasts 1 turn, and disappears at the start of your next turn.

Gunfire

  • Can be used 1 time during a BOSS BATTLE for -3HP.
  • Can shoot any Player from up to 2 Road Tiles away.
  • If PLAYER is 2 TILES away, deals -1HP.
  • If PLAYER is 1 TILE away, deals -2HP.
  • GUNFIRE cannot be used to ATTACK a PLAYER while in motion.

Fire

  • Can be used 1 time during a BOSS BATTLE for -3HP.
  • Deals -2HP to any Player that drives through or on it.
  • Can only be placed on any Road Tile you have moved over during your most recent turn.
  • Effect covers 1 Road Tile, lasts 1 turn, and disappears at the start of your next turn.

Hazard Road Tiles

HAZARD ROAD TILES go both ways! Be careful where you place them. You just might have to go back the way you came.

When you land on a HAZARD ROAD TILE, you must STOP and roll the D4 to determine the outcome. (Except for YELLOW SHADES.)

  • Roll 1 - FAIL! When you roll a 1 on the D4, you have failed the HAZARD and sustained -1HP damage.
  • Roll 2 - FAIL! When you roll a 2 on the D4, you have failed the HAZARD and sustained -2HP damage.
  • Roll 3 - PASS! When you roll a 3 on the D4, you have survived the HAZARD and sustained -1HP damage.
  • Roll 4 - PASS! When you roll a 4 on the D4, you have survived the HAZARD and sustained zero damage.

PLAYERS can end their turn on the start of a HAZARD ROAD TILE without attempting to go through it.

WEAPON DROPS, Battle-it-Outs and Drive-Bys cannot be used/performed on HAZARD ROAD TILES.

Example play: If a PLAYER begins their turn 2 ROAD TILES away from a HAZARD ROAD TILE and rolls a 4 with their D4, they advance 2 ROAD TILES. Then, re-shuffle and draw again for the HAZARD attempt. If successful, the PLAYER moves up to the connecting ROAD TILE. If there is no ROAD TILE to move up to, finish your turn on the other side of the same HAZARD TILE. If unsuccessful, they can try again on their next turn, or retreat.

Battle-It-Out

BATTLE-IT-OUT scenarios happen when 2 or more PLAYERS exchange 1 STRIKE/ATTACK against each other while on the same ROAD TILE.

  • Roll 1: When you roll a 1, -1HP is dealt as damage.
  • Roll 2: When you roll a 2, -2HP is dealt as damage.
  • Roll 3: When you roll a 3, -3HP is dealt as damage.
  • Roll 4: When you roll a 4, -0HP is dealt as damage (you missed).

WEAPON DROPS and POWER CARDS cannot be used against other PLAYERS during a BATTLE-IT-OUT.

PLAYERS cannot BATTLE-IT-OUT on HAZARD ROAD TILES or active BOSS BATTLE TILES.

When the final boss is defeated, PLAYERS become bosses on the FINAL BOSS TILE.

Example play: PLAYER X lands on PLAYER Y's ROAD TILE. PLAYER X rolls their D4 TO ATTACK. PLAYER Y rolls their D4 TO COUNTER ATTACK. End of BATTLE-IT-OUT scenario.

If more than 1 PLAYER ends up on the same ROAD TILE, each PLAYER PICKS 1 PLAYER to ATTACK. (Only BLUE SHADES can target a second PLAYER with her 2 STRIKE ability.)

Car Bomb: When a PLAYER'S health reaches zero, their escape car explodes. Any other PLAYER or BOSS on the same ROAD TILE at that time takes -1HP damage.

Drive-By

DRIVE-BY scenarios happen when a PLAYER moves over the same ROAD TILE occupied by another PLAYER without landing on the same ROAD TILE.

  • Roll 1: When you roll a 1, -1HP is dealt as damage.
  • Roll 2: When you roll a 2, -2HP is dealt as damage.
  • Roll 3: When you roll a 3, -3HP is dealt as damage.
  • Roll 4: When you roll a 4, -0HP is dealt as damage (you missed).

Example play: PLAYER X moves past PLAYER Y. PLAYER X rolls their D4 to ATTACK PLAYER Y. PLAYER Y cannot COUNTER ATTACK. (Only GREEN SHADES can COUNTER ATTACK a DRIVE-BY.)

Boss Battle

A BOSS BATTLE happens when a PLAYER lands on an OMG-ZILLA BATTLE TILE, DEATH TURRET BATTLE TILE (sub bosses), or the FINAL BOSS BATTLE TILE, TWISTED fo0k.

  • PLAYERS cannot move off of an OMG-ZILLA or DEATH TURRET BATTLE TILE until that boss is defeated.
  • Multiple PLAYERS can be on a BOSS BATTLE TILE fighting simultaneously.
  • Collect 1 of any used WEAPON DROP and draw a POWER CARD for defeating a BOSS BATTLE.
  • Collect 1 of any used WEAPON DROP for being on the space while a BOSS was defeated by another PLAYER.

Boss battle sequence: The boss always gets FIRST STRIKE for -3HP damage (excluding SMOKE BOMB usage and BLACK SHADES' unique ability). PLAYER X gets 3 ACTIONS (use in any order):

  1. Roll the D4 for damage.
  2. Use 1 WEAPON DROP.
  3. Use or trade in 1 Power Card.

This ends the sequence and PLAYER X's turn. If PLAYER Y reaches the BOSS BATTLE while the boss is alive, the same sequence occurs for PLAYER Y.

Example play: PLAYER X lands on the OMG-ZILLA #1 ROAD TILE.

Final Boss

PLAYERS cannot land on the FINAL BOSS TILE until all other BOSS BATTLES are defeated.

Once you land on the FINAL BOSS ROAD TILE, you cannot move off of it. Players take most direct path to final Tile once Twisted fo0k is killed.

THE FINAL BOSS IS DEAD! HERE COMES THE RESCUE CHOPPER! BUT WAIT! THERE'S ONLY ROOM FOR 1 HERO! THE PORTAL IS CLOSING UP AHEAD!

The first PLAYER on the FINAL BOSS TILE will always get FIRST STRIKE against the second PLAYER that lands on the FINAL BOSS TILE if the boss is dead.

Third and fourth PLAYERS to land here when the BOSS is dead immediately TARGET a PLAYER. The TARGETED PLAYER gets FIRST STRIKE.

The turn order continues COUNTER CLOCKWISE.

If 3 or more PLAYERS on the FINAL BOSS TILE end up fighting each other after the FINAL BOSS has died, the PLAYERS must choose which PLAYER to ATTACK/STRIKE per turn.

WEAPON DROPS can be used against other PLAYERS during the FINAL BOSS BATTLE, once the boss is destroyed.

LANDMINES, FIRE DROPS and GUNFIRE WEAPON DROPS now deal -3HP against other PLAYERS.

SMOKE BOMB WEAPON DROPS can be used defensively to prevent being ATTACKED/TARGETED until the start of your next turn.

POWER CARDS can still be used or traded in during a PLAYER'S turn.

When PLAYERS defeat other PLAYERS on the FINAL BOSS BATTLE TILE, they still receive a WEAPON DROP and POWER CARD as they do during a normal BOSS BATTLE victory.

The CAR BOMB always deals -1HP to all active PLAYERS when a PLAYER dies.

Example play (final boss):

  • PLAYER X kills the third sub boss, which happened to be the DEATH TURRET BOSS BATTLE. PLAYER X gains 1 WEAPON DROP of their choice from the graveyard and draws a new POWER CARD.
  • PLAYER Y was on the DEATH TURRET when it died, and so gains just 1 WEAPON DROP of their choice from the graveyard.
  • PLAYER Y now rolls a 4 on the D4 and is close enough to move onto the FINAL BOSS BATTLE TILE. PLAYER Y goes through the BOSS BATTLE SEQUENCE and ends their turn.
  • PLAYER Z is within 2 spaces of the FINAL BOSS BATTLE TILE and rolls a 3 movement. They decide to wait and let PLAYER Y fight the BOSS for awhile before coming back. Ends turn.
  • PLAYER X is able to move onto the FINAL BOSS BATTLE TILE but first moves past PLAYER Z and performs a DRIVE-BY against them before starting their BOSS BATTLE SEQUENCE.
  • PLAYER Y casts the killing STRIKE on the FINAL BOSS BATTLE TILE, gaining the WEAPON DROP and POWER CARD. PLAYER X collects 1 WEAPON DROP from the graveyard.
  • PLAYER Z now draws enough movement to land on the FINAL TILE and join PLAYERS X and Y. It is PLAYER Z's turn, however PLAYER X gets FIRST STRIKE against PLAYER Z because PLAYER X was first to the FINAL TILE. PLAYER Z chooses who they want to STRIKE/ATTACK and ends the sequence.
  • Turns continue in counter clockwise order, therefore it is now PLAYER X's turn. PLAYER X targets the PLAYER of their choice using the BOSS BATTLE SEQUENCE.
  • This continues until there is only one PLAYER left alive.

Character Cards

Each character card has a special ability. Character biographies are flavour text and are not transcribed.

  • GoodDay: Has the option to move +1 with every movement (extra TILE included when moving into undiscovered areas). Can move through HAZARD TILES without rolling for failure/success.
  • Mista: Immune to FIRE WEAPON DROPS & FIRE TILES. If equipped, has the option to use 2 FIRE WEAPON DROPS at once.
  • Rebecca Jones: Can counter-attack DRIVE-BYS by rolling the D4. Rebecca's Gunfire Weapon Drops, DRIVE-BYS, counter attacks, & Boss BATTLES deal an extra -1HP damage.
  • Shooter: Immune to Gunfire Weapon Drops & DRIVE-BYS (can take damage from Battle-It-Out scenarios). Has automatic FIRST STRIKE during BOSS BATTLES.
  • Reegad: Takes -1HP less damage, no matter what hits him. Can move +1 extra TILE when landing on a NITRO-NOS TILE.
  • Ariel & FlaMiN: Immune to LANDMINE Weapon Drop damage. Can attack 2x during a single DRIVE-BY, BATTLE-IT-OUT, & BOSS BATTLE.

Road Tile Types

  • START ROAD TILE: Weapon Drops, Battle-it-Outs and Drive-Bys cannot be used/performed on this TILE.
  • STRAIGHT ROAD TILES: No effect on this TILE.
  • HAZARD ROAD TILES: PLAYERS must successfully use their car to get past this TILE (see Hazard Road Tiles).
  • EVENT ROAD TILES: PLAYERS must draw an EVENT CARD after landing on this TILE.
  • FIRE ROAD TILES: PLAYERS take -2HP damage for passing on or over this TILE.
  • NITRO-NOS ROAD TILES: These Road Tiles act as a free space when moving over in the same direction of the rainbow colored arrows. When a PLAYER lands on this type of tile and there is no tile to move onto, they may draw a new Road Tile from the tile stack (if there is a Tile to draw). PLAYERS cannot gain the free space if they intend on turning away from the rainbow colored arrows, via the 4-way intersection.

Boss Battle Tiles

  • DEATH TURRET BOSS BATTLE TILE (7HP): 4-way intersection. Once landed upon, PLAYERS must defeat this boss in order to move off of it.
  • OMG-ZILLA #1 BOSS BATTLE TILE (10HP): 4-way intersection. Once landed upon, PLAYERS must defeat this boss in order to move off of it.
  • OMG-ZILLA #2 BOSS BATTLE TILE (10HP): 4-way intersection. Once landed upon, PLAYERS must defeat this boss in order to move off of it.
  • FINAL BOSS BATTLE TILE (20HP): Dead end. Once landed upon, PLAYERS must defeat this boss and be the last PLAYER alive, in a king-of-the-hill style finale.

Questions and Answers

  1. Q: Can players hurt each other on the Start Road Tile? A: No. Weapon Drops, Power Cards, Drive-Bys, and Battle-it-Outs cannot take place on the Start Road Tile.

  2. Q: What can I do on my turn? A: Actions include: Drawing a D4 Card for movement, playing a Weapon Drop, and playing or trading in a Power Card. (Always remember your character's special ability.)

  3. Q: Can I skip my turn? A: No. Players must move at least "up to" the amount drawn from the D4 Draw Deck. Ex: If you draw a 4 from the D4 Draw Deck, you must move at least 1 space.

  4. Q: Do I have to go straight to the Final Boss Road Tile when it becomes available? A: No. Players can freely travel the Road Tiles for infinite turns before landing on the Final Boss Road Tile.

  5. Q: How many Event Cards can I trigger per turn? A: Sometimes, Event Cards force the player to move additional spaces, or roll again. This can trigger more Event Cards. There is no limit to the possible chain reaction of Event Cards.

  6. Q: What do I do if an Event Card says to "Roll Again", and I still have another Event Card to resolve? A: Event Cards must be completely resolved before taking another Event Card. Sometimes, multiple Events cannot be done due to having to roll again.

  7. Q: How do I know when my turn is over? A: Your turn is over after you have done your movement, and optional usage of Weapons and Power Cards. Also, don't forget to resolve any Drive-Bys or Battle-it-Outs against opponents.

Printed on the final FAQ page: "Rules in this book trump rules on the card descriptions."

Transcriber's note: the rulebook's Q&A numbering is kept as printed. Printed spellings and typos ("thier", "vechicle", "fo0k", "Macro" on the tie-in list) are kept as printed. The sheet uses "Yellow", "Blue", "Green" and "Black" Shades as shorthand in several rules; "Yellow Shades" appears on the character card biographies, and the other shade names are used as printed.

Transcriber's note: the sheet gives two statements of the CAR BOMB effect. The Battle-It-Out panel says it damages any other PLAYER or BOSS on the same ROAD TILE; the Final Boss section says it deals -1HP to all active PLAYERS when a PLAYER dies. Both are transcribed as printed.

  • Q: How do I know when my turn is over when I'm on an active Boss Battle Road Tile? A: Your turn is over on an Active Boss Battle when both you and the Boss have performed your Actions, you defeat the Boss, or the Boss defeats you.

  • Q: How do I get more Power Cards (PC)? A: By dealing the final strike to a Boss, and killing it, you gain 1 PC from either the top discard pile or a new PC.

  • Q: How do I get more Weapon Drops (WD)? A: By either dealing the final strike to a Boss, or being on the same Boss Battle Road Tile when a Boss is defeated, you gain 1 WD from the WD graveyard.

  • Q: What and where is the Weapon Drop graveyard? A: At the start of the game, place the 4 Weapon Drop Reference Cards nearby with the matching WD tokens next to them. This area forms the graveyard to discard and acquire Weapon Drops.

  • Q: Can I end my turn on a Hazard Road Tile, without attempting to go over it? A: Yes.

  • Q: Is this a semi coop game? A: No. With careful timing of joining Boss Battles, striking Bosses, trading/using Power Cards, and Weapon Drop usage, players can gain or keep the upper hand without aiding their opponents. Bosses can be defeated without the aid of other players.

  • Q: Are all arrows and icons in play on the different cards? A: All arrows are in play when referencing Player Special Abilities, Power Cards and Event Cards, unless specified.

  • Q: Can cars travel from one side of the game board to the other, via the road tiles? A: Yes.

  • Q: What is the difference between "plus 1 space" and "plus 1 tile"? A: Plus 1 space allows the PLAYER to move plus 1 in any direction. Plus 1 tile allows the PLAYER to draw 1 ROAD TILE and move plus 1 in any direction.

  • Q: Can cars travel from one side of the board to the other via the Road Tiles? A: Yes. The board edges connect to the opposite side for a "looping" effect.

  • Q: What happens if an infinite loop is created from the Road Tiles, locking in Players? A: If an infinite loop is created from the Road Tiles, then a Battle Royal will determine the winner. There are no Boss Battles in a Battle Royal. Road Tiles can no longer be drawn, and Players must travel the infinite loop, attacking the other Players until there is only one left alive. This is also known as the, "INFINITE LOOP CLAUSE".

  • Q: Are all of the arrows (image of the arrow) in play when referencing Player Special Abilities, Power Cards and Event Cards? A: Yes. Unless specified otherwise.

  • Q: Is it possible to leave the Final Boss Tile? A: Players can only fall back off of a Boss Tile if an Event Card states to fall back 1 space.

  • Q: Anything else I should know about Events and Power Cards? A: Yes! Check this out...

  • Event Card Verbiage: Tiles vs Spaces. Move up a Tile means you can take a Road Tile from the deck to move up a space (if the neighboring space is blank). Move up a space does not call for a new Road Tile to be pulled from the deck.

  • All arrows on Event Cards apply to the active player.

  • If an inactive Player is forced to move to a new Road Tile from an active Player's Event, the inactive Player cannot trigger an Event they were forced onto. Also, that Event cannot be used at the start of said inactive Player's turn.

  • Power Cards (PC): When trading in a Power Card for a new PC, the player may take the top, face down PC, or the top face up, discarded PC (if one is available). Players cannot search either PC pile for a PC.