RoadKill
RoadKill Rulebook
Table of Contents
Table of Contents
1. Introduction
The full RoadKill rules follow. (Credits omitted.)
2. Components
Each game consists of:
- Two 64-card Action decks
- One rules folder
- One sheet of die-cut cars and markers
- Twelve 5" x 5 5/8" Control Panels and Damage Charts
- One "Leader" Pawn
Replacement parts can be ordered by mail from The Avalon Hill Game Company.
2.1 Glossary
Learn the following terms/symbols before reading the rules.
ACTIVE: The player whose turn is currently underway is the active player.
ADJACENT: Cars are said to be adjacent only if they are next to each other and on the same Section. A car can be adjacent to no more than two cars: the car in front of it and the car behind it.
SECTION: A Move/Road card successfully played by the leader to become a part of the course. See 6.21.
TRAILER: Any car on a Section behind the active car's currently occupied Section.
<=: Less than or equal to.
>=: Greater than or equal to.
Moving symbol: Denotes a moving car (i.e., a car with its moving side face-up). See 4.3.
Driving, Fate, Attack, Supply: There are four types of cards. They are identified by the symbol in the corner as either Driving, Fate (star), Attack, or Supply (fuel can) cards. When required to discard one of these types, any card with that symbol in its corner will suffice regardless of the car's present ability to play that card.
#: The "#" symbol refers to the car in the relative position of applicable cars when determining the recipient of a Random Event (see 8.2).
Damage Check (check mark): This symbol requires the affected car to draw the next card and check the check-mark column from that card's Number Line (see 4.4) to determine the result on the Damage Table (see 7.3).
Attack: All attacks are resolved by drawing the next card and checking the Attack column of the Number Line to determine the result on that Attack card's table.
Mechanical Problem (wrench): See 7.1.
3. Prepare to Play
Shuffle the deck and place it face-down on the table to form a Draw pile. Place cars equal to the number of players in an opaque cup suitable for a random draw. Each player draws one car from the cup. The player drawing the lowest-numbered car will move first, the player with the second-lowest car will move second, and so on. The players now place their cars one behind the other in numerical order (lowest-number car first) and arrange their seats so as to be sitting in the order of their car numbers so that play will follow in clockwise order around the table. Each player is dealt seven cards to form his initial hand. Give each player a Control Panel and one "Damage", "Fuel", and "Time on Road" markers. Place the "Time on Road" marker in the "0" box of his Control Panel Road Log. Place the Fuel marker in the "Full" box of the Fuel Gauge and the Damage marker in the "0" box of the Damage Track.
4. The Cards
Card anatomy: a card has a Suit symbol in its corners (red or black), a Stopped-car-use-only marking (solid border and a Stop Sign at the top center) or a Moving-car-use-only marking (dashed border and a moving-car symbol at the top center), an Attack Table, and a Number Line at the bottom. The Number Line columns are: Damage Check column, Repair column, Attack column, Mechanical Problem column, and Event column. The diagram's captions read "Red Card: Playable only during own turn" and "Black Card: Playable only during opponent's turn"; this is transposed as printed and contradicts rule 4.1 below (black cards are played during one's own turn, red cards during an opponent's turn), which governs.
4.1 Color Coding
The suit symbol of each card is color-coded to aid in distinguishing when it can be played. Black suit cards can be played only during a player's own Action Phase. Red suit cards can be played only during an opponent's Action Phase and only against the Active car. Cards with both black and red suit symbols can be played during any Action Phase. A card can be discarded regardless of its color.
4.2 Discard Pile
Except for Road cards played to form a new section, all played and discarded cards are placed face-up in a Discard pile next to the Draw pile. When the Draw pile is empty, the Discard pile is shuffled and flipped to form a new Draw pile.
4.3 Motion
Cards with a solid black border (and a Stop Sign at the top center) can be played only by a stopped car. Cards with a dashed border (and a moving-car symbol at the top center) can only be played by a moving car. Cards with no border or symbol at the top center can be played regardless of motion.
4.4 Number Line
Each card contains an alpha-numeric Number Line of 11 columns at its bottom which is used to determine the random numbers needed in the game. Whenever resolving anything requiring a random number, the next card is drawn and the proper column of the Number Line is consulted to determine the outcome. That card is then discarded. The Damage Check (check mark) column is used to check for Damage. The R column is used for Repair draws as well as for the number 4. The Attack column is used to resolve Attacks as well as for the number 5. The Mechanical Problem (wrench) column is used to resolve Mechanical Problems as well as for the number 6. The 0 column is used for position checks in ten-car races. The final column (the Event column) is used for Event checks.
4.5 Hand Size
A player's maximum Hand Size is seven cards. This maximum is immediately reduced by one card for each point of damage on his car. A player may not hold more cards than his maximum Hand Size, even temporarily.
Players must keep their Control Panel and number of cards visible at all times. If asked, a player must reveal the number of cards in his hand.
5. Sequence of Play
During each player's turn, he is considered Active. At the end of each Player Turn, play passes to the next clockwise player who then becomes "active". At the start of a race, all cars are stopped. There are four phases to each Player Turn.
5.1 Event Phase
If it is the leader's turn, he draws the next card and consults the Event column of the Number Line. The letter found in that column indicates the Event to be enacted from the Event Chart on the back page. After announcing the Event, the card is discarded.
Players who are not in the lead at the start of their turn do not make Event checks and must skip this phase.
If a toggle-switch symbol appears in the Event column, that Event has a continuous effect on either a car or an entire Section. Place that Event marker on that Section/car until its effects are removed (see 8.4-8.6).
5.2 Action Phase
Normally, an Active player may play any number of black cards. Each card is played one at a time so as to give all players an opportunity to react before the next card is played. For each black card played, each opponent may play one red card in response. However, the ability to respond is usually limited to Adjacent cars actually being passed/attacked. Cards drawn to resolve chance situations do not count as cards played by any player and are discarded immediately.
5.3 Discard Phase
If he played no cards during his Action Phase, an Active player may discard any number of cards.
5.4 Draw Phase
The Active player may normally draw a maximum of three cards in his Draw Phase minus one card for each card (regardless of color) he played from his hand during his Action Phase. However, he may never draw more than his maximum Hand Capacity.
6. Movement
6.1 Starting
A stopped car must play a Driving card in order to flip to its moving side. That Driving card does not allow it to advance in any other way and is placed in the Discard pile. "Swerve" and red "Move" cards cannot be used to start since a car has to be already moving to play those cards. A "Red Line" card can be used to start (as well as to double Move Values) but requires a Damage Check.
6.2 Overview
Cars move forward along a trail of Road cards laid end to end during play to form the course over which the race is run. Cars never move backwards. The race is won by the first car to enter the eighth Road Section. All cars behind the leader finish in their current position when the leader enters the final Section. The "Move/Road #" cards are considered "Move" cards when played to pass a car on an already-played Section, or to enter an existing Section. "Move/Road" cards are considered "Road" cards when laid to form a new extension to the course. There are two forms of movement:
- entry of a new Section, and
- movement within the currently occupied Section.
6.21 Laying a New Section
Only the lead car on the lead Section can lay a Road card to add to the course. He does this by playing a "Move/Road" card onto the table in front of the lead Section and passing an "Exit draw" (see 6.24). If that Exit draw (after all modification) is greater than the number of Trailers, that "Move/Road" card becomes a permanent Section and the Active car moves to the top of that Section.
If the Exit draw (after all modification) is not greater than the number of Trailers, the just-placed Road card is discarded. A Road card with a value greater than 1 does not receive multiple Exit draws. However, the Active player may play another Move card to attempt the Exit draw again in the same turn.
If the Active car successfully places a new Section in play, that car remains at the top of that Section until it is passed or moves onto another Section. Other cars which enter that Section are placed behind the previous car(s) on that Section in the order that they enter that Section to depict their order on that Section from first to last.
Place a Section marker equal to the Road's place on the course (e.g., Road Section 1 for the first Section played) next to each newly placed Section. Place the side of the Section marker face-up which corresponds to the value of the Section card. Use the "Section III/IV" markers to record a Section of value 3 or 4.
6.22 Existing Section Entry
A car which is not on the lead Section, but which is leading on its current Section, may move forward onto the already-placed Section ahead of it by playing any Move card and making an Exit draw greater than the number of Trailers (see 6.24). Regardless of the outcome, any Move card used to attempt an Exit draw to an already-laid Section is discarded. Any remaining "value" of that Move card is lost.
When the last car has left a Section, place that Road card in the Discard pile, but leave the Section marker in place.
6.23 Time on Road
Whenever an Active car enters a new Section (including Side Roads), its owner places his "Time on Road" marker on the gray negative box of his Control Panel's Road Log that is equal to the value of the car's current Section. Whenever an Active car ends its Player Turn moving, advance its "Time on Road" marker one box to the right on the Road Log. The number in the Road Log box occupied by the marker is added to that car's draw when trying to exit its current Section. Events may move a "Time on Road" marker backwards on the Road Log, but a car's Road Log status may never be less than -4.
EXAMPLE: It is the first turn of a six-car race. Car 1 plays a Driving card to start and a "Move 2" card to enter the first Section. His entry of the Section is automatic because there are no Trailers at the start of a race. However, he must still draw a card to check for the Exit simply because doing so removes a card from the Draw pile. Because it is a six-car race, he would check under the Mechanical Problem (wrench) (6) column (6.24) if the success of the Draw was in doubt. His "Time on Road" marker is placed on the -2 box of his Road Log. If he ends his turn now, he may draw one card and advance his Time on Road marker to the -1 box. However, he is feeling ambitious and decides to play two Landmark cards and a "Move 1" card in an effort to reach the second Section. There are now five Trailers on the Section behind him so he must draw a 6 under the Mechanical Problem (wrench) (6) column to succeed, since the -2 of his Road Log status and the +2 of the Landmarks negate each other. He draws a "5", which is not greater than the number of Trailers, and fails. His "Move 1" is placed in the Discard pile. If he had another Move card he could play it now and attempt another Exit draw while the Landmarks are still in play. With only two cards left, he ends his turn. He may not draw any cards. Still moving, he advances his "Time on Road" marker to the -1 box.
6.24 Exit Draw
Only the lead car on each Section may attempt to enter the next Section. To exit its current Section it must draw a number greater than the number of Trailers after playing its Move card. The column of the Number Line consulted is always equal to the number of cars in play. The draw result is modified as follows:
- add the car's "Time on Road" status;
- add 1 for each Landmark/Red Line card played;
- minus any modifiers for applicable Weather/Mechanical Problem (wrench) conditions.
A player attempting an Exit draw must first declare any Landmark/Red Line card that he will play to modify the draw.
6.25 Automatic Exit
If a car's "Time on Road" marker is in the "Automatic Exit" box of its Road Log, the car may enter the next previously-laid Section at the start of its next turn without playing a Move card if the car is moving and leading on its current Section. If the car is leading the race, it may exit automatically but only if it has a Road card to lay as the new Section.
6.3 Leading
At the start of play before any Section is laid, car #1 is considered the leader, car #2 is second, and so on. Thereafter, the first car to play and enter the foremost Section is the leader. That car is placed at the top of that Section until passed by another car, which then becomes the new leader. Later arrivals are placed behind cars already there, in the same order that they entered that Section, until they pass a current occupant of that Section.
Until a player actually plays a Section, all cars are assumed to occupy an imaginary "Road 0" Section at the starting line which can be affected by Events. A car must be the leader on the Road 0 Section before it can lay the first Section of the race. Attacks and movement on the Road 0 Section are resolved in the same manner as those on other Sections.
6.4 Passing
An Active car can pass another car in one of four ways. It may:
- play a Move card to pass one or more cars on its own Section, or
- it may play a Shortcut card or be the recipient of certain beneficial Events, or
- it may attack and pass (or just pass) the car directly in front of it with an appropriate Attack card, or
- if already moving, it may automatically pass stopped cars at the start of its turn (6.61).
6.41 Passing on the Same Section
A car may move forward on its current Section by playing a Move card and exchanging positions with the car ahead of it. The car being passed can respond with an appropriate red card. The Active car can use that same Move card to pass as many cars on its current Section as the value of that Move card. However, if any attack made by or against the passer forces it to stop, its Action Phase is over. A player need not immediately reveal how many cars he will pass when he plays a Move card. He may wait until he has successfully passed a car and then decide whether he will attempt to pass another with any remaining Movement value of the previously-played Move card. He may also decide to play another card in the interim while "saving" the unused portion of the prior Move card for later use in the same Action Phase.
If a player uses a portion of a Move card to take the lead of his currently occupied Section, he may use any remaining value of that Move card to attempt to enter the next Section (as per 6.24). If currently the overall leader, he must place that same Move/Road card as the next permanent portion of the course.
6.42 Passing Attack
An Active car can pass the car immediately in front of it on the same Section by playing an appropriate Attack card against it. By attacking, it passes the target regardless of the outcome. An attack played against a camouflaged target has no effect on either car but still allows the Active car to pass and the "target" to counterattack. A counterattack played by a non-Active player has no passing value.
6.43 Non-Attack Passes
An Active car may play an eligible attack card solely to pass without resolving the attack. This is the only way a Ram or Sideswipe can be used to pass a stopped car because a stopped car cannot be attacked by those cards. Ignoring an attack opportunity does not prevent the passed car from using that opportunity to counterattack. The passing car must declare whether it will attack before passing and may not change that action even if the passed car decides to counterattack. Players may make agreements not to attack one another, but such pacts are unenforceable.
6.44 Voiding a Pass
A car being passed may play a red "Move 1" card during an opponent's turn to negate the opponent's passing attempt. This does not stop a passing attack from being made, but does prevent the attacker from passing as a direct result of that attack. A defensive "Move 1" play cancels only one value of a Multi-value Move card.
6.5 Attacks
The Active car can attack any adjacent car by playing an appropriate black Attack card, drawing (and discarding) the next card from the Draw pile to check the Attack column of that Number Line, and applying the resulting number to that card's Attack Table. A non-Active car can attack an Active car only while being passed (or attacked), and only once for each card (Move or attack) played by the Active car. The passer's attack is resolved first, but that attack and any resulting counterattack is considered simultaneous and resolved regardless of the consequences of either attack.
6.51 Counterattack Reaction
The Active car may play a "Swerve" or "Firm Shoulders" card in reaction to a counterattack, but only one. The passer's response to a counterattack does not allow the passed car to play another card in return.
6.6 Stopping
Cars may stop voluntarily, or be forced to stop by Events or attack results. Moving cars remain in motion even if they take no action during their turn, unless they are flipped to their back (stopped) side. Stopping is not an action and does not inhibit discard or draw capabilities. If a car stops during its Action Phase, it can take no further action during that Action Phase. A car that stops during the Event Phase may still camouflage itself (Event J), siphon gas (Event A), or make repairs (Event R) during that Event Phase. A car that stops during the Event Phase may start and/or take other actions in its Action Phase.
6.61 Automatic Pass
An already moving car that starts its Action Phase directly behind a stopped car(s) on the same Section passes it without a Move or Attack (even if on a Narrow Road) unless it stops or opts to pass with an Attack card instead at the start of its Action Phase. However, the passer is subject to normal counterattacks by each passed car as it passes. Once the passing car enters a new Section or moves behind a moving car, it may no longer automatically pass stopped cars in that turn.
6.62 Resting
A car that begins its Action Phase already stopped and takes no action in that phase (including the automatic repair/refuel of a Rest Stop) may discard any number of cards during its Discard Phase and refill its hand completely in its Draw Phase (up to its present Hand Capacity).
6.63 Out of Gas
A car which runs out of fuel must stop. On the next turn it may rest (6.62), discard, forage (6.72), or play a Siphon Gas card. It may not move forward without fuel. To forage, it must first play a Driving card to restart.
6.7 Rest Stops
A Section containing a Rest Stop offers an opportunity to refuel and repair. A car that stops in a Rest Stop Section on the FIRST turn it entered that Section is considered at the Rest Stop. Mark it with a Rest Stop marker. Every turn it begins and ends its turn stopped at the same Rest Stop, it may remove one Mechanical problem (wrench) OR one Damage point in addition to discarding, playing and drawing cards normally, and completely refueling. A car at a Rest Stop may play cards such as "Tool Kit" to make additional repairs in excess of the automatic repair benefit of the Rest Stop, but may not draw for additional repairs due to the "sole action" restriction of Roadside Repairs (7.4). The automatic repair/refuel functions of a Rest Stop do not reduce the number of cards a player may draw in his Draw Phase. A car at a Rest Stop can attack and be attacked normally. All Side Roads, including Box Canyons, contain Rest Stops.
6.71 Side Roads
No Exit draw is required to enter a Side Road, but a successful Exit draw is required to leave one. A car must play a Move card to attempt re-entry of the main Section, and if successful will expend fuel normally. Normal "Time-on-Road" modifiers for the Road Log will accrue for turns spent moving on a Side Road, but are usable only to exit that Side Road back onto the main Section.
A Side Road is returned to the Discard pile as soon as its occupant returns to the main course. Only the car that played a Side Road may enter it. Cars on Side Roads may not attack or be attacked.
A Side Road is an extension of the Section to which it is connected. A car on a Side Road is behind all cars on the Section to which that Side Road is connected, but is not considered a Trailer to them. If all cars on a Section are on Side Roads, the leader on that Section is the car with the most "Time on Road" on its Side Road. If still tied, the leader is the lowest-numbered car on that Section's Side Roads.
6.72 Foraging
A player in need of fuel and/or repairs who does not wish to follow the existing course to reach the next Rest Stop may play a "Move/Road" card from his hand to automatically form and enter a Side Road perpendicular to the currently occupied Section. There is no fuel cost to enter a Side Road (see 7.2). The car then stops and refuels/repairs normally as if it were at a Rest Stop.
7. Damage & Repairs
7.1 Control Panel
Each car's mechanical problems are summarized on its Control Panel with the aid of markers. If a Mechanical Problem (wrench) marker is placed on a Mechanical Problems box on the Control Panel, those penalties apply to the car until it is repaired and the marker is removed.
7.2 Fuel Usage
Fuel use is recorded by moving each car's Fuel Gauge marker down the corresponding column one box for each value of the Section just exited (one, two, three or four). When a car runs out of fuel, it stops. On subsequent turns it must rest, siphon gas, discard, or forage for fuel (as per 6.72). A car that cannot expend all the fuel required to exit a Section may not leave it except by foraging on a Side Road.
7.3 Damage
For each point of Damage a car suffers, its Hand Size is immediately reduced by one and the car must make a draw on the Damage Check column and apply the resulting number with a -1 modification to the Damage Table to check for additional problems. Further Damage caused by the Damage Table does not require another draw on the Damage Table. Record any Mechanical Problem by placing a marker on the proper Control Panel box. If a car already with a Mechanical Problem draws an identical one, it must draw again until it obtains a different one.
A player whose maximum Hand Size has been decreased beneath his current Hand Size must immediately have an opponent randomly draw and discard the excess card(s) from his hand.
7.4 Roadside Repairs
Already stopped cars may attempt emergency roadside repairs without Rest Stops or repair cards by declaring a Repair Attempt as the only action of their Action Phase. This attempt does not inhibit Draw or Discard capabilities. Repair attempts are successful on a Repair draw of "4" or higher on the "R" column. Each successful Repair corrects one Mechanical Problem of the driver's choice or removes one Damage point.
For each failed repair attempt, the driver is given a "Repairs +1" draw modifier marker which he uses to modify subsequent Repair draws. If the subsequent Repair draw also fails, the Repairs marker is flipped to its "+2" side for the next attempt. A Repair draw can never be modified by more than +2, but that same modifier may be used any number of times. The Repairs marker is discarded when a repair is successfully completed or the car moves. A Repairs marker does not have to be used on the same Repair job for which it was obtained.
7.5 Elimination
A car with seven Damage points is eliminated. The player may continue in the race by starting over with a new car from the original start line on his next turn.
Damage Table
Each time a car is required to make a Damage Check, it must draw a card and check the Damage Check column of its Number Line to find a number to apply to the Damage Table. If the Damage Check was caused by taking Damage, subtract one from the Damage Check column number. Damage incurred on the Damage Table does not require additional draws on the Damage Check column.
| Result | Name | Consequences |
|---|---|---|
| 1 or less | Crash | Applicable only to a moving car. Stop, take one Damage and draw for a Mechanical Problem on Control Panel unless you discard "Great Reflexes". |
| 2 | Flat Tire | Car must stop. Place a Mechanical Problem marker on the Flat Tire box. Car may not move again until repaired. |
| 3 | Mechanical Problem | Draw on the Mechanical Problem (wrench) column and check Control Panel for effect. Place a marker on that Control Panel box until repaired. |
| 4 | Ditched | Applicable only to a moving car. Stop and take one Damage unless you discard "Firm Shoulders" or "Great Reflexes". |
| 5 | Spinout | Applicable only to a moving car. Stop and move Road Log marker one box to the left unless you discard a Driving card. |
| 6 or more | No Effect |
Control Panel: Mechanical Problems
Repairs require a sole action draw of "4" or higher on the "R" column. A Mechanical Problem draw (wrench column) result is found on the Control Panel:
| Draw | Problem | Effect |
|---|---|---|
| (unnumbered box) | Flat Tire | Stop! Do not move until repaired. All Repair Attempt draws receive at least a +1 modifier. |
| 1 | Coolant Leak | Must draw one card less than normal while moving until repaired. |
| 2 | Fuel Leak | Lose one fuel now, and an extra fuel for every Section exited until repaired. |
| 3 | Broken Shocks | Subtract one from all Exit draws until repaired. |
| 4 | Brakes Worn | May not play a "Swerve" card (or discard one to avoid an Event or Damage) until repaired. |
| 5 | Engine Wear | Deduct one from Move Values. A "Move 0" can be used only to exit Section or pass a stopped car. |
| 6 | Headlights Out | Must subtract 3 from all Exit draws at night until headlights are repaired. |
(On the printed Control Panel, Flat Tire occupies the unnumbered wrench box; it is the Damage Table result of 2. The numbered boxes 1 to 6 are the results of a draw on the Mechanical Problem column.)
Control Panel boxes: Damage Track 0 to 7 with hand sizes 7, 6, 5, 4, 3, 2, 1 cards and "wreck" at 7 Damage. Road Log: -4, -3, -2, -1, 0 (Start), +1, +2, +3 (the box after +3 is "Exit without Move if moving and leading on own section"; this is the Automatic Exit box). Advance the marker one box for each turn ended moving on the current section. Fuel Gauge: Full, 7/8, 3/4, 5/8, Half, 3/8, 1/4, 1/8, Empty STOP. Repair Modifiers: Earn one +1 draw modifier for each failed Repair attempt. Voided by moving or successful repair.
8. Events
8.1 Leader Pawn
Once each player has taken a turn, there is an Event draw (5.1) at the start of the current leader's turn and that player places the pawn at the top of his Control Panel to mark his status as the current leader. The pawn is passed to whoever passes him to become the new leader. The pawn is a visible reminder of the leader's responsibility to check the Event draw. If the leader takes his complete turn without making the Event draw, there is no Event. However, if any player calls for the missed Event draw before the leader finishes his turn, the Event must be drawn and applied immediately after the leader finishes his turn.
8.2 Applicability
If an Event is listed as being applicable to "a moving car in # position", a subsequent draw is often required to determine the moving car to which it applies. Determine how many moving cars are in play and consult that column on the Number Line of the next draw to determine which of the moving cars is affected. The draw refers to the current position of the car relative to the other moving cars -- not to its printed number or overall position in the race.
8.3 Night
Night rules apply once any player draws a card from the third deck. Daylight returns once any player draws a card from the fourth deck. Thereafter, Night rules apply during every third deck played. During Night Draw Phases, an Active moving car can normally draw a maximum of two cards per turn (stopped cars may still normally draw up to three cards per turn or fill their hands if resting; 6.62). All attack draws except Tire Spikes are modified by subtracting one at night. Landmarks do not modify Exit draws at night. Place the properly numbered Deck marker next to the Draw pile as a reminder of the current deck.
8.4 Weather
If a Weather Event is drawn, place the appropriate Weather Event marker to the left of the leader's current Section until cleared. That Weather condition remains in effect on the stated Section (only) until another Weather Event is drawn or that Section is removed due to having been passed by all cars. If any Weather Event is drawn while another Weather Event is already in effect, the new Weather Event cancels the original Weather without going into effect itself!
8.5 Narrow Road
This Event occurs only to a moving car. It means that the listed car finds itself on a portion of its current Section that limits maneuverability. Mark that car with a "Narrow Road" marker. To attempt to pass a moving car (or to be passed while moving) on a Narrow Road requires an extra Move value or attack. For example, passing on a Narrow Road would require the play of two "Move 1" cards, or both values of a "Move 2" card, or an Attack card and a Move value, or two Attacks. A car passing with two Attacks resolves both, unless the first causes either car to stop.
The passed car can respond with a reaction card of its own to each card played to pass it. Therefore, if playing two cards, the passer should play them separately so that the passed car can respond to each individually. Pass attempts are not cumulative from turn to turn. A red "Move 1" play would cancel the passing effect of only one passing attempt -- leaving the second to be combined with yet another passing attempt that turn to complete the pass.
Hubcap Blades and Tire Spikes attacks occurring on a Narrow Road add one to their attack draw by/against the car. A car with a "Narrow Road" marker passing another car with a "Narrow Road" marker does not incur additional penalties.
(Marker text: "Narrow Road. Doubles passing requirement by/against this moving car; adds 1 to any Hubcap-Blade/Tire-Spikes attack by/against this car.")
8.6 Wide Road
This Event occurs only to a moving car. It means that the listed car finds itself on a portion of its current Section that has split into a divided highway so that the car can pass or be passed without being seen. Mark that car with a "Wide Road" marker. A car can pass on a Wide Road in the normal manner, at the option of the passer. However, if the passer opts to pass without attacking (whether with a Move or Attack card) he cannot be counterattacked as a result of that pass as he is assumed to have passed out of the other car's sight on the other side of the divided highway. If the passer elects to attack on a Wide Road, he may be counterattacked normally.
(Marker text: "Wide Road. This car can pass or be passed without allowing any counterattack opportunity as long as the passer does not attack.")
8.7 Narrow/Wide Road Duration
A car remains marked with a "Narrow/Wide Road" marker until:
- another "Narrow/Wide Road" Event is drawn for that car; or
- the car is passed while moving (but not via a Shortcut); or
- the car passes another moving car (not via a Shortcut); or
- the car enters a new Section.
"Narrow/Wide Road" Events act as toggle switches. Any car on a Narrow or Wide Road which is affected by either Event returns to a normal road by removal of its previous "Narrow/Wide Road" marker. Similarly, if a "Narrow Road" car attempts to pass a "Wide Road" car (or vice-versa), both Road markers are removed before the pass attempt.
8.8 First-Choice Events
The "Abandoned Car", "Repair Truck", "Shortcut" and "Hiding Place" Events can be used by only one car during each occurrence. If the first eligible car declines the opportunity offered by the Event, that opportunity passes to the next eligible car. A car could stop to use the "Abandoned Car" or "Repair Truck" even if it does not need to refuel/repair, so as to deprive the next car of the opportunity to do so.
Event Chart
Toggle Switch (marked with a pointing-hand symbol): Cancels previous related effects without creating any of its own. This is a Continuous-Effect Event; place appropriate marker on affected car or Section.
| Letter | Event | Applies to | Consequences |
|---|---|---|---|
| A | Abandoned Car | Moving car in # position | The indicated moving car may stop now and siphon enough gas to advance its Fuel Gauge four spaces. If declined, the next moving car may do so, and so on. |
| B | Blond Hitchhiker | Lead car | The lead car must stop and move its Road Log marker one box to the left. |
| C | Spinout | Moving car in # position | The indicated moving car must stop and move its Road Log marker one box to the left, unless it discards a Driving card. |
| D | Drawbridge Up | Moving car in # position | The indicated car must either stop and move its Road Log marker one box to the left, or jump the Drawbridge. To jump, check Damage Check column with a -2 modifier. |
| E | Flooded Road | All cars on lead "2" Section | Any cars on the lead "2" Section must stop and move their Road Log marker one box to the left while a detour is created. |
9. Miscellaneous
9.1 Camouflage
This marker protects a car from all attacks (including Theft, Siphon Gas, and Sabotage). It may be placed in the same Action Phase after a car has voluntarily stopped. If a camouflaged car attacks, it loses its camouflage after voiding any counterattack prompted by its attack.
9.2 Smoke Screen/Multiple Moves
When a Smoke Screen is played in reaction to an attack/passing attempt, that attack/passing attempt fails automatically and both cards (even a Multi-Value Move card) are discarded. However, this does not prevent the passer from attempting to pass again in the same turn with another Attack/Move card.
9.3 Fate
The Fate card must be played before any applicable draw or play of a subsequent card. However, on occasion, a player will play cards in combinations that affect each other (e.g., a Move card with a Landmark card); if a Fate card is then played to negate the Move card, the Landmark card must be returned to the owner's hand as if it had never been played.
9.4 Sideswipe
If unable to "lose one random card" because he has none, the defender must take one Damage instead.
9.5 Purpose of Action
Each card played must attempt to fulfill its function. A card cannot be played in the Action Phase solely to remove it from the hand. For example, a player cannot play a Swerve card without being attacked (or dodging some Event road hazard).
9.6 Siphon Gas
If a "Siphon Gas" card is played against an adjacent stopped car, that car loses an amount of gas equal to that gained by the siphoning car. If the siphoned car has only one fuel box left, the siphoning car can gain only one fuel box. A "Siphon Gas" card can be played without affecting an adjacent car, in which case it is assumed to be used against an abandoned car not belonging to one of the players.
9.7 Trading
Any two Adjacent stopped cars may trade cards during one of their Action Phases. Trades do not have to involve an even exchange of cards and can include future considerations such as promises of safe passage for a certain number of Sections. However, such agreements can be violated at any time without penalty.
9.8 Landmark
A Landmark cannot modify Exit draws at night, but may modify as many Exit draws as a car can attempt in its turn.
Optional Rules
10. Car Upgrades
10.1 Drafting Upgrades
Modifications can be made to cars. No Upgrade can be owned by more than one player at a time. Once selected, it is no longer available to be chosen by another player in that race. Players take turns "drafting" Upgrades in reverse order of their car's number before play begins.
10.2 Reverse Draft
If all players wish to start with two Upgrades, each player selects one item and then the order of the draft is reversed with the player who got first choice of the initial Upgrade getting last choice of the second Upgrade. Thus, in a six-player draft the player selecting last (car #1) would have the sixth and seventh selections; the player picking second (car #5) would have the second and eleventh choices, etc. Players have a total of five points to spend on their Upgrades in a Reverse Draft.
10.3 Value
The number listed on the back of each Upgrade marker and in brackets "[2]" in the following description is the relative worth and cost in Victory Points of each Upgrade when purchased in a Campaign Game (see 11.2) or Reverse Draft.
- A. COMPUTER GUIDANCE SYSTEM [4]: This device increases a car's normal Hand Capacity by one.
- B. HOMING BEACON [2]: This device voids "Box Canyon", "Changed Road Sign", and "Lost" Events.
- C. AUTO PILOT RADAR [1]: This device voids "Fog" effects and any opposing "Smoke Screen".
- D. BURGLAR ALARM [1]: This device negates all "Theft", "Siphon Gas", and "Sabotage" cards played against this car.
- E. POWER RAM [3]: This electronically powered battering ram adds +1 to all "Ram" and "Sideswipe" attacks by this car.
- F. CRUISE CONTROL [3]: This device allows a car to use each of the remaining values of a Multi-value Move card for an Exit draw instead of the normal one Exit draw per Move card.
- G. RESERVE TANK [1]: This vehicle contains a reserve fuel tank which allows it to reset its Fuel Gauge at 1/2 when it reaches empty for the first time. Flip the marker to the reverse side once this reserve tank has been used. The marker can be flipped back to its front side once the vehicle is fully refueled normally. A Fuel Leak has no effect on the Reserve Tank unless the Reserve Tank marker is already flipped to its reverse side.
- H. SUPERCHARGER [3]: This Engine accessory allows an increase of one Move Value to any Move card it plays and/or Exit draw it takes, but costs one additional fuel per turn it is used. To claim the +1 benefit, its use must be declared before attempting an Exit draw.
- I. ROTOR [2]: This device converts the car into a mini-copter capable of short-distance flight. It negates all "Narrow Road" restrictions hindering its own passing attempts, the "Drawbridge" event, and opposing "Tire Spikes" attacks.
10.4 Losing Upgrades
A car with an existing Mechanical Problem (other than a Flat Tire) which incurs the same problem again must lose an Upgrade if it has one. If it has no Upgrade to lose, it draws again on the Mechanical Problem column to determine a new problem. A car with more than one Upgrade must lose the Upgrade with the lowest alpha-ID (i.e., a car with any other Upgrade and the Nuclear Fuel Cell (Z) must lose the other Upgrade before losing the Fuel Cell).
Upgrades cannot be repaired. Once lost, they are returned to the pool of available Upgrades to be bought/drafted before the next race.
11. Campaign Circuit
11.1 Duration
A Campaign Game consists of multiple races by the same group of drivers. A player earns one Victory Point for each Section it has entered minus one Victory Point for each car that finishes ahead of it. The Campaign Game lasts until a player wins the last race and has at least 20 Victory Points.
EXAMPLE: The winner of an 8-Section race would always receive eight Victory Points. If there were two other cars on each of the sixth and seventh Sections, and a sixth car on the fifth Section, the score would be: 8, 6, 5, 3, 2, and 0.
11.2 Car Upgrades
After each race, each driver -- beginning with the player who finished last in that race -- may declare expenditure of as many of his Victory Points as he wishes to buy one Upgrade for his car. The player finishing next-to-last purchases next, and so on. Purchase prices are listed on the back of each Upgrade marker. No Upgrade may be owned simultaneously by more than one car. A driver may purchase one additional Upgrade after each race if he has enough Victory Points to spend. Once purchased, car Upgrades can be voluntarily returned for half value (fractions rounded down). Victory Points gained for the return of Upgrades count toward victory totals. Regardless of penalties, a player's Campaign Game total can never be less than zero. However, a car can be forced to return Upgrades to pay for negative Victory Point totals incurred in the last race if it has insufficient unspent Victory Points remaining to pay the penalty.
11.3 Pole Position
Between races, drivers can not change cars or starting positions regardless of their finish in each race or their place in the overall standings. However, the first race of a Circuit does start with a possible purchase of one Upgrade by each car, with cars selecting in reverse order of their car numbers. Each car begins the Circuit with two Victory Points to spend.
12. Teams
12.1 Composition
If there is an even number of players, they may form teams of two players per car. The Driver keeps the Control Panel in front of him and records the current status of the car. The other player becomes the Assistant Driver. Players may discuss their strategy but may not actually show the cards in their hands to one another unless passing cards or changing drivers (12.4-.5).
12.2 Seating
All Drivers are seated in clockwise order around the table in order of their car's printed number (from lowest to highest). All Assistant Drivers are then seated in clockwise order around the remainder of the table, again in the order of their car number.
12.3 Roles
Both partners control their car and move it normally in their respective individual turns with the following exceptions:
12.31 REACTIONS: When a car is passed or attacked, only the player of the passed/attacked car closest to the passer in clockwise direction around the table may play cards in defense. Any player may play a "Fate" or "Box Canyon" card at any time.
12.32 ASSISTANT DRIVER: The Assistant Driver may play the Assault Rifle card even while the car is moving.
12.4 Pass/Draw
Partners may substitute the ability to draw a card for the ability to pass a card to their partner. Players may use any combination of draws/passes that does not exceed their Draw capabilities or Hand Capacities.
EXAMPLE: Player X has six cards. He plays no cards during his Action Phase. He is allowed to draw three cards, but due to a Hand Capacity of 7 can draw only one unless he passes one to his partner (assuming his partner's hand is not already full). So, he draws a card to fill his hand, passes one of the seven to his partner, and then draws another card to fill his hand -- using all three of his Draw/Pass options.
12.5 Changing Drivers
Partners may switch roles if their car begins its turn stopped and the Active player first plays a Driving card to get the car started again. The previous Driver gives the Control Panel to his partner and becomes the Assistant Driver. The Active player then takes their combined hands, keeps as many cards as he wishes (up to the maximum Hand Capacity of their car), and returns the rest to his partner.
12.6 Events
Only the player with the Pawn draws for Random Events. When the leader is passed, he gives the Pawn to the Active player who passed him. Only that player, not his partner, can draw the next Random Event -- even if they switch drivers.
Deck Inventory
One RoadKill game should contain the following number of each card type:
| Qty | Card | Qty | Card |
|---|---|---|---|
| 12 | Black Move/Road 1 | 4 | Spare Tire |
| 7 | Black Move/Road 2 | 2 | Camouflage |
| 3 | Black Move/Road 3 | 8 | Landmark |
| 1 | Black Move/Road 4 | 3 | Red Line |
| 3 | Reststop Move/Road 1 | 12 | Swerve |
| 2 | Reststop Move/Road 2 | 5 | Sideswipe |
| 1 |
Beginner's Track (Introductory Version)
This is the separate "ROADKILL Beginner's Track" rules folder included in the box. It uses the same cards and a printed map.
BT 1. Introductory Version
Only the Beginner's Track version of ROADKILL uses a map with a pre-determined course. The full game allows each race to create its own course made of played Road cards as play unfolds. Play the Beginner's Track a few times before reading the rules to the rest of the game.
BT 2. Glossary
Learn the following terms/symbols before reading further.
ACTIVE: The player taking his turn is the active player.
ADJACENT: Cars are adjacent only if they are next to each other and on the same Section. A car can be adjacent to only two cars: the car in front of it and the one behind it.
SECTION: A portion of the course represented by a Road card actually printed on the map.
TRAILER: Any car on a Section behind the active car's currently occupied Section.
Moving symbol: Denotes a moving car (i.e., a car with its moving side face-up). See 4.3.
Card symbols: Cards are identified by the symbol in each corner as either Driving, Fate, Attack, or Supply.
Damage Check (check mark): This symbol requires the affected car to draw a card to check the number in the check-mark column of that card's Number Line (see 4.4) to determine the result on the Damage Table (see 7.2).
Attack: All attacks are resolved by drawing the next card and checking the Attack column of the Number Line to determine the result on that Attack card's table.
Mechanical Problem (wrench): See 7.1.
BT 3. Prepare to Play
Remove the "Box Canyon" and three "Siphon Gas" cards and put them aside. They are not used on the Beginner's Track.
Shuffle the remainder of the deck and place it face-down on the table to form a Draw pile. Place cars equal to the number of players in an opaque cup suitable for a random draw. Each player draws one car from the cup. The player drawing the lowest-numbered car will move first, the player with the second-lowest car will move second, and so on. Once drawn, the cars are placed one behind the other with the red "Stop"-side face-up in numerical order and the players arrange their seats so as to be sitting in the order of their car numbers so that play will follow in clockwise order around the table. Each player is dealt seven cards to form his initial hand. Give each player a Control Panel and one "Damage" and "Time on Road" markers. Place the "Time on Road" marker in the "0" box of your Control Panel Road Log. Place the Damage marker in the "0" box of your Damage Track. Ignore the Fuel Gauge on the Beginner's Track.
BT 4. The Cards
4.1 COLOR CODING: The suit symbol of each card is color-coded to determine when it can be played. Black suit cards can be played only during a player's own Action Phase. Red suit cards can be played only during an opponent's Action Phase and only against the Active car. Cards with both black and red suit symbols can be played during any Action Phase.
4.2 DISCARD PILE: All played and discarded cards are placed face-up in a Discard pile next to the Draw pile. When the Draw pile is empty, the Discard pile is shuffled and flipped to form a new Draw pile.
4.3 MOTION: Cards with a solid black border (and a Stop Sign at the top center) can be played only by a stopped car. Cards with a dashed border (and a moving-car symbol at the top center) can only be played by a moving car. Cards with no border or symbol at the top center can be played regardless of motion.
4.4 NUMBER LINE: Each card contains an alpha-numeric Number Line of 11 columns at its bottom to generate random numbers. Whenever resolving anything requiring a random number, the next card is drawn and the proper column of the Number Line is consulted to determine the outcome. That card is then discarded. The Damage Check column is used to check for Damage. The R column is used for Repair/Exit draws in a 4-player race. The Attack column is used to resolve Attacks/Exit draws in a 5-player race. The Mechanical Problem (wrench) column is used to resolve Mechanical Problems/Exit draws in a 6-player race.
4.5 HAND SIZE: A player's maximum Hand is seven cards. This maximum is immediately reduced by one card for each point of damage to his car.
BT 5. Sequence of Play
At the end of each Player Turn, play passes to the next car in numerical sequence which then becomes "active". There are three phases to each Player Turn.
5.1 ACTION PHASE: An Active player may play any number of black cards. Each is played one at a time so as to give adjacent players an opportunity to react before the next card is played. For each black card played, each opponent may play one red card in response. However, the ability to respond is limited to Adjacent cars actually being passed/attacked.
5.2 DISCARD PHASE: If he played no cards during his Action Phase, an Active player may discard any number of cards.
5.3 DRAW PHASE: The Active player may draw a maximum of three cards in his Draw Phase minus one card for each card he played from his hand during his Action Phase. However, he may never draw more than his maximum Hand Capacity. Cards drawn only to resolve chance situations do not count as played cards and are discarded immediately.
BT 6. Movement
6.1 STARTING: At the start of a race, all cars are stopped. A stopped car must play a Driving card in order to flip to its moving side. That Driving card does not allow it to advance in any other way and is placed in the Discard pile.
6.2 OVERVIEW: Cars move forward along Road Sections printed on the map. The race is won by the first car to cross the Finish Line. There are two forms of movement:
- exit of a Section, and
- movement within the currently-occupied Section.
6.21 LEAVING A SECTION: Only the lead car on each Section can attempt to exit it and move on to the next Section. It does this by playing a "Move/Road" card and passing an "Exit draw" (see 6.23). If that Exit draw (after all modification) is greater than the number of Trailers, the exit attempt succeeds and the Active car moves to the top of the next Section.
If the Exit draw (after all modification) is not greater than the number of Trailers, the attempt fails. However, the Active player may play another Move card to attempt the Exit draw again.
If the Active car successfully enters a new Section, it remains at the top of that Section until it is passed or moves onto another Section. Regardless of the outcome, each played Move card used to attempt an exit is discarded after the attempt.
6.22 TIME ON ROAD: Whenever an Active car enters a new Section, its "Time on Road" marker is played on the gray negative box of his Control Panel's Road Log that is equal to the value of the currently-occupied Section. Whenever an Active car ends its Player Turn moving, advance its "Time on Road" marker one box to the right on the Road Log. The number in the Road Log box occupied by the marker is added to that car's draw when trying to exit its current Section.
EXAMPLE: It is the first turn of a six-car race. Car 1 plays a Driving card to start and a "Move 2" card to enter the first Section. His entry of the Section is automatic because there are no Trailers at the start of a race. Because it is a six-car race, he would have checked under the Mechanical Problem (wrench) (6) column (6.23) if the success of the Draw had been in doubt. His "Time on Road" marker is placed on the -1 box of his Road Log because he just entered a "Road 1" Section. If he ends his turn now, he may draw one card and advance his Time on Road marker to the '0' box. However, he is feeling ambitious and decides to play a Landmark and a "Move 1" card in an effort to reach the second Section. There are now five Trailers on the Section behind him so he must draw a '6' under the Mechanical Problem (wrench) (6) column to succeed, since the -1 of his Road Log status and the +1 of the Landmark negate each other. He draws a '5', which is not greater than the number of Trailers, and fails. His "Move 1" is discarded. With only three cards left, he decides to end his turn. He may not draw any cards. Still moving, he advances his "Time on Road" marker to the '0' box.
6.23 EXIT DRAW: Only the lead car on each Section may attempt to enter the next Section. To exit its current Section it must draw a number greater than the number of Trailers after playing its Move card. The column of the Number Line consulted is always equal to the number of cars in play. The draw result is modified as follows:
- add the car's "Time on Road" status;
- add for each Landmark/Red Line card played;
- subtract 1 if the car has Broken Shocks (Mechanical Problem).
6.24 AUTOMATIC EXIT: If a car's "Time on Road" marker is in the "Exit Without Move" box of its Road Log, the car may enter the next Section at the start of its next turn without playing a Move card if the car is moving and leading on its current Section.
6.3 LEADING: At the start of play, car #1 is considered the leader, car #2 is second, and so on. Thereafter, the first car to enter the next Section is the leader until passed by another car. Later arrivals are placed behind cars already there, in the same order that they entered that Section, until they pass a current occupant of that Section.
Until a car actually enters a Section, all cars are assumed to occupy an imaginary Section offboard at the Start line. A car must be the leader on that offboard Section before it can enter the first Section of the map. Attacks and movement from the Start Line are resolved the same as those on the map Sections.
6.4 PASSING: An Active car can pass another car in one of four ways. It may:
- play a Move card to pass one or more cars on its own Section, or
- it may play a Shortcut card, or
- it may attack and pass the car directly in front of it with an appropriate Attack card, or
- if already moving, it may automatically pass stopped cars at the start of its turn (6.61).
6.41 PASSING ON THE SAME SECTION: A car may pass other cars on its current Section by playing a Move card and exchanging positions with the car ahead of it. The car being passed can respond with an appropriate red card. The Active car can use that same Move card to pass as many cars on its current Section as the value of that Move card. A player need not reveal how many cars he will pass when he plays a Move card. He may wait until he has passed a car and then decide whether he will attempt to pass another with any remaining Movement value of the previously-played Move card. He may also decide to play another card in the interim while "saving" the unused portion of the prior Move card for later use in the same Action Phase.
If a player uses a portion of a Move card to take the lead of his currently occupied Section, he may use any remaining value of that Move card to attempt to exit the Section (as per 6.23).
6.42 PASSING ATTACK: An Active car can pass the car immediately in front of it on the same Section by playing an appropriate Attack card against it. By attacking, it passes the target regardless of the outcome. A counterattack played by a non-Active player against the passer has no passing value.
6.43 VOIDING A PASS: A car being passed may play a red "Move 1" card during an opponent's turn to negate his passing attempt. This does not stop an attack from being made, but does prevent the attacker from passing. A defensive "Move 1" play cancels only one value of a Multi-value Move card.
6.5 ATTACKS: The Active car can attack any adjacent car by playing an appropriate black Attack card, drawing (and discarding) the next card from the Draw pile to check the Attack column of that Number Line, and applying the resulting number to that card's Attack Table. A non-Active car can attack an Active car once each time it is passed. The passer's attack and any resulting counterattack is considered simultaneous and resolved regardless of the consequences of either attack.
6.51 COUNTERATTACK REACTION: The Active car may play a "Swerve" or "Firm Shoulders" card in reaction to a counterattack, but only one.
6.6 STOPPING: Moving cars remain in motion even if they take no action during their turn, unless they are flipped to their back (stopped) side. Cars may stop voluntarily, or be forced to stop by attack results. If a car stops during its Action Phase, it can take no further action during that Action Phase.
6.61 AUTOMATIC PASS: An already moving car that starts its Action Phase directly behind a stopped car(s) on the same Section passes it automatically without playing a card. However, the passer is subject to normal counterattacks by each passed car as it passes. Once the passing car enters a new Section or moves behind a moving car, it may no longer automatically pass stopped cars in that turn.
6.62 RESTING: A car that begins its Action Phase already stopped and takes no action in that phase may discard any number of cards during its Discard Phase and refill its hand completely in its Draw Phase (up to its present Hand Capacity).
6.7 REST STOPS: A Section containing a Rest Stop offers a good opportunity to repair. A car that stops in a Rest Stop Section on the FIRST turn it entered that Section is considered at the Rest Stop. Mark it with a Rest Stop marker. Every turn it begins and ends its turn stopped at the same Rest Stop, it may remove one Mechanical Problem OR one Damage point in addition to discarding, playing and drawing cards normally. A car at a Rest Stop may play cards such as "Tool Kit" to make additional repairs in excess of the automatic repair benefit of the Rest Stop, but may not draw for additional repairs due to the "sole action" restriction of Roadside Repairs (7.3).
BT 7. Damage & Repairs
7.1 CONTROL PANEL: Each car's mechanical problems are summarized on its Control Panel with the aid of markers. If a Mechanical Problem marker is placed on a Mechanical Problems box on the Control Panel, those penalties apply to the car until it is repaired and the marker is removed. On the Beginner's Track, "Fuel Leak" and "Headlights Out" have no effect.
7.2 DAMAGE: Each point of Damage on a car immediately reduces its Hand Size by one and the car must make a draw on the Damage Check column. Apply the resulting number with a -1 modification to the Damage Table to check for additional problems. Further Damage caused by the Damage Table does not require another draw on the Damage Table. Record any Mechanical Problem by placing a marker on the proper Control Panel box.
A player whose maximum Hand Size has been decreased beneath his current Hand Size must allow an opponent to randomly draw and discard the excess card(s) from his hand.
7.3 ROADSIDE REPAIRS: Already stopped cars may attempt emergency roadside repairs without Rest Stops or repair cards by declaring a Repair Attempt as the only action of their Action Phase. This attempt does not inhibit Draw or Discard capabilities. Repair attempts are successful on a Repair draw of "4" or higher on the "R" column. Each successful Repair corrects one Mechanical Problem of the driver's choice or removes one Damage point.
For each failed repair attempt, the driver is given a "Repairs +1" draw modifier marker which he uses to modify subsequent Repair draws. If the subsequent Repair draw also fails, the Repairs marker is flipped to its "+2" side for the next attempt. A Repair draw can never be modified by more than +2, but that same modifier may be used any number of times. The Repairs marker is discarded when a repair is successfully completed or the car moves.
7.4 ELIMINATION: A car with seven Damage points is eliminated. The player may continue in the race by starting over with a new car from the original Start Line on his next turn.
For the ultimate in realism and strategy and a new course every time you play, advance from the Beginner's Track and try the wide open road with all of the Roadkill rules.
Card Reference (text printed on the cards)
The following is the rules text printed on the card faces in the box-contents scan. Number results are the draw on the Attack column. Card illustrations, Number Lines and duplicate cards omitted. "Moving" cards have a dashed border; "stopped" cards have a Stop Sign.
Attack cards
- ASSAULT RIFLE (stopped-car card): Attack any adjacent, active car. 1,2: No effect. 3: Target makes a Damage Check. 4,5: Target takes one Damage. Voids Theft, Sabotage & Siphon Gas.
- TIRE SPIKES (stopped-car card; red): Playable only against passing car. 1: No effect. 2,3: Target makes a Damage Check. 4,5: Target Flat Tire; Damage Check. +1 on Narrow Road; +1 in Fog, Rain, Night.
- HAND GRENADE (moving-car card; red): Not a Passing Card. Playable vs passer, or by active car against adjacent car to the rear. 1,2: No effect. 3,4: Target makes a Damage Check. 5: Target takes one Damage.
- HUBCAP BLADES (moving-car card; red): Playable only by/versus passing car. 1,2: No effect. 3,4: Flat Tire and Damage Check. 5: Flat Tire and one Damage. +1 on Narrow Road.
- MACHINE GUN (moving-car card; red): Playable by/against passing car. 1: No effect. 2,3: Target makes a Damage Check. 4,5: Target takes one Damage.
- RAM (moving-car card; red): Attacks only passing/passed moving car. 1: Rammer suffers one Damage. 2,3: Both cars make a Damage Check. 4,5: Target suffers one Damage.
- SIDESWIPE (moving-car card; red): Attacks only passing/passed moving car. 1,2: Both cars make a Damage Check. 3: Target loses one random card. 4,5: Target makes a Damage Check.
Defensive and Fate cards
- SMOKE SCREEN (moving-car card; red): Cancels one Move or Attack card by a passing car.
- SWERVE -1 (moving-car card; black and red): Deducts one from any opposing Attack vs your car.
- FIRM SHOULDER (moving-car card; red and black): Voids "Ditched". Subtracts two from "Hubcap Blade"/"Tire Spikes" attack.
- GREAT REFLEXES (red/black): Cancels any one Damage Check requirement, or voids "Crash", "Ditched" or "Spinout".
- FATE (red/black star): Negates any card or Event if played before subsequent check or card play.
- BOX CANYON (red star): The leader's just-played section becomes a Side Road on the section he exited.
- CHANGED ROAD SIGN (stopped-car card): Place "Changed Road Sign" marker on current section.
- THEFT (stopped-car card): Playable vs adjacent stopped car. Inspect target's Hand. Take all Supply cards or any one other card, discarding any (including your original cards) in excess of your Hand Capacity.
- SABOTAGE (stopped-car card): Place Sabotage marker on adjacent stopped car.
- CAMOUFLAGE (stopped-car card): May be placed in same phase following a voluntary stop. May not be attacked. Keep Camouflage marker until you move/attack.
Supply cards
- SIPHON GAS (stopped-car card): Raise Fuel Gauge two spaces. Lower opponent's if played vs adjacent stopped car.
- SPARE PARTS (stopped-car card): Repair any one Mechanical Problem.
- SPARE TIRE (stopped-car card): Replace Flat Tire automatically.
- TOOL KIT (stopped-car card): Repair one Damage.
- NO DOZE PILLS (stopped-car card): Draw up to three cards during your own Action Phase. They may be played immediately.
- ROAD MAP (stopped-car card): Voids any Lost Event or "Changed Road Sign" or "Box Canyon" effects on this car.
Driving cards
- MOVE/ROAD 1 (moving-car card; black and red versions): Void one Pass Attempt, or pass one car on current section. (See 6.44.)
- MOVE/ROAD 2, 3, 4 (moving-car card): Pass up to two / three / four cars on current section (value equals the Section value).
- REST STOP MOVE/ROAD 1, 2, 3 (moving-car card): Pass one / up to two / up to three cars on current section; the Section contains a Rest Stop.
- LANDMARK: Modifies Exit draw result by +1 except at Night.
- RED LINE: Adds +1 to any Exit draw result and doubles the Move strength of any Move card(s) played. Damage Check before playing this card.
- SHORTCUT (moving-car card; star): Pass as many cars on your current section as the strength of that section without being attacked. Must make a Damage Check before playing this card.