RulesPal
Chat
Rulebook
Rush & Bash thumbnail

Rush & Bash

Rush & Bash Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Setup
    • 1. Build the Track
    • 2. Prepare the Cars
    • 3. Prepare the Decks
    • 4. Starting Grid
    • 5. Initial Ranking
    • 6. Determine the Obstacles
    • 7. But Before You Start...
  • Gameplay
    • Player Turn
    • Player Turn: Play a Card
    • Player Turn: Activate the Card's Effect
    • Player Turn: Time to Accelerate
    • Player Turn: Activate Star Power
    • Off-Track
  • End of Round
    • End of Round: Update the Ranking
    • End of Round: Add Rocks to the Track
  • End of the Game
  • Extra: Simplified Version
  • Circuits
  • Credits
  • Circuit 1: In the Marshes of Tzulan
  • Circuit 2: Watch Out, Landslide Ahead
  • Circuit 3: In the Magical Lands of the Phoenix Empire
  • Circuit 4: The Wild Lands Circuit
  • Circuit 5: The Plateau of the Grumblers
  • How to Make a Custom Circuit
  • Extras
  • Extra: Championship Version
  • Extra: Boost!
    • How Do They Work?
    • How Are They Placed?
  • Extra: Bot
  • Quick Reference Card

Game Components

  • 43 tokens: divided into 14 Rocks, 9 Bombs, 6 Hearts, 6 Stars and 8 Boosts
  • 2 Ranking tracks: one for 2-3/4 players, the other for 5/6 players
  • 6 Helmets and 1 Ugly Mug: to be assembled on the stand-ups included in the box (7)
  • 12 Track Boards: different front/back, for a total of 24 different tracks
  • 12 Portal Tiles: numbered 1 to 6, in 2 copies each
  • 1 Judge's Ruler
  • 55 Cards: divided into 31 Sprint cards (green back) and 24 Rush cards (red back)
  • 1 Volcano: made of 2 pieces, to be assembled as shown
  • 6 Cars: one per color
  • 6 Car Boards: one per color
  • 1 Track Die
  • 1 Starting Line: made of 5 pieces, to be assembled as shown
  • 1 Bridge: made of 7 pieces, to be assembled as shown

Warning! We recommend gently removing the cardboard pieces from the die-cut sheets and assembling them carefully to avoid damaging them. The bridge must only rest on its supports!

Setup

On this page you will find how to prepare the game components for a game of Rush & Bash. If you are playing with children you will find rules to simplify the game on page 9.

1. Build the Track

For your first game take boards 01, 02, 03, 04, 07, 08 and arrange them, with the A side facing up, to form the first game track, as shown below. Place the starting line above the red line with the checkered flag on board 01. For future games, you can choose one of the tracks presented from page 9 onward, or create your own custom track, following the rules described on page 14.

2. Prepare the Cars

Each player chooses a car and takes the board and the pawn of the chosen color. They also take a heart token, which they place in the rightmost position of the life track, and a star token, which they place on level 0 of the energy bar. Finally, they take the Helmet tile of their color, mounted on one of the stand-ups included in the box.

3. Prepare the Decks

Take the cards and divide them by type, forming two decks: the Sprint deck (green) and the Rush deck (red). Shuffle both decks separately and place them, face down, next to the track in a spot easily reachable by all players.

4. Starting Grid

It's time to line up the cars on the starting grid. The starting line has 6 spaces on which sets of three cards are shown. The youngest player at the table goes first and places their car on the space marked 1st in the figure to the left. Going clockwise, each player takes their pawn and places it in the 2nd, 3rd, 4th, 5th and 6th spot. After placing their pawn, each player draws a set of three cards as indicated in the space where their pawn is placed: 3 Sprint cards for 1st and 2nd, 2 Sprint cards and 1 Rush for 3rd and 4th, 1 Sprint card and 2 Rush cards for 5th and 6th. These cards will form the starting hand: remember to keep your cards secret during the game!

5. Initial Ranking

Take the Ranking tile corresponding to the number of players (with 2 players, use the ranking for 3) and place it near the board so that it is easily accessible during the game. Then, each player puts their Helmet in the position they are occupying on the track.

6. Determine the Obstacles

Place the Rocks on the first board of the track: roll the Track Die and place a Rock token on every Rock space marked with a number equal to or lower than the die result (see example below). Also, place a Rock outside the track at every junction between two boards where the track passes (including the junction right after the starting line). You are ready to begin.

Example: Simona rolls and gets a 3. Rocks are placed on the Rock spaces marked with 3+ and 2+. If she had rolled a higher value, she would also have placed a Rock on the 4+ space.

7. But Before You Start...

Every good driver knows the race track! Before we go further into explaining the rules, we need to learn the technical jargon of Rush & Bash races!

ADJACENT SPACES - In the rulebook you will often find references to spaces "adjacent" to the one containing your car or another game element. "Adjacent" spaces are all the spaces that touch the space with at least one side (even a small part of it). On the track below, the spaces adjacent to space A are all those marked with a B.

OBSTACLES - Throughout the rulebook, when reference is made to "Obstacles," this means both other players' cars and the Rocks and Bombs that can be found along the track.

This is a TRACK BOARD. The track is made up of several boards.

This is the race track. The track is divided into several LANES (usually three). Each lane is divided into several SPACES.

This is a CHECKPOINT, used for when you go off-track. (page 7)

This is the judge's BINOCULARS, used for tie-breaks. (page 8)

This arrow is a LANE MERGE, the lane naturally merges into the other. (page 5)

This is a ROCK SPACE, used for placing obstacles on the track (page 8).

Gameplay

Play proceeds in turns following the order shown on the ranking track. The player at the head of the race is the first to take their turn, followed by the second, and so on until the last player. When the last player has taken their turn, the game round ends. At this point the ranking is updated, establishing the new turn order and, if applicable, Rocks are added to the track. Let's see right away what a player can do on their turn.

Note: the ranking is updated only when the player in last position has taken their turn, and not immediately after a possible overtake!

Example: In this 3-player game the round starts with the Blue player's turn, followed by the Red player's turn. The round closes with the Green player's turn. Once the Green player's turn is finished, the new ranking positions will be calculated before starting a new game round.

Player Turn

On their turn, a player can perform the actions listed on this page. This summary helps to understand what happens on a player's turn: the details of each individual action will be described further ahead. The actions must be performed in the order shown: you cannot, for example, accelerate before activating the card's effect.

1 — ACTIVATE YOUR STAR POWER The player may choose whether to do this action or not. If they have the necessary star level, the player may activate one of the star powers shown on their car board and apply its effects. For more information on star power, see page 7.

2 — PLAY A CARD The player must choose a card from their hand and show it to all players. This will be the card that determines the movement and the effect used this turn. Either Sprint cards (green) or Rush cards (red) may be played. For more information, see page 5.

3 — ACTIVATE THE CARD'S EFFECT The player may choose whether to do this action or not. The player may activate the effect shown on the card. There are 5 possible effects: Swerve, Bomb, Missile, Repair, Star. For a precise description of all effects, see page 5.

4 — TIME TO ACCELERATE! The player must move a number of spaces equal to the value shown on the card, keeping their lane. They cannot choose to move less than the indicated value and cannot change lane. During movement, a car may hit a Rock, a Bomb, or another car. For a more detailed description of movement, see page 6.

5 — ACTIVATE YOUR STAR POWER The player may choose whether to do this action or not. If they have already activated their star power at point 1, they cannot activate it again now. Otherwise, if they have the necessary star level, the player may activate one of the star powers shown on their car board and apply its effects. For more information on star power, see page 7.

6 — DRAW CARDS If the player has fewer than 3 cards, they must draw cards until they have 3 in hand, drawing from the deck (Rush or Sprint) indicated by the icon below their space on the ranking track. After drawing cards, the player's turn is over and it becomes the next player's turn, in ranking order. If it was the last player's turn, the ranking must be updated.

Player Turn: Play a Card

Right at the start of their turn, a player must play a card from their hand and show it to all players. The player may play either a Sprint card (green) or a Rush card (red), regardless of their ranking position. The card will determine the effect the player will use this turn and the movement their car will make. After applying the effect (optional) and moving the car (mandatory), the player discards the card onto a discard pile.

Note: If the player started the turn with no cards in hand (this can rarely happen due to special rules), they simply draw and play the top card of the deck corresponding to their race position, Sprint or Rush.

Tip: We suggest keeping the green cards separate from the red cards, forming two distinct discard piles. This will let you avoid re-sorting them when you need to shuffle to form a new draw deck.

Player Turn: Activate the Card's Effect

Once the card has been shown to all players, the player may decide to activate the card's effect. Activating the card's effect is optional: if the player doesn't think it's a good idea to activate the effect, they can choose not to. Here is a description of all the possible effects.

SWERVE — Move the car to any free adjacent space (i.e. not occupied by an obstacle) belonging to another lane. If your car has no valid adjacent spaces, the action has no effect.

In the example, the white car can use Swerve to move to one of the spaces marked in green, but not to the space marked in red, since it is not free.

BOMB — Take a bomb token and place it in a free space (i.e. not occupied by an obstacle) adjacent to your car.

In the example, the red car can place the bomb in one of the spaces marked in green, but not in the spaces marked in red, since they are not free.

REPAIR — Repair one point of damage to your car: move the heart token one position to the right. If your heart token is already in the rightmost position, the action has no effect.

MISSILE — A missile launches from your car's space. It follows the lane in the direction of the race. The missile hits the first obstacle it encounters. If the obstacle it encounters is:

  • A car, it suffers damage (see "Taking Damage" page 6).
  • A Rock, remove it from the track.
  • A Bomb, it explodes (see "Bomb Explosions" page 6).

If the missile passes 3 checkpoints without hitting an obstacle, the action has no effect.

In the first example, the red car fires a missile that hits the black car. The black car suffers damage. In the second example, the red car fires a missile that hits the Rock. The Rock is removed from the track.

STAR — Increases your car's power so it can activate its special moves. Move the star token one position up on your car board. If your token is already in the topmost position, the action has no effect.

Player Turn: Time to Accelerate

After applying (or not) your card's effect, it's time to accelerate. Move your car a number of spaces equal to the value shown on the card, following the same lane your car is in. This movement is mandatory and must be carried out in full (e.g. if you must move 3 spaces, you cannot choose to move only 2 or 1). If you encounter lane merges, you may move in the direction of the arrow without needing to use Swerve effects (movement against the arrow's direction requires starting from the space the arrow originates from and using a Swerve effect). If, during movement, your car comes into contact with an obstacle (another competitor, a bomb, a Rock), your movement ends immediately even if you still have movement left. Leave the car in the same space as the obstacle and apply the corresponding effect:

  • if you hit a bomb, it explodes (see "Bomb Explosions" below).
  • if you hit a Rock, you suffer damage (see "Taking Damage" below). Afterward, remove the Rock from the track.
  • if you hit another competitor, you cause a collision (see "Collision" below).

TAKING DAMAGE When a car takes damage, the player controlling it moves the heart token on their board one space to the left. If the heart token is in the leftmost space and you cannot move it, the car goes off-track (see "Off-Track" on page 7).

BOMB EXPLOSIONS When a bomb explodes it is removed from the track, but not before causing some damage. The explosion causes 1 damage to all objects (obstacles, other bombs, and other cars) in the space where the bomb is and in all adjacent spaces. In this way, all Rocks caught in the explosion are removed from the track, bombs caught in the explosion will explode in turn causing chain explosions, and players caught in the blast will suffer 1 damage!

In the example, the red car fires a missile and hits the bomb behind the black car, which explodes. The bomb's explosion hits: 1 – the two cars (black and white), which suffer damage; 2 – the space between the red car and the bomb which, fortunately, is empty; and 3 – the second bomb, which in turn explodes, causing 1 damage to the white car and, with its explosion, sweeping three more empty spaces.

COLLISION When a car hits another car, a collision occurs. The rammed car suffers damage. If it is still on the track (see "Off-Track" on page 7), move the rammed car 2 spaces forward. This can cause chain collisions!

In the example, the red car swerves and moves forward two, ramming the white car, ending its movement. The white car suffers damage and, normally, would be moved forward two, ramming the green car. In this case, the white car has only one life point left and goes off-track, so a second collision does not occur.

Player Turn: Activate Star Power

Before playing the card or after playing it (but never twice in one turn), a player may activate their star power. Star powers are shown on each player's car board and are divided into Level 1, Level 2 and Level 3 powers. You can choose to activate the power corresponding to your current level (given by the position of the star token on the board) or any lower-level power. When you activate the power, discharge the bar by returning the star token to zero (regardless of which power you activate) and carry out the indicated actions.

Level 1 powers let you play an effect (bomb, missile, repair, or lane change) and/or let you move extra spaces (like an acceleration).

All cars have the same Level 2 power, which lets you play an extra card this turn. At the end of the turn remember to draw cards until you have 3 in hand.

Level 3 powers are all different and are described on each car's board. Obstacles work as usual, blocking movement.

Note: If the Level 3 power allows changing lanes, you may make as many lane changes as you want during the movement (each change costs 1 movement point).

Note: When a Level 3 power lets you pass over obstacles, if at the end of the action you find yourself on an occupied space, move back to the first free space.

Example: it is Federico's turn. His car's power level is 2. Federico decides to use the Level 1 power, resets his star, and fires a rocket hitting the black car in front of him, which loses a life point. Taking the opportunity, Federico plays a Sprint card with a missile and a movement of 2. He thus fires a second missile (causing a second point of damage to the black car), moves 2 spaces, ramming the black car and causing it a third point of damage. The black car is off-track, goes back to the first checkpoint, and increases its star power by 1.

Off-Track

When your car takes damage but the heart token is already in its leftmost position and you cannot move it further, you go off-track. When you go off-track, perform these steps in order:

  1. Follow the lane backward from where you are until you pass the nearest checkpoint (the starting line also counts as a checkpoint).
  2. If the space right after the checkpoint in the lane is free of obstacles, place your pawn in that space; otherwise, continue backward until you find a free space and place your car there.
  3. Return the heart token to the rightmost position.
  4. Move the star token up 1 position.
  5. If you went off-track during your turn, end your turn immediately.

If more than one competitor goes off-track at the same time (for example, due to an explosion), the different off-track sequences are resolved in ranking order on the ranking track (drivers ahead first, then those behind).

In the example, the bomb's explosion hits the black, white and green cars. All these cars suffer damage, but both the black car and the green car were down to their last life point and end up Off-Track. The black car moves back along its lane to the checkpoint, where it meets the red car and is forced to move back one more space (B). The green car moves back to the first space after the checkpoint (A). Both cars return to full health and increase their star power by one.

End of Round

When all competitors have taken a turn, the round ends. At this point, two actions must be carried out: update the ranking (mandatory) and add Rocks to the track (if applicable). After that, a new round begins starting with the player at the head of the ranking and proceeding toward the last player, as usual.

End of Round: Update the Ranking

The player order for the next round is calculated based on the position of the cars on the track: the helmets are arranged on the ranking track following the new order. In this way it is possible for a competitor to take the last turn of a round and, immediately after, the first turn of the next round, if they managed to climb back to the head of the race. If it isn't clear at a glance who is ahead of whom between two competitors, Rush & Bash comes to the rescue with its clever race officials: little moles positioned along the track. To do this, take the judge's ruler and place it so that one of its short sides is on the binoculars of the board containing the cars. Rotate the ruler starting from the tile's exit and moving toward the entrance: the order will be given by how the ruler encounters the spaces containing the cars, with the first ones encountered being in the lead. Use this system only if there is a genuine doubt about race order, because the moles are not known for their sharp eyesight and often get it wrong.

In the example, the players resort to using the mole judge to work out position. They take the ruler, place it with the left side on the binoculars, and set it horizontally (white ruler). Then they move it upward, keeping the left side on the binoculars. First place goes to Yellow, followed by Green (red ruler). Then the ruler meets the space with the red car (light-blue ruler) and then the black car's space, ending on the white car's space. The final ranking is: Yellow, Green, Red, Black, White.

End of Round: Add Rocks to the Track

If, at the end of the round, at least one car has crossed a junction between two boards where a Rock is still present, you must determine the obstacles on the board after the one the car entered. First, remove the Rock on the junction that was crossed, then determine the position of the new obstacles: the last-place player rolls the die and places a Rock in every Rock space containing a number equal to or lower than the die result. If the Rock tokens run out, remove from the game the token furthest behind on the track.

In the example, the round has ended and the red and black cars have entered board A. Since there is still a Rock on the junction between the two boards, the Rocks on the next board — the one the cars entered, board B — must be determined. The last-place player rolls the die and gets a 3. The board has a 2+ Rock space and a 3+ Rock space, on which Rocks are placed (2 and 3 are less than or equal to 3), and 4 spaces of 4+ Rock spaces on which no Rocks are placed (4 is greater than 3).

End of the Game

As soon as a competitor crosses the finish line, their turn ends immediately. That player has finished the race and is out of the competition. The race continues until the end of the current round (until the last player). Anyone who crosses the finish line during the round (even due to a collision) is considered out of the race. A car out of the race cannot take other actions (neither play a card if it has already used a power, nor use a power if it has already played a card), cannot take damage, and its space is considered empty (other cars may enter it).

At the end of the round in which at least one competitor crossed the finish line, recalculate the ranking on the ranking track as normal. This is the final ranking of the game: the winner is the player at the head of the race! In case of a tie, the previous round's ranking counts.

Extra: Simplified Version

If you want a simpler version of Rush & Bash to introduce younger children to the game or to try more straightforward games, you can remove the Star powers. In this case, cars can no longer activate their powers, going off-track no longer increases a car's star level, and cards with a star effect played do not increase the bar but instead add 2 extra spaces to that turn's movement.

Circuits

On the following pages you will find 5 tracks ready to play. These circuits use some special boards. These boards have special rules given directly on the circuit's page. Many of them show one or more lightning bolts drawn on the board's spaces: if a car, for any reason, passes over one of these lightning bolts, it will trigger, at the end of its movement, a special effect that depends on the board itself. You can try the circuits in whichever order you prefer.

If these aren't enough for you, you can find more circuits online at www.redglove.eu, by downloading the Crimson Cup.

If even these aren't enough, at the end of the manual (page 14) you'll find some tips for creating your own circuits by combining the track boards however you like! Power up and calibrate your sights!

Credits

A Red Glove Edizioni production - Eighth reprint - 2021 Red Glove di Dumas Federico - Via Carriona 259b 54033 Carrara (MS) Italy

  • Game Design: Erik Burigo
  • Production Direction: Federico Dumas
  • Development: Marco Valtriani
  • Illustrations & Graphics: Guido Favaro
  • Layout: Federico Dumas
  • Commercial Consulting: Simona Lombardo

The author would like to thank Gianni and Silda for their example and guidance, Emanuela for her love and continued support, friends for their trust, Lilo and Stitch for their cuddliness, the ALEATOR gaming association for starting him on this passion, Federico and Marco for the opportunities and training, caffeine for sustenance, Guido for his creativity, Diego for not hitting him, all the Red Glove staff for their excellent work and especially the editor for cutting this sentence right at.

Red Glove encourages you to drive carefully on any road other than the Baruffus circuits and not to mount missile launchers, grenade launchers or any other kind of weapon on your car. DON'T TRY THIS AT HOME!

Circuit 1: In the Marshes of Tzulan

This circuit winds through the marshes of the ancient temple of Tzulan. In these lands infested by Ugly Mugs you will race on a murky, hazard-filled course. The circuit passes over an ancient vine bridge, constantly shaken by a strong, gusting wind. Will you manage to stay steady on the bridge, or will you end up in the lake below? Those unlucky enough to fall will have a long road ahead of them to rejoin the race!

Boards 06B-07B: The Suspended Bridge During circuit setup, take the bridge and place it over the lake so that the ramps are attached to the two end spaces of the "cut" lanes. All the bridge's spaces have the lightning bolt symbol, and the ramp does not count as a space (with a movement of 1 from the bottom you will end up on the first space of the bridge). When you finish an action on one of these spaces, roll the track die. If you get a number equal to or lower than the number of cars currently on the bridge, your car falls into the lake below and takes 1 damage. The lake is a space that can hold any number of cars (there is no collision) and counts as a checkpoint. At the end of the round, the cars remaining in the lake will arrange themselves according to the previous round's order (e.g. if the black car was first and the green car was third but they ended up in the lake in the last positions, the black car will be ahead of the green car). If the damage taken from falling off the bridge sends you off-track, resume play from the lake space.

Circuit 2: Watch Out, Landslide Ahead

Welcome to the Tormented Valley! A fairly simple course, all things considered, if it weren't for the fact that part of it was built right beneath the Plateau of the Grumblers. These huge beasts are always on the move, and the constantly shaking ground often triggers avalanches and landslides that can strike less experienced drivers. We want to give all drivers a piece of advice. If you know how to change lane at the right moment on stretch 9A, you can take a small shortcut that will let you gain a lot of ground on your opponents!

Boards 04B-08B: The Landslide At the end of an action in which you crossed one of the two spaces with the lightning bolt, you might trigger a landslide. Roll the track die. If you get 3 or 4, take a Rock token from the supply and place it in a space in one of the two red zones. Then take another Rock token and place it in a space in the other red zone. If you roll 5 or 6, place two Rock tokens in each of the two red zones. The space may even be occupied. In that case the Rock is immediately removed from the game, and if the space is occupied by a bomb, it explodes; if it is occupied by a car, that car takes 1 damage. You cannot place two Rock tokens in the same space, even if the first one was removed.

Circuit 3: In the Magical Lands of the Phoenix Empire

In the year 786 after the Cataclysm, even the great Phoenix Empire decided to take part in the Rush & Bash championships, creating its own circuit. Unfortunately, the clerics of the Order of the Phoenix could not find a space wide enough to hold a regular circuit that started and ended at the same point (perhaps the Empire was not as large as they believed): the only space they found was a narrow, long gorge. So the Empire sent some imperial mages to solve the problem: the mages created permanent portals capable of teleporting competitors who reached the end of the course directly to its start, solving the problem admirably. No one seemed to mind the small matter of the explosive geysers at the bottom of the gorge: the occasional puff surely wouldn't do much damage...

Boards 02B-03B: Teleporters! During the Setup phase, take the portal tiles and split them into two piles, each containing the six tiles numbered 1 to 6. Take one of the piles, shuffle it, and place the six tiles, at random, on the lightning bolts of board 03B. Repeat the process, placing the tiles of the other stack on the other board, 02B, again at random. As soon as you enter a space containing a portal, teleport the car to the portal with the same number on the other board. If you have extra movement left, you can continue to use it from the space where you arrived. For the purposes of going off-track and missile trajectories, the two Teleporter boards are considered consecutive (so missiles enter the teleporters just like cars), and lanes numbered with the same number are considered continuous.

Board 05B: Explosive Geysers! This board represents a geyser zone that can erupt at any moment. As soon as you enter a space with the lightning bolt, immediately roll a track die.

  • If you get 1, you take 2 damage and immediately end your movement and your turn.
  • If you get 2, you take 1 damage and immediately end your movement and your turn.
  • If you get 3 or 4, you take 1 damage but continue your movement and turn normally. You may choose, if you wish, to end your movement.
  • If you get 5 or 6, you pass over the geyser unharmed.

Circuit 4: The Wild Lands Circuit

Welcome to the Wild Lands. Volcanoes, tangled jungles, desolate wastelands and grannies with hats and scarves in their hands! All the hazards seem to have materialized in this circuit. The Volcano and the Desolate Wastelands have claimed several victims in past championships, but some competitors got lost in the Tangled Jungles and never came out. It's not unusual for a competitor, after years of struggling to get out of the jungles, to chase down a car and win a race they never even entered!

Board 09B: Volcano This board represents an active volcano ready to erupt lava at the slightest provocation. During setup, place the volcano on the red lava at the center of the board. The red spaces are dangerous zones because they lie on the lava's path. At the end of an action in which you crossed at least 1 space with the lightning bolt symbol, all cars stopped on a red space roll the track die. Note that you might have to roll for having woken the volcano yourself.

  • If the player gets 1, their car takes 2 damage.
  • If the player gets 2, 3 or 4, their car takes 1 damage.
  • If the player gets 5 or 6, they manage to avoid the lava.

The players involved roll the track die (and apply its effects) in ranking order.

Board 10B: Tangled Jungles When you arrive at the space with the lightning bolt, place your car directly inside the first clearing (the one closest to the lightning bolt) and immediately end your movement and turn. At the start of your turn, roll a track die:

  • If you are in the third clearing, or if you rolled 5+, jump directly to the exit space (with the lightning bolt) and continue your turn.
  • If you roll 1-4 in the first or second clearing, you remain stuck in the jungle: move your car to the next clearing and skip your turn (you cannot play cards, use star power, or refill your hand).

Clearings are not considered spaces: several cars can be in a clearing without causing a collision, and there cannot be bombs there. Missiles consider the entry space with the lightning bolt to be consecutive with the exit space (they do not pass through the clearings). Note: at the end of the round, to calculate the new turn order for cars remaining in the clearings, precedence is given first by clearing (third clearing first, then second, then first), and if there are several cars in the same clearing, the previous round's ranking is used.

Watch out for the desolate wasteland! It contains no checkpoint! Try to tackle it with plenty of repairs!

Circuit 5: The Plateau of the Grumblers

Remember Circuit 2 with all the landslides caused by the Grumblers of the Plateau of the Grumblers? Well, this circuit was built right on top of that plateau. Unfortunately the Ugly Mugs decided to hold, in the same spot, their own Grumble & Tumble circuit, a special race in which the Ugly Mugs ride on the backs of huge Grumblers along a circuit of no well-defined shape... Someone still wins in the end, if they don't crash into one of the Rush & Bash cars....

Boards 11B-12B: Grumbler! During setup, place the Grumbler on the red paw-print space at the center of the course. The Grumbler token moves along the points indicated by the paw prints.

At the end of an action in which you crossed at least 1 space with the lightning bolt symbol, immediately roll a track die. You may move the Grumbler token a number of "steps" equal to or lower than the die result, in any direction, but it cannot go back on itself during the same movement. The Grumbler passes over all obstacles: bombs it passes over explode (causing 1 damage to the Grumbler itself if it is in the explosion's area at the end of its movement), Rocks are removed (without causing damage), while cars take 1 damage (and do not damage the Grumbler). The Grumbler can share a space with a car (if it ends its movement in the same space and the car does not go off-track). When the Grumbler takes 1 damage for any reason (for example from a missile fired by a player), it gets scared and flees, going directly back to the red space. If a car rams the spiky Grumbler, the car takes 1 damage and stops in that space as if it had hit a Rock.

How to Make a Custom Circuit

Rush & Bash gives you a full 12 double-sided track boards to create your favorite circuit. You can make it shorter or longer depending on how much time you have available to play the game. Besides length, game length is also extended by having more or fewer special tiles. We recommend creating circuits made of 8-10 boards containing 2, or at most 3, special tiles. Below is some useful information about the various special boards.

BOARDS 02B/03B TELEPORTERS: If you decide to use the teleporters, you must use both boards in the circuit. Teleporters let you create circuits that don't close in on themselves. The rules for using the Teleporters were explained in Circuit 3 on page 11.

BOARDS 04B/08B LANDSLIDE: These two boards must always be played as a pair. The rules for landslides were presented in Circuit 2 on page 10.

BOARD 05A DESOLATE WASTELANDS: Be very careful with this curve because it has no checkpoint. It's very important to think carefully about where to place it so you don't create track sections that are too difficult to cross.

BOARD 05B EXPLOSIVE GEYSERS: Be careful with this board because it often causes a lot of Off-Track results. We recommend not placing it right after a board with no checkpoint or with a checkpoint very far from the end of the board itself, otherwise you could create a zone that's difficult to get through. The rules for the Explosive Geysers were presented in Circuit 3 on page 11.

BOARDS 06B/07B SUSPENDED BRIDGE: These two boards must always be played as a pair, and they always need the bridge to connect the two ends of the circuit. The rules for the suspended bridge were presented in Circuit 1 on page 10.

BOARD 10B TANGLED JUNGLES: Note that this board has no checkpoint. We strongly recommend not placing it connected to the Desolate Wastelands, otherwise you could create a zone that's difficult to get through. The rules for the Tangled Jungles were presented in Circuit 4 on page 12.

THE BRIDGE: The 3D bridge element can also be used without boards 06B/07B. If you use it on its own, the bridge can join the ends of two tracks, creating a passage over another stretch of track. In this case, the ramp joins all three lanes: whichever lane you arrive from, you will be taken directly to the first space of the bridge. Use the bridge board on the side without lightning bolts: this way no one will fall off the bridge! As for missiles, on exiting the bridge they continue in the track's center lane as usual. Be careful, because the bridge creates a single-lane bottleneck that funnels all missiles through it, creating a high risk of going off-track. So be careful not to connect it to a desolate wasteland, a tangled jungle, or boards with checkpoints very far from the bridge itself.

Extras

Here is a set of extra rules you can add to your games of Rush & Bash.

Extra: Championship Version

Are you an experienced driver by now? Do the Rush & Bash circuits no longer scare you? Do you and your friends want to try a real championship? It's time to do it! Go to our website www.redglove.eu and download the championship version on the page dedicated to Rush & Bash. You'll be able to compete in multiple consecutive races, gain experience with your driver, and earn money to modify your car with new weapons and new accessories. Will you manage to become a champion in championship mode too?

Extra: Boost!

If you want to spice up the race, you can use the Boost tiles. These tiles are inserted onto the track and give a movement boost to cars that pass over them. Boost tiles do not "occupy" the space: they only modify its rules. An object (car or bomb) can enter and stop in a space with a Boost tile.

How Do They Work?

Whenever, while playing a card (either the normal one for your turn or one granted by a Level 2 star power), your movement makes you pass through or stop in a space with a Boost tile, flip and discard the top card of the green "Sprint" deck and add its acceleration value to the acceleration value of the card you played. The Boost tile also activates if you enter it via the Swerve effect of the card played. The Boost tile does not activate if you pass through it due to a collision, a track effect, or the use of a Level 1 or Level 3 special power.

How Are They Placed?

For each pair of adjacent boards, consider the 3 spaces straddling their junction. Roll a die and place a Boost tile on the space corresponding to the die roll, according to this scheme:

  • 1-2: place the tile on the leftmost space (following the direction of travel).
  • 3-4: place the tile on the center space.
  • 5-6: place the tile on the rightmost space.

Some pairs of boards on the advanced side are considered a single large tile: you must not add a Boost tile on the junction between board pairs 04B-08B, 06B-07B and 11B-12B. Also, you must not add any Boost tile on the two junctions with the finish-line board (01A or 01B).

Example: Considering the direction of travel from left to right, with 1-2 you would place the Boost tile on space A, with 3-4 on B, and with 5-6 on C.

Extra: Bot

If you are playing with fewer than 6 players, you can add some Bots to the game. Bots are additional competitors controlled by the game that help increase the chaos on the track. A Bot works exactly like another player: during the setup phase, place the board representing it near the circuit and place its heart token as usual. First place the players' cars on the starting grid, then place the Bots' cars last. A Bot takes its turn following the normal ranking order. To carry out the Bot's turn, flip and discard the top card of the deck (Sprint or Rush) corresponding to its ranking position. That is the card played by the Bot, which always carries out the special action of the flipped card.

SWERVE: The Bot, if it can, changes lane. It first tries to move to the lane closest to the race judge's viewing point on the current tile (moving forward, if possible). If it has no free adjacent spaces, it tries the opposite lane (moving forward, if possible). If there are no available spaces in that lane either, then it does not swerve.

MISSILE: The Bot fires a missile in front of itself, as normal.

BOMB: The Bot drops a bomb in the first free space behind itself (so even if not adjacent, if the space immediately behind it is occupied).

REPAIR: The Bot repairs as normal.

STAR: The Bot moves 2 extra spaces.

After performing its special action, the Bot moves forward the number of spaces indicated by the discarded card. After that, the Bot's turn ends. The Bot takes damage as normal and can go off-track, returning to the checkpoint and refilling its life bar. On advanced boards, the Bot triggers activation spaces normally. In that case, the track roll and all decisions for the special tile (if any) are made by the human player furthest behind in the ranking.

VARIANT — LIFELESS BOTS: With this variant you don't need to track damage taken by Bots, so you don't need their board at the table. When a Bot takes damage, roll a die: it goes off-track only on a result of 1 or 2 if it has taken 1 damage, or only on a result of 1 to 4 if it has taken 2 damage. If instead it takes more than 2 damage at once, it automatically goes off-track. Repair has no effect on Bots.

Quick Reference Card

The manual ends with a cut-out quick reference card summarizing the round structure, turn structure, and the special-board effects.

ROUND Each player takes their turn in ranking order. When the last player's turn is over:

  • Update the Ranking.
  • Place new Rocks (if at least one car has crossed a junction with a Rock).

TURN

  1. (Optional) Activate Star power
  2. (Mandatory) Play a Card 3. (Optional) Activate the Effect 4. (Mandatory) Accelerate
  3. (Optional) Activate Star power
  4. (Mandatory) Draw until you have 3 cards in hand. Sprint or Rush depending on your ranking position.

06B-07B: SUSPENDED BRIDGE At the end of the car's movement, if it is on a space with a lightning bolt, roll the die. If you get equal to or lower than the number of cars on the bridge, your car falls into the lake below and takes 1 Damage.

10B: TANGLED JUNGLES The car that arrives at the space with the lightning bolt is placed in the first available clearing. The player's turn ends immediately. At the start of the turn, if your car is in the third clearing, move it to the space with the lightning bolt and continue your turn, otherwise: 1-4 Move the car to the next clearing. The owner's turn ends immediately. 5-6 The car exits at the space with the lightning bolt after the clearings and the player continues their turn by playing a card.

04B - 08B: LANDSLIDE The car that passes over the lightning bolt causes a landslide: 1-2: Nothing happens 3-4: Add a Rock to each sector 5-6: Add two Rocks to each sector

If the space where you add the Rock is occupied, do not add a Rock and instead cause damage to whatever occupies the space. You cannot add two Rocks to the same space in a single landslide.

05B: EXPLOSIVE GEYSERS The car that passes a lightning bolt is hit by a geyser blast: 1: 2 Damage and your movement ends. 2: 1 Damage and your movement ends. 3-4: 1 Damage and you may choose to stop. 5-6: You pass unharmed.

If the space where you add the Rock is occupied, do not add a Rock and instead cause damage to whatever occupies the space. You cannot add two Rocks to the same space in a single landslide.

09B: VOLCANO The car that passes over a lightning bolt triggers an eruption. All cars on red spaces roll the die. 1: The car takes 2 Damage 2-4: The car takes 1 Damage. 3-4: 1 Damage and you may choose to stop. 5-6: The car dodges the lava, no Damage.