Game
- Round
- All players roll their 4 movement dice
- First player also rolls the road die
- First player rotates clockwise after each round
- On your turn
- Assign 1 die to an operable car
- Place the die in the center of the dashboard
- The number is how many spaces it moves
- If you don’t have any available cars, assign it to the Coast space on a car you’ve already moved. Command cannot be used
- Activate a command (Once per round)
- Assign and activate a die to your command board
- Commands
- Airstrike – Any – Place your chopper in a free space and shoot with it
- Nitro – 1-3 – add the value to your movement
- Drift – 3-5 – pass through one space with a vehicle in without causing a slam
- Repair – 6 – Remove 1 damage from 1 of your cars
- Move that car
- Car gains moves equal to the die assigned
- A car moves into one of the 3 spaces in its front arc
- Movement rules:
- a car must move the full amount
- can go through a space with a chopper
- reveal hazards and resolve as the care moves
- a car loses remaining moves when it takes damage
- crashing into another car results in a Slam, place the moving car on top
- Roll slam and direction die
- Larger vehicle owner may ask for a reroll of both dice
- Move affected vehicle as dice show
- If all movement was on the road you may optionally now take another movement using the road die
- same rules apply as a normal movement
- Coast = move 1 space only, Road die can not be used
- Shoot with that car
- you can shoot vehicles, wrecks, but not choppers, in your front arc
- if a wreck takes damange it is eliminated
- you may shoot after resolving a slam
- you may shoot your own cars
- Roll the shooting die, hit is a match on size
- owner of damaged car draws and resolces a damage effect
During Play
- Moving off the front of map triggers next tile to appear (or they win)
- vehicles on last tile are eliminated
- if a player is out of the game, next tile becomes the last tile