Thunder Road: Vendetta
A combat race in which each player manages three cars, assigns movement dice and uses collisions, gunfire and a chopper to survive a road that keeps changing.
Thunder Road: Vendetta supports 2–4 players; community best: 4 players; playing time: 45–75 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Your crew is a team rather than a single racer. A small car is harder to shoot, while a larger car can demand a reroll in a slam against a smaller vehicle. Choosing which car receives each die means balancing progress with the risk of leaving another car behind.
Position matters because entering another vehicle’s space creates a slam and can start a chain reaction. Face-down hazards add uncertainty, while the road die rewards a car that stays on road spaces. A route that looks fast can therefore become a sudden detour.
The rolling road prevents a comfortable rear position from staying safe. When the lead car pushes beyond the board, the rear tile disappears and takes its cars with it. Commands offer a brief tactical intervention, but using one consumes the fourth die and must happen before the assigned car moves.
Core rules & scoring
The base game is for 2–4 players. Each crew has three differently sized cars, a chopper and four movement dice. Set up three road tiles with hazards; the lowest initial dice total determines the first player, and those dice are retained for round one.
Each player takes three turns per round. At round start roll four movement dice; the first player rolls the shared road die. A turn proceeds through Assign, optional Command, Move and Shoot. The first-player position passes left after the round.
Assign an unused die to an operable car that has not moved this round. When all remaining operable cars have already moved, assign a coast instead: exactly one space, regardless of die value, at most twice for that car in the round.
Once per round you may spend another unused die on a command before moving, but never on a coasting turn. Airstrike accepts any die, Nitro 1–3, Drift 3–5 and Repair 6. Repair removes one damage token from one of your cars; it cannot recover an eliminated car.
Cars normally move into one of the three spaces in their front arc and must use all movement unless an effect ends it. Road and off-road cost one, mud normally two but may be entered with only one move remaining. Entering impassable terrain eliminates the car.
A car that starts on and uses only road spaces during its movement may take the road-die bonus afterward. The bonus is optional, but its full amount must be used; its extra movement can leave the road. Coasting never receives this bonus.
Entering another road vehicle’s space normally ends remaining movement and causes a slam. Roll slam and direction dice; a larger vehicle’s owner may demand one reroll of both dice. Move the indicated vehicle one space and resolve any resulting chain of slams.
After moving, a car may shoot one road vehicle in its three-space front arc, including a friendly car or wreck. Match the shooting die to the target’s size to hit. A placed chopper may also shoot through Airstrike, but no shooting is allowed during round one.
Resolve a damage token’s effect before keeping it at that car’s dashboard. The second damage makes it inoperable; an inoperable car cannot move by assignment or shoot, but can be slammed and repaired. Choppers cannot be shot, damaged or slammed; any car ending a turn in a chopper’s space is eliminated.
When a car exits the front of a nonfinal lead tile, remove the rear tile and eliminate its cars, shift the road and add a new lead tile. In two-player play the fifth tile overall is final; with three or four, the first player knocked out makes the lead tile final. First car onto the finish line wins, or win by being the only player with operable cars.
Rules & gameplay questions
Can I coast a car while an unused operable car remains?
No. Use your unmoved operable cars first. A coast moves exactly one space and permits shooting afterward, but no command and no road-die bonus.
Can I assign movement to a broken car and repair it on the same turn?
No. Assignment comes before the command. Repair can make it available for a later turn in the round, but it was not eligible when the earlier die had to be assigned.
Can a collision or damage effect push me across the finish line to win?
Yes. The publisher-hosted FAQ confirms that the cause of reaching an existing finish line does not matter. A second-damage effect that reaches the line finishes resolving its movement before that damage makes the car inoperable.
Can my chopper appear in round one even though shooting is forbidden?
Yes. Airstrike can place it, and its end-of-turn elimination effect still works. Passing through the chopper is allowed; ending a turn in its space is the dangerous part.
Can I take the road-die bonus after a slam?
No. The applicable FAQ clarifies that a slam loses remaining movement, including that bonus. Returning to the road after leaving it also does not restore road-only eligibility.
Rules & introduction sources
- Edition
- Thunder Road: Vendetta base game for 2–4 using Restoration Games’ currently linked twelve-page English base manual. Applicable base clarifications are checked against Lucky Duck’s publisher-hosted French community FAQ compilation; its Maximum Chrome and expansion chapters are excluded. No Extra Ammo, Big Rig, Final Five, Choppe Shoppe, Carnage at Devil’s Run, Carnival of Chaos, Interstate of Decay or original 1986 rules are included.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #221 |
| Complexity Weight | 1.96 / 5 |
| Best player count (community) | 4 |
| Player range | 2–4 |
| Playing time (minutes) | 45–75 |
| Core mechanisms | Dice Rolling · Die Icon Resolution · Grid Movement · Hexagon Grid · Player Elimination · Resource to Move · Roll / Spin and Move · Take That |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2023 |
| Suggested age | 10+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Thunder Road: Vendetta, and can I play online?
Thunder Road: Vendetta supports 2–4 players; community best: 4 players; playing time: 45–75 minutes. A WANGO browser trial has not been confirmed.
How complex is Thunder Road: Vendetta, and which mechanisms does it use?
Weight: 1.96 / 5. Mechanisms: Dice Rolling · Die Icon Resolution · Grid Movement · Hexagon Grid · Player Elimination · Resource to Move · Roll / Spin and Move · Take That. Chinese publication: Unconfirmed.
Where can I learn Thunder Road: Vendetta?
No rule guide, strategy article or WANGO trial has been confirmed for this record.