Thunder Road Vendetta
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Description
Thunder Road: Vendetta is a revved-up restoration of the classic 1986 game of mayhem on the asphalt. Grab your crew, roll your dice, race your cars, shoot your guns, and try not to get wrecked.
This new version features exciting new additions, including random hazard tokens, such as wrecks, oil slicks, and more. Damage isn't merely one and done. Now, you'll draw damage tokens with exciting effects that can send your car careening across the board. You'll also have more choices on your turn, assigning one of your dice to your command board to repair damage, nitro boost, or send out your attack copter to fire away.
I remember a lot of board game adverts from my childhood. There was the one where a skull rolls down steps and knocks everyone over, Operation, Mouse Trap and this intriguing car one with the helicopters. That last one has been resurrected and received a modern lick of paint from the masters of rejuvenation Restoration Games.
Mad Max
Thunder Road Vendetta owes a lot to Mad Max. It is a weapon fuelled race to the finish line, or being the last remaining survivor. Taking cues from the old Micro Machine games as well as the post apocalyptic gas guzzling films it boils down to this – plain old stupid fun by the bucket load.
For example in one of the games I played I could have taken the nice safe route and possibly get within range of the big rig for a pot shot, or I could drive through fire to hit a ramp with a one in four chance of clearing the mountain. Spoiler – a clean up crew was required on aisle mountain… (ramps are in the Carnage at Devil’s Run Expansion).
TR:V is a game that is about these moments, a game that encourages you to make the stupid choice over the fun choice. A game where you won’t be talking about who won the game but the carnage you all wreaked along the way!
M25
In the base game 2-4 players will face off each with a team of three road vehicles and one helicopter. The road vehicles come with a matching dash board in each colour and each colour also has a command board.
Vehicle movement is power by standard 6 sided dice which are rolled at the start of the round. The first player will also roll the ‘road die’. Players then take turns assigning one of their dice to a vehicle and moving it that many spaces. Once per round they may also assign a die to the command module as well as the vehicle they are moving. After movement they may shoot if in range.
Each player has the same three road vehicles – a small but hard to hit, a medium medium to hit and a large easy to hit! Of course the bigger the vehicle the more favourable the outcome in slams…
That’s Bait
So far so roll and move. There are, of course, the rules of the road to apply. Firstly you must move the whole amount rolled if possible, of course you can decide to avoid doing this by driving into a hazard or another car! Driving into another car resolves a slam. You pop the moving car on the top of the other car and roll the slam and direction dice. The slam die determines which car moves and the direction die the direction they move in. The owner of the largest vehicle can request a reroll of both dice if they wish.
The slam die usually results in the bottom car moving but the direction is a one in six chance. If the moving car enters a space with another vehicle – resolve another slam. In larger player game particularly, this can result in vehicles bouncing all over the road and potentially to their doom.
Doom can come in many ways in TH:V. The road boards act in a similar way to the micro machines video games. Once a player moves off the third board a new one is drawn and the furthest back is removed – along with any vehicles still on it. Once all a players vehicles are eliminated or inoperable the next player to cross over the end track wins. Alternatively the last surviving player wins.
Vehicular Mayhem
Thunder Road Vendetta is a fantastic game. The components are excellent throughout, from the stacking vehicles to the chunky cardboard tokens, via the pleasing dice. This extends the the gameplay which is kept interesting and compelling through some well thought out mechanisms. Although there is player elimination this triggers the end of the game so there is no sitting around while everyone else plays – at least not for too long.
The assigning of dice is quick and easy to understand and resolving them fun. This can take a little longer in crowded areas of the board but this tends to involve everybody anyway. Multiple rams are exciting and tense affairs especially with the threat of helicopters.
As well as assigning dice to a vehicle you can also assign one dice per round to the command module. This lets you active nitro, repair, dodge the first slam and send out your helicopter. Helicopters are placed and shoot just like vehicles. However they are also instant elimination for any vehicles that end their movement in the same place – including the player who owns the chopper!
Movement must always been taken to its full value and you will almost certainly want to try and end up with another player’s vehicle in your front arc as this means you can take a shoot action and try and damage them. Damage is handled by drawing a damage token, revealing it and then doing what it says before placing it under the dash for that vehicle. Two damage to a vehicle renders it inoperable meaning it faces the other way on the track and can’t be used until it has been repaired.
Damage effects produce some of my favourite moments in Thunder Road. From blast off – which launches you up to four spaces in a direction determined by the direction dice, to the effect that makes you move up to four spaces rolling the direction dice for each one! You still have to resolve any slams of course!
When your vehicles become inoperable you will have a die that you cannot use, however each vehicle can also coast. This must be done last after all operable vehicles have moved and moves you one space regardless of the die value. You are also not allowed to combine a command die placement with coasting. Although to be honest this is one of the rules I wouldn’t enforce too strictly as it is a bit more fiddly than the rest of the game.
Need For Speed
Although I have played Thunder Road Vendetta at two players it is a game that greatly benefits from more players. I have used the Big Rig and Final Five Expansion to play up to 5 and there is nothing stopping you playing a full 6 although 5 players does feel quite full and chaotic, I can only image 6 being even more so.
While we are talking about expansions I will be reviewing the main three separately but it is worth mentioning the small extra ammo pack. Your mileage with this will vary but it does add extra options to almost every part of the game via decks of cards. This can be unique helicopter powers, rules for each section of the road and more command options. If you can get hold of this it is nice to have but nowhere near essential and the least desirable of all the expansions.
Overall Thunder Road is a great looking great playing time, with gameplay that comes to life and leaves you with fantastic stories. Die hard strategy fans might not enjoy its more casual approach but everyone I’ve played it with has had a brilliant time and walked away smiling – winner or not.
Since its announcement, I’d been interested in Thunder Road Vendetta, but I was concerned that the two-player experience would be lacking. Ah well, just add it to the other games I’d love to play but don’t play well at two. Then I read about a two-player variant on boardgamegeek.com designed by Jerry Hawthorne of Mice and Mystics fame. The original designers of the game had posted and agreed it was indeed a good variant.
I was intrigued.
So, I took the plunge and bought the game. And I’m very glad I did.
How Does It Play
It’s essentially a roll-and-move game like Monopoly, Sorry, and Klonks ‘N’ Klones. That’s not what you wanted to hear, is it? But don’t worry, it’s a bit more complicated than that. You roll four dice at the start of your turn. These dice can then be assigned to any of your three cars, allowing you to move the car that many spaces or to a side-board with four special powers. This gives you plenty of interesting choices to make.
Thunder Road Vendetta is billed as a racing game, but it’s more of a smack-your-opponents-around-and-then-try-to-pinch-the-race-in-the-last-second game. You’ll ram into other cars, causing them to spin out and crash into hazards. You’ll get up behind other cars and shoot them, causing shrapnel to come flying off at a random angle and take out a car on the other side of the board. And you’ll shoot other cars with your helicopter, causing them to veer all over the road before crashing into a mountain. It’s all good family fun.
The Two-Player Variant
To find this variant search for “Two Player Big Team Variant Thunder Road Vendetta Bgg”. In the variant, you play with two teams of three cars. You roll all eight dice, and you can assign them to the appropriately coloured cars in any order. The end-game is triggered when any one team is obliterated.
I played the game as the standard two-player game out of the box. It was okay but lacked the chaos of a four-player game. The variant brings back the chaos. The road is much busier, and the repercussions of slamming into another car are generally much funnier because of this.
What’s Good About It
Thunder Road Vendetta, played with this variant, is a strange beast. At times, it plays almost like an abstract strategy game, where you are trying to position your cars to block your opponent’s path and make sure that your cars can’t be shot at. It can be quite a thinky game. But in Chess, when you take someone’s piece, you just remove it from the board, here you shoot at them or slam into them and watch chaos ensue. All manner of funny things can happen as cars swerve all over the track and are blown into the air, only to land on top of another car, which throws them off onto a mine. Boom!
Then you’re back to carefully planning your next move.
It’s strange, but a lot of fun.
The two-player variant works very smoothly and feels like it could have been included in the base game rule book. Maybe it will be in future printings.
Any Problems?
Replayablity is a minor concern if you’re going to want to play this a lot. There are only a limited number of ways that you can destroy your opponent. But there are expansions available that will alleviate this with player powers, motorcycles, and ramps! Oh, and your car can get set on fire.
Conclusion
One of the things I love about Thunder Road: Vendetta is that you’re very rarely out of the game. Your opponent can have all of their cars, and you can have one car left-the rest having been gloriously destroyed-and you can still win. Once the end-game has been triggered by the destruction of one team, the end tile is put on the road, and it’s a race to get there.
Even if someone has their buggy miles ahead of you, there’s still a chance that you can fly your helicopter in behind them, shoot them and send them spinning off the road, leaving it clear for you to come charging through and take a cheeky win.
I played one game where my opponent was floundering with hardly any cars, but he still had a chance to nick the game. He only needed to move eight spaces, and the tarmacked road was clear, allowing him to use the road die to move an extra 1, 2, or 3 spaces depending on the roll. He had a pretty good chance.
He rolled a one on the road die, and his dice came up as 6, 6, 6, and 5. I couldn’t believe how good his roll was. That was until we realised that he couldn’t use his nitro special power because he hadn’t rolled a 1, 2, or a 3. He ended up one short. It was an exciting end to the game.
All in all, Thunder Road: Vendetta is chaotic fun with interesting tactical choices.
Scores:
Total Score 90/100
Artwork 4/5
Complexity 2/5
Replayability 3/5
Player interaction 5/5
Component Quality 4/5
You Might Like:
· The surprisingly thinky gameplay
· The chaos of hitting other cars
· You rarely feel like you have no chance of winning
· The Mad Max style theme
Might Not Like:
· The luck factor-you are rolling dice, after all
· The replayability is a tad limited without the expansions
Zatu Score
You might like
- Great fun and easy to play
- Fantastic components and table presence
- Creates memorable moments
Might not like
- Only four players out of the box
- Perhaps not one for die hard strategy fans