Saturday Morning Gaming: Thunder Road Vendetta!
(I had no idea that this game was based on a board game from the 80s until just now.)
Last game night, we played one of the games from 2023 that got a kabillion awards from a bunch of different gaming outlets and, my goodness, it was a hoot. Thunder Road: Vendetta. It’s based off of a game from the 80s that was most likely trying to capture the excitement of Mad Max Beyond Thunderdome without wanting to pay any royalties whatsoever.
Based on nothing but what I’m seeing in the commercial, I’d say that the new and improved version of the boardgame cleans up a lot of gameplay, adds some nuance and additional hazards, and a load more gameboards for the cars to crash around on.
Here’s the basic conceit. It’s a Mad Maxian road race. Each of the up-to-four players has a small, medium, or large car and the last man standing wins. (Well, there’s also a “crossing the finish line” mechanic but you ain’t never gonna see that.)
Here’s your tiles to help you keep track of your cars:
You roll four dice each turn. You can assign the dice however you want… one to each of your cars and then an extra for something else. A nitro boost? The ability to ignore a “slam” (an interaction with another car)? Repair one of your vehicles? MAYBE CALL IN AN AIRSTRIKE ON THE JERK IN FIRST PLACE?!?!?
Here’s an example of one of the two potential starting boards:
Those little red triangles on the board are where you place hazards (and the numbers are based on the number of players… so if you’re playing with 3 players, you don’t put hazards down on the triangles with only 2s in them.
We didn’t pay attention to the numbers the first time we played because we’re made different. So our starting board looked like this:
And then we had our cars all come out and start Mad Maxing.
Your cars can shoot at cars in front of them (within 3 squares) or ram a car when they (temporarily) occupy the same space.
Put the ramming car on top of the rammed and then roll the outcome of the slam:
The dice determine what happens to either the car on top or the car on the bottom (there are 4 faces for the bottom car and two for the top) and the purple die determines where that particular car goes… and if you’re in the middle of a bunch of cars, you can easily have a chain reaction of slams. (If a larger car slams into a smaller one, the slammer has the option of a reroll).
Our record of chain reactions in the game we played was three.
Luckily, a slam doesn’t do damage. Only shooting does damage or hazards do damage. Each car has two hit points. Taking damage does different things. A dent does nothing but take the hit point, while other kinds of damage require the car to roll the purple die and skid into that square (you might start another chain reaction!). Another kind of damage results in shrapnel being thrown from the car and going into a nearby square and doing a point of damage (and start the chain reaction all over again).
When it comes to shooting, you roll a die to see if you hit. The die has two faces that hit small, three faces that hit medium, and four faces that hit large.
So maybe a good way to play is to have your smallest car just lead-foot it and make it to the next map… huh. Something to try next game.
When a car reaches the end of the map, you then pick the next card in the game based on a dice roll:
Each of those is two sided, by the way. You can get a *TON* of random replayability out of this game (assuming you make it to the second map, of course).
If someone gets too far ahead, well, that’s where the helicopter strike comes in.
One thing that is *VERY* dangerous is immovable objects, such as a cliff face. In the game we played, one of the players lost all three of his cars to the rocks on this board:
Hit one of those cliffs and your car is dead.
Ah, well. That just means that you’ve got an extra die to spend on your other cars.
All in all, this was an *AMAZING* four-player game. It’s a fun game that rewards ruthless aggression and everybody will have a hoot when the chain reactions start. Seriously, this game lives up to the hype.
So… what are you playing?
(Featured image is a photo of the Thunder Road: Vendetta box. All photos taken by the author.)
That looks really cool.Report
I enjoy solo board gaming. It can be hard to get people together, and my wife is not as big of a fan of the hobby as I am (though she does enjoy it). A lot of games I play solo are co-op games, which can usually be played solo by taking on the role of multiple players. However, some games are explicitly designed for one player. One of the best examples of a true solo game is Final Girl. Last week, I got my Season 3 order from their most recent Kickstarter, so I got started playing that.
As the name implies, you are the Final Girl in a horror film. You are one girl against a killer. Their victims to be saved (or killed). Various items can be found to help you. In the end, it boils down to a showdown between the final girl and the killer, and only one will remain standing.
The game is modular. It has a core set (which is not playable by itself) that contains the items that are used across the games. Along with the core box you need at least one Feature Film. Each Feature Film comes with a couple final girls, a killer, a location, and the cards and tokens needed for each. Each feature film is based on either a specific horror icon or at least a common trope. Camp Happy Trails features a knockoff Jason who stalks victims in a summer camp. Hell to Pay takes the Final Girl to Hell to take on Razorface, who is not quite Pinhead. North Pole Nightmare takes place in the North Pole where Mrs. Claus must save Santa’s Elves from Krampus. The different killers and locations typically have special rules and sometime unique requirements for victory. What really makes the game shine is that it is modular. You can combine locations, killers, and final girls from different feature films. If you want to fight not-Jason in the Hellscape or fight Razorface in the North Pole, you can.
Gameplay is about managing time and horror. Every turn you have 6 time units. During the action phase, you play cards from your hand. You roll dice to determine the degree of success. Sometimes, but not always, the actions will cost time. A few actions will actually increase your time. After you are finished taking actions, you can use remaining time to buy actions cards (move, attack, guard, etc) from the tableau to use on the next action phase. Cards that were just played cannot be purchased until the next turn. After that, the killer gets his turn. He has a default action (typically some variation of move, followed by attack), then a terror card is drawn. Terror cards are tied to the killer or the location, and they can have a variety of effects.
Just like in the movies, the Final Girl or the Killer might not die at first. The last life token for each is chosen at random, and some of them will give them extra life points, letting them come back from the dead (but only once). The game can get tense, and it can spiral out of control. As the horror rating goes up, you get fewer dice. This makes it more difficult to succeed at actions, which also makes it more difficult to reduce the horror rating. As victims are killed, the killer gains bloodlust, getting stronger and faster. You have to plan ahead to make sure you have enough time to buy cards you need and stay ahead of things before it gets unmanageable. Overall, it captures the feel of fighting from underneath against an overpowered monster, and if you are into horror, you will likely be able to find a a variation of a few of your favorite killers.Report
That sounds freakin’ awesome. Reading what you said had me think “single player… hard rules for the NPCs… multiple different flavors of add-on content… I wonder if…”
AND IT IS.
Wishlisted.Report
I could be wrong, but I think that is unaffiliated with the board game. The gameplay looks different, and I do not see any mention of Van Ryder Games, who publish Final Girl.Report
Oh bummer.
Yeah, I went to the discussions page and the developer says: “This game is not related to the board game “Final Girl” or to the movies “Final Girl” and “The Final Girls”. It is of course on the same theme, but gameplay wise do not expect a digital version of the board game.”
What a rip-off.
Unwishlisted.Report
You could probably find a computerised version of it on BoardGameArena.Report
Played a couple more games of Thunder Road.
Putting the small car on the road and going pedal-to-the-metal is a good play. It’s not necessarily a *WINNING* play, but it changes a bunch of dynamics for the slowpokes in the back.
Also, with a clearer head, it looks like somewhere between 40-60% of the game is strategy and the rest is rolling dice and hoping for the best.
But the sooner the dumb rolls ruin the game, the sooner you can yell “let’s play again!”Report