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Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)
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Advanced ThunderRoad
- Mr Skeletor
- Offline
- no gamer cred
I do have a game called Road Warriors that looks a BIT like an advanced Thunder Road.
Maybe.....Reading the rules leaves me with a touch of dread. Perhaps the Aussie Frank has played it and can comment. It was produced by Mattel Australia. And it has either the worst cover ever put on a mass market game. Or the best if your taste runs toward 80's van art.
Never heard of it, I'll keep an eye out at the 2nd hand stores.
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-Cars can take a hit before wrecking.
-the Thunder Chopper can be attacked by other cars or choppers. You attack it just like it is a car in the space it last attacked. You wreck it on a roll of 6. (some attacks on choppers were made, but none of them were successful. This rule did make people more cautious about when to use their chopper). The Thunder Chopper is wrecked if it is hit, but it can be repaired with double 6's.
-I had an oil tanker (rank 8, damaged on a roll of 6 when shot, only the cab is vulnerable, the back part is basically a mobile obstacle) and my opponent had a school bus (rank 7, damaged on a 6 when shot, can shoot at any adjacent space instead of just the three forward spaces). Both vehicles took up 2 spaces and have -1 movement. They enter the board on the road on their player's first turn.
-Players roll 4 dice + the road die for movement (because they now have 4 cars)
-The buggy gets +1 move when it can't use the road die. The rank 6 car gets -1 move when it can't use the road die. 2-space cars always get -1 move.
The tanker and bus were cool and intimidating, seeming nearly indestructible and able to ram anything in their way. They were slower than the other cars, though, and were eventually outrun near the end of the game. My opponent ended his bus's move after a turn at one point to block the entire road, hoping to run me off the road. It nearly backfired when I rolled low for movement and was able to T-bone him with my tanker.
The game ended with his sedan going on to the 4th board while my tanker and one of my cars were still on the 2nd. He still had the bus, but all other cars were wrecked at this point. I like the effect of these house rules, so far.
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Here's what I have so far:
buggy - grapple hook; you can grapple onto a car you are directly behind instead of shooting it. Move with that car during its next turn; if you are forced into a wreck, plow through it as normal. If you are forced into another car, roll as if ramming it, except you can be wrecked if you lose the roll.
buggy - pack-rat; cars need a 5 to hit when shooting it because of all the junk (chopper still needs a 4)
buggy - gas tank; explodes when wrecked, all adjacent cars are damaged on a roll of 4+
buggy - mechanic; automatically and immediately repair the first hit against this car
buggy - all terrain tires; -1 move, can always use road bonus
sedan - roof armor; chopper needs a 6 to hit
sedan - nitro; one use, double the road bonus die for this car
sedan - wheel blades; +2 when ramming
sedan - sharp shooter; +1 to the die when shooting
sedan - ??????????????????????? (I'd like to think up one more ability here)
tank - napalm; attacks twice/turn, but only directly forward
tank - pintle-mounted machine gun; can shoot any adjacent space (including directly behind)
tank - chaingun; attacks all three forward spaces at once
tank - missile launcher; you can attack up to 3 spaces away, but only directly forward
tank - cow catcher; when plowing through wrecks, only wreck on a 1. On a 5 or 6 you knock the wreck into an adjacent space
Anyone have any other ideas?
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sedan - carbon-fiber brake pads; you may choose to move less than the movement die allocated to this car
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