Road Warrior

Road Warrior

1996Paul Bedford, Andrew Grigor

2 - 8 players
0 min
1.5/5 weight

From BoardGameGeek

extrapolated from session report: This is a 1996 Australian game by Bedford and Grigor for 2-8 players. Each player gets a bike, car or truck. To move, you roll dice - 3 for bikes, 2 for cars, 1 dice + 2 for trucks. You can ram someone by moving on top of them, higher die wins, loser goes back a space, both cars suffer hit points equal to the opposite roll. If the mover wins, they can keep going. If you move, you can also play an action card. These can fire missiles / guns / etc. at other cars, allow you to roll more movement dice, ignore terrain effects, etc. Unless the defender has a defense card, the attack card will specify a range (in range if vehicles are less spaces away than eg result of 2 dice) and the number of dice to roll to determine hit points. Trucks start with a lot of hit points to counter their low movement, bikes start with not many. Lose all your hit points and you can start again at half hit points, or attempt to hijack another car. The track is about 100 spaces long, with some bridges / crossovers and 5 different terrain types. For example you need to roll multiples of 5 to move each snow space, 4 for oil spaces. There are obstacle spaces which allow you to pull an instantly applied obstacle card. These are a mix of mostly good and occasional bad events. You can also pass and simply pick up an action card. Last car standing or first one past the finish line wins.

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The I'm Done Show 🥩🥵
The I'm Done Show
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About Road Warrior

From BoardGameGeek:

extrapolated from session report: This is a 1996 Australian game by Bedford and Grigor for 2-8 players. Each player gets a bike, car or truck. To move, you roll dice - 3 for bikes, 2 for cars, 1 dice + 2 for trucks. You can ram someone by moving on top of them, higher die wins, loser goes back a space, both cars suffer hit points equal to the opposite roll. If the mover wins, they can keep going. If you move, you can also play an action card. These can fire missiles / guns / etc. at other cars, allow you to roll more movement dice, ignore terrain effects, etc. Unless the defender has a defense card, the attack card will specify a range (in range if vehicles are less spaces away than eg result of 2 dice) and the number of dice to roll to determine hit points. Trucks start with a lot of hit points to counter their low movement, bikes start with not many. Lose all your hit points and you can start again at half hit points, or attempt to hijack another car. The track is about 100 spaces long, with some bridges / crossovers and 5 different terrain types. For example you need to roll multiples of 5 to move each snow space, 4 for oil spaces. There are obstacle spaces which allow you to pull an instantly applied obstacle card. These are a mix of mostly good and occasional bad events. You can also pass and simply pick up an action card. Last car standing or first one past the finish line wins.

Designers

Paul Bedford, Andrew Grigor

Categories

Racing

Mechanics

Campaign / Battle Card DrivenPlayer EliminationRoll / Spin and Move
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