- Learning time
- 30 minutes
- First play time
- 120 minutes
Road Kill Rally
Designed by: Daniel George
Road Kill Rally is pretty much how it sounds – maybe worse. Like a board game version of Roger Corman’s Death Race 2000, racers score points not only for being in the top three finishers, but also how much damage they did each other en route, and – wincing muscles at the ready – how many pedestrians they killed.
Yes, despite the vibrant colours and plastic cars, the theme is pretty dark here. The race itself takes place over a series of tiles, with the cars activating from front-to-back in terms of race position. On every turn you 1. draw up to five rally cards if you have less than five 2. adjust speed and apply movement and 3. engage in combat with any drivers unlucky to be in your field of vision and reachable by your weapons.
The rally cards all have actions and can be played for them, usually on your turn but sometimes reactively. But they also double as a kind of economy: being spent or discarded in various ways that help keep you on the road. Adjusting your speed is simple: on your player board a marker tracks how fast you’re going, and how many spaces along the road you must move as a result. You can go up one gear (or down two gears) for free – if you want to accelerate or decelerate any further, that costs you in discarded rally cards. Once you’ve adjusted your speed, you move your car: hopefully without crashing. As the road weaves and turns going faster is dangerous, as you’re forced to roll damage dice, for instance: coming to the end of a straight at high speed, you hit a hairpin turn. The road borders and car gears are a handy colour reference for when you must roll, and how many dice. If you roll damage (blood spatters) you must discard cards from your hand. You may also be giving and receiving damage to and from the other players! Each car is set up with accessories that include weaponry: if anyone’s in range, you can discard cards for ammo and roll damage dice to attack. If they take damage, you get a 10pt bonus and they must give cards to you!
The issue with all this shedding/grabbing of cards is that you may (more likely will) reach a point where you are meant to give up cards and you don’t have enough to do so. This causes a wipeout: your turn ends, you begin your next turn in miserly first gear and pick up a wipeout token, worth minus 20 points at the end of the game.
In the midst of the carnage you’ll be mowing down unsuspecting pedestrians too – you can target them with your car, or your weapons. The official rule is you can do this whenever you pass a pedestrian, but we have a house alternative (see Sam Says). At the end of the game the top three racers score points for finishing and everyone gets points for damage dealt and pedestrians… dealt with. Aside from a couple of things such as pit stops (re-customize your car) collisions (deliberate or otherwise; they’re high-risk!) and the playable actions on the cards (which are all fairly obvious) that’s pretty much Road Kill Rally.
The guru's verdict
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Take That!
Take That!
Loads. Don't even take the lid off the box unless you're okay with being repeatedly shot at by players and stymied by dice.
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Fidget Factor!
Fidget Factor!
Low to moderate, depending on how much you want to house-rule a few things.
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Brain Burn!
Brain Burn!
Not a game to tax the brain too much at all.
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Again Again!
Again Again!
Variety in the rally cards, accessory cards, race layout and of course the luck of the dice.
Sam says
Clearly not one for the nippers, Road Kill Rally feels like a paean to Death Race, Mad Max, or any number of cinematic badasses from the last century. For some the humour in it will land like a dead cow from a helicopter. Others may find the implied viscera and utter disregard for humanity a little depressing, although I think it's all rather tongue-in-cheek. Either way, it's a game that feels better with more players - more chaos - but the more players you have, the longer the game goes on and it can become a bit of a grind. We suggest going for shorter courses (less road tiles) and tweaking the rules so, for instance (and I can't believe I'm writing this sentence) you can only kill pedestrians at the end of your movement, rather than every time you pass one. That does change the game dynamic - it becomes more overtly a race - but prevents a huge amount of turns becoming a huge amount of dice-chucking: there's lots of dice to roll anyway. Road Kill Rally's offence to me isn't the old-school violence - it's clearly powered by an irony drive - but the feeling it could have been streamlined into a punchier experience. But make those tweaks yourself and it's a lot of stupid fun.