Road Wolf is a game of vehicle combat on a deserted highway, where fast cars and savage drivers battle for resources and survival on the open road! Just watch The Road Warrior (Mad Max 2), and you'll know what the game is all about.
To play ROAD WOLF, you will need:
When you're ready to start, have each player roll two dice- whoever has the highest roll goes first, and turns continue around the table in a clockwise order. If playing teams, stagger the players so teams alternate.
When it's your turn, you may do TWO things with each of your Vehicles. These things are called ACTIONS. Continue until ALL of your Vehicles have done two actions (or chosen to do nothing). Then it's the next player's turn! At the end of everyone's turn, the ROAD TURN occurs (see below for details). Continue around the board until the mission has ended (see MISSIONS below for how to end a mission).
A WORD ON
When measuring for vehicle move, measure from the SAME POINT on the vehicle for its start and end position. In other words, DON'T add the vehicles length or width to your move! When measuring range for a ranged attack, you may measure from ANY point on the attacking vehicle to ANY point on the target vehicle. You may not measure THROUGH another vehicle or wreck. Vehicles are ADJACENT if there is less than a finger's width between any part of them.
VEHICLE SIZE. All vehicles have a SIZE value. This size is how many dice they roll in a RAM, and how much DAMAGE they can take before being destroyed. A vehicle may take one CREW token for each size point it has.
|SIZE||CLOSED, STREET||CLOSED, DIRT||OPEN, STREET||OPEN, DIRT|
|1||-||-||Street Bike||Dirt Bike|
|3||Muscle Car||Humvee||Convertible||4x4 Truck|
CREW AND GEAR. Vehicles can take TOKENS to represent additional weapons or crew- one marker per points value of game being played. Some tokens can be lost (runs out of ammo, etc.) as indicated. All tokens must be placed on a vehicle record sheet. At least one crew must be in the Driver position for the vehicle to do anything! Any crew (other than Veterans) may NOT use their special abilities while driving.
SIZE HEAVY 4 Armored Car / Limo
5 Big Rig
|0||SKID||Move the vehicle 1 stick in a RANDOM direction (roll 1 die, double the result, and use a clock face to determine direction, where 12 is straight ahead). This may result in a RAM or another wipeout check.|
|1||SPIN||As SKID, except it then becomes IMMOBILIZED- it will not take any more wipeout checks.|
|2||ROLL||Do one point of DAMAGE to the vehicle- then treat as a SKID.|
CONTESTED ROLLS: All forms of combat are contested rolls. This means the attacker and the defender both roll dice, and compare the results. The type of combat determines how many dice are rolled (see below for details). You can read more about how contested die rolls work by reading this page.
COMPARE THE ROLLS: To see who won, compare the dice rolls. Don't add your rolls together- instead, notice what number was rolled on EACH of your dice. Whoever has a die with the HIGHEST number on it wins. In the case of a tie, compare the NEXT HIGHEST dice, and so on until the winner is determined (or it is a tie). For example, an attacker that rolls 6 and 1 will beat a target that rolls 5 and 5, because the 6 is the highest roll. An attacker with three dice that rolls 3, 2, 1 will beat a defender that rolls 3, 2 because the attacker's die that rolled 1 is still more than nothing (so having more dice is a big help). Remember that Veterans get a reroll in all types of combat- this means they may reroll one die when involved in that type of combat.
OVERKILL: If the winning roll consists of any dice that rolled HIGHER than the loser's HIGHEST die, then OVERKILL occurs. You do one point of OVERKILL for each die that rolled higher than the opponent's highest die.
Place a vehicle facing BACKWARDS to show that it is IMMOBILIZED. To get an immobilized vehicle moving again, you must spend one action turning it around. Until this is done, the vehicle may not do anything else except transfer crew or gear tokens.
To take over an ABANDONED vehicle, your vehicle must be adjacent and spend 1 action. Your vehicle must give up 1 crew card to become the driver of the target vehicle. If your DRIVER changes vehicles, your vehicle becomes ABANDONED. During a takeover, you may transfer any GEAR cards to the target vehicle for free. A newly taken over vehicle immediately gets ONE action. It will have two actions as normal on the next turn.
|One team, the Runners, are intercepted by another team of equal points value, the Interceptors, and must do whatever it takes to get away!||Runners start at the START of the road. Interceptors start on any other table edge. Runners go first! Game ends when all Runners have escaped or been stopped.||Runners earn one point for every vehicle they get off the end of the board. The Interceptors earn one point for every vehicle they stop. The team with the most points wins!|
|One team, the Convoy, must
break through with their truckload of precious
cargo! The Convoy must take a Big Rig (size 5,
closed, heavy) in addition to any other vehicles, up to a
total of 10 points. The attackers get 12 points.
||The Convoy starts at the FRONT of the road. Attackers start on any table edge. The Convoy goes first! Game ends when the Big Rig has escaped, been captured, or destroyed.||The Convoy wins if they can get the Big Rig off the end of the road. The Attackers win if they can capture, immobilize, or destroy the big rig.|
|One team plays a marauding
biker gang, preying on civilian vehicles! They may
only take bikes (use buggies if you don't have enough
bikes). The Enforcers must try to stop them!
Put out an equivalent number of various civilian vehicles too. Civilian vehicles have 1 driver each and must be evenly spread out along the road.
|Bikes start at the start of the road. Enforcers start on any board edge and must place before the game starts. Turn order is Enforcers, Bikers, Civilians, Road. BUT for the FIRST turn, the Enforcers are SKIPPED! Civilian vehicles may not do anything. Whichever team is losing may control the wipeouts for civilians.||Any SUPPLIES touched by a
damaged civilian will repair 1 hit on them.
The bikers win if they can immobilize or destroy all the civilian vehicles. They may take over civilian vehicles if they wish! The Enforcers win if they can take out all the bikers before the civilians are all wiped out.
|Enforcers must protect the President's armored limo! Enforcers must take a size 4, Closed, Heavy vehicle in addition to any other vehicles.||The Limo and escorts start at the start of the road. The Insurgents start on any table edge. The Limo and escorts go first.||The Enforcers win if they can get the Limo off the end of the road. The Insurgents win if they can capture the limo and get it off the end of the road. If the Limo is destroyed, the game is a draw.|
|A custom Truck (Size 4,
Closed, Street, Veteran Driver) is the target of two rival
gangs, who both want to capture it!
The Truck can be damaged, but it never loses its last hit.
|The Truck starts at the start of the road. The gangs start on opposite sides, anywhere along the edge. Until captured, the truck moves forward 2 sticks each turn, after the gangs.||Whichever gang can capture and drive the Truck off the END of the road wins!|
|Monster trucks are terrorizing the highways- can the survivors end their reign of terror? The Monster player may take two Monster Trucks (size 4, Closed, Heavy, Dirt, May Nitro, Melee +1 die, Ram does not end a move). The survivors may take 10 points of vehicles, size 3 or smaller.||The survivors start at the start of the road. The Monster Trucks start on any edge. The survivors go first.||The Monsters win if they can destroy all of the survivor vehicles. The survivors win if they can destroy both monster trucks. The game is a draw if any of the survivor vehicles exit off the BACK end of the road.|
|Runners must get past dozens
of Cops! Cops start with NO crew or equipment cards except those
that come with the vehicle (IE, driver, Nitro). Runners start at the start of the
road. Cops start on any board edge. Runners go
first. Any BRIDGE road cards are BRIDGE OUT- runners
automatically jump the bridge, and Cops are automatically
destroyed if they go over the bridge.
||Each time a cop vehicle gets
destroyed or immobilized, on the next cop turn, a
replacement vehicle of equal value may enter the board
from any board edge, and may take ONE crew or equipment
card from the list below. They may take any rank
equal to or less than the number of cop vehicles that
player has lost.
RANK 1: Nitro, Gunner RANK 2: Shotgun, Spikes RANK 3: Veteran, Ambush
|The Cops win if they can stop
all the Runners from exiting off the BACK end of the
road. If any Runners escape, they win if 3 or more
times the starting points worth of cop vehicles are
immobilized or destroyed. Any other result is a
|THE WAGES OF FEAR
|Can two trucks loaded with
volatile explosives make it through a valley full of
Both teams get 14 points to spend. The Explosives team must purchase two specialized trucks (Size 4, Closed, may not nitro). Both trucks are explosive for the duration of the game!
The Explosive team starts at the start of the road, and goes first. The Raiders start on any board edge.
|Any time an explosive truck takes damage from a ram,
Any time an explosive truck has to make a wipeout check, if any of the dice roll a 1, it explodes! (Veteran drivers may use their reroll to try to avoid a 1).
An exploding truck will do 6 dice of damage to any vehicles within 1 stick of any part of the truck (treat as a Ram).
Yes, this could cause the other truck to explode, so keep them a safe distance apart!
|If EITHER truck can make it
off the end of the road intact, the Explosives team wins!
If both trucks are destroyed or captured before they can make it off the end of the road, the raiders win!
|All players are Couriers who
must cross a valley of death- plagued by mutants,
ambushes, and worse! Couriers start at the
start of the road with 4 points of vehicles, plus one
additional free Nitro. Couriers may not attack each
Place a road card EVERY stick, not every 2 sticks. Cover the entire road with cards this way before starting! Cards should NOT be revealed until they are within 3 sticks of the lead car.
Roll off to see who gets the first turn. From then on, TURN ORDER goes by VEHICLE POSITION: The LEAD vehicle goes first, then the next vehicle, and so on. Roll off for ties.
After each ROAD turn, each player must draw one random Gear/Crew token from their tin to represent an enemy attack. The vehicle in the LEAD must draw TWO tokens!
|Enemy ATTACK tokens:
Ambush, Gunner, Shotgun, Molotov: Place a 1 point MUTANT on the side of the road closest to your lead vehicle. They attack your vehicle with that weapon! Mutants can be shot, meleed or rammed- they defend with one die, and are killed if they lose.
Spikes: Your vehicle hits spikes!
Veteran, Nitro: A 2 point enemy BUGGY with a driver will NITRO into your lead vehicle from off-road! If you are off road, they will ram without nitro.
Driver, Brawler: An enemy bike with a driver and a brawler will move next to your vehicle and melee!
Mechanic: Nothing- no attack.
Any mutants, bikes or buggies left on the board at the beginning of the next enemy turn are removed - they run away.
|--For every enemy you
destroy, you may ignore ONE attack (you may choose after
drawing it). Use Abandoned markers to keep track of
--Game ends when all couriers have been destroyed or have exited the valley. To exit the valley, you must drive off the end of the road, but can do so ONLY after the LAST road card has been placed!
--The first Courier to exit earns one point. Each vehicle that exits earns one point. The courier who destroyed the most points of enemies earns one point. Whoever has the most points wins!
| Any number of teams
must compete to take control of a powerful freight train!
Place a track down the middle of the board, and TWO roads, one on either side of the track. Draw road cards for BOTH roads- if either one is a TUNNEL or BRIDGE result, the OTHER road is blocked off at that point as if it were offroad!
Place a train consisting of two Gondola cars and an Engine in front. The back of the train should be 1 stick ahead of the start of the road.
Any vehicle that crosses the tracks at any time for any reason must make a WIPEOUT check.
|Any vehicle hit by the front
of the train is rammed by 6 dice. The vehicle (or
wreck) will then be moved 1 stick in a random direction.
Any vehicle colliding with the side of the train should be treated as BEING RAMMED by the train, with 3 dice.
If a vehicle rammed by the train ever wins with overkill, the train is SLOWED DOWN 1 stick.
The train and its cars are indestructible, and never take wipeout checks.
cars are treated as OPEN and can hold any number of crew.
To board a Gondola from a vehicle or another Gondola,
there cannot be any opposing crew in the Gondola.
Melee and ranged combat can occur between the two Gondola
The Engine is treated as CLOSED and can hold 2 crew. It starts with 2 neutral crew members. Crew in the engine can ONLY be attacked by crew in the front Gondola. To take control of the engine, a crew in the front Gondola must kill all rival crew in the engine, then spend an action to board it.
|Once in a Gondola, a crew may
spend an action to search for supplies. Draw a
random token from your bin- if it is a Shotgun, Ambush,
Molotov, or Spikes, you may keep it!
Once in control of the engine, a crew may spend an action to move the train forward one stick. They may not move more than 1 stick forward per turn. The engine may not use Nitro.
Whichever team can drive the train off the end of the board wins!