Raging Wheels

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Players
1-3
Weight
N/A
Playtime
20 min
Age
8+

⚙️ Game Mechanics

How this game works - core systems and player actions

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📖 About This Game

The world has been devastated by several environmental catastrophes caused by pollution and neglect of mega corporations. The entire life of the planet has been spoiled in order to maintain the elite that would inevitably sink together. Holding the earth's last resources, a new elite now plays with the lives of the people, promoting deadly sports in the ruins of the world. You are a driver in a car race where everything is allowed, and only who comes first will have food and pure water to survive for years to come in this dry and dead desert. Raging Wheels is a 3-page print-n-play board game for 1 to 3 players. You are a car racing driver in a post-apocalyptic and wild world. The game is separated into rounds. Each round begins with the roll of the dice. You can always roll a dice for each car (each player's car must roll two dice). We recommend different color die to distinguish each car. You first move non-player cars. Move the cars by the number of spaces indicated on their respective die. Always move first the car further back in the race. No matter what symbol is in the space where it lands. If a non-player car gets a ‘1’ on the die, he can reroll this die by placing a marker on his car’s Maneuver. If a non-player car gets ‘2’ on the die it moves 1 more square by placing a marker on your car’s Speed. Players now can move their cars. However, as they roll two dice they can choose which dice will be the movement value (and this can affect depending on the square that it lands). The die that is not used for the movement is the action die, and will indicate what will happen inside the space that it lands. Look at the symbol shown in the space and compare with the diagram shown on the track. Apply the effect based on the action die’s value. After all players have taken their actions, star a new round. Two cars cannot occupy the same space. When a car lands on another, push the car that was already there two spaces ahead. Both cars take 1 Armor damage. A car that receives damage and no longer has Armor points is automatically eliminated. Leave the car's marker side-ways. The first car that passes over will receive 4 $craps.