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Rallyman GT Core Rulebook

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0% found this document useful (0 votes)
117 views28 pages

Rallyman GT Core Rulebook

Uploaded by

ErdeiEszter
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RULEBOOK

CREDITS
GAME DESIGN BUSINESS MANAGEMENT
Jean-Christophe Bouvier Owen Hermsen

PRODUCTION PROOFREADING
Jamie Parsons Raphaël Alcantara, Georgina Parsons & Kayla Soule

ARTISTIC DIRECTION VIDEOS


Loïc Muzy Jean-François Belvoix & Jonhatan Picard

ILLUSTRATIONS PUBLISHED BY
Loïc Muzy Holy Grail Games

GRAPHIC DESIGN DIRECTORS


Quentin Saint-Georges Eric Dubus, Olivier Melison and Jamie Parsons

MARKETING AND COMMUNICATION AMBASSADORS AND DEMONSTRATORS


Georgina Parsons Ludovic, Stephane, Gaz, Andy, Patrick, Georgina,
Matthieu, Kayla, Owen, Olivier, Yann, Nicolas,
COMMUNITY MANAGEMENT Glenn, Gaël.
Kayla Soule
And of course, all of our KICKSTARTER BACKERS
THAT MADE THIS GAME POSSIBLE!

A NOTE FROM THE AUTHOR


Rallyman GT required miles and miles of testing: without feedback • Frédéric Rodriguez
from my test drivers, it wouldn’t be what it is today! • I’d also like to thank all of those who supported the game online
and on social media: Pierre Raynaud, Fabio Pellegrino (French
Therefore I’d like to thank these particular petrol heads for all their Rallyman champion 2013), Sergio Raccampo, Frédéric Ormières,
help and support: Quentin Le Guennan, John Berny, Bruno Cathala, Oliviero Carena,
Dwayne Karenko, Cyril Mentin and Aaron Steward.
• My daughters Célestine, Camille, Justine and Clara Bouvier.
They tested unrefined rules and tackled unfinished corners with
improvised dashboards, on prototype tracks with unbalanced Also, a big thank you to everyone, from the very first Rallyman player
dice…what we call a burn-in in the racing world! of the first edition to all the backers of Rallyman GT, for your ongoing
• Vincent Simon, an astute test driver that always got me back on trust and support since 2009.
track if I started to stray away from my original intentions or when
things just didn’t feel right. Finally, I would like to dedicate this game to Pierre Bertin, one of
• Arnaud and Martin Delbouys (French Rallyman champions, 2014). the biggest French board game collectors who sadly passed away
No error or special case escaped the eye of these two talented in February 2019. Rallyman gave me the chance to meet him and he
drivers! introduced me to many new racing games, including ones at 1/144
• Michel ”Papounet” Martin scale which became the official scale of Rallyman: GT.
• My Father, Pierre Bouvier Jean-Christophe Bouvier
• Pierre Mariac
1-6 PLAYERS / 14+ / 1H00

Welcome to Rallyman: GT! Take to the track in your own supercar and push your driving skills to the
limit as you race to be the first across the finish line!

Rallyman: GT uses an innovative Dice mechanic that rewards both strategic decision making and risk taking.
Plan your trajectory to tackle dangerous turns and long straights using a mix of Gear, Coast and Brake dice.
You can drive carefully to avoid mishaps, or throw caution to the wind and go flat out!

But of course, you’re not alone on the track. Other racers will try to out-manoeuvre you and cut you off,
so it’s up to you to make the split-second decisions that will lead you to victory!

DRIVERS! START YOUR ENGINES...

COMPONENTS
31 double-sided Track tiles 6 cars 11 Dice
105 a 105 b

x6

+
RULEBOOK x3
101

1 Rulebook
3X
1 Pit Stop tile x2
6X 48 Gear Markers
2X GAMING AID 1 Round marker
DICE
3X Gear Dice: numbered 1 to 6. Allows
you to move one space whilst changing
speed. Must be played in ascending
and/or descending order.

12 Dashboards 42 Damage Tokens


Coast Dice: allows you to move one
space whilst maintaining the same speed.

Brake Dice: allows you to move one


space while skipping one or more Gears
to reduce your speed drastically. Must
be rolled at the same time as the Gear
die of your desired speed.

Each Die may only be rolled once per turn.

TOKENS
Focus token: Earned when rolling a Flat

160 Focus tokens


Out movement (ie. all your dice at once).
May be spent to secure dice rolls.

Gear Markers: The number indicates


the Gear in which the car finished its
previous turn. The colour (black/white)
indicates whether the car has played
this round or not.

00: The car in question must skip its

x6 x6 x6 x 12 x6 x6
next turn. Replace this with a 0 marker

1 Damage token bag


after doing so.

6 Gaming
6 Driver cards aids

3
4. COLOUR
SETUP Each player chooses a colour and takes the corresponding car
model, Driver card, Gear markers, and Asphalt tire Dashboard. Each
player arranges these in front of them, with their Dashboard showing
1. BUILD YOUR TRACK
the Sunny weather condition.
The hexagonal tiles in Rallyman: GT allow you to build a track for
any occasion. Feel free to let your imagination run wild as you build
your own dream circuit! FOR YOUR FIRST GAME
We recommend starting with the Asphalt tires and Sunny
WHEN BUILDING YOUR OWN CIRCUIT weather. Later on however you can choose the starting weather
conditions for your track and tires for your car (See page 21).
Here are a few guidelines to help you:
• Short race ~ 30 minutes : 15 tiles in 1 lap
• Medium-length race ~ 45 minutes : 18 tiles in one lap or 12
tiles in 2 laps The other Dashboards are placed to one side. Players can
change their Dashboard during the game by making a Pit Stop.
• Long race ~ 60 minutes : 21 tiles in 1 lap or 16 tiles in 2 laps
(Estimations based on a 4-player game)
5. DETERMINING THE STARTING ORDER
You can also find ready to play track designs later on in this rulebook
(See page 24). To determine the starting order, take one Gear marker from each
player and draw them randomly one by one. The cars are placed onto
the starting grid as they are drawn. The first player’s car is placed in
Note: The Pit Stop tile should be placed adjacent to your track, but Pole Position. Pole Position is the first row space of the inside lane
is not part of it. (as determined by looking ahead to the first corner tile of the track.)

2. FOCUS TOKENS
#1 #2 #3 #4
Place the Focus tokens in piles close to the track, so that all of the
players can reach them easily.

3. DAMAGE TOKENS

102 a
Put the Damage tokens into the Damage token bag and place it
close to the track.

a 601
Example: In this example, the Blue player’s token was drawn first, so they
start in Pole Position. Red is second, Yellow is third, Green is fourth and so on.

6. GEAR AND ROUND MARKERS


Each player places their “0” Gear marker white side up next to their
car. The Round marker is placed on the table white side up, visible to
all players.

The first player takes the dice and the race can now begin!
Drivers, start your engines!

4
3X 3X
2X 2X
6X 6X

3X 3X
105

117 a
a

 1
106 a

103
a
118 a

112
a
110 a

 6 +
115 a

101
117 a

 2  5
111 a

106 a
a
103

113 a
102

 4
115 a

3X 3X

 3
6X 6X
2X 2X
3X 3X

5
THE GAME
In Rallyman: GT, players will be racing each other around the
track, vying to be the first car across the finish line!
104 a

Rounds
In Rallyman: GT, the order of play isn’t constant - it can, and will,
change each round, depending on how the race progresses. To help
you to keep track of rounds, we’ve split them into “white” rounds and
“black” rounds.
a
105

A game of Rallyman: GT is made up of alternating “white” and


“black” rounds. Each player gets one turn each round. Example: Here we can see that it is the black round and therefore, the
Red and Green cars have already played (as they’re showing white, the
colour of the next round) and the Yellow and Blue cars still have to play
this round.
The Round marker has a white side and a black side, as do the
Gear markers.
Gear markers allow you to keep track of the speed of a vehicle At the beginning of each round, you must first determine the order
in between turns. At the end of their turn each player puts down of play.
a Gear marker of the colour of the next round. This allows you
to immediately tell who has already played their turn this round. Determining order of play
This Round marker is there to remind you which round is in In Rallyman: GT, it’s all about speed! Even the smallest difference
play and therefore which Gear markers indicate if a car has or in your speed or positioning can mean going first in a round or not.
hasn’t played yet. At the end of a round the Round marker is Going first gives you the chance to get ahead of your opponents
flipped over and a new one can begin. and potentially outmanoeuvre them, whereas going last can free up

6
a lot of the track in front of you, giving you more options for your During their turn a player will do the following:
movement. Managing when you want to play in a round can open up 1. Choose their dice.
some great opportunities during a race!
2. Roll their dice and move their car.

Order of play at the start of each round is determined by speed,


then by the position of each car in case of a draw. Choosing your dice
Order of priority: During their turn, players will use dice to accelerate, brake, and
coast their way around the track. As long as you follow a few simple
SPEED > DISTANCE > POSITION rules, you’re free to combine these dice as you please. Getting
creative with your dice combinations is the key to getting ahead!
During the game, a player can find all the information they need for
• Speed - Start by identifying the fastest car. The car with the their car on their Dashboard.
highest Gear marker always plays first, no matter where they are on
the track.
• Distance - If two or more cars are going at the same speed, then The Dashboard
order of play is determined by how far along the track they are. The
car furthest ahead plays first. The Dashboard indicates your car type (A), as well as the Tires
• Position - In case of a draw in terms of speed and distance, the car you’re using (B), and the current weather conditions (C).
situated on the inside lane of the next corner plays first. A “corner” is During a race, this translates into how many dice the player will
a section of track with speed limitations (See Corners page 10). have at their disposal (D), the number of results the player can roll
before suffering a Loss of Control (E), and its consequences (F) (See
page 16). Any Damage suffered during the race will also be shown
on the Dashboard via Damage tokens and can modify these values.

B C 3X E
6X
105 a

2X
A
104 a

3X D F
In this example, order of play is as follows:
1. The Blue car plays first - of the two cars in 5th Gear, the Blue car is THERE ARE TWO TYPES OF TIRES :
on the inside of the next corner.
• Asphalt Tires: Tires that perform very well in dry conditions,
2. The Yellow car plays next as it is also in 5th Gear. but will lose grip in the rain.
3. The Red car plays next - of the two cars in 2nd Gear, it’s the fur-
thest along the track.
• Rain Tires: Tires that can maintain good grip in rainy conditions,
4. The Green car will play last. but won’t perform as well as Asphalt Tires in dry conditions.

The Turn You can change your Tires or perform repairs during a race by making
a Pit Stop, which allows you to switch your Dashboard with another of
your player colour and/or remove any Damage tokens (See page 18).
During their turns, players will be using the dice available to them
to move their car around the track, navigating turns and other drivers
Standard Dashboard - “Asphalt Tires in Sunny conditions”:
whilst pushing themselves as far as possible! • Six Gear dice (Black), two Coast dice (White), and three Brake dice (Red)
are available to the player.
Once order of play has been established, each player takes their • Loss of Control occurs if the player obtains 3 symbols (See Loss of
Control).
turn one after the other.
• The table indicates the consequences of a Loss of Control.

7
During their turn, a player can use as many dice as their Dashboard al- Rules for Using the Dice:
lows them. However, each individual die can only be used once per turn.
1. BLACK GEAR DICE
•T
 he Black Dice or “Gear” dice are used to accelerate
Gear dice are used to move whilst accelerating or decelerating
or decelerate progressively.
progressively.

•T
 he White dice or “Coast” dice are used to maintain
the same speed.

•T
 he Red dice or “Brake” dice are used to brake hard,
slowing your car by more than one gear at a time. The black dice represent the gears of your car.

Going up or down through Gear dice is often referred to as


All of the dice have symbols. These symbols have no “changing gears” or being “in” a certain gear.
effect until the player accumulates the amount shown on the
Dashboard during their turn, in which case they will lose control Each die allows you to move your car forward one space, whatever
of their car! (See Loss of Control.) the result of the roll (number or ).

You can combine acceleration, deceleration, braking, and coasting Gear dice must be played in ascending and/or descending order.
in any way you like during your turn to get the best out of your car!

To help plan their trajectory, players lay the dice out on the track in
order to indicate their movement for the turn.

108 a

102 a

104 a
104 a

a
106

Example: Raphael starts the race at a speed of 0. He must use his Black
Gear die with a value of 1 to put his car into 1st Gear. He can then move into
2nd Gear, and so on.

When starting your turn at a speed higher than 0; however, your first
die may be:
Example: Here we can see that the Blue Driver is going to brake as they • one Gear higher than your initial Gear.
go into their first turn. They’ll then accelerate as they come out, moving
to the inside lane in preparation for the next turn! • the same Gear as your initial Gear.
• one Gear lower than your initial Gear.

8
3. RED BRAKE DICE
Brake dice are used to drastically reduce speed

113 a
when combined with another die.

Using one or more red Brake dice combined with a black Speed die
allows you to move forward one space while reducing your speed by
more than one Gear.

To do this, you must play as many Brake dice as the number of


104 a

gears you wish to “skip” along with the Gear die of the speed you
wish to slow down to.

Example: It’s Olivier’s turn. He is currently in 4th Gear. He decides to start


with the 5th Gear dice before decelerating down through 4th, then 3rd, then
2nd as he heads towards a sharp corner.

2. WHITE COAST DICE:

111 a
Coast dice are used to move while maintaining the
same speed.

106 a
Each Coast die allows you to move your car forward one space
while remaining in your current Gear, whatever the result of the roll
(blank face or ).

A Coast die can be used at the start of your turn, during your
movement, or at the end of your turn. You can even choose to only Example: Georgina brakes before a corner, going from 5th Gear to 2nd Gear.
use Coast dice during your turn. You can alternate between black and To do this, she’ll have to roll her 2nd Gear die, along with two Brake dice, as
she’s skipping 2 Gears (4th and 3rd).
white dice as you see fit.
105
a

Note: You cannot use a Coast die if your current speed is 0 or 00.

107 a
119 b

105 a

Example: JC. brakes before a corner, going from 3rd Gear to 1st Gear. He’ll
have to roll his 1st Gear die along with one Brake die, as he’s skipping one
Gear (2nd Gear).

Note: A player cannot use dice to reduce their speed to "0" - the
Example: Owen takes a tricky corner in 3rd Gear and uses his white Coast minimum speed is 1st Gear.
dice to maintain his speed instead of accelerating.

9
104 a

PUTTING IT ALL TOGETHER


By combining different dice in clever ways, you can overcome any
obstacle the track - or your opponents - can throw at you. You can even
accelerate and decelerate with your Gear dice in the same turn. Just
remember the golden rule: each die can only be used once per turn.

109
b

You can change lanes as many times as you like during your movement.
Note: In Rallyman: GT, the edge of a tile always represents the
edge of a space.

Corners
“Corner” spaces have special restrictions, represented by a number
105 b

and/or a symbol.

NORMAL CORNERS
Your tracks will include plenty of standard corners, and navigating
b
106 them efficiently can give you a real advantage.

Example: Patrick starts his turn in 4th Gear. He then uses the 4th Gear dice A number inside a circle, placed in the centre of a space, indicates
to start his movement, accelerating up to 6th. Next, he uses two Brake dice
to slow down into 3rd Gear before reaching a corner. He then opts to dece- the highest Gear a player can be in whilst occupying this space.
lerate even further down through 2nd and 1st. This means he may play last You may of course be in a lower Gear than the one indicated with
next round, but he’s in a good position for his next turn: his car is blocking
a strategic corner space, which could make things more difficult for other no penalty.
drivers. Of course, he could, if he so wished, use his Coast dice to continue Entering this space at a higher Gear than the one indicated results
moving forward in 1st Gear. in an immediate Loss of Control.
Note: You must move your car at least one space per turn, if you You may accelerate whilst leaving this space.
are able to do so.

The Rules of the Road

113 a
Because a track is never just a straight line, and you’ll be sharing
the road with other drivers, there are a few rules you’ll have to bear in
mind when planning your trajectory!
103 a

Moving
There can only be one car on any space at a time.
Example: Quentin moves into a Corner space. The speed limit shown in
Cars must always move forwards, either in a straight line (along the the centre of the space is “2” and he is currently in 2nd Gear. He therefore
suffers no penalty and accelerates up to 3rd as he leaves the corner space.
same lane) or diagonally (changing lanes), but never laterally.

10
118 b

DANGEROUS CORNERS
Dangerous corners require more of a risk. You’ll need to choose
between tackling them at a slower speed or taking your chances to
get ahead of your opponents.

A number inside a triangle with a “!” placed in the centre of a


space indicates the highest Gear a player can be in whilst occupying
this space.

However, if a player occupies this space at the maximum speed al-


lowed, they must immediately add a to the result of their roll. This
additional may cause an immediate Loss of Control, depending
on their previous roll results for the turn.

You may of course be in a lower Gear than the one indicated with
no penalty.

Example: Kayla moves into a corner space with a dangerous speed


Entering this space in a higher Gear than the one indicated results restriction of 5!. She is in 5th Gear when entering, and so does not suffer an
in an immediate Loss of Control. immediate Loss of Control. However she is at the maximum speed allowed;
therefore, the corner space forces her to take an additional result on top
of her dice rolls. If she has already accrued some results this turn, it could
You may accelerate whilst leaving this space. spell trouble!

11
SHARP CORNERS 115 b

Particularly sharp corners require you to take a perfect line through


them or slow down even further.

A number positioned on a dotted line at both ends of a space -


along with a circled number in the centre - indicates that depending
on how the player enters this corner space, the speed limit shown in
the centre of the space can change.

If a player enters one of these spaces and their trajectory would


have them cross the dotted line directly (meaning via the same lane),
then the number shown in the center is replaced by the one on the
dotted line.
115 a

Example: Eric is coming up to a sharp corner. His opponent has placed


themselves so that Eric must cross the dotted line directly, meaning that Eric
must treat the speed limit of the Corner space as a 2. As there is space at
the end of the corner however, Eric can exit it by moving diagonally. Since
his move does not cross the dotted line directly, he does not need to apply
the same speed limit to the next space, meaning he can accelerate out and
continue on with his movement.
108 a

Additionally, if a player leaves this space and their trajectory would


have them cross the dotted line directly (meaning without changing
lanes), they must treat the next space as having a speed restriction
equal to the number on the dotted line.

However, players may avoid these restrictions by moving in and out


of these zones diagonally.

Additionally, there are sharp corners with a “!” placed at both


THE PERFECT LINE ends of a space instead of a number. Following the same rules, a
This represents the idea of the “perfect line” used in real racing. player whose car crosses the dotted line directly whilst entering or
By moving in and out of these corners diagonally, players can leaving this space must immediately add a to the result of their
take the corner at a much softer angle. That is, if your opponents roll. These are cumulative, so crossing both (and taking the corner
have left you enough space of course! VERY sharply) in one turn would add two to a player’s roll.

Note: The speed limit in the centre of the corner space always As above, you can move in and out of these spaces diagonally to
applies, even if a player enters it diagonally. avoid these effects.

12
108 a

TRIPLE LANE CORNERS: BLOCKED


Corners which feature a double Whilst moving, if you cannot reach the speed necessary to
inside lane (like the one shown overtake other cars on the track, or you find yourself impeded in
here) represent particularly sharp some other fashion then you are blocked. Your movement ends
turns. On such corners, you may immediately in your current space and in your current Gear - flip
not move outwards from the over your Gear marker to show that you have played your turn.
inside lane when moving into the
corner space. You must move 104 b

directly forward and therefore


suffer the penalties shown.

SPECIAL CASES:
We’ve tried to give you as much variety as possible with the
track tiles in Rallyman: GT so that you can build some truly ex-
citing racetracks! We’ve also tried to be as throrough and pre-
cise as possible when explaining the rules to all these elements.
However, it is possible that you may come across unusual cases
that may not be specifically covered here.
In situations like these, we recommend using the most logical
solution possible. If players don’t agree, take a vote on it. If you
still can’t reach a concensus, flip a coin. Whatever the case, don’t Example: Here the Yellow car cannot overtake the Blue and Green ones as
let a small detail slow down your race! they are taking up all of the track.
104 b

OVERTAKING
Your opponents represent a far greater challenge than any corner!
Getting past other drivers and preventing them from blocking your
way can be tricky...

To enter a space adjacent to another player’s car, you must use a


Gear die equal to or higher than the current Gear of the opponent’s
car. Once your car is beside theirs, the rest of their movement can be
at any speed.
For example, a car in 3rd Gear can be alongside a car in 1st, 2nd or
3 Gear. However, it cannot move next to a car in 4th, 5th or 6th Gear.
rd

You may overtake by moving diagonally between two cars.


Example: Here the Red car cannot overtake as they do not have enough
104 b space to accelerate and pull up alongside the Orange car.
Example: The red player’s car is in 5th Gear
as it pulls up alongside the blue car. It acce-
lerates again to 6th and moves diagonally Be aware of everything on the track; your dice, the corners,
as it moves adjacent to the yellow car. and even your opponents can be used to your advantage.
The player has matched or beaten the
Gears of the other cars as they move,
so they’re allowed to overtake. Some clever driving will catch your opponent off guard, letting
Now that their vehicle is beside the you blaze your way to the top of the podium...
yellow car, the player may continue
their movement as per normal, which
should give them a chance to slow down
before the next turn! ONCE YOU’VE PLANNED OUT YOUR TURN,
IT’S TIME TO BURN RUBBER!

13
Rolling the dice and moving your car
With your dice now laid out, do you play it safe OR do you risk it all
to leave your opponents in the dust?

Once you’ve chosen your dice and placed them on the track to plan
your movement, you must now choose whether to roll your dice one
at a time, or all at once!
#1 #2 #3
1. ROLLING DICE ONE BY ONE
This is the safe option. It brings no further rewards but, if things are
looking bad, you can end your movement whenever you please in

#4 #5 #6 ?
order to avoid spinning out.

Once a player has planned out their move, they may roll their dice
one by one (except for any Brake dice, which must be rolled at the Rolling the dice one by one allows players to keep an eye on how
same time as a Gear die). The player’s car is moved one space along many signs they roll, allowing them to end their turn prematurely
the track per die rolled, whatever the result. to avoid a Loss of Control.

14
Any dice that roll a are kept to one side. If a player reaches the If the player rolls equal to or more than the limit of shown on
limit shown on their Dashboard, they suffer a Loss of Control (See their Dashboard they suffer a Loss of Control!
page 16). If this happens, their car is moved to the space where the
final occurred, then the Loss of Control is resolved.
Before resolving the Loss of Control, the player must first take all
of the dice they rolled (without modifying their results) and lay them
Don’t forget to add any additional that you may encounter du- back out on the track as if they were planning a normal move. They
ring your movement (such as on corner spaces) to your roll. do not have to follow the same path as they originally planned, or
use all of their original dice, as long as enough are placed to cause a
Loss of Control.
2. GOING FLAT OUT!
This is a risky option, but risks are always rewarded in Rallyman: GT! The dice must still be placed as per the normal rules however.
Rolling all your dice at once means that you’re taking a calculated
risk, but it also means you’ll be able to generate Focus tokens, which
Once the dice are laid out, the Loss of Control will be resolved
can be very helpful later on in the race.
on the space where the that caused the Loss of Control occurs,
whether because it was rolled or imposed by corners or other effects.
If you’re feeling lucky, you can choose to roll your dice all at once!
This is called going Flat Out.
This allows the player some choice as to where and at what speed
they will resolve their Loss of Control (See page 16).
To go Flat Out, a player lays out their trajectory as normal. They
then mark the space where their movement is supposed to end with
the relevant Gear marker.

118 b
Then, the player takes all of the dice they planned to use and rolls
them all at once.

3X
108 b

6X
2X Example: After planning his trajectory, Gareth decides to make a Flat Out
roll! On his roll he suffers a Loss of Control. Gareth decides to reorganize
his trajectory, deciding to not move as far along the track in order to avoid
the effects of a dangerous track section (with a red sign) when resolving his
3X Loss of Control.

However, whether your roll is successful or not, going Flat Out


will gain you Focus tokens!
Once they’ve made their roll, they check their results. If the player
rolls less than the limit shown on their Dashboard, they’ve made
it! The player moves their car to the space marked with their Gear Focus Tokens
marker and their movement ends.
Focus tokens represent your driver’s daring, skill, and concen-
tration! These can be collected during a race when performing
Don’t forget to add any additional that you may encounter du- risky Flat Out moves. They can then be spent to ensure the
ring your movement (such as on Corner spaces) to your roll. success of even the most dangerous manoeuvre later on.

15
You gain one Focus token for each black or white die used in your When securing a die, a player must discard the required number of
Flat Out roll (even those with a sign). These tokens are taken from Focus tokens back to one of the piles located on the tabletop before
the piles placed on the tabletop. removing the dice from the track. They may then continue on with
their turn, rolling or securing their dice as they see fit.
Red Brake dice do not gain any Focus tokens.

Going Flat Out is the only way to gain Focus tokens.

113 a
104 a

A Focus Token does not allow you to ignore a imposed by a


corner or other effects.

In the above example, despite the fact that his turn ended in a Loss of Players may use Focus Tokens to secure a dice roll involving Brake
Control, Gareth still takes his 5 Focus Tokens. These will help him get back dice. However, you must secure all of the dice that are part of that
in the race after his crash! roll. If the player does not have enough tokens, they may not secure
that roll.
USING FOCUS TOKENS
Jonathan wants to secure a Brake roll involving one Gear die and two Brake
Focus tokens allow you to “secure” your dice. This means that you dice. There are three dice that are part of this roll, so it will cost him 6 Focus
tokens (1+2+3) to secure it. If he had already secured other dice during his
don’t have to roll them and, therefore, can avoid any possible turn, this would cost him even more!
results.

A player may only use Focus tokens on their dice when rolling them
LOSS OF CONTROL
one by one, not during a Flat Out move. Racing is an intense sport and in the heat of the moment, mistakes
can send you careening off the track! This can lose you precious time
Players may use Focus Tokens on their dice at any time before a and damage your car.
dice is rolled. A rolled die may never be modified.
If a player rolls as many or more than the limit indicated on their
Generally, it’s a good idea to use Focus tokens when you’ve already Dashboard, or does not respect the speed limit on a Corner space,
rolled a dangerous amount of during your turn, to avoid suffering then they suffer a Loss of Control.
a Loss of Control.
Important: A Loss of Control is always resolved on the space
A player can secure as many dice as they like during their turn, as where the final that caused the Loss of Control was obtained,
long as they can pay for them: whether it was rolled on a die, received from the track, or the result
of other effects.
• The first die each turn costs one Focus token to secure.
• The second die costs two Focus tokens to secure.
A Loss of Control immediately ends a player’s turn after resolving
• The third die costs three Focus tokens to secure.
its effects.
• And so on...

16
To resolve a Loss of Control, the player checks their Dashboard.
Both the speed of the car and the Danger Level of the tile where the If a player tries to place their car back onto the track and another
Loss of Control occurred contribute to its effects. car is occupying the space, they may not come back onto the track
that turn! Flip the “00” Gear marker over and lose another turn.
The column on the left indicates the Gear the car was in when the
Loss of Control occurred. It will indicate what speed a player’s car will
be placed in following the Loss of Control: The three other columns indicate the Danger Level of the tile where
the Loss of Control occurred. Each tile has colored panels at each
• 0 Gear: The car skids out! Turn the car to face the wrong way, but end of the track which indicate their Danger Level.
leave it in its space on the track. The player places the “0” Gear
marker next to the car. The car may be turned around and played
normally next turn.

3X
117 b

6X
2X
3X

The speed of the car and the Danger Level of the tile will indicate
• 00 Gear: The car spins off the track! The car is placed to the side of whether the vehicle takes damage or not. For each black square in
the track, closest to the space where the Loss of Control occurred. the corresponding space, the player must draw one Damage token
If this space is in the centre of the track, the player may choose from the bag.
which side they spin off. The player places the “00” Gear marker
next to the track. During their next turn the player may place the
car back onto the track, facing the wrong way (see above) and
place the “0” Gear marker but may perform no other actions. The 3X
car may be turned around and played normally the turn after.

117 a

6X
2X
3X

Example: Jamie suffers a Loss of Control whilst in 4th Gear and on a tile with
an orange Danger Level. He must therefore draw one Damage token and
skip his next turn. His car is placed on the side of the track where the Loss
of Control happened, along with the “00” Gear marker and he draws one
Damage token.

17
Damage Tokens WEATHER CHANGE
All players flip over their Dashboards, taking note of
Damage tokens represent a variety of consequences that may be-
the new limit and available dice.
fall you should your luck run out!

When drawing a Damage token, it is placed on your Dashboard. YELLOW FLAG


A Yellow Flag token is placed next to the player’s car
GEAR DAMAGE when drawn, not on their Dashboard.

The number of Gear dice the player may use each


Whilst on the track, the Yellow Flag restricts overtaking.
turn (no matter their value) is reduced by one for each
of these tokens present on their Dashboard.
A player may not move alongside another player’s car during this
time.
BRAKE DAMAGE
The number of Brake dice the player may use each However, players move past cars at 0 or 00 speed (including the car
turn is reduced by one for each of these tokens present with this token) freely.
on their Dashboard.
Once the car with the Yellow flag moves, the Flag token is removed
COAST DAMAGE and placed on the player’s Dashboard.

The number of Coast dice the player may use each


turn is reduced by one for each of these tokens present GREEN FLAG
on their Dashboard.
If a Green Flag is drawn, you got lucky! Green Flags
have no effect.
These tokens may reduce the availability of dice to a minimum of 0.
Any further tokens that would reduce this further are still kept even if
they have no further effect. Pit Stops
If your car starts taking too much damage or your tires can’t cope with
Note: Weather and Tires affect the number of dice available. So if
the weather conditions, never fear - you can always make a Pit Stop!
one of these changes, you may find yourself with more or less dice
than you thought! 104 a

101 +

To make a Pit Stop, the player must end their turn in 1st Gear in
a space with no speed or restrictions (meaning not on a corner
Example: Andrew starts his turn with a Gear Damage token and a Brake
Damage token. During his turn he’ll only be able to use five Gear dice (no space) and at the edge of the track (meaning not in the central space
matter their value), two Brake dice and two Coast dice. on a section with three lanes).

18
THE PLAYER MAY THEN...:
1. P lace the 0 or 00 Gear Marker (depending on the option chosen) •R
 epairs and Tire change: This lane allows the
next to the space where their car ended its movement. player to change their tires and perform repairs.
2. Place the car in one of the three lanes on the Pit Stop tile (which The player takes all the Damage tokens on
does not need to be adjacent to where the car ended its move- their Dashboard and mixes them back into the
ment), as listed below: Damage token bag. Then, they may swap out
their Dashboard for another of the same colour and
category, but with a different Tire type.
PIT STOP LANES:
• Tire Change: This lane allows the player to change their Place the “00” Gear marker next to the track if this option is
Tires by swapping out their Dashboard for another of the chosen. During their next turn, the player may only replace the 00
same colour and category, but with a different Tire type. token with a 0 token and place their car back on the track.
Place the 0 Gear marker next to the track if you choose this
action. The player may place their car back onto the track at the
If a player tries to place their car back onto the track and another
start of their next turn and move normally.
car is occupying the space, they may not come back onto the track
• Repairs: This lane allows the player to remove Damage that turn! Flip the 00 Gear marker over and lose another turn.
tokens from their Dashboard. The player takes all the
Damage tokens on their Dashboard and mixes them
back into the Damage token bag. Note: As a Loss of Control ends your turn, you may not perform a
Place the 00 Gear marker next to the track if this option is Pit Stop immediately after a Loss of Control.
chosen. During their next turn, the player may only replace the 00
Gear marker with a 0 Gear marker and place their car back on the
track. They may play as normal on the turn after.

19
If the player only rolled Coast (white) dice this turn or did not move
at all because they were blocked, they keep the same Gear marker,
turning it over to the colour of the next round.

If the player suffered a Loss of Control this turn, they place a 0 or 00


Gear marker, depending on the results of their Loss of Control.

1 09 a
End of the turn
106 a
,
A PLAYER S TURN ENDS WHEN...:
• They have finished their move action.
Example: Patrick starts his turn in 5th Gear on a black round and, after a suc-
• They are blocked. cessful move, ends his turn in 2nd Gear. He places his 2nd Gear marker down
with the white side showing to indicate that he has already played this turn.
• They suffer a Loss of Control.
Once all players have had a turn during the round (so all the Gear
markers are showing a colour different from the Round marker), the
Whatever the cause, the player places a Gear marker showing their Round marker is flipped over. A new round begins with players deter-
final speed and the colour of the next round next to their car. mining the new order of play, and the race continues!
114 b

End of the game


A Game of Rallyman: GT is composed of one or more laps around
your chosen circuit.

The first player to cross the line during their turn is the winner!

You may of course continue the race so that the other racers can
compete for 2nd, 3rd, 4th place, and so on.

If the player did not suffer a Loss of Control, the player places a Gear
Marker equal to the value of the last Gear (black) die they rolled that turn. CONGRATULATIONS ON YOUR VICTORY!

20
Qualifiers
ADVANCED RULES To prepare for a particularly important race, you may decide to play
a qualifying round instead of drawing the starting order at random.
Once you’re familiar with the core rules for Rallyman: GT, you can
try out these additional rules!
Each player completes one lap of the track using the Solo rules be-
low. The player with the fastest time starts in Pole Position. The player
Setting up the race with the second fastest time starts in second position, and so on.

You may decide to start the race in the weather condition of your If they own their own copy of Rallyman: GT, players can perform
choice: Sunny or Rain. their qualifying lap prior to the race, saving you some time for the
big event!
In this case, you may also allow Drivers to choose which Tires they
wish to start with.

Make sure all players have their Dashboards flipped to the correct
weather side at the start of the race!
SOLO MODE
In Solo Mode, there’s just you and the track. Push your driving skills
Flying Start and your luck to the limit in order to achieve the fastest score possible!

With Flying Start, you can go straight to 2nd Gear instead of 1st Gear
when starting from 0. Setup
When a player starts their turn in Gear 0, they may go straight to Follow the normal setup stages as described at the start of this
their 2nd Gear dice, ignoring the standard rules and skipping 1st Gear. book. You’ll then need a score sheet to keep track of your time. You
can photocopy the score sheet on the page 23 or download it from
the holygrail.games website.
When the player resolves their move, whether rolling one by one or
moving Flat Out, check the result of the 2nd Gear die: if it’s a the
player’s turn ends immediately. They move forward one space and On your score sheet, note down:
end their turn in 2nd Gear. They do not suffer a Loss of Control. • The track name • Your Tire choice
• Your name • The weather
If the player was going Flat Out and would have suffered a Loss of • Your car category • The date
Control as well as this effect, the Loss of Control is ignored.
YOU’RE READY TO GO!
Note: You can perform a Flying start on the starting line or when
coming back on from a Loss of Control.
You can secure the 2nd Gear die with Focus tokens. Rules
102

The Solo Mode follows exactly the same rules as a standard game
b

of Rallyman: GT with two exceptions:

• You may not perform Pit Stops


•Any weather tokens drawn from the Damage bag count as a
Green Flag.

Note: The weather is normally fixed for Solo laps. If you wish, you
may choose to include the random weather changes in your lap. If
you do so, ignore the rule above.

21
The Turn End of the game
Your turn plays out exactly as it would in a normal game of Rally- At the end of the game, add up the total time for each row. This
man: GT. You choose your dice, roll them and move your car. is equal to the number of times you ended a turn in a specific Gear,
multiplied by the seconds it represents. Once you’ve done this for
each gear and totalled them up, you get your “Track” Time.
At the end of your turn however, after placing down your Gear mar-
ker next to your car, record your turn on your score sheet. Each turn,
tick the box that corresponds to your final speed (the one shown on
MONACO X  
your Gear marker).
JC X GT6 GT6 BOP GT5 GT5 BOP GT4
Note: If you’re playing with random weather changes, you can write 09/08/2018 X Asphalt Tires Rain Tires Soft Tires
a S (sunny) or R (rain) instead of an X in each box to indicate the
T 1 T 2 T 3 T 4 T 5 T 6 T 7 T 8
weather in effect during that turn. T 9 T 10 T 11 T 12
X X X x 0:10 = 0 : 30
X X X X
Each turn will add time to your score. The higher the Gear you finish x 0:15 = 1 : 00
x 0:20 =
your turn in, the less time will be added. X :
x 0:30 = 0 : 30
x 0:40 = :
It’s up to you to decide when to push for a higher speed and when x 0:50 = :
to take a few extra seconds on one turn in order to go big on your x 1:00 = :
next one! x 2:00 = :
Track Time = 2 : 00
Seconds gained = : 23
SOLO MODE Final Time = 1 : 37

In the example above, JC finished in 6th Gear three times (on his 1st, 7th, and
8th turns), which adds a total of 10 x 3 = 30 seconds to his overall time.

Gaining seconds
At the end of a Solo lap, you reduce your time for each Focus token
you possess. So you’ll need to decide whether Focus tokens are best
used to secure dice, or to lower your overall time.

Count your Focus tokens at the end of the lap. Each token repre-
sents 1 second.

Final time
To obtain your final time, subtract the seconds gained with your
Focus tokens from your track time. This is your final lap time.

Note your final time at the bottom of your score sheet. Now all you
have to do is try and beat it...

There are solo challenges taking place every month online where
drivers can compete against one another for the best time for a
specific track. Be sure to drop by the holygrail.games website or
other big board gaming forums and see what challenges await you!

22
SOLO MODE GT6

GT6 BOP GT5 GT5 BOP GT4
SCORE SHEET
Asphalt Tires Rain Tires Soft Tires
You can photocopy the score sheet
on this page or download it from
the holygrail.games website. T 1 T 2 T 3 T 4 T 5 T 6 T 7 T 8 T 9 T 10 T 11 T 12

x 0:10 = :
x 0:15 = :
x 0:20 = :
x 0:30 = :
x 0:40 = :
x 0:50 = :
x 1:00 = :
x 2:00 = :
Track Time = :
Seconds gained = :
SOLO MODE Final Time = :


GT6 GT6 BOP GT5 GT5 BOP GT4
Asphalt Tires Rain Tires Soft Tires

T 1 T 2 T 3 T 4 T 5 T 6 T 7 T 8 T 9 T 10 T 11 T 12

x 0:10 = :
x 0:15 = :
x 0:20 = :
x 0:30 = :
x 0:40 = :
x 0:50 = :
x 1:00 = :
x 2:00 = :
Track Time = :
Seconds gained = :
SOLO MODE Final Time = :
READY TO PLAY
TRACK 1
112
b

110 b

111 b
1 x 101a
1 x 102b
1 x 103b

104 b
114
b

1 x 104b
106
b

2 x 105b

109 b
2 x 106b
+
1 x 109b
1 x 110b

103 b
111 b
101

2 x 111b
1 x 112b
1 x 114b
1 x 115b
102 b
105 b

106 b

b
115 b 105

105
a

TRACK 2

111 a
115 a

1 x 101a
1 x 102a
1 x 103a
104 a
116 a

106
a

2 x 104a 117 a
a

2 x 105a
104

111 a

1 x 106a
2 x 111a
102 a
103 a

2 x 112a
2 x 115a
a
112 115 a

1 x 116a
1 x 117a +
105 a

101

a
112

24
TRACK 3
111 b

1 x 101a
1 x 102b 105
b
103
b
114
b

115 b
1 x 103b
1 x 104b +

1 x 105b

101
2 x 106b
1 x 109b
2 x 111b
1 x 112b

115 b

116 b
106 109 106

1 x 114b
b b b

2 x 115b

116 b
2 x 116b

104 b
102 b
111 b

b
112

TRACK 4
105

117 a
a

106 a

1 x 101a
103
a

1 x 102a
2 x 103a
118 a

112
a
110 a

1 x 105a
2 x 106a
+ 1 x 110a
115 a

1 x 111a
1 x 112a
101

1 x 113a
117 a

2 x 115a
2 x 117a
111 a

106 a
a
103

1 x 118a
a

113 a
102
115 a

25
TRACK 5
106
b

1 x 101a

102 a

118 a
1 x 102a
1 x 103a

103 a
119 a
112
a

1 x 104a
1 x 105a

117 b

106 a
1 x 106a
+ 1 x 106b
108 b

1 x 107b
105

101
a

1 x 108b
1 x 109b
1 x 111b
113 b

1 x 112b
b
120 111 a
1 x 113b
1 x 117b
104 b
1 x 118b
1 x 119b
109 b

107
b

1 x 120b

TRACK 6
118 a

116 a

105 a
1 x 101a
1 x 102a
103 a

2 x 103a
2 x 104a
a
117 a 107

1 x 105a
1 x 106a
1 x 107a
104 a

102 a

109
a

1 x 109a
112 a

1 x 111a
1 x 112a
+
1 x 113a
106 a

104
101

1 x 116a
1 x 117a
1 x 118a
103 a
113 a

111 a

26
TRACK 7
117 b 111 b

1 x 101a

113 b
1 x 102b
2 x 103b
1 x 104b
1 x 105b
b
103

108 b

103 b
2 x 106b
1 x 107b

112 b
111 b

1 x 108b
1 x 109b
b
106
b b
106 109

102 b
116 b

104 b
2 x 111b
1 x 112b
1 x 113b
114
b

1 x 114b
1 x 116b
1 x 117b +
107
a

105 b

107

101
b
104
a

TRACK 8
117 a
a
106

101
110 a

1 x 101a
113 a
+

1 x 102a
3 x 103a
103

105 a
a

3 x 104a
102 a

2 x 105a
104

118 a

104 a
a

1 x 106a
1 x 107a
a
103

1 x 110a
103 a

1 x 111a
1 x 113a
1 x 114a
114 a
1 x 117a
a
105

1 x 118a

111 a

27

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