Ludexv2026.11.01-65114139Rallyman: GTOfficial rulebook ↗

Visitors

Loading…

Driving and Racing

Round order, dice movement, corners, passing, damage and Pit Stops.

Start the round

The Round marker alternates white and black. A driver whose Gear marker matches the current side has not taken a turn yet. At each round’s start, order cars by highest gear, then furthest along the route, then inside lane of the current or next speed-restricted corner. Take one turn each; then flip the round marker.

Dice and trajectory

Plan a connected route and use each die at most once. A black Gear die moves one space at its printed speed; consecutive Gear dice must stay the same speed or change by one. A white Coast die moves one space without changing speed and cannot be used from zero. To reduce speed by more than one gear, combine the target black Gear die with one red Brake die per gear skipped. This combination moves one space. You must move at least one space if able.

Roll one by one or Flat Out

After laying out the route, either roll dice one at a time or roll the whole route Flat Out. With one-by-one rolling, resolve each result and may stop before rolling unused dice; a designer clarification also allows changing the route of unrolled dice during the turn. Already rolled results must be applied. Brake dice in a braking set roll together with the Gear die. Flat Out rolls all planned dice together; if it stays below the dashboard’s Loss of Control threshold, move to the marked endpoint. A crash allows the player to rearrange the rolled dice into any legal route that still causes the crash, choosing where it resolves; the dice may not be rearranged to avoid it. Flat Out earns one Focus per Gear or Coast die, even after a crash. See the FAQ.

Corners and traffic

A circled speed is the highest gear allowed in that space. Entering faster causes an immediate Loss of Control. A dangerous corner adds a hazard when entered at its maximum speed. At a sharp corner, crossing a dotted line straight into or out of a space may replace the central speed limit with the number on that line or add a hazard at the marked exclamation. A diagonal line can avoid the dotted-line effect when it changes the actual route.

To enter a space alongside another car, use a Gear or Coast die at least as high as that car’s current gear. Once alongside, subsequent movement may use any speed. Spaces count as alongside when their front or rear edges line up. If no legal movement is possible because of cars or track restrictions, you are blocked: stop in the current space and gear.

Focus tokens

Only Flat Out earns Focus. When rolling one by one, before a die is rolled, you may spend Focus to secure it without rolling. Costs increase for each die secured that turn: first costs 1, second 2, third 3, and so on. A brake set must be secured as a whole and costs as many steps as dice in the set. Focus cannot ignore a speed limit or cancel an added track hazard.

Loss of Control

A dashboard sets the hazard threshold. Reaching it, or exceeding a corner speed, causes a Loss of Control on the space where the final hazard or violation occurs. The Dashboard’s table combines the car’s gear and the tile’s danger level to set the recovery: at 0, the car spins in place facing backward; at 00, it leaves the track and loses turns before re-entering. The table may also make the driver draw Damage tokens. Read the selected dashboard table for its exact speed/danger result.

Each Gear, Brake or Coast Damage token reduces the number of that die type usable each turn by one, regardless of Gear die value; availability cannot fall below zero, though extra tokens remain. Other tokens change every dashboard’s weather, place a Yellow Flag on the crash tile and the tiles directly before and after it, or have no effect. On Yellow Flag tiles, cars may not move alongside another on that tile unless they were already alongside when the flag was placed; cars off track or in Gear 0 are exempt. Multiple Yellow Flags on one tile add no effect. If two or four Weather Change tokens appear in the same crash, they cancel. See the FAQ for the designer’s two-token clarification.

Pit Stops

To pit, finish a turn in Gear 1 on an unrestricted space at the track edge. Choose tire change, repairs, or both, then place the car on the corresponding Pit Stop lane. A tire change costs a turn to return at Gear 0. Repairs remove all dashboard Damage but require an extra return turn: first replace 00 with 0, then re-enter the track next turn. Re-entering an occupied space costs another turn. A crash ends the turn, so you cannot pit immediately after a Loss of Control.

Optional rules

The base rulebook offers Flying Start (from Gear 0, use the Gear 2 die and skip Gear 1) and Redline (at top gear, use Brake dice as Coast dice, subject to the dashboard’s die limits). It also allows choosing initial weather and tires or removing random weather changes. See Variants.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close