Ludexv2026.11.01-65114139Rallyman: GTOfficial rulebook ↗

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Teach the Game

A teachable first race through route planning, speed, hazards, and recovery.

How you win

Cross the finish line first. The circuit is a continuous route through one or more laps; the first car to cross the line during its turn wins. Players may keep racing to place the rest of the grid.

The boards

Build the circuit from hexagonal tiles. Each tile has one or more lanes, spaces, and a danger level. Corner spaces impose speed limits; sharp corners may add dotted-line limits and hazards. The Pit Stop tile sits beside the circuit and is not part of the route. Each driver has a dashboard showing tire type, weather, available dice, and the number of hazard symbols that trigger a Loss of Control.

A round

The race alternates white and black rounds. Each driver takes one turn per round. Order is speed first, then distance along the track, then position on the inside lane of the current or next corner. On a turn, plan a route with Gear, Coast and Brake dice, then roll one die at a time or choose Flat Out and roll the planned dice together. Resolve movement, hazards, passing and any crash, then mark the final gear and next-round color.

How the game ends

The first driver across the finish line wins. A championship lasts eight races and awards placement points; its top total wins the driver title. A solo time trial ends after the selected circuit and produces a recorded final time.

Ways to score

The standard race has no points track: finish order decides the result. Championship placements award 25, 18, 15, 12, 10, and 8 points for places one through six; with Team Challenge’s larger field, places seven through twelve receive 6, 4, 2, 1, 0, and 0. In a solo lap, total the seconds attached to each ending gear and subtract one second for every Focus token left over.

What each resource is for

Teaching tips

Start with a short, dry Asphalt race and ordinary two-lane corners. Demonstrate a legal gear sequence, then brake for a corner and show how a dangerous corner adds a hazard. Explain the passing-speed requirement before players meet traffic. For the first lap, roll one die at a time; add Flat Out and the optional redline/flying-start rules later. Warn players that crossing a speed limit causes an immediate crash, even if their dice were otherwise safe.

Rules

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

Drag to move · tap to close