Ludexv2026.11.01-65114139Thunder AlleyOfficial rulebook ↗

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Learn Thunder Alley

Learn the game in 5 short steps. Everything links to the full rules.

Score with the whole team

You run a team of 3–6 stock cars. Each car scores for where it finishes — 46 for 1st, 42 for 2nd, 41 for 3rd, then one point less per place — and the highest team total wins. One winner and three wrecks usually loses.

Thunder Alley box art

The track

One car per space. Cars race towards the Start/Finish line; the inside yellow lane, the Apron, is only for pit stops. The leader’s crossings count the laps — most races are 2 to 4.

A corner of the track with its parts numbered

One card per car

Each turn every car moves once. Play a Race card: the big number is how far it goes, the coloured box is the Wear it costs. Flip the car when it’s done.

A Race card with its parts numbered

Move as a pack

Solo moves only your car. Draft pulls the cars behind and pushes the cars ahead. Pursuit only pushes. Lead only pulls. Ride other people’s cards — their Draft can carry your cars too.

Blue #15 drafting a line of four cars

Wear, pit, finish

Three Wear markers slow a car by 3, six put it out. After each turn an Event may bring a yellow flag; then you may pit to clear temporary Wear. Lead a turn for a bonus point, and cross the line first after the last lap to win the race.

Rules

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

Drag to move · tap to close