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.

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.

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.

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.

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.