Ludexv2026.11.01-65114139Thunder AlleyOfficial rulebook ↗

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Movement

Movement points, linking, Solo, Draft, Pursuit and Lead movement, displacement and corners, with the rulebook's diagrams.

Movement points

The active car gets the card’s on-track speed in MPs, minus any speed penalty. It moves forward or sideways, never backwards, never diagonally (unless the card says so), and never into the same space twice in one segment.

MoveCost
Into an empty space, forward or sideways1 MP
Sideways into an occupied space — lateral displacement2 MPs
Forward into an occupied space — forward displacement3 MPs

Car #29 moving seven spaces at 1 MP each

Red #29 moves seven spaces, 1 MP each.

The cost of each kind of move

Pushing forward costs 3 MPs, pushing sideways 2, moving sideways into an empty space 1.

You must spend every MP. In Solo and Lead movement you may push cars even when a clear lane is open. Every choice — lanes, corners, which car to push — belongs to the active player.

Linking

Cars in the same lane, nose to tail, are in line. Depending on the movement type the active car links to them, and linked cars move with it — only the active car pays MPs, and only it suffers its speed penalty. A link can be two cars or the whole field, and it lasts only for this one card.

MovementLinks to cars aheadLinks to cars behind
SoloNoNo
DraftYesYes — you may choose not to pull them
PursuitYesNo
LeadNoYes (only those linked at the start)

Four movement types

Solo movement

Only the active car moves, plus whatever it pushes. It never drags linked cars along.

Draft movement

The most common card. Until it links, the car moves like Solo — forward and sideways as much as it likes, pushing cars aside. The moment a forward move puts it nose to tail with another car, it links with the cars directly ahead of and behind it in that lane — a Draft Line — and from then on it can’t change lane. Every car the line runs into joins it.

Blue #15 starts with Green #22 linked behind it

Blue #15 already has Green #22 linked behind it, so it can’t change lane. It moves one space and links with #43 and #28.

The four linked cars move together as a Draft Line

Now four cars move as one. Blue can’t pass them or drop any of them.

Blue #15 changes lane, then links with Red #29 and Pink #23

With nothing linked behind it, Blue #15 moves forward one space, changes lanes, links with Red #29, and both then pick up Pink #23.

Pursuit movement

Draft movement that only pushes: cars ahead join the line, cars behind stay put. Like Draft, it moves freely sideways until it links with a car ahead.

Red #29 pushes #23 and #43 and leaves #15 behind

Red #29 moves forward, picks up #23 and #43 and pushes them; Blue #15 behind is left where it is.

Lead movement

The active car pulls the cars linked behind it at the start: each follows into the space the one in front just left, sideways moves included. Links are fixed at the start — it never picks up new cars, and sideways moves never shake the followers off. With nobody behind, it is Solo movement.

Green #22 leads #43, #23 and #29

Green #22 uses Lead movement: #43, #23 and #29 follow it move for move. #28 is not in line and stays.

Displacement

Lateral displacement

Moving sideways into a car (2 MPs) shoves it one lane the same way. A car already against the wall or the Apron goes one space back instead, and every car behind it in that lane goes back one too. Shoves can chain through several cars and be repeated in one segment.

Blue #15 shoves three cars sideways and back

Blue #15 (Draft) moves two lanes right for 4 MPs: Green #22 is pushed right and then back, which pushes #29 and #28 back. Blue then moves forward with #21, #22, #29 and #28 in its Draft Line.

Forward displacement

Moving forward into a car (3 MPs) pushes it one sector ahead — and every car in front of it in that lane. Through a corner the active player picks the lane. In practice only Solo and Lead movement pay this: Draft and Pursuit just link and push.

Pink #23 pushes #43 and #22 forward

Pink #23 pays 3 MPs to push #43 and #22 forward one space, changes lane, then pays 1 MP per empty space.

Bumping

With only 1 or 2 MPs left at the end of a move, you may spend them on a failed push into the car ahead: nothing moves. Earlier in a move you can’t spend less than a full push.

Drafting and corners

A Draft Line entering or leaving a corner goes down one lane of the active player’s choice — the whole line, never split. If, when activated or while moving, the line could run into two lanes, the active player picks either one, even an empty lane.

Blue #15 picks the empty lane out of the corner

Blue #15 (Draft) links with #43 and #22 but picks the empty outside lane, so #21 and #29 aren’t pushed.

Green #22 picks the lane with #23

Green #22 (Lead) must take #43 along, and picks the lane with #23 out of the corner.

Special cases

Working the pack

Working the Pack, step 1

Car #22 plays Working the Pack.

Working the Pack, step 2

1st MP: swaps with #15.

Working the Pack, step 3

2nd MP: moves ahead, leaving #15.

Working the Pack, step 4

3rd and 4th MPs: swaps with #28, then #43, to reach the front.

Pushed into a line of linked cars

If a Lead car shoves a car sideways and moving it back would break into the line of linked cars following the leader, push it forward instead.

Rules

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