Ludexv2026.11.01-65114139Thunder AlleyOfficial rulebook ↗

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Wear and Events

The eight Wear markers, speed penalties, the Event card and all 26 events.

Wear markers

Most Race cards and some Events put a Wear marker in the car’s holding box on the Team Sheet. Card Wear goes on after the car moves; Event Wear goes on at once. Every marker counts the same towards penalties — the colour only matters for pit stops and for Events that look for a type. There is no limit to the supply, and a car may hold several markers of one type. FAQ.

Temporary and permanent wear

MarkerKind and pit-stop rule
Black tire Wear marker (temporary) Black — TiresTemporary; removed by a pit stop.
Gray body Wear marker (temporary) Gray — BodyTemporary; removed by a pit stop.
Blue suspension Wear marker (temporary) Blue — SuspensionTemporary; removed by a pit stop.
Green fuel Wear marker (temporary) Green — FuelTemporary; removed by a pit stop.
Yellow suspension Wear marker (permanent) Yellow — SuspensionPermanent; stays for the race.
Red serious body Wear marker (permanent) Red — Serious BodyPermanent; stays for the race.
Lavender transmission Wear marker (permanent) Lavender — TransmissionPermanent; stays for the race.
Orange engine Wear marker (permanent) Orange — EnginePermanent; stays for the race.

Permanent markers stay for the whole race. Yellow suspension only comes from the Loose and Tight events, red body damage from crash events. If the temporary area is full, place more temporary Wear there; do not put it in the permanent area. FAQ.

Speed penalties

Count all the markers on a car — temporary and permanent — when it is activated:

MarkersEffect on on-track speed
0–2None
3−3 MPs
4−4 MPs
5−5 MPs
6 or moreOut at its next activation, if it still has 6+ Wear. FAQ.

Speed never drops below 0, and the car still takes the card’s Wear. Only the active car is slowed — cars it drags along are not. A car leaving the pits uses pit exit speed and has no penalty.

Six markers and out

A car is not removed when it gets its 6th marker, but the next time its owner activates it. It then retires and takes the lowest Position marker left.

Event cards

An Event card with its parts numbered

  1. Wear icon — the Wear type the event looks for.
  2. Flag icon — Green flag no restart, Yellow flag Yellow Flag restart.
  3. Event text — what happens.

After the last activation the First Player draws one Event card, reads it out and resolves it. No Event is drawn once any car has finished.

Which car an event hits

If no car qualifies, nothing happens. If cars of several teams qualify equally, turn up a Race card and use its Team Bar; the chosen team’s owner picks which of its cars is hit. A Wear icon on the card means the event only looks at cars with that Wear — no such car, no event.

Flags

Green flag Green: racing continues, pit stops are under green. Yellow flag Yellow: a caution — the field lines up for a Yellow Flag restart and pit stops are under yellow. Rain can end the race outright.

Event list

26 Event cards. “Most” means the most markers of that type; ties go to the Team Bar.

Event cardEffect and restart
Blown EngineOne card. The car with the most Orange engine Wear marker (permanent) markers retires; Yellow Flag restart. If no car meets the condition, no car is hit. FAQ.
Blown Tire ×2The car with most Black tire Wear marker (temporary) markers makes a 10-space pit stop.
Blown TransmissionOne card. The car with most Lavender transmission Wear marker (permanent) markers retires; Yellow Flag restart.
Brush the WallOne card. A car at the outside wall takes 1 Red serious body Wear marker (permanent) marker; the Yellow Flag icon means restart. FAQ.
CollisionOne card. The Team Bar selects the origin team; it chooses the car, which and cars beside it or directly ahead/behind may take 2 Red serious body Wear marker (permanent) each, at most one car per player. Diagonal cars are not adjacent; the group restarts at the back. FAQ, FAQ, FAQ.
Debris Caution ×3Caution only; Yellow Flag restart.
Engine DamageOne card. The car with most engine markers takes 1 more Orange engine Wear marker (permanent).
Front-End DamageOne card. The Team Bar chooses which eligible car takes damage; Yellow Flag restart. FAQ.
Fuel MiscalculationOne card. The car with most fuel markers takes 1 more Green fuel Wear marker (temporary).
Gear Box DamageOne card. The car with most transmission markers takes 1 more Lavender transmission Wear marker (permanent).
It’s Getting WorseOne card. The car with most blue plus yellow suspension markers takes 1 more Blue suspension Wear marker (temporary).
Loose ×2The car with most blue suspension swaps one temporary Blue suspension Wear marker (temporary) for permanent Yellow suspension Wear marker (permanent).
Marbles ×2Each player gives 1 Black tire Wear marker (temporary) to their leading car.
OvercastOne card. Each player may remove 1 Black tire Wear marker (temporary) from one of their cars.
PileupOne card. Assign damage down the running order until each eligible team has assigned one car or is bypassed; cars need not be linked, and do not loop back for another pass. Yellow Flag restart. FAQ, FAQ.
Rain ×2Set aside the first Rain card; if another is drawn after at least one lap, the race ends.
SpinoutOne card. The car with most tire markers drops back 10 MPs, moves to the inside lane and takes 1 Black tire Wear marker (temporary); if a team has several eligible cars, its owner chooses. FAQ.
Sun on the TrackOne card. Each player puts 1 Black tire Wear marker (temporary) on one of their cars still racing.
Tight ×2The car with most blue suspension swaps one Blue suspension Wear marker (temporary) for permanent Yellow suspension Wear marker (permanent); yellow suspension does not count toward the condition. FAQ.

The Pile-Up and Collision Event cards

Rules

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