RALLYMAN-DIRT_CORE_Rulebook_EN-compressedpdf
RALLYMAN-DIRT_CORE_Rulebook_EN-compressedpdf
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  1. RULEBOOKRULEBOOK
  2. CREDITSGAME DESIGNJean-Christophe Bouvier PRODUCTIONJamie Parsons ARTISTIC DIRECTIONLoïc Muzy & Quentin Saint-GeorgesILLUSTRATIONSLoïc Muzy, Joëlle Drans & Mindwork GamesGRAPHIC DESIGNQuentin Saint-Georges & Joëlle Drans3D SCULPTINGMindwork GamesMARKETING AND COMMUNICATIONGeorgina ParsonsCOMMUNITY MANAGEMENTKayla SouleBUSINESS MANAGEMENTOwen HermsenPROOFREADINGRaphaël Alcantara, Georgina Parsons, Kayla Soule & Hugo ChaumetteVIDEOSJean-François Belvoix & Jonhatan PicardPUBLISHED BYHoly Grail GamesDIRECTORSEric Dubus, Olivier Melison & Jamie ParsonsAMBASSADORS AND DEMONSTRATORSStephane, Gaz, Andy, Patrick, Georgina, Matthieu, Kayla, Owen, Olivier, Yann, Nicolas, Glenn & Gaël.And of course, all of our KICKSTARTER BACKERS THAT MADE THIS GAME POSSIBLE!A NOTE FROM THE AUTHORTwenty years after the beginning of the Rallyman story, I now feel like a true test pilot at Holy Grail Games. Everything I dreamed of in order to pursue my life’s work is now within reach. Well, almost - I still haven’t managed to get cars with built-in lighting for playing in the dark!It’s been quite the journey: the technicians on the DIRT team developed cars with six speeds, equipped with big brakes, built six different models, each more exciting than the last. The tracks became hexagonal and are compatible with Rallyman: GT, making the possibilities almost endless. Then, just like every driver needs a co-pilot, DIRT needed an excellent illustrator: so the talented Loïc Muzy and Joëlle Drans joined the team! I am proud to have their names on the back window of our car, or our box!I would like to take this opportunity to pay tribute to those who were with me back when Rallyman was a self-published adventure, and without whom this version of DIRT would probably not exist: my brother Philippe Bouvier (also co-driver during our first real rallies), Robert Paquet and Clovis (Clause Viseur, a wonderful artist who unfortunately passed away far too soon in July 2018, two collaborators of Michel Vaillant, idol of my childhood) and Stéphane Gantiez.Thank you to all the friends, colleagues and loved ones who have always supported my dream and pushed me to take Rallyman as far as it could go: my parents, my four daughters, Vincent Simon, Martin and Arnaud Delbouys, Pierre Raynaud, John Berny, Kevin Clark (inventor of the Redline), Aaron Steward, Mayrik Padey, Massimo Zomparelli, Jan Ostmann, Roger BW, Dwayne Karenko, Samy Roberge, Sergio Raccampo, Frédéric Ormières, Quentin Le Guennan, Bruno Cathala, Oliviero Carena, Cyril Mentin, Topo Fraile, Frederic Rodriguez, Bernardo d’Orey, Céline Houelle-Carrot, Gaétan Suire, Guillaume Martin, Annie Toscano...My most heartfelt apologies to anyone whose name has (involuntarily) been left out, but I would like to add a huge thank you to the ”old” Rallyman community, and to the new generation of players who are now hitting the road with us!Finally, I would like to dedicate Rallyman: DIRT to the memory of Fabio Pellegrino, the first ever Rallyman Champion in 2013, a truly great driver and Rallyman collector, but above all, the most wonderfully kind person I have ever met, whose life was so cruelly cut short by the pandemic.Rest in peace my friend, we will never forget you.Jean-Christophe Bouvier
  3. 3Welcome to Rallyman: DIRT! Tackle the twists and turns of a rally course, racing against the clock to get the best time and take the trophy!Rallyman: DIRT uses an innovative dice mechanic that rewards both strategic decision making and risk taking.Plan your trajectory to tackle dangerous turns, tricky obstacles and long straights using a mix of Gear, Coast and Brake dice.You can drive carefully to avoid mishaps, or throw caution to the wind and go flat out. Drift around sharp turns, take jumps, cross water hazards and cut corners to shave as many seconds from your time as you can, but don’t push your luck too far...DRIVERS! START YOUR ENGINES...COMPONENTS1-6 PLAYERS / 14+ / 1H001 Rulebook31 double-sided Track tiles1 Assistance tile6 X2 X1 X6 X2 X1 X5 X2 X5 X2 X3 X3 X3 X3 X6 Dashboards6 Driver cards11 Dice48 Damage tokensx 11x 7x 24x 61 Damage token bag6 cars192 Time cardsSISU !SISU !SISU !SISU !SISU !SISU !SISU !SISU !SISU !SISU !6 Spare Tire cardsSISU !SISU !SISU !SISU !SISU !x 6x 1x 2x 2122 Second tokensRULEBOOKSISUSISUSISUSISUSISUSISU6 SISU tokens
  4. 4SETUP 1. BUILDING YOUR RALLYThe hexagonal tiles in Rallyman: DIRT allow you to build a rally for any occasion. Feel free to let your imagination run wild as you design your rallies!SOME GUIDELINESWhen building your own Stages and Rallies, with 4 players:• AˮShortˮStagewouldbecomposedof10tilesandlast25 minutes.• AˮMediumˮStagewouldbecomposedof14tilesandlast35 minutes.• AˮLongˮStagewouldbecomposedof18tilesandlast45 minutes.• AˮShortˮRallywouldbecomposedof2shortStagesandlastaround60minutes.• AˮMediumˮRallywouldbecomposedof3Shortstagesor2LongStagesandlastaround90minutes.• AˮLongˮRallywouldbecomposedof3mediumStagesandlastaround120minutes.You can find a selection of ready to play Rallies and Stages at the back of this Rulebook.2. SECOND TOKENSPlace the Second tokens in piles close to the track, so that all of the players can reach them easily. 3. DAMAGE TOKENSPut the Damage tokens into the Damage token bag and place it close to the track. 4. TIME CARDSTake the Time cards and seperate them into six decks, one for each number from 1 to 6. Shuffle each deck individually before placing each deck on the table with their 0 sides face down.5. DICEPlace the dice close to the track, so that all of the players can reach them easily.6. COLOUREach player chooses a colour and takes the corresponding car model, Driver card, Spare Tire card and Dashboard, arranging these in front of them.7. DETERMINING THE STARTING ORDERTo determine the starting order, take each player’s car and draw one of them at random. This is the first player and play will proceed clockwise around the table, starting with them.The first player takes the dice and the race can now begin! Drivers, start your engines!
  5. 5219 b215 a205 b220 a209 a223 a203 a225 b211 b216 b202 a1236 X2 X1 X6 X2 X1 X5 X2 X5 X2 X3 X3 X3 X3 X6219 b215 a205 b220 a209 a223 a203 a225 b211 b216 b202 a202a216b220a225b215a205b223a203a219b209a211b5SISU !SISU !SISU !SISU !SISU !SISU !SISU !SISU !SISU !SISU !4SISU
  6. 6THE GAMEIn Rallyman: DIRT, players compete against each other over one or multiple time trial events on closed sections of road called “Special Stages”.During each Stage, players will have to navigate the twists and turns of the track as fast as possible to achieve the best time. At the end of each of their turns, players gain a certain number of seconds to add to their overall time based on the Gear that they finish in. As such, drivers should be looking to maximise the distance travelled whilst maintaining the highest speed possible.The player with the best overall time at the end wins!RoundsA game of Rallyman: DIRT is made up of rounds with each player getting one turn per round. At the beginning of each round, you must first determine the order of play.Order of playIn Rallyman: DIRT, the order of play is generally constant. However, it can change as the stage progresses and players close the distance between one another!The order of play at the start of each round is determined by the distance of each car along the track and then by their speed or position in the case of a draw, according to the following rules. Order of priority: DISTANCE > SPEED > POSITION• Distance - The first player is always the driver whose car is furthest along the track. The second player is the player that’s the second along the track and so on.The car in the space whose front edge is furthest along the track goes first. • Speed - If two cars are of equal distance along the track, the car in the highest Gear goes first.Each player takes a Time card at the end of their turn. These are placed in a pile next to their Dashboard. The top card shows their speed for determining order of play.• Position - If two cars are of equal distance along the track and in the same Gear, the player whose car is on the inside lane of the next or current corner (See page 10) goes first.In this example, the order of play would be as follows:1. The Red car would go first as it is the furthest along the Track.2. The Green car would go second as it is the second furthest along the Track.3.As the Blue and Yellow cars are an equal distance along the track, the car in the highest Gear would go before the other. If they were both in the same Gear, Blue would go before Yellow as Blue is on the inside of the next corner.The StartThe start of each rally stage is unique in that, as this is a time trial race, players do not all begin the stage at the same time. Instead, their departure is staggered with each player playing one additional round before the next one enters the track.The first player, as determined during setup, would start and play their turn for the first round. They would then play another turn in the second round before the second player starts, and so on.In a four player game, the starting Rounds of a Stage would therefore be:• Round 1: Player 1 starts their first turn.• Round 2: Player 1 takes their second turn, then Player 2 starts their first turn.• Round 3: Player 1 takes their third turn, Player 2 takes their second turn and Player 3 starts their first turn.• Round 4: Player 1 takes their fourth turn, Player 2 takes their third turn, Player 3 takes their second turn and Player 4 starts their first turn.When starting the stage, players place their car in the space behind the Starting Line and begin in Gear 0.205 b203 a223 a220 a
  7. 7Once on the track, players follow the normal order of play rules explained previously.Note that the order of play for drivers that haven’t entered the stage cannot be changed.Whilstwaitingtostart,don’tforgettopaycloseattentiontowhattheotherdriversaredoingasyoumaybeabletooptimiseyourowncoursebasedontheirsuccessesandmistakes!The TurnDuring their turns, players will be using the dice available to them to move their car along the track, trying to complete it as fast as possible.Once order of play has been established, each player takes their turn one after the other.During their turn a player will do the following:1. Choose their dice.2. Roll their dice and move their car. Choosing your diceDuring their turn, players will use dice to accelerate, brake, and coast their way around the stage. As long as you follow a few simple rules, you’re free to combine these dice as you please. Getting creative with your dice combinations is the key to finishing with the best time possible!During the game, a player can find all the information they need for their car on their Dashboard.The DashboardThe Dashboard indicates your car type (A), as well as the Tires you’re using (B).It also shows which type and the number of dice you will have at your disposal (C) as well as the number of results you can roll before suffering a Loss of Control (D) when driving on different types of road. Any Damage suffered during the stage will also be shown on the Dashboard via Damage tokens placed there. Damage tokens can modify your Dice values. There are 4 different types of track shown on Rallyman: DIRT Dashboards: Gravel, Gravel (leader), Asphalt and Snow.The “Leader” column is only used by the first player each round and only if they are on the gravel.Only gravel tracks and gravel tires are included in this core box of Rallyman: DIRT. Should you wish to take your rallying adventures further afield, you’ll find tracks and tires for snow and asphalt in its expansions! The two rightmost columns (E) are only to be taken into account if you are playing with expansions, so you may ignore them when playing with the core game only. During their turn, a player can use as many dice as their Dashboard allows them. However, each individual die can only be used once per turn.The Black dice, or “Gear” dice, are used to accelerate or decelerate progressively. The White dice, or “Coast” dice, are used to maintain the same speed.The Red dice, or “Brake” dice, are used to brake hard, slowing your car by more than one gear at a time. The Orange dice, or “Leader“ dice, are used in exact-ly the same fashion as the white “Coast“ dice, except only the first player each round uses these. Allofthedicehavesymbols.ThesesymbolshavenoeffectuntiltheplayeraccumulatestheamountshownontheDashboardduringtheirturn,inwhichcasetheywilllosecontroloftheircar!(SeeLossofControl.)6 X2 X1 X6 X2 X1 X5 X2 X5 X2 X3 X3 X3 X3 XACBDEGravelGravel (leader)AsphaltSnow
  8. 8You can combine acceleration, deceleration, braking, and coasting in any way you like during your turn to get the best out of your car!Players lay the dice out on the track in order to plan their movement each turn.REDO EXAMPLEThe Dice:1. BLACK GEAR DICEGear dice are used to move whilst accelerating or decelerating progressively.The black dice represent the gears of your car. Going up or down through Gear dice is often referred to as “changing gears” or being “in” a certain gear.Each die allows you to move your car forward one space, whatever the result of the roll (number or ). Gear dice must be played in ascending and/or descending order. Example: Raphael starts the stage at a speed of 0. He must use his Black Gear die with a value of 1 to put his car into 1st Gear. He can then move into 2nd Gear, and so on. When placing Gear dice, you may use any available die whose value is:• one Gear higher than the previous space.• the same Gear as the previous space.• one Gear lower than the previous space.Example: It’s Olivier’s turn. He is currently in 4th Gear. He decides to start with the 5th Gear dice before decelerating down through 4th, then 3rd, then 2nd as he heads towards a sharp corner. 2. WHITE COAST DICE: Coast dice are used to move while maintaining the same speed.Each Coast die allows you to move your car forward one space while remaining in your current Gear, whatever the result of the roll (blank face or ). 211 b209 a208 a202 a208 a209 a220 a
  9. 9A Coast die can be used at the start, during, or at the end of your movement. You can choose to only use Coast dice during your turn. You can alternate between Coast and other dice as you see fit.You cannot use a Coast die if your current speed is 0. Example: Owen takes a tricky corner in 3rd Gear and uses his white Coast dice to maintain his speed instead of accelerating. 3. ORANGE LEADER DICELeader dice are only used by the first player each round on gravel track, as indicated by the Leader column. They function identically to Coast dice as explained previously, but include an additional . The first player replaces the regular Coast dice with Leader dice. This represents the difficulty of being the first driver to hit a rally stage! The leader will be clearing loose dirt and debris that make the course trickier to navigate, therefore making it easier for the drivers that come after.However, the first player gets to impose other penalties onto the drivers following them during the Stage.The first player each round is the “Leader” and must use these dice instead of their normal Coast dice.Once a player has crossed the stage’s finish line this rule no longer applies. The remaining drivers all use their normal Coast dice.Example: If Owen was attempting the same corner but was the first player, he could attempt the same movement but would use Leader dice instead of Coast dice.4. RED BRAKE DICE Brake dice are used to drastically reduce speed when combined with another die.Using one or more red Brake dice combined with a black Gear die allows you to move forward one space while reducing your speed by more than one Gear.To do this, you must play as many Brake dice as the number of gears you wish to “skip” along with the Gear die of the speed you wish to slow down to.Example: Georgina decelerates before a corner and then brakes, going from Gear 4 to Gear 2 as she enters it. To do this, she places her Gear 2 die along with her Brake die which allows her to “skip” Gear 3.A player cannot use dice to reduce their speed to 0 - the minimum speed is 1st Gear.PUTTING IT ALL TOGETHERBycombiningdifferentdiceincleverways,youcanovercomeanyobstaclethestagecanthrowatyou.YoucanevenaccelerateanddeceleratewithyourGeardiceinthesameturn.Justrememberthegolden rule: each die can only be used once per turn.Example: Patrick starts his turn in 5th Gear. He moves into 6th gear before starting to decelerate for the corner, dropping down to 5th and then 4th. He then brakes down to 2nd Gear and coasts around the corner, accelerating back up to 3rd as he comes out of it. Patrick has travelled a good distance this turn and by using his brake die to skip 3rd Gear before the corner he’s able to use it afterwards! This allows him to take a 3rd Gear Time card at the end of his turn that will add fewer seconds to his time than a 2nd Gear card. 208 a209 a216 b216 b209 a209 a216 b209 a220 a
  10. 1 0The Rules of the RoadBecause a stage is never just a straight line, there are a few rules you’ll have to bear in mind when planning your move!MovingThere can only be one car on any space at a time. You cannot move through a space occupied by another car. Cars must always move forwards, either in a straight line (along the same lane) or diagonally (changing lanes), but never laterally. The front edge of the space they move to must be further along the track than the previous one.You can change lanes as many times as you like during your move-ment. Most of the time, the track is devided into two lanes. This isn't always the case however. Some tiles may only feature one lane at cer-tain points and tiles from the Rallyman: DIRT expansions can include up to three.In Rallyman: DIRT, the edge of a tile always represents the edge of a space. You must move your car at least one space per turn, if you are able to do so. CornersA Rally without corners wouldn’t be half as interesting and, in Rallyman: DIRT, how you navigate these treacherous twists and turns can make all the difference to your score at the end of a Stage!“Corner” spaces are identified by the presence of speed restrictions (the circled numbers) along with the absence of a dividing line between the inside and outside lane.There are two ways to tackle a corner which defines how many spaces it is made up of and the speed limitation you’ll have to adhere to:CUTTING THROUGH THE INSIDE LANEThis path is shorter but requires a lower Gear. When taking the corner this way, you’ll have to adhere to the speed limit on the inside of the corner.DRIFTING AROUND THE OUTSIDE LANE. This path is longer but allows you to maintain a higher Gear. When taking the corner this way, you’ll have to adhere to the speed limits on the outside of the corner. Drifting cars are turned perpendicular to the track.208 a219 b215 a223 a223 a223 a223 a
  11. 1 1Drivers must decide how to tackle each corner as they enter it and cannot change methods mid corner.Some tiles have two corners adjacent to one another. These are considered separate and you may change methods when going from one to the other.SPEED LIMITSWhatevercourseofactionaplayerchooses,speedrestrictionsworkthesameway.ThenumbershowninthecircleinaspaceisthehighestGearthatacarcanbeinwhilstinthatspace.YoumayofcoursebeinalowerGearthantheoneindicatedwithnopenalty.EnteringthisspaceatahigherGearthantheoneindicatedresultsinanimmediateLossofControl(Seepage19).Youmayacceleratepastthislimitwhenleavingthespace.Speedli-mitscanappearinspacesotherthanCorners.Inthesecases,thesamerulesapply.Example: Quentin wants to move into a corner space. The speed limit shown in the centre of the space is “3”. He places his Gear 3 die in that space, respec-ting the limit and suffering no Loss of Control. He is free to accelerate up to 4th Gear as he leaves the corner space.SLIDINGOn some corners, Drivers can perform a Slide to start their turns early and/or end them late. This can give them more opportunities to control their speed and distance.Some spaces adjacent to corners are intersected by a dotted line. These spaces can either be entered normally or a car can Slide into them.When Sliding into these spaces a car effectively counts the zone as two spaces (separated by the dotted line) spanning the width of the track. Sliding cars are turned perpendicular to the track to indicate this manoeuvre. Players must decide whether they wish to slide into these spaces or enter them normally, they cannot change methods once they have entered.Other terrainSHORTCUTS What would a rally be without a little bit of off-road action? Some of the corners present in Rallyman: DIRT have shortcuts that might just save you time if your luck holds out... .Shortcuts in Rallyman: DIRT are special spaces recognisable by the Shortcut symbol . These spaces can be moved into when you decide to cut a corner to save time.223 a223 a211 b219 b
  12. 1 2The number inside the Shortcut symbol is a speed limit (see above), indicating the highest Gear a player can be in whilst occupying this space. Players may enter or leave a Shortcut space from or to any space connected to them except Corner spaces. However, taking your car off the road can have serious consequences! Any time you enter a Shortcut space, draw 1 Damage token from the Damage token bag. Flip the token over to its “Shortcut” side which shows the Shortcut symbol in the top left corner.This Shortcut Damage token will show one of three possible results: OK!: Your car made it through the manoeuvre unscathed! Place the token onto your Dashboard.Coast Dice Damage: You blew a tire! Place this token onto your Dashboard. The number of Coast dice a player may use each turn is reduced by one for each of these tokens present on their Dashboard. This takes effect at the start of the player's next turn.–1: You spray stones and mud onto the track! You are not affected but any drivers coming up behind you will have to suffer the consequences. Place this token onto the Shortcut's tile. The maximum speed limit for all Corner spaces on this tile is reduced by 1. These tokens can stack, meaning that parts or all of the corner can eventually be made unusable.• These tokens do not affect the speed limit of the Shortcut.• A space with a Speed limit reduced to 0 or less becomes unusable. Cars may not enter these spaces.You may Slide into and out of a Shortcut from and to any Slide space connected to it.JUMPS In Rallyman: DIRT, you can use the rough terrain to your advantage! Certain Track tiles have Jump spaces , representing a bump in the road that you can jump over. When planning out your trajectory, place your dice as normal. If the die you place on a Jump space is the same Gear as the one shown, you’ll gain some air! Move the die you placed onto the Jump one space forward. You can move the die directly forward or diagonally.211 b219 b205 b
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