Thunder Alley: Crew Chief

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The Thunder Alley: Crew Chief Expansion brings Thunder Alley to a new level of play by enabling players to set Crew Chief strategies in each segment of the game.

This expansion introduces optional rules, star drivers, season play, Crew Chief Cards and Track Cards all allowing players more control and more strategy in each game.

Call the right strategies and you may find yourself in Victory Lane.

*This expansion is not playable without the base game.

Out of stock

Description

CONDITIONAL CARDS (32 Cards): This set of 4 cards is added to each of the Crew Chief Decks. They change the game slightly when each card is played. However, more people playing the same card on a turn increases the effect of the card. “High Line” gives the player using it a +1 if they start beside the outside wall. If two players play “High Line,” both of them gain +2 movement on that turn as the track is really getting favorable in that groove. One aggressive team can make some fantastic moves, but multiple teams being aggressive will start to flare tempers and result in some metal on the racetrack.

CREW CHIEF CARDS (96 Cards): The expansion includes a set of 12 Crew Chief cards per player that are used each turn to tweak your strategy and take advantage of the cards in your hand. The eight Crew Chief decks consist of 12 cards and are the same for each player. Each turn players have three of those cards in front of them to choose from to make a strategy for the upcoming turn. Cards may provide ways to avoid wear or damage altogether. They may provide extra speed or strategies for pitting and restarts. Efficient use of these abilities in conjunction with your Race Cards can put your team in a very good position.

LAP CARDS (4 Cards): In addition, 4 Lap Cards are included with the Crew Chief Cards and will allow for additional laps to be run and tracked. This is important for longer races on the existing tracks in conjunction with the new Track Cards listed below.

RACE TO THE FINISH CARDS (24 Cards): The race to the finish cards are a deck of 24 cards that replace the Point Tokens from Thunder Alley. They now provide larger cards that allow for easier visual identification of positions and points for each player. In addition, these cards enable you to add the “Lucky Dog” rule module to your games as each card has a method of elimination on it. So if your car was eliminated due to wear it goes on the “Eliminated” portion of the card. However if it was lapped it goes on the “Lapped” section of the card. On any future yellow flag, the car that was lapped and has the best position among those already lapped is put back into the race at the end of the line.

SETUP CARDS (32 Cards): Ever wish you had that draft card on the road course to get out of a tight jam? What about those times you looked at your hand searching for that Clean Air card on St. Adriana’s? Maybe you want that extra burst of speed but don’t want to over-tax your engine. The Setup Cards allow you to choose a card that you will get in your hand each and every turn during a race. There is a Draft Card, a Solo Card, a Lead Card, and a Pursuit Card for each player. For each race you can choose one card that you can use each turn, and when you draw cards, it comes back to your hand.

TRACK CARDS (48 Cards): The Track Cards are intended to help make each game of Thunder Alley unique. Have you raced St. Adriana’s enough times to memorize the pot holes? Now instead of just racing on the St. Adriana Speedway, you can race in the Crackersmacks 500 for example, a race designed by other fans set on the familiar speedway but with unique twists and turns.

What’s in the base game?

  • 32 Conditional Cards (4/player)
  • 96 Crew Chief Cards (12/player)
  • 4 Lap Cards
  • 24 Race to the Finish Cards
  • 32 Setup Cards (4/player)
  • 48 Track Cards

Additional information

Weight 1.06 lbs
Dimensions 7.25 × 5.25 × 1.75 in
Category
Tags

2-8

Players

60-90 Minutes

Play time

14+

Age level
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