
- BGG rank
- BGG #8,191
- BGG rating
- 8.3
新幕 桜降る代に決闘を 基本セット (A Duel for Falling Cherry Blossoms: New Act – Basic Set)
- 2 players
- 20 min
- Complexity 3.3/5
- 2018

1993
Rules assistance for RoadKill
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
RoadKill is a board game released in 1993 for 2–10 players, 90 minutes per game, and ages 12 and up. It was designed by Don Greenwood and Dan Verssen and its main mechanics are Hand Management, Modular Board, and Relative Movement.
Description text from the back of the game-box: Cross-Country Demolition Racing in the 21st Century (or "Armored Leapfrog" as its adherents refer to it) brings visions of Mad Max in all his infinite glory to your tabletop in an easily played card game format. Each player competes in an armored racer equipped with an assortment of "accessories" not commonly found in your average Auto Parts store. Road hog won't let you pass? No problem… debate the right of way with a burst of your front machine-guns. Annoyed by that tailgater? …a few well-timed grenades should scrape him off your bumper. Reckless passer? …well, if your smoke screen doesn’t discourage him, a nudge from your scythe-blade hubcaps should do the job. And these are just the "standard" accessories. In the Advanced Game, you can customize your car into something even James Bond would envy. Running low on fuel … better pull into the next Rest Stop, but beware of sabotage or theft. Only losers nap during RoadKill. Besides, what better time to salt the track with tire spikes or change a road sign or two. Everything goes in Roadkill, an uproarious game of highway combat more vicious than the Santa Monica Freeway. Players vie for the lead so they may lay the next section of the course. For example, a player with a Nuclear Fuel Cell will want to lead the others on a merry chase through mountainous terrain to sap their fuel. However, someone already running on fumes will opt for a desert straight-away to finish the race before he must pit and relinquish the lead. But pole position has its price-attracting more than its share of misfortune, while slipstreaming provides opportunities back in the pack. As if the players don't heap enough mayhem upon each other, the game throws an endless series of monkey wrenches into play as cars breakdown, the road widens and narrows or comes to a temporary stop in a blizzard, rock slide, or drawbridge (or does it?). You never know what is around the bend in Roadkill.
RoadKill supports 2–10 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for RoadKill is 90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists RoadKill for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
RoadKill has a complexity rating of 2.4 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
RoadKill belongs to these categories: Card Game, Fighting, and Racing. Its main mechanics are Hand Management, Modular Board, and Relative Movement. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of RoadKill are: Don Greenwood and Dan Verssen. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists RoadKill as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.