Road Runner
There's not much to eat in the American West. A coyote often has to go
to extreme lengths to get a feed. A road runner makes an excellent meal, but they can be tricky devils
to catch. Luckily, your average coyote has the smarts to tip the odds in his favour...
Road Runner is a game of outlandish cartoon traps and chases. Each player
is a coyote, striving to be the first to catch a road runner for dinner. The
trouble is, the road runners are fast runners, and the coyotes are not as smart as
they like to think they are.
Preparation
Before playing this game, it is necessary to produce a set of the game cards.
The complete card list, with card texts, is at the bottom of this page. A full set of the rules
and printable cards is also available in PDF format, thanks to a couple of contributors. Simply download the
PDF file, and print the cards on to card stock, or on to paper and glue on to card stock before
cutting out.
You will also need a pool of about 5 counters per player to represent
points of damage. The counters may be the same or different - it doesn't matter.
Basics
Road Runner is a card game for three to eight players. It tends to play
better (and more hilariously) with more players rather than fewer. Playing time varies
depending on the draw of the cards, but is usually around 20-40 minutes.
There are two types of cards: Capture cards and Escape cards. Capture
cards represent a piece of equipment or terrain which the coyote uses to
try to catch a road runner. A Capture card usually has one or more Keywords
written on it, which define the game characteristics of the card. Some
Capture cards have conditional Keywords on them. Conditional Keywords
apply if the card or cards named in the condition is played at the same
time and do not apply if the named card/s is not played. Conditional Keywords
are written on the card as the condition first ("With CARD NAME:") followed
by any applicable Keywords.
Escape cards represent events which occur to allow a road runner to escape a
capture attempt. These can either be cartoonish zip or smarts exhibited
by the road runner, cartoonish spurious physics which foils the capture attempt,
or cartoonish stupidity on the part of the coyote. An Escape card has
text on it which explains which sort of capture attempts it prevents.
This text often refers to Keywords which appear on any relevant Capture
cards.
A few cards are both Capture and Escape cards. These cards may always
be played as Capture cards, in which case any Keywords on the card apply.
They may also be played as Escape cards, but only after the draw pile
has been exhausted and a new draw pile made by reshuffling played cards.
Once a reshuffle has been made, these cards may be used as Escape cards,
even if they were held in a player's hand during the reshuffle and not
themselves reshuffled. These cards represent traps set up by the coyotes which may come back
to haunt them later...
Playing the Game
To start, shuffle all the cards well, especially if the Capture and Escape
cards have been separated during the previous game. Deal five cards face
down to each player and place the rest face down to form a draw pile. The
player to the left of the dealer plays first and play proceeds clockwise.
During his turn, a player draws one card from the top of the draw pile
and then does one of the following:
- Plays a capture attempt (see below); OR
- Passes one card at random from his hand to the player on his left. In practice this can be done by
having the player on the left choose a card from the current player's hand, without looking at the card texts.
The turn then proceeds to the next player.
If the draw pile runs out, reshuffle all the Capture cards which have
been played so far to form a new draw pile. Any played Escape cards are
kept separate and not reshuffled into the new draw pile. Cards which
are both Capture and Escape cards are included in the reshuffled draw
pile, regardless of which type of card they were played as.
If a capture attempt is successful, the game is over and the player who made the successful attempt wins.
Capture Attempts
A capture attempt is made by playing one or more Capture cards face up on
the table and declaring how the attempt is being made. A capture attempt
may only be made if the player can play cards with Keywords making up one
of the following sets:
- BAIT and TRAP (The coyote is baiting a trap to catch a road runner.)
- ROAD and AMBUSH (The coyote is setting up an ambush on a road where road runners
pass by.)
- DROP and HEIGHT (The coyote is perched on a height and waiting to drop
an object on a passing road runner.)
- SHOOTER and AMMO (The coyote is using some sort of weapon to fire some
form of ammunition at a road runner.)
- VEHICLE and THRUSTER (The coyote is using a vehicle with some form of
propulsion to chase the road runner.)
- LAUNCHER (The coyote is using some piece of equipment to launch himself
through the air to chase the road runner.)
Normally a capture attempt involves two Capture cards, one for each
required Keyword of a pair. LAUNCHER cards may be played singly, since
no other Keyword is required. Note that some Capture cards contain both
Keywords of a required pair - these may be played singly. If a Capture
card has conditional Keywords, an attempt might require three or more
Capture cards to be played at once.
(If you have looked at the cards, you will note at this point that some
Keywords do not help in meeting the requirements for a capture attempt.
We will get to those shortly.)
When making a capture attempt, the player is encouraged to describe
the attempt, creating a cartoonish scene using the equipment involved.
This is a large part of what makes the game fun to play.
Once a player announces a capture attempt and plays the relevant cards
on the table, every other player has a chance to play Escape cards to
prevent that player from capturing a road runner and winning the game. In order
around the table, beginning with the player immediately to the left of
the player making the capture attempt, each player may play an Escape
card if that card will prevent the capture attempt. Each player only
gets one chance to play an Escape card - if you hold back on a card
thinking that a later player will prevent the attempt, but nobody does,
too bad, the attempt succeeds and the game is over!
If a capture attempt is prevented, but some players have not yet had a
chance to play an Escape card, those players are still allowed to play
Escape cards on the attempt. This may cause extra damage to the coyote
who made the attempt, and so be desirable from a strategy point of view.
(It will almost certainly be desirable from a humor point of view!)
As foreshadowed by the previous paragraph, some Escape cards can cause
damage to the poor coyote making a capture attempt. Such cards have text
on them explaining how much damage the coyote takes. Usually the damage
depends on numbers written on the Capture cards used for the attempt.
If a coyote takes damage, he "falls down" for a few cartoon scenes, and
that player must skip a number of turns equal to the points of damage
taken.
As with capture attempts, players playing Escape cards are encouraged
to describe the consequences listed on the card in a way which makes
fun of the cartoonish stupidity of the coyote trying to catch a road runner in
what is obviously a very silly way. This is a good place for humorous
sound effects such as "Splat!" or "Kaboom!".
Because it often happens that several players will have to skip various
numbers of turns, it is recommended that when a coyote is damaged, the
player takes that many counters from a central pool. When the player's
turn comes around and is skipped, one counter is put back into the pool,
and the player resumes playing when he has no more counters.
A player who is skipping turns because of damage does not draw cards or
make capture attempts, and does not receive passed cards. Any card
passed to a player currently skipping turns is immediately passed on
to the next player to the left (continuing if necessary until it reaches
a player who is not skipping turns). A player skipping turns can still
play escape cards as normal.
When a capture attempt has been foiled, the played Capture cards are
placed on one discard pile, and the played Escape cards are placed on a
second discard pile. This separation simply makes it easier to reshuffle
only the Capture cards when the draw pile runs out.
Example Capture Attempt
The players are, in order: Amy, Brett, Colin, Debby, and Evan. Amy begins
her turn by drawing a card. She then declares a capture attempt and plays
the Skis, Refrigerator and Fan. The Skis have a conditional Keyword which
relies on the Refrigerator. With the Refrigerator also being played, the
Skis become a VEHICLE. The Fan is a THRUSTER with Speed 1.
Amy declares: "I'm strapping the Refrigerator on my back, so that the
ice cubes fall out and form a path I can Ski on. I stick the Fan on the
fridge to provide thrust and I start chasing that darn road runner!"
Brett now has a chance to play an Escape card. He cannot, so passes.
Colin then plays the Escape card Fast Running! This stops any chase up to and
including Speed 1.
Colin says: "The road runner puts on a burst of speed and outruns your puny
chase attempt!"
The capture attempt is now thwarted, but Debby and Evan still have a
chance to play additional Escape cards. Debby has another card which
stops chases, but decides not to play it, and passes. Evan is more
vindictive and and plays a Cliff Face!
Evan gloats: "As your jaw drops to the ground watching the road runner easily
outrace you, you don't notice the cliff face directly ahead and...
WHAM! Take one damage!"
The Cliff Face! card says the coyote takes damage equal to the Speed of
a chase. Since the Speed was 1, Amy takes one damage counter and sits
out her next turn as she slowly peels her flattened coyote body off the
cliff face...
Basic Strategy
- Although it may seem like a good idea to hoard good Capture cards until late in the game when most
of the Escape cards have been used, the chance that you will lose these cards to random passing
increases with each turn.
- Sometimes playing a Capture attempt very early in the game will pull off a
surprise victory, since few Escape cards are available yet.
- The more dangerous Capture attempts have more chance of succeeding, because there are fewer Escape
cards powerful enough to stop them, but also risk making you skip more turns. This should not put you off too
much, however, since in a usual game most people end up skipping turns and the skipped turns can pass very quickly.
- Hoarding Escape cards can pay off at the end game, as you foil everyone else's Capture attempts while yours
succeeds, but not playing them when an early Capture is on the line (hoping that someone else can and will
prevent the Capture) can easily lead to a quick loss.
Playtesters
Geoff Bailey, Rachel Crawford, Claire Garrity, Anna Hansen, David
Morgan-Mar, Lachlan Patrick, Collette Patteson, David See.
CARD LIST (81 cards)
Note that some cards appear twice in the deck - these are repeated in
the lists below for clarity. When printed on to actual cards, the card
title should appear at top left. The card Keywords and text should appear
towards the bottom (leaving room for an illustration if required), with
semi-colons in the texts below indicating a new line of text on the card.
CAPTURE CARDS (41 cards)
- Long Slope
- THRUSTER Speed 1
- Sail
- THRUSTER Speed 1
With Fan: Speed becomes 2
- Fan
- THRUSTER Speed 1
With Sail: Speed becomes 2
METAL
MECHANICAL
- Outboard Motor
- With Bucket Of Water: THRUSTER Speed 2
METAL
MECHANICAL
- Internal Combustion Engine
- THRUSTER Speed 3
METAL
MECHANICAL
EXPLOSIVE Damage 1
- Rocket Motor
- THRUSTER Speed 4
METAL
MECHANICAL
EXPLOSIVE Damage 4
- Skis
- With Refrigerator: VEHICLE
METAL
- Unicycle Helmet
- With Tightrope: VEHICLE and THRUSTER Speed 1
- Skateboard
- VEHICLE
METAL
- Ball Bearings
- VEHICLE
METAL
With Free Birdseed and Giant Magnet: TRAP
- Leg Muscle Growth Pills
- VEHICLE
THRUSTER Speed 2
- Roller Skates
- VEHICLE
METAL
- Rocket
- VEHICLE
THRUSTER Speed 3
EXPLOSIVE Damage 3
- Free Birdseed
- BAIT
- Free Birdseed
- BAIT
- Detour Sign
- BAIT
- Female Road Runner Costume
- BAIT
- Giant Spring
- LAUNCHER Speed 1
METAL
MECHANICAL
- Giant Sling Shot
- LAUNCHER Speed 2
MECHANICAL
- Catapult
- LAUNCHER Speed 2
MECHANICAL
- Cannon
- LAUNCHER Speed 3
EXPLOSIVE Damage 2
TRAP Damage 2
SHOOTER
MECHANICAL
- Dehydrated Boulders
- With Bucket Of Water: DROP Damage 3
- Anvil
- DROP Damage 1
METAL
- Huge Boulder
- DROP Damage 3
- Refrigerator
- DROP Damage 2
METAL
MECHANICAL
- Tightrope
- HEIGHT Damage 1
- Precarious Rock Spire
- HEIGHT Damage 2
- Winding Mountain Road
- HEIGHT Damage 3
ROAD
- Cliff
- HEIGHT Damage 4
TRAP Damage 4
- Hot Air Balloon
- HEIGHT Damage 5
VEHICLE
MECHANICAL
- Giant Arrow
- AMMO Damage 1
- Dynamite
- AMMO Damage 1
AMBUSH Damage 1
EXPLOSIVE Damage 1
DROP Damage 1
TRAP Damage 1
- Bomb
- AMMO Damage 1
AMBUSH Damage 1
EXPLOSIVE Damage 1
DROP Damage 1
TRAP Damage 1
- Giant Bow
- LAUNCHER Speed 1
SHOOTER
- Sling Shot
- SHOOTER
- Bear Trap
- AMBUSH Damage 1
DROP Damage 1
METAL
MECHANICAL
- Knife And Fork
- AMBUSH Damage 0
METAL
- Road
- ROAD
- Tunnel
- ROAD
RAIL
- Level Crossing
- ROAD
RAIL
- Bucket Of Water
- (no keywords)
CAPTURE AND ESCAPE CARDS (5 cards)
- Giant Magnet
- (no keywords)
After reshuffle: Prevents any capture involving METAL
- Rolling Boulder
- AMBUSH Damage 2
After reshuffle: Prevents any capture and Coyote takes 2 damage
- Retractable Steel Wall
- AMBUSH Damage 2
METAL
MECHANICAL
After reshuffle: Prevents capture
by any VEHICLE or LAUNCHER chase and Coyote takes Speed+2 damage
- Tiger Trap
- AMBUSH Damage 2
After reshuffle: Prevents capture by any VEHICLE chase not involving
HEIGHT and Coyote takes 2 damage
- Piano
- DROP Damage 3
With EXPLOSIVE: BAIT and TRAP
After reshuffle: Prevents any capture involving AMBUSH
ESCAPE CARDS (35 cards)
- Cliff Face!
- Prevents capture by any VEHICLE or LAUNCHER chase and
Coyote takes Speed damage
- Boulder!
- Prevents capture by any VEHICLE or LAUNCHER chase and
Coyote takes 1 damage plus any EXPLOSIVE damage
- Fast Running!
- Prevents capture by any VEHICLE or LAUNCHER chase up to
and including Speed 1
- Burst Of Speed!
- Prevents capture by any VEHICLE or LAUNCHER chase up to
and including Speed 2
- Zoom!
- Prevents capture by any VEHICLE or LAUNCHER chase
up to and including Speed 3
- Beep Beep!
- Prevents capture by any VEHICLE or LAUNCHER chase
- Cactus!
- Prevents capture by any LAUNCHER chase and Coyote takes
3 damage
- Cactus!
- Prevents capture by any LAUNCHER chase and Coyote takes
3 damage
- U-Shaped Rock Formation!
- Prevents capture by any LAUNCHER chase or shot
AMMO and Coyote takes any AMMO damage
- U-Shaped Rock Formation!
- Prevents capture by any LAUNCHER chase or shot
AMMO and Coyote takes any AMMO damage
- Uh Oh!
- Prevents capture by any VEHICLE chase and Coyote takes
Speed+1 damage
- Uh Oh!
- Prevents capture by any VEHICLE chase and Coyote takes
Speed+1 damage
- Mechanical Failure!
- Prevents any MECHANICAL capture and if a
VEHICLE or LAUNCHER chase Coyote takes Speed damage
- Mechanical Failure!
- Prevents any MECHANICAL capture and if a
VEHICLE or LAUNCHER chase Coyote takes Speed damage
- Bad Aim!
- Prevents capture by any shot AMMO
- Bad Aim!
- Prevents capture by any shot AMMO
- Rust!
- Prevents any METAL capture
- Rust!
- Prevents any METAL capture
- Dud!
- Prevents any EXPLOSIVE capture
- Dud!
- Prevents any EXPLOSIVE capture
- Backfire!
- Prevents any EXPLOSIVE capture and Coyote takes EXPLOSIVE
damage
- Backfire!
- Prevents any EXPLOSIVE capture and Coyote takes EXPLOSIVE
damage
- Oops!
- Prevents any HEIGHT capture and Coyote falls, taking
HEIGHT damage
- Oops!
- Prevents any HEIGHT capture and Coyote falls, taking
HEIGHT damage
- Gravity Failure!
- Prevents any HEIGHT and DROP capture and Coyote falls
and has object fall on top, taking HEIGHT+DROP damage
- Gravity Failure!
- Prevents any HEIGHT and DROP capture and Coyote falls
and has object fall on top, taking HEIGHT+DROP damage
- Truck!
- Prevents any ROAD capture and Coyote takes 2 damage
- Truck!
- Prevents any ROAD capture and Coyote takes 2 damage
- Express Train!
- Prevents any RAIL capture and Coyote takes 3 damage
- Why Didn't It Work?!
- Prevents any AMBUSH capture and Coyote takes
AMBUSH damage
- Why Didn't It Work?!
- Prevents any AMBUSH capture and Coyote takes
AMBUSH damage
- Too Smart!
- Prevents any TRAP or AMBUSH capture and Coyote takes
TRAP or AMBUSH damage
- Too Smart!
- Prevents any TRAP or AMBUSH capture and Coyote takes
TRAP or AMBUSH damage
- Too Dumb!
- Prevents any TRAP capture
- Too Dumb!
- Prevents any TRAP capture
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