A GT version of the classic rally game by Jean-Christophe Bouvier, Rallyman GT is a Roll and Move racing game that will have players pushing their luck to be the first over the finishing line.
Will you take a risk and squeeze every last second out of the track, or will you play it cool to avoid spinning out?
The base mechanics of Rallyman GT are simple.
Each player has 6 Gear dice, representing the gears of their car. To move, players must roll their Gear dice, each one allowing them to move 1 space along the track.
The dice must be rolled in ascending and/or descending order, and each die can only be rolled once per turn.
You also have Coast dice that allow you to maintain your current speed, which can help you wring a few extra movements out of your turn. If there’s a sharp corner coming up, you can use Brake dice to drastically reduce your speed, but beware, they also make your maneuvers more dangerous…
Each die has a certain number of Warning symbols. If you get 3 in one roll, you’ll spin out! Losing control of your car will lose you time and distance, and even causing damage to your vehicle!
You can choose to play it safe by rolling your dice one by one. If the warning symbols start stacking up, you can end your turn whenever you choose without suffering any consequences.
However, if you’re feeling lucky, you can also choose to roll all of your dice at once! If your roll is successful, you will be rewarded with Focus tokens.
These Focus tokens allow your driver to have brief flashes of intense concentration, guaranteeing success for your dice rolls.
As well as having other players to contend with, you’ll also have to deal with dangerous terrain and sharp corners, which have speed limitations and other special conditions. Plan your trajectory carefully at the start of your turn to be able to cut across corners and save time, but beware! Other racers can maneuver to cut you off, forcing you to take more dangerous routes to get ahead!
Rallyman GT is a deceptively simple racing game with a lot of tactical depth. Speed is everything – at the start of each new round, the turn order changes depending on which player is going the fastest! Only in the case of a tie does the player furthest ahead gain the advantage, so burn that rubber!