Road Wolf (2011)

Playtime: 45
Min. Age: 14
Number of Players:
2 - 6
Publisher:
(Self-Published)
Designers:
Sean Patten
Artists:
Sean Patten
Mechanics:
Point to Point Movement,
Dice Rolling,
Action Points
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Road Wolf is a free, home made, tabletop, turn based game of highway combat. Players choose vehicles, crew, and components and engage each other in high-speed scenarios on the road.
Physical components include a road (easy to make your own), vehicles (modified Matchbox or Hot Wheels cars work fine), dice, measuring sticks, record sheets for vehicles, and counters for crew and equipment (downloadable for free).
Players choose a scenario and purchase vehicles as described by the scenario. Most scenarios pit one player (or team of players) against another, with different win conditions depending on the scenario.
Unlike many vehicle games that rely on arena combat, Road Wolf follows vehicles traveling down a long, dangerous road. Movement is relative to the other vehicles, as all vehicles are assumed to be hurtling forward down the road, represented by a "road" move at the end of each turn. Hazards such as bridges or debris can move "towards" the vehicles during the road move, as can immobilized vehicles.
Each turn, vehicles get two actions to spend moving, shooting, or other actions. Vehicles may Ram or Melee each other as part of a move action, encouraging close combat. Degrees of success can damage or destroy vehicles or crew, or cause wipeout checks that can lead to lost ground or even chain reaction crashes.
Physical components include a road (easy to make your own), vehicles (modified Matchbox or Hot Wheels cars work fine), dice, measuring sticks, record sheets for vehicles, and counters for crew and equipment (downloadable for free).
Players choose a scenario and purchase vehicles as described by the scenario. Most scenarios pit one player (or team of players) against another, with different win conditions depending on the scenario.
Unlike many vehicle games that rely on arena combat, Road Wolf follows vehicles traveling down a long, dangerous road. Movement is relative to the other vehicles, as all vehicles are assumed to be hurtling forward down the road, represented by a "road" move at the end of each turn. Hazards such as bridges or debris can move "towards" the vehicles during the road move, as can immobilized vehicles.
Each turn, vehicles get two actions to spend moving, shooting, or other actions. Vehicles may Ram or Melee each other as part of a move action, encouraging close combat. Degrees of success can damage or destroy vehicles or crew, or cause wipeout checks that can lead to lost ground or even chain reaction crashes.
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ag.gameitem.lastUpdated: 2025-04-26 09:32:37.93