Nitro Thunder - the Unofficial Hydro Thunder Board Game Rules
(This is called Nitro Thunder so we could clarify how we were going to spend our
lunch hour: "Hydro or Nitro"?)
I need some online playtestors before I make it a real link. If you wanna try it and email me suggestions, click here to TRY IT OUT.
Remember, there is nothing automated about it, you roll a real dice (I may do a Java one) and you have to keep track of your position and boost. Your opponent has to be sitting beside you or using a CHAT program of some sort so you can keep track of each other.
Object:
Be the first powerboat to cross the finish line.
Races usually last about 10 minutes.
One Map, TAMU, is a capture the flag game which has become REALLY popular with us, especially with 3 players. Specific Capture the Flag rules can be found toward the bottom of this page.
Order of Play:
Choose a map.
Choose a powerboat. Each has its advantage, see "Boats."
Each Player rolls to see who goes first. If any player rolls a 6 on this roll, they get one free boost point. If any players tie on this roll, they get a boost point. The play order is based on this roll.
Roll 1 6-sided die and move.
Perform any Mighty Hull maneuver you wish.
If you land on an event space, follow its directions.
Maps:
Different maps may have features unique to it's settings.
Most maps are 40-50 spaces long (yes, the Nile is over 100 and its map is over 6 ft long).
Here are some features you may encounter:
Ramps - Must land on space immediately before the ramp.
Secret Paths (dotted walls)- Must land on start space.
Single/Double Boost - Automatically pick up by passing through space.
Event Spaces - Monkeys, Police Boats, tour boats, whirlpools, etc. These occur only if you land on the space at your turns end. Usually will result in backwards movement (1 or 2 spaces), but may be loss of Boost point.
BoostRoll - Must use a boost and make a roll equal to or higher than the number listed.
Pit/Dock - The Pit can be used to exchange boats. You lose one turn. You keep all the boost points you have, as they are transferred to the new boat. If the new boat is Razorback, your boost points are added.
Boats:
We translated the boats as best we could and still make them unique. So not all the boats are here since some would translate the same.
Miss Behave: If Mighty Hulled, will only go back 1 space.
CutThroat: Gets a +1 movement on Ramps.
Tidal Blade: Starts the game with 2 boost points. When picking up boosts, rolls D6. Does not pick it up if a 1 is rolled (very thin boat).
Rad Hazard: Gets a +1 during Mighty Hull combat.
Banshee: May always use ramps. Does not have to land on its start space.
Razorback: Starts the game with 3 boost points.
**NEW** (some haven't been playtested on all courses so they're subject to change)
Officer Ray - Police Boat: If he lands directly behind another boat, he can switch places with them. Unaffected by Police Event spaces.
Jolly Codger - Pirate Ship: Holds 3 mines that it can drop anywhere it passes (1 mine per space). Boats encountering a mine must make Mighty Hull roll. If they win, they pass unaffected. The mine stays until it 'wins.' If they lose, they move back 2 spaces.
E M Pulse: Alien tech based. Can absorb/steal 2 points of Boost from any ship it passes by. If it passes 2 boats at the same time, it can steal 2 from both of them (if they have it).
Whirlwind: Modified Swamp boat with huge turbine on the back that kicks up water.. If an opponent starts their turn within 3 spaces behind this boat, they subtract 1 to their die roll movement.
Nessie: The creature from Loch Ness, flown here and ready to rumble. Gets all the secrets, can't use ramps or Boosts. Can't Mighty Hull or be Mighty Hulled. She is unaffected by Event Boat Hazards. All boats must use a Boost to pass her.
1205 Attack Sub: Can 'torpedo' boost from up to 2 spaces behind. Requires 1 boost point, and he is unaffected if he loses.
The MARK-V Elite: Can teleport anywhere on the board at any time and do anything to anybody, with lasers. Oh, look whose writing the rule book. Ok, this isn't a real boat.
Boost:
During the course of play, your boat will acquire many boost points. (When translating the game maps, a red is 2 pts, and a blue is 1)
Your boat may only hold 10 pts at one time.
Boost points may be used for movement after your current (rolled) movement is done. They can boost you off most event spaces, preventing you from ending your turn on them.
If an event space stops your boat (like an obstacle), you may not use boost points at the end of your turn.
Boost points are also used to Might Hull other boats.
Mighty Hull:
Mighty Hull is the aggressive act of attacking another boat. It requires 1 boost point from both boats. If a boat doesn't have any boost, he loses (the winner still spends his).
To Mighty Hull: Each player rolls one die, the higher roll wins. In the event of a tie, the attacker wins (the one coming from behind).
The loser boat moves back 2 places. You may Mighty Hull anytime you encounter another boat.
If one player ends his turn on the same space as another player, the second player, at the beginning of his next turn, may choose to Mighty Hull that player.
Capture the Flag:
Capture the flag lets you start out on one of the random START spaces, retrieve the flag and bring it back to your starting space.
You get the flag by driving over the flag space (Space 32 on TAMU).
To steal the flag from an opponent, you land or pass the space they are in, and both roll the dice. The attacker wins on a tie.
If your turn begins while on the same spot as your opponent who has the flag, you can attempt to grab it.
Facing: Instead of rolling the dice, you may spend one turn to reverse the direction of your boat (turn around).
If a person wins a Mighty Hull, they have the option of turning the loser around, rather than moving them back two spaces.
Like on the circuit courses, boosts can only picked up once.
ONLINE RULES:
Since this is a boardgame, the internet version requires you to keep track of the other players position and boosts points. We use Excite PAL messaging to do this. You may use whatever you want.
Your opponent will have to keep track of this info also.
On the maps, there are a few characters that need explanation.
The single and double Less Than signs, are Back One space and Back Two spaces.
On Rio Del Muerte, spaces 35-38 are a boat dock. You may land here, skip a turn, and exchange boats keeping all your boost points. If you get Razorback as your new boat, then you get an additional three boost points.
Whose responsible! the BombSquad: Mark Anderson, Chris Edwards, Jim Moses
The concept was a flipant joke by Mark Anderson.
Basic concept workthrough by Mark and Chris.
Boat designs and game polishing by Mark, Chris and Jim.