How to Play

Steampunk Rally

2-8 players 45-60 min 7.1 Board Game Geek Rating

Players embody famous inventors like Tesla and Curie, building steampunk contraptions through card drafting and strategic dice placement. Each round, draft machine parts or discard them for resources, then roll dice to activate components providing movement, protection, and bonuses. Race through Swiss alps while managing damage that destroys parts, forcing constant adaptation and discovery of new mechanical synergies to win.

Published 2015

Steampunk Rally

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select a racetrack
Choose Swiss Alps or Hoverdrome and flip all track tiles to that side
2
Build the track
Select 3 of the 5 Middle Track tiles and arrange them into a continuous racetrack of any shape
3
Place start and finish
Put the Start tile at one end and the Finish Line tile at the other, then attach the End Track Tile to the Finish Line tile
4
Prepare card decks
Sort and shuffle all Machine Part and Boost cards into 4 separate face-down decks according to color
5
Create discard piles
Flip the top card face-up beside each deck to form a discard pile
6
Add optional challenges
Place up to 3 Challenge Tiles next to spaces that have no Challenge already
7
Set play direction
Flip the Play Direction Token and place it between 2 random players
8
Choose inventors
Each player selects an Inventor and takes their Inventor Cockpit, Machine Part, and Pawn
9
Position pawns
Place each Pawn on the Racetrack Start space
10
Build starting machine
Place Cockpit and Machine Part upright with a complete valve connection
11
Distribute light bulbs
Place a Light Bulb into each Player Area with the "on" side face-up
12
Set damage gauges
Place a Damage Gauge into each Player Area set to "0"

On Your Turn

What you can do during your turn.

1
Draw cards
Each player draws 1 card from each deck to create a hand of 4 cards
2
Handle empty decks
Shuffle in discards if not enough cards; if still not enough, all players discard down to 4 of that color
3
Select cards simultaneously
All players place a card face-down, then reveal
4
Use selected cards
Choose one option per card:
5
Pass remaining cards
Pass cards in the direction of the token and repeat until no cards remain
6
Spend cogs to reduce dice
Each Cog allows reduction of 1 die by 1 or 2 pips, or 2 dice by 1 pip each
7
Remove empty dice
If a die is reduced to 0, discard it from the slot
8
Play vent-specific boosts
Resolve Boost cards that must be played during Vent Phase in order determined by play direction token, one player at a time
9
Optionally play normal boosts
Normal Boost cards can be resolved at this time
10
Roll dice
Roll all dice in your Dice Pool and dice stored in diamond-shaped die storage slots
11
Spend cogs for rerolls
Any time during Race Phase, discard a Cog to re-roll a die or increase a die by 1 pip (maximum 6)
12
Activate machine parts
Place dice of matching color from pool into a Machine Part
13
Calculate activations
Sum total pips placed this turn and divide by the icon number (truncate remainder); perform the Race Effect that many times
14
Minimum activation rule
Can only place dice if they allow activation at least once; parts with "1+" activation power can only perform once
15
Use light bulb parts
Parts with the light bulb symbol are activated by flipping your Light Bulb to the "off" side
16
Resolve terrain damage
When entering a space with a Terrain icon, apply damage equal to the number shown; moving backward does not inflict Terrain Damage
17
Check damage gauge
If Damage Gauge is 0 or higher, do not adjust
18
Resolve negative damage
If below 0, discard Machine Parts equal to the number shown in red on the Damage Gauge, then reset to 0
19
Handle explosion
If forced to discard Inventor Cockpit, move pawn 1 space behind last place player, discard all Machine Parts except Cockpit, and reset Damage Gauge to 0
20
Reset light bulb
Flip Light Bulb to "On"
21
Store dice
May place a die in each Storage Die Slot from your dice pool
22
Return unused dice
Return unused dice in your dice pool to the supply (keep Cogs)
23
Flip direction token
Reverse the Play Direction Token
24
Maintain connections
All parts must connect to Cockpit through complete valve connections, but not all valves need to connect
25
Rearrange freely
At any time, you can rearrange your Invention and discard unconnected or unwanted parts (also discard placed dice)
26
Protect cockpit
Cannot discard your Cockpit; if you discard your Inventor Machine Part, return it to the box
27
Orient correctly
All parts must be placed with the name in the upper-left corner

Winning

How to claim victory.

1
Trigger final round
When a player crosses the Finish Line, the next round will be the last, played out as normal
2
Determine winner
After the final round, the player with their Invention Pawn furthest past the Finish Line wins
3
Break ties
In case of a tie, the player with the most Machine Parts left in their Invention wins

watch & Learn

Let the pros teach you with these top videos.

Steampunk Rally

Steampunk Rally

Instructional

Steampunk Rally ... Setup and Rules by the Crabby Dice

Steampunk Rally ... Setup and Rules by the Crabby Dice

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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