Love is a Beatdown
20. April 2026 um 08:00
by Justin Bell
“Daddy, can we play Thunder Road: Vendetta?”
One of the rules we have here at Casa de Bell is absolute: if the kids want to play a game from the adult game closet, I always say yes. (There’s only one game off-limits around here: Voidfall. That’s because I’m not teaching it…yet.)
One of the beauties of having kids who are now 12 and 9 is that many of the games in the adult game closet are drifting into the family game closet. As the kids get older, it’s been such a joy introducing new concepts and mechanics that were a bit dense even two or three years ago.
The nine-year-old was the one asking about Thunder Road: Vendetta. He was interested for two main reasons: first, he wanted to play the base game with the Carnival of Chaos expansion, because he loves the arena-style nature of that expansion map.
The second reason is why he really wanted to play: my boy was hoping to have another chance to beat down his dad.
In our first play of Carnival of Chaos, he acquired a “Super-Weapon” called Li’l Sammy, then used said Super-Weapon to shoot down my chopper—normally, choppers are invulnerable—on his way to a dominant victory where he wiped out all my cars.
(Yes, TR:V superfans, you are correct—there is a different scoring system in Carnival of Chaos, tied to “scrap”, the in-game cash that can be earned for damaging opponents. However, my son and I are simple with our approach to this game—the score is all about car kills. He won that first matchup three eliminations to one.)
After his victory, my son spent the next few days gloating about his victory.
At dinner: “Daddy, can you pass me…the Li’l Sammy?”
Before bed: “Hopefully you can beat other players to make up for your loss to me in Thunder Road.”
Walking to school: “I kinda want to play Thunder Road again to see if I can get the Li’l Sammy card. It was so cool shooting down your chopper.”
And on and on. For better or worse, my kids like variety; over the next few weeks, they kept asking to play other games. Weeks turned into months, and while I had the chance to play Thunder Road: Vendetta with other adults during that timeframe, I didn’t break out the expansion again until last week. That’s when my son walked into the game closet, saw the handsome red all-in Maximum Chrome edition copy of Thunder Road, and remembered Li’l Sammy.
“Daddy, can we play Thunder Road: Vendetta? Hopefully, I can get Li’l Sammy again.”
***
After I finished up the work day, I set up the Thunder Road: Vendetta base game with Carnival of Chaos on our kitchen table.
I insist upon using the Choppe Shoppe expansion content. That’s because I—well, now, both my son and I—love using the crew leaders and the car upgrades. The leaders use alternate “command boards”, the dashboard that accommodates each round’s extra die to trigger powers like nitro or the chopper, with asymmetric powers.
My son selected Bumpo the Clown as his crew leader for this play, a spooky-looking character who reminds me of Sweet Tooth from the Twisted Metal car combat games on PlayStation. Bumpo’s power is fine—he can reroll the direction die when his cars move in a slam—but his command board includes the Bump power, which triggers on 6s and allows Bumpo to move the other car on the first slam that turn, even if Bumpo has the smaller car in that slam.
I went with Machine Gun Joe, Esq. to lead my crew. Joe has a somewhat overpowered ability (at least, in the eyes of the nine-year-old, who has a tendency to call everything “OP” if it is not his own powers) to reroll the shoot die once during every attack action.
While I love the crew leaders, the best part about the Choppe Shoppe expansion is the car upgrades. During setup, each of a player’s three cars get outfitted with their own individual powers. For this game, I had a couple of simple upgrades—the Boost Switch, which gave me a +1 on movement, and the Heavy Frame, which grants the assigned car an extra damage slot (three slots instead of the normal two).
But I also had the Onboard Computer, which allowed me to ignore the effects of damage tokens when I assigned it to my large car (The large car is always the one that takes the most damage). So while I would still take damage during the game, it wouldn’t turn ugly, like things tend to do during a Skid or a Blast-Off.
With setup complete, we got rolling. The way the Terrordome (whoops, “Carnival of Chaos”) works, players drive their cars from three different entry-point track pieces outside the arena directly inside, then spend the game navigating pop-up hazards in the form of traps known as “Killer Pillars” that can eliminate cars through various game effects.
Of course, there are other hazards like those pesky opposing cars bent on using all manner of Super-Weapons and their Choppe Shoppe upgrades to take you out. There are a bunch of ways to get wiped out in the ring, and in my experience, games of Carnival of Chaos are a little quicker than the base game, especially at higher player counts.
Thanks to six Super-Weapon tokens scattered around the board, players are always gunning for the best stuff in the game. And while both my son and I were hoping Li’l Sammy would show up so that we could build on its legend, both of us drew cards that represented a bunch of fun toys that we tried to use to take each other out.
Unfortunately for my son, I got my hands on the Super-Weapon goodies first. Sometimes, love is a beatdown.
***
My first Super-Weapon pickup was the BFG…no, not that one. Here, the Big Friendly Gun (complete with a picture of what looks like a big chain gun with a smiley-face balloon on top) deals an extra face-down damage token each time the gun’s owner shoots and hits. I used that to deal two damage to my boy’s small car (the Doom Buggy) on a single turn, making it inoperable.
The Big Friendly Gun made more friends later in the game, when I used it to shut down my son’s medium car, the Avenger. My boy fought back. He grabbed a Super-Weapon token that became the Laser Kebab, which can shoot from the front arc of its assigned car any number of spaces, not just the one-space range of spaces directly in a car’s front arc. He poked holes in two of my cars the next two times he had the chance during his turns from across the arena. Damage, yes, but no inoperable status plays or eliminations.
Slams of inoperable cars into Killer Pillars and a Blast Off that shot one of his cars into the arena walls got me to a place where I was running a 3-on-1 break for the rest of the game. (Thunder Road: Vendetta vets, be honest: isn’t it a blast to watch what happens during a Stunt Die roll of a Blast Off? Goodness gracious, it’s hard to beat those moments in any game!)
Later, I picked up the Auto-Cannon for one of my cars, which lets a player shoot, move, then shoot again. My final Super-Weapon pick-up was the Torsion Dynamo, which removes a car’s guns but guarantees that the opposing car always moves in a slam. (Putting the Dynamo on my small Doom Buggy made that puppy a force!)
None of that mattered though…because as it turned out, I found an opportunity to take out my son’s last car with flair, using maybe my favorite elimination method in the game.
On my final turn, I was able to slam my son’s final car, the Eliminator, forward one space…right into the same space as his chopper, which he had tried and failed to use on his previous turn to take out my medium-sized Avenger.
Any car that ends its turn in the same space as any chopper is automatically eliminated. My son grew up in that final moment, and took his defeat like a man, ending our run of chaos (ahem, Chaos, with a capital C), with daddy taking home a three-to-nothing victory.
Even though Li’l Sammy never reared its ugly head, my son and I had a blast. Chucking those dice and talking a little smack and kitting out our cars and trying, but failing, to use our choppers, nicknamed “Blue Thunder” and “Airwolf” to wipe each opposing set of cars off the grid…it was all kinds of fun, win or lose.
I love playing games with the kids. I’m loving the chances I have now to get in more plays of the games I prefer, creating more memories along the way. And, I don’t mind handing out the occasional beatdown, especially when I can avenge an earlier loss.
That’s because I know what’s coming. The kids love wiping the floor with daddy from time to time, and giving them more chances just means playing more board games.
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