Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Build a modular circuit, plot a racing line with gear dice, and choose between safe sequential rolls or an all-at-once flat-out gamble.
Core mechanisms
Key systems that shape the decisions players make.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Modular Board
Build the play area from interchangeable sections that vary between games.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Different Dice Movement
Different dice govern the movement of different pieces or groups.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
Rallyman: GT turns motor racing into a tactical dice puzzle on a modular hex track. On each turn, a driver plans a route by laying out gear, coast, and brake dice across consecutive spaces. The dice can be rolled one at a time, preserving the option to stop after a warning result, or thrown together for a flat-out move that earns valuable focus tokens. Those tokens can secure future rolls, but pressing too hard risks a spin, damage, and lost time. Corners enforce speed limits, gear changes shape the possible line, and adjacent cars can block an ideal route or create an overtaking opportunity. With six cars sharing the track, reading traffic is as important as managing probability. Double-sided tiles create short technical circuits or long sweeping races, and the GT format adds direct competition, pit strategy, and tire decisions to the original rally system. The first car across the finish line wins, but the fastest lap usually belongs to the driver who knows exactly when to trade certainty for speed.