The Showdown board game: A hot-rodding, RPG to die for!
2 - 4 players race around nine circles of Hell where not only is your pride on the line, but so is your soul...
This project will only be funded if it reaches its goal by Thu, December 20 2018 3:52 PM UTC +00:00.
"It's like twisted metal, leaped into the great horror era of the 50's B cult films with the 70's punk embraced attitude, while topping it off with a nod to the great spaghetti westerns! And Holy cheese on a shmacher, is it awesome! Definitely check this book out if you're a horror fan!" – Graphic Policy, indy spotlight: Overall 9 out of 10
"Lippitt's script is solid... is true to the greaser, hot-rod era and dances like blood red pinstripes across the page! The Showdown could've easily been a midnight flick staring Peter Fonda and directed by Roger Corman!" – Slack Jaw Punks
"Monsters, metal, oil, and fiery asphalt collide as the chosen citizens of Hell race to be among the living once again... engaging, creative, and stylistic hell that will have you seeking out this comic from beyond the grave!" – Geeks with Wives: 8 out of 10
"Lippitt’s new graphic novel is some serious next level horror punk amazingness... It's Mad Max craziness with all of my favorite nightmares!" – James Merendino (Director: SLC Punk)
“A terrifying world full of fast and furious monsters… It’s The Outsiders meets Death Race 2000!” – Spartantown: 4/5 stars
“A dirty, grungy looking book that really captures Dante’s vision of Hell with an added punk aesthetic!” – The Lost Lighthouse: 8 out of 10
“This is nothing like you’ve ever read before and is something you should not pass up… perhaps like no other genre, horror comics come with a high bar and this comic reaches that bar!” – Comic List: 4.5 out of 5 Geek Goggles
“The Showdown is comparable to Romero's Night of the Living Dead and Hooper's The Texas Chain Saw Massacre!” – Los Angeles Review of Books (LARB), William Bradley
“A must read for any horror enthusiast! The characters and artwork are amazingly gruesome and fans will be on the edge of their seats in anticipation to see who wins!” – Comic Verse: 9 out of 10
* To enter the race, Racer 1 draws from the DECK, plays a PEDAL TO THE METAL card, rolls one dice, and according to your roll, moves along the middle lines on your side of the track. If you do not have a Pedal to the Metal, discard in the spot marked DISCARD (face up). You can only enter the race by playing a Pedal to the Metal (or its variant).
* Almost all plays begin your turn by drawing a card from the Deck and playing a card or discarding. Player can draw top card from discard pile in exchange for one soul.
* If you have started racing, you may play MILES cards to progress forward, BATTLE or TERRAIN cards to slow down a racer, FIX or IMMUNITY cards to get back in the race, or discard if there are no playable cards. (All cards have allotted spaces on the board. Place BATTLE and TERRAIN cards on competitor’s side and only play them against a racer who has entered the race and has a Pedal to the Metal in play.)
* If a racer plays a BATTLE or TERRAIN card, you may counteract it with a FIX card during your turn by placing it over the Battle/Terrain card, and then during a subsequent turn, you may play a PEDAL TO THE METAL over FIX card and roll.
* You may play an IMMUNITY card by placing it in your IMMUNITY spot and the corresponding BATTLE and TERRAIN cards cannot be played against you when immune. (Playing an Immunity card cancels out a Battle/Terrain card in play against you. Only two immunity cards per racer can be in play.)
* Racers stay on their side of the track, but may move to the other side of the track in exchange for a turn (you do not draw if you choose to switch a side). Avoid TRACK SKILL CHALLENGES and aim towards CAR UPGRADES to stay in the lead. Racers cannot share spots and if you hit a racer from behind, you continue forward, bumping racer to the other side of the track and forcing them to lose one armor.
* Now the race is on! Beware of the CIRCLES OF HELL. If you land on one, you will suffer the consequences and have a DEMON ENCOUNTER. Circle of Hell counts as one space.
* When you arrive on FRAUD/BOLGIAS track, you will Encounter Demons and start a mini battle game as you race towards the finishing line.
* When the DECK is depleted, all cards on board and in hand are added to the discard pile. Dealer shuffles good and deals a new hand. You remain in your spot on the board.
2 players, 1 racer tile per team. The same rules apply, except each team member holds a 4-card hand. You can show your cards to your team mate, but can't play cards back-to-back.
Track Side and Battling
You must remain on your side of the track while racing. You are able to switch sides of the track either by forfeiting your turn or upon resuming your turn after landing on a Circle of Hell. If you are on the same side of the track as your competitor and you move on the same space or pass them, you hit them from behind, bump them onto the other side of track, and they lose one armor.
Pedal to the Metal
When you play a Pedal to the Metal card, roll one D6 dice and move forward according to the number rolled. The only time this card cannot be played is when an OUT OF FUEL, CRASH AND BURN, or FLAT TIRE card is in play against you.
When you play a MILES card, place the card in the MILES space. Move forward on the white lines according to the number of miles played. Circles of Hell and each white line equals 25 MPH.
(BATTLE CARD) Flat Tire
When you receive a FLAT TIRE card, it is placed on your BATTLE spot. To start racing again, place an orange fix battle card (NEW TIRE) over the Flat Tire card. On your next turn, play a PEDAL TO THE METAL card, roll a D6 dice, and move forward. IMMUNITY ANTI-FLAT prevents this play and will cancel out a FLAT TIRE card played against you.
(BATTLE CARD) Out of Fuel
When you receive an OUT OF FUEL card, it is placed on your BATTLE spot. To start racing again, place a purple fix battle card (GAS LANDS) over the Out of Fuel card. On your next turn, play a PEDAL TO THE METAL card, roll a D6 dice, and move forward. IMMUNITY RESERVE TANK prevents this play and cancels out an OUT OF FUEL card played against you.
(BATTLE CARDS) Obstacles
When you receive an Obstacles card, it is placed on your BATTLE space. To start racing again, place a red fix battle card (PEDAL TO THE METAL) over the Obstacles card, roll a D6 dice, and move forward. IMMUNITY HIGH ROAD prevents this play and will cancel out an OBSTACLES card played against you.
(BATTLE CARDS) Crash and Burn
When you receive a CRASH AND BURN card, it is placed on your BATTLE space. To start racing again, place a blue fix battle card (MAD FABRICATOR) over the Crash and Burn card. On your next turn, play a PEDAL TO THE METAL card, roll a D6 dice, and move forward. IMMUNITY ACE DRIVER prevents this play and will cancel out a CRASH AND BURN card played against you.
These cards will fix any BATTLE cards you receive. Place card over BATTLE card to cancel it out.
You may place an IMMUNITY card in your IMMUNITY spot. While placed on the board, corresponding BATTLE and TERRAIN cards cannot be played against you. If you play an IMMUNITY card after a BATTLE card is played, discard the BATTLE card and proceed racing as normal. You can only have two IMMUNITY cards in play. You may place IMMUNITY cards over one another, but it will cancel out the covered IMMUNITY card. Choose wisely.
When you receive a TERRAIN card, it is placed in your TERRAIN space. While slowed, you can only play a 25 or 50 MPH card and dice rolls are limited to 1 or 2 spaces depending on roll and TERRAIN in play. Play a NITROUS OXIDE card over the TERRAIN card to cancel it out. TERRAIN cards can only be played alongside PEDAL TO THE METAL cards and never when a BATTLE card or FIX card is in play. (IMMUNITY ALTERNATE ROUTE prevents this play and will cancel out a TERRAIN card played against you.)
Terrain Buster Card
Play a NITROUS OXIDE card by placing it over the TERRAIN card, roll two D6 dice to boost forward according to roll.
Challenge — Game of Chicken
There are two Game of Chicken cards in the deck. When you draw a Game of Chicken card, it can be placed on your competitor’s CHALLENGE spot at any time and stays there for the entire game (Game of Chicken cards cannot be discarded). When the other card is drawn and if the first Game of Chicken card is in play, the second card is forced in play and placed on your CHALLENGE spot. (If a Phantom Mirror is in play, you cannot play a Chicken Card.)
Whoever played the first Game of Chicken card picks up three D6 dice and rolls. One of the three dice is chosen from the roll. This number represents both the total number of rolls that will be played and the chosen number. The chosen number is left in view and each racer picks up one of the remaining dice. You roll together, attempting to get a number closest to but not exactly the chosen number. During the game, if you roll identical numbers, that turn is a draw. If you roll the same number as the chosen number, you crash and automatically lose the Game of Chicken. If you finish the Game of Chicken in a tie, you go into Sudden Death and roll until there is a winner.
* WINNER – If you win the Game of Chicken and in the lead on the board, move up to the next circle of hell and suffer the consequences.
* LOSER – If you lose the Game of Chicken and in the lead on the board, the winner moves to the space next to you.
* DRAW – If you both crash,you move back to the closest circle of Hell. If you are in a tie on the board, winner of chicken moves forward and loser moves back to the closest circle of Hell.
Challenge — Phantom Mirror
Play this card against a racer to summon a Phantom that could end in a horrific head-on collision. Place PHANTOM MIRROR card in racer’s CHALLENGE spot on board (you cannot play over a Game of Chicken card). Then place the Phantom racer on the FRAUD circle of Hell. Every move the racer makes, the phantom racer mimics in the opposite direction towards the racer. Racer can stop the Phantom racer before they collide by causing it to land on either a Circle of Hell or a Track Skill Challenge. If racer collides with Phantom racer, then the game is over for that racer. (Phantom racer cannot hit other racers or be summoned while racer is either on FRAUD or VIOLENCE tracks.)
These tiles are picked up on the track as you race. When picked up, place them on your corresponding spot on the board. Each upgrade will add a bonus to your car. You can pick these up by landing directly on them or when you pass over them.
When you fill up all your Car Upgrades spots on your board, your racer tile flips over and becomes OVERCHARGED. All the bonuses listed on the overcharged side now apply. (If any upgrades get taken away, racer loses OVERCHARGED and flips back over)
Demon Encounter and Bolgias (Fraud Track)
Demon Encounters happen when you land on a Circle of Hell or any space on the FRAUD track. To fight these legendary demons from Dante’s Inferno, flip over top card from your DEMON ENCOUNTER deck and lay out the Demon’s Armor and Soul tiles on board corresponding to the card. Roll a D20 dice and, according to the numbers listed below, kill or be killed. While you are battling a demon, cards can be played against you; however, you cannot pay cards as normal until you have beaten the demon.
1 – 4 = Demon slams into your car, lose 2 armor
5 – 10 = Car misses Demon, lose 1 armor
11 – 15 = Car hits Demon, roll D6 for damage
16 – 19 = Car slams into Demon, roll two D6 for damage
20+ = Car critically hits Demon, bypass Demon’s armor and roll two D6 for damage to souls
There are nine circles of Hell and if you land on one, you will suffer the consequences and have to fight a Demon. Flip over the top card from your Demon Encounter deck and prepare to battle on your next turn.
1. Limbo – Up is down and left is right: You’re lost in Limbo until Pedal to the Metal card is played.
2. Lust – Time to bare it all: Show racers your hand and each racer can choose to trade a card with you.
3. Gluttony – Too much of a good thing: Discard current hand and draw a new hand from deck pile.
4. Greed – You can’t carry all that: Racer to the right steals one car upgrade.
5. Wrath – Self sabotage is a horrible sin: Lose all your immunities.
6. Heresy – Heretic! Your car is cursed and your car upgrades no longer work: Lose all car upgrades
7. Violence – The Demons are swarming in Violence: Flip over a second Demon Encounter card and fight one demon after the other.
8. Fraud – Who is this racer?: Switch places with racer in last place. (Last place racer moves to white line before FRAUD). If you are in last place when you land on FRAUD, roll one D20 dice and move backwards according to roll.
9. Treachery – So close yet so far: Move back to white line before FRAUD.
The tracks in Hell can be treacherous if you are not careful. Each track has obstacles marked on the board. In order to pass the obstacle, you must roll a D20 dice to get back in the race. Below is the list of failed attempt outcomes for each track.
Track 1: (LIMBO) One wrong turn deserves another: Roll below your armor for a safe trip. If you fail, go back to the first white line.
Track 2: (LUST) Slippery when wet: You’ve slid off the track and must roll an odd number on each turn to get back in the race. Do not draw or move forward until back on track.
Track 3: (GLUTTONY) Here’s mud in your eye: Roll below your armor for a safe trip. If you fail, mudslide to GREED circle of Hell and suffer the consequences.
Track 4: (GREED) In the Limelight: Roll below your armor for a safe stunt jump. If failed, land hard and lose one armor.
Track 5: (WRATH) The enemy of my enemy is not my friend: Add up armor and souls of the racer to your right and roll above that number for a safe trip. If you fail, lose one soul.
Track 6: (HERESY) This is not my tomb: Roll below your armor for a safe trip. If you fail, get stuck in an enflamed tomb and lose one armor. Do not draw or move forward until back on track. If you fail the second attempt, lose another armor and repeat until out of the tomb.
Track 7: (VIOLENCE) All of these damned trees look the same: You’ve turned off track and you must roll an even number on each turn to get back in the race. Do not draw or move forward until back on track.
Track 8: (FRAUD) The Fire pits of Bolgia: Towering flames shoot up all around you. Add three to all D20 rolls.
Track 9: (TREACHERY) The icy death jump from Hell: Roll below your combined number of armor and souls for a safe jump to the finishing line. If you fail, slide back into Treachery Circle of Hell and suffer the consequences.
Cool Point Strategy System:
You might have lost the race but with enough cool points, you can buy 1st place. This is Hell after all and bribing the devil is preferred. The dealer marks down the points during the race and tallies up the points at the end of the race to see who won the cool points. Play wisely!
First off the line: +10 points if you are first off the starting line
Immunities: +5 points for each immunity card played
Counter Fix: +1 point for instant Fix card played
Counter NOS: +2 points for instant NOS card played
Counter Immunity: +10 points for instant Immunity card played
Circle of Hell passed: +2 points for every circle of Hell passed
Track skill challenge saves: +2 points for every skill challenge passed
Take the lead: +5 points every time you take the lead
Challenge: +5 points for first Challenge card played
Demon Encounter: +10 points for every Demon vanquished
Phantom Mirror: +5 points for every Phantom racer vanquished
Track Skill fails: -1 point for every time you fail a track skill challenge
Circle of Hell: -1 point for every time you land on a Circle of Hell
Chicken: -10 points if you are forced to play the second game of chicken card
Paint grinder: -5 points for every time you are hit from behind
Patience is a virtue: -2 points for every time you draw from the discard pile
End of Race Tally:
Distance: +1 point for every Miles card played
Souls remaining: +2 points for every soul remaining on your side of the board
Armor remaining: +1 point for every armor remaining on your side of the board
Track Skill Challenges: -10 points for the racer who landed on the most Track skill challenges
Circle of Hell: -10 points for the racer who landed on the most Circles of Hell
In Hand: -10 points for every Immunity card held
- 2 points for every Fix card held
- 2 points for every NOS card held
- 10 points for every game of chicken card held
Hitching on the train from Hell can be a wild ride or a fatal mistake. LEVIATHAN tile lays on The Showdown title until called. To call LEVIATHAN, play a LEVIATHAN card only when you are inside the two GREEN lines (each track has two green lines). Lay card on your TERRAIN spot, canceling out any cards in play against you while aboard the train. (Only one train card can be played at one time.)
* Place LEVIATHAN under you on the track you are occupying and in between the GREEN lines marked on the board. If LEVIATHAN covers a Car Upgrade, those are not in play. LEVIATHAN cannot lay on other add-ons, and LEVIATHAN tile moves to the next track if this happens.
* While you are on the train, circles of Hell do not apply, and no cards can be played by or against you, except for the COG card. You follow only the rules below by rolling a D6 dice.
* LEVIATHAN does laps around the tracks and skips passed the circle of Hell FRAUD, moving around LIMBO. LEVIATHAN can sweep up all racers while train is moving, forcing them to roll and play.
* If LEVIATHAN is unoccupied, it lays stopped on the tracks until another racer lands on it and starts it up again. If LEVIATHAN crashes or a COG card is played against it, it moves back to The Showdown title waiting to be called. LEVIATHAN cannot be called from FRAUD or TREACHERY tracks.
1 – Move forward one track, in between green lines
2 – Move forward 200 MPH
3 – Move back one track, in between green lines
4 – Racer discards two cards and picks up two
5 – Racer jumps off and lands on the first white line in front of train.
6 – Leviathan crashes throwing racer to the front circle of Hell
City of Dis Add-On
This shortcut through the floating City of Dis has its pros and cons. At the beginning of the race, dealer rolls a D6 dice, and starting from LUST, determines which track between the two YELLOW lines the City of Dis tile will cover. When you land on the tile, you immediately roll two dice to continue passed the City of Dis. If you land on the City of Dis circle of Hell, Medusa stuns you and you must roll one dice to determine how many tracks the City of Dis floats back. Pick up the tile and move back with it. If another racer is on the track when the City of Dis moves, they too are swept up and forced to play under those same rules. (Add-on sets can never overlap each other, simply move passed add-on to next track in current motion.)
Whiskey and Wagers (21+ addition)
Want to add a little more adult to The Showdown board game? Simple, it’s a racing game and winner takes all! I’ll wager you X amount that I will win this race. Hell, I’ll wager you your soul... Also, racers must agree to a small ante.
Like alcohol? Who doesn’t! First, get a bottle of your favorite poison. Now every time the lead racer passes a circle of Hell, they get to spin the Sinner Wheel, then follow the damn rules!
1. Liar, Liar, Pants on Eternal Fire: You tell another racer 2 truths and 1 lie about yourself. If they guess which one the lie is, you drink. If they get it wrong, they drink two hard truths.
2. Sharing Means Caring: You drink one and you pick another racer to drink with you. Cheers!
3. Stone Face Killer: You write something funny or gross on a note and it is passed around to all the racers. First racer to make a facial expression has to drink. If no one reacts, spinner has to drink.
4. Guilty as Charged: The question is posed by spinner, “Who here would_____?” all racers then point at the player that would _____ and they drink.
5. Unholy Commandment: Spinner writes a rule down on a note and it stays face up for the entire game. If racers break rule at any time, they drink.
6. F.T.W: All racers must throw their middle finger in the air. Last racer to do so has to drink.
7. One Fish, Two Fish, Red Fish, Dead Fish: Spinner says a word, all racers must rhyme that word starting clockwise. If racer repeats or is unable to rhyme, they must drink.
8. The Devil’s Horns: All racers must give themselves Devil horns behind their head. Last racer to do so has to drink.
United States $15 flat rate (priority, insurance included)
Canada $35 flat rate (priority and insurance included)
Shipping costs outside of US and Canada vary, and including insurance, fees, and handling, will be calculated on an order by order basis. Just message us with your address and we can tell you how much shipping will cost. Then simply add that cost to the pledge manager to secure safe shipping anywhere in the world.
Risks and challenges
Our first two Kickstarters were successful and this is our third, so it is not our first rodeo, ha! The Prototypes are tested and done. Countless hours went into the gameplay, so we are confident that you will have a blast. Our challenge, much like other Kickstarters, is printing and shipping. This is where you come in, my fellow backers. We are not a large operation, so if we don't make our goal, this game doesn't get made. Don't miss out on this unique board game, unlike any other. Thank you for your pledge!Learn about accountability on Kickstarter