[{"data":1,"prerenderedAt":437},["ShallowReactive",2],{"game-en-gang-rush-breakout":3,"overlays-en-gang-rush-breakout":436},{"id":4,"title":5,"accent":6,"age":7,"backdrop":8,"bggUrl":9,"body":10,"categories":27,"components":31,"cover":32,"deepDive":33,"description":16,"duration":152,"extension":155,"faq":156,"industryLegend":31,"lastReviewed":192,"leaders":31,"locale":193,"manualUrl":194,"mechanics":195,"meta":199,"navigation":200,"path":201,"players":202,"publisher":207,"quickStart":208,"resourceLegend":31,"rulesVersion":395,"seo":396,"sourceFiles":397,"sourceNotes":399,"stem":400,"strategies":401,"summary":432,"videoLanguage":31,"videoUrl":31,"weight":433,"year":434,"__hash__":435},"games\u002Fen\u002Fgang-rush-breakout.md","Gang Rush: Breakout","#B91C1C","10","\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fbridge.webp","https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F215066\u002Fgang-rush-breakout",{"type":11,"value":12,"toc":23},"minimark",[13,17,20],[14,15,16],"p",{},"Gang Rush: Breakout is a race shaped like a getaway: cars speed along a bridge\nfull of obstacles, shoot at each other and collect the money left on the asphalt.\nThere are no laps or timers: the bridge is a single straight with lanes,\ncontainers and ramps.",[14,18,19],{},"Each round has two very distinct phases. First hazards are placed in reverse\nstandings order, so last place decides where it hurts. Then each player rolls\ntheir dice and turns speed into movement, steers into lane changes and shots\ninto damage for a rival.",[14,21,22],{},"The game is settled by money, not position: you can finish second and win, or\ncross first and be disqualified for ending last in the final standings. That\ndouble goal —get paid and avoid last place— is what makes every turn a bet\nbetween accelerating, shooting or repairing.",{"title":24,"searchDepth":25,"depth":25,"links":26},"",2,[],[28,29,30],"Racing","Mafia","Chaos",null,"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fcover.webp",{"title":34,"intro":35,"phases":36},"Racing is not winning: the economics of the getaway","You can already roll, move and shoot. The race is decided by what you do with the dice you do not use, by the order hazards are placed and by understanding that money matters more than crossing the line.",[37,89,121],{"id":38,"label":39,"steps":40},"dice","Every die is money",[41,56,74],{"title":42,"text":43,"images":44,"check":49},"Selling dice is part of the turn","At the end of your turn you can sell each unused die for $100. Rerolling is therefore not free: every die you reroll gives up $100 if it ends up unused. The right decision is not “roll until you get the best result” but compare what that die buys (movement, repairs, shots) with the $100 you keep by saving it. In the last rounds, cash usually wins.",[45],{"src":46,"alt":47,"label":48},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fdice.webp","The five custom dice used for movement, repair, damage and speed.","The five dice",{"question":50,"options":51,"answer":54,"explanation":55},"How much does each die you do not sell cost you?",[52,53],"$100","Nothing, dice are not worth money",0,"Every unused die sells for $100 when the turn closes.",{"title":57,"text":58,"images":59,"check":68},"Speed is position, not points","Speed only moves you along the spaces, and moving does two things: crossing earlier (a better reward) and putting you where the hazards and money are. A very fast car that arrives first with no cash can lose to one that crosses third with a full trunk. If you are leading, ask whether more speed is worth it or whether it is time to start selling.",[60,64],{"src":61,"alt":62,"label":63},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fguia-tren-1.webp","Trains and cars on the track, in the section the step mentions.","Trains",{"src":65,"alt":66,"label":67},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fguia-dados-1.webp","Dice in the foreground with the relevant face showing.","Dice",{"question":69,"options":70,"answer":54,"explanation":73},"What does speed decide?",[71,72],"How many spaces you move","How much money you make on crossing","Speed sets movement; money comes from final position, sold dice and cash picked up.",{"title":75,"text":76,"images":77,"check":83},"Damage is paid in repairs","Damage dice and hazard hits do not eliminate you: they force you to spend repair dice or risk a breakdown that stops you at the worst moment. Durability is a second economy: every point of damage you ignore is a future die you cannot use to move or sell. Repair before the car forces you to stop; preventive repair usually costs less than a breakdown on the final straight.",[78,82],{"src":79,"alt":80,"label":81},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fdashboard.webp","Car dashboard with the speed needle at 0 and the durability indicators.","Dashboard at the start",{"src":65,"alt":66,"label":67},{"question":84,"options":85,"answer":54,"explanation":88},"What does damage force you to do?",[86,87],"Spend repair dice or risk a breakdown","Lose money automatically","Damage reduces durability and forces repairs to avoid stopping.",{"id":90,"label":91,"steps":92},"road","Hazards and table order",[93,107],{"title":94,"text":95,"images":96,"check":101},"The leader places hazards last","Hazards are placed in reverse ranking order: last place places first and the leader last. That gives the leader more information, but also makes them the target: they can see where hazards go, yet the ones already placed shape their route. If you are first, you cannot blame the road: you saw all of it before moving.",[97],{"src":98,"alt":99,"label":100},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fhazards.webp","Line of five road hazard cards placed after the starting line.","Hazards on the road",{"question":102,"options":103,"answer":54,"explanation":106},"Who places hazards first?",[104,105],"The last-place racer","The race leader","They are placed in reverse ranking order: last first, leader last.",{"title":108,"text":109,"images":110,"check":115},"Being behind is an advantage too","The player behind sees the hazards placed and can choose a line with more information; on top of that, hazards often punish whoever passes them first. Not every race is won by leading from the start: sometimes it pays to sit second, collect money and let the leader eat the hazards. Final position only matters for the reward and for not finishing last.",[111],{"src":112,"alt":113,"label":114},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Flanes.webp","Lane-change example: at 40 mph the car has one free steer and can change two lanes.","Lane change",{"question":116,"options":117,"answer":54,"explanation":120},"What advantage does trailing give you?",[118,119],"You see the hazards before moving","You earn more money per space","Reverse placement order gives more information to those behind.",{"id":122,"label":123,"steps":124},"finish","The finish line and the money",[125,139],{"title":126,"text":127,"images":128,"check":133},"Crossing first is not winning","The crossing reward is bigger for first, but the game is won by whoever ends with the most money, not by whoever crosses first. If you lead with little cash and a rival behind has been selling dice and picking up money, they can cross later and still beat you. Before the final round, do the maths: what you have, what you can sell and what you need to catch the cash leader.",[129],{"src":130,"alt":131,"label":132},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fcollision.webp","Collision example: the car that is hit loses durability and drops money on the road.","Collision",{"question":134,"options":135,"answer":54,"explanation":138},"Who wins the race?",[136,137],"Whoever ends with the most money and is not last","Whoever crosses the finish line first","Victory is economic: the richest player wins, as long as they are not last.",{"title":140,"text":141,"images":142,"check":146},"Last place disqualifies you","It does not matter how much cash you carry: if you finish last, you are disqualified. That creates an awkward tension: the slowest player cannot just hoard, they must cross even with a smaller reward. In the final rounds, check the gap to the second-to-last car before deciding whether to sell dice or spend them moving.",[143],{"src":8,"alt":144,"label":145},"Assembled bridge with cars, containers, hazards and money in Gang Rush: Breakout.","Bridge and cars",{"question":147,"options":148,"answer":54,"explanation":151},"What happens to the last-place racer?",[149,150],"They are disqualified even with money","They win half the reward","Last place cannot win: disqualification cancels their money.",{"min":153,"max":154},45,60,"md",[157,161,165,168,172,175,178,181,185,189],{"category":158,"question":159,"answer":160},"setup","How much money does each player start with?","It depends on the space they pick behind the starting line: each one has its own amount printed on it. Everyone also starts with one ramp.",{"category":162,"question":163,"answer":164},"turn","In what order are hazards placed?","In reverse standings order: last place starts and the leader finishes. Five new hazards are revealed each round and each player places one.",{"category":162,"question":166,"answer":167},"Can I reroll my dice?","Yes. Roll five dice, set aside any you want to keep and reroll the rest up to twice. Results are applied at the end.",{"category":169,"question":170,"answer":171},"special","How does changing lanes work?","It costs 2 steers per lane. You can change several lanes if you have the steers, and your speed needle gives free steers depending on speed.",{"category":169,"question":173,"answer":174},"What happens when I crash into another car?","The car causing the collision spends one movement point to smash and stays in place. Both lose 1 durability and $100, which are dropped at the scene.",{"category":169,"question":176,"answer":177},"What if I fall into the river?","Speed drops to 0 and at the end of the turn you pay $500 for the crane to return to the space you left, or an adjacent one if it is occupied.",{"category":162,"question":179,"answer":180},"Can I buy more than one bonus per turn?","No: purchases are limited to one bonus per turn. Buying draws a new bonus and makes the others one price level cheaper.",{"category":182,"question":183,"answer":184},"scoring","Who wins the game?","Whoever has the most money at the end, adding finish-line bounties and cash collected, and subtracting debts. The last player cannot win even with the most money.",{"category":186,"question":187,"answer":188},"end","When does the race end?","When a car crosses the finish line, the race ends as soon as everyone else finishes their current turns. Each finishing position pays a different bounty depending on player count.",{"category":169,"question":190,"answer":191},"What is the ramp for?","It is placed at the start of a turn on a space without hazards and used from the front. A perfect jump takes no damage; a good one costs $100; a failed one pushes you back a space and costs $200 and 1 durability.","2026-10-23","en","https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F215066\u002Fgang-rush-breakout\u002Ffiles",[67,196,197,198],"Movement","Push your luck","Combat",{},true,"\u002Fen\u002Fgang-rush-breakout",{"min":203,"max":204,"best":205},3,5,[206,204],4,"CMON",{"pitch":209,"pitchCheck":210,"setup":215,"turn":283,"mistakes":360,"winning":388,"winningCheck":389},"Gang Rush: Breakout is a getaway race for 3–5 players. You are a henchman who must bring the loot back to the Boss: you drive a custom car across a bridge full of hazards, shoot rivals and pick up cash from the road. Each turn five new hazards are revealed and placed in reverse standings order, then every player rolls five dice and may reroll twice. Dice give speed, steers, shots, repairs and damage, and speed sets how many spaces you move. At the end of your turn you can sell unused dice for $100 each. The winner is not the first across the line, but the player with the most money... as long as they are not last.",{"question":134,"options":211,"answer":54,"explanation":214},[212,213],"Whoever ends with the most money, as long as they are not last","Whoever crosses first","The richest player wins, provided they are not last.",[216,226,236,249,261,271],{"text":217,"images":218,"check":220},"Assemble the bridge and separate hazards and bonuses into two different piles. Shuffle each pile.",[219],{"src":8,"alt":144,"label":145},{"question":221,"options":222,"answer":54,"explanation":225},"How many piles are shuffled during setup?",[223,224],"Two: hazards and bonuses","Three: hazards, bonuses and cars","Hazards and bonuses are shuffled separately.",{"text":227,"images":228,"check":230},"Put the hazards facedown to the right of the bridge and reveal the first five in a line, after the starting line.",[229],{"src":98,"alt":99,"label":100},{"question":231,"options":232,"answer":54,"explanation":235},"How many hazards are revealed during setup?",[233,234],"Five","Three","The first five hazards are revealed.",{"text":237,"images":238,"check":243},"Put the bonuses facedown to the left and reveal the first five in a line: that is the shop. Arrange them with golden (permanent) bonuses closest to the deck, then blue (temporary), metallic (instant) and finally grey (penalties).",[239],{"src":240,"alt":241,"label":242},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Ftokens.webp","Hazard and bonus token piles used to build the road and the shop.","Hazard and bonus piles",{"question":244,"options":245,"answer":54,"explanation":248},"How are the revealed bonuses ordered?",[246,247],"Gold, blue, metallic, then grey","At random","The shop is ordered by bonus type.",{"text":250,"images":251,"check":255},"The youngest player picks a car and places it on one of the five spaces behind the start line. They collect the money printed on that space, plus their dashboard and a ramp. Then the next youngest does the same, up to the oldest.",[252],{"src":8,"alt":253,"label":254},"Assembled bridge with the starting spaces, cars, hazard cards and money.","Starting spaces",{"question":256,"options":257,"answer":54,"explanation":260},"Who picks a car first?",[258,259],"The youngest player","The oldest player","The youngest starts and age order follows.",{"text":262,"images":263,"check":265},"Set every dashboard: needle at 0 mph and all durability indicators green.",[264],{"src":79,"alt":80,"label":81},{"question":266,"options":267,"answer":54,"explanation":270},"Where does the speed needle start?",[268,269],"0 mph","40 mph","The needle starts at 0 and durability in green.",{"text":272,"images":273,"check":277},"In your first games with 3 or 4 players, reveal as many hazards as there are players and leave the bonus shop closed until the group knows the basics.",[274],{"src":98,"alt":275,"label":276},"Hazard cards revealed in a line for a learning game.","Learning-game hazards",{"question":278,"options":279,"answer":54,"explanation":282},"What do you do in early games with 3 or 4 players?",[280,281],"Reveal as many hazards as players and keep the shop closed","Remove the bonuses","It is a learning variant to keep the table manageable.",[284,297,310,322,335,346],{"title":285,"text":286,"images":287,"check":291},"Order by position","Each round starts with the leading car, then second place and so on. Ties go to the fastest car on its dashboard; if still tied, the car furthest left.",[288],{"src":79,"alt":289,"label":290},"Dashboard used to break ties: the fastest car goes first.","Turn order and speed",{"question":292,"options":293,"answer":54,"explanation":296},"Who acts first each round?",[294,295],"The leading car","The last-place car","The round starts with the leading car.",{"title":298,"text":299,"images":300,"check":304},"Place the hazards","Five new hazards are revealed and placed in reverse order: last place starts. Each hazard goes on an empty space, and two hazards of the same type may not sit in adjacent spaces.",[301],{"src":98,"alt":302,"label":303},"Road hazard cards placed on empty spaces along the bridge.","Placing hazards",{"question":305,"options":306,"answer":54,"explanation":309},"In which order are new hazards placed?",[307,308],"From last place to first","From first to last","Hazards are placed in reverse standings order.",{"title":311,"text":312,"images":313,"check":318},"Roll the dice","Roll five dice. You may set any aside and reroll the rest, up to two times. Results are applied afterwards.",[314,317],{"src":79,"alt":315,"label":316},"Car dashboard with the speed needle, durability track and free steers.","Car dashboard",{"src":46,"alt":47,"label":48},{"question":319,"options":320,"answer":54,"explanation":321},"How many dice do you roll?",[233,234],"You roll five dice and may reroll twice.",{"title":323,"text":324,"images":325,"check":329},"Repair, accelerate or brake","Each repair restores 1 durability; each damage removes 1 durability and $100, which you drop under the car. Each speedometer result moves the needle 10 mph up or down.",[326],{"src":79,"alt":327,"label":328},"Dashboard dials used to apply repairs, damage and speed changes.","Repair, damage and speed",{"question":330,"options":331,"answer":54,"explanation":334},"How far does one speedometer move the needle?",[332,333],"10 mph","20 mph","Each speedometer moves the needle 10 mph up or down.",{"title":336,"text":337,"images":338,"check":340},"Move and shoot","You move one space per 10 mph. Changing lanes costs 2 steers (free steers depend on speed). Shots travel in a straight line and deal 1 damage and $100 to the first car ahead.",[339],{"src":112,"alt":113,"label":114},{"question":341,"options":342,"answer":54,"explanation":345},"What does changing lanes cost?",[343,344],"2 steering wheels","1 steering wheel","A lane change costs 2 wheels, except free ones from speed.",{"title":347,"text":348,"images":349,"check":354},"End the turn","You may buy one bonus from the shop per turn, collect money in your space and sell each unused die for $100. Then the next car takes its turn.",[350,351],{"src":130,"alt":131,"label":132},{"src":240,"alt":352,"label":353},"Bonus and hazard token piles, including the shop bonuses you can buy.","Buying from the shop",{"question":355,"options":356,"answer":54,"explanation":359},"How much is each unused die sold for?",[357,358],"100$","50$","Each leftover die sells for 100$.",[361,370,379],{"title":362,"text":363,"check":364},"Not selling leftover dice","At the end of your turn each unused die sells for $100. That is free money: do not leave them on the table just because you do not need to move further.",{"question":365,"options":366,"answer":54,"explanation":369},"What do you do with unused dice?",[367,368],"Sell them for 100$ each","Keep them for the next round","At the end of your turn each unused die sells for 100$.",{"title":371,"text":372,"check":373},"Ignoring free steers","Your dashboard speed gives you free steers every turn on top of the ones you roll. Forgetting them means changing lanes fewer times than you think.",{"question":374,"options":375,"answer":54,"explanation":378},"Where do free steering wheels come from?",[376,377],"From the speed needle","Only from dice","The needle grants free wheels each turn on top of the dice.",{"title":380,"text":381,"check":382},"Not repairing in time","At 0 body points the car flips and you lose the rest of your movement; next turn you need 3 steers to make a U-turn. Repairing before 0 costs less than recovering control.",{"question":383,"options":384,"answer":54,"explanation":387},"What happens at 0 durability?",[385,386],"The car spins and you lose the rest of your movement","Nothing happens","With no durability the car spins and you must spend wheels to recover.","Crossing the finish line pays a bounty by position (for example 1000\u002F400\u002F100 with five players). The race ends when everyone else finishes their current turns. The player with the most money wins, counting bounties, cash collected and debts deducted; the last car is disqualified and cannot win even with the most money.",{"question":390,"options":391,"answer":54,"explanation":394},"What extra condition does winning have?",[392,393],"You must not be last across the line","You must have sold every die","The richest player only wins if they are not last.","EN rulebook (CMON, 2017)",{"title":5,"description":16},[398],"reglamentos-pdf\u002FSpelregels-Gang-Rush-Breakout.pdf","The PDF in the rules folder has no text layer: this summary comes from reading the scanned English pages. Illustrations are cropped from that same manual.","en\u002Fgang-rush-breakout",[402,406,409,412,416,419,422,426,429],{"level":403,"title":404,"text":405},"beginner","Always sell leftover dice","It is the steadiest income in the game. Before passing the turn, check how many dice remain: each one is $100.",{"level":403,"title":407,"text":408},"Count your steers before moving","The needle gives free steers and the dice give more. If you do not change lanes, that money stays on the road: plan your move counting both.",{"level":403,"title":410,"text":411},"Do not ignore cash on the asphalt","Crashes and shots drop bills on the space. Collecting them is free if you drive over them, and sometimes a lane change pays for itself.",{"level":413,"title":414,"text":415},"intermediate","Place hazards where they hurt","You place hazards in reverse order, so the leader suffers yours. Put barriers and containers on the fast lanes and leave the slow ones open: the goal is to slow down whoever is ahead.",{"level":413,"title":417,"text":418},"Speed is money and risk","Going fast moves you further and gives free steers, but it also paints a target on you and leaves less room to react to hazards.",{"level":413,"title":420,"text":421},"Repair before hitting 0","A repair costs one die; recovering a flipped car costs 3 steers and a turn. Keep at least 1 durability in the busy stretches.",{"level":423,"title":424,"text":425},"advanced","Choose the bounty, not the glory","Crossing first pays the biggest bounty, but last place is disqualified. If money is tight, locking in second or third may be worth more than risking the car for the lead.",{"level":423,"title":427,"text":428},"Set up the shop","Buying a bonus draws a new one and makes the rest cheaper. If two players buy in a row, the third may find a bargain; time your purchase with your position in the race.",{"level":423,"title":430,"text":431},"Use the ramp as a shortcut","The ramp avoids traffic and jumps hazards. Place it where the bridge narrows and use it to come out ahead of two rivals at once, but do not spend it if the jump leaves you without steers.","A motorized getaway of dice and gunfire: cross the bridge with the most money and never finish last.",2.5,"2017","KOOiCTpnxYic9p0VNA1gouQ8yqBdOgMu8Lu9UPvP5pA",[],1792930449349]