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Humans Can't Drive

Par Pleiades Interactive

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Campagne en cours Temps restant : 21 jours et 22 h (fin le 19/11/2026)

Fonds récoltés : 38 566 €

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Welcome to the Road, Humans

How To Play?

What's Inside?

The Base Game contains:

  • 1 Game Board
  • 30 Driver Licence Cards 
  • 36 Ability Cards
  • 12 Road Rule Cards 
  • 30 Custom Wooden Driver Meeples 
  • 6 Custom Wooden Player Cars
  • 3 Custom Wooden Police Cars
  • 3 Custom Dice
  • 1 Rulebook

Distinct Artwork by a Talented Artist

A MASSIVE thank you to Gaetan “AZAAZELUS” Sahsah, the incredible illustrator who brought Humans Can't Drive to life.

Gaetan has an incredible portfolio, having worked with clients including Wired Magazine, HarperCollins Italia, Roland, ACID (Festival de Cannes), StickerApp, Rivian (Also Bike), L’Hémicycle, Fiverr Co., Silver Bulletin, and Boogie Bougie.

Given the most vague brief imaginable “plz draw like you're high”, he somehow knew exactly what I meant. He took a collection of ridiculous names, questionable driver stereotypes, and increasingly unhinged ideas and somehow turned them into an even crazier world, filled with characters that feel like they've been terrorising the roads for years.

Every driver, every corner of the board, and every tiny detail has its own personality, expression, and look hand drawn by Gaetan. He didn't just illustrate Humans Can't Drive, he gave it the visual identity it needed.

Thank you, Gaetan, for being ridiculously talented, endlessly patient, and genuinely so much fun to work with.

If you'd like to check out more of Gaetan's work, please see the following links (I'd highly recommend checking out his instagram for some of the coolest artworks you'll ever see):

Expansions

Expansion Pack 1 - AN ODYSSEY OF ROAD RAGE

Humanity has blamed the gods for just about everything for thousands of years.

  • Bad harvest? Gods.
  • Storm? Gods.
  • Traffic? Probably also the gods.

An Odyssey of Road Rage brings 8 divine drivers onto the highway, each with powers that don't just mess with the other drivers. They mess with the race itself. Police, arrests, movement, cards, the whole f***ing system is suddenly at the mercy of beings with absolutely no reason to behave themselves.

Expansion Pack 2 - 10,000 YEARS OF SH*TTY DRIVING

Turns out, this isn't a modern problem.
Humanity has never been able to drive.

  • Not on highways.
  • Not on horse and cart.
  • Not in chariots.
  • Probably not even on a dinosaur.

10,000 Years of Bad Driving takes the chaos off the modern road and throws it across history, with drivers from completely different eras, each bringing their own very questionable solution to the problem of getting from A to B.

Pricing

Tier 1
LEARNERS LICENCE : Humans Can't Drive — Standard Edition - USD $39.99

You've got the licence. Whether you should have one is another question.

Get Humans Can't Drive base game, including all 30 drivers, 36 Ability Cards, 12 Road Rules, police cars, wooden drivers and everything you need to create your own little traffic nightmare.

Tier 2
FULL LICENCE : Humans Can't Drive — DELUXE Edition -
USD $47.99

You've graduated. God help everyone else on the road.

The Deluxe Edition includes the complete base game + An Odyssey of Road Rage Expansion + 10,000 Years of Bad Driving Expansion. Because apparently the base game wasn't enough bad driving for one box.

Tier 3
THE COMMUTE TO WORK BUNDLE: 
Humans Can't Drive DELUXE Edition+ 
Employee Disposal Program DELUXE Edition -
USD $74.99

Some people leave work and go home. You get stuck in traffic on the way there.

Get Humans Can't Drive Deluxe & Employee Disposal Program Deluxe, because apparently ruining your colleagues at work and ruining your friends on the highway wasn't enough on its own.

Tier 4
THREE-CAR PILE-UP : 3 Copies x Humans Can't Drive DELUXE Edition - USD $124.99

One copy is a game night. Two copies is preparation. Three copies is a pile-up.

Get three complete Deluxe Editions of Humans Can't Drive, including both expansions. Perfect for families, friends, and anyone who has apparently decided to become a distributor.

Stretch Goals

Making of Humans Can't Drive

Phase 1: Pen, Paper, and Bottlecaps?

***IMAGE*** 

The first version of Humans Can't Drive. Handwritten cards, bottle caps for drivers, and numbered cards pretending to be a highway. The visual department was clearly operating on a shoestring budget. Most of the time went into wrestling with the mechanics, play-testing with friends, breaking things, fixing things, and discovering that some ideas were significantly funnier in my head.

Phase 2: Does this make me a car mechanic?

Planning Artwork Stage against the special tiles by Gaetan

Months of the game's mechanics actively trying to drive themselves into a wall. 45 spaces of highway, police stations, special spaces, traffic jams, and several opportunities to ruin someone else's day. How hard can that be to make? As it turns out, pretty f***ing hard. This was where the mechanics finally started behaving like an actual game instead of a collection of increasingly questionable ideas.

Phase 3: Identity crisis, both for me and the game

Figuring out what this thing was supposed to look like. The magical part of the process in which I lost more of my hair than I have on the road.

So I started collecting colours, signs, buildings and random little details from places I'd been on my most recent trip. New York, New Orleans, Santa Monica, wherever something caught my eye. 

Phase 4: Road Rage is Reborn

After countless lost hair-strands, and a mighty vision, one message, one very vague brief, and one “yeah, I know exactly what you mean” later, we were off.

These were some of his first mockups. They looked rough, slightly insane, but slightly insane is exactly what we needed to represent the worst on the road.

But after months of driving like a lunatic, multiple parking fines, the pen caps became this.

Timeline & Shipping

The base game itself, as of this campaign is 100% complete and is ready for manufacturing once the campaign finishes. Expansions illustrations are in progress by our incredible illustrator and are expected to be finished within 1-2 weeks of campaign ending.

To ensure accuracy, shipping costs will be calculated and collected after the Kickstarter campaign concludes, closer to our shipping date. This allows us to account for any fluctuations in shipping rates and provide you with the best and cheapest rates based on your specific location and order.

You will receive an email survey from our pledge manager a few weeks after the campaign to: 

  • Confirm the items in your pledge.
  • Add any additional items or expansions you might like.
  • Finalise your shipping address.
  • Pre-pay any applicable taxes and duties (like VAT for UK/EU backers or potential US tariffs) (please see tariff section below).

Please note that these are estimated prices and can change. Shipping rates are currently extremely volatile due to the rising global fuel costs.

Please note that we are unable to ship to the following countries: Afghanistan, Brazil, Haiti, Iran, Iraq, Israel, Kazakhstan, North Korea, Russia, Syria, Ukraine, Yemen.

LET'S TALK TARIFFS

US backers’ games are made in China and shipped to our US warehouse, so a US import tariff is imposed at customs when they arrive. Here’s how we’re handling it:

  • We’re paying today’s tariff. The current US tariff on board games from China is 12.5%. It’s charged on what the games cost us to make, not on the price you pay. We're trying to absorb as much as we can and we're paying the full rate so backers don't get a surprise customs bill.
  • Tariffs have been volatile. In 2025, US tariffs on Chinese goods briefly hit 145%, and they could change again before our games reach the US.
  • If the rate goes up, we may have to charge US backers the tariff fee. The rate that counts is the one in force when our shipment enters the US. If it’s higher than 12.5% by then, we’ll pass on only the difference.
  • At cost, no mark-up. Any increase is passed on exactly as charged by customs, with nothing added.
  • Charged separately, later. Your pledge and shipping are charged as normal. Any increase would be a separate, clearly labelled charge in PledgeBox, our pledge manager, once the games arrive in the US and before they ship to you.
  • If the rate stays at 12.5% or falls, there’s nothing extra to pay.
  • US tariffs don’t affect backers outside the US.

Subject to change
12.5% is the rate in force today, and it’s what we’ve planned around. US trade policy has changed quickly and could change again, so we may need to adapt if something big happens. Our commitment: keep any extra cost to US backers as low as possible, and tell you as soon as we know.

Retail & Distribution

Want Humans Can’t Drive on your shelves? Whether you run a game store or supply them, we’d love to talk. Fill in this short form [LINK] and we’ll get back to you with wholesale details.

Your customers all think they’re good drivers. Help us prove them wrong.

About Me

The Short Version: Somewhere along the way, humanity forgot how to drive. So I made a game about it.

The Slightly Longer, Less Dramatic Version: I'm Raj, and after spending an unreasonable amount of time getting angry in traffic, I decided to turn my road rage into something productive. Well, sort of.

Humans Can't Drive is a game about the absolute disasters we encounter on the road, the ridiculous things we do behind the wheel, and the uncomfortable realisation that we're probably part of the problem, too.

Kickstarter is how I get this game off my desk and onto yours. So if you've ever screamed at someone in traffic (and definitely never been the problem yourself), help me make it happen.

Mildly Aggressive Regards,
Raj
Creator of Humans Can't Drive / Unlicensed Traffic Psychologist

People & Partners

At AB-Launch, we've raised over $20 million since 2020, assisting creators with pre-campaign advertising, crowdfunding design, and community engagement - while keeping their business vision at heart.

Photography by Michelle Jarni - Webpage
A huge thank you to Michelle for bringing the visual world of Humans Can't Drive to life. From planning, casting, and production to capturing and editing every image & video with incredible care and creativity. Truly grateful for the talent, professionalism, and dedication she brought to this project.

I prototyped every version of this game with BoardGamesMaker / MakePlayingCards. From the very first rough draft to the final approved copy, BGM/MPC were honest, responsive, and reliably excellent. A huge thank you to you guys for being so easy and quick to work with.

LongPack Games Manufacturing, who care about games as much as they care about the planet. Their sustainability work uses FSC-certified materials, soy inks, and water-based varnishes. That’s the kind of partner I want behind this game. LongPack is the official manufacturer for the project and will produce all copies of HCD.

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