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Old 12-21-2005, 12:24 AM
DougOrleans DougOrleans is offline
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Join Date: Jul 2005
Location: Somerville, MA, USA
Posts: 10
I was disappointed by the card design. The track card icons are confusing, especially uphill/downhill (several players didn't realize they were different, since we only had uphill on the track), and the white-on-yellow tempo cards are illegible from any distance, so we were constantly asking each other what our speeds were.

Also, the rules are confusing in several places. In particular, it took us a bit to figure out how long the "temporary" chips affected a car's speed. (We decided they were just one-time payments and didn't affect the speed at all after being played.) There also seems to be no reason to play phase 1 in racing order rather than just doing it simultaneously-- the only theoretical exception would be on an uphill/downhill track where the players have a choice of which card to discard, but I can't imagine this decision affecting anyone else's decision. Even phase 2 can be played simultaneously unless someone really wants to wait to see what the player(s) ahead of him do. If we had realized these things earlier it would have saved a lot of downtime. Also, we ran out of chips in the second round (7-player game, no speed limit on the first track card), but the rules don't say what to do in that case-- we decided that it should not be token-limited, so we just had people remember what they were owed and take it when someone else paid to brake or pass.

Anyway, I liked the game, although many thought it had too much downtime and was too random (not being able to draw symbols that match the upcoming track cards really sucks, especially after discarding your entire hand!). I think it might be much better as a computer game, which could clearly show all the player speed totals in race order.
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