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Crazy Karts
45m - 60m
2 - 5 Players
Ages 8+
In programming, every player must secretly choose and commit their moves for the next 'n' turns. Then each player plays their turns out according to the choices made. The key to Action / Movement Programming is that all players choose and lock in their actions, prior to anyone executing any of their actions.
Action / Movement Programming
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Games with partnerships offer players a set of rules for alliances and teams. Partners are often able to win as a team, or penalties are enforced for not respecting alliances
Partnerships
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
30.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Grzdyll
Beautifully crafted, brilliant concept of competing teams where teammates must guess partner intentions. Unfortunately this great concept is buried under many irritating small rules which ruins flow of the game and make it too long and boring at the end. One of the best example of wasted idea.
doctoryes0
This is a great game. So goofy, so much fun. That said, it has flaws, but most of them were easily solvable. It seems there was a lack of attention at every step of the process: 1. Play-testing should have revealed that with only two carts the track is too wide. There are few collisions, if any, which makes a large part of the game's design irrelevant. 2. The rulebook is not clear for such a simple game. It's not horrible, but it's far from great. Most importantly, the back page of the rulebook, which is sitting on the table, visible while you play, HAS TO BE A FREAKING SUMMARY. That is common sense and any publisher who does not use the back page as a reference has failed. The credits go anywhere you like [i]on the inside[/i]. 3. There are a lot of unanswered questions on the BGG forums. If you can't handle the issues before the fact, can you at least take a minute to address them afterward? Those annoyances aside, the game does work well if you have 5-7p. With less you have two carts which, as I said, would require some playtesting of a narrower track variant. With more you have to use the dwarven team which should never have been published. They effectively ignore obstacles, which are a huge part of the game. [b]That's a really, really bad design choice.[/b] With 8p you would have to come up with a new racial power for dwarves, which sounds difficult but you could hardly do worse than the official one. With 5 or 7, however, the lone wolf rules need work, too. It was way too easy. A one turn cooldown for blocks, so you have two blocked spaces per turn after the first, will probably work. Another suggestion was that the +1 be mandatory, but I don't think that will escalate difficulty on most turns. Also, the qualifying race idea doesn't work. Make the track 4 boards long and trade control panels at the halfway point. There's no need to play two races or to have the second snowball off the first. Finally, a component problem, the screens aren't wide enough for the control panels. It's kind of hard to believe I'm rating it an 8 after all that. And of course that rating includes my fixes! Bottom line: it's fun, everyone enjoyed it, and there aren't enough good team games!
GeorgW
It's a fun and cute game, but it makes a few crucial mistakes that are hard to forgive. First off, the player powers are ridiculously unbalanced with the goblins and mummy being great and the elves being pure trash. Secondly, its another race game that drags on forever. Part of that is that you do 2 races, one of which being a qualifier. This is a very silly idea that just drags out the game to gives the best players extra bonuses. Luckily it's easy to house-rule it. Another reason the game feels slow is that you have to wait for 2 players to alternate taking 10 actions before the next player can act. I think it's overly complicated and could use with more simultaneous parts. Other than that, it's quite fun to randomly watch people crash into walls. It's very random and has take-that, but with a streamlined length it could be good fun.