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Steampunk Rally Fusion
45m - 60m
2 - 5 Players
Ages 14+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
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
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
40.00
€
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Search for:
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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AdelinDumitru
The venting mechanism is very cool. Wish that the dice were a bit larger, they are quite difficult to handle, especially because you keep moving them on and off cards. Will update this after more plays
Bleh000
Cool concept, but ultimately a boring and frustrating experience. The engine building part of the game can be fun, but the actual racing part fell completely flat. No one at the table wanted to play it again. Some of the game design that annoyed me: Players inventions can get pretty big and because of this there can be a lot of analysis paralysis which really drags turns out for way too long. There is no player order which means the 'take that' cards (boost cards) are sometimes confusing to implement and just aren't fun. The 'secret project' cards are stupid and can be massively overpowered if your vehicle produces lots of dice you can't use (you use dice you can't use during the round to power it up). For example the player that won was able to move 12 spaces in 1 turn in which 6 of those spaces was from his secret project card (12 spaces is roughly half the length of the track to get over the finish line). Their vehicle produced lots of useless dice throughout the game which allowed him to power up his secret project card and just zoomed past everyone, sure his vehicle took a lot if damage, but who cares when you can just shed everything and keep the cockpit which he did and won the game with just the cockpit of his vehicle left. Everyone else at the table felt pretty deflated after that and even the player that won wasn't that happy he just shrugged and said "yep that just happened". Almost zero player interaction beyond the annoying to implement 'take that' cards, like i said earlier it barely even feels like a race you just do your own thing and hope you get to the finish line before anyone else.
epicgamer
I think the gear up and fusion dice are neat additions. The game is still fairly noninteractive between players, but it's a fun "engine" builder.