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Rallyman: GT
45m - 60m
1 - 5 Players
Ages 14+
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
69.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
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Ελληνικα Παιχνιδια
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D & D
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Bjanze
An attempt to make racing game, but I don't know why would I want to play this instead of Formula D or Grand Prix. Nothing outstanding or memorable, just another racing game.
assbinator
Just a big dice chugger, with no dept and extremely luck-driven system...if you hate luck driven games dont buy it... Although this game is a blast for people who just love to chug dice and dont care how little strategy is in this game... This games punish you for being first and if you crash in the beggining you have no chance of recovering and then you have to play through the entire game... Big fail for me...
Boots01
Played on BGA. I loved original Rallyman and I am a rally fan, so I was keen to see how this would convert to Circuit racing. The answer is - not super well (as I suspected during the campaign) The core gameplay loop is still pretty great. The addition of blocking and racing lines adds a lot of interesting strategy to the mix. But there are so many rough edges. I made it into the first corner ahead of everyoen else but I was in gear 2 so went last? And ended up forced to skip a turn? That's nonsense. Later we had one guy end up on the outside of a 1 corner in gear 5, but the overtaking rule forced his opponent to accelerate from a safe speed to an automatic loss of control. He then used all three braking dice to get down to gear 1 and got away safely, leaving a bad taste in everyone's mouth. There's the problem of straights (fixed by the Dr. Work Redline rule, but still). And the weather is sort of ridiculous. We had one guy spin, causing a change int eh weather to wet, everyone else spun out, with the last spin changing the weather back to dry - so the first guy to crash by luck forced his opponents to use fewer brake dice and have a lower threshold for accidents, then himself never had to deal with it. These problems add up to a wonky set of risks and rewards. The central part of the game, which is about pushing your luck and paying it off with focus tokens, is appropriately modelled, with players able to set their own risk thresholds simply and see rewards clearly. There is one little niggle which is that it's not super clear that the game wants you to always start your turn braking and end your turn accelerating, but that does become clear after one screwed up corner. But all the weird bolt-on stuff to make the rally core work for circuit racing is really poorly calibrated. A spin shouldn't be able to cause other players to spin through an unrelated mechanism (weather). You shouldn't be able to lock a player into a LoC by abusing the overtake rules. And the two-wide tracks are way too narrow. I'm glad I got the Rallyman: Dirt reissue, but I am also glad I gave this one a pass.