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Simulates a crazy, uncontrolled race on a crowded highway. Instead of a game board, your table is used. The players take turns in laying cards. These cards make up the road on which the players drive their cars. Speeding ahead, players cannot always lay enough cards to see the obstacles ahead. In fact, other players will try their hardest to put lots of dangerous obstacles right in front of each other. After each accident the car will get more difficult to control. It would be safer to go slowly, but if you lag behind, you're out of the game... Each player drives his car to the edge of the table as fast as possible. Whoever arrives first and drives off the edge wins the game.
Try to be the first lemming to leap to your death by driving off the edge of the table! Okay, so the rules don't mention lemmings, but it seems like a natural!
You build up the road as you go, and there are exactly as many lanes as there are cars. Unfortunately, there are lots of obstacles on the road tiles, so there is a lot of squishing into one lane, ramming, and blocking other cars.
The number of lane changes you may make is seriously limited, so you may find yourself sailing off a ramp directly into a truck. Crashes remove your speed cards (lots of them vanish if you happen to be going fast), and you also can't play the same speed as another player, so you may have little speed choice.
You can only lay a limited number of road tiles, and you can't leave too large a difference between lanes. So the lead car may find himself shooting forward onto (sometimes disastrous) randomly chosen road tiles!
Our last game was especially vicious. One player drove onto a slippery road, another player slid her right behind me, so she rammed me from behind and pushed me right into the back of a truck! We were all neck-and-neck at the end. After our turns, three of us were side by side at the end of the road--one or two tiles from the edge of the table. Then the fourth player drove over a 'swap road tiles' tile, swapped a ramp onto the road space right behind me, and sailed over my car and right off the edge of the table for a spectacular flying finish! What drama!!!
This is a great game--quick and nasty. I have a hard time believing anyone could play this without a lot of crashes, ramming, disasters, vicious tile placement, car damage, and other types of enjoyable player interaction. D'r af is never boring, although it can get a little messy. It's loads of healthy lemming fun.
Sounds like a great premise, right? Drive toward the edge of the table and then fall off. Too bad the game doesn't live up to it. It went too quickly, had too many fidgety little bits of cardboard that are hard to line up well making the layout look poor, and wasn't all that much fun. You throw obstacles in front of people, and they go around them. Since you lay out the track for everyone, the leader to leave themself a route around obstacles, and everyone else takes that exact same route. Also those bringing up the rear quickly get kicked out of the game according to the rules, which isn't much fun for them. Our group chalked it up as one to put back on the shelf.
This is the latest game from Splotter Spiel, who gave us Roads and Boats in 1999. This game also packs in the bits but, with a far smaller box, your back isn't going to get damaged by lifting it. The game theme is about racing down a newly built road by car, while avoiding hazards. The road is created from a set of tiles and extended at the beginning of each player's turn. The tiles of each road consist of a mixture of plain (no effect) and hazards and the player who first reaches the end of the road wins the game.
Each player begins with a hand of 9 movement cards, which are used to determine how many tiles (2-10) the player intends to travel down the road. These cards also show how many tiles the player may place, the number of lane changes allowed and what the player will lose if the car collides with a hazard. Since each player receives a set of these cards at the beginning, the rule is that no player can play the same card.
Most of the tiles are blank and there are 7 special cards. Some tiles slow you down, others make you skid sideways, and some others cause you to lose movement cards from your hand. The joker tile can swap with another tile and a patrol tile allows the recovery of a movement card. The other main hazards are the other cars and the sides of the road. When you collide with these or one of the hazard tiles, the loss of movement cards is aimed at restricting your options. This suggests that the game can become tight and a player with fewer options presumably is less likely to win.
In the games I have played so far, the repair tile has been frequently used, so the potentially catastrophic loss when using a high movement card (the 10-movement card has the potential to lose 4 movement cards) was not so critical.
The planning of the game is fine, as you have a set of movement tiles displayed in front of you and so can see what options each player has got. After deciding on the movement card to play, each player adds track in increasing order of the movement cards. This allows you to plan a route for you to follow, so those players with higher movement cards may find it difficult to avoid some of the hazards in the road. Since their cards bear higher risks, they may have to collide with a hazard and surrender movement cards.
The rules suggest a game length of 30 minutes per metre, and with 50 tiles per metre, a lot of action can take place. I found the game to work pretty well and the rules were clear. The hundreds of tiles are made from sturdy enough cardboard, and the general presentation is neat and unfussy. If you are a player who likes this type of variation in your board games, try this out. For me, this was a reasonable game, but not one that got me terribly excited. It is not expensive and at Essen 2000 I paid DM35.