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Funagain Frank's Adventures Funagain Points System Funagain Membership System Ashland, Oregon Eugene, Oregon Free shipping at $100! Facebook
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Store:  Strategy Games
Theme:  Automobile Racing
Genre:  Racing
Format:  Board Games


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Ages Play Time Players
14+ 30-90 minutes 2-6

Designer(s): Spartaco Albertarelli, Angelo Zucca

Manufacturer(s): Editrice Giochi

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Product Description

65 special track pieces allow players to build all the world's major racecourses. A dashboard shows fuel consumption and tire consumption. The players decide on a gear and roll 1-6 dice to determine speed and fuel consumption. At the end of the turn players must set the gear for the next turn. Curves have speed limits and players may pass them at higher speed, but that costs tire points. During the game the players must decide on pit stop strategy, choice of gear, overstepping the speed limit in curves, fuel consumption, tire consumption, and the best braking distance to the next curve.

Product Information

  • Designer(s): Spartaco Albertarelli, Angelo Zucca

  • Manufacturer(s): Editrice Giochi

  • Year: 2001

  • Players: 2 - 6

  • Time: 30 - 90 minutes

  • Ages: 14 and up

  • Weight: 1,205 grams

  • Language Requirements: Manufacturer's rules are printed in multiple languages (including English).

Product Reviews


Average Rating: 2 in 1 review

Pitstop - Aptly Named
March 01, 2004

I also fell in love with what I saw of this game on the internet, and purchased it the first chance I got.

There are many things about this game that are good - the variable tracks, the gear-changing decisions, the tire wear.

But there is one problem with the system that I consider major - major enough that I brought it up with Mr. Albaretti.

Higher speeds in a car with a transmission do not necessarily mean higher fuel consumption. Yet in Pitstop, rolling four dice means twice the fuel consumption (on average) as does rolling two dice. Each turn represents the same amount of time. Fuel consumption in road racing is largely a constant. A player's speed increases due to change in gears - not increase in RPMs. In Pitstop, it's as if the gearbox doesn't exist.

We found that the fuel consumption aspect dominated the game, far more so than in the type of racing it models. Far more so, in fact, than anything else one chooses to do. It's irritatingly random, and hideously costly, in terms of affecting one's chance at victory.

I love the track pieces, I like most of the game's mechanics. And for these reasons I hold onto it until I can come up with a system that works without the 'punctured fuel tank' syndrome.

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