Get Funagain Points by submitting media! Full details, including content license, are available here.
You must be logged in to your account to submit media. Please click here to log in or create a free account.
List Price: $49.95
Your Price: $39.95
(Worth 3,995 Funagain Points!)
Notify me if/when this item becomes available:
(you will be asked to log in first)
Please Login to use shopping lists.
Climb aboard your trusty steed and lift off for the race of your life! The players race their dragons on a course in a deep and winding canyon. You have some magic to use to aid your cause, or hinder your opponents, but the real test is your skill at maneuvering your dragon through the course to reach the finish line ahead of the others. Players choose their speeds on each round secretly, but then must move at that speed, even if other dragons or canyon walls are in the way.
The movement system gives players more maneuverability at lower speeds than at higher, so you cannot turn your dragon on a dime unless you are going very slowly -- an important consideration in those hairpin turns!
The track is made of two-sided tiles, so players can design their own races and change them every race to keep things fun and exciting!
Average Rating: 1.5 in 1 review
I really like the idea behind the game. Basically think of Mario Kart style racing converted into a turn-based board game and a magic/dragon theme. It sounds fun enough - you've got dragons racing around the track, smacking into each other, dishing out power-ups/weapons to their opponents. Instead of turtle shells and banana peels you've got fireballs and such.
Having said that, it just doesn't work for me. The game requires the pieces to be placed and move to VERY specific places and positions on the board. However, the very act of moving the pieces and determining where pieces go will inevitably bump and slide pieces that shouldn't be involved in the current move. Imagine spending an hour getting into a board game with bits strategically placed all over, and then having someone bump the table and destroy everything. This is how the physical chaos plays out in Dragonriders on nearly every turn. As you place the distance markers down your hands and fingers keep sliding pieces around, altering everyone's status on the board.
So in conclusion, it's a great idea, but just doesn't work too well, and leads to too much frustration. Taking this game and turining into a computer game, where the computer is in charge of all the physics and bit-moving might totally change things for me. As it is, it just doesn't work well.