I’ve played a while bunch of that with a friend, it’s nice of them just to make it free.
Got Smartphone Inc from a friend who runs the group pledge. Not much I can do about it for now.
If I’m not mistaken, this may be the 2nd or 3rd last thing I’ll back this year…
Going all in?
All in on the new stuff and planning to pick up 3 Rallyman:GT add-ons (extra dice, extra GT4 and extra GT5).
And, I’m guessing I may add-on the Rallyman:DIRT equivalents (if it makes sense to do so)
Disclaimer: because I’ve been doing a bit of proofing and testing for HGG, I get Dirt at a very discounted rate. So like Quinns and his gaming table I can’t really tell you whether it would be worth it to you.
That said I’m all in. 
This is definitely Rallyman getting back to its roots - JCB’s original vision for the game was hex tiles, but production was too expensive. When HGG picked it up for republication, they reckoned more conventional racing would be more popular. There’s a bit more rules complexity to this than there is to GT: different styles of cornering, split spaces that you can drift through, short-cuts, river crossings, humps in the road.
I will be spending my own money on more dice - I got five extra packs for Rallyman GT, which arguably was too many, but I don’t run out of dice even in large games. And even playing on my own it’s nice to have one set for plotting out my move and another set for rolling.
Looking at the silhouettes, I’m guessing that there will be two extra classes of car, and a “bridging” box to link GT and Dirt.
I’m all in on DIRT. This was the one KS I forgot I had planned for, so I’m allowing myself this one indulgence. I love Rallysport, but GT is my thematic passion so I’m not sure where I’ll end up putting my money by campaign’s end yet.
I’ve just come across this:
Written by the same guys behind Spire and Honey Heist. Maybe of interest to @bruitist or @MikeimusPrime perhaps 
I am sorely tempted!
Ooh, definitely worth a look. And for just a tenner, I don’t think I can say no!
To be honest as soon as I had finished writing the above I returned to kickstarter and backed it 
Has anyone seen this?
I love the theme, and have always enjoyed Worker Placement but I’m torn. It seems to be on the higher weight (3.93 on BGG), and may be a bigger table hog than even a Mindclash game.
Not sure I could justify it though with Perseverance around the corner, especially considering Season 1 is supposedly their most accessible game (Turczi commented on BGG that it’s lighter than base Ancrhony).
Still though…Greek Mythology meets Steampunk!!!
Anyways, probably best as a pass for me, but thought it worth a mention. Next week has possibly 2 I’m watching for so…yeah, lol.
Interesting. I think my weird anachronistic tech meets Greek mythology slot is more than adequately filled by Aeon Odyssey, though, and a first time game in a genre I don’t have any especial attachment to (worker placement) that wants $90 for it? ehhhh. If it’s good I’ll back it on an expansion Kickstarter.
I think you mean “Expansion + Big Box” Kickstarter! 
Though that’s another good point. It’s a big game from first time designer/publisher. Not that it can’t be done, but definitely something to be aware of.
Oh man. I will never play, but 100% sold. Haha. Also I really hope it hits at least 10K, I love me some nice paper.
Rallyman is currently sitting in my saved pile. Some research needed to see about dirt vs GT . This isn’t really a game I heard of out with the forum.
Someone else asked about Dirt vs GT in PM so I’ll post a modified version of what I said to them.
In Dirt, players start on successive turns: a three-player game would look like A, A, B, A, B, C, A, B, C etc. And while in GT, the movement order is gear → distance → lane, so when you’re going fast at the back you may get to overtake and block, in Dirt it’s distance → gear → lane, so if everyone plays a perfect game, there will never be any overtaking. In classic Rallyman, overtaking is not a major part of the game.
What may be relevant is the leader dice: if you’re in the front of the race, your coast dice have two hazards on them rather than one because there’s still loose grot on the track that you’ll sweep clear as you pass. So there can be some value in deliberately ceding first place and then overtaking right at the end.
The other potential advantage of Dirt that I can think of is the track hazards: drifting vs inside lane of corners, split spaces so that you can drift into corners (e.g. to use more or fewer dice), short cuts, rivers, bumps, each of which makes the process of planning out your turn more complex than the speed-limit spaces of GT.
I don’t think there’s anything wrong with GT and I’m going to continue to play it once I have Dirt.
Thanks Roger. The leader dice is a very clever mechanic, particularly how you can work it into the theme. Gonna watch what the expansions are and probably back it.
I’ve just committed funds to the new Steve Jackson Games project, a set of twelve short GURPS supplements. I looked carefully at the list and didn’t see anything I personally wanted, not even for the (very) minimal donation of $3; so instead I donated the suggested amount to support the project without getting anything back—I want to see GURPS thrive even when it’s not doing something I can use.
Addendum: I just boosted it to one dollar per book, which I like as a numerical conceit . . .
Oh yeah, we should mention that. (I’m in it.)
At this point it’s ten short subject-specific GURPS PDFs for $3, and it might potentially rise to 12. It’s probably not a great entry point for GURPS (these are short additions to longer existing books) but well worth it if you’re already playing.
I think it’s eleven now. I only saw one locked item at the bottom just now.