Topic of the Week: Racing

It’s racing game week!

Let’s divide this into two categories:

  1. Pure racing - like cars or bikes or planes or whatnot simulating a real life racing event. Flamme Rouge, Heat, Automobiles, Rallyman, Downforce, etc.

  2. Any point A to point B game where the victory condition is being the first to traverse a path and reach the end. El Dorado, Sorry, Escape from Atlantis.

Let’s specifically exclude the furthest abstraction, which would be nearly any game with a variable end condition, where you are trying to do something first. e.g., Race for the Galaxy, Dominion, Istanbul. Yes, those are all games about outpacing your opponents, but it’s not pieces moving down a pathway.

What racing games are in your rotation? Any gems you wish others knew of? What makes a good racing game?

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It annoys me when gamers of a certain ilk refer to any game with a victory point track as a “racing game” (because the goal is to race along that track and whomever finishes in the lead wins).

Now that I’ve gotten that out of my system, the only racing game that I regularly play (and even then less than once a year since it only comes out at conventions) is Thunder Alley. I wish I could play it more. I’m terrible at it, but I enjoy the simulation.

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Waiting for Flamme Rouge: Grand Tour to arrive do we can get our Tours on!!

FL is pretty much the only pure racing game i play. I enjoy the simplicity of it, yet you can get really strategic with it is you want to - memorising your pack so you know which cards you still have, which are in your discard and the likelihood of getting them etc, planning your moves for joint drafting and so on. Or you can just pay what’s in front of you and just have fun.

I enjoyed Heat but haven’t got round to buying it.

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Not sure I’d include Escape from Atlantis in this. I mean, sure, you are moving your people from point A (and B, C, D, E, etc.) to point W, X, Y, or Z, but you could be the first to get some people to safety and still lose, or the last to get them there and still win. As such, it’s not really a race.

Downforce, also, doesn’t necessarily fit, as it’s more betting on the outcome of the race more than trying to get your car across the finish line first. Same with Camel Up (if I remember correctly, I only played it once years ago). Both have a racing theme, but don’t really represent a race in the mechanics of needing to cross a finish line.

To answer the question, I don’t really have any racing games in regular rotation. Flamme Rouge hasn’t hit the table in possibly years. Heat has only seen the table in a few solo games I’ve played, though I’d like to get it in front of my friends at some point (not counting BGA plays with forum members). Thunder Road: Vendetta has yet to see the table in any form. Most recent would be The Quest for El Dorado, and even that’s been over a year now, I think.

I think I can throw in Treasure Island as a race game, as the first person to find the treasure wins. Another game I haven’t played in quite some time. I don’t think my wife likes it very much :slight_smile:

As for what makes a good racing game, it has to give the player decisions to make. So a simple roll and move is boring, there’s no decisions. Just playing the highest card you have every time is boring. Candy Land and Chutes and Ladders fall into this category. Sorry (or Trouble or Aggravation, etc.) barely avoids it because at least you have multiple pieces to work with, so you can choose which one is going to move on a given roll of the die.

Flamme Rouge avoids this by adding the hills, exhaustion and slipstreaming, plus only allowing you to use a given card one time before it’s removed from your rider’s deck. Moving as far as you can could be a horrible decision, depending on the current circumstances.

Heat avoids this by setting speed limits at the corners with a heat penalty if you go over it, making lower gears remove heat from your hand, and slipstreaming. Going as far as you can could result in a spinout, setting you back horribly, or could set up another player to pass you through slipstreaming, putting them in a better position.

El Dorado avoids this by giving you a number of paths to choose from and allowing you to build your deck in a way that ideally fits well with your chosen path. Just going as far as you can without planning could see you stuck behind hexes you don’t have the cards to pass through, forcing you to backtrack.

I haven’t played Thunder Road yet, so I can’t fully comment on that, but by giving you multiple vehicles to choose from and making it so the race can’t end until one player is eliminated, you have to split your focus on keeping at least one vehicle in striking distance of the lead while trying to remove all the vehicles of at least one opponent. Meanwhile, they’re trying to do the same to you, so you’re trying to avoid that happening at the same time.

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Let’s see what I’ve got as a starting point:

  • Flamme Rouge
  • Heat: Pedal to the Metal
  • Camel Up 2e
  • Long Shot: The Dice Game
  • Quest for El Dorado
  • Sorry
  • Survive: Escape from Atlantis
  • Monza

And I’ve frequently played:

  • Automobiles

…and I think that says something. That’s a pretty small showing for my collection. Why? I love the logicality and tangibility of a race game. Everyone knows what they are supposed to do. Everyone knows where they stand. It’s always exciting. It’s just a good model for gaming, so I’m surprised that it isn’t more represented in the upper echelons of the genre or on my own shelves.

Maybe it’s too hard to make it interesting and innovative when the boundaries are so defined.

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I think it depends on what one is looking for. Compare it to another sport, like Football/Soccer. You have games that try to simulate the game on the pitch and you have games that simulate the management of the team. These are two very different things, yet because they are simulations, you are restrained in trying to replicate tactics and maneuvers you see in the real sport. Some race games are not really about the race, but about the betting on the race.

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Are there any good F1 games? If not, I have an idea for one:

CCG model.

The person who spends the most money wins.


I’ll have a longer response later (probably).

But I wanted to mention my favorite race game and I didn’t think anyone else has: Snow Tails. It’s really a hand management game… So, that may be a recurring theme now that I mention it. But the thematic trimmings are just so good.

I used to think that I wished Flamme Rouge and Snow Tails would swap their gameplay core; which I feel like they could totally do- I’m just not so sure any more that it would be worth the effort. I think both are great; I think I’m just more in on the sled racing setting.

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I’m going to defend all the betting and meta-racing games as they fall squarely in category one.

I’ll sustain the objection to Atlantis. It’s a stretch. I think I’m reaching because I’m surprised by how little this is represented in not just my collection but my mental library.

Oh, and Unicorn Glitterluck. That’s a titan in this household. Yes, the winner is determined by pink clouds and crystals but I have yet to see an outcome where the four-crystal bonus at the end doesn’t choose the winner.

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(lemminge comments are coming…)

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I have Leaping Lemmings.

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Is Fast Sloths a racing game? I haven’t played it, so not certain.

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Racing games I own are Automobiles, Pitch Car, Rush’n’Crush and RoboRally.

Rush’n’Crush has something simulationist about with the physically excellent gear box. It’s not overall realistic but it does give a sense of having to take risks to catch/over take the leader and the strategic use of your resources has a sort of F1 feel. The decisions of tyre weight and changes in F1 has something of the feel of when to use your steering points and nitros in RnC. It’s dose of push your luck really ratchets up the tension and gives a something about the risky over taking. I still find it an excellent game after these 10 years of owning it.

Automobiles is the better El Dorado in my opinion. The deck building is less obvious and blending the effects is more interesting. Same navigating different terrains. Also excellent.

Pitch Car is perfect as a flicking game. So intuitive and so few rules. Not sure it fully fits this discussion though. Maybe here we’re talking more about board game abstractions that suit racing themes.

RoboRally is my favourite of all of them. Maybe overly long but chaos always ensues, there’s always fun to be had even when losing. Works for me for so many groups and the random nonsense involved leads to stakes for everyone and mistakes for everyone. Maybe I should buy a new edition to test that out but my 2005 reprint has been played hard for 20 years now so why mess with a good thing

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This is a wonderful summation. My only complaint is it being so early in the thread how much more is there to say.

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It wasn’t deliberate, but looking at my collection I seem to have become something of a connoisseur of racing games—I think it may be because they’re usually competitive but not aggressive. (I.e. I want to do better than you, but mostly I do it by playing my own game better, not by sabotaging yours. And even if I do sabotage yours, as can happen in Rallyman GT, it’s not the main thing the game is about.)

@Sexagesimalian I would contend for my own purposes that if it’s “first to a particular score” it’s a racing game, if it’s “highest when the game ends for some other reason” it isn’t. (Then there are awkward ones like Steampunk Rally, where one player crossing the finish line triggers game end, you play one more full round, and the player furthest ahead is the winner. Which arguably is not entirely unlike Coldwater Crown, which is certainly not a race game in my mind. I think thematically there should be an actual racer who’s making progress.)

A mental model I’ve found useful is that one can regard the racetrack as a score ladder, and some things will happen when your score is in a particular range. (Flamme Rouge is very susceptible to this analysis.) There’s a lot of abstraction even in the games that model a real race—unless NASCAR involves rebuilding the engine as you go round the track [Automobiles], which would certainly make it more interesting.

My race games owned: Rallyman, Rallyman GT, Rallyman Dirt, Flamme Rouge, Lemminge, Steampunk Rally, Automobiles, Rush ‘n’ Crush, RoadZters, Go 500. That last one is a very basic Yahtzee-esque sort of game, but there are better rules on BGG.

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I have very few of these.

Survive: Escape From Atlantis has been mentioned, but I don’t consider that to be a racing game at all.

Camel Up is certainly about racing, thematically; but the point is that players have very little control over the order in which the camels finish, so… not a racing game?

Rallyman GT is as much a puzzle game as a racing game, but I think it qualifies.

K2 has your pair of mountaineers racing to climb higher than anyone else without perishing. It’s a little bit like Flamme Rouge, but with slightly higher thematic stakes.

Curiously enough, my pick is: Judge Dredd: The Cursed Earth – the 2000AD-themed adaptation of The Lost Expedition. TLE itself wouldn’t qualify because it lacks the chase element, but JDTCE has you racing to hunt down a target before an opponent who begins the game with a head start. So you have to firstly catch your opponent and then manage to stay ahead of them until you reach the target. If you reach the target. That’s a big “if”.

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The original still seems to be the best. For me, the theoretical improvements made to the later editions don’t seem to translate into better experiences. Specifically the switch from a shared deck to individual decks, and the attempts at replacing the timing numbers.

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I’m not sure I count Camel Up as a racing game as you’re not doing the racing, you’re gambling on the racing, same as Long Shot.

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Downforce seems to be much more about the gambling than about the racing. (It’s been sitting in my “might buy this” list for several years now.)

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Shout out for my 2 favourite racing games (Spokes excepted) Flussfleber aka Fast Flowing Forest Fellers a brilliantly hilarious racing game through rapids full of logs. And Gravwell another hilarious slice of chaos and jumping back and forth. I rate both of these massively over other card racers (Flannels Rouge, Heat, Thunder Alley, Charioteer, Ave Caesar and the rest).

The two I just mentioned are completely unserious chaos bundles. More laughs than strategy.

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We love Escape from Atlantis, but I agree that it ain’t no racing game.

Flamme Rouge is great. And I’m not sure why. When I think about playing it, it seems unexciting, but when we actually play it, we unfailingly love it, have a great time, and comment on how good, and how much fun it is.

In the past I would have bought Heat because I like Flamme Rouge, but I have learned the hard way that I would then have two similar games which would be played at most half as much, and probably less than that, because I’d never be able to decide which to play so would play something different instead. Either that or one would be better than the other so the other would never get played at all. But now we really like Flamme Rouge, so we’ll stick with that. Tempted by Grand Tour, I must say.

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