Thanks for the review! I had to place a pre-order for it as it is sold out everywhere in Canada right now. Played a friends copy and thought it was super fun. Agree with sleeving the cards, looking for some less slippery ones to use, Sleeve Kings maybe? Have not tried them yet.
Very good game. We have had no issues with slippery cards or the size of the cars. Need to try the NPC cars and championship. This game can play really fast once everyone has played it a few times.
This game is the tits. The card-driven NPCs are really fantastic, and the numbers printed on the spaces do away with my least favorite part of racing games, manually counting spots. Great review, as always!
I can't wait for this to be more available (I believe March 2023) as it looks like a great racing game. I've not played Ave Caesar, but I've played Circus Maximus - both sadly out of print.
@@BoardGameBollocks Thanks. They have the game listed on their site but not in their shop. I will email them and see where I can buy it. Thanks again and keep up the good work.
I used to have a Sports Illustrated game called Grand Prix, and it looks like a few rules are similar, but this one has some great ideas that GP didnt have, and perhaps vice versa. Overall, this looks like a fresh idea to the racing genre. Vroom vroom!
I bought a copy and look forward to putting it on the table as soon as I understand the rules. I got my first F1 game in 1965 or thereabouts - Waddingtons Formula 1 and I have to say it is still very playable today. It is not a Formula 1 simulation but I doubt that a true simulation is possible, as who is going to run a game session for 70 laps? I also have several others and as you know I share your love for Ave Caesar.
@@Ankerplaysyes I have heard positive views of this, but I have Formula One, Formula De, Speed Circuit, Championship Motor Racing, Formel Fun and Heat so I shouldn’t need yet another. (On reflection you were probably addressing our host, rather than me. Apologies.)
Flamme rouge was cool because it was pretty straigthforward. It seems ythat this game is basically the same with an increase in complexity (motors and things...) . time will tell if these additions will make a better game for it, or make it less fun.
Perfect start into my work week - watching a BGB vid -Regarding sleeves - The cheap ones tend to be very slippy in my experience, the gamegenic ones work fine for me
I got this game for Christmas. Considering this seems like a really simple game, we found it oddly confusing to get to grips with. Even after a few games I'm still not 100% sure on what/when you can do certain things. For what seems like an intuitive game we spent a lot of time getting muddled. Disappointingly, it just hasn't quite clicked which is a shame when the game was so expensive.
Such an odd description of your problem. Sounds like the game has a terminal illness to which there is no cure, and so it's not worth the money. Whereas I've seen literally 3 videos of it and I can explain every rule.
@@milanstevic8424 Yeah I agree. I thought I had understood the rules beforehand but then in practice trying to coach five other people through a couple of games was more painful than I had anticipated.
@@superspecky4eyes Got ya. Well, some games don't click with some groups, I'll give you that. But in game's defense, it really doesn't do anything too weird or special, just a simple phase based card game. When teaching I would focus on explaining what the speed value is and how it interacts with the speed limit. And then saying that slipstreaming lunges forward by 2 spaces but doesn't really modify the speed value (unlike boosting). The speed limit itself is just a phase trigger, if crossed. Regarding the movement, the car is placed closer to the racing line when possible, and there is no blocking (unless the destination is fully occupied). People also seem to have issues with forgetting the starting space of the car when moving, but that's a non-issue if people would use fingers to count spaces (or consider numbers written along the track) instead of doing 1-2-3 with the car. And the rest of it is pretty relaxed (from what I've seen), i.e. when there are special symbols on the cards, these can be resolved at any time, making it very flexible when it comes to heat management.
@@milanstevic8424 The main thing that seemed to trip people up was when in their turn should they be using "cool down". For most it seemed intuitive to cool down as soon as they select a gear, others felt it was at the end of the round. When in fact you cool down after playing cards, making your initial movement but before boosting or resolving a corner/slipstreaming.
@@superspecky4eyes Yes, but this is completely contrary to what the rules specify. Instead of playing the game by the "feels", you should encourage the group to play by the rules. And you are expected to know the rules by heart if you're the one introducing the game. Don't want to sound condescending but all board games work like this, and this rule is especially simple. In this case it's described under the 5th phase of the players turn, under 5. React: "In this step you get to activate symbols you have access to in ANY order you want. In general you have access to symbols from your current gear or thanks to Adrenaline, but in the Garage Module you can also access symbols from cards played. The symbols you gain access to in the core game are Cooldown & Boost." This is where the symbols for Cooldown and Boost are then explained in more detail. The way the rule is worded also explains away the situation where you need to pay for the card with Heat, but you don't have enough Heat in your engine. Well, if you can activate the symbols in any order, this means you can cool down (if you have any Heat in your hand) before you're ready to pay for the card. I'll remind you that I haven't even played the game, but the rules are very slim and publicly available, and this is explained on page 5 (out of 7).
I really like the game from my 2 plays but it seemed quite pricy for what's inside. Still, if I am to have a single racing game in my collection, this is the one I'm probably going to get.
Reddit 😄 The thinking was that they are both racing focused deckbuilders and that El Dorado had more player interaction due to blocking whereas Heat was simply limited to slipstreaming as interaction.
Looks like an interesting game, would have preferred more modern styling, say formula E-1. You know how to appease all those anti-ICE individuals. Of course, they'd then have to state its printed on recycled cardboard and the cars are made out of recycled plastic water bottles.
Disagree, the retro theme makes it more timeless. If it was styled to a "modern" F1 it would look out of date within a few seasons once the cars/paint schemes/sponsors change.
@@BoardGameBollocks Kind of like how you get so far out from a fashion it becomes a timeless style but something from a few years ago looks naff already. 🤷🏼♂️ Plus maybe with the retro style they chose they can sidestep having to cater to regional differences in motor racing around the world.
I might check this out. I am excited for the new reprint of Ave Caesar that will be coming out soon. Hopefully it will have all the pluses and bonuses of the various variations and they won't cut-out anything good (it should have many modular maps options). I'm also curious what the price point will be (it's coming out of Korea).