|Only one image I'm afraid as I was so engrossed in the game! But look at the size of the board, so big it comes in two parts.|
Things I liked:
- The dice mechanic for the gears is brilliant as, if you can avoid the analysis paralysis, it gives you some push your luck but also some exceptionally clever planning that can be done to shaft other players by forcing them to go a shorter or longer route than they planned.
- The variety in tracks would keep the game pretty fresh and the option of a street racing 'extreme' version mens you can play a less serious version with some more roleplaying.
- It seems like a game that works well at 2 or 10 players (yep a ten player game!) as once you are accustomed to the rules your turns are pretty quick.
Things that made me go hmm:
- It's a bit of a steep learning curve and it's easy to be out pretty quick if you under estimate some of the trickier corners.
- As with so many games you need to leave your analysis paralysis at the door as you can easily kill the momentum of the game.
- A three lap game can take a while, though you can of course play less laps to reduce the time.
I also managed to get in some games of Hey that's my Fish, Quarriors and Cutthroat Caverns (I really love that game and don't get it to the table nearly enough).