cornering | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Tue, 10 Dec 2024 16:11:36 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.1 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png cornering | Nerdologists https://nerdologists.com 32 32 Rallyman Dirt – The Need For Speed https://nerdologists.com/2024/12/rallyman-dirt-the-need-for-speed/ https://nerdologists.com/2024/12/rallyman-dirt-the-need-for-speed/#respond Tue, 10 Dec 2024 16:08:58 +0000 https://nerdologists.com/?p=9314 Fly around the track and get your best time in Rallyman Dirt. Is this racing game good enough to be added to the racing rotation?

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I like a good racing game. So I got to try Rallyman Dirt at Gen Con this year, and I was interested in it. I own a copy, I need to play my copy, but Board Game Arena now has it up on there. So I now have played it a bunch of times on there. Just a caveat with it, I need to play the game in person the whole way through. That is going to tell me if it works well in person, but from my demo at Gen Con, in person, and online plays, I think it will. But does that matter? Is Rallyman Dirt a good game?

How To Play Rallyman Dirt

The first part of the game that might be out of the normal is you need to build the track. You build out a course that you want, the box comes with some ideas for them, and you can start to race. Though, Rallyman Dirt is different than some other racing games.

Rally Time

Let’s quickly talk about how rally racing works. Cars are on the course not at the same time, or they are staggered in what order they go in. If you get caught, that is bad. And generally, a rally is held over several races, we’ll get to why that matters here in a minute. Just know that it isn’t a mass start from a starting line, like a gam like Heat or Formula D.

Planning and Rolling

So the first player grabs their dice. The dice number 1 through 6, a red die, and two yellow dice for the first player. Following players swap the two yellow dice for two white dice. You plan out your course next. You start in first gear and then move to higher gears. The higher the gear, the faster you go. Of course, you don’t always want to be in a high gear. You reach a corner and go to fast, it is going to go poorly for you.

Once you plan out your route, you roll the dice. You either roll them all at once, or one at a time. If you roll them all at once you geta time reduction in seconds equal to the number of dice you rolled. If you roll them one at a time you can stop whenever. The advantage to rolling one at a time is that you can avoid a crash or spinout if you go out of control, mainly because you know when you will potentially be rolling enough symbols to go out of control. And the leader is at a disadvantage. The leader rolls for their dice, two yellow dice, and those have a higher chance of a crash.

Turn Order

Another element I want to talk about is how turn order works. Because it goes out of order, in some ways. In a four player game, the first player goes twice before the second player. Then the first and second player go again before the third. This is to keep you spaced out on the course.

The Finish

At the end of the race you count up the time that you took on the course, you get a tile for each gear you were in at the end of each turn that makes up your time. And then you subtract time for each die that you rolled while going flat out. The fastest time wins that leg of the rally.

Then in order from first to last, you go on a new course. I like to play three races in a row, but how many you want to do is up to you. You even can do one race, but that means one person is at a disadvantage because they roll the yellow dice. At the end of all the races, and you adjust the order each time, the person with the fastest overall time is the winner.

What Doesn’t Work

I think that people will find it out, and I agree it kind of is, how the turn order works. But that is somewhat to simulate how a rally race actually works. But it is also to keep cars from bunching up. If you are following the leader, you don’t want to end up accidentally blocked, and it can happen. So you need to strategize your turns. Sometimes moving less is okay because you just go fast for a short distance and take a small amount of time.

What Works

Time System

The timing system in the game is clever. I like how you get a tile for the gear you were in at the end of each turn. So if you are going fast, it’s a gear with less time. I think gear six, you get 10 seconds added to your time. And if you go flat out, roll all the dice at once, you maybe reduce your time by another 4-5 seconds, depending on how far you went. But then you also need to slam it into lower gears often too.

I also like how the timing system doesn’t just allow you to stick in a high gear. Sure, I could stay in gear 6 as much as possible and move one to three spots a round, but that means that I’m taking a lot of those tokens. Sometimes it’s better to slam it into a low gear after moving a long distance so that you can really push how far you go. Because a slower time but further along the track means that you are taking fewer turns to get around the track, which means fewer time tokens overall.

Coasting

And the yellow and white dice are great. They are the coasting dice. Basically dice that let you maintain a speed. But if you are the leader in the race, you don’t know what is coming up. So while you aren’t going to be crashing all the time, the yellow dice increase those odds. And because someone has been on the course before, the white dice make it easier for you.

Rallyman Dirt Course
Image Source: Board Game Geek (@Gravey)

The Tracks

One element that I didn’t mention that I like are the hazards or obstacles on the track. You might have a jump, if you meet the speed total for the jump or are one higher you clear an extra space. Too much speed and you end up spinning out. Then there is water that you need to either cross in first gear or while coasting. And there are shortcuts on the tracks. Basically corners that you can hit and drift through a little area to make it even shorter and keep your speed even faster. Plus more elements as well.

And on the topic of tracks, I like how the tracks are just hexes. That means that you build the track you want. You want only big sweeping curves to keep the speeds fast, you can do that. You want a really technical course with a lot of hazards, sharp turns, and some shortcuts, you can do that as well. Or you pick from the tracks in the book that make up a three race rally and go you from there and play those. The game gives you a lot of freedom.

Simplicity

Finally, I want to talk about the simplicity. It is easy to understand what is going on. You don’t need to spend a lot of time learning about how gears work, what all the steps are that you check or anything like that. You literally place the dice onto the track to plot out how you are going to be going. And because you can only hit each gear once per turn, you don’t play with a ton of choices. At the start, 1st, 2nd, 3rd, 4th, coast and coast is a reasonable turn that everyone will do.

But as you get further along the track and as people spin out or run into issues or try different lines, the race really changes up. What it never does, though, is bog you down with too many choices. It’s set the dice out based off of the gear you ended the previous turn in and see how far and fast you can get.

Who Is Rallyman Dirt For?

I think Rallyman Dirt is a game for people who like dice chucking, but not just dice chucking and see what happens. There are definitely some fun options in terms of strategy with how you plan out your gears, when you try and push it as hard as you can, and when you go flat out and roll and when you roll one die at a time.

If someone is looking for a very technical racing game, this isn’t going to be it. But for people who want a fun game, a beer and pretzels style racing game but one that isn’t just luck and chaos, this is going to be a good game.

I also think this is a good game for people who want a racing game. This and Heat: Pedal to the Metal offer pretty easy to understanding racing without it feeling like a kids game or a luck fest. And I appreciate that I lot, and I think a lot of people will like it for that reason.

Final Thoughts on Rallyman Dirt

I like Rallyman Dirt a lot. I think that probably comes across easily with how long the section is for elements that work. For me, I know that I like a lot of racing games. And while I already own and play a number of racing games, this one still has a spot on my shelf because it feels like it does something different. The time trial element to it is great. I love connecting a few races together as well to face a bigger challenge.

The flexibility of Rallyman Dirt is great as well. I like how I am able to set-up or race on a track that is unique or different every time. Or maybe I want to do a rally on prebuilt tracks. There is a lot of variety in that. But also with the dice play, it has the flexibility for new gamers to jump into a game. I think that with the turn structure it even helps out with that more. When I teach the game I am going to be the first player, I am going to take the bad dice. Why, because I go twice before anyone else does, so they see how turns work in the game.

Rallyman Dirt is going to easily go into a rotation of racing games for me. I know I want to play more Heat: Pedal to the Metal. And I like games that are goofy like Titans Race, Tiny Turbo Cars, and PitchCar as well for racing. But this one lands in a great spot for me. Now I need to play my heavier racing games as well.

My Grade: A
Gamer Grade: B-
Casual Grade: A-

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Heat: Pedal to the Metal – Table Top Takes https://nerdologists.com/2024/02/heat-pedal-to-the-metal-table-top-takes/ https://nerdologists.com/2024/02/heat-pedal-to-the-metal-table-top-takes/#respond Fri, 23 Feb 2024 13:07:39 +0000 https://nerdologists.com/?p=8770 Let's take to the track. Join me as I review Heat: Pedal to the Metal. One of the hottest racing games to come out in the last few years.

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Let’s take to the track in on of the hottest games from the last two years. I’ve finally gotten Heat: Pedal to the Metal to the table. And is it the racing game that I was looking for with a lot of fast action? Or is Heat: Pedal to the Metal still a slower board game experience? That’s what I want to dive in and find out if Heat: Pedal to the Metal is a good game for me, and help you know if it’s a good game for you.

How to Play Heat: Pedal to the Metal

Like I said, Heat is a racing game. It’s about getting around the track the fastest. And if you finish on the same turn, it’s about being the one that goes the furthest ahead across the finish line. It’s what you’d expect for a racing game.

The game can most simply be broken down into three parts. Though the round structure has eight or nine, it is mainly three. First, you pick the gear you want to be in. You can go up or down by one for free, or for two with a cost. Then you play the number of cards for the gear you are in. Both of these are done at the same time.

Then, in turn order, players play out their cards and go that fast. There are several other things that can be done in this step. Sometimes you are flipping cards to go more of a random distance and pushing your luck that way. Otherwise, you might catch up to another card and draft off of them. Or things like cooling down your heat based off the gear that you’re in. All to push yourself past the turns and to the finish faster than everyone else.

How Heat Works

I think that the Heat in Heat deserves it’s own section. Mainly because this is how you break what you are doing in the game. I talked about the penalty of going up two on your gear shifter, that’s giving you heat. Heat also allows you to push yourself around a turn too fast. You spend your difference in speed to the corner speed as heat.

Heat then is your valuable resource for the push your luck element of the game. And every car only has a limited amount of heat. But as you are in lower gears, first or second, you return heat from your hand to your engine. Basically, as you push the car less it cools down so you are less apt to overheat it or spinout.

I really enjoy this mechanism in the game. It, I think, as well as as card play, are the crux of how the game works. If I push to hard and too fast early, I need to adjust my strategy at other times to get it back. But if I’m too cautious with it, now I drop behind and all that heat I have saved might not be enough to let me push around enough corners fast enough.

Stress Cards

So, heat clogs up your deck. But there are other cards that are in your deck of movement cards that can help, or they can hurt. Stress cards give you risk, but also might give you a lot of reward. You must play out the number of cards for the gear you are in. Sometimes that might mean playing a card that only moves you one. But if you’re on a straightaway, that isn’t that good for you. Moving one is only good around a corner if you come in with too high a gear.

Instead, playing out a stress card might be more helpful. They are supposed to be like a momentary lapse of judgement. Basically, you play out that card you and flip a random card from your deck. It is limited to what it can be, though. If I flip, I flip until I get one of my basic cards. So I know that the range can be from one up to four. So it might be worth it, of course, I might draw another one. Or I might draw a four that pushes me past a turn.

Turns

Before we kind of wrap up talking about the game in it’s parts, I want to talk about turns. Turns, as I’ve alluded to can give you heat. It’s pretty simple as to how turns work. As you reach a turn, it tells you how fast you can take that turn. I believe that the range of speed is as high of seven on some tracks and a low of two.

So as you reach turns, you need to maintain speed up to them, but then you need to shift down so that you can navigate the turn without going too fast. But if a turn has seven on it, and I go eight, I just gain a single heat card into my discard. So something that clogs up the deck, but not horribly. And if that gets me past a turn, it might be worth it. So it’s part of the push your luck of the game.

Basic Game vs Modules

So Heat offers you multiple experiences out of the box. You can play, and I recommend it, the basic version the first game. I ended up playing it the first two, just so that we knew what we were doing. That lets everyone keep their deck the same. It’s an even playing field and is a fun epxerience.

But as you gain comfortability with the game, you can add in modules. You might decide to add in weather which is going to affect how the track performs. Or there might be hazards or difficulties on the track you can add in.

But I think the big one is upgrades. Your deck contains twelve basic cards. Three of each card numbered one through four. In the basic game, everyone has a zero, a five, and an extra heat card that go into the deck. Drafting, those cards come out, and you pick your specific cards. Or you draft from cards three times so that you replace those cards. And the cards you draft might go faster, or offer more variability, or let you draft better. They change up how you might want to focus on the strategy of your game in a very fun way.

Plus, there are modules for racing a championship. So you might want to do that can run a few races. I haven’t played with those yet, but I’m planning on it.

Heat Components
Image Source: Days of Wonder

Is It Fast?

So let’s answer the question that I asked at the beginning of the article. Is Heat a fast game? Often times racing games can run into an issue. I take my turn and my car moves. You take your turn, and if you play with five or six people, it can take a while to get back to my turn again. And that doesn’t feel like a car race. Watching Nascar, Indy, or Formula 1, they are all fast. And a car racing game should be fast.

I think that Heat improves upon this a lot compared to some other games. The first two phases, picking your gear and cards, those are done all at the same time. It’s only when you get to card play and moving distances that it goes in car order. And that is fast because it is just flip your cards and move that many spaces.

For the most part, I think Heat solves that issue. There might be some strategy or a couple of rounds in a game where it goes slower. Where someone wants to try and guess what other people have picked to get their right cards and right distance. But that is rare, so the game moves along well.

Who Is Heat For?

Heat is for people who want a fun racing game. It’s from Days of Wonder, so they tend to make more family weight games. They made games like Ticket to Ride, Small World, Five Tribes, and more. So it’s a racing game that I can pull off the shelf and play with anyone. I might not add in things like drafting or weather modules, but the base game is still a lot of fun.

That said, the game still works for more experienced gamers. It isn’t just a light filler game, there is strategy in what you are doing. And if you want to mess around with that you can. But it’s never so heavy and complex that it would keep more casual players from playing it.

Final Thoughts on Heat

I really like Heat. The expansion came out today and I pre-ordered it already. I want that seventh car and I want two more tracks. I’m sure it’ll come with more as well, but that’s mainly what I want from it. Heat works really well as a racing game, and I think it does hit that sweet spot of feeling like you are racing while not being too chaotic. But it’s also not bogged down int he game play either. For me all of that just works.

I do think that now that I’ve played with the drafting, I want to draft. Getting cards that really change up how you can attack the track is awesome. I might even teach with drafting. Especially if players are familiar with gaming at all. The drafting and those cards don’t offer too much additional complexity. But they add in just a little so that you can feel unique.

The one thing that I want to do is play with the dummy players. It is possible to play Heat solo. And maybe I’ll do that on a stream, or tonight, I might have some time to try it for myself. So my review is incomplete because I haven’t done that. But it would be fun to try that out and see how well that works for me.

Let me know your thoughts on Heat: Pedal to the Metal. Have you gotten it to the table? Do you enjoy it’s racing feel?

My Grade: A
Gamer Grade: B+
Casual Grade: A

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