Racing

Magical Athlete

A Japanese racing and sports competition game using athletes with special powers. The game is consistent with other games in the Grimpeur series in that it comes in a colorful small box and has modest components.

Game Summary
Players all start with seed money, used to draft a team of racers. The racers come out in random order, and each have a unique power (mostly modifying movement rules, sometimes giving extra pre- or post- race abilities). The draft is as follows: shift any unbought racers down one step on the board (decreasing prices as they shift), then add a new card to the display. If all spaces full, must buy one. After players have their racers (a few will remain out of game), there will be 4 or 5 races. For each race, players secretly simultaneously choose a racer. Then, in turn order, simply roll d6 and move your racer. Of course, special powers modify movement throughout the race.

The first 2 finishers score VP (more VP in later races); most VP after all races wins!

Roll to the South Pole

Game description from the publisher:

The year is 1911. The earth holds only one unexplored place for man: the coldest place on earth. You are one of the five legendary arctic explorers racing to be the first to set foot on the South Pole.

By considering the terrain ahead in Roll to the South Pole, players must choose an optimal route and use their dice to take them farther into no-man's land. Will you know when to rest and when to keep pushing your luck? Will your route go straight south or through one of the depots? Can you properly manage your resources, or will you run short at the wrong time?

The race of high risks and careful planning is about to begin. Will you be the first player to the South Pole?

Reimplements:

Amundsen: Kappløpet til Sydpolen (According to the designer, the games share theme and graphics, but differ in game play, with Amundsen being a light game and Roll to the South Pole being a more strategic affair.)

Hot Rod Creeps

Gentle-creeps…Start Your Mayhem!
In this customizable racing game, your Hot Rod Creeps team is your ticket to glory! Each team has its own special deck of movement cards and its own strategy. Customize your Hot Rod! Add a new Engine, Weapon, Pit Crew, or set of Wheels at a Pit Stop along the way. Customize your racetracks! Make them as wild and crazy as you want, with more than 50 interlocking track tiles. Everything you need for a race unlike anything you’ve ever see is included with Hot Rod Creeps!

Key Features
• There are six teams to choose from: Epic Battle Wizards, Monsters, The Underworld, Food Fighters, Aliens and Rockabilly!
• Build your own track! Dangerous Curves, Pit Stops, “The Jump”, and Hazards are but a few of the dozens of track pieces that allow you to create the track of your dreams… or nightmares!
• Each Hot Rod has its own deck and its own unique strategy. Your deck doubles as your Gas Tank. Run out of cards and you run out of gas!
• Players also have access to the powerful, but often dangerous, Nitro deck. Blaze a trail to the front of the pack, but watch out – you might get burned!
• Customize your Hot Rod with cards like the Horrific Hamster Haven, the Black Plague Rat-apult, the Ketchup Mechanics, or the Clown Car Corner Clingers. Blast your opponents as you blow by them.

Bridgetown Races

Each year, the International Bridge Racing Association selects a city with lots of bridges to host its annual Bridgetown Race. This year they have chosen Portland, Oregon USA.

Players - using bicycles, motorcycles, taxis, buses, automobiles, the street car and sometimes their own two feet - try to be the first to cross each bridge and capture its flag. Be the first to capture a flag from every bridge, and you win the race!

Each round, players arrange for transportation by placing coordinators on the transportation mode or special action of their choice. Next, the players choose a transportation mode and move their racer through the streets, trying to be the first to cross a bridge and pick up its flag. The flag is placed on the player’s Bridge Completion card and the first person to collect all eight flags wins the race.

River Dragons

In Dragon Delta, you want to move your pawn over a system of bridge-like planks to the other side of the board. An easy task! Or at least it would be if everyone were working together, but alas you're not. Instead you're all working on your own right next to one another, each convinced that your way is best.

In game terms, players simultaneously select one card from a set of five actions that's available to each player. The actions allow players to place plank foundations, place planks, move their pawns, cancel other players' actions, or remove planks or foundation stones. As can be expected for a design with simultaneous action selection, the game is rather chaotic.

The 2012 edition of the game, River Dragons, includes a double-sided game board not present in earlier editions, with one side of the board featuring rock piles on which you place stones (as in the original Dragon Delta), while the other side has a featureless river on which players can place stones in any location.