Steampunk Rally,
designed by Orin Bishop, is a game of racing bizarre inventions… or a
card-drafting, engine-building game that uses a racetrack merely as a
way of keeping score.
In front of each player is their machine layout, starting with
just two components; during the game, they'll add and lose other
parts. The layout can be reconfigured freely, but all parts have to be
connected back to the cockpit, or they fall off.
There are two core mechanics: first is the card drafting. Each turn,
each player (up to eight, though it's best with 3-5) draws one card
from each of the four decks. They pick one, and pass the rest to the
next player, so that each player ends up with four cards but only one
first choice. Three out of those four decks contain machine parts,
components such as Rocket Boosters, Boiler, or Arachnolegs, and have
to be added to your machine immediately; the other has Boost cards,
one-use abilities to help you or do down your opponents, which can be
saved until you want to use them. Cards can instead be discarded to
generate dice or cogs.
The second core mechanic is the use of those dice and cogs: most
machine parts need to be fed dice of a particular colour in order to
produce some useful effect (dice of a different colour, or cogs, or or
movement along the racetrack). Typically, each three or four pips of
dice placed on the card will do something useful… but those dice stay
there, filling up the limited number of boxes on the card, until they
are "vented" in a later turn. Cogs are spent to modify or re-roll
dice, or for venting.
The machine will become damaged, both from its own operation and from
hazards along the track; some cards allow it to be repaired. If you
end up at the end of the turn having taken more damage than you fixed,
you must discard a number of machine parts equal to the excess. If you
have no parts left, your machine explodes, and you restart in last
place with just your cockpit.
The actual race seems almost irrelevant at times: the core of the game
is building your engine of cards to generate dice, convert dice into
movement (in effect your score), and then get rid of them; balancing
all three of these is essential. But the racetrack has hazards,
choices (a faster but more damaging route or a slower but safer one),
and ultimately determines the winner (the player who's got furthest
across the finish line at the end of the turn after anyone has first
crossed it).
One has to take what comes in the draft, and there's no way to make a
plan in advance, but there are some tactics that are often useful: for
example, rather than spending resources venting a part that's become
full, you can allow it to be discarded due to damage and add something
else instead.
16 inventors are supplied with the game, from the well-known (the
Wright Brothers, Ada Lovelace, Alexander Graham Bell and the
inevitable Nikola Tesla) to the more obscure (Sakichi Toyoda, Hertha
Ayrton). The rulebook contains potted biographies. Their special
powers don't have much to do with their historical interests, but this
is only a minor flaw.
One more significant design flaw, at least for me: there are four
different sorts of card, distinguished by their borders (light brown,
dark brown, light grey and dark grey). They need to be sorted into
separate decks before play begins, and become mixed together during
play. However, all the card backs are the same, so the sorting has to
be done face-up. There would be a little information given out by
being able to tell which sort of component was still available in the
drafting phase, but I'm inclined to feel that distinct backs would
have worked better.
This isn't a game that comes out very often, because it's often tricky
for new players to get their heads round; I need to work on a better
script for introducing it. There is an
explanatory video which
may be helpful if people can be persuaded to watch it in advance.
I picked this up on a whim at Essen 2015. Roxley Games, the publisher,
has mostly been working on other things in 2016, but an expansion is
expected at some point next year.
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