Table feel
The game has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is limited emphasis on cooperation.
In 1971, John Reilly and Tom Divoll designed a racing game that relied purely on skill. Published by 3M, it was called Speed Circuit. Championship Formula Racing is a redesign and reimagining of that game. While skill remains paramount in car design (where players build a car's a...
Players
1-12
Time
?-?
Age
13+
Weight
2.68
Rating
7.74
Should this hit the table?
The game has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
The game has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is limited emphasis on cooperation.
Championship Formula Racing has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions and moderate easiness to learn also contribute to its replay value.
Championship Formula Racing has a high strategic element with minimal reliance on luck. The game outcome is primarily determined by player decisions and strategy, with random elements playing a minor role. Players have substantial ability to mitigate randomness through strategic decisions and planning. Overall, the game is well-balanced and offers a challenging experience for players.
Overview
In 1971, John Reilly and Tom Divoll designed a racing game that relied purely on skill. Published by 3M, it was called Speed Circuit. Championship Formula Racing is a redesign and reimagining of that game. While skill remains paramount in car design (where players build a car's attributes for the race--start speed, acceleration, deceleration, top speed, and tires) and in running the race, the game has changed to include rules for: - new tracks (to allow a dozen cars to race competitively) - drone cars to fill out a race field (up to 12 cars in a field now) which will race competitively - historical racers - rules for differing types of tires and pitting - eliminate the need for a speed log, using a more modern system of record-keeping in its place
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