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Detroit-cleveland Grand Prix box art
Rich game profile

Detroit-cleveland Grand Prix

This game is part of a family which includes Top Race, Daytona 500, and Formel 1. Players are dealt a hand of cards which have movement numbers for one or more of the cars. When a card is played, the cars are advanced the number of spaces indicated in order from top to bottom. Ho...

Players

2-6

Time

?-?

Age

8+

Weight

1.71

Rating

6.78

Should this hit the table?

Quick read before the metadata.

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Detroit-Cleveland Grand Prix offers a high level of variability with its gameboard, expansions, and strategic depth. The game provides engaging player interaction and scales well with different player counts. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, it has a strong replayability score of 8.05.

Luck profile

The final luck score for Detroit-Cleveland Grand Prix is 7.67 out of 10. The game has minimal impact from random elements, relying more on player decisions and strategy. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

What ABG knows about this game

This game is part of a family which includes Top Race, Daytona 500, and Formel 1. Players are dealt a hand of cards which have movement numbers for one or more of the cars. When a card is played, the cars are advanced the number of spaces indicated in order from top to bottom. However, if the track is blocked, then that movement is lost, so the idea is to use the cards that help your opponents (which you'll likely have to play eventually) only when they won't be able to take advantage of the movement.

Media

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Editions

Versions and regional releases

Edition Year Language Publisher / Region
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Files and documents

Rules, aids, translations

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Credits

People and publishers

Designers

1
Wolfgang Kramer

Artists

2
Ramon Mascarenas Seth Schwartz

Publishers

1
Mayfair Games

Linked items

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