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Dragon Quest: Slime Race box art

Dragon Quest: Slime Race

Players

2-5

Time

?-?

Age

?+

Weight

1.33

Rating

6.94

Fit

Teach 2.3

Teaching signal

Replay 3.8

High replayability

Interaction 3.3

Low interaction

Scaling 3.5

Scales well

Strategy 4.5

Deep strategy

Control 2.5

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation, requiring occasional attention to other players' actions. Limited emphasis on cooperation.

Replay value

Dragon Quest: Slime Race offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game also offers deep strategic possibilities and room for players to improve their tactics and strategies over time. The player interaction score is average, and the game scales well with different numbers of players. While it may take some time to learn, the game strikes a balance between easiness and depth. Overall, Dragon Quest: Slime Race has a solid replayability score of 7.6.

Luck profile

Dragon Quest: Slime Race has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game is a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

Dragon Quest: Slime Race is a derby racing game based on the recurring "Slime Races" in the Dragon Quest video game series. This game uses cards to move the various-colored Slimes around the racetrack. Most cards involve moving a specific Slime a specific number of spaces, but several special cards apply to Slimes in certain race positions (e.g. The Slime in first place may double the distance between it and the Slime in second). Some Slimes have a better set of movement cards than others, and therefore receive lower odds on the betting chart. Players each get a hand of 7 cards. Depending on what cards a player has, they can form a strategy for which Slimes they think they can push into first and second place at the finish line. The players bet on which Slimes they think will win. Players then take turns playing cards to move the Slimes until there is a first and second place winner. Players tally up their score and advance their score marker. First player to reach 50 points wins the game.

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