Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
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.
Core mechanisms
Key systems that shape the decisions players make.
Open Drafting
Select cards or items from a shared face-up display.
Race
Compete to reach a destination, threshold, or objective before opponents.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Roll-and-Move
Roll dice or spin a dial to determine how far a piece moves.
Read the full game description
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!