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My Favorite Carrera Rs Trick Taking Game box art
2014 Ranked #16,102

My Favorite Carrera Rs Trick Taking Game

A must-not-follow trick-taking game has racers play unique suits, spend fuel to increase speed, and win the final trick for trophies. Momentum boosts later plays, while face-down cards sacrifice a trick to refill fuel.

Card Game Sports Trick-taking Sports: Auto Racing

Players

3-5

Play time

15-30 min

Age

10+

Complexity

1.5/5

Rating

6.97

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

My favorite Carrera RS is a "must not follow" trick-taking card game for 3-5 players. It is based on a Manga IP from Japan of the same name.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

My favorite Carrera RS is a "must not follow" trick-taking card game for 3-5 players. It is based on a Manga IP from Japan of the same name. In the game there are six suits of cards, ranked from 1 to 5, with two differently suited versions of the 4 ranked card. Each rank is its own suit (for example: all 1's are yellow, all 2's are blue, and so on). At the beginning of a game, each player is dealt six cards and five fuel chips. The lead player of a trick plays a card from their hand, then in turn order, the following players each play a card of their choice to the trick. When playing a card to a trick, no two cards can be of the same suit. The rank on a played card represents the speed of the player's race car. When playing a card, the option to increase its rank by placing any number of fuel chips from a player's personal reserve to their played card is available. Each fuel chip used on a played card increases its rank by +1 when assessing the trick and declaring a winner. The player whose card rank is the highest wins the trick and will receive a momentum token, then lead the next trick. Momentum tokens can be thought of as permanent fuel chips. When a player plays a card to a trick after having won any momentum token(s), their card rank will automatically be +1 per momentum token they have in their possession. When a player can not play a card of a unique suit to a trick, they must play a card of choice card face-down. A card of choice may be played face-down by any player even if a unique suit can be played. When doing so they are ineligible to win the trick, leaving their card's rank to be 0. Any held momentum tokens do not count and fuel chips may not be added to a face-down card. This card will not be revealed for the duration of the round. After the determination of the trick winner, the player(s) who have played face-down will receive a fuel chip refill to their personal supply. The fuel chips available in the market of chips that have been played in previous tricks will be split as evenly as possible and distributed to all applicable players. In the event that a player would take chips exceeding their fuel chip capacity of five, they must discard the excess which will be unavailable for the duration of the game. Any excess chips that could not be taken evenly between the players will also be discarded for the duration of the game. The final trick of a round is the most important trick and will determine who is the round's winner. The player who wins the final trick will receive a trophy token. Then a new round begins. Each player places all their momentum tokens back in the supply and cards are shuffled and re-dealt. The player who won the final trick of the previous round will be the first lead player. All fuel chips that are in the market remain there. Each player will only have the fuel chips remaining in their supply between rounds. No more fuel chips are distributed between rounds. The game continues until one player earns a second trophy token, leaving them the winner of the game. Twists: Small card powers. -Cards ranked 1 will turn rank 4 or 5 cards to 0 when assessing the trick. However, any momentum tokens and fuel chips on the affected cards still increase their rank by the normal +1 per. -Cards ranked 2 will allow a player to immediately take a single fuel chip from the market upon playing the card. The player may even immediately use this fuel chip to increase the rank of their card, however, if this chip would exceed their fuel chip limit of five they must discard the chip from the game.

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
3–5
Best with
3–5
Play time
15–30 min
Age
10+
Complexity
1.5/5
Credits and catalog connections

Credits

Designers

1
Takashi Sakaue

Publishers

1
Product Arts LLC

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