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Steampunk Rally box art

Steampunk Rally

Players

2-8

Time

45-60

Age

14+

Weight

2.62

Rating

7.17

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Steampunk Rally has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to each other's strategies and turns. However, there is limited emphasis on cooperation in the game.

Replay value

Steampunk Rally has a high replayability score due to its variability in gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn.

Luck profile

Steampunk Rally has a moderate influence of luck. Random elements, such as dice rolls and card draws, have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Steampunk Rally is a strategy game that incorporates steampunk as more than just a bit of chrome. Using a unique dice-placement mechanism, players take on the roles of famous inventors from the turn of the last century like Nikola Tesla and Marie Curie, constructing fantastical contraptions that make use of steam, heat and electricity in an attempt to win a no-holds-barred race through the Swiss alps. Each round starts with a card draft in which players carefully select machine parts to add to their invention and one-shot boost cards to aid them or hinder opponents. Players also have the option of discarding drafted cards for dice or cogs to power their invention, but they must make this tricky choice when each card is drafted. Then, after venting dice to revitalize their machines, players roll their dice and use them to activate machine parts which provide things like movement, shielding, and additional dice with which to activate more parts. Driving through terrain causes damage, and if a player's damage gauge ends up in the red at the end of the turn, they must lose parts from their invention. These will need to be replaced in the draft phase, constantly forcing players to discover new synergies.

Editions

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Files

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Credits

Designers

1
Orin Bishop

Artists

2
Lina Cossette David Forest

Publishers

1
Roxley

Linked items

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