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Super Race box art

Super Race

Players

1-4

Time

?-?

Age

6+

Weight

1.25

Rating

5.95

Fit

Teach 2.4

Teaching signal

Replay 4.1

High replayability

Interaction 3.7

Highly interactive

Scaling 4.6

Scales well

Strategy 4.7

Deep strategy

Control 3.7

More strategic control

Table feel

Super Race has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Super Race has a high replayability score due to its high variability gameboard, the availability of expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, it offers a good balance between easiness and depth.

Luck profile

Super Race has a moderate level of luck involved. While random elements like dice rolls and card draws have minimal impact on the game outcome, players still have substantial ability to mitigate randomness through strategic decisions and planning. The game is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

In Super Race, players try to be the first to complete a lap around the track, using the dice to hug corners and race as quickly as possible. Players first decide which racetrack to use on the double-sided player boards. Then they start racing! On a turn, a player rolls the five dice, sets aside any she wants to keep, then rolls up to two more times, rerolling dice set aside, if desired. The dice depict curves or straights in three different colors, and after the player stops rolling, she chooses all the dice of one color and must use all of them to move on the track. Colored track on the player board can be moved through only with dice of the appropriate color, while any die color can be used to cross gray track; if a player can't use all movement for a color, she must choose a different color. A player cannot cross the same square twice. End your movement in a tight corner, and you take another turn immediately. Players take turns until one reaches the finish line, which triggers the final round. After all players have taken the same number of turns, whoever has driven the farthest across the finish line wins. Variants in the rulebook include an option for oil slicks that take two dice to cross, a point system for a multi-race world championship, and a two lap race on the Indianapolis board that includes a shortcut. The challenge in this latter race is that you're still restricted from crossing the same square twice. Take special care the first time around, or else you'll be weaving like a maniac on lap two!

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Credits

Designers

1
Dietmar Bockelmann

Artists

1
Anne Pätzke

Publishers

2
BocksVerlag Schmidt Spiele

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