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Super Race box art
2009 Ranked #18,404

Super Race

This dice-racing game has drivers push around colored tracks, use rolls to take corners, and finish farthest beyond the line. Choosing one die color forces all of its results, while tight corners reward routes that can earn extra turns.

Children's Game Dice Network and Route Building Dice Rolling

Players

1-4

Play time

Not listed

Age

6+

Complexity

1.25/5

Rating

5.95

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 4.1/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.6/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

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.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
1–4
Best with
2
Play time
20 min
Age
6+
Complexity
1.3/5
Credits and catalog connections

Credits

Designers

1
Dietmar Bockelmann

Artists

1
Anne Pätzke

Publishers

2
BocksVerlag Schmidt Spiele

Linked items

No published linked games yet.