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Thunder Alley Published
- Michael Barnes
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- Mountebank
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- HYPOCRITE
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repoman wrote: Oh, Mr Inferno, look at the shapes of those tracks not the names used to avoid litigation.
Pocono, Watkin's Glen, Daytona, ( the squat Oval one I'm not sure) those are all old school tracks.
The game is good. I recommend it.
Wouldn't the squat oval be Indy?
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I originally thought Bristol but Bristol has one end with a tighter corner than the other. A telescoping oval.
Correction: Darlington was the telescoping oval. Maybe it is Bristol.
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- Sagrilarus
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- D20
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- Pull the Goalie
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- Sagrilarus
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- D20
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- Pull the Goalie
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- Thank you received: 7358
repoman wrote: First player having no back? Big deal. Like we aren't all going to go buy a little checker flag to use instead.
I painted mine with a sharpie, but I used one of the spare cars instead which seemed more natural anyway since it has the same shape as well. What I really need to do is create a big marker that says "going from white to gray" on one side and the opposite on the other, because my brain always stutters when I look at the current marker or car. I haven't yet grokked that the marker shows the starting state instead of the ending state.
It's a pretty ingenious way to implement the concept as there's no need to reset all the pieces between turns. Everyone wants to buy little cars, but the way the chits work is really (dare I say it?) "elegant", a simple solution for the problem. They're thick enough to flip and attractive enough, though I'd buy a replacement set that had GMT games as sponsors instead. The sponsors in the current game came from the failed Kickstarter campaign. Good enough, but not great. Even real corporate sponsors would have had more footing, and GMT might have pulled an extra fifty cents per copy with legit ad placement. I'd be playing Interstate Battery green every time.
My current peeve is people putting the lead-car marker on top of the car, so that you can't see the number on it. I keep setting it beside the lead-car instead, but the next person to move the line invariably picks it up and puts it on top instead of sliding it with all the other pieces. It's probably the same people that put the robber on top of the number in Settlers. Hate that.
S.
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I think it may be better to just flip everything back to white at the end of the turn.
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- Michael Barnes
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- Mountebank
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One thing I really appreciated more on this play was leading laps. We fought harder to get in front at the end of each round to get those turn leader markers. It's a nice incentive to keep pushing to the lead because you get extra points on those cars even if they don't finish well.
After a couple of "real people" games and about six solos with four cars each, I'm thiiiiiiiiiiiis close to saying that this is among the best racing games ever published. Like, top three. The only demerit is that it does feel a little long. This time was shorter, but it's still not a high speed 45 minute barnburner. That said, you kind of need the time to let the tactical play and the longer term effects of wear and tear to start comnig into play.
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