This Game Goes To Eleven

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It works well and is easy to explain, but I will admit to missing the tire subtleties present in other racing games.
Another new feature is the concept of the safety zone, which is deployed when a minor incident occurs. The safety zone is a corridor 11 spaces long—five in front of the affected car, five behind—where cars must move in a single lane and cannot pass each other. The safety zone is lifted at the end of the turn.
The rules do a great job of teaching the game and acting as reference material when the action gets underway. Some imprecisions and minor omissions will annoy sticklers such as myself (Are neutral cars affected by a change in weather? Can you simply refresh soft tires or are you forced to switch to a new tire type?) but they are few and far between, and common sense will usually take care of things.
FUN FACTOR
Grand Prix is a metric ton of fun. If you’re any kind of boardgame racing enthusiast, this one is definitely worth a pit stop.
Safety zones, tires and weather, as well as some of the event cards and the way cars are affected by lateral displacement are all elements that do feel like F1 racing, albeit in a superficial way. Wargamers often refer to some games as being “war-themed games” rather than actual wargames, and I’m tempted to use the same construction here: Grand Prix is an F1-themed racing game, but not really an F1 simulation.
That’s not a bad thing in itself: I think Grand Prix is an astoundingly fun racing game, and one that I’m looking forward to playing again and again. It rewards strategy a little more than its NASCAR brother, and bad stuff seems to happen to those who actually went looking for it (expect perhaps for the Serious Crash event, which will wipe out anyone who just happened to be driving next to the car with the most close call markers).
I also think the game works better as a two-player contest than its predecessor. In Thunder Alley, a two-player game involves only 12 cars (six per player), and really feels like a tug-of-war. My cars against yours.
In Grand Prix, no matter the number of players, you always have 22 cars crowding the track. And the neutral cars—especially those that either player can activate, which is the majority of them in a two-player scenario—can really mess things up. In a good way. They also introduce additional opportunities and risks when it comes to timing: do you make use of that neutral car now, or do keep it in reserve for a super play a couple of moves down the line… if your opponent hasn’t decided to use it for himself?
PARTING SHOTS
If you’re not expecting a Formula One simulation and accept the abstractions and simplifications inherent to the system—not a hard thing to do, believe me—Grand Prix offers a racing challenge to rival the best of them. As a Thunder Alley fan (40 sessions as of this writing), I would go so far as to say that Grand Prix sits one position ahead of its big brother on my “to play” list.
And it bears repeating: Grand Prix has a feel all its own, and is not at all just a Thunder Alley clone.
Now, if four tracks aren’t enough asphalt to satisfy your high-octane ambitions, you already have access to more: the four Thunder Alley expansion tracks, released last year, have alternate F1 trajectories already baked into each NASCAR oval. In fact, the tracks of both games (12 in total, counting the expansion pack) are compatible with either system.
Still not enough? The Horgers have stated that the next title in the series would be a Mad Max-style of gladiatorial racing, with armored cars and shrapnel galore.
In the meantime, get driving!
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This Game Goes To Eleven Gamewright

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Inazuma Eleven Online Games

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