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Board Games & Card Games
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Z-Man Games
| Gumball Rally
Gumball Rally
Price: £9.99
Card Game; 3-8 Playersl Ages 6+ by Z-Man Games It\'s a long distance go-kart race forthe coveted Gumball Cup! Players use numbers and colors to better posiiton themselves in the race: higher numbers pass lower numbers and a color passes the same color if that kart is ahead of them. Play through two checkpoints then the finish line! A very fast, fun game for the whole family - up to 8 players! Contents: 77 cards, 8 large go kart cards No. of players: 3-8 Ages: 6+ Playing time: 30 minutes designed by Ted Cheatham reviewed by Greg Schloesser The first ``gamer\'\' I personally met via the internet was Ted Cheatham. At the time, he lived in Jackson, Mississippi, and I was living in my native New Orleans. After chatting for months via the internet, we finally met in person when he was in the Crescent City on a business meeting. Since then, we have become great friends, and get together regularly. He is still the zaniest person with whom to play games! I\'ve been very pleased to see several of his designs published. His latest creation to be published is the light, yet very entertaining Gumball Rally. Players race for the lead in this go-kart racing card game, hoping to occupy the top positions when the scoring flag is revealed. The game consists of an assortment of race, hazard and point cards, as well as eight large go-kart plaques, representing the vehicles the players will be driving. These are randomly aligned in a row on the table, and each player is given a matching go-kart card for identification purposes. Prior to the start of the race, the deck of nineteen hazard cards is prepared by mixing three ``checkpoint\'\' into the deck at quasi pre-arranged locations. When these checkpoint cards appear, racers in the top positions will score victory points. Players are then dealt three race cards and are ready to begin the race. Beginning with the racer currently in first place and working backwards down the line, each player will play one race card beside his kart plaque and, if able, move his kart accordingly. Race cards come in four colors, each with a value ranging from 1 to 10. A player will overtake the vehicle in front of his if the number of the card played is higher than the number played by that player, or if the color of the card played matches the color of the card played by the player ahead of him. The player will continue to pass vehicles if one of these two conditions is met. So, it is possible to make a huge leap in the line by the play of a single card. This also means that the player currently in first place will likely be overtaken by one or more vehicles during the next round, so being in first place is not an enviable position if a checkpoint card does not appear. After all players have played one card and moved their vehicles, the top hazard card is drawn. Hazard cards also come in four types, each matching one of the race card colors. The vehicle with the highest number race card of the color matching the hazard card has experienced a major delay and is immediately sent to the back of the line! Four of the hazard cards send all vehicles which have matching race cards to the back of the line. Talk about a radical change in the race positions! When a checkpoint card is revealed, victory point cards are distributed. For the first two checkpoint cards, 4, 3 and 2 victory points are earned for the racers currently in first, second and third place, respectively. When the final checkered flag appears, points are awarded for racers in first-through-fourth place in the following amounts: 8, 5, 3 and 1. The player with the greatest amount of victory points is the race\'s winner, and may immediately do a back-flip and open a bottle of champagne! Oops - that\'s NASCAR, not Gumball Rally! The game is fast and fun, with lots of changes in positioning occurring. Truth be told, there really isn\'t a ton of strategy here. The one big tip is to try to hold onto your high-valued cards so you can zoom to the front of the pack when you anticipate a checkpoint card to appear. Since these cards are shuffled into the hazard deck at certain intervals, one can make reasonable guesses as to when they will appear. This isn\'t foolproof, however, so racing for the front of the pack prematurely will likely result in your vehicle being overtaken in the very next round, quite possibly being shoved out of scoring position.
Another bit of advice is to try to keep three different colored race cards in your hand, as this does give you some flexibility. When several players whose karts are ahead of you have played the same colored race card, you can play a matching card and zoom past them. Of course, you should attempt to track the types of hazard cards that have appeared, lest you fall victim to an unforeseen problem and be forced to the back of the pack. None of these tips are foolproof strategies, however, as the game is truly one of luck. Being consistently dealt a hand of low-valued cards will cripple a player, and the randomness of the hazard cards can foil the best of plans. These wild fluctuations of fate would normally cause me to scream in anguish, but I can accept them in a fun, light filler such as this. The game is meant to be light fun, and should not be taken seriously at all. Even with eight players, it plays to completion in 20-30 minutes, and like a real race, it is sure to evoke howls of despair and cheers of joy, and get your engine running!
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