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Tom Vasel
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I first heard of Pedal Power (RS Design, 2007 - Randy Schmucker) when perusing the Origins 2007 pre-registration booklet. When I saw the theme of the game advertised as player biking to score "joy points", I scoffed at the passive silliness of the theme. Really, this is only hypocrisy on my part, since I'm constantly complaining about the "sameness" of themes in current published games. When I saw the game being demoed at Origins, my curiosity was piqued, especially as I enjoy cycling myself.

Pedal Power has some component issues, as it is homemade and will feel a bit clunky at times because of that. However, the basic idea is fantastic, and the game gives off a Ticket to Ride vibe, even though the games are fairly different. There are enough options to keep me interested, and the only thing keeping me from adding this to my list of favorite games are the aforementioned problems with the lower quality bits. Luck may play a high role in the game, but strategic choices are high; and I would really like to see a major company republish this.

The game board shows a map of the United States split into six different regions, each colored a different color. Each region has several different spots in it: Weekend Tours (with spots for three cubes); Week Long Tours (four cubes); and Long Distance Expeditions (three cubes). Paths connect the Long Distance Expeditions in chains of five - across the length of the US, and four - north to south. Experience cubes of five colors (yellow - Bed & Breakfast, green - Camping, brown - Mountain biking, purple - Tandem, and red - Winery) are randomly placed on every spot (although some spots are only reserved when playing with four and five players. Players take nineteen pawns of their color and place another on a scoring track. Each player also draws three Tourist cards, choosing one to keep until the end of the game. Experience cards are shuffled, and four are placed face up next to the board. A pile of plastic chips in six colors (blue, red, white, yellow, black, and green) are mixed up in a secret area (bowl, bag), and four are placed next to the game board, with each player receiving six to start the game. A pile of black Misery cubes and pink Joy cubes are placed next to four game end bonus cards. The last person to ride their bicycle is chosen to go first, and play proceeds clockwise.

On a players turn, they have five options.
- Draw two chips, adding them to the ones they already have. They can draw from the ones next to the board and/or in the secret place. Chips taken are replaced (this is pretty much exactly how ticket cards are handled in Ticket to Ride.)
- Trade in any experience cubes for a face up Experience card. Each card shows requirements (three to five cubes); and the player discards them, taking the card along with the bonus points on the card (five to ten).
- Lose one point to take any two, color chips of their choice.
- "Tell a story" by discarding three Misery cubes and one Joy cube to receive a point.
- Go on a biking event.

When attending a bicycle event, a player decides which event on the board they wish to do. To go on a Weekend Tour, the player must discard three chips that match the color of that region. Four chips must be discarded for a Week Long Tour, five groups of three matching chips for an East - West Expedition; and four groups of three matching trips for a North - South Expedition. After doing this, the player places their pawn on the Tour traveled or one pawn on each stopping point of the Expedition. Player score points equal to the number of pawns at the Tour they are at (including the pawn they place), or one point for each pawn they place on an Expedition.

After taking these points, the player takes one of the cubes from each spot at the Expedition; or one cube from a Weekend Tour; or two cubes from a Week Long Tour. When Tours are out of cubes, no more pawns may be placed there. Finally, after completing the Tour/Expedition, the player rolls the die once for each cube they received. The color on the die is compared to a chart, and the player either receives Joy and/or Misery cubes, or gives Misery cubes to other players. (Sometimes a roll allows a player to choose between these.)

The game continues until one player uses their last pawn or enough experience cards have been claimed (depends on the number of players). At this point players score their final points.
- No points for any leftover Joy cubes, but minus one point for each Misery cube.
- Any points they've scored during the game.
- Points if they've completed their Tourist card. Examples of Tourist cards include "Attend Tours 11 times in three different areas"; "Attend all Tours in one specific area", etc.
- Five points for the player with the most experience cards.
- Five points for the player who has gone on the most Bicycle Tours.
- Five points for the player who has gone on the most Expeditions.
- Five points for the player who has told the most stories.
The player with the most points is the winner!

Some comments on the game…

1.) Components: Pedal Power is obviously a homemade production, which is evident from the cheaper quality white box, the low quality cards, and the four- piece board with printed stickers on it. Still, it's lovingly put together, and the box comes full of plastic cubes, plastic tokens, and plastic chips. I only have two gripes about the components. First, there are green tokens (a player color), green cubes (camping), and green chips (matching the Rocky Mountain region). They are all different shades of green, but I could still see how that might cause some confusion among players. More annoyingly, the chips are a poor substitute for cards. Mixing up chips in the box lid and randomly drawing them makes for a clunky mechanic. This same mechanic has been seen in other games, such as Ticket to Ride, with cards; and I think cards in this case would have been a more useful, easier to handle mechanic.

2.) Rules: The rules are on six pages and clearly delineate how the game works, although some more examples would have been handy. The game is fairly simple to explain, although the difference between chips and cubes can cause some confusion in people, and there are a lot of different things for players to keep track of. This isn't to say that the game is really that confusing, because the bicycle theme works for the most part. It's just that a new player might forget all the different ways to score.

3.) Theme: I've mentioned how the theme is unique (I don't know of any other bicycle game that wasn't also a racing game), and I can tell from the rules (and insert) how much the designer likes to cycle. I still think that the "Joy point" idea is a bit corny, although it really doesn't matter over the long run. The Misery cubes turning into good stories is a nice idea, and it works very well from a thematic standpoint.

4.) Misery and Joy: The game has some randomness in initial setup and chip drawing, but it's fairly strategic other than that. The one odd thing is the die rolling when a player takes part in an event. Sometimes so many pink and black cubes are flying around the table that players will see several turns of storytelling just to get rid of them. Some have suggested that a player simply roll the die once per Tour/Expedition, and this seems to be a good compromise. But it's quite interesting how the whole thing works out. Should I give one Misery Cube to myself or two to an opponent? Getting Misery Cubes is likely bad, as they are worth negative points at the end of the game. But three of them with a Joy cube are worth one point and possibly more if the player manages to tell the most stories. I think this is quite a clever mechanic incorporated into the game.

5.) Ticket to Ride: I just cannot shake the feeling that I'm playing some kind of Ticket to Ride variant. This isn't a bad thing, and there are enough differences here to warrant trying the game out, but the general feel is the same - save up chips to grab spots on the board with the possibility of some confrontation, but not necessary. Players are attempting to finish their goal (ticket) and must be careful that they aren't still collecting chips when another player finishes the game. Pedal Power isn't nearly as streamlined, and you can feel the game's slight clunkiness when playing; but the general feel is the same, and I enjoy the game because of it.

6.) Cubes and Chips: It can take a bit to work out just what a player should do. At first it seems to make the most sense to complete one's Tourist card. These cards, while fairly easy to complete, take most of the game to finish and can lock players into a set strategy. On the other hand, a player who plays wherever they can, and quickly, may score points and finish the game faster. Cubes have an interesting supply/demand value; since every time a new Experience card is revealed, players are suddenly attempting to get new colors.

7.) Fun Factor: A player's choices are vast each turn; they have many places they can go to, although they'll find most of their turns simply drawing more chips. However, a player can choose to get as many Experience cards as they can; or attempt to finish their Tourist card quickly; or simply finish the game so fast that the other players don't have a chance to finish. Players can have fun sending Misery cubes to other players and don't feel like they have to give up a turn to do so - it's an added benefit to going on a Tour or Expedition. Players also have to decide whether to complete their strategy by short, easy goals like the Tours or save up for one powerful Expedition. An enjoying, engrossing game.

I said earlier that the game wasn't a racing game, but perhaps in essence it really is one. Players are hurrying to get things done; and if you aren't careful, the game can come to a conclusion faster and catch players off guard. I found the game to be a very enjoyable experience; it was fun to collect the cubes of different colors and build up to cards - it almost has a Settlers-like exuberance about it, which is a nice change after playing some more, heavier strategic games. With upgraded components and possible streamlining of the rules, I think Pedal Power has the ability to become a tremendously popular game. As it is now, I still think it's worth snagging; a unique theme and breezy game play make this an excellent medium weight game.

Tom Vasel
"Real men play board games"
www.thedicetower.com
Last edited on 2007-11-13 07:25:01 CST (Total Number of Edits: 1)
 
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