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Chip Crawford
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08
Facts:

Designer: Alfredo Genovese
Year: 2005
Players: 2 to 8
Ages: 14 +

Factors:

Presentation: starstarstarstarnostar
Covers the overall look and feel of the game (graphics, box art, board art, pawns, etc.) Scored 1-5

The box art has much of the flavor of Formula 1 style. It’s sleek, black, with a hint of checkered motif. Pawns are little cars similar to other racing games like Formula Dé. The boards are a little different, they are nicely printing but fit together like a puzzle. You’ll want to take care of them because any warp will produce bumps at the seams. This causes a problem when you are playing against a “pawn-slider” that hits a seam and shifts the board. Since each player has a car pawn and a momentum pawn, these can be shifted if the board is bumped too hard. Still I rate it a 4.

Rules: starstarstarhalfstarnostar
Rates how easy to understand the rules are, and how those rules apply to gameplay. Scored 1-5

Keeping with the racing chic design, the rule book keeps up appearances. It’s printed in a few languages so it looks bigger than it is. The game has a couple of modes of play, so there are a couple of sections to the rules. You’ll want to have a read through before sitting down to a game, but the overall mechanics are fairly easy to grasp. Rules gets 3 and a half because as they are not hard to understand, it’s not a game you’d want to break out cold and try to learn while playing.

Time: starstarstarstarhalfstar
Covers the amount of time needed to play based on a standard knowledge of the rules. Scored 1-5

BGG list the play time as 2 hours, and it could be. It really depends on which mode you are playing (basic or advanced with tires and brakes). Plus it depends on the number of laps you agree upon. For quick games we do the basic mode with two laps, and we’re through a game in under an hour. I’m giving 4 and a half to time because of its versatility.

Gameplay: starstarstarstarhalfstar
Rates how the game mechanics work to create an enjoyable experience. Scored 1-5

Bolide is ALL (99.9%) strategy. The only thing the dice is used for is to check for a good/bad/normal start and actual starting position. Once the cars are moving, it’s all about the momentum marker. Hardcore race fans will LOVE this. People who favor Formula Dé with the different dice for each gear, will find it all together different. When you move your car, the rules tell you how to counter move your momentum marker. Next turn, you are forced to approach that marker, so choosing the correct line to run is key. Running off the track will stop you in some places, and eliminate you in others. I’m giving gameplay a 4 and a half for the simulation-like aspect of the mechanics. The rules don’t over saturate these mechanics and it is a near perfect blend.

Overall: starstarstarstarnostar
Represents an average of Presentation, Rules, Time, & Gameplay. Shown 1-5

If you prefer strategy over dice rolls and you love racing games, you shouldn’t be disappointing in Bolide. Putting it all together Bolide crosses the finish with a solid 4 stars.
Sheamus Parkes
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0708
Nice review. I'd also mention on the time aspect that it scales linearly with the number of players. If you double the players you will pretty much double the time.


And for those unfamiliar with vector racing, here's a nice java app that shows you what it's about:

http://vectorracer.boschloo.net/
Chip Crawford
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Yeah, that vector race app is very close to Bolide. Plus the AI is not bad.
Erik Warnes
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060708
That vector racing Java game is nifty. I've been thinking about Bolide for a while, and now I know I want it. Great review!
Darrell Hanning
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0506070809
Good review, Chuck. What I might add is that, after several playings, superior experience with the game system will always win out, and given additional playings between equally-experienced players, the need increases for using the advanced rules (and for additional tracks), just to keep play from getting too patterned.

I really enjoy this game, but knowing full-well it succumbs to this, intentionally ration the frequency with which I suggest it to my group.
Darryl Boone
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060708
ChipChuck wrote:
BGG list the play time as 2 hours, and it could be. It really depends on which mode you are playing (basic or advanced with tires and brakes). Plus it depends on the number of laps you agree upon. For quick games we do the basic mode with two laps, and we’re through a game in under an hour. I’m giving 4 and a half to time because of its versatility.

2 laps in under an hour? I can only imagine you are playing this with at absolute maximum 3 players.

The game plays up to 8 players and you certainly could play with that many (and is more fun because of how crowded the track is) but the time that takes is excruciating. Really, this game is a max 4-player game to me.
Simon Lundström
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070809
I find the largest flaw with this game is the need for more tracks, just like Formula Dé, although I don't like that one as much. The reason for need of more tracks isn't just boredom, it's that you start to learn not only the game, but the tracks itself. If you play one track 2 laps, and then the same track again weeks later and then the same track again and again, you'll end up knowing beforehand that "yeah, I need to stop on exactly that cross with exactly that vector", which isn't so much skill of the game as skill with the track, which I find boring.

I'd want to have 2 plastic sheets with a square grid, one with a orthogonal and one with a diagonal grid. Just using different sheets would change the track.

The playtime for many players is largely reduced when using simultaneous movement, using an extra set of markers to show where you want to go. Set the timer, all players have 30 seconds to place their marker. Then move the cars. As soon as the cars have moved, set timer again. That way, you can finish one lap with 5 players in about 90 minutes.
Erik Warnes
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060708
Zimeon wrote:
I find the largest flaw with this game is the need for more tracks, just like Formula Dé, although I don't like that one as much. The reason for need of more tracks isn't just boredom, it's that you start to learn not only the game, but the tracks itself. If you play one track 2 laps, and then the same track again weeks later and then the same track again and again, you'll end up knowing beforehand that "yeah, I need to stop on exactly that cross with exactly that vector", which isn't so much skill of the game as skill with the track, which I find boring.

I'd want to have 2 plastic sheets with a square grid, one with a orthogonal and one with a diagonal grid. Just using different sheets would change the track.

The playtime for many players is largely reduced when using simultaneous movement, using an extra set of markers to show where you want to go. Set the timer, all players have 30 seconds to place their marker. Then move the cars. As soon as the cars have moved, set timer again. That way, you can finish one lap with 5 players in about 90 minutes.


What about modular track?
Simon Lundström
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070809
A modular track would of course be wonderful, but… the track isn't modular.
Last edited on 2008-05-05 08:51:34 CST (Total Number of Edits: 1)
Erik Warnes
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060708
Zimeon wrote:
A modular track would of course be wonderful, but… the track isn't modular.


Well right...but I had an idea about interlocking modular Formula De style track...modular Bolide track wouldn't be too hard to make either, i'd imagine. Either track with grid on it, or lay a clear grid over the track after you piece it together.
Simon Lundström
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070809
Ah, yes, that would be awesome. To vary the track though, I'd say you'd need a lot of tiles. I'd say the best thing you can do would be to have a sheet of plastic/plexiglass with a set grid, and then place any sort of track beneath it. I don't think the track needs to be as modular as I think the grid needs to be. I could play the same track a lot of times just by rotating the grid 45°

A friend of mine liked the game but said that it would be cool to simulate the old video games with a top camera, where you couldn't really know where the track went. Sort of building the track as you go. Should be a completely other game, but sounds fun.