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Erik Warnes
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060708
Introduction

The sun shines warm on the pavement as the competitors line up to the starting grid. Everyone is ready, cars all set to go. The flag comes down and they’re off, screaming down the straightaway into the first turn, bouncing off the guardrails and each other, flying over gaps in the pavement, and careening off the track into the television set.



While it may not be a very realistic racing game, PitchCar by Ferti Games, designed by Jean Du Poel is a fantastic dexterity game. PitchCar combines simple rules with skillful play and zero luck to make a crowd favorite.

The Bits

PitchCar is a simple affair, really; 16 pieces of interlocking, laminated wooden track (6 straights, 10 curves), 16 pieces of guardrail that slots into the track, 8 wooden cars, and a box.



The track itself isn’t just wood, it’s MDF (Fiberboard…think of it as cardboard’s industrial strength cousin). It’s very precisely made and laminated top and bottom (top only in some editions) with a black countertop-style surface, to reduce friction. Puzzle-piece tabs interlock different sections of track together, enabling the modular system to create possibly hundreds of unique track configurations (11 are supplied with the game.) Overall, very well made track pieces, and they have to be, as in a dexterity game the components define gameplay. It should be noted, though, that because of the puzzle-piece nature of the track, the track surface is only as smooth as the table it’s on, as topographical inconsistencies (bumps) can cause the joints to have dips, bumps, and ramps, which sends cars flying everywhere if drivers are not too careful. Uneven surfaces can be shimmed with playing cards or other thin materials for a smoother track.



The plastic guardrails fit into the slots in the track so that your cars can actually make turns and not fly off the dining room table. The guardrails are high-quality and flexible, durable, bouncy plastic, making for some Pinball-style moments. However, I have noticed a very slight tendancy for them to pop out of the slots at inopportune moments. Some say it’s just part of the game; I say it’s terribly annoying when it happens. Tapping them in lightly with a hammer doesn’t seem to help, and I refuse to glue them.



The 8 wooden cars are just discs in 8 colors, with a car printed on top. The colors (In Car/Disc notation) are Gold/Orange, White/Black, White/Green, Pink/Blue, Pink/Wood, Black/Yellow, Black/Red, and Gold/Pink. They have rounded edges so that when they do hit gaps in the track, they have a chance to skip over them rather than just bounce or pole-vault off of them.



Flick…Whee!

Gameplay in PitchCar is fairly simple. The basics are simply to flick your car (using any finger you choose) to get it around the track. If your car knocks another car off the track, both cars reset. If your car flies off the track, it goes back where it started.

After selecting and building a race circuit, each player does a solo lap of the circuit selected, counting how many flicks it took to get around the track. Lowest number of flicks is the #1 qualifier, then #2 and so on. Ties are broken by the longest single flick (how many track sections it covered.)
After qualifying, all the cars are placed on the track on the starting grid. Player in first goes first, followed by second, and so on. Players always stay in track order. Again, if your car goes off the track or lands upside-down, it goes back where it started. If you knock and opponent off, you both go back where you started. If you knock and opponent and they stay on the track, no worries.

The first person to complete 3 laps wins.







My Thoughts

This simple rule-set combines with the skill of flicking your car around the track to make for an epically fun little game. The game does extremely well with just about anyone introduced to it; I’ve found it to have near-universal appeal. It’s a game that rewards skill, has no luck, and doesn’t require heavy thinking. That last bit especially make this a wonderful gateway game, filler game, game to play with non-gamers, or an evening opener-closer. PitchCar also draws a crowd like no game I’ve ever had the pleasure of playing. It also plays very fast; typically a race lasts 20-30 minutes (including track setup). You could make PitchCar a main event without serious worries. The only major worry is that if you contact the track while flicking, or flick the car without your finger contacting it first, your fingers may get sore after extended play.

PitchCar may not have auctions, player interaction, negotiation, or some of the other things I love in board games. But because it’s so accessible, requires skill but not heavy thinking, and has no luck to screw you, it’s fun factor is absolutely off the scale. In fact, PitchCar is as much fun to watch as it is to play!

The only problem nowadays with PitchCar is perhaps that because it wasn’t exactly cheap when new, and it’s out of print, PitchCar and its expansions are relatively expensive. Most copies on BGG at the time of this writing are going for $35-40 Euros, which puts it between $55 and $65 in US Dollars. The copy I bought cost me about $75, but I bought it from a US seller because, frankly, it’s heavy and would have cost a lot to ship overseas. Although $75 isn’t stratospheric for a board game, It is up there. And there’s no guarantee you can even find it. That being said, though, PitchCar is easily worth every penny I paid for it, and I expect to buy the expansions soon.

What are the Pros and Cons of PitchCar?

Pros:

thumbsup Epic amounts of fun!
thumbsup Skillful players will do well
thumbsup Requires no number crunching or deep, brain-burning thinking
thumbsup No random elements (Entropic elements yes, random, no)
thumbsup As much fun to watch as play
thumbsup Highly accessible to non-gamers

Cons:

thumbsdown Out of print, therefore pricey and hard to find
thumbsdown Strategic, number-crunching gamers may find it all a bit silly
thumbsdown You need a perfectly flat table to get the most out of it, unless you consider bumps and dips to be part of the game.
thumbsdown Barrier fitment is problematic
thumbsdown My finger hurts.

Conclusion

All in all, PitchCar is a home run. Everyone I game with loves it, and even non-gamers I know at least approach it and want to watch. Given the amounts of fun and quick playtime, combined with the unique nature of the game itself, I will give PitchCar a 9 out of 10…but this may climb to a 10/10.
John W
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unixrevolution wrote:
It should be noted, though, that because of the puzzle-piece nature of the track, the track surface is only as smooth as the table it’s on, as topographical inconsistencies (bumps) can cause the joints to have dips, bumps, and ramps, which sends cars flying everywhere if drivers are not too careful. Uneven surfaces can be shimmed with playing cards or other thin materials for a smoother track.

Quoted for truth/importance.
Erik Warnes
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060708
reapersaurus wrote:
unixrevolution wrote:
It should be noted, though, that because of the puzzle-piece nature of the track, the track surface is only as smooth as the table it’s on, as topographical inconsistencies (bumps) can cause the joints to have dips, bumps, and ramps, which sends cars flying everywhere if drivers are not too careful. Uneven surfaces can be shimmed with playing cards or other thin materials for a smoother track.

Quoted for truth/importance.


In fact, here is the entire discussion on this point:

http://www.boardgamegeek.com/thread/309658

I don't believe it to be a fatal failing of the game, but it is something to consider. Part of the skill is keeping cars on the track, but a very bumpy track is no fun for anyone. I generally prefer smoother tracks to rougher ones.
Last edited on 2008-05-05 14:54:52 CST (Total Number of Edits: 1)
Tim Frankovich
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This is another of those games I'd really love to get... if it were available without paying an arm and a leg. :(
Tyler Lischka
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I just recently got this game as well. Here are my findings:
On an uneven table, or even a table with a leaf in it, the pieces can sometimes become higher or lower than one another causing this 'jump' in the track. When I have played with tracks like this, I too have not had too much fun with the game. It gets repetitive having to pick your car up off of the floor everytime, and in my opinion, weakens the fun factor of the game. True, this can be solved by placing playing cards under certain track pieces. I typically run a test through by dragging a car along the track and replacing or altering any curves or straights that would cause a car to 'jump.'
But...
When the track can be setup evenly with no bumps in it, it is most definitely epic fun. Being able to flick to your heart's content knowing that the tracks all fit smoothly together creates a totally different gaming experience. You can now focus on how to pass your opponents cars, and play multiple setup type shots. This is why I believe this game has such high praise here at BGG. When it can be setup flat, this is without a doubt one of the best dexterity games out there.
Erik Warnes
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060708
pHr0sT wrote:
I just recently got this game as well. Here are my findings:
On an uneven table, or even a table with a leaf in it, the pieces can sometimes become higher or lower than one another causing this 'jump' in the track. When I have played with tracks like this, I too have not had too much fun with the game. It gets repetitive having to pick your car up off of the floor everytime, and in my opinion, weakens the fun factor of the game. True, this can be solved by placing playing cards under certain track pieces. I typically run a test through by dragging a car along the track and replacing or altering any curves or straights that would cause a car to 'jump.'
But...
When the track can be setup evenly with no bumps in it, it is most definitely epic fun. Being able to flick to your heart's content knowing that the tracks all fit smoothly together creates a totally different gaming experience. You can now focus on how to pass your opponents cars, and play multiple setup type shots. This is why I believe this game has such high praise here at BGG. When it can be setup flat, this is without a doubt one of the best dexterity games out there.


Absolutely true. I should put out there for the record that it's entirely possible to go off-track even on the smoothest playing surface. extremely hard flicks, flicks at odd angles, and other things can make the car dance such that it hits the barrier and flies right over, or goes off-track where there are none (None of the track has a barrier on both sides.)
Erik D, Clear Team
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0708
Just wait until you add the expansion packs. My opinion went from meh to rockin' like that.
Phil Campbell
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I recently received the first expansion for my birthday and it's a great addition (IMHO).

The only downside is that the game and the expansion weigh a fair bit when you've got to lug them about!
Eric Paisley
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As always, a great review Erik. Question: Plays better after a couple of drinks or SCS (Stone Cold Sober)?
Erik Warnes
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060708
troubadour27 wrote:
As always, a great review Erik. Question: Plays better after a couple of drinks or SCS (Stone Cold Sober)?


Since I'm rarely anything but stone cold sober, I can't really say. Occasionally I'll have a (one) drink, but that's it.

If it's a valid basis for comparison, sleep deprivation has a positive effect on laughs had. Never having been drunk I can't say for certain though.
Peter Marchlewitz
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050708
I too love this game and have all expansions.
I'm going to get the mini version and all its expansions because they are so darn cute!
Scott S.
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unixrevolution wrote:

thumbsup Epic amounts of fun!

thumbsdown Out of print, therefore pricey and hard to find


Why-oh-why must you taunt those of us with this out of print game on our wishlist with another glowing review? :soblue:

Question...Can this be played on a 4' by 4' table or is that too small?
Last edited on 2008-05-06 13:34:14 CST (Total Number of Edits: 2)