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Larry Welborn
United States Anderson South Carolina
Way to go, Bubba.
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The following review was written by me in 2001 and posted in "Game Notes" on Boulder Games website. Although this review is 10 years old, I still stand by my comments and conclusion.
FORMULA MOTOR RACING, by Reiner Knizia, is GMT's latest Eurogame release. Originally released by Gibbons in 1995, this updated version contains new artwork and some minor rule tweaks by Mr. Knizia.
FMR comes with 54 action cards, 6 pit crew cards and a 12-sided die. The game also has 12 plastic cars, 2 each in six 6 different colors. The cars are a bit larger than the ones found in FORMULA DE. The game accommodates 3 to 6 players. With 4 or more players, each takes one team, which consists of 2 cars of the same color. The unchosen colors still compete and can, in fact, win. When only 3 play, each player takes 2 teams.
FMR differs from most racing games in that there is no track. The cars are simply lined up in a row. As the game progresses, cars change places in the row, relative to each other. As such, no car can pull away from the field. Although unrealistic, this mechanism serves to keep the game close and exciting.
At the beginning of the first race, the team order is determined randomly. The first team selected starts cars in the first and twelfth positions. The next team starts in the second and eleventh positions and so on. Each player is dealt 5 cards. The owner of the lead car plays first, and then play proceeds around the table in a clockwise order. Each turn is simple; you play a card then draw a card. Play continues until the deck is exhausted. At that point, each player gets to play one last card from his hand.
Cards are either helpful or harmful and affect the positions of the cars in the race. The most common cards allow one car of a particular color to move forward 2, 3, or 4 positions. But, in addition, the car directly behind the chosen card also moves forward. The person who plays the card gets to pick which car of that color to play the card upon, unless only one car of that particular color remains in the race. So, often a player will play a card with the color of the opponent directly in front of one of his cars. This moves the opponent but also moves his own car forward as well. Harmful cards have the opposite effect. Usually these cards allows a player to move a car backwards, although some require a die roll to see if there is an adverse effect. Some cards do not allow the player to choose which car is affected. When these type cards are played, the player rolls the 12-sided die. The car in the position of the number rolled is affected. Results of these cards include being moved to the end of the ace or eliminated entirely.
At the conclusion of the race, points are awarded for the following finishing positions 10 for first, 6 for second, 4 for third, 3 for fourth, 2 for fifth, 1 for sixth, and no points for seventh-twelfth positions. If multiple races are held, the finishing positions are kept for the start of the next race, with cars eliminated from the race placed at the end of the line, in the reverse order from which the cars exited the race. A three-race competition works well, and can be completed in around an hour.
FMR is definitely a game that emphasizes fun over simulation. There is very little long-term strategy in the game. Usually, by the time a player's turn comes back around, the field is completely different. Most long-term strategy consists of holding a powerful card or two until the end of the game. A player primarily seeks to maximize his position based on the current situation. Luck also plays an important part of this game and there is a degree of "gang up on the leader" syndrome. This may turn off some hard-core gamers. But FMR is an excellent little filler game that is well suited for young and old alike. I have played FMR with 6 different groups and everyone has enjoyed it immensely. I can recommend it as a good family game.
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