Formula Motor Racing

Reviewer Reviewed On Publisher Designer Published In Rating
August 8, 2003 GMT Games Reiner Knizia 1995 6.5
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I like racing games, especially Formula De. However, one problem I have with Formula De is that it takes a good bit of time, especially if the race is more than one lap. Then I heard about Formula Motor Racing, which claimed to be the “quickest-playing auto racing game in existence.” I was intrigued, and even more so when I saw that the designer was the great Reiner Knizia (Modern Art, Lost Cities), and that the company who made the game (2001) was GMT games, who are usually known for their war games. (Paths of Glory, etc.)

So was Formula Motor Racing the ultimate short racing game? The response is that while not exactly an accurate racing simulation (or even close) Formula Motor Racing is an extremely fun card game that everyone will enjoy. Quite easy to learn, with a lot of “hit your neighbor” fun, it’s one that folk of all ages would like.

An explanation of game play follows:

Each player (three to six) picks one of six colors and takes two small plastic cars of that color. A deck of fifty-four cards is shuffled and placed in the middle of the table, along with a twelve-sided die. One player takes six “pit crew” cards and shuffles them. These cards are then drawn to determine initial car placement. The first color drawn has its cars put in first and twelfth place, the second in second and eleventh place, etc. Even if no one is playing that color, the cars are still placed on the table, because it’s possible, although unlikely, that a neutral car could win the game. Each player is dealt five cards, and the game begins. The player who controls the car in pole position goes first, with each player going clockwise.

On their turn, a player plays a card, then draws a card. They must complete both actions. The action cards have various effects.
- Overtake cards are the most common. They are of three types: “+2”, “+3”, and “+4”. Each overtake card is color coded, and can only be used on a car of that color. The indicated car – and the car directly behind it – move the amount of spaces up in the line, with the rest of the cars adjusted accordingly. Cars cannot move beyond 1st or 12th place.
- Wrong line cards move any car back one space.
- Off Circuit cards move any car back two spaces
- Lose Control cards move any car back three spaces
- When playing a Pit Stop card, the player selects one car (of the matching color, or any color if the card is black) and rolls the die. On a 1-6, the chosen car moves that many spaces backwards in the line, while 7-12 does nothing.
- Tailender Turbo cards move one of the last three cars in the race forward three places.
- Charge (Lose Gears) cards can affect a car of any color. The die is rolled. On a 1-9, the car moves forward one. On a 10-12, the car goes to last place. If the car is the same color as the current player, they may roll again, and continue moving until they wish to stop, or until the car goes to last place.
- Charge (Engine Blows) cards are the same as Lose Gears, but the penalty for a 10-12 is that the car is out of the race!
- When a Spin Out card is played, the player rolls the die. The car in that position must move to last place. The player may re-roll the die once, if they choose, but must accept the re-roll.
- The Spin Last card is the same as Spin Out, except the car is out of the race.
- The player playing the Crash card rolls the die. The car in the position rolled is out of the race, as well as the car before or behind it (player’s choice).

When the last card is drawn, the race is almost over. Each player plays one last card, and then points are scored. Only the first six cars score points for their owners (10,6,4,3,2,1). Several races can be raced, with points totaled from the races. The player with the most points after a predetermined amount of races wins the game!

Some comments on the game:

1.) Components: The cards are of very good quality, and are nice and bright, and easy to distinguish. Color-blind players may have some trouble telling the cards and cars apart, as the only thing differentiating them is their color. The cards have nice diagrams and text, explaining what the function of the car it. The cars themselves are nice little plastic models (I may use them in other games), and the die is a very good quality 12 sided die. The box is a good, sharp looking small box that has a plastic insert, holding everything well, and comes with a small plastic bag for the race cars. Some score sheets also come with the game to keep track of each car’s points. For the price, the game components are top notch.

2.) Rules: The rules are printed on seven pages. They certainly don’t need to be that long, but it’s nice to see a description of each card and a detailed statement of how that card works. There is also a score sheet on the back of the booklet that can be photocopied when a player runs out of score sheets. The game is very easy to teach, and once the players learn what each card does, runs very smoothly.

3.) Grandiose strategy: It isn’t here. Formula Motor Racing isn’t the most strategic of games every played. Rather, it feels like Battle Cattle or Guillotine, as each player plays cards that help them and/or hurt others. Of course, one can maximize their car position, but with luck of the draw, and powerful cards, cars can go from last to first quickly, and vice versa.

4.) Fun Factor: But it doesn’t matter too much, because the game is a lot of fun! It’s fun to move your car up, and other’s back. I really enjoy the Charge cards, where I try to move my car up in line as far as possible (even though I never succeed). The game is a blast, and even though the cards and die add quite a bit of randomness, it isn’t a big deal, as long as all players are in a proper frame of mind.

5.) Theme: Well, it’s not Formula De, or any other racing game. The theme, while existent, is only barely so. But with proper players (I mean the ones who like to have fun), the theme can be felt, and everybody can feel as if they are jockeying for position in a high speed race. The crash cards especially add to the flavor.

I think this is a game that should be added to many collections. It’s very inexpensive, with good quality components. It’s fun and easy to learn and play, and only takes a short time (fifteen minutes a race). It’s a fantastic game for both children and adults, and can provide a lot of laughter and shouting. GMT may be known for their war games, but I’ll always be thankful they made this little gem.

Tom Vasel
"Real men play board games"