FORMULA DE - MINI (Eurogames/Descartes, 2-8 players, 30+ minutes; $26.95)
When Eurogames first
published Formula De, it was released at roughly
the same time as Mississippi Queen (Winter 1998 GA
REPORT) by Rio Grande. Since both were race games, I inevitably started
comparing the two in my mind. While Mississippi
Queen struck me as more of an abstract race game, Formula
De seemed to be designed as more of an attempt to simulate actual racing.
As a result, Formula De was a touch more complex
than most German style gamers
seemed to enjoy. The designers of Formula
De, Eric Randall and Laurent Lavaur, must have appreciated this point as
well because they have made a more streamlined version of the game titled Formula
De - Mini which is published in America by Eurogames/Descartes.
The game comes in a conveniently sized bookshelf style box.
The contents
include eight cars in four colors with separately attachable spoilers in the
same colors. The "dash boards" used to mark you car's current
gear come in the same four colors (two of each) and include a matching color
gear shift (pawn), and a really neat jigsaw puzzle style end piece. Thus,
you can set-up your dash board to match the colors of your car on the track.
There are five dice
for the various "gears" that move the cars and, a 20 sided
die for determining other game effects (mostly damage to your car). For
veterans of the original Formula De, the sixth gear
die is missing but the dash boards do include a space for it if you wish to
add it back in. There are also 200 tokens which are used to track damage
to your car throughout the race. Finally, the map included with the game
is a one piece double- sided map featuring two different tracks. The
components are the standard high quality pieces we have come to expect from
European games and, match perfectly to the older Formula
De components.
The game play itself largely parallels the original version of the
game. Each player starts with a car with the matching dash board. Pole
position is determined by roll of the 20 sided die. The one noticeable
difference from the earlier game is that players also start with 20 tokens,
which the rules call Life Points, for their car (or each of their cars, if
players have more than one car). The race starts with the player in the
first position. Each player starts in first gear and, on their turn, rolls the
20 sided die to determine whether they have a bad start, normal start, or flying
start.
The "gear
dice" are the key to the game system. Each gear has a distinct die
(color coded) that gives a range of possible movement numbers. A player
may only shift up one gear at the start of their turn. They may downshift
one for free and can downshift more by giving up one token for each further
shift down. The gear you shift into determines which die you roll, with
higher gears having higher numbers.
So, why does one shift down? The answer for that is corners.
Each corner on the track is marked by a red line surrounding a number of spaces.
A car must stop in that set of spaces a number of turns equal to the flag shown
on that corner (which is one for all of the corners on the maps included with
the game). Since a player must move the full amount they roll on the die,
careful choice of gear selection going into a corner is a major factor in the
game. Of course, a player wants to move as far as possible to stay in the
lead but, at the same time, doesn't
want to overshoot the corners. So, what happens when a player does
overshoot
the corner with their die roll? This is where Life Points enter the
picture again.
For each space a
player overshoots, they must return one Life Point to the bank for that car.
A player can also opt to use these as breaking points and have their car not
move the additional spaces. Why would a player do this? The corner
could be blocked by other cars or the player might want to position their car
for a better gear shifting option on the corner following the one they just
entered. It is always important to look to your next turn before deciding
which gear to use and where to ultimately position your car. There are
also rules for checking for body damage when cars end their movement in adjacent
spaces and rules for checking for engine damage when players are in the higher
gears. Again, any such damage acquired is paid for with Life Points.
Two other uses of Life Points are new to the game. Once per
race, a player
may expend three Life Points to "turbo boost" their car. At a
cost of three Life Points, the player may move their car one more
space. This sounds expensive but can be particularly worthwhile if you
are going to miss stopping in a corner by one space. The other new use of
Life Points is slipstreaming. If your car stops behind another car that is
in the same or lower gear (minimum of third gear), you may spend one Life Point
to slipstream around the car. This allows you to move your car three extra
spaces and, if you end up behind another car with the same conditions as above,
you may pay another token to slipstream again.
The game continues for two laps with players taking their turns in
the order of their race positions from the start of that turn. The first
player to cross the finish line wins.
With Life Points flying put the window at such a high rate of speed,
one might wonder if it is possible to recover them. It turns out that
there is by making use of Pit Stops. Each car can pit only once per race.
The pits have their own lane and a player can enter at any speed. Once in
the pit, the player rolls the 20 sided die and, if they get a number greater
than their current Life Point total, they can immediately leave in third gear.
They gain a number of chips such that their total number of chips equals the
value rolled on the die. If a player is unhappy with their roll, they can
opt to not leave and roll over again on their next turn. There was some
concern amongst some of the game discussion groups that these rules were not
properly translated into English but, Ron Magin from Eurogames assured
me that the French pit stop rules, while not as concise as the English, do not
contradict the English rules. Since these rules parallel the pitting rules
from the original game I would be inclined to agree with him.
I have to say that I was pleasantly surprised by Formula
De - Mini. The first game we played was on a two lane map (normal
maps have three lanes). While it played well, I was left with concerns
over whether the game would translate well to a three lane map. The second
side of the map has a more traditional three lane track and, the game actually
played even better on this. If you are just looking for a neat race game
to play every now and again, the two maps included with the game will work fine.
However, if you are looking for a little more variety, the game should work well
with the regular Formula De maps that Eurogames
publishes. You will need to get a sixth gear die but, gear dice sets are
conveniently available from Eurogames (and trust me, you will want the extra
gear dice to speed up play anyway). Given that you get 20 chips for a two
lap race, one might guess that the rule is 10 Life Points per lap.
However, this is for
maps that are noticeably smaller than your conventional Formula
De circuit so, this number might have to be adjusted up a little for the
larger maps.
Formula De was played quite a bit by
one of our local groups when it first came out. A league was even set-up
to play through all the tracks. Unfortunately, due to its length and the
slightly fiddly play, the game fell out of favor after awhile. Formula
De - Mini's switch to Life Points from specific points for each system
really streamlines and speeds up game play. It is enjoyable and simple
enough that it should easily appeal to the lighter German games crowd. I
might just start taking out my old Formula De
tracks for a few more test runs. - - - - - Nick Sauer
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