by Fred Hicks / Evil Hat Productions
I've got a session of Race to Adventure on the schedule for a local game convention that's also a International TableTop Day event, so hopefully we can get some more interest stirred up.
My group enjoys it, the only reason we haven't played more often is because my color printer is being a jerk currently and I can't print off the extras for a 6-person game. (I may check on a new printer when the tax refund comes in.)
I've been playing Race to Adventure with a ton of difference friends and almost everyone liked it. It's a simple and quick game I often suggest when there's not much time or we want a rest from "heavy" games.
Good luck with this project and your ongoing one!
To Joshua: It's true that it's a simple game and expert tabletop players can easily master its mechanics, but I also found Race to Adventure very easy to hack. Have you tried getting a bit creative and crazy with the set-up or even with the rules of the game? That might help freshen it up a bit if you got too "savvy".
I also won more than one game by NOT doing the best thing, taking advantage of everyone else fighting for the same actions and doing more things without anyone stealing the actions I needed. In my opinion, when everyone's good at it, it becomes a game of reading the other players more than anything else.
Sorry to hear that. Thanks for the feedback. :)
My experience with Race to Adventure was that initially it was fun, we liked the theme and the games were always close, which seemed exciting, but after several playthroughs we came to the conclusion that the reason the games were always close was that it was always pretty obvious what the best thing to do next was, everybody was trying to do it, and in the end, who won came down more to turn order than any kind of real strategy. It was still kind of fun, but without the sense that one could really make choices that might seriously effect the outcome of the game (since the "right" choice was usually so clear), we lost interest.