Please check out my other reviews at:
http://www.boardgamegeek.com/geeklist/145695/item/2728438#it...
Conclusion:
If you have read these reviews before, you know that a good racing game is something I've been searching for. I've been harsh on the genre before and for good reason: most of the games have a lazy design and don't really make you feel like you are racing. Thunder Alley uses the drafting mechanic to near perfection. It brings NASCAR alive. You do not want to be off on your own in this game. You will move your own team and also the cars of other players due to the drafting mechanic. This is fantastic.
Thunder Alley looks great on the table despite all the cardboard. It is a brillant design. There is luck involved in which cards you get, but the game is more about using your cards to the best of your ability. The game removes dice from movement which is an intersting decision. So many racing games rely upon the dice movement. I find that after all this time it is a lazy mechanic to rely upon.
Thunder Alley is at its heart a very simple game. You play cards to move. You have just a few options in front of you with your card play. Yet, I feel like I get better at the game with more plays. The game doesn't take too long but it can be set up for a season or a longer play with more laps.
The truth is I just have fun playing this game. I get the feeling of speed. I try to attach to cars that haven't moved yet so I can move more than once. You don't want to get stuck in the back and not be connected and you don't want to be out front by yourself watching people pass you by. You will make alliances and break alliances throughout this game. There is a huge strategy in when to pit. Luck also exist in the random events that occur. This brings a different level to the game, but can be taken out if desired (although I've never done it).
Overall, this is the best racing game on the market. I've yet to play Formula D(e) so I can't comment on that game yet. I love the drafting mechanic and how others have to pull (push) you along. Fun stuff!
Keeper.
Components:
The components are your classic GMT components. You get a lot of little chits. 885
A lot. And some are very small. You can see the pictures here to see what they look like. The cars are double sided to easily see which ones have been moved. The player mats are not thick cardboard, but get the job done. The cards are high quality and I love the graphic design on them. Good job on the cards! This game pops in an interesting way. It isn't full of plastic, but it is easy to use the components and they still pop in a cardboard sort of way.
The game comes with 4 different maps which is a huge plus. This gives you different experiences.
Rule Book:
The rules are presented in classic GMT fashion. They are printed in "war game" fashion with the rules showcased like: 4.3 Losing a Car - see rule 2.54. The rules show a lot of black and white, but does have some pictures which are in full color. The rules are very wordy, but orgainzed well. Some of the rules are a little tricky at times. There is a misprint in regards to drafting, but it can be easily figured out. The rules include a description of every card for clearification. Overall, I'm happy with a rule set like this, but they can be very boring to read. It fees like you are reading instructions to an IKEA bookshelf.
Flow of the Game:
The goal of the game is to get your cars across the finish line. You have a team of cars and you will get X VP based on what place each of your cars come in. Most VP wins the game.
A turn in the game is represented by everyone moving all of the cars. This is in contrast to a single player round where the player will play a single card and move a single car as the "first mover".
Turn:
1. Draw Cards - You draw up to the number of cars you have left +1
2. Perform Actions -
A. Choose a car that has not yet moved
B. Play a card and move the car (and perhaps others) per the directions on the card; this may put wear on the car per the usage on the card
3. End of Turn -
A. The car in the lead gets a turn leader marker which is worth VP at the end of the game
B. Draw and perfrom an Event Card - This could be rain, a crash, nothing, some players get wear on their car, etc. 629