(see also Burning Rubber 0.1)
Got together tonight with Rob Bohl, Emily Care-Boss, and Epidiah Ravichol for a first round playtest of Burning Rubber. We weren’t shooting at each other. I wanted to see if the driving game was fun, and when, if ever, you’d wish you could shoot. Each of them gave really solid feedback. Thanks, guys!
The big things we noticed:
- Skidding and crashing work great. They’re reasonably intuitive and make a really solid, comical mess.
- The ruler design is critical. Units were twice as long as they should have been and there were about half as many as there should have been, resulting in everyone achieving their top speed on turn 2 and having no problem keeping it, even around the tightest curve on the course.
- Driving is too easy. If no one gets aggro on your ass, you just drive around.
- I have to be clear that you can’t accelerate with Yellows.
- You need two rulers to keep from losing track of stuff.
The following rules supercede the previous post on the matter. They are much simpler. My sacred cow of “facings” is by the side of the road, trying to hitch a ride to a different game.