by redgoatgamer

I went into Joyride: Turbo with high hopes for a fast-paced, adrenaline-filled racing experience, but unfortunately, it left me disappointed for several reasons. While the game has potential, it falls short in some key areas that make it hard to recommend in its current form.

First and foremost, this game is not for players prone to analysis paralysis. In our 3-player game, my fellow players both insisted on making the absolute "perfect" choice each turn, and what should have been a fast and thrilling race quickly devolved into a slog. A racing game should thrive on quick, seat-of-your-pants decision-making, where split-second choices lead to thrilling moments and occasional chaos. Instead, Joyride: Turbo seems to encourage a more deliberate, over-calculated style of play that robs the game of its momentum and fun.

Another issue lies in the instructions, which feel clunky and incomplete at times. Certain mechanics could benefit from clearer explanations or examples. For instance, in our game, one player didn’t like the beetle-bug mechanic, so he gained control of it and sent it to the far side of the map, essentially taking it out of play. As written, the rules didn’t prevent this, leaving us scratching our heads and wondering if we had missed something. This kind of ambiguity detracts from the experience and leaves you wondering whether you’re playing the game as intended.

That said, Joyride: Turbo might still have potential with the right group or a few house rules to streamline the pacing and clarify unclear mechanics. But as it stands, it feels like it needs more polish to truly shine. Racing games should be about energy and excitement, not endless deliberation and rule ambiguity.

Unless you’re willing to invest time into tweaking the game for your table, Joyride: Turbo may struggle to earn a spot on your shelf. It’s one I’ll likely revisit with some adjustments, but for now, it’s hard to recommend without reservations.

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