Thunder Road Review

Thunder Road
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When I was kid I used to love watching Mad Max: The Road Warrior. Obviously it was the one cut down for viewing on regular TV. In addition, when I was a kid I was really into cars and trucks. I watched that movie over and over again, especially for the final run where Max needs to get the people out. Why am I talking about this? Because this eventually lead to my owning Thunder Road. My mom saw it at the toy store and knew how much I loved that movie, so that's how I wound up with this game.
Another Saturday night rolled around and to preempt our usual gaming we delved back into memory lane and pulled out this game. We swiftly learned the rules and had a great time playing through this a couple times. Like most of the Milton Bradley games we seem to pull out they have an interesting board mechanic amidst the really fun game.
In this game each player gets a group of three vehicles of varying strength and one helicopter. They all have the same movement speed options and the "armor", if you will, is all that differentiates them. Basically the game board is split into two sections (a lead board and a back section) and the basic object of the game is to race your cars until you run out of room on the lead board. When your car makes it to the lead board then you have to take the back board and put it in front of the lead board, essentially extending the game board and road. It's really an interesting system. The catch is that if you have any cars on the board that is being moved they get dumped and are out of the game. This gives players a major incentive to keep up or try and stop a player from speeding along very quickly.
The way you can stop a player is by ramming their cars or attacking them. The players keep their helicopters physically off the board and can attack on the boards only once per board. They do not die if they are on a dumped board instead they return to waiting off the side of the game board. When ramming your cars have certain point values that add to your ramming values and the two players have to compare. If the ramming players roll combined with their cars value beats the defenders roll plus their car value then the rammer successfully rams the car and it is now a wreck! The only way you can repair a wreck is to roll double sixes naturally.
This game feels like it has quite a bit to it. The rules were pretty quick and easy to learn, but there is a decent amount of strategy involved. Your plans can easily be thwarted by the other players' strategies, which make this game quite challenging and a lot of fun. It's pretty quick to run through a game so it's fairly fast paced, which is good for the feel of this game. As usual, this wound up being a lot more fun than I remembered... though I probably didn't play it nearly as fully when I was a kid.

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