I put this on the table expecting nothing and got exactly what I expected, which turned out to be more fun than I planned for. You draft a stable of absurd racers, philosophers, trolls, assassins, each with one weird power, and then you roll dice and move them down a track while their powers bounce off each other in ways nobody at the table fully predicted. Someone described the honest version of this experience well, called it startlingly fun despite there being just a few interesting decisions, and that’s basically correct, most of the actual game is the drafting, over in the first ten minutes, and everything after is watching chaos you already set in motion.
I won’t defend the balance. The Merchant always wins is a complaint I saw repeated and I believe it, I’ve watched it happen more than once, and getting assassinated before your racer even leaves the gate because of bad luck in tile order is a real way to lose a game before you’ve made a single meaningful choice. It’s also, and I say this fondly, in contention for ugliest board art I own, cardboard pawns with bases so loose they tip over if you breathe near the table, and I’ve genuinely considered picking up aftermarket plastic bases just to stop the physical annoyance of it.
None of that stops it from being genuinely funny in the room. The powers interact in ways that generate real table talk, cheering your ridiculous little athlete around the track while someone else’s troll gets sabotaged by a philosopher’s ability nobody read carefully enough, and that specific chaos is the entire selling point. This is not a game with meaningful strategic depth, some players called the choices an illusion, and I think that’s fair, you’re mostly along for the ride once the draft ends.
Good beer game, is the phrase that kept coming up in the reviews I read, and I can’t improve on it. Bring the right group and a drink and this earns its spot in a game night. Bring a group that wants real decisions and it’ll wear thin fast.
