Downforce: Wild Ride

2020 · Racing

Downforce: Wild Ride

Jump ramps over water and speed past wild animals on two new racing tracks. Manage speed cards to clear jumps efficiently, pass blocked cars, and time moves around animals that shift along the track.

Players
2–6 best 6
Playing time
20–40 min
Age
8+
Complexity
2 / 5
7.4 on Ludoyafrom $18.40Expansion for Base-gameSportsHand ManagementAuction / BiddingBetting and Bluffing

On Ludoya's tables

Full stats in Ludoya
7
Plays logged
5
Players
27
In collections
2
On wishlists
1
Pre-ordered

7.4/10

from 6 Ludoya reviews

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When can my car use a ramp?

Your movement on the card must be at least the number shown on the ramp, you must have at least 1 movement remaining, and the ramp’s landing space must be empty. If any condition isn’t met, you can’t use it (p. 2).

Does jumping a ramp use up a space of movement, and can I finish my turn on the ramp?

Using a ramp moves your car directly to its landing space and costs 1 movement. A ramp is not a space, so your car cannot end its turn on one; you may use multiple ramps in a turn (p. 2).

What if I reach a ramp but can’t use it?

If you still have movement but can’t use the ramp, you must skip it and continue moving into any available empty space (p. 2).

Do the animals block my cars like other cars do?

Yes. Each animal occupies one space and blocks movement into that space just like a car; once an animal moves away, its former space can be entered as a regular space (p. 2).

When does an animal move, and where does it go?

At the end of a turn in which at least one car has passed that animal’s line, move the animal to its next open space on the board. Remove it if it is already in its last space on the track (p. 2).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.