Rush & Bash is a fast-paced game about a crazy race set in the same world of games like Vudù, GodZ, and the Super Fantasy series.
Players take turns by playing a card from their hand, and the card will grant them an optional special effect (launching missiles, dropping bombs, repairing the car, changing lane, charging a special ability) and a movement value in a straight line. Players can also unleash their special abilities, that may allow them to play more cards or activate special effects.
There are two types of cards, and players draw them according to their position on the racing track, keeping the game always balanced and uncertain until the end.
There is also a "championship mode" that allows players to customize their cars and play multiple races.
The board is modular and is made by twelve cardboard terrains, all with unique effects and obstacles, including various 3D elements like bridges, volcanoes and wild creatures.
Rush & Bash Full Playthrough - JonGetsGames
- Puts a lot of fun into them
- Looks a little dated
- Mario Kart
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, because of that, I actually never got a copy of it um and haven't played it.
- Um so, you drive cars around and shoot at each other. That's basically the game.
- Looks like Carcassonne with Islands. That looks pretty good.
- Do we need a card game version of it? And the answer to that is we really don't. Just play Camel Up.
- This is a war game from Don Greenwood, Avalon Hill.
- But if you like choose your own adventures type games, that's what this is.
- It is a tile laying game that is about as exciting as it looks in this picture here.
- So if you like Klask, um which is a fantastic two-player game, this is just a version for four.
- I really like awkward guests, so why didn't I play the second one?
- He gave it Seal of Approval. A seven out of 10. Well, there you go.
- I think I'm going to have to go with the Bottom of it. It is a fantastic three-player trick-taking game that I like very much and think you definitely should check out.
- If you really like what we're doing here at the Dice Tower, then there are different ways to support the Dice Tower. One of those ways is through Patreon.
References (from this video)
- There is a lot of variety to the different maps
- Rush cards push players significantly forward
- Star powers offer strong, varied effects like the Propeller Rockets (eight-space move) and Grog Cannon (area damage)
- Lookout ruler is a handy tool for resolving ties
- Being in the lead can invite missiles and hazards that make winning uncertain
- The race can become punishing with multiple hazards (lava, boulders) and board changes that can swing standings
- The player felt they could have sometimes been more cautious and missed optimization opportunities
- combat racing with weapons and environmental hazards
- racing on a track with hazards (volcano, bridge) and track tiles
- live playthrough commentary
Mechanics (from transcript analysis)
- boost symbols and Boost effects — Landing on boosts or triggering star actions can grant extra movement or additional actions drawn from the top Sprint card.
- collision and damage tracking — When cars collide or hit hazards, they take damage; three damage spins them off the track and resets at a checkpoint.
- Combat: Damage Based — When cars collide or hit hazards, they take damage; three damage spins them off the track and resets at a checkpoint.
- finish line and checkpoints — Race progresses along a track with checkpoint tiles; reaching the finish line ends the race.
- health, checkpoints and respawning — Health is tracked on a damage meter; cars spun off respawn at a checkpoint with health adjustments.
- lookout ruler for tie-breaks — A Lookout ruler is used to determine who is ahead if there is a tie.
- missiles and bombs — Missiles travel along the current lane until they hit a car or obstacle; bombs are placed adjacent to a car and explode affecting nearby cars.
- Rush cards — Rush cards can provide higher acceleration or extra actions, including steering and star-power interactions.
- Sprint cards and acceleration — Sprint cards offer acceleration values 1-3 and sometimes include top-action effects like firing missiles.
- star power and star meter — All cars start with star power at zero; activating star power increases effects and may grant extra actions or special abilities.
- three-card hand per turn (Sprint cards) and top optional action — At the start of each turn, players have three cards in hand; cards include Sprint actions with optional top abilities used before acceleration.
- track die and obstacles — A track die is rolled to place new Boulders on the track; boulders block lanes and can damage cars on contact.
Video topics + discussion points
Quotes (from this video)
- Rush cards really push you quite a bit farther forward
- Propeller Rockets moves eight spaces forward without changing lanes
- Grog Cannon damages everyone ahead of them
- There is a lot of variety to the different maps
- obviously it's a bit of a zany game
References (from this video)
- Zany, light, easy to pick up and play
- Potential for quick plays and party-like fun
- Does not aim for deep strategy; more casual
- Subject to luck and run-out effects in shorter sessions
- Kart-racing chaos in a tabletop format
- Racing-themed board game with zany events
- Light, fast, party-like racing
- None explicitly; notes as lighter, faster racer
Mechanics (from transcript analysis)
- racing_engine — Players race around a track, using cards and events to gain advantage and block opponents.
Video topics + discussion points
Quotes (from this video)
- There were eight new pledges to the campaign over the last month and that's just awesome to see
- This third year has been huge for the channel; the studio really changes things
- Annotations can no longer be added to YouTube videos probably forever
- Klingon on close captioning is a neat idea for board gaming channels
- I ended up liking this game quite a bit; it’s a cool core game with strong mechanics