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
- 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