Shuffle Grand Prix Review

I very rarely reference video games in my reviews. Mostly because I have never really been a big video gamer. I was always more into RPG style video games (Final Fantasy XI ftw), but some styles of video games I also enjoyed quite a bit. Among those were the battle racing style games of Crash Team Racing and Mario Kart. So much fun not only to race to the finish but also to plant traps and equip weapons to slow your opponents’ progress. Such is your plight as you play Shuffle Grand Prix by new-to-the-board-game-scene publisher Games by Bicycle.

Shuffle Grand Prix (2019)Games by Bicycle
2-4 Players30 minutes
Ages 13+BGG Weight – 2.00 / 5

DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

Okay let’s setup this game in our minds. Shuffle the large deck of Distance Cards (in denominations of 25, 50, 75, and 100 distance) to form a draw deck. Each player will draft a team of racer and co-pilot, which means taking the racer’s deck and co-pilot’s deck to form their team. Each pilot is a different character with different decks and different special abilities that can be used throughout the game. For example, my first team was the wizard and the musician. Place the driver’s character card on top of the wheel (health) card at maximum wheel strength, and tuck the co-pilot’s card underneath them. You cannot use the co-pilot’s ability until they become the driver (when your main pilot spins out due to your opponents and their dastardly play). Now shuffle the driver’s and co-pilot’s decks together (a la Smash Up) to form your personal draw deck, draw three cards, and you are ready to begin!

On your turn you will flip over the top Distance Card and place it in front of yourself. This is how far you have driven this turn, and ultimately is your VP stack. From there you may play cards from your hand to affect your own cards, the cards of your opponents, or place traps. You may equip items to your car (max 2), switch out equipment, or pass your turn  This structure continues until there are no more Distance Cards to draw, then the game ends and you count Distance to see who is the winner! I have intentionally left some rules out because they are fun to discover and play – like making your opponent spin out (for trophies), nerfing your opponents, card combo play, etc.

Components: this game is relatively light on components as it is a large number of playing cards and a collection of trophy chits. The chits are good quality, and were definitely too numerous for our plays. The cards are of great quality, which is what you expect from Bicycle, the playing card giant. The art in this game is VERY quirky. I wouldn’t say the art is amazing, but it’s fun and fits the theme. Think Munchkin art. In fact, think of this game as a whole as a combination of CTR/Mario Kart meets Munchkin.

Overall, I really dig this game. It’s pretty fast-playing, though those AP-prone players will hold up the game a bit on their turns. The rules are light, the game play is really fun, and the flavor text on the cards is quite humorous. I thought out loud as we were playing that this is a replacement for Munchkin for me, and I like Munchkin a lot. The take-that/screw-your-neighbor aspect is certainly there, but even when you pile on it doesn’t seem to slow you down so much that you can no longer do much on your turn. I appreciate that. The eight provided playable character decks feels like I can play this game for a really long time with different combinations and enjoy it each time. So for the ease of play, enjoyment of play, different combos we are excited to try, and absolute silliness, Purple Phoenix Games gives this one a bashin’ 14 / 18. Check it out!