Downforce: Wild Ride – Expansion Review

Downforce Wild Ride Expansion Cover
Expansion Cover Sleeve. This expansion does not include a box – I appreciate that they don’t create undue waste!

Wild Ride is an expansion for the board game Downforce. You must have the base game to be able to play. We also have a review of Downforce without any expansions. The Wild Ride expansion adds a new, two-sided game board with totally a totally different play experience and elements on each side. Also included is one cardboard sheet with punch-outs to add to the board.

Downforce Wild Ride Punch Board Pieces
Animals and ramps included in Downforce Wild Ride Expansion

Aloha Sands

One side of the board is called Aloha Sands. Aloha Sands features ramps that cars can jump to zoom ahead of the pack. The expansion comes with actual little ramps you set on the board to simulate the jumps. Using the ramp has a few rules, but they are not cumbersome. A ramp can only be used if:

  • The number played on the speed card must be equal to or higher than the number on the ramp. AND
  • The car must have at least one movement left. AND
  • The landing space for the ramp is empty.

When a car cannot use the ramp, you simply must go around.

Downforce Wild Ride Aloha Sands Board before complete setup
Aloha Sands Board – Before Complete Setup

Savanna Stretch

Savanna Stretch is a completely different play experience than Aloha Sands. This time, wild animals are on the track and the cars must navigate around them. The wild animals are represented by cardboard tokens. Each token has a distinct shape. The rules for Savanna Stretch are also quite simple to learn.

  • Start with the animals in their spots closest to the starting line.
  • Animals block the space when they are present.
  • After the turn when the first car passes the line in front of the animal, move the animal to the next designated space on the track.
  • Empty animal spaces may be entered by cars like normal spaces.
Downforce Wild Ride Savanna Sands Board
Savanna Sands Board – Before Setup

The Dad Review

I really enjoy the base game and rank it pretty high among our racing style games. 

Aloha Sands

On the Aloha Sands side of the Wild Ride board, we are going off some ramps. While it doesn’t feel as good as my 10-year-old self launching off some sweet unsafe homemade dirt jumps as a kid, it is still fun and much safer. 

You should always be able to finish this course if you hit the jumps. I had the power card Cunning, which let me move my own car. I believe Cunning is the best power to have on this course, because there is a slight ‘take that’ mechanism at play here. If someone plays a card with your color car, they can bypass the jump and make you go the long way. However, if you have Cunning, you can take the path of your choice. Not being able to move your own cars can cause some frustrating moments. I know it did for Maci, but she didn’t pull the anger card I seem to use a lot. She kept her cool and I was proud of her for that.

Downforce Power Cards
Downforce power cards – Jake played with Cunning, which he thought was awesome (the rest of us, not so much!)

Savanna Stretch

On Savanna Stretch, we bring in some animals. Kinda like the cows in Mario Kart.  While I would have liked a standee version for the animals I understand you gotta keep prices low, which I appreciate. It’s difficult to warrant buying a $50 expansion sometimes, I’d much rather pay $15-$20 for a bunch of fun like this, so I will deal with no standees. Plus Maci can now design 3D models of the animals for school and us, win, win. This is another solid course. The animals move when triggered, so it can create blocking issues. On the other hand, when the animals move out of the way, the space they leave is a great way to zoom ahead.

I prefer Aloha Sands to Savanna Stretch, but I will say this is a great expansion and I would play anytime someone wanted to with no objection.  If you like the base game this is a solid investment and affordable.

For a family ranking, I give it a 9/10.

The Mom Review

I really enjoy the Wild Ride expansion for Downforce. It brought some fun new elements to the gameplay without the headache of way too many new rules to remember. Of the two sides, I highly prefer Aloha Sands (with the jumps). It made the game move along quickly. Additionally, every car crossed the finish line. Maci usually buys too many cars at auction and will end up with one or two stranded at the end of the race, but with the jumps in Aloha Sands, all of her cars made it.

Downforce Wild Ride Rules Sheet
Wild Ride Rules Sheet

On the flip side, Savanna Stretch side also has simple rules, but instead of speeding up the game, this side felt like it slowed the game down. I actually wish we had played the sides in reverse order. Savanna Stretch may not have been any slower than the base game, but after playing with the jumps on Aloha Sands, it felt extra long.

Downforce Aloha Sands
Downforce Aloha Sands in play – Meeple spectators not included

One thing to be aware of with Savanna Stretch is that the spaces for the animals are oddly shaped. We had a couple of moments of confusion in placing our cars in them because we weren’t used to the shape of the spaces. This wasn’t a big deal, but it is something to keep an eye on.

Overall, I give the Wild Ride Expansion a 9/10. It isn’t necessary, but I really enjoyed it, and it’s a great way to keep playing Downforce with a little variety.

The Kid Review

I like the Down Force Wild Ride Expansion. Both sides are great.  I love the jumps on the first side – Aloha Sands. Double jumping or just jumping is really cool because it gets me really far. I like the other side (Savanna Stretch) because I like that when the animals get out of the way, it’s one space. It’s also challenging that you have to avoid the animals. I like the first side (Aloha Sands) better though.

Downforce Wild Ride Car taking a jump
Having fun with the car jumps in Downforce Wild Ride

In conclusion I will give this expansion 10/10.

Overall Impressions

As a family, we are fans of the Wild Ride Expansion for Downforce.

  • Overall Rating: 9/10
  • Setup: Easy
  • Rules: Very Easy
  • Does REQUIRE original Downforce game to play

Do you have the game Downforce? Will you be getting Wild Ride? Do you already have it? Leave us a comment, we’d love to hear your feedback!

Flamme Rouge – Family Board Game Review

Flamme Rouge the board game
Flamme Rouge the board game

This is a review of the board game Flamme Rouge. We think it is a great game for families!

Flamme Rouge is a racing game for 2-4 players (up to 6 with the Peloton expansion). It takes about 30 minutes to play. In Flamme Rouge, players choose cards to make bicycle riders move around the game board. The object is to have your racers make it around the board and cross the finish line first. Players need to balance speed with strategy so their riders do not become exhausted too quickly.

The Mom Review

I really enjoy playing Flamme Rouge. It is very easy to teach. Players get two separate decks of cards. One for their Rouleur and one for the Sprinteur. The cards in each deck vary slightly, and the game comes with a reminder card. The contents of each deck is on one side, and the game play steps is on the other. Players draw four cards from one deck and choose one of the four to play. Next, they repeat this with the other deck. This simple play is easy for even the youngest kids to handle.

Once everyone has chosen their cards, all cards are flipped simultaneously. Next, it is time for the pieces to move along the board. Maci really likes being the one to move the pieces, and it keeps her engaged in the game. After all pieces move, slipstreaming happens and then it is time for the next round. The quick pace in the rounds also helps younger kids to stay interested.

Overall, I am impressed with the quality of the components in this game. I appreciate that they included a little case to protect the cyclists. (See photo – Jake has started painting some of the minis to have skin tone, and I love how they turned out!)

Flamme Rouge Components

I give Flamme Rouge a 9 out of 10. I am very glad we have it in our collection now.

The Dad Review

Ok, this game has been on my radar for a couple of years now. Every time I would go into the gaming store, I’d always check it out, but would pass on it. I finally broke down and got it after we went on a family bike ride and my daughter loved going out and riding. Now, I have a work out buddy that won’t let me slack. Anyways back to the review. I got the game because she now likes bikes, so it’s relatable. At first, we screwed up the rules. We didn’t give out as many exhaustion cards as we should have. We also had a miscommunication problem about the rules when entering a hill. At that time, I really didn’t like the game and was bummed because it stinks when you buy a game and dislike it. 

Fast forward to the next play. After we fixed that simple rule and clarifying the hill rules, I really liked the game.  It was a lot more balanced and strategic. We figured out how to slip stream, which is so awesome in this game. I felt like I was way behind, but then I popped down a card that got me one square away from the cyclist in front of me. With slipstreaming, riders that are just one square behind the player ahead of them slide forward to fill the gap. I like how after slipstreaming, you catch up to the leader and you didn’t have to get exhausted doing it. The person up front basically did all of the work.

Also, I feel that thematically this game works. I’ve seen bike racing and this feels pretty darn close to actually racing. In closing, this quickly climbed the ranks in our family collection to a game everyone is down to play if mentioned. It is currently our family’s number one racing game. 

My final ranking is a 10/10 – definitely staying in the collection.

The Kid Review

I like Flamme Rouge. First,I like it because I love riding my own bike and I love the slip stream in the game. Next, I like that the exhaust cards are given to not just the person in the front, but to any piece with an empty square in front of it. The cards  help you move and I like that. The only thing I don’t like is that sometimes I can get bored of playing it over and over again.

Here are some tips:

  • Go slow when you start, but not too slow.
  • When you get half way through, go as fast as you can but be aware of the red.
  • When you’re in the blue if you have an exhaustion card in hand, you should play it.

In conclusion, I will give it 9 out of 10. I like to play, but not over and over again.