Friday, 5 June 2026

Supercharge Me - Again, But Wait Have I Not Told Everyone About This Game Yet?

This is a game that just keeps giving and I am dying to get my hands on my own personal copy. To my shame I may have posted on other social media but not yet blogged about it (which is very, very strange as I thought, with almost complete certainty, that I already had raved about it here).

Board Game Geek: 
https://boardgamegeek.com/boardgame/312630/supercharged

Dietz Foundation (Shop):

To put it in context, I am no petrol head but this is a racing game I actually enjoy playing. Set in the 1920's to 1930's where motorsports seemed to be the preserve of the richly insane, it has a certain crazy international charm (Siamese Princes for example) and warmth that allows it to be a good family/mates game (despite the natural urge for your team to be winning). It is also a spectator sport if/when you get knocked or rather spun out. It lacks the cruel cheesiness of rules from other racing games and here purely finishing a race is in itself is something of an achievement. Historically one race was called a draw because nobody finished! Two circuits of the track constitutes the race which sounds achievable, but isn't for most cars (see below, a self assembly track, playing deck and card stock period motor cars playing pieces):

The Race: 

A very busy start (see below, the compressed field on the first two corners means that "spin-offs" are inevitable): 


The advantage of pole position is that you can get clear of the field and end up in an individual one-on-one speed battle (see below, a local bespoke addition to the standard counter is adding orange trim to the car counters side. This indicates the car has moved for this turn, more obvious than the subtle flip-flop position of the driver and helps game play. As the game is played, it is phased, with white trim car to move first one turn and then the orange trim cars to move the next turn. This avoids a needless car flipping reset at the start of each phase - which we first started to do, then wondered why we were doing it! Motto: Keep it simple!):  


You have a huge problem if you get stuck behind cars still yet to move, if you cannot make your minimum move or three spaces (IIRC) you spin (see below, if the orange trim cars have to go next .. they will have a big problem):


The corners of the track can be carnage (see below, note the colours represent national teams, in two tiers, first rate nations [which have slightly better cars and can .. potentially .. go faster] and the second tier enthusiasts .. which are mainly "bot run". This makes them less aggressive, speed bumps following the racing line, that need to be passed): 


By the time we come to the second lap the car drop-out is over 50% (see below, the field is certainly now getting spaced):   


What I love about the mechanics is the very clever event deck (no scrambling around for dice lost underneath the table) that drives a very fast paced game (see below, the crowds cheered and went wild as the "sixth car" out a starting field of twenty actually managed to finish):


Taken from the Board Game Geek website (see photograph below), it shows a little of the back story of Supercharged's development. It started off life as a UK wargames convention participation game, touring the country with its inventors/designers Mike Clifford and Mike Siggins (of Wargamers Notebook fame in the old school Wargames Illustrated and Miniature Wargames magazines). The 1/72 kit looked absolutely epic (see below, now that looks like trouble ahead at the first bend. Also note teh beer refreshment on the side - always sign of a good game set-up): 


The game comes down to head-to-head contests of tailgating cars trying to survive the tangle of the bends (classic pile up territory) but tensely waiting for the chance on the straights to push on with a devastating turn of speed (see the picture below, is that not the pure atmospheric bliss of the period coming through and touching your inner child! Try not making car noises!):  


I consider the above game set=up as a "stretch goal" but one well worthy of pursuing!

PS: I think the design is great ub capturing the gentlemanly feel of the period, as there was a lot of respect between the racing enthusiasts (they helped each other out a lot in contrast to teh commercialised competition of today's Formula One racing). The designers skillfully avoided the danger of teh game becoming a Mad Max Rally - which of course is Car Wars/Gaslands!

13 comments:

Olaf849 said...

What a brilliant game, I can imagine a follow on game could then be thr Aero races?

Mike Siggins said...

Hello!

Thanks for the review. Very happy!

I don't recognise the car setup. Looks great but not by me.

The game started on my table in 1991 and was designed in two weeks flat. We took it to Essen a month later.

I am slightly confused by the orange border rule.

Mike Siggins said...

Hello!

I left a long comment but it seems to have disappeared.

Thanks for the review.

Shift said...

As someone who isn't normally drawn to racing games either, you've definitely made me curious to give Supercharged a try. It sounds like the perfect blend of strategy, chaos, history, and fun. Thanks for sharing such a detailed look at the game!

Geordie an Exiled FoG said...
This comment has been removed by the author.
Geordie an Exiled FoG said...

It is a very cool and as a sign,. All the players at the end are "smiling, laughing and crying" in equal proportions!

Geordie an Exiled FoG said...

I think your comment was just waiting for my approval (I think it is up now) - I scan all comments to filter out the spammers and dodgy links. And thank you sir for passing by and leaving a comment, I feel honoured. You made a really great game. To date I have played it three times, enjoyed them all and I am looking forward for an opportunity to play a fourth! We are slowly adding in the extra advanced/optional rules - and we have not tried the betting bit yet - too busy having fun pushing the cars on, off and around the track.

Geordie an Exiled FoG said...

The car pictures were taken from Board Game Geek, sadly that is all I know about them - other than it looked a fantastic setup!

Geordie an Exiled FoG said...

Respect for the "From idea to tabletop design cycle" in too weeks, well done.

Geordie an Exiled FoG said...

The orange border was to help us "hard of thinking players" see which cars had already moved that turn, so we don't try and move them twice. I know there is a beautiful graphic of the driver flipping from one side to the another on the "car marker" to denote this, but it was too subtle for us fat fingered and too excited players to see. Please take that as teh highest completement and measure of engagement in the game.

Geordie an Exiled FoG said...

The card would be placed face up at the start of the turn (I will call that the white side) , be flipped to the orange trim side (I will call that the orange side) when moved.

Geordie an Exiled FoG said...

So the car goes white to orange, orange to white - flip-flopping until it completes its two circuits!

Geordie an Exiled FoG said...

I hope that makes sense.