Check out my d4 DICE review

Player count: 1 -4 players
Play time: 56 – 60 minutes
Designers: Adam Hill, Ben Pinchback & Matt Riddle
Publisher: Motor City Gameworks

Vrmm, Vrmmm……you can hear the power as the engine comes to life. Horsepower and big engines are the name of the game. In Motor City you play as a supervisor in an automotive plant. You are in charge of the day-to-day operations across the entire facility. Faced with tough decisions about which departments are going to gain the most resources, do you have what is needed to be the best, the most efficient and the biggest muscle car producer in town?

Motor City is a strategic roll and write all about efficiencies and combos. From the designers of Fleet: The Dice Game and Three Sisters, Motor City brings a new twist on the heavier side of the roll and write genre.

Various departments allow you to gain bonuses, earn money and test your cards on the track. At certain points in the various departmental tracks you will need various requirements to advance which are typically found on other tracks in other departments.

At the end of the eighth round the player with the most points wins.

Final Thoughts

Motor City is packed full of combos, chaining together actions and gaining bonuses. It fits in to the “Loaded” series of Roll and Writes along with Fleet: The Dice Game and Three Sisters.

Motor City is on the more complex side of roll and writes and is definitely a step up from the more simple roll and writes. It offers more decisions, more tactical and strategic touch points and more things to achieve. I love the more in-depth roll and writes and the diversity they bring to the genre and Motor City is a great example of this.

You have two relatively large sheets of paper to write on. Each sheet is filled with a track or route to cross off and progress along. Effectively chaining actions together for powerful and impactful turns is where the game hits the right spot for me. For example, to progress up the engineer tracks you need to unlock engineers from a different department. Progressing up these tracks will give you additional actions/abilities/bonuses which can unlock other actions or allow you to progress in other departments. Figuring out the way the bonuses and requirements are all connected is a wonderful puzzle. When you pull of a chain of actions that all trigger something else gives makes you feel clever and smart which I thoroughly enjoy. The addition of the auditor that blocks spaces can often put a spanner in the works (no pun intended) and adds a lovely wrinkle to the gameplay.

There is also the upgrading and the research actions to consider. Investing some time into these can pay off in the long run. Upgrading a particular action makes it more powerful, allowing you to fill in two or even three boxed at a time when performing that action. But investing too much time in this may leave you lagging behind. The timing element of when to switch from upgrading to performing the main actions is a balance.

Overall, Motor City is another example of a combo laden game with interesting choices and satisfying gameplay. I struggled with some of the iconography but bear in mind I had a prototype copy which, based on the designers previous games, I am sure will be ironed out prior to production. Despite this I have been having a great time with Motor City. If you prefer your roll and writes with a little more to them, then check Motor City when it hits Kickstarter.

Please note: Motor City was provided as a review copy from Motor City Gameworks.