The game includes four different types of movement, often with many cars moving with the play of a single card, and each type has its place and time:
-----• Solo movement allows you to break away from the pack.
-----• Draft and pursuit movement are best used for keeping your team of cars together.
-----• Lead movement can create a pack of cars that moves toward the front.
Turns are fast, each play is important, and the track situation is fluid. The wrong movement in the wrong situation can be disastrous, with you possibly being left out of the draft and all alone. Experienced players will be able to identify the best type of movement for the current situation.
Cars suffer wear over the course of a race and need to take pit stops. Tire wear, suspension difficulties, fuel issues, and major engine and transmission problems are all modeled in the game. If you feel lucky, you might try to hold it together just a little bit longer in hopes that a yellow flag will come out and cause a mass rush into the pits. Waiting on a yellow that never comes can be maddening as the rest of the pack moves by your worn-out car. What's more, an events deck can make your strategy pay off or punish you for your failure to take precautions. Accidents, yellow flags, worsening track situations, and deteriorating cars are all part of the game. Could all of your perfect strategy be derailed by those incoming rain clouds?
Included in the game are two different race tracks: a tri-oval super speedway for wide-open free-wheeling racing and a short track for a tight wheel-to-wheel bumper car duel. Each track uses the same deck of racing cards but the cards that work best on one may be useless in the other.
Most racing games call for a large number of players to play the game at its best. An unusual bonus for Thunder Alley is the very playable and exciting two-player version with six cars on a side.
In 1969, this prestige contest will decide who is the world leader – who will win? The U.S.A.? The U.S.S.R.? Or a nation of the old Europe perhaps? Who will be able to build the most technologically advanced rocket and bring Man to the Moon without crashing? Will you be able to defend your space program from the saboteurs sent from the other world powers?
While that business model has benefits – such as never being stuck with tons of inventory on a slow seller – it also has limitations. Designing artwork and figuring out how to laser cut acrylic pieces does take time, after all, and if you're unsure of selling at least a few copies, you risk not getting a return on the time invested. Thus, in November 2012, Andrés founded nestorbooster, a crowdfunding system set up to "fuel" small-scale productions of titles, roughly 15-20 copies based on a target of €500 per title, with those titles then appearing in the regular nestorgames line-up. To encourage preorders, Andrés is offering a 20% discount off the eventual final price. The titles being fueled to date are:
-----—The third edition of Andrés own Way of the Dragon, which includes customized dice. He notes that this title is a good candidate for boosting as "in order to get an 'affordable' price, I have to manufacture 20 sets of dice (100 in total) or more".
-----—Battles of LITS from newcomer Grant Fikes, in which two players take turns placing Tetris-style tetronimoes on the game board in order to cover their Xs or Os. The rules for placement:
2. No two congruent pieces may share an edge.
3. No four cells in a 2x2 arrangement may all be covered by pieces.
-----—Ben Stanley's Questor, a fifteen-minute dungeon crawler for 1-4 players, hits nestorbooster on Dec. 10, 2012. Not much info yet on this title as you really need to know more than just "dungeon crawler" to know what distinguishes it from other such titles. Time will tell!