As I settled down to unbox this particular board game back in October 2024, I found myself thinking about what really attracted me to it. The funny part was that initially I had steered away (pun intended) on account that I was not sure a racing game would be to my liking. Quite frankly, given that it is mostly a card game about racing small cars around a cardboard track, I could not bring myself to justify buying it. That all changed when an opportunity arose to purchase a substantially discounted copy.
Interestingly, in the world of modern board games, few themes capture the imagination quite like the idea of racing. I am talking here of a simulation, a race that comes alive on the ethereal canvas of the mind. There have been several board games packaged around this theme, I can think of at least two popular modern titles (Formula D, Flamme Rouge etc.) which I haven’t been able to source but which offer quite a cross-section of motifs centred around the concept of racing. So, what does “Heat” bring to this somewhat populous segment of board gaming, and what does it offer that can allow it to cross the finish line in first place?
When I first came across this board game package, I was struck by the box art featuring a sleek, retro-inspired design that harkens back to the golden age of racing. Once opened, the retro-stylings persisted on both the manual and the components. The game board (or boards in this instance since you get two double-sided ones) is the real focal point of this game. The double-sided boards feature four distinct racetracks with the beginner-friendly U.S. Circuit offering an approachable introduction to the game’s mechanisms. The artwork on these boards is highly thematic, with vibrant colours and minute details that bring the racing environment to life.
While diminutive, the car miniatures are a highlight of the component line-up. Each of the six included cars represents a different racing team and come in all six of the player colours. Despite being indeed small, the level of detail on these tiny vehicles is commendable. These are not just generic meeples and they do add a little something when it comes to moving them around the board.
The various card decks included in the game are printed on high-quality cardstock that should stand up to repeated shuffling and play. This is particularly important given that the key mechanism in this game centres around the shuffling and recycling of the card decks. I might consider sleeves for them at some point, but it all depends on whether the game will get more play time. The Speed cards, which form the core of the game's movement mechanism, feature bold, easy-to-read numbers and subtle design elements that tie into the racing theme. Special ability cards for each team are equally well-designed, with clear iconography and text that explains each unique power.
The rulebook deserves special mention. Rules books can occasionally end up being a weak point in the overall game design, however the "Heat" rulebook turns out to be clear and well organised. It provides a logical flow to gameplay taking you through setup, basic rules, and more advanced concepts. Numerous examples and sidebars provide additional clarity, and the use of colour-coding and icons makes it easy to reference specific rules during play. I particularly liked that the core rules are kept separate from the Championship and advanced rules.The inclusion of a separate, condensed "Quick Start Guide" allows players to jump into their first game with little delay and without having to, perhaps unintentionally, wade through additional rules that are not relevant during your first time playing.
Overall, the component quality of "Heat: Pedal to the Metal" is good, living up to the standards set by previous Days of Wonder releases. The attention to detail in both the functional and aesthetic aspects of the components enhance the immersion and enjoyment of the game.
At its heart, "Heat: Pedal to the Metal" is a racing game that simulates the strategic decisions and calculated risks that real-world drivers face on the track. The game's core mechanism revolves around the clever use of speed cards to control your car's movement. Let's break down the rules and walk through a typical turn to give you a clear picture of how the game unfolds.
Setup:
Before the race begins, players choose their teams and take the corresponding car miniature, player board, and special ability cards. The racetrack is selected and the cars are placed on the starting grid according to a random draw. Each player receives a starting hand of Speed cards, which will be their primary tool for navigating the track.
Turn Structure:
1. Gear Selection:
The race begins with all players simultaneously selecting which gear they will be playing on. Gears range from 1 to 4. Players can change up or down one gear without incurring any penalty but should they opt to shift two gears up or down they would need to pay one Heat card from their engine area to the discard pile. Once everyone selects a gear they next select from their hand a number of speed cards equal to their chosen gear value. Speed cards represent the number of spaces your car will move during the movement phase. Players can choose to play multiple cards, adding their values together for more speed.
2. Movement Phase:
As noted above once all players have selected their speed cards, movement occurs in turn order. Players reveal their chosen Speed cards and move their cars accordingly. The straight sections of the track are simple - just move the number of spaces shown on your cards. However, corners present a significant challenge. Each corner has a speed limit, and if you enter or pass through a corner at a speed higher than the limit shown, you'll need to discard “Heat” cards or take stress tokens if you happen to not have enough of them. There again it’s not simply a matter of playing it safe, you will need to risk, to pay Heat if necessary if the situation warrants it. This creates a crucial risk-reward decision. You would need to decide on whether to push your car to its limits for a burst of speed, or play it safe to avoid paying in Heat. In truth the decision should be a foregone conclusion in that playing it safe all of the time will not get you on the podium.
3. Slipstreaming:
If when you happen to move your car you end up adjacent or behind another car, slipstreaming comes into play. If this happens, you can take advantage of their slipstream to move an additional two spaces forward. This mechanism adds a layer of tactical positioning to the game, as players jockey for advantageous positions.
4. Corner Resolution:
If your car ended its movement in a corner, you must resolve any excess speed you might have as you entered the corner segment. For each point of speed over the corner's limit, you must either discard a Heat card from your engine or take a stress token. Heat tokens are placed directly into your discard pile and will slow you down in future turns unless moved back into the engine area (by shifting down gears).
5. Cooldown and Draw:
At the end of the round, players can cool down their engines if they've accumulated too much heat. This is done by shifting down gears to either second or first gear. On second gear a player may remove one Heat card from those in hand into the engine area and on first gear he can move up to three Heat cards back from those in hand to the engine area. Finally, players draw back up to their hand limit, replenishing their options for the next round. As part of the redraw action, players can get rid of any number of speed cards from their hand but they cannot use this discard action to get rid of stress or Heat cards.
The game continues in this manner for a set number of laps, with the first player to cross the finish line after the final lap being declared the winner.
Game Mechanisms:
As far as game mechanisms go, "Heat: Pedal to the Metal" incorporates several intriguing types that elevate it above a simple roll-and-move racing game:
1. Hand Management:
The Speed card system is the heart of the game. Players must carefully manage their hand of cards, balancing the need for speed with the risk of generating too much heat (transferred from the engine area to the discard pile) or being unprepared for upcoming corners. The decision of which cards to play, which to save, and when to cooldown creates meaningful choices throughout the race.
2. Heat Management:
The heat mechanism adds a fascinating push-your-luck element to the game. Generating heat by playing multiple cards during a given turn could give you a significant speed boost, but continuously loading your deck with Heat cards will make your draws difficult unless you address the accumulation of heat cards. Moving heat cards back into your engine area entails spending valuable turns cooling down at lower gears, potentially losing precious positions in the race.
3. Stress and Corners:
The interplay between corner speed limits and the stress mechanism creates tense moments as players decide whether to risk taking stress to maintain their speed or play it safe and potentially lose ground to their opponents. Stress cards accumulated during the race can be a significant hindrance, and could reduce or hinder your options on future turns.
4. Slipstreaming:
The slipstream rule encourages tactical positioning and can lead to dramatic swings in the race order. It is technically possible to benefit from opponents' slipstreams while denying them the same advantage to others. Personally however I do not as yet have sufficient experience with this mechanism to recommend a workable strategy.
5. Special Boost cards and Weather Conditions:
The game includes optional boost and weather condition cards that can affect gameplay. Boost cards include speed top-ups you can use as you would other speed cards but which add extra actions to the mix. Weather conditions on the other hand, range from rain (which reduces corner speed limits) to tailwinds (which enhance slipstreaming), adding another layer of unpredictability and adaptation to the race.
As can be attested by the ruleset just described, I think Heat does a great job when it comes to establishing a credible simulation of what it would feel like to manage a vehicle on a speedway. This at least in the form of a mental visualisation of the processes. The genius of the designers lies in their ability to break the whole simulation into a series of manageable tasks that do not feel like a drag. Each action performed is tight, simultaneous play during the gear selection phase makes the turn proceed quicker. Negotiating the corners around the chosen track can also feel exciting, especially when you would be depending on a turn of a friendly card to avoid spinning out of control, losing precious positions.
Heat does award calculated risk taking, this is very apparent when you sit down to play. As stated elsewhere in this blog, you cannot play it safe and hope to win. You need to keep track of the cards you draw, the heat cards that go into your discard pile and the positions of your opponents around the track. Corners come up quickly from one turn to the next and managing them correctly and efficiently is a definite key to success. There is strategy here, yet not overbearingly so. This is a quick and fun game that can appeal to various types of players, from the more casual to the most sophisticated connoisseurs.
It’s rare that you come across a game with such a far-reaching appeal when it comes to modern games and the tendency here is to quickly label them modern classics. Many so-called modern classics have come and gone in the proverbial blink of an eye, yet I don’t think Heat will be so easily set aside. Its simple rules and multilayered strategic appeal make it a board game you will not easily set aside once tried.
Yet, in summary, would I recommend this game to a person who is on the market for a new board game? Well, I think I certainly would, confidently. This is a relatively easy to learn game with enough strategy to keep everyone happy while not overwhelming first-time or casual players. It offers a great overall experience and one which players may be willing to get into more than once. So yet, definitely one for any modern board gamer’s collection.
You can get your copy of Heat from Amazon here