π§βπ€βπ§ Players: 2-4 π§ Age: 14+ β±οΈ Playtime: 45-60 minutes
Joyride is the first Rebellion Unplugged title to include High Contrast alternatives where art would have been repeated or left blank, and itβs modularity allows you to customise the experience to your level and introduce handicaps for more experienced players.
β«β«βͺ |
β«βͺβͺ |
βͺβͺβͺ |
β«βͺβͺ |
βͺβͺβͺ |
β«β«βͺ |
β«β«βͺ |
βͺβͺβͺ |
βͺβͺβͺ |
β«βͺβͺ |
β«β«βͺ |
β«β«β« |
β«β«β« |
β«β«βͺ |
β«β«β« |
Cognitive Load
π Reading β Moderate β«β«βͺThe amount and complexity of the language in the game. This excludes rules booklets. |
Joyride has reading on some components, including items and player abilities. Keywords are highlighted. |
β Maths β Low β«βͺβͺNumeracy and calculations players must handle in the game, from counting dice results to calculating odds. |
Joyride only requires players to count and uses dice that only go up to the value of 3. |
π§ Memory β None βͺβͺβͺRecalling information, like remembering previous actions or what cards someone may have. |
Joyride has no hidden information; the game state is always visible to players. Important rules are on components and your reference card. |
βοΈ Strategy β Low β«βͺβͺThinking ahead, planning and long-term game goals. |
While players can plan their turns in advance, playing in the moment provides very little disadvantage. The initiative track adds a level of strategy, where players in higher gears go first. This means there is no fixed turn order. |
π Puzzle Solving β None βͺβͺβͺCritical thinking, deduction and general knowledge. |
Joyride requires no outside knowledge or critical thinking to play. |
Motor & Communication
π― Dexterity β Moderate β«β«βͺFine movement like drawing, positioning tiles, stacking components, or lining things up. |
Joyride requires placing tokens in specific areas on boards, with some degree of accuracy. |
π Mobility β Moderate β«β«βͺGeneral motion like physical actions and how often pieces need to be handled or moved. |
Joyride is a roll and move game at its heart so requires rolling dice, moving your car and tokens, and flipping punchboard components. You do not need to hold cards in hand and personal components are laid out in front of you. |
β³ Speed β None βͺβͺβͺAre there timed aspect of the game or a need for quick reactions. |
Joyride has no timed elements or requirements for quick reactions. The game is played in turns at your own pace. |
βπβπ¨ Social Cues β None βͺβͺβͺDo players need to 'readβ people; like deciphering intentions or social deduction. |
Joyride does not require any interpretation of social cues. It would be entirely possible to play the game without knowing your opponents. |
π¬ Communication β Low β«βͺβͺHow much communication there is with other players through teamplay or discussion. |
Joyride only requires direct communication with other players in specific in-game events, such as collisions which affect other players pieces. |
Content & Components
π± Content & Themes β Moderate β«β«βͺContent warnings for the game, including violence, profanity and sensitive topics. |
Violence: ModerateJoyride is a racing game at itβs core, encouraging moderate vehicle violence through collision mechanics and items like mines and rockets. Language is only about vehicle collisions and not about βinjuryβ or βharmβ. No blood or wounds are in the game, and damage takes the form of tokens that lock off vehicle abilities. It is not possible to die in the game. Tone: LightThe tone of the game is light and humorous, similar to cartoon violence. |
π¨ Visual Clarity β High β«β«β«How clear the visuals in the game are generally, covering iconography and game-critical visuals, looking at readability, contrast and colour blindness. |
||||||
Joyride includes high-contrast components in some places where information would be duplicated or left blank. The reverse side of the dashboards plan to feature a high-contrast, low-clutter alternative to give players the option of what is more comfortable for them. On this side the text is changed from all caps to title case and its size increased slightly. Special board spaces are communicated with iconography and/or border changes. Each car has an icon so players are not required to rely on colour or detailed artwork to identify their pieces. Some item token backgrounds may blend in with certain boards. |
π€ Text Clarity β High β«β«β«How clear the text in the game is generally, including size, font, spacing, and contrast. |
Joyride includes high-contrast components in some places where information would be duplicated or left blank, featuring larger clearer fonts. Standard text in the game is moderately clear and small in places. |
π Component Size β Moderate β«β«βͺHow big are the components in comparison to standard dice, cards and meeples. |
|||||||
Joyrides components are generally standard, with large wooden car tokens (comparable in size to common toy cars) and large dice for the βnitroβ item. Joyride has an upgraded component set with wooden tokens replacing some punchboard tokens. |
πͺ Table Space β High β«β«β«How much table space is needed for the game. |
||
Joyride features a large game board and individual pieces for each player. The two player board and set up would fit a table approximately 100x100cm, the four player board and set up would fit a table 100x140cm. |