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Dungeon Karts review: the ultimate tabletop kart racer (mind the resin!)

Colorful video game cover for "Dungeon Kart" featuring diverse fantasy characters in go-karts. The tone is playful and adventurous.

The missus and I decided to crack open a new one the other night: Dungeon Karts. I’ve been eyeing this one up for a while, but I only recently pulled the trigger and added it to the collection. Let me tell you, waiting was a mistake. This game is absolutely brilliant.

The premise is basically a classic kart-racing video game brought to life on your table, but without the routine humiliation of being beaten by a ten-year-old who has mastered every sneaky shortcut and glitch in existence. Here, you can actually win because it’s as much about strategy as it is about pure, unadulterated chaos.

You start by picking a racer and a Kart build, both of which come with their own unique special powers. The game uses a clever "gear" system that dictates how far you can move, and the track itself is modular—you can build the pre-designed courses from the manual or go full "Mad Max" and create your own circuit from scratch. Just remember: you’ve got to touch every tile at least once before you’re allowed to cross the finish line and claim the glory.

Nitty Gritty Stuff

So, you’ve picked your racer and your kart—what now? Each turn, you can shift your gear up or down by one, moving the corresponding number of spaces. You also have precious MP (Movement Points) to spend. You can use them to pull off a 45-degree turn or, my personal favourite, spend an MP to bash an opponent as you roar past.

As you whip around the track, you’ll find coins (to fuel your racer's special moves) and tomes. These tomes are essentially the "power-up boxes" of the dungeon; you turn them in at the end of the round for a special ability. In a classic bit of balanced design, the further back you are in the pack, the more offensive and devastating your weapon is likely to be.

The terrain is where it gets tactical. There’s always a "proper road" route, but if you decide to go off-roading through water or mud, you have to be careful. If the terrain's speed limit is lower than your current gear at the end of your turn, you’re forced to downshift immediately. You can also pull off a drift once per move, sliding diagonally to maintain your racing line or snag a sneaky tome. Just try not to smack headfirst into a wall—crashing out forces you right back into first gear, which is a proper damp squib.

Our Take for Two Speed Freaks

A hexagonal board game with colorful tiles is laid out on a gray carpet. The setup includes cards and tokens, suggesting a strategic theme.

We found that Dungeon Karts played "okay" as a standard two-player game, but the track felt a bit empty with just the two of us. We immediately played a second round where we each controlled two racers (playing them as individuals, not a team), and it was wayyyyyyy better. It felt much more fulfilling to have a crowded field. So, if you’re playing as a duo, take our advice: double up on the racers for the full experience.

Tips and Tricks

  • The Slow In, Fast Out Rule: Don’t be afraid to drop a gear when approaching a sharp turn. Setting yourself up for a perfect line on the next turn is far more important than flying in too fast and crashing. There’s nothing more satisfying than watching your opponent panic as they realise their only option is to hit the wall.
  • Gold is Fuel: Pick up as much gold as you can. Your racer’s special powers are game-changers, but they aren't free!
  • Be Brave with Hazards: Some hazards offer a 50/50 shot at coins or a crash. Fortune favours the bold, so sometimes you’ve just got to send it.
  • The "Friendly" Nudge: Spending an MP to push an opponent out of their racing line is incredibly useful. There are no friends on the track, only obstacles.

Likes & Dislikes

Likes

  • Strategic but Accessible: It’s deep enough for us nerds but simple enough that you could play it with the young ‘uns.
  • Immense Variety: Between the racers, kart builds, and modular map pieces, the replay value is sky-high.
  • Beautiful Artwork: The game looks fantastic on the table.
  • The Gear System: It’s a really well-thought-out mechanic that feels intuitive.

Dislikes

  • The "Resin" Problem: This is a big one. The racers are made of a resin that slots into the bases, and the durability is, frankly, shocking. We broke two just putting them together, and a friend broke a third during our first game. For a game that costs around £50, you expect the components to withstand light handling. The publisher offers replacements, but the wait times are lonnnnng. We’re currently looking into plastic cement to keep our racers in one piece, which isn't really what you want to be doing with a premium game.

Final Verdict

All in all, I LOVE this game. The premise is spot on, the execution is brilliant, and the replay value is massive. It is only let down by the durability of the components. It’s a shame that such a high-quality design is hampered by bits that break if you look at them funny, but if you can get past that (or are handy with the glue), Dungeon Karts is an absolute winner.

Zatu Review Summary

Dungeon Kart Board Game

Dungeon Kart Board Game

$49.59

$65.14

Zatu Score

80%

Rating

Artwork
star star star star star
Complexity
star star star star star
Replayability
star star star star star
Interaction
star star star star star
Component Quality
star star star star star
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