


Megapulse
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
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Pairs well with
FroGames — Moments You'll Remember
Someone speeds up, screaming, someone curses the missile to their face, someone spins the other out on a turn. And in the end, everyone laughs at the absurd explosions.
WHAT IT'S ABOUT
Anti-gravity races where the winner is the one who reaches the finish line alive
Megapulse is a futuristic racing game designed by Samuel E. Desjardins and Nicolas Fournier, published in 2025 by Tangerine Games. The theme is a love letter to video game classics like Wipeout, F-Zero, and Mario Kart: sci-fi circuits, futuristic vehicles, killer turns, and an arsenal of weapons to spin opponents out. The illustration is signed by a team led by Nicolas Fournier, with an '80s neon aesthetic that makes you want to turn on the synthesizers.
At the table, you build your hand of action cards, choose two moves each round to play simultaneously with others, and then resolve the turn: you accelerate, drift, fire missiles, activate nitro, use your vehicle's special ability. Turns are dangerous and will damage you if you take them too fast. The first to complete the last lap wins, but there are also alternative modes like Derby (eliminate opponents), Neon God (conquer zones), and Spellflux Ball (capture the ball). The board is modular, cards can be upgraded by purchasing enhancements, and catch-up mechanics prevent desperate gaps.
What they say abroad
A tabletop racing game that finally makes you feel the speed, without simulating technical details but enhancing the chaos and adrenaline.
— FroGames
Wipeout meets hand-management: the sci-fi races that were missing from the tables.
— FroGames
Megapulse
The game includes official rules for solo play, with dedicated scenarios and likely automa or bot decks to simulate opponents. The experience works, but it loses the unpredictability of simultaneous choices and chaotic interaction that make multiplayer memorable. It remains a good alternative for training on tracks or testing strategies.
Your arsenal
What you can do each round
Action Cards
You start with 7 action cards in hand. Each round, you choose 2 to play simultaneously. You accelerate, drift, shoot, activate nitro. Cards are built by adding upgrades during the race.
Bombs and Missiles
The arsenal is simple but lethal: you place bombs on squares, launch missiles at those in front of you. Each weapon can damage an opponent's vehicle or send them off course.
Nitro and Accumulated Speed
Speed accumulates turn by turn. You use nitro to accelerate beyond limits, but turns are dangerous: if you arrive too fast, your vehicle takes damage.
Special Ability
Each vehicle has a unique ability. It's your wild card: a boost, an evasive maneuver, a special attack. Use it at the right moment and it can turn the race around.
In an hour, you'll have a story to tell. And someone will want a rematch immediately.
A game in five moments
What happens at the table
Not the rules. The experience.
Vehicle selection and first hand
Everyone chooses their vehicle based on its special ability. Some aim for pure speed, some for control, others for heavy weaponry. Players draw 7 action cards and study the newly assembled modular track. Everyone wants to start strong, but no one knows yet how sharp the turns are.
First rounds: acceleration and first bombs
The first two cards are played simultaneously. Someone immediately accelerates with nitro, someone takes position, someone already places the first bomb on the busiest square. Speed accumulates, and by the second lap, someone takes the first tight turn too fast: vehicle damage, laughter at the table.
Mid-race: upgrades and gaps
Vehicles spread out, but catch-up keeps everyone in the game. Those behind can buy stronger upgrade cards, those ahead must manage the pressure of missiles from behind. Special abilities start to make a difference. Every round becomes a gamble: play it safe or risk an overtake on the turn?
The moment you'll remember
Someone launches a missile at the leader as they enter a turn. The leader takes damage, slows down, and three vehicles overtake them in one round. Or: the last player activates nitro, speeds straight through an exploding bomb, but uses their special ability to dodge the damage and overtake everyone. The game flips in one turn.
Last lap and finish
The last lap is pure madness. Everyone accelerates to the max, turns hurt, cards are played in desperation. Those who managed damage best arrive intact, those who risked too much struggle. The first to cross the finish line wins, but often the order of arrival is decided on the last square. And immediately the request for a rematch begins.
How to play
The flow of each round
Each round lasts a few minutes: choose two cards, play them, resolve actions and movement. Then repeat.
You look at your hand of 7 cards and choose 2 to play this round. Acceleration, drift, weapons, nitro, special ability. Choose based on position, track, opponents. Everyone chooses simultaneously, then reveals.
In turn, each player resolves their 2 cards. You use your accumulated speed to move, activate actions (fire missiles, place bombs, use nitro). Dangerous turns damage you if you arrive too fast. Your position on the track changes constantly.
If you wish, you can acquire an upgrade card from the market. Stronger cards give you better actions, but you must remove a card from your hand to balance it. It's hand-building during the race: you build your deck as you race.
You replenish your hand by drawing up to 7 cards. Check if anyone has completed the last lap (victory) or been eliminated (in Derby modes). Then start a new round of simultaneous selection.
Why it's different from others
Six mechanics that make a difference
Modular board
Each game sets up a different track with modular tiles. Tight turns, straightaways, chicanes: the configuration changes strategy and pace. You never play the same track twice, and tracks can be designed to favor speed or combat.
Dynamic hand-building
It's not just a simple racing game: you build your hand of cards during the race by acquiring upgrades. Each improved card is stronger, but you must remove another to keep it manageable. Your strategy refines as you race, adapting to the situation.
Unrestrained direct attack
Bombs, missiles, ramming. Interaction is brutal and continuous. You don't win just by racing fast, you win by sending others off the track. Combat is integrated into movement, not a mechanical addition.
Simultaneous actions
Everyone chooses cards simultaneously, then reveals them. The game flows quickly, no downtime. You must anticipate others' moves: where will they be on your turn? Where do you place the bomb? Timing is everything.
Honest catch-up mechanics
Those behind can purchase better upgrades and have access to stronger cards. It's not artificial rubber-banding: it's a tactical advantage that allows you to catch up if you play well. Races remain open until the end without feeling rigged.
Three game modes
Classic Race (first to the finish line), Derby (eliminate opponents by damaging them), Neon God (conquer track zones), Spellflux Ball (capture and carry the ball to the finish line). Each mode changes the objective and strategy, using the same core system.
How it ends
How to win and how to lose
It depends on the chosen mode, but in all of them one rule applies: it's not enough to go fast, you have to arrive.
Victory
- Race: be the first to complete the last lap and cross the finish line.
- Derby: eliminate all opponents by damaging them beyond the limit.
- Neon God / Spellflux Ball: conquer specific objectives (zones or ball) before others.
Elimination or defeat
- Your vehicle takes too much damage (in elimination modes) and you are out of the race.
- You arrive after others at the finish line, or do not complete the mode's objectives.
- You mismanage speed/turns and accumulate damage that slows you down too much to recover.
Megapulse is the tabletop racing game for those who love controlled chaos: easy to explain, fast to play, impossible to forget. Every game delivers at least one absurd overtake or a memorable explosion.
Frequently Asked Questions
Megapulse FAQ
How long does a game actually last?
It depends on the number of laps and the mode. A standard 2-3 lap Race with 4 players is 60-75 minutes. With 2 players or shorter Derby modes, it easily drops below 45 minutes. The pace is fast thanks to simultaneous actions, there's no downtime.
Is it really that chaotic, or can you plan?
Both. You can plan your two cards, manage speed and position, build your deck with upgrades. But others play simultaneously, bombs explode, missiles arrive, turns cause damage. Planning is there, but you have to adapt every round. That's the beauty of the game.
Does it work well with 2 players?
Yes, the game scales well from 1 to 4. In 2 players, direct interaction is more tactical (you know exactly where to hit), and the pace is even faster. It loses a bit of the glorious chaos of 3-4 players, but remains fun and competitive.
Is it suitable for those who don't play racing video games?
Absolutely. The sci-fi theme and neon aesthetic attract those who loved Wipeout or F-Zero, but the mechanics are tabletop game mechanics: hand management, simultaneous actions, grid movement. If you like tabletop racing games like Flamme Rouge or Heat, you'll enjoy Megapulse even without video game references.
Is it available in Italian?
The edition for sale is in English. Text on cards is present (action names, weapon effects, vehicle abilities), so a basic understanding of written English is recommended. Rules are available online in multiple languages thanks to the community.
Megapulse is a futuristic racing game for 1-4 players aged 14+, with games lasting 30 to 90 minutes. Designed by Samuel E. Desjardins and Nicolas Fournier, published by Tangerine Games, it brings the adrenaline of classic video games like Wipeout, F-Zero, and Mario Kart to the tabletop. The game uses hand-building mechanics, simultaneous actions, and a modular board to create chaotic sci-fi races where direct attack, speed management, and drifting combine every turn. It includes three game modes (Race, Derby, Neon God, Spellflux Ball), honest catch-up mechanics, and vehicles with unique abilities. Each game offers a different track and memorable tense moments. Available on FroGames.it.

Megapulse
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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📦Does the content of the box match what is indicated?
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