Some of the locations are exotic, like Atlantis, Antarctica, or Egypt some are relatively mundane, like the United States and Great Britain – although the Location Guide that comes with the game describes the stories that are actually meant to be taking place in each location in detail, which makes even the U.S. The first player to get all nine stamps and make it back to the Century Club is the winner.
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In Race to Adventure!, you play one of five members of the Century Club, who must travel from your base in the Empire State Building to nine locations across the globe (a randomly-built grid of nine locations), fulfill certain requirements, and obtain passport stamps from each.
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(Yes, I'm sure they didn't let me win: my margin of victory was so slight there's no way it could've been planned that way.) It's a fulfill-the-missions kind of game, with indirect but very important player interaction, and with a very pulp feel to it. I first had the opportunity to play Race to Adventure! at PAX East, back in April, and right away saw that it was fun and well-balanced – it had to be the latter, since I was playing against two of the game's designers, and I beat them. They've had a lot of success using Kickstarter to get their projects off the ground, and their latest – set in the Spirit of the Century world, but a board game instead of an RPG – is doing quite well, too. One of their most popular lines is the Spirit of the Century, which takes places in a pulp-novel world of fantastical adventures across the globe to fight mysterious monsters, dodge traps, and of course bring back amazing treasures. Evil Hat Productions has made a small but growing name for themselves in the gaming world by producing excellent RPGs tightly integrated with published stories, of both traditional and graphic novel sorts.