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Gamehelptinyturbocars: Difference between revisions
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Only the 2nd and 3rd lines of the puzzle will be used to run the program. Activate from left to right. | Only the 2nd and 3rd lines of the puzzle will be used to run the program. Activate from left to right. | ||
In realtime mode, when a player finished programming, they take the top smile token. When only 1 player | In realtime mode, when a player finished programming, they take the top smile token. When only 1 player is left programming, a 10 second countdown start. When the countdown end, the last player must stop programming. | ||
is left programming, a 10 second countdown start. When the countdown end, the last player must stop programming. | |||
In turn-based mode, this part has changed into counting the moves of programming. | In turn-based mode, this part has changed into counting the moves of programming. | ||
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=== Phase 2: Racing === | === Phase 2: Racing === | ||
Start from the player with the happiest smile token and proceeding in smile order from happiest to saddest. | Start from the player with the happiest smile token and proceeding in smile order from happiest to saddest. After a player executed all of their programmed commands, the next player's turn will start, and so on. The last player lost 1 battery when their turn start. | ||
After a player executed all of their programmed commands, the next player's turn will start, and so on. | |||
The last player lost 1 battery when their turn start. | |||
====== Racetrack Elements ====== | ====== Racetrack Elements ====== | ||
When | When Racecar moves, some interactions may be triggered, mostly according to where they start when proceed a command. | ||
Note: When it says "stop their current movement command", it means the next command will still be preceeded after the effect. | |||
* | * Starting Grid: Racecar can be hit but won't suffer any damage when on a Starting grid space. Ignore any backward commands. | ||
* | * Carpets / Grass: Any movement command that '''Starts''' on a carpet space will have its movement value changed to excactly 1. Grass spaces with carpet icon have the same rules as carpet spaces. Increase and Decrease effects are applied after the Carpet effect. | ||
* | * Crayon Speeder: When a Racecar '''Starts''' a command on a space containing a Crayon Speeder, resolve that command as if it had an Increase. | ||
* | * Obstacles / Racecars: If a Racecar '''enters''' a space containing an Obstacle or another Racecar, they must stop their current movement command on that space and suffer 1 damage. Effects don't accumulate so if a player hits a Racecar on top of an Obstacle, it also count as 1 damage. | ||
* Impassables: | * Water Puddle: If a Racecar '''enters''' a space containing a Water Puddle, they receive the Slippery token immediately. From now on, any diagonal movement command will have it's direaction reversed. Return the Slippery token to the supply at the end of the player's turn. | ||
* Impassables: Racecars '''cannot enter''' an Impassable space. Those can be found in the middle of the track as Books or Magazines with dark background or on the side of the track marked in red(right) or blue(left). If the Racecar should move into an Impassable space, they stop their current movement command, remain on the space they were in before hitting the impassable space, and suffer 1 damage. | |||
====== Damage ====== | ====== Damage ====== | ||
For each damage suffered, player lose 1 battery. If they lose all 3 battery, the | For each damage suffered, player lose 1 battery. If they lose all 3 battery, the Racecar immediately lay down. | ||
====== Lay down ====== | ====== Lay down ====== | ||
When a | When a Racecar is lying down, it cannot be moved until fully recharged. To recharge a lay down Racecar, ignore the next command to regain 1 battery. | ||
When a | When a Racecar is lying down, its ability cannot be activated unless the ability says so. Also this Racecar can be hit but won't suffer any damage. | ||
=== Phase 3: End of round === | === Phase 3: End of round === | ||
Check if any | Check if any Racecar has crossed the finish line. | ||
====== One or more | ====== One or more Racecar has crossed the finish line ====== | ||
If only one | If only one Racecar has crossed, that Racecar is the winner. If mor than one Racecar has crossed the finish line in the same round, the Racecar that move the furthest past the finish line is the winner (even if lying down). In case of a tie, the one with the happiest smile token wins the game. | ||
Other players keep playing to finish the race and check all their final standings. | Other players keep playing to finish the race and check all their final standings. | ||
====== No | ====== No Racecar has crossed the finish line ====== | ||
Before starting a new round, | Before starting a new round, | ||
====== Energy Shields ====== | |||
== Special Abilities == | == Special Abilities == | ||
Each | Each Racecar has a special ability override the board effect when specified. | ||
* Die Liner: | * Die Liner: The '''Increase''' command is applied twice. Increase the next command by 2 instead of 1. | ||
* Brick Gang: | * Brick Gang: When this Racecar starts <u>Any '''movement'''</u> on a carpet, the movement value is equal to 2 instead of 1. | ||
* Sonic Fish: | * Sonic Fish: When this Racecar is undder effect of '''Slippery token''', all its diagonal movements are increased by 1. | ||
* Grim Thresher: | * Grim Thresher: When this Racecar '''moves''' exactly 1 space forward (after considering all modifiers), it ignores any damage in this movement. | ||
* M1 Furry: | * M1 Furry: When this Racecar '''shoot''' a missile, it goes in all 4 orthogonal directions. If any other Racecar were hit, M1 Furry gain 1 energy shield. | ||
* Bird Racer: | * Bird Racer: Before this Racecar's turn end (before using any shield tokens), Bird Racer may "fly" their car sideway to any empty spot. Obstacle, impassable and any Racecar may be "fly" over. This ability is ignore when the Racecar is lying down. | ||
* Dogtor: | * Dogtor: When this Racecar uses the '''Battery''' command, 2 batteries are regain istead of 1. If Dogtor has 3 batteries when using the Battery command, they move 2 forward instead. | ||
* Turbobot: | * Turbobot: When this Racecar uses the '''Turbo''' command, the movement value is equal to 4 anyway. However if during this movement Turbobot suffers any damage, they take it twice. | ||
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In normal game, players have up to 40 moves to program. | In normal game, players have up to 40 moves to program. | ||
=== Longer track === | === Longer track === | ||
Add all four track boards to create a longer track. |
Revision as of 09:00, 22 November 2023
Welcome to Tiny Turbo Cars! This is a frantic race game for 2 to 4 players in which you program the movements of your tiny toy car in advance, with a sliding puzzle acting as your remote controller.
Gameplay
A game included serveral rounds. Each round contains 3 phase:
1. Programming
2. Racing
3. End of round
Phase 1: Programming
All players simultaneously program their movements on their controllers. Each piece contain a command.
Only the 2nd and 3rd lines of the puzzle will be used to run the program. Activate from left to right.
In realtime mode, when a player finished programming, they take the top smile token. When only 1 player is left programming, a 10 second countdown start. When the countdown end, the last player must stop programming.
In turn-based mode, this part has changed into counting the moves of programming.
Moving Commands
Special Commands
Phase 2: Racing
Start from the player with the happiest smile token and proceeding in smile order from happiest to saddest. After a player executed all of their programmed commands, the next player's turn will start, and so on. The last player lost 1 battery when their turn start.
Racetrack Elements
When Racecar moves, some interactions may be triggered, mostly according to where they start when proceed a command.
Note: When it says "stop their current movement command", it means the next command will still be preceeded after the effect.
- Starting Grid: Racecar can be hit but won't suffer any damage when on a Starting grid space. Ignore any backward commands.
- Carpets / Grass: Any movement command that Starts on a carpet space will have its movement value changed to excactly 1. Grass spaces with carpet icon have the same rules as carpet spaces. Increase and Decrease effects are applied after the Carpet effect.
- Crayon Speeder: When a Racecar Starts a command on a space containing a Crayon Speeder, resolve that command as if it had an Increase.
- Obstacles / Racecars: If a Racecar enters a space containing an Obstacle or another Racecar, they must stop their current movement command on that space and suffer 1 damage. Effects don't accumulate so if a player hits a Racecar on top of an Obstacle, it also count as 1 damage.
- Water Puddle: If a Racecar enters a space containing a Water Puddle, they receive the Slippery token immediately. From now on, any diagonal movement command will have it's direaction reversed. Return the Slippery token to the supply at the end of the player's turn.
- Impassables: Racecars cannot enter an Impassable space. Those can be found in the middle of the track as Books or Magazines with dark background or on the side of the track marked in red(right) or blue(left). If the Racecar should move into an Impassable space, they stop their current movement command, remain on the space they were in before hitting the impassable space, and suffer 1 damage.
Damage
For each damage suffered, player lose 1 battery. If they lose all 3 battery, the Racecar immediately lay down.
Lay down
When a Racecar is lying down, it cannot be moved until fully recharged. To recharge a lay down Racecar, ignore the next command to regain 1 battery.
When a Racecar is lying down, its ability cannot be activated unless the ability says so. Also this Racecar can be hit but won't suffer any damage.
Phase 3: End of round
Check if any Racecar has crossed the finish line.
One or more Racecar has crossed the finish line
If only one Racecar has crossed, that Racecar is the winner. If mor than one Racecar has crossed the finish line in the same round, the Racecar that move the furthest past the finish line is the winner (even if lying down). In case of a tie, the one with the happiest smile token wins the game.
Other players keep playing to finish the race and check all their final standings.
No Racecar has crossed the finish line
Before starting a new round,
Energy Shields
Special Abilities
Each Racecar has a special ability override the board effect when specified.
- Die Liner: The Increase command is applied twice. Increase the next command by 2 instead of 1.
- Brick Gang: When this Racecar starts Any movement on a carpet, the movement value is equal to 2 instead of 1.
- Sonic Fish: When this Racecar is undder effect of Slippery token, all its diagonal movements are increased by 1.
- Grim Thresher: When this Racecar moves exactly 1 space forward (after considering all modifiers), it ignores any damage in this movement.
- M1 Furry: When this Racecar shoot a missile, it goes in all 4 orthogonal directions. If any other Racecar were hit, M1 Furry gain 1 energy shield.
- Bird Racer: Before this Racecar's turn end (before using any shield tokens), Bird Racer may "fly" their car sideway to any empty spot. Obstacle, impassable and any Racecar may be "fly" over. This ability is ignore when the Racecar is lying down.
- Dogtor: When this Racecar uses the Battery command, 2 batteries are regain istead of 1. If Dogtor has 3 batteries when using the Battery command, they move 2 forward instead.
- Turbobot: When this Racecar uses the Turbo command, the movement value is equal to 4 anyway. However if during this movement Turbobot suffers any damage, they take it twice.
Table configuration
Turn-based Variant
In turn-based game, the order to take smile token is considered by the moves they took to programming.
Normal Difficulty
In normal game, players have up to 30 moves to program.
Easy Difficulty
In normal game, players have up to 40 moves to program.
Longer track
Add all four track boards to create a longer track.