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Gamehelptinyturbocars: Difference between revisions
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== Gameplay == | == Gameplay == | ||
A game | A game includes several rounds. Each round contains 3 phase: | ||
1. Programming | 1. Programming | ||
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=== Phase 1: Programming === | === Phase 1: Programming === | ||
All players '''simultaneously''' program their movements on their controllers. Each piece | All players '''simultaneously''' program their movements on their controllers. Each piece contains a command. | ||
Only the '''2nd and 3rd lines''' of the puzzle will be used to run the program. '''Activate from left to right''', then the next line. | Only the '''2nd and 3rd lines''' of the puzzle will be used to run the program. '''Activate from left to right''', then the next line. | ||
In | In real-time mode, when a player is finished programming, they take the top smile token. When only 1 player is left programming, a 10 second countdown starts. When the countdown ends, 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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Black arrow: Forward | Black arrow: Forward | ||
Hollow + Black arrow = Jump: Move forward 2 | Hollow + Black arrow = Jump: Move forward 2 spaces while skipping the first space's effect | ||
Gray arrow: Backward | Gray arrow: Backward | ||
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Red arrow: Right diagonal forward | Red arrow: Right diagonal forward | ||
Arrow with | Arrow with missile icon: Launch a missile forward then move 1 space forward | ||
Arrow with battery icon: Move forward according to your batteries number. | Arrow with battery icon: Move forward according to your batteries number. | ||
====== Special Commands ====== | ====== Special Commands ====== | ||
Empty: | Empty: nothing happens | ||
Battery: Charge 1 battery | Battery: Charge 1 battery | ||
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Effect to movement command: Effect to moving number only | Effect to movement command: Effect to moving number only | ||
Effect to Battery: Effect to the number of | Effect to Battery: Effect to the number of batteries recharged | ||
+ after - or - after + : Both | + after - or - after + : Both commands cancel each other. | ||
=== Phase 2: Racing === | === 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 | Start from the player with the happiest smile token and proceeding in smile order from happiest to saddest. After a player has executed all of their programmed commands, the next player's turn will start, and so on. The last player loses 1 battery when their turn starts. | ||
====== Racetrack Elements ====== | ====== Racetrack Elements ====== | ||
When Racecar moves, some interactions may be triggered, mostly according to where | When a Racecar moves, some interactions may be triggered, mostly according to where it 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. | Note: When it says "stop their current movement command", it means the next command will still be preceeded after the effect. | ||
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* Starting Grid: Racecar can be hit but won't suffer any damage when on a Starting grid space. Ignore any backward commands. | * 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 | * Carpets / Grass: Any movement command that '''Starts''' on a carpet space will have its movement value changed to exactly 1. Grass spaces with a 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. | * 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, | * Obstacles / Racecars: If a Racecar '''enters''' a space containing an Obstacle or another Racecar, it must stop its 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 only counts as 1 damage. | ||
* Water Puddle: If a Racecar '''enters''' a space containing a Water Puddle, | * Water Puddle: If a Racecar '''enters''' a space containing a Water Puddle, it receives the Slippery token immediately. From now on, any diagonal movement command will have it's direction 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, | * Impassables: Racecars '''cannot enter''' an Impassable space. Those can be found in the middle of the track as Books or Magazines with a 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, it stops its current movement command, remains on the space it was in before hitting the impassable space, and suffers 1 damage. | ||
====== Damage ====== | ====== Damage ====== | ||
For each damage suffered, player | For each damage suffered, the player loses 1 battery. If they lose all 3 batteries, the Racecar immediately lies down. | ||
====== Lay down ====== | ====== Lay down ====== | ||
When a Racecar is lying down, it cannot be moved until fully recharged. To recharge a | When a Racecar is lying down, it cannot be moved until fully recharged. To recharge a lying 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. | 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. | ||
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====== One or more 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 | If only one Racecar has crossed, that Racecar is the winner. If more 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. | ||
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* Die Liner: The '''Increase''' command is applied twice. Increase the next command by 2 instead of 1. | * Die Liner: The '''Increase''' command is applied twice. Increase the next command by 2 instead of 1. | ||
* Brick Gang: When this Racecar starts <u> | * 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: When this Racecar is | * Sonic Fish: When this Racecar is under the effect of a '''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. | * 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 ''' | * M1 Furry: When this Racecar '''shoots''' a missile, it goes in all 4 orthogonal directions. If any other Racecars are hit, M1 Furry gains 1 energy shield. | ||
* Bird Racer: Before this Racecar's turn end (before using any shield tokens), Bird Racer may "fly" their car | *Bird Racer: Before this Racecar's turn end (before using any shield tokens), Bird Racer may "fly" their car sideways to any empty spot. Obstacles, impassables, and any other Racecar may be "flown" over. This ability is ignored when Bird Racer is lying down. | ||
* Dogtor: When this Racecar uses the '''Battery''' command, 2 batteries are | * Dogtor: When this Racecar uses the '''Battery''' command, 2 batteries are regained instead of 1. If Dogtor has 3 batteries when using the Battery command, it moves 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, | * 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, it takes it twice. | ||
== Table configuration == | == Table configuration == | ||
=== Turn-based Variant === | === Turn-based Variant === | ||
In turn-based game, the order to take smile | In a turn-based game, the order to take smile tokens is set by the number of moves taken in programming. | ||
====== Normal Difficulty ====== | ====== Normal Difficulty ====== | ||
In normal game, players have up to 30 moves to program. | In a normal game, players have up to 30 moves to program. | ||
====== Easy Difficulty ====== | ====== Easy Difficulty ====== | ||
In normal game, players have up to 40 moves to program. | In a normal game, players have up to 40 moves to program. | ||
=== Longer track === | === Longer track === | ||
Add all four track boards to create a longer track. | Add all four track boards to create a longer track. |
Revision as of 19:06, 19 December 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 includes several 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 contains a command.
Only the 2nd and 3rd lines of the puzzle will be used to run the program. Activate from left to right, then the next line.
In real-time mode, when a player is finished programming, they take the top smile token. When only 1 player is left programming, a 10 second countdown starts. When the countdown ends, the last player must stop programming.
In turn-based mode, this part has changed into counting the moves of programming.
Moving Commands
Black arrow: Forward
Hollow + Black arrow = Jump: Move forward 2 spaces while skipping the first space's effect
Gray arrow: Backward
Blue arrow: Left diagonal forward
Red arrow: Right diagonal forward
Arrow with missile icon: Launch a missile forward then move 1 space forward
Arrow with battery icon: Move forward according to your batteries number.
Special Commands
Empty: nothing happens
Battery: Charge 1 battery
+ (Increase): Increase the next command by 1.
- (Decrease): Decrease the next command by 1.
Effect to movement command: Effect to moving number only
Effect to Battery: Effect to the number of batteries recharged
+ after - or - after + : Both commands cancel each other.
Phase 2: Racing
Start from the player with the happiest smile token and proceeding in smile order from happiest to saddest. After a player has executed all of their programmed commands, the next player's turn will start, and so on. The last player loses 1 battery when their turn starts.
Racetrack Elements
When a Racecar moves, some interactions may be triggered, mostly according to where it 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 exactly 1. Grass spaces with a 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, it must stop its 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 only counts as 1 damage.
- Water Puddle: If a Racecar enters a space containing a Water Puddle, it receives the Slippery token immediately. From now on, any diagonal movement command will have it's direction 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 a 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, it stops its current movement command, remains on the space it was in before hitting the impassable space, and suffers 1 damage.
Damage
For each damage suffered, the player loses 1 battery. If they lose all 3 batteries, the Racecar immediately lies down.
Lay down
When a Racecar is lying down, it cannot be moved until fully recharged. To recharge a lying 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 more 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 under the effect of a 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 shoots a missile, it goes in all 4 orthogonal directions. If any other Racecars are hit, M1 Furry gains 1 energy shield.
- Bird Racer: Before this Racecar's turn end (before using any shield tokens), Bird Racer may "fly" their car sideways to any empty spot. Obstacles, impassables, and any other Racecar may be "flown" over. This ability is ignored when Bird Racer is lying down.
- Dogtor: When this Racecar uses the Battery command, 2 batteries are regained instead of 1. If Dogtor has 3 batteries when using the Battery command, it moves 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, it takes it twice.
Table configuration
Turn-based Variant
In a turn-based game, the order to take smile tokens is set by the number of moves taken in programming.
Normal Difficulty
In a normal game, players have up to 30 moves to program.
Easy Difficulty
In a normal game, players have up to 40 moves to program.
Longer track
Add all four track boards to create a longer track.