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Gamehelptinyturbocars

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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.

  • Starting Grid:
  • Carpets / Grass:
  • Crayon Speeder:
  • Obstacles / Racecars:
  • Water Puddle:
  • Impassables:
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,


Special Abilities

Each racecar has a special ability override the board effect when specified.

  • Die Liner:
  • Brick Gang:
  • Sonic Fish:
  • Grim Thresher:
  • M1 Furry:
  • Bird Racer:
  • Dogtor:
  • Turbobot:


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