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Gamehelptinyturbocars

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Revision as of 06:43, 19 December 2023 by DogEgg258 (talk | contribs) (Add command description. Highlighed important information.)
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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, then the next line.

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

Black arrow: Forward

Hollow + Black arrow = Jump: Move forward 2 space while skip the first space effect

Gray arrow: Backward

Blue arrow: Left diagonal forward

Red arrow: Right diagonal forward

Arrow with missle icon: Launch a missle forward then move 1 space forward

Arrow with battery icon: Move forward according to your batteries number.

Special Commands

Empty: noting happen

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 battery recharged

+ after - or - after + : Both command 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 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.