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Tips automobiles: Difference between revisions

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(Expanded the tips, and slightly modified what was there.)
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1) Always have at least 2 pit cubes in your deck
Spend a few turns at the start of the race using your active pile to buy cubes you want, and to remove cubes you don't want. (This may be hard to do when other players use their cubes to move and possibly even lap you, but if you use these turns wisely to sculpt your bag, it will pay off.)
Wear is built up very quickly, especially when leading, and Pit Stops can waste valuable turns. Having pit cube allows you to manage wear more easily than being forced to do a Pit Stop every other bag refill.
 
As a beginning rule of thumb, by the time you use your active pile to move, have at least 2 pit [purple] cubes in your deck. Wear builds up very quickly, and wear cubes take up valuable slots that could be used by productive cubes. (As you advance in the game, you may see limits to this rule of thumb and discard it in specific situations. But pit cubes are always to be greatly preferred over Pit Stops, which waste valuable turns.)
 
How to shape one's bag varies greatly based on the card set, track/racing season, and driver (if used). But here's an example specifically for the First Game Card Set: Hybrid Engine [blue] is very powerful. Buy as much of them as you can. 3rd gear [white] cubes, however, are not useful either for buying cubes, or for moving when compared to Hybrid Engine. So when a Manager [yellow] cube is not useful for its buying power, use it to remove a 3rd gear. In a 2-player game, experienced players may spend their first 7 turns sculpting their bag (mostly buying Hybrid Engines [blue], Crew Chiefs [purple], and removing 3rd gears [white]) before moving on their 8th turn.

Revision as of 03:35, 18 January 2023

Spend a few turns at the start of the race using your active pile to buy cubes you want, and to remove cubes you don't want. (This may be hard to do when other players use their cubes to move and possibly even lap you, but if you use these turns wisely to sculpt your bag, it will pay off.)

As a beginning rule of thumb, by the time you use your active pile to move, have at least 2 pit [purple] cubes in your deck. Wear builds up very quickly, and wear cubes take up valuable slots that could be used by productive cubes. (As you advance in the game, you may see limits to this rule of thumb and discard it in specific situations. But pit cubes are always to be greatly preferred over Pit Stops, which waste valuable turns.)

How to shape one's bag varies greatly based on the card set, track/racing season, and driver (if used). But here's an example specifically for the First Game Card Set: Hybrid Engine [blue] is very powerful. Buy as much of them as you can. 3rd gear [white] cubes, however, are not useful either for buying cubes, or for moving when compared to Hybrid Engine. So when a Manager [yellow] cube is not useful for its buying power, use it to remove a 3rd gear. In a 2-player game, experienced players may spend their first 7 turns sculpting their bag (mostly buying Hybrid Engines [blue], Crew Chiefs [purple], and removing 3rd gears [white]) before moving on their 8th turn.