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DogEgg258

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Ce tutoriel vous est proposé par DogEgg258
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DogEgg258Welcome to *Tiny Turbo Cars*, a 2-4 player programmed movement racing game. Choose your tiny toy car, grab a remote controller, and get ready to race! The place is a mess! Who will be the best driver and win the game? Your goal is to be the first player who drives through the finish line. 1maintitlebar_content000
DogEgg258[green][tip] This 36-step tutorial is best viewed on a computer! [/green]2maintitlebar_content000
DogEgg258Before the game start, players take turn to choose their *Race Car* start from the first player. Then, in reverse order from the last player, take turns to choose an empty position on the *Starting Grid*. DogEgg258 has chosen the [blue]*Sonic Fish*[/blue]. Now, let's choose the [green]*M1 Furry *[/green] as our Race Car. 1choose-car-card-4656daeac4bb9410choose-car-card-4 8
DogEgg258Since we are the last player to choose the *Race Car*, now we are the first player to choose the start position. We can choose any empty starting grid space as where our car starts. Let's choose *the 3rd space from the right*. 1maintitlebar_content656daeae959ac10starting-grid-4-0 16
DogEgg258Players' *Race Cars* are shown on the player status on the right of the screen. [tip] At any time, you can use the [red]*arrow *[/red]on the top and bottom of the board to move your view. You can use the "Go to my car" button to back to your car. [tip] Also, you can have an overview of the board on the right. [img]https://x.boardgamearena.net/data/tutorials/img6785ed569b4ab8.64008662.jpg[/img]1topbar_content656daeb63c76200
DogEgg258In the game, to start a new round we must wait for all players to select the "Let's go" button. Then, All player will start programming with their controller simultaneously. Let's just start in the tutorial. We have a lot time here. 2maintitlebar_content656daeb63c76200
DogEgg258A game contain surveral rounds. Each round is made up of 3 phase: 1. *Programmation* 2. *Course* 3. *End of round* It is *programming phase* now. In this phase, all player program simultaneously on their *Controller*. On the controller, there are 4 rows of command. *Only the 2nd and 3rd row of the controller will be used to run the program. * Which means that each round a player may activate 7-8 commands. Command activate in left to right order one by one. [img]https://x.boardgamearena.net/data/tutorials/img6785ed56cd31b4.83014595.jpg[/img] 1topbar_content656daeb9700a200
DogEgg258In BGA, when we *click a piece in the same row/column as the empty space*, the piece and the piece(s) between it and the empty space in that row/column will *shift in the direction of the empty space*. [img]https://x.boardgamearena.net/data/tutorials/img6785ed571156f1.37069598.jpg[/img] [img]https://x.boardgamearena.net/data/tutorials/img6785ed573fda43.19511454.jpg[/img] You may scroll down to see your controller. Unfortunately, we can't practice this in this tutorial. 2topbar_content656daeb9700a200
DogEgg258In real-time mode, players take "smilies" tokens according to the *order of finished programming*. The first player takes the happiest token. When all players but one have finished. A 10-second count down starts. The last player must finish their programming when the countdown end. The last player takes the "*sad token*" and *lose 1 battery*. Happiest(left) to sad(right) [img]https://x.boardgamearena.net/data/tutorials/img6785ed567b36f4.53478080.jpg[/img] !!! In BGA's turn-based mode, it changed into movement count. The player with *the least movement* takes the happiest token. 1topbar_content656dafa82805000
DogEgg258Now let's see how the pieces work. Each piece is a command. We can divide these commands into 2 types: - *Movement* commands - *Special* commands The first command is a forward. Our *Race Car* should move forward 1 space with this command. [green](Step 10/36)[/green]2command-bar-0656dafa82805000command-bar-0 1
DogEgg258Look. Our *Race Car* has moved forward one space. [tip] All commands must be activated in the order. You can't choose to skip them at any time. Our current command is *Increase*. This is a *special command* which will increase our next command effect by 1. 1command-bar-1656dafab6dc6e00command-bar-1 1
DogEgg258Look. With the *Increase* command, we move forward by 2. Our current command is a [blue]*blue diagonal movement by 2*[/blue]. With this command, we will move *2 spaces diagonally to the left* (towards the blue wall). 1command-bar-3656dafae1ecc000
DogEgg258Now, we have a *forward by 2* command. In normal cases, we will move 2 spaces forward. But we are now on a *carpet*. When you start on a carpet space (bottom-right with a carpet symbol), the movement value changes to exactly 1. [img]https://x.boardgamearena.net/data/tutorials/img6785ed576d3ba6.47520574.jpg[/img] !!! Grass spaces have the same rules as carpet spaces. So, as we are on a carpet space, we can only move 1 space forward. 1command-bar-4656dafb0b26f200command-bar-4 1
DogEgg258[red]*A red arrow*[/red]. We must move 1 space diagonally to the right (towards the red wall). 1command-bar-5656dafb25c34900command-bar-5 1
DogEgg258Here's a *Jump* command. With a jump command, you will move 2 spaces forward while ignoring the first space. In the current situation, there's no difference than a 2-space forward. But in some situations, it may help us pass through obstacles and some effects. 1command-bar-6656dafb4b3d3100command-bar-6 1
DogEgg258Finally, it's a battery command. With this command, we can recharge our battery by 1. You may see the battery status of each player on the right of the screen. Batteries are *Race Car*'s lives. Each *Race Car* has 3 batteries. When we say "lose a battery" means flip it to the back. When you ran out of batteries, you lay down. We will see this later. 1command-bar-7656dafb78941000overall_player_board_92539464 1
DogEgg258It's [blue]DogEgg258[/blue]'s turn. But we can still learn from it. The first command is a *Missile*. With this command, the *Race Car* shoots a missile straight ahead which deals 1 damage to all players ahead in the same line. Then, move 1 space forward. 1command-bar-0656dafb97a88b00command-bar-0 1
DogEgg258[blue]*DogEgg258*[/blue] has move onto a *Water Puddle*. He takes a "Slippery token". [img]https://x.boardgamearena.net/data/tutorials/img6785ed57951f74.95049787.jpg[/img] [tip] When a *Race Car* starts with or enters a space containing a *Water Puddle*, they must take the *Slippery token* until the end of their turn (activated all commands). From now on, any diagonal movement command reverses their direction (left becomes right and vice-versa). 1command-bar-2656dafc18523e00command-bar-2 1 slippery-token-90665546 1
DogEgg258[blue]*DogEgg258*[/blue]'s current action is a right diagonal movement command. With the *Slipery token* effect, the *Race Car* should move 2 spaces diagonally to the left. But, never forget, each *Race Car* has their ability. The ability of [blue]*Sonic Fish*[/blue] gives an *Increase* in this situation. So the *Race Car* should move 3 spaces instead of 2. 2archivecontrol_editmode_centercomment656dafc18523e00
DogEgg258*[blue]DogEgg258[/blue]'s Race Car* should move 3 spaces. But the third space is an *Impassables*. *Race Cars* 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 (as part of the external areas). The *Race Car* is damaged! It lost another battery. *[blue]DogEgg258[/blue]'s Race Car* has only 1 battery left. 1command-bar-2656dafc3676ce00
DogEgg258A [blue]*left diagonal movement*[/blue]. With those effects, the *Race Car* will move 3 spaces diagonally to the [red]right[/red], passing through the carpets. You might have this question, why the car isn't affected by the carpet? Remember, carpets are not like water puddles, they only affect when you *start* on a carpet space of the command. 1command-bar-4656dafc6b98fa00command-bar-4 1
DogEgg258*Turbo*: Check your current number of batteries and move that many spaces forward. In this situation, [blue]*DogEgg258*[/blue] has only 1 battery. So he may only move 1 space forward. 1command-bar-5656dafc83b15200
DogEgg258Oh! The *Race Car* is going to crash on us! Don't be worry. They can't hurt us. If a *Race Car* enters a space containing an *obstacle *or another *Race Car* , they must stop on that space and suffer 1 damage. [img]https://x.boardgamearena.net/data/tutorials/img691d4b8eb6bdb8.06960190.jpg[/img]1maintitlebar_content656dafcb9201e00
DogEgg258[blue]*DogEgg258*[/blue] has lay down! When a *Race Car* ran out of batteries, they had to lie down. When a *Race Car* is lying down, it cannot be moved *until it is fully recharged*. To recharge, *ignore the next command* to recharge 1 battery. [green][tip] This means, to recharge 3 batteries they must ignore 3 commands. *Forward by 2* is the first command skiped. [/green]1maintitlebar_content656dafce4fa5a00
DogEgg258New round start. [blue]*DogEgg258*[/blue] has recharged 1 battery in the last round but the *Race Car* is still lying down. So they must skip another 2 command to stand up. [green](Step 25/36)[/green]1maintitlebar_content656dafd16ac0900
DogEgg258*[blue]DogEgg258[/blue] 's Race Car* has stand up. This command will be activated.1command-bar-2656db09459d4300
DogEgg258Here's your turn. Since we are the last to finish programming in this round, we lost 1 battery and we have only 1 left. 1maintitlebar_content656db09cddad100
DogEgg258It's our turn now. The first command is ignore to recover our car. 1command-bar-0656db10a2178400
DogEgg258A blank command. It says "Nothing happens". Although nothing happens, it is still a command which means it will be ignore to recharge when you lying down. [green](Step 29/36, almost there! )[/green]1command-bar-4656db1101999300command-bar-4 1
DogEgg258Now we have learned about all commands. Let's have a quick review. *Stright Movement* [img]https://x.boardgamearena.net/data/tutorials/img691d4b8ed52295.83543485.jpg[/img] 1. Black Arrow: Move 1 space forward 2. Black Arrow: Move 2 spaces forward 3. *Jump*(Hollow + Black Arrow): Move 2 spaces forward while ignoring the first 4. Gray Arrow: Move 1 space backward *Diagonal Movement* [img]https://x.boardgamearena.net/data/tutorials/img691d4b8ef3ecb9.23185325.jpg[/img] Move 1/2 space *diagonally* to the left/right1maintitlebar_content656db1166572200
DogEgg258*Special Movement* [img]https://x.boardgamearena.net/data/tutorials/img691d4b8f1eb6b7.78030706.jpg[/img] *Missle*(left): Shoot a missile straight forward. Then move 1 space forward. *Turbo*(right): Move forward with spaces equal to the current number of *Batteries*. *Non-Movement* [img]https://x.boardgamearena.net/data/tutorials/img691d4b8f3d6283.57482354.jpg[/img] 1. *Increase / Decrease*: your next command gains +1 / -1 It usually apply to the movement part of the command. !!! When [-] [+], the *Decrease* will cancel the *Increase*. !!! But when [+] [-], the [-] still affect the next command. 2. *Battery*: Recharge 1 battery If an *Increase* apply to *Battery*, recharge 2 instead. 3. *Empty*: Nothing happens (still counts as an command)2maintitlebar_content656db1166572200
DogEgg258When a round ends, check if any player passed through the finish line. *The player who passes through the finish line wins*. If more than one player passes through the finish line in the same round, the *farthest one from the finish line is the winner* (even if lying down). In case of a tie, the one with the happiest smile token is the winner. 1maintitlebar_content656db16da307d00energy-shields-92539464 1 energy-shields-90665546 1
DogEgg258If there is no player crosses the finish line, prepare to start a new round. All players gain 1 *Energy Shield* for each *Race Car* ahead of them on the track. [img]https://x.boardgamearena.net/data/tutorials/img6785ed58a14a12.83798577.png[/img] Whenever you lose a battery, you must *discard an energy shield instead* if you have. *At the end of your turn* (after all commands), if you still have any shield(s) left, you *may* use them to *move 2 spaces forward for each* token. All shields then must be discarded. 2archivecontrol_editmode_centercomment656db16da307d00
DogEgg258Before the tutorial ends, let's have a review of the Race Track Elements. [img]https://x.boardgamearena.net/data/tutorials/img6785ed586ec3b8.51464537.jpg[/img] - *Starting grid*: Race car won't suffer any damage (except the last player damage). Any Backwards command is ignored. - *Carpets/Grass*: When starting on a *carpet* space, the movement value is changed to exactly 1. - *Water puddle*: If a *Race Car* starts or enters *Water puddle*, they receive the *Slippery token* and reversed their diagonal movement command from now on. - *Obstacles* and *Race Cars*: Damage and stop when entering a space containing an Obstacle or another *Race Car*. - *Impassables*: Damage but stop before moving into *Impassables*. There is an element which is not appear in this map: - *Crayon Speeder*: When starting on a *Crayon speeder* space, resolve the command as if it had an *Increase*. 3archivecontrol_editmode_centercomment656db16da307d00
DogEgg258Each *Race Car* is unique! Their abilities override the board effects when specified. You may check out them in the game. 4archivecontrol_editmode_centercomment656db16da307d00
DogEgg258*That's all you need to know to play [blue]Tiny Turbo Cars[/blue]!* Thank you for playing through this tutorial. If you think this tutorial is good, I hope you can give it a *five-star rating*. Have a nice day! [green]For any questions or comments about the tutorial, feel free to send *DogEgg258* a message! [/green]6maintitlebar_content656db16da307d00
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Tiny Turbo Cars

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Designer: 4Brains4Games, Hjalmar Hach

Artist: Edu Valls, Fabio Frencl Jr.

Developed by: LeSteffen

Release 231130-2007

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