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Opetusohjelma #1488
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Poistu opetusohjelmasta
DogEgg258

Opetellaan pelaamaan peliä Tiny Turbo Cars!

Tämä opetusohjelma on ALPHA:ssa: Tarkasta ja arvioi se.

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Tämän opetusohjelman tekijä: DogEgg258
0000
DogEgg258Welcome to *Tiny Turbo Cars*, a 2-4 player programmed movement racing game. Choose your *toy car* and grab a remote controller, then 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. 1archivecontrol_editmode_centercomment000
DogEgg258Before the game start, players thake 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*. Now, let's choose the [red]*Bird Racer*[/red] as our Race Car. 2archivecontrol_editmode_centercomment010choose-car-card-5 6
DogEgg258*DogEgg258* has chosen [green]*M1 Furry*[/green] and placed his car on the board. Now it is our turn to place. We can choose any *empty starting grid* as where our car starts. *Starting grid* are space with white groove. Let's choose the one in the 2nd row. 1archivecontrol_editmode_centercomment65aa13b358c9210starting-grid-3-2 16
DogEgg258Players' *Race Cars* are shown on the status on the right of the screen. You can find these cars on the map. [red][tip][/red] At any time, you can use the [red]*arrow*[/red] on the top and bottom of the board to scroll your view. Also there is an overview on the right. [blue][tip][/blue] You can always select the button "Go to my car" to move the camera onto your car. [img]https://snipboard.io/63rpeR.jpg[/img]1archivecontrol_editmode_centercomment65aa13b55729c00
DogEgg258In a game, before a new round start, we must wait for all players to click the button "Let's go". When the round is started, all player programming with their controller simultaneously. Let's just click the "Let's go" button and see how it works. 2archivecontrol_editmode_centercomment65aa13b55729c10ready-to-program 16
DogEgg258A game contain surveral rounds. Each round is made up of 3 phase: 1. *Programming* 2. *Racing* 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://snipboard.io/ZY4JkW.jpg[/img] 1archivecontrol_editmode_centercomment65aa13bc7c25f00
DogEgg258You may scroll down to see your controller. In 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://snipboard.io/iqQsaO.jpg[/img] [img]https://snipboard.io/5QIcl6.jpg[/img] !!! Unfortunately, we can't practice this in this tutorial. Let's just watch through this part. 2archivecontrol_editmode_centercomment65aa13bc7c25f00
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://snipboard.io/2eIx6t.jpg[/img] !!! In BGA's turn-based mode, it changed into movement count. The player with *the least movement* takes the happiest token. 1archivecontrol_editmode_centercomment65aa142bc321800
DogEgg258Now let's see how the command pieces work. Each piece is a command. For those with arrow(s), they are *Movement* command which moves cars. For the others, they are *Special* commands. The first command is a [blue]Left Diagonal Forward[/blue]. It takes our car to the left front for 1 space. 1archivecontrol_editmode_centercomment65aa142ea51e900
DogEgg258The second command is a [red]right diagonal forward[/red] with 2 arrows. Which takes us to the right front for 2 spaces. [tip] [blue]*Blue arrows*[/blue] always point to [blue]left [/blue]while [red]*Red arrows*[/red] always point to [red]right[/red]. The walls on the map are the same. 1command-bar-165aa1430361c200
DogEgg258Oh! I forgot to mention the *Track Elements*. Those spaces with icons in the bottom right corner are elements with effect. Taking the example just now, that is a [green]*Crayon Speeder*[/green]. [img]https://snipboard.io/X2VA0R.jpg[/img] When a *Race Car* starts a command on [green]*Crayon Speeder*[/green], the command resolves as if had an *Increase* command. *Increase command* is a special command. It adds 1 to the next command. 1command-bar-265aa143143ea700
DogEgg258We are now on a [red]*Carpet*[/red]. Movement command on carpet will modify their movement value to exactly 1. [img]https://snipboard.io/vLtf1G.jpg[/img] Specifically, grasses also have the same effect as carpets. [img]https://snipboard.io/DtvwQR.jpg[/img]2archivecontrol_editmode_centercomment65aa143143ea700
DogEgg258Here's a [blue]right diagonal forward[/blue] with 2 arrows. This command is resolved on a [red]*carpet[/red] space. And don't forget it is affected by the *Increase* command. How would this be resolved? According to the rule, *Increase/Decrease* are modified *after* the [red]*carpet*[/red], always. So, it would move to the left front by (exactly 1) + 1 = 2 spaces. 1command-bar-465aa1435f14c900
DogEgg258This is a *missile* command. *Missile*: Launch a missile forward. Then move 1 space forward. The missile you launched will damage all cars in front of you in the same column. 1command-bar-565aa14387748800
DogEgg258*Jump* command. Move forward by 2. But ignore the elements in the first space (like jumping through it). 1command-bar-765aa143d0176500
DogEgg258[red]*Bird Racer*[/red]'s ability is your Race Car ability. You can move to a horizontal empty space after your round ends. 1archivecontrol_editmode_centercomment65aa143de4efc00
DogEgg258[green]*M1 Furry*[/green] has moved to the forward. But don't worry. We got an *Energy Shield*! It may protect us from damage. Before new round start, players take *Energy Shield* according to the number of *Race Cars* in front of them. 1archivecontrol_editmode_centercomment65aa14536728300
DogEgg258Oh! We must hurry up! *DogEgg258* has finished programming! 1archivecontrol_editmode_centercomment65aa149c6d48800
DogEgg258The slowest player lose 1 battery. Since we have an *Energy shield*, we lose 1 shield instead. Again, if it is a turn-based mode, it counts the steps you used to program instead the time you used. 1archivecontrol_editmode_centercomment65aa149d3b68400smiley-0 1
DogEgg258It's our turn now. Hope we can catch up from behind. 1archivecontrol_editmode_centercomment65aa14a93957b00
DogEgg258This is a *Battery* command. With this command we will regain a battery. But it is now full for us so it does nothing. 1command-bar-165aa14ad91de700
DogEgg258Oh! We crashed into an obstacle and lost a battery. [img]https://snipboard.io/4Oy2BY.jpg[/img] *Obstacle* is one of the *Track Elements*. It has a cube icon in the bottom right corner. When moved into an *obstacle*, they stopped and lost a battery. [tip] Other players' Race Cars are also obstacles. 1archivecontrol_editmode_centercomment65aa14bc0d51c00
DogEgg258Batteries are your *Race Car*'s life. Each *Race Car* has 3 batteries. Lose 1 when they are damaged. When all 3 batteries are gone, they must lay down and recover. If you have *Energy Shield(s)* when damaged, you MUST discard a shield instead. [img]https://snipboard.io/dyYla0.jpg[/img]2archivecontrol_editmode_centercomment65aa14bc0d51c00
DogEgg258This is a *Turbo* command. For *Turbo*, move forward according to the number of batteries you have. In the currect case, you should move 2 spaces. But don't forget you are on a [red]*Carpet*[/red]. So you finally move only 1 space. 1command-bar-765aa14c0c615000
DogEgg258Let's jump to the rightmost space. Although there is an obstacle in front of it, we can avoid the Carpet effect. 1archivecontrol_editmode_centercomment65aa14c1f417410
DogEgg258*At the end of your round* (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. For [red]*Bird Racer*[/red], your ability applies before the shield movement. 1archivecontrol_editmode_centercomment65aa1534f209200
DogEgg258*Water puddle*!! [img]https://snipboard.io/nxArhX.jpg[/img] When you enter a *Water puddle*, you immediately receive a* "Slippery" token*. In the remaining command in this round, all your diagonal commands (red/blue) are flipped. [img]https://x.boardgamearena.net/data/themereleases/current/games/tinyturbocars/240107-1015/img/slipperyToken.png[/img]1archivecontrol_editmode_centercomment65aa1540e226200slippery-token-92539464 3
DogEgg258Ooch! You enter an obstacle again. You lost your last battery so you are lying down. When a *Race Car* is lying down, it cannot resolve its command normally until it recovers. To recover, ignore a command to regain 1 battery. When all your batteries are regained, you stand up again. [green][tip][/green] In a simple word, you must skip 3 commands to recover. If you are lying down at the start of your round, you still have to skip command(s) to regain them. 1archivecontrol_editmode_centercomment65aa154733d0d00
DogEgg258Look! After skipping 3 commands, you are now stand up again. Now let's just stay where you are. 1archivecontrol_editmode_centercomment65aa154e0fd8000
DogEgg258Besides on obstacle, there is a track element that is similar: *Impassable*. *Race Cars* cannot enter an *Impassable* space. Those can be found on the side of the track (as part of the external areas) or in the middle of the track with a dark background and an "X" icon in the bottom right. Books and magazines: [img]https://snipboard.io/iWCG0A.jpg[/img] Walls: [img]https://snipboard.io/5hCiIl.jpg[/img]1archivecontrol_editmode_centercomment65aa1557cdb3300
DogEgg258Let's see how far can we get. If we pass through the finish line while [green]*M1 Furry*[/green] doesn't, we will win. But if more than a player passes through, the player in the front wins. 1archivecontrol_editmode_centercomment65aa155c7ef6b00
DogEgg258This gray reverse arrow is a backward command. 1command-bar-365aa159fb9e2900
DogEgg258Let's have a quick review for those command and track elements. *Stright Movement* [img]https://snipboard.io/kJXzRV.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://snipboard.io/6jQwOX.jpg[/img] Move 1/2 space *diagonally* to the left/right1archivecontrol_editmode_centercomment65aa15bc61f8400
DogEgg258*Special Movement* [img]https://snipboard.io/Ar3uxI.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://snipboard.io/yXWiHb.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)2archivecontrol_editmode_centercomment65aa15bc61f8400
DogEgg258[img]https://snipboard.io/4wX0yn.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*. - *Crayon Speeder*: When starting on a *Crayon speeder* space, resolve the command as if it had an *Increase*. 3archivecontrol_editmode_centercomment65aa15bc61f8400
DogEgg258At last but not least, each *Race Car* is unique! Their abilities override the board effects when specified. You may check out them in the game. 4archivecontrol_editmode_centercomment65aa15bc61f8400
DogEgg258That's all for the tutorial. Thank you for playing. Feel free to send me any feedback. Have a nice day. 5archivecontrol_editmode_centercomment65aa15bc61f8400
DogEgg258

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Tule mukaan Board Game Arenaan pelaamaan 1 093 eri lautapeliä verkossa ystävien. Meitä on täällä 10 560 000 pelaajaa ympäri maailmaa :)



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Tiny Turbo Cars

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『タイニー・ターボ・カーズ』の遊び方・魅力をご紹介!
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Designer: 4Brains4Games, Hjalmar Hach

Artist: Edu Valls, Fabio Frencl Jr.

Developed by: LeSteffen

Release 240107-1015

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DogEgg258:



Älä unohda selittää pelaajalle mikä toiminto tehdä tekstissä. Huomaa että seuraava toiminto uusinassa TÄYTYY olla pelaajan Visitor-235 tekemä.

Huomaa: voit napsauttaa mitä tahansa pelin elementtiä korostaaksesi sen kun tämä vaihe on käynnissä.

Saatavilla olevat merkinnät :
 *text in bold*
 [red]text in red[/red]
 [green]text in green[/green]
 [blue]text in blue[/blue]
 !!! =>
 [tip] =>
 [img]URL[/img] => Display an image. Tip: you may use Snipboard.io to upload an image, and then copy/paste the URL.

Opetellaan pelaamaan peliä Tiny Turbo Cars!

Tämä opetusohjelma on ALPHA:ssa: Tarkasta ja arvioi se.

Vinkkejä:

• Ruudulla olevien nappien sijaan voit painaa välilyöntiä siirtyäksesi opetuksessa eteenpäin.

• Voit käyttää    minimoidaksesi opetusohjelmien selitykset tarvittaessa.


Tämän opetusohjelman tekijä: DogEgg258
Aseta hiiren kursori pelielementin päälle liittääksesi tämän kommentin:
Peruuta Tallenna Tallenna
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