How to Win - Heat : Pedal To the Medal | Strategy Tips | World Series of Board Gaming

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  • เผยแพร่เมื่อ 3 ธ.ค. 2024

ความคิดเห็น • 13

  • @WSBGofficial
    @WSBGofficial  5 หลายเดือนก่อน

    Want to see the Designer put some of these tips in action? Watch Chris VS Asger here - th-cam.com/video/h5GFDCglGmQ/w-d-xo.htmlsi=7osqNEcAydOpe0xm

  • @bitesizedstrategyguides
    @bitesizedstrategyguides 10 หลายเดือนก่อน +8

    Great video! One thing I'll mention is that at 12:15 you mention that you'll never go through two corners in one turn, but I've actually seen it happen through a combination of wings and slipstream bonuses on the Italy track. Definitely not easy to pull off though!

    • @Venryk1
      @Venryk1 10 หลายเดือนก่อน +2

      Yeah you can definitely do it, I've done it on Italy a number of times and normally try and plan to do it.

    • @WSBGofficial
      @WSBGofficial  10 หลายเดือนก่อน +2

      Yeah, great point. As soon as I said that my head was like "but... but..." haha. Great Britain is a good place to do it as well if you have the heat for it. around those 5 and 4 areas

    • @joshallen3740
      @joshallen3740 9 หลายเดือนก่อน

      You can go three corners in one turn on GB on occasion. All the other tracks have at least one opportunity for a 2 in 1.

  • @dave3805
    @dave3805 8 หลายเดือนก่อน +6

    Tips start at 03:32

  • @gloeibrood
    @gloeibrood 9 หลายเดือนก่อน +3

    Tip #1 - I would say this is incorrect. Absolutely boost when it helps you. E.g. you are trying to close a stretch between turns, especially if you know the probability of the next card, then boost to be able to clear the next turn in quick succession. Or boost in the last round (especially) when going for the finish. Or boost to go for a slipstream, if for example you need that 1 extra space and know that you only have 1s left in your deck and the slipstream helps you clear the next turn that same player turn. Why should you not boost in any of those scenario's. Sure, you should not boost every player turn, that would be inefficient and you will quickly take away your ability to drive effectively.
    Tip #2 - I don't completely agree, you can pick bad gear cards for the race, but if you have an 8 turbo boost on say Italia, or USA, keep it until you get to those long stretches and conserve your heat. There are other cards that you can effectively discard. You can miss a couple of fours and try to draw them later by playing through your deck. Or a different scenario: The other day on France I kept saving my 4s and 3s (I had 3 4s by after the 3rd turn) on the last 2 turns as much as possible, it was a bit tough to get through the turns effectively, but on the long stretch, I was able to race from one turn to the other, in one player turn. That won me the race in the end. So yes, your garage cards can be ABSOLUTELY KEY if you pick them well, and you should use them OPTIMALLY. If this means saving them for 5 turns, then save them for 5 turns, especially if it's just 1 card.
    Tip #3 - Almost 100% agree. You have lost more than 1 turn of efficiency if you spin out. We have played heat for about 3 months every week now. The guy spinning out NEVER WINS! It is virtually impossible to win if you spin out, unless your opponent does as well.
    Tip #4 - 100% agree, count cards, it can give you the edge. The rules say you can not flip through your discard pile, unless you have a special garage card. If you have a hard time counting cards, it may be worth it getting a garage card that allows you to peruse through your discard pile and put some of the discarded cards back into your draw pile, you then also get the opportunity to see what you've already played.
    Tip #5 - I would say, don't focus too much on that, but mainly their remaining heat. It is very hard to predict where they land, also to know what gear they will switch to beforehand. I think it's best to set yourself up so that you can go through the turns as fast as possible. If you get an additional slipstream because of this, great, if not, it happens. The problem with knowing what cards the other player has, is that you have no clue what their plan is. They may want to spend 3 extra heat to push through a turn in order to deny you a slipstream. Also slipstreaming is not the main way per se to go faster than your opponents. It can be very important yes, but I think counting your own cards and managing what cards to play when is much more important. In fact, I would add a 6th tip.
    Tip #6 - plan your player turns. In my opinion, the thing separating the exceptional players from the good is exactly this. Managing your cards so that you can use the cards you want to use in certain other sections is huge. For example, if you manage to play through your deck on the first 3 turns in France, and keep enough high cards to close the stretch between turn 3 and 4, you can then start to save up as much 4s and 3s as possible on the open stretch. This is very difficult, therefor you have to be able to think multiple player turns ahead. This is so much more important than getting a slipstream, because if you can control your deck, you will be reducing the luck factor in the way you race, leaving your opponents drawing 1s when they need 4s with their stress cards, or vice versa.
    Of course, these tips help, but remember that RNG ultimately is the name of the game, which makes every race a potential nailbiter.

    • @WSBGofficial
      @WSBGofficial  9 หลายเดือนก่อน

      Awesome write up! You should come compete ;) I bet you'd be a force to be reckoned with!

    • @JeffGoris
      @JeffGoris 8 หลายเดือนก่อน +3

      This is in addition to what gloeibrood commented.
      Tip #1 - Boosts are an efficient use of heat. On average, a boost will gain you 2.5 spaces. On a corner, 1 heat will gain you 1 space, so on face value, boosts are better. If you have a feel (or a good memory) for what is in your discard pile, that figure will go up or down. Even if you don't know what's in your discard pile, knowing what is in your hand can help you determine a more accurate figure for your boost outcome. Of course, it's not as simple as just the numbers. It may be important to spend 1 heat on a corner just to keep in touch with the rest of the pack and/or get a sweet slipstream. Same can be true for a boost. Also, boosting can potentially save you a heat. How? You are in gear 2 and ideally you want to go to gear 4, but will likely need to get to gear 2 afterwards. Rather than spending 2 heat for those 2 gear changes, just go to gear 3 and boost for a cost of 1 heat.
      Tip #3 - This should be clarified to, "Don't spin out when you have a lot of heat still in your engine," and "Don't spin out near the start of your movement." I have won often even after spinning out. There are a few conditions where spinning out is actually an advantage, and they happen more often than you think. For example, if you are on a long straight and in 4th gear, with 0 or 1 heat left, you can stay in gear 4 all the way and deliberately spin out using most or all of your movement points. Example, ideal situation, you have 0 heat left, play 4 cards totalling 10 speed, and you are on space number 9 from that corner. You will move 9 instead of 10 spaces, gain 0 heat and gain 1 stress. Very importantly, you are now in gear 1 and can instantly access 3 cooldown. Yes, this is situational, but there are also other scenarios in corners that are close together. The key is definitely don't spin out when you have a lot of heat to lose and/or your most of your car movement is wasted (eg, your speed was 6, but you moved only 1 space).
      Tip #5 - Most people can't or won't keep a track of all other player's cards and this certainly won't be happening if you can't remember your own discard pile. The key is checking how much heat they have left in their engine, which is public knowledge. Absolutely you can go through 2 corners in one turn, especially with tracks with slipstream bonuses due to weather and road conditions. Having upgrade cards with slipstream bonuses and/or that increase your speed limit around a corner also help out a lot.
      Tip #6 - The final corner of the game is by far the most important and you want to be setup for it. You want your highest speed cards in your hand and you want to pass that corner with 2 or 3 heat left, depending on how many turns after the corner you will need to cross the finish line. If you can cross the last corner in 3rd gear you need 1 less heat as you will change to 4th gear for free, but won't get a cooldown which you may need. Assuming you went around that corner in gear 2, you need a heat to get to 4th gear and a heat to boost for that turn and the next if it applies. If you are with other cars going into that final corner on the same turn and you expect to cross the finish line the following turn, you generally don't want to be in 1st place before the corner and cars at the back of that will get to slipstream past you which is particularly bad if that section of the track has slipstream bonuses. It's better for you to be slipstreaming past them and potentially saving some heat you need for the race to the finish in the process. Of course, this is very situational. The point is you want to be prepared for it.

    • @WSBGofficial
      @WSBGofficial  8 หลายเดือนก่อน

      @@JeffGoris Great clarifications and tips :) Thanks for sharing!

  • @DanielSultana
    @DanielSultana 4 หลายเดือนก่อน +1

    Video starts at 3:31

  • @sdrawkcab190
    @sdrawkcab190 8 หลายเดือนก่อน

    Came to learn how to play heat, learning about the wsbg was a very nice bonus!

  •  9 หลายเดือนก่อน

    Excellent!