Tiny Turbo Cars
Beyond the Box Cover Table Top

Beyond the Box Cover: Tiny Turbo Cars

A new game that I got played this year, it was one of my most anticipated from Horrible Guild. Tiny Turbo cars is supposed to be a frenetic racing game of RC cars across a house. Does it live up to that title from what I’ve played so far. I do think, at this point in time, I haven’t played it the ideal way, so let’s dive into that.

How to Play Tiny Turbo Cars

Like I said, this is a racing game, and one with a real time element as you use a sliding puzzle to create two rows that you activate. Those rows will have directions like move forward or backward, left or right, or maybe even launch a missile at the car in front of you.

The first person to complete theirs goes first that round. And subsequent players go in completion order of their own. If you’re last, you lose a batter, which means that you might need to skip actions to get that battery back. And if you knock into a stack of books or a couch, you’re going to lose batteries as well. So it tries to give you a balance between going fast and going first, but maybe being a bit more erratic when you drive.

Who ever crosses the finish line and goes furthest in a round in a round ends up in first place. So it isn’t enough to just get there first, you need to make sure you are ahead of everyone else.

Player Count

I’m not doing what I did and didn’t like, I want to highlight a few things with the game. The first is player count, I have the expansion that makes it go up to 6. I am excited to play with that expansion. But thus far, my only play is at 2. And this game says it goes from 2-4 or 6 with the expansion. Some is lost in the game at two.

There are two issues with it at two. Firstly, you can lose that frenetic pace of everyone trying to complete their sliding puzzle. If I complete mine, you lose a battery or vice-a-versa. So yes, there is a lot of reason to go fast which just means more randomness as you move. But also, you lose some ability to plan. If you don’t go fast, lose your last battery, you know you skip your first three, so you can plan. But if you’re worried about batteries, then you just hope that you planned it correctly.

There’s also less excitement with the race itself. If a player gets out front, you need to try and tank them with batteries. But there’s no major negative to being out front. There isn’t much jockeying for position. So as you go, things like the missiles aren’t that useful. And trying to block someone isn’t much of a thing. You lose out on the major racing feel of the game.

Components

This is a mixed bag for me. There is one main component to the game that you need to talk about, the sliding puzzle. But let’s talk about the rest really quickly first. I think that the cars, tokens, and tiles are all good. The quality is strong on them, and I like that the cars aren’t minis, they are just little wooden cars. It keeps the game smaller. If they had been minis, it would have made the game a whole lot bigger.

But the sliding puzzles, they are a mixed bag for me. The component itself is cool. But the game requires speed as you use them. For my hands, they are a bit small, not a big deal. But they stick a little bit, so sometimes you want to go fast, but can’t. Other times they don’t stick, so if you tilt it at all they slide. It’s a really fun component, it just isn’t quite as slick as I’d have hoped.

Initial Impressions of Tiny Turbo Cars

I think Tiny Turbo Cars is a fun game. I like the concept and the execution in the game. My concern is the need for a higher player count. Though, I think that is generally true with racing games. When you control a car or a horse or whatever is racing, you want a bunch of players.

Is the balance of complexity of the game in a good spot with the need for a higher player count. Once you start shifting stuff around on your sliding puzzle you won’t be able to stop and answer questions. And teaching in smaller groups, sure it worked, but it’s less fun. This is a game that is meant to be played with a lot of people.

I think as I learn to teach the game, it is going to be one that moves up for me. I hope that people I play with like the game as well. But it is going to have that learning curve for teaching. And, this is a big thing, I wish it had a player aid.

Double sided one, first side is symbols on your sliding puzzle that you can see for that part of the game. Most just need two words of explanation. The other side being the different types of terrain on the map. That’d make teaching the game so much easier, and easier for new players to keep in their head. I wonder if someone has created some to download and laminate on Board Game Geek.

So final impression, it’s fun, needs the right player count, and then it’ll be a good filler racing game.

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