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===Franchissement de virage=== | ===Franchissement de virage=== | ||
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus). | |||
<ul> | |||
<li>• If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.</li> | |||
<li>• Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.</li> | |||
</ul> | |||
<i>Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.</i> | |||
'''Tête à queue''' | '''Tête à queue''' | ||
If you do not have enough Heat to pay for your excess Speed, | |||
you pay all the Heat you have and immediately spin out: | |||
<ul> | |||
<li>• Move the car back to the first available Space before the Corner Line that caused the spin out.</li> | |||
<li>• Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.</li> | |||
<li>• Move your Gear pawn to 1st gear.</li> | |||
</ul> | |||
===Défausse=== | ===Défausse=== | ||
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge. | |||
<i>Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).</i> | |||
===Reconstitution de la main=== | ===Reconstitution de la main=== | ||
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9. | |||
==Cartes HEAT== | ==Cartes HEAT== | ||
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each | |||
your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards. | |||
===Payer une carte Heat=== | ===Payer une carte Heat=== | ||
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out. | |||
===Sauter un rapport=== | ===Sauter un rapport=== | ||
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&3 or 2&4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly. | |||
==Main brûlante== | ==Main brûlante== | ||
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand). | |||
==Symboles "+"== | ==Symboles "+"== | ||
For each <b>+</b> symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck: | |||
<ul> | |||
<li>• If it is a Basic card (Speed symbol), add it to your Play Area.</li> | |||
<li>• Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).</li> | |||
</ul> | |||
==Victoire!== | ==Victoire!== | ||
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side). | |||
<ul> | |||
<li>• Slipstreaming can never be used to cross the finish line nor after having crossed the finish line. </li> | |||
<li>• Disregard any Speed Limits in corners after the finish line, simply move as far as you can.</li> | |||
</ul> | |||
At the end of the <b>round</b>, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board. | |||
==Cartes d'amélioration== | ==Cartes d'amélioration== | ||
<i>Note: All Upgrade Cards are discarded when resolving a <b>+</b> symbol.</i> | |||
===Cartes d'amélioration de base=== | ===Cartes d'amélioration de base=== | ||
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do. | |||
* • '''Heat''': Works just like other Heat cards, though it starts shuffled in your deck. | |||
* • '''0''': Zero speed movement card. | |||
* • '''5''': 5 speed movement card. | |||
===Cartes d'amélioration du Module Atelier=== | ===Cartes d'amélioration du Module Atelier=== | ||
* • '''Accelerate''': You may increase your Speed by 1 for every <b>+</b> symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all <b>+</b> symbols used and this counts for corner | |||
* • '''Adjust Speed Limit''': (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower. | |||
* • '''Direct Play''': You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons. | |||
checks (step 7). | |||
* • '''Reduce Stress''': You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile. | |||
* • '''Refresh''': You may place this card back on top of your draw deck instead of discarding it in step 9. | |||
* • '''Salvage''': You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck. | |||
* • '''Scrap''': (Mandatory) Discard the top card of your draw deck the number of times indicated | |||
* • '''Slipstream boost''': If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated. | |||
* • '''Super Cool''': This symbol is an Optional Symbol to be used in Step 5. You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot. <i>Note, this can be used in a section of the track where no Cooldown is allowed. </i> | |||
==Championnat== | ==Championnat== | ||
Key differences in Championship mode are that | |||
* there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course's event. | |||
* you will get one new garage upgrade per race. You don't get to find out the weather or track condition until AFTER you've chosen upgrades. | |||
* You can get single use "upgrades" during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game. | |||
===Presse=== | ===Presse=== | ||
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won't get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap. | |||
==Extension Heavy Rain== | ==Extension Heavy Rain== | ||
===Cases inondées=== | ===Cases inondées=== | ||
In various places of the Japan Track, water is flowing onto the track. If you start the Round on a flooded Space, Shifting down a gear in Step 1 costs 1 extra Heat. This means that shifting down a single gear will cost a total of 1 Heat, shifting down two gears will cost 2 Heat. | |||
===Chicanes=== | ===Chicanes=== | ||
Chicanes are a new Feature that can be found on both Tracks in this expansion. They are composed of 2 consecutive Corner Lines with the same Speed Limit and 1 or more Spaces between them. Blue curbs are featured on both sides of the track to help recognize them. | |||
If you play with the Weather and Road Conditions Module, the Sector Symbol modifies the sector after the Chicane. Otherwise it modifies both Corner Lines. | |||
In Championship Mode, the Press Corner is placed on the last Corner Line (when exiting the Chicane). | |||
===Légendes agressives=== | ===Légendes agressives=== | ||
Legends can be more aggressive on some portions of the tracks, getting the opportunity to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra Corner Line this Round. <i>Note: This rule can be used on the Great Britain Track in the base game as well in the corners that show a Speed limit of 6, 5 and 4.</i> |
Version du 10 mai 2025 à 16:29
Main de départ
Les joueurs commencent avec 7 cartes piochées dans un paquet constitué de 12 Cartes de Base (3 cartes "1", 3 x "2", 3 x "3", et 3 x "4"), des cartes Stress et Heat en fonction du circuit, et des cartes d'amélioration déterminées en fonction du mode de jeu (Jeu de Base, Module Atelier, etc). Voir la section des Améliorations ci-dessous. Pour le jeu de base, les joueurs possèdent une carte HEAT, une carte "0" et une carte "5".
Tour de jeu
Heat : Pedal to the Metal se joue en plusieurs tours. Certaines phases du tour sont obligatoires, d'autres (phases 4 à 8) sont optionnelles et peuvent ne pas s'appliquer à votre tour en cours.
Tous les joueurs déroulent les deux premières étapes simultanément. Puis, à partir du premier de la course (le plus proche de la ligne de course en premier si deux voitures partagent la même position) complètent les étapes 3 à 9. une fois qu'une voiture a complété l'étape 9 et fini son tour, on passe à la suivante et ainsi de suite jusqu'au dernier. Cette séquence se répète jusqu'à ce que toutes les voitures aient franchi la ligne d'arrivée (Vérifiez les nombre de tours indiqué sur le circuit que vous utilisez).
# | Phase | Notes |
---|---|---|
1 | Choix d'un rapport | Obligatoire |
2 | Programmation | Obligatoire |
3 | Révélation et déplacement | Obligatoire |
4 | Adrénaline | |
5 | Réaction | |
6 | Aspiration | |
7 | Franchissement de virage | Obligatoire |
8 | Défausse | |
9 | Reconstitution de la main | Obligatoire |
Choix d'un rapport
En premier lieu, vérifiez en quelle vitesse votre voiture se trouve, et décidez si vous la conservez ou si vous l'augmentez ou la réduisez d'un rapport.
Note : Vous pouvez choisir de rétrograder/monter de deux rapports, mais pour ce faire vous devez immédiatement payer une carte Heat.
Programmation
Votre rapport de vitesse actuel détermine combien de cartes vous allez pouvoir jouer depuis votre main. En première, une carte, en seconde, deux cartes, et ainsi de suite.
A cette étape vous pouvez jouer tous les types de cartes, sauf les Heat. Conservez les 1 à 4 cartes jouées face cachée dans votre zone de jeu.
Révélation et déplacement
Retournez face visible les cartes de votre zone de jeu, et additionnez leurs valeurs pour déterminer votre vitesse. Vous additionnez également les valeurs des cartes Amélioration (Voir ci-dessous) et des cartes stress (qui se résolvent en une valeur aléatoire de 1 à 4, en tirant des cartes de votre main - voir la section "Symbole +" ci-après. Déplacez votre voiture d'exactement autant de cases de piste que votre vitesse. Positionnez votre voiture à l'emplacement le plus proche de la ligne de course (ligne épaisse en bord de piste) s'il est disponible.
Adrénaline
L'Adrénaline avantage la dernière voiture de la course (ou, si le jeu a 5 joueurs ou plus, les deux dernières voitures à jouer). Ce n'est pas en soi une étape, mais elle offre aux joueurs concernés des symboles supplémentaires à utiliser pendant l'étape de Réaction qui suit. Les joueurs bénéficiant de l'Adrénaline peuvent avancer d'une case supplémentaire en augmentant leur vitesse de 1 et/ou gagnent un refroidissement supplémentaire.
Note : L'Adrénaline ne peut pas se conserver pour de futurs tours.
Réaction
Lors de cette étape, vous pouvez activer les symboles obtenus dans N'IMPORTE QUEL ordre qui vous conviendra.
Dans le jeu de base vous avez accès aux symboles de votre rapport de vitesse (Boost et/ou Refroidissement) et à l'Adrénaline si vous êtes dernier. Chaque symbole est activé et résolu individuellement.
Refroidissement
Le refroidissement est un aspect important du jeu parce qu'il vous permet de prendre une carte Heat de votre main et de la remettre dans votre moteur (pour que vous puissiez l'utiliser à nouveau). Le nombre à l'intérieur du symbole refroidissement indique combien de Heat vous pouvez ainsi remettre dans le moteur. Vous pouvez refroidir de différentes façons mais la plus courante est de jouer en première vitesse (3 refroidissements) ou en seconde (1 refroidissement).
Boost
Quelle que soit la vitesse dans laquelle vous vous trouvez vous pouvez payer 1 Heat pour Booster une fois par tour. Le fait de booster vous octroie un symbole + comme indiqué par le plateau de joueur. Déplacez votre voiture en fonction du résultat, mais il est toujours possible d'être bloqué.
Note: Les symboles + augmentent toujours la valeur de votre vitesse pour la détermination des franchissements de virages.
Adrénaline
Permet d'utiliser +1 vitesse et/ou 1 refroidissement supplémentaire.
Icones des cartes d'amélioration
Appliquez les icones des cartes du module atelier pendant la phase de Réaction.
Note: Les icones relatives à l'aspiration s'appliquent à la phase suivante.
Aspiration
Ne s'applique que si vous êtes à côté ou juste derrière une autre (ou des) voiture(s) lors de cette étape.
L'aspiration est optionnelle. Si vous choisissez de l'utiliser, vous avancez de 2 espaces. Vous pouvez choisir d'appliquer ou non le(s) symbole(s) d'aspiration conféré(s) par la ou les carte(s) du module atelier si vous en avez joué. Vous ne pouvez profiter de l'aspiration qu'une fois par tour et si tous les emplacements de la case finale sont occupés, vous devez placer votre voiture au premier espace disponible derrière celles qui vous bloquent.
Note: L'aspiration n'augmente PAS la valeur de votre vitesse pour la détermination des franchissements de virages.
Suite de la traduction à venir, très bientôt(tm) !
Franchissement de virage
If at any point this turn you crossed a Corner Line, you must now check if your total Speed for the round exceeds the Speed Limit of that corner (Speed = Sum of the values of all the cards in your Play Area, +1 if you used the Adrenaline Bonus).
- • If your total Speed for the round is equal to or lower than the Speed Limit, nothing happens.
- • Otherwise, you pay Heat equal to the difference between your total Speed and the Speed Limit.
Note: If you drive through several corners on the same turn, you must pay for each of them separately, starting with the first Corner Line you crossed.
Tête à queue If you do not have enough Heat to pay for your excess Speed, you pay all the Heat you have and immediately spin out:
- • Move the car back to the first available Space before the Corner Line that caused the spin out.
- • Take 1 extra Stress card into your hand if you are in 1st/2nd gear, or 2 extra Stress cards if you are in 3rd/4th gear.
- • Move your Gear pawn to 1st gear.
Défausse
You may discard cards from your hand if you do not want to save them for future rounds. Do so by placing them face up into your discard pile. However, nobody can browse through the discard piles (including their own); only the top card is public knowledge.
Note: You can never choose to discard Stress or Heat cards (even the Upgrade ones).
Reconstitution de la main
Take all cards from your Play Area and put them onto your discard pile. Draw back up to 7 cards (or a hand limit specified by the Event card), then the next player can proceed with steps 3-9.
Cartes HEAT
As you race around the track you should use Heat to drive faster on straights and in corners. As a consequence, Heat cards will move from your Engine to your discard pile. Later on they will be shuffled into your draw deck and each your hand. The only way to get Heat cards out of your hand and back into the Engine is to cool down, typically by shifting to lower gears. This cycle means the same Heat card could be used several times during a race, depending on how fast you use it, draw it and cool it down again. Heat cards can never be discarded or played from your hand. They effectively reduce your hand size by filling it up with useless cards.
Payer une carte Heat
Every time you are asked to pay 1 Heat, you must take 1 Heat card from your Engine and move it to your discard pile. If you do not have a Heat card available, you cannot choose to Boost. If you went through a corner exceeding the Speed Limit and do not have enough Heat to pay, you spin out.
Sauter un rapport
If you want to move your Gear pawn an extra step up or down (e.g. between gears 1&3 or 2&4) during step 1: Shift Gears, you have to pay 1 Heat immediately. As everyone shifts gears at the same time, just announce you are doing it, pay the Heat and move your Gear pawn accordingly.
Main brûlante
In rare circumstances you can get stuck with so many Heat cards in your hand that you don’t have enough playable cards for the gear you’re in. If this happens, use as many playable cards as possible and cover the difference with Heat cards. In this case, your car does not move this turn. Instead, when you reveal your played cards, immediately move your Gear pawn to 1st gear, place the cards that are in your Play Area in your Discard pile, and skip straight to step 9 (Replenish Hand).
Symboles "+"
For each + symbol played you will add an unknown value between 1 and 4 to your Speed. This is done by flipping the top card of your draw deck:
- • If it is a Basic card (Speed symbol), add it to your Play Area.
- • Otherwise, immediately put it in the discard pile and keep flipping until you find a Basic card (Speed symbol).
Victoire!
You win the race (and the game) by being the first player to cross the finish line after the number of laps indicated in the player area. If two or more cars finish in the same round, the winner is the player whose car is furthest ahead (the spot closest to the Race Line is the tiebreaker if two cars end up side by side).
- • Slipstreaming can never be used to cross the finish line nor after having crossed the finish line.
- • Disregard any Speed Limits in corners after the finish line, simply move as far as you can.
At the end of the round, all the cars that crossed the finish line are removed from the track and placed in order on the Hall of Fame Space on the board. The remaining cars continue playing until all cars make it to the finish. The Adrenaline bonuses are still applied based on the number of cars that started the race, not remaining on the board.
Cartes d'amélioration
Note: All Upgrade Cards are discarded when resolving a + symbol.
Cartes d'amélioration de base
The Basic Game provides three upgrade cards. They all have 3 chevrons (^) and match your car color. They also do not have the Speed Symbol that your basic cards do.
- • Heat: Works just like other Heat cards, though it starts shuffled in your deck.
- • 0: Zero speed movement card.
- • 5: 5 speed movement card.
Cartes d'amélioration du Module Atelier
- • Accelerate: You may increase your Speed by 1 for every + symbol used by you this turn (from Upgrades, Stress, Boost, etc). If you do, you must increase it for all + symbols used and this counts for corner
- • Adjust Speed Limit: (Mandatory) If you cross Corner Lines this turn, their Speed Limit is modified by the number indicated for you; “+” means you can move faster, “-” means you must move slower.
- • Direct Play: You may play this card from your hand in the React step (step 5). If you do, it applies as if you had revealed it in step 3, including Speed value and mandatory/optional icons.
checks (step 7).
- • Reduce Stress: You may immediately discard up to the number indicated of Stress cards from your hand to the discard pile.
- • Refresh: You may place this card back on top of your draw deck instead of discarding it in step 9.
- • Salvage: You may look through your discard pile and choose up to the number indicated cards there. These cards are shuffled into your draw deck.
- • Scrap: (Mandatory) Discard the top card of your draw deck the number of times indicated
- • Slipstream boost: If you choose to Slipstream in step 6, your typical 2 Spaces may be increased by the number indicated.
- • Super Cool: This symbol is an Optional Symbol to be used in Step 5. You may look through your discard pile and remove up to # Heat cards from it. Return these cards to your Engine spot. Note, this can be used in a section of the track where no Cooldown is allowed.
Championnat
Key differences in Championship mode are that
- there are a group of races each with its own event. Look at the TV screen style card next to the track name to find the unique rules for this course's event.
- you will get one new garage upgrade per race. You don't get to find out the weather or track condition until AFTER you've chosen upgrades.
- You can get single use "upgrades" during the race in the form of sponsorship cards. See details about Press corners below. Discarding them will put them back in your deck but if you use the card then it will leave the game.
Presse
You will receive a sponsorship card for either a) passing the corner at a speed two higher than the corner speed after taking into account road condition markers, or b) slip-streaming across the corner line at any speed. If you spin out in either case you won't get your sponsorship this time. If you slip-stream and go two speed faster than the corner speed you still only get one sponsorship card per corner each lap.
Extension Heavy Rain
Cases inondées
In various places of the Japan Track, water is flowing onto the track. If you start the Round on a flooded Space, Shifting down a gear in Step 1 costs 1 extra Heat. This means that shifting down a single gear will cost a total of 1 Heat, shifting down two gears will cost 2 Heat.
Chicanes
Chicanes are a new Feature that can be found on both Tracks in this expansion. They are composed of 2 consecutive Corner Lines with the same Speed Limit and 1 or more Spaces between them. Blue curbs are featured on both sides of the track to help recognize them.
If you play with the Weather and Road Conditions Module, the Sector Symbol modifies the sector after the Chicane. Otherwise it modifies both Corner Lines.
In Championship Mode, the Press Corner is placed on the last Corner Line (when exiting the Chicane).
Légendes agressives
Legends can be more aggressive on some portions of the tracks, getting the opportunity to clear two corners in the same round. If a Legend starts its turn on a space with a chevron above the diamond on the track, it can cross one extra Corner Line this Round. Note: This rule can be used on the Great Britain Track in the base game as well in the corners that show a Speed limit of 6, 5 and 4.