It's mechanics of heat (pushing it to the limit) and stress, getting a result of pushing things too far, then shifting down to cool down.. (but not too far - as shifting too many gears too quickly would destroy your car), as well as mitigating your long stretches with using your stress cards.. far out. It is amazing. I would applaud the designers for creating such a thing. It is truly elegant. Bravo.
100% we agree with you! It is such a great game that has really thoughtful implementation of mechanisms that complement the theme extremely well for such a tightly designed experience. It is our favorite racing game, hands down.
Just to clarify a point. At 12:57 you say that if you slipstream around a corner, you don’t have to worry about the corner. This is inaccurate. ALWAYS, when you cross a corner line, you must compare your total Speed Value to the corner’s Speed Limit, and pay the difference in Heat. Slipstreaming adds to your MOVEMENT total, but does not contribute to your total Speed Value. Slipstreaming is the ONLY movement in the game that does not contribute to your Speed Value; all other movement your car makes totals up to equal your Speed Value. So if you move 6 right up to a corner with a 6 Speed Limit, and there is one car directly in front of or next to you, allowing you to slipstream an additional +2 movement across the line, you would pay 0 Heat, (6-6=0,) even though you moved 8. However if that same corner was a Speed Limit 5, you would end up paying 1 Heat because your total Speed Value was 6, (6-5=1,) even though your additional slipstreaming upped your movement total to 8.
@@boardstupiduk hand management reminds me a little of hand management of First to Flight but in reverse - where you making fly attempts and try to fly as far as possible but hit the errors if the construction and try to clear your hand of them and add some upgrades to make the longest flight attempts
Ooh nice! I've never played First to Flight, just checked it out and it seems like a solid card based game. Heat is a tremendous game especially when you add in a couple of the modules for additional layers of complexity. Would really recommend giving it a couple of goes if you get the chance.
We played one game of Heat on BGA and it kind of didn't "click" for us. Maybe just because my wife and I are not huge fans of racing in general. Not sure if we'll ever play a second one. Visually it's quite gorgeous though. There might be an aftermarket for custom "deluxe" cars for it later :)
We think Heat is a tremendous game (obviously) and it might be the old man in me talking, but I've always thought the in person experience is a factor in how I enjoy games. Entirely fair comment though, if you don't like racing games, this is definitely a racing game. It's super pretty, I love the art - the production in general is top notch. Shame you didn't get on with it, but it's a wonderful thing board gaming, there's always something else and something for everyone!
Eh I think thematically it's awesome! I think about it as like an exothermic reaction, so as you're pushing you car to the absolute limit, heat is pulsing and radiating out of it as you keep it under control! (moving heat cards from your engine to the discard pile) then when you pull back a bit the car cools down (move heat cards from your hand in to the engine deck) allowing you crank it up and start again!
We played very timidly the first time and it felt a bit "meh." Once we realized the "heat" cards are a resource to be used, the intensity of the game increased and the more it felt like an actual race with something on the line.
I think the heat metaphor works quite well, as described above, but I do see how it also sort of feels backwards. In the game, as you make powerful moves, (heavy braking, going very fast,) your car heats up and this is represented by the Heat cards migrating from your “engine” into your hand, making it harder to perform more of those powerful and now risky moves, lest you overheat your car. Then you can “cool down” your car by going slower, (or using fancy engine upgrades with specialized cooling equipment,) to move the Heat cards from your hand back into your engine, making powerful moves again possible. The problem with the metaphor is that when all the Heat cards are safely in your engine, that represents a cooler state than when they are in your hand, and this can obviously seem backwards. To solve this, I find it helpful to think of them instead as “Heat Capacity” cards. Nevertheless, aside from that pedantic niggle, the metaphor works well in gameplay, and it would have been a much less exciting game to represent the central metaphor more accurately by calling them Heat Capacity cards. 😂
We love Heat. I do think days of wonder were a little cheap with heavy rain. We think they should have given you cardboard cut out of rain pieces to put on turns on the base game. Also they tell you to draw on one of the maps and that should have been a sticker, bc I am not drawing on my base game. They should have also given you more AI cards bc the new expansion car cant be included in solo games unless you want to be that color
Got it! Slipstreaming follows the same rules as regular movement: move two spaces ahead, If the ending space has cars in all spots, then you are blocked and must put your car in the first Space with a free Spot (as close to the Race Line as possible) behind the cars that blocked you. So technically yes you can! What you cannot do on the other hand is choosing to move only one space (for instance to avoid crossing a corner) if there is a free spot in the second space.
It's mechanics of heat (pushing it to the limit) and stress, getting a result of pushing things too far, then shifting down to cool down.. (but not too far - as shifting too many gears too quickly would destroy your car), as well as mitigating your long stretches with using your stress cards.. far out. It is amazing. I would applaud the designers for creating such a thing. It is truly elegant. Bravo.
100% we agree with you! It is such a great game that has really thoughtful implementation of mechanisms that complement the theme extremely well for such a tightly designed experience. It is our favorite racing game, hands down.
Just to clarify a point. At 12:57 you say that if you slipstream around a corner, you don’t have to worry about the corner. This is inaccurate. ALWAYS, when you cross a corner line, you must compare your total Speed Value to the corner’s Speed Limit, and pay the difference in Heat. Slipstreaming adds to your MOVEMENT total, but does not contribute to your total Speed Value. Slipstreaming is the ONLY movement in the game that does not contribute to your Speed Value; all other movement your car makes totals up to equal your Speed Value. So if you move 6 right up to a corner with a 6 Speed Limit, and there is one car directly in front of or next to you, allowing you to slipstream an additional +2 movement across the line, you would pay 0 Heat, (6-6=0,) even though you moved 8. However if that same corner was a Speed Limit 5, you would end up paying 1 Heat because your total Speed Value was 6, (6-5=1,) even though your additional slipstreaming upped your movement total to 8.
Clarification noted! And was entirely what I meant, just didn't elucidate it well enough
Cool review I really want to try this now 😆
Thanks Max! It's a fantastic game. It grows on you as well and gets better.
@@boardstupiduk hand management reminds me a little of hand management of First to Flight but in reverse - where you making fly attempts and try to fly as far as possible but hit the errors if the construction and try to clear your hand of them and add some upgrades to make the longest flight attempts
Ooh nice! I've never played First to Flight, just checked it out and it seems like a solid card based game. Heat is a tremendous game especially when you add in a couple of the modules for additional layers of complexity. Would really recommend giving it a couple of goes if you get the chance.
It's the Best racing game, Formula D is long, with luck of dice, Heat is fast, Arcade, funny and take more control of your car.
We couldn't agree more!
We played one game of Heat on BGA and it kind of didn't "click" for us. Maybe just because my wife and I are not huge fans of racing in general. Not sure if we'll ever play a second one. Visually it's quite gorgeous though. There might be an aftermarket for custom "deluxe" cars for it later :)
We think Heat is a tremendous game (obviously) and it might be the old man in me talking, but I've always thought the in person experience is a factor in how I enjoy games. Entirely fair comment though, if you don't like racing games, this is definitely a racing game. It's super pretty, I love the art - the production in general is top notch. Shame you didn't get on with it, but it's a wonderful thing board gaming, there's always something else and something for everyone!
There’s actually a very enthusiastic market for custom deluxe cars already! They’re not cheap, but they are gorgeous!
Does the heat cards mechanic make sense thematically? I heard it makes no sense for some people.
Eh I think thematically it's awesome! I think about it as like an exothermic reaction, so as you're pushing you car to the absolute limit, heat is pulsing and radiating out of it as you keep it under control! (moving heat cards from your engine to the discard pile) then when you pull back a bit the car cools down (move heat cards from your hand in to the engine deck) allowing you crank it up and start again!
We played very timidly the first time and it felt a bit "meh." Once we realized the "heat" cards are a resource to be used, the intensity of the game increased and the more it felt like an actual race with something on the line.
I think the heat metaphor works quite well, as described above, but I do see how it also sort of feels backwards. In the game, as you make powerful moves, (heavy braking, going very fast,) your car heats up and this is represented by the Heat cards migrating from your “engine” into your hand, making it harder to perform more of those powerful and now risky moves, lest you overheat your car. Then you can “cool down” your car by going slower, (or using fancy engine upgrades with specialized cooling equipment,) to move the Heat cards from your hand back into your engine, making powerful moves again possible. The problem with the metaphor is that when all the Heat cards are safely in your engine, that represents a cooler state than when they are in your hand, and this can obviously seem backwards. To solve this, I find it helpful to think of them instead as “Heat Capacity” cards. Nevertheless, aside from that pedantic niggle, the metaphor works well in gameplay, and it would have been a much less exciting game to represent the central metaphor more accurately by calling them Heat Capacity cards. 😂
Great comment and good points well made Kris!
We love Heat. I do think days of wonder were a little cheap with heavy rain. We think they should have given you cardboard cut out of rain pieces to put on turns on the base game. Also they tell you to draw on one of the maps and that should have been a sticker, bc I am not drawing on my base game. They should have also given you more AI cards bc the new expansion car cant be included in solo games unless you want to be that color
Entirely fair criticism, we don't think that Heavy Rain is essential for Heat, the game is brilliang just as it is.
I have a question, if I have the right to an inspiration, but I don't have room for two, but there is free space for 1 space, can I do it? THANKS
Hey Jocelyn! I'm not sure what inspiration is? Is it something else you mean?
Excuse, inspiration in a french word, to english is Slipstream@@boardstupiduk
Got it! Slipstreaming follows the same rules as regular movement: move two spaces ahead, If the ending space has cars in all spots, then you are blocked and must put your car in the first Space with a free Spot (as close to the Race Line as possible) behind the cars that blocked you. So technically yes you can!
What you cannot do on the other hand is choosing to move only one space (for instance to avoid crossing a corner) if there is a free spot in the second space.