Heat Stress, Heat & Cooldown Rules Explained
Heat Pedal to the Metal explained: how Stress determines random speed, how Heat cycles from Engine to discard to hand and how Cooldown returns Heat to the Engine.
Setup, rules and practical answers for learning board games.
Heat Pedal to the Metal explained: how Stress determines random speed, how Heat cycles from Engine to discard to hand and how Cooldown returns Heat to the Engine.
When Heat slipstream happens, who qualifies, why its two spaces do not add corner Speed, worked corner examples, blocking, and the finish-line exception.
Cascadia wildlife placement explained: which Habitat Tiles can hold a token, whether the token must go on the tile just drafted and what happens if it cannot be placed.
Cascadia Nature Token rules explained: how Keystone tiles earn tokens, how tokens separate habitat/wildlife pairs, reroll wildlife and score at game end.
Scythe star and game-end rules: how stars are earned, faction exceptions, why the sixth star ends play immediately and how final scoring determines the winner.
Scythe combat rules explained: power dials, combat cards, participating units, attacker tie advantage, worker popularity penalties, retreats and combat stars.
Dune Imperium combat explained: troop strength, Reveal swords, Combat Intrigue timing, zero strength, ties for first and second, rewards and returning troops.
Dune Imperium Reveal turn explained: when you may reveal, what happens to unused cards, Reveal boxes, Persuasion, swords, acquiring cards and ending your Player Turns phase.
Ark Nova break rules explained: when a break triggers, finishing the current turn, hand limit, returning Association workers, refreshing the display and taking income.
Ark Nova action strength explained: slots 1–5, moving used Action cards, spending X-tokens, the five-token limit and when action strength is fixed.