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Gaming Blog

Heat: Pedal to the Metal - First Play!

4/1/2023

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3rd January 2023

It's the first Tuesday of the year and we're with the Woking Gaming Club at The Sovereigns for an evening of gaming goodness

“You might not think that’s cricket, and it’s not, it’s motor racing.” - Murray Walker.

Heat: Pedal to the Metal is a card hand management, push-your-luck game about F1 racing. Intriguingly it's themed after 1960's F1.

What's in a game?
  • Game board: Heat Pedal to the Metal actually comes with 2 double-sided boards providing 4 tracks - France, Italy, Great Britain & USA for players to race around.
    Each board provides bird's eye view of the track as well as the surround environs.
    Each track is generally around 60 spaces long and each space has '2 lanes', there will be a number of corners marked by lines that each have a proscribed speed as well as a racing line indicator and 'Legend Lines' (Used to manage AI cars.). Straights also have countdowns to corners.
    There's also track information for the exact number of spaces, corners and lap count. It also lists the number of 'Heat' and 'Stress' cards required on the track (More on these below.) and has a space to place a weather tile if playing with the optional weather rules.
    Finally, each track has its own finishing podium to place your car when you finish the race!
Picture
French track.
  • Player board: There's a player board in each player colour.
    Along the top are a series of icons themed as dashboard dials that display a breakdown of how a turn occurs
    There are spaces for 3 stacks of cards (Racing deck, engine - or heat deck and discard pile.).
    Along the right side is a vertical track to manage the car's 4 gears. Each gear 'space' also has icons next to it, indicating additional actions the player may take when in that gear.
Picture
Green player has a shamrock illustration, does it mean it's Irish racing green?
  • Player tokens​: There is a 'gearstick' pawn and F1 car in each player colour.
Picture
Yellow and blue tokens.
  • Cards: Heat: Pedal to the Metal uses several types of cards. Each card depicts some element related to racing, speed cards generally show a err.. speeding car while others might show some part of the engine.
    Base cards: There are 12 base cards in each player colour, 3 cards each of cards numbered from 1-4.
    Starter upgrade cards: There are 3 starting upgrade cards, a 0-speed card, 5-speed card and a heat card.
    Heat cards: These very red looking cards displays a 'no-trash' symbol in the top corners - basically it means they can't be discarded, move on this below.
    Stress cards: As well as no-trash symbols, stress cards also display the 'boost' symbol which is a '+', again more on this below.

Picture
Base cards for green player.
Advanced components: Heat Pedal to the Metal has introductory and advanced rules. The advanced game adds more components.
These are broken down into 'modules' which players can pick and choose to add to their game as they see fit.
  • Championship module: This allows for a season of races during the 60's in which players score points in each race, culminating in a final score to see who wins.
    Event cards: Each race in a season has its own event card that can affect the race in some manner.
    Press corner standee: There are 2 standees which can be placed at certain corners.
    Sponsorship cards: These work somewhat like upgrade cards and are added to a player's deck but when they are used, they are discarded out of the player's deck instead of going to the discard pile.
  • Garage module: This module allows players further options when upgrading their cars through a big stack of differing upgrade cards.
    ​​Upgrade cards: These are further upgrade cards that are used in the advanced rules, these cards tend to have unique or unusual moves compared to the base cards.
    Advanced upgrade cards: Yep, if the upgrade cards aren't enough for then there's the advanced upgrade cards!
  • Legends module: This module introduces 'bot' or AI drivers. Heat: Pedal to the Metal plays with up to 6 including bots.
    If you're playing with a higher player count you can safely ignore this module but with 2 or 3 players, it might be a good idea to add some extra bots.
Picture
Legends mat and examples of legends cards that manage bot movement.
  • Weather module: This module will not only add weather variations to track but also track conditions, all of which may make it harder for players or even provide them with a benefit.
    Weather tiles: The thick tiles are sized a bit like playing cards. Using one of these 6 tiles will alter the race in some way for all players.
    Condition tokens: These smaller tokens are used on the corners, they affect the rules for going through the corners.
Picture
Weather tiles and condition tokens.
First; a bit of a criticism. The game has no tokens to track the usage of adrenaline (More on adrenaline below.). It's only a minor oversight and in no way a gamebreaker but it's still something that would have been nice to include.

The player and module mats feel a little flimsy compared to the other components but to be honest, unless the mats are mistreated, it shouldn't matter. Otherwise the components are all good.
The tiles and tokens all feel satisfyingly thick and sturdy while the cards and standees are of the usual acceptable quality.
The gearstick pawn is plastic as are the little cars, which are the standout components, they have enough detail to look cool on the track.

Heat: Pedal to the Metal features excellent art through out, in the particular the speed cards with their illustrations of F1 cars hurtling along are evocative and because it harks back to the F1 cars of yesteryear it lends the art a timeless quality.
There's also a lot of variation in the art for the upgrade cards and while the illustrations are good, pictures of brake discs or suspension coils are not as exciting as speeding sportscars.
The race tracks are also well depicted on the gameboards with some excellent illustrations.

Iconography found in the introductory game is not particularly complicated or overwhelming and players won't have any problems quickly understanding them.

The same cannot be said for the advanced game.
There are a large number of icons in the advanced game, icons for weather, icons for track conditions and so on but the main culprit is the upgrade cards since there's a lot of them, they contain a lot of varied icons that will require looking-up in the rule book.
Normally, I'd be a bit critical of this but as they're part of the advanced rules, it's fairly likely players will start with the introductory game and work up to the advanced modules. So I don't see it as a serious obstacle.


How's it play?
The following describes the basic, introductory game.
Setup
  • Race track: Choose a track, this will determine how many laps will be raced and what heat and stress cards each player will receive.
  • Players: Give each player the player board, gearstick, car and cards in their player colour.
    Deck setup: For the basic game, players should use the base cards and starter upgrade cards. Player should also be given heat and stress cards as dictated by the chosen racetrack.
    The heat cards should be placed on the player board space for heat cards while all the remaining cards should be shuffled into a face-down deck and placed on the deck space.
    Finally, players should put their gear stick on the 1st gear space on their player board.
    Players should then draw a starting hand of 7 cards.
  • First player: Starting positions should be randomly determined and players should place their cars in the pertinent position on the starting grid.

On to play
Before explaining the rules, it would be a good idea to explain some of facets of the rules beforehand.
  • Boost: There are several ways a player may gain a boost and several may occur at the same time (Due to stress cards.) but they are resolved the same way.
    For each boost being resolved, the player flips a card from their racing deck: If it's a base speed card (Speed 1-4.) it is added to the player's total speed and that boost symbol is resolved. If it's any other type of card, that card is placed in the discard pile and other cards are drawn until the boost symbol is resolved.
    This is repeated for as many boost symbols need to be resolved.
  • Heat: For a game called Heat: Pedal to the Metal, you'd think that heat cards would be important and you'd be right!
    Pay heat: The game has several ways to make players pay heat (Or gain heat cards really.) and they are all resolved in the same way.
    For every point of heat a player has to pay for, they must take a heat card from the engine deck and add it to their discard pile (Not their hand as I've done accidentally.). If player does not have enough heat cards available, then, depending on the situation, they cannot perform the action that requires they pay heat for it or they spin out!
    Cooldown: When cooldown occurs, it allows the player to return 1 or more heat cards from their hand (Not their racing deck or discard pile.) to the engine deck and every point of cooldown allows the player to return a heat card.
  • Speed: It's important to remember that a car's speed is the total numerical value of all the cards played face-up by that car's player at the end of their movement.
    This includes from using adrenaline - which is why a token for it would have been useful.
    This does not include slipstreaming.
Right with that out of the way let's get on with it.
It's fairly obvious but the first player to complete the required number of laps and cross the finish line is the winner!
Each turn in Heat: Pedal to the Metal consists of 9 phases which may sound like a lot but not all of them are required or mandatory and in practice is generally easily managed.

Heat: Pedal to the Metal does not use a traditional turn order. Instead the order of play is determined by position on the track. I.e., the player in 1st position on the track goes first, the player in 2nd goes second and so forth. This means the turn order is very likely to change from round to round.
The first 2 phases are resolved simultaneously whilst others full resolved by the player during their turn.   
  • Change gear (Mandatory): This action is performed simultaneously by players and in this phase players may choose to stay in the same gear or change gear.
    A player may increase or decrease their gear 1 step without issue, or they may increase or decrease their gear by 2 steps by immediately paying 1 heat.
  • Play cards (Mandatory): This is done simultaneously by all players.
    In this phase players play cards face-down and the number of cards played must be equal the gear their car is in. E.g., if a car is in 3rd gear, 3 cards must be played.
    A player may play any of the cards in their hand except heat cards.
  • Reveal & move (Mandatory): This phase is resolved one-by-one during the active player's turn.
    The active player reveal the cards they played and must move their car a number of spaces equal to the total value of the cards played. Thus if a player was in 2nd gear and played a 2 & 3, they must move their car 5 spaces.
    Some cards such as stress cards use the boost action and must be resolved.
    When a car moves, it is not blocked by other cars, however a car cannot end it's movement on the same space as another car.
    If a car moves to a empty space, it should be placed alongside the racing line, if there's already a car there, then it should be placed on the other lane in the same space.
  • Adrenaline (Optional): As well as being an optional action, this action only applies to the 1 or 2 back markers in the race (Depending on player count.). A back marker has 2 actions available to them.
    Speed increase: The active player may increase their speed by 1.
    1 cooldown: The active may gain 1 point of cooldown.
  • React (Optional): If the player has activated any icons due to what gear they're in gear or cards they've played, they may choose to resolve them at this time, in the order of their choosing.
    For the base game, this only applies to the gear. Upgrade cards may contain other icons.
    The player can use a boost action in any gear.
    In 1st gear they gain 3 cooldown and in 2nd, 1 cooldown.
  • Slipstream (Optional): If the active player has moved their car directly behind or alongside another car, they may choose to make use of slipstreaming.
    Slipstreaming allows the active player to move their car an additional 2 spaces, this is also without increasing their speed - which can prove very useful sometimes.
  • Corner check (Mandatory): If a player's cars has crossed any corner lines in this turn then they must do a corner check.
    The player compares the speed of their car with the speed listed for the corner, if the car's speed is equal or lower than the corner's speed, the it's all good. If the speed is higher, then the active player gets a point of heat for each point over the corner's speed limit.
    Spinning out: If for any reason the active player cannot pay the cost for heat because their engine deck is empty, then they spin out.
    If this occurs, the player moves their car to before the corner that caused the spin out, pays all the heat they can and adds 1 or 2 stress cards to their hand from the supply (Depending on what gear their card was in when it spun out.) and puts their car into first gear.
  • Discard (Optional): The active player may discard any cards in their hand into their discard pile except for heat and stress cards.
    Only cooldown allows a player to discard heat cards and stress cards must be played to get rid of them.
  • Draw (Mandatory): The active player refills their hand until they are back up to a hand of 7 cards. Whenever a player's racing deck is emptied, they simply shuffle their discard pile into a new racing deck.
  • Next player: Play proceeds to the next player in the turn order.
  • End round: Once the last player has taken their turn, the current round is over.
    A new turn order is set according to the current positions of all cars with whoever is now in 1st place going first and so on
 
  • Advanced rules: What is written above pretty much explains the entirety of the game and I'm only going to briefly touch on the advanced rules, some of which actually just change the parameters of the game.
    • Championship: This adds a sort of career mode to the game and adds events that alter the basic rules.
      Press corners: Each track will have press corners and by performing specific actions at them, the active can acquire sponsorship cards. talking of which...
      Sponsorship cards: These work a bit like upgrade cards except they once they are played, they are discarded out of the game and not into the player's discard pile.
    • Garage: This module provides a wide variety of upgrades that player's can use. Generally they can be very useful.
      E.g., a upgrade card might be 1/3 upgraded brakes and when play means the player can choose the card to have a speed of 1 or 3 which can be very useful.
    • Legends: Not really additional rules but a way of providing bot players to increase the number of cars on the track.
    • Weather: There are 2 ways this module can affect the game.
      Weather tiles: The weather tiles generally alter the starting number of heat and stress cards.
      Track conditions: These tokens change some element of the game for a stretch of the track or on a particular corner. It might be possible to use the boost action a straight for free, or a corner's speed might be lowered and so on.

Endgame
Who ever crosses the finishing first after completing the required number of laps is the winner. Remaining players may of course continue playing to determine the final finishing order.

Championship
If playing a championship, all cars should finish and their championship points for that race should be recorded.
Additionally, if the garage module is also being used. Players should keep their upgrade cards from race-to-race.
Once the championship is over, whichever player has acquired the most points wins the championship!


Overall
Heat: Pedal to the Metal gives players several obstacles to wrestle with and sometimes several ways to approach that obstacle.
Players need to navigate corners, manage their hand and by extension also manage their heat cards. The game also has a push-you-luck element to contend with but not necessarily in the way you'd think.

The game also requires players to think a turn ahead, especially in regard to corners. Managing the current round is not so hard, players will know how far away the next corner is and how far their cards will get them (With the exception of stress cards.) but will need to think about where they end their move. A player be may end its turn right in front of a 4-speed corner in 4th gear, will they have the heat to go down 2 gears, do they have low enough speed cards to get through the corner unscathed or will have to hope to draw the cards they need, which is one way they can push their luck.

Discarding cards is also something to think about, players will sometimes have to resist the urge to discard low speed cards on occasion as they can prove useful in  upcoming corner and of course, some cards cannot be discarded.
When players have heat cards in their hands, they need to dip into the lower gears to discard them.
Stress cards though, have to played.

Stress cards is the other way of pushing your luck in Heat: Pedal to the Metal. If a player is on a straight, it's not too much of a risk but if they're going into a corner and need a specific number, there's always the chance that they card they least want!

Having said that, sometimes players will want to be a bit too fast! Going through corners effectively is a bit of an art in itself. Sometimes it pays to deliberately go through a corner just a little bit too fast and take the heat, especially if the corner goes into a long straight as it leaves the player free to blast down the track.

Slipstreaming is also a interesting mechanic as it creates a 'jostle' between players and I'm sure that's how it's intent.
It also creates a higher level to player where players will try to anticipate where their rivals ahead of them will move to and exploit it with slipstreaming.
Conversely, if a player is ahead of their rival, they may want to position themselves in such a way that their rival cannot slipstream them. However, there will be times that it's unavoidable that an opponent will slipstream you and it can feel a little punishing. Conversely, if a player is ahead of their rival, they may want to position themselves in such a way that their rival cannot slipstream them. However, there will be times that it's unavoidable that an opponent will slipstream you and it can feel a little punishing.

​Finally, lets talk about heat cards. They are a very important resource and can provide significant bonuses when utilised correctly.
Heat cards can be used to push a car harder than usual, go up gears faster or go through corners quicker. There's a risk though, unless a player can discard (Usually by dropping gears in corners) them they'll just clutter the player's hand up.
Players should try and the best of this; crossing the finish line first with a empty engine deck and a handful of heat is still first.
Finishing second with a full set of heat cards in the engine deck still equates to finishing second.

All of this is good stuff because it provides players with meaningful decisions to make, sometimes what might seemingly be a simple decision can have significant outcomes and a lot of these may be contextual.

E.g., while going through a 4-speed corner a player may want to be in 2nd gear and play a 3 & 1 speed cards, keeping a 4 for later.
Or, they may want to drop to 1st and play the single 4, which will allow them to discard 3 heat cards instead of 1. However this would mean they start the next round in 1st gear, which may be a bad thing depending on what is up ahead.

This kind of contextual gameplay keeps Heat: Pedal to the Metal fresh, it also helps that it has 4 tracks and various modules.

Heat: Pedal to the Metal is a fun game that plays well at a higher player count without having a too long a playtime and worth trying.
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