Heat : Tunnel Vision Expansion

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wiegeabo
Posts: 1
Joined: 25 November 2022, 04:07

Re: Heat : Tunnel Vision Expansion

Post by wiegeabo »

It was fun playing this during testing.

Glad to see it's released just in time for Rocky Roads to come out. Can't wait to start testing that one!
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spaceman256
Posts: 27
Joined: 08 August 2024, 01:37

Re: Heat : Tunnel Vision Expansion

Post by spaceman256 »

I'm assuming this means the Enhanced Turn-Based option is also no longer in alpha? In my experience it has worked flawlessly in both the main branch and the alpha testing branch. Will be nice to not have to play friendly to use it.
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Bananimus Prime
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Joined: 19 December 2023, 01:04

Re: Heat : Tunnel Vision Expansion

Post by Bananimus Prime »

flolem wrote: 27 February 2026, 14:34 I didn't know there was another extension for Heat...
The chicane was already in first expansion anyway no ?
This was actually released physically last year, the third expansion after this one just came out, Rocky Roads.
Last edited by Bananimus Prime on 02 March 2026, 23:27, edited 1 time in total.
EdjeBravo
Posts: 2
Joined: 03 February 2026, 19:08

Re: Heat : Tunnel Vision Expansion

Post by EdjeBravo »

Why only one circuit with tunnels when you call it tunnel vision… but very nice expension after all
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Big Dean P
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Joined: 16 April 2020, 22:06

Re: Heat : Tunnel Vision Expansion

Post by Big Dean P »

LOVE the new tracks!

Just played a game where we started with 6 players, and one of them was kicked out because they went offline. During the game, only the last player on the track got the bonus adrenaline and cool down, not the last two players. It didn't seem like that was the case before, so I was wondering if it was a bug.
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Tisaac
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Joined: 26 August 2014, 21:28

Re: Heat : Tunnel Vision Expansion

Post by Tisaac »

Big Dean P wrote: 02 March 2026, 02:58 LOVE the new tracks!

Just played a game where we started with 6 players, and one of them was kicked out because they went offline. During the game, only the last player on the track got the bonus adrenaline and cool down, not the last two players. It didn't seem like that was the case before, so I was wondering if it was a bug.
We have discussed this with the designers and they confirmed the current way is the correct behavior. Quitting players are considered last in turn order
NPC6
Posts: 2
Joined: 10 September 2025, 05:51

Re: Heat : Tunnel Vision Expansion

Post by NPC6 »

very cool :lol:
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PROPH37
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Joined: 07 August 2013, 11:53

Re: Heat : Tunnel Vision Expansion

Post by PROPH37 »

RazorOz wrote: 27 February 2026, 17:56
koningco wrote: 27 February 2026, 15:12 How do tunnels work? Will there be a new tutorial with these?
You can't discard cards in them. If you hover your cursor over them on the track it should explain them.
And as a further point of clarification you can still scrap from your deck and add heat into your engine.

The only thing you cannot do is discard from your hand to increase the number of cards you redraw.
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JustAnItch
Posts: 26
Joined: 09 December 2024, 09:11

Re: Heat : Tunnel Vision Expansion

Post by JustAnItch »

spaceman256 wrote: 27 February 2026, 19:33 I'm assuming this means the Enhanced Turn-Based option is also no longer in alpha? In my experience it has worked flawlessly in both the main branch and the alpha testing branch. Will be nice to not have to play friendly to use it.
Unfortunately, no. I found out the hard way that bugs were actually introduced, with the recent patch. I run a closed event from time to time, which we play in enhanced mode for efficiency. Unfortunately, you can no longer spectate someone elses table. I made a bug report for it here: https://boardgamearena.com/bug?id=208773
Randomex
Posts: 14
Joined: 11 April 2016, 23:08

Re: Heat : Tunnel Vision Expansion

Post by Randomex »

Tisaac wrote: 02 March 2026, 07:47
Big Dean P wrote: 02 March 2026, 02:58 LOVE the new tracks!

Just played a game where we started with 6 players, and one of them was kicked out because they went offline. During the game, only the last player on the track got the bonus adrenaline and cool down, not the last two players. It didn't seem like that was the case before, so I was wondering if it was a bug.
We have discussed this with the designers and they confirmed the current way is the correct behavior. Quitting players are considered last in turn order
I don't really see authority for the designers here. We typically give the publicized intent of a designer authority to clarify ambiguously written
rules or when the rules fail to cover a game state. This, though, is not a game state. It was not a part of the designer's intended system.
How many board game FAQs are there that include rules covering when the players kick someone out of a game IRL? :P
(If someone asks a designer how to handle a player having to leave due to an emergency, and an answer
is given, I wouldn't consider the answer authoritative, but would put it in the category of advice.)
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