Be aware of the 10 minute time limit for Hang Up and Drive, and the 5 minute time limit for Turbo Jack!
For "get blackjack" badges, a blackjack is an ace plus a 10 or face card.
Use one column to drop sevens into for Lucky 7s or Turbo Dogs, and don't worry about busting in the other columns. There's one Lucky 7 possible in each game.
Revvin' It Up is one of the fastest of all Challenge badges to get, requiring just a few minutes.
For Zoom Zoom Zoom or Just Say Neigh, use each of three columns for dropping one ace plus one 10 or face card into, and throw everything else into the fourth column. This guarantees three blackjacks per game, and you can usually get all four. Once all four aces have come up in a game, you can play as usual to earn more tokens.
For badges requiring "5 Card Gimmes", you must get five cards that equal 21 or less so use one lane to build these, using aces, ones, twos, threes and fours.
For 21s, spins or token badges, refer to Game tips.
ALWAYS read a game's How to Play, and also check for a Hints or Tips tab and/or Tutorial. They do help!
The best way to get 21s (and spins, and tokens) is to make two-card combos of 11 plus a 10 or face card, along with the four possible blackjacks. Sometimes you'll waste some cards but you'll usually get a spin this way. Memorize which card combos equal 11: 2+9, 3+8, 4+7, 5+6 and whenever possible, drop these cards onto their "partner" along with a 10 or face card. Use just one column to toss out unusable cards.
Using this "11 method" will make 16 21s per game if you make each combo. You need 13 21s to get a spin (or 10 with the "easy spin" power-up) so you can afford a few misses.
There are actually 18 21s possible in each game (which gives the highest payout of 1,000 tokens), but it's easier to plan for 11s.
When you have unusable cards and need to bust, use the column with the highest current total.
Try to avoid having two 10s or face cards in a column as the only way to clear them is with an ace. Similarly, try to avoid putting cards together that total 10 as they can only be cleared with an ace or with three low-value cards (which is too unlikely to plan for).
Five cards in one column ("5 Card Gimme") counts as a 21 but try not to make these intentionally as they'll subtract from the total 21s you can make using two or three cards.
If you're finishing the deck before time runs out, consider raising the Difficulty level to 2 or 3 to earn more tokens.
More about Turbo 21
Most Turbo 21 Challenges were offered before the game had ranks.. or power-ups like "easy spin".
You can't choose whether an ace is worth 1 point or 11 - the game will decide for you based on the total in the column. "Soft" above a column means the ace is currently being counted as 1.
Don't get stressed by the fast pace of the bonus game: it's just an opportunity to make some extra tokens and doesn't affect the game. But you can use it to practice "seeing" three-card 21s to help your game.
If you get tired of the bonus game, you can click rapidly on the same pile.. you'll usually end up getting a fair number of 21s without even trying.
You don't have to click on the Hit button: you can click anywhere in the lane you want, or you can type 1, 2, 3 or 4.
Clicking your rank logo on the left tells you how many 21s you need for the next rank.
This is one of the few games where the room's high scores are accessible at any time (which is odd, since spins come along a lot more frequently than in most games).
This game ranks up relatively fast early on, especially as you get better at making 21s. Later ranks are consistent rather than increasing incrementally, with 1,920 21s needed to rank up in the 20s; 2,400 in the 30s; and 2,880 in the 40s.
The background scenery changes when your car goes thru the tunnel for each of the three stages toward the bonus game.
Some mini items (such as the Snowman) won't show up on your mini avatar in the car next to the game area. Instead your mini will show the default generic shirt, face & hair for its gender.