CWCG 3rde Rules

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At a glance
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The key takeaways are that Car Wars is a card game where players battle each other using armed vehicles, aiming to disable each other's vehicles through damage until only one player remains.

Players use large Car Cards to track damage to different parts of their vehicles, like the right side armor which can take a certain amount of damage before being breached.

There are three types of playing cards: Attack cards that damage opponents, Armor cards that reduce damage, and Special cards that have unique effects. Attack cards damage vehicles, Armor cards reduce damage, and Special cards have various effects.

®

THE CARD GAME


Car Wars: The Card Game is the game of car-to- Armor cards let you reduce the damage done when
car combat. In the near future, combat between armed someone plays an Attack card on you. You cannot play
and armored cars will be an arena sport. You shoot at an Armor card before you
the other cars, trying to destroy their tires and armor. are attacked. Each Armor ARMOR
The last player with an operating car is the winner! card shows one side,
This game can be played by 2 to 6 players, ages 10 and can only be used to
and up. reduce damage from that 3
side. For instance, a Right
Overview Armor card, played after
your right side is hit, will
R
I
In each battle, or duel, the players play cards to G
reduce the damage from
damage each others’ cars. When one side of a player’s H
that attack by 3 points. T
car is breached (the armor on that side is destroyed), An Armor card must be
the car’s driver may be attacked! If a car’s driver is played immediately when Stops 3 Points of
disabled and unable to operate the car, the player who you are hit, or it doesn’t Damage to Right
disabled them scores a kill. When only one car is left count.
(or when time runs out), the duel is over.
You can also use armor
New duels continue until one player has scored 60 to reduce damage from Specials that do damage, like
points to become an Ace! Autocannon Backfires or Skid Into A Wall.

Components It is perfectly legal to play two Armor cards at once


if you have them. Two Armor cards would stop all
This game includes these rules; six large Car Cards; damage from any attack. If the Armor cards total more
and 150 playing cards. There are three types of playing than the damage done, the excess is lost.
cards: Attack, Armor, and Special. Special cards let you
Attack cards let you do a variety of things. DEBRIS
attack another player. LASER Some (like Tire Shot)
Each Attack card shows a may be played only on
weapon and the side it hits your turn. Some may
– front, back, right, or left.
6 be played at any time,
In addition, there are four R including the moment
Called Shot cards that will I the duel starts. Some
let you attack any side. The G may only be played Play on any other player after
bullet-holes at the top of the H in response to a card their successful Bootlegger
Reverse, Swerve, or Spin.
Attack card, and the number T played by an opponent. That player takes 2 points of
damage to their TIRES.
on the card, show how much Follow the instructions Debris may be avoided with
Does 6 Points of another Swerve card.
damage it does. Damage to Right on each card.
Starting the Game Attack – You may attack any other player by
placing an Attack card in front of that player. If the
Each player starts with attacked player can reply to the Attack card (by
a Car Card (the large cards playing an Armor card or an appropriate Special), that
with the pictures of cars). 12 player may do so immediately.
FRONT FIREPROOF
These are used to keep track 12 12 Special – You may play a ARMOR
of damage, and of how much L
R Fireproof Armor (subject to the
I
E
damage each part of your F
G rules below), aser Re ective
H
T
car can take. “Right 12,” T Armor, Metal Armor, aser
for instance, means your 5 verheats, or achine un ams Play at any time, up until
you have taken damage from
right-side armor can take 12 9
DRIVER S card rather than playing an Armor a Flamethrower card. No
one may play Flamethrower
P
points of damage before it T E card or discarding. (Other Special cards on you for the rest
of the duel. If played
I C
is breached. (The armor has R I cards can only be played on IMMEDIATELY after a
Flamethrower card, it also
E A negates that card.
taken enough damage that the S 12 L someone else’s turn.)
driver is exposed to attacks.) BACK
Discard – If you cannot attack
Shuffle the playing cards or play a Special, or you just don’t want to, you must
and deal five to each player, face down. Set the deck place one or more cards in the discard pile in the
face down in the middle of the table. This is the draw center of the table. These cards are out of play until the
pile. The discard pile will be next to the draw pile. deck is reshuffled. ou may not discard at any other
Note: In a two- or three-player game, remove one time.
of each of the following cards from the deck: Machine The next player to the left now brings their hand up
un ams, Fireproof Armor, Autocannon Backfires, to six cards and attacks, discards, or plays a Special.
ud issile, Metal Armor, aser verheats, Ejection Play continues to the left.
Seat, and aser Re ective Armor.
Attack
Scrap Them All The attack is the basic move of the game. To attack
The object is to have the last operating car in the an opponent, just play an Attack card (Flamethrower,
game. A car is still operating if it has not escaped, and Autocannon, aser, issile, Machine Gun, or
its driver has not been disabled. It is possible for two Ramming) card on them. HEAVY
or more players to have operating cars at the end of a Attack cards do from 3 to 6 ARMOR

duel – this is a tie. points of damage to one side of the 6


target car. This may be modified by
a Special, or by an Armor card. If L
12 12 12 12
E
12
FRONT
12 12
FRONT
12 12
FRONT
12 12
FRONT
12 the target player holds any Armor F
L
E
R
I
G
L
E
R
I
G
L
E
R
I
G
L
E
R
I
G cards for the side of the car which T
F F F F
H H H H
T T T T 5
T
5
T T
DRIVER
T
was hit, that player may play them
5 DRIVER 5
9 DRIVER
P
S 9
P
S 9 DRIVER
P
S 9
P
S immediately. (You may not play an Stops 6 Points of
Damage to Left
T E T E T E T E
I
R
E
C
I
A
I
R
E
C
I
A
I
R
E
C
I
A
I
R
E
C
I
A
Armor card later to reduce damage
S 12
BACK
L S 12
BACK
L S 12
BACK
L S 12
BACK
L
already taken. The Armor card must be in your hand at
the time the Attack card is played.) Each Armor card
Drawing and Playing immediately stops 3 points of damage. Heavy Armor
works the same way, but stops 6 points of damage.
Pick up your cards and put them in your hand,
If the amount of damage stopped equals or exceeds
keeping them from the prying eyes of your opponents.
the amount of damage on the Attack card, the Attack
The player to the left of the dealer plays first. In your
card and Armor card(s) are discarded. Otherwise,
turn, draw enough cards to bring your hand up to six
the Attack card is placed next to the Car card, on the
cards. Then either:
damaged side. Any Armor cards are placed to cover
Attack; the amount of damage they stopped.
Play a Special; Example: In the first diagram, the player has ust
or Discard. taken points of damage from a flamethrower blast to
the right side.
2
Ramming does not damage your own car, but you
may not ram an opponent if your own front is breached
12 FLAME-
THROWER
or if you have lost your tires.
FRONT
12 12
L
E
R
I
6 Specials
G
F
T
H
T R Some of these cards allow special attacks. Others
I can be used to cancel an appropriate Attack card.
G
9 5 P
S H The Fireproof Armor, aser Re ective Armor,
DRIVER T
T
I
E
C achine un ams, Metal Armor,
R I
E
S 12
A
L
Does 6 Points of
Damage to Right aser verheats, Ramplate, and
12
BACK
FRONT Wheelguards cards must be left in
12 12
L
R
front of players in the “Specials”
I
E
F
G
H
area (at the lower right hand corner
T
In the next diagram, the defending player has offset
T
of their Car card) as long as they are
3 points of damage with an Armor card. 9
5
DRIVER S
in the duel. If a car is eliminated,
T
P
E these cards are gathered up with
I C
R
E A
I their other cards and discarded.
12
FLAME-
THROWER
S
BACK
L
Specials which do damage are
12
ARMOR
placed on the appropriate side of
12
FRONT
12 6 the target car. All other Special cards are discarded
3
R
L
E
I
G
R after use.
F
H I
T
T R
G Autocannon Backfires
HI
9 S
GT You can play this card only when you have just
5 H
T DRIVER
P
E
TDoes 6 Points of
been attacked by an autocannon. Instead of affecting
I C
R
E
I
A
Damage to Right
you, the autocannon explodes, damaging the attacker
12 Stops 3 Points of
S
BACK
L
Damage to Right on the side they were trying to hit. They cannot avoid
this damage with a Swerve or Spin. If the attacker is
eliminated by the backfire, nobody gets credit for the
You may not draw cards at any time except at the kill.
beginning of your turn. At that time, you draw enough Bootlegger Reverse
cards to bring your hand up to six. If you play a Bootlegger BOOTLEGGER
Ramming Reverse card immediately REVERSE

The Ramming attack is unique. after being attacked, apply the


After you ram an opponent, you may damage to the side of the car
immediately play another Attack opposite from what is printed on
card in order to shoot them as the Attack card. If an opponent
well. The follow-up Attack card plays a Skid Into A Wall card,
Play IMMEDIATELY after an
must be for the same side you however, the bootlegger ended Attack card is played on you.
Ignore the location on the
rammed them on! in a collision. You take 3 points card; instead, apply the
damage to your OPPOSITE

If your target plays a Spin or of damage to whichever side the SIDE. Armor may still
protect against this attack.

Bootlegger Reverse after you ram them, making you opponent chooses. Armor can be
hit them on a different side, you may still follow up used to protect against this damage.
with a weapon attack, but it must be against the side Debris
where you actually rammed them. You can play this card only in response to another
If your target plays a Swerve after you ram them, player playing Bootlegger Reverse, Swerve, or Spin.
your ram missed and you may not follow up with The e ris card is placed in the “Tires” damage area
a weapon attack. If they do not announce a Swerve of the targeted car and does 2 points of tire damage. If
after you ram, they cannot then swerve to avoid your the target of a e ris card immediately plays Swerve,
follow up attack . . . you are firing at point blank the e ris card is discarded without effect.
range!
3
Ejection Seat Shaken
This card lets you Escape (see p. 5) immediately, Play this card after any Ramming attack, whether it
on any player’s turn. The Ejection Seat will get you is protected by armor or not. Shaken players lose their
out of harm’s way (and out of the duel) even after your next turn.
opponent’s attacks have been launched.
Smokescreen and Paint Spray
Fireproof Armor, Laser-Reflective The Smokescreen card completely blocks any one
Armor, and Metal Armor Attack card. Play it immediately after an Attack and
These three types of Armor cards may be played discard them both.
at any time during the duel – not just during the The Paint Spray is like the Smokescreen, but with
holder’s turn. You may only two differences: You can only play it in response to
FIREPROOF
play a Fireproof Armor card ARMOR attacks from the Back. Also, unless attackers can play
if you have not yet taken any a Swerve to avoid the Paint Spray, they must discard
damage from a Flamethrower their hand immediately and miss their next turn.
card. If you avoided damage on
Spin
a previous turn by playing two
Armor cards at once, or used a Play at any time, up until This card lets you move
you have taken damage from

Swerve (when the Flamethrower a Flamethrower card. No damage from one side to an
one may play Flamethrower

card would be discarded), you


cards on you for the rest adjacent side, by maneuvering
of the duel. If played

may still play Fireproof Armor.


IMMEDIATELY after a
Flamethrower card, it also
your car to control where you
negates that card. are hit. You may play more
Fireproof Armor also protects
than one Spin at a time, if you
the driver against Flamethrower damage, even after
have them, to move the damage
the armor has been breached.
to the opposite side of the car.
A Fireproof Armor card even protects against You can use Armor cards to
Flamethrower damage to tires. This is an exception to reduce the damage on the side where it finally ends up.
the general rule on the Tire Shot card.
aser Re ective Armor cards act in the same way Swerve and Skid
as Fireproof Armor except that the protected car is If you play a Swerve card immediately after
immune to aser cards. being attacked, you may discard the Attack card – it
Metal Armor cards also act in the same way missed! Instead, you take one point of damage to your
as Fireproof Armor except that the car cannot be tires (place the Swerve card in the “Tires” damage
damaged by Machine Gun cards. area). If an opponent plays a Skid Into A Wall card
on you, however, the swerve ended in a collision,
Machine Gun Jams and in addition to the tire damage, you take 3 points
and Laser Overheats of damage to whichever side the opponent chooses!
You may play a Machine Gun Armor can be used to protect against this damage.
MACHINE
ams card on any foe at any time. GUN JAMS
Tire Shot
The target cannot attack with a
You may target an TIRE SHOT
Machine Gun, and if they had just
played a Machine Gun attack on opponent’s tires with a Tire
anyone, that attack fails and their Shot card. Play this card
Play on an opponent at any

turn is over. time. That opponent may not simultaneously with any
play any more Machine Gun
cards until he “unjams” his Attack card. Apply the damage
The only way for victims of weapon by discarding ALL
the cards in his hand. If
to the tires rather than to the
the achine un ams card to played IMMEDIATELY
after a Machine Gun card, it
also negates that card. original hit location. Cards
“unjam” their guns is to discard Play along with any Attack
showing tire damage are card. Ignore the location on
all the cards in their hand on their the card; instead, apply the
placed at the lower left corner damage to your opponent’s
turn, doing nothing else. They can then draw six new
of the car card. TIRES. Armor does NOT
cards at the beginning of their next turn. protect against this attack.
Players who use a Swerve
aser verheats works the same way as Machine
card to avoid an opponent’s
un ams, but is played in response to a aser attack.
attack will do 1 point damage to their own tires.
4
Your tires are treated as a single unit. They are
destroyed if they take 9 or more points of damage;
Escaping
this is not considered a breach. Regular armor cannot At the end of your turn, you may announce that
be used to protect your tires. (Exceptions: Fireproof you are Escaping from the arena (usually to avoid
Armor protects tires from Flamethrower damage, and being eliminated). If your car is still operating at the
Wheelguards protect tires from tire attacks, but not beginning of your next turn and your tires have not
Swerve damage.) been destroyed, you leave the arena . . . and no one
gets credit for eliminating you.
Players whose tires are destroyed may no longer
use Bootlegger Reverse, Ramming, Smokescreen, On the turn you declare you are escaping, you take
Paint Spray, Spin, or Swerve cards, nor may they your turn normally. On the next turn, provided you are
Escape. However, they may still shoot – and they can not eliminated yet and your tires are not destroyed,
still win! you escape. You may not do anything else this turn.
If you are prevented from escaping, take your turn

Play of the Duel normally.


An Ejection Seat will allow you to escape at any
Breached Armor time, even during someone else’s turn.
When the armor on one side of a player’s car takes Reshuffling
12 or more points of damage, it is breached. The Sometimes the players will go completely through
player should square the cards on that side of the car the deck without a winner. If this happens, reshuffle
and turn them face down to show the breach. the discard pile and turn it over, making a new draw
The attack that creates the breach does not affect pile. If the players go through the deck a second time,
the driver (even if there is damage left over), but any do not reshuffle. All players still in the duel share
further attacks to that side will reach the driver unless equally in a tie.
stopped by armor. You can still play Armor cards on a
breached side.
Scoring and Winning
FLAME-
The last player whose car is still in the arena and
12
THROWER has not been killed is the winner of the duel. That
12
FRONT
12 6 player scores 20 points. In addition, each player gets
L
R 10 points for each car they have eliminated.
I
E R
G
If the duel ended in a tie, each player still in the
THE CARD GAME

F
T
H I
T
G duel at the end gets 10 points.
H
T
9
T
5
DRIVER
P
E
S

Does 6 Points of
The Next Duel
I C
R
E
I
A
Damage to Right
When the scoring is completed, gather up the cards.
12
S L
The player to the previous dealer’s right shuffles and
®®

BACK

deals the cards for the next duel. Each player starts the
new duel with a fully healed driver.
Place Attack cards that affect the driver in a new Play a series of duels until one player reaches 60
stack outside the first breach. points at the end of a round. (If two or more players
reach 60 points, the player with the highest number of
Eliminating an Opponent points wins. If it’s a tie, everyone continues playing
When the driver takes 5 or more points of damage, until someone has
that driver has been disabled and can no longer drive broken the tie at the
the car. All damage, Armor, and Special cards applied end of a duel.) That
to that car, along with its owner’s hand, go to the player is declared
discard pile. The player whose Attack card took the an ACE, and
driver out gets credit for a kill. A kill can only be wins the game!
scored with an Attack card – if a player is taken out by
a Skid Into A Wall, the points go to whoever played the
Attack card that player was swerving to avoid.
5
Game Design: Creede and Sharleen Lambard
Game Development: Steve Jackson and Philip Reed
Cover Art: Jeff Mangiat t Car Card Art: Michael Scott tThird Edition Editing: Scott Haring
President/Editor-in-Chief: Steve Jackson Production Artists: Alex Fernandez, Sabrina Gonzalez,
Chief Executive Officer: Philip Reed and Ben Williams
Chief Operating Officer: Samuel Mitschke Production Assistant: Bridget Westerman
Car Wars Line Editor: Scott Haring Director of Sales: Ross Jepson
Managing Editor: Miranda Horner Prepress Checker: Miranda Horner
Production Administrator: Darryll Silva Marketing Director: Brian Engard
Playtesters: Norman Banduch; Anne Bennett; Ian J. Brotzman and the London, England Autoduel Association; Brian Engard; Rhea Friesen;
James Lambard; Mike Lambard; Tina Lambard; Randy Scheunemann; Craig Sheeley and the Midwest Autoduelling Division; all our playtesters at GenCon,
Origins, and other gaming conventions around the country; and the chapters of the American Autoduel Association who sent comments.
Special thanks to Fred Dobratz and David N. Searle for their ideas and enthusiasm, and to Dick Jackson for his comments after the release of the first edition.
Car Wars, the all-seeing pyramid, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.
All car names are trademarks of Steve Jackson Games Incorporated. Car Wars: The Card Game is copyright © 1990, 2001, 2015 by Steve Jackson Games Incorporated. All rights reserved. Rules version 3.0 (July 2015).

The Right of Way


Goes to the
Biggest Guns

P l a y t h e
r i g i n a l !
O

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