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games:autowar [2013/11/07 07:39] – [Sequence of Play] Split out movement and maneuver steps. Explained attack sequence order. brentgames:autowar [2013/11/11 20:52] (current) – [Vehicle Options] Added Molotov cocktail brent
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 This game is licensed Creative Commons Attribution-ShareAlike. This game is licensed Creative Commons Attribution-ShareAlike.
  
-This system uses only **six-sided dice** and graph paper.+This system uses only **six-sided dice** and tokens to represent vehicles and hazards. Download printable tokens at [[http://zenseeker.net/PaperMiniatures/CarWars.htm|Zen Car Wars Paper Counters]].
  
 =====Introduction===== =====Introduction=====
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 //Which is why we need you.  A driver.  A new breed, with the firepower to drive away the jackals and take back a piece of the new world.// //Which is why we need you.  A driver.  A new breed, with the firepower to drive away the jackals and take back a piece of the new world.//
 +
 =====The Basics===== =====The Basics=====
  
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 You will then face off against other, heavily-armed cars, and attempt to survive. You will then face off against other, heavily-armed cars, and attempt to survive.
  
-Your car is placed on a grid (using standard graph paper); each square represents approximately 1 square yard. Your car is 2 squares wide by 4 squares long. +Your car conceptually is subdivided into a grid 2 squares wide by 4 squares long. The driver, engine, weapons, and any options that don't state that they modify another item must each be located on one of the eight squares of your car's grid. Up to three weapons can share a space, unless they say otherwise. On a motorcycle, the driver and engine both take up one square.
- +
-The driver, engine, weapons, and any options that don't state that they modify another item must all be located on one of the eight squares of your car's grid. Up to three weapons can share a space, unless they say otherwise.  On a motorcycle, the driver and engine both take up one square.+
  
 All weapons except handguns are always mounted to point in one direction. You must choose a facing (draw a little arrow indicating your choice), unless the weapon is mounted on an auto-rotating mount. All weapons except handguns are always mounted to point in one direction. You must choose a facing (draw a little arrow indicating your choice), unless the weapon is mounted on an auto-rotating mount.
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     * **Light** //8 max speed, 170 pound capacity//     * **Light** //8 max speed, 170 pound capacity//
     * **Medium** //6 max speed, 200 pounds capacity//     * **Medium** //6 max speed, 200 pounds capacity//
-    * **Heavy** //4 max speed, 300 pound capacity//+    * **Heavy** //4 max speed, 275 pound capacity//
   * Engine   * Engine
     * **4-cylinder**     * **4-cylinder**
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   * **Armor** //1 point per 1 pound, up to 30 pounds on each side (front, back, left, right, top, and bottom)//   * **Armor** //1 point per 1 pound, up to 30 pounds on each side (front, back, left, right, top, and bottom)//
   * Weapons   * Weapons
-    * **Light machine gun** //2 power, 10 pounds, 10 range// +    * **Light machine gun** //2 power, 20 pounds, range// 
-    * **Heavy machine gun** //4 power, 20 pounds, 12 range// +    * **Heavy machine gun** //4 power, 40 pounds, range// 
-    * **Flamethrower** //power, 40 pounds, range// +    * **Flamethrower** //power, 40 pounds, range; lights target on fire// 
-    * **Rocket launcher** //7 power, 50 pounds, 20 range, 3 rounds; must have its own grid square; only hits with a 3-6 on a die roll// +    * **Rocket launcher** //7 power, 50 pounds, range, 3 rounds; must have its own grid square; only hits with a 3-6 on a die roll; on a 5-6 lights target on fire// 
-    * **Grenade launcher** //5 power, 40 pounds, 25 range, 3 rounds; must have its own grid square; only hits with a 2-6 on a die roll; targets top armor// +    * **Grenade launcher** //5 power, 40 pounds, range, 3 rounds; must have its own grid square; only hits with a 2-6 on a die roll; targets top armor// 
-    * **Handgun** //1 power, 2 pounds, 12 range, 8 rounds//+    * **Handgun** //1 power, 2 pounds, range, 8 rounds// 
 +    * **Molotov cocktail** //3 power, 2 pounds, 2 range; lights target on fire//
   * Options   * Options
     * **Gunner** //120 pounds//     * **Gunner** //120 pounds//
-    * **Kevlar vest** for driver //10 pounds, extra damage points//+    * **Kevlar vest** for driver //10 pounds, 10 extra damage points//
     * **Targeting computer** //5 pounds//     * **Targeting computer** //5 pounds//
     * **Auto-rotating mount** for one weapon //25 pounds; must have its own grid square; requires a targeting computer//     * **Auto-rotating mount** for one weapon //25 pounds; must have its own grid square; requires a targeting computer//
-    * **Smokescreen generator** //25 pounds; must have its own grid square//. When fired, it generates a 2 square by 2 square cloud of smoke directly behind the car.+    * **Smokescreen generator** //25 pounds; must have its own grid square//. When fired, it generates a cloud of smoke directly behind the car as large as the size of the car. The smoke dissipates after 5 rounds. 
 +    * **Fire extinguisher** //5 pounds// 
 + 
 +Range is measured in car lengths (using the length of your own car). 
 + 
 +You only need one targeting computer for any number of auto-rotating mounts. 
 + 
 +----
  
 =====Sequence of Play===== =====Sequence of Play=====
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   - Everyone simultaneously moves their vehicles forward according to their speed.   - Everyone simultaneously moves their vehicles forward according to their speed.
-  - Every player makes Maneuver action+  - Each player in sequence takes turn. During the player's turn, he or she takes two actions
-  - In sequence, each player makes an Attack action.+  - Resolve fire.
  
-Each player may skip his or her Maneuver action or Attack action (or both).+Choose player sequence in whatever order is most sensible at the time. Clockwise around the table is usually easiest.
  
-If people seem to be cheating about their movements, feel free to require each player to write down their Maneuver action before performing it.+----
  
-Choose Attack sequence in whatever order is most sensible at the time. Clockwise around the table is usually easiest. +=====Moving=====
-=====Maneuver Action=====+
  
-You can accelerate or decelerate 1 square per turn.  Based on your frame and engineyou max out at a certain number of squares per turn (6 for a medium frame and 4-cylinder engine).+Your speed is measured in //lengths//which correspond to the length of your vehicle.
  
-If you skip your Maneuver action, your vehicle maintains its current speed.+You can accelerate or decelerate by 1 length per turn (or just maintain your current speed). Based on your frame and engine, you max out at a certain number of lengths per turn (6 for a medium frame and 4-cylinder engine). 
 + 
 +You can go backwards, too. You can only accelerate to a maximum speed of 2 when reversing. 
 + 
 +----
  
 {{ http://brentnewhall.com/rpg/graphics/Highway_Playing_Grid.png}} {{ http://brentnewhall.com/rpg/graphics/Highway_Playing_Grid.png}}
 +=====Actions=====
 +
 +You may take any 2 actions (including the same action) during your turn. You may also forgo your actions.
 +
 ====Action: Turning==== ====Action: Turning====
  
-You can turn your car up to 45 degrees during your turn, but you must decelerate by 1 square before doing so.+You can turn your car up to 45 degrees during your turn, but you must decelerate by 1 length before doing so.
  
 ===Maintaining Speed During Turns=== ===Maintaining Speed During Turns===
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 ====Action: Slamming on the Brakes==== ====Action: Slamming on the Brakes====
  
-If you want to slow down dramatically, decelerate by 2 squares and roll a six-sided die.  If you roll a 1, you slide 1 square to the left.  If you roll a 2, you slide 1 square to the right.  Rolling 3 through 6 has no other effect.+If you want to slow down dramatically, decelerate by 2 length and roll a six-sided die.  If you roll a 1, you slide half a length to the left.  If you roll a 2, you slide half a length to the right.  Rolling 3 through 6 has no other effect.
  
 When a motorcycle slides, it has a chance of flipping.  When sliding on a motorcycle, roll a die.  On a 1-3, you flip; on a 4-6 you're fine. When a motorcycle slides, it has a chance of flipping.  When sliding on a motorcycle, roll a die.  On a 1-3, you flip; on a 4-6 you're fine.
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 ===Spinning Out=== ===Spinning Out===
  
-If you spin out, you may take no more actions this turn.  Next turn, your entire maneuver action is taken up by turning your vehicle another 45 degrees (a total of 90 degrees from your original position), reducing your speed to 0.+If you spin out, you may take no more actions this turn.  Next turn, your first action is taken up by turning your vehicle another 45 degrees (a total of 90 degrees from your original position), reducing your speed to 0.
  
-====Collisions====+===Collisions===
  
 If you have the unfortunate misfortune to slam into another vehicle at high speed, calculate damage as follows. If you have the unfortunate misfortune to slam into another vehicle at high speed, calculate damage as follows.
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 If two cars hit each other head-on, each car takes one die of damage per point of speed it was going.  So, if the first was going 2 and the second was going 3, the first takes 2 dice of damage and the second takes 3 dice. Each car's speed drops to 0. If two cars hit each other head-on, each car takes one die of damage per point of speed it was going.  So, if the first was going 2 and the second was going 3, the first takes 2 dice of damage and the second takes 3 dice. Each car's speed drops to 0.
  
-Optional: If ramming or hitting head-on, if a vehicle has no armor on that side, roll an extra die of damage for that vehicle. +//Optional "Jarring Damage" Rule:// If ramming or hitting head-on, if a vehicle has no armor on that side, roll an extra die of damage for that vehicle.
-====Hazards====+
  
-  * Active ground hazards +====Action: Attacking====
-    * **Spike strip** //2 power, 1 die damage// After entering this square, tires are popped; lose 1 speed per turn. +
-    * **Speed bump**. If going less than 3 speed, slow speed by 1.  If going over 3, decrease speed to 2 and take 1 die damage. +
-    * **Light mine** //1 power, 1 die damage//. +
-    * **Medium mine** //2 power, 1 die + 2 damage// These mines are larger, and must be dug about a foot into the ground. +
-    * **Military-grade mine** //3 power, 1 die + 4 damage// These mines are expensive and rare outside of military defenses. +
-  * Passive ground hazards +
-    * **Oil slick** +
-    * **Pool of water** +
-    * **Ice patch** +
-    * **Potholes** +
-  * Passive air hazards +
-    * **Cloud of smoke** +
-  * Obstacles +
-    * **Animals and bystanders** +
-    * **Fruit stands**+
  
-If you enter a square containing a //passive// hazard on the ground (oil, water, //etc//.), roll a die.+During your attack action, you fire one weapon.
  
-If you have regular tires, then on 1 you decelerate by 1 and shift to the left; on a 2 you decelerate by 1 and shift to the right.  On a roll of 3-6 there's no effect.+Weapons can target any vehicle in 45-degree arc in front of that weapon.
  
-If you have reinforced tiresthen on a 1 you decelerate by 1 and shift to the left or right (your choice).  On a roll of 2-6 there's no effect.+If both actions in one turn are attacksboth attacks must target the same vehicle.
  
-If you enter square containing an //active// hazard (like mine)roll die + the hazard's power If you roll more than 3, the hazard hitsand deals the damage specified by the hazard.+If you have gunner, the gunner gets separate attack action. In other wordsthe driver can take 2 actions, and the gunner can take 1 attack action. The gunner must choose different facing than the driver or can use a handgun. If the driver fires the auto-rotating weapons this turn, the gunner cannot. The gunner can target a different vehicle than the driver.
  
-Obstacles do an amount of damage equivalent to the size and sturdiness of the obstacle.  Treat these like mines.+===Attack Roll===
  
-You must make this roll every time you enter a square containing a hazardeven if you must do so multiple times in one turn. +To attack, roll 4 dice for short range, 3 dice for medium rangeand 2 dice for long range.
-=====Attack Action=====+
  
-During your attack action, you can fire all the weapons facing in one direction on your vehicleSoif you have two weapons facing front and one weapon facing rear, you can either fire both of the front-facing weapons or you can fire the rear-facing weapon.+If one vehicle is moving a speed at least 2 more or less than the other vehicleremove 1 die. If you want to specifically target an attack at one item on a car side with no armor (such as the driver), remove 1 dieIf firing through a smokescreenremove 1 die.
  
-Weapons can target any vehicle in a 45-degree arc in front of that weapon. Weapons can only target one vehicle.+If any of the dice roll 5 or 6, the attack hits.
  
-If you have gunner, the gunner can also attack during the attack action, after the driver's attack. The gunner must choose a different facing than the driver, or can use a handgun.+If after removing dice you are left with no dice, roll 1 die. If it rolls 6, the attack hits.
  
-====Attack Roll====+===Damage Roll===
  
-To attack, roll 3 dicesubtracting //distance// and //relative speed// //Distance// is the number of squares between the weapon you're firing and the side of the vehicle you're attackingincluding partial squares.  //Relative speed// is the absolute difference between your vehicle's speed and the speed of the vehicle you're attacking.+To calculate damage, roll a dieadd the weapon's power, and subtract the total from points of armor on the side most facing you. 
  
-If you want to specifically target an attack at one item on a car side with no armor (such as the driver), subtract another 1.+Once all the armor is removed from one side of a car, future hits damage the driver or any weapons or options on that side of the vehicle. Roll a die to randomly determine where the damage goes.
  
-If firing through a smokescreen, subtract 1 for each square of smoke you're firing through.+Weapons take as many points of damage as they have power.
  
-If you roll 3 or aboveyou hit.+Note: if an attack removes all the armor from one side of vehicleany remaining damage from that attack is lost. It does not damage anything inside the vehicle.
  
-**Examples**+====Action: Use Fire Extinguisher====
  
-  You are 3 and half squares behind your enemyboth going the same speed. +If you have fire extinguisheryou may use one action to use up the extinguisher completely and put out the fire.
-  Roll 3 dice.  You roll a 1, a 4, and a 5, totaling 10. +
-  Subtract the 4 squares of distance (including that half square), for a total attack of 6. +
-  This is above 3, so you hit.+
  
-  You are 3 and a half squares behind an enemy.  You're going 2; he's going 3. +----
-  Roll 3 dice.  You roll a 1, a 2, and a 3, totaling 6. +
-  Subtract the 4 squares of distance, and the difference of 1 between your speeds, for a total attack of 1. +
-  This is below 3, so you miss.+
  
-====Damage Roll====+=====Resolving Fire=====
  
-To calculate damageroll a die, add the weapon's powerand subtract the total from points of armor on the side most facing you+If your vehicle is on fireat the end of your turnrandomly choose an item in the vehicle. It takes 1 die of damage.
  
-Once all the armor is removed from one side of a carfuture hits damage the driver or any weapons or options on that side of the vehicle. Roll 1d6 to randomly determine where the damage goes. (In case of four choices, roll twice to choose two, then roll off between those two; in case of 5 choices... you'll figure something out.)+If your driver or gunner is on firehe or she takes 1 die of damage at the end of your turn.
  
-Weapons take as many points of damage as they have power.+If the damage die rolls 1 or 2, you are no longer on fire (though you still take the 1 or 2 points of damage). Otherwise, you remain on fire. 
 + 
 +---- 
 + 
 +=====Zombie Cars=====
  
-====Death==== 
 If your driver drops to 0 or fewer damage points, the driver dies. However, your vehicle is still moving! On your turn, roll a die to determine what happens. If your driver drops to 0 or fewer damage points, the driver dies. However, your vehicle is still moving! On your turn, roll a die to determine what happens.
  
 On a 1-2, your car flips and explodes. On a 1, slide the car 2 squares to the left. On a 2, slide the car 2 squares the right. On a 1-2, your car flips and explodes. On a 1, slide the car 2 squares to the left. On a 2, slide the car 2 squares the right.
  
-On a 3-4, decelerate by 1.+On a 3, turn 45 degrees to your left. Maintain speed. 
 + 
 +On a 4, turn 45 degrees to your right. Maintain speed.
  
 On a 5-6, accelerate by 1. On a 5-6, accelerate by 1.
  
-If you are involved in a collision, you immediately explode.+If you are involved in a collision while you are a zombie, you immediately explode
 + 
 +If you have a gunner, treat the car as a zombie for 1 turn. On the following turn, the gunner becomes the driver. 
 + 
 +====Exploding==== 
 + 
 +If your car explodes, it deals damage as follows: 
 + 
 +  * 4 dice to every vehicle up to 1 length away 
 +  * 3 dice to every vehicle up to 2 lengths away 
 +  * 2 dice to every vehicle up to 3 lengths away 
 +  * 1 die to every vehicle up to 4 lengths away 
 + 
 +Roll damage for each target separately. 
 + 
 +The vehicle itself remains a smoking wreck, obstructing other vehicles. 
 + 
 +//Optional "Rolling Car of Fiery Doom" Rule:// After your vehicle explodes, it is on fire, and it decelerates by 1 per turn. This adds an extra hazard. 
 + 
 +//Optional "Self-Destruct" Rule:// You can take 1 action to activate a self-destruct. Your car explodes. Next turn, your vehicle moves 1 length forward, then stops.
  
-====Leaving Your Vehicle====+=====Leaving Your Vehicle=====
  
 At any time, the driver may leave his or her vehicle. If the car is moving, roll one die per point of speed the car was going, and deal one-quarter the rolled amount as damage to the driver. At any time, the driver may leave his or her vehicle. If the car is moving, roll one die per point of speed the car was going, and deal one-quarter the rolled amount as damage to the driver.
  
-People move up to 4 squares per turn and take up 1 square. They can move any number of squares per turn in any direction, with no acceleration or deceleration. They may take and wield handguns, and can fire them in any direction.+People move up to 1 length per turnand they can move in any direction. They may take and wield handguns, and can fire them in any direction.
  
-Optional: Any vehicle going at a speed of or fewer can pick up a passenger. The passenger becomes a gunner.+//Optional "Passenger Pickup" Rule: Any vehicle going at a speed of or fewer can pick up a passenger. The passenger becomes a gunner.// 
 + 
 +---- 
 + 
 +=====Hazards===== 
 + 
 +  * Active ground hazards 
 +    * **Spike strip** //2 power, 1 die damage// After entering this square, tires are popped; lose 1 speed per turn. 
 +    * **Speed bump**. If going less than 3 speed, slow speed by 1.  If going over 3, decrease speed to 2 and take 1 die damage. 
 +    * **Light mine** //1 power, 1 die damage//. 
 +    * **Medium mine** //2 power, 1 die + 2 damage// These mines are larger, and must be dug about a foot into the ground. 
 +    * **Military-grade mine** //3 power, 1 die + 4 damage// These mines are expensive and rare outside of military defenses. 
 +  * Passive ground hazards 
 +    * **Oil slick** 
 +    * **Pool of water** 
 +    * **Ice patch** 
 +    * **Potholes** 
 +  * Passive air hazards 
 +    * **Cloud of smoke** 
 +  * Obstacles 
 +    * **Animals and bystanders** 
 +    * **Fruit stands** 
 + 
 +If you drive over a //passive// hazard on the ground (oil, water, //etc//.), roll a die. 
 + 
 +If you have regular tires, then on a 1 you decelerate by 1 and shift to the left; on a 2 you decelerate by 1 and shift to the right.  On a roll of 3-6 there's no effect. 
 + 
 +If you have reinforced tires, then on a 1 you decelerate by 1 and shift to the left or right (your choice).  On a roll of 2-6 there's no effect. 
 + 
 +If you drive over an //active// hazard (like a mine), roll a die + the hazard's power.  If you roll more than 3, the hazard hits, and deals the damage specified by the hazard. This damage is dealt to the bottom of your vehicle. 
 + 
 +Obstacles do an amount of damage equivalent to the size and sturdiness of the obstacle.  Treat these like mines. 
 + 
 +You must make this roll for each car's length of the hazard you encounter, even if you must do so multiple times in one turn.
  
 =====Other Vehicles===== =====Other Vehicles=====
  
 Of course, you can also build a truck, van, or motorcycle.  Vans are 2x5 squares, while motorcycles are 1x3 squares. Vans may only take medium or heavy frames; motorcycles may only take a light frame. Of course, you can also build a truck, van, or motorcycle.  Vans are 2x5 squares, while motorcycles are 1x3 squares. Vans may only take medium or heavy frames; motorcycles may only take a light frame.
 +
 +----
  
 =====Sample Vehicles===== =====Sample Vehicles=====
  
 Download a [[http://brentnewhall.com/rpg/Auto_Record_Sheet.pdf|blank record sheet for your car (PDF)]]. Download a [[http://brentnewhall.com/rpg/Auto_Record_Sheet.pdf|blank record sheet for your car (PDF)]].
 +
 ===="Kill Zone"==== ===="Kill Zone"====
  
-Medium frame, 4-cylinder engine\\ +//This is a weapon-heavy machine with minimal armor.// 
-Armor:  10 points on front, back, and sides; 5 points on the top and underside\\ + 
-Weapons:  2 heavy machine guns (pointed front and rear) and 1 flamethrower (pointed front)\\ +Medium Frame, 4-cylinder engine\\ 
-Options:  1 Kevlar vest for the driver\\+Armor:  points on front, back, left, right, topand bottom\\ 
 +Weapons:  2 heavy machine guns (both pointing forward), 1 light machine gun facing left, 1 light machine gun facing right, and 1 flamethrower facing rear\\ 
 +Options:  5 handguns\\
 Max speed:  6 Max speed:  6
  
 ===="The Black Panther"==== ===="The Black Panther"====
  
-Light frame6-cylinder engine\\ +//This is an excellent all-around machine that balances weapons, armor, and maneuverability.// 
-Armor:  points all aroundplus an extra 5 points on each side\\ + 
-Weapons:  1 light machine gun (pointed front), 1 heavy machine gun (pointed right)\\+Light Frame4-cylinder engine\\ 
 +Armor:  20 points of armor frontback, left and right; 5 points of armor on bottom\\ 
 +Weapons:  1 heavy machine gun forward, 1 light machine gun rear with auto-rotating mount\\ 
 +Options:  Targeting computer\\ 
 +Max speed: 
 + 
 +===="The Rock"==== 
 + 
 +//This heavily-armored car still gives you a useful set of weapons.// 
 + 
 +Medium Frame, 4-cylinder engine\\ 
 +Armor:  25 points of armor front, back, left and right; 10 points of armor top and bottom\\ 
 +Weapons:  1 heavy machine gun forward, and 1 light machine gun forward\\
 Options:  Reinforced tires\\ Options:  Reinforced tires\\
-Max speed:  8+Max speed:  
 + 
 +===="The Demon"==== 
 + 
 +//This is a rocket on wheels.// 
 + 
 +Light Frame, cylinder engine\\ 
 +Armor:  10 points of armor front, back, left and right; 5 points of armor on bottom\\ 
 +Weapons:  1 heavy machine gun facing forward\\ 
 +Options:  Smokescreen generator\\ 
 +Max speed:  10
  
 ===="Big Brother"==== ===="Big Brother"====
  
-Heavy frame, 4-cylinder engine\\ +//If you prefer to stay back and take 'em out from a distance, say hello to Big Brother.// 
-Armor:  20 points on the left and right; 15 points on front, back, top, and underside\\ + 
-Weapons:  1 rocket launcher mounted in rear, 1 flamethrower (pointed forward), and one heavy machine gun (pointed forward)\\ +Heavy Frame, 4-cylinder engine\\ 
-Options:  Reinforced tires\\+Armor: 10 points of armor front, back, left and right\\ 
 +Weapons: 1 flamethrower on an auto-rotating mount, 1 rocket launcher on an auto-rotating mountand grenade launcher\\ 
 +Options: Smokescreen generator, 2 handguns, targeting computer
 Max speed:  4 Max speed:  4
 +
 +----
  
 =====Scenarios===== =====Scenarios=====
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 A convoy is driving through the desert. A central tanker must be destroyed. A convoy is driving through the desert. A central tanker must be destroyed.
  
-The tanker takes up 2x10 squares and has 40 points of armor on each side. It has 4 gunner turrets that can rotate in any direction (though a gunner cannot attack through the tanker), and each turret holds a gunner and a heavy machine gun. The tanker has a max speed of 4.+The tanker has 2x10 squares and has 40 points of armor on each side. It has 4 gunner turrets that can rotate in any direction (though a gunner cannot attack through the tanker), and each turret holds a gunner and a heavy machine gun. The tanker has a max speed of 4.
  
 ====Arena Play==== ====Arena Play====
  
-In arena play, an arena has been created in which multiple cars simply fight to the death. Many men enter; one man leaves.+In arena play, an arena has been created in which multiple cars simply fight to the death. Many cars enter; one car leaves.
  
 ====Tournament Play==== ====Tournament Play====
  
 Tournament play is an arena game in which each player builds 3 vehicles. Each driver can, at any time, leave his or her vehicle. Once a driver makes it off the arena, his or her player can re-enter the arena with his or her next vehicle. Tournament play is an arena game in which each player builds 3 vehicles. Each driver can, at any time, leave his or her vehicle. Once a driver makes it off the arena, his or her player can re-enter the arena with his or her next vehicle.
games/autowar.1383838751.txt.gz · Last modified: 2013/11/07 07:39 by brent