The Card Game Is the Game of Car-To- Armor Cards Let You Reduce the Damage Done When Car Combat
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® 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 Armor card, played after R Overview your right side is hit, will I G In each battle, or duel, the players play cards to 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 operateTHE the car, the playerCARD who GAME Damage to Right you are hit, or it doesn’t 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 Backfres or Skid Into A Wall. It is perfectly legal to play two Armor cards at once Components 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 H their successful Bootlegger bullet-holes at the top of the in response to a card 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. Attack – You may attack any other player by Starting the Game 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 R of damage, and of how much L Fireproof Armor (subject to the I E G damage each part of your F rules below), aserReective 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 P one may play Flamethrower cards on you for the rest points of damage before it T E card or discarding. (Other Special of the duel. If played I C IMMEDIATELY after a is breached. (The armor has R I cards can only be played on 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 Shuffe the playing cards or play a Special, or you just don’t want to, you must and deal fve 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 reshuffed. 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 Backfres, to six cards and attacks, discards, or plays a Special. ud issile, Metal Armor, aser verheats, Ejection Play continues to the left. Seat, and aserReective 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 modifed by a Special, or by an Armor card. If L 12 12 12 12 E FRONT FRONT FRONT FRONT 12 12 12 12 12 12 12 12 the target player holds any Armor F R R R R L L L L I I I I E E E E T G G G G F F F F cards for the side of the car which H H H H T T T T T T T 5 T 5 DRIVER was hit, that player may play them 5 DRIVER 5 Stops 6 Points of 9 DRIVER S 9 S 9 DRIVER S 9 S P P P P immediately. (You may not play an Damage to Left T E T E T E T E I C I C I C I C R I R I R I R I Armor card later to reduce damage E A E A E A E A S 12 L S 12 L S 12 L S 12 L BACK BACK BACK BACK already taken. The Armor card must be in your hand at the time the Attack card is played.) Each Armor card immediately stops 3 points of damage. Heavy Armor Drawing and Playing 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 frst. 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 frst diagram, the player has ust or Discard. taken points of damage from a famethrower 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- or if you have lost your tires. THROWER FRONT 12 12 R L I 6 Specials E G F H T Some of these cards allow special attacks. Others T R I can be used to cancel an appropriate Attack card. G 9 5 S H The Fireproof Armor, aserReective Armor, P T DRIVER E T I C achine un ams, Metal Armor, R I E A Does 6 Points of 12 Damage to Right aser verheats, Ramplate, and S L 12 BACK FRONT Wheelguards cards must be left in 12 12 R front of players in the “Specials” L I E G F area (at the lower right hand corner H T In the next diagram, the defending player has offset T of their Car card) as long as they are 5 in the duel. If a car is eliminated, 3 points of damage with an Armor card. 9 DRIVER S P T E these cards are gathered up with I C R I E A their other cards and discarded. 12 FLAME- S L Specials which do damage are THROWER BACK 12 placed on the appropriate side of FRONT ARMOR 12 12 6 the target car. All other Special cards are discarded R L I E 3R after use. G F H T I T GR Autocannon Backfires HI GT You can play this card only when you have just 9 5 S P H T DRIVER E been attacked by an autocannon. Instead of affecting TDoes 6 Points of I C Damage to Right R I you, the autocannon explodes, damaging the attacker E A Stops 3 Points of S 12 L Damage to Right BACK on the side they were trying to hit.