ADQ


Car Wars Classic: Re-Creating the "Small Box" Car Wars
by Steve Jackson




Without a doubt, the most-heard Car Wars comment of the past couple of years, from retailers and players, has been, "Bring back the Pocket Box!" At $25, the Deluxe version of the game isn't a starter set. We had lost one of the best things about the game -- its accessibility to new players.

Unfortunately, the plastic Pocket Box is no longer feasible. Plastic is too expensive! But it was possible to do a basic, or "Classic," version of the game for $9.95. So we did. By the time you read this, the game will be on the shelves.

The purpose of this release is to create a "starter set" that players -- and clubs! -- can use to bring new people into the game. We hope it'll become a product retailers can recommend to new players, as well! And we'll probably be running some "Classic" events at conventions, so new players can compete on a (more or less) equal footing.


What? Only 64 Pages?

In late August, we finished editing the rulebook and sent the last components to the printers. This was an interesting job. I started with the text of the second edition Compendium, cutting out everything (boats, 18-wheelers, aircraft, weird weapons and so on) that didn't seem necessary to a "basic" version of the game. Then we went back and added things like scenarios, referee procedures, etc., that weren't in the Compendium, but were needed for someone just starting out. Then I went through again, looking for things to cut.

And we still had a 64-page rulebook.

The new rules are effectively a subset of Compendium. They get back to the "feel" of the original game, especially as far as vehicle design goes. But someone who learns from this edition will have no trouble moving up to a full-scale Compendium campaign -- there will be nothing to unlearn.


*
*
*


In the process of editing and playing the new version, we found little things that called for clarification, new rules, and so on. And here they are.


Pedestrians

Dropping Prone, Crawling and Hiding

This new subsection was added to Pedestrian Combat:

A pedestrian can drop prone instantly -- this takes no time. A prone pedestrian can be in the open (an extra -1 to hit), completely safe (if he is prone in rubble, he is at a -5 to hit). A pedestrian can fire from prone position. Being immobile gives him a +1 to hit. A pedestrian who is in safe cover (such as behind a wall) but sticks his head out to fire is at -2 for cover.

A prone pedestrian can crawl, moving in phases 2 and 4 only. He cannot fire while crawling.

It requires a full second to stand up from a prone or crawling position.




Jumping and Falling


Falling Off the Edge

This was the only actual rule change introduced. Formerly, a vehicle which dropped two wheels over an edge would automatically fall. Now there's a chance to stay in control.

If a vehicle skids, fishtails or drifts so that both corners of one side (not the front or back) are unsupported, a Control Roll is required. On a successful roll, the vehicle takes collision damage to the underbody but doesn't fall over the edge! It decelerates at 30 mph per turn. Under most circumstances, the services of a wrecker will be required to get it onto flat ground again.

On a failed control roll, the vehicle will roll over the edge! From this point, the rule is unchanged.


Weapons Fire While Airborne

Weapons fire while a vehicle is jumping or falling is at -2.




Weaponry


Foam Grenades

Expand this entry to read as follows:

Foam Grenade -- $30. If this grenade is thrown within 1/2" of a fire, it puts out all fire in a 1" square area on a roll of 1 of 1 die. If it goes off successfully when inside a car, it puts out all fire in that car, but only in that car. The foam grenade can also be used offensively, because it blocks visibility like paint when used on a target vehicle.


Hand Weapons

It takes one turn to get a grenade out of cargo space.




Assorted Small Catches


On p. 8 of the Compendium, the first line on the page mentions the acceleration/deceleration phase -- which no longer exists. That line should say simply "a vehicle must start the turn at between 20 and 35 mph."

Likewise, on p. 26 under Climbing and Diving, the last sentence in the third paragraph should end " . . . picks up 5 mph of forward speed immediately."





ADQ 8/4 on Warehouse 23

ADQ 8/4 on DriveThruRPG


Car Wars*Steve Jackson Games*ADQ Index


Car Wars Classic: Re-Creating the "Small Box" Car Wars. Steve Jackson. Autoduel Quarterly: The Journal of the American Autoduel Association. Volume 8, Number 4. Spring 2040 (1990). Steve Jackson Games. p. 29.

Reprinted by the Seattle Washington Autoduel Team, April 02, 2015.
Web posted April 02, 2015.
Revised May 29, 2023.