The Governor's Arena, built on the foundation of
the old Governor's mansion, is the only arena in the city.
Known as the Clear Death or Empty Box, the
arena design was the result of countless months of bickering
between the city council, local investors, and the state
assembly. When the issue was brought to the state Supreme
Court, the judges came to a compromise . . . there would be
nothing in the arena as all!
Arena Notes:
The arena walls are 15' high and have 60 DP. The eight gates
have 10 DP and take two seconds to open or close.
Arena Map:
Arena Schedule:
Monday |
Amateur Night |
Tuesday |
Amateur Night |
Wednesday |
Challenge Night |
Thursday |
Closed |
Friday |
AADA Divisionals (5-20) |
Saturday |
Cycle Night |
Sunday |
Closed |
Arena Special Events:
Pin the Tail on the Donkey: This event is played only
at night. The arena lights are turned off and the
contestants are only allowed to use their headlights. The
object of the game is to ram a small, remote controlled
dummy car that constantly drives at 100 mph. At the
beginning of every phase, the vehicle makes one manoeuvre in
a random direction (roll 1d6, and perform the bend of that
difficulty . . . 1-3 left, 4-6 right). It does not need to
make a control roll. It will avoid colliding with all cars,
obstacles and arena walls. The event ends when someone runs
into the dummy car. Dropped weapons and searchlights are not
allowed. Headlights have a range of 30' (2" in Car Wars
scale).
Of course there's nothing in the rules that says the dummy
car can't be armed or have dropped weapons (heh, heh, heh).
A dummy car can range from Divisions 5 through 15.
For GMs keeping track of the players can be a challenge. The
best way is to have two identical arena maps. One map for
players to use, the other map for the GM to keep tabs on the
objects inside. Remember the players can only see what is
illuminated (which can come from their own headlights or
from other contestant). |