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Old 11-02-2018, 03:25 PM   #291
juris
 
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Default Re: Cars Wars 6E - What We Know - 1st Post will be updated over time

So 6E will have pedestrians... that's a silver lining :)

Will they have edible body armor? (Uncle Schmalbert item that specifically stated it was legal)

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Originally Posted by philreed View Post
No. We'll make an announcement when we have more information.

Steve wrote about the game just a few days ago:

http://www.sjgames.com/ill/archive/O...ar_Wars_Report
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Old 11-03-2018, 07:26 AM   #292
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Default Re: Cars Wars 6E - What We Know - 1st Post will be updated over time

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Originally Posted by Matt1506 View Post
Disappointing but I'm just glad a new edition of one of my all time favorite games is in the works. Thanks.
We'd rather delay the project and do it right. Rushing to meet some unnecessary, imagined deadline won't help the game.
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Old 11-03-2018, 10:07 AM   #293
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Default Re: Cars Wars 6E - What We Know - 1st Post will be updated over time

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We'd rather delay the project and do it right. Rushing to meet some unnecessary, imagined deadline won't help the game.
Mister Reed it's good to hear that coming from you and the company. So often over the last thirty plus years I've anticipated games in all formats only to be sorely disappointed with half baked product.

Whether or not the game appeals to me, I like the philosophy regardless.
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Old 11-03-2018, 10:33 AM   #294
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Default Re: Cars Wars 6E - What We Know - 1st Post will be updated over time

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We'd rather delay the project and do it right. Rushing to meet some unnecessary, imagined deadline won't help the game.
I'm fine with that. Doing it right beats doing it fast.
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Old 11-03-2018, 03:14 PM   #295
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Default Re: Cars Wars 6E - What We Know - 1st Post will be updated over time

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Originally Posted by juris View Post
So 6E will have pedestrians... that's a silver lining :)
Yes, that gave me hope that the game may have some more depth than solely "let's target Target stores."

This is total speculation, but I've been secretly predicting that the new Car Wars will be Phil Reed's magnum opus (at least one of them, right? ;-)) as his tenure as CEO.

I suspect that Phil wants to bring his enthusiasm for toys to bear on the components, and the company will try to create a somewhat enduring franchise with a developed background and related marketing trying to target a wide age-range of audience.

It may be a tricky but worthwhile attempt.

That being said, I don't want to weigh the project down with too much pressure and expectations. Have fun doing it.
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Old 11-14-2018, 06:43 AM   #296
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Default Re: Cars Wars 6E - What We Know - 1st Post will be updated over time

In case anyone wants a look at pics from Steve's event at Gamehole Con:

Facebook post.
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Old 11-14-2018, 12:13 PM   #297
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Default Re: Cars Wars 6E - What We Know - 1st Post will be updated over time

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In case anyone wants a look at pics from Steve's event at Gamehole Con:

Facebook post.
The dashboards seemed to have changed considerably.
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Old Yesterday, 04:38 PM   #298
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Default Re: Cars Wars 6E - What We Know - 1st Post will be updated over time

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Originally Posted by philreed View Post
In case anyone wants a look at pics from Steve's event at Gamehole Con:

Facebook post.
[Caveat: actual SJ Games employee, playing in a not-final version of the game]

I'm the hand in the foreground of one of those shots, and this was my first Car Wars game in...well, ever. I might have tried it once a LONG time ago, and I've certainly been around a couple of games in my time, but this was first time behind the wheel, mostly because I do NOT like free-form movement games.

The most important comment from once of the players was "this is the version of Car Wars I remember in my head" - the romanticized, freewheeling autoduel game of his remembered past, without recalling all of the heavy lifting that got you to the table. For my own part, I admire a lot of what I experienced. Choose from a set of cards that are car specific (although ours were all identical for the test) for your crew and weapons, up to your point value. Your dashboard and weapon cards show you the number of control and ace counters you receive at the start of your turn (control tokens mitigates negative dice results while maneuvering; ace tokens are gained through driving maneuvers and allow you to reroll defensive dice), as well as your basics stats (as the sliders begin to degrade your vehicle values, those turn-starting tokens begin to disappear). Your vehicle is on those raised plastic bases shown, which means for movement, you simply align the key next to your car, slide it your car length, and then pivot the car over the key to the desired angle (with the dice to be added to the roll marked on the key for each angle/wedge you pass over during your turn positioning). Collisions, right now, are as elegant as can be imagined: the front of each car platform has a shallow "snow plow" front. When a car hits another, you immediately stop and resolve the damage, and then continue your next move action by simply pushing the objects physically on the board.

I'll not go into too many more details: it was a playtest game, we challenged the ruleset with a three-car pileup into a wall, and there is still work to be done by all accounts, but this felt like a very clean freeform movement and combat system. It's certainly going to be the fastest of any of the versions to date by all accounts, and for the veteran players at the table, the general opinion was that the game is coming along very well indeed.
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Old Today, 12:50 AM   #299
schoon
 
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Default Re: Cars Wars 6E - What We Know - 1st Post will be updated over time

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In case anyone wants a look at pics from Steve's event at Gamehole Con:

Facebook post.
Looking good!
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