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Old 10-11-2021, 07:23 PM   #1
Werdna
 
Join Date: Oct 2021
Default [Rules] More Rules - Terrain penalties

Hi everyone,

More questions now that I'm trying to use terrain tiles and terrain difficulty. I think the answer is simple, but I could be wrong.

1) Let's say we make roads 0, shoulder 1, off-road 2 -- how do we determine the number of extra blue dice to roll? Is it just the final resting position of the car, even if the car went though higher-difficulty terrain? I'm assuming so after reading the rules, but it seems a little unintuitive if you, for example, clip some icy road [difficulty 2 terrain] during a turn, but never rest on it.

2) Assuming it's just final resting position for Q1, what about hazard cards? Mud is clear about ending position (when dice are rolled), but what about spikes or wreckage that just show dice (like black dice for likely tire damage)? If you start not overlapping spikes, drive through them and get past them before you roll dice, are you safe? Or are hazards different in that once touched they apply? And if so, how is car path plotted for sharp turns trying to avoid touching the hazard at all (if this matters)?

Thanks,
Andrew
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Old 10-12-2021, 10:39 AM   #2
Philip Villarreal
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Join Date: Jul 2017
Default Re: [Rules] More Rules - Terrain penalties

From Sam:

Quote:
Originally Posted by Werdna View Post
1) Let's say we make roads 0, shoulder 1, off-road 2 -- how do we determine the number of extra blue dice to roll? Is it just the final resting position of the car, even if the car went though higher-difficulty terrain? I'm assuming so after reading the rules, but it seems a little unintuitive if you, for example, clip some icy road [difficulty 2 terrain] during a turn, but never rest on it.
"Terrain adds a number of blue dice equal to the highest terrain level the car base is overlapping when you make your driving roll, but only the highest terrain level — they are not added up.

We tested "cumulative" terrain, where the effects pile on as you move and you deal with them in one chunk at the end of the move — it added memory-based bookkeeping, slowed things down, and wasn't fun. We also tested "stacking" terrain, where you add blue dice for everything your car is overlapping — it didn't slow things down, but the penalty is brutal and discouraged players from using terrain at all. We simplified the terrain rules until everyone at the table was having fun with it (and didn't have to look it up every time)."

Quote:
Originally Posted by Werdna View Post
2) Assuming it's just final resting position for Q1, what about hazard cards? Mud is clear about ending position (when dice are rolled), but what about spikes or wreckage that just show dice (like black dice for likely tire damage)? If you start not overlapping spikes, drive through them and get past them before you roll dice, are you safe? Or are hazards different in that once touched they apply? And if so, how is car path plotted for sharp turns trying to avoid touching the hazard at all (if this matters)?
"Hazard cards are different from terrain and their effects ARE cumulative — but only those that your car is overlapping when you make your driving roll. With a perfect layout, you can enter and completely exit a hazard (or terrain variation) on one movement point, thus suffering no penalty when making your driving roll...but that's rare and we presume the drivers are competent enough to avoid small, treacherous patches, even at high speed.

For example, a D2 turn at speed 3 that leaves your car overlapping the shoulder (1 terrain), off-road terrain (2 terrain), jagged rock, and mud. You will roll 8 dice for your driving roll:

3 yellow for your speed
1 green and 1 yellow for the D2 turn
2 blue for the off-road terrain (the shoulder terrain is ignored because your car is overlapping a higher terrain level)
1 black for the jagged rock hazard

After rolling and resolving any re-rolls, the mud then adds 1 skid to your final result.

Finally, the jagged rock may provide your car with partial cover, depending on where your opponents are when they shoot at you."

Hope this helps!
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Old 10-12-2021, 11:28 AM   #3
Werdna
 
Join Date: Oct 2021
Default Re: [Rules] More Rules - Terrain penalties

Awesome. Thank you!
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Old 10-12-2021, 01:45 PM   #4
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Join Date: Dec 2007
Default Re: [Rules] More Rules - Terrain penalties

Quote:
Originally Posted by Philip Villarreal View Post
We tested "cumulative" terrain, where the effects pile on as you move and you deal with them in one chunk at the end of the move — it added memory-based bookkeeping, slowed things down, and wasn't fun. We also tested "stacking" terrain, where you add blue dice for everything your car is overlapping — it didn't slow things down, but the penalty is brutal and discouraged players from using terrain at all. We simplified the terrain rules until everyone at the table was having fun with it (and didn't have to look it up every time)."
So no more nonsense like the Ice-Oil Instant-Death combo from _CCW_?[1] Dance, Happy, 1 ea. :)

[1: Which shouldn't work anyway, based on the "experiments" we performed in iced-over parking lots in Omaha.... :) )
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