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Various tools and game aids to help intrepid Car Wars players and gamemasters become more efficient and effective at planning and executing their game play. Special commentary from our beloved president (who is also a raving lunatic) will elucidate (or further confuse) the functions of these various items.

Art of vehicle designing Arena designing Rule interpretations
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Arena Designing - Sample Arenas - Town Arena
The Town Arena was first tested in the 1996 Club Championships. This arena celebrates mass destruction on a large scale. Points were awarded for destroying the buildings. It was used for the 1997 combined Club Duelling & Racing Championships.

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Town Arena

Construction | Road Conditions | Special Rules | Point System


Construction

Town Map
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Road Conditions

    Road
  • streets & sidewalks are normal road
  • hitting curb = D3 hazard
  • hitting curb at wheelchair accessible areas = D1 hazard
    Rubble
  • rubble areas are off-road
  • entering rubble areas is a D4 hazard
  • when entering rubble, roll tire damage as if hitting debris (no additional hazard)

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Special Rules


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Point System

    Duelling Rules
  • Mobility kills = 2 pts/-2 pts
  • Firepower kills = 2 pts/-2 pts
  • Destroy Gas Pump = 1 pt.
  • Building Breach = 2 pts.
  • Building Destruction = 3 pts.
  • Making a Checkpoint = 0 pts.
  • Finishing the Race = 0 pts.
    Racing Rules
  • Mobility kills = 0 pts
  • Firepower kills = 0 pts
  • Destroy Street Item or Gas Pump = 0 pt.
  • Building Breach = 0 pts.
  • Building Destruction = 0 pts.
  • Making a Checkpoint = 1 pt.
  • Finishing the Race = 4 pts.

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Comments or suggestions? Contact Bruce through the general contact form in the contact section.

Copyright ©2000 Bruce Lam. All rights reserved.

Reprinted and revised by the Seattle Washington Autoduel Team, January 17, 2015.
Updated January 23, 2015 and January 19, 2020.
Original URL: http://avro.simplenet.com/carwars/arenas/town.html