Type:
Card Game
Year:
2001
Production:
Steve Jackson Games
I played the first edition of this game like ten years
ago. Don't really
remember it at all other than that I liked it. If this second edition
is
much like the first then I don't know what the heck I was thinking.
CW:TCG
is based on Car Wars, Steve Jackson's wargame of Mad Max
post-apocalyptic
road combat. In the regular Car Wars game you get to design cars,
trucks,
motorcycles, even tanks and helicopters and speedboats and pit them
against
each other in a wide variety of arenas and terrain.
So there were a couple of strategies they could take.
One was to create
an
independent game that embodies the ethos and world of the main game.
Much
like Star Fleet Missions does for the Star Fleet Battles game. SFM does
not
even try to be a card-game SFB, it's a game in the spirit of SFB. A
second
choice is to make a game that is based on the main game but is simpler,
faster, more family oriented. Again, for SFB you have Star Fleet Battle
Force, a much simpler card game where you command a squadron of ships
and
shoot at each other, using various weapons and doing damage, very
reminiscent
of the main game.
CW:TCG takes the second approach. You don't design cars,
but you do
command a
car and use various weapon and armor cards to do battle, doing damage
to the
other cars and trying to take them out. Everybody starts out with a car
that
is exactly the same, with 12 point armor in the front, back, left and
right;
9 point tires; and a 5 point driver. You draw to six cards, then play
one and
discard as many cards as you want. Cards are either weapon cards or
defense
cards with a couple of special cards.
Weapon cards have a weapon, damage, and where that
damage is applied.
The
weapons are Flamethrower (6 damage), Autocannon (5 dmg), Missile (4
dmg) and
Machine Guns (3 dmg). There are some special cards that let you do
called
shots or aim at the tires. Defense cards are Armor (stops 3 damage),
Swerve
(to avoid damage), Spin (to shift damage to another location), and some
special cards like Weapon Jams or Weapon Backfires.
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It's a very simple game, the objective of which is to
score 60 points over
a number of rounds. Winning a round (being the last car standing) is 20
points, each kill is worth 10 points, and there is a 5 point
player-voted
prestige bonus each round. The components are well done, with heavy
stock
cards having full-color pictures and six heavy-stock vehicle cards. The
game
unfortunately suffers from some serious flaws.
First is the "killer gets all the points" syndrome.
There is no
incentive to
whittle a guy down just so that someone else gets the kill. It's made
worse
because you only get one attack and you can only do so much damage. As
Shannon pointed out, someone with one of each Autocannon can just wait
and
reap the kills (though it's not that easy to get those one-shot kills a
driver weapons). Note that Car Wars has the same flaws for Arena
battles
unless you have other rules to stimulate combat.
The second flaw is that it's way too random and generic.
There are way
too
many defense cards, more than half of the attacks can be countered
partially
or totally. Every car can shoot every weapon and every car is exactly
the
same. It's really tough to develop an interesting strategy in this
game. Eric
commented that people have said Battle Cattle is exactly the same game.
Now,
that does make for great interoperability, but it's boring.
The third flaw is the everybody-beats-up-on-the-leader
syndrome. If you
win'
that first round, there's no way you're winning the second round, or
even
getting any points other than maybe the prestige bonus. One car has
very
little chance against two and no chance against three. It helps that
you can
draw up to your full hand and there are lots of defense cards. But the
flaw
is that everybody will go up to right about the same point total (about
50)
and then someone randomly wins. I'd like skill to be some factor. Not
total,
but a skilled player should be able to win significantly more games
than
random.
All in all, the game has seriously flawed victory
conditions and rules
and
it has no individuality. But not all hope is lost. This would be an
easy game
for people to customize and tinker to make it more playable. I'm not
going
to suggest anything because it's different for every group. The
components
are gorgeous and it'd be a shame to just buy the game and not play it
because
of the current rules. For $15, I'd still buy it. For $25 though, I
expect
better rules.
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