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/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which use a logographic writing system and need larger font sizes.
***/

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<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
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To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see AdvancedOptions
Had a little game of [[Road Rage V8]] today.  Turnout at the [[Hamilton Road Gaming Group|http://games.groups.yahoo.com/group/hrgg/]] was low today, so it was just a pair of Gremlins with one machine gun each.  Even so, I learned a couple things about [[Road Rage V8]].
* Don't play bumper cars without proper safety restraints.  My driver got knocked around and knocked out.

* Don't do a control roll for every manoeuvre.  Y'see, as the rules are written it seems to say that even when travelling at or below the safe speed for any given manoeuvre you still need to roll for it, though with a bonus to the roll.  But rolling for every manoeuvre slows things down, and leaves you with a 1 in 36 chance of flipping the car.
Thanks, Kevin.  Those are important lessons.
Well, now I've done it.

Based on some insightful observations and excellent suggestions at the [[SJGames forum|http://forums.sjgames.com]], I've declared to all and sundry that I'll be hosting a game of [[Car Wars]] via [[Vassal]] on the last Saturday of every month for the whole of 2009.  OK, it's not really that big a deal.  But I feel a little dirty after spamming about it on. . . um, one, two, three, four, five. . . yeah five message boards.  And mentioning it one or two other places, including here.  At least I'm not making any money off it :)

Done a bit more with the TownSquares too.  I now have works-in-progress for a [[mechanics garage|http://autocombat.50webs.com/TownSquares-Garage-WIP.pdf]] and a [[drive-in diner|http://autocombat.50webs.com/TownSquares-DriveInDiner-WIP.pdf]].  Also, I've started pencil-n-paper sketches for //The Mall//.  I was a bit worried at first, uncertain if an 8 x 8 inch tile would be big enough for the job.  After looking at the mall in Midville and what used to be a mall at the Armadillo Autoduel Arena, I think 8 x 8 will do just fine.  I mean, it's not like I'm trying to map out the West Edmonton Mall.
Today was a beautiful day to hunch up indoors for a bit of autoduelling.

I had got some bristolboard and made up a 3x scale version of the FCLifeAutoduelCentre (had to lose one car length on the long axis to fit the available tables, so that's no big deal).  Took it out to the meeting at the [[Hamilton Road Gaming Group|http://games.groups.yahoo.com/group/hrgg/]] and set it up.  Almost had a full house of six players, but we lost one just as the game was about to start.  We were playing for most kills, but also had checkpoints in the chutes.  The driver to claim the most checkpoints would be awarded a "free" kill.

In summary, there was a quick-n-early kill as two drivers going for the same checkpoint had a head on collision, confetti-ing one (not the one to tag the CP, either).  After that was a lot of driving around anti-clockwise with long ranged pot-shots.  After Kevin Brooking had tagged the last CP (and earning his bonus points) the swirling vortex kinda collapsed into a concentrated maelstrom of point-blank bonus shooting.  My twin flamethrowers got through Kevin's softened side armour to knock out the driver (and ignite the car).  With the driver asleep at the wheel, there was a second collision at too much speed and a double confetti.  After I cruised through the debris field the game was called for time and the fact that the two survivors couldn't really beat Kevin's score at that point.

Click below for some pics taken on a horridly cheap digicam.

[[The FCLife Autoduel Centre, viewed slightly off centre|http://autocombat.50webs.com/IMG-0071.JPG]]
[[The first collision, and the first kill|http://autocombat.50webs.com/IMG-0072.JPG]]
[[Closer together|http://autocombat.50webs.com/IMG-0073.JPG]]
[[Not that close|http://autocombat.50webs.com/IMG-0074.JPG]]
[[The end is nigh|http://autocombat.50webs.com/IMG-0075.JPG]]
[[After the crash|http://autocombat.50webs.com/IMG-0076.JPG]]
Got a couple games of [[Axles & Alloys]] in today.  The second battle saw the Badmobile set ablaze in the second or third turn and staying ablaze for more than half the game.  For a finish the severely damaged BM rammed his last, and more battered, opponent for the result of mutual destruction.  Cheering and high fives were had by all.

Crazed action and goofball outcomes are a hallmark of the autocombat genre, I think.  Ask any Car Warrior about their memorable autoduels and you will get all manner of strange responses.  Go all the way back to Chad Irby's "[[Car Wars]] Designer's Notes" in //Space Gamer 45// or //The Best of Autoduel Quarterly Volume 1//.  There you will read about the fellow who pulled a bootlegger to squash a motorcycle, but he used the side of the car that had been reduced to paper-thin armour.

Anyway, here's a few pix from the game today...

My ABX Leprechaun and the somewhat singed Badmobile.
[img[Leprechaun and Badmobile|IMG-0013.JPG]]

The Badmobile, my Leprechaun and the third combatant, shortly before my untimely demise.
[img[Three Shot|IMG-0014.JPG]]

Badmobile and armoured car, not long before the end.
[img[Fire's Out|IMG-0016a.JPG]]
Bloody hell.  There's a lot of automotive combat games available right now.  Sure, some are in various stages of playtesting.  Others are finished.  All are well deserving of attention.  Here's what's got my attention right now...

[[Axles & Alloys]] is still my preferred game for autocombat right now.  The crazed action from such lightweight rules reminds me of the best times from the early pocket-box days of [[Car Wars]], before all the junk got added on.  Except [[Axles & Alloys]] is //faster//.  Love it.  But it's not the only killer car game demanding my attention.

[[Outrider]] by Gregg ~Lewis-Qualls is a work in progress.  I just learned of it within the last 24 hours or so.  Gregg is kind enough to email a pack of ~PDFs to any interested playtesters who ask for it.  I Still have to print it and try it, but it certainly has promise.

[[Project: Death Race]] by Ed & Joe Grabianowski is another game in development.  Another approach to the genre, but still with a light & fast feel.  Go find the download "alpha version" PDF for download.  And expect a name change at some point, to avoid the movie studio lawyers.

[[Road Rage]] by Phil Tortorici is done and available for purchase right now from [[Stan Johansen Miniatures|http://www.stanjohansenminiatures.com]].  I wish I could say more about it but my copy hasn't arrived yet.  Possibly because I still have to order it.  I'll do that after I'm finished here.  While I'm at it, it might be a good idea to also get some more packs of weapons and armour to mod all the toy cars I have piled up here.  Ooo, or maybe the biker gang!  It's always difficult finding motorcycles anywhere near the same scale as 1/64 cars.

There may very well be other autocombat games cooking out there.  Go check with [[Michael P.Owen|http://www.seanet.com/~owenmp/misc/systems.html]], he has a knack for tracking this stuff down.
Having a bit of a "crisis of faith" as far as automotive combat games go.

[[Car Wars]] has been plenty of fun over the years.  With the advent of playing live over internet via [[Vassal]] it can go on for years more.  But I'm not Polyanna.  [[Car Wars]] is unsupported, unevenly edited, and plays so damn slow...

Other commercial games in the genre are little more than footnotes in the industry.

Uncommercial, fan-made games are easy enough to find.  Fan-games with some depth to 'em are less so.  [[Road Rage V8]] and [[Axles and Alloys|http://www.wolfegames.com/AxlesAndAlloys/AxlesAndAlloys.htm]] are the rare exceptions.

But then there's the players.  For any number of reasons, and I imagine you can name plenty without my help, the number of folks willing to play is the most problematic number in this cold equation.  Make the rules as easy to acquire and learn as is possible.  Offer prizes and cookies.  And still there's no game on.

Perhaps I just need to do something else for a while.  Wait a little longer for moods to come back around, and once again think cars with guns are cool again.

Or maybe the genre is played out.  Twenty years back was as good as it's ever going to get.  Just leave the battlecars behind and learn something new.

I get thinking like this when I need to catch up on my sleep.
A whole lot of [[Axles & Alloys]] today at the [[Hamilton Road Gaming Group|http://games.groups.yahoo.com/group/hrgg/]].  Seven games among five players (but not all at once).  Also, I've started tracking [[league|http://autocombat.50webs.com/standings.html]] points and statistics.

The bad news: I didn't get around to playtesting the motorcycle and pedestrian rules.  But so what?  We had fun anyway.

How about some pictures?  I know, I need to get some proper models of buildings...
[img[IMG-0019.JPG]]
[img[IMG-0021.JPG]]
[img[IMG-0023.JPG]]
[img[IMG-0024.JPG]]
[img[IMG-0026.JPG]]
I'm now resorting to bribery to get folks out to the [[Hamilton Road Gaming Group|http://games.groups.yahoo.com/group/hrgg/]] to play [[Car Wars]].  Home made cookies each week, and a trophy in October.  I suppose I had better go check prices on trophies.
Thanks to Michael "Parody" Miller, webmaster for [[SPARK|http://www.esglabs.com/spark/]], the [[Autoduellist/Trucker Local Area Source|http://www.esglabs.com/boltwire/atlas]] is now on-line.  [[ATLAS|http://www.esglabs.com/boltwire/atlas]] is a wiki meant to carry on where [[Steve Jackson Games|http://www.sjgames.com]]' AADA Road Atlas and Survival Guide left off.  Join in and add write-ups for places the official RASG didn't get to, or maybe make an update or an alternate version of a location that has been covered.
What was I thinking?

I had forms done up to help record the games for the [[cookie-club league|http://autocombat.50webs.com/standings.html]] and for [[WADA|http://www.seanet.com/~owenmp/wada/index.html]].  I got everything set up for a bit of death racing in [[Axles & Alloys]].  Swords & shields and all, but with a bit of a twist.  The unlocks were all inactive and unidentified until someone finished a lap.  Then we would roll a die for each.  1-3 shield, 4 or 5 sword, 6 death's head.  Cool, right?

Then I used a point system that gave less incentive to finishing a lap than to playing bumper cars straight off.

Gormless.  Utterly gormless of me.

Sure, I learned a little lesson from it.  But sometimes I fear I never catch on to the bigger lesson that will keep me out of more little "learning experiences."
Haven't done much [[Car Wars]] for far too long, but a great bit of autoduelling on the weekend has whet my appetite again.  For something to do, I'm back at the TownSquares again.  Haven't quite started on the big shopping mall project yet, but here's a [[work-in-progress of a mechanics' garage|http://autocombat.50webs.com/TownSquares-Garage-WIP.pdf]].

I still want to draw up some hydraulic lifts and other gear before calling this one finished.  Oh, and that thick-walled shed out back is supposed to be where they keep all the ammo.  It's a small concession to safety concerns, though the [[Car Wars]] setting really doesn't bother with too much of that.
Yes, I've been away from the whole automotive combat game thing for a bit.  But I'm getting back into it now.  A bit of racing-game fun at the [[Hamilton Road Gaming Group|http://games.groups.yahoo.com/group/hrgg/]] has whet my appetite again.

Also, the imminent demise of AOL's web hosting service make for a good kick in the pants to do something with this page again.

So I'm moving this page and stuff over to [[50webs|http://www.50webs.com]].  I'll have to rework a thing or two to fit under some file size limits, so it might take a little bit before everything is up again.  So it goes.

See you again at http://autocombat.50webs.com
Yah, I've been sliding on the webpages again.  Sorry.

We've still been playing [[Axles & Alloys]], though not quite as heavily as before.  I really need to dress up enough toy cars so that each player can field a ''team'' of wheeled death.  But that takes time.  Time I don't have because I'm updating the webpages...
More TownSquares!  This time it's some [[smallish homes|http://autocombat.50webs.com/TownSquares-Residential-02.pdf]] packed together cheek-by-jowel, and the parking is in the back.  No quick getaways, but maybe a good hiding place...

No actual autocombat gaming lately.  Gotta do something about that.
Bit the bullet and started on adapting the TownSquares into an extension for the [[Car Wars]] [[Vassal]] module.  Please download the work-in-progress files, try 'em out, and tell me what you think.  I know the colors don't all match up, but I'll fix that for the next pass.  This is just a quick-and-dirty first go at things.

[[Here's the extension.|http://autocombat.50webs.com/TownSquares-WIP.mdx]]
[[And here's a save file that tests the extension.|http://autocombat.50webs.com/TownSquaresTest.vsav]]
This page is still here?  Wow.  Maybe I should do something with it.

Owen Cooper has been releasing drafts for a new version of [[Axles & Alloys]].  He's even got a spriffy new [[blog|http://axlesalloys2.blogspot.com/]] for it.  I like the new edition and will give it a thorough playing, just as soon as I can herd the cats at the local games club.

I don't suppose anyone would care to know that after long last I got to watch //The Cars that Ate Paris// and play the original Carmageddon?
After far too long of a delay, I'm back at the TownSquares project.  There's a new, four tile set of [[small business type buildings|http://autocombat.50webs.com/TownSquares-Commercial-01.pdf]].  Also, I've updated the [[motel|http://autocombat.50webs.com/TownSquares-Motel.pdf]] and the [[residential set|http://autocombat.50webs.com/TownSquares-Residential-01.pdf]] to line up properly with the new tiles.

Share and enjoy.
A great game by Owen Cooper.  Rules light and fast playing.  Owen is working on a second edition of this now-classic game.  Check out the lastest draft at his [[blog|http://axlesalloys2.blogspot.com/]].

Right at this moment I've got some homebrewed rules for motorcycles and pedestrians.  I'll try them out at the [[Hamilton Road Gaming Group|http://games.groups.yahoo.com/group/hrgg/]].  These rules do not carry Mr. Cooper's stamp of approval, so don't try passing them off as a proper part of the game to some poor unsuspecting victim.

If anyone thinks these rules and stats can be bettered, please let me know.  Just send a mail to autocombat.50webs.com, addressed to any user-name.  Really.  It's a peculiar set-up, but it works.  Helps keep the spam out, too.

Now, without further ado...
!Motorcycles

Motorcycles are treated much like cars.  Small, fragile cars.

Light Bikes have MAX 28, ACC 8, DEC 7, TURN 3.  For Hit Points it has 3 lines of 1 circle each, and a Capacity of 1 point.
Heavy Bikes have MAX 26, ACC 7, DEC 6, TURN 3.  For Hit Points it has 3 lines of 2 circles each, and a Capacity of 2 points.

When shooting at a bike treat it as being one speed catagory higher (e.g. a bike at speed 8" takes 1 Hit Point on a 5 or 6).

When a bike suffers a Loss of Control roll separate scatter results for the bike and then the biker.  Also, roll a die for the biker.  On 4+ the biker is killed.  A biker knocked off his ride is treated as a pedestrian (see below).

In Rams, heavy bikes roll at -3 and light bikes at -4.  Also, a bike in a ram always suffers a Loss of Control.

Bikes may use all the same weapons and equipment as cars.  I suppose you could even put a ramplate on a bike if you really wanted to.  It's just an extraordinarily bad idea.

A heavy bike sets off Mines on a roll of 5+.  Light bikes trigger Mines on a 6.

Heavy bikes are damaged by Spikes on a roll of 4+, and light bikes on 5+.

!Pedestrians

Pedestrians are terribly vulnerable to the firepower that vehicles toss about, but can be difficult targets.

A pedestrian may move 6" per turn, in any direction.

A ped is hit on 5+ if it has not moved, or 6+ if it has.  When hit for any damage, roll a die.  On 4+ the pedestrian is killed.  Otherwise, the pedestrian is still out of the fight but will recover for the next game.

Pedestrians always lose in Rams with vehicles.

Peds are typically equipped with a Light Weapon.  Some peds may have special weapons.  Some examples include a one-shot Medium Weapon (representing a bazooka, RPG, LAW, etc.), Molotov Cocktails (place a Napalm template within 6"), or even a Portable Flamethrower (so heavy it reduces pedestrian move to 3").

Peds may wear body armour.

Pedestrian use of other equipment should fall into the realm of common sense (e.g. no Ramplates or Nitrous Oxide, though now that I think of it a pedestrian on Nitrous may be goofy enough to try lugging a Ramplate around, but no, just... no).

Surviving pedestrians earn experience rerolls.
This is the big one.  The automotive combat game that set the standard for all others, in all media.

[[Car Wars|http://www.sjgames.com/carwars]], created by Chad Irby and Steve Jackson.

I've made up a few pdf's of stuff for the old, 1:180 scale [[Car Wars]].  You can [[download a map|http://autocombat.50webs.com/FCLifeAutoduelCentre.pdf]] of the FCLifeAutoduelCentre, or some of my TownSquares sets.

Go to http://www.seanet.com/~owenmp/swathome.html for the most extensive collection of [[Car Wars]] links you could ever hope for.  And let Michael P. Owen know what a good job he's done gathering it together.  He deserves a pat on the back for it all.
This is the work of Jeffery Locke (of the Newfoundland Autoduel Association).  It's a "module" for [[Vassal]] that lets folk play [[Car Wars]] online.  There's a bit of an active, well, not so much a league as a community based around this.  There's usually one or two games happening almost every week.

To learn more, check out [[NADA's homepage|http://nadaduelcircuit.com]].  There is also [[NADA's old Yahoo Group page|http://games.groups.yahoo.com/group/Carwars-NADA]], but that's just used for announcements now.
[[14 May 2010]]
ReadMe
[<img[Thumbnail of the FC Life Autoduel Centre|http://autocombat.50webs.com/FLAC.png]]London, Ontario's second and newest autoduel arena.  It's on Wellington Road, just off the 401 (pretty much on the former location of the long-gone 401 drive-in movie theatre).
[<img[Glenn Jupp's all-purpose avatar|http://autocombat.50webs.com/all-purpose-av.png]]No, I'm not going to give you a picture of what I really look like.  You'll just have to settle for my all-purpose avatar there on the left.  It's a decent representation of the kind of faces I make whilst playing, say, [[Interstate '76]].

I suppose you want my e-mail address, too?  Well, just send it to any user-name at autocombat.50webs.com and I'll read it sooner or later.  Probably later, to be honest.
My favourite autocombat computer game.  Cruise about the southwestern U.S. in classic 60's and 70's muscle cars loaded with guns.  Scuffle over the last gas stations still operating in the face of the Energy Crisis.  Foil evil schemes of international treachery.  Avenge your murdered sister.

Or maybe just grab a bite to eat at the local Mondo Burger.

It's hard to find anybody still playing I-76.  There are those who well remember it, and some folks play the sequel, Interstate '82, online.  However, I'm not keen on I-82.  The damage tracking and physics of the cars are too "arcade-ish" for my liking, and I can not get accustomed to using the brake pedal to make the car go in reverse.  It's just //wrong//.

Some fans of the old Activision games (did I forget to mention that [[Interstate '76]] is an Activicion game?) are running an //anet// server.  Plug "911.alink.namesdepot.net" into the appropriate part of the I-76 online setup screen to connect to the server.  I haven't seen anybody else playing I-76 there.  Maybe I'll be surprised one day.

I'll be even more surprised if I ever learn to use the map editor for [[Interstate '76]].  If I do get a grip on it, then I promise I'll "port" the FCLifeAutoduelCentre to I-76, just to see if that particular layout is really such a good idea.

For loads of [[Interstate '76]] coolness, go to http://www.interstate76.com
LEGALESE FOR TIDDLYWIKI
Actually, the legalese for TiddlyWiki is included in the source code for this page.  Get your browser to show you the source if you want to check it out.

LEGALESE FOR STEVE JACKSON GAMES
The material presented here is my original creation, except where indicated otherwise. Some material here is intended for use with the [[Car Wars|http://www.sjgames.com/carwars]] system from [[Steve Jackson Games|http://www.sjgames.com]]. This material is not official and is not endorsed by Steve Jackson Games. Car Wars is a registered trademark of Steve Jackson Games. All rights are reserved by Steve Jackson Games. This material is used here in accordance with the [[Steve Jackson Games online policy|http://www.sjgames.com/general/online_policy.html]].

LEGALESE FOR GAMES WORKSHOP
Dark Future and BattleCars are trademarks of [[Games Workshop Limited|http://www.games-workshop.com]]. Used here without permission. No challenge to their status intended. All Rights Reserved to their respective owners. This web site is completely unofficial and in no way endorsed by Games Workshop Limited.

LEGALESE FOR ACTIVISION
I completely forgot to check out what kind of legalese Activision would want in reference to their stuff.  For the moment I'll just say that [[Interstate '76]] and [[Interstate '82]] are most likely trademarks of Activision.  All rights reserved by Activision.  No challenge is intended here, it's all unofficial and unendorsed.  I'll have to go check the Activision site before I can fix this notice, but in the meantime don't go ripping off Activision.  OK?

LEGALESE FOR ELATED
I'm not sure off the top of my head what kind of legalese [[Elated|http://www.elated.com]] wants.  I should say that the jpeg graphic up in the title area of this site is taken from one of Elated's free PageKits, "//Night Driving Without Headlights//," and it's &copy;2002 by Elated.  If I remember the Elated usage agreement and stuff correctly, then I can still use it, so long as it's properly credited.  So there you go.
ReadMe
[[Axles & Alloys]]
[[Car Wars]]
[[Outrider]]
[[Project: Death Race]]
[[Road Rage]] by Phil Tortortici
[[Road Rage V8]] by Chris Johnston
[[Interstate '76]]
[[Legalese]]
[[Outrider]] by Gregg ~Lewis-Qualls can be found at the other end of [[this link|http://dicefestgames.blogspot.com/p/outrider.html]].  It's in development as I write this.  If you want to help then email Gregg and ask nicely for the playtest rules.

For some reason, my brain keeps wanting to call this game Outlander.  I think that's from a line in The Road Warrior (aka Mad Max 2).  I'll have to watch the film again to see if that's a correct guess.  Not that I need to invent a reason to watch The Road Warrior again :)
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[[Project: Death Race]] by Ed and Joe Grabianowski can be found at the [[Robot Viking|http://www.robotviking.com/tag/project-death-race/]] interblag.  It's a work in progress, so check it out and pass on your observations and advice to them.  I have yet to give it a spin, myself.  Real soon.  Promise.
Autocombat Odds and Ends is a modest website to hold some goodies I've worked up for various games of automotive combat.

What's here is just a beginning (I hope). I won't dare hazard a guess as to what project I'll take up next. I know I would like to write up a pick-a-path solo adventure with stats for as many autocombat games as I can manage, but I'm far too easily distracted to make any predictions or promises.

This site was made with TiddlyWiki using the DevFire theme.  An earlier version of this site used one of the free PageKits from http://www.elated.com but all that's left of that is the juddery motion-blurred picture up by the title.  I loved that pic too much to let it go.
[[Road Rage]] by Phil Tortorici is available from [[Stan Johansen Miniatures|http://www.stanjohansenminiatures.com]].  I'll say more once I've bought and received a set.

Do not confuse this game with Chris Johnston's [[Road Rage V8]].
Chris Johnston's Road Rage V8 is a fast-playing set of rules for all manner of automotive mayhem. From old-time rum running to modern racing to futuristic death sport, Road Rage V8 can handle it.

The "//feel//" of the game is closer to BattleCars and [[Dark Future]] than it is to [[Car Wars]].  Simpler.  As I write this, frustrated by the intracacies and inconsistencies of [[Car Wars]], I'm thinking "simple" is not a dirty word.

Available here for download is [[Road Rage V8 - The GTi Edition|http://autocombat.50webs.com/RoadRageV8GTi.pdf]]. This incorporates errata and addenda from Johnston's long-lost Road Rage site, with just a little editing and addendum by myself. Profuse thanks go to Chris for the green light to share my edit of his work, and for suggesting a cool sub-title for it.

The ~GTi Edition is formatted for a page size of 5.5 by 8.5 inches, unlike [[the original|http://autocombat.50webs.com/RRV82.pdf]] with its more British page size of 21 by 29.7 centimetres. Adjust your print settings accordingly.

Do not confuse this game with Phil Tortorici's [[Road Rage]].
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TiddlyWiki is a one-page wiki, all done up with HTML and Javascript and CSS and suchlike.  It also makes for a quick-n-easy blog.  So long as you have a browser that can work with it, you're laughing.

Go to http://www.tiddlywiki.org to find out more about it.
Yes, "Town Squares" is obviously a play on "City Blocks," the [[Steve Jackson Games|http://www.sjgames.com]] poduct for [[Car Wars]].

Anyway, right at this moment I can offer a [[motel with lousy parking|http://autocombat.50webs.com/TownSquares-Motel.pdf]], [[a couple of residential blocks|http://autocombat.50webs.com/TownSquares-Residential-01.pdf]], some more residential blocks with [[with terribly small homes packed close together|http://autocombat.50webs.com/TownSquares-Residential-02.pdf]] or [[a selection of commercial buildings|http://autocombat.50webs.com/TownSquares-Commercial-01.pdf]] including a charging station, a grocery store, a workshop & office building, and the Red Rose Café.

More stuff is on the way.  I think I'll have a go at sections for a shopping mall, suitable for zombies and renegade musicians alike.
This is a really good (and really free) program for playing board and card games over the 'net.  You can play live or through play-by-email.  Also, anybody can make up a "module" that provides the virtual boards and playing pieces and stuff needed for a particular game.

Learn more and get the downloads at http://www.vassalengine.org