Dragon Mille Bornes, aka Death Race 1000
as played by LASFS at
John David Galt.
Any mistakes are mine.
This game is a combination of
Steve Jackson Games'
"Car Wars: The Card Game" and
Parker Brothers' "Mille Bornes." You need both to play.
- The game represents arena combat on an oval track. The winner is the
first player to go 1000 miles, or the last player left alive, whichever happens
first. No other scoring is done.
- Deal each of the two decks separately, and keep separate draw and discard
piles for each. Everyone begins with six MB cards and five CW cards (the
standard numbers for each game), and a CW car.
- On your turn, you draw until you hold seven MB cards and six CW cards, then
make a normal play (or discard) for each game, in either order. All normal
plays for each game are allowed, except as modified here, including the
out-of-turn plays of CW Armor, CW special cards, and MB Safety Cards.
However, you never draw any cards except at the beginning of your turn, and a
"Coup Fourré" does not make it your turn. (Discards also work
normally for each game; thus you may discard any number of CW cards in a single
turn, but only one MB card per turn; and in either case, the discard takes the
place of your one play of a card from that game in the turn.)
Machine guns are unjammed by discarding your entire CW hand; you need not
discard any MB cards for this purpose (and you are still limited to one a turn).
- When either deck runs out, the discards are reshuffled and the game
continues. This can happen any number of times.
- Points that are controversial in Car Wars:
- The card that breaches someone's armor CAN also damage the driver.
(Example: If you have taken 10 hits to your right side, and someone plays
a "Machine Gun - Right" (3 hits) on you, the driver takes one point unless you
can swerve or play Armor.) I suggest using a die to keep track of the
damage to your driver. There is no way to fix damage to a driver.
- You can still play Armor cards on a breached side -- and if you have
Fireproof Armor, it still protects you (it comes with fireproof underwear).
- Fireproof Armor does not protect your tires. (Most people consider
this a change from CW.)
- Called Shots cannot be directed at tires (without a Tire Shot card).
- You can play Armor to protect yourself when your Autocannon Backfires.
- Interactions between the two games:
- You must be moving (have a green light or "Right of Way") in order to Spin
- Losing all 9 points of tires stops your movement. So does skidding
into a wall. Other CW damage does not affect your movement.
- MB disaster cards do not cause any damage.
- A "Repairs" card removes all hits from your car (except tires); unjams your
guns; and makes it once again possible to play "Fireproof Armor" even if you
took flame damage earlier. Discard all shot, Armor, and Skid cards from
your car body (but not the tires) when you play Repairs. (You must stop
moving in order to play Repairs, but you may stop voluntarily for this purpose.)
- A "Spare Tire" card removes all hits from your tires. Again, you must
stop moving in order to play the card (but may stop voluntarily). Discard
all shot and Swerve cards from your tires when you play "Spare Tire."
- The "Extra Tank" is destroyed if your armor takes any flamethrower
damage. (If your driver takes flamethrower damage, the tank
explodes and you are dead!) Furthermore, if you have fireproof
armor, the tank is outside it, and can still be flamed (but the flamethrower
will not do any other damage). You may want to play Armor or swerve to
protect the tank. All other Safety Cards (and Fireproof Armor) are
permanent, as usual.
You may discard an Extra Tank on your turn, if you are afraid it may explode.
- The "Driving Ace" makes you immune to "Skid Into a Wall" cards. It may
be played as a "Coup Fourré" when the Skid is played on you.
- These cards immediately go into the discard piles for later reuse:
- All but the last-played card of each player's Battle Pile and Speed Limit
Pile, whenever a card is added to one of these piles.
- A player's entire Battle Pile, if it has a green light on top but he stops
voluntarily, or by losing all 9 points of tires, or by skidding into a
wall. (The lack of a Battle Pile means that you need only a green light
(or nothing, if you have played "Right Of Way") to start moving again.)
- An MB disaster card (or "Skid Into A Wall") when it is cancelled by a Coup
- "Dud Missile" and the missile it kills, when it is played.
- "Spin," "Tire Shot," and "Autocannon Backfires" cards, when played.
- A shot card, when it is cancelled by "Machine Gun Jams."
- When a shot card is cancelled completely by Armor, both are discarded.
- The Extra Tank, when it is destroyed.
- All cards from a dead player's hand and layout.
- No one can flee the arena.
- Optional rule: The two blank CW cards are "Oil Slick" cards. Use them
when someone fires at you. After the shot is resolved, the shooter must
make a control roll, by rolling his driver's remaining hits or less on D6.
If he fails, he skids into a wall (as the card). The Driving Ace is not
immune, but gets -1 on the die roll (and yes, you may play the Ace as a "Coup
Fourré" when the Oil Slick is played on you).
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