<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Wreckage</title>
	<link>http://www.boardgamegeek.com/boardgame/8593</link>
	<language>en-us</language>
	<lastBuildDate>Fri, 21 Nov 2008 00:08:25 -0600</lastBuildDate>
	<pubDate>Fri, 21 Nov 2008 00:08:25 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Cars n' Corpses- A Wreckage Variant...with Zombies! (WIP)</title>
	<description>It's not there.&lt;br&gt;Also, Patrick's MySpace page - &lt;A target='_blank' href=&quot;http://www.myspace.com/patrickchedges&quot; rel=&quot;nofollow&quot;&gt;http://www.myspace.com/patrickchedges&lt;/A&gt; is not very helpful.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2809820#2809820</link>
	<pubDate>2008-11-11T01:43:58+00:00</pubDate>
	<dc:creator>Curufea</dc:creator>
</item><item>
	<title>Thread: Re: Cars n' Corpses- A Wreckage Variant...with Zombies! (WIP)</title>
	<description>Can anyone post the rules to BGG? I'm trying to access the site and I cant.&lt;br&gt;&lt;br&gt;I cant access Wayback machine also due to OpenDNS blocking it as proxy. &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt; grrr</description>
	<link>http://www.boardgamegeek.com/article/2803274#2803274</link>
	<pubDate>2008-11-08T14:52:11+00:00</pubDate>
	<dc:creator>alfblack</dc:creator>
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	<title>Thread: Re: Better Battles</title>
	<description>Nice set of house-rules that make sense, and change the game focus to simple combat.&lt;br&gt;&lt;br&gt;I'd still much rather play Kriegbot though.</description>
	<link>http://www.boardgamegeek.com/article/2789108#2789108</link>
	<pubDate>2008-11-04T16:53:49+00:00</pubDate>
	<dc:creator>Matthew_Eklund</dc:creator>
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	<title>Thread: Re: Convince Me</title>
	<description>&lt;b&gt;Jack Hooligan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I own Wreckage, but it's been sitting in my closet for nearly three years.&lt;br&gt;&lt;br&gt;I used to own Dark Future and hoped that Wreckage would cushion the blow of DFs loss. &lt;br&gt;&lt;br&gt;I've read that several think this game is better than DF or Car Wars. In what way? DF allows for vehicle customization and that barreling down the road mad max feel.  This game reads more like a demolition derby. Two very different feels IMHO.&lt;br&gt;&lt;br&gt;So why should I break this game out and not seek out DF?&lt;br&gt;&lt;br&gt;Thanks!&lt;/i&gt;&lt;br&gt;&lt;br&gt;I've never played DF but I've play a lot of Car Wars which has &quot;barreling down the road&quot; scenarios and vehicle customization.  I also enjoy Wreckage.&lt;br&gt;&lt;br&gt;The Wreckage scenario is definitely more of a demolition derby like the arena duels in Car Wars.  Wreckage is very simple.  Collisions cause damage and force both cars to stop.  Some damage cards force a car to &quot;spin out&quot; which literally means you randomly determine the car's new facing by spinning a special tile that comes with the game.&lt;br&gt;&lt;br&gt;I have thought of making a highway duel scenario for Wreckage, but the rules would probably have to be tweaked.  As I said, the rules force cars to stop if they collide which seems like it would sap a lot of the momentum.&lt;br&gt;&lt;br&gt;The beauty of Wreckage is its simplicity and the simultaneous nature of game play.  It makes the game play fast and speed is the heart of the theme.  You can play Car Wars for an hour in real time and only cover 30 seconds of game time.  This element in Car Wars always caused a real thematic disconnect for me.</description>
	<link>http://www.boardgamegeek.com/article/2764968#2764968</link>
	<pubDate>2008-10-27T17:09:08+00:00</pubDate>
	<dc:creator>rayito2702</dc:creator>
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	<title>Thread: Re: Convince Me</title>
	<description>Would you be interested in any negative reinforcement?  I also own this game and have never attempted to play it, primarily because every person who has ever made a comment about this game to me has indicated that they thought it was pretty bad.  &lt;br&gt;&lt;br&gt;I think the main complaint that I heard from several people was that the scale of the cars' speed vs. maneuverability is all off - your cars end up zooming back and forth across the table futilely trying to hit the objectives.  Sounds like it could be fixable, but no one I talked to felt like it was worth spending the time to try.</description>
	<link>http://www.boardgamegeek.com/article/2764903#2764903</link>
	<pubDate>2008-10-27T16:50:01+00:00</pubDate>
	<dc:creator>tempus42</dc:creator>
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	<title>Thread: Convince Me</title>
	<description>I own Wreckage, but it's been sitting in my closet for nearly three years.&lt;br&gt;&lt;br&gt;I used to own Dark Future and hoped that Wreckage would cushion the blow of DFs loss. &lt;br&gt;&lt;br&gt;I've read that several think this game is better than DF or Car Wars. In what way? DF allows for vehicle customization and that barreling down the road mad max feel.  This game reads more like a demolition derby. Two very different feels IMHO.&lt;br&gt;&lt;br&gt;So why should I break this game out and not seek out DF?&lt;br&gt;&lt;br&gt;Thanks!</description>
	<link>http://www.boardgamegeek.com/article/2764735#2764735</link>
	<pubDate>2008-10-27T16:06:29+00:00</pubDate>
	<dc:creator>Jack Hooligan</dc:creator>
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	<title>Thread: Re: Cars n' Corpses- A Wreckage Variant...with Zombies! (WIP)</title>
	<description>I know it's an old thread, but I was wondering if this project is still being worked on?  And where I might be able to take a look at it.  I'm afraid the link doesn't seem to be working for me.&lt;br&gt;&lt;br&gt;thanks&lt;br&gt;&lt;br&gt;Bill&lt;br&gt;(trying not to let life and work interfer with my gaming).  &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2683063#2683063</link>
	<pubDate>2008-09-28T13:08:09+00:00</pubDate>
	<dc:creator>Armydillo978</dc:creator>
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	<title>Thread: Re: Better Battles</title>
	<description>You should try using Mayhem sets from WorldWorks Games for this game.&lt;br&gt;&lt;br&gt;I played a version of Wreckage with small Matchbox cars and a cityscape, and it's a lot of fun.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2637270#2637270</link>
	<pubDate>2008-09-11T06:45:22+00:00</pubDate>
	<dc:creator>emceekhan</dc:creator>
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	<title>Thread: Better Battles</title>
	<description>I've owned this game for a few years now, and we always liked it.  But, there were a few aspects that seemed to unbalance the game and the game generally went too quickly.  I also own the old Games Workshop game Battle Cars, and it inspired the following &quot;fixes&quot;.  We find these balance the game more, and make for a more satisfying (and slightly longer) session.&lt;br&gt;&lt;br&gt;1.  Ram only applies during forward movement -- not during turns or backing.&lt;br&gt;Logic: the Ram is mounted on the front of the vehicle.&lt;br&gt;Game effect: This balances the effects of Ram significantly.&lt;br&gt;&lt;br&gt;2.  Gas cans are used for emergency repairs, not for victory conditions.  If a car is damaged, picking up a gas can allows the player to execute emergency repairs by discarding the gas can instead of discarding two steering cards.  Only damaged cars may pick up gas cans, and they must execute the emergency repair immediately during the next Action Phase.&lt;br&gt;Logic: discarding steering cards for emergency repairs is like using parts from one section of the car to patch another section.  In this case, the gas can represents some useful part you found on the track that serves the same purpose.&lt;br&gt;Game effect: the game lasts longer, and there's far more satisfaction in playing &quot;last man standing&quot;.&lt;br&gt;&lt;br&gt;3.  Set up with buildings (a la Battle Cars).  We generally use the tops and bottoms of one or two game boxes to represent two to four buildings.  These act as obstacles to firing and require much more maneuvering to get a shot.  Arrangement of the buildings is random except that the open areas between buildings must be at least the width of the box to allow some maneuverability.  Other obstacles and gas cans are then placed by the players alternately anywhere on the playing surface.&lt;br&gt;Logic: This simulates the battleground of the future ... post apocalyptic cities where only the strong survive.  (Or maybe, we just like the extra challenge.)&lt;br&gt;Game effect:  The cat-and-mouse aspect means players must rely more on driving skill to set up shots.  This makes a two or three player game much more satisfying.&lt;br&gt;&lt;br&gt;4.  Play with equipment cards concealed until first use.  To start, remove equipment cards equal to the number of players plus 2 from the deck and set them aside in a stack.  Before selecting a card, the player first draws the top card from the set aside stack and adds it to the equipment deck.  The player then selects an equipment card from the equipment deck and places it FACEDOWN in front of him.  Finally, he selects one additional card from the equipment deck and shuffles it into the set aside stack.  In this way, nobody will know exactly which cards are in play, and which ones each of the other players have.  During game play, only expose an equipment card when you use it the first time.&lt;br&gt;Logic: You can't always tell what's under the hood by looking at the car.  It adds a level of risk when you simply don't know if that weapon pod on the roof is a turret or a rear weapon mount.&lt;br&gt;Game effect:  The bluffing element enhances the tension level.  Also, there's a lot of satisfaction when you get someone in your sights and they never saw it coming.&lt;br&gt;&lt;br&gt;We've tested this over several sessions, and for our group this really makes a good game better.  However, I'd love to hear your feedback.</description>
	<link>http://www.boardgamegeek.com/article/2635371#2635371</link>
	<pubDate>2008-09-10T17:39:54+00:00</pubDate>
	<dc:creator>edralla</dc:creator>
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	<title>Thread: Look out, no brakes!</title>
	<description>The blue car and the red car had a race (&lt;i&gt;or so the song went, something like that&lt;/i&gt;). Anyway blue Vs red it was to be.&lt;br&gt;&lt;br&gt;The game began with both vehicles picking up a can of the precious gazzoline early on. Then as is usual with our games of Wreckage speed over common sense soon took over, and both vehicles found themselves leaving the 'Fuel Zone' way behind (&lt;i&gt;thanks to a large floor play area&lt;/i&gt;).&lt;br&gt;&lt;br&gt;Eventually a couple of hairpin turns that caused a little vehicle damage brought the cars more or less back on course.&lt;br&gt;&lt;br&gt;Now the two cars were heading back towards each other and picking up speed yet again. Blue decided to use the fitted Turbo to ram into red but misjudged the direction of travel. The sudden burst of speed sending his vehicle just past red.&lt;br&gt;&lt;br&gt;Red slowed down, trying to get a few 45 degree turns in, and eventually slowed down to a halt. Blue was quicker at turning and took the opportunity to fire a massive rocket into the back of red.&lt;br&gt;&lt;br&gt;The red vehicle received major damage resulting in the removal of its ability to decelerate. At speed 2 and on the outer edge of the fuel can zone the vehicle had no alternative other than high tail it to safety and circle the outskirts of the play area whilst repairs were decided upon!&lt;br&gt;&lt;br&gt;This left blue with just enough time steadily mop up the next 2 gas cans, whilst red cruised around the edge of the arena.</description>
	<link>http://www.boardgamegeek.com/article/2495808#2495808</link>
	<pubDate>2008-07-24T00:20:35+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Short and brutal</title>
	<description>Ian took the fast motorcycle combination and equipped it with rams, improved structure and armour plating.&lt;br&gt;I had the red car which could fire all weapons at once, so took three weapons - flamethrower, turreted rockets, and rockets which caused spinout.&lt;br&gt;Steve was the blue car, and had one of the big disposable rockets, a flamethrower and something else I forget.&lt;br&gt;Tim had the yellow truck, and had a big rocket, nitro booster and a gun. &lt;br&gt;&lt;br&gt;The board was set up pretty much as the standard 4 player setup in the rules, with a few extra bits of scenery to prevent the first turn ramming that occurred in the last game, and a bit more looseness to the arrangement - I didnt measure things out. Ian was &quot;North&quot;, Tim &quot;East&quot;, Steve &quot;South&quot; and I was &quot;West&quot;.&lt;br&gt;&lt;br&gt;Tim came out the gates fastest, charging toward the middle. I veered left towards a gascan, Ian steered right towards me. Eek. Steve turned away from me. &lt;br&gt;&lt;br&gt;I had a right turn programmed next and grabbed the can, but was rammed by Ian, I was badly damaged but survived. With his ram Ian took no damage - however, he did when Tims heavy rocket slamed into him and spun him out. Tim then came rolling over him, and me shortly after, crushing us both. Tim took some damage from the collisions, but survived. &lt;br&gt;&lt;br&gt;Tim had grabbed one can on the way to us, and grabbed the can Ian then I had dropped. Steve had calmly collected 2 also. It was basically a race the the last can. Tim was going too fast, and spent a long time turning back around. He almost managed to line himself up for a nitro boost to get back to the centre, but by that time Steve had slammed on the brakes next to the can, and pootled around to pick it up for the victory.&lt;br&gt;&lt;br&gt;I am unsure about the whole &quot;picking up gascans&quot; thing. It does mean people have to get stuck in, but to be honest I think we would anyway. Steve never actually fired a single shot or rammed anyone - he was pretty much winner by virtue of staying out of the fighting, which seems wrong for a car wars game. In hindsight it might have been more satisfying to have the two fight it out at the end (though it would have made the gascans pointless).</description>
	<link>http://www.boardgamegeek.com/article/2453740#2453740</link>
	<pubDate>2008-07-07T15:07:15+00:00</pubDate>
	<dc:creator>waferthinninja</dc:creator>
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	<title>Thread: AND....its over.</title>
	<description>So i bought this on tanga with a few other games, but this is the one i wanted. I saw the tanga deal and said, &quot;cool i buy wreckage and get some other games for free!&quot;&lt;br&gt;&lt;br&gt;It finally came after almost two weeks (stupid tanga, pozy is killing you!) and i busted it open and worked it out with my buddy. He liked it ok and i just loved it. I'm not sure why i like this game so much, i guess it just scratched that car combat itch. Plus i'm a big fan of arcade car driving. I play burnout not gran turismo. Gran turismo is stupid, i wanna see stuff explode.&lt;br&gt;&lt;br&gt;&quot;Wanna play again!&quot;&lt;br&gt;&lt;br&gt;&quot;no.&quot;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Uh! now i gotta wait until monday and get my brother to play it.&lt;br&gt;&lt;br&gt;Monday came around and i explained the rules to my brother. we picked out our cars and equipment.&lt;br&gt;&lt;br&gt;I picked that cool little green buggy that goes oh so fast and has the ability to flip a U. My brother picked the red car because we all know from 40k that red cars go faster. Whatever i'm gonna win!&lt;br&gt;&lt;br&gt;I picked the extra armour, missile launcher, and gatling gun.&lt;br&gt;My brother picked the needle launcher, batman insta armour, and gattling gun.&lt;br&gt;&lt;br&gt;After that we set up the standard arena and started our engines.&lt;br&gt;&lt;br&gt;I'm gonna pause for a second and tell you i was excited. The hype was out of control after waiting to play with my brother. I knew this game was gonna be awesome!&lt;br&gt;&lt;br&gt;The green light flashed and we both zoomed off to the right of the arena.&lt;br&gt;My brother Hits the turbo, deploys the batman insta armor, and rams into me at full speed. &lt;br&gt;&lt;br&gt;I explode in a firey wreckage AND...its over.&lt;br&gt;&lt;br&gt;crap. &lt;br&gt;&lt;br&gt;&quot;Um...I think I won.&quot;&lt;br&gt;&lt;br&gt;&quot;yeah i'm dead so basically you get all the gas.&quot;&lt;br&gt;&lt;br&gt;&quot;Cool! This is awesome!&quot;&lt;br&gt;&lt;br&gt;&quot;I guess.&quot; &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&quot;Wanna go to walmart and buy some hot wheels so we can play again without the stupid cardboard.&quot;&lt;br&gt;&lt;br&gt;&quot;HELL YEAH!&quot;</description>
	<link>http://www.boardgamegeek.com/article/2332807#2332807</link>
	<pubDate>2008-05-21T19:02:48+00:00</pubDate>
	<dc:creator>big__rhino</dc:creator>
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	<title>Image</title>
	<description>
		Misc. enhancements &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic326967_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/326967</link>
	<pubDate>2008-04-28T01:07:02+00:00</pubDate>
	<dc:creator>Guantanamo</dc:creator>
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	<title>Image</title>
	<description>
		Countersheets 3 through 8 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic316477_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/316477</link>
	<pubDate>2008-03-28T18:23:40+00:00</pubDate>
	<dc:creator>BostonKen</dc:creator>
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	<title>Image</title>
	<description>
		Countersheet 2 Reverse duplicate except for the vehicles &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic316474_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/316474</link>
	<pubDate>2008-03-28T18:20:25+00:00</pubDate>
	<dc:creator>BostonKen</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Countersheet 1 Reverse is duplicate except for the vehicles &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic316472_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/316472</link>
	<pubDate>2008-03-28T18:18:07+00:00</pubDate>
	<dc:creator>BostonKen</dc:creator>
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	<title>Thread: Re: Recommended car customization for new players?</title>
	<description>Well it's too late for you, but for others reading this: I did our first game with high armor cars and additional armor equipment. Also turret weapons are probably more interesting that front mounted ones. I would disregard mine layer and one-shot rockets.</description>
	<link>http://www.boardgamegeek.com/article/2029114#2029114</link>
	<pubDate>2008-01-23T22:40:44+00:00</pubDate>
	<dc:creator>Cross_</dc:creator>
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	<title>Thread: The Name Says it All</title>
	<description>Wreckage strikes me as a game that really wants to be good, but suffers because the system was designed to not be too complex. The problem is, to make a truly engaging ‘Mad Max’-type game that engrosses the players, there needs to be some level of complexity. Wreckage has nearly none.&lt;br&gt;Out of the box, I was impressed by how large the pieces were — they may just be cardboard, but each car was fairly large, and each player gets his own “dashboard,” where he can denote his speed.&lt;br&gt;&lt;br&gt;Gameplay is pretty straight-forward, drive around this track, limited by your hand of cards (that provide directional options). When you see someone else, you shoot them, because they will certainly shoot you if they have the opportunity. Each ‘driver’ also is able to ‘customize’ his car, by selecting different weaponry and/or defensive effects to differentiate his vehicle from the others.&lt;br&gt;&lt;br&gt;From setup, however, I suspected this game would not be as enjoyable as I’d initially hoped. Perhaps, part of that has to do with my own misperception – the game is intended to be fast and bloody, with limited focus on ‘winning.’ Thus, it seems to go almost too fast (but, then again, that’s almost certainly the intent of the designer).&lt;br&gt;&lt;br&gt;The ‘board’ — which is limited really, only by table size, nonetheless, is a fixed amount. From ‘top’ of the objectives to the bottom is, maybe, two feet. Now, it’s important to have a large playing surface, because cars WILL go off course and drive every which way; but the objective area is only a 2x2 square, which is where, ideally, all the action would take place.&lt;br&gt;&lt;br&gt;The problem is, you can only change speeds when you take an action to do so — if you turn your vehicle, you cannot change your speed. This leads to a 1) frustrating, 2) non-sensible, 3) nearly impossible to control, chaotic game. Cars speed off in all directions, TYPICALLY, away from the 2x2 center that contains the objectives.&lt;br&gt;&lt;br&gt;The goal of the game is to collect three of the five ‘randomly’ placed oil cans that are all within that 2x 2 center. Alternatively, eliminating all the other cars will also win a player the game.&lt;br&gt;&lt;br&gt;On the other hand, there is some realism to the game – after all, it’s fairly likely that firing a rocket launcher at a vehicle would — in most situations — completely disable the vehicle. That’s a far cry from many other games that might — in an attempt to keep the game experience alive a bit longer — allow the target vehicle to practically ‘shake off’ the attack. That’s certainly not realistic, either.&lt;br&gt;&lt;br&gt;The net effect of all this, however, is that the game is over almost before it starts — taking 4 (or more) drivers, and setting them up with a 2x2 area to fight over, with monumentally powerful weapons will NOT lead to a long game — and, that needs to be known before starting. This is not a skill game, or one that checks ‘driving prowess.’ It’s kill or be killed.&lt;br&gt;&lt;br&gt;Because of my misperceptions, I don’t think I enjoyed the game as much as I wanted to. I never even got a chance to fire my weapon, I took damage when one driver crashed into me, and then, to handicap myself even more, I promptly drove, quite fast, into an obstacle, doing even more damage to myself. &lt;br&gt;&lt;br&gt;By the time I was able to work my way down to attack the lone remaining driver, I was practically running on fumes, and I was dispatched easily.&lt;br&gt;I am not sure what Wreckage needs — almost certainly a larger play area (so that people actually have an opportunity to DO things before being blown up), but beyond that, I think the game is basically sound, just not enjoyable to me. I’ll probably try it one more time (because I hate to give up on any game), but my suspicion is that this will be heading to the ‘for sale’ pile shortly after that.&lt;br&gt;&lt;br&gt;Presentation Ratings&lt;br&gt;Graphics:	5&lt;br&gt;Components:	6&lt;br&gt;&lt;br&gt;System Ratings&lt;br&gt;Originality of Mechanics:	6 &lt;br&gt;GamePlay/GameFlow:	6&lt;br&gt;End-game:	4&lt;br&gt;Fun Factor:	4&lt;br&gt;&lt;br&gt;Gamer Rating:	51 &lt;br&gt;Overall Rating:	52&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1961691#1961691</link>
	<pubDate>2007-12-28T13:59:24+00:00</pubDate>
	<dc:creator>Lemur</dc:creator>
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	<title>Thread: Re: Collision Questions</title>
	<description>&lt;b&gt;Petru5 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;We played a couple of contests of this last night and I had some questions.  &lt;br&gt;&lt;br&gt;1. Spin Out and colliding.  Spinning out, whether from collision or weapon damage is a little confusing for me.  We had several instances where the vehicle would spinout and hit an obstacle, which had me digging through the rules.  They say, &quot;If the spinout counter indicates a direction your vehicle cannot face, flip it again&quot;.  Does this mean the re-flip takes the place of the first flip, or that you careen off the hit obstacle and spin again?  &lt;br&gt;&lt;br&gt;To compound my confusion, the rules later state that &quot;if the target vehicle has already spun out from the effects of a damage card, it does not spin out a second time.&quot;  Is this &quot;second time&quot; when a second vehicle perhaps hits the affected vehicle in the same round or subsequent spins due to hit obstacles (see above)?&lt;br&gt;&lt;br&gt;Finally, if a vehicle was spun out and hit an obstacle, would you resolve damage as normal (i.e., if the car was going 2 speed, you'd flip two damage cards), thus bringing the car's speed to 0?&lt;br&gt;&lt;br&gt;Help!!!!  I like the game, but this happened a lot and somewhat detracts from playability!!!&lt;/i&gt;&lt;br&gt;&lt;br&gt;Here's my interpretation:&lt;br&gt;1. The complete quote is &quot;If the spinout counter indicates a direction your vehicle cannot face (because doing so would cause it to overlap an obstacle or another vehicle), flip it again.&quot;  To me, that means re-flip and ignore the first result because it was impossible.  You can't careen off anything during a spinout.  You aren't &quot;moving&quot;.  You're just pivoting to change facing as you take damage.  (By the way, the few times I've played Wreckage, we used a scatter die from Warhammer to determine spinout direction.  More handy than flipping that giant token if you happen to have one.)&lt;br&gt;&lt;br&gt;2. By &quot;second time&quot;, they mean if the target already had to spin out due to a damage card with the spinout icon on it, it does not spin out again from a spinout special weapon ability from that same attack.  &lt;br&gt;&lt;br&gt;3. You can't cause a collision with an obstacle while spinning out because spinning out is not movement per se.  If the spinout causes the vehicle to overlap an obstacle, you have to re-roll anyway.  I suppose you could make a house rule that if you spin out into an obstacle, rather than re-roll you take one damage card and stop adjacent to the obstacle, but taking full head-on collision damage based on forward speed wouldn't make sense to me.  </description>
	<link>http://www.boardgamegeek.com/article/1940021#1940021</link>
	<pubDate>2007-12-17T20:45:06+00:00</pubDate>
	<dc:creator>frankinla</dc:creator>
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	<title>Thread: Collision Questions</title>
	<description>We played a couple of contests of this last night and I had some questions.  &lt;br&gt;&lt;br&gt;1. Spin Out and colliding.  Spinning out, whether from collision or weapon damage is a little confusing for me.  We had several instances where the vehicle would spinout and hit an obstacle, which had me digging through the rules.  They say, &quot;If the spinout counter indicates a direction your vehicle cannot face, flip it again&quot;.  Does this mean the re-flip takes the place of the first flip, or that you careen off the hit obstacle and spin again?  &lt;br&gt;&lt;br&gt;To compound my confusion, the rules later state that &quot;if the target vehicle has already spun out from the effects of a damage card, it does not spin out a second time.&quot;  Is this &quot;second time&quot; when a second vehicle perhaps hits the affected vehicle in the same round or subsequent spins due to hit obstacles (see above)?&lt;br&gt;&lt;br&gt;Finally, if a vehicle was spun out and hit an obstacle, would you resolve damage as normal (i.e., if the car was going 2 speed, you'd flip two damage cards), thus bringing the car's speed to 0?&lt;br&gt;&lt;br&gt;Help!!!!  I like the game, but this happened a lot and somewhat detracts from playability!!!</description>
	<link>http://www.boardgamegeek.com/article/1939759#1939759</link>
	<pubDate>2007-12-17T19:41:24+00:00</pubDate>
	<dc:creator>Petru5</dc:creator>
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	<title>Thread: Re: Collision ommision</title>
	<description>I would assume that the &quot;spinning out&quot; variant would be applied in this case.  The previously rammed vehicle, due to being in contact with the rammer, would spin its wheels ineffectually and not move.  Another option would be to use Emergency Repairs instead of moving.</description>
	<link>http://www.boardgamegeek.com/article/1939450#1939450</link>
	<pubDate>2007-12-17T17:56:23+00:00</pubDate>
	<dc:creator>Petru5</dc:creator>
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	<title>Thread: Re: Cars n' Corpses- A Wreckage Variant...with Zombies! (WIP</title>
	<description>Hey. Sorry I haven't been working on the variant as much as I would have liked. I've got alot of different projects going on, and I work retail (which starts getting crazy this time of year).&lt;br&gt;&lt;br&gt;Im going to try and get some more scenario/campaign information up, and start a forum for people to submit their own cars, weapons, scenarios, terrain pics, ect.</description>
	<link>http://www.boardgamegeek.com/article/1848548#1848548</link>
	<pubDate>2007-11-09T20:03:36+00:00</pubDate>
	<dc:creator>Parapsycho</dc:creator>
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	<title>Thread: Recommended car customization for new players?</title>
	<description>I'll be hosting a game of Wreckage this weekend, and maybe it's a good idea to pre-select the cars and equipment, rather than have players digest all the rules then select and customize their cars. The players will range from experienced AT players, to players interested in the theme but new to AT games, to players dragged into the game by their friends.&lt;br&gt;&lt;br&gt;Any suggestions? Also, let me know anything else there is to know. I've already noted the designer's ramming rules.&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;&lt;br&gt;&lt;br&gt;aka. Washu! ^O^</description>
	<link>http://www.boardgamegeek.com/article/1764238#1764238</link>
	<pubDate>2007-10-04T23:58:54+00:00</pubDate>
	<dc:creator>ced1106</dc:creator>
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	<title>Thread: Re: Cars n' Corpses- A Wreckage Variant...with Zombies! (WIP)</title>
	<description>I just bought both of these and was thinking the same thing.  It looks promising.  I'm looking forward to some scenarios.  &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1749184#1749184</link>
	<pubDate>2007-09-27T20:24:59+00:00</pubDate>
	<dc:creator>turtleback</dc:creator>
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	<title>Thread: Cars n' Corpses- A Wreckage Variant...with Zombies! (WIP)</title>
	<description>Hey all!&lt;br&gt;&lt;br&gt;Im a long time fan of both Auto-Combat and Zombie survival horror. One day I was playing around with games i had lying around, and looked at my Zombies!!! game and Wreckage, and thought they would go good together.&lt;br&gt;&lt;br&gt;I wrote up a quick set of rules. The game works the same for car-to-car combat, but veers a little for car-to-zombie combat and collisions.&lt;br&gt;&lt;br&gt;It's a work in progress, and I'm hoping to develop it enough for people to be able to run scenario-based campaigns if they want to. &lt;br&gt;&lt;br&gt;Here's the link:&lt;br&gt;&lt;a href=&quot;http://carsncorpses.joolo.com/rules.html&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://carsncorpses.joolo.com/rules.html&quot; rel=&quot;nofollow&quot;&gt;http://carsncorpses.joolo.com/rules.html&lt;/A&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;Pictures of rules explainations &amp; gameplay coming soon.&lt;br&gt;&lt;br&gt;Feedback Appreciated. &lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;Patrick</description>
	<link>http://www.boardgamegeek.com/article/1747308#1747308</link>
	<pubDate>2007-09-26T23:56:05+00:00</pubDate>
	<dc:creator>Parapsycho</dc:creator>
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	<title>Thread: Re: collisions</title>
	<description>I don't have the rulebook in front of me. But I'm pretty certain the rammer is the only one that loses speed. The car that was hit carries on as normal when it is that particular players own turn.&lt;br&gt;&lt;br&gt;The one situation where this slightly alters is in a head on collision. Once again the rammer is the only vehicle to reduce its speed to zero. 'But' when it is the other vehicles turn the same consequence will happen, unless there is some slight chance that it can move out of the way.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1741989#1741989</link>
	<pubDate>2007-09-24T21:51:35+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: collisions</title>
	<description>Hello All,&lt;br&gt;&lt;br&gt;We played our first game of Wreckage yesterday.  We messed up a number of rules which I was later able to clarify, but I wasn't able to find an answer for one question.&lt;br&gt;&lt;br&gt;When there is a collision the rule book says that the vehicle that has made the collisions speed is reduced to 0.  Does a vehicle that gets collided with also have a speed of 0 or does it maintain the speed it was going before it was hit?&lt;br&gt;&lt;br&gt;I know that this game is not a simulation, but it would seem that vehicles that hit head on would both stop and that a vehicle that is t-boned would swerve and continue on.  I cannot find a clear answer in the rules.  Any help?&lt;br&gt;&lt;br&gt;-David</description>
	<link>http://www.boardgamegeek.com/article/1741765#1741765</link>
	<pubDate>2007-09-24T20:15:28+00:00</pubDate>
	<dc:creator>turtleback</dc:creator>
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	<title>Image</title>
	<description>
		My interpretation of the cars of wreckage.  Using Matchbox cars and pieces scavenged from Mechwarrior ala Puffinslayer. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic250380_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/250380</link>
	<pubDate>2007-09-23T23:13:13+00:00</pubDate>
	<dc:creator>turtleback</dc:creator>
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	<title>Image</title>
	<description>
		My interpretation of the cars of wreckage.  Using Matchbox cars and pieces scavenged from Mechwarrior ala Puffinslayer.  Since I could not find a motorcycle with side car I used this concept car instead. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic250378_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/250378</link>
	<pubDate>2007-09-23T23:12:39+00:00</pubDate>
	<dc:creator>turtleback</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		My interpretation of the cars of wreckage.  Using Matchbox cars and pieces scavenged from Mechwarrior ala Puffinslayer. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic250377_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/250377</link>
	<pubDate>2007-09-23T23:11:34+00:00</pubDate>
	<dc:creator>turtleback</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		My interpretation of the cars of wreckage.  Using Matchbox cars and pieces scavenged from Mechwarrior ala Puffinslayer. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic250376_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/250376</link>
	<pubDate>2007-09-23T23:11:03+00:00</pubDate>
	<dc:creator>turtleback</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		My interpretation of the cars of wreckage.  Using Matchbox cars and pieces scavenged from Mechwarrior ala Puffinslayer. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic250374_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/250374</link>
	<pubDate>2007-09-23T23:10:28+00:00</pubDate>
	<dc:creator>turtleback</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		My interpretation of the cars of wreckage.  Using Matchbox cars and pieces scavenged from Mechwarrior ala Puffinslayer. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic250373_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/250373</link>
	<pubDate>2007-09-23T23:09:54+00:00</pubDate>
	<dc:creator>turtleback</dc:creator>
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	<title>Thread: Re: Quickest game ever.</title>
	<description>Is it possible to get some updated rules for using the ram bar?  I played with it on my car the other night.  It was a first time playing the game with some friends.  They were getting so upset with what they considered an overpowered power.  An example of how I took advantage of the ram bar.  I turned into another car, causing a collision.  I hadn't moved forward, only turned into the car.  Would that cause collision damage?  And would the car with the ram bar be protected from the collision damage?  Does the ram bar provide collision protection from all collisions caused by its possessor, or only ones caused by front ramming?&lt;br&gt;&lt;br&gt;Sorry to barrage you with questions, but the ram bar is the only thing that seemed to cause us disagreement.</description>
	<link>http://www.boardgamegeek.com/article/1659979#1659979</link>
	<pubDate>2007-08-13T04:28:03+00:00</pubDate>
	<dc:creator>Rev_Joe</dc:creator>
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	<title>Thread: Re: Wreckage meets Wings of War</title>
	<description>&lt;i&gt;btw: only the backs are a bit off sometimes or is that just me (haven't printed them out, only thought that while browsing trough the PDF)&lt;/i&gt;&lt;br&gt;&lt;br&gt;I'll check that out.&lt;br&gt;When I used my printers &quot;Rotate 180&amp;#730;&quot; option they lined up, but I'll double check it. &lt;br&gt;Thanks.</description>
	<link>http://www.boardgamegeek.com/article/1651233#1651233</link>
	<pubDate>2007-08-07T23:29:04+00:00</pubDate>
	<dc:creator>anubis9</dc:creator>
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	<title>Thread: Re: Wreckage meets Wings of War</title>
	<description>Would love to hear how these work out for people. The miniature movement drag is what's preventing me from checking this game out.</description>
	<link>http://www.boardgamegeek.com/article/1650592#1650592</link>
	<pubDate>2007-08-07T18:12:25+00:00</pubDate>
	<dc:creator>lstr</dc:creator>
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	<title>Thread: Re: Wreckage meets Wings of War</title>
	<description>Dude, that looks awesome! I downloaded the files and will give it a try ASAP. Great work!&lt;br&gt;Ciao,&lt;br&gt;Simon&lt;br&gt;&lt;br&gt;btw: only the backs are a bit off sometimes or is that just me (haven't printed them out, only thought that while browsing trough the PDF)</description>
	<link>http://www.boardgamegeek.com/article/1650519#1650519</link>
	<pubDate>2007-08-07T17:42:39+00:00</pubDate>
	<dc:creator>Zopper-Alf</dc:creator>
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	<title>Thread: Re: Wreckage meets Wings of War</title>
	<description>That sounds like a great idea. I'll have to give it a try.</description>
	<link>http://www.boardgamegeek.com/article/1650479#1650479</link>
	<pubDate>2007-08-07T17:25:31+00:00</pubDate>
	<dc:creator>Turo8</dc:creator>
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	<title>Thread: Wreckage meets Wings of War</title>
	<description>I found Wreckage and enjoyed it quite a bit, but it seemed a little to slow for a fast-action car combat game.&lt;br&gt;&lt;br&gt;Then a  year or so later, I found the game Wings of War.&lt;br&gt;&lt;br&gt;I was really impressed with how fast the game moved along, as everyone got to take actions at the same time.&lt;br&gt;&lt;br&gt;That got me thinking about Wreckage again. I loved the idea of car combat and customizable vehicles, and I loved the idea of the game moving as fast as Wings of War, so I created four custom maneuver decks and a few rules tweaks that brings the simultaneous action and movement of Wings of War to the Wreckage universe.&lt;br&gt;&lt;br&gt;Most of the cards have multiple paths on them depending on the speed your vehicle is traveling. I kept the decks to just 8 cards each, so that effects like Critical Damage and Emergency Repair are still pretty devastating.&lt;br&gt;&lt;br&gt;I think it makes for a faster, nastier combat experience, but check it out and let me know what you think.&lt;br&gt;&lt;br&gt;The custom decks are in the files section. They are called &quot;Wings meets Wreckage.pdf&quot;&lt;br&gt;&lt;br&gt;Just print them out double sided on card stock, and you're good to go!</description>
	<link>http://www.boardgamegeek.com/article/1650425#1650425</link>
	<pubDate>2007-08-07T17:00:43+00:00</pubDate>
	<dc:creator>anubis9</dc:creator>
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	<title>Thread: Re: Vairants - Got any?</title>
	<description>I actually started with Wreckage and then found the game Wings of War.&lt;br&gt;I like Wings War a lot, and I want to like Wreckage as much, so I created four custom maneuver decks and a few rules tweaks that brings the simultaneous action and movement of Wings of War to the Wreckage universe.&lt;br&gt;I think it makes for a faster, nastier combat experience, but check it out and let me know what you think.&lt;br&gt;The custom decks are in the files section. They are called &quot;Wings meets Wreckage.pdf&quot;</description>
	<link>http://www.boardgamegeek.com/article/1650410#1650410</link>
	<pubDate>2007-08-07T16:54:28+00:00</pubDate>
	<dc:creator>anubis9</dc:creator>
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	<title>Thread: Scrap Heap Challenge</title>
	<description>I've always had a soft spot for Post Apocalyptic films. Even though the glut of mid 80's Mad Max style films were almost always tacky beyond belief (barring Mad Max in itself), the anarchy and destruction always appealed to me immensely.&lt;br&gt;&lt;br&gt;When I heard Fantasy Flight were releasing Wreckage, another vehicle based boardgame set in the scrapheap wastelands, I couldn't wait to get my grubby little mitts on a copy.&lt;br&gt;&lt;br&gt;The game is packaged in one of their smaller Silver Range styles ala Drakon &amp; Cavetroll, so anyone familiar with this range will know what to expect from the quality of the components.&lt;br&gt;&lt;br&gt;The first thing I was surprised by was the lack of any board. Wreckage uses the table top itself as the play area (note to self ‘A tabletop game’ Doh!). This is a first for me - using range rulers and movement rulers to determine actions/outcomes, but still - the mechanism didn't take more than a few moves to get to grips with. I would however recommend playing on a cloth surface or carpeted floor, rather than some polished tabletop surface to avoid massive counter disruption by sleeves, breathing and general clumsiness.&lt;br&gt;&lt;br&gt;The games objective is to manoeuvre your car around the play area (arena) until you're either the last remaining vehicle, or you have captured (by means of running over) 3 gas can counters.&lt;br&gt;&lt;br&gt;Eight vehicles are included in the box. These comprise of 4 double sided counters (Each counter has a different specification vehicle on its front and back). These are in four different colours, red, green, yellow and blue. Each one has different Acceleration, Handling and Structure values.&lt;br&gt;&lt;br&gt;There's a deck of Equipment Cards, each player chooses 3 each of these. They have various icons and artwork representing different weapons, ranges, damage they can inflict, limited uses, special actions, etc. Other equipment cards included in the deck are classed as Upgrades. These include the ability to rear mount weapons, attach better armour, turbos and rams etc.&lt;br&gt;&lt;br&gt;Also each player receives a thin deck of Steering Cards. Two of these are played out in front of you each round to determine whether you will turn, speed up, or slow down.&lt;br&gt;&lt;br&gt;Aside from other damage tokens (to keep track of damage sustained), and optional obstacle counters to manoeuvre around on the playing field, there is a Speedometer and needle base. This is used to keep track of the speed you are travelling at.&lt;br&gt;&lt;br&gt;The game is set up with 5 gas cans on the table, 4 obstacles surround them as standard. The cars are then placed surrounding these counters pointing inwards.&lt;br&gt;&lt;br&gt;From then on it's a matter of the the highest speeded vehicle playing the first of the two 2 Steering Cards they have chosen, then depending on the situation &amp; cards icon deciding whether or not to speed up, slow down, or turn (up to 45 degrees using the range ruler as a protractor). Then they 'must' move along a number of spaces equal to the speed they have set the Speedo' at (achieved by counting along the car length notches of the range ruler). Play order then continues with the next quickest player.&lt;br&gt;&lt;br&gt;After each player has used or ignored their first Steering card and moved accordingly, play repeats once more with the second round. Initiative (or turn order) once again being chosen by the player who is travelling at the highest speed.&lt;br&gt;&lt;br&gt;Weapons are fired from the front of the vehicle using the flip side of the range ruler. Some weapons allow for rear fire, and multi directional turrets. But both fall under the rule of either short range (half the ruler length) or long range (full ruler length). Firing is usually done after movement, but some weapons allow for it during the turning sequence, or only during the second movement stage.&lt;br&gt;&lt;br&gt;A car can only sustain a certain amount of damage equal to its Structure value. Every time a weapon is fired and hits a target a certain number of Damage Cards must be drawn from the Damage Card deck.&lt;br&gt;&lt;br&gt;For example; A weapon with an attack score of 3 hits a vehicle, 3 cards are then drawn, each depicts different amounts of damage. The first card has one damage point depicted, the second card has 3 damage points depicted, and the third card has 1 point depicted. A total of 5 points worth of damage. The player then subtracts his handling score (say 1). The final amount of damage inflicted is therefore 4.&lt;br&gt;&lt;br&gt;Other icons on the damage cards may also cause your car to spin around, or force you to lose a card from your hand - removing your ability to perform a right turn (very nasty), or speed up.&lt;br&gt;&lt;br&gt;Anyone who's ever played Games Workshops Battlecars will feel comfortable with this from very early on. I'm not very knowledgeable about Steve Jacksons Car Wars, but I do have a feeling it owes a little bit of a nod in its general direction.&lt;br&gt;&lt;br&gt;The rules are fairly straightforward, so you shouldn't have much downtime before you're trundling along (albeit toward a solid obstacle).&lt;br&gt;&lt;br&gt;After a good few plays I can safely say it's a fairly good little game. It's not as good as Battlecars, as it handles a little more clunky and trundly, the cars just don't feel like they're travelling at any real speed, probably due to us rarely being able to accelerate enough to take us more than 3-4 car lengths per round. Maybe if the game was designed with tanks in mind it would suit it a little better, or maybe the scale doesn't quite work.&lt;br&gt;&lt;br&gt;Verdict: 5 skidmarks out of 10</description>
	<link>http://www.boardgamegeek.com/article/1584753#1584753</link>
	<pubDate>2007-07-01T20:13:09+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: thoughts on an 8 player demolition derby?</title>
	<description> &lt;br&gt;I've had a hankering for the past while... mostly since I got my second copy of Wreckage to have a major smashum/bashum demolition derby.  I'd like to run 8 cars... figure that would be something quite to see.&lt;br&gt;&lt;br&gt;Now that being said... what if anything would I want to have as rules?  I had the thought of using gas cans as little healing potions... run over one and get a few structural points back.  &lt;br&gt;&lt;br&gt;I'd like to hear some thoughts from anyone who likes playing wreckage.  I'll mention you in the session report should it ever come to fruition.&lt;br&gt;&lt;br&gt;thanks all</description>
	<link>http://www.boardgamegeek.com/article/1528498#1528498</link>
	<pubDate>2007-06-01T07:13:36+00:00</pubDate>
	<dc:creator>mbourgeois</dc:creator>
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	<title>Thread: Re: Quickest game ever.</title>
	<description>&lt;b&gt;zombiegod wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;djbcrawford wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Bike (Accelerate/decelerate). Accelerates to speed 4 and rams Blue car (even though they started the phase at 0 speed and were touching bumpers) - 5 damage to Blue car - destroyed. Rammed to death in the first turn by a bike, the shame... Never even got to use my mine-layer.&lt;/i&gt;&lt;br&gt;&lt;br&gt;From the designer (&lt;i&gt;also posted in another thread&lt;/i&gt;):&lt;br&gt;&lt;br&gt;The rammer has to move in order to ram. If you are touching a car and increase your speed, you will just spin wheels. Do not ram. This was left out of rulebook.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I need it in writing or he'll never believe me.</description>
	<link>http://www.boardgamegeek.com/article/1374561#1374561</link>
	<pubDate>2007-03-06T18:53:46+00:00</pubDate>
	<dc:creator>djbcrawford</dc:creator>
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	<title>Thread: Re: Quickest game ever.</title>
	<description>&lt;b&gt;djbcrawford wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Bike (Accelerate/decelerate). Accelerates to speed 4 and rams Blue car (even though they started the phase at 0 speed and were touching bumpers) - 5 damage to Blue car - destroyed. Rammed to death in the first turn by a bike, the shame... Never even got to use my mine-layer.&lt;/i&gt;&lt;br&gt;&lt;br&gt;From the designer (&lt;i&gt;also posted in another thread&lt;/i&gt;):&lt;br&gt;&lt;br&gt;The rammer has to move in order to ram. If you are touching a car and increase your speed, you will just spin wheels. Do not ram. This was left out of rulebook.</description>
	<link>http://www.boardgamegeek.com/article/1369631#1369631</link>
	<pubDate>2007-03-03T20:32:09+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Quickest game ever.</title>
	<description>I really enjoy this game, my mates aren't so sure. But the other night, it just went terribly wrong.&lt;br&gt;&lt;br&gt;There were 3 of us. 2 of us had cars and one guy the bike.&lt;br&gt;&lt;br&gt;Blue Car (starting speed 3) - Missile Launcher Turret, Flame Thrower, Mine Layer&lt;br&gt;Bike (starting speed 2) - Missile Launcher, Ram bar, Extra Reinforcement.&lt;br&gt;Red Car (starting speed 2) - Auto-cannon with front/rear mount, Machine Gun Turret&lt;br&gt;&lt;br&gt;Turn one.&lt;br&gt;&lt;br&gt;First Phase. &lt;br&gt;&lt;br&gt;Blue Car (left turn) turns and races over petrol can.&lt;br&gt;Bike (right turn) rams Blue car head-on - 3 damage to Blue car, 0 damage to Bike due to Ram bar.&lt;br&gt;Red Car (right turn) turns &amp; drives over petrol can. No targets to shoot at.&lt;br&gt;&lt;br&gt;Second Phase.&lt;br&gt;&lt;br&gt;Blue car (right turn). Now at speed 0 can't move and misses Bike with flamethrower.&lt;br&gt;Bike (Accelerate/decelerate). Accelerates to speed 4 and rams Blue car (even though they started the phase at 0 speed and were touching bumpers) - 5 damage to Blue car - destroyed. Rammed to death in the first turn by a bike, the shame... Never even got to use my mine-layer.&lt;br&gt;Red car (?) - rams bike - 4 damage to bike. 3 damage to Red car which spins out, takes critical damage and loses a steering card. &lt;br&gt;&lt;br&gt;Turn Two.&lt;br&gt;&lt;br&gt;First Phase.&lt;br&gt;&lt;br&gt;Bike (Accelerate/Decelerate) - drives over Blue car's freshly dropped petrol can. :o(&lt;br&gt;Red car (-) - discards 2 cards to repair steering.&lt;br&gt;&lt;br&gt;Second Phase.&lt;br&gt;&lt;br&gt;Bike (left turn) - turns and drives over second petrol can.&lt;br&gt;Red car (right turn) - burns rubber to turn on the spot (started turn facing the opposite way due to the spin out).&lt;br&gt;&lt;br&gt;Turn Three.&lt;br&gt;&lt;br&gt;First Phase.&lt;br&gt;&lt;br&gt;Bike (Accelerate/Decelerate) - Speed to 0.&lt;br&gt;Red car (right turn) - Hard turn (takes 1 damage). Now facing the right direction at speed 0.&lt;br&gt;&lt;br&gt;Phase Two.&lt;br&gt;&lt;br&gt;Bike (Same Again) - Speed to 4 but forgets to put it in reverse and drives off table.&lt;br&gt;Red car - Winner by default.&lt;br&gt;&lt;br&gt;It's a simple game but I like it. The Ram Bike is just too mean (I guess he learned from the previous game where he crashed his bike into a concrete bollard executing a 180 spin turn and then reversed into a spiked pillar killing himself.)</description>
	<link>http://www.boardgamegeek.com/article/1368692#1368692</link>
	<pubDate>2007-03-03T01:57:57+00:00</pubDate>
	<dc:creator>djbcrawford</dc:creator>
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	<title>Thread: Re: Rules Questions - Collisions and Bootleg Card el al.</title>
	<description>Thanks for the answers. We'll have to try the game again at some ponit with the correct rules.</description>
	<link>http://www.boardgamegeek.com/article/1332306#1332306</link>
	<pubDate>2007-02-10T04:13:49+00:00</pubDate>
	<dc:creator>everlong205</dc:creator>
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	<title>Thread: Re: Rules Questions - Collisions and Bootleg Card el al.</title>
	<description> I don't have the rules by me so I'm answering by pure feeling, the way I've played so far after finally getting the rules... I might be wrong, but I don't think so.&lt;br&gt;&lt;br&gt; First, since spining out gives you a random direction, there is little point on spining out more than once on the same damage check, in any case, I've always just applied it once if it appears more than once... I'm pretty sure the rules address something like this... At least, they address the following:&lt;br&gt;&lt;br&gt; Remember that the effects of a critical hit, can only be applied if you actually take damage from the cards.&lt;br&gt;&lt;br&gt; So going back to your first question: Yes, you apply critical damage and spin outs on a collision. Keep in mind that only the colliding car reduces speed to cero! The other car may still move and cause further damage.&lt;br&gt;&lt;br&gt; About the bootleg card: Yes, it HAS to be 180 degrees... it has costed me so many games!&lt;br&gt;&lt;br&gt; And about the barrage question, yes, only weapons that are on their apropiate phase can fire, ie. you only can fire your second phase weapons in the second phase no matter what card is in play.&lt;br&gt;&lt;br&gt; Sorry for a really sloppy answer, if need be, I can check my manual, but I hope I'm actually helping... it's been quite long I don't do Wreckage.</description>
	<link>http://www.boardgamegeek.com/article/1323345#1323345</link>
	<pubDate>2007-02-06T06:26:25+00:00</pubDate>
	<dc:creator>Ramito</dc:creator>
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	<title>Thread: Rules Questions - Collisions and Bootleg Card el al.</title>
	<description>Just played this for the first time and COMPLETELY mangled the rules.&lt;br&gt;Playing once and then rereading the rules, it now makes a lot more sense. Still have a few questions though:&lt;br&gt;&lt;br&gt;Regarding collisions - &lt;br&gt;if you collide wih someone do you apply critical damage and spinout effects (if you draw the cards with those symbols on them), or do you simply count the number of hits? if you apply critical hits and spinouts can you spinout more than once for example?&lt;br&gt;&lt;br&gt;Also, I totally screwed up with turning rules (and collision rules while we're at it). We were turning at 45 degree angles only, so people kept hitting obstactles. Rereading the rules it says you can move up  to 45 degrees so could be much more precise with your turning (oops). &lt;br&gt;&lt;br&gt;Regarding the  Bootleg card though - it says you may pivot your card 180 degrees. It then says that if there isn't enough room to make the turn the card will result in collision. So in the case of the Bootleg card, it HAS to be a 180 degree turn. Is that correct?&lt;br&gt;&lt;br&gt;Regarding the Barrage card which allows you to fire all your weapons this phase, would this apply to weapons that you can  only fire on your second phase if you were firing on your first phase, or are you still bound by the rule that you can only fire certain weapons on your second turn?</description>
	<link>http://www.boardgamegeek.com/article/1321504#1321504</link>
	<pubDate>2007-02-05T17:08:42+00:00</pubDate>
	<dc:creator>everlong205</dc:creator>
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	<title>Thread: What to do when the baby is asleep and it's getting late?</title>
	<description> &lt;br&gt;Play Wreckage of course!&lt;br&gt;&lt;br&gt;Another late night game with Karolyn down for the night and Kim not far off for sleep.  They're heading out for the weekend leaving me to follow a long list of chores.  I think the game tonight was her reward for being a good sport when going back to bachelor phase.&lt;br&gt;&lt;br&gt;Kim took an average blue car with higher frame and moderate handling.  She also took extra armour, machine guns and a mine layer.&lt;br&gt;I had a yellow car... flip side of the tank... with flame thrower, turret and ram bar. (love the ram bar.)&lt;br&gt;&lt;br&gt;The game started equally with both of us on our turns managing to snag a gas can.  We were on opposite sides of the arena and the area was REALLY crowded with concrete blocks.  For some reason though Kim didn't notice on block and hung herself up on it for a point of damage.  &lt;br&gt;&lt;br&gt;Second, third and fourth rounds were duds with us crashing and bashing into stuff.  Kim was quite lucky with her draws and gained no further damage from colisions.&lt;br&gt;&lt;br&gt;Fifth and six rounds were bloodbaths for Kim... she sorta forgot that she was going 3 speed and hit the wall.  Seven points of damage and a spin.  Flip goes the arrow and now she's 180'd herself right around.  She's zero speed and on her second movement card and accelerates right into another block.  Fortunately for her no damage occurred.  I was trying to find out how to turn... I kept missing corners and racing by the gas can that was mocking me... we're still almost on opposite sides of the arena.&lt;br&gt;&lt;br&gt;Round nine... I'm up by two gas cans and within scoring distance... Kim has impacted again on another block and is stalled out... I am in distance now and the flamer thrower blasts out... one dam out of three cards but a critical hit which takes her accelleration.  She turns and has to go backwards which ends the turn with me just needing a turn to take the last can.  &lt;br&gt;&lt;br&gt;She had fun but wants to make some changes to the play surface to make the cards a little less slippery.  So next game we play will be felted out or something... she's already planning it out.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1318310#1318310</link>
	<pubDate>2007-02-03T07:50:59+00:00</pubDate>
	<dc:creator>mbourgeois</dc:creator>
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	<title>Thread: Re: There were gascans in the arena... </title>
	<description> &lt;br&gt;I always figured that discussing how the game played via mechanics would be something more for a review than a session report.  But if it makes you feel better then here ya be.&lt;br&gt;&lt;br&gt;Wreckage runs smoothly as a three player game.  After you gain familiarity with the icons on cards and the basic rules, the game becomes very entertaining.  The hardest part perhaps of the game is trying to sight guess how close you are to hazards in order to avoid any extra damage.&lt;br&gt;&lt;br&gt;This is a very quick game to play and with three players took only 25 or so minutes to complete.  Perhaps with more experienced or serious players you might have a downgrade in time.&lt;br&gt;&lt;br&gt;The game also begs a larger playfield as the arena tends to be cluttered with hazards, dead cars and gas cans.&lt;br&gt;&lt;br&gt;Does that help you with the need for mechanics or should I take notes next time.  Don't mean to be flippant but this is my game session... I'm not really normally analytical with such things.  Enjoy your day.</description>
	<link>http://www.boardgamegeek.com/article/1296961#1296961</link>
	<pubDate>2007-01-25T04:30:27+00:00</pubDate>
	<dc:creator>mbourgeois</dc:creator>
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	<title>Thread: Re: There were gascans in the arena... </title>
	<description>When describing a game session, or more especially narrating it during play (such as if you're a referee), descriptions of what's happening from the characters' viewpoints is more fun than describing game mechanics.  But, in a session report for this medium, people do want to know how smooth/easy/fun/useful the game mechanics are for the players; what is happening from your viewpoint as well as the game-characters' viewpoints. </description>
	<link>http://www.boardgamegeek.com/article/1295079#1295079</link>
	<pubDate>2007-01-24T15:30:38+00:00</pubDate>
	<dc:creator>ravensron</dc:creator>
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	<title>Thread: There were gascans in the arena... </title>
	<description> &lt;br&gt;I'll admit I played wreckage tonight to crush little eric... not a sportsman like thing but it was nice to almost mow down his car with my tank.&lt;br&gt;&lt;br&gt;Three of us up tonight for the game.  Del, myself and Eric.  Del and Eric both took relatively fast but vanilla type cars.  I stuck to the tank.  Something about crush and ramming appeals to me.&lt;br&gt;&lt;br&gt;Del took the game by just staying out of my way and sniping at both of us when he had the chance.  He took the first gas can on the first turn and for the most part didn't look back.  Eric and I spent most of our time locked bumper to bumper and trading machine gun, flame thrower and missile fire.  And I missed by just this much I...I from running over the little bugger and crushing the life from him.  &lt;br&gt;&lt;br&gt;By the end of the game I had two structure points, Eric had blown up (loved the fireworks) from ramming the side the arena.  His burning wreck was left in as a hazard.  As he died, Del swooped in and after a turn slammed right into the last can he needed to win.&lt;br&gt;&lt;br&gt;I like this game.</description>
	<link>http://www.boardgamegeek.com/article/1294576#1294576</link>
	<pubDate>2007-01-24T06:52:10+00:00</pubDate>
	<dc:creator>mbourgeois</dc:creator>
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	<title>Thread: Noob vs Almost Noob... forgone conclusion?</title>
	<description>Games night here at the household.  Karolyn is down for the night and I've already set up the board.  Just one game tonight as Kim needs to be to bed soon and I should be joining her of course.&lt;br&gt;&lt;br&gt;Kim picked the small racy sports car type with high handling and I took the Tank.  She had a flamethrower, Rear Turret and Mines while I had the Machine Guns, Ram Bar and nothing else cause I couldn't find anything else that sounded really cool.&lt;br&gt;&lt;br&gt;Crowded arena and Kim picked up the first gas tank after a few minutes of trying to figure out how to work her vehicle in reverse.  Fortunately she backs up better in the game than she does in real life.  I'm thudding all over the place and always just missing her when it comes time to try for potshots.&lt;br&gt;&lt;br&gt;Massive damage struck next but failed to take her out... I like hitting things with my tank and ram bar.  She's down to one damage and still reversing all the way.  I'm equal now with one gas tank as well.&lt;br&gt;&lt;br&gt;Kim picks up her second gas can and has now figured out how to get her car into first.  She's tooling around the arena at speed two and never missing a corner.  Still I'm between her and the other cans and if I can just brush her once then she's toast.&lt;br&gt;&lt;br&gt;Hairpin turns do not work well with tanks and neither does running into a freaking gas tank... one bad spin and BOOOOOOOOOMMMMMM!  She laughing at me and driving in reverse again.  Next time she has to back up for real I'm going to tease her.&lt;br&gt;&lt;br&gt;Final score... she's still laughing but gives it a big thumbs up and an 8.  My second play and despite my poor showing I'd like to play again.  Just have to get some training wheels.</description>
	<link>http://www.boardgamegeek.com/article/1283049#1283049</link>
	<pubDate>2007-01-18T08:41:14+00:00</pubDate>
	<dc:creator>mbourgeois</dc:creator>
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	<title>Thread: Re: Collision ommision [Head-On]</title>
	<description>Good one. Thanks.&lt;br&gt;&lt;br&gt;&lt;br&gt;How about a head-on collision?&lt;br&gt;&lt;br&gt;We play strictly by the rules, and read as follows.  &lt;br&gt; &lt;br&gt; * Player 1's turn&lt;br&gt;    * Player 1 ram player 2, set speed to zero, do damage&lt;br&gt;    * Player 2's speed is *not* set to 0.&lt;br&gt; * Player 2's turn&lt;br&gt;    * Player 2 ram's player 1 (unless decelerate card was played)&lt;br&gt;    * player 2 speed set to zero, do damage.&lt;br&gt;&lt;br&gt;I believe this is correct. Clairify?&lt;br&gt; </description>
	<link>http://www.boardgamegeek.com/article/1239038#1239038</link>
	<pubDate>2006-12-22T16:00:25+00:00</pubDate>
	<dc:creator>hoffswell</dc:creator>
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	<title>Thread: Re: 2 player game broken?</title>
	<description>It would be no problem at all to remove all but 4 gas cans also from the 4 player set-up diagram.&lt;br&gt;&lt;br&gt;This is a cool game! Tweak it to your heart's content &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1235015#1235015</link>
	<pubDate>2006-12-20T15:13:09+00:00</pubDate>
	<dc:creator>diamondspider</dc:creator>
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	<title>Thread: Re: 2 player game broken?</title>
	<description>I just recently received my two $5 copies from FFG.  I'll write a session report after my son &amp; I try out a 2-player game.  Thanks for the warning!</description>
	<link>http://www.boardgamegeek.com/article/1235002#1235002</link>
	<pubDate>2006-12-20T15:03:41+00:00</pubDate>
	<dc:creator>TeknoMerk</dc:creator>
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	<title>Thread: Re: 2 player game broken?</title>
	<description>Well... first-off, are you picking the blue car that can jump the first obstacle if the other guy picks green?&lt;br&gt;&lt;br&gt;Secondly, indeed, I feel that the arenas in the rules are only for beginning players. That is why they included all of those nastier obstacles... so long as these obstacles are placed in a symmetrical manner, there is really no limit to the number you can place.&lt;br&gt;&lt;br&gt;This gives more time to use weapons, and if the guy is playing green, he might not survive to get the 3rd can.&lt;br&gt;&lt;br&gt;In any case, the game is obviously made for tweaking and having fun with: don't take the starting rules too seriously especially with only 2 players. That is my opinion.&lt;br&gt;&lt;br&gt;To be sure it is balanced, just set up an arena how ever you want, then allow the other guy to choose his starting position (from the possible starts that you determine). That way, it will always be fair.</description>
	<link>http://www.boardgamegeek.com/article/1234788#1234788</link>
	<pubDate>2006-12-20T12:40:16+00:00</pubDate>
	<dc:creator>diamondspider</dc:creator>
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	<title>Thread: 2 player game broken?</title>
	<description>I was wondering if anyone can comment- is the 2-player game broken? It seems to me that someone will almost always win on turn 2 by capturing 3 gas cans. The fastest player will grab 2 on turn 1, and then barring death can almost always grab a third one on turn 2.&lt;br&gt;&lt;br&gt;Maybe the 2 player arena setup needs to be modified to have fewer gas cans (or further apart), or maybe the number of gas cans needed to win should be increased.&lt;br&gt;&lt;br&gt;Comments? Suggestions?</description>
	<link>http://www.boardgamegeek.com/article/1234782#1234782</link>
	<pubDate>2006-12-20T12:35:37+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Thread: Re: Turrets</title>
	<description>Yeah it does seem odd. It would make more sense to allow you to fire along any line, much in the same way as you move.</description>
	<link>http://www.boardgamegeek.com/article/1234653#1234653</link>
	<pubDate>2006-12-20T09:42:50+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Re: The Swerve</title>
	<description>You must swerve once more in the same direction.</description>
	<link>http://www.boardgamegeek.com/article/1234650#1234650</link>
	<pubDate>2006-12-20T09:40:25+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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