Car Wars

Ülevaade

Car Wars is a vehicular combat tabletop miniatures game of armed cars fighting in arenas and on the highways of a collapsed United States, designed by Chad Irby and Steve Jackson and published by Steve Jackson Games. It first appeared in 1980 as a small ziplock-bag game, and it won the Charles S. Roberts Award for Best Science Fiction Boardgame of 1981. Later editions followed, including the Deluxe Edition (1985), the Compendium (1989) and Car Wars 5.0 (2002). Sixth Edition, which replaced the 2002 edition, was funded on Kickstarter in early 2020 with $652,995 from 3,936 backers, and it began shipping to backers in 2021. The rulebook is written for competitive play, although earlier supplements added light roleplaying elements and a GURPS-based setting, Autoduel America.

Description

Players are drivers who build their own armed vehicles, using pre-assembled 1/64 scale plastic cars on a shared arena, and fight until one is left running. The setting is a fallen United States around 2069 to 2070, a time of banditry and regional dictators, in which armed driving grew out of demolition derbies. It is played as a head-to-head contest between the players themselves, with a starter set built for two players and an arena of around 36 inches square. The game asks players to accept that their carefully built cars will be wrecked. A reviewer of the two-player starter set found one-on-one play limited, with the first player often at an advantage, and recommended more cars, more players and objectives.

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Dungeons & Dragons 5.5e (2024)
Tabletop Roleplaying Games

Dungeons & Dragons 5.5e (2024)

Beginner-friendly
High-Fantasy
English
Dungeons & Dragons 5.5E (commonly called the "2024 rules" or "D&D 2024") is the revised and updated version of the Dungeons & Dragons 5th Edition tabletop roleplaying game, published by Wizards of the Coast. Released across three core rulebooks throughout 2024 and early 2025, it is not a new edition. It is the same game, refined. The revision was driven by a decade of player feedback and data on how tables actually run 5E, and it shipped to coincide with the game's 50th anniversary. The three revised core books are the Player's Handbook (September 2024), the Dungeon Master's Guide (November 2024), and the Monster Manual (February 2025). All three are reorganized, reworded for clarity, and mechanically updated. Rather than replacing 5th Edition with a "6th Edition," 5.5E expands and tightens the existing framework while maintaining backwards compatibility with every 5E adventure module, sourcebook, and campaign setting published since 2014. If you are new to D&D entirely, start with the Dungeons & Dragons 5e (2014) entry for a full explanation of how the game works. Everything described there still applies here. This entry covers what 5.5E specifically changed. Description D&D 5.5E plays identically to 5th Edition at the table. Players create adventurers, one player takes on the role of the Dungeon Master (DM), and the group tells a collaborative story driven by a twenty-sided die (d20) and the DM's rulings. The core loop, the "Three Pillars" of Combat, Exploration, and Social Interaction, and the fundamental mechanics (Advantage and Disadvantage, Bounded Accuracy, the Proficiency Bonus, the rest system) all carry over unchanged. What the 2024 revision addresses is the rough edges that a decade of play exposed. Martial classes (Fighters, Barbarians, Monks, Rogues) now have more tactical options in combat instead of repeating the same basic attack every turn. Spellcasting classes have been rebalanced to reduce the gap between low-level and high-level power. Rules that were famously unclear or frequently house-ruled (grappling, crafting, surprise, two-weapon fighting) have been rewritten. The Dungeon Master's Guide, long criticized as poorly organized, has been restructured into a book that new DMs can actually learn from rather than only reference. The result is a game that feels the same at the table but runs more smoothly. Groups that have been playing 5E for years will notice the quality-of-life improvements. Groups starting fresh will simply have a cleaner ruleset from day one. Both 2014 and 2024 material can be used at the same table without conversion, though the newer rules are recommended for new characters.

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Neon Lords of the Toxic Wasteland
Tabletop Roleplaying Games

Neon Lords of the Toxic Wasteland

English
Apocalyptic
Indie
MUTANTS AND MULLETS! In a world where magic and technology collide, mutants and monsters roam the toxic wastelands and ruins of the forgotten world. In this new kill-or-be-killed world, only the strong survive, and attitude is everything! Become a Scum Dog adventurer and brave the dangers of the wastelands in search of cash and prizes. Collect fantastical gear and wield the galaxy’s most powerful weapons to become the baddest dude in Neo-Terraxx. Do you have what it takes to become the Neon Lord?

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Erasmas Expeditions
Actual Play & Podcasts

Erasmas Expeditions

English
Dungeons & Dragons
Actual Play
The channel is primarily for Live Play roleplaying game sessions. This is the home of Rostfin, Caldera, Momentum, Chrome City, Dowrenland, Acid Reign, and Arrath. There is also an ever-growing collection of other one shots and triologies in a multitude of systems and settings. This is also the official birthplace of my own system, The Expedition Engine! So sit back, grab some snacks, hit play, and hold onto your butt! Links youtube.com - Youtube channel ko-fi.com - Ko-Fi page

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