Huzzah, looks pretty rad right? I’m pretty happy with all the little touches, like the images under important fields, how the armor track turned out, the circles to fill in for Brand, and so on. You can get the current version of the record sheets as PDF if you’re interested.
I also did a playtest of the trimming and reworking I’ve been doing for White Line Fever. Went really well and played a lot more smoothly than in the past. Since my last post I’ve added Droppables (like oil, spikes, etc.), removed the once-per-game Crash ability, tweaked how the order of Maneuvers works, added a satisfying exploding car rule, and more.
The main chunk of remaining work is in taking photos for the rulebook and playtesting even more. I’m sure some balance tweaks will happen to weapons over time, just like how Dinosaur Cowboys went, but I think I’m pretty happy with how the game works overall now.
My biggest epiphany was to think of the game like a skirmish game but instead of 28mm miniatures it has cars. Because previously I had this subconscious restriction that car movement must be plodding and a bit tedious to try to achieve some sense of realism. Sort of like the turning key in Car Wars: sure it’s great and realistically shows how hard different angles of turns would be for a car…but at the same time it can feel like math or geography homework trying to weave your car through some hills. Or phased turns in Dark Future or even Gaslands. Whereas with White Line Fever the cars sort of behave like vehicles from a skirmish or wargame, as in they just turn up to 90 degrees and move in straight lines. So the combat flows really well, and pushing your luck trying to get more maneuvers is satisfying. So yeah, that was a good realisation on par with my initial a-ha of all cars getting the same number of maneuvers and faster cars just go further each time.