TEXT: Rules Draft December 7, 2020 
   
  Car Wars Sixth Edition — Bots 
  by Sam Mitschke 
   
  These rules allow you to add autonomous cars to Car Wars Sixth Edition games that have fewer than four players. 
  These “bots” follow logic scripts as outlined below. A human player is required to manage each bot’s dashboard, 
  tokens, and dice rolls over the course of the game, and we are presuming that player already has a solid 
  understanding of the Car Wars Sixth Edition core rules. 
   
  CAR CONSTRUCTION 
   
  For the most part, a bot car build is just like any other. For your first few games using a bot, we suggest using the 
  build recipes provided in the Car Wars Sixth Edition Vehicle Guide as a starting point. 
   
  Note that bots always activate items and abilities each time the opportunity arises, and they always take actions 
  that would be optional for a human player. Some cards provide choices that are not always obvious (such as when 
  to use the Targeting Computer or when to activate the Thundercat Battery). You should not pick these cards 
  unless you decide beforehand how the bot will use them; choose other cards of the same value. 
   
  STARTING POSITIONS 
   
  Use the starting positions described in the core rules, based on 
  the number of players in the game (each bot counts as a 
  player). You must assign where each bot starts in the arena. 
   
  Place the turning key against the edge of the arena as shown in 
  the core rules, then place the bot’s car base directly on top, 
  aligned with the long side of the turning key. 
   
  Align the back of the bot’s car base over the turning key so that 
  it is one car length away from the arena edge. Hold the base in 
  that position and remove the turning key, and the bot is ready 
  to start. 
   
  GENERAL RULES 
   
  Bots follow the normal game rules except where noted below. 
   
  Crew abilities are used by bots every time there is a valid opportunity to do so. 
   
  Bots earn 
   for maneuvers, and they spend them on items, abilities, and re-rolls every time there is a valid 
  opportunity to do so. They do not reserve tokens for later use. 
   
  When a bot is required to choose between multiple options, use dice to determine the outcome: 
   
    
   
  For two options (A or B), roll a blue die: 
   
   = Option A 
   = Option B 
   
  For three options (A, B, or C), roll a white die: 
   
   or 
   = Option A 
   or 
   = Option B 
   or 
   = Option C 
   
  Starting Bot Position 
  
  Rules Draft December 7, 2020 
   
   
  2 
  If a bot is expected to adjust speed above its maximum speed, it only adjusts up to its maximum speed. 
   
  When a bot makes a turn, its car base pivots far enough over the turning key to fully cover the section matching 
  the required turn difficulty. On slight turns, the car base should fully cover the “SLIGHT” section. 
   
  If a bot goes out of control as the result of a driving roll, it takes 1 
   from the supply after resolving any tire 
  damage or spin. If a bot goes out of control for any other reason, it does not receive this bonus token. 
   
  When a bot is given an opportunity to re-roll dice, it continues re-rolling until all available re-rolls are spent or the 
  dice all show successful results. A bot cannot re-roll a successful result in order to improve or modify the result. 
   
  Determine which dice can be re-rolled, then roll them in the following order based on the bot’s current step: 
   
  MANEUVERING: 
   
  (1) white > (2) yellow > (3) green > (4) blue > (5) red > (6) black 
   
  ATTACKING: 
   
  (1) yellow > (2) green > (3) blue > (4) white > (5) red > (6) black 
   
  DEFENDING: 
   
  (1) blue > (2) red > (3) white > (4) yellow > (5) green > (6) black 
   
  ALL OTHER CIRCUMSTANCES: no re-rolls unless an ability specifies otherwise. 
   
   
   
  BOT PERSONALITIES 
   
  Each bot’s personality will be aggressive, balanced, defensive, or desperate. This will change from turn to turn. 
   
  At the start of each round, check to see if any bot has had its armor reduced to 0 on three or more sides. If so, that 
  bot becomes desperate and remains so for the rest of the game. 
   
  Then roll a white die for each bot that is not desperate. The die result determines the personality type for that bot 
  until the start of the next round: 
   
   or 
   = aggressive 
   or 
   = balanced 
   or 
   = defensive 
  Avoiding Collisions 
   
  Before a bot spends a movement point, use the turning key to measure directly in front of the car base, 
  pointing straight ahead relative to the car's direction — if the turning key overlaps any heavy obstacles or 
  walls, the bot must use its next movement point to turn toward the center of the arena.  
   
  Roll a blue die to determine the difficulty of the turn: 
   
   = D2 
    = D3 
  We suggest using a marker, such as a standard die, near a bot’s 
  dashboard to indicate its current personality. It is very useful to have a 
  visual reminder during play as the personality may change several times 
  during the game. 
   
  
  Rules Draft December 7, 2020 
   
   
  3 
  1. Aggressive 
   
   
   
  Ignore fires during the manage fires step. 
   
  During the adjust speed step, if at speed 2 or lower, hard-accelerate. If at speed 3 or 5, adjust to speed 4. If 
  already at speed 4, remain at that speed. 
   
  During the movement step, if the nearest opponent is within the front firing arc OR if the bot has 3 or fewer 
  , drive straight, making slight turns toward the center of the nearest opponent’s car base. Otherwise 
  make either a D1, D2, or D3 turn — whichever points the front of the car as close as possible to the center 
  of the nearest opponent’s car base. 
   
  2. Balanced 
   
  If possible, extinguish 1 fire during the manage fires step by paying the required cost. 
   
  During the adjust speed step, if at speed 3, remain at that speed. If not, adjust speed by 1 toward speed 3. 
   
  During the movement step, if the nearest opponent is within the front firing arc OR if the bot has 3 or fewer 
  , drive straight, making slight turns away from the center of the nearest opponent’s car base. 
  Otherwise make either a D1 or D2 turn — whichever points the front of the car as close as possible to the 
  center of the nearest opponent’s car base. 
   
  3. Defensive 
   
  If possible, extinguish 1 fire during the manage fires step by paying the required cost. 
   
  During the adjust speed step, check the location of the nearest opponent: 
   
  If the nearest opponent is within the back firing arc, adjust speed by 1 toward speed 4. If already at speed 
  4, remain at that speed. 
   
  If the nearest opponent is not within the rear firing arc, adjust speed by 1 toward speed 2. If already at 
  speed 2, remain at that speed. 
   
  During the movement step, if the bot has 3 or fewer 
  , or if the nearest opponent is in the back firing 
  arc, drive straight. Otherwise make a D1 turn toward the center of the nearest opponent’s car base. 
   
  4. Desperate 
   
  If possible, extinguish 1 fire during the manage fires step by paying the required cost. 
   
  During the adjust speed step, if at speed 2, remain at that speed. If not, adjust speed by 1 toward speed 2. 
   
  During the movement step, if this bot has 3 or fewer 
  ,  drive straight, making slight turns to point 
  toward the center of the nearest opponent’s car base. Otherwise make a D1 turn toward the center of the 
  nearest opponent’s car base. 
   
   
  Do NOT avoid heavy obstacles (as any other bot would) unless the front armor is reduced to 0. 
  
  Rules Draft December 7, 2020 
   
   
  4 
  COMBAT 
   
  A bot fights according to the rules of the core game, but it may need help with some decisions: 
   
  Attacking 
   
  As long as both of a bot’s crew members are still alive, the gunner fires first, followed by the driver. 
   
  Follow the list below to determine which opponent to target and which weapon to use. If there is not a valid 
  target that meets the description, move to the next numbered item. 
   
  1. Attack with the highest-cost weapon that is able to target an out-of-control opponent. 
  2. Attack with the highest-cost limited-range weapon that is able to target any opponent. 
  3. Attack with the highest-cost weapon that is able to target any opponent. 
  4. Attack with the highest-cost sidearm that is able to target any opponent. 
  5. Do not attack this turn. 
   
  If there are multiple targets that match the highest item in the list, the bot attacks the nearest valid target. 
  If there are multiple weapons available for a bot to fire, roll a die to determine which is used. 
   
  When a bot must choose which side of an opponent to attack, it chooses the side with the lowest armor value. If 
  the armor values are equal, the bot aims for the left or right side (whichever can be targeted). 
   
  Defending 
   
  Bots defend according to the core rules and spend 
   for equipped items and defensive re-rolls whenever 
  possible. If a choice arises, roll a die to decide. 
   
  DAMAGE CARDS 
   
  Some damage cards require a decision to be made by the bot, such as where to assign damage. Follow the criteria 
  below to resolve those choices. If a decision still cannot be made, roll a die to decide. 
   
  Weapon & Accessory Results 
   
  Apply the incoming damage to the lowest-cost item on that side that has taken the least damage. 
   
  EXCEPTION: If an item would be destroyed, but another item of the same type on that side would not be 
  destroyed, apply the damage to the other item — spread the damage as evenly as possible. 
   
  Crew Results 
   
  Apply the incoming damage to the crew member that has taken the least damage. If they are tied, apply the 
  damage to the driver. 
   
  If a crew member would be killed by incoming damage, but the other crew member would not, apply the 
  damage to the other crew member — spread the damage as evenly as possible. 
   
  END OF GAME 
   
  The end conditions for a game with bots are identical to those of the core game. 
  
SOURCE: textdata/thevault/Car Wars/Core/Car Wars 6E - Bots Rules.pdf