Car Wars


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The Car Wars books were one of TSR's two 1986 releases aimed at fans of the Advanced Dungeons and Dragons Adventure Gamebooks. The books are quite unusual in that they represent a collaboration between TSR and competitor Steve Jackson Games, showing a mix of the two company's styles -- from the outside, they look much like the Advanced Dungeons and Dragons Adventure Gamebooks, even featuring TSR's trademark pull-out bookmarks (which are actually completely useless since there's a better character sheet printed within the pages of the book), but the internal fonts and layout will look more familiar to gamers who use Steve Jackson Games products. In terms of gameplay, they are mostly similar to TSR's other advanced gamebooks, but in keeping with the board game that inspired them, they feature the most complicated combat system of the bunch. Six books were released before the series ended.

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1. Battle Road
Author: Steve Jackson (US)
Illustrators: Larry Elmore (cover), Dan Carroll (interior)
First Published: July, 1986
ISBN: 0-88038-297-X
Length: 400 sections (plus introduction)
Number of Endings: 36
Plot Summary: You have twenty-four hours to rescue the daughter of the president of Louisiana from an oil baron; if you fail, he will force her to marry him, thus getting that much closer to taking the presidency for himself.
Translation: French
My Thoughts: Although it has a number of problems, this book is at heart a fairly solid design. Since its character creation system is point-based and has no random element, the player has total freedom to customize his or her character based on personal preference and past experience, and the book does a decent job of accomodating different strategies. Once you become familiar with the adventure, it's possible to get quite far without any dice-rolling simply by raising the right stats and making wise decisions. Sadly, there are quite a few drawbacks to accompany the book's balanced game design. First of all, the mission feels shorter than it should. For a 400-paragraph adventure, each playthrough goes by awfully quickly; it sort of makes one wonder what exactly is filling out the book's pages. There's also not much here in the way of plot; although the politically-oriented framing storyline is intelligent and interesting, it makes up a very small part of the book. Most of the adventure is simply a series of unmemorable random encounters, one after another. The worst problem of all, though, is the combat. The combat system itself is pretty solid, but due either to large numbers of combatants or low odds of hitting anything, fights can drag on a bit too long sometimes. The tedium of rolling dice endlessly really breaks up the flow of the story, and it's especially frustrating to spend ages rolling dice only to get killed and have to start over. Most fights can be avoided, which is a good thing, but in a book set in the Car Wars universe, combat should really be an asset rather than a liability -- blowing stuff up should not be more boring than running away! In the end, I'm really not sure what to think about this book. It's a strange combination of successes and failures; while it works on a mechanical level and also shows off some of Steve Jackson's talents, it ultimately fails to be particularly fun or notable. The series could certainly have started off on a worse note, but I feel it should have been much better.

2. Fuel's Gold
Authors: Steve Jackson (US), Creede Lambard and Sharleen Lambard
Illustrators: Larry Elmore (cover), Dan Carroll (interior)
First Published: October, 1986
ISBN: 0-88038-298-8
Length: 400 sections (plus introduction)
Number of Endings: 34
Plot Summary: You are given an important courier job and soon end up working against a group of bloodthirsty anarchists.
Translation: French
My Thoughts: This is a definite improvement over its predecessor. Its events feel more like a story than a random collection of unrelated happenings, its fights are a bit more entertaining, and it doesn't seem quite so overly brief (though I've certainly had much longer adventures in books of this thickness). It's also nice not to have to keep track of time, as that constant book-keeping made it harder to become particularly immersed in the previous adventure. There are a number of flaws present here, however. While matters involving the rolling of dice are less annoying than they were before, they still add a degree of tedium to the adventure. It seems particularly irritating that the book actually starts out with a battle in the introductory section! It's not a particularly dangerous fight (you can't be killed), but it really makes starting over a frustrating experience after a while. There's also at least one minor continuity error in the text -- it is possible to read about an object that you have never seen in section 103. All in all, this book marks a step in the right direction, but it's still not as much fun as a regular game of Car Wars.

3. Dueltrack
Author: Scott Haring
Illustrators: Jim Holloway (cover), Dan Carroll (interior)
First Published: February, 1987
ISBN: 0-88038-443-3
Length: 400 sections (plus introduction)
Number of Endings: 20
Plot Summary: You're an autoduellist whose friend is a famous inventor. Unfortunately, his latest creation, the RB-4 robot, creates a controversy which threatens your life.
My Thoughts: This book is a nice change of pace from the last two. While the previous books were both fairly linear, this one uses a structure that's less common in gamebooks and which is well-suited to mystery stories like this one -- there's a central section with lots of options, and the reader follows various paths from this one section, keeping track of time in the process. By being in the right places at the right times, the player can advance the story. It has a pleasantly non-linear feel to it, and the execution here is largely successful. Another nice touch is the fact that, while the story ends in a gigantic battle, the author provides optional alternate rules for players who just want to get things over with in a timely fashion. My only real complaint is that the book is too difficult for its own good. Clues and leads are exceptionally hard to come by, leaving the reader wondering what to do next much of the time. This problem is made much worse by the way the book all-too-frequently relies on random chance -- some events are determined by a simple unmodified die roll. This is unfortunate, since it means the player can do nothing to affect these events; if the rolls at least used skill scores, strategic character creation could be used as a work-around to figure out which events were important and which were red herrings. As it is, though, all one can really do is grow increasingly frustrated. After I had been playing for a few hours, I started finding myself wanting to give up because I couldn't think of anything new to try and I didn't feel motivated enough to retry the same old path in hope of having better luck the next time around. Still, it could have been worse, and for the most part the book is a success. Sometimes being a little different helps a lot.

4. Badlands Run
Authors: Creede Lambard and Sharleen Lambard
Illustrators: Jim Holloway (cover), Dan Carroll (interior)
First Published: June, 1987
ISBN: 0-88038-298-8
Length: 400 sections (plus introduction and glossary)
Number of Endings: 28
Plot Summary: You must drive Orson Whitney, a controversial Church Elder, to San Francisco without letting him get killed in the process.
My Thoughts: The previous book's non-linear structure isn't repeated here; we're back to the same basic linear form used in the first two adventures. This isn't such a bad thing, though, as the book is quite well-designed. While most of the same events happen every time you play, you still have some freedom -- there are many fights that can be provoked or avoided and many subplots that can be investigated or ignored. Since there's no timekeeping and little use of money, the story isn't bogged down by excessive book-keeping, and since there are many opportunities to repair your vehicle, victory doesn't require the same degree of continuous luck that some previous volumes forced you to rely upon. There's nothing too spectacular or unusual about the book, but it's well-balanced and interesting enough to make for a couple of entertaining and non-frustrating playthroughs.
Errata: This book's introduction ends with the sentence "You are the autoduellist," which is very similar to the "You are the duellist" which marks the transition from the third-person introduction to the first-person adventure in the first book of this series. Since the introduction here is in the same first-person as the rest of the book, though, this line serves no purpose and seems kind of weird.

5. Green Circle Blues
Author: Scott Haring
Illustrators: Jim Holloway (cover), Dan Carroll (interior)
First Published: August, 1987
ISBN: 0-88038-445-X
Length: 400 sections (plus introduction)
Number of Endings: 17
Plot Summary: You are an autoduellist looking to revive a sunken career; an opportunity arises when the government asks for your help in foiling a nuclear threat from a group of terrorists known as the Green Circle.
My Thoughts: This book is an expansion of an earlier solitaire Car Wars adventure published in Autoduel Quarterly. I haven't played the original version, so I can't say how the revisions stack up; I can say, however, that I was rather disappointed by this book's role in this series. Scott Haring's previous book offered a breath of fresh air with its unusual design and at least slightly atypical plot. All this book offers, though, is yet another linear escort mission. For the most part, it's no worse than the previous books, but after having done more or less the same thing two or three times before, I found the whole thing pretty dull. There's not enough character personality or plot originality to set it apart. I also strongly object to one of the adventure's final choices -- it's possible to make it through the whole adventure, then fail at the last minute as the result of a seemingly trivial decision. This may be realistic, but it's an awfully demoralizing and frustrating thing to do to the reader. If you ask me, once the final battle has been won, the reader really shouldn't be forced to start all over again; doing so only results in senseless tedium. Of course, I might not have found this book quite so redundant if I hadn't played it so soon after completing its predecessors. If you own a set of these books, you'll probably increase your enjoyment of them if you can avoid reading them within too narrow a window of time.

6. Mean Streets
Authors: W. G. Armintrout (edited by C. Mara Lee)
Illustrators: Jim Holloway (cover), Dan Carroll (interior)
First Published: November, 1987
ISBN: 0-88038-446-8
Length: 400 sections (plus introduction)
Number of Endings:
Plot Summary: You are a cloned agent of the nation of Texas, and you must defend your homeland from the nuclear threat of the old enemy who killed your previous body.
My Thoughts: This book brings the series to a very satisfying close. The storyline is considerably more exciting than the previous "just drive down the road until you reach the end" missions, and the game design features a number of creative surprises. There's a very high replay value thanks to numerous conversation options during your initial briefing and the inclusion of random elements throughout the rest of story; the most notable variation is the fact that each time you play, you randomly end up with one of three possible partners, each with different knowledge and abilities. I have only a few minor complaints. The worst problem is one that's pretty familiar to most gamebook readers: lack of proofreading. The book has a handful of irritating typos which break the flow of play, though fortunately the open-ended design makes it easy to work around problems that might have been game-stopping in a more linear book. A more philosophical complaint is the fact that the book isn't very politically correct, going gratuitously out of its way to point out the racial backgrounds of its villains. This is fairly typical of the action genre, but it struck me as something that would probably offend some people. Finally, it seems kind of silly that one of the choices offered in the introduction leads to instant death; it's not a big deal, but it's rather pointless. These quibbles aside, though, this book is well above average and worth taking a look at!
Errata: In section 5, one man is described as being armed with a shotgun in the main text but as having a pistol in the choices. Section 179 doesn't have any outgoing paths even though it is clearly not an ending. The transition from 221 (or 282) to 395 seems to be incorrect.


French Translations

I believe that only two of these books were translated into French; they were released by Hachette. The French editions exclude the useless character bookmarks. Thanks to Charlotte Benditt and Frederic Martinoty for help with the literal title translations.

1. A Fond la Caisse
Translation Of: Battle Road
Literal Translation of French Title: Pedal to the Metal
Translator: Jean Esch
Cover Illustrator: Jean-Jacques Vincent
First Published: 1987
ISBN: 2.01.012704.8
Length: 400 sections (plus introduction)
My Thoughts: In a logical move, the French edition moves the map to the very back page for easy reference. In a less logical move, its cover features a rather inferior imitation of the original's Elmore painting.

2. Panne Sèche
Translation Of: Fuel's Gold
Literal Translation of French Title: Out of Gas
Translator: Jean Esch
Cover Illustrator: Jean-Jacques Vincent
First Published: 1987
ISBN: 2.01.012986.5
Length: 400 sections (plus introduction)


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