Articles Main Menu
Home
Up
Scenario Design
Excalibur and Boardgame Support
Rules and AAR
Terrain and Models
Broadcasting Miniature Games

Rules and Product Menu

Main Landing Site

For scenarios, visit each era of the Rules page.

Downloads here.

 

 

Sample Scenarios and Maps in 
The War Games Archive.
For scenarios,
visit each 
era of the Rules page.

We do not accept these email accounts due to proliferation
of spam: Yahoo, AOL, Hotmail

Rules Update Page

City Scape Construction
Designing Vehicles
Designing Vehicles2
Building Arenas
Analyzing a JADA Truck.pdf
TD Arena Points
Rules, Scenarios/td_scenarios_booklet.pdf
Time Driver City Scape
TD Downloads List
Rules Update Page
Time Driver Game Cards

Downloads here

 Auto-dueling Adventures

Combat Penalty means a penalty to the firer that causes the to-hit die roll to be pushed further e.g. from Color to Code, from Code to Code 'n Color etc.  Combat Bonus means a bonus that pulls the to-hit die roll closer to automatic, e.g. from Code to Color, from Color to Automatic.  Therefore a 2 combat bonus at extreme range (roll CnC to hit) would progress one to Code then one more to Color.

Last Updated Oct. 28 2009 (pink cell is most recent)

Keyword Expanded Additional
1.  Variable rocket weapons  can fire 1, 2 or 3 rockets at once.
2.  Rocket Launchers  fire one rocket only and no other ammo.
3.  MFR's (multiple fire rocket launcher) fire all their rockets at once, so all 4 rockets fire at once represented by one rocket model on the table.
4.  Jumps  Vehicles must have a speed of 3 to make a 3-space long jump. Upon reaching the other side of a jump fail control ONLY if rolling CnC (red star), modified if the vehicle is larger than a sedan or not equipped for jumps (has normal suspension). Note that all vehicles in an arena are assumed to be upgraded for the jumps in that arena otherwise they would not be in that arena.
5.  Damage from combat For each hit on a target, the target owner rolls a CnC die to see if damage is caused. For Armor Level three or greater, no damage is caused if the roll is Color. On 2, no damage is caused on a roll of Code and on 1 armor level no damage is caused on a roll of CnC.
6.  In instances of pending crashes between vehicles;  players must tell the judge in secret what their maneuver is going to be and then the judge will conduct the vehicle movements.
7.  Maximum Reverse Speed  is 2 max reverse acceleration 1
8.  On emergency stop at any speed greater than one  minimum move forward is one space (providing passing control check).
9.   All pedestrians  are a 2 Combat Penalty when fired at by moving vehicles.
10.   Players who's characters operate as a team in proximity of one space of each other are a 1 Combat Penalty when fired at; they are harder to hit because they are looking out for each other. This bonus is lost when characters are separated, are together but are in crowds, in smoke, etc.
11.   Spike Gun Fires a package of spikes 1/2 space in size; roll color (red) to hit the desired spot otherwise ineffective spread.

Arena Changes

 

1.  Each player will be given a number of ammo tokens for the arena game.  No matter what weapon you fire, you spend one token. Weapons that fire multiple projectiles at once spend that many tokens at once.
2.  For multi-level arenas,  if there are less than 6 players all start on the bottom level.
3.  Combat (with weapons) can only begin  after at least one player makes one lap.
4.  No vehicle can come to a deliberate stop  during an arena game; if it does it is disqualified (this obviously does not pertain to stopping before shifting to reverse and other such instances)