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Rules

CarPG v0.1.0 Beta rules

Rules reference

Everything the engine uses to settle a fight — straight from the game data, with every rule tagged by where it comes from.

01

How a battle works

Turn-based tactical car battler. Read the elements, use the terrain, strike from behind.

Format

5v5 · 3v3

Standard: 5 cars per team; Blitz: 3 cars per team. Custom matches take any equal size from 1v1 to 10v10; the arena needs one spawn tile per car.

A turn

Move + attack

One specific car's opportunity to act. It may move up to its Speed and attack, in either order.

A round

Everyone acts

Round ends after all living cars have had their turn.

Victory

Knock out all

All cars on one team are knocked out.

Shorthand

S.R. = Success Roll

Skills marked S.R. roll 1d6 and succeed on 4–6. 50% chance.

Confirmed

02

Element chart

14 elements. Your attacking element against the target's decides how easily you hit.

Advantage — hits on 3–6Disadvantage — hits on 5–6, −1 damageNeutral — hits on 4–6Not reciprocal in the source chart
Element matchups. Rows are the attacking element, columns the defending element. Each cell reads advantage, disadvantage or neutral.
Atk ↓
Def →
GraGrassFirFireWatWaterEleElectricAirAirPsyPsychicIceIceLigLightDarDarkGroGroundSteSteelFigFightingSpiSpiritPoiPoison
GrassGrass vs Grass: NeutralGrass vs Fire: NeutralGrass vs Water: AdvantageGrass vs Electric: NeutralGrass vs Air: DisadvantageGrass vs Psychic: NeutralGrass vs Ice: NeutralGrass vs Light: AdvantageGrass vs Dark: NeutralGrass vs Ground: NeutralGrass vs Steel: NeutralGrass vs Fighting: NeutralGrass vs Spirit: NeutralGrass vs Poison: Disadvantage
FireFire vs Grass: NeutralFire vs Fire: NeutralFire vs Water: DisadvantageFire vs Electric: NeutralFire vs Air: NeutralFire vs Psychic: NeutralFire vs Ice: AdvantageFire vs Light: NeutralFire vs Dark: AdvantageFire vs Ground: DisadvantageFire vs Steel: NeutralFire vs Fighting: NeutralFire vs Spirit: NeutralFire vs Poison: Neutral
WaterWater vs Grass: DisadvantageWater vs Fire: AdvantageWater vs Water: NeutralWater vs Electric: NeutralWater vs Air: NeutralWater vs Psychic: NeutralWater vs Ice: NeutralWater vs Light: NeutralWater vs Dark: NeutralWater vs Ground: NeutralWater vs Steel: Advantage, not reciprocalWater vs Fighting: NeutralWater vs Spirit: NeutralWater vs Poison: Disadvantage
ElectricElectric vs Grass: NeutralElectric vs Fire: NeutralElectric vs Water: NeutralElectric vs Electric: NeutralElectric vs Air: AdvantageElectric vs Psychic: NeutralElectric vs Ice: NeutralElectric vs Light: NeutralElectric vs Dark: NeutralElectric vs Ground: DisadvantageElectric vs Steel: AdvantageElectric vs Fighting: NeutralElectric vs Spirit: DisadvantageElectric vs Poison: Neutral
AirAir vs Grass: AdvantageAir vs Fire: NeutralAir vs Water: NeutralAir vs Electric: DisadvantageAir vs Air: NeutralAir vs Psychic: NeutralAir vs Ice: DisadvantageAir vs Light: NeutralAir vs Dark: NeutralAir vs Ground: NeutralAir vs Steel: NeutralAir vs Fighting: AdvantageAir vs Spirit: NeutralAir vs Poison: Neutral
PsychicPsychic vs Grass: NeutralPsychic vs Fire: NeutralPsychic vs Water: NeutralPsychic vs Electric: NeutralPsychic vs Air: NeutralPsychic vs Psychic: NeutralPsychic vs Ice: NeutralPsychic vs Light: NeutralPsychic vs Dark: DisadvantagePsychic vs Ground: NeutralPsychic vs Steel: NeutralPsychic vs Fighting: AdvantagePsychic vs Spirit: DisadvantagePsychic vs Poison: Advantage
IceIce vs Grass: NeutralIce vs Fire: DisadvantageIce vs Water: NeutralIce vs Electric: NeutralIce vs Air: AdvantageIce vs Psychic: NeutralIce vs Ice: NeutralIce vs Light: NeutralIce vs Dark: NeutralIce vs Ground: AdvantageIce vs Steel: NeutralIce vs Fighting: DisadvantageIce vs Spirit: NeutralIce vs Poison: Neutral
LightLight vs Grass: DisadvantageLight vs Fire: NeutralLight vs Water: NeutralLight vs Electric: NeutralLight vs Air: NeutralLight vs Psychic: NeutralLight vs Ice: NeutralLight vs Light: NeutralLight vs Dark: AdvantageLight vs Ground: NeutralLight vs Steel: DisadvantageLight vs Fighting: NeutralLight vs Spirit: AdvantageLight vs Poison: Neutral
DarkDark vs Grass: NeutralDark vs Fire: DisadvantageDark vs Water: NeutralDark vs Electric: NeutralDark vs Air: NeutralDark vs Psychic: AdvantageDark vs Ice: NeutralDark vs Light: DisadvantageDark vs Dark: NeutralDark vs Ground: NeutralDark vs Steel: NeutralDark vs Fighting: NeutralDark vs Spirit: AdvantageDark vs Poison: Neutral
GroundGround vs Grass: NeutralGround vs Fire: AdvantageGround vs Water: NeutralGround vs Electric: AdvantageGround vs Air: NeutralGround vs Psychic: NeutralGround vs Ice: DisadvantageGround vs Light: NeutralGround vs Dark: NeutralGround vs Ground: NeutralGround vs Steel: NeutralGround vs Fighting: DisadvantageGround vs Spirit: NeutralGround vs Poison: Neutral
SteelSteel vs Grass: NeutralSteel vs Fire: NeutralSteel vs Water: NeutralSteel vs Electric: DisadvantageSteel vs Air: NeutralSteel vs Psychic: NeutralSteel vs Ice: NeutralSteel vs Light: AdvantageSteel vs Dark: NeutralSteel vs Ground: NeutralSteel vs Steel: NeutralSteel vs Fighting: NeutralSteel vs Spirit: Disadvantage, not reciprocalSteel vs Poison: Advantage, not reciprocal
FightingFighting vs Grass: NeutralFighting vs Fire: NeutralFighting vs Water: NeutralFighting vs Electric: NeutralFighting vs Air: DisadvantageFighting vs Psychic: DisadvantageFighting vs Ice: AdvantageFighting vs Light: NeutralFighting vs Dark: NeutralFighting vs Ground: AdvantageFighting vs Steel: NeutralFighting vs Fighting: NeutralFighting vs Spirit: NeutralFighting vs Poison: Neutral
SpiritSpirit vs Grass: NeutralSpirit vs Fire: NeutralSpirit vs Water: NeutralSpirit vs Electric: AdvantageSpirit vs Air: NeutralSpirit vs Psychic: AdvantageSpirit vs Ice: NeutralSpirit vs Light: DisadvantageSpirit vs Dark: DisadvantageSpirit vs Ground: NeutralSpirit vs Steel: NeutralSpirit vs Fighting: NeutralSpirit vs Spirit: NeutralSpirit vs Poison: Neutral
PoisonPoison vs Grass: AdvantagePoison vs Fire: NeutralPoison vs Water: AdvantagePoison vs Electric: NeutralPoison vs Air: NeutralPoison vs Psychic: DisadvantagePoison vs Ice: NeutralPoison vs Light: NeutralPoison vs Dark: Disadvantage, not reciprocalPoison vs Ground: NeutralPoison vs Steel: NeutralPoison vs Fighting: NeutralPoison vs Spirit: NeutralPoison vs Poison: Neutral

Read across: the attacker's row decides the matchup. The chart is attacker-centric — the defender's row is never consulted, so a few pairs aren't mirror images (dots above).

Grass

Strong vs
WaterLight
Weak vs
PoisonAir

Fire

Strong vs
IceDark
Weak vs
WaterGround

Water

Strong vs
FireSteel
Weak vs
GrassPoison

Electric

Strong vs
SteelAir
Weak vs
GroundSpirit

Air

Strong vs
FightingGrass
Weak vs
IceElectric

Psychic

Strong vs
PoisonFighting
Weak vs
SpiritDark

Ice

Strong vs
AirGround
Weak vs
FireFighting

Light

Strong vs
DarkSpirit
Weak vs
SteelGrass

Dark

Strong vs
SpiritPsychic
Weak vs
LightFire

Ground

Strong vs
ElectricFire
Weak vs
FightingIce

Steel

Strong vs
LightPoison
Weak vs
ElectricSpirit

Fighting

Strong vs
GroundIce
Weak vs
AirPsychic

Spirit

Strong vs
PsychicElectric
Weak vs
DarkLight

Poison

Strong vs
GrassWater
Weak vs
PsychicDark

Z-Boss

Special source label

Appears on Skull Crusher in the car database. It is not one of the 14 elements in the strengths/weaknesses chart.

Every matchup involving it is neutral until a design decision maps it. Preserve this source label and require an explicit game-design decision before mapping it to an elemental type.

03

Combat

Every attack is one d6 to hit, then damage. The battle log shows each roll and modifier.

Hit roll (1d6)

Most restrictive hit threshold wins; Difficult Terrain requires 5-6. Damage modifiers are additive.

  • Neutral

    50%Confirmed
  • Elemental advantage

    67%Official
  • Elemental disadvantage

    −1 damage

    33%Confirmed
  • Target on difficult terrain

    +1 damage taken

    33%Official

Critical hits

Add (attacker.attack - target.defense) to damage. The widest applicable range is used.

  • Any attack

    17%Official
  • Attacker is airborne

    33%Confirmed
  • Target is prone

    33%Official
  • Attacks against a prone target crit on 5-6; this does not mean a prone attacker has an improved critical rate.
  • Do not improve the attacker's critical range merely because the target is airborne.

Damage, step by step

Confirmed
  1. Roll 1d6 base damage.

  2. Add default +1 damage.

  3. Save this pre-critical damage result.

  4. If critical, calculate Attack - Defense; if adding it would reduce the pre-critical damage result, ignore the critical modifier and keep the pre-critical damage result.

  5. Add backstab +2 if applicable.

  6. Apply elemental disadvantage -1 if applicable.

  7. Apply defender terrain/status modifiers.

  8. Clamp final damage to minimum 0.

Negative critical modifier Confirmed

If adding the critical modifier (Attack - Defense) would reduce the damage result, ignore the critical modifier entirely and retain the damage result from the initial 1d6 + default +1 roll. Other applicable modifiers are then resolved normally.

Backstab +2 Official

Attacker is on the tile directly behind target relative to target facing; +2 damage.

Minimum damage: 0; a successful attack cannot deal negative damage.

  • Which die sets base damage

    The hit roll only decides hit and critical; base damage comes from a separate d6 roll.

    A second d6Confirmed

04

Turns & movement

Initiative is per car, not per team — the fastest car always moves first.

Initiative

Confirmed

Descending Speed, then descending Attack, then descending Defense. Stable seeded/randomized order, displayed to players.

Movement

Confirmed

Up to the car's Speed in tile steps. Draw route by dragging or clicking consecutive tiles; route's final direction determines facing.

Attack range

Official

Orthogonally adjacent tiles have distance 1; diagonally adjacent tiles have distance 2; ordinary attacks require distance 1; prone targets may be attacked diagonally.

Blocking

Confirmed

Allies: drive through, but you can't stop on them. Enemies and walls block the path. Airborne cars fly over walls but must land on an open tile.

Facing & backstab

Confirmed

Facing is the direction of a move's final step; attacking turns a car toward its target. Attacker is on the tile directly behind target relative to target facing; +2 damage.

Status timing

Confirmed

Resolve start-of-turn expiry before the affected car acts.

05

Terrain

Five terrain types plus walls. Terrain never slows a car down — it changes the fight.

Terrain does not cost extra movement; each traversed playable tile costs one step unless a skill/airborne rule overrides it.

Normal

  • No modifiers.

Difficult terrain

  • Attacks against a car here hit only on 5–6.
  • It takes +1 damage.

Launch pad

  • Ending a move here launches the car: airborne for 2 turns.
  • Airborne attackers crit on 5–6.

Elemental surge

  • Next attack gains elemental advantage; consumed after use.

Shield zone

  • A car here takes −1 damage from attacks.

Wall

  • Cannot enter/pass through unless a skill allows it or airborne flight permits passing over; cannot end on an invalid tile.

Out of bounds

  • Outside the arena. Never traversable, even when airborne.

06

Statuses

Every status uses a frame shape — hexagon buff, octagon debuff, square state — so colour isn't needed to read it.

Pronedebuff

Knocked down. Attacks against it crit on 5–6 and may come from diagonal tiles.

Airbornebuff

In the air. Its attacks crit on 5–6 and it can fly over walls. A crit knocks it prone.

Elemental Surgebuff

Its next attack counts as elemental advantage, then the surge is spent.

Shieldedbuff

A shield absorbs or reduces incoming damage.

Chargingneutral

Charging up a skill.

Stat changeneutral

One of its stats is temporarily changed.

Dodgebuff

Evades incoming attacks while charges remain.

Skill disableddebuff

Its skill cannot trigger or be used.

Damage over timedebuff

Loses health at the start of each of its turns.

Stalleddebuff

Loses its turns while this lasts.

Invulnerablebuff

Cannot be damaged.

Redirectneutral

Damage aimed at this car is taken by another car instead.

Guaranteed critbuff

Its attacks are critical hits.

Damage boostbuff

Its attack hits deal extra damage.

Elemental shiftbuff

Changes the elemental matchup of its attacks, or of attacks against it.

Hazeddebuff

Each of its attacks may miss outright.

Movement boostbuff

Its movement range is changed.

Untargetablebuff

Cannot be chosen as an attack target.

Switched sidesneutral

Temporarily fights for the other team.

Copied skillneutral

Temporarily uses another car's skill.

07

Skills

Each car carries one skill, preserved word for word from the source database.

Skill types

  • Passive — always on: stat, range or movement rules.
  • Triggered — fires on an event (being hit, a turn starting…).
  • Active — the player activates it on the car's turn.
  • S.R. — Success Roll: 1d6, succeeds on 4–6.

Do not infer that N/A usage frequency means a skill is an activated unlimited-use skill; classify trigger semantics from the skill text.

Implementation status

Treat a skill as unimplemented unless its behavior has been implemented and tested. Unimplemented skills are labelled on every car and have no effect in battle; their source text is always shown.

  • Implemented197
  • Partial0
  • Not implemented0

08

Where each rule comes from

Rules are tagged Official when they come from the official source rules, Confirmed when the designer confirmed them for this version, and Assumption when the prototype had to decide.

Official source rules

Critical hit

  • Natural attack roll of 6; status-specific critical rules may also allow 5.
  • Add (attacker.attack - target.defense) to damage.
  • Base attack damage is user-confirmed as a 1d6 roll.

Elemental advantage

  • Attacker element is strong against target element: hit on 3–6 (normal terrain).

Difficult terrain

  • Hit on 5–6; the car on it takes +1 damage.

Prone

Clarified
  • An attack against a prone target is critical on 5 or 6.
  • Enemies may attack it from diagonal tiles.
  • Expires at the start of the affected car's next turn.

Airborne

Clarified
  • An airborne attacker scores critical hits on 5 or 6.
  • A critical hit on an airborne car knocks it prone until the start of that car's next turn.

Backstab

Clarified
  • Attacker occupies the tile directly behind target relative to target facing. +2 damage.
  • Note: Facing and rear arc are not fully defined in source rules.

From the source · 8

  • Hit roll with elemental advantage

    Attacker element is strong against target element.

    3–6
  • Hit roll against a car on difficult terrain

    5–6
  • Backstab bonus damage

    Attacker occupies the tile directly behind target relative to target facing.

    +2
  • Extra damage taken on difficult terrain

    +1
  • Critical hit roll

    Add (attacker.attack - target.defense) to damage.

    Natural 6
  • Critical roll against a prone car

    An attack against a prone target is critical on 5 or 6.

    5–6
  • Airborne car takes a critical

    Prone until the start of that car's next turn.

    Knocked prone
  • Diagonal attacks on a prone car

    Yes

Confirmed by the designer · 27

  • Hit roll, neutral matchup

    4–6
  • Hit roll with elemental disadvantage

    5–6
  • Several hit thresholds apply

    Most restrictive hit threshold wins; Difficult Terrain requires 5-6. Damage modifiers are additive.

    Most restrictive wins
  • Base damage

    Roll 1d6, then add +1 default damage.

    1d6
  • Which die sets base damage

    The hit roll only decides hit and critical; base damage comes from a separate d6 roll.

    A second d6
  • Default damage bonus

    +1
  • Damage at elemental disadvantage

    −1
  • Damage taken on a shield zone

    −1
  • Negative critical modifier

    If the critical modifier would reduce damage, ignore the critical modifier and use the pre-critical damage result (1d6 + default +1), then resolve other applicable modifiers.

    Ignored
  • Critical roll for an airborne attacker

    An airborne attacker scores critical hits on 5 or 6.

    5–6
  • Backstab position

    Attacker is on the tile directly behind target relative to target facing; +2 damage.

    Directly behind
  • Facing after a move

    Draw route by dragging or clicking consecutive tiles; route's final direction determines facing.

    Final step
  • End a move on an ally's tile

    No
  • Launch pad airtime

    2 turns
  • Elemental surge tile

    Next attack gains elemental advantage; consumed after use.

    Next attack has advantage
  • Success Roll (S.R.) succeeds on

    Roll 1d6 when a skill calls for an S.R.: 4, 5 or 6 succeeds; 1, 2 or 3 fails. Set by the client for this release (earlier development builds used 5–6).

    4–6
  • Initiative order

    Descending Speed, then descending Attack, then descending Defense.

    Speed › Attack › Defense
  • Initiative full tie

    Stable seeded/randomized order, displayed to players.

    Seeded order
  • Moves per turn

    1
  • Attacks per turn

    1
  • Drive through allies

    Yes
  • Airborne cars fly over walls

    Yes
  • Prone lasts

    Until the start of its next turn
  • Prone from a critical while airborne lasts

    Until the start of its next turn
  • Initiative recalculated every round

    Yes
  • Spawn tiles a map needs

    There is no fixed minimum map size. Each team needs at least one valid spawn tile per car it fields — an NvN match needs N per team, 2N in total. Checked before every match starts.

    One per car
  • Team size

    Equal teams only. Standard (5v5) and Blitz (3v3) are quick picks; Custom takes any size in range.

    1v1 to 10v10

Prototype assumptions · 14

The source rules don't cover these, so the prototype makes a call. Each is a single switch in the ruleset and is flagged for the designer to confirm.

Assumption
  • When launch-pad airtime ends

    Counted in the airborne car's own turns, checked at the start of its turn.

    For 2 of its turns
  • Same car twice on one team

    Each roster entry can appear at most once per team.

    No
  • Move after attacking

    A car may attack first and then move with its remaining turn.

    Yes
  • Extra moves share one Speed budget

    Skills that grant another move don't refill the car's Speed steps.

    Yes
  • Skill activations per turn

    1
  • Airborne cars cross the void

    Airborne cars may cross walls but never out-of-bounds cells.

    No
  • Airborne cars fly over enemies

    Enemy cars still block an airborne car's path.

    No
  • Being knocked prone ends airborne

    Yes
  • Prone limits a car's own actions

    A prone car can still move and attack on its turn.

    No
  • Re-applying a status

    Re-applying refreshes the duration instead of stacking a second copy.

    Refresh
  • Tile effects trigger

    Launch pads and surges trigger on the tile a move ends on, not tiles passed through.

    Where a move ends
  • Teleport, swap or pull onto a trigger tile triggers it

    Yes
  • Ground terrain affects airborne cars above it

    Difficult terrain and shield zones still apply to an airborne car over them.

    Yes
  • A car revived mid-round still acts

    Only if its initiative slot hasn't passed yet this round.

    Yes

09

Data notes

Where the source data needed care, here's exactly what the game does about it.

Column-shift correction

Confirmed

In 18 rows of the source car table, a model number slipped out of the name into the Attack column and pushed every stat one column right. Those cars are re-aligned (Attack ← Defense, Defense ← Speed, Speed ← Health, Health ← Current HP), the model number returns to the name, and the original values are kept for reference. The designer confirmed this correction.

sourcePorsche · ATK 71 · DEF 5 · SPD 3 · HP 7fixedPorsche 71 · ATK 5 · DEF 3 · SPD 7 · HP 6
  • Air Dolphin 2
  • BMW 507
  • Camaro 69
  • Charger 500
  • Charger 70
  • Chevy 52
  • Chevy 55
  • Chevy Custom 69
  • Corvette 19
  • Ferrari 333
  • Ford 32
  • Impavido 1
  • Mach 5
  • Mach 6
  • Missile Mk. 1
  • Porsche 71
  • Porsche 917
  • Wily 41

Z-Boss label

Appears on Skull Crusher in the car database. It is not one of the 14 elements in the strengths/weaknesses chart.

Preserve this source label and require an explicit game-design decision before mapping it to an elemental type.

Non-reciprocal chart pairs

  • Wateris strong vsSteel— not mirrored in Steel's row
  • Steelis strong vsPoison— not mirrored in Poison's row
  • Steelis weak vsSpirit— not mirrored in Spirit's row
  • Poisonis weak vsDark— not mirrored in Dark's row

Source data notes

  • Car skill descriptions and usage frequencies are preserved from the PDF extraction; inspect against the PDF for any extraction artifacts before production.
  • Current HP values are nullable because the source table's Current HP column is blank for most entries.
  • Source wording and spelling are preserved in skill.sourceText where available.
  • Z-Boss is preserved as a special source label, not assigned to the 14-element matchup chart.
  • Car IDs are normalized slugs and disambiguated with numeric suffixes where source names normalize to the same slug.
  • Ruleset v1.1 contains user-confirmed combat, initiative, movement, map-builder, roster, and local multiplayer decisions.
  • Color variants are distinct roster entries; opposing teams may use different variants of the same base car, but not the same exact variant.
  • Campaign collection/story progression is future scope; keep architecture extensible but do not implement now.
  • Ruleset v1.2: default damage is 1d6 + 1. If the critical modifier Attack - Defense would reduce the pre-critical damage result, ignore that critical modifier and preserve the pre-critical result before resolving other applicable modifiers.
  • Vehicle sprite references should map CarPG roster names to real Hot Wheels counterparts only when a reliable match exists; otherwise create an original die-cast toy-car design and label it as unmatched.

Settings

Changes apply instantly and are saved on this device.

Motion

Animations

Following your device: full motion.

Board

Column letters and row numbers on the board edges (A1 is top-left).

Adds stripes to Blue and dots to Red, so teams read without relying on colour.

Draws boards like the translucent magnetic tiles the game started on. Looks only — rules don't change. A map can set its own look in the builder, which wins over this.