CarPG v0.1.0 Beta rules
Rules reference
01
How a battle works
Turn-based tactical car battler. Elements, terrain and facing decide most fights.
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.
02
Element chart
14 elements. Your attacking element against the target's decides how easily you hit.
| Atk ↓ Def → | GraGrass | FirFire | WatWater | EleElectric | AirAir | PsyPsychic | IceIce | LigLight | DarDark | GroGround | SteSteel | FigFighting | SpiSpirit | PoiPoison |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Grass | Grass vs Grass: Neutral | Grass vs Fire: Neutral | Grass vs Water: Advantage | Grass vs Electric: Neutral | Grass vs Air: Disadvantage | Grass vs Psychic: Neutral | Grass vs Ice: Neutral | Grass vs Light: Advantage | Grass vs Dark: Neutral | Grass vs Ground: Neutral | Grass vs Steel: Neutral | Grass vs Fighting: Neutral | Grass vs Spirit: Neutral | Grass vs Poison: Disadvantage |
| Fire | Fire vs Grass: Neutral | Fire vs Fire: Neutral | Fire vs Water: Disadvantage | Fire vs Electric: Neutral | Fire vs Air: Neutral | Fire vs Psychic: Neutral | Fire vs Ice: Advantage | Fire vs Light: Neutral | Fire vs Dark: Advantage | Fire vs Ground: Disadvantage | Fire vs Steel: Neutral | Fire vs Fighting: Neutral | Fire vs Spirit: Neutral | Fire vs Poison: Neutral |
| Water | Water vs Grass: Disadvantage | Water vs Fire: Advantage | Water vs Water: Neutral | Water vs Electric: Neutral | Water vs Air: Neutral | Water vs Psychic: Neutral | Water vs Ice: Neutral | Water vs Light: Neutral | Water vs Dark: Neutral | Water vs Ground: Neutral | Water vs Steel: Advantage, not reciprocal | Water vs Fighting: Neutral | Water vs Spirit: Neutral | Water vs Poison: Disadvantage |
| Electric | Electric vs Grass: Neutral | Electric vs Fire: Neutral | Electric vs Water: Neutral | Electric vs Electric: Neutral | Electric vs Air: Advantage | Electric vs Psychic: Neutral | Electric vs Ice: Neutral | Electric vs Light: Neutral | Electric vs Dark: Neutral | Electric vs Ground: Disadvantage | Electric vs Steel: Advantage | Electric vs Fighting: Neutral | Electric vs Spirit: Disadvantage | Electric vs Poison: Neutral |
| Air | Air vs Grass: Advantage | Air vs Fire: Neutral | Air vs Water: Neutral | Air vs Electric: Disadvantage | Air vs Air: Neutral | Air vs Psychic: Neutral | Air vs Ice: Disadvantage | Air vs Light: Neutral | Air vs Dark: Neutral | Air vs Ground: Neutral | Air vs Steel: Neutral | Air vs Fighting: Advantage | Air vs Spirit: Neutral | Air vs Poison: Neutral |
| Psychic | Psychic vs Grass: Neutral | Psychic vs Fire: Neutral | Psychic vs Water: Neutral | Psychic vs Electric: Neutral | Psychic vs Air: Neutral | Psychic vs Psychic: Neutral | Psychic vs Ice: Neutral | Psychic vs Light: Neutral | Psychic vs Dark: Disadvantage | Psychic vs Ground: Neutral | Psychic vs Steel: Neutral | Psychic vs Fighting: Advantage | Psychic vs Spirit: Disadvantage | Psychic vs Poison: Advantage |
| Ice | Ice vs Grass: Neutral | Ice vs Fire: Disadvantage | Ice vs Water: Neutral | Ice vs Electric: Neutral | Ice vs Air: Advantage | Ice vs Psychic: Neutral | Ice vs Ice: Neutral | Ice vs Light: Neutral | Ice vs Dark: Neutral | Ice vs Ground: Advantage | Ice vs Steel: Neutral | Ice vs Fighting: Disadvantage | Ice vs Spirit: Neutral | Ice vs Poison: Neutral |
| Light | Light vs Grass: Disadvantage | Light vs Fire: Neutral | Light vs Water: Neutral | Light vs Electric: Neutral | Light vs Air: Neutral | Light vs Psychic: Neutral | Light vs Ice: Neutral | Light vs Light: Neutral | Light vs Dark: Advantage | Light vs Ground: Neutral | Light vs Steel: Disadvantage | Light vs Fighting: Neutral | Light vs Spirit: Advantage | Light vs Poison: Neutral |
| Dark | Dark vs Grass: Neutral | Dark vs Fire: Disadvantage | Dark vs Water: Neutral | Dark vs Electric: Neutral | Dark vs Air: Neutral | Dark vs Psychic: Advantage | Dark vs Ice: Neutral | Dark vs Light: Disadvantage | Dark vs Dark: Neutral | Dark vs Ground: Neutral | Dark vs Steel: Neutral | Dark vs Fighting: Neutral | Dark vs Spirit: Advantage | Dark vs Poison: Neutral |
| Ground | Ground vs Grass: Neutral | Ground vs Fire: Advantage | Ground vs Water: Neutral | Ground vs Electric: Advantage | Ground vs Air: Neutral | Ground vs Psychic: Neutral | Ground vs Ice: Disadvantage | Ground vs Light: Neutral | Ground vs Dark: Neutral | Ground vs Ground: Neutral | Ground vs Steel: Neutral | Ground vs Fighting: Disadvantage | Ground vs Spirit: Neutral | Ground vs Poison: Neutral |
| Steel | Steel vs Grass: Neutral | Steel vs Fire: Neutral | Steel vs Water: Neutral | Steel vs Electric: Disadvantage | Steel vs Air: Neutral | Steel vs Psychic: Neutral | Steel vs Ice: Neutral | Steel vs Light: Advantage | Steel vs Dark: Neutral | Steel vs Ground: Neutral | Steel vs Steel: Neutral | Steel vs Fighting: Neutral | Steel vs Spirit: Disadvantage, not reciprocal | Steel vs Poison: Advantage, not reciprocal |
| Fighting | Fighting vs Grass: Neutral | Fighting vs Fire: Neutral | Fighting vs Water: Neutral | Fighting vs Electric: Neutral | Fighting vs Air: Disadvantage | Fighting vs Psychic: Disadvantage | Fighting vs Ice: Advantage | Fighting vs Light: Neutral | Fighting vs Dark: Neutral | Fighting vs Ground: Advantage | Fighting vs Steel: Neutral | Fighting vs Fighting: Neutral | Fighting vs Spirit: Neutral | Fighting vs Poison: Neutral |
| Spirit | Spirit vs Grass: Neutral | Spirit vs Fire: Neutral | Spirit vs Water: Neutral | Spirit vs Electric: Advantage | Spirit vs Air: Neutral | Spirit vs Psychic: Advantage | Spirit vs Ice: Neutral | Spirit vs Light: Disadvantage | Spirit vs Dark: Disadvantage | Spirit vs Ground: Neutral | Spirit vs Steel: Neutral | Spirit vs Fighting: Neutral | Spirit vs Spirit: Neutral | Spirit vs Poison: Neutral |
| Poison | Poison vs Grass: Advantage | Poison vs Fire: Neutral | Poison vs Water: Advantage | Poison vs Electric: Neutral | Poison vs Air: Neutral | Poison vs Psychic: Disadvantage | Poison vs Ice: Neutral | Poison vs Light: Neutral | Poison vs Dark: Disadvantage, not reciprocal | Poison vs Ground: Neutral | Poison vs Steel: Neutral | Poison vs Fighting: Neutral | Poison vs Spirit: Neutral | Poison vs Poison: Neutral |
Read across. Only the attacker's row decides the matchup, so a few pairs aren't mirror images (marked with dots).
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
A d6 to hit, then damage. The battle log shows every roll and modifier.
Hit roll (1d6)
Most restrictive hit threshold wins; Difficult Terrain requires 5-6. Damage modifiers are additive.
- 50%Confirmed
Neutral
- 67%Official
Elemental advantage
- 33%Confirmed
Elemental disadvantage
−1 damage
- 33%Official
Target on difficult terrain
+1 damage taken
Critical hits
Add (attacker.attack - target.defense) to damage. The widest applicable range is used.
Any attack
17%OfficialAttacker is airborne
33%ConfirmedTarget 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
ConfirmedRoll 1d6 base damage.
Add default +1 damage.
Save this pre-critical damage result.
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.
Add backstab +2 if applicable.
Apply elemental disadvantage -1 if applicable.
Apply defender terrain/status modifiers.
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
ConfirmedDescending Speed, then descending Attack, then descending Defense. Stable seeded/randomized order, displayed to players.
Movement
ConfirmedUp to the car's Speed in tile steps. Draw route by dragging or clicking consecutive tiles; route's final direction determines facing.
Attack range
OfficialOrthogonally adjacent tiles have distance 1; diagonally adjacent tiles have distance 2; ordinary attacks require distance 1; prone targets may be attacked diagonally.
Blocking
ConfirmedAllies: 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
ConfirmedFacing 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
ConfirmedResolve start-of-turn expiry before the affected car acts.
05
Terrain
Five terrain types plus walls. Terrain never slows a car; 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
Frame shape shows the status type: hexagon for buffs, octagon for debuffs, square for states.
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
One skill per car, 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: used by the player 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 and have no effect in battle. Their source text is still 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.
3–6Hit roll against a car on difficult terrain
5–6Backstab bonus damage
Attacker occupies the tile directly behind target relative to target facing.
+2Extra damage taken on difficult terrain
+1Critical hit roll
Add (attacker.attack - target.defense) to damage.
Natural 6Critical roll against a prone car
An attack against a prone target is critical on 5 or 6.
5–6Airborne car takes a critical
Prone until the start of that car's next turn.
Knocked proneDiagonal attacks on a prone car
Yes
Confirmed by the designer · 27
Hit roll, neutral matchup
4–6Hit roll with elemental disadvantage
5–6Several hit thresholds apply
Most restrictive hit threshold wins; Difficult Terrain requires 5-6. Damage modifiers are additive.
Most restrictive winsBase damage
Roll 1d6, then add +1 default damage.
1d6Which die sets base damage
The hit roll only decides hit and critical; base damage comes from a separate d6 roll.
A second d6Default damage bonus
+1Damage at elemental disadvantage
−1Damage taken on a shield zone
−1Negative 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.
IgnoredCritical roll for an airborne attacker
An airborne attacker scores critical hits on 5 or 6.
5–6Backstab position
Attacker is on the tile directly behind target relative to target facing; +2 damage.
Directly behindFacing after a move
Draw route by dragging or clicking consecutive tiles; route's final direction determines facing.
Final stepEnd a move on an ally's tile
NoLaunch pad airtime
2 turnsElemental surge tile
Next attack gains elemental advantage; consumed after use.
Next attack has advantageSuccess 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. Earlier development builds used 5–6.
4–6Initiative order
Descending Speed, then descending Attack, then descending Defense.
Speed › Attack › DefenseInitiative full tie
Stable seeded/randomized order, displayed to players.
Seeded orderMoves per turn
1Attacks per turn
1Drive through allies
YesAirborne cars fly over walls
YesProne lasts
Until the start of its next turnProne from a critical while airborne lasts
Until the start of its next turnInitiative recalculated every round
YesSpawn tiles a map needs
There is no fixed minimum map size. Each team needs one valid spawn tile per car it fields, so an NvN match needs N per team (2N total). Checked before every match.
One per carTeam 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 ruleset switch awaiting the designer's confirmation.
When launch-pad airtime ends
Counted in the airborne car's own turns, checked at the start of its turn.
For 2 of its turnsSame car twice on one team
Each roster entry can appear at most once per team.
NoMove after attacking
A car may attack first and then move with its remaining turn.
YesExtra moves share one Speed budget
Skills that grant another move don't refill the car's Speed steps.
YesSkill activations per turn
1Airborne cars cross the void
Airborne cars may cross walls but never out-of-bounds cells.
NoAirborne cars fly over enemies
Enemy cars still block an airborne car's path.
NoBeing knocked prone ends airborne
YesProne limits a car's own actions
A prone car can still move and attack on its turn.
NoRe-applying a status
Re-applying refreshes the duration instead of stacking a second copy.
RefreshTile effects trigger
Launch pads and surges trigger on the tile a move ends on, not tiles passed through.
Where a move endsTeleport, swap or pull onto a trigger tile triggers it
YesGround terrain affects airborne cars above it
Difficult terrain and shield zones still apply to an airborne car over them.
YesA 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 fixing, and how the game handles it.
Column-shift correction
ConfirmedIn 18 rows of the source car table, a model number slipped 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) and the model number goes back in the name. The original values are kept for reference. Confirmed by the designer.
- 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.