HTMLized by J.D Forinash.
Boy, am I glad to see Spring. I thought Canadians were the only ones who had to put up with the D4 hazard of driving on ice, but this past winter was not kind to us Texans. Now, I love Texas duellists -- I'd put 'em up against anybody, anywhere -- but they just flat can't drive on ice. Lack of experience, of course, is responsible, but it sure has been funny watching all these cars slippin' and slidin' around.

Time for another back-issue update. Issues 2/3 and 2/4 are still available. Older ones are out-of-print. We also get requests for back issues of Space Gamer with Car Wars material in them. All back issues of SG are now available from Zocchi Distributors, 01956 Pass Road, Gulfport, MS, 39501. The back issues of SG with Car Wars material are 50, 51, 58, and 69. Contact Zocchi for price and availability.

## Random Bits

As you may have noticed, we have entered our third amazing year. I want to take this opportunity to thank everyone who's supported us over the past two years, and to promise that we'll keep putting out the magazine you all want. Unfortunately, we still make mistakes. A number of readers have pointed out a typographical error in last issue's ''Trailers in Car Wars. '' On the Trailer Construction Chart on page 40, we give the weight of the 6-foot van trailer as 100. That's wrong. It should be 1000. Thanks to everyone who pointed out the error, and even more thanks to those who did it politely.

Got a letter from Mike Emrick, a university student from Florida, answering my question about the G-forces of an Ejection Seat. Using the well-known equation, a = (2s -- 2vt)/t^2, where s is distance traveled (in this case, 150 feet), v is the seat's initial velocity (in this case, 0), and t is time (in this case, 2 seconds), Mike determined that the acceleration force of the ejection seat is 75 feet/second^2. Since one ''G'' is 32.2 ft/sec^2, the force is 2.3 Gs. Normal Earth gravity is one additional G, so whoever's riding the ejection seat will face a force of 3.3 Gs. That's not real pleasant, but it's not dangerous.

Another thing I'm sure you noticed about this issue is our new price. (Took me a while to get around to mentioning it, didn't it?). Of course, I'll make all the standard excuses -- costs continue to rise, paper's more expensive, my aunt needs an operation -- but the truth is, a) we've increased the size of the magazine twice without a price increase, and costs have gone up, and b) somebody's got to pay for my new Morningstar. All of this does have a marginally happy side -- subscription rates will remain the same! The price increase applies only to single-issue purchased at newsstands, conventions, and through direct mail. Also, back issues that carry a \$2.50 price tag will remain at \$2.50. There, that wasn't so bad, was it?

## Drum Roll, Please

We've got a big project coming out this summer that's going to be a must for all you autoduellists. It's a boxed, deluxe version of Car Wars. Deluxe Car Wars will combine all the rules from the original Car Wars, Crash City, and Truck Stop, as well as taking in elements from Autoduel Champions and the many issues of Autoduel Quarterly.

Deciding what's going in the box was pretty easy. It'll have lots of road sections, maps, and counters, as well as a turning key and the rulebook.

Ah, the rulebook. One book, which combines, organizes, and reorders material from a dozen different sources. It's a big enough job with just the reorganization, but we're also going to fix some of the more ... well, less-than-perfect rules.

Who, us? Less than perfect? 'Fraid so, but I have a sneaking suspicion from the mail that some of you knew that already. Of course, I can't be too specific right now (most of the darn thing's not written yet), but there are a few things we want to do:

• Encourage people to go fast. The simplest way to do this we've thought of so far is to add a combat modifier making a vehicle harder to hit the faster it's going.
• Increase the roleplaying aspects. Simply put, this means we want to create more variety between characters, and add to the list of possible skills -- and then we want to create adventures that make characters use those skills.
• Fix the little, annoying problems. It doesn't specifically say (for example) that you can't hit a sidecar from the opposite side of the cycle. We'll fix that. The grenade rules need a lot of work. We'll fix them. (For a preview, see the article on grenades in this issue.)

On the other hand, we're not going to make changes that radically alter the game. We've already considered some changes that would make other parts of the game invalid -- and we've rejected them. You already know how to play Deluxe Car Wars -- we're just going to make it better!

One last note: Included in this issue is a nomination ballot for this year's Origins Awards. Vote any way you want, but vote! And by the way -- since the board-gaming magazine category is traditionally for historical gaming mags, we consider ADQ a roleplaying magazine.

I've got to go now; too much to do and too little time. Keep on duellin'!

-- Scott D. Haring