Back in the 80s, we played a lot of Car Wars. When Autoduel Quarterly 4/4 came out, with "Corporate Car Wars," we had to go for that.
Or at least, I had to, and I dragged my friends along.
"Corporate Car Wars" was written by Mad Al Loud of the Canadian Autoduel Association - that's the actual author credits.
The concept is simple - corporate teams of autoduellists. Instead of the "lone duellist" approach of standard Car Wars, or perhaps a driver and a gunner, you run a whole team of skilled duellists with a corporate pool of money to support them. You fund vehicles out of that pool, recoup prizes based on the competition size, and sell off (or keep) vehicles to keep the books balanced as you head to the next event.
I loved that the article was written very much with a "here is how we play" approach. There's an address for the Black Death Autoduel Association if you want to write to them and compare corporate league scoring. There is discussion of why they made rules such as Prestige Rollback to deal with long-serving popular duellists. There are examples, not of "maybe you can . . ." but rather of "we tried and enjoyed . . ." scenarios.
It was amazingly fun to read, and fun to actually play. While our game derailed after a few events - mostly because of a small number of players and one guy winning all too often (okay, me) and an argument about a result of another game (between one of my still-occasional players, and me). So the whole thing kind of ran down. Which is too bad, because I really liked the structure of play.
If you're the kind of person who still sits in traffice behind a tractor-trailer and thinks, "That's the only vehicle besides a bus that can mount a Tank Gun," and you like organized structures for play . . . go find a copy of ADQ 4/4 and read this article. It's inspirational and fun even if you don't get to play the game itself or use a different edition. Re-reading it really made me miss Deluxe Edition Car Wars in a way that the new editions simply don't.