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CHARIOTEER!
TURN SEQUENCE
TABLE OF CONTENTS
INTRODUCTION
GETTING STARTED
The Board
Multiple Passes
Wide Pass
Spots
ACTIONS
Slots
Whipping
3
Out of Control
THE DICE
Flipped Chariots
Info Dice
Avoiding Wrecks
Attribute Dice
Replacing Chariots
Injured Charioteers
4
10
Bashing
Pack Marker
Bonus Dice
Free Pass
The Wall
The Pack
11
Injured Horses
NON-PLAYER CHARIOTS
Scoring Successes
Auto-Successes
NPC TABLES
ATTRIBUTES
12
Minimum Totals
Maximum Totals
RACING NPCS
NPC In Position
Passing
Last Call
Signatures
Traits
WAGERING
CHARIOT COUNTERS
Chariot Damage
PATRONS
RACING FACTIONS
13
CHARIOTEER!
THE CAMPAIGN - RACES ONE THROUGH EIGHT
21
23
LOCALES
Fringe of the Empire
Heart of the Empire
Outside of Rome
14
WHIPPING TABLE
BASHING TABLE
24
CAMPAIGN LENGTH
Sesterces
Auctions
Charioteers
FAME
INDEX
25
26
15
Types of Fame
Gaining Fame
Using Fame Points
Total Fame
FREEDOM
16
HORSE TEAMS
Horse and Fame
ENTERING A RACE
DIRTY TRICKS
17
WANT MORE?
FACTION ROSTERS
18
19
CHARIOTEER!
On the back page you will find the following info:
Racing Oval - The picture of the track in the
upper left corner. This is used to track the
location of the pack (page, 2) during the
race.
First Turn - The order of play used for the
First Turn only.
Turn Sequence - The order of play from the
second turn forward.
Random Event Table - The list of Random
Events that can occur during the race.
Players refer to this table during the Random
Event Phase (page, 8).
NPC Position Table - This table determines
if a NPC is In Position to pass. Players refer
to this table during the Challenge Phase
(page, 7).
INTRODUCTION
Traditional chariot racing games are all dice and mice.
What this means is players roll dice and move their
chariots from square to square around a track for a few
laps and call it racing. This makes for long boring
stretches of movement interrupted by short bursts of
action.
And it takes a long time to run one race.
When you realize that in ancient Rome there were usually
24 races per festival day, the traditional chariot racing
game falls short, way short.
What is needed to recreate the drama and action of real
life chariot racing is a radical new approach to the
chariots, charioteers and the racing oval.
And that's what Charioteer brings to the table.
GETTING STARTED
In this section we'll get you started on your way towards
your first race. Later in the book we'll cover the
Campaign rules that will allow you to delve deeper into
the life of chariot racing.
THE BOARD
The first thing you may have noticed is that there's no
board in Charioteer. Don't worry, you won't need one.
After you've read the rules, lay the rule book face down
on the table so all players can read the information found
on the last page. This will give you the information you
need to run a race as well as providing the inside wall for
the chariots to race against.
CHARIOTEER!
pack but even then they are close to the chariot directly in
front of them. Here's how we handle this in the game.
SPOTS
Each chariot has a spot in the pack at all times. Think of a
spot as the place the chariot occupies in the pack. The
lead chariot is in 1st place (spot #1), the chariot behind the
lead chariot is in 2nd place (spot #2) and so on down to the
last chariot, or the one in last place, at the back of the
pack.
THE PACK
The chariots will race in a pack, all in the same zone, and
pack movement is plotted on the Racing Oval. Remember
that the pack is made up of all the chariots that are
actively racing. Chariots that are unable to continue to
race are removed when the pack leaves the zone that they
were disabled in.
There is one spot for every chariot in the race. In the basic
game there are four chariots racing so there are four spots.
If there were three chariots racing you would have three
spots while six chariots would have six spots.
THE WALL
Always remember that the left side of the lead chariot is
always placed adjacent to the wall and cannot be passed
on that side. The lead chariot is placed adjacent to the
rules book at the lower right corner. Here's a picture
showing this.
SLOTS
Every spot is divided into three slots, each one chariot
wide and one chariot deep. Together the three slots are
three chariots wide. They are:
Slot #1. Adjacent to the wall (rules book).
Chariots in slot #1 can only be passed to
their right.
Slot #2. One chariot width away from the
wall. Chariots in slot #2 can be passed to
their left and right.
Slot #3. Two chariot widths away from the
wall. Chariots in slot #3 can be passed to
their left and right.
CHARIOTEER!
Any chariot that is closer to the wall than another chariot
is considered to be inside (page, 9). Racing inside of an
opposing chariot gives that chariot a +1d6 when rolling
on the Passing Table (page, 23).
THE DICE
INFO DICE
Sometimes you will be asked to roll one or more d6 to
provide some info, such as when rolling 1d6 on the Horse
Injury Table (page, 11).
When rolling 1d6 the result is read as rolled.
When rolling 2d6 you add the scores
together.
To remind you to roll 1d6 or 2d6, we've
placed a "1" or "2" in the upper left hand
corner of the table.
ATTRIBUTE DICE
A player will also be called upon to roll Attribute Dice.
When this occurs simply roll 1d6 for each point of the
required Attribute (page, 4).
Example -If you are called upon to roll Savvy Dice as on
the Passing Table and have a Savvy of 5 you would roll
5d6.
BONUS DICE
At the start of every race each chariot will receive Bonus
Dice equal to their total number of Attribute Points (page,
4). Prior to the race you will receive additional Bonus
Dice if any of the following apply:
Your team has the Strong Trait (page, 6).
Prior to the race you lose Bonus Dice if any of the
following apply:
Your team has the Weak Trait (page, 6).
Note that there may be times when the chariots are in adjacent
spots but may not be in close proximity. This happens when one
chariot is in slot #1 and the other is in slot #3.
PACK MARKER
During the race the chariots will be grouped together in
the same movement zone. This group is called the pack.
Use a coin or similar object to track the position of the
pack during the race. This coin is called the pack marker.
2011 Ed Teixeira - Two Hour Wargames 5/21/2011
3
CHARIOTEER!
ATTRIBUTES
In Charioteer we use three Attributes to differentiate your
charioteers and teams of horses. The three Attributes are:
Savvy - This reflects the ability of the
charioteer to make good decisions during the
race. The higher the Savvy the better he will
race.
Strength - This reflects the ability of the
charioteer to handle the horses during the
race. The higher the Strength the more
control of the horses he will have during the
race.
Speed - This reflects the overall quality of
your team of horses. The higher the Speed
the faster your horses can run.
MINIMUM TOTALS
SCORING SUCCESSES
MAXIMUM TOTALS
The Speed Attribute can never be less than one. If you are
reduced to a Speed of zero you are out of the race. Your
chariot is now considered to have flipped (page, 10) and
wrecked.
The Savvy and Strength Attributes can reach zero but you
can still race.
BUILDING YOUR
CHARIOT
AUTO-SUCCESSES
There will be times where the player is allowed to count
Auto-Successes in addition to any successes he may have
rolled. When these occur, add the auto-successes and
rolled successes together to arrive at the total successes.
Before the race begins each player must build his chariot,
consisting of a charioteer and team. Here's how it's done:
Each player starts with 9 Attribute Points. If
desired players can start with more than
nine points.
These nine Attribute Points are divided
between the three Attributes, Speed, Savvy,
and Strength however the player desires.
Each player then receives Bonus Dice equal
to the total of their three Attributes, or in this
case nine.
CHARIOTEER!
Example - Aidan, Ethan and Lucas want to race. Each of
them starts with nine points of Attributes to divide
between their Speed, Savvy, and Strength.
Aidan builds his chariot in the following way.
Three Speed points.
Four Savvy points.
Two Strength points.
He now receives nine Bonus Dice.
SIGNATURES
Here's how a charioteer gains a signature:
Player charioteers can choose any one
Signature with the following restriction. No
player charioteers in the same faction may
have the same Signature as another
charioteer in that faction.
Non-Player Chariots (NPCs) (page, 11)
have their Signature determined
immediately before the First Turn of their
first race. This includes all pre- generated
NPCs.
Roll 2d6, add the results together
and consult the Signature Table to
determine if they indeed have a
Signature. It is possible that the
NPC will not have a Signature.
Any Signatures rolled that match
the Signature of another charioteer
in the same faction, are re-rolled.
SIGNATURE
(Adding the results together)
#
2
3
4
5
6
7
8
9
10
11
12
SIGNATURE
Frenzy: The frenzied charioteer will always use
at least one Bonus Die when attempting to pass
or when being passed.
No Signature:
Faint of heart: The charioteer will count his
Savvy at one less when attempting to pass or
being passed on the turn.
No Signature:
Slow to React: The charioteer counts his Savvy
as one lower than normal on the First Turn.
No Signature:
Agile: The agile charioteer will add 1d6 when
being whipped but not if he instigates it.
No Signature:
Brawler: The charioteer will always use the
whip when given the chance.
No Signature:
Second Wind: This charioteer gains one extra
Bonus Dice when starting a new lap after the
first.
CHARIOTEER!
TRAITS
TRAIT
(Adding the results together)
#
2
3
4
5
6
7
8
9
10
11
12
TRAIT
Skittish: The team will count its Speed at one less
when attempting to pass or when being passed on
the turn.
No Trait:
Weak: The team starts the race with 2 less Bonus
Dice than normal.
No Trait:
No Trait:
Strong: The team starts each race with 2 more
Bonus Dice than normal.
No Trait:
No Trait:
Resilient: The team will add one Bonus Die at the
start of each lap after the first.
No Trait:
Fierce: This team will roll 1d6 extra whenever an
opposing chariot tries to pass it.
NUMBER OF LAPS
Chariots start a lap in movement zone #1 (behind the start
line) and finish a lap in movement zone #1(crossing the
finish line).
Each race lasts three laps. If desired players may race
more or less laps. Just for reference here's how many laps
the ancients used to race.
Homerian Greeks would race one lap.
Later Greeks raced twelve laps.
Early Romans raced seven laps.
The Roman Empire raced five laps.
The Byzantines raced five laps.
CHARIOT COUNTERS
CHARIOT DAMAGE
CHARIOTEER!
TURN SEQUENCE
Each turn follows a strict sequence divided into four
phases. They are:
Challenge Phase.
Random Event Phase.
Passing Phase.
Pack Movement Phase.
IMPORTANT!
CHARIOTEER!
PHASE TWO - RANDOM EVENT
The purpose of the Random Event Phase is to see if
unforeseen events have occurred that could affect one or
more chariots during the race. Here's how it's done:
The Random Event Phase starts with each
chariot, at the same time, rolling 2d6, adding
the scores together and consulting the
Random Event Table (page, 26).
Random Events are resolved from the 1st
place chariot to the last.
If the results of a Random Event from one
chariot would cause a chariot to move to a
different spot or slot before it has resolved
its own event, it will still resolve its event
from its new location subject to the original
order.
Chariots that drop back one or more spots
due to a Random Event can still attempt to
pass if they find themselves In Position to do
so after the Random Event Phase is
complete.
CHARIOTEER!
There may be times where it is obvious the passing
chariot cannot pass the target chariot and the target
chariot need not roll.
Both players compare their Success Totals
to each other and consult the Passing Table
(page, 23). Immediately carry out the
results.
WIDE PASS
There may come a time when you are In Position to pass
but your chariot is two slots away, instead of adjacent, to
the target chariot. This is called a Wide Pass. When this
occurs, use the normal passing procedure. There are two
differences than the normal pass made from the adjacent
slot.
First, neither chariot can attempt to whip or
bash the opposing chariot.
Second, the wide racing chariot subtracts
one success from their Success Total on the
Passing Table.
MULTIPLE PASSES
If a player successfully passes a chariot and is In Position
to pass another chariot he can attempt another pass. The
pass is attempted in the normal manner but the player
must count one success lower than what was actually
scored for each chariot previously passed in the phase.
Example - I have just passed the chariot in spot #3 and
move into that vacated spot. I am In Position to pass the
chariot in spot #2 so can immediately try to pass. I score
3 successes from my dice rolls and Auto Successes but can
only count 2 successes as I have previously passed
another chariot this phase. If I am successful and still In
Position I can try to pass a third chariot, but will count
two successes lower for having passed two chariots
previously.
FREE PASS
Chariots of the same faction or if agreed upon between
opposing charioteers during the race may attempt a free
pass. Here's how this is done.
The passing chariot must still place his
chariot In Position.
The pass is carried out normally but the
target chariot does not roll any d6 but does
count its Speed normally.
The passing chariot still must score more
successes than the target chariot to
successfully pass.
CHARIOTEER!
ACTIONS
WHIPPING
FLIPPED CHARIOTS
BASHING
There may come a time where chariots will collide or
Bash. This can be on accident or on purpose. When
directed to the Bash Table (page, 24) each player uses the
following procedure:
Each chariot starts with 1d6 for each point
of Savvy.
He adds 1d6 for each Bonus Die he decides
to use.
He now rolls all the d6 looking for successes
(a score of 1, 2, or 3).
This is his Success Total.
Both players compare their Success Totals
to each other and consult the Bashing Table
(page, 24). Immediately carry out the
results.
AVOIDING WRECKS
Chariots cannot move through wrecks and any chariot that
finds itself with a wreck in the same slot but one spot in
front of it must roll on the Bash Table (page, 24). Note
that the wreck will roll on the Bash Table as well and
could, potentially, be flipped into another spot/slot.
OUT OF CONTROL
There may be times when a chariot will go Out of
Control. When directed to check for possibly going Out of
Control use the following procedure. Note that each
chariot rolls for itself and not against each other.
The chariot starts with 1d6 for each point of
Strength.
He adds 1d6 for each Bonus Die he decides
to use.
REPLACING CHARIOTS
When playing a campaign wrecked chariots are always
replaced at no cost.
CHARIOTEER!
INJURED CHARIOTEERS
NON-PLAYER CHARIOTS
CHARIOTEER INJURY
(Read the result as rolled)
CIRCUMSTANCE
Another chariot flipped onto your
chariot
Your chariot flipped onto another
chariot
TOTAL
9+
8
7
6 or
lower
MODIFIER
-1
+1
RESULT
Charioteer walks away with bruises. Able to
make his next race.
Charioteer injured and must miss next race.
Charioteer injured and must miss 1 + 1/2d6
races. He also loses 1 point of Strength.
Charioteer is dead.
INJURED HORSES
When a chariot flips there is a real good chance that the
horses have been injured. Here's how to determine what
happens.
Roll 1d6 and read the result as rolled.
Consult the Horse Injury Table.
HORSE INJURY
#
1
2
3
4
5
6
Each Locale (page, 13) has its own NPC Table (page, 12).
Each Locale also has an Attribute Maximum (the total of
all three Attributes) for that Locale and it is listed on the
respective table. Player and NPC chariots racing for your
faction cannot exceed this number. When they do they
must step up to the next higher Locale. Can you race at
any Attribute total under the maximum? Yes you can.
RESULT
Horses can return with normal Speed.
Horses can return with normal Speed.
Horses can return at one Speed less.
Horses can return at one Speed less.
Horses are loss.
Horses are loss.
CHARIOTEER!
Note that NPCs may have their Attributes modified and
this may cause it to exceed the Attribute Maximum for
that Locale.
RACING NPCS
Racing NPCs is pretty easy and not much different than if
a player were racing the chariot. In fact the only
differences are determining if they are In Position to pass
and when to roll their Bonus Dice. Let's go over how to
determine how the NPC moves Into Position.
NPC TABLES
FRINGE OF THE EMPIRE (11)
#
1
2
3
4
5
6
SAVVY
3
2
3
3
4
3
STRENGTH
2
3
3
3
3
4
#
1
2
3
4
5
6
SAVVY
4
3
4
4
4
3
NPC IN POSITION
SPEED
3
3
3
3
3
3
When the Challenge Phase comes up, roll 1d6 for each
NPC chariot, starting with the one closest to the lead
chariot, and consult the NPC Position Table. This will tell
you where to place the NPC chariot. If given a choice of
which slot to occupy, the NPC will always take the slot
that allows it to pass to the inside.
1
SPEED
3
3
3
4
4
4
#
1or 2
3to 6
SAVVY
4
3
4
5
5
5
STRENGTH
4
5
4
4
5
4
SPEED
4
4
5
4
4
5
SAVVY
6
5
5
6
6
5
STRENGTH
5
4
6
4
5
5
RESULT
The NPC is Out of Position and may not pass.
Gain one Bonus Die.
The NPC is placed In Position and will attempt
to pass when it is its turn.
PASSING
NPC POSITION
(Read the result as rolled)
SPEED
5
6
5
5
5
6
CHARIOTEER!
LAST CALL
RACING FACTIONS
WAGERING
Wagering on chariot races was common in the Roman
Empire and you can do it in Charioteer. Want to bet on
the races? Here's how it's done.
Each player starts with 200 sesterces (page,
14).
Each player may only bet on his own chariot
or one from the same Faction (page, 13)
Each player may only bet to win.
Each player must bet sesterces (page, 14)
equal to the total Attributes of their chariot.
All bets are put into the same pool.
The winner takes all!
LOCALES
Charioteers (1) and Patrons will start in one of four areas
of the Empire called Locales. As your charioteers win
races and gain Fame (page, 15) you will work your way
up from the fringes of the sprawling Empire through its
heart into Italy and perhaps to race in the Circus Maximus
itself.
(1) Remember, players may choose to only race chariots and not
be a Patron.
PATRONS
In the campaign game players take the role of a Patron. A
Patron represents the head of a Racing Faction. As such
he is allowed town multiple charioteers and horse teams,
enter them in races, bet on them and if desired attempt
Dirty Tricks (page, 16).
CHARIOTEER!
When a player or Patron NPC reaches fourteen total
Attribute Points he can no longer race in the Heart of the
Empire.
CAMPAIGN LENGTH
A campaign consists of eight races. You can choose to
race more or less if desired.
OUTSIDE OF ROME
When the chariots reach a total of fourteen Attribute
Points they have reached the home province of Italia and
are closing in on the pinnacle of racing venues, the Circus
Maximus in Rome. Chariots available for purchase and
opponents in these locales can be found in the Outside of
Rome Table (page, 12).
SESTERCES
AUCTIONS
CHANGING LOCALES
CHARIOTEERS
Each faction can have up to three charioteers at one time.
One will be you, the player, while the other two must be
Non-Player Charioteers. You can choose to name them or
merely call them charioteer #1, #2, and #3. Here's how
charioteers work:
Charioteers can only race in three races per
campaign.
It costs the faction 1 sesterce per Attribute
Point of each charioteer, including you.
Generating NPCs is done normally (page,
11).
New charioteers can be bought anytime during the
campaign to replace dead or injured charioteers. Injured
charioteers that are replaced will leave the faction and
never race for them again! You do however, receive
sesterces equal half of their Total Fame Points.
IMPORTANT!
Remember that the horses and charioteer combine their
Attributes to determine where they can race but they are
separate. There may be times when you change teams or
charioteers to qualify for a race.
2011 Ed Teixeira - Two Hour Wargames 5/21/2011
14
CHARIOTEER!
USING FAME POINTS
FAME
TYPES OF FAME
There are three types of Fame in Charioteer
Total Fame - This is the Total Fame Points
the charioteer earns over his whole career.
Each time a charioteer gains Fame this is
added to his current Total Fame Points.
Used Fame - These are Fame Points that are
spent to increase an Attribute. This is not
subtracted from the Total Fame of the
charioteer.
Leftover Fame - These are Fame Points
leftover from raising an Attribute that can be
saved to raise more Attributes
GAINING FAME
So how does a charioteer gain Fame Points? It all starts
with winning.
TOTAL FAME
Charioteers can use Fame to increase their Attributes. In
addition they should keep a running total of the amount of
Fame Points they have won during their career as it can
become a record if you are inclined to keep them.
Example - Brutus had accumulated 36 Fame Points
during his career. He also spent 30 of them on Attribute
improvement so currently his useable Fame Points are six
but he still has thirty six career Fame Points.
CHARIOTEER!
Players need to note the Total Fame Points of the
charioteer in the History section of the Faction Roster.
ENTERING A RACE
FREEDOM
HORSE TEAMS
www.twohourwargames.com
DIRTY TRICKS
Sometimes Patrons may seek an edge in the race by
employing underhanded tactics. These we call Dirty
Tricks. Dirty Tricks attack either the opposing horses or
charioteer.
Before each race players can allocate sesterces on Dirty
Tricks. Here's how it's done:
Each player writes down which factions he
is attacking, it could be more than one, and
if he will attempt to bribe the charioteer or
drug the horses.
Each player writes down if he is defending
from Dirty tricks and if he will protect the
charioteer and/or horses.
Each player now pays ten sesterces for each
d6 the player will roll when attempting the
trick or defending against it. There is no
limit to the amount of sesterces that can be
spent! If no sesterces are spent to defend
against the attack the player will not roll any
d6 but the attacker must still roll their d6.
Each player now rolls their d6 both in attack
and defense.
Count the number of successes (1, 2, or 3)
that are rolled and compare them against
each other, the number of successes for the
dirty trick and for the defense against it.
CHARIOTEER!
PLAYING THE
CHARIOTEER DECK
We recommend one deck for every four players.
Charioteer is a self-contained game. But of you want to
take it up a notch and make it more of a three dimensional
game with a little bit more suspense then try the
Charioteer deck and/or the resin chariots.
CAMPAIGN TURN
SEQUENCE
The deck also uses Bonus Die cards. These are simple to
use.
When you start be sure each player has a
combination of Bonus Cards equal to what
his chariot starts with.
The player holds these in his hand and does
not show them to the other players.
As the player gains Bonus Dice add
corresponding Bonus Cards.
As the Bonus Dice are played discard the
appropriate number of Bonus Cards.
FINAL WORD
I wanted an easy to play but though provoking chariot
racing game and I think Charioteer fills the bill. The
mechanics are pretty simple but how you choose to build
your chariot and the when and where to use Bonus Dice
makes it an easy to learn but tough to master game.
CHARIOTEER!
herself.
Inside you'll find:
WANT MORE?
Red Sands Blue Sky - Heroes of the Arena, the companion
set to Charioteer. Using similar mechanics as Charioteer,
RSBS-HotA gets you into the arena in matter of minutes.
Here's more info:
GLADIATORS!
Just saying the word conjures up visions of vicious
combat between desperate men who fought to the death
for the amusement of the crowd. These games of death,
originally started to honor the dead (the munus), began in
264 BC and continued through the Roman Empire in one
form or another for over 900 years until abolished in 681
AD. Now with Red Sands Blue Sky - Heroes of the Arena
you can recreate the glory and splendor of these games on
three levels.
As a gladiator you fight your way through the Empire in
hopes of reaching the Colosseum in Rome and perhaps
the ultimate glory, the wooden sword of freedom, the
rudis.
Or perhaps you would rather be a lanista, the trainer or
manager of gladiators forming your own troupe or familia
gladiatoria.
And the third way to play Red Sand Blue Sky - Heroes of
the Arena is as the owner of a ludus or gladiator school
seeking to reach the ultimate honor, a school in Rome
RD
S
RENA
CHARIOTEER!
CHARIOTEER
TEAM
FACTION
SESTERCES
SIGNATURE
SIGNATURE
SAVVY
SPEED
STRENGTH
FAME
FAME
WINS
WINS
HISTORY
CHARIOTEER
TEAM
FACTION
SESTERCES
SIGNATURE
SIGNATURE
SAVVY
SPEED
HISTORY
STRENGTH
FAME
FAME
WINS
WINS
CHARIOTEER!
CHARIOTEER
TEAM
FACTION
SESTERCES
SIGNATURE
SIGNATURE
SAVVY
SPEED
STRENGTH
FAME
FAME
WINS
WINS
HISTORY
CHARIOTEER
TEAM
FACTION
SESTERCES
SIGNATURE
SIGNATURE
SAVVY
SPEED
HISTORY
STRENGTH
FAME
FAME
WINS
WINS
CHARIOTEER!
THE CAMPAIGN
RACE NUMBER ONE
FACTION SAVVY STRENGTH SPEED BONUS DICE
SESTERCES BET
SESTERCES BET
SESTERCES BET
SESTERCES BET
CHARIOTEER!
RACE NUMBER FIVE
FACTION SAVVY STRENGTH SPEED BONUS DICE
SESTERCES BET
SESTERCES BET
SESTERCES BET
SESTERCES BET
CHARIOTEER!
PASSING
QRS
CIRCUMSTANCE
Each point of Savvy
Each Bonus Die used
Racing inside the opposing chariot
If passing on the Straightaway:
Each point of Speed
If passing on the Turn:
Each point of Strength
Each chariot previously passed this turn
Attempting a wide pass
# SUCCESSES
Chariot scored one (1+)
or more successes than
opponent.
MODIFIER
+1d6
+1d6
+1d6
+1 success
+1 success
-1 success
-1 success
PASSING CHARIOT
May choose to do one of the following three
options:
Pass the target chariot. Drop the target chariot
back one spot, remaining in the slot it was in
prior to the pass.
Attempt to whip the target chariot. Go to the
Whip Table.
Attempt to bash the passing chariot. Go to the
Bash Table.
If NPC charioteer roll 1de6.
1 - 4 = Pass the target chariot.
5 = Attempt to whip the target chariot. If no
whip count as 1- 3.
6 = Attempt to bash the target chariot.
Pass attempt failed. Chariots return to spot and
slot occupied prior to pass attempt.
TARGET CHARIOT
May choose to do one of the following three
options:
Hold off challenge. Passing chariots returns to
spot and slot occupied prior to pass attempt.
Attempt to whip the passing chariot. Go to the
Whip Table.
Attempt to bash the passing chariot. Go to the
Bash Table.
If NPC charioteer roll 1de6.
1 - 3 = Hold off challenge.
4 - 5 = Attempt to whip the passing chariot. If
no whip count as 1- 3.
6 = Attempt to bash passing chariot.
Pass attempt failed. Chariots return to spot and
slot occupied prior to pass attempt.
WHIPPING
(Looking for successes)
CIRCUMSTANCE
Each point of Strength
Each Bonus Die used
If not using a whip
# SUCCESSES
Score two (2+) or more
successes than opponent.
MODIFIER
+1d6
+1d6
-3d6
RESULT
Charioteer that scored less loses his whip and one Speed.
If at "0" Speed the chariot will flip back one spot landing on slot #1 (1 or 2), slot #2 (3-4) or
slot #3 (5-6) and charioteer is injured (page, 11) and the chariot is a wreck.
If not at zero Speed the chariot drops directly back one spot, staying in the same slot.
Lower scoring horse spooked! Chariot drops directly back one spot, staying in the same
slot.
Charioteers exchange ineffectual whipping but take no damage. Chariots remain in the
spots and slots they occupied prior to attempting to pass.
CHARIOTEER!
BASHING
QRS
CIRCUMSTANCE
Each point of Savvy
Each Bonus Die used
# SUCCESSES
Score three (3+) or
more successes than
opponent.
MODIFIER
+1d6
+1d6
BASHING CHARIOT
Target chariot goes out of control and flips
back one spot landing on slot #1 (1 or 2), slot
#2 (3-4) or slot #3 (5-6), becoming a wreck.
Charioteer injured (page, #11).
TARGET CHARIOT
Bashing chariot goes out of control and flips
back one spot landing on slot #1 (1 or 2), slot
#2 (3-4) or slot #3 (5-6), becoming a wreck.
Charioteer injured (page, 11).
OUT OF CONTROL
(Looking for successes)
CIRCUMSTANCE
Each point of Strength
Each Bonus Die used
# SUCCESSES
2+
1
MODIFIER
+1d6
+1d6
RESULT
Charioteer retains control remaining in its current spot and slot.
Horse spooked! Chariot drops directly back one spot, staying in the same slot.
If the slot is occupied by a chariot there is a collision with both chariots rolling on the Out of Control Table.
If the slot is not occupied by a chariot the chariot in that spot will move up one spot if it is empty.
Chariot flips back one spot landing on slot #1 (1 or 2), slot #2 (3-4) or slot #3 (5-6), becoming a wreck.
Charioteer injured (page, 11).
CHARIOTEER!
INDEX
Attribute Dice, 3, 4
Non-Player Chariots, 1, 5, 6, 11
Auctions, 14
Bashing, 4, 10, 24
Pack, 2, 3, 7, 9
Challenge Phase, 1, 7, 8, 12
Passing chariot, 8, 9, 23
Racing Factions, 1, 6, 13
Racing Oval, 1, 2
Costs, 14, 16
Counters, 6
Entering a Race, 16
Savvy, 3, 4, 5, 7, 8, 10, 11, 12, 13, 15, 16, 17, 19, 20, 21,
22, 23, 24
Final Word, 17
Signatures, 5
First Turn, 1, 3, 4, 5, 6, 7
Slots, 2, 3
Flipped Chariots, 10
Speed, 4, 5, 6, 7, 8, 9, 11, 12, 13, 16, 17, 19, 20, 21, 22, 23
Freedom, 14, 16
Strength, 4, 5, 8, 10, 11, 12, 13, 15, 16, 19, 20, 21, 22, 23,
24
Gladiators, 18
Heart of the Empire, 12, 13, 14
Successes, 4, 7, 9, 23, 24
Horse Teams, 16
Target chariot, 8, 9, 23
In Position, 1, 7, 8, 9, 12
Total Fame, 15
Info Dice, 3
Traits, 5, 6
Injured Charioteers, 11
Turn Sequence, 1, 7, 17
Injured Horses, 11
Wagering, 13
Inside, 9, 18
Wall, 2
Laps, 6
Whipping, 4, 10, 23
Last Call, 13
Wide Pass, 9
Leftover Fame, 15
RANDOM EVENT
(Add the two scores together)
#
2
4
2
FIRST TURN
TURN SEQUENCE
1 - CHALLENGE PHASE
NPC drivers allocate Bonus Dice
NPC POSITION
(Read the result as rolled)
3 - PASSING PHASE
NPC drivers allocate Bonus Dice
RESULT
1 or 2
4
5
6
7
8
9
10
11
12
Result
Horse spooked! Chariot drops directly back one spot,
staying in the same slot. If the slot is occupied by a
chariot there is a collision with both chariots rolling
on the Bashing Table. If the slot is unoccupied the
Chariot in that spot moves up to replace the chariot
that dropped back.
There is a chance that you are too close to the chariot
in the spot in front of you (1-3) or behind (4-6). Roll
1d6 versus your Savvy. If you roll greater than your
Savvy there is a collision with both chariots rolling on
the Out of Control Table. Otherwise no effect.
No event.
No event.
Driver is inspired by the crowd. Gain one Bonus Die
if racing in the Circus Maximus.
Driver is inspired by the crowd. Gain one Bonus Die
except if racing in the Circus Maximus.
Driver is inspired by the crowd. Gain one Bonus Die
if racing in the Circus Maximus.
No event.
No event.
Horses getting winded! Must reduce current Speed by
one or discard one Bonus Card.
Chariot swerves! Chariot will drop back one spot and
end up in slot #1 (1-2), slot #2 (3-4) or slot #3 (5-6). If
the slot is occupied by a chariot there is a collision
with both chariots rolling on the Bashing Table. If the
slot is unoccupied the Chariot in that spot moves up to
replace the chariot that dropped back.