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Written by Ed Teixeira

Cover by Paul Kime

CHARIOTEER!
TURN SEQUENCE

TABLE OF CONTENTS
INTRODUCTION

Phase One - Challenge


1

Phase Two - Random Event

GETTING STARTED

Resolving the Pass

The Board

Multiple Passes

The Racing Oval

Racing on the Inside

Tracking the Chariots

Wide Pass

Phase Four - Pack Movement

Spots

ACTIONS

Slots

Whipping
3

Out of Control

THE DICE

Flipped Chariots

Info Dice

Avoiding Wrecks

Attribute Dice

Replacing Chariots

Using Bonus Dice

Injured Charioteers
4

10

Bashing

Pack Marker

Bonus Dice

Free Pass

The Wall

Spots and Slots

Phase Three - Passing

How Many Players

The Pack

11

Injured Horses
NON-PLAYER CHARIOTS

Scoring Successes

Locales and NPCs

Auto-Successes

NPC TABLES

ATTRIBUTES

12

Minimum Totals
Maximum Totals

RACING NPCS

BUILDING YOUR CHARIOT

NPC In Position
Passing

SIGNATURES AND TRAITS

Last Call

Signatures
Traits

When to Use Bonus Dice

WAGERING

CHARIOT COUNTERS
Chariot Damage

THE CAMPAIGN GAME

PLAYING THE GAME


Number of Laps

PATRONS

Starting the Race


The First Turn
2011 Ed Teixeira - Two Hour Wargames 5/19/2011

RACING FACTIONS

13

CHARIOTEER!
THE CAMPAIGN - RACES ONE THROUGH EIGHT

21

QRS - PASSING TABLE

23

LOCALES
Fringe of the Empire
Heart of the Empire
Outside of Rome

14

WHIPPING TABLE

Rome and the Circus Maximus


Changing Locales

BASHING TABLE

24

CAMPAIGN LENGTH
Sesterces

OUT OF CONTROL TABLE

Auctions
Charioteers
FAME

INDEX

25

BACK PAGE - RACING OVAL & MORE

26

15

Types of Fame
Gaining Fame
Using Fame Points
Total Fame
FREEDOM

16

HORSE TEAMS
Horse and Fame
ENTERING A RACE

DIRTY TRICKS

CAMPAIGN TURN SEQUENCE

17

THE FINAL WORD

PLAYING THE CHARIOTEER DECK

WANT MORE?

FACTION ROSTERS

18

19

2011 Ed Teixeira - Two Hour Wargames 5/19/2011

SPECIAL THANK S TO:


Paul Kime for the cover.
Lil for keeping it real!

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.

THE RACING OVAL

HOW MANY PLAYERS

In Charioteer we've forsaken the traditional square to


square movement found in other racing games. Instead
we've divided the track into six movement zones
numbered from 1 to 6. There are four Straightaways and
two Turns. During the race all of the chariots will be in
the same movement zone. Starting in zone #1, behind the
start line, and going clockwise around the oval we have:
1 - The Near Turn. This is where the start
line is located. All of the chariots will start
the race in this movement zone, behind the
start line.
2 - Entering the Straightaway.
3 - Leaving the Straightaway.
4 - The Far Turn.
5 - Entering the Far Straightaway.
6 - Leaving the Far Straightaway. This is
where the finish line is located. Chariots that
cross the finish line will end up in zone #1,
the Near Turn movement zone, when they
have completed the race.

Charioteer is best played with one to four players. When


playing with less than four players each player can run
more than one chariot (1) in a race or add Non-Player
Chariots (page, 11) that will be controlled by the game
mechanics.
The minimum number of chariots in a race is up to you.
Four chariots from different racing factions (page, 13) are
recommended but you can choose to run more or less as
you desire. The maximum number of players is
theoretically unlimited. We've included four chariots in
the game but feel free to add more if desiring to play
larger races.
(1) Note that when we refer to chariot we are speaking about the
charioteer and horses as well as the actual chariot itself.

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.

You will need to use a coin or token to track the


movement of the pack.
You will also need to use a coin or token to track the laps
as they are run. Place it on the three circles locate inside
the oval.

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.

TRACKING THE CHARIOTS


In traditional racing games the chariots are positioned in
relationship to where they are on the track. In Charioteer
the chariots are positioned in relationship to each other.
Unlike auto racing, chariots do not get lapped and never
fall way behind the leader. They may be in the back of the

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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 chariot that is in the lead (the Leader) is always


placed in the front of the pack and closest to the wall.
There are three things to remember when placing the
remaining chariots. They are:
The Wall.
The Spots.
The Slots.

A spot is considered to be one chariot wide and one


chariot deep.
Example - In the following picture the chariot in 1st place,
the Leader, is in the 1st spot. The chariot right behind it is
in 2nd place and in the 2nd spot. The 3rd place chariot is
behind it and in the 3rd spot and the 4th or last place
chariot is in the 4th or last spot.

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.

Now that we know where the lead chariot is placed at the


start of the second and subsequent turn let's go over where
the rest of the pack lines up.

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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).

Example -Before the race begins place the pack marker in


zone #1. After the First Turn (page, 6) place the pack
marker in zone #2.

SPOTS AND SLOTS

THE DICE

Where a chariot is in relationship to all the other chariots


is defined by the spot and slot it occupies.

Charioteer is played with six-sided dice, called d6 in the


rules. You will be asked to roll one or more d6 during the
game. The dice are used in a variety of ways. They are:

Example - In the following picture the four chariots are in


the following positions.
The Leader is in first place occupying the 1st spot/1st
slot position. The Leader is always placed in this spot
and slot at the start of the turn.
The second place chariot occupies the 2nd spot/1st slot
position. Notice how the chariot is placed in close
proximity with the chariot in the spot in front of it.*
The third place chariot occupies the 3rd spot/2nd slot
position. Notice how the chariot is placed in close
proximity with the chariot in the spot in front of it.
The fourth place chariot occupies the 4th spot/3rd slot
position. Notice how the chariot is placed in close
proximity with the chariot in the spot in front of it.

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.

During the racing you can gain Bonus Dice in the


following ways:
One Bonus Die is gained if you choose not
to attempt to pass another chariot.
One Bonus Die is gained from a roll of six,
seven, or eight on the Random Event Table
(page, 26) depending on the Locale where
the race is being held.

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.
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CHARIOTEER!

Two Bonus Dice are gained at the start of


the second lap.
Three Bonus Dice are gained at the start of
the third lap.
When racing more than three laps, at the
start of each lap, after the third, each player
will receive three Bonus Dice.
If your team has the Resilient Trait (page,
6).
Your charioteer has the Second Wind
Signature (page, 5).

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.

During the racing you can lose Bonus Dice in the


following ways:
One Bonus Die can be lost from a roll of
eleven when rolling on the Random Event
Table.
One Bonus Die is lost when you use it.

Each Attribute is given a numerical value from 1 to 6. The


higher the Total Attributes the better the chariot will
perform.

USING BONUS DICE


Bonus Dice can be used anytime during the race and are
discarded after they are used. Bonus Dice, without any
limits, can be used on the following tables:
First Turn Table (page, 26).
Passing Table (page, 23).
Whipping Table (page, 23).
Bashing Table (page, 24).
Out of Control Table (page, 24).

MINIMUM TOTALS

SCORING SUCCESSES

MAXIMUM TOTALS

When rolling Attribute Dice or Bonus Dice any result of


1, 2, or 3 is considered a success. These come into play
when rolling on the Racing Tables.

No Attribute may ever be higher than six.

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.

Example - I'm rolling on the First Turn Table (page, 26). I


am allowed to roll 3d6 for the Savvy Dice and choose to
roll 2d6 in Bonus Dice (page, 3). I score a 1, 2, 3, 4, and 6
for three successes. Looking on the First Turn Table I see
that I am to add the three successes rolled to my Speed
Auto-Successes. My Speed is a 3 so I have scored a total
of 6 successes.

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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.

Ethan builds his chariot in the following way.


Three Speed points.
Three Savvy points.
Three Strength points.
He now receives nine Bonus Dice.
Lucas builds his chariot in the following way.
Four Speed points.
Three Savvy points.
Two Strength points.
He now receives nine Bonus Dice.

Players need to note the Signature of each charioteer on


the Faction Roster (page, 19) and what affect it has.

SIGNATURES & TRAITS

In Charioteer we use Signatures and Traits to further


differentiate the chariots.
A Signature is a demonstrated behavior that
the charioteer does that is recognizable
during his career.
A Trait is a demonstrated behavior that the
team of horses does that is recognizable
during their career.

SIGNATURE
(Adding the results together)

#
2

3
4

Signatures and Traits share two common features.


First, they can be good or they can be bad.
Second, they are not discovered until the
first time the charioteer or team is used and
immediately prior to the First Turn (page,
26). The only exception is the player
charioteer where the player can choose his
Signature.

5
6
7
8

Now let's go into greater detail about both.

9
10
11
12

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5

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

Here's how a team of horses gain a Trait:


Teams have their Trait determined
immediately before the First Turn of their
first race. This includes all pre- generated
teams.
Roll 2d6, add the results together
and consult the Trait Table to
determine if they indeed have a
Trait. It is possible that the team
will not have a Trait. Teams with
the same Trait may race for the
same faction. This is different than
charioteers.

PLAYING THE GAME


Here's a brief outline of how Charioteer is played.
Each player starts with one or two chariots
depending upon how many players there are.
If desired each player can use one chariot
and the remaining ones can be Non-Player
Chariots (NPC), played by the game
mechanics.
Each player builds their chariot (page, 4).
The chariots are placed in movement zone
#1.
The First Turn (page, 6) is played out.
The players move their chariots around the
racing oval for three laps with the first
player to cross the finish line being the
winner.

Players need to note the Trait of each team on the Faction


Roster (page, 19) and what affect it has.

TRAIT
(Adding the results together)

#
2

3
4
5
6
7
8
9
10
11
12

Undamaged - This is the condition that the


chariot starts the race.
Wrecked - The chariot is wrecked and out of
the race. Once the pack leaves the
movement zone the wreck occupies it is
removed from the race.

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.

Now let's go into more detail on how the game is played.

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.

STARTING THE RACE

CHARIOT COUNTERS

At the start of the race, place the pack marker in


movement zone #1. The First Turn can now begin.

There are four color-coded chariot counters in Charioteer,


each representing one of the different Racing Factions
(page, 13).

THE FIRST TURN

CHARIOT DAMAGE

Here's how the First Turn is played.


Each player consults the First Turn Table
(page, 26).
Each player rolls their Savvy Dice (page, 3).

Racing chariots were lightweight vehicles built for speed


and can be damaged very easily. Chariots have two
stages.
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CHARIOTEER!

Each player may choose to use as many


Bonus Dice as desired, discarding them after
they are rolled. Note that the NPCs must roll
to see if they use any Bonus Dice (page, 3).
Roll all the d6 that the player has decided to
use.
Count all the successes (score of 1, 2, or 3)
that are rolled.
Add the successes rolled to the number of
Auto Speed Successes (page, 4) the player
has.
Compare the total number of successes each
player has.
The chariots are placed in spots (page, 2)
from first (scored most total successes) to
last (scored least total successes). All ties are
rolled off, using 1d6, with the higher scores
being placed in front of the lower scores.
Move the pack marker into the next
movement zone.

Example - In the following picture the four chariots are in


the following positions.
The Red player is in first place and places his chariot
in the 1st spot/1st slot position. This is closest to the
wall.
The Blue player is in second place and decides to
place his chariot in the 2nd spot/1st slot position. It is
directly behind the chariot in front of it and is Out of
Position and may not attempt to pass. He does gain
one Bonus Die.
The White player is in third place and decides to
place his chariot in the 3rd spot/2nd slot position. It is
to the side of the chariot in front of it and is In
Position to pass.
The Green player is in fourth place and decides to
place his chariot in the 4th spot/3rd slot position. It is
to the side of the chariot in front of it and is In
Position to pass.

After the First Turn is completed the race starts in earnest


with each subsequent turn using the following Turn
Sequence. This sequence is followed for the remainder of
the race.

TURN SEQUENCE
Each turn follows a strict sequence divided into four
phases. They are:
Challenge Phase.
Random Event Phase.
Passing Phase.
Pack Movement Phase.

When the Challenge Phase is complete we go to the


Random Event Phase.

Only when all four phases have been completed is the


turn is over. Let's go into each phase in more detail.

IMPORTANT!

PHASE ONE - CHALLENGE

Note that after Random Events are resolved chariots that


were Out of Position could now be In Position and able to
attempt to pass. Conversely, those that were In Position to
pass may now be Out of Position and cannot attempt to
pass. Moving In and Out of Position due to a Random
Event does not affect the Bonus Die that was gained for
placing your chariot Out of Position during the Challenge
Phase.

The purpose of the Challenge Phase is to see if one or


more chariots have moved Into Position to pass other
chariots. Here's how it's done:
At the start of the Challenge Phase the
players must position their chariots on the
table. The Leader, or the chariot in the front
of the pack, is always placed in the 1st spot
and 1st slot, adjacent to the wall (rules book).
Starting with the chariot in spot #2, each
player places his chariot either in the same
slot as the chariot in front of it (cannot
attempt to pass but gains one Bonus Die) or
in a slot to one side or the other of the
chariot in front of it (in position to pass).

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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.

RESOLVING THE PASS


Now that Challenge and Random Events Phases are
complete it's time for those In Position to attempt to pass.
To start the pass the passing chariot moves
forward one spot but stays in the same slot
as shown in the following picture. This is
why a chariot in the same slot as the chariot
in the spot in front of it cannot attempt to
pass!

After all Random Events have been resolved we move on


to the Passing Phase (page, 8).

PHASE THREE - PASSING

The purpose of the Passing Phase is to see which chariots,


if any, have made successful passes and moved up one or
more spots. Here's how it's done:
Only chariots that are In Position at anytime
during the Passing Phase are eligible to
attempt a pass. This can be due to being
placed In Position during the Challenge
Phase, moving Into Position due to a
Random Event, or moving Into Position due
to another pass.
The Passing Phase starts with the chariot
closes to the Leader and In Position to pass
and works its way to the last chariot in the
pack that is In Position to pass.
The chariot attempting to pass is called the
passing chariot.
The chariot being passed is called the target
chariot.

In the following picture the red chariot is the target


chariot while the blue chariot is the passing chariot.

Next the passing chariot goes to the Passing


Table.
The passing chariot starts with 1d6 for each
point of Savvy.
He adds 1d6 for each Bonus Die he decides
to use.
He adds 1d6 if racing inside the opposing
chariot.
He now rolls all the d6 looking for successes
(a score of 1, 2, or 3).
He adds the number of successes rolled to
his Auto Speed successes (if passing on a
Straightaway) or his Auto Strength
successes (if passing on a Turn).
If he is passing more than one chariot he
subtracts one success for each chariot he has
previously passed.
If he is attempting to pass two slots over
from the target chariot he subtracts one
success.
This is his Success Total.

Now the target chariot goes to the Passing Table and


follows the same procedure to arrive at its Success Total.
Note that the target chariot does not declare how many
Bonus Dice he will use until after the passing chariot has
determined its Success Total.

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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.

In the following picture the pass has been successfully


resolved and the chariots moved into their new positions.

In the following picture the Blue Chariot is In Position for


a Wide Pass.

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.

Multiple passing also applies to NPCs as well!

RACING ON THE INSIDE


Chariots that are closer to the wall than opposing chariots
will count as racing inside and receive a +1d6 on the
Passing Table when attempting to pass or defending
against a pass.

Once the Passing Phase is complete we go to the fourth


and final phase, Pack Movement.

PHASE FOUR - PACK MOVEMENT


The purpose of the Pack Movement Phase is to see where
the pack is during the race.
After the Passing Phase is complete advance the pack one
movement zone. This is done by moving the pack marker.
When the pack crosses the Finish Line the race is over.

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


9

CHARIOTEER!

ACTIONS

During the race the charioteers will be involved in a


variety of actions. Let's go over each one in greater detail.

WHIPPING

He now rolls all the d6 looking for successes


(a score of 1, 2, or 3).
Consult the Out of Control Table (page, 24)
and carry out the result based on the number
of successes scored. Immediately carry out
the results.

FLIPPED CHARIOTS

When allowed by the Passing Table (page, 23),


charioteers may attempt to whip their opponent. This
represents whipping the opposing charioteer and/or horses
in hopes of causing the chariot to back away or possibly
crash. To whip, both players follow the same procedure.
Each player starts with 1d6 for each point of
Strength.
He adds 1d6 for each Bonus Die he decides
to use.
If he is not using a whip subtract 3d6.
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 Whipping
Table (page, 23). Immediately carry out the
results.

When a chariot flips due to a result on the Out of Control


or Bash Tables it will drop back one spot landing on slot
#1 (1 or 2), slot #2 (3-4) or slot #3 (5-6), becoming a
wreck and the charioteer may be injured (page, 11).
If the chariot lands in an empty slot the
chariot in that spot will move up one spot to
where the flipped chariot was prior to
flipping. The chariot moving into the
vacated spot will stay in the same slot.
If it lands on an occupied slot then there is
potential for more damage. Both chariots
immediately roll on the Out of Control
Table and carry out the results immediately.
Note that wrecks flipping subsequent times
remain wrecks and force the driver to check
more than once for injury!
Chariots that flip will remain on the racing oval until the
end of the Passing Phase. After the pack moves into the
next movement zone the wreck is removed from the oval.

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.

The following picture shows what happens when a chariot


flips onto an occupied slot. The flipped chariot (Blue) is
placed on top of the occupying chariot (Red) and both
now roll on the Out of Control Table.

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.

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


10

CHARIOTEER!
INJURED CHARIOTEERS

NON-PLAYER CHARIOTS

When a chariot flips there is a real good chance that the


charioteer of the chariot has been injured. Here's how to
determine what happens.
Start with the Strength of the charioteer.
Modify it by any applicable circumstances
found on the Charioteer Injury Table.
Roll 1d6 and add the result to the modified
Strength of the charioteer.
Consult the Injury Table and immediately
carry out the results.

Non-Player Chariots or NPCs are just that. They are


chariots that are controlled by the game mechanics
instead of by the players.
There are those NPCs that race for the player and those
that race against the player. Physically a player will make
the dice rolls when needed but the strategy is game
driven. When a NPC is racing for a player the player will
roll on the NPC Position Table (page, 26) and for Bonus
Dice usage as well (page, 3). Here's how you generate
NPCs.
Decide which Locale (page, 13) the race is
being held at.
Next roll 1d6 and look at the appropriate
NPC Table (page, 12).
Continue to roll for NPCs until you have a
full race.
After you have filled your race roll 1d6 for
each of the three Attributes, as listed, for
each NPC. Remember that the Savvy and
Strength Attributes apply only to the
charioteer while the Speed Attribute applies
only to the team.
On a result of "1" the Attribute in the box is
reduced by one point.
On a result of "6" the Attribute in the box is
increased by one point.
Any other result means the Attribute is
unmodified.

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.

Example - I decide to race in the Fringe of the Empire. I


have three players but need one NPC to fill out the field of
four chariots. I go to the Fringe Table and roll 1d6,
scoring a 3. This means the basic Attributes are 3 Savvy, 3
Strength for the charioteer and 3 Speed for the horse
team. I next toll 1d6 for each Attribute. I score a "1" on
the Savvy so reduce it to 2. I score a "1" on Strength and
reduce this to 2. I score a "6" on Speed and increase it to
4. Maybe I should consider getting a new charioteer!

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

LOCALES AND NPCS

(Read the result as rolled)

#
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.

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11

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.

HEART OF THE EMPIRE (13)


STRENGTH
3
4
4
3
4
5

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

NPC will always attempt to pass when they are In


Position (page, 8).This may occur when they move Into
Position to pass or if the opportunity comes up during the
turn.

SPEED
4
4
5
4
4
5

WHEN TO USE BONUS DICE


During the turn the NPC will use Bonus Dice just like a
player. The only difference is that they must roll dice to
determine how many if any will be used. Here's how it's
done:
When the NOC has a chance to use Bonus
Dice roll id6 for each Bonus Die.
On a score of 1, 2 or 3 he will use a
Bonus Die.
On a score of 4, 5, or 6 he will not
use the Bonus die.

IN THE CIRCUS MAXIMUS NPC (18)


#
1
2
3
4
5
6

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

OUTSIDE OF ROME NPC (15)


#
1
2
3
4
5
6

NPC POSITION
(Read the result as rolled)

SPEED
5
6
5
5
5
6

It is possible that the NPC, just like a player, will use


Bonus Dice more than once during the turn as the
situation arises.

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


12

CHARIOTEER!
LAST CALL

RACING FACTIONS

On the last turn a score of 1, 2, 3, 4 or 5 means the Bonus


Die is used and all remaining Bonus Dice will be used
during the Passing Phase of the last turn.

Historically there were four factions and these are


represented in Charioteer. Fans of each faction were
identified by the colors they wore during the races. They
were:
The Blue - One of two major factions. Their
rivals are the Green and their allies the Red.
The Green - One of two major factions.
Their rivals are the Blue and their allies the
White.
The Red - One of two minor factions. They
are allied with the Blue.
The White - One of two minor factions.
They are allied with the Green.

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!

In Charioteer each of the four factions begins the


campaign on an equal footing.

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.

Example - Four chariots are racing with the following


stats:
Red Faction - 4 Savvy 4 Strength 4 Speed
Blue Faction - 5 Savvy 5 Strength 5 Speed
Green Faction - 4 Savvy 4 Strength 5 Speed
White Faction - 4 Savvy 5 Strength 4 Speed

Let's cover each Locale in more detail.

Red must bet 12 sesterces, Blue must bet 15 sesterces,


Green must bet 13 sesterces and White 13 sesterces. The
total bet from all the chariots is 53 sesterces with the
winner taking all.

(1) Remember, players may choose to only race chariots and not
be a Patron.

FRINGE OF THE EMPIRE


Charioteers and Patrons will usually start their careers in a
province on the Fringe of the Empire. Examples of these
provinces would be Syria, Judea, Germania, Hispania,
Cyrenaica and Numidia. Chariots available for purchase
and opponents in these Locales can be found on the
Fringe of the Empire Table (page, 12).

THE CAMPAIGN GAME


After you have run a few races and feel comfortable with
the rules you may want to run a campaign. A campaign
consists of eight races where the results of one race can
influence the outcome of the following race.

When a player or Patron NPC reaches twelve total


Attribute Points he can no longer race in the Fringe of the
Empire.

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).

HEART OF THE EMPIRE


When the chariots reach a total of twelve Attribute Points
they have reached one of the provinces that make up the
Heart of the Empire. Examples of these provinces are
Gallia, Aegyptus, and Africa. Chariots available for
purchase and opponents in these locales can be found on
the Heart of the Empire Table (page, 12).

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


13

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

When a player or Patron NPC reaches sixteen total


Attribute Points he can no longer race Outside of Rome
but must now race in the enter the Circus Maximus!

Each faction begins the campaign with 200 sesterces* to


use in the following ways:
Buy charioteers.
Buy horses.
Enter a chariot in a race.
Buy Dirty Tricks (page, 16).
Wager on the races.

ROME AND THE CIRCUS MAXIMUS

The more sesterces the faction has at the end of the


campaign the better it has done.
If a faction runs out of sesterces it is bankrupted and all its
chariots, horses, and charioteers are auctioned off to the
other factions. But don't despair; maybe they'll hire you as
a charioteer!

This is it! The "Big Time"! The Circus Maximus! This is


the place every Patron dreams of: the place with the
biggest purses! This is the place every charioteer hopes
for as the big purses will expedite his journey to Freedom
(page, 16).

Sesterces were coins used during the Roman Empire. For


simplicity's sake, in Charioteer we abstract the number of
sesterces to equal thousands of coins.

Races in the Circus Maximus are under the watchful eyes


of the biggest crowds and more importantly the Emperor.

AUCTIONS

CHANGING LOCALES

Opening bids on a charioteer or team at auction is equal to


1 sesterce per Total Fame Point. All interested players
continue to bid progressively higher until only one player
remains with the highest bid. He wins that auction.

As mentioned previously, each Locale has a Maximum


Attributes Total and chariots with a higher total cannot
race in that Locale.
There will be times when a Patron has a variety of
chariots and some may be able to race in some Locales
and some may not. When this happens here are some
options that can be used:
The Patron can move up to a better Locale.
The Patron can sell the charioteer that
exceeds the maximum for 1 sesterce per
Total Fame Point.
The Patron can sell the charioteers that he
believes are not good enough to race in the
new Locale for 1 sesterce per Total Fame
Point.
The Patron can keep all his charioteers and
race them in a Locale where all his
charioteers can race.

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

Charioteers use Fame Points to increase their Attributes.


Whenever possible the charioteer must increase one or
more Attributes. This means that you may be forced to
increase very low Attributes before a higher one. You
cannot save them to increase by more than one point at a
time nor not use them to avoid moving up to a tougher
Locale. This represents better training, food, and living
conditions as well as their portion of the purse. Attributes
can be raised by one point in the following manner:

Charioteers, along with gladiators, were the rock stars of


ancient Rome. They were famous for their exploits and
we take this into account in Charioteer. Here's how your
charioteer raises in 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

Decide which Attribute the charioteer will raise.


This can be Savvy or Strength.

Attributes are raised 1 point at a time

Spending Fame Points equal to the new point


value does this.

Example - Brutus has a Savvy Attribute value of 3. He


wants to raise it to 4. He must spend 4 Fame Points to do
so. After he has raised his Attribute value to 4 he discards
the 4 Fame Points that he used.

Example - Benjamin starts with zero Total Fame Points.


He wins a race and gains 3 Fame Points. This is his Total
Fame. He does not have enough to raise an Attribute so
this is also his Leftover Fame. Later he comes in second
in a race and gains 2 Fame Points. He now has 5 Total
Fame Points. He adds the 2 to the 3 Leftover Fame Points
and uses it to increase his Strength Attribute to 4. He uses
4 Fame so has 1 Fame point left over.

Although Attributes can only be raised by one point at a


time there is no limit to the number of times that it can be
raised. Nor is there a limit to the number of Attributes that
can be raised at the same time - provided the maximum of
six points per Attribute is not exceeded.
Example - Brutus has a Savvy of 3 and Strength of 2. He
has earned 10 Fame Points. He decides to raise his
Strength by one point. He must spend 3 Fame Points to do
so. He discards the three Fame Points and now has 7
leftover. He now raises his Strength from 3 to 4. He must
spend 4 Fame Points to do so. He discards the four Fame
Points and now has three leftover. He now wants to raise
his Savvy from 3 to 4 but as he only has three points
leftover so he cannot.

GAINING FAME
So how does a charioteer gain Fame Points? It all starts
with winning.

Charioteers receive 1 Fame Point for each


chariot he beats in a race. However, if the chariot
he beats has a lower Attribute Point Total he only
receives 1/2 of a Fame Point.

Players need to note the leftover Fame Points that can be


used to increase Attributes in the History section of the
Faction Roster.

Example - Brutus has 12Attribute Points. He comes in


second in a race. He beats the third place chariot (10
total Attribute Points) so gains 1/2 of a Fame Point. He
beats the fourth place chariot (12 Fame Points) so gains
another 1 Fame Point. This means he has gained 1 1/2
Fame Points for the race. These are added to his Total
Fame Points.

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.

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


15

CHARIOTEER!
Players need to note the Total Fame Points of the
charioteer in the History section of the Faction Roster.

ENTERING A RACE

FREEDOM

It costs a faction one sesterce for one chariot to enter a


race. This fee includes the chariot, charioteer, and horse
team. You can enter as many chariots into one race as you
desire. There is no limit to the number of chariots that can
be in the same race!

Eventually, if the player is extremely fortunate, he will


find himself with eighteen Attribute Points. He has
become the best of the best and is eligible for freedom.
So how does he do it? Simple, he must win a race at the
Circus Maximus with eighteen total Attribute Points.
Once he does this he has gained the favor of the Emperor
and has won his freedom. He may retire to a life of
luxuryor not.

However, this cost is not recovered!


Example - There are four factions and each decides to
enter one chariot. I decide to add two more which will
give be three and make it a six chariot race. Fearing, and
rightfully so, that I will cooperate between my chariots to
my advantage, each other player adds an additional
chariot. We now have a nine chariot race. Remember, the
more chariots in the race the more sesterces and Fame
can be won!

If desired the player may choose to continue racing and


covering himself with glory by adding to his Fame. This
is totally up to the player's discretion but remember he
cannot exceed eighteen total Attribute Points.
On the other hand, he may decide to try his hand as a
Patron

We have included four chariot counters in Charioteer but


we offer additional chariots if desired, including resin
ones. See our website for more information.

HORSE TEAMS

www.twohourwargames.com

Each faction can have as many teams of horses as desired.


You can choose to name them or merely call them team
#1, #2, etc. Here's how horses work:
Horses can only race in three races per
campaign.
It costs the faction 2 sesterces per Attribute
Point of each horse team.
Generating NPC teams are done normally
(page, 11).

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.

Example - I roll a 3 on the Fringe of the Empire Table. I


get a charioteer with a 3 Savvy and a 3 of Strength. The
Speed of the team is 3 as well. I rolled 1d6 and scored a
"6" increasing the Speed to 4. It costs me 8 sesterces for
the team.
New horse teams can be bought anytime during the
campaign to replace loss or injured teams. Injured teams
that are replaced will leave the faction and never race for
them again! You do not any compensation.

HORSES AND FAME


Horses will receive the same amount of Fame the
charioteer earns each race and can use the points to
increase their Speed in the same manner as the charioteer
does. This is done by the Patron.
Example - Team Judea has a Speed Attribute value of 3.
The Patron wants to raise it to 4. He must spend 4 horse
Fame Points to do so. After he has raised its Attribute
value to 4 he discards the 4 Fame Points that he used.
2011 Ed Teixeira - Two Hour Wargames 5/21/2011
16

CHARIOTEER!

If the defender rolls an equal or greater


number of successes than the attacker the
dirty trick was thwarted and has no effect.
If the attacker scores more successes than
the defender then the dirty trick was
successful.
Drugged horses have their Speed
reduced by one for the race.
Bribed charioteers have their Savvy
reduced by one for the race.

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

If you choose to buy the Charioteer Deck with or without


the 15mm resin chariots here's how they work.
The deck consists of two types of cards, color-coded and
labeled Attributes cards and numbered Bonus Cards. Let's
start with the Attribute Cards:
Instead of any paper tracking you will track
your Attributes and Bonus Dice with the
cards.
Each player draws Attribute Cards to match
their chariot's starting attributes.
Lay the cards down, face up, in front of each
player.
As the Attribute is reduced replace the
current card with one or more cards that
reflects the new Attribute.

Just like there is a race Turn Sequence, there is a


Campaign Turn Sequence followed for each race. Here it
is:
Declare which horse team and charioteer
combinations will be entered in the race.
Each Patron spends one sesterce to enter one
chariot in the race.
Write down if you will attempt any Dirty
Tricks or defend against them.
Patrons can now wager on the race.
Reveal the Dirty Tricks and make any
adjustments to Speed or Savvy as needed.
Run the race.
Factions gain sesterces based upon wagers
won.
Charioteers and horses gain Fame based on
the race result.
Injuries to charioteers and horses are noted.
Proceed to the next race.

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.

What if you run out of Bonus Cards? Simply use a small


coin to represent a number of Bonus Dice, such as a
nickel equaling five Bonus Dice. But dont worry, on the
rare occasions where you might run out it'll be only
temporary as Bonus Dice get used!

I wanted to get away from the traditional chariot racing


game where you run around a board with the majority of
the game spent moving your chariot. With the Challenge
and Passing Tables there's action every turn, something
that will keep the players involved the whole game.
In any case, I hope you find the game enjoyable and
entertaining and remember

JUST PLAY THE GAME!

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


17

CHARIOTEER!
herself.
Inside you'll find:

Here's a picture of the Charioteer Deck and the resin chariots.

A full color arena and gladiator counters to fight


your matches.
Rules to create your gladiators and fight their
matches.
Six different gladiatorial fighting styles.
Over 36 pre-generated gladiators and rules to
generate more.
Four different Locales to fight in from the
Fringes of the Empire to the Colosseum itself.
Campaign rules that cover every aspect of the
business of running a gladiator school.

Red Sand Blue Sky - Heroes of the Arena gives you


everything you need to do this and much more. But
perhaps the best thing about the game is that it can be
played solo against the game mechanics, cooperatively
with all players on the same side, or competitively, head
to head against your friends.
Your time grows short as you make your way towards the
arena for your first match. All the training and the pain
that you endured to make it here, you hope that it will
serve you well. The doors part, the crowd roars as you
stride to the center of the arena. You look across the sand,
soon to be blood red as your opponent is framed by a sky
of blue. The editor signals the start of the match and
you're off! Will this be the start of a glorious career or
merely the end? Welcome to the world of...

Here's a close-up of the chariots. Each chariot is roughly one


inch in diameter and scaled for 15mm figures.

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:

RED SAND BLUE SKY - HEROES OF THE ARENA

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

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


18

CHARIOTEER!

BLUE FACTION ROSTER


PATRON

CHARIOTEER

TEAM

FACTION

SESTERCES

SIGNATURE

SIGNATURE

SAVVY

SPEED

STRENGTH

FAME

FAME

WINS

WINS

HISTORY

RED FACTION ROSTER


PATRON

CHARIOTEER

TEAM

FACTION

SESTERCES

SIGNATURE

SIGNATURE

SAVVY

SPEED

HISTORY

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


19

STRENGTH

FAME

FAME

WINS

WINS

CHARIOTEER!

GREEN FACTION ROSTER


PATRON

CHARIOTEER

TEAM

FACTION

SESTERCES

SIGNATURE

SIGNATURE

SAVVY

SPEED

STRENGTH

FAME

FAME

WINS

WINS

HISTORY

WHITE FACTION ROSTER


PATRON

CHARIOTEER

TEAM

FACTION

SESTERCES

SIGNATURE

SIGNATURE

SAVVY

SPEED

HISTORY

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


20

STRENGTH

FAME

FAME

WINS

WINS

CHARIOTEER!

THE CAMPAIGN
RACE NUMBER ONE
FACTION SAVVY STRENGTH SPEED BONUS DICE

SESTERCES BET

RACE NUMBER TWO


FACTION SAVVY STRENGTH SPEED BONUS DICE

SESTERCES BET

RACE NUMBER THREE


FACTION SAVVY STRENGTH SPEED BONUS DICE

SESTERCES BET

RACE NUMBER FOUR


FACTION SAVVY STRENGTH SPEED BONUS DICE

SESTERCES BET

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


21

CHARIOTEER!
RACE NUMBER FIVE
FACTION SAVVY STRENGTH SPEED BONUS DICE

SESTERCES BET

RACE NUMBER SIX


FACTION SAVVY STRENGTH SPEED BONUS DICE

SESTERCES BET

RACE NUMBER SEVEN


FACTION SAVVY STRENGTH SPEED BONUS DICE

SESTERCES BET

RACE NUMBER EIGHT


FACTION SAVVY STRENGTH SPEED BONUS DICE

SESTERCES BET

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


22

CHARIOTEER!
PASSING

QRS

(Looking for successes)

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.

Chariots scored equal


successes

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

Score one (1) more success


than opponent.

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.

Score same number of


successes as opponent.

Charioteers exchange ineffectual whipping but take no damage. Chariots remain in the
spots and slots they occupied prior to attempting to pass.

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


23

CHARIOTEER!
BASHING

QRS

(Looking for successes)

CIRCUMSTANCE
Each point of Savvy
Each Bonus Die used
# SUCCESSES
Score three (3+) or
more successes than
opponent.

Score two (2) more


successes than
opponent.

Score one (1) more or


the same number of
successes as 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).

Bashing chariot will return to spot and slot


occupied prior to the collision or move up one
spot if it is empty.
Horse spooked! Target 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.

Target chariot will return to spot and slot


occupied prior to the collision or move up one
spot if it is empty.
Horse spooked! Bashing 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.

Bashing chariot will return to spot and slot


occupied prior to the collision or move up one
spot if it is empty.
Chariots bump but take no damage.
Chariots return to original spots and slots prior
to the collision.

Target chariot will return to spot and slot


occupied prior to the collision or move up one
spot if it is empty.
Chariots bump but take no damage.
Chariots return to original spots and slots prior
to the collision.

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).

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


24

CHARIOTEER!

INDEX
Attribute Dice, 3, 4

Non-Player Chariots, 1, 5, 6, 11

Attributes, 4, 5, 11, 12, 13, 14, 15, 17

NPC, 1, 5, 6, 11, 12, 13, 14, 16, 23

Auctions, 14

Out of Control, 4, 10, 24

Bashing, 4, 10, 24

Outside of Rome, 12, 14

Bonus Dice, 3, 4, 5, 6, 7, 8, 11, 12, 13, 17, 21, 22

Pack, 2, 3, 7, 9

Challenge Phase, 1, 7, 8, 12

Passing chariot, 8, 9, 23

Charioteer Deck, 17, 18

Passing Phase, 7, 8, 9, 10, 13

Charioteers, 13, 14, 15, 17, 23

Racing Factions, 1, 6, 13

Circus Maximus, 12, 13, 14, 16

Racing Oval, 1, 2

Costs, 14, 16

Random Event Phase, 1, 7, 8

Counters, 6

Random Event Table, 1, 3, 4, 8

Dirty Tricks, 13, 14, 16, 17

Resin Chariots, 17, 18

Entering a Race, 16

Resolving the Pass, 8

Factions, 13, 14, 16

Savvy, 3, 4, 5, 7, 8, 10, 11, 12, 13, 15, 16, 17, 19, 20, 21,
22, 23, 24

Fame, 13, 14, 15, 16, 17, 19, 20

Sesterces, 14, 19, 20, 21, 22

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

Spot, 2, 3, 7, 8, 9, 10, 23, 24

Fringe of the Empire, 11, 12, 13, 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

Wrecks, 6, 10, 23, 24

Locales, 11, 13, 14, 18

2011 Ed Teixeira - Two Hour Wargames 5/21/2011


25

RANDOM EVENT
(Add the two scores together)

#
2

4
2

FIRST TURN

TURN SEQUENCE

(Looking for successes)

Savvy Dice + Bonus Dice


Add to Speed successes

1 - CHALLENGE PHASE
NPC drivers allocate Bonus Dice

2 - RANDOM EVENT PHASE

NPC POSITION
(Read the result as rolled)

3 - PASSING PHASE
NPC drivers allocate Bonus Dice

RESULT

1 or 2

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.

4 - ZONE MOVEMENT PHASE


3 to 6

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.

2011 Ed Teixeira - Two Hour Wargames