Charioteer

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    Written by Ed Teixeira

    Cover by Paul K ime

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    C HARIOTEER !  

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

    T ABLE OF C ONTENTS  

    I NTRODUCTION   1  

    How Many Players

    G ETTING S TARTED  

    The Board

    The Racing Oval

    Tracking the Chariots

    The Pack 2

    The Wall

    Spots

    Slots

    Spots and Slots 3

    Pack Marker

    T HE D ICE

    Info Dice

    Attribute Dice

    Bonus Dice

    Using Bonus Dice 4

    Scoring Successes

    Auto-Successes

    ATTRIBUTES  

    Minimum Totals

    Maximum Totals

    B UILDING Y OUR C HARIOT  

    S IGNATURES AND T RAITS   5

    Signatures

    Traits 6

    C HARIOT C OUNTERS  

    Chariot Damage

    P LAYING THE G AM E  

     Number of Laps

    Starting the Race

    The First Turn

    T URN S EQUENCE   7

    Phase One - Challenge

    Phase Two - Random Event 8

    Phase Three - PassingResolving the Pass

    Multiple Passes 9

    Racing on the Inside

    Wide Pass

    Free Pass

    Phase Four - Pack Movement

    ACTIONS   10  

    Whipping

    Bashing

    Out of Control

    Flipped Chariots

    Avoiding Wrecks

    Replacing Chariots

    Injured Charioteers 11

    Injured Horses

    N ON -P LAYER C HARIOTS  

    Locales and NPCs

    NPC  T ABLES   12  

    R ACING NPC S  

     NPC In Position

    Passing

    When to Use Bonus Dice

    Last Call 13

    W AGERING  

    T HE C AMPAIGN G AM E  

    P ATRONS  

    R ACING F ACTIONS  

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    LOCALES  

    Fringe of the Empire

    Heart of the EmpireOutside of Rome 14

    Rome and the Circus Maximus

    Changing Locales

    C AMPAIGN LENGTH  

    Sesterces

    Auctions

    Charioteers

    F AM E   15

    Types of Fame

    Gaining Fame

    Using Fame Points

    Total Fame

    F REEDOM   16  

    H ORSE TEAMS  

    Horse and Fame

    E NTERING A R ACE  

    D I RTYT RICKS  

    C AMPAIGN T URN S EQUENCE   17

    T HE F INAL W ORD  

    P LAYING THE C HARIOTEER D ECK  

    F ACTION R OSTERS   19

    T HE C AMPAIGN -  R ACES O NE T HROUGH E IGHT   21

    QRS  -  P ASSING T ABLE 23

    W HIPPING T ABLE  

    B ASHING T ABLE   24

    O UT OF C ONTROL T ABLE  

    I NDEX   25

    B ACK P AGE -  R ACING O VAL &  M ORE   26

    S PECIAL T HANK ST O :

      Paul Kime for the cover.

      Lil for keeping it real!

    W ANT M ORE ?  18

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    I NTRODUCTION  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.

    H OW M ANY P LAYERS  

    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 inthe 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 thecharioteer and horses as well as the actual chariot itself.

    G ETTING S TARTED  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.

    T HE B OARD  

    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.

    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.

      Fi rst 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 Positi on Table - This table determines

    if a NPC is In Position to pass. Players refer

    to this table during the Challenge Phase

    (page, 7). 

    T HE R ACING O VAL 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.

    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.

    T RACKING THE C HARIOTS

    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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     pack  but even then they are close to the chariot directly in

    front of them. Here's how we handle this in the game.

    T HE P ACK  

    The chariots will race in a pack , all in the same zone, and

     pack  movement is plotted on the Racing Oval. Rememberthat 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. 

    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.

    T HE W AL L 

    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.

     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.

    S POTS  

    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. 

    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.

    A spot  is considered to be one chariot wide and one

    chariot deep.

     Example - In the following picture the chariot in 1 st place,

    the Leader, is in the 1 st  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. 

    S LOTS  

    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.

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    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).

    S POTS AND S LOTS  Where a chariot is in relationship to all the other chariots

    is defined by the spot and slot  it occupies.

     Example - In the following picture the four chariots are in

    the following positions.

      The Leader is in first place occupying the 1 st  spot/1 st  

     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/1 st  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.

    *

     Note that there may be times when the chariots are in adjacent spots but may not be in close proximity. This happens when onechariot is in slot #1 and the other is in slot #3.

    P ACK M ARKER  

    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. 

     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.

    T HE D I CE  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:

    I NFO D ICE

    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 D I CE  

    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.

    B ONUS D I CE  

    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). 

    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.

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      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 playerwill receive three Bonus Dice.

      If your team has the Resilient Trait (page,

    6).

      Your charioteer has the Second Wind

    Signature (page, 5). 

    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.

    U SING B ONUS D I CE  

    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). 

    S CORING S UCCESSES  

    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. 

    AUTO -S UCCESSES  

    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.

     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.

    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.

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

    higher the Total Attributes the better the chariot will perform.

    M IN IMUM T OTALS  

    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.

    M AXIMUM T OTALS   No Attribute may ever be higher than six.

    B UILDING Y OUR

    C HARIOT  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.

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     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.

     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.

    S IGNATURES &  T RAITS  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.

    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. 

     Now let's go into greater detail about both.

    S IGNATURES  

    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 mayhave 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.

    Players need to note the Signature of each charioteer on

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

    2  SIGNATURE(Adding the results together)

    # S IGNATURE  

    2  F renzy:  The frenzied charioteer will always use

    at least one Bonus Die when attempting to pass

    or when being passed.3 No Signature:

    4 Faint of heart:  The charioteer will count his

    Savvy at one less when attempting to pass or

     being passed on the turn. 

    5 No Signature:

    6 Slow to React:  The charioteer counts his Savvy

    as one lower than normal on the First Turn.

    7 No Signature:

    8 Agile:  The agile charioteer will add 1d6 when

     being whipped but not  if he instigates it.

    9 No Signature:

    10 Brawler:  The charioteer will always use the

    whip when given the chance.11 No Signature:

    12 Second Wind:  This charioteer gains one extra

    Bonus Dice when starting a new lap after the

    first.

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    T RAITS  

    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- generatedteams.

      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.

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

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

    2  TRAIT(Adding the results together)

    # T RAIT  

    2  Skittish:  The team will count its Speed at one less

    when attempting to pass or when being passed on

    the turn.

    3 No Trait:

    4 Weak:  The team starts the race with 2 less Bonus

    Dice than normal.

    5 No Trait:

    6 No Trait:

    7 Strong:  The team starts each race with 2 moreBonus Dice than normal.

    8 No Trait:

    9 No Trait:

    10 Resilient:  The team will add one Bonus Die at the

    start of each lap after the first.

    11 No Trait:

    12 Fierce:  This team will roll 1d6 extra whenever an

    opposing chariot tries to pass it.

    C HARIOT C OUNTERS  There are four color-coded chariot counters in Charioteer,

    each representing one of the different Racing Factions

    (page, 13). 

    C HARIOT D AMAGE  

    Racing chariots were lightweight vehicles built for speed

    and can be damaged very easily. Chariots have two

    stages.

      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. 

    P LAYING THE G AME  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.

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

    N UMBER 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.

    S TARTING THE R ACE  

    At the start of the race, place the pack marker inmovement zone #1. The First Turn can now begin.

    T HE F IRST T URN

    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).

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      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.

    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.

    T URN S EQUENCE  Each turn follows a strict sequence divided into four

     phases. They are:

      Challenge Phase.

      Random Event Phase.

     

    Passing Phase.  Pack Movement Phase.

    Only when all four phases have been completed is the

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

    P HASE O NE -  C HALLENGE  

    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

    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).

     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 1 st  spot/1 st  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/1 st  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.

    When the Challenge Phase is complete we go to the

    Random Event Phase.

    I MPORTANT !

     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.

     sl ot  as the chariot in front of it (cannot

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    P HASE T WO -  R ANDOM E VENT

    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 eachchariot, 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.

    After all Random Events have been resolved we move on

    to the Passing Phase (page, 8). 

    P HASE T HREE -  P ASSING  

    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 toattempt 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. 

    R ESOLVING THE P ASS  

     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! 

       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 opposingchariot.

      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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    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.

    In the following picture the pass has been successfully

    resolved and the chariots moved into their new positions.

    M ULTIPLE P ASSES  

    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 counttwo successes lower for having passed two chariots

     previously.

    Multiple passing also applies to NPCs as well!

    R ACING ON THE I NSIDE  

    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.

    W IDE P ASS  

    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 adjacentslot.

      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 Blue Chariot is In Position for

    a Wide Pass.

    F REE P ASS  

    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.

    Once the Passing Phase is complete we go to the fourth

    and final phase, Pack Movement.

    P HASE F OUR -  P ACK M OVEMENT  

    The purpose of the Pack Movement Phase is to see wherethe 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.

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    ACTIONS  During the race the charioteers will be involved in a

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

    W HIPPING  

    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.

    B ASHING  

    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.

    O UT OF C ONTROL 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.

      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.

    F LIPPED C HARIOTS  

    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.

    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 W RECKS  

    Chariots cannot move through wrecks and any chariot that

    finds itself with a wreck in the same slot but one spot infront 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.

    R EPLACING C HARIOTS  

    When playing a campaign wrecked chariots are always

    replaced at no cost.

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    I NJURED C HARIOTEERS  

    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.

    1  CHARIOTEER INJURY(Read the result as rolled)

    C IRCUMSTANCE   M ODIFIER  

    Another chariot flipped onto yourchariot 

    -1

    Your chariot flipped onto another

    chariot

    +1

    T OTAL  R ESULT  

    9+ Charioteer walks away with bruises. Able to

    make his next race. 

    8 Charioteer injured and must miss next race.

    7 Charioteer injured and must miss 1 + 1/2d6

    races. He also loses 1 point of Strength.

    6 or

    lower

    Charioteer is dead.

    I NJURED H ORSES  

    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.

    1  HORSE INJURY(Read the result as rolled)

    # R ESULT  1 Horses can return with normal Speed.

    2 Horses can return with normal Speed.

    3 Horses can return at one Speed less.

    4 Horses can return at one Speed less.

    5 Horses are loss.

    6 Horses are loss.

    N ON -P LAYER C HARIOTS   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.

     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!

    LOCALES AND NPC S  

    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.

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     Note that NPCs may have their Attributes modified and

    this may cause it to exceed the Attribute Maximum for

    that Locale.

    NPC  T ABLES  F RINGE OF THE E MPIRE (11)

    # S AVVY   S TRENGTH   S PEED  

    1 3 2 3

    2 2 3 3

    3 3 3 3

    4 3 3 3

    5 4 3 3

    6 3 4 3

    H EART OF THE

    E MPIRE

    (13)# S AVVY   S TRENGTH   S PEED  

    1 4 3 3

    2 3 4 3

    3 4 4 3

    4 4 3 4

    5 4 4 4

    6 3 5 4

    O UTSIDE OF R OME NPC  (15)

    # S AVVY   S TRENGTH   S PEED  

    1 4 4 4

    2 3 5 43 4 4 5

    4 5 4 4

    5 5 5 4

    6 5 4 5

    I N THE C I RCUSM AXIMUS NPC  (18)

    # S AVVY   S TRENGTH   S PEED  

    1 6 5 5

    2 5 4 6

    3 5 6 5

    4 6 4 5

    5 6 5 56 5 5 6

    R ACING NPC S  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  I N P OSITION  

    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  NPC POSITION(Read the result as rolled)

    # R ESULT  

    1or 2  The NPC is Out of Position and may not pass.

    Gain one Bonus Die.

    3to 6 The NPC is placed In Position and will attempt

    to pass when it is its turn.

    P ASSING  

     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 theturn.

    W HEN TO U SE B ONUS D ICE

    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 notuse the Bonus die.

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

    Bonus Dice more than once during the turn as the

    situation arises.

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    LAST C AL L 

    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. 

    W AGERING  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!

     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

     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.

    T HE C AMPAIGN G AME  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.

    P ATRONS  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).

    R ACING F ACTIONS  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. 

    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.

    Let's cover each Locale in more detail.

    (1) Remember, players may choose to only race chariots and notbe a Patron.

    F RINGE O F T HE E MPIRE  

    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).

    When a player or Patron NPC reaches twelve total

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

    Empire.

    H EART OF THE E MPIRE  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). 

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    When a player or Patron NPC reaches fourteen total

    Attribute Points he can no longer race in the Heart of the

    Empire.

    O UTSIDE OF R OME  

    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).

    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!

    R OME AND T HE C IRCUS M AXIMUS  

    This is it! The "Big Time"! The Circus Maximus! This isthe 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). 

    Races in the Circus Maximus are under the watchful eyes

    of the biggest crowds and more importantly the Emperor.

    C HANGING LOCALES  

    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 andrace them in a Locale where all his

    charioteers can race.

    I MPORTANT !

    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.

    C AMPAIGN LENGTHA campaign consists of eight races. You can choose to

    race more or less if desired.

    S ESTERCES  

    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.

    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 itschariots, horses, and charioteers are auctioned off to the

    other factions. But don't despair; maybe they'll hire you as

    a charioteer!

    * 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.

    AUCTIONS  

    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.

    C HARIOTEERS  

    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.

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    F AME  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.

    T YPES OF F AME  

    There are three types of Fame in Charioteer

      Total F ame -  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

     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.

    G AINING F AME  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.

     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.

    U SING F AME P OINTS  

    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:

      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. Hewants 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.

    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 7leftover. 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.

    Players need to note the leftover Fame Points that can be

    used to increase Attributes in the History section of the

    Faction Roster.

    T OTAL F AME  

    Charioteers can use Fame to increase their Attributes. In

    addition they should keep a running total of the amount ofFame 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.

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    Players need to note the Total Fame Points of the

    charioteer in the History section of the Faction Roster.

    F REEDOM  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

    luxury…or not. 

    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 aPatron…

    H ORSE T EAMS  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). 

     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.

    H ORSES AND F AME  

    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.

    E NTERING A R ACE  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!

    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!

    We have included four chariot counters in Charioteer butwe offer additional chariots if desired, including resin

    ones. See our website for more information.

    www.twohourwargames.com

    D IRTY T RICKS  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 anyd6 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.

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      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.

    C AMPAIGN T URN

    S EQUENCE  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 charioteercombinations 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.

    F INAL W ORD  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.

    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 Challengeand 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… 

    J UST PLAY THE GAME !

    P LAYING THE

    C HARIOTEER D ECK  

    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.

     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.

    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.

    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 don’t worry, on the

    rare occasions where you might run out it'll be only

    temporary as Bonus Dice get used!

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

     Here's a close-up of the chariots. Each chariot is roughly oneinch in diameter and scaled for 15mm figures.

    W ANT M ORE ? 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

    herself.

    Inside you'll find:

      A full color arena and gladiator counters to fight

    your matches.

     

    Rules to create your gladiators and fight theirmatches.

      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, cooperativelywith 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...

    R ED S AND B LUE S KY -  H EROES OF THE ARENA 

    RD   S

    RENA

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    B LUE F ACTION R OSTER  P ATRON   F ACTION   S ESTERCES  

    # C HARIOTEER   S IGNATURE S AVVY   S TRENGTH   F AM E   W I NS  

    # T EAM   S IGNATURE   S PEED   F AM E   W I NS  

    H I STORY  

    R ED F ACTION R OSTER  P ATRON   F ACTION   S ESTERCES  

    # C HARIOTEER   S IGNATURE S AVVY   S TRENGTH   F AM E   W I NS  

    # T EAM   S IGNATURE   S PEED   F AM E   W I NS  

    H I STORY  

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    G REEN F ACTION R OSTER  P ATRON   F ACTION   S ESTERCES  

    # C HARIOTEER   S IGNATURE S AVVY   S TRENGTH   F AM E   W I NS  

    # T EAM   S IGNATURE   S PEED   F AM E   W I NS  

    H I STORY  

    W HITE F ACTION R OSTER  P ATRON   F ACTION   S ESTERCES  

    # C HARIOTEER   S IGNATURE S AVVY   S TRENGTH   F AM E   W I NS  

    # T EAM   S IGNATURE   S PEED   F AM E   W I NS  

    H I STORY  

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    T HE C AMPAIGN  

    R ACE N UMBER O NE

    F ACTION S AVVY   S TRENGTH   S PEED   B ONUS D I CE   S ESTERCES B ET  

    R ACE N UMBER T WO

    F ACTION S AVVY   S TRENGTH   S PEED   B ONUS D I CE   S ESTERCES B ET  

    R ACE N UMBER T HREE

    F ACTION S AVVY   S TRENGTH   S PEED   B ONUS D I CE   S ESTERCES B ET  

    R ACE N UMBER F OUR

    F ACTION S AVVY   S TRENGTH   S PEED   B ONUS D I CE   S ESTERCES B ET  

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    R ACE N UMBER F IVE

    F ACTION S AVVY   S TRENGTH   S PEED   B ONUS D I CE   S ESTERCES B ET  

    R ACE N UMBER S I X

    F ACTION S AVVY   S TRENGTH   S PEED   B ONUS D I CE   S ESTERCES B ET  

    R ACE N UMBER S EVEN

    F ACTION S AVVY   S TRENGTH   S PEED   B ONUS D I CE   S ESTERCES B ET  

    R ACE N UMBER E IGHT

    F ACTION S AVVY   S TRENGTH   S PEED   B ONUS D I CE   S ESTERCES B ET  

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    PASSING (Looking for successes)

    C IRCUMSTANCE   M ODIFIER  

    Each point of Savvy +1d6

    Each Bonus Die used +1d6

    Racing inside the opposing chariot +1d6

    If passing on the Straightaway:

      Each point of Speed

    +1 success

    If passing on the Turn: 

      Each point of Strength

    +1 success

    Each chariot previously passed this turn -1 success

    Attempting a wide pass -1 success

    QRS

    #  S UCCESSES   P ASSING C HARIOT   T ARGET C HARIOT  

    Chariot scored one (1+)

    or more successes than

    opponent.

    May choose to do one of the following three

    options:

    Pass the target chari ot. 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 char iot. Go to the

    Bash Table.

    I f NPC chari oteer  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. 

    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 char iot . Go to the

    Bash Table.

    I f 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.

    Chariots scored equal

    successes

    Pass attempt failed. Chariots return to spot and

    slot occupied prior to pass attempt.

    Pass attempt failed. Chariots return to spot and

    slot occupied prior to pass attempt.

    WHIPPING (Looking for successes)

    C IRCUMSTANCE   M ODIFIER  

    Each point of Strength +1d6

    Each Bonus Die used +1d6

    If not  using a whip -3d6

    #  S UCCESSES   R ESULT  

    Score two (2+) or more

    successes than opponent.

    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) orslot #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.

    Score one (1) more success

    than opponent.

    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.

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    BASHING (Looking for successes)

    C IRCUMSTANCE   M ODIFIER  

    Each point of Savvy  +1d6

    Each Bonus Die used +1d6

    QRS

    #  S UCCESSES   B ASHING C HARIOT   T ARGET C HARIOT  

    Score three (3+) or

    more successes than

    opponent.

    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). 

     Bashing chariot  will return to spot and slot

    occupied prior to the collision or move up one

    spot if it is empty.

     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). 

    Target chariot  will return to spot and slot

    occupied prior to the collision or move up one

    spot if it is empty.

    Score two (2) more

    successes than

    opponent.

    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.

     Bashing 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.

    Target chariot  will return to spot and slot

    occupied prior to the collision or move up one

    spot if it is empty.

    Score one (1) more or

    the same number of

    successes as opponent.

    Chariots bump but take no damage.

    Chariots return to original spots and slots prior

    to the collision.

    Chariots bump but take no damage.

    Chariots return to original spots and slots prior

    to the collision.

    OUT OF CONTROL (Looking for successes)

    C IRCUMSTANCE   M ODIFIER  

    Each point of Strength  +1d6

    Each Bonus Die used +1d6

    #  S UCCESSES   R ESULT  

    2 + Charioteer retains control remaining in its current spot and slot . 

    1 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.

    0 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). 

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    I NDEX   Attribute Dice, 3, 4

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

     Auctions, 14

     Bashing, 4, 10, 24

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

    Challenge Phase, 1, 7, 8, 12

    Charioteer Deck, 17, 18

    Charioteers, 13, 14, 15, 17, 23

    Circus Maximus, 12, 13, 14, 16

    Costs, 14, 16

    Counters, 6

     Dirty Tricks, 13, 14, 16, 17

     Entering a Race, 16

     Factions, 13, 14, 16

     Fame, 13, 14, 15, 16, 17, 19, 20

     Final Word, 17

     First Turn, 1, 3, 4, 5, 6, 7

     Flipped Chariots, 10

     Freedom, 14, 16

     Fringe of the Empire, 11, 12, 13, 16Gladiators, 18

     Heart of the Empire, 12, 13, 14

     Horse Teams, 16

     In Position, 1, 7, 8, 9, 12

     Info Dice, 3

     Injured Charioteers, 11

     Injured Horses, 11

     Inside, 9, 18

     Laps, 6

     Last Call, 13

     Leftover Fame, 15

     Locales, 11, 13, 14, 18

     Non-Player Chariots, 1, 5, 6, 11

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

    Out of Control, 4, 10, 24

    Outside of Rome, 12, 14

     Pack, 2, 3, 7, 9

     Passing chariot, 8, 9, 23

     Passing Phase, 7, 8, 9, 10, 13

     Racing Factions, 1, 6, 13

     Racing Oval, 1, 2

     Random Event Phase, 1, 7, 8

     Random Event Table, 1, 3, 4, 8

     Resin Chariots, 17, 18

     Resolving the Pass, 8

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

    22, 23, 24

    Sesterces, 14, 19, 20, 21, 22

    Signatures, 5

    Slots, 2, 3

    Speed, 4, 5, 6, 7, 8, 9, 11, 12, 13, 16, 17, 19, 20, 21, 22, 23

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

    Strength, 4, 5, 8, 10, 11, 12, 13, 15, 16, 19, 20, 21, 22, 23,

    24

    Successes, 4, 7, 9, 23, 24

    Target chariot, 8, 9, 23

    Total Fame, 15

    Traits, 5, 6

    Turn Sequence, 1, 7, 17

    Wagering, 13

    Wall, 2

    Whipping, 4, 10, 23

    Wide Pass, 9

    Wrecks, 6, 10, 23, 24

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    # Result

    2 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.

    3 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). Roll1d6 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.

    4 No event.

    5 No event.

    6 Driver is inspired by the crowd. Gain one Bonus Die

    if racing in the Circus Maximus.

    7 Driver is inspired by the crowd. Gain one Bonus Die

    except if racing in the Circus Maximus.

    8 Driver is inspired by the crowd. Gain one Bonus Die

    if racing in the Circus Maximus.

    9 No event.10 No event.

    11 Horses getting winded! Must reduce current Speed by

    one or discard one Bonus Card.

    12 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). I

    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 t

    replace the chariot that dropped back.

    2 R ANDOM EVENT(Add the two scores together)

    © 2011 Ed Teixeira - Two Hour Wargame

    # R ESULT  

    1 or 2 The NPC is Out of Position and

    may not pass. Gain one Bonus Die.

    3 to 6 The NPC is placed In Position and

    will attempt to pass when it is its

    turn.

    FIRST TURN(Looking for successes)

    Savvy Dice + Bonus Dice

     Add to Speed successes

    TURN SEQUENCE

    - CHALLENGE PHASE NPC drivers allocate Bonus Dice

    - R ANDOM EVENT PHASE

    - PASSING PHASE NPC drivers allocate Bonus Dice

    - ZONE MOVEMENT PHASE

    1

    2 3

    4

    6 5

    1 NPC POSITION(Read the result as rolled)

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