This is an AutoGeneratedTextVersion of Chariots
Version 2.0, February 2004
Copyright © 2003, 2004, by Mark A. Biggar
2-4 players - 45 min (10-15 minutes per lap)
+-+-+-+-+-+-+ +-+-+ | | | | | +-+-+ | | +-+-+-+-+-+-+ | | +-+-+ | | | | | +-+-+ | | +-+-+-+-+-+-+ | | +-+-+ | | | | | +-+-+ +-+-+ | +-+-+-+-+-+-+ | +-+-+ | | +-+-+ | | | | | +-+-+ | | +-+-+ | +-+-+-+-+-+-+ | +-+-+ | | +-+-+ +-+-+ | | +-+-+ +-+-+ | | +-+-+ +-+-+ | | +-+-+ | +-!-+-+-+-+-+ | +-+-+ | | +-+-+1! | | | | +-+-+ | | +-+-+ | +-!-+-+-+-+-+ | +-+-+ +-+-+2! | | | | +-+-+ | | +-!-+-+-+-+-+ | | +-+-+3! | | | | +-+-+ | | +-!-+-+-+-+-+ | | +-+-+4! | | | | +-+-+ +-!-+-+-+-+-+ Figure 1. Race track
Each player rolls his die and the player with the highest value (null low, then ace through 5; ties roll off again) places his chariot (pawn) on position one in the figure above. The second highest takes position two, etc. The players should agree on the number of laps in the race: 2 to 4 laps are suggested for a good game length.
Speed | 2 | 3 | 4 | 5 |
Impulse 1 | X | X | X | |
Impulse 2 | X | X | X | |
Impulse 3 | X | X | ||
Impulse 4 | X | X | X | |
Impulse 5 | X | X | X |
The direction of the race is counter-clockwise around the track, and a chariot finishes a lap by crossing the thick line shown in Figure 1 above. Chariots normally move one square orthogonally and not diagonally. Chariots may move backwards. Chariots scheduled to move during an impulse are moved by their players in the following order: the chariot furthest along the track moves first, with ties broken by the chariot closest to the inside of the track. In the turns of the track, a chariot is further along if it has fewer squares to move to reach the next straightaway. After all five impulses of a phase are completed the next phases coins are exposed and that phases movement is done. After all three phases of movement are completed the next round is plotted. Repeat plotting rounds and performing movement phases until someone has completed the agreed number of laps and wins the race.
+-+-+-+-+-+-+ +-+-+ | | | | | +-+-+ |X|X+-+-+-+-+-+-+X|X| +-+-+ | | | | | +-+-+ |X|X+-+-+-+-+-+-+X|X| +-+-+ | | | | | +-+-+ +-+-+X|*+-+-+-+-+-+-+*|X+-+-+ |X|X+-+-+ | | | | | +-+-+X|X| +-+-+*|*+-+-+-+-+-+-+*|*+-+-+ |X|*+-+-+ +-+-+*|X| +-+-+ +-+-+ |X|*+-+-+ +-+-+*|X| +-+-+*|*+-+-+-+-+-+-+*|*+-+-+ |X|X+-+-+ | | | | | +-+-+X|X| +-+-+X|*+-+-+-+-+-+-+*|X+-+-+ +-+-+ | | | | | +-+-+ |X|X+-+-+-+-+-+-+X|X| +-+-+ | | | | | +-+-+ |X|X+-+-+-+-+-+-+X|X| +-+-+ | | | | | +-+-+ +-+-+-+-+-+-+ Figure 2. Track Turns
A chariot moving speed 2 is always allowed to enter the inside squares of a turn. A chariot moving speed 5 may not enter the inside squares of a turn, but must remain in the outside squares. If a players chariot is moving speed 3 or 4 the player must roll his die at the time he exposes his coin to determine if he can tightly control his chariot during that movement phase. On a roll of 2-5 for a speed 3 chariot or 4-5 for a speed 4 chariot, the chariot is allowed to enter inside turn squares during the that phase of movement. If a player does not make his roll, then his chariot may not enter inside turn squares and must only move to outside turn squares for that movement phase.
The null coin can be spent on any impulse to either move one square diagonally or ignore (for that impulse only) the turn movement restrictions and move into an inside turn square.
The ace coin can be spent on any impulse to push aside another chariot and enter the square that chariot is occupying. The pushed chariot is moved to any adjacent square; including the one the pushing chariot came from or an inside turn square. Note that in the case that the pushing chariot also used a null coin to move diagonally that impulse and there is no orthogonally adjacent open square, then the pushed chariot must be placed in the square the pushing chariot came from.
After either of these coins is used, place it in the center of the track suit-side up. The owning player retrieves it the next time his chariot crosses the line and finishes a lap. It may then be used again during the subsequent lap. Special actions once announced may not be taken back. Any player may demand a dice off to determine the order special actions are announced.
Special movement actions for the null coin:
Special combat actions for the ace coin:
Players may still spend both coins at the same time.
Thanks to Phillip Lerche, Mike Worden, and Clark Rodeffer for their suggestions for additional special actions.
20030717 | mab | 0.5 | History Repeats Itself contest entry version |
20030822 | mab | 1.0 | Post contest version for the web page |
20040207 | mab | 2.0 | Updates and extra special actions |
Thank you for playing my game. Please report rules problems or variant suggestions to mark@biggar.org.
Copyright © 2003, 2004 by Mark A. Biggar. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license can be found at http://www.gnu.org/licenses/fdl.html.