CRUDIS - Chariot Racing Rules
House rules based upon the famous chariot racing rules in "Rudis - The Wooden Sword"

[20NOV05] crudis.htm

Credits: Rudis

The Arena: The racing arena resembles the traditional "Circus Maximus", with two curves and two straights. For game purposes it is marked out in spaces, hereafter referred to as squares. Chariots occupy 2x2 squares: for move purposes it is their front-inner corner which counts for position. Normal races are run over two laps plus a final straight.

Set Up: Youngest player chooses a chariot and puts it on the Start Line one space out from the Spine. Then the next youngest chooses and places their chariot one space further along, and so on.

Order of Moves: Each turn, players move their chariots in order of Furthest Forward. In the case of ties, the closest to the Spine.

First Move: Roll just one dice and move that many spaces straight forward.

Normal Moves: Roll 3 dice (two white, one red). WHITE total is forward movement; RED is for manoevreing - it may modify forward move up or down, and sideways. 

Danger Lines: When crossing a Danger Line you must roll the 3 dice again. 
WHITE dice total must be over: SPEED - LANE. Failure means the chariot suffers as indicated by the RED die:

THE DAMAGE TABLE
Roll Result Description
1 WRECK! (Chariot Destroyed)
2 Chariot Badly Damaged  (-2 on future Damage Rolls)
3 Chariot Damaged (-1 on Damage Rolls in future)
4 Horse Badly Hurt (-2 on Movement in future)
5 Horse Hurt (-1 on Movement in future)
6 Unscathed! (No effect)

Wreck Position: If a chariot is destroyed, place the wreckage as follows:

1, 2 Beginning of Move
3, 4 On the Danger Line (or half-way point of move, if otherwise destroyed)
5, 6 End of Move

Dead Cart Bounce: (Original Rudis doesn't have "scatter" - do we want some? Yeah!) Wrecks land +d6 squares forward and perhaps aside:

1 2 Lanes In
2 1 Lane In
3, 4 Same Lane
5 1 Lane Out
6 2 Lanes Out

Passing a Wreck (adjacent square): One roll on the Damage Table.
Crossing a Wreck (over the squares): Two rolls on the Damage Table.

Whip for Speed: At end of move, if on the straight, you MAY whip your horses to increase their speed. If you wish to do so, roll the 3 DICE again:
RED die is the extra forward movement gained (no manoevreing possible). The WHITE dice are used on the Damage Table to see any Horse damage (others are ignored).

Whip to Attack: Range of 2 (i.e. gap of 2 or less). Choose what to whip (if in range - the Horses are the front 2 squares, the Charioteer is the back 2 squares).

Roll Outer Horses Yokers Charioteer
1 Attacker Lose Control Attacker Lose Control Attacker Lose Control
2 Attacker Lose Whip Attacker Lose Whip Attacker Lose Whip
3 - - Attacker Lose Whip
4 - - -
5 Victim Move Away (2sq) Victim Horse Hurt (-1) Victim Lose Control
6 Victim Lose Control Victim Horse Injured (-2) Victim Wrecked!

Lose Control: Next Move cannot be voluntarily modified by the Red die or allow manoeuvring. Instead swerve according to the following: 1 = In 3; 2 = In 2; 3 = In 1; 4 = Out 2; 5 = Out 1; 6 = Stay in Lane. The swerve happens as soon as possible (one lane sideways per square forward).

Collision with Spine: As for hitting a wreck (2 damage rolls).

Collision with other chariot: 1 Damage roll EACH. If deliberate, this is "Ramming" and costs the attacker 1 Move and 1 Manouvre to perform. If the defender comes off worse, they are moved aside t make room for the attacker.

Rip Off Wheels: You may attempt a fancy manouvre to rip the wheels off another chariot. Draw alongside, at any point in your move, and spend 4 Manouvre points:

Rip-Off Attack Table:

1 Attacker Damaged (roll on Damage Table)
2 Attacker Loses Control
3-6 Roll on the Rip-Off Results Table

Rip-Off Results Table:

1 Both Chariots Damaged
2 Chariots Lock Together
3 Both Chariots Lose Control
4 Victim Loses Control
5, 6 Victim Badly Damaged (Two rolls on Damage table)

Chariots Locked Together: In each of the chariots' turns, move at half*  the rolled speed (round down). Red Die cannot modify/manouvre, but instead consult the following table: [* "Half" - More strictly, the move is divided by the number of Chariots locked together.]

1 Chariots Damaged (each roll on Damage Table) and remain Locked Together
2 Chariots Damaged (each roll on Damage Table) but Separate (see below)
3 Must move In/Out by 1 Lane (123 in, 456 out)
4 May move In/Out by 1 Lane (choose, or choose to stay in lane)
5, 6 Chariots Separate

Chariots Separate: If the Inner, move 1 sq. apart, then move this chariot it's full move forward. If the Outer, move both chariots half the mov forward, then move 1 sq. apart. [More strictly, to allow for 3+ locked-together chariots: If another locked-on chariot has already moved this turn, move the divided move distance then separate 1 sq from the other(s). If no locked-on chariot has yet moved this turn, separate 1 sq from the other(s) and move the full move forward.]