The Rules
Most important rule - don’t get yourself killed.
Each player gets 2 actions.
- any number of movements and attacks done wwith the chariot cost 1
action.
- an action can be assigned to the passengerr as normal.
- while a section of the chariot is in pit llane player can spend an
action to heal that section by 1D6 (if it’s all skulls start counting
up
from the first non-dead click).
- if the passenger has dismounted in pit lanne player can spend an
action to heal that passenger by 1D6.
- moving and attacking with MS spectators coosts an action.(MS get
marked with token when used that come off after 1 turn as per rules)
The Weekly Fun
First week:
Players get 50 gold to spend on a hero and equipment.
- heroes are drafted on a first come first sserve basis (1 gold per
point).
- once everyone's there players roll off forr chariot choice (custom
chariots are excluded).
- players then roll off to particapate in thhe equipment draft*.
The following weeks:
Player gets 50 gold to add to the unused gold from previous weeks.
- player has the option of keeping his chariiot and hero from the last
game if they survived. (Still have to pay the hero contract - 1 gold
per point)
- player decides whether he'll pay the fee oor terminate any of his
contracted equipment.
- if the player isn't/can't keep his hero frrom the previous week he
drafts a new one (custom chariots are excluded).
- if the player isn't/ can't keep his charioot from the previous week he
enters the cahriot draft.
- players then roll off to particapate in thhe equipment draft*.
Once everyone has picked their chariot / rider/ equipment roll for
starting positions. See the default rack for starting positions.
Equipment Drafting*
Equipment is going to be handled a little differently this season. At
the start of each week the computer generated equipment list will be
presently for drafting. There will no longer be infinite amounts of
equipment available but to make up for that bad news permanant and
unused equipment will carry forward to the next race if your chariot
survives.
The computer will randomly adjust equipment availability - so if a
player sees something they want it would advisable to buy it. There's
no telling when / if the opportunity will come up to purchase that item
again.
The equipment itself has been divided into 4 catagories:
P - permanent, this chariot equipment carries forward indefinitely as
long as the chariot survives.
* - heroic feats, these carry forward as long as they're not used and
the hero survives.
C- contract, this equipment carries forward indefintiely as long as the
weekly contract price is paid.
U- use once, once this equipment is used it's gone forever but they
will carry forward if unused assuming the chariot survives.
(Some use once equipment such as oil come with multiple tiles - this is
indiacted on it's card)
And They’re Off......
At the start of each turn the players roll off to see which order to go
in. Player take their 2 actions in order from highest to lowest.
Player goes around the track and each time their chariot or passenger
passes the starting line they get a race point. (Passenger being in the
chariot optional) Once one player gets enough race points the game ends.
Passengers who kill other passengers, spectators or chariots get
experience. When 50 experience is accumulated the passenger advances a
level.
If any player’s chariot shows 6 skulls the chariot explodes leaving
6 hindering terrain pieces in the squares it was occupying. The player
is free to retire at this point but they can also opt to continue using
his passenger and the spectators to hamper the other players.
If a passenger is killed outside the chariot place a hindering terrain
marker in the square in which they were killed. If a passenger is
killed while in the chariot the player who owned the passenger places a
hindering terrain token one of the 14 squares surrounding chariot
assuming any are unoccupied
- otherwise leave the token in the chariot uuntil an opportunity to
place
the token occurs.
If at any point in the game all the chariots are disabled the game
ends. (Destroyed or unable to move)
Determining a winner: (listed in importance)
Lap points
Passenger alive
Experience points
Lowest initial hero cost
Die roll
I'm dead so now what?
Players who exit early have several optional things they can do.
1) Bring out a revenge squad. Player will be able to pick 2 figures
from one of
the non-MS factions based on a die roll.
Should the player lose his entire revenge squad he may reroll to get
another. If he loses that squad he's out of luck.
2) If a player has lost his chariot and rider he may activate MS with
his
token on them. (This allows the player to permanently control up to 2
MS
without needing to give up control of them)
Special Track Rules
There are walkways across the infield that only the MS can use to get
from
one side of the track to the other. An indestructible locked door in
the
middle prevents heroes from crossing the field.
Wizard's Tower Series Points
How a player does each week will influence his overall points standing
in his quest for the Wizard's Tower Series Cup.
Players are awarded points based for the following:
Lap points earned during the game (1 point per hero / chariot that
makes a lap).
Winning the race (4 points)
2nd place (3 points)
3rd place (2 point)
4th place (1 point)
Killing an opposing hero (1 point)
Hero surviving a race (1 point)
Experience (1 point per 100 exp or part thereof, ex 113 exp = 2 points)