The Rules
Most important rule - don’t get yourself killed.
Each player gets 2 actions.
- any number of movements and attacks done with the chariot cost 1
action.
- an action can be assigned to the passengeer as normal.
- while a section of the chariot is in pit lane 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 laane player can spend an
action to heal that passenger by 1D6.
- moving and attacking with MS spectators ccosts 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 serve basis (1 gold per
point).
- once everyone's there players roll off foor chariot choice (custom
chariots are excluded).
- players purchase equipment.
The following weeks:
Player gets 50 gold to add to the unused gold from previous weeks.
- player has the option of keeping his charriot 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 or terminate any of his
contracted equipment.
- if the player isn't/can't keep his hero ffrom the previous week he
drafts a new one (custom chariots are excluded).
- if the player isn't/ can't keep his chariiot from the previous week he
enters the chariot draft.
- players purchase equipment.
- cash in faction points for exclusive equiipment.
Once everyone has picked their chariot / rider/ equipment roll for
starting positions. See the default rack for starting positions.
Purchasing Equipment
Equipment is going to be handled a little differently this season. At
the start of each week the computer will generate a list of general
equipment available for the players. The equipment avaialable is low
cost basic stuff with more expensive stuff being acquired in other ways
- see faction bonuses. Players decide whichh if any equipment they want
off the list.
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 passes the
starting line they get a race point. Each time the passenger passes the
starting line they get a race point and flips a WMT out of the
infield and spawn it. 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 at any point in the game all the chariots and passengers are
disabled the game
ends. (Destroyed or unable to move)
Determining a winner: (listed in importance)
Lap points
Passenger alive
Experience points
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)
Faction Bonuses - New
This Season
The twist this season is faction bonuses. Once a player is eliminated
they get to use a revenge squad - how well they use that revenge squad
will earn then rewards.
For every part of 100 experince points the player eliminates they earn
1 faction point from that can be spent to buy equipment and abilities
from that faction. The factions are the only places to obtain the more
powerful items in the game. For example the infamous Mage Spawn Push
Bar is only available by earning 2 faction points from the knight
immortal.
Special Track Rules
There are sometimes 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)