Background: The Warlord Spoonius has recently taken hold of the city-state of Cormor. To commemorate the event, he has called a cease-fire with the neighboring empires and organized a series of events, culminating in a no-holds barred chariot race.
Setup: Two towers, walls, the gatehouse, and the keep as shown. Use river terrain as walls where necessary.
Players create an army of 300 points which must include 1 chariot. One figure may start the game in the chariot, and all others must start on a tower, the keep, the gatehouse, or on a rampart along the outer wall. Roll for order of play, and each player places one figure at a time in order.
The first player then places his chariot facing "North" with its front edge on the starting line by the gatehouse. Player two places his chariot one inch further "South" next to player one's chariot within but not touching the other player's chariot. Continue until all chariots are placed. If no room is available beside a chariot by the inner wall, place the next chariot behind player one's and continue placing.
Rules:
-At least one action per turn must be given to the player's chariot as a move action.
-Chariots do not push for only moving. Give the chariot a token only if it attacks, and remove it if the chariot is only given a pass or move action the next turn.
-A chariot may be given a "move backwards" action, but may not move backwards more than 4 inches. The chariot is not actually moving backward, just "reigning in his team", i.e., slowing down.
-No warrior may attack another player's warrior or chariot until three full rounds into the race. The only exception is if a warrior in a chariot attacks a tower, the gatehouse, or the keep. The warrior in the chariot may do so at any time, but is thereafter fair game.
-Warriors on a wall or building (tower, gatehouse, or keep) cannot attack a building unless they move down to the arena. Buildings may not target a warrior unless it is in the arena.
-For the purpose of this scenario, the gatehouse is considered to have one access to the arena floor.
-Warriors in the arena not in a chariot are subject to the trample rules by chariots (see Scrye # ).
-Mounted units may not be used.
-Normally, when a multi-dial figure (i.e., a chariot) comes into contact with another multi-dial figure, its action ends. However, in this scenario, the player coming into contact may push the opposing chariot up to its damage value in inches in the direction of movement if it has the remaining movement to do so. Both chariots take a click of damage on the sections in contact (this can be reduced by toughness or invulnerability). If a chariot is "pushed" in this manner into a wall or building, the section making contact with the wall or building also takes a click of damage. Backwards movement cannot push another chariot in this way.
-At the beginning of the fourth round player one may make an attack with a building at a chariot or any of a player's figures in the arena. At the beginning of the next round, player three may attack with one building, etc.
-A chariot with six skulls is eliminated and can be given no actions, but remains on the track as blocking terrain. The chariot may still be attacked, rammed, and pushed until it shows three skulls on all four dials, at which time it is replaced with Standard Hindering Terrain X (Rubble). If the rider is still alive after six skulls, it may remain on the chariot but damage to the chariot blows through to the character on a roll of 3 - 6. A rider in a chariot after all its dials show three skulls is placed in the center of the hindering terrain and is subject to trample from other chariots attacks from buildings and figures on the buildings or walls.
Ending the Game: 2 hours or when the first player completes three laps.
Victory Points: Eliminated opponents
+ Point value of non-demoralized figures, which have survived the entire race
+ 25 points per lap completed
+ 75 points for finishing first or being in the lead when time expires.