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Chariot Lords
Sequence of Play
Turn sequence is random, determined by draw of a chit for each power
If Beloved of the gods, get two turns one immediately after the other.
Victory points are counted each time.
- New units/replacements are placed on the map.
- Units on Turn Arrival Chart, placed regardless of enemy
- Replacements - placement is optional
- from dead, 1 replacement - one permanently destroyed
- exception, Major empires who have lost face, 1 for 2 destroyed
- if only 1 unit, optional 50/50 die roll. Replace or destroy.
- Placed in same areas as new (or see areas listed on chart), but areas cannot be occupied
- no more than one replacement/per area controlled
- except Libya, Nubia, Aramea, one replacement even if no area
- Movement
- Sea Movement first
- Uses up entire movement
- Egypt, Assyria, Achaea, 3 units move up to 6 areas
- Libyans, Arameans, Chaldeans, Cimmerians - not allowed
- Others - 3 units - move up to 3 areas
- Movement allowance
- Foot, Siege,Terror and Chosen People: 3
- Rulers, Cavalry and Chariots: 4
- Mountains cost 2
- If controlled at time of entry: 1
- Exception - Media and Cimmerians: 1
- Move through enemy occupied area, only if 2x as many left behind
- Exception, can move through Canaan if permission given
- Can leave area with enemy units if you start there
- Can leave area if �invading�
- Desert
- Arabian - enterable by Arameans only - 2 for movement purposes
- Libyan - only Libyans can enter
- Pelusium and Sinai - normal movement for all
- Check stacking, limit is 5
- Exception, Canaan is 3
- Canaan with Ruler is 5
- Meshwesh if left alone, desert
- Battle -each side follows procedure. defender first, losses simultaneous
- if prevent control, country may move units in from adjacent area
- must control area at start of turn
- units moving in can not be pinned - 2:1
- Ruler may move in if with a combat unit
- Terror/Siege may move in if with a foot unit
- Declare die adjustments
- Attacking ruler may affect 2 combats within 3 areas, +1 to die
- Defending ruler affects combat in area only, +1 to die
- Terror/Siege, Fertile only, +1 to die for up to two foot units
- Judah, if Godly, die adjustments are cumulative
- +1 against Canaanite or Sea Peoples
- +1 if attacking the province of Judah
- Each side follows the procedure - defender first, loses simultaneous
- opposite side places units in a row
- player places his units one-to-one, then extra units as desired
- Resolve battle
- loses taken from Meshwesh first
- eliminated Libyan (when fighting Egypt/Nubia) checked for Meshwesh
- 1-4 normal dead pile
- 5-6 Meshwesh for Egypt/Nubia, within 2 areas
- Rulers left alone are eliminated
- check for Vassals
- after first round, either side may retreat, defender first
- sole Ruler may prohibit
- defender retreats to adjacent area
- not occupied by any foreign nation
- not to space where attacker came from
- attacker retreats into area from which he entered, not occupied!
- Libyans only get one round, except on 4th turn, then normal
- sole Ruler may force third round
- Redeploy
- Moving player moves again
- may move only through controlled areas or areas moved through
- must be free of enemy units
- exception, units redeploying after two battle rounds may move
through occupied spaces that they moved through
- units that entered by Sea may redeploy back to area they left
- Victory Point addition
- Judah checks for breaking God's law (1-3 ok)/repenting (1-2 repented)
After each side has had a turn, Remove all Rulers
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This summary created by Paul Meyerholtz.
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Alan Poulter/Eric Pass
/Skip Franklin