{"id":3543,"date":"2004-11-04T12:00:00","date_gmt":"2004-11-04T11:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2004\/11\/04\/chariot-lords\/"},"modified":"2004-11-04T12:00:00","modified_gmt":"2004-11-04T11:00:00","slug":"chariot-lords","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2004\/11\/04\/chariot-lords\/","title":{"rendered":"Chariot Lords"},"content":{"rendered":"<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/10513\" target=\"_blank\">Chariot Lords<\/a><\/h2>\n<p><i>reviewed by Peter Riedlberger<\/i><\/p>\n<p>Chariot Lords is a <a href=\"britannia.html\">Britannia<\/a> clone situated in the<br \/>\nancient Middle East. Like all Britannia games, Chariot Lords has each player lead a<br \/>\n&#8220;team&#8221; of different peoples which do not actually belong or work together (at<br \/>\nleast not officially) but add up their victory points. So, the white player commands<br \/>\nHittites as well as Nubians, Hebrews and others.<\/p>\n<p>There are two rule sets for Chariot Lords (actually, there are even more, but those<br \/>\nare the most important): Those furnished with the game, which are in fact unplayable<br \/>\n(complicated battle system, complicated scoring conditions which are hard to keep track<br \/>\nof), and the so called short rules. We&#8217;ve always played the latter. You can download<br \/>\nthem from <a href=\"http:\/\/grognard.com\/variants1\/chariotlords.doc\" target=\"_blank\">Web-Grognards<\/a> (beware, links to a doc). So everything I write is true for<br \/>\nthe short rules &#8211; not for those rules which come in the game box.<\/p>\n<p>Chariot Lords differs from other Britannia clones in three aspects: First, scoring is<br \/>\nquite straightforward. Every slain enemy unit is one point. Every country occupied at the<br \/>\nend of one&#8217;s turn is two points (most of the time, but there are a few exceptions,<br \/>\ne.g. mountain is one, and desert is zero). Every people has one (rarely two or even<br \/>\nthree) special deeds to accomplish. Once achieved, you&#8217;ve got the extra score. Those<br \/>\ndeeds can be very easy (Hittites: in any one turn control six hill areas north of Ugarit,<br \/>\nworth 20 points) or rather difficult (Assyria: in any one turn control Memphis, worth 30<br \/>\npoints). Of course, the game is balanced in so far as every colour has its easy and its<br \/>\nhard challenges. Overall this means much less looking up of victory point conditions<br \/>\ncompared to Birtannia or Hispania. This is neither an advantage nor a disadvantage &#8211; it<br \/>\nrather makes Chariot Lords different: Quicker and more straightforward, but less<br \/>\ncomplex.<\/p>\n<p>The other main difference is that there is no fixed turn order of the peoples. The<br \/>\nfixed turn order is an extremely important mechanism for Britannia: This guarantees for<br \/>\nexample that the Saxons move before the Normans, so Harold the Saxon loser is in play<br \/>\nwhen William arrives for the final showdown. The fixed turn order allows the game<br \/>\ndesigner to stake out the order of history (err&#8230; game play). In Chariot Lords it can<br \/>\nhappen that Assur (most powerful people of all) moves last. Assur gets lots of new<br \/>\ncounters in that particular turn and conquers half of the known world. Then, Assur count<br \/>\nvictory points. In the next turn, the oppressed neighbours might strike back together,<br \/>\ndismembering the Assyrian empire. But surprise, surprise: The Assur chit is drawn first,<br \/>\nAssur conquers some additional areas and, worst of all, counts victory points<br \/>\n<i>again<\/i>. If this happens, the game might be decided.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen2\/chariotlords_b1.jpg\" align=\"left\" width=\"360\" height=\"240\" border=\"0\" alt=\"Chariot Lords board\"\/>Is this a design mistake? Many reviewers think so. I<br \/>\ndo not agree. If you want to win Britannia you must know the victory condition of your<br \/>\npeoples and those of your enemies by heart. Therefore it can be very frustrating to play<br \/>\nBritannia with seasoned players if you aren&#8217;t one yourself. The random turn order<br \/>\nmakes for different gameplay every time. Then, all Britannia clones allow for<br \/>\nunhistorical alliances (which are probably unintended by the designer). In Chariot Lords,<br \/>\nit&#8217;s not as easy as this. For example, Sumer needs the Babylon once as victory<br \/>\ncondition but is usually too weak to conquer it single-handed. So Assur (same colour and<br \/>\ntherefore player!) can do it for them. But if Assur conquers Babylon and withdraws, the<br \/>\nred player can&#8217;t be sure about the turn order. Perhaps the Elam chit is drawn first<br \/>\nand moves in &#8230;<\/p>\n<p>Last major difference: There is no area-based population growth in Chariot Lords. For<br \/>\neach two counters you lose, you may revive one (and kill the other for ever). This makes<br \/>\nfor much faster gameplay too.<\/p>\n<p>Chariot Lords plays different from other Britannia clones. It can be frustrating if<br \/>\none player just wins because he was once very lucky with the turn order. But the others<br \/>\ncan still gang up and stop him after all. The additional random element of Chariot Lords<br \/>\ndoes really have it advantages. I&#8217;ve played Chariot Lords more often than any other<br \/>\nBritannia clone in the last couple of years simply because it&#8217;s a new experience<br \/>\nevery time.<\/p>\n<h5><i>Appendix: The Nubian problem<\/i><\/h5>\n<p>Please  forget  what you could read earlier on this web page. In fact, the<br \/>\nrules are quite clear about this case too. 9.4 states:<\/p>\n<p><i>&#8220;Certain nations<br \/>\nenter  play  by  invading  stated areas. Place the units in the chosen<br \/>\nareas and then move normally that turn (they are not required to leave<br \/>\ntwo  units  behind for every other nation&#8217;s unit in the area that they<br \/>\ninvaded).  If  all  invading units cannot enter the map, then they may<br \/>\nwait off-map.&#8221;<\/i><\/p>\n<p>So the eight Nubians suddenly appear in Thebaid. They can move three<br \/>\nareas without hindrance, and so they threaten any Egyptian area<br \/>\n(Thebaid, Upper E., Lower E., Naucratis, On are all within 3 spaces<br \/>\nfrom Thebaid). If you take this rule litterally, only those units can<br \/>\nwait off-map which CANNOT enter. Therefore, no voluntary waiting for<br \/>\nPiye.<\/p>\n<p>We&#8217;ve obviously always played this wrong (with other invasions as<br \/>\nwell) but it&#8217;s probably mostly important for the Nubians. I do like<br \/>\nthis rule and can&#8217;t wait to see it live in our next game of Chariot<br \/>\nLords.<\/p>\n<p>And thanks to Charles Vasey for all his patience with me till I<br \/>\nfinally understood what he had clearly stated in the rules :-)<\/p>\n<div align=\"right\">\n<form><input style=\"font-weight:bold\" type=\"button\" value=\"discuss in our forum\" onclick=\"location.replace('..\/PBLang\/index.php')\"\/><\/form>\n<\/div>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Chariot Lords reviewed by Peter Riedlberger Chariot Lords is a Britannia clone situated in the ancient Middle East. Like all Britannia games, Chariot Lords has each player lead a &#8220;team&#8221; of different peoples which do not actually belong or work together (at least not officially) but add up their victory points. So, the white player &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2004\/11\/04\/chariot-lords\/\" class=\"more-link\"><span class=\"screen-reader-text\">Chariot Lords<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3543","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":5,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3543","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3543"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3543\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3543"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3543"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3543"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}