WAB Olympic Games  


It is said that the hero Heracles started the custom of holding Olympic games every four years and that Zeus himself held the first games against Cronos. Anyway during the 8th century BC the custom became a very important part of the Greek culture. During the games there was a peace between all Greek city states and everyone was allowed to travel unbothered to the games.

Apart from the sporting events there were also great offerings made to the Gods, especially to Zeus.

 

The winners became famous instantly and statues were made in their honour. The Olympic games even became a meaning of measuring years. In 393 AD the state religion became Christianity, and the 'pagan' festival was banned.

Here are five 'Olympic' games you can play with your WAB miniatures. Not all the original games that were held during the Olympic Games, but fun anyway. As was the custom in the ancient games, you are allowed to cheat. It is up to the other players to keep a close watch on what you're doing and to prevent you from cheating. Those were hard times...


1) The Chariot Races

Is it very advisable to watch the movie 'Ben Hur' before playing this game. A lot of ideas came from that movie. At least watch the chariot race scene, (or the Star wars Pod race, which is an exact copy of that scene).

 

This game is best played with two chariot per player and three to four players.

What you need:

  • One D6 per player.
  • One chariot per player.
  • 3 wound markers per chariot and a few extra markers to keep track of penalties on movement.
  • One racing stadium. (You can print out the picture further on this webpage.)

The favour of the Gods (optional rule)

  • Every player throws a dice (not too hard mind you) for every chariot.
  • Shout: ‘By Zeus!’ (or another Greek God) and you will receive the following (if you don't shout you will get nothing):
  • On 1-2 the chariot gets 1” extra, once during the game. (The player decides when.)
  • On 3-4 the chariot gets 2” extra, once during the game.
  • On 5-6 the chariot gets 4” extra, once during the game.

The track

  • Every lane is the width of one chariot. There are three lanes.
  • The depth of a chariot is three units (or 1 inch).
  • The straight part of the track is 20 units
  • The curved lane on the inside is 10 units long.
  • The curved lane on the outside is 20 units longs.
  • The curved lane in between those two lanes is 15 units long.
    • Changing lanes is a free move, even in the curved part of the track. Note that in the curved you can gain a little distance here.
  • Only one chariot can occupy a unit.

The start

  • The players can play in teams. Every team has the same amount of chariots.
  • A race consists of minimal three rounds. Decide how many rounds you will play and where the finish is before the game starts.
  • Throw a D6. The highest score may place one chariot (on the unit numbered '1'.) (On equal throws roll again.)
  • The next player may place one chariot after that.
  • The fourth chariot will wait behind chariot '1' and will start also on unit '1'.

Moving

  • Every chariot moves 5” + D6 (you may move less if you want to).
  • Changing lanes is free, but all units you move through must not be occupied.
  • Every fase of the game exists of two parts: 'moving' and 'extra actions'.
    • The first chariot (the one on the most inside lane is always the first) moves first.
    • After all movements are done the 'extra actions' follow (again in the same order as you move). Every chariot may do 1 action (but can react as often as you like).
  • When you are in the curved part of the track and you throw a 6 for the movement you were going too fast. Throw on the 'collision' chart and do what is says there. Consider this as an involuntary collision.

Crashed

  • When your chariot receives it's third wound it crashes. It breaks and stays where it is. It will not ride again. (Turn to chariot to make it more visible).
  • If the whole track is blocked than the crashed chariot in the centre is removed and the game continues.

The finish

  • The chariot that passed the finish first with any part of the chariot is the winner.
  • Score: 5-3-1-0.

 

The extra actions

The following 'extra actions' every chariot can perform and is meant to make the race more difficult for the opponent. The special actions are played after all chariots have moved.

  1. Brake
    • You can only do this when you are in front of another chariot on the same lane and touching it.
        - - > - - >  

       

      (green can brake blue in this scheme)
    • It will cost you 1” in your next movement fase.
    • The enemy however will loose 3” the next fase.
  1. Collide
    • You can only do this if you a next to another chariot and the side of your chariots are touching with al least one unit.
              - - >  

       

          - - >      

       

      (the chariots touch
      with 1 unit)
    • The opponent may not do an 'extra action' that turn anymore.
    • Throw a D6:

Collision Chart

1

Everything creaks, but nothing happens.

2-4

-1” for the player that smashed into the other and -3”for the victim the next fase. (in an involuntary collision, both receive -3”)

5

-1” for both chariots for the rest of this game.
(This does not count when using the scythes.)
The opponent receives
 -1 wound.

6

Both receive -1 wound.

  1. Use Scythes
    • This action can only be performed if you are exactly next to the opponent (with 3 units touching). This is a precision action. (In the curves there are only a few places where this action can be done.)
          - - >      

       

          - - >      

       

      (the chariots exactly next to each other)
    • The opponent looses 1” for the rest of the game (you can loose more than 1 inch in such actions in next turns).
      • Also throw a D6 and do as the 'collision' chart says.
  1. Use Whip
    • This action can also only be done if you are exactly next to the other chariot (with 3 units touching).
    • Throw a D6: On 4+ you hit your opponent.
      • Throw another D6 if you had a successful hit: On a 4+ you wound your opponent.
        • If you wound the opponent he may throw a save due to his chariot. The opponent has a 4+ save. If he fails this save:
          • He receives 1 wound and also (throw another D6):

Whip Chart

1-2

-2” the next fase..

3-4

-1” for the rest of the game.

5-6

Falls of the chariot: Next turn only half movement (round down) and this fase to 'extra action' for him.

      • If the opponent does not receive a wound he may now fight back. (The opponent can also choose a whip action when his 'extra action' comes.)
  1. Push
    • You can do this of your sides touch with at least one unit.
    • The opponent is pushed one lane away from you, and you follow.
      • You can not push someone of the track.

 


The chariot race is in action.

 

 

     


     

 


Click with your "right mouse button" on these drawings and "save as..." a JPG picture.

 

 

 


 

2) The Gladiator Games

Gladiator fights were not a part of the Olympic Games. When playing with WAB miniatures a gladiator fight is definitely mandatory.

What you need:

  • D6
  • Four gladiators per player.

The favour of the Gods:

  • Every player throws a D6.
  • Then they cry: ‘By Zeus’ (Or another Greek God). If you do not do this, you get no favour.
  • On 1-3 you get a reroll once during the game.

The weapons:

  • The gladiator may choose between three types:
    • Samnites: shield and sword:
      • You get a 5+ save.
    • Dimachaeri: two swords:
      • 2 attacks. No save.
      • Parry: If you throw higher than the to-wound of the opponent, his attack fails.
    • Retiarius: a net and trident:
      • -1 on ‘to hit’ of the opponent and a strike-first. No save.

The teams:

  • Every team has 4 gladiators.
  • Throw a D6. The winner chooses an opponent.
  • Than the opponent chooses a gladiator to fight.
  • The first chosen gladiator begins, and so on.

The fight:

  • Throw a D6. 4+ is a ‘to-hit’.
  • Throw a D6: 4+ is a ‘to-wound’.
  • Throw a D6 for the save.
  • If you actually wound someone:
    • 1-2: He falls. He may not fight back this turn.
    • 3-4: He is stunned. The opponent only needs a ‘to-wound’ to kill him the next turn.
    • 5-6: He is killed.

The crowd decides:

  • If someone is stunned, the players and audience may choose if he lives or dies.
    • Count the thumbs up against the thumbs down.
    • When no audience is present he lives. (slaves are expensive).
  • A stunned person becomes fallen the next turn.
  • A fallen person may stand up the next turn. He may not walk.
  • A Gladiator with no opponent may help his brothers in their fight.

The winner:

  • ‘Last man standing’.
  • Score 5-3-1-0

 


A little coliseum.


 

3) Spear Throwing

Spear throwing is not only a question of strength. You must also have the technique. And in this case you must also be able to count a little.

What you need:

  • D6
  • A spear thrower per player.

The favour of the Gods:

  • Every player throws a D6.
  • Then they cry: ‘By Zeus’ (Or another Greek God). If you do not do this, you get no favour.
  • On 1-3 you get a reroll once during the game.
  • On 4-6 you may once add 1” to your throw.

Throwing:

  • Throw a D6:
    • On 4-6: you have thrown 45 podes.
    • On 1-3: you have thrown 35 podes.
    • Add a another D6 podes with your score:
      • On 4-6: you may add 5 podes to your score.
      • On 1-3: you add nothing.
      • Add a third D6:
        • The score is the amount of podes you may add to the total.
  • Don't forget the favour of the Gods.

The winner:

  • The person that throws the farthest.
  • On equal score these players will throw again.
  • Score: 5-3-1-0.

 


 

4) The Marathon

Greece was infested with wild animals and mythological beasts. When doing the Marathon you might encounter them.

What you need:

  • D6
  • A runner miniature per player.
  • An interesting track of 48” with hills, trees, and other obstacles.
  • Some wolfs, wild boars and harpies.
  • Measuring rod.

The favour of the Gods:

  • Every player throws a D6.
  • Then they cry: ‘By Zeus’ (Or another Greek God). If you do not do this, you get no favour.
  • On 1-3 you may once add +2” to the distance you ran.
  • On 4-6 you may once add +4” to the distance you ran.

Running:

  • The player start at a place called Marathon and have to run to Athens.
  • Throw a D6. The highest player may start (reroll on equal score).
  • The marathon is 48” long.
  • Each player throws runs 6”+D6 every turn.
    • (On a 6 you subtract 1” from your base running stats. You have given too much and now you must suffer the rest of the game.
    • Don't forget the favour of the Gods.
  • Each player runs of full armour.
    • Choose a sword (parry) or a spear (strike first).
      • Parry: If you throw higher than the to-wound of the opponent, his attack fails.
    • Choose shield (5+ save) or dagger (extra attack, but -1 Weapon skill).
  •  Wild beasts may appear every turn. Throw a D6. Place the beasts randomly on the table. They attack a runner if you come within charging range.
    • Wolf:               6: 2 wolfs.
    • Bear:               5: 1 bear.
    • Harpy:             4: 1 harpy.
    • Boar:               3: 2 pigs.
 

 

M

Ws

S

T

W

A

Save

The runners

6”+d6

3

3

3

1

1

5+

Bear

6”

3

5

5

2

2

None

Wolf

9”

3

3

3

1

1

None

Harpy

4”

4

4

4

2

2

None

Boar

7”

3

3

4

1

1

 

The winner:

  • The one first in Athens (48") wins.
  • Score: 5-3-1-0

 


 

5) Wrestling

Wrestling was a lot more aggressive than it is today. It was not uncommon for a player to die during the match.

What you need:

  • D6
  • A wrestler per player.
  • 3 markers per player.

The favour of the Gods:

  • Every player throws a D6.
  • Then they cry: ‘By Zeus’ (Or another Greek God). If you do not do this, you get no favour.
  • On 1-3 you get a reroll once during the game.

The match:

  • Who throws the highest on a D6 begins the attack.
    • Throw a 4+ to force your opponent to the ground.
    • Throw another 4+ to push his shoulders against the ground.
    • Throw a 5+ to hold him 5 seconds or longer to the ground.
    • Throw another D6:
      • 1-3: The fight continues. You scored your first win.
      • 4-5: The opponent is dizzy. You can now throw him to the ground on a 3+.
      • 6: Your opponent has been strangled during the match. You win.
    • Than you throw again to see whom is quicker in the attack.

The winner:

  • The one who scores three wins the first is the winner of the match.
  • Score: 5-3-1-0

 


6) The Winner takes it ALL

When all is done and the players are still not fighting amongst each others you can start with the ceremony for the winner. Count the points scored in each game played and add them up. There was only ONE winner in the original Olympic Games. Everlasting glory and a crown of laurel leaves will be his price. 

 

Player  1

Player  2

Player  3

Player  4

Spear

 

 

 

 

Marathon

 

 

 

 

Wrestle

 

 

 

 

Gladiator

 

 

 

 

Chariot race

 

 

 

 

TOTAL

 

 

 

 


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