**Lane Change** - requires chariot to first move a
box forward and then move left or right;
moving to an inner costs +1, to an outer lane,
no extra cost; in turns, move backward if moving inside
and forward if moving outside.
**Take Turn Too Fast** - if team speed exceeds printed
number of the lane, lose the difference in endurance
points; plus, must roll on Corner Strain Chart (7.32)

**Whip for Extra Speed** - requires a whip, at least
one remaining endurance, non-negative current driver
modifier and not allowed on same turn as cutting a
horse free: roll a die, cross off that number of endurance
and add the amount to speed.

**Brake** - may remove one point of movement
for each endurance box checked

**Sideslip** - only if chariot in the immediately preceding space
and thus unable to lane change: costs 3 movement points
and change lane either right or left, but moving backward on turns

**Involuntary Ram** - only if unable to sideslip around; defender
may attempt defenses. If horses forced to ram a car, treat as
if a Ram Horses attack (team owner chooses which horses damaged
if front to rear ram). If car forced to ram another car, treat
as Ram Car except ramming driver subtracts 3 from current driver
modifier. In either case, reduce maximum speed by 1 for
the next turn only.

**Cut Horse Free** - roll 1 die for each remaining horse, subtract
the current driver modifier from total and subtract that from
the written speed for the turn. If the result is negative the
attempt failed.

**Attack:** costs 1 movement point, only 1 attack per square of movement.
Attack is against a target adjacent to the attacking car.

**Whip Horses** - both players roll 1 die and add current driver modifier;
if attacker higher,
defender loses endurance equal to difference
defender adds difference to next movement points
otherwise,
defender loses 1 endurance
defender may take +1 movement for next turn
**Whip Driver** - both players roll 2 dice and add current driver modifier;
Attacker total minus Defender total = Lash Factor
Roll 2 dice on Driver Lash Attack Table (9.42)

**Ram Horses** - roll 2 dice on Horse Injury Table (9.5)
adding 3 if attacker is heavy, subtracting 3 if attacker is light;
Defender checks off damage on appropriate horse (ignore excess).
If team has not moved yet this turn, may need to adjust team speed.
If horse has no more left, chariot stops until horse cut free.
Team loses 1/4 of its remaining endurance (round down).
If second horse lost, lose 1/3 of remaining, etc.

**Ram Car** - roll 3 dice, add Attacker current driver modifier
and subtract Defender current driver modifier. Consult this
amount on the Damage to Cars Table (9.54) to determine which
are damaged.
Then for each damaged car roll 2 dice on the Wheel Damage
Effect Chart (9.55) adding 3 if the other chariot is heavy
and subtracting 3 if it is light. Apply damage to the
appropriate wheel.
If the wheel is destroyed, chariot flips and is out of the race.
Otherwise if at least 2 points of damage were taken in this attack,
roll 2 dice. If total is less than the damage to the wheel,
the chariot flips. If the total is equal to the damage,
it takes one more damage point.

**Check for Flip:**
If have taken any wheel damage must check if
chariot has flipped at start of move if using 14 or more movement
factors or if exceeding the printed lane number in a turn:
Roll 2 dice. If total is less than the damage to the wheel,
the chariot flips. If the total is equal to the damage,
it takes one more damage point.