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Circus Maximus

Circus Maximus

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A slight delay

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A slight delay

Unfortunately, there has been a slight delay in production.  With a change of roles at work I have temporarily had to hang up the paint brushes this week but hope to get back at it in a couple of days.

In the interim, I’ll go over a few of the rules of the game.

When rolling 1 dice.

  • 1 Success = A chariot may perform 1 voluntary action and must conduct its compulsory forward movement.
  • 1 Failure = A chariot may not perform any voluntary action but must conduct its compulsory forward movement.

When rolling 2 dice.

  • 2 Successes = A chariot may perform up to 2 voluntary actions and must conduct its compulsory forward movement.
  • 1 Success and 1 Failure = A chariot may perform 1 voluntary action and must conduct its compulsory forward movement.
  • 2 Failures = Nearest competitor within 1 x long range may choose to move chariot 1 x short range directly ahead or change its direction by 45 degrees, then the chariot must perform its compulsory forward movement.

When rolling 3 dice.

  • 3 Successes = A chariot may perform up to 3 voluntary actions and must conduct its compulsory forward movement.
  • 2 Successes and 1 Failure = A chariot may perform up to 2 voluntary actions and must conduct its compulsory forward movement.
  • 1 Success and 2 Failures = Nearest competitor within 1 x long range may choose to move the chariot 1 x short range directly ahead or change its direction by 45 degrees, only then may the chariot choose to perform 1 voluntary action and must perform its compulsory forward movement.
  • 3 Failures = Chariot may not take any voluntary actions.  It must first make its compulsory forward movement and then after resolving any collisions will then incite the mob.

 

 

Possible Voluntary Actions.

1 Action (1 Success each)

  • Retardo. The Chariot reduces the compulsory move to 1 x short range.
  • Propero. The chariot moves an additional 1 x medium range directly forward (1 x short for heavy chariots, 1 x long for fast chariots).  May only be used once per turn.
  • Turn.  The chariot may change its facing by up to 45 degrees.
  • Attack.  The chariot may attack another vehicle within 1 x short range. (1 x long range if equipped with bow)

 

2 Actions (2 Successes each)

  • Stop.  The chariot moves 1 x small range forward and then slows to a halt.  Next move the chariot will start from stationary.
  • Sharp Turn.  The chariot may change it’s facing between 46 – 90 degrees.  Fast chariots require 3 successes to conduct a sharp turn.)
  • Second Attack.  The chariot may make a second attack.
  • Flip Chariot.  The crew of a crashed chariot may right their vehicle and re-attach their animals.
  • Incite the Mob.  The crew summons one mob to run onto the track.

 

3 Actions (3 Successes)

  • Crowd pleaser.  Chariot earns temporary people’s favourite status.

 

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