Circus Maximus
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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