It's about that time.
Here are the materials:
The cards:
http://www.bgdf.com/files/7/0/Chariots%20of%20War%20Cards.pdf
The board:
http://www.bgdf.com/files/7/0/Chariots%20of%20War%20Circus.pdf
The mats:
http://www.bgdf.com/files/7/0/Chariots%20of%20War%20Mats.pdf
The cards:
http://www.bgdf.com/files/7/0/Chariots%20of%20War%20Unit%20Cards.pdf
Finally, the rules:
[Since March 17th I have done a new version of the rules, which are shorter, sweeter, better and have a couple of diagrams!]
http://www.bgdf.com/files/Chariots_of_War_Rules14.doc
The rules is a MS Word document. The other files are pdf files that need to have an Adobe reader to read it. A reader can be found at the Adobe website: http://www.adobe.com/products/acrobat/readstep2.html
I have left out the counters as the file was too large to upload due to actual images of roman coins.
The components themselves are sketchy in quality, I apologize as I am trying to just get this out.
Note: the whip die has three sides with a 3, two sides with a 4 and one side with a 5. The rein die has four sides with a 2 and two sides with a 1.
The cut loose die has two sides with a crutch and the other four sides with a curved knife.
One thing I did leave out is the arrow markers on the horse team cards themselves that point to the max speed and tiring speed as helpful visual guide when moving the black pawn on the speed meter. Sorry, ran out of time.
I will go ahead and post again soon, with my design thoughts.
--DarkDream
I've been interested in chariot racing for sometime now. I have collected every single commercial chariot racing game out there including a 1960's Ben-Hur game.
I have also studied intensively chariot racing in ancient Rome and have many books and articles printed from the internet.
When designing the game I wanted to keep it simple. I liked the idea from "Ben Hrvt" (Cheapass Games) of having an auction which I have done. I also love the betting element in games so I included that as well (Romans were huge gamblers and huge amount of bets did go on the races). Avalon Hill's "Circus Maximus" was a monstor of complexity, and sadly "Circus Minimus" did no better and in my opinion was a mess. I thought it was funny that "Circus Minimus" advertised itself as a "fast-paced" chariot racing game, when it took us around an hour to complete one lap.
I insisted that each player or faction had two chariots. I would have liked more, but I thought the game would be bogged down too much. I wanted multiple chariots so as to add a "story arc" (to use Jonathan Degann's idea) where there would be definite transitions in the game where at first chariots are jockeying for position and then the team mate behind tries to block or hinder other chariots and so on.
The money in the game functions as a type of multiple VPs where money can be gained not just from winning the races, but by betting and being good at selling units to other charioteers.
The one thing I learned about the trading card games is there what makes the trading card games so popular is that there is a meta game aspect of it which involves creating your super deck which may take many hours before you even are ready to play. The aspect of auctioning for charioteers and choosing what horse teams go with what chariots and so on is a small meta game aspect that I think will be neat for players.
The energy chip mechanic is I think fairly novel in the way it is implemented. The neat thing is if you constantly whip your horse to get ahead you will soon deplete you energy and other more prudent players will eventually pass you. The handling of energy and knowing when to "break" (use all your reserves for the final sprint) is of crucial importance and adds realism at the same time creating agonizing descisions.
Due to time constraints I have left out a couple of things. For one thing I have left out the possibility of a charioteer flipping out of his chariot should a crash or severe ram occur. I will add this. Interestingly enough, in ancient Rome a chariot could win without a driver. According to the records, a horse team won without a driver that got thrown from the chariot at the start! I will make a loose team able to win as long as the chariot is intact (this will help mitigate early elimination).
Second thing I have left out is a player whipping another player's horses.
This tactic would be used to force a player to gallop (in the corner for instance) causing a skid or simply using up energy when the opposing player did not want to do so.
I would write more, but I've got a final exam today.
--DarkDream