| Circvs Maximvs GM'ed by Ken West Game Code Circus1 | ![]() |
|
2¾ Laps to Egg VIII Click mouse on map to see previous position |
| Order | (Prev) | Players | Laps done | Speed | (Prev) | Space | (Prev) | Type | Wheels | Horses | Driver | Whip | ||||
| n/a | n/a | Jamie | finishes | ends | L | 0 | 0 | H | H | H | H | D | ||||
| n/a | n/a | Walt | finishes | ends | L | 0 | 8 | H | H | H | W | D | ||||
| n/a | dead | ChrisB | 3?: dead | 17 | ends? | L | 7 | 4 | H | H | H | W | D | |||
| 1 | 3 | KenW | 1 | 14 | 14 | V/18 | IV/5 | H | 3 | 1 | H | H | H | H | W | Y |
| 2 | 1 | MarkR | 1 | 7+5 | 7 | IV/66 | IV/54 | N | 0 | 6 | S | H | D | D | W | Y |
| n/a | n/a | MarkG | 1 | L | 9 | 5 | D | H | H | H | H | |||||
| n/a | dead | RobS | 2: dead | 15 | ends? | L | 0 | 0 | W | H | H | H | D | |||
| 3 | 2 | BobK | 1 | 10 | 10 | VIII/68 | VIII/58 | L | 4 | 0 | D | H | H | H | H | Y |
| Legend: Horses & Driver - H=Healthy, W=Wound(1st hit), S=Severe(50%), C=Critical(75% dmg), D=Dead | ||||||||||||||||
Game Log: 25 Dec 2005 - ?
| Adjudication: | Since I have lost contact with Ken perhaps this game ought to be adjudicated. Does anyone know the rules well enough to state the order of the results? |
| Turn21: |
MarkR decides
to pull out the whip and gains an additional 5MF. He moves down the
backstretch using his 12MF to end at IV/66. Bob’s team goes next
and continues down the backstretch using 10MF to end at VIII/68. Ken
goes and has 14MF. He races down the front-stretch and finishes his move
at V/18. Summary: More racing to the end |
| Turn20: |
All of the drivers move their maximum safe speeds. MarkR moves down the backstretch using his 7MF to end at IV/54. Ken goes next and has 14MF. He races through the curve and crosses the Start Line for the last time. He finishes his move at IV/5. Bob’s team goes last and continues down the backstretch using 10MF to end at VIII/58. Summary: Ken is racing to the finish, while MarkR and Bob plod along |
| Turn19: |
Ken is the first to go and has 14MF. He races down the back stretch heading into the curve. In order to avoid flipping, he moves out to Lane IV and ends at IV/f (2/Out/2/Out/8). Rob’s lifeless body is dragged across the finish line. Chris is up next, and he hangs on and his team drags him across the finish line. Can he survive and win? Alas, any die roll would take away his last remaining Hit and he dies as his team comes to a halt. Bob’s team goes next and continues in the turn using 10MF to end at VIII/48. MarkR comes out of the turn and moves forward to wrap up his 7MF and ends at IV/47. Summary: Chris suffers the same fate as Rob did last turn. At least he made it across the finish line before dying. The others plod along. Can Mark do anything to keep Ken from winning now? |
| Turn18: |
Chris is up first this turn, and he hangs on and his team continues to drag him down the backstretch. His team uses 17MF and ends at I/70. His drag roll is a 5, resulting in 3 points of damage to the driver. Rob too must hang on as his team uses 15MF to race down the backstretch ending at IV/68. Rob rolls one die for drag damage and gets a 6, resulting in 3 more points of damage to the driver. And with that he dies. Bob’s team goes next and continues in the turn using 10MF to end at VIII/y. MarkR continues in the turn and moves 7 spaces forward to end at IV/o ready to head down the backstretch. Ken is the last to go and has 14MF. He races down the back stretch 14 spaces to end at II/68. Looking to his right, he sees Rob’s lifeless body and smiles. Summary: Rob cannot take the punishment of being dragged so far and dies within sight of the Finish line. Chris also suffers significant damage being dragged. The others plod along.. |
| Turn17: |
MarkR is up first this turn, he continues into the turn and moves 7 spaces forward to end at IV/h. Ken is up next and has 14MF. He must pull out one lane to avoid Chris’ wrecked chariot. He races down the back stretch 13 spaces to end at II/54. Rob hangs on for all he is worth as his team uses 15MF to complete the turn and head down the backstretch ending at IV/53. Rob rolls one die for drag damage and gets a 3, resulting in 2 more points of damage to the driver. Bob’s team goes next and continues in the turn using 10MF to end at VIII/o. Chris is the last to go and he hangs on and is dragged down the backstretch. His team uses 17MF and moves in to avoid running into Ken and ends at I/53. His drag roll is a 2, resulting in 1 point of damage to the driver. Summary:The
leaders are neck and neck…and blood and guts, heading for the finish
line. The others continue along their merry way. |
| Turn16: |
Bob’s team goes first again this time and continues down the front stretch and enters the turn using 10MF to end at VIII/e. MarkR is up next, but with an NMR; his horses trot 7 spaces forward to end at IV/a. Chris is next. He pulls out to get around Ken and enters the corner with 3 strain points (12-9). With a result of 15, his Right Horse is injured, and with a result of 8, the horse suffers 1 dmg. He is also required to perform a flip check for straining in a corner. With a result of 5, the wheel chatters, but does not come off. Surviving this threat, Chris continues, by moving past Ken and then pulling into Lane I, where he must again perform a Strain (4) and Flip check. Strain is a 10 resulting in a Sideslip, moving him back out to Lane II. The flip check is a 6, which is safe. He uses his remaining 4 MF to move forward and end at II/g. Walt’s team races down the back stretch, and with a speed of 18 and crosses the finish line. Ken goes next and pulls up next to Chris and rams his chariot. With a roll of 15, Chris is damaged. With a roll of 11+3, Chris suffers 7 damage to his left wheel, forcing his third flip check. This time, he rolls a 6, resulting in a flip. The die roll is a 12 – chariot lands 3 left/4 forward. The chariot hits the wall and lands in I/42. Ken finishes his turn by moving through the turn and ending at I/41 – right behind Chris’ chariot. Rob is the last to go this turn, and he decides it is time to go for broke, whipping his horses for 3 additional MF. He flies into the turn with 11Flip Points (20-9). With a modified roll of 10, his chariot flips. Wreck location roll of 10 results in 3 right/2 forward – V/c. After the flip, Rob’s team continue on dragging him behind. They move out to Lane IV to avoid all the traffic and end at IV/m. Rob attempts to cut himself free, but with a NDR of 8, he just misses. With a roll of 3, he suffers 2 damage. Chris also checks to free himself, and with a roll of 2, he succeeds, but in so doing, he suffers 1 damage. |
| Turn15: |
Bob’s team gets off first this time and continues down the front stretch using 10MF to end at VIII/29. Rob finishes second this turn, and decides it is time to make his move. He cracks the whip and his team responds with +5, so with a base speed of 17 as a result of his evasion last turn, he races down the front stretch moving in wherever possible (9/In/1/In/1/In/1/In/2) to end at II/27. MarkR is up next and he too decides to whip his horses, resulting in +3. With his 8MF, he moves 4/Out/3 to end at IV/28. Chris is next, and works his way inside (1/in/1/in/1/in/1/in/8) and races for the corner for the last time, ending at I/32. Walt’s team races down the back stretch, and with a speed of 18, ends at II/58. Ken goes last this turn and sees the only two teams he hasn’t hit yet and smiles. He whips his horse for +6 and smiles again. With 21MF, Ken must check for flip, and gets an 11 and 7, so he is safe. He pulls even with Rob and Rams his chariot. With an 11, neither chariot is damaged. Ken moves forward 1 and Rams Rob’s team, but with a roll of 3+3 only inflicts 1 damage to the left horse. Not happy with these results, Ken moves forward 2/Out/2 to pull even with Chris and repeats the attacks. This time with a roll of 13, Chris is damaged. With a roll of 7+3, Chris suffers 4 points of damage to his right wheel. His flip check is a 7, so he is safe. Ken pulls up next to Chris’ horses and Rams them. With a roll of 6+3, Chris suffers 2 damage to his right horse. Ken now simply pulls forward 1 and pulls in front of Chris and brakes to end his turn at I/34. Summary: Positions still remain the same.What a turn!! Lots of whips and everyone is headed for the inside Lane. Rob gains 2 spaces on Chris’ lead, as they position themselves to enter the corner for the last time. Ken inflicts some damage on both Rob and Chris. Is it enough to impact the final results? |
| Turn14: |
MarkR is up first this time. He appears to be taking his time, simply moving forward at a speed of 5. He ends his turn at III/21 Bob’s team continues down the front stretch to end at VIII/19 using 10MF. Jamie’s team is next to go and with 20MF crosses the finish line. Ken is up next and he simply pulls forward 2 and ends his turn at I/21. MarkG manages to cut himself free and scales the wall, escaping to safety. With one of the horses dead, the team cannot move, so they remain in II/18. Rob finishes the second turn, and with a speed of 17 races down the front stretch to end at V/13. Walt’s team races down the front stretch, and with a speed of 18 makes it all the way through the turn, ending at II/i. Chris is last to go this turn and faces a mess in front of him. He decides to crack the whip and gains +3. He decides to pull up next to Rob and Whip his horses. With a roll of 13 vs. 10, Rob successfully evades to VI/13. Chris continues forward and has to pull out once again to avoid the wreckage in lane IV. Using his 23 MF, he ends at V/20. Summary: Positions still remain the same, but the next turn could really change things. Things are more and more interesting. MarkG manages to cut free and escape over the wall. Jamie’s team crosses the finish line. Chris and Rob continue their 2-man race for the finish, with both drivers racing down the front stretch for the last time. Chris uses his last to go to his advantage and tries to whip Rob’s team. But Rob manages to evade. The front straightaway is an even bigger mess now, with a huge cluster around the 20th space.. |
| Turn13: |
MarkG goes from last to first and pulls out his whip. His horses respond with a +4, giving him 12MF. He pulls up even with MarkR and rams his chariot. MarkR wants to evade, but with Ken inside, there is nowhere to go. With a roll of 13, the defenders car is damaged and suffers 3 points to his right wheel as a result of a 9. This forces MarkR to make a flip check and a result of 5 is equal to the current damage, resulting in another point of damage (total of 6 now). MarkG moves up one and uses his whip to smack poor MarkR’s horses. With both drivers rolling a modified 4, MarkR loses 1 Endurance and may add one MF. MarkG completes his turn by moving forward 1, pulling in front of MarkR and moving forward 4, to end at II/18. Ken is up next and he too rams poor MarkR, but apparently he did not have enough momentum, because with a roll of 11, the two chariots bump, but no damage is inflicted. He pulls forward one and rams MarkR’s horses. Ken rolls an 8 and adds +3 for his blades, resulting in an 11=3 points damage – Severely wounding the horse. Ken then moves 5, pulling even with MarkG and rams him. Rolling a13 results in damage to the defender. With a roll of 9+3, MarkG suffers 5 damage and must check for a flip. His roll of 8 is less than his current damage of 9, and he flips. With a result of 10, the chariot ends 2 right and 2 forward in location IV/19. Not satisfied with the amount of carnage, Ken pulls even with MarkG’s horses and rams them with 11+3 for 6 points of damage, which is more than enough to kill the leftmost horse. With no more damage to inflict, Ken pulls forward 1 and ends his turn at I/19. Bob’s team finishes the turn and heads down the front stretch to end at VIII/9 using 10MF. Chris is up next and he carefully makes his way around the second turn for the last time. He uses 8MF to end at I/2. Walt’s team races down the front stretch. MarkG’s chariot has landed in front of them and the team moves In. They run up on the other wreckage and again move in, ending at II/25. Rob follows Chris into the second turn, for the last time. With a speed of 18, he must check the Corner Strain Chart in column 1, and with a modified roll of 7, suffers no ill effects. He finishes his turn at V/n. MarkR wanted to attack Ken, but all he sees is Ken’s dust. He uses his 4MF +1 from MarkG’s whip to move forward 4/Out, avoiding MarkG, ending his turn at III/16. Jamie’s team is the last to go and with 20MF race toward the finish line, ending at II/64. Summary: |
| Turn12: | Ken goes first and moves forward 1 and In using 3MF, ending his
turn at I/12, just in front of MarkR. Chris moves next
and races to the second turn using 12MF, ending at I/74. Jamies
team flies through the first corner for the last name with a speed of 20,
ending at II/44. Rob cracks the whip in an effort to catch Chris.
His team responds with 6 to add to 18. With 24MF, he moves
In/In/20 to end at V/70. Bobs team moves their maximum of 10
in the corner, ending at VIII/z. MarkR decides to get some
revenge against Ken. After cutting his dead horse free (Speed
8-5(DR)-1(CDM)) = 4MF. He pulls out and forward 2, adjacent to Ken.
He rams Kens chariot, and with a roll of 17 damages Kens
car. The damage roll is 3, resulting in 1 point of damage to Kens
Right wheel. He ends his turn at II/12. Walts team
rolls on through the second turn with a speed of 18 and ends at IV/11.
MarkG finishes this turn with an NMR. Using max speed
of 8, he pulls up behind Ken and MarkR and then must pull
out to avoid ramming from behind. He ends his turn at III/10. Summary: Positions still remain the same, but getting closer. Things are getting good. Chris and Rob continue their 2-man race for the finish, with Rob making up some valuable ground. Who will come out of the turn in the lead? Ken suffers some wheel damage from MarkR. Ken and the Marks are stretched across the front straightaway. |
| Turn11: | Chris is up first and blows down the backstretch at 20 and ends at I/62.
Rob chases after Chris by whipping his horses and adding 4 to a base of
18. He pulls out of the turn and begins the race down the backstretch, ending
at VII/50. MarkR begins his run down the frontstretch with a speed of
8, passing Ken and ending at I/10. Walts team races into the second
turn again at speed 18 and ends at IV/h. MarkG comes out of turn 2 to
complete his first lap and follows behind MarkR in Lane I pulling just past
Ken, ending at I/4. Ken can hardly believe his luck a target rich
environment. He rams MarkGs chariot. With a die roll of 9, both chariots
suffer damage. Ken suffers 1 damage as a result of a 3, and MarkG suffers 5 pts
with a roll of 9+3. On his Flip Check, MarkG rolls an 11 and
survives barely. Kens flip check is a 5 NE. Ken moves 1 and then rams
MarkGs horses, inflicting 2 points of damage, with a roll of 6+3. Ken then
pulls even with MarkR and rams his chariot. With a roll of 13, Marks
chariot is damaged. Mark lucks out as Ken rolls a 2 on two dice, and with the
+3 for scythed blades only suffers 2 points of damage to his chariot. With
a flip check of 5, he is fine. Ken pulls forward one more space and rams
MarkRs horses and with a roll of 6+3 inflicts 2 points of damage, killing the
right-most horse. Ken ends his turn at II/11. Bobs team plods
along at a speed of 10 and ends at VIII/p. Jamies team brings up the rear this
turn and flies down the frontstretch at 20. They move in one lane to
avoid the wreckage in Lane III and finishes in II/27. Summary: Positions still remain the same. More interesting happenings this turn. Chris and Rob continue their 2-man race for the finish, can anything stop them now? Ken inflicts some serious damage on MarkR and MarkG including horse guts splattered on the track. |
| Turn10: |
MarkR gets to start first for the second time in a row, and uses 8MF to
complete the second turn and start down the frontstretch. He ends at
I/2. Walts horses race down the backstretch at a speed of 18 and end at IV/64.
Ken sees MarkR pass him and he will not put up with that. He decides
to use15MF, the max allowed in that lane and move 8/In/In/RAC/1/RAH. With
a roll of 10, neither chariot is damaged. Even with the +3 bonus, Ken rolls
a 3 for a total of 6 and only 1 point of damage to MarkRs rightmost horse.
Ken finishes his turn one space ahead of MarkR. Chris is up next and
takes it easy going through the first turn for the second time. He negotiates
the turn with no problems, using on 8MF to finish at I/42. MarkG is
pretty limited in what he can do, so he decides to play it safe and go into the
corner at a max speed of 8, ending at I/b. Jamies team races through
the second turn at a speed of 20. As they come out of the turn, they
must swerve out into Lane III to avoid rear-ending Ken. They then pass
Ken and finish at III/9. Rob tries to make up some space on
Chris by
whipping his horses. He only gains +1 to add to 18. He moves In and heads
into the corner at 2 Over. With a roll of 15-2 on column 2, he suffers a SS.
He continues on in his new lane for 13 more spaces to end at VII/n. Bobs
team succeeds in cutting the dead horse free with rolls of 2/3/2. Using
the remaining 3 MF, they end at VIII/f. Summary: Positions remain the same. Some interesting happenings this turn. Whilst most teams take it easy through the turns, Rob takes a chance that backfires. Ken inflicts minimal damage on MarkR. Ken and MarkR finally complete their first laps, leaving only MarkG and Bob behind. Can Chris or Rob be slowed down? |
| Turn9: | MarkR gets the jump this time, and with a speed of 8, he pulls up
to the entrance of Turn 2. He ends his turn at I/74. Ken moves
4/In/In/In/4 with his 14 MF to end at IV/i. Chris is up next and
decides it is time to move inside for the turn. With his 20MF, he moves
In/6/In/2/In/2/In/2 to end at I/34 – the entrance to the 1st turn. Jamie’s
team races down the backstretch with speed 20 to come close to lapping MarkR,
ending at II/73. Rob cracks the whip, trying to make for the 7MF he
lost from Chris’ attack last turn, but only gains +1. With his
12MF, he moves straight down the frontstretch, ending at VI/31. Walt’s
team tears through the corner with a speed of 18 and ends up at IV/46.
Attempting to cut Bob’s dead horse free failed with a roll of
4/3/6=13, thus he remains at VIII/c. MarkG moves last and cracks
the whip for +3. With his 13MF, he moves In/In/9 to end at I/68. Summary: No major activity this time. Most drivers seem content to position themselves for the upcoming turns. MarkG is lapped by the driverless Jamie team, and MarkR will suffer the same fate next turn, unless he can slow down those horses. Bob’s chariot sits idle, unable to cut the dead horse free. |
| Turn8: | Rob gets the first move this time and cracks the whip to get his
team moving. He gets a +2 Voluntary Strain to add to his base of 18,
for a total of 20MF. He pulls In/In and then speeds forward 16
spaces to end at V/19. He looks to his left and sees Walts wrists
still tied into the reigns. Walts team then bolts forward 18
to end at IV/c. MarkR continues along the backstretch with a speed
of 10 to end at I/66. MarkG decides to get a little more speed from
his team and cracks the whip for 2 more, for a total of 12; which he uses
to move In/In/8 to end at III/59. With some luck, he can catch MarkR.
Bobs team limps down the backstretch with a speed of 12 and pulls
into the 2nd turn ending at VIII/c. Ken cant believe his luck. He
hears Bob pull up beside him, so Ken does what he enjoys
best RAMMING!! Ken first pulls Out and initiates a Ram against the
chariot and scores a 14, which damages the defending car. With a
roll of 7 +3 for the scythed blades, 4 points of wheel damage is
inflicted. This forces an immediate flip check, but with a roll of
6, Bobs chariot keeps upright. Not satisfied with this
damage, Ken pulls even with the horses and rams them. With a roll
of 6+3, Ken inflicts 2 more points of damage, killing the left-most
horse. Blood and guts makes Ken smile and he stops to admire
his handiwork, using only 4MF. Jamies team flies through the
first turn for the second time and races down the backstretch, ending at
II/53. Chris is the last driver to move this turn. He
whips his horses and adds 3 for 23. He pulls Out 3 lanes and forward 14 to
pull adjacent to Rob. Chris initiates a Lash attack,
but with a roll of 13vs9, Rob succeeds in Evading. Chris is
undaunted and pulls out and whips at Rob again. This time,
with a roll of 6vs10, Rob is unable to Evade and must take the
whip. Chris rolls a 12 and Rob rolls a 10. Checking the Lash
table in the +2 column, Chris rolls a 6, which results in a
Movement loss for Rob. With a roll of 6, Rob loses 6 from his Max
speed next turn. He must also lose 1MF for the successful Evasion. Robs evasion changes his ending position to VI/19. Chris
finishes his turn by moving 3 more forward to end at V/22. Summary: An interesting Turn this. Chris isn't satisfied with his superior speed, so using his last random start, he catches and whips Rob, before passing him. Ken finally causes some serious damage to Bob, tearing up Bobs wheel and then eviscerating Bobs left horse; spilling blood and guts in the second corner. MarkG is making up some ground on MarkR along the backstretch. Walts team enters the 1st turn for the second time and Jamies team rips through the turn and charges down the backstretch. The Marks will probably be lapped next time. Again there are no changes in position, but there are some teams closing the gaps. |
| Turn7: | Chris starts this 7th Turn by cautiously
negotiating the second turn. Using the maximum safe
speed of 8, he exits the turn and moves down the front stretch
for the second time, ending at I/5. Bob’s team goes next and
races down the backstretch at his new speed of 13,
passing Ken, and ending at VIII/65. Rob
decides to push it in the corner going 18. As a result, he checks
the Corner Strain Chart on Column 1 and with a result of 14, he double
sideslips to Lane VII and races through the turn ending at VII/3. MarkG
limps along down the backstretch with a speed of 10, ending at V/51.
MarkR interestingly only goes 8 down the
backstretch, ending at I/56. Was this a mistake, or
a secret strategy? Ken cracks the whip again and adds 3 to
his base of 16 to have 19MF. After passing his flip check with an 11, he
can’t pass up such a tempting target, so he pulls up
adjacent to Bob’s chariot and rams him, but
again to no effect, with a roll of 12. Moving up next
to the horses, Ken is able to inflict another damage point with a
roll of 4+3. With no other targets, Ken pulls
in to Lane VI and enters the second turn, ending at
VI/c. Walt’s team charges down the front stretch with a
speed of 18, ending at IV/19. Jamie’s team finishes this turn
last, but is still in the lead. With a speed of 20,
the horses race down the front stretch and enter the
first turn for the second time, ending at II/b. Summary: Even with a SS in the corner, Rob keeps pace with Chris, and they both come out of the second turn ready to race down the front stretch. Again, Ken rams Bob; but with the same minimal results. The Marks continue limping down the back stretch, and the unmanned teams race toward the first turn again. There is no change in position. |
| Turn6: | Jamie’s team comes out of the second turn and
races down the front-stretch again with their team
speed of 20, ending at II/16. Now that Jamie has cut himself
free, he staggers toward the inside wall seeking the safety that is
offered there. He is at I/c. MarkR takes it easy
coming out of the first turn, only going the max
safe speed of 8. He ends his turn at I/48. Chris is
up next and heads into the second turn at 3 over the safe speed (11). He
performs a corner strain and rolls 14 resulting in injury
to the Left Horse; but with a roll of 2 there is no
damage. He continues around the bend, only to be met
with the fearsome sight of a driver staggering in his lane. The sickening
thud and crunching of Jamie’s already broken body is
overwhelming. The result is that Chris ends
his turn in I/c and also loses 3MF from next turn. Bob’s
team lumbers along at 14 to come out of the first turn and end at
VIII/52. Ken is up next and he has his sights set on catching Rob
to inflict some damage. He whips his team trying to
get all the speed he can; but with a roll of 2, he
realizes his only target now is Bob who just passed him.
Ken moves 4/Out/1 and Rams Bob’s chariot; but with a roll of 11,
neither car is damaged. Ken pulls ahead one space
and rams Bob’s horses. Bob gets
lucky as Ken only rolls a 3; but that is enough with the Scythed
blades to inflict 1 pt of damage. Ken finishes his
turn by moving forward 9 to end at VII/62. Walt’s
team still thinks they have a chance and race through
the turn at 18 managing to complete the turn and finish at IV/1. MarkG
misses his second turn in a row, so his team simply finishes the turn
with their speed of 10, just coming out of the first turn
at V/41. Rob is the last to go this turn.
With his base speed of 18, he decides to move in a lane
and move forward 16. Upon entering the corner, he must perform a corner
strain check on column 1. With a mdr of 13, he strains and pulls back
into Lane VI, finishing in VI/g. Summary: Going first actually hurt Jamie this turn, in fact it got him killed. The two unmanned teams continue racing along. Chris and Rob are now neck and neck in the second turn – if only that crazy Jamie hadn’t gotten in the way. Ken couldn’t catch Rob, so he rammed Bob, though only causing minimal damage. The Marks have completed the first turn and enter the backstretch. With Chris and Rob so close, will they just continue racing, or will they try and slow each other down? Current/Final Team Positions: |
| Turn5: | Walt’s Team continues dragging him down the
backstretch. With his dying breath, he tries to cut
himself free, but fails. The team ends at IV/72. MarkG
–
NMR Limited by his reduced team, MarkG strolls at a speed of 10
into the corner, ending at V/i. MarkR
pulls his team into Lane 1 to prepare for the corner. With a speed of
14 and a move of In/In/In/8, MarkR checks for a flip
on the 6 column. With a roll of 7, he suffers no
result and ends his turn at I/f. Chris isn’t
satisfied with leading just the active drivers; he wants to lead them
all. He cracks the whip and adds 2 to his base speed of 20. He moves
11/in/5/in/2 to end at I/69. Jamie’s
team continues dragging him into the second corner at a speed of 20.
In order to avoid Chris, who pulled in front of
them, they pull out into Lane II and end at II/e.
Just before he succumbs to unconsciousness, Jamie cuts
himself free with a roll of 3, but suffers 3 more damage leaving him in
Critical condition. Rob cracks
the whip trying to catch Chris down the backstretch. He charges 23
spaces to end at VI/65 Ken is next and joins Chris
and Rob in whipping his team. With his 19 MF, he
must first check for a flip due to wheel damage, but with a roll of 7, he
is just fine. With no targets in front of him, Ken
just pulls in 1 Lane and then churns through the
turn to end at VI/48. Maybe next time. Bob’s
team continues their merry little trot in the park, ending at VIII/y. Summary: Well, we knew it had to happen sometime. Walt has finally breathed his last. His team seems oblivious though as they continue to chase down Jamie’s team. Amazingly, Jamie cut himself free and will be able to attempt to run for cover next turn; or should I say crawl for cover in his semi-conscious state. Chris and Rob race down the backstretch, with Rob making up some valuable space. How will they each handle the second corner? Ken manages to come out of the first turn, but sees nothing but clouds of dust in front of him. The Marks and Bob are doing their best to negotiate the first corner, and with some guts and a lot of luck, MarkR is just about ready to enter the backstretch having pulled away from MarkG. With this daring move, will MarkR be able to get some revenge on Ken next turn? We shall see! |
| Turn4: | Much less carnage this turn, although it could have
gotten ugly if the random order had been different.
Why did MarkR and MarkG want to ram poor innocent
Ken? => Jamie's team drags him around the corner at a speed of 20, to end at I/60.He is desparately trying to cut himself free, but fails with a roll of 11. He suffers 2 more damage. Ken whips his horses going into the corner and gains 3 VS to add to his written speed of 16. With a speed higher than 14, he checks for flip, but with a roll of 6, he is fine. As he enters the corner faster than the lane allows he must check corner strain on column 2. With a roll of 13, he sideslips into LaneVI. Since he is Straining in the Corner, he must also check for a flip again. Roll of 7 is fine. He pulls out one lane and up next to Rob. With an evil grin, he aims those blades of death at Rob's wheels; but Rob successfully Brakes (13 v. 6) This moves him back one space and costs him 2 Endurance. With no other targets available, Ken sadly completes his turn at VII/m. Bob's team continues their leisurely stroll and move 14 in the corner to end at VIII/k. Chris is up next, and it seems he is interested in finishing first because he just continues on his merry way. With a speed of 13, he checks corner strain on column 4, and with a result of 10, he sideslips into Lane III. He then moves forward 13 to end at III/51. Rob has the same idea as Chris and pours on the speed in the corner moving 18 forward. Due to his braking, he ends up at VI/42. MarkR wanted to ram Ken, but since Ken moved first, MarkR moves forward 10 to IV/32. Walt's team drags him around the corner at a speed of 18, to end at IV/54. Walt is now nearly unconscious and is unable to cut himself free. He suffers one more damage and is now Severely injured. MarkG finishes last. AGAIN. With Ken already gone, he simply moves In/8 with his 10MF to end at V/33. Jamie, Walt, Chris and Rob all exit the first turn and are heading down the back stretch. Ken and Bob are now in the first turn together. The Marks are just about to enter the first turn. I look forward to Chris and Rob duking it out for the lead, or will Chris run over poor Walt, putting him out of his misery? What will Ken do, if there is no one to attack? Can the Marks catch up? Will Jamie and/or Walt be able to cut themselves free, or will they simply end up greasing the track with their innards? With just a few minor alterations, this turn went very smoothly and I would like to try turn 5 in the same format. What do the rest of you think? |
| Turn3: | Rob is first up this time and is the first to reach the corner.
He had moved in one lane to lane IV, so he incurred a Corner Strain
of 3. With a modified die roll (3d6-CDM) of 12, he double sideslips
to Lane VI and finishes his move at VI/e. Jamie pulls up even with Walt and performs a Lash Attack. Walt brakes for -2 Endurance. With Rolls of Jamie 12 vs. Walt 6, the Brake Fails and Walt Holds for the attack. With rolls of 6 vs. 9, we resolve on the -3 column, and with a roll of 11, Walt is forced to Swerve to IV/26. Jamie then races to the corner and moves In to lane 1. With a Speed of 18 and a Max of 8 in lane I, Jamie burns 10 Endurance and must check for a Flip. Unfortunately, he rolls a 12 (3d6) and Flips Based on the votes received, we will use the Advanced rules. As a result, Jamie's chariot flips and with a roll of 3 (2d6) ends up 2 lanes right and 5 spaces forward III/f. Jamie's team continues on their line, dragging him along behind. They end in I/f. With a roll of 10 (2d6), Jamie is unable to free himself from the reins He suffers 1 injury, as a result of a roll of 1 (1d6) Chris charges into the first turn with a speed of 14, forcing a flip check on column 6. However with a modified die roll of 5, he suffers no ill effect and finishes in II/h. Ken's War Machine continues its carnage. He moves down the lane and pulls even with MarkR. With a nasty glint in his eye, he Rams MarkR; however, with a roll of 10vs10, MarkR successfully Evades (-2MF). MarkR is not so lucky the next time as Ken follows him in a lane and pulls even with Mark's horses. With a roll of 4vs11, Mark has to Hold and watch as those nasty scythed blades shred his #4 horse for 7 pts of damage (11+3). Ken, not satisfied with attacking one opponent, moves out and pulls up next to Walt and Rams him. With rolls of 5vs7, Walt must Hold. The attack results in damage to both cars (7 mdr). Those scythed blades again show their devastation by causing 7 points of damage to Walt's Right Wheel (11+3). Walt has some revenge by causing 2 points of damage to Ken's Left Wheel (8-3). Both drivers must immediately check for flips. Walt rolls a 7, which results in an additional point of damage to the Wheel. Ken also rolls a 7, with no effect. It seems Ken has an incredible blood lust, because he pulls up and Rams poor Walt's team. Walt attempts to brake, but with rolls of 5vs10, he is unsuccessful and must Hold for the attack. With a roll of 7+3, Ken's wicked blades injure Walt's #4 horse for 2 points. Ken finishes his turn by moving forward 1 last space, leaving blood, gore, and splinters in his wake. Walt had a speed of 15 +4 VS, as a result he had to check for flip immediately. With a roll of 7, and 8 damage his right wheel flies off and the chariot flips. The chariot ends up in III/26 (8). Walt attempts to cut himself free, but with a modified roll of 6, he fails. The team continues forward 19 to end in IV/k, dragging poor Walt along. He suffers 2 damage (4). MarkR has to cut his dead horse free. With modified rolls of 4, 3, 4 he uses 11 MF. With a starting speed of 15, reduced by 2 for an earlier evasion, and 11 for cutting free, Mark uses his remaining 2 MF to move forward 2 spaces, ending his turn at IV/22. Bob's team continues along in Lane VIII at their speed of 14 to end at VIII/31. MarkG nurses his team along and avoids any further conflict. |
| Turn2: | Well, Chris pulls out the whip and beats his poor
horses again. He generates an additional 4MF from the Voluntary
Strain to go with his base speed of 20. He pulls to the inside to get to I/26. Rob shakes the reigns, but holds off on the whip. Jamie whips his horses, but apparently didn't make much contact because it only gained him +1MF. With his original speed of 20 and the +1, he could have been in the lead at this point, but Chris cut in front of him forcing him to move out 1 lane. With a move of 18/Out/2, Jamie ends on II/25. Bob's team continues to run along as Bob attempts to gain control of the reigns. (NMR) Walt cracks the whip and his horses respond (+5). With a base speed of 20 and the +5 from VS, Walt charges down the track. With Jamie in his way, Walt pulls into lane III and passes him; but not before ramming Jamie's team. However, with a roll of 5 (-3) for light chariot, a 2 on the Ramtable produces no damage. Walt ends his turn at III/26. We have our first damage! Ken whips his team and gains an additional +1 VS. He moves 1/Out/2/Ram MarkG chariot/1/Ram MarkG horses/10 to end at V/14. MarkG chose to Hold and accept the attacks. The first attack on the car resulted in a roll of 14 (3d6) = defender damaged. With a roll of 7 (2d6) +3 for HC = 10, MarkG suffered 4 points of wheel damage. Check for flip die roll was 7 = no flip. The attack on the horses was far more devastating - With a roll of 10+3, MarkG suffered 5 points damage to his horse #1, resulting in death. There is now a bloody mess of guts and horseflesh in VI/3. MarkG will need to cut this dead horse free before he is able to move again. MarkR cracks the whip and his team responds (+6 VS). He moves 1 and then into Lane IV charging forward to pull next to Ken's horses, where he cracks the whip again with a Lash Attack. MarkR 5 vs. Ken 9 - Ken suffers 1endurance and gains 1MF next turn. MarkR then continues 5 more spaces toend at IV/20. MarkG recovers from the death of one of his horses. It cost him 2 MF to cut the horse free. With his remaining 13 MF, he charges forward and seeks some revenge against Ken with a Lash Attack against his horses. With rolls of MarkG - 7 vs Ken - 8, Ken suffers the loss of another Endurance and his horses will respond with +1 MF. The 2nd Turn is now complete with some interesting developments. Chris,
Jamie and Walt are clustered at the front of the pack ready to enter
the first turn. Rob makes his way inside from his outside starting
position to get set for the turn. Ken causes the first damage of
the game by killing one of MarkG's horse, but he pays for it as MarkR
and MarkG Lash his horses. |
| Turn1: | A couple of drivers start the game by using the whip to get their teams off to a fast start, and it worked for them. Rob jumped out to a quick lead, with Chris not far behind. In fact if Chris’ team hadn’t stumble at the start, he would be in the lead. Jamie’s team had the best start, and maintained a strong run to finish in third place. Not bad for starting on the inside lane. Walt performed well also coming from an inside lane to end his turn tied for fourth with MarkG. Bob’s team reacted to all the other teams running past them and took up the chase. They also end the turn tied for fourth, with Bob hanging on and not in charge. Ken’s team struggled to get that monster chariot to start moving, but they will be in play next turn. Even though MarkR was the first team to move, they didn’t make it very far, ending the turn in last place. |
| Turn0: | 9 joined September 2005: Board now ready, Rules & Tables completed: starting to set up |