Circus Maximus Tables(For more details see the actual Board Game Rules) Return to Home page

List of Tables: Return to Rules, Return to Game Circus1
Team Speed/Endurance, Corner Strain Chart, Driver Lash Attack Table, Damage to Cars, Wheel damage effect
Horse Injury Chart, Wreck Location, Critical Hits, Running Over Wrecks 

The chariot specifications may be improved by adding a total of 4 Preparation Points to the various categories:

Categories Driver Mod Car Team speed Endurance
Specifications 0 +1 +2 Light Normal Heavy Slow Normal Fast Low Normal High
Prep Points 0 1 2 0 1 2 0 1 2 0 1 2
Driver Hits are determined by random die roll (1d6) & adding the Driver Mod to give 1=5, 2=6, 3=6, 4=7, 5=7, 6=8, 7=9, 8=10 Driver Hits.

The Team Speed category determines the row of the Team Speed Chart to be cross indexed with a die roll to determine the Team Speed: The four numbers in each box represent each horses speed/strength rating (4 horses per chariot).
The
Endurance category determines the row of the Endurance Chart to be cross indexed with a die roll to determine the Team Endurance:

Team Speed (=Horses1-4 in box) Endurance
Category/Die 1 2 3 4 5 6 Category/Die 1 2 3 4 5 6
2 7447 7536 7545 7436 6446 7435 2 74 71 68 65 62 59
1 6445 6435 5445 6335 5435 5335 1 55 52 49 46 43 40
0 5434 4444 5325 5424 5324 4334 0 36 33 30 27 24 21
Corner Strain Chart No of Strain/Flip points   Legend
Dice Roll - DCM 1 2 3 4 5 6 7 8 9+  
<5 - - - - - - - - -   - No effect
5 - - - - - - - - S   S Sideslip
6 - - - - - - - S SS   SS Double Sideslip
7 - - - - - - S SS J   J Jostled
8 - - - - - S SS J LH   LH Left outside horse injured
9 - - - - S SS J LH RH   RH Right outside horse injured
10 - - - S SS J LH RH FP   FP Flip
11 - - S SS J LH RH FP FP      
12 - S SS J LH RH FP FP FP      
13 S SS J LH RH FP FP FP FP      
14 SS J LH RH FP FP FP FP FP      
15 J LH RH FP FP FP FP FP FP      
16 LH RH FP FP FP FP FP FP FP      
17 RH FP FP FP FP FP FP FP FP      
>17 FP FP FP FP FP FP FP FP FP      
Driver Lash Attack Table

Lash Factor

  Legend
Dice Roll -4 -3 -2 -1 0 +1 +2 +3 +4 +5  
2 M M B G W M S - M G   - No Effect
3 G M G B B W B S G S   B Brake
4 B - W M B B W G M B   S Swerve
5 G B M W M M G B S S   M Movement Loss
6 - G B B W G M M B W   W Wound
7 G - G G G S S S S S   G Whip grabbed
8 - G - - S W W W W W      
9 M M M S - - - B W B      
10 M W S - - B B W - M      
11 W S - M B - B - B -      
12 S M - W M B - M B B      
Damage to Cars
Die Roll & 
CDM Difference
Result
< 7 attacker's car damaged
7-9 both cars damaged
10-12 no effect
>12 defender's car damaged
Wheel damage effect Horse Injury Chart
Dice Roll Wheel Damage Die Roll Horse Injury
0-4 1 point 0-5 no injury
5-7 2 points 6-8 1 injury point
8-9 3 points 9-10 2 injury points
10-11 4 points 11 3 injury points
12 5 points 12 4 injury points
13 6 points 13 5 injury points
14 7 points 14 6 injury points
15 8 points 15 8 injury points
Wreck Location
Dice Roll Wreck Location
2 1 lane left, 3 squares forward
3 2 lanes right, 5 squares forward
4 remain in square of flip
5 same lane, 2 squares forward
6 same lane, 1 square forward
7 1 lane right, 3 squares forward
8 1 lane left, 1 square forward
9 1 lane right, 4 squares forward
10 3 lanes right, 2 squares forward
11 4 lanes right, 6 squares forward
12 3 lanes left, 4 squares forward
Critical Hits
Dice Roll Results
2 Defender entangled by whip and pulled out of car (see Dragged Drivers in rules). Attacker loses his whip
3 Severe wound - Reduce Driver Modifier by 1
4 Arm wound - Defender must halve all future voluntary strain die rolls (fractions rounded up) and the resulting endurance costs for the duration of the race.
5 Eye wound - Vision obscured. defender may not evade future attacks from the side of the chariot on which he was just lashed. Defender may brake normally, and evade attacks from the opposite side of the chariot normally.
6 Defender taken by surprise. Repeat original lash attack with one less lash factor. The attacker need not pay an extra movement factor for this additional attack.
7 Deep wound - take one more hit vs. driver
8-11 No effect
12 Defender entangled by whip. Both players roll 2 dice and add their current number of unmarked driver hit boxes. The driver with the highest total pulls his opponent from his car (see Dragged Drivers). Regardless of outcome, attacker loses his whip.
Running Over Wrecks
Dice Roll
-CDM
Result
< 9 No effect. Chariot passes over wreckage safely
9-10 Driver jostled. Treat as a normal 'J' result
11 Car damaged. Roll one die for each wheel, subtract 3 from each roll, and take the result as damage points 
on the wheel. A final die roll of 0 or less means no damage was sustained on that wheel in the jump.
12-13 Horses hobbled. Roll a die for each horse, subtracting 3 from each roll. The result is the number of damage points
 suffered by each horse. Reduce its speed and the team maximum speed accordingly.
14 Horses seriously hobbled. Treat as above but without any subtraction from each die roll.
15-16 Chariot Flip danger. Check as if straining in a corner (maximum safe speed over a wreck is 1).
> 16 Chariot Flip

List of Tables: Return to Rules
Team Speed/Endurance, Corner Strain Chart, Driver Lash Attack Table, Damage to Cars, Wheel damage effect
Horse Injury Chart, Wreck Location, Critical Hits, Running Over Wrecks