Overview
Ave Caesar is a chariot racing game set in ancient Rome’s Circus Maximus. Three to six players compete in multi-lap races by playing numbered movement cards to advance their chariots around the track. Each player must visit the Imperial Alley once per race to pay tribute to Caesar. The game is played as a tournament of multiple races, and the player with the most points after all races wins.
Components
- 1 double-sided game board (Side A and Side B with different courses)
- 6 chariots
- 6 coins (tribute tokens)
- 6 sets of 24 race cards each (composition: 4x “1”, 4x “2”, 4x “3”, 4x “4”, 4x “5”, 4x “6”; total 84 movement points per set)
Setup
- Select a race course:
- 3-4 players: Side A, white course, clockwise
- 5-6 players: Side B, yellow course, clockwise
- Each player takes a chariot, a coin, and one colour set of race cards.
- Determine starting positions: each player cuts their deck; highest card gets position 1. Ties re-cut.
- Players place chariots on starting positions in order.
- Each player shuffles all their cards (including the cut card).
- Each player draws 3 cards as their starting hand.
Track lengths:
- Side A: 26-space laps + 1-space Imperial Alley = 79-space race (3 laps) + 1 to cross finish = 80 total
- Side B: 25-space laps + 2-space Imperial Alley = 77-space race (3 laps) + 1 to cross finish = 78 total
Spare movement points: 3-4 players have ~4 points to spare; 5-6 players have ~6 points to spare.
Turn Structure
Players take turns in clockwise order. On each turn:
- Play 1 race card from your hand.
- Move your chariot forward exactly the number of spaces shown on the card.
- Draw 1 card from your deck to refill your hand to 3 cards.
Actions
Movement Rules
- Forward only: Chariots must move forwards, never backwards or sideways.
- Lane changes: Chariots may change lanes at every dashed line by moving diagonally forward to the adjacent lane.
- Mandatory play: You must play a card and move on your turn, even if disadvantageous. A chariot must move exactly the number of spaces shown.
- Cannot move: If no card in your hand allows a legal move, you miss your turn (do not play a card).
- One chariot per space: Each space can hold only one chariot.
- No jumping: A chariot may never jump over another chariot. The only way to overtake is in another lane.
- No wall crossing: A chariot may never cross a wall.
- Leader restriction: The leading chariot(s) may not play a 6, except at the start of the race. If the leader has only 6s in hand, they miss turns until overtaken. Exception: if the leader cannot be passed (e.g., narrow lane) and has only 6s, they may play a 6.
The Imperial Alley
- Every chariot must stop in the Imperial Alley exactly once per race, during the 1st or 2nd lap.
- Upon stopping, the player shouts “Ave Caesar!” and discards their coin.
- If blocked from entering the Imperial Alley on the 2nd lap while still holding the coin, the player must wait (miss turns) until the alley is free.
Non-Player Chariots
- Empty starting positions are filled with non-player chariots to ensure a full grid.
- Non-player chariots receive cards and coins but play the top card from their deck (no hand selection).
- They move to their best advantage (majority of players decides disputes; trailing player breaks ties).
- Non-player chariots that run out of cards are removed from play.
- If a non-player cannot use their drawn card, it goes back under the deck without moving.
- Non-players attempt to stop in the Imperial Alley on the 1st lap.
Scoring / Victory Conditions
Race Scoring
| Position |
Points |
| 1st |
6 |
| 2nd |
4 |
| 3rd |
3 |
| 4th |
2 |
| 5th |
1 |
| 6th |
0 |
- A chariot that runs out of cards before finishing scores 0 points.
- Non-player chariots do not score but occupy finishing positions.
- The first chariot past the finish line after completing 3 laps and visiting the Imperial Alley wins the race.
Tournament Winner
- Play 4 races (recommended). The player with the most total points wins the tournament.
- The loser of the previous race gets starting position 1 in the next race; others follow clockwise.
Recommended Course Rotation
| Race |
3-4 Players |
5-6 Players |
| 1 |
A, white, clockwise |
B, yellow, clockwise |
| 2 |
A, blue, clockwise |
B, red, clockwise |
| 3 |
A, white, anticlockwise |
B, yellow, anticlockwise |
| 4 |
A, blue, anticlockwise |
B, red, anticlockwise |
Special Rules & Edge Cases
- Exactly stated movement: You must move exactly the number on the card played. You cannot stop short.
- Leader definition: Typically the innermost chariot when several are neck-and-neck in a curve. Multiple chariots may be “leaders” simultaneously.
- Card total management: Cards total exactly 84 movement points per deck. Efficient route selection is critical; wasting points can leave you unable to finish.
Optional Variants
- Starting positions (variant): Winner of last race takes position 1; others follow in finishing order.
- Missed turns (variant): On a missed turn, put a card at the bottom of your deck and draw a replacement.
- Crash and burn (variant): A leader with only 6s crashes, blocking that square for the rest of the race. If this prevents anyone from finishing, no points are awarded.
- Dishonour (variant): If blocked from the Imperial Alley, you must still move. Failing to pay tribute results in execution and 0 points.
- Ausgebremst scoring (variant): Points become 9 / 6 / 4 / 3 / 2 / 1.
Player Reference
Turn: Play 1 card → Move exactly that many spaces → Draw to 3 cards
Race: 3 laps + 1 mandatory Imperial Alley stop + cross finish line
| Scoring: 1st: 6 |
2nd: 4 |
3rd: 3 |
4th: 2 |
5th: 1 |
6th: 0 |
Key Constraints:
- Forward only, no jumping, one per space
- Leaders cannot play 6 (except start or if blocked in narrow lane)
- Must visit Imperial Alley on lap 1 or 2
- 84 total movement points per deck