Ave Caesar

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. Select a race course:
    • 3-4 players: Side A, white course, clockwise
    • 5-6 players: Side B, yellow course, clockwise
  2. Each player takes a chariot, a coin, and one colour set of race cards.
  3. Determine starting positions: each player cuts their deck; highest card gets position 1. Ties re-cut.
  4. Players place chariots on starting positions in order.
  5. Each player shuffles all their cards (including the cut card).
  6. Each player draws 3 cards as their starting hand.

Track lengths:

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:

  1. Play 1 race card from your hand.
  2. Move your chariot forward exactly the number of spaces shown on the card.
  3. Draw 1 card from your deck to refill your hand to 3 cards.

Actions

Movement Rules

  1. Forward only: Chariots must move forwards, never backwards or sideways.
  2. Lane changes: Chariots may change lanes at every dashed line by moving diagonally forward to the adjacent lane.
  3. 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.
  4. Cannot move: If no card in your hand allows a legal move, you miss your turn (do not play a card).
  5. One chariot per space: Each space can hold only one chariot.
  6. No jumping: A chariot may never jump over another chariot. The only way to overtake is in another lane.
  7. No wall crossing: A chariot may never cross a wall.
  8. 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

Non-Player Chariots

Scoring / Victory Conditions

Race Scoring

Position Points
1st 6
2nd 4
3rd 3
4th 2
5th 1
6th 0

Tournament Winner

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

Optional Variants

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: