Circus Maximus

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

Overview

Circus Maximus is a chariot racing game set in ancient Rome. Players control chariots racing around a track, managing speed, position, and attacks on rivals. The game simulates the deadly spectacle of Roman chariot races with detailed rules for movement, cornering, combat, and chariot damage. Players must complete a set number of laps while navigating tight corners, avoiding flips, and potentially attacking other chariots. The last chariot to complete the required laps (or the first to cross the finish) wins.

Components

Setup

  1. Determine number of players (2-12) and chariots. Each player controls at least 1 chariot.
  2. Each player fills out a Chariot Race Log, allocating Preparation Points among: Horse Endurance, Driver Skill, Chariot Structure, and Equipment.
  3. Determine starting positions (start lanes) through a random process or bidding.
  4. Place chariot counters in starting lanes.
  5. Set egg and dolphin lap counters.
  6. Appoint a Racing Steward to manage simultaneous movement and disputes.

Turn Structure

Each game turn represents a short burst of racing time. The sequence of play:

  1. Movement Order Preparation: All players simultaneously and secretly plan their movement for the turn, writing it on their Race Log.
  2. First Movement Phase: Chariots move in order (fastest first, or by position). Execute planned movement.
  3. Second Movement Phase: Some chariots may have a second movement phase if their speed warrants it.
  4. Further Phases: Resolve any additional movement phases, attacks, and consequences.

Actions

Movement

Movement is planned in advance using notation that specifies:

Cornering

Corners are the most dangerous part of the track. Chariots in inner lanes risk flipping if going too fast. Corner strain resolution involves dice rolls based on speed, lane position, and chariot condition. Failing a corner check can result in a chariot flip (crash).

Combat

Chariot Flip

A chariot flips (crashes) when:

Flipped chariots may scatter debris on the track, creating additional hazards.

Damage

Damage is tracked on the Race Log across categories:

Scoring / Victory Conditions

The first chariot to complete the required number of laps (typically 3 or 7) wins the race. Chariots that flip or are destroyed are eliminated. If playing a campaign with multiple races, accumulated prize money and chariot improvements determine overall winners.

Optional Betting: Players may bet on race outcomes before and during the race using the provided betting sheets.

Special Rules & Edge Cases

Player Reference

Turn flow: Plan movement secretly > Execute movement (fastest first) > Resolve attacks > Check for flips

Corner danger: Inside lane + high speed = flip risk. Reduce speed or take outside lane.

Key stats:

Win: First to complete required laps, or last chariot standing.