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CHARIOT RACE AT CARTHAGE CIRCLE RULES
NOTE: This is the way the rules were written. I have no further clarification, sorry.

GETTING STARTED

If four players: Each player runs a chariot.

If three players: Remove the WHITE chariot, the FATUM (or Destiny) card (MALEDICTION TABLETS FOR THE WHITE ONES), and the CURRICULUM (or Resume) cards numbered 7, 8, 9, 16, 24 and 25.

If two players: Each player runs two chariots. Have the BLUE and the RED ones fight the GREEN and the WHITE, as was commonplace in ancient times.

Set up the circus arena (see figure # 1). The spina (relief) is in the center with the four series of wood cues placed according to their color. The arena is made up of four tracks numbered I, II, III and IV at the start with a red line across showing the arrival. The tracks are marked out with squares:
...The squares marked C send you back to the CURRICULUM (or Resume) cards for the race.
...The squares marked F send you back to the FATUM (or Destiny) cards.
...The symbol squares =
......MOVE ONE SQUARE FORWARD -> (straight forward)
......MOVE TWO SQUARES FORWARD --> (as you like)
......MOVE THREE SQUARES BACKWARD ---< (as you like)
......MOVE UP TO THE MILEAGE STONE -> ! (the next closest one)
...The symbol squares corresponding to certain FATUM (or Destiny) cards are =

ATTENTION: Before playing for the first time, it is advisable to get acquainted with the game board and all the FATUM (or Destiny) cards.

Each player throws the dice. The one who gets the highest number selects their color and places the chariot on track number one at the start. Each succeeding player follows suit.

The player of track number one shuffles the CURRICULUM cards and puts them outside of the arena face down. They then shuffle the FATUM cards and deals them one by one to each player, starting at their left, until there are none left.

Each player displays their FATUM cards in front of them so they are visible to everyone.

The player on track one throws the dice and moves forward the same number of squares as points on the dice (see below). The other players will follow clockwise.

HOW TO MOVE CHARIOTS

When the number shown on the dice is an EVEN number, the chariot will run straight along the same track.

When the number shown on the dice is an ODD number, the chariot can either run straight forward, move sideways or a combination of straight forward and sideways. Chariots NEVER run diagonally.

OCCUPIED SQUARES

In the case of an EVEN number, your chariot MUST stop behind the other chariot blocking its way. Any additional moves are forfeited. The only exception to this is in a space marked WRECK (see below).

In the case of an ODD number, you MUST (if able) pass on either side through the sideways motion.

A chariot shall NEVER jump over another chariot.

THE SQUARES

CURRICULUM SQUARES or "C" SQUARES (RESUME)
If your chariot stops on a "C" square, pick up the top card of the CURRICULUM deck, read the inscription aloud and carefully follow the instructions. Afterwards, put it back under the deck. If the card concerns other players or orders any to do something, to do something, they shall comply, too.

FATUM or "F" SQUARES
If your chariot stops on a "F" square, you must exchange one of your FATUM cards with one FATUM card from your neighbor to your right. You may choose the cards to be exchanged.

SYMBOL SQUARES
If your chariot stops on a SYMBOL square, follow the instructions.

If your chariot stops on a FATUM SYMBOL square, and you have that card in your hand, follow the instructions. If you do not have the card, stay where you are until your next turn.

WRECK

If your chariot lands on a WRECK square and if you have the WRECK card in your hand, your chariot is blocked. It can be saved by:
(a) If you have the EPONE GODDESS, VICTORY or SWORD card in your hand, You can resume the game on your next turn.
(b) If another chariot liberates you by taking your place. This chariot will then be in a WRECK position. That player then receives the WRECK card in exchange for a FATUM card from their hand.

Are not concerned by the CURRICULUM cards all blocked chariots (TILTED OVER ON THE SIDEWAYS or WRECKED). But those chariots still participate in the exchange of the FATUM cards.

ARRIVAL LINE

Whenever a chariot crosses the Arrival Line, the player shall not forget to take a wood cue on the spina (central structure). The first player to have gathered their seven wood cues will be declared the winner of the race.

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