I’ve been reigning in my spending on Kickstarter projects the
past year or so. I’m supporting only the really outstanding
roleplaying books or board games: those that cater to my interests
with mechanics suitable for my young son yet intuitive and innovative
enough for me, all at the right price. So I was pleasantly surprised
to learn of Matt Leacock’s Chariot Race, even more so after
I looked at the Kickstarter page and read the rules posted there. The
game distills elements of a classic theme I enjoy and mixes them with
some innovative mechanics for an exciting yet “casual” chariot
racing board game.
I say “casual” in that it’s not serious fare like the
classic Avalon Hill title Circus Maximus, which infused the
ancient chariot racing theme with wargame-complexity rules. I don’t
own a copy of that venerable game, but we’ve played it before at
the friendly, regional game conventions in Williamsburg, VA. Someone
usually brings their immense, 25mm-scale game mat, architectural
embellishments, and detailed chariot models; each player gets a
laminated sheet for chariot, horse, and charioteer stats, with a
dry-erase marker to note stats and changes during the game. The
Little Guy joined a game earlier this year and though he was a bit
timid in his racing tactics, he seemed to enjoy the spectacle,
especially when chariots overturned and crashed. Ancient history
remains one of my many interests, so Circus Maximus
intrigued me. Yet the complexity of the rules – even those probably
simplified for more streamlined convention play with a knowledgeable
referee – left me yearning for something more accessible. Certainly
the spectacle of a huge 25mm-scale set-up at the convention impressed
me, but I didn’t have the patience to track down an out-of-print
wargame and then immerse myself in its intricate rules...or try to
teach them to an easily distracted six year-old.
When I heard about Leacock’s Chariot Race I was
cautiously intrigued. The game appealed to my interest in ancient
history, my enjoyment of the chariot race in the original Ben Hur
film, and my appreciation for rules that offer plenty of player
choice for strategy in an intuitive format suitable for casual board
game play. The game seemed to deliver on the “casual board game”
end of things: appropriate for 2-6 players ages 8+, with an estimated
30-40 minutes play time. The Kickstarter particulars seemed fair to
me: $24 plus $5 shipping in the continental United States, delivered
in December (Eagle-Gryphon Games is manufacturing Chariot Race
now in cooperation with co-producer Pegasus Spiele in Germany, which
is releasing it through retail channels in Europe). Components
include a double-sided race track board, six chariot boards with
pointed clips to track stats, caltrop marker cubes, lap counters,
cardboard, stand-up chariot pieces, and five custom dice. I’ll
admit the title wasn’t terribly inspiring, the chariot stand-ups
seemed slightly underwhelming, and the stat card clips looked like
office-store surplus, but after examining the eight-page, full-color
rules PDF, became convinced that Chariot Race was worth my
support.
Matt Leacock brings his experience in game design and innovation
to Chariot Race. I’ve not played his Roll Through the
Ages games or the copy of Pandemic on my shelves, but
we’ve thoroughly enjoyed the challenging cooperative play in
Forbidden Island more times than I can remember. At first
glance Chariot Race might look like a Circus Maximus
knock-off, but it re-interprets wargaming elements of that game in a
wholly original, family friendly board game format for the genre.
Players pick a chariot and board on which to track three key stats:
damage, speed, and fate. Each is listed on a track along one of three
sides, with the clips used to point to the particular values. Damage
reflects various factors like the chariot’s structural integrity,
fatigue on the team of horses, and physical damage inflicted on the
charioteer. Speed represents the number of spaces players move each
turn; players increase or decrease speed and change lanes based on
die rolls, but the higher their speed the lower the number of dice
they roll each turn. Fate points, represented by the goddess Fortuna,
allow players to repair damage, re-roll dice, or even choose the
particular result on one die.
Starting with the lead chariot on the track, players take a series
of actions. They first have the option to call on Fortuna to repair
damage (assuming they have fate points). They must adjust their speed
downward if it begins the turn higher than the chariot’s damage
tally. After rolling a number of dice as indicated by the current
speed, they can re-roll any number of dice once; spending two fate
points allows a player to either re-roll any number of dice again or
turn one die to a particular face (and players can do this repeatedly
if the can pay the fate point cost). Symbols on the dice give players
various options in the move and attack phases: the veering arrows
(the only symbol on two die faces) enable a lane change; the face
with javelin and caltrops allows a player to attack others, leaving
caltrops in one space they’ve passed through (damaging the next
chariot to pass through that space) or hurling a javelin at someone
within two spaces (automatically inflicting one point of damage); two
faces affect speed, either increasing/decreasing it by one point or
increasing it by two points (and causing a point of damage); the last
face, that of Fortuna, gives the player a point of fate. The player
then moves a number of spaces equal to their speed, veering around
others if they can, ramming them if they want (inflicting two points
of damage on each chariot). Speeding through a turn can also inflict
damage if the chariot’s going at a greater speed than that listed
on the lane in the curve. If, at the end of a turn, any chariot has
made two circuits around the track, the game ends with the
front-runner as the winner.
Managing the dice within the parameters of re-rolls and Fortuna
can enable or limit players in their movement and maneuvering around
the track. They also give opportunities for outright attacks and
ramming. The dice help determine what choices players must make each
turn. Do they spend fate points to re-roll dice? Can they manage
their speed with the final dice results? Do they ram someone ahead or
veer around them? Front-runners must out-strip their opponents, who
can come up from behind and attack and ram.
Chariot Race incorporates several elements I particularly
enjoy: the ancient history theme; the vulnerability of the
front-runner; dice management and push-your-luck elements similar to
that used in King of Tokyo; plenty of player choices generated
by that dice mechanic; and multiple ways to use Fortuna to enhance
one’s position. Much as I enjoyed our refereed convention
experience with Circus Maximus, Chariot Race looks like it can
deliver a similarly thrilling experience to our tabletop with some
family friendly rules.
Want to review the rules for yourself? Download the PDF of the eight-page,
full color rulebook from the Kickstarter campaign website. The
game recently reached its funding goal on Kickstarter and it has no
stretch goals; since it’s already in production, it’ll be ready
to ship in time for the holidays. If the chariot racing theme
attracts you and you’re looking for a game with lighter mechanics
than the wargame-style Circus Maximus, Chariot Race might be
the right game for you. I’ve already made my pledge for a copy and
look forward to receiving it in time for my holiday gaming season.
It’ll also provide a good excuse to watch Ben Hur with the
family.
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