Ludi Circenses Supremi Novae Romae

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Racing Factiones: Factio Praesina, Factio Albata‎, Factio Russata, Factio Veneta

Gladiator Schools: Ludus Praesinus, Ludus Albatus‎, Ludus Russatus, Ludus Venetus

Other pages of interest: Circenses/Munera Gladitoria/Venationes rules, Ludi pages, Aediles portal

Championships: Circenses Championship, Gladiatorial Championship, Cultural Championship


Contents

Introduction

The traditional and long-running Ludi Circenses - Classic, also referred to as the 'Story Version' virtual chariot race, has been around in Nova Roma since L. Arminio Ti. Galerio cos. MMDCCLX a.u.c.. This simple online-format competitive race has been used in numerous Nova Roman ludi across the years and polished through the delivery of great story tellers such as race hosts P. Annaeus Constantinus Placidus and A. Iulius Paterculus. This classic race style only requests a simple registration of entry from participating citizens and the selection of a single strategic approach from a list of six race tactics. The race is then run with a result determined by fixed odds manipulated through the roll of a die. The magic of this format comes from the story telling of the host that spins a story of drama, excitement and intrigue.

The Ludi Circenses Supremi Novae Romae, also referred to as the 'Super Series', is a new online virtual chariot race format first introduced in C. Cethego Q. Arrio (IV) cos. MMDCCLXXVI a.u.c. by D. Aurelius Ingeniarius, scriba aedilicius princeps, with the support of the aediles curules. The first exhibition races were run during the Ludi Megalenses and the Ludi Novi Romani of that year to great acclaim. The format was directly inspired by gaming mechanics and styles from Formula D (2008) by Asmodee and Qvadriga (2014) by Turnopia. In the Super Series, participants get a turn-based experience where they can select and modify their strategy through a selection from a set of moves. Although it inherently takes longer to run than the classic variant, the other benefit of this format is that it is intended to provide a visual experience for both participants and spectators.

Outline

Super Series races take place on a birds-eye view track marked with a grid square pattern. A participant can submit one or two racing augriga (chariot driver) defined by two different characteristics. The auriga will race a chariot with four horses, both or which are also defined by two different characteristics. Each turn of the race, racing participants select from a list of moves based on the visual layout of the track at the start of that turn. Turn order is based on characteristic of the chariot teams as well as racing order during the race. The outcome and success of various moves in the race, as well as performance in the corners, are determined based on set probabilities in relation to chariot team characteristics, position and unique die rolls. Race hosts will need to reference the rules and probabilities on this page as well as accessing resources for the race visuals and uniquely required die rolls.

Race Modes

The Super Series allows for two race modes: Single Race and Campaign. Single Race mode is used in most cases and particularly for use as an event in Nova Roman ludi. Single Race mode has the least complex setup and requires no ongoing management between races. Campaign mode is designed to host a series of races over a championship, either internationally or at the provincial level. Campaign mode is designed to start with novice racers who earn experience and develop skills over a number of races. This mode requires more setup and ongoing management between races.

Skill Characteristics

The three components of a chariot racing team are made up of an auriga, a chariot, and horses. Each of which have two characteristics.

Auriga Characteristics

Super Series - Skill.png improves cornering, making the tight curves on a track easier to take, and it also boosts results when crashing into or lacerating opponents. It is represented by tunic brightness. The lighter or brighter the factio racing color on the auriga, the better their Skill.

Super Series - Constitution.png is the auriga health. It reduces the risk of being stunned and decreases skill loss after taking damage. It is represented by head protection. The more present or elaborate the head protection, the better their Constitution.

Chariot Characteristics

Super Series - Quality.png improves acceleration of the chariot. You can see it reflected in the chariot with better materials. Acceleration is reflected in a race by providing a higher initiative over other equivalently positioned chariots.

Super Series - Size.png indicates weight or toughness categories which can either be light, medium and heavy. The heavier the chariot the more resistant it is to taking damage in sharp turns or crashes, and it causes more damage to opponents when colliding with them.

Horse Characteristics

Super Series - Speed.png upgrades increase the maximum speed the team can get (apart from whipping). The speed boost is often reflected by extra move spaces in any one given turn.

Super Series - Endurance.png upgrades the horses’ health. The more endurance you have the less speed you lose due to injuries caused by whipping, collision, or poor cornering. Decreased endurance will impact the maximum amount of spaces moved during any one given turn.

Turn Move Options

Super Series - Normal Orders.png

Racing participants have full autonomy in deciding how they move each turn. Racers choose from a selection of different moves to command their chariot through the course of the race.

Standard Move Orders

During the course of a race, chariot racing teams are able to select from a standard list of 15 moves, in most cases, where track or obstacles permit.

  • Left: Minor Displacement - This order commands the chariot to move one racing line to the left of the current position. If they are already in the left-most racing line of the track, this move does nothing.
  • Left: Medium Displacement - This order commands the chariot to move two racing lines to the left of the current position. If they are already in the left-most racing line of the track, this move does nothing.
  • Left: Major Displacement - This order commands the chariot to move three racing lines to the left of the current position. If they are already in the left-most most racing line of the track, this move does nothing.
  • Right: Minor Displacement - This order commands the chariot to move one racing line to the right of the current position. If they are already in the right-most racing line of the track, this move does nothing.
  • Right: Medium Displacement - This order commands the chariot to move two racing lines to the right of the current position. If they are already in the right-most racing line of the track, this move does nothing.
  • Right: Major Displacement - This order commands the chariot to move three racing lines to the right of the current position. If they are already in the right-most racing line of the track, this move does nothing.
  • Accelerate: Shake Reigns - This order changes the speed level of the chariot and increases it by one. The higher the speed level, the greater the number of spaces moved in a turn but at increased risk of hitting obstacles or losing control in a corner. Choosing this move when already at the maximum speed level does nothing.
  • Whip: Whip the Horses - At risk of hurting the horses, a racing team can gain increased move spaces on any given turn. This command will also increase the speed level of the chariot like Accelerate and can still be used even if at the maximum speed level.
  • Brake: Pull the Reigns - This order changes the speed level of the chariot and decreases it by one. The lower the speed level, the fewer the number of spaces moved in a turn but at lower risk of hitting obstacles or losing control in a corner. Choosing this move when already at the lowest speed level will bring the chariot to a complete stop.
  • Crash: To the Left - This order is an offensive move that will attempt to bring the chariot in contact with the chariot (or horses) to the left. This move is valid when starting adjacent to another chariot, when overtaking another chariot or from previously being overtaken by another chariot. Chariot Size difference is the most important factor for determing crash outcomes.
  • Crash: To the Right - This order is an offensive move that will attempt to bring the chariot in contact with the chariot (or horses) to the right. This move is valid when starting adjacent to another chariot, when overtaking another chariot or from previously being overtaken by another chariot. Chariot Size difference is the most important factor for determing crash outcomes.
  • Lacerate: To the Left - This order is an offensive move that will attempt to lacerate the horses or auriga of the chariot to the left. This move is valid when starting adjacent to another chariot, when overtaking another chariot, or from previously being overtaken by another chariot in the same turn. Results depend on the difference in Skill between aurigae. A successful Laceration to an auriga can result in a Stun and that auriga will be unable to make decisions in the next turn.
  • Lacerate: To the Right - This order is an offensive move that will attempt to lacerate the horses or auriga of the chariot to the right. This move is valid when starting adjacent to another chariot, when overtaking another chariot, or from previously being overtaken by another chariot in the same turn. Results depend on the difference in Skill between aurigae. A successful Laceration to an auriga can result in a Stun and that auriga will be unable to make decisions in the next turn.
  • Control: Ensure Stability - This order makes corners easier to take, still taking into account the chariot speed level. It is also helpful to prevent damaged wheels from falling apart.
  • Watch: Avoid Aggressions - This order will help mitigate the effects and reduce the liklihood of Crashes and Lacerations against the chariot. This order will maintain the current chariot speed level.

Race Start Move Orders

At the very beginning of a race, there are only limited moves available. This is all about getting the chariot moving in the first instance. After the first turn, then all standard move orders become available.

Super Series - First Orders.png

Race Start Move Orders

If a chariot takes on too much damage or a chariot takes a corner too quickly, the chariot could flip, in what is called naufragia. Assuming the auriga survives, a race participant can really only seek to have the auriga hang on for dear life or otherwise seek to roll away to safety.

Super Series - Flipped Chariot.png

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