Unlike the uber chart-heavy tables of Avalon Hill's game and a large record sheet for each player to log speed, damage etc., all this is handled very effectively by player boards [again shown above]. Each chariot in play has such a display. They are quite thin card stock, but work fine to chart endurance, rattled status, tactics and speed. These are all recorded on the various tracks with cardboard markers whose size and quality tend to mean that they aren't subject to problems of being displaced, but it can be very easy to forget which actions need a loss of endurance or increase in damage. This is especially true when the action hots up and chariots are vying for position.
That's a lot of potential harm coming your way! So, is there any way to mitigate it? First and foremost you can use Tactics points. For each Tactic point you pay, you draw one less Action card. The rules would have you draw all 7 cards and then return as many cards to the deck as Tactic points you spend. That process is carried out without revealing or knowing what is on the Action cards. A far simpler and quicker process which we've adopted is to pay the Tactics points and then draw the requisite number of cards. Continuing the example above, needing to draw 7 cards, you decide to pay 4 Tactics points and so draw only 3 cards.
How you execute these cards is an equally effective refinement to many race games. For each space you enter you reveal one of the cards and follow the symbols on the top line [appropriately labelled "corner" - sometimes "no effect" ensues at others loss of endurance or swerving or gaining a Rattle point [consider the latter to be a type of damage point, either directly to the chariot or to the charioteer's mental or physical state]. If you've drawn rather a lot of cards, you may even find yourself having to continue to play out the remaining ones as you start your movement on the next turn!
Adding a few other refinements to play are the Fate cards, Charioteer Skill cards and two dice. Starting with 4th Round of play, the first player to take their turn rolls the Fate die which provides a small bonus for all players or the draw of a Fate card. The other die in the game can be rolled for the cost of losing an Endurance point by each player on their turn to gain from 1 to 3 extra movement points.
The last item is the Chariot Skill cards - each player draws one at the beginning of the game to give an individual ability. This is the one and only feature I have some reservations about as the Skills do seem to vary considerably in the quality of their benefits. This is particularly true of the card that allows a Charioteer to look at the Initiative Deck and move one card to whichever place they like in the Deck - no surprise that the player with this card tends to place their card first in the Deck! More about that in the following view of game play.
So, how does it play? Well my view is that it depends quite a lot on how you play the game! My first experience with a large group of players was underwhelming. As mentioned above, one player drew the Skill card that allowed him to manipulate the Initiative Deck, placed himself first and romped home in that position!
However, there was a distinct lack of player interaction i.e. except for myself and one other player, virtually no one chose to whip or ram their opponents. Verdict by the group: too simple, unbalanced not a great deal of fun. My verdict - that's not how the game should be played. If the central mechanic of a game depends on Action cards for which three-quarters of the decisions involve whipping, ramming and actions that lead to Danger, then not taking actions that involve them is missing out on a major aspect of the game.
Boxing in opponents so that they are forced to overtake, whipping and ramming fairly frequently, focusing on not giving the lead player/s an easy ride produces a much more dynamic and exciting experience. Chariots/charioteers will fail to make it to the end of the race, their chariots left behind as debris and potential obstacles. The game becomes a real contest, the turn of an individual card becomes far more crucial at times. Tactics points rapidly get spent and become far more critical a need and all the elements of the game come in to play.
I've already praised the way cornering is dealt with. I'm equally in favour of this game's use of a randomly shuffled set of Initiative cards, one for each chariot, that not only determines the order in which chariots move, but as one card is revealed at a time means that there. So many race type games suffer from the leader-goes-first mechanic and should you decide that the power of the Charioteer Skill that would allow the owner of it always to go first is too much, then it's easy enough to house-rule a modification to how often it can be used - though my advice would be just gang up on said leader!
So, whip up your horses [and whip your opponents] - oh, and don't forget to point your chariot in the right direction!
As always thanks to Victory Point Games for providing a review copy.
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