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  • Games from the Crypt #3: Circus Imperium - a Quintessential Fun First Design

Games from the Crypt #3: Circus Imperium - a Quintessential Fun First Design

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Games from the Crypt #3: Circus Imperium - a Quintessential Fun First Design
There Will Be Games

From orcs frenzying last week to beasts frenzying this week, we look at what I think is the most fun racing game created.  Mind you, it isn’t necessarily the most realistic or the best in terms of mechanics; rather, it is just damn fun.  I have never played Circus Maximus, but just scanning the rules, it seems to be too serious in comparison.

Circus Imperium, published by FASA, is a game of futuristic racing by hover chariots (termed Grav Chariots) that are pulled by mutant lions.  The game has everything that an Ameritrash Chariot game should have: snarling beasts, drivers, gladiators, the ability to leap from chariot to chariot, cutting beasts free and riding them, laser beams, etc.    Usually I could not care less about the manner in which the rules are written and become quite irritated when some ill-conceived attempt of humor is included (I am looking at you, Dungeon Lords); however, the Circus Imperium rulebook is filled with dark humor and is a delight to read. 

Generally, the goal is to be the first chariot driver to complete three laps – you can complete the race on your own chariot, someone else’s chariot, riding a beast, or on foot.  Sometime the latter two is the only way to finish as everything involved is up for destruction, including the beasts, the chariot itself, the driver, and the gladiator who rides along for attacking and defense on the chariot.  The game comes with two paper race tracks; one is a small lap and the other is a larger course set up as a figure eight, allowing chariot battles in the cross-section of the figure eight.  Obviously, the only track to play with is the figure eight track.   

Movement is fairly simple and based on the health of your beasts; the healthier the beast, the further that you move.  The only way to modify this amount is to whip your beasts or to draw a cornering card.  The former runs the risk of causing your beasts to go into a frenzy, where you lose complete control of them as they sprint through the track.  Often times, the only way to stop frenzying beasts is to have them run head long into a wall where they temporarily knock themselves out.  After each lap, the controls of the game shoot the last place chariot with a laser, causing the beasts to frenzy and mayhem to ensue.  Frenzying can be to some advantage as your beasts will begin to indiscriminately attacking chariots that come in front of them, causing damage to chariots or other beasts.  Cornering cards are drawn when your speed exceeds the corner rating – about the only similarity to other racing games – where more bad things can happen.  Adding to the raucous atmosphere is the fact that the cornering cards contain chants the other players should cheer; needless to say, the game can quickly grow out of control.

Anything and everything in this game can be destroyed or be killed.  The beasts have 60 hit points, and in most games this has not been enough.  Likewise, the driver and gladiators each have hit points (10 apiece) that can be depleted by gladiatorial combat or attacks from beasts if they are unlucky enough to be on foot.  Additionally, the chariot itself can be obliterated through beast attacks or wall collisions.  If a driver finds themselves in such a situation, then they can attempt to hijack another chariot, cut their beats loose and attempt to ride them to the finish (very difficult to do), or make it across on foot (also very difficult to do since they can only move a square a turn). 

In addition to this, there are optional rules that add three potential species each with their own advantages and disadvantages – we often just roll up a species at random.  There are also rules for various attacks like whipping other teams’ beasts or drivers.  The gladiator rules take advantage of various weapons like spears, swords, nets, etc.  In actuality, these are somewhat disappointing because why would anti-gravity chariots in an arena that shoots lasers be equipped with medieval weapons. 

To “sci-fi it up”, we developed an integration with Epic Duels, using the character decks as attack cards between chariots.   This introduces some ranged attacks, special attacks, and some special rules for the likelihood of beast frenzying to be inversely proportional to the “force” in a given player.  To win, the main character (driver) has to make it three laps while the minor character’s serve as gladiatorial support.  At the beginning of the game, the main character cannot make attacks as they are busy controlling the beasts – to switch with the minor character so they can attack, it costs a turn and a chance for the beasts to frenzy.  Last time we played Darth Vader beheaded a pair of beasts at the finish line and then walked across for the victory.

Worth tracking down?  Yes.  Well, yes if you like race games and a fair dose of unpredictability.  Strategy exists but it is more planning within chaos.  Clearly, I think it is great but it won’t be for the more serious “racer” looking for a simulation or anything of the like.   

There Will Be Games
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