Game Info
Year
2016
Players
2-6
Age
8+
Playtime
35 min
Complexity
1.5/5
Collection
Your Tier
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Description
A chariot racing game in ancient Rome where players manage speed and damage and use favors to influence dice
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
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Video u94qC9UgrCg
Game Boy Geek Review at 0:07 sentiment: negative
video_pk 37862 · mention_pk 113774
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- Some interesting decision points within the racing loop
- The illusion of deep control and potential for strategic planning
- Two chariot option adds variety per player
- Advanced board variation introduces additional variability and replay possibilities
Cons
- Excessive downtime with five or six players
- Engagement largely lacking and not gripping or memorable
- Mechanics feel underwhelming and fail to deliver a compelling sense of control
- Overall impression is average rather than exciting; randomness can overshadow strategy
Thematic elements
- Racing spectacle with tactical maneuvering, aggression through hazards, and resource management via fate and damage
- A competitive chariot race set in a stylized ancient-like arena with multiple lanes, where players must balance speed, hazards, and fate as they try to complete two laps first.
- Arcade/abstract racing with episodic events and a strong emphasis on player interaction and turn-by-turn swinginess.
Comparison games
none
Mechanics (from transcript analysis)
- advanced_board — A variant board with additional objects and dangers that can abruptly end races, increasing variability between sessions.
- attacks_and_obstacles — Hazards like javelins and cow chops can damage opponents and disrupt positions, increasing interaction and volatility.
- Catch-up — Players can change lanes to optimize position, adding strategic depth to overtaking and blocking rivals.
- Combat: Damage Based — Chariot damage accumulates and reduces effectiveness; reaching zero damage eliminates a chariot from the race.
- damage_track — Chariot damage accumulates and reduces effectiveness; reaching zero damage eliminates a chariot from the race.
- Dice rolling — Movement and speed are driven by rolling dice, introducing element of chance that players manage as they progress along the track.
- dice_rolling — Movement and speed are driven by rolling dice, introducing element of chance that players manage as they progress along the track.
- fate_currency — A resource system that can be spent to alter outcomes, repair damage, or enable additional rerolls, creating strategic pressure points.
- lane_changing_and_positioning — Players can change lanes to optimize position, adding strategic depth to overtaking and blocking rivals.
- move_speed_vs_control — A core tension in the game: going faster increases progress but reduces control and the number of dice you roll, creating a push-pull dynamic.
- re_rolls — Players have opportunities to reroll dice to improve outcomes, providing a buffering mechanism against bad luck but not eliminating risk entirely.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Chariot races for two to six players, and you're trying to be the first to race around two laps in the race.
- I did not find the game engaging.
- Has way too much downtime with five or six players.
- The decision-making itself, as it's somewhat interesting, it really didn't grab any one of us that I played it.
- The game was sort of average at best. I felt like it gave you the illusion that you had a lot of control.
- So, in this, I was a little bit disappointed.
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