HIPPOMANIA







INTRODUCTION
Card game for 4 players.
Chariot Racing in the Roman Circus Maximus circa 50 AD.
Each player controls one Chariot.
A game represents a single race. 

RULES
4 Chariots in a race.
Each Chariot has 4 Horses & 1 Charioteer. 
The race is 7 Laps around the central Spine (rail). 

VICTORY
Control the lead Chariot at the end of 7 Laps.
You automatically win if all the other Teams Crash (Wreck).  
The Winning Charioteer gets 1D6 X $1000 Sesterces. 

DICE 
Six sided dice are needed.

PLACE MARKERS
Use 4 Markers to denote first to last place. 
During play, these Markers will keep changing hands as players
Pull ahead or fall behind.  

THE DECKS
Players share 2 common decks:
The Team Deck
The Event Deck

THE TEAM DECK
This deck contains 5 types of cards:
Chariots 
Drivers
Horses
Hitch
Rumors 

STATS
Each Team has 6 Stats:
Cut
Turn
Speed
Block
Cool
Endurance

FACTIONS
Each player picks a Faction:
Red, Blue, White, or Green

GAME SEQUENCE
The game proceeds in 10 Turns in the following order:
Turn	Title
I	Team Selection 
II	Stall Assignment
III	Starting Gate
IV-X	Laps 1-7

TEAM SELECTION
Each player is dealt 7 cards from the Team Deck.
Each player may keep up to 1 Chariot, 1 Driver, 1 Hitch, 1 Rumor, and 4 Horses. 
If a player has fewer than what is allowed, he is considered to 
Have a generic version of the type with no Stat modifiers. 
Team Cards give bonuses and sometimes penalties to your stats.
After all players pick their Chariot, Driver, Hitch, and Horses, Rumors are played. 
In Order Red, White, Blue, Green, players assign rumors that target opponents. 
Example: Red has the Rumor Sabotage. He targets the Green player to get the penalty. 

SAVE ROLLS 
To make a save roll vs a Stat, a player: 
1. Rolls 1D6 & adds his Stat modifiers (Save Roll)
2. An opponent rolls 1D6 (Difficulty Roll)
If the Save roll is equal to or greater than the 
Difficulty roll, he makes the save, if less he fails. 

STALL ASSIGNMENTS
Put 4 papers numbered 1-4 into a bowl
Players pick papers to see which number Stall they start in.

STARTING GATE
This is the most dangerous part of the Race.
A player may decide to play it safe, or make a mad dash to the rail.  
Those who dash roll 1D6 and add their Speed Stat (Dash Roll). 
The player in Stall 1 gets +3 to the roll.
The player in Stall 2 gets +2 to the roll.
The player in Stall 3 gets +1 to the roll.
If any dashing players tie, they collide.
Any player involved in a collision must save vs Cool or Wreck. 
The player with the highest Dash roll is in first place.
(and gets the first place marker)
The player with the second highest Dash roll is in second place and so on.
If more than one player decides to play it safe, they roll high on 
1D6 to determine who gets the next highest place marker. 

WRECKS 
In a Wreck the Chariot is automatically destroyed. 
The Driver and each individual Horse must save vs Cool or be killed. 

WRECKAGE
During the Laps, when a Chariot Wrecks the Team behind it 
must Save vs Turn or it Hits the Wreck. 
If the Team hits the Wreck, it must save vs Cool or Wreck itself.  
If the survivors of the original Wreck are hit from behind, they 
Must save vs Cool, or be Trampled to death. 

LAPS
Each Lap is divided into 5 Phases:
Event Phase
First Run Phase
First Turn Phase
Second Run Phase
Second Turn Phase

EVENT PHASE
Each player draws 2 Event cards.
Max hand size is 5 cards.
Discard excess cards.
If the deck runs out, shuffle the discard & draw from it.

RUN PHASES
Players take turns. 
The player in last place goes first. 
Play proceeds clockwise around the table.
On his turn, a player may attempt to pass the Team ahead of him. 
The Player attempting to pass rolls 1D6 and adds his Speed Modifier.
The Player ahead rolls 1D6 and adds his Block Modifier.
The Higher roll wins. 
If the leader wins, things stay as is. 
If the follower wins, the players trade place markers. 
If they tie, the Chariots Hook (Wheels Lock).
In a Hook, each Player rolls 1D6 (Hook Roll) and adds his Turn Modifier.
The loser must save vs Cool or Wreck.
If the Hook rolls tie, both Teams must save vs Cool or Wreck.

TURN PHASES
Players take turns. 
The player in last place goes first. 
Play proceeds counter-clockwise around the table.
On his turn, a player may attempt to pass the Team ahead of him. 
The Player attempting to pass rolls 1D6 and adds his Cut Modifier.
The Player ahead rolls 1D6 and adds his Turn Modifier.
The Higher roll wins. 
If the leader wins, things stay as is. 
If the follower wins, the players trade place markers. 
If they tie, the Chariots collide.
In a Collision, each Player rolls 1D6 and adds his Turn Modifier.
The loser must save vs Cool or Wreck.
If the Collision ties, both Teams must save vs Cool or Wreck.

EXHAUSTION & ENDURANCE
On Laps 4-5 all players get a –1 Exhaustion Modifier to all their rolls.
On Laps 6-7 all players get a –2 Exhaustion Modifier to all their rolls.
The Exhaustion Modifier is reduced by the Teams Endurance Bonus. 
Example: A Team with Endurance +1 suffers no exhaustion on 
Turns 4-5 and only –1 on turns 6-7. 
A Team with an Endurance Penalty has their Exhaustion Mod increased. 

EVENT CARDS
Event cards are used to modify a single roll and are discarded immediately after.
Cards must be played before making rolls. 
In contesting rolls both players may pass on the opportunity to play a card or 
one or both may play a card or cards. Players may react to opponent's card plays by 
playing additional cards. 

TEAM DECK CARD TYPE NOTATION
D = Driver
C = Chariot
H = Horse
T = Hitch
R = Rumor


TEAM DECK CARD LIST
Card Name:		Type	Notes
Passerinus		H	Cool +1 Speed +1 Turn +1
Tuscus			H	End +1 Cool +1
Victor			H	Speed +1 Turn +1
Volucris		H	Turn +1 Cool +1
Borysthenes		H	Cool +1 Speed +1
Incitatus		H	Speed +1 End +1
Centenarii		H	Speed +1
Pomperanus		H	Cool +1
Tigris			H	Turn +1
Raptore			H	End +1
Sicilian		H	Speed +1 Cool –1 
Iberian			H	Speed +1 End –1 
Libyan			H	End +1 Speed –1	
Orynx			H	Turn +1 Speed –1 
Diocles			D	Turn + 1 Cool +1 Cut +1
Fortunatus		D	Cut +1 Cool +1
Gulta			D	Block +1 Turn +1
Lucius Veres		D	Cut +1 Turn +1
Scorpus			D	Cool +1
Eutychus		D	Cool +1 Turn +1
Crescens		D	Cool +1 Block +1
Fuscus			D	Cut +1
Felix			D	Block +1 
Narrow			C	Cut +1
Low			C	Turn +1
Wide			C	Block +1
Sturdy			C	Cool +1
Light			C	Speed +1
Center Yoke		T	Turn +1
Left Trace		T	End +1 
All Traces		T	Cut +1  
Drugged Horse		R	Target Opponent’s Horse is Speed –1 
Sabotage 		R	Target Opponent’s Chariot is Cool –1 
Bribes			R	Target Opponent’s Driver is Speed –1 
Emperors Favorite	R	Restart Race if Green player Wrecks at Start
Crooked Pick		R	Target Team is assigned Stall #4
Sacred Oath		R	Your Hook rolls vs Target Team at +1


EVENT DECK CARD LIST
Card Name			Notes
Tight Turn			Turn +2
Whip				Turn +2
Inside Track			Turn +2
Spin Around			Turn +2
Make the Swing			Turn +2
Slacken the Reign		Turn +2
Intentional Hook		Hook +2
Skillful Blocking		Block +2
Keep Distance			Block +2
Maintain Lead			Block +2
Remain Ahead			Block +2
Block In			Block +2
Take the Inside 		Cut +2
Pull Alongside			Cut +2
Cut Off				Cut +2
Cut it Close			Cut +2
Pass				Cut +2
Magnificent Driving		Cut +2
Avoid Accident			Cool +2
Swerve				Cool +2
Jump				Cool +2
Recover				Cool +2
Pull up on Reigns		Cool +2
Stop Short			Cool +2
Burst of Speed			Speed +2
Level Out			Speed +2
Rush				Speed +2
Breakneck Dash			Speed +2
Come From Behind		Speed +2
Urge Horses On			Speed +2





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