11:02 PM

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Circus Maximus is taking a bizarre turn...

Mister Nizz

bullet rocket

My Dead, Stiffening Corpse is quite a Scrapper!



My current CIRCUS MAXIMUS GAME has gone from surreal to funny to just plain oogy...

I got killed several turns ago, and my body is still being dragged around the track, and has actually made a lap and a half as a corpse. Ditto for the yellow player:


Rob gets the first move this time and cracks the whip to get his team
moving. He gets a +2 Voluntary Strain to add to his base of 18, for a
total of 20MF. He pulls In/In and then speeds forward 16 spaces to end at
V/19. He looks to his left and sees Walt’s wrists still tied into the reigns.
Walt’s team then bolts forward 18 to end at IV/c. MarkR continues
along the backstretch with a speed of 10 to end at I/66. MarkG decides to get a
little more speed from his team and cracks the whip for 2 more, for a
total of 12; which he uses to move In/In/8 to end at III/59. With some luck,
he can catch MarkR. Bob’s team limps down the backstretch with a speed of
12 and pulls into the 2nd turn ending at VIII/c. Ken can’t believe his
luck. He hears Bob pull up beside him, so Ken does what he enjoys best –
RAMMING!!

Our current game.  I'm the GREEN chariot without a driver

Ken first pulls Out and initiates a Ram against the chariot and
scores a 14, which damages the defending car. With a roll of 7 +3 for the
scythed blades, 4 points of wheel damage is inflicted. This forces an
immediate flip check, but with a roll of 6, Bob’s chariot keeps upright. Not
satisfied with this damage, Ken pulls even with the horses and rams
them. With a roll of 6+3, Ken inflicts 2 more points of damage, killing the
left-most horse. Blood and guts makes Ken smile and he stops to admire
his handiwork, using only 4MF. Jamie’s team flies through the first turn
for the second time and races down the backstretch, ending at II/53. Chris
is the last driver to move this turn. He whips his horses and adds 3 for
23. He pulls Out 3 lanes and forward 14 to pull adjacent to Rob. Chris
initiates a Lash attack, but with a roll of 13vs9, Rob succeeds in Evading.
Chris is undaunted and pulls out and whips at Rob again. This time, with a
roll of 6vs 10, Rob is unable to Evade and must take the whip. Chris rolls a
12 and Rob rolls a 10. Checking the Lash table in the +2 column, Chris rolls a 6, which results in a Movement loss for Rob. With a roll of 6, Rob loses 6 from his Max speed next turn. He must also lose 1MF for the successful Evasion. Rob’s evasion changes his ending position to VI/19. Chris finishes his turn by moving 3 more forward to end at V/22.

Summary:
An interesting Turn this. Chris isn’t satisfied with his superior speed, so using his last random start, he catches and whips Rob, before passing him. Ken finally causes some serious damage to Bob, tearing up Bob’s wheel and then eviscerating Bob’s left horse; spilling blood and guts in the second corner. MarkG is making up some ground on MarkR along the backstretch. Walt’s team enters the 1st turn for the second time and Jamie’s team rips through the turn and charges down the backstretch. The Marks will probably be lapped next time.

Again there are no changes in position, but there are some teams closing the gaps.

Random Order for Turn 9:
MarkR
Ken
Chris
Jamie
Rob
Walt
Bob
MarkG


Wow. This is becoming like a Louis Bunuel film.

I'm very much looking forward to another game-- I hope I can generate some interest in another PBeM from some of y'all out there...

(I'm green BTW)...