From: "The Gamers, Inc" Subject: Circus Minimus Errata Hey! Here is the current errata and the advanced capture rules. Hard Whip! Dean **************** Circus Minimus (3 Oct 00) 1. Just so it is clear, there are essentially two ³phases²: Corpse Movement and Regular Movement. Corpse Movement includes any loose horses, unmanned chariots, and running drivers. The Regular Movement includes only manned chariots. In both phases, the pack order applies (front to rear, inside to out). In unresolved ties (two running drivers at the end of the median), flip a coin to see who goes first. 2. Appeal to the Gods gives 6 re-rolls, not three as mentioned in the rules at one point (the other entries are correct). 3. Jumping into chariots occurs only during the foot guyıs move...not ³as they go by². 4. Whip opponent rules are wrong in saying you use the Damage Table, the Whip Attack Table is correct. 5. When you whip another playerıs horses, apply that speed increase as the very last control function (after the player does everthing he can think of to slow down). 6. Expand the description of how a running driver jumps onto the track from the median to include the following: ³The dismounted driver can make his move by jumping down on the track into any of the hexes at or within 2 hexes of the end of the median. Running drivers cannot jump into the rectangular spaces near the end of the median; they can only jump into hexagonal spaces. 7. As per the rules, a wreck will contain all extra equipment the driver might have had. Drivers who voluntarily dismount can take any equipment they might have with them. Drivers pulled from their chariot in a wreck (or a whip attack) leave all extra equipment in their chariot (or wreck), but do bring their whip with them (if they have one). 8. Each player (read: driver) can get only one chance to do things in a given move. For example, a running driver might move as a corpse and get in an unmanned chariot. Even though he is now mounted, he does not also get to move in the regular movement cycle. Likewise, a driver that is tossed from his chariot after moving does not also get to move as a corpse. Circus Minimus Advanced Rules (3 Oct 00) Advanced Chariot Capture Rules: These are optional, use them instead of the regular rules for chariot jumping/capture if you like (we all find them to be a great hoot). In any case where a dismounted charioteer tries to get aboard another manned chariot (by jumping off the median or during the corpse move (moving the two spaces available to the running guy), roll one die to see if the attempt was successful. On a 5 or 6, the running charioteer successfully mounts the chariot (original driver remains in place) on any other roll, he is simply in that space, dismounted as before. There is no limit to the number of charioteers that can be in one chariot (but Iıve never seen more than two...). The chariotıs owner (the guy driving it when somebody jumps in) continues to drive his chariot normally (beware of the weapon restrictions based on Control selection...you can choose hard whip, just donıt expect to use your sword, too). The chariot behaves normally for the owning player. During each move with such an arrangement in play, the corpse attacks once in his move (or he can jump off and give up). During the chariotıs move, the driver moves normally, can attack to running guy once, or can jump off himself. If (when?) one of the two guys gets killed in the fistfight, drop the corpse on the track at that point. The fistfight continues each move until someone is killed or gives up. --