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Designed by
F.Apulus Caesar

Hosted by
Provincia Italia

Ludi  

Victoria Ludi
October 16 - 1st November, 2002

Maximi Ludi Circenses
organization and graphics by Franciscus Apulus Caesar, texts and rules by Gnaeus Salix Galaicus, programming by Caius Curius Saturninus

October 28 : Opening of the Ludi and Quarters
October 30 : Semifinals
October 31 : Final and announcement of the winner


IN THIS MOMENT
LUDI VICTORIA
October 16 - 1st November, 2002
by F. Apulus Caesar, G. Cornelius Ahenobarbus, G. Salix
Galaicus, C. Curius Saturininus
NOVA ROMAN RALLY OF 2755 IN EUROPE
Look the results
and the photos

 


Regulations
- New tactics -

Nova Roma organizes "Maximi Ludi Circenses", virtual chariot races in recollection of the roman customs of amusement and entertainment. These games are the final virtual races for the year 2755. They are closed to the best 16 players of the year and they appoint the "Best Charioteer of 2755".

1) How to take part?
1.1) The Ludi Circenses are not open to all the citizens, they are reserved to the best players of the year 2755 calculated by the general player-list. The players will be invited by the Cohors Aedilis Caeso Fabius Quintilianus by e-mail and they will have to send the following informations to piteas@jazzfiesta.com [Gnaeus Salix Galaicus] with the subject "Maximi Ludi Circensis":

  • His/her name in Nova Roma
  • The name of his/her driver
  • The name of his/her chariot
  • His/her tactics for the Quarter and Semifinals (see point 2)
  • His/her tactics for the Finals (see point 2)
  • The name of his/her "factio" or team (green, red, blue or white)

1.2) The players don't answer to the invitation will be substituted by the following players in the general list.
1.3) The confirmation of partecipation must be sent before October 26, 2002 (time of Rome).
1.4) Every player only will send one chariot.

2) Tactics
Six (6) race tactics are possible:

  1. To hurry in the last laps
  2. To pass the curves closely the "spina" of the circus.
  3. To support a constant pace
  4. To lash the rivals
  5. To push the rivals to the wall of the circus
  6. To hurry in the straight lines

2.1) Each player have the possibility to change his/her tactics if he/she runs in the Final. He/she can send a tactics for the Quarter and Semifinals and a tactics for the Final race.

3) Dirty actions
A citizen can try the assassination of the driver of a rival factio or the sabotage of his/her chariot.

3.1) Assassination of the driver of a rival factio
The player must say to what factio he attacks. The chance is 30 %. If the attempt is uncovered, the killer player is fined but his/her chariot can take part in the race. If the attempt has success, the player with the murdered driver can not take part in the race. Of course, the killer isn´t uncovered.

3.2) Sabotage of a chariot
The player must say to what factio he attacks. The chance is 45 %. If the attempt is uncovered, the killer player is fined and his/her chariot can´t take part in the race. If the attemp t has success, the player with the broken chariot WILL SUFFER AN ACCIDENT in the race. Of course, the saboteur isn´t uncovered. If a player reaches three fines. He/she will be reminded publicly in the forum and he/she will not take part in the following Ludi.

3) How it will be the competition?
The competition is for elimination (quarter, semi-finals and final). Every race will take 4 participants.
In the Quarter there is one player as every factio, the first two players continue running, the last two are eliminated.
In the Semifinals there are the winners of the Quarter, the first and second players run to the Final.
In the Final the 4 best players runs, the first is the Winner.
This is the schedule:

QUARTER, 16 players
Run in Semifinal the firs two aurigae
SEMIFINAL, 8 players
Run in Final the firs aurigae
FINAL, 4 players
Win the first
             
Group A ---->  

Group B

----> Group I
(A1 + B2 + C1 + D2)
----> FINAL
( I1 + II1 + I2 + II2)
----> WINNER

Group C

----> Group II
(B1 + A2 + D1 + C2)
Group D ---->  

4) How the races will be?
4.1. ACCIDENTS.
Before doing the calculations of a race, the editor determine who has an accident. For it, he roll one dice 0-100 for every chariot. The resultant number will be its percentage of accident.
- The drivers with tactics 1 will have 0 to 15 percentage of accident always. 0 to 25 if there are one or more drivers with tactics 4 or 5.
- The drivers with tactics 2 will have 0 to 20 percentage of accident always. 0 to 35 if there are one or more drivers with tactics 4 or 5.
- The drivers with tactics 3 will have 0 to 10 percentage always.
- The drivers with tactics 4 will have 0 to 15 percentage always. 0 to 25 if there are other drivers with tactics 4.
- The drivers with tactics 5 will have 0 to 15 always. 0 to 25 if there are other drivers with tactics 5.
- The drivers with tactics 6 will have 0 to 5 percentage always. 0 to 20 if there are other drivers with tactics 4 or 5.

4.2) CALCULATION OF THE RACES.
After determining which chariots (if any) have been eliminated from a race due to an accident, the editor must calculate the order in which the remaining teams finished the race.
The editor will roll one dice 0-10 for every player. This will be the Value of Race (VR) of every car.
To know the final position of a chariot in the race the VR of every player is divided by the sum of all the VR and the result is multiplied by 50. This way we have its Chance to Win (CW).
For example, if there is a race with 4 chariots with these VR: 6,5,4,2 then the first chariot, with the VR 6, would have the following Chance to to Win: 6/17 (17 is the sum of 6+5+4+2) x 50 = 17.6 (rounding, 18). The CW of the first chariot will be 18 points. The second chariot, with VR 5, would have 5/17x50 = 14.7 (rounding, 15), therefore its CW is 15 points.

The tactics modify the CW of the following way:
Tactics 1) +6 points.
Tactics 2) +8 points.
Tactics 3) No points. The tactics 4 and 5 do not affect it.
Tactics 4) +2 points. The tactics 5 do not affect it.
Tactics 5) +2 points. The tactics 4 do not affect it.
Tactics 6) +4 points.

Assign each team a specific range of numbers out of a series of 100 that is equal to the team's Chance to Win. Assign these team ranges consecutively. In our sample race, for example, Chariot 1's range (with tactics 2) would be 01 through 25 (18+7). Chariot 2's range (with tactics 4) would be 26 through 40.

The final step for the Editor is to roll a dice 0-100 to determine the order of finish. The chariot within whose range the first dice 0-100 roll falls is the team that finishes the race in first place. The chariot within whose range the second dice 0-100 roll falls is the team that finishes the race in second place. The chariot within whose range the third D100 roll falls is the chariot that finishes the race in third place. And so on. Once a chariot's position has been determined, ignore subsequent rolls that fall within its range and roll again.
In our sample race, the first die roll result is 25. This makes chariot 2 (Range 26-40) the first place winner.

5) Time schedule
* October 22: Start of invitations
* October 26: deadline for the confirmations
* October 28:
h. 7:00 PM (time of Rome): Announcement by C.Fabius Quintilianus and start of the first turn of races.
h. 8:30 PM: Announcement of the winners of the first turn and summary of the races.
* October 30: Start Semifinals
h. 8:30 PM: Announcement of the winners of the semifinals and summary of the races.
* 1st November: Start Final
h. 8:30 PM: Announcement of the winner history of the race.

6) Winners
The Winner of the Final will be the BEST CHARIOTEER OF THE YEAR 2755 and will publish on the Ludi Romani Website http://italia.novaroma.org/cohorsaedilis/ludi/ and in the Main Mailing List of Nova Roma at 1st November, 2002.

Informations:
- Cohors Aedilis Website - Section Ludi: http://italia.novaroma.org/cohorsaedilis/ludi/victoriae
- Scriba Aedilis Cursus Equorum Curulis Aedilis Gnaeus Salix Galaicus: piteas@jazzfiesta.com
- Quaestor Franciscus Apulus Caesar: sacro_barese_impero@libero.it

Nova Roma