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Ludi Romani "Certamen Historicum" Rules :
During Ludi Romani there will be a Certamen consisting of two questions once at two days. The main themes of this Contest , Certamen Historicum, will be about roman historical themes includingreligious and militaries one. Individual questions will be worth from one to three points. The citizen with the highest number of point at the end of the contest will be declared winner.
All of the questions and answers will
be published on the web site of Aediles and on NR mailing list.
Every Nova Roma citizen is welcome in this cultural contest, including
provisional citizens.
The contest shall run from September 6th to September 16th. Once at two days, between 16.00 and 24.00 Rome time, the questions will be published and you have 48 hours to answer them. The correct answers will be published the following day and the winner will be announced, along with the final rankings, on September 19th.
The contest program is arranged :
Wednesday September 6th - Certamen Historicum I - Roman History.
Friday September 8th - Certamen Historicum II - Roman Religion.
Sunday September 10th - Certamen Historicum III - Roman Military Art.
Tuesday September 12th - Certamen Historicum IV - Roman Architecture.
Thursday September 14th - Certamen Historicum V - Roman Personalities.
Saturday September 16th - Certamen Historicum VI - Nova Roma Annals.
Only answers sent to: icehunter@earthlink.net will be counted. Answers posted to a list or sent to another e-mail address will be invalid....
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Ludi Romani Munera Gladiatoria and Venationes Rules
3.1. The players will complete the
application form for
Munera Gladiatoria and
Venationes with his complete nova roman name
and his e-mail adress.
3.2. The player will have to check in the application form the tactics, that he will choose among these three:
1) "Defensive" tactics. It adds one point, but the gladiator or animal has 40 %
of probabilities of surviving in case of defeat, because the public does not
like these tactics.
2) "Yourself" tactics. It neither adds nor take points. 50 % of probabilities of
which the public asks for the death in case of defeat.
3) "Total attack" tactics. It reduced one point, but the gladiator or animal has
65 % of probabilities of surviving in case of defeat, because the public likes
these tactics.
The tactics 1 is troublesome for the public, the 2 is normal and the 3 is
flattering for the public. The tactics of every player are secret and only the
aedilis and the player must know it. The aedilis and the player will not
publicize it before or after the combats.
3.4. The player will have to write in
the application form a short description ( about trainings, abilities, skills
and others, to impresse the peoples ) of his gladiators and animals. His
description will be voted by the peoples and that will increase or decrease his"
popularity". In the fight time the number of votes add one point to the
gladiator or animal who have more votes.
3.5. The fitting will be always according to the order of arrival of the
messages to the aedilis (first vs second, etc ..).
4. Classifications
The maximum accepted participants are 32. The Munera Gladiatoria
and Venationes are separated. In the morning the Venationes and Munera
Gladiatoria in
the evening. But their rules and calculations are the same. The fights will be
pairs and the eliminating will be constant up to the great final in each
section, Venationes and Munera Gladiatoria.
5. Calculations of the Munera Gladiatoria and Venationes.
5.1. A 1-10 dice is roll for every gladiator or animal. The result is the number
of combat (CN). Then points are added or reduced on the CN according to the
chosen tactics.
5.2. The CN is modified according to the type of opponent gladiator or animal:
Retiarius versus: Retiarius (0); Thraex (-2); Murmillo (-1); Dimachaerus (+2);
Homoplachus (+1); Secutor (0); leopard (+1); lion (+1); tiger (-1); bear (-2);
wild boar (-1); hyena (-2).
Thraex versus: Retiarius (+2); Thraex (0); Murmillo (0); Dimachaerus (+1);
Homoplachus (-1); Secutor (-2); leopard (+1); lion (+1); tiger (-2); bear (-1);
wild boar (-1); hyena (+1).
Murmillo versus: Retiarius (+1); Thraex (0); Murmillo (0); Dimachaerus (-2);
Homoplacus (+2); Secutor (-1); leopard (+1); lion (0); tiger (0); bear (-1);
wild boar (+1); hyena (0).
Dimachaerus versus: Retiarius (-2); Thraex (-1); Murmillo (+2); Dimachaerus (0);
Homoplacus (0); Secutor (+1); leopard (-1); lion (-2); tiger (0); bear (0); wild
boar (+1); hyena (+1).
Homoplachus versus: Retiarius (-1); Thraex (+1); Murmillo (-2); Dimachaerus (0);
Homoplachus (0); Secutor (+2); leopard (-1); lion (+1); tiger (-1); bear (+1);
wild boar (0);hyena (-1).
Secutor versus: Retiarius (0); Thraex (+2); Murmillo (+1); Dimachaerus (-1);
Homoplachus (-2); Secutor (0); leopard (-2); lion (-1); tiger (+1); bear (+2);
wild boar (-1); hyena (0).
Lion vs: Retiarius (-1); Thraex (-1); Murmillo (0); Dimachaerus (+2);
Homoplachus (-1); Secutor (+1); leopard (+1); lion (0); tiger (-2); bear (-1);
wild boar (+2); hyena ( -2).
Leopard vs: Retiarius (-1); Thraex (-1); Murmillo (-1); Dimachaerus (+1);
Homoplachus (+1); Secutor (+2); leopard (0); lion (-1); tiger (-2); bear (+1);
wild boar (+2); hyena (0).
Wild Boar: Retiarius (+1); Thraex (+1); Murmillo (-1); Dimachaerus (-1);
Homoplachus (0); Secutor (+1); leopard (-2); lion (-2); tiger (+2); bear (-2);
wild boar (0); hyena ( +1).
Bear: Retiarius (+2); Thraex (+1); Murmillo (+1); Dimachaerus (0); Homoplachus
(-1); Secutor (-2); leopard (-1); lion (-2); tiger (+1); bear (0); wild boar
(+2); hyena ( +1).
Tiger: Retiarius (+1); Thraex (+2); Murmillo (0); Dimachaerus (0); Homoplachus
(+1); Secutor (-1); leopard (+2); lion (+2); tiger (0); bear (-1); wild boar
(-2); hyena (-1).
Hyena : Retiarius (+2); Thraex (-1);
Murmillo (0);Dimacherus (-1); Homoplachus (+1 ); Secutor (0); leopard (0);
lion (+2); tiger (+1); bear (-1); wild boar (-1); hyena (0). Novi Romani ! Complete
( click to image ) the application form for : MUNERA GLADIATORIA
5.3. The gladiator or animal whose CN modified by the type of his opponent is
the highest is the winner of the combat. If there is a tie then nobody wins the
combat.
5.4. The spectators of the amphitheatre choose the destiny of the loser: A 1-100
dice is rolled. If the defeated one has chosen tactics 1, he has 40 % of
probabilities of surviving (1-40). If his tactics was the 2, he has 50 % (1-50).
If his tactics was the 3 he has 65 % (1-65). His level of "popularity" is
important here, too.
6. Winners
The animal and gladiator winners will receive the plaudit of all Nova Roma.
Their names and that of his/her owner will remain recorded in the collective
memory of our city and in the web page of the Ludi.
AND VENATIONES

Novi Romani ! Vote ( click to image ) for your preferate gladiators and / or animals :
MUNERA GLADIATORIA
AND
VENATIONES

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Ludi Romani Circenses
Rules
Ludi Romani Circenses is arranged at:
Quarters September 11th.
Semifinals September 14th.
Final September 18th.
The Rules for Ludi Circenses follow the edictum given by past Curule Aediles:
EDICTUM AEDILICIUM DE RATIONE LUDORUM CIRCENSUM
I. Any Nova Roman citizen or socius who is not under Aedilician sanction may
take part in the Ludi Circenses organised by the Aediles Curules. Each citizen
may enter no more than one chariot per ludi.
II. An entrant who wishes to participate in the Ludi Circenses must send a
subscription to
iulius_sabinus@yahoo.com
. Each subscription must bear the subject
header "Ludi Circenses" and include the following information:
A. His/her name in Nova Roma;
B. The name of his/her driver;
C. The name of his/her chariot;
D. His/her tactics for the Quarter and Semifinals;
E. His/her tactics for the Finals;
F. The name of his/her "factio" or team ( Albata
, Praesina
, Russata
or
Veneta )
G. Dirty actions against another factio in a specific round (quarter-final,
semi-final, or final) and amount of sesterces paid in support of it (an entrant
does not have to pay sesterces to commission a dirty action, but doing so
increases the chances of success);
H. Defence against dirty actions in a specific round (quarter-final, semi-final,
or final) and amount of sesterces paid in support of it (an entrant does not
have to pay sesterces to defend against a dirty action, but doing so decreases
the chances of success of the dirty action);
I. If sesterces from multiple entrants are pooled to take a dirty action or
defend against a dirty action, the subscription of each entrant of the pool must
so indicate.
III. Tactics: Six (6) race tactics are possible:
A. To hurry in the last laps
B. To pass the curves closely the "spina" of the circus.
C. To support a constant pace
D. To lash the rivals
E. To push the rivals to the wall of the circus
F. To hurry in the straight lines
IV. Dirty actions.
A. An entrant can try the assassination of the driver of a rival factio or the
sabotage of his/her chariot.
1. Assassination of the driver of a rival factio. The entrant must specify which
factio he/she attacks. The base chance of success is 30 %. If the attempt fails
it is is discovered and the name of the entrant who commissioned the
assassination and those who contributed sesterces in support of the
assassination will be announced and subject to disciplinary action by the
Aediles Curules. Such disciplinary action may include disqualification from the
current ludi, banning from future ludi for a specified period of time, or
banning from participation in the ludi for the remainder of the year. The
decision of the Aediles Curules in such matters is final. If the attempt is
successful, the player with the murdered driver cannot take part in the race and
the murderer remains undiscovered.
2. Sabotage of a chariot. The entrant must specify which factio he/she attacks.
The base chance is 45 %. If the attempt is unsuccessful, it is discovered and
the name of the entrant who commissioned the assassination and those who
contributed sesterces in support of the sabotage will be announced and subject
to disciplinary action by the Aediles Curules. Such disciplinary action may
include disqualification from the current ludi, banning from future ludi for a
specified period of time, or banning from participation in the ludi for the
remainder of the year. The decision of the Aediles Curules in such matters is
final. If the attempt is successful, the player with the broken chariot will
have an accident in the race.
B. Defence against and support for dirty actions. Each entrant shall receive one
hundred sesterces for each ludi. These sesterces may be used in any round of any
race, accumulated from race to race, or accumulated from other entertainments
(e.g., official-sponsored wagering on munera). These sesterces are not
redeemable in Nova Roman or any other currency and may not be used outside the
ways specified in this edictum. The Aediles Curules shall record the number of
sesterces held and expended by each entrant and their computations shall be
final and unappealable. The sesterces may be expended in any of the following
ways:
1. Application of one hundred sesterces by any entrant to defence of his/her
driver and chariot will render the driver and chariot immune for one round in
the ludi;
2. Entrants from the same factio may pool their sesterces for defence in a
round; for every one hundred sesterces pooled, the chance of success of a dirty
action against that factio is reduced by 5% in that round.
3. Entrants may pool their sesterces for offence in a round; for every one
hundred sesterces pooled, the chance of success of a dirty action against the
targeted factio is increased by 5% in that round.
V. Organisation of Competition.
A. There will be three rounds to each competition: quarter, semi-finals, and
final.
B. The competition will be for elimination in each round. Every race will
involve no more than four entrants.
C. In the Quarter rounds there will be one entrant from each factio in each
race, unless there are too few entrants from a factio to make this possible. The
first two first place entrants shall advance to the semi-final round; the
remaining two entrants will be eliminated.
D. In the Semifinal round the winners of the Quarter rounds shall compete. The
winning entrants of the Semi-final rounds shall advance to the final.
E. In the Final round the four best players race; the first place entrant shall
be the winner of the ludi.
VI. Computation of victory.
A. Accidents.
1. Before doing the calculations of a race, the Aediles Curules determine who
has an accident. For it, they 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.
B. Calculation of the races.
1. The Aediles Curules shall determine whether any dirty actions are successful.
If a dirty action is determined to be successful, a chariot shall be eliminated
by lot from among the entrants of the targeted factio and either declare the
driver assassinated or that an accident caused by sabotage has occurred.
2. After determining which chariots (if any) have been eliminated from a race
due to an accident, the Aediles Curules must calculate the order in which the
remaining teams finished the race.
3. The Aediles Curules will roll one die 0-10 for every entrant. This will be
the Value of Race (VR) of every car.
4. 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
ewstablishes each entrant's 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.
5. 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.
For example, the Aediles Curules assign each entrant a specific range of numbers
out of a series of 100 that is equal to the entrant's Chance to Win. They 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.
6. In the final step the Aediles Curules will roll a die 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, subsequent rolls that fall within its range are
ignored and the Aediles Curules roll again.
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Roman Recipes Contest Rules :
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Ludi Romani Pugilatio Rules :
Ludi Romani Pugilatio is arranged at September 17th.