Caesar: red; Senate: purple; Clients: tan
Disciplines: I: Imperator V: Veteran R: Recruit M: Mob B: Barbarian
Leader Rating: shows no. of stratagems the leader can play per turn or battle
Guard Rating: (*) shows assassination protection
Triumphant Victory: 1. control Rome and 2. at least 25 other cities and 3. achieve your Political Requirement and 4. have a Supreme Leader and
Conquering Victory: above and 5. at least two Off-Map Regions (OMR)
Optimus Victory: above and 6. own five friendly colonies (if all conditions for O.V. satisfied, game ends instantly)
Caesar's Political Requirement: control at least 4 Res Publica markers
Senate's Political Requirement: control at least 2 Res Publica markers Caesar does not control more than 1 stalemate means both players lose
Game ends immediately without winner if fraticide level exceeds 100 points. Every strength 5 heavy-armed Inf killed in battle contributes 5 to the level.
Sequence of Play:
each year has 6 campaign turns and 2 winter turns:
Historical Events Table -- single roll
can substitute their Discipline for that of 1 unit Before making the Discipline Check die roll
Each leader can play a number of stratagems in a player-turn equal to their leader rating (track on paper). Counter stratagems played during enemy turn are thus a separate count. Return expended markers to the holding area.
Starting supreme leaders are Caesar and Pompeius. Losing the Supreme Leader also loses all stratagem markers to the expended box plus the Dictator and Imperator markers. After this the player names a new Supreme leader who must play a Political Stratagem to claim the title of "heir".
chosen deliberately, not at random
cannot play a Tribute stratagem on units in an All-Sea hex. if Tribute is used on fleets, the units aboard are placed on-shore.
stratagems are played to affect the units in the leader's proximity
no limit except only 1 Civis in a city hex
Each fleet holds 10 Strength in land units. Impeditus counts as 5.
May disembark unlimited SP in a port or up to 20 per turn in a Coast hex.
units are upside down and not inspectable unless:
a friendly unit in the same hex or region OR
opponent wishes to reveal
Advanced Game: can also use an Agent Stratagem
eligible units get re-flipped at the start of each friendly turn
place a piece of paper over your leader holding boxes
recruit boxes also face down
client forces box face up
may pick up and drop off units freely as long as they don't move more than once per turn.
MA equals slowest unit in the force, but it may be dropped off to increase MA. MA never increased by pickups.
Movement procedure: 1. pick a force 2. designate type of move: Road, Cross Country, River, Naval 3. Roll on march table
Road - all movement must be on roads & trade routes
River - always up to 10 river or lake hexes and starting from a friendly city or with at least one Impeditus unit which stays in the force for the whole move
Naval - Fleets can only transport units already in the same port or Coast hex at start. May not drop off land units. At the end of movement, land units can be considered disembarked if in a Coast or port hex. May only use all-Sea or Coast hexes and must cross at All-Sea, Coast or Straits hexsides. Fleets can stay at sea indefinitely.
Cross Country - the default case. May not enter All-Sea, must stop in Mountain, Forest, Swamp or River, unless with an Impeditus. May cross Straits and immediately stop on other side if beginning turn next to it and have an Impeditus (Hellespont or Bosporus, not Massena).
Units stop if entering enemy hex except fleets not stopped by all land forces. May also continue if succeed in turning enemy to its side via Tribute.
There are 2 forms of combat, Basic and Advanced. A suggested house rule is that Advanced Combat be used whenever the Supreme Leader is involved and Basic Combat be used elsewhere.
Owned combat units in a hex must check for supply unless they are in an unpillaged coastal hex with at least 1 friendly and no enemy fleets or if they are in a river hex and within 10 friendly river hexes of a friendly-garrisoned city not pillaged or under attack.
A hex which has any desert is desert. A hex which has any river is river.
Only units inside a city use the Friendly City line
During Winter, units outside cities use the Winter line regardless of terrain.
Half the units (rounded up) are lost if attrition occurs. If eliminating fleets, transported units count.
one die roll per Force applying the same result to each unit
Client Codes: E = Egypt; AS = Asia; N = Numidia; P = Pontus; T = Thracia; A = Armenia
Cities are either controlled by a player, by a client or uncontrolled (no units in the city)
Control requires either a Civis or a friendly counter under an IN CITY marker
Civis are not invertible and are not countermix limited
Units in a city are divided into 2 stacks: those who are IN CITY and cannot leave and the RELIEF FORCE who can leave, but who cannot enter
Recruits can be promoted to veteran if they & their leader are not in combat for the turn, they play a stratagem and make a discipline check (use leader's discipline class). Put the R unit back in the Recruits box.
Off-Map Regions (OMR)
each OMR borders a map edge: Gallia: North; Hispania: West; Syria: East
enter a region by having the unit on the map edge at start of turn; all March Table results except Scatter apply
exit a region by rolling on the March Table and getting anything but a No March result; expend half MA (drop fractions) to enter
moving from Gallia to Hispania and vice-versa is legal; anything but Scatter applies
OMRs count as ports
Combat is as normal in OMRs
a player controls an OMR if he has 3X strength points there or 5+ if no enemy there
controlled clients treated just like owned units
any independent client attacked by one side joins the other
Advanced/Tribute against Client leader
At the end of the Supply segment by the side finishing the segment
pillage hexes which have units, if city, must be controlled
pillage prevents recruitment there
forces use of the Pillage line on the Supply Table
Whenever a city is pillaged, both sides select a stratagem
hex returns to normal at end of the Winter II turn
construct by having one legion do nothing the entire turn
can go either in a hex or a region
only 1 friendly camp allowed in a hex or region, thus 2 total
no camps inside cities
attacking forces which lose remain in camp rather than retreating
if defender is in a camp, -no Maneuver by either side -gives +5 if defender uses Phalanx or Skirmish -all numerical combat results vs. defender are zero -if loses, does not retreat
camp is destroyed if -entire owning force eliminated -attcker uses Impeditus on Siege Table and gets a B(reach) (S loses one attacker, N is no effect) -owner removes it (not during combat phase) -owning force leaves the hex
procedure: put a V or I legion on a colonization site or OMR make sure there is no Civis there play a stratagem from a leader stacked with the legion replace legion with a Civis put V legion to Recruit box or I legion to Promotions
no limit to OMR colonies
treat colonization sites as a city, even if destroyed
OMR sites are removed if destroyed
may recruit one V legion from a colony during movement: leader must be at the site and play a stratagem [does not affect the colony]
during this segment, player picks a table to consult: Optimates, Populares or Exercitus
then play a stratagem and roll 2 dice
can keep playing and rolling if you wish
Table Prerequisites: Optimates or Populares: leader in Rome who can play a stratagem, or holding a senator and leader who can play one Exercitus: supreme leader with a legion and able to play one
Res Publica markers not lost after use. Only lost via -event -death of the supreme leader (lose imperator and dictator)