7.1 Acquire Trade Cards.
7.1.1
During the Trade Phase, each player draws trade cards from as many stacks
as he has traders in play.
7.1.2
The player with the fewest traders draws first, followed by the others
in ascending order. If there are ties, let the HRAO player go first,
followed by the player to his left, and so on.
7.1.3
Trade cards are always collected by the same method. One card is drawn
from the top of each stack (progressing from stack one) until the player
has drawn from the stack equivalent to the number of his traders. Therefore
a player with three traders would draw one card from stacks one, two and three.
7.1.4
If a stack is empty, the player is not entitled to replace the lost card
with one from another stack; he must simply forego that particular card.
7.1.5
Extra trade goods are received for ownership of played Trade Concessions.
These benefits are described on the Trade Concession cards.
7.2 Trade.
7.2.1
During the simultaneous trade phase, only trade goods may be exchanged.
Trade of other items such as Intrigue Cards and Talents may be promised,
but these items may not change hands until the Revolution and the
Revenue Phases, respectively.
7.2.2
Each player offers a trade of at least three cards, quotes their total
point value and names at least one commodity included. This information
must be correct. Any other information verbally revealed in an offer,
whether volunteered or sought, need not be correct. Trade cards in a
player's hand can never be shown to other players.
7.2.3
Any one trading deal may involve two players only.
7.3 Selling Trade Goods.
7.3.1
In Turn Order,
players turn in Trade Goods to acquire talents. Each Trade Goods card
alone is worth the large number printed on the card. When more than
one card of the same commodity is turned in, however, the value is
greatly increased. To determine the value, square the number of cards
held and multiply the result by the commodity value. For ease of play,
the values of sets are given on the cards themselves.
7.3.2
Each player now pays taxes on the revenue received according to the current
tax rate. Fractional amounts are rounded up. For example, if the player
turned in 21T worth of Trade Goods and the tax rate were 10%, the player
would pay 21 x .10 = 2.1 which is rounded up to 3T. Taxes paid increase
the State Treasury.
7.3.3
The Senator currently in the position of Overseer of the Agora receives
extra income based on the number of Trade Good cards turned in during the
current turn. (See the card text for details.) This amount is not subject to tax.
7.3.4
Then all cards which have been turned in are returned to the appropriate
trade stacks. When cards are returned to stacks which contain more than
one type of commodity, these stacks are immediately re-shuffled.
7.4 Warehouses.
7.4.1
Trade Goods not turned in may be saved up to the limit of the number of
traders belonging to that faction. This is known as Warehousing.
Denote a Warehouse by placing a Trader counter on each warehoused Trade Good card.
7.4.2
Any cards beyond this must be discarded and returned to the appropriate stacks.
That is, "1" cards are returned to the "1" stack, "2" cards to the "2" stack, etc.
7.4 Distribution.
7.4.1
Players may distribute their Trade income as they see fit among their
Senators, but may not re-distribute the Talents allocated during the
Revenue Phase.
7.5 Trade Stack Changes.
7.5.1
Various events and cards specify halving and doubling the number of trade cards.
When this is required, it should first be determined how many cards of the specified
stack are in play. This can be directly calculated by consulting the rules above
under Components and subtracting from the number of cards currently not in play.
7.5.2
When dividing by two, the number kept available should be rounded up unless otherwise
stated. If there are insufficient cards in the stack to put aside the number required,
remove additional cards as they are returned to the stacks. (Players may wish to
place a card crosswise on the stack to as a reminder.)
7.5.3
When adding to or doubling cards in a stack, if there are insufficient cards not
in play to fully add or double, simply add all the remaining cards.
7.5.4
When War cards specify that cards are removed when the war becomes active, these
cards are returned to the stack when the war is over. If the war is lost, it may
result in the card going away again, as specified on the War card.
9.1 Elections: Two Suffete candidates are nominated by the
Home Suffete. Eligible candidates for Suffete and any other office in
Carthage must be present in Carthage and not holders of any other
office (i.e. Suffete, General, Explorer, Committee Member, Governor).
9.11 The Suffetes must decide which will be Home Suffete and which Marine
Suffete. If they cannot agree, resolve with DR. The Home Suffete presides
over the Senate. The Marine Suffete must be sent to war before the Home
Suffete may be sent to war.
9.2 Committee of Five. Any vacancies in the Committee of Five
must be filled. The Home Suffete proposes candidates from among
Senators currently in Carthage not holding other office which are voted upon
by the full Senate. Committee Membership is for 3 turns (exception, see
4. Prepare to Play)
and expire during the Senate Phase, just after Suffetes are
elected. Each election to the Committee gains 3 Influence for the office holder.
Committee Members may accept a new membership in the same turn in which
they have previously left office, but Members cannot be compelled to do so.
9.3 Prosecutions: Prosecutions are conducted by the Censor
of Public Morals. He may perform one major or two minor
prosecutions of a Senator in Carthage each turn. A consenting Senator
in Carthage must assume the position of prosecutor just as in Republic
of Rome. The only prosecutable major offenses are holding the offices
of Home Suffete, Marine Suffete, General or Explorer. The accused must
have held the office in the previous turn.
9.3.1 Prosecutable minor offenses are for being a corrupt Governor
or corrupt Committee Member at any point during their terms. Unlike
Governors, corrupt Committee Members may be prosecuted while still
in office. If such a prosecution is successful, the Committee Member loses
his post.
9.4 Governors: Following committee appointments, the HRAO proposes
Governorships for any provinces which are currently unassigned.
9.5 Other Proposals: Following the election of Governors,
the HRAO may make other proposals, including the assignment of
any unowned Trade Concessions currently in the Forum.
9.5.1 If the HRAO should leave Carthage, the Senate is automatically adjourned.
9.5.2 There are no landbills or concessions.
9.5.3 Exploration:
The Senate may fund and authorize expeditions for exploration. Exploration
opportunities are in the form of cards which appear from the Deck. Each Exploration
requires an Explorer -- a Senator -- and a number of caravans or fleets. Appointment as
Explorer provides 3 Influence to the Senator. On the Exploration, the number to the left
of the slash is the number of Caravans and the number to the right is the number of
Trade Fleets. Caravans and Trade Fleets cost 1T each and are subject to cost increase
due to Manpower Shortages or No Recruitment. Although the Senate may choose to
send multiple expeditions to pursue the same opportunity for Exploration, expeditions
may never be reinforced or recalled. When an exploration is successfully completed any
other expeditions currently pursuing the same destination which are not Lost are
automatically returned to Carthage at the and of Exploration and Combat Phase.
9.5.4 Losing Wars.
The Senate may vote to sue for peace with respect to a particular Active War.
This has the effect of removing the Active War and
will not count as one of four Active Wars which, if they exist at the end of the turn, cause
the fall of Carthage. Instead the War is considered Lost. Lost Wars cost 25T to the
Treasury each turn. Lost War status is permanent. If at the end of any game turn there
are four or more Lost Wars, Carthage falls and the game ends in a loss for all players.
Leaders associated with Lost Wars for which there are no currently matching Wars in the
Forum become Inactive.
9.5.5 Force Pool.
Recruiting of legions is restricted by the Force Pool. The Force Pool is the set of legions
currently available for recruiting and is kept offmap. The Force Pool is modified from
time to time by the appearance of new wars and victory in certain wars. Legions which
desert lose their Veteran status and commander loyalty. Consult the
Recruiting Table
to determine which legion types are currently available and to find costs of each type. Note
in addition that use of the Sikels and Gallic Swordsmen is limited to certain wars.
9.5.6 Taxation.
The Senate may vote to change the Tax Rate once per turn. The rate percentage must
be a non-negative multiple of 10 less than or equal to 100 and may only be increased
or decreased by 10% each turn, e.g. if the current tax rate is 40%, the Senate could vote
to increase taxes to 50% or to decrease taxes to 30%. Each proposal to increase the
tax rate must name a sponsor and co-sponsor as specified by the proposer. A proposal
which succeeds in raising the tax rate gains 3 Popularity for the sponsor and 1 Popularity
for the co-sponsor. Each senator voting against a tax rate increase proposal
loses 1 Popularity.
Each senator voting for a tax rate decrease also loses 1 Popularity.
No Senator in Carthage may
abstain from a tax rate proposal. If the sponsors of a tax rate increase come from the
same faction, both may be subject to a major prosecution on the succeeding Prosecution
Phase (in addition to normal prosecutions).
9.5.7 Crisis.
If at the start of the Senate Phase, Carthage is in Crisis, two commanders may be elected
to jointly prosecute the same war. Both commanders' military ratings are added together
when determining the Combat Table result. Prior to the Separation of Powers Law, at
least one of the commanders must be a Suffete. The other commander may be any
Senator currently in Carthage who is thus elected to the position of General, for which he
gains 3 Influence.