1. Introduction
Republic of Carthage reflects the events of approximately 350 years in the life of the
Carthaginan Republic.
All rules from Republic of Rome
are intact except where specifically modified by these rules.
5. Mortality Phase
5.1
Note that in addition to losing other markers, Senators who
die also lose any Traders, Warehouses and Committee Membership.
Exception: faction leaders whose family cards remain in play
retain all Warehouses.
6. Revenue Phase
6.1 As there are no Knights, there is no income from Knights.
6.2
Each active war costs the the state 20T per turn.
In addition to other maintenance fees,
the State Treasury must pay 1T per every 5 trade fleets or fraction thereof and 1T per
every 5 caravans or fraction thereof.
6.3
Each member of the Committee of Five may roll 1 die during
the Revenue Phase and collect that number of talents from
the State Treasury. As this is an prosecutable offense, flip over
the Term marker on the office as a reminder for later in the turn.
7. Trade Phase
Note: some of these rules may yet be a bit rough. Feel free to ask questions.
For those who know the game, the
acquisition and trade of cards is quite similar to that of Civilization.
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.
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.
7.4.3
This limit is applied at the end of the Trade Phase only.
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.
8. Forum Phase
8.1
Senators attract Traders rather than Knights. The procedure
is slightly different in that two dice are rolled and the result,
which may be modified by gold, must equal 12 or more.
There is no limit on the number of traders a Senator may accumulate.
Unlike Knights, Traders do not provide extra votes.
8.2 There are no Games.
8.3 In terms of the Barbarian Raids event, the provinces of
Tunisia, Sicily and Sardinia are safe from such raids.
9. Senate Phase
Note: the office of Suffete (Home Suffete and Marine Suffete)
is similar to that of Consul (Rome Consul and Field Consul).
No longer in use are the speech, land bills and concessions.
Added are the Committee of Five, Explorations, the Force Pool,
Taxation and the deliberate Losing of Wars.
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.
10. Exploration and Combat Phase
10.1 Explorations: Any Exploration which the Senate has
attempted is resolved. The Explorer
player makes a TDR, adding his Exploration Rating
and subtracting 1 for each 5 fleets or caravans or
fraction thereof that his expedition is short of the
numbers printed on the Exploration card. He checks
the total against the
Exploration Table
and applies
the results immediately. An exception is if the
unmodified TDR matches the Disaster number printed on
the Exploration card. In this case, ignore the Table
result and instead make a DR and lose this number of
fleets/caravans. In addition, the Explorer should draw
a Mortality Chit for every 5 fleets/caravans
or fraction thereof which are lost. Should the Explorer
die, the remaining fleets/caravans are immediately
returned to Carthage for later re-use. (Use the State
Treasury tracks to indicate the number of fleets or
caravans currently allocated to an expedition.)
10.1.1 Losses. Whenever the
Exploration Table
calls for losses
of fleets or caravans, the Explorer should draw
a number of Mortality Chits for every 5 fleets/caravans
or fraction thereof which are lost. Should the Explorer
die, the remaining fleets/caravans are immediately
returned to Carthage for later re-use.
10.1.2 Success. A result of Success means that the Explorer
and all participating fleets/caravans are immediately
returned to Carthage. The successful Explorer receives
additional Influence and Popularity equal to the
difficulty of the exploration as expressed in fleets/caravans
on the Exploration card, divided by ten.
The Exploration card indicates
which areas are now opened for trade. The trade goods
listed on the Trade Goods Chart for those areas placed
immediately.
10.1.3 Lost. Expeditions which become lost must roll for
losses as indicated on the
Exploration Table
and make a
TDR on the
Exploration Table
again on the next turn.
10.1.4 Raiders. The Expedition makes a loss roll as indicated
on the
Exploration Table.
It may then continue the
expedition or return immediately to Carthage at the discretion
of the expedition's Senator.
10.1.5 If there are any unsuccessful expeditions which had
their exploration successfully completed by another
expedition, return the expedition to Carthage at this
time. An exception is an expedition which is Lost –
it must consult the
Exploration Table
again on each turn
until it achieves a result other than Lost.
10.2 War. Prosecution of Wars is resolved on the Combat Table.
A war's strength is doubled if a matching war is active, tripled
if two matching wars are active.
One Veteran Legion is created as a result of each
Victory, Standoff or Stalemate. The legion which
becomes veteran should be chosen by random draw among
all eligible legions participating. The allegiance of
the veteran legion in the case of two commanders of a
single force is to the Senator having the higher
Popularity. Resolve ties by DR. Popularity and
Influence gained from the war in this case is shared
evenly between the Senators (fractions rounded up).
11. Revolution Phase
11.1 Commanders who participated in a War this turn and
were not victorious and Commanders who returned to
Carthage during the Senate Phase and were not victorious
in the previous turn now consult the
Public Reaction Table.
11.2 Play, trade or discard excess Intrigue Cards. Entering
Statesmen may be played now.
11.2.1 Statesmen #2A and #2B may both be in play at the same time.
If one is a member of a faction, no other faction may play the other.
If both are in play, use a DR to determine which is affected by Mortality
Chit draws and to determine which statesman receives the family card
should it appear in the Forum. If the holder of the family card dies and
the other statesman is in play, the family card moves under the still-living
statesman, even if the family card is the faction leader.
11.2.2 Statesmen #3A and #3B may not be in play at the same time.
11.3 Returning victorious commanders may rebel. Consult
the
Legion Allegiance Table. If two commanders were
sent with a single force and either or both wish to
rebel, the commander with the larger force is the rebel.
Each legion joins the commander who bribes the larger
amount for that legion. Roll a die to decide ties in
each case.
12. Victory Conditions
12.1 Victory conditions are the same as for Republic of Rome.
13. OPTIONAL ASSASSINATION RULE VARIANT
The Republic of Rome assassination rules have the
drawback that they are all or nothing, either the assassin
gets away with the deed or is caught, rarely is there anything
in between. Another difficulty is that the rule whereby the
Faction Leader must stand for trial is never used since players
simply avoid it by using the Faction Leader as the Assassin.
Thus, players may wish to ignore the existing Assassination
rules and adopt the following instead.
13.1 A player attempting an assassination rolls one colored and one
white die. Both are modified by Evil Omens if any exist.
An assassination is successful if the colored dr is 5-6.
An assassin is caught if the white dr is 1-3.
13.1.1 Caught assassins are killed. In addition, every senator in
the assassin's faction loses 5 Influence and 1 Popularity.
13.1.2 Secret Bodyguard cards subtract 1 from both the colored and
white dr's s well as triggering an additional white dr to see
whether the assassin is caught.
13.1.3 Assassin cards add 1 to both the colored and white dr's as
well as adding 1 to any additional Secret Bodyguard rolls.
13.1.4 There is no special prosecution of the Faction Leader.