Republic of Carthage
Charts and Tables
Version 1.7 of February 15, 2006
Copyright (C) 1994-2006 Richard M. Heli
Contents:
- Mortality Phase
- Revenue Phase
- Each Faction Leader collects 3T, each Senator 1T.
- Each Committee member may make dr for corruption.
- State Treasurer, Supervisor of Public Buildings and
Harbor Master receive extra income.
- State receives 100T.
- State pays 2T per fleet or legion.
- State pays 20T per Active War, 25T per Lost War.
- State pays 1T per every 5 trade fleets/caravans.
- Provinces.
- Contributions are made.
- Funds are re-distributed.
- Trade Phase
- All players collect trade goods for traders and trade concessions.
- Players may trade goods among themselves.
- Beginning with the HRAO, players sell goods in player order.
- Players pay taxes on trade revenue according to the current tax rate.
- Overseer of the Agora receives extra income.
- Unsold goods are warehoused.
- Trade income is distributed.
- Forum Phase
Beginning with the HRAO, each player has an initiative in turn:
- Make a DR: 7=Random Event, otherwise, draw a card.
- May make one Persuasion Attempt.
- May attempt to attract a Trader.
- May appoint new Faction Leader.
- After each player has had an initiative, make sole bids for
remaining initiatives up to 6.
After all initiatives are complete, roll for ageing leaders and returning Senators and
Trade Concessions. Return all sold trade goods to the Trade Destination Mat.
Tally votes in Carthage.
- Senate Phase
- Elect two Suffetes. Suffetes assign Home and Marine Suffete.
- Committee Members whose terms have expired leave office.
Fill vacant Committee Memberships.
- Conduct Prosecutions.
- Fill vacant Governorships.
- Conduct all other business including:
- Recruit/Disband Forces.
- Prosecute Wars.
- Fund Explorations.
- Sue for peace.
- Raise or lower Tax Rate.
- Recall governors.
- Assign Trade Concessions.
- Adjourn Senate.
- Exploration and Combat Phase.
- Resolve active explorations.
- Resolve active wars and revolts.
- Adjust unprosecuted wars.
- Apply results of Peace Treaties.
- Revolution Phase
- Non-Victorious Generals check the Public Reaction Table.
- Play, trade or discard excess Intrigue Cards.
- Entering Statesmen must be played now.
- Governors and Victorious Commanders return forces or revolt.
Roll 3 dice:
TDR | Early Republic | Late Republic |
3 | Mob Violence | Internal Disorder |
4 | Natural Disaster* | Barbarian Raids*** |
5 | Ally Deserts | Mob Violence |
6 | Refuge | Natural Disaster* |
7 | Rats | Internal Disorder |
8 | Epidemic | Ally Deserts |
9 | Pharusian Raiders | Pharusian Raiders |
10 | Evil Omens | Evil Omens |
11 | Sicilian Epidemic | Epidemic |
12 | Manpower Shortage** | Manpower Shortage** |
13 | Allied Enthusiasm | Sicilian Epidemic |
14 | New Alliance | New Alliance |
15 | Bandits | Bandits |
16 | Enemy Ally Deserts | Rats |
17 | Enemy Leader Dies | Enemy Leader Dies |
18 | Storm at Sea | Storm at Sea |
* Instead of destroying a concession, make a dr for
each warehouse. On a result of 1-2, it is destroyed.
** Cost to purchase new units is doubled on the first
occurrence of the event, tripled on the second, etc.
*** Tunisia, Sicily and Sardinia are the only provinces which
are safe from Barbarian raids.
Roll DR for each non-victorious commander. Ignore final
results greater than 3 if commander has not yet returned
to Carthage.
Modify the roll as follows:
- If combat result was Disaster, -4
- If combat result was Stalemate, -2
- Add Commander's Popularity.
Roll 2 dice:
- Executed.
- Executed.
- Executed.
- Commits suicide.
- Executed in Carthage.
- Pay fine and lose popularity equal to DR.*
- Pay fine and lose popularity equal to DR.*
- Pay fine and lose popularity equal to dr.*
- Pay fine and lose popularity equal to dr.*
- Held blameless.
- Held blameless.
- Receives commendation. Receive dr talents from Bank.
Results lower than 1 are treated as 1; greater than 12 are treated as 12.
*Senator pays fine fine from personal treasury. If funds
are insufficient, payment comes from the faction treasury.
If the full amount is still unpaid, Senator loses
Influence and Popularity equal to the amount of the shortfall.
Cost | Type | Number | When Available to Force Pool
|
10T | Carthaginian | 2 | Start of game
|
10T | Balearic Slingers | 2 | Start of game
|
8T | Celtiberians | 4 | Start of game
|
9T | Campanian Swordsmen | 3 | Start of game
|
9T | Fleet | 25 | Start of game
|
|
1T | Exploration Fleet | --- | Start of game
|
1T | Caravan | --- | Start of game
|
9T | Libyan Light Infantry | 4 | Libya province exists
|
8T | Numidian Cavalry | 4 | Numidia province exists
|
12T | Elephant | 2 | both when any one of Libya, Numidia or Morocco provinces exist
|
9T | Sikels | 2 | for Sicilian, Roman Wars only
|
5T | Gallic Swordsmen | 5 | for 2nd, 3rd Roman Wars only
|
Modifiers:
Roll 1 die:
- Early Republic: 5-6
- Late Republic: 4-6
Modifiers:
- For each 5 fleets/caravans that the expedition is short
of the number printed on the Exploration Card, subtract
1 from TDR.
Roll 3 dice:
- Raiders Attack. Lose all fleets/caravans.
- Raiders Attack. Lose all fleets/caravans.
- Raiders Attack. Lose all fleets/caravans.
- Raiders Attack. Lose TDR fleets/caravans.
- Raiders Attack. Lose DR + 2 fleets/caravans.
- Raiders Attack. Lose DR + 1 fleets/caravans.
- Raiders Attack. Lose DR fleets/caravans.
- Raiders Attack. Lose dr + 2 fleets/caravans.
- Raiders Attack. Lose dr + 1 fleets/caravans.
- Raiders Attack. Lose dr fleets/caravans.
- Lost. Lose dr + 2 fleets/caravans.
- Lost. Lose dr + 1 fleets/caravans.
- Lost. Lose dr fleets/caravans.
- Success. Lose DR fleets/caravans.
- Success. Lose dr + 2 fleets/caravans.
- Success. Lose dr + 1 fleets/caravans.
- Success. Lose dr fleets/caravans.
- Success. No losses.
Results lower than 1 are treated as 1; greater than 18 is treated as 18.
Draw a Mortality Chit vs. the Explorer for every 5 losses
or fraction thereof.
Last update: 6-Feb-06
Rick Heli