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MARE NOSTRUM: DIUMVIRATE

A SCENARIO FOR 2 PLAYERS BY UBIRAT OLIVEIRA

Introduction
This document describes the scenario Mare Nostrum: Diumvirate for 2 players created by Ubirat Oliveira. Ubirat made the original document available on the site of BoardGameGeek at the URL http://www.boardgamegeek.com/fileinfo.php?fileid=8889, apologising profusely for the fact that English was not his native tongue. The result is a rather colourful description which unfortunately has a tendency to get in the way of the scenario itself. While English is not my native tongue either, I am of the opinion that the work of Ubirat deserves wider acclaim, and so rewrote the text. I had him proofread the document, for which I kindly thank him. You do not need any special nor additional game material save for the base game of Mare Nostrum: the Mythological Expansion is therefore not required. All game pieces and cards are used in this scenario. The players use two different colours each, and share the fifth, green. This colour now designates special items: the fortress is considered a special building, legion and trireme are special forces, and the influence marker is an Olympic favour. The abilities of the special items are explained later in the text. Many changes have been made to the games structure which can be easily overlooked. Pay special attention to the uncoupling of heroes and civilisations, the determination of the roles, how income is derived, the changes to the use of temples and markets, how to pay for objects, and (last but not least) the victory conditions. Enjoy!

Victory conditions
There are now five ways of winning the game. A player wins immediately if he fulfills one of the following conditions: Completely eliminating the army of his opponent, comprising triremes, legions, fortresses, and special forces. Conquering both enemy capitals in one and the same turn. Accumulating any combination of 10 Hero and Wonder cards. Accumulating any combination of 15 special items, be them forces, buildings or favours. Accumulating both any combination of 6 Hero and Wonder cards and any combination of 8 special items.

Setting up
Roll one die to determine who begins the set up. The winner choses any colour except green, and automatically takes on the role and player guide of the corresponding civilisation. The hero of that civilisation is not given out at this moment, nor is he or she in any way tied to this civilisation in

this scenario! He then adds pieces of his chosen colour and cardboard markers to the board as follows: Influence markers and fortresses are placed as indicated on the player guide. Place a single legion in every province without a fortress. Depending on the colour of the pieces, place a single trireme in the sea west of Rome (yellow), north of Carthage (red), west of Antiochia (purple), or north of Alexandria (blue). Place caravans as indicated on the player guide. Do not place city markers on the board: instead, place a single temple in the capital of the chosen empire. The other player then choses two colours in succession and sets them up according to the above rules, the remaining colour left over for the person who chose first. The character role cards are not awarded at this point. Finally, place one temple each on Sparta and Troa, and one caravan either olive oil resource of those provinces. All temples are now in play.

Playing the scenario


The scenario follows the general outline of the base game: the game is played in rounds, and each round is divided into four subsequent phases: establishment of roles, commerce, construction and military actions.

1. Establishing the roles


DIRECTOR OF COMMERCE
The player with the highest number of resource cards left over after the construction phase becomes Director of Commerce for the next round. In case of a tie, the role of Director of Commerce is not awarded to either player. Note that in the very first round of the game, there is no Director of Commerce. Agamemnon (unaltered)

POLITICAL LEADER
In the very first round, the role of Political Leader is determined by a throwing a die. The winner gets to chose whether to become Political or Military Leader; the other player automatically takes on the other role. In all subsequent rounds, the player with the highest number of tax cards left over after the construction phase becomes Political Leader for the next round. In case of a tie, the role remains with the player who was Leader before. Salomon (unaltered)

MILITARY LEADER
In the very first round, the role of Military Leader is established co-currently with that of Political Leader. In all subsequent rounds, the player with the highest amount of military points on the board (regular triremes, legions and fortresses valued at 1 point each; special forces at 2 points each) after the military phase becomes Military Leader for the next round. In case of a tie, the role remains with the player who was Leader before. Archimedes (unaltered)

2. Commercial phase
OBTAINING RESOURCE AND TAX CARDS
Both players obtain income for both civilisations as follows: Every resource covered by a caravan yields 1 card of that resource. Every resource covered by a market yields 2 cards of that resource. Note: This is different from the base game! Every city site covered by a city marker yields 1 tax card. Every city site covered by a temple yields 2 tax cards. Note: This is different from the base game! Every special building in a province gives the player the same income he obtains from the tiny round markers: 1 special building doubles his income, 2 special buildings triple it, and so forth.

Once a commodity is depleted, it cannot be handed out any more, nor is it replaced by another. If there are not sufficient cards of a commodity to be handed out to both players, a die is rolled to determine who draws first. The income is laid out open in front of the players. Colossus and Temple of Artemis (unaltered) Hanging Gardens (new and altered)

TRADE
If there is a Director of Commerce, he now chooses the cards he wants to trade with his opponent and the cards he expects in return. The other player may not refuse the trade. If there is no Director of Commerce, there is no trade. Ulysses (altered)

3. Construction phase
CONSTRUCTION RULES
The Political Leader for this round determines the order in which the players will build. The normal building rules apply unless stated otherwise: Payment of objects is done in resource cards, tax cards, or a combination of both. Resources in a set need not be unique. Note: This is different from the base game! Influence markers of a particular colour may only be placed adjacent to a province containing a marker of equal colour. Hammurabi and Pharos (unaltered) Legions and triremes of a particular colour may only be built in provinces with an influence marker of that colour. Markets may only be placed on resources; there may be more than one market in a province. Note: This is different from the base game! Temples can no longer be bought as they cannot be removed from the board with a military action. Note: This is different from the base game! The Pyramids no longer bring instant victory. Pyramids (altered) Bought (and previously stolen) special buildings and forces are first put into a private storage from which only half (rounded down, excluding Olympic favours) can be actually put on the board this turn. Special buildings are not fortresses and are not subject to the rule of one fortress per province at most (or two if the player owns Zeus). Zeus (unaltered) Special forces may only be built in provinces where there is at least one own fortress or one own legion; the trireme of course only in a province adjacent to sea. It is recommended that one player puts his special forces flat on the board to distinguish between the special forces of the players. Olympic favours are just put in front of the player. All special items in a players possession immediately count towards the victory conditions.

CONSTRUCTION COSTS
The construction costs of numerous items have been changed: Influence marker City Caravan Legion Trireme Fortress Market (new) Market (upgrade) Wonder Pyramids Hero Special item Mausoleum and Cleopatra (unaltered) 3 resource cards 3 resource cards 3 resource cards 3 resource cards + 1 tax card Julius Caesar (altered) 3 resource cards + 1 tax card Perikles (altered) 3 resource cards + 1 tax card Julius Caesar (altered) 6 resource cards + 3 tax cards 6 resource cards (the replaced caravan returns to the stock) 9 resource cards or 9 tax cards 9 cards of any kind (resource and / or tax) 9 resource cards or 9 tax cards 10 resource cards or 10 tax cards

Cards left over from construction can be carried over into the next round without limit. Note: This is different from the base game!

4. Military phase
BASIC RULES
The Military Leader choses the order in which the players will move and perhaps fight. First, triremes move in their normal way and fight as usual. Then legions and special forces make their move, and fight if necessary. Should the attacker remain alone in a province without enemy military units, he gets a military action. However, he can only occupy or convert; he may not sack the province. Note: This is different from the base game! Hannibal (unaltered) Perikles and Nabuchadnezzar (altered) If a special forces unit is destroyed in combat, it is put in the private holding of the other player who can then bring it onto the board in the next game turn as if he just bought it. The special building is not removed (as it does not participate in combat); it just changes ownership when the province is converted. Helen of Troy cannot be applied to special forces. Helen of Troy (unaltered)

PROPERTIES OF THE SPECIAL ITEMS


A special legion moves up to 2 spaces through friendly territory and / or unclaimed territory (in other words, it may not enter a province which has an enemy influence marker in it) and then participates in every fight in this, and the immediately adjacent provinces on one and the same turn, whether defensively or offensively. The unit rolls an automatic 6, and its capabilities can be enhanced by Heroes and Wonders, such as Hannibal. A special legion can support a naval battle in an adjacent sea province during the phase of trireme movement. A special trireme moves up to 2 spaces through sea provinces, rolls an automatic 6 when engaged in combat, and can support landlocked combat in adjacent land provinces as often as it wants on the same turn. Just like the special legion, its capabilities can be enhanced by Heroes and Wonders. Special buildings and Olympic favours have no special combat features.

Changed Heroes and Wonders


Ulysses Nabuchadnezzar Hanging Gardens Pyramids Julius Caesar Perikles Right after trade, steal 1 resource and 1 tax card from your opponent. The moment you attack a province, obtain 1 corresponding commodity (either resource or tax) for every cardboard marker in the province. Get 1 tax card from the bank. No longer bring instant victory. Legions and fortresses cost 1 card less (either 1 tax or 1 resource). Triremes cost 1 card less (either 1 tax or 1 resource); enhanced combat ability of triremes remains unaltered.

Tips
The scenario plays like a monstrous free-for-all fight. In the beginning things are slow, but dont be alarmed if at any one point in time you have over 20 cards (!) in your hands. Youll notice that obtaining Olympic favours isnt quite as easy as it looks. Regrettably, the fact that the scenario is heavily resource-based makes Rome a very powerful civilization to play: dont give the Roman player control over Carthage as well, otherwise youre in serious trouble from the start.

DOCUMENT INFORMATION
Concept: Author: Version: Ubirat Oliveira Maarten D. de Jong v1.0 (23-XIII-2006)

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