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Remember what is said here, lest your own house fall.

Our tale begins in these troubled times. It all started an age
ago it seems, with Sanguinem Domus, The Bleeding House.

Gone now, not a stone of the site remains.

None would reside there after what happened.
The Dominus, family and slaves of the Bleeding House,
previously known as House Cassian, were slain so grievously;
their lives washed away in an ocean of red. In the dead of night
their blood cascaded from the house; a crimson warning which
ran down the white steps and choked the gutters.

Some said the family were slaughtered by an army of men. The

truth is far more unbelievable; this was not the action of an
army. Instead it was a mere handful of killers. Even so, it was
not the gang’s blades that robbed House Cassian of life. The
fate of the house was sealed by something far deadlier: ambition.

The end of House Cassian sent shock waves through the city.
Investigations and reprisals from Rome were swift, brutal and
total but came far too late...

The Bleeding House not only demonstrated the need to own

a private gang; it also started something of a trend among the
city’s wealthy and powerful.

Rome, her attention already stretched thin across her empire,

was happy to turn a blind eye to her citizens’ new machinations.
After all, why ask questions if a slave, merchant, or careless
relative went missing here or there? Rome can be such a
dangerous place.

Sensing opportunity in Rome’s distraction, each great house soon

became home to a gang of fighters. Whilst some of those fighters
were drawn from the same quarter, others came from more mixed
origins with only the ability to maim and kill in common.

Now armed and able to both protect his house and enforce his
will, the goal for each Dominus has become far more advanced
than just a single night of slaughter. More subtle plans are
required if one’s rivals are to be removed.
by Adam L Dobbyns, Darren Evans and Andy Hobday
Cover art: Rota Fortunae - Memento Mori (The Wheel of Fortune) by Jody Lundy
Inspired by a Roman mosaic representing the Wheel of Fortune which, as it turns, can make the rich
(symbolised by the purple cloth on the left) poor and the poor (symbolised by the goatskin at right) rich;
in effect both states are very precarious, with death never far and life hanging by a thread: when it breaks,
the soul (symbolised by the butterfly) flies off. And thus are all made equal.

Artwork: Jody Lundy Playtesters: Magnus Barbati, Pete Barnes, Chris Bone,
Ray Earle, Mark Farr, Paul L. Mathews & Steve Snow
Story texts: Chris Bone
Big thanks to: Steve Cummings, John Dodd, Seth Hall, Leila
Book design, production & photography: Mark Owen
Hobday, Sarah Knight, Philip Matyszak (for his inspirational
Editing: Andy Hobday, Paul L. Mathews & Dom Sore books), Hayley Morgan, Gary Peach, Steve Snow, Jamie Tranter
and the photography pixies (Imogen and Amélie Hobday).
Miniature sculpting: Paul Hicks, Steve Saleh
& Dennis Zarnowski
Miniature painting: Darren Linington
Terrain: Sarissa Precision
Terrain painting: Gary Peach
Game Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Building Your Gang . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Fighter Origins & Backgrounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Gods of Rome and their Favours . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Playing a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
The Servants of Orcus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
The Living City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Gangs of Rome Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Personal Influence Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Senator Class Players & Bounty Coins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

W elcome, Dominus, to Gangs of Rome! Gather your Fighters and equip them well;
your bloody journey begins now. 
In Gangs of Rome you will use your unique fighters, pitting them against the gangs of
rival Domini in both campaign and scenario play to earn influence enough to manipulate
your way into the Senate. Then, as a Senator of Rome, you will be granted the power to
destroy your enemies with methods far greater than the sword.
So hold on to your sandals and watch your back, Dominus…
…things are about to get bloody!
F irst things first, Dominus, what do you need to play Gangs
of Rome?
Pebbles are placed into a Bag or cup and then drawn to indicate
whose Activation it is. Each player uses a unique colour, with
GANG CARDS black and white the most common. A single Pebble is used to
Your Gang is made up of individual Fighters, both male and Activate a Fighter in your gang. When that Activation is over
female, each detailed on their own Gang Card. Each of these that Pebble is left on the Fighter’s Gang Card to indicate he or
Gang Cards is different in one way or another, making every she has completed their actions for this Round.
Gang Member in the game unique. Each Gang Card contains
the Gang Member’s Statistics, Worth, Origin, story, Fighter’s Gift BAG
and the Roman God they follow. You will need an opaque Bag which is big enough to contain
all the Pebbles you need. This will be used by players to blind
draw Pebbles one at a time when activating their Fighters. A
cup, small box or even a pocket will suffice if you do not have
such a Bag.


Attack 7

Defence 3

Agility 7

Fighter’s 23
To add a bit of flavour of the time, the Dice used in Gangs of
Rome display Roman numerals. If you are unfamiliar with such
numerals, here is a handy key:
In every blister pack for Gangs of Rome you will find a Gang
Card. These can be used with either the Miniature in that blister I=1 IV = 4
pack or with any other suitable Miniature you wish to use.
II = 2 V=5

There are forty different Roman coins—or Denarii—to collect.
These will give your Fighters a suite of additional weapons and items As a general rule, any roll of IV, V or VI will be—unless stated
to enhance their inherent skills in play. Denarii can be added singly otherwise—a success, and a roll of any other numeral will
or used in multiples to form a bank of resources for your Gang. indicate a failure. Each time you purchase a fighter blister pack
Denarii come in three types: Common, Uncommon and Rare. for Gangs of Rome, you will receive a Roman Numeral Dice.


The Gradus is the single ancient unit of measure used to
measure distances in Gangs of Rome and with its use it allows
us all to feel very Roman! Your Fighter also moves in Gradus.
The Gradus is also used to determine distance and Range when
firing Ranged Weapons during a game. Gangs of Rome rulers are
marked at increments which equal 1"; each of these increments
is a single Gradus.
1 Gradus increment = 1 inch.

In each blister pack for Gangs of Rome, you will receive a sheet
of laser cut Denarii containing four Coins; two Common, one
Uncommon and one Rare. These are used as part of your Coin
Bank during a game. You will also receive four Denarii Cards
corresponding to the four Denarii in the pack. Each card details
how the corresponding Denarius work in the game.
We have created a dynamic range of Miniatures to represent both the male and female Fighters in your Gang. Most games of Gangs
of Rome will also include various Mob of Rome group stands known as Mob Bases; these represent the roaming citizens of the
thriving city.

Fighters can be male or female, tall or short, young or old,
and they can hail from all corners of the Empire. Gangs are
composed of anyone who is willing to enact the bidding of a
Dominus. For a price...


The mob is the fickle crowd of Rome. Going about their daily
business, these are the people of Rome whom your Fighters
will encounter. As Rome’s working class, the Plebeians had
little individual power. When joined together in a group
they become a Mob and need to be handled carefully. The
Mob will have an impact on most games you play.
Usually based in groups of five on an 80mm Base, rules
for using Mob Bases in the game can be found on
page 25: The Living City. both a Fighter’s ID Number—also known as its Fighter ID—and
their current Flesh total, which starts high and reduces slowly as
THE JIGSAW BASE they suffer injuries.
Each Gangs of Rome Fighter you receive will come packaged
with our brand new custom Jigsaw Base. The Jigsaw Base FIGHTER ID NUMBER
earns its name from the small acrylic Numeric Tokens that fit Line up your Gang Cards at the edge of the table. That order,
smoothly into the two semi-circular notches cut into the rear counting from left to right, will dictate the number on your
of the Jigsaw Base. These Numeric Tokens are designed to stay Fighters’ Jigsaw Bases. The Gang Card to the extreme left is
in place with no chance of falling out. They are pressed into the always Fighter 1. The next Gang Card to the right is Fighter 2,
semi-circular notches as you would a jigsaw piece, hence the then Fighter 3 and so on. The Fighter ID has no impact on the
name. Extending slightly over the edge of Jigsaw Base to aid game so you can order your cards in any way you see fit. Just
removal, the bright and robust acrylic tokens clearly designate remember not to move the cards around!


thinks only
5 once wrote a
game using 7 drunk wh
6 pretty slaves miniature models.
awake, dr
of wine wheaming
deserve freedom.
sleeping ile
6 6 .
4 3
7 6
22 22

The coloured numbers 2 and 3 in the bases correspond to cards

two and three, so the two Fighters in the photograph are Julius
and Bruttia.
The Gangs of Rome Jigsaw Base tracks damage the fighter has
taken, which we call Flesh, during a game. A Fighter starts at
their maximum level of allowable Flesh, and is Retired From
Play when their Flesh Counter reaches zero. A Fighter’s Flesh
value is tracked with the red tokens in the base.
Gangs of Rome is played in a 3x3’ area. On
this will be various Terrain Pieces; these
will change depending on the Scenario being
played and the Terrain Pieces available to
each player. Stacks of books and small boxes
can proxy for structures until you can build a
more vivid depiction of Rome.

Legend has it Rome was founded by Romulus
and Remus; twin sons of Mars, the God of
War. Left to drown in a basket on the Tiber
the twins were rescued by a she-wolf and lived
to found Rome city on the river’s banks. After
killing his brother Romulus became the first
king of Rome; bequeathing the city his name.
The streets of Rome are made up of innovative
constructions of stone,marble,brick and concrete.
A wide range of structures, public buildings
and military facilities make up the urban
environment. These include amphitheatres,
aqueducts, baths, bridges, circuses, domes,
harbours, temples, shops and dwellings in various
states of repair. There are also fountains, public
spaces and gardens found amongst the many
twisting streets and alleyways. Rome presents
a varied backdrop for confrontations between
rivals. This urban environment will form the
terrain your gang will fight amongst and over.
Y our Gang is made up of individual Fighters, each denoted by a separate Gang Card, and Denarii coins making up your
coin bank.
To begin a game of Gangs of Rome,
you must first get to know the Fighters
of your Gang. Thanks to our ‘Hand of
Fate’ Gang Card generator , even if
you choose to buy the same Fighter
sculpt over and over again, the Gang
Card within will always be different
in some way.
In this initial set, the Fighters available
to you hail from just four separate parts
of the city. Being raised and trained X
in the streets and alleyways of their XI
specific areas has left each of them
with an inherent background talent
they will bring to your Gang.


It is up to you how you wish to XI Cattle Market &
construct your Gang. It can contain Circus Maximus
Fighters of originating from many X The Palatine
areas or Fighters raised in one area of IV Subura
the city.


Born or raised in the same area and more willing
to fight together as a team, Fighters with matching
Origins can anticipate each other's Actions. A Fighter
may freely move through, and shoot through, Fighters
in their Gang that share the same Origin as themselves.

Fighters in the same Gang from dissimilar backgrounds
obstruct Movement and block one another’s Line-of-
Sight; old rivalries can be less than ideal when forced
to work together.
However, a Gang comprised of Fighters of mixed
origin offer a wider variety of skills learned in their
different areas.


Origin: Palatine - trained by the Wolves of Rome.
Savage Resolve: Before a Fighter trained by the Wolves of Rome places a Coin in their Used Pile
they may roll a Dice before it leaves play. If a IV, V or VI is rolled, the Coin instead returns to the
player’s Hand.

Origin: Subura - trained by the Cultus of Dis.

Friends in low places: Fighters who are members of the Cultus of Dis may re-roll any multiple
I results that have heralded the coming of the Servants of Orcus. A re-roll may be made only
once per Dice Pool.

Origin: Aventine - trained by the Fighters of Aventine.

Alert: Members of the Fighters of Aventine, gain +1 extra Defence Die against incoming
Coin-based Attacks made in any reply to their own direct Combat Actions.

Origin: Circus Maximus - trained by the Lions of Maximus.

Stamina: The Movement of a Fighter trained by the Lions of Maximus never drops below
4 Gradus, no matter how many Wounds they bear.
In addition to Origin and Fighting Statistics, each Fighter is Once at any time during their Turn, an individual Fighter may,
imbued with an inherent Fighter’s Gift on their Gang Card. as a Free Action, say a Prayer to their patron God in the hope of
This Fighter’s Gift may mean the difference between victory and gaining their favour. The God the Fighter serves, is described on
humiliation. Remember to use the gifts wisely; they could save each Fighter’s Gang Card. Not all Fighters follow the same God.
your Fighter’s life! Roll a single Die. On a score of VI the God grants their favour to
the Fighter currently Active.


MARS (combat) If Mars favours you use any other Fighter’s Skill on the
table for one full turn.

APOLLO (sight) If Apollo favours you, add 1 unavoidable wound in

addition to any ranged damage you cause this turn.

JUPITER (premonition) If Jupiter favours you look at any opposing face down

SATURN (renewal) If Saturn favours you immediately replace this fighter’s

lost coin with one in hand.

MERCURY (luck) If Mercury favours you reroll any die in your Attack and
Defence Roll this turn.

MINERVA (remedy) If Minerva favours you heal one Flesh from this Fighter.

RETIRING A FIGHTER FROM PLAY whom the Pebble belongs then activates a Fighter and uses
Once a Fighter reaches zero Flesh points they are Retired from one of the different Actions available to that Fighter.
the game. Remove the model from the game board, unless other For example, Player A has a Gang comprising of six Fighters,
rules are in play, and turn over their Gang Card in your playing and so places six black Pebbles in the Bag. Player B has seven
area. We call this Retired From Play because there are always more Fighters, so has seven white Pebbles to place in the bag.
battles around the corner in Gangs of Rome and not all wounds
are fatal! Give that Fighter’s Pebble to the player who inflicted SURPLUS PEBBLES
the fatal Flesh Wound. The Pebble for the Fighter will need to be The number of Pebbles in each game equals the number of
removed from the Bag if they have not activated in this Round. Fighters from both sides that begin the Scenario. When a Fighter
When Retired, any Denarius assigned to your Fighter is also Retires From Play, that Fighter’s Pebble is removed from either
Retired From Play. It does not go into your Used Pile! their card or the Bag with immediate effect. The removed
A Fighter never really dies, they always return to fight again, Pebble is then given to the opponent responsible for Retiring
having learned which Denarii were both good and bad for their the Fighter. In many Scenarios, the loss of a Fighter affects the
fortunes in their latest battle! If your Fighter didn't perform end-game Influence Totals.
quite as you anticipated you can adjust your Denarii bank before
the next battle. This may include seeking out replacements! Use ROUNDS & ACTIVATIONS
your available Denarii to tune your Fighter and maximise their Each new round in Gangs of Rome will begin with the
advantage on the streets. preparatory Tactics Phase. This Phase is completed simultaneously
by all players. Following the initial Tactics Phase, Rounds are then
PLAYER PEBBLES made up of a series of individual Fighter Activations, beginning
In the game, players will place the several coloured Pebbles with a Pebble drawn blind from the Bag or cup to determine
designated to represent their Gang into a Bag or cup. Each the player whose Fighter now activates for that Turn.
player adds one Pebble for each of their Fighters. Each player
should use a different coloured Pebble or other Token. If using The player in question assigns the Pebble drawn to one of his
something other than the Pebbles, players will need to ensure Fighters, thus activating it. Next, the Bag or cup is given to
their substitute Tokens are the same other than colouration. the next player and the Blind Draw is repeated. This process
Differences in form or size may allow players to identify their continues until the Bag or cup is empty, at which point ALL
Tokens during the Blind Draw. During a round Pebbles are Pebbles are collected and returned to the Bag to start a new
drawn from the Bag each Turn one at a time. The player to Round with the initial Tactics Phase.
Bread and Circuses
The Ludes Floriales were over, and now the crowds streamed cestus onto his knuckles, Brictius stepped over the fallen Faustus
from the Circus Maximus and toward the Forum Boarium. and delivered an uppercut to Hanno’s chin. The Nubian, jaw split
They pelted one another with beans and lupins as they chattered from chin to teeth, fell unconscious to the ground.
and laughed, alive with excitement. The Blues were victorious
The other Maximae had not been idle. Tatius slashed downwards
once again, their thoroughbred Cappodocian steeds more than a with his gladius, hamstringing Momus. Virginia launched herself
match for the sorry nags of the Greens. at Priscus, twin blades glittering in a ferocious blur. She severed
Prudentius leant against the wall of Golden Quadriga, a taverna Priscus’ sword arm as he vainly tried to block her furious attack.
adjacent to the Circus Maximus. Hood pulled up, he watched Crimson gore rained from the ruination of his arm and onto the
a knot of the Circus’ gangers as they loitered at the rear of the screaming Momus, who lay clutching his mutilated thigh.
Temple of Hercules. He waved a bunch of lupins across his face The crowd—now aware of this sudden explosion of bloody
four times, indicating the strength of the rival gang to Brictius, violence in their midst—cried out in panic. Slaves interposed
the leader of the Palatine gang. Upon this signal Brictius and his themselves between the bloodshed and their masters. A group
Palatine comrades emerged from their hiding place, sauntering of drunken charioteers spontaneously sobered up, and mothers
toward their Circus Maximus rivals. pushed their offspring away from the danger. A flashfire of fear
“According to Prudentius, the Nubian always has the takings consumed the masses, and they stampeded in their desperation to
from the day’s betting in that red satchel,” Brictius said to his escape this bloody violence. Faustus screamed again as he was
men as he scrutinised the rival gang. “We need to grab it and get trampled by the panicked mob, Julia’s dagger driven even deeper
away in a hurry.” into his skull. Momus squirmed and rolled in his own blood as he
was crushed by the rush of sandals. Hanno’s head was split in
The Palatine gang converged on their targets, moving against the twain by a studded boot.
flow of the crowd. Eyes fixed on the red satchel, Brictius and his
comrade Faustus came within spitting distance of the Nubian before With the mob bearing down upon him, Brictius pulled a handful
they were spotted. Julia of the Circus Maximus gave three shrill of caltrops from a leather pouch at his waist and, with a sneer,
whistles before leaping up the temple steps to gain a better vantage strew them upon the ground. Those unfortunate enough to tread
upon them shrieked in pain as the wicked spikes pierced the soles
point. She spun around and threw her slim dagger with unerring
of their feet. As the crowd backed away in terror, Brictius seized
accuracy. With a piercing scream Faustus clutched at the dagger as
both his chance and the red satchel from Hanno’s prostrate,
it protruded from his right eye. Hanno, the Nubian, withdrew an
disfigured body.
iron claw from the folds of his tunic with one hand, and tightened
his grip on his satchel with the other. Momus and Priscus of the ”Hah! To the victor the spoils!” he shouted in triumph as he ran
Palatine hemmed in the Nubian, preventing his escape. Slipping his down an alley, towards the Palatine, and to safety.

The colour of the Pebble which is drawn indicates which player Fighter will be able to receive a Pebble of your colour when
may Activate one of their Fighters. That player picks just ONE one is drawn.
such Fighter to whom they wish to assign this Pebble. Using
this Fighter that player may choose a series of actions before A FIGHTER IS SPENT
completing the Activation. Unless otherwise stated, a Fighter A Fighter with a Pebble already on their Gang Card from
may only ever have ONE Pebble assigned to them. a previous Activation is said to be in the Spent state. They
will NOT be able to receive another Pebble this Round. This
READY & SPENT Fighter must wait until the next Round of play to be Activated
At the end of each Round, clear ALL Pebbles from the Gang once more.
Cards in your Gang and return them to the Bag; this indicates
A Fighter in either the Ready or Spent states may defend
all surviving Fighters are now Ready. A Fighter that has Activated
themselves numerous times with a Combative Reply when
during a Round is said to be Spent.
attacked. The difference between the two states of Ready
and Spent is very important, as game elements may also have
specific effects on a Fighter in either the Ready or Spent states
An empty Gang Card, one to which a Pebble has not yet been
of play.
assigned, indicates your Fighter is in the Ready state. That

Camillus, Varius and Plautilla have activated and are Spent, but the Julius and Lepida are still Ready.
All Fighters come with a cost. When working with your overall All Denarii used in Gangs of Rome each come with a small
‘points’ for a Scenario, you must factor in the cost of both your corresponding Coin Card that details exactly how and when
Gang and of your Denarii Bank. that Denarius works.

A Fighter’s Worth is a Fighter’s cost as displayed on their
accompanying Gang Card. This cost is the sum of a Fighter’s
Statistics. Some Fighters are better at certain things than others;
Fighters of equal cost will often have different strong points.

When you first place your Gang on the table during Set-up,
they will be without the Denarii that entitle them to use a host
of different weapons and items. You equip your Fighters during
the Tactics Phase of a Round. The Tactics Phase is a shared,
preparatory stage where all players place, replace, leave or refresh
the Denarii they have in play. These Denarii always come from
your own Coin Bank and are subsequently moved to your own
Used Pile when Expended.
There are three kinds of Denarii; Common, Uncommon and
Rare. These increase in potency the rarer they are and can
affect the game in many differing ways. Careful planning of DENARII OR BASIC ATTACKS
the Denarii you intend to Shadow each Fighter with is key to As a player, you always choose when to use your Denarii. Each
counteracting any weaknesses those Fighters may have. Equally, Fighter can fight and defend themselves quite ably even without
they can be used to magnify the Fighters’ strengths! the benefit of their Denarius. Timing and use of all the skills you
have at your disposal is core to your success as the game unfolds.
Only one Attack Action, Denarius or basic, is employed each
Turn. This is regardless of what type of Attack you choose.
Common Denarii = cost 1 COSTING YOUR DENARII BANK
You personally choose which tactics and surprises to take into
Uncommon Denarii = cost 2
battle with your Gang. The right Denarius can dramatically
Rare Denarii = cost 3 change a Fighter’s style of play. It can make them more
aggressive, defensive or devious; the decision is yours. Frequent
YOUR DENARII BANK changes to your Coin Bank between games, based on the
The Denarii you have in your Coin Bank are always selected by Scenario or the situation your Gang could find itself in, is also
you before the game begins. This is where the strategy of Gangs wise. Once a game has started you cannot change the Denarii in
of Rome begins. your Coin Bank, so choose carefully.
Restrictions on the potencies of the Denarii in your Coin Bank The more Fighters that make up your Gang, and the higher the
may vary from game to game, depending on the difficulty of rarity and potency of the Denarii that accompany them, the
the Scenario you have chosen. Regardless of the Scenario, the more expensive your Gang will be to field.
maximum starting number of Denarii your Coin Bank may
contain directly corresponds, as a rule, to the exact number of ACQUIRING DENARII
Fighters in your Gang, plus up to 7 more Denarii. These will Additional Weapons and Items in Gangs of Rome are etched
form your Coin Bank. onto the face of the Roman Denarii. These are found in lots of
four in every blister pack of Fighters. Of the four included in
each pack, there will always be:
• One Rare Denarius
• One Uncommon Denarius
• Two Common Denarii
Once each of your Fighters has a single Denarius Shadowing
them during the first Tactics Phase. You can never have more
than seven extra Denarii in your bank. Should the Denarii in
your bank exceed this limit of seven for any reason you must,
at the end of the Tactics Phase, choose which of your excess
Denarii you wish to place in your personal Used Pile.


During play, you can only ever use the Denarii you assigned to
your Gang; you will never use your opponents. Any rules for a
Denarius which call for that Denarius to be placed in a ‘personal
Used Pile’ refer to the Used Pile of the player who owns the
Denarius in question. Those Denarii will be cycled back into
that individual player’s Hand when that player has no more
Denarii left in hand.

always automatically trigger Active defensive Denarii. Some

Denarii completely replace a Fighter’s basic Attacks. Others,
such as Armour, help protect a Fighter whilst they continue to
use their standard basic Attack as their primary combat option.
Other Denarii will combine with a Fighter’s Statistics; often
enhancing them, usually at a cost to defence! Whatever your
choice, a Gang Card and the relevant Denarius Card will fully
describe the options available to your Fighter whilst in play; this
includes any special rules or timing instructions.


The rules for many Denarii specify ‘Replaces Attacks’. This
COIN MIX means that, should you choose to use it as your combat solution
You may have all kinds of strategic combinations of Denarii in for that Activation, the Denarius’s Attacks value will replace
your Coin Bank for any given game. Restrictions do, however, your Fighter's base Attack value as listed on each Gang Card.
apply to multiple copies of the same Denarius you may wish to Basic non-Denarii based Attacks represent a knife, improvised
include in your Coin Bank for a particular game. These are as weapon or, if you’re lucky, a short sword similar to a Gladius.
follows: All Gangs of Rome Fighters always carry some kind of weapon
Your Coin Bank may contain no more than three Common (for self-defence, of course!) The Denarius you choose to use,
Denarii that share the same name. however, often represents another option your Fighter may
have, and which may do something a little extra.
Your Coin Bank may contain no more than two Uncommon
Denarii that share the same name. It is always your choice to use a Denarius that Shadows a
Fighter or not, and a player should declare the intended source
Your Coin Bank may contain no more than four Rare Denarii, of the Dice Pool. Whatever the decision, only ONE Combat-
and each must be unique. style Action can be used by an individual Fighter during their
Turn. It is wise to consider what your Fighter can do each Turn,
STARTING RESOURCES and to make a choice that's best for the situation in which they
After following the limits outlined above, and once you have find themselves.
completed the initial Tactics Phase, you can begin every Round
with each of the Fighters in your Gang Shadowed by a single
Denarius. In addition to this, up to seven of the extra Denarii
that form your Coin Bank start as extras in your Hand. These
are ready to issue to your Fighters in subsequent Turns as their
Denarii are replaced, refreshed in play or as your tactics change.

New Denarii enter play FACE DOWN when placed, unless
otherwise stated. Either player choice or a Combative Reply will
cause Denarii to be revealed and turned FACE UP throughout
a game. Timing is vital in Gangs of Rome if a given strategy is
to be successful: you must take great care to reveal your Denarii
at the most advantageous moment!

The abilities Denarii grant are Active and In Play only if the
Denarii are in the FACE UP position. An incoming Attack will
Fighters with revealed and unrevealed Denarii.
T o play a game of Gangs of Rome you will follow the
following sequence:
Taking turns, both players place the number of Mob Bases
required by the Scenario anywhere within the gaming area.
Continue until you have placed all the required Mob Bases.
How you decide who goes first will be specified in the scenario
• ROUNDS or you can decide between yourselves.
SET-UP Once the Mob Bases are in place you will Deploy your
First things first: all players should agree on a Scenario to play, and Gang. Unless specified in the Scenario you are playing,
then set up a 3x3' playing area to depict the gaming area usually, place a coloured Pebble representing each Fighter into a
but not always, the streets and alleyways of Rome in which the Bag. One by one, as each coloured Pebble is drawn, place a
Scenario will take place. The Scenario will outline any scenery corresponding Fighter on the field of play as described by the
vital to that Scenario, and suggest any other specific scenery to Scenario. Once all Fighters are Deployed, the players may
use and where it should be placed. The Scenario will also specify then commence the first Round.
where both Gangs are Deployed. We recommend you start with
A Tribute to Mars (see page 27).

Each Gang sets up

within 6 Gradus of
their own table edge

Play begins after Set-up has been completed, and the players At the start of each new Round, the Tactics Phase begins. First,
may proceed to the first Round. Each Round consists of the check to see if any Mob Bases move around the board, and
following Phases: then check all Pebbles have been removed from Gang Cards,
thereby returning those Gang Cards to their Ready states of
• TACTICS play. See The Living City on page 23 for the rules regarding
• ACTIVATIONS Mob Movement.
This Phase is performed by all participating players To instigate an Activation, one player will Blind Draw a Pebble
simultaneously. Whilst in the Tactics Phase, players choose to from the Bag (or other container). The Pebble is then given to the
perform any or all of these Minor Actions to change or replenish appropriate player. The player uses this Pebble to activate ONE
in-game Denarii. Ready Fighter per Activation. This continues until all Fighters
have been Activated. Once all Fighters have been activated the
• Leave an Unactivated Denarius face down Shadowing a Round is completed. Players will then use the Round End to see
Fighter. The Denarius’s identity is known only to the owning if the game is over or another round is required.
player, and may be checked by that player at any time.
Unless stated otherwise, players are only permitted the
opportunity to manage and refresh their fielded Denarii
and replenish their Coin Bank at the beginning of a round
in the Tactics phase.
• Leave an Activated Denarius face up Shadowing a Fighter:
you may be using a Weapon or Item you are happy with and
which you wish to keep it in play for that Fighter to use again.
• Place a new face down Denarii Shadowing ALL the
Fighters in your Gang who lack one.
• You may replace an Active Denarius from a previous round
and swap it for a new face down Denarius that better suits
your plans. Denarii swapped-out in this way are then placed
in the respective player’s Used Pile.
If, at any point during the Tactics Phase, you have no remaining
Denarii left in your Coin Bank, retrieve those placed in your
Used Pile and fully replenish your Coin Bank. Once you have
assigned your Denarii you may have no more than seven spare
Denarii in your Coin Bank at the end of this Phase. If, for any
reason, you have more than seven, you must shed Denarii from ROUND END
your Coin Bank and into your Used Pile. Once all Pebbles have been drawn the Round is over. Check
the Scenario Conditions to see if any of those Conditions have
You may even like to bluff your opponent by swapping a face been met and the game has ended. If so then proceed to Finem
up Denarius for yet another copy of the same Coin, but FACE Ludum: the End Game. If the game has not ended then retrieve
DOWN. Bluffing is an acceptable technique with which to all Pebbles from the cards of Fighters that have not Retired
introduce doubt into your opponent’s mind. Duplicate copies of From Play and return those Pebbles to the Bag.
the same Denarius in effect reload that particular skill’s ability
to trigger from face down concealment.
Unless stated otherwise, players are only allowed the opportunity Finem Ludum: the End Game. It is here that you discover
to manage and refresh their fielded Denarii and replenish their whether or not the fickle Goddess of Victory, Victoria, has
Coin Bank at the beginning of a Round. smiled on your endeavours. Players check the scenario’s
Conditions for Victory and discover who has gained Victoria’s
ACTIVATIONS favour. If you win, now is the time to embrace Bacchus and plan
The Tactics Phase comes to an end after managing, replacing and your next triumph. If you failed you may need to increase your
replenishing any in-game Denarii and gives way to individual offerings to Minerva, Mars and Victoria. Look at your tactics,
Fighter Activations. your Fighters and your Denarii. And come back stronger…
A Pebble of your colour must be drawn in order for you to You could also choose to do nothing except remain in position.
Activate a Fighter in your Gang. This Pebble is used to Activate While this Activates a Fighter, the Fighter in question does not
one Fighter in the Ready state. Place the Pebble on the Gang perform any Actions.
Card of the Fighter you wish to activate. Each Fighter can only
be Activated once per Round.
The Fighter can now choose from a selection of Joint Actions, The Gradus is the single unit of measurement your Fighters use
a single Action or choose to do nothing (this is known as a to both measure Movement, and to determine Range. 1 Gradus
Passive Action). These selections are: equals 1 inch.


MOVE + BLEND During your current activation, you may move the Active
MOVE + MOVE Fighter. A Fighter’s standard Movement in Gradus is always
the same as that Fighter’s current Flesh stat. For example, a
COMBAT + MOVE Flesh stat of 7 means one Move Action allows a Fighter to
MOVE + BIND Move up to 7 Gradus. As the Fighter is injured, their Flesh stat
BIND + MOVE will be reduced, and their maximum possible Movement will be
MOVE reduced accordingly.
To Move during your Turn, place your Gangs of Rome Ruler
BIND at the leading edge of your Fighter’s base and move the Fighter
PASSIVE ACTION up to their maximum Movement as determined by their current
Flesh stat. Remember any Wounds will reduce this number,
Nota bene: you cannot combine Blend and Combat; it is slowing down your Fighter.
difficult to hide whilst fighting! A model may only trigger Hand-to-Hand Combat with
a Charge Action; this is different to a normal Move Action.
MOVE ACTIONS Opposing figures may NOT engage each other whilst using
Move Actions include Climb, Leap or Breakaway from Combat. their ‘basic’ Movement allowance. A Fighter’s ability to Charge
into an Attack is tied directly to their Attack value NOT that of
their Flesh. This is covered under the Combat rules.
Make a single Blood Attack in Ranged or Hand-to-Hand
Combat, or make a single Brawl Attack in Hand-to-Hand
Combat only. AGILITY
During a game, many different situations will require a Fighter
to meet a physical challenge. In these situations, the Agility
BLEND ACTION Rating is used. Some tests will have a fixed Agility Rating and
Move to and vanish into a crowded Mob Base.
others will have a variable Agility Rating.


Bandage a single Wound to restore one Flesh whilst not
A Fighter will often be presented by a challenge that requires an
engaged in Combat.
immediate Agility Test. To take an Agility Test the player will

A Fighter with a Flesh value of 6 makes a move of 6 Gradus.

roll a number of dice equal to the Agility score of the Fighter AGILITY TEST AND MOVEMENT
facing the challenge. The aim is to beat or equal the Agility During a Fighter’s movement, an obstacle may lay in the path
Rating of the challenge. To do so you need to score at least as of the intended Move. The Fighter’s Move is partially executed
many Successes as the Agility Rating. A success is any score on but paused at the point the Fighter meets the obstacle. The
an individual Die of IV, V or VI. Total the number of Successes Fighter may abort the Move Action at this point, in which
and compare this to the Agility Rating of the challenge. If the case the Fighter’s Turn ends here. However, if the Fighter
number of Successes equals or exceeds that Agility Rating, then wishes to jump, climb or cross the obstacle in question, he or
the Fighter has succeeded. However, there are consequences she must perform an Agility Test. The Agility Rating of the
should your Fighter fail… Test is then determined. Once the Agility Rating has been
calculated, the Fighter attempting to navigate the obstacle
WOUNDS AND AGILITY must take the Agility Test.
As with Movement, the available Agility dice are affected by the If the Fighter passes the Agility Test, that Fighter may
Fighter’s current Flesh score. For each Wound already taken, successfully continue with the Move Action. If the Fighter fails
one dice is removed from the available Agility Dice Pool when the Agility Test, however, the Move Action ENDS abruptly for
attempting an Agility test. this Turn. The Fighter performs no further Actions.


The city of Rome may be well-built and contain paved roads, but it is Agility rating tests that result in NO successes at all among
not flat, and has been constructed on many levels. A Fighter moving the dice rolled, are treated as accidents. These Accidents have
through this terrain will often have to overcome many an obstacle, consequences! The higher the Agility Rating of the test the
leap from one roof to another, or climb a building. Navigating these more dangerous a failure is.
changes in the city’s topography is the job of a Fighter’s Agility.
Accidents on an Agility Rating of 3 or below result in ONE
unavoidable Wound to the Fighter.
Each challenge the terrain presents will create an Agility Rating Accidents on an Agility Rating over 3 result in TWO
based on the space it occupies. This is measured in Gradus. unavoidable Wounds to the Fighter.
When crossing over, leaping across or climbing up or down When an Accident occurs whilst leaping across an elevated
Complex Terrain, those areas of Complex Terrain gain one divide, the Fighter does not stop at the start of the leap.
Agility Rating point for EACH Gradus a Fighter must cross in These Accidents cause Fighters to fall down the gap which
order to climb, clear or cross that Terrain. they attempted to leap. The Fighter is placed at the next
Fractions are always rounded UP when measuring the total of lower level flush with the edge they intended to jump TO.
the Terrain’s footprint. For example, an area of Complex Terrain This fall incurs one unavoidable Wound for EACH single
of two and a half total Gradus would have an Agility Rating of vertical increment of Gradus fallen, rounding UP half
three, as the half Gradus is rounded up. increments.





Ladders and knotted ropes can be important
vertical transit points as no Agility roll is
required to ascend and descend them.
In building a scenario board, if you have
a lot of elevated terrain and something of
a shortage of miniature ladders, you may
like to simply buy some packing twine and
make some tiny knotted rope lengths.

AWARENESS. Agility Successful Jump

Awareness is a free out of turn action used Test (Agility Test)
by opposing fighters positioned at the top of
a vertical accession point. Wooden ladders
creak, or a hemp rope may make a straining
noise when bearing weight, alerting the
fighter to the presence of an enemy.
To make a free Awareness check, a fighter
must be positioned within 1 Gradus of a
ladder or rope’s end point. Roll a dice and Failed Jump
on a result of V or VI the enemy is detected. (Agility Test)
As part of the free action, the ladder is
pushed away, or the rope cut and detached,
sending the attacker to the ground.
The fighter risking the climb will take half
the total distance in Gradus, rounded up,
as unavoidable wounds and end their turn
directly beneath their failed climb point.
Their turn is now over. NOTE, to fight after climbing, a fighter must still have an
available fight action. A fighter may NOT move twice and fight.
If once at the top of a ladder or rope your fighter is within 1 SABOTAGE
Gradus of an opposing fighter who did NOT detect the climb, Once at the top of a ladder or rope, a fighter may willingly push
these fighters are considered automatically engaged in hand to away or detach the transit point they just used as a free action.
hand combat. Fighters are NOT permitted to isolate themselves with no
reasonable method of return to lower planes of combat.
Ladders, once fallen, can remain present
on the lower plane of the field and may
be raised at the cost of an action, but only
if no opposition is actively present at its
former fixed location.
There are two styles of Attack in Gangs of
Rome: Blood and Brawl. Blood Attacks
can be either Ranged or Hand-to-Hand
and affect a Fighter’s Flesh score. Brawl
Jump Attacks occur only in Hand-to-Hand
(Agility Test and these affect a Fighter’s position on
Jump to
based on gap in the gaming surface. In Gangs of Rome
Gradus) Move all Attacks are Blood Attacks unless
stated otherwise. You must declare a
(Agility Brawl Attack before rolling any Attack
Test based Dice.
on gap in Fighters can only make one Attack
Gradus) per Round, either Ranged or Hand-
to-Hand. They can, however, Reply to
any Attacks made against them as a
free action. Fighters can only Reply to
Ranged Attacks if they are also armed
with a Ranged Weapon and are not
locked in Hand-to-Hand Combat.
ATTACKING Gallus now has the opportunity to defend himself. His Defence
A Charge Move is the only way to trigger Hand-to-Hand Stat is 4. He therefore rolls four Dice, and scores I, III, V and a
Combat. A normal Move cannot take a Fighter into Combat. If VI: two Successes. These two Successes negate two of Priscus’s
you wish to enter your Fighter into Hand-to-Hand Combat you hits. However, by only successfully blocking two out of three of
will need to choose Charge Move + Combat as your Activation. Priscus’ successful Attacks, Gallus suffers one Wound and alters
The Fighter must end his Move in Base-to-Base Contact to the Flesh tracker on his Jigsaw Base from 7 to 6.
initiate Hand-to-Hand Combat. If you are already in Hand-
to-Hand Combat you can select the Combat option on its own BRAWL COMBAT
before initiating a Round of Hand-to-Hand Combat. Brawl-style Attacks are barging, levering and grappling
manoeuvres designed to force your opponent away from your
A Fighter's basic Attack is always a Hand-to-Hand Attack Fighter. These Attacks are less likely to cause the wounds of
performed whilst in Base-to-Base Contact. Ranged Attacks Blood Attacks. Brawl Attacks can be used to Breakaway from
of any kind remain the exclusive province of the collectable combat encounters, to send your opponent crashing into
Denarii. You will require a Denarius to launch a Ranged Attack. objects, or to throw them from an elevated position into the
When initiating an Attack, a Fighter chooses to use either the street below!
Attack amount listed on their Gang Card or that of a Denarius- You must declare a Brawl Attack before any Attack Dice are
based Attack, but may NOT do both unless otherwise stated. rolled. If you do not declare a Brawl Attack it is assumed you are
Some Denarius-based Attacks REPLACE a Fighter’s Attack performing a Blood Attack. The Attacker determines and rolls
stat. Rules for the proper use of each Denarius are on the Attack Dice like a Blood Attack. Successes are not defended
corresponding Denarius Card. as with a Blood Attack; they determine the Agility Rating the
Defender will need to overcome on an Agility Test.
Blood Combat uses the attacking Fighter’s Attack stat. This is
either the Attack stat from the Fighter’s Gang Card or from
their associated Denarius. You can only use one of these values;
you cannot use both. This Attack value denotes the number of
Dice a player rolls whilst executing an Attack. The player then
counts the number of Successes, remembering rolls of IV, V or
VI almost always indicate such a success.

Once the Attack roll has been made, the target of the Attack
rolls their Defence Dice. The target’s Defence value indicates
the number of Defence Dice to roll. Any roll of IV, V or VI
successfully negates one successful Attack. Be careful, however,
the Servants of Orcus will be watching!
For example, Gallus decides to Reply to Priscus’ Attack by
attempting to throw him away using Brawl Combat. Gallus
uses his Attack stat of 7 to roll seven Dice. He rolls two IIs, III,
Two IVs, a V and a VI: four Successes. Priscus now has to take
an Agility test to try and escape the successful Attacks. Using
his Agility stat of 5, and having received one Wound, he rolls
four Dice. He scores I, III, IV and VI: two Successes. However,
as Priscus needed to Block all four of Gallus’ Successes to pass
this Agility Test. He has failed to do so, and must now face the
As with other Agility Tests, be sure to reduce the defending
Fighter’s number of Dice used by the number of Wounds
that Fighter has already received. If a Defender successfully
repels the Attack, the grappling attempt has failed ending the
For example, Priscus charges Gallus and engages him in Hand- Attacker’s turn.
to-Hand Blood Combat. Priscus has an Attack stat of 6, so he Nota bene: Agility Tests are NOT seen by the Servants of
rolls six Dice, scoring two V and one VI: three hits! Orcus.
The VERY FIRST Attack of the Activation, made by the and VI) from your Dice Pool, and drag that result screaming
Charging or Shooting Fighter, is UNSEEN by the Servants into the Underworld to feed their grim master. You must
of Orcus. remove a single IV, V or VI from your Dice Pool. Only one
Dice from each Pool is ever taken in this way, no matter how
…But who is Orcus, and who are his servants? And what
many multiples of I are present.
role do the servants play in Gangs of Rome?
Orcus is the Roman God of the Underworld, and he and
his Servants are attracted to the tumult of combat! When a
battle is heard, Orcus, ever hungry for new souls, will send
his servants to claim your dead.
But even their multitudinous eyes cannot see every blow of
every battle. Each first Attack roll in a game of Gangs of
Rome is unaffected by the Servants of Orcus. However these
vultures of the Underworld, waiting for a chance to strip
success from the Dice, will be eagerly watching the conflict
by the time your opponent rolls for Defence!
From this point onward all Fighters must beware results of
multiple I on any dice rolls that may appear, for such results
are the Servants of Orcus, and he longs for their delivery!
If only a single I is rolled, then the Servants can be resisted
and there is no effect. However, multiple I results will lead to
the Servants of Orcus negatively impacting the dice roll. The
Servants will claim ONE of your Successes (rolls of IV, V

Even an injured Fighter is able to summon the extra speed and
strength required for an Attack. As such, when determining
the Movement Allowance for a Charge Move into combat,
players should use a Fighter’s Attack stat rather than his or her
Flesh stat. The Attack stat provides the number of Gradus that
Fighter may Charge Move. Thematically this represents the
burst of adrenaline the Fighter will experience when he charges
a potentially deadly foe.

Charge Obstructed
route Charge
route over
A Fighter must be able to travel a direct path to their
intended Target or NO Charge Move is able to take
place. You are allowed to pre-measure before deciding
whether or not to Charge Move. However, if the Target
is not In Range you CANNOT Charge Move. Hand-to-
Hand Combat over a low Obstacle, such a fence, low wall
or bewildered cow, IS possible if the Target of the Attack
is already in Base-to-Base Contact with the Obstacle in
question. See the Intervening Barrier rule on page 20 for
more details.
Immediately after completing a successful Charge Move,
Hand-to-Hand Combat such as a BLOOD or BRAWL
Attack now takes place.

Normal Fighter Attacks do not have a Range. Players
will need to use Denarii to gain a Ranged Attack. Each
named and numbered Denarius have a corresponding
Coin Card that describes the Range, Attack Dice and
any Special Rules of the weapon assigned to a Gang
Member by that Denarius. Some weapons of this kind,
such as the Sling, will attach themselves to a Fighter
and may remain with them for multiple Turns or until
the player wishes to replace them with another Coin
and another Skill. These weapons cannot be used in
Hand-to-Hand Combat.
In order to use a Ranged Weapon during your Activation
you will need to check whether or not your chosen target
is In Range. As with a Charge Move, you can pre-measure
the Range on that Target before deciding to Attack.
Thematically this represents a Fighter aiming and making
a decision as to whether or not their Attack is likely to
succeed at their current distance. Opposing Fighters that
fall within the distance of a Ranged Weapon may be the
subject of a Ranged Attack. The Range of a particular
Attack will be shown on the relevant Coin Card.
If the target is In Range, then complete a Blood Attack
using the Ranged Weapon’s Attack stat to determine the
number of Dice to be thrown. The Defender will use their
Defence stat to determine their Defence Dice.

You can only shoot someone you can see. Sometimes pushed in Gradus away from the Brawl Attackers base, equals
you will not be able to see all of a Fighter. If, when checking the difference between the Brawl Attackers initial Attack
Line-of-Sight from an attacking model's current position dice successes, and the Brawl Defenders failed total Agility
and perspective, more than HALF the Target’s entire form is successes. This means that even if the Brawl defender essentially
obscured from sight they are classed as Obscured. An Obscured fails to fully defend themselves, they can at least reduce the total
Target gains +1 extra Defence Die when rolling their initial distance they will be thrown in the attack. A single Gradus of
Defence Pool to deflect the incoming Ranged Attack. The +1 distance prevented, may be the difference between life or death
Defence Die also applies if a Target is defending a doorway or for the defender!
any terrain.
For example, a Brawl takes place between Brutus, who wishes to
BLOOD DAMAGE escape, and Octavia, who wishes to maintain her hold on Brutus.
Damage is caused in Combat when Attack Dice are rolled and Brutus roles his six Attack Dice and scores four hits. Octavia,
not Blocked by Defence Dice. Each successful Attack Dice with her agility score of five, rolls that many Dice, but only scores
which the Target fails to Block results in a single Wound against two Successes. Brutus escapes using Brawl by being able to throw
the Fighter's Flesh total. A Fighter is Retired From Play when Octavia two Gradus away from him. This distance is calculated by
his or her Flesh total reaches zero. subtracting Octavia’s two Hits from Brutus’ four Hits.
A Fighter that is moved using a Brawl-style Attack loses their
BRAWL DAMAGE right to counter-Attack.
A Defender that does not pass their Agility Test in a Brawl will
fail to escape. This results in your Fighter being pushed away in
any direction by the Attacker. The total distance your fighter is
BRAWL COLLISIONS & FALLS models, as well as receiving the Defence Bonus, gain the ability
Fighters pushed away and who then collide with a fixed object to Disengage from this encounter freely and at will. There is
(such as a cart or wall) as a result of a Brawl, take oneUnavoidable no need to make a Brawl-style Attack or Breakaway roll to
Wound. Fighters pushed away as a result of a Brawl Attacks Disengage. This barrier will also grant the Target Obscured
and who then fall a distance greater than two Gradus, take one bonus against incoming Ranged Attacks. (+1 Defence Dice
unavoidable Wound PER GRADUS, rounding up where a against Ranged Attacks)
partial Gradus is measured. If the fall is of two or less Gradus
the Fighter takes one unavoidable Wound in total.
Nota bene: railings are considered to be a wall and, as such,
collision with a railing will inflict one Unavoidable Wound.


Friendly Fighters thrown into one another by a Brawl-style
Attack have the potential to be injured in the sprawl. If a
collision occurs, roll one Die for EACH Fighter involved, both
the ‘pushed’ Fighter and the ‘bystander’. On a IV, V or VI, one
Unavoidable Wound is taken by that Fighter.


A Fighter thrown into a mob triggers an instant Pandemonium
result. Roll on the chart below:
I–II INSULTED: The mob shoves and swears at you
calling you ‘The child of an ugly goat’. Place your
Fighter in Base-to-Base Contact with them
with no further effect other than their harsh
assessment of your parentage. REPLYING TO ATTACKS
When a Fighter is attacked they will be able to Reply , as an out
III–IV ACCIDENT: The mob screams and panics
of turn free action, if certain conditions are met. Fighters are not
as you plough headfirst into them, weapons
static characters allowing the enemy to hit or shoot them at will.
catching and cutting a few bystanders. The mob
All replies to Attacks are subject to the Servants of Orcus, it is
panics immediately, see the rule for Panic on
only the initial Attack roll that avoids the Servants’ attention.
page 25.
the ground before them, the mob takes the Any Fighter that was attacked in Hand-to-Hand, and still in
opportunity to get a few good kicks in before Base-to-Base Contact after the Attack is completed, can Reply
you can climb to your feet. Place your Fighter in with a Hand-to-Hand Attack. This happens after the Defender’s
Base-to-Base Contact with the Mob Base. This defence roll and any other effects take place. Remember that a
Fighter takes ONE Unavoidable Wound. successful Brawl Attack will mean you do not have the Base-
to-Base Contact required to Reply! Also, if you have suffered
A GUSHER a Gusher you will be too busy stemming the bleeding to Reply.
Hand-to-Hand Combat is dangerous. If the Target of a Hand-
This Reply may be either a Blood or Brawl Attack. Once you
to-Hand Blood Attack suffers two or more Unblocked Hits,
have decided on your Attack resolve it as normal. You may only
then the Target of that Attack is said to have suffered a Gusher.
make one Reply per received Attack. A Fighter in combat with
Defending Fighters who—having reduced their Flesh stat
more than one enemy can respond to each of those enemies’
by two or more in a single Attack—find themselves with a
individual Attacks.
Gusher-style Wound LOSE their ability to Reply in Hand-
to-Hand Combat as they desperately fumble to stem the red
arterial fountain spraying from their wound! A Gusher only
When a Fighter has more than one enemy in Base-to-Base
lasts one round before the Gushing fighter manages to stem the
Contact with them they are said to be Outnumbered. Being
flow of blood.
Outnumbered on the streets of Rome is not uncommon and
The Combat involving the Gushing Fighter ends directly after Fighters are somewhat used to it. However, weight of numbers
the Defence Roll. The Gushing Fighter loses the ability to does make a difference. In Gangs of Rome a Fighter who
Reply to that one Attack only. Subsequent exchanges will see Attacks an Outnumbered opponent gains +1 Attack Dice. If
the Defending Fighter regain the ability to Reply to Attacks. a Fighter is Outnumbered by Fighters from a single gang and
they all have the same Origin then any Attack against the lone
RETIRED FROM PLAY Fighter gets +2 Attack Dice. Friends and colleagues from the
See Game Concepts on page 8. same area work well together!
For example, Gallus is attacked by a rival fighter from the
Aventine, this combat is resolved as normal. Gallus and the rival
If a prospective Hand-to-Hand Target is defending an
remain locked in combat. Another rival, also from the Aventine,
intervening Barrier or some other terrain that does not prevent
decides to also attack Gallus. As Gallus is now Outnumbered
Combat entirely, like a doorway for instance, that Target
the rival would normally get one extra attack dice, however
receives +1 Defence Dice when Charged. If the terrain in some
because both attackers are from the same area the second fighter
ways prevents ‘true’ Base-to-Base Contact, all participating
gains 2 attack dice.
Should your Fighter be
Shadowed by a Hand-to-Hand
Denarius in its FACE DOWN
concealed state, you may choose
to ‘pass’ on a Reply with that
Denarius. Thus opting to keep
your Denarius’s identity secret
until later in the game, you
may instead use your Fighter’s
Attack stat. However, if you do
choose to Reply to a Hand-to-
Hand Attack with a Denarius-
based Attack, the identity of
the coin MUST be revealed! The green-outlined Fighter The purple-outlined Fighter
Once the engaged Fighters have is outnumbered, but by is outnumbered by enemies of
both attacked and defended, the enemies of different origins. the same region. They will both
Hand-to-Hand encounter is His enemies gain +1 die receive +2 dice when attacking.
over for this Turn. A Combative when attacking.
Reply of this nature is a Free
Action, and can be made if your Ranged Weapon. The Attack is resolved like a standard Ranged
Fighter’s card is in either the Ready or Spent state. Attack.
REPLY TO RANGED ATTACK When Ranged-enabled Fighters have both attacked and
Any Fighter that was attacked by a Ranged Attack may only defended against each other, the Ranged encounter is over for
return fire if they are Shadowed by a Denarius with a Ranged that Activation. A Combative Reply of this nature is a Free
weapon in either the face down or face up state. If your Fighter Action, and may be made if your Fighter is in either the Ready
is NOT equipped with a Ranged weapon when subject to a or Spent state.
Ranged Attack, NO Ranged Reply is possible. However, a Ranged Attack Reply is NOT possible if the Target
Should your Range-enabled weapon still be in its face down, of the initial Ranged Attack is already engaged in Hand-to-
Concealed state, you may choose to pass on a Reply. By doing Hand Combat. You cannot make a Ranged Attack Reply if you
so, you opt to keep the Denarius’s identity unknown until a later are taking part in Hand-to-Hand Combat.
time. If you DO Reply to a Ranged Attack, you must reveal the
identity of the Denarius! RANGED ATTACKS INTO HAND-TO-HAND
A Ranged Attack against a Target already engaged in Hand-to-
When subject to an Attack AFTER their Defence Roll is Hand Combat with another Fighter IS possible, but extremely
complete, a Fighter can Reply. This one-off Combative Reply dangerous! All Attacks against the intended Fighter are carried
must be against the exact Gang Member who attacked your out as if the Target is Obscured (+1 Defence Die against Ranged
Gang Member, and who is within the Range of your Activated Attacks.)
Any MISSES found in the Ranged Attack Dice pool used to SEPARATION USING BREAKAWAY
attempt to Wound the already engaged Fighter are collected Unlike Brawl, Breakaway is about making an early move at the
and become the Miss Pool. This Miss Pool becomes the Attack beginning of your Turn, not during an opponent’s Turn. As it
Dice against the current opponent of your original Target! is a Move Action, a Breakaway allows a Fighter to escape and
gain distance enough to use a Ranged Attack or to even Charge
In short, if you try to hit and miss, those misses become Attacks
a brand-new Target.
on an unintentional Target. This DOES include any Dice
previously taken by Orcus. Once establishing total hits, Fighters At the beginning of their Fighter’s activation, a player may, as
involved in the targeted melee may roll their separate defences a Free Action, Breakaway from Hand-to-Hand Combat with
against this Attack. one or more foes. A Breakaway may be attempted only ONCE
per Fighter Activation. As it is classed as a Move Action and
Nota bene: The Fighter that is targeted using the Miss Pool
CANNOT be a Reply to Combat in an opponent's Turn.
is ALSO considered to be Obscured and as such receives
+1 Defence Die when rolling against Ranged. NO Fighter A Breakaway Test is made using the Fighter’s current Agility,
targeted in this way, whilst engaged in Hand-to-Hand Combat, with this value modified, as with all Agility Tests, by that
may Reply with a Range-enabled weapon against the source Fighter’s Wounds. For a Fighter to Breakaway from Hand-
of the interrupting Attack. Any Defence Dice used against to-Hand Combat, they roll all the Dice currently available in
these Ranged Attacks ARE subject to the interference of the their Agility Pool. They need to roll Successes EQUAL to, or
Servants of Orcus! GREATER than, the Agility Rating required. This Agility
Rating is based on how many foes you wish to escape. Like
LEAVING COMBAT other Agility tests, each single IV, V or VI rolled in the Agility
Once engaged in Hand-to-Hand Combat, a Fighter is locked Pool counts towards the total number Successes required to
into the fight. Only by one of the Fighters being Retired From succeed.
Play, or by using one of the two Separation methods, can a
The Agility Rating is determined by the number of opponents:
Fighter disengage from Hand-to-Hand Combat.
One foe: Agility Rating 3
Two foes: Agility Rating 4
The way best to achieve Separation from unwanted Hand-
to-Hand Combat during an opposing Turn is to use Brawl as Three or more foes: you are unable to Breakaway
your Hand-to-Hand Attack. If you are the Attacker and are
successful, you will not have to face a free Reply Attack. As a FAILURE TO BREAK
Reply, it is made AFTER your Fighter has rolled their Defence If a Gang Member fails to Breakaway, the only other available
against the initial Attack, Brawl—when used as a Combative option is Hand-to-Hand Blood Combat. The Fighter MUST
Reply—can throw an opposing Fighter out of Base-to-Base take ONE Unavoidable Wound for the failed attempt. The
Contact during their Turn. penalty is always one Wound regardless of the current number
of enemies involved in the engagement.

The Daughters of Sappho

“Well, if it isn’t the lovely ladies of the Subura,” said Albinus. He A gleam of silver flashed from the folds of Leontine’s tunic and
gazed across the piazza and at the three slender figures draped sped across the piazza, burying itself in Albinus’ throat. Eyes wide,
around the drinking fountain. Albinus gargled blood and he pitched forward onto the cobbles,
twitching. Taking one step backward and pausing to aim, Nereus
“You wouldn’t be calling them lovely if you knew them,” threw his javelin at Leontia; it clattered against the far wall of
whispered his Aventine companion, Nereus. the piazza as his target sidestepped the javelin with nonchalance
The women looked up, no expression upon their vulpine faces. and grace. In an instant Severa and Urganalla had cartwheeled
Nereus narrowed his eyes as reached over his shoulder to toward him, Severa somersaulting to land on her feet behind
take hold of his javelin. Yes, Leontia, Severa and Urgunalla’s Nereus. Urganalla stopped in front of Nereus, and her serpentine
contortionist skills and training as acrobatic dancers once made lariat coiled around the Aventine ganger’s throat before he could
even draw his gladius. With the lariat biting into his neck, Nereus
them popular at the city’s more exotic orgies, but now they worked
grasped it with both hands in an effort to prevent his imminent
for Mater Alypia and the Daughters of Sappho. The name alone
strangulation. As he did so, Severa inserted a slim knife into the
made Nereus’ bladder twitch. An all-female gang in the Subura,
base of his skull from behind. He gasped, and the tip of the blade
the Daughters were not only lithe as panthers, but as quick—and protruded from his open mouth. His bladder emptied as he slumped
deadly—as vipers. Only a fool would tangle with these Gorgons, to his knees, vision diming as he slipped into the Underworld.
thought Nereus. He glanced at the leering Albinus. Here, he
thought, is such a fool... “Men.” Leontia sneered as—with one foot planted one foot
on Nereus’ shoulder—she removed the dagger from his neck.
“What you ladies need is an introduction to my trusty weapon.” “They’re all the same.”
Albinus grabbed his crotch and gyrated his hips towards the trio.
“Well, this one certainly lived up to his name,” remarked
“Mortus,” muttered Nereus as he tightened his grip on his javelin. Urganilla, taking care not to step into the growing pool of Nereus’
”We are so mortus.“ urine. “Nereus means ‘the Wet One’...”
I f Rome is the body, then the citizens are her blood. And just like the blood of a living thing, the citizens of Rome circulate within
the veins and arteries of the city, keeping it alive. Beware the Mob of Rome; there is not a fighter alive that can withstand its
fury for long.

GIVING LIFE TO THE MOB... Whilst in this shared stage of the Round, the citizens of Rome
The Tactics Phase of a Gangs of Rome Round is a communal are calmly going about their daily lives as they move about
stage in which ALL players reset their Gang Cards to the Ready the city. Unless otherwise stated, a Mob Base will not harm
state and refresh their Coin Banks. It is also the point where a Fighter while completing their moves in the Tactics Phase.
the mobs of Rome move about the city. ALL Mob Bases move Should their path bring them into contact with a Fighter in the
BEFORE the placing of new Denarii in the Tactics Phase. Tactics Phase, the mob will skirt around them, as above, and
This allows players to plan their moves and tactics around the continue in their designated direction.
positioning of the milling crowds.


At the beginning of each and every new Tactics phase, test to
move each Mob Base on the table before Coins are refreshed by
the players in the Tactics Phase. Players take turns to roll a Dice
to move the Mob Bases. Each Mob Base is only tested once in a Tactics
Round. If there are no Mob Bases used in your Scenario, disregard move
this action and proceed with the rest of the Tactics Phase.
Moving the mob is quite simple. Roll a Gangs of Rome Die. Panic
On a I, II or III the mob has no interest in moving and stays move
where it is. On a IV, V or VI the mob move a distance in Gradus
equal to the amount rolled, with the Mob Base in the direction
indicated by the ‘V’ numeral on the face of the Die. Rolling the
dice close to the Mob Base will make this easier.
For example, on a roll of V, the Mob Base will move five Gradus
in the direction of the base point of the arrow.

Mob Bases in Gangs of Rome treat the edge of the city as if it were
an impassable obstacle. A Mob Base will never leave the boundary
of play unless otherwise stated by the specifics of a Scenario.


When the mob is present in a Scenario, a Fighter’s position on
Mob Base moves the field will fall under two very different conditions of play.
5 Gradus in the These are Public and Discreet.
direction of the V. Your Fighter being Public is not inherently dangerous on its
own. Indeed, the mob is only really dangerous when triggered
after an Attack takes place. If you do not Attack other Fighters,
or the mob itself, the mob should not harm you at all unless
driven to Panic by an effect outside your Fighter’s control.

A Gang Member is considered to be Public if they are within 6
Gradus of a Mob Base. To be in view, and therefore Public, your
Fighter must be on the same level as the Mob Base in question
and be in an unbroken Line-of-Sight. Fighters who are not
physically at the same level as the mob are not considered to
be in their general field of vision. Attacks from places such as
Should the Mob Base collide with a structure of any sort, or elevated positions will be considered as Discreet.
even another mob, it will still continue to move. Slide the Mob
Base around the outside edge of the obstacle, staying as close to DISCREET
its intended general direction as possible. If, during a move, a If a Fighter is not Public, as described above, then they are
left or right decision is to be made, roll a Die. On a roll of I, II Discreet. While Discreet, a Fighter may unleash their Attacks
or III, the mob turns left; IV, V or VI and the mob turns right. without fear of mob reaction.
LINE-OF-SIGHT A decision to Feign is a good one if you cannot shoot back,
A mob blocks your Fighter’s Line-of-Sight if they are currently or deem it unwise to do so whilst so close to a mob. If a Feign
both on the same level and the Line-of-Sight goes through the has been chosen, move the nearest Mob Base, placing them
Mob Base. in Base-to-Base Contact with your Fighter and at any angle.
Thematically this represents a crowd gathering around your
MOVING THROUGH THE MOB apparently stricken Fighter to see if that Fighter requires
A Fighter can move through a Mob Base without harm; this assistance.
reduces their total move by one Gradus for each mob base a fighter
In this instance, your Fighter is essentially using Feign to
passes through. A Fighter moving through a Mob Base must be
draw the crowd to them. Being behind a mob can be very
able to reach the other side of that Base during Movement. They
useful, as attacking the mob directly can cause them to panic
can only stop within the mob itself when performing a Blend.
and trample opposing Fighters unlucky enough to be in
their path! Not only that, but the mob also blocks Line-of-
Sight and so can prevent your Fighter from being targeted
A Fighter performing Actions while in view of the mob must be
from the same level. Your Fighter may also choose this new
careful, but he or she also has opportunities...
contact with the Mob Base to vanish using the Blend tactic
during their next Activation.
When a Fighter is struck by a Ranged Attack in view of the
mob that Fighter can Reply as normal. However, they may also
In the case of taking a Wound from a Ranged Attack whilst in
choose to Feign or to not respond at all.
public, your Fighter may also choose to not Reply at all, thereby
using neither a Ranged Attack nor Feign. This choice is not
available if directly attacked in Hand-to-Hand while in Public.
After being Wounded by a Ranged Attack whilst Public, a Fighter
Such a bold move by an opposing Fighter must be defended
may perform a Feign, similar to that of a football foul, in place of
against; it cannot be hidden or ignored.
their usual Reply Action. Your Fighter stages an illusion of greater
injury, such as pretending to curl up and collapse in the street.

Discreet Public, and the

Mob will react
to this visible


6 Gradus

Any time any form of Attack Dice roll is made by a Public sequences from all participants are complete. When fighting
Fighter near a Mob Base, a series of effects can be triggered. Mobs between participating Public Fighters near the mob is complete,
witnessing such violence always react once the Attack and Defence roll ONE Gangs of Rome Die and consult the following chart:

Dice Result
I–II SHOCK! The mob looks on in utter disbelief ! With not a fighter or a citizen of courage
among them, the mob remains stationary and makes no response to this scene of sickening
III–IV PANIC! Horrified by the violence before them, the mob immediately moves 6 Gradus
directly away from the situation. Any models caught in the path of this Move are Trampled
and immediately suffer two Unavoidable Wounds. No Defence or Agility roll can escape the
panicked crowd. Fighters who are trampled are placed to the rear of the Mob Base after it
passes over them.
V–VI RAGE! Enraging the Mob of Rome is the worst outcome anyone could conceive. The Mob
Base immediately moves into Base-to-Base Contact with the nearest Fighter involved in
the violence. For each Wound the Fighter has received during the game, roll one Die. On a
result of IV, V or IV, the Fighter in question takes one unavoidable Wound for each success!
If the Fighter has no Wounds when confronted with the mob’s rage, they are considered too
tough for the mob to attack. This concession does not apply if the mob is in a Panic. The
Trample effect found in the Panic result above will always Wound whoever is in its path
unless stated otherwise.

Your Fighter may use a Mob Base as a sort of guided weapon This Forced panic is a deliberate malicious act designed to turn
by forcing them to Panic, sending them in the direction of a honest hard working citizens, into a crushing press of panic
foe! A Fighter wanting to force a Panic will need to attack the and trampling madness aimed squarely at your enemies.. This
Mob Base directly; either in Hand-to-Hand Combat or with a panic causes two Unavoidable Wounds to any Fighters caught
Ranged Attack. One Success (IV, V or VI) or more will cause in its path. No Defence or Agility rolls can avoid these Wounds.
the mob to Panic directly away from them as above. Fighters who are Trampled are placed to the rear of the Mob
Base after it passes over them.
Rome, a bustling hub of people from all walks
of life and hailing from the far-flung corners
of the great Roman Empire. Robes, cloaks,
hoods and all manner of clothing garb the
citizens of Rome in a shifting sea of life. It is
the perfect place to hide for one raised within
its human tide.
In Scenarios where the Mobs of Rome are in
play, your Fighters may use them to vanish
into the crowd. Once there, lost in the sea
of faces, they may bide their time, hidden
among the mob like sharks under the waves.

At the cost of all Combative Action a Fighter
who has moved into Base-to-Base Contact
with a Mob Base can declare their intention
to Blend. Remove the blended Fighter from
play and set them aside until their next
Nota bene: a Fighter’s Blend Point is not
their location on the field, merely where last
seen before completely vanishing into the
crowds of the city.
Once part of the mob, a Fighter can now
appear from, or be discovered in, any Mob
Base in the city. Blended Fighters are lost to
the eye but they cannot stay that way for long,
for there are ways to find them even amongst
the crowds…


in Base-to-Base Contact at that location. Fighters brought
A Fighter who Blends must become as inconspicuous as
together in this way are considered to be engaged in Hand-to-
possible. The Coin Cards of currently assigned Denarii may
Hand Combat.
state the weapon or item is too conspicuous to Blend with a
crowd. In these cases, it is placed in the player’s personal Used
Pile when blending.
As a Free Action, a Fighter either moving through or in Base-
to-Base Contact with a Mob Base may cast a wary eye over
the mob. Roll one dice, on a result of IV, V or VI, the Fighter
Rome is the mob, and the mob is Rome.
does indeed spot a concealed opponent in the crowd. They
A Fighter, who starts a new Turn off-field having already may choose an off-field Blended Fighter, as the person they
blended into the crowds previously, must now return to play. have just discovered. This previously concealed Fighter is now
They may do so from the edge of any Mob Base in the entire immediately placed in Base-to-Base Contact with the Fighter
city! A Fighter will emerge from a mob when Activated and is who has undiscovered his presence, and the pair are considered
considered to be ready to take their full Turn. to be engaged in Hand-to-Hand Combat! Whether or not you
start a fight in Base to-Base Contact with the Mob Base is up
LIMIT to you. This search can only be performed once per Fighter
Your Fighter may not Blend with the mob on a Turn directly Activation.
after being Revealed, or Returned, to play. They must spend a
full Turn in open play before being eligible to Blend once again. BIND
Minor injuries can be addressed on the streets of Rome with a
REVEALED BY PANIC simple binding. Any Fighter can Move+Bind or Bind+Move to
Mob Bases moved to Panic anywhere in the city may reveal hidden restore a Wound to their Flesh score. You CANNOT Bind if
Fighters against their will! When a Mob Base panics for any you are in Hand-to-Hand Combat with an enemy Fighter or if
reason and at any location in the entire city, you must test to see if a you move and Blend with a mob.
Blended Fighter is Revealed. Roll one Die, one at a time, for each
Healing: if a Fighter has Moved or taken NO other Action,
Blended Fighter, before the mob makes its six Gradus Panic Move.
Activate the Fighter and Bind a single Wound to restore one
On a result of IV, V or VI, the blended Fighter is Returned to Play
Flesh point. If a Fighter has done nothing else but Bind they
at the rear of the Mob Base as it begins its Panic Move.
can now also Move. This completes a Fighter’s full Activation.
Nota bene: this kind of sudden shift can lead to bitter rivals—
unwittingly concealed in the same crowd—being revealed
beside one another! If this happens, place the opposing Fighters
A Scenario represents and describes the specific conditions that add excitement and variety to each new game of Gangs of
Rome. Scenarios work by changing some of the gameplay conditions from game to game or by giving your Gang Members a
specific task to complete to win the encounter.
Scenarios can be just a straight fight to the end with no special across a wide variety of different locations and landscapes. When
conditions. Or they can be more detailed, offering specific Set- you choose a new Scenario, always be sure to read through it
up requirements in keeping with the story behind the Scenario carefully and set up your play area as instructed.
and having specific Victory Conditions. Sometimes beating the
Scenarios will be made available on, and
opposing Gang is not the way you win!
our exciting new campaign system will also soon be available.
From the city to the countryside, from a small and crowded Here are some Scenarios to get you started in the meantime:
tavern to the shadow of the Colosseum, Scenarios can be set


An encounter for two or more Fighters per side. This Denarius is now considered ‘out of circulation’ and may not
be collected by a Gang Member friendly to the Unconscious
DESCRIPTION Fighter. The Denarius is now nothing more than a Coin Tribute
The game is a Points Even match-up. Players decide on a to be collected by opposing Fighters, and only then to complete
mutually acceptable value, based on the Models currently this Scenario.
available to them. We recommend around 85 to 100 coins of
Fighters and Denarii for this Scenario. APPROACH
Unconscious Fighters found on the streets in this way may be
LOCATION approached using BASIC Move Actions. The opposing Denarii
A 3x3’ City or Urban terrain environment is advised, with a may be collected as a Free Action and placed on the current
central temple location in which to house a statue of Mars, God Fighter’s Gang Card to indicate the captured weapon or item
of War. has been stowed. At the same time remove the Unconscious
Gang Member from the game.
Choose opposite table edges. The player who scores the highest OPPOSITION
on one Dice chooses first. Players alternate in Deploying their Fighters in possession of a captured Denarii LOSE that item
Fighters up to 8 Gradus from their nearest table edge. if Retired from Play before completing the Tribute. Should
this happen, the stored Coin Tribute should be immediately
THE CHALLENGE returned to the owner. It may then resume circulation after first
Bring a Coin Tribute captured from your foe to the temple of being placed in the owner’s Used Pile.
Mars and to lay at the feet of the statue of the God of War.
Nota bene: the captured Denarii is only ever a tribute and, as
such, cannot used by another Fighter.
Decide on a central location for the Temple of Mars and mark
the location of the statue at the beginning Set-up for this
The captured Denarii must be taken to the Statue of Mars and
game. Nota bene: should you lack suitable 3D terrain for such a
laid at his feet; this is a Free Action. The FIRST to do so WINS
temple, a book with a chess pawn standing at its centre is ideal.
this Scenario and has begun their Gangs of Rome journey with
Stacks of books and small boxes can also proxy for structures
a tribute worthy of the mighty God of War!
until you can build a more vivid depiction of Rome.
Any captured Denarii in this Scenario remain the property of
In this Scenario, Fighters reduced to zero Flesh, are considered
the opposing player.
Unconscious. Unconscious Fighter models REMAIN in play,
laid face down with their currently equipped Denarius beneath Please return any Denarii taken in this way to their owners
the Model. If they had no Denarius when retired, the opposing when the Scenario is complete.
player must choose one from either their current Coin Bank or
personal Used Pile.
A Scenario for three or more Fighters per side. Minimal void if there is a single I in your Dice Pool when the Ranged
structures required. Attack is cast.


This is a Points Even match. Players are to decide on a mutually Start a fire. Attacking Fighters in Base-to-Base Contact with
achievable value, based on the Models currently available main villa wall may place a Dice at that location that begins
to them. A total between 85 and 100 coins for Fighters and displaying the I dice face. EACH single Turn, BEFORE
Denarii is recommended for this Scenario. Actions are taken, all ‘fire dice’ are increased by one as the fire
takes. The Villa is lost if one Dice is allowed to reach V!
Fire Dice may be quenched and removed at the cost of a
The idyllic Roman countryside with steep rolling hills, scattered
Combat Action by the defenders. Each attacking Fighter may
trees, low stone walls, a central villa with carts and scattered
only have one fire going at once.
Attacking Fighters must keep defending Fighters distracted
Attacking Fighters may spread out along the entire 3x3’ field
long enough for the fire to take hold.
edge, coming from multiple sides if they like. The defending
Gang hold the central villa and may Deploy within 8 Gradus
of the centre of the main structure. Draw Pebbles and place
The Villa burns down: attackers win
Fighters as their stones are drawn.
Attacking Gang is defeated: defenders win
Five full Turns elapse with victory going to the Gang with the
The strong winds of the hill country will make Ranged
most Fighters still in play.
Attacks unpredictable today. Range Attack Successes are


A Scenario for 4 or more Fighters per side. A 3x3’ square playing DEPLOYMENT
area is recommended. Players alternate in Deploying their Fighters up to 6 Gradus
from their board edge.
This is a Points Even match. Players to decide on a mutually GANG MISSION
achievable value, based on the Models currently available There are three community leaders to whom the people of
to them. A total between 100 to 130 coins for Fighters and this quarter of the city will listen to; these leaders may be
Denarii is recommended for this Scenario. able to calm this volatile situation. Place an objective token
in the middle of each board edge that is not your starting
THE SITUATION edge. Take a tribute (for which read ‘bribe’) to each of these
A recent battle between rival gangs spilt out into the marketplace, leaders with the suggestion that blame lies at the feet of the
and a popular senator and his daughter were accidentally killed. opposing gang.
The senator was a champion of the people and had brought
about real change in the quality of the lives of ordinary citizens. WINNING
Those same people now hunt you, and they will try to kill you The first Gang to touch all three objective markers, with a Gang
on sight if you reveal your affiliations. Member NOT in Hand-to-Hand Combat, wins this Scenario.
The opposing Gang will be blamed and forced to leave this
MOB JUSTICE quarter of the city.
On a IV, V or VI during the Tactics Phase, the mob always
moves towards the nearest Fighter. Violence by a Fighter whilst HINTS
in Public will move the mob straight to their Rage state with no Once you have delivered your bribe, leave a Gang Member to
dice rolling required. guard that community leader and stop your opponent from
easily delivering their tribute.
A city or urban terrain environment is advised, with plenty of ways
to escape and get clear of the Mob of Rome who are out for blood!
Gangs of Rome Personal Influence Markers (or
PIMs) are an I.O.U. you can win from a specific
player. A PIM grants you a boon or favour the
next time you face that player!
When using a PIM you must make sure you are
clear on the choice of favour you have selected
and that it is compatible with the Scenario you
are playing. Calling in a marker to control a Mob
Base is a waste if there are NO mobs used in
your current Scenario! You will need to choose
from the list of available game favours wisely.
Battles in Gangs of Rome are all about gaining
influence over the various Domini of opposing
houses. Games of Gangs of Rome are almost
like a form of wager that your Gang is better
and stronger than that of your opponent. Each
time you lose a game in Standard or Campaign
Play, you must issue a Personal Influence Marker
to your opponent. If you had more than one
opponent, such as two allied Gangs working
side-by-side, then you must issue a valid PIM to Permission granted to photocopy this PIM for personal use only.
each opposing Dominus.
The use of PIMs is a fantastic way to further enhance play
and group rivalry. They make fine trophies of your exploits as a
AFTER the very first Tactics Phase, after all Coins have been
Dominus, and you could just collect them and stick them up on
placed on both sides, and BEFORE the first Pebble is drawn,
your victory wall rather than spend each one right way! If you
call in a valid Personal Influence Marker if you hold one over
don’t have a victory wall, get one. Right now.
the player you now face.
Paper versions of Gangs of Rome Personal Influence Markers
Nota bene: if you hold a Personal Influence Marker over your current
are available to download from
foe, you do not have to use it. You can save it for a more significant
Alternatively, if you want to add some style to your house, they
game to come, or you keep it as a trophy for the time being.
are also available as a laser etched chit from our website.
Choose an option from the list on the next page, then surrender
While left blank, a Personal Influence Marker does not have
the valid Personal Influence Marker to the Dominus who issued it.
the power to affect play. To be made valid a
PIM must be completed by printing your name
and then signing the personal marker in the
assigned space. This then validates the marker
and makes it an official in-game favour granted
by a Dominus of Rome.

Once acquired from your defeated opponent, a
Gangs of Rome Personal Influence Marker is
a valuable asset to any Dominus looking for an
edge in future encounters against the player who
handed it over. PIMs can only be used against
the specific player who issued them. Anytime
you fight a player over whom you hold a PIM,
you may call in the PIM against that player to
affect the forthcoming battle in some way.

Only ONE Personal Influence Marker is used
each game, per player. Choosing your favour has
to be made before the first Pebble is drawn.
Permission granted to photocopy this validated PIM for personal
use only in any games played against Andy Hobday.
A player bearing your Personal Influence Marker may surrender it to you in exchange for one following:

Choose an opposing Fighter; that Fighter may only make Choose one of YOUR Gang Members, and one of your
Brawl-style Attacks this entire game. opponent’s Gang Members to be ‘family’. These two Fighters
will not Attack each other unless they are the last Fighters on
Choose an opposing Fighter. For the rest of the game, when a
Denarius Shadows this Fighter, it must be facing UP! FATALIST
Choose an opposing Fighter; this Fighter has no belief in
BOUGHT AND PAID FOR medicine. During this game, their Flesh may only go down,
Once per game, you may have a mob of your choice within 6 never up.
Gradus of a foe Rage Attack that foe.
THE CHALLENGER Begin your game with two of your Fighters already in Blend.
Choose an opposing Fighter; that Fighter will immediately
meet one of your Gang Members, as chosen by you, in a Base- HORSE SENSE
to-Base, Hand-to-Hand battle in the very centre of the map. Choose a Fighter in your gang. A face down Denarius Shadowing
This is a fight to the death, and only Blood-style Attacks are this Gang Member any time throughout the game is considered to
permitted. Neither Fighter may use Denarii. No Brawl or be a horse! Whilst equipped with any face down Coin, this Fighter’s
Breakaway is permitted. No Prayer is allowed. Fight one after Street Level Move increases by +3 Gradus per Move Action.
the other until one of you is defeated. The challenger Attacks
Choose a Fighter on your Gang to know a critical weakness
CLEVER DISGUISE built into a recently completed structure. Once per game, whilst
Once per game, at any time, you may swap the location of one in Base-to-Base Contact with a structure, remove the entire
of your Fighters with that of another. structure from play. Any Fighters within the structure when
removed suffer two unavoidable Wounds and are left where the
CONCOCTION structure once stood.
Turn your Gang Cards onto their side. Once per game, each
of your Fighters may ignore their very first Wound. Straighten INVENTOR
each Gang Card after they have taken a Wound; these Fighters Name a Fighter on your Gang; this Fighter has created a bird
are no longer protected. wing harness. Whilst playing this game, this Fighter may, as a
Free Action, jump off structures over 3 Gradus high to glide to
A CRISIS OF FAITH street level up to 15 Gradus away. This glide is not a Charge or
Chose an opposing Gang. Deceived into believing their beloved a Move.
mentor has died of a cruel illness, no one in this group will Pray
to the Gods for the rest of the game. STAR-CROSSED LOVERS
Choose two Fighters in the opposing Gang. If, at the start of
DAY SPA each of those Fighters’ Turns, they are more than 10 Gradus
Choose an opposing Fighter. When this Fighter is retired, from each other, one of them must take a Wound. If one dies,
EACH of your Gang Members will heal 1 Flesh. the survivor begins to die also, one Wound per Turn.


Chose an opposing Fighter, the Denarius they’re Deployed Chose an opposing Fighter to begin the battle having already
with is placed straight into their Used Pile. suffered two wounds to their flesh total.


Opposing Fighters are all Drunk; rotate their face up GANG Opposing Fighters may not flip, use, or reveal the Denarii that
Cards 180o. Whilst drunk, NO Agility Tests may be made until Shadow them, in the first round of play.
the Fighter sobers up. Once per Turn a Drunken Fighter may
attempt to sober up. Roll 1 dice, on a IV, V or VI the Fighter TEMPTING TRAP
has now sobered up and may make full use of their Agility. A Choose an opposing Fighter. You have dispatched an ‘erotic
Fighter will automatically sober up AFTER being attacked. professional’ to both entertain and delay the chosen Fighter, and
he or she will arrive late to the game. This Fighter can eventually
be Deployed at any table edge at the start of the third Round.
Upon arrival, roll one dice; on a result of IV, V or VI, this Fighter
now has ‘Tavern Crotch’ and suffers one unavoidable Wound.
In the Gangs of Rome, it is the ambition of every Dominus to Nota bene: although Rome is a devious place,
ascend to the position of a Senator of Rome. counterfeit PIMs used to achieve this end will
NOT be tolerated and, if discovered, will result in
Within the game, there are two different paths a player may choose
the player’s name being stricken from the record
to achieve this honour in either Scenario or Campaign Play.
of all our Gangs of Rome Senators.
More than just a gameplay objective, the achievement of
In Campaign Play, a player gains the status of
becoming a Senator also comes with the honorific title of ‘Sen.’
a Senator of Rome by completing the Run for
which a Gangs of Rome player may, from then on, attach to
Senate Campaign Path, achieving the highest
their name whilst communicating with the Gangs of Rome
overall influence, and completing the 13th—and
online community.
final—scenario of the campaign.
In Scenario Play, a player may retain various Personal Influence
Whether by Scenario or Campaign Play, every single time a
Markers collected from foes, rather than spending them in
player achieves the criteria of full Senatorial ascension after the
battle to gain a temporary advantage.
first time, a new ranking is added to their Sen. honorific.
A collection of twenty valid PIMs gained
An example being Darren Evans Sen. 2 would mean the player
through Scenario Play is enough leverage for a
Darren Evans has met the full criteria for becoming a Senator
Dominus to claim their rightful position in the
of Rome TWICE since becoming a Gangs of Rome player.
As our community grows, we will issue unique challenges with
These twenty valid PIMs should be kept in
difficulties based on player Sen. levels.
a safe place as they ratify and validate the
right of the Dominus and must be able to The higher the recommended Sen. level, the more difficult the
be presented for inspection. expected challenge will be.

Gangs of Rome BOUNTY COIN.

W hen challenged by five or more opposing gang members, place your special edition metal bounty coin above an opposing
fighters card at the beginning of the match.
When this fighter is retired from play, you may add a Denarius Bounty coins available from
to your skill bank additional to your starting total or reintroduce
a Denarius coin previously destroyed in this match as your
reward. Limited edition metal
Only ONE bounty can be declared per scenario. Blood on the Aventine
coin out now!
Happy hunting!
Activations�������������������������������4, 8, 9, 11, 13, 18, 22 Brawl damage 18 Shock25
separation using Brawl 22 Pandemonium14
Agility������������������������� 14, 15, 16, 17, 19, 22, 25, 28
Gusher 20
Agility dice pool 15, 22 Movement����������������������������������������������������������� 14
hand-to-hand/melee combat 14, 16–22, 25, 26
Actions �����������������������������������4, 7, 9, 14, 15, 23, 24 Orcus, The Servants of������������������� 7, 17, 18, 20, 22
intervening barrier/s 18, 20
Bind action 14, 26
leaving combat 20, 22 Origins ����������������������������������������������������������������� 2
Blend action 14, 24, 26, 28
outnumbered 20, 21
Pebbles������������������������������������������������ 4, 8, 9, 12, 13
Charge action 14, 16, 17, 18, 19, 20, 22, 28,
ranged attacks/combat 4, 8, 16, 19, 20–22, 24,
Combat action 7, 10, 11, 14 25, 31 Personal Influence Markers/PIMS����������27, 28, 29
Free action 8, 14, 16, 20–22, 26, 28 into hand-to-hand combat 22 Influence totals 8
Move actions 14, 15, 16, 22, 26, 28 line-of-sight 7, 19, 24 Phases����������������������������������������������������������������� 13
Climb 14, 15 target obscured 19, 20, 22 Finem Ludum/end game 12, 13
limited by Flesh/wounds 14 ranged-enabled fighters 21 Tactics Phase 8, 10–13, 23, 27
Cultus of Dis, the ������������������������������������������������� 7 Round End 12
Passive action 14
Denarii/Denarius: see ‘coins’ Playing area��������������������������������������������������6, 8, 12
Alert ��������������������������������������������������������������������� 7
Dice������������������ 2, 4, 7, 15–19, 22, 23, 25, 26, 28, 30 Public ������������������������������������������������������23, 24, 25
Armour��������������������������������������������������������������� 11
dice pools 7, 11, 15, 18 Ranged combat: see Combat
bag������������������������������������������������������ 4, 8, 9, 12, 13
Discreet��������������������������������������������������������� 23, 24 Ready/Spent state�������������������������� 9, 12, 14, 21, 23
blind draw 4, 8, 13
Drunk/ drunken fighter��������������������������������������� 28 Retired from play�����������������8, 13, 19, 20, 22, 28–30
Breakaway����������������������������������������������������� 14, 22
failure to Breakaway, 22 Fall������������������������������������������������������������16, 19, 20 Replying to attacks �����������������16, 17, 20, 21, 22, 24

Campaign play��������������������������������������������3, 27, 29 Feign������������������������������������������������������������������� 24 Rounds ������������ 4, 8, 9–11, 12, 13, 14, 16, 20, 23, 28

Circus Maximus ��������������������������������������������������� 7 Fighters��������������������������������������������������� 2–5, 7–26 Savage Resolve������������������������������������������������������ 7

Coins/Denarii������������������������ 4, 7, 8, 10, 13, 17, 19, Fighters of Aventine��������������������������������������������� 7 Scenarios����������������������3, 6, 8, 10, 12, 13, 23, 26, 30
����������������������������������������������������� 21, 23, 26, 27, 28
Flesh/wounds ���������������������������2, 4, 5, 8, 14–19, 30 Scenario play��������������������������������������������27, 29, 30
active 11
binding/healing Flesh/wounds 26, 28
acquiring 10 Senators����������������������������������������������������������� 3, 29
limiting Agility 15
bank 4, 7, 8, 10, 11, 13, 23, 29 Set-up�������������������������������������������� 6, 10, 12, 27, 30
limiting Movement 14
bounty coin 31
unavoidable wounds 8, 16, 19,20, 22, 25, 28 Stamina����������������������������������������������������������������� 7
cards 4, 10, 11, 17, 19, 26
Friends in Low Places������������������������������������������� 7 Statistics �������������������������������������4, 8, 10, 11, 18, 19
coin/Denarii-based Attacks 7, 11, 16, 17, 19, 21
coins/Denarii and Blending 26 Gangs ������������������������������2, 6–14, 16,17, 20, 27–29 Agility stat 17

common/uncommon/rare 4, 10, 11 building a gang 7 Attack stat 17–19, 21

concealment/concealed state 11 costing a gang 10 Defence stat 17, 19

cost/costing 10 gang members 4, 19, 21, 22, 23 Flesh stat 14, 18, 20

expended10 mixed fighters 7 Successes�������������������������������������������������15–19, 22,

in combat 21 placing your gang 12
Terrain������������������������������������������������������������� 6, 30
in play 4, 10, 11, 13 synergy amongst fighters 7
Agility rating 15, 16, 17
limits 11
Gang Cards��������������2, 4, 5, 7–12, 14, 17, 23, 28, 30 barriers 20
mix 11
Gods������������������������������������������������������4, 8, 18, 28 climbing terrain 15
player’s hand 7, 8
favour 8, 13 complex terrain 15
rarity 10, 11
prayer/praying to 8, 28 obstacle/obstacles 15, 18, 23
refresh 10, 11, 13, 23
jumping over terrain/accidents 15, 16
shadow/shadowing 10, 11, 13, 21,28 Gradus������������������� 2, 4, 7, 14–16, 18, 19, 23–26, 28
Turns����������������������������� 8, 10, 11, 14, 15, 17, 19–23, 26, 28
special rules 11, 19 Hand-to-hand combat: see Combat
swap/swapped-out13 Weapons��������������������������������������������������������������� 4, 10, 19
Jigsaw Base �������������������������������������� 2, 5, 17, 20, 22
use of 10
Wolves of Rome, the���������������������������������������������������������7
used pile 7, 8, 10, 11, 13, 26, 28 Line-of-sight���������������������������������������� 7, 19, 23, 24

Collisions������������������������������������������������������������� 19 Mob of Rome, The���������������������������5, 12 14, 23–28

Attack dice near the Mob 25
Combat������������������ 7,8, 9, 10, 11, 14, 16, 17–22, 25
Forced panic 24, 25
Blood attack 16, 17
Mob reactions, 25
Blood damage 18
Panic 20, 23–25
Brawl attack 16. 17
Palatine: before a fighter from the Palatine places a Denarius in their used pile roll a die. The
coin returns to the player’s hand on a roll of IV, V or VI.

Subura: fighters of the Subura may re-roll any multiple I results that have heralded the coming
of the Servants of Orcus. A re-roll may be made only once per dice pool.

Aventine: a Fighter of the Aventine, gains +1 extra defence die against incoming coin-based
attacks made in any reply to their own direct combat actions.

Circus Maximus: the movement of a fighter from the Circus Maximus never drops below 4
Gradus, regardles of wounds taken.

If MARS favours this Fighter use any other fighter’s skill on the table for one full turn.

If APOLLO favours this Fighter their ranged weapons increase in range by 5 Gradus.

If JUPITER favours this Fighter look at any opposing face down Denarii.

If SATURN favours this Fighter choose a Denarius at random from your opponent’s coin bank and discard it
as though it were used.

If MERCURY favours this Fighter, they may re-roll any die in either attack or defence this turn.

If MINERVA favours this Fighter, they heal one Flesh.

Once at any time during their turn, a Fighter may take a Free action to pray to their patron god. Roll a single die. On a score of VI the god grants
their favour to the fighter.


A fighter is considered to be Public if they are within 6 Gradus of a Mob If a Fighter is not Public then they are Discreet. While Discreet, a
Base, on the same topographical level as a Mob Base, and within Line- Fighter may use their attacks without attracting the mob’s attention.
of-Sight of Mob Base.

If a Public fighter rolls any type of attack dice near a Mob Base, roll a die and consult the following table once any attacks and replies are complete:
I–II SHOCK! The mob remains stationary and makes no response.
III–IV PANIC! The mob immediately moves 6 Gradus directly away from the combat. Any models caught in the path of this move are
TRAMPLED and immediately suffer two unavoidable wounds. Fighters who are trampled are placed to the rear of the Mob Base after it
passes over them.
V–VI RAGE! The Mob Base immediately moves into base-to-base contact with the nearest fighter involved in the attack. Roll one die for each
wound the fighter has received during the game; this fighter takes one Unavoidable Wound for each success. A Fighter with no wounds
are considered too tough for the mob to attack.
quick reference sheet
SEQUENCE • Return pebbles from all surviving Gang members to the bag
Players draw pebbles out of a bag, and the player
• Tactics phase • Change or refresh any Fighter’s Denarius whose colour is drawn activates a single fighter.
• Roll a die for each Mob Base on the board. On a roll of IV, Place the Pebble on the Fighter’s card to indicate
• Activations it is Spent, then draw the next pebble. After all
V or VI, move the mob in the direction of the V a number of
• Round End Gradus equal to the number rolled Fighters have been activated, the phase is over.

A fighter must be in the Ready state to be activated. COMBAT ACTIONS RANGED ATTACK
Each fighter can only be activated once per round. Make one Blood attack in ranged or hand-to-hand Fighter may make a Ranged Attack if they have
The fighter must now choose to take one of the combat, or Brawl attack in hand-to-hand Combat. an appropriate Denarius. If the Target is in range,
following actions: make an attack, using the Ranged Weapon’s Attack
A model may only enter hand-to-hand combat stat to determine the number of Dice to throw.
• Charge Move + Combat with a Charge action.
• Move + Blend The Defender rolls dice equal to their Defence
ATTACKING stat, adding +1 dice if they are obscured from
• Move + Move
A fighter must end a Charge action in contact the Attacker, or defending a doorway or terrain.
• Combat + Move Each unblocked Attack causes the target to
with an opposing Fighter to enter hand-to-hand
• Move + Bind combat. A fighter performs its basic attack is lose 1 Flesh.
• Bind + Move whilst in base-to-base contact. A fighter requires
• Move certain Denarii to launch a ranged attack. A REPLYING TO A RANGED ATTACK
Fighter chooses to use their basic attack or a A fighter may only reply to a ranged attack if he or
• Combat Denarii-based attack. she is equipped with a ranged weapon.
• Blend
OUTNUMBERED: A fighter in contact with FEIGN: A public fighter wounded by a ranged
• Bind multiple enemies is outnumbered. A fighter attack may perform a free Feign action. Place the
• Passive Action attacking an outnumbered opponent gains +1 nearest Mob Base in base-to-base contact with
Attack dice, or +2 Attack dice if outnumbered by your fighter and at any angle.
MOVE ACTIONS Fighters from a single gang of the same Origin.
Move actions include Climb, Leap or Breakaway RANGED INTO HAND-TO-HAND
from Combat. BLOOD COMBAT A target of a ranged attack engaged in hand-to-
Roll a number of dice equal to the Fighter’s Attack hand combat is considered to be Obscured.
CHARGE stat (or from the Denarius used for the Attack).
Any Ranged Attack Dice that miss are re-rolled,
Move into combat prior to making a hand-to- The target of the attack rolls dice equal to their with Fighters engaged with the original target
hand attack. Use the Fighter’s Fight stat rather Defence value. Each successful roll blocks one as the new targets. Targets of this attack are
than their Flesh for the distance they can move. successful Attack. Each unblocked Attack causes considered to be Obscured.
the target to lose 1 Flesh. The target can make an
immediate reply attack as a free action. No fighter engaged in hand-to-hand combat may
MOVING THROUGH THE MOB reply with a ranged weapon.
Cost of 1 Gradus of their total Move and must be
A GUSHER: If the target of a Blood attack suffers
able to reach the other side of that. They can only
two or more unblocked hits they lose their ability LEAVING COMBAT
stop within the mob to take a Blend action.
to reply in hand-to-hand combat. Once in hand-to-hand combat, a fighter may only
leave combat by using the following methods:
Vanish into a crowded Mob Base. BRAWL: A successful Brawl throws an opposing
Players must declare a Brawl attack before
attack dice are rolled. The attacker rolls attack fighter out of base-to-base contact. A successfull
BIND dice. Successes determine the Agility Rating the Brawl attack does not trigger a free Reply Attack.
Bandage a single wound to restore one Flesh. defender will need to overcome on an Agility test. BREAKAWAY: At the beginning of a fighter’s
The Defender rolls a number of dice equal to the activation, he may attempt to breakaway from
PASSIVE ACTION Fighter’s Agility stat, and must roll more successes hand-to-hand combat as a free action. A Breakaway
Do nothing. than the Agility Rating of the challenge. The may be attempted once per fighter activation.
Fighter fails if the number of successes rolled is A Fighter rolls dice equivalent to its Agility, minus
less than that Agility Rating. the number of wounds taken, and needs a number
SUCCESSES of successes based on the the number of opponents
When rolling dice for any Attribute-based from which the fighter wishes to Breakaway:
test, any roll of IV, V or VI on a die is
The agility dice available to the fighter are limited
considered a success. One foe: Agility rating 3
by the fighter’s current Flesh score.
Two foes: Agility rating 4
BRAWL DAMAGE A Fighter cannot Breakaway from three or more foes.
MOVEMENT RATE A defender who does not pass an Agility Test in a
Brawl is pushed away in any direction from of the FAILURE TO BREAK: A fighter who fails to
A fighter’s standard movement is the same as Attacker’s base up to a distance in Gradus equal Breakaway takes one unavoidable wound.
their current Flesh rating. to the difference in the two fighters’ Agility Tests.
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