am SPARTACU
If this is your frst wargame, read this box first.
‘Don't ty to memorize these rules! No one does that. Wargame rules are written to
create game systems that simulate the realities of military command as much as
possible. As youplay the game, you'l find things movealongaccording toa real-world
Kind ofrhyth. Aftera few turnsthatrhythm will become nearly automatictoyou, and
‘you won't need to refer tothe rules folder as often.
Read the males — but skip sections 11.0and 14.0 entirely — before you punch out the
playing pieces. By skipping those two sections, you won't get the full competitive oF
historical experience of playing withall therules, but you will become accustomed 10
{at shythm and flow of the game, which will make playing later with all the rules
‘easier. Look up specific rules when you need to, and use pen or highlighter to make
notes and reminders to yourself about the ones which give you trouble.
‘The rules are numbered to help you find the ones you need. The first number
‘epresentsamajorrulessection. Thenumber o therightofthedecimal pointdesignates
a specific rule (or “case”), For example, section 3.0 deals with how to set up the game,
while rule 3.4 explains specifically when new Roman units (“reinforcements”) enter
play after the game has begun,
‘Thebold-face headingsarethere tohelp youllocate major topics quickly. The “Design
Notes,” “Beginners Notes,” “Historical Notes,” and “Old Hands Notes” dispersed
‘Hhroughout the rules explain the rationale behind the less obvious ones. (At fist you.
should read only the “Beginners Notes,” and skip the rest.)
Am Spartacus! isa wargame of “low-to-intermediate” compleaity. That means you
car lear to play it on your own, but having an experienced wargamer assist you will
‘make things alot easier. If such an “Old Hand!” is available to help you, use him.
‘But most ofall, remember — the main reason to play these games is to ow fen. If there’s|
someruleorsection you'renot sure you completely understand, don’letit throw you.
Talkit over with your opponent and play according to your best understanding a the
Later, after your gaming experience has increased and new understandings come
to you, you can Took back on those earlier games and have entertaining and manly
exchanges like: “Hey! Remember that last game when you beat me! Well, that
‘wouldn’’ve happened if we'd been using those leadership rules theright way!” And,
“Oh, yea?! Well sit down here and I'll clean yer clock again!”
Contents ‘There are times when someone like a
ie 4) consi dies and it isnot a matter for shed
2.0 Game Components 7 ding tears, But we may hear of someone
3.0 Set Up and the Map 3 wholived...[long] ago, of whom wwe know
ony 3 rothing and who has no family es with es
5.0 The Tun Sequence 4 Whaksoecer, and yet..Lce shed tears.
6.0 Revol and Paciication 4 ‘The Hagakure (16th cent. Japan)
7.0 Leaders 5 Credits
8.0 Reinforcements 5 Design: Mike Markowitz
9.0 Replacements and Upgrades 5 Development: Ty Bomba and Chris
10.0 Fleets 6 Perello
11.0 Attrition Mayet ef al John reshan, Ty
po lene eee 7 John Lee, Cari Swenson, Mike Kravitch
13.0 Lond Combat & Evasion 8 Map: Matksimoniteh
14.0 Optional Rules 11 Counters and Production: Larry
15.0 Designer’s Notes 14 Hoffman
tam spantacus
1.0 Introduction
111. Tam Spartacus! isa two-player simmula-
tion of the Third Servile War, slave revolt
that shook the Roman Republicfrom 7371
B.C.TheRoman player takestherole ofthe
Senate, attempting to manage simulta-
neous foreignand comesticwars. TheRebel
playertakestherollofSpartacus,thegladi-
ator who led the revolt.
112 Game Scale The game is played on a
map of Italy and the surrounding areas,
scaled to approximately 25 miles to the
inch, Fachgameturnrepresentsonemonth,
Each unit represents a formation of 1000-
5,000 fighting men
2.0 Gume Components
2.1 List of Components. The components
ofacompletespertacisgameincludethese
rules, the map an the counters (also re
fered to a8 “unt” of “unt counter”)
Playersmustalaoprovidethomselves with
onestandard(sisdeddietorealvecon
wat
| Beginners Note. The die has nothing |
rely todo with moving units
‘used to resolve the uncertainties inher
ent in even the best planned battles
2.2 Units. There are 189 unit counters in-