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The Roman Calendar

Few Romans knew or cared what year it was,


There are five Years in the game, each but those who did counted the years from the
divided into five Game Turns. Each game semi-fabled founding of Rome by Romulus in
turn has three (3) Phases, played in the 754BC. Hence the civil war began in 705 (49BC),
sequence below. and the assassination of Julius Caesar occurred
in 710 (44BC) of the Roman Calendar.
Julius Caesar established the Julian Calendar
There are twenty-seven (27) cards: in 709 (45BC). This Calendar corrected a two
twenty (20) COMMAND cards and seven month error in the solar cycle and established
(7) EVENT cards. At the beginning of each the leap year concept to keep it accurate.
Year, the cards are shuffled and six (6) The month of July was renamed after Caesar.
cards are dealt to each player. Examine With minor revisions to leap years, this is the
your cards and discard one (1). The discard Calendar we still use (in the West) today.
is not revealed. Victory
Each player starts a game turn by City VPs total 13. POMPEY starts the game
playing one card face-down. The cards holding 7VP while CAESAR has only 1VP (Massilia).
Rome, Athens, Byzantium, and Ephesus are
are then revealed. Card values are Moves
Vacant. The burden of attack lies with CAESAR to
(banner) and Levies (circles on banner avoid an early defeat.
staff). The player with the higher MOVE
card is Player 1 that game turn. Event Cards
The deck contains seven (7) event cards, each
If the cards played are
of them named after a major Roman deity.
equal (Move number) CAESAR is Player 1. These cards allow special actions to occur that
Julius Caesar brings the drama of the Event cards have a special action break the normal rules. See each card for details.
most famous and significant Roman Civil defined on the card. The player of an
Game Turn Example
War (49–45 BC) to life. Players take control Event card is always Player 1. However,
CAESAR 2/1, POMPEY 2/2. Cards are
of the legions of CAESAR or POMPEY and if both plays are Event cards, both events tied (compare only Moves) but CAESAR is Player
fight to determine the future of Rome – are cancelled and the game turn ends. 1 on ties.
republic or empire. Players must play a card, but can 2 Moves then 1 Levy
elect to take less moves/levies if desired. 2 Moves then 2 Levies
Commands cannot be saved for future use. Resolve any battles in the order
The game is intended for two players.
chosen by Player 1.
One player represents JULIUS CAESAR, the
other POMPEY THE GREAT. Player 1 moves and levies (or executes
an Event), then Player 2 moves and levies.
The game is divided into five (5) Years, Each move allows one Group
each with five (5) game turns. After each (any/all blocks in one location) to move
Year ends, a Winter Turn (8.0) is played one or two cities; Navis can move one
when players check to see if either has or two seas. Blocks cannot attack or
won. reinforce if they move two cities/seas.
To determine victory, after each Year, Blocks entering a city or sea containing
players score the total value of Friendly enemy blocks must stop. See 6.0 for
cities, plus one Victory Point ( for each details.
enemy leader killed. To win, a player must for each Levy, one (1) step can
have 10 (or more) VPs. be added to one (1) existing block, or
If neither player wins by the end of one (1) new block can be chosen from
Year 5, the winner is the player with the a player's Levy Pool and deployed on
higher VPs. If still tied, the game is won the map at strength I. Choose levies
by the player holding . Otherwise the after all movement is complete – they
game is a draw. cannot move in the same turn. See 6.4
for details.

Battles are fought between opposing


blocks in the same city or sea. They are
fought one at a time in any sequence
determined by Player 1. See: 7.0 for details.
COMMAND

Name: pticica, Order time: 04/26/2022 07:21:22


Legions are identified by The red labels on the die-cut sheet are for
One label must be attached to the face CAESAR (tan blocks) and ochre labels for POMPEY
an Eagle icon. They have
of each block. Lightly position each label, (green blocks). The Cleopatra label goes on the
ensure it is straight, and then press firmly blue block.
left, and a levy city on
to the block.
the bottom. Legions have Fog-of-War
combat ratings of C2, C3, Surprise is an exciting aspect of this game.
CAESAR Tan Red or C4, with veteran legions having the Except when fighting a battle, active blocks
POMPEY stand upright facing the owner. This promotes
higher ratings.
bluff and innovative strategies because players
CLEOPATRA Blue Blue are uncertain of the strength or identity of an
enemy block.
Both players have four (4)
Auxilia, two light infantry
The current strength of a block is the (B1) and two archers (A1). Equitatus
Roman numeral on the top edge when the These troops can be raised Romans were never considered exceptionally good
in any Friendly city. horsemen, at least not after the connection between
block stands upright. Blocks can have a
cavalry and the aristocracy was abandoned. By the
maximum strength of IV, III, or II. time of late Republic, the Equitatus was generally
Strength determines how many six- made up of non-Roman horsemen from Gallia,
sided dice (d6) are rolled for a block in Germania, Hispania, Numidia, Syria, and Thracia.
combat. A block at strength IV rolls 4d6 Equitatus (cavalry) are Caesar used Germanic cavalry to fight the Gauls
(four six-sided dice); a block at strength I rated B2 or B3. Like and also to serve as his formidable bodyguard.
rolls 1d6. legions, they are raised in
specific Friendly cities.
For each hit taken in combat, the Elephants
These cities have a nearby
block’s strength is reduced by rotating the There is one Elephant block for POMPEY. CAESAR
equitatus symbol on the
block 90 degrees counter-clockwise. The would not have elephants in his army believing them
map. Caesar has four (4) equitatus. Pompey to be fragile and unpredictable.
sidebar shows the same block at strength
has three (3) equitatus, but also one
III, II, and I.
Elephant (7.41).

The Combat Rating is indicated by


Each player has one
a letter and number, such as or .
(1) Ballista. They have
The letter (initiative) determines when
different combat values for
a block has a battle turn. All blocks go
defense and offense, see
first, then all blocks, then all C blocks.
7.42. They can be built in
any Friendly city.
turn. The number (firepower) indicates the
maximum roll that will score a hit. See 7.3.
Players have five (5) Navis
Legions have a city name where this to represent the warships
block must be recruited when deployed used by both sides. They
from the Levy Pool.

has no impact since all


Navis have the same rating, but they are
vulnerable in land battles. Navis must be
Both sides have three (3) built in Friendly major ports, identified on
named leaders: the map with a Navis symbol.
, ANTONIUS, OCTAVIAN
SCIPIO, BRUTUS. (13) (Maximum III)
Cleopatra represents the
Leader blocks include
forces of EGYPT and is
their significant guards,
rated C1. She is not a
generally elite cavalry. Players start the
leader per these rules.
game with two leaders. The third may be
Cleopatra starts play on
brought into play if a leader is killed (see:
the POMPEY side, but can
7.51).
fight for either side. See: 7.52.

Name: pticica, Order time: 04/26/2022 07:21:22


There are nine (9) seas: Atlanticus, The main battles of the war are shown on the
The mapboard depicts the Hispanum, Tyrrhenum, Internum, map, red for victories by CAESAR and green for
Mediterranean Sea and surrounding Hadriaticum, Egypticum, Aegaeum, Propontis, POMPEY.
territory. The CAESAR player sits at the and Pontus Euxinus. These seas can only be
north edge of the map, POMPEY player at occupied and controlled by Navis. Below is a list of ports and their adjacent seas.
the south edge. MAJOR ports are indicated in CAPS.
Seas occupied by one or
more of your Navis.
Blocks on the map must be located on Seas occupied by one or more Burdigala,
cities or seas. Navis must be located on enemy Navis. Sala, Tingis.
seas or in port cities. Friendly to neither player.
Caralis, CARTHAGO NOVA, ,
Iomnium, MASSILIA, Narbo, Siga,
Seas containing Navis of Tarraco, Tingis, UTICA.
Cities govern the movement and both players, awaiting Battle Resolution. Tyrrhenum
location of blocks. Eleven cities have a SEA CONTROL: As with cities, changes Messana, NEAPOLIS, Rhegium,
value of 1 or 2. These numbers (total 13) to sea control are effective immediately. A Rome, UTICA.
are Victory Points (VPs). The numbers sea immediately becomes neutral when it Ambracia, Brundisium, CRETA,
are also significant for Wintering (8.4). is left Vacant. Cyrene, Lilybaeum, Messana,
Pylos, Rhegium, SYRACUSE,
Tacape, Thubactus, UTICA.
The control status of a city can be: The islands of Corsica, Sardinia, Sicilia, Aquileia, Brundisium,
Creta, and Cyprus are playable. All other RAVENNA, Salone,
Occupied by one or more of
islands are unplayable. Moves to-from Sipontum.
your blocks.
playable islands requires a Navis or Aenos, ATHENA, CRETA, EPHESUS,
Friendly to your opponent. Amphibious Move (6.3). Thessalonika.
Friendly to neither player. Byzantium, Nicomedia.
Contains blocks of both Byzantium, Sinope.
All cities located on a coastline are
players, awaiting Battle Resolution. ALEXANDRIA, Antioch,
ports. Some ports have a Navis symbol Catabathmus, CRETA, Perga,
IMPORTANT: Changes to city control that designates a major port, which are Pelusium, SALAMIS, Tarsus.
are effective immediately. Friendly cities essential for building Navis.
become immediately neutral when left Event Cards
Ports located on sea borders allow
Vacant. Similarly, attacking an Enemy city,
access to two (2) seas. power to copy the card played by your
even with one block, immediately converts
See opponent last turn. If that card was an event
it to Contested status until the battle is
sidebar for clarification. card, it copies that card exactly.
resolved.

defection of one enemy block adjacent


Cities are connected by important to a friendly city. Navis at sea could be
roads of the period, some of them named chosen, but note that Leaders and Navis do
for historical interest. Blocks move from not defect. They are reduced by one step.
one city to another via these roads. Cleopatra is not a leader and can defect
using this card.

Two classes of road are depicted, All attacking blocks in one battle get to fire
Major (solid line) and Minor (dotted line). before any defending blocks in Round 1.
In one game turn, four (4) blocks can move Caution:
along a Major Road, but only two (2) along row (last in Round 1 and first in Round 2).
a Minor road. See 6.11.
blocks in one group to move one extra city.
Blocks can move in multiple directions, and
Four straits appear on the map, each use the bonus (or not) as desired.
identified by a blue arrow: Herculeum,
Messana, Hellespontus, and Bosphorus. battle or shore attack. This is essentially a
Each game turn, two (2) land blocks may "Mars" card for ships.
cross each strait, but only one (1) land
block when the city on the other side is He allows road limits to be increased for
defended.
Navis ignore straits when moving from Retreats.
one sea to an adjacent sea. Control of Reduces all blocks in a designated city
cities on either side of a strait has no effect by one step. No exceptions. All blocks at
on Navis or Amphibious movement. strength I, including leaders, are eliminated.

Name: pticica, Order time: 04/26/2022 07:21:22


Caesar Ravenna Pompey Neapolis
Ravenna Neapolis
Both players deploy blocks in cities as Ravenna Neapolis
noted. Blocks are always deployed upright
at full strength. Antonius Genua Brundisium
Genua Syracuse
Genua
Each player maintains a Levy Pool Scipio Antioch
off-map. Blocks in the Levy Pool stand Massilia Antioch
upright to conceal their identity. Players Massilia
Cleopatra: Alexandria
expend Levy Points to deploy blocks from Massilia
their pool to the map. Except for Leaders
Alexandria
Narbo
(see 7.51) blocks that are eliminated during Utica
play are returned to the Levy Pool, but are
Narbo
Utica
always placed face-up until the current Narbo
Year ends. These blocks cannot be levied
Carthago Nova
Lugdunum
until the next Year. Carthago Nova
Lugdunum
Tarraco
Tarraco
An optional deployment method.
Players deploy blocks as per historical OB,
Tarraco
but may swap any blocks on the map as Octavian
long as the original number of deployed
blocks in each city is maintained. Blocks
from the Friendly Levy Pool cannot be Brutus
substituted.
EXAMPLE: In the historical OB, Pompey
has three (3) blocks in Neapolis. For free
deployment, any three blocks from the
historical deployment can be there.

Name: pticica, Order time: 04/26/2022 07:21:22


Player 2 can expend MPs to move For 1MP, a player may move any/all Massilia
Player 1 Moves and then Levies with unpinned blocks to one or more of Narbo, Lugdunum, and
the values from his active card, then Player blocks in Contested cities/seas. Blocks can Genua. If not attacking, blocks can move further
2 does the same. Respond only from adjacent cities/seas. to any/all of Tarraco, Burdigala, Cenabum,
Treveri, Ravenna, or Rome. If some of the
IMPORTANT: Responding blocks are Massilia blocks are Navis, they can move to
Command cards have Move Points always placed in Reserve. See: 7.3. Mare Hispanum, then to an adjacent sea or port
(MP) of 1 to 4. Each MP allows any/ if not attacking.
all block(s) in one location (city or sea)
to move to adjacent cities/seas. If not There is no stacking limit for blocks
Blocks can move only one city/sea when they
attacking, blocks may continue to the next during a Year. Stacking applies during the attack. This has many subtle implications. For
adjacent location(s). Winter Turn. See 8.4. example, assuming 6 Caesar blocks located in
Blocks that move cannot move Massila and 3 Pompey blocks in Tarraco and
again this game turn, except to Retreat Navis move from a port to an adjacent
or Regroup. When a block has finished sea (or vice-versa), or from one sea to an is adjacent and can therefore be attacked with
moving, turn it face-down to show that it adjacent sea. They can never move from 4 Caesar blocks (road limit). Unlike many
cannot move again this turn. one port directly to another port, except other games, however, the remaining 2 Caesar
via the adjacent sea.
since that would be a move of two cities. Note
The maximum number of blocks that When located with land blocks, Navis however, the effect of the Mercury card which
can move along any road varies by type: can move to sea as part of a group move could allow an attack on Tarraco, and/or a
for that city. See: Navis Move Examples.
4 blocks
2 blocks Navis can make one (1) move and
attack, or two (2) moves and not attack. Five (5) blocks defend Rome. Four (4) blocks
2 blocks (1 if attacking)
See sidebar for examples. attack from Genua and two (2) from Ravenna,
EXAMPLE: A maximum of 4 blocks may
Navis can attack/respond only from
move from GENUA to ROME, and one or two blocks are the Main Attack, a total of 4 blocks
an adjacent sea/port. See Battle Reserves
blocks may move from RAVENNA to ROME. in Rome are pinned, but 1 is unpinned and may
(7.3) for more details about attacking and
Road Limits apply to each player. responding. move except via the two roads being used by
Hence, both players can move two blocks the Attacker.
along the same minor road in the same
game turn. Land blocks may move from one port The function of Navis are to win control of a
EXAMPLE: Player 1 moves 4 blocks from to any other Friendly or Vacant port Sea to enable amphibious movement. They can
MASSILIA to GENUA to RAVENNA. Player 2 across one or more adjacent Friendly also attack and occupy enemy ports, or occupy
seas. Cost is 1 MP per block. Vacant ports.
now moves 4 blocks from ROME to GENUA
to MASSILIA. Both players used the road Amphibious movement must be made
section between MASSILIA and GENUA, but before any other moves are made that Navis located in Massilia can move to a
at different times. Of course, if Player 1 turn. Hence, a sea used in amphibious Friendly or Vacant Mare Hispanum. If not
had left at least 1 block in GENUA, Player 2 movement must already be Friendly before attacking, the Navis can then move to Oceanus
could not have moved through this block to any other moves are made that turn. Atlanticus, or Mare Tyrrhenum, or to any other
MASSILIA without fighting a battle. Friendly or Vacant port on Mare Hispanum
Blocks cannot move by land and sea (UTICA, Caralis, Iomnium, Siga, Tingis, CARTHAGO
in the same turn (or vice-versa). 1 Navis NOVA, TARRACO,
Blocks entering an Enemy city/sea block must remain in the sea that was Navis located on Mare Internum can move
are Attacking;the enemy blocks are crossed for the entire Command Phase; to Mare Tyrrhenum, Mare Hadriaticum, Mare
Defending. other Navis may move as desired. Aegaeum, or Mare Egypticum. If not attacking, a
Amphibious moves can never be made Navis that moved to Mare Aegaeum could move
Blocks may attack from adjacent
to Enemy or Contested ports. Unpinned to another adjacent Friendly or Vacant sea
cities/seas only. A player may attack via (Propontis or Mare Egypticum) or to any Friendly
two or more roads, but each road will (6.13) land blocks in a Contested city may
or Vacant port on this sea, (CRETA, ATHENA,
require a separate MP. See 6.2 and 7.3. conduct an amphibious move provided the
Thessalonika, Aenos, or EPHESUS). Note that the
adjacent sea is Friendly. city of Pergamum is not a port.

Attacking blocks (excluding Reserves


prevent an equal number of defending Caesar has 3 Navis, 1 each on Mare Tyrrhenum,
Mare Internum, and Mare Egypticum. He elects to
blocks from moving.
spend 2MP to make an amphibious move of two
chooses which blocks are pinned. The legions from ROME to ANTIOCH, which is Vacant.
"unpinned" blocks may move normally and This is possible because the three seas crossed
even attack, but cannot use any road or are Friendly and adjacent, and the amphibious
sea border used by the enemy that battle. move is made before any other move. Note that
an Amphibious move by Player 1 is completed
in the Command Phase, before Player 2 moves.

Name: pticica, Order time: 04/26/2022 07:21:22


Command cards have 1, 2, or 3 Levy When attacking via two or more roads Battle sequence (7.1) is controlled by Player
Points (LP). Each LP allows: or sea borders, one road/border (Attacker 1. This can be significant because the results
choice) must be declared the Main of a battle will change city or sea control from
Attack. Blocks using other roads/borders Contested to Friendly for the victor and that
existing block. Multiple steps can be impacts Retreats and Regroups.
added to the same block, each for LP1. are Reserves.
Blocks moved by Player 2 to reinforce
a player's Levy Pool and deployed in a battle started by Player 1 are also
Reserves. Caesar (A3) and Equitatus (B2) attack Pompey
a city at minimum strength. Steps can
be added to a new block immediately, Reserve blocks may not fire, retreat,
or take hits in Round 1. They are revealed CAESAR: attacking A3
each step costing LP1 (including the
and arrive at the start of Round 2 to take POMPEY: defending B3
elephant). Multiple new blocks can be
deployed in the same city if desired. normal turns. CAESAR Equitatus: attacking B2

deploy in any Friendly city. EXAMPLE: CAESAR attacks Tarraco POMPEY


from Narbo with 4 blocks (main attack)
deploy in their named city, and from Bilbilis with 2 blocks. POMPEY
which must be Friendly. has 3 blocks defending Tarraco, but
Because both players move before combat, a
deploy in their moves 4 blocks from Nova Carthago to
named city, which must be Friendly. Tarraco. Round 1 has the 3 Tarraco blocks the Attacker in others.
deploy in any defending against 4 CAESAR blocks from
Friendly city. Narbo. CAESAR blocks from Bilbilis and
POMPEY blocks from Nova Carthago are
deploy in any Friendly major Reserves that arrive for Round 2. Each hit reduces the strongest enemy block at
port. Steps can be added to existing that instant. Hence, if two hits are scored on
Navis in any port, but never at sea. three enemy blocks at strength III, II, II, the first
IMPORTANT: In all cases, new blocks Reserve blocks are Disrupted if hit must be taken on the enemy III block. All
their main force is eliminated in Round 1. three blocks are now at strength II, so the next
and steps must be raised in Friendly cities,
hit can be on any enemy block (owner choice).
meaning a city currently occupied by at
least one Friendly block. New blocks and step and then fight normally.
steps can never be added to Vacant or IMPORTANT: If the disrupted player is
Contested cities. the Defender, the Attacker now becomes the Pursuit is naturally handled by the game system.
Defender for the rest of the battle. A block wishing to retreat must await its normal
battle turn which allows faster enemy troops

Each firing block in its Battle Turn rolls survives three Battle Rounds, the Attacker
Battles are fought one by one after all as many dice as its current strength. A hit must retreat during round 4, but takes fire from
moves are completed. Player 1 determines is scored for each die roll equal to or lower defending blocks that have an equal or earlier
which battle to fight first. Blocks are not battle turn.
than the block’s firepower.
revealed until a battle is fought. Reveal
blocks (not Reserves) by tipping them EXAMPLE: Caesar 3 rolls 3 dice. He has
A3 combat: rolls of 1, 2, 3 are hits. Treachery
forward at current strength. After the battle
Several legions switched sides during the war,
is completed, stand all blocks upright, then Each hit reduces the strongest enemy
This is represented by the JUPITER card, which
Player 1 selects the next battle. block at that instant. When two or more switches one block to the enemy side. Even the
blocks share the highest strength, the famous 13th legion, which crossed the Rubicon
owner chooses which to reduce. Except for with Caesar, later rebelled and changed sides.
Each block has one battle turn per Leaders, when blocks are reduced below
Battle Round. In its turn, a block may strength I, they are immediately eliminated
either FIRE, RETREAT, or PASS, except (see 7.5) and returned to the Levy Pool.
Retreat is not allowed in Round 1. NOTE: Combat is not simultaneous. All
The sequence of turns depends on hits are applied immediately.
combat ratings. “A” blocks go before “B”

Defending “A” blocks go before Attacking The elephant block has two steps, IV
“A” blocks, and so on. and II. It drops one step per hit which
After all blocks have taken one Battle means the block is powerful but fragile.
Turn, one Round has been fought. Battles
are fought for a maximum of four (4)
Rounds. Attacking blocks must retreat The Ballista block fights at B4 when
during Round 4 in their normal battle turn.

Name: pticica, Order time: 04/26/2022 07:21:22


If both players have an adjacent and
Eliminated blocks are returned to their Friendly sea and a Friendly destination, First Triumvirate formed between Caesar,
owner's Levy Pool, but are placed face-up both can sea retreat. Crassius, and Pompey. Caesar is made proconsul
(in front of the upright blocks) and cannot be EXAMPLE: with a battle in Utica, if one
levied again this Year. four legions. Pompey is made proconsul of
player has a Navis on Mare Internum, and Hispania, and Crassius proconsul of Syria.
the other has a Navis on Mare Hispanum,
Crassius is killed fighting in Parthia ending
both players can Sea Retreat via their own
Leaders are permanently eliminated. the First Triumvirate. Pompey governs Hispania
Friendly sea.
player, who counts it as 1VP. Caesar commands ten legions and defeats
When a player loses a leader, the When a battle ends the victor may
Cato, Pompey, and Scipio lead a Senate faction
third leader is added to the Levy Pool and Regroup. All victorious blocks (including
opposed to Caesar's "populist policies". The Senate
becomes available to be built and deployed any in Reserve) can move to any adjacent
demands Caesar disband and return to Rome to
(normal cost) in any Friendly city. city that is currently Friendly or Vacant. answer charges of "war crimes". Caesar refuses to
Road Limits (6.11) apply.
Amphibious Movement cannot be : Caesar now has nine veteran legions, 3000
CLEOPATRA can fight for either side. If used to Regroup. cavalry, and a 900 man bodyguard. Pompey has
eliminated in battle she immediately joins seven legions in Hispania, two in Italia, and two
the other side at strength I and fights for in Syria and Africa. Pompey has naval superiority.
that side on her next battle turn. When enemy Navis occupy the same Senate declares Caesar an enemy of the state.
Winter turn, she must Caesar crosses Rubicon with XIII Legion
return to ALEXANDRIA. See 8.1. in January. Pompey retreats from Rome to
battles, the attacker must retreat during Brundisium. Caesar besieges Brundisium, but
Round 4 if any defending ships remain.
Each block may retreat on its Battle marches to Spain, where he forces five Pompey
Turn (instead of firing), except blocks can Legions to surrender at Llerda.
never retreat on Battle Round 1. Blocks Navis can also be involved in battles Caesar and Antonius assemble five legions
that cannot retreat when required are ashore in ports, either as the Attacker
eliminated.
adjacent sea only. with a Pompey victory. Caesar retreats but then
wins a decisive victory at Pharsalus in Thessaly.
Pompey flees to Egypt where he is assassinated by
Road Limits (6.11) apply to all
command of Ptolemy XIII. Caesar now becomes
retreating blocks each Battle Round.
battle turn, starting in Round 2. involved in a civil war between Ptolemy XIII and
Blocks can never retreat to Enemy or his sister Cleopatra VII. Caesar supports Cleopatra
Contested cities/seas. Navis Retreat to: and defeats Ptolemy XIII who drowns in the Nile.
Retreating across a strait has a limit of Caesar attacks into Syria and Pontus,
one (1) block per round. these locations are still Friendly or defeating Pharnaces II, a petty king who took
Vacant, or advantage of the Roman Civil War to expand his
power. Pharnaces is crushed at Battle of Zela, said
Attacking blocks can retreat on their to be the origin of the famous phrase "Veni, Vidi,
battle turn starting in Round 2 and must Vici" (I came, I saw, I conquered).
retreat during Round 4. Blocks may Retreat Navis Retreat to: Battle of Thapsus. Caesar invades Africa
to an adjacent Vacant city via road(s) used with 10 legions and defeats Scipio's 14 legions.
to start or reinforce the battle, or to any Scipio & Cato take their own lives. Pompey's son,
Friendly adjacent cities. Sextus Pompey, escapes to Hispania to continue
the Attacker came from, or the war.
same sea. Battle of Munda. Caesar invades Hispania
by sea with 8 legions. He defeats Sextus (13 legions)
battle turn starting on Round 2. Retreat is If no Retreat is possible, Navis must who is killed, ending the war.
made to any adjacent cities, Friendly or win the fight or perish.
On the Ides of March, Caesar is
Vacant, but not along roads used by the assassinated in a conspiracy arranged by Brutus
Attacker to enter the battle. and Cassius. The assassins flee Rome; Antonius and
Navis that win a sea battle can Octavian assume command.
Regroup to any adjacent sea that is
Battle of Phillipi. Octavian and Antonius
Players can retreat land blocks by Friendly or Vacant, or to any Friendly or
defeat Brutus and Cassius, who both commit
sea provided an adjacent sea is Friendly. Vacant port on the same sea. suicide. Eleven years later, the two victors fight for
A maximum of one (1) block per Battle supremacy, a struggle that Octavian wins at Actium
Round can Sea Retreat. The destination to become Augustus, the first Emperor of Imperial
port must be Friendly. Each block can Sea Rome.
Retreat across one (1) adjacent sea, to a
Friendly port(s) on that same sea only.

Name: pticica, Order time: 04/26/2022 07:21:22


A Year ends when all five (5) cards Justin Thompson
have been played. A Winter Turn now Grant Dalgliesh
occurs during which players determine if Tom Dalgliesh
either has won. Play the winter events in
the exact order given. Karim Chakroun Hits 7.4
Mark Churms Reserves 7.3
Retreats 7.6
Mark Adams Sequence 7.1
Move CLEOPATRA to Alexandria. If
enemy-occupied, she joins that side Bill Alderman Turns 7.2
immediately at her current strength. Clayton Baisch
Kevin Duke
Stan Hilinski Control 4.21
Steve Koleszar Victory 1.2
See: 1.2. Gerald Lientz
Stuart Pierce
Dave Platnick
Historical 5.1
Move all Navis to a Friendly port on Bill Powers
the same sea (Caesar first). Navis unable Bruce Reiff
to move to a Friendly port are disbanded, George Seary
but can be rebuilt in the upcoming Year.

All cities can supply in winter a


maximum of three (3) blocks without
penalty. This limit is increased by the city
value if any. Hence, Genua can support 3
blocks, Massila can support 3+1=4, and
Rome can support 3+2=5. Levy Pool 5.2
Each surplus block (owner choice) is
disbanded to the Friendly Levy Pool, but
can be rebuilt in the upcoming Year. Navis Move 6.2
Amphibious Move 6.3

Players cannot merge blocks on the Navis Move 6.2


map. They may disband any block (except Navis Battles 7.8
Navis Wintering 8.3
Cleopatra) to their Levy Pool. Steps on
disbanded blocks are forfeit, but they can
be rebuilt in the upcoming Year.
Navis Regroups 7.83
All face-up blocks in Levy Pools stand-
up and are available to be recruited in the Attacker Retreats 7.62
upcoming Year.
Shuffle all 27 cards and deal six (6) Navis Retreats 7.82
cards to each player. Examine your cards Retreat Limits 7.61
and discard one (1). The discard is not Sea Retreats 7.64
revealed.
Major & Minor Roads 4.31

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For game updates and discussion, see:

Name: pticica, Order time: 04/26/2022 07:21:22

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