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0% found this document useful (0 votes)
24 views24 pages

Rulebook

Uploaded by

Francesco Bucci
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Coin Tribes’ Revolt

Boudica’s Rebellion Against Rome


1-4 players | 30-60 mins playtime | ages 12+

1.0 INTRODUCTION
It is AD 60. Romans have occupied the wild lands of Britannia and exist in an
uneasy peace with the tribes of the land. When the Iceni king dies, Roman
greed and brutality trigger a rebellion led by the Iceni queen—Boudica—that
tears across the south-east of Britain. With the Roman forces mostly engaged
elsewhere in Britain, the revolt could forever change the course of history.

Coin Tribes’ Revolt is an asymmetrical game of warring Factions set in the


turbulent times during the early Roman occupation of Britain. It is inspired by
the COIN series of games by Volko Ruhnke (GMT Games), and attempts to
evoke these games in a much simpler form.

1.1 Components
● 1 Map board
● 16 Faction dice—4 in each Faction color
● A deck of 12 mini Event cards
● 4 Local Will markers—1 for each Region
● 3 destroyed City tokens—1 for each City
● 1 white Round die
● 1 grey spare die for breaking ties and checking for Reckonings

1.2 Setup
1. Place the board in the center of the table.
2. Place 1 Local Will marker in each Region as shown in the setup
diagram.
3. Place the white Round die on the ‘1’ space with a six showing.
4. Place the destroyed City tokens and grey spare die within reach of all
players.
5. Players choose a specific Faction to play and take all matching
Faction dice and a player aid.
6. Take 4 dice—1 from each Faction—and then randomly draw them one
at a time.
a. Assign Initiative in the following order: 5 to the first drawn
Faction, 4 to the second, then 3, and finally 2.

1
b. Place these Initiative dice on the active area on the action
selection grid. Order the dice with the most Initiative at the
top and the lowest at the bottom.
7. Place the Faction dice as shown in the setup diagram example (see
enlarged in rear cover). These are the starting units in each Region.
8. Shuffle the Event cards and place them face down in a pile in the
upcoming Event space. Reveal the top card and place it in the current
Event space. Reveal the next card and leave it on top of the deck to
show what is coming next round.

2
1.3 The Map

1.3.1 Regions
There are four Regions marked on the map. The Region boundaries are
marked by dashed lines.

1.3.2 Cities
Three of the Regions contain Cities, the main population centers affected by
the revolt. At the start of the game, these Cities are intact, but can become
destroyed through various actions. A destroyed City is marked by placing a
destroyed City token over the appropriate City.

1.3.3 Population
The large number printed in each Region indicates the size of the population
in each area. The Local Will of these inhabitants is tracked using Local Will
markers. Each Region has five possible states ranging from strong Defiance to
strong Sympathy for the Romans (see section 1.6).

1.3.4 Forts
Each Region contains a dashed square box that can be occupied by a Faction
taking the Fortify action (see section 3.2). Occupying a fort increases that
faction’s influence by two, and reduces hits by one when targeted in battle.

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1.4 Players
The game can be played at any player count from 1-4:
● With four players, each player takes control of one Faction.
● With three, one player should control either pair of allied Factions
(see section 1.4.1), with the other two players taking one of the
remaining Factions each. The allied Factions both need to achieve
their win conditions for victory.
● Two players can each control a pair of allied Factions, requiring both
Factions to achieve their win conditions for victory.
● Solo, a player can play all Factions simultaneously. There is no hidden
information and each Faction has unique goals, so it is entirely
possible to play all four sides against each other by yourself.

1.4.1 Factions
The dice represent the four individual Factions. Each pip on a die counts as an
influence, which is used to count Control. The four Factions in the conflict
are:

● Iceni​ (blue) ​- The main insurgency Faction under Boudica, inciting


the rebellion.
○ Win condition: The sum of population values from all destroyed
City Regions + total Defiance in all Regions i​ s greater than or
equal to 11.
● Trinovantes ​(yellow)​ - ​Allies of the ​Iceni​, and trying to re-expand
their territory after many years under the control of the ​Catuvellauni
and ​Romans​.
○ Win condition: The number of forts occupied by ​Trinovantes​ in
excess of the next highest Faction + the number of Regions in
rebel control ​is greater than or equal to 5​.
● Romans​ (red)​ - The counter-insurgency Faction, trying to put down
the rebellion while keeping themselves in favour with the local
population.
○ Win condition: Total Sympathy - total Defiance in all Regions ​is
greater than or equal to 9​.
● Catuvellauni​ (black) - A large tribe bordering the others. They have
embraced Romanization after a long struggle and want to maintain
the status quo as they grow and expand their influence.
○ Win condition: The number of intact Cities + the total number of
Catuvellauni​ units i​ s greater than or equal to 16.​

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1.4.2 Allied Factions
The ​Iceni​ and ​Trinovantes​ are the rebel Factions and will benefit from
helping each other against their oppressors. The ​Romans​ and ​Catuvellauni
are the non-rebel Factions, and will also need to work together to defeat the
rebellion. However, Factions can only win on their own, and it is up to each
player to decide when to exploit opportunities for self-interest. Factions may
find it beneficial to discuss and negotiate over their future plans, particularly
with allies. However, while promising future actions is allowed, no promise is
binding, and while allied Factions cannot destroy each other directly, loyalty
is expected to be fluid.

1.4.3 Active & Inactive Factions


Faction dice located in the active area to the left of the action selection grid
are active. During a Round, only active Factions may perform actions or pass.
Factions located in the inactive area to the right of the action selection grid
are inactive. Inactive Factions may not perform any actions this Round. At the
end of the current Round, all inactive Factions become active by moving to
the active area of the action selection grid.

1.5 Influence and Control


A Faction is in control of a Region if it has more influence in that Region than
any other Faction. Influence is primarily determined by the number of units in
a Region, each unit contributing one influence. If a Faction occupies a fort in
the Region, it gains an additional two influence.

Rebel control means either ​Iceni​ or ​Trinovantes​ control, and non-rebel


control means either ​Romans​ or ​Catuvellauni​ control.

Generally, in the case


of tied influence, no
Faction is considered
in control of the
Region. However, if
allied Factions tie, it
still counts as rebel or
non-rebel control.

5
1.6 Local Will
The Local Will is a measure of the feeling of the local populations towards
Rome; from strong Defiance to strong Sympathy. To calculate the Local Will
of a Region, check the level where the Local Will marker is located. Multiply
the population of that Region by one or two, for weak and strong will
respectively.
For example, strong Sympathy in Camulodunum will result in the population (3)
multiplied by strong Sympathy (2) to give a total of 6 Sympathy.

When adjusting the Local Will of a Region, increases and decreases are made
along a continuum: ranging from Strong Defiance to Weak Defiance to
Neutral to Weak Sympathy to Strong Sympathy. Each time a Region’s Local
Will is adjusted, move one step on this continuum.

Strong Weak Weak Strong


⇌ ⇌ Neutral ⇌ ⇌
DEF DEF SYM SYM
Multiplier ×2 ×1 0 ×1 ×2

Neutral Regions have neither Defiance or Sympathy and contribute nothing to


the total will. As the rebellion plays out, certain actions and Events will affect
this feeling. The Region affected by the change of will must be one in which
the activity of the associated action or Event occured. If multiple Regions were
affected, the active player must choose one of those Regions.

1.6.1 Local Will Modifiers


Any time an action or Event has +DEF, +SYM, or +NEUTRAL associated with it
(see section 3.2), the player must shift the Local Will of one Region one step
towards the designated will position (strong Defiance, strong Sympathy, and
neutral respectively). Will adjustments are ignored if it couldn’t be moved any
further (e.g. +DEF is ignored if the Region is already at strong Defiance)

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2.0 GAMEPLAY
This section is a reference for how to play the game, and provides descriptions
for all the key concepts you will need to know.

2.1 Flow of Play


The game is played over four periods. Each period is further divided into six
rounds. The maximum number of rounds in a game is 24, but might end
sooner due to a Faction reaching their Victory Condition during a Reckoning,
which happens exactly once each period. Each round is split into two phases:
an Action phase and a Clean-Up phase. In the Action phase, active Factions
choose actions using the action selection grid on the map board, or pass, until
there are no more Active players. The Clean-Up phase is when a Reckoning
might happen, the Round die advances, and the Event cards are updated.

2.1.1 Action Phase


At the start of each round, there will be between 2 and 4 active Factions in the
active area of the action selection grid. Only these Factions will be able to
perform actions this round, take the current Event card if available, or pass.

The order in which active Factions make their choice is determined by their
Initiative die. The Faction with the highest Initiative chooses first, and the
Faction with the lowest Initiative chooses last.

2.1.1a Action Selection Grid


The first player to select an action does so by placing their Initiative die on
the left-most square in one row of the action selection grid. This choice
restricts all subsequent Factions to the ​same row​, ​i.e. the next player to select
an action must use the right-most square on the same row.​ When a Faction
chooses a square, they immediately perform that action. If both squares on a
row have been selected, the only option for all remaining active Factions is to
pass. Factions may choose to pass, even if permitted squares still available.
The action phase continues until there are no more active Factions remaining
and then moves on to the Clean-Up phase. A detailed explanation of all
actions is located in section 3.0.

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2.1.2 Clean-Up Phase
First, if it hasn’t happened already, check if a Reckoning is possible this
round. A Reckoning can only occur during the last four rounds of each period.
This is indicated by the red squares and numbers on the round track. If the
round track indicates that a Reckoning is possible, roll the spare die and
compare this to the number on the white round die. On a roll that equals or
exceeds this number, a Reckoning phase occurs (see section 4.0).

If there is no Reckoning phase—or it does not end the game—move all passed
and inactive Factions to active, ordered highest to lowest Initiative. A passed
Faction beats an inactive Faction with the same Initiative. If Factions had the
same Initiative and both passed or were Inactive, their Initiative order
remains the same.

Next, reroll the Initiative dice for all Factions that did not pass this round​ ​and
move them to the inactive area on the right of the action selection grid. Order
them with the highest Initiative at the top. Tie-breaks are resolved as in
section 2.2.

The round tracker die advances one space (and reduces by 1 during the last
three rounds of a period, see Section 4.1).

Refresh the Event cards. Discard the current Event if it has not been used,
move the face-up upcoming Event to the current Event space, and reveal the
next upcoming Event from the top of the Event deck. If the Event deck is
empty, reform the Event deck by shuffling the discard pile.

2.2 Breaking Initiative Ties


Whenever Initiative rolls result in dice with the same number, the numbers
rolled are always kept, but the Initiative order of those Factions is determined
using a tie-break roll:
1. Assign 1-3 to one Faction and 4-6 to the other and roll the grey spare
die.
2. The winner of the tie is whichever Faction had the tie-break number
that was rolled.

(e.g. ​Romans​ and ​Iceni​ are tied as both rolled an Initiative of 4. ​Romans​ are
assigned the tie-break numbers 1-3, ​Iceni​ have 4-6. The spare die rolls a 2,
therefore ​Romans​ win the tie and go higher in Initiative order, although both
still keep their initiative dice showing their original Initiative of 4.)

8
3.0 ACTIONS
Each square on the action selection grid allows the execution of one of the
following combinations:

● Action in two Regions + bonus


○ Perform ​one type​ of action in ​up to two different Regions.
The order of execution is up to the player.
○ In addition, choose a bonus action to perform before (or
after) one of the main actions in one of the Regions in which
activity will occur (or has occurred). ‘Activity’ includes any
rally, battle, or move in or out of the Region.
● Action in two Regions
○ Perform ​one type​ of action in ​up to two different Regions.
The order of execution is up to the player.
● Action in one Region
○ Perform ​one type​ of action in ​one Region.
● Event
○ Choose an Event from the card in the current Event space. An
Event occurs immediately when taken, unless it provides an
ongoing benefit, this is made clear on the cards (section 3.4)
○ Each Event has two options available: the light background
generally benefits the ​Iceni​ and T
​ rinovantes​, and the dark
background generally benefits ​Romans​ and ​Catuvellauni​,
but both are available to all Factions.
● Pass
○ Increases your current Initiative by two (to a maximum of
six). You will become active again on the next round, with the
increased Initiative. If more than one Faction passes, their
relative Initiative will not change (e.g. breaking ties is
unnecessary if multiple Factions increase Initiative to six).

3.1 Specific Actions


All four Factions share the same three basic actions, although each Faction
has slight variations:

● Rally​ - Add units to a Region, or adjacent Region to one in which you


have presence. The maximum units per Faction in any Region = 6. If
you have no units on the map, you may rally in any Region. To add a
unit, simply increase the value on the Faction die in the Region.
○ Iceni​, ​Romans​, and ​Trinovantes​: Add one unit per Region
○ Catuvellauni​: Add one unit per Region, or two units if the
Region is under Roman control

9
● March - ​Move units between Regions. If performing an “Action in
two Regions”, two different Regions must be chosen as the source
from which the Faction units march. However, the units may all have
the same destination Region. Therefore, “Action in two Regions” will
allow moving up to 4 units into a single Region, but there must be at
least two Regions with 2 or more units to draw from. In addition, the
second activated Region can be the destination of the first action (i.e.
to effectively increase the range). Note: a Faction can only have a
maximum of 6 units per Region at any time.
○ Trinovantes​, ​Romans​, and ​Catuvellauni​: Move up to two
units to an adjacent Region.
○ Iceni​: Move up to two units from a Region to any Region.

● Battle​ - Remove the units of opponent Factions. Unless otherwise


specified, target a single Faction and remove one unit for each hit
caused. When calculating the result of a battle, always round down
hits. For example, five tribal units will do 2½ hits, therefore round
down and remove two units. When it is possible for Faction units to
combine for a battle (i.e. ​Iceni​ + ​Trinovantes​ targeting ​Romans​ or
the ​Tribal Conflict​ event), calculate the total damage from both
Factions before rounding. ​i.e. three I​ ceni​ units and three T
​ rinovantes
units battling together will do a combined total of three hits.
○ Romans​: Do one hit per ​Roman​ unit
○ Trinovantes​, and ​Catuvellauni​: Do ½ a hit per
Trinovantes​, and ​Catuvellauni​ unit respectively.

10
○ Iceni​: Do ½ a hit per ​Iceni​ unit, unless targeting ​Romans​, in
which case they do ½ a hit per ​Iceni​ unit + ½ a hit per
Trinovantes​ unit added together.

Note: the maximum number of Regions in which you can have presence is
three. Therefore, you cannot rally in a fourth Region, and if you want to move
into a Region while already having presence in the other three, you must
remove any units and fort (if any) in one of the Regions you already have
presence.

3.2 Bonus actions


In addition to the basic actions, there are a number of bonus actions that are
available through Events and certain parts of the action selection grid. Not all
bonus actions are available to all Factions. These actions also affect Local Will
as indicated:

● Fortify (​Trinovantes​,​ ​Romans​, and ​Catuvellauni) ​- Occupy an


available fort in a Region. Reduce your units in that Region by the
required number and move the die to the marked square in the
Region. A Faction must have at least one unit remaining in a Region
to be able to occupy a fort after expending the required number of
units. Forts give two benefits: improving a Faction’s influence in that
Region by two, and reducing the number of hits taken in battle by
one.
○ Trinovantes​: Requires
expending no units
(+NEUTRAL)
○ Romans​: Requires
expending one unit
(+SYM)
○ Catuvellauni​:
Requires expending
two units (+NEUTRAL)

11
● Rout (​Trinovantes​,​ ​and
Catuvellauni)​ - Remove an
opponent Faction from a
fort, if you outnumber the
target Faction in that
Region. If the outnumbered
target has no fort, remove
one unit instead.
○ Trinovantes​:
(+DEF)
○ Catuvellauni​:
(+SYM)

● Suppress (​Romans​)​ -
Move one unit from a
opposing Faction to an
adjacent Region of
Roman​ choice. Then, if
Romans​ outnumber
the target tribe in the
suppressed Region,
remove the fort of that
tribe in the Region, or
remove 1 unit if they
are unfortified.
Romans​ must choose
the target Region for
the suppressed unit such that it isn’t lost, if possible (e.g. Romans
can’t select the fourth region if that Faction already has presence in
three Regions, and no Region in which there are already 6 units while
there are other options). (+SYM)

● Inspire (​Iceni​) ​- Change the allegiance of any tribal unit to ​Iceni​.


Reduce a tribe by one unit to increase ​Iceni​ by one. This bonus action
is able to remove a fort or eliminate a tribe from a Region if they only
have one unit there, but the ​Iceni​ do not gain the fort. (+DEF)

12
● Raze (​Iceni​)​ - Destroy an intact City. The Region must be in rebel
control. Expend two ​Iceni​ units in that Region and change the City
from intact to destroyed by adding a token over the city. All other
Faction presence in that Region remains the same. (+DEF)

3.3 Partial actions


You may take an action or Event, even if you do not wish to or cannot perform
it in its entirety. For example, you may take “Action in two Regions + bonus”
and only do an action in one Region and the bonus. However, the Local Will
adjustment associated with a bonus action or Event can only be taken if the
associated activity occurs. For example, the ​Iceni​ could not choose to ​Inspire
in a Region without another tribe present, or choose not to convert another
tribe unit and yet still increase Defiance in the chosen Region.

3.4 Events
Event cards trigger either an immediate Event, or provide an ongoing benefit.
Whether a card is retained or discarded is listed on the card as such:
● RETAIN: Keep the card until you use it, and then discard the card.
● RETAIN UNTIL RECKONING: Keep the card and gain the bonus every
time it applies until the next Reckoning phase, at which point the card is
discarded.
● If it doesn’t specify RETAIN, then the Event happens immediately.
Follow the instructions on the card and then discard it.

It is recommended, when retaining an Event card, tuck it under the player aid
of that Faction, to indicate which Faction owns the card. Powers are limited
specifically to the Faction that claimed them (i.e. not both Factions if a player
controls multiple Factions). Each Faction may only retain one card at a time,
and the first must be discarded if retaining a second.

Each Event card has two options available: the light background generally
benefits the ​Iceni​ and ​Trinovantes​. The dark background generally benefits
Romans​ and ​Catuvellauni​, but both are available to all Factions.

13
If an Event has an associated Local Will change, the player taking the action
must choose a Region from those in which activity has taken place, and adjust
the Local Will accordingly.

4.0 RECKONING PHASE


A Reckoning happens exactly once each period. The Reckoning phase is split
into two parts; first a check to see if any Faction is victorious, then the
Romans get to affect the Local Will in certain Regions, due to their greater
control of the infrastructure in the country.

4.1 Tracking Reckonings


The first two rounds in each period—the black squares—cannot trigger a
Reckoning, but a Reckoning can be triggered at the end of the last four
rounds—the red squares—in any period. The spare die is rolled and compared
to the number on the tracking die to determine if a Reckoning occurs. The
tracking die is set to six on the third round in each period (i.e. the first of the
red squares in each period), and then reduced by one after each subsequent
round when it is moved on. The spare die must equal or exceed the tracking
die to trigger a Reckoning. Therefore, there is an increasing chance of
triggering a Reckoning with each round. If any period reaches its final round
without a Reckoning happening, it is automatically triggered after that final
round. As a reminder, after a Reckoning occurs, set the tracking die to 1 in all
subsequent rounds this period. Do not to check for a Reckoning again until
third round in the next period.

14
4.2 Victory
Each Faction has a unique win condition. As actions and Event cards are
taken, the board state changes and will move closer or further away from the
win condition of each Faction. Players will need to focus as much on keeping
others from reaching their win conditions as they will on reaching their own.

Victory can only happen during a Reckoning. For a Faction to win, they must
meet or exceed their win condition during a Reckoning. If multiple Factions
meet their win condition, the Faction that has exceeded the target by most
points is victorious. If, during the fourth and final Reckoning, no Faction has
met their win condition, the Faction that is closest to their target takes the
victory.

● Iceni​ win if: ​ The sum of population values from all destroyed City
Regions + total Defiance in all Regions ​is greater than or equal to 11.
○ i.e. the Iceni have destroyed Camulodunum and Londinium.
These Cities have a combined population of 4. Therefore, they
additionally require a total of 7 Defiance from all the Regions in
order to satisfy their win conditions.
● Trinovantes​ ​win if:​ The number of forts occupied by ​Trinovantes
greater than the next highest Faction + the number of Regions in rebel
control i​ s greater than or equal to 5​.
○ i.e. the ​Trinovantes​ ​occupy 2 forts, while both the ​Romans​ ​and
Catuvellauni​ have 1 each. Therefore the T ​ rinovantes​ only have
1 fort more than the next highest level of occupation and so the
Rebels must also be in control of all 4 Regions to satisfy their win
condition (or control 3, and Rout the Non-rebels).
● Romans​ win if​: Total Sympathy - total Defiance in all Regions ​is
greater than or equal to 9​.
○ i.e. if there is a Region with 2 Defiance, the R ​ omans​ ​require the
remaining Regions to have at least 11 Sympathy in total in order
to satisfy their win condition.
● Catuvellauni​ win if​: The number of intact Cities + the total number of
Catuvellauni​ units ​is greater than or equal to 16.​
○ i.e. the rebels have only managed to destroy Camulodunum,
leaving 2 intact Cities. Therefore, the C
​ atuvellauni ​must have at
least 14 units on the map to satisfy their win conditions.

● If one or more Faction has met their win condition, the Faction who
has exceeded their target by the most wins.
● If it is the final Reckoning and no Faction has met their win
condition, the Faction who is closest to their victory condition wins.

15
● If there is still no clear winner, ties are broken in favour of the Faction
with the fewest units, then by rematch.

4.3 Romans affect Local Will


If there is no winner, and it is not the final Reckoning:
● The ​Romans​ may increase Sympathy by one step in up to two
different City Regions in which they have presence. The first Region
is a free choice but the second is only possible in an intact City (i.e.
both Cities can be intact, or one intact and one destroyed, but if the
Romans ​only have presence in destroyed Cities, they may increase
Sympathy in only one City.

5.0 APPENDICES
5.1 Advanced Setup
For more advanced players, the advanced setup is recommended to provide
more variation in starting conditions and an extra layer of strategy. Follow the
basic setup as noted above, but make the following changes:
1. Players choose a specific Faction to play and take all matching
Faction dice and a player aid.
2. Take 4 dice—1 from each Faction—and then draw them randomly one
at a time. Each drawn player’s die must:
a. Choose a unique Initiative number for starting Initiative: 1-6.
b. Place units in any Regions such that the sum of all their
Faction and Initiative dice is 8. The only restriction on
placement is that each Faction cannot have more units in any
Region than they have in their ‘home’ Region:
i. Iceni → non-City Region
ii. Trinovantes → Camulodunum
iii. Romans → Londinium
iv. Catuvellauni → Verulamium
e.g. The Romans choose an Initiative of 3, which no-one else
has chosen yet, then place 2 units in Londinium, 1 unit in
Verulamium and 2 units in Camulodunum.
3. Order the Initiative dice from highest to lowest in the active area on
the board.

Note: Players may adjust the difficulty of each Faction by altering the value
for the initial sum of units + Initiative (i.e. a higher total sum is easier)

16
5.2 Bot Rules
Any number of factions can be played using a Bot instead of a human player.
This also allows for solo play, with one player taking control of 1 (or 2 allied)
factions.

On the reverse of the player-aids are cards that contains a set of rules and
flow-charts for each faction. Combining the rules and flow-chart creates a set
of logic that can control each faction.

5.2.1 Bot Initiative dice


The Initiative dice for each faction are controlled in the same way as for a
human player. Bots cannot use the Advanced setup described in section 5.1,
therefore use the standard setup and draw each die in turn to set starting
Initiative.

Each round, the Bot Factions take turns when active, as dictated by their
Initiative, and with the same options available to them as if they were
humans. ​i.e. if a faction has already selected a row of the Action selection grid, a
Bot that follows will be restricted to either the same row, or passing just like a
human player.
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5.2.2 Flow of a Bot turn
Each time a Bot takes a turn, follow the steps outlined here in order:

5.2.2a Events
Each time a Bot has a turn, first check to see if it is possible for them to take
an Event. If so, use the Event selection rules to determine if that faction will
take the event. Only an event that allows the faction to achieve either the A,
or B condition will be taken by the Bot. If they do so, make choices so as to
maximise that rule condition. ​i.e. when an event allows the Iceni to destroy a
rebel controlled city, they will target the largest city that is in rebel control.

5.2.2b Actions
If the event is not taken, roll the spare die. This roll, referred to as the ​Bot die
will determine how the faction acts this turn in two ways:
1. When an “if” condition refers to d6, use the value of the Bot die.
2. When an action has I), or II) options: prioritise the former if the Bot
die was ODD, the latter if it was EVEN.

Using the die in this way introduces some variability in the Bot behaviour
without being too complicated to run.

Note that when a Bot uses the action selection grid, it always treats “Action in
one region” as “Action in two regions”, to compensate for the intelligence of
the flow-chart.

Rally
Each Bot starts with Rally, which it will execute if the total number of units in
all Regions is fewer than the specified variable, typically a number added to
the Bot die roll, although the Catuvellauni also use the current round number
(“Round #”) to increase their likelihood of Rallying later in the game. If the
faction does not have fewer units than the specified number, the faction does
not Rally.

March
If a faction does not Rally, next look at the March action. First, check if there
are any regions able to supply units for Marching. The IF rule on the
flow-chart specifies the minimum number there must be in a Region(s) to act
as ​origin​ Regions, either just a number in a region or a number in excess of
that required for control of the region.

Next, the Bot die is used to determine the ​destination​ Region, from the
odd/even options.

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Check if it is possible to move units from the origin region(s) to the
destination Region while obeying the rules ​(i.e. not losing control and leaving a
number of units while still resulting in the minimum number of units moving)​. If
the March action is not able to obey all the rules and still result in the
minimum number of units moving, this action is also skipped.

Battle
If the faction neither Rallys, nor Marches, the final possible action is Battle.
Again, use the Bot die to determine the target region, taken from all possible
regions (​i.e. regions with the presence of both the Bot’s own faction and those of
an opposing faction​). If the Battle action doesn’t result in the minimum
number of hits, as stated in the bot rules, the faction Passes.

5.2.2c Bonus actions


If a Bot faction is able to choose a square on the action selection grid that
includes a Bonus action, and the Bot has taken an action (Rally, March,
Battle) this turn, also execute a bonus action in one of the Regions in which
activity has occurred. Use the preference rule after the action to determine
which of the possible Regions is chosen.

If the first bonus action cannot be taken, try the second instead. If neither
bonus action can be taken, the Bot does not add a bonus action. This also
means, if the Bot is choosing actions first, they will select the “Action in two
regions” square rather than “Action in two regions + Bonus”.

5.2.3 Breaking ties


If there is a choice to be made between possibilities of equal merit (​e.g. The
Iceni are to Rally in the regions with “Most Iceni units” and they have 2 units in
one region and 1 unit in two other regions, their first action will be to Rally in the
region with 2 units, but for the second both of the 1 unit Regions are equally valid)​
the spare die is used to break ties. Only consider viable options (i.e. options
that fulfill the required rules) when breaking ties:

Split the die outcomes equally between the possibilities (i.e. for two
options split 1-3 / 4-6, for three options split 1-2 / 3-4 / 5-6, for four
options split 1 / 2 / 3 / 4 / reroll if 5-6. Then roll the die and make the
choice determined by the outcome.

5.2.4 Faction target preferences


The factions listed in brackets on the rules for Battle, Rout, and Suppress
actions show the preference in which a faction will choose targets. However,
they will choose the second option if the first doesn’t fulfill the conditions to
allow the action to take place.

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5.3 Glossary of Terms
● Activity:​ Any change that happens to the board-state; usually an
alteration to the position and number of units of one or more
Factions, or a change to the City status
● Adjacent:​ Regions that share a common border
● Allied:​ ​Iceni​ and ​Trinovantes​ are considered allies. ​Romans​ and
Catuvellauni​ are considered allies
● Control:​ If a faction has more influence in a region than any other
faction, they have control of that region. If only allied factions are
tied for control, neither faction has control, but the region is still
considered as in Rebel control or Non-rebel control as applicable.
● Destination:​ During a ​March​ action, the Region into which the units
move
● Destroyed City:​ Any City (Camulodunum, Londinium, or
Verulamium) that has been destroyed through a ​Raze​ action or the
Boudica’s Dream​ Event, and therefore has a destroyed City token
placed over the City
● Eliminate:​ Remove the Faction die of the target Faction from the
Region i.e. reduce the units there to zero
● Hit:​ When resolving a ​Battle​ action or during an Event, reduce the
units of the target Faction by one per hit caused
● Intact City:​ Any City (Camulodunum, Londinium, or Verulamium)
that has yet to be destroyed
● Non-rebel:​ The​ ​Romans​ and ​Catuvellauni
● Presence:​ Having one of your Faction dice, and therefore units, in a
Region
● Rebel:​ The ​Iceni​ and ​Trinovantes
● Tribe/tribes/tribal: ​Any non-roman Faction

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Credits
Game and Graphic Design: Laurie Phillips
Artist: Karin McClure
Rules Editor: Travis D. Hill*

© Kinnaird Games 2019

*​(Note. Travis made an initial pass to help get the rules ready for publication a few iterations ago.
Blame for all subsequent mistakes lies with me.. LJP​)

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