Rulebook
Rulebook
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.
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.
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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.
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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:
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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.
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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.
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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.
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.
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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.
(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.)
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3.0 ACTIONS
Each square on the action selection grid allows the execution of one of the
following combinations:
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● 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.
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○ 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.
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● 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)
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● 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)
3.4 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.
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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.
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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.
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● If there is still no clear winner, ties are broken in favour of the Faction
with the fewest units, then by rematch.
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)
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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.
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.
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”.
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.
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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*
*(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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