3. GLOSSARY OF GAME
TERMS
The following are
important game terms and abbreviations you should be
familiar with before reading the rules:
Africa: All spaces in
the four Provinces of Western Numidia, Eastern
Numidia, Carthaginia and Carthage.
Army:
An Army consists of a general and any number of
friendly combat units stacked together in a
space.
CU:
An abbreviation for combat unit
Consul:
A Roman general is either called a consul or a
proconsul. Consuls outrank proconsuls. See rule
17.
Consular
Army: An army commanded by a consul
(17.1).
Holding
Box: The square boxes on the map above
each general's Special Ability.
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Italy: All spaces in
Gallia Cisalpinia, Etruria, Apulia, Latium,
Campania, Lucania, and Samnium.
Operation
Number: The number between 1 and 3 on
the upper-left-hand corner of each strategy card.
Political
Control (PC): A player controls a space
if he has a PC marker in it. A player controls a
Province if he controls the majority of the
spaces in the Province. A space
containing a PC marker remains under the control
of the owning player even if an enemy General
and/or CUs are also present.
Province:
A group of spaces located within a Province
boundary line. There are 21 provinces in the
game, but only 18 of them count for victory
purposes (see 18.1).
Spain
(Hispania): All spaces in the four
Provinces of Baetica, Celtiberia, Orospeda, and
Idubeda.
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4. SETTING UP THE
GAME
Place the turn marker in
the turn 1space (218 B.C.) on the Turn Record Track, and
set up the playing pieces as indicated below.
4.1 Roman Setup
8 CUs and the consul Publius
Cornelius Scipio in Rome (Latium).
8 CUs and the consul Tiberius
Longus in Agrigentum (Sicilia).
Place Roman PC markers in each
space on the map colored black. Place round PC markers in
the round spaces and place Walled City Markers in the
square spaces that match their name.
The seven other Roman generals
are set aside, they will enter play later in the game as
reinforcements. Place the eight round Roman general
markers in a cup for random draw.
4.2 Carthaginian
Setup
4 CUs and Hanno in Carthage.
10 CUs (two of which are CUs with
Elephants) and Hannibal in Saguntum. Place Mago and H.
Gisgo in Hannibal's Holding Box.
2 CUs and Hasdrubal in New
Carthage.
Place Carthaginian PC markers in
each space on the map colored blue. Place round PC
markers in the round spaces and place Walled City Markers
in the square spaces that match their name.
4.3 Tribe Setup
Place the eight hexagonal Tribe Markers in the
hexagonal spaces that match their tribe name.
4.4 Event &
Battle Decks
Separately shuffle the deck of 48 Battle Cards
and the deck of 64 Strategy Cards and place the two decks
off to the side. You are now ready to play.
5. SEQUENCE OF PLAY
Hannibal: Rome vs.
Carthage is played in turns, each of which must be played
in the following order:
1. Reinforcement
Phase (Skip this phase on Turn 1).
A. The Carthaginian player places his
reinforcements (rule 6.1).
B. If the Carthaginian player has any
displaced generals (rule 10.10), he may return them all
to the map, placing them with any Carthaginian CUs.
C. The Roman player places his
Reinforcements (rule 6.2). If this is turn six, he
receives Scipio Africanus plus five additional CUs.
D. The Roman player designates a
Proconsul, removes his old Consuls, and randomly selects
and places two new Consuls (rule 6.4).
2. Deal Strategy
Cards
Each player is dealt Strategy Cards. The number of
strategy cards dealt to each player is listed on the Turn
Record Track.
3. Strategy Phase
The players resolve this phase by playing their
strategy cards one at a time, alternating back and forth
between them (i.e., one player plays a card, then his
opponent plays one). The Strategy Phase ends when both
players have exhausted their hand.
4. Winter
Attrition Phase
Both players conduct Winter Attrition against
their CUs as described in rule 20.1.
5. Political
Isolation Removal Phase
Both players (first the Roman followed by the
Carthaginian) remove all their non-walled, non-tribal PC
markers which are Isolated (rule 18.4).
6. Victory Check
Both players calculate their Political Points as
explained in rule 21.1. If one player has less Political
Points than the other player, he will lose a number of PC
markers as explained in rule 21.2.
7. End of Turn
After completing the Victory Check, begin
another game turn. Play continues until one side wins a
Sudden Death Victory (rule 22.0) or all turns have been
played.
6. REINFORCEMENTS
6.1 Carthaginian
Reinforcements
The Carthaginian player receives up to four CUs
per turn. The Carthaginian reinforcements are placed in
the following locations:
One
in Carthage or with any general in Africa.
One in New Carthage or with any
general in Spain if
the city of New Carthage is Carthaginian controlled
(2-29-00) (the city of New Carthage
contained the workshops, shipyards and craftsmen that
furnished Hannibal's army).
One in New Carthage or with any
general in Spain if the province of Baetica is
Carthaginian controlled (this province was rich in silver
and financed much of the Carthaginian war effort).
One in any space that contains
either a Carthaginian general or in Carthage or New Carthage.
DISPLACED
CARTHAGINIAN GENERALS: If there are any displaced
Carthaginian generals, all are returned to the game after
all Carthaginian reinforcements are placed. They may be
placed in any space containing one or more Carthaginian
CUs that are not currently under siege.
6.2 Roman
Reinforcements
The Roman player receives five CUs per turn. The
CUs may be placed in Rome or with any Roman general(s).
At least three of the five Roman CUs must be placed in
Italy. The CUs may all be placed in one space or split up
in any fashion between Roman generals and Rome. If the
Roman player does not have at least one stack containing
five or more CUs, then he must (if possible) place enough
of his reinforcements in a space so a stack of five CUs
is created (this is important for placing Consuls).
6.3 Restrictions
on Placement
Reinforcements may not be placed inside a
besieged Walled City (see 20.4 for the definition of
besieged). An
enemy general without CUs does not restrict the placement
of reinforcements and would be displaced (10.10) if
reinforcements are placed in that space. If Rome is besieged and all Roman
generals are inside Rome, than the Roman player does not
receive any reinforcements except those arriving with
Scipio Africanus. The same is true with the area specific
Carthaginian reinforcements: if New Carthage is besieged
and all Carthaginian generals in Spain are inside that
city, then the Carthaginian player would lose those two
CUs.
6.4 Electing
Consuls and Proconsuls
Rome in 218 B.C. was a republic ruled by the
Senate. Wishing to avoid the pitfalls of kings and
dictators, the Senate was very careful not to give too
much power to military leaders. As such, during a war
they would elect two consuls each year to lead the army
or armies. At the end of each year two new consuls would
be elected, but in some cases a consul would be allowed
to remain with his army if the situation required it (or
if he was doing well), in which case the Senate made him
a proconsul.
PROCEDURE:
The Roman player, during the Reinforcement Phase of each
turn (except the first), must follow the procedures below
for his generals:
1. Designate one of the
Roman generals as a proconsul. This is optional but
recommended, the Roman player is not required to
designate a proconsul, but it allows him to have an extra
general in play if he does.
2. Remove the other Roman
generals from the map (except Scipio Africanus if in
play).
3. Randomly draw two
generals to be your consuls for the turn (those removed
in step 2 are eligible to be drawn again).
4. Place your two new
consuls on the map. Note that the two Roman generals on
the map at the start of the game are consuls.
6.5 Consul
Placement
Consuls may be placed together or in separate
stacks but must be placed in a space containing at least
five Roman CUs (if there is only one such space, then
both consuls must be placed together). A consul may be
placed with a proconsul, in which case the proconsul
becomes a subordinate (9.2). Roman consuls may be placed inside a
besieged Rome (Roman CUs may not) if there is no other
legal space they may be placed in.
6.6 The Proconsul
A proconsul remains on the map with his current
army. You are only allowed one proconsul in play at a
time (until the arrival of Scipio Africanus). Each
Reinforcement Phase, you may elect to keep your proconsul
or dismiss him in favor of designating one of your
departing consuls as a proconsul instead. Indicate which
general is your proconsul by placing the Proconsul Marker
in his Holding Box.
6.7 Scipio
Africanus
Scipio Africanus arrives in play on turn 6
(211-210 B.C.) as a second proconsul. He brings with him
five CUs that are in addition to the five CUs the Roman
player normally receives. Scipio and his 5 CUs must be
placed as a group; they may not be split up. The Roman player can
place Scipio's army in any space in Italy that contains a
friendly PC and no enemy CUs or in any port space in Spain that contains a
friendly PC and no enemy CUs. Scipio's army arrives
after the normal five CUs have been placed and before the
two new consuls have been elected. He may not be placed inside a Walled City. If
there are no such spaces on the map Scipio Africanus and
his army does not appear and Scipio Africanus is removed
from play. Once on the map Scipio acts as a permanent
proconsul for the Roman player allowing him to have two
proconsuls in play.
7. THE STRATEGY PHASE
7.1 Receiving
Strategy Cards
Each player is dealt a number of cards from the
Strategy Deck during each turn (seven cards each on turns
1-3, eight cards each on turns 4-6 and nine cards each on
turns 7-9).
7.2 Two Options
for Each Card
Each card played allows the player to either use
the Operation Number on the card (8.2), or cause the
event on the card to occur. If you wish to do neither,
you may discard.
7.3 Who Goes First
Normally the Carthaginian player decides who
will move first, but if the Roman player has a Major or
Minor Campaign card in his hand and will play it (as an
Event or an Operations Card) for his first play in the
Strategy Phase, he may choose to go first. Follow this
procedure:
The
Carthaginian player first asks the Roman player if he is
using a campaign card to move first. If not, then the
Carthaginian player declares who will move first.
7.4 Ending the
Strategy Phase
The players continue to alternate playing
Strategy Cards until all cards in each player's hand have
been played. At this point, the Strategy Phase ends. It
is possible that one player may use all of his Strategy
Cards while his opponent still has several left in his
hand. In this case, the player who still has Strategy
Cards plays them one at a time until he has played all of
them.
8. STRATEGY CARDS
8.1 Description
Each Strategy Card has two primary elements, a
number between 1 and 3 in the upper left corner (called
the Operation Number) and an event. The operation number
is used to activate generals or place PC markers. The
event is only available if the operation number is not
used. A ship symbol in the upper right corner (on Ops 3s
and campaign cards) indicates the card can be used for
Sea Movement.
8.2 Using the
Operation Number
The operation number
allows you to do one of the following:
MOVE
A GENERAL (with or without CUs) whose Strategy Rating is
less than or equal to the operation number. EXAMPLE: A
"1" can only move a general with a Strategy
Rating of 1. A "2" can move a general with a
Strategy Rating of 1 or 2. A "3" can move any
general.
Place
a quantity of PC Markers on the map equal to the
operation number. One PC marker can be placed in each
space that doesn't contain an enemy CU or PC Marker.
EXAMPLE: If you play a "3", you could place
three of your PC markers.
RAISE
TROOPS: This is only allowed with a "3" card.
Playing a "3" card in this way allows the
player to place one CU with any one general who is
located in a friendly controlled space in a friendly
controlled province. You may not raise troops in a
besieged Walled City (rule 20.4).
8.3 Events
The operation number of each strategy card is
color-coded to reflect who can use the event. Events
playable only by the Romans have a black background;
Carthaginian events have a white background. Events that
can be played by either player have a
half-black-half-white background. Regardless of the icons
depicted, either player can use the operation number of
any card.
8.4 Counter Events
Events with their title printed in white letters
in a black oval (like Marharbal's Cavalry #5) can be
played in the middle of a move or battle. Playing a
Counter Event does not count as your normal move; you
must still play the next Strategy Card (if you have one).
In effect, playing a Counter usually requires you to play
two Strategy Cards in a row. Note that the two Hostile
Tribe cards (#7 and #8) may be used as a counter or
played during your turn if your opponent's army is still
in Liguria or Gallia Transalpinia.
8.5 Remove if
Played Cards
When an event is played that states "REMOVE
IF PLAYED", the card is removed from the Strategy
Deck after it is played because the event may only occur
once per game. There is one event which when played twice
is removed - Philip of Macedonia. The second playing of
the card essentially cancels the initial effect. A
"REMOVE IF PLAYED" card is not removed if the
event is not used.
8.6 Discarding
You may discard a strategy card rather than play
it. In this case no action occurs and it now becomes your
opponent's turn to play a strategy card. Discards must be
played face up for your opponent to see.
8.7 Reshuffling
If
there are not enough Strategy Cards in the Strategy Deck
to deal a full hand to each player for the upcoming turn,
the entire Strategy Deck (excluding cards that have been
permanently removed from play) is reshuffled before any
cards are dealt. The
deck is also reshuffled when the Truce card is played or
discarded (it doesn't matter if the event is used or
not). In this case, the deck is reshuffled at the end of
the turn.
9. STACKING AND
SUBORDINATION
9.1 Stacking CUs
There is no limit to the number of CUs that can
be stacked in a space.
9.2 Stacking
Generals
There can be more than one general in a space,
but only one can be the commanding general. All other
generals in the same space are considered subordinates.
Keep the commanding general on the map, and place the
subordinates in the commanding general's Holding Box. For
example Hanno and M. Gisgo are subordinates to Hannibal
at the start of the game. When a commanding general
moves, the subordinate generals freely move with him. A
subordinate in commanders Holding Box does not affect the
commander in any way and while acting as a subordinate
his Special Abilities (rule 24) may not be used.
9.3 Rank
Normally, the owning player may decide which of
his generals will be the commander and which will be the
subordinate and he is free to change the commander before
he activates the army. However, if one general outranks
another, then the ranking general must be the commander.
Hannibal outranks all other Carthaginian generals
Consuls outrank Proconsuls
10. MOVEMENT
10.1 Who May Move
Generals may move with or without CUs. Combat Units (CUs)
cannot be moved unless accompanied by a general. A
general can be moved only when a strategy card is played
that permits it. A general and the CUs stacked with him
are collectively called an army. Only one army moves with
each strategy card unless a campaign card is played
(10.9). The same army may be activated each strategy card
play.
10.2 Movement
Procedure
You can move a general up to four spaces (six
spaces with a Force March Strategy Card). A general can
move with up to ten CUs. As you move a general, you can
pick up and drop off CUs along the way, so long as there
are never more than ten CUs moving with the general at
any time. You may move a general into any space that is
adjacent (i.e., connected by a line) to the space that
the general occupies. The sequence below must be observed
when moving an army:
1. Select the general you
wish to activate. If there are two or more generals with
an army you may designate which is the commanding general
(under the restrictions of 9.3). Then select up to 10 CUs
and any number of subordinates to accompany the
commanding general.
2. Play a Strategy Card
that can activate the commanding general (8.2).
3. Move the army. As the
army enters each space it triggers a Reaction Phase for
the non-active player (10.3), which is conducted before
proceeding to step 4.
4. If the non-active
player was successful with an Interception, the active
army has the option to back up one space and end its move
(12.5).
5. If there is only one CU
in the space the active army may conduct an Overrun at
this time.
6. Repeat steps 3 - 5
until the activated army has completed its move.
7. The army may now
conduct one of the following: either a siege /subjugation
attempt or a battle. An army may never conduct a battle
and then a siege or subjugation on the play of a single
strategy card.
10.3
Reaction Phase
DESIGNER'S
NOTE: This is not a new rule, just a method to organize
the existing rules.
Each space an army enters may trigger a possible reaction
by the non-Active Player. This is called the Reaction
Phase and follows this sequence:
1. If the space contains a
Walled City the non-active player declares his CUs inside
or outside the city and moves them above or below the
Walled City Marker as appropriate.
2. The non-active player
declares all his Interceptions and Avoid Battle Attempts.
All must be declared before any are carried out and the
non-active player is required to attempt all those he
designated.
3. If an Avoid Battle were
declared; the non-active player must roll for its success
and, if successful, move the army from the space.
4. If any Interceptions
were declared, the non-active player must conduct them
now (in any order he wishes). An army intercepting into a
space may not duck into a Walled City since non-phasing
CUs can only enter Walled Cities during step 1 above.
This completes the Reaction Phase.
10.4 Enemy
Occupied Spaces
When you move an army into a space containing
one or more enemy CUs, and those enemy CUs do not,
cannot, or fail to Avoid Battle (rule 13), your army must
stop, end its movement and battle the enemy force
(exception: 10.5). A
general without an army may not move into a space
containing an enemy army nor stop in a space containing
an enemy general without an army (he may pass through
such a space).
10.5 Overruns
If your army has at least five CUs and it enters
a space containing a single enemy CU without a general,
the CU is automatically eliminated with no loss to you.
Do not deal out BCs. Your army can continue its movement
with no loss to its momentum. There is no restriction on
the number of times your army may do this in a single
turn - it is only limited by the general's movement
ability. Two CUs cannot be overrun by 10 CUs.
10.6 Mountain
Passes and Straits
Movement across mountain passes (Alps and
Non-Alps Passes) and across straits costs two instead of
one from your general's movement capability.
MOUNTAIN PASS ATTRITION: Each time an army crosses a
mountain pass it must roll for attrition (20.1)
immediately after crossing the pass. If the mountain pass was
a Non-Alps Pass, modify your die roll by -2. There is no
modifier for crossing an Alps Pass.
STRAITS: Movement across the Strait of Massena is allowed
only if you control both Rhegium and Massena. Notice that
both players could use naval movement between these
ports. Movement across the Strait of Sardinia is allowed
regardless of control.
OTHER
AFFECTS: Interception (12), Avoid Battle (13),
Withdrawals (14.11) and Retreats (15) are prohibited
across mountain passes (both types) and straits.
10.7 Walled Cities
and Movement
Players should consider a Walled City as a space
within a space. Generals and CUs can be inside or outside
of the city. The number of CUs that can fit inside a city
is limited; Rome and Carthage can hold 5 CUs, and all
other walled cities can hold two CUs. To indicate CUs
inside a Walled City, place them beneath the Walled City
Marker. Those on top of the marker are considered outside
the city. Generals inside a city can be placed to the
side of the Walled City Marker. CUs that remain outside
of the city stop enemy movement; CUs inside the city do
not. You may move your CUs and generals from inside a
Walled City to outside of a Walled City (and vice versa)
in the following situations:
ACTIVE PLAYER: Through normal movement (the play of a
Strategy Card) during your player turn. Movement into a
city is usually the last act of a moving army (10.2).
NON-ACTIVE PLAYER: If an enemy army enters a non-besieged
Walled City spaces and the non-active player has CUs or
generals there, he may declare the CUs and/or generals
inside or outside. His decision may change each time an
enemy force enters the space.
10.8 Combining
Armies
An
activated general may pick up another general (with or
without CUs) and keep moving. The general being picked
must become a subordinate for that move. A general that
outranks the activated general may not be picked up. If a general ends its move in a space
containing another general and the new general outranks
the activated general, then the activating general
becomes a subordinate. If a general ends its move in a space
containing another general of equal rank, then the
activated general becomes the commanding general and the
other general becomes a subordinate.
10.9 Dividing
Armies
An army may drop off subordinate generals (with
or without CUs) at any time. A subordinate in the
commanding general's Holding Box may be activated and
moved off with as many CUs from the commanding general's
army as the controlling player wishes (exception 18.1).
Bring the subordinate back onto the map and use the space
occupied by the commander as his starting space. The
subordinate becomes the commanding general of this new
army and may bring along other subordinates that do not
outrank him. A subordinate that detaches and moves off
counts as moving one general (i.e., activating a
subordinate does not allow the commanding general to
move).
10.10 Displaced
Generals
A general becomes displaced if an enemy army
enters the general's space and the general is not
accompanied by friendly CUs. A general also becomes
displaced if all CUs accompanying the general are
eliminated due to Retreat Table casualties, Retreat
losses or
the Naval Table. A general
is not displaced if all CUs under his command are removed
due to the Attrition Table, the Storm at Sea event (#60) or the
Battle Casualties die roll.
If
Scipio Africanus is displaced, he is eliminated.
If Hannibal is displaced
he is eliminated and the Carthaginian player must remove
5 PC markers from any spaces on the map. This is in
addition to any PCs losses resulting from the battle that
led to Hannibal's death.
A
displaced general is removed from the map and does not
return to play until the next Reinforcement Phase (see
5).
10.11 Campaign
Card Limitations
When a campaign card is played each commanding
general must complete all movement and battles before
another general can be activated. A CU or subordinate
moved by one general during a campaign can be moved by
another general during the same Campaign as long as no CU
or general moves more than four spaces (exception: Nero).
Once an
army participates in a battle, siege, subjugation, or
backs up one space to avoid being intercepted (rule 12),
or fails its Pursuit die roll (rule 13.2); all CUs and
generals in the army are considered to have spent all
their movement capability and may not be moved by another
general during that campaign.
SIEGES AND SUBJUGATION: A
campaign card cannot be used to conduct more than one
siege or subjugation against the same walled city or
tribe, but it could be used to battle the defenders from
the space and then used again to conduct a siege or
subjugation against the site, as long as a different
general performed each action.
10.12 Nero
Nero has the special ability to move 6 spaces
during campaigns. CUs and subordinates that accompany
Nero may move six spaces as long as their entire movement is with
him (i.e., they cannot be moved four spaces by one
general and then two more with Nero).
11. NAVAL MOVEMENT
11.1 Procedure
A general (with or without CUs) may move from a
port space to any other port space using Naval Movement.
CUs by themselves may not use Naval Movement. Naval
Movement is possible when a 3-strategy card or a Campaign
event is played (a ship icon appears in the upper
right-hand corner of such cards for easy recognition).
The movement cost to use Naval Movement is equal to three
spaces.
EXAMPLE: You can move one
space to a port and then use Naval Movement; or you can
start at a port, use Naval Movement and then move one
space inland.
11.2 Enemy
Controlled Ports
Control of a port is not necessary for
embarkation or debarkation. Naval Movement is allowed
into and out of any port space including a port that
contains an enemy PC or CUs.
11.3 Naval
Movement and Walled Cities
Naval Movement directly into a Walled City (as
oppose to simply landing outside the city) is allowed if
the walled city is friendly controlled and not currently
besieged (see 20.4 for definition of
"besieged"). Naval Movement is prohibited into
and out of besieged Walled Cities. Note that this does
not prevent Naval Movement into and out of a space
containing a besieged walled city (in this case the
troops are considered embarking or debarking outside the
city walls).
11.4 Sea Movement
Limit
A major or minor campaign allows an army with up
to 10 CUs to use naval movement (only one of the two or
three armies that may move with a campaign card can use
Naval movement). A 3 OC allows one army with up to five
CUs to use sea movement.
11.5 Roman Naval
Supremacy
The Roman player enjoys naval supremacy, so any
Carthaginian Sea Movement runs the risk of being sunk.
Each time a Carthaginian general or army moves by sea,
the Roman player rolls on the Naval Combat Table. If
after applying the appropriate die roll modifiers, the
force is sunk, then the CUs are eliminated and the
general is displaced (10.10). If the force must return,
it returns to the port of embarkation and the balance of
its movement is lost. CUs lost at sea do not count
towards Political Consequences (rule 15.5).
11.6 Naval Combat
Table Modifiers
The Roman player modifies
his Naval Combat Table die roll appropriately:
+/- both port modifiers* (see map)
-1 if a general is moving without
CUs or if the army using Sea Movement contains only one
CU. Note that the table printed on the map implies that a
CU can move by itself -- this is wrong; a CU can only
move with a general.
+1 if the port contains a
Roman PC marker*
-1 if Carthage controls Syracuse
-1 if Macedonia is allied with
Carthage (Event #9)
-1 if the Carthaginian Naval
Victory (Event #29) is in affect.
*These modifiers apply to
both the port from which the army departs and the port at
which they debarks, and they are cumulative.
EXAMPLE: Your Carthaginian
opponent sends an army from Carthage (port modifier: -2)
to New Carthage (port modifier: -2); the cumulative
modifier is -4.
EXAMPLE: He sends an army
with only one CU (-1) from New Carthage (-2) to Rhegium
(+1). Rhegium contains a Roman PC giving you another +1
modifier. The net modifier is (-1) + (-2) + (+1) + (+1) =
-1.
12. INTERCEPTION
12.1 In General
Interception is a special kind of movement that
allows a non-active army to advance one space during an
opposing general's move and interrupt the movement of the
enemy army. Interception forces the moving army to fight
a battle (rule 14) or back up one space (12.5).
12.2 When Can an
Interception Occur?
Any army controlled by the non-active player may
attempt interception. An interception can occur whenever
an enemy army or general enters (via land or naval
movement) a space adjacent to the army and the space does
not contain any non-moving enemy CUs. An army may attempt
interception each time the above condition occurs, for
example if an enemy army tried to move around your army
you could attempt to intercept in each adjacent space
which did not contain an enemy CU.
12.3 Interception
Restrictions
You may not intercept into a space that
contains one or more non-moving enemy CUs.
You may not intercept across a
Mountain Pass or Strait.
Interceptions may only occur
against movement. You cannot intercept an attempt to
Avoid Battle (13.1), a Withdrawal (14.12), or a Retreat
(15), nor may you intercept an interception.
12.4 Interception
Attempt Die Roll
To intercept, roll the die. Modify the die roll
by +1 if the space your army is intercepting into
contains an enemy PC marker and no friendly CUs. If the
modified die roll is less than or equal to your
commanding general's Battle Rating, the interception
attempt is successful. If your interception attempt
succeeds, you must move the general and all CUs you
declared were participating in the interception, into the
space. In a battle caused by a successful interception,
the intercepting player receives one extra Battle Card to
simulate the effects of surprise. One is the maximum
benefit, even if two or more armies intercepted.
12.5 Backing Up
One Space
An army intercepted is never required to give
battle; it may instead back up to its last-occupied space
and end its movement. If an army has to back up across a
pass, it must roll for attrition again. If an army has to
back off from a sea move, then it returns to its port of
embarkation. If it were a Carthaginian sea move, the
Carthaginian player would have to roll again on the naval
combat table. If the result is a Return than the
Carthaginian player may not back up and must land in the
port space. If an army backs up on to an enemy Walled
City or Tribe space it may still conduct a siege or
subjugation on that site.
12.6 Multiple
Interceptions
You may conduct more than one interception
attempt into the same space if you have more than one
army adjacent to the space your opponent is about to
enter. In this case, you must declare all interception
attempts before any are resolved, and your opponent may
wait until all are resolved before he decides to give
battle or back up. If both/all interceptions succeed,
then the armies are combined in the space under the
command of one general and the combined force faces the
moving army.
12.7 Subordinates
and Interceptions
You may dispatch a portion of your army (under a
subordinate or the commander) for an interception. You
must declare which general and how many CUs will make the
attempt. No matter how many subordinates an army has,
only one interception can initiate from each space (i.e.,
you may not make two or more interception attempts from
the same space in hopes that at least one will make it). If a subordinate
intercepts, the commanding general must be left behind
with at least one CU (note that consuls may not be
voluntarily left with less than 5 CUs [rule 18.1]).
12.8 Interceptions
and Walled Cities
An army inside a Walled City may intercept an
army in an adjacent space if there is no enemy CUs
outside the Walled City. Conversely, if you intercept an
army that enters a Walled City space by land movement,
the battle occurs before the army can enter the walled
city. If
the army entered the Walled City space via naval
movement, the intercepted army has four options: accept
battle, back up into the walled city (if the city can fit
the army), back up to the port of embarkation, or split
the army between the last two options. An army backing up
one space may never leave behind CUs outside the walled
city.
12.9 Interceptions
and Overruns
Overruns occur after interceptions, so an
intercepting army may prevent an overrun.
12.10 Failed
Interceptions and Avoid Battle
If
an army fails an interception attempt it is prohibited
from attempting an avoid battle against that same army
during the current card play. The army that failed the interception may still
attempt other interceptions without restrictions, and may
even attempt to avoid battle against other armies if the
current card play is a campaign.
13. AVOIDING BATTLES
AND PURSUIT
13.1 Avoid Battle
This option is available to the non-active
player only. If an enemy army enters a space containing
one of your armies or one or more of your generals
without CUs, you may attempt to avoid battle. To
determine if the attempt succeeds, roll the die. If the
die roll is less than or equal to your commanding
general's Battle Rating, the Avoid Battle succeeds. A
successful Avoid Battle allows you to move your army or
generals out of the space and into any adjacent space
(see restrictions below). If the die roll was greater
than the commanding general's Battle Rating, then the
army/generals remains in the space and a battle is
resolved (or the generals are displaced). For botching
the retreat and for the temporary reduction in moral this
would cause, you receive one less Battle Card in the
ensuing battle.
13.2 Restrictions
on Avoiding Battle
No more than 10 CUs may avoid battle. An
army that contains more than 10 CUs must leave behind all
CUs in excess of 10.
CUs and generals that
failed an interception attempt may not attempt to avoid
battle against the same army in the current round
(12.10).
An army or general
avoiding battle may leave CUs and/or generals behind (as
long as 18.1 is not violated).
May not cross a mountain pass or
strait.
May not enter a space containing
an enemy CU or PC marker.
May not enter the space from
which the enemy army is advancing.
May not enter a non-friendly tribe space.
(2-29-00)
13.3 Subordinates
and Avoid Battle
You
may avoid battle with a subordinate. In this case the
commanding general must be left behind with at least one
CU (or 5 CUs if leaving behind a consul [see 18.1]). Only
one avoid battle attempt is allowed per Reaction Phase,
so generals may not split up and avoid battle into
different spaces, nor may you avoid battle with one
general after failing with another.
13.4 Pursuit
If your opponent successfully Avoided Battle,
you may attempt to continue moving (either to pursue or
to move off in a different direction). To determine if
the attempt is successful, roll the die. If the die roll
is less than or equal to your general's Battle Rating,
your army can continue to move. If your general has
already moved the four-space limit (or six spaces if
moving with a Force March card), or the die roll is
greater than his Battle Rating, then your army must stop
in its current space. If your army pursues the army that
avoided battle, then your opponent can try to avoid
battle again, and you may attempt to pursue again. This
can continue until your opponent fails his avoid battle
die roll or your general has moved his limit.
13.5 Walled Cities
and Avoid Battle
An army located in a Walled City space but
currently outside the city has two options. The
controlling player may declare the army inside the city
when the enemy army appears or he may declare the army
outside the city and attempt an avoid battle. The first
case would not slow the movement of the enemy army, but
the second case might (if the avoid battle succeeds and
the pursuit does not).
13.6
Sieges/Subjugation and Pursuit
An army that fails its pursuit die roll but ends
its move on a Walled City or Tribe space may still
conduct a siege or subjugation against the site.
14. BATTLES
14.1 Battle Cards (BC)
Battles are resolved using Battle Cards. After
the battle is over, all BCs are shuffled back into the
Battle Card Deck. Each player draws a number of BCs as
described below:
A
number of BCs equal to the commanding general's Battle
Rating (if a general is present).
One BC for each CU he has present
in the battle.
One BC for a successful
interception (12.4).
One less BC for the defending
army if it unsuccessfully attempted to avoid battle
(13.1).
A variable number of BCs for
Allies (14.2)
The Roman player receives two BCs
for any battle in Latium (14.3)
One BC if the battle space
contains a friendly Tribe (20.9)
20 CARD LIMIT: Regardless of other
factors, a player's maximum BC hand size (before
consideration of any possible reduction for an elephant
charge) is 20 cards. Any additional BCs beyond 20 are
forfeit.
14.2 Allies
Players receive additional BCs for having allies. A
player gains allies by having Political Control of
provinces (determined at the moment of the battle). Each
province is worth one BC except Eastern and Western
Numidia that are worth two. Some Allies will not venture
beyond their province, and hence, their BC bonus is only
available inside the province. However, the allies in
Africa, Spain and Italy (see glossary) are available in
any province within their country (these countries are
color coded on the map).
ISLAND PROVINCES: Allies on islands
(Baleric Islands, Sicilia, Syracuse, Sardinia/Corsica)
are only available for battles on that island. Sardinia
and Corsica are considered one island for this rule.
EXAMPLE 1: Carthage controls three
provinces in Spain while Rome controls one. No matter
where the battle takes place in Spain, the Carthaginian
Player will receive three BCs for allies while the Roman
Player will receive one.
EXAMPLE 2: The battle is in Africa.
Carthage controls Carthage and Carthaginia, while Rome
controls Western Numidia. In this case, both players
would receive two BCs for allies.
EXAMPLE 3: The
battle is in Sicilia, which is outside of Italy. Whoever
controls Sicilia would receive one BC for allies, who
ever controls Syracuse would receive one BC. No other
allies are possible.
14.3 Restrictions on Allies
GENERALS: You may only receive
bonus cards for allies if you have a general in the
battle. If multiple battles occur in the same province or
country during the play of a campaign card, all battles
would receive the bonus for allies as long as they had
generals present.
ITALIAN ALLIES: The Roman player may never receive more
than two BCs for allies in Italy and may not count the
province of Latium for allies. This reflects that these
provinces are already supplying the Roman Legions with
recruits and so are already reflected in the design. The
Carthaginian player can have up to six allies in Italy
(Campania, Lucania, Apulia, Samnium, Etruria and Gallia
Cisalpinia).
EXAMPLE: The battle is at Cannae, in
Italy. The Carthaginian player controls Gallia Cisalpinia
and Lucania. The Roman player controls Campania, Samnium
and Etruria. Neither side controls Apulia. Both sides
would receive two extra BCs for allies.
NOTE: The Battle Card Bonus/Penalty
List on the map states that Rome may not use Allies in
Italy - this is incorrect.
14.4 Militia
Rome receives two extra BCs for any battle that
occurs in Latium (this is in addition to any BCs for
Italian Allies). This militia is available even if there
is no General present in Rome.
14.5 Sequence of Battle
Resolution
The player whose moving army started the battle begins as
the attacker and the other player as the defender. Each
battle is conducted separately, so the identity of the
attacker and defender can change from battle to battle
(and indeed, from round to round during a battle).
Prepare for battle using this sequence:
1. Change of
Command die roll (rule 17.2)
2. Attacker declares battle-related strategy cards.
3. Defender declares battle-related strategy cards.
4. Elephant charge declaration (rule 16) and charge
die-roll, unless elephant fright (#42) is immediately
played before die roll.
5. Deal BCs, display cards revealed by spy and begin
battle.
14.6 Battle Round
A battle is fought in Battle Rounds. In each
battle round, first the attacker plays a BC and then the
defender must play a BC that Matches (see 11.5) the
attacker's BC. If the defender is unable or unwilling to
match the attacker's BC, he loses the battle. If the
defender's BC matches the attacker's BC, another battle
round must be played. The players continue playing out
battle rounds until one wins.
14.7 Matching the Attacker's
Battle Card
The defender matches the attacker's BC by
playing one of exactly the same type. Thus a Frontal
Attack card is matched by another Frontal Attack card, a
Probe card is matched by a Probe card, and so on.
BATTLE TIP: If you are the attacker,
usually the best card to play is the type that is
predominant in your hand. With only 48 cards in the
Battle Card Deck, if you have many of one type, your
opponent is likely to have only a few. Examine the chart
at the end of this rule booklet for the number and type
of cards in the Battle Card Deck.
14.8 Counterattacks
After each battle round, the defender may
attempt to counterattack. If successful, he becomes the
attacker in the next battle round, and the former
attacker becomes the defender. To attempt a
counterattack, the defender rolls the die. If the die
roll is less than or equal to his commanding general's
Battle Rating, he has seized the initiative and become
the attacker. If the die roll is greater than his
general's Battle Rating, he fails and remains the
defender in the next battle round.
DOUBLE ENVELOPMENT EXCEPTION: If the
attacker plays a Double Envelopment and the defender
matches it, then the defender can automatically (though
its not mandatory) gain the initiative and become the
attacker (the Double Envelopment tactic was a difficult
and dangerous tactic to attempt). Note that this would be
the only way for a force with no general to become the
attacker.
14.9 Reserve Cards
There are four Reserve cards in the battle deck.
These cards are wild cards that may be used as any of the
other five types of cards (Frontal Assault, Flank Left,
Flank Right, Probe or Double Envelopment). Reserve cards
can be used by the attacker or by the defender (to match
a card). When the attacker plays a reserve card, he must
state which type of card it is representing and it takes
on all characteristics of that card (i.e., a Reserve card
used as a Double Envelopment will result in an automatic
loss of initiative if matched).
14.10 How to Win a Battle
The attacker wins if the defender
cannot or will not match his battle card.
The defender wins if the attacker
has no BCs remaining at the beginning of a battle round
(even if the defender also has no BCs remaining).
14.11 Battle Casualties
After the victor has been determined, players
roll on the Attrition Table to determine the number of
CUs that must be removed by both sides for battle
casualties. The number of rounds that occurred in the
battle determines the column to use on the table. The
last round in the battle (the one in which the defender
could not match the attacker) is counted as a full round.
Players cross-reference the column with a die roll to
determine the number of CUs eliminated.
EXAMPLE: The battle lasted four rounds
and a "5" is rolled for Battle Casualties. The
result is both players lose one CU.
CALCULATING ROUNDS: Failed withdraw
attempts do not count as a round. It is recommended that
players keep the battle cards they play in separate piles
so that the number of rounds may be easily determined.
14.12 The Retreat Table
In addition to battle casualties, the loser of
the battle will lose a number of CUs as determined by the
Retreat Table. After each battle, the loser must roll the
die and consult the Retreat Table. The column on the left
is used if the loser's army began the battle with less
than or equal to four CUs. The column on the right of the
Retreat Table is used if the loser's army began the
battle with greater than four CUs. Losses must be taken
in CUs; they cannot be absorbed with allies or militia.
The die roll is modified by +2 if the battle was won with
a Double Envelopment or by -2 if won with a Probe.
ELEPHANTS: If
there are elephant CUs in the defeated army the first CU
removed must be an elephant CU. All other loses may come
from non-elephant CUs. Note that a player could lose two
elephant CUs in a battle if he lost the first with a die
roll of 6 in Battle Attrition and then lost the second on
the retreat table.
ALL CARDS EXHAUSTED: There is no die
roll modifier to the retreat table when the attacker
loses by running out of cards. Simply use the face value
of the die roll on the retreat table.
15. RETREATS
15.1 Retreat Procedure
After battle casualties and retreat table losses
have been removed, the loser of a battle must retreat his
force and suffer the political consequences of the
defeat. The loser of the battle must retreat to a space
that is both friendly controlled (contains a friendly PC)
and clear of enemy CUs or to a space that contains more
friendly CUs than the retreating force. If you have more
than one space that you may retreat your force to, you
must pick the closest one (if two or more are
equidistant, the retreating player may choose). You may
not leave behind any CUs or generals as you retreat, and
any friendly CUs encountered along the retreat path (if
they do not outnumber the retreating CUs) are swept up in
the retreat and become part of the retreating force. The 10 CU movement limit
does not apply during retreats; any size force (commanded
by a general or not) defeated in battle must be
retreated.
RETREAT PATHS
WHICH CAUSE CU LOSSES: A player may, at his option,
choose a retreat path or destination which is not the
closest if it will cause fewer CU losses (see 15.3) than
the shortest path and does not violate rule 15.2.
15.2 Restrictions on Retreats
The retreat may not cross a
mountain pass (either type) or strait.
The length of the retreat may not
be more than four spaces.
The retreat may not use Naval
Movement. If the losing army debarked in the battle space
that round, it is eliminated. Exception: If the battle space contains
a Walled City friendly to the retreating army, it is
assumed the army debarked in the city and marched out.
The army may therefore retreat into the Walled City. Any
CUs which cannot fit inside the Walled City are
eliminated.
If the original attacker retreats, he must
always retreat first into the space in which he entered
the battle. If the original defender retreats, he is
prohibited from entering the space from which the
attacker entered the battle from during the full length
of his retreat.
The retreating force may never
reenter the battle space during its retreat.
15.3 Penalties on Retreats
A retreating force (army or CUs)
must lose one additional CU for each space it enters that
contains an enemy PC marker or non-friendly tribe (2-29-00).
A force retreated into a space
containing enemy CUs will lose an additional CU for each
enemy CU in the space.A retreating force may not remain
in a space with enemy CUs. Enemy generals without CUs
have no affect on retreats and cannot block retreat
paths.
A force that cannot retreat, has
no place to retreat to or must retreat more than four
spaces is eliminated.
15.4 Retreats
into Walled Cities
A retreating force is never allowed to retreat into a
besieged walled city except the force (if any) that
sorties from the city (20.7). A retreating force may
retreat into a friendly controlled non-besieged city if
the battle occurred in the Walled City space. If there
are more CUs in the retreating force than the city can
hold, then the retreating force may split up into two
forces; one into the city and the other retreating to a
legal retreat space. The commanding general and
subordinates may accompany either force or be split up in
any fashion (be careful not to violate rule 18.1). This
is the only way a retreating force may be split up.
15.5 Political Consequences
The loser must now remove a number of his own
non-Walled City, non-Tribal PC markers from the map equal
to half (round fractions down) the number of CUs he lost
in the battle (this includes battle attrition casualties,
Retreat Table losses, and CUs lost during the retreat).
The PCs may come from anywhere on the map he wishes.
EXAMPLE: If the loser of the battle
lost three CUs then he would have to remove one PC. If he
lost only one CU he would not be required to lose any
PCs. The loser will no doubt pick PC markers in the least
critical areas. This area would probably be receiving
little attention and wealth from the controlling country
and would be the first to rebel.
15.6 Sue for Peace
If, as a result of battle, the loser is unable
to remove enough PC markers to satisfy the Political
Consequences of defeat, the player must instantly sue for
peace, thereby losing the game (see rule 22).
16 WITHDRAWALS
16.1 In General
Withdrawals are a way for the current attacker (not
necessarily the original attacker) to break off from a
battle. To withdraw, the attacker must forfeit his chance
to play a BC and roll less than or equal to his
commanding general's Battle Rating. The defender can
cancel the withdrawal by rolling less than or equal to
his commanding general's Battle Rating (the defender is
not required to roll). If the attacker's withdraw die
roll was not successful, or if the defender canceled the
withdrawal, the defender MAY immediately take the
initiative and become the attacker. There is no limit to
the number of times you may attempt to withdraw in a
single battle.
16.2 A Successful
Withdrawal
A successful withdrawal ends the battle and
forces the withdrawing player to move his army to an
adjacent space (exception: units that sallied forth from
a besieged walled city may withdraw back into it). Battle
casualties are resolved normally, but the Retreat Table
is not used.
16.3 Restrictions on
Withdrawals
A withdrawing army may not split
up.
An army may not withdraw across a
mountain pass (either type), strait or by sea.
You may not withdraw into a space
containing an enemy PC marker or enemy CU.
You may not withdraw into the
space from which the enemy army entered the battle space.
If the original attacker withdrawals, then he must
withdraw to the space from which he advanced.
You may not withdraw into a space containing a
non-friendly tribe. (2-29-00)
17. ELEPHANTS
The Carthaginian used elephants as a
shock weapon in battles. The sight of elephants bearing
down on them was often enough to make many troops break
and run. Some Roman generals learned how to defend
against elephants (frighten them back the other way).
17.1 Receiving Elephants
There are two Carthaginian counters (a total of
four CUs) that are accompanied by Elephants. One begins
the game with Hannibal (on its 2 CU side) and the other
may arrive in Carthage with the play of the Elephant
Reinforcement EC. The two counters are an intentional
limitation, and may not be exceeded.
17.2 Properties
CUs with Elephants have all the same properties
as regular CUs (they may use Naval Movement) except that
they provide a special attack capability to the
Carthaginian player (16.3). When removing CUs lost
because of battle casualties (14.10) or attrition (rule
20), the Carthaginian player may pick any CUs he wishes
unless dictated to remove a CU with Elephants by an
"E" result on the Attrition Table. When removing CUs due to
the Retreat Table (14.11), the first CU selected must be
an Elephant CU.
17.3 Elephants in Combat
CUs with Elephants give the Carthaginian an
opportunity to subtract BCs from the Roman at the start
of a battle. If the Carthaginian player has CUs with
Elephants present in a battle space, he may declare an
Elephant Charge. If an Elephant Charge is to be made, it
must be declared before the Carthaginian player observes
his BCs. The Elephant Charge is successful if the
Carthaginian player makes a die roll greater than the
Battle Rating of the Roman general in command of the
opposing army. If the die roll is less than or equal to
the Roman general's Battle Rating, the Elephants have no
effect (although the CUs can still be used in the
battle). If there is no Roman general present, the
Elephant Charge is unsuccessful on a die roll of 1.
17.4 Successful Elephant
Charges
If the charge is successful, the Roman battle
card hand is reduced by the number of Elephant CUs
involved in the charge.
17.5 Rampaging Elephants
If a "1" is rolled, then the
Carthaginian hand size is immediately reduced by one BC
(no matter how many CUs with Elephants were involved in
the charge). Being more familiar with elephants, an
elephant reversal would not be as detrimental to the
Carthaginian army.
18. CONSULS AND CONSULAR ARMIES
The two Roman Consuls had no authority
over each other. Each was given command of approximately
equal forces and this caused considerable coordination
problems when they needed to combine. It was not uncommon
for Consuls to share command of the combined army by
allowing one to command one day and the other the next
day.
18.1 Consular Armies
A Roman army containing one or both consuls is
called a Consular Army. The Roman player may never take any
voluntary action that would leave a Consul or a Consular
Army with less than 5 CUs. This
means that a Consular Army may not exit a space and leave
any CUs behind unless it brings at least 5 CUs with it.
It also means that once both consuls are together, they
may not split up until the Consular Army contains at
least 10 CUs. There is no penalty if a Consular Army
falls below five CUs due to attrition, battle or retreat;
and if it does, it may not drop off or leave behind CUs
until it again contains more than five CUs.
18.2 Change of Command Die Roll
If both consuls are in the same Consular Army
the Roman player may choose either one to move (command)
the army; the other becomes a subordinate. If this army
containing both consuls enters battle as the attacker,
the Carthaginian player may make a Change of Command Die
Roll to see if the acting commander changes. If a Carthaginian army
attacks this army, the Carthaginian player MUST make a
change of command die roll.
PROCEDURE: Roll one die, if the die
roll is 1-3, there is no change; if the die roll is 4-6,
the commander and subordinate Consuls exchange positions.
EXAMPLE: The consuls Marcellus and
Varro are stacked together. The Roman player designates
Marcellus as the commander and activates the army. The
army moves to give battle. Before Battle cards are dealt,
the Carthaginian player rolls a Change of Command Die
Roll and rolls a "5". This results in the
Consuls exchanging positions, and so Varro commands the
army for the battle.
18.3 Proconsuls and Consuls
A consul outranks a proconsul and whenever the
proconsul ends its move with a consul he becomes a
subordinate. However, an army led by
a proconsul is allowed to be larger than the Consular
Armies and may pass through, a Consular Army containing 5
or more CUs without restrictions. If an army led by a proconsul enters a space
containing a Consular Army with less than 5 CUs it must
either stop and ends it movement, or drop off enough CUs
so the Consular Army once again has 5 CUs. A proconsul that starts the
turn stacked with a Consular Army may be activated and
sent off with up to 10 CUs, or left behind with any
number of CUs, as long as rule 18.1 is not violated.
First edition
rules which prevented a proconsul from leaving a Consular
Army with more CUs than the Consular Army, and required
that a Consular Army stop upon entering a space
containing an army led by a proconsul if that proconsul's
army is larger, are no longer in affect.
19. POLITICAL CONTROL
19.1 Political Control
Players gain control of a space and control of a
province through placement of PC markers. A player
controls a space if he has a PC marker in it. A player
controls a Province if he controls the majority of the
spaces in the Province (having the majority of the PC
markers in a province is not by itself sufficient for
Political Control). A space containing a PC marker
remains under the control of the owning player even if an
enemy general and/or CUs are also present.
19.2 Placing PC Markers
Strategy cards can be played to place PC markers
on the map. The number of PC markers that can be placed
is equal to the operation number. You can place PC
markers in any space that does not contain a PC marker or
an enemy CU. Exception: You can place a PC marker in a
space containing an enemy PC marker (by flipping it over)
if you have a CU in that space.
19.3 Characteristics of PC
Markers
PC markers do not stop or slow
movement of units.
Interception attempts into a
space containing an enemy PC marker and no friendly CUs
are more difficult (12.4).
You may not avoid battle into a
space containing an enemy PC marker (13.2)
A retreat must end in a space
containing a friendly PC marker (15.1).
An army that Retreats through an
enemy PC marker must remove an additional CU (15.3).
An army may not withdraw from
battle into a space that contains an enemy PC marker
(16.3).
CUs on enemy PCs at the end of
the turn suffer attrition (21.1).
19.4 Removing Isolated PC
Markers
During the Political Isolation Phase, each
player (starting with the Roman Player) must remove all
his non-walled, non-tribal PC markers that are isolated.
A PC marker is isolated if the player cannot trace a path
of spaces from the PC marker to a friendly CU or a
friendly controlled Walled City, Tribe or port. A
besieged Walled City can still supply other PC markers.
The path cannot cross a mountain pass, nor enter a space
containing an enemy PC marker or neutral Tribe unless a
friendly CU is present in that space. The path may enter
and exit a space that contains enemy CUs only if the
space also contains a friendly PC.
20. SIEGES AND SUBJUGATION
20.1 Converting Walled Cities
and Tribes
Walled Cities and Tribes are PC markers that are
difficult to convert. The only way to convert a Walled
City is to conduct a successful siege against it or to
play an event card that affects it. The only way to
remove a Tribe is to subjugate it.
20.2 Siege and Subjugation
Procedure
A siege or subjugation is a multi-turn process
wherein a besieging or subjugating army attempts to
accumulate 3 siege points against the Walled City or
Tribe. Record accumulated siege points with the
siege/subjugation markers. A siege point is gained when
an activated army rolls well on the Siege/Subjugation
Table. Any activated general which ends its move at an
enemy Walled City or Tribe space containing at least
three friendly CUs (already
there or brought along)
may conduct one siege or subjugation attempt
(one die roll) against that site. A non-activated army on
top of a Walled City or Tribe is considered maintaining
the siege but may not make a siege or subjugation die
roll. No Tribe or Walled City may be subjected to more
than one siege or subjugation attempt per strategy card
played (i.e., a Major Campaign may not be used to direct
three siege attempts against the same city).
20.3
Subordinates and Sieges/Subjugation
In the first edition players would detach a subordinate
with 3 CUs from a besieging army and move it out and then
right back in, allowing the player to make a siege
attempt without activating the commanding general. This
rule is now acknowledged as legal, and furthermore the
subordinate no longer has to exit the space to conduct
the siege or subjugation. Simply announce the subordinate
is conducting the siege or subjugation. A subordinate
conducting a siege or subjugation is considered
temporarily in command and may use his special ability.
If this occurs during the play of a campaign card, only 3
CUs (or 5 CUs for a Consul) plus the activated
subordinate are considered to have been moved. The
remaining units and generals in the space are available
for further operations on the campaign card.
DESIGN NOTE:
Unlike a battle, an officer other than the commanding
general often conducted the siege or subjugation.
20.4 Siege Status
A city is not considered Besieged until it is marked with
one or more siege points regardless of the number of
siege attempts that have been made against it or the
number of enemy CUs in the same space.
20.5 Restrictions on Besieged
Forces
A besieged city may not receive reinforcements
and a besieged general may not raise troops (8.2). A
besieged army or general may not leave the city via naval
movement nor may an army or general debark directly into
a besieged city (it may land outside the city walls). A
besieged army may sally forth and initiate battle against
the besieging army. If it does, the battle and battle
card bonuses are resolved normally.
20.6 Lifting a Siege or Ending
Subjugation
A siege is lifted or subjugation ended the
instant there are no longer any enemy CUs in the space
containing the Walled City or Tribe. If this happens,
remove any accumulated siege or subjugation points (as
appropriate). Reducing the besieging army to below 3 CUs
does not raise the siege or end subjugation.
20.7 Relief Armies and Besieged
Forces
If you send an army to attack an enemy army
besieging one of your Walled Cities, you may count the
CUs inside the Walled City during the battle. When
besieged CUs are added to an attack or a besieged army
attacks on its own, it is called a sortie. Battle loses
can come from either the relief army or the CUs that
sortie at the controlling player's option. If there is a general
inside the city when a sortie occurs, and that general
outranks the commanding general of the relief army, the
general inside the city is considered in command for the
battle. If no sortie occurs, the general inside the city
is not used in the battle. Only the CUs and generals that
sortie may be retreated back into the walled city.
20.8 Completing a Siege or
Subjugation
When you accumulate three siege points, flip the
Walled City marker to your control and remove the siege
points. If there were any enemy CUs inside the besieged
Walled City, they are eliminated. When you accumulate
three siege points against a Tribe, remove the Tribe
Marker and replace it with a friendly PC. Once a Tribe
has been subjugated it cannot reenter play. If your
opponent regains control of the space, he may only place
a friendly PC marker there.
20.9 Tribes Friendly to
Carthage
The Carthaginian player begins the game with
three Tribes friendly to him - the Boians, the Insubrians
and the Bruttiums. The Carthaginian player may consider
these three Tribes as Friendly PC markers in all respects
(including Province control, a space to retreat to, and
for isolating Roman PCs). These Tribe markers serve as a
place where other Carthaginian PCs may trace to prevent
isolation (19.4), and provide the Carthaginian player
with an extra BC if a battle (with or without a
Carthaginian general) occurs in the Tribe's space.
21. Attrition
21.1 When Attrition Occurs
Attrition can occur for the following reasons:
WINTER ATTRITION: During the Winter Attrition Phase, all
CUs (with or without generals) in spaces containing an
enemy PC marker or a non-friendly Tribe suffer Attrition.
Players conducting sieges against a city should be aware
that their CUs are in a space with an enemy PC marker and
will suffer Winter Attrition if still there at the end of
the turn.
MOUNTAIN PASS ATTRITION: Any time
an army crosses a Mountain Pass, that army suffers
Attrition. See Attrition Table for die roll modifiers. Second edition modifiers
are: Alps = 0, non-Alps = -2.
DESIGNER'S NOTE: While Hannibal had a tough time crossing
the Alps, it normally was not a difficult a military
operation. Hannibal's experience can be attributed to bad
luck and a probably a traitor for a guide.
EVENTS: When triggered by an
Event Card (e.g., Hostile Tribe, Mercenaries Desert,
Epidemic, Storm at Sea, and Pestilence).
21.2 Procedure
The owning player makes a die roll for each
applicable occurrence and consults the Attrition Table.
The owning player cross-references the size of his force
in the space with the die roll to determine the number of
CUs eliminated. Generals are never affected by attrition
(even if attrition eliminates the last CU accompanying
that general).
21.3 Hostile Tribes
If attacked by Hostile Tribes (cards #7 #8) the size of
your army does not matter. Use the column on the
attrition tabled marked Hostile Tribes.
22. VICTORY CHECK PHASE
Players count Political Points to see
if one side loses PCs for Political Repercussions.
22.1 Procedure
During the Victory Check Phase, players counts
the number of politically significant provinces they
control. All are politically significant except Gallia
Transalpinia, Massilia, Liguria, and the Balearic
Islands. You earn one point for each politically
significant province that you control. There are 18
possible Political Points.
22.2 Year End Political
Repercussions
After calculating Political Points, the totals
are compared. If one side has less points than the other,
then the player in the minority must remove a number of
his own non-walled, non tribal PC markers from the map
equal to the difference in Political Points.
EXAMPLE: The Roman player has nine
Political Points, and the Carthaginian player has seven,
therefore the Carthaginian player must remove two of his
PC markers from anywhere on the map.
22.3 Sue for Peace
If a player does not have enough PC markers to
remove due to Political Repercussions, his country sues
for peace and the game ends immediately.
22.4 End of Game
During the Victory Check Phase of the last turn,
the player whose Political Point total is greater wins.
If there is a tie the Carthaginian player wins.
23. SUDDEN DEATH
Each player can win a Sudden Death
Victory. A Sudden Death Victory ends the game
immediately.
The
Roman wins a Sudden Death Victory if he controls
Carthage.
The Carthaginian wins a Sudden
Death Victory if he controls Rome. He also wins a Sudden
Death Victory if he controls all provinces in Italy
except Latium during a Victory Check Phase.
Either player wins a Sudden Death
Victory if his opponent sues for peace (15.5 and 22.3).
24. SPECIAL ABILITIES
RULE: Each general has a special
ability as indicated below his Holding Box. A general's
special ability can only be used when he is a commanding
general. Most special abilities are self explanatory but
the following generals require further clarifications:
HANNO: Hanno may not leave Africa, but
he may sail from one African port to another. Hanno may
only use his special ability to remove a Roman PC if his
army does not engage in battle. Hanno may conduct one or
more overruns and still be able to use his special
ability.
FABIUS: Fabius may not leave Italy, but may
sail from one Italian port to another. If there is not at
least one stack of 5 CUs in Italy, then Fabius is placed
with any friendly CUs in Italy (doesn't have to be the
largest stack). If there are no CUs in Italy, Fabius is
placed in Rome (even if under siege).
MARCELLUS: His ability does not apply
to subjugation
SCIPIO AFRICANUS: His ability does not
apply to subjugation
NERO: Nero can use his special ability
with sea movement allowing his army to move three spaces
before or after sea movement (split in any fashion).
Alternatively, Nero can move twice by sea in the same
turn, using 3 MPs for each move.
GAIUS FLAMINIUS: His special ability
does apply to preventing a withdrawal.
LONGUS: His special ability does not apply to
preventing a withdraw.
PAULUS: His special ability does not apply to
preventing a withdraw.
25. STRATEGY CARD LIST
1. Corsica and Sardinia Revolt
2. Sicilia Revolts
3. Numidia Revolts
4. Celtiberia Revolts
5. Marharbal's Cavalry: May be played
even after you have played your last regular BC.
6. Native Guides: Only generals with
Strategy Ratings of 1 or 2 may use this event. This
modifier is cumulative with other modifiers for the
mountains. So a move across a non-Alps pass would have a "-5" net modifier. If
the army crosses two separate mountain passes, the
modifier may be used for both.
7 & 8. Hostile Tribes: This
card may be played against CUs without a general. May be
played versus a moving army, stationary army or
stationary CUs.
9. Philip V. of Macedon: When the
"Philip V. of Macedon allies with Carthage"
event is first played, place a marker on the Carthaginian
Naval Modifier Box. The Carthaginian player receives this
modifier until the event is played again by the Roman
Player. If the Roman can then play the event, the
Carthaginian player loses a Strategy Card drawn randomly
from his hand and Philip is considered to have declared
peace, the modifier is lost and that EC is removed from
the Strategy Deck.
10. Macedonian Reinforcements
11. Balearic Slingers
12. African Reinforcements
13. Bruttium Recruits
14. Ligurian Recruits
15. Iberian Recruits
16. Gallic Recruits
17. Surprise Sortie
18. Traitor in Tarentum: Your Army must
contain at least 3 CUs to use this card.
19. Senate Dismisses Proconsul
20. Spy in Enemy Camp: The revealed
enemy BCs must be displayed face-up and remain open to
view throughout the battle. If the "Ally
Deserts" event is played in combination with the
"Spy in Enemy Camp" event, the player may
select one of the visible BCs or randomly draw one of the
unrevealed BCs at his option.
21. Mercenaries Desert: Affects
only CUs not on or in friendly walled city spaces. It
matters not whether the CUs are inside or outside the
city; they are immune.
22. Mutin's Numidians
23. Numidian Ally
24. Sophonisba
25. Capua Sides with Carthage
26. Syracuse Allies with Carthage
27. Hannibal "I have come..."
28. Hannibal Charms Italy: Hannibal can remove the PC from
the space he starts in as long as he burns one of his
movement points. This benefit may be used in spaces where
Hannibal overruns Roman CUs or where the Roman army
avoids battle.
29. Carthaginian Naval Victory
30. Carthaginian Siege Train: The Siege
Train has all the characteristics of a Carthaginian CU
except it has no effect in a normal Battle. The Siege
Train may not cross an Alpine Pass or use Sea Movement.
If caught alone in a space by enemy CUs or forced to
Retreat, it is removed from play. The Carthaginian Player
may play this event as many times as he likes, but he may
only have one Siege Train on the map at a time. This unit does not take up space
in the army, so a Carthaginian army can move with the
siege train plus 10 CUs. If the event is played when the
siege train is already in play, the siege train can be
moved to a different army.
31. Spanish Allies Desert
32. Numidian Allies Desert: If the
player had control of both Numidian provinces, he would
lose all four BC bonuses.
33 & 34. Major Campaign Cards
35 & 36 Diplomacy
37-40 Minor Campaign Cards
41. Bad Weather: If the Bad Weather
card is played during a Naval Movement, the naval portion
of the move is cancelled. The embarking force must return
to its port and remain there for the balance of the
round. This card can only be played against
movement, not against interception, retreats, avoid
battle, etc. The card must
be played before the player conducts any naval combat die
rolls or mountain pass attrition. If played against an
army crossing a mountain pass or strait, the target army
may not cross the mountain pass or strait if it needs to
use its 3rd or 4th movement point to do so.
BAD WEATHER AND CAMPAIGN CARDS: If
played during an opponent's Campaign card, it can be used
to truncate the move of only one force and must be
declared before another force moves as part of that
Campaign. Also,
the event affects the movement of the general and not the
CUs (i.e., if the CUs are moved by two different
generals, they can still be moved a total of four
spaces).
42. Elephant Fright: With regard
to BCs lost, the wording on the card is correct, not the
wording on the strategy card list of the 1st edition rule
booklet.
43. Two Legions of Slaves Raised
44. Allied Auxiliaries (Apulia)*
45. Allied Auxiliaries ( Etruria)*
46. Allied Auxiliaries (Samnium)*
47. Allied Auxiliaries (Lucania)*
48. Allied Auxiliaries ( Campania) *
* = These CUs have to be placed
with a general in Italy and cannot be placed in Rome if
there is no general there.
49. Opposing Fleet Breaks Siege: Cannot
be used on Capua.
50. Adriatic Pirates: The card
seem to imply that CUs may move without generals - this
is misleading. All naval movement requires the presence
of a general.
51 & 52. Epidemic &
Pestilence: The player playing the card may choose which
army will roll for attrition.
53. Tribal Resistance
54. Treachery within City
55. Messenger Intercepted
56. Grain Shortage
57 & 58. Hanno Cato Counsel Cards:
The restriction on these cards are in effect until the
start of the turn after the next reshuffling of the
Strategy Deck (triggered by the Reshuffle card or when
the Strategy Deck is exhausted). Players should place
these cards near the map to remind them that they are in
effect. These cards affect movement of CUs and not
the placement of reinforcements. Generals without CUs may
move in and out of Africa.
59. Ally Deserts: This card can be played before any
BCs have been played (both players may observe which card
is pulled), or held in the hand to be played in any round
of the battle.
60. Storms at Sea: The Roman player may not observe
how the Carthaginian fares in Naval Combat before
deciding to play the Storm At Sea card - the card must be
played before rolling the die for Naval Combat. The card
seems to imply that CUs may move without generals,
this is misleading--all naval movement requires the
presence of a general. The
attrition result has no affect on generals and if all CUs
are eliminated in a storm at sea, then the general
returns by himself to the port of embarkation.
61. Force March 1
62. Force March 2
63. Force March 3: A player may use the Force March 3
card to make a naval move in addition to moving that
force three spaces overland. This card can be used to
move a general by sea twice, each sea move costing the
army 3 movement spaces. That general could then pick up
and drop off CUs along the way.
64. Truce: No interceptions are allowed during a
Truce. No siege attempts are allowed either but players
may keep their armies outside the city walls to retain
their accumulated siege points. A Truce has no affect on
subjugation of green Tribes. No matter how the truce is
played the deck is reshuffled at the end of the turn (the
reshuffling does not break the Truce). Carthaginian Naval
Movement is not affected by Roman Naval Supremacy during
a Truce; however, Naval Movement can still be affected by
Storms at Sea. If you have friendly units on enemy PC
Markers when a Truce starts, your units may remain there.
Enemy PC Markers underneath your units may not be
converted and CUs on top of
enemy PC Markers at the end of the turn still suffer
attrition.
CARDS WHICH DO NOT BREAK THE TRUCE: Counter cards
(storm at sea, bad weather, etc.) do not end a truce, nor
is a truce broken when an event is played that does not
occur (e.g. Allied Auxiliaries when there are not
generals in Italy to take the CUs). Events that move an
army also do not break the Truce.
CARDS WHICH BREAK THE TRUCE:
REINFORCEMENT CARDS: 5 Auxiliaries, 4 Recruits,
African/Macedonian Reinforcements, Balearic Slingers,
Mutin's Numidians, Siege Train, Slaves.
REVOLT CARDS: Sicilia, Corsica/Sardinia, Celtiberia,
Numidia, Syracuse, Numidian Ally, Sophonisba, Grain
Shortage, and Capua Sides with Carthage.
ATTRITION CARDS: Both Hostile Tribe cards (if the
event is used), Pestilence, Epidemic, Mercenaries Desert.
POLITICAL EVENTS: both Diplomacy cards, Philip V of
Macedon, "I have come...", both counsel cards
(Cato/Hanno), and Senate Dismisses Proconsul.
SORTIES: Surprise Sortie, Tribal Resistance, Opposing
Fleet Breaks Siege.
SPECIAL: Messenger Intercepted, Naval Victory
Reinforcement Cards and Besieged Walled Cities
All events that bring reinforcements on to the map
(Allied Auxiliaries, etc) are under the same restriction
as reinforcements in regards to besieged walled cities.
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