GMT - The Ancient World - Rise of The Roman Republic PDF

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The document outlines the components and rules of the board game Rise of the Roman Republic which simulates the expansion of Rome from a small city-state to a major power in the Mediterranean.

The document provides a quick reference chart explaining the different types of Roman magistrates (consul, proconsul, praetor etc.), how they are chosen, the military authority (imperium) they possess, and limitations on their actions.

A Roman magistrate's ability to raise legions depends on various factors including what office they hold, whether they have senate permission, proximity of enemy forces, control of Italian provinces and previous battle outcomes as indicated by the political and manpower charts.

Rise of the Roman Republic 1

THE RISE OF THE


ROMAN REPUBLIC
VOLUME #1 of THE ANCIENT WORLD SERIES
A RICHARD H. BERG GAME DESIGN

THE SAMNITES ALEXANDER of EPIRUS PYRRHUS HANNIBAL


340 B.C 327 B.C. 280 B.C. 218 B.C.

VERSION 2 (Februay 2008)


TAB LE O F C O N T E N T S

RRR 1 Introduction . ................................................ 2 SCENARIOS:


RRR 2 Components.................................................. 2 The Samnite Wars, 343–290 B.C. . ..................................... 16
RRR 3 Sequence of Play........................................... 4 Alexander, King of Epirus, 327 B.C.................................... 21
RRR 4 Roman Leader Activation Markers............... 3 The Invasion of Pyrrhus, King of Epirus; 280 B.C. ........... 24
RRR 5 Roman Political and Command System....... 5 Hannibal’s Invasion of Italy, 218–216 B.C.......................... 29
RRR 6 Movement................................................... 12
RRR 8 Land Combat............................................... 13 Consul Historical Information Table .................................. 31
RRR 9 Cities and Sieges......................................... 13 Sources . .............................................................................. 32
RRR 10 Manpower................................................... 14 Rules Index.......................................................................... 33
RRR 14 Rome........................................................... 15 Rise of the Roman Republic Gazetteer................................ 34

GMT GAMES
P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com

© 2003, 2008 GMT Games - Version 2.0


2 Rise of the Roman Republic

(RRR 1.0) INTRODUCTION Italy includes all provinces on mainland Italy excluding Gallia
Massilia.
The Rise of the Roman Republic simulates the major events in
Unless otherwise specified in the scenario, control is determined
the rise of Rome from a provincial, agriculture-based economy to
on a province by province basis. Thus to control Etruria militarily,
its emergence as a Mediterranean power. While the game is not
a player would have to control both Northern and Southern Etruria
intended to be a treatise, it is a “simulation” in that it provides the
with the control of each province determined by 11.2/3.
players with the same problems to solve—and, within parameters,
the same means of solving them—as did the actual historical
participants. Seas
The seas are divided into areas (usually identified by mare, Latin
The rules, below, are in addition to those in the basic, Ancient for Sea), and the hexes therein are either Coastal (including ship-
World Rules book. ping lanes) or All-Sea hexes.

(RRR 2.0) COMPONENTS Roads


The “A” roads exist in all scenarios.
RRR contains the following: The “B” roads exist only in the Thunderbolt scenario.
1 22” x 33” Game Map (AW Map: IT [Italy]) The “C” roads are not used in any scenario in RRR.
3 Sheets of Counters (840 total)
8 Player Aids: (RRR 2.2) COUNTERS
One 11” x 17” Battle Table and Charts Legions
One 11” x 17” Movement and Attrition Charts
One 8.5” x 11” Roman Army Display Roman combat units are grouped into Legions. Legions are self-
One 8.5” x 11” Non-Roman Army Display contained organizations consisting of a specific number of infantry
One 8.5” x 11” Roman City Occupation Card and cavalry SPs. In RRR the composition of the Legion varies with
One 8.5” x 11” Non-Roman City Occupation Card the historical period of the scenario.
One 8.5” x 11” Alliance Level Track
One 8.5” x 11” Augury Tables
2 Rules Booklets (Ancient World and this one)
1 10-sided dice
1 900 Phone # for the Vestal Virgin Hotline. Remember to ask your
parents’ permission. Legion—Citizens Legion—Allies

Version 2.0 Note: The two 11” x 17” Charts and Tables have been Republican Legion
revised to accommodate Version 2.0 of the Ancient World rules For the 3rd century scenarios (Eagle has Landed and Thunderbolt),
published with Carthage. These player aid cards are available from each Legion is composed of two elements representing separately
GMT via the Living Rules section of their website. The Roman the Roman Citizens and the Roman Allies (Ala Sociorum). These
specific Charts and Tables are included as part of this rulebook. elements each have their own organizational counter to differenti-
ate the combat units. These two organizational counters have the
(RRR 2.1) THE MAP same Legion number and make up a single Legion. Thus the Ro-
man player would use the organizational markers I RL and I AL for
The map of Italy in the Roman era is covered with hexagons (hexes),
Legion I. The maximum strength of each Legion by element is:
used to regulate movement. The land areas are further divided into
Provinces, which have a greater effect on play than individual hexes. • Roman Citizens: 9 Legion Infantry SPs, 1 Legion Cavalry SP
They are based on the tribal/provincial divisions that prevailed in • Roman Allies: 9 Legion Infantry SPs, 3 Legion Cavalry SPs
the heyday of the Roman Republic.
The Roman player may either place the appropriate number of
DESIGN NOTE: Several areas were eventually combined under combat units either under their respective Legion counters, or use
Augustus—e.g., the central area inhabited by the old Sabini tribes the Roman Army display.
became part of Samnium; Calabria got folded into Apulia; etc.
Important Rules Note: Whenever you see the word Legion in the
For the purposes of Roman Magistrate assignment and use of Im- rules, it means the combat units associated with both the RL and
perium and, in some instances, determining Manpower, some of AL elements of the same Legion.
the smaller areas designated on the map as provinces are combined
HISTORICAL & DESIGN NOTE: The “paper” numerical strength
into larger administrative (and assignment/imperium) areas. On the
of legions varied from decade to decade, consul to consul, campaign
Italy map, these areas are:
to campaign, battle to battle. However, except for the Samnite era,
• Roman Italy: The extent of Roman Italy varies with each scenario the “standard” numerical composition of the legion appears to have
and is given in the scenario setup and the PIC. been 4200 infantry... although, sometimes, the “allied” legions
• Etruria: includes Northern and Southern Etruria would be “reinforced” up to 6000 foot. As for cavalry, the citizen
• Liguria: includes Liguria Taurini and Liguria Friniates legions of the republic were notoriously short ... and when they
• Gallia: includes Gallia Cispadana, Gallia Transpadana, and Gallia weren’t (e.g., some sources state that, at Ausculum [Pyrrhus, 279
Massilia B.C.], the Roman legions had a 40% ratio of cavalry to infantry,
• Sicily: includes East and West Sicilia. The Liparae Ins. and Melita a figure we find rather difficult to swallow), they were usually so
are part of (East) Sicilia. poorly handled—a Roman tradition—that they might as well have
• Sardinia: includes Northern and Southern Sardinia had half the numbers ascribed.

© 2003, 2008 GMT Games - Version 2.0


Rise of the Roman Republic 3

Early Legion George Foreman is Roman. As for the cognomia, the Romans
For the 4th century scenarios (Samnite Wars and Alexander in Italy), thought themselves a rather witty lot. For example, the consul
all Roman legions consist of one element of Roman Citizens (RL). who finally defeated Pyrrhus, Dentatus, was so-called because
There is no Roman Allies component. The maximum strength of the of his immense, bucked teeth.
Legion is 11 Legion Infantry SPs and 2 Legion Cavalry SPs.
Somewhat confusing is the number of consuls with the same
name. The Romans were not overly inventive when it came to
names, and the use of the same name by a family descendant
kept that family’s traditions—and patrician status—alive. This
tended to be more prevalent before the end of the tribal wars,
Rome Carthage Special when a small group of patrician families controlled the Sen-
Army Army Legion ate and the government. But starting with Appius Claudius
Caecus, the number of “New Men” - families appearing on
Armies the Senatorial rolls for the first time- starts to grow, as more
Each power in play as one or more Army counters to represent plebians graduate to patrician level. When in doubt, use the
his combat units/Legions on the map. The combat units/Legions ID# on the counter ...the “You’ve seen one Mus you’ve seen
themselves are kept in the corresponding box on the player’s Army them all” theory.
Display (see below). For the non-Roman player, the Army can hold
any type and number of land combat units. The Roman player has Imperium
the Consular Army which must contain two Legions (and their as- Marker
sociated combat units) and any number of Auxiliares or Allies.
PLAY NOTE: The Roman player may use the Consular Army box Roman Magistrate and Imperium Markers
to hold the units of a single Legion if he wishes. Carthage has an The counter mix includes markers for each of the Roman mag-
‘improved” display that can be use instead. istracies (Rome Consul, Proconsul, Praetor, etc.) and markers
to denote the magistrate’s assigned province. These markers
3 digit I.D. are stacked with a leader to indicate is office/assignment, all
Number of which is detailed in the Roman Political and Command
System rules below.

Version 2.0 Note


Roman Consuls
The published version of Rise of the Roman Republic does
The “in-depth” rules for these leaders are given below. What we
not include IDS markers. Players should use SP counters from a
wish to note here is that each consul has a three-digit ID number.
power not in play to represent the city’s IDS. Players who own
This allows you (and us) to identify the different leaders as to when
Carthage can use the IDS markers from that game.
they can be used, without resorting to their actual names—many
of which sound pretty much the same. The first digit identifies the
scenario for which the consuls are used: Counter Errata
• The negative versions of the Naval Supremacy markers weren’t
1xx = The Samnite Wars and Alexander in Italy. included in the mix. Use a spare control marker along with the
2xx = Pyrrhus Naval Supremacy marker to indicate a negative value.
4xx = 2nd Punic War era • Seven of the Legion Cav Strength 1 counters are back printed
DESIGN NOTE: The 3xx consuls are for the First Punic War, with the same number. This should have been a 2.
covered in the second game in the series, Carthage. • The five Syracusan counters and Counter Sheet #3 counters are
back printed with the same number. The reverse side should have
All Roman leaders in the game are actual, historical Roman consuls 2 for the one Strength units and 4 for the 3 Strength unit.
... each and every one who served as a consul (or militarily active
proconsul, praetor or dictator) in that period. We’ve even provided • “Devestated” should be spelled “Devastated”
a complete list of all these distinguished patricians for the truly • The Mamertines Diplomatic Control mark is not used
curious among you. • Note: The missing and corrected counters have been published
Historical Magistrate Usage: For those of you wishing to play in C3I magazine.
with the actual magistrates from the years in which they served,
use the Roman Magistrate Chart to locate these men. In such a (RRR 2.3) PLAYER AIDS
usage, you will need to conduct elections only to fill spaces that RRR includes several player aids to help manage the large
play of the game creates. stacks of units and markers. includes several player aids to help
Consul Names: The Romans actually had a system of sorts when it manage the large stacks of units and markers. Each player has
came to “names”, a system quite similar to what the western world an Army Display and City Occupation Display, the former for
uses today. Essentially—and somewhat simplistically—the first keeping tack of which combat units belong to which Legion/
“name” was the given name, the second the all-important “family” Army, while the latter holds the various city garrisons.
(gens) name, and the third, if any, a sort of identifier (cognomia)— Army Display: Each display has the Attrition Point Track for
or nickname, if you will. The first name was usually written as a keeping tabs on a force’s accumulated Attrition. The remain-
simple initial. Romans tended to use the same names a lot ... maybe der of the display includes a series of boxes for the player’s

© 2003, 2008 GMT Games - Version 2.0


4 Rise of the Roman Republic

Armies. Each box has a corresponding marker that is used to • if the result is Leader Wounded, the magistrate is removed
represent the combat units, squadrons, other leaders, and markers and placed, after all leaders are selected, in the Leader Pool
in the display box on the game map. For the non-Roman armies, for the following turn.
simply place the units/markers in the box. On the Roman Army • if the result is Leader Killed, he has taken the HMS Hades
Display, each army box is further divided into separate boxes to across the Styx and is removed from the game.
hold the Legion markers and their corresponding SPs, Auxiliary 4. Elections.
The Roman player chooses new magistrates (RRR
SP, and game markers. 5.2). In the Samnite Wars and Alexander in Italy scenarios,
Example: The Roman player raises two new Legions, I & II (which the Samnite player simultaneously selects his leaders per the
are placed in Rome), and assigns them to the Rome Consul as his special rules of those scenarios.
Consular Army. The Consular Army I box is available so he takes
the Consular Army marker and places it and the Rome Consul in C. The Initiative Phase
Rome. The Legion I RL, and Legion I AL markers are placed in the 1. LAM Pool Segment. Each player places all the LAMs avail-
first two Legion boxes in the top row of Consular Army I display able for every leader he has in play in a cup or similarly opaque
box. He places 9 Legion infantry SPs and 1 Legion Cavalry SP in container. In addition, place the Augury marker -if the scenario
the SP box below the one where he placed the Legion I TL marker. requires it- and the three (3) Siege Attrition markers in the same
He then places 9 Legion Infantry SPs and 3 Legion cavalry SPs cup.
in the SP box beneath the box where he placed the Legion I AL 2. Naval
Superiority. Construction/Re-allotment Segment: The
Legion AL marker. He repeats the above for the Legion II markers players may reassign NS levels (as per 7.15). Roll to see who
and combat units using the remaining two sets of open Legion/SP does this first. This segment is only used in the Eagle Has
boxes. Lastly, he places the Rome Consul magistrate marker in the Landed scenario.
markers area of the Consular Army I box. 3. Tribal
Revolt/Manpower Segment. See Samnite Wars and
Alexander in Italy scenario special rules. This segment is only
City Occupation Display: Each display has a series of boxes with
applies to those scenarios.
either a named city or a generic number. If a named city on the
display has a garrison, put those troops on the display. If a garri- 4. Initiative
Determination Segment. Either player, blindly and
soned city is not named on the display, take one the numbered city randomly, draws one marker from the cup. If it is a LAM or
control markers and place on the hex of the garrisoned city. The a Siege Attrition marker, go to the Operations Phase (D). If it
troops go in the box with the same number. For ease of reference, is the Augury marker, go to the Augury Phase (E). If there are
cities have their IDS listed in the upper left hand corner. no LAMs in the cup, proceed to the Devastation Phase (F).

Alliance Level Display: The use of this display is described in D. The Operations Phase
section 12.0 of the Ancient World rules. 1. T he player who controls the leader drawn from the pool may do
anything with that Leader that the rules (5.5) allow. The phase
Player Aid Errata ends when the leader is Finished. Play now reverts to C/2.
• Alliance Level Track: Rule 12.31 is correct. The chart is missing 2. If the LAM says Siege Attrition, the players resolve that and
the 1 and 3 box adjustments for successful sieges. play then reverts to C/2.
• City Occupation Cards: Neapolis IDS 3(4)* was inadvertently left
off the chart. Use the holding box of another city not in play. E. The Augury Phase
If the player has drawn the Augury marker he rolls on the Au-
(RRR 3.0) SEQUENCE OF PLAY gury Tables and the players follow the instructions contained
therein. If there are LAMs left, return to C/2.
A. The Upgrade Phase F. Devastation Phase
1. C
ity Rebuild. Rebuild sacked cities one level if they are not in 1. Devastation Recovery Segment. Players roll to see if Devas-
a Devastated province (9.86). tated provinces can recover (6.7).
B. Strategic Decision Phase: 2. Devastation
Attempt Segment. Players, if they wish, may
1. Disband Legions. See RRR 10.18. attempt to Devastate provinces (6.7).
2. Imperium
Prorogue. The Roman player decides which G. End-Turn Phase
Consuls will stay in office as Proconsuls, and which Praetors 1. Inertia Attrition Segment. Players roll for the effects of At-
will stay on as Praetors (RRR 5.3). Magistrates that will not trition on those units that have remained in the same province
continue in office are placed in the pool of leaders available this turn (6.46).
for election. Those magistrates that will stay in office remain
where they are on the map. Their assignment and placement for 2. Legion
Training. The Roman player finishes training of his
the upcoming turn is determined in the Election Segment. legions (RRR 10.3).
3. A Visit from Pluto. The Roman player rolls on the Leader 3. Recovery
from Battle. Forces can improve their After Battle
Loss Table (8.6) for every magistrate he wishes to continue in Status (see 8.56).
office either because of a Triumph (RRR 5.21/2) or Prorogue 4. Victory
Determination. Check scenario victory rules to see if
(RRR 5.3). either player satisfied automatic victory conditions. If not, the
turn is over; start another beginning with Rebuild Phase (A).

© 2003, 2008 GMT Games - Version 2.0


Rise of the Roman Republic 5

(RRR 4.0) ROMAN LEADER with the republican form of Roman government, and the rather
involved and political requirements therein for holding office.
ACTIVATION MARKERS The offices available to the Roman Player were grouped under the
term Magistrates, and magistrates who could command were those
(RRR 4.16) The Roman Player does not have “named” LAMs. He who had been given imperium, the power to lead (plus a few other
uses the Magistrate LAMs instead. He includes as many of each things unnecessary for game purposes). The magistrates available
type of markers as the magistrates that hold those offices have to the Roman Player are:
Initiative Rating points, except for Praetors who receive only one
LAM regardless of the leader’s actual Initiative Rating. Consul: The Roman Player elects two Consuls (usually new ones),
the Rome Consul and the Field Consul (less historical terms than
(RRR 4.17) Whenever a Magistrate LAM marker is picked, the ones useful for game purposes) each year/game turn. The Rome
Roman player activates the magistrate who holds the office. If there Consul was usually restricted to Italy, with the other consul as-
is more than one available, the player may choose any of them, signed where and as needed—usually to a
however, no leader may undertake more Operations Phases than specific province. Each consul has the abil-
his Initiative Rating allows. ity to command two Legions ... never more.
PLAY NOTE: There will usually be two consuls and often more The two Legions assigned to a Consul form
than one proconsul in play. The Roman player receives a number his Consular Army. Occasionally, both consular armies would be
of Consul/Proconsul LAMs equivalent to the combined Initiative combined under the dual (and sometimes fractured) leadership of
Ratings of the leaders holding those respective magistrates. both consuls. It was possible to field a bigger army by attaching
legions assigned to lesser magisterial offices, but this, too had
EXAMPLE: (Initiative Ratings are in parentheses) Varro [Rome] (1) limitations.
and P. Scipio [Field] (2) are the Consuls. There are two proconsuls
in play: Paullus (1), and Pera (1). There are also two legions as- Proconsul: Proconsuls were magistrates assigned to
signed Praetors: Verracosus (3), and Rufus (1). The Roman player areas/provinces, and, in game terms, the legions already
would thus place in the LAM Pool, 3 Consul LAMs, 2 Proconsul there, as needed—usually those outside Roman Italy.
LAMs, and 2 Praetor LAMs (Verracosus gets only one LAM, despite Proconsuls were, in effect, military governors of the
his Initiative Rating of ‘3’). provinces to which they were assigned. Like consuls, they held the
imperium two Legions (and thus have Consular Army), but, without
permission from the Senate, they could not leave their assigned
(RRR 5.0) ROMAN POLITICAL province with that army. While some proconsuls were assigned from
the available “pool” of patricians in Rome, many were consuls who
AND COMMAND SYSTEM were “prorogued”—kept in office without really being elected—in
the provinces in which they had their armies. For example, a consul
(RRR 5.1) THE MAGISTRATES OF ROME: would be given his consular army and sent to Samnium to beat up
IMPERIUM ROMANUM on the Samnites Rather than bring his army back and replace him
DESIGN NOTE: This set of rules encompasses the game’s version (which they did often enough to make you wonder), many times
of the Roman republican and Carthaginian political systems, as they would simply “prorogue” his imperium—let him stay there,
they pertain to military necessities. While “quantifying” political with his army, as proconsul. At Cannae, the Roman army had two
systems is rare in historical games, it is a sine qua non for this era, consuls and two proconsuls, the latter two having been prorogued
where politics played a far more important part in how/why things specifically for the purpose of keeping their legions in the field
occurred than any other single factor. Therefore, this section is the against Hannibal until they were joined by the new legions of Varro
heart of the game, and the rules therein are quite extensive and and Paullus. Fat lot of good it did them.
rather more detailed than one normally finds.
Praetor: In times of military stress praetors were often appointed
We have provided a MAGISTRATE REFERENCE CHART for the to lead individual legions, usually for “smaller” campaigns. A prae-
Roman Player to ease his way through the electoral process. tor’s imperium allowed him to command one Legion; never more.
It was possible to attach that legion to a Consul or Pro-
The Roman Republic was administered by two consuls, elected consul’s army, to increase the latter’s size. But the prae-
annually. In case of war, these consuls were entrusted with com- tor still had the imperium for his Legion. Much of this
manding her armies, usually with the assistance of praetors and fractured command system—which did much to destroy
proconsuls. As almost all of the consuls and other magistrates what efficiency the army did muster—resulted from Roman fear
were patrician politicians, Republican Rome’s armies were some- of kings, and the concomitant fear that if anyone could command
times saddled with a series of hacks and dilettantes whose level of a large army they could become a king. From that viewpoint—and
military capability rarely approached workmanlike. (You did have from no other—does this method make sense. Praetors were usually
to have a ten year background in the military, usually service, to assigned to specific legions, rarely to a province. However, praetors
be eligible for office, though) Realistically, since battle/tactical were not free to move around with their legions and were pretty
doctrine was infantry-oriented, and strictly adhered to upon pain much anchored to where they were assigned.
of death (sometimes literally), the ability to creatively adapt was
not one highly sought. The ability to do what everyone else had Dictator: In times of emergency the Romans chose a
done in years past was what they were after. Rome’s strength lay Dictator to oversee command. The dictator’s imperium,
in her disciplined legions, her sense of Honor and Duty, a rather while limited by time, superseded and replaced that of
rigid tactical doctrine, and, mostly, her manpower. the consuls. In essence, only the Dictator had Imperium,
some of which he could apportion among lesser magistrates. Some
The Roman leadership system in the game is far more complex were chosen only to run things back home, giving the consuls a
and hierarchal than that for the other players. This has much to do

© 2003, 2008 GMT Games - Version 2.0


6 Rise of the Roman Republic

free hand in the military arena. Others took the field. A Dictator EXAMPLE: At the start of the Samnite War scenario, Veterius
was not limited in the number of legions he could (theoretically) Calvinus, the Rome Consul, starts with Legion I and Legion II
command; it was unusual, though, to see one lead an army of more as his imperium. His Consular Army (Consular Army I) consists
than four legions without the leadership support/presence of the of these two legions. Calvinus is the only Roman leader that can
other consuls. Historically, no Roman army of the period covered directly command (conduct operations, use Interception or Avoid-
by this game ever exceeded four Legions, unless you accept the ance) these two Legions. As Rome Consul, he can’t leave Roman
eight-legion theory for Cannae. Italy without Senate permission.
Magister Equitum (Master of Horse): A Dictator was allowed PLAY NOTE: Some of the scenarios start with a Consular Army
to choose an “assistant”, the Magister Equitum, Master of Horse. with only one Legion. These are considered Consular Armies for
If the dictator took the field, leading legions, the ME all game purposes.
stayed in Rome. If the Dictator stayed in Rome to
oversee the day-to-day operation of the republic, the HISTORICAL NOTE: The numbers assigned to legions (e.g., I, II,
ME took his place with military imperium. Someone etc) were not permanent, in the sense that they were in the Empire.
to lead the army. The Consular Army numbers are arbitrary and are provided solely
for the purpose of identifying the box on the Roman Army Display
Praetor Urbanus: The Praetor Urbanus was, essentially, com- holding the two legions of a magistrate’s imperium.
mander of Rome garrison. During the 2nd Punic War (and after)
he commanded the Urban Legions. His major task, outside han-
dling a variety of emergencies, is training legions. The Praetor
(RRR 5.2) ELECTION AND ASSIGNMENT OF
Urbanus’ capabilities are further restricted in scenarios prior to MAGISTRATES
the 2nd Punic War. PROCEDURE: At the start of the Roman Elections segment (B/3), the
Roman Player places all his leaders that are eligible for election into
Legatus Legionis: Legates are used to move legionary reinforce- a cup. Eligible leaders are those listed in the scenario setup instruc-
ments from Rome/Italy to overseas provinces when the player does tions except those that have been removed from play, including those
not wish to use praetors or proconsuls. leaders who served as magistrates in the previous turn but not those
Imperium: Or the ability to command armies. Roman magistrates who are to be prorogued (RRR 5.3). This is the magistrate pool from
were given Imperium by the Senate. A magistrate’s Imperium is which the Roman player will “elect” his magistrates.
a specific group of Legions commensurate with the type of office The magistrates are elected and their Imperium established in the order
the magistrate held as listed below. Generally, magis- listed below. The two Consuls and the Praetor Urbanus magistracies
trates were also restricted to where they could exercise must be filled each turn. The remaining magistrates are elected as
their Imperium, usually to a specific province (these are needed and described in the rules in this section.
listed in the scenario) or other geographic area, without
given permission by the Senate to do otherwise. Once assigned to To “elect” a magistrate, the Roman player randomly and blindly draws
a magistrate, the Legions may only be commanded by that magis- a leader from this pool. After each draw, the Roman player designates
trate or by attachment to a more senior magistrate in the command an appropriate and eligible military force for that magistrate’s Imperium
hierarchy during that game turn The allowable military forces for and, if applicable, assigns a province to that magistrate. A Legion may
the different magistrates are as follows: be assigned to only one magistrate.

Dictator/Magis- Two Consular Armies (Four Legions) The Order of Election is as follows:
ter Equitum
1. Dictator (Emergency only; and sometimes during a game turn)
Consuls Consular Army (Two Legions) 2. Magister Equitum (in Emergency only; and sometimes during a
Proconsul Consular Army (Two Legions) game turn)
3. Rome Consul
Praetor One Legion 4. Field Consul
Praetor Urbanus Rome Garrison 5. Proconsuls
6. Praetors
DESIGN AND HISTORICAL NOTE: Actually a Dictator, or his 7. Praetor Urbanus
Magister Equitum, whichever takes the field, commands all Roman
forces. The above restrictions are partially for game purposes, and DESIGN NOTE: The separate Consul designations disappear
partially to reflect the realities of leading large armies. with the 2nd Punic War, as the reach of Rome grows beyond Italy.
Starting with the 2nd Punic War, all scenarios will have the Roman
The two Legions of a Consul/Proconsul’s imperium are considered player simply electing two Field Consuls, giving them Imperium
that magistrate’s Consular Army. Generally, the two legions will where the Senate (the player) feels is most needed.
remain together on the map although there is no requirement that
they must. The key point is that two legions can only be directly PLAY NOTE: We have provided markers to keep track of which
commanded by that magistrate during the turn. Furthermore, these leader holds which office and to which province he has been as-
two legions remain part of that army until one or both are eliminated signed. In the latter case, the province marker is necessary only if
or Disbanded. the magistrate’s assigned province is different than the province
where he placed. These markers may be placed under the leader
IMPORTANT NOTE: The term Consular Army will be used fre- on the map or on the Roman Army Display in the appropriate
quently in these rules. When the rules say Consular Army, they refer Consular Army. The Consular Army marker is placed on the map
to the two Legions that arethe imperium of a particular Consul/ with the leader.
Proconsul.

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Rise of the Roman Republic 7

(RRR 5.21) Rome Consul: The Roman player randomly draws The Field Consul must be assigned a province, which must be
a leader from the magistrate pool to serve as the Rome Consul either the province where he is placed or any province outside
Alternatively, if a magistrate (other than a Praetor) was awarded a Roman Italy.
Triumph (RRR 5.47) in the previous year/game turn, the Roman
Location: Placed with his Consular Army. If there is no such Army,
Player may (not must) deliberately select him as Rome Consul
he is placed in the province of his assignment.
instead. Unless a state of Emergency (RRR 5.28) exists and the
Roman player elects a Dictator (RRR 5.26), the Rome Consul is Restrictions:
the first magistrate elected. The Roman player must elect/select a 1. May not leave his province of assignment, or the province in which
Rome Consul each turn. The Rome Consul must be assigned the he starts (unless it’s a move to his province of assignment), without
following as his Imperium: permission of the Senate.
• The Consular Army of the previous Rome Consul, regardless of 2. The Field Consul may never be prorogued in that office. He may be
where it is. If those legions have been Disbanded (RRR 10.18), prorogued as a Proconsul for any Consular Army, or as a Praetor
the Roman player must immediately attempt to raise legions for a for a Legion.
new Consular Army per RRR 10.16. If the previous Rome Consul
EXAMPLE: Continuing the example above, the Roman player
had no Consular Army, or if he must retain it because his army is
then draws Folius Flaccinator from the pool as Field Consul. The
Besieged, another Consular Army may (not must) be selected from
Imperium of the former Field Consul, Publilius Philo, who has
those in play; OR,
crossed the Styx and is no longer available, was Legions III and IV
• No Imperium at this time, however, the first two Legions raised (Consular Army II) located in Lucania. Since Cursor has decided
during the turn must be assigned to the Rome Consul. to take command in Samnium, Flaccinator’s only option is to take
Location: Placed with his Consular Army. If he has no Army, he command of the Field Consul Army in Lucania and is placed in
is placed in Rome. Lucania in hex that has one/both of his Legions. Flaccinator’s
provincial assignment can either be Lucania or any other province
Restrictions: outside Roman Italy.
1. May not leave Roman Italy, or the province in which he starts (other
than to return to Roman Italy), without permission of the Senate. (RRR 5.23) Proconsuls: Proconsuls provide leadership for Con-
sular Armies, or Legions that are not part of a Consular Army,
2. The Rome Consul may never be prorogued in that office. He may
that have not been allocated to the Consuls (or Dictator/ME if in
be prorogued as a Proconsul for any Consular Army, or as a Praetor
play). To assign a Proconsul, the Roman Player does one of the
for a Legion
following:
EXAMPLE: The Roman player draws Papirius Cursor from the • randomly draws a leader from the magistrate pool, or
pool as Rome Consul. The Imperium of the former Rome Consul, • selects a prorogued Consul from the previous turn, regardless of his
Sulpicius Longus, who has been Prorogued, was Legions I and II location at the time; or
(Consular Army I) located in Samnium. The Roman player can give • selects a leader from the pool who has previously won a Triumph
Cursor those Legions, in which case he is placed in Samnium with at any time during the game
any of his Legions. Since both Legions of the former Rome Consul
are still in play, the Roman player does not have the option of as- Legions: Any one Consular army, or any two Legions that are not
signing the new Consul a different Army. He can then campaign part of Consular Army. If the Proconsul is given two Legions that
in Samnium or return to Roman Italy without restriction. To leave were not part of a Consular Army, these two Legions now become
Samnium and go anywhere else, other than back to Roman Italy, his Consular Army.
requires Senate permission. Alternatively, the Roman player could
Location: Placed with the Consular Army. If placed with a Consular
leave Cursor without any Imperium and use him instead to raise
Army, the province where he is placed is his provincial assignment.
Legions later in the turn.
However, if he was a Consul that was prorogued, he may instead
(RRR 5.22) Field Consul: The Roman player randomly draws a either keep his previous assigned province or be assigned a new
leader from the magistrate pool to serve as Field Consul. Alterna- province that is outside Roman Italy
tively, if a magistrate (other than a Praetor) was awarded a Triumph
Restrictions:
(RRR 5.47) in the previous year/game turn, the Roman Player may
May not leave the province of his assignment without permission
(not must) deliberately appoint him as Field Consul. The Roman
of the Senate.
player must elect/select a Field Consul each turn. The Field Consul
must be assigned the following as his Imperium. All Consular Armies and each non-Consular Army two Legion
group (player’s choice on how to group them) not already assigned
• The Consular Army of a previous Field Consul, regardless where it
to a Consul or Dictator/ME, must be assigned to Proconsul.
is. If those legions have been Disbanded (RRR 10.18), the Roman
player must immediately attempt to raise a new Consular Army per EXAMPLE: The Roman player decides to leave the Rome Consul
RRR 10.16. If the previous Field Consul had no Consular Army, or Cursor without Imperium and use his new Field Consul, Flaccina-
if he must retain it because his army is Besieged, or if his army was tor, to command the Rome Consul’s army in Samnium. The Field
selected for the Rome Consul (5.21), another Consular Army may Consul’s army in Lucania will require the services of a Proconsul.
(not must) be selected from those in play; OR The Roman player draws Poetelius Libo to fill the need. Lucania
• The Consular Army of the previous Rome Consul, if the Roman becomes Libo’s assigned province which he may not leave without
player chose no Imperium for the Rome Consul. permission of the Senate.

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8 Rise of the Roman Republic

(RRR 5.24) Praetors: A Praetor is elected only if there is a single Magister Equitum (ME) is assigned to Rome without any imperium.
Legion remaining in play that hasn’t been assigned to a Consul or If the Dictator decides to stay in Rome rather than operate in the
Proconsul. field, his ME is given the same imperium the Dictator would have
had if the Roman player chose to have him operate in the field. Any
To assign a Praetor, the Roman Player does one of the following:
Dictator who chooses to remain in Rome (city) has his Initiative
• randomly draws a leader from the magistrate pool, or Rating subtracted from any die roll for Senatorial permission.
• selects a prorogued Consul or Praetor from the previous turn, regard-
If the Dictator (or ME) will operate in the field, his Imperium is:
less of his location at the time; or
• selects a leader from the pool who has previously won a Triumph Legions: The Dictator/ME may be assigned any two Consular
at any time during the game armies. Alternatively, he may be assigned none at all and use only
the command hierarchy (RRR 5.51) to attach the armies com-
Legions: Assigned any one Legion. This command may arise
manded by other magistrates.
mid-turn.
Location: Placed with an assigned Consular Army, otherwise
Location: Placed with his assigned Legion. The province where
with any Consular Army or Legion. He is free to move anywhere
he is placed is his provincial assignment. However, if he was a
(except into the city of Rome with his army) without Permission
Consul or Praetor that was prorogued, a new province may be
of the Senate.
assigned instead.
PLAY NOTE: Generally, the more flexible arrangement is to have
Restrictions: the Dictator/ME placed without a specific Imperium which the
1. May not leave the province of assignment without permission of
Romans tended to do more often than not.
the senate.
2. May be prorogued in that office and location. To choose a Magister Equitum (Master of Horse), the Roman
3. Regardless of the Initiative Rating of the Praetor, only one LAM per Player may select a leader (not blindly, but with purpose) from
Praetor is placed in the pool. Praetors thus have a game-restricted the magistrate pool whose ID# is within five (5) of the Dictator’s
Initiative Rating of ‘1’. ID #. The Magister Equitum’s Imperium is the same as that of the
4. No more than one Praetor may be assigned during the Roman Dictator.
Elections segment. The Roman player may, however, assign a
Praetor over this limit either to command any odd number legion PLAY NOTE: Thus, the Roman Player has an interesting choice
raised during the Operations Phase or command a Legion raised to make when he elects his Dictator. Is he better off with a good
as a result of an Augury Event. leader in the Field or in Rome, running the show?

Any lone Legion must be assigned to a Praetor. EXAMPLE: A rather timid Cornelius Rufinus (#210) is elected
Dictator. The Roman player decides he needs a Magister Equitum
EXAMPLE: The Roman player was able to raise a single legion to lead in the field. He selects Fabius Maximus Gurges (#212) and
during a Manpower Operation. All other magistrates have their full will keep Rufinus in Rome The Roman player decides not to allocate
complement of legions, so he must immediately elect a Praetor to an Army directly to Gurges, and places him in Apulia with one
command this legion. No leader has won a Triumph, so a Praetor of the two Consular armies present. Gurges will use his position
is drawn from the pool. Aemilius Barbula is drawn. Even though in the hierarchy to command those legions through the regularly
Barbula has an Initiative of ‘2’, he will receive only one LAM be- elected magistrates.
cause he’s a Praetor. The Roman player decides to place the new
legion in Capua and make Campania his province, so there also (RRR 5.28) Emergencies: A Dictator may/must be elected at
goes Barbula. He may not leave Campania without the Senate’s the start of, or during, the game turn if a State of Emergency is
permission (see RRR 5.29 below). in effect.
(RRR 5.25) Praetor Urbanus: The Praetor Urbanus must be Minor State of Emergency: The Roman player may voluntarily
elected each turn and is the last magistrate elected. The Roman elect a Dictator when:
player randomly draws a leader from the magistrate pool. The • a Roman Consular Army or larger force loses a Major land battle
Praetor Urbanus imperium is the Rome Garrison. His “province” (as per 8.52) and suffers losses of 30% or more in terms of Strength
is the city of Rome, in which he is placed. He may leave the city Points; OR
of Rome only when there is an Emergency (RRR 5.28) and only • an enemy force occupies two or more Medium/Large cities in Ro-
with the Permission of the Senate. He is the only magistrate able man Italy
to enter the city without Senate Permission. There is no LAM for
the Praetor Urbanus. Major State of Emergency: The Roman player must elect a
Dictator when:
(RRR 5.26) Dictator/Magister Equitum: If a State of Emergency • an enemy force occupies a city that is within three hexes of Rome
(RRR 5.28) exists at the start of a turn, the first magistrate elected is (e.g., the town of Reate); OR
a Dictator. If a State of Emergency arises during a turn, the Roman • Rome loses two Major land battles in the same year, each involving at
player chooses a Dictator and Magister Equitum at the conclusion of least one Consular Army, regardless of the number of losses; OR
his next Operations Phase.. The Roman player may either randomly • Rome is Under Siege
draw a leader from the magistrate pool, or select any leader from
the magistrate pool that has been awarded a Triumph. If a State of Emergency occurred in the previous Turn, or exists at
the start of a new Turn, the Dictator is elected in the Roman Election
The Roman player has the option of either having the Dictator oper- Phase. Only Battle losses that occurred in the current or immediately
ate in the field or stay in Rome. If the Dictator takes the field, the prior turn are used to determine a State of Emergency.

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Rise of the Roman Republic 9

To choose a Dictator within the turn, it must be when a Roman PLAY NOTE: Dictators (and the ME), Proconsuls, and the Praetor
magistrate is active (his LAM has been selected and it is his Op- Urbanus may not be voluntarily Prorogued
erations Phase). In this case, the selection of Dictator occurs at the
conclusion of that magistrate’s actions. When a Dictator (or ME) DESIGN NOTE: The preceding limitations reflect the realities of
is elected mid-turn, he gets a number LAMs equal to his Initiative Roman politics in the era of the 1st Punic War and before.
rating, minus one, but never less than one. (RRR 5.33) A magistrate whose assigned legion(s) have been
Use the procedure in RRR 5.26 to elect the Dictator and Magister entirely eliminated or Disbanded may be Prorogued. Magistrates
Equitum. that are not Prorogued are removed from the map and placed in
the Magistrate pool.
(RRR 5.29) New Legions: Newly-raised legions must immediately
be assigned to a commander. The choices are: (RRR 5.34) If a magistrate and any part of his command is inside
a city that is Under Siege (9.0), he must be prorogued and remain
• The elected Consul if raised to replace the Consul’s Disbanded army
inside the city. Consuls and Proconsuls are prorogued as Proconsuls,
(RRR 5.21/2, Legions)
while a Praetor is prorogued as a Praetor. If a Dictator/Magister
• An elected Consul without Imperium when any two legions are
Equitum was assigned legions, he is Prorogued as a Proconsul,
raised at the same time
otherwise he remains in the city until the Siege is resolved at which
• Elect a Proconsul when any two legions are raised at the same
time
time he his returned to the pool (assuming that he survives) The
• Elect a Praetor to any single legion
besieged Dictator/ME can command any unit in the city whose
commander is not present until the Siege is resolved at which
The Consul placement and restrictions given in RRR 5.21/2 apply time he his returned to the pool (assuming that he survives, isn’t
when a Consul receives a new army. Proconsuls and Praetors are a prisoner, etc.).
elected - by randomly drawing a leader from the magistrate pool
and placing him with his legion(s) - and the newly-raised magistrate (RRR 5.4) MAGISTRATE RESTRICTIONS
is assigned a specific province, a province to which he must move
(RRR 5.41) A Roman magistrate is free to conduct Operations
with his legion(s) as quickly and directly as possible. If there is no
with his assigned Legions within his assigned province or the
eligible province, the Proconsul/Praetor’s Imperium is limited to the
province in which he was placed. To leave his assigned or starting
province where the newly raised army was placed. If the selected
province usually requires Senate permission. A magistrate may
province or the province where the legion was raised is within Ro-
always move to his assigned province without Senate permission
man Italy, his Imperium is limited to that individual province.
provided he moves himself and his legion(s) as quickly and directly
EXAMPLE: A single Legion is raised during the turn. The Roman as possible to his province using one Movement Operation with
player draws a leader from the pool as Praetor for that Legion no voluntary Stops.
and designates Lucania for his province. That Praetor must, when
(RRR 5.44) Overall Commander: If there is a Dictator (or ME)
activated, move his Legion to Lucania and remain therein, unless
in play in the field, the Dictator (ME) is considered the Roman
he gets permission to go elsewhere.
Overall Commander for Operations that are limited to an Overall
EXAMPLE: The VI Legion is in Etruria, commanded by a Praetor. Commander. If a Dictator is not in play, the Rome Consul is con-
The Roman Player, fearful of an enemy invasion from Hispania sidered the OC for all Manpower Operations. In all other situations
through this area, decides to reinforce Etruria by raising two new both Consuls are considered OCs.
legions, the XI and XII, placing both new legions in Rome. He then (RRR 5.45) Command Limits: A Roman magistrate may only
randomly draws a leader from the pool as Proconsul, assigning directly command the legion(s) that make up his Imperium (see
him the two Legions, which are now the Proconsul’s Consular 5.1), plus any auxiliaries (RRR 10.15) and/or Allied troops. Any
Army. He is placed with his Army. The Roman player then assigns magistrate, however, can attach and command the armies of other
Etruria as his province. The Proconsul then, as the turn progresses, magistrates within the hierarchy restrictions given below (RRR
marches off to Etruria (while he cannot operate outside Etruria 5.5).
without Senatorial permission, he does not need such to travel to
his province). When he gets there, he has a force of three legions, (RRR 5.46) Praetor Urbanus: The Praetor Urbanus has several
one under the Praetor, who is subordinate to him, as Proconsul. special abilities/liabilities.
• He may not leave the city without the permission of the Senate (RRR
(RRR 5.3) PROROGUE OF IMPERIUM 5.6) and may only attempt to do so if an Emergency exists. However,
he is the only leader who may enter Rome without permission.
(RRR 5.31) During the Imperium Prorogue segment (B/2), the
Roman player must decide which magistrates will remain in play • The only operations he may undertake, outside of Rome, are Leader
in some office for the upcoming turn. This process is called Pro- and Force Movement. He defends normally if attacked and can at-
rogue. The Roman player simply states that that magistrate has tempt Avoidance.
been prorogued. • He receives no LAM. He may be activated only by using a Consul’s
LAM
(RRR 5.32) The following magistrates are eligible for Prorogue:
• He commands the Rome garrison
• A prorogued Consul may continue in command as Proconsul of his
army (if available see RRR 5.21/22), or be assigned to any other • He does not count against the limits placed on the number of Prae-
army in any location. tors allowed in play
• A prorogued Praetor may continue as the Praetor for his Legion • He trains legions (see RRR 10.3)
• If a magistrate and his army are Besieged, he must be prorogued
(RRR 5.34)

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10 Rise of the Roman Republic

(RRR 5.47) Triumph: For purposes of being re-elected, winning a (RRR 5.54) A Roman leader may include other magistrates lower
Triumph is important for a Roman leader (see RRR 5.21, RRR 5.22, in the hierarchy and their troops in the same hex as part of an
RRR 5.24). A Triumph is a victory in which the magistrate’s army Interception or Coordination attempt. If both Consuls are present,
satisfies, in the same game turn, all of the following: the Roman player may include both using the procedure in RRR
• Wins a battle (8.51) or Wins a Siege by Assault or Attrition. 5.53 to determine which Consul is in charge. In all other situations,
Interception and Coordination attempts include only the magistrate
• During the turn causes casualties of 10+ infantry SPs
and his direct command. A magistrate may always use his direct
• Returns his army to Rome. To do this, he moves his army into any command for Interception or Coordination. The limitations of
hex adjacent to Rome and Stops. The magistrate then leaves his 5.41 do apply, however, if the magistrate wants to include other
army outside Rome and moves into Rome by himself (Continuation magistrates, auxiliaries, or allies as part of the attempt.
is automatic in this case). Once he has entered Rome, he is Finished
and may not be activated again that game turn. (He’s busy fitting his (RRR 5.55) Only a Dictator/Magister Equitum may conduct Force
oak-leaf tiara and celebrating with the boys at the Senate Club.) Movement, Interception, or Coordination with more than eight (8)
Legions (plus auxiliaries/allies) regardless of how many magistrates
(RRR 5.48) Request to Grant Triumph: However, even if all he can gather in one place. However, for the Dictator/ME to do
of the above have been fulfilled, if Roman casualties from battle, so requires Senate permission (see RRR 5.65). There is no Legion
Assault, or Siege Attrition during the turn were 15% or more, the limit for an Attack or any Siege operation.
Senate may refuse to grant a Triumph! When the magistrate arrives
in Rome, roll the die, applying any applicable modifiers per the PLAY NOTE: The Dictator may never actually be given Imperium
Senate Permission Chart. If the adjusted DR is less than or equal for an army larger than four legions. However, given the presence
to the magistrate’s Campaign Rating, the Senate has agreed to of other magistrates and their armies, he may have the opportunity
grant a Triumph. to conduct operations with a larger army. This may seem to be a
difference in semantics, but, to the Romans, it was a major one.
PLAY NOTE: This is not purely a “game” formula. The “law” in
Rome was, if you win a battle, kill 5000 of the enemy, and come Historical Note: One of the arguments for the Romans having
back with your army, you got a Triumph. Triumphs were known to eight legions at Cannae was that not only were the two consuls for
be refused if the Senate felt losses were too great. And your army that year present (Varro and Paullus), but the two consuls from the
stayed outside the city. previous year—Servilius and Atilius—had been prorogued to com-
mand the legions they already led. With each consul and proconsul
(RRR 5.5) MAGISTRATES IN GENERAL allowed two legions each, that would add up to a possible total of
eight legions present. (To be sure, there are many other arguments
(RRR 5.51) Hierarchy: Magistrates are not only capable of about what was at Cannae—and why.)
commanding the armies allowed as per RRR 5.2, but they may
also attach—and campaign with—the forces commanded by sub- (RRR 5.56) Command Efficiency Rating: The above restrictions
ordinates, magistrates lower on the hierarchy than they are. The and allowances are augmented by the magistrate’s Command Ef-
magisterial hierarchy is as follows: ficiency Rating (CER), which serves dual game purposes: it is
used as his Tactical Battle rating as well as to determine how many
1. Dictator or Magister Equitum
legions he may command efficiently. Only Roman leaders have
2. Consul
a Command Efficiency Rating which reflects their non-military
3. Proconsul
4. Praetor
training, restricts their ability to efficiently lead large armies; non-
5. Allied Leader
Roman leaders do not use this rule. The CER reflects the number
of legions that magistrate may command efficiently, with the letter
(RRR 5.52) A Magistrate whose Operations Phase it is may conduct corresponding to the legion numbers as follows:
a Force Movement Operation with all units in his command (RRR
5.45), plus those in the same hex commanded by magistrates lower A = 6 legions
in hierarchy. An active Consul can include his colleague in a Force B = 5 legions
Movement Operation provided that his colleague C = 4 legions
didn’t include him as part of a Force Movement D = 3 legions
operation during that game turn. Proconsuls and E = 2 legions
Praetors cannot conduct a Movement Operation (RRR 5.57) The letter is an “efficiency” rating, not a restriction.
with other magistrates of the same rank in the However, when the Roman player has a leader command a force in
hierarchy. A Magistrate may always use his direct excess of his efficiency limit, he suffers the following penalties:
command for Operations. The limitations of 5.41
do apply, however, if the magistrate wants to in- • Battle: If attacking, he subtracts one (-1) from the die roll for each
clude other magistrates, auxiliaries, or allies. Legion over the commander’s efficiency limit; if defending he adds
one (+1) for each. Auxiliaries do not count, but partial legions do.
(RRR 5.53) For Battles (including Avoidance) and Siege Assaults • Siege Assault: If attacking, he subtracts one (-1) for each Legion
use 5.43 to determine who is in charge. However, if both Consuls over the commander’s efficiency limit. There is no penalty while
are present, the Roman player does not get to choose Instead, the when defending. Auxiliaries do not count, but partial legions do.
Roman player rolls one die for each consul. High-die consul’s Rat-
ings are used, regardless which consul is actually active. If the rolls • Siege Attrition: he adds one (+1) to any Siege Attrition die roll
are the same, the player selects the consul of his choice. (whether besieging or besieged) for every two Legions (ignore partial
Legions and any auxiliaries/allies) over the efficiency limit of the
DESIGN NOTE: When both Consuls were present, they alternated highest ranked leader with the force. In the case of tie, the Roman
command daily. player chooses the leader.

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Rise of the Roman Republic 11

If there is no eligible commander present, all legions are considered magistrates that are part of his force, never needs permission to
in excess of the efficiency limit. leave a province.
Example: A Consul with a “C” rating, conducting an Attack (RRR 5.62) The “Hot Pursuit Exception”: A magistrate may leave
operation with six legions, would have to subtract two (–2) from his province without permission if that Movement Operation Stops
the Battle die roll. His opponent would add two (+2) if the Consul either in a hex that contains an enemy force or adjacent to a hex
were defending. Furthermore, if this Consul was commanding four that contains an enemy force that is not inside a city. A magistrate
Legions and the RL components of two other Legions, the DRM may also leave without permission as the result of a successful
would still be –2/+2. Interception or Coordination. However, this could be politically
dangerous; see RRR 5.67.
Design Note: The CER, which is rather restrictive to most Ro-
man magistrates, reflects the historical inability of Roman leaders (RRR 5.63) Entering/Leaving Rome: No Roman force, regard-
to efficiently use the remarkable resources of manpower they pos- less by whom it is commanded, may ever enter the city of Rome
sessed. Most Roman magistrates had no training in maneuvering (It-3714), even during movement, without permission of the Sen-
with truly large forces, and, when they did find themselves in such ate... and it will be a cold day in Carthage when that happens! (See
a position, they often could make little positive use of such numbers RRR 5.66) A Roman magistrate, moving without a force, is always
... Cannae being the perfect example. Roman discipline was fine, but free to enter Rome without permission.
it could not compensate for, or adjust to, the problems of command- Exceptions:
ing armies of 50,000 or more men. The Romans, however, appear
to have been aware of their limitations in this area, and, even with • Units of the Rome Garrison are always free to enter (return to) Rome,
their almost limitless personnel reservoir—and the willingness to if commanded by the Praetor Urbanus.
use it—the number of instances they fielded an army of more than 4 • Legions may start and train in Rome; once they leave, the rule
legions in this era is limited to Cannae, Sentinum (where the force applies.
was actually split) and... we can’t even think of a third. The Romans
The Praetor Urbanus may not leave Rome without permission of
were highly aware that sheer numbers meant little.
the Senate, and he may not do so unless there is an Emergency
(RRR 5.58) ROMAN COMMAND EFFICIENCY CHART. in effect. However, he may enter (return) into the city without
See charts and tables. permission.
(RRR 5.64) Special Permissions: Senate permission must be
sought in the following situations:
• Raise a Consular Army for a newly elected Consul (RRR 5.21/2)
• Conduct Force Movement, Interception, or Coordination with more
than eight (8) Legions – Dictator/ME only (RRR 5.55)
(RRR 5.6) THE SENATE
(RRR 5.65) Senatorial Permission: Senatorial Permission is
Design & Historical Note: One of the an Operation. If granted, continuation is automatic. If denied,
interesting sidelights of all those Republican continuation is by die roll. Permission to do something may be
Roman laws designed to ensure that the monar- requested only once per Operations Phase per leader, although
chy never came back into existence was the one that leader may make more than one request to do different things.
that forbade any magistrate from leaving his Any senatorial permission to do something lasts for the remainder
province of assignment and marching around of the turn/year.
Italy—and especially into Rome—without
specific permission of the Senate. And even the (RRR 5.66) Permission Procedure: Permission from the Senate
Rome Consul had to ask permission to actu- is obtained by rolling a die, adjusting it as per the items listed
ally enter the city with an army—a permission below, and comparing it to the leader’s Campaign Rating. If the
rarely given. So, herewith is one of those chromatic lacunae so adjusted die roll is the same as or lower than the leader’s Campaign
beloved by ancients players. Rating, permission has been granted, higher, permission has been
denied.
Senatorial Permission is an additional Operation that the Roman
player (only) may/must use in a variety of situations (see RRR 5.66 The following modifiers apply to all Senate Permission requests:
below). If permission is granted, the Roman player can continue –? subtract the Dictator’s Initiative Rating if he stayed in Rome
with his Operations Phase, if denied, Continuation is by die roll –1 for each Guile point used
(5.25).
The following modifiers apply to a request to leave a province:
(RRR 5.61) Leaving a Province: No Roman magistrate may –1 leader is the Field Consul
leave his assigned location (RRR 5.21-5.26) without permission +1 leader is a Proconsul
of the Senate. See RRR 5.41 for the situation where a magistrate +2 Rome Garrison leaving the city
begins an Operations Phase outside his assigned province. If the +2 leader has been prorogued to his province
active magistrate, other than a Dictator/Magister Equitum, wants
to operate outside the provinces of his subordinates, he must seek Any one of the following:
permission of the Senate or meet the requirement stated above. If –4 there are 20 SPs or more of enemy combat units within five
seeking permission, one attempt is made and the result applies to hexes of Rome
all the subordinate magistrates in the force. Censure applies to the –2 there are 20 SPs or more of enemy combat units within ten
active magistrate alone. A Dictator/Magister Equitum, and any hexes of Rome but farther than five

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12 Rise of the Roman Republic

+1 no enemy units are in Roman Italy (RRR 5.69) SENATE PERMISSION AND CENSURE
+5 no enemy units are in Italy, Sicily or any of the Gallic prov- CHART.
inces
See Charts and Tables.
Entering Rome: Below are the only circumstances under which
a Roman force may try to enter Rome, in addition to those noted
in RRR 5.63: (RRR 6.0) MOVEMENT
–4 there are 20 SPs or more of enemy combat units within five (RRR 6.13) Ally Movement Operation: In addition to 6.13, both
hexes of Rome players’ Overall Commander may also use this operation to move
any friendly leaderless land force, provided that the units were not
–2 there are 20 SPs or more of enemy combat units within ten part of an Army/Legion at the beginning of the game turn. Further-
hexes of Rome but farther than five more, a Roman magistrate may use an Ally Movement operation
Example: Cornelius Merenda (#214) has been prorogued as to move a force that is part of his command that is not in the same
Proconsul for Apulia He wishes to redeploy his army to Bruttium hex into his hex.
so seeks Senate permission to leave Apulia The DRM is +2 (he is The force moving under an Ally Movement operation may use
a Proconsul and has been prorogued, and there is no Dictator in Naval Transport (RRR 7.2). The active leader’s ratings are used
play). With a Campaign Rating of 4, Merenda will need to roll a ‘2’ when required.
or less to receive the Senate’s blessing. The Roman player decides to
expend Merenda’s lone Guile point to improve his chances. He rolls (RRR 6.41) Roman units halve (retaining fractions) the attrition
a ‘6’ so the Senate fails to see it Merenda’s way. Since permission cost of movement within any Roman-controlled province in Roman
was denied, the Roman player will need to roll to see if Merenda Italy. When determining the final column on the Attrition Chart,
can continue his Operations Phase. drop fractions.
(RRR 5.67) Censure: A Consul/Proconsul/Praetor that uses (RRR 6.58) Ambush: Roman leaders cannot Ambush.
RRR 5.62 to march without permission is subject to Censure. If DESIGN NOTE: Why can’t the Romans use ambushes? Well, this
such movement is undertaken, at the end of the current Opera- sort of thing was done only by “barbarians”; e.g., the Samnites,
tions Phase, the player rolls one die to see if that leader has been who really caught the Romans napping at the Caudine Forks at
removed from office by Censure. If the die roll is higher than his the beginning of the 2nd Samnite War. Hannibal actually raised
Campaign Rating, he is removed from office. He may not be placed it to an art form. The Republican-era Romans considered it “bad
in the magistrate pool for the rest of the game. The die roll may be form” to be anything other than direct and obvious when killing
adjusted as follows: your fellow man.
–3 if the non-permissible movement resulted in a Triumph
(excluding Sieges), OR (7.1) THE NAVAL SUPERIORITY SYSTEM
–1 if the non-permissible movement resulted in a Roman (RRR 7.11) Roman NS Level “Construction”: The Romans may
Victory (any type) increase the NS Level of any zone(s) (and, thereby, decrease the
–1 each Guile Point expended opponent’s) by rolling for NS Level Construction on the Senate
+1 if no battle occurred as a result of the non-permissible Legion Raising Table, something he may do only once per turn ..
movement in the Naval Superiority Construction/Re-allotment Segment. He
+3 if the non-permissible movement resulted in an enemy uses the column labeled “Eagle Has Landed”; there is no naval
Victory, OR construction in the other scenarios. Roll the die, adjusting as per
+6 if the non-permissible movement resulted in an enemy the listed DRMs. The resultant number is the number of levels the
Major Victory Roman Player may use to adjust any Naval Zone(s). However, for
Historical Note: You may well ask why winning a battle each NS Level Point “raised”, the Roman Player subtracts two times
wouldn’t simply eliminate the need for censure. Well, take the that number (2x) in any subsequent DR to raise legions that turn.
example of consul T. Manlius Torquatus, in 340 BC, whose son EXAMPLE: The Roman Player wishes to increase his presence
disobeyed his orders, attacked the enemy and won a great victory. in the Fretum Siculi, where his NS Level is –2. He rolls an ad-
Old Pops Manlius not only presided over his son’s disobedience justed ‘6’ on the Legion Request Table, under the Eagle column,
trial, but made sure his execution was carried out. So much for getting a ‘1’ result. He takes that 1 NS point and increases his
military creativity in ancient Rome. presence in strait from –2 to –1. However, for each and every
(RRR 5.68) A censured Consul/Proconsul/Praetor is replaced upon legion-raising die roll in that turn he must subtract 2 (the one
removal by drawing a new man from the pool. But see 5.24. NS points times two).

Example: Continuing with the above example, the Roman player (RRR 7.12) Carthaginian NS Level “Construction”: The only
decides to have Merenda ignore the Senate and head for Bruttium. non-Roman player who can adjust his NS levels during any scenario
Before completing his Operations he is able to bring an Epirote in this game is the Carthaginian. Carthage uses the same method
force to battle and wins a victory, though one insufficient for a and table as the Roman (use the Eagle column), with the follow-
Triumph. When Merenda is Finished, the Roman player must roll ing exceptions:
for Censure. Due to the successful battle, he will be able to subtract • He may add one (+1) to any NS Level construction die roll.
one (-1) from the die roll. Unfortunately, Merenda expended his • The same 2x die roll adjustment for each level constructed applies
Guile point, so receives no further help. The Roman player rolls a to whatever Manpower raising die roll the Carthaginian player
‘5’, which is just enough to keep him in the game.

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Rise of the Roman Republic 13

uses in a given scenario. It does not apply to manpower/troops (RRR 8.67) Roman Magistrate Replacements: Roman magis-
raised without a die roll. trates are replaced—if needed—by other magistrates available in
the pool. Magistrates entering the game in such fashion are always
HISTORICAL NOTE: Pyrrhus may not perform naval construction chosen blindly/randomly. Replacement Magistrates are placed
because he had no shipbuilding capability by himself and relied either in the hex where the previous magistrate was or in Rome.
almost entirely on fleets supplied by Tarentum, Syracuse and other When a Roman magistrate enters as a Replacement, there are no
naval powers of Magna Graecia. additions or subtractions from the LAM pool—regardless of what
the new leader’s Initiative rating is.
(RRR 8.0) LAND COMBAT
(RRR 8.23) Roman leaders add four (+4) to all Avoidance die rolls (RRR 9.0) CITIES AND SIEGES
(Roman Honor). (RRR 9.31) Siege Assault: The following Siege Assault die roll
(RRR 8.31) The following adjustments are applied to all Battle modifiers apply:
Die rolls: • Add one (+1) if the Roman player is assaulting an enemy occupied
Rome
Roman Discipline: This adjustment takes into account the effects of
• Subtract one (-1) for each legion included in the assault over the
superior Roman morale and Training as well as the vaunted Roman
assault leader’s CER limit – Roman Player only
tactical flexibility. The Roman player adjusts the die roll one in his
favor (+1 if attacking, –1 if defending) for each Veteran legion with Sieges of Rome: The only other effect concerns sieges of Rome If
at least 6 SPs Roman citizen (RL) infantry in the battle. the Roman player is attempting to recapture Rome from the enemy,
all Assaults by the Roman Player receive an automatic one column
Roman Command Efficiency: If attacking, the Roman player
shift to the Right for resolution. If the player besieging Rome
subtracts one (-1) from the die roll for each Legion over the com-
holds Ostia he may use the Mare Tyrrhenum NS Level as if Rome
mander’s efficiency limit; if defending he adds one (+1) for each.
were a port (9.44), if he so wishes. The same applies—but to the
Auxiliaries do not count, but partial legions do.
defender—if the besieged player controls Ostia.
(RRR 8.31) Devotio (The Mus is Loose Rule): The Roman Player
(RRR 9.6) Treachery: Roman leaders are an exception to some
may choose to eliminate (see the Eagle Has Landed scenario notes)
of 9.72. Only Consuls, Dictators or Magister Equitum may at-
any one of his leaders present at the battle; if he does so he earns a
tempt Treachery; proconsuls and praetors may not. In addition,
Battle DR adjustment, in his favor, equal to one-half that leader’s
although the consul/dictator must expend a Guile Point to attempt
Campaign Rating, rounded down. Thus, a Roman leader with a
the Treachery, he does not get to add it to his die roll. There are no
CR of ‘5’, committing an Act of Devotio, would earn a BRT of
such restrictions on using Guile Points on the “defense”.
+ or—‘2’ However, this may be done only once per game. (This
isn’t Japan, folks.) Design Note: Why not? Well, Roman patricians sort of felt
themselves above this sort of thing. They tended to play by the
DESIGN NOTE: The Decius Mus family had this history of pur- rules—which is why they could never figure out how to beat Han-
posely getting killed at the beginning of a battle, starting with the nibal until Scipio decided to throw away the book, too.
Latin Wars (c.340 B.C.), which demise promptly inspired the legions
to victory. The deliberate sacrificing of oneself in such fashion was Rome may ever be taken by Treachery.
called an act of devotio.
(9.8) SACK TIME
(RRR 8.34) Legion Loss Distribution: The Romans treat their
entire legionary force as one contingent. However, the percentage (RRR 9.71) Gallic Looting: Any force that contains Gauls that cap-
loss is applied to the infantry and cavalry separately. The SP loss tures a city by Attrition, Assault or Treachery (as per 9.81)—even
within each type must be distributed as evenly as possible among if such (friendly) Gauls are not included in the assaulting force, but
the legion elements. Legion elements that have no SP remaining are in the hex—must check to see if the Gauls go out of control,
are removed from the map. loot and then go home. The player rolls the die and compares it to
his active leader’s Campaign Rating:
Roman auxiliaries and other allies use the Infantry and Cavalry
methods described 8.34. If a stacked with a legionary force, exclude • If it is the same or lower, nothing happens.
any legionary SP when determining the total. • If it is higher, the Gauls have gotten out of hand. The player
must remove a percentage of his Gauls equal to 10x the die
Example: A full strength Consular Army (two legions) of 36 in- roll—they’ve gone home. In addition, any diplomatic benefits
fantry SP and 8 cavalry SP that takes a 30% loss (11 infantry SP). normally attributable to winning a siege are lost.
The Roman player must remove 2 SP from each of the four elements,
PLAY NOTE: Despite the rather aggressive actions of such Gauls,
with the remaining three SP taken from any three (different) of the
the city is not considered Sacked just because the Gauls looted.
elements. The Roman player then removes 2 cavalry SP, taking them
from any two (different) elements. If 6 SPs of Auxiliary infantry were
present, 2 SPs of Auxiliary infantry would be lost as well. (9.9) GARRISONS
Romans may not use Auxiliary units to garrison a city unless there
(RRR 8.62) Wounded Roman magistrates are placed in the Mag- is at least an equal number of Legion SPs in the city. Units assigned
istrate Pool at the start of the next game turn and are eligible to as garrisons do not count against the force limitations that Roman
re-enter play via the Election process. magistrates have (RRR 5.2), as long as they stay inside the city.

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14 Rise of the Roman Republic

(RRR 10.15) Auxiliaries: Whenever an adjusted DR of ‘9’ or ‘10’


is attained on the Legion Request Table, the Roman Player may
also raise one contingent of Auxiliaries. Auxiliaries are light/me-
dium infantry troops—archers, slingers, light infantry. All infantry
Auxiliaries enter the game as a self-contained contingent of 6 SPs
and may be commanded by any magistrate. If there are less than 6
SP of Sicilian or Italian SP not in play, the Roman player receives
no auxiliaries.
(RRR 10.0) MANPOWER PLAY NOTE: Per the Legion Request Table, Auxiliaries can only
be raised in the Thunderbolt scenario.
(RRR 10.1) RAISING LEGIONS
(RRR 10.16) The Roman player must attempt to replace the Con-
HISTORICAL NOTE: Rome’s greatest strength—and the telling sular Army(s) (two legions) of the prior Consul(s) if either/both of
factor in the almost all of Republican Rome’s wars—was her seem- those armies were Disbanded (RRR 10.18) in the Disband Legions
ingly unlimited ability to raise troops. No matter how many men she segment (B/1). The procedure in RRR 10.13 is not used in this
lost, she simply raised some more men and came right back. For situation. Instead, as each affected Consul is elected/selected, the
example, when Hannibal invaded Italy (218 BC), Rome was fielding Roman player rolls for Senate Permission (RRR 5.66) to replace
six legions. By 212, she had 25 (mostly) legions operating, almost the army. If granted, two new legions are raised and assigned to that
a quarter of a million men, even though she lost, perhaps, 50,000+ magistrate as his Consular Army. They are placed per RRR 10.2. If
legionnaires at Cannae!! Hannibal’s army rarely—if ever—topped the Senate refuses, the Consul receives no army at this time.
50,000, and was usually much less. These two, comparative figures
say a great deal about Rome ... and Hannibal’s generalship. (RRR 10.17) Legion SPs may never be transferred from one Legion
to another, or from the RL component to AL component. Legion
(RRR 10.11) The Roman player raises (or reinforces) Legions SPs may be picked up if any of the Legions are under strength, but
through the Senate. Legions are raised, either during the Election must be evenly divided among the legion components (up to their
Segment (B/4) or as a Manpower Operation. maximum strength) with all Recruit legions receiving the odd SP
HISTORICAL NOTE: The Roman player’s historical ability to before any Veteran legions. If the there are no Legions present,
increase the size of his legionary armies was almost limitless; Legion SPs may not be picked up. Legion SPs can be left as a gar-
the only “real” limit is the penury of the Roman Senate and the rison, however, these SPs must be drawn as evenly as possible from
counter-mix—which is absolute. all the Legion components present in the force, though a Legion
cannot leave its last SP.
(RRR 10.13) Raising Legions: The Roman Player uses the Legion
Request Table to raise Legions. To attempt to Raise legions —or (RRR 10.18) The Roman player may disband legions during the
to reinforce depleted legions- the Roman Player notes the number Disband Legions segment (B/1) of the Strategic Decision Phase.
of legions of any strength are already in play, consults the table, Any/all legions that are not in a besieged city are eligible. The RL
rolls the die, adjusts the die roll per the (self-explanatory) adjust- and AL components of the legion must be disbanded together if
ments listed, and sees what he gets. The result is the number of new currently in play. Furthermore, Legions assigned to the prior turn’s
legions raised. All newly raised legions enter play at full strength Consuls must be disbanded together (in other words the entire
with a training level of Recruit. For one legion newly Raised (not Consular Army is disbanded). To disband a legion, the player
reinforced) by the table, the Roman Player may, instead, bring in removes the legion/army markers and any remaining SPs from
a Siege Engine counter; only one such unit may be produced per the map/displays.
Legion Request die roll.
(RRR 10.2) PLACEMENT OF ROMAN
(RRR 10.14) Raising Reinforcements: The Roman may bring MANPOWER
existing legions back up to strength by raising reinforcements.
To do so, he undertakes a Legion Request Table roll as if he were (RRR 10.21) Newly-raised legions (both components) may be
raising new legions. Instead, though, he always uses the “0-6” col- placed in Rome or in any Roman-controlled city in a Roman-
umn (complete with die roll adjustments), and uses the number in controlled province in Roman Italy. Alternatively, the newly
brackets [] to get the number of reinforcement SPs available. Every raised legion components may instead be placed separately: the
eighth SP so raised is considered cavalry. The Roman player may AL component may be placed in any Roman controlled city in any
either raise new legions OR reinforcements in one legion-raising Roman-controlled province on the map, while the RL is limited
attempt; he cannot do both. to Roman Italy. Newly-raised legions may not be placed inside a
besieged city unless the Naval Superiority Rules are being used
EXAMPLE: The X and XIV Legions have been reduced by battle and the city is also a Port in Naval Zone where Rome has Naval
to 6 SPs of infantry each. Each legion has also lost one cavalry Superiority (any “+” level). The RL components may always be
SP. The Roman wishes to bring these legions up to strength, so he placed in Rome even if Rome is Under Siege.
decides to raise reinforcements. He rolls a die, which is adjusted
to an ‘8’. This means he has available 12 SPs, or 11 Infantry SPs (RRR 10.22) Reinforcements (RRR 10.14) for legions within Ro-
and 1 Cavalry SP. He uses 6 of those infantry SPs to build the X man Italy are placed with those legions when raised. For legions
and XIV RL components up to strength, the remaining 5 infantry outside Roman Italy, the Roman player places SP markers next to
SPs to raise the AL components up to ‘8’ (the XIV) and full strength the legion box (on the Legion Force display) that will receive the
(the X). He gives the cavalry SP to any legion of his choice, but reinforcements, and places the Legate LAM into the Pool. These
only if needed. If not, treat as an infantry SP. reinforcements are incorporated into the targeted legions during
the Operations Phase when the Legate LAM is drawn.

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Rise of the Roman Republic 15

(RRR 10.23) Reinforcements may not be placed with a legion (RRR 10.12) Raising troops from Provincial Manpower is an Op-
in a Besieged city or in a province outside Italy unless the Naval eration that may be conducted only by the Overall Commander.
Superiority Rules are being used and the city is also a Port in Naval
Zone where Rome has Naval Superiority (any “+” level). Rein- (RRR 10.13) A player may raise Provincial SPs only if he controls
forcements that can’t be placed are lost. If Rome is Under Siege (either militarily or diplomatically) the province (see 11.0). A player
when the reinforcements are raised, they must be used to reinforce may raise troops from a province through Provincial Manpower
legions in the city or to augment the Rome garrison; they may not only once per turn, and only one player may raise troops in that
be placed with or allocated to legions outside Rome. province per turn. However, in any single Manpower operation a
player may raise troops in all the provinces available to him for
PLAY NOTE: There is no Legate leader counter (just the LAM ) that purpose.
which triggers when the reinforcements are added to the targeted
Legions. (RRR 10.14) SPs raised through Provincial Manpower are placed
in any city in that province that is not occupied by enemy troops
(RRR 10.24) Newly raised Siege Engines are placed either in Rome and is not Under Siege. All SPs raised from a province in one op-
or with any Legion in Roman Italy. eration must be placed in the same city; they may not be divided
among cities.
(RRR 10.25) Raised Roman Auxiliaries are either placed with any
Legion in Roman Italy, or placed in any city in their home prov- Exception #1: A player may place one-half (rounded down) of
ince. If placed in their home province, the units may be moved to a any raised SPs inside a Large or Medium city Under Siege by the
magistrate as part of the Legate LAM (see RRR 10.23). Auxiliaries enemy.
may not be placed in a besieged city unless the Naval Superiority Exception #2: A player with a Port under Siege in a Naval Zone
Rules are being used and the city is also a Port in Naval Zone where where the player has Naval Superiority (any “+” level) may always
Rome has Naval Superiority (any “+” level) place his full complement of raised SPs in that Port.
(RRR 10.3) LEGION TRAINING (RRR 10.15) While there are a few “provincial” leaders—e.g.,
the Samnite leaders, a Syracusan or two, etc.—most provincial
In the Ancient World system, Roman Legions are considered either
contingents have no specific leader. Such forces—usually allied
Recruit or Veteran. Newly raised Legions are Recruit. Legions
to a major participant—may be moved by the “parent” player’s
can improve to Veteran via success in combat or through training.
OC; see 6.13.
Veteran legions can regress to Recruits through defeats and loss
of SPs. (RRR 10.16) If a player has raised troops from a province and,
later, the opposing player gains control of that province, those
(RRR 10.31) Training Levels: Legions can have their Training
provincial troops do not “go home”; they stay with the player that
levels raised or lowered, as follows:
raised them.
• If a Roman force wins a Major Victory (see 8.5) in battle the Roman
player may raise the Training Level of any two legions in that force
(RRR 10.17) A Manpower Operation requires a die roll afterwards
The choice is his.
to see if that leader is now Finished, as per 5.24.
• If a Roman force wins a victory in battle, but not a Major Victory,
he may raise the Training Level of any one legion in that force. (RRR 14.0) ROME
• If a Roman force suffers a Major Defeat (i.e., the enemy wins a In the period covered by this game, the city of Rome was not only
Major Victory) in battle, all Veteran legions in that force that have the center of the republic, but it is where virtually everything of
had the Roman (RL) elements reduced to 5 SPs of Infantry or less any import took place. Regardless of their size and wealth, all
are reduced to Recruit. other cities were secondary. To that extent, in some scenarios,
• If a Roman force suffers a defeat in battle, but not a Major one, the simply capturing Rome will provide victory to the non-Roman
Veteran legion suffering the heaviest losses is reduced to Recruit. player. However, not always, for the Romans’ resiliency and
In case of a tie, Roman chooses which one. ability to withstand disaster—a measure of her truly phenomenal
discipline and marriage to the idea of Rome as more than just a
(RRR 10.32) Newly raised Legions that are placed in Rome may
place—is legendary (as Hannibal found out).
be trained if the Praetor Urbanus is present. At the end of the turn,
in the Legion Training Segment (G/3), the Roman Player rolls the Therefore, if Rome is captured—and the game doesn’t end—there
die for up to two newly-raised Legions that have not moved out are some effects, mostly in terms of raising legions. The Senate—
of Rome If the die roll is a 7 or more, the legion is now Veteran; probably a somewhat abbreviated version, but a functioning one
otherwise, it stays Recruit. If the Praetor Urbanus leaves Rome nonetheless—is considered to have relocated to some stronghold;
after the legions are placed, no training occurs. it matters little where. The Senate Permission and Legion Raising
Tables still function, although there is a major DR adjustment to
(RRR 10.4) PROVINCIAL MANPOWER the latter.
This applies only to non-Roman Players. Sieges of Rome: The only other effect concerns sieges of Rome.
(RRR 10.11) Manpower Levels: Every province available in If the Roman player is attempting to recapture Rome from the
a given scenario has a Manpower Level, the numbers being the enemy, all Assaults by the Roman Player receive an automatic one
number of Strength Points in Infantry and Cavalry available in any column shift to the Right for resolution. If the player besieging
one year from that province. These Manpower Levels are listed on Rome holds Ostia he may use the Mare Tyrrenhum NS Level as if
the Provincial Information Chart for that scenario. Rome were a port (9.44), if he so wishes. The same applies—but
to the defender—if the besieged player controls Ostia.

© 2003, 2008 GMT Games - Version 2.0


16 Rise of the Roman Republic

THE SCENARIOS
battles only to show up with an even larger army two, three years
later. Finally, after getting mashed into the ground at Luceria and
Aquileona, the Samnites called “King’s X” for a breather.
By 298 B.C. the Samnites were ready to try it again, this time with
some help. They managed to gather together a massive, allied force
of Samnites, Etruscans, Umbrians, and, worst of all, Gauls. The
Romans hated and feared the Gauls, who occupied most of North-
ern Italy at this time. It wasn’t so long ago (July, 390 B.C.) that a
Gallic army had swept through Etruria, smashed a Roman army
at the Allia River and then sacked Rome. Being Gauls, of course,
they were not looking for permanent residence; just loot. Having
been paid to leave by a group of trembling, but prescient, patricians,
THE CONQUEST OF the Gauls headed back home ... only to be soundly thrashed by an
CENTRAL ITALY Etruscan army laying in wait for them. Typically, the Romans tried
to take the credit for this, but even that “spin” did little to erase the
deep, innate fear Rome had of the Gauls. Thus, the Samnite-Gallic
THE SAMNITE WARS, 343–290 B.C. Combine was something to be feared, and the Romans reacted with
SCENARIO COMPLEXITY LEVEL: 4 typical dispatch and precision. With one consular army drawing off
the Etruscans and Umbrians, the major army smashed the Gauls
HISTORICAL BACKGROUND and Samnites at Sentinum, one of the major turning point battles
The Samnite Wars were a series of ongoing hostilities between in Roman history. This was the battle in which P. Decius Mus, in
Rome and the neighboring Samnite tribe for hegemony of a tradition started by his father—an act of devotio —deliberately
Italy. While they have been divided, annalistically, into the First sacrificed himself to “ensure” the Roman victory. Although the
(343–340), Second (327–304) and Third (298–290) Samnite Wars, “war” dragged on for another five years, that was pretty much it
this is more for convenience of identification rather than any really for central Italy. After 290, the Samnites (and the other tribes of
specific “breaks in the action.” central Italy) were compliant, if sometimes surly and unreliable,
The First Samnite War is pretty much a misnomer, as it was more “allies” of Rome.
a period of squabbling and skirmishing ... a preamble to the major
event, the Second Samnite War. By that time, it was fairly evi- GAME LENGTH AND PLAY BALANCE
dent to every one of the tribes in Italy that Rome was not going Rather than have you drag your weary wrists through some 50+
to be User Friendly. She had already gone a long ways towards years of Roman history, we have boiled the three Samnite Wars
establishing Defeat, Destroy and Devastate as a replacement for down into a ten turn (year) microcosm. War gamers, hearty souls
Diplomacy. At the least provocation, the Senate would send out a that they are, will not allow any war to drag on for the lengths that
couple of armies to smash and thrash any tribe that even questioned the Romans and Samnites did, and ten turns is about the max out
the right of Rome to do what she wanted. The whole process was of which we feel you can get some solid enjoyment and insight.
rather Darwinian, with the most dangerous dinosaur on the block Purely for identification purposes, we start the game in 320 B.C.,
being the Samnites. In retrospect, the Samnite Wars can be seen as and wrap it up at the completion of the 311 B.C. turn. We start with
a massive land grab by extremely well-organized and motivated the situation and deployment that led to the Caudine Forks. Then
upper-class, farming types with distinct superiority complexes born again, if you wish, you can simply play until one side “wins”. This
of a firm belief in Rome’s destiny. Not that the Samnites ... or the will take about twice as long.
Apulians, Campanians or Etruscans, for that matter ... were any As for balance, because most of the action takes place in a fairly
more “entitled” than the Romans. It’s just that they had neither the small and defined area of the map, the game has a remarkable chess-
insight nor foresight their overly-exuberant neighbor had. Above like feel. Hindsight tells us that the Samnites—tribal hill folk with
all, none of the other tribes appear to have had the dedication and little of the sense of organization the Romans displayed—were
discipline that Rome displayed. That, more than anything, was doomed. However, the Samnite player is not looking to conquer
what allowed Rome to prevail. Rome; he’s trying to stay alive as a viable, political entity. To that
Regardless, the 2nd Samnite War started off badly, with the disaster end, he simply has to “not lose”, a situation—along with the pro-
at the Caudine Forks (325 B.C.), wherein two consular armies got pensity of many of the other tribes to test Rome’s mettle—that puts
trapped in a pass by Samnium’s great generalissimus, Gaius Pon- a great deal of pressure on the Roman player. And, if the Samnite
tius, and were forced to surrender. After that it was all Rome, her can manage to get the Gauls up and kicking, and then combine his
consular armies rattling around central and southern Italy, bopping army with the Gauls (and perhaps some other tribes), well, then
gigantic enemy armies (if one is to believe, literally, such as Livy, he’s got a real shot at changing history. In this sense, this can be
Diodorus, etc., ... and who does?) almost every year. The Romans quite a tense, balanced game, playable in about four hours or so.
seemed to have a difficult time only in convincing the Samnites to As it also ignores several of the more complex rules it is also a bit
stay down for the count, as the Samnites appear to lose most major easier to play.

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Rise of the Roman Republic 17

MAP [a] = Veturius Calvinus is the Rome Consul and has Legions I and
This scenario uses the Italy map. Only Italy, excluding Liguria, II for his Imperium. He has permission to leave Roman Italy.
Gallia, and Venetia, is in play. The excluded provinces were the [b] = Postumius Albinus is the Field Consul Claudius and has
territory of the Gauls at this time, and they were far too powerful Legions III as his Imperium. Samnium is his assigned province.
for the Romans to play around with. Latium and Campania make Albinus’ Consular Army begins the game with a single Legion.
up Roman Italy
[c] = Randomly draw one leader from the pool. The special Praetor
DESIGN NOTE: The Italy of this scenario was rather different than Urbanus leaders are not used.
that during the Punic Wars. Most of it was fragmented among two
dozen or so tribes, several of these tribes occupying one “game” Initial Siege Capability Rating: -3
province. E.g., southern Latium was also the province of the
Magistrate Availability: All Roman leaders from 104-122.
Hernici, the Volsci and the Aurunci, while Sabinum was actually
divided among the Vestini, Marrucini, Paeligni, Marsi and Aequi, Samnites
all important, if minor, tribes. (The Sabellites were actually quite Hex/City Units
peaceful; the other tribes less so.) While important historically,
Bovianum [It-4109] Gaius Pontius, 18 Inf SP’s, 3 Cav SP’s
such tribal differences are not what we are getting at here. In ad-
dition, some of the towns that were “important” then are not on Beneventum 15 Infantry SP’s, 3 Samnite Cavalry SP’s
this map. E.g., Praeneste and Antium (in Latium) represent a whole [It-4510]* [Army II]
host of towns and villages the Romans fought over and gobbled [It-4512] 8 Infantry SP’s [Outside City]
up during this era. In placing the towns we have attempted to use * = The town was known as Maleventum in those days. Its name
representative ones, towns that, somewhat generically, “cover” all was changed to Beneventum after the Romans defeated Pyrrhus
the other ones that would only serve to clutter what is essentially there. It appears that the “Male” comes not from the Latin word
a “game” map. for “bad” or “evil”, but from the Greek melon, or malon, meaning
either “sheep”, or “apple”. Interesting to ruminate on how a town
RULES got to be named Sheepwind, doesn’t it?
The following rules are not used in this scenario:
Before starting play the Samnite player may randomly select
• Naval Superiority Rules: 7.0; Skip the Naval Construction/Re- another leader, as per the rules for doing so, below. The leader is
allotment Segment in the Sequence of Play. placed either in Beneventum or with the SPs it It-4512.
• Provincial Manpower (RRR 10.2)
Initial Siege Capability Rating: -3.
PLAYER AIDS
• Roman Army Display STARTING THE GAME
• Roman City Occupation Display LAMs for all leaders listed above are available, and, of course, the
• Non-Roman Army Display Augury and Siege Attrition markers. The Roman Player pre-selects
• Non-Roman City Occupation Display one Consul LAM and the remaining available LAMs (including
the Siege Attrition and Augury markers) are placed in the pool. For
INITIAL DEPLOYMENTS the first game turn (320 BC), the first three phases of the Sequence
of play are skipped. The game begins with the Operations Phase
We start the scenario at about the time the “Greek” colony at Ne-
using the pre-selected Consul.
apolis expelled its Samnite garrison and asked the Romans for help.
All hex locations are on the Italia map. Units deployed at a city
location are placed Inside the City unless otherwise indicated THE ITALIAN TRIBES
In the 4th century, B.C., Italy was essentially broken up into tribes,
Romans each holding their own areas, and each fighting the incursions of
(See notes on Roman Legions, below) both the Romans and the Samnites, but mostly the former.

Hex/City Units Except for the Samnites, no other tribe starts the game with units
Roma [It-3714] T. Veturius Calvinus (110) [Rome on the map. Tribal armies appear only when they Revolt, or as a
Consul[a]]; Legion I (Vet.), Legion II result of Samnite Incursion. All revolts are against Rome, and all
[Consular Army I]; 5 SPs Legion Infantry, revolting tribes from this event are played by the Samnite player.
Praetor Urbanus[c] When Tribes appear by Samnite Incursion they are, momentarily,
played by the Roman player.
Anywhere in Sp. Postumius Albinus (111) [Field
Latium Consul[b]; Legion III [Consular Army II]
Tribal Revolts
Legion I is Veteran; all other Legions are Recruit. This scenario The following are the circumstances under which a tribe will re-
uses the Early Roman Legion composition. All Legions are at full volt.
strength.
• Tribal Revolt Phase: An adjusted die roll (in the Tribal Revolt Phase;
The two consuls above were the two responsible for the Caudine see below) produces a revolt.
Forks fiasco; they lent depth to the word incompetent. We thought • Augury Event: If a Tribal Revolt occurs, the player rolls on the
it would be nice to start off with these two Sons of Romulus … Tribal Revolt Table to see who revolts, and how much of an army
give the underdogs a shot. that tribe receives.

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18 Rise of the Roman Republic

• Roman Entry Into Province: The instant a Roman-led force enters Roll two dice, combining them (00-99) to determine who revolts.
a province that is not controlled by the Romans, that tribe revolts. Roll a die again to determine the size of the force. The result is
Consult the Tribal Revolt Table to determine size of force. the number of infantry/cavalry SPs involved in the revolt. Cities
in parentheses are where the units are placed (inside the city). If
Tribes do not revolt simply because either player controls it. Such
the listed city has an enemy garrison, the Samnite player may
control does mean an ease in travel and an ability to enter that
place them in any other unoccupied city in that province. If there
province without causing a revolt. But control, in and of itself,
are no unoccupied cities, the owning player place the tribal units
does not raise the army.
in any Small City in that province, displacing the garrison (it is
now Outside the City). Any control marker present is removed. If
Tribal Revolt Segment a tribe is already active, ignore that roll and roll again. Place the
During the Tribal Revolt Segment (C/3), the Samnite Player rolls tribal LAM in the Pool.
the die. He adds to that die roll the number of Roman legions greater
than four that are not within a Roman controlled province. If the When a revolt occurs, if the tribe’s alliance level is either neutral
adjusted die roll is ‘8’ or higher, the Samnite player then rolls on or in favor of the Samnites, there is no change in the level. If it
the Tribal Revolt Table (below). Thus, if there are 7 legions out- was in favor of the Romans, put the level at “0” If Roman Allied,
side Roman-controlled provinces, and the Samnite rolls a ‘6’, the the tribe is now Independent.
adjusted ‘9’ enables him to see who revolts. EXAMPLE: Initial dice roll of a 1 and a 4 (14) activates the
Etruscans. Second die roll of ‘6’ gives the Etruscans 20 infantry
The Tribal Revolt Table SP and 4 cavalry SP.
Only the tribes listed on this table can revolt. Gauls arrive solely
by random event. Tribal Leaders
Each tribe is represented by a single counter with that counter
Tribal Revolt Check showing the ratings of its leader. The Gauls and Tarentine have
their own unique combat units. For the other tribes, use the Italian
DR Result combat units. Each tribe is considered its own contingent regard-
less of the actual combat units used. All combat units belonging to
0–7 No Revolt the tribe must remain with the Tribal Leader counter at all times.
8+ Revolt. Roll on Tribal Revolt Table This restriction does not apply to the Samnites. Tribal “leaders”
cannot be killed, they have no Guile, and they may not engage in
DIE ROLL MODIFIERS: Diplomacy. Only one—the Etruscans—has any value as a subor-
+1 For each Legion over four outside a Roman controlled dinate leader in a battle. Other than that, they operate as all other,
province. named, leaders.

Tribal Revolt Table Die Roll


Dice Roll Tribe (Town Placement) 0,1 2 3 4 5 6 7 8 9
01-20 Etruria (Arretium,Cortona or Persusia) 4/0 7/1 10/2 13/3 16/4 20/4 23/5 26/6 29/7
21-36 Umbria (Camerinum) 2/0 4/0 6/0 7/1 9/1 11/1 12/2 14/2 16/2
37-45 Picenum (Asculum) 2/0 4/0 6/0 7/1 9/1 11/1 12/2 14/2 16/2
46-59 Sabinus (Corfinum) 2/0 4/0 6/0 8/0 10/0 12/0 14/0 16/0 18/0
60-81 Apulia (Luceria) 3/0 5/1 8/1 10/2 12/3 15/3 17/4 20/4 22/5
82-89 Lucania (Paestum) 1/0 2/0 3/0 4/0 5/0 6/0 6/1 7/1 9/1
90-92 Campania [a] (Capua) 1/0 2/0 3/0 4/0 5/0 6/0 6/1 7/1 9/1
4/0 7/1 11/1 14/2 17/3 21/3 24/4 28/4 31/5
93-97 Tarentum (Tarentum) 3/0 6/0 8/1 11/1 13/2 16/2 18/3 21/3 23/4
98-00 Bruttium (Thurii) 2/0 4/0 6/0 8/0 9/1 11/1 13/1 15/1 17/1
Augury Gaul 4/1 8/2 12/3 16/4 20/5 24/6 28/7 32/8 36/9
a = Use the top row if there is a Roman garrison in Capua; otherwise use the bottom row
#/# = Number of infantry/cavalry SP that revolt
Roll two dice combining the numbers to determine the tribe that revolts. Roll a third die. Place the SP of the appropriate type in the city indicated.
If a tribe is already active, ignore that roll and roll again. The Gauls only enter via the Augury table.

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Rise of the Roman Republic 19

Length of Tribal Activation THE GAULS


A tribe remains active until one of the following happens: An invasion by the Senones tribe of the Gauls is triggered by an
• It suffers a loss (a Draw is not a loss) in battle Augury Event. If the Gauls Augury event is rolled while the Gauls
• The Roman player gains control over the Tribe’s province are on the map, treat the result as No Event. If the event does occur,
If either occurs, the tribe is immediately removed from the map. the Gauls are immediately placed on the map, as follows:
If the revolt occurs in a province already militarily controlled by • Consult the Tribal Revolt Table to determine how many Gallic
Rome, the tribe must suffer a loss in battle to be removed. SP are involved.
• Place the marauding Senones, and their unnamed commander,
Tribal Operations in any one hex in Liguria Friniates or Gallia Cispadana, and the
Tribes conduct Operations when their LAM is picked, as any other two Gaul LAMs in the pool.
force. Tribal Operations are always conducted by the Samnite The Gauls are controlled by the Samnite player and are treated like
player. Each tribe is considered an independent power and cannot any other tribe with the following exceptions:
conduct operations or Coordination with other tribes. Independent
Tribes are always considered separate forces; they never combine • They cannot be Allied to either player, but they can Coordinate in
in defense unless Allied to a player, and thus must be attacked a Samnite Attack (or Defense).
separately. • They are treated as if they were Samnites for the purposes of incur-
sion.
Active tribes are always enemies of Rome but under certain circum-
stances can become Samnite Allies. A tribe is considered Allied to Once triggered, the Gauls remain in play until one of the follow-
the Samnites when the Samnite player either has military control ing happens:
of the tribe’s province or whenever the Alliance Level of that tribe • The Gauls enter Rome
is in the Samnite section of the track. It need not be Diplomatic • The Gauls are defeated in a battle
control ... just in the Samnite section. While Allied to the tribe,
the Samnite player can use any of his leaders to conduct opera- Once either of the above two occurs, the Gauls are removed im-
tions with that tribe as well as conduct Coordination, Interception mediately.
and Avoidance in conjunction with that tribe. If the Alliance level
changes mid-turn to either neutral or pro-Roman the tribe is im- MOVEMENT ATTRITION
mediately considered independent. If a Samnite force is stacked When using the Movement Attrition Cost Chart, the Romans gain
with the tribe inside the city that goes independent, the Samnite the “Roman” benefit only when traveling in provinces which they
force is placed outside the city. control at the start of the turn. The Samnites also gain the same
An independent Tribe may leave its home province only to attack benefit in Samnium.
a force or conduct Siege operations against city in an adjacent
province. If, because of Continuation rules, it does not succeed ROADS
in carrying out such attack, when it is Finished it is immediately At the start of the game, the only road usable (other than the Via
placed (back) in the nearest “home” hex. Saleria; see the exception to 6.33) is the Via Appia ... and then,
only from Rome to 3914. The Appian Way may be extended by
The “ersatz” Tribal leaders (see above) may not command units an Augury Event, as is explained in that event.
that are outside their tribe. Tribes cannot detach units for any
purpose. HISTORICAL NOTE: Other roads, and at least the Via Valeria
from Rome to Corfinum, were started during the period. See the
Samnite Incursion Augury Table.
The Samnites may freely enter a province other than Samnium
only if the Samnite controls that province himself, or the Alliance SIEGE CAPABILITY
Level for that province is in Samnite favor (any number of boxes Neither player may increase his Siege Capability nor has or can
on any track). If the Samnites enter an “unfriendly” province— use Siege Engines. The initial Siege Capability Rating for all tribes
Roman-controlled or with an Alliance Level favoring Rome or in this scenario is -3.
at “0”—and, for any reason, Stops in that province, the Samnite
force is immediately attacked by that province’s tribe. If the tribe SACKING CITIES
is already active, use that force. If not, the Roman player then gets Both players make Sack cities that surrender.
to raise the tribal levy (as per the table, above). In either case, the
tribal force is placed in the hex with the stopped Samnite army DIPLOMACY
and attacks the latter. If the Stop occurred after entering a Samnite
controlled city, that city is placed Under Siege. Provincial Control
The Romans control Latium and Campania. Latium is the Roman
If the Samnites fail to win the battle, the force must Retreat to a Home Province. The Samnites control Samnium, the Home Prov-
hex in Samnium. The Retreat can be of any length, but the loss ince. All other provinces are uncontrolled and independent.
provisions 8.37 apply. The just-raised tribal levy is removed no
matter the outcome of the battle; if the tribe was already active it STARTING ALLIANCES: The starting Alliance Levels are listed
remains in place. If the incursion produced a Siege, the just raised on the Province Information Chart.
levy is removed at the conclusion of the Siege, while an active
tribe will remain in play.

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20 Rise of the Roman Republic

Roman Retribution personages—especially Pontius, of whom the Romans obviously


The growth of Rome was predicated on, and, in many ways, at- thought very highly—although not all appeared in the same de-
tributable to, the rather harsh methods Rome had in dealing with cade, or even war! Brutulus was not one of Samnium’s generals;
all who opposed her. You rose in revolt, you challenged her hege- at least he doesn’t appear to have been. He was, though, in the
mony, you paid the price. After a while, this practice, combined thick of the pro-war party, and his name was too good to pass up.
with Rome’s ability to inflict it, began to have a salutary effect on He also appears to have been something of a jerk, although that
most of her neighbors. Therefore, any time that Rome Sacks a city may be attributed more to the prejudices of the Roman historians
in a province, the following occurs: than any realities.
• Rome gains 2 boxes in its favor for that province.
• Roll a die for each province adjacent to the province in question. SPECIAL ROMAN RULES
If the die is even, give Rome a box; if odd, no effect. Consuls
Postumius Albinus (111) begins the game in command of Consular
Ambassadors Army that is short a Legion. This Army is treated as a Consular
Players may use any leader with a Diplomatic Rating as an Army for all purposes. The next Legion raised must be added to
Ambassador. that Army and becomes part of the Imperium of the magistrate
then in command.
Samnite Diplomacy
The Samnites weren’t a very diplomatic bunch, being hill farmers The prior year’s Consuls are not available for election as Dictator/
and all that. The Romans considered them somewhat unsophis- ME or either Consul magistracy. The outgoing Consuls, unless
ticated in a non-urban sense. Whatever, the Samnite player may Prorogued, are placed in the pool after the election of the Dictator/
always choose to use his leaders for diplomatic efforts. However, ME and Consuls.
aside from having bad ratings, the Samnite Player must add one Papirius Cursor (104) and Rullianus (107) distinctly disliked each
(+1) to all Diplomacy related die rolls. Note that Papius Brutulus other. Despite this, Papirius, as Dictator, recognizing talent, chose
is useless in this area (as he was in virtually every other area). Rullianus as his Magister Equitum when the 2nd Samnite War
opened. They both served as consul five times, but never in the
SPECIAL SAMNITE RULES same year. The following interesting effects take place if both are
in office in the same year:
Samnite Manpower
The Samnite Player may attempt one Manpower Raising Operation A. They may not occupy the same hex! Effectively, this means they
each turn to get additional troops. Any leader may do this, but the cannot combine armies. The can pass through each other’s hex.
limit is still one per turn. B. If one wins a Triumph and the other is not involved in the battle,
To raise troops, roll a die and consult the Samnite Manpower Table. the latter accuses the “winner” of disobedience. Roll the die; if it
The die role is cross indexed with the column corresponding to the is a ‘1’ or a ‘0’, the Senate convicts the winner of disobedience
total number of Samnite SPs currently in play. The result is the and executes him! On any other number, he narrowly avoids such
number of infantry/cavalry SPs raised. a fate. (The Romans did this sort of thing ... .)

EXAMPLE: The Samnite player rolls a ‘6’. If the Samnite Player Dictators
had only 35 SPs in play he would receive 16 infantry SP and 2 The Romans used an awful lot of Dictators (and Masters of the
cavalry SP. Horse, too) during the Samnite Wars, certainly far more than appear
in the Punic War years ... or even during Pyrrhus’ invasion. It’s a bit
The maximum number of Samnite SP’s allowed in play is 100. hard to tell why—it is possible they functioned as the Proconsuls
Newly raised Samnites may appear in any friendly controlled city of the next generation—but it doesn’t appear to have taken much
in Samnium ... including one under Siege! to call one into being. Therefore, the following changes apply to
the definition of “Emergency”:
Samnite Leaders
The Samnites may have a maximum of two leaders in play at Minor Emergency: Any tribe, other than the Samnites, fields an
any one time. During the Roman Election segment (B/3), while army of 20 SPs or more; OR a Roman army led by a consul suffers
the Roman player is picking his magistrates, the Samnite must any level of defeat
randomly pick two leaders from the pool of available leaders. The Major Emergency: Capua is occupied by any non-Roman unit
pool will include all leaders still alive, including ones that were
used last turn. VICTORY
Exception: the Samnite Player may choose to retain any leader in The Roman Player wins if at the end of the game turn:
play the previous turn by rolling a die. If the die roll is the same or • he controls all cities in Samnium; and
lower than that leader’s Campaign Rating, he stays. If not—back • the Alliance Level of all other provinces is either neutral or in favor
into the pool (where he may yet be chosen for that turn!). of the Romans; and
The Samnite player designates one of the two selected leaders as • there is no active tribe in revolt on the map
the Overall Commander for that game turn. The Samnite Player wins if:
HISTORICAL/DESIGN NOTE: Names of actual Samnite leaders • He occupies Rome (yeah, sure ...), or
are hard to come by. All of those we have included are historical • The Roman player has not satisfied his conditions by the end of
the 10th turn.

© 2003, 2008 GMT Games - Version 2.0


Rise of the Roman Republic 21

If you wish to play until someone “wins” (i.e. past the 10 turn limit),
the Roman conditions still apply. The Samnites win if they:
• Occupy Rome OR
• They control all provinces in play, except Latium.

Samnite Manpower Table


Total Samnite SP
DR <50 50–59 60–69 70–79 80–89 90–99
0 0 0 0 0 0 0
1 3/0 0 0 0 0 0
2 6/0 3/0 0 0 0 0
3 8/1 6/0 3/0 0 0 0 THE FIRST ALEXANDER
4 11/1 8/1 6/0 3/0 0 0 INVASION
5 13/2 11/1 8/1 6/0 3/0 0
ALEXANDER, KING OF EPIRUS, 327 B.C.
6 16/2 13/2 11/1 8/1 6/0 3/0 SCENARIO COMPLEXITY LEVEL: 3
7 18/3 16/2 13/2 11/1 8/1 6/0 This is a short, three-player scenario—Rome, the Samnites, and
8 21/3 18/3 16/2 13/2 11/1 8/1 Alexander of Epirus—covering a rather obscure historical event.
It is also somewhat less complex than other scenarios, as it does
9 23/4 21/3 18/3 16/2 13/2 9/1 away with or simplifies several basic mechanics.
#/# = Number of infantry/cavalry SP recruited. The maximum
size of the Samnite army is 100 SP. HISTORICAL BACKGROUND
At about the time of the beginning of the Second Samnite War
(c. 328 BC), Alexander, King of Molossia/Epirus, (probably) the
uncle of Alexander III The Great, following in the path of many an
PROVINCIAL ambitious Greek, used an invitation from the Tarentines (cf. Pyrrhus
INFORMATION CHART scenario) to open up a second front to the West while his nephew
(the Great) went east. Alexander of Epirus landed in Lucania and
had some pretty good success against the Lucanians and Bruttians,
Samnite Wars Scenario as you can see by his deployment and situation. The Romans were
Province Alliance Level In Favor of most interested in reaching a diplomatic agreement with Alexander,
and the Samnites were girding for war against him when he was
Latium Home n/a assassinated by a disgruntled Lucanian bodyguard. His death al-
Samnium Home n/a lowed the two other parties to concentrate on each other.
Etruria 2 Samnium DESIGN NOTE: A subsequent volume of AW, focusing on Alex-
ander the Great, will include a scenario for the Macedonian King
Umbria 2 Samnium
“going west”.
NOTE: Arimnum (2708), Fanum Fortunae (2908), Sena Gal-
lica (3008) do not exist. GAME LENGTH AND PLAY BALANCE
Picenum 2 Rome This is a rather short scenario, only four turns/years. It starts in 327
BC and ends at the completion of the 324 BC turn.
NOTE: Ancona (3107) does not exist
Sabinum 1 Rome MAP
Campania 4* Rome This scenario uses the Italy map. Only Italy, excluding Liguria,
Apulia 2 Samnium Gallia, and Venetia, is in play. The excluded provinces were the
NOTE: Venusia (4707) does not exist territory of the Gauls at this time, and they were far too powerful
for the Romans to play around with. Latium and Campania make
Lucania 3 Rome
up Roman Italy.
NOTE: Paestum (4911) is a Medium Sized City
Bruttium 0 Neutral RULES
*Campania is a Roman Ally. All other non-Home provinces are The following rules are not used in this scenario:
Independent. • Naval Rules: 7.0; Skip the Naval Construction/Re-allotment Seg-
All Medium Cities have an IDS of 3. ment in the Sequence of Play.
• Provincial Manpower (RRR 10.2)
Roman Italy consists of Latium and Campania.
• There are no Leader Casualties (8.6); no leader dies.

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22 Rise of the Roman Republic

• There is no Diplomatic Control, Alliances or use of Ambassadors Control: Alexander controls the following cities: Paestum
(12.0) [It-4911], Buxentum [It-5110], Heraclea [It-5407], Consentia
• Auguries (13.0); Do not use the Augury Marker. [It-5611], Terina [It-5711].

PLAYER AIDS STARTING THE GAME


• Roman Army Display LAMs for all leaders listed above are available, and the Siege
• Roman City Occupation Display Attrition markers. The game starts with the Initiative Phase (C);
• Non-Roman Army Display The Tribal Revolt Segment (C/3) is skipped on the first turn (see
• Non-Roman City Occupation Display below).
Epirote incursion into Lucania and Bruttium has already oc-
INITIAL DEPLOYMENT curred, and the Epirotes have defeated both of these tribes. There
All hex locations are on the Italia map. Units deployed at a city is, therefore, no mobilization of these tribes because of the initial
location are placed Inside the City unless otherwise indicated. deployment.
Romans (Use the Roman Legion rules for the Samnite Wars)
Hex/City Units MOVEMENT ATTRITION
Roma [It-3714] Q. Publilius Philo (112) (Rome Consul[a]) When using the Movement Attrition Cost Chart, the Romans gain
Legion I, Legion II [Consular Army I], the “Roman” benefit only when traveling in provinces which they
5 SPs Legion Infantry, Praetor Urbanus[c] control at the start of the turn. The Samnites also gain the same
Capua [It-4412] L. Cornelius Lentulus (113) (Field Consul[b]) benefit in Samnium. Epirotes do not gain any such benefit.
Legion III, Legion IV [Consular Army II]
ROADS
Legion I is Veteran; all other Legions are Recruit. This scenario At the start of the game, the only road usable (other than the Via
uses the Early Roman Legion composition. All Legions are at full Saleria; see the exception to 6.33) is the Via Appia ... and then,
strength. only from Rome to 3914.
a = Publilius Philo is the Rome Consul and has Legions I and II
for his Imperium. The Rome Consul has permission to leave Ro- PROVINCIAL INFORMATION
man Italy. Use the Samnite Wars Chart ignoring the Alliance Levels.
b = Cornelius Lentulus is the Field Consul Claudius and has Legions
III and IV as his Imperium. Samnium is his assigned province. SIEGE CAPABILITY
No player may increase his Siege Capability nor has or can use
c = Randomly draw a leader from the magistrate pool. The special Siege Engines. The initial Siege Capability Rating for all tribes
Praetor Urbanus leaders are not used. is -3.
Initial Siege Capability Rating: -3.
THE ITALIAN TRIBES
Magistrate Availability: All Roman magistrates from 101–107, Except for the Samnites, no other tribe starts the game with units
plus the above two, are available for this scenario. on the map. Tribal armies appear as a result of Roman, Samnite
Control: Rome controls Latium and Campania. Both provinces are or Epirote Incursion.
considered Home provinces. The Roman player controls all cities in
these two provinces. These two provinces make up Roman Italy. Incursion and Tribal Mobilization
Any time one of the players enters a province that he does not
Samnites control militarily, and there is no Tribal Army for that province’s
tribe already present, that entry, or incursion, will provoke that
The Samnite Player starts with:
tribe to mobilize ... by using the Tribal Revolt Table (which can
• 30 Infantry SP
be found in the Samnite Wars scenario). The mobilization occurs
• 4 Cavalry SP
the instant—first hex—the incursion occurs, but the temporary
• Two Leaders, drawn randomly. The Samnite player may desig-
halt in movement is not a Stop. The moving army continues on
nate either leader as his Overall Commander.
after mobilization. Exception: The Campanians never mobilize as
These are placed anywhere within Samnium. The Samnite player a result of an incursion.
is free to use any of the Samnite Army counters as he sees fit.
A player who controls a province controls the tribal army of that
Control: The Samnites control only Samnium, her Home Province. province. If no player controls the province, the opposing two play-
The Samnite player controls all cities in Samnium. ers (other than the one who just entered the province) first roll one
die to see who is going to control the newly mobilized tribe. Each
Epirotes player may add as many available Guile Points to his die roll as he
Hex/City Units wishes. High total gains control of that tribe. Ties? Roll again.
It-5209 Alexander of Epirus [OC]; The controlling player now determines the manpower available
25 Epirote Infantry SP, 4 Epirote Cavalry SP to that tribe in the same manner as is used in the Samnite Wars
[Epirote Army I] scenario; see above. That tribe is now placed as indicated on the
Paestum [4911] 4 Epirote Infantry SP table, and above.
Initial Siege Capability Rating: -2

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Rise of the Roman Republic 23

Length of Tribal Activation SP’s. Newly raised Samnites may appear in any town in Samnium
A tribe remains active, and player controlled, until one of the fol- ... including one under Siege!
lowing happens:
A. It suffers a loss (any level) in battle, in which case the army is Roman Manpower
simply removed from the map. The Roman player receives one Legion during the Tribal Revolt
Segment, provided that he did not raise Legions during the Election
B. Another player Militarily controls that province. In this case, if Segment.
the tribal army is still on the map, the controlling player assumes
control of that tribal army, and that tribal army remains in play as
long as a player controls the province. Epirote Manpower
The Alexander/Epirote Player gets Manpower (the number of SP in
Length of Tribal Activation parentheses — use the Greek combat units) — from the following
A tribe remains active, and player controlled, until one of the fol- friendly Greek colonies:
lowing happens: Paestum (1), Rhegium (2), Locri (1), Croton (2), Thurii (2), Meta-
A. It suffers a loss (any level) in battle, in which case the army is pontum (1), Heraclea (1), Tarentum (3), Brundisium (2)
immediately removed from the map. He receives these SP (15% of which are cavalry SPs) as long as
B. Another player militarily controls that province. In this case, if no other player occupies that city or controls the province that
the tribal army is still on the map, the controlling player assumes city is in. The SPs are placed with Alexander. If Alexander is in a
control of that tribal army, and that tribal army remains in play as besieged city that is not a port, the SPs are instead placed in any
long as a player controls the province. friendly city.

Tribal Leaders DESIGN/HISTORICAL NOTE: The above is really wishful think-


Each tribe is represented by a single counter with that counter ing on Alexander’s part, and present solely for game balance
showing the ratings of its leader. The Gauls and Tarentum have purposes.
their own unique combat units. For the other tribes, use the Italian
combat units. Each tribe is considered its own contingent regard- SPECIAL ROMAN RULES
less of the actual combat units used. There may be only one such
stack in play for any one tribe (other than the Samnites) at any one Consuls
time. Tribal “leaders” cannot be killed, they have no Guile, and The prior year’s Consuls are not
they may not engage in Diplomacy. Only one—the Etruscans—has available for election as Dictator/
any value as a subordinate leader in a battle. Other than that, they ME or either Consul magistracy.
operate as all other, named, leaders. The outgoing Consuls, unless
Prorogued, are placed in the pool
after the election of the Dictator/
Tribal Operations ME and Consuls.
Tribes conduct Operations when their LAM is picked, as any other
force. Tribal Operations are conducted by the controlling player. Papirius Cursor (104) and Rul-
Each tribe is considered an independent power and cannot con- lianus (107) distinctly disliked
duct operations or Coordination with other tribes and are always each other. Despite this, Papirius,
considered separate forces. Independent tribes never combine in as Dictator, recognizing talent,
defense. chose Rullianus as his Magister
Equitum when the 2nd Samnite
A tribe is considered Allied to the player that militarily controls War opened. They both served as consul five times, but never in
the tribes province. While Allied to the tribe, the controlling player the same year. The following interesting effects take place if both
can use any of his leaders to conduct operations with that tribe as are in office in the same year:
well as conduct Coordination, Interception and Avoidance. If the
controlling player loses control of the tribe’s province, the alliance A. They may not occupy the same hex! Effectively, this means they
immediately ends and new controlling player is determined as cannot combine armies. The can pass through each other’s hex.
above. If a player’s force is stacked with the tribe inside the city B. If one wins a Triumph and the other is not involved in the battle,
that goes independent, that force is placed outside the city. the latter accuses the “winner” of disobedience. Roll the die; if it
A Tribe may never leave its home province. The “ersatz” Tribal is a ‘1’ or a ‘0’, the Senate convicts the winner of disobedience
leaders (see above) may not command units that are outside their and executes him! On any other number, he narrowly avoids such
tribe. Tribes cannot detach units for any purpose. a fate. (The Romans did this sort of thing ... .)

Dictators
MANPOWER The Romans used an awful lot of Dictators (and Masters of the
Raising Manpower is no longer an Operation, as per 5.3 (#7). Horse, too) during the Samnite Wars, certainly far more than appear
All raising of Manpower for the players (not the other tribes) is in the Punic War years ... or even during Pyrrhus’ invasion. It’s a bit
conducted during the Tribal Revolt Phase (C/3) which is skipped hard to tell why—it is possible they functioned as the Proconsuls
for the first turn. of the next generation—but it doesn’t appear to have taken much
to call one into being. Therefore, the following changes apply to
Samnite Manpower the definition of “Emergency”:
To raise Samnite SP, the Samnite Player rolls two dice, adding them.
The total is the number of SP he raises, 15% of which are cavalry

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24 Rise of the Roman Republic

Minor Emergency: Any tribe, other than the Samnites, fields an


army of 20 SPs or more; OR A Roman army led by a consul
THE EAGLE HAS
suffers any level of defeat. LANDED
Major Emergency: Capua is occupied by any non-Roman unit.
THE INVASION OF PYRRHUS,
Samnite Leaders KING OF EPIRUS; 280 B.C.
The Samnites may have a maximum of two leaders in play at any SCENARIO COMPLEXITY LEVEL: 6
one time. During the Magistrate Election Phase (B/3),, while the
Roman is picking his consuls, the Samnite must randomly pick two HISTORICAL BACKGROUND
leaders from the pool of available leaders. The pool will include all Tarentum, the largest Greek colony (Taras) in the Magna Graecia
leaders still alive, including ones that were used last turn. area of southern Italy in the early 3rd century BC, considered itself
Exception: The Samnite Player may choose to retain any leader in the pre-eminent town on the peninsula. In fact, it was somewhat
play the previous turn by rolling a die. If the die roll is the same or larger and better defended than that of her neighbor to the north,
lower than that leader’s Campaign Rating, he stays. If not—back Rome, and her fleet pretty much controlled the seas east of Sicily.
into the pool (where he may yet be chosen for that turn!). The However, that didn’t stop the Tarentines from being worried about
Samnite player designates one of the two selected leaders as the the ever-increasing sphere of Roman power. The Romans had re-
Overall Commander for that game turn. cently sent garrisons into Bruttium, occupying Rhegium, Thurii and
Locri. This proved too much for the Tarentines, who immediately
MOVEMENT ATTRITION did two things. First, they took their fleet and sacked Thurii, a “take-
that” lesson to for the upstart northerners. However, despite that
When using the Movement Attrition Cost Chart, the Romans gain
success, they realized that they were not an overly martial bunch,
the “Roman” benefit only when traveling in provinces which they
which the Romans obviously were. The solution? Pyrrhus, King
control at the start of the turn. The Samnites also gain the same
of Epirus and mercenary extraordinaire who, while waiting for a
benefit in Samnium. Epirotes do not gain any such benefit.
vacancy to pop up on the throne of Macedon (he was a descendent
of Alexander the Great), was casting around for a few countries to
VICTORY conquer. With a promise of much local support from the southern
Players get Victory Points for controlling Provinces, equal to the Italian tribes, Pyrrhus and his 25,000+ man army was invited to
province’s Attrition Rating. At the end of the fourth turn (324 BC), c’mon over. He did, and thus set out to conquer Rome In various
the player with the most Victory Points wins. conversations, The Eagle (as he was known) also mentioned that
some beach-front property in Sicily and Africa would be nice.
Pyrrhus arrived in the spring of 280 and promptly dispatched a
Roman army, under Laevinus, at Heraclea. In this effort he was
greatly aided by his 20 elephants, something never seen before by
Roman armies. As Alexander the Great had used them 50 years
before, they must have known of their existence. Knowledge of
and Exposure to are totally different. He was completely unaided
by either the Tarentines or any of the other tribes, who were pretty
much waiting around to check out Pyrrhus’ portfolio. Having seen
the results at Heraclea, the locals stomped all over each other to
join in the feeding frenzy. The following year, Pyrrhus and friends
headed north for Rome, where they ran into two consular armies
under Sulpicius and Decius Mus at Ausculum. This appears to be
the 4608 Ausculum, just north of the Aufidus River; not the Asculum
in Picenum.) Another victory followed for the Eagle, this time a
Pyrrhic one, as Epirote losses were pretty stiff. Rome, however, was
too tough a nut to crack just then, so back south he headed.
With the Italian operation at a standstill, and with his allies not
thrilled with the blood-letting, Pyrrhus opted for a shot at Sicily,
ostensibly coming to the aid of the Syracusans, who were being
bothered by the Carthaginians and the Mamertines. (This situation
would eventually explode into the 1st Punic War.) For two plus
years Pyrrhus stomped up and down the island, winning battles
to little avail, pretty much stymied by the fact that his arrival had
caused the Carthaginians and the Romans to form an alliance.
Despite being declared an ersatz King of Sicily, there wasn’t much
loot around, so it was back to Italy in 275 for another shot at Rome
This time it was Curius Dentatus waiting for him at Beneventum,
where the Romans just barely eked out a squeaker over Pyrrhus
and his botched night attack.

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Rise of the Roman Republic 25

That was it; the Eagle had had enough. It was back to the Balkans, Replacement Leader Available: Helenus (Pyrrhus’ son, actu-
where he was sent to His Greater Reward a few years later by a ally)
falling roof tile. The Romans? They used his departure as an excuse
Ambassadors: The Epirote player may use Cineas as his ambas-
to raze Tarentum and gobble up all of southern Italy.
sador.
However, not since the Gallic invasion of a hundred years before
had the Romans faced so great a threat to their existence. While Tarentines [Epirote Allied/Active]
not in Hannibal’s class, Pyrrhus was no slouch; in fact, his reputa- Hex/City Units
tion as one of the Mediterranean’s finest field commanders lasted
for centuries. In truth, he came fairly close to upsetting the Roman Tarentum [It-5405] 20 Tarentine Inf SP, 5 Tarentine Cav SP
applecart. It was, however, those two great Roman wells of Man-
power and Discipline that did him in. Romans
Hex/City Units
GAME LENGTH Roma [It-3714] P.Valerius Laevinus [201] (Rome
The game starts with the 280 BC turn and lasts, at the most, until Consul[a])
the end of the 271 BC turn, or a maximum length of ten years. Legions I and V [Consular Army I],
This rather artificial limit is here because it is doubtful that Pyr- 5 Legion Infantry SP, Praetor Urbanus[d]
rhus would have remained away too long from the lure of the Arretium [It-2613] T. Coruncanius [202] (Field Consul[b]),
Macedonian kingship, the throne to which he truly aspired. It can Legion II, Legion III [Consular Army II]
end sooner; see the Victory Conditions, below. Depending on how
things go for The Eagle, each year of play takes about 45 minutes, Bovianum [It-4109] L. Aemilius Barbula [203] (Proconsul[c]),
some years less. Legion IV [Consular Army III]
Locri [It-6013] 1 Legion Inf SP
PLAY BALANCE Venusia [It-4707] 1 Legion Inf SP
Given a careful, methodical Roman player, it’s going to be pretty
tough for Pyrrhus to take Rome. However, if he plays his cards Rhegium [It-6015] 8 Legion Inf SP [Campanian Legion][e]
right, he can gather enough points in southern Italy and Sicily to,
historically, force concessions from the Romans and, game-wise, All Legions are Recruit and begin at full strength. This scenario
emerge with a win. uses the Republican Legion composition.
a = Valerius Laevinus is the Rome Consul and has Legions I and
MAP V for his Imperium. The Rome Consul has permission to leave
This scenario uses the Italy map. No units may move north of the Roman Italy.
Etruria/Umbria border except by Augury event. This was the ter- b = T. Coruncanius is the Field Consul Claudius and has Legions
ritory of the Gauls at this time, and they didn’t take kindly to such II and III for his Imperium. Etruria is his assigned province.
intrusions—and we don’t want to get into that sort of stuff. Roman
Italy includes Latium, Campania, Sabinus, Picenum, Umbria, and c = Aemilius Barbula is a Proconsul and has Legion IV for his
Etruria. Imperium. Samnium is his assigned province. Barbula’s Consular
army starts the game with single legion.
RULES d = Randomly draw a leader from the magistrate pool. The special
All rules are in force. Praetor Urbanus leaders are not used.
PLAYER AIDS e = See the special rules on the Campanian Legion, below.
• Roman Army Display Initial Siege Capability Rating: -3.
• Roman City Occupation Display
• Non-Roman Army Display Magistrate Availability: All magistrates with the 2xx ID num-
• Non-Roman City Occupation Display ber
The following powers and forces begin the game independent and
INITIAL DEPLOYMENTS inactive. These forces are activated and placed on the map the
All hex locations are on the Italia map. Units deployed at a city instant Pyrrhus enters Sicily.
location are placed Inside the City unless otherwise indicated.
CARTHAGINIANS
Epirotes Hex/City Units
Hex/City Units
Lilybaeum [It-5526] 15 Ligurian Infantry SP;
Tarentum [It-5405] Milon, 6 Epirote Infantry SP [Army I] 2 Gallic Cavalry SP
Any hex on east coast Pyrrhus [OC], Megacles; 40 Epirote Panormus [It-5423] 3 Gallic Infantry SP
of Calabria, but not Infantry SP, 10 Elite Epirote Cavalry
Brundisium: SP, 2 Elephant SP. Agrigentum [It-5923] 8 Iberian Infantry SP,
2 Numidian Elite Cavalry SP
Pyrrhus is the Overall Commander. If Pyrrhus is eliminated, his Caralis [It-4332] 2 African Infantry SP
son Helenus becomes OC.
Initial Siege Capability Rating: -3.
Initial Siege Capability Rating: -3

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26 Rise of the Roman Republic

SYRACUSANS The instant Syracusa becomes controlled by Pyrrhus, he controls


Hex/City Units all combat units in the city of Syracuse (only). Then, starting with
the following year—and in each successive year Pyrrhus remains
Syracuse [It-6419] Sositratus; 18 Syracusan Infantry SP, in Sicily—he receives, when raised by an operation, the combat
2 Syracusan Cavalry SP Greek SPs listed for all other listed cities in Eastern Sicily, as long
Leotini [It-6119] 4 Greek Infantry SP, as he maintains control over East Sicily. There are no leaders, other
1 Greek Cavalry SP than the rather ineffective Sosistratus, Tyrant of Syracuse
Catana [It-6118] 1 Greek Infantry SP DESIGN NOTE: Such household names as Heraclides, Tyrant of
Tauromenium [It-6017] 3 Greek Infantry SP Leontini, Theonon, Assassin of Syracuse, and our favorite, Tyn-
Sositratus can only command Syracusan/Greek units. darion, Tyrant of Tauromenium became victims of Occam’s gaming
razor.
Initial Siege Capability Rating: -3.
Units raised in East Sicilia may never leave Sicily; they may enter
Western Sicily, but only if Pyrrhus is in Sicily.
MAMERTINES
Hex/City Units
Rome and Sicily
Messana It-[5915] 10 Mamertine Infanry SP Roman units may never enter Sicily, regardless of the control
1 Mamertine Cavalry SP situation.
DESIGN NOTE: The Sicilian city-states create somewhat of a prob- DESIGN NOTE: Historically, their eventual alliance with Carthage
lem in game terms. Although most of the eastern coastal cities were forbade it; pragmatically, the Roman Senate’s foresight was still
under the nominal sway of Syracuse they were, at least politically, limited by the Italian shoreline. A short generation later, the Romans
independent city-states, ruled by “tyrants”. Most of the western end would quickly overcome that reluctance.
of the island was controlled by Carthage, and the Mamertines, un-
der a fellow named Kion, held sway at the northeastern tip (mostly
Western Sicilia/Carthage
Messana). See the rules for the Syracusans, below.
In 280 B.C. Carthage was the major power in the Western Mediter-
Ambassadors: Pyrrhus may use Cineas as his ambassador. The ranean. Her control of Sardinia and the important ports of western
Romans use the consuls. Sicily enabled her fleet to sweep the sea. Her hegemony was chal-
lenged only by the not-inconsiderable presence of Syracuse in the
STARTING THE GAME east. Rome? Farmers without culture and, more important, without
Pyrrhus gets only two LAM for the game’s first turn. The loss of a fleet. Her relationship with the Romans was, if not truly cordial,
one LAM represents the fact that Pyrrhus’ invasion fleet, and army, on a fairly even, diplomatic/commercial keel. Rome clearly under-
was scattered by a severe storm on its crossing from Ambracia— stood that Carthage considered Syracuse the Africans’ sphere of
although he appears to have lost nary a man nor beast—and his influence, although most Carthaginians considered Sardinia more
army took some days to regroup. LAMs for all other Epirote lead- important, commercially. The uneasy truce between the Africans
ers listed above are available, plus Magistrate LAMs as per the (in the west) and the Greeks (in the east) was a fragile one, easily
Initiative Ratings for Barbula, Laevinus and Coruncanius. And, breakable by the arrival of such as Pyrrhus.
of course, the Augury and Siege Attrition markers. The instant Pyrrhus sets foot in Sicily, the Carthaginian Alliance
For the first game turn (280 BC), the first three phases of the Se- Level is adjusted three (3) boxes in favor of Rome, regardless of
quence are ignored. The game begins with a Pyrrhus Operations what else is happening elsewhere. It occurs even if Carthage is
Phase (one of his two LAM available for that turn). presently controlled diplomatically by Pyrrhus! Moreover, if Pyr-
rhus has any troops in Sicily—or East Sicilia becomes controlled
by Pyrrhus—it requires two Pyrrhic Guile Points to adjust one
DIPLOMACY Carthaginian box in his favor. (Why? See notes on Carthage &
The starting Alliance Levels are listed on the scenario Provincial Syracuse, below.)
Information Chart. Pyrrhus has NO Home Province. Latium is
the Roman Home Province. Provincial control is indicated on the If/when West Sicilia (Carthage) becomes diplomatically controlled
Provincial Information Chart by either player, the units listed, below, are immediately available
to that controlling player, and remain so for as long as that player
East Sicilia/Syracuse retains such control. At the beginning of any turn in which such
Eastern Sicily was mostly Greek and under the political and mili- control ceases to exist, the units must be immediately placed in any
tary sway of the city-state of Syracuse. While living in an uneasy town in West Sicilia—unless under siege. These units are placed
“truce” with the western, Carthaginian half of the island, her biggest in any port in West Sicilia when Mago’s LAM is first picked. That
problem at the time of Pyrrhus’ invasion of Italy was the presence placement is considered an operation; normal continuation rules
of the Mamertines. are then applied. However, even if controlled by the Romans they
may not enter Italy. They can be brought to Sardinia or Corsica,
The instant Syracusa (It-6419) becomes controlled by Pyrrhus— however.
either diplomatically or by an Augury Event—Pyrrhus is free to
enter East Sicily without causing any disturbance to the Syracusan- Initial Activation: Mago; 20 Iberian Infantry SP, 20 Gallic In-
Pyrrhic relationship. If Pyrrhus chooses to “invade” East Sicilia fantry SP, 8 Numidian Elite Cavalry SP; Adjust NS Level for the
before there is such an alliance, both Syracuse and Carthage adjust Tyrrenhum, Sardoum and Africum seas, two in favor of the player
their Alliance Boxes three in favor of Rome. controlling Carthage the instant the Carthaginians are active.

© 2003, 2008 GMT Games - Version 2.0


Rise of the Roman Republic 27

Available* Each Year MANPOWER


Pyrrhus is in Sicily: 10 Gallic Infantry SP, 1 Iberian Cavalry SP. Yearly Manpower is listed in the Provincial Information Chart.
* = Placed, as abovem, the first time a Mago LAM drawn in a turn;
such placement is an operation. NAVAL SUPERIORITY
The levels below reflect the fact that a Roman war galley fleet was
Mago may only command the units deployed in West Sicilia and almost non-existent. The seas were controlled by the Tarentines
those available as reinforcements. and Syracusans in the south, and the Carthaginians everywhere
Carthage may not raise manpower from any of the Sicilian cities. else. The Tarentine fleet ... and an alliance with Syracuse ... pretty
The only cities that could provide additional troops for Pyrrhus much insured the ability of Pyrrhus to transport his troops to and
while in Sicily are those in Eastern Sicily. from Sicily.

Carthage & Syracuse? No Way! NS Levels


It is feasible that Pyrrhus (or even Rome) can gain control of both At the Start of the game, the NS Levels are:
Carthage and Syracuse. While that would not be totally ahistorical, Mare Adriaticum: Rome –3 / Pyrrhus +3.
what would be is having them both work together. Carthage and the Mare Ionium: Rome –3/ Pyrrhus +3
Greeks (both Syracuse and Tarentum, among others, were Greek Fretum Siculi: Rome –2/Pyrrhus +2
cities) were not on the best of terms at this time, and any level of Mare Tyrrhenum: Rome –3/ Pyrrhus –2**
cooperation between them would be very unrealistic. Therefore, Mare Sardoum: Rome –4/ Pyrrhus –3**
the following rules apply if either player controls both: Mare Africum: Both –4**
A. Carthage will never voluntarily give up occupation of Lilybaeum, ** = Although the Carthaginians are not “active” at the start of the
regardless of the political situation. Carthage (through the player game, their presence in these seas was very pronounced.
that controls her) must maintain a minimum garrison of 10 SPs of
infantry at all times (except, of course, if reduced by siege). For The clinker here is the Carthaginians, who start the game inac-
Pyrrhus to control Lilybaeum, they must take it by Siege. tive but very much a presence. The Carthaginians considered the
B. For purposes of determining whether Pyrrhus controls West Sicilia coastline of Sicily her “property”; they patrol it accordingly. The
for victory points (only), though, if Pyrrhus controls Carthage Tarentine fleet countered that somewhat for Pyrrhus, but Carthage
diplomatically, Pyrrhus is considered to control Lilybaeum. Points still was the power to deal with. If the Carthaginians become
for controlling Lilybaeum, specifically, apply only for physical controlled by either player, that player becomes “+4” in the zones
control. formerly controlled by the Carthaginian (**); the level of the other
player remains the same.
C. Carthaginian troops may never included in a force with units from
the Eastern/Greek cities of Sicily or with the Tarentines. They may
not Coordinate with a force that has any combat units from these City IDS
cities, either.. All Medium Cities have an IDS of ‘3’

Minor Allies and Italian Tribes: For the purposes of this game, ADDITIONAL RULES
the port of Messana is treated as a separate “province”. The Mamer-
tines, who occupy the city, have only the units initially deployed. Roman Consuls
They do not get any further reinforcements or replacements. They Aemilius Barbula [203] begins the game in command of Consular
cannot leave Sicily. Army that is short a Legion. This Army is treated as a Consular
Army for all purposes. The next Legion raised must be added to
The Italian Provinces: In a Manpower Operation—only one per that Army and becomes part of the Imperium of the magistrate
turn—Pyrrhus may raise the troops listed for each province he then in command.
controls. Troops so raised are placed in any friendly city in that
province. The Campanian Legion: The Campanian Legion garrison, in
Rhegium [It-6015], under the command of a rather ambitious,
The Reluctant Tarentines: Despite having promised Pyrrhus mas- devious and generally unpalatable Mafia prototype, Proconsul
sive support upon his arrival, the Tarentines—a rather sybaritic, Decius Juvelius (not in the game). The Campanian Legion is an 8
fun-loving bunch, it appears—decided that partying was far better SP garrison that cannot be moved. The Roman player may have
than fighting. They withheld the use of their “army”, waiting to Roman leader pick up the SP to add to any AL type (only) Legion.
see exactly how good this Greek guy was. Therefore, the Pyrrhic Whatever, Juvelius is casting jealous eyes across the straits at the
player cannot move the Tarentine army until he (Pyrrhus) wins Mamertines, who seem to have a good thing going in Messana. The
a land battle victory over the Romans—any kind, any size—or instant Pyrrhus wins a land battle victory (any level) or captures a
captures, in any way, any Large or Medium city. Large or Medium Italian city, the Campanian Legion revolts. This
In addition, all Calabrian reinforcements are treated as Tarentines doesn’t accomplish much in game terms, except that the Campanian
for this scenario. They may not be placed in any city other than legion now belongs to no one, and if either player wants to occupy
Tarentum. However, they may be raised inside Tarentum even if Rhegium, he must first get the Campanians out of there. Place an “In
it is Under Siege! Revolt” marker on top of the Campanian Legion. The Campanian
Legion marker remains as long as Rome has a garrison in the city
or the revolt is crushed.

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28 Rise of the Roman Republic

Sacked and Destroyed: Thurii [5509] has been Sacked. Place a Each Province[a] 3 Tarentum 3
marker to so indicate. Syracuse 5 Rhegium and Messana 3
Capua 3 Lilybaeum 3
Elephants: The Romans had never seen elephants before. Their
appearance at Heraclea—the first Pyrrhic battle against the a = Including provinces in Corsica, Sardinia, and Sicily ... but
legions—caused most of the legionaries to have a collective, not Melita. VP for occupation of cities is in addition to any for
massive coronary which, in turn, brought on an intense desire to provincial control.
return to their villages. Therefore, the first time the Epirote player
commits his elephants in a battle (8.36), instead of using the War There are no VP for Rome or any city that has been Sacked.
Elephants at Play Table. He automatically adds five (+5) to his
Battle Result Table die roll (–5 if he’s the defender). This applies
only to that first time.
PROVINCIAL
Siege Engines: Only the Romans and the Syracusans may build
INFORMATION CHART
one—and only one—Siege Engine during play. Neither player may
increase their Siege Capability Rating. Eagle Has Landed Scenario
DESIGN NOTE: Pyrrhus had very little (try none) siege capability Yearly Manpower
in this area. Alliance In
Province Level Favor of Inf/Cav Contingent
Syracuse’s Defense Capabilities: The city of Syracuse was es-
pecially difficult to take by Siege. In any Assault on Syracuse—a Latium Home Rome 0 / 0 n/a
Major City with an IDS of ‘7’—the attacker subtracts one (–1) Campania 4* Rome 9 / 2 Italian
from the Assault die roll.
Etruria** 4* Rome 12 / 1 Italian
Pyrrhus, the Gentleman: The Epirote player may not Sack any
cities. Pyrrhus, according to several sources, was a rather chivalrous Umbria 4* Rome 5 / 1 Italian
chap who found such activities rather barbarous. He was usually Arimnum [2708 ], Fanum Fortunae [2908],
especially “nice” to Roman inhabitants of the towns he captured. Sena Gallica [3008] do not exist.
Appears his approach to “winning of hearts and minds” was some-
what different from that of the locals, who razed each other to the Picenum 4* Rome 2 / 0 Italian
ground with rather depressing regularity, if one is to take Livy at Ancona [3107] does not exist
face value (which one should not do). Sabinus 4* Rome 10 / 0 Italian
VICTORY Messana 3 Rome 3 / 0 Greek
The game proceeds until one of the following occurs, any of which Samnium 2 Pyrrhus 14 / 2 Samnite
signals a Pyrrhic Victory: Apulia 3 Pyrrhus 7 / 2 Italian
• At the end of any turn, Pyrrhus occupies Roma (It-3714) Lucania 3 Pyrrhus 6 / 1 Italian
• At the end of any turn, Pyrrhus occupies Capua (It-4412), Messana
Bruttium 3 Pyrrhus 3 / 1 Italian
(It-5915), Rhegium (It-6015), Syracusa (It-6419), and Lilybaeum
(It-5526), all at the same time. Calabria 4* Pyrrhus 15 / 1 Tarentines
• At the end of any turn Pyrrhus has 50 or more Victory Points (see Eastern Sicily 2 Pyrrhus
below).
Syracuse 6 / 1 Syracuse
• At the end of the 280, 279 or 278 game turns, only, if Pyrrhus controls
any six (6) Italian provinces, one of which must be Campania. Leotini 1 / 0 Greek
Tauromenium 1 / 0 Greek
DESIGN NOTE: Such a gobbling up of territory would indicate
a lack of Roman aggression and a concurrent ability to negotiate Enna 2 / 0 Greek
a peace with Pyrrhus, the details of which would probably have Western Sicily § 0 None 0 / 0 n/a
enabled Pyrrhus to establish a manpower base that would allow
him to return to Greece with enough power to seize the throne of * Campania, Etruria, Umbria, Picenum, Sabinus are Roman Al-
Macedonia. lies. Calabria is a Non-Roman (Pyrrhus) Ally. All other provinces
are Independent.
If Pyrrhus is killed, the Romans win—as the Epirotes go home.
** Sardinia, Corsica and Melita are considered part of Western
After 10 Years (turns), if none of the above has occurred, players Sicily. All are controlled by Carthage.
total Victory Points. The player with the most VP wins.
All Medium Cities have an IDS of ‘3’.
The players receive Victory Points for controlling the following:
Roman Italy includes Latium, Campania, Sabinus, Picenum,
Umbria, and Etruria.

© 2003, 2008 GMT Games - Version 2.0


Rise of the Roman Republic 29

THUNDERBOLT Romans
Hex/City Units
HANNIBAL’S INVASION OF ITALY, 218–216 BC Roma [It-3714] 10 Legion Infantry SP, Praetor Urbanus [d]
SCENARIO COMPLEXITY: 3 Placentia P. Cornelius Scipio [401] (Consul [a])
[It-1514]* Legion III, Legion IV, 2 Gallic Infantry SP,
PLAY NOTE: This is a quick-play scenario 4 Italian Infantry SP [Consular Army I]
covering the opening years of the 2nd Punic War. T.Sempronius Longus [402] (Consul[b])
It dispenses with many of the extra rules and Legion I, Legion II, 8 Sicilian Infantry SP
concentrates on the basic system. This is a good
scenario with which to learn how to play the *The units are outside the city.
game, or to fiddle around with solitaire. It’s Ariminum [It-2708] 2 Legion Infantry SP
mostly an exercise in seeing if you can do as
well as Hannibal—or stop him from doing such. Arretium [It-2613] 2 Legion Infantry SP
As such, it is not tremendous fun for the Roman, although he can Pisae [It-2315] 1 Legion Infantry SP
win this.
All Legions are Recruit and begin at full strength. This scenario
uses the Republican Legion composition.
GAME LENGTH
The game is only three years (turns) long, from 218 B.C. through
216 B.C. The scenario is playable in less than three hours, so it is
possible to switch sides and see who can do better. a = Cornelius Scipio has Legions III and IV for his Imperium.
b = Sempronius Longus has Legions I and II for his Imperium.
BALANCE c = Randomly draw one of the special Praetor Urbanus leaders
Not much, although it isn’t easy to do as well as Hannibal did his-
torically ... and therein lies the fun. Hannibal defeated three, large Initial Siege Capability Rating: -3.
Roman armies in three years and established a base of operation
that covered most of Southern Italy Achieving the same result will Carthaginians
be a difficult task for the Carthaginian. On the other hand, given Hex/City Units
the poor level of Roman leadership for these three years, the Ro-
Taurinorum Hannibal [OC], Hasdrubal Gisgo,
man player has no easy task simply surviving. Essentially, you’re
[It-1221]* Mago, Hanno Bomilcar, Maharbal
playing against history, and it is the actual results the players have
21 African Infantry SP
to equal or better.
15 Iberian Infantry SP
19 Gallic Infantry SP
MAPS 13 Elite Numidian Cavalry SP
This scenario uses only the Italy map. Sicily, Sardinia and Corsica 16 Iberian Cavalry SP
are not in play. 4 African Elephant SP
*These units start outside the city.
RULES
The following rules are not used in this scenario: Initial Siege Capability Rating: -3.
• Elections: RRR 5.2
• Naval Rules: 7.0; Skip the Naval Construction/Re-allotment Seg-
STARTING THE GAME
ment in the Sequence of Play. As the first game turn picks up late-summer, 218 B.C., after Han-
• Diplomacy and Ambassadors (12.3) nibal crossed the Alps, certain LAM limitations are in force. So,
• Auguries (13.0); Do not use the Augury Marker. for this turn only:
• Hannibal will have only 2 LAM available, one of which is used
PLAYER AIDS to start play. The other Carthaginian leaders start with their al-
• Roman Army Display lotted number of LAMs.
• Roman City Occupation Display
• The Romans receive one (1) Consul LAM which must be used
• Non-Roman Army Display
to activate Longus. This of course, represents what actually
• Non-Roman City Occupation Display
happened. If you wish to ignore this, feel free to use either
Longus or Scipio.
INITIAL DEPLOYMENTS
All hex locations are on the Italia map. Units deployed at a city Place these LAMs along with the three Siege Attrition LAMs in
location are placed Inside the City unless otherwise indicated. the pool at start. The Augury LAM is not used. For the first game
turn (218 BC), the first three phases of the Sequence of Play are
ignored. The game starts with a Hannibal Campaign Phase.

© 2003, 2008 GMT Games - Version 2.0


30 Rise of the Roman Republic

The Romans may not raise new legions, or reinforce old ones, in MANPOWER
the 218 (first) game turn. Romans raise legions as per standard rules.
The Emergency rules (RRR 5.28) are not used during the first The Carthaginians receive 10 SPs Gallic Infantry for each Victory
game turn. they achieve in any province in or north of Etruria and Umbria.
They receive 25 SPs Gallic Infantry if it is a Major Victory. Neither
SPECIAL RULES of these infusions require a Manpower Raising operation.
The following rules are not in effect during this scenario:
They can also raise manpower from any of the Italian provinces
Auguries: Do not place Augury LAM in Pool they control, as per the rules for such and the Province Table, below.
The troops are placed with any Carthaginian force in or adjacent
Election of Consuls: The Roman Player will use the historical con- to the province in which they are raised.
sul appearance, as given below. He can “replace” killed/wounded
consuls, though.
VICTORY
Consuls: There is no differentiation between Rome and Field Con- To win, the Carthaginian has to do as well as Hannibal did—or bet-
sul. Consuls are not assigned provinces and can operate freely in ter. For the Roman player to win, he has to stop that from happening.
Roman Italy, the two Ligurian provinces, the Gallia provinces, and The Carthaginian player wins if he controls any seven contiguous
Venetia. They still must ask for Senate permission to enter Rome. provinces in Roman Italy that begin the game controlled by Rome
They still must be placed in Rome or with an army. at the end of 216 B.C., or any five contiguous provinces plus Capua.
For victory purposes, Northern and Southern Etruria are counted
Naval Rules: The Naval Rules (7.0) are not used. There is no
as separate provinces. HOWEVER, for every Major Victory Han-
Naval Transport.
nibal wins, he has to control one less province. For every victory
Diplomacy: Diplomacy and Ambassadors (12.3) are not used. The the Romans garner, he has to control one more province. He also
Alliance Level markers are only adjusted for Major Victories and wins, of course, if he, at ANY point, occupies Roma. Failure to
Devastation. A player may freely enter cities in a province if that accomplish any of this means a Roman Player victory
province’s Alliance Level marker is in his favor.

SPECIAL RULES
PROVINCIAL
ROMAN MAGISTRATES
INFORMATION CHART
Consuls
There is no differentiation between Rome and Field Consul. Con- Thunderbolt Scenario
suls are not assigned provinces and can operate freely in Roman Manpower
Italy, the two Ligurian provinces, the Gallia provinces, and Venetia. Province Infantry Cavalry Contingent
They still must ask for Senate permission to enter Rome. Either
Latium Rome 0 0 n/a
consul may use the Manpower Operation, but not both. In all other
cases where a rule or table makes the distinction, treat both consuls Campania Rome 4
[a]
0 Italian
as Field consuls. Etruria** Rome 2 0 Italian

Election of Consuls Umbria Rome 1 0 Italian


The Roman Player will use the historical consul appearance, as Picenum Rome 1 0 Italian
given below. He can “replace” killed/wounded consuls, though: Sabinus Rome 2 0 Italian
217 B.C. Samnium Rome 4 1 Italian
CONSUL: Cn. Servilius Geminus [404], C. Flaminius [405] Apulia Rome 2 0 Italian
Lucania Rome 1 0 Italian
216 B.C.
CONSUL: C. Terentius Varro [408], L. Aemilius Paullus [409] Bruttium Neutral 15 1 Italian
PROCONSUL: L. Postumius Albinus [411] Calabria Rome 2 0 Italian
Both Servilius and Flaminius may be used as proconsuls, if Gallia Cispadana Rome 0 0 n/a
needed. Venetia Rome 0 0 n/a
Dictator: If a Dictator is eligible to be raised it will be Quintus Gallia Transpadana Carthage 0 0 n/a
Fabius Maximus Verrucosus [406]. He serves only the year he is
raised. While Dictator, Fabius ignores the Roman Honor DRM on Liguria Taurini Carthage 4 0 Ligurian
all Avoidance attempts. If a Dictator is raised, M. Minucius Rufus Liguria Friniates Carthage 3 0 Ligurian
may be added as a Magister Equitum.
a = Only if Capua is controlled by the Carthaginians, otherwise 0
Proconsuls: If it so happens that the Roman player has need of ad-
All Medium Cities have an IDS of ‘4’; Roma has an IDS of 10
ditional leaders as proconsuls—or replacement for fallen leaders—
use M. Iunius Pera [410], or, for play purposes, any other consul
with a ‘D’ or worse battle rating. The shortage of qualified military
leaders is obviously part of the Roman problem herein.

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Rise of the Roman Republic 31

CONSUL HISTORICAL INFORMATION TABLE


ID # Full Name* Offices/Years** Notes ID # Full Name* Offices/Years** Notes
101 Caius Poetelius Libo C326 203 L. Aemilius Barbula PC280
102 L. Furius Camillus C325 204 M. Curius Dentatus C275, C274 ‘c’
103 D. Junius Brutus Scaeva C325 205 P. Decius Mus C279
104 L. Papirius Cursor C326, D325, D324, 206 P. Sulpicius Saverrio C279
C320, C319, C315, 207 C. Fabricius Luscinus C278 ‘d’
C313, D310, D309 ‘a’ 208 Q. Aemilius Papus C278
105 C. Sulpicius Longus C323, C314, D312 209 P. Cornelius Dolabella C283 ‘e’
106 Q. Aulius Cerretanus C323, C319 ‘k’ 210 P. Cornelius Rufinus C277 ‘f’
107 Q. Fabius Maximus Rullianus ME325, ME324, 211 C. Iunius Bubulcus Brutus C277
C322, D315, D313, 212 Q. Fabius Maximus Gurges C276
C310, C308 ‘b’ 213 L. Cornelius Lentulus Caudinus C275
108 L. Fulvius Curvus C322, ME316 214 Ser. Cornelius Merenda C274
109 A. Cornelius Cossus Arvina D322 215 C. Fabius Licinus C273
110 T. Veturius Calvinus C321 216 C. Claudius Canina C273
111 Sp. Postumius Albinus C321 217 L. Papirus Cursor C272
112 Q. Publilius Philo C327, PC326, C320, C315 218 Sp. Carvilius Maximus C272
113 L. Cornelius Lentulus C327, D320 219 K. Quinctius Claudus C271
114 M. Folius Flaccinator ME320,C318, ME314 220 C. Genucius Clespina C276, C271 ‘g’
115 L. Plautius Venno PC322, C318 401 P. Cornelius Scipio C218, PC217–11 ‘h’
116 C. Junius Bubulcus Brutus C317, C313, ME312, C311, 402 T. Sempronius Longus C218
ME310, ME309 403 Cn. Cornelius Scipio ‘l’
117 Q. Aemilius Barbula C317, C311 404 Cn. Servilius Germinus C217
118 L. Aemilius Mamercinus Privernas D316 405 C. Flaminius C217
119 M. Poetelius Libo C314, ME313 406 Q. Fabius Maximus Verracosus D217, C214,209 ‘i’
120 M. Valerius Maximus C312 407 M. Minucius Rufus D217 ‘i’
121 P. Decius Mus C312, C308 408 C.Terentius Varro C216, PC218,214,213,207
122 C. Marcius Rutilus C310 409 L. Aemilius Paullus C216
201 P. Valerius Laevinius C280 410 M. Iunius Pera D216 ‘l’
202 Ti. Coruncanius C280 411 L. Postumius Albinus PC216, C215 ‘j’

* = Within Reason
** D = Dictator; C = Consul; PC = Proconsul, an office that includes Provincial Praetor; PU = Praetor Urabus; PP = Praetor Peregrinus
a = Papirius Cursor appears to have been elected Consul two years in succession, an exception to the “law” against doing so; there is little indication as
to why/how this occured. He was also a two year Dictator (325–4), and there were no consuls for 324. There is some doubt as to whether this Papirius
is the right Papirius, although recent research seems to so indicate.
b = Fabius Maximus’ stint as ME (Magister Equituum, or Master of the Horse) was essentially as a second Dictator!! There were no consuls that year
(324); maybe they were giving the Two Dictator system a try-out.
c = Curius Dentatus—he of the bucked teeth—was re-elected off of his “victory” over Pyrrhus at Malventum. Malventum, a key Samnite city, was
renamed Beneventum when occupied by the Romans.
d = Fabricius was a busy fellow, previously consul in 282 and wounded at Ausculum, where he was a legate. He is also the fellow who informed Pyrrhus
of the plot against his life. Fabricius, Aemilius Papus and Dolabella were also ambassadors to Pyrrhus after Heraclea.
e = Dolabella included herein because we needed a few more patricians for the pool and he was fairly active during this era, albeit not at the consul/
proconsul level. He was consul in 283, though.
f = Rufinus is the fellow who got tossed out of the job—and the Senate—because he was hoarding silver.
g = Actually, the consul for 271 was L. Genucius Clespina, but since “C” was also consul in 270, we figured it would be a bit of overkill to provide
counters for both. Tangentially, note the almost complete absence of proconsuls of any type—praetors, etc.—in the Pyrrhus era. Even with Pyrrhus and
the Samnites causing all sorts of problems, the Roman army remained fairly small ... rarely more than 8 legions total.

© 2003, 2008 GMT Games - Version 2.0


32 Rise of the Roman Republic

h = The father of Scipio Africanus, and most noted for his extended proconsulship in Spain from 217 BC until his death in 211 BC. Same applies to
his brother, Cnaeus.
i = The leader of the “Fabian” party in the Senate, and purveyor of the stratetgy of delay and deny, for which he was awarded the cognomen “Cuncta-
tor”. A very powerful man, politically. His son of the same name served towards the end of the war as a proconsul (#346). His political, military and
philosophical opposite was M. Minucius Rufus, and old “cavalry” type who believed in meeting all problems with a headlong charge. In an instance of
political dopiness never repeated, the two rival men, Fabius and Minucius, were both elected Dictator in the same year! Didn’t work. Fabius also served
as Consul Suffectus (sort of a replacement consul) in the Postumius fiasco; see ‘n’.
j = Here’s a good one; follow this closely ... it’s hard to believe. Seems Postumius was very aptly named, as he was killed at Cannae in 216. So what
was he doing as consul in 215? Well, while taking a Gallic sword to the neck on the banks of the Ofanto, it appears he was Consul Designate for 215.
This still entitled him to “hold” the office of Consul, if only on the rolls. Anyway, Claudius Marcellus appears to have been appointed to take his place
but, instead, abdicated when such “election” was declared invalid. In game terms it means nothing, but the Italian method of electing dead guys seems
to have carried over to Chicago.
k = His son, of the same name, was the ME for 315 BC, but has been left off the list.
l = #403, Cn. Cornelius Scipio will appear in the full Punic Wars scenarios. He did not hold office in the Thunderbolt scenario.

SOURCES Livy (Titus Livius); transltd by Betty Radice, Rome and Italy
Bath, Tony, Hannibal’s Campaigns (Barnes & Noble, NY, 1992) A (Penguin Books, NY, 1982) The main (available) primary source
reprint of a 1981 work by a wargamer, this is an unexpectedly good for the Samnite Wars, this edition covers Books VI-X of Livy’s
military view of all three Punic wars, with most of the emphasis major work on early Rome. Rather rambling, and Salmon swears
on Hannibal, to whom Bath is quite partial (as are we!). Good its full of mistakes. I wouldn’t know; I wasn’t there ... but some
analysis, good naval info, and lots of well-backed opinion. of the stuff does seem a bit improbable, though. What is really
interesting is how much of a snob Livy was.
Bradford, Ernle, Hannibal (Dorset Press, NY, 1991) Highly read-
able general history of the Big Barca—and very pro-Carthaginian! Motta, Giuseppe (Dir. de Cartografica), Atlante Storico Illustrato
But he has good grasp of the sources, provides numbers, discusses (Istituto Geografica de Agostini, Novara 1974) Italian atlas that
reasons, etc. pretty much concentrates on “Italian” history.

Broughton, T. Robert S., The Magistrates of the Roman Republic Nofi, Al, Imperium Romanum II (West End Games, NY, 1985)
(American Philological Association, NY 1951) This book lists This massive simulation of the history of Imperial Rome is still
every consul, dictator, magistrate, praetor, legate, and what have one of the cornerstones of wargaming, even if it is a bit over-
you in the history of Republican Rome! (You think we made up wrought in spots. Nofi’s research—with the help of some very
all those names??) The footnotes also provide some insight, albeit good friends—is always exhaustive, and we used many of his
cursory, as to their military capabilities. Also has some interest- provincial and city ratings. The game also includes a very handy
ing sidelight information, such as cashiered consuls and vagrant bibliography. And, since I got two lines in Al’s bibliography, I
Vestal Virgins. thought I’d give him a (well-deserved) credit here.

Caven, Brian, The Punic Wars (Barnes & Noble, NY, 1992; reprint Polybius; transltd by Ian Scott-Kilvert, The Rise of the Roman
of 1980 edition). Another excellent book on not only Hannibal, Republic (Penguin Books, NY, 1979). Basic source for all Punic
but the entire relationshiop between Carthage and Rome. Delves Wars stuff (although there ARE others). Much detail, surprising
extensively into areas other modern sources completely ignore, amount of “why”, making Polybius far more readable than many
such as the 3rd Punic War and lots of details about Sicily, etc. If of his classical peers. This edition has good maps, too. Defini-
you want to read only one book on the Punic Wars, this is it. tively sine qua non.

Cornell, Tim and Matthews, John, Atlas of the Roman World Salmon, E.T., Samnium and the Samnites (Cambridge Univ Press,
(Facts On File, NY 1982) These F-o-F atlases are really spiffy NY, 1967) No, it’s not a rap group. It’s your basic “modern”
stuff . . . lots of maps, lots of information. And the supporting source on the Samnites ... at least until someone writes another
text, while surface, is quite good. Good source for what book. Good detail—at least what detail there is—good source,
cities/towns started when, especially in early Rome. good book. He does spend a lot of time saying what we don’t
know ... and refuting many of the primary sources, about which
Kiepert, Dr. Henry, Atlas Antiquus, 12 Maps of the Ancient World he is probably right.
(Leach, Shewell & Sanborn, New York ?) This “undated” volume
contains very detailed maps of Rome, Sicily, Hispania, etc., dur- von Hagen, Victor W., Roman Roads (World Publishing Co.,
ing the Classical Period. Just when during that period is a good Cleveland, 1966). Amazing what you find in the Children’s sec-
question—as is the publication date of this book (I would guess tion of the library. Contains map of complete Roman road system,
about 1900). But very informative and a much-used—if eyeball- plus chronological building tables.
smashing—source. Additional sources can be found in GMT’s S.P.Q.R. game. Lots
of books listed there ... including all our Pyrrhic sources.

© 2003, 2008 GMT Games - Version 2.0


Rise of the Roman Republic 33

Rules Index Field Consul, 5.22; Proconsul, 5.23; Prae-


tor, 5.24; Praetor Urbanus, 5.25; Dicta-
Overall Commander, 6.13; Roman, 5.44;

All rule section numbers refer to the Rise tor, 5.26; Magister Equitum, 5.26; New Port, 6.38, 5.42, 10.21, 10.23, 10.25
of The Roman Republic (RRR) rules unless Legions, 5.29 Praetor, 5.1, 5.21, 5.22, 5.24, 5.29, 5.32, 5.34,
prefixed with AW. Where there are multiple Emergency, 5.2, 5.25, 5.26, Major/Minor 5.42, 5.46, 5.51, 5.52, 5.67, 5.68, 9.6
entries, references in Bold indicate the primary 5.28 Praetor Urbanus, 5.1, 5.25, 5.32, 5.46, 5.63,
rules section for that entry. 10.32
Gallic Provinces, 2.1, 5.66
Allied Leader, 5.51, 5.75 Garrisons, 9.9, 10.48, 10.56, 10.57 Proconsul, 5.1, 5.21, 5.22, 5.23, 5.29, 5.32,
Allies, 2.2, 5.45, 5.52, 5.54, 10.42, 10.43 5.34, 5.43, 5.51, 5.52, 5.66, 5.67, 5.68,
Gauls 9.8; 7.21, 9.6
Ally Movement, 5.44, 6.13 Generals, 2.2 Prorogue, 3.0[B/2], 5.21, 5.22, 5.23, 5.24,
Ambush, 6.58 Guile, 5.66, 5.67, 9.6 5.3, 5.31, 5.42. 5.66; Eligibility, 5.32;
Army, 2.2 Imperium, 2.2, 3.0[B/2], 5.1, 5.29, 5.45; As- Siege, 5.34
Attack, 5.55 signment, 5.2, Rome Consul, 5.21, Field Province, 5.21, 5.22, 5.23, 5.24, 5.29, 5.41,
Attrition Point, 6.41 Consul, 5.22; Proconsul, 5.23; Praetor, 5.24; 5.61, 5.66, 5.76, 6.41, 10.21, 10.44; Home
Praetor Urbanus, 5.25; Dictator, 5.26; Mag- 6.41;
Augury, 3.0[E] ister Equitum, 5.26; Prorogue, 5.3; Recovery, 3.0[G/4]
Auxiliares, 2.2, 5.45, 5.52, 5.54, 5.56, 9.9; Inertia Attrition, 3.0[G/1]
Raising, 10.15; Placement, 10.24 Roads, 2.1, 6.41
Infantry, 2.2, 5.47, 8.31, 10.15, 10.31, 10.44, Roman Discipline, 8.31
Avoidance, 5.46, 5.53, 8.23; 10.46
Battle 5.53, 5.56; Major 5.28; Roman Honor, 8.23
Initiative, 3.0[C/2]; Rating 5.24, 5.26, 5.28,
Besieged, 5.21, 5.22, 5.32, 5.34, 10.23, 10.25, 5.66 Roman Italy, 2.1, 5.21, 5.22, 5.23, 5.29, 5.66,
10.43 6.41, 10.21, 10.22, 10.23, 10.24, 10.25
Interception, 5.54, 5.62, 5.64
Campaign Rating, 5.48, 5.66, 5.67, 7.39, Rome (city), 5.25, 5.26, 5.28, 5.46, 5.47, 5.63,
Italy, 2.1, 5.66, 10.12 5.66, 9.31, 9.6, 10.21, 10.23, 10.24, 10.32
7.42, 9.8
LAM Pool, 3.0[C/1], 5.24, 5.25, 5.26, 5.28, Rome Garrison, 5.1, 5.25, 5.46, 5.63, 5.66,
Cavalry, 2.2, 8.34, 10.14, 10.44, 10.46 5.46, 5.78, 7.22, 8.67, 10.22, 10.43 10.23
Censure, 5.61, 5.67, 5.68 Leader Casualties, 5.47, 5.48; Magistrates, Sicily, 2.1, 5.66
Citizens, 2.2, 5.7, 10.42, 10.43, 10.46 8.34
Seas, 2.1
City 5.28, 5.34, 6.38; Rebuild, 3.0[A/1]; Leader Replacement, Magistrates, 8.67
Senate 5.26, 5.6, 10.11; Permission, 5.21,
Coastal hex, 2.1 Legate LAM, 10.22, 10.25 5.22, 5.23, 5.24, 5.25, 5.26, 5.41, 5.43, 5.46,
Command Efficiency (CER), 5.56, 8.31, Legatus Legionis, 5.1; 5.65; Legion Limit, 5.55; Request Triumph,
9.31 Legion, 2.2, 5.1, 5.32, 5.41, 5.42, 5.46, 5.55, 5.48; Leaving a Province, 5.61, Hot Pursuit,
Command Hierarchy, 5.26, 5.34, 5.51, 5.52, 5.56, 10.22, 10.23, 10.24, 10.25; Compo- 5.62; Rome, 5.63; Raise Legions, 5.64,
5.54, 9.8; Limits, 5.45 nents (RL/AL), 10.17, 10.21, 10.31;Elimi- 10.16; Procedure, 5.66
Components, 2.0 nation, 5.33; Magistrate Assignments, 5.21, Sequence of Play, 3.0
5.22, 5.23, 5.24, 5.29, 8.31, 9.31, 10.11; Sicily, 2.1, 10.12
Coordination, 5.54, 5.55, 5.62, 5.64
Recruit, 10.13, 10.17, 10.31; SP distribu-
Consul, 2.2, 5.1, 5.24, 5.29, 5.34, 5.43, 5.44, tion, 10.17; Strength, 2.1; Veteran, 8.31, Siege Assault, 5.47, 5.48, 5.53, 5.55, 5.56,
5.51, 5.52, 5.53, 5.54, 5.67, 5.68, 7.21, 10.17, 10.31 9.31, 9.8
10.12, 10.16, 10.18; Field, 5.2, 5.22, 5.66; Siege Attrition, 3.0[D/2], 5.47, 5.48, 5.56,
Looting, 9.8
Rome, 5.2, 5.21, 5.22, 5.44, 9.6 9.55, 9.8
Losses, Legions, 8.34
Consular Army, 2.2, 5.1, 5.32, 10.11, 10.16, Siege Engine, 10.13, 10.41, 10.44; Placement,
10.18; Magistrate Assignments, 5.21, 5.22, Magister Equitum (ME), 5.1, 5.26, 5.28, 10.24, 10.43
5.23, 5.26, 5.28; 5.32, 5.42, 5.43, 5.44, 5.51, 5.55, 5.61,
5.64 Stop, 5.41, 5.47, 5.62, 5.76, 6.38
Contingent, 8.34, 10.15, 10.41 Training, 3.0[G/3]; Legions, 5.46, 5.63, 10.3,
Magistrate, 2.2, 5.1, 5.32, 5.52, 5.54, 5.61,
Continuation, 5.61 10.31, 10.32;
6.13, 9.9; Assignments, 5.2, 5.29; LAMs,
Counters, 2.2 4.16, 4.17, 5.26; Pool, 5.2, 5.21-5.26, 5.33, Treachery, 9.6, 9.8
Devastation, 3.0[F/1, F/2] 5.34, 5.68; Restrictions, 5.41, 6.58 Triumph, 5.21, 5.22, 5.23, 5.24, 5.26, 5.47,
Dictator, 5.1, 5.21, 5.26, 5.28, 5.32, 5.34, Manpower 5.44, 7.53; Auxiliaries, 10.15; 5.67; Request, 5.48
5.42, 5.43, 5.44, 5.51, 5.55, 5.61, 5.64, Raise Legions, 5.21, 5.22, 5.29, 5.64, 10.1, Under Siege, 5.28, 5.34, 6.38, 10.21, 10.23;
5.66, 9.6, 10.12 10.12, 10.13; Reinforcing Legions, 10.14; see Besieged
Roman Placement, 10.21, 10.22
Disband; Legions, 3.0[B/1], 5.21, 5.22, 5.29, Victory, 3.0[G/5]; Battle, 5.47, 5.67, 10.31;
5.33, 10.16, 10.18; Operations, 3.0[D/1], 5.33, 5.44, 5.67, 10.22, Major 5.67, 10.31; Siege Assault, 5.47;
10.42; Manpower, 10.12, 10.45; Movement, Siege Attrition, 5.47;
Elections, 3.0[B/4], 5.28, 5.42, 10.11; Order,
5.41, 5.42, 5.46, 5.52, 5.55, 5.62, 5.64, 5.76;
5.2; Procedure, 5.2; Rome Consul, 5.21; Visit from Pluto, 3.0[B/3]
Senate Permission, 5.6, 5.61, 5.65;

© 2003, 2008 GMT Games - Version 2.0


34 Rise of the Roman Republic

RISE OF THE ROMAN REPUBLIC GAZETTEER


Gallia Massilia [3] Umbria [3] Lucania [3] Megara 6219
Arelate 1329 Sentinum 2909 Paestum * 4911 Syracusae (L)*** 6419
Aquae Sextiae 1528 Ariminum (M)* 2708 Potentia 4908 Netum 6420
Massilia (M) *** 1629 Fanum Fortunae 2908 Vena 5011 Helorus 6520
Sena Gallica 3008 Bruxentum * 5110 Camerina 6222
Liguria Taurini [2] Camerinum 3109 Grumentum 5109
Cemenelum * 1723 Spoletium 3311 Heraclea 5407 West Sicilia [3]
Taurinorum 1221 Metapontum ** 5306 Agrigentum (M) 5923
Vercellae 1219 Picenum [2] Heraclea Minoa 5825
Hasti 1319 Ancona 3107 Calabria [2] Cephaloadium 5720
Albingaunum 1719 Firmum 3208 Tarentum (L)*** 5405 Thermae 5522
Truentum 3307 Brundisium ** 5402 Panormus (M)** 5423
Liguria Friniates [2] Asculum 3308 Hydruntum * 5701 Segesta 5425
Genua ** 1717 Castra Novum 3407 Uzentum 5803 Drepanum (M)** 5326
Dertona 1516 Hadria 3508 Lilybaeum (M)*** 5526
Ticinum 1416 Bruttium [3]
Sabinus [4] Thurii * 5509 Melita [1]
Gallia Transpadana [2] Reate 3512 Consentia 5611 Melita * 6725
Novaria 1217 Amiternum 3510 Terina * 5711
Bergomum 1113 Alba Fucens (M) 3711 Hippontum 5812 Southern Sardinia [3]
Mediolanium 1215 Corfinum 3810 Croton * 5908 Caralis ** 4322
Brixia 1412 Locri * 6013 Sulci * 4128
Verona 1709 Latium [2] Rhegium (M)** 6015 Neapolis* 4033
Mantua 1811 Roma (L) 3714 Csellis 3930
Cremona (M) 1513 Tibur 3614 Liparae [2]
Ostia *** 3715 Lipara * 5616 Northern Sardinia [3]
Venetia [2] Praeneste 3713 Olbia * 3326
Patavium 1807 Antium * 3915 East Sicilia [3] Tubula * 3227
Atria 2007 Fregellae 4013 Messana (M)** 5915 Nura 3231
Oppida Taurinorum 1705 Tarracina * 4114 Mylae 5816
Bellunium 1504 Casinum 4212 Tauromenium 6017 Corsica [3]
Aquiliea ** 1901 Tyndaris 5818 Marianium * 3126
Altinum * 1904 Samnium [3] Catana * 6118 Aleria ** 2823
Aesernia 4010 Leontini 6119 Urcinium * 2826
Gallia Cispadana [2] Bovianum (M) 4109 Enna 6021 Mariana * 2622
Placentia (M) 1514 Larinum 4208
Parma 1813 Saepinum 4210
Beneventum 4510
Mutina 2012
Aquilania 4708 Key
Bononia 2011 Province [Attrition Value] Ports
Favenua 2410 Ortona * 3808
Minor Port *
Ravenna * 2409 Secondary Port **
Campania [2] Cities
Capua (L) 4412 Medium City: (M) Major Port ***
Northern Etruria [2] Large City: (L)
Pisae (M) * 2315 Cumae (M)** 4413
Neapolis (M)*** 4512 All other cities are small
Florentia 2414
Volaterrae 2514 Salernum 4612
Arretium (M) 2613
Popolunium 2717 Apulia [2]
Ilva * (No City) 2718 Teanum 4307
Luceria 4508
Southern Etruria [3] Arpi 4506
Cortona 2813 Sipuntum 4505
Perusia 2911 Ausculum 4608
Clusium 3012 Venusia 4707
Saturnia 3115 Canusium 4706
Barium * 5004 GMT Games
Cosa 3116 P.O. Box 1308 • Hanford, CA 93232-1308
Tarquini 3315 Gnathia 5203
www.GMTGames.com

© 2003, 2008 GMT Games - Version 2.0


The Ancient World VER. 2.1 (8-11-06) 1

R UL E B O O K
RUL

T HE ANCIENT
WORLD
The Campaigns of Ancient History
Version 2.1 (8-11-06)

TABLE OF CONTENTS

1. Introduction ............................................................ 2 8. Land Combat ........................................................ 16


2. Components ........................................................... 2 9. Cities and Sieges .................................................. 22
3. The Sequence of Play ............................................. 3 10. Manpower ............................................................ 27
4. The Initiative System ............................................. 4 11. Control .................................................................. 27
5. Leaders ................................................................... 5 12. Diplomacy ............................................................ 28
6. Movement .............................................................. 7 13. Auguries ............................................................... 29
7. The Naval Superiority System ............................. 14 14. Winning the Game ............................................... 29

GMT Games, LLC


P.O. Box 1308, Hanford, CA 93232-1308
www.GMTGames.com 0505
© 2005 GMT Games, LLC
2 The Ancient World VER. 2.1 (8-11-06)

(1.0) INTRODUCTION Roman Legion Roman Legion


The Ancient World is a series of games, in several volumes, cov- Infantry Cavalry
ering the major campaigns and wars that formed the Ancient
World, from the Greek/Hoplite Era up through the Roman
Empire...almost 1000 years of history.
Type Strength Type Strength

(2.0) COMPONENTS Roman Roman


See the Scenario Book for the components of the individual Quinquireme Trireme
games.

(2.1) THE MAP


See the volume specific rule book
Type Strength Type Strength
(2.2) THE COUNTERS
The following applies, generally, to all games in The Ancient
World system.
There are three basic types of counters: Combat Units, Leaders, War Elephants Numidian Cavalry
and Informational Markers. Nationality
(2.21) Combat Units: The combat units represent types of weap-
ons systems prevalent in this period of warfare, reduced to a
manageable number of generic types: Type Strength Elite Strength
Status
Infantry: The main body of fighting infantry, usually wearing
body armor and carrying shields, using such weapons as pikes,
spears, swords, and whatever edged or pointed weapon could Siege Engines
cause havoc. We have not differentiated between “heavy” and
“light” infantry (archers, slingers, etc.) as we are, essentially,
dealing with armies that had a massive preponderance of heavy
over light infantry (usually about 10-1).
Type
Cavalry: Mounted troops, often wearing some armor, and us-
ing lances, spears and swords. We have lumped heavy cavalry
in with light cavalry-horsemen more suited to guard the flanks
(2.22) Leaders: These are the guys that lead the armies around
and do reconnaissance work on the march, often unarmored and
the map. Leaders have numerical and alphabetical ratings. See
fielding “ranged” weapons, such as bow-and-arrow. The differ-
5.11 for explanation of the ratings.
ences between the two at this level of simulation, and in this era,
were not significant enough to include the rules minutiae neces-
sary to reproduce such.
Non-Roman Leader
War Elephants: Scary beasts, but highly suspect. Just as likely Name Faction Stripe
to trample on your own men as the opposition’s. Elephants can Guile Points Leader #
be devastating when used well; equally as devastating-but in the Mortality Rating
wrong direction-when ill-used, or used hastily.
Initiative Campaign Battle
Siege Equipment: Siege warfare was not a highly developed Rating Rating Letter
craft in this era. Republican-era siege engines mostly consisted
of lumbering machinery, such as long-range catapults, towers, Roman Leader
etc. Name
Leader ID#
The combat units are identified by type, contingent, and strength. Guile Points
Mortality Rating
Within a given contingent and type, the units are interchange-
able like money. Some contingents are considered “Elite” (see Initiative Campaign Battle
8.17). Rating Rating Letter

© 2005 GMT Games, LLC


The Ancient World VER. 2.1 (8-11-06) 3

Each leader also has a number of Leader Activation Markers


(LAMs) equal to his Initiative Rating. See 4.1 for further eluci-
dation on this very important game mechanic.
TERMINOLOGY
BRT: Acronym for Battle Results Table (see 8.3).
(2.23) Information Markers: Counters with words and num-
Contingent: Term used to denote separate groups of troops op-
bers on them are used to record various game mechanics. Ex-
erating within a force. This usually occurs when an army is
amples include markers for Under Siege, Sacked, Scattered, made up of men from different areas, such as the armies fielded
Devastated, Useless, etc. by Hannibal and Pyrrhus. For example, Pyrrhus’ army may con-
sist of contingents from Epirus, Tarentum, and Italy. Each of
(2.3) CHARTS AND TABLES those would be a separate contingent, which is important for
See the volume specific rule book determining who takes losses.
Continuation: The mechanic whereby a Leader (and his army)
(2.4) TERMINOLOGY gets to keep moving during his turn, after Stopping to under-
See side bar. take some action.
(2.5) GAME SCALE Devastation: A reduction in the status of a Province (see 6.7).
The game-turns are yearly. DR and DRM: Acronym for die roll and die roll modifier.

Each hex represents approximately 13 miles from side-to-oppo- Finished: The leader whose Initiative and Operations Phase it
is, may not undertake any further operations in that Operations
site-side. One hex of traversable terrain would represent about
Phase. The Operations Phase for that leader is over. With most
one day’s normal march for an army-depending on who was in
Operations, this is a die roll result. With others, the Finished is
charge and how anxious they were to get where they were go- automatic at the conclusion of the operation.
ing.
Force: Any stack of friendly combat/leader units in one hex. If
Each Infantry SP represents 500 men; each cavalry SP, 300 horse- the hex contains a city, the friendly units inside and outside the
men; and each Elephant SP, 10 elephants. city are considered separate stacks and thus separate forces.
Friendly: Combat units and Cities/Ports are considered friendly
(2.6) THE DIE to a player if they are controlled by the player or Allied to that
Play of The Ancient World requires one 10-sided die, with a ‘0’ player.
being a ‘0’, and the range 0-9. IDS: The Intrinsic Defensive Strength of a city; its walls, city
militia, etc.
(2.7) ADDITIONAL NOTES
As this is a projected series covering much history, every once LAM: Leader Activation Marker...used to determine who goes,
and when.
in a while the rules will refer to mechanics for, or use examples
of, events and details that will appear in future games. Operation: What a force can do when the leader commanding
it is activated. See 5.3.
OC: Acronym for Overall Commander. See 5.12, 5.13 and 5.42.
(3.0) THE SEQUENCE OF PLAY Province: The territory within the Provincial Boundary lines.
Named islands with Attrition Ratings are also provinces; Cor-
DESIGN NOTE: The Sequence of Play listed below describes sica, Melita, are examples. Each Province has an Attrition Rat-
the major Phases and the general course of play common to all ing printed next to its name; see 6.4.
the volumes in the series. Each volume has its own detailed
Sequence of Play listed in its scenario book. SADS: Acronym for Siege Assault Defense Strength. This the
defense strength used by the city’s defenders against a Siege
The Ancient World uses a randomization-based sequence of play, Assault.
although some mechanics are done in strict sequence. The play- SCR: Acronym for Siege Capability Rating. This is the nation’s
ers do not “go” in a set, pre-determined order; rather, you have overall effectiveness in conducting siege warfare.
to make the most of an opportunity when (and if) it arises. Basi- Stop: Whenever an army or leader halts movement or finishes
cally, a player picks a Leader Activation Marker (LAM) out of a an Operation. In many cases, a “stop” signals that the leader is
cup; the marker (usually) contains the name of a Leader. The Finished.
player controlling that leader may then move that leader’s units, SP: Acronym for Strength Point.
attack enemy armies/cities... whatever the rules for Operations
(5.3) allow. There is no limit as to how far or how much a leader Strength Point: This represents the strength (manpower) of a
can do with his units, other than his Campaign Rating (5.25), the given unit (see 2.5).
grinding force of attrition, and certain other restrictions. Under Siege: The state a city must be under in order to conduct
Siege Operations (see 9.21).
A. The Upgrade Phase
See the volume specific rule book

© 2005 GMT Games, LLC


4 The Ancient World VER. 2.1 (8-11-06)

B. Strategic Phase
See the volume specific rule book
(4.0) THE INITIATIVE SYSTEM
The Initiative mechanics are used to “drive” the randomized se-
C. The Initiative Phase quence of play. It explains how each player gets to move his
1. LAM Pool Segment: Each player places all the LAMs avail- units. The basic proposition is that a player gets to use (move)
able for every leader he has in play in a cup or similarly opaque only one leader-and his army-at a time (with some exceptions to
container. In addition, place the Augury marker and the three (3) that theme).
Siege Attrition markers in the same cup.
(4.1) LEADER ACTIVATION MARKERS (LAMs)
2. Initiative Determination Segment: Either player, blindly and (4.11) Each scenario has a series of Leader Activation Markers
randomly, chooses one marker from the cup. If it is a LAM or a (LAMs) for each leader. The number of markers for each leader,
Siege Attrition marker, go to the Operations Phase (D). If it is which varies from 1 to 4, is equivalent to that leader’s Initia-
the Augury marker, go to the Augury Phase (E). If there are no tive Rating.
LAMs in the cup, proceed to the Devastation Phase (F). PLAY NOTE: Thus, Hannibal, with an Initiative Rating of ‘4’,
has four LAMs. Most other leaders have Initiative Ratings of
D. The Operations Phase ‘1’ or ‘2’.
The player who controls the leader chosen may do anything with
that Leader that the rules (5.3) allow. The phase ends when the (4.12) There are no LAMs for allied forces without a leader.
leader is Finished. Play now reverts to C/2. If the LAM says These forces are moved only when that ally becomes “active”
Siege Attrition, the players resolve that and play then reverts to (see 12.0) and only when either an active leader of the control-
C/2. ling side picks them up or that side’s Overall Commander ex-
pends one of his LAMs to move that allied force (per 6.13).
E. The Augury Phase
If the player has chosen the Augury marker he rolls on the Au- (4.13) The leader whose LAM has been selected has the Initia-
gury Tables and the players follow the instructions contained tive; it is his Operations Phase within which to undertake Op-
therein. If there are LAMs left, return to C/2. erations (5.3).
(4.14) When a leader has undertaken his final allowed activa-
F. Devastation Phase tion that turn, flip him to his reverse “Activations Complete”
1. Devastation Recovery Segment: Players roll to see if Dev- side to keep visual track.
astated provinces can recover (see 6.7).
(4.15) There is also an Augury LAM and a Siege Attrition LAM,
2. Naval Superiority Construction/Re-allotment Segment: see 9.0 and 13.0 for what to do when they are picked. Some of
The players may reassign NS Levels (as per 7.15). Roll to see the shorter scenarios do not use the Augury LAM.
who does this first.
PLAY NOTE: This segment is only used if the Naval Superior-
(4.2) THE LAM POOL
ity rules are in effect. See the volume specific rule book for fur- At the start of each Initiative Phase, the players place
ther details. all LAMs for each leader in play (as per 4.11 and
4.12), the Siege Attrition LAMs, and the Augury
3. Devastation Attempt Segment: Players, if they wish, may marker (unless the scenario says otherwise), in an opaque cup.
attempt to Devastate provinces (see 6.7). This cup, and its contents, represents the LAM Pool. LAMs are
used only for those leaders in play at that time... “in play” mean-
G. End-Turn Phase ing on the map or available to enter as a Reinforcement, as per
1. Inertia Attrition Segment: Players determine the effects of scenario instructions. If a leader’s LAM is picked, that leader
Attrition on those units that remained in the same province for may campaign until he is Finished (see 5.3). If a leader has more
the entire turn (see 6.46). than one LAM, that leader will have the opportunity to cam-
2. Recovery from Battle: Forces can improve their After Battle paign more than once in a turn.
Status (see 8.56). PLAY NOTE: A careful use of those leaders with good Initia-
tive Ratings is important, as often these leaders are called upon
3. Victory Determination: Check scenario victory rules to see to do things other than simply move and fight ... and when they
if either player satisfied automatic victory conditions. If not, the do these “other” things can often be critical.
turn is over; start another beginning with the Rebuild Phase (A).
(4.21) Whenever a new leader enters the game after the first
LAM is drawn for that game turn, that leader’s LAMs are placed
in the pool. However, if the leader arrives after at least two of
that player’s LAMs have been drawn that turn, place only one of
that leader’s LAMs in the pool. Thus, regardless of his Initiative
Rating, that newly-arrived leader is limited to one Operations
Phase of operations.

© 2005 GMT Games, LLC


The Ancient World VER. 2.1 (8-11-06) 5

(5.0) LEADERS • the OC is the only leader that can conduct Manpower, Diplo-
macy and Ally Movement operations
Leaders represent the various kings, tyrants, consuls,
and generals who conduct military campaigns. Es- • the OC is the only leader who may use his Guile Points to
sentially, combat units cannot do anything-except to effect certain, specific items (see 5.5)
defend against an attack-without a leader, and each • the presence of the OC restricts the size of a force other lead-
leader has a variety of ratings to reflect his capabilities (or lack ers in the hex can use for operations (5.41)
thereof). These ratings paint a personality portrait of each leader. • if the OC is involved in combat, his ratings are used whether
Players will find that while there are a few greats and a couple active or not (5.43)
of bozos, most leaders are “yeoman-like” in at least one or two
areas. (5.13) All other leaders on a player’s side are subordinate to (i.e.
are lower ranked than) the OC. Unless otherwise specified in
(5.1) LEADER RATINGS the volume specific or scenario rules, all subordinate leaders have
(5.11) Leaders have the following ratings, although some rat- the same rank.
ings are applicable only to certain types of leaders:
(5.2) LEADER ACTIVATION
Initiative Rating: Represents the number of Operations Phases (5.21) A leader may undertake operations in the Operations Phase
that leader may undertake in a turn (year). ‘4’ is best (and un- only when activated. A leader is activated when his LAM is drawn
usual); most are in the ‘1’ section. The rating also indicates the from the pool in the Initiative Determination Segment. Only one
number of LAM markers available for that leader, per turn. leader may be active at any one time.
Battle Letter: That leader’s tactical/battle capabilities when lead- (5.22) An activated leader may engage in any of the operations
ing an army, including conducting a siege, range from “A” (a listed in 5.3 that are available to him. He may continue to be
Hannibal-level genius), to “E” (fairly incompetent and/or “fish active and conduct operations until he is Finished (see 5.25).
out of water”), and they are always used in comparison to the
opposing leader in a battle. (5.23) The only time an inactive leader may be “used” is in battle,
when subordinate leaders’ Subordinate Battle Rating may be used
Subordinate Battle Rating: Some leaders have a small num- to affect combat (8.31).
ber following the Battle Letter. (E.g. “C1”) This number is used
to adjust Battle die rolls when this leader is not the active com- (5.24) A leader Stops each time he completes an operation. Each
mander (see 8.31). If there is no Subordinate Battle Rating on time a leader Stops, he may be Finished (5.25). If a leader is
the counter, it is a ‘0’. wounded/killed while conducting an operation, he is automati-
cally Finished.
Campaign Rating: A rating, the higher the better, against which
a die roll is compared to affect a variety of campaign-type deci- (5.25) Continuation Die Roll: Some Stops result in a manda-
sions, such as Battle Avoidance, Interception, Continuation, Co- tory (automatic) Finish; others depend on a die roll. If the latter,
ordination, etc. This rating reflects a commander’s ability to “keep the player rolls the die and compares it to his active leader’s
going.” Campaign Rating:
Guile Rating: A finite number of points used to do a host of ≤ If the die roll is the same as or lower than that rating, the
unusual things, such as dupe a city into surrendering, initiate leader may continue to be active;
“treachery”, impress the natives, raise troops back home, etc. > if the die roll is higher, he is Finished for that Operations
(see 5.5). Phase.
Diplomacy Rating: Used to effect alliances, sway minds and
hearts, etc. (see 12.34).
Mortality Rating: The likelihood of the leader surviving the A B
rigors of warfare (and life in general) during this period of his-
tory. The higher the number, the more likely he’ll stay around.
DESIGN NOTE: Don’t look for major insight here, as the actu-
arial tables from the All-SPQR Insurance Company did not ar-
EXAMPLE OF CONTINUATION: Consul A. Claudius
rive in time. The ratings are based, though, on the man’s life-
moves a Roman force from hex “A” to hex “B” and enters a
span and propensity for dying in battle.
city in the hex. Entry into a city is a Stop so Claudius must
(5.12) Overall Commanders: Each scenario designates (usu- check to see if he can continue to conduct additional opera-
ally) one leader as the Overall Commander (OC). He is the high- tions (Force Movement requires a die roll to Continue, see
est ranking leader for that side. Overall Commanders function 5.3), including further movement. The Roman player rolls
in the same manner as other Leaders, except that they have the an ‘8’ which is greater than Claudius’s Campaign Rating
following special attributes: (6) so he is Finished, thus ending the Operations Phase.

© 2005 GMT Games, LLC


6 The Ancient World VER. 2.1 (8-11-06)

(5.26) A leader for whom a LAM has been picked may pass; i.e., FINISH: Die roll (5.25). Modify the die roll by +2 if the city
do nothing that phase. However, his LAM is not placed back in surrenders and by –2 if it does not.
the pool, and that leader has forfeited that campaign opportu-
nity. G. Manpower: This operation is available only to an OC. See
8.63, as well as the various manpower raising rules in 10.0, to
PLAY NOTE: This often happens with subordinate leaders see who can raise what. Only one Manpower Operation is al-
stacked in the same hex with their OC. lowed per Operations Phase.

(5.3) LEADER OPERATIONS FINISH: Die roll (5.25).


A leader may do any one or more of the following Operations H. Diplomacy: This operation is available only to the OC. Guile
during a single Operations Phase, subject to his being Finished. Points may be applied to send Ambassadors who, in turn, can be
The descriptions of each operation are provided in this section used to influence alliance levels (per 12.3).
only as an introduction. However, the list may be used to deter-
mine whether Stopping at the end of that operation is an Auto- FINISH: Die roll (5.25).
matic Continue, Automatic Finish, or Continue/Finish as deter-
I. Reform Scattered Units: This operation allows the player to
mined by a die roll (5.25).
regroup units that have been Scattered when they attempted to
A. Leader Movement: The leader may move without combat land during Naval Transport (see 7.28).
units any distance and enter any type of terrain or cross any hex-
FINISH: Die roll (5.25).
side. If, when he Stops movement, he is not stacked with friendly
combat units, his Operations Phase is Finished. Otherwise: (5.4) MULTIPLE LEADERS
FINISH: Automatic Continue if it is the first operation of that (5.41) If the Overall Commander (OC) is stacked with a force,
Operations Phase, otherwise, die roll Finish (5.25). only the OC may use that entire force for an operation. If there is
another leader present, and that leader is activated, he may take
B. Force Movement: A leader may move a force of combat units some of the combat units in that hex-but never more than half of
any distance. Forces undergo Attrition each time they Stop move- the total SPs-and move out of the hex and conduct operations
ment. An Overrun attack (6.6) during movement does not result elsewhere. He may not take the OC with him.
in a Stop.
PLAY NOTE: In other words, if the OC is with a force you can-
FINISH: Die roll (5.25), unless the force was successfully inter- not use a subordinate to conduct operations with that entire
cepted (see 6.5). If the active force is not victorious, it is an force (i.e., no “leap-frogging”)-unless you split the force.
Automatic Finish.
(5.42) If more than one leader is stacked with a force, only the
C. Ally Movement: Same as B. This may be used only by the activated leader uses his ratings and controls the force, within
OC and is the only operation type allowed for that activation 5.41. Other non-OC leader(s) may move along with that army at
(see 6.13). no penalty, and non-active leaders may always use their Subor-
FINISH: Die roll (5.25) for all Stops by the allied force; Auto- dinate Battle Ratings to affect combat, as per 5.44.
matic for the OC conducting the Operation when the allied force’s (5.43) If there is more than one leader involved in an Attack, the
movement is complete. leader conducting operations is the determining leader for using
D. Attack: A leader with a force of combat units located in an the Battle Letter, unless the OC (or a higher ranked leader) is
enemy-occupied hex attacks that enemy force. An Overrun (see with that force. The OC’s Battle Letter is always used if he is
6.6) is not considered an attack for this purpose; it is part of a present, regardless of which leader is actually conducting op-
Movement Operation. erations. Similarly, if there is more than one leader in a defend-
ing hex, and the OC is present, his ratings are used for the Battle
FINISH: Victorious = Die roll (5.25); Loser or Draw = Auto- and any Avoidance attempts. If he is not present, the defender
matic Finish. uses the ratings of the highest ranked leader. If all leaders are of
equal rank, the defending player chooses.
E. Siege Operations: A leader may conduct Siege operations-
Assault, Sally, or Treachery die roll-with friendly combat units PLAY NOTE: The details on the various command systems are
in the besieged city’s hex. Placing a city Under Siege is also a included in the volume specific rules.
Siege Operation (see 9.21).
(5.44) Leaders with Subordinate Battle Ratings in a force (other
FINISH: Automatic Finish for all but Reduction and Repair (9.4) than the leader in charge for that battle) may use them to adjust
which are by die roll. the Battle die roll. However, the maximum die roll modifier for
this purpose is a total of two (2) per player, regardless of from
F. Involuntary Surrender: A leader may attempt to get a city to whom they derive. Subordinate leaders can not use their Guile
Surrender (see 9.62). Points (5.5) to adjust the Unpredictable Results (8.4) die roll.

© 2005 GMT Games, LLC


The Ancient World VER. 2.1 (8-11-06) 7

(5.45) If a player wishes to attempt Interception (6.5) with force, (6.13) Ally Movement Operation: OCs-and only OCs-may
and there is more than one leader in that stack, the player may move any force of allied combat units without their own leader
use the Campaign Rating of any leader present, within the re- as an Ally Movement operation. Such units may only move; they
strictions listed. The units that comprise his force may be lim- may not do anything else. They may Stop, and if the player wishes
ited by 5.41 and specific command restrictions given in the indi- to Continue, he rolls to do so using the OC’s Campaign Rating.
vidual volume rules. The OC does not have to be stacked with-or within any specific
distance of-the allied force. Ally Movement operations may only
(5.5) GUILE used with one force per LAM, though the moving force may
(5.51) Each leader has a certain number of Guile Points, which Stop and then attempt to Continue as many times as the player
he may use during the game turn to effect a variety of things. If wishes. Ally Movement operations with this force are the sole
a leader has a ‘0’ (or no) Guile Rating, he has no ability to use undertaking for that LAM.
this rule.
(6.2) CONTINUAL MOVEMENT
(5.52) The Guile Rating is a finite number of points, usable per (6.21) There are no Movement Allowances in Ancient World. A
game turn. There is no limit as to how many available Guile leader may continue to move as far as the player wishes. How-
Points may be used at any one time, but the rating is ever, if a leader Stops (5.24 and 6.22)—for whatever reason—
the total number of points that may be used in one the owning player must immediately check for Attrition (6.4). If
game turn. Use Guile Point markers to keep track of the leader wished to conduct other operations or continue to
how many Guile Points have been used. move, he must check to see if he can Continue (5.25).
(5.53) Guile Points may be used to effect/affect several items (6.22) Stops: A leader must Stop before he does, or attempts to
(see the Guile Point Reference Chart), the rules for which are do, anything other than move; Overrun is treated as part of move-
explained elsewhere. ment (see 6.6). In addition, any time a leader enters a city (6.37)
(5.54) Where both players are going to use Guile Points (as in as part of a Movement Operation, it is a Stop. The leader may
Sieges) the points are allotted in secret, and revealed simulta- continue to move, as per 6.23. A Leader may also voluntarily
neously. Stop at any time; 6.23 applies.
(6.23) Every time a leader Stops the player must:
(6.0) MOVEMENT • check for Attrition (6.4) if moving a force; and then
DESIGN NOTE: The movement rules are somewhat longer, and • check the Operations Chart to see if that Stop is an Automatic
more involved, than those in many games, mostly because of Finish or a Die roll Finish (5.25). If by die roll and the player
the continual movement mechanic, and the fact that there are desires to continue to conduct operations with the leader, the
no Movement Points, per se; the movement system is based on player rolls to see if he is Finished.
Attrition, not movement range.
(6.24) Force Composition. The composition of a force is deter-
(6.1) LEADERS AND MOVEMENT mined at the start of each Force Movement operation. A force
(6.11) Combat units may not move unless they are stacked with can consist of any/all eligible units subject to 5.41 and any spe-
a leader or activated as part of an Ally Movement Operation cific command restrictions given in the individual volume rules.
(see 6.13). For a leader to move combat units or other leaders, The leader may adjust the composition of the force by picking
he must begin the Force Movement operation stacked with those up eligible units in a hex and/or leaving units in a hex (but see
units, with both the leader and units either all outside a city or all 6.25). Note that if a leader is outside a city, only those units
inside a city. Only units that the leader is eligible to command outside the city may be used to determine the force composi-
may be included in the operation (see the volume specific com- tion. Similarly, if leader is inside a city, only units inside the city
mand rules for limitations and of course note 5.41). These units are considered.
comprise the leader’s force for the operation.
(6.25) An active leader may never leave units that he moved into
(6.12) Leaders may move alone, but if they Stop in a hex with- a hex, in that hex, unless he also leaves a leader eligible to com-
out a friendly combat unit, they are Automatically Finished for mand those units, or such a leader is already in the hex. This
that Operations Phase. If Leader Movement is the first Opera- restriction does not apply to units left inside a city. When deter-
tion undertaken by the leader in his Operations Phase, he may mining his force for subsequent operations, the active leader is
automatically continue after a Stop in hex with a friendly com- not required to add to his force any leaderless units that were
bat unit. If it is a subsequent operation, the player must roll for already in the hex, though he certainly may do so.
Continuation (5.25).
(6.3) TERRAIN
PLAY NOTE: This allows players to “re-assign” leaders at the General Principle: There are no movement point costs to enter
start of their activation, as long as they could actually reach a given hex. Instead of expending movement points, moving
their destination by movement (you cannot use this section to forces accumulate Attrition Points (6.4).
take a leader out of a city under siege).

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8 The Ancient World VER. 2.1 (8-11-06)

(6.31) There are four different types of land hexes: (6.34) Road Effects: Roads have the following effects, but only
• FLAT: no effect other than to note that entering such a hex if the units move directly from one road hex into another, con-
without using a road produces greater Attrition (see 6.41). nected road hex.
• ROUGH: same as Flat. In addition, Rough terrain reduces the • When moving entirely by road within a province, the prov-
effectiveness of cavalry in battle ince Attrition cost is only 1 AP
• MOUNTAIN and MARSH: Heavy attrition cost, and they ne- • They negate the Attrition cost of crossing a river. This applies
gate the use of cavalry or elephants only if the road exists in the scenario and actually crosses the
river hex side.
(6.32) Impassable Hexsides: There are several Impassable hex- • They reduce the Interception die roll adjustment for moving
sides on the map. These represent terrain so imposing (usually through Marsh and Mountain; see 6.54.
mountains, but not always) that movement across them was mili-
tarily impossible in this era. No combat unit may cross such a EXAMPLE: On the Italy map, movement from It-3514 to It-
hex side (but leaders moving alone may, see 5.3/A). The same 3615 uses the road; movement from It-3514 to It-3515 does not.
applies to land units and all-sea and/or all-lake hexsides, though
units may move by sea using Naval Transport (see 7.2). (6.35) River Effects: Although there are no Zones of Control as
in other games, armies of a certain size and composition can
(6.33) Road Levels: The road network on the map does not ex- “control” the side of the river they are on. The following forces
actly speed movement; it simply makes it easier—and less “cor- are capable of River Control:
rosive”—to move a large body of men. The remarkable Roman • Any force that contains at least 4 SPs of cavalry, or
network of roads was built over a long period of time. Thus, • Any force of 20 SPs or more of any type.
some roads that exist in one scenario do not exist in others. To
that end, we have given the roads available in each scenario dif- A leader able to conduct operations with the force must also be
ferent symbols/colors, noting their Existence Level, as follows: present.
Level “A”: Available in scenarios that start after 310 BC Such a force controls the hex it is in, and all hexes adjacent to
Level “B”: Available in the 1st and 2nd Punic War scenarios, that hex that are on the same side of any river(s) that are part of
only. the hex the unit is in. Control does not extend across any river
Level “C”: These will be used for games in later eras. hex side or any impassible hex side.

HISTORICAL NOTE: Major road building—roads that used If an enemy force crosses the associated river and enters a con-
lime mortar and cement—did not start until the Via Appia (from trolled hex not occupied by the friendly force, the owning player
Rome into Campania) was constructed in c. 312 B.C. There may immediately move the leader and the force to the hex en-
were “roads” before then, but, most likely, these were dirt tracks tered and immediately use Same Hex Interception (6.54) if the
(sometimes augmented with gravel), the most famous of which player so wishes. The friendly force does not check for Attri-
was the original Via Latina (which pretty much followed the tion. If an enemy force enters the friendly occupied hex itself,
road that leads from Rome through Latium into Cassinum). the leader of the friendly force may attempt Same Hex Intercep-
tion immediately (he doesn’t have to wait for the enemy force to
HISTORICAL & PLAY NOTE: No, it’s not a mistake. There is move through the hex).
no road in It-4015 (the Pontine Marshes) until the Empire. The
engineers of the republican era could not solve the problem of (6.36) Non-Existent Cities: The map is littered with a whole
driving piles into swamp, so the two sections of the Via Appia bunch of cities (most are more towns than cities). These cities
were separated by about 20 miles of channels, marsh and gen- are classified as Small, Medium or Large in terms of their In-
erally watery muck—traversable by ferry, if you had the bucks. trinsic Defense Strength—IDS (see 9.1). Unfortunately, some
Armies? They had to slosh on through. cities exist in one scenario but are non-existent—or of different
“strength”—in others. We have provided the Provincial Infor-
DESIGN & HISTORICAL NOTE: The roads in the game repre- mation Charts (PIC) in the volume specific rules and/or sce-
sent only the major roads constructed by Rome, the ones that narios to help you. The PIC also notes if a given city does not
had names like Via Appia, Via Clodia, etc. There were, to be exist in that scenario, in which case you ignore it. The counter
sure, other (minor) roads—really “tracks” which armies used— mix includes several markers with the terrain type that can be
e.g., the road alongside the eastern shore of Lake Trasimene used to cover up the non-existent cities.
(essentially, hex It-2912) where Hannibal showed the Romans
exactly how effective “Punic Treachery” could be—but these (6.37) Inside or Outside Cities: Hexes with cities are some-
were far too numerous to include, and their effect, albeit mini- what unusual in that a force can be in the hex but not inside the
mal, was sometimes taken into account when figuring out ex- city. Moving from outside the city to inside is (part of) a Move-
actly what AP level a given hex should have. There is some ment Operation, and entering a city is a Stop; (see 6.22). A force
disagreement among the sources as to exactly when some of may freely enter any city the player controls, but never one con-
these roads were completed. In case of such disagreement, we trolled by an opposing player. Uncontrolled cities cannot be en-
have opted for a usage context. tered by a player unless that player controls (either diplomati-

© 2005 GMT Games, LLC


The Ancient World VER. 2.1 (8-11-06) 9

cally or militarily) the province the city is in (see 11.0). A city through an enemy-occupied hex; entering an un-
Under Siege (9.21) may not be entered, nor may a force Under friendly city requires a Siege, Surrender, Treachery,
Siege leave that city (Ports are an exception; see the naval rules). etc.
A force may always enter a hex with a city regardless of who
controls the city. (6.38) Straits (Italy Map). Land units may cross the following
straits without using Naval Transport (7.2). The crossing may or
Rules Note: The rules will frequently refer to units “in the hex”. may not be opposed depending on the player’s Naval Superior-
This means units in the hex that are outside of a city if one is ity in that strait (see 7.3). Crossing a strait does not require the
present in the hex. use of a Port. A Force cannot use Interception, use Avoidance, or
Retreat across a Straight hexside.
To indicate a force is inside a city, place it under one of the
player’s Control markers. Alternatively, the player may place • The Straits of Messana (Fretum Siculi): A player may move
the units on his City Occupation Card. If the city is named on across the Straits of Messana from Rhegium to Messana, or
the City Occupation Card, simply put the units in the appropri- vice versa (Italy map, hexes It-6015/It-5915)—unless the hex
ate box. Otherwise, put the units in a numbered box, and place that the player wishes to move his force from is enemy-occu-
the same numbered Control marker in that hex. pied, whether inside or outside the city. In that case, he may
not cross. You may cross if the landing hex is occupied (see
PLAY NOTE: More extensive rules on this mutually-occupied, 7.26). Crossing the straits requires a Stop when you “land”—
city-hex situation will be found in the Siege rules. The impor- and a die roll (5.25) to proceed further.
tant thing to remember here is that you can always (try to) move
• The Sardinian/Corsican Straits (Fretum Gallicum): Use the
NS Level of the Mare Tyrrenhium for their strait crossing,
using the same premises as above.
DESIGN NOTE: There does not appear to have been much travel
across the Fretum Gallicum as there was in other straits.

(6.4) MOVEMENT ATTRITION


Attrition is the gradual erosion of strength an army suffers from
extended movement, movement through difficult terrain, move-
ment through areas where food and supplies are difficult to pro-
cure, simply staying in one place and eating everything in sight,
and/or a combination of all of the above. Essentially, Attrition is
what prevents a player from moving all over the place in a single
EXAMPLE #1: A Roman Army is located in It-1317. A turn. The larger the force, and the farther it moves, the more
Carthaginian Army approaches from the west. The Roman likely it is to suffer losses.
Army river-controls It-1218, but NOT It-1417 or It-1418, since General Principle: Each and every time a force Stops—and
those hexes are separated from It-1317 by a river. If the before it can do anything else—it checks for Attrition.
Carthaginian Army moves into It-1218, the Roman Army may
immediately move into It-1218 and automatically intercept (6.41) Attrition Points: As a force moves, it accumulates Attri-
the Carthaginians. tion Points (AP) as it moves within or into each province. The
number next to the province name is its Attrition Rating when
any non-road movement occurs in that province. E.g., Lucania
[3] means that it costs an army 3 AP to move within that prov-
ince in any hex other than by road. There are several “adjust-
ments” and additions to this cost:
ROADS: If all movement within a province is solely on and by
road, the province attrition cost is 1 AP.
MOUNTAINS: Each Mountain hex entered incurs 6 AP, in ad-
dition to any province cost.
MARSHES: Each Marsh hex entered incurs 3 AP, in addition to
EXAMPLE #2: A Roman Army is located in It-3414. A
any province cost.
Carthaginian Army approaches from the north. The only
hex—other than the one it is in—that this Roman force river- RIVERS: Each Minor River incurs 1 AP, each Moderate River 2
controls is It-3514. It does not control It-3313 (separated by AP, and each Major River 3 AP. There is no River AP cost if the
a river) or It-3314 (the river crossed was not part of the river is crossed via a Road that exists in the scenario.
river controlled).

© 2005 GMT Games, LLC


10 The Ancient World VER. 2.1 (8-11-06)

DEVASTATED PROVINCES: If a province is Devastated (6.7),


double (2x) the cost of that province—which means road move-
ment now incurs 2 AP.
Players keep track of the AP’s accumulated by a moving Force
on his Attrition Point Track.
PLAY NOTE: Roads do not negate the Attrition effects of Moun-
tains or Marshes.
(6.42) Adjusted SP Total: To check for Attrition, the player first
totals the number of SPs in the affected force. Cavalry SPs are
doubled for the purposes of determining this total. Thus, 10 cav-
alry SPs are treated as 20 SPs for determining the strength of
that force for attrition.
(6.43) Attrition Loss Points: After determining his Adjusted
SP total, the player then consults the Attrition Chart and locates
the row corresponding to the number of accumulated Attrition
Points, adjusted per 6.44. The final row may be adjusted if any
of the following apply:
• MOUNTAINS: If, at any time during movement, the army
entered more than two consecutive Mountain hexes, the player
adjusts one row “down.”
• AFTER BATTLE STATUS (8.54): A force assumes the status

○ ○

of its worst unit. If any units in the force are Disorganized, the
player adjusts one row “down”; if any are Useless, the player
○ ○

adjusts two rows “down.”


○ ○

• LARGE FORCES: For every 50 SPs above 250, or fraction



○ ○

thereof, the player adjusts one row “down.”


• OVERRUNS: If Overrun (6.63) was part of movement, the


player adjusts one row “down.”



○ ○

The maximum Row Adjustment allowable is “down four (4).”


○ ○

Cross-indexing the Adjusted Strength Points with the adjusted


Accumulated Attrition Points gives the number of Attrition Loss
Points. See 6.47 for the effects.

A B C
AN EXAMPLE OF ATTRITION: A Force under Hannibal
consisting of 55 Infantry SPs, 9 Cavalry SPs (approximately
30,000 men) and 2 Elephant SPs moves from Pisae (It-2315)
in Northern Etruria to It-3514, just north of Roma, avoiding
a large Roman force in hex It-2916 (who for the sake of this
example declined to Intercept). The force has accumulated INERTIA ATTRITION EXAMPLE: A force of 75 SPs has not
5 Attrition Points during that move: 2 for non-Road move- moved outside the province of Liguria Taurini during the game
ment in Northern Etruria (note that Hannibal avoided the turn. The owning player uses the Province Rating (2) for the
river penalty by using the road in It-2416), and 3 for the force’s Accumulated Attrition Points on the Attrition Results
non-Road movement in Southern Etruria. Hannibal avoided Table. If in hex A (a mountain hex which doubles the Province
the river penalties by using the road from Saturnia to Roma. Rating), the force would suffer 2 ALP. If in hex B, the Force
The force has a total of 75 SPs for attrition purposes (55 + would suffer 1 ALP. If in hex C and outside the city, the force
would suffer 1 ALP, however, if inside the city, the Attrition
18 [9 x 2] + 2 = 75), which means that it incurs 2 ALP. The
Points would be reduced to 1 due to the IDS of the city, which
player chooses to remove two infantry SPs. would result in no loss to the force.

© 2005 GMT Games, LLC


The Ancient World VER. 2.1 (8-11-06) 11

(6.44) City Attrition Point Adjustment: If the force has stopped the cities/towns) for an extended period of time, was to invite
inside a city (not just in a city hex), subtract that city’s IDS from trouble.
the Accumulated Attrition Point total. Thus a force that halts
movement inside a Small city would subtract one (–1) from any (6.47) Attrition Effects: Attrition Loss Points (ALP) are used
APs incurred during that movement. to reduce that forces strength, using the ratios listed below. The
type of unit reduced is up to the player, within the following
(6.45) If a force Stops simply to check for attrition—as opposed restrictions:
to doing some other operation—this is still treated as a Stop, and • Each ALP requires the removal of 1 SP of any type.
requires a Continuation die roll (5.25).
• Each 7th ALP requires the removal of a cavalry SP. Thus, for
(6.46) Inertia Attrition: Forces that do not move outside a prov- every 7 ALPs, one eliminated SP must be a cavalry SP.
ince for the entire game turn are subject to possible Attrition • A player may use 2 ALPs to eliminate 1 Elephant SP if he has
because of the difficulty of supplying a large body of men for an accumulated more than 11 ALPs. Thus, a player who accumu-
extended period of time in one locale. Therefore, any such force— lates 12 ALPs may loose 1 EL, 1 Cavalry and 9 Infantry.
other than besieged and besieging forces (9.3) must check for
Inertia Attrition in the Inertia Attrition Segment. To check for (6.48) After a force checks for Movement Attrition, it’s AP level
Inertia Attrition, the player uses the Province Rating (doubled if returns to ‘0’ (zero). There is no AP carry-over.
Devastated) as the Accumulated Attrition Points total, adjusted
as follows: (6.5) INTERCEPTION
There are no Zones of Control in Ancient World, as the sizes of
• MOUNTAINS: If, at the time of checking for Attrition, the
the hexes and the methods of ancient war combat require a dif-
force is in a Mountain hex, double (2x) the province cost.
ferent technique. Instead, the game provides a mechanic called
• INSIDE CITY: If, at the time of checking for Attrition, the Interception which allows an inactive leader with a force to stop
force is inside a city, subtract the IDS. an enemy force that is conducting a Force/Ally Movement Op-
And make the following row adjustments: eration or an Interception. Along with Avoidance (8.22) and
Coordination (8.25), this is the only time an inactive leader and
• AFTER BATTLE STATUS (8.54): A force assumes the status his force may move, and his ability to do so depends on his po-
of its worst unit. If any unit in the force is Disorganized, the sition, location, and Campaign Rating. Note that a force can move
player adjusts one row “down”; if any are Useless, the player through an enemy-occupied hex at any time, and if the leader of
adjusts two rows “down.” the stationary force does not choose to intercept that moving
• LARGE FORCES: For every 50 SPs above 250, or fraction force, it just keeps moving.
thereof, the player adjusts one row “down.”
DESIGN NOTE: Supply in this era was either through grana-
ries, where large quantities of grains and foodstuffs were kept
for the purpose of feeding the troops, or by foraging on the
move. To stand still without a grain supply (here represented by

Not

||{y,


zz
+7 Possible
+4 Not +6 +3
(more than 3
hexes)

+3 +2 +2 +3 EXAMPLE: Roman armies are located in Praeneste (It-3713)


and Amiternum (It-3510). A Carthaginian Army occupies

{
||
Alba Fucens (It-3711). The Roman player moves the army
in Amiternum along the roads towards Roma. When the army
+2 +1 +1 +2 +5
reaches It-3613, the Carthaginian player announces that he
is attempting an interception with his army in Alba Fucens.
His die roll is successful, but as he moves into It-3712 to-
+1 +1 +4 wards It-3613, the Roman player announces that the force
in Praeneste will attempt to intercept the intercepting
Carthaginian force. Not only is the latter move successful—
in It-3712 -, but now the Roman player may intercept into
The diagram above shows the Interception modifiers for each It-3712 with the moving army in It-3613. If the Roman player
hex (taking distance and terrain into account). Hannibal needs is successful, he has achieved a Double Envelopment on the
to roll a modified DR ≤ 7 for a successful interception. Carthaginian army.

© 2005 GMT Games, LLC


12 The Ancient World VER. 2.1 (8-11-06)

(6.51) A leader must have a force to attempt an Interception. A • DISRUPTED: Add two (+2) if any unit in the intercepting
leader does not have to intercept with all the units at his dis- leader’s force is Disrupted (8.54).
posal; he can intercept with less, and may only intercept with
those units he is eligible to command. Combat units that are (6.55) Interception Die Roll: Having made the above adjust-
Disorganized or Useless may not participate in an Interception. ments, if the adjusted die roll is higher than the leader’s Cam-
paign Rating, the attempt has failed and the enemy keeps mov-
(6.52) Interception Range: A leader with a force outside of a ing. It is not considered to have stopped for attrition purposes.
city has an Interception Range of three (3) hexes, not including The intercepting force stays put; it never moved. If the adjusted
the hex the leader is in. If the leader and his force is inside a city, die roll is the same as or lower than the leader’s Campaign Rat-
his Interception Range is four (4) hexes, not including the hex ing the Interception is successful. If successful:
the leader is in. The range is traced to the hex the unit is moving
into. The Interception Range may not be traced into a hex or STEP 1: the active, enemy force Stops moving and checks for
across a hexside if the intercepting force could not move into/ Attrition.
across that hex/hexside, nor may it be traced across a strait (6.38). STEP 2: the intercepting force is moved into the enemy’s hex,
The path cannot be traced through an enemy-occupied hex al- after which it stops and checks for Attrition (however, see 6.56).
though it can be traced into one.
STEP 3: A battle is immediately fought, with the interceptor being
(6.53) A leader can make an Interception attempt against an en- the attacker. If the moving player is Victorious (8.5), continued
emy force conducting a Movement operation that begins in, en- movement is determined by a die roll (5.25), otherwise that leader
ters, or leaves any hex within his Interception Range. However, is Finished.
a leader may not intercept a force that moves into his hex and
Stops unless that force crossed a river (6.35 River Control), a FAILED INTERCEPTIONS: If a leader attempts
strait (6.38), or disembarked (7.27) in the hex; but may attempt Interception and fails, place a “Failed Interception”
Interception (Same Hex) against a force leaving his hex. A force marker on his force. If that force is attacked during
moving into a city in the same hex cannot be intercepted. that same Operations Phase, the attacker adds two (+2) to his
Battle die roll. Remove the marker at the end of the Phase.
A leader can attempt an Interception against a moving enemy
force only once per Movement Operation unless the enemy force PLAY NOTE: Interception applies only to a moving force. Other,
moves out of range of the friendly force and then, later in the non-moving forces belonging to the intercepted player use Co-
same Movement Operation, moves back within range. In the ordination (8.26) if they want to get involved.
latter case, the leader may attempt another Interception. (6.56) Intercepting an Interception: A successful intercepting
(6.54) Interception Procedure: If an activated force attempts force moving to the target hex, may itself be intercepted by a
to leave a hex with a city, and there is enemy leader with a force different, enemy force, using the same rules above. Thus, you
inside the city, any Interception attempt by that leader is auto- may have a situation where Army X is moving along. It attempts
matically successful, otherwise the player rolls the die and com- to pass by Army A. The leader of Army A attempts to intercept
pares it to the Campaign Rating of the intercepting leader. Ad- and is successful, but in moving to do so, it, passes within Inter-
just the die roll as follows: ception Range of an enemy Army Z, whose leader may then
attempt to intercept Army A (before A reaches Army X). If Z’s
• DISTANCE: Add one (+1) for each hex distant. Thus a player
leader’s interception is successful, Z attacks A, after which X
would add two (+2) if attempting to intercept an enemy force
continues its move as if nothing had happened. If Z is unsuc-
moving into a hex two hexes away.
cessful, A moves in to intercept X and attack it.
• SAME HEX INTERCEPTION: There is no distance modifier
for an attempt at intercepting an enemy force trying to leave (6.57) Double Envelopment: In the above situation (6.56), if
the same hex as occupied by the potential interceptor (Excep- the Interception target hex of Z was within range of X, X could
tion: River Control, see 6.35). wait until Z entered that hex to intercept and attack A and then
roll for its own Interception! In that case, X and Z are now con-
• RIVERS: Add one (+1) for each river hex side crossed by the
sidered the attackers!! ... and won’t A be an unhappy camper .
intercepting leader’s force to reach the targeted enemy.
This is called, for game purposes, a Double Envelopment. If
• MARSHES: Add two (+2) for each Marsh hex the intercept- attacking with a Double Envelopment, the attacker adds four
ing leader’s force would have to either move through or into (+4) to the Battle die roll in addition to any other adjustments.
(including the hex it is in) to reach the targeted enemy—un-
less the intercepting force uses a road to move through that PLAY NOTE: This (6.56 – 7) all sounds a mite confusing, but
hex. Such road movement must be from connecting road hexes. it doesn’t happen too often and it’s much simpler when you
are actually moving your troops around than when reading
• MOUNTAINS: Add three (+3) for each Mountain hex the in-
about it.
tercepting leader’s force would have to either move through
or into (including the hex it is in) to reach the targeted en-
emy—unless the that force uses a road to move through that
hex. Such road movement must be from connecting road hexes.

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The Ancient World VER. 2.1 (8-11-06) 13

(6.58) Ambush, or “Punic Treachery”: A player may attempt (6.62) Units inside a city, or in Mountain or Marsh hexes, may
to Ambush the moving Force as part of an Interception. To Am- not be Overrun, nor may a moving force cross a river to directly
bush, the intercepting leader must start: enter a hex to Overrun. Roads do not negate the effects of rivers
• in a Rough, Marsh or Mountain hex, for this rule. Units using naval movement may not Overrun units
• outside a city, in their landing hex. In all these instances, normal combat/siege
• may not cross a river to intercept, and rules apply.
• must attempt the Interception from the same or an adjacent (6.63) If an Overrun situation does apply, the moving force sim-
hex ply eliminates the entire enemy force including leaders. The over-
The target unit must not be: running force incurs no loss nor do any leaders present check
for casualties. An Overrun is not a Stop (although the player
• inside a city may certainly do so if he wishes), so Attrition is not checked at
• in a Mountain or Marsh hex this time. The next time the leader Stops and checks for Attri-
To resolve an Ambush, the intercepting player follows 6.54, with tion, the player adjusts one row down for the Overrun.
the following die roll adjustments:
(6.7) DEVASTATION
• +3 to the die roll for the Ambush attempt (6.71) Devastation—the reduction of the ability of provinces to
• Adjust the die roll for the Battle Letter differences between feed troops—occurs in two possible ways:
the leaders, treating an ‘A’ as a ‘1’ and an ‘E’ as a ‘5’. Thus an • Specific Devastation attempts (6.72).
‘A’ attempting to Ambush an ‘E’ would subtract four (–4)
• As a result of a besieging Force foraging to feed its troops
AMBUSH EFFECT: If the Ambush/Interception attempt is suc- (9.53).
cessful, when resolving combat, the ambushing player adds five
(+5) to his die roll!! (6.72) Devastation may be conducted in the Devastation Attempt
Segment (F/3) of the Devastation Phase. A player may attempt
(6.6) OVERRUN the Devastation of any province in which:
Overrun is a situation where a moving force encounters a much • He has a force of 25 or more SPs
smaller enemy force that it simply pushes aside as it continues • That force has not moved outside the province in the game
to roll inexorably forward. turn.
(6.61) A moving force can Overrun an enemy force if it has a 9- • There is no enemy force of 25 or more SPs in that province
1 or better SP ratio (8.31); and more cavalry SPs than the enemy. that is outside a city.
This latter condition only applies if the enemy force has cavalry.
(6.73) Procedure: To Devastate a province the player notes the
number of SPs in the friendly force and consults the Devasta-
tion Chart to determine the Devastation Value of those SPs. He
then rolls a die. If the DR is less than or equal to the Devastation
Value, that Province is Devastated and marked accordingly. If
more than one friendly force meets the criteria, repeat the above
procedure for each.
(6.74) Effects: Devastation doubles (2x) the Attrition Rating of
the province, as well as the road cost for that province. It does
not affect Attrition costs for Mountain/Marsh hexes.
(6.75) Recovery: Devastation is not permanent; provinces may
recover. In the Devastation Recovery Segment (F/1), one player
(it does not matter which) rolls one die for each Devastated prov-
ince. That DR is adjusted based on the total number (both play-
ers) of SPs in the province outside of a city. Consult the Devas-
tation Chart to determine the Devastation Value of the SPs present
DEVASTATION RECOVER EXAMPLE: Campania is cur- and roll a die, subtracting the Devastation Value from the roll. If
rently Devastated. Campania’s Province Attrition Rating is the adjusted DR is higher than the Province’s printed Attrition
‘2’, but there is a Carthaginian army of 145 SPs in It-4711. Rate, the province recovers. Remove the marker.
This will give a DRM of –3 on the Recovery die roll. There
(6.76) For Foraging Devastation (9.53), the player wishing to
is also a Roman legion inside Capua, but its strength does
Forage undertakes the same die roll as in 6.73, with the same
not apply. The Carthaginian player rolls the die, getting a
results applying.
‘4’. The adjusted DR, however, is a ‘1’, which is not higher
than the province’s rating, so it remains Devastated.

© 2005 GMT Games, LLC


14 The Ancient World VER. 2.1 (8-11-06)

(6.77) Devastation may have adverse effects on Diplomacy (see (7.14) NS Levels can be changed by a Re-Allotment of naval
12.31). assets or Construction of new fleets, both of which are handled
abstractly for this mechanic. Re-allotment and Construction are
(6.8) STACKING available per scenario instructions.
(6.81) There is no limit to the number of SPs that can be in any
hex at any one time. (7.15) Re-Allotment: In the Naval Superiority Construction/Re-
allotment Segment (F/2) a player may raise the level of any Na-
PLAY NOTE: Overloading cities can be dangerous when it val Zone any number of NS levels in his favor by removing a
comes to withstanding a siege, as another one of those “brief similar number of levels from any other zone(s). The maximum
glances” at the Attrition Table will show. These guys have to number of NS levels that can be removed from any one zone in
eat. any one turn is one (1). When increasing (or decreasing) an NS
level in any Zone in your favor, lower (raise) the NS level of the
(6.82) It is possible that two opposing forces will occupy the
opposing player in that zone by a similar, but opposite, level.
same hex with neither inside a city. This is allowed.
EXAMPLE: The Roman is +4 (Carthage –4) in both the Mare
Tyrrhenum and the Mare Adriaticum. He wishes to increase his
(7.0) THE NAVAL SUPERIORITY presence in the Mare Africum, which is presently Roman –1/
Carthage +1. He removes one level from both the Tyrrhenum
SYSTEM and Adriaticum, reducing them to Roman +3/–3, and increases
DESIGN NOTE: This rule is used in scenarios in which naval his presence in the Africum to Roman +1/–1.
activities were minimal. The Naval Superiority System covers
(7.16) A player may both re-allot and construct NS levels in the
the biggest problem: the incredible dangers of crossing the Medi-
same phase. Re-allotment has no effect on raising legions or
terranean in ships ill-suited for such purposes.
troops.
(7.1) NAVAL SUPERIORITY (7.17) Certain results on the Basic Naval Transport Table will
(7.11) The seas are divided into Naval Zones. At the beginning affect the NS Levels; these are clearly indicated and represent
of the game, each Naval Zone is given a Naval Superiority (NS) loss of galleys, etc. Regardless, NS Levels may never go be-
Level, representing the “superiority” one side currently has over yond +4/–4.
the other in terms of its naval presence in that area and the abil-
ity to patrol it. (7.2) NAVAL TRANSPORT
(7.21) Players may transport forces across coastal and deep sea
PLAY NOTE: On the Italy map, the Sicilian Straits are a sepa-
hexes. To do this, the player moves the force into a Port hex and
rate Naval Zone; the Corsica-Sardinian Straits are not.
Stops. If the leader is successful in Continuing, or starts inside a
(7.12) NS Markers: Naval Superiority Levels are Port, he then states his wish to move by sea, traces the path of
represented by a marker for each player, placed in a movement through the sea hexes (7.24), and then rolls on the
given naval zone, showing numbers from +4 (best) Naval Transport Table, applying the results. Naval Transport is
to 0 (balance of power) to –4 (nary a galley in sight). not used for crossing straits.
The NS Level represents just how much better one side was than
(7.22) All Naval Transport must start from inside a Port city. All
the other, and it is used to augment Naval Transport and Siege
transported units may land either inside a port city or, with se-
Assault on Ports (see 9.43) die rolls. “+4” would be the equiva-
vere limitations, in certain types of hexes, as delineated by the
lent of Naval Supremacy. Place NS markers in each Naval Zone
Naval Transport Chart. Units may be Scattered (7.28). There are
to keep track of that zone’s NS Level.
three types of ports: Major, Secondary and Minor; the latter two
EXAMPLE: Rome +3 and Carthage –3 NS markers in the Mare have debarkation and embarkation limitations (see 7.25).
Tyrrenhium would indicate the respective and relative naval
DESIGN NOTE: [Italy Map] Thurii (It-5509) IS a port, even
presence of each player in that sea. Note that it is possible for
though it is inland. Many sources refer to Thurii as a usable
the NS markers to be “unbalanced”; e.g., +3 and –1. This oc-
port—and all maps place it where it is. It is probable that the
curs in scenarios where there are factors other than those sup-
river it is on was navigable to commerce. Naval transport reach-
plied solely by the two protagonists.
ing It-5508 or It-5609 can consider itself to have reached Thurii.
(7.13) Effects: Every time a player wishes to transport units by
PLAY NOTE: The ability to land small forces in non-port hexes
sea (see 7.2) he adds (or subtracts) to/from the die roll his NS
allows for “raids”, a venture often used in this era—with vary-
Level for the “least friendly” Naval Zone into which he has to
ing success.
move. Thus, a player that starts Naval Transport in a +1 NS Level
zone, transports into a +2, and then into a –1 would subtract one (7.23) There is no limit as to how far players may attempt to
from his transport die roll (in addition to any other adjustments; carry units in one Naval Transport Movement Operation, but
7.24), because the –1 NS Level zone was the “least friendly”. the success of the movement depends on the results from the
Naval Transport Table. The latter determines whether all, some

© 2005 GMT Games, LLC


The Ancient World VER. 2.1 (8-11-06) 15

or none of the transported units arrive safely. As required by soned enemy city, unless the land units being transported are
7.24, the moving player must note the path of sea going to disembark.
hexes to be traveled. Players should use the Naval
Transport markers to indicate what units are “at sea” (7.27) Amphibious Attacks: As soon as a force disembarks it
and where they are. Stops. There is no Attrition die roll—that is handled by the Na-
val Transport die roll). If the hex is occupied and the active force
(7.24) The Naval Transport die roll may be adjusted, as follows: desires to attack, there is a –3 to the die roll to the Battle Results
• Naval Superiority Level of the least friendly Naval Zone en- Table (BRT). If it does not attack but is, in turn, attacked by
tered (7.13) enemy forces in that game turn before leaving the landing hex,
there is a +3 adjustment to the attacker’s die roll on the BRT.
• For every full 20 coastal hexes traveled, subtract one from the
die roll; amounts less than 20 do not count. (7.28) Scattered: If the Naval Transport result is Scattered, the
• For every 5 deep sea hexes, or fractions thereof, traveled sub- force must disembark (see the Disembark column on the Naval
tract one from the die roll; amounts less than 5 do count. Transport Chart for special allowances for units that are forced
to Disembark due to Scatter); place a Scattered marker on top of
it. In addition, roll for Leader Casualty (8.6) for all leaders therein.
A Scattered force is treated as if it were Useless; see
8.55. The force remains Scattered until a suitable
Caralis
to leader conducts a Reform Scattered Unit operation
Drepanum at which point the force is now at normal status and
Neapolis the marker removed.
to
Messana
(7.29) End of Turn Automatic Scatter: Any units that are in
the middle of a Naval Transport—i.e., they have not landed—
when the turn ends are automatically Scattered in the coastal
hex they occupy. If the coastal hex is enemy occupied or the hex
has a garrisoned enemy city, the fleet is considered sunk and all
leaders and SPs are eliminated.

(7.3) CROSSING STRAITS


EXAMPLE: The trip from Neapolis to Messana costs no DRM, (7.31) Land units may directly cross straits without using Naval
as it is less than 20 coastal hexes. From Caralis (Sardinia) to Transport. However, to do so, the units crossing must check to
Drepanum would incur a –2 DRM, as it would entail 7 Deep see whether enemy fleets in the zone, represented by the NS
Sea Hexes (and a few coastal hexes, which have no effect). Level therein, intercepted such crossing and initiated a naval
DESIGN & HISTORICAL NOTE: As noted, triremes and Quin- battle (see also 6.38). Any strait crossing where the moving player
queremes, the galleys of the era, were ill-suited for long dis- has a level of +3 or less has the possibility the crossing will be
tance, deep sea trips—not only because they were relatively un- opposed. If the player has a level of +4 in that strait (or zone) the
seaworthy but because they couldn’t carry very many supplies. crossing is automatically unopposed.
Therefore, most (like 95%) voyages consisted of simply short- (7.32) To see if the crossing was opposed, the moving player
hopping along the coast line from one friendly port/beach to rolls the die, adjusts the roll by his NS level, and consults the
another. It was tedious—but it was safe. Players will find it Strait Crossing Table.
“safer” to make short haul trips.
EXAMPLE: A Player trying to cross a Force over a strait where
(7.25) Port Capabilities: The number of SPs that can voluntar- his NS is “–1” would be opposed on an unadjusted DR of ‘4’ or
ily embark/debark into or out of a port is limited by the size of less, as the –1 would reduce that to the required ‘3’ or lower.
the port. Units can only embark from a port, though units can
debark (safely) in certain non-port hexes. See the Naval Trans- (7.33) If the crossing was opposed, the moving player checks to
port Chart. see how many, if any, of his SPs were lost based on his NS Level,
per the instructions on the table.
(7.26) Stopping Procedure: Units using Naval Transport must
“stop”—end their movement—in a coastal hex. They do not have EXAMPLE: NS Level is +2, the DR is a ‘5’. 5 –2 =3, doubled =
to debark at that time, but they cannot stop in an all-sea hex. 6. That force has lost 6 SPs. (Obviously, if one of the factors is
Upon stopping, the player must roll on the Naval Transport Table a ‘0’, there will be no losses.) If NS Level were –1, the player
for the distance traveled, taking any losses incurred, and then would cross-index row A of the Attrition Results Chart with the
also roll for continuation, if desired. If there is a Scattered result size of the force, losing the number of SPs listed.
(7.28) it is immediately applied!! Units using Naval Transport (7.34) If cavalry or Elephants are present, at least one-third of
may not stop in any coastal hex containing enemy land units, a losses must be in Cavalry and/or Elephants, until both are elimi-
garrisoned enemy city, or in any coastal hex adjacent a garri- nated totally.

© 2005 GMT Games, LLC


16 The Ancient World VER. 2.1 (8-11-06)

(8.0) LAND COMBAT 4. If the Attack operation is conducted, both players check for
Coordination (8.26), if possible and desired.
DESIGN NOTE: The basic design and historical theory being
applied here is that battles of the ancient period were won by a 5. Proceed to Resolving Combat (8.3).
combination of leadership skills, cavalry superiority, and tacti- PLAY NOTE: If the active player moved his force into the hex
cal position superiority. The Romans added some spice to this he must first Stop and check for Attrition to conclude the Move-
mix by elevating discipline and training into the pantheon. While ment operation, and then check for Continuation prior to initi-
sheer strength in numbers was not unimportant, it was rarely ating the Attack operation. There is no Continuation role if the
the deciding factor. attacking player’s force starts the Operations Phase in the same
hex as the defender and the attacking player announces the At-
(8.1) COMBAT UNITS AND STRENGTHS
tack as his first operation.
(8.11) There are four different types of land combat units (infan-
try, cavalry, elephants and siege engines), reflecting the basic (8.21) Combat occurs as result of an Attack Operation (or a suc-
tactical systems of the era, somewhat reduced and homogenized cessful Interception, see 6.5). In order to conduct an attack, there
for game purposes. The different types are listed in 2.2. must be enemy units (outside of a city) in the same hex as the
player’s force. An enemy force inside a city cannot be the object
(8.12) Each force consists of counters representing the strength
of an Attack Operation (for that, see the Siege rules in 9.0), though
of each combat type for each different Contingent.
a force inside can conduct an Attack Operation against an en-
EXAMPLE: A typical Punic War Carthaginian army might con- emy force in the hex. Attacking is strictly voluntary (except for
sist of: Interceptions), and opposing forces can coexist in the same hex.
20 SPs (10,000) Libyan Infantry The attacking player may use any/all eligible units in the hex,
15 SPs (7,500) Iberian Infantry subject to 5.41 and any specific command restrictions given in
20 SPs (10,000) Gallic Infantry the individual volume rules, as part of the attacking force. All
12 SPs (3,600) Elite Numidian Cavalry defending units in the hex must participate in the combat.
16 SPs (4,800) Iberian Cavalry
2 SPs (20) Elephants PLAY NOTE: The attacking force need not include all friendly
units in the hex. If the player moved into the hex, he can exclude
This force would be represented by combat units of the appro- units that were part of the moving force and/or include units
priate strength for each of the six Contingent/Types. This rather were already in the hex.
unwieldy stack of counters would then be placed in one of the
Army boxes on the appropriate Army Display while the corre- (8.22) Avoidance: The defending player may attempt to avoid
sponding Army marker and the Hannibal leader counter would battle (or Siege see 9.22) immediately after the attacker has an-
represent that force on the map—unless you like the Pisa Tower nounced his Attack (or Under Siege) operation. All defending
Effect of seeing them all on the map. units in the hex are considered part of one force and must par-
ticipate. The leader in charge is determined by 5.43. The de-
PLAY NOTE: Those of you who like a little “fog of war” can fending player cannot attempt Avoidance if the defending force:
play that you cannot inspect what is under the Leader counter
• has been intercepted (6.5)
(or in his Box off-map).
• cannot either leave the hex or enter a friendly city in the same
(8.13) Elite Units: Certain units may be designated by the sce- hex
nario as “Elite”. There are combat units that are marked “Elite”,
• is being Overrun (6.6)
and these should be used to note those units.
• has a city Under Siege (9.24) and is attacked by the Besieged
(8.14) Special Units: Special units such as the Roman Legions force
are described in the volume specific rules.
(8.23) Avoidance Procedure: To determine whether a potential
(8.2) PRE-COMBAT: ATTACK, AVOIDANCE, AND defender may avoid battle, the player rolls the die. If the ad-
COORDINATION justed DR is the same as or lower than the commanding leader’s
The General Pre-Combat Resolution Sequence is: Campaign Rating the force retreats up to two (2) hexes away
from the attacker, incurring one ALP (6.43) for each Flat or Rough
1. The player controlling the active leader announces he is initi-
hex entered and two ALP for each Mountain or Marsh entered.
ating an Attack operation against the enemy force in the same
hex. The force cannot retreat:
2. The defending player states whether he will attempt Avoid- • across the hexside through which the attacking force entered
ance (8.23) and then determines same. the hex
3. If Avoidance was unsuccessful or not attempted, the Attack • across an impassable hexside or into an impassable hex
operation is conducted, otherwise, the active player can select • into a hex the force already entered
another operation.

© 2005 GMT Games, LLC


The Ancient World VER. 2.1 (8-11-06) 17

The force may enter: AVOIDANCE DRMS:


• an enemy occupied hex, but may not leave that hex unless the –2 if the force will retreat into a friendly city in the same or
hex is also occupied by a friendly force. adjacent hex
• a friendly city including one in the same hex –1 if the force will retreat into a friendly city two hexes away
–1 if the force is in a Mountain or Marsh hex
Exception #1: the maximum attrition loss that can be incurred
by such retreat is 10% of the retreating SPs. –1 for each Guile Point expended by defending leader
+1 for each Guile Point expended by attacking leader
Exception #2: There is no Attrition if the retreat is into a friendly
+3 if the only path of retreat is across a river
city.
The above is summarized in the AVOIDANCE CHART.
If the adjusted DR is higher than his leader’s Campaign Rating
the force is stuck and must defend with a +2 to the Battle DR (8.24) If a defender has successfully avoided battle, the active
(8.31). Attempting avoidance is not a harmless undertaking. leader may select another Operation. He is free to go after the
retreating force and attempt another Attack Operation against
that force, or conduct any other eligible Operation.
(8.25) Coordinated Attacks: The attacker and/or the defender
can attempt to coordinate his attack/defense with another,
friendly, leader-commanded force that is within three hexes.
Coordination attempts take place after any Avoidance attempt.
Only one additional force per player may be brought in by coor-
dination, regardless of how many additional forces are within
range. The player with the nearest force, in terms of hexes, checks
for Coordination first. If both players have eligible forces equi-
distant, the defender checks first. Forces that have successfully
used Avoidance may not attempt Coordination during that Op-
erations Phase.
(8.26) Coordination Procedure: The Coordination Range is
three hexes (maximum). To determine whether a force will join
in the battle, the following steps are taken:
1. The player wishing to coordinate adds the Campaign Ratings
of the two leaders involved in the Coordination attempt. He
then halves the total, rounded down.
2. From the above total, he subtracts the number of hexes be-
tween the two leaders, counting the selected leader’s hex, but
Example: Hannibal is in Florentia (It-2414); he moves to
attack Consul P. Scipio, Campaign Rating of '6', OC of two
consular armies (73 SPs) in It-2815. The Roman Player de-
cides to try to avoid combat with Hannibal. Scipio is within
two hexes of Clusium, to which he will try to retreat (earn-
ing him a -1 adjustment to the die roll), and he has one Guile
Point, which he will use (earning a -1 to the die roll). Han-
nibal opts to not use any Guile, but since Scipio is Roman a
+4 is added. Scipio, therefore, gets a +2 adjustment to the
die roll. The Roman Player rolls a '3', to which he adds that
+2, for an adjusted die roll of '5', which is lower than his
Campaign Rating. Scipio now moves two hexes into Clusium
with no attrition loss since he moved into a city. If the die
roll had been a '6', the adjusted die roll of '8' would have
meant no Avoidance. Scipio would have been forced to de- Example: The Carthaginian army commander Gisgo (1P-
fend and incurred a +2 DRM (beneficial to Hannibal) on 5) moves into a hex to attack a Roman army. Two hexes away
the BRT for even thinking of retreating (see 8.31). With a (no rivers) is another Carthaginian army under Hanno (1P-
11), whose army Hanno wishes to add to the attack. Gisgo's
successful Avoidance, Hannibal can select another Opera-
Campaign Rating is '5'; Hanno’s is also '5'. So 5 + 5 = 10;
tion including moving his force to Clusium to conducted
halved is 5; - 2 (hexes) = 3. The Carthaginian player rolls a
additional operations against Scipio.
'1', so Hanno’s army is moved to join Gisgo's army.

© 2005 GMT Games, LLC


18 The Ancient World VER. 2.1 (8-11-06)

not the battle hex. He also subtracts the number of non-road Cavalry Superiority: Determine the difference in cavalry
river hex sides to be crossed. The path between the two lead- strength by subtracting the cavalry strength of the player with
ers may not include Mountain or Marsh hexes. the lesser amount from the player with the larger amount. Con-
sult the Cavalry Superiority Chart and cross reference this dif-
3. The player now rolls one die. If the die roll is higher than the ference with Force type and terrain to determine the battle DRM
total computed in step 1 and 2, coordination does not occur. for Cavalry Superiority.
4. If the die roll is the same as or lower than the total, coordina- Failed Avoidance or Interception Attempt: +2 to die roll (as
tion is successful, and the selected force is moved into the per 8.23 and 6.55).
battle hex checking Attrition for such a move. The units so
moved are added to the attacker’s and/or defender’s force and Ambush: +5 to the die roll (see 6.58)
must participate in the attack. The leaders in the battle are
determined by 5.43. Double Envelopment: +4 to the die roll (see 6.57)

PLAY NOTE: Coordination, which happened rarely in ancient Terrain: If the attacker (any attacker, including one from a co-
warfare, will happen just as rarely in play. ordinating force) has crossed a river (and remember 6.35) to
directly enter the battle hex (even if he used a road), subtract
The above is summarized in the COORDINATION CHART. three (–3) from the die roll.
(8.27) Either player may attempt Coordination with a friendly Amphibious Attacks: If the attacking force disembarked in the
force inside a city that is in the same hex using the above proce- hex, or entered the hex via a strait crossing (6.38), subtract three
dure. Terrain and hex distance are ignored effects are ignored. (–3) from the die roll. If a force is attacked in its debarkation hex
or remained in the hex entered after a strait crossing, add three
(8.3) RESOLVING COMBAT (+3) to the attackers die roll (see 7.27).
All non-Siege combat is resolved on the Battle Results Table
(BRT). The table is a list of adjusted die rolls for the 10-sided Elite Units: The player adjusts the die roll one in his favor (at-
die, adjustments running from –13 to +22, a total of 36 possible tacker adds, defender subtracts) for each Elite unique unit type
results. To resolve a given battle: and Contingent of at least 5 SPs present. Elite cavalry modifiers
apply even if the battle is in Mountain or Marsh terrain.
1. Determine all DRMs (8.31)
2. Conduct Elephant Commitment (8.36) PLAY NOTE: If the player has at least 5 SPs of Elite Numidian
3. Roll one die, apply DRMs, and note result. Cavalry units involved in the battle, he would receive a +1/–1
to the die roll. The number of counters doesn’t matter. The modi-
4. Distribute Losses (8.34) and check for Leader Casualties (8.6)
fier is determined by Contingent (Numidian) and Type (Cav-
5. Conduct Pursuit and Butchery, if applicable (8.38) alry) with a minimum of 5 SPs of that contingent and type.
6. Conduct Retreats, if mandated (8.37)
After Battle Status Effects: Consult the After Battle Status Ef-
7. Apply After-Battle Effects (8.5)
fects chart to determine the applicable Battle DRM. If units with
(8.31) The Battle DR Adjustments. Positive (+) DRM help the more than one ABS are involved in the battle, use the worst.
attacker; negative (–) DRM aid the defender.
Elephants: As per the Elephant Table.
Leader Tactical Ability Adjustment: The comparison of tacti-
All of the above adjustments are cumulative, and there is no
cal abilities can result in a die roll adjustment of as much as +/-
limit to how far up or down the die roll may be adjusted, other
9. See 8.32 for how this works.
than the limits of the BRT.
Subordinate Leader Battle Points: Non-active leaders with the
(8.32) Leader Tactical Capability: Potentially, the most im-
Force may use their Subordinate Leader Ratings as die roll ad-
portant adjustment on the BRT is the effect of the relative tacti-
justments (maximum of 2 points per player). Leaders in com-
cal capabilities of the two leaders in charge of the battle (see
mand of the battle do not use their Subordinate Battle Rating to
5.34). This comparison not only uses the Battle Letter of the
affect combat; they use their Battle Letter.
leaders in question, but it also accounts for a range of ability that
Combat Ratio Adjustment: The attacker totals his SPs and com- each leader may have on a given day, within the parameters of
pares them to the total SPs the defender has. This comparison is his capability. To determine the DRM for Tactical Ability, the
expressed as a simple ratio, rounded down in favor of the de- players use the Leader Battle Ability Table, as follows:
fender. Players then consult the Combat Ratio Chart to deter-
STEP 1: Each player notes the Battle Letter of the leader who is
mine the die roll adjustment. Odds are always expressed from
commanding in the battle (see 5.41).
the viewpoint of the attacker, so odds in favor of the attacker
will get a positive adjustment, while those in favor of the de- STEP 2: He then rolls one die and cross references that die roll
fender will achieve a negative adjustment. Elephant SPs are not with the letter rating, on the Leader Battle Ability Table, to get
included in these calculations. that leader’s Tactical Rating for that battle.

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The Ancient World VER. 2.1 (8-11-06) 19

STEP 3: The leader with the highest numerical Tactical Rating EXAMPLE: A force of 50 SPs attacks a force of 10 SPs with a
now subtracts the Tactical Rating of the “lower” leader, and the BRT result of 10/30. The attacker takes no loss, (+5 Combat
resultant number is the die roll modifier in his favor. Ratio DRM), while the defender loses 3 SPs (30% of 10) and
must Retreat.
UNLED DEFENDERS: Defending units without a leader are
considered to have a leader with a Tactical Rating of “0” for that (8.34) The adjusted percentage loss is applied as follows:
battle.
INFANTRY: Consult the Percentage Loss Chart and cross refer-
Combat Losses ence the percent loss from the BRT with the total infantry strength
(8.33) All results are expressed in terms of the percentage of SPs present to determine the total SP loss. The SP losses are divided
lost by the attacker (to the left of the slash) and by the defender as evenly as possible among the different contingents. Any un-
(to the right of the slash). Thus a 30/20 result means the attacker even losses are assigned by the affected player with the excep-
loses 30% of his men, the defender 20%. The Percentage Loss tion that any Elite contingents must take the loss first.
given on the BRT is adjusted as follows: CAVALRY: Consult the Percentage Loss Chart and cross refer-
• If the Combat Ratio DRM was greater than +3, decrease the ence the percent loss from the BRT with the total cavalry strength
attacker’s loss by 5% for each DRM greater than +3. If the present to determine the total SP loss. SP losses are distributed
attacker’s BRT result was a “*”, the attacker suffers no loss. as the owning player sees fit with the exception that the contin-
• If the Combat Ratio DRM was less than –3, decrease the gent in the battle with the most cavalry SP must take more SP
defender’s loss by 5% for each DRM below –3. If the losses than any other individual contingent.
defender’s BRT result was a “*”, the defender suffers no loss. ELEPHANTS: Elephants use the Cavalry method for extracting
An adjusted percentage can never be more than 100% or less losses. Uncommitted Elephants (8.36) do not suffer losses.
than 0%. A 1 SP force is automatically eliminated in any battle PLAY NOTE: To use the Percentage Loss Table, cross index the
where either of the above two conditions apply. The Percentage percent loss with the number of either infantry and/or cavalry
Loss is not adjusted if that result occurred through an Unpre- SPs. If the size of the force is 10 or less, read the result directly
dictable Result (8.4). Furthermore, the unadjusted percentage from the table—a 20% loss on a 4 SP force would give a 1 SP
from the BRT is used to determine who Retreats (8.37). loss. If the number of SPs is greater than 10, use the column

EXAMPLE OF A BATTLE
Elite Units: One of the Roman legions
Hannibal, with a Combat Rating of “A”, are “veteran”, so there is a –1 adjustment
attacks a Roman army in 4705 (Flat) un- for Roman training. However, Hannibal’s
der Consul Varro, who has an “E” Rat- Numidian cavalry is Elite for an adjust-
ing. The numerical odds, expressed in ment of +1. They cancel each other out, for no adjustment.
terms of the Carthaginian attackers, are 1-2 (97 SPs to 184
There is an additional +5 DRM due to some rules specific to
SPs). However, the Carthaginians have 13 more cavalry SPs
the Romans that will be covered in detail in the volume spe-
than the Romans. The following die roll adjustments apply:
cific rules.
Overall Leadership: The Carthaginian player rolls a ‘3’ for
The total DRM, expressed from the attacker’s viewpoint, is
Hannibal, giving him a Leadership Tactical Ability Rating of
+13. (In order, from above, +3 +2 –2 +4+1+5 = +13) The
‘6’. The Roman player rolls a ‘6’ for Varro, for a ‘3’ Leader-
Carthaginian player rolls a ‘9’, to which he adds 13 for an
ship Tactical Ability Rating. The Leadership Tactical Ability
adjusted die roll of +22. The Roman player suffers 75% losses-
Adjustment is then +3 (Hannibal’s 6 minus Varro’s3).
138 SPs!!!-to his army; the Carthaginian player, whose result
Subordinate Leaders: Rome has no was a (*), rolls a ‘4’, which means he loses 4 SPs (which is
leaders with a SBR, but Hannibal has less than 5% of his 97 SPs).
Mago and Maharbal, both supplying 1
HISTORICAL NOTE: The above example is a game repre-
point each, for a +2 adjustment (the maxi-
sentation of the smashing defeat of the Romans by Hannibal
mum).
at Cannae. Notice how little effect sheer numbers had on the
Strength Comparison: The Carthaginians are attacking at 1- outcome, and how the result was greatly affected by the level
2, which is a –2 adjustment of the die roll. of command capability on both sides. Although the DR was
the best the Carthaginian could have gotten, we did not take
Cavalry Superiority: Hannibal has 13 more cavalry SPs than into account the Pursuit and Butchery Rule (8.38).
the Romans, which gives him a +4 die roll adjustment, the
terrain being “flat”.

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20 The Ancient World VER. 2.1 (8-11-06)

associated with the 10’s digit of the force size added to the col- TIES: If both players suffer equal percentage losses neither has
umn for the 1’s digit—a 20% loss on a 25 SPs force would pro- to Retreat; Retreat is voluntary, the defender choosing first.
duce a 4+1=5 SPs loss.
VOLUNTARY RETREAT: The player who has less than 10%
EXAMPLE: A Carthaginian army composed of 78 infantry SPs more losses than his opponent may voluntarily retreat using the
(45 Libyan, 15 Iberian, and 18 Gauls), 18 cavalry SPs (10 Ibe- Retreat Procedure described below.
rian and 8 Numidian), and 2 committed EL SPs that takes 20%
losses removes 16 infantry SPs, 4 cavalry SPs … and no EL SPs Treat an (*) result as less than (<) 5%.
(more of which below). Each infantry contingent would take a RETREAT PROCEDURE: The player retreats his force up to
5 SP loss, with the remaining 1 SP removed as the Carthaginian three hexes. The force must leave the starting hex unless the
sees fit. The cavalry loss would be 3 SPs of Iberian horse and 1 force can retreat into a friendly city in the same hex. The force
SP of Gallic horse since the Iberian contingent was the largest cannot retreat:
so must take more losses than any other single contingent. • across the hexside through which the attacking force entered
(8.35) Cavalry Loss Option: A Player may choose to trade cav- the hex
alry losses for infantry. For every cavalry SP loss he wishes to • across an impassable hexside or into an impassable hex
take above the number of SPs he is mandated to lose, he may • into a hex the force already entered
reduce his infantry losses by two (2). Thus, using the the ex-
ample in 8.34, the player could take 5 cavalry SPs losses, in- The force may enter:
stead of 4, and then reduce his infantry losses from 16 to 14. • an enemy occupied hex, but may not leave that hex unless the
This choice is made before undertaking the retreat (8.37). hex is also occupied by a friendly force.
• a friendly city including one in the same hex
(8.36) Elephants: Elephants are used to, hopefully, negate the
use of enemy SPs or add to the BRT die roll. They could end up A retreating force is eliminated if it must leave the hex and can’t
doing just the opposite. Prior to rolling on the BRT, each player due to impassable terrain and/or the entry hex of the attacking
decides whether to commit his Elephants, and how many of them force. A retreating force cannot drop off units, nor can the force
he will commit. For each Elephant SP committed to battle, the be intercepted.
player rolls one die and consults the War Elephants Table apply-
ing the results as they happen. Thus, a player with 10 SPs of A besieged force that must Retreat stays in the city.
Elephants may choose to commit up to 10 SPs and make ten All retreats incur one ALP (6.43) for each hex more than one
separate die rolls. He may stop committing elephants at any time; retreated (two ALP for Mountain/Marsh hexes), plus one for each
he is not locked into committing a specific number, even if he non-road river hex side crossed (see 6.47).
announces such. Elephant SPs are never included in the SPs to-
tals for normal battle resolution, and uncommitted elephants are (8.38) Pursuit and Butchery: A force that must retreat is sub-
not subject to percentage losses. Committed Elephant SPs are ject to additional losses as the fleeing troops get cut down while
subject to percentage losses. running away. The ability to so inflict such losses is dependent
on the Cavalry Superiority die roll adjustment (as per 8.31), but
If both players have elephants, each player commits one Elephant using the cavalry SPs remaining after the battle. Only those cav-
SP at a time, alternating the die roll for such. Attacker commits alry that participated in the battle are considered. The post-battle,
first. If one player halts his commitment, the other may always Cavalry DRM for the winner becomes the Pursuit Factor (PF).
continue, as per above. After all the commitment rolls are re-
solved, the Combat Ratio Adjustment and Cavalry Superiority • if there is no Cavalry Superiority, there is no Pursuit and Butch-
DRM are adjusted to reflect any losses that have occurred. ery
• if the winner had Cavalry Superiority, the minimum PF is one
TERRAIN: Elephants may not be committed or used in any battle (1) even if battle took place in a Mountain or Marsh hex.
in Mountain or Marsh terrain.
EXAMPLE: If after losses are taken, a non-Roman winner, in a
(8.37) Retreats: Retreats are only sometimes mandatory. It is Flat hex, have 14 Cavalry SPs and the losers 6 SPs, that Cav-
also possible that both players may remain in the hex after com- alry Superiority results in a PF of 2.
bat.
The victorious player rolls a die, multiplying the die roll by the
MANDATORY RETREATS: The player who has suffered 10% PF. The result is the percentage of additional losses incurred by
or more BRT losses greater than his opponent has suffered (e.g., the losing army, rounded down to the nearest percent value on
a 20/10 result means the attacker has suffered 10% greater losses), the Percentage Loss Chart. Thus a PF of 3 and a die roll of 6
must Retreat all of his units in the hex including those that did would produce a 15% butcher’s bill (18% rounded down to 15%).
not participate in the battle. He is the “loser” (see 8.5). If the Regardless of the die roll, the maximum Butchery percentage is
winner earned a Major Victory (8.52), the loser must retreat re- always 50%. Losses are distributed per 8.34. All retreating units
gardless of the BRT result. Retreats are conducted according to are affected.
the Retreat Procedure described below.

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The Ancient World VER. 2.1 (8-11-06) 21

Post-battle Butchery does not affect the After Battle Status (8.54); Winners (any level): DISRUPTED
but it may affect victory determination. Losers (but not Major): DISORGANIZED
PLAY NOTE: There is no actual movement in Pursuit & Butch- Major Losers: USELESS
ery, other than the retreat being undertaken by the defeated force. No Winner (and losses are ≤ 15%): DISRUPTED
DESIGN NOTE: In ancient battles, many (if not most) of the No Winner (and losses are > 15%): DISORGANIZED
casualties occurred after the battle was lost or won, and these
casualties could be extremely heavy. Losing a battle was not If a unit already has an ABS, it retains that ABS unless the new
simply a matter of reaching a “breaking point”—which, in terms result is worse. Thus a Disorganized unit would remain so un-
of casualties, was often very low. It was the fact that the win- less it received a Useless result.
ners usually butchered the fleeing losers. Losing a battle is usu- The above status applies only to land battles where one side
ally a disaster, even if the actual battle results weren’t. started with at least 20 SPs. In addition, the status does not apply
to winning force that loses no SPs, nor do they apply to sieges.
(8.4) UNPREDICTABLE RESULTS
HISTORICAL & DESIGN NOTE: Ancient battles sometimes— PLAY NOTE: Instead of using a Disrupted marker, the reverse
but not often—produced results far out of line with what one side of the army marker may be used to indicate that status.
would normally think would happen. Maybe the gods were an-
(8.55) The effects of ABS apply to a force if any units therein
gry, maybe the laws of possibility had a direct link-up to the
have that status. See the After Battle Status Effect Chart for a
local priesthood. Whatever, regardless of what you bring to the
complete list of effects.
battle table, you must operate under that old Sabine proverb,
“One Never Knows, Do One.” (8.56) Units with ABS may recover in one of two ways:
If a combat result on the BRT is an “X”, the attacker has attained • RECOVERY FROM BATTLE: In the End-Turn Phase Re-
an Unpredictable Result. Grab your valium, sacrifice that lamb, covery from Battle segment (G/2), all units with an ABS auto-
burn that incense ... and roll again, adjusting the DR by the num- matically improve their status by one level from Useless to
ber next to the “x”. Both players may also choose to add (at- Disorganized, Disorganized to Disrupted, or Disrupted no
tacker)/subtract (defender) to his die roll any Guile Points their ABS.
commander for that battle has available. Such choice is made • CITY RECOVERY: Units with an ABS that are inside a Large
first by the attacker and then by the defender. This adjusted DR or Medium city may improve their status by one level as above
(which is never adjusted below 0 or above 9) is the number in if stacked with the active leader and that leader remains in the
brackets—e.g., [4] on the BRT, and the result for that battle. city for his entire Operations Phase.
EXAMPLE: An adjusted UR die roll of [2] would produce a 20/ PLAY NOTE: ABS has no effect on Avoidance, as this capabil-
5 result. ity is more reflective of a leader’s ability. ABS also has no effect
on individual leaders—only combat units.
(8.5) VICTORY, LOSS AND AFTER EFFECTS
(8.51) The player whose force did not retreat (8.37) wins the (8.6) LEADER CASUALTIES
battle. If neither player retreats, or if both players voluntarily Leader casualties usually occur as the result of battles, sieges,
retreat, there is no winner. etc. However, they also may occur as Augury Events (13.0) or
the inexorable progress of time, disease, etc. (Mortality 8.62).
(8.52) Major Victory: A player wins a Major Victory if he wins
Killed/wounded leaders—regardless of how/where/when it hap-
a Battle and the force he defeated had at least 20 SPs before the
pens—may be replaced.
battle and the defeated force suffered at least twice as many SP
losses as did the winning force. Elephant losses do not count but (8.61) Every time a leader is involved in a combat where his
losses from Pursuit and Butchery do. side lost at least 1 SP, the owning player must check to see if he
survives. For that, the player uses the Mortality Rating (MR).
For battle casualties, the player checks for each and every leader
in the stack at the conclusion of the battle, as follows:
STEP 1: Roll the die. For any leader on the “losing” side (if
any), add one (+1) to this die roll.
(8.54) After Battle Status (ABS): Aside from the political ef-
fects of winning or losing, a major battle pretty much finished a STEP 2: If the adjusted die roll is lower than the MR there is no
large number of the participants. It is extremely rare to find an effect. If the die roll is same as or higher than the MR: there is a
army—even an army as spectacularly victorious as Hannibal’s Leader Casualty. Roll Again. There is no adjustment to the sec-
was from 218-216 B.C.—fighting more than one battle a year. ond die roll.
Therefore, in addition to the combat losses, the following sta-
tuses are applied to all combat units after a battle:

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22 The Ancient World VER. 2.1 (8-11-06)

STEP 3: If the second die roll is lower than the MR, the leader is
wounded and may not undergo any more Operations Phases this
(9.0) CITIES AND SIEGES
All cities, regardless of size, are assumed to have at least a couple
turn. He may return next turn.
of guys hanging around as a garrison, so cannot simply be en-
STEP 4: If the second die roll is the same as or higher than the tered unless they are already controlled by or friendly to the
MR, the leader has been killed. moving player (see 6.37). Units inside a city may not be attacked
using the normal combat rules. Instead, cities can be taken (and
(8.62) Killed leaders are removed from the game. Wounded lead- any units therein “removed”)—captured—by one of the follow-
ers return at the beginning of the next turn and are placed in any ing methods:
hex with a friendly unit. Any replacement brought in to fill in
for the wounded leader is removed and is once again available • Assault (9.3)
as a replacement. • Attrition (9.5)
• Treachery (9.6)
(8.63) Leader Replacements: There are three times during a • Surrender (9.7)
turn when a Killed/Wounded leader can be replaced: All but Surrender require the target city to be placed Under Siege.
A. When a leader is Killed/Wounded, leave his LAM in the Pool. DESIGN AND HISTORICAL NOTE: The Art of Siege was not
When/if his LAM is later picked, that LAM may be used—only— one fully attainable by most of the “protagonists” in this game.
for purposes of bringing in a replacement leader. Much of the Hellenistic Art of Siege, as perfected under Alex-
B. Leaders may be brought in as replacements at the beginning ander the great had, curiously, and unlike the use of elephants,
of the next turn. not progressed westward to any great extent. The “science” of
siege defense—huge walls encircling even the largest cities—
C. An OC may use a Guile Point to bring in a replacement leader far outstripped the technology of siege tactics. Most sieges con-
as a Manpower Operation (5.3[7]). All rules that apply to that sisted of simply trying to swindle, scare and/or starve the in-
Operation for raising troops also apply here (in terms of how habitants into submission. Treachery was the favored method-
many times per turn, Finishes, etc.) ology. All-out assaults were often a costly hit-or-miss proposi-
tion. The Punic Wars was one of the turning points in the devel-
(8.64) Leaders may (not must) be replaced, and the replacements
opment of Siege techniques in this era.
come from any leaders for that player that are available and not
yet in the game, including leaders labeled “Replacement” lead- (9.1) CITY INTRINSIC DEFENSE STRENGTHS
ers. The latter are leaders used—and available—solely for the
(IDS)
purpose of taking the place of killed leaders when no other lead-
(9.11) City Size: Cities are Large (e.g., Carthage/Cr-3028), Me-
ers are available.
dium (e.g., Lilybaeum/It-5526), or Small (e.g., Ausculum/It-
Leaders entering the game as replacements are placed in the hex/ 4608). See the Terrain legend on the maps for visuals.
city with either the force the former leader was with when he
(9.12) IDS: Each city has an Intrinsic Defense Strength (IDS),
met his demise or with the player’s Overall Commander.
according to their size. A city’s IDS represents the difficulty be-
(8.65) The number of LAMs available to a replacement leader is siegers will encounter in taking that city by siege, if the city is
highly restricted if he enters at any time other than at the begin- well-defended by an appropriate garrison. In some scenarios,
ning of a turn. If he enters at the beginning of the game turn and in certain periods of time, these IDS may vary. E.g.,
before any Operations Phase has been undertaken, there are no Agrigentum (It-5923; also known, historically, as Acragas) dur-
restrictions. When entering the game during an Operations Phase: ing the Punic Wars. These changes are noted in each scenario.
• if the removed leader has any LAMs remaining in the pool • Large City IDS = 7
(not including the one that enabled the new leader to enter the • Medium City IDS = 3
game; 8.64), remove all of them and replace them with one • Small City IDS = 1.
(1) of the new leader’s LAMs.
The IDS also determines the number of City Militia SPs placed
• if none of the removed leader’s LAMs are remaining, no new
in the city when it is placed Under Siege (9.21).
ones are put in.
PLAY NOTE: IDS represents a variety of items, from walls, to
available city militias, to morale.

(9.2) CONDUCTING A SIEGE


To capture a city, the attacking player must undertake a siege.
No Siege Operation—Reduction, Attrition, Assault or Treach-
ery—may be undertaken unless the city is Under Siege. You
may ask for surrender before placing the city Under Siege. In-
voluntary Surrender (9.72) is not a Siege Operation.

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The Ancient World VER. 2.1 (8-11-06) 23

(9.21) Under Siege Definition: A city may be placed (9.26) Attacks on Besieger. A besieging force can be attacked
Under Siege by having the active leader conduct a by the besieged force or another enemy force in the hex via an
Siege Operation in the city’s hex. In order for a player Attack Operation. The entire Besieging force must be attacked.
to place a city Under Siege, the force outside the city (in the If the besieged force is part of the attack, the besieging force
hex) must contain at least twice (2x) as many infantry SPs as the cannot use Avoidance. The besieged player may attempt Coor-
IDS of the city. The active player places an Under Siege marker dination between a force in the hex and the force inside the city
on top of that hex; the leader is automatically Finished. The now regardless of which friendly force initiated the attack.
besieged player places city militia SPs inside the city equal to
the city’s IDS. All friendly units in the hex, but outside the city, (9.27) Sallying: A Sally is an attack by the defenders on the
are considered to be “besieging”. Any friendly forces that enter besieging force in an attempt to inflict some damage and, per-
the hex in subsequent Operations Phases and remain there are haps, make them think twice about continuing. A Sally is can be
automatically part of the besieging force. conducted in two ways:
• as a Siege Operation conducted by a leader within the besieged
EXAMPLE: To besiege a city that has an IDS of ‘4’ requires at city; a leader that conducts a Sally is automatically Finished;
least 8 infantry SPs present. or,
(9.22) Avoiding a Siege: If a player has a force with a leader • as a result incurred as part of the besieging force’s Reduction
inside a city that is about to be placed Under Siege, that player attempt (9.4).
can attempt Avoidance with that leader/force rather than risk the A Sally is not conducted using the Battle Results Table, but,
vicissitudes of a siege. Use the Avoidance procedure described rather the Sally Effects Table. The sole factor in Sally is the Battle
in 8.22-8.24 to resolve the attempt, with the exception that a Rating of the Leader of the besieging force. The besieging player
garrison can be left behind in the city. Whether the Avoidance rolls on the Leader Tactical Ability Table (8.32) to determine the
attempt is successful or not, the city is placed Under Siege and column used on the Sally Table. The player conducting the Sally
city militia placed per 9.21. then rolls a die and cross references that roll with this column to
(9.23) Lifting a Siege: The Under Siege marker remains in ef- find the result. Losses are in infantry SPs and are distributed as
fect until one of the following: the owning player sees fit.
• The besieging player voluntarily removes it during the be- EXAMPLE: Hamilcar (1P-7), Battle Rating “B” is besieging
sieging leader’s Operations Phase Agrigentum (It-6923). The Romans have a legion led by a Pra-
• The besieger no longer has twice (2x) as many infantry SPs as etor within the city. The Praetor is activated and conducts a
the IDS of the city at the conclusion of any Operation (either Sally operation. The Carthaginian player rolls a “5” on the
player) or after rolling for Siege/Inertial Attrition. Leader Tactical Ability Table. Using Hamilcar’s “B” rating gives
a result of “6” (note that the Praetor’s Battle Rating is not used).
• There are no leaders in the besieging force
The Roman player then rolls on the Sally Effects Table to deter-
(9.24) Successful Siege: The besieging force is victorious, and mine the effect. He rolls an ‘8’ which is cross referenced with
may enter the city, when: the “6” result from the Leader Tactical Ability Table to pro-
• The city falls to an Assault (9.3) duce a “1/1” result. Both players must remove 1 infantry SP.
The Praetor is then Finished.
• There are no infantry or militia SPs in the city’s Garrison after
resolving Attrition (9.5) (9.28) Siege Engines are used to aid Assault and Re-
• The city falls to Treachery (9.6) duction. Siege Engines are moved like any other com-
• The city Surrenders (9.7) bat units, with the following exceptions:
• They may not enter Marsh or Mountain hexes or cross a river
The player concluding a successful siege by Assault or Attrition except by road.
earns a Major Victory if the city is Medium or Large regardless
• forces with Siege Engines may not use Avoidance unless they
of garrison size, or if a Small city that held at least 40 SPs (any
eliminate the Siege Engines.
type excluding militia) inside the city at any point during the
siege. A successful siege by Assault/Attrition of a Small city • forces with Siege Engines may not use Coordination or Inter-
that held 20 SPs or more at any during the siege earns a (non- ception unless they leave the Siege Engines behind.
Major) victory. • Siege Engines may be carried by Naval Transport. However,
if more than 10% of that force is lost, so is the Siege Engine.
(9.25) Captured Cities: The occupation (entering) of a captured
city is considered part the Operation that resulted in the capture (9.29) If a force with a Siege Engine is attacked, and it loses the
(Involuntary Surrender, Assault, or Treachery). If the city is cap- battle, the engine(s) is eliminated. If an enemy force enters a
tured through Attrition, the besieging player may enter immedi- hex that contains only a Siege Engine, or overruns a hex con-
ately. Captured cities regain their IDS immediately. See 9.82 for taining a Siege Engine, that Siege Engine is captured and may
the IDS of sacked cities. be used by the enemy player.

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24 The Ancient World VER. 2.1 (8-11-06)

(9.3) SIEGE ASSAULT its IDS. Even though the city militia doesn’t contribute to the
An Assault is an attempt to take the city by a single coup de SADS, they are still considered part of the defense against the
main. Assault is Siege Operation and thus the leader is auto- assault.
matically Finished.
EXAMPLE: A city that has an IDS of ‘3’ garrisoned by 7 infan-
PLAY NOTE: It is also an uncertain undertaking, fraught with try SPs and 3 City Militia would have a SADS of 21. The City
possibly dangerously high losses, outweighed only by the speed Militia are ignored when calculating the SADS.
of the operation.
(9.32) A city with no infantry SPs is considered to have an SADS
(9.31) Siege Assault Procedure: The attacker totals his infantry equal to the number of city militia SPs present. Thus, the SADS
SPs. He does not have to assault with all the SPs he has; he can of a city with a ‘3’ IDS and its original complement of city mili-
assault with only some of them. Infantry SPs that are Useless tia is ‘3’ when assaulted.
may not be used in an assault. The besieged player uses his Siege
(9.33) The Assault Die Roll: The attacker than compares his
Assault Defense Strength (SADS), which is the number of in-
total to that of the defender to get an Assault Ratio, rounding
fantry SPs, excluding the city militia, he has inside the City times
down in favor of the defender. He then rolls the die and consults
the City Assault Table. The die roll is adjusted as follows:
• Add one (+1) for each Siege Engine included in the assault
• Add one (+1) if the leader of the assault has a better Battle
Letter than any defending leader, or if there is no leader with
the garrison
• Subtract two (–2) if any of the assaulting units are Disrupted
• Subtract four (–4) if any of the assaulting units are Disorga-
Inside
nized (not cumulative with the above)
Syracusa • +/–? Naval Superiority Level if a port
If the adjusted DR is the same as or higher than the number
listed under the Assault Ratio, the Assault is successful, if lower
the Assault is unsuccessful.

EXAMPLE OF SIEGE ATTRITION: Consul L. Manlius DESIGN NOTE: The leader effect is minimal, because few lead-
Vulso with his Consular Army (36 infantry SPs; 8 cavalry ers had any acumen in this area of warfare.
SPs) is besieging Syracusa (It-6419), a Large city (IDS 7) and
a Major Port. Syracuse is occupied by a Carthaginian Army (9.34) City Assault Table Results:
under Hanno (1P-12) consisting of 13 infantry SPs and 6 cav- • Unsuccessful: the city has withstood that assault.
alry SPs. Syracusa has its full compliment of 7 City Militia • Successful: after both players take losses (9.36), the attacker
SPs available. The Romans have an NS Level of –2 in the enters the city and does with the inhabitants whatever he wishes
Mare Ionium. Neither force has an After Battle Status. within the restrictions of 9.74. No Retreats are allowed.
A Siege Attrition LAM is drawn. EXAMPLE: A Carthaginian Army with 17 infantry SPs, but no
Romans: Vulso can’t forage since he doesn’t control East Siege Engines, under Hanno (1P-12) (Battle Rating “C”) is
Sicilia. The Romans do control Megara (It-6219) so Vulso assaulting Megara (It-6219), garrisoned by 9 Syracusan SPs
can draw supply from that source (East Sicilia is not Devas- and 1 City Militia SP with no Leader. The Syracusans have a
tated and there are no enemy forces in the way) so will gar- SADS of 9 (9 infantry SP x 1—Megara is a Small City). The
ner a –3 DRM to the Roman players die roll. The Roman Carthaginian player decides to use 14 infantry SPs in the as-
player rolls a ‘6’, adjusted to ‘2’ ( –3 Land Supply, –1 Flat sault. The Assault Ratio is rounded down to 1.5 to 1, but the
hex) and cross references the result with the size of Vulso’s Carthaginians get to add one (+1) for Hanno. The Carthaginian
force (36 + 16 (cavalry are doubled)=52) which gives a 2 Player rolls a ‘4’, increased to a ‘5’, but that’s lower than the
SPs loss which the Roman player takes in infantry SP. needed ‘6’, so the Siege Assault is unsuccessful.
Carthaginians: The Carthaginian player will receive a –2 (9.35) Both sides usually suffer losses—often heavy (Siege As-
DRM for the Romans Naval Superiority (or lack thereof) sault is a very calculated risk)—in an assault. Assault losses, as
in the Mare Ionium. The Carthaginian player rolls a ‘7’, delineated by the City Assault Table, are in percentages (use the
adjusted to ‘5’ and cross references the result with the size Percentage Loss Table to determine the number of SPs lost) of
of Hanno’s force (13+7+12(cavalry doubled)=32) which all infantry and city militia SPs involved in the assault. Losses
gives a 5 SPs loss. The Carthaginian player decides to elimi- are distributed per 8.34 with the city militia treated as a separate
nate the 6 cavalry SPs to cover 3 SPs of the loss and then contingent. Assault losses do not affect a city’s IDS; only Re-
eliminate 2 SPs of the city militia. duction and Sacking do. If successful, the attacker enters the

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The Ancient World VER. 2.1 (8-11-06) 25

city. He may either Sack it (9.8) or disperse any survivors as per an operation, including another Reduction attempt.
9.74.
(9.44) To attempt Repair, the besieged player rolls one die, ad-
EXAMPLE: Using the results from above—Attacker Unsuccess- justed by his SCR, and consults the Siege Repair Table. If the
ful—the Carthaginian rolls a ‘3’, halved, then rounded up to 2. repair has been successful, the city’s IDS is increased by the
This result multiplied by 10% gives him 20% losses, which means number indicated, up to the original IDS. Siege Engines have no
he must eliminate 3 SPs. The Syracusan player now rolls to see effect on Repairs.
what he loses, and gets a ‘5’, which means he loses at least
25% of his garrison, or 2 SPs. The city militia SPs may be used PLAY NOTE: Yes, it is easier to repair than reduce, as per the
to satisfy one of the SP losses. tables. That difference can be overcome by use of Siege En-
gines and having a better Siege Capability.
(9.36) If a Siege Assault is Unsuccessful, and the loss die roll
was a 7, 8, or 9, a Siege Engine has been destroyed. (9.5) SIEGE ATTRITION
(9.51) Siege Attrition LAMs: There are three Siege
(9.37) Leaders involved in the besieger’s assault, and all leaders Attrition LAMs. They are all placed in the LAM Pool
inside the assaulted city, must check for casualties. at the start of every turn. When a Siege Attrition LAM
is drawn, players check for the attrition results for all
(9.4) SIEGE REDUCTION AND REPAIR sieges and all units so involved. If there are no Sieges in progress,
Reduction is an attempt to reduce the effectiveness of the city’s the LAM is ignored.
IDS—its walls—to the point where such reduction allows the
besiegers to assault the city with confidence. Reduction is de- (9.52) Siege Attrition Procedure: When a Siege Attrition LAM
pendent upon relative technological levels and skills at such is drawn, both players roll on the Attrition Results Table for each
operations. Repair is an effort to rebuild what has been reduced. siege. The player Under Siege rolls on the “Inside City” column,
while the besieger uses the “Outside City” column—and a differ-
(9.41) The ability to conduct effective Reduction/Repair is de- ent die roll. They cross-reference their die roll with the column
pendent on the Siege Capability Rating of the country involved pertaining to the total SPs inside the city (including the city mili-
in the Siege. It is listed in the individual scenario. The SC Rat- tia SPs) or hex respectively. Cavalry and elephants, which have
ing runs from –3 to +3, and it is used by both the besieger and no use in a siege, are counted when determining SPs for Attrition.
the defender as a die roll modifier; see 9.43 and 9.44. Cavalry SPs inside or outside the city are doubled when deter-
(9.42) An active leader may conduct a Reduction or Repair Op- mining the total (they may not be helpful, but they are eating).
eration at any time during his Operations Phase. Both opera- (9.53) Foraging: The besieging player may forage to reduce
tions are Siege Operations and can only be conducted if the city Attrition. This decision must be made prior to either player’s die
is Under Siege. The Reduction operation is only available to a roll. Foraging provides a –2 DRM, but all three of the following
besieging leader, while the Repair operation is only available to must apply:
the besieged leader. Both operations use a die roll Finish (5.35).
If a besieging leader is undertaking a Reduction Operation, the • The province must be controlled by the besieging player
attempt is to reduce the city’s IDS. If Repair Operation is con- • The city must be in a Flat or Rough hex
ducted by a besieged leader, it is to rebuild reduced IDS. It can- • The province cannot be Devastated
not be used to increase the original IDS. In addition, any time a besieging army forages, the player rolls
(9.43) To attempt Reduction, the besieging player for possible Devastation, as per 6.73.
rolls one die, adjusted by his SCR, and consults the (9.54) Supply. If the besieging units are within three land (3)
Siege Reduction Table. If the Reduction has been hexes of a city that:
successful, the city’s IDS is Reduced by the number
indicated. A city’s IDS cannot be reduced below ‘1’. Such Re- • the player controls or is uncontrolled in an allied province,
duction is temporary, as per 9.25. A ‘0’ result for Reduction will and
trigger a possible Sally attempt, as per 9.27. • is not Under Siege, and
• is not in a Devastated province
For each Siege Engine the besieging player has in the hex, add
one (+1) to the Reduction die roll. that player subtracts three (–3) from his Attrition die roll. The
above path may not include hexes occupied by enemy units or
EXAMPLE: The Consul L. Manlius Vulso, who is besieging a adjacent to an enemy force with a leader.
Carthaginian army in Syracuse (IDS 7), decides to attempt to
reduce the city’s defense in preparation for an assault. The Ro- If the city is a port, the besieged player adds/subtracts the be-
man Siege Capability Rating is at –3. The Roman player rolls a sieging player’s NS Level for that zone.
‘7’ which is reduced to ‘4’ (–3 SC). The result is ‘0’ (no effect on (9.55) Siege Attrition losses usually apply only to infantry or
the city defenses) and the besieged garrison may immediately city militia SPs. However:
conduct a Sally. After completing the Sally, the Roman player
may roll for Continuation using Vulso and if successful conduct

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26 The Ancient World VER. 2.1 (8-11-06)

• A player may choose to eliminate two (2) cavalry SPs to sat- a total of 2 Guile Points available. The besieging leader has a
isfy one infantry SP loss Campaign Rating of ‘6’, and he expends one Guile Point. The
• The besieging player (only) may choose to eliminate one El- besieging player would need a die roll of ‘8’ or better to be
ephant SP to satisfy one infantry SP loss successful.
• The besieged player (only) automatically loses one Elephant (9.7) SURRENDER
SP. This loss is in addition to any SP lost from the attrition (9.71) Voluntary Surrender: A besieged player may always Sur-
roll. render, rather than undergo Reduction, Attrition or Assault. Sur-
(9.56) The owning player may distribute his losses among his render may occur at any time. The besieging player simply en-
Contingents in any way he chooses. If the city falls, use 9.74 to ters the city. Both players must agree on what to do with the
determine the fate of any surviving leaders in the city. city’s defenders (9.74). But they both must agree, or no Volun-
tary Surrender.
(9.6) TREACHERY (9.72) Involuntary Surrender: Cities may surrender upon a
(9.61) An enemy-occupied city can be taken by Treachery (a show of force, without an actual siege. The active leader may
nom de jeu that includes bribery, inside politics, fifth colum- conduct an Involuntary Surrender Operation against a city in a
nists, fear, and a whole host of other seemingly good reasons). hex where the leader’s force has at least ten times (10x) more
Unoccupied cities may not be taken by Treachery; see 9.72. infantry SPs than city’s SADS (9.31). If the city has no infantry
Treachery is a Siege Operation which requires the target city to garrison, use the city’s IDS instead. If this condition is met, the
be Under Siege, requires Guile Points, and, at the conclusion of active player rolls the die and consults the Involuntary Surren-
which attempt, the leader is automatically Finished (possibly der Table using the row corresponding to the City’s original IDS.
forever, as we shall soon see). If the surrender is successful, the active player may (not must,
(9.62) A city’s susceptibility to Treachery is dependent upon its but see 11.31) move his force into the city. The Involuntary Sur-
IDS, its defending leaders, and the guile of the commander at- render Operation has a die roll Finish, with a DRM depending
tempting such underhanded and dastardly deeds. on the outcome of the attempt. If successful, add two (+2) to the
die roll; if unsuccessful, subtract two (–2).
PROCEDURE: To make the attempt, the player decides how
many Guile Points he wishes to expend to influence the die roll, EXAMPLE #1: Venusia (It-4707) is a Small city with a garri-
rolls a die, and cross references the attempting leader’s Cam- son of one SP. Hannibal is in the hex with a force of 10 infantry
paign Rating and the City’s original IDS (ignore any Reduction) SPs (10x the SADS). The Carthaginian player can conduct an
on the Treachery Table. Involuntary Surrender operation needing a ‘2’ or higher to suc-
ceed.
RESULTS:
EXAMPLE #2: Capua (It-4412), an IDS ‘7’ Large city with a
• Treachery Succeeds: If the die roll is higher than the value
garrison of 3 SPs has an SADS of 21. To be eligible for Involun-
listed on the chart, the city has fallen by Treachery. The leader
tary Surrender, the “asking” force must number at least 210
and any besieging units may enter the city. The leader is auto-
infantry SPs. A die roll of ‘8’ or higher would be required for
matically Finished. The defenders? Well, that’s up to the player.
success.
He can Sack (see below), or simply place them elsewhere (as
in Involuntary Surrender). DESIGN NOTE: It is not a misprint that it is more difficult to
• Treachery Fails: If the die roll is lower than the value listed continue on after a successful surrender than an unsuccessful
on the chart, the Treachery attempt has failed, the leader is one. This accounts for the looting, pillage and generally run-
Finished and the siege continues. ning amok that occurs and takes some effort to control.
• Trap: If the die roll is the same as the value listed on the chart (9.73) Only one Involuntary Surrender attempt may be made
not only has the Treachery failed, but the whole thing has per city per Operations Phase. Involuntary Surrender may not
proven to be a clever ploy on the part of the inhabitants to be attempted against a city already Under Siege.
suck the leader into a position where he could be assassinated!
Roll the die. If it is higher than the leader’s Campaign Rating (9.74) Cities that Surrender (voluntarily or involuntarily) may
(yes, the Campaign Rating) he has been assassinated (dead). not be Sacked (9.8), thus no SPs are eliminated. Defending SPs
are placed in any city (mutually agreed to if a Voluntary Surren-
TREACHERY TABLE MODIFIERS: der, active player’s choice otherwise), but the hex must be ac-
• The player attempting Treachery adds one (+1) to the die roll cessible by land movement. The units may not be dispersed to
for each Guile Point he decided to expend more than three (3) cities. If there are no eligible cities, the own-
• The defending player subtracts one (–1) from the die roll for ing player places the units in any one city in a Home province.
each Guile Point available to all leaders in the city. These points Leaders are dealt with as the winning player wishes (held for
are not expended but must be available for use. ransom, killed, placed in a playable hex) subject to whatever
terms that where mutually agreed to in the case of a Voluntary
EXAMPLE: A force inside city an IDS ‘3’ has three leaders with Surrender. City militia SPs are removed.

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The Ancient World VER. 2.1 (8-11-06) 27

(9.8) SACKING CITIES Elephant SP may be dropped off in a city only if a leader is
(9.81) Cities that are captured by Siege Attrition, present in the city.
Assault or Treachery may be Sacked.
(9.94) City Militia: The instant a city is placed Un-
(9.82) Upon entering a captured city, the player must immedi- der Siege (9.21), the player controlling the city adds
ately declare whether he is going to Sack or not. If Sacked, place city militia SPs to the garrison equal to that city’s
a “Sacked” marker in the hex, which reduces its size by one IDS. The city militia unit is treated as a separate contingent and
level (Large to Medium, Medium to Small, Small to Non-Exis- its SPs may be used to satisfy an infantry SPs loss from any
tent). cause (Attrition, Assault, Sally), however, they may not be used
in a Attack nor are they taken into consideration when determin-
(9.83) If a city is Sacked all remaining defenders are eliminated. ing the SADS (9.31 and 9.32). Once the Siege is resolved (via
If a city is not sacked, surviving defenders, if any, are “distrib- 9.23 or 9.24), any remaining city militia SP are removed from
uted” by the winner as per 9.74. the map until the next time the city is placed Under Siege.
(9.84) Aside from reducing the size of the city, and doing away
with some of his minions, sacking is a two-edged sword: (10.0) MANPOWER
• The news of the destruction of the city may affect relations General Principle: There are various sources for, and methods
with nearby allies (and potential allies); see 12.3 of, raising troops, depending on who is doing the levying. Rais-
• The “sacking” force may succumb to Looting (9.85). ing new men, or replenishing old, is an Operation (5.3[7]). How-
ever, unlike other operations, a leader may attempt/perform a
(9.85) Looting: If a city is Sacked, looting may occur. The player Manpower Operation only once per Operations Phase. If that
rolls the die and compares it to the active leader’s Campaign leader wishes to undertake a second Manpower Operation, he
Rating. If the die roll is the same or lower than the leader’s Cam- must wait until (a) another of his LAMs are drawn, or (b) next
paign Rating, that leader has managed to restrain his men (within turn, if ‘a’ is not possible.
the limits the era accepted). If the die roll is higher than his Cam-
paign Rating, the leader’s men have run amok and his force is The detailed Manpower rules are covered in the volume specific
has is Disrupted (8.55). If already Disrupted, the force is Disor- rule book.
ganized instead. If the city falls outside an Operations Phase, the
Sacking player uses his highest ranked leader for the above check.
If there is no senior leader, the Sacking player picks the leader
(11.0) CONTROL
of his choice. Players are seeking to control provinces in order to gain victory
and/or raise troops. The individual scenario instructions list which
(9.86) Each turn, in the A/1 Rebuild Phase, any city with a Sacked provinces are in play. Provinces that are not usable may never
marker in a province that is not Devastated may be rebuilt, sim- be entered or used for any purpose. There are two types of prov-
ply by removing the Sack marker. Cities in Devastated prov- ince “control” in the game: military control and diplomatic con-
inces may not be rebuilt. trol. Military Control always takes precedence over, and super-
sedes, Diplomatic Control. Control of province does not give a
(9.9) GARRISONS player control of the cities within, though control of a province’s
(9.91) Garrisons are SPs that are inside cities as a defense force. cities may lead to military control of a province.
Usually, garrisons are without a commander, although being lead-
erless is not part of the definition. Garrisons are used to enhance (11.1) MILITARY CONTROL
the defensive strength of cities. (11.11) Military control of a province is attained through the
control of its cities usually through their occupation with garri-
(9.92) A player may only use infantry SPs to garrison a city. sons. A player gains military control over a province when he
Cavalry and elephant SP may stay inside a city, but they are controls, per 11.31, every Large and Medium city in that prov-
never included as part of the garrison strength when determin- ince, plus control, per 11.32, at least one Small city if one exists
ing the defensive strength of a city. Such units do, though, affect in that province. If a province has no Large or Medium cities,
attrition. the player gains control of that province if he controls at least
(9.93) A player may leave infantry SPs as garrison any time he two-thirds (2/3), rounded down—but never lower than half—
enters a city (remember, moving into a city during a Movement (so 2/3 of 5 would be 3) of all cities in that province.
Operation is a Stop). He simply drops off the number of SPs he PLAY NOTE: Remember, a Sacked city is one level less than
wishes to leave inside that city (but see below) and then contin- normal and that Sacked cities can recover, thus affecting the
ues on (if he is able). There is no requirement that a leader re- formula for control.
main with the SPs garrisoning a city. The number of infantry SP
in a city's garrison is limited to the city's IDS. The player may (11.12) A player controls all cities in his Home province at the
not drop off infantry SP that would exceed this limit. This re- start of the scenario unless otherwise specified, and hence has
striction applies only to SPs left in a city without a leader. A military control of his Home province. The individual scenario
leader led force of any size can remain in a city. Cavalry and instructions may list additional provinces that are considered

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28 The Ancient World VER. 2.1 (8-11-06)

“Home” provinces for the purpose of this rule. Cities in Home


provinces are controlled by the owning player unless an oppos-
(12.0) DIPLOMACY
Sometimes, winning hearts and minds was just as important as
ing player meets the conditions of 11.31/11.32; they are never
galumphing around the countryside laying waste to local indus-
considered uncontrolled (11.34).
try. If neither player has Military Control over a province, the
(11.2) DIPLOMATIC CONTROL player who has Diplomatic Control over (i.e., an Active Alli-
(11.21) Diplomatic control of a province is achieved through ance with) that province controls it for Manpower and Victory
gaining an Alliance through Diplomacy (12.2/3) with the power purposes.
controlling that province. A player maintains diplomatic control
(12.1) HOME AND AVAILABLE PROVINCES
over a province as long as its owning power is allied to that
(12.11) Each player (usually) has a Home province(s), a prov-
player.
ince that may never be controlled diplomatically by the oppos-
(11.22) The fact that a province is diplomatically controlled by a ing player. All other provinces are eligible for Diplomatic Con-
player through an Alliance (12.2) does not mean it is controlled trol. The Home provinces are given in the scenario setup.
militarily by that player, nor does it mean he controls the cities
(12.12) Some independent provinces start with combat units de-
therein. Similarly, a player who controls a province militarily
ployed. These units may not be moved unless and until that prov-
does not necessarily control it diplomatically.
ince becomes controlled by one player or the other.
(11.3) CONTROL OF CITIES (12.13) Most provinces contain no troops but, instead, are ca-
Control of cities often determines who controls a province, as pable of providing troops when the controlling player levies them,
per the above section. All Cities in Home provinces are initially as per the manpower rules.
controlled by that player.
(12.2) ALLIANCES
(11.31) Large and Medium Cities: To control such a city, the
(12.21) At the start of a scenario, all provinces available for dip-
player must occupy it with at least 1 SP of infantry. Large/Me-
lomatic control are listed as either allied or independent. Prov-
dium cities in Home provinces do not have to be garrisoned by
inces that are allied are controlled diplomatically by the player
SPs to maintain control.
to whom they are allied. Provinces may be controlled militarily
(11.32) Small Cities: To control such a city, a player simply by either player regardless of the diplomatic status.
needs to be the last player to have a combat unit of any type in
(12.22) Provincial Alliance Track: The diplomatic relations be-
that city.
tween the provinces and the main protagonists is kept track of
PLAY NOTE: Use the appropriate control markers to indicate on the Provincial Alliance Tracks. This is a series of boxes, rang-
ownership that differs from the control status at the beginning ing from 0 to 4 (on either side) reflecting the level of relations
of the scenario. between that province and a given player. Any province whose
(11.33) Players may transfer control of cities by agreements Alliance Level is ‘4’ is allied to, and, thus, diplomatically con-
reached in Surrender terms or at any time during the game that trolled by, that Player.
players so agree. There are no restrictions on this, except that, if EXAMPLE: Campania is allied to Rome. Place the Campania
transfer of control of a city is affected, any combat units inside Diplomacy Marker on the 4 box in favor of Rome on the Roman
belonging to the player relinquishing control must be placed Allies portion of the Alliance Track. On the other hand, Etruria
outside the city in the same hex. If the transferred city is Me- begins the game as an Independent, but with a 3 favoring Rome.
dium/Large, the new owner must place at least 1 SP of infantry Place the Etruria Diplomacy Marker on the Independent por-
from those he has in play to gain control, otherwise the city is tion of the track in the box indicated.
uncontrolled. Again, whatever players mutually agree to is do-
(12.23) For provinces that are listed as diplomatically controlled
able. A player may at any time voluntarily relinquish control of
at the beginning of a scenario, place the province’s Diplomatic
any controlled city without a garrison.
Control marker in the ‘4’ box on the track belonging to the player
(11.34) Uncontrolled Cities: A player may freely enter any city that has Diplomatic Control.
he controls, but never one controlled by an opposing player. Un-
(12.24) Once a player has achieved an Alliance with a province-
controlled cities cannot be entered by a player unless that player
Level 4 in his favor—Diplomatic Control of that province re-
controls, either diplomatically or militarily, the province the city
mains with him until an opposing player achieves a Level ‘4’ in
is in (but remember 11.12). A player may gain control of a friendly
his favor!
uncontrolled city via 11.32 by simply entering the city and by
11.31 by leaving a garrison. EXAMPLE: Using the Campania example, above. For any op-
ponent to change that diplomatic status he would have to move
the Alliance Level eight boxes, from Rome/4 to Opponent/4. The
marker would then be placed on the Non-Roman Allies track in
the 4 box favoring the non-Roman player. And remember, Mili-

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The Ancient World VER. 2.1 (8-11-06) 29

tary Control always rules, regardless of what’s happening on (12.34) An ambassador is assigned to the targeted power before
the Alliance Track. being chosen. He is then selected and, to determine the effect of
his diplomatic skills and oratorical abilities, his Diplomatic Rat-
PLAY NOTE: So why bother with Diplomatic Control? Well, in ing is noted, the die is rolled, and the die roll cross-referenced
the first place, it’s a relatively bloodless way to exercise suzer- with that rating, on the Ambassador Table, to see what effect, if
ainty. But, more importantly, if you have Diplomatic Control of any, he has had. The effects are in boxes adjusted, as per 12.31.
a province, simply by denying military control to the enemy you If a “D” result is obtained, roll the die again and consult the
can control that province. Disaster instructions.
(12.25) Military control has no effect on the Alliance Level and (12.35) An ambassador may not be used more than once per
thus the province’s diplomatic control status. game turn.
(12.3) ALLIANCE LEVELS AND AMBASSADORS
(12.31) The Alliance Level of any province(s) may be changed—
in favor of the Player who effects the change—as follows: (13.0) AUGURIES; or THE
1 Box In favor of a player who wins a Major Victory in any CONSUL’S CHICKEN IS
adjacent/adjoining province. Provinces separated by sea are not
adjoining. FINGER-LICK’N GOOD
2 Boxes in favor of a player who wins a Major Victory in that Place the Augury marker in the LAM Pool at the start
province. of each turn. Whenever this is drawn the players re-
fer to the Augury Table for that scenario and roll the
3 Boxes in favor of the player who successfully concludes a die twice, the first number being the 10’s digit, the
Siege by Attrition or Assault (but not Surrender or Treachery) of second the 1’s. So a roll of ‘5’ and ‘0’ is 50. The number corre-
any Large or Medium city in that province. sponds to a random event. Simply follow the instructions for
4 Boxes in favor of the opposing player if a player Devastates that “event”; they’re pretty much self-explanatory.
that province.
Not every scenario has Auguries/Events. The shorter scenarios
?? Boxes tend to omit such chaos.
• for use of Ambassadors, as per below.
DESIGN NOTE: This is our Random Events system, wherein
• Augury Events
we get to throw in a whole host of goodies to upset your best
The adjustment for Major Victory is not cumulative with the laid plans. In case you didn’t know, the Romans often consulted
adjustment for Siege. The Alliance Level adjustment is made at augurs to pre-determine how events were going to come out.
the conclusion of the operation or phase in which the above con- The local augster would cut open a live chicken and read its
ditions are met. entrails. Tarot cards are neater, but you can’t make soup with
them afterwards.
(12.32) In an OC’s Operations Phase, he may use a Diplomacy
Operation to affect alliance levels. To do this he “sends” Am-
bassadors to the province/country with which he wishes to im-
prove relations. It costs an OC 1 Guile Point to send an Ambas- 14.0 WINNING THE GAME
sador. Only an OC may undertake this operation. The Victory conditions for each game are given in the individual
scenarios, as they vary from subject to subject.
(12.33) Ambassadors are drawn randomly from each player’s
leader pool as specified in the scenario setup.

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30 The Ancient World VER. 2.1 (8-11-06)

Rules Index
Where there are multiple entries, references in Bold indicate Elephants, 7.34, 6.47, 6.35, 8.12, 8.3, 8.31, 8.34, 8.36, 8.52,
the primary rules section for that entry. 9.55, 9.92
ABS, see After Battle Status Elephant Commitment, 8.36
After Battle Status, 6.43, 6.46, 8.31, 8.38, 8.54, 8.55, 8.56; Elite Units, 8.13, 8.31
Disorganized, 6.43, 6.46, 6.51, 8.54, 9.33, 9.85; Disrupted, 6.54,
8.54, 9.33, 9.85; Useless, 6.43, 6.46, 6.51, 7.28, 8.21, 8.54, Foraging, 6.71, 6.76, 9.53
9.31; recovery, 8.56 Force, 5.12, 5.45, 6.11, 6.35, 6.37, 6.4, 6.45, 6.5, 6.55, 6.61,
ALP, see Attrition Loss Points 7.21, 8.21, 9.26, 9.54, 9.72; Composition, 6.24; Besieging
Force, 6.46, 9.21, 9.23, 926, 9.27; Besieged Force, 8.22, 9.21,
Ambassador, 12.31-12.35; Ambassador Table, 12.34 9.23, 9.26, 9.27; inactive, 6.52; Independent, 12.12;
Amphibious Attack, 7.27 Garrisons, 9.9, 11.11; Definition, 9.91; Composition, 9.92
Attrition Loss Points, 6.43, 8.23, 8.37; Attrition Effects, 6.47 Guile, 5.11, 5.12, 5.44, 5.5, 8.23, 8.4, 8.63, 9.61, 9.62, 12.32
Augury, 8.6, 12.31, 13.0; LAM 4.2 Inertia Attrition, 6.46, 9.23
Avoidance, 5.43, 6.5, 8.2, 8.22, 8.23, 8.31, 9.22, 9.26, 9.28; Infantry, 6.47, 6.35, 8.12, 8.34, 8.35, 9.31, 9.35, 9.55, 9.72,
Pursuit, 8.24 9.92, 9.94
Battle, see Combat Resolution Interception, 5.45, 6.34, 6.35, 6.5, 6.51, 6.53, 8.21, 8.22, 8.37,
9.28; Procedure, 6.54, 6.55; Automatic, 6.52; Same hex, 6,52;
Cavalry, 7.34, 6.47, 6.42, 6.35, 8.12, 8.34, 8.35, 9.55, 9.92 Range, 6.52; Failed Interceptions, 6.55, 8.31; Intercepting an
Cavalry Superiority, 8.31, 8.36, 8.28 Interception, 6.56; Double Envelopment, 6.57, 8.31; Ambush,
6.58, 8.31
City; Size, 6.36, 8.56, 9.1, 9.12, 9.24, 9.82, 11.11, 11.31, 11.32,
12.31; Entry, 6.22, 6.37, 6.44, 8.23, 8.37, 9.35, 11.34; Forces, Intrinsic Defense Strength (IDS), 6.44, 6.46, 9.1, 9.12, 9.21,
6.24; Inside/Outside, 6.37, 6.46, 6.52, 6.58, 7.22, 8.21, 8.22, 9.23, 9.25, 9.31, 9.32, 9.35, 9.42, 9.44, 9.62, 9.72, 9.94
8.27, 9.22; IDS, 6.44, 6.46; Besieged/Un-Besieged, 8.23, 9.21, LAM, 4.1; Initiative, 4.0; Pool, 8.63, 8.65; Siege Attrition, 4.2,
9.54; Rebuild, 9.86; Non-existent, 6.36; Control, 9.54, 11.11, 9.51, 9.52; Augury, 4.2;
11.12, 11.3, 11.31,11.32; Uncontrolled, 6.37, 11.34; Transfer,
11.33; Control Markers, 6.37, 9.92; City Occupation Card, Leaders 5.0; Overall Commander, 5.12, 5.41, 5.43, 8.63, 8.64,
6.37, 9.92; Capture, 9.25 12.32; Rank, 5.43, 9.85; Multiple Leaders, 5.4; Command Re-
strictions, 5.45, 6.51
City Militia, 9.12, 9.21, 9.22, 9.24, 9.31, 9.32, 9.35, 9.43, 9.94
Land Combat, 8.0
Combat Ratio, 8.31, 8.36
Leader Activation, 5.2; Continuation, 5.25, 6.21, 6.45, 6.55,
Combat Resolution, 6.55, 8.3; Loss Distribution, 8.33-8.35, 8.2, 8.21, 8.24, 9.42, 9.72; Stop, 5.24, 6.21, 6.22, 6.23, 6.45,
8.38; Battle Results Table (BRT), 8.33; Cavalry Loss Option, 6.52, 6.55, 6.63, 7.21, 7.27, 9.72, 9.93; Finished, 5.24, 5.25,
8.35; Un-led Defenders, 8.32 6.23, 6.55, 9.21, 9.27, 9.61, 9.62; Pass, 5.26
Combat Units, see Cavalry, Elephants, Infantry, Siege En- Leader Casualty, 7.28, 8.3, 8.6, 9.37; Killed, 8.61-8.64;
gines Wounded, 8.61-8.63; Replacement, 8.63-8.64
Contingent, 8.12, 8.31, 8.34, 9.35, 9.94 Leader Operations, see Operations
Control, 11.0; see also City, Province Leader Ratings, Initiative, 4.0, 5.11; Battle Letter, 5.11, 5.43,
Coordination, 6.5, 8.2, 8.25, 9.26, 928; Procedure, 8.26 6.58, 9.27, 9.33; Subordinate Battle, 5.11, 5.23, 5.42, 5.44, 8.31;
Campaign, 5.11, 6.5, 6.54, 6.55, 8.23,8.26, 9.62, 9.85; Guile,
Devastation, 6.7; Requirements, 6.72; Procedure, 6.73; Value, see Guile; Diplomacy, 5.11, 5.12, 12.34; Mortality, 5.11, 8.61
6.73, 6.75; Effects, 6.74, 9.54, 9.86, 12.31; Recovery, 6.75;
Foraging, 6.76, 9.53, 9.54 Leader Tactical Ability, 8.31, 8.32, 9.27

Diplomacy, 6.7, 12.0; Power, 11.21; Alliance, 11.21, 11.22, Looting, 9.84, 9.85
12.2, 12.24, 12.25; Alliance Level, 12.3; Province Alliance Manpower, 5.3, 10.0, 12.13
Track, 12.22, 12.25

© 2005 GMT Games, LLC


The Ancient World VER. 2.1 (8-11-06) 31

Movement, 6.0; Leader Effects, 6.1; Leaders Alone, 6.12; Roads, 6.33; Effects, 6.34, 6.41, 8.26, 8.31, 8.37, 9.28
Combat units, 6.11, 6.13, 6.21; Continual, 6.2; Pick up units,
6.24, 6.25; Leave units, 6.24, 6.25, 8.37, 9.93, 11.34; Attri- Sack, 9.35, 9.62, 9.74, 9.8; Requirements, 9.81; Procedure,
tion, see Movement Attrition 9.82; Losses, 9.83; Diplomacy Effects, 9.84

Movement Attrition, 6.21, 6.23, 6.34, 6.35, 6.4, 6.42, 6.55, SADS, 9.31, 9.32, 9.72, 9.94
6.63, 7.27, 8.2, 8.21; Adjusted SP, 6.42; Large Forces, 6.43; Sally, 9.27, 9.43
Overruns, 6.43; City Attrition Point Adjustment, 6.44; Attri-
tion Points, 6.41, 6.43, 6.44, 6.48; Attrition Point Track, 6.41 SCR, see Siege Capability Rating

Naval Superiority, 7.1; Naval Zones, 7.11; Superiority Lev- Siege, 9.0; Conducting, 9.2; Avoiding, 9.22; Lifting, 9.23; Suc-
els, 7.11-7.17; NS Markers, 7.12; Effects, 7.13; Re-allotment, cessful, 9.24, 9.25, 9.56; see also Under Siege
7.14-7.16; Construction, 7.14, 7.16 Siege Assault, 7.12, 9.24, 9.28, 9.3, 12.31; Procedure, 9.31,
Naval Transport, 6.32, 7.12, 7.13, 7.17, 7.2, 9.28; Procedure, 9.33, 9.35; Losses, 9.35; Assault Ratio, 9.33; City Assault Table,
7.21, 7.23, 7.24; Ports, 7.22; Transport Table, 7.21, 7.26; Scat- 9.33, 9.34, 9.35
ter, 7.22, 7.26, 7.28; Automatic Scatter, 7.29; Markers, 7.23; Siege Attrition, 9.23, 9.24, 9.5, 12.31; Procedure, 9.52; Siege
Stopping, 7.26; Amphibious Attacks, 7.27, 8.31; Attrition Table, 9.52; Land Supply, 9.54; Losses, 9.55, 9.56

Operations, 5.2; Leader Movement, 5.3 [A], 6.22, 6.32; Force Siege Capability Rating, 9.41, 9.43, 9.44
Movement, 5.3 [B], 5.12, 6.22, 6.5; Ally Movement, 5.3 [C], Siege Engines, 8.12, 9.28, 9.29, 9.33, 9.36, 9.45
5.12, 6.13, 6.5; Attack, 5.3 [D], 5.12, 5.43, 8.21, 9.26; Siege
Operations, 5.3 [E], 5.12, 9.21, 9.27, 9.3, 9.4, 9.5; Involuntary Special Units, 8.14
Surrender, 5.3 [F], 9.72, 9.73; Manpower, 5.3 [G], 5.12, 8.63;
Diplomacy, 5.3 [H], 5.12, 12.32; Reform Scattered Units, 5.3 Stacking, 8.41; Opposing Forces, 8.42
[I], 7.28 Straits, 6.38, 7.25, 7.3
Overrun, 6.22, 6.43, 6.6, 6.61, 8.22, 9.29 Straits Crossing, 7.25, 7.3; Opposed, 7.31; Procedure, 7.32,
Percentage Loss, 8.33, 8.38, 9.35 7.33; Losses, 7.34, 9.55

Port, 7.21; Size, 7.22; Capability Chart, 7.25; Embarkation/ Subordinate Leader, 5.13
Debarkation, 7.25 Surrender, 9.24, 9.7; Voluntary, 9.71; Involuntary, 9.72, 9.73;
Pre-Combat Sequence, 8.2; see Avoidance, Coordination; Involuntary Surrender Table, 9.72; Garrison Distribution, 9.74

Province, 6.41, 6.34; Rating, 6.41, 6.46, 6.75; Devastated, 6.41, Terrain, 6.3; Flat, 6.31, 8.23, 9.53; Rough, 6.31, 6.58, 8.23,
6.74; Military Control, 11.1, 11.11, 11.22, 12.25; Diplomatic 9.53; Mountain, 6.31, 6.34, 6.41, 6.43, 6.46, 6.54, 6.58, 6.74,
Control, 11.2, 11.21, 11.22, 12.11,12.22, 12.23, 12.24; Home, 8.23, 8.26, 8.36, 8.37, 8.38, 9.28; Marsh, 6.31, 6.34, 6.41, 6,54,
11.12, 12.11; Allied (friendly), 6.41, 9.54, 11.11; Independent, 6.58, 6.74, 8.23, 8.26, 8.36, 8.37, 8.38, 9.28; Impassible, 6.32,
12.12; Province Information Chart (PIC), 6.36 8.23, 8.37; Roads, see Roads; Rivers, see Rivers; Straits, see
Straits
Pursuit & Butchery, 8.33, 8.38, 8.52; Pursuit Factor, 8.38
Treachery, 9.24, 9.6; Requirements, 9.61; Procedure, 9.62;
Rank, 5.12, 5.13 Treachery Table, 9.62; Trap 9.62;
Reduction, 9.27, 9.28, 9.4, 9.42, 9.52, 9.72; Procedure, 9.43, Under Siege, 6.37, 8.22, 9.12, 9.21, 9.23, 9.22, 9.72, 9.94
9.45; Siege Reduction Table, 9.43
Unpredictable Results, 5.44, 8.4, 8.33
Repair, 9.4, 9.42; Procedure, 9.44; Siege Repair Table, 9.44
Victory (Combat), 6.55; Major Victory, 8.37, 8.52, 9.24, 12.31;
Retreats, 8.37, 8.38; Procedure, 8.37; Mandatory, 8.37; Vol- Winner, 8.51, 8.54; Loser, 8.37, 8.54, 9.29; No Winner (Draw),
untary, 8.37 8.54
Rivers, 6.34, 6.35, 6.41, 6.54, 6.58, 8.23, 8.26, 8.37, 9.28; Con- Winning, 14.0
trol, 6.35, 6.52

© 2005 GMT Games, LLC


32 The Ancient World VER. 2.1 (8-11-06)

(5.3) OPERATIONS CHART (6.4) MOVEMENT ATTRITION COSTS


Operation Continue After Stop? CHART
Leader Movement Finished if not stacked with a Activity Attrition Point Cost
friendly unit Any non-Road Movement Provincial Attrition
Continue if leader’s first opera- into or within a Province Rating[a],[b]
tion, otherwise;
Movement within a Province 1 AP [a],[b]
DR ≤ Campaign Rating
exclusively on Roads
Force Movement [f] DR ≤ Campaign Rating
Enter Mountain Hex 6 AP
–1 Fleet Commander to conduct
another Force Movement (Ad- Enter Marsh Hex 3 AP
vanced Naval Rules only) Cross Minor river [c] 1 AP
Ally Movement [a], [f]
DR ≤ Campaign Rating Cross Moderate river [c]
2 AP
Attack Winner: DR ≤ Campaign Rating Cross Major river [c]
3 AP
Draw or Loser: Finished Stop inside a city Subtract City IDS
Raid DR ≤ Campaign Rating from AP total
Involuntary Surrender DR ≤ Campaign Rating Carthage:
+2 if Surrender is Successful Enter Rough hex in Africa unless 1 AP
–2 if Surrender is Unsuccessful the hex has a Road (A, B, or C)
Siege Operations Inertia Attrition
Under Siege Finished Provincial Attrition Rating [b]
If in a Mountain hex, double Provincial Attrition Rating
Assault [b],[d] Finished
If Inside a City, subtract City IDS
Treachery [b],[d] Finished
a = Halve the AP cost (retain fractions) if player is moving within a Home
Reduction [b],[d]
DR ≤ Campaign Rating province
Repair [b],[c] DR ≤ Campaign Rating b = Double the AP cost if province is Devastated (cumulative with [a])
c = Ignore the AP cost if crossed via a Road present in the scenario
[b],[c]
Sally Finished
Manpower [a] DR ≤ Campaign Rating
Diplomacy [a]
DR ≤ Campaign Rating GUILE POINT REFERENCE CHART
For Use by Overall Commander only:
Reform Scattered Units DR ≤ Campaign Rating
• Bring in Replacement for killed subordinate leader (8.64)
CARTHAGE • Influence Alliances by sending Ambassadors (12.32)
Senatorial Permission [e] Granted: Automatic Continue
Denied: DR ≤ Campaign Rating Carthage (Roman Player only)
• Adjust Senate Request/Legion-Raising die roll (CR 10.13)
a= Overall Commander only
b= City must be Under Siege For Use by any Leader
c= Besieged leader only • Adjust the Battle Avoidance die roll in that leader's favor
d= Besieging leader only (8.23)
e= Roman Leaders only • Adjust Unpredictable Battle Result die roll (8.4)
f= Movement Stops:
• Attempt to take a city by Treachery (9.62)
A Force or Ally Movement Operation ends when the force:
• Enters a city Carthage (Roman Player only)
• Crosses a Major River • Adjust Senate Triumph Refusal die roll (CR 5.48)
• Is Intercepted
• Voluntarily Stops • Adjust Senate Permission die roll (CR 5.66)
The force must immediately check for Attrition (6.4) • Adjust Censure die roll (CR 5.67)

GMT Games, LLC


P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

© 2005 GMT Games, LLC


Player Aid Card #1 — RISE OF THE ROMAN REPUBLIC

Ancient World RISE OF THE ROMAN REPUBLIC


Player Aid Card #1
Version 2 (February 2008)

Pre-Combat Resolution Charts


Pre-Combat Resolution (8.23) AVOIDANCE CHART
Sequence Check Result
DR
≤ Campaign Rating Force retreats up to two (2) hexes away from the attacker.
1. The player controlling the active
Attrition: None if into a city; 1 ALP per each Flat or
leader announces he is initiating
Rough hex; 2 ALP per each Mountain or Marsh hex. The
an Attack operation against the
maximum attrition loss is 10% of the Force.
enemy force in the same hex.
DR > Campaign Rating Force must remain in place. There is a +2 DRM to the
2. The defending player states Battle Die roll
whether he will attempt Avoid-
A leader may not attempt Avoidance if his force:
ance (8.23) and then determines • has been intercepted (6.5)
same. • cannot either leave the hex or enter a friendly city in the same hex
3. If Avoidance was unsuccessful or • is being Overrun (6.6)
not attempted, the Attack opera- • has a city Under Siege (9.24) and is attacked by the besieged force

tion is conducted, otherwise, the DIE ROLL MODIFIERS:
active player can select another –2 if the force will retreat into a friendly city in the same or adjacent hex
operation. –1 if the force will retreat into a friendly city two hexes away
–1 if defender is in a Mountain or Marsh Hex
4. If the Attack operation is con- –1 for each Guile Point expended by defending leader
ducted, both players check for +1 for each Guile Point expended by attacking leader
Coordination (8.26), if possible +3 if the only path of retreat is across a river
and desired. Rise of the Roman Republic
+4 if the leader is Roman (Roman Honor)
5. Proceed to Resolving Combat
(8.3). All Die Roll Modifiers are cumulative

(8.26) COORDINATION CHART


DR > Coordination Value: Coordination successful. The selected force is moved
into the battle hex and checks for Attrition. Otherwise, the attempt fails and the
selected force remains in place.
Coordination Value:
• Add the two leader’s Campaign ratings and then halve the total (drop fractions)
• Subtract one for each hex distant
• Subtract one for each non-Road River hex side crossed
Conditions:
• Must be within three hexes of the active force
• Path cannot be traced through Mountain or Marsh hexes
• A force is Inside a City in the same hex can Coordinate (distance is 0 hexes)

© 2008 GMT Games, LLC #0505-1


Player Aid Card #1 — RISE OF THE ROMAN REPUBLIC

(8.3) THE BATTLE RESULTS TABLE (BRT) (RRR 5.57) ROMAN COMMAND
–13 to –2 –1 to +10 +11 to +22 EFFICIENCY CHART
DR X Result DR X Result DR X Result Combat
Rating Legion Limit
–13 50/0 –1 [3] 25/15 +11 20/30
A 6
–12 45/* 0 20/10 +12 [7] 5/20
B 5
–11 40/* +1 15/5 +13 10/25
C 4
–10 [0] 30/* +2 X(–1) +14 X(+2)
D 3
–9 35/10 +3 [4] 15/10 +15 5/25
E 2
–8 [1] 30/5 +4 15/15 +16 10/30
Subtract one (–1) from the Battle DR for
–7 30/10 +5 20/20 +17 [8] 5/30 each Legion over the leader’s limit.
–6 25/5 +6 [5] 10/15 +18 [9] */30 If defending, add one (+1) to the Battle DR
for each Legion over the limit.
–5 X/(–2) +7 X(+1) +19 */35
–4 25/10 +8 5/15 +20 */40
(8.31) COMBAT RATIO
–3 [2] 20/5 +9 10/20 +21 */50 CHART
–2 30/20 +10 [6] 15/25 +22 */75 Combat
Odds* DRM
X = Roll Again, adjusting as per accompanying (#) and any committed Guile Points, applying Unpredict-
able Result. Die roll (bracketed [#]) numbers. See 8.4. 1–3** –3
#/# = Attacker’s % loss / Defender’s % loss. Results in bold indicate that that side must Retreat. 1–2 –2
The % loss is adjusted as follows: 1–1.5 –1
• If the Combat Ratio DRM was greater than +3, decrease the attacker’s loss by 5% for each DRM greater 1–1 0
than +3.
• If the Combat Ratio DRM was less than –3, decrease the defender’s loss by 5% for each DRM below –3. 1.5–1 +1
If the adjusted BRT result is a “*”, the force suffers no loss. An adjusted percentage can never be more 2–1 +2
than 100% or less than 0%. A 1 SP force is automatically eliminated in any battle where either of the above 3–1** +3
two conditions apply. The Percentage Loss is not adjusted if that result occurred through an Unpredictable
Result. * = Attacker SP to Defender SP, round down
* = Player rolls die, removing that number of SP’s, but never more than 5% (rounded down) of his SP to match the appropriate row on the chart.
total. ** The die roll adjustment past these points is
simply the number on the “high” end of the
Die Roll Modifiers ratio. Thus a force attacking at 1-10 would
• Leader Tactical Ability Adjustment: See 8.32 and the Leader Tactical Ability Table. Die roll adjust-
ments can range from +9 to -9 earn a -10 die roll adjustment. If it were 7-1, it
would be a +7 die roll adjustment.
• Subordinate Leader Battle Points: As per 5.44, maximum of 2 per player
• Combat Ratio Adjustment: See the Combat Ratio Chart.
• Cavalry Superiority: See the Cavalry Superiority Chart
(8.32) LEADER TACTICAL
• Elite Units: +1 attacking, –1 defending for each Elite Type and Contingent (minimum 5 SPs)
• After Battle Status Effects: See After Battle Status Effects chart. Use the worse status.
ABILITY TABLE
• Terrain: -3 if Attacker (any attacker, including one from a coordinating army) has crossed a River to
Battle Letter
directly enter the battle hex DR A B C D E
• Avoidance/Interception Failure: +2 (see 8.23, 6.55). 0 4 3 2 0 0
• Double Envelopment: +4 (see 6.57)
1 5 4 3 1 0
• Ambush: +5 (see 6.58)
2 6 4 4 2 1
• Elephants: As per the War Elephant Table.
• Naval Transport: Attacking, landing forces incur a -3 die roll adjustment; landing forces that are at- 3 6 5 4 2 2
tacked incur a +3 die roll for attacker. 4 7 6 4 2 2
Rise of the Roman Republic 5 7 6 5 3 2
• Roman Discipline: +1 attacking, –1 defending) for each Veteran legion that has least 6 Infantry SPs 6 7 6 6 3 3
(RRR 8.31)
7 7 7 6 4 3
• Roman Command Efficiency: If attacking, the Roman player subtracts one (–1) from the die roll for
each Legion over the commander’s efficiency limit; if defending he adds one (+1) for each. Auxiliaries 8 8 7 6 5 4
do not count, but partial legions do. 9 9 8 7 6 5
All of the above adjustments are cumulative.
Each Player rolls the die for his Leader to
get his Tactical Rating for that battle. The
Player with the higher number subtracts
the lower rating from his to get the Leader
Tactical Ability Adjustment DRM.
© 2008 GMT Games, LLC
Player Aid Card #1 — RISE OF THE ROMAN REPUBLIC

Battle Resolution Sequence (8.54) AFTER BATTLE STATUS


1. Determine all DRMs (8.31) RESULT CHART
2. Conduct Elephant Commitment (8.36)
Battle Result Status
3. Roll one die, apply DRMs, and note result
4. Distribute Losses (8.34) and check for Leader Casualties (8.6) Winner Disrupted
5. Conduct Pursuit and Butchery, if applicable (8.38) Loser (but not Major) Disorganized
6. Conduct Retreats, if mandated (8.37)
7. Apply After-Battle Effects (8.5) Major Loser Useless
Draw SP Loss of 15% or less Disrupted
(8.6) LEADER LOSS TABLE More than 15% Disorganized
FIRST DIE ROLL: SECOND DIE ROLL: The above status applies only in land battles where one side
DR < MR = No Effect DR < MR = Leader Wounded started with at least 20 SPs. The status does not apply to
DR ≥ MR = Roll Again DR ≥ MR = Leader Killed Winners that lose no SP, nor do they apply to Sieges. If a
DIE ROLL MODIFIERS: +1 if Leader is part of a Losing Force unit already has an ABS, it retains that ABS unless the new
(1st die roll only, +1 if during the Visit from Pluto segment result is worse (order is Disrupted, Disorganized, Useless).
Modifiers are cumulative)

(8.36) WAR ELEPHANTS TABLE (8.77) AFTER BATTLE STATUS


Die EFFECTS CHART
Roll Result Status
Action Disrupted Disorganized Useless
0 Eliminate 1 friendly cavalry SP and the Elephant SP
Battle Attack –3 DRM –5 DRM Not Allowed
1 Eliminate 1 friendly infantry SP and the Elephant SP
Battle Defense +1 DRM +3 DRM +5 DRM
2,3 Elephant Eliminated with No other Effect
Movement Attrition None Down 1 Row Down 3 Rows
4 No effect
Siege Attrition None +1 DRM +3 DRM
5 Eliminate 1 enemy infantry SP
Siege Assault –2 DRM –4 DRM Not Allowed
6,7 Eliminate 1 enemy cavalry SP
8,9 Add one (+1) to the combat die roll, if attacker; Interception None Not Allowed Not Allowed
subtract one (–1) if defender If there are units with more than one status in a force, use the worse to determine the

(8.34) PERCENTAGE LOSS CHART


Strength Point
% Loss 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100
5 0 0 0 0 0 0 0 0 0 1 1 2 2 3 3 4 4 4 5
10 0 0 0 0 1 1 1 1 1 1 2 3 4 5 6 7 8 9 10
15 0 0 1 1 1 1 1 1 1 2 3 5 6 8 9 11 12 14 15
20 0 0 1 1 1 1 1 2 2 2 4 6 8 10 12 14 16 18 20
25 0 1 1 1 1 2 2 2 2 3 5 8 10 13 15 18 20 23 25
30 0 1 1 1 2 2 2 2 3 3 6 9 12 15 18 21 24 27 30
35 0 1 1 1 2 2 2 3 3 4 7 11 14 18 21 25 28 32 35
40 0 1 1 2 2 2 3 3 4 4 8 12 16 20 24 28 32 36 40
45 0 1 2 2 2 3 3 4 4 5 9 14 18 23 27 32 36 41 45
50 1 1 2 2 3 3 4 4 5 5 10 15 20 25 30 35 40 45 50
55 1 1 2 2 3 3 4 4 5 6 11 15 22 25 33 39 44 50 55
60 1 1 2 2 3 4 4 5 5 6 12 18 24 30 36 42 48 54 60
65 1 1 2 2 3 4 5 5 6 7 13 20 26 33 39 46 52 59 65
70 1 1 2 3 4 4 5 6 6 7 14 21 28 35 42 49 56 63 70
75 1 2 2 3 4 5 5 6 7 8 15 23 30 38 45 53 60 68 75
80 1 2 2 3 4 5 6 6 7 8 16 24 32 40 48 56 64 72 80
85 1 2 3 3 4 5 6 7 8 9 17 26 34 43 51 60 68 77 85
90 1 2 3 4 5 5 6 7 8 9 18 27 36 45 54 63 72 81 90
95 1 2 3 4 5 6 7 8 9 10 19 29 38 48 57 67 76 86 95
To use the table, cross index the percent loss with the number of SP. If the size of the force is 10 or less, read the result directly from the table - a 20% loss of 4 SP
would give a 1 SP loss. If the number of SP is greater than 10, use the column associated with the 10’s digit of the SP affected added to the 1’s digit - a 20% loss
of 25 SP would produce a 4+1=5 SP loss.

© 2008 GMT Games, LLC


Player Aid Card #1 — RISE OF THE ROMAN REPUBLIC

(8.31) CAVALRY SUPERIORITY CHART


Terrain/Player Cavalry Strength Point Differential
Flat/Non-Roman 0-2 3-5 6-8 9-11 12-14 15-17 18-20 21-23 24+
Rough/Non-Roman
Flat/Roman 0-4 5-9 10-14 15-19 20-24 25-29 30-34 35-29 40+
DRM 0 1 2 3 4 5 6 7 8
The DRM is 0 for Romans in Rough terrain and for all in Mountain or Marsh terrain
The DRM is added if the attacking player has Cavalry Superiority and subtracted if the defender
does.

(12.34) AMBASSADOR TABLE GUILE POINT REFERENCE CHART


Diplomacy Rating For Use by Overall Commander only:
DR A B C D • Bring in Replacement for killed subordinate leader (8.64)
0 +3 +2 +2 +2 • Influence Alliances by sending Ambassadors (12.32)
1 +2 +2 +2 +1 Rise of the Roman Republic (Roman Player only)
2 +2 +2 +1 +1 • Adjust Senate Request/Legion-Raising die roll (RRR
3 +2 +2 +1 +1 10.13)
4 +2 +1 +1 +1 For Use by any Leader
5 +1 +1 0 0 • Adjust the Battle Avoidance die roll in that leader’s favor
6 +1 +1 0 0 (8.23)
7 +1 0 0 –1 • Adjust Unpredictable Battle Result die roll (8.4)
8 0 –1 –1 –1 • Attempt to take a city by Treachery (9.62)
9+ –1/D? D D D Rise of the Roman Republic (Roman Player only)
EXPLANATION OF RESULTS: • Adjust Senate Triumph Refusal die roll (RRR 5.48)
+/– # = Number of Alliances Boxes adjusted in favor of that • Adjust Senate Permission die roll (RRR 5.66)
player (+), or against that player’s interests (–).
D = Possible Disaster. Roll die, and see what happens
–1/D? = Roll the die. If even, it’s –1; if odd, it’s a D.
DIPLOMATIC DISASTERS:
DR Disasters:
0,1 Ambassador so outrages the notables he is addressing that the player
loses 3 boxes and the ambassador is assassinated, on the spot, his head
sent back to the OC, pickled, in a rather nice vase.
2,3 Oration not only has No Effect on the addressees, but the latter see
an opportunity to make some quick cash. They hold the ambassador
Ransom. Roll the die and halve it, rounding down (minimum of ‘1’).
This is the number of Guile Points—which may be paid over the
course of the game—it will take to ransom the ambassador. Otherwise,
he is hors de combat for the remainder of the game.
4,5 Ambassador, tired by the journey, contracts the Illyrian Pox and dies.
However, his conduct is so affecting, so noble, that his death earns
the player 1 Box in his favor.
6,7 Ambassador is wined, dined and introduced to the local Madonna.
Intrigued by the schedule of events that are sure to follow, our friend
decides to go native. He skips the audience with the local tyrant,
which lack of manners costs the player –1 Box, and it will also cost
that player one more Guile Point to get the by-now jaded reprobate
back into his camp—if the player thinks he’s worth it. Otherwise,
he’s gone.
8,9 Turmoil in the area cancels audience. Ambassador sticks around, but GMT Games, LLC
it will cost the player another Guile Point—in another Diplomacy P.O. Box 1308 • Hanford, CA 93232-1308
Operation­—to arrange the audience (and roll on the Diplomacy Table) www.GMTGames.com
again.

© 2008 GMT Games, LLC #0505-1


Player Aid Card #2 — RISE OF THE ROMAN REPUBLIC

Ancient World RISE OF THE ROMAN REPUBLIC


P layer Aid Card #2 Version 2 (Feburary 2008)
(5.3) OPERATIONS CHART (6.4) MOVEMENT ATTRITION COSTS
Operation Continue After Stop? CHART
Leader Movement Finished if not stacked with a friendly Activity Attrition Point Cost
unit Any non-Road Movement Provincial Attrition
Continue if leader’s first operation, into or within a Province Rating[a],[b]
otherwise; Movement within a Province 1 AP [a],[b]
DR ≤ Campaign Rating exclusively on Roads
Force Movement [f] DR ≤ Campaign Rating Enter Mountain Hex 6 AP
–1 Fleet Commander to conduct
another Force Movement (Advanced Enter Marsh Hex 3 AP
Naval Rules only) Cross Minor river [c]
1 AP
Ally Movement [a], [f] DR ≤ Campaign Rating Cross Moderate river [c]
2 AP
Attack Winner: DR ≤ Campaign Rating Cross Major river [c] 3 AP
Draw or Loser: Finished Stop inside a city Subtract City IDS
Raid DR ≤ Campaign Rating from AP total.
Involuntary Surrender DR ≤ Campaign Rating Rise of the Roman Republic:
+2 if Surrender is Successful Roman movement within any Roman
–2 if Surrender is Unsuccessful controlled province in Roman Italy; ½ Provincial Rating
Samnite movement within a Samnite- (retain fractions)
Siege Operations controlled province
Under Siege Finished
Assault [b],[d]
Finished Inertia Attrition
Treachery [b],[d] Finished Provincial Attrition Rating [b]
Reduction [b],[d] DR ≤ Campaign Rating If in a Mountain hex, double Provincial Attrition Rating
Repair [b],[c]
DR ≤ Campaign Rating If Inside a City, subtract City IDS
Sally [b],[c] Finished a = Halve the AP cost (retain fractions) if player is moving within a Home
province
Manpower [a]
DR ≤ Campaign Rating b = Double the AP cost if province is Devastated (cumulative with [a])
c = Ignore the AP cost if crossed via a Road present in the scenario
Diplomacy [a]
DR ≤ Campaign Rating
Reform Scattered Units DR ≤ Campaign Rating
RISE OF THE ROMAN REPUBLIC
Senatorial Permission [e] Granted: Automatic Continue
Denied: DR ≤ Campaign Rating
a = Overall Commander only
b = City must be Under Siege
c = Besieged leader only
d = Besieging leader only
e = Roman Leaders only
f = Movement Stops:
A Force or Ally Movement Operation ends when the force:
• Enters a city
• Crosses a Major River
• Is Intercepted
• Voluntarily Stops
The force must immediately check for Attrition (6.4)

© 2008 GMT Games, LLC #0505-2


Player Aid Card #2 — RISE OF THE ROMAN REPUBLIC

ATTRITION RESULTS TABLE


Siege Siege
Inside Outside Adjusted Strength Points
City DR City DR 1-10 11-25 26-40 41-60 61-80 81-100 101-130 131-160 161-200 200+
1 0 0 0 0 0 0 0 0 0 1
2 0 0 0 0 1 1 1 2 2 2
3 0 0 0 0 1 1 2 2 3 3 4
4 1 0 0 1 1 2 2 3 4 4 5
5-6 0 2 0 0 1 2 2 3 4 5 6 8
7-9 3 0 1 1 2 3 4 5 6 7 10
Accumulated Attrition Points

10-12 1 4 0 1 2 3 4 5 6 7 9 14
13-16 2 5 0 1 3 3 5 5 6 8 10 18
17-21 3 6 1* 1 3 4 5 6 7 10 12 23
22-27 4 7 1* 2 4 5 6 7 9 12 15 30
28-34 5 8 1 3 5 7 9 11 13 17 22 40
35-42 6 9 1 4 6 9 12 15 20 25 30 55
43+ 7 10 2 5 8 13 18 24 32 44 56 70
A 8 3 7 10 16 23 31 42 57 71 90
B 11 4 9 14 23 33 43 58 77 99 125
C 9 5 11 17 28 41 55 75 100 127 160
D 10+ 12+ 7 15 21 35 50 70 95 125 156 195

# = Attrition Loss Points; see 6.47 for loss distribution Row Adjustments for INERTIA Attrition Besieging Force only
* = If there is only 1 SP moving, treat as ‘0’. Down 1 row … if any units in force are –1 force is in Flat Hex
** = The A-D rows for Movement Attrition are used for die Disorganized –2 force Forages (9.53)
roll adjustments, as per 6.43. Down 1 row … for every 50 SPs above 250, –3 force has Land Supply (9.54)
Treat a Siege Attrition adjusted die roll less than 0 as 0. or fraction thereof +1 force is in Mountain Hex
Strength Point Adjustments: Down 2 rows … if any units in force are Besieging and Besieged Forces
Infantry and Elephant = None, Cavalry = Doubled Useless +1 if any units are Disorganized
Row Adjustments for MOVEMENT Attrition THE MAXIMUM ROW ADJUSTMENT +3 if any units are Useless
Down 1 row … if any units in force are Disorganized IS FOUR (4) DOWN Rise of the Roman Republic
Down 1 row … enter more than two consecutive Mountain Die roll modifiers for SIEGE Attrition +1 for every two legions (drop
hexes Besieged Force only fractions) over a Roman leader’s
Down 1 row … for every 50 SPs above 250, or fraction thereof ? Besieging player’s NS Level for that Command efficiency limit (RRR
Down 1 row … if an Overrun (6.6) was conducted zone if the city is a Port (Naval Superi- 5.56)
Down 2 rows … if any units in force are Useless ority Rules only) All Die Roll Modifiers are cumulative

(6.6) OVERRUN (6.7) DEVASTATION CHART ROAD


SUMMARY CHART Eligible SP (a)
Devastation Value (b) PRESENCE
Attacker: < 25 Not allowed CHART
• Must have 9–1 ratio in SP Level A
• Must have more cavalry SP than 25–50 1
Present after 310 B.C.
defender if the defender has cavalry 51–100 2
• May not overrun from across a river Level B
101–200 3
• May not overrun in a landing hex · Present in Rise of the
>200 4 roman Republic in the
Defender: Thunderbolt scenario
a = Only SPs that are in a force of at least 25 SPs that have spent
• Must not be Inside a City the entire game turn in the province only.
• Must not be in Mountain or Marsh hex b = An enemy force of at least 25 SPs present in the province
outside a city prevents Devastation Level C
If all the above conditions are met, elimi- Not present in any Rise
Devastation occurs on a DR less than or equal the Devastation Value.
nate the entire defending force (leaders
Devastation Recovery occurs on an adjusted DR greater than the of the Roman Republic
included).
Province Attrition Rating. Subtract the Devastation Value from the scenarios

© 2008 GMT Games, LLC


Player Aid Card #2 — RISE OF THE ROMAN REPUBLIC

(7.2) NAVAL TRANSPORT TABLE (7.3) STRAIT CROSSING TABLE


Adjusted (Naval Superiority Rules only) (Naval Superiority Rules only)
Adjusted
DR Result DR Result
≤0 The Ultimate Naval Disaster: entire Fleet sunk by storm 0-3 Crossing Opposed, a naval battle has occurred. The
or enemy action. Entire Force is eliminated (NS3) moving player loses SP based on his current NS Level:
1–2 Heavy Storms (or enemy action), 50% of SP’s lost and NS 0 to +4: Roll a die. If DR is greater than the owning
Force is Scattered (NS2) player’s Naval Superiority Level, remove SP equal to
twice the difference between the DR and the NS level
3 Force loses 25% and is Scattered (NS1)
NS < 0: Cross index the size of the moving force with
4 Force loses 10% and is Scattered the listed letter on the Attrition Results Table. The own-
5 Force lands at designated hex but loses 15%* (NS1) ing player loses that number of SP
6 Force lands at designated hex but lose 10%* NS –1: A NS –2: B NS –3: C NS –4: D
7 Force lands at designated hex but lose 5%* 1/3 of all Losses (round down) must be cavalry or el-
ephants, if present.
8 + All units land safely
4+ Crossing Unopposed. Force crosses without a loss.
* = Check lowest-Mortality-rated Leader for Casualty
DIE ROLL MODIFIERS:
NS1 = Decrease rolling player’s NS Level in that zone by one; +/–? Owning players Naval Superiority level
increase opponent’s by one.
NS2 = Decrease rolling player’s NS Level in that zone by two; (7.25) NAVAL TRANSPORT CHART
increase opponent’s by two. Hex Type Embark Disembark [a]
NS3 = Decrease rolling player’s NS Level in that zone by two; Major Port Unlimited Unlimited
increase opponent’s by two. In addition, decrease rolling player’s
NS levels in ALL other zones by one, and increase the opponents Secondary Port 50 SP 50 SP
by one. Minor Port 25 SP 25 SP
Die Roll Adjustments: Flat None Unlimited
+/-? Lowest valued Naval Zone traveled into or through Rough with City None 5 SP
–1 For every 20 Coastal Hexes traveled; amounts less than 20 Rough without City None Only if Scattered
do not count.
–1 For every 5 Deep Sea Hexes, or fractions thereof; amounts All other hex types None Not Allowed [b]
less than 5 do count. a = SP limits do not apply to forces that must disembark due to Scatter
All Die Roll Modifiers are cumulative. b = All SPs and Siege Engines are eliminated in a force that Scatters in the
hex. All leaders must check for Leader Casualty (8.6).
Losses are distributed per 8.34.

(6.5) INTERCEPTION SUMMARY CHART


Interception Type Successful if …. DRM and/or Restrictions
Ranged Interception: DR ≤ Campaign Rating +1 for each hex distant (except for River Control, see 6.35)
Range: +1 if intercepting force would cross a River even if by Road
3 hexes if Outside a City, +2 for each Marsh hex moved into or through without using a Road
4 hexes if Inside a City +2 if any Intercepting units are Disrupted
+3 for each Mountain hex moved into or through without using a Road
Same Hex Interception Only allowed if enemy force attempts to leave hex
Intercepting Force Outside City: DR ≤ Campaign Rating +2 if any Intercepting units are Disrupted
Intercepting Force Inside City: Automatic Only allowed if enemy force attempts to leave hex
Ambush: DR ≤ Campaign Rating Target must be in the same or adjacent hex
Target cannot be Inside City or in a Mountain or Marsh hex
Intercepting force must be in a Rough, Marsh, or Mountain hex
Intercepting force must be Outside City
Intercepting force may not cross a River
Rise of the Roman Republic: Roman leaders cannot conduct an Ambush
DRMs: +1 adjacent hex
All Die Roll Modifiers are cumulative +2 if the Intercepting Force is Disrupted
Units that are Disorganized or Useless +3 for any Ambush attempt
cannot participate in an Interception +/–? difference between Battle Rating letters with A=1, B=2, C=3, D=4, E=5

© 2008 GMT Games, LLC


Player Aid Card #2 — RISE OF THE ROMAN REPUBLIC

(9.3) CITY ASSAULT TABLE (9.6) TREACHERY TABLE


Assault Ratio [Attacker to Defender] Campaign Rating
1-2 1-1.5 1-1 1.5-1 2-1 3-1 4-1 5-1 6-1 IDS 3 4 5 6 7
9 8 7 6 5 4 3 2 1 1 7 6 5 5 3
2 8 7 6 5 4
# if DR is the same or higher than the number listed, the assault is
Successful; otherwise it is Unsuccessful 3 9 8 7 6 5
• For Assault ratios less than 1-2, the Assault is automatically Un- 4 10 9 8 7 6
successful 5 N/A 10 9 8 7
• For Assault ratios greater than 6-1, use the 6-1 column
6 N/A N/A 10 9 8
Die Roll Modifiers
–2 besieged city is a port and only the defender has Fleets in the
7 N/A N/A N/A 10 9
hex and/or Port (Advanced Naval Rules only) 8 N/A N/A N/A NA 10
–2 any of the assaulting units are Disrupted 9+ N/A N/A N/A N/A N/A
–4 any of the assaulting units are Disorganized (not cumula- * = Use the city’s original IDS – ignore the effects of Reduction
tive with the above) # If adjusted DR greater than the number, the city falls to treach-
+/–? Naval Superiority Level if a port (Naval Superiority rules ery; otherwise the attempt fails. If the adjusted DR is equal to
only) the number, roll again. If the DR is greater than the attempting
+1 for each Siege Engine included in the assault leader’s Campaign Rating, the leader is killed.
+1 leader of the assault has a better Battle Letter than any defending N/A = Not allowed.
leader, or if there is no leader with the garrison
Die Roll Adjustments
+2 besieged city is a port and only the attacker has Fleets in the hex +1 for each Guile Point expended by the player attempting Treach-
and/or Port (Advanced Naval Rules only) ery (see Restrictions below for exception).
Rise of the Roman Republic –? available Guile Points of all leaders inside the city. These are not
–1 for each legion included in the assault over the assault leader’s expended.
CER limit (CR 5.57) All Die Roll Modifiers are cumulative
+1 Roman player is assaulting an enemy occupied Roma Rise of the Roman Republic
All Die Roll Modifiers are cumulative • For the Romans, only Consuls, Dictators, and Magister Equitum
may attempt Treachery
Assault Losses • Roman player must expend one Guile Point which is not added to
Successful Unsuccessful the DR
• Rome may not be taken by Treachery
Attacker Roll die: Roll die, halve (round up):
Odd 25%, Even 10% Multiply by 10% **


Defender Roll die:
Multiply by 10%
Roll die:
Odd 25%, Even 10%
(9.27) SALLY EFFECTS TABLE
Besieging Leader’s Leader Tactical Ability (8.32)
DR 9 8 7 6 5 4 3 2 1 0
0, 1 4/0 3/0 2/0 2/1 2/1 2/2 1/1 1/1 0/0 0/1
(9.4) SIEGE REDUCTION & REPAIR
2, 3 3/0 2/0 2/1 2/1 2/2 1/1 1/1 0/0 0/1 0/1
TABLE
4, 5 2/0 2/1 2/1 2/2 1/1 1/1 0/0 0/1 0/1 1/2
Reduction DR Result Repair DR
6, 7 2/1 2/1 2/2 1/1 1/1 0/0 0/1 0/1 1/2 1/3
5 or less 0* 3 or less
8, 9 2/1 2/1 1/1 1/1 0/0 0/1 0/1 1/2 1/3 0/3
6, 7 1 4, 5, 6
To left of slash: The number of SPs lost by the Sallying force
8, 9 2 7, 8 To the right of Slash: The number of SPs lost by Besieging force
10+ 3 9+
* = If a Reduction attempt, a leaderless garrison may Sally (9.27) (9.72) INVOLUNTARY SURRENDER TABLE
Die Roll Modifiers: DR > City IDS: The city Surrenders. Defenders are distrib-
+? Siege Capability Rating uted per 9.74. The city cannot be Sacked. Otherwise, no effect
+1 for each Siege Engine in the Besieging Force (Reduction Conditions:
attempts only) • Must have at least ten times (10x) more infantry SPs in his
All Die Roll Modifiers are cumulative force than defender’s SADS (9.32)
• Cannot be used if the city is Under Siege
GMT Games, LLC • Use the city’s original IDS. Ignore the effects of Reduction
P.O. Box 1308 • Hanford, CA 93232-1308 Rise of the Roman Republic
www.GMTGames.com • Rome is not subject to Involuntary Surrender

© 2008 GMT Games, LLC #0505-2


Roman Political and
Player Aid Card #1 — RISE Manpower
OF THE ROMAN REPUBLIC Charts

(RRR 5.48) SENATE (RRR 10.3) LEGION


PERMISSION CENSURE REQUEST TABLE
Request Permission Granted if Legions in Existence or [Scenario for NS Level]

Leaving Province DR ≤ Campaign Rating Adj. [Reinf][a] [Thunderbolt] [Eagle]

Place Consul for Rome DR 0-6 7-11 12-16 17-20 21+


Outside Italy –0 No No No No No
All other Operations 1 1 [4] No No No No
DIE ROLL MODIFIERS: 2 1 [4] 1 No No No
–1 if leader is Field Consul 3 1 [4] 1 1 No No
+1 if leader is a Proconsul 4 2 [8] 1 1 1 No
+2 Urban Legions of the Rome Garrison leaving city
5 [S] 2 [8] 1 1 1 1
+2 if the magistrate has been Prorogued to his province
–1 for each Guile Point used 6 2 [8] 2 1 1 1
7 2 [8] 2 2 1 1
Any one of these:
+1 if there are no enemy combat units in Roman Italy 8 [E] 3 [12] 2 2 2 1
+5 if there are no enemy units in Italy, Sicily or any of the 9 [b] 4 [16] 3 2 2 2
Gallic provinces. 10 [b] 5 [20] 4 3 3 3
–4 if there is enemy force of 20 SP’s or more within five hexes
11+ 5 [20] 5 4 3 3
of Rome.
–2 if enemy Force of 20 SP’s or more is within ten hexes of No = Sorry, cash flow is tight, make do with what you have for now.
Entering Rome [a]
DR ≤ Campaign Rating # = Raise that number of new, Recruit double legions (one citizen,
one ala of same number); in the Samnite Wars and Alexander
DIE ROLL MODIFIERS: scenarios only the citizen (RL) legion is used, OR
–4 if there is enemy force of 20 SP’s or more within five hexes [#] = The number of reinforcement SP
of Rome OR [a] = This column used to determine number of Reinforcement SP,
–2 if enemy Force of 20 SP’s or more is within ten hexes of as per 10.23.
Rome, but farther than five. [b] = In addition to the Legions raised, the Roman Player may add
a = The Urban Legions of the Rome Garrison do not need to any one Force just raised one contingent of Auxiliaries;
see 10.28
[S] = Adjusted DR greater than 5 are treated as 5 in the Samnite
Request a Triumph DR ≤ Campaign Rating
Wars and Alexander of Epirus scenarios
DIE ROLL MODIFIERS: [E] = Adjusted DR greater than 8 are treated as 8 in the Eagle Has
–1 for each Guile Point used Rating Landed scenario

Expanding Army: DR ≤ Campaign Rating Die roll Modifiers


+1 if Dictator making request
Above 8 Legions (Dictator only) +1 if request made by Dictator or Consul for Rome and he is actu-
ally “in” Rome
DIE ROLL MODIFIERS: None
+1 for each Guile Point used (OC only)
+2 for each enemy Major Victory that year
Magistrate Censured if: DR ≤ Campaign Rating +2 *if enemy force of 40 SP’s is within five land hexes of Rome;
OR
DIE ROLL MODIFIERS: if enemy occupies any city within five land hexes of Rome
–3 if the non-permissible movement resulted in a Triumph. +/–? as per any Augury Event in effect that turn.
Sieges do not count. +2 if request is to Reinforce existing legions.
–1 for each Guile Point expended –1 if request made by the Field Consul (not the Consul for Rome)
–1 if the non-permissible movement resulted in a Roman Vic- –1 for each Roman Major Victory that year
tory, other than a Triumph. –1 for each Roman Italian province controlled by enemy; maximum
adjustment is –3
+1 if no battle occurred as a result of the non-permissible –1 if there is no enemy Force of 20 SP’s or more within 20 land
movement hexes of Rome
+3 if the non-permissible movement resulted in an enemy Vic- –3 if there are less than 20 enemy SP’s in Italy
tory, other than a major one. –4 Rome is enemy-occupied. If this is the case, the adjustment with
+6 if the non-permissible movement resulted in an enemy an asterisk (*) does NOT apply

© 2008 GMT Games, LLC


Roman Political and Manpower Charts — Rise of The Roman Republic

(RRR 5.0) ROMAN MAGISTRATE QUICK REFERENCE CHART


ROMAN MAGISTRATE QUICK REFERENCE CHART
Chosen Placed in/with Senate Permission
Office How? Imperium his … Required to … Notes
Rome Elected One • Rome • Leave Roman Italy • Consular Army must
Consul Consular • Consular Army • Leave starting province (except be that of the previ-
Army to return to Roman Italy) ous Rome Consul if
• Replace Disbanded Consular possible
Army • No specific province
assigned
Field Elected One • Assigned Province • Leave assigned Province • Consular Army must
Consul Consular • Consular Army • Leave starting province (except be that of the previous
Army to return to assigned Province) Field Consul if possible
• Replace Disbanded Consular • Assigned province must
Army be either the placement
province or a province
outside Roman Italy
Proconsul Elected or One • Consular Army • Leave assigned Province • Elected: Assigned prov-
Prorogued Consular • Leave starting province (except ince is the placement
Army to return to assigned Province) province
• Prorogued: Assigned
province is the place-
ment province,
previous province, or
any province outside
Roman Italy
Praetor Elected or One • Legion • Leave assigned Province • Only receives 1 LAM
Prorogued Legion • Leave starting province (except
to return to assigned Province)
Dictator Elected Two • Consular Army • Emergency only
Consular • Rome or any • No Imperium if Dicta-
Armies Army if no army tor stays in Rome; select
is assigned Magister Equitum
• Assignment of Armies
optional
Magister Selected Two • Consular Army • Emergency only
Equitum Consular • Rome or any • Only selected if Dictator
Armies Army if no army stays in Rome
is assigned • Assignment of Army
optional
Praetor Elected Urban • Rome • Leave Rome • May only leave Rome if
Urbanus Legion an Emergency exists

PROROGUE ELIGIBILITY
Office Prorogued as …
Consul • Proconsul for the army he had as Consul if available or if Besieged (RRR 5.34)
• Proconsul for any other army in any location.
• Praetor of any Legion
Praetor Praetor for the same Legion he had in the prior turn
Other Dictator, Magister Equitum, Proconsul, Praetor Urbanus: Not allowed

© 2008 GMT Games, LLC

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