The Romans
The Romans Rulebook
Table of Contents
Table of Contents
1. Components
The components page is an illustrated diagram. Its labelled items are:
- City of Rome Array: score track, turn order track, original buildings, later building spaces, building bonuses (solo game), era player marker space, era deck space, era deck discard space, glory chart, player markers, god (Vesta) with the note that Vesta is linked to the Servian Wall, field of influence, reminder, enemy general spaces, Roman era card, enemy era card, blocking senator space (not used in 4-player game), new senator icon, effect, required resource, card number (for sequencing the era deck), dice roll reminder.
- Score marker: the 100+ side of the score marker is used whenever a player's score exceeds 100 points.
- Senators: senators, ii-rank senator box, blocking senators (not used in 4-player game), and the rank boxes of the buildings.
- Resources and gold: resources and gold (manpower, victuals, materials, and the gold symbol), counters worth 5 resources, gold to be received.
- Era card details: leader name, maximum army size, bonus piece (city, can also be fleets, forts and walls), random dice roll (not used in 4-player game), enemy nation start province (where the enemy army begins its campaign), enemy army size, enemy bonus fleet, enemy bonus general, remote province attack order, main benefit, arts icon.
- Pieces: legions, fortifications (fort and wall), cities (non-Christian city and Christian city), roman fleets (built dice icon face-down), warbands, enemy fleets, native force, enemy generals, triumph tokens, unrest marker, battle dice (roman battle dice, enemy battle dice, black dice), battle markers, enemy markers (for use in the solo game only), dice icon.
- Empire map: features, resource symbol, gold symbol, region (campania/apulia region, matching colour), sea, remote province, double-headed arrow (shows that two provinces are adjacent), and enemy army to be used in remote province attacks.
2. Setting Up
The following rules are for the 4-player game. Extra rules for 3 players, 2 players and the solo game can be found on pages 13-14.
- Place the City of Rome Array in the centre of the table.
- Shuffle the six Later buildings. Place one face-down on each Later building space. Return the unused building to the box without looking at it.
- Place the gods above their listed building.
- Place the Glory chart next to the gods.
- Place the Enemy generals on their spaces.
- Turn the Era cards face-down. Take the two cards showing the sequencing number '1' and return one to the box without looking at it. Repeat for each of the other pairs of numbered cards. Now put the Era deck in order, with card 1 on the top and card 10 on the bottom. Place the Era deck on its space.
- Create common supplies of cities, fortifications, unrest markers, gold and resources.
- Place an opaque container in reach of all players (to be known as the 'pot').
- Each player:
- randomly selects an Empire map;
- takes a set of coloured pieces;
- creates a personal supply of senators, legions and fleets.
- Randomly determine the turn order. Place the player Turn markers on the Turn order track to show this.
- The 1st player places their Score marker on the 1-space of the Score track, the 2nd player places their marker on the 2-space, and so on.
- The 1st player places one legion in the Barracks, the 2nd player places two legions in the Barracks, and so on.
- Each player places their Era marker onto the Era marker space and their Glory marker next to the Glory chart.
- Create a pool of face-down Triumph tokens. Each player draws three and, keeping them face-down, places one in each of Britannia, Germania and Mesopotamia (the remote provinces).
- one legion, one city and one fort in Latium (Rome);
- one senator of each rank (I, II, III, IV) in the Villa;
- one resource of each type and 1 gold in the Docks;
- a pair of battle markers next to the Battle track.
- Each player turns their Native force counters face-down and then, without looking at them, places one in each empty province on their map. The unused counter is placed in the pot.
3. Play Sequence
The Romans is played over the course of five Eras. Each Era consists of:
4. Roman preparation
- 4A. Glory dice rolls
- 4B. Turn over Later building
- 4C. Determine turn order
- 4D. Leader selection
5. Roman expansion, carried out in a series of rounds:
- 5A. Senator placement (one per player in turn order)
- 5B. Roman campaigning
Repeat until all senators have been used.
- 5C. Roman re-set
6. Enemy response
- 6A. Storms at sea
- 6B. Remote province attacks
- 6C. Determine turn order
- 6D. Enemy nation selection
- 6E. Enemy campaigning
- 6F. Enemy re-set
4. Roman Preparation
4A. Glory dice rolls
In turn order, each player rolls the black dice and places their Glory marker on the appropriate province on the Glory chart.
- Ensure the Glory chart shows the current Era.
- There may be more than one Glory marker on a particular province space.
4B. Turn over Later building
The Later building for the Era is turned over. If the building shows a New senator icon, each player gains a new I-rank senator. Place it in the Villa.
4C. Determine turn order
Turn order is determined by fewest points scored. The player with fewest points places their Turn marker on the 1st player space of the Turn order track, the player with the next fewest points places their marker on the 2nd player space, and so on.
If two players have the same number of points, then the player whose marker is uppermost will be placed earlier in the turn order (i.e. the player who was last to place their marker on that space on the Score track).
4D. Leader selection
Turn over the next Era card. In turn order, each player places their Era marker to show which leader they wish to control (one marker per leader).
Players should choose wisely here! The greater the maximum army size, the better will a player be able to campaign. On the other hand, having enough gold is also important, whilst it is also easy to underestimate the value of those bonus pieces.
When a leader has been selected, take the gold shown, then place any bonus piece onto the map (at no cost). Region restrictions do apply (see page 12).
- A piece that cannot be placed is stored in the Villa and placed during Roman expansion. If not placed by the end of expansion, it is removed to the supply.
- A bonus fleet must be placed in an empty sea adjacent to a Roman occupied province, with the dice icon face-down. Any fleet can be chosen.
- Note that legions are not bonus pieces; they must be recruited and placed during Roman expansion.
5. Roman Expansion
Roman expansion is carried out in a series of rounds, each of two parts:
- Senator placement, in which each player, in turn order, takes a senator from the Villa and places it in either a building (Original or Later), the Citadel or an Enemy province.
- Roman campaigning, in which all Roman armies carry out a series of simultaneous attacks.
When all senators have been used, expansion comes to an end.
5A. Senator placement
Placement in a building
In order to use a building, the player must place a senator in one of the numbered boxes.
- A senator may only be placed in a box if his rank is equal to or greater than the box number. E.g. A III-rank senator could never be placed in box IV.
- Only one senator may be placed in a box.
- A player may never place more than one senator per building.
- The cost to place a senator is shown in the box (either one resource or 2 gold). Place the payment on top of the senator.
Buildings are explained more fully on pages 15-16 of this rule book.
Placement in the Citadel
A player may place any number of senators in the Citadel over the course of an Era.
- There is no cost to place a senator there.
A senator placed in the Citadel will earn a number of Citadel actions. A senator earns:
- one action per rank of the senator;
- a number of bonus actions (roll the black dice and consult the chart shown on the Citadel).
E.g. A II-rank senator rolls a '6' and so earns five actions: two actions for his rank and three extra actions for the dice-roll bonus.
An action can be used to either:
- remove one unrest;
- collect 1 gold;
- convert one city to Christianity by flipping a city counter (Eras 4 and 5 only).
Actions can be used in any combination. E.g. Five actions could be used to collect 3 gold, to remove one unrest and to convert one city to Christianity.
Placement in an Enemy province
Flip the senator to show he is now a general.
Create an army by placing the general and a number of legions in a province containing a Native force. The province must be adjacent to either a province containing a Roman garrison or to a sea containing a Roman fleet (with its dice icon face-down).
- Legions must be taken from the Barracks.
- Legions may be added to the army up to the maximum army size as shown on the current Era card.
- From this point on, no more legions may be added to the army.
If the province to be attacked is not adjacent to a Roman garrison but is adjacent to a Roman fleet (with its dice icon face-down), then a sea invasion must be carried out. Flip the fleet to show that it has carried out a sea invasion (so the dice icon will be face-up). Each fleet may be used to carry out just one sea invasion per Era.
- A fleet showing a sea invasion may be used to carry out a sea invasion.
- A fleet with its dice icon already face-up cannot carry out a sea invasion. However, it can still be used when collecting revenue.
- Some sea invasions may require the use of several fleets. E.g. For an army in Mauritania to invade Syria, Rome would need to flip fleets in Mediterraneum Occidentis and Mediterraneum Orientis.
5B. Roman campaigning
Important: Roman campaigns are carried out simultaneously by every player who has an army on the map.
The Roman campaign sequence is: Attacking, then Move.
Attacking
An army in an Enemy province must attack the Native force there.
- Use the battle markers to mark the initial strengths of the two forces on the Battle track.
- Roll the two battle dice.
- Add the white dice score to Rome's initial strength; add the purple dice score to the Enemy's initial strength. Do not adjust the battle markers.
Rome has higher final score or result is a tie: Rome wins and conquers the province!
- Take any Triumph token.
- Take any gold shown on the Native force.
- Place unrest (into that province) if shown.
- Eliminate the Native force (remove it to the pot).
- Separate one legion from the army to become the province garrison.
- Move army elsewhere.
Enemy has higher final score: Enemy wins!
- Eliminate one Roman legion (remove it to the supply).
- Rome MUST attack again. Do not adjust the battle markers (the initial strengths are not changed).
If all legions are eliminated, flip the Native force face-down.
Note that The Romans uses a shared dice-roll system. During each attack, it is the 1st player who rolls the pair of battle dice. All armies use this same dice roll to resolve their current attack.
Be aware that whilst armies use the same shared dice roll, the actual outcome of the attacks may vary from map to map. Also that an army which has been defeated will have to attack that province again, whereas other armies may be moving elsewhere to attack other provinces.
Initial strengths (sidebar):
- Rome: count 1 point for each legion, plus any bonus shown on the general.
- Enemy: flip the Native force counter. Count 1 point for each warband, city and fort shown there, and 2 points for a wall.
Moving
The army may only move elsewhere once the attack has succeeded. The army may either:
- move to the Barracks, thus ending the campaign;
- move into an adjacent province containing a Native force;
- carry out a sea invasion (provided there is an adjacent fleet with the dice icon face-down and a suitable province containing a Native force).
Ending the campaign
A campaign will end when the final legion in an army is eliminated or when the final legion becomes a province garrison.
In addition, the campaign will end if the army is unable to move into a province containing a Native force or if the player does not want to campaign any more. In both these cases, one legion must be left to garrison the province, whilst the general and any remaining legions are moved to the Barracks.
- Only one legion may garrison each province.
Attack example:
- Rome has placed a +2 general and three legions in Etruria. Rome's initial strength is 5. The Native force counter shows a warband, a city and a wall. The Enemy's initial strength is 4.
- The battle dice are rolled.
- Rome adds 3 to the initial strength, the Enemy adds 5. Rome has a final score of 8, the Enemy 9. The Enemy has therefore defeated Rome.
- Rome eliminates one legion, then must attack again.
- The initial strengths are not changed (even though Rome now has only two legions).
- The dice are rolled.
- Rome adds 1, the Enemy adds 2, resulting in a tie (6 against 6). Because the attacker wins ties, Rome's attack is now successful. The Native force counter is eliminated, and Rome separates one legion from the army to become the province garrison.
Players must plan their campaigns carefully. It is easy for an army to become 'stuck', and find itself where there is no adjacent province to attack and no possibility of carrying out a sea invasion.
5C. Roman re-set
- Remove all resources and gold on top of senators to the supply.
- Flip generals back to senators, then move all senators to the Villa.
- Remove any piece in the Villa (city, fleet or fortification) to the supply.
- Flip fleets so that the dice icon is face-up.
- Return all gods, Glory and Era markers to their start positions.
6. Enemy Response
6A. Storms at sea
The 1st player rolls the black dice a single time. Each player eliminates any fleet showing that number.
- E.g. The 1st player rolls a '1'. Red must eliminate the fleet in Mediterraneum Occidentis.
All fleets are then flipped so that the dice icon is face-down.
6B. Remote province attacks
Any Roman garrisons in Britannia, Germania or Mesopotamia must defend against attacks in those provinces. Britannia will be attacked first on all maps (using a shared battle dice roll), then Germania and then Mesopotamia.
No warband is placed on the map. The Enemy's initial strength will be 1, 2 or 3 depending on the Enemy pieces shown in that province. Rome's initial strength will be determined in the usual way (see page 9).
- If the Enemy wins the attack, immediately eliminate all Roman pieces and replace them with a Native force drawn from the pot.
- If the province is in unrest, no attack takes place. All Roman pieces are eliminated and the unrest marker is removed to the supply.
6C. Determine turn order
Adjust the Turn order markers according to who has fewest points on the Score track.
6D. Enemy nation selection
Turn over the next Era card. In turn order, each player places their Era marker to show which Enemy nation they are choosing to face.
- Create the Enemy army in the Start province by placing the number of warbands shown.
- Place any bonus general with the army.
- Place any bonus fleet in the sea adjacent to the Start province. If the sea contains a Roman fleet, instead eliminate both fleets.
Note that Enemy fleets may never be placed in Oceanus Atlanticus.
6E. Enemy campaigning
Important: Enemy campaigns are carried out simultaneously by every player.
The Enemy campaign sequence is: Select the target, Move, Attack.
- At the beginning of the Enemy campaign, steps 1 and 2 are skipped when the Start province is occupied by a Roman garrison.
Selecting the target
The target for an Enemy army is the closest city. 'Closest' is measured in terms of 'moves'. To move from one province or sea to an adjacent province or sea counts as one move.
- E.g. The target city for this Enemy army will be Syria. That city is just one move away from the army, whilst the city in Macedonia is two moves away.
- If the target city province is conquered, a new target city is selected.
- When two cities are both as close to the army, then the target will be the city that is nearest to Latium. E.g. If the city in the above example was in Asia rather than Syria, then the two cities would both be two moves away from the army. The city in Macedonia would become the target because it is closer to Latium.
- If there are still two possibilities, the player chooses which city will be the target.
- In the rare event that there are no cities on the map, the Enemy target will be the province of Latium.
Moving
The Enemy army must move towards its target using the fewest number of moves. If there are two possible routes, the player chooses which route will be used.
- The army may move freely through any province containing a Native force or warband.
- It must stop and attack whenever it enters a Roman occupied province.
- An Enemy army may overrun a Roman occupied province that is in unrest. No dice roll takes place. The Enemy army simply moves into the province and all Roman pieces are then eliminated. Any unrest marker is removed. One warband is then separated from the army to be the province garrison.
An Enemy fleet may be used to allow an Enemy army:
- to move by sea to enter (and then move through) a province containing a Native force or warband;
- to carry out a sea invasion into a Roman occupied province.
During the campaign, a fleet can be used any number of times to carry out these actions; it is never flipped.
Attacking
- Use the battle markers to mark the initial strengths of the two forces on the Battle track.
- Roll the two battle dice.
- Add the purple dice score to the Enemy's initial strength; add the white dice score to Rome's initial strength. Do not adjust the battle markers.
Enemy has higher final score or result is a tie: Enemy wins - the province is conquered!
- Eliminate all Roman pieces.
- Separate one warband from the army to become the province garrison.
Rome has higher final score: The Enemy is defeated!
- Eliminate one warband.
- Enemy army must attack again. Do not adjust the battle markers (the initial strengths are not changed).
Initial strengths (sidebar):
- The Enemy: count 1 point for each warband, plus any bonus shown on the general.
- Rome: count 1 point for each legion, city and fort, and 2 points for a wall.
Fortifications
An Enemy army may never carry out a sea invasion into a Roman occupied province which contains a fortification (unless that province is in unrest, when it can then be overrun).
Ending the campaign
An Enemy army must campaign until the final warband is eliminated or becomes a province garrison. Any general is then returned to its space.
Campaign example:
It is the Enemy response of Era 2 and the Enemy has placed three warbands and a +2 general in Mauritania. A bonus Enemy fleet is available which would usually be placed in Mediterraneum Occidentis. However, there is a Roman fleet there, so both fleets are eliminated instead and the sea becomes empty.
- No target city is chosen because the Start province is occupied by a Roman garrison.
- The attack is successful, so a warband is separated from the army to be the province garrison.
- A target city must now be chosen. Both Etruria and Illyricum contain cities and are the same distance from the Enemy army (4 moves). The city in Etruria will be the target because it is closer to Latium.
- The Enemy moves freely through Hispania and Gallia to Venetia.
- Venetia is in unrest so it is overrun. The Roman legion is eliminated and the unrest marker removed. A second warband is left as a province garrison.
- The army moves into Etruria, but the attack is unsuccessful. The final warband is removed to the supply and the general is returned to its space. The campaign ends.
If there had been no Roman fleet in Mediterraneum Occidentis, the campaign would have been very different. The Enemy fleet could then have been placed in Mediterraneum Occidentis, which would allow the Enemy army to carry out a sea invasion. The city in Apulia would have become the target (being only two moves from Mauritania). The cities in Latium and Etruria could not be targets for the sea invasion because one contains a fort and the other a wall.
6F. Enemy re-set
- Remove any Enemy fleet.
- Draw Native force counters from the pot equal to the number of warbands on the map. Examine these counters, then place them face-down to replace each of the Enemy warbands.
- E.g. In the above example, two Native force counters would be drawn. The player would examine them and place one in Mauritania and one in Venetia.
- Players may find that they are placing Native forces that are a different colour to their own.
7. Further Rules
7A. Earning Glory
At the start of the Era, each player will have made a Glory dice roll to determine where Glory may be earned.
To earn Glory, a player must either:
- conquer that particular province;
- build a city there (this could be a bonus piece);
- convert a city there to Christianity.
Any unrest marker in that province is removed automatically when earning Glory.
The first person to earn Glory scores the points shown on the chart, and then moves their marker off the chart. Other successful players will also score the points shown, but must deduct one point for each marker that has been moved off the chart.
- E.g. It is Era 3, and the chart shows that 7 points may be scored. The third player to earn Glory would score only 5 points (because two markers will have been moved off the chart).
- If players simultaneously conquer their Glory province, then they score in turn order.
City bonus
The successful player now scores 1 point for each city on their map.
- A city that is in a province in unrest does not score.
7B. Gods
A player may take and use one god per Era, but only if all five Italian provinces (Venetia, Etruria, Latium, Campania and Apulia) are occupied, and none of those provinces are in unrest.
A god may never be taken from another player.
The god is taken either:
- when a senator is placed in the Temple of Jupiter, or
- when a senator is placed in the building linked to that particular god.
To help players, each god shows a Field of influence icon so that the god's area of favour can be more easily seen.
The god is used and then kept in front of the player. It may be used in a later round to carry out the other option (Temple or linked building).
- If a player has taken a god but subsequently one of the Italian provinces receives an unrest marker, the god is returned to its starting position.
Using the Temple of Jupiter
Editor's note: the numbered benefit chart (benefits 1-6) is printed as a graphic on the Temple of Jupiter and is not in the rulebook's text layer; the benefits are cited by number in the examples below as the source prints them.
Place a senator in the Temple, roll the dice and add any bonus shown to the dice. The player then uses that score to take either one or two benefits.
- E.g. Red places a senator in the III-box of the Temple of Jupiter. He takes Mars and rolls the dice. A roll of '3' (together with the +2 bonus) gives a score of 5, which allows him to recruit 10 legions (benefit 5).
- Alternatively, if Red was needing points, the score could be used to take benefits 4 and 1, allowing Red to collect points for his legions outside Italy (benefit 4) and to recruit 3 legions (benefit 1).
Scores of more than 6 can be split in just the same way.
Using the linked building
A chosen god allows the effect of the IV-box in the linked building to be used, no matter which senator is placed by that player.
- E.g. Blue places a I-senator on the Servian Wall and chooses Vesta. Blue may now spend up to 10 gold to buy cities, fleets, walls or forts.
The effect of the IV-box may always be used even if another Senator occupies that box.
7C. Triumphs
Collecting Triumphs
All remote provinces begin the game containing a Triumph token. Whenever a player conquers a remote province containing a Triumph, the player examines that Triumph and all other Triumphs in the same province on the other maps. The player chooses one to place in their supply. The other Triumphs are returned (face-down) to the other maps.
- E.g. In a 4-player game, Red has already conquered Germania. Yellow now conquers Germania and collects the Germania Triumphs from his own, from Green's and from Blue's maps. Yellow examines the Triumphs and chooses one before returning the other two Triumphs to the maps of Green and Blue.
- It does not matter which Triumph is returned to which map.
- If players simultaneously conquer the same province containing Triumphs, then they collect Triumphs in turn order.
Scoring Triumphs
Triumphs are scored at the end of the game. In addition to the main benefit, points are scored for each arts icon.
Each icon type will score a number of points equal to the number of each such icon acquired by all players combined.
- E.g. Red has acquired one statue icon, whilst Yellow has acquired two statue icons. This means each statue icon will be worth 3 points (giving Red 3 points and Yellow 6 points).
7D. Resources and gold
Resources and gold are kept in the Docks. A player may sell resources at any time for 1 gold each. Likewise, a player can buy resources at any time at a cost of 3 gold per resource.
7E. Regions
There are ten regions. These are made up of six pairs of identically-coloured provinces (e.g. Hispania and Gallia), the three remote provinces (Britannia, Germania and Mesopotamia) and Latium.
There may be a total of just one city and one fortification in each region at any one time.
- E.g. Red builds a city and a fort in Gallia, meaning nothing can now be built in Hispania.
7F. Counter mix
Each player begins the game with 18 legions. This is the limit for each player.
There is a common supply of cities and fortifications. If any of these supplies become exhausted, then no more of that type may be built (until a piece is returned to the supply).
7G. Provinces in unrest
Revenue cannot be collected from a Roman province that is in unrest (which contains an unrest marker).
Points may not be scored for a province in unrest, either during or at the end of the game. This includes when scoring for any cities, fortifications or legions in that province.
In addition, a god may not be taken by a player if any Italian province is in unrest.
An Enemy army which moves into a province in unrest will overrun that province.
Unrest can be removed:
- by visiting the Citadel;
- by using the Castra Praetoria;
- by calling on Minerva in the Temple of Jupiter;
- when claiming a Glory in that province;
- when the Enemy overruns that province.
7H. Fall of Rome
Eras 1 to 4
If the Enemy conquers Latium, immediately deduct 5 points for each warband in the army, then eliminate those warbands. A legion is then placed back in Latium at no cost.
- The Score marker is never moved back past '1' on the Score track.
Era 5
If the Enemy conquers Latium in Era 5, leave one warband in Latium. Eliminate all other warbands, deducting 5 points for each such warband. Do not replace the final warband with a legion.
8. Winning the Game
The game finishes after the Enemy campaign phase of Era 5.
Each player scores:
- 3 points per Christian city;
- 1 point per five items in the Docks and Barracks (resources, gold and legions);
- the values of any Triumph tokens, including points for arts icons.
Points may not be scored for a province that is in unrest, nor may points be scored for any pieces in that province.
The player with most points is declared the winner. If scores are tied then there is a shared victory.
9. Rules for Fewer Players and the Solo Game
9A. Rules for 3 players
- Setting up. As part of step 2 of Setting up, take the twelve blocking senators and create a face-down pool.
- For the first Original building, choose one blocking senator, turn it face up and place it in the matching box on that building. Repeat this for the other four Original buildings.
- Now place one face-down blocking senator on its space on the reverse of each Later building.
- Return the two remaining blocking senators to the box without looking at them.
- Whenever a Later building is turned face-up, place the blocking senator in the matching box.
- A senator may never be placed on a blocking senator.
- When placing a senator in the linked building of the chosen god, the IV-box effect may always be used, even if there is a blocking senator in that box.
- Leader selection. Before the 1st player chooses a leader, roll the black dice and place it on the leader matching the dice roll. That leader may not be chosen by any player. Remove the black dice during Roman re-set if still in place.
- Enemy nation selection. Repeat the above process when selecting Enemy nations.
9B. Rules for 2 players
All 3-player rules are in effect.
-
Leader selection. Each time the 1st player chooses a leader, that player may either:
- choose a leader for themselves (as in the 4-player rules), or
- choose a leader for the 2nd player to use.
If the second option is chosen, then the 2nd player will choose the leader that is to be used by the 1st player.
-
Enemy nation selection. This is carried out in the same way as above.
9C. Solo rules
All 3-player rules are in effect.
The solo game is played between two 'players': Rome (the player) and The Enemy (played automatically).
- Setting up.
- Place the Rome Turn marker on the 1st player space and the Enemy Turn marker on the 2nd player space.
- Place the Rome Score marker on the 1-space of the Score track and the Enemy score marker on the 2-space.
- Place two Triumphs in each remote province.
- Glory dice rolls. During each Era, both Rome and The Enemy make Glory dice rolls (re-roll any '6') and place their Glory markers on the Glory chart. If The Enemy rolls the same as Rome, roll again until the roll is different.
- Earning Glory. Rome earns Glory in the selected province in the usual way. Rome always scores the points value in full.
- If Rome either conquers, builds a city in or converts a city in The Enemy's province, then the Enemy marker is removed from the Glory chart. No points are scored by either player.
- If the Enemy marker has not been removed from the Glory chart by the end of Roman expansion, then The Enemy scores the points value in full.
- E.g. It is Era 1. Rome's Glory marker is on Illyricum, whilst the Enemy's is on Macedonia. Rome conquers Illyricum to score 5 points, and then goes on to conquer Macedonia, thus denying The Enemy any points.
- Turn over Later building. On each of the Later building spaces there is a building bonus: 25, 20, 15, 10, 5.
- If the building that is turned over shows a New senator icon, then The Enemy adds the building bonus to their score.
- If the building that is turned over does not show a New senator icon, then Rome adds the building bonus to their score.
- Note that this may result in the turn order changing in Era 1.
10. Buildings
10A. Original buildings
Basilica Aemilia
- In order to collect revenue from an occupied province outside Italy, there must be a fleet adjacent to that province. The dice icon can be face-up or face-down.
- An adjacent fleet is not needed when collecting revenue from provinces inside Italy.
- For each province showing a resource symbol, take one resource of that type.
- For each province showing the gold symbol, take 2 gold.
- Revenue may not be collected from a province in unrest.
- Each time the Basilica Aemilia is used, place one unrest onto the map. The unrest must be placed in a province from which revenue has just been collected.
Castra Peregrina
Recruited legions are placed in the Barracks.
Forum
- 'Raising' allows senators to be increased by the given number of ranks. E.g. 'Raise 2 ranks' would allow a player to raise a II-rank senator to a IV-rank senator, or possibly two I-rank senators to II-rank senators.
- A senator that has already been placed on a building may be raised in rank, but must remain in that box.
Servian Wall
- Cities, fortifications and fleets should be built onto the map. If this is not possible, store them in the Villa and build them onto the map during a later part of Roman expansion. Any piece which has not been built by the end of Roman expansion must be removed to the supply.
- A total of one city and one fortification may be built in each region.
- Cities and fortifications may be removed from the map, then re-built elsewhere at full cost.
- A fort can be flipped to a wall, but the cost of the wall must still be paid.
- Cities are always built showing the non-Christian face.
- Fleets are always built with the dice icon face-down.
- A fleet must be built in an empty sea adjacent to an occupied province. Any fleet may be built.
Temple of Jupiter
After the initial victuals resource needed to use the building, no further payments are made.
- When using Vesta: building costs are the same as those shown on the Servian Wall, but no payment is made.
- When using Mercury:
- a player may buy further resources (to increase points) after rolling the dice;
- if the score is split, the first part of the split can be used to acquire resources and the second to score points;
- resources are not removed to the supply.
10B. Later buildings
Amphitheatrum Castrense
- Fleets cannot be bought.
- See also: Servian Wall.
Baths of Agrippa
- The 'four types of revenue' are gold and the three types of resource.
- See also: Basilica Aemilia.
Castra Praetoria
- During Roman campaigning this army attacks just one province.
- The player's current maximum army size can be exceeded. The army will have no general.
- A sea invasion may be carried out in the usual way.
- If the attack is successful:
- separate one legion from the army to be the province garrison;
- other legions in the army must be used to remove unrest. Unrest markers may be removed from anywhere on the map. For each unrest so removed, remove one legion from the army to the supply;
- return any remaining legions to the Barracks.
Colosseum
Resource sets are removed to the supply after scoring.
Ludus Magnus
Points may not be scored for an occupied province in unrest.
Theatre of Balbus
Points may not be scored for a city or fortification in a province that is in unrest.
11. Reference Summary
The quick-reference card in the rulebook lists the play sequence:
4. Roman preparation
- 4A Glory dice rolls
- 4B Turn over Later building (place new senator?)
- 4C Determine turn order
- 4D Leader selection (take gold; take bonus pieces?)
5. Roman expansion, carried out in a series of rounds:
- 5A Senator placement (one per player in turn order)
- 5B Roman campaigning
Repeat until all senators have been used.
- 5C Roman re-set:
- move resources and gold off the City of Rome Array to the supply
- flip generals to senators, then move senators to Villa
- remove unplaced pieces from Villa
- flip fleets to show dice icon
- re-set Era markers, Glory markers and gods
6. Enemy response
- 6A Storms at sea (then turn dice icons face-down)
- 6B Remote province attacks: Britannia, Germania, Mesopotamia
- 6C Determine turn order
- 6D Enemy nation selection (create army, + general?; resolve any Enemy fleet)
- 6E Enemy campaigning
- 6F Enemy re-set (remove Enemy fleets; replace warbands with native forces)