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7/23/2019 Advanced Imperium Romanum v5.2
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These “living rules” were updated on 30
September 2015; Changes to 5.1 are shown in
red. Changes to original rules are shown in red
and blue.
1. INTRODUCTION
2. COMPONENTS
3. GENERAL RULES
4. GAME SEQUENCE
4.1 ACTION CHITS
5. POWERS, PROVINCES AND UNITS
6. TAXATION AND TALENTS
7. ROMAN MOBILIZATION
8. RECRUITING BY ACCRUAL
9. SEASONS
10. NAVAL OPERATIONS
11. CULTIVATION AND ROADS
12. LAND MOVEMENT
13. SUPPLY
14. LAND COMBAT
15. SEASONING UNITS
16. CITIES17. SIEGE
18. LEADERS
19. DON’T TRUST ANYONE !
20. POWER DISSOLUTION
21.FORTIFICATIONS
22. CORN & IMPERIAL CAPITALS
23. INACTIVE POWERS
24. PLUNDER
25. WINNING THE GAME
26. CIVILIZED RECRUITMENT
27. PIRATES & RHODUS
28. ROMAN CIVIL WARS
29. MILITIA
30. LIMITANEI
31. LEGION REFORM
32. OVERRUNS
33. CORN UNDER BYZANTIUM
34. FLEET CONVERSION
35. TRAINING
36. ROMAN ARCHERS
37. NEUTRAL MINOR POWERS
38. SPECIAL LEADER RULES
39. RANDOM EVENTS
40. OPTIONAL COMBAT RULES
41. SUPPLY FROM PLUNDER
42. CONQUEST OF CITYLESS
PROVINCES
43. DIVINE INTERVENTION
44. TREASURE CITIES
45. SCORCHED EARTH
46. CITY SURRENDER
47. OPTIONAL GAME SEQUENCE
1. INTRODUCTION
Advanced Imperium Romanum is a military,
political, and economic game simulating thenumerous wars which beset the Roman Empire,
from its foundation in the chaos of the civil wars of
the first century B.C. to its destruction some 600years later.
Thirty-five scenarios are included, ranging from
the Mithradatic wars (88 B.C.) to the attempted
reconquest of the western empire by Justinian and
Belisarius (A.D. 540). Between two and six may play, depending on the scenario chosen. The game
also lends itself well to solitaire play.
2. COMPONENTS
(2.1) List
A complete set of Advanced Imperium
Romanum should contain:
· one 22" x 34" game-map
· one 22" x 17" game-map
· two counter sheets including a total of 800counters
· one 32-page rules book
· one 36-page scenario book
· two identical 8-page chart booklets· two dice
· one counter-tray with lock-on lid
· game box
(2.2) The Game-Map
(2.21) Advanced Imperium Romanum contains
two maps; one depicts most of the Mediterranean
basin, the other the Middle East. Before playing thegame, lay them out adjacent to each other,
overlapping them slightly to mate the terrain and
hex grid. The larger map is called the west map and
the smaller the east map.
(2.22) Advanced Imperium Romanum covers a period of seven centuries; although physical
geography did not change greatly in that time,
population distribution did. Many of the cities printed on the game-map existed for only part of
the period.
(2.23) Thirty-five scenarios are provided with the
game (see 2.4). Each scenario covers one of the
great Roman wars. Before setting up the game, the players must decide which scenario they wish to
play.
· The scenario instructions indicate the period in
which the scenario takes place. There are six
periods, numbered from 1 to 6. For the sake of
historical information, the periods are: 1 - 88 B.C.
to 51 B.C.; 2 - 50 B.C. to A.D. 50; 3 - A.D. 51 to
A.D. 255; 4 - A.D. 256 to A.D. 300; 5 A.D. 301 toA.D. 385; 6 - A.D. 386 to A.D. 550.
(2.24) A Period Display is printed on the east map.It is a hexagon: each of its sides is numbered, from
1 to 6. At the beginning of the game, take the arrowmarker and place it on the Display pointing toward
the hexside printed with the period's number.
(2.25) Cities are represented on the game-map assquares or circles. If a city hex contains one or
more spikes radiating from the center of the hex,
the city is transient, and does not exist in all
scenarios. If a spike radiates in the same direction
that the arrow counter on the Period Display points,the city exists in the current scenario. If there is no
spike pointing in that direction, the city does not
exist.
(2.26) Some cities only exist for part of a period.
· If one spike is a stub, the city exists from the
beginning of the period until the end of the scenario
whose number is printed in the city hex.
· If one spike is a short arrow, the city exists from
the beginning of the scenario whose number is
printed in the hex to the end of the period.
Depicted above is the city of Naissus. Since Naissus has no arrow in the “1” or “2” direction, itdoes not exist during periods 1 and 2. In any
scenario in period 1 or 2, the players should ignore
the city for all purposes. Because it has full arrows pointing in the “3”, “4” and “5” directions, Naissus
does exist during all scenarios in those periods.
However, Naissus exists only in part of period 6. It
has a stub and a partial arrow pointing in the “6”
direction.
As indicated by the numbers printed in the hex, Naissus exists from the beginning of period 6
through the end of scenario 27; and from the
beginning of scenario 31 through the end of period6. It does not exist in scenarios 28, 29, or 30. The
29/31 printed on the map is wrong.
(2.27) A city with no spikes exists in all periods.
(2.28) Ports are represented on the game-map byanchor symbols. Ports in transient city hexes exist
only when the city exists. Ports in non-city hexes
always exist. Londinium (2010) and Hispalis(1530) are river ports (i.e., ports on tidal rivers).Fleets can enter Londinium from 2011 or 2110, andHispalis from 1431 or 1531.
(2.29) Hex 1209E (the city of Thopsia) should be part of the province of Adiabene, not part of
Armenia. Thopsia's name should be printed in
capital letters (it is the capital of Adiabene).
Lake terrain is not listed on the Terrain and
Seasonal Effects Chart. Lakes should be treated in
the same way as deep sea -- that is, they areimpassable to land units.
There are a number of minor errors on the map.
They can be ignored for the most part as their effecton play is negligible, but they are listed here in the
interest of accuracy:
6527W/6628W: This hexside is a lake, not a river.
The following hexsides are not mountains:
3414W/3514W, 6711W/6712W, and 6813W/
6913W.
The following hexside is a mountain: 3513W/3614W.
(2.3) The Rules
You will need to read sections 1 through 25
before beginning to play. Depending on the
scenario chosen, you may also be required to read
some or all of sections 26 through 38. Sections 39through 44 are optional rules; you may use any or
all of these, as you see fit. Optional rules increase
complexity and playing time.
(2.4) The Scenario Book
After reading the rules, refer to the scenario book
and select one of the scenarios listed. It will tell you
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(3.2)
Exact Positions
Some hexes contain small portions of land
separated by water-different islands, opposite sidesof a strait, etc. When a unit is placed in such a hex,
position it within the hex so that it is clear which
part of the hex it occupies. A land unit may not
cross straits simply because the straits are whollycontained within the same hex; nor may a unit onone island attack a unit on another simply because
both islands are in the same hex.
You will note that some hexes contain islands of
different terrain types; this is purposeful and
intended. A unit is considered the occupy the
terrain of the island on which it is located.
Similarly, if a hex contains two bodies of waterseparated by land, a naval unit cannot move from
one body to the other, and must be positioned on
the game-map to indicate its actual location.
(3.3) Resolution of Disputes
While every effort has been made to write these
rules as clearly and concisely as possible, disputes
may arise during play. If the players cannot agree
on a rule's meaning, they have several choices:
1. Send us a letter and wait several weeks for aresponse.
2. Arm yourselves and settle your dispute like
noble Romans. Caveat: West End Games assumesno liability for death or injury resulting from this
practice.
3. Roll a die, and accept the result in the spirit of
an appeal to the deities, who could certainly
intervene if they considered your argument a validone.
(3.4) Limited Intelligence
No player may look through a stack of another player's units, unless both players have units in the
same hex. Normally, you may only examine the top
counter in each stack. This applies to units incommand boxes also (see 18.2).
4. GAME SEQUENCE
Advanced Imperium Romanum is played in game-turns representing 30 days each. For simplicity, a
game-turn is sometimes called a month. Each
game-turn is divided as below.
A Year Track, a Month Track, and a Phase Track
are printed on the east map. A marker is provided
for each. Together, the three markers are used to
record the phase, game-turn and game year being
played.
Each year of twelve months is divided into
quarters. Every three months, during the Taxationand Mobilization Phases, all players collect taxes
and recruit new units.
Optional Random Events Phase (March, June,
September and December only): Each player rolls
two dice and refers to the Random Events Table theeffects of random events are resolved.
Taxation and Mobilization Phase (March, June,
September and December only): The players collecttaxes; minor powers accrue replacement points.
Then, powers may build combat units and baggage
trains.
Diplomacy Phase: Players may declare alliancesand lend or give money to one another. Players
check to determine whether any foreign powers or
barbarians are activated. On April and Novembergame-turns, players check to determine whether
winter or summer prevails. Players determine the
"farthest powers" for active neutral powers.
Fortification Phase: Replace “under construction”
marker with a fortification marker representing asmany levels of fortifications as were built.
Activation Phase: First, one chit is randomlyremoved from play and no one gets to see what it
is until the end of the turn. Then, a chit is randomly
selected from the mug. The player whose chit was
selected (based on the colour) gets to activate any
leaders/forces who have a rating ≥ that chit.
A player may “pass” an activation but the chit isconsidered expended.
All actions must take place according to the
sequence listed below:
1. Naval Operations Segment: The player moves
his activated naval units. Other players' naval units
may attempt interception. Naval combat is
resolved.
2. Land Movement Segment: The player moves
his activated land units.
3. Moved Unit Supply Segment: The player
checks supply for moved units and eliminates out-
of-supply units.
4. Land Combat Segment: Land combat is
resolved for activated units.
At the end of each activation another chit is
selected and any other leaders/forces are activated.This continues until no chits are left in the mug.
Siege Resolution Phase: The owner of the
besieged units rolls on the Siege Attrition Table for
each of his besieged cities.
Non-moved Units Supply Check Phase: The
player checks supply for inactive units and
eliminates out-of-supply units. Baggage trains that
occupy a friendly non-besieged city and neither
moved nor expended supply points, automaticallygain one supply point. The month marker is then
moved into the next box on its track.
Power Dissolution Phase: Each faction
simultaneously checks for dissolution.
4.1 ACTION CHITS
(4.11) At the start of the turn, each player puts a set
of colored, numbered chits into one common mug.
These chits are color coded for each power (both
major - and its client states - and minor), and havethe values: 3, 2, 1, 0, and 0.
Any chits with a value greater than the best leader
(Caesar is a 3) are removed, so if a player’s best
leader is a 1, the 2 and 3 chits are removed. Afterall chits are put in the mug, one is randomly
removed and no one gets to see what it is until the
end of the turn.
(4.12) The player whose chit was selected gets toactivate any leaders who have a rating ≥ that chit.
So a 3 leader can move on a 3,2,1,0. But a 0 leader
can move only when a 0 is selected. Forces withouta leader or with a leader rated below 0 are treated
as if they have a 0 leader for activation chit
purposes.
(4.13) In addition to 4.12 a “+1” leader may
activate any unit in the same hex and in anyadjacent hex. A “+2” or “+3” leader may activate
any unit within 2 hexes. This range is counted only
at the start of activation not during movement.
(4.14) A unit (including leaders) may be activated
and moved no more than twice per turn.
(4.15) A force may move units stacked together at
the start of activation and have other units join thestack during movement by passing through other
hexes and adding more units to the moving stack.
In addition, units can be dropped during the force’smovement. Units that join the stack and moved
must check supply at the end of movement.
(4.16) An activated leader has the option of
remaining in the hex while other units move away.
In either case the leader receives a moved marker(per 4.18). The moving units follow rule 4.15.
(4.17) Units activated by a force moving into theirhex receive movement points equal to their printed
movement allowance less the movement points
already spent by the force they are joining (i.e.: an
activated 4-12(6) unit spent 3 movement points and
then entered a hex occupied by a friendly 20-10(5)
inactive unit. The 20-10(5) unit may move 2movement points only).
(4.18) A unit that moved and/or attacked receives a“moved” marker. Units with 2 “moved” markers
cannot be moved again in the current turn (but theymay retreat before/after combat). It is possible that
a hex contains units with one, two or no “moved”
markers. In this case, units with two “moved”
markers cannot be moved again in the same turn,others in the hex can still be moved.
(4.19) Only units that moved and/or attacked in the
current Segment check supply in the Moved Units
Supply Segment. Units that have not been movedor were only passed through check supply in the
“Non-moved Units Supply Check Phase”.
(4.20) The forage value of a hex that contains units
that did not move in the current Activation Phase is
reduced per rule 13.35. Also, see rule 13.46.
(4.21) During the Non-moved Supply Check Phase,
units previously moved (and supplied) reduce theforage value of the hex per rule 13.35. Also, see
rule 13.46.
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( Design note: This system gives flexibility toCaesar, while a 0 leader must move when his chit is
selected. By randomly removing 1 chit from the
cup, no one will be sure they can activate all their
forces (if a 0 is removed then the 0 leaders will onlymove once). There will be more risk in running out
the clock by letting the opponent move his forces
and then trying to move twice in a row. But it’s still
possible for Caesar, and it should be. A leader whois good can try to move twice in a row, and
possibly first in the next turn to surprise a bad
leader. That’s how Hannibal, Scipio Africanus, and
Caesar won; by maneuver and might. Theiropponents sat still while they imposed their
will).
5. POWERS, PROVINCES AND UNITS
(5.1) Powers
(5.11) A power is a Roman faction at war withothers, or a state outside the Roman polity, or a
group of barbarians or other military force. Each
player controls at least one power; some may
control several. Certain powers may be neutral, that
is, not directly controlled by any player. Normally,
each player controls one major power and maycontrol several minor powers; sometimes, however,
a player is assigned more than one major power.
The scenario description defines the powers used inthat scenario.
· Important: When a player controls more than one
major power, each major power has its own player-
turn.
(5.12) Each power can control units and cities. A
player may not transfer cities or units between his
powers.
(5.13) Powers can be major or minor, Roman
civilized non-Roman or barbarian.
(5,14) Only major powers collect taxes; minor
powers do not. Each major power has a treasurylevel.
(5.15) Only Roman powers have Imperators. Non-Roman and barbarian powers have a Rex (king), or
no supreme leader (see 18.4).
(5.2) Minor Powers
(5.21) Minor powers can be client states or neutral;active or inactive.
(5.22) Active client states: The client state is
completely controlled by one of the major powers.
Units of the major power and of its other clientstates may move through the client state with
impunity. The major power's player moves the
client state's units, uses them to attack, may stackthem with units of his major power, etc. However,
he may not tax the client state, nor may he mobilize
units of other powers in the client state's provinces.
Only the client state may build units in provinces it
controls.
· Minor powers never have their own player-turns.
The controlling player of a client state moves and
takes other actions with its units during the player-
turn of the major power which controls it.
(5.23) Inactive client states: The state is controlled
by one of the players; he may move his units
through the state's provinces. However, the clientstate's units may not move or initiate combat, nor
does the client state accrue replacement points,
until the client state is activated, after which it
follows the rules of 5.22.
(5.24) Inactive neutrals: None of the power's units
move or attack, nor may it accrue replacement
points. If any other power's units enter the neutral's provinces, it is activated (see 23), and follows the
rules of 5.25.
(5.25) Active neutral: Active neutral powers are
controlled by the "farthest power" rule:
Farthest Power Rule
· The controlling player is the one whose closestcity or combat unit is farthest from any of the
neutral's cities or units. All distances are measured
in hexes. If two or more players' units are equally
far from the power, each should roll a die; the high-
roller controls the power. Example: Gallaecia is a
neutral power. Player A's closest unit is inAquitania; player B's closest city is Mediolanum.
Player B controls Gallaecia.
· When determining the farthest power, ignore the
presence of cities and units controlled by other
neutral powers. Example: Player A is the farthest
power from both the Franks and the Burgundians.
He controls them both; the fact that the Franks and
the Burgundians have units close to each other doesnot prevent Player A from controlling them both.
· The controller of a neutral power moves its units,makes its attacks, etc., during his own player-turn.
However, he does not treat it like a client state: his
other powers' units may not combine in an attack
with the neutrals', may not stack with neutral units,
etc.
· During each Diplomacy Phase, the players should
redetermine the "farthest power"; thus, a player
may lose control of a neutral if he gains cities ormoves units closer to it.
(5.26) If a scenario description does not specifically
assign a province to one of the powers, the
province is an inactive neutral power in its own
right. This has no effect on play unless the provinceis invaded (see 23).
(5.3) The Power Form
(5.31) On the last page of this book you will find arecord sheet. It is divided into the Power Form and
the Mobilization Form. The Power Form is used to
record powers' provinces, and treasury; theMobilization Form records a player's mobilization
of units (see 7.3). Players are free to make
photocopies of the record sheet, or to copy it by
hand.
(5.32) At the beginning of the game, each playershould fill out a record sheet. First, he should write
the names of the powers he controls in the spaces
provided. Then, he should enter each power's
starting provinces.
· He should also enter the tax values of each
province controlled by his major power(s), the
powers' t reasury levels and their tax bases. All ofthese are listed in the scenario description.
· He should also enter the replacement rate for each
of his minor powers.
· All data should be entered in pencil, since much
will be changed during the game.
(5.33) The player should also enter mobilization
data on the Mobilization Form (see 7.3).
(5.34) Whenever a power loses or gains talents, the
player should record the change by striking out the
old treasury level on his power record and writingin the new level.
· Whenever a power loses a province, the playershould erase it from his power record (subtracting
the province's tax value from the tax base if lost by
a major power). See also 6.11
· Whenever a power gains a province, the player
should enter the province on his power form,adding its tax value to the power's tax base if
appropriate. See also 6.11
(5.4) Provinces
(5.41) The scenario description indicates what
provinces each power controls at the beginning of
the game. See also 6.11
(5.42) A power controls a province if it controls the
most taxation of the cities in the province.
· A player controls a city by physically occupying
the city with a combat unit, being the last player to
move a combat unit through the city, or, if no unit
occupies or has been moved through the city,
controlling the province per scenario description.
· If two or more powers together meet the
requirements for control a province, and they are
controlled by the same player, he decides which ofhis powers gains control of the province.
· When some cities of a province are owned by one
player and others by different players, they may
find it helpful to use the "Control" markers
provided with the game to record city ownership.
(5.43) A province which contains no cities can be
subdued.
· A power has subdued a province if it contains noenemy units, and the province contains at least two
of the subduing power's heavy infantry or heavy
cavalry units.
· Exception: Germania Magna must contain six
heavy units to be subdued.
· No power may raise or rebuild units in a subdued
province.
· A province remains subdued until a) it no longer
contains two of the subduer's heavy units, or b) it is
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entered by any of the owning power's units. Whenit is no longer subdued, units can be raised in the
province.
· For victory purposes, subdual is consideredequivalent to conquest.
(5.5) Units
(5.51) There are ten differently-colored sets of unitsin Advanced Imperium Romanum. The colors are:
purple, red, green, blue, yellow, orange, brown, tan,
black and grey.
(5.52) The scenario description indicates which
colors are used by which powers. Usually, one
color is used for each power.
· A power may only recruit units of its color.
· The countermix is a restriction on the players. For
example, if all the 4-12 light infantry units in the purple mix are on the game-map, the purple player
may not recruit any more light infantry units.
(5.53) If a scenario assigns a power two or more
different colors, it may recruit units of all its colors.
(5.54) When a unit is eliminated in play, the power
may rebuild it on some future turn. Eliminated units
are not permanently out of play.
(5.55) Sometimes a major power and a minor one
share a color. In this case, when some of the minor
power's units are eliminated, the major power may
not rebuild those units. They remain available for
reconstruction by the minor power only.
(5.6) Record Sheet (see back of rules book)
(5.7) Alliances
(5.71) During the Diplomacy Phase, any group of
players may dec lare that they are allied. Alliances
last for one game-turn only. An alliance can, of
course, be renewed each turn during the DiplomacyPhase with the consent of all parties .
(5.72) Units may be moved by any of the faction players involved in an alliance (i.e.: you may move
units of allied factions when any alliance’s chit is
draw).
(5.73) Allied players' units may stack with each
other, benefit by each other's leaders in combat andforce march, engage in combat together against
common enemies, accept siege in each other's
cities, transport land units, draw supply througheach others' ports or baggage trains, etc. When a
player moves units through an ally's inactive client
state, the client state is not activated.
(5.74) Allied units may not attack one another nor
capture or plunder cities belonging to allies.
(5.75) Allied players may not lend or give each
other cities, units, fortifications, supply points orcities. They may lend or give talents.
(5.76) If one player's land units end a turn
embarked on an ally's fleets, and the alliance is not
renewed on the following game-turn, the fleets are
destroyed. If they were in a coastal hex, the landunits are placed in the hex and may not move that
turn; if in a deep sea hex, the land units are
eliminated as well.
6. TAXATION AND TALENTS
(6.1) Taxation
(6.11) Each city has a tax value. Tax values
change from scenario to scenario. Each scenariolists the tax values of the major powers' initial
provinces. If a power controls some but not all
cities of a province, it may tax those cities. When
control of a province is shared, the players must
determine what revenue they receive from the
province by counting up the tax values of the citieseach controls.
(6.12) Taxation and Mobilization Phases occur
every third game-turn, during the months of March,June, September and December.
· Each player should keep a running total of the taxvalues of the provinces his major power controls in
the total tax value space on his record sheet.
· During each Taxation and Mobilization Phase, the
player should add his tax base to his major power's
treasury level.
(6.2) Treasuries
(6.21) A power's treasury level is the number of
talents it possesses. Talents are spent to mobilize
units, on donatives, etc. Each power's initialtreasury is listed in the scenario description. Players
record their powers' treasuries on the Power Record
(see 5.34).
(6.22) Minor powers never acquire or spend anytalents. They never have treasury levels.
(6.23) Powers may exchange talents during theDiplomacy Phase. Any major power may give
talents to any other major power (including one
controlled by the same player).
(6.3) Tax Value Chart (see chart booklet). The
province of Adiabene was omitted from this chart.Its tax value should be 1 in all scenarios and
periods.
7. ROMAN MOBILIZATION
(7.1) The Three Ways of Recruiting Units
(7.11) During the Taxation and Mobilization Phase,the players may recruit new units and place them
on the game-map.
(7.12) Each power recruits units in a particular
way. There are three possible methods of
recruitment: Roman mobilization (section 7 of the
rules), civilized recruitment (section 26), or accrual
(section 8).
(7.13) Unless otherwise indicated by a scenario
description, major powers use Roman mobilization
and minor powers use accrual.
(7.2) Mobilization Areas
(7.21) For mobilization purposes, the board is
divided into mobilization areas. A mobilization
area is a province or group of provinces, as defined by the Mobilization Charts (see 7.9).
(7.22) There is a limit to the number of units which
can be raised in a mobilization area each year.These limits are found on the Mobilization Charts.A different chart is provided for each period.
(7.23) Along the top of the Mobilization Chart is alist of unit types; along the left-hand side is a list of
mobilization areas. The table indicates how many
units of each type can be raised in each area.
· Example: In period I, three 20-10 legions, four
16-10 legions, two 4-12 light infantry, and four 18-30 fleets can be raised in Italia.
(7.24) If a province is not part of any mobilizationarea, one 4-12 light infantry unit may be mobilized
in that province each year. When a player mobilizes
a unit in an unlisted province, he should note that
he has done so on his form.
(7.3) The Mobilization Form
(7.31) At the beginning of the game, each player
should fill out a Mobilization Form for each of hismajor powers. He finds the Mobilization Chart for
the period of the scenario, and copies the "unit
types" and "unit costs" lines of the chart onto the
top two lines of his Mobilization Form.
· Note: On some charts, unit costs depend on thescenario. For example, the Period 2 Mobilization
Chart (7.92) has two sets of unit costs; one for use
with scenarios 4 and 5, the other for use withscenarios 6 through 8. The player should copy
whichever set of costs applies to his scenario.
(7.32) In the left-hand column of the form, the
player lists mobilization areas. If he owns any
province within a mobilization area, he should copythat area's line of the Mobilization Chart onto his
Mobilization Form.
Example: It is Period 1, and you controlTarraconensis, Baleares, and Italia. You copy the
Hispania, Baleares and Italia lines onto your form.(Hispania is copied even though you control only
one of the four provinces contained in the Hispania
mobilization area.)
(7.4) Purchasing Units
(7.41) Buying units costs talents; the Mobilization
Chart lists costs. (Example: In Period 1, a 20-10
legion costs 4 talents; a 16-10 legion costs 3; a 4-12light infantry costs 1; etc.)
(7.42) When a power builds a unit, the cost isdeducted from the power's treasury. The owning
player takes the unit from the counter-mix and
places it on the map.
· A power may not build a unit if it has insufficient
funds to do so. There is no "deficit financing. "
· Important: Mobilizing unit in June, September or
December costs double the normal cost. Only in
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March are costs undoubled. Example: In Period 1,a 20-10 legion costs 8 talents in June, September or
December.
· Exception: This rule does not apply in the firstJoint Mobilization Phase of a game. That is, if the
first Joint Mobilization Phase falls on June,
September or December, unit costs are not doubled
in that phase.
(7.43) A power can only build units in provinces it
controls (per 5.42) which contain at least one of its
leaders.
· Having a leader in one province of a mobilization
area does not permit a player to build units in other
provinces of the same area.
· When a power builds a unit in a province, the player must place it in a non-besieged city in the
province. He is not required to place i t in the same
city as the leader.
(7.44) A maximum of two units may be placed in
each city in a Mobilization Phase.
(7.45) Whenever a unit is built, it is placed on the
game-map with the unseasoned (lower strength)side face-up (see 15). Example: When a player
mobilizes a 20-10 legion, he places it on the game-
map with the "10-10" side face-up.
(7.5) Mobilization Limits
(7.51) Each player must record the units he raises
on his Mobilization Form by entering a tick-mark
on the Form in pencil under the unit type, on theline of the mobilization area in which the unit is
raised.
· If a player raises a unit in a mobilization area
which he shares with another player, he must
announce that he is raising the unit. All players
who own provinces in the mobilization area must
enter tick-marks on their Forms; when one player
raises a unit in an area, he depletes the area's poolof available units for everyone else as well as for
himself.
(7.52) When an area's mobilization limit for the
units of one type has been reached, no more unitsof that type can be raised in the area.
Example: In Period 1, no more than three 20-10
legions can be raised in Italia.
· The limits apply for one year. At the end of each
December game-turn, the players should erase all
tick-marks from their Mobilization Forms.
(7.53) When a mobilization area contains provinces
owned by different powers, a problem can arise
when more than one power tries to raise units in thearea.
· If the units the players wish to build do not exceed
the area's limit, no problem arises.
· If they do, the area's mobilization pool is dividedas equally as possible among the players. Any
"extra" units are allocated by die-roll.
· Example: One player controls Tarraconensis;another controls Baetica; and a third controls
Lusitania. All three provinces are part of the
Hispania mobilization area, from which four 4-12
light infantry units can be raised. Each of the three players wishes to raise three 4-12's. Obviously, nine
4-12's cannot be raised. Dividing the pool as evenly
as possible means each player can raise one unit;
this leaves one "extra" 4-12.
Each of the three players rolls a die; the high-roller
may raise the last 4-12.
(7.6) Counter-Mix Limits
(7.61) A player may always substitute a unit of
inferior quality for one of superior quality when
raising units. The substituted unit must be of the
same type, i.e., bear the same symbol.
· Thus, a player may raise a 16-10 and charge it
against an area's 20-10 mobilization limit.
· However, he could not raise a 16-9, because 16-
9's are civilized non-Roman units, not legion units-
they are printed with different symbols.
(7.62) Each unit has a combat efficiency rating(CER)-A (best), B, or C (worst). The CER of a
power's units is indicated by the scenario
description (see 14.5). Often, unit colors are used toindicate CERs; for example, a player might control
purple and red units, with the purple units being
CER A and the red ones CER B.
· Each mobilization area also has a CER, which is
listed on the Mobilization Chart (see 7.9). Unitsraised from an area have the area's CER.
· Only units of an appropriate color (that is, CER)can be raised in an area. Exception: A player can
raise CER B units in a CER A area, because this is
substituting an inferior unit for a superior unit (see
7.61).
(7.7) Baggage Trains
(7.71) There are no mobilization area limits for
baggage trains. However, no power may have more baggage trains than it has leaders. (This may
require removing baggage trains when a leaderdies.) In addition, there are only 15 baggage trains
in the countermix; no more than 15 baggage trains
may be in play at any time.
(7.72) The cost of raising a baggage train is l isted at
the bottom of the Mobilization Chart.
(7.73) The rules of 7.4 apply to purchasing baggage
trains (except for 7.45; baggage trains do notrequire seasoning).
(7.74) All newly-built baggage trains are placedwith the "depleted" side face-up (see 13.4).
(7.8) Fleets
(7.81) The back of each fleet counter does not
represent it while "unseasoned". Fleets are neverunseasoned or veteran. The 18-30 side represents
one fleet; the 36-30 side represents two fleets. If
two of a power's fleets are in the same hex at any
time, the player may remove one fleet and flip theother fleet counter to its higher strength (36-30)
side.
(7.82) Building a fleet takes three months. When a player pays the cost of building a fleet, he should
note (on the back of his record sheet) the port hex
in which he is building it. Then, he should place the
fleet counter on the Month Track on the next monthin which Taxation and Mobilization occurs.
· The rules of 7.4 apply to building fleets, except
for 7.45 (fleets do not require seasoning).
· Example: The player builds a fleet in March; he
places the fleet counter in the June box.
(7.83) During the next Taxation and Mobilization
Phase, the player removes his fleet from the MonthTrack, and places it in the port he noted on paper.
(7.84) If a port where a fleet is being built iscaptured before the fleet is placed on the game-
map, the new owner of the port may capture the
fleet. If he has any unused fleet counters, he
removes the fleet from the Month Track and
replaces it with one of his own. If not he places a
control marker on top of the captured fleet. He may place it in the port during the next Taxation and
Mobilization Phase.
· A player may voluntarily destroy any fleet he is
building during his own Movement Phase
(presumably to prevent capture). The fleet is
removed from the Month Track and returned to the
game-box.
(7.85) No more than two fleets may begin
construction in a single port each Mobilization
Phase.
(7.86) There are maximum mobilization levels for
fleets, just as for other units. Building a fleet cuts
into the man-power pool available for legions in
addition to that for flees; when a player builds a
fleet, he must make a tick-mark on his MobilizationForm under the "18-30" column and also under the
"16-10" or "20-10" column (his choice). If the
legion mobilization limit has been reached, no newfleets may begin construction.
(7.9) Mobilization Charts (see chart booklet)
8. RECRUITING BY ACCRUAL
(8.1) Minor powers do not mobilize units. They
ignore the Mobilization Chart and do not pay
talents to build units. A minor power cannot build
new units; it can only replace units it loses duringthe game.
· Whenever a minor power loses units, its ownershould place them to the side of the game-map.
Those units are eligible for reconstruction.
(8.2) Each minor power has a replacement rate ,
which is indicated by the scenario description or
found on the Inactive Power Table (23.4). Thereplacement rate is the number of replacement
points the power accrues each Taxation and
Mobilization Phase. Accumulated points are
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recorded on the Power Form.
· If none of a minor power's units have been
eliminated, it cannot accrue replacement points;
any points it earns are lost. Only when units areeligible for reconstruction may points be
accumulated.
(8.3) During each Taxation and MobilizationPhase, minor powers may use replacement points torebuild units.
· Buying a unit costs as many replacement points asthe units "stacking value" (see 13.2).
(8.4) When a minor power buys a unit, the owner
places it in any non-besieged city in a province
which the power controlled at the beginning of the
game and which it still controls. No more than twounits may be placed per city; fleets are delayed
three months, as usual.
· A minor power is not required to have a leader in
a province to build there.
· Rebuilt units are placed unseasoned-side faceup
(see 7.45).
(8.5) If a minor power controlled no provinces with
cities at the beginning of the game, it may rebuild
units anywhere in its initial province(s) (excepthexes containing enemy units).
(8.6) If a minor power controls no provinces at all,
or if all provinces have been subdued (see 5.43) it
may not rebuild units or accumulate replacement
points.
(8.7) Minor powers may rebuild eliminated
baggage trains, but may not purchase new baggagetrains.
9. SEASONS
(9.1) There are two seasons in Advanced Imperium
Romanum: winter and summer.
(9.2) On the Month Track, winter months are tinted blue and summer months yellow. April and
November are exceptions. During the AprilDiplomacy Phase, one player should roll a die: on a
roll of 1 through 4, April is a summer month; on a 5
or 6, it is a winter month. Similarly, a die is rolled
in November: on a 1 through 4, it is a wintermonth, and on a 5 or 6, it is summer.
(9.3) In certain provinces it is always summer,
regardless of what the Month Track says. These
provinces contain a small sun symbol (seegamemap). Note: During winter months, all sea
hexes are in winter for naval movement and
attrition purposes, even those adjacent to summer provinces.
(9.4) The season affects movement costs, naval
movement, and foraging; see 10.3, 12.12 and 13.3.
(9.5) On the first month of summer (whether that isApril or May), all rivers flood (including those in
permanent summer provinces). This affects
movement costs; see 12.13.
· Exception: The Nile (Nilus) always floods in
August and September (only).
10. NAVAL OPERATIONS
(10.1) Sequencing
(10.11) During his Naval Operations Segment, the player may move any activated fleets. Land units
and leaders may be embarked, carried by fleets, and
disembarked.
(10.12) Other players may attempt to intercept
moving fleets with their own fleets. If interception
occurs, naval combat is immediately resolved.
(10.13) If a force is not intercepted, it may attack aforce of enemy fleets during its movement.
(10.2) Naval Movement
(10.21) Each fleet has a movement allowance of 15
(see 2.51). Each time it enters a sea hex, it expends
a number of movement points. It may not spend
more than 15 movement points in the course of
movement.
(10.22) The cost of entering a hex depends on
whether it is a shallow sea or deep sea hex, and onthe season. Movement costs are found on the
Terrain and Seasonal Effects Chart (see game-
map).
(10.23) Movement points costs are doubled outside
of the Mediterranean Sea. The Pontus Euxinus(Black Sea) is not considered part of the
Mediterranean.
(10.24) Fleets may not enter all-land hexes or cross
all-land hexsides nor may they move along rivers.
In addition, fleets may not violate the laws of
common sense (e.g., move from 5022W to 5121W
to 5222W).
(10.25) A fleet which ends its move in a port hex is
considered to occupy the port, unless the port is
enemy-controlled. There is no extra cost to enter a port.
(10.26) A fleet which begins the turn at sea must
end the turn in a friendly non-plundered port
(Exception: a fleet may end the turn in an enemy
port plundered by the fleet in the same turn). Fleetscan only remain at sea every other turn. A fleet
which fails to meet this requirement is
eliminated. Use the “At Sea” markers at the end of
each turn to indicate those fleets that must move to
a friendly port during the next turn.
(10.27) A fleet is not forced to stop moving if enter
a hex containing only enemy land units. It may passthrough or end movement in that hex.
(10.3) Winter
(10.31) Naval movement costs are higher in the
winter (see the Terrain and Seasonal Effects Chart,game-map).
(10.32) Naval movement during winter is
extremely risky. After a player finishes moving afleet during winter, he must refer to the Naval
Attrition Table (10.35). He finds the number of
movement points spent by the fleet along the
lefthand side of the table; the naval attrition value isfound on the right-hand side.
· Roll a die. If the number rolled is less than or
equal to the naval attrition value, the fleet iseliminated. A higher roll means the fleet is safe.
Naval attrition is only possible when a fleet
actually moves. Amphibious invasion, embarkingand disembarking units does cost the fleet
movement points, but it is not considered
movement.
(10.33) The player may roll once for an entire stack
of fleets, or separately for each fleet in the stack, ashe wishes.
(10.34) If a fleet carrying land units is eliminated,so are the land units. If part of a stack of fleets
carrying land units is eliminated, land units may
have to be eliminated so that the remaining fleets
can carry the remaining land units (see below).
(10.35) Naval Attrition Table (see chart booklet)
(10.4) Carrying Units
(10.41) A fleet may pick up land units at any point
during its movement. Embarking land units in a
friendly port hex costs the fleet 2 movement points;
embarking in a coastal hex costs 6 points. Leaders
can be embarked at no cost.
(10.42) Each 18 fleet can carry 4 stacking points of
land units (see 13.2). A 36 unit which represents
two fleets, can therefore carry 8 stacking points.
· A 30-16 heavy cavalry unit is worth 8 stacking
points. It can be carried by two 18 fleets moving
together.
· Leaders have no stacking points, and are carried"for free."
(10.43) A fleet may disembark land units in:
· any friendly port at a cost of 2 movement points.
· any non-port hex in a friendly province-that is, a
province controlled by the carrying power or a
client state-at a cost of 6 movement points.
· A fleet can disembark Leaders alone at no cost.
(10.44) Units can be disembarked into friendly
ports under siege, unless at least one enemy fleet is part of the besieging force (see 17.2). Units can be
disembarked in a port in an enemy or neutral
province, as long as the port is itself friendly.
(10.45) If a fleet carrying land units expends 5 or
fewer movement points while on the same turn also
embarking, carrying and/or disembarking those
land units, the land units may move, using their full
movement allowance, during the subsequent LandMovement Segment. If a fleet spends 6 or more
movement points while on the same turn also
embarking, carrying, and/or disembarking land
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units, then those land units may not move duringthe Land Movement Segment.
(10.46) A fleet is never required to disembark its
land units; they may remain loaded on the fleet aslong as the player desires.
· Players should designate which units are loaded
on a fleet by placing them under the fleet counter.Units in the same hex as fleets but not loaded onthem should be placed on top of the fleet counters.
(10.47) Embarkation and disembarkation costs arenot doubled outside the Mediterranean.
(10.48) When the scenario says "place a fleet and a
unit into a specific hex" the land unit must still be
embarked at a cost of 2 movement points to the
fleet to be moved by naval transport.
(10.5) Amphibious Invasion
(10.51) Under some circumstances, a fleet may
disembark land units into an enemy or neutral
coastal hex. Doing so is called amphibious
invasion.
(10.52) Only fleets stacked with +2 or +3 leadersmay amphibiously invade.
(10.53) Amphibious invasion costs 6 movement points, whether or not the invaded hex contains a
port. Only leaders and infantry units can be
disembarked during an amphibious invasion;
baggage trains and cavalry must remain aboard
fleets. Baggage trains may supply the disembarked
units but the combat strength of cavalry is notadded to the invading force.
(10.54) Land units which amphibiously invade maynot move by land during the same game-turn.
(10.55) An amphibious invasion may be made into
a hex containing enemy units, fortifications or an
enemy city or non-city port. When this happens, the
invading land units must attack the enemy units,fortification, city or port during the Land Combat
Segment of the same game-turn. The combat
strength of the invading land units is halved in thatattack, in addition to whatever other modifications
are called for.
(10.56) Amphibious invasions may be made into
hexes containing enemy fleets only if those fleets
have withdrawn into port. Enemy fleets which arein the invasion hex and choose to remain outside a
port must be attacked during the naval movement
segment and be either eliminated or forced to
retreat out of the hex or into port for the invasion to
proceed.
(10.6) Naval Interception
(10.61) Fleets controlled by non-active players may
attempt to intercept moving fleets.
(10.62) Whenever a fleet moves to a hex within six
movement points of an enemy fleet, the enemy
player may attempt interception. The moving player should pause during movement to ensure
that other players have ample time to announce
interception attempts.
· Each fleet may only attempt interception once per
player-turn.
(10.63) Fleets in deep sea hexes can never beintercepted.
(10.64) Only fleets in friendly, non-besieged ports
may attempt interception. A fleet can embark landunits paying 2 movement points as per rule 10.41.These 2 points are counted in 10.65.
(10.65) When a force attempts interception, countthe number of movement points between the
intercepting force and the moving fleet. The
intercepting player rolls a die; if the number rolled
is greater than or equal to the distance in
movement points, interception occurs. (Example:
A fleet attempts interception at a distance of 4movement points. The player must roll 4, 5 or 6 to
intercept successfully. If he waited for the enemy
fleet to enter a hex 3 movement points away, hewould succeed on a roll of 3, 4, 5 or 6.)
(10.66) The intercepting player may roll once for
his entire stack, or separately for each fleet in the
stack, as he wishes.
(10.67) If interception is successful, place the
intercepting fleets in the hex where interception
takes place. Naval combat immediately occurs; theintercepting player is the attacker.
· Naval combat is resolved before attrition during
winter. However, intercepting units are subject to
naval attrition, just like moving units.
(10.68) If a player attempts interception with fleets
from different hexes, all interception attempts are
resolved before naval combat occurs. However, iftwo non-moving players wish to intercept the same
moving fleet, the interception and combat of the
first player who declares interception is resolved
before the second player may attempt interception.
(10.69) If no interception occurs, the moving forcemay continue to move.
(10.7) Naval Combat
(10.71) Naval combat occurs upon interception. Inaddition, when activated fleets move into a hex
containing enemy fleets, he may, at his option,
temporarily interrupt his movement to attack those
fleets.Fleets in a friendly port hex can be either
outside or inside the port.
In both cases the inside/outside state
only matters when the hex is attacked.
Defending fleets attacked in a friendly port hex canchoose to accept combat outside the port or
withdraw into the port.
Fleets in a port hex that choose to accept combatoutside the port may be attacked normally.
Fleets that withdraw into port become part of
the city defenses and may not be attacked
separately; they may only be attacked (as part of
the city defense) when the city is attacked by
amphibious invasion (in the Land CombatSegment, per 10.55 & 14.7).
· When interception occurs, the intercepting player
is the attacker.
· Otherwise, the moving player is the attacker.
(10.72) All fleets in a hex must participate whennaval combat occurs there; no units may be
withheld from the combat.
(10.73) When naval combat occurs, each playermust calculate his total naval combat strength. Todo this:
· Add up the combat strengths of all friendly fleetsin the hex.
· Add to this the combat strengths of all light and
missile infantry carried by friendly fleets.
· Add one-half the combat strength of all heavyinfantry carried.
· Cavalry units do not contribute their combatstrength to the total.
(10.74) The players now compare the attacker's
combat strength to the defender's as a ratio. This
ratio is rounded down, in the defender's favor, to
one of the ratios found along the top of the NavalCombat Results Table (10.8).
· Example: Pompey's total naval combat strength is132; Caesar's is 90. Pompey would need 135 to
obtain a 3-2 ratio over Caesar (90 divided by 2 is
45; 45 times 3 is 135). He does not quite have this
strength, so the ratio is rounded down to 5-4, the
next lowest ratio on the table.
(10.75) The attacker rolls a die. He may add the
leadership value of any one of his leaders who is in
the hex. The leadership value of one defendingleader is subtracted from the die-roll. The dieroll
may also be modified by CERs (see 14.5).
· Each player chooses which of his leaders is used if
more than one are present. If no leader is present,
leaders do not affect the die-roll.
(10.76) The players refer to the Naval Combat
Results Table, and find the calculated ratio alongthe top of the table and the modified die-roll along
the left-hand side. They cross-reference to find aresult.
· Results consist of two numbers separated by
slashes. The first number applies to the attacker; thesecond to the defender. A dash (-) means the player
suffers no loss.
(10.77) A result of "1" means the player loses one-
fourth of his fleets; a "2" means he loses one-half; a"3" means he loses three-fourths; and a "4" means
he loses them all. Round losses down, except that a
player must always lose at least one fleet if hereceives any numbered result.
· Count each 36-30 as two fleets .
· A player may satisfy a one fleet loss by flipping a
36-30 over to its 18-30 side.
(10.78) If a player's fleets are carrying land units,
after suffering losses he must check to make sure
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the remaining fleets can carry all the land units. Ifthey cannot (see 10.42), the excess land units are
eliminated.
(10.79) After naval combat is over, the losing force(the one which lost the largest number of fleets) is
immediately placed in the nearest friendly port. If
both lost an equal number of̀ fleets, both have lost.
· If the nearest friendly port is more than 5movement points away, the losing force does not
move, and instead loses 1 additional fleet.
· If the activated force wins, it may continue
moving. It may not, however, initiate naval combat
again until next turn.
(10.8) Naval Combat Results Table (see chart
booklet)
11. CULTIVATION AND ROADS
(11.1) Roads
(11.11) The Romans built their famed roads
through some but not all of the provinces on the
game-map. Many roads were built in the course ofthe Roman era, and some fell into disrepair upon
Imperial retreat. To reflect this, each province is
said to have roads or to have no roads. Whether ornot a province has roads depends on the scenario
and is determined by the Province Status Maps (see
11.3 below).
(11.12) The land movement cost to enter hexes in
provinces without roads is higher than in provinceswith roads (see 12.12).
(11.13) The cost of crossing a river also varies withroad status. A river along the border between a
province with roads and one without is considered
to be in the province with roads.
(11.2) Cultivation
(11.21) Some but not all provinces on the gamemap
are heavily settled and produce a substantial
agricultural surplus. These are cultivated provinces.Less civilized areas are wild provinces. The
cultivation status of a province changes as it iscivilized or reverts to barbarism, and is found on
the Province Status Maps (see 11.3).
(11.22) The number of units which can forage in ahex depends on the province's cultivation status
(see 13.32).
(11.3) Province Status Maps (see last pages of
rule book)
(11.31) There are eight Province Status Maps
provided with the game. They are printed on thelast few pages of the rules book.
(11.32) Each Province Status Map is a copy of the
game-map, much reduced in size. The provinces on
each map are tinted to indicate which have roads
and which do not; which are cultivated and whichwild.
(11.33) Along the top of each map is an indication
of which scenarios it covers. When you begin to play, find the map which covers your scenario, and
refer to it during play.
(11.4) Sketch Map (see center of rule book)
A somewhat larger sketch map, showing
province boundaries and other useful information,
is printed at the center of the rule book. West EndGames grants permission to photocopy the sketchmap. You may find it helpful to record province
ownership, tax values, or other information.
12. LAND MOVEMENT
(12.1) Movement Costs
(12.11) Each land unit and leader has a movementallowance (see 2.52). Each time a unit enters a hex,
it spends movement points. A unit’s movement
allowance is the number of movement points it mayspend in the course of each activation. In Advanced
Imperium Romanum all movement allowances
printed on the counters are halved (i.e, a 20-10 unit
is treated as a 20-5, a 20-9 as a 20-4,5).
(12.12) The movement point cost to enter a hexdepends on the terrain in the hex, whether or not
the province in which the hex is located has roads,
and the season. The Terrain and Seasonal EffectsChart (see game-map) lists movement costs.
Example: The cost to enter a forest hex in a
province with roads during winter is 2 movement
points.
(12.13) If a land unit enters a hex by crossing ariver or narrow seas hexside, the cost of entering
the hex is increased by the river or narrow sea's
cost (see the chart).Land units shall be allowed to move between the
mainland and an island in the same hex.
Crossing such a strait shall cost two (2) Movement
Points, and shall be treated as movement across
Narrow Seas for the purposes of attack. Examples:
1461, 5020, 5021, 5120, 5221, 5318, 5419, 5420,5621, 1405, 3104.
If any part of the hex side is river/sea/mountain, it
counts.
· When a land unit crosses a river during flood (see9.5), it is subject to an additional penalty. First,
calculate the cost of entering the hex normally,
including the regular river cost. Then, double this
number; the result is the cost of entering the hex.
(12.14) A unit which begins movement adjacent to
a hex which it does not have enough movement
points to enter may enter the hex anyway at the cost
of all its movement points. (Units may not crossimpassable terrain using this rule.)
(12.15) If land units move into a hex containingnon-besieged enemy units (whether land or naval),
they must stop moving and may move no farther.
They can freely move through hexes containing
enemy units under siege.
(12.16) Movement across narrow sea hexside is prohibited if an enemy fleet is present, but
according to 12.15 and 14.11 land units may battle
the sea units.
(12.2) Force March
(12.21) If a leader begins a movement segment
stacked with land units and remains with thoseunits throughout their movement, the stack may
force march. Note that only one forced march is
possible per turn.
(12.22) When a stack force marches, the movementallowance of each non-cavalry unit in the stack is
increased by one plus the leader's leadership value.
(12.23) After the stack finishes moving, the owning
player must roll a die. If the roll is greater than one
plus the leader's value, one force marching unit is
eliminated. The owning player decides which to
remove.
13. SUPPLY
During the Supply segment, the player checks to
make sure that all of his moved units are in supply.
Any units out of supply are eliminated. Units can
be supplied by ports, baggage trains, and foraging.
· All units that are placed on the map - whetheractive or inactive - must check supply.
(13.1) Supply Through Ports
(13.11) A port can provide supply to a power's
units if:
1) it is controlled by the power, a client state, or an
ally; and
2) it is non-blockaded (see 13.14), and
3) it is non-besieged, and
4) it is in a friendly province, or there is at least one
friendly port in a friendly province adjacent to the
same sea.
(13.12) For the purposes of this rule, there are six
seas in the game: the Atlantic (Oceani Atlanticus,
Germanicus and Sarmaticus); Pontus Euxinus;Sinus Arabicus; Sinus Persicus; the Western
Mediterranean; and the Eastern Mediterranean. Theline of shallow sea hexes between Africa
Proconsularis, Sicilia and Italia is the border
between the Eastern and Western Mediterranean.
Thus, for example, a port in Sicilia can be used to provide supply to a unit in any province bordering
the Eastern or Western Med.
Hexes 1632/1633 are Mediterranean hexes;
1531/1532 are Atlantic hexes; Byzantium (5415)
and 5515 are Mediterranean hexes; 5514 is a BlackSea hex.
(13.13) If a port can provide supply, any unit in the port hex or within 4 land movement points is in
supply (Exception: Corcyra can supply the
mainland in hex 4621 only). This path may not
pass through any hex with a non-besieged enemy
unit. The hex occupied by the units to be supplied
may be occupied by enemy units (i.e.: in case of anattack or siege).
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(13.14) A port may be blockaded by enemy warfleets, thus preventing land units from tracing a
Line of Supply to that port. If a friendly port hex is
occupied by less friendly fleet combat Strength
Points (inside the port) than enemy fleet combatStrength Points (outside the port), the port is
considered blockaded. Land units being transported
on either friendly or enemy fleets in the hex have
no bearing on this calculation. Enemy non-transported land units inside the port cannot engagethe blockading fleets. Fleets which are part of a
blockading force are not immune to rule 10.26.
(13.2) Stacking Points
(13.21) Each unit has some number of stacking
points. Stacking points affect naval transport (see
10.42), baggage train supply (see 13.43) and
foraging (see 13.3).
(13.22) Stacking points are summarized on the
Forage Chart (13.7). However, two simple rulesallow you to calculate a unit’s stacking value:
· Heavy units have 4 stacking points; light units
have 1.
· Cavalry doubles.
This means that a legion’s stacking value is 4;
heavy cavalry is 8; missile infantry is 1; lightcavalry is 2; etc.
(13.23) For supply purposes, fleets and baggage
trains each have 4 stacking points. Baggage trains
must be supplied like any other unit.
(13.3) Foraging
(13.31) Any unit which can forage is in supply.Each hex has a forage capacity; if a hex contains
more stacking points than its forage capacity, the
excess stacking points are out of supply unless
supplied by baggage train (or by port).
(13.32) When a stack of units forages, refer to theForage Chart (13.7). Find the season and province
status (cultivated or wild) along the top and the
terrain the stack occupies along the side; cross-reference to yield the forage capacity.
(13.33) If the hex contains a friendly non-besieged
city, add the city forage value to the terrain value to
determine the hex's total forage value.
· If a city is under siege (see 17), the units under
siege use only the city's forage value; the besieging
units use only the terrain forage value.
· Example: The forage value of a clear terrain hexin summer in a cultivated province is 24; the value
of a city is 8. The hex's total forage value is 32.
Only 8 stacking points of units under siege couldforage; 24 stacking points of besieging units could
do so.
(13.34) If a stack contains more stacking points
than can forage, and the remaining units cannot be
supplied by a port or baggage train, the owning player decides which units will forage and which
will be eliminated.
(13.35) Enemy units and non-moved friendly unitsthat occupy a hex when a stack moves into it,
reduce the forage value of the hex (example: if a
stack of 3 Roman infantry moved onto a stack of 3
barbarian infantry in a cultivated clear hex, all unitscould forage if it were Summer (24 points);
however, in the Winter, 2 Roman units could not
forage (16 points)).
(13.4) Baggage Trains
(13.41) Each baggage train can carry up to three
supply points. When a baggage train is built, it is placed on the game-map with the "depleted" side
face up. When it carries one supply point, it is
flipped to its undepleted side; when it carries two
points, a supply marker showing the half-filled
supply symbol is placed under the baggage train
counter; when it carries three points, the supplymarker is flipped to its filled side.
(13.42) Each turn that a baggage train occupies afriendly non-besieged city and neither moves nor
expends supply points, it automatically gains one
supply point. Baggage trains which move or
expend points to supply units do not gain supply. A
baggage train gains no points if it is already
carrying three.
· If none of a power's provinces contain cities, it
may replenish baggage train supplies in any hex ina province it owned at the beginning of the game
(exception: 5.43).
· Supply points are gained at the end of turn.
(13.43) If a baggage train occupies a hex containingfriendly units during the Supply Segment, it may
supply those units (exception: see 13.53 and 17.16).
· Expending one supply point supplies 32 stacking
points of units (see 13.2); if more than 32 stacking
points are present, more than one supply point can
be expended.
· If more than one baggage train is present, all mayexpend supply points.
· Any units not supplied by baggage trains mayforage. Some units in a hex can forage and others
be supplied by baggage trains.
(13.44) If units attack an enemy baggage train in a
hex which contains no enemy units, fortifications
or cities, they capture the baggage train and allsupply points it carries. If the captor prefers, the
baggage train may be eliminated. In a Roman civil
war, where one side is wiped out in a battle, the
winning side gets the baggage train. If barbarians
win the battle, it should just disappear. Roll a diefor civilized non-Roman: 1-4 they get to use it; 5-6
their troops plunder it all and it disappears.
(13.45) During the Supply Segment, a player may
voluntarily remove any of his own activated
baggage trains from play. Any supply points
carried by the baggage train may be used to supply
units on the segment. In addition, the baggage train
itself is considered to be a supply point; removingeven a depleted baggage train allows a player to
supply 32 stacking points.
(13.46) A baggage train cannot be moved morethan twice per turn, but may supply friendly units
more than twice per turn. Example: a stack of units
enter a hex occupied by other friendly units and a
baggage train, both already moved in a previousactivation. The units entering the hex may be
supplied by the baggage train (if port or forage
supply is not possible).
(13.5) Supply in Sieges
(13.51) If units in a port city under siege can draw
supply from the port per 13.11 1), 2) & 4) they arenot subject to siege attrition (see 17.3)
· Other friendly units outside the city may not
draw supply from the port. Only the besieged units
may do so.
(13.52) If the port is blockaded, the besieged units
must be supplied by baggage trains (first, if any is
present) or forage in the city (afterwards).
(13.53) If a player has units inside a besieged city,
and also units outside the city in the same hex, the
units inside the city may not use the baggage trains
of those outside, and vice versa. In addition, the
units in the city may only forage from the cityitself, and those outside may only forage from the
hex.
(13.6) Fleets
(13.61) Fleets and units embarked on them are
always in supply, except when in a besieged or
blockaded city/port.
(13.62) A fleet in a besieged or blockaded city/port
must draw supply like any other unit. For supply
purposes, it is considered to have a stacking valueof 4.
(13.7) Forage Chart (see chart booklet)
14. LAND COMBAT
(14.1) When Land Combat Occurs
(14.11) During his Land Combat Segment, any of
the activated player's units in enemy-occupiedhexes can make attacks. No unit is required to
attack (exceptions: 14.13, 14.14 and 10.55).
· The moving player is considered the attacker andthe owner of the enemy units the defender.
(14.12) Any of the activated player's units in a hex
containing an enemy city may attack the city. If a
hex contains both enemy units and an enemy city,the attack is made against both the units and city
together.
(14.13) If moving units entered an enemy occupied
hex by crossing a narrow seas hexside or by
amphibious invasion (see 10.55), they are required
to attack and their combat strength is halved (see
14.42).
(14.14) When an attack is declared, one of three
things happens:
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· The defender retreats before combat; or
· combat is resolved; or
· the defending units are besieged.
(14.2) Retreat Before Combat
(14.21) The defender may choose to retreat beforecombat, unless:
· The attacker's force contains at least twice as
many combat strength points of cavalry as thedefending force. If it does, the defender may not
retreat before combat.
If cavalry enter a combat hex by crossing a river or
narrows seas hex-side, their strength is halved for
the purposes of calculating 2:1 cavalry superiority.
· Units under siege may not retreat before combat
(exception: 17.27).
(14.22) The defender is never required to retreat
before combat.
(14.23) If the defender chooses to retreat, he moves
all the defending units to an adjacent hex. Units
may not be retreated:
· into a hex containing enemy land units whose
total combat strength is at least one-fourth that ofthe retreating units.
· across a river, narrow sea, all-sea or mountain
hexside.
(14.24) Units may not retreat across a hexside ifenemy units crossed that hexside to enter the
combat hex, and the combat strength of the
entering force was at least one-fourth that of theretreating force. Example: A force of 44 combat
strength points occupies a hex. An enemy force of
80 strength points enters from the north, and
another of 10 from the south. One-fourth of 44 is
11, so the defending units can retreat south, but not
north.
(14.25) All units must retreat into the same hex; a
stack may not be split up during retreat (exception:
14.72).
(14.26) Leaders can retreat before combat with a
fleet per rule 14.73.
(14.3) Entering Siege
(14.31) When an attack occurs in a hex containing
a non-plundered city owned by the defender, his
units (land or naval) may accept siege in the city
(but see rule 16.3).
(14.32) When units accept siege, place a "Siege"
marker on top of them. Units under siege aresubject to the rules of section 17.
(14.33) If all units accept siege, the attacker must
make a decision. He may besiege the city, in which
case no combat takes place; or he may assault the
city.
(14.34) If the attacker assaults the city, combat is
resolved just as it would normally be, except that
the combat strength of all units (except cavalry)which accepted siege is doubled.
· In deforested provinces, their strength is tripled;
see 16.2.
· When barbarians or Parthians assault a city the
defender's combat strength is always tripled even in
forested provinces. (Neither barbarians nor theParthians had an adequate siege technology.) Note:"Parthians" are not the same as "Persians"; this rule
does not apply to Persians. (Check the scenario
description to make sure which power is in play.)
(14.35) If the defending player wishes, some of his
units may accept siege, and others either retreat
before combat or engage in combat.
· When this happens, the attacker can either attackthe units outside the city alone, or attack them and
assault the city at the same time. If he assaults the
city, the combat strength of the units whichaccepted siege is doubled (or tripled), and added to
the (unmodified) combat strength of the units
which did not.
(14.36) Cavalry assaulting cities is halved, rounded
up. (Exception: if some defending units engage incombat outside the city per 14.35, then only
attacking cavalry units in excess of the total of
defending units outside the city are halved).
(14.4) Resolving Combat
(14.41) Even if an attack is declared, combat does
not occur if:
· the defender retreats before combat, or
· all defending units accept siege and the attackerdecides not to assault the city.
(14.42) When combat occurs, each player must
total his units' combat strengths. No units can be
withheld (exception: 14.35).
· The combat strength of defending units under
siege is doubled or tripled (see 14.34).
· The combat strength of any attacking unit which
entered the hex by crossing a river or narrow seashexside, or by amphibious invasion is halved.
Exception: If the unit crossed a river hexside
during flood (see 9.5), its strength is reduced to
one-third its normal value.
· If the hex contains a city, port or fortification
owned by the defender, its combat strength is added
to the defending total (see 16.1).
(14.43) The players compare the attacker's combat
strength to the defender's as a ratio. This ratio is
rounded down, in the defender's favor to one ofthose found along the top of the Land Combat
Results Table (14.9). (See 10.74 for an example of
combat ratio calculation.)
(14.44) The attacker rolls a die. The leadership
value of one active attacking leader is added to thedieroll; the value of one defending leader is
subtracted. The die-roll may also be modified by
the powers' CER (see 14.5).
· Each player chooses which of his leaders is used if
more than one is present. If no leaders are present,
leaders do not affect the die-roll.
(14.45) If combat takes place in a rough or marsh
hex, 1 is subtracted from the die-roll.
(14.46) The players refer to the Land CombatResults Table, and find the calculated ratio alongthe top of the table and the modified die-roll along
the left-hand side. They cross-reference to find a
result.
· Combat results are described in 14.6.
(14.5) Combat Efficiency Rating
(14.51) Each unit has a combat efficiency rating(CER for short) from A (best) to C (worst).
Scenario descriptions assign initial CERs. Units
mobilized during a game have the same CER as thearea from which they are raised (see 7.62).
(14.52) When combat occurs, the attacker and
defender compare their CERs using the Combat
Efficiency Chart (14.8). The attacker's CER is
found along the left-hand side of the chart, and thedefender's along the top. The two are cross-
referenced to produce a number. This number is
added to the die-roll on the Land Combat ResultsTable (see 14.44). (Remember that adding a
negative number is a subtraction.)
(14.53) Often a stack will contain units of different
CERs. To determine the stack's effective CER for
combat purposes, use the CER which contributes amajority of the stack's total strength.
· Example: There are 32 strength points of CER Aunits, and 31 of CER C units; therefore, the stack is
CER A.
· If no one CER has a majority, the stack is CER B.
Example: There are 10 CER A strength points, 2
CER B points, and 10 CER C points. The stack isCER B.
(14.6) Combat Results
(14.61) Each combat result consists of two partsseparated by a slash. The first part applies to the
attacker, the second part to the defender.
· One of the two parts will be printed in boldface.The player whose result is printed in boldface is the
victor, and his opponent the loser of the battle.
(14.62) If a player's result is "E", his force is
eliminated.
(14.63) If the player's result is "A" or "D", he loses
at least as many strength points as the other playerdid (round fractions up). Example: The combat
result is E/A; the attacker has a 4-12, which is
eliminated. The defender is required to lose at least
as many strength points as the attacker, but he has
two 6-16's; to satisfy the loss, he must lose one of
these units.
· The effects of terrain and cities on combat
strengths apply only when calculating combat
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ratios, not when calculating combat losses.Example: Losing a 4-12 in a city does not satisfy
an 8 point loss.
(14.64) If the player's result is "'1/2A" or " 1/2D",he loses at least one-half the number of strength
points his opponent lost. Example: If the attacker
is required to lose 15 strength points and the
defender's result is " 1/2A", the defender loses atleas' 8 strength points.
· If the result is "1/4A", "1/4D", "3/4A" or "3,4D",
the player must lose at least one quarter or three-quarters the number of strength points lost by his
opponent.
(14.65) If a player's result is "N", he loses nothing.
(14.66) The losing force must retreat. Rule 14.23applies. If the force cannot retreat, at least half of
the remaining strength points are eliminated.
· Cavalry superiority does not prevent retreat a fter
combat. Although cavalry may have entered a
combat hex by crossing a river or narrows seas hex-
side, strengths are not halved when deciding if the
loser of a battle can retreat after combat.
· When the defender retreats, rule 14.24 also
applies.
· Instead of retreating to an adjacent hex, the force
may retreat into a friendly city in the same hex,
accepting siege. In this case, place a "Siege" marker
on top of the units. The besieged units cannot be
attacked again in the same Combat Segment.
· Besieged units are not forced to retreat when they
lose in combat. They remain under siege.
(14.67) Any city in the hex belonging to the losing
side is captured, unless units remain under siege in
the city or all opposing units have been eliminated
(see 16.11).
(14.68) Eliminated units are removed from thegame-map, and can be mobilized or taken as
replacements on any future Taxation and
Mobilization Phase.
(14.69) Note: Unlike other games, the reducedstrength side of a unit is not used when it loses
strength in combat. There are no "step losses" in
Advanced Imperium Romanum. The reduced
strength side of a unit represents it whenunseasoned (see 15).
(14.7) Fleets in Land Combat
(14.71) Fleets in coastal hexes can engage in landcombat. A fleet's land combat strength is one-fourth
its naval combat strength. (Example: The land
combat strength of an 18-30 fleet is 4; of two 18-30fleets, 9.)
(14.72) If fleets are part of a force which retreats
(either before or after combat), they may retreat to a
different hex from the one to which land units
retreat.
(14.73) Defending fleets may always retreat before
land combat, even if the attacking player has two-
to-one cavalry superiority, unless he has twice asmany naval combat strength points in the hex as the
defender. Only two-to-one naval superiority
prevents retreat before combat by fleets. Fleets may
retreat before combat even if other friendly units donot or cannot.
(14.74) When fleets carrying land units attack in
land combat in a friendly coastal hex (a controlled province per 5.42), the land units are automaticallyconsidered disembarked and may take part in the
attack.
When fleets carrying land units are located in aenemy coastal hex (a non-controlled province per
5.42), those fleets may not attack in land combat,
nor may they disembark land units, unless they
meet the requirements for amphibious invasion
(e.g., the presence of a +2 or better leader, etc.).
When fleets carrying land units are themselvesattacked in land combat, whether in a friendly or
enemy hex, the land units are disembarked and take
part in combat at the player's option. They mayfollow rule 14.73.
(14.75) When calculating land combat losses,
fleets' strengths are quartered before losses are
applied. That is, eliminating a 36-30 fleet satisfies
only a 9 point land combat loss, not 36 points.
(14.76) Fleets, like land units, can besiege and
accept siege (see 17.2). See also 13.14
(14.8) Combat Efficiency Chart (see chart
booklet)
(14.9) Land Combat Results Table (see chart
booklet)
(14.10) Optional Land Combat Results Table
(Design note: For those who thinks that theoriginal Land CRT is too bloody try this).
15. SEASONING UNITS
(15.1) A newly-built land unit is placed with itsunseasoned (lower strength) side face-up (see
7.45). At the end of combat, both players may
season units.
(15.2) Only unseasoned units which took part incombat can be seasoned. A player may only season
as many strength points of unseasoned units as the
total combat strength of the enemy force.
· Example: A player has four unseasoned 10-10
legions, and attacks one veteran 20-10 legion and
an unseasoned 2-12 light infantry (total strength
22). The result is "N/N". The attacker may season
two of his legions, but not the other two; thedefender may season his light infantry.
(15.3) When a unit is seasoned, it is flipped to itsveteran (higher strength) side.
(15.4) No units can be seasoned when an attack
results in retreat before combat, or a siege without
assault. Only when combat is actually resolved can
units be seasoned.
16. CITIES
(16.1) Intrinsic Combat Strengths
(16.11) Each city has a combat strength. A playercaptures a city when he defeats it in combat or
eliminates its strength through siege (see 14.61 and
17.34).
(16.12) Units can move through hexes containingenemy cities, but cannot capture those cities unless
they stop and attack.
(16.13) Cities' tax values and combat strengths vary
with the period, and are found on the Variable City
Chart (41.8).
(16.14) If friendly units defend in a city hex, the
city's combat strength is added to their strength. Ifthey accept siege, the city's combat strength is
added after the units' strength is doubled or tripled.
(16.15) Non-city ports have combat strengths of 1
or 2 (see the Variable City Chart). They add this
strength to the strength of friendly units in the same
hex, and can defend alone, just like cities.
However, non-city ports cannot be besieged; they
are captured when they lose in land combat. Theycan be attacked just like normal land units, though
obviously they cannot retreat nor can they accept
siege.
(16.16) The CER of ports and cities is always B.
(16.2) Deforestation
Historical Note: When Roman armies laid siege toa city, they built siege engines-towers, ballistae and
so on-out of local timber. Permanent, mobile siege
trains were extremely rare.
Certain provinces on the game-map contain few
forests. Roman siegecraft was at a disadvantage in
these areas.
(16.21) On the game-map, some provinces containan ax symbol. These are deforested provinces.
(16.22) Normally, units under siege are doubledwhen assaulted (see 14.34). Units under siege in
deforested provinces are tripled.
(16.3) City/Port Capacity
(16.31) A city or port not listed in the Variable CityChart (41.8) may hold 8 stacking points. A city
listed in the Variable City Chart (except Rome and
Constantinople) may hold 16 stacking points.
Rome and Constantinople may hold 24 stacking
points. Count 4 stacking points for Heavy Cavalryat this purpose. Units that cannot withdraw into the
city or port may be attacked outside the city.
(16.32) There is no limit on the number of fleets
which a port may contain (but see 13.6).
(Design note: Fleets might use any natural bay in
the ports’ neighbourhood).
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17. SIEGE
(17.1) Besieging
(17.11) Units enter siege by the rules of 14.3. Whenunits accept siege, they are under siege and the
enemy units in the same hex are besieging them. A
siege marker should be placed on top of units under
siege.
(17.12) Units under siege may not leave their hex
until the siege is broken.
(17.13) A siege is broken if, at any time, the
unmodified combat strength of the besieging force
is less than one-fourth the unmodified combat
strength of the besieged units. When a siege is
broken, remove the "Siege" marker.
(17.14) Besieging units may assault the besieged
city during any friendly Land Combat Segment, by
the normal rules for assault (see 14.34).
(17.15) An enemy city which contains no units can
be besieged (see 17.34).
(17.16) The besieged units may attack their
besiegers during any friendly Land CombatSegment. Other friendly units may enter the hex
and take part in the combat; all friendly units'
combat strengths are combined in the attack.
· If the besieging units are eliminated or forced to
retreat, the siege is broken.
· If the attackers are forced to retreat, the units
which entered the hex from outside may not retreatinto the city. The besieged units remain under
siege.
· Baggage trains which entered from outside the
city’s hex may not supply friendly besieged units.
· Baggage trains inside a besieged city cannot
supply friendly units which entered from outside
the city’s hex.
(17.2) Ports & Sieges
(17.21) If there are more fleets in the besieging
force than in a besieged port, the city is also blockaded (per 13.14).
(17.22) Fleets which are part of a besieging force
are immune to rule 10.26. As long as they remainin the besieged hex, they need not return to a
friendly port.
· At the end of the Naval Operations Segment of
each winter turn, the owning player must roll fornaval attrition for besieging fleets, just as if they
had moved. The naval attrition value for besieging
is 1; if a besieging fleet moves, add 1 to the navalattrition value for its movement (see 10.3).
(17.23) Unless a port is blockaded, it can provide
supply to units besieged in the port city (subject to
normal restrictions-see 13.11). If a port is
blockaded, any units besieged in the port city mustdraw supply from baggage trains or by foraging, or
be eliminated.
(17.24) Besieged fleets may engage besieging fleetsduring the Naval Operations Segment.
(17.25) Unless a port is blockaded, fleets may
freely enter or leave the port, transporting landunits in either direction.
(17.26) A non-city port cannot be besieged,
although it does have a combat strength (see16.15).
(17.27) When a port is under siege and is assaulted,
the defender's ships (only) are allowed to retreat before combat unless the port is blockaded (per
13.14 & 17.21).
(17.3) Siege Attrition
(17.31) Besieged units are subject to siege attrition(exception, see 13.51). During the Siege Resolution
Phase, the turn after the last baggage train (if any)
has been consumed, the owner of the besieged unitsrolls on the Siege Attrition Table for each of his
besieged cities. A city does not suffer attrition on
the same game-turn in which it accepts siege.
Example: Siege is laid in June. The first siege
attrition roll is made in July if no baggage train was
present.
(17.32) Refer to the Siege Attrition Table (17.4).
Find the number of turns that the city has been besieged on the left-hand side of the table, and the
siege attrition value in the right-hand column.
(17.33) Modify the siege attrition value as directed
by the table. Then, roll one die. If the die-roll is less
than or equal to the modified attrition value, siegeattrition occurs. Each city may be rolled for no
more than once per turn.
(17.34) If siege attrition occurs, one besieged unit
is eliminated. The besieged player decides which
unit to remove, but he must remove units in the
order specified by the Siege Priority Chart (see
17.5). The baggage train cannot be removed; it may
be consumed only.
· If no units are left, the city's intrinsic defense
strength is reduced by one. (This reduction istemporary, and ceases to apply as soon as the siege
is broken or the city captured.) If the city's defensestrength is reduced to zero, the siege is over and the
city has been captured by the besieger. (Players
must remember or note on scrap paper how many
points of its defense strength a city has lost.)
(17.4) Siege Attrition Table (see chart booklet)
If any baggage train is present, attrition is counted
from the turn after the last baggage train has been
consumed.
(17.5) Siege Priority Chart (see chart booklet)
Remove the baggage train from the listed units.
18. LEADERS
(18.1) Effects on Units
(18.11) Land units which move with leaders may
force march (12.3).
(18.12) Leaders modify die-rolls during combat(10.75 and 14.44).
(18.13) Units can only be mobilized in provinces
containing leaders (7.43).
(18.14) Leaders move and can be transported in the
same way as land units. A leader has no stacking
value, and can be carried by a fleet and supplied"for free".
(18.2) Command Boxes
(18.21) In Advanced Imperium Romanum , stacks
of units sometimes become unwieldy. To ease
stacking problems, when a leader is with a stack of
units, the players may remove the stack from the
game-map, and use the leader counter to record the
location of the whole stack.
(18.22) The command boxes printed around the
game-map are used for this purpose. When a stackis removed from the map, place it in one of the
boxes. If the leader is an Imperator or Rex, place
the stack in the "Imperator or Rex" box. Any leader
can use the other boxes; the players should
remember, or note on their record sheets. which
leader uses which box.
(18.23) The sole purpose of command boxes is to
ease stacking problems. Units in boxes may betransferred to the hex in which their leader is
located, or vice versa, at any time. The leader may
not move in such a way that the movement
allowance of any unit in the command box is
exceeded (exception: 12.2).
(18.3) Losing Leaders
(18.31) A leader alone in a hex which does notcontain any friendly units has a combat strength of
1, which can only be used defensively. If the leader
is attacked and suffers a combat result which would
cause his elimination, the attacking player has the
option of killing or capturing the leader.
(18.32) A leader may also be captured or killed by
an enemy player when:
· all units in the leader's stack are eliminated in
combat.
· the leader is in a city under siege which is
captured.
(18.33) If a leader is on a naval unit which is
destroyed by naval attrition, the leader is killed.
(18.34) A captured leader is moved by the
capturing player, but must always end his movewith units of the capturing power or a client state or
ally until freed. The captured leader does not affect
combat, movement or recruiting while captured.The capturing player may free the leader during any
Diplomacy Phase; once freed, the leader returns to
the owning player's control.
(18.35) When a named leader is killed, he is
permanently removed from play.
(18.36) When an unnamed leader (one printed with
the helmet symbol) is killed, his counter is placed
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on the Month Track on the next month which has aTaxation and Mobilization Phase.
· During the Taxation and Mobilization Phase of
that turn, the player refers to the Unnamed LeaderReplacement Table (18.5) and rolls one die. He
finds the leader's value along the left-hand hand
side; if the die-roll is less than or equal to the
number printed in the right column of the table, theleader returns to play.
· If the leader returns to play, he may be placed
with any stack containing units owned by his power.
· If the leader does not return to play, the player
may roll for him again during the next Taxation and
Mobilization Phase and each such phase thereafter.
(18.4) Imperator or Rex
(18.41) Each Roman faction has an Imperator.Many non-Roman powers (civilized or barbarian)
have a Rex.
· The scenario description indicates which leader is
a power's Imperator or Rex.
(18.42) In Roman civil war scenarios, the loss of an
Imperator can cause faction dissolution (see 28).
(18.43) Some scenario descriptions list possible
successors for an Imperator or Rex. If the Imperator
or Rex is eliminated, the indicated successor
becomes the new Imperator or Rex. A new
Imperator or Rex may be selected several times as
leaders are killed.
· If the scenario lists no successor, no leader
replaces the Imperator or Rex upon his death.
(18.44) A power's treasury is always with its
Imperator or Rex. If it has no Imperator or Rex, its
treasury is located with its highest value leader. (If
two or more are tied for highest value, the player
decides which carries the treasury.)
(18.45) If the leader carrying the treasury is killed
or captured in land combat, the opposing playergains 25% of the treasury. Another 25% is lost. The
original player retains the remaining 50% if thefaction is not dissolved. In case of dissolution the
opposing player gains the remaining 50%.
· If the leader is killed or captured in any other way,50% of the treasury is lost and 50% retained. If the
faction dissolves, all treasury is lost.
(18.5) Unnamed Leader Replacement Table (see
chart booklet)
19. DON’T TRUST ANYONE ! (Optional Rule)
(19.1) If a Roman unnamed leader is used to raise
troops or activated without being in the same stack
as a named leader he disobeys on a D6 roll of 6.
Roll again for effect.
Scenarios I1, I2, 2-10, 19, 21-25, 26*, 27*, 28*, 29-
33
Automatically does nothing, unable to move orrecruit.
*: This applies to the Eastern Empire only. See
table below for others.
Scenarios 1, 11-13, 16-18, 20
1-5: Does nothing, unable to move or recruit.
6: Declares for the nearest Roman faction, all
forces and cities in the Province defect. If the
former Imperator or Successor is in the same province, all forces in the province defect,
except those stacked with the former
Imperator or Successor and Roman non-
occupied cities are controlled by the faction
with higher percentile of actual
income/starting income (rounded fractionsdown) (adjusted after computing units
defections) rolling a die in case of tie.
Place control markers on top of defected unitsto mark the units’ ownership.
Scenarios 14-15, 26-28
1-3: Does nothing, unable to move or recruit.
4: Declares for the nearest Roman faction, all
forces and cities in the Province defect. If the
former Imperator or Successor is in the same province, all forces in the province defect,
except those stacked with the former
Imperator or Successor and Roman non-
occupied cities are controlled by the faction
with higher percentile of actual
income/starting income (rounded fractionsdown) (adjusted after computing units
defections) rolling a die in case of tie.
Place control markers on top of defected unitsto mark the units’ ownership. Treat as 5-6 if
there are not active Roman factions.
5-6: Sets up as a new Roman faction (Treasury:
0), controlled by the "farthest power" rule, all
forces and cities in the Province defect. If theformer Imperator, Successor or another
usurper is in the same province, all forces in
the province defect, except those stacked withthe former Imperator, Successor or usurper
and Roman non-occupied cities are controlled by higher die roll. Forces in adjacent
provinces defect on a roll of 1-2. Roman
cities in adjacent provinces defect if occupied
by new Roman faction’s units. Place“Usurper” markers on top of units. Usurper’s
chits are added to the mug in the following
turn. Usurper’s units are not considered
activated and do not move until their chit is
selected in the following turn.
(19.2) The result is applied to all units that may be
activated or stacked with a leader.
(19.3) The leader may disobey even if it doesn’t
move while units in its hex do. The die is rolled
before moving any eligible units.
(19.4) Defecting units may defect again followingthe same procedure (treat the Usurper as a named
leader for this purpose).
(19.5) Defected units are not considered activatedand do not move until their new owner’s chit is
selected.
(Design note: So, if a named leader is stuck in adefected province he gets a chance to move out of it
before defected forces take him prisoner).
(19.6) If a civilized non-Roman unnamed leader isused to raise troops or activated without being inthe same stack as a named leader he disobeys on a
D6 roll of 6 and is unable to move or recruit.
(19.7) If a barbarian unnamed leader is activated
without being in the same stack as a named leader
he disobeys on a D6 roll of 5 or 6 and is unable to
move.
20. POWER DISSOLUTION
Each turn, in the Power Dissolution Phase each power checks for dissolution by rolling on the
following Table:
POWER DISSOLUTION TABLE
Percentile of actual income/starting incomeDie- (rounded fractions down)
Roll 50% or less 51-65% 66-75% 76% or more
0 D D D D1 D D D -
2 D D - -
3 D - - -
4 - - - -
5 - - - -
6 - - - -7+ - - - -
Modifiers:+1 for 25 treasure points spent (donatives to the
troops).
-1 if there is a corn rebellion (applied to owner of
the capital).
Results:- : No effect.
D: The power dissolves.
· Civilized non-Roman factions checks for
dissolution by rolling on the Power DissolutionTable. To this end, minor powers count their
actual/starting income even if they do not collect
taxes.
· Barbarians powers automatically dissolve when
1/3 of their initial strength points (rounded up) are
left on map.
· Any non-selected chit of a dissolved faction is notremoved from the mug until the end of turn. If
selected, it is discarded.
(20.1) Minor Powers
(20.11) If a minor power dissolves because it was
conquered, it immediately becomes a client state of
the power which conquered the province. The
conquering player adds the minor power to hisPower Form.
(20.12) If a minor power dissolves for some other
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reason (i.e.: barbarian powers), the power becomesinactive and neutral. All leaders and units outside
its remaining provinces are immediately placed in
its provinces, even those currently under siege; the
former controlling player determines where. Anyaccrued replacement points are lost. If enemy units
remain in one of the power's provinces, or if it is
invaded on a future turn, it is immediately
reactivated (see 23).
(20.13) A minor power is conquered when all its
provinces are conquered, and it has either
dissolved or all its forces have been eliminated. Aslong as they have remaining forces, a power can try
to re-conquer its home provinces (if not dissolved)
(see also 5.43).
(20.2) Major Powers
(20.21) If a major power which is not a Roman
faction dissolves, it immediately becomes an
inactive neutral minor power. The same rules as for20.12 are used.
If the minor (ex major) power is reactivated per
rule 23, it will start with the units left on the board
rather than rolling for new ones (23.12). It will
start with a replacement rate as at the start of the
game, since it's now a minor power "with unitslisted in the scenario" (23.12) but no treasury since
minor powers don't recruit that way. Rule 26 is no
more used.If it dissolves a second time as a minor power it
will become a client state of whoever causes him to
dissolve (20.11).
(20.22) If all of a player's major powers dissolve,
he is out of the game. Each of his client states becomes the client state of the nearest major power.
Client states can be taken over by non-Roman
major powers. Control of neutral minor powers isdetermined by the farthest power rule.
(20.3) Roman Factions
If a Roman faction dissolves, follow these rules:
(20.31) Its Imperator is removed from play.
(20.32) Its provinces defect to the control of otherRoman factions. Only Roman factions may gain
control of the provinces; non-Roman major powersmay not. Follow this schedule of priorities to
determine what power gains control of a province:
· The province defects to the faction which hasunits in the province. If two or more factions have
units in the province, it defects to the power with
the higher percentile of actual income/starting
income (rounded fractions down).
· If the province contains no units, it defects to the
faction which controls the closest province,
measured in hexes from each province's border. A player may not use a province gained through
defection to claim ownership of other provinces
defecting at the same time.
· If the dissolving power controls cities in a
province but not the province itself, the cities defectto a) the faction which controls the largest number
of other cities in the province, or b) the faction
which controls the nearest province.
· In the event of ties, the faction with the higher
percentile of actual income/starting income
(rounded fractions down) gains control. If tied, roll
a die to determine which gains control.
(20.33) Any units and leaders in a defecting
province defect to the same player as the province.
(20.34) Any units and leaders outside of thedissolving power's provinces defect to the Roman
faction which controls the province in which they
are located, or, failing that, which controls thenearest Roman province. In the event of ties, they
go to the faction with the higher percentile of actual
income/starting income (rounded fractions down),
etc.
(20.35) One-half of the units of each type in adefecting stack are removed; the remainder are
replaced with equivalent units of the new owner's
color (exception: 20.4). Example: Three 4-12's,two 10-10's and one 20-10 defect; the new owner
receives one 4-12 and one 10-10.
· If the new power does not have as many unused
unit counters as it needs, the extra defecting units
are removed.
· The units' CER cannot increase through defection;
CER B units cannot be replaced with counterswhich represent CER A units. (A power which has
only one color of units, of CER A, could not gain
CER B units, unless rule 20.4 applied. The
defecting units would simply be removed.)
· Leaders are not replaced with new counters; thenew owner continues to use the old ones.
(20.4) Acquiring Colors (Roman factions only)
(20.41) When a Roman faction dissolves, some
other Roman faction acquires the ability to raise
units of its color(s).
(20.42) The Roman faction which gains control ofthe largest number of units of a particular color
gains control of the color. (Higher percentile of
actual income/starting income (rounded fractionsdown) gains in the event of ties.) He need not
replace defecting units of that color with units ofanother color, per 20.35. The number of units he
receives is still halved.
(20.43) The CER of the newly-gained colorremains the same; the player who gains control of
the color may raise units of that color on future
Taxation and Mobilization Phases.
21. FORTIFICATIONS
(21.1) Building Fortifications
(21.11) Infantry units (only) may build
fortifications during their first Movement Segment.
A unit may not move in the same segment in which
it builds fortifications. If the unit moves in the
second Movement Segment, the marker is removed(per 21.16).
(21.12) Four stacking points of infantry may build
one level of fortifications. More than one level offortifications can be built in a hex during a game-
turn, as long as four stacking points of infantry are
present for each step built.
(21.13) Building fortifications costs talents; the cost
per level of fortification is listed on the
Mobilization Charts (7.9).
(21.14) When units build fortifications, place an"under construction" marker on top of them to
indicate that they may not move on the same game-
turn.
(21.15) If, at the beginning of the next turn the
''under construction" marker remains in place, it is
removed and replaced with a fortification marker
representing as many levels of fortification as were
built.
· Fortification markers come in strengths of 1, 3 and
5. They can be used "like change"; if a player builds seven levels in a hex, he may place two "3"
markers and one "1" marker, or one "5" marker and
two "1" markers.
(21.16) If units building fortifications move, make
an attack, or lose in combat (see 14.61), the "underconstruction" marker is removed. No fortification
marker is placed, and the talents spent to build
fortifications arc lost.
(21.17) If fortifications have been built in a hex, a
player may increase the level of fortifications on a
later turn by building additional levels.
(21.2) Limitations
(21.21) Each period has a maximum fortification
level, listed on the Period Mobilization Chart. Nohex may contain more fortification levels than the
maximum. (Example: In Period 2, the maximum
level is 7; no hex could contain 8 points of
fortifications.)
· Exception: Two or more players may buildfortifications in the same hex. In this case, each can
build up to the maximum.
(21.22) The number of fortification markers
provided with the game is a limit on fortificationconstruction. If all fortification markers are in play,
no new fortifications can be built.
(21.3) When Fortifications Are Removed
(21.31) If, during a Taxation and Mobilization
Phase, one of a player's fortifications is not
occupied by any friendly unit, it is removed from
the game-map unless the player spends as manytalents as its fortification level.
(21.32) Fortifications cannot be captured. If a player takes a hex containing enemy fortifications,
they are removed.
(21.33) A player may always voluntarily remove
any of his fortifications from play.
(21.4) Fortification Effects
(21.41) Any fortification adds its strength to the
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strength of other units in the hex when defending(only). Example: Two 4-12 units occupy a hex
containing a level 2 fortification. The total combat
strength of the units when attacking is 8; when
defending, 10.A fort, like a city, does have an intrinsic defense
strength when defending alone. Its strength is equal
to the fortification value.
(21.42) In addition, a maximum level fortificationacts in many ways like a city.
· Friendly units in a hex with a maximum levelfortification may accept siege in it.
· If the fortification is assaulted, the units' combat
strength is doubled (tripled in deforested areas or
when assaulted by barbarians or Parthians).
· Units in a hex with a friendly maximum level
fortification may forage from it, just as units can
forage in a city. The fortification's forage value isequal to its level.
(21.43) If a besieger builds a maximum level
fortification in a hex containing a besieged city, the
besieging units are doubled or tripled if attacked,
just like the besieged units.
(21.44) A fortification built in a friendly city hex
effectively increases the city's intrinsic defensestrength; a maximum level fort also increases its
forage value. The multiplier for the defending units'
combat strength remains the same.
(21.45) Rule 16.3 is not applied to a maximum
level fortification. There is no restriction on thenumber of units which may be in a fortification
hex, except as outlined in the supply rules (13).
(Design note: Fortifications were constructed to
contain an entire army, i.e., the siege of Alesia).
22. CORN & IMPERIAL CAPITALS
(22.1) The Imperial Capital
(22.11) Each scenario description indicates whichcity is the imperial capital.
(22.12) The imperial capital has an intrinsic
defense strength of 10 (see 16.13).
(22.2) Corn
(22.21) Certain provinces on the game-map contain
corn symbols. Example: Aegyptus contains four.
(22.22) During the Diplomacy Phase of each game-turn, the owner of the imperial capital, if a Roman
faction, must check to determine whether or not a
corn rebellion occurs. A corn rebellion may occurif he does not control provinces containing at least
five corn symbols. Also, a besieged capital cannot
be supplied with corn and must check for corn
rebellion. On a roll of 1-5 a corn rebellion occurs.
Add one to the die-roll for each supply point (see
13.4) spent to supply the capital.
(22.23) A player controls a province's corn if he
controls a majority of the cities in the province. The
player counts up the corn symbols contained in his provinces. If another player with corn-producing
provinces wishes, he may permit the capital-owner
to add his corn symbols to the total.
(22.24) The player who owns the capital refers to
the Corn Rebellion Table (22.4). He finds the total
along the left-hand side of the table. He rolls a die;
if the number rolled is within the span listed on theright-hand side, a rebellion occurs.
(22.25) Important: The four corn symbols in
Chersoneses can only be used whenConstantinopolis is the capital.
(22.3) Corn Rebellions
(22.31) When a corn rebellion occurs, two
unseasoned 2-12 light infantry units (CER B) are placed in the imperial capital. If more than one corn
rebellion occurs during a game, the existing 2-12
light infantry that were already created simplyswitch sides. Only if one or both of them have been
destroyed are new light infantry created to replace
them.
(22.32) The player whose units are closer to the
imperial capital than any other player's controls theunits. The player against whom the rebellion occurs
is not eligible to control the units.
· If two or more players' units are equally close to
the capital, the player with the higher percentile of
actual income/starting income (rounded fractions
down) gains control of the units; if they have equal
percentile, roll a die to determine which gains
control.
(22.33) The owner of the units is the new owner of
the capital.
· If the old capital-owner had units in the capital at
the moment of rebellion, they are now no longer
considered inside the capital; they may besiege the
rebelling units, if their player wishes.
· If rebellion occurs during a siege, the capital
immediately surrenders to the besieging faction and
all defending units are eliminated.
(22.34) The new owner must begin to check for a possible corn rebellion with the very next
Diplomacy Phase. It is possible for corn rebellions
to occur several times in the course of a game.
(22.4) Corn Rebellion Table (see chart booklet)
23. INACTIVE POWERS
(23.1) Activation
(23.11) When hostile units enter a province owned by an inactive power, the power is activated. Any
player's units are hostile to a neutral power. Only
units which do not belong to the owner of a client
state, or his client states or allies, are hostile to the
client state.
(23.12) If an inactive power has units listed in the
scenario description, those are its units. Otherwise,
the players use the Inactive Power Table upon
activation.
(23.13) An inactive power is either civilized or
barbarian. Unless the scenario description
indicates otherwise, it is barbarian if its provincesare wild; it is civilized if they are cultivated (see
11). If it owns both wild and cultivated provinces, it
is civilized.
(23.14) When a power without units listed in thescenario is activated, refer to the Inactive Power
Table, using the barbarian or civilized section, as
appropriate. Roll two dice, total the rolls, andmodify the total as the table directs. Find the
modified roll along the left-hand side of the table.
Entries on the same line of the table will indicate
the power's CER, its replacement rate and the
number and type of units it controls.
(23.15) If a civilized minor power which has at
least one port is activated, the controlling player
may replace any or all 16-9 heavy infantry units itraises with 18-30 fleets. If Arabia Deserta or
Sagartia is activated, the units it raises are
automatically replaced with 6-16 light cavalry units
worth as many stacking points as the units listed on
the table.
(23.16) The units must be placed on map during the
Movement Segment of the hostile force entering
the province. The hostile force must stoptemporarily in the first hex entered giving time to
the opponent to set up pieces. They may be set up
anywhere in the province.
(23.17) If the activated power is civilized non-
roman, it is only at war with the power whichviolated its territory.
If the activated power is barbarian, these barbarian
must try to evict the invaders from their territory before anything else. They may not leave their
province before this is done. Furthermore,
afterward they must attack the nearest roman
province or civilized nation. This means that they
may not attack or enter other barbarian provinces
(this is to avoid barbarians from, say, GermaniaMagna, to invade the Balkans and cause trouble for
the Eastern Roman Empire).
(23.2) Control
(23.21) Activated client states are controlled by
their owning player.
(23.22) Activated neutrals are controlled per thefarthest power rule (see 5.25).
(23.3) Reversion to Neutrality
(23.31) Once a civilized power is activated, itremains active for the rest of the game, unless
conquered or dissolved.
(23.32) An activated barbarian power can revert to
inactive status. It does so if, at the end of any game-
turn, there are no units belonging to any other
power in any of i ts provinces. When it reverts, a ll
its units are removed from play. The barbarian
power can be reactivated on a subsequent turn. Thisrule is only true for all minor powers not listed in
the scenario.
All minor powers listed in the scenario description
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remain active regardless of the reverting-to-inactive-status-rule.
Whenever a minor that has its units listed in the
scenario is out of play, its units are not gone
forever if rule 37.6 is mentioned in the notes of ascenario.
This rule should not be applied to barbarian powers
which have a different activation from 23.11 (for
example: 37.6 note 1) or start the game activated.
(Design note:: That means that as soon as the
Franks, Goths, Arabs and Alamanni in scenario 17
are eliminated, they won't come back.The note 1 in 37.6 is not included in the section of
the scenario dealing with Franks, Goths, Arabs and
Alamanni. And rule 37.6 has a listing of scenarios
where this special rule is in play and scenario 17 is
excluded).
(23.4) Inactive Power Table (see chart booklet)
24. PLUNDER
(24.1) If, at the end of an activation, a player has at
least one non-besieged heavy infantry or heavy
cavalry unit in a city, he may plunder the city. He
places a "Plunder 2" marker in the city, and addsThree times the city's taxation value to his treasury.
· Minor powers which plunder a city do not gaintalents for plundering.
(24.2) During the next Taxation and Mobilization
Phase, the plunder marker is flipped to the "Plunder
1" side. During the subsequent Taxation and
Mobilization Phase, it is removed from the city. (exception: the marker is not flipped or removed if
the city is controlled by a barbarian power).
While a city contains a "Plunder 2" or "Plunder 1"marker, the city may not be taxed and no units may
be raised in it.
(24.3) A power which plunders one of its own
cities may not raise units in that city for the
remainder of the game. In addition, once the plunder marker is removed, it only receives half the
normal tax income from the city. If the city is
conquered by another player, that player receivesthe full income.
(24.4) Forage values are halved in plundered cities’
hexes and baggage trains may not accumulate
supply points there.
(24.5) Plundered cities have no intrinsic defence
strength as long as they remain plundered. Fleets
cannot withdraw into plundered ports.
25. WINNING THE GAME
(25.1) Each scenario lists an historical end date.Each scenario also includes victory conditions for
each player. Unless the scenario specifies
otherwise, the game ends with the completion of
the historical end date's month. Thereupon, the
players check their victory conditions to determine
which of them has won.
· Sometimes the scenario description will indicate
that the game should be ended when one or several
players have met their victory conditions, instead ofwaiting for the "historical" date. (This is especially
true of the scenarios which, historically, went on
for years at a time.)
(25.2) In multi-player games it is entirely possible
for there to be more than one winner.
(25.3) If, during the course of the game, all factions but one have undergone dissolution, that faction isautomatically the winner.
(25.4) If all factions dissolve in the course of thegame, everyone loses.
(25.5) Players may, by mutual agreement, extend
scenarios beyond the historical end date, or end the
game sooner.
SPECIAL RULES
Use these rules only when the scenario description
directs.
26. CIVILIZED RECRUITMENT
(Scenarios 1-3, 7, 13, 20, 21, 32 and 33.)
Civilized non-Roman major powers often use a
system of recruitment different from Romanmobilization or minor power accrual.
(26.1) Civilized powers accrue replacement pointseach Taxation and Mobilization Phase. The number
of points a power accrues each phase is indicated in
the scenario description. There is no limit to thenumber of points a civilized power may accrue; it
may accrue points even if none of its units have
been eliminated.
(26.2) During a Taxation and Mobilization Phase,
civilized powers may build new units. Civilized powers are not limited to rebuilding eliminated
units; a power may build any of the units of its
color(s) which are not in play.
· Exception: If a power did not begin a scenario
with a unit of a particular type, it may not build
units of that type (e.g., if it did not begin with any
16-10 legions, it may not build any, even ifavailable).
(26.3) Civilized powers do tax their provinces, likeother major powers.
(26.4) When a civilized power builds a unit, it must
expend both talents and replacement points. The
number of talents spent is equal to the unit cost
listed on the Mobilization Chart (7.9) for thescenario. The number of replacement points spent
is equal to the stacking value of the unit (see 13.2).
· Civilized powers ignore mobilization area limits;
the only data on Mobilization Charts of interest to
civilized powers is unit costs.
· The cost of raising a 20-9 is the same as that of a
20-10; the cost of a 16-9 is the same as that of a 16-
10.
(26.5) Rules 7.4 (purchasing units), 7.6
(countermix limits), 7.7 (baggage trains), 7.8
(fleets) and 35 (training-when appropriate) apply to
civilized powers. Exception: Ignore rule 7.86, fleetmobilization limits.
27. PIRATES & RHODUS
(Scenarios I and 2.)
(27.1) Pirates
PiratesType: civilized non-Roman; neutral but controlled
by Mithradates.
Replacement Rate: 2 Controlled Provinces:
Melita; also control all non-city ports located in
provinces in which pirate units begin the game.
Set-Up: Purple (scenario 1), Red (scenario 2)
CER B Place 1 x 4-12 and 1 x 18-30 in each of the
following hexes (the numbers in parentheses
correspond to the units' identification numbers):
3221W: (1) Corsica
3224W: (2) Sardinia3424W: (3) Sardinia
4218W: (4) Illyricum
4228W: (5) Melita5324W: (6) Creta
5624W: (7) Creta
6219W: (8) Cilicia
6318W: (9) Cilicia
6417W: (10) Cilicia
6515W: (11) Cilicia
(27.11) Pirates are controlled by Mithradates.
(27.12) Each separate pirate stack is a separate
force. Pirates may never stack with members of
another pirate stack or with Mithradatic forces.
They may enter hexes controlled by another pirate
force if the hexes are unoccupied.
(27.13) Pirates add one to all naval attrition die
rolls. They also treat all non-city coastal hexes as
ports for the purposes of rules 10.2, 10.4 and 16.15.
(27.14) A pirate unit (including fleets) may nevermove into a hex more than 12 movement points
from one of the initial pirate starting hexes.
(27.15) Each 4-12 unit must remain in the same hexas its fleet, although it may be disembarked. Pirate
units may make amphibious invasions, even if no
+2 or +3 leader is present.
(27.16) If, during a Taxation and MobilizationPhase, any of a province's coastal hexes are
occupied by pirate units, the province's tax value is
reduced by one for each such hex. This reduction isnot permanent, but applies only as long as coastal
hexes are occupied by pirates. Example: Three of
Africa Proconsularis's hexes are occupied by
pirates; Africa's tax value is 5 instead of 8.
(27.18) If, during a Diplomacy Phase, any piratefleets are within 15 naval movement points of a
corn-producing province, they may prevent the
owner of Roma from using corn from that province.
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The province's corn production is reduced by onecorn symbol per pirate fleet within 15 movement
points. However, each pirate fleet may only
"intercept" corn from one province. On a game-turn
that a pirate fleet is used to "intercept" corn, it maynot move or initiate combat.
(27.2) Rhodus
Rhodus Type: civilized non-Roman; client state ofnearest Roman faction Replacement Rate: 1;
Controlled Provinces: Rhodus
Set-up: Yellow (CER A) Place 2 x (4)-12 and 1 x
18-30 in hex 5821W.
Notes:
1) Rhodian units may not be used against any
Roman faction's forces.
2) The combat strength of Rhodian units is doubled
when fighting pirates.
28. ROMAN CIVIL WARS
(All scenarios except 11, 12, 23 and 29-32.)
(28.1) In a Roman civil war scenario, a playerwhose major power is a Roman faction usually
wins by eliminating all other powers' Imperators.
(28.2) If a Roman faction’s Imperator and all his
successors have been eliminated in a Roman civil
war scenario, the faction undergoes immediate
dissolution (see 20).
29. MILITIA
(Scenarios 10-33.)
(29.1) In periods in which militia exists, each
mobilization area has a maximum militia value on
the Period Mobilization Chart; this is the maximum
number of militia strength points which may exist
in each province in the area. (Example: WhenHispania's militia value is 12, Tarraconensis,
Baetia, Lusitania and Gallaecia may each have 12
strength points of militia.)
· Militia is not represented by unit counters;instead, each province has a militia combat strength
total, which its owner records on his record sheet.
(29.2) Unless a scenario indicates otherwise, all provinces within the Empire which can have militia
do, and each province's initial militia strength is
equal to its maximum.
(29.3) Only the owner of a province may use itsmilitia, and then only if the owner is a Roman
power Civilized non-Roman and barbarian powers
never have militia. If a province with militia isshared by Roman powers, the militia strength is
apportioned among them in ratio with the portion
of the province's tax value each controls (fractions
not retained).
(29.4) Whenever a player engages in land combatin a hex in a province he controls which has militia,
he may add the militia's strength to his combat
strength total. Militia strength points may be
assigned to empty cities and may accept siege.They are doubled or tripled by cities. Militia can be
divided between several forces in a single province.
· If a force using militia suffers combat losses, the player must lose all militia strength points before
suffering any unit losses. He notes any loss of
militia strength points on his record sheet.
· Militia strength points count towardscalculation of combat losses.
· Militia can be added to the combat strength ofunits to prevent an overrun, but the defender has
also committed his militia to this combat given that
in all likelihood the attacker will engage the
defender in regular combat and the defending force
will not be able to retreat before combat due to
cavalry superiority on the part of the attacker.
(29.5) If a province's militia total is less than its
maximum, the owning player may rebuild militia atthe cost indicated on the Mobilization Chart during
a Taxation and Mobilization Phase. This cost is the
number of talents that must be spent per militia
strength point rebuilt.
· There is no limit to the number of militia strength points that can be rebuilt in a province, as long as
its militia maximum is not exceeded.
(29.6) When a player loses control of a province, he
loses control of its militia.
(29.7) When a Roman faction captures a province
with militia, the player should ask the former owner
how many militia strength points it retains. Thenew owner gains complete control of the militia. If
any other power gains control of the province, its
militia is eliminated and may only be rebuilt if aRoman faction regains control of the province.
(29.8) A province's militia has the same CER as its
mobilization area, as indicated on the Mobilization
Chart.
30. LIMITANEI
(Scenarios 9-26, 28-29 and 31-33.)
(30.1) Any province designated by a scenario as
having limitanei has them in all hexes adjacent to
non-Roman provinces.
(30.2) Any province not controlled by a Roman
faction is a non-Roman province.
(30.3) Any non-Roman unit which enters a hex
containing limitanei must spend extra movement points, in addition to the normal movement point
cost to enter the hex.
(30.4) The scenario description will specify the
limitanei movement point cost.
(30.5) When a province which began the game
containing limitanei is not controlled by a Roman
faction, its limitanei do not exist; when it isrecaptured by a Roman faction, they return to play.
31. LEGION REFORM
(Scenarios 18-33.)
(31.1) Legions can never be seasoned. They alwaysremain at the lower strength.
(31.2) All other land units, including barbarian and
civilized non-Roman heavy infantry, can still beseasoned.
(31.3) A legion’s stacking value is 2, not 4.
32. OVERRUNS
(Scenarios 11-13 and 15-33)
(32.1) Only stacks containing heavy cavalry units(30-16's and 15-16's) may conduct overruns.
(32.2) If a stack containing heavy cavalry movesinto a hex containing non-besieged enemy units, it
can overrun them if:
· the total combat strength of the moving heavy
cavalry units is at least five times the total strength
of the enemy units.
(32.3) Other moving units do not contribute their
strength to the calculation.
(32.4) When an overrun occurs, the enemy units are
removed from play and the moving units may
continue moving.
(32.5) Cities cannot be overrun. Units in a hexcontaining a friendly city may accept siege rather
than be overrun. Overrunning costs no movement
points.
33. CORN UNDER BYZANTIUM
(Scenarios 27-33.)
(33.1) Chersonesus produces 4 corn.
(33.2) Aegyptus, Africa Proconsularis, and Siciliaeach produce 2 corn.
(33.3) Baetica and Sardinia produce no corn.
(33.4) Only Constantinopolis consumes corn;
Roma or Ravenna, if also an imperial capital. doesnot.
(33.5) All other rules of 22 still apply.
34. FLEET CONVERSION
(Scenario 4.)
(34.1) A player may replace any activated fleets
with unseasoned 8-10 legions. He simply removes
fleet counters from the game-map and replaces
them with 8-10 counters. A 36-30 counter can be
replaced with two 8-10 counters.
(34.2) If no 8-10 legions are available, fleets can
each be replaced with three unseasoned 2-12 light
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infantry units instead.
(34.3) Civilized non-Roman powers replace their
fleets with 8-9 heavy infantry instead.
35. TRAINING
(Scenarios 9-33.)
(35.1) Heavy infantry and heavy cavalry units (see
2.54) must be trained .
· Barbarian heavy infantry units (20-8) need not be
trained, nor need any other units.
· Minor powers are not required to train their units.
(35.2) Note: Training has nothing to do withseasoning. Newly-placed units are always
unseasoned, whether they are trained or not
(35.3) A unit can only be trained by a veteran unit
of the same type (printed with the same symbol).
· A 16-10 legion can train an unseasoned 10-10
legion, even though it will be a 20-10 legion when
veteran, because they are of the same type- both arelegionary heavy infantry. A 16-10 could not train a
16-9 civilized non-Roman heavy infantry unit,
because the 16-9 is of a different type -printed witha different symbol.
(35.4) When a unit is to be trained, it must be
mobilized in a non-besieged city containing a
veteran unit. Both units must remain in the city
throughout the game-turn in which the unit israised.
· Players may wish to place an "In Training" markeron the units as a reminder that they should not be
moved.
(35.5) A player may still raise a heavy unit even if
no veteran is available to train it. However, he must
spend double the normal talent cost to raise theunit. (In June, September and December, he must
pay quadruple the normal cost.)
(35.6) A player may move a unit and/or its trainer
during the game-turn, but immediately spends themoney he saved if he does so. If he does not have
enough money to pay this charge, he must remove
the newly built unit.
36. ROMAN ARCHERS
(Scenarios 26-33.)
(36.1) Roman 4-12 and (4)-12 units are
interchangeable; either or both may be raised in any
area, even if its mobilization limit on theMobilization Chart is not parenthesized.
(36.2) Similarly, Roman 6-16's and (ó)-16's are
interchangeable.
(36.3) If using rule 40.1, all Roman light units aretreated as archers.
(36.4) Barbarian and civilized non-Roman light
units are not interchangeable, unless otherwisenoted by the scenario.
37. NEUTRAL MINOR POWERS
Some neutral powers appear with identical setups
in several scenarios. Rather than reprint the same
set-up description several times, we provide themhere, and direct scenario users to these rules.
(37.1) Berbers
(Scenarios 29-33.)
Type: Barbarian Replacement Rate: 2 Controlled
Provinces: Mauretania Caesariensis, Mauretania
Tingitana
Set-Up: Grey (CER C)1532W: 0-16 #A, 5 x (6)-16
Notes: In scenario 33, Berbers use the Black
counter mix.
(37.2) Saxon & Frisian Pirates
(Scenarios 28-33.)
Type: Barbarian; neutral; activeReplacement Rate: 2 Controlled Provinces: none
Set-Up: Grey (CER C)
2111W: 2 x (4)-12, 1 x 18-30 Notes:1) Pirates treat all non-city coastal hexes on the
Oceanus Germanicus and Oceanus Atlanticus as
friendly port hexes. Rebuilt units can be placed in
any such hex which is not occupied by enemy
units.
2) In scenarios during which Saxon and Frisian pirates exist, the provinces of Britannia, Germania
Inferior, Belgica and Lugdunensis contain limitanei
in each coastal hex, if Roman-controlled. Provincescontrolled by non-Roman powers do not. The
movement penalty for these limitanei is 4, and
applies to pirate units disembarking from fleets.
3) Pirates may always make amphibious invasions,
even if no +2 or +3 leader is present
(37.3) Lombards
(Scenarios 32 and 33.)
Type: Barbarian; neutral; inactive Replacement
Rate: 4 Controlled Provinces: Iazygia
Set-Up: Brown (CER C) 4212W: 5 x 20-8
Notes: Roll a die each Diplomacy Phase; theLombards become active on a roll of 6.
(37.4) Suevi
(Scenarios 28-33.)
Type: Barbarian; neutral; active
Replacement Rate: 2 Controlled Provinces:
Gallaecia
Set-Up: Black (CER C) Anywhere in Gallaecia: + 1-16 #1, 3 x 20-8, 2 x 4-
12, 1 x 6-16
Notes: In scenario 30 and 32, Suevi use the Tan
mix.When use the Tan mix, use leader +1-16#3 (not#1).
In scenario 31, The Suevi receive no leader.
(37.5) Persia
(Scenarios 24-27, 29 and 31.)
Type: Civilized non-Roman; neutral; inactiveReplacement Rate: 8
Controlled Provinces: Adiabene, Albania,
Armenia, Atropatene, Babylonia, Charax, Elymais,
Hyrcania, Iberia, Media, Mesopotamia, Persia,Sagartia
Set-Up: Orange (CER: infantry B, cavalry A) Place anywhere in Persia upon activation:
+ 1-16 #2, + 1-16 #3, 0-16 #A, 0-16 #B, 4 x (4)-12,7 x 30-16, 2 x 6-16, 10 x (6)-16, 2 baggage trains
Notes:
1) All Persian 6-16's are treated as (6)-16's.
2) During each Diplomacy Phase, roll two dice:
Persia becomes active on a roll of 9 or less. Add
one to the die-roll for every 25 strength points ofRoman units in Cappadocia, Osrhoene and Syria;
however, the Persians will always activate on an
unmodified roll of 2.3) In scenario 30, infantry CER is C, and cavalry
CER B.
(37.6) Neutral Barbarians
(Scenarios 9-13, 18, 20, 22 and 25.)
Type: barbarian; neutral; inactive
Controlled Provinces: Boiohaemum, CaledoniaCiterior, Germania Magna, Iazygia, Dacia,
Sarmatia
Notes:1) Each Diplomacy Phase that a Roman province
adjacent to any of the above provinces does not
contain at least 20 land combat strength points ofRoman units, roll for each barbarian province
adjacent to the Roman province. On a roll of 5 or 6,
the barbarian power becomes active; use theInactive Power Table (23.4) to generate its forces.
2) The power remains active until all its units are
eliminated. If it becomes inactive again, four turns
later the players must start rolling for its
reactivation, by the rule above.
3) Barbarians from one province are a separate power from barbarians from another province; all
are neutral, may not stack with one another, are
controlled by the farthest power rule, etc.
(37.7) Gallic Rebels
(Scenarios 4-ó.)
Type: barbarian; neutral; inactive ReplacementRate: 0 Controlled Provinces: none
Set-Up: Yellow (CER C)upon activation, place:
within 4 hexes of 2413W: 2 x 20-8 within 4 hexes
of 2618W: 2 x 20-8 in 1714W: * (W), 1 x 4-12 Notes:
1) During each Diplomacy Phase, roll a die for
each of the three hexes (2413, 2618 and 1714). Ifthe roll for a hex is 6, that hex's units are activated.
Exception: If there are at least 20 combat strength
points of Roman units within 4 hexes of one of the
hexes, do not roll for that hex.
2) Gallic units may not move or operate outside the
provinces of Belgica, Germania Inferior andSuperior, Lugdunensis, Aquitania and Narbonensis.
3) The units in hex 1714W do not appear in
scenario 6.
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(37.8) Gallaecian Rebels
(Scenarios 4-8.)
Type: barbarian; neutral; inactive Replacement
Rate: 0 Controlled Provinces: None
Set-Up: Black (CER C)
upon activation, place 2 x 20-8 within four hexes of1523W.
Notes:
1) If, during any Diplomacy Phase, there are fewer
than 20 Roman combat strength points within 4hexes of 1523W, roll a die. On a roll of 6, the
Gallaecians are activated.
2) Once activated, Gallaecian units may only move
and operate within the provinces of Gallaecia,
Lusitania and Tarraconensis.
38. SPECIAL LEADER RULES
(Scenarios 2 through 8, 32 and 33.)
(38.1) Special Leader Sea Movement
A activated leader may move through sea hexes at
a cost of 3 movement points per hex. The normalrules for naval movement do not apply; the leader
need not end alternate turns in port, cannot be
intercepted, does not suffer attrition, etc.If a leader ends his move at sea, and an enemy
fleet enters his hex, the fleet can attack the Leader,
per 18.31.
(38.2) Special Naval Leaders
The following rule apply only to Pompey, Sextus
Pompeius, Agrippa and Belisarius: the leader
receives a modifier of 1 in his favor on all navalcombat and attrition die-rolls.
Both leadership value printed on the leader and
the special naval leader modifier are used.
(38.3) Special Divine Intervention Rules
(Optional)
These rules apply only if using optional rule 43
(Divine Intervention).
(38.31) Caesar, as Pontifex Maximus and adescendant of Venus, adds one to all divine
intervention die-rolls.
(38.32) Sextus Pompeius, as the son of Neptune,adds one to all divine intervention die-rolls.
Optional Rules
The players may use any or all of these rules, by
mutual agreement.
39. RANDOM EVENTS
(39.1) Rolling for Events
(39.11) During the Random Events Phase (whichonly occurs on March, June, September and
December game-turns), each player must roll for a
random event.
(39.12) Each player refers to the Random Events
Table (39.3). He rolls one die, and adds the period
to the die-roll. The modified roll is found along the
left-hand side of the table. He then rolls a seconddie, and adds the number of major powers which
began the scenario to this roll; the modified second
roll is found along the top of the table. The two are
cross-referenced to produce a result.
· If a player controls more than one major power,
roll separately for each.
(39.13) A random event result is a dash, or a letter
from A to Z. If it is a dash, no random event occurs.
If it is a letter, the player refers to the rules below,
and follows the instructions given.
(39.2) Random Event Descriptions
A: Military Intelligence. The player may examine
any one stack of units on the board, or any oneleader's command box.
B: Imperator/Rex Death. The player rolls a die
again; on a roll of 1 through 5, it was a false alarm.
On a roll of 6, the major power's Imperator or Rex
dies. If there is no successor, this may cause powerdissolution (see 28.2).
C: Other Leader Death. Roll again; on a roll of 1through 5, this was a false alarm. Otherwise, pick
one leader (not counting Imperators or Rege) at
random; this leader dies.
D: Receive Leader. The player's major power
receives a new unnamed leader. Roll a die; on a rollof 1 though 3, the leader's value is 0; on a 4 or 5, it
is +1; on a 6, +2. If none of an appropriate color are
available, take one of an unused color, if any; ifthat is impossible, no leader is received.
E: Plague. Roll a die again; unless a 6 is rolled, the
event was a false alarm. If a 6 is rolled, the player
who rolls this event takes any spare counter and,
standing six feet from the gamemap, flips it withhis thumbnail toward the map. The province in
which the counter lands is subject to plague (flip
again if the counter lands in the sea or along a province boundary). Each stack of land units in the
province loses one-third its stacking points, and a"Plunder 2" marker is placed in the province.
During the Diplomacy Phase of the next game-turn,
the plague spreads to all adjacent cultivated
provinces. (It may spread across crossing arrows, but never to wild provinces.) Each stack in these
provinces loses 1/3 its stacking points, and a
Plunder 2 marker is placed. The plague is now
over. The provinces containing Plunder 2 markers
are treated as plundered.
F: Famine. Roll a die again; unless a 6 is rolled,
the event was a false alarm. If a 6 is rolled, the player takes any spare counter and, standing six
feet from the game-map, flips it with his thumbnail
toward the map. Famine occurs in the province in
which the counter lands (see E above). The
province remains in famine until the next
September game-turn. Forage values in the province are halved until then . Mobilization levels
(if any) are doubled. If the province contains corn
symbols, it cannot supply corn to the imperial
capital until the famine is past.
G: Bad Harvest. Roll to determine the province
affected: 1 - Africa Proconsularis; 2 - Aegyptus; 3 -
Baetica; 4 - Sardinia; 5 - Sicilia; 6 - Chersonesus.The province can only supply half as much corn to
the imperial capital as usual until the next
September game-turn.
H: Good Harvest. Roll as in event G. The province can supply one and a half times as much
corn as usual to the imperial capital. This lasts until
the next September game-turn.
I: Dry Year/Heavy Snows. June or September: In
November, subtract 1 from the season die-roll.
December or March: In April, add 3 to the season
die-roll.
J: Mild Summer/Mild Winter. June or
September: In November, add 3 to the season die-
roll. December or March: In April, subtract 1 fromthe season die-roll.
K: Storms at Sea. In summer: all winter
movement costs apply for naval movement; use
naval attrition rules. In winter: all movement costs
are doubled for naval movement; add one to thenaval attrition value.
L: Natural Disaster. Roll again; this is a falsealarm unless a 6 is rolled. If a 6 is rolled, the player
chooses one city (he may not choose the imperial
capital). This city is destroyed. It no longer exists
for all game purposes.
M: Quartermaster Corruption. Each of therolling player's baggage trains loses one supply
point.
N: Currency Debased. Each power loses one third
of its talents.
O: Barbarian Incursion. If there is any barbarian
major power, ignore the event. If there are any
inactive barbarian minor powers with units listed inthe scenario, this event activates one power (roll to
determine which if there is more than one).
Otherwise, roll a die to determine where the barbarians appear: 1 - Caledonia Ulterior; 2 -
Germania Magna; 3 - Boiohaemum; 4 - Iazygia; 5 -Sarmatia; 6 - Arabia Deserta. Roll again; the
number rolled is the number of 20-8 barbarian
heavy infantry units which appear. (In Arabia, 6-16
light cavalry appears instead.) The farthest powerdeploys and controls the barbarians. The power is a
neutral barbarian minor power; CER is C. No
replacement points are received.
P: Parthian/Persian Activation. If the Parthiansor Persians are an inactive minor power with units
listed in the scenario (or special rule), they are
activated and controlled by the farthest power.Otherwise, treat this as no event.
Q: Revolt. Roll a die for each province owned by
the rolling player, in the order listed on his Power
Form. The first province for which a 6 is rolled
revolts. (If no 6 is rolled, none revolt.) Roll a die; place as many 4-12's in the province as the number
rolled (farthest power places and controls). No
player may tax or mobilize in the province until all
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4-12's are eliminated. The rebels are an activeneutral minor power, CER C, replacement rate of
0.
R: Muttering Among the Troops. The rolling player's major power must immediately spend 25
talents. If it cannot spend the full amount, subtract
one on the Power Dissolution Table.
S: Disloyal Legions. Only units stacked with themajor power's leaders may move, intercept or
initiate combat this game-turn; other units of his
major power may not. Any major power unit morethan 12 hexes from any of its power's leaders
immediately defects to the closest Roman faction.
T: Political Crisis. If the rolling player does not
control the imperial capital, this is no event.
Otherwise, his Imperator must return to the capitalwithin 3 game-turns, or subtract one on the Power
Dissolution Table until the Imperator reaches the
capital.
U: Prosperity. The player's taxation this gameturn
is increased by 50%.
V: Hard Times. The player's taxation this turn is
halved.
W: Widespread Devastation. No plunder marker
is flipped or removed this phase.
X: Increased Mobilization. If the rolling player's
major power accrues replacement points, it receives
double the normal number this game-turn. If it
mobilizes units, it may mobilize one extra unit of
each type this year (paying the normal talent costfor doing so, of course). That is, it may mobilize
one extra 16-10; one extra 20-10; one extra 4-12;
etc. The units can be mobilized in any single areaof the player's choice.
Y: Decreased Mobilization. If the rolling player's
major power accrues replacement points, it receives
no points this game-turn. If it mobilizes units, it
may mobilize one fewer unit of each type this year(see X).
Z: Active Cadre. If rule 35 is in effect, the rolling power may ignore al l training requirements for this
game-turn.
(39.3) Random Events Table (see chart booklet)
40. OPTIONAL COMBAT RULES
(40.1) If the attacker has at least twice as many
missile combat strength points as the defender 1 is
added to the combat resolution die-roll; if thedefender has at least twice as many missile strength
points as the attacker, 1 is subtracted from the roll.
Missile infantry and horse archers are consideredmissile troops.
If missile infantry or horse archers enter a
combat hex by amphibious invasion (for
infantry) or by crossing a river or narrows seas
hex-side, their strength is halved for the
purposes of determining combat modifiers formissile superiority.
(40.2) Similarly, if the attacker has at least twice as
many cavalry strength points as the defender, 1 isadded to the die-roll, etc.
If cavalry enter a combat hex by crossing a river or
narrows seas hex-side, their strength is halved for
the purposes of determining combat modifiers forcavalry superiority.
· No player can receive this bonus in an assault on a
city or fortification.
· The missile and cavalry bonuses can cancel each
other out, but cannot both be used together to
increase or decrease the die-roll by 2.
41. SUPPLY FROM PLUNDER
(41.1) If, at the end of an activation, a power has at
least one non-besieged heavy infantry or heavycavalry unit in a city he may choose to plunder the
city per rule 24 adding three times the city taxation
value to his treasury or add supply points to anydepleted or semi depleted baggage train in the hex.
Total three times the city taxation value and deduct
for each supply point gained the cost of a baggage
train as listed in 7.91 to 7.96. Add the remaining to
the power's treasury (exception: minor powers do
not add anything).
(Designer’s note: In scenario 13, period 3, a force
who plundered Damascus, tax value 8 would gain24 treasure points or place 2 supply points in the
hex, paying 20 treasure points, and add 4 treasure
points to treasury, except for minor powers. In
scenario 1 a force who plundered Byzantium could
not gain any supply point because the city plunder
value is 3 and a supply point costs 4).
(41.2) If no depleted or expended baggage train is
in the hex, or if all baggage trains in the hex arealready fully loaded, the player may place extra
baggage trains marked “from plunder” in the hex.
(41.3) The baggage trains “from plunder” cannot be
bought or replaced once lost and may be reloaded
only by additional plunder.
(41.4) Rule 7.71 is not applied to baggage trains
gained from plunder. Rules 13.23 and 13.4 (exceptfor 13.42) are applied to baggage trains gained
from plunder.
(41.5) An attacking force including at least one
non-besieged heavy infantry or heavy cavalry unit
may defer the supply check after the CombatSegment if the player declares that the force will
plunder the city he is assaulting.
(Designer’s note: This should be a hazardous
decision if you fail to take the city and you are outof supply, but Caesar did it at the siege of
Avaricum).
42. CONQUEST OF CITYLESS PROVINCES
(42.1) To conquer a province which contains no
cities, a power must first subdue it (see 5.43).
(42.2) A subdued province is conquered if it
contains at least one maximum level fortification
for every seven hexes within the province.
· When the province is conquered, the new ownermust designate one of the maximum level forts as a
city. The province may be conquered by another
player if he takes the city.
· The conquered province's tax value remains zero· Once the province has been conquered, the player
retains control of it even if the garrisoning heavy
units subsequently leave.
43. DIVINE INTERVENTION
(43.1) Before a player rolls a die for any reason, hemay announce that he is appealing to the gods (or,
if monotheistic, to God). He rolls a die, and refers
to the Deity Appeal Table (43.4). The result from
the table is applied immediately.
(43.2) Deity Appeal Table results may not be usedto modify die-rolls for:
· rolls on the Deity Appeal Table;
· season change;· or random events.
(43.3) There are two sections of the table-one for
polytheists and one for monotheists.
· A player is a polytheist if the scenario is number
20 or less. Exception: The Jews, Philippus Arabsand Constantine I are monotheists.
· A player is a monotheist if the scenario is number
21 or greater. Exception: All non-Roman powers,Licinius and Julian the Apostate are polytheists.
(43.4) Deity Appeal Table (see chart booklet)
44. TREASURE CITIES
(44.1) The following cities are treasure cities
during the scenarios indicated: Alexandria (all),Antiochus (1-31), Carthago (1-31),
Constantinopolis (20-33), Ctesiphon (20-33),
Ephesus (1-27), Hierosolyma (1-9), Hispalis (3-29),
Lugdunum (10-17), Mediolanum (16-27 and 31-
33), Phraaspa (1-33), Rhodus (10-33), Roma (1-
27), and Thessalonica (9-33).
(44.2) If a player has units in any of these cities
during his player-turn, he may take the city'streasure. A city's treasure may only be taken once
in any particular scenario.
(44.3) A city's treasure is worth three times the
city's tax value as indicated on the Variable City
Chart (41.8).
(44.4) Taking a city's treasure has nothing to do
with plunder; even after a city's treasure has been
taken, it may still be plundered.
45. SCORCHED EARTH
In the year AD 363, the Emperor Julian's invasion
of Persia was turned back by a scorched earth
policy: “The extensive region that lies between the
River Tigris and the mountains of Media...was in a
very improved state of cultivation. Julian might
expect, that a conqueror, who possessed the twoforcible instruments of persuasion, steel and gold,
would easily procure a plentiful subsistence from
the fears or avarice of the natives. But, on the
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approach of the Romans, the rich and smiling prospect was instantly blasted. Wherever they
moved...the cattle was driven away; the grass and
ripe corn were consumed with fire; and, as soon as
the flames had subsided which interrupted themarch of Julian, he beheld the melancholy face of a
smoking and naked desert. This desperate but
effectual method of defence can only be executed
by the enthusiasm of a people who prefer theirindependence to their property; or by the rigor of anarbitrary government, which consults the public
safety without submitting to their inclinations the
liberty of choice.” Edward Gibbon, The Declineand Fall of the Roman Empire (1788).
(45.1) A unit may plunder any non-city controlled
hex spending 2 movement points per hex placing a
"Plunder 2" marker in the hex.
(45.2) During the next Taxation and Mobilization
Phase, the plunder marker is flipped to the "Plunder
1" side. During the subsequent Taxation andMobilization Phase, it is removed from the hex.
(45.3) Forage values are halved in plundered hexes.
46. CITY SURRENDER
(46.1) Once per year a faction (except for
barbarians) in the same hex or an adjacent hex canask for the surrender of a non-garrisoned city or
non-city port by rolling one 6 sided die on the
following table:
CITIES SURRENDER TABLE
Die Army size
Roll 2-9 10-25 26-50 51-99 100+
1 or less - - - - -2 - - - - -
3 - - - - -
4 - - - - S
5 - - - S S
6 - - S S S
7+ - S S S S
Modifiers:
City in plundered province (if plundered by theasking force): -2
Roman faction vs other Roman factions’ controlledcities: +1
Income of asking force < than at start: -1
Income of asking force > than at start: +1
Leader +2 or +3: +1Enemy Leader +2 or +3 in the same
province: -1
Original city owner’s units in the same province:
≥ strength points than asking force: -2
< strength points than asking force: -1Any Iudean city, period 1, 2 & 3: -2
Result:S: city surrender.
-: No effect, the city must be besieged and
assaulted.
(46.2) The force may ask for surrender during
movement at a cost of one movement point andmay continue moving after the surrender attempt.
(46.3) Asking for surrender is sufficient to meet
19.16 conditions, even if no combat is actuallyresolved because of the defending units’ surrender.
47. OPTIONAL GAME SEQUENCE
(Design note: Players who dislike the supply
management caused by the twice-per turn move
may try the following optional rule checking supplyat the end of turn like in the first edition of the
game.)
Optional Random Events Phase: Same as 4.
Taxation and Mobilization Phase: Same as 4.
Diplomacy Phase: Same as 4.
Fortification Phase: Same as 4.
Activation Phase: Same as 4 except below and
47.2
1. Naval Operations Segment: The player moves
his activated naval units. Other players' naval units
may attempt interception. Naval combat is
resolved.
2. Land Movement Segment: The player moves
his activated land units.
3. Land Combat Segment: Land combat is
resolved for activated units.
At the end of each activation another chit is
selected and any other leaders/forces are activated.
This continues until no chits are left in the mug.
Siege Resolution Phase: Same as 4.
Supply Phase: The players checks supply for their
units and eliminates out-of-supply units. Baggage
trains that occupy a friendly non-besieged city and
neither moved nor expended supply points,
automatically gain one supply point. The month
marker is then moved into the next box on its track.
Power Dissolution Phase: Same as 4.
(47.1) All references in the rules to the Supply
Segment are related to the Supply Phase.
(47.2) If using this optional rule, more chits (not
one) are randomly removed and no one gets to see
what it is until the end of the turn.The number of chits removed is one plus the total
stated by the following chart per each faction:
Chits per Power 2 3 4 5
---------------------------------------------------------Chits removed 0 1 1 1
Note that you remove the chits at random fromamong all players' chits combined.
(For example, in the “Marius vs Sulla” scenario 4
chits are removed and 12 played)
This number may be modified (at the start of thenext turn) if the number of chits in the mug changes
due to elimination of leaders, factions activation or
factions dissolution.
(Design note: This way you may move over supply
at your own risk!)
(47.3) If enemy armies start the supply phase in thesame hex each army may forage one unit at a time
starting with the army with the greatest strength
points until the forage value of the hex is
consumed. The rest must be supplied by ports or baggage trains or eliminated.
(47.4) Rules 4.19, 4.20, 4.21 and 13.46 are not
used.
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