imperium romanum iii v4.0
DESCRIPTION
Updated rules for the board game Imperium Romanum. Some rules have been completely rewritten, others are new. The combat results table as also been amended. Makes for smoother gameplay.TRANSCRIPT
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These “living rules” were updated on 31
December 2014; Changes to 3.3 are shown in
red. Changes to original rules are shown in red
and blue.
1. INTRODUCTION
2. COMPONENTS
3. GENERAL RULES
4. GAME SEQUENCE
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. CITIES
17. SIEGE18. LEADERS
19. MORALE
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. OPTIONAL CITY RULES
42. CONQUEST OF CITYLESS
PROVINCES
43. DIVINE INTERVENTION
44. TREASURE CITIES
45. DON’T TRUST ANYONE !
46. CITY SURRENDER
47. SUPPLY FROM PLUNDER
48. OPTIONAL POWER DISSOLUTION
1. INTRODUCTION
Imperium Romanum III is a military, political,
and economic game simulating the numerous warswhich beset the Roman Empire, from its foundation
in the chaos of the civil wars of the first century
B.C. to its destruction some 600 years 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 gamealso lends itself well to solitaire play.
2. COMPONENTS
(2.1) List
A complete set of Imperium Romanum IIIshould contain:
· one 22" x 34" game-map
· one 22" x 17" game-map· two counter sheets including a total of 800
counters
· 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) Imperium Romanum III contains two maps;
one depicts most of the Mediterranean basin, theother the Middle East. Before playing the game, 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) Imperium Romanum III covers a period of
seven centuries; although physical geography did
not change greatly in that time, populationdistribution 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 anyscenario 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, Naissusdoes 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 6through the end of scenario 27; and from the
beginning of scenario 31 through the end of period
6. It does not exist in scenarios 28, 29, or 30. The29/31 printed on the map is wrong.
(2.27) A city with no spikes exists in all periods.
(2.28) Cities whose names are printed in
CAPITALS are provincial capitals (see 5.42).
(2.29) Ports are represented on the game-map by
anchor symbols. Ports in transient city hexes existonly when the city exists. Ports in non-city hexesalways 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.
(2.30) 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 andSeasonal Effects Chart. Lakes should be treated in
the same way as deep sea -- that is, they are
impassable to land units.There are a number of minor errors on the map.
They can be ignored for the most part as their effect
on play is negligible, but we list them here in the
interests of complete authenticity:
6527W/6628W: This hexside should be a lake, not
a river hexside.
The following hexsides should not be mountainhexsides: 3414W/3514W; 6711W/6712W;
6813W/6913W.The following hexside should be a mountainhexside: 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
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After reading the rules, refer to the scenario book
and select one of the scenarios listed. It wil l tell you
how to set up the counters and record sheets for
that scenario.
(2.5) The Counters
(2.51) Most counters represent military units andleaders; some are used for other purposes. The frontof each military unit represents the unit as a
veteran; when the unit is unseasoned, its back
(reduced strength) side is used. Different leadersare printed on the front and back of leader counters.
Tan countermix: Macer is printed with a barbarian
symbol; he should be printed with a Roman
symbol.
(2.6) Game Scale
(2.61) The map is drawn at a scale of 1:5,000,000.
Each hex is approximately 50 miles across,
although this varies slightly with latitude.
(2.62) Each game-turn represents one month of real
time.
(2.63) Each legion represents 4000 legionnaires;
combat strength variations between legions reflectqualitatively superior and inferior legions, not a
change in the number of men. The 16-9, 20-9 and
20-8 units are equivalent in size to legions, but
represent non-Roman civilized troops (the first
two), and barbarians (the last). The 30-16 cavalry
units represent 1000 armored and mounted men.The 6-16 and (6)-16 units each represent 500
mounted men. The 4-12 and (4)-12 units represent
1200 auxiliaries. The 0-4 baggage trains represent200-300 ox-drawn wagons. The 18-30 war fleets
equal some 50- 70 ships of varying sizes and types.
Each leader counter represents an individual with
his staff.
3. GENERAL RULES
These general rules take precedence over all otherrules in the game.
(3.1)
Rounding Fractions
All fractions are rounded down, unless otherwise
noted. For example, when a 15 combat strengthunit has its strength halved, it is reduced to a
combat strength of 7.
(3.2)
Exact Positions
Some hexes contain small portions of land
separated by water-different islands, opposite sides
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of 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 wholly
contained 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 andintended. A unit is considered the occupy theterrain of the island on which it is located.
Similarly, if a hex contains two bodies of water
separated by land, a naval unit cannot move fromone 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 theserules 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 a
response.
2. Arm yourselves and settle your dispute like
noble Romans. Caveat: West End Games assumes
no 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 thesame hex. Normally, you may only examine the top
counter in each stack. This applies to units in
command boxes also (see 18.2).
4. GAME SEQUENCE
Imperium Romanum III is played in game-turns
representing 30 days each. For simplicity, a game-turn is sometimes called a month. Each game-turn
is divided into player-turns and phases, which are
described below.
A Year Track, a Month Track, and a Phase Trackare 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.
The order in which major powers are listed in the
scenario description is the order in which their
player-turns occur, i.e., the player who controls the
first major power has the first player-turn, etc. Thecurrent player is often called the phasing player.
Each year of twelve months is divided intoquarters. Every three months, during the Taxation
and Mobilization Phases, all players collect taxes
and recruit new units.
Optional Random Events Phase (March, June,
September and December only): Each player rollstwo dice and refers to the Random Events Table the
effects of random events are resolved.
Taxation and Mobilization Phase (March, June,September and December only): The players collect
taxes; minor powers accrue replacement points.
Then, powers may build combat units and baggage
trains.
Diplomacy Phase: Players may declare alliances
and 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.
First Player-Turn:
1. Naval Operations Phase: The first player
moves his naval units. Other players' naval units
may attempt interception. Naval combat isresolved.
2. Land Movement Phase: The first playermoves his land units. Other players' land units may
attempt interception. Interceptions have to be
fought immediately.
3. Supply Phase: The players check supply for
phasing units and for enemy units whichintercepted during the Land Movement Phase and
eliminate out-of-supply units.
4. Land Combat Phase: Land combat is
resolved.
5. Siege Resolution Phase: The phasing player
rolls on the Siege Table for each city he is
besieging.
Second and Subsequent Player-Turns:
The second player follows the same steps
outlined in "First Player-Turn" above; then the
third, fourth, etc., players (if any) do so as well.
After the last player-turn, the month marker is
moved into the next box on its track.
5. POWERS, PROVINCES AND UNITS
(5.1) Powers
(5.11) A power is a Roman faction at war with
others, or a state outside the Roman polity, or a
group of barbarians or other military force. Each
player controls at least one power; some maycontrol several. Certain powers may be neutral, that
is, not directly controlled by any player. Normally,
each player controls one major power and may
control several minor powers; sometimes, however,
a player is assigned more than one major power.The scenario description defines the powers used in
that 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 provinces.
A player may not transfer provinces or units between his powers. Each power has its own
morale level.
(5.13) Powers can be major or minor, Romancivilized 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), orno 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 client
state's units may not move or initiate combat, nordoes 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 closest
province or combat unit is farthest from any of the
neutral's provinces or units All distances aremeasured 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 in Aquitania; player B's closest province isCisalpina. Player B controls Gallaecia.
· When determining the farthest power, ignore the presence of provinces 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 does
not 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.
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However, he does not treat it like a client state: hisother 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 provinces
or moves 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 ownright. This has no effect on play unless the province
is 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, morale, 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'sstarting morale and provinces.
· He should also enter the tax values of each
province controlled by his major power(s), the
powers' treasury levels and their tax bases. A11 of
these are listed in the scenar io 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 morale
points, the player should record the change bystriking out the old morale level on his power
record and writing in the new morale.
· Whenever a power gains or loses talents, the
player should similarly modify its treasury level.
· Whenever a power loses a province, the player
should erase it from his power record (subtracting
the province's tax value from the tax base if lost by
a major power).
· 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 ifappropriate.
(5.4) Provinces
(5.41) The scenario description indicates what
provinces each power controls at the beginning ofthe game.
(5.42) A power retains control of a province as long
as no enemy units have captured the province'scapital city.
· Capital cities' names are printed in capitals on the
game-map.
· An "enemy unit" is one controlled by another
player. Exception: When two players are allied,
their units are not "enemy" to each other.
(5.43) A power conquers a province if a) it captures
the province's capital city and b) it has captured at
least half of the other cities in the province (see
16.11). Example: It is Period 3. The capital ofItalia is Roma; Italia contains 9 other cities. To gain
control of Italia, a power must capture Roma and at
least 5 of the other cities in Italia.
· Note that it is possible for no power to control a
province if one power has captured its capital butnot half its cities.
· If two or more powers together meet therequirements for conquest, and they are controlled
by the same player, the province has been
conquered. In this case, the player decides which of
his 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.
(5.44) Only the owner of a province may tax it or
recruit units there. If no player owns a province,none may do so.
(5.45) A province which contains no cities cannot be conquered. However, it 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 sixheavy 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
entered by any of the owning power's units. When
it is no longer subdued, units can be raised in the province.
· For victory purposes, subdual is consideredequivalent to conquest.
(5.46) In a few cases, the capital of a province is a
transient city (see Thracia for an example).
· If, in a particular scenario, such a provincecontains no cities, it follows the rules of 5.45.
· If it contains any cities but the capital does notexist in the scenario, a player must control all cities
to control the province.
(5.5) Units
(5.51) There are ten differently-colored sets of unitsin Imperium Romanum III . 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 a re 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 declare that they are allied. Allianceslast for one game-turn only. An alliance can, of
course, be renewed each turn during the Diplomacy
Phase with the consent of all parties .
(5.72) Allied players move in the same player-turn.
Determine which alliance-member's player-turnwould normally occur last; the alliance player-turn
occurs at this time.
(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 provinces or cities belonging toallies.
(5.75) Allied players may not lend or give eachother provinces, units, fortifications, supply points
or cities. 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 aredestroyed. If they were in a coastal hex, the land
units are placed in the hex and may not move that
turn; if in a deep sea hex, the land units areeliminated as well.
6. TAXATION AND TALENTS
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(6.1) Taxation
(6.11) Each province has a tax value. Tax values
change from scenario to scenario. Each scenario
lists the tax values of the major powers' initial provinces; the tax values of other provinces can be
found on the Tax Value Chart (6.3). Any province
not listed on the chart has a tax value of zero.
(6.12) Taxation and Mobilization Phases occurevery third game-turn, during the months of March,
June, September and December.
· Each player should keep a running total of the tax
values 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'streasury 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 initial
treasury 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 the
Diplomacy 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 therules), civilized recruitment (section 26), or accrual
(section 8).
(7.13) Unless otherwise indicated by a scenario
description, major powers use Roman mobilizationand 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 a
list of unit types; along the left-hand side is a list of
mobilization areas. The table indicates how manyunits 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 mobilization
area, one 4-12 light infantry unit may be mobilizedin 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 his
major powers. He finds the Mobilization Chart forthe 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 the
scenario. For example, the Period 2 MobilizationChart (7.92) has two sets of unit costs; one for use
with scenarios 4 and 5, the other for use with
scenarios 6 through 8. The player should copywhichever 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 copy
that area's line of the Mobilization Chart onto hisMobilization Form.
Example: It is Period 1, and you control
Tarraconensis, Baleares, and Italia. You copy theHispania, 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 20-10legion costs 4 talents; a 16-10 legion costs 3; a 4-12
light infantry costs 1; etc.)
(7.42) When a power builds a unit, the cost is
deducted 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
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 first
Joint 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 itcontrols 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 an unbesieged city in the province. He is not required to place it in the samecity as the leader.
(7.44) A maximum of two units may be placed ineach 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 the
line 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 mustannounce 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 pool
of 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 eachDecember 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 arisewhen more than one power tries to raise units in the
area.
· If the units the players wish to build do not exceedthe area's limit, no problem arises.
· If they do, the area's mobilization pool is divided
as 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 controlsLusitania. 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 highroller
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may raise the last 4-12.
(7.6) Counter-Mix Limits
(7.61) A player may always substitute a unit ofinferior 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 itagainst 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 scenariodescription (see 14.5). Often, unit colors are used to
indicate CERs; for example, a player might control
purple and red units, with the purple units beingCER A and the red ones CER B.
· Each mobilization area also has a CER, which is
listed on the Mobilization Chart (see 7.9). Units
raised 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 issubstituting 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 listed 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 placed
with 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 never
unseasoned or veteran. The 18-30 side represents
one fleet; the 36-30 side represents two fleets. Iftwo of a power's fleets are in the same hex at any
time, the player may remove one fleet and flip the
other 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 thefleet counter on the Month Track on the next month
in which Taxation and Mobilization occurs.
· The rules of 7.4 apply to building fleets, exceptfor 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 Month
Track, and places it in the port he noted on paper.
(7.84) If a port where a fleet is being built is
captured before the fleet is placed on the game-
map, the new owner of the port may capture thefleet. 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 MobilizationPhase.
(7.86) There are maximum mobilization levels forfleets, just as for other units. Building a fleet cuts
into the man-power pool available for legions in
addition to that for fleets; when a player builds a
fleet, he must make a tick-mark on his Mobilization
Form under the "18-30" column and also under the
"16-10" or "20-10" column (his choice). If thelegion mobilization limit has been reached, no new
fleets may begin construction.
(7.9) Mobilization Charts (see chart booklet)
8. RECRUITING BY ACCRUAL
(8.1) Minor powers do not mobilize units. Theyignore 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 owner
should 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). The
replacement rate is the number of replacement
points the power accrues each Taxation andMobilization Phase. Accumulated points are
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 are
eligible for reconstruction may points be
accumulated.
(8.3) During each Taxation and Mobilization
Phase, minor powers may use replacement points to
rebuild units.
· Buying a unit costs as many replacement points as
the units "stacking value" (see 13.2).
(8.4) When a minor power buys a unit, the owner places it in any unbesieged city in a province which
the power controlled at the beginning of the game
and which it still controls. No more than two units
may be placed per city; fleets are delayed threemonths, 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 rebuildunits anywhere in its initial province(s) (except
hexes containing enemy units).
(8.6) If a minor power controls no provinces at all,
or if all provinces have been subdued (see 5.45) it
may not rebuild units or accumulate replacement
points.
(8.7) Minor powers may rebuild eliminated baggage trains, but may not purchase new baggage
trains.
9. SEASONS
(9.1) There are two seasons in Imperium
Romanum III : 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 winter
month, 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 andattrition purposes, even those adjacent to summer
provinces.
(9.4) The season affects movement costs, navalmovement, and foraging; see 10.3, 12.12 and 13.3.
(9.5) On the first month of summer (whether that is
April or May), all rivers flood (including those in
permanent summer provinces). This affectsmovement costs; see 12.13.
· Exception: The Nile (Nilus) always floods inAugust and September (only).
10. NAVAL OPERATIONS
(10.1) Sequencing
(10.11) During his Naval Operations Phase, the
phasing player may move any or all of his fleets.
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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 interceptionoccurs, naval combat is immediately resolved.
(10.13) If a force is not intercepted, it may attack a
force of enemy fleets during its movement.
(10.2) Naval Movement
(10.21) Each fleet has a movement allowance of30. Each time it enters a sea hex, it expends some
number of movement points. It may not spend more
than 30 movement points in the course of
movement.
(10.22) The cost of entering a hex depends onwhether it is a shallow sea or deep sea hex, and on
the 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 isenemy-controlled. There is no extra cost to enter a
port.
(10.26) A fleet which begins its movement at sea
must end movement 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).
Thus, fleets can only remain at sea every other turn.
A fleet which fails to meet this restriction iseliminated.
(10.27) A fleet is not forced to stop moving if entera hex containing only enemy land units. It may pass
through or end movement in that hex.
(10.3) Winter
(10.31) Naval movement costs are higher in thewinter (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 thelefthand side of the table; the naval at trition value is
found on the right-hand side.
· Roll a die. If the number rolled is less than or
equal to the naval attrition value, the fleet is
eliminated. A higher roll means the fleet is safe.
Naval attrition is only possible when a fleet
actually moves. Amphibious invasion, embarking
and disembarking units does cost the fleetmovement points, but it is not considered
movement.
(10.33) The player may roll once for an entire stackof fleets, or separately for each fleet in the stack, as
he wishes.
(10.34) If a fleet carrying land units is eliminated,so are the land units. If part of a stack of fleetscarrying 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 pointduring its movement. Embarking land units in a
friendly port hex costs the fleet 2 movement points;
embarking in a coastal hex costs 6 points. Leaderscan be embarked at no cost.
(10.42) Each 18-30 fleet can carry 4 stacking points
of land units (see 13.2). A 36-30 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 18-30 fleets movingtogether.
· 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 bedisembarked 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 10 or
fewer movement points while embarking, carrying
and disembarking those land units, the land unitsmay move, using their full movement allowance,
during the subsequent Land Movement Phase. If
the fleet spends 11 or more movement points with
the land units, they may not move during the Land
Movement Phase.
(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 on
them should be placed on top of the fleet counters.
(10.47) Embarkation and disembarkation costs are
not 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 maydisembark land units into an enemy or neutralcoastal hex. Doing so is called amphibious
invasion.
(10.52) Only fleets stacked with +2 or +3 leaders
may amphibiously invade.
(10.53) Amphibious invasion costs 6 movement
points, whether or not the invaded hex contains a
port. The +2 or +3 leaders must be disembarkedwith any infantry units during an amphibious
invasion; baggage trains and cavalry must remain
aboard fleets. Baggage trains may supply thedisembarked units but the combat strength of
cavalry is not added to the invading force.
(Designer’s note: The leaders must be
disembarked. This to prevent a player to
attack an enemy fleet inside a port (not possible as per 10.71 except by amphibious invasion) and then
attack the port with a suicide 4-12 attack)
(10.54) Land units which amphibiously invade may
not move by land during the same game-turn
(exception: 12.2).
(10.55) An amphibious invasion may be made into
a hex containing enemy units, fortifications or anenemy city or non-city port. When this happens, the
invading land units must attack the enemy units,
fortification, city or port during the Land CombatPhase of the same game-turn. The combat strength
of the invading land units is halved in that attack, in
addition to whatever other modifications are called
for.
(10.56) Amphibious invasions may be made intohexes containing enemy fleets only if those fleets
have withdrawn into port. Enemy fleets which are
in the invasion hex and choose to remain outside a port must be attacked during the naval movement
phase and be either eliminated or forced to retreatout of the hex or into port for the invasion to
proceed.
(10.6) Naval Interception
(10.61) Fleets controlled by non-phasing players
may attempt to intercept moving fleets.
(10.62) Whenever a fleet moves to a hex within sixmovement points of an enemy fleet, the enemy
player may attempt interception. The phasing
player should pause during movement to ensurethat 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 be
intercepted.
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(10.64) Only fleets in friendly, unbesieged portsmay attempt interception. A fleet can embark land
units paying 2 movement points as per rule 10.41.
These 2 points are counted in 10.65.
(10.65) When a force attempts interception, count
the number of movement points between the
intercepting force and the moving fleet. The
intercepting player rolls a die; if the number rolledis greater than or equal to the distance inmovement points, interception occurs. (Example:
A fleet attempts interception at a distance of 4
movement points. The player must roll 4, 5 or 6 tointercept successfully. If he waited for the enemy
fleet to enter a hex 3 movement points away, he
would 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 thestack, as he wishes.
(10.67) If interception is successful, place theintercepting fleets in the hex where interception
takes place. Naval combat immediately occurs; the
intercepting player is the attacker.
· Naval combat is resolved before attrition during
winter. However, intercepting units are subject tonaval attrition, just like moving units.
(10.68) If a player attempts interception with fleetsfrom different hexes, all interception attempts are
resolved before naval combat occurs. However, if
two non-phasing 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 force
may continue to move.
(10.7) Naval Combat
(10.71) Naval combat occurs upon interception. In
addition, when the phasing player moves fleets into
a hex containing enemy fleets, he may, at hisoption, temporarily interrupt his movement to
attack those fleets.
Fleets in a friendly port hex can be eitheroutside or inside the port.
In both cases the inside/outside stateonly matters when the hex is attacked.
Defending fleets attacked in a friendly port hex can
choose to accept combat outside the port or
withdraw into the port.Fleets in a port hex that choose to accept combat
outside 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 ofthe city defense) when the city is attacked by
amphibious invasion (in the naval phase) or assault
(in the land phase).
· When interception occurs, the intercepting player
is the attacker.
· Otherwise, the phasing player is the attacker.
(10.72) All fleets in a hex must participate when
naval combat occurs there; no units may be
withheld from the combat.
(10.73) When naval combat occurs, each player
must calculate his total naval combat strength. To
do this:
· Add up the combat strengths of all friendly fleets
in the hex.
· Add to this the combat strengths of all light andmissile infantry carried by friendly fleets.
· Add one-half the combat strength of all heavy
infantry carried.
· Cavalry units do not contribute their combat
strength to the total.
(10.74) The players now compare the attacker's
combat strength to the defender's as a ratio. Thisratio is rounded down, in the defender's favor, to
one of the ratios found along the top of the Naval
Combat Results Table (10.8).
· Example: Pompey's total naval combat strength is
132; 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, thenext lowest ratio on the table.
(10.75) The attacker rolls a die. He may add theleadership value of any one of his leaders who is in
the hex. The leadership value of one defending
leader is subtracted from the die-roll. The dieroll
may also be modified by the powers' morale levels
(see 19) and 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 along
the top of the table and the modified die-roll along
the left-hand side. They cross-reference to find a
result.
· 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" meanshe loses them all. Round losses down, except that a
player must always lose at least one fleet if he
receives 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
the remaining fleets can carry all the land units. If
they 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 of` fleets, both have lost.
· If the nearest friendly port is more than 10
movement points away, the losing force does notmove, and instead loses 1 additional fleet.
· If the phasing force wins, it may continue moving.
It may not, however, initiate naval combat againthis phase.
· The victor gains morale points; see 19.17.
(10.8) Naval Combat Results Table (see chart
booklet)
11. CULTIVATION AND ROADS
(11.1) Roads
(11.11) The Romans built their famed roadsthrough some but not all of the provinces on the
game-map. Many roads were built in the course of
the 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 or
not a province has roads depends on the scenarioand 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 provinces
with roads (see 12.12).
(11.13) The cost of crossing a river also varies with
road 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. Thecultivation status of a province changes as it is
civilized 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 ofrule book)
(11.31) There are eight Province Status Maps
provided with the game. They are printed on the
last 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 oneach map are tinted to indicate which have roads
and which do not; which are cultivated and which
wild.
(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.
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(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 sketch
map. 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 movement
allowance (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 may
spend in the course of each game-turn.
(12.12) The movement point cost to enter a hex
depends on the terrain in the hex, whether or notthe province in which the hex is located has roads,
and the season. The Terrain and Seasonal Effects
Chart (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 a
river or narrow seas hexside, the cost of enteringthe 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 (see
9.5), 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 cross
impassable terrain using this rule.)
(12.15) If land units move into a hex containing
unbesieged 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, butaccording to 12.15 and 14.11 land units may battle
the sea units.
(12.17) All units that begin and end the same
movement phase stacked together must move
together as a stack during that movement phase.However, some units can be dropped along the
path.
(12.2) Interception
Land interception uses essentially the same rules as
naval interception, with the following
modifications.
(12.21) Non-phasing leaders (only) can attempt
interception. If a leader's attempt is successful, he
and the units with which he is stacked are placed inthe hex where interception takes place.
· The leader's owning player decides which units go
with the leader. Not all units stacked with him needdo so; the player is free to leave any or all behind.
· Units not stacked with leaders cannot intercept.
(12.22) A leader may not attempt interception if he
is besieged or in a hex containing enemy unitswhose combat strength is at least one-fourth of his
force.
· A stack may never be intercepted in a desert hex.
· Each leader may only attempt interception once
per player-turn.
(12.23) A non-phasing leader may only attemptinterception if there is a path between his hex and
the moving stack's hex which is no more than
three hexes in length and which is free of enemyunits. The path cannot be traced through
impassable terrain (i.e., mountain or all-sea
hexsides).
(12.24) When a leader attempts interception, count
the number of movement points between theleader's hex and the target hex. Double this number.
Roll a die and add the leader's value to the roll. If
the modified roll is greater than or equal to thecalculated number, interception occurs. Otherwise,
interception fails.
· Example: The distance between the interceptor
and the moving unit is 3 movement points; the
intercepting leader's value is + 2. Three doubled is6; the modified roll must be 6 or more. The player
rolls a 5; adding the leader value of + 2 produces a
modified roll of 7, so interception takes place.
(12.25) If a leader stacked with cavalry unitsattempts interception, the player may, before
rolling, declare that only the cavalry units will be
used to intercept. In this case, the intercepting
player may add 3 to the die-roll.
(12.26) If a leader wishes to bring a baggage train
along when he intercepts, subtract 3 from the die-
roll.
(12.27) Land combat occurs immediately upon
interception. Supply is checked normally.
(12.28) If one non-phasing player's units have
intercepted a moving stack, another
non-phasing player's units may not intercept that
stack. A player may not intercept a moving stack
which currently occupies a hex containing
units of a third player.
(12.29) Intercepted units must stop moving and
may move no farther in the same Movement Phase.
(12.3) Force March
(12.31) If a leader begins a Movement Phase
stacked with land units and remains with thoseunits throughout their movement, the stack may
force march.
(12.32) When a stack force marches, the movementallowance of each non-cavalry unit in the stack isincreased by one plus the leader's leadership value.
(12.33) 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.
(12.34) Example: A leader's value is 2. He forcemarches with a stack of 16-10 legions; they may
expend a total of 13 movement points (movement
allowance plus leader value plus one). Unless theleader's player rolls a 3 or less on one die, one of
the units is eliminated.
13. SUPPLY
During the Supply Phase, the phasing player checks
to make sure that all of his units are in supply. Any
units out of supply are eliminated. Units can besupplied by ports, baggage trains, and foraging.
· Any units which intercept during an enemy
player-turn must check for supply during the
Supply Phase of that player-turn. This is the only
time that non-phasing units must check supply
· All units that are placed on the map - whether
active 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 thesame 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. The
line of shallow sea hexes between AfricaProconsularis, 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 Black
Sea hex.
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(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 passthrough 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 an
attack or siege).
(13.14) A port may be blockaded by enemy war
fleets, thus preventing land units from tracing a
Line of Supply to that port. If a friendly port hex isoccupied by less friendly fleet combat Strength
Points (inside the port) than enemy fleet combat
Strength 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.
(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 theForage Chart (13.7). However, two simple rules
allow 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; light
cavalry 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, theexcess stacking points are out of supply unless
supplied by baggage train (or by port).
(13.32) When a stack of units forages, refer to the
Forage Chart (13.7). Find the season and province
status (cultivated or wild) along the top and theterrain the stack occupies along the side; cross-
reference to yield the forage capacity.
(13.33) If the hex contains a friendly unbesieged
city, add the city forage value to the terrain value todetermine the hex's total forage value.
· If a city is under siege (see 17), the units undersiege use only the city's forage value; the besieging
units use only the terrain forage value.
· Example: The forage value of a clear terrain hex
in 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 could
forage; 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 whichwill be eliminated.
(13.35) Enemy units that occupy the hex when a
stack move in reduces the forage value of the hex(example: if a stack of 3 roman infantry movedonto a stack of 3 barbarian infantry in a cultivated
clear hex , they could all forage if it were Summer
(24 points); however, in the Winter, 2 roman unitscould not forage (16 points). When you have a
stack in a hex where interception takes place, the
forage will be used by the units according to their
position starting from the bottom of the stack to the
top. The last unit that entered the hex will be on top
of the stack.
(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-filledsupply symbol is placed under the baggage train
counter; when it carries three points, the supply
marker is flipped to its filled side.
(13.42) Each turn that a baggage train occupies a
friendly unbesieged 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 in
a province it owned at the beginning of the game
(exception: 5.45).
· Supply points are gained during the Supply Phase.
(13.43) If a baggage train occupies a hex containing
friendly units during the Supply Phase, it maysupply those units.
· 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 may
expend 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 all
supply 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, thewinning side gets the baggage train. If barbarians
win the battle, it should just disappear. Roll a die
for civilized non-Roman: 1-4 they get to use it; 5-6
their troops plunder it all and it disappears.
(13.45) During his own Supply Phase, a player may
voluntarily remove any of his own baggage trains
from play. Any supply points carried by the baggage train may be used to supply units on the
same game-turn. In addition, the baggage train
itself is considered to be a supply point; removing
even a depleted baggage train allows a player tosupply 32 stacking points.
(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 are
not subject to siege attrition (see 17.3)
· Other friendly units outside the city may not
draw supply from the port. Only the besieged unitsmay do so.
(13.52) If the port is blockaded, the besieged unitsmust 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 trainsof those outside, and vice versa. In addition, the
units in the city may only forage from the city
itself, and those outside may only forage from thehex.
(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 value
of 4.
(13.7) Forage Chart (see chart booklet)
14. LAND COMBAT
(14.1) When Land Combat Occurs
(14.11) During his Land Combat Phase, any of the
phasing player's units in enemy-occupied hexes can
make attacks. No unit is required to attack
(exceptions: 14.13, 14.14 and 10.55).
· The phasing player is considered the attacker and
the owner of the enemy units the defender
(exception: 14.13).
· The phasing player may resolve his attacks in any
order he chooses.
(14.12) Any of the phasing 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 any non-phasing units intercepted
phasing units during the Land Movement Phase, an
attack automatically occurs in the hex where
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interception took place.
· The non-phasing units' player is the attacker, and
the phasing player the defender in that hex.
· The non-phasing player is required to make an
attack in that hex; interception automatically results
in an attack.
· The phasing player cannot declare an attack in ahex where interception took place.
(14.14) If phasing units entered an enemy occupiedhex 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).
(14.15) All attacks resulting from interception areresolved immediately during the Land Movement
Phase. Friendly units in a intercepted hex may join
the attack of a friendly intercepting force againstenemy units that moved in their hex.
(14.16) When an attack is declared, one of three
things happens:
· 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 before
combat, unless:
· The attacker's force contains at least twice as
many combat strength points of LIGHT cavalryas the defending 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 of
the retreating units.
· across a river, narrow sea, all-sea or mountain
hexside.
(14.24) Units may not retreat across a hexside if
enemy units crossed that hexside to enter the
combat hex, and the combat strength of the
entering force was at least one-fourth that of the
retreating force. Example: A force of 44 combat
strength points occupies a hex. An enemy force of80 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) When units retreat before combat, the
owning power loses 5 morale points (see 19.15).
(14.27) Leaders can retreat before combat with afleet as per rule 14.73. If they leave their troops on
shore they will lose morale points for retreating
before combat.
(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 are
subject 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 thecity.
(14.34) If the attacker assaults the city, combat isresolved 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 inforested provinces. (Neither barbarians nor the
Parthians 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 which
accepted siege is doubled (or tripled), and added tothe (unmodified) combat strength of the units
which did not.
(14.36) Cavalry assaulting cities is halved, rounded
up.
(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 bewithheld (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 seas
hexside, or by amphibious invasion is halved.Exception: If the unit crossed a river hexsideduring 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 isrounded down, in the defender's favor to one of
those found along the top of the Land Combat
Results Table (14.9). (See 10.74 for an example ofcombat ratio calculation.)
(14.44) The attacker rolls a die. The leadership
value of one attacking leader is added to the dieroll;
the value of one defending leader is subtracted. The
die-roll may also be modified by the powers'morale levels (see 19.3) and CER (see 14.5).
· Each player chooses which of his leaders is used ifmore 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 Combat
Results Table, and find the calculated ratio along
the top of the table and the modified die-roll alongthe 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 CombatEfficiency Chart (14.8). The attacker's CER is
found along the left-hand side of the chart, and the
defender'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 a
majority 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.
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· 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 is
CER B.
(14.6) Combat Results
(14.61) Each combat result consists of two parts
separated by a slash. The first part applies to theattacker, 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 thevictor, 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 losesat least as many strength points as the other player
did (round fractions up). Example: The combat
result is E/A; the attacker has a 4-12, which iseliminated. 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 combatstrengths apply only when calculating combat
ratios, not when calculating combat losses.
Example: Losing a 4-12 in a city does not satisfyan 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 thedefender's result is " 1/2A", the defender loses at
leas' 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 14.23
applies. If the force cannot retreat, at least half ofthe 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 theloser 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" markeron top of the units. The besieged units cannot be
attacked again in the same Combat Phase.
· 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 the
game-map, and can be mobilized or taken as
replacements on any future Taxation andMobilization Phase.
(14.69) Note: Unlike other games, the reduced
strength side of a unit is not used when it losesstrength in combat. There are no "step losses" in
Imperium Romanum III . The reduced strength
side of a unit represents it when unseasoned (see
15).
(14.7) Fleets in Land Combat
(14.71) Fleets in coastal hexes can engage in land
combat. A fleet's land combat strength is one-fourth
its naval combat strength. (Example: The landcombat strength of an 18-30 fleet is 4; of two 18-30
fleets, 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 beforeland combat, even if the attacking player has two-
to-one light cavalry superiority, unless he has twice
as many naval combat strength points in the hex asthe defender. Only two-to-one naval superiority
prevents retreat before combat by fleets. Fleets may
retreat before combat even if other friendly units do
not or can not (the player does suffer the 5 point
morale loss in this case).
(14.74) When fleets carrying land units attack in
land combat in a friendly coastal hex, the land units
are automatically considered disembarked and maytake part in the attack.
When fleets carrying land units are located in a
enemy coastal hex, 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 themselves
attacked in land combat, whether in a friendly orenemy 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 areapplied. 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).
(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 think that the original
Land CRT is too bloody try this).
15. SEASONING UNITS
(15.1) A newly-built land unit is placed with its
unseasoned (lower strength) side face-up (see
7.45). At the end of combat, both players mayseason units.
(15.2) Only unseasoned units which took part in
combat can be seasoned. A player may only seasonas many strength points of unseasoned units as thetotal combat strength of the enemy force.
· Example: A player has four unseasoned 10-10legions, 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; the
defender may season his light infantry.
(15.3) When a unit is seasoned, it is flipped to its
veteran (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 player
captures 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 containing
enemy cities, but cannot capture those cities unless
they stop and attack.
(16.13) Minor cities (dots) have combat strengths
of 1. Major cities (squares) have combat strengths
of 3. The imperial capital has a combat strength of
10. Normally Roma is the imperial capital (see 22).
(16.14) If friendly units defend in a city hex, the
city's combat strength is added to their strength. If
they accept siege, the city's combat strength isadded after the units' strength is doubled or tripled.
(16.15) Non-city ports have combat strengths of 1.
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. They can 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 to
a 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.
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(16.21) On the game-map, some provinces contain
an 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 City
Chart (41.8) may hold 8 stacking points. A city
listed in the Variable City Chart (except Rome andConstantinople) may hold 16 stacking points.
Rome and Constantinople may hold 24 staking
points. 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 fleetswhich a port may contain (but see 13.6).
(Design note: Fleets might use any natural bay inthe ports’ neighbourhood).
17. SIEGE
(17.1) Besieging
(17.11) Units enter siege by the rules of 14.3. When
units accept siege, they are under siege and theenemy 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 forceis 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 Phase, by thenormal 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 Combat Phase.
Other friendly units may enter the hex and take part
in the combat; all friendly units' combat strengthsare 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 retreat
into the city. The besieged units remain undersiege.
· Baggage trains which entered from outside the
city’s hex may not supply friendly besieged units.
· Baggage trains inside a besieged city cannotsupply 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 remain
in the besieged hex, they need not return to afriendly port.
· At the end of the Naval Operations Phase of each
winter turn, the owning player must roll for navalattrition 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 naval
attrition value for its movement (see 10.3).
(17.23) Unless a port is blockaded, it can providesupply 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 fleets
during the Naval Operations Segment.
(17.25) Unless a port is blockaded, fleets may
freely enter or leave the port, transporting land
units in either direction.
(17.26) A non-city port cannot be besieged,
although it does have a combat strength (see
16.15).
(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 phasing player determines
attrition for each city he is besieging. A city does
not suffer attrition on the same game-turn in whichit 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 lessthan or equal to the modified attrition value, siege
attrition occurs.
(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 is
temporary, and ceases to apply as soon as the siegeis broken or the city captured.) If the city's defense
strength 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 countedfrom the turn after the last baggage train has beenconsumed.
(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 stackingvalue, and can be carried by a fleet and supplied
"for free".
(18.2) Command Boxes
(18.21) In Imperium Romanum III , stacks of unitssometimes 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 stack
is 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 shouldremember, 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 be
transferred to the hex in which their leader islocated, 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: 12.3).
(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:
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· all units in the leader's stack are eliminated incombat.
· 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 thecapturing player, but must always end his move
with units of the capturing power or a client state or
ally until freed. The captured leader does not affectcombat, 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 leader is killed, his power losesmorale points (see 19.14).
(18.36) When a named leader is killed, he is permanently removed from play.
(18.37) When an unnamed leader (one printed with
the helmet symbol) is killed, his counter is placed
on the Month Track on the next month which has a
Taxation 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, the
leader 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) The loss of an Imperator or Rex causes agreater morale loss than the loss of any other leader
(see 19.14).
(18.43) In Roman civil war scenarios, the loss of an
Imperator can cause faction dissolution (see 28).
(18.44) Some scenario descriptions list possible
successors for an Imperator or Rex. If the Imperatoror 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 leaderreplaces the Imperator or Rex upon his death.
(18.45) A power's treasury is always with its
Imperator or Rex. If it has no Imperator or Rex, itstreasury is located with its highest value leader. (If
two or more are tied for highest value, the player
decides which carries the treasury.)
(18.46) If the leader carrying the treasury is killed
or captured in land combat, the opposing player
gains 25% of the treasury. Another 25% is lost. The
original player retains the remaining 50% if thefaction is not dissolved. In case of dissolution theopposing 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. MORALE
(19.1) Morale Levels
(19.11) Each power has a morale level, which is
recorded on the owning player's Power Form.
Initial levels are provided by the scenario
description.
(19.12) Each time a power loses control of a
province (see 5.42), it loses as many morale pointsas the province's tax value. Each time a power
gains a province, it gains as many morale points as
the tax value.
(19.13) Each time a power loses a unit, whether
through combat, supply loss, or for some otherreason, it loses as many morale points as that units
stacking value (see 13.2). Each time a power
destroys an enemy unit in combat or through siegeattrition, or gains an enemy unit through defection,
it gains as many morale points as the unit's stacking
value.
(19.14) Each time a power loses an unnamed
leader, it loses 1 morale point plus as many pointsas the leader's value (e.g., losing a + 1 leader costs
2 points).
· Losing a named leader other than the Imperator or
Rex costs twice as many points (a named + 1 leaderwould cost 4 points).
· Losing an Imperator or Rex costs ten times as
many points (a + 1 Imperator would cost 20 points).
· Each time a power eliminates an enemy leader in
combat it gains an equivalent number of points.
(19.15) Each time a power’s units retreat before
combat, the power loses 5 morale points.
(19.16) If none of a power's units make any attacks
in a summer game-turn, the power loses 2 morale
points.
· Declaring an attack is sufficient to meet this
condition, even if no combat is actually resolved because the defending units retreat or accept siege.
· Assaulting an enemy city is "making an attack"
even if there are no enemy units in the city.
· Powers do not lose morale points for failing to
make attacks during winter game-turns. Also,
inactive minor powers never lose morale for failingto attack.
(19.17) The victor in a combat gains two morale
points. The loser loses two morale points. This is inaddition to any morale gain or loss for losing units(see 10.79 and 14.61).
· The two points are not gained or lost when a citywhich contains no enemy units is attacked. This
rule applies only when units are involved.
(19.2) Morale and Imperial Capitals
(19.21) In most scenarios, Roma is the imperialcapital; in some scenarios, Ravenna, Nicomedia
and/or Constantinopolis may be the capital (see
22).
(19.22) The imperial capital has a morale value;
this value changes from scenario to scenario, and is
listed in the scenario description. When the owning
power of the imperial capital loses it to another
power, it loses as many morale points as thecapital's morale value. Conversely, the capturing
player gains this number of points.
(19.23) Capitals have other effects during Roman
civil war scenarios; see 28.3.
(19.3) Morale Effect on Combat
(19.31) Whenever combat, land or naval, isresolved, the two sides must compare their morale
levels.
(19.32) If one player's morale level is at least 50
points higher than the other's, he adds one to (when
attacking) or subtracts one from (when defending)
the die-roll on the Combat Results Table. This is in
addition to any other die-roll modifications.
· One is added or subtracted for each 50 points of
difference; thus, if the difference is between 100
and 149, two is added or subtracted, etc.
· The Morale effect on combat cannot be used toincrease or decrease the die-roll more than 2.
(19.33) Before the morale comparison is made,
either or both players may announce that he ismaking a donative. A donative temporarily
increases a player's morale by 1 point per talent
spent. Thus, a player with a morale of 75 who
spends 28 talents has an effective morale of 103.
· The morale increase lasts only as long as the
attack; no change is made to the morale level on the
player's Power Record.
· Both players may make donatives; each may
respond to donatives made by the other player.
They may continue to announce additional
payments until they no longer wish to do so, or
until they run out of money.
· A player may spend a maximum of 99 more
talents than spent by his opponent.
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(19.34) If a force contains units which belong to
different powers, the morale level of the power
whose units contribute the largest portion of the
stack's combat strength is used. (Example: MarcAntony's Romans are attacking in conjunction with
Cleopatra's Egyptians. Antony has a morale of 84,
and Aegyptus of 60. The Roman units' total combat
strength is 103, and the Egyptians' is 102. The player's effective morale is 84.)
· If two or more powers are tied for the largest
strength contribution, use the higher morale.
(19.4) Morale Chart (see chart booklet). "Making
no attacks this turn" is a 2 points loss (not 5).
20. POWER DISSOLUTION
lf a power's morale is reduced to or below zero, it
dissolves. During Roman civil war scenarios,factions may also dissolve upon the death of an
Imperator (see 28).
(20.1) Minor Powers
(20.11) If a minor power's morale reaches zero because a) one of its provinces has been conquered,
b) it has retreated before combat, or c) some of its
units or leaders have been eliminated, the minor power immediately becomes a client state of the
power which conquered the province or declared
the attack. The minor power's morale becomes 50,
and the conquering player adds the minor power to
his Power Form.
(20.12) If a minor power dissolves for some other
reason, the power becomes inactive and neutral. All
leaders and units outside its remaining provincesare immediately placed in its provinces, even those
currently under siege; the former controlling player
determines where. Any accrued 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 eitherdissolved or all its forces have been eliminated. As
long as they have remaining forces and morale, a power can try to re-conquer its home
provinces.
(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 for
20.12 are used.If the minor (ex major) power is reactivated as per
rule 23, it will start with the units left on the board
rather than rolling for new ones (23.12). It willstart with a morale of 100 and a replacement rate
as at the start of the game,
since it's now a minor power "with units listed 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-Romanmajor powers. Control of neutral minor powers is
determined 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 other
Roman factions. Only Roman factions may gain
control of the provinces; non-Roman major powers
may not. Follow this schedule of priorities to
determine what power gains control of a province:
· The province defects to the faction which has
units in the province. If two or more factions haveunits in the province, it defects to the power with
the higher morale.
· 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 defect
to a) the faction which controls the province's
capital, if any, or b) the faction which controls the
largest number of other cities in the province, or c)the faction which controls the nearest province.
· In the event of ties, the faction with the highermorale gains control. If tied in morale as well, 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 the
dissolving power's provinces defect to the Roman
faction which controls the province in which theyare located, or, failing that, which controls the
nearest Roman province. In the event of ties, theygo to the faction with the higher morale, etc.
(20.35) One-half of the units of each type in a
defecting stack are removed; the remainder arereplaced 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 counters
which 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. Thedefecting units would simply be removed.)
· Leaders are not replaced with new counters; the
new owner continues to use the old ones.
(20.36) When a player gains leaders, units and/or
provinces through defection, his morale is
increased by the morale value of each. Example: A player gains a 0-16 unnamed leader, 5 stacking
points of units, and three provinces with a total tax
value of 12. He gains 18 morale points.
(20.4) Acquiring Colors (Roman factions only)
(20.41) When a Roman faction dissolves, some
other Roman faction acquires the ability to raiseunits of its color(s).
(20.42) The Roman faction which gains control of
the largest number of units of a particular color
gains control of the color. (Higher morale gains in
the event of ties.) He need not replace defectingunits of that color with units of another color, per
20.35. The number of units he receives is still
halved.
(20.43) The CER of the newly-gained color
remains 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 the Movement Phase. A unit
may not move in the same phase in which it builds
fortifications.
(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 theMobilization 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 player's next
Movement Phase the ''under construction" markerremains in place, it is removed and replaced with a
fortification marker representing as many levels of
fortifications as were built.
· Fortification markers come in strengths of 1, 3 and5. 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 andtwo "1" markers.
(21.16) If units building fortifications move, make
an attack, or lose in combat (see 14.61), the "under
construction" marker is removed. No fortification
marker is placed, and the talents spent to buildfortifications are lost.
(21.17) If fortifications have been built in a hex, a
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player may increase the level of fortifications on alater turn by building additional levels.
(21.2) Limitations
(21.21) Each period has a maximum fortification
level, listed on the Period Mobilization Chart. No
hex may contain more fortification levels than the
maximum. (Example: In Period 2, the maximumlevel is 7; no hex could contain 8 points offortifications.)
· 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 fortification
construction. 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 many
talents 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
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 equalto 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 level
fortification may accept siege in it.
· If the fortification is assaulted, the units' combatstrength 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 canforage in a city. The fortification's forage value is
equal 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 hexeffectively increases the city's intrinsic defense
strength; a maximum level fort also increases its
forage value. The multiplier for the defending units'
combat strength remains the same.
22. CORN & IMPERIAL CAPITALS
(22.1) The Imperial Capital
(22.11) Each scenario description indicates which
city is the imperial capital, and its morale value(see 19.2).
(22.12) Powers can gain morale points for
possession of the imperial capital (see 28.3).
(22.13) 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 occur
if 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-rollfor each supply point (see 13.4) spent to supply the
capital.
(22.23) The player who owns the capital counts up
the corn symbols contained in his provinces. If
another player with corn-producing provinceswishes, 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 the
right-hand side, a rebellion occurs.
(22.25) Important: The four corn symbols in
Chersoneses can only be used when
Constantinopolis 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 cornrebellion occurs during a game, the existing 2-12
light infantry that were already created simply
switch 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 morale gains
control of the units; if they have equal morale, rolla die to determine which gains control.
(22.33) The owner of the units is the new owner of
the capital; he and the previous owner gain or losemorale points accordingly (see 19.22). In addition,
the previous owner loses an extra 10 morale points
because of the corn rebellion.
· 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 theclient 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 descriptionindicates otherwise, it is barbarian if its provinces
are 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 initial morale level, 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 it
raises with 18-30 fleets. If Arabia Deserta orSagartia is activated, the units it raises are
automatically replaced with 6-16 light cavalry units
worth as many stacking points as the units listed onthe table.
(23.16) The units must be placed on map during the
movement phase of the hostile force entering the
province. The hostile force must stop temporarily
in the first hex entered giving time to the opponentto set up pieces. They may be set up anywhere in
the province.
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(23.17) If the activated power is civilized non-roman, it is only at war with the power which
violated 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 theymay not attack or enter other barbarian provinces(this is to avoid barbarians from, say, Germania
Magna, 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 the
farthest power rule (see 5.25).
(23.3) Reversion to Neutrality
(23.31) Once a civilized power is activated, it
remains 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 its provinces. When it reverts, a ll
its units are removed from play. The barbarian
power can be reactivated on a subsequent turn. This
rule is only true for all minor powers not listed in
the scenario.
All minor powers listed in the scenario descriptionremain active regardless of the reverting-to-
inactive-status-rule.
Whenever a minor that has its units listed in thescenario is out of play, its units are not gone
forever if rule 37.6 is mentioned in the notes of a
scenario.
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 17are eliminated, they won't come back.
The note 1 in 37.6 is not included in the section ofthe 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 his Siege Resolution Phase, a
player has at least one unbesieged heavy infantry orheavy cavalry unit in a province's capital city, he
may plunder the province. He places a "Plunder 2"
marker in the province, and adds Three times the
province's taxation value to his treasury.
· Minor powers which plunder a province do notgain talents for plundering.
(24.2) During the next Taxation and Mobilization
Phase, the plunder marker is flipped to the "Plunder1" side. During the subsequent Taxation and
Mobilization Phase, it is removed from the
province. (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
provinces may not raise units in that province for
the remainder of the game. In addition, once the plunder marker is removed, it only receives half the
normal tax income from the province. If the
province is conquered by another player, that
player receives the full income.
(24.4) Forage values are halved in plundered provinces; baggage trains may not accumulate
supply points there.
(24.5) Cities in plundered provinces have no
intrinsic defense strength as long as the province
remains plundered. A modification is made to siege
attrition die-rolls for sieges in plundered provinces
(see 17.4).
(24.6) When a barbarian power (only) plunders a
province, it immediately gains as many morale
points as the province's tax value.
(24.7) When a province one power controlled at the
beginning of the game or gained through
dissolution is plundered by another power, the first
power's morale is reduced by one-half the
province's tax value.
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 of
waiting 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 is
automatically the winner.
(25.4) If all factions dissolve in the course of the
game, 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 descriptiondirects.
26. CIVILIZED RECRUITMENT
(Scenarios 1-3, 7, 13, 20, 21, 32 and 33.)
Civilized non-Roman major powers often use asystem 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 the
number 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 buildunits of that type (e.g., if it did not begin with any
16-10 legions, it may not build any, even if
available).
(26.3) Civilized powers do tax their provinces, like
other major powers.
(26.4) When a civilized power builds a unit, it must
expend both talents and replacement points. Thenumber of talents spent is equal to the unit cost
listed on the Mobilization Chart (7.9) for the
scenario. The number of replacement points spentis 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, fleet
mobilization limits.
27. PIRATES & RHODUS
(Scenarios I and 2.)
(27.1) Pirates
PiratesType: civilized non-Roman; neutral but controlled
by Mithradates.
Morale: none; Replacement Rate: 2 Controlled
Provinces: Melita; also control all non-city portslocated in provinces in which pirate units begin the
game.
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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) Corsica3224W: (2) Sardinia
3424W: (3) Sardinia
4218W: (4) Illyricum
4228W: (5) Melita5324W: (6) Creta5624W: (7) Creta
6219W: (8) Cilicia
6318W: (9) Cilicia6417W: (10) Cilicia
6515W: (11) Cilicia
(27.11) Pirates are controlled by Mithradates.
(27.12) Each separate pirate stack is a separateforce. Pirates may never stack with members of
another pirate stack or with Mithradatic forces.
They may enter hexes controlled by another pirateforce 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 never
move 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 hex
as its fleet, although it may be disembarked. Pirate
units may make amphibious invasions, even if no
+2 or +3 leader is present.
(27.16) Pirates do not suffer from or benefit by die-
roll modifiers due to morale differences in combat.
They never gain or lose morale points. (Other powers can gain morale points by eliminating
pirate units.)
(27.17) If, during a Taxation and Mobilization
Phase, any of a province's coastal hexes are
occupied by pirate units, the province's tax value isreduced by one for each such hex. This reduction is
not permanent, but applies only as long as coastal
hexes are occupied by pirates. Example: Three ofAfrica Proconsularis's hexes are occupied by
pirates; Africa's tax value is 5 instead of 8.
(27.18) If, during a Diplomacy Phase, any pirate
fleets are within 15 naval movement points of a
corn-producing province, they may prevent theowner of Roma from using corn from that province.
The province's corn production is reduced by one
corn symbol per pirate fleet within 15 movement
points. However, each pirate fleet may only
"intercept" corn from one province. On a game-turnthat a pirate fleet is used to "intercept" corn, it may
not move or initiate combat.
(27.2) Rhodus
Rhodus Type: civilized non-Roman; client state of
nearest Roman faction Morale: 110; 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 player
whose major power is a Roman faction usuallywins 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) even if its morale remainsabove zero.
(28.3) During Roman civil war scenarios, any player who owns an imperial capital at the end of
his player-turn earns 2 morale points.
29. MILITIA
(Scenarios 10-33.)
(29.1) In periods in which militia exists, eachmobilization 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: When
Hispania's militia value is 12, Tarraconensis,
Baetia, Lusitania and Gallaecia may each have 12strength 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 isequal 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 powersnever have militia.
(29.4) Whenever a player engages in land combat
in 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 beforesuffering any unit losses. He notes any loss of
militia strength points on his record sheet.
· Militia strength points count towards
calculation of combat losses, but do not count
towards morale gains/losses because they have nostacking value.
· Militia can be added to the combat strength of
units to prevent an overrun, but the defender hasalso committed his militia to this combat for the
combat phase 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 itsmaximum, 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 militiastrength 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. The
new 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 itsmobilization 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 ashaving 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 pointcost to enter the hex.
(30.4) The scenario description will specify the
limitanei movement point cost.
(30.5) When a province which began the gamecontaining limitanei is not controlled by a Roman
faction, its limitanei do not exist; when it is
recaptured by a Roman faction, they return to play.
31. LEGION REFORM
(Scenarios 18-33.)
(31.1) Legions can never be seasoned. They always
remain 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.
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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 unbesieged 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 maycontinue moving.
(32.5) Cities cannot be overrun. Units in a hex
containing 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. does
not. (It still has a morale value, however.)
(33.5) All other rules of 22 still apply.
34. FLEET CONVERSION
(Scenario 4.)
(34.1) At the beginning of his Movement Phase, a
player may replace any of his fleets with
unseasoned 8-10 legions. He simply removes fleetcounters 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 caneach be replaced with three unseasoned 2-12 light
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 with
seasoning. Newly-placed units are alwaysunseasoned, 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 are
legionary 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 with
a different symbol.
(35.4) When a unit is to be trained, it must be
mobilized in an unbesieged city containing a
veteran unit. Both units must remain in the city
throughout the game-turn in which the unit is
raised.
· Players may wish to place an "In Training" marker
on 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 the
unit. (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 anyarea, even if its mobilization limit on the
Mobilization Chart is not parenthesized.
(36.2) Similarly, Roman 6-16's and (ó)-16's areinterchangeable.
(36.3) If using rule 40.1, all Roman light units are
treated as archers.
(36.4) Barbarian and civilized non-Roman light
units are not interchangeable, unless otherwise
noted by the scenario.
37. NEUTRAL MINOR POWERS
Some neutral powers appear with identical setups
in several scenarios. Rather than reprint the sameset-up description several times, we provide them
here, and direct scenario users to these rules.
(37.1) Berbers
(Scenarios 29-33.)
Type: Barbarian Morale: 100; 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 Blackcounter mix.
(37.2) Saxon & Frisian Pirates
(Scenarios 28-33.)
Type: Barbarian; neutral; active
Morale: 100; Replacement 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 theOceanus 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, GermaniaInferior, Belgica and Lugdunensis contain limitanei
in each coastal hex, if Roman-controlled. Provinces
controlled by non-Roman powers do not. Themovement 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 Morale: 100;
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
Morale: 100; Replacement Rate: 2 Controlled
Provinces: GallaeciaSet-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; inactive
Morale: 175, Replacement Rate: 8Controlled Provinces: Adiabene, Albania,
Armenia, Atropatene, Babylonia, Charax, Elymais,
Hyrcania, Iberia, Media, Mesopotamia, Persia,
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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 tra ins 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. Addone 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 Morale: 100;
Replacement Rate: 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). If
the 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.
(37.8) Gallaecian Rebels
(Scenarios 4-8.)
Type: barbarian; neutral; inactive Morale: 100;
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 leader may move through sea hexes during theLand Movement Phase at a cost of 3 movement
points per hex. The normal rules for naval
movement do not apply; the leader need not endalternate 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, SextusPompeius, Agrippa and Belisarius: the leader
receives a modifier of 1 in his favor on all naval
combat 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 a
descendant 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 (which
only occurs on March, June, September andDecember 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 theleft-hand side of the table. He then rolls a second
die, 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 arecross-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 one
leader'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,and he loses 4 morale points. On a roll of 6, the
major power's Imperator or Rex dies. If there is no
successor, this may cause power dissolution (see28.2).
C: Other Leader Death. Roll again; on a roll of 1
through 5, this was a false alarm and the player
loses 2 morale points. Otherwise, pick one leader
(not counting Imperators or Rege) at random; thisleader dies.
D: Receive Leader. The player's major powerreceives a new unnamed leader. Roll a die; on a roll
of 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; if
that 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 with
his 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 thumbnailtoward the map. Famine occurs in the province in
which the counter lands (see E above). The
province remains in famine until the nextSeptember game-turn. Forage values in the
province are halved unti l 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.
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The province can only supply half as much corn tothe 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 from
the 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 costsare doubled for naval movement; add one to the
naval attrition value.
L: Natural Disaster. Roll again; this is a false
alarm unless a 6 is rolled. If a 6 is rolled, the player
chooses one city (he may not choose the imperialcapital). This city is destroyed. It no longer exists
for all game purposes. The tax value of the
province in which the city is located is reduced bythe city's defense strength (or its tax value if using
rule 41).
M: Quartermaster Corruption. Each of the
rolling 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 in
the 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 barbarianheavy infantry units which appear. (In Arabia, 6-16
light cavalry appears instead.) The farthest power
deploys and controls the barbarians. The power is a
neutral barbarian minor power; morale-is 70; CERis C. No replacement points are received.
P: Parthian/Persian Activation. If the Parthians
or Persians are an inactive minor power with units
listed in the scenario (or special rule), they areactivated 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
4-12's are eliminated. The rebels are an active
neutral minor power, morale 75, 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, it loses 1morale point for each point unspent.
S: Disloyal Legions. Only units stacked with the
major power's leaders may move, intercept orinitiate combat this game-turn; other units of hismajor power may not. Any major power unit more
than 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 capital
within 3 game-turns, or his power loses 10 morale
points.
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 receivesdouble the normal number this gameturn. If it
mobilizes units, it may mobilize one extra unit of
each type this year (paying the normal talent cost
for 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'smajor 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 all 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 manymissile combat strength points as the defender 1 is
added to the combat resolution die-roll; if the
defender 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 (forinfantry) or by crossing a river or narrows seas
hex-side, their strength is halved for the
purposes of determining combat modifiers for
missile superiority.
(40.2) Similarly, if the attacker has at least twice asmany cavalry strength points as the defender, 1 is
added to the die-roll, etc.
If cavalry enter a combat hex by crossing a river or
narrows seas hex-side, their strength is halved forthe purposes of determining combat modifiers for
cavalry superiority.
· No player can receive this bonus in an assault on acity or fortification.
· The missile and cavalry bonuses can cancel each
other out, but cannot both be used together toincrease or decrease the die-roll by 2.
41. OPTIONAL CITY RULES
(41.1) There is a Taxation and Mobilization Phase
every game-turn. Mobilization costs are doubled
except during March, April, and May.
(41.2) All mobilization and other talent costs arethree times what they are in the normal game
(because taxation occurs three times as often).
(Player’s note: To speed play, ignore 41.1 and 41.2
but use 41.3 through 41.8)
(41.3) Players do not control provinces; instead,
they control cities. Every dot city has a tax value
and a combat strength of 1. Square ci ties' tax valuesand combat strengths vary with the period, and are
found on the Variable City Chart (41.8).
(41.4) The total tax value of each province is still
found on the Tax Value Chart (6.3). However, 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 thetax values of the cities each controls.
(41.5) Players who share a province may allmobilize from it. The same rules as for shared
mobilization areas are used.
(41.6) Plunder is determined by individual city,
rather than by province. A power which plunders
one of its own cities may never raise units in thatcity. In addition, once the plunder marker is
removed, it only receives half the normal tax
income from the city (rounded down). If the city isconquered by another player, that player receives
full income. Forage values are halved in plunderedcities’ hexes and baggage trains may not
accumulate supply points there. When a barbarian
power (only) plunders a city, it immediately gains
as many morale points as the city's tax value. Whena city one power controlled at the beginning of the
game or gained through dissolution is plundered by
another power, the first power's morale is reduced
by half of the city's tax value (rounded up).
Plundered cities have no intrinsic defence strengthas long as they remain plundered.
(41.7) If a province with militia is shared byRoman powers, the militia strength is apportioned
among them in ratio with the portion of the
province's tax value each controls.
(41.8) Variable City Chart (see chart booklet)
(41.9) A player controls a province's corn if he
controls a majority of the cities in the province.
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42. CONQUEST OF CITYLESS PROVINCES
(42.1) To conquer a province which contains no
cities, a power must first subdue it (see 5.45).
(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's
treasure. 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 CityChart (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.
(44.5) If a power which begins the game in control
of a city takes that city's treasure, the power loses
15 morale points or 25 morale points if the city is
an imperial capital. Taking treasure from a citywhich begins the game under a different power's
control costs no morale points.
45. DON’T TRUST ANYONE !
(45.1) If a Roman unnamed leader is used to raise
troops or moved without being in the same stack asa named leader he disobeys on a D6 roll of 6. Rollagain for effect.
Scenarios I1, I2, 2-10, 19, 21-25, 26*, 27*, 28*, 29-33
Automatically does nothing, unable to move or
recruit.
*: This applies to the Eastern Empire only. Seetable 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 is in the same province, allforces in the province defect, except those
stacked with the former Imperator and Roman
non-occupied cities are controlled by thefaction with higher morale (adjusted after
computing units defections) rolling a die in
case of tie.
Place control markers on top of defected units
to mark the units’ ownership. Correct morale
levels accordingly.
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 is in the same province, all
forces in the province defect, except thosestacked with the former Imperator and Roman
non-occupied cities are controlled by the
faction with higher morale (adjusted aftercomputing units defections) rolling a die in
case of tie.Place control markers on top of defected units
to mark the units’ ownership. Correct morale
levels accordingly. Treat as 5-6 if there are
not active Roman factions.
5-6: Sets up as a new Roman faction (Treasury:
0; Morale: 100, controlled by the "farthest
power" rule), all forces and cities in the
Province defect. If the former Imperator is inthe same province, all forces in the province
defect, except those stacked with the former
Imperator and Roman non-occupied citiesare controlled by the faction with higher
morale (adjusted after computing units
defections) rolling a die in case of tie. 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
and correct previous owner units’ morale
accordingly. Place “Usurper” markers on
top of the units and correct previous ownerunits’ morale accordingly. Usurper’s units
do not move until the following turn. A new
Roman faction gain no morale points for
defection of units and control of cities.
(45.2) The result is applied to all units that may be
moved or stacked with a leader.
(45.3) The leader may disobey even if it doesn’tmove while units in its hex do. The die is rolled
before moving any eligible unit.
(45.4) Each time a power loses an unnamed leader
through defection, it loses 1 morale point plus as
many points as the leader's value (e.g., losing a + 1
leader costs 2 points).
· Each time a power gains an enemy leader throughdefection it gains an equivalent number of points.
· Each time a power loses a unit through defection,it loses as many morale points as that units stacking
value. Each time a power gains an enemy unit
through defection, it gains as many morale points
as the unit's stacking value.
· A new Roman faction (per 5-6 above) gainnothing. It starts with 100 morale points.
(45.5) Defecting units may defect again followingthe same procedure (treat the Usurper as a named
leader for this purpose).
(45.6) If a civilized non-Roman unnamed leader is
used to raise troops or moved without being in the
same stack as a named leader he disobeys on a D6roll of 6 and is unable to move or recruit.
(45.7) If a barbarian unnamed leader is movedwithout being in the same stack as a named leader
he disobeys on a D6 roll of 5 or 6 and is unable to
move.
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 thefollowing 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 S7+ - S S S S
Modifiers:
City in plundered province (if plundered by the
asking 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
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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: -1
Any 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 and
may 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. SUPPLY FROM PLUNDER
(Designer’s note: This rule must be used in
conjunction with rule 41)
(47.1) If, at the end of an activation, a player has atleast one non-besieged heavy infantry or heavy
cavalry unit in a city he may choose to plunder the
city per rule 24 adding three times the city taxationvalue to his treasury or add supply points to any
depleted 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 player's treasury (exception: minor powers donot add anything).
(Designer’s note: In scenario 13, period 3, a forcewho plundered Damascus, tax value 8 would gain
24 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 plundervalue is 3 and a supply point costs 4).
(47.2) If no depleted or expended baggage train isin the hex, or if all baggage trains in the hex are
already fully loaded, the player may place extra baggage trains marked “from plunder” in the hex.
(47.3) The baggage trains “from plunder” cannot be
bought or replaced once lost and may be reloadedonly by additional plunder.
(47.4) Rule 7.71 is not applied to baggage trains
gained from plunder. Rules 13.23 and 13.4 (except
for 13.42) are applied to baggage trains gainedfrom plunder.
(47.5) An attacking force including at least onenon-besieged heavy infantry or heavy cavalry unit
may defer the supply check after the Combat
Segment if the player declares that the force will
plunder the city he is assaulting.
(Designer’s note: This should be a hazardousdecision if you fail to take the city and you are out
of supply, but Caesar did it at the siege of
Avaricum).
48. OPTIONAL POWER DISSOLUTION
The current morale rules give some tedious result.This is true in multiplayer games after you gain
units and provinces from a dissolved faction. Your
morale will increase so you can attack the surviving
factions with a fixed +1 (or +2).
(48.1) The morale rules (19.0) are not used. There
is no combat modifier for the morale level.
(49.2) A “Power Dissolution Phase” is added at the
end of the Game Sequence (4.0).
(49.3) Each turn, in the Power Dissolution Phase
each faction checks for dissolution by rolling on the
following Table:
POWER DISSOLUTION TABLE
Percentile of actual income/starting income
Die- (rounded fractions down)
Roll 50% or less 51-65% 66-75% 76% or more
0 D D D D
1 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 in Rome (applied to
owner of the capital).
Results:
- : No effect.
D: The Emperor committed suicide or was
murdered by army officers. The power
dissolves per rules 20.
(49.4) Any non-Roman factions (except barbarians)
checks for dissolution by rolling on the Power
Dissolution Table.
(49.5) Barbarians automatically dissolve when theylost 2/3 of their initial strength points.
(49.6) Replace references to Morale in rule 20 with
“higher percentile of actual income/starting income(rounded fractions down)”
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