imperium romanum iii v4.0

25
  1 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. SIEGE 18. LEADERS 19. MORALE 20. POWER DISSOLUTION 21.FORTIFICATIONS 22. CORN & IMP ERIAL 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 S URRENDER 47. SUPPLY FROM PLUNDER 48. OPTIONAL POWER DISSOLUTION 1. INTRODUCTION  Imperium Romanum III  is a military, political, and economic game simulating the numerous wars which beset the Roman Empire, from its foundation in the chaos of the civil wars of the first century B.C. to its destruction some 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 ga me also lends itself well to solitaire play. 2. COMPONENTS (2.1) List A complete set of  Imperium Romanum III should contain: · one 22" x 34" ga me-map · one 22" x 17" ga me-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, the other 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, population distribution did. Many of the cities printed on the game-map existed for only part of the period. (2.23) Thirty-five  scenarios are provided with the game (see 2.4). Each scenario covers one of the great Roman wars. Before setting up the game, the  players must decide which scenario they wish to  play. · The scenario instructions indicate the  period in which the scenario takes place. There are six  periods, numbered from 1 to 6. For the sake of historical information, the periods are: 1 - 88 B.C. to 51 B.C.; 2 - 50 B.C. to A.D. 50; 3 - A.D. 51 to A.D. 255; 4 - A.D. 256 to A.D. 300; 5 A.D. 301 to A.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 arrow marker and place it on the Display pointing toward the hexside printed with t he period's number. (2.25) Cities are represented on the game-map as squares 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” direc tion, it does not exist during periods 1 and 2. In any scenario in period 1 or 2, the players should ignore the city for all purposes. Because it has full arrows  pointing in the “3”, “4” and “5” directions, Naissus does exist during all scenarios in those periods. However, Naissus exists only in part of period 6. It has a stub and a partial arrow pointing in the “6” direction. As indicated by the numbers printed in the hex,  Naissus exists from the beginning of period 6 through the end of scenario 27; and from the  beginning of scenario 31 through the end of period 6. It does not exist in scenarios 28, 29, or 30. The 29/31 printed on the map is wrong. (2.27)  A city with no spikes exists in all periods. (2.28)  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 exist only when the city exists. Ports in non-city hexes always exist. Londinium (2010) and Hispalis (1530) are river ports (i.e. , ports on tidal rivers). Fleets can enter Londinium from 2011 or 2110, and Hispalis 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 and Seasonal 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 the ir 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 mountain hexsides: 3414W/3514W; 6711W/6712W; 6813W/6913W. The following hexside should be a mountain hexside: 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 39 through 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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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.

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  1

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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