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History of the Roman Empire living rules

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HISTORY OF THE ROMAN EMPIRE
Rules

Index:
1. COMPONENTS: 1
2. STARTING THE GAME 1
2.1 PREPARATIONS. 1
2.2 FORCES: 1
2.3 EVENTS: 1
2.4 PLAYER HAND: 1
2.5 PERIODS: 1
2.6 ROMAN FACTION: 2
2.7 GLOSSARY: 2
3 SEQUENCE OF PLAY 2
3.1 DRAWING ORDER: 2
3.2 PEOPLE / EMPEROR DISTRIBUTION: 2
3.3 PEOPLE CHART: 2
3.4 EMPEROR CHART: 2
3.5 Emperor bonus: 2
3.6 INSPECTION: 2
3.7 NO SHOWS: 2
3.8 ORDER OF PLAY: 2
3.9 NO SELECTION: 2
4.0 EVENT DECLARATION: 2
4.1 PEOPLE BUILD PHASE: 2
4.2 BUILD LIMIT: 2
4.3 PEOPLE COST: 2
4.4 PEOPLE PLACEMENT PHASE: 3
4.5 ARMY TYPE: 3
4.6 PEOPLE ALREADY IN PLAY: 3
4.7 PEOPLE STRENGTH NUMBER: 3
4.8 PEOPLE EXPANSION PHASE: 3
4.9 PEOPLE VICTORY POINTS: 3
5.0 ROMAN FACTION BUILD PHASE: 3
5.1 ROMAN FACTION BUILD COST: 3
5.2 BRIBE REBEL LEGION: 3
5.3 FORT/FORTRESS CONSTRUCTION: 3
5.4 REBUILD LOOTED CITIES: 3
5.5 ROMAN FACTION PLACEMENT PHASE: 3
Light Green starting in Aquitania with a City 3
Yellow starting in Italia with a City (Rome) 3
5.6 ROMAN FACTION ALREADY ON PLAY: 3
5.7 ROMAN DEATH FACTION: 3
5.8 ROMAN FACTION EXPANSION PHASE: 3
5.9 ROMAN FACTION OVERSEAS EXPANSION: 3
6.0 BUILD CITIES: 3
7.0 ROMAN FACTION VICTORY POINTS: 4
8.0 EVENTS 4
8.1 TIME FRAME: 4
8.2 UNIT TYPES: 4
8.3 KINGDOM/MINOR PEOPLE: 4
8.4 VACANT LANDS: 4
8.5 EVENT DECK COMPOSITION: 4
9.0 RETREATS 4
9.1 START LANDS: 4
9.2 OVERSEAS: 4
9.3 REBELLION, REVOLT: 4
9.4 RETREAT ON COMBAT: 4
10.0 STACKING 4
10.1 STACKING ON LAND: 4
10.2 UNIT PLACEMENT: 4
11.0 EXPANSION 4
11.1 PEOPLE EXPANSION PHASE: 4
11.2 ROMAN FACTION EXPANSION PHASE: 4
12.0 COMBAT: 4
12.1 FORTS: 4
12.2 FORT CONQUEST: 5
12.3 FORTRESS: 5
12.4 DIFFICULT TERRAIN: 5
12.5 STRAITS: 5
12.6 AUTOMATIC VICTORY: 5
12.7 CONQUEST: 5
12.8 CITY CONQUEST: 5
13. CITIES 5
13.1 CONSTRUCTION: 5
13.2 SITE: 5
14. HOW TO WIN 5
14.1 VICTORY: 5
14.2 PEOPLE VICTORY POINTS: 5
14.3 ROMAN FACTION VICTORY POINT: 5
14.4 AREAS: 5
14.5 COMBINED HOLDINGS: 5
15.0 OPTIONAL RULES 6
15.1 TWO PLAYERS GAME: 6
15.2 THREE PLAYERS GAME: 6
15.3 GOD’S FAVOR: 6
15.4 BRIBE BARBARIANS: 6

1. COMPONENTS:
The game contains the following items:
. one xx-page rules folder
. one ??x?? map
.X sheets of die-cut Counters
. five D6 (three white, two colored)
. one deck of 55 Event cards (one optional)
. one Emperor chart
. one People chart

2. STARTING THE GAME

2.1 PREPARATIONS.
2.2 FORCES:
The players punch out all the die-cut counters, sorting them by type and color. Each player places two Victory Point markers in the “0” space of the Victory point track (one for the People marked with a “P” and the other for the Roman Faction marked with an “F”). All remaining counters are put aside.
2.3 EVENTS:
Sort the 45 small Event cards by color and divide them into nine piles of five cards each. Shuffle each pile and place it face down.
2.4 PLAYER HAND:
Next each player randomly draws one card from each pile to form his hand of nine Event cards (one card of each color). Return any remaining Event cards face down to the box.
2.5 PERIODS:
Place the two charts (People and Emperor Chart), with the two sets of numerical counters (1 to 5 for the people and 1 to 6 for the emperors), near the map, visible to all players.
2.6 ROMAN FACTION:
each player chooses one colored set of “Roman Faction” counters.
2.7 GLOSSARY:
Zone = A group of five areas of the same colour.
Armies = Military units like Legions and People/Kingdom units.
Control = A land is “controlled” if a Legion or People/Kingdom units is present,
not counting forts and fortresses.
Faction = One of the four Roman sets of armies.
Kingdom = An independent state controlled by the player who plays the respective event card.
Area = A single border “province” on the map.
Minor People = A small Barbarian nation controlled by the player who plays the respective event card.
People = A Barbarian nation controlled by a player .
Vacant Area = An Area with no armies in it.

3 SEQUENCE OF PLAY
A) Drawing order
B) People / Emperor distribution
Each People player alternates to a Roman Faction player in order of play:

1) Event declaration
2) People/Faction build phase.
3) Placement phase
4) People/Faction expansion phase.
5) Battles
6) Victory points

3.1 DRAWING ORDER:
each player rolls the dice to determine the first turns drawing order. Players draw in order of the lowest die roll total. On subsequent turns, players will draw in order of their current Victory Point rank on the People and Roman Faction Victory Point track with the player with the lowest sum of total Victory Points drawing first. If several players have the same amount of Victory Points, they will draw in order of their People number with the lowest number (during the preceding Period) drawing first.
3.2 PEOPLE / EMPEROR DISTRIBUTION:
having decided the drawing order for that turn, each player, in turn, draws one People numerical counter from the one to five set marked with “P”. The numerical counter corresponds to a People on the People chart in one to five chronological order of appearance in history. Upon drawing the counter he privately inspects it (if he hasn’t already received a counter for that turn) and may then pass it to another player who has not yet received a People counter for that turn. This process continues until each player has drawn a People counter, inspected it, and either kept or passed it. Then at the end of the People numerical counters distribution, each player draws one Emperor numerical counter from the one to six marked “F” set and repeat the entire sequence, until each player has drawn an Emperor counter, inspected it, and either kept or passed it.
3.3 PEOPLE CHART:
the People chart contains 35 Peoples, in chronological order of appearance in history, who are divided into seven Periods of five People each, every People contains the People Name, the Starting Land and the Strength Value of the People and the chronological number.
3.4 EMPEROR CHART:
the Emperor chart contains 42 Emperors, in chronological order of appearance in history, who are divided into seven Periods of six Emperors each, every Emperor contains the Emperor Name, the possible Bonus it might have, and the chronological number.
3.5 Emperor bonus:
+ 3 D 6 = This Emperor uses 3 dice to attack until it rolls triples. Any roll of triples kills the Emperor.
+ 1 ATTACK = This Emperor adds +1 to each of its die rolls when attacking.
+ ? LEGION = This Emperor may place ? extra Legions.
+ TIE = This Emperor wins all tied die rolls when attacking.
+ VP = This Emperor earns +1 Victory Point for every land controlled the end of his Roman Faction turn.
3.6 INSPECTION:
players may not inspect a numerical counter passed to them until the end of the People / Emperor distribution phases, nor may they comment on the counter which they have seen until that counter is put into play.
3.7 NO SHOWS:
the remaining (not drawn) counter/s for the current Period are set aside near the map (face down) for later use.
3.8 ORDER OF PLAY:
Each People/ Emperor is numbered from one to five/six on the respective chart. This number approximates the chronological order of appearance for these People/ Emperors in history. Determine who will play first by calling for People counter number “1”. If no one reveals it, call for the People counter “2” and so on until the first move is claimed, then call for Emperor counter number “1” and so on, alternating the placement on map of a People (first) and a Roman Emperor Faction (second). Players must take their turns in order dictated by their current People / Emperor counter, and place an own control marker on the People / Emperor chart corresponding to the number show on the counter draw.
3.9 NO SELECTION:
The remaining unused People/Emperor Counters of the current period on the chart are not used in this session of game.
4.0 EVENT DECLARATION:
The active player decides which of his Events (if any) he will play this turn by revealing and discarding them out of play. Those Events requiring immediate action before the new People claims its Start land bear the instruction “play before turn” at the top. Those Events which may be declared anytime during the active player’s turn state “play during turn”. In any turn Event cards may be played in any Event Declaration Phase of the “People” or “Faction” placement only and a maximum 2 per turn and Player (one in the People Phase, one in the Faction Phase or two in the first or two in the second phase).
4.1 PEOPLE BUILD PHASE:
Each People contains a Strength Number. It may build that many units for use in its turn.
4.2 BUILD LIMIT:
building is limited by the Counter-mix provided in the game.
4.3 PEOPLE COST:
each People/Kingdom army costs one strength point to build. Built armies are piled off board by the player as a ready reminder of his remaining forces for that turn until used.
4.4 PEOPLE PLACEMENT PHASE:
the active player places one of his units in the Start land listed for his People on the chart or in a land controlled by units of his People or adjacent to such a land. Any enemy armies already in the Start land must retreat to an adjacent, friendly land or if unable to do so, are eliminated. Any prior Fort/Fortress in the Start land is eliminated.
4.5 ARMY TYPE:
all People of each Period use an army type for placement during that turn as pictured at the top of the relate People on the People chart. Armies of the main People placed during each Period will not vary in color and People symbol from one player to the next. To remember the control over a “People” any player places a control marker on the respective People on the People chart.
4.6 PEOPLE ALREADY IN PLAY:
Starting with the second turn, in the People Distribution Phase, it may happen that the players select People which are already in play or even eliminated (no units in play). If the selected People are still in play the player may place unit/s (3.9) up to reach the Strength Number indicated on the people chart and take unit/s from the map for use in the expansion phase. If the People have no unit/s in play the player places all the unit/s indicated (Strength Number) in the Starting Land listed on the People Chart.
4.7 PEOPLE STRENGTH NUMBER:
If the People units in play reach the maximum Strength Number, no additional unit are available for that turn, but the player may take the people units on map for use in the expansion phase. For this purpose, the People player may take all the unit/s present in a land, leaving the land uncontrolled (Vacant land).
The maximum number of units on the map at this time, for a People, is the number of
Counters provided in the game.
4.8 PEOPLE EXPANSION PHASE:
The active player places his units one at a time in any land adjacent to a land already occupied by that People. If the land is already occupied by a unit of another People/Faction the active player must attack until only his unit or the defender remains (exception: Starting Land see 3.9 and Automatic Victory see 12.9). Then he may continue to place units as before in the same or adjacent lands.
4.9 PEOPLE VICTORY POINTS:
The active player adds the Victory Points earned by his People/Kingdom still in play (including the survivors of earlier Periods) and advances his Victory Point marker “P” that many spaces on the Victory Point Track, ending his People turn.
5.0 ROMAN FACTION BUILD PHASE:
In the first turn only the Roman players take Seven Legions from the own set plus the Legion Emperor bonus if any, and three free Forts. Starting with the second Roman turn, the players may recruit own eliminated Legion, bribe Rebel Legion and build Forts/Fortresses.
5.1 ROMAN FACTION BUILD COST:
the cost for recruiting Legions is 2 Roman Victory Point each, during the first three periods, starting with the fourth period to the last the cost is 3 RVP each. Rebel Legion/s are not considered eliminated and will not count for recruitment purposes.
5.2 BRIBE REBEL LEGION:
a Roman player may bribe Rebel Legions, if any, paying the bribe cost of 2 RVP each, only if the Rebel Legion is adjacent to own controlled land, if he pays the player substitutes the bribed Rebel Legion with an own Legion. This and the Emperor Legion Bonus are the only ways for a Roman player to exceed the initial Seven Legions limit.
5.3 FORT/FORTRESS CONSTRUCTION:
at cost of 1 RVP each, the Roman players may buy Forts, the Fort counters may be placed only in controlled land. One Fort for each land maximum. The player may increase only existing Forts to Fortresses at cost of 1 RVP each (a newly constructed Fort may not be increased to a Fortress in the same turn), flipping a Fort to its reverse side. A Fortress may only be build in a land containing a City.
5.4 REBUILD LOOTED CITIES:
at cost of 1 RVP the Roman player may turn looted City counters to their unlooted side.
5.5 ROMAN FACTION PLACEMENT PHASE:
only in the first turn the active Roman Faction player, in order of play, places one of his Legions in the land indicated on one of the following possible Areas:

(these colors may still be subject to change depending on the final version of the map)
Light Green starting in Aquitania with a City
Yellow starting in Italia with a City (Rome)
Orange starting in Macedonia with a City
Green starting in Syria with a City

This is his Starting Area. The other players must choose their own starting land, in order of play, from the remaining possible Areas.
5.6 ROMAN FACTION ALREADY ON PLAY:
Starting in the second turn, the Roman player may recruit Legions (see Roman Build Phase 6.0), if a Roman player has no more own units in play (not counting Forts and Fortresses) but still has Roman Victory Point available, he may recruit Legions (adds any Emperor legion bonus he might have) and places one of his Legions on the map. First on “uncontrolled” Roman land, with only a Fort/Fortress in it. Second, if any, in a vacant land adjacent to Roman controlled lands. At last, in Roman controlled land, immediately attacking the enemy Legion inside.
5.7 ROMAN DEATH FACTION:
if a Roman Faction has no more units in play and no more Roman Victory Points left, it is treated as a “Death Faction” with no units available for the rest of the game.
5.8 ROMAN FACTION EXPANSION PHASE:
The active player places his units one at a time in any land adjacent to a land already occupied by that Roman Faction. If the land is already occupied by a unit of another People/Faction the active player must attack until only his unit or the defender remains (exception: Starting Land). Then he may continue to place units as before in the same or adjacent lands.
5.9 ROMAN FACTION OVERSEAS EXPANSION:
Roman Legions (only) may expand across seas, the movement is unlimited, but if moving into lands containing Roman armies (Legion or Fort/Fortress not necessarily own) or Kingdom controlled lands the defender gains the difficult terrain bonus, if the entered land is People controlled the defender gains the difficult terrain bonus and a +1 to his die rolls.
6.0 BUILD CITIES:
At the end of the expansion phase, the Roman player (only) may build Cities for free, for each two Resource symbols he control.
7.0 ROMAN FACTION VICTORY POINTS:
The active player adds the Victory Points earned by his Roman Faction in play and advances his Victory Point marker “F” that many spaces on the Victory Point Track, ending his Roman Faction turn.
8.0 EVENTS

8.1 TIME FRAME:
Events can only be used during the Period listed at the top of their cards. A player may play up to two Events per turn. However, one Event may not be played to modify another Event played during the same phase turn (People and Faction phase) for example playing a Leader in conjunction with a Minor People/Kingdom. An Event may be played to modify a previous phase /turn Event.
8.2 UNIT TYPES:
If an Event grants a People/Faction a certain type of unit, that unit must be build and cannot be traded for another type during Expansion.
8.3 KINGDOM/MINOR PEOPLE:
When a Kingdom appears during the Period Phase, they build units, expand, etc. exactly like normal People, but use army markers of a different type than those about to be used by the currently moving People. They are NOT part of the larger, active People for purposes of Expansion. All activities of a Kingdom (except scoring) are ended before the player’s main People begins placement, or another Event is played. The Minor People/Kingdom does contribute to the player’s People score at the end of his turn.
8.4 VACANT LANDS:
Should the “Epidemy”, “Pestilence”, or “Plague” strip a land of all the occupying armies, any City therein is unaffected. They can be claimed without Conquest by the next player to place an army in that land.
8.5 EVENT DECK COMPOSITION:
The Event Deck contains the following numbers of each card type.
SET Cards
1 6 Minor People
2 3 Leaders, 2 Weaponry, 1 Fury
3 3 Elite Troops, 3 Revolt
4 6 Kingdom (I period)
5 6 Kingdom (other Period)
6 1 Epidemy, 1 Plague, 1 Pestilence, 2 Wrath of God, 1 Disaster
7 4 People Revive, 2 Roman Fortify
8 2 Rebellions, 3 Engineering, 1 Treachery
9 3 Surprise Attack, 3 Siegecraft
Every Event card is “self descriptive” about it’s use in the game.
9.0 RETREATS
9.1 START LANDS:
If a new People or Kingdom appears in a start land already occupied by another army, the prior occupant may retreat to any adjacent land containing the same type of army or if unable to do so, is eliminated. Any prior Fort/Fortress in the start land is eliminated if the new People succeed to occupy the start land.
9.2 OVERSEAS:
Armies may not retreat over Seas except across the arrow of a Strait.
9.3 REBELLION, REVOLT:
Although these Events allow their owner to place units directly in the affected land, no retreat from that land is allowed for the defender in the first round of combat. However, neither does the defender receive any Difficult Terrain advantage against the attacker who has sprung up in his midst. Any Fort/Fortress in the land aids the defender.
9.4 RETREAT ON COMBAT:
Starting from the second round of combat the defender, if Roman Faction (only), may retreat into an adjacent controlled land or in land containing Fort/Fortress alone. Forts /Fortresses may not retreat.
10.0 STACKING
10.1 STACKING ON LAND:
Each land (with an Resource Symbol on it only) may contain one City. A land may also contain a maximum of Three armies and one Fort or Fortress (in addition to the temporary presence of one attacking enemy army). A land may never contain the units of more than one People/Faction at the end of a Expansion Phase.
10.2 UNIT PLACEMENT:
Players should place their Counters in stacks covering as little of the board surface as possible to avoid hiding land names, Resource symbols, or Difficult Terrain markings.
11.0 EXPANSION
11.1 PEOPLE EXPANSION PHASE:
People expand (from their Starting Land) by placing armies in adjacent lands. They may continue to place armies adjacent to their occupied lands until they run out of forces. If the entered land is already occupied by another People/Roman Faction a battle must be fought before more units can be placed. The “new” units of a People player (if any) are placed adjacent to their controlled land, if there is no “own controlled land” the player places the “new” unit starting with the Starting Land contained in the People chart. Moreover, at the start of the phase only, the People player may take up units of his own People, which are already on map, for use in the Expansion Phase. The People player, for this purpose, may leave lands unoccupied (Vacant land).
11.2 ROMAN FACTION EXPANSION PHASE:
in the first turn only, the Roman players take the expansion phase with the own “Seven Legion” set and the Emperor Legion bonus if any and three free Forts. From the second turn to the end of the game, the Roman players may place on map recruited and bribed existing Rebel Legions. Moreover the Roman players may take up Legion/s, from controlled land on map, at the start of the phase only, for use in the expansion phase, the Roman player may take legion/s from map only if in the chosen land remains at least one Legion or a Fort/Fortress. The Roman player may not leave “Vacant land”.
12.0 COMBAT:
Combat occurs whenever an army is placed into a land already containing another People/Factions army. The attacker rolls two white dice and the defender rolls one colored die. The player who rolls highest on a single die wins and the loser removes his army. If tied, both players reroll until one wins. Combat continues until all defending armies are destroyed or retreated or the attacker abandons the attack (either because he has run out of armies with which to attack, or because he wishes to place his remaining forces elsewhere). If he conquers the land, he may place up to two more armies in it, if he has that many left for placing this turn.
12.1 FORTS:
A Roman Faction may place one fort in each land occupied by its armies, paying the cost and building it in the Build Phase. A Fort adds + 1 to the die roll of defending armies. Forts may be attacked only when the last defending army in a land is eliminated.
12.2 FORT CONQUEST:
If a Roman/Kingdom Fort/Fortress is the only defender of a land, at the start of the combat, and the attacker is a Roman Faction player, it may “conquest” the Fort/Fortress without combat or destroy it at his choice.
12.3 FORTRESS:
a Fortress adds +1 to the defender’s die roll and wins all ties. Otherwise, it is the same as a Fort. Neither side wins a tie when a Fortress is attacked by Fury or God’s Favor events. The Roman Fortify or Engineering event cards can be used to upgrade an already existing fort to a fortress at the cost of one Fort for each upgrade.
12.4 DIFFICULT TERRAIN:
The defender rolls both colored dice for defense (selecting the highest roll as his actual result) if an attack is made across Difficult Terrain. An attack is made across Difficult Terrain if the placed attacking army entered the defender’s land across a Mountain or Forest symbol inside the defender’s border. Attackers entering a land from Overseas are always attacking across Difficult Terrain.
12.5 STRAITS:
A Straits is depicted by an Arrow which serves as a land bridge linking two lands together as if they were adjacent. Armies may attempt Expansion across straits, but the defender is entitled to Difficult Terrain advantages.
12.6 AUTOMATIC VICTORY:
People/Factions may not expand from lands controlled by other People/Factions, even if they are controlled by the same player (or build City with Resources controlled by other People/Factions). Consequently, a player may find it necessary to attack his former People’s lands. Such attacks are won automatically. The defender is eliminated and all normal consequences of Conquest occur. No player earns Victory Points for looting Cities with Automatic Victory.
12.7 CONQUEST:
An area is conquered when successfully occupied by a newly placed army which is not defeated in combat. Any Fort, Fortress therein is automatically eliminated if defeated by a People’s army. lands which fall to Treachery, Rebellion, Revolt are still subject to these Conquest effects. A City therein is subjet to looting from the People/Roman Faction attacking player, however a Roman Faction Player may not loot other Roman Faction controlled Cities. An un-garrisoned Roman Fort/Fortress, at the Roman Faction players choice, may be conquered or eliminated without combat.
12.8 CITY CONQUEST:
Conquest of Cities earns the controlling player Victory Points if looting occurs.
13. CITIES
13.1 CONSTRUCTION:
A free City is build at the end of a Faction’s Expansion Phase for each two Resource symbols controlled by its armies.
13.2 SITE:
City sites must be controlled by the building Roman Faction and may not contain another City. Sites must be chosen based on the following priority:
a) The “Starting Area” of the Roman Faction.
b) A Resource site.
If no such sites are available to that Faction no Cities may be built. People may not build Cities.
The number of Cities in play is proportional to the number of resource sites controlled. If a player controls four resource sites he may only put two new cities into play.
14. HOW TO WIN
14.1 VICTORY:
The player who scores the most Victory Points wins. If the score is tied, the tied player with the highest Faction Counter Number in the last Period wins. Victory Points are scored at the end of both People and Roman Faction player’s turn or in each Conquest phase, and recorded on the Victory Point Track by advancing the active player’s’ Victory point markers. People and Roman Faction Victory Points are not cumulative and are recorded separately on the Victory Point Track. Only at the end of the game the players sum up the People and Roman Faction Victory Point to obtain an unique total to determine the winning player.
14.2 PEOPLE VICTORY POINTS:
At the end of each People player’s turn, he scores:
2 points for controlling a City in the land of Italy (Rome).
2 points for controlling a City in the land of Tracia (Constantinople) starting with the 4th Gameturn.
1 point for each other City controlled.
In Conquest Phase, when a People loots a City it earns:
1D6 (+ ? if any, see Kingdom) points per City looted.
2D6 point for looting the City in the land of Italy (Rome) or Tracia (Costantinopoli) starting with the 4th Gameturn .
For controlling Areas (see later).
14.3 ROMAN FACTION VICTORY POINT:
At the end of each Roman Faction player’s turn, he scores:
3 points for controlling a City in the land of Italy (Rome).
3 points for controlling a City in the land of Tracia (Constantinople) starting with the 4th Gameturn.
2 point for each other City controlled.
+ PV Emperor bonus for controlled lands (+1 point per land)
In Conquest phase, when a non Roman City is looted:
1D6 (+ ? if any, see Kingdom) point per City looted
For controlling Areas (see later).
At the end of the game only:
2 points per Roman controlled land.
Roll points for surviving Kingdoms as if the City would bee looted.
14.4 AREAS:
The map is divided into 9 different-colored Areas (composed of 5 lands each). Each is worth a varying number of Victory Points during different Periods in the game as shown on the Area Victory Point Table. A player with one or more armies in an Area at the end of his turn scores points for that Area as follows:
PRESENCE: Control of at least one land in an Area earns Basic Victory Points value.
DOMINATION: Control of at least three lands in an Area or more lands than any other player has in that Area gains double the Area Basic Victory Points value.
CONTROL: Control of every land in an Area gains triple the Area Basic Victory Points value. For this purpose only, a Roman player earns RVP if it has at least one Legion (or more) in a land (or more) of the area and only Forts/ Fortresses in all the other lands of that Area, otherwise
Forts/Fortresses do not give “control” of a land at any other time.
14.5 COMBINED HOLDINGS:
Although a player scores points for all of his holdings (including Past People) (the players must mark the People it controls on their own People sheet) each Area may be scored two times per player in each Period, at the end of the People and Roman phase. A player cannot score multiple Presence points (or both Presence and Domination points) in the same Area. A player may combine lands of different People under his control to claim Domination or Control of an Area. No Combined Holding is possible, for a player who has own People and his own Faction occupying lands in the same Area.
15.0 OPTIONAL RULES
15.1 TWO PLAYERS GAME:
The game plays best with four players. With only two players, have each player play two Factions. The game otherwise remains the same. A player may pass a People/Faction to himself in the People/Faction Distribution Phase by giving it to his other controlled group of People/Faction. Faction scores, Strength tallies, and Event cards should be kept separate for each “Faction”. A player wins by having the highest combined score for his two controlled group of People/Faction.
15.2 THREE PLAYERS GAME:
With only three players, have the players play one Roman Faction each, but the players receive 9 Starting Legion each. Otherwise the starting Areas remain the same as in the basic game.
15.3 GOD’S FAVOR:
the “God’s Favor” event card is optional, if the players agree it may be substituted, in Event Set 6 for a Wrath of god card.
15.4 BRIBE BARBARIANS:
Anytime a Roman Faction player is attacked by a Barbarian People (only) on own controlled land, he may try to bribe that people offering any number of Roman Victory Points. If the player controlling the attacking Barbarian People accepts this offer, he takes the Roman Victory Points, adds them to the own People Victory points total, and for the entire full turn may not attack that Roman Faction with that Barbarian People anymore. If the Barbarian player refuses the offer, the Roman player keeps the offered RVP.

Design and Development by:

Broglia Marco

setarcos
Offline
Joined: 07/31/2008
History of the Roman Empire living rules

Uhm...

Dude,

Posting the rules isn’t really a review.

Your listing on BoardGameGeek is a better way to advertise your game anyway.

hpox
Offline
Joined: 12/31/1969
History of the Roman Empire living rules

[moved to Game Design] Anyone got a better idea where to put this thread?

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