- Note map errata of sea rout from Aleria to Pisae.
Activations
- for AM order determination, the player with the least VP goes first. Stability level breaks ties.
- no player may play more than two activations in a row.
- When a player draws an AM and he pays 1T for it, he then draws an event card.
Cards
- A player may have no more than 3 May Be Held cards. These may be played during the Card phase or Operations phase.
- If a Rebellion card is played, the player chooses the Space where the rebellion will occur.
- Pirate… TBA
Control
- Ports in home territory are always controlled. Ports outside of home territory are only controlled if containing a land unit or garrison therefore must always roll for continuity.
- To control non-home province - occupy more than half land spaces or if there are no other forces.
- To control own home province - control capital or control any land space and no other player controls more than half.
- To control territory - control all of its provinces.
- Galley squadrons have no effect on control.
- Towns and cities are considered to have an inherent garrison for all purposes. (control etc.)
- Income may only be collected from provinces that have an established LOC.
Purchasing
- No HI units may be raised in any of the Aegean islands.
- Players must pay 1T of maintenance per galley.
- Players must pay 1T of maintenance per LG/HI above manmax (exc. Cart may never exceed manmax).
- Use a minor move to rebuild a town/city wall at 1T per point.
- Cities and Towns cannot be built in mountain spaces.
- Walls may only be repaired by the owning player. Independent Walls may not be repaired.
Combat
- Lone leaders who are attacked and cannot withdraw are eliminated.
- Attacking units cannot use a town or city defence benefit.
- Independent units always use the town’s defence strength.
- Don’t forget to check for leader death after battle.
- Captured Cities/Towns my be Plundered with the risk the unit will need to end its turn.
- If an Attacker eliminates or retreats the enemy from a City/Town, it must then attack the City/Town. This costs no further MP.
Retreat
- If a defender did not use a city/town for defense and the attacker won the battle, the attacker can force the defender to retreat for one additional MP. The attacker now occupies the battle space.
- Units may retreat through land transit points to stop at first Land Space reached but must lose one BP per LT point.
Interception
- only Regrouping units may not be intercepted.
- Galleys cannot intercept.
- Intercepted units may not use Pre-battle withdrawal.
- The currently active force may not intercept withdrawing units.
- Units may not be intercepted in an Alpine Space, Transit Point or Across a Strait.
Units
- In battle where a city or town is used for defense, the max Leader shift is 1.
- An army defending against amphibious attacks gets 2 shifts.
- Starting Turn 3, Roman LG units have 1 integrated Cav per 2 full LG. The Cav have no strength or losses, they’re only used for Superiority. However they can only gain Supremacy if used with regular Cav.
- Elephants cannot be used in any battle where town/city or mountain fortress BP is used. Nor may they exist on their own.
- Elephants cannot absorb combat losses but they may absorb attrition.
- Two reduced LG/HI *must* combine if in the same space. Reduced units can be rebuilt during Recruitment and Manpower.
- Reduced legions do not contribute to the cav component.
- A player may not have two elite leaders in play at the same time.
Special Units
- Garrisons may not end movement in a mountain fortress unless stacked with an army.
Mercenaries
- Carthage may hire mercenaries by playing any “May Be Held” card. The event of the card is ignored. Others must play the Mercenaries card.
- Must pay 2T and get 2 LI or 1 Cav or 1 HI.
- Rome may never hire mercenaries.
- Mercenary units are always removed in the removal phase.
Militia
- A player may call for Militia if he loses a land battle in his home territory or if a city has been lowered in strength to 3 BP. Immediately adjust stability by -1.
- Roll one D6 and halve (round up). Result is the number of 1 BI units raised in any one or more non-enemy controlled Spaces in Home Territory. (check Stability limits too)
SoF
- The Roman player never gets the SoF army, he may hold the card to prevent others getting it. He may also play it as a Dictator if there is an enemy army in his Home Territory when played (12.47).
Rhodes
- Players may conduct Naval movement through Rhodes at a cost of 1T to the controlling player or the bank.
- The navy may only be used by the player of Rhodes Alliance card.
Mamertines
- Just hold, their fate is elimination.
Syracuse
- A power who captures the Syracuse Space gains control of Land Units/Fleet/City if they exist.
Pergamum
- Player may use alliance card otherwise they sit in place and defend.
Pontus
- Activated on play of the card.
Fleets
- Galleys on their own do not use movement points, they may travel unrestricted except for Continuity.
- A fleet may pick up other Galleys at no cost.
- Naval Transport (with or without Galleys) do use movement points.
- Individual units of an army can be dropped off at no MP cost. Dropping off more than one unit in a space is considered debarkation and costs 1MP.
- Galleys may never be purchased in a port if an enemy galley is there.
Objectives
- May purchase a single OO marker during the Manpower Phase for 1,2,3 talents depending on Stability level.
- A player may not purchase an OO if already has three.
- A player may discard any of his OO markers during the removal phase.
- If an OO is drawn that applies to a certain player then it goes back and another is drawn.
Alliances
- Alliances are forbidden unless an Alliance card is played. Alliances made this way expire at the end of each game turn.
- Bribes of Talents are allowed at the instance an action is being performed.
Scenario IV
- Both Rome and Carthage get their 4 initial AMs, and Carthage gets a free move of the SoF leader and army at the beginning of the game. Carthage gets to move the SoF *before* any AMs come into play. After that, they may use an AM to move the SoF as per the normal SoF rules. In the first free AM, Carthage may not use minor moves to move its own troops.
- A card is not drawn for the initial SoF AM.