carthage rules 5

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0505 A RICHARD H. BERG GAME DESIGN VOLUME #2 of THE ANCIENT WORLD SERIES CR 1.0 Introduction .................................................. 2 CR 2.0 Components .................................................. 2 CR 2.1 The Maps .............................................. 2 CR 2.2 Counters ................................................ 2 CR 2.3 Player Aids ............................................ 4 CR 3.0 The Sequence of Play ................................... 4 The Roman Political and Command System ........... 5 CR 5.1 The Magistrates of Rome ..................... 5 CR 5.2 Elections and Assignment of Magistrates . 7 CR 5.3 Prorogue of Imperium .......................... 10 CR 5.4 Magistrate Restrictions ......................... 10 CR 5.5 Magistrates in General .......................... 11 CR 5.6 The Senate ............................................ 12 CR 5.7 The Carthaginian Political System ....... 13 CR 6.0 Movement .................................................... 16 CR 7.0 The Advanced Naval System ....................... 17 7.1 Fleets and Naval Construction ................... 17 7.2 Fleet Commanders ..................................... 18 7.3 Naval Operations ....................................... 18 7.4 Naval Combat ............................................ 20 7.5 Raids .......................................................... 21 SCENARIO BOOK 7.6 Naval Transport .......................................... 21 7.7 Port Harbor Capacity and Winter ............... 22 CR 8.0 Land Combat ................................................ 23 CR 9.0 Cities and Sieges .......................................... 23 CR 10.0 Manpower ................................................... 24 10.1 Raising Legions ....................................... 24 10.2 Placement of Roman Manpower .............. 25 10.3 Legion Training ........................................ 25 10.4 Carthaginian Manpower ........................... 25 10.5 Carthaginian Army Efficiency ................. 26 CR 12.0 Diplomacy .................................................. 27 SCENARIOS: The Mercenary War, 241 B.C. .......................... 28 Agathocles, 311 B.C. ........................................ 29 Hiero, Hero or Gyro? 264–263 B.C. ............... 32 The First Punic War, 264 to 241 B.C. .............. 34 Consul Historical Information Table ....................... 39 Extended Example of Play ...................................... 40 Carthage Rules Index .............................................. 46 Carthage Gazetteer .................................................. 48 T A B L E O F C O N T E N T S Version 1.1 (8-11-06)

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Page 1: Carthage Rules 5

Carthage Scenario Book VER. 1.1 (8-11-06) 1

© 2005 GMT Games, LLC 0505

A RICHARD H. BERG GAME DESIGN

VOLUME #2 of THE ANCIENT WORLD SERIES

CR 1.0 Introduction .................................................. 2CR 2.0 Components .................................................. 2

CR 2.1 The Maps .............................................. 2CR 2.2 Counters ................................................ 2CR 2.3 Player Aids ............................................ 4

CR 3.0 The Sequence of Play ................................... 4The Roman Political and Command System ........... 5

CR 5.1 The Magistrates of Rome ..................... 5CR 5.2 Elections and Assignment of Magistrates .7CR 5.3 Prorogue of Imperium .......................... 10CR 5.4 Magistrate Restrictions ......................... 10CR 5.5 Magistrates in General .......................... 11CR 5.6 The Senate ............................................ 12CR 5.7 The Carthaginian Political System ....... 13

CR 6.0 Movement .................................................... 16CR 7.0 The Advanced Naval System ....................... 17

7.1 Fleets and Naval Construction ................... 177.2 Fleet Commanders ..................................... 187.3 Naval Operations ....................................... 187.4 Naval Combat ............................................ 207.5 Raids .......................................................... 21

SCENARIO BOOK7.6 Naval Transport .......................................... 217.7 Port Harbor Capacity and Winter ............... 22

CR 8.0 Land Combat ................................................ 23CR 9.0 Cities and Sieges .......................................... 23CR 10.0 Manpower ................................................... 24

10.1 Raising Legions ....................................... 2410.2 Placement of Roman Manpower .............. 2510.3 Legion Training ........................................ 2510.4 Carthaginian Manpower ........................... 2510.5 Carthaginian Army Efficiency ................. 26

CR 12.0 Diplomacy .................................................. 27

SCENARIOS:The Mercenary War, 241 B.C. ..........................28Agathocles, 311 B.C. ........................................29Hiero, Hero or Gyro? 264–263 B.C. ...............32The First Punic War, 264 to 241 B.C. ..............34

Consul Historical Information Table ....................... 39Extended Example of Play ...................................... 40Carthage Rules Index .............................................. 46Carthage Gazetteer .................................................. 48

T A B L E O F C O N T E N T S

Version 1.1 (8-11-06)

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(1.0) INTRODUCTIONCarthage (Volume II of The Ancient World series) simulates thefirst war of the three separate wars that comprised the 100+ yearlong disagreement between Rome and Carthage as to who wouldrule the western Mediterranean, plus some of the wars fought inand around Sicily and Africa prior to the 2nd Punic War.

The rules, below, are in addition to those in the basic, Ancient WorldRules book.

(2.0) COMPONENTSCR contains the following:

1 22" x 33" Game Maps (AW Maps: IT [Italy])1 17"x22" Game Map (AW map: CR [Carthage])4 Full Counter Sheets (1120 counters)2 Tables and Charts Folders (4-sides each)1 Augury Event Chart (2 sides)1 Advanced Naval Rules Charts & Tables Card (2-sides)1 Roman Political Charts & Tables Card (2-sides)1 Carthaginian Political Charts & Table Card (2-sides)1 Carthaginian Political and Manpower Display (1-side)1 Roman Army Display (2-side)1 Carthaginian Army Display (2-side)1 Roman City/Port Display (2-side)1 Carthaginian City/Port Display (2-side)1 Basic, Ancient World Rules Booklet, v.2.01 Carthage Rules Booklet, v.1.01 10-sided dice

(CR 2.1) THE MAPSThe maps are covered with hexagons (hexes), used to regulate move-ment. The land areas are further divided into Provinces, which havea greater effect on play than individual hexes.

ItalyThe map of Italy in the Roman era is based on the tribal/provincialdivisions that prevailed in the heyday of the Roman Republic. Theserules apply to Rome and her geography. During the period of ThePunic Wars, many of the individual provinces—e.g., Apulia—wereno longer independent areas, but were instead allied to Rome.

For the purposes of Roman Magistrate assignment and use of Im-perium and, in some instances, determining Manpower, many ofthe smaller areas designated on the map as provinces are combinedinto larger administrative (and assignment/imperium) areas. On theItaly map, these areas are:

• Roman Italy: includes all provinces on mainland Italy south ofand excluding Gallia Cispadana and Liguria Friniates.

• Sicily: includes East and West Sicilia. The Liparae Ins. and Melitaare part of (East) Sicilia.

• Sardinia: includes Northern and Southern Sardinia

• Liguria: includes Liguria Taurini and Liguria Friniates

Italy, itself, includes Roman Italy (above), Liguria Taurini, LiguriaFriniates, Gallia Cispadana, Gallia Transpadana, and Venetia.

Corsica, and the Gallic provinces west of Roman Italy/Liguria aretreated individually.

See the individual scenarios for specific rules on Control.

CarthageThe Carthage map is divided into four game provinces: Carthage,Tripolitana, Numidia and Mauretania. The actual political bound-aries of what we know as the country of Carthage are a bit problem-atical to discern. The Carthage map uses the “Ditch” boundary (asnoted on the terrain legend). It seems that Carthage defined her hometerritory by digging a protective ditch at the edges of her domain,although exactly what protection it would offer is open to specula-tion (probably of the Line in the Sand variety) While we do notknow the exact places of this boundary, we have a pretty good idea(according to several of the sources we read) and have noted this onthe map. For the Punic Wars scenarios, Carthage will be consideredto lie within the Ditch Boundary, although, at various times, shewill hold Numidian towns.

To which we must add that during this period, and even while shewas fighting Rome, Carthage was always seeking to extend herboundaries... to the west, into Numidia, and to the south and south-east, into the Libyan-populated area known as Tripolitana.

Numidia had a rather dichotomous relationship with Carthage. Whileit often supplied her with troops, it also was in constant border war-fare with Carthage. By the end of the Punic wars, Numidia, underits great king, Masinissa, controlled much of northern Africa.

Mauretania, to the west, was pretty much on its own.

Africa includes the provinces of Carthage, Tripolitana, Numidia,and Mauretania

SeasThe seas are divided into areas (usually identified by mare, Latinfor Sea), and the hexes therein are either Coastal (including ship-ping lanes) or All-Sea hexes.

RoadsThe “C” roads are not used in any scenario in Carthage.

(CR 2.2) COUNTERS

LegionsRoman combat units are grouped into Legions. Legions are self-contained organizations consisting of a specific number of infantryand cavalry SP. In Carthage, each Legion is composed of two ele-ments representing separately the Roman Citizens and the RomanAllies (Ala Sociorum). These elements each have their own organi-zational counter to differentiate the combat units. These two orga-nizational counters have the same Legion number and make up asingle Legion. Thus the Roman player would use the organizationalmarkers I RL and I AL for Legion I. The maximum strength of eachLegion by element is:

• Roman Citizens: 9 Legion Infantry SPs, 1 Legion Cavalry SP

• Roman Allies: 9 Legion Infantry SPs, 3 Legion Cavalry SPs

Roman Citizens Roman Allies

These two unitscompriseLegion I

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The Roman player may either place the appropriate combat unitseither under their respective Legion counters, or use the RomanArmy Display.

Important Rules Note: Whenever you see the word Legion in therules, it means the combat units associated with both the RL and ALelements of the same Legion. For those familiar with RRR, this wascalled a double Legion and was used synonymously with term Le-gion (to the confusion of many).

HISTORICAL & DESIGN NOTE: The “paper” numerical strengthof legions varied from decade to decade, consul to consul, cam-paign to campaign, battle to battle. However, except for the Sam-nite era, the “standard” numerical composition of the legion ap-pears to have been 4200 infantry... although, sometimes, the “al-lied” legions would be “reinforced” up to 6000 foot. As for cav-alry, the citizen legions of the republic were notoriously short ...and when they weren’t (e.g., some sources state that, at Ausculum[Pyrrhus, 279 B.C.], the Roman legions had a 40% ratio of cav-alry to infantry, a figure we find rather difficult to swallow), theywere usually so poorly handled-a Roman tradition-that they mightas well have had half the numbers ascribed.

ArmiesEach power in play as one or more Army counters to represent hiscombat units/Legions on the map. The combat units/Legions them-selves are kept in the corresponding box on the player’s Army Dis-play (see below). For the non-Roman player, an Army can hold anytype and number of land combat units. For the Roman player, aConsular Army must contain two Legions (and their associated com-bat units). In addition, the Roman player has a Legion box that canbe used for a Praetor-led force. Both types of boxes can hold anynumber of Auxiliaries or Allies in addition to the Legions. There isalso a Legion marker for each Legion that can be used to representthe Legion on the game map when operating independently fromits army or when its not part of a Consular Army.

Squadrons and FleetsEach naval unit represents a number of Naval Squadrons equal tothe value on the counter. Each Naval Squadron strength point rep-resents 10 war galleys. The galleys in the squadrons are consideredeither all quinqueremes or all triremes as noted on the counter

Squadrons are always grouped into Fleets and each Fleet has anassigned Crew rating to express the level of capability of the men inthat Fleet. Generally only the Fleet counter will be placed on themap with the associated Squadron counters and Crew Rating markerkept on the corresponding box on the player’s Army Display (seebelow).

Roman LeadersThe “in-depth” rules for these leaders are given below. What wewish to note here is that each leader has a three-digit ID number.This allows you (and us) to identify the different leaders as to whenthey can be used, without resorting to their actual names-many ofwhich sound pretty much the same. The first digit identifies thescenario for which the consuls are used. In Carthage, which coversthe 1st Punic war, that format is 3xx.

All leaders in the game are actual, historical Roman consuls ... eachand every one who served as a consul (or militarily active procon-sul, praetor or dictator) in that period. We’ve even provided a com-plete list of all these distinguished patricians for the truly curiousamong you.

Historical Magistrate Usage: For those of you wishing to playwith the actual magistrates from the years in which they served, usethe Roman Magistrate Chart to locate these men. In such a usage,you will need to conduct elections only to fill spaces that play of thegame creates.

Consul Names: The Romans actually had a system of sorts when itcame to “names”, a system quite similar to what the western worlduses today. Essentially-and somewhat simplistically-the first “name”was the given name, the second the all-important “family” (gens)name, and the third, if any, a sort of identifier (cognomia)-or nick-name, if you will. The first name was usually written as a simpleinitial. Romans tended to use the same names a lot ... maybe GeorgeForeman is Roman. As for the cognomia, the Romans thought them-selves a rather witty lot. For example, the consul who finally de-feated Pyrrhus, Dentatus, was so-called because of his immense,bucked teeth.

Somewhat confusing is the number of consuls with the same name.The Romans were not overly inventive when it came to names, andthe use of the same name by a family descendant kept that family’straditions-and patrician status-alive. This tended to be more preva-lent before the end of the tribal wars, when a small group of patri-cian families controlled the Senate and the government. But start-ing with Appius Claudius Caecus, the number of “New Men”—families appearing on the Senatorial rolls for the first time- starts togrow, as more plebians graduate to patrician level. When in doubt,use the ID# on the counter ...the “You’ve seen one Mus you’ve seenthem all” theory.

Roman Magistrate and Imperium MarkersThe counter mix includes markers for each of the Roman magistra-cies (Rome Consul, Proconsul, Praetor, etc.) and markers to denotethe magistrate’s assigned province. These markers are either stackedwith a leader to indicate is office/assignment or placed on the ArmyDisplay with the Army he commands to indicate the same. This isdetailed in the Roman Political and Command System rules below.

RomanConsular

Army Marker

CarthaginianArmy

Marker

RomanLegionMarker

Fleet Marker Crew RatingMarker

Squadron

NameGuile Points Leader ID#

Mortality Rating

BattleLetter

CampaignRating

InitiativeRating

Roman Leader

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Carthaginian GeneralsIf you thought the Romans used similar names, you haven’t wan-dered into the Carthaginian lists. Multiple Hannibals, Hannos,Hamilcars, and who knows what, many with the same family name.(Maybe George Foreman was Carthaginian?) We’ve tried to sortthem out, but that is often not easy.

As with the Romans, we’ve numbered the applicable Carthaginianfield commanders with a numerical system similar to the above..We have also noted which Family they are aligned with a coloredstripe—red for Magonid, blue for Barcid—for use with theCarthaginian Political system.

DESIGN NOTE: Finding the Political/Familial affiliation of manyof these men was difficult, and some guesses were made.

(CR 2.3) PLAYER AIDSCarthage includes several player aids to help manage the large stacksof units and markers. Each player has an Army Display and CityOccupation Display, the former for keeping tack of which combatunits belong to which Legion/Army/Fleet, while the latter holds thevarious city garrisons. Both displays are back printed and each areidentified as to which scenario they are used.

Army Display: Each display includes a series of boxes for theplayer’s Armies and Fleets. Each box has a corresponding markerthat is used to represent the combat units, squadrons, other leaders,and markers in the display box on the game map. For the non-Ro-man armies and all Fleets, simply place the units/markers in thebox. The Armies on the Roman Display are a bit more complicatedin that they are further subdivided into a row of boxes for eachLegion and within the row, boxes for both Legion components.

EXAMPLE: The Roman player raises two new Legion, I & II(which are placed in Rome), and assigns them to the Rome Con-sul as his Consular Army. The Consular Army I box is availableso he takes the Consular Army marker and places it and the RomeConsul in Rome. The Legion I, Legion I RL, and Legion I ALmarkers are placed in the Legion Marker box in the top row ofboxes of the Consular Army I display box. He places 9 Legioninfantry SPs and 1 Legion Cavalry SP and places them in theLegion RL box on the same row, and then places 9 Legion Infan-try SPs and 3 Legion cavalry SPs in the Legion AL box in thatsame row. He repeats the above for the Legion II markers andcombat units using the second row in the Consular Army I box.Lastly, he places the Rome Consul magistrate marker in the mark-ers area of the Consular Army I box.

City Occupation Display: Each display has an Attrition Point Trackfor keeping tabs on a force’s accumulated Attrition. The remainderof the display includes a series of boxes either a particular city nameor a generic number. If a named city on the display has a garrison,put those troops on the display. If a garrisoned city is not named onthe display, take one the numbered city control markers and placeon the hex of the garrisoned city. The troops go in the box with thesame number. For ease of reference, named cities have their IDS

listed in the upper left hand corner and their Port Capacity in theright hand corner. The IDS and Port Capacity for all other citiesdepends on the city and port size as listed in the scenario.

Carthage Political and Manpower Display: This display has anumber of tracks used by the Carthaginian player to note the Fam-ily in Power, Political Climate, and various Manpower levels andtheir maximums.

(CR 3.0) THE SEQUENCE OFPLAYA. The Upgrade Phase1. City Rebuild. Rebuild sacked cities one level if they are not in aDevastated province (9.86).

2. Carthaginian Army Efficiency. Increase the Efficiency ratingof all Carthaginian Armies, as per CR 10.53.

B. Strategic Decision Phase:1. Disband Legions. See CR 10.18 for the Why and How of this.

2. Imperium Prorogue. The Roman player decides which Consulswill stay in office as Proconsuls (or Praetors), and which Praetorswill stay on as Praetors (CR 5.3). Magistrates that will not continuein office are placed in the pool of leaders available for election.Those magistrates that will stay in office remain where they are onthe map. Their assignment and placement for the upcoming turn isdetermined in the Election Segment.

3. A Visit from Pluto. The Roman player rolls on the Leader LossTable (8.6) for every magistrate he wishes to continue in office ei-ther because of a Triumph (CR 5.21/2) or Prorogue (CR 5.3).

• if the result is Leader Wounded, the magistrate is removed andplaced, after all leaders are selected, in the Leader Pool for thefollowing turn.

• if the result is Leader Killed, he has taken the HMS Hades acrossthe Styx and is removed from the game.

DESIGN & HISTORICAL NOTE: No, he has not gone to DisneyWorld. Pluto was the Roman god of the “Underworld”. This rathermorbid rule applies only to the Romans because they have so manyleaders.

4. Roman Elections. The Roman player chooses new magistrates(CR 5.2).

5. Carthaginian Political Climate. The Carthaginian Player deter-mines which Family is in Power (CR 5.71), and then the PoliticalOutlook the Council has, as per CR 5.72. He also Disbands hisArmies (CR 5.76) during this segment and returns any WoundedLeaders at this time if their Army/Fleet is still in play. Leaders areappointed for Armies/Fleets that have no commanders.

PLAY NOTE: The Carthaginian Player may perform this step whilethe Roman Player is undertaking steps 1-4.

6. Force Increase Determination. Both Players decide if they wishto build/increase their land forces or their navies, or expand theirPort harbor facilities (CR 7.72). They cannot increase both land andnaval forces in this phase. If a Player decides to so build, he does soin this Phase. See CR 7.16 et seq.

NameGuile Points

Family Indicator stripeLeader ID#Mortality Rating

BattleLetter

CampaignRating

InitiativeRating

Carthaginian Leader

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7. Remove Raid Markers.

C. The Initiative Phase1. LAM Pool Segment. Each player places all the LAMs availablefor every leader he has in play in a cup or similarly opaque con-tainer. In addition, place the Augury marker -if the scenario requiresit- and the three (3) Siege Attrition markers in the same cup. Eachplayer places his Duumvirs on the map and adds his Duumvir LAMto the pool (CR 7.22).

2. Initiative Determination Segment. Either player, blindly andrandomly, draws one marker from the cup. If it is a LAM or a SiegeAttrition marker, go to the Operations Phase (D). If it is the Augurymarker, go to the Augury Phase (E). If there are no LAMs in thecup, proceed to the Devastation Phase (F).

D. The Operations Phase1. The player who controls the leader drawn from the pool may doanything with that Leader that the rules (5.5) allow. The phase endswhen the leader is Finished. Play now reverts to C/2.

2. If the LAM says Siege Attrition, the players resolve that and playthen reverts to C/2.

E. The Augury PhaseIf the player has drawn the Augury marker he rolls on the AuguryTables and the players follow the instructions contained therein. Ifthere are LAMs left, return to C/2.

F. Devastation Phase1. Devastation Recovery Segment. Players roll to see if Devas-tated provinces can recover (6.7).

2. Devastation Attempt Segment. Players, if they wish, may at-tempt to Devastate provinces (6.7).

G. End-Turn Phase1. Inertia Attrition Segment. Players roll for the effects of Attri-tion on those units that have remained in the same province thisturn (6.46).

2. Port Segment. All Fleets must return to a friendly Port (CR 7.75).

3. Legion/Crew Training. The Players finish training of their le-gions (CR 10.3) and Crews (CR 7.14).

4. Recovery from Battle. Forces can improve their After BattleStatus (see 8.56).

5. Victory Determination. Check scenario victory rules to see ifeither player satisfied automatic victory conditions. If not, the turnis over; start another beginning with Rebuild Phase (A).

ROMAN LEADER ACTIVATION MARKERS(CR 4.16) The Roman Player does not have “named” LAMs. Heuses the Magistrate LAMs instead. He includes as many of eachtype of markers as the magistrates that hold those offices have Ini-tiative Rating points, except for Praetors who receive only one LAMregardless of the leader’s actual Initiative Rating.

PLAY NOTE: There will usually be two consuls and often morethan one proconsul in play. The Roman player receives a numberof Consul/Proconsul LAMs equivalent to the combined InitiativeRatings of the leaders holding those respective magistrates.

(CR 4.17) Whenever a Magistrate LAM marker is picked, the Ro-man player activates the magistrate who holds the office. If there ismore than one available, the player may choose any of them, how-ever, no leader may undertake more Operations Phases than his Ini-tiative Rating allows.

EXAMPLE: (Initiative Ratings are in parentheses) Aquilius [Rome](1) and Servilius [Field] (2) are the Consuls. There are two pro-consuls in play: Fulvius (1), and Lutatius (1). There is also a le-gion assigned to a Praetor: M. Atilius Regulus (3). The Romanplayer would thus place in the LAM Pool, 3 Consul LAMs, 2 Pro-consul LAMs, and 1 Praetor LAM (Regulus gets only one LAM,despite his Initiative Rating of ‘3’).

THE ROMAN POLITICALAND COMMAND SYSTEMDESIGN NOTE: This set of rules encompasses the game’s versionof the Roman republican and Carthaginian political systems, asthey pertain to military necessities. While “quantifying” politicalsystems is rare in historical games, it is a sine qua non for this era,where politics played a far more important part in how/why thingsoccurred than any other single factor. Therefore, this section is theheart of the game, and the rules therein are quite extensive andrather more detailed than one normally finds.

A HELPFUL PLAY NOTE: Gamers familiar with the first game inthis series (“Rise of the Roman Republic”) will have already en-countered the “fun” of dealing with the Roman Political system.Those of you who haven’t, while it may seem daunting and tortu-ously detailed, it does make sense ... and, once used to it, you willfind it flows rather smoothly. If you have any interpretive prob-lems, we highly recommend you join the discussion of this serieson Consimworld—www.Consimworld.com—where everything isanswered and all becomes clear, albeit in Delphic fashion.

We have provided a MAGISTRATE REFERENCE CHART forthe Roman Player to ease his way through the electoral process.

(CR 5.1) THE MAGISTRATES OF ROME:IMPERIUM ROMANUMThe Roman Republic was administered by two consuls, electedannually. In case of war, these consuls were entrusted with com-manding her armies, usually with the assistance of praetors and pro-consuls. As almost all of the consuls and other magistrates werepatrician politicians, Republican Rome’s armies were sometimessaddled with a series of hacks and dilettantes whose level of mili-

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tary capability rarely approached workmanlike(you did have to havea ten year background in the military, usually service, to be eligiblefor office, though). Realistically, since battle/tactical doctrine wasinfantry-oriented, and strictly adhered to upon pain of death (some-times literally), the ability to creatively adapt was not one highlysought. The ability to do what everyone else had done in years pastwas what they were after. Rome’s strength lay in her disciplinedlegions, her sense of Honor and Duty, a rather rigid tactical doc-trine, and, mostly, her manpower.

The Roman leadership system in the game is far more complex andhierarchal than that for the other players. This has much to do withthe republican form of Roman government, and the rather involvedand political requirements therein for holding office. The officesavailable to the Roman Player were grouped under the term Magis-trates, and magistrates who could command were those who hadbeen given imperium, the power to lead (plus a few other thingsunnecessary for game purposes). The magistrates available to theRoman Player are:

Consul: The Roman Player elects two Con-suls (usually new ones), the Rome Consul andthe Field Consul (less historical terms thanones useful for game purposes) each year/

game turn. The Rome Consul was usually restricted to Italy, withthe other consul assigned where and as needed-usually to a specificprovince. Each consul has the ability to command two Legions ...never more. The two Legions assigned to a Consul form his Consu-lar Army. Occasionally, both consular armies would be combinedunder the dual (and sometimes fractured) leadership of both con-suls. It was possible to field a bigger army by attaching legionsassigned to lesser magisterial offices, but this, too had limitations.

Proconsul: Proconsuls were magistrates assigned asneeded to areas/provinces, usually those outside RomanItaly and, in game terms, the legions already there. Pro-consuls were, in effect, military governors of the prov-

inces to which they were assigned. Like consuls, they held the im-perium of two Legions (and thus have Consular Army), but, with-out permission from the Senate, they could not leave their assignedprovince with that army. While some proconsuls were assigned fromthe available “pool” of patricians in Rome, many were consuls whowere “prorogued”-kept in office without really being elected-in theprovinces in which they had their armies. For example, a consulwould be given his consular army and sent to Sicily to beat up onthe Carthaginians. Rather than bring his army back and replace him(which they did often enough to make you wonder), many timesthey would simply “prorogue” his imperium-let him stay there, withhis army, as proconsul.

Praetor: In times of military stress praetors were oftenappointed to lead individual legions, usually for“smaller” campaigns. A praetor’s imperium allowed himto command one Legion; never more. It was possible to

attach that legion to a Consul or Proconsul’s army, to increase thelatter’s size. But the praetor still had the imperium for his Legion.Much of this fractured command system-which did much to de-stroy what efficiency the army did muster-resulted from Roman fearof kings, and the concomitant fear that if anyone could command alarge army they could become a king. From that viewpoint-and fromno other-does this method make sense. Praetors were usually as-signed to specific legions, rarely to a province. However, praetorswere not free to move around with their legions and were prettymuch anchored to where they were assigned.

Dictator: In times of emergency the Romans chose aDictator to oversee command. The dictator’s imperium,while limited by time, superseded and replaced that ofthe consuls. In essence, only the Dictator had Imperium,

some of which he could apportion among lesser magistrates. Somewere chosen only to run things back home, giving the consuls a freehand in the military arena. Others took the field. A Dictator was notlimited in the number of legions he could (theoretically) command;it was unusual, though, to see one lead an army of more than fourlegions without the leadership support/presence of the other con-suls. Historically, no Roman army of the period covered by thisgame ever exceeded four Legions.

Magister Equitum (Master of Horse): A Dictator wasallowed to choose an “assistant”, the Magister Equitum,Master of Horse. If the dictator took the field, leadinglegions, the ME stayed in Rome. If the Dictator stayed

in Rome to oversee the day-to-day operation of the republic, theME took his place with military imperium. Someone to lead thearmy.

Praetor Urbanus: The Praetor Urbanus was, essentially,commander of Rome garrison. During the 2nd PunicWar (and after) he commanded the Urban Legions. Hismajor task, outside handling a variety of emergencies,

is training legions. The Praetor Urbanus’ capabilities are further re-stricted in scenarios prior to the 2nd Punic War.

Legatus Legionis: Legates are used to move legionary reinforce-ments from Rome/Italy to overseas provinces when the player doesnot wish to use praetors or proconsuls.

Imperium: Or the ability to command armies. Romanmagistrates were given Imperium by the Senate. Amagistrate’s Imperium is a specific group of Legions/Fleets commensurate with the type of office the magis-

trate held as listed below. Generally, magistrates were also restrictedto where they could exercise their Imperium, usually to a specificprovince (these are listed in the scenario) or other geographic area,without given permission by the Senate to do otherwise. Once as-signed to a magistrate, the Legions/Fleet may only be commandedby that magistrate (or indirectly by attachment to a more seniormagistrate in the command hierarchy) during that game turn. Theallowable military forces for the different magistrates are as fol-lows:

• Dictator/Magister Equitum: Two Consular Armies (Four Le-gions) or any sized Fleet

• Consuls: Consular Army (Two Legions) or any sized Fleet

• Proconsul: Consular Army (Two Legions) or any sized Fleet

• Praetor: One Legion or one Fleet of five or less Squadrons

• Praetor Urbanus: Rome Garrison

• Duumvir: One Fleet of up to 2 Squadrons

DESIGN AND HISTORICAL NOTE: Actually a Dictator, or hisMagister Equitum, whichever takes the field, commands all Ro-man forces. The above restrictions are partially for game purposes,and partially to reflect the realities of leading large armies.

The two Legions of a Consul/Proconsul’s imperium are consideredthat magistrate’s Consular Army. Generally, the two legions willremain together on the map although there is no requirement thatthey must. The key point is that two legions can only be directly

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commanded by that magistrate during the turn. Furthermore, thesetwo legions remain part of that army until one or both are elimi-nated or Disbanded.

Important Note: The term Consular Army will be used frequentlyin these rules. When the rules say Consular Army, they refer to thetwo Legions that are/were the imperium of a particular Consul/Pro-consul.

EXAMPLE: At the start of the 1st Punic War scenario, AppiusClaudius, the Rome Consul, starts with Legion I and Legion II ashis imperium. His Consular Army (Consular Army I) consists ofthese two legions. Claudius is the only Roman leader that can di-rectly command (conduct operations, use Interception or Avoid-ance) these two Legions. As Rome Consul, he can’t leave RomanItaly without Senate permission, which he does have as the sce-nario begins. Claudius may move where he wishes, though Sicilyis the place to be.

HISTORICAL NOTE: The numbers assigned to legions (e.g., I, II,etc) were not permanent, in the sense that they were in the Empire.The Consular Army numbers are arbitrary and are provided solelyfor the purpose of identifying the box on the Roman Army Displayholding the two legions of a magistrate’s imperium.

(CR 5.2) ELECTION AND ASSIGNMENT OFMAGISTRATESPROCEDURE: At the start of the Roman Elections segment (B/3),the Roman Player places all his leaders that are eligible for electioninto a cup. Eligible leaders are those listed in the scenario setupinstructions except those that have been removed from play, includ-ing those leaders who served as magistrates in the previous turn butnot those who are to be prorogued (CR 5.3). This is the magistratepool from which the Roman player will “elect” his magistrates.

The magistrates are elected and their Imperium established in theorder listed below. The two Consuls and the Praetor Urbanus mag-istracies must be filled each turn. The remaining magistrates areelected as needed and described in the rules in this section.

To “elect” a magistrate, the Roman player randomly and blindlydraws a leader from this pool. After each draw, the Roman playerdesignates an appropriate and eligible military force for thatmagistrate’s Imperium and, if applicable, assigns a province to thatmagistrate. A Legion or Fleet may be assigned to only one magis-trate.

The Order of Election is as follows:1. Dictator (in Emergency only; and sometimes during a game turn)2. Magister Equitum (in Emergency only; and sometimes during a

game turn)3. Rome Consul4. Field Consul5. Proconsuls6. Praetors7. Praetor Urbanus

DESIGN NOTE: The separate Consul designations disappear withthe 2nd Punic War, as the reach of Rome grows beyond Italy. Start-ing with the 2nd Punic War, all scenarios will have the Romanplayer simply electing two Field Consuls, giving them Imperiumwhere the Senate (the player) feels is most needed.

PLAY NOTE: We have provided markers to keep track of whichleader holds which office and to which province he has been as-

signed. In the latter case, the province marker is necessary only ifthe magistrate’s assigned province is different than the provincewhere he placed. These markers may be placed under the leaderon the map or on the Roman Army Display in the appropriate Con-sular Army. The Consular Army marker is placed on the map withthe leader.

(CR 5.21) Rome Consul: The Roman player randomlydraws a leader from the magistrate pool to serve as theRome Consul. Alternatively, if a magistrate (other thana Praetor) was awarded a Triumph (CR 5.47) in the pre-

vious year/game turn, the Roman Player may (not must) deliber-ately select him as Rome Consul instead. Unless a state of Emer-gency (CR 5.28) exists and the Roman player elects a Dictator (CR5.26), the Rome Consul is the first magistrate elected. The Romanplayer must elect/select a Rome Consul each turn. The Rome Con-sul must be assigned one of the following as his Imperium:

• Legions: The Consular Army of the previous Rome Consul, re-gardless of where it is. If those legions have been Disbanded (CR10.18), the Roman player must immediately attempt to raise le-gions for a new Consular Army per CR 10.16. If the previousRome Consul had no Consular Army, or if he must retain it be-cause his army is Besieged, another Consular Army may (notmust) be selected from those in play; OR,

• Fleet: Any one Fleet currently on the map (this includes a Fleetunder construction).

Location: Placed with his Consular Army or Fleet. If there is nosuch Army/Fleet, he is placed in Rome.

Restrictions:

1. For this Consul to switch Imperium (CR 5.43) during the turnfrom Legions to Fleet, or vice versa, he needs Senatorial permis-sion to do so. If such permission is granted, it includes assigninga Proconsul through election to command the (abandoned) le-gions/fleet.

2. May not leave Roman Italy, or the province in which he starts(other than to return to Roman Italy), without permission of theSenate. This does not apply when commanding a Fleet.

3. The Rome Consul may never be prorogued in that office. He maybe prorogued as a Proconsul for any Consular Army or his Fleet,or as a Praetor for a Legion/Fleet.

EXAMPLE: The Roman player draws C. Furius from the pool asRome Consul. The Imperium of the former Rome Consul’s, C.Aurelius, who has been Prorogued, was Legions I and II (Consu-lar Army I) located in Corsica. The Romans also have a Fleet inOstia. The Roman player can give Furius those Legions, in whichcase he is placed in Corsica with any of his Legions. Since bothLegions of the former Rome Consul are still in play, the Romanplayer does not have the option of assigning the new Consul adifferent Army. He can then campaign in Corsica or return to Ro-man Italy without restriction. To leave Corsica and go anywhereelse, other than back to Roman Italy, requires Senate permission.Alternatively, the Roman player could give Furius the Ostia Fleetand later in the Election process assign the Legions in Corsica toa Proconsul.

(CR 5.22) Field Consul: The Roman player randomlydraws a leader from the magistrate pool to serve as FieldConsul. Alternatively, if a magistrate (other than a Pra-etor) was awarded a Triumph (CR 5.47) in the previous

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year/game turn, the Roman Player may (not must) deliberately ap-point him as Field Consul. The Roman player must elect/select aField Consul each turn. The Field Consul must be assigned one ofthe following as his Imperium.

• Legions: The Consular Army of a previous Field Consul, regard-less where it is. If those legions have been Disbanded (CR 10.18),the Roman player must immediately attempt to raise a new Con-sular Army per CR 10.16. If the previous Field Consul had noConsular Army, or if he must retain it because his army is Be-sieged, or if his army was selected for the Rome Consul (CR5.21), another Consular Army may (not must) be selected fromthose in play. The Field Consul must be assigned a province, whichmust be either the province where he is placed or any provinceoutside Roman Italy; OR,

• Fleet: Any one Fleet of any size currently on the map and thisincludes a Fleet under construction.

Location: Placed with his Consular Army or Fleet. If there is nosuch Army/Fleet, he is placed in the province of his assignment.

Restrictions:

1. For this Consul to switch Imperium (CR 5.43) during the turnfrom Legions to Fleet, or vice versa, he needs Senatorial permis-sion to do so. If such permission is granted, it includes assigningthrough election a Proconsul to command the (abandoned) le-gions/fleet.

2. May not leave his province of assignment, or the province in whichhe starts (unless it’s a move to his province of assignment), with-out permission of the Senate. This does not apply when com-manding a Fleet.

3. The Field Consul may never be prorogued in that office. He maybe prorogued as a Proconsul for any Consular Army or his Fleet,or as a Praetor for a Legion/Fleet.

EXAMPLE: Continuing the example above, the Roman player thendraws C. Lutatius from the pool as Field Consul. The Imperium ofthe former Field Consul, L. Iunius, who has crossed the Styx and isno longer available, was Legions III and IV (Consular Army II)located in Sicilia. Since Furius has decided to take command inCorsica, Lutatius can either go naval or take command of the FieldConsul’s Army in Sicilia. He decides to go for the Fleet and isplaced in Ostia with his Fleet. Had he decided to take command ofthe Field Consul’s Army, Lutatius would have been placed in Siciliain hex that has one/both of his Legions. The Roman player wouldthen have needed to either assign Sicilia as Lutatius’ province orpick another province outside Roman Italy.

(CR 5.23) Proconsuls: Proconsuls provide leadershipfor Consular Armies, or Legions that are not part of aConsular Army, that have not been allocated to the Con-suls (or Dictator/ME if in play). Proconsuls may also

be elected or selected as Admirals to command Fleets that are with-out commanders. To assign a Proconsul, the Roman Player doesone of the following:

• randomly draws a leader from the magistrate pool, or

• selects a prorogued Consul from the previous turn, regardless ofhis location at the time; or

• selects a leader from the pool who has previously won a Triumphat any time during the game

The Proconsul must be assigned one of the following as his Impe-rium:

Legions/Fleet: Any one Consular army, or any two Legions thatare not part of Consular Army, or Fleet without a commander, or aConsular Army/Fleet whose commander is about to be shifted else-where (this command may arise mid-turn, see CR 5.43). If the Pro-consul is given two Legions that were not part of a Consular Army,these two Legions now become his Consular Army.

Location: Placed with the Consular Army or Fleet. If placed with aConsular Army, the province where he is placed is his provincialassignment. However, if he was a Consul that was prorogued, hemay instead either keep his previous assigned province or be as-signed a new province that is outside Roman Italy.

Restrictions:

1. May not switch from Legions to Fleet or vice versa within theturn.

2. May not leave the province of his assignment without permissionof the Senate. This does not apply when commanding a Fleet.

All Consular Armies and each non-Consular Army two Legion group(player’s choice on how to group them) must be assigned to Pro-consul. This requirement does not apply Fleets. The Roman playeris not required to elect a Proconsul for a Fleet.

EXAMPLE: With the Field Consul C. Lutatius in command of theFleet in Ostia and Rome Consul, C. Furius, leading his army inCorsica, the Roman player is in need of a Proconsul for theField Consul’s army in Sicilia. The Roman player has the proroguedC. Aurelius available so gives him Legions III and IV (ConsularArmy II) and the province of Sicilia. He may not leave Sicilia with-out permission of the Senate.

(CR 5.24) Praetors: Praetors are elected after any Pro-consuls and only if there are individual Legions or eli-gible Fleets without a leader.

To assign a Praetor, the Roman Player does one of the following:

• randomly draws a leader from the magistrate pool, or

• selects a prorogued Consul or Praetor from the previous turn,regardless of his location at the time; or

• selects a leader from the pool who has previously won a Triumphat any time during the game

Legions: Assigned any one Legion. This command may arise mid-turn.

Fleet: Assigned any Fleet of 5 or less squadrons. This commandmay arise mid-turn.

Location: Placed with his assigned Legion or Fleet. If placed witha Legion, the province where he is placed is his provincial assign-ment. However, if he was a Consul or Praetor that was prorogued, anew province may be assigned instead.

Restrictions:

1. May not switch from Legions to Fleet or vice versa within theturn.

2. May not leave the province of assignment without permission ofthe senate. This does not apply when commanding a Fleet.

3. May be prorogued in that office and location.

4. Regardless of the Initiative Rating of the Praetor, only one LAMper Praetor is placed in the pool. Praetors thus have a game-re-stricted Initiative Rating of ‘1’.

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5. No more than one Praetor may be assigned during the RomanElections segment. The Roman player may, however, assign aPraetor over this limit either to command any odd number legionraised during the Operations Phase or command a Legion raisedas a result of an Augury Event.

Any lone Legion must be assigned to a Praetor. The Roman playeris not required to use a Praetor to command a Fleet.

EXAMPLE: Continuing the example, the Roman player was ableto raise a single legion during the Force Determination Phase. Hemust immediately elect a Praetor to command this legion. No leaderhas won a Triumph, so a Praetor is drawn from the pool. M. Atiliusis drawn. Even though Atilius has an Initiative of ‘3’, he will re-ceive only one LAM because he’s a Praetor. The Roman playerdecides to place the new legion in Tarentum and make Calabriahis province, so there also goes Atilius. He may not leave Calabriawithout the Senate’s permission (see CR 5.29 below).

(CR 5.25) Praetor Urbanus: The Praetor Urbanus mustbe elected each turn and is the last magistrate elected.The Roman player randomly draws a leader from themagistrate pool. The Praetor Urbanus imperium is the

Rome Garrison. His “province” is the city of Rome, in which he isplaced. He may leave the city of Rome only when there is an Emer-gency (CR 5.28) and only with the Permission of the Senate. He isthe only magistrate able to enter the city with troops without SenatePermission. There is no LAM for the Praetor Urbanus.

(CR 5.26) Dictator/Magister Equitum: If aState of Emergency (CR 5.28) exists at thestart of a turn, the first magistrate elected is aDictator. In addition, if a state of Emergency

arises during a turn, the Roman player, immediately upon drawinghis next LAM, chooses a Dictator and Magister Equitum at the con-clusion of that magistrate’s action. See CR 5.28. The Roman playermay either randomly draw a leader from the magistrate pool, orselect any leader from the magistrate pool that has been awarded aTriumph.

The Roman player has the option of either having the Dictator op-erate in the field or stay in Rome. If the Dictator takes the field, theMagister Equitum (ME) is assigned to Rome without any impe-rium. If the Dictator decides to govern rather than take the field, hisME is given the same imperium the Dictator would have had had hedone so.

In addition, any Dictator who chooses to remain in Rome (city) hashis Initiative Rating subtracted from any die roll for Senatorial per-mission.

If the Dictator (or ME) will operate in the field, his Imperium is:

Legions: The Dictator/ME may be assigned any two Consulararmies. Alternatively, he may be assigned none at all and use onlythe command hierarchy (CR 5.51) to lead the armies commandedby other magistrates.

Fleets: The Dictator/ME may be assigned one Fleet. Alternatively,he may be assigned none at all and use only the command hierarchy(CR 5.51) to lead Fleets commanded by other magistrates.

The Dictator/ME may freely switch from commanding Legions toFleets and vice versa any time during the turn. Specific Army/Fleetassignments, however, can only be made if the Dictator/ME comesinto play during Roman Elections phase.

Location: Placed with an assigned Consular Army or Fleet, other-wise with any Consular Army, Legion, or Fleet. He is free to moveanywhere (except into the city of Rome with his army) without Per-mission of the Senate.

PLAY NOTE: Generally, the more flexible arrangement is to havethe Dictator/ME placed without a specific Imperium which the Ro-mans tended to do more often than not.

To choose a Magister Equitum (Master of Horse), the Roman Playermay select a leader (not blindly, but with purpose) from the magis-trate pool whose ID# is within five (5) of the Dictator’s ID #. TheMagister Equitum’s Imperium is the same as that of the Dictator.

PLAY NOTE: Thus, the Roman Player has an interesting choice tomake when he elects his Dictator. Is he better off with a good leaderin the Field or in Rome, running the show?

EXAMPLE: A rather timid Valerius (#307) is elected Dictator. TheRoman player decides he needs a Magister Equitum to lead in thefield. He selects C. Duilius (#310) and will keep Valerius in Rome.The Roman player decides not to allocate a Fleet/Army directly toDuilius, and places him in Sicily with one of the two Consulararmies present. Duilius will use his position in the hierarchy tocommand those legions through the regularly elected magistrates.

(CR 5.27) Duumviri. These minor leaders are used to commandsmall Fleets, as per CR. 7.22. They are not part of the election pro-cess, but are appointed as, when and where needed, within the re-strictions of that section, however, the number of Duumviri allowedin play is limited to those in the counter mix (Emergency Duumvirare an exception, see CR 7.24). If an Admiral combines the Duumvirssquadrons with his Fleet, the Duumvir is removed.

HISTORICAL AND LINGUISTIC NOTE: There were usually twomagistrates in a duumvir. The word is a combination of Latin wordswhich, together, mean, roughly “the strength of two”. Think of theCaesarean triumvirates ....

(CR 5.28) Emergencies: A Dictator may/must be elected at thestart of, or during, the game turn if a State of Emergency is in effect.Some emergencies require that a Dictator is chosen; others leavethe choice to the player.

Minor State of Emergency: The Roman player may voluntarilyelect a Dictator when -

• a Roman Consular Army or larger force loses a Major land battle(as per 8.52) and suffers losses of 30% or more in terms of StrengthPoints; OR

• an enemy force occupies two or more Medium/Large cities inRoman Italy

Major State of Emergency: The Roman player must elect a Dictatorwhen—

• an enemy force occupies a city that is within three hexes of Rome(e.g., the town of Reate); OR

• Rome loses two Major land battles in the same year, each involv-ing at least one Consular Army, regardless of the number of losses;OR

• Rome is Under Siege

If a State of Emergency occurred in the previous turn, or exists atthe start of a new turn, the Dictator is elected in the Roman Election

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Phase. Only Battle losses that occurred in the current or immedi-ately prior turn are used to determine a State of Emergency.

To choose a Dictator within the turn, it must be when a Romanmagistrate is active (his LAM has been selected and it is his Opera-tions Phase). In this case, the selection of Dictator occurs at theconclusion of that magistrate’s actions. When a Dictator (or ME) iselected mid-turn, he gets a number LAMs equal to his Initiativerating, minus one, but never fewer than one.

Use the procedure in CR 5.26 to elect the Dictator and MagisterEquitum.

(CR 5.29) New Legions/Fleets: Newly-raised legions must be as-signed to a commander immediately upon their being raised. Thechoices are:

• The elected Consul if raised to replace the Consul’s Disbandedarmy (CR 5.21/2, Legions)

• An elected Consul without Imperium when any two legions areraised at the same time

• Elect a Proconsul when any two legions are raised at the sametime

• Elect a Praetor to any single legion raised

The Consul placement and restrictions given in CR 5.21/2 applywhen a Consul receives a new army. Proconsuls and Praetors areelected—by randomly drawing a leader from the magistrate pooland placing him with his legion(s)—and the newly-raised magis-trate is assigned a specific province, a province to which he mustmove with his legion(s) as quickly and directly as possible. If thereis no eligible province, the Proconsul/Praetor’s Imperium is limitedto the province where the newly raised army was placed. If the se-lected province or the province where the legion was raised is withinRoman Italy, his Imperium is limited to that individual province.

EXAMPLE: A single Legion is raised during the turn. The Romanplayer draws a leader from the pool as Praetor for that Legionand designates Lucania for his province. That Praetor must, whenactivated, move his Legion to Lucania and remain therein, unlesshe gets permission to go elsewhere.

If the Roman player builds a Fleet of five or less squadrons, he mayimmediately elect a Praetor as an Admiral by randomly drawing aleader from the magistrate pool. The Praetor is placed with thatFleet, and that Fleet is his Imperium. If there is already a Praetor inplay, a Praetor may not be elected and assigned.

EXAMPLE: The VI Legion is in Etruria, commanded by a Praetor.The Roman Player, fearful of an enemy invasion from Hispaniathrough this area, decides to reinforce Etruria by raising two newlegions, the XI and XII, placing both new legions in Rome. He thenrandomly draws a leader from the pool as Proconsul, assigninghim the two Legions, which are now the Proconsul’s Consular Army.He is placed with his Army. The Roman player then assigns Etruriaas his province. The Proconsul then, as the turn progresses, marchesoff to Etruria (while he cannot operate outside Etruria withoutSenatorial permission, he does not need such to travel to his prov-ince). When he gets there, he has a force of three legions, one un-der the Praetor, who is subordinate to him, as Proconsul.

(CR 5.3) PROROGUE OF IMPERIUM(CR. 5.31) During the Imperium Prorogue segment (B/2), the Ro-man player must decide which magistrates will remain in play insome office for the upcoming turn. This process is called Prorogue.The Roman player simply states that that magistrate has been pro-rogued.

(CR 5.32) The following magistrates are eligible for Prorogue:

• A prorogued Consul may continue in command as Proconsul ofhis army (if available see CR 5.21/22), or be assigned to any otherarmy in any location, or he can continue to command his Fleet asa Proconsul. A Prorogued Consul may also be made Praetor of aLegion/Fleet.

• A prorogued Praetor may continue as the Praetor for his Legion/Fleet

• If a magistrate and his army are Besieged, he must be prorogued(CR 5.34)

PLAY NOTE: Dictators (and the ME), Proconsuls, and the Pra-etor Urbanus may not be Prorogued

DESIGN NOTE: The preceding limitations reflect the realities ofRoman politics in the era of the 1st Punic War and before.

(CR 5.33) A magistrate whose assigned legion(s) have been en-tirely eliminated or Disbanded may be Prorogued. Magistrates thatare not Prorogued are removed from the map and placed in the Mag-istrate pool.

(CR 5.34) If a magistrate and any part of his command is inside acity that is Under Siege (9.0) that is not a Secondary or Major Port,that magistrate must be prorogued and remain inside the city. Con-suls and Proconsuls are prorogued as Proconsuls, while a Praetor isprorogued as a Praetor. If a Dictator/Magister Equitum was assignedlegions, he is Prorogued as a Proconsul, otherwise he remains in thecity until the Siege is resolved at which time he his returned to thepool (assuming that he survives). The besieged Dictator/ME cancommand any unit in the city whose commander is not present untilthe Siege is resolved at which time he his returned to the pool (as-suming that he survives, isn’t a prisoner, etc.).

(CR 5.4) MAGISTRATE RESTRICTIONS(CR 5.41) A Roman magistrate is free to conduct Operations withhis assigned Legions within his assigned province or the provincein which he was placed. To leave his assigned or starting province,usually requires Senate permission. An Admiral can conduct opera-tions with his Fleet without Senate permission. A magistrate mayalways move to his assigned province without Senate permissionprovided he moves himself and his legion(s) as quickly and directlyas possible to his province using one Movement Operation with novoluntary Stops.

(CR 5.42) If a Roman magistrate is assigned a Fleet he can onlyconduct operations with Fleets, never land units (but see CR 5.43).If a Roman magistrate is assigned Legions, he can only commandFleets while using Naval Transport (see CR 7.6). All Fleet com-manders other than Duumvir are considered Admirals. Admiralsother than Praetor’s can command any size Fleet; Praetor’s are lim-ited to Fleets of five (5) or less Squadrons. The Roman Player maynever elect/assign/prorogue more Admirals than the number of MajorPorts he controls. The Dictator/ME is an exception in that he canalways considered an Admiral and does not count against the MajorPort limit unless assigned a specific Fleet.

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(CR 5.43) Switching Imperium: Both Consuls have the option ofchanging Imperium from land to naval, or vice versa, during theirOperations Phase. The Consul must first receive Senate Permissionto do so. If such permission is granted, a Proconsul is immediatelyelected to command the (abandoned) legions/fleet. The Consul maynow conduct operations in his new environment. The Dictator/MEmay freely switch Imperium at any time.

(CR 5.44) Overall Commander: If there is a Dictator (or ME) inplay in the field, the Dictator (ME) is considered the Roman Over-all Commander for Operations that are limited to an Overall Com-mander. If a Dictator is not in play, the Rome Consul is consideredthe OC for all Manpower Operations. In all other situations bothConsuls are considered OCs.

(CR 5.45) Command Limits: A Roman magistrate may only di-rectly command the legion(s)/Fleet that make up his Imperium (seeCR 5.1), plus any auxiliaries (CR 10.15) and/or Allied troops. Anymagistrate, however, can attach and command the armies/fleets ofother magistrates within the hierarchy restrictions given below (CR5.5).

(CR 5.46) Praetor Urbanus: The Praetor Urbanus has several spe-cial abilities/liabilities. These are:

• He may not leave the city without the permission of the Senate(CR 5.6) and may only attempt to do so if an Emergency exists.However, he is the only leader who may enter Rome without per-mission.

• The only operations he may undertake, outside of Rome, areLeader and Force Movement. He defends normally if attackedand can attempt Avoidance.

• He receives no LAM. He may be activated only by using aConsul’s LAM

• He commands the Rome garrison

• He does not count against the limits placed on the number ofPraetors allowed in play

• He trains legions (see CR 10.3)

(CR 5.47) Triumph: For purposes of being re-elected, winning aTriumph is important for a Roman leader (see CR 5.21, CR 5.22,CR 5.24). A Triumph is a victory in which the magistrate’s armysatisfies, in the same game turn, all of the following:

• Wins a battle (8.51) or Wins a Siege by Assault or Attrition.

• During the turn causes casualties of 10+ infantry SPs or 5+ Squad-rons

• Returns his army to Rome. To do this, he moves his army intoany hex adjacent to Rome and Stops. The magistrate then leaveshis army outside Rome and moves into Rome by himself (Con-tinuation is automatic in this case). Once he has entered Rome,he is Finished and may not be activated again that game turn.(He’s busy fitting his oak-leaf tiara and celebrating with the boysat the Senate Club.)

(CR 5.48) Request to Grant Triumph. However, even if all of theabove have been fulfilled, if Roman casualties from battle, Assault,or Siege Attrition during the turn were 15% or more, the Senatemay refuse to grant a Triumph! When the magistrate arrives in Rome,roll the die, applying any applicable modifiers per the Senate Per-mission Chart. If the adjusted DR is less than or equal to themagistrate’s Campaign Rating, the Senate has agreed to grant a Tri-umph.

PLAY NOTE: This is not purely a “game” formula. The “law” inRome was, if you win a battle, kill 5000 of the enemy, and comeback with your army, you got a Triumph. Triumphs were known tobe refused if the Senate felt losses were too great. And your armystayed outside the city.

(CR 5.5) MAGISTRATES IN GENERAL(CR 5.51) Hierarchy: Magistrates are not only capable of com-manding the armies allowed as per CR 5.2, but they may also at-tach-and campaign with-the forces commanded by subordinates,magistrates lower on the hierarchy than they are. The magisterialhierarchy is as follows:

1. Dictator or Magister Equitum2. Consul3. Proconsul4. Praetor5. Allied Leader

(CR 5.52) A Magistrate whose Operations Phase it is may conducta Force Movement Operation with all units in his command (CR5.45), plus those in the same hex commanded by magistrates lowerin hierarchy. An active Consul can include his colleague in a ForceMovement Operation provided that his colleague didn’t include himas part of a Force Movement operation during that game turn. Pro-consuls and Praetors cannot conduct a Movement Operation withother magistrates of the same rank in the hierarchy. A Magistratemay always use his direct command for Operations. The limitationsof 5.41 do apply, however, if the magistrate wants to include othermagistrates, auxiliaries, or allies.

(CR 5.53) For Battles (including Avoidance) and Siege Assaultsuse 5.43 to determine who is in charge. However, if both Consulsare present, the Roman player does not get to choose in case of tie.Instead, the Roman player rolls one die for each consul. High-dieconsul’s Ratings are used, regardless which consul is actually ac-tive. If the rolls are the same, the player selects the consul of hischoice.

DESIGN NOTE: When both Consuls were present, they alternatedcommand daily.

(CR 5.54) A Roman leader may include other magistrates lower inthe hierarchy and their troops in the same hex as part of an Intercep-tion or Coordination attempt. If both Consuls are present, the Ro-man player may include both using the procedure in CR 5.53 todetermine which Consul is in charge. In all other situations, Inter-ception and Coordination attempts include only the magistrate andhis direct command. A magistrate may always use his direct com-mand for Interception or Coordination. The limitations of 5.41 doapply, however, if the magistrate wants to include other magistrates,auxiliaries, or allies as part of the attempt.

(CR 5.55) Only a Dictator/Magister Equitum may conduct ForceMovement, Interception, or Coordination with more than eight (8)Legions (plus auxiliaries/allies) regardless of how many magistrateshe can gather in one place. However, for the Dictator/ME to do sorequires Senate permission (see CR 5.65). There is no Legion limitfor an Attack or any Siege operation.

PLAY NOTE: The Dictator may never actually be given Imperiumfor an army larger than four legions. However, given the presenceof other magistrates and their armies, he may have the opportu-nity to conduct operations with a larger army. This may seem to bea difference in semantics, but, to the Romans, it was a major one.

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HISTORICAL NOTE: One of the arguments for the Romans hav-ing eight legions at Cannae was that not only were the two consulsfor that year present (Varro and Paullus), but the two consuls fromthe previous year-Servilius and Atilius-had been prorogued to com-mand the legions they already led. With each consul and procon-sul allowed two legions each, that would add up to a possible totalof eight legions present. (To be sure, there are many other argu-ments about what was at Cannae-and why.)

(CR 5.56) Command Efficiency Rating: The above restrictionsand allowances are augmented by the magistrate’s Command Effi-ciency Rating (CER), which serves dual game purposes: it is usedas his Tactical Battle rating as well as to determine how many le-gions he may command efficiently. Only Roman leaders have aCommand Efficiency Rating which reflects their non-military train-ing, restricts their ability to efficiently lead large armies; non-Ro-man leaders do not use this rule. The CER reflects the number oflegions that magistrate may command efficiently, with the lettercorresponding to the legion numbers as follows:

A = 6 legionsB = 5 legionsC = 4 legionsD = 3 legionsE = 2 legions

(CR 5.57) The letter is an “efficiency” rating, not a restriction. How-ever, when the Roman player has a leader command a force in ex-cess of his efficiency limit, he suffers the following penalties:

• Battle: If attacking, he subtracts one (–1) from the die roll foreach Legion over the commander’s efficiency limit; if defendinghe adds one (+1) for each. Auxiliaries do not count, but partiallegions do.

• Siege Assault: If attacking, he subtracts one (–1) for each Legionover the commander’s efficiency limit. There is no penalty whilewhen defending. Auxiliaries do not count, but partial legions do.

• Siege Attrition: he adds one (+1) to any Siege Attrition die roll(whether besieging or besieged) for every two Legions (ignorepartial Legions and any auxiliaries/allies) over the efficiency limitof the highest ranked leader with the force. In the case of tie, theRoman player chooses the leader.

If there is no eligible commander present, all legions are consideredin excess of the efficiency limit.

EXAMPLE: A Consul with a “C” rating, conducting an Attackoperation with six legions, would have to subtract two (–2) fromthe Battle die roll. His opponent would add two (+2) if the Consulwere defending. Furthermore, if this Consul was commanding fourLegions and the RL components of two other Legions, the DRMwould still be –2/+2.

DESIGN NOTE: The CER, which is rather restrictive to most Ro-man magistrates, reflects the historical inability of Roman leadersto efficiently use the remarkable resources of manpower they pos-sessed. Most Roman magistrates had no training in maneuveringwith truly large forces, and, when they did find themselves in sucha position, they often could make little positive use of such num-bers ... Cannae being the perfect example. Roman discipline wasfine, but it could not compensate for, or adjust to, the problems ofcommanding armies of 50,000 or more men. The Romans, how-ever, appear to have been aware of their limitations in this area,and, even with their almost limitless personnel reservoir-and the

willingness to use it-the number of instances they fielded an armyof more than 4 legions in this era is limited to Cannae, Sentinum(where the force was actually split) and... we can’t even think of athird. The Romans were highly aware that sheer numbers meantlittle.

(CR 5.58) ROMAN COMMAND EFFICIENCY CHART. Seecharts and tables.

(CR 5.6) THE SENATEDESIGN & HISTORICAL NOTE: One of the interesting sidelightsof all those Republican Roman laws designed to ensure that themonarchy never came back into existence was the one that for-bade any magistrate from leaving his province of assignment andmarching around Italy-and especially into Rome-without specificpermission of the Senate. And even the Rome Consul had to askpermission to actually enter the city with an army-a permissionrarely given. So, herewith is one of those chromatic lacunae sobeloved by ancients players.

Senatorial Permission is an additional Operation that the Romanplayer (only) may/must use in a variety of situations (see CR 5.66below). If permission is granted, the Roman player can continuewith his Operations Phase, if denied, Continuation is by die roll(5.25).

(CR 5.61) Leaving a Province. No Roman magistrate may leavehis assigned location (CR 5.21-5.26) without permission of theSenate(see CR 5.41 for the situation where a magistrate begins anOperations Phase outside his assigned province). Admirals can con-duct operations without restriction. If the active magistrate, otherthan a Dictator/Magister Equitum, wants to operate outside the prov-inces of his subordinates, he must seek permission of the Senate ormeet the requirement stated above. If seeking permission, one at-tempt is made and the result applies to all the subordinate magis-trates in the force. Censure applies to the active magistrate alone. ADictator/Magister Equitum, and any magistrates that are part of hisforce, never needs permission to leave a province.

PLAY NOTE: Place a “Permission to Leave” marker (these areprinted on the back of the Province markers) on the magistrate asa reminder that he is free to move outside his province.

(CR 5.62) The “Hot Pursuit Exception”: A magistrate may leavehis province without permission if that Movement Operation Stopseither in a hex that contains an enemy force or adjacent to a hex thatcontains an enemy force that is not inside a city. A magistrate mayalso leave without permission as the result of a successful Intercep-tion or Coordination. However, this could be politically dangerous;see CR 5.67.

(CR 5.63) Entering/Leaving Rome: No Roman force, regardlessby whom it is commanded, may ever enter the city of Rome (It-

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3714), even during movement, without permission of the Senate...and it will be a cold day in Carthage when that happens! (See CR5.66) A Roman magistrate, moving without a force, is always freeto enter Rome without permission.

Exceptions:

• Units of the Rome Garrison are always free to enter (return to)Rome, if commanded by the Praetor Urbanus.

• Legions may start and train in Rome; once they leave, the ruleapplies.

The Praetor Urbanus may not leave Rome without permission ofthe Senate, and he may not do so unless there is an Emergency ineffect. However, he may enter (return) into the city without permis-sion.

(CR 5.64) Special Permissions: Senate permission must be soughtin the following situations:

• Raise a Consular Army for a newly elected Consul (CR 5.21/2)

• Switch Imperium from land to sea or sea to land (CR 5.43)

• Conduct Force Movement, Interception, or Coordination withmore than eight (8) Legions—Dictator/ME only (CR 5.55)

(CR 5.65) Senatorial Permission: Senatorial Permission is an Op-eration. If granted, continuation is automatic. If denied, continua-tion is by die roll. Permission to do something may be requestedonly once per Operations Phase per leader, although that leader maymake more than one request to do different things. Any senatorialpermission to do something lasts for the remainder of the turn/year.

(CR 5.66) Permission Procedure: Permission from the Senate isobtained by rolling a die, adjusting it as per the items listed below,and comparing it to the leader’s Campaign Rating. If the adjusteddie roll is the same as or lower than the leader’s Campaign Rating,permission has been granted, higher, permission has been denied.

The following modifiers apply to all Senate Permission requests:–? subtract the Dictator’s Initiative Rating if he stayed in Rome–1 for each Guile point used

The following modifiers apply to a request to leave a province:–1 leader is the Field Consul+1 leader is a Proconsul+2 Rome Garrison leaving the city+2 leader has been prorogued to his province

Any one of the following: –4 if there are 20 SPs or more of enemy combat units within five

hexes of Rome –2 if there are 20 SPs or more of enemy combat units within ten

hexes of Rome, but farther than five+1 no enemy units are in Roman Italy+5 no enemy units are in Italy, Sicily or any of the Gallic prov-

inces

Entering Rome: Below are the only circumstances under which aRoman force may try to enter Rome, in addition to those noted inCR 5.63:

–4 if there are 20 SPs or more of enemy combat units within fivehexes of Rome

–2 if there are 20 SPs or more of enemy combat units within tenhexes of Rome, but farther than five

EXAMPLE: Manlius Vulso (#317) has been prorogued as Procon-

sul for Sicily. He wishes to redeploy his army to Sardinia so seeksSenate permission to leave Sicily. The DRM is +2 (he is a Procon-sul and has been prorogued, and there is no Dictator in play). Witha Campaign Rating of 6, Vulso will need to roll a ‘4’ or less toreceive the Senate’s blessing. The Roman player decides to expendVulso’s lone Guile point to improve his chances. He rolls a ‘6’ sothe Senate fails to see it Vulso’s way. Since permission was denied,the Roma player will need to roll to see if Vulso can continue hisOperations Phase.

(CR 5.67) Censure: A Consul/Proconsul/Praetor that uses CR 5.62to march without permission is subject to Censure. If such move-ment is undertaken, at the end of the current Operations Phase, theplayer rolls one die to see if that leader has been removed fromoffice by Censure. If the die roll is higher than his Campaign Rat-ing, he is removed from office. He may not be placed in the magis-trate pool for the rest of the game. The die roll may be adjusted asfollows:

–3 if the non-permissible movement resulted in a Triumph (ex-cluding Sieges), OR

–1 if the non-permissible movement resulted in a Roman Victory(any type)

–1 each Guile Point expended

+1 if no battle occurred as a result of the non-permissible move-ment

+3 if the non-permissible movement resulted in an enemy Vic-tory, OR

+6 if the non-permissible movement resulted in an enemy MajorVictory

HISTORICAL NOTE: You may well ask why winning a battlewouldn’t simply eliminate the need for censure. Well, take the ex-ample of consul T. Manlius Torquatus, in 340 BC, whose son dis-obeyed his orders, attacked the enemy and won a great victory.Old Pops Manlius not only presided over his son’s disobediencetrial, but made sure his execution was carried out. So much formilitary creativity in ancient Rome.

(CR 5.68) A censured Consul/Proconsul/Praetor is replaced uponremoval by drawing a new man from the pool.

EXAMPLE: Continuing with the above example, the Roman playerdecides to have Vulso ignore the Senate and head for Sardinia.Before completing his Operations he is able to bring a Carthaginianforce to battle and wins a victory, though one insufficient for aTriumph. When Vulso is Finished, the Roman player must roll forCensure. Due to the successful battle, he will be able to subtractone (–1) from the die roll. Unfortunately, Vulso expended his Guilepoint, so get no further help. The Roman player rolls a ‘7’, whichis just enough to keep him in the game.

(CR 5.69) SENATE PERMISSION AND CENSURE CHART.See charts and tables.

(CR 5.7) THE CARTHAGINIAN POLITICALSYSTEMThe Carthaginian Political system—much admired by many Greekscholars of the era—was far less complex (thankfully) than that ofthe Romans, with power almost entirely in the hands of a smallgroup of families. These families apparently dominated the Coun-cil of 30 Elders, which acted as advisor to the Council of 104, whichchose the offices of civil and religious power, the suffetes. Citi-

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zens—invariably limited to the Phoenician community—as the As-sembly of the people had some input, but it was wealth and positionin this decidedly mercantile community that held sway.

This is not to say that the families were always on the same plat-form; inter-familial fights were common, but, when things weregoing well, as they had been for centuries, everyone seemed to agreeon most things, the result being that, to protect their wealth (whichwas considerable) and position, the people who held power inCarthage were often conservative. And as the suffetes did not holdmilitary office—generals were selected by the Council—they were,far too often, rather slow in making decisions that could affect thewealth of the city.

(CR 5.71) Families: Carthaginian political power was divided intoFamilies, with one family faction usually having the “upper hand’in the Councils and offices of Suffete. The scenarios state whichFamily starts in Power. Then, during Carthaginian Political Climatesegment (B/5), the Carthaginian player checks The Carthage Fam-ily Power Table to see if there has been in change. The possible dieroll modifiers are listed therein.

HISTORICAL NOTE: There were probably more factions than thetwo families represented in the game, but there is not an abun-dance of information on this subject, and two is a suitable numberfor game purposes. The Magonids and the Barcids were the twoprominent factions. In what is euphemistically called The 3rd Pu-nic War, the factions were not familial, but political: “democratic”,pro-Numidian, aggressively anti-Numidian, etc. Fat lot of good itdid them.

(CR 5.72) Political Climate: As with the Roman Senate, theCarthaginian Player must use The Council to determine his abilityto raise troops and galleys, among other items. To do that, he mustfirst determine the Political Outlook of those in Power. He does thisin Carthaginian Political Climate segment (B/5) of the Sequence ofplay. He rolls one die and consults the Carthaginian Political Cli-mate Table, using the listed die roll modifiers to adjust that die roll.The end result will be a Council that is Cautious (and not willing toexpend that many funds for some overseas venture), Interested, Alert,or Aggressive (Scared, if you wish). When seeking to raise eitherland units or Squadrons, the Carthaginian Player uses the appropri-ate line/table for the Political Climate in Carthage.

EXAMPLE: The Carthaginian player determines the family inpower (CR 5.71). He rolls a ‘6’ which is modified by a –3 (1stPunic) and a –1 (Magonids were in power the previous turn) for anet result of ‘2’. The Magonids stay in power this turn. TheCarthaginian player then determines the Political Climate. He rollsa ‘7’, which is modified by –2 (no enemy armies in Africa), –1(Sardinia and Corsica are controlled by Carthage), –1 (Hannibal[1P-9], a Barcid, is the Carthaginian Overall Commander), +1(Syracuse is controlled by Rome), and +2 (Carthage lost two battlesthe prior turn) for a net result of ‘6’. The Carthaginian PoliticalClimate is Interested.

(CR 5.73) Appointing Commanders: Unlike the Romans, onceappointed, Carthaginian commanders remain in the field until theydie, get recalled when they lose a battle (and possibly crucified forsuch ineptitude), or their army is disbanded or eliminated. The ini-tial deployment says which Commanders start in play. The scenarioalso provides a “pool” of possible Carthaginian commanders fromwhich to choose when new, or replacement, commanders are needed.Army Commanders and Admirals are appointed:

• during the Carthaginian Political Climate segment, for each Armywithout a Commander or Fleet which has lost its Admiral

• whenever a new Army has been formed or Fleet constructed

• using Leader Replacement (8.63, A or C only)

Note that all leader replacements and appointments are made priorto making any Disband checks per CR 5.76.

When choosing an Army Commander or Admiral, the CarthaginianPlayer simply draws one, randomly and blindly, from the availablePool and places him:

• in Carthage, or

• where a new Army has been raised or Fleet constructed, or

• where the existing Army or Fleet whose old commander he isreplacing, is located. If the old commander was the Overall Com-mander, the newly selected leader becomes the Overall Com-mander.

Certain Carthaginian leaders can only be used as Admirals, neveras Army Commanders. These leaders have an anchor symbol ontheir counter. If the player draws one of these for an Army, he mustinstead select a non-Admiral-only leader from the Admirals cur-rently in play as the Army Commander. The newly drawn leaderreplaces the reassigned leader as Admiral. If all of the Admirals areAdmiral-only leaders, draw another leader from the pool.

New Army Commanders impact the Army’s Efficiency; see CR10.54 for the specifics.

HISTORICAL/PLAY NOTE: It is almost impossible to figure outjust which Hannibal, Hasdrubal or Hanno is doing what at anygiven time. We have tried to do our best to sort and identify them.But we do wish the Carthaginians had shown a bit more imagina-tion with their surnames. Almost all Carthaginian surnames hadreligious significance. E.g., Hannibal means “beloved of Baal”,or something close.

(CR 5.74) The number of leaders the Carthaginians may have inplay at any one time is limited by the number of armies and Admi-rals authorized by the Council. Unless stated otherwise in the sce-nario, each Army may have only one leader. The number of Armiesthat may be raised is dependent on the Political Climate (CR 5.72)and what Carthage chooses to raise in terms of manpower.

PoliticalClimate Armies Allowed

Cautious 1 in Carthage; 1 Anywhere Outside Carthage

Interested 1 in Carthage; 1 Anywhere Outside Carthage +1 in Sicily

Alert 3 Anywhere

Aggressive 4 Anywhere

The Carthaginian player is allowed one Admiral for each Fleet hehas in play provided that the number of Admirals in play does notexceed the number of Major Ports controlled by the Carthaginianplayer. For the purposes of determining the number of Admirals,treat Carthage as two ports. The Carthaginian player is allowed toappoint an Admiral each time he builds and places a new Fleet (CR7.16) subject to the Major Port limitation.

The Carthaginian Player may assign any number of Duumviri (CR7.22) to 1 or 2 Squadrons of galleys, as, where and when needed,

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but no more than available in the counter mix (Emergency Duumvirare an exception, see CR 7.24).

PLAY NOTE: Given the above two restrictions, some Fleets maystart the turn without a leader.

EXAMPLE: The Political Climate is Interested and theCarthaginian player has two armies in play (Carthage and Sicily).He can raise a third army which can operate anywhere outside theprovince of Carthage (including Sicily).

(CR 5.75) Command Restrictions: An Army Commander can onlyconduct operations with the units in his Army. The CarthaginianArmy and its commander cannot conduct operations, Interceptions,or Coordination in conjunction with other Carthaginian armies un-less the active leader is the Overall Commander. Any CarthaginianArmy commander, however, can conduct operations with an armyunder the command of an Allied leader. The only time an ArmyCommander can conduct operations with Fleets is to use NavalTransport (CR 7.6). An Army commander may always use the unitsin his Army—the restrictions of 5.41 do not apply. If more than oneArmy is involved in a battle, use 5.43 to determine who is in charge.A Carthaginian Army Commander is ranked higher than an Alliedcommander.

An Admiral may only conduct operations with his Fleet, unless thatAdmiral is the Overall Commander. In that case, he can conductoperations in conjunction with other friendly Fleets.

If more than one Fleet is involved in a battle, use 5.43 to determinewho is in charge. A Carthaginian Admiral is ranked higher than anAllied Admiral.

The Switching Assignment Exception: If, at the instant one of theleaders involved is activated, and two leaders are in the same hex atthat time, one commanding a Fleet or Army, the other an Army orFleet, if allowed and both leaders are aligned to the same family,and that Family is in power, the two leaders may switch assign-ments, one taking the other’s. And remember the effects of CR 10.54.

(CR 5.76) Disbanding Armies: If the Political Climate is such thatthe number of Carthaginian Armies in play exceeds those allowedto be raised, the Carthaginian Player must see if he has to Disbandthe excess Armies. To do this, he notes which Family is in Power,and the Family Affiliation of all Commanders outside the provinceof Carthage. He then rolls the die for each such commander, start-ing with whichever commander he wishes, as per below. If the dieroll falls within the listed range, that commander’s Army must Dis-band, and the Leader is placed back into The Pool. He keeps rollinguntil he has either removed enough commanders to satisfy the Po-litical Climate, or all commanders remain in place.

Same Family: Remove on DR of 0-2

Different Family: Remove on DR of 0-4

Commanders with no family affiliation use the Different Familyrange.

If he is forced to Disband an Army, as above, the player has thefollowing choices, which must be made during the CarthaginianPolitical Climate segment (B/5). Either,

• distribute the army’s SPs to any controlled cities in the provincethe army was in. These SPs are placed inside the city; or

• distribute African (Carthage, Libya, Numidia, Mauretania) SPsto any controlled cities in Carthage province. All European mer-cenaries—Gauls, Iberians, etc.—are removed from play.

In either method, units may not be placed in a city Under Siege,unless that city is also a Secondary or Major port.

If the Overall Commander is placed back in the pool, theCarthaginian player must designate one of the remaining ArmyCommanders as his OC. His choice must be from the same familythat is in power if one of the remaining commanders is so aligned.

If the placement of the remaining armies in play does not meet theallowable army criteria for the current political climate, theCarthaginian player must designate which army in play will be usedto meet the criteria, and must move that army as directly as possibleto that province using one Movement Operation with no voluntaryStops during its leader’s first Operations Phase. If more armies re-main than allowed, use the climate that matches the number of armiesin play to determine the geographic distribution.

EXAMPLE: The Political Climate is Cautious and the Carthaginianplayer has three armies in play (Carthage and two in Sicily). TheMagonid family is in power. The commanders of the two armies inSicily are Barcids, while the army in Carthage is led by a Magonid.The Carthaginian picks one of the armies in Sicily and rolls ‘5’.That army stays in place. He then rolls a ‘3" for the 2nd Sicilianarmy. That army must Disband. The leader is placed in the pooland the army’s SPs are distributed to cities within Sicily. Alterna-tively, the player could remove his mercenaries from play and dis-tribute his African troops to controlled cities in Carthage prov-ince. If the Carthaginian army in Carthage were Disbanded in-stead of one of the armies in Sicily, the Carthaginian player wouldneed to select one of the Sicilian armies to replace the Disbandedarmy and move it to Carthage.

(CR 5.77) Recalling Commanders: Whenever Carthage loses abattle—naval (involving at least 5 Carthaginian squadrons) or land(involving a Carthaginian Army of at least 20 SPs)—or loses con-trol of a Medium or Large City by Siege (including Treachery) wherea Commander has been when the city fell, the Carthage Player mayhave to “recall” that commander and replace him (CR 5.73 et seq.)with a new one. Note which Family is in Power in Carthage, andwhat Family (CR 5.71) that leader is aligned with, and then roll thedie, consulting the Recall Table to obtain the result. A Commanderwhose army has lost its last SP is automatically Recalled. In addi-tion, the Carthaginian player may voluntarily Recall (no die rollnecessary) any of his commanders at any time during the Opera-tions Phase. In all cases, place a Recall marker atop the effectedcommander to indicate he is subject to such action.

PLAY NOTE: Recall is different from Army Disbandment. Theformer is based on military losses; the latter on changes in Politi-cal Climate.

(CR 5.78) Recall takes effect when the very next Carthaginian LAMis drawn, regardless who is activated. When he is actually recalledhe is placed back into the appropriate Available Pool, unless he runsinto Crucifixion problems (CR 5.79). Remove all of the recalledleader’s LAMs from the LAM pool. If the LAM drawn belonged toanother Carthaginian leader, that leader conducts his OperationsPhase normally. If there are no more Carthaginian LAMs in thepool, the leader is removed after all the LAMs have been played.

PLAY NOTE: Of course, the Carthaginian Player may always do

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this without any reason whatsoever, although we suggest he readCR 10.5 before doing so. A voluntary recall does not initiate Cru-cifixion.

(CR 5.79) Crucifixion: Commanders recalled because of failure(as in CR 5.77; not just because the player thinks it’s a good idea)are subject to possible terminal censure by being crucified (and thusout of the game). For each commander thusly recalled, roll the dieimmediately upon his recall (CR 5.77). Add two (+2) to that die rollif the disgraced leader is from a family different from the one inpower. If the adjusted die roll is higher than his Mortality rating, hehas been, shall we say, “hung out to dry” and will not be returningto the game.

EXAMPLE: Himilco [1P-16], a Barcid, has just lost a major landbattle. The Carthaginian player must immediately roll a die to de-termine if Himilco is Recalled. He rolls a ‘6’ and since the Magonidsare in power, he is Recalled. The Carthaginian player places aRecall marker on the unlucky Himilco. Since there are no moreCarthaginian LAMs remaining, Himilco will be removed at the endof the Operations Phase, and given that the Recall was not volun-tary, the Carthaginian player must check for Crucifixion. He rollsa’7", which is modified to a ‘9’ (+2 different family], so Himilco(mortality 9) barely escapes.

(6.0) MOVEMENT(CR 6.13) Ally Movement Operation: In addition to 6.13, bothplayers’ Overall Commander may also use this operation to moveany friendly leaderless land force, provided that the units were notpart of an Army/Legion at the beginning of the game turn. Further-more, other leaders of both players may use this operation underthese circumstances:

• A Carthaginian Army commander may use an Ally Movementoperation to move a force of reinforcements to his hex and thenincorporate those troops into his army, subject to the limitationsof CR 10.41 and the effects of CR 10.57. Only reinforcementsplaced on the map at the start of the turn are eligible for move-ment under this rule.

• A Roman magistrate may use an Ally Movement operation tomove a force that is part of his command that is not in the samehex into his hex.

The force moving under an Ally Movement operation may use Na-val Transport (CR 7.62). The active leader’s ratings are used whenrequired.

PLAY NOTE: The above allows the Carthaginian player more flex-ibility in moving newly raised manpower and allows the Romanplayer to consolidate his magistrates’ command should the unitsbe separated by Naval Transport restrictions or initial deploymentconsiderations.

(CR 6.32) No combat units may enter a full Salt Marsh hex or crossa Salt Marsh hexside. These terrain features are impassible. Note

that combat units may use partial Salt Marsh hexes—use the otherterrain in the hex for Attrition purposes.

(CR 6.38) Straits (Italy Map). Land units may cross the followingstraits without using Naval Transport (CR 7.6). However, if eitherthe starting and/or landing hex is occupied by enemy Fleet, the op-posing player may attempt Interception (CR 7.39) as if the movingforce was using Naval Transport—see CR 7.65 for the details. Cross-ing a strait does not require the use of a Port.

• The Straits of Messana (Fretum Siculi): A player may moveacross the Straits of Messana from Rhegium to Messana, or viceversa (Italy map, hexes It-6015/It-5915)-unless the hex that theplayer wishes to move his force from is enemy-occupied by aland force, whether inside or outside the city. In that case, he maynot cross. You may cross if the landing hex is occupied and/or thecity in hex is enemy occupied (see 7.26). Furthermore, the playermay enter the city in the landing hex if friendly and even if it isUnder Siege. Crossing the straits requires a Stop when you “land”-and a die roll (5.25) to proceed further.

• The Sardinian/Corsican Straits (Fretum Gallicum): A playermay cross the “Gallic” Straits from It-3126 to It-3227 or viceversa using the same premise as above.

(CR 6.41) In Africa—that’s Tripolitana all the way west toMauretania Tingitanis—it costs 1 Attrition Point to enter a RoughHex, unless the hex contains a road (whether it is usable in the sce-nario or not).

DESIGN NOTE: This addition represents how difficult—mostly interms of foraging—travel off the beaten paths was in this area.The reduction in attrition represents the fact that these future roadswere built over well-traveled trade routes and paths.

Carthaginian, Numidian and Libyan units halve (retaining fractions)any accumulated Attrition Points incurred moving in their Homeprovince. A force which has more than one nationality accumulatesattrition normally. Roman units halve (retaining fractions) the attri-tion cost of movement within any Roman-controlled province inRoman Italy. When determining the final row on the Attrition Chart,drop fractions. Inertia Attrition is determined per the standard rules.

(CR 6.58) AmbushRoman leaders cannot conduct an Ambush.

DESIGN NOTE: Why can’t the Romans use ambushes? Well, thissort of thing was done only by “barbarians”; e.g., the Samnites,who really caught the Romans napping at the Caudine Forks atthe beginning of the 2nd Samnite War. Hannibal actually raised itto an art form. The Republican-era Romans considered it “badform” to be anything other than direct and obvious when killingyour fellow man.

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(7.0) THE ADVANCED NAVALSYSTEM(CR 7.1) FLEETS AND NAVALCONSTRUCTIONHISTORICAL NOTE: At the start of the First Punic War, Romehad no battle fleet to speak of. When needed, she used vessels fromsuch allies as Locri, Tarentum, Naples, etc. When the Senate de-cided to go to war with Carthage (two years after it really started),sort of haphazardly as it were, they built a large fleet virtuallyfrom scratch. The legend is that they used a captured (beached)Carthaginian fiver as a model, although one wonders why thiswould be necessary, given that their allies had similar galleys.Makes for a good story.

(CR. 7.11) Fleets: Each player has a Navy which is composed ofone or more Fleets. Each Fleet is composed of one or more squad-rons of war galleys. There is no upper limit to the number of squad-rons that can comprise a Fleet.

DESIGN NOTE: Virtually all of the galleys in this era werequinqueremes (fivers). There were some triremes, quadremes, plusa spare larger vessel. But at the scale we are using, it is easiest touse just two types; the fivers and the threes (triremes). In addition,Carthaginian fivers were somewhat different than the Roman de-signs. The latter were bigger, wider, and somewhat slower. How-ever, such a design did allow for greater numbers of boarding troopson board. Carthaginian galleys were built for speed and maneu-ver, thus sleeker and slightly smaller (it appears).

(CR 7.12) The Fleet counters are numbered and have a correspond-ing numbered box on the player’s Army Display. Only the Fleetcounter is placed on the map. The Squadron unit(s) and the CrewRating marker (CR 7.13) are placed in the box. The Fleet countersare back printed to show their “In Port” status (CR 7.34).

PLAY NOTE: Fleet counters are used in much the same way asArmy counters. If a player prefers, he can leave the whole stack onthe map, though this will become quite cumbersome as playprogresses.

(CR 7.13) Crews: Each Fleet is assigned a Crew Rat-ing, the level of whose abilities often determines whatwill happen in battle. This rating applies to all squad-rons in the Fleet. The Rating—their level of expertise

(which ranges from 0 to 4)—is determined as follows:

• As specifically stated in the scenario deployment.• Roman crews, when built anew, start at ‘0’• Carthaginian crews, when built anew, start at 2.

(CR 7.14) A Fleet’s Crew may increase its rating, up to a maximumof ‘4’, by doing the following:

• Training: The Fleet spends an entire turn In Port. A Fleet under-going training may do nothing else that turn; if it does, it gets nobenefit from training. An Admiral must be present and remain inthe hex throughout the entire turn. If the Admiral leaves the hex,the Fleet gains no benefit from the training. Each full turn oftraining raises the Crew Rating by one.

• Winning a Naval Battle: The Fleet’s Crew Rating is raised byone for each such Victory, immediately after that Victory (as partof Combat Resolution.) A Fleet may have its Crew Rating raisedas many times as possible (to the ‘4’ maximum) by this method.

(CR 7.15) The Fleet’s Crew Rating can be reduced if it incorpo-rates squadrons from another Fleet with a lower Crew Rating (CR7.35).

(CR 7.16) Fleet Construction: During the Force Increase Deter-mination Segment (B/6), each player decides, secretly, whether hewishes to build a Fleet. To make such decision the player takes oneof two markers—Build Fleet or Raise Troops- and they each revealthat marker simultaneously. A player that decides to build a Fleetcannot add to his Port Harbor Capacity (see CR 7.72) or raise landtroops in the Force Determination Phase of that game turn. In addi-tion, mid-turn Manpower Operations and troop raising attemptstherein may be adversely affected by the number of Squadrons raisedat the beginning of the turn. Squadrons may never be constructedmid-turn.

(CR 7.17) Fleet Placement: A Player choosing to build a Fleetmust name the friendly controlled Port where the Fleet will be built.The number of squadrons the new Fleet may contain is limited tothe Port’s Harbor Capacity as given on that chart (and see CR 7.18).Furthermore,

• if the newly built Fleet has five (5) squadrons or less, the Fleetand its squadrons are immediately placed in that port

• if the Fleet will have more than five (5) Squadrons, place theFleet in the designated port with an “Under Construction’ marker.In the Force Increase Determination Segment of the next gameturn, that Fleet marker is flipped to its active side and it is readyto sail the high seas (as it were). If, for some reason, the player nolonger controls the port, the squadrons are eliminated. This portcannot be used for construction in that subsequent turn, thoughthe player may build a Fleet in a different Port.

EXAMPLE: Rome chooses to build a Fleet in Neapolis, whose Portcapacity has been built up to ‘10’ at this time. The Roman Playermay build up to 10 squadrons. If he builds 5 or less they are placedon the map. If he builds 6 or more they are placed on the mapUnder Construction.

(CR 7.18) A player may not build a Fleet if the total number ofsquadrons he has in play equals or exceeds the total Port HarborCapacity of all the Major Ports he currently controls. If the playercan build a Fleet, the number of Squadrons built cannot exceed thedifference between that Capacity and the number of squadrons cur-rently in play.

PLAY NOTE: If a player loses ports so that his Capacity goes down,that does not mean he has to remove squadrons. It just means hecannot build them. The individual scenario may further limit whichPorts are available for construction.

HISTORICAL NOTE: While the Roman Senate usually voted on

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Fleet construction, most of the money to do so was raised fromprivate sources. The problem was not so much building the galleysbut raising the crews to man them. Large fleets contained up to(and often more than) twice the number of men as consular armies.Carthage, with its much more naval oriented history, was quiteused to fleet construction. However, for financial reasons, aug-mented by its conviction that its seagoing position was unassail-able, she was often slow to react to the need to do so.

(CR 7.2) FLEET COMMANDERSAs with Armies, Fleets require a leader to move, conduct combat,etc. There are two types of leaders that can command Fleets: Admi-rals and Duumviri. Who can command what is determined by thenumber of Squadrons in the Fleet and the command hierarchy forthat player’s side.

(CR 7.21) Admirals: A Fleet of 3 or more Squadrons must be com-manded by an Admiral. A Fleet of 2 or less may be commandedeither by an Admiral or Duumvir (see below). The following mag-istrates/leaders are eligible to act as an Admiral:

• Romans: A Consul, Dictator, Magister Equitum, or Proconsulmay be used as an Admiral if that magistrate has the appropriateImperium (see CR 5.2). If the Fleet has 5 or less squadrons, theRoman Player may assign a Praetor as Admiral.

• Carthaginians: Any leader appointed as Admiral (see CR 5.74)

• All others: As designated by the scenario

(CR 7.22) Duumvir: Fleets of 1 or 2 squadrons may beled by a Duumvir. During the LAM Pool Segment (C/1), both players place their Duumvir leaders on anyfriendly Fleets with 2 or less squadrons up to the num-

ber of Duumvir available in the counter mix. Each player has oneDuumvir LAM to use in the sequence of Play. That LAM activatesall his Duumvir-led squadrons.

Exception: See CR 7.24 for emergency use of Duumviri.

HISTORICAL NOTE: Duumviri were the magistrates—sometimesprivate citizens—in charge of individual squadrons, mostly in termsof maintenance, but sometimes at sea. We have chosen to use thisterm to cover all players, mostly because our Punic is rather weak.

(CR 7.23) Fleet Commanders subtract one (–1) from the Continua-tion die roll if the attempt is to conduct a Force Movement opera-tion after a movement Stop.

(CR 7.24) Admirals may suffer Casualties as a result of combat orwhen Squadrons are lost from being Blown Off Course (CR 7.32).If that happens, the Admiral is replaced by an Emergency Duumvir,whose sole capability, if activated, is to bring the Fleet into Port.Emergency Duumviri can command any size Fleet. Duumviri neversuffer casualties.

PLAY NOTE: Use the Emergency Duumvir counter for this pur-pose.

(CR 7.3) NAVAL OPERATIONSOperations with Fleets are handled in a similar manner to opera-tions with land units. A Fleet is considered a force when conductingoperations. Aside from Naval Transport, land forces and Fleets can-not be part of the same operation. The Fleet Commander may con-duct the following operations with his Fleet:

• Movement

• Attack (includes Raids, see CR 7.5)• Reform Scattered Units

PLAY NOTE: Operations such as Diplomacy, Leader Movement,and Seeking Senate Permission that are not relevant naval opera-tions may also be conducted while that leader is in command of aFleet.

(CR 7.31) Fleet Movement: Like land units, Fleets have no Move-ment Points and, theoretically, can move anywhere during a Move-ment Operation. A Fleet may only enter Coastal hexes and All Seahexes; they may not enter a hex that is exclusively land nor cross anall land hex side. Unless Intercepted (CR 7.39), a Fleet may onlyStop in a Costal hex; never in an All-Sea hex. A Fleet must Stop(and check for Distance effects) under the following circumstances:

• To conduct an Attack or Raid• Enter a coastal hex occupied by an enemy Fleet• Enter a friendly Port• Pick-up squadrons• When successfully Intercepted (CR 7.39)

(CR 7.32) Distance Effects: A Fleet that Stops, for whatever rea-son, must immediately check for effects of the voyage. As a Fleetmoves it accumulates Distance Points (DP):

• Each Coastal Sea Hex is worth 1 DP• Each All Sea Hex is worth 5 DP

The player totals the DP accumulated for that movement (since itslast Stop) and consults the Naval Movement Distance Effect Table.The player now rolls the die, to which he adds a number equal to 1for each 10 DP (rounding down) he has accumulated. He now seeswhat effect that adjusted die roll has produced, as per the table.

EXAMPLE: Accumulating 23 DP would result in adding two (+2)to the die roll. 59 DP would add 5; 8 DP would add nothing (0).

The possible effects are:

• No Effect: The player is free to continue operations or completeany desired actions with the Fleet

• Scattered: The Fleet has fallen apart and landed in various loca-tions along the shore. Place a Scattered marker on top of it. Theplayer cannot perform any action with the Fleet (i.e. enter port,pick-up/drop-off Squadrons, move, etc.) until he successfullycompletes Reform Scattered Units Operation (5.5/I) to return theaffected units back to normal status. A Scattered Fleet is alwaysconsidered outside any Port in the hex. Scattered Fleets are ig-nored for determining any die roll modifiers (CR 9.31, CR 9.55,etc.).

• Blown Off Course: The owning player places the Fleet in anynon-Port coastal hex at least three hexes but no more than fivehexes from the hex where the Stop occurred. The Fleet is Scat-tered, as above, in this hex.

• Blown Off Course and Lose 25 % of Fleet: Eliminate 25% ofSquadrons (and SPs if present) in the Fleet with a minimum of 1Squadron and/or 1 SP lost. Any Admirals with the Fleet must rollfor a Leader Casualty (8.6, and see CR 7.24). The Fleet is BlownOff Course as above.

(CR 7.33) Major Disaster. When checking for the effects of Dis-tance, as above, any time the player rolls a natural ‘0’ (regardless ofthe adjusted DR total) he checks to see if a Major Disaster has over-come the Fleet. Roll two dice, one before the other, reading theresult as a number between 0 and 99. If that dice roll is lower than

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the number of DP Accumulated for that move, the entire Fleet hasbeen sunk by a storm and is eliminated.

EXAMPLE: A Roman Fleet of 11 Squadrons (110 galleys) escort-ing transports carrying a consular army, moves, in one Operation,from Syracuse (It-6419) to Cr-2928 (Utica), using Coastal hexesall the way, and accumulating 25 DP. The Roman player, checkingfor the Distance Effects, rolls a ‘0’ with the die, which, even add-ing the 2 DP accumulated, would be a No Effect. However, be-cause he has rolled the ‘0’ he must now check for a Major Disas-ter. He rolls a ‘2’ and a ‘3’ . . a ‘23’, which is lower than the 25 DPhe accumulated. His entire fleet, including the transports with thelegions, has been sunk.

HISTORICAL NOTE: Far more galleys were destroyed by MotherNature—and rash command decisions which put the Fleet into con-flict with that person—in the Punic Wars than battle. The Romans,alone, lost several entire fleets to such horrors.

DESIGN NOTE: The purpose of this seemingly harsh rule—it looksless so if you understand that the chances of the above happeningwere about 2.5%—is twofold. First is to simulate the Historicalnote, above. And the second is to reflect the caution, and oftensloth-like, nature of naval operations over the entire course of thePunic Wars.

(CR 7.34) Port Entry/Exit: An un-Scattered Fleet may enter portwhenever it ends an operation in friendly port. Flip the Fleet counterto its reverse side to indicate this status. To leave port, the playersimply flips the counter back. There is no DP cost to enter or leavea Port. The number of squadrons that can be placed In Port is lim-ited to its Port Harbor Capacity (see Charts and Tables). Fleets inport cannot be attacked. A Fleet (and this includes Naval Trans-ports) may enter a friendly port even if the city is Under Siege.

DESIGN & PLAY NOTE: Thurii (It-5509) IS a port, even though itis inland. Many sources refer to Thurii as a usable port ... and allmaps place it where it is. It is probable that the river it is on wasnavigable to commerce. Naval transport reaching It-5508 or It-5609 can consider itself to have reached Thurii, if the player sowishes... and vice versa.

(CR 7.35) Pick-up: Whenever an active Fleet Stops in a Coastalhex, or begins a movement operation in such a hex, the player hasthe opportunity to transfer squadrons from any friendly Fleets inthe hex to the active Fleet. To be eligible for transfer, the stationaryFleet cannot be Scattered nor can there be any enemy Fleets in thehex or in port in the hex. Transfers do not require the Fleets to be InPort. In addition,

• if the player decides to transfer all the squadrons from the sta-tionary Fleet, the Fleet marker and any Admiral/Duumvir presentare removed from play; Admiral’s are returned to the pool

• if the Crew Rating of the stationary Fleet is lower than the activeFleet, the active Fleet’s Crew Rating is set to that lower value.

An Admiral using Leader Movement may pick up an entire Fleet, ifthere is no naval commander present or if the Fleet is led by aDuumvir or Admiral lower in the player’s command hierarchy. Theformer leader of the Fleet is removed from the map—Admiral’s goback to the leader pool.

PLAY NOTE: See, though, CR 5.75, which is different in that itinvolves switching commands, not taking fleets.

(CR 7.36) Drop-Off: Whenever an active Fleet enters Port, or be-gins a movement operation in a port, the player may leave squad-rons in that Port. The active Fleet must retain at least one squadron.In addition,

• if there is a friendly Fleet in port, the squadrons are added to thatFleet. If not, the squadrons are formed into a new Fleet. The newor augmented Fleet cannot have more squadrons than the PortHarbor Capacity limit.

• the Crew Rating of the new Fleet is that of the active Fleet. If theSquadrons were added to an existing Fleet, the Crew Rating isset to the lower of the two.

• if a Duumvir was present with the stationary Fleet, he is removedif the number of squadrons in the Fleet exceeds two.

(CR 7.37) Command Restrictions: A Roman Admiral may notpick up squadrons from a Fleet commanded by another Admiralunless the active Admiral has a higher rank in the command hierar-chy (see CR 5.51). The non-Roman player may not pick-up Squad-rons from a Fleet whose Admiral is the Overall Commander. Bothplayers can use their command hierarchies to enable their seniorcommanders to attach Fleets of other leaders as part of an Opera-tion. However, a Fleet may not be attached in a hex occupied by anenemy Fleet (even if that Fleet is in port).

(CR 7.38) Enemy Fleets: Fleets may move into Coastal hexes oc-cupied by enemy Fleets. However, such movement is a Stop, withtwo possibilities:

• The moving Fleet wishes to attack the stationary Fleet, or

• The moving fleet wishes to continue moving, but must first sub-ject itself to being intercepted by the enemy fleet.

The active player first checks for Distance Effects and then mayconduct an Attack operation. If the player doesn’t (or can’t), theinactive player may then make his Interception attempt. After whichand depending on the result of any Naval Combat, the active playermay make a Continuation roll and if successful, conduct anotheroperation.

(CR 7.39) Interception: The inactive player may attempt Intercep-tion with a friendly Admiral/Duumvir whenever:

• an enemy Fleet begins a Movement operation in the friendlyFleet’s hex

• an enemy concludes a Reform Scattered Units in the friendlyFleet’s hex

• an enemy Fleet enters the friendly Fleet’s hex and does not At-tack

• an enemy Fleet enters a hex adjacent to the friendly Fleet’s hex

The inactive Fleet may intercept regardless of its In Port status.

If more than one Admiral/Duumvir is eligible to intercept as above,only one may make the attempt (but see CR 7.37). An Admiral/Duumvir may attempt to intercept the same enemy Fleet only onceper Operations Phase unless the active Fleet two hexes away fromthe Fleet and then, later in the same Operations Phase, moves suchthat one of the above criteria is met, or the active Fleet attempts tore-enter the hex with the inactive Fleet that made the attempt.

EXAMPLE: The Roman player moves a Fleet into a hex with twoCarthaginian Fleets led by Duumvirs. The Carthaginian playermay intercept with only one of the Fleets (if one of the Fleets wasled by an Admiral, the Carthaginian could use both Fleets if the

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Admiral made the attempt). If the Roman player moves out of thehex, the other Fleet could attempt to intercept.

To attempt interception, the inactive player announces such and rollsone die.

• if the Interception attempt is into an adjacent hex, he adds three(+3) to that DR.

• If the Intercepting Fleet is In Port, add two (+2) to that DR.

If the adjusted DR is the same as or lower than the Admiral/Duumviri’s Campaign Rating, the Interception is successful. Amoving Fleet stops and, if necessary, the intercepting Fleet movesinto the target hex and initiates Combat.

If the adjusted DR is higher, there in no Interception, and the mov-ing Fleet may attempt to continue moving.

(CR 7.4) NAVAL COMBAT(CR 7.41) The possibility of Naval Combat occurs any time twoopposing naval forces exist (Stopped) in the same hex. A Navalbattle is initiated when:

• An active Fleet conducts an Attack Operation in the same hex asany enemy Fleet. All enemy Fleets in the hex that are not In Portmust be attacked as a single force. Other friendly Fleets in thehex are ignored.

• An inactive Fleet successfully intercepts (CR 7.39) an enemy fleetthat has either Stopped in the same hex or moves into a hex adja-cent to the hex it is in. In this case, the non-active player initiatescombat against the active Fleet (only).

(CR 7.42) Avoidance: Any time a player initiates naval combat,the opposing player (target) may attempt to avoid such combat. Todetermine whether a potential defender may avoid the battle, theplayer rolls one die. If the die roll is the same as or lower than theAdmiral/Duumvir’s Campaign Rating, the Avoid attempt is success-ful and the Fleet may move one or two coastal hexes away, or, ifone is within one hex or the same hex, into a friendly port. A Fleetmay not move into the hex from which the attacking Fleet enteredits hex. If an intercepted Fleet successfully avoids, that Fleet mustretreat into the hex from which it entered its current location. If thathex is an All Sea hex, the Fleet remains in its current hex and mustparticipate in combat.

If the Fleet is commanded by a Naval Only leader, the player maysubtract one (–1) from the die roll for each Guile point expendedby that leader. There are no other adjustments to the Avoidancedie roll.

PLAY NOTE: Unlike Interceptions on Land (8.22), Fleets may at-tempt Avoidance after being successfully Intercepted.

HISTORICAL NOTE: It was fairly easy to avoid a naval battle,given the difficulty of forming into battle line, etc.

(CR 7.43) Fleets in port may not be attacked, nor may Fleets thatare Scattered. However, Fleets in port may attempt Interception.Fleets that are in port when that city is taken by Siege Assault, SiegeAttrition, or Treachery are eliminated.

(CR 7.44) Resolving Naval Battles: Naval Battles are resolved onthe Naval Battle Results Table. The table is a list of adjusted dierolls for the 10-sided die, adjustments running from –2 to +11, atotal of 14 possible results. To resolve a given battle:

1. Determine all DRMs (CR 7.45)

2. Each Player rolls one die, applying DRMs, and notes result to hisFleet.

3. Eliminate squadrons to reflect losses and check for Leader Casu-alties (CR 7.46)

4. Conduct Retreats, if desired or mandated (CR7.48)

(CR 7.45) The Naval Battle DR Adjustments: A negative (-) DRMhelps the player as it reduces his loss possibilities; a positive hurts.

Strength Ratio Adjustment: Each player determines the compara-tive strength Ratio (Combat Odds) of his fleet vs. that of his oppo-nent, rounding down to conform to the ratios listed on the NavalCombat Ratio Chart. The die roll is adjusted per the Naval CombatRatio Chart. Thus, if the Attacker has 7 squadrons against 3 De-fender squadrons, the Attacker would incur a –2 DRM, the Defendera +3.

Tactical Superiority: The two opposing commanders compare theirBattle Letter. The Admiral with the better Battle Letter (“A” beingbest, etc.) gains Tactical Superiority for the battle, and the ability touse that side’s die roll adjustments listed below. If the Battle Lettersare the same neither side has Tactical Superiority.

• Roman Tactical Superiority: –1 to his dieroll; +1 to hisopponent’s

• Carthaginian Tactical Superiority: –2 to his dieroll; +3 to hisopponent’s

If the defending fleet does not have a commander, the attackingfleet automatically has Tactical Superiority.

HISTORICAL NOTE: The Carthaginians were far better “sailors”than their Roman counterparts, and they had great superiority inany battle in which they could use their speed and maneuverabil-ity to destroy Roman ships with the tactic of ramming. The Ro-mans, while they fell far behind the Carthaginians in this aspect,were experts at land warfare ... and the naval tactic of boarding.Their bigger quinqueremes held more, and usually, better soldiers.

Corvus: The Roman Player may choose to have the squadrons ofhis Fleet armed with the Corvus. He must make this decision beforethe Fleet leaves a port in Roman Italy and, once made, the Corvusremains with the Fleet. When equipped with the Corvus,

• the opposing fleet incurs an automatic +2 DRM to its Naval Battleroll, regardless of tactical Superiority.

• the Corvus equipped Fleet checks for Major Disaster (CR 7.33)on any natural die roll of ‘0’ or ‘9’.

Fleets not equipped with the Corvus may not pick up Squadronsfrom Fleets so equipped. If friendly Corvus equipped and non-Cor-vus equipped Fleets are involved in the same battle, there is no DRM.

HISTORICAL NOTE: Latin for raven, the Corvus was a demonic,and highly effective, mechanism installed at the bow of Romangalleys that, when used during boarding attempts, swung aroundand came down onto the deck of the opposing ship like the beak ofa bird, fixing the target to the attacking galley and providing aplank for the charging boarders. The Carthaginians never couldfigure out how to deflect/negate the Corvus. However, Mother Na-ture did. Installed at the bow, the Corvus made that galley unsea-worthy—she shipped lots of water in anything but calm seas—andsusceptible to disaster in storms. The Romans abandoned use ofthe Corvus rather quickly, despite its battle advantages.

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DESIGN NOTE: Other games in the AW series will have other‘special effects”.

Crew Superiority: The Fleet with the better-rated Crew adds thedifference between the opposing Crew’s Ratings to the opponent’sDieroll. If a player has more than one Fleet involved, use the lowestrating.

EXAMPLE: A Fleet with +3 Crew against a Fleet with a ‘0’ Crewwould require the player with the ‘0’ Crew Fleet to add +3 to hisNaval Battle die roll.

(CR 7.46) Combat Losses: All results are expressed in terms ofpercentage of Squadrons lost, and whether or not to round any frac-tional losses “up” or “down”. If the result is an “up”, any fractionalloss is treated as loss of 1 Squadron. Thus a 10 up result for a Fleetwith 10 or less Squadrons would cause a 1 Squadron loss. If a Fleethas lost Squadrons, any Admiral present with that Fleet must rollfor a Leader Casualty (8.6, and see CR 7.24).

PLAY NOTE: Unlike land combat there is no After Battle Statuseffects applied to the Fleets or any land units using Naval Trans-port.

(CR 7.47) Winners/Losers: The player that has the higher per-centage loss (ignore the “up” or “down”) is the Loser, and the otherplayer is the Winner. If both sides have the same percentage loss,there is no Winner or Loser. As per 5.3,

• If the active player wins, the active leader may roll for Continua-tion

• If the active player Loses, the active leader is Finished after con-ducting any Retreat.

• If there is no Winner, the active leader is Finished.

The Fleet that Wins has its Crew rating increased by one (CR 7.14).If more than one Fleet was involved, each has its Crew Ratingincreased.

(CR 7.48) Retreats: Retreats are only sometimes mandatory. It ispossible that both players may remain in the hex after combat. ALosing Fleet that suffers at least twice the number of losses in squad-rons, or suffers any loss when the opposing Fleet has no loss, mustRetreat, unless the battle occurred as part of a Strait Crossing (CR6.38, CR 7.65). Otherwise, Retreat is voluntary. The Loser gets todecide, first, if he wishes to retreat his Fleet. If he chooses not to,the Winner gets that choice. If neither chooses to Retreat, the Fleetsstay where they are. A Fleet that retreats must leave the hex bymoving the Fleet to a coastal hex unoccupied by enemy units. AFleet may not retreat into a hex if the opposing Fleet entered thebattle from that hex, nor may it enter a hex occupied by an enemyFleet during the retreat. The retreating Fleet so moved accumulatesDP per CR 7.32 and when it arrives in the destination hex, the playerdetermines the Distance effects of such move.

EXAMPLE OF A NAVAL BATTLE: A Roman Fleet with 20 Squad-rons under the command of Field Consul C. Sulpicius Paterculus(#314) (“C” Battle rating) engages a Punic Fleet with 15 Squad-rons under the command of Carthalo (1P-4) (“B” Battle Rating)off the coast of Sicilia. The Carthaginian player has Tactical Su-periority—no die roll is required. The Roman Fleet has Crew Rat-ing of “2”, while the Carthaginian Fleet’s Crew Rating is “4” sothe Carthaginians have Crew Superiority as well [+2 RomanDRM]. The Roman numerical advantage is insufficient to producea positive effect (Strength Ratio adjustment is 0 at 20:15 or 1.3:1),

the Carthaginians, however, will add +1 [+1 Carthage]. The Ro-mans are armed with the Corvus [+2 Carthage].

The Roman player rolls a “6” which is adjusted by +3 [Tactical]and +2 [Crew] to “11” which gives a “50 up” result. The Romanslose 10 Squadrons. The Carthaginian player rolls a “3” which isadjusted by +1 [Strength Ratio], –2[Tactical] and +2 [Corvus] to“4” which yields a “10 up” result. The Carthaginians lose 2 Squad-rons. Both players roll for leader casualties (neither leader is af-fected). The Romans must Retreat so Sulpicius heads for Messana[10 DP], and where he Scatters outside the Port.

(CR 7.5) RAIDS(CR 7.51) An active Fleet of 1 or 2 Squadrons may conduct a Raidinto any Flat Coastal hex in the opposing player’s Home provinces.The target hex cannot be occupied by opposing units unless thoseunits are Inside a City. A Raid is an Attack Operation with a die rollFinish regardless of outcome. The active Fleet may conduct onlyone Raid attempt per specific hex in that Operations Phase.

(CR 7.52) Raid Resolution: To conduct a Raid, the player rollsone die. The player adjusts the roll as follows:

• He adds to that die roll the number of Raiding Squadrons.

• He subtracts from that die roll the number of enemy SPs inside aCity present in the hex.

If the adjusted die roll is a ‘6’ or higher, the Raid is successful.Otherwise the Raid fails.

(CR 7.53) If a player successfully conducts a Raid in a given gameturn, the affected player subtracts two (–2) from any ManpowerRaising die rolls he undertakes in the immediately succeeding gameturn. Place a Raid marker as a reminder. There is no additional af-fect if the player successfully conducts more than one Raid.

HISTORICAL NOTE: Part of the Carthaginian strategy, at leastbefore the Romans built a strong navy, was to conduct a series ofraids along the coast of Italy, usually north of Rome. More of anannoyance than anything of lasting merit, the raids did prove athorn in Rome’s side for the first 4 or 5 years of the war. By themiddle of the war, Rome was attempting the same along the coastof Carthage province.

(CR 7.6) NAVAL TRANSPORTPlayers may move land combat units by Sea using Naval Transport.

PLAY NOTE: Because of the shift to Advanced Naval Rules formost of the scenarios herein, the naval transport rules have beenchanged somewhat.

(CR 7.61) Embark: All Naval Transport must start in a friendlyPort... Inside the City. The number of SPs that can use Naval Trans-port from that Port is given in the Naval Transport Chart. To InitiateNaval Transport, the owning player states the fact and places a Na-val Transport marker on his force. Naval Transport can be conductedfrom a city Under Siege.

PLAY NOTE #1: Note that land movement and Naval Transportcan occur in the same Operations Phase.

PLAY NOTE #2: A player may try to transport besieged land unitsfrom a Port, but Interception applies if there is an enemy Fleetaround.

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(CR 7.62) Transport Operations: Land units using Naval Trans-port are treated as a Fleet for Fleet Operations (CR 7.3) with thefollowing adjustments:

• The active leader is considered the Admiral of the Transport Fleetand his ratings are used for all purposes regardless of any otherleaders in the force. The Admiral does not count against theplayer’s Major Port Fleet limit

• The Transport Fleet may attach a Fleet while Stopped in anyCoastal hex unoccupied by enemy Fleets. There is no transfer ofSquadrons; the Fleet is attached in total including its commander.A Fleet cannot be attached if its leader is ranked higher in theplayer’s command hierarchy.

• The Transport Fleet may detach a Fleet while Stopped in anyCoastal hex unoccupied by enemy Fleets. There is no transfer ofSquadrons; the Fleet is detached in total including its commander.Land units can be dropped off if they disembark (see CR 7.63below).

• A Transport Fleet without an attached Fleet cannot initiate NavalCombat. If attacked, it may attempt to Avoid. If unsuccessful inthe Avoid attempt, resolve a Naval Battle per CR 7.44 with thefollowing changes:•• the Transport Fleet is treated as one Squadron for the Strength

Ratio adjustment•• the attacking player does not roll (i. e. the attacker will take no

losses)

•• Transport Fleets without other Fleets attached have a CrewRating of 0

• Any percentage loss to Squadrons applies equally to the land unitsbeing transported. The losses are distributed using 8.34.

• If a Transport Fleet is Scattered, the land units are considered tobe temporarily Disembarked while Scattered and can be attackedby enemy land forces. If so attacked, the force is considered Use-less and suffers the adverse modifiers in CR 7.64. With a ReformScattered Units Operation, the owning player may either con-tinue to transport the land units or Disembark (CR 7.63) them inthe hex. They are no longer considered Useless, though CR 7.64still applies. If a Scattered force must leave the hex, remove theTransport and Scattered markers.

(CR 7.63) Disembark: To land (and disembark), a force using Na-val Transport must Stop, and roll on the Naval Distance EffectsTable per CR 7.32. If there was no adverse Distance Effects result,the player may disembark land unit SPs in the hex up to the limitgiven by the Naval Transport Chart. Units using Naval Transportmay not stop in any coastal hex containing enemy land units, or inany coastal hex adjacent to one containing an enemy garrisonedcity, unless the units disembark. A force using Naval Transport mayenter Port and disembark in a city Under Siege.

DESIGN & PLAY NOTE: The ability to land forces in non-porthexes is supported by several of the campaigns during the war.E.g., the Roman invasion of Africa in the 1st Punic war, whichlanded a consular army on Cape Bon (It-5834).

(CR 7.64) If units disembark in a hex occupied by enemy landunits and both those units and the debarking units are outside of acity, any attack by the debarking force incurs –3 modifier to thedie roll on the Battle Results Table. If it does not attack but is, inturn, attacked by enemy forces in that game turn before leavingthe landing hex, there is a +3 adjustment to the attacker’s die rollon the BRT.

(CR 7.65) Crossing Straits: Although land units crossing straitsdo not use Naval Transport, the opposing player may attempt Inter-ception (and thus precipitate a Naval Battle) if he has enemy Fleetsin either/both hexes joined by the strait. Any Interception attemptsare resolved per CR 7.39 with the exception that only one Intercep-tion attempt can be made against the force making the crossing. Ifan Interception attempt is successful, the active player has the op-tion to retreat to (or remain in) the starting hex and there is no NavalBattle. If a Naval battle occurs, both players may include any/allFleets in either hex (including any In Port) joined by the strait. Atthe conclusion of the battle, the active force remains in the endinghex—its has crossed the strait and, Continuation permitting, theleader could conduct additional operations. For the purposes navalcombat (losses, DRM, etc), treat the force as if it were a TransportFleet (CR 7.62)

EXAMPLE: The Roman player wants to move Appius ClaudiusConsular Army across the Fretum Siculi. Messana is friendly tothe Romans and there are no enemy forces in Rhegium or its hex.The Roman player has a Fleet (1 Squadron) in Rhegium. TheCarthaginian player has positioned a Duumvir led Fleet (1 Squad-ron) in both the Messana and Rhegium hex. The Carthaginianplayer may attempt Interception in either (not both) hex. If theCarthaginian player is successful, the Roman player can eitherretreat Claudius’ army back to Rhegium or chance a naval battlewhich would involve all three Fleets as well as Claudius’ force.

(CR 7.7) PORT HARBOR CAPACITY ANDWINTER(CR 7.71) Ports have the ability to safely Harbor—dry-dock andkeep safe from Winter (see CR 7.75)—a limited number of galleys.Transports are not considered here; they do not have to dry-dock.The Harbor capacity of a given port is listed on the Port HarborCapacity Chart. Some Secondary Ports have larger harbor capaci-ties than others; these are named and listed (e.g. Drepanum).

HISTORICAL NOTE: Carthage’s harbor had “modern” dry-dock-ing facilities for 220 galleys at any one time. Presumably, moreships could anchor in the large harbor.

(CR 7.72) Increase Capacity: Some Ports—Carthage, Ostia,Massilia, Neapolis, et al (see the scenarios for specifics)—start withsmaller Harbor facilities than their maximum capacity ... for Rome,

(CR 7.7) PORT HARBOR CAPACITY CHART

Port Squadron Capacity

Carthage (Cr-3028) 18 to 22

Ostia (It-3715) 5 to 20 (20 in 2nd Punic War andafter)

Massilia (It-1629) 10

Neapolis (It-4512) 5 to 10 (10 in 2nd Punic War andafter)

Tarentum (It-5405) 12

Syracusa (It-6419) 10

Lilybaeum (It-5526) 15

Drepanum (It-5326) 12

All other Secondary Ports 4

All other Minor Ports 2

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reflecting the minimal Roman galley fleets. Each turn the player—if he controls these ports—may increase any one Port’s Harbor Ca-pacity by 5 squadrons, per turn, up to its maximum listed capacity.However, he may do so only if he does not build any naval squad-rons that turn, or have Fleets “Under Construction” therein.

PLAY NOTE: The reverse is also true. If a player increases Har-bor capacity he may not build squadrons.

(CR 7.73) Expanding Port Harbor Capacity does not stop the Playerfrom raising land forces in Phase B/6.

(CR 7.74) Port Harbor capacity is also used to determine how manySquadrons a player may construct in a given Turn; see CR 7.16.

(CR 7.75) Winter: During the Port Segment (G/2), each Fleet (in-cluding Transport Fleets) that is not In Port must be moved to afriendly Port hex. Each Fleet so moved accumulates DP per CR7.32, but when it reaches its destination Port the player rolls for aMajor Disaster (see CR 7.33) instead of rolling on the Naval Dis-tance Table. A Fleet that began the segment Scattered, adds 20 tothe Distance Point total. Squadrons in excess of that destinationPort’s capacity are eliminated. If a Fleet begins this segment with-out a leader, the player receives an Emergency Duumvir (CR 7.24)to move the Fleet to Port. For Scattered Transport Fleets, removethe Transport and Scatter markers. The land force remains in thehex. For other Fleets, Scatter is removed after paying the 20 DP forreturning to port.

DESIGN NOTE: The above simulates the arrival of increasedstorms, which ended almost all naval movement of any kind, evenin the Mediterranean.

(CR 8.0) LAND COMBAT(CR 8.23) Roman leaders add four (+4) to all Avoidance die rolls(Roman Honor).

(CR 8.31) The following adjustments are applied to all Battle Dierolls:

Roman Discipline: This adjustment takes into account the effectsof superior Roman morale and Training as well as the vaunted Ro-man tactical flexibility. The Roman player adjusts the die roll onein his favor (+1 if attacking, –1 if defending) for each Veteran le-gion with at least 6 SPs Roman citizen (RL) infantry in the battle.

Roman Command Efficiency: If attacking, the Roman player sub-tracts one (–1) from the die roll for each Legion over thecommander’s efficiency limit; if defending he adds one (+1) foreach. Auxiliaries do not count, but partial legions do.

Carthaginian Army Efficiency: If attacking, the Carthaginianplayer adds his Army Efficiency Rating to the die roll. If defending,he subtracts his Army Efficiency Rating. If more than one Army isinvolved in the battle, use the lowest Army Efficiency.

EXAMPLE: A Carthaginian Army with an Efficiency of –2 wouldadd a –2 (same subtracting 2) to the battle roll when attacking andsubtract a –2 (same as adding 2) to the battle roll when defending.

(CR 8.34) Legion Loss Distribution: The Romans treat their en-tire legionary force as one contingent. However, the percentage lossis applied to the infantry and cavalry separately. The SP loss withineach type must be distributed as evenly as possible among the le-

gion elements. Legion elements that have no SP remaining are re-moved from the map.

Roman auxiliaries and other allies use the Infantry and Cavalrymethods described 8.34. If a stacked with a legionary force, ex-clude any legionary SP when determining the total.

EXAMPLE: A full strength Consular Army (two legions) of 36 in-fantry SP and 8 cavalry SP that takes a 30% loss (11 infantry SP).The Roman player must remove 2 SP from each of the four ele-ments, with the remaining three SP taken from any three (different)of the elements. The Roman player then removes 2 cavalry SP, tak-ing them from any two (different) elements. If 6 SPs of Auxiliaryinfantry were present, 2 SPs of Auxiliary infantry would be lost aswell.

(CR 8.62) Wounded Roman magistrates are placed in the Magis-trate Pool at the start of the next game turn and are eligible to re-enter play via the Election process.

(CR 8.67) Roman Magistrate Replacements: Roman magistratesare replaced-if needed-by other magistrates available in the pool.Magistrates entering the game in such fashion are always chosenblindly/randomly. Replacement Magistrates are placed either in thehex where the previous magistrate was or in Rome. When a Romanmagistrate enters as a Replacement, there are no additions or sub-tractions from the LAM pool-regardless of what the new leader’sInitiative rating is.

(CR 9.0) CITIES AND SIEGES(CR 9.31) Siege Assault: The following Siege Assault die roll modi-fiers apply:

• Add one (+1) if the Roman player is assaulting an enemy occu-pied Rome

• Add two (+2) if the besieged city is a port and only the attackerhas Fleets in the hex and/or Port

• Subtract one (–1) for each legion included in the assault over theassault leader’s CER limit—Roman Player only

• Subtract two (–2) if the besieged city is a port and only the de-fender has Fleets in the hex and/or Port

(CR 9.55) Supply by Sea. If the besieged units are in a Port, headjusts his Attrition die roll:

+3, if the Port hex is solely occupied by an enemy Fleet. FriendlyFleets In Port are ignored;

–3, if the Port hex is occupied solely by a friendly Fleet, whether InPort or not.

(CR 9.6) Treachery: Roman leaders are an exception to some of9.72. Only Consuls, Dictators or Magister Equitum may attemptTreachery; proconsuls and praetors may not. In addition, althoughthe consul/dictator must expend a Guile Point to attempt the Treach-ery, he does not get to add it to his die roll. There are no such restric-tions on using Guile Points on the “defense”.

DESIGN NOTE: Why not? Well, Roman patricians sort of felt them-selves above this sort of thing. They tended to play by the rules-which is why they could never figure out how to beat Hannibaluntil Scipio decided to throw away the book, too.

Neither Rome nor Carthage may ever be taken by Treachery.

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(CR 9.74) Fleets In Port when a city Surrenders remain in the hexbut are no longer In Port.

(CR 9.8) Gallic Looting: Any force that contains Gauls that cap-tures a city by Attrition, Assault or Treachery (as per 9.81)-even ifsuch (friendly) Gauls are not included in the assaulting force, butare in the hex-must check to see if the Gauls go out of control, lootand then go home. The player rolls the die and compares it to hisactive leader’s Campaign Rating:

• if it is the same or lower, nothing happens

• if it is higher, the Gauls have gotten out of hand. The player mustremove a percentage of his Gauls equal to 10x the die roll-they’vegone home. In addition, any diplomatic benefits normally attrib-utable to winning a siege are lost.

If the city falls during a Siege Attrition Phase, the capturing playeruses his highest ranked leader for the above check. If there is nosenior leader, the capturing player picks the leader of his choice.

PLAY NOTE: Despite the rather aggressive actions of such Gauls,the city is not considered Sacked just because the Gauls looted.

(CR 9.9) Garrisons: Romans may not use Auxiliary units to garri-son a city unless there is at least an equal number of Legion SPs inthe city. Units assigned as garrisons do not count against the forcelimitations that Roman magistrates have (CR 5.2), as long as theystay inside the city.

(CR 10.0) MANPOWER(CR 10.1) RAISING LEGIONSHISTORICAL NOTE: Rome’s greatest strength-and the telling fac-tor in the almost all of Republican Rome’s wars-was her seeminglyunlimited ability to raise troops. No matter how many men shelost, she simply raised some more men and came right back. Forexample, when Hannibal invaded Italy (218 BC), Rome was field-ing six legions. By 212, she had 25 (mostly) legions operating,almost a quarter of a million men, even though she lost, perhaps,50,000+ legionnaires at Cannae!! Hannibal’s army rarely-if ever-topped 50,000, and was usually much less. These two, compara-tive figures say a great deal about Rome ... and Hannibal’sgeneralship.

(CR 10.11) The Roman player raises (or reinforces) Legionsthrough the Senate. Legions are raised, mostly, in the StrategicDecision Phase either during the Election Segment (B/4) and/orthe Force Increase Determination Segment (B/6). Raising units inthis segment is not an Operation and does not require the presenceof any leader. During that Phase, the Roman Player must decidewhether to:

• Raise more land units, or• Increase (or build) his Navy, or• Neither of the above

He cannot do all/both (and see CR 7.72), and his decision is madesecretly by selecting the appropriate marker and holding it in hisclosed hand, with both players revealing their decisions at the sametime. The Roman player cannot elect to increase/build his navy ifhe successfully raises a Consular Army per CR 10.16.

(CR 10.12) The Roman Player, in addition to raising land units inthe Strategic Decision Phase, may do so as part of a Consul’s (or aDictator’s) Operations Phase as a Manpower Operation. He may dothis only if there is an enemy land force of at least 5 SPs anywherein Italy (all of Italy east of Gallia Massilia; Sicily is not Italy).

HISTORICAL NOTE: The Roman player’s historical ability to in-crease the size of his legionary armies was almost limitless; theonly “real” limit is the penury of the Roman Senate and the counter-mix-which is absolute.

(CR 10.13) Raising Legions: The Roman Player uses the LegionRequest Table to raise Legions during the Force Increase Determi-nation Segment and for all Manpower Operations. To attempt toRaise legions -or to reinforce depleted legions- the Roman Playernotes the number of legions of any strength are already in play,consults the table, rolls the die, adjusts the die roll per the (self-explanatory) adjustments listed, and sees what he gets. The result isthe number of new legions raised. All newly raised legions enterplay at full strength with a training level of Recruit. For one legionnewly Raised (not reinforced) by the table, the Roman Player may,instead, bring in a Siege Engine counter; only one such unit may beproduced per Legion Request die roll.

PLAY NOTE: And don’t forget that each legion has contains botha Roman and Allied component.

(CR 10.14) Raising Reinforcements: The Roman may bring ex-isting legions back up to strength by raising reinforcements. To doso, he undertakes a Manpower operation as if he were raising newlegions. Instead, though, he always uses the “0-6” column (com-plete with die roll adjustments), and uses the number in brackets [ ]to get the number of reinforcement SPs available. Every eighth SPso raised is considered cavalry. The Roman player may either raisenew legions OR reinforcements in one legion-raising attempt; hecannot do both.

EXAMPLE: The X and XIV Legions have been reduced by battle to6 SPs of infantry each. Each legion has also lost one cavalry SP.The Roman wishes to bring these legions up to strength, so he de-cides to raise reinforcements. He rolls a die, which is adjusted toan ‘8’. This means he has available 12 SPs, or 11 Infantry SPs and1 Cavalry SP. He uses 6 of those infantry SPs to build the X andXIV RL components up to strength, the remaining 5 infantry SPs toraise the AL components up to ‘8’ (the XIV) and full strength (theX). He gives the cavalry SP to any legion of his choice, but only ifneeded. If not, treat as an infantry SP.

(CR 10.15) Auxiliaries: Whenever an adjusted DR of ‘9’ or ‘10’ isattained on the Legion Request Table, the Roman Player may alsoraise one contingent of Auxiliaries. Auxiliaries are light/mediuminfantry troops-archers, slingers, light infantry. All infantry Auxil-iaries enter the game as a self-contained contingent of 6 SPs andmay be commanded by any magistrate. Auxiliaries available to Romein Carthage are limited to the Sicilian infantry units available in thecounter mix. If there are less than 6 SP of Sicilian not in play, theRoman player receives no auxiliaries. And see CR 10.25 and 8.34.

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(CR 10.16) The Roman player must attempt to replace the Consu-lar Army(s) (two legions) of the prior Consul(s) if either/both ofthose armies were Disbanded (CR 10.18) in the Disband Legionssegment (B/1). The procedure in CR 10.13 is not used in this situa-tion. Instead, as each affected Consul is elected/selected, the Ro-man player rolls for Senate Permission (CR 5.66) to replace thearmy. If granted, two new legions are raised and assigned to thatmagistrate as his Consular Army. They are placed per CR 10.2. Ifthe Senate refuses, the Consul is receives no army at this time. Suc-cessfully replacing an army prevents the Roman player from build-ing Fleets. He may, however, still attempt to raise legions (CR 10.11).

(CR 10.17) Legion SPs may never be transferred from one Legionto another, or from the RL component to AL component. LegionSPs may be picked up if any of the Legions are under strength, butmust be evenly divided among the legion components (up to theirmaximum strength) with all Recruit legions receiving the odd SPbefore any Veteran legions. If the there are no Legions present, Le-gion SPs may not be picked up. Legion SPs can be left as a garri-son, however, these SPs must be drawn as evenly as possible fromall the Legion components present in the force, though a Legioncannot leave its last SP.

(CR 10.18) The Roman player may disband legions during the Dis-band Legions segment (B/1) of the Strategic Decision Phase. Any/alllegions that are not in a besieged city are eligible. The RL and ALcomponents of the legion must be disbanded together if currently inplay. Furthermore, Legions assigned to the prior turn’s Consuls mustbe disbanded together (in other words the entire Consular Army isdisbanded). To disband a legion, the player removes the legion/armymarkers and any remaining SPs from the map/displays.

(CR 10.2) PLACEMENT OF ROMANMANPOWER(CR 10.21) Newly-raised legions (both components) may be placedin Rome or in any Roman-controlled city in a Roman-controlledprovince in Roman Italy. Alternatively, the newly raised legion com-ponents may instead be placed separately: the AL component maybe placed in any Roman controlled city in any Roman-controlledprovince on the map, while the RL is limited to Roman Italy. Newly-raised legions may not be placed inside a besieged city unless thecity is also either a Secondary or Major Port. The RL componentsmay always be placed in Rome even if Rome is Under Siege.

(CR 10.22) Reinforcements (see CR 10.14) for legions within Ro-man Italy are placed with those legions when raised. For legionsoutside Roman Italy, the Roman player places SP markers next tothe corresponding legion box on the Legion Force display that willreceive the reinforcements and places the Legate LAM into the Pool.These reinforcements are incorporated into the targeted legions dur-ing the Operations Phase when the Legate LAM is drawn.

(CR 10.23) Reinforcements may not be placed with a legion in aBesieged city unless that city is also either a Secondary or MajorPort. Legions outside Roman Italy must be in a province with aRoman controlled Secondary or Major Port to receive reinforce-ments. Reinforcements that can’t be placed are lost. If Rome is UnderSiege when the reinforcements are raised, they must be used to re-inforce legions in the city or to augment the Rome garrison; theymay not be placed with or allocated to legions outside Rome.

PLAY NOTE: There is no Legate leader counter—just the LAM—which triggers when the reinforcements are added to the targetedLegions.

(CR 10.24) Newly raised Siege Engines are placed either in Romeor with any Legion in Roman Italy.

(CR 10.25) Raised Roman Auxiliaries are either placed with anyLegion in Roman Italy, or placed in any city in their home province.If placed in their home province, the units may be moved to a mag-istrate as part of the Legate LAM (see CR 10.23). Auxiliaries maynot be placed in a besieged city unless the city is also either a Sec-ondary or Major Port.

(CR 10.3) LEGION TRAININGIn the Ancient World system, Roman Legions are considered eitherRecruit or Veteran. Newly raised Legions are Recruit. Legions canimprove to Veteran via success in combat or through training. Vet-eran legions can regress to Recruits through defeats and loss of SPs.

(10.31) Training Levels. Legions can have their Training levelsraised or lowered, as follows:

• If a Roman force wins a Major Victory (see 8.5) in battle theRoman player may raise the Training Level of any two legions inthat force. The choice is his.

• If a Roman force wins a victory in battle, but not a Major Victory,he may raise the Training Level of any one legion in that force.

• If a Roman force suffers a Major Defeat (i.e., the enemy wins aMajor Victory) in battle, all Veteran legions in that force that havehad the Roman (RL) elements reduced to 5 SPs of Infantry orless are reduced to Recruit.

• If a Roman force suffers a defeat in battle, but not a Major one,the Veteran legion suffering the heaviest losses is reduced to Re-cruit. In case of a tie, Roman chooses which one.

(10.32) Newly raised Legions that are placed in Rome may be trainedif the Praetor Urbanus is present. At the end of the turn, in the Le-gion/Crew Training Segment (G/3), the Roman Player rolls the diefor up to two newly-raised Legions that have not moved out of Rome.If the die roll is a 7 or more, the legion is now Veteran; otherwise, itstays Recruit. If the Praetor Urbanus leaves Rome after the legionsare placed, no training occurs.

(CR 10.4) CARTHAGINIAN MANPOWERHISTORICAL NOTE: Carthage, as a country, did not have any-where near the indigenous (and citizen) wells of manpower thatRome had. Carthage’s own manpower base was about 3-400,000Carthaginian citizens, half of whom were female. Therefore, mostof the troops raised by Carthage were mercenary (from Europe) orprovided by (often uneasy) alliance (Libya and Numidia).

(CR 10.41) Carthage raises Manpower in the Force Increase Deter-mination segment (B/6), with some minor ability to raise troopsduring the Operations Phase (La Patrie en danger, and all that; seeCR 10.45). The sources of manpower for Carthage’s armies are listedin the Carthage Manpower Table. The ability to raise manpower isdependent on the Political Climate. To raise manpower, theCarthaginian player selects one of the lettered groups, rolls a die,and applies any applicable modifiers as listed on the table. He re-ceives SPs from each contingent in the group corresponding to themodified die result. This process is repeated for other groups al-lowed by the current Political Climate. The Carthaginian player isnot required to take all of the resultant SPs, nor is he required tomake all allowable die rolls. Note that there are some scenario re-strictions and limits on total manpower as given in CR 10.46 andCR 10.47. In addition, the Carthaginian player may exchange 20

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infantry SPs of any type for one Siege Engine. No more than oneSiege Engine per Phase may be raised.

The Carthaginian player’s ability to raise manpower is further re-stricted by its current Political Climate as follows:

• Cautious: May not form any new armies but may reinforce ex-isting armies for losses that occurred in the previous turn (maxi-mum), to the extent that he can raise such troops.

• All other Climates: May either form one army OR may rein-force existing armies for losses that occurred in the previous turn(maximum).

When reinforcing armies, the Carthaginian player may use any type/contingent for the replacement SPs. The only restriction is that thetotal reinforcement SPs for an army can’t exceed the previous turn’slosses for that army.

EXAMPLE: The Political Climate is Alert. The Carthaginian playerdecides to raise troops from Group B and D. For Group B he rollsa 5, and since he built Fleets last turn (–2), the result is a 3. Hereceives 5 Numidian infantry SPs, 10 elite Numidian cavalry SPs,10 Libyan infantry SPs, and 5 Mauritanian infantry SPs. He nextrolls for Group D (mercenaries). He rolls a 9, modified by a –2(built Fleets), which gives him 25 Gallic infantry SPs and 15Ligurian infantry SPs. These troops are placed per CR 10.43 be-low. Alternatively, the Carthaginian player may exchange any 20SPs raised for one Siege Engine.

PLAY NOTE: The Carthaginian player may place any unusedcounter (s) (squadrons preferred) next to the army box on the ArmyDisplay to keep tabs on the losses for that army.

(CR 10.42) Carthage raises three types of units:• Citizens: enlisted from the indigenous Carthaginian population.• Allies: levied from Libya, Numidia and/or Mauretania.• Mercenaries: hired from Iberian, Celtiberian and Gallic tribes in

Hispania and Gaul, plus, where applicable, the Italiot (Greek-based Italian areas) of Italy, such as Bruttium. Mercenaries mustbe raised only in the Strategic Decision Phase; they may never beraised during an Operations Phase.

CLARIFICATION: Troops cannot be raised from an Allied nation-ality that is in revolt (see Auguries Chart).

PLAY NOTE: The types of units have nothing to do with their com-bat abilities, except where noted as Elite. Their type does deter-mine their ease in raising and the location of their posting.

(CR 10.43) Placement of Troops:• Citizens: Placed inside the city of Carthage, or with an existing

army in Africa, when raised.

• Allies: Placed inside the city of Carthage, or with an existingarmy in a province that has a Carthaginian controlled Secondaryor Major Port, when raised.

• Mercenaries: Placed inside any Port City in their province oforigin, or in any Secondary or Major Port controlled by Carthage,or with an existing army in a province that has a Carthaginiancontrolled Secondary or Major Port .The province of origin forthe Ligurians is Liguria (which includes both Taurini and Friniatesper the PIC); for the Gauls it is Gallia Massilia; the Iberians andCeltiberians have no province of origin in play. Note that theCarthaginian player need not control or have an Allied port in theprovince of origin to receive Mercenaries

• Siege Engine: Placed with an existing Army (but see below).

If any Mercenaries are placed outside their province of origin (forthe Iberians/Celtiberians this is the only way they can enter play),and/or Allies outside of Carthage, the Carthaginian Overall Com-mander loses one LAM for that turn. Citizens and Allies may beplaced inside Carthage regardless of any siege. Mercenaries maybe placed in a besieged Secondary or Major port city.

EXAMPLE: The Carthaginian player has raised mercenaries fromGroups C and D. His Overall Commander will have one less LAMsince the Group C reinforcements must be placed in a Secondaryor Major Port controlled by Carthage. He will do likewise with hisGroup D reinforcements to avoid having to move them during theOperations Phase.

(CR 10.44) Restrictions on Location Use:• Carthaginian infantry and cavalry may never leave Africa.• Libyan units may not be placed or used south/southeast of

Carthage’s Ditch Boundary• Numidian units may never be placed, or used, in Numidia, re-

gardless of what Carthage controls.• Mauritanians may not be deployed in any of the Mauritanian prov-

inces.• Mercenaries may not be deployed, except for initial placement,

in the province/area in which they were raised.• A Siege Engine must always be part of an Army. An Army can

only have one Siege Engine assigned.

HISTORICAL NOTE: The Carthaginians made it a practice torarely, if ever, use troops in the lands from which they came, forfear of revolt. They kept most of the citizen troops home.

(CR 10.45) The Carthaginians may raise troops during an Opera-tions Phase with a Manpower Operation only when the PoliticalClimate is Aggressive. These troops, when raised, must be placedin Carthage (city), and only an Overall Commander who is actuallyinside the city of Carthage may conduct the Manpower Operation.

(CR 10.46) Total Manpower Restrictions: There may never bemore than 50 SPs of Citizen units—infantry and/or cavalry—in playat any one time.

(CR 10.47) Manpower Maximums: The manpower pool forCarthage was nowhere near that of Rome, even over the two de-cades each of the Punic wars raged. The number of Carthaginiancitizens was far less than that of Rome, her allies were helpful (whenthey were cooperating), and the Carthaginian Senate was not en-thusiastic about paying mercenaries. To reflect this, each of the sce-narios has Manpower maximums, reflected by the Manpower Maxi-mum Table and the use of the Manpower Usage Tracks to keeptrack of the dwindling supply. Carthage may never use—total,throughout the length of the scenario and this includes troops de-ployed at start—more SPs in each category (Libyans, Gauls, etc)than are listed on the Table.

HISTORICAL NOTE: While the totality of this rule is historical,actual population numbers are especially difficult to come by, evenfor the Carthaginians. Our maximums are based on what seem tobe the numbers used during the actual wars, adjusted for playabil-ity, et al. Roman maximums are determined by the number of le-gions that can be raised in a scenario, with the totals for the 2ndPunic war as a ceiling guide.

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(CR 10.48) Forming Armies: The Carthaginian player may formarmies whenever he raises manpower, subject to the restrictions ofthe current Political Climate. To form an army, the Carthaginianplayer places an Army Marker on a stack of units in the same hexthat are currently not part of another army and appoints a Com-mander (CR 5.73). An army may only be formed if the stack ofunits is in an eligible location for the current Political Climate. Thenew army starts with an Army Efficiency Rating of –3 (CR 10.52).Once formed, an Army remains in play until Disbanded (CR 5.76)or has had its last SP eliminated. An Army can be reinforced byadding units that are not part of another army (but see CR 10.57 forthe impact on that Army’s Efficiency), and units can be detached asgarrisons. An army cannot detach its last SP unless it Disbands.

(CR 10.5) CARTHAGINIAN ARMYEFFICIENCYHISTORICAL NOTE: Except for some units—Numidian cavalry,the local Carthaginian phalanx, etc.—most of the mercenary-raisedunits were not of good quality when initially raised. TheCarthaginian command system, though, had one major benefit theRoman system did not have: Carthaginian Commanders tended tostay in command, and the longer they did this, the better thatleader’s army became, for reasons that had much to do with alle-giance and other aspects of command longevity.

(CR 10.51) Every Carthaginian Army, through its Commander, hasan Army Efficiency rating, a number ranging from –3 (poor) to +3(excellent), which is used as a die roll Modifier in Battle. This rat-ing is added to the die roll when the Army is attacking, and sub-tracted when defending. Note that subtracting a negative rating isthe same as adding it. If more than one Army is involved in a Battle,use the lowest rating.

EXAMPLE: Hanno the Great (1P-13) starts the Mercenary Warscenario with an Army Efficiency of –1. When Hanno and is Armyis used in an Attack, one is subtracted from the Battle die roll,when defending, one is added to the die roll.

(CR 10.52) Armies that start the game deployed are given an Ef-ficiency rating. All newly raised Armies start with an Efficiencyof –3.

(CR 10.53) During the Carthaginian Army Efficiency segment (A/2), every Carthaginian Army in play that:

• was under the command of the same leader it now has the previ-ous game turn, and

• was not Useless at any time in the previous game turn,

increases its efficiency Rating by one (to a maximum of +3).

(CR 10.54) When an Army receives a new Commander, regardlesswho it is, that Army lowers its Efficiency rating by two (–2) to aminimum rating of –3. This case applies to a replacement leader.There is no further change when the original commander returnsvia 8.62.

(CR 10.55) Except for Useless status, an Army’s Efficiency ratingis not affected by Battle results.

(CR 10.56) The Carthaginian player cannot combine Armies ortransfer SPs from one army to another. This applies even if an Armyhas no Commander. A Carthaginian Army commander may dropoff units as city garrisons, but only if there is no other Army insidethe city. A commander may pick up units that are not part of anotherArmy (garrisons, reinforcements, etc) subject to the penalties de-scribed in CR10.57 below.

(CR 10.57) The Carthaginian player may increase an Army’sstrength by adding units that are not part of another Army (rein-forcements, garrisons, etc) up to one-half of its strength in SPs, with-out penalty. If the number added is more than one-half but less thanthe current Army size, the Army Efficiency is reduced by one (–1).If the number added is equal to or greater than the current Armysize, the Army Efficiency Rating is reduced by two (–2).Carthaginian citizen units and Elite units of any nationality may beadded without penalty and are not considered in the above calcula-tion. The Army Efficiency rating is adjusted at the end of the Op-erations Phase counting for all SP added during that Phase.

PLAY NOTE: For this rule, the term “Army” is defined by thecommander. If a Commander changes command to another Army,it is as if he were a new commander.

(CR 12.0) DIPLOMACYThe Ancient World Diplomacy rules are not used in any Carthagescenario. The alignment of the non-Roman and non-Carthaginianareas remained stable during the period covered, except when anarea was occupied militarily. Thus, the Alliances when listed onProvincial Information Chart or otherwise specified in the scenariorules remain in place unless the military situation changes or byspecial rule (e. g. Syracuse in the two 1st Punic War scenarios).

PLAY NOTE: Therefore, the leaders used in this war do not haveDiplomacy ratings.

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THE MERCENARY WARMutiny in Carthage, 241 BCSCENARIO COMPLEXITY LEVEL: 3

A good scenario to learn the land system, get accustomed to itsmilitary routines and finish in one sitting. There are no elections, nopolitical problems, no raising of troops ... just moving and fighting.

HISTORICAL BACKGROUNDWith the 1st Punic War over, Carthage found itself with a large groupof mercenaries who wanted to get paid. Gisgo, garrison commanderat Lilybaeum passed the Punic buck and sent them all to Africa,where Hanno (which Hanno is never clear), gave them all a pittanceand shipped them to Sicca, a Carthaginian outpost on Numidia. Therethey sat until it was quite clear the Carthaginians were never goingto pay them. So they mutinied, massacred a whole bunch ofCarthaginian officers in the usual, gruesome Carthaginian style, andstarted to lay waster to Carthage itself, grabbing a series of townsand, swollen by 20,000 Libyan volunteers, obviously not overlyhappy with Carthaginian rule, took Tunes and looked ready to in-vest Carthage itself.

Then the Carthaginians got their act together. Under Hanno theygathered one army of 10,000, with 100 elephants, while HamilcarBarca (Hannibal’s father) returned from overseas with a second army,mostly cavalry, and even more elephants. When Navaras, a Numidianchieftain arrived with even more cavalry, it was just a matter oftime—granted a brutal and unforgiving time, with much crucifix-ion on both sides—before the veteran Carthaginians isolated themercenaries, cut them off and finally defeated them.

It was neither pretty, nor honorable. (We did get a rather florid novelby Gustav Flaubert, of “Madame Bovary” fame, from it:“Salammbo”.)

GAME LENGTH AND PLAY BALANCEFive Turns: from 241 BC to 237 BC. Balance is weighted towardsCarthage, as they have more manpower and, eventually, a tremen-dous advantage in cavalry.

MAPSThe game uses the Carthage Map

RULESThe following rules are not used in this scenario:

Naval Rules: 7.0 and CR 7.0Manpower Rules: 10.0 and CR 10.0 (except for CR 10.5)Auguries: 13.0Political Rules: CR 5.0 (except as noted below)All Roman specific rulesIgnore Phases A, B and E of the Sequence of Play.

PLAYER AIDS• Syracusan/Mercenary Army Display• Syracusan/Mercenary City Occupation Display• Carthaginian Army Display• Carthaginian City Occupation Display (1st Punic/Mercenary War

side)

INITIAL DEPLOYMENTSUnits deployed at a city location are placed Inside the City unlessotherwise indicated.

Mercenaries

Hex/City Units

Sicca Veneria [Cr-2936] Spendius, Matho, Antaritus; 12 SPsLibyan Infantry, 5 SPs Iberian Infan-try, 3 SPs Gallic Infantry, 3 SPsLigurian Infantry, 1 SP Greek (Sicil-ian) Infantry

Initial Siege Capability Rating: –3.

The Mercenaries have no Overall Commander.

Carthaginians

Hex/City Units

Carthage [Cr-3028] Hanno (the Great) [1P-13] OC,[Army I, Efficiency Rating: –1]; 15SPs Carthaginian Infantry, 10 SPsLigurian Infantry; 5 SPs Iberian In-fantry, 5 SPs Carthaginian Cavalry, 5SPs Numidian Cavalry; 10 SPs El-ephants

Initial Siege Capability Rating: –2.

Hanno and Hamilcar are Army Commanders. Hanno is the Over-all Commander until Hamilcar Barca arrives; see CarthaginianPolitical rules, below.

STARTING THE GAME

First Turn LAM PoolThe Mercenary Player receives 1 LAM for each of his three lead-ers. The Carthaginian player receives 1 LAM for Hanno. None ofthe three Siege Attrition LAMS are available on the first turn.

The Mercenary player gets to go first. He selects (knowingly) withwhich of his LAMs he wants to start play. The game starts withPhase C of the Sequence of play; Phases A and B are not under-taken in this scenario.

THE SCENARIOS

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REINFORCEMENTSPlayers do not raise troops using the Manpower rules. All troopsarrive by the reinforcement rules, below.

Mercenary ReinforcementsFor each city the Mercenary Player takes for the first time, he rollsone die. That DR equals the number of Libyan Infantry SPs he re-ceives in that city. If the dieroll is a ‘4’ or higher, one of those SP isLibyan Cavalry. This roll takes place the instant the city is capturedand concludes the current operation (if any). For the Continuationattempt that occurs immediately after this roll, and for that roll only,the Mercenary player subtract two (–2) from that die roll. Only cit-ies in the provinces of Carthage and Tripolitana provide reinforce-ments.

Carthaginian ReinforcementsAt the start of the third game-turn (239 BC), the Carthaginians re-ceive:

• Hamilcar Barca [1P-7], [Army II, Efficiency Rating: +1)] [a] , 4SPs Ligurian Infantry, 4 SPs Iberian Infantry, 20 SPs Iberian Cav-alry, and 7 SPs Elephants. These reinforcements are placed inCarthage (city). If Carthage is held by the mercenaries the game isover, so don’t bother. These reinforcements enter even if Carthageis Under Siege.

• Naravas [b], 7 SPs Numidian Cavalry (Elite), in any city inNumidia not controlled by the Mercenary player.

a = When Hamilcar arrived, despite his obvious greater abilities, there was somepolitical question over who should be in charge, he or Hanno (a sworn enemy ofthe Barcas). After the usual shuffling back-and-forth, Hamilcar got the Judges toput it up to a citizen vote. Barca won in a walk.

b = Naravas may command only Numidian Cavalry. When he is so used, and heis the sole commander, his Army Efficiency Rating is +2.

LEADER REPLACEMENTSThere are no leader replacements.

CARTHAGINIAN POLITICAL CLIMATEThe Carthaginian Political Climate rules are not used in this sce-nario. However, starting with the the third game-turn, theCarthaginian Player, in Phase C before Initiative is determined,checks to see which family is in power using the Carthaginian Fam-ily Power Determination Table. Depending on who is in power, ei-ther Hanno (Magonids) or Hamilcar (Barcas) will be Overall Com-mander.

CARTHAGINIAN ARMY EFFICIENCY A Carthaginian’s Army Efficiency rating may be increased by oneat the start of the After Battle Status segment (G/4) if the require-ments of CR 10.53, second bullet item, are met. Naravas’ ArmyEfficiency rating may not be increased.

CARTHAGINIAN COMMANDThe three Carthaginian Army Commanders can only conduct Op-erations, Interceptions and Avoidance with the units in their army.They may attempt to Coordinate with another Army. However,Hanno and Hamilcar can include Naravas and his Numidians aspart of his force for performing the above operations. Furthermore,the Carthaginian Overall Commander can include the otherCarthaginian commander and his Army as part of a force conduct-ing Operations, etc.

MERCENARY COMMANDThe Mercenary player does not use assigned armies nor does hepermanently assign troops to his leaders. The Mercenary playerforms forces from SPs in the same hex per the standard rules. TheMercenary leaders may command any contingent.

CONTROLThe Mercenary player controls Sicca Veneria [Cr-2936]. TheCarthaginian player controls all cities in the provinces of Carthageand Tripolitana. Carthage’s IDS is [8]; all Medium cities have anIDS [3]; Small [1]

SIEGE CAPABILITYNeither player may increase his Siege Capability nor has or can useSiege Engines. If the Carthaginian player is besieged in a Port, sub-tract three (–3) from his Siege Attrition die roll.

VICTORYThe Mercenary Player wins automatically if, at the end of any turn,he occupies Carthage (city). The Carthaginian player automaticallywins if all Mercenary leaders are eliminated.

Otherwise, victory is determined at the end of five turns. The Mer-cenary player wins if he controls any city in the provinces of Carthageand Tripolitana. A Small city must have a garrison of at least 1 SPinfantry to count as controlled in determining victory. TheCarthaginian player wins if the Mercenary player fails to meet hisvictory conditions.

AGATHOCLESThe First Invasion of Carthage, 311 BCSCENARIO COMPLEXITY LEVEL: 5

HISTORICAL BACKGROUNDCarthage had spend many years trying to balance the situation inSicily between her focus of power, in the western half of the island,and the rival , Greek-based, city-states in the east, especially Syra-cuse and her penchant for tyrants, a form of rule viewed suspiciouslyby the Carthaginians.

In 318 BC, Syracuse found itself under the leadership of an ambi-tious tyrant, Agathocles, who immediately started to attempt to ex-pand his power in Sicily. His attack on Agrigentum (Acragas)brought a Carthaginian reaction. The Carthaginians had mostly gar-rison-level forces in western Sicily, but, foreseeing possible “bal-ance of power’ problems here, she sent Hamilcar, son of Gisgo (oneof many with that name, to be sure), to Sicily with a small army,

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which was immediately swelled by troops from the Carthaginiansallies.

Agathocles, soon backed into Syracuse, decided on an interestingstrategy. To ease pressure on his city, he invaded Africa. With about15,000 men, he landed on Cape Bon (I-5834), burnt his ships (tostiffen the spines of his troops) and headed for Carthage.

What followed were several years of siege, counter-siege, battle,counter-attack, with occasional trips by Agathocles back to Syra-cuse—he built a new fleet in a captured port—to make sure he wasstill in power there. His efforts were greatly helped by bitter politi-cal turmoil within Carthage, but, eventually, his Libyan allies de-serted, Cartage numerical superiority prevailed, and back home hewent, where he spent the rest of his life making trouble for the Ital-ians.

GAME LENGTH AND PLAY BALANCEGame starts with a 311 BC turn and continues until one side wins,or the end of the 307 game-turn. Balance is weighted towardsCarthage, since they have more manpower.

DESIGN NOTE: We use a “ticking clock” game-ender not becausethere was any such limit on the real participants, but to keep thisscenario playable in one sitting.

MAPSThe game uses both maps, although you can probably fold the Italymap to reduce space requirement, as only Sicily playable on theItaly map.

RULESThe following rules are not used in this scenario:

Standard Naval Rules: 7.0Raids (CR 7.5)

All Roman specific rules and segments in the Sequence of Play

PLAYER AIDS• Syracusan/Mercenary Army Display• Syracusan/Mercenary City Occupation Display• Carthaginian Army Display• Carthaginian City Occupation Display (Agathocles scenario side)• Carthaginian Political and Manpower Display

INITIAL DEPLOYMENTSUnits deployed at a city location are placed Inside the City or InPort unless otherwise indicated.

SyracusansHex/City Units

Syracusa [It-6419] Agathocles [OC], Overall Commander;Arcagethus[a]; Agatharcus[a]; 30 SPsSyracusan Infantry, 8 SPs SyracusanCavalry; 8 Squadrons [Fleet I]

Messana [It-5915] 3 SPs Syracusan Infantry, 1 Squadron[Fleet II], Duumvir

a = Sons of Agathocles

Initial Siege Capability Rating: –2 Crew Ratings: 2 All squadrons are Quinqueremes.

CarthaginiansHex/City Units

Carthage [Cr-3028] Hanno [1P-11] OC, [Army I, EfficiencyRating: –2]; Bomilcar [1P-17]; 6 SPsCarthaginian Infantry (Elite), 15 SPsCarthaginian Infantry, 5 SPs Ligurian In-fantry, 5 SPs Iberian Infantry, 5 SPsCarthaginian Cavalry (Elite); 12 Squad-rons [Fleet I]

Lilybaeum [It-5526] Hamilcar [1P-6], [Army II, EfficiencyRating: +1]; 4 SPs Libyan Infantry; 2Squadrons [Fleet II], Duumvir

Drepanum [It-5326] 2 SPs Libyan Infantry; 1 Squadron [FleetIII], Duumvir

Panormus [It-5423] 1 AP Libyan Infantry

Initial Siege Capability Rating: –2.Crew Ratings: 3

All squadrons are Quinqueremes

Hanno and Hamilcar are Army Commanders. Hanno is the Over-all Commander. Bomilcar begins the game unassigned (see theCarthaginian Command special rules below).

The Carthaginian Political Climate is Cautious and the Magonidsare the Family in Power.

Siciliots (Independent) Hex/City Units

Agrigentum [It-5923] Philarus; 12 SPs Sicilian Infantry

Initial Siege Capability Rating: –3.

STARTING THE GAMEFirst Turn (311 BC) LAM Pool

The Syracusan player receives 1 LAM for Agathocles and a DuumvirLAM (use the Roman Duumvir LAM).

The Carthaginian player receives 1 LAM for Hanno [1P-11] and 1LAM for Hamilcar [1P-8].

The Syracusan Player gets to go first and starts play with Phase Cof the Sequence of play using Agathocles LAM.

There is no leader pool for either player, nor are there any Syracusanreplacement leaders. The Carthaginian player receives replacementleaders per the special rule below

CARTHAGINIAN POLITICAL CLIMATEThe Carthaginian player uses the Carthaginian Political System rules(CR 5.70, however, he may only use the leaders in the initial setupas Army commanders or as Admirals. There is no leader pool.Bomilcar [1P-17] begins the game unassigned and may be appointedeither as Admiral or as a third Army Commander should the Politi-cal Climate allow. Commanders are appointed per CR 5.73.

The Carthaginian player is limited to a maximum of three Armiesin play at any one time regardless of Political Climate, though hemay reassign a leader acting as Admiral to fill an Army Commanderrole as needed.

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If a Carthaginian leader becomes unassigned (Recalled, Army Dis-banded, etc), he is placed in Carthage and may be appointed againshould the need arise.

In any turn after one in which a Carthaginian commander is killed(regardless how), the Carthaginian player receives two additionalcommanders: Hanno (1P-14) and Himilco (1P-16). They are placedin Carthage and are available for assignment in the next Force De-termination phase.

CARTHAGINIAN COMMANDA Carthaginian Army Commander can only conduct Operations,Interceptions and Avoidance with the units in his army. He may,however, attempt to Coordinate with another Army. The one excep-tion is that the Carthaginian Overall Commander can include otherCarthaginian Army Commanders and their armies as part of a forceconducting Operations, Interceptions, and Avoidance.

An unassigned Carthaginian leader cannot conduct Operations withany units, except to lead a Sally or an Attack with a garrison UnderSiege. He may not use Interception or Avoidance but may use Co-ordination with an attacking Relief force if Under Siege.

SYRACUSAN COMMANDThe Syracusan player does not use assigned armies nor does hepermanently assign troops to his leaders. The Syracusan player formsforces from SPs in the same hex per the standard rules. Syracusanleaders may command any contingent. Agathocles is the SyracusanOverall Commander (see 5.41). If Agathocles is killed, neither ofhis sons replace him as Overall Commander.

The Syracusan player may use any of his leaders as an Admiral. Todo so, the Syracusan player simply declares his intention when theleader activates and his role as Admiral remains for the duration ofthat Operations Phase. A leader that is activated as an Admiral can-not command troops during that Operations Phase.

SICILIAN INDEPENDENTSMost of Sicily, except for the western tip, controlled by Carthage,was a series of Hellenic city-states, totally independent of one an-other. If one player attempts to take control of a Sicilian city by anymeans, that city immediately becomes allied to the other player.That player may now enter the city. The city, however, is not con-trolled for reinforcement or victory purposes unless garrisoned bytroops other than those that started in the city.

Philarus and the SPs in Agrigentum are activated by Augury Event#5.

SYRACUSAN MANPOWERSyracuse does not raise troops using the Manpower rules. All troopsarrive as below, but only in Phase B/6 (Force Determination), withthe exceptions noted below. Agathocles may not conduct a Man-power Operation, and, in B/6, he may use only one of the choices,below.

1. Sicilians. Syracuse receives 1 SP Sicilian Infantry for each Sicil-ian city they control, except for Syracusa. These troops are placedeither in Syracusa or with Agathocles, if he is in Sicily.

2. Mercenaries. The Syracuse player rolls 2 dice. That total is thenumber of Greek and Etruscan mercenary SPs he receives (dividethe total equally between the two groups). These troops are placedeither in Syracusa or with Agathocles, if he is in Sicily.

3. Libyans. Syracuse receives 2 SPs Libyan Infantry for each cityin Carthage/Tripolitana province they control, except for Carthage,Tunis and/or Utica. These troops are placed with Agathocles, if heis in Africa (see, however, the Augury for Libyan Mutiny). For ev-ery 6 Infantry SPs so raised in one Force Determination Phase, oneof those SP may be Libyan cavalry. The Syracusan player receivesLibyan reinforcements only if Agathocles is in Africa.

The Syracusan player may also receive Egyptian reinforcementsvia Augury event #1.

CARTHAGINIAN MANPOWERThe Carthaginian player uses the Carthaginian Manpower rules (CR10.4) with the following exceptions:

• Numidians and Mauritanians cannot be raised

• Add one (+1) for any dieroll for Group A

• Subtract one (–1) from any dieroll for groups C and D.

• All non-African troops are placed in any Carthaginian-held portin Africa.

The 1st Punic War manpower limits apply to this scenario.

A NOTE ON CHARIOTSEven at this somewhat late date, the Carthaginians, and especiallythe Libyans, used chariots, probably the Greek-style, four-horsechariots. As their effect was probably minimal—they were soonreplaced by elephants—we have not represented them at this levelof simulation.

SIEGE CAPABILITYNeither player may increase his Siege Capability.

NAVAL CONSTRUCTIONThe Fleet and Naval Construction rules (CR 7.1) are used by bothsides with the following exceptions:

• Use the Port Capacity Chart included with scenario

• Fleets may be built only in Syracusa and Carthage

• New Syracusan Fleets start with a Crew Rating of 1

• New Carthaginian Fleets start with a Crew Rating of 2

FLEET COMMANDERS AND TACTICAL SUPERIORITYBoth players may have only one Admiral and up to two Duumvir inplay at any one time.

The Tactical Superiority modifiers are:

• Syracusan Tactical Superiority: –2 to his dieroll; +2 to hisopponent’s

• Carthaginian Tactical Superiority: –2 to his dieroll; +3 to hisopponent’s

CITY AND PROVINCE CONTROLThe provinces of Eastern and Western Sicilia begin the game un-controlled by either player. City control is a follow:

• Syracuse controls Syracusa [It-6419], Messana [It-5915], Catana[It-6118], Leontini [It-6119], Megara [It-6219], Netum [It-6420],Helorus [It-6520], and Camarina [It-6222]

• Carthage controls Lilybaeum [It-5526], Drepanum [It-5326], andPanormus [It-5423]

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• All remaining cities in Eastern and Western Sicilia provinces areindependent.

The City IDS are as follows:Carthage [8]Syracusa [7]Agrigentum [5]Messana IDS [4]Lilybaeum IDS [4]

All other Medium cities have an IDS of [3]; Small cities [1]

Carthaginian player controls Carthage (province) and Tripolitana.These are considered Home provinces for the Carthaginians; theCarthaginian player controls all cities in both provinces.

Numidia is not controlled by anyone, and does/will not providetroops of any kind,

VICTORYThe Syracuse Player wins automatically if, at the end of any turn,he occupies Carthage (city).

The Carthaginian Player wins automatically if, at the end of anygame-turn, Syracuse does not control any cities, anywhere, otherthan Syracusa [It-6419].

Otherwise, at the end of 5 turns, each player counts up VP for con-trolling the following:

Syracuse

3 VP for Lilybaeum [It-5526]

2 VP Utica [Cr-2928] or Hippo Diarryhtus [Cr-2829]

1 VP Drepanum [It-5326], Panormus [It-5423], Messana [It-5915], or Agrigentum [It-5923]

1 VP for any Small city in Carthage province

Carthage

5 VP for Syracusa [It-6419]

3 VP for each city in Sicily, other than Syracusa

High VP wins.

HIERO, HERO OR GYRO?The Start of the Punic Wars, 264-263 BCSCENARIO COMPLEXITY LEVEL: 4

This is a good scenario to learn the system, get accustomed to itsmilitary routines and finish in one sitting. There are no elections, nopolitical problems, no raising of troops ... just moving and fighting.

GAME LENGTH AND PLAY BALANCEOnly two Turns: from 264 BC to 263 BC. Balance is fairly even,mostly because we give the Carthaginians what they did not get(historically) in 263 BC, an additional army.

MAPSThe game uses the Italy map (IT). Actually, play is pretty muchrestricted to Sicily.

RULESThe following rules are not used in this scenario:

Standard Naval Rules: 7.0Manpower Rules: 10.0 and CR 10.0 (except for CR 10.5)Auguries: 13.0Carthaginian Political Climate: CR 5.7

PLAYER AIDS• Roman Army Display• Roman City Occupation Display• Carthaginian Army Display• Carthaginian City Occupation Display (1st Punic/Mercenary War

side)

INITIAL DEPLOYMENTSUnits deployed at a city location are placed Inside the City or InPort unless otherwise indicated.

Romans Hex/City Units

Rhegium [It-6015] Ap. Claudius Caudex [301] (RomeConsul [a]); Legion I, Legion II [Con-sular Army I]; 1 Squadron [c] [Fleet I],Duumvir

[It-3213] M. Fulvius Flaccus [302] (Field Con-sul [b]); Legion III, Legion IV [Consu-lar Army II]

Tarentum [It-5405] 1 Squadron[c] [Fleet II], Duumvir

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Mamertines Hex/City Units

Messana [It-5915] 4 SPs Mamertine Infantry

The Mamertines are not a Power. They cannot raise troops andthey move only when with a leader of the Roman player. Theycannot be replaced or reinforced. They cannot be replaced or re-inforced. Messana has no City Militia while any Mamertine unitsremain in play.

STARTING THE GAMEFirst Turn LAM Pool: The Roman Player receives 2 of his ConsulLAMs, plus the Duumvir LAM. The Carthaginian player receives 1LAM for Hanno (1P-12), and 1 for Hannibal (1P-8), plus 1 for Hiero,Tyrant of Syracuse, plus the Duumvir LAM. 2 of the Siege AttritionLAMs are available

PLAY NOTE: The lesser number of LAMs reflects the “late” startof the war.

The Carthaginian Player gets to go first. He selects (knowingly)with which of his LAMs—and that includes Hiero’s—he wants tostart play. The game starts with Phase C of the Sequence of play;Phases A and B are not undertaken in the first (264 BC) turn.

REINFORCEMENTSRoman: The Roman player uses only those units with which he startsplay. He may not build any legions, or even reinforce what he has.

Carthage: Gisgo [1P-5], [Army II, Efficiency Rating: 0]; 5 SPsCarthaginian Infantry; 10 SPs Libyan Infantry; 5 SPs NumidianCavalry; 1 SP Elephant; and 2 Squadrons [Fleet V, Crew: 3] with aDuumvir start the 263 game turn in Lilybaeum. The player getsLAMs for Gisgo. These are the only additions to existing troops theCarthaginian has.

Neither Player may raise troops or fleets in this game.

ROMAN ELECTIONSFor the 263 Game-Turn, the Roman Player gets M. Valerius Maxi-mus [303] and M. Otacilius Crassus [304] as consuls, plus theirLAMs. He may assign them as he wishes. He does not hold elec-tions, and he receives no proconsuls or praetors.

CITY AND PROVINCE CONTROLUse the rules for the 1st Punic War scenario.

INERTIA ATTRITIONSicily is treated as a single province for the purpose of InertiaAttrition.

SIEGE CAPABILITYThe Romans, Carthaginians, and Syracusans each have a Siege Ca-pability Rating. If more than one of these Powers is involved in aSiege on the same side, the best SCR is used. If a Siege is success-fully concluded by Assault or Attrition, the Powers on the winningside have their Siege Capability Ratings increased (positively) byone. No Power may ever increase past a SCR of ‘0’. The SCR neverdecreases.

ROMAN NAVAL TRANSPORT LIMITATIONThe Roman player may not use Naval Transport. Remember thatstrait crossings are not considered Naval Transport.

All Legions are Recruit and include both the RL and AL compo-nents both at full strength (see CR 2.21).

a = Claudius Caudex is the Rome Consul and has Legions I and II for hisImperium. He has permission from the Senate to leave Roman Italy.

b = Fulvius Flaccus is the Field Consul Claudius and has Legions II andIV for his Imperium. Etruria is his assigned province.

c = These are squadrons of Triremes provided by Rome’s Allies.

Initial Siege Capability Rating: –3.Crew Ratings: 2

CarthaginiansHex/City Units

Aleria [It-2823] 2 SPs Iberian Infantry

Caralis [It-4332] 2 SPs Gallic Infantry, 1 Squadron [FleetI], Duumvir

Lilybaeum [It-5526] Hanno [1P-12] [a], OC, [Army I, EfficiencyRating: 0]; 8 SPs Libyan Infantry, 8 SPsGallic Infantry, 2 SPs Numidian Infantry,2 SPs Iberian Cavalry; 1 Squadron [FleetII], Duumvir

Lipara [It-5616] Hannibal [1P-8] [b]; 1 Squadron [Fleet III]

[It-5915] 1 Squadron [Fleet IV], Duumvir

Drepanum [It-5326] 1 SP Libyan Infantry

Panormus [It5423] 1 SP Libyan Infantry

Agrigentum [It-5923] 1 SP Libyan Infantry

a = Son of Hamilcar

b = Son of Gisgo

Initial Siege Capability Rating: –2.Crew Ratings: 3.

Hanno and Gisgo are Army Commanders. Hanno is the OverallCommander. Hannibal is an Admiral.

All Carthaginian Squadrons are Quinqueremes.

SyracusansHex/City Units

Syracusa [It-6419] Hiero [Syracuse Army I]; 20 SPsSyracusan Infantry, 7 SPs Syracusan Cav-alry (Elite); 1 Squadron (Triremes), 1Squadron (Quinqueremes) [a] [SyracuseFleet I]

In any city(ies)w/I 4 hexesof Syracusa 3 SPs Syracusan infantry (total)

Initial Siege Capability Rating: –1.Crew Ratings: 2

a = There is no indication that Syracuse ever used her fleet, which could beas large as 200 galleys (probably a mixture of quinqueremes and triremes),during the war. We know she had a fleet, but as its effect was, apparently,non-existent we have given her a nominal number of squadrons.

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TRIREMESThere are several squadrons of triremes, galleys the Romans “bor-rowed’ from their Italo-Greek allies (Tarentum, Locri, et al.) to serveas an ersatz fleet of war galleys before they got serious about theenterprise, or those comprising a portion of the Syracusan Fleet. Inany naval battle in which the Romans or Syracusans have Triremes:

• If they are less than half the number of squadrons in the Fleet,any Roman/Syracusan Tactical advantage is reduced by one.

• If they are at least half the number of squadrons in the Fleet, ifthe Romans/Syracusans gain tactical advantage, they don’t getany die roll benefit. Their better admiral simply denies theCarthaginian fleet from gaining such.

• Reduce any Corvus benefit by one for each trireme squadron.

HIERO AND SYRACUSESyracuse, and its Tyrant, Hiero, start the game as an ally of Carthage.This means that Syracuse is not controlled by Carthage and maynever be activated under a Carthaginian LAM. It does mean that,when the Hiero LAM is drawn, Carthage uses it to her advantage ...but her forces operate separately.

Syracuse will change allegiance under the following circumstances:

• If, at the end of any game turn, the Roman player occupiesMessana with Legion SPs and Messana is not Besieged, OR theRoman Player defeats any Army led by Hiero in a battle, Syra-cuse switches allegiance to Rome and becomes an ally of Romethe start of the following turn.

• Syracusa may only be controlled if taken by a player throughSiege, Surrender, or Treachery.

If either player takes control of any Syracusan controlled city, thenSyracuse becomes permanently Allied to the other player.

If Syracuse troops and those of her former are together Inside aCity, the troops of the side that does not control the city are placedoutside the city when the change of allegiance occurs.

In addition:

• Hiero can only command Syracusan units. Syracusan units can-not be directly commanded by another leader. However, Hieroand his troops (or Fleet) can be included in any Operation (in-cluding Avoidance and Interception) conducted by the players’Overall Commander. He is also the only admiral they have.

• Hiero and the Syracusan land units may not leave Eastern Sicily.Her Fleets may move only into coastal hexes in Eastern Sicily.

• Syracusan forces are not affected by Movement or Inertia Attrition.

• Syracusan Tactical Superiority: –2 to his dieroll; +2 to hisopponent’s

If Hiero is killed, the Syracusans are without a leader for the rest ofthe game. Her units stay where they are at the time of such death,except that any units not inside a city are placed in Syracusa. Re-move the Hiero LAM from play; the Syracuse units may not beused by anyone, although they may be attacked.

VICTORYPlayers get Victory points for controlling (occupying) cities in Sic-ily. Cities occupied by Syracusan units do not count towards vic-tory, regardless to whom Hiero is allied:

Syracusa: 10 VPMessana: 6 VPMedium: 3 VPSmall: 1 VP (Lipara and Melita do not count.)

High VP wins.

THE FIRST PUNIC WAR264 to 241 BCSCENARIO COMPLEXITY LEVEL: 7

GAME LENGTH AND PLAY BALANCEWhile there is no telling how long the 1st Punic War could haverun, we’ve taken a page from history and given the players 24 turns—from 264 BC to 241 BC—to get it over with. This means this sce-nario is a long game, although it can possibly end sooner.

Balance really is difficult to assess. Play testing had a wide varietyof endings, and much is dependent upon strategy and style of play.Historically, the Romans won by wearing the Carthaginians downand gaining control of the seas, and that is what seemed to happenin playtesting. Players, though are gifted with hindsight, and bothhave good chances to win.

MAPSThe game uses the Italy map (It) and the Carthage map (Cr).

RULESThe following rules are not used in this scenario:

Standard Naval Rules: 7.0

PLAYER AIDS• Roman Army Display• Roman City Occupation Display• Carthaginian Army Display• Carthaginian City Occupation Display (1st Punic/Mercenary War

side)• Carthaginian Political and Manpower Display

INITIAL DEPLOYMENTSUnits deployed at a city location are placed Inside the City or InPort unless otherwise indicated.

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RomansHex/City Units

Rhegium [It-6015] Ap. Claudius Caudex [301] (RomeConsul [a]); Legion I, Legion II [Consu-lar Army I]; 1 Squadron [c] [Fleet I],Duumvir

[It-3213] M. Fulvius Flaccus [302] (Field Consul[b]); Legion III, Legion IV [Consular ArmyII]

Tarentum [It-5405] 1 Squadron[c] [Fleet II], Duumvir

Rome [It-3714] 5 SPs Legion Infantry, Praetor Urbanus [d]

In any Large and/or 5 SPs Legion Infantry [e]

Medium City inRoman Italy

All Legions are Recruit and include both the RL and AL compo-nents both at full strength (see CR 2.xx).

a = Claudius Caudex is the Rome Consul and has Legions I and II for hisImperium. He has permission from the Senate to leave Roman Italy.

b = Fulvius Flaccus is the Field Consul Claudius and has Legions II andIV for his Imperium. Etruria is his assigned province.

c = These are squadrons of Triremes provided by Rome’s Allies.

d = Randomly draw a leader from the magistrate pool

e = These may be spread around the chosen cities as desired

Initial Siege Capability Rating: –3. Crew Ratings: 2

CarthaginiansHex/City Units

Carthage [Cr-3028] Gisgo [1P-5], [Army II, EfficiencyRating: –1]; 15 SPs Carthaginian In-fantry; 5 SPs Carthaginian Cavalry;2 Squadrons [Fleet II], Duumvir

Tacape [Cr-4237] 1 SP Numidian Infantry

Thugga [Cr-2933] 1 SP Libyan Infantry

Musti [Cr-3035] 1 SP Libyan Infantry

Hippo Diarryhtus [Cr-2829] 2 SPs Carthaginian Infantry; 1Squadron [Fleet III], Duumvir

Utica [Cr-2928] 2 SPs Carthaginian Infantry; 1 Squad-ron [Fleet IV], Duumvir

Thabraca [Cr-2533] 1 SP Libyan Infantry

Sicca Veneria [Cr-2936] 1 SP Libyan Infantry

Aleria [It-2823] 2 SPs Iberian Infantry

Caralis [It-4332] 2 SPs Gallic Infantry, 1 Squadron[Fleet V], Duumvir

Lilybaeum [It-5526] Hanno [1P-12] [a], OC, [Army I, Effi-ciency Rating: 0]; 8 SPs Libyan In-fantry, 8 SPs Gallic Infantry, 2 SPsNumidian Infantry, 2 SPs Iberian Cav-alry; 1 Squadron [Fleet VI], Duumvir

Massilia [It-1629] 2 SPs Iberian Infantry (Massilia gar-rison) [b]

Genua [It-1717] 2 SPs Ligurian Infantry (Genua garri-son) [b]

Lipara [It-5616] Hannibal [1P-8] [c]; 1 Squadron [FleetI]

[It-5915] 1 Squadron [Fleet VII], Duumvir

Drepanum [It-5326] 1 SP Libyan Infantry

Panormus [It-5423] 1 SP Libyan Infantry

Agrigentum [It-5923] 1 SP Libyan Infantry

a = Son of Hamilcar

b = these are permanent garrisons and can never leave the city.

c = Son of Gisgo

Initial Siege Capability Rating: –2.Crew Ratings: 3.

The Carthaginian Political Climate is Cautious, and the Magonidsare the Family in Power.

Hanno and Gisgo are Army Commanders. Hanno is the OverallCommander. Hannibal is an Admiral.

All Carthaginian Squadrons are Quinqueremes.

Numidians Hex/City Units

Cirta [Cr-2341] 10 SPs Numidian Infantry

These units may not be controlled, or moved, by either player.They are there simply to garrison the Numidian “capital”. Cirtawasn’t so much a city of any size, but it was built in a relativelydifficult (militarily) position to take.

Syracusans Hex/City Units

Syracusa [It-6419] Hiero [Syracuse Army I]; 20 SPsSyracusan Infantry, 7 SPs Syracusan Cav-alry (Elite); 1 Squadron (Triremes), 1Squadron (Quinqueremes) [a] [SyracuseFleet I]

In any city(ies)w/I 4 hexesof Syracusa [b] 3 SPs Syracusan infantry (total)

Initial Siege Capability Rating: –1.Crew Ratings: 2

a = There is no indication that Syracuse ever used her fleet, which couldbe as large as 200 galleys (probably a mixture of quinqueremes and tr-iremes), during the war. We know she had a fleet, but as its effect was,apparently, non-existent we have given her a nominal number of squad-rons.

b = Carthaginian player decides where these troops go

Mamertines Hex/City Units

Messana [It-5915] 4 SPs Mamertine Infantry

The Mamertines are not a Power. They cannot raise troops andthey move only when with a leader of the Roman player. Theycannot be replaced or reinforced. Messana has no City Militiawhile any Mamertine units remain in play.

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MANPOWER TRACKSPlace the appropriate markers on the Manpower Track fro each con-tingent using the 1st Punic War Carthaginian Manpower Totals givenon the chart.

STARTING THE GAMERoman leaders numbered 301 through 340 are place in the Magis-trate pool. Carthaginians leaders numbered 1P1-1P16 are placed inthe Carthaginian leader pool.

First Turn LAM PoolThe Roman Player receives 2 Consul LAMs, plus the DuumvirLAM.

The Carthaginian player receives 1 LAM for Hanno (1P-12), and 1for Hannibal (1P-8), plus 1 for Hiero, Tyrant of Syracuse, plus theDuumvir LAM. He does not get any LAM for Gisgo (In Carthage)this turn.

The Augury LAM and 2 of the Siege Attrition LAMs are available

PLAY NOTE: The lesser number of LAMs reflects the “late” startof the war. Gisgo, sitting in Carthage, does not get a LAM thisturn.

The Carthaginian Player gets to go first. He selects (knowingly)with which of his LAMs he wants to start play. He may select Hiero.The game starts with Phase C of the Sequence of play; Phases Aand B are not undertaken in the first (264 BC) turn.

CITY AND PROVINCE CONTROLPer the 1st Punic War Province Information Chart (PIC), all prov-inces in Roman Italy are considered Roman Home provinces so allcities therein are Roman controlled and the provisions of 11.12 ap-ply. Similarly, Carthage province is the Carthaginian Home prov-ince. Other than the Sicily, the remaining provinces in play are Al-lied, i.e. Diplomatically Controlled to Carthage. Cities inCarthaginian Allied provinces are considered friendly to theCarthaginian player and can be entered per 11.34. However, onlycities where Carthaginian forces are deployed, or as stated in thePIC, are controlled by the Carthaginian player. All other cities inAllied provinces are uncontrolled. The province control rules (11.1and 11.2) do not apply to the two Sicilian provinces. Who controlswhat Sicilian city is given in the Sicilia City Control Chart.

MASSILIA AND GENUAThese cities begin the game in provinces allied to Carthage. Bothhave garrisons as indicated in the initial deployment. These garri-sons may never leave the city and are not replaced if eliminated.The Carthaginian player may enter these cities as any other friendlycity, but may gain control only by attacking and taking them throughSiege, Surrender, or Treachery. Any troops in the city when it isplaced Under Siege are permanently added to the garrison.

SYRACUSASyracusa and the cities with Syracusan garrisons begin the gameAllied to Carthage. The Carthaginian player may enter these citiesas any other friendly city, but may gain control only by attackingand taking them through Siege, Surrender, or Treachery. A Syracusancity may not be attacked if friendly units are inside the city. If Syra-cuse becomes allied to Rome, these same restrictions on controlapply to that player.

MESSANAMessana begins the game Allied to Rome. The Roman player mayenter the city and gain control per the standard rules.

1st Punic War Province Information ChartAlliance

Province [a] [Favor] Notes

Roman Italy Home [Rome] • Rome IDS [10]

• Ostia Initial Port Capacity [5]

• Neapolis Initial Port Capacity [5]

• Brundisium does not exist untilthe 244 BC game turn

Sicily N/A See • Includes Eastern & WesternSicilian City Sicily, Melita, and Liparae Ins.Control Chart Agrigentum IDS [5]

• Messana IDS [4]

• Lilybaeum IDS [4]

Gallia Massilia Allied [Carthage]

Liguria Allied [Carthage] • Includes Friniates & Taurini

Corsica Allied [Carthage]

Sardinia Allied [Carthage] [b] • Includes Northern & SouthernSardinia

Carthage Home [Carthage] • Carthage IDS [8], Initial Port Ca-pacity [18]

Tripolitana (Libya) Allied [Carthage]

Numidia Allied [Carthage]

Mauretania Allied [Carthage]

Standard City IDS: Small [1]; Medium [3]; Large [7]

a = The provinces listed in the chart, other than Roman Italy, are availablefor Roman magistrate assignment. Venetia, Gallia Cispadana, and GalliaTranspadana may not be entered by any units and are out of play for thisscenario.

b = Carthage controls Caralis (It-4322) and all cities in Sardinia.

Sicilia City Control ChartCity Notes

Syracusa Carthage Ally

Cities with Syracusan garrisons Carthage Ally

Drepanum Carthage Controlled

Lilybaeum Carthage Controlled

Panormus Carthage Controlled

Agrigentum Carthage Controlled

Lipara Carthage Controlled

Melita Carthage Controlled

Messana Roman Ally

All Others Uncontrolled

INERTIA ATTRITIONSicily and Sardinia are each treated as a single province for thepurpose of Inertia Attrition.

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one battle. Whether he was done away with by a probably suspi-cious and untrusting Carthaginian Senate, or he simply returnedto Sparta, Job Well Done, is a matter for heated discussion. Re-gardless what happened, Xanthippus was around only long enoughto either pick up his pay check or his Plutonian pink slip.

ADDITIONAL RULESHIERO AND SYRACUSESyracuse, and its Tyrant, Hiero, start the game as an ally of Carthage.This means that Syracuse is not controlled by Carthage and maynever be activated under a Carthaginian LAM. It does mean that,when the Hiero LAM is drawn, Carthage uses it to her advantage ...but her forces operate separately.

Syracuse will change allegiance under the following circumstances:

• If, at the end of any game turn, the Roman player occupiesMessana with Legion SP and Messana is not Besieged, OR theRoman Player defeats any Army led by Hiero in a battle, Syra-cuse switches allegiance to Rome and becomes an ally of Romethe start of the following turn.

If either player takes control of any Syracusan controlled city, thenSyracuse becomes permanently Allied to the other player.

If Syracuse troops and those of her former are together Inside aCity, the troops of the side that does not control the city are placedoutside the city when the change of allegiance occurs.

In addition:

• Hiero can only command Syracusan units. Syracusan units can-not be directly commanded by another leader. However, Hieroand his troops (or Fleet) can be included in any Operation (in-cluding Avoidance and Interception) conducted by the players’Overall Commander. He is also the only admiral they have.

• Hiero and the Syracusan land units may not leave Eastern Sicily.Her Fleets may move only into coastal hexes in Eastern Sicily.

• Syracusan forces are not affected by Movement or Inertia Attri-tion.

• Syracusan Tactical Superiority: –2 to his dieroll; +2 to hisopponent’s

If Hiero is killed, the Syracusans are without a leader for the rest ofthe game. Her units stay where they are at the time of such death,except that any units not inside a city are placed in Syracuse. Re-move the Hiero LAM from play; the Syracuse units may not beused by anyone, although they may be attacked.

Syracuse may raise Manpower and increase her Fleet. Wheneverthe Hiero LAM is drawn, and Hiero is in Syracuse, the player doingso may, instead of undertaking any operations with Syracusan units

• build 1 Squadron in Syracuse, up to a maximum of 5 in play atany one time. Syracusan squadrons are always triremes.

• Add 1 SP Syracusan Infantry or 1 SP Syracusan Cavalry in Syra-cuse, unless it is Under Siege, in which case he may not do this.Syracuse may never have more than 30 SPS of Infantry and 10SPs of cavalry in play at any one time.

NUMIDIACarthage’s relationship with her western neighbor, Numidia, was,at best, dichotomous and uneasy, and, more often than not, outrightcontentious. Carthage coveted Numidia’s elite cavalry, the finest inthe Mediterranean, along with her light infantry, and these two groups

SIEGE CAPABILITYThe Romans, Carthaginians, and Syracusans each have a SiegeCapability Rating. If more than one these Powers is involved in aSiege on the same side, the best SCR is used. If a Siege is success-fully concluded by Assault or Attrition, the Powers on the winningside have their Siege Capability Ratings increased (positively) byone. No Power may ever increase past a SCR of ‘0’. The SCR neverdecreases.

SIEGE ENGINESA player may have no more than three Siege Engines in play at anyone time.

LAND SUPPLYFor Sieges in Sicily, the Besieging player may only use the LandSupply modifier if either Syracuse is Allied to him, or Besiegingplayer controls the city of Syracusa.

FLEET CONTRUCTION LIMITATIONSIn order to use the Port Capacity of Syracusa or Massilia for anypurpose, a player must control the city.

TRIREMESThere are several squadrons of triremes, galleys the Romans “bor-rowed’ from their Italo-Greek allies (Tarentum, Locri, et al.) to serveas an ersatz fleet of war galleys before they got serious about theenterprise, or those comprising a portion of the Syracusan Fleet. Inany naval battle in which the Romans or Syracusans have Triremes:

• If they are less than half the number of squadrons in the Fleet,any Roman/Syracusan Tactical advantage is reduced by one.

• If they are at least half the number of squadrons in the Fleet, ifthe Romans/Syracusans gain tactical advantage, they don’t getany die roll benefit. Their better admiral simply denies theCarthaginian fleet from gaining such.

• Reduce any Corvus benefit by one for each trireme squadron.

ROMAN NAVAL TRANSPORT LIMITATIONThe Roman player may only embark and use Naval Transport onceper Operations Phase. He may not use Naval Transport until bothOstia and Neapolis are built to maximum capacity. Remember thatstrait crossings are not considered Naval Transport.

ROMAN LEGION LIMITSRome may never have more than 3 Consular Armies (the equiva-lent of 6 legions) outside of Roman Italy at any time and no morethan 2 Consular armies (the equivalent of 4 legions) in any oneprovince. For this purpose, Sicilia, Sardinia, and Liguria are treatedas single provinces. The number of legions within Roman Italy islimited solely by the counter mix of available legions.

XANTHIPPUSThe Carthaginians get to use the mercenary Spartan Leader,Xanthippus when the Political Climate is Aggressive, and they rolla 4-9 when raising troops (as indicated by the Xan on the table).When checking for Xanthippus’ possible casualty (8.6), any nega-tive result is treated as “out of the game”). Xanthippus must beplaced in command of an army in Africa and cannot leave Africa.

PLAY NOTE: Players will note that Xanthippus’ Mortality ratingis very poor. This reflects that Xanthippus seems to have faded intothe mists of history after leading the Carthaginians to victory in

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were often raised, as “allies”, for Carthage’s armies. However,Carthage sporadically attempted to increase her borders, if not hersphere of control, at the expense of Numidia. Even as she was fight-ing Rome, Carthage did not abandon her designs to the west.

Carthage gets Victory Points for occupying Numidian cities (seebelow). There are no Numidian forces, other than the ones providedfor, and used by Carthage, but the Augury table does account forany Carthaginian aggression in this direction, and the more ofNumidia Carthage controls, the less apt she is to get troops. It’s aninteresting balance.

For each Numidian city controlled by Carthage, subtract two (–2)from any manpower die roll as it applies to Numidia (but not otherprovinces in her Group). The Carthaginian player must occupy aSmall city with at least 1 SP of infantry (other than Numidians) togain and retain control.

PLAY NOTE: Thabraca is considered part of Carthage.

HISTORICAL NOTE #1: There were virtually no Numidian unitsat the Battle of Bagradas Plains, the (then decisive) land battle inCarthage during the war.

HISTORICAL NOTE #2: Carthage didn’t seem that interested inextending her eastern borders, into Libya/Tripolitana, although,every once in a while, Libyans would raid into the easternmostCarthaginian territories.

VICTORYAUTOMATIC VICTORYAutomatic Victory starts to take effect with the 260 BC Turn. Thereis no Auto Victory in any turn before that. There are several ways towin an Automatic Victory. Automatic Victory is assessed at the endthe turn.

• Carthaginian Land Victory: Carthage controls any one Largecity, or any two Medium cities in Roman Italy.

• Roman Land Victory: Rome controls the city of Carthage.

• Either Player Automatically Wins: If, at the end of any turn, hehas military control of the provinces Corsica and Sardinia, ANDcontrol of the following cities: Syracuse, Messana, Agrigentum,Panormus, Drepanum, Lilybaeum, Lipara, and Melita

• Naval Power Victory: Either player wins if he controls and hasa non-allied Squadron In Port in each of the following: Syracusa,Lilybaeum, Drepanum, Panormus, Messana, Utica, Hippo Regius,Hippo Diarryhtus, and Caralis.

END OF GAME VICTORYIf there is no Automatic Victory, the winner is determined at the endof the 241 BC Game-Turn.

Victory points are awarded for Land and/or Naval control. It is pos-sible to have one and not the other, even though mutual objectivesfrom both are held. Players total the Victory Points each has at thattime for controlling the following. High total wins.

Land ObjectivesObjective Victory Points

Syracusa [a] 10

West Sicily [b] 10

Sardinia [c] 7

East Sicily [d] 5

Corsica 4

In addition, Carthage gets 2 VP for each city in Numidia she con-trols.

a = Syracusa must be occupied by the player’s units to qualify as controlledfor purposes of victory.

b = A player controls West Sicily for victory purposes when he controls allits Medium cities.

c = Sardinia is treated as a single province for the purposes of determiningcontrol

d = A player controls East Sicily for victory purposes when he controls allcities, except Syracusa.

Sardinia, Lipara, and Melita begin the scenario militarily controlledby Carthage and thus Carthage starts the game with the VP whereapplicable. To garner the VP for Corsica, the Carthaginian playermust gain military control over the province.

Naval ObjectivesPlayers gain Naval Objectives by controlling Naval Areas

Naval Area Carthage VP Roman VP

Mare Gallicum 2 4

Mare Sardoum 1 2

Mare Ligusticum 3 3

Mare Tyrrhenum 9 4

Mare Ionium 5 5

Mare Africum 3 7

Fretum Siculi 3 1

What Qualifies as Naval Control?A Player controls the following seas if he controls (11.3) the listedport cities:

Gallicum: Massilia [It-1629]

Sardoum: Tharros [It-4033], Urcinium [IT-2826]

Ligusticum: Genua[It-1717], Pisae[It-2315]

Tyrrenhum: Ostia [It-3715], Tibula [It-3227], Neapolis [It-4512],Panormus [It-5423], Lipara Ins [It-5616].

Ionium: Tarentum [It-5405], Syracusa [It-6419]

Africum: Drepanum [It-5326], Lilybaeum [It-5526], Melita [It-6725], Hippo Diarryhtus [Cr-2829]

Fretum Siculi: Messana [It-5915] and Rhegium [It-6015]

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a = Received the cognomen Messala for his good work in takingMessana and subduing the Syracusans.

b = This Scipiop earned the cognomen Asina, for ‘ass”, for beingcaptured by the Carthaginian fleet at the Lipari Islands. Diodn’tseem to hurt his political career that much.

c = Earned the cognomen Longus for unstated reasons.

d = Cardicius died in office and was replaced by the unfortunateRegulus (#319)

e = This Regulus, not to be confused with other Reguli with al-most the same name—quite common with 1st Punic war consuls—was eledcted Consul Suffectus upon the death of Cardicius, de-feated the carthaginian fleet, got prorogued the following year,invaded Africa, and got disastrously defeated by a rfeviviviedCarthaginian army under the Spartan Soldier of Fortune,Xanthippus. All sorts of rumors and urban legends floated aboutthe eventual death of Regulus, but it is most likely he simply diedin a Carthaginian prison.

f = Earned the cognomen Nobilior for unstated reasons.

g = Too bad his family name wasn’t Threepio.

h = Famous for his Chicken of the Sea act before losing the navalbattle of Drepanum. Recalled, tried, and fined for being very un-Roman. His descendants would be even more infamous duringthe Caesar era, including his sister then and now. Our presentClaudius’ sister, Claudia, had a big mouth, and was not appreci-ated by the Senate, which fined her 25,000 asses (not donleys, orbacksides, but the plural of “as”, a type of coin.)

i = An equally disastrous year at sea—fleet destroyed in a storm—again, ignoring the auspices, led to his suicide.

j = The first Roman Dictator to lead an army outside Italy.

k = Earned the cognomen Atticus for unstated reasons.

* = Within Reason

** = Office Abbreviations: D = Dictator; C = Consul; PC = Pro-consul, an office that includes Provincial Praetor; PU = PraetorUrbanus; PP = Praetor Peregrinus

HISTORICAL NOTE: We have not included everyone who servedin proconsul/praetor offices, mostly for the sake of keeping thecounter mix manageable. In addition ,many of these men servedin lesser, but important, offices, such as Magister Equitum, Legates,Aediles, etc.

CONSUL HISTORICAL INFORMATIONTABLE

Offices HeldID # Full Name* and Years** Notes

301 Ap. Claudius Caudex C264

302 M. Fulvius Flaccus C264

303 M. Valerius Maximus C263 a

304 M. Otacilius Crassus C263, 246

305 L. Postumius Megellus C262, P253

306 Q. Mamiius Vitulius C262

307 L. Valerius Flaccus C261

308 T. Otacilius Crassus C261

309 Cn, Cornelius Scipio C260. 254, P253 b

310 C. Duilius C260

311 L. Cornelius Scipio C259

312 C. Aquilius Florus C259, P258

313 A. Atilius Caiatinus C258, 254, P257, D249 j

314 C. Sulpicius Paterculus C258

315 C. Atilius Regulus C257, 250

316 Cn.Cornelius Blasio C257

317 L. Manlius Vulso C256, 250 c

318 Q. Cardicius C256 d

319 M. Atilius Regulus C256, P255 e

320 Ser. Fulvius Paetinus C255, P254 f

321 M. Aemilius Paullus C255, P254

322 Cn. Servilius Caepio C253 g

323 C. Sempronius Blaseus C253, 244

324 C. Aurelius Cotta C252, 248

325 P. Servilius Geminus C252, P248

326 L. Caecilius Metellus C251, 247; P250

327 C. Furius Pacilus C251

328 P. Claudis Pulcher C249 h

329 L. Iunius Pullus C249 i

330 N. Fabius Buteo C247

331 M. Fabius Licinus C246

332 M. Fabius Buteo C245

333 C. Atilus Bulbus C245

334 A. Manlius Torquatus C244, 241 k

335 C. Fundanius Fundulus C243

336 C. Sulpicius Galus C243

337 C. Lutatius Catulus C242, P241

338 A. Postumius Albinus C242

339 Q. Valerius Falto P242, 241

340 Q. Lutatius Cerco C241

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Initial SetupBoth players deploy per the 1st Punic War scenario setup.

The Carthaginian player sets up his units per the initial deploymentgiven in the scenario setup instructions. Place 1 Syracusan infantrySP in each of the following: Catana, Leontini, and Netum

Place the Political Climate marker in the Cautious space on the Po-litical Climate Track and the Family in Power marker in the Magonidspace of that track. Place the Carthaginian and Syracusan Siege Ca-pability markers in the –2 and –1 boxes respectively on theCarthaginian City/Port Display. Place the starting Manpower poolmarkers per the Manpower chart.

Place control markers in each controlled city in Sicilia.

The remaining Carthaginians leaders from those numbered 1P1-1P16 are placed in the Carthaginian leader pool.

The Roman player sets up his units per the initial deployment givenin the scenario setup instructions. Place 1 Legion infantry SP ineach of the following cities: Tarentum, Neapolis, Cumae, Ostia andPisae

Place the Roman Siege Capability marker in the –3 box on theCarthaginian City/Port Display.

Place control markers in each controlled city in Sicilia.

The remaining Roman leaders from those numbered 301 through340 are place in the Magistrate pool.

PLAY NOTE: For a player’s Home or Allied provinces, cities with-out control markers are considered controlled/friendly to thatplayer.

PLAY NOTE: All units in city hexes and all Fleets in port hexes areconsidered Inside the City and In Port respectively. If two or moreforces are in the same city hex, use a control marker to designatewhich units are in the city/port.

264 B.C. TurnThe first game turn starts with the LAM Pool Segment (C/1). Forthe first turn, the following LAMs are placed in the pool:

Romans: Two Consul; Roman Duumvir

Carthaginians: One for Hanno, Hannibal, and Hiero; CarthaginianDuumvir

Other: Augury; two Siege Attrition

The Carthaginian player goes first and can choose his initial LAM.He decides to lead off with the Hiero LAM.

Extended Example of Play: 1st Punic War Scenario

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Campaign Sequence:Hiero LAM: Hiero [CR-7, C] leaves a 2i garrison inSyracusa and moves to Messana (Syracusan forces donot suffer attrition) and Stops. Rolls for Continuation(DR=4, Yes), and places Messana Under Siege. Place

an Under Siege Marker on Hiero’s force and place a Roman controlmarker on the Mamertines to indicate that they are Inside the City.No Continuation roll (Auto FINISH). Note that due to the scenariospecial rule, the Mamertines receive no militia when Messana isplaced Under Siege while there are still Mamertine SPs in play.

Consul LAM: Fulvius [CR-5, D] is selected and wantsto leave Etruria. Fulvius requests Senate Permissionto leave Etruria (DR=5, –1 Field Consul, +1 no enemyin Roman Italy), Granted so Continuation is Automatic.

Fulvius moves to Rhegium and Stops Inside the City. AP count is:Southern Etruria 1.5, Latium 1, Campania 1, Lucania 1.5, SirisRiver 1, Bruttium 1.5 = 7.5 minus 3 [Rhegium IDS] for a net of4.5 round up to 5 AP. Note: The C Roads do not exist in this sce-nario and the province cost is halved for Romans traveling in Ro-man Italy. The adjusted strength point total for Fulvius’ force is52 (36i; 8c - cavalry are doubled). The ALP loss is 2 SPs. TheRoman player decides to remove 1i from each AL legion. Con-tinuation roll (DR=0, Yes). Fulvius now attempts to cross the Straitsof Messana. Fulvius attaches the Duumvir and his Fleet and makesthe crossing. The Carthaginian player decides to Intercept withDuumvir led Fleet VII at Messana (DR=5, Success). The Romanplayer decides to return Fulvius to Rhegium rather than risk a fightand try again. However, a Continuation roll (DR=7, Finished) forFulvius ends his Phase.

Carthaginian Duumvir LAM: Duumvir (CR=5, E)

• Fleet VII at Messana stays put to contest further crossings andaid the Siege.

• Fleet IV at Utica moves to It-5914 [29 DP, divided by 10, roundeddown to 2]. Distance effects (DR=2, +2 DRM, No Effect]. TheCarthaginian player would like to conduct a Raid, so there willbe no –1 DRM to the Continuation roll (DR=8, Finished)

• Fleet III at Hippo Diarryhtus heads north with the intent of raid-ing along the coast of Italy near Pisae. The Fleet first Stops atCaralis [24 DP, +2 DRM, DR=3, No Effect]. Continuation roll(DR=6, –1 DRM because it’s a Move operation, Yes). The Fleetmoves to It-2916 in Southern Etruria using all Coastal/Sea Lanehexes [29 DP, +2 DRM, DR=3, No Effect]. The Carthaginianplayer would like to conduct a Raid. Continuation roll [DR=6,Finished]

• Fleet II at Carthage stays put

• Fleet VI at Lilybaeum stays put

• Fleet V at Caralis stays put

Augury LAM: Dice Roll 33 Revolt of the Falisci. TheRoman player decides to send the Legion IV from theConsular Army II and elects a Praetor to lead the de-tachment. A. Postumius [#338, CR=4, E] is drawn from

the pool. Postumius moves Legion IV to Tarquini (It-3315) [AP6.5, 17i+4c=25, 1 ALP]. Legion IV loses 1i from RL IV to satisfythe loss. Per the even, the Roman player rolls (DR=4, No loss).Note that Legion IV is still considered part of Consular Army II.

Hanno LAM: Hanno (CR=5, C) leaves 4i Libyan inLilybaeum and moves the remainder of his Army toMessana along the coast road [AP 4, 14i+2c=18, 0 ALP].Since Messana is already Under Siege, Hanno is able to

freely join in and conduct other Siege Operations. Continuation roll[DR=4, Yes]. ). The Carthaginian player decides to conduct an As-

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sault. Since Hanno is the Overall Commander, he can use theSyracusan troops in the Assault Operation. The SADS is 12 [4i x 3IDS]. Hanno will use 18i Syracusan, 4i Libyan, and 2i Numidianinfantry (can’t trust those Gauls). Assault DRM: +2 only Fleet inhex, +1 better leader (leaderless forces are E rated). The Carthaginianplayer rolls a 1, which is modified to a 4. At 2:1, a modified DR of5 is required, so the Assault Fails. The Carthaginians lose [DR=4,halved, times 10%=20% or 5 SPs]. He must take a 1i loss each fromthe Syracusan, Libyan, and Numidian contingents. The remaining2i he may allocate as he sees fit, so prudently takes another 2i fromthe Syracusan contingent. The Mamertines lose (DR=1, 25% x 4SP) 1i. The Casualty die roll for Hanno (DR=4, +1 DRM for beingthe loser) has no effect There is no Recall because the action was anAssault and not a Battle. Hanno is automatically Finished.

Hannibal LAM: Hannibal (CR=5, D) moves Fleet I from the LipariIslands to It-5914 intending to conduct a Raid [DP=3, 0 DRM, DR=3,No Effect]. Continuation roll [DR=8, 0 DRM, Finished]

Siege Attrition LAM: The besieging force has [Syra-cuse 15i+7c, Carthage 12i+2c] 45 SP for attrition pur-poses while the Mamertines have 3 SP. Carthage Attri-tion roll [DR=5, –1 Flat] results in 3 SP loss and the

player chooses to eliminate 3i from the Syracusan contingentMamertine roll [DR=3, +3 enemy Fleet] results in 1i loss.

Consul LAM: Claudius (CR=6, D) decides to take hisarmy [36i, 8c] across the Straits of Messana to attemptto lift the siege of Messana. The Carthaginian Duumvirleading Fleet VII Intercepts [DR=5] and Claudius re-

turns to Rhegium. He will try again. Continuation roll (DR=6, Yes).So its back to Messana again. The Duumvir attempts to Intercept[DR=7] and Fails. The Consul Claudius enters Messana. Wishingto lift the Siege, Claudius rolls to Continue (DR=2, Yes) and an-nounces an Attack operation. The Carthaginians cannot use Avoid-ance since they are besieging the city, so the battle for Messana ison. The Battle DRMs are as follows:

• +2 Leader Tactical Ability (Claudius D, DR=9, Result 6; HannoC, DR=2, Result 4)

• 0 Combat Ratio Adjustment (Roman 36i+2i, 8c=44 SPs; Carthage12i, 2c+12i, 7c=33 SPs)

• –1 Elite Syracuse cavalry

• 0 Cavalry Differential (Carthage 2c+7c=9; Roman 8c)

• 0 Army Efficiency

The Battle ends in a Draw (DR=3, +1) with both sides losing 15%.The Romans lose 5 SPs Legion infantry and 1 SP Legion cavalrywith no loss to the Mamertines. Each Legion loses 1i of with theextra 1i assessed against I RL. The I AL losses 1c. The Carthagin-ians must take 1i loss from the Gallic, Libyan, Numidian, andSyracusan contingents. The 1c loss must come from the Syracusancontingent. The Leader Loss checks are Claudius [DR=4, OK],Hanno-12 [DR=6 OK]. Both armies are Disrupted. Claudius is au-tomatically Finished.

Roman Duumvir LAM: Duumvir (CR=4, E)

• Fleet II at Tarentum moves to Messana [DP 16, +1 DRM, DR=4,No Effect]. The Carthaginian Duumvir leading Fleet VII attemptsto Intercept (DR=6) and Fails.

• Fleet I at Rhegium stays put

Siege Attrition LAM: The besieging force has [Syra-cuse 11i+6c, Carthage 9i+2c] 36 SP, the besieged have[Romans 31i+7c, Mamertines 2i] 47 SP. Carthage Attri-tion roll [DR=5, –1 Flat, 4] results in 2 SP loss taken

again from the Syracusan foot. The Roman Attrition roll [DR=2, 0DRM, 2] results in a 3 SP loss. The Roman player eliminates theremaining 2i of Mamertines and 1i from the I AL. Note that the pres-ence of the Roman Fleet neutralized the adverse attrition modifier.

End Turn PhaseInertia Attrition: All forces that remained in the same province(other than those besieging Messana and they are exempt) are incities that mitigate the impact (ex. Consular Army I in Rhegium).No losses.

Devastation: Neither player decided to Devastate this turn.

Fleet Return to Port:• Hannibal moves Carthaginian Fleet I to Lipara [3 DP, Dice

Roll=02]. Hannibal and his Fleet are lost in a storm and elimi-nated!

• Carthaginian Fleet IV moves to Lipari [3 DP, Dice Roll=46] SafeIn Port

• Carthaginian Fleet VII moves to Panormus [10 DP, Dice Roll=33]Safe In Port

• Carthaginian Fleet III moves to Aleria [8 DP, Dice Roll=74] SafeIn Port

• Roman Fleet II enters Port in Messana

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Recovery:Both Disrupted armies return to normal status.

Victory:No automatic Victory. Although the Romans have Legionary SP inMessana, the city is still Under Siege, so Syracuse remains allied toCarthage.

263 B.C. TurnCity Recovery: None

Remove Raid Markers: None

Carthaginian Army Efficiency:Gisgo’s army rating increases to 0; Hanno’s army increases to +1

Disband Legions: The Roman player declines.

Prorogue: The Roman player could prorogue one of his two con-suls as a Praetor to command one of the Fleets, but declines to doso. Postimius could be Prorogued, but since his Legion belongs tothe Consular Army II, the incoming consul will already be in com-mand, so there is no longer a need so he would be left without aLegion to command.

Visit from Pluto: No Roman leader is susceptible this turn.

Elections:• Consul for Rome: C. Furius (#327, CR=5, LAM=1,

BR=E). The Roman player places Furius with theConsular Army I in Messana.

• Field Consul: M. Fabius (#331, CR=6, LAM=1,BR=E). The Roman player places Fabius with theLegion IV in Tarquini. He is assigned Sicily as hisprovince. Note that even though the two legions ofConsular Army II are in different locations, they arestill part of that army. Fabius could be placed in ei-ther hex.

• Praetor Urbanus: The Roman player draws Cardicius (#318)

Carthaginian Political Climate:• Family in Power: The Carthaginian player rolls a 2 and consults

the table. The die roll is modified by a –3 (1st Punic War) and –1(Magonids in power) for a net –2 [2+ –4]. The Magonids stay inpower.

• Political Climate: The Carthaginian player rolls a 7. The die ismodified by a –2 (no enemy in Africa), –1 (Carthage controls oris allied to Sardinia & Corsica, –1 Syracuse allied to Carthage fora net 5 [9+ –4]. The climate is Interested.

Force Increase Determination:Both players secretly decide not to construct Fleets.

Rome: Increases Ostia’s Port Capacity by 5 to 10. The Roman playerrolls for Manpower on the Legion Request Table, DR=2. Modifiersinclude: –3 no enemy in SP Italy; –1 no enemy within 20 hexes ofRome, for an adjusted DR of –2. No legions are forthcoming.

Carthage: Increases Carthage’s Port Capacity from 18 to 22 (maxi-mum). The Interested climate allows for an extra army. He createsCarthaginian Army III and recruits troops from Group B. The DR=7modified by +2 [Climate is Interested] for an adjusted 9. III army

will consist of the following troops which are placed in the appro-priate box on the force display:

15i Numidian20c Elite Numidian20i Libyan10i Mauritanian

The III army marker isplaced in Carthage. TheCarthaginian player nowdraws an army commanderfrom the pool. He receivesHannibal (1P-10N, CR=4,LAM=1, BR=D). There is no current Admiral that canbe swapped, but the late other Hannibal needs to be re-placed, so the new Hannibal is given the Carthage Fleetand is placed there. Hanno (1P-14, CR=6,LAM=1, BR=D) is drawn and given commandof III Army and is placed in Carthage. The IIIArmy Efficiency rating is –3.

LAM Pool Segment:Romans: 2 Consul and the Duumvir LAM

Carthaginians: 1 Hanno-14, 2 Hanno-12, 1 Gisgo, 1 Hannibal-10,1 Hiero, and the Duumvir LAM

Other: 3 Siege and 1 Augury

Campaign Sequence:Hanno (1P-14) LAM: Hanno (CR=6) Naval Transports III Armyto Lilybaeum [11 DP, DR=1, +1, No Effect]. Continue [DR=8, Fin-ished].

Siege Attrition:Rome [30i, 7c or 44 SP, DR=3, –3 DRM for friendly Fleet, 2 SPloss]. The Roman player removes 2 SP of Legion infantry.

Carthage [9i+2c] and Syracuse [9i+6c] or 34 SP, DR=7, –1 Flat, 3SP loss]. The Carthaginian player removes another 3 SP of Syracusanfoot.

Carthaginian Duumvir LAM: Duumvir (CR=5)

• Fleet III [1s] at Aleria stays put

• Fleet IV [1s] at Lipari moves to Messana [3 DP, DR=7, 0 DRM,No Effect] to blockade the Port. The Roman Fleet in Messanadecides not to Intercept. Pass.

• Fleet V [1s] at Caralis stays put.

• Fleet VII [1s] at Panormus moves to It-5913 [12 DP, DR=7, +1DRM, Scattered] to do some raiding. Continue [DR=5, Yes]. Re-form Operation conducted. Continue [DR=2, Yes]. Attempt Raid.[DR=1, +1 DRM, Fails]. Continue [DR=4, –1 DRM, Yes]. Moveto It-5814 — only one Raid attempt per hex per turn [1 DP, DR=7,No Effect]. Continue [DR=5, Yes]. Conduct Raid [DR=7, +1DRM, Success]. Place Raid marker in hex. Move to Lipari [3 DP,DR=4, No Effect]. Pass.

• Fleet VI [1s] at Lilybaeum moves to Messana [16 DP, DR=5, +1DRM, No Effect]. No intercept attempt by the Romans. Pass.

Hannibal (1P-10) LAM: Hannibal decides to sail with Fleet II fromCarthage to Rhegium [25 DP, +2 DRM, DR=7, Scattered) to bottle

Cathaginian Reinforcements

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up the Field Consul Fabius’ army in that city. The Ro-man Fleet at Messana stays in Port. Hannibal plans toReform is Scattered Fleet .... Continue (DR=5, Fails)so remains Scattered.

Siege Attrition:Rome [28i, 7c or 42 SP, DR=2, +3 DRM both have Fleets but theRoman Fleet is still In Port, 7 SP loss]. The Roman player removes7 SP of Legion infantry.

Carthage [9i+2c] and Syracuse [6i+6c] or 31 SP, DR=9, –1 Flat, 5SP loss]. The Carthaginian player removes another 5 SP of Syracusanfoot.

Augury: Dice Roll=22 Severe Drought In Sicily

Consul LAM: With the Severe Drought and one more Siege Attri-tion LAM to go, The Roman player decides to give this Phase to

Furius (CR=5, BR=E) in Messana. He declares an At-tack, Hanno can’t use Avoidance and the battle forMessana is underway.

The Battle DRM are as follows:

• 0 Leader Tactical Ability (Hanno 1P-12, C, DR=3, Result 4;Furius E, DR=8, Result 4)

• +1 Combat Ratio Adjustment (Rome 28 SP; Carthage and Syra-cuse 17 SP)

• 0 Cavalry Differential (Carthage 8c; Roman 7c)

• –1 Elite Syracusan Cavalry

• 0 Army Efficiency

Fortune favors the Romans (DR=8, 0 DRM) with a 5/15 victory.The Romans lose 1 SP Legion Infantry. The Carthaginian playerloses 2i and 1c. He removes the last Syracusan infantry SP and 1Libyan infantry SP. The cavalry loss must come from the Syracusancontingent. The Pursuit & Butchery DR=6, x1 PF=5%] generatesno additional loss. The Carthaginian player retreats II army and theSyracusan army to Mylae (It-5816, outside the city) and both areDisorganized. The Roman army is Disrupted. The Leader Losschecks are Furius [DR=7, OK], Hanno (1P-12) [DR=2 OK], Hiero[DR 2, OK] Hanno has the potential to be Recalled (DR=4, No

Recall). Since this was a victory, The I RL is raised to Veteran sta-tus. Furius Continue (DR=7, Finished).

Hiero LAM: Hiero finds himself with an army of 5 SP of EliteSyracusan cavalry. With one Siege attrition LAM left,the Carthaginian player would have liked to renew thesiege of Messana, but without any foot, Hiero is not upto the task. The Carthaginian player decides to have

Hiero continue to support with Hanno (1P-12) and passes.

Gisgo (1P-5): Passes. Not much to do since this armyis restricted to Africa.

Siege Attrition: None

Hanno (1P-12) LAM: Hanno heads with his army toPanormus to lick his wounds leaving Hiero behind [2AP no reduction from city due to drought]. With only10 SPs, there is no loss.

Consul LAM: Fabius moves his IV Legion from Tarquini toRhegium [No Attrition Loss]. Continue (DR=5, OK). Fabius de-cides to attempt to cross the straits of Messana with his army [33i,8c]. Hannibal’s Scattered Fleet in Rhegium is ignored, butCarthaginian Fleets IV and VI with 2 squadrons are blockadingMessana. The Carthaginian player decides to Intercept (DR=3, Suc-ceeds). The straight crossing is considered “land movement”, sothe Roman player must first check for attrition [AP 3 for East Sic-ily, 49 SP, 1i loss). Fabius with the two squadrons for Fleets I and II(all squadrons in either hex of the strait crossing can participate inthe battle) decides to fight Fabius as Consul will be the Admiral incharge (BR=E).

The Naval Battle DRM are as follows:

• 0 Strength Ratio - both sides have 2 squadrons

• 0 Tactical Superiority - both sides have “E” rated commanders

• +1 to the Roman roll because the Carthaginian’s have Crew 3 tothe Roman Crew 2

The Roman Triremes have no effect since the Roman player did notgain tactical superiority.

The Carthaginians win the naval battle (Carthaginians DR=5, DRM0; Romans DR=6, DRM+1). The Carthaginians and Romans eachlose one squadron - the Carthaginians remove Fleet VI, the RomansFleet I. In addition, the Romans lose 25% of their force! The Ro-mans remove 9i and 2c. The Roman player removes 2i from each

Situation after Carthaginian fleet movement

Hanno moves to Panomus.

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legion component and 1i from II AL. The I AL and II AL each takea 1c loss. Fabius survives his leader casualty check [MR=8, DR=7].Fabius and his army remain in the hex (outside the city), but sinceFabius lost the battle he is Finished. Since the squadron losses wereneither player decides retreat. Note that Roman Fleet II is no longerIn Port.

Carthaginian Fleet IV now as a Crew rating of 4, thanks to the navalvictory.

Roman Duumvir LAM: Duumvir (CR=4)

• Fleet II enters port in Messana. Pass.

Hanno (1P-12) LAM: Hanno remains in Panormus and improveshis army’s ABS to Disrupted.

End Turn PhaseInertia Attrition: All forces except Hiero’s outside Mylae that re-mained in the same province are in cities that mitigate the impact.Syracusans are exempt from Inertia attrition. No losses.

Devastation: Neither player decided to Devastate this turn.

Fleet Return to Port:Hannibal and Fleet II at Rhegium move to Panormus [20 for Scat-tered +12=32, Dice=45] Safe in Port

Fleet IV at Messana moves to Drepanum [14 P, Dice=18] Safe inPort

Recovery:All Disrupted armies return to normal status. Hiero and hisSyracusans move from Disorganized to Disrupted.

Victory:Syracuse is now allied to Rome.

No automatic Victory.

CREDITSGame Design: Richard Berg

Developer: Alan Ray

Playtesters: Neil Randall, Mark Novara, Kevin Coombs,David Gee, Pat Hirtle, Jeff Christiansen, Marty Arnsdorf,Jon Robertson, John Harvey, Alan Charlesworth.

Art Director, Cover Art and Package Design: Rodger B.MacGowan

Counter Art: Rodger B. MacGowan and Mark Simonitch

Map Art and Rules Layout: Mark Simonitch

Proofreader: Alan Ray

Production Coordination: Tony Curtis

Producers: Tony Curtis, Andy Lewis, Rodger B. MacGowan,Mark Simonitch and Gene Billingsley

ERRATAPLAYER AID CARDS• Player aid card #1, Battle Results Table: The reference to

Double Envelopment should be 6.57

• Player aid card #1, After Battle Status: Table reference shouldbe 8.54

• Player aid card #2, City Assault Table: Table reference shouldbe 9.3

• Player aid card #2, Involuntary Surrender Table: Table refer-ence should be 9.72

• Carthaginian Political Climate Table: The 1st DRM underAgathocles scenario applies to leader led enemy forces only

MAPUtica (CR-2928) is a Secondary Port.

COUNTERSThe Genua and Massilia garrison units have their nationalities re-versed. Use the garrison unit that matches the city name.

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All rule section numbers refer to the Carthage (CR) rules. Wherethere are multiple entries, references in Bold indicate the primaryrules section for that entry.

Admiral, 5.23, 5.27, 5.32, 5.41, 5.42, 5.61, 5.74, 7.14, 7.24, 7.35,7.37, 7.39, 7.42, 7.45, 7.46, 7.62; Eligibility, 7.21; Appointment,5.73;

Africa, 2.2, 5.76, 6.41, 10.43, 10.44

Allied Leader, 5.51, 5.75

Allies, 2.2, 5.45, 5.52, 5.54, 10.42, 10.43

All Sea hex, 7.31, 7.32, 7.42

Ally Movement, 5.44, 6.13

Ambush, 6.58

Army Efficiency, 3.0[A/2], 5.73, 10.48, 10.51, 10.52, 10.53, 10.54,10.55, 10.56, 10.57

Army, 2.2, 5.73, 5.75, 5.76; Forming, 10.48; Transfer, 10.56

Army Commanders, 5.74, 5.76, 6.13, 10.48, 10.51, 10.54, 10.56;Appointing, 5.73; Pool 5.73, 5.76, 5.78; Command Restrictions,5.75; Switching Commands, 5.75;

Attack, 5.55

Attrition Point, 6.41

Augury, 3.0[E]

Auxiliaries, 2.2, 5.45, 5.52, 5.54, 5.56, 9.9; Raising, 10.15; Place-ment, 10.24

Avoidance, 5.46, 5.53, 8.23; see also Naval Avoidance

Battle 5.53, 5.56, 5.77, 7.64, 10.51, 10.55; Major 5.28; see NavalCombat

Battle Rating, 7.45

Besieged, 5.21, 5.22, 5.32, 5.34, 10.23, 10.25, 10.43

Blown Off Course, 7.24, 7.32

Campaign Rating, 5.48, 5.66, 5.67, 7.39, 7.42, 9.8

Cavalry, 2.2, 8.34, 10.14, 10.44, 10.46

Carthage, 2.1, 5.72; City, 5.73, 9.6, 10.43, 10.45; Contingent, 6.41,10.42, 10.43; Province, 5.74, 5.76

Celtiberians, 10.42, 10.43

Censure, 5.61, 5.67, 5.68

Citizens, 2.2, 5.7, 10.42, 10.43, 10.46, 10.57

City, 5.28, 5.34, 5.76, 5.77, 6.38, 7.51, 7.61, 7.63, 10.56; Rebuild,3.0[A/1];

Coastal hex, 7.31, 7.32, 7.35, 7.38, 7.42, 7.48, 7.51, 7.62, 7.63

Command Efficiency (CER), 5.56, 8.31, 9.31

Command Hierarchy, 5.26, 5.34, 5.51, 5.52, 5.54, 9.8; Limits, 5.45,7.37, 7.62

Commanders, Naval Only, 5.73, 7.42; Limit, 5.74; Recall, 5.77;Pool, 7.35; see also Army Commander and Admiral

Components, 2.0

Coordination, 5.54, 5.55, 5.62, 5.64, 5.75

Consul, 2.2, 5.1, 5.24, 5.29, 5.34, 5.43, 5.44, 5.51, 5.52, 5.53, 5.54,5.67, 5.68, 7.21, 10.12, 10.16, 10.18; Field, 5.2, 5.22, 5.66; Rome,5.2, 5.21, 5.22, 5.44, 9.6

Consular Army, 2.2, 5.1, 5.32, 10.11, 10.16, 10.18; MagistrateAssignments, 5.21, 5.22, 5.23, 5.26, 5.28;

Contingent, 8.34, 10.15, 10.41

Continuation, 5.61, 7.23, 7.38, 7.47

Corsica, 2.1

Corvus, 7.45

Counters, 2.2

Crew, 2.2, 7.12, 7.15; Ratings, 7.13, 7.35, 7.36, 7.47, 7.62; Superi-ority, 7.45; Training, 7.14

Crucifixion, 5.78, 5.79

Devastation, 3.0[F/1, F/2]

Dictator, 5.1, 5.21, 5.26, 5.28, 5.32, 5.34, 5.42, 5.43, 5.44, 5.51,5.55, 5.61, 5.64, 5.66, 9.6, 10.12

Diplomacy, 12.0

Disband; Legions, 3.0[B/1], 5.21, 5.22, 5.29, 5.33, 10.16, 10.18;Armies, 5.73, 5.76, 10.18, 10.48

Ditch Boundary, 2.1, 10.44

Duumvir, 5.1, 5.27, 5.42, 5.74, 7.21, 7.22, 7.35, 7.36, 7.39, 7.42;Emergency, 7.22, 7.24, 7.75

Elections, 3.0[B/4], 5.28, 5.42, 10.11; Order, 5.2; Procedure, 5.2;Rome Consul, 5.21; Field Consul, 5.22; Proconsul, 5.23; Praetor,5.24; Praetor Urbanus, 5.25; Dictator, 5.26; Magister Equitum, 5.26;New Legions/Fleets, 5.29

Elite, 10.57

Emergency, 5.2, 5.25, 5.26, Major/Minor 5.28

Families (Carthaginian), 5.71, 5.75, 5.77, 5.79; Affiliations, 5.76;Family Power Table, 5.71

Finished, 7.47

Flat hex, 7.51

Fleet, 5.32, 5.42, 5.45; 5.73, 5.75, 6.38, 7.14, 7.15, 7.17, 7.18, 7.22,7.24, 7.3, 7.31, 7.35, 7.37, 7.38, 7.39, 7.42, 7.43, 7.45, 7.46, 7.47,7.48, 7.51, 7.65, 9.31, 9.55, 9.74; Definition, 2.2, 7.11; Counters,7.12; Magistrate Assignments 5.1, 5.21, 5.22, 5.23, 5.24, 5.26, 5.27,5.29;

Fleet Commanders, 7.2, 7.23, 7.3; see Admiral, Duumvir

Fleet Construction, 5.21, 5.22, 7.72, 7.16, 10.11, 10.16; Limits,7.18; Placement, 7.17

Force, 7.3, 7.41

Force Increase Determination, 3.0[B/6], 7.16, 7.17, 10.11, 10.41

Gallic Provinces, 2.1, 5.66

Garrisons, 9.9, 10.48, 10.56, 10.57

Gauls 9.8; Contingent, 5.76, 10.42, 10.43

Generals, 2.2

Guile, 5.66, 5.67, 9.6

Iberians, Contingent, 5.76, 10.42, 10.43

Imperium, 2.2, 3.0[B/2], 5.1, 5.29, 5.45; Assignment, 5.2, RomeConsul, 5.21, Field Consul, 5.22; Proconsul, 5.23; Praetor, 5.24;Praetor Urbanus, 5.25; Dictator, 5.26; Magister Equitum, 5.26; Pro-rogue, 5.3; Switching, 5.43, 5.64

Inertia Attrition, 3.0[G/1]

Infantry, 2.2, 5.47, 8.31, 10.15, 10.31, 10.44, 10.46

Initiative, 3.0[C/2]; Rating 5.24, 5.26, 5.28, 5.66

Interception, 5.54, 5.62, 5.64, 5.75

Italy, 2.1, 5.66, 10.12

Carthage Rules Index

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LAM Pool, 3.0[C/1], 5.24, 5.25, 5.26, 5.28, 5.46, 5.78, 7.22, 8.67,10.22, 10.43

Leader Casualties, 5.47, 5.48, 7.32, 7.44, 7.46; Admirals, 7.24;Magistrates, 8.34

Leader Replacement, 5.73, Magistrates, 8.67

Legate LAM, 10.22, 10.25

Legatus Legionis, 5.1;

Legion, 2.2, 5.1, 5.32, 5.41, 5.42, 5.46, 5.55, 5.56, 10.22, 10.23,10.24, 10.25; Components (RL/AL), 10.17, 10.21, 10.31;Elimina-tion, 5.33; Magistrate Assignments, 5.21, 5.22, 5.23, 5.24, 5.29, 8.31,9.31, 10.11; Recruit, 10.13, 10.17, 10.31; SP distribution, 10.17;Strength, 2.1; Veteran, 8.31, 10.17, 10.31

Libya, 10.44; Contingent, 5.76, 6.41, 10.42

Liguria, 2.1, Contingent, 10.43

Looting, 9.8

Losses, 7.32, 7.33, 7.46, 7.62; Legions, 8.34

Magister Equitum (ME), 5.1, 5.26, 5.28, 5.32, 5.42, 5.43, 5.44,5.51, 5.55, 5.61, 5.64

Magistrate, 2.2, 5.1, 5.32, 5.52, 5.54, 5.61, 6.13, 9.9; Assignments,5.2, 5.29; LAMs, 4.16, 4.17, 5.26; Pool, 5.2, 5.21-5.26, 5.33, 5.34,5.68, 7.35; Restrictions, 5.41, 6.58

Major Disaster, 7.33, 7.45, 7.75

Manpower 5.44, 7.16, 7.53; Auxiliaries, 10.15; Carthaginian 10.41,10.46, 10.47; Carthaginian Placement, 10.43; Raise Legions, 5.21,5.22, 5.29, 5.64, 10.1, 10.12, 10.13; Reinforcing Legions, 10.14;Roman Placement, 10.21, 10.22

Mauretania, 6.41, 10.44; Contingent, 5.76, 6.41, 10.42

Mercenaries, 5.76, 10.42, 10.43, 10.44

Mortality, 5.79

Naval Avoidance, 7.42, 7.62

Naval Combat, 7.4, 7.62; Conditions, 7.41; Resolution, 7.45; Win-ner, 7.47, 7.48; Loser, 7.47, 7.48

Naval Distance Effects, 7.31, 7.32, 7.33; Distance Points (DP),7.32, 7.33, 7.34, 7.38, 7.48, 7.63, 7.75

Naval Interception, 6.38, 7.31, 7.38, 7.39, 7.41, 7.43, 7.65

Naval Operations, 7.23, 7.3, 7.37, 7.62; Attack, 7.3, 7.31, 7.38,7.41, 7.51; Leader Movement, 7.35; Movement, 7.3, 7.31, 7.38, 7.39;Reform, 7.3., 7.32, 7.39, 7.62

Naval Transport, 5.42, 5.75, 6.13, 6.38, 7.3, 7.34, 7.6; Disembark,7.62, 7.63, 7.64; Embark, 7.61; Operations, 7.62

Numidia, 10.44; Contingent 5.76, 6.41, 10.42

Operations, 3.0[D/1], 5.33, 5.44, 5.67, 5.75, 5.77, 5.78, 10.22, 10.42;Manpower, 10.12, 10.45; Movement, 5.41, 5.42, 5.46, 5.52, 5.55,5.62, 5.64, 5.76; Senate Permission, 5.6, 5.61, 5.65; see also NavalOperations

Overall Commander, 6.13; Roman, 5.44; Carthaginian, 5.73, 5.75,5.76, 7.37, 10.43, 10.45;

Political Climate (Carthage), 3.0[B/5], 5.71, 5.72, 5.73, 5.74, 5.76,10.41, 10.48; Political Climate Table, 5.72; Cautious, 5.72, 5.74,10.41; Interested, 5.72, 5.74; Alert, 5.72, 5.74; Aggressive, 5.72,5,74, 10.45;

Port, 6.38, 7.17, 7.24, 7.31, 7.35, 7.37, 7.42, 7.45, 7.61, 7.63, 10.43;Harbor Capacity, 7.16, 7.17, 7.18, 7.34, 7.36, 7.71, 7.72, 7.73, 7.74;In Port, 7.12, 7.14, 7.34, 7.36, 7.39, 7.41, 7.43, 9.55, 9.74; returningto, 3.0[G/2], 7.75; Major, 5.42, 5.74, 7.18, 7.62, 10.21, 10.23, 10.25,10.43; Secondary, 10.21, 10.23, 10.25, 10.43

Praetor, 5.1, 5.21, 5.22, 5.24, 5.29, 5.32, 5.34, 5.42, 5.46, 5.51,5.52, 5.67, 5.68, 7.21, 9.6

Praetor Urbanus, 5.1, 5.25, 5.32, 5.46, 5.63, 10.32

Proconsul, 5.1, 5.21, 5.22, 5.23, 5.29, 5.32, 5.34, 5.43, 5.51, 5.52,5.66, 5.67, 5.68, 7.21, 9.6

Prorogue, 3.0[B/2], 5.21, 5.22, 5.23, 5.24, 5.3, 5.31, 5.42. 5.66;Eligibility, 5.32; Siege, 5.34

Province, 5.21, 5.22, 5.23, 5.24, 5.29, 5.41, 5.61, 5.66, 5.76, 6.41,10.21, 10.44; Home 6.41, 7.51, 10.25; Origin, 10.43

Raid, 3.0[B/7], 7.3, 7.5; Resolution 7.52; Result, 7.53

Recovery, 3.0[G/4]

Retreat, 7.44, 7.48

Roads, 2.1, 6.41

Roman Discipline, 8.31

Roman Honor, 8.23

Roman Italy, 2.1, 5.21, 5.22, 5.23, 5.29, 5.66, 6.41. 7.45, 10.21,10.22, 10.23, 10.24, 10.25

Rome (city), 5.25, 5.26, 5.28, 5.46, 5.47, 5.63, 5.66, 9.31, 9.6, 10.21,10.23, 10.24, 10.32

Rome Garrison, 5.1, 5.25, 5.46, 5.63, 5.66, 10.23

Rough hex, 6.41

Sardinia, 2.1

Scattered, 7.32, 7.34, 7.35, 7.43, 7.62, 7.75, 9.55

Sicily, 2.1, 5.66, 5.74

Seas, 2.1

Senate 5.26, 5.6, 10.11; Permission, 5.21, 5.22, 5.23, 5.24, 5.25,5.26, 5.41, 5.43, 5.46, 5.65; Legion Limit, 5.55; Request Triumph,5.48; Leaving a Province, 5.61, Hot Pursuit, 5.62; Rome, 5.63; RaiseLegions, 5.64, 10.16; Procedure, 5.66

Sequence of Play, 3.0

Sicily, 2.1, 10.12

Siege Assault, 5.47, 5.48, 5.53, 5.55, 5.56, 5.77, 7.43, 9.31, 9.8

Siege Attrition, 3.0[D/2], 5.47, 5.48, 5.56, 5.77, 7.43, 9.55, 9.8

Siege Engine, 10.13, 10.41, 10.44; Placement, 10.24, 10.43

Squadron, 2.2, 5.1, 7.11, 7.12, 7.16, 7.17, 7.18, 7.22, 7.34, 7.37,7.47, 7.52, 7.62; Combat Losses, 7.46; Pick up, 7.31, 7.62, 7.35;Drop off, 7.36

Stop, 5.41, 5.47, 5.62, 5.76, 6.38, 7.31, 7.32, 7.35, 7.38, 7.39, 7.41,7.62

Straits, 6.38, 7.48, 7.65

Strength Ratio, 7.45

Supply, 9.55

Surrender, 9.74

Tactical Superiority, 7.45

Training, 3.0[G/3]; Legions, 5.46, 5.63, 10.3, 10.31, 10.32; Crews,7.13

Treachery, 5.77, 7.43, 9.6, 9.8

Tripolitana, 6.41

Triumph, 5.21, 5.22, 5.23, 5.24, 5.26, 5.47, 5.67; Request, 5.48

Under Siege, 5.28, 5.34, 5.76, 6.38, 7.34, 7.61, 7.63, 10.21, 10.23;see Besieged

Useless, 7.62, 10.53, 10.55

Victory, 3.0[G/5]; Battle, 5.47, 5.67, 7.14, 7.47, 10.31; Major 5.67,10.31; Siege Assault, 5.47; Siege Attrition, 5.47;

Visit from Pluto, 3.0[B/3]

Winter, 7.5, 7.75

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Italy Map [It]

Gallia Massilia [3]Aquae Sextiae 1528Arelate 1329Massilia (M) *** 1629Nemausus 1130

Liguria Taurini [2]Albingaunum 1719Cemenelum * 1723Hasti 1319Taurinorum 1221Vercellae 1219

Liguria Friniates [2]Dertona 1516Genua ** 1717Ticinum 1416

Gallia Transpadana [2]Bergomum 1113Brixia 1412Cremona (M) 1513Mantua 1811Mediolanium 1215Novaria 1217Verona 1709

Venetia [2]Altinum * 1904Atria 2007Aquiliea ** 1901Bellunium 1504Patavium 1807Taurinorum 1705

Gallia Cispadana [2]Bononia 2011Favenua 2410Mutina 2012Parma 1813Placentia (M) 1514Ravenna * 2409

Northern Etruria [2]Arretium (M) 2613Florentia 2414Ilva * (No City) 2718Pisae (M) * 2315Popolunium 2717Volaterrae 2514

Southern Etruria [3]Clusium 3012Cortona 2813Cosa 3116Perusia 2911Saturnia 3115Tarquini 3315

Umbria [3]Ariminum (M)* 2708Camerinum 3109Fanum Fortunae 2908Sena Gallica 3008Sentinum 2909

CARTHAGE GazetteerSpoletium 3311

Picenum [2]Ancona 3107Asculum 3308Castra Novum 3407Firmum 3208Hadria 3508Truentum 3307

Sabinus [4]Alba Fucens (M) 3711Amiternum 3510Corfinum 3810Reate 3512

Latium [2]Antium * 3915Casinum 4212Fregellae 4013Ostia *** 3715Praeneste 3713Roma (L) 3714Tarracina * 4114Tibur 3614

Samnium [3]Aesernia 4010Aquilania 4708Beneventum 4510Bovianum (M) 4109Larinum 4208Ortona * 3808Saepinum 4210

Campania [2]Capua (L) 4412Cumae (M)** 4413Neapolis (M)*** 4512Nola 4411Salernum 4612

Apulia [2]Arpi 4506Ausculum 4608Barium * 5004Canusium 4706Gnathia 5203Luceria 4508Sipuntum 4505Teanum 4307Venusia 4707

Lucania [3]Bruxentum * 5110Grumentum 5109Heraclea 5407Metapontum ** 5306Paestum * 4911Potentia 4908Vena 5011

Calabria [2]Brundisium ** 5402Hydruntum * 5701Tarentum (L)*** 5405Uzentum 5803

Bruttium [3]Consentia 5611Croton * 5908Hippontum 5812Locri * 6013Rhegium (M)** 6015Terina * 5711Thurii * 5509

East Sicilia [3]Camerina 6222Catana * 6118Enna 6021Helorus 6520Leontini 6119Lipara * 5616Megara 6219Messana (M)** 5915Mylae 5816Netum 6420Tauromenium 6017Tyndaris 5818Syracusa (L)*** 6419

West Sicilia [3]Agrigentum (M) 5923Cephaloadium 5720Drepanum (M)** 5326Heraclea Minoa 5825Lilybaeum (M)*** 5526Panormus (M)** 5423Segesta 5425Thermae 5522

Melita [1]Melita * 6725

Southern Sardinia [3]Caralis * 4322Csellis 3930Sulci Cr-1527Tharros * 4033

Northern Sardinia [3]Olbia * 3326Nura 3231Tibula 3227

Corsica [3]Aleria * 2823Mariana * 2622Marianium 3126Urcinium * 2826

Carthage Map [Cr]

Tripolitana [4]Capsa 3443Gigithis 4735Sufetula 3439Tacape 4237

Carthage [3]Carthage (L) *** 3028Carpi 3128Curusi 3327Hadrumentum 3530

Hippo Diarryhtus (M)* 2829Leptis 3729Macteris 3136Memphrisa 2931Musti 3035Sufes 3337Taparura 4233Thabraca 2533Thapsus 3829Thisbrus 3932Thugga 2933Tunes 3029Uthina 3131Utica (M) ** 2928Zama 3133

Numidia [4]Baotas 2744Bulla Regia 2734Chullu 1939Cirta (M) 2341Hippo Regius (M) * 2436Lambaesis 2446Rusicade 2238Sicca Veneria 2936Thagaste 3043Theveste 2739

Mauretania [4]Icosium 1149Igilgil 1942Rusucceria 1347Saldal 1744Sities 2046Tipasa 1151

Key[#] = Province Attrition ValueM = Medium CityL = Large City* = Minor Port** = Secondary Port*** = Major Port

GMT Games, LLCP.O. Box 1308

Hanford, CA 93232-1308www.GMTGames.com