[Much credit to these rules goes to Christopher K. Farrell who came up

with the original idea for many of them. I have made many small and

large changes here and there and added a few of my own.]


I. Calpurnian Law Fines:

Fines collected from the Calpurnian Law go directly to the State Treasury.


II.  Random Events:

In the Middle and Late Republic, the HRAO should roll once on the Random

Events chart before taking his first initiative.


III. Legion Popularity Loss:

A commander loses popularity equal to half the number of legions lost

(fractions rounded down) in a Disaster, Standoff, or Stalemate, and

equal to a third of the legions lost (frd) in a Victory. There is no

popularity loss for losing fleets.


IV. Spoils of War:

In the Late Republic, during the Revolution Phase a victorious commander

must make one dr for every 10T (or fraction thereof) of the War's Spoils.

He may then retain that many talents in his personal treasury, with the

remainder going to the State. If he keeps the spoils, then for each dr

rolled, the senator must lose 1 popularity and 1 influence. If the

commander rebels he can keep all of the spoils. The dice are rolled

before the commander decides to rebel or not; if he rebels then he can

keep the remainder.


V. Popularity Cap (X)

Any Senator who ends the Population Phase with more than X popularity

must lose 1 point of popularity. A Statesman cannot be reduced to less

than his printed popularity by this decrease.


VI. Gabinian Law

Allow this Law to be played after the Late Period Pirate War appears.


VII. Tribal Assembly

Change T. Sempronius Gracchus' special advantage from "May propose one

land bill per turn" to "Influence loss for introducing a measure to the

Tribal Assembly is 1." No Senator may introduce a measure to the Tribal

Assembly until after T. Gracchus has in the Middle Republic; he is

assumed to have already done so in the Late Republic.



In order to introduce a measure to the Tribal Assembly, a senator must

play a Tribune (a statesman's free tribune cannot be used) and

immediately lose 3 Influence. Any proposal may be introduced to the

Tribal Assembly that could normally be voted on in the Senate,

*including* elections for all offices *except* for Censor. Prosecutions

also cannot be proposed. The voting procedure is the same, except that

each faction receives votes for the sum of its (in-Rome) Senator's

*popularity*, plus the oratory of any *one* senator in his faction (must

be the senator who introduced the measure for the playing faction), and

that player who played the Tribune is the Presiding Magistrate. Money

can still be spent to buy votes normally, but each vote costs *2*

talents instead of the normal 1. Negative popularity does subtract from

a faction's votes; if a faction has 0 or fewer votes, they may not vote

except to play a tribune. A Tribune (including a statesman's free

tribune) may be used to veto a measure in the Tribal Assembly; no other

form of veto (PM, Statesman's free *veto*, etc...) may be used (although

GRAFT and MURDER OF A TRIBUNE may be used to cancel the tribune's

motion, in which case the influence loss for the initiating senator is

voided). One MOB VIOLENCE card should be added to the Middle Republic

deck (use a convenient card from the Late Republic); These may now

additionally be played against any faction trying to introduce a measure

to the Tribal Assembly; they must be played before the voting commences,

and if the initiating senator is killed the measure is considered

cancelled. Only one MOB VIOLENCE card may be played per measure.

Whenever a measure is introduced to the Tribal Assembly and not

cancelled before voting commences, increase the Unrest Level by 1.


VIII.  Optional Provinces:

Whenever a Commander is victorious in either the Invasion of Britain

or Invasion of Germany, *and* loses at  most 2 legions, he (the

commander) may opt to create the provinces of Britannia, or Upper

Germany, respectively. If a commander defeats the Invasion of Germany

with no losses, he may opt to create Upper and Lower Germany. In the

senate phase after the defeat of the Alexandrine War, the Senate may

pass a motion to create the province of Egypt. If this motion is not

passed immediately, the Egypt province may not be created; this

proposal, if made, may not be vetoed. Egypt starts and remains

developed; it never becomes undeveloped. All four provinces are border

provinces. The Governor of Egypt must be a prior consul; if no prior

consul is available, elect any senator for a one-year term (returning in

the following revenue phase). A one-year governor is subject to the full

fining/prosecution if he takes personal income. Egypt must be allocated

before a prior consul is sent to any other provinces; the last available

candidate rule is in effect.



Numbers are undeveloped - developed



                 Britain       Upper Germany   Lower Germany

Base Strength    2/1 - 3/2     2/0 - 4/0       1/0 - 3/0

Personal Income  dr-3 - dr+1   dr-2 - dr+2     dr-3 - dr-1

State Income     dr-5 - dr-1   dr-3 - dr-1     dr-5 - dr-2

Local Taxes      10 - 25       20 - 30         10 - 15

Maximum Forces   5/5 - 7/7     6/0 - 10/0      5/0 - 10/0

Defends Against  none          none            none



Egypt:

Base Strength:   3/8

Personal Income: TDR [or dr+7]

State Income:    TDR [or DR+4]

Local Taxes:     60

Maximum Forces:  8/15

Defends Against: none



[Editorís Note: The author had confused the term Lower Germany with

Southern Germany. Lower Germany refers to the Lower banks of the Rhine

and therefore Northern Germany; I have made the appropriate changes

above. I don't like the fact that there are two Germanic provinces and

would have preferred there to be only one.]



/* */


IX. New Law Cards



a) (Early Republic) - Increased Reliance on Italian Auxiliaries. The

player who plays this law loses dr/2 (FRD) Popularity from each of his

senators (roll once for each senator) and the unrest level is increased

by 2. Each legion may now have an "auxiliary" attached for 4 talents.

Auxiliaries increase the strength of the legion by 50%, with fractions

rounded down in the final total; Auxiliaries may not be attached to an

already veteran legion. Denote strengthened legions in any convenient

way. Such legions require a 2T bribe to increase the likelihood of

loyalty. This law can only be played during the 2nd Punic, 1st Gallic,

or either Macedonian War. All Auxiliaries go home and this law is

repealed when both the 2nd Punic and 2nd Macedonian War are defeated;

increase the unrest by an additional 2 when the law is repealed. If this

law is played, increase the Social War to 15. While this law is in play,

the effects of any "Allied Enthusiasm" events that come up are halved

(FRD).



b) (Early Republic) - The Senate declares a National Emergency. The

sponsoring player loses 4 popularity off his highest popularity senator,

and all other senators in the playing faction lose 2 popularity; all

other faction leaders 2 popularity and all other senators lose 1

popularity. The Unrest Level is increased by 3. All Landbills are

immediately repealed and no more may be passed this turn, and any

Manpower Shortage/No Recruitment is eliminated. Additionally, the first

5 units raised in the Senate Phase may be raised for half price, and the

owners of the Arms/Fleet Building concessions receive no income from any

forces built this turn, and the largest numbered Standoff and Disaster

numbers on all wars/leaders are ignored for this turn only. May only be

played if there are matching Macedonian or Punic Wars in play, or wars

with a total strength of 20 or more.



c) (Early Republic) - Rhodian Alliance. Treat as if the Rhodian Alliance

event had come up.



d) (Late Republic) - Provincial Command: allows more flexibility in the

use of provincial forces; any commander who is also a governor (by the

Vatinian Law) may add any provincial forces from a province he is

governing to his command at any time before the combat TDR if the

province is listed on the war he is attacking (not necessarily the first

province). As long as he remains a commander, the provincial forces may

remain part of his forces (even if he attacks a different war that no

longer lists the original province). When he is no longer a commander,

the provincial forces are returned to the province. Provincial forces are

always loyal to their commander, and may not be recalled or disbanded by

the Senate.



e) (Late Republic) - Provincial Reorganization: Combine each of Nearer &

Further Spain, Transalpine & Narbonese Gaul, Cisalpine Gaul & Sardinia-

Corsica, and Syria & Cilicia-Cyprus into one province each (for a total

of 4 larger provinces). Each one of these provinces must be governed by

a prior consul if one is available, otherwise elect anyone to a one-year

term. Each of the provinces has the combined value of each of it's

smaller provinces, and the combined province should be notated by

stacking the smaller provinces. Anything that would effect one of the

provinces (Pretender, Barbarians, etc.) effects the one new province

similarly. If either province is unimproved, the new province is treated

as unimproved (although are improved/sacked together afterwards). All

governors in affected provinces are immediately recalled when this law

is played. Once this law is played, the Vatinian Law may not be played;

Likewise, if the Vatinian Law is in play, this law may not be played.



f) (Late Republic) - Tradition Erodes II - All provinces that require a

prior consul, except Egypt, may now be assigned to anyone.



g) (Early Repbulic) - Peace Treaty - Can only be played after

Prosecutions and before Governorships and only if the State has enough

funds to pay the Initial Tribute. At the time the card is played, the

player that plays it must select a War Series that this Law would affect

if passed. Senate must immediately vote on whether to pass this Law;

this vote cannot be vetoed. If passed the following occurs:

1. Both Consuls and Dictator (and Presiding Magistrate if other) must

   each lose 3 Popularity.

2. Unrest is increased by 3.

3. Each discarded War in the Series is returned back to play. The

   lowest-numbered War of the series in play then becomes Inactive; all

   other Wars and Leaders in the series are reshuffled into the deck. If

   the current deck has less than six cards, shuffle them into the next

   deck. Discarded leaders remain in the discard pile.

4. For each War in the Series, returned from discard or returned to

   deck, the State must immediately pay 20 talents in Initial Tribute.

   Also, for each War returned from the discard pile, the State must pay

   back the Spoils gained from that War as part of the Initial Tribute

   and Rome loses all provinces gained from that War (Governors return

   to Rome).

5. During each Revenue Phase that the Peace Treaty is in effect, the

   State must pay 20 talents in Yearly Tribute for each War that was

   returned from discard or returned to deck.

6. Every War in the series gains a permanent +1 to Land and Naval

   Strength (not Fleet Support Strength) when the Initial Tribute is

   played and also during each Revenue Phase the Peace Treaty is in

   effect. Rome cannot attack the new Inactive War on the turn the Law

   is passed, though she can next turn. (Every War will in effect gain a

   _minimum_ of +2 Strength before it can be attacked).

7. The Peace Treaty remains in effect until Rome attacks the new

   Inactive War or a Matching War/Leader is drawn. New Alliance events

   do not affect the new Inactive War while the Peace Treaty is in

   effect.


XI. Delayed Matching Wars (from AH)



7.3321 TIME DELAY:  Whenever a War of Revolt card is drawn from the deck

that would match a face-up War or Revolt card already located in the

Forum, the drawn card is placed face-down in an Inactive War slot for

the remainder of the current turn.  If the face-up card is currently

located in an Inactive War slot, it is immediately moved to an Active

War slot; otherwise, face-up cards are not affected in any way.  At the

beginning of each turn, before any other action is taken, all cards in

Inactive War slots are turned face-up, and one card for each War or

Revolt is moved to an Active War slot on the Forum.  Wars should be

selected for activation  in chronological order (e.g. 1st Macedonian

before 2nd Macedonian) whenever possible.  An Inactive War and its

leader are instantly matched and activated; there is no delay.  If a

Leader is drawn that matches an Active War, the Leader is immediately

placed on the Active War card--but no additional War cards are

activated.


XII. Revised Statesman

All Statesman that void _any_ war's D/S numbers now void _all_ standoff

numbers on _all_ wars, but do not void _any_ disaster numbers. Also, add

this ability to both Caesar and Pompey. So the effected Statesman are:



#1A, #18A, #19A, #1B, #1C, #27A, #4A, #30A


XIII. Defeats 

Defeats take precedence over Disasters and Standoff.


XIV. Others

a. Players can play any red cards that are traded during the Initial

   Intrigue phase, instead of having to wait for the first Revolution

   Phase.

b. No Temporary Rome Consul.

c. Randomly select a Temporary Rome Consul.

d. 1st Punic War fleet strength is never doubled (or tripled,...).

e. Leaders do not add to 1st Punic War fleet strength or D/S numbers.

f. Shuffle 1st Punic War into deck

g. Statesman nullify Leader D/S numbers as well

h. Sertorian, Spanish, Numantine Wars, and Sertorius all match


XV. Starting Provincial Forces

Allow provinces that start the game in play to begin with some

provincial forces already built:



                     Middle Republic        Late Republic

Sicily               4 Armies & 2 Fleets    10 Armies & 5 Fleets

Sardinia-Corsica     1 Fleet                1 Army & 4 Fleets

Cisalpine Gaul       1 Army                 8 Armies

Illyricum                                   6 Armies

Further Spain                               6 Armies

Nearer Spain                                5 Armies

Greece                                      3 Armies & 3 Fleets

Africa                                      2 Armies & 2 Fleets

Asia                                        2 Armies & 2 Fleets

Narbonese Gaul

Cilicia-Cyprus


XVI. Middle Republic Variable Ending Rule

The following rule can be used to help prevent the "end of the world"

syndrome which occurs when artifical time limits dictate the end of the

scenario and send all players off on a desperate grab for influence or

assassination attempts. [Rule was originally mentioned by AH in a

slightly different form than that presented here.]



At the end of every turn, starting with the turn the second deck

expires, a die is rolled to see if the game ends. The game ends on a die

roll of 6 or more. There is a +2 modifier for every turn that the die is

rolled without resulting in the end of the game (a maximum of 3 new

turns may be added in this fashion).



When a player is required to draw a new card from the deck but there are

none, he instead draws from a new deck of 24 cards consisting of the

following:



2 Senators : #26  Octavius, #27  Marius

3 Statesman: #28A Cicero, #29B Lucullus, #30A Pompeius

2 Laws     : Julian Law, Plautian-Papirian Law

7 Intrigue : Proscription, Murder of a Tribune, Influence Peddling

             Assassin, Secret Bodyguard, Tribune, Tribune

6 Wars     : Social War, 1st Mithridatic War, 2nd Mithridatic War

             3rd Mithridatic War, Sertorian Revolt, Gladiator Slave Revolt

2 Leaders  : Mithridates VI, Spartacus

2 Events   : Ptolemy Apion Bequest, Bithynian Bequest



As soon as this draw is made, the game is considered to be in the Late

Republic for purposes of Legion Allegiance and Random Events rolls.



[I wanted the maximum number of new turns to be three so I decided to

include only 24 cards in this new deck. I looked at all the ratios of

card types to deck size and also the historical chronology to determine

which cards to include. These cards go right up to the time that Julius

Caesar would have made an impact and historically makes for a nice clean

cutting off period. The biggest choices to make were the Senators and

Statesman since these would most likely have the biggest effect on the

deck. Pompeius was added not only for historical accuracy, since he

prosecuted the 3rd Mithridatic and Slave Revolt, but also because his

miltary rating (on average) is good. Lucullus (and Marius to a degree)

were added to counter the potentially dangerous matching Mithridatic

wars. Cicero was a tough choice but I wanted 5 Senators/Statesman and he

historically appeared slightly before the others I think. Octavius was

added to fill out. Something similar should be done for the Late

Republic, however there are no cards to fill out this period at the

moment.]




XVIII. Voluntary Retirement

During the Early and Middle republic (of an extended game only) a player

can voluntarily retire any Senator with influence greater than 20 that

he has in play in Rome during any Population Phase (after the Population

Roll) or Revolution Phase. The Senator must lose all counters, except

for Faction Leader and Talents, and he must return all attached cards to

the Forum. The player keeps any family card. The current influence of

the Senator is recorded and is added to that player's final influence

tally for determining victory conditions. A retired Statesman is

discarded from play. If the player does not control the family card then

all counters (including faction leader) and cards are removed or moved

to the Forum.


XIX. Marcus Atilius Regulus

Rename Senator #12 Acilius to Atilius and add a Statesman to the Early

Republic deck:

#12A M. Atilius Regulus (Mil:4,Ora:3,Loy:8,Inf:5)

   Nullifies 1st & 2nd Punic War Disaster/Standoff

[Historically, it was Regulus who defeated the Carthaginian fleet off

Ecnomus, though he was captured when he later landed in Africa.]


XX. Elder Statesman

During the mortality phase, a Statesman without an Age marker receives

one numbered "1". A Statesman with an Age marker has its number

increased by 1. If the number on the marker is greater than or equal to

7 that Statesman is considered to be an Elder Statesman. A roll must be

made for each Elder Statesman during the Mortality Phase to see if that

Statesman dies. A dr of 6 results in the death of that Statesman. For

each number greater than 7 on the marker, 1 is added to the dr roll. An

Elder Statesman cannot leave Rome (for example, to fight a War or Govern

a province) or attempt an assassination. This does not prevent him from

becoming a Dictator or Field Consul, it merely prevents him from being

sent to fight a War (or anything else that could make him leave Rome).

He is not forced to return to Rome if he is already away. An Elder

Statesman can go into Exile normally.


XXI. The Ligurian Wars

1st/2nd/3rd Ligurian Wars 197-154 BC

  6/0; Inactive until attacked; -20 per Turn if Active; D4/S17;

  10t Spoils; [Attacks: Cisalpine Gaul]

  The 1st Ligurian War enters play when the 1st Gallic War is defeated.

  When the 1st war is defeated, the war is discarded and the 2nd war is

  brought into play. Likewise, when the 2nd war is defeated the 3rd war

  is brought into play. All three wars are discarded (with no spoils) if

  they have not been already when the game enters the Late Republic.

  These wars never go into the deck for any reason, they are discarded

  instead.

[Historically when things were quiet on the war front, consuls would go

off "triumph-hunting" by bullying up on the Ligurians. Some twelve

triumphs were awarded in these quests for booty. The Ligurians lived

roughly between Cisalpine Gaul and the Tyrrhenian Sea. This rule is

mainly to liven up the Middle Republic if it needs livening up.]


XXII. 4-Player Game (Early Republic or Extended)

Each player is dealt 4 senators, 2 senators begin in the Forum, and 2

senators begin in the Curia. Each player is dealt 4 red cards. The

remaining red cards are shuffled into the deck. Each player can hold a

maximum of 7 red cards during the revolution phase. Initiatives 5 and 6

are dealt with in either of these manners:

1. The 5th initiative is bid on normally, but bidding for the 6th

initiative begins with the player who won the 5th initiative.

2. Initiative rolls are made for both initiatives and cards drawn if

necessary but players do not participate in these two initiatives (no

persuasion attempts, knights, faction leaders, games). Any red cards

drawn are randomly distributed to players except that a player cannot

receive a card if another player has received fewer cards in this

fashion throughout the entire game. Example: On turn 1, two red cards

are drawn during the 5th and 6th initiatives. If player 2 is assigned

the first card then only players 1, 3, and 4 are eligible to receive

the second card. If player 3 receives the second card then only players

1 and 4 are eligible for the next red card drawn during the 5th and 6th

initiatives. Only after players 1 and 4 have received cards during the

last two initiatives of any turn, can players 1 and 2 receive cards in

this fashion again.


XXIII. Non-Privileged Assassinations

The following assassination attempts are considered "privileged":

  1. attempt vs a CFL nominee.

  2. attempt in which at least 1 Assassin card is played.

  3. attempt vs a Sponsor/Cosponsor of a Land Bill where both are from

     the same faction.

This rule makes no changes to "privileged" attempts.

All other attempts are considered "non-privileged" (NP). When a NP

attempt is made roll another dr (unmodified by any cards); if the roll

is odd, 1 is subtracted from the assassination roll; if the roll is

even there is no effect.



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