Agricola, Master of Britain
Agricola, Master of Britain Rulebook
Table of Contents
Table of Contents
1.0 Introduction
From the time of Julius Caesar's invasions in 55 and 54 BC, the island of Britain had been a source of embarrassment. Its conquest in 43 AD by Aulus Plautius in the name of the Emperor Claudius led to its incorporation into the empire as Provincia Britannia, but the fiercely independent Britons remained unruly and prone to rebellion. The most famous of these revolts, that of the Iceni queen Boudicca in 60 AD, was put down by the proconsul Gaius Suetonius Paulinus. One of the military tribunes that served under Paulinus during this campaign was Gnaeus Julius Agricola (40-93 AD), who would serve as proconsul of Britannia himself from 77 to 85 AD.
Agricola proved to be the right man for the job. Through a deft blend of military conquest, judicious administration, careful bribery incentives, and diplomacy, he managed to impose peace, prosperity, and the Roman way of life on the island. At the peak of his rule, he had even conquered the wilds of Caledonia (modern-day Scotland). That would prove to be only temporary, though it's possible that if Agricola hadn't been suddenly recalled by the emperor Domitian that Caledonia could have been Romanized. But Domitian did recall Agricola at the height of the latter's success. The historian Tacitus (56- c.117 AD), our primary source for Agricola's life and exploits, reports that Domitian was worried that Agricola's very real conquests overshadowed the emperor's stage-managed "conquests" in Germania, and so sacked him before he could complete the civilizing of the Caledonians, and the historian comes this close to out-and-out implicating the emperor in Agricola's death. (But Tacitus isn't exactly an impartial biographer, having married Agricola's fourteen-year-old daughter Julia in 77 AD.)
Agricola: Master of Britain is a solitaire game which tasks you with replicating the great general's unprecedented success. You inherit a complex and volatile political situation, with the Tribes that people the island as like to go to war with each other as to rise up against your rule. Each and every action you take will subtly nudge the inhabitants toward subjugation or rebellion, but you'll never know exactly who is with you, and who plots against you. Corrections from previous rules are in red.
2.0 Components
The game is played with (1) 8.5"x11" mapsheet, (1) 8.5"x11" battle display, (88) 5/8" counters, and (1) eight-sided die. You will also need (4) opaque containers, such as coffee cups. These cups should be arranged from left-to-right and designated as the Friendly Cup, the Unfriendly Cup, the Hostile Cup, and the Battle Cup.
2.1 Mapsheet
The map represents Brittania and is home to nineteen Boxes.
Sixteen of these Boxes, the Tribal Boxes, represent, abstractly, the presence of British, Welsh, and Scottish Tribes, and are located approximately where those Tribes were active. Each Tribal Box contains the name of the Tribe, and a Leader Placement Number. Note that Tribal Boxes of the same color collectively form a Region.
The other three boxes, the Legionary Camps, represent the home bases of the game's three Legions.
Boxes are connected to one another via Movement Lines. Boxes that are connected are considered to be adjacent to one another. Double Movement Lines (for example, the line connecting Deva Victrix and Eboracum) represent Roman road networks and interior lines, and allow for faster movement (5.1).
The mapsheet is also home to the Turn Track, Actions Track, and Income Track, which are used to track various game functions.
2.2 Battle Display
The Battle Display has several parts:
- The Legion Holding Boxes are used to hold the Units that make up your Legions.
- The Tactical Display is used to resolve Battles.
- The Force Pool Box is used to hold Units, Garrisons, and Settlements that are not in play.
- The Dead Pool Box is used to hold Eliminated Units until the end of the Game Turn or Battle.
2.3 Legionary Units
Each of your three Legions is represented by a Map Unit. Each Legion's Map Unit is easily identified by the large aquila (eagle standard) and the Legion's name.
Each Legion is in turn made up of one or more Battle Units, both Legionary and Auxiliary. We'll get to the latter in a minute, but for now let's look at the Legionary Battle Units.
Quality: The experience and discipline of the Unit, represented by one to three aquila symbols.
Attack Factor: The Unit's basic ability to Attack.
Defense Factor: The Unit's basic ability to Defend.
2.4 Tribal Units
Each of the game's sixteen Tribes are represented by between two and four double-sided counters. One side represents the piece as a Map Unit, while the other side represents an Auxiliary Battle Unit. Auxiliaries are assigned to a given Legion's Holding Box, and fight alongside the Legionary Battle Units against the enemies of Rome. (Note that the Red Tribal Units have no Auxiliary side.)
Resistance: Map Units have one rating representing their Resistance to Roman rule.
Attack Factor: The Battle Unit's basic ability to Attack.
Defense Factor: The Battle Unit's basic ability to Defend.
The Tribal Units that you will fight during a Battle are called Tribal Battle Units and have a gray color to differentiate them from Auxiliary Battle Units. On one side, the Tribal Unit exists within a red outline; this side of the counter only comes into play during a special battle, that of Mons Graupius (8.8). Tribal Battle Units are stored in, and drawn from, the Battle Cup.
2.5 Agricola
The Agricola counter represents your leadership, personal charisma, and focus. Agricola's presence with a Legionary Map Unit usually makes that Legion's actions more effective or efficient. Agricola is also able to take actions of his own, Free Leader Actions, which allow you to maximize your successes.
2.6 Tribal Leaders
Tribal Leaders are Map Units that, however briefly, band together the disparate nations in their Region. Certain actions are not possible when a Tribal Leader is present in a Region, and Battles become riskier. Tribal Leaders have a Leadership Bonus.
One Tribal Leader is named: Calgacus. There are special rules for Calgacus that make him more difficult to handle than the other Tribal Leaders. If Calgacus is still on the Map at the end of the last Game Turn, you lose the game. So, get that guy.
2.7 Garrisons & Settlements
Garrison markers (the reverse of the one-aquila Legionary Battle Units) and Settlement markers are used to build Settlements. These are important for Romanization and generating Income.
2.8 Administrative Markers
Various Administrative Markers are used to track crucial game functions:
- Game Turn Marker, used on the Game Turn Record Track
- Legion Actions Marker, used on the Actions Track
- Treasury Marker, used on the Income Track
- Income Marker, used on the Income Track
- VP Markers (I [one] and X [ten]), used on the Victory Track
2.9 Useful Definitions
Battle: A set-piece military engagement. The only way to Promote your Units. If you ever lose a Battle, you lose the game.
Battle Unit: A Unit used in resolving a Battle. These include Legion Battle Units, Auxiliaries, and Enemy Battle Units. Distinct from Map Units.
Eliminate: The removal of a Unit from the Map or from a Battle. Eliminated Units are placed in the Dead Pool Box on the Battle Display.
Income: A representation of your prosperity. This is increased by building completed Settlements. Your Treasury increases by this amount in each Game Turn.
Map Units: A Unit that moves and takes actions on the map. Distinct from a Battle Unit.
Treasury: Cash-on-hand, and other expressions of economic power. If this ever reaches zero, you lose the game.
Tribal Box: A box which is home to a specific Tribal Unit.
Tribal Leader: A special enemy piece whose presence restricts your activities.
Tribal Unit: A member of a Tribe, specifically a Map Unit, and distinct from a Tribal Leader.
3.0 Set-Up
The game is set up by resolving the following steps, in the order given. Drawn Tribal Units are placed in the respective Tribal Boxes for that Tribe and do not trigger Internecine War (7.3). Drawn Leaders are placed per normal procedure (7.2).
Tan Tribal Units (Triangle)
- Place all tan Tribal Units (but not the Leader) into the Hostile Cup.
- Draw Units from the Hostile Cup, one at a time, until you have drawn:
- at least 2 Ordovices
- at least 1 Silures
- at least 1 Demetae
- at least 1 Deceangli
- Place the drawn Units in their indicated spaces.
- Place the tan Tribal Leader into the Hostile Cup.
Green Tribal Units (Diamond)
- Place all green Tribal Units (but not the Leader) into the Hostile Cup.
- Draw Units from the Hostile Cup, one at a time, until you have drawn and placed 4 green Units.
- Note that this might result in additional Tan Units (or their Leader) being drawn.
- Place the Green Tribal Leader into the Hostile Cup.
Red Tribal Units (Square)
- Place all Red Tribal Units (and Calgacus) into the Unfriendly Cup.
Blue Tribal Units (Circle)
- Place all Blue Tribal Units into the Friendly Cup.
Gray Tribal Units
- Place all Gray Tribal Units into the Battle Cup.
Legion Set-Up
- Place your three Legionary Map Units in their starting bases as indicated on the map.
- Place Agricola with any one of his three Legions.
- Into the II Augusta Holding Box, place (3) 1-aquila Units.
- Into the IX Hispania Holding Box, place (1) 1-aquila Unit, (2) 2-aquila Units.
- Into the XX Valeria Victrix Holding Box, place (2) 2-aquila Units, (1) 3-aquila Unit.
- Draw four Units from the Friendly Cup and assign them to any Holding Box or Boxes that you like.
- Place any remaining Legion Battle Units, and all Settlements, in the Force Pool box.
Marker Set-Up
- Place the Game Turn Marker on the "I" Space of the Game Turn Record Track.
- Place the Legion Actions Marker on the "3" Space of the Actions Track. While you have a maximum of 5 Legion Actions on subsequent Game Turns, you are limited to 3 Actions on the first Turn.
- Place the Income Marker on the "3" Space of the Income Track.
- Place the Treasury Marker on the "4" Space of the Income Track.
- Place the VP Markers on the "0" space of the Victory Track.
4.0 Sequence of Play
The game is played in a series of Game Turns until a Game End Trigger occurs (10.0), resulting in your defeat or victory.
Each Game Turn, you take a finite number of Legion Actions, as recorded on the Legion Actions Track. Each of these Actions will result in a Cup Adjustment and a number of Hostile Tribe Reactions, which will subtly change how the populace feels about Roman rule. Cup Adjustments will follow the form of [number][original cup] - [destination cup]. For example, 1 Unfriendly - Hostile means that you blindly draw a counter from the Unfriendly Cup and, without looking at it, place it into the Hostile Cup. Whereas 2 Friendly - Unfriendly means that two counters are moved from the Friendly Cup to the Unfriendly Cup.
Before each Legion Action, you may take any number of free Leader Actions. When you have taken the maximum number of Legion Actions for the Turn, or if you choose to Pass, the Game Turn ends, and you will resolve a few quick steps in a Housekeeping Phase.
5.0 Legion Actions
A Legion Action is resolved by:
- Designating the Legion who will take the action
- Moving that Legion (if desired)
- Performing the selected Action
- Making any Cup Adjustments
- Resolving any Hostile Tribe Reactions
- Moving the Legion Actions Track to reflect the remaining number of available Actions
Activating a single Legion costs one Legion Action. If two or three Legions are stacked together (occupy the same Box on the Map) before taking the Action, they can be activated simultaneously to perform the same Legion Action. This costs one Action per Legion. For example, if the II Augusta and the IX Hispania are stacked together, and you take a Battle Action with the II Augusta only, it reduces the number of available Legion Actions by one. If you take a Battle Action with the II Augusta and IX Hispania simultaneously, it reduces the number of available Legion Actions by two. Cup Adjustments, and Hostile Tribe Reactions, are per Legion Action, so taking two or three Actions simultaneously will result in double or treble the number of Cup Adjustments and Hostile Tribe Reactions. Otherwise each Legion Action is resolved in full before taking another.
Your Leader (Agricola) and the enemy's (Tribal Leaders) respectively enhance or constrain the Legion Actions you take. Agricola's effect triggers when he is stacked with the acting Legion. The Tribal Leader's effect triggers when he is present in the color-coded Region (not necessarily the specific Tribal Box) in which you are taking the Action.
5.1 Legion Movement
When a Legion is designated to take an Action, it may first move to any adjacent Box. Again, Boxes connected with Movement Lines are adjacent. Additionally, for the purposes of Legion Movement, all Boxes that are connected via a Double Movement Line are considered adjacent to one another:
- The three Legionary bases, and the four Blue Tribal Boxes, are all adjacent to one another; you could, for example, move a Legion from Deva Victrix to the Iceni Box or vice-versa.
- Any Tribal Box connected to a Legionary Base via a single Movement Line is also adjacent to all the Double Movement Line Boxes; you could, for example, move a Legion directly from the Iceni Box to the Silures Box, or vice-versa.
If Agricola is attached to the acting Legion, he moves with that Legion.
Legions are never required to move in order to take an Action (except Peacekeeping), but any movement must be made before resolving the chosen action. The action itself is taken in the Box the Legion occupies after having resolved any movement.
5.2 The Actions
The available Legion Actions, and their consequences, are described in detail below.
SUPPRESS ACTION: The punitive use of military force against the civilian populace to quell unrest.
- Limitation: This action can only be taken if there are one or two Tribal Units in the Tribal Box. Once three or more Units are present, the Tribe is in open rebellion, and must be met in the field.
- Resolution: Roll the die and compare the result with the Resistance rating of the top-most Tribal Unit in the Box. If it exceeds the Resistance, Eliminate the top-most Tribal Unit.
- Agricola Effect: If the roll is successful, Eliminate the next Tribal Unit in the stack (if any).
- Tribal Leader Effect: Add the Tribal Leader's Leadership Bonus to the Unit's Resistance Rating. Note that you cannot take this Action if the Tribal Leader is actually in the specific Box in which the Suppress Action is taking place.
- Cup Adjustment: 1 Unfriendly - Hostile. "The Britons dwelt much amongst themselves on the miseries of subjection, compared their wrongs, and exaggerated them in discussion." (Tacitus)
- Hostile Tribe Reactions: 2.
GARRISON ACTION: The peeling off of forces to form a permanent garrison to protect pacified Tribes in a strategically-important area, setting the stage for the Tribe's eventual Romanization.
- Limitation: This action can only be taken if there are zero Tribal Units in the Tribal Box. There cannot be a Tribal Leader present in the Region.
- Resolution: Remove one Legionary Battle Unit from the acting Legion's Holding Box. Place a Garrison counter on the map in the Tribal Box.
- Agricola Effect: After placing the Garrison, you may Eliminate a Tribal Unit in an adjacent Box within the same Region.
- Tribal Leader Effect: Prevents you from taking this Action.
- Cup Adjustment: 1 Unfriendly - Friendly.
- Hostile Tribe Reactions: 1.
PEACEKEEPING ACTION: Using the presence of the Legions, and the proconsul, to discourage overt rebellion.
- Limitation: You must move to an adjacent Box that contains no Tribal Units in a Region with no Tribal Leader. Camps count as being in the Blue Region.
- Resolution: None, beside the Cup Adjustment and Hostile Tribe Reaction.
- Agricola Effect: Move to a second adjacent Box that contains no Tribal Units.
- Tribal Leader Effect: Prevents you from taking this Action.
- Cup Adjustment: 1 Hostile - Unfriendly.
- Hostile Tribe Reactions: 1.
BATTLE ACTION: Crushing a full-blown rebellion in a decisive engagement. Well, if you win, anyway.
- Limitation: There must be two or more Tribal Units in the Tribal Box.
- Resolution: Resolve a Battle on the Battle Display. See 8.0 for more details.
- Agricola Effect: Helps you to retain Initiative (8.1) and confers Tactical Advantage.
- Tribal Leader Effect: Modifier to the Tribal Formation Table Roll (8.2). May give the Initiative to the enemy (8.1).
- Cup Adjustment: 1 Friendly - Unfriendly. Also: 1 Unfriendly - Hostile per Eliminated Legionary Battle Unit.
- Hostile Tribe Reactions: 2.
PASSING: It pays to govern with a light hand.
- Resolution: When you pass, you forgo all remaining Actions for the current Game Turn. Score 1 VP for each such Action, including this Passing Action.
- Cup Adjustment: 1 Unfriendly - Hostile (total); then 1 Friendly - Unfriendly, per Action remaining.
- Hostile Tribe Reactions: 1, total, regardless of how many Actions were foregone.
6.0 Leader Actions
Before each Legion Action, you may take any number of free Leader Actions. Agricola must be present in the specified Box in order to take an Action there. Leader Actions do not result in any Hostile Tribe Reactions and, with one exception, do not cause any Cup Adjustments.
ATTACH LEADER ACTION: A good general knows where to focus his attention.
- Resolution: Agricola is always considered to be Attached to a specific Legion. He moves with that Legion when it moves, and has an effect on that Legion's Actions. The Attach Leader Action allows you to attach Agricola to another Legion that either occupies the same Box, or an adjacent Box. (Double Movement Line bonus applies.)
REORGANIZE LEGION ACTION: A good general knows how to best make use of the tools he has.
- Resolution: The Legion Agricola is attached to, and any Legions that are in the same Box or an adjacent Box (Double Movement Line bonus applies), may be reorganized. Freely reassign the Battle Units belonging to the affected Legions' Holding Boxes, subject however to the following restrictions:
- No Legion may have more than two Auxiliaries for each Legionary Battle Unit in the Holding Box.
- No Legion may have three times as many Legionary Battle Units as any other. (If this situation occurs as a result of Battle losses, it must be resolved the next time the understrength Legion is involved in a Reorganize Legion Action.)
NEGOTIATION ACTION: A good governor knows when, where, and how to grease the wheel.
- Limitation: There must be at least one Tribal Unit in the same Box as Agricola, or in an adjacent Box within the same Region. There cannot be a Tribal Leader present in the Region.
- Resolution: Spend between one and seven Coins from your Treasury. Roll the die and add the total number of Coins spent to the result. If the modified die roll exceeds the Resistance Rating of the top-most Tribal Unit in the targeted Box, it is successful: place that Tribal Unit directly into the Friendly Cup. If the total is less than or equal to the Resistance, make the Cup Adjustment specified below.
- Cup Adjustment (Failed Roll Only): 1 Unfriendly - Hostile. The Tribal Unit is insulted by your low bribe. Not so insulted that it doesn't take the money, goods, or services that the expenditure of your Coin represents. But neither has it been won over to your side.
- Obviously, this works best with Tribal Units with a lower resistance rating. (And while you could try this out in the Red Region, even if successful it's not going to result in any new Auxiliaries, so it's not really going to be worth it.)
7.0 Hostile Tribe Reactions
After resolving the Cup Adjustments for each Legion Action, you must then resolve the indicated number of Hostile Tribe Reaction(s). A Hostile Tribe Reaction is resolved by blindly pulling a counter from the Hostile Cup, examining it and the current situation in its Tribal Box, and following the procedure below. The drawn counter will either be a Tribal Unit, or a Tribal Leader.
7.1 Tribal Unit
When a Tribal Unit is drawn, match it to its Tribal Box, and check the following priorities in the following order, i.e., if the first applies, do that thing; if the first doesn't apply, check the second; if the second doesn't apply, check the third; and so-on, until you find the first one that applies.
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BOX OCCUPIED BY LEGION: Eliminate the Unit immediately. That was easy!
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BOX OCCUPIED BY SETTLEMENT: Roll one die, modified as follows:
- Subtract the number of Tribal Units in the Region.
- Subtract the Leadership Bonus of any Tribal Leader in the Region.
- Add the Bonus on the Settlement (+2 or +3).
If the modified die result:
- exceeds the Unit's Resistance, Eliminate it immediately.
- is less than or equal to the Unit's Resistance, place it in the Box with the Settlement.
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BOX OCCUPIED BY GARRISON: Roll one die, modified as in the second case above, but with no Settlement Bonus. If the modified die result:
- exceeds the Unit's Resistance, Eliminate it immediately.
- is less than or equal to the Unit's Resistance, place it in the Box and Eliminate the Garrison. Then, immediately resolve an additional Hostile Tribe Reaction.
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TWO-PLUS TRIBAL UNITS IN BOX: Place the Unit on top of the stack. Additionally,
- If there is not a Tribal Leader present in the Region, check for Internecine War (7.3).
- If there is a Tribal Leader present in the Region, and there is a Legion in an adjacent Box, Eliminate one Legionary Battle Unit (your choice) belonging to that Legion. This is a Raid. At most one Legion can be Raided as the result of a single Hostile Tribe Reaction. Exception: If Agricola is in an adjacent Box, he protects the Legions in that box only from being Raided. If the only Battle Unit in a Legion is Eliminated, you lose the game.
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ZERO OR ONE TRIBAL UNIT IN BOX: Place the Unit on top of the stack.
7.2 Tribal Leader
When a Tribal Leader is drawn, roll the die. Compare the result with the Tribal Leader Placement Numbers for that Leader's color-coded Region. Generally speaking, the Tribal Leader will be placed in that Box. For example, if you roll a 7 to place the tan Leader, it would be placed with the Deceangli, as they have a Leader Placement Number of "4+" (four or greater). However, you must also check the following priorities:
- LEGION PRESENT IN BOX, BUT NO TRIBAL UNITS: Place the Tribal Leader in the Unfriendly Cup.
- LEGION AND TRIBAL UNITS PRESENT IN BOX: Place the Tribal Leader in the Box. Resolve any remaining Hostile Tribe Reactions, then immediately resolve an Ambush (8.7).
- TRIBAL UNITS IN BOX, BUT NO LEGION: Place the Tribal Leader in the Box.
- EMPTY BOX: Place the Tribal Leader back in the Hostile Cup. He needs someone to lead, after all!
7.3 Internecine War
When three or more Tribal Units occupy a Tribal Box, and there is no Tribal Leader to keep them in check, it may result in Internecine War. Consult the Internecine War Table whenever Priority 4 under 7.1 applies. The Table will list a primary and a secondary target. If an attack against the primary target is possible, it is made. If not, and an attack against the secondary is possible, then that attack is made. If neither attack is possible, then no attack is made.
An attack is possible only if the following conditions apply:
- There is at least one Tribal Unit in the indicated target Tribe's Tribal Box.
- That Tribal Box does not contain a Garrison, Settlement, or Legion.
If the attack is possible, Eliminate the weakest Unit belonging to the targeted Tribe, i.e., the Unit with the lowest Resistance. After Eliminating the Unit, or if no Unit was Eliminated because an attack was not possible, make the following Cup Adjustments:
- 1 Friendly - Unfriendly
- 2 Unfriendly - Hostile
Again, note that the Cup Adjustment is still made even if no attack is made.
"Our greatest advantage in coping with tribes so powerful is that they do not act in concert. Seldom is it that two or three states meet together to ward off a common danger. Thus, while they fight singly, all are conquered." (Tacitus)
7.4 Empty Hostile Cup
In the unlikely event that the Hostile Cup is empty when it comes time to resolve Hostile Actions, the Game Turn ends immediately. Score 1VP for each unused Legion Action. Then make the following Cup Adjustment: 8 Unfriendly - Hostile.
8.0 Resolving Battles
Battles are set-piece military engagements between your Legions and the enemy. When a Battle is triggered, either as the result of a Battle Action, or an enemy Ambush, it is resolved on the Battle Display:
- First, both sides deploy units on the Tactical Display.
- Then, there follows a sequence of alternating Defense and Attack Rounds until all the forces on one side have been Eliminated.
- Finally, Cup Adjustments are made and, if it was triggered by a Battle Action, Hostile Tribe Reactions are resolved.
Note that there is a special Battle, that of Mons Graupius, that has its own unique rules and exceptions; see 8.8.
8.1 Initiative and Its Effects
In most cases, you will possess the Initiative in the Battle. When you possess the Initiative:
- You deploy your forces after the enemy forces have been deployed.
- The first Attack Round precedes the first Defense Round.
You possess the Initiative automatically unless:
- There is a Tribal Leader in the Region in which the battle takes place.
- If Agricola is present in the Box, the above case is negated.
- There is a tribal Leader in the Box in which the battle takes place, or Mons Graupius is triggered (8.8).
- Agricola does not negate this case.
When the enemy possesses Initiative:
- You deploy your forces before the enemy forces have been deployed.
- The first Defense Round precedes the first Attack Round.
8.2 Enemy Deployment
The Enemy's deployment will take place either before or after your deployment, depending on who possesses Initiative (8.1). The process of deploying the enemy forces is as follows:
Roll the die, and add the top-most Tribal Unit's Resistance; if a Tribal Leader is present in the Region, add its Leadership Bonus as well. Cross-reference the final, modified die result with the column on the Tribal Formations Table that corresponds to the Tribe that is taking part in the battle. The result is the number of Tribal Battle Units that will be deployed. If the result is marked with an asterisk, and there is a Leader present in the Region, then all thirteen Tribal Battle Units will be used.
Draw Tribal Battle Units one at a time from the Battle Cup, putting the first in the "1" space of the Tactical Display, the second in the "2" space, and so-on.
8.3 Legion Deployment
Determine which Legion(s) are participating in the Battle.
- If it was triggered by a Battle Action, only the Legion(s) that took that Battle Action may participate.
- If it was triggered by an Ambush, only one of the Legion(s) in the Ambushed Box (your choice) may participate.
Place Legion Battle Units and Auxiliary Units from the participating Legion(s) into the non-numbered spaces of the Tactical Display. You do not need to deploy all the eligible Battle and Auxiliary Units, but any Units not deployed may not participate in the Battle, and may not be promoted. You cannot deploy any Units in the "back" row until all spaces adjacent to enemies (or that will be adjacent to enemies should you deploy first) are filled.
8.4 Attack Round
During an Attack Round, you must make one Attack with each of your Units (Legion or Auxiliary) that occupies a square that borders (i.e., is adjacent to) a square containing an Enemy Battle Unit. This is done moving from left to right in strict order. If there are two Enemy Battle Units adjacent, you must attack the Enemy Battle Unit with the higher Defense Factor, unless Agricola is present in the Tribal Box in which the Battle takes place. This is called Tactical Advantage, and allows you to choose which of the two adjacent Enemy Battle Units will be the target of your Attack.
To make the Attack, roll the die and add the attacking Unit's Attack Factor. If the final, modified die roll exceeds the enemy's Defense Factor, it is Eliminated. If it is equal to or less than the enemy's Defense Factor, there is no effect.
Once one Attack has been made by all eligible Units, the Attack Round ends, and a Defense Round begins.
8.5 Defense Round
During a Defense Round, you must Defend against one Attack for each of your Units that is adjacent to an Enemy Battle Unit. This is done moving from right to left in strict order.
To Defend, roll the die and add the defending Unit's Defense Factor. Compare the final, modified die roll with the Attack Factor of all Enemy Battle Units adjacent to that defending Unit. If the die roll exceeds the total Attack Factors of the Enemy Battle Units, your Unit survives. If the roll is less than or equal to the total Attack Factor, your Unit is Eliminated. Note that Enemy Battle Units will thus get to "attack" twice in the same Defense Round.
Once each eligible Unit has Defended against the enemy Attacks, you must make adjustments to your frontline. Determine if:
- There are any of your Units involved in the Battle who are not themselves adjacent to any Enemy Battle Units; these Units are Unengaged Units.
- There are any empty, non-numbered squares that are adjacent to Enemy Battle Units; these are Holes In The Line.
Move one of the Unengaged Units into one of the Holes In The Line. Continue to do so until there are either (1) no Unengaged Units or (2) no Holes In The Line.
Then, determine if:
- There are any Enemy Units involved in the Battle who are not themselves adjacent to any of your Units; these Units are Unengaged Enemy Units.
- There are any empty, numbered squares that are adjacent to your Units; these are Holes In The Enemy Line.
Beginning with the Unengaged Enemy Unit with the highest Defense Factor, move that Unengaged Enemy Unit into the lowest-numbered Hole In The Enemy Line. Then, move on to the remaining Unengaged Enemy Unit with the highest Defense Factor, and the current lowest-numbered Hole In The Enemy Line, repeating the process until there are either (1) no Unengaged Enemy Units or (2) no Holes In The Enemy Line.
If two Unengaged Enemy Units have the same Defense Factor, move the one with the highest Attack Factor first; if still tied, choose one.
Finally, check if any Enemy Battle Unit fulfills the following Automatic Elimination Criteria:
- It is adjacent to one or two of your Units, and it is the only Enemy Battle Unit adjacent to those specific Units.
- Its Attack Factor is less than or equal to each of those Units' individual Defense Factors.
If any Enemy Battle Units fulfill both of these criteria, they are Isolated; Eliminate it.
Once these line adjustments have been made, the Defense Round ends, and the Attack Round begins.
8.6 End of Battle
The sequence of alternating Attack Rounds and Defense Rounds continues until the Battle ends:
- All of your involved Units have been Eliminated (Military Disaster; this ends the game in your defeat)
- All of the Enemy Battle Units have been Eliminated (Victory)
Assuming the Battle ended in your Victory, you now perform the following post-Battle steps in the order given:
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PROMOTION & REORGANIZATION: Each full Legion (Map Unit) whose component Battle Units participated in the Battle may Promote one Legion Battle Units, providing that the chosen Legion Battle Unit participated in at least one Attack Round or Defense Round (made a die roll). One-aquila Units may be promoted into two-aquila Units, and two-aquila Units into three-aquila Units. Simply exchange or flip the piece as needed. Note that these are piece-limited. Eliminated Battle Units are not eligible for Promotion or Reorganization.
Once all Promotions have been made, you may Reorganize the surviving Legion Battle and Auxiliary Units for all Legions that participated, as if you were resolving Agricola's Reorganize Legion Action.
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CUP ADJUSTMENTS: Perform the following Cup Adjustments:
- 1 Unfriendly - Hostile for each Eliminated Legion Battle Unit (not Auxiliary)
- 1 Friendly - Unfriendly for each Legion (i.e., Map Unit) that took part in the Battle
Note that this constitutes the Cup Adjustments that would be made at the end of resolving the Legion Battle Action. These adjustments are still made if the Battle was an Ambush (8.7).
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RESOLVE THE DEAD POOL: Return all Eliminated Enemy Battle Units to the Battle Cup, and all Eliminated Legion Battle Units to your Force Pool. Then, resolve all the remaining Units presently in the Dead Pool, just as you would in 9.3.
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ELIMINATE TRIBAL UNITS: Eliminate all Tribal Units in the Tribal Box in which the Battle took place, placing them into the Dead Pool. If there is a Leader in the Tribal Box (not just in the Region), he is Eliminated as well. Calgacus is an exception to this; see 8.8.
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RESOLVE HOSTILE TRIBE REACTIONS: Resume the normal Sequence of Play by resolving any Hostile Tribe Reactions triggered by taking the Battle Action. If the Battle was the result of an Ambush, no Hostile Tribe Reactions are performed.
8.7 Ambushes
When a Leader is drawn as part of a Hostile Tribe Reaction, and it is placed in a Box that contains both Legions and Tribal Units, the Tribal Units and its Leader Ambush one of the Legions in the Box. An Ambush is resolved just like any other Battle, except:
- The Enemy has the Initiative (since it has a Tribal Leader in the Box) even if Agricola is present.
- Only one of your Legions may participate in the Battle.
- If you win the Battle, the Enemy Leader is not Eliminated, but instead placed directly into the Unfriendly Cup (but see 8.8).
- It does not trigger any Hostile Tribe Reactions.
8.8 Mons Graupius
The Battle of Mons Graupius is a special Battle that can happen only once during the game. It is triggered when Calgacus is on the map, and a Battle or Ambush in the Red Region fulfills either or both of the following two conditions:
- Calgacus is present in the Box, AND/OR
- An asterisked result is rolled on the Tribal Formation Table. In this case move Calgacus to the Box.
Deploy all thirteen Enemy Battle Units, drawing them one at a time as you would normally, but place them with the red-bordered side up. During the course of the battle, whenever a red-bordered Enemy Battle Unit is to be Eliminated, instead of removing it from the game, flip it over to its "normal", non-bordered, side. When that Unit is Eliminated a "second" time, it is then removed from play. Exception: On a natural, unmodified roll of "8", even a red-bordered Unit will be Eliminated and immediately removed from play. Isolation (8.5) still applies.
Winning the Battle of Mons Graupius results in the defeat of Calgacus (even if the Battle was an Ambush); it is the only way to remove Calgacus from the game. Additionally, winning Mons Graupius results in all Red Tribal Units being removed from the map and placed in the Unfriendly Cup before resolving the Dead Pool.
9.0 Housekeeping Phase
At the conclusion of each Game Turn, a few quick steps are resolved before moving onto the next Game Turn:
I. Raids on Settlements and Forts II. Tribal De-escalation III. Romanization IV. Income V. New Auxiliaries VI. Public Works VII. Victory Points & New Legions VIII. Marker & Cup Adjustments
9.1 Raids on Settlements and Forts
Examine each Tribal Box that contains three or more Tribal Units, or two Tribal Units and a Tribal Leader. If any of these Tribal Boxes are:
- adjacent to a Box containing a Settlement Marker, or a Legionary Camp, AND
- there are no Legions or Garrisons in the adjacent Settlement/Legionary Camp,
then the Tribe Raids any/all such adjacent Boxes. For each such Raid, reduce your Treasury by "2". Note that if your Treasury is reduced to "0", you lose the game.
9.2 Tribal De-escalation
With the exception of Calgacus, who once placed always remains on the map until Mons Graupius (8.8), remove any Tribal Leaders from the map, placing them directly into the Unfriendly Cup.
Then, for each Region with a "+3" Settlement:
- Eliminate the top-most Tribal Unit from each Box in that Region.
For each Region without a "+3" Settlement:
- Eliminate the top-most Tribal Unit in any Tribal Box containing at least 3 Tribal Units.
9.3 Romanization
Examine the contents of the Dead Pool, sorting all Tribal Units by Region. Leave all Tribal Leaders in the Dead Pool. Then, resolve each Region (in any order you like) according to the following priorities:
- NO TRIBAL UNITS, "+3" SETTLEMENT: Place all the Eliminated Units for that Region into the Friendly Cup.
- TRIBAL UNITS, BUT NO ROMAN PRESENCE: "Roman Presence" in a Region is defined as that Region containing a Legion, Garrison, or Settlement ("+2" or "+3"). When it lacks any kind of Roman Presence, and Tribal Units are present in the Region, place all the Eliminated Units for that Region into the Hostile Cup.
- ALL OTHER CASES: If neither of the two cases above apply, place all the Eliminated Units for that Region into the Unfriendly Cup.
- Exception: Blue Tribal Units that meet this criteria go into the Friendly Cup instead.
Note that when you resolve the Dead Pool at the end of a Battle, you follow these same priorities and procedures.
9.4 Income
Increase your Treasury by your Income Level. Example: if your Treasury is 2, and your Income 4, your Treasury increases to 6. Note that this track "maxes out" at 13.
9.5 New Auxiliaries
You may add new Auxiliaries in this step.
- Each Auxiliary requires the expenditure of 1 Coin from your Treasury. Do this one at a time.
- You may only "buy" Auxiliaries up to your current Income Level.
- Each Auxiliary is drawn blindly from the Friendly Cup, and then assigned as an Auxiliary Battle Unit to any Legion of your choice.
- Note that you may not have more than two Auxiliaries per Legion Battle Unit in a Holding Box.
- If a Red Tribal Unit, or Calgacus, is drawn, place them into the Hostile Cup and draw again.
- If any other Tribal Leader is drawn, place them into the Unfriendly Cup and draw again.
- If the Friendly Cup is empty when you reach into it, the Coin is not expended.
9.6 Public Works
In this Step, you may pay "2 Coins" in order to:
- Replace a Garrison with a "+2" Settlement Marker.
- Flip a "+2" Settlement to its "+3" side. Immediately upon doing so, increase your Income (not your Treasury) by "2".
Note that you cannot in a single Housekeeping Phase pay 4 coins to turn a Garrison into a "+3" Settlement. It will always be a two-turn process. That said, you may replace as many Garrisons, and flip as many "+2" Settlements, as you want to and are able. Note that Settlements, like Garrisons, are piece-limited.
9.7 Victory Points & New Legions
During this Step, you score Victory Points as follows, recording your running total with your VP Markers:
- 1 VP per "+3" Settlement Marker
- 1 VP per Region that contains no Tribal Units
- 1 VP for each three-aquila Legion Battle Unit
- 1 VP for each Tribal Leader in the Dead Pool (remember, these never leave the Dead Pool)
Additionally, you may score 1 VP by spending 3 Coins from your Treasury, as many times as you like, e.g., 9 Coins spent would mean a gain of 3 VP.
At the end of Turn 8, subtract 1 VP for each Tribal Unit still on the map.
After scoring your VP for this Turn, you may spend VP to recruit additional one-aquila Legion Battle Units as follows:
- Minus 3 VP for one Unit
- Minus 5 VP for two Units
- Minus 8 VP for three Units
The Units are assigned to the Holding Box of any Legion that occupies a Legionary Camp. It doesn't matter which Legion occupies which camp. Note that you cannot assign any Legion additional Units that would bring its total of Legion Battle Units to three times as much as any other Legion. Plan accordingly!
At the conclusion of this step, you are required to have met or exceeded a certain number of VP, as indicated on the Game Turn Record Track. If you have not, you lose the game.
At the conclusion of this step in Turn 8, if you have met the VP threshold and Calgacus is not on the map, you win the game.
9.8 Marker & Cup Adjustments
This step is only performed in Turns 1-7. The Game Turn Record Track is moved to the next box, and the Legion Actions Marker advanced to the "5" box. Then, make the following Cup Adjustments in this order:
- 1 Friendly - Unfriendly
- 4 Unfriendly - Hostile
If there are less than 8 Tribal Units on the map, immediately resolve Hostile Tribe Reactions until there are at least 8 Tribal Units on the map. If in doing so you empty the Hostile Cup, and you still have less than 8 Tribal Units on the map, make the following additional Cup Adjustment before continuing to pull Units:
- 2 Unfriendly - Hostile
10.0 Game End Triggers
If any of the following occurs, the game ends immediately in your defeat:
- If all your Units participating in a Battle are Eliminated.
- If any Legion has no Legionary Battle Units.
- If your Treasury ever reaches zero.
- If you fail to meet the VP threshold at the end of Housekeeping Step 7.
- If Calgacus is still on the map at the end of Turn 8.
You win the game if:
- You have scored 75 VP, and have not lost the game. Remember to subtract VP during Turn 8's VP Step for each Tribal Unit still on the map.
Credits
- Game Design: Tom Russell
- Development: Tom & Mary Russell
- Proofreading & Layout: Mary Russell
- Unit Illustrations: Gonzalo Santacruz
- Map Art: Ania B. Ziolkowska
Player Aid
Legion Actions
I. Suppress: 1 Unfriendly - Hostile II. Garrison: 1 Unfriendly - Friendly III. Peacekeeping: 1 Hostile - Unfriendly IV. Battle: 1 Friendly - Unfriendly per Eliminated Legion V. Passing: 1 Friendly - Unfriendly per Action left
Agricola's Actions
I. Attach II. Reorganize Legions III. Negotiate: 1 Unfriendly - Hostile (fail Negotiation)
Housekeeping Phase
I. Raids on Settlements and Forts II. Tribal De-escalation III. Romanization IV. Income V. New Auxiliaries VI. Public Works VII. Victory Points & New Legions VIII. Marker & Cup Adjustments
Tribal Unit Placement
I. Legion in Box: Eliminate the Unit. II. Settlement in Box: Roll to check for Elimination of Unit. If no Eliminated, Place the Unit. III. Garrison in Box: Roll to check for Elimination of Unit, or of Garrison (if latter, place the Unit and then resolve additional Hostile Tribe Reaction). IV. 2+ Tribal Units in Box: Place the Unit, and Raid (if Leader) or Internecine War (no Leader). V. 0-1 Tribal Units in Box: Place the Unit.
Tribal Leader Placement
I. Legion in Box; No Tribe: Place in Unfriendly Cup. II. Legion AND Tribe in Box: Place, Resolve an Ambush. III. Tribe in Box; No Legion: Simply place with Tribe. IV. Empty Box: Place in Hostile Cup.
Romanization
I. No Tribes, +3 Settlement: Place in Friendly Cup. II. Tribes, no Roman Presence: Place in Hostile Cup. III. All other cases: Place in Unfriendly Cup.
Tribal Formation Table
Add Resistance and Leader Bonus to die roll. Cross-reference to determine number of Enemy Battle Units and Leader Bonus to deploy. All 13 Units deployed if a Leader is present.
| Die Roll | Brigantes / Caledonii | Ordovices / Venicones | Votadini / Taexali / Deceangli | Silures / Cornovvi / Damnoni | Iceni / Parisi / Catuvellani | Demetae / Dubbini / Corieltavvi |
|---|---|---|---|---|---|---|
| 3 | 6 | 5 | 4 | 4 | 3 | 2 |
| 4 | 6 | 6 | 5 | 4 | 4 | 3 |
| 5 | 7 | 6 | 6 | 5 | 4 | 4 |
| 6 | 7 | 7 | 6 | 6 | 5 | 4 |
| 7 | 8 | 7 | 7 | 7 | 5 | 4 |
| 8 | 8 | 8 | 7 | 7 | 6 | 5 |
| 9 | 9 | 8 | 8 | 8 | 6 | 5 |
| 10 | 9 | 9 | 8 | 8 | 7 | 6 |
| 11 | 9* | 9 | 9 | 8 | 7 | 6 |
| 12 | 10* | 9* | 9* | 9 | 8 | 7 |
| 13 | 10* | 10* | 10* | 9* | 8 | 7 |
| 14 | 11* | 10* | 10* | 9* | 8 | 7 |
| 15+ | 11* | 11* | 10* | 10* | 9 | 8 |
Internecine War Table
| Hostile Tribe | Primary Target | Secondary Target |
|---|---|---|
| Ordovices | Silures | Deceangli |
| Silures | Demetae | Ordovices |
| Brigantes | Votadini | Cornovvi |
| Cornovvi | Parisi | Brigantes |
| Votadini | Brigantes | Damnoni |
| Damnoni | Votadini | Venicones |
| Caledonii | Taexali | Damnoni |
| Taexali | Venicones | Caledonii |
| Venicones | Taexali | Caledonii |