Belisarius: The Byzantine Empire Strikes
Belisarius: The Byzantine Empire Strikes Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Sequence of Play
- 4.0 Control
- 5.0 Occupation
- 6.0 Random Events
- 7.0 The Empire
- 8.0 Stratagems
- 9.0 Diplomacy
- 10.0 Treasuries, Taxation & Solidus Points
- 11.0 Reinforcements
- 12.0 Guard Units
- 13.0 Forces
- 14.0 Operations
- 15.0 Zones of Control
- 16.0 Movement
- 17.0 Combat
- 18.0 Peripheral Areas
- 19.0 Naval Operations
- 20.0 Foraging & Provisioning
- 21.0 Leaders
- 22.0 Intelligence & Fog of War
- 23.0 Victory Conditions
- Optional Rules
- 24.0 Player Negotiations
- 25.0 Reaction
- 26.0 Pillage Operations
- 27.0 Colonization Operations
- 28.0 Public Works Markers
- 29.0 River Movement
- 30.0 Disbanding
- 31.0 Additional Unit Placement
- 32.0 Additional Attrition
- 33.0 Personal Combat
- 34.0 Belisarius Scenarios
- Player's Notes
- Events Chart
- Stratagem Markers Chart
- Errata and Clarifications (as printed at the end of the rules)
- 35.0 Designer Q&A
1.0 Introduction
BELISARIUS is a wargame simulating the era of the Byzantine or Eastern Roman Emperor Justinian (527-564 AD), in which one of his generals, Belisarius, rose to prominence. Justinian's reign saw the Byzantines reconquer much of the West from the barbarians who had precipitated the Fall of Rome in the prior century.
BELISARIUS is a two player game. The Empire player controls the forces of the Byzantine Empire and its allies. The Barbarian player controls various barbarian and insurgent forces, as well as the Persian Empire. Each player's forces are represented by military units and Stratagem markers. Players must use a combination of military strength and cunning strategy to maintain and increase their power.
The BELISARIUS rules are based on the CHARLEMAGNE (S&T #189) and XENOPHON (S&T #203) games. Critical differences will be noted. They are divided into two parts, the Standard Rules and the Optional Rules (the latter can be used at the players' discretion to enhance game realism and complexity).
2.0 Components
2.1 The Map
The game map shows the Roman and Persian Empires and the barbarian kingdoms as they were during the 6th Century AD. A hexagonal grid has been superimposed on the map to regularize the position and movement of the playing pieces. When setting up and playing the game, the cardboard playing pieces are placed within the individual hexagons.
- The hexagons are termed "hexes" in the rules.
2.11 Regions. The map is further divided into political-geographical areas called Regions, representing the political divisions of the late classical world.
2.12 Region Control Chart. The Region Control Chart is used to record/show information about each Region. Information includes:
- Name. This is the historical name for the region.
- Levy. The number of units the player controlling the Region receives for free each turn.
- Control. A Region may be on one of three states of Control: Empire, Barbarian, or Neutral.
2.13 Peripheral Areas. There are four Peripheral Areas, Franks, Lombards, Scythia and Persia, representing larger off-map areas (see rule [18.0]).
2.2 Game Tables & Charts
These are used to conduct and record certain game functions.
- Colonization Table. This is used to establish Colonies.
- Combat Results Tables (CRTs). These are used to resolve combat. There are two CRTs—Assault and Maneuver, each representing a different tactical approach to combat.
- Diplomacy Table. This is used to resolve Diplomacy attempts (which allow a player to gain control of a region bloodlessly).
- Events Table. This is used to generate random events (including Revolts).
- Operations Points Chart. This provides the cost for each of the Operations in the game.
- Operations Points Track. This is a convenient place to keep track of Operations Points expended by a force.
- Pillage Table. This is used to loot and devastate hexes.
- Revolt Table. This is used to resolve Revolt attempts when called for by the Events table.
- Solidus Points Chart. The Solidus is the game's basic unit of chart "currency," a standard Roman coin. This shows the number of Solidus Points required to build or maintain units and perform other game functions.
- Stratagem Chart. This explains the functions of each type of Stratagem marker.
- Terrain Effect Chart. This shows the various types of Map terrain types and their effects on play.
- Turn and Phase Chart. This is used to determine the current turn, and to record which particular phase of a turn is currently occurring.
2.3 Playing Pieces
Examine the sheet of die cut cardboard playing pieces. There are three types of playing pieces, Combat Units, Stratagems, and Markers.
2.31 Combat Units. Combat Units (or "units") represent various types of military forces.
- Empire: Beige
- Empire Guard: Purple
- Barbarian: Green
- Mutinying Guard: Gray
The front side of Combat Units represents their Empire status. Units are back-printed in their Barbarian status.
Combat Unit Types:
- Leader. A great leader, staff plus elite bodyguard. Byzantine leader units also include a contingent of household troops.
- Field Army. A combined arms force built around heavy cavalry with infantry, siege trains, and logistical support.
- Warband. Mobile barbarian warriors.
- Garrison. Self defense forces, militia, bureaucracy, and other local folk.
- Nomad Horde. Mobile horse archer type peoples.
- Fleets. Concentration of naval power.
2.32 Stratagems. Stratagem markers are used to conduct of special political and military actions. Players draw Stratagem markers at random in the course of the game. Possession of Stratagems will give the players varying advantages as explained on the Stratagem Chart.
2.33 Game Markers. These are used to record various game functions or changes in status to hexes on the map.
- Colony. Indicates a hex that contains a newly established Colony.
- Control. Indicates which player controls a particular Region (place on the Region Control Chart). Note: players will need to make up their own control markers for the game. They can use spare counters, Byzantine coins, etc.
- Operations Points. Indicates how many Operations Points a force has currently available.
- Phase. Indicates the current phase in the sequence of play.
- Pillage. Indicates a hex that has been Pillaged.
- Public Works. Represents the construction of palaces, aqueducts, temples, grain storehouses, and other facilities that benefit the general populace.
- Turn. Indicates the current turn.
2.4 Explanation of Game Terms
- Belligerent. A force or region that is controlled by either player (as opposed to being Neutral).
- Colony. An Operation which allows a player to establish colonies.
- Combat. An Operation used to destroy enemy units.
- Combat Strength. A quantification of a force's ability to engage in combat. This is based on the unit's training, equipment and leadership.
- Control. Status of a Region (and its forces) when a player can use its forces and treasury. A Region may be in one of three states of control. Empire, Barbarian, or Neutral.
- Diplomacy. An attempt by a player to gain control of a Region via diplomatic means.
- Enemy. All Regions and unit which are controlled by the opposing player.
- Force. One or more units which conduct Operations together.
- Friendly. All regions and units controlled by a player.
- Identity. For military units this represents either the Region of origin (e.g., Lydia) or "Guard" (elite corps). For Leaders, this is the historical name.
- Levy. Units received for a Region at no cost in Solidus Points.
- Mercenaries. Units received for a Region for which players must pay Solidus Points.
- Movement. The moving of units across the map.
- Neutral. A Region which is not controlled by an either player.
- Non-phasing player. The player who is not the Phasing Player.
- Occupy. To have a friendly unit in a hex.
- Operation. Movement, Combat, Pillage, Colonization.
- Operations Value (or Operations Points). This is a quantification of the ability of a force to conduct various military actions: movement, combat, etc.
- Phase. A distinct part of a game turn.
2.5 Game Scale
Each game turn represents four years. Each hex is approximately 75 kilometers across. Each military unit represents 3-10,000 troops, plus officials, pack animals, camp followers, etc. Each Leader represents a single great person or cadre of generals and officials, plus an elite bodyguard.
2.6 Die
Players will need one six sided die (plural, "dice") to play the game. The die is used to randomize game functions.
- Die Roll Modifier. Certain game charts require a die roll modifier. A positive die roll modifier is a number added to the result rolled on a dice. For example, a die roll modifier of "+1" added to a rolled result of "3" would give a final outcome of "4."
A negative die roll modifier is subtracted from the result rolled on a dice. For example, a die roll modifier of "-1" would reduce the number rolled by 1. If more than one die roll modifier applies to a game function, then the cumulative total is applied.
Errata (as printed in the rules, section 2)
Map
- The city of Nigaea (hex 3511) should be Tolosa.
- The city of Raenna (hex 3720) should be Ravenna.
- The city of Massiena (hex 2927) should be Massena.
- The city of Phillippous (hex 3324) should be Nicaea.
- The city of Herallea (hex 3535) should be Heraclea.
- Ignore the eagle symbol in hex 3025
Region Control Chart
- Visigoths are Neutral in both Scenarios 1 and 2.
- Vandals are Empire controlled in Scenario 2.
Counters
- The Guard leader Soomon should be Solomon.
- The Frank leader Buccelin should have a single star.
3.0 Sequence of Play
Players set up their units and markers according to Scenario instructions. Each game will last a designated number of Game Turns. Within each Game Turn each Power will have its own Player Turn, in which the player controlling its forces will conduct various operations with its units. In each turn, players conduct operations in a certain sequence of activity, consisting of a number of Phases. Note: The sequence of play printed on the map is not correct. Use the sequence of play in the rule above.
3.1 Each Game Turn consists of the following Phases:
a. First player turn.
- Random Events Phase. The player rolls on the Random Events Table to determine which Event will occur this player turn.
- Diplomacy Phase. The player conducts Diplomacy in order to change the control status of neutral and enemy regions.
- Taxation Phase. The player collects Solidus Points.
- Recruiting Phase. The player may expend Solidus Points to recruit new units, purchase Stratagem Markers, remove Pillaged marker and (optional rules) build Public Works.
- Levy Phase. The player determines which units he can raise via Levy and then places them on the map.
- Operations Phase. The player conducts operations with his or her forces. The player determines the number of Operations Points for each force which are expended to conduct movement and combat (and if using the Optional rules, Pillage and Colonization). After a player has completed all operations for a particular force, he may then conduct operations with his other forces, one at a time. The player may also expend Stratagem markers to accomplish certain military and political activities. (Optional rules: During Operations Phase, the enemy player may conduct Reaction.)
- Provisioning Phase. The player checks all friendly forces on the map to determine if they can Forage. He expends Solidus Points to maintain units that can not Forage. Units which are not Provisioned are disbanded.
b. Second player turn. The second Power conducts the above steps.
- Random Events Phase
- Diplomacy Phase
- Taxation Phase
- Recruiting Phase
- Levy Phase
- Operations Phase
c. End of turn. Players then mark the passage of one year. Play continues until the end of the scenario or one side capitulates.
- Note: The sequence of play printed on the map is not correct. Use the one printed above.
4.0 Control
Players Control Regions. Control is gained or lost either through initial scenario instructions, via Random Events, or by Diplomacy. When a player controls a Region, he controls all units that have that Regions' name on them.
4.1 Region States
A Region may be in one of three states:
- Empire controlled. The Region is controlled by the Empire player.
- Barbarian controlled. The Region is controlled by the Barbarian a player.
- Neutral. The Region is controlled by no player.
4.11 The control status of a region is indicate by placing the Control marker in the appropriate space on the Region Control chart.
4.12 Guards. The Imperial player automatically controls all loyal Guard units. The Barbarian player controls guard units that rebel. Guard units may never be neutral (see [12.0]).
4.2 Effects of Control
When a player controls a Region, the following occurs:
-
Units. The player gains control of the units with that Region's name.
Empire controlled units are placed face up. Barbarian controlled units are placed reverse side up.
Neutral units are indicated by rotating them 180 degrees so their top faces the bottom of the map; they be either side face up.
-
Levy. The player gains Levy units each friendly Levy phase for that Region.
- e.g., if a player controls the Thracian Region, then he may conduct operations with all Thracian units and receives the Thracian Levy of two free units per turn.
4.3 Neutrals
Regions that are not controlled by either player are Neutral. They enter play when something happens that will trigger Belligerency.
4.31 Effects of neutrality.
- The units of a neutral Region are controlled by neither player; neither player may conduct operations with a Neutral's units.
- Neutral Regions do not receive reinforcements.
- Neutral units can not collect or expend Solidus Points.
- Players may freely enter and move through neutral areas without triggering belligerency. A belligerent force may not enter a hex containing a neutral unit.
- Neutral units have no zones of control, and do not require provisioning or maintenance.
4.4 Belligerency
4.41 Neutrals enter play in the following circumstances:
- Events. If Triggered by a Region Resists or Revolt Event.
- Diplomacy. As a result of certain Diplomacy outcomes (see Diplomacy Table).
- Taxation. If a player attempts to collect taxes in the neutral Region, the other player gains control of the Region.
- Combat. If one player's Belligerent units attack neutral units, the other player gains control of the Region of the same name.
- Pillage/Colonization (optional rules). If one active player conducts Pillage or Colonization operations in a neutral Region, the other player immediately gains control of the Region.
- Note that merely moving units into a Neutral does not trigger belligerency. A player must take one of the actions listed above in order to trigger belligerency. Why can you enter Neutral Regions without triggering belligerency? This represents the fairly loose political situation at the time. It was not uncommon for various armies and hordes to wander through territories and then move on. See, though, the Random Event Region Resists for possible ramifications of occupying hexes in neutral Regions.
4.42 At the instant a Region's neutrality is violated, it becomes a Belligerent. Move its control marker to the space on the Region Control Chart corresponding to the player gaining control of it.
4.5 Reversion to Neutrality
Regions may return to Neutral status. This may be the result of Diplomacy or the Revolt Event.
4.51 When a Region returns to Neutral status, its Control marker is placed in the Neutral space. Reversion to neutrality has the following effects:
- All units of that Region which are inside their Region remain in place.
- All units of that Region which are outside their Region are immediately removed from play.
- EXCEPTION to (2): Units that occupy Cities or Colonies outside their region are not eliminated; they remain in those Cities or Colonies.
- If newly Neutral units are stacked with Belligerent units due to (1) or (3) above, the newly Neutral units are eliminated instead.
- Should there be any Belligerent units in a Region that has turned Neutral, they may remain in that region.
- Remember, mere occupation of a Neutral does not trigger Belligerency. This represents recognition of conquered territory.
4.52 A Neutral remains neutral until belligerency is triggered again.
4.6 Defection
A player may gain control of a Region belonging to another player directly via Diplomacy (see the Diplomacy table). In this event, move the Region's control marker to the appropriate space. The player gains control of all of that Region's forces, regardless of location (i.e., these units are not eliminated for being outside their own Region). If the Region's units are stacked with formerly friendly forces, then those units (of the newly controlled Region) are eliminated instead.
4.7 Revolt
One of the more critical events is Revolt. Revolt represents Regions radically realigning their allegiance.
4.71 When a Revolt Event occurs, certain Regions will be designated to make a Revolt Check. The player rolls once on the Revolt Table for each designated Region, applying die roll modifiers as indicated. The player rolls for each Region regardless of who controls them. The outcome is applied individually for each Region.
4.72 Results will be either No Effect (no change in control), reversion to Neutrality, or change of a Neutral Region to Barbarian Control.
- Generally, the Revolt outcomes will shift Regions towards Barbarian control, representing chaotic forces.
5.0 Occupation
A player Occupies a hex by physically having one or more friendly units in it. Should a Player abandon a hex completely, then the player loses occupation of it. A player may later regain occupation by reoccupying the hex.
5.1 Occupation of City or Colony hexes gives the player taxation revenue. This is received regardless of whether or not the player controls the Region. A player may also place reinforcements in occupied hexes under certain circumstances (see [11.0]).
- It is important to understand the distinction between Control (rule 4.0) and Occupation (rule 5.0). Control means that a player has the loyalties of the people (or ruling elite) of a region (and therefore may use its units and gain its Levy). Occupation means that the player has units physically inside of a hex (and, if a city or colony, can therefore receive income for it). A player may, for example, occupy all the cities in a Region, but unless the Region's Control marker is in the player's space, he still does not control it (and therefore would not control its forces nor be able to place Levy units for it). Conversely, if a player Controls a Region but does not occupy its cities, then he can not collect taxation revenue from them.
6.0 Random Events
The Random Events rule accounts for a wide range of political, economic and cultural factors that influenced on the original campaign. During the friendly Events phase, the player rolls two dice and consults the Random Events Table.
- Note that there is one Random Events phase per player turn; see Sequence of Play.
6.1 Roll two dice. Treat one die as the "tens" digit, and the other as the "ones" digit to produce a number between 11 and 66. Find the appropriate number on the table, and apply the result. (Example: The player rolls a "1" and a "2"; this causes event "12" to come into play, Forces Rally.)
6.2 Some events apply to both players (e.g., Plague). Others apply to just the phasing player. Unless otherwise specified, an Event may occur more than once per game.
- It is highly recommended that players read the Random Events Table prior to play inasmuch as some of the events will have a major impact on the game.
7.0 The Empire
The Empire player has certain advantages in the game. They are summarized here.
7.1 Diplomacy. The Empire player gains a positive modifier when conducting Diplomacy against certain Regions. See the Diplomacy Table.
7.2 Guard Units. The Empire player has a set of units marked "Guard." See [12.0] for full details.
7.3 Justinian. Justinian is the Roman Emperor. See [21.4] for full details.
8.0 Stratagems
Combatants in the Classical Era utilized a wide variety of means of conflict aside from direct battle. In the game, these means are represented by Stratagem Markers. Players draw Stratagem Markers at random when instructed to by game rules.
- When a player gains control of Stratagem markers he places them in any convenient location by his position at the map.
8.1 The Pool
At the start of play, the players place all Stratagem markers in an opaque container, referred to in the rules as "The Pool." When instructed by the rules to pick Stratagem Markers, a player picks the designated number of markers at random. Once the markers are picked, the player may look at them. Unless otherwise instructed, the player does not have to show his Stratagem markers to the enemy.
8.2 Gaining Stratagems
A player gains stratagems markers as follows:
- Initial setup. The scenario will designate how many Stratagem markers each player starts the game with at no cost.
- Random Events. Certain Random Events will give the player Stratagem markers at no cost.
- Purchase. During the friendly Treasury Phase the player may purchase additional Stratagem Markers at the cost designated on the Solidus Points chart.
- Justinian. If the Empire Leader Justinian occupies Constantinopolis during an Empire Recruiting Phase, then the Empire player receives two Stratagem markers at no cost (in addition to others he has purchased).
- Combat. Certain combat results will give players Stratagem markers at no cost.
8.3 A player may accumulate up to 15 Stratagem Markers. If some game event would occur which would give him more than 15 Stratagem Markers, he must return sufficient numbers to the Pool prior to picking the new ones (without playing) or not take the excess.
8.4 Utilizing Stratagem Markers
The Stratagem Chart gives the details for play of each type of Stratagem.
8.41 Each Stratagem may be used at certain times in the game turn. This is explained on the Stratagem chart. Certain Stratagem Markers may be played in an enemy player turn, if so indicated on the Stratagem chart.
8.42 Stratagem Markers that are played are returned to the Pool, unless otherwise indicated on the Chart.
8.43 A player may play any number of Stratagems in a turn. Playing a Stratagem is not considered an Operation and costs no Operations Points.
8.5 Losing Stratagem Markers
Certain game functions call for a player to lose Stratagem markers. These include:
- Random Events. Certain Random Events (player loses the designated number of Stratagems).
- Combat. Certain combat results will cause players to lose Stratagem markers.
- Death of Justinian. Elimination of the Justinian Leader causes the Empire player to lose all Stratagems.
8.51 The player picks the designated number of Stratagem markers at random from those he has in his possession and returns them to the Pool. If a player is instructed to lose all Stratagem markers, then he returns all to the Pool. If a player is required to lose Stratagem Markers but currently has none, then there is no further effect.
Question. If the Empire player selects Persia to become neutral, is this allowed if the Barbarian player owns no other countries? If Persia becomes neutral, the Barbarian player possesses no countries with no way to collect $$$ to buy Strategems. In effect, the Empire player wins UNLESS a random event brings in more Barbarian powers. In general, what happens to the Barbarian player if al his countries go neutral?
Answer. Yes. The Empire has established universal peace and will likely win. Remember, though, the Barbarian player gets victory points for neutral countries; so unless the empire has conquered a lot of territory already, the Empire will have to attack neutrals in order to gain control and get the points. Of course, that's why players should remember the importance of stratagems and diplomacy in the game; so the Barbarian player will not let this happen.
9.0 Diplomacy
Players use Diplomacy to bring neutral or enemy Regions under their control, as well as to conduct espionage and assassination attempts. Diplomacy is conducted during the friendly Diplomacy phase. A player must expend at least one Stratagem marker that has a Diplomacy Value to initiate a Diplomacy attempt. He may expend additional Stratagem markers to improve the chances of Diplomacy succeeding. The non-phasing may, at his option, choose to add Stratagem markers with Diplomacy Values in order to defend against the attempt.
- Stratagem markers that can be used for Diplomacy have a number printed on them which gives their Diplomacy Value. These markers include Agent, Orthodoxy, Tolerance, Blue Faction, Green Faction, and Basileus markers.
9.1 Procedure
- The phasing player designates which Region he is attempting to influence with Diplomacy.
- The phasing player places the Stratagem markers he will use for the Diplomacy attempt face down in front of him (minimum of one).
- The non-phasing player designates the number of Stratagem markers he will use to defend against the Diplomacy attempt face down in front of him (the non-phasing player is not required to place any markers).
- Both sides simultaneously reveal their Stratagem markers.
- Subtract the number of non-phasing Diplomacy markers from the number of phasing markers. This gives the Diplomacy Differential.
- Find the column on the Diplomacy Table corresponding to the Diplomacy Differential.
- Determine any modifiers to the Diplomacy differential. These are added to subtracted from the Diplomacy Differential number (not to the die roll!). This gives the column to be used.
- Roll one die and immediately apply the result.
- Diplomacy is not an operation. It does not require the expenditure of Operations Points.
9.2 Stratagem markers used in Diplomacy are expended (returned to the Pool) upon being used.
9.3 A player may make any number of Diplomacy attempts in a turn as long as he has Diplomacy markers available. He may designate the same Region more than once. The player does not have to have any units in a region in order to attempt Diplomacy.
- Occupation of all Cities and Colonies in a Region will give a modifier to the Diplomacy Differential; see the Diplomacy Chart. If a Region has no cities or colonies, then the player, by building a Colony in the Region and occupying it, gains the modifier.
9.4 The non-phasing player may "defend" neutral regions as well as friendly from enemy Diplomacy attempts. He does so by expending Agent markers, which reduces the Diplomacy Differential.
9.5 Use of the Orthodoxy Stratagem marker in a Diplomacy attempt will double the effects of a Reaction result. Use of the Tolerance Stratagem marker in a Diplomacy attempt negates the effects of a Reaction result; see the Diplomacy Table. A player may not combine an Orthodoxy and a Tolerance marker in the same Diplomacy attack or defense.
10.0 Treasuries, Taxation & Solidus Points
Taxation is a method through which a player can raise Solidus Points. Solidus Points are used to build and maintain units and to obtain certain types of markers.
- Players should record their current number of Solidus Points on paper.
10.1 Collection of Solidus Points (Taxation)
10.11 Players receive Solidus Points for the following:
- Occupy the following hexes:
- Constantinopolis: 4 Solidus Points
- Treasury City: 2 Solidus Points
- Other Cities: 1 Solidus Point
- Colonies: 1 Solidus Point
- Public Works marker on City/Colony: +1 to hex value
- Control the following Peripheral Area:
- Persian Peripheral Area: 6 Solidus Points
- Frank Peripheral Area: 3 Solidus Points
10.12 To gain Solidus Points for cities and colonies, the player must physically occupy them with units.
10.121 (optional rules) Pillaged Cities provide no Solidus Points.
10.13 To gain Solidus Points for off map areas, the player does not have to occupy them with units.
10.14 A player may accumulate unexpended Solidus Points from turn to turn. Keep track of current Solidus Points on a sheet of paper.
10.2 Raising Taxes
A player may attempt to increase the number of Solidus Points he gains via taxation by using the Raising Taxes Table.
10.21 The player simply declares "Raising Taxes." He rolls one die on the Raising Taxes Table and immediately applies the result.
10.22 The player chooses to raise taxes on a Region by Region basis. The result affects all friendly occupied cities and colonies in the Region.
- For example, the player might choose to raise taxes in Thracia but not in Aegyptus.
10.3 Expending Solidus Points
A player may expend Solidus Points at various points in the game turn. Players expend Solidus Points for the following (see also the Solidus Point Expenditure Table):
10.31 Building Mercenary units (friendly Recruiting phase). Certain units can be built by expending Solidus Points (see the Reinforcement rule).
10.32 Buying Stratagem markers (friendly Recruiting phase). A player can pick Stratagem markers from the Pool during the friendly Recruiting Phase by expending the designated number of Solidus Points.
10.33 Provisioning (friendly Provisioning phase). The players may expend Solidus Points to maintain units in hexes in excess of the Foraging Limit. See the Provisioning Rule.
10.34 Colonization (friendly Operations phase). Colonization attempts require the expenditure of Solidus Points. See the Colonization rule.
10.35 Place Public Works markers (friendly Recruiting phase). If the player has a unit in a city or colony hex, he may place a Public Works marker by expending the designated number of Solidus Points.
10.36 Removing Pillage markers (friendly Recruiting phase). If the player has a unit in a Pillaged hex, he may remove the Pillaged marker by expending the designated number of Solidus Points.
10.37 Trades (optional). Players may freely trade Solidus Points with each other (see [24.0], Player Negotiations).
11.0 Reinforcements
Players receive additional units each turn. There are several ways in which new units may be brought into play:
- Levy (based on control of Regions)
- Mercenaries (by expending Solidus Points)
- Play of certain Stratagem markers.
- Certain Random Events.
11.1 Levies
Each region that is controlled by a player receives Levy units each Friendly Levy phase. These units are received at no cost in Solidus Points.
11.11 Each friendly Levy phase, the player may place levied units in each Region he controls. The levied units must be placed in the same Region as the name on the counter. The number and type of Levied units for a Region that may be brought onto the map are indicated on the Region control chart under the "Levy" column.
- e.g., a player who controls Thracia would receive two Thracian units per turn via Levy.
11.12 Units raised by Levy are placed on any hex in the region. No more than one Levy unit may be placed per hex per Levy phase (there may be other friendly units in the hex).
11.13 Restrictions: A levied unit may not be placed in a hex containing an enemy or neutral unit, an enemy Zone of Control, or a Pillaged marker. A player may place Levied units only in the Region of the same nationality (i.e., Thracian Levy units must be placed in Thracia.)
- Note that units may be placed in desert hexes.
11.131 Field Armies and Leaders may not be raised via Levy. All other unit types may.
- Note that Levy units, unlike Mercenaries, do not have to be placed in a hex containing a City or Colony. They may be placed in any hex in the Region, within the above restrictions. If no such hex is available, then the player does not receive the Levy units.
11.2 Mercenaries
A player may raise new units by expending Solidus Points. This is called Recruiting. Recruiting occurs in the friendly Recruiting phase. Units raised by Recruiting are referred to as Mercenaries.
11.21 The player pays the appropriate Solidus Point cost for the units he wants to recruit. He then places the units on any friendly occupied City or Colony in the same Region as the name on the unit.
- See the Treasury Charts for units which may be recruited and their costs.
11.22 Restrictions.
11.221 A player may recruit only units belonging to Regions he controls. He may place newly recruited units of a Region only in friendly occupied City and Colony hexes of the same Region.
- e.g., The Empire player has control of Thrace. He can recruit Thracian units, placing them only in Thracian cities or colonies.
- e.g., The Empire player loses control of Thracia owing to Barbarian Diplomacy. Even though the Empire occupies all cities in Thracia, he may not recruit any Thracian units. (He still could collect taxes for Thracian cities he occupies.)
11.222 A player may not place recruited Mercenary units in a Region that does not contain any friendly occupied Cities or Colonies, or whose cities have all been Pillaged.
- e.g., The Empire player controls Thracia but the Barbarian player's units occupy all Thracian cities. Therefore, he has no place to place recruited Thracian mercenary units. However, he can still place his Levy units on qualified non-city hexes in Thracia.
11.223 No more than one recruit unit may be placed per hex per Recruiting phase (there may be other friendly units in the hex).
- And remember, since enemy Zones of Control do not extend into a friendly occupied City or Colony, the player could place them in friendly occupied Cities adjacent to enemy units.
11.224 A player may not place recruits in pillaged hexes.
11.3 Stratagem Markers
Certain Stratagem markers will allow placement of additional units. See the Stratagem Marker chart for an explanation.
11.4 Random Events
Certain Random Events markers cause placement of additional units. See the Random Events chart for an explanation.
11.5 Neutrals
Neutral units may never be chosen as reinforcements.
11.6 Limits
The number of units in the counter mix is a limit. Players may not Levy/Recruit more units than are available for a particular Region.
11.61 Units that have been eliminated for any reason may be reintroduced into play as reinforcements. This includes Leaders.
11.62 A player may place Levy units in the same hex he placed a Recruit unit in the same turn. Units generated by Stratagem Markers and Random Events may also be placed in hexes in which Levy and Recruit units were placed in the same turn, and vice versa.
- i.e., the restriction on one unit per hex reinforcement applies only within a specific phase.
11.63 Fleet construction. Mercenary Fleets may be placed only on Port hexes or Peripheral areas containing ports. Fleets received by other game actions (e.g., Levy) may be placed on any non-pillaged coastal hex of the appropriate area.
11.7 Guard Units
The Empire player has a set of units marked "Guard." These units may be placed as Mercenaries on any city or colony in an Empire controlled area occupied by at least one Empire unit (the hex may not be pillaged). Guard units may never be Levied. They may also be received via Random Events and play of Stratagem Markers.
11.8 Peripheral Areas
A player may place reinforcements in a Peripheral Area he controls. A player may place a maximum of 10 units in a Peripheral Area per friendly player turn. The payer does not have to occupy the Peripheral Area with other units in order to do so.
11.9 Leaders
Leaders are received only via Stratagem markers and Random Events. See the Leader rules. They may not be received as Levies or Mercenaries.
12.0 Guard Units
Certain Empire units are designated as being "Guard". These units function the same as other Empire units, with the following exceptions.
- Guard units represent elite forces recruited from multinational sources. Players should note that Guard units have no Region of origin per se; they are from the entire Empire and therefore are not affected by Revolt events.
12.1 Recruiting
See [11.7].
12.2 Guard Mutiny
When a Guard Mutiny occurs, a loyal Guard unit is flipped to its reverse (Mutinying) side; when a Mutinying Guard unit is restored to loyalty, it is flipped to its front side. The Empire player controls loyal Guard units. The Barbarian player controls Mutinying Guard units.
12.21 Random Events. Guard units may mutiny if the Guard Mutiny Random Event occurs.
12.22 Diplomacy. The Barbarian player may designate loyal Guard units for diplomacy (in order to gain control of them). The Barbarian player may designate each Mutinying guard stack (i.e., all the units in a hex) with one Diplomacy attack each. Certain Diplomacy results will cause all loyal Guard units in a stack (including Leaders) to Mutiny.
- That's one stack per Diplomacy attack. Note that Empire Guard units do not revolt en masse, unlike other units that revolt by Region.
12.3 Stacks containing the Justinian leader never Mutiny.
12.3 Restoration of Loyalty
12.31 Random Events. Mutinying Guard units may be restored to loyalty if the Troops Rally Random Event occurs.
12.32 Diplomacy. The Empire player may designate Mutinying Guard units for diplomacy (in order to regain control of them). The Empire player may designate each Mutinying guard stack (i.e., all the units in a hex) with one Diplomacy attack each. Certain Diplomacy results will cause all Mutinying Guard units in a stack (including Leaders) to be restored to loyalty.
- Note that the Diplomacy Table gives a higher chance to restoring Guard loyalty than causing loyal Guards to Mutiny.
12.4 If Guard units Mutiny and there are non-Guard units in the same hex, the non-Guard unit are not affected. If the strength of the Guard units is greater than or equal to the non-Guard units, then the non-Guard units are eliminated. If the strength of the Guard units is less than the strength of the non-Guard units, then the Guard units are eliminated. Do not multiply strength for terrain or Stratagem markers, or Leaders.
- Remember, Mutinying Guard units may not stack with other types of Barbarian units (see [13.13]).
13.0 Forces
A Force is a group of units stacked together conducting operations.
13.1 Stacking
A player may have a maximum of 10 units in a hex. The stacking limit may never be exceeded at any time in the game turn. Units may not be placed, moved or retreated into a hex in excess of the stacking limit. If the stacking limit is exceeded, then the player must eliminate excess units.
13.11 Leaders count for stacking.
13.12 Friendly, neutral, and enemy units may not stack together.
13.13 Intermixing units.
13.131 Empire. The Empire player MAY stack units from different Regions in the same hex. If some game action would cause some units in a stack to become Barbarian or revert to neutrality while there are still loyal units in the same hex, then all such newly converted Barbarian/neutral units are eliminated instead.
13.132 Barbarian. The Barbarian player may NOT stack units from different Regions in the same hex. Mutinying Guard units count as a separate Region.
13.2 Operations
A player may have more than one force in a hex.
13.21 A force may not pick up additional friendly units in the course of an operation. A force may drop off units, but the dropped off units may not conduct any further operations in that player turn.
13.22 All units in a force conduct Operations together. When attacking, all units in a friendly force must participate in the attack.
13.23 A player may always reorganize his forces at the beginning of a turn.
- So, for example, a player has three units in a hex. He can organize them into one three unit force, or one two unit and one unit force, or three one unit forces.
14.0 Operations
During each player's turn, the player conducts Operations with his forces. Operations allow forces to move, attack in Combat, and if using the optional Special Operations rules, to colonize, pillage, and enforce orthodoxy. A player may conduct operations with some, all or none of his forces in a single friendly Operations Phase. Players conduct operations with one force at a time. Operations include the following (each explained in its own rules section): Movement, Combat, Colonization (optional rules), and Pillage (optional rules).
14.1 The player designates the force to conduct Operations. He determines the number of Operations Points it will receive for the Operations phase (see [14.2]). He then conducts operations with the force, deducting Operations Points. When the force runs out of operations points, or the player decides not to conduct any more operations with the force, the player designates another friendly force and conducts operations with it. The player continues this procedure until he has used all forces or decides not to conduct any more operations for the turn.
14.11 A force that has sufficient Operations Points can conduct more than one type of action in a single turn in any order. For example, it could move, then flight, then move again, then conduct colonization.
14.2 Operations Points Determination
Each force that conducts operations must determine the number of operations Points it will have for the Operations phase.
14.21 The following are added together to determine the number of Operations Points which are received by the Force:
- The Operations Points value of the unit in the force with the lowest operations point value.
- Roll one die; if the player has a friendly Leader in the force, double the number rolled (triple the number if a two star Leader is part of the force). If no Leader is in the Force, then use the face value of the die roll.
- Example. A force contains a Leader (operations points = 24), a Garrison unit (operations points = 8) and a Field Army unit (operations points = 20). The player rolls one die; the number rolled is "3." The presence of the Leader doubles the die roll to "6." This is added to the Garrison unit's operations point value to give a final total of "14."
14.22 The number of operations Points a force has available are recorded on the Operations Points index, and are adjusted as the force expends them.
14.23 Naval Operations. When conducting Naval Operations, use the Operations value of the Fleet unit with the single lowest Operations factor in the force (do NOT count the Operation values of transported units).
14.3 Each operation costs a certain number of Operations Points (see Operations Points chart). The player designates the operation to be performed, then expends the appropriate number of points. When a force reaches zero Operations Points, it may conduct no more Operations that turn.
14.31 A force must have sufficient Operations Points available to conduct an operation. If it does not, the force may not conduct the Operation.
14.4 A player does not have to expend all Operations Points for a force. Unused Operations Points may not be accumulated nor transferred from one force to another.
15.0 Zones of Control
Zones of Control (ZOC) represent the area a unit can influence through its ability to react. Zones of Control consist of the six hexes surrounding a unit.
15.1 Extent of Zones of Control
15.11 All units have a Zone of Control.
15.12 Land unit Zones of Control do not extend into all sea hexes or across all sea hex sides.
15.13 Naval unit Zones of Control do not extend into all land hexes or across all land hex sides.
15.14 Land units being transported by naval units have no zones of control.
15.1 Zones of Control do extend into hexes containing enemy units. They are not negated by the presence of enemy units.
15.12 City/Colony Exception: Friendly Zones of Control never extend into Cities or Colonies occupied by enemy or neutral units. Belligerent units inside of Cities and Colonies do have Zones of Control which extend outside the City.
15.13 Neutrals. Neutral units do not have Zones of Control. The instant that a Region becomes a belligerent, all of its units gain Zones of Control.
15.2 Movement Effects
A force must stop its movement when it enters an enemy Zone of Control. It may continue moving only if it eliminates or retreats all enemy units exerting Zone of Control on the hex they occupy.
- Note that this may occur in the same Operations segment, so a force can move, destroy an enemy force, enter a new enemy Zone of Control, eliminate the enemy unit exerting the ZOC, continue moving, etc., as long as the force has sufficient Operations points to expend.
15.21 A force may never move directly from one enemy Zone of Control to another.
15.22 A force that starts its Operations in an enemy Zone of Control may exit that Zone of Control as long as it does not enter an adjacent Zone of Control.
15.3 Combat Effects
15.31 A unit is not forced to engage in combat simply because it is in an enemy Zone of Control.
15.32 A force may not retreat into an enemy Zone of Control. If a force has no other choice but to retreat into an enemy Zone of Control, it is eliminated instead.
- Remember, friendly units in a hex do NOT negate enemy Zones of Control, unless the friendly units occupy a City or Colony.
15.4 Pillage and Colonization (optional rules)
A force may not conduct Pillage or Colonization if it is in an enemy Zone of Control.
16.0 Movement
Movement is an Operation. A force moves from hex to hex, paying appropriate Operations Points cost.
16.1 A force moves from contiguous hex to contiguous hex. Each hex entered costs the amount of Operations Points designated on the Terrain Effects Chart.
16.2 Special Terrain
16.21 Roads. Units moving directly along Roads pay 1/2 operations point to enter each hex (instead of the normal terrain cost). They may cross river hex sides at no extra cost.
16.22 Passes. Units moving directly along Passes pay 1 operations point to enter each hex (instead of the normal rough terrain cost).
16.23 Rivers. It costs extra Operations Points to cross river hex sides. The Operations Point cost is in addition to any cost to enter the hex on the other side of the river.
16.24 Straits. Land units may cross all-Sea hex sides if they move across Strait hex sides, paying the extra Operations Points to cross the hex sides. The Operations Point cost is in addition to any cost to enter the hex on the other side of the strait.
- Note that movement against straits designated on the map (e.g., the Hellespont) is considered land and not naval movement.
16.3 Prohibited Terrain
16.31 Units may never enter hexes containing enemy or neutral units.
16.32 Land units may not enter all sea hexes, nor cross all sea hex sides unless moving via naval transport or across straits.
16.33 Naval units may not enter all land hexes, nor cross all land hex sides. Naval units may enter coastal hexes.
16.34 Units may enter hexes containing markers (e.g., Pillage, Colony).
16.4 A force may not pick up additional units as it marches. A force may drop off units as it moves. Dropped off units may not conduct any more Operations in that player turn.
16.5 Zones of Control
Units must stop upon entering enemy zones of control. Units may not move directly from one enemy zone of control to another.
- The Zone of Control rule gives full details of effects on movement.
16.6 Naval Movement
Rules for movement of Fleet units and naval transport of land units are covered under the Naval Operations Rule.
16.7 Forced March
A player may have a force which has completed its Operations in a player turn conduct additional Operations via play of the Forced March Stratagem Marker.
16.71 Expend the Forced March marker. After playing this marker but before initiating Operations, the player rolls one die. On a 1-3, he must eliminate one unit from that force (player's choice); on a 4-6 no losses are taken (representing attrition).
16.72 A force may conduct a Forced March at any time after completion of its first Operation.
- For example, a force can conduct its normal Operation, then a Forced March, then another force can conduct its operation, and then the first force conduct another Forced March.
16.73 A player may reorganize the units in a hex into a new force before performing a Forced March.
- For example, a player marches a force into a hex already containing other friendly units. He then plays a Forced March marker. He may form a new force to conduct the Forced March from any combination of units that were in the hex, including the newly moved units and the units that were there previously.
16.84 There is NO LIMIT to the number of Forced Marches a single force may conduct in the course of a turn (other than those imposed by the number of Forced March markers a player available to expend).
- Forced Marches can, theoretically, be used to move a force across the entire map in a single game turn.
17.0 Combat
Combat is an Operation used to destroy enemy units. Combat occurs during the Operations phase. Combat occurs between adjacent opposing units at the discretion of the player whose turn is currently in progress. The phasing player is the "attacker." The other player is the "defender." Players should remember that Combat take takes place during the Operations phase—there is no separate Combat phase. Players use the Combat Results Tables (CRTs) to resolve combat.
- For ease of play, players may temporarily remove units engaged in a Combat from the map, using the Battle marker to indicate the hex side across which the Combat actually occurred. Return surviving units to the map after resolution of the Combat.
17.1 Combat Procedure
17.11 For each Combat, the players must follow this sequence rigidly:
- The attacker declares which attacking force will be attacking which defending force. He expends the requisite number of Operations Points.
- Reveal all units in the attacking and defending forces.
- The defender has the option to Withdraw or Stand.
- The attacker chooses which of the two CRTs he wants to resolve the combat: Assault or Maneuver.
- Determine the combat odds. Include effects of Leaders, terrain, and stratagem markers.
- Roll one die and cross index the number which is rolled with the appropriate odds column. This will give a Combat Result. The result is applied immediately.
17.12 Once an attack has been declared, it must go through to its conclusion. The attacker cannot cancel the attack if he finds the defender has greater strength than he realized; the defender may attempt to avoid Combat only through Withdrawal (see below).
17.2 Attacking
17.21 Attacking units may attack only in their own Operations Phase.
- Exception: See optional Reaction rule.
17.22 Attacking units must be adjacent to the units they are attacking.
17.23 Attacking is completely voluntary.
17.24 The attacker may attack only with units in the particular force conducting operations; he may not include other friendly units that might happen to be in the hex but are not part of the force. All units in a single force must be involved in the attack.
- The attacker may "drop off" units from the attacking force prior to the Combat; of course, once he has done so those units may not participate in the Combat or further operations that phase.
17.25 A force may conduct more than one Combat per Operations phase as long as it has sufficient Operations to expend. It is entirely possible for a single force to move, attack, move, conduct other operations, etc. any number of times as long as it has sufficient Operations points.
17.26 An attacking force may attack only a single adjacent enemy hex. It may not attack more than one enemy occupied hex at the same time.
17.27 No more than one single force may be involved in a particular Combat. If the player has more than one force adjacent to a single enemy hex, only one force may attack it at a time.
17.28 Units may not attack into hexagons they could not normally enter (e.g., land units may not attack across an all sea hex side).
17.3 Defending
All defending units in a hex must be attacked as one combined defense strength. The defender may never withhold any of his units from Combat (exception: see Withdrawal, below). A given hex may be attacked more than once per Operations segment.
17.4 Revealing Units
The instant that the combat is declared, the attacker and defender each show what units are in their respective forces. The attacker may not cancel the combat, even if the attack turns out to be at poor odds.
17.5 Withdrawal
During the designated portion of the Combat Sequence, the defender has the option to Withdraw or Stand. If the defender announces Stand, the Combat proceeds to the Determination of combat odds. If the defender chooses Withdrawal (and he must fulfill the prerequisites for doing so), then he may immediately move his force, within the following specifications:
17.51 Withdrawal Prerequisites. In order to Withdraw, each player picks ANY one unit in the force. Roll one die. Add it to the selected unit's Operations Points. If the attackers total is equal to or greater than the defender's, the defender must Stand. If the defender's total is greater than the attacker's, the force may withdraw.
17.52 All defending units in a hex must Withdraw or Stand together. Land units that are embarked on fleets withdraw along with the fleets.
17.53 EXCEPTION: If a force contains both disembarked land and naval units (or naval plus embarked land units), then the player may withdraw all naval units (or naval plus embarked land units) and all land units separately on land and sea (two stacks maximum). The defender still makes only one die roll which is applied to both stacks. Disembarked units may not embark to withdraw.
17.54 Withdrawal Procedure. The defending player immediately rolls one die and must move his force that number of hexes. This movement costs no Operations points. The withdrawal must be into hexes the force could normally enter via movement. By withdrawing, Combat is avoided; however, the attacker still expends the Operations Points for the Combat.
- The withdrawing force must withdraw the total number of hexes indicated. If unable to, then it is eliminated instead. While this withdrawal is not movement per se, withdrawal many not be into otherwise forbidden hexes or into enemy zones of control.
17.55 EXCEPTION: A defending unit which withdraws into a City or Colony may, at the owning player's option ignore the remainder of a withdrawal requirement. A unit MUST withdraw at least one hex before it can terminate the withdrawal.
- i.e., a unit which begins the withdrawal in a City or Colony would have to move at least one hex.
17.56 Upon the completion of the Withdrawal, the attacking player may continue conducting Operations with the attacking force by expending more Operations Points. The phasing force may move adjacent to the force which withdrew and attack it again (and the enemy force may again attempt to withdraw).
17.57 Withdrawal costs no Operations points for the non-phasing player. The withdrawing force may conduct operations normally in its following Operations phase.
17.58 Restrictions. A force may not withdraw into a hex containing any of the following:
- An enemy or neutral force.
- An enemy Zone of Control.
- Across a river or into a rough hex (except via road or pass hexes).
- Terrain otherwise prohibited to the withdrawing units.
17.6 Choosing the Combat Results Table
There are two Combat Results Tables (CRTs) in the game: Assault and Maneuver. The attacker always chooses which Combat Results Table will be used.
17.61 Prerequisites. The player must expend the designated number of Operations Points to use each CRT; see the Operations Points Chart.
- Assault CRT costs 4 Operations Points; Maneuver CRT costs 8 Operations Points.
17.62 The player may choose any table which he is qualified to use.
17.7 Determining Combat Odds
17.71 Combat odds are determined as follows:
- Total the combat strengths of all attacking units. Include the effects of Leaders and Military Stratagem Markers.
- Total the combat strengths of all defending units.
- Multiply the combat strength of each side for the effects of Leaders, terrain, and Military Advantage Stratagem Markers.
- Divide the attacker's total combat strength by the defender's total combat strength.
- (a) If the attacker's strength is greater than the defender's, any fractions are dropped and this is the ratio used to determine which odds column will be used.
- For example, if the attacker has 14 combat strength points, and the defender has 5, the combat odds would be 14 divided by 5, which equals 2.8/1. Drop the .8 fraction and you get a final odds of 2/1.
- (b) If the defender's combat strength is greater than the attacker's, then round the fraction up.
- For example, if the defender has 10 combat strength points and the attacker 6, the combat odds would be 1/1.67, which should be rounded to 1/2.
- (a) If the attacker's strength is greater than the defender's, any fractions are dropped and this is the ratio used to determine which odds column will be used.
17.72 Odds less than 1/3 are treated as 1/3. Odds greater than 4/1 are treated as 4/1.
17.73 The 1.5/1 column is used when the attacker has at least 50% more strength than the defender, but less than twice as much. (e.g., the attacker has 7 strength points and the defender 4.)
17.74 Multipliers. Both the attacker and the defender may multiply the strength of their forces according to the following:
- Leaders. If the force includes a Friendly leader with one star, then double the strength of the force. If the force includes a Friendly leader with two stars, then triple the strength of the force. A force may be multiplied only once for a leader (i.e., more than one leader in a force has no additional effect).
- Terrain. The defender multiplies the strength of his force for terrain in the hex. If defending in a City, rough, pass or marsh, or behind a river the defender's strength is doubled. If defending in Constantinopolis, then the defense strength is tripled.
- Military Advantage. Each player can play up to one Military Advantage Stratagem marker per Combat (attacker declares first, then defender). A Military Advantage doubles the force's strength for both attack and defense.
- A player may multiply a single force's strength once each for Leaders, Terrain (defense), and Military Advantage. If using one of these, the force is doubled; if using two of these, the force is tripled; if using three of these, the force is quadrupled. If a force would be tripled by a Leader or defending in Constantinopolis, then it may receive only one more multiplication (to quadrupling).
- A force may never be more than quadrupled in a single Combat.
17.8 Application of Combat Results
Combat results are applied immediately as they occur. Combat results are applied in the order given under the particular result.
17.9 Retreat after Combat
Certain combat results call for one side to Retreat. This is a special form of movement that takes place without expenditure of Operating Points. The player designated moves his force that number of hexes indicated by the result. The Combat Results Table gives specifications for retreat.
17.91 Cities and Colonies. A unit defending in or attacking out of a City or Colony may at the owning player's option ignore a retreat result. A force that retreats into a fortress may stop the retreat in the City/Colony hex.
17.92 An attacking force which retreats may continue conducting Operations at the conclusion of the retreat.
17.93 Advance after combat. Unlike many other wargames, there is no "advance after combat" per se in BELISARIUS. The attacker may continue moving his force after the Combat only by expending operations points.
18.0 Peripheral Areas
There are four Peripheral Areas (Franks, Lombards, Scythia, Persia), representing larger off-map regions.
18.0 (clarification) Players may not build public works or civilization markers in Peripheral Areas. They are considered to be part of the same Region on the map for purposes of Diplomacy. You may not pillage a Peripheral Area.
18.1 Peripheral Area Control
Each Peripheral Area is represented by a box on the map.
- Franks. Whichever player controls the Franks controls the Franks Peripheral area.
- Lombards. Whichever player controls the Lombards controls the Lombard Peripheral area.
- Scythian. Whichever player controls the Scythians controls the Scythian Peripheral area.
- Persians. Whichever player controls the Persians controls the Persian Peripheral area.
18.11 A player does not have to have units in a Peripheral Area in order to maintain control of it, to receive taxation income (if any) for it, or place reinforcements in it.
- Peripheral Areas are considered to be automatically "garrisoned."
18.2 Entering and Leaving Peripheral Areas
18.2 Units may enter or leave Peripheral Areas from certain map edges.
- Franks: North map edge land hexes within the boundaries of the Franks territory. Only Frank units may enter the Frankish Peripheral Area.
- Lombards: North map edge land hexes within the boundaries of the Lombards territory. Only Lombard units may enter the Lombard Peripheral Area.
- Scythians: East and North map edge land hexes within the boundaries of the Scythia territory. Only Scythian units may enter the Scythian Peripheral Area.
- Persians. East map edge land hexes within the boundaries of the Persia territory, and (if using naval movement) sea hexes in the Pontus Caspium and Sinus Persicus. Only Persian units may enter the Persian Peripheral Area.
18.21 It costs FIVE (5) Operations Point to enter a Peripheral Area. It costs the normal Operations Points cost for the hex to enter the map from the Peripheral Area.
18.211 Zones of Control. A unit may enter and leave a Peripheral Area from map hexes containing enemy Zones of Control. Zones of Control do not extend into or out of Peripheral Areas.
18.22 Units may enter or leave Peripheral Areas by sea movement via sea hexes that adjoin the Peripheral Area if that Peripheral Area has port symbol.
- Peripheral Areas are considered to contain ports if they have Port symbols.
18.3 Reinforcements
A player may place Reinforcements in his Peripheral areas. They must be of the same nationality as the Peripheral Area.
18.4 Stacking
A player may stack an unlimited number of units in a Peripheral area.
18.5 Forage
Peripheral areas have a Forage value of 10.
19.0 Naval Operations
Players may conduct Naval Operations with their fleets, including movement and combat. Land units may move through sea hexes via Naval Transport. Fleets are treated like other combat units, with the following specifications.
19.1 Fleets may be placed only in ports, coast or all sea hexes. They may never enter all land hexes or cross all land hex sides.
19.2 Fleet Operations
Fleets conduct operations in the same manner as land units. Fleet units in coastal and port hexes may conduct Colonization and Pillage. They may also attack enemy naval units (in adjacent sea and coastal hexes) and enemy land units (on adjacent coastal hexes).
19.3 Fleets on coastal or port hexes block enemy movement like normal units. Enemy land units on a port or coastal hex block movement into the hex by fleet units.
19.4 Fleet zones of control do not block movement of land units; land unit zones of control do not block the movement of Fleets.
19.5 Naval Transport
Land units may be transported by fleets. Both the Fleet and the land force must start in the same port or coastal hex (if it has a port). The Fleet picks up the land units and then moves. This is indicated by placing the land units under the fleet units.
19.51 Capacity. Each Fleet can transport up to three land units. Leaders DO count for purposes of Fleet capacity.
19.52 Operations Points cost. A force using Naval transport uses the transporting fleet's operations Points value to determine the total Operations Points value. There is no operations points cost to embark or debark units from a fleet.
- A force that starts its sea movement from a friendly port pays ONE Operations Points per sea hex entered.
- A force that starts its sea movement in coastal hex without a port pays TWO (2) Operations Points per sea area entered.
19.53 Embarked land units count against Forage and stacking limits.
19.54 Debarking. At any point in a Naval Operation, the force using naval transport may debark (exit the fleet) if it is on a coast or port hex. Place the land units on top of the fleet units to indicate this. The Debarked unit(s) may conduct no further Operations this phase. The Fleet(s) may continue conducting Operations.
19.55 A force may stay embarked on a Fleet at the end of its Operation.
19.6 Naval Combat
19.61 Fleets may attack adjacent enemy units, in all sea, coastal, and port hexes. Combat is conducted exactly as land combat.
19.62 Fleets may attack enemy land units located on adjacent port or coastal hexes. They may attack through an all sea hex side, or through a contiguous coastal hex side. Additionally, Fleets on port or coastal hexes may be attacked by enemy land units. Fleets on all sea hexes may not be attacked by enemy land units on coastal or port hexes.
19.63 Embarked land units on a fleet may conduct combat (as part of the Fleet's force). This may be both for attack and defense. The land units may conduct combat against both enemy land units and against enemy fleets. They do not have to disembark to conduct combat.
19.64 Land units embarked on fleets have no Zone of Control.
19.7 Provisioning
Fleets must be Provisioned like land units. They count against a hex's Forage value. Land units being transported by Fleets must be also be provisioned.
- Note that all sea hexes have a Forage value of ZERO, so a fleet at sea must be provisioned in order to survive. Coastal and port hexes count as the Forage value of their land part, even for naval units.
19.8 Leaders
Leaders apply their modifiers normally to Fleets.
19.9 Persia
The port in the Persian Peripheral area applies only to the Sinus Persicus; it is not considered adjacent to the Mare Caspium.
20.0 Foraging & Provisioning
During the friendly Provisioning phase, the player must either have each of his units Forage or pay the Provisioning cost for it. A unit must forage or be provisioned, regardless of how it was raised.
20.1 Forage
Each hex on the map can support a designated number of units via Forage (see the Terrain Effects Chart). Units beyond this number must be Provisioned or disbanded.
20.2 Provisioning
Each unit has a specific Provisioning cost in Solidus Points (See the Charts). Paying the Provisioning cost is up to the owning player. Should a player fail to pay appropriate Provisioning costs for a unit, then the player must Disband the unit.
- A unit must be provisioned regardless of how it was initially raised (Mercenary, Levy, etc.).
20.3 Disbanding
Should a player lack sufficient Solidus Points to pay Provisioning for a unit (or should he desire not to Provisioning the unit), the player must remove the unit from the map.
20.4 Pillaged hexes have their Foraging value reduced to zero (0).
20.5 Leaders are affected by Provisioning requirements.
20.6 Fleets must be provisioned and do count against a hex's forage value.
20.7 Neutral units do not need to be Provisioned and are not affected by Foraging.
21.0 Leaders
Leaders are units. Leaders enhance Operations and other designated game actions.
- The Leader rules are modified from those in XENOPHON.
21.1 Deployment
Leaders may be received as part of initial deployment. All Leaders which are not part of Initial deployment (and which are not stated by the scenario to be otherwise not available) are available as reinforcements.
21.2 If a player rolls an appropriate Random Event or picks a Leader Arises Stratagem marker, he immediately selects (may choose, not pick at random) any available Leader and places it on the map on any friendly unit.
21.21 An Empire Leader may be placed on any Empire controlled unit.
21.22 A Barbarian Leader may be placed only on a unit of the same nationality.
21.2 Leaders are treated exactly as other combat units, with the following additional special capabilities.
21.21 Operations.
- A Leader with one star doubles the Operations die roll for a force (e.g., if the player rolls a "2" the final outcome would be "4" additional operations points).
- A Leader with two stars triples the Operations die roll for a force (e.g., if the player rolls a "2" the final outcome would be "6" additional operations points).
21.22 Combat
- A Leader with one star doubles the combat strength of all units in the same force for Combat. This includes its own strength and that of other Leaders.
- A Leader with two stars triples the combat strength of all units in the same force for Combat. This includes its own strength and that of other Leaders.
21.23 Leader nationality.
21.31 Certain Leaders have a nationality and are affected by Diplomacy results against their own Regions.
- e.g., Vitiges is an Ostrogothic Leader. If the Ostrogoths are converted from Barbarian to Empire control, then the Empire player also gains control of Vitiges.
21.32 Empire Guard Leaders are treated as other Guard units for purposes of Mutiny and Diplomacy.
- e.g., Belisarius is a Guard leader. If there is a Guard Mutiny in his hex, he also rebels.
21.3 Leader Elimination
Leaders can be eliminated by any game function which would eliminate other units. An eliminated Leader may be returned to play by rolling the appropriate Random Event or playing the appropriate Stratagem marker.
- This represents the rise of a successor or another member of a dynasty.
21.4 Justinian
Is a special Empire leader.
- If the Empire Leader Justinian occupies Constantinopolis during an Empire Recruiting Phase, then the Empire player receives two Stratagem markers for free (in addition to others he has purchased).
- If Justinian is involved in any combat, then any Stratagem Markers that the Empire player would gain or lose as a result of that combat are doubled.
- At the instant that Justinian is eliminated (owing to any game action), the Empire player immediately must return to the Pool all Stratagem markers in his possession. He may pick new Stratagem markers normally afterwards.
- Justinian and Guard units stacked with Justinian never Mutiny.
- Justinian may not be replaced if eliminated.
22.0 Intelligence & Fog of War
Players may freely examine enemy and neutral units at any time in the game. Players may examine enemy Stratagem markers and Solidus Points only when certain conditions apply.
22.1 A player may examine an opponent's Stratagem markers and Solidus Points as a result of certain Diplomacy effects or Stratagem marker play. Otherwise, he may not examine the enemy's Stratagem markers and Solidus Points.
22.2 A player may voluntarily reveal the composition of his Stratagem markers and Treasury at any time.
23.0 Victory Conditions
Victory is determined at the end of the game. Each player totals the number of Victory Points they have gained.
23.1 Victory Points
Victory Points are given in the scenario instructions.
23.2 Levels of Victory
- 80+: Imperial Victory (your empire will last forever)
- 60-79: Triumphant Victory (your conquests will last a century)
- 40-59: Stalemate (console yourself at the Hippodrome)
- 20-39: Decline (you are on a downward slope)
- 0-19: Collapse (another Fall is upon the world)
23.3 It is entirely possible for both players to gain a level of victory. In this case, the player with the higher total gains all the glory.
- Historically, the Byzantines gained a Triumphant victory. While they made great conquests, the amount of destruction to the Mediterranean world (Pillage in game terms) undermined the ability of the Empire to resist the Lombard and Muslim invasions of the following century.
Optional Rules
Players may use the Optional Rules to enhance play balance and realism.
24.0 Player Negotiations
At any time during the game, players may conduct negotiations with each other, making whatever agreements they decide upon within the following constrictions.
24.1 Players may negotiate any of the following:
- Restore a Region they control to neutrality.
- Trade Solidus Points and Stratagem Markers.
- Agree to move units out of Cities, Colonies or Regions during the current game turn.
- Not initiate any combat for the turn.
- End the game (if players do so, then immediately total up victory points).
- Other agreements players find acceptable, as long as they do not violate any of the game rules.
24.2 Violating Agreements
Agreements should be in writing. If a written agreement is broken, then the other player rolls two dice and picks at random that number of Stratagem markers from the Pool.
25.0 Reaction
A non-phasing force may conduct operations via Reaction. Reaction requires expenditure of a Forced March Stratagem marker.
25.1 After the phasing player has completed operations with one of his forces, the non-phasing player may declare "Reaction." In order to conduct Reaction, the non-phasing player must expend one Forced March stratagem, which allows the non-phasing force to conduct one operation with one force. This is executed as a standard operation. Upon completion of the non-phasing player's Reaction operation, the phasing player may move another force (and the non-phasing player may conduct another Reaction after that, etc.).
25.2 Each non-phasing force may conduct only one Reaction per turn. Reaction forces conduct operations normally in their own player turn of the same game turn.
26.0 Pillage Operations
Players may Pillage a hex in order to destroy City and Colony markers, to reduce hex Forage values to 0, and to gain additional Solidus Points. Use the Pillage Table to resolve Pillage attempts.
- Place a Pillaged marker in the hex to indicate a Pillaged hex.
26.1 Pillage is an Operation. Pay the appropriate number of Operations Points, total the number of UNITS in the force (including land and naval units and Leaders) and use the appropriate column. Each unit counts as one point for purposes of Pillage.
26.11 Terrain, Leaders and Military Advantage stratagems do not multiply strength for Pillage.
26.2 Restrictions
A force may not conduct Pillage if it is in:
- an enemy Zone of Control.
- a hex which already has a Pillaged marker.
- An all Sea hex.
26.3 Effects of Pillage markers. See Charts.
26.4 Duration of Pillage
A player may remove a Pillaged marker at the end of any friendly Treasury Phase (after all Solidus Points have been collected). He must have at least one friendly unit in the hex. The player expends the number of Solidus Points indicated on the Solidus Points chart. Remove the Pillaged marker.
26.5 Removing a Pillaged marker restores to normal function any printed City or Port in the hex and restores the normal Forage value of the hex. It does not restore destroyed Colony markers.
27.0 Colonization Operations
A force may conduct Colonization Operations to establish Colony markers in hexes. Use the Colonization Table to resolve Colonization attempts.
- Place a Colony marker in the hex to indicate Colonization.
27.1 Colonization is an Operation. Pay the appropriate number of Operations Points, total the number of Colonization Points in the force (including Leaders) and use the appropriate column. See the Colonization Table for determining the number of Colonization Points.
27.22 A player must pay the designated cost in Solidus Points to initiate the Colonization attempt. These Points are lost regardless of whether or not the Colonization Succeeds.
- Place a Colony marker in the hex to indicate the presence of a Colony.
27.2 Colonization Restrictions
A force may not conduct Colonization if it is in:
- an enemy Zone of Control.
- a city hex.
- a hex which already has a Colony marker.
- a hex which is adjacent to a City or Colony marker.
- a hex which has a Pillaged marker.
- A Desert hex.
27.3 Effects of Colonization
27.31 A Colony marker acts for all intents and purposes as a printed City. Colonies are considered friendly to whichever player currently occupies them.
27.311 EXCEPTION: A colony marker may be eliminated if a player conducts a Pillage operation in the hex.
27.33 A colony located on a coastal hex is considered to be a port, also.
27.4 A Colonization has no nationality per se. Should the enemy player gain control of the hex, then it gains the benefits of the Colonization.
27.5 Destruction of Colonies
Once placed on the map, a Colonization marker may be removed only by a successful Pillage operation in the hex.
27.6 Players may always make more Colonization markers than provided in the counter mix.
- A successful colonization operation a hex requires the player to eliminate one unit in the colonizing force; this represents settling the land with soldier-colonists.
28.0 Public Works Markers
Players may place Public Works markers on the map under certain circumstances. Public works represent public buildings, cathedrals, centers of manufacturing, armories, etc.
- Building Public Works is not an Operation. It is conducted during the Recruiting Phase.
28.1 Public Works markers are created in the friendly Recruiting Sub-Phase. A player must have at least one unit in a City or Colony hex if he wants to create a Public Works marker. Expend the designated number of Solidus Points and place a Public Works marker in the City or Colony hex.
28.2 There may be a maximum of one Public Works marker per hex. A Public Works marker may not be placed on an already existing Public Works marker.
28.3 Effects of Public Works Markers
- A Public Works marker increases the printed Taxation Value of a City or Colony by "1."
- If all city and colony hexes in a Region have a Public Works marker in them, this may provide a die roll modifier for Revolt (see Revolt Table).
- Friendly Occupied Public Works may also provide Victory Points at the end of the game.
28.4 A Public Works marker has no nationality per se. Should the enemy player gain control of the hex, then he gains the benefits of the Public Works marker.
28.5 Destruction of Public Works Markers
Once placed on the map, a Public Works marker may be removed only by a successful Pillage operation in the hex. The marker is then removed from the map.
28.6 Players may always make more Public Works markers than provided in the counter mix.
29.0 River Movement
Fleets (and units they transport) may move on all land hexes which are adjacent to rivers by using River Movement.
29.1 Fleets using River movement move along contiguous hexes adjacent to river hex sides (and to/from coastal river squares). They pay "1" (one) movement point per hex entered, regardless of terrain.
29.2 Fleets using River movement are treated exactly as land units (for example, they may not enter hexes containing enemy units). They may never leave hexes adjacent to a river (or coast) and if a retreat result would force them to, they are eliminated instead.
29.3 Zones of Control
Fleets using river movement do not have Zones of Control (and neither do transported units). Land unit zones of control DO block the movement of Fleets via rivers.
29.4 A Fleet unit on a coastal hex that contains a river is considered to be using normal sea movement, not river movement.
- i.e., the fleet would have to move inland at least one hex prior to river movement rules going into effect.
29.5 When using this rule, any city or colony that is adjacent to a river hex side is considered to be a port (for the purposes of river movement and fleet construction).
30.0 Disbanding
Paying the Maintenance cost is up to the owning player. But should a player fail to pay appropriate Maintenance costs for a unit, then the player must make a disbanding check for the unit which may cause the unit to run amok in its hex. Additionally, a player may choose to make a disbanding check for any friendly unit during the friendly Provisioning Phase even if it would otherwise meet Forage requirements (in the event he wants to get rid of the unit).
30.1 Consult the Disbanding Table. Total the number of units to be disbanded in the hex (including Leaders). Roll one per hex of disbanding units, applying any modifiers. Apply the result immediately.
30.11 All disbanding takes place during the friendly Provisioning Phase.
30.2 A player may disband some, none or all units in a hex. All disbanding units in a hex make one combined check as a force on the Disbanding Table.
30.3 A player may choose to disband a unit even if it has no provisioning cost.
30.4 Fleet Transported Units
If a Fleet disbands or mutinies, then eliminate all transported units on it as well as applying other results.
30.5 The presence of other, non-disbanding units in a hex containing disbanding units does not affect the disbanding attempt, with the exception of Leaders who provide a die roll modifier, see the Disbanding Table.
- The possibility of units mutinying upon disbanding reflects the historical problem of dismissing large numbers of troops.
31.0 Additional Unit Placement
31.1 Leaders & Reinforcements. A player may place Mercenary reinforcements in the same hex as a friendly Leader, regardless of where the Leader is located. There may be a maximum of one unit placed per hex in this manner (regardless of the number of Leaders in the hex). Such units may not be placed in the hex if it is desert or if contains a Pillaged marker (ignore rule [11.121]).
- Historical note: A common practice in this era was for great Leaders to recruit Comitati, mercenary armies whose soldiers took oaths of loyalty to the leader instead of the state.
31.2 Barbarian Warbands. The Barbarian player may place Levied warbands on other warband units of the same Region, regardless of location. A maximum of one Warband per hex may be placed in this manner. The hex may not be pillaged nor be a desert hex.
- Barbarian controlled warbands also include tribal migration, hence the ability to levy them.
32.0 Additional Attrition
Nomad Horde and Warband units which are outside their home region have increased penalties when Disbanding (rule [30.0]).
32.1 When checking for Disbanding a force of Nomad Horde or Barbarian Warband units and all of those units are outside their home Region, then subtract an additional -2 from the die roll.
32.2 If both units covered under [32.1] and units not covered under [32.1] are in the same disbanding force, then subtract -1 from the die roll instead. Note that the regions of units in the same hex which are not disbanding have no affect on determining this.
- This represents the tendency of irregulars to go home after a campaign season.
33.0 Personal Combat
Leader units may fight each other via Personal Combat.
33.1 Personal combat occurs after the completion of step 3 of combat (withdrawal determination) but before step 4 (choice of CRTs). In order for Personal Combat to take place, both sides must have at least one leader involved in the combat. Either player may declare Personal Combat; the other player may refuse the challenge at no penalty (he may still use the Leader for combat normally). Each player then designates one leader in his force to be his "champion." Each player rolls one die and adds to it a number equal to the number of stars on the Leader. Whoever has rolled the higher wins and the other leader is eliminated. In the event of a tie neither is eliminated.
34.0 Belisarius Scenarios
Players decide who will play each side, then set up forces in the order given in the scenario. Begin play on the designated turn and continue until the end of game.
Unit Placement. Units are placed anywhere in the Region of the same name (unless otherwise stated). Players must initially place at least one unit in each City. Units may not be initially placed in excess of a hex's Forage limit.
34.1 Scenario 1: Belisarius Marches!
This scenario covers Justinian's first war with Persia, Belisarius' African campaign, and the opening phases of the Ostrogothic War.
-
Scenario length. 527-530 AD to 539-542 AD (4 turns).
-
Player Order: Barbarians are First Player, Empire is Second Player. Note that the Barbarian Player sets up first.
-
Stratagem Pool. Place all Stratagem markers in an opaque container.
-
Barbarian Deployment (set up first)
- a. Initial Control: Armenia, Persia.
- b. Treasury. Start with 10 Solidus Points.
- c. Stratagem Markers. The Barbarian player picks 3 Stratagem markers from the Pool.
- d. Units (place in Region. All units are of name Region):
- Armenia: 1 Field Army, 1 Garrison.
- Persia (on map): 1 Field Army, 1 Nomad Horde, 9 Garrisons, Leader Mihr-Mihroe.
- Persia (Peripheral Area): 1 Field Army, Leader Kavadh.
-
Neutral Deployment (set up second; Neutral units set up by Barbarian player)
- a. Initial Neutrals: Visigoths, Suevii, Basques, Ostrogoths, Vandals, Franks, Burgundy, Lombards, Gepidae, Slavs Scythia, Lazica, Arabia, Nubia, Mauretania, Garamantes.
- b. Units (place in Region. All units are of name Region):
- Visigoths: 2 Warbands, 1 Fleet, 5 Garrisons.
- Suevii: 1 Warband, 1 Garrison.
- Basques: 1 Warband, 1 Garrison.
- Ostrogoths: 3 Warbands, 1 Fleet, 10 Garrisons.
- Vandals: 2 Warbands, 1 Fleet, 3 Garrisons.
34.2 Scenario 2: The Gothic War
This scenario covers the period of the war in Italy.
- Scenario length. 535-538 AD to 551-544 AD (5 turns).
- Player Order: Empire is First Player, Barbarians are Second Player. Note that the Barbarian Player sets up first.
- Stratagem Pool. Place all Stratagem markers in an opaque container.
- Barbarian Deployment (set up first)
- a. Initial Control: Ostrogoths, Mauretania.
- b. Treasury. Start with 18 Solidus Points.
- c. Stratagem Markers. The Barbarian player picks 6 Stratagem markers from the Pool.
- d. Units (place in Region, All units are of name Region):
- Ostrogoths: 3 Warbands, 1 Fleet, 10 Garrisons.
- Mauretania: 2 Nomad Hordes (may not place units on or adjacent to city of Tingis).
- Neutral Deployment (set up second; Neutral units set up by Barbarian player)
- a. Initial Neutrals: Visigoths, Suevii, Basques, Ostrogoths, Franks, Burgundy, Lombards, Gepidae, Slavs Scythia, Armenia, Persia, Arabia, Nubia, Mauretania, Garamantes.
- b. Units (place in Region, all units are of name Region):
- Visigoths: 2 Warbands, 1 Fleet, 5 Garrisons.
- Suevii: 1 Warband, 1 Garrison.
- Basques: 1 Warband, 1 Garrison.
- Franks: 3 Warbands, 2 Garrisons.
- Burgundy: 1 Warband, 2 Garrisons.
- Lombards: 2 Warbands.
- Gepidae: 2 Warbands.
- Slavs: 1 Warband, 1 Nomad Horde.
- Scythia: 3 Nomad Hordes (may not be placed on or adjacent to city of Bosporus).
34.3 Scenario 3: Justinian the Great
This scenario covers the entire reign of Justinian.
- Scenario length. 527-530 AD to 563-566 AD (10 turns).
- Player Order: Barbarians are First Player, Empire is Second Player. Note that the Barbarian Player sets up first.
- Stratagem Pool. Place all Stratagem markers in an opaque container.
- Barbarian Deployment: Same as Scenario 1.
- Neutral Deployment: Same as Scenario 1.
- Empire Deployment: Same as Scenario 1.
- Victory Points: Same as Scenario 1.
- Special Rules: Same as Scenario 1.
Player's Notes
- Diplomacy. This is your "secret weapon." By causing Regions to defect, you also gain control of their armies. This is a sure way to completely turn the balance of power in the game.
- Random Events. OK, I have said this before, but you must read the Random Events Table as certain events can radically alter the situation by undermining the stronger player's position.
- Revolt Table. Outcomes favor the Barbarian player. This represents centrifugal historical forces causing regions to fight against the Empire's centralizing power. In game terms, this Barbarian advantage is balanced by the Empire's greater resources.
- Stratagem Markers. Players should note that certain game events will cause the loss of Stratagem markers, so it is not too wise to hold on to too many for too long.
- Forced March. Forced March is a way to concentrate forces in a single turn. Use normal Operations to move several separate forces into a hex; then use a Forced March to move the newly concentrated force.
- Combat Results Tables. Each combat represents the outcome of an entire campaign. There are no odds at which the attacker can be assured of a bloodless victory, as historically there were too many swings in fortune to allow this.
- Zones of Control. Units in cities have Zones of Control because they could exert some control over the surrounding countryside via patrols and such, but the converse was not true for units on the outside. The restrictions which Zones of Control apply on Pillage and Colonization represent the difficulty of conducting these Operations in the face of nearby enemy strength.
- Fleets. Fleet units are treated as, essentially, modified land units in the game. Historically, fleets tended to stay close to shore and most combat was a matter of close-in fighting and landing parties.
- Fog of War. Players are free to examine units anywhere on the map because the time scale of the game would allow extensive reconnaissance. Note, through, that it the play of Stratagem Markers will introduce a strong element of "Fog of War" into the game.
- Victory Conditions. These are fairly straightforward. The barbarians get points for neutral provinces giving the Empire a region to conquer or perish.
Events Chart
- 11-12: Forces Rally. The phasing player recruits any one available unit or Leader (except Justinian); the unit or leader must be from a Region that is currently a friendly Belligerent and/or for the Empire player, a Guard unit or Leader. The player places the unit on any hex containing at least one other friendly unit of the same Region (if a Regional unit/Leader) or any friendly Guard unit (if a Guard unit/Leader). Alternatively, if the Empire player is the phasing player, he may restore to loyalty any one stack of Mutinying Guard units.
- 13-14: Constantinopolis Corn Supply. The player whose forces currently occupy Constantinopolis (phasing or non-phasing) must also have at least one friendly fleet in either Alexandria or Carthago. If the player does not, then the player rolls one die and must return that number of Stratagem markers (picked at random) to the Pool. If neither player occupies Constantinopolis, this event has no effect.
- 15-16: Attrition/Bandits/Pirates. The phasing player rolls one die and must eliminate that number of friendly units from the map (his choice). If the die roll is an even number, then one of the eliminated units must be a friendly Leader.
- 21: Barbarian Migrations. The Barbarian player rolls one die and receives that number of units from one of the following Regions: Lombards, Slavs, Scythia, Arabia (Barbarian Player's choice). The units must be placed in hexes of that Region (which are not pillaged, nor occupied by enemy units or zones of control) or in its Peripheral Area. If the Region is currently neutral or Empire controlled, it becomes Barbarian controlled.
- 22: Northern War. The phasing player may not tax, or levy or recruit units in the following Regions this turn: Franks, Burgundians, Lombards, Slavs, Scythia.
- 23: African War. The phasing player may not tax, or levy or recruit units in the following Regions this turn: Mauretania, Nubia, Garamantes.
- 24: Eastern War. The phasing player may not tax, or levy or recruit units in the following Regions this turn: Persia, Arabia.
- 25: Religious Crisis. Both players must return one half of their Stratagem markers to the Pool, chosen at random (round fractions up).
- 26: Prosperity. Each player immediately receives one Solidus Point per friendly occupied city (Pillaged cities do not count).
- 31-32: Plague. (1) Roll one die for each Region (including off-map areas): on a 1-4 nothing happens; on a 5-6 Plague occurs in that Region. (2) Roll one die for each stack in a Plague Region, including friendly, enemy, and neutral. On a die roll of 1-2 all units in the stack are eliminated; on a 3-6 the stack is not affected. (3) Roll one die for each unpillaged city and Colony in that Region: on a die roll of 1-2 place a Pillage marker in a City or remove a Colony or Public Works marker; on a 3-6 the hex is not affected (neither player gains any Solidus points for doing this). (4) Both players roll one die and must each lose that number of Stratagem markers (see 8.5).
Stratagem Markers Chart
- Agent. Play during the Diplomacy phase. Each Agent marker adds ONE [1] to the player's differential for one Diplomacy attempt (as either attacker or defender). See the Diplomacy rule.
- Basileus. Play during the Diplomacy phase. The Basileus adds three [3] to the player's Diplomacy differential for one Diplomacy attempt (as either attacker or defender).
- Blue Faction. Play during the Diplomacy phase. The Blue Faction adds TWO [2] to the player's differential for one Diplomacy attempt (as either attacker or defender) for any Empire controlled Region or Guard force; counts as "0" otherwise. See the Diplomacy rule.
- Currency Reform. Play during the friendly Treasury Phase. This gives the player one extra Solidus Point per friendly occupied City or Colony.
- Forced March. This may be used in one of two ways: (1) Forced March allows a phasing force which has already completed all of its Operations in a turn to conduct another Operation. After playing this marker but before initiation of the Forced March Operation, the player rolls one die. On a 1-3, he MUST eliminate one unit from that force (representing attrition, stragglers, etc.); on a 4-6 no such losses are taken [see rule 16.8]. (2) Reaction: A non-phasing force may conduct an operation during the phasing Operations phase (see Optional Reaction rule [24.0]).
- Green Faction. Play during the Diplomacy phase. The Green Faction adds TWO [2] to the player's differential for one Diplomacy attempt (as either attacker or defender) for any Empire controlled Region. See the Diplomacy rule.
- Imperial Regalia. Play at the end of the friendly Stratagem phase; the player must occupy Constantinopolis and/or Roma in order to play it. The player rolls one die and may pick that number of Stratagem markers (return the Empire Regalia marker to the Pool after the new markers are picked).
- Leader. Play during any friendly Levy phase. May be used in one of two ways: (1) The player gains any one available Leader. He places it on any hex containing at least one other friendly unit. If the Empire player uses this to bring Justinian back into play, roll one die: on a 1-3 Justinian is restored to play; on a 4-6 the attempt fails. (2) Designate any one enemy Leader on the map and roll one die: on a 1-3 the Leader is removed from play (relieved, dies, etc.); on a 4-6 there is no effect. The Barbarian player may not use this marker against Justinian.
- Legal Reforms. Play during any Random Event Phase that a Revolt Event was triggered. This marker negates a Revolt result for one Region (player after the Revolt event is triggered but prior to the die roll on the Revolt Table). Does not negate a Guard mutiny.
Errata and Clarifications (as printed at the end of the rules)
- Random Events Table (omission). Event #35 should be Corruption.
- Stratagem Markers Chart (clarification). The Theodora Intervenes marker is played during the Recruiting Phase (there is no Stratagem Phase).
- Event 21 Barbarian Migration (clarification): The player may choose any type of units which could be taken via a Levy.
- Event 35 (omission): This could be "Corruption".
- Terrain Effect Chart (error). Constantinople ("Capital City") should have a forage value of "6".
- Region Control Chart (error). Scenario 1, the Visigoths should be neutral. This is correctly shown in the scenario instructions; the chart on the map is wrong.
35.0 Designer Q&A
Q. How should we round fractions in CRT results? Can I round them down; I mean when garrison defends city and gets DD -it isn`t eliminated or we eliminate 1 of 3 units in force?
A. Round up. You would lose 2 of 3 units.
Q. Single Persian Nomad is 4-36 on one side. Should be 3-24?
A. Yes.
Q. Justinian can be KIA and restored by Leader stratagem and 1-3 DR?
A. No. See 21.4(5).
Q. Should we really count half of Victory points (50% of neutral levy value for Barbarian player) and half of movement points on clear roads?
A. Yes. For ex: a 3 value region is worth 1.5 VPs. Each road = 1/2 MP so if for some reason you had 1/2 MP left, you could move one more road hex.
Q. Because of a problem with monopolizing stratagems can we use a house rule that players pay 2$ for the 1st stratagem purchased, 3$ for 2nd, 4$ for 3rd etc?
A. Max number you can have is 15. See rule 8.3.
Q. Land units really can't attack naval units and embarked ones through all-sea hexside while vice versa is possible?
A. Correct. Land units can attack naval units on coastal hexes if there is adjoining land.
Q. Shouldn't there BE some penalty (like losing one stratagem) for cowardly refusing personal combat?
A. Optionally, if a leader refuses combat, then you can't use the leader's value for the ensuing combat.
Q. Two stratagems were not printed (End of campaign and Disease breaks out)?
A. These were added at the last moment -- use blank counters.