RulesPal
Chat
Rulebook
The Coin Tribes' Revolt: Boudica's Rebellion Against Rome thumbnail

The Coin Tribes' Revolt: Boudica's Rebellion Against Rome

The Coin Tribes' Revolt: Boudica's Rebellion Against Rome Rulebook

Table of Contents

Table of Contents

  • 1.1 Components
  • 1.2 Setup
  • 1.3 The Map
    • 1.3.1 Regions
    • 1.3.2 Cities
    • 1.3.3 Population
    • 1.3.4 Forts
  • 1.4 Players
    • 1.4.1 Factions
    • 1.4.2 Allied Factions
    • 1.4.3 Active & Inactive Factions
  • 1.5 Influence and Control
  • 1.6 Local Will
    • 1.6.1 Local Will Modifiers
  • 2.0 GAMEPLAY
    • 2.1 Flow of Play
      • 2.1.1 Action Phase
        • 2.1.1a Action Selection Grid
      • 2.1.2 Clean-Up Phase
    • 2.2 Breaking Initiative Ties
  • 3.0 ACTIONS
    • 3.1 Specific Actions
    • 3.2 Bonus actions
    • 3.3 Partial actions
    • 3.4 Events
  • 4.0 RECKONING PHASE
    • 4.1 Tracking Reckonings
    • 4.2 Victory
    • 4.3 Romans affect Local Will
  • 5.0 APPENDICES
    • 5.1 Advanced Setup
    • 5.2 Bot Rules
      • 5.2.1 Bot Initiative dice
      • 5.2.2 Flow of a Bot turn
        • 5.2.2a Events
        • 5.2.2b Actions
        • 5.2.2c Bonus actions
      • 5.2.3 Breaking ties
      • 5.2.4 Faction target preferences
    • 5.3 Glossary of Terms

1.1 Components

  • 1 Map board
  • 16 Faction dice—4 in each Faction color
  • A deck of 12 mini Event cards
  • 4 Local Will markers—1 for each Region
  • 3 destroyed City tokens—1 for each City
  • 1 white Round die
  • 1 grey spare die for breaking ties and checking for Reckonings

1.2 Setup

  1. Place the board in the center of the table.
  2. Place 1 Local Will marker in each Region as shown in the setup diagram.
  3. Place the white Round die on the '1' space with a six showing.
  4. Place the destroyed City tokens and grey spare die within reach of all players.
  5. Players choose a specific Faction to play and take all matching Faction dice and a player aid.
  6. Take 4 dice—1 from each Faction—and then randomly draw them one at a time.
    • a. Assign Initiative in the following order: 5 to the first drawn Faction, 4 to the second, then 3, and finally 2.
    • b. Place these Initiative dice on the active area on the action selection grid. Order the dice with the most Initiative at the top and the lowest at the bottom.
  7. Place the Faction dice as shown in the setup diagram example (see enlarged in rear cover). These are the starting units in each Region.
  8. Shuffle the Event cards and place them face down in a pile in the upcoming Event space. Reveal the top card and place it in the current Event space. Reveal the next card and leave it on top of the deck to show what is coming next round.

(Board Set up diagram, rear cover: the starting units of each Faction in each Region, the starting Local Will marker positions, and the action selection grid with Active and Inactive areas, Current and Upcoming Event spaces. The diagram is not transcribed.)

1.3 The Map

1.3.1 Regions

There are four Regions marked on the map. The Region boundaries are marked by dashed lines.

1.3.2 Cities

Three of the Regions contain Cities, the main population centers affected by the revolt. At the start of the game, these Cities are intact, but can become destroyed through various actions. A destroyed City is marked by placing a destroyed City token over the appropriate City.

1.3.3 Population

The large number printed in each Region indicates the size of the population in each area. The Local Will of these inhabitants is tracked using Local Will markers. Each Region has five possible states ranging from strong Defiance to strong Sympathy for the Romans (see section 1.6).

1.3.4 Forts

Each Region contains a dashed square box that can be occupied by a Faction taking the Fortify action (see section 3.2). Occupying a fort increases that Faction's influence by two, and reduces hits by one per Hit caused when targeted in battle.

(Diagram: Region boundary, occupied fort, unoccupied fort, City, Local will, Population.)

1.4 Players

The game can be played at any player count from 1-4:

  • With four players, each player takes control of one Faction.
  • With three, one player should control either pair of allied Factions (see section 1.4.1), with the other two players taking one of the remaining Factions each. The allied Factions both need to achieve their win conditions for victory.
  • Two players can each control a pair of allied Factions, requiring both Factions to achieve their win conditions for victory.
  • Solo, a player can play all Factions simultaneously. There is no hidden information and each Faction has unique goals, so it is entirely possible to play all four sides against each other by yourself.

1.4.1 Factions

The dice represent the four individual Factions. Each pip on a die counts as an influence, which is used to count Control. The four Factions in the conflict are:

  • Iceni (Blue) - The main insurgency Faction under Boudica, inciting the rebellion.
    • Win condition: The sum of population values from all destroyed City Regions + total Defiance in all Regions is greater than or equal to 11.
  • Trinovantes (Yellow) - Allies of the Iceni, and trying to re-expand their territory after many years under the control of the Catuvellauni and Romans.
    • Win condition: The number of forts occupied by Trinovantes greater than the next highest Faction + the number of Regions in rebel control is greater than or equal to 5.
  • Romans (Red) - The counter-insurgency Faction, trying to put down the rebellion while keeping themselves in favor with the local population.
    • Win condition: Total Sympathy - total Defiance in all Regions is greater than or equal to 9.
  • Catuvellauni (black) - A large tribe bordering the others. They have embraced Romanization after a long struggle and want to maintain the status quo as they grow and expand their influence.
    • Win condition: The number of intact Cities + the total number of Catuvellauni units is greater than or equal to 16.

1.4.2 Allied Factions

The Iceni and Trinovantes are the rebel Factions and will benefit from helping each other against their oppressors. The Romans and Catuvellauni are the non-rebel Factions, and will also need to work together to defeat the rebellion. However, Factions can only win on their own, and it is up to each player to decide when to exploit opportunities for self-interest. Factions may find it beneficial to discuss and negotiate over their future plans, particularly with allies. However, while promising future actions is allowed, no promise is binding, and while allied Factions cannot destroy each other directly, loyalty is expected to be fluid.

1.4.3 Active & Inactive Factions

Faction dice located in the active area to the left of the action selection grid are active. During a Round, only active Factions may perform actions or pass. Factions located in the inactive area to the right of the action selection grid are inactive. Inactive Factions may not perform any actions this Round. At the end of the current Round, all inactive Factions become active by moving to the active area of the action selection grid.

1.5 Influence and Control

A Faction is in control of a Region if it has more influence in that Region than any other Faction. Influence is primarily determined by the number of units in a Region, each unit contributing one influence. If a Faction occupies a fort in the Region, it gains an additional two influence.

Rebel control means either Iceni or Trinovantes control, and non-rebel control means either Romans or Catuvellauni control.

Generally, in the case of tied influence, no Faction is considered in control of the Region. However, if allied Factions tie, it still counts as rebel or non-rebel control.

Examples (diagram):

  • Verulamium: both Trinovantes and Iceni have two units and therefore two influence each. Neither faction is in control, although it is in Rebel control.
  • Londinium: The Romans have four influence; two units, plus two for the fort. They control the region as the Iceni and Trinovantes each have only three influence from the units.

1.6 Local Will

The Local Will is a measure of the feeling of the local populations towards Rome; from strong Defiance to strong Sympathy. To calculate the Local Will of a Region, check the level where the Local Will marker is located. Multiply the population of that Region by one or two, for weak and strong will respectively. For example, strong Sympathy in Camulodunum will result in the population (3) multiplied by strong Sympathy (2) to give a total of 6 Sympathy.

When adjusting the Local Will of a Region, increases and decreases are made along a continuum: ranging from Strong Defiance to Weak Defiance to Neutral to Weak Sympathy to Strong Sympathy. Each time a Region's Local Will is adjusted, move one step on this continuum.

Strong DEFWeak DEFNeutralWeak SYMStrong SYM
Multiplier ×2×10×1×2

Neutral Regions have neither Defiance nor Sympathy and contribute nothing to the total will. As the rebellion plays out, certain actions and Events will affect this feeling. The Region affected by the change of will must be one in which the activity of the associated action or Event occurred. If multiple Regions were affected, the active player must choose one of those Regions.

1.6.1 Local Will Modifiers

Any time an action or Event has +DEF, +SYM, or +NEUTRAL associated with it (see section 3.2), the player must shift the Local Will of one Region one step towards the designated will position (strong Defiance, strong Sympathy, and neutral respectively). Will adjustments are ignored if it couldn't be moved any further (e.g. +DEF is ignored if the Region is already at strong Defiance).

Local will is denoted by placing the token on either its SYMpathy or DEFiance side in the space that reveals the correct multiplier. No token denotes a neutral region. A +DEF action on Camulodunum (strong to weak SYM is one step towards DEF).

(Diagram: Camulodunum showing strong Sympathy, weak Defiance, Neutral.)

If an Event has an associated Local Will change, the player taking the action must choose a Region from those in which activity has taken place, and adjust the Local Will accordingly.

2.0 GAMEPLAY

This section is a reference for how to play the game, and provides descriptions for all the key concepts you will need to know.

2.1 Flow of Play

The game is played over four periods. Each period is further divided into six rounds. The maximum number of rounds in a game is 24, but might end sooner due to a Faction reaching their Victory Condition during a Reckoning, which happens exactly once each period. Each round is split into two phases: an Action phase and a Clean-Up phase. In the Action phase, active Factions choose actions using the action selection grid on the map board, or pass, until there are no more Active players. The Clean-Up phase is when a Reckoning might happen, the Round die advances, and the Event cards are updated.

2.1.1 Action Phase

At the start of each round, there will be between 2 and 4 active Factions in the active area of the action selection grid. Only these Factions will be able to perform actions this round, take the current Event card if available, or pass.

The order in which active Factions make their choice is determined by their Initiative die. The Faction with the highest Initiative chooses first, and the Faction with the lowest Initiative chooses last.

2.1.1a Action Selection Grid

The first player to select an action does so by placing their Initiative die on the left-most square in one row of the action selection grid. This choice restricts all subsequent Factions to select from the same row, i.e. the next player to select an action must use the right-most square on the same row. When a Faction chooses a square, they immediately perform that action. If both squares on a row have been selected, the only option for all remaining active Factions is to pass. Factions may choose to pass, even if permitted squares still available. The action phase continues until there are no more active Factions remaining and then moves on to the Clean-Up phase. A detailed explanation of all actions is located in section 3.0.

Action phase: Romans choose first: "Action in two regions", limiting the Iceni to "Action in one region" or "Pass". They pass. Next, Trinovantes have the same choice, but they decide to take "Action in one region". There are no more active factions and so the phase ends.

Clean-up phase: Passed and Inactive factions are moved to Active, the other initiative dice are re-rolled and moved to Inactive.

2.1.2 Clean-Up Phase

First, if it hasn't happened already, check if a Reckoning is possible this round. A Reckoning can only occur during the last four rounds of each period. This is indicated by the red squares and numbers on the round track. If the round track indicates that a Reckoning is possible, roll the spare die and compare this to the number on the white round die. On a roll that equals or exceeds this number, a Reckoning phase occurs (see section 4.0).

If there is no Reckoning phase—or it does not end the game—move all passed and inactive Factions to active, ordered highest to lowest Initiative. A passed Faction beats an inactive Faction with the same Initiative. If Factions had the same Initiative and both passed or were Inactive, their Initiative order remains the same.

Next, reroll the Initiative dice for all Factions that did not pass this round and move them to the inactive area on the right of the action selection grid. Order them with the highest Initiative at the top. Tie-breaks are resolved as in section 2.2.

The round tracker die advances one space (and reduces by 1 during the last three rounds of a period, see Section 4.1).

Refresh the Event cards. Discard the current Event if it has not been used, move the face-up upcoming Event to the current Event space, and reveal the next upcoming Event from the top of the Event deck. If the Event deck is empty, reform the Event deck by shuffling the discard pile.

2.2 Breaking Initiative Ties

Whenever Initiative rolls result in dice with the same number, the numbers rolled are always kept, but the Initiative order of those Factions is determined by using a tie-break roll:

  1. Assign 1-3 to one Faction and 4-6 to the other and roll the grey spare die.
  2. The winner of the tie is whichever Faction had the tie-break number that was rolled.

(e.g. Romans and Iceni are tied as both rolled an Initiative of 4. Romans are assigned the tie-break numbers 1-3, Iceni have 4-6. The spare die rolls a 2, therefore Romans win the tie and go higher in Initiative order, although both still keep their initiative dice showing their original Initiative of 4.)

3.0 ACTIONS

Each square on the action selection grid allows the execution of one of the following combinations:

  • Action in two Regions + bonus
    • Perform one type of action in up to two different Regions. The order of execution is up to the player.
    • In addition, choose a bonus action to perform either before (or after) one of the main actions in one of the Regions in which activity will occur (or has occurred). 'Activity' includes any rally, battle, or move in or out of the Region.
  • Action in two Regions
    • Perform one type of action in up to two different Regions. The order of execution is up to the player.
  • Action in one Region
    • Perform one type of action in one Region.
  • Event
    • Choose an Event from the card in the current Event space. An Event occurs immediately when taken, unless it provides an ongoing benefit, this is made clear on the cards (section 3.4)
    • Each Event has two options available: the light background generally benefits the Iceni and Trinovantes, and the dark background generally benefits Romans and Catuvellauni, but both are available to all Factions.
  • Pass
    • Increases your current Initiative by two (to a maximum of six). You will become active again on the next round, with the increased Initiative. If more than one Faction passes, their relative Initiative will not change (e.g. breaking ties is unnecessary if multiple Factions increase Initiative to six).

3.1 Specific Actions

All four Factions share the same basic actions, although each Faction has slight variations:

  • Rally - Add units to a Region, or adjacent Region to one in which you have presence. The maximum units per Faction in any Region = 6. If you have no units on the map, you may rally in any Region. To add a unit, simply increase the value on the Faction die in the Region.
    • Iceni, Romans, and Trinovantes: Add one unit per Region
    • Catuvellauni: Add one unit per Region, or two units if the Region is under Roman control

Rally: Trinovantes Rally in Camulodunum and Verulamium, increasing their units by 1 in each for "Action in two regions".

  • March - Move units between Regions. If performing an "Action in two Regions", two different Regions must be chosen as the source from which the Faction units march. However, the units may all have the same destination Region. Therefore, "Action in two Regions" will allow moving up to 4 units into a single Region, but there must be at least two Regions with 2 or more units to draw from. In addition, the second activated Region can be the destination of the first action (i.e. to effectively increase the range). Note: a Faction can only have a maximum of 6 units per Region at any time.
    • Trinovantes, Romans, and Catuvellauni: Move up to two units to an adjacent Region.
    • Iceni: Move up to two units from a Region to any Region.

March: Iceni move 2 units from the non-city region and 1 from Camulodunum into Verulamium for "Action in two regions" (the origins of the movement being the activated).

  • Battle - Remove the units of opponent Factions. Unless otherwise specified, target a single Faction and remove one unit for each hit caused. When calculating the result of a battle, always round down hits. For example, five tribal units will do 2½ hits, therefore round down and remove two units. When it is possible for Faction units to combine for a battle (i.e. Iceni + Trinovantes targeting Romans or the Tribal Conflict event), calculate the total damage from both Factions before rounding. i.e. three Iceni units and three Trinovantes units battling together will do a combined total of three hits.
    • Romans: Do one hit per Roman unit
    • Trinovantes, and Catuvellauni: Do ½ a hit per Trinovantes, and Catuvellauni unit respectively.
    • Iceni: Do ½ a hit per Iceni unit, unless targeting Romans, in which case they do ½ a hit per Iceni unit + ½ a hit per Trinovantes unit added together.

Battle: Catuvellauni battle in Londinium for "Action in one region". They would normally do two hits (0.5 x 5 = 2.5, rounded down), but are modified by -1 due to the Trinovantes Fort, which reduces the Trinovantes to one unit.

Note: the maximum number of Regions in which you can have presence is three. Therefore, you cannot rally in a fourth Region, and if you want to move into a Region while already having presence in the other three, you must remove any units and fort (if any) in one of the Regions you already have presence.

  • Rout (Trinovantes, and Catuvellauni) - Remove an opponent Faction from a fort, if you outnumber the target Faction in that Region. If the outnumbered target has no fort, remove one unit instead.
    • Trinovantes: (+DEF)
    • Catuvellauni: (+SYM)

Rout: Catuvellauni outnumber the Trinovantes and therefore can displace them from their fort. If they were without a fort, Catuvellauni could have done one hit instead.

  • Suppress (Romans) - Move one unit from a opposing Faction to an adjacent Region of Roman choice. Then, if Romans outnumber the target tribe in the suppressed Region, remove the fort of that tribe in the Region, or remove 1 unit if they are unfortified. Romans must choose the target Region for the suppressed unit such that it isn't lost, if possible (e.g. Romans can't select the fourth region if that Faction already has presence in three Regions, and no Region in which there are already 6 units if there are other options). (+SYM)

Suppress: Romans move one of the Trinovantes to an adjacent region. They outnumber the remainder and so additionally do one hit. If the Trinovantes had a fort, the fort would be removed instead of the additional hit.

  • Inspire (Iceni) - Change the allegiance of any tribal unit to Iceni. Reduce a tribe by one unit to increase Iceni by one. This bonus action is able to remove a fort or a tribe from a Region if they only have one unit there, but the Iceni do not gain the fort. (+DEF)

Inspire: The Iceni decrease the rival Catuvellauni unit by one to increase Iceni units by one, and adjust the Local Will.

3.2 Bonus actions

In addition to the basic actions, there are a number of bonus actions that are available through Events and certain parts of the action selection grid. Not all bonus actions are available to all Factions. These actions also affect Local Will as indicated:

  • Fortify (Trinovantes, Romans, and Catuvellauni) - Occupy an available fort in a Region. Reduce your units in that Region by the required number and move the die to the marked square in the Region. A Faction must have at least one unit remaining in a Region to be able to occupy a fort after expending the required number of units. Forts give two benefits: improving a Faction's influence in that Region by two, and reducing the number of hits taken in battle by one.
    • Trinovantes: Requires expending no units (+NEUTRAL)
    • Romans: Requires expending one unit (+SYM)
    • Catuvellauni: Requires expending two units (+NEUTRAL)

Fortify: Trinovantes do not spend any units and simply move their faction die to the marked area in the Region. Catuvellauni must spend two when they Fortify. Note, Romans can't Fortify here because they must spend one unit and would have none left.

  • Raze (Iceni) - Destroy an intact City. The Region must be in rebel control. Expend two Iceni units in that Region and change the City from intact to destroyed by adding a token over the City. All other Faction presence in that Region remains the same. (+DEF)

Raze: Londinium is in rebel control so the Iceni can spend two units to destroy the city, placing a razed city token over the city marker and adjusting the Local Will.

3.3 Partial actions

You may take an action or Event, even if you do not wish to or cannot perform it in its entirety. For example, you may take "Action in two Regions + bonus" and only do an action in one Region and the bonus. However, the Local Will adjustment associated with a bonus action or Event can only be taken if the associated activity occurs. For example, the Iceni could not choose to Inspire in a Region without another tribe unit present, or choose not to convert another tribe unit and yet still increase Defiance in the chosen Region.

3.4 Events

Event cards trigger either an immediate Event, or provide an ongoing benefit. Whether a card is retained or discarded is listed on the card as such:

  • RETAIN: Keep the card until you use it, and then discard the card.
  • RETAIN UNTIL RECKONING: Keep the card and gain the bonus every time it applies until the next Reckoning phase, at which point the card is discarded.
  • If it doesn't specify RETAIN, then the Event happens immediately. Follow the instructions on the card and then discard it.

It is recommended, when retaining an Event card, to tuck it under the player aid of that Faction, to indicate which Faction owns the card. Powers are limited specifically to the Faction that claimed them (i.e. not both Factions if a player controls multiple Factions). Each Faction may only retain one Event card at a time, and the first must be discarded if retaining a second.

Each Event card has two options available: the light background generally benefits the Iceni and Trinovantes. The dark background generally benefits Romans and Catuvellauni, but both are available to all Factions.

4.0 RECKONING PHASE

A Reckoning happens exactly once each period. The Reckoning phase is split into two parts; first a check to see if any Faction is victorious, then the Romans get to affect the Local Will in certain Regions, due to their greater control of the infrastructure in the country.

4.1 Tracking Reckonings

The first two rounds in each period—the black squares—cannot trigger a Reckoning, but a Reckoning can be triggered at the end of the last four rounds—the red squares—in any period. The spare die is rolled and compared to the number on the tracking die to determine if a Reckoning occurs. The tracking die is set to six on the third round in each period (i.e. the first of the red squares in each period), and then reduced by one after each subsequent round when it is moved on. The spare die must equal or exceed the tracking die to trigger a Reckoning. Therefore, there is an increasing chance of triggering a Reckoning with each round. If any period reaches its final round without a Reckoning happening, it is automatically triggered after that final round. As a reminder, after a Reckoning occurs, set the tracking die to 1 in all subsequent rounds this period. Do not to check for a Reckoning again until the third round in the next period.

(Diagram: Round 2 - spare die: no reckoning; Round 3 - Reckoning on 6; Round 4 - Reckoning on 5+; Round 5 - Reckoning on 4+; Round 6 - Automatic reckoning.)

4.2 Victory

Each Faction has a unique win condition. As actions and Event cards are taken, the board state changes and will move closer or further away from the win condition of each Faction. Players will need to focus as much on keeping others from reaching their win conditions as they will on reaching their own.

Victory can only happen during a Reckoning. For a Faction to win, they must meet or exceed their win condition during a Reckoning. If multiple Factions meet their win condition, the Faction that has exceeded the target by most points is victorious. If, during the fourth and final Reckoning, no Faction has met their win condition, the Faction that is closest to their target takes the victory.

  • Iceni win if: The sum of population values from all destroyed City Regions + total Defiance in all Regions is greater than or equal to 11.

    • i.e. the Iceni have destroyed Camulodunum and Londinium. Therefore, the combined population of 4. They additionally require a total of 7 Defiance from all the Regions in order to satisfy their win conditions.
  • Trinovantes win if: The number of forts occupied by Trinovantes greater than the next highest Faction + the number of Regions in rebel control is greater than or equal to 5.

    • i.e. the Trinovantes occupy 2 forts, while both the Romans and Catuvellauni have 1 each. Therefore the Trinovantes only have 1 fort more than the next highest level of occupation and so the Rebels must also be in control of 3 Regions to satisfy their win condition.
  • Romans win if: Total Sympathy - total Defiance in all Regions is greater than or equal to 9.

    • i.e. if there is a Region with 2 Defiance, the Romans require the remaining Regions to have at least 11 Sympathy in total in order to satisfy their win condition.
  • Catuvellauni win if: The number of intact Cities + the total number of Catuvellauni units is greater than or equal to 16.

    • i.e. the rebels have only managed to destroy Camulodunum, leaving 2 intact Cities. Therefore, the Catuvellauni must have at least 14 units on the map to satisfy their win conditions.

4.3 Romans affect Local Will

If there is no winner, and it is not the final Reckoning:

  • The Romans may increase Sympathy by one step in up to two different Regions in which they have presence. The first Region is a free choice but the second is only possible in an intact City (i.e. both Cities can be intact, or one intact and one destroyed, but if the Romans only have presence in destroyed Cities, they may increase Sympathy in only one City.

5.0 APPENDICES

5.1 Advanced Setup

For more advanced players, the advanced setup is recommended to provide more variation in starting conditions and an extra layer of strategy. Follow the basic setup as noted above, but make the following changes:

  1. Players choose a specific Faction to play and take all matching Faction dice and a player aid.
  2. Take 4 dice—1 from each Faction—and then draw them randomly one at a time. Each drawn player's die must:
    • a. Choose a unique Initiative number for starting Initiative: 1-6.
    • b. Place units in any Regions such that the sum of all their Faction dice and Initiative dice is 8. The only restriction on placement is that each Faction cannot have more units in any Region than they have in their 'home' Region:
      • i. Iceni → non-City Region
      • ii. Trinovantes → Camulodunum
      • iii. Romans → Londinium
      • iv. Catuvellauni → Verulamium
    • e.g. The Romans choose an Initiative of 3, which no-one else has chosen yet, then place 2 units in Londinium, 1 unit in Verulamium and 2 units in Camulodunum.
  3. Order the Initiative dice from highest to lowest in the active area on the board.

Note: Players may adjust the difficulty of each Faction by altering the value for the initial sum of units + Initiative (i.e. a higher total sum is easier)

5.2 Bot Rules

Any number of factions can be played using a Bot instead of a human player. This also allows for solo play, with one player taking control of 1 (or 2 allied) factions.

On the reverse of the player-aids are cards that contains a set of rules and flow-charts for each faction. Combining the rules and flow-chart creates a set of logic that can control each faction.

(Diagram: the Trinovantes Bot flow chart. Annotations: 1) Execute the event if the faction can do so and it will fulfil either condition. 2) If the event is not taken, work down flow chart and execute the action that fulfils all conditions. 3) At each action, check the initial condition is true. 4) Use the Bot die to randomise the choice of region, prioritising either i) or ii) for odd and even. 5) The rules in brackets are used to check if the action is worthwhile, and the priority of target factions. If the action wouldn't fulfil the rule, the faction moves to the next available action or passes if it is the final action. 6) If the action selection grid allows a bonus action, the Bot will prefer to execute the first option, but will execute the second if the first is unavailable. The flow chart itself is on the player aid and is not transcribed.)

5.2.1 Bot Initiative dice

The Initiative dice for each faction are controlled in the same way as for a human player. Bots cannot use the Advanced setup described in section 5.1, therefore use the standard setup and draw each die in turn to set starting Initiative.

Each round, the Bot Factions take turns when active, as dictated by their Initiative, and with the same options available to them as if they were humans. i.e. if a faction has already selected a action on the Action selection grid, a Bot that follows will be restricted to either the same row, or passing just like a human player.

5.2.2 Flow of a Bot turn

Each time a Bot takes a turn, follow the steps outlined here in order:

5.2.2a Events

Each time a Bot has a turn, first check to see if it is possible for them to take an Event. If so, use the Event selection rules to determine if that faction will take the event. Only an event that allows the faction to achieve either the A, or B condition will be taken by the Bot. If they do so, make choices so as to maximise that rule condition. i.e. when an event allows the Iceni a rebel controlled city, they will target the largest city that is in rebel control.

5.2.2b Actions

If the event is not taken, roll the spare die. This roll, referred to as the Bot die will determine how the faction acts this turn in two ways:

  1. When an "if" condition refers to d6, use the value of the Bot die.
  2. When an action has I), or II) options: use the former if the Bot die was ODD, the latter if it was EVEN.

Using the die in this way introduces some variability in the Bot behaviour without being too complicated to run.

Note that when a Bot uses the action selection grid, it always treats "Action in one region" as "Action in two regions", to compensate for the intelligence of the flow-chart.

Rally Each Bot starts with Rally, which it will execute if the total number of units in all Regions is fewer than the specified variable, typically a number added to the Bot die roll, although the Catuvellauni also use the current round number ("Round #") to increase their likelihood of Rallying later in the game. If the faction does not have fewer units than the specified number, the faction does not Rally.

March If a faction does not Rally, next look at the March action. First, check if there are any regions able to supply units for Marching. The IF rule on the flow-chart specifies the minimum number there must be in a Region(s) to act as origin Regions, either just a number in a region or a number in excess of that required for control of the region.

Next, the Bot die is used to determine the destination Region, from the odd/even options.

Check if it is possible to move units from the origin region(s) to the destination Region while obeying the rules (i.e. not losing control and leaving a number of units while still resulting in the minimum number of units moving). If the March action is not able to obey the rules and still result in the minimum number of units moving, this action is also skipped.

Battle If the faction neither Rallys, nor Marches, the final possible action is Battle. Again, use the Bot die to determine the target region, taken from all possible regions (i.e. regions with the presence of both the Bot's own faction and those of an opposing faction). If the Battle action doesn't result in the minimum number of hits, as stated in the bot rules, the faction Passes.

5.2.2c Bonus actions

If a Bot faction is able to choose a square on the action selection grid that includes a Bonus action, and the Bot has taken an action (Rally, March, Battle) this turn, also execute a bonus action in one of the Regions in which activity has occurred. Use the preference rule after the action to determine which of the possible Regions is chosen.

If the first bonus action cannot be taken, try the second instead. If neither bonus action can be taken, the Bot does not take a bonus action. This also means, if the Bot is choosing actions first, they will select the "Action in two regions" square rather than "Action in two regions + Bonus".

5.2.3 Breaking ties

If there is any choice to be made where there are possibilities of equal merit (e.g. The Iceni Rally and they have 2 units in one region and 1 unit in two other regions, their first action will be to Rally in the region with 2 units, but for the second both of the 1 unit Regions are equally valid) the spare die is used to break ties:

Split the die outcomes 1-6 equally between the possibilities (i.e. for two options split 1-3 / 4-6, for three options split 1-2 / 3-4 / 5-6, for four options split 1 / 2 / 3 / 4 / reroll if 5-6). Then roll the die and make the choice determined by the outcome.

5.2.4 Faction target preferences

The factions listed in brackets on the rules for Battle, Rout, and Suppress actions show the preference in which a faction will choose targets.

However, they will choose the second option if that results in the action happening in preference to sticking with the first option if that meant the action wouldn't happen.

5.3 Glossary of Terms

  • Activity: Any change that happens to the board-state; usually an alteration to the position and number of units of one or more Factions, or a change to the City status
  • Adjacent: Regions that share a common border
  • Allied: Iceni and Trinovantes are considered allies. Romans and Catuvellauni are considered allies
  • Destination: During a March action, the Region into which the units move
  • Destroyed City: Any City (Camulodunum, Londinium, or Verulamium) that has been destroyed through a Raze action or the Boudica's Dream Event, and therefore has a destroyed City token placed over the City
  • Eliminate: Remove the Faction die of the target Faction from the Region i.e. reduce the units there to zero
  • Hit: When resolving a Battle action or during an Event, reduce the units of the target Faction by one per hit caused
  • Intact City: Any City (Camulodunum, Londinium, or Verulamium) that has yet to be destroyed
  • Non-rebel: The Romans and Catuvellauni
  • Presence: Having one of your Faction dice, and therefore units, in a Region
  • Rebel: The Iceni and Trinovantes
  • Tribe/tribes/tribal: Any non-roman Faction
  • If one or more Factions has met their win condition, the Faction who has exceeded their target by the most wins.

  • If it is the final Reckoning and no Faction has met their win condition, the Faction who is closest to their victory condition wins.

  • If there is still no clear winner, ties are broken in favor of the Faction with the fewest units, then by rematch.