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Foundations of Rome: Roads of Fortune

Expansion for Foundations of Rome

Foundations of Rome: Roads of Fortune Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Gameplay Overview
  • Determining Influence
  • Gameplay Example
    • North Road Board
    • East Road Board
    • South Road Board
    • West Road Board
  • Population Tokens
  • Alternate Rewards
  • Alternate Monuments
  • Garden of Ceres Setup

Components

  • A) 8 Road Boards
  • B) 10 Milestone Markers (2 per player)
  • C) 11 Population Tokens
  • D) 10 Favor Tokens
  • E) 19 Alternate Monument Cards
  • F) 5 Monument Reference Cards
  • G) 4 Ceres Road Boards
  • H) 1 Monument Tray Sticker Sheet

Setup

  1. Set up the game as usual, including any modules you wish to use. After dealing out starting lot cards to players, if a player received an EDGE LOT CARD, return it and replace it with a new one until you get a non-EDGE card, shuffling the Edge Card(s) back into the Deed Deck. Once complete, set up the Era Decks as usual.
  2. Collect the new Road Boards, removing any that apply to modules not in use.
  3. Either select 4 boards along with the face you wish to use, or shuffle and randomly choose.
  4. Place 1 board on each of the borders of the game board. There will be 4 cardinal directions: North, East, South, West.
  5. Give each player the 2 Milestone Markers in their color.

Note: An Edge Lot is any lot on the outermost spaces around the board for the current player count.

Note: This setup includes road tiles requiring the Trading & Stealing and Population Expansions. See each individual tile before starting the game to determine which expansions are needed.

Gameplay Overview

Play as normal with the following exception during the Era Scoring:

  1. Resolve each Road Board, starting with the Road Board to the North (top of the game board) and continuing clockwise (N, E, S, W).
  2. Each player will calculate their influence for each board.
  3. For Road Boards with Milestone slots, the player with the highest influence will pick first, placing their Milestone Marker, and continuing in order of Influence.
    • A. If a player has already placed both of their Milestone Markers, they may use a Lot Marker, provided they have one available, instead. This will reduce the number of Lot Markers they have in the next era. A Player may pass placing a marker if they wish.
  4. For Road Boards without Milestone slots, resolve the effects written on the board. Players do not use a Milestone Marker for these boards.

Determining Influence

When resolving each Road Board, players must first determine their influence on that edge of the board.

  1. Each player counts the total size of all of their buildings that are on the edge of the board. This is their total influence for this edge.
    • A. A building does not need to be entirely on the edge of the board. Only 1 lot of the building must be present on the edge to count the entire building towards the player's influence.
    • B. Unbuilt lots do not count towards influence.
    • Note: Corner lots count for influence on 2 sides!
  2. In the event of a tie:
    • A. The player with the earliest LETTER lot on the edge breaks the tie.
    • If still tied:
    • B. The player with the lowest NUMBER lot on the edge breaks the tie.

Gameplay Example

Before proceeding with Era Scoring, players evaluate each of the Road Boards starting from the North side and proceeding clockwise.

North Road Board

At the start of the first era scoring, when checking for influence on the North Road Board, two of the five players have buildings on the edge: Blue and Green. Each of them counts up their total influence on this edge.

  • A. Blue only has 1 building, the Artisan Forum, on the edge that occupies 3 lots. The Ownership Marker they have does not count since they have not yet built there. This gives Blue 3 points of influence on this edge.
  • B. Green has 2 buildings on the edge. The Grand Insula occupies 4 lots, and the Bakery occupies 1 lot. This gives them 5 points of influence on this edge.
  • C. Green selects first and chooses to place one of their Milestone Markers on the space showing 1 Population Token and take a Population Token from the supply.
  • D. Green then increases their position on the Population Track by 1 to reflect this.
  • E. Blue selects second and also chooses to place one of their Milestone Markers on the Road Board. They place it in the 3 VP spot and F increase their position on the Score Track to reflect this. No other player gets to select a spot on this road board this era and the players move to the next one on the East side.

East Road Board

On the East side edge, the Yellow, Green and Red players currently have buildings present. This road board, however, does not require the players to use their Milestone Markers.

Road boards without Milestone Marker spaces allow for ties. This tile has a tie between Green and Red.

  • A. Green has 2 buildings on this edge. The Pottery Studio gives them 2 points of influence and the Domus Maximus gives them an additional 2 points, for a total of 4 points of influence.
  • B. Red has 1 building, the Foundry, which gives them 4 points of influence.
  • C. Yellow has 1 building, a Domus, and gets 1 point of influence. Blue's Ownership Marker does not count.
  • D. Both Green and Red have the most influence (4 points) and they both receive 1 Victory Point as this is the first era. Yellow does not receive any rewards, but has avoided the penalty as they have at least 1 point of influence.
  • E. The Blue and Purple players, however, do not have any influence on this edge and each lose 1 Victory Point as this is the first era.

South Road Board

On the South side edge, all five players currently have buildings.

  • A. Red has 1 building, the Garden, for an influence of 1.
  • B. Purple has 1 building, the Marketplace, which gives them 2 points of influence.
  • C. Green has 2 buildings. The Library gives them 1 point and the Bakery gives them 1 point. This gives them 2 points of influence.
  • D. Blue has 1 building, the Foundry, which gives them 4 points of influence.
  • E. Yellow has 1 building, the Insula, which gives them 1 point of influence.
  • F. Blue with 4 influence selects first and chooses the space allowing them to swap 2 Lot Markers on the board.
  • G. They swap one of their lots with a lot owned by the Red player.
  • H. Purple and Green are both tied for influence, but as Purple has a building on an earlier letter, they break the tie. (Yellow has B10 and Green's first lot is D10.) Purple chooses the 3 Victory Point spot on the board, placing their Milestone Marker on it.
  • I. Purple moves up the victory track by 3.
  • J. Green only has one space left to place on if they wish, and they place their Milestone Marker on this space. Instead of taking the printed power, they elect to take the "OR 2 VP" option printed inside the square,
  • K. and move up spaces on the Score Tracker.

Red and Yellow do not get to choose to place on this Road Board, since the other three players chose to do so.

West Road Board

On the West side edge, 3 players have buildings.

  • A. Red has 1 building, which is the same Garden from the South side, as it has been built in the corner lot. This gives them 1 point of influence.
  • B. Blue has 1 building, which also is in a corner space (and previously counted on the North Road Board). This Artisan Forum gives them 3 points of influence.
  • C. Yellow has 1 building on this edge. Their Insula gives them 3 points of influence.

Blue and Yellow are both tied on this edge with 3 influence. Blue breaks this tie as they have the lowest numbered lot (A1).

  • D. Blue has the first choice, but does not have any Milestone Markers. They decide to use a Lot Marker to place on the Road Board. This Lot Marker will be unavailable for them during the next era. They place this Lot Marker on the middle space and E collect 2 Coins from every other player.
  • F. Yellow then places one of their Milestone Markers on the first space, G taking the First Player Marker in front of them.
  • H. Finally, Red places their Milestone Marker on the 3 Victory Point space and I moves up on the Score Track.

Population Tokens

Roads of Fortune includes new Population Tokens to be used with some Road Boards. These are double-sided, showing 1 Population on one side and 2 Population on the opposite side. When gaining a Population Token reward, players take these from the supply, setting them to the proper side for their reward value, and place them next to their player boards. These are permanent bonuses that increase your position on the Population Track. The supply is not considered to be limited, and if you ever run out of tokens you may use any other method to track your Population bonuses.

Note: When playing with the Trading module, players may include these tokens as part of any trade.

Tiles 1A, 2A, 5A use Population Tokens.

Alternate Rewards

Some reward spaces on Road Boards have an alternate reward option. When placing a Milestone (or Lot) marker on one of these spaces, a player may choose to take the inside reward instead of the primary effect. You may choose to do this even if you cannot use the primary effect, as a way to block other players from choosing that effect!

Example as printed: a space reading "Take 1st Player, OR (1)" on the left and "All players give you 2 coins, OR (2)" on the right, with the printed reward alternatives shown inside each square.

Alternate Monuments

Included in Roads of Fortune is a set of 19 Alternate Monument Cards. These cards may replace any of the cards in the original game or may be mixed and matched. These new Monument Cards offer new requirements for the existing Monuments while maintaining compatibility.

Card footers are given as the printed number and icon. A laurel-wreath icon is Victory Points, a round coin icon is Coins, a standing-figure icon is Population, and a house icon is a building. Where the card prints a slash ("/") between a laurel and an icon, it is written here as "VP per ", reading the card art; the rulebook text itself does not explain the footers.

Forum Romanum (Civic)

  • Requirements: You must be tied with another player on the Population Track.
  • Footer: laurel 2 / coin (VP per coin icon).

Imperial Harbor (Commercial)

  • Requirements: If built on edge lot, gain 6 coins. If not built on edge lot, pay 6 coins.
  • Footer: 3 coins; 7 VP.

Temple of Apollo (Commercial)

  • Requirements: Must have the most or be tied for the most residential buildings, regardless of size.
  • Footer: 2 coins; 2 VP.

Temple of Jupiter (Civic)

  • Requirements: When built, each opponent with an adjacent commercial building gains 2 VP.
  • Footer: 2 VP per coin icon (printed as laurel 2 / coin).

The Pantheon (Civic)

  • Requirements: Must have the most or be tied for the most size 1 buildings.
  • Footer: laurel 3 / columned building (VP per civic-building icon).

Tower of Wonders (Civic)

  • Requirements: Must have built at least 1 of each type of building (Residential, Commercial, Civic).
  • Footer: 3 VP.

Lighthouse (Civic)

  • Requirements: You must own 2 buildings on the edge of the board. If not built on edge lot, pay 6 coins.
  • Footer: laurel 2 / coin (VP per coin icon).

Regia (Residential)

  • Requirements: When built, gain 1 coin for each of your opponents' adjacent civic buildings.
  • Footer: 9 Population.

Temple of Mars (Residential)

  • Requirements: Must have the highest or be tied with the highest income.
  • Footer: 5 Population.

Triumphal Arch (Residential)

  • Requirements: If not built on an edge lot, you must pay all players with adjacent buildings 3 coins.
  • Footer: 7 Population.

Temple of Minerva (Residential & Civic)

  • Requirements: Must have the fewest or be tied for the fewest lot markers on the board.
  • Footer: 2 Population, plus a per-building icon as printed (figure + figure / house).

Watchtower (Civic)

  • Requirements: When built, you must pay each opponent with an adjacent population building 2 coins.
  • Footer: 1 VP per Population (printed as laurel 1 / figure).

Temple of Vulcan (Commercial & Civic)

  • Requirements: Must own the largest building or be tied for the largest.
  • Footer: 10 coins, plus a coin icon per building (printed as 10 coin + coin / house).

Royal Winery (Commercial)

  • Requirements: When built, you may immediately take a build action.
  • Footer: 4 coins; 8 VP.

Statue of Romulus (Civic)

  • Requirements: Must own 2 size 3 buildings.
  • Footer: laurel 2 / house (VP per building).

Temple of Neptune (Commercial)

  • Requirements: Must have the fewest buildings or be tied for the fewest.
  • Footer: 1 coin; 5 VP.

Temple of Venus (Residential)

  • Requirements: Must own a size 2 civic building.
  • Footer: 4 Population.

Circus Maximus (Civic)

  • Requirements: You must have the most or be tied for the most money.
  • Footer: laurel 1 / figure (VP per Population).

The Colosseum (Civic)

  • Requirements: When built, each player that has at least 1 population building gains 2 VP.
  • Footer: laurel 1 / figure (VP per Population).

Garden of Ceres Setup

Included in Roads of Fortune is a set of 4 Road Boards specifically for use with the solo expansion "Gardens of Ceres," offering a new challenge against Ceres and her followers.

To use these new boards, follow setup as normal, setting aside the Edge Lot cards before dealing out starting Deed Cards. Shuffle these back in before setting up the Era Decks. Select 4 sides of the Road Boards to use in your game and place 1 on each side of the game board. Ceres does not use Milestone Markers. You will only need Milestone Markers if playing using Road Board 2B.