Rise and Fall (1989)
Rise and Fall (1989) Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Mapboard
- 3.0 Player's Aid Chart
- 4.0 Unit Counters
- 5.0 Stacking
- 6.0 Starting Play
- 7.0 Sequence of Play
- 8.0 Phase 1: Determining Status
- 9.0 Phase 2: Raise Levies (Barbarian Player Only)
- 10.0 Phase 3: Revolt Phase (Empire Player Only)
- 11.0 Phase 4: Movement
- 12.0 Phase 5: Combat
- 13.0 Phase 6: Income Phase
- 14.0 Phase 7: Victory Phase
- 15.0 Optional Game Rules
- 16.0 Scenarios
- 16.1 Solitaire: 1 Player, 2 Player
- 16.2 Three Player Game: Standard
- 16.3 Three Player Game: Half Barbarian Attack
- 16.4 Three Player Game: Rome Defense
- 16.5 Four Player Game: Standard
- 16.6 Four Player Game: Barbarian Attack
- 16.7 Five Player Game: Standard
- 16.8 Six Player Game: Standard
- 16.9 Six Player Game: No Civilized Nations
- 16.10 Six Player Game: Six Kingdom Scenario
- 17.0 Designer's Notes
- 18.0 Editor's Notes
- Summary and Clarification Sheet
- Turn Record Chart (Example)
1.0 Introduction
1.0.1 Rise and Fall is a game for one to six players. It portrays the last days of the Roman Empire when internal revolts weakened Rome from the inside and barbarian hordes invaded her border areas. Players control either the Eastern or Western Roman Empire, the Persian Kingdom, or one of the numerous barbarian nations. When barbarians become strong enough, they form kingdoms, and kingdoms evolve into empires that have all the problems of Rome! Note that a player is never eliminated! If a player's country is conquered, he can return to the game as a new barbarian group, and seek revenge against the player who got him!!!
1.1 Game Components
The game includes:
- Mapboard
- Die cut cardboard unit counters
- Rules booklet
- Five 10-sided dice in three colors
- Pad of turn record charts
- Players Aid Card
NOTE: In this game a 0 is always a ten.
If any pieces are missing please write:
Missing Pieces - Rise and Fall P.O. Box 1043 Vienna, Virginia 22180
2.0 Mapboard
2.0.1 The mapboard depicts the areas of Europe, Northern Africa, and the Middle East that were important at the time of the fall of the Roman Empire and the subsequent rise of the Barbarian states.
2.0.2 The mapboard is divided into sea and land areas. Sea areas are blue. Land areas are goldenrod for clear areas, brown for mountain areas, and green for dense forest areas.
2.0.3 Land areas are divided into two categories: Civilized and Barbarian. Civilized areas have their names printed in black and are bordered by black lines. Barbarian areas have their names printed in red and are bordered by red lines.
2.0.4 At game start (of the Standard Six Player Scenario, see Section 16.8), ALL civilized areas on the map belong to either the Western Roman Empire, the Eastern Roman Empire, or the Persian Kingdom. The starting empires'/kingdom's borders are denoted by thick black lines and large black names.
2.0.5 Barbarian areas are either independent or homeland areas. Independent areas have their names in small lower case red lettering, while homeland areas are in small upper case red letters. Both are bounded by thin red lines. In addition, large upper case red lettering is used to define a group of homeland areas within a thick red boundary that together make up a tribal homeland. For example the Dacian tribal homeland contains the areas: DACIA I, DACIA II, and DACIA III.
2.0.6 Each land area has within it the name of the area and two numbers divided by a slash. The first number, the revolt value, represents the likelihood that the area will rebel. The second number, called the economic value, represents the prosperity of the area. For example, Roma has printed in it 1 / 5. This gives the area a revolt value of 1, and an economic value of 5.
2.0.7 Some land areas have a red arrow crossing the sea area between them. These arrows are called crossing arrows. Crossing arrows give land units the ability to move across shallow and narrow sea areas without the aid of ships (see Section 11.0 Movement).
2.1 Terrain Effects
2.1.1 In RISE and FALL two types of terrain have an effect on combat: Mountainous areas (brown) and dense forest (green). The goldenrod areas are clear terrain and have no effect on combat.
2.1.2 Mountainous regions effect combat by adding one to all defending unit's attack strength, (a unit with an attack value of three would hit on a four or less). Note that this modifier does not affect naval units defending in a coastal mountainous region.
2.1.3 Forest areas effect combat by subtracting one from the attack strength of cavalry regardless of whether it is attacking or defending (a cavalry unit with an attack value of four would hit on a three or less).
2.1.4 Terrain has no other affect in the game.
2.2 Charts
2.2.1 Also printed on the mapboard for easy reference are the Revolt Table and the Unit Chart.
3.0 Player's Aid Chart
3.0.1 The Player's Aid Chart included in the game contains several of the more important tables needed to play RISE and FALL. These include: The Unit Chart, Revolt Table, the Leader table (optional rules), and the National Characteristics (optional rules). Also included are the Sequence of Play, Terrain Effects, and the Revolt Procedure. The printed contents of the Player's Aid Card are reproduced in the sections below (Sequence of Play in Section 7.1, Unit Chart in Section 4.2, Revolt Table and Revolt Procedure in Section 10.0, National Characteristics in Section 15.2, Leader Roll in Section 15.1).
4.0 Unit Counters
4.0.1 The cardboard pieces provided represent the various military units and information counters needed to play RISE and FALL. There are five types of military units and two types of information counters. Note that there are also some units (leaders) which are used only with optional rules.
4.1 Military Units
There are five types of military units in RISE and FALL: Infantry, Cavalry, Fortifications (forts), Ships, and Capitols.
4.1.1 Infantry Units: Infantry units represent the various foot troops used by barbarians, kingdoms, empires, independent kingdoms, and rebels.
4.1.2 Cavalry Units: Cavalry represents the hitting power of barbarian groups, kingdoms, and empires. However, it is more expensive than infantry, and should be used in conjunction with infantry units that can take the losses instead of the more expensive cavalry.
4.1.3 Forts: Forts represent defensive emplacements and are a must for defending one's borders. However, their lack of mobility (they cannot be moved after placement) can cause them to be outflanked if not placed in good positions. Barbarians cannot build forts.
4.1.4 Ships: Ships are important for rapid movement and for the defense of the coastline. They have the ability to move units and prevent units from moving across crossing arrows (see Section 11.0.7). The presence of a ship in a sea zone with a crossing arrow prevents any land crossing by enemy troops. For example, a player with a naval unit in the English Channel will prevent movement of unfriendly troops from Belgica and Britain I.
4.1.5 Capitols: The Eastern and Western Roman Empires and the Persian Kingdom begin the game with a capitol. On the turn a barbarian group becomes a kingdom, it receives a capitol marker to place anywhere within its controlled areas. When a kingdom becomes an empire, it may move its capitol to a new area. This unit is placed at the end of the combat phase, before the income phase. If a battle occurs in an area containing a player's capitol, the capitol must be the last unit removed to satisfy losses.
4.1.5.1 Once a capitol is placed, it cannot be moved (except when a kingdom becomes an empire, or the capitol piece is eliminated by combat).
4.1.5.2 The capitol is a very important unit. If the capitol piece is eliminated, all areas in that kingdom or empire must make a revolt roll at the beginning of his next turn (see Revolt Phase 10.0). This applies to both kingdom and empire players who lose their capitols. For example, if the Persian player loses his capitol to the Huns, then on his next turn he must roll for possible revolt in every area under his control.
4.1.5.3 If either the Western Roman player or the Eastern Roman player loses his capitol, he must go out of the game and return as a new barbarian nation.
4.1.5.4 At the end of a player's first turn following the loss of his capitol, his capitol marker is returned to play and placed in any one land area he still controls. (This occurs after the purchase phase. The capitol's income is lost for one turn.)
4.1.5.5 A player's capitol is the star of his color counters.
4.2 Military Unit Characteristics
4.2.1 Military units all have the following: An Attack Value, a Defense modifier, a Movement Rate, a Purchase Cost, and a Maintenance Cost. These capabilities are described below.
4.2.1.1 Attack: This represents the ability of a unit to eliminate another unit. This value is the number needed on a ten sided die to eliminate another unit. Note that the attack value can be modified by defense, terrain, national characteristics, and leaders. (Examples of attacks are found in Section 12.0 Combat.)
4.2.2 Defense: This represents the defensive capability of a unit. This is the number that an attacker must modify his attack value by. (Examples of defense are found in Section 12.0 Combat.)
4.2.3 Movement: This value is the number of areas that a unit may move in one turn. This may be modified by terrain and transport. (See Section 11.0 Movement.) [The words after "Section" are cut off in the scan; the target is Section 11.0, Phase 4: Movement, per the printed Table of Contents. The remainder of this sub-section is filled from PC Wargames text.]
Purchase: [filled from PC Wargames text] This value is the number of income points needed to build a new unit of a particular type. A player may only build units listed under his nation status. (See Section 13.0 Income.)
Maintenance: [filled from PC Wargames text] This value is the cost to keep a unit of a particular type fed, paid, and on the board. (See Section 13.0 Income.)
Unit Chart (printed on the Player's Aid Card; the columns are Attack, Defend, Movement, Purchase (Levy), and Maintenance; a dash means not applicable)
| Unit | Attack | Defend | Movement | Purchase (Levy) | Maintenance |
|---|---|---|---|---|---|
| Barbarian | |||||
| Infantry | 3 | 0 | 3 | 3 | - |
| Cavalry | 4 | 0 | 4 | 5 | - |
| Ships | 3 | 0 | 6 | 3 | - |
4.3 Other Units
[No recoverable printed text. The scan's text layer has no body text for this section and the PC Wargames text has no equivalent. The information counters are the independent kingdom markers (Section 10.6.1), and the revolting forces, which are red infantry on white counters (Section 10.4.4). Leaders are used only with the optional rules (Section 15.1).]
5.0 Stacking
[filled from PC Wargames text]
In RISE and FALL players may place up to five land combat units and five ship units in an area. A player may also have a leader in an area. A capitol is a combat unit. Capitols count towards stacking limits.
At the conclusion of the Movement phase (see Section 11.0) a player may only have five land units and five ships in any one area (land or sea). A player may never have more than this number at the end of a Movement phase. If more than five friendly land units and five friendly sea units occupy an area, the extra units are eliminated (owning player's choice).
An area may contain up to the stacking limits of both friendly and enemy units. (Combat would necessarily occur.) Each area may also contain a leader counter (Optional Rule, see Section 15.1).
6.0 Starting Play
[No recoverable printed text. The section heading appears in the printed Table of Contents, but its body text is absent from the scan and is not present in the PC Wargames text. Set-up for each scenario is given in Section 16.0 Scenarios.]
7.0 Sequence of Play
7.1 Phases of Play
The sequence of play contains seven phases that are performed by every player exactly in the order listed (from the printed Sequence of Play on the Player's Aid Card):
- Determine Status
- Raise Levies (Barbarian Player Only)
- Roll for Possible Revolts (Empire Player Only)
- Movement
- Combat
- Collect Income
- Determine Victory Points
Each player completes all phases before the next player takes his turn. Exception: Eastern and Western Rome move simultaneously.
[filled from PC Wargames text: each player performs all of the phases in his turn before another player performs any of his. The newest barbarian group completes its sequence of phases before the next player begins his turn. Each player then takes his turn in the same order as in the last turn. A player never changes the order in which he takes his turn unless he quits and starts over with a new barbarian nation. If more than one player starts as a new barbarian nation, the first player is chosen randomly. The companion text's rule for two Roman players (phases alternating) is replaced by the printed Eastern and Western Rome simultaneous-movement exception above.]
8.0 Phase 1: Determining Status
[filled from PC Wargames text, Section 8.0 through Section 8.3.3.1]
During Phase 1, a player determines his status. He decides if he will either:
- Enter the game
- Leave the game
- Transition from a barbarian to a kingdom or a kingdom to an empire.
8.1 Entering the Game
A barbarian player is not required to come in on the first turn of the game; he may wait. However, a barbarian player starting the game may bring levies in immediately; if he waits past game turn three, he must announce which barbarian nation he will play the turn before he begins raising levies.
Entering later in the game as a barbarian player is a two-turn process. A player entering the game on turn four (4) or later, or a player returning to the game (having either quit his last position or been eliminated), must take two turns to enter. On the first turn the player decides to enter, he announces which barbarian group he will be. On the next turn the player raises levies and completes all phases in his turn.
A player may not return to the game as a barbarian nation that is currently being played by another player. For example, if the East Africans are still a barbarian group, no other player may elect to enter the game as the East Africans until the East Africans become a kingdom.
8.2 Leaving the Game
At the beginning of the Status phase, any player may quit playing the group he is playing and decide to start over with a new barbarian nation.
This is a three turn process: the player withdraws his group at the beginning of his turn, on the next turn he declares which new barbarian nation he will enter as, and on the third turn he enters the game.
If, at the end of the previous turn, an empire's income was less than 20, that empire must quit during Phase 1 and may return later as a barbarian nation. Also, if the Western Roman player or the Eastern Roman player loses his capitol, he must quit and return as a new barbarian nation later in the game.
When an empire or kingdom player quits, all of his civilized areas become independent kingdoms, and his controlled barbarian areas become uncontrolled. When a barbarian player quits, all his areas become uncontrolled (empty). This allows any player to freely move into the civilized areas that the barbarian player controlled (no inherent opposition exists).
When a player quits or is eliminated, all of his pieces are removed from the game map, and his treasury is reduced to zero. However, a player retains his victory points, or a fraction thereof, when he drops out.
8.3 Transition
During this phase, players determine their status. At this time, new players announce which barbarian nation they will play. Additionally, barbarian nations check for transition to kingdom, and kingdoms check for transition to empire.
Barbarian to Kingdom
A barbarian group must check for transition to a kingdom starting the fourth turn of playing that barbarian group. A player may voluntarily become a kingdom on the fourth turn of being a barbarian nation (i.e. the turn after he runs out of levies), or he may elect to wait. If the player does not voluntarily become a kingdom, he must take his chances and roll the die to check for transition to kingdom (starting on turn 4).
For transition to occur the number rolled on the die must be less than the turn number on which it was rolled. If the die roll is less than the turn number, the barbarian nation may either become a kingdom on that turn, or on the following turn. The player must become a kingdom on either the current turn or the next. For example, if a barbarian nation beginning its turn five checks for transition to kingdom, a die roll of 1 would mean the transition must take place either on that turn (turn five) or on its turn six.
When becoming a kingdom, a player's units immediately assume the combat abilities of a kingdom! At the end of his first turn as a kingdom (but before the Income phase, Section 13.0), the player may place his capitol marker in any land area he controls. (He gets the capitol's income that turn.) The player may now purchase new units (during the Income phase). Additionally, maintenance must now be paid for all forces! The player receives a bonus income of +25 to his normal income for his K1 turn only. This bonus income does not count towards victory points; it is only to help the player adjust to becoming a kingdom (and paying maintenance costs!).
Kingdom to Empire
8.3.3.1 The transition from kingdom to empire is done in a similar way as the transition from a barbarian nation into a kingdom. However, instead of checking for transition on his fourth turn (B4), the kingdom player waits until he has been a kingdom for eleven turns, or turn K11. [The last clause of this paragraph is printed in the scan; the remainder is filled from PC Wargames text.] On the kingdom's eleventh turn, the kingdom player may voluntarily transition into an empire. If he does not choose to do so, he must check to see if a forced transition occurs. In order to transition to empire, the die roll must be less than the turn number minus ten. For example a player on the thirteenth turn of being a kingdom (K13) must roll either a one or a two to transition to an empire. Note: a player cannot be forced to transition from kingdom into an empire on turn eleven because rolling less than a one is impossible!
8.3.3.2 On the kingdom's eleventh turn, the kingdom player may voluntarily transition into an empire. If he does not choose to do so, he must check to see if a forced transition occurs. In order to transition to empire, the die roll must be less than the turn number minus ten. For example a player on the thirteenth turn of being a kingdom (K13) must roll either a one or a two to transition to an empire. Note: a player cannot be forced to transition from kingdom into an empire on turn eleven because rolling less than a one is impossible!
8.3.3.3 When a player rolls less than the turn number (minus ten), he can choose to become an empire immediately or wait until the next turn. Note that on the first turn of being an empire, a player is forced to roll for possible rebellions. A player that becomes an empire receives a bonus income of +35 to his normal income for one turn only. This bonus income does not count towards victory points, it is only to help the player to adjust to becoming an empire (and paying even higher maintenance costs!!!).
8.3.4 Turn Number
8.3.4.1 Each time a player's status changes (barbarian, kingdom, empire) his turn number is set back to one, and only turns played while in that status are counted. For example, if a player becomes a kingdom on barbarian turn 6 (B6), he will record the turn as K1 instead. If the same player becomes an empire on kingdom turn fourteen (K14), he will write E1 (Empire turn one) as his turn number. If, later in the game, he becomes a barbarian again, he will start over at B1 again.
9.0 Phase 2: Raise Levies (Barbarian Player Only)
9.0.1 Kingdoms and empires acquire new units during the purchase segment of the Income phase (see Section 13.0). Barbarians do not purchase units. Instead, they raise levies at the beginning of their turn. During this phase a player controlling a barbarian nation raises his forces.
9.0.2 To determine the number of units a barbarian nation may raise, add together the combined revolt value of all the areas in the barbarian player's tribal homeland that are not controlled by another player. (The revolt values of areas controlled by another player do not count toward the total, nor do the revolt values of areas outside the barbarian homeland.) The player doubles the revolt value of all these areas to get the number of levy points (areas with a total of 24 revolt value would be worth 48 levy points). This value is the amount that the barbarian player may use to raise levies as per the cost on the Unit Chart. For example, the Huns, with four areas each with a revolt value of 8, would have 64 levy points to spend (8+8+8+8=32 then doubled).
9.0.3 A barbarian player may not save up this value. If all of his levy points are not immediately spent, the remainder is lost! (For example, if the Huns use only 60 levy points on their first turn, they may not use the extra 4 points on their next turn.)
9.1 Raising Levies
9.1.1 A barbarian player may only raise Infantry, Cavalry, and Ships as levies. A barbarian nation that does not have one of its homeland areas touching a sea area may not raise ship units. For example, West Africa, which does not have an area adjacent to a sea zone, may not raise ships as levies. It may only build them when it transitions to a kingdom or an empire.
9.1.2 When a barbarian player raises levies he uses the purchase value on the unit chart as the number of levy points necessary to raise the unit. For example if the Hun player wanted to raise as levies a cavalry unit, it would cost him five points.
9.1.3 All new levies are placed, regardless of stacking limits, in the player's homeland areas (for land units) or a coastal area or an uncontrolled sea area adjacent to a homeland area (for ships). (An uncontrolled sea zone is a sea area that is adjacent to the coastal land area and does not contain any other players' ships.) At the end of movement (before combat), all units must conform to stacking limits (see Section 5.0 Stacking).
10.0 Phase 3: Revolt Phase (Empire Player Only)
10.0.1 During this phase a player who controls an empire must roll for possible revolts in the empire. A revolt occurs when one or more areas rebel against the empire.
10.0.2 To roll for a possible revolt, follow these five steps called the Revolt Procedure:
- Check the stability of the empire using Revolt Table.
- Determine which areas rebel.
- Check for actual revolts in rebelling areas.
- Determine the number of revolting forces.
- Engage in combat (when necessary).
10.1 Step 1 - Stability
10.1.1 On the Revolt Table cross reference the roll of one die with the turn number. If a number appears in the box on the chart, the Empire is unstable. For example, if an empire player, on turn E8, rolls a nine, two rebellion die rolls need to be made.
10.2 Step 2 - Determining Which Areas Revolt
10.2.1 To determine which areas are rebelling, the player rolls a ten sided die for each rebellion die roll that needs to be made (from step one). The number of dice rolled is reduced by one for each ten percent tax refund the player paid during the previous turn.
10.2.2 After rolling the dice, a player should compare the number on each die to the revolt value in ALL areas under his control. The player must check for actual revolt in each area that has the same revolt value as the die rolled. Therefore, if a player rolls a 6, ALL areas with a revolt value of 6 must be checked for actual revolt.
10.2.3 If more than one die is rolled, and the number is the same on two or more dice, then the player must check for revolt two or more times in the areas with that revolt value. For example if the player rolls a second six, he must check for revolt twice in each area with a "6" revolt value.
10.3 Step 3 - Revolt Roll
10.3.1 For each area that must be checked for revolt, roll one die, if the number rolled is equal to or less than the revolt value, the area immediately revolts. Therefore, an area with a revolt value of eight is much more likely to revolt than one with a revolt value of three. For example if a player was checking for revolt in an area that had a revolt value of 6, a 1-6 would cause the area to revolt.
10.3.2 The presence of imperial troops helps an empire player in a revolting area! For each infantry unit in a revolting area, subtract one from the revolt value. For each cavalry unit, subtract two. Forts, ships, or kingdom units in an area do not reduce the revolt value. For example an area with a revolt value of 6 that has two imperial infantry in it, will revolt only on a 4 or less. An area with a revolt value of 5, that has one cavalry, two forts, and a ship will revolt only on a three or less (the forts and ship did not help suppress the revolt).
10.3.3 An area with the capitol in it can never revolt.
10.3.4 If an empire player lost his capitol on the previous turn, he must make a revolt roll for every area under his control. If a kingdom loses its capitol all of its areas must check for revolt. Remember: Kingdom forces do not help suppress revolts. If an empire's capitol falls, the revolt rolls take precedence over the normal revolt procedure.
10.4 Step 4 - Determine Revolting Forces
10.4.1 When an area revolts, the empire player must determine the number of revolting troops (peasants that have taken up arms against the empire controlling them) that appear in that area. To determine the number of revolting units in an area, roll a ten sided die, and divide the number rolled by two (round fractions up). For example if an area has revolted and a 7 is rolled for revolting troops, four revolting units would be placed in the area.
10.4.2 A player rolls for revolting troops only once, even if an area must roll for revolt more than once, because the same number is rolled twice or more when determining if a specific area revolts. Thus, once an area revolts and revolting troops are placed, no more rolls should be made for that particular area.
10.4.3 A player need never fight more than five revolting pieces in one area at a time.
10.4.4 Revolting forces are the red infantry on white counters.
10.5 Step 5 - Combat (Revolt)
10.5.1 The placement of revolting troops in an area with imperial/kingdom forces causes immediate combat (before movement, NOW!!). The imperial (or kingdom) troops are the defenders and fire first. (See Section 12.0 Combat for information about fighting battles.)
10.5.2 The revolting units have the attack and defense modifiers of barbarian infantry.
10.5.3 The revolting forces may never retreat. They must fight to the death!
10.6 Independent Kingdoms
10.6.1 At the beginning of the second turn that an area has been in revolt, place an independent kingdom marker in the area with the revolting units.
10.6.2 If, at the end of the player's turn, revolting infantry units are still in the area, the area becomes an independent kingdom. It now defends with independent kingdom forces (revolting units are removed).
11.0 Phase 4: Movement
11.0.1 During the movement phase a player may move none, some, or all of his units. Units are moved one at a time, and once moved, must stay where they were moved.
11.0.2 Each unit has a movement rate which represents the maximum number of areas it may move per turn. Infantry units may move up to three areas in one turn. Cavalry units may move up to four. Ships may move up to six areas. Forts and capitols may never be moved once they are placed (see Sections 4.1.3 and 4.1.5).
11.0.3 Movement points may not be transferred between units nor saved from one turn to the next.
11.0.4 Terrain has no effect on movement, only combat (see Section 2.1).
11.0.5 Islands are special land areas that may only be reached by naval transport. The islands in RISE and FALL are: Cyprus, Crete, Sardinia, Corsica, and the Balerics. Note that Sicily, England and Ireland are also islands but can be reached by crossing arrows.
11.0.6 A player may move a unit until either: 1) It enters an area occupied by an enemy unit, 2) A kingdom or an empire unit enters a barbarian area which is not friendly controlled, or 3) It has moved the maximum number of areas allowed.
11.0.7 A land unit may not enter a sea area or cross over a sea area except at a crossing arrow. Ships may only move from sea to sea, coast to sea, sea to coast, and from adjacent coast to adjacent coast. To move from one coast to another, the land areas must connect at the coast. For example, a ship unit could move from Roma to Napoli, but not to Ravenna.
11.0.8 If the coast is occupied by an enemy ship unit, friendly ship units may not move through (this includes independent areas), but must stop and engage in combat. If the area is occupied by enemy land units, a friendly ship unit may not enter unless accompanied by friendly land units.
11.0.7 As long as no enemy fleets occupy the sea zone containing a crossing arrow, any player's land units may cross freely into the next land area. If, however, at least one other player's ship is in the sea zone, a player may not use the crossing arrow.
11.0.8 Areas that connect only at a point are not adjacent for movement purposes (they must share a common border).
[Note: the scan's text layer labels two paragraphs 11.0.7 and two paragraphs 11.0.8. The labels are reproduced as they appear in the scan; the printed page should be checked before the labels are relied on for cross-reference.]
11.1 Transport
11.1.1 Ships, in addition to their own movement, may transport friendly land units. To transport a unit a ship can either start the turn in a coastal area with the land unit to be transported, or move to the land area containing the unit, "pick" the land unit up, and then move to the desired destination with the land unit stacked under the ship counter.
11.1.2 A naval unit may only transport one land unit at a time.
11.1.3 In the turn that a land unit is transported, it may not use any of its own movement points (either before or after the ship transport). Neither forts nor capitols may be transported.
11.1.4 It is possible for a ship unit to transport more than one land unit in a turn, but it may not transport two units at the same time.
11.1.5 A ship and land unit may stay out at sea at the end of the movement phase.
11.2 Completing Movement
11.2.1 All movement must be completed before combat occurs.
12.0 Phase 5: Combat
12.0.1 After all movement is finished, the moving player must conduct combat. Combat must occur in every area that contains both friendly and unfriendly pieces (Eastern and Western Roman Empire units are friendly with each other).
12.0.2 Combat must also take place if the moving player is in an uncontrolled barbarian area and is not a barbarian himself, or if any player enters the homeland area of an active barbarian player (other than himself). For example, combat would take place if a Hun unit was to enter an East German homeland area only if the East German nation was an active barbarian group. If it was not being played by a barbarian player, the Hun unit could freely move through.
12.0.3 Combat never occurs between land units and ship units. If a land unit enters an area with only enemy ship units, those units must immediately retreat to a friendly controlled area, or an uncontrolled sea area. If ship units are in a land area alone any time during combat, they must immediately retreat. Ship units that cannot retreat are destroyed. Ship units can never attack land units, nor enter an area with enemy land units when unaccompanied by friendly land units.
12.0.4 If a player is attempting a naval assault (an attack with the land units carried by ship), that player must engage in a naval battle all ship units on the coast and destroy them (or make them retreat) before he can land his land units. The land units may then fight a land battle.
12.0.5 If a ship is destroyed while transporting a land unit, the land unit is also destroyed.
12.0.6 A player may not retreat from a naval invasion when he is the attacker.
12.0.7 A player with units in an area containing enemy units must conduct combat. During combat, the phasing player is the attacker and all other players are the defenders. Pieces from two players may never be in the same area without combat occurring (Exception: West Rome and East Rome may freely co-exist.)
12.0.8 The order in which combat occurs is as follows:
- The attacker decides which battle will be fought next (or first).
- The defender rolls one die for each unit he has in the area under attack.
- The die rolls are adjusted for the attacking player's defense modifier, and then checked against the number the defending player's units needed to hit.
- The attacker eliminates one unit of his choice for each hit by the defender.
- If any attacking pieces remain, the attacker may retreat.
- If the attacker does not withdraw, he returns fire against the defending player's pieces.
- The die rolls are checked as in step 3, but applying the defender's defense modifier against the attacker's attack value.
- The defender eliminates one piece of his choice for each hit.
- The defending player may now retreat.
- Players repeat steps two through nine until one player withdraws or is eliminated from the area.
To eliminate another unit in a battle, a unit must roll its attack value or less on a ten sided die (a 0 is always a ten), minus any defense modifier and plus or minus terrain effects. A unit, regardless of modifiers, always hits on a 1.
[Note: the scan's text layer gives this paragraph the label 12.0.5, which duplicates the ship-destruction paragraph above. It is printed here unnumbered.]
12.1 Defense Modifier
12.1.1 A defense modifier is the number that the shooting player must subtract from each unit's attack value to hit (thus decreasing the chance of a hit). Each player applies his defensive modifier to his opponent's attack rolls.
12.1.2 Only one type of defense modifier can be used at a time.
12.1.3 Generally the defender will choose the unit with the highest defense modifier to subtract from the shooting piece's attack value. For example: If two attacking pieces have attack values of 3 and 4, and the defender had two pieces with defenses of -1 and -2, the attacking pieces need a 1 and a 2 respectively to hit because only one of the defending units could use its defense modifier in the battle.
12.2 Retreats
12.2.1 Neither player may retreat until his opponent has had at least one chance to fire. Units may be retreated during step 5 (for the attacker), or step 9 (for the defender). When a player retreats, all units must retreat and all must retreat to the same area.
12.2.2 The exceptions to this rule are: 1) Forts and capitols may not retreat. 2) Ship units may retreat to a sea area but may not carry land units while doing so. Note that in this case a player may have to retreat to two different areas, one for the land units and one for the ships.
12.2.3 If a player retreats from an area also containing friendly forts, those forts are immediately destroyed! A player may never retreat from an area containing his capitol.
12.2.4 A player may only retreat to an area that he controls or to an independent/uncontrolled homeland barbarian area (barbarian players only). Further, he may not retreat to an area where a battle is to be fought or to an area where stacking limits would be violated.
12.2.5 A player may only retreat one area and may never retreat to sea, unless the unit is a ship unit. (Land units may not board a ship to retreat). A unit unable to retreat must stay and fight. A player may retreat to an area that was the site of a battle that turn, provided that the battle has already been won by the player.
12.2.6 Independent kingdom forces, barbarian area defense forces, and rebelling forces may not retreat.
12.3 Example of Combat
12.3.1 During movement the East German barbarian player moves two barbarian cavalry units and three barbarian infantry units into Germania Inferior. Already in the area are one Western Roman Fort, and two Western Roman Imperial Infantry units. In this case the Romans are the defenders. During the first round of combat, the Roman player rolls to hit the East German units. He rolls a 5 for the fort, and a 4 and 7 for the infantry. Since the East German defensive values are all zero, the Roman player scores one hit (for the infantry unit that rolled a 4). For the one hit the East German player elects to eliminate one infantry unit.
12.3.2 The East German player may now decide to retreat; but elects to stay. During the East German player's combat, he rolls a 4 and a 3 for the cavalry, and a 1 and a 0 for the infantry. This scores only two hits because the East German player needs a 3 for his cavalry and a 2 for his infantry since the Roman player has a unit present with a defensive modifier of -1. Note that only one unit can give its modifier to the combat. The Roman player took two hits, and elects to eliminate one infantry unit and the fort. Since he has only one infantry unit left, the Roman player withdraws to Belgicia. The East German barbarian player has won the battle and now controls Germania Inferior.
12.4 Independent Areas
12.4.1 Sometimes a player will want to enter or attack either a barbarian area or an independent kingdom area. To do so, the player treats these areas as though they were occupied by enemy units.
12.4.2 An independent kingdom area defends itself with a number of kingdom infantry units equal to its economic value. For example: An area with the economic value of three (3) will defend with three kingdom type infantry units.
12.4.3 Independent barbarian areas defend themselves with a random number of barbarian type infantry units. This number is determined at the start of the combat phase by rolling one ten sided die, dividing the roll by two, and rounding fractions up. Thus an independent barbarian area will have from one to five barbarian infantry units defending it.
12.4.4 Unless a barbarian homeland area has units in it, the area will automatically defend with five barbarian type infantry units. If it has any units in it, the area will not defend itself. Instead, it will defend only with the player units that occupy the area.
12.4.5 If a player is unable to defeat all of the units in an independent area (kingdom or barbarian), or a barbarian homeland area, the area returns to full strength. For example, if the Romans invaded the Picts' homeland area, and retreated after killing 2 of the defending barbarian units (there were 5), upon invading on the next turn the Romans would have to fight a full force of barbarian units.
12.5 Garrisoning Areas
12.5.1 Any barbarian area that is captured must be garrisoned with at least one land unit by the end of the Income phase (after maintenance and purchase) or it will revert back to barbarian controlled (and must be attacked again).
12.5.2 Civilized areas do not have to be garrisoned to be controlled.
13.0 Phase 6: Income Phase
13.0.1 During this phase, players collect income, adjust their treasuries, pay maintenance, purchase units, give back refunds, and calculate final treasuries.
13.1 Collect Income
13.1.1 The income that a player receives is equal to the total sum of the economic values for all areas under his control.
13.1.2 He also receives five income if his capitol is currently on the board.
13.1.3 The only barbarian areas a barbarian player controls are his homeland areas. A barbarian player receives income only for the homeland areas he controls and all civilized areas that he controls.
13.1.4 Only kingdoms and empires collect income from uncivilized areas. To receive income, the kingdom or empire would have had to fight, and conquer the uncivilized area. For example a player playing the Turks would only get income for the three Turkish homeland areas (if he controls them all), and for any civilized areas he controls.
13.1.5 An Empire player may overtax for more revenue, but is then subject to greater instability. For every ten percent that an empire player wishes to add to his income, he can increase the number of rebellion groups in his next turn by one. For example, if a player on E4, who overtaxed by ten percent on the previous turn, rolls a ten for revolts, three rebellion groups, instead of two as the chart lists would occur. If a dash appears, there are still no rebelling groups (the empire got lucky!).
13.1.6 An Empire is limited to a maximum of 30% over tax.
13.1.7 Income added by overtaxing does count toward victory points!
13.1.8 Kingdoms and barbarians may not overtax.
13.2 Treasury
13.2.1 Income may be accumulated and saved from one turn to the next. After collecting income, the player adds the total to his final treasury from the previous turn to get the current treasury. After figuring the new treasury, a kingdom or empire player pays maintenance for existing units (barbarian player's units are exempt from maintenance costs) and purchases new units (except barbarian players).
13.3 Maintenance and Purchase
13.3.1 A player must pay maintenance for each unit he has on the board and wishes to keep. A player is never required to keep a unit. (However, if an Empire/Kingdom disbands infantry or cavalry, those units may revolt against him. See Section 15.5 Optional Rule 5.)
13.3.2 After paying maintenance, a kingdom or empire player may purchase new units. A barbarian player may not purchase new units, only raise levies during Phase 2 (see Section 9.0). To purchase a new unit, simply subtract the cost of the unit from the treasury.
13.3.3 New units may be placed in any area under friendly control. (Eastern Roman units may only be placed in Eastern Rome and its territories, and Western Roman units may only be placed in Western Rome and its territories.)
13.3.4 The placement of new units is subject to stacking limits. New naval units may be placed in any uncontrolled sea area, or in any friendly coastal area. Remember: A sea area is controlled if any other player has a naval unit in that area.
13.3.5 A maintained unit or a new unit must be in each captured barbarian area by the end of this turn. An ungarrisoned barbarian area reverts back to barbarian control.
13.4 Tax Refund
13.4.1 After purchasing units, empire players may try to lessen the severity of next turn's rebellion by giving a tax refund. For every ten percent of the turn's income a player pays to refund, the total number of rebellion groups is reduced by one. For example if a player on turn E4 gave a ten percent refund, and rolled a ten (on turn E5), one roll would be made for rebellion groups, instead of the two listed. A player may not both over-tax and refund in the same turn. Also, the bonus a player receives in income for becoming an empire is not counted in as income for determining the tax refund base, or over taxation purposes. For example, a kingdom that became an empire with an income of 50 would not count the bonus 35 income for a tax refund, only the 50 income; so 10% would be 5.
14.0 Phase 7: Victory Phase
14.0.1 During this phase players add the number of victory points earned this turn to their total victory points and check for a winner of RISE and FALL.
14.0.2 Victory points for a turn are equal to the income points a player receives in a turn. This total is added to the final victory points from the previous turn.
14.0.3 Three exceptions to this rule applied in all scenarios are: 1) The Western Roman player receives only one third of the value of his income as victory points. 2) The Eastern Roman player receives only one third of the value of his income as victory points. 3) The Persian player receives only one half of the value of his income as victory points. If any of these three players is forced to quit his position (or elects to), and returns as a new barbarian horde, his new victory points start accumulating as normal.
14.0.4 The number of victory points needed to win depends on the scenario being played. (See Section 16.0 for Scenarios.)
14.0.5 If a player is forced to quit a position, or elects to do so, he retains the victory points he earned with his previous group and adds to them the victory points earned with the next group he takes.
15.0 Optional Game Rules
15.0.1 All, some, or none of the optional game rules may be used when playing RISE and FALL. Any optional game rules used should be agreed upon before play.
15.0.2 Optional game rules include: Leaders, National Characteristics, Civilizing of Barbarian Areas, Disbanding Kingdom/Empire units, and Kingdom Start Areas.
15.1 Optional Rule 1: Leaders
15.1.1 Each player's country has a leader. There are five types of leaders in the game: Military, Diplomatic, Popular, Administrative, and Naval.
15.1.2 All barbarian nations have either a military or a naval leader (the player's choice). Eastern Rome has a Popular leader, Western Rome has a Military leader, and Persia has a Military leader.
15.1.3 During the transition stage, all kingdoms and empires roll to determine what type of leader they will have for that status. To determine what leader a player will have, the player rolls a die, and consults the chart below. The number rolled is the type of leader the player will receive.
Leader Roll:
- 1-2: Military Leader
- 3-4: Diplomatic Leader
- 5-6: Popular Leader
- 7-8: Administrative Leader
- 9-10: Naval Leader
The abilities of each leader are as follows:
15.1.4 Military Leader
15.1.4.1 A Military leader moves five areas a turn. He adds a +1 to the attack value of all land units stacked with him in combat. Thus a unit that had an attack value of four now has an attack value of five. He also allows whatever group it started the turn with to move one extra area (land units only and only land movement). However, the whole group must stay together in order to move the extra areas.
15.1.5 Diplomatic Leader
15.1.5.1 Diplomatic leaders are very good at achieving peace between nations. Every turn, at the start of the player's movement, the leader may ask one independent kingdom anywhere on the board to join his kingdom/empire. To ask the independent kingdom to join his empire/kingdom, the leader unit must be adjacent to the area he is asking (he may be at sea). (The leader unit may move before asking.) The attempt is always successful, and a player may move through the area during his turn. Note that a diplomatic leader can never ask a barbarian area to join his side.
15.1.6 Popular Leader
15.1.6.1 In an Empire with a Popular leader, areas are less likely to revolt. When rolling to determine if an area revolts, subtract one from the revolt value (in addition to any modifiers for troops in the area). Also, all areas adjacent to a popular leader (including the one he is in, but not when the leader is at sea) subtract an additional one from the revolt value to determine if the area revolts. For example, if a 4 were rolled for the type of areas to revolt, Syria, an area with a revolt value of 4, would revolt only on a 2 or less (if adjacent to the Popular leader).
15.1.6.2 Kingdom: A popular leader in a kingdom has many people begging to join his army. He allows the cost for all units to be reduced by one. Additionally, any units built in the same area with him cost two less.
15.1.7 Administrative Leader
15.1.7.1 An Administrative Leader allows a 10 percent increase in tax revenues per turn (this counts towards victory points) for both kingdoms and empires.
15.1.8 Naval Leader
15.1.8.1 A Naval leader moves 8 areas per turn. He adds a plus one (+1) to the attack value of all ship units stacked with him in any naval combat. He also allows all naval units that he started the turn with to move two extra areas. However, the whole group must stay together to move the extra areas.
15.1.9 If a leader is left alone in an area containing enemy units, or at sea without friendly ships, then he is eliminated.
15.1.10 A leader may not be replaced until the third turn he is eliminated. He is replaced free. A leader is replaced during the transition stage.
15.1.11 When a player changes status, the old leader is removed, and a new one is rolled for. The leader is always replaced when a player enters a new status, regardless of whether or not three turns have passed. For example, if a player loses his leader unit on turn K12, he would replace it in the transition phase of K15. If however, the kingdom was to become an empire on turn K14 (E1), then the leader unit would be immediately replaced.
15.1.12 A leader unit is not a combat unit and can thus stack free, but cannot be taken as a combat loss!
15.1.13 Leaders do not count toward the transport limit of a ship. They must, however, be transported by a ship.
15.2 Optional Rule 2: National Characteristics
15.2.1 Each barbarian nation, the Romans, and the Persians have their own special attributes. These are represented in RISE and FALL by national characteristics. Listed below are the additional pluses or minuses incurred to the attack values of various units. Note that these modifiers can change, and a player always starts with only a barbarian nation's attributes when he starts a new position, regardless of his previous attributes.
- Rome: +1 Infantry, -1 Cavalry
- Persia: +1 Cavalry, -1 Ships
- Arabs: +1 Cavalry, -1 Ships
- Eastern Africans: +1 Infantry
- Western Africans: +1 Infantry
- Picts: +1 Ships, -1 Cavalry
- Vikings: +1 Ships, -1 Cavalry
- Danes: +1 Ships, -1 Cavalry
- West Germans: +1 Infantry
- South Germans: +1 Infantry
- East Germans: +1 Infantry
- Huns: +1 Cavalry, -1 Ships
- Turks: +1 Cavalry, -1 Ships
- Dacians: +1 Infantry
15.2.2 These modifiers are applied to the unit's attack value. A unit, regardless of modifiers, can always hit during combat on a one.
15.2.3 Players may increase/decrease their modifiers. Any combat unit type (except capitol) may increase/decrease its modifiers. Each time a nation transitions (barbarian, kingdom, empire), it rolls for changes in the attack modifiers, once for each combat unit type.
15.2.3.1 On a 1-2, the modifier is moved down one. On a 9-10, the modifier is moved up one. On a 3-8 the modifier is not changed.
15.2.3.2 Modifiers can never be lower than -2, or higher than +2.
15.2.4 Players may also pay to increase their modifiers. Each turn that a kingdom or empire player pays ten percent of his income during the purchase phase, he may roll to see if the modifier for one unit type (his choice) increases. On a nine or a ten it does! For example: The Persian player wishes to increase the modifier for his infantry. He pays ten percent of his income during the purchase phase, and rolls one die. On a nine or a ten, the infantry modifier would go up by one. Any other result would be no effect.
15.2.4.1 Note that a player can only make one attempt per turn, so it is never possible for more than one unit type to be "bought up".
15.3 Optional Rule 3: Kingdom Start Areas
15.3.1 In RISE and FALL independent kingdoms pop up all over the board. Players may have a tendency to ignore these, not viewing them as posing a threat. But not now! Players may, instead of starting as a barbarian nation, start as a kingdom, using any group of independent kingdoms that are connected!
15.3.2 To do this a player selects any connected independent kingdom areas (to a maximum of eight, and all must be connected as one group), and [bridging words not legible in the scan] flips the independent kingdom markers over. On his next turn, the player removes the markers and may levy like a barbarian the revolt value (doubled) of kingdom forces! He then moves and attacks like a kingdom player on turn K1. At the end of the player's turn he collects income, may purchase units, and must pay maintenance. The player receives a bonus of +25 income on his first turn (see Section 8.3). This will keep players from letting half of the board become independent kingdoms!
15.4 Optional Rule 4: Civilizing Barbarian Areas
15.4.1 Throughout the course of the game, barbarian areas can become civilized. To civilize a barbarian area, that area must be controlled by either a kingdom or an empire for a total of fifteen turns. Note: these turns need not be consecutive, nor does the same kingdom or empire need to control the area.
15.4.2 When an area becomes civilized, it no longer needs to be garrisoned to be controlled.
15.4.3 A civilized barbarian area may not be used as a homeland area for raising levies, and, unless it is occupied, it does not have any units defending it.
15.5 Optional Rule 5: Disbanding Kingdom/Empire Forces
15.5.1 In the standard game a player can place or remove units whenever he wishes. However, troops historically did not like being told to go home without their paychecks. With this rule, whenever a player tries to disband an infantry or a cavalry unit, he must check to see if it revolts. (Forts and ships will not revolt if disbanded.)
15.5.2 A player must first determine which units he won't pay maintenance for. He then rolls for possible revolts on all of these infantry and cavalry units. Checking the table below, he determines if the unit revolts:
- Kingdom Infantry: 1
- Kingdom Cavalry: 3
- Empire Infantry: 4
- Empire Cavalry: 7
15.5.3 The unit revolts if the number on the die is equal to or less than the number in the table.
15.5.4 If the unit revolts, it will conduct combat immediately with any of the previously friendly forces in the area.
15.5.5 The revolting forces are considered the attacker, and thus fire second.
15.5.6 If the revolting forces win, the area immediately becomes an independent kingdom! If they lose, proceed to purchase new units.
15.5.7 If the forces revolt and no other units are in the area, the area becomes an independent kingdom.
16.0 Scenarios
16.0.1 RISE and FALL has numerous scenarios and will accommodate play for one to six players. The scenarios below describe the set up positions for all players, who places first, who moves first, what part of the board is used, what the victory conditions are, and any special rules.
16.1 Solitaire: 1 Player, 2 Player
16.1.1 The solitaire rules that follow are standard for all four solitaire games: One Player - Full Map, One Player - Eastern Rome, One Player - Western Rome, and Two Player - Double Solitaire. If two players are playing the solitaire version, one plays Eastern Rome, and one plays Western Rome.
16.1.2 In every solitaire game, all Persian areas are treated as barbarian areas (therefore, they attack on every odd numbered turn, see Section 16.1.5.3).
16.1.3 The player(s) always represent Rome in the solitaire games. The setups are the same as in the Six Player Standard game (see Sections 16.8.3.1 and 16.8.3.2).
16.1.4 If only one half of the empire is played, 375 points for Western Rome or 425 points for Eastern Rome are needed for victory. If both halves are played, a combined total of 850 points are needed for victory! This combined total may include any combination from both halves of the empire, but each half must have a minimum of 250 victory points.
16.1.5 Play
16.1.5.1 The order of play for the Roman player(s) is exactly the same as in the multi-player game. However barbarian play is different.
16.1.5.2 Barbarian players are represented by a set of automated rules. Barbarian play is divided into three categories: Border attack turns, penetration turns, and defense.
16.1.5.3 Every odd numbered player turn (turns 1, 3, 5, etc.) is a border attack turn. During border attack turns every Roman/independent kingdom area adjacent to either a barbarian area or a barbarian controlled area is attacked. To determine the number of units in a barbarian attack, a player rolls one die, divides by two (round up), and places that number of barbarian infantry units on the area under attack. The player only rolls one time for each area being attacked. (This is regardless of the number of barbarian areas/controlled areas the Roman/independent kingdom area is adjacent to. A maximum of five barbarian units can attack one area.) The Roman/independent kingdom areas are always the defenders. Barbarian units will not retreat. If the barbarian pieces eliminate all civilized pieces in an area, the area becomes barbarian controlled.
16.1.5.4 Every even numbered turn (turns 2, 4, 6, etc.) is a penetration turn. Only the areas adjacent to a barbarian controlled civilized area and Roman controlled barbarian areas adjacent to a barbarian controlled area (either a barbarian area, or a barbarian controlled civilized area) are attacked.
16.1.5.5 When defending, homeland barbarian areas are handled the same way as in the Independent Areas Section (see Section 12.4). Civilized areas that the barbarians control fight as in Section 12.4. Remember that if an area is not defeated, it automatically returns to full strength. (The Roman player will have to roll for a new number of barbarians on his next attempt to take a homeland area.) Barbarian areas never have more than five infantry units defending them.
16.1.5.6 If a coastal area is barbarian controlled, islands at sea may come under attack. Islands at sea are defined as one area islands (Balerics, Crete, Corsica, Sardinia, Sicily, Cyprus). Islands at sea are attacked in the same way as any land province, however, the barbarian units may cross the sea areas to get to them (without having to use ships or a crossing arrow). The Roman player may prevent this by defending the intervening sea area with a ship unit.
16.1.5.7 If an intervening sea area is protected by a ship unit (this includes ships defending crossing arrows), the barbarian units will attack the ship unit(s). To attack the ship units, the barbarians roll one die and divide the number by two (fractions rounded up). This is the number of shots the barbarians get against the Roman ships. For each shot that is equal to a three or less, one Roman ship is eliminated. If all Roman ships are eliminated, the barbarians can attack the island(s) or attack across the crossing arrow. If not, those areas are protected for the turn.
16.1.5.8 If barbarians control an island under 16.1.5.6, they may attack all coastal areas that border on the sea areas that touch the island. It is strongly advised that the Roman player keep the barbarians off the islands at all costs.
16.2 Three Player Game: Standard
16.2.1 In the standard three player game, all three players play two countries. One player plays both halves of Rome (East and West), one plays Persia and a barbarian, and one plays two barbarians. Each country takes its turns separately (Exception: The two halves of Rome are moved as one. However, the finances and victory points of each half are separate.), and are in all ways treated separately from each other (i.e. hostile). This includes movement, combat, income, victory points, etc.
16.2.2 Set up for the Romans and Persians is as per the Standard Six Player Game (Scenario 16.8).
16.2.3 In the three player game, victory is 1,000 points. This is the total of both countries that a player plays added together.
16.3 Three Player Game: Half Barbarian Attack
16.3.1 In this scenario, each player takes one barbarian nation. Only half of the map (east or west) is used (players decide which half of the map they will use).
16.3.1.1 The east half of the map includes: Eastern Rome, Persia, Arabs, East Africans, Turks, Huns, and Dacians. Players may not enter Western Rome, a sea area adjacent to any Western Rome area, or any Barbarian homeland areas except those above. A player may always enter an independent barbarian area. Only the barbarian nations listed above may be used as barbarians.
16.3.1.2 The west half of the map includes: Western Rome, West Africans, Picts, Vikings, Danes, West Germans, East Germans and South Germans are playable. No movement is allowed into Eastern Rome or Persia, or any sea area that borders an Eastern Rome area or Persian area. Players may not move into any other barbarian homeland except those listed for the western map. A player may always enter an independent barbarian area.
16.3.2 Roll a ten-sided die to determine who will conduct his turn first (high roll goes first). All civilized areas on the half map being used are considered independent kingdoms.
16.3.3 The game is won by the first player to reach 500 points.
16.4 Three Player Game: Rome Defense
16.4.1 In this scenario only one half of the map is used. One player plays Rome, and the others start off as a barbarian group (in the west game), or as a barbarian or Persia (in the east game).
16.4.2 Set up for Rome and Persia is as per Standard Six Player game (Scenario 16.8).
16.4.3 Map limitations are the same as Scenario 16.3.
16.4.4 The first player to reach 500 points is the victor.
16.5 Four Player Game: Standard
16.5.1 Only the east half of the map is used. Players play either: Eastern Rome, Persia, or a barbarian. Map limitations are the same as the eastern set-up in Scenario 16.3.
16.5.2 Set up is as per the Standard Six Player game (Scenario 16.8) for Eastern Rome and Persia.
16.5.3 The first player to reach 500 points wins.
16.6 Four Player Game: Barbarian Attack
16.6.1 In this scenario, there are no civilized nations, and all civilized areas are considered independent kingdoms. The whole map is used (both east and west). Players play any of the barbarian nations. Players must enter the game by turn three.
16.6.2 Place an independent marker, or blank marker, in every civilized area. These represent independent kingdoms that a player must capture to control.
16.6.3 The first player to reach 500 points wins.
16.7 Five Player Game: Standard
16.7.1 In the standard five player game, the entire map is used. The empires and kingdoms established are the same as in Scenario 16.8.
16.7.2 In this scenario one player plays all of Rome, one player plays Persia, and the other three players may enter turn one through three as any barbarian nation. If any player is eliminated, he may come back as any currently unplayed barbarian nation.
16.7.3 The play is the same as Standard Six Player Scenario (see 16.8.3).
16.7.4 The player playing Rome keeps the finances and victory points of each half separate. The first half of Rome to fall is out of the game. (The player cannot play a barbarian group and the other half of Rome. He simply plays half of Rome.) If the second half of Rome falls, the player can come back into the game as one barbarian group.
[The scan labels the following paragraph 16.7.3 a second time. It is printed here unnumbered.]
The first player to 500 points wins. The Roman player may not add together the victory points of Eastern and Western Rome to achieve victory. The victory points for each of the halves must be counted separately.
16.8 Six Player Game: Standard
16.8.1 In the standard six player game, the entire map is used. The empires and kingdoms established are:
- Western Rome (Turn E11)
- Eastern Rome (Turn E1)
- Persian Kingdom (Turn K6)
16.8.2 The other three players may enter turn one through three as any barbarian nation. If one player is eliminated, he may come back as any currently unplayed barbarian nation.
16.8.3 Play
16.8.3.1 In this scenario, the Roman Players (East and West) set up first.
Western Rome:
- One fort in each area bordering a barbarian area (12).
- Fifteen Infantry units deployed within the borders of Western Rome.
- One Cavalry unit, deployed within the borders of Western Rome.
- Five ship units, deployed either in a coastal area of Western Rome, or in a sea area adjacent to a coastal area of Western Rome.
- One Capitol, deployed in the area marked Italia/Roma (1/5).
(Western Rome begins the game with an income of 99, a tax-refund rate of 10%, and starts on Empire turn 11 (E11). [The scan reads "true-refund"; read here as "tax-refund".])
16.8.3.2 Eastern Rome:
- One fort in each area bordering a barbarian area and the Persian kingdom (11).
- Fifteen infantry units deployed within the borders of Eastern Rome.
- One Cavalry, deployed within the borders of Eastern Rome.
- Five ship units, deployed either in a coastal area of Eastern Rome, or in a sea area adjacent to a coastal area of Eastern Rome.
- One capitol, deployed in the area marked Thracia/Byzantium (1/5).
(Eastern Rome begins the game with an income of 98, a refund rate of 10%, and starts on Empire turn 1 (E1).)
16.8.3.3 The Persian Kingdom player must deploy next, with one fort placed in each area bordering a barbarian area or the Eastern Roman Empire. The Persian player may then place seven infantry, four cavalry, and one ship in his country. In addition, the capitol marker must be placed on the area with a revolt value of one (Babylonia).
16.8.3.4 After the Persian player places, the game begins. In Phase 1 of the first turn, the barbarian players must decide who is coming in first, if any decide to (see Section 8.1). If more than one barbarian player enters during the same turn, the players should roll to see who moves first. Barbarian players do not have to enter the game on turn one; if, however, they do enter by turn three, they must announce which homeland they will occupy before they come in (rather than raise levies the same turn they come in). The high roll moves first. After the barbarian players move, the Persian player moves. The Roman players are the last to take their turn.
16.8.5 The first player to 500 points is the victor.
16.9 Six Player Game: No Civilized Nations
16.9.1 In this scenario, there are no civilized nations, and all civilized areas are considered independent kingdoms. Players play any of the barbarian nations. Players must enter the game by turn three.
16.9.2 Place an independent marker, or blank marker, on every civilized area. These represent independent kingdoms that a player must capture to control.
16.9.3 The first player to reach 500 points wins.
16.10 Six Player Game: Six Kingdom Scenario
16.10.1 In this scenario each player, starting with the high roller, picks one area at a time, all civilized areas on the board (Western Rome, Eastern Rome, Persia). If possible, players must choose adjacent areas.
16.10.2 Players then purchase 100 points of kingdom units. In the player order that the areas were picked, players place one unit each on the board until all units are placed. Play then begins with the lowest roller from above going first (proceeding in reverse order). All players start out on turn K1.
[The scan labels the following paragraph 16.10.2 a second time. It is printed here unnumbered.]
The first player to reach 500 points wins. For a longer game double or even triple the points to win. (Don't do this for solitaire!)
17.0 Designer's Notes
17.0.1 RISE and FALL started one day in March when my (then) fiance went to Mexico for a week. I looked at my game collection and decided I needed something new. I was in an ancient's mood (I guess I had seen Ben Hur or something) and wanted to play a game on Rome. I felt that a new game on the subject was warranted. So away I went.
17.0.2 My goal in designing RISE and FALL was to create a simple game that was fun to play, represented the Fall of Rome, and could be played either alone or with several players (especially three). I think that I achieved that goal. The final decision depends on whether you play the game once and say, "That's nice", or if your counters wear out. I tried to design it with playability in mind. If you have questions about the game, send a SASE to EMS and I will try to answer them for you.
17.0.3 My favorite feature of this game is the solitaire mechanics. Every turn the barbarians attack. You can't hold out forever, but maybe you can hold out long enough to win! Pretty sick, eh? I'm not going to give advice or tactics on the game, except for one thing: Never let any one player get too big!
18.0 Editor's Notes
18.0.1 Talking about making a wargame for publication is one thing, but actually following through and finishing it is another. I want to say simply, "Sigh, it's over!", but then the reality that this is only the beginning hits me. Although this has been a crazy experience, it has been worth it to see so many dreams come true. Good gaming! See you inside EMS's next game.
Summary and Clarification Sheet
This sheet is printed with the game as a separate insert. Its items are reproduced in the printed order.
- Each unit has an attack value and a defend value which are used whether a player is the phasing player or not.
- Players are restricted to the counter-mix.
- The terrain of an area is determined by the predominant terrain type shown. (For example Scythia I is a clear area and Hun IV is a forested area.)
- The Norwegians are the same as the Vikings.
- Remember: Eastern and Western Roman are friendly units. (They may only have 5 combined units in any one area. Additionally, Eastern Rome may never control any Western Roman areas or vice-versa, or build units there.)
- When returning to play: Turn 1 - go out, turn 2 - announce, turn 3 - raise levies.
- Barbarians have a total of three turns of levies. On B4, barbarians may not raise levies.
- Barbarians do not fight independent barbarian or the homeland areas of a nation that is not being played; they may move freely through them.
- On the turn that a barbarian becomes a kingdom, it assumes all of the characteristics of a kingdom. It may however move freely through barbarian areas for that turn only. At the beginning of the combat phase kingdoms must fight barbarians in any barbarian areas they occupy.
- Movement is not modified by terrain.
- The amount a player may over- or under-tax must be divisible by 10. (The value added or subtracted is always rounded off!)
- When at sea, a leader must be transported by a ship. The ship a naval leader is on can move eight areas per turn. If the ship is destroyed at sea, the leader is also destroyed.
- If a barbarian player has pieces in one or more of your homeland areas on your first turn of levies, you still get the points for the areas occupied. On the occupying player's turn, he must either attack the homeland defense, any units left behind to defend, or move out of the area.
- All leaders except Naval leaders move at a rate of 5.
- Leaders may not be taken as losses in battle. Leaders may not retreat alone.
Turn Record Chart (Example)
The printed example follows a barbarian horde that becomes a kingdom and then records its turns. The numbered notes are reproduced below; the chart values themselves are not transcribed.
- Aleta enters the game as the Turks. Her first turn is recorded as turn number B1.
- Aleta managed to capture several areas of Persia and Eastern Rome. As a result she has an income of 5 for the turn.
- Aleta's income is now added to her last turn's final treasury to arrive at the current treasury. Since this is her first turn, she had no last turn final treasury, and as a result her treasury is equal to her income.
- Aleta, being a barbarian horde, may not purchase units (she raised levies equal to double her revolt values), nor does she pay maintenance.
- Refunds and % are for empires only!
- Final treasury is equal to treasury minus purchase, maintenance, and refund. Since Aleta does not have any of these while she is a barbarian, her final treasury will equal her treasury.
- Victory points are equal to income plus last turn's victory points. Aleta, just starting the game, does not have any victory points accumulated, so her final victory points are 5 (equal to this turn's income only).
- A starting barbarian horde may choose between either a naval leader or a military leader. Since Aleta's Turks are landlocked (except for the Caspian) she chose the military leader.
- The National Characteristics for the Turks are a +1 for Cavalry, and a -1 for Ships.
- On Aleta's turn B4 she decides to become a kingdom. She records the turn as K1, and her units immediately assume the attributes of a kingdom. If she had not elected to become a kingdom, she would have had to roll for transition.
- Aleta's income for the turn was 23 (18 for areas and 5 for her capitol). She also receives on this turn a one time bonus of 25 income.
- Adding her income and bonus to her last turn's final treasury, Aleta ends up with a treasury of 79.
- Aleta had five cavalry units and six infantry units left after her first turn of being a kingdom. This gave her a maintenance of 27.
- Aleta decided to build 2 cavalry units and 2 forts for a total purchase cost of 18.