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Soul of the Empire

Soul of the Empire Rulebook

Table of Contents

Table of Contents

  • Winning The Game
  • Components
  • Important Terms
  • Faction Descriptions
  • Setup
    • 3 or 4 Player Setup
  • Using Your Dice To Take Actions (Building a Dice Sequence)
  • Order of Play
  • Main Phase Actions
    • Move Units
    • Recruit Units
    • Initiate Combat
    • Claim an Objective Card
    • Designate Die (or Dice) to Purchase Power Cards
    • Claim an Objective Point Marker (Coalition Only)
    • Block/Unblock an Objective (Coalition Only)
    • Increase Rage (Coalition Only)
  • Scoring
    • Scoring a Claimed Objective Card
    • Scoring a Claimed Objective Point Marker
    • Score Sole Occupancy of a Region and Regroup (Coalition Only)
  • Faction Power Cards
    • Jewish Revolt Power Cards (The Gray Faction)
  • Soul of the Empire Power Card Details
    • Roman Power Cards
    • Jewish Power Cards
    • Christian Power Cards
  • 2-Player Rules

Winning The Game

The first player to either achieve their special victory condition or achieve 7 objective points wins the game. Play stops immediately when either occurs.

Special Victory Conditions:

  • Coalition: Sole occupancy of Rome & Italia
  • Christian: Convert 18 units and have at least 1 unit in Rome, Jerusalem, and Germania
  • Roman: Capture 25 units
  • Jewish: Sole occupancy of all Judean (blue) territories

Components

  • Game Board
  • 4 Faction Boards
  • 23 Objective Cards
  • 6 Objective Point Markers
  • 24 Combat Cards (6 each faction)
  • 50 Roman units (red)
  • 17 Christian units (white)
  • 25 Coalition units (green)
  • 21 Jewish units (blue)
  • 15 Gray units (gray)
  • Rulebook
  • 48 Power Cards (16 Roman, 16 Christian, 16 Jewish)
  • 24 Dice (5 red = Roman, 5 blue = Jewish, 5 white = Christian, 5 green = Coalition, 4 yellow)
  • 4 Reference Cards

Important Terms

  • Unit: A wooden piece color-coded for its faction.
  • Territory: Space on the board. Can only hold a maximum of 6 units for each faction.
  • Sole Occupancy: Only your units are in a given territory.
  • Roman Empire: All territories South and West of the heavy red line on the board.
  • Coalition Territory: All territories outside of the Roman Empire.
  • Regions: Color-coded territories within the Roman Empire.

Faction Descriptions

Roman Faction

Let there be no doubt, the first century world was a Roman world. Roman roads enabled trade, travel, and communication; Roman law protected Roman citizens regardless of ethnic background; Roman Government ensured internal stability; and the mighty Roman Legions kept the "barbarians" at bay. On the surface, Rome seemed unstoppable. Under the surface, the Roman Empire groaned under enormous strain. Political intrigue challenged the acceptance of Nero's rule, ethnic factions sought independence, increasing aggressive military campaigns against foreign threats stretched Roman resources to the breaking point. The Roman faction is powerful and uncompromising. They have a ton of units, the initiative, and combat and power decks built to intimidate, tax, and crush armies with impunity. On the other hand, there is a growing sense that there might be more going on than Rome can handle. Use your iron fist to control the empire, capture your enemies, and claim victory as Rome.

Jewish Faction

Conquered but never defeated, the Jewish people cling fiercely to their religious and cultural identity. The Jewish Faction is best described as zealous, industrious, and opportunistic (in the best sense of the term). Zealous for their people, beliefs, and land, the Jews chafe under Roman oppression and yearn for their independence. Industrious workers, the Jewish faction power deck enables them to optimize their actions throughout the game and turn the systems to their own advantage. Finally, the Jewish Faction knows that the enemy of my enemy is my friend. Concealed within their power deck are revolts that pop up across the Roman Empire at the most inconvenient times...for Rome. As they do, the Jewish Faction is poised to take full advantage in their pursuit of a culture and land cleansed from the stains of Roman rule and heretical beliefs.

Coalition Faction

Rome's enemies span far and wide. Germanic tribes pushed out of their traditional homelands, Goths from Eastern and Northern Europe longing for better lands to feed their growing villages, and proud Parthians descended from the Babylonian and Persian empires can only agree on one thing...their hatred of Rome. Far from being faceless, backward "barbarians," these were vibrant cultures of their own. For too long, Roman Legions pillaged their homes, carried their families off as slaves, and plundered their meager wealth. Not any more! The Rage is rising. Rome is vulnerable. Now is the time to strike hard and strike swift! Aggressive, relentless, and unpredictable, the Coalition Faction's flexibility keeps the other players guessing. Their ability to disrupt recruiting, block objectives, and plunder the advantages of other factions creates the very best kind of chaos. Seize all the territory you can for the good of your people. Better yet, sack Rome to secure the glory of the ages for yourself.

Christian Faction

Beyond the political upheaval, economic hardships, and military conflict, a deeper rift is opening in the spiritual heart of the Roman Empire. Emerging suddenly from relative obscurity, Christians are challenging the religious traditions of all the other factions. Wherever they go, people gather. Some view the crowds as disruptive, criminal, or blasphemous. The Christians see only the chance to bring their message of spiritual freedom to captives from every tribe and culture. The Christian Faction is small, passionate, and resilient. Their limited units slip innocently into large crowds, sway them, and then melt away into the surrounding regions. As their kingdom is not of this world, the Christian faction doesn't control large stretches of territory. Instead, their power and combat cards make the Christian units very difficult to get rid of and increasingly effective at converting the other factions' units.

Faction Summary

FactionResourcesMindsetMechanics
RomanAbundantPreserve & Expand Roman RuleIntimidation, Capturing Units, Broad Area Defense
JewishModerateCreate Conditions for IndependenceOptimizing Actions, Starting Revolts, Focused Area Control
CoalitionModerateAggressively Seize Land & WealthCombat, Plunder, Seizing Objective Point Markers & Regions
ChristianLimitedEngage the World 1 Person at a TimeMovement, Unit Conversion, Confounding Strength

Setup

3 or 4 Player Setup

  1. Place the Game Board in the middle of the table, shuffle the Objective Cards and place them face down in the draw pile. Draw the top 4 Objective Cards, and place them face-up in the designated locations. Place the 4 yellow dice next to the board.

  2. Each player selects their faction, and receives the faction board, units, dice, Combat Cards, and Power Cards (except Coalition). In a 3 player game, the Roman faction must be selected, and any 2 of the remaining 3 factions may be selected. Roman, Christian, and Jewish factions should shuffle their Power Cards, and place them face down next to the left of their faction board. Combat Cards should be placed face down to the right.

  3. Each player places a unit on the Objective Point Tracker, and then places their units in accordance with the faction board instructions. The Roman faction delays placing their final 8 units until step 4 is complete. Any units not placed go into the faction's supply.

  4. Place the Roman Objective Point Markers in Dacia and in Armenia. Give the remaining Objective Point Markers to the following factions:

    • 4 Player: 2 each to Christian and Jewish factions (their own faction color).
    • 3 Player: 2 each to Jewish and Christian factions. If one of these factions is not used, give 1 remaining marker to Rome and 1 to the other non-Coalition faction.

    The Jewish and Christian factions (alternating, in that order) place the Objective Point Markers in territories within the Roman Empire. Objective Point Markers may not be placed in the same territory with, or adjacent to, another marker.

  5. Finally, each player must "roll and ready" their dice (see Using Your Dice To Take Actions below).

A completed 4-player setup is shown in the rulebook as a photograph (not reproduced here).

Note printed in the rulebook: Our prototype has brown Coalition pieces, incorrect dice colors, and is missing the Jewish Revolt card that starts in their hand.

Using Your Dice To Take Actions (Building a Dice Sequence)

This game uses dice to determine how many actions you may take on your turn. In general you will take a die from the Unspent Dice Area and move it somewhere else to take each action. Some actions are affected by the value of the die (or dice) used. Some are not. During setup and during the End Phase of each turn, a faction will "roll and ready" their dice. During the setup, the faction will roll and ready all 5 dice. A faction has 3 rolls to establish a Dice Sequence for use on their next turn. A Dice Sequence can either be:

  1. A set of dice with the same number: 5, 5, 5, 5, 5
  2. A run of dice with numbers increasing incrementally by 1: 2, 3

When rolling and readying their dice, a faction may choose which of their die (or dice) to roll a second or third time. A die not rolled on the second attempt may be rolled on the third. During the End Phase of a turn, a faction will only roll and ready the dice (or die) in the Unspent and Spent Dice areas. Dice used to score Objective Points are not rerolled the same turn. The more dice in your Dice Sequence, the more actions you will be able to take on your turn. Also, remember that some actions allow you to use a die from outside of your Dice Sequence.

Order of Play

This game is played in rounds consisting of 1 turn for each faction. Play starts with the Roman faction, and passes left around the table. Each faction's turn includes 3 phases:

Start Phase (in order, and may be repeated)

  1. Play desired Power Cards labeled "Start Phase".
  2. Use any Permanent Power Cards labeled "Start Phase".
  3. Roman Only: Score any claimed Objective Cards labeled "Score in Start Phase".

Main Phase (any order, and may be repeated)

Key: a die's value (pips) is shown as "#". An asterisk (*) means an additional die may be used from outside the dice sequence to do this action.

  • A) Move Units. # (impacts action)
  • B) Recruit Units From Supply. #
  • C) Initiate Combat.
  • D) Claim Objective(s).
  • E) Designate die to purchase Power Cards. #/*
  • F) Coalition Only: Claim Objective Point Marker(s).
  • G) Coalition Only: Block an Objective. #/*
  • H) Coalition Only: Increase Rage. #/*
  • I) Retrieve a die (or dice) from an Objective Card or Objective Point Marker.
  • J) Play desired Power Cards labeled "Main Phase".

End Phase (in order, and may be repeated)

  1. Play desired Power Cards labeled "End Phase".
  2. Purchase Power Card(s).
  3. Roll and ready your dice. The next faction may begin their turn now.
  4. Score claimed Objectives or Objective Point Markers. Die (Dice) not rerolled.
  5. Coalition Only: Score Sole Occupancy of a Region and Regroup.

Tip printed in the rulebook: Roman/Jewish/Christian factions should choose an Objective Card to achieve, and then pick actions. Coalition players should pursue sole occupancy of an Objective Point Marker or region.

Passing: Instead of playing their 3 phases, a faction may choose to pass. In this case, the faction gathers all their dice and immediately rolls and readies them for their next turn. This allows the faction to reclaim dice from multiple Objective Cards, Objective Point Markers, the Unspent Dice area, and the Spent Dice area. No other actions take place on this faction's turn. Passing is not normally recommended.

Main Phase Actions

Move Units

The die spent determines how many move points you have (1 point per pip). Move the die to the Spent Dice area. Each unit costs 1 point to move to 1 adjacent territory. Territories connected by dots across water are considered adjacent. Movement points may be divided in any way the player decides. The same unit may be moved multiple times (up to the limit of the movement points available). Multiple units may be moved in the same or in different directions. Movement points may be spent in geographically disconnected areas. The rulebook shows an example of how the Roman faction could use 5 movement points gained from a 5-value die (diagram not reproduced here). Each faction may only have 6 units in a single territory. The only exception is the Gray Faction (controlled by Jewish Faction). There may be up to 6 Gray Faction and 6 Jewish Faction units in a territory.

Limitation: Other factions may not move through a territory with a Coalition piece. Any piece in the same territory with a Coalition piece is frozen until the Coalition piece is killed, captured, or converted. Roman, Jewish, and Christians may move through each other. A Coalition piece cannot move out of a territory occupied by any other faction.

Recruit Units

This action allows you to add units from your unit supply to the board. If your unit supply is empty, you cannot recruit units. The die spent determines how many units a player can recruit (1 unit per pip). Move the die to the Spent Dice area. Roman, Jewish, and Christian units may be placed in any territory containing at least 1 of your units and no Coalition units. Coalition units may be recruited in any territory they have sole occupancy. Recruits may be scattered to different locations, placed in one location, or any combination of the two. The rulebook's example shows how the Jewish faction could recruit 4 units with a 4-value die (diagram not reproduced here).

If all your pieces were removed from the board, you can only recruit to one of the starting territories described on your player board. Roman, Jewish, and Christian factions may not recruit to a starting territory that has a Coalition piece in it. If there are no Coalition units on the board and their starting territories are all occupied, they may pick one territory and recruit there.

Initiate Combat

In order to initiate combat, a player must have at least 1 unit in the same territory as another faction. The value of the die used to initiate combat does not impact the combat in any way. Move the die to the Spent Dice area. The player initiating the combat must declare in which territory the combat is taking place, and which faction they are fighting (if multiple opponents are in the same territory). Each faction's initial combat value is determined by the number of units involved in the combat. After initiating combat, both the attacker and defender will select a Combat Card (it can be any unused Combat Card the faction desires) and place it face down on the table. If either player wants to use a Power Card in the combat, they must play the card face down before either player chooses their Combat Card. The attacker and defender reveal their cards at the same time. If only one combat card has an effect on it, it is applied before totaling the combat value. If both cards have effects, the attacker's effect is resolved first unless one card cancels the other (resolve the card that cancels the other card first). Once effects are applied, the final combat values are:

Combat Value = # Units + # on Combat Card + Combat Card Effect + Rage (Coalition Only)

  • Modifiers: When Coalition fights Rome/Jews with Christians in the territory, subtract the # of Christian units from the Coalition combat value. See Page 11 (Gray Faction rules below) for Gray Faction rules.

Resolving Combat:

  • Highest combat value wins combat between Romans, Jews, and Coalition.
  • Lowest combat value wins combat when Romans/Jewish fight Christians.
  • Highest combat value wins combat when Christians fight the Coalition.
  • Ties go to the defender.
  • If Combat Card text removes your final unit from a territory before the combat is resolved, the other faction "wins," but no pieces are killed/captured/converted.
  • If the winner is Rome, all of the losing faction's units in that territory are "captured" to the Roman faction board.
  • If the Jews win, all of the losing faction's units in that territory return to the faction's supply.
  • If the Christians win, remove the number of losing faction's units equal to the difference in the combat values (return units to the faction's supply). Christian units may then replace them from their supply, from the Roman Captured Unit Space, or from other locations on the board. If converted units are removed from the Roman Captured Unit space, these spaces do not need to be refilled to achieve Rome's special victory. Make sure a unit marks the highest filled capture space. Also, advance the conversion tracker on the Christian faction board by the number of units converted. After conversion if Christian units exceed the 6-unit limit, move excess units into adjacent territories (free move).
  • If the Coalition loses, increase Rage by 1. If the Coalition wins, all of the losing faction's units in that territory are returned to the faction's supply, and decrease the Coalition player's Rage by 1 (no lower than -2). The Coalition player must now decide whether or not to Plunder (rampage, salvage, or exploit). The Coalition player cannot plunder if they cannot decrease their Rage. Plunder reduces Rage by 1 additional point. If they elect to plunder, the Coalition Faction must choose only 1 of the 3 options:
    • Rampage: You may move some or all of your units out of this territory into 1 adjacent territory (even if another faction is still in the territory you just won combat in).
    • Salvage: Randomly draw 1 Power Card from the defeated faction's hand of Power Cards. If they do not have any Power Cards in their hand, you may select any Power Card from their discard pile. If there are no cards in their discard pile, draw two Power Cards from the top of their deck, select one to keep, and return the other card to the bottom of their Power Card deck. The Coalition faction can then play the Power Card in accordance with the card instructions. When discarded, the Salvaged Power Card is discarded in the original faction's discard pile.

Combat Value Example (printed in the rulebook, with combat cards revealed):

  • Rome = 4 units + 5 on Combat Card = 9.
  • Coalition = 3 units + 2 Rage + 6 on Combat Card = 11.
  • Neither Combat Card has an effect that modifies the Combat Value.
  • 11 > 9, so the Coalition wins. All Roman units are removed and returned to the Roman unit supply.
  • Note: If Rome had won, they would have "captured" the Coalition units to the Roman faction board.
  • After: the Coalition Rage is decreased by 1 after winning combat. The Coalition may choose to Plunder at the cost of 1 additional Rage (see faction rules). Both players discard their combat card face up.

Claim an Objective Card

Any value die can be used to claim an Objective Card. Place the die used on the Objective card. The die will remain there until either:

  1. You score the Objective Card in your End Phase.
  2. Another player scores the Objective Card. Place this die in your Spent Dice area.
  3. You pay another die to retrieve this die to your Spent Dice area.
  4. You pass your turn and retrieve the die.

Designate Die (or Dice) to Purchase Power Cards

Purchasing Power Cards requires 2 pips each (odd numbered dice are rounded down so 3 pips buys 1 Power Card). One die must come from your Dice Sequence. You may use a second die not from your Dice Sequence to modify your die to get the required number of pips. Place the die (or dice) used into the Power Card area on your player board. You may purchase up to 6 Power Cards on a turn. The die (or dice) will remain in this area until the End Phase. At that time, draw the appropriate number of Power Cards from the top of your faction deck. A faction is allowed a hand limit of 3 Power Cards. If you have more than 3 cards after drawing all your new cards, you must discard down to 3 Power Cards. Once complete, move the die (or dice) to the Spent Dice area, and roll and ready your dice. Power Cards in your hand specify in which phase they can be used. Also, you may only use 1 Power Card per turn (excluding a Power Card used in Combat when you are the defender). See more rules concerning Power Cards below.

Claim an Objective Point Marker (Coalition Only)

Claiming an Objective Point Marker can be done with any die. Place it on the Objective Point Marker. The die will remain there until either:

  1. You score the Objective Point Marker in your End Phase. Scoring requires sole occupancy of that territory.
  2. You pay another die (any value) to retrieve this die to your Spent Dice area.

Image caption printed on the page: "This now only requires 1 die of any #."

Block/Unblock an Objective (Coalition Only)

Blocking or Unblocking an Objective requires exactly 6 pips. One die must come from your Dice Sequence. You may use a second die not from your Dice Sequence to modify your die to get exactly 6 pips. Place the die (or dice) on the objective you wish to block. You may not block an objective that has already been claimed. The blocked objective cannot be achieved while your die (or dice) remains on it. The Coalition player may only block 1 objective on each card, and may only block 1 of each other faction's objectives. Moving the die (or dice) to another objective requires another 6 pips. Returning the die (or dice) to your supply can be done with a single die of any value (place all affected dice in the Spent Dice area).

Increase Rage (Coalition Only)

Increasing Rage costs 2 pips per point (odd dice are rounded down so 3 pips gets you 1 Rage). One die must come from your Dice Sequence. You may use a second die not from your Dice Sequence to modify your die to get the required number of pips. Rage cannot be increased above 3. Place the die (or dice) used in the Spent Dice area and increase Rage by the correct number.

Image caption printed on the page: "Rage now increases 1 pt per every 2 pips spent."

Scoring

Scoring a Claimed Objective Card

After rolling and readying your dice during your End Phase, if you have completed the requirements of any Objective(s) you claimed, you may score the Objective Card(s). Place the Objective Card(s) in your play area, and advance your Objective Point Tracker the appropriate number of points. Place the die from the Objective Card in your Spent Dice area. You do NOT roll this die this turn. It will be rolled at the end of your next turn. If another player had claimed an Objective on that Objective Card, return their dice to their Spent Dice area. Draw a new Objective Card and play it face-up. If the Coalition had blocked another objective on that card, return their die (dice). The Coalition faction may immediately roll that die (dice) up to 3 times, and place it in their Unspent Dice Area.

Scoring a Claimed Objective Point Marker

For the Coalition player to score a claimed Objective Point Marker, they must have sole occupancy of the territory it is in during the End Phase of their turn. Place the Objective Point Marker in your play area revealing the Faction symbol on the bottom, advance your Objective Point Tracker 1 point, and place the die in your Spent Dice area. If you capture a second Objective Point Marker from the same faction, that faction loses one Objective Point and you gain an additional Objective Point.

Score Sole Occupancy of a Region and Regroup (Coalition Only)

If the Coalition faction is the sole occupant of every territory in a Region inside the Roman Empire, they automatically gain 1 Objective Point. They can only score each region once during a game. The Coalition does NOT need to maintain sole occupancy in every territory in this region for the remainder of the game. After scoring, the Coalition player must take 1 unit from that region and place it in the appropriate spot on their faction board. They may then regroup 6 units from this region into a single territory in that region. The regroup move does not require a die.

Faction Power Cards

Each faction can only play 1 Power Card each turn. This does not include using a Power Card in combat when you are attacked by another faction on their turn. Each Power Card describes when it can be played. Most cards can be played in one or more of your turn's phases. Some cards are specifically played during Combat (initiated by you or another faction). A few cards are interrupt cards, and are played during another faction's turn. Some Power Cards are marked "MAY NOT BE STOLEN." The Coalition cannot steal these cards with a Salvage action, but they can force the player to discard them with an Exploit action.

Jewish Revolt Power Cards (The Gray Faction)

3 Jewish Power Cards incite revolts within the Roman Empire. Gray Faction pieces are placed in accordance with the cards, and are controlled by the Jewish Faction. While on the board, the Gray Faction is counted as a single separate faction (even if multiple revolts are occurring at the same time). When the revolt card is played, a single yellow die is taken from the extra dice pool, and is placed on the appropriate power card. Each die is rolled up to three times. Initially, the Gray Faction can only use this die to move units or initiate combat (place die in the Spent Dice area then return to Power Card during Roll and Ready). Other Power Cards unlock additional revolt actions or additional die. If a revolt has two dice, they do not need to form a sequence (they may both be used regardless of value). Revolt actions may take place at any point during the Jewish Faction's Main Phase. Additionally, the Jewish Faction may spend a die (only 1 die regardless of how many revolts are occurring) to conduct an additional move unit or initiate combat actions for the Gray Faction. The additional die (or dice) given for Gray Faction actions cannot be used for Jewish Faction actions. If multiple revolts are active, the yellow die on each card can only be used for that revolt's units.

The Gray Faction resolves combat using the Jewish Combat Deck and the rules specified for the Jewish Faction. During combat for either the Jewish or Gray Factions, count both Jewish and Gray Faction pieces in the combat territory when determining the Combat Value. If attacking in a territory with both Jewish and Gray units, the Jewish player must specify if attacking with the Jewish or Gray Faction before Combat Cards are selected. If the Jewish player is defending a territory with both Jewish and Gray units, the attacker must declare which faction they are fighting before Combat Cards are selected. A combat loss for the Gray Faction or Jewish Faction does not impact the units of the other faction. If Rome captures Gray Faction units, these go into the Captured Unit Area on the Roman Faction board.

During the End Phase, position and actions of the Gray Faction during the main phase can be used in scoring a Jewish Claimed Objective (using a Jewish Die). A Gray Faction die can only be used to claim an Objective if the Gray Faction accomplished the action in the main phase. If Rome captures Gray Faction units, these go into the Captured Unit Area on the Roman Faction board.

Gray Faction units contribute to, and do not block, a Jewish Special Victory. For example, Gray units can be in the Blue region, and can have sole occupancy of a blue territory.

If a revolt loses all of its units, discard the revolt card face up into the Jewish Power Card Discard pile. Return the yellow die to the extra dice pool.

Soul of the Empire Power Card Details

Once: Apply effect once, and then discard the Power Card to your discard pile. Durable: Place the card face up next to your faction board, and apply as directed.

Play phases are written as printed: Start, Main, End, Combat, and "Another's Turn" (an interrupt, played during another faction's turn).

Roman Power Cards

  • Advanced Culture (Start/End). Once: You may choose the values of up to 3 Unspent Dice.
  • Auxiliaries (Start). Durable: During the Start Phase, take 2 units from supply and place them anywhere in the Roman Empire. They may be placed in different territories. They may not be placed on an Objective Point Marker.
  • Circus Maximus (Main). Once: Take any 4 non-Roman pieces off the board (may be from different territories). You may only remove 1 Christian unit. Removed units are captured to the Roman Captured Unit Area.
  • Collect Tribute (Start/Main/End). Once: Each faction must lower an Unspent die by 1 pip. You may increase Unspent die (or dice) equal to the number of pips other factions lowered (2 or 3). If another faction has only 1s in their Unspent Dice Area, they must move a die to their Spent Dice Area.
  • Conscription (Start). Durable: Add up to 2 units from your captured unit area to a territory (may exceed 6 units) prior to selecting combat cards. They return to their faction supply after combat. Your total number of captured units will reduce the number you used.
  • Crucify (Start). Durable: If you lose units in combat, you may return 1 captured unit (any Faction) to their supply instead of removing 1 Roman unit. Your Captured Units are reduced by 1. This card may not be stolen by the Coalition.
  • Die by the Sword (Start). Once: From 1 territory, remove up to 3 Roman units (you must leave at least 1). For every unit removed, remove 1 unit from any territory (may be from different territories). Units are returned to their faction supply.
  • Give to Caesar (Start). Durable: Whenever a faction purchases Power Cards, you may increase the value of 1 Unspent Die by 1 pip.
  • (Start/Main/End). Once: Remove 1 Christian unit from up to 3 territories where you have at least 1 Roman unit. 1 Christian unit is captured. Return the rest to the Christian supply.

Jewish Power Cards

  • High Priest Letter (Start/Main/End). Once: Remove 1 Christian unit from every Blue territory that has at least 1 of your units (Jewish or Gray Faction). Return the units to the Christian Faction Supply.
  • Industry (Main). Once: Draw up to your hand limit of Power Cards. For example, if you have 1 Power Card, draw two. You may use another Power Card this turn.
  • Merchant Revolt (Start). Durable: Place 5 Gray Faction units in any 1 coastal territory (touches water) in the Roman Empire. Do not place these units on a territory with an Objective Point Marker. Place a Yellow die from the Extra Dice Pool onto the card. Roll this die up to 3 times. You may use this die to move or initiate combat with the Gray Faction units for this revolt each turn. Discard the card when the units for this revolt are removed. Then return the die to the Extra Dice Pool. This card may not be stolen by the Coalition.
  • Peasant Revolt (Start). Durable: Place 5 Gray Faction units in any 1 territory adjacent to the red region. Do not place these units on a territory with an Objective Point Marker. Place a Yellow die from the Extra Dice Pool onto the card. Roll this die up to 3 times. You may use this die to move or initiate combat with the Gray Faction units for this revolt each turn. Discard the card when the units for this revolt are removed. Then return the die to the Extra Dice Pool. This card may not be stolen by the Coalition.
  • Pharaoh's Fate (Combat). Once: Play face down with your Combat Card. After the Combat Cards are revealed, choose whether or not to reveal this card. If revealed, the combat results are reversed. If not revealed, return this card to your hand. You may play another Power Card this turn if you return this card to your hand.
  • Pharisee (Start). Durable: All revolts gain 1 additional die from the Extra Dice Pool (if available).
  • Promised Land (Another's Turn). Once: When a faction initiates movement from inside the blue region, you choose the unit(s) and territory(ies) to which that faction must move (it must be a legal move). You may move the unit(s) to territory(ies) adjacent to the blue region.

Christian Power Cards

  • City Riot (Start/Main/End). Once: Choose a territory with your unit(s) and at least 1 other faction's unit. Move all units out of that territory into adjacent territory(ies).
  • Divine Messenger (Start). Once: Finish this turn, then take another full turn immediately after. You may NOT play a Power Card on the second turn.
  • Elder (Combat). Once: Play face up before either Combat card is played. No other Power Cards affect this combat. After revealing Combat Cards, you can -1 to either your, or the other faction's, Combat Value.
  • Enrapture (Start/Main). Durable: Whenever you claim an Objective Card (claim not score), you may immediately reroll a Spent Die once and take an action with it. Use once per turn.
  • Giving (Start/Main). Once: One faction of your choice gives you 4 pips from Unspent die(dice) to purchase 2 Power Cards. You immediately draw the top 2 Power Cards. If required, you must discard down to your hand limit in your End Phase.
  • Gospel (Start). Durable: Choose a faction and place one of their units from supply on this card. Whenever that faction moves, you may move any 1 Christian unit 1 territory.
  • Grace (Start). Durable: Once per turn you may do 1 of the following: 1) move through Coalition units, 2) reverse a combat result, or 3) recruit in a territory with Coalition units. You may not do the same thing two turns in a row.
  • Guardian Angel (Combat). Once: Play face down before Combat Cards are played. After the Combat Cards are revealed, reveal this card only if you lose. You suffer no losses from combat. If you win the combat, return this card to your hand. If the card is returned, you may play a different Power Card this turn.
  • Help the Wounded (Start). Durable: During your Start Phase, you may move 1 of each other faction's units 1 space. If 2-Player, you may move 1 unit of the other faction you control.

Transcription notes: the printed card table has a few typos, corrected here without changing meaning: "at lease" is read as "at least" (Gladiator Games), "than" as "then" (Divine Messenger), and "convert 1 unit is all territories" as "convert 1 unit in all territories" (Holy Spirit).

2-Player Rules

Setup: Player A chooses Rome or the Coalition. Player B gets what they did not pick, and then picks either the Jewish or Christian faction. Player A gets the remaining faction. For Objective Point Markers, the player not controlling the Coalition places the 4 variable markers. The Roman faction plays first. Play then alternates between players until all 4 factions have had a turn. After this first round, the faction play order remains fixed.

Win Conditions: The first player to score 7 points (or achieve a special victory condition) with one faction and at least 3 points with their second faction is the winner.

Other Rule Changes:

  1. The player controlling the Coalition faction CANNOT steal Power Cards from their other faction. The Coalition and the other faction controlled by the same player CAN move through each other. The other faction CANNOT recruit in a territory with Coalition units.
  2. Factions controlled by the same player CANNOT attack each other.
  3. Each faction uses its own combat deck during combat (no using one faction's cards for your other faction).
  4. If the Coalition and Christians are played together, Christian units DO NOT modify Coalition combat value against either Rome or the Jewish factions.
  5. Some objective cards cannot be achieved in 2-Player games. As a result, you may use a die (or dice) to discard an unclaimed Objective Card with exactly 6 pips (you may use one die from outside your Dice Sequence). If any other faction's die (or dice) is on the Objective Card, it CANNOT be discarded.
  • Exploit: The defeated opponent faction must discard an Active Power Card of the Coalition Faction's choice (one that has been played face up).
  • All combat cards are discarded face-up in your play area. Discarded combat cards only return to your hand after you have used all 6 available combat cards. You may NOT look through another faction's discarded combat cards.
  • Some faction Power Cards modify combat. If there is a conflict with these rules, the Power Card trumps the basic rules.
  • Gladiator Games
  • Intimidation (Another's Turn). Once: Stop a player's current action, and make them use that die for an action you specify. The action must be legal. If you specify combat, you do not get to choose the location of the combat.
  • Live by the Sword (Start). Durable: Gain 1 extra die from supply (yellow). Roll the die immediately (once) and place in your Unspent Dice Area. Keep the die even if the card is destroyed.
  • Resupply (Start). Durable: During the Start Phase, take 1 unit from a territory with multiple units, and place it in any empty territory in the Roman Empire. You may not place the unit on an Objective Point Marker.
  • Roman Army (Combat). Once: The combat value of your units is either doubled or reduced to zero (your choice).
  • Roman Roads (Start). Durable: During the Start Phase, make 3 free moves. These moves may be divided up in any way.
  • Roman Tactician (Combat). Once: Play after resolving combat. Discard the combat cards, and replay the combat with new combat cards.
  • Veni, Vidi, Vici (Main). Once: Choose 4 empty territories in the Roman Empire not containing Objective Point Markers. Place 1 unit from supply in each territory.
  • Prophet (Main). Durable: In any combat, your opponent must play their Combat Card face up and before you.
  • Sadducee (Start). Durable: All revolts gain the ability to recruit.
  • Shalom (Start). Durable: The cost of buying Power Cards is reduced to 1 pip per Power Card. Your hand limit remains 3.
  • Slave Revolt (Start). Durable: Place 5 Gray Faction units in any 1 Roman Empire Territory with at least 1 Roman unit. Do not place these units on a territory with an Objective Point Marker. Place a Yellow die from the Extra Dice Pool onto the card. Roll this die up to 3 times. You may use this die to move or initiate combat with the Gray Faction units for this revolt each turn. Discard the card when the units for this revolt are removed. Then return the die to the Extra Dice Pool. This card may not be stolen by the Coalition.
  • Temple Justice (Start/Main/End). Once: Move all other faction units out of Jerusalem into any territory in the Roman Empire. This does not apply to the Gray Faction.
  • Temple Markets (Start). Durable: You may roll your dice 4 times instead of 3 when rolling and readying your dice. This also applies to Gray Faction dice.
  • Temple Pilgrimage (Start). Durable: During the Start Phase, add 1 unit to any 1 blue territory from supply or somewhere else on the board.
  • Temple Taxes (Start). Durable: If there is a Christian or Coalition unit in the blue region during your Start Phase, draw 1 Power Card. If your hand limit is exceeded, you must either use 1 Power Card this turn or discard 1 at the end of your turn.
  • Zealousness (Combat). Durable: After Combat Cards are played, you may +1 or -1 to your Combat Value. You must declare this before Combat Cards are revealed.
  • Holy Salvation (Start). Durable: During your Start Phase, convert 1 faction's unit from a territory adjacent to your unit(s). Increase your Converted Units Track by 1.
  • Holy Spirit (Start/Main). Once: Convert 1 unit in all territories adjacent to a single territory containing at least 1 Christian unit. Converted units may be from multiple factions. Return the converted units to their faction supply. Increase your Converted Unit Track accordingly.
  • Peace (Start/Main/End). Once: Choose a faction. That faction may not initiate combat with you until they defeat another faction in combat. Play this card in their play area. Discard this card to the Christian Power Card discard pile when they defeat another faction.
  • Raising the Dead (Start/Main). Once: Take 2 captured Christian units from the Roman Captured Units Area and place them on 1 or 2 territories where you have a unit(s). Return up to 3 more captured units to your supply. The Roman Captured Unit Area total is NOT reduced (make sure the highest total is marked).
  • Remnant (Start/Main). Durable: When you lose combat, place 1 unit on this card. You may have up to 3 units on this card. During the Start Phase of the next turn, you may place the unit(s) anywhere you have a unit. You may place in multiple territories.
  • Sent Out (Start/Main/End). Once: Move as many of your units as you want 1 territory each.
  • Spiritual Gifts (Main). Once: Draw 3 Power Cards. Play 1 of them now, then discard to your hand limit if required. You may not play any other Power Cards this turn.