Spartacus: Crisis in the Roman Republic 80-71 B.C.
Spartacus: Crisis in the Roman Republic 80-71 B.C. Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Components
- 3.0 Glossary of Terms
- 4.0 Setting Up the Game
- 5.0 Sequence of Play
- 6.0 Generals and Legates (Leaders)
- 7.0 Consuls and Proconsuls
- 8.0 Reinforcements
- 9.0 Strategy Cards
- 9.1 Description
- 9.2 Dealing the Strategy Cards
- 9.3 The Maps: Europe and Asia Minor
- 9.4 Using a Strategy Card for Command Points
- 9.5 Using a Strategy Card for an Event
- 9.6 Using a Strategy Card for a Surprise Event
- 9.7 Using a Strategy Card to Train Troops
- 9.8 Resource Cards
- 9.9 “Remove After Play” Cards
- 9.10 Discarding
- 9.11 Retaining Cards Between Turns
- 10.0 The Operations Phase
- 11.0 Land Movement
- 12.0 Interception and Battle Avoidance
- 13.0 Combat
- 14.0 Retreat
- 15.0 Political Control
- 16.0 Raids and Pacification
- 17.0 Ports and Naval Movement
- 18.0 Siege, Subjugation, and Surrender
- 19.0 Winter Attrition
- 20.0 Republican Crisis Track
- 21.0 Victory Conditions
- 22.0 Scenarios
- 23.0 Optional Rules
- Strategy Card Explanations
- Official Consolidated Clarifications and Errata (as of 10/8/14)
1.0 Introduction
1.2 The Game
SPARTACVS is a two player, card-driven, point-to-point simulation pitting a loose coalition of forces under Sertorius against the Roman Republic as restructured under Sulla and his lieutenants. As the Sertorian coalition, your objective is to force the Republic into collapse in order to rebuild it as it was before the Sullans changed the constitution. This is done through putting pressure on the Republic by territorial conquests, by exacerbating the tensions in the Republic, forcing it to utilize the services of new, potential Sullas to counter your armies in the field, or by taking Rome itself! As the Republic, you must defeat and neutralize Sertorius quickly, before he can conclude an alliance with Mithradates VI and cause a two-front war. However, the levying of too many troops to fight the enemy coupled with the utilization of ambitious generals can bring on the very circumstances you are trying to avoid, collapse of the Republic. In addition, care must be taken with Italy itself because in the background, civil war looms in the guise of Lepidus, and even worse, a slave revolt under the able gladiator-leader, Spartacus. Both sides can battle their adversaries using conventional forces, conduct guerrilla and pacification operations with the intention of denying your opponent control of strategic spaces and provinces, and attempt to hasten or delay the political collapse of the Republic. The central mechanism that influences all actions in the simulation is the Republican Crisis Track, which monitors the level of crisis in the Republic. All actions on the battlefield, the state of the empire, the strain of recruiting legions and utilizing ambitious generals, and the use of power politics, are ultimately reflected on the Crisis Track. The Sertorians hope to move the track towards heightened crisis while the Republic hopes to keep it well away from a political collapse. In the end, if the Republic manages to avoid collapse, it can still lose by allowing a strong Sertorian presence on the board. SPARTACVS requires the players to successfully exercise many facets of military-political acumen in order to defeat their opponents while preserving the most precious asset of all, survival.
2.0 Game Components
2.1 Inventory
A complete game includes:
- One 22 x 34 inch mapboard
- Three countersheets of 5/8 inch counters
- One Sequence of Play/Crisis Track Adjustment card
- One deck of playing cards (110 cards total)
- One Rules Booklet
- Six six-sided dice (3 red and 3 yellow)
- One box and lid set
2.2 The Playing Pieces
There are four types of counters in the game: Leaders, Combat Units, Political Control markers, and information markers. With the exception of some information markers, counters are color-coded to indicate ownership by a particular faction.
2.3 Scale
Strength points vary based upon type of units. In general, one unit strength point equals:
- Roman Legion - 1,500 legionaries and auxiliaries
- Pontic heavy infantry - 3,000 mixed infantry and cavalry
- Pontic "legion" - 2,000 infantry trained as legionaries
- Sertorius' Exiles legion - 1,200 mixed legionaries and cavalry
- Spanish heavy infantry - 1,700 infantry, trained as legionaries
- Spanish light troops - 2,500 mixed infantry and cavalry
- Spartacus' Gladiators - 2,000 gladiators
- Servile troops - 3,000 infantry
- Galatian forces - 3,000 mixed infantry and cavalry
Note: "Roman Legions" - This was a civil war. Romans fought on both Sertorius' and Republican sides. A "Roman Legion" is made up of Romans, whether it is "Republican" or "Sertorian" (see table in 2.4).
2.4 Counters
The following are examples of the various counters and markers used in SPARTACVS.
Combat Units: The number on the right is the unit's Movement Allowance. The number on the left is its Combat Strength. Most units (but not all) have a reverse side with a smaller Combat Strength; this side represents the unit when it has been reduced by Battle Loss or Attrition.
Leaders: The number at top left is the Initiative rating. The number at top right is the Tactical rating. The number below the rating number is the leader's Rank.
The following table shows the name, color and quantity of the various combat units in the countermix.
| Name | Color | Quantity |
|---|---|---|
| Republican Legion | Maroon | 39 |
| Galatian | Maroon | 4 |
| Sertorian Light | Tan | 30 |
| Sertorian Heavy | Tan | 9 |
| Sertorian Legion | Tan | 10 |
| Sertorian Exiles | Tan | 1 |
| Pontic Heavy | Gray-blue | 30 |
| Pontic Legion | Gray-blue | 6 |
| Servile Light |
Play Note: The counter mix is a finite limit to the number of Leaders and Combat Units that may be in the game at any given time. PC and information markers have no such limit.
2.5 The Mapboard
The mapboard contains two separate Maps: The main Europe Map and the Asia Minor Map inset. The maps contain the following elements (see the Map Key on the mapboard for graphical information):
Spaces: Spaces guide the location of the playing pieces. There are three main kinds of spaces on the map: Minor Cities, Major Cities, and Tribal Areas. Each Minor City is denoted by a square symbol, each Major City by a starred symbol, each Tribal Area by a hexagonal symbol, and each Safe Haven by a mountain icon (there are only two Safe Havens on the map). Note that the rules do not actually refer to spaces, but rather to the space types (minor city, major city, tribal area).
Special Spaces - Sertorian Player Only: Two kinds of spaces - Safe Havens and the Freedom Destination box - may be used by only the Sertorian player. The Safe Havens (Mons Herminius in northwestern Spain and Vesuvius near Neapolis in Italy) are denoted by mountain icons - the former is accessible only by Sertorian units, the latter only by Servile units. The Freedom Destination box (located immediately beside the Map key) may be entered only by Servile units.
Connections: Lines adjoining spaces, guiding the movement of playing pieces and various other game functions. The majority of connections are Roads (red lines). Dashed black lines represent Mountain Passes, while blue double-headed arrows represent Straits. Dashed lines of a tan color (such as those leading from the Mons Herminius Safe Haven) may be travelled by Sertorian units only. Dashed green lines (such as those leading from the Vesuvius Safe Haven) may be travelled by Servile units only.
Ports: Ports are coastal spaces bearing a ship icon. Blue ship icons denote Regular Ports, while brown ship icons denote Inter-Map ports. See 17.0 for how ports function.
Provinces: Land masses consisting of several spaces. Provinces are distinguished from one another by light-colored lines. Beside each province is two sets of numerical information. The Roman numeral (e.g., the VI for Western Celtiberia in Spain) represents the Winter Attrition value for that province (see 19.0). The two Arabic numerals separated by a slash (e.g. the 5/9 for Western Celtiberia) help determine which player has control of that province (see 15.2). The number on the right is the total number of spaces in that province; the number on the left shows how many spaces (Minor Cities plus Major Cities plus Tribal Areas - special Sertorian spaces do not count) a player must control in order to be in control of the province.
Regions: Large land areas consisting of multiple provinces. The Europe Map has three regions: Spain (denoted by brown spaces); Gaul (green spaces), and Italy (maroon spaces). The Asia Map consists of one region, Asia Minor - its spaces are all gray-blue in color.
2.6 The Strategy Cards
The Strategy Cards in SPARTACVS control the flow of play. Essentially, everything that occurs in the game occurs because of the play of these cards. The cards contain the following elements:
Event Title: The name of the Event described on the card. Event titles in red denote Surprise Cards.
Command Point Value: This number, at top left, is the number of Command Points available to the player who plays this card. On ten cards, the Command Point Value is replaced by the letter "R"; these cards are Resource cards.
Event Description: The specifics of the card's Event - how it functions in the game.
Player Designator: Several cards show either a Republican or a Sertorian icon below the Command Point Value. The indicator specifies which player may play the Event on the card. If there is no indicator, either player may initiate the Event.
Card Number: At the bottom of each card is the card's number - this is used to identify the card in the rules and in play-by-email games.
Naval Movement Designator: All 4-CP cards bear a ship icon, a reminder that the card may be used by the Republican Player for Naval Movement.
Asia Minor Indicator: Several cards bear the phrase ASIA MINOR - the event for each such cards may be played only after the Asia Minor Map is active.
2.7 The Battle Cards
The Battle Cards are used only with Optional Rule 23.2. Each Battle Card shows a title, along with an icon to help players visualize how the maneuver would appear on the battlefield. Some of the cards provide an instruction relevant to the card's play.
3.0 Glossary of Terms
The following are important game terms and abbreviations you should be familiar with before reading the rules:
- Active Map - The European Map is always active. The Asia Minor Map is considered active only upon the successful play of the event labeled "Fannius and Magius Negotiate Alliance with Mithradates VI".
- Active Player - The player currently conducting his portion of the Operations Phase.
- Anarchy - The furthest space on the Crisis Track from Stability; the ultimate goal of the Sertorian player is to move the Crisis Marker to the Anarchy space.
- Army - A unit or stack of Combat Units under the command of a General or Legate.
- Asia Minor Map - The map inset positioned in the lower middle of the mapboard, consisting of the provinces of Bithynia, Pontus, Asia Province, Galatia, Cappadocia, Pamphylia and Lycia, and Cilicia. This section of the mapboard is called the Asia Minor Map.
- Blue Port - see Regular Port
- Brown Port - see Inter-Map Port
- Command Point - The number between 2 and 4 on the upper-left-hand corner of each Strategy Card.
- Combat Unit - a counter with a combat strength. Abbreviated CU.
- Consular Pool - The available generals which may be elected as consul during the consular elections.
- Consuls - The two highest-ranking Republican generals on the board. They have equal rank (except for Sulla), above all other Republican generals. Two are randomly drawn at the beginning of each turn. Historically, the Roman Republic elected two consuls each year as, in effect, government leaders.
4.0 Setting Up the Game
Players decide who will take the Republican side and who will take the Sertorian side, with each player positioning its units, political control and information markers per the selected scenario listed in Section 22.0. Each player places his five Resource cards face up in front of him. The remainder of the cards are shuffled and dealt out per 5.4, with the remainder forming the draw pile. You are now ready to begin SPARTACVS.
5.0 Sequence of Play
SPARTACVS is played in turns, each of which comprise a number of phases. A turn is played in the following order:
5.1 Determine Turn Order
The Sertorian player determines who goes first for the turn.
5.2 Consular Elections Phase
(Republican player only but not on Turn 1 of any Scenario)
5.2.1 Retirement of Sulla Segment (Scenario III only) The Republican player rolls for the retirement of Sulla – see 22.3.
5.2.2 Election of Consuls Segment The Republican player elects two consuls for the year, per 7.2.
5.3 Reinforcement Phase
(not on Turn 1 in any Scenario) The player selected to go first places his reinforcements followed by his opponent. See 8.0.
5.4 Deal Strategy Cards Phase
Each player is dealt Strategy Cards from the deck so that each has a hand of either six or eight cards, depending on whether or not the Asia Minor Map is active (see 9.0 and 9.33), beginning with the player going first and alternating until the required number of cards are dealt out.
5.5 Operations Phase
In turn order, each player conducts an Operational Round, consisting of the play of a Strategy Card—or, if optional rule 23.1 is used, consisting of a Forage Segment and a Strategy Segment. The Operations Phase ends when both players have finished playing—i.e., each has either no cards left or, as per 9.11, has only the card retained for the following turn.
5.6 Surrender Phase
In turn order, each player may perform a free subjugation or siege attempt against all enemy major city spaces or tribal spaces occupied by his armies, as per 18.9. In addition, a force occupying an enemy or vacant minor city space places its PC marker on the space, removing an enemy marker if one exists.
5.7 Winter Attrition Phase
Each force checks for possible Winter Attrition. See 19.0.
5.8 Disbanding of Legions Phase
The Republican player may disband any legion(s) currently on the mapboard. For every 2 legions he disbands, he moves the Crisis marker 1 space towards Stability (see 20.4). He may not disband legions on the last game turn.
5.9 Political Isolation Phase
In reverse turn order, all factions remove any Political Control markers that are isolated—see 15.6.
5.10 Victory Check Phase
5.10.1 Sertorian Viability Check
The Republican player examines the mapboard to determine if he has met the conditions for an automatic victory.
5.10.2 Proconsul Segment
The Republican player determines his proconsuls (if any) for the following game-turn by using one or both of the following steps:
-
Proconsul Retention Step: The Republican player decides if he wishes to retain existing proconsuls or consuls for the coming game-turn—any such retained generals become proconsuls immediately (place the Proconsul markers on them). See 7.3 for this process, which is subject to the maximum number of proconsuls he may have on the map—see 7.3.1). Every proconsul, whether retained or newly appointed from the year’s consuls, immediately moves the Crisis marker 2 spaces towards Anarchy (20.3). Proconsuls not retained are either placed face-down in the Proconsul Pool or, if the Republican player wishes, removed from the game permanently.
-
Proconsul Draw Step: The Republican player decides if he wishes to bring proconsuls onto the map, for use during the coming game-turn, as per 7.33. He does so by drawing a Proconsul randomly from the Pool, an action which results in no movement of the Crisis marker.
5.10.3 Republican Crisis Track Adjustment
Adjust the track due to any end of turn adjustments—see 20.3 and 20.4.
5.10.4 Victory Determination
If neither the Republican or Sertorian player has attained an automatic victory, the game continues into another turn. If the current game turn is 71BC and no automatic victory has occurred, the game ends with victory determined by 21.1.and 21.2.
5.11 End of Turn
After completing the Victory Check, and assuming the game has not ended (5.10.4), move the Turn Record Marker forward on the Time Record Track and begin another game turn.
6.0 Generals and Legates (Leaders)
6.1 There are two types of leaders in the game: generals and legates. Both sides have generals (named leaders) while only the Republican player has legates (unnamed leaders, with a couple of historical exceptions—6.9). Either type of leader, combined with the combat units he is stacked with, comprises an army.
6.2 All leaders have a rank affiliated with them. This is indicated by the colored number below the Tactical Rating on the general’s counter – the higher the number, the higher the leader’s rank. Example: Sertorius’s rank is 8, Hirtuleius 6, Mithradates 8, Pompey 4.
6.3 The highest ranking leader in a space is considered to be in command of all forces in that space (Exception: see 6.7).
6.4 If a space contains two or more leaders of an equal rank, the leader who was last activated for movement is in command in that space (but see 6.7 for special rules for the Republican player). For Republican armies place a Commander marker on top of the leader in charge; for all other armies, simply place the in-charge leader on top. The determination is done the instant a leader of equal rank is activated in the space for movement, enters a space during movement, or as a result of interception, avoid battle or retreat. This situation remains in effect until there is another requirement to make a determination, e.g. as a result of activation for movement or entry into the space via movement, interception, avoid battle or retreat. If two or more leaders of an equal rank are in the same space due to consular election or proconsular appointment, or by the play of an Event, the owner decides at that moment who is in command.
6.5 The rank of a leader also represents the number of units that leader can activate for interception, movement or siege. If there are subordinate leaders present with the commander of a force, those leaders add their rank to that of the commander and thus the commander is capable of activating more units than he would normally be capable of doing. For example, if a leader’s rank is “6”, he could normally activate 6 units. However, if he has a subordinate who has a rank of “3”, he is now able to activate 9 units. A general may activate an unlimited number of subordinate leaders. The subordinate leader himself does not count against how many units the superior leader may activate. A subordinate leader in a stack may be activated in place of the commander (in which case only the subordinate leader may conduct operations for that round); activating a subordinate leader requires a card with CPs equal to or greater than the subordinate’s Initiative rating (i.e., you activate him, not the commander). Play Note: Allowing for larger armies is essentially the only purpose of subordinate leaders (other than taking over if the superior leader is eliminated, of course).
6.6 Only one leader may conduct operations when activated (although that leader may take subordinate leaders along with him).
6.7 Consuls (Republican Player only): Whatever his relative rank might be, a consul outranks all other Republican leaders on the mapboard except Sulla or another consul, and thus is always in command in the space he occupies. If two consuls occupy the same space, the Republican player may choose which consul commands in the space (the numeric rank on the general counter does not matter in this case). If Sulla occupies a space, he is always in command over any consul, proconsul, or legate. If an activated Republican army belonging to a proconsul or legate ends its movement on a space occupied by a consul, the consul immediately takes command of the entire force (the proconsul or legate becomes subordinate). If the proconsul’s/legate’s activated army moves through a space with a consul, no command change occurs; however, the proconsul/legate may not pick up any units in the consul’s space unless there are units in that space in excess of the consul’s command ability (as determined in 6.5).
6.8 Legates (Republican Player only): The Republican Player is limited to four unnamed legates. At any time during any of his Operational Rounds (i.e., whenever it's the Republican's "go"), he may place one or more legates on the board wherever desired or shift them from one space to another.
6.9 Afranius and Laelius are special, named legates and are treated as named generals and not normal, unnamed legates, e.g. they may not be placed upon the board as desired, or shifted from one space to another as other legates—instead, they must be activated like other generals (but they may never become consuls or proconsuls and may be kept in the game at no cost in Crisis Points). Afranius and Laelius appear with the play of the Pompey Event card, but once on the board they need not stay with Pompey.
6.10 Republican leaders can lead only Republican and Galatian units; Sertorian units only Sertorian units, Servile leaders only Servile units, Pontic leaders only Pontic units.
7.0 Consuls and Proconsuls
7.1 Sulla
(Scenario III only) At the beginning of Scenario III, Sulla is the top-ranking consul. See 22.3 for special rules regarding his use and his retirement.
7.2 Consuls
7.2.1 Beginning on Turn 2, the Republican player elects two consuls for the coming year (but see 7.1). Two generals are selected randomly from the consular pool and, after the Republican player sees who they are, one is placed on any friendly space on the map, while the other is placed on a friendly space in Italy. A Consul marker is placed on each consul to indicate that they are Consuls (it doesn’t matter which is designated Consul A and which Consul B); some Event cards specify actions that affect consuls, hence the need to distinguish them from Proconsuls.
7.2.2 During the Proconsul Retention Step (5.10.2) of each turn, any consul not retained as a proconsul (see 7.3.2) is removed from the board and either placed in the Proconsul Pool or, if the Republican Player wishes, removed from the game permanently. Once placed in the Proconsul Pool, a consul is not available any longer that game as a consul, only as a proconsul.
7.2.3 At the conclusion of any activation, any consul outside of Italy may never be left intentionally in a space without at least one legion. If this happens for any unintentional reason, such as losses due to combat, attrition, etc., the Republican player immediately moves the Crisis marker 2 spaces towards Anarchy.
7.2.4 Lepidus If Lepidus is elected consul, bad things happen to the Republican player. First, immediately place the Sertorian Lepidus counter, a Sertorian PC and 6 Sertorian legions on any space in Etruria. In addition, place M. Junius Brutus, a Sertorian PC plus 2 Sertorian legions on any unoccupied space in Cisalpine Gaul. All these forces are controlled by the Sertorian player. The Republican player then moves the Crisis marker 3 spaces towards Anarchy. Lepidus may not leave Etruria until the province is controlled by the Sertorian player; Brutus may not leave Cisalpine Gaul, except to join Lepidus in Etruria (he must do so by the most direct route available to him), until Etruria is Sertorian-controlled. The Republican player does not draw another Consul to replace Lepidus on the turn in which Lepidus appears.
7.3 Proconsuls
7.3.1 While the Republican player may always have two consuls on the map, the maximum number of proconsuls he may use is dictated by the Proconsul Limit. For the campaign scenario (22.3), the Proconsul Limit is one at the beginning of the scenario, and increases to two when the Asia Minor Map becomes active (9.3.1). In addition to these proconsuls, the Republican player may also have either or both of Pompey and Crassus on the map, after they have been brought into the game through the play of their respective Resource Cards—Pompey and Crassus are proconsuls but they do not count against the Proconsul Limit—retaining them each turn, however, costs the same as any other proconsuls in Crisis Points. Legates (6.8), whether named or unnamed, are neither consuls nor proconsuls and do not figure in to the Proconsul Limit. See the scenario setups in 22.0 for proconsul information for all scenarios. Play Note: Note that, if all relevant Events have been played, the Republican player may have a total of six generals on the map: two consuls, the one proconsul allowed at start, Pompey, Crassus, and one proconsul allowed with the Asia Minor Map. NOTE: Afranius and Laelius (who arrive with the Pompey resource card) are special, named legates and are not considered to be proconsuls—legates (named or unnamed) are always over and above the proconsul limit.
7.3.2 In the Proconsul Retention Step of the Proconsul Segment, the Republican player decides if he wishes to retain existing consuls or proconsuls on the map as proconsuls for the upcoming turn. Pompey and/or Crassus (if played) may always be retained. He may retain one consul or proconsul if only the European Map is in play, or up to two if the Asia Minor Map is in play. Retained generals begin the next turn where they ended the Operations Phase of the current turn. Any general currently on the map who is not retained as a proconsul is placed in the proconsul pool for potential future use on subsequent turns, or (if the Republican Player wishes) removed from the game permanently.
7.3.3 If the Republican player chooses to retain fewer than the maximum number of proconsuls, during the Proconsul Selection Step of the Proconsul Segment he may randomly and blindly select proconsuls from the Proconsul Pool, up to the Proconsul Limit (7.3.1). All proconsuls selected in this manner are placed on any friendlycontrolled space or with an existing army. Play Note: Because of the possibility of removing generals from the game as specified in 7.2.2, the Proconsul Pool will tend to get better and better as the game goes on; this is intentional, tempting the Republican player to increase the Crisis level by opting for proven leaders.
7.3.4 Retaining consuls as proconsuls moves the Crisis marker towards Anarchy. Specifically, immediately upon retaining a proconsul in the Proconsul Retention Segment of the Proconsul Phase (7.3.2), the Crisis marker is moved 2 spaces towards Anarchy. Randomly drawing a Proconsul from the Proconsul Pool (7.3.3), however, results in no movement of the Crisis marker. Republican generals brought into play via Event cards (Pompey and Crassus, for example) move the Crisis marker as indicated on the card itself, and then normally (2 spaces towards Anarchy) if retained in the Proconsul Phase. NOTE: If a consul or proconsul is not retained and is returned to the Proconsul Pool and subsequently selected randomly as a proconsul, no movement of the Crisis marker occurs - even if the consul/proconsul was randomly selected the same turn he were placed in the Proconsul Pool! Design Note: Regularly retaining existing leaders as proconsuls is an expensive habit for the Republican player to get into, and the game can be lost on that basis alone. Historically, the people of the Republic reacted negatively to the idea of generals continuing their service from year to year because of the fear of one person gaining too much power; these generals were wealthy and essentially raised their own armies, who were often loyal to them and not to the Senate. As Sulla had just shown them before this game starts, and as Julius Caesar was to show them before too long, their fears were entirely justified—and it explains the movement of the Crisis marker toward Stability adjustment when Sulla retires.
7.3.5 Upon the play of the Pompey and Crassus Resource cards, the respective generals may (not must) remain in play as additional proconsuls (but they still move the Crisis marker towards Anarchy if retained each turn) until the end of the game or until eliminated from play for any reason. If eliminated from play, they are not replaced by another proconsul. Example #1 of Proconsul Retention and Selection: In the Proconsul Retention Step of the Proconsul Phase as the end of turn 1, the Republican player decides to retain Metellus because of his strong tactical rating. He immediately subtracts 2 from the Crisis level. Instead of this, he could have placed Metellus face-down in the Proconsul Pool, which at the start of the game consists of only one other general, and in the immediately subsequent Proconsul Selection Segment, with no movement of the Crisis marker, drawn randomly in the hopes of getting Metellus again. Example #2 of Proconsul Retention and Selection: In the Proconsul Retention Segment of the Proconsul Phase at the end of turn 7, with Asia Minor, Pompey, and Crassus in play and Spartacus on the board, the Republican Player decides to retain four existing proconsuls, immediately moving the Crisis marker 8 spaces towards Anarchy. Feeling the need of another good leader, in the upcoming Operations Phase he plays the Proconsul Resource card and chooses Metellus from the Proconsul Pool, moving the marker another 2 spaces towards Anarchy.. He now has a wide selection of good leaders in play, but it has cost him dearly in terms of stability.
7.4 Leader Special Abilities
The following leaders have the following special abilities (or restrictions in some cases). These abilities must be applied to every applicable situation in which the specific leader is involved.
Republican:
- L. Cornelius Sulla Felix: Cannot leave Italy
- Q. Caecilius Metellus Pius: Adds +1 to the Avoid Battle die-roll
- L. Licinius Lucullus: Has a Tactical Rating of 4 in Asia Minor
- Gnaeus Pompeius Magnus: Adds +1 to the Interception die-roll
- Marcus Licinius Crassus: Has a Tactical Rating of 3 in Italy
- King Deiotarus of Galatia: Has a Tactical Rating of 2 in Galatia
Sertorian:
- L. Hirtuleius: If defeated in a major battle, cannot avoid battle until he wins another battle (major or not)
- M. Marius: Converts one Pontic unit to a Pontic legion when activated with no movement
These abilities are also marked on the map in the Republican and Sertorian Holding Areas.
8.0 Reinforcements
In the Reinforcement Phase, both players may build new units and flip reduced units to full-strength, as follows. The number of units of each type in the counter mix represents the absolute limit of units of that type that may be in the game at any given point.
8.1 Republican Reinforcements
The Republican player determines how many reinforcements are available to him by rolling one die; the result is the number of Legion steps (not units) available as reinforcements. He may choose to take as many of the available reinforcements as he wishes (or none at all). These reinforcements may be taken either to raise new legions or as replacement steps for reduced strength legions, or any combination thereof provided the number allowed is not exceeded. Two steps are required for a new legion (legions must be raised at full strength), one step to flip a reduced legion. New legions are placed with any unbesieged leader in Italy or, regardless of the presence of a leader or its siege status, in Rome itself (although only one legion may be raised in Rome if Rome is besieged). For each new Legion raised, the Crisis marker is immediately moved 2 spaces towards Anarchy. Reduced legions may be flipped to full strength anywhere on the map unless they are besieged (except that up to two legions in Rome itself may be rebuilt if under siege), and flipping reduced Legions does not incur a movement of the Crisis marker.
8.2 Sertorian Reinforcements
8.2.1 Spanish Units. The Sertorian player places two Spanish light units per Sertorian-controlled Spanish province in an unbesieged, friendly-controlled space in that respective province. He also places one Spanish light troop unit directly with Sertorius if he is in Spain and unbesieged. The Sertorian player may choose to use some or all of his reinforcements to flip reduced units instead of building new full strength units – in this case, for every Spanish light unit not taken, he may restore one reduced heavy infantry unit to full strength (not a Legion), but only heavy infantry units currently located in Spain.
8.2.2 Pontic Units. Once the Asia Minor Map is in play (9.3.1), the Sertorian player places one Pontic heavy unit with Mithradates VI if unbesieged or he may flip up to two reduced units (of any kind and stacked with any leader) to their full strength side instead. New Pontic legions enter the game only through use of the Marius Special Ability (see 7.4) or via the play of Event cards that specify their appearance.
8.2.3 Servile Units. If the Spartacus card has been played as an event, the Sertorian player rolls one die and takes that number of new Servile units. These units are placed directly with Spartacus if he is unbesieged (no reinforcements are available if he’s besieged). The Gladiators unit, if reduced, may not be rebuilt.
8.2.4 Sertorian Legions. The Sertorian player places one full strength Sertorian legion – for each Italian province he controls – in an unbesieged, friendly controlled space in that respective province. Instead, he may flip up to two reduced Sertorian legions in Italy or Cisalpine Gaul. Sertorian legions are not considered Republican for any purpose whatsoever.
9.0 Strategy Cards
Strategy Cards consist of Event, Surprise Event, and Resource Cards. Event and Surprise cards allow the faction to either use the Command Point (CP) Number on the card or cause the Event or Surprise Event on the card to occur. Cards may be discarded rather than used if so desired, but it is never permissible to pass without playing or discarding except as discussed in 9.11. Resource Cards are special cards which may be played by the owning player under certain circumstances; they do not have a Command Point Number and may be played only for their Event (see 9.8).
9.1 Description
Each Strategy Card has a Command Point value (CP), a number between 2 and 4 in the upper left corner, an Event title, and text describing the card’s Event. The CP Number is used for the variety of purposes described in 9.4, below. The Event is available only if the CP Number is not used (Exception: Card #1 only, which allows the play of both the Command Points and the Event). Some of the Strategy Cards also provide an icon indicating that the Event may by played by the Sertorian Player or the Republican Player—those without an icon may be played by either player.
9.2 Dealing the Strategy Cards
During the Deal Strategy Cards phase of each turn, the players’ hands are replenished. The size of the hands is determined by whether or not only the Europe Map is in play, or both Maps are in play (see 9.3). As per 9.11, each player may retain one card between turns.
9.3 The Maps: Europe and Asia Minor
9.3.1 When in Play: There are two Maps: Europe and Asia Minor. The Europe Map consists of the three regions on the European portion of the mapboard (Spain, Gaul, and Italy). The Asia Minor Map consists of the entirety of the Asia Minor portion of the mapboard. The European Map is in play at the start of all scenarios and remains in play throughout the game. The Asia Minor Map is in play only at the start of Scenario I; it comes into play in all other scenarios with the play of the Sertorian resource card Fannius and Magius Negotiate Alliance with Mithradates VI (see 9.8). Once the Asia Minor Map is in play, it remains so for the remainder of the game, even if all Pontic units are eliminated. Playing the Fannius & Magius card does not bring the province of Galatia into play; Galatia enters play only when the Republican player plays the Deiotarus of Galatia Allies With Rome event (card #51).
9.3.2 Asia Minor Map Events: Several cards have Events which affect only the Asia Minor Map. These cards may be played for their Event only when the Asia Minor Map is active as per 9.3.1. Whether or not that Map is active, the cards may be played for their CP instead. All of these cards bear an “Asia Minor” indicator.
- #13 Fimbrian Legions
- #14 Ships And Money From Mithradates
- #17 Mithradates VI Flees To Tigranes
- #18 Cimmerian Bosporus
- #40 Lasthenes Of Crete Supports Mithradates
- #41 Maritime Greek States Declare For Mithradates
- #49 Pontic Legions
- #51 Deiotarus Of Galatia Allies With Rome
- #53 Galatian Tribal Levy
- #54 C. Valerius Triarius
9.3.3 When only the Europe Map is in play, each player receives six cards per turn. Starting with the turn following the play of the Fannius & Magius event, both players receive eight cards per turn (see 9.3.4 for what happens the instant that event is played). Before the cards are dealt, each player secretly decides (and writes down on a scrap of paper, or places dice with the corresponding number facing up but hidden under their hand on the appropriate Map) how many cards he wishes to allot to each Map. The players reveal their choices simultaneously, after which the cards are dealt, face-down, alternately to each player, first to each player’s “Europe” hand and then to each player’s “Asia Minor” hand. The players have no control over which cards go into each hand (Exception: Optional Rule 23.3). If a card played during an Operations Phase allows the player to draw one or more cards from the deck or from his opponent’s hand, he may place the newly drawn card(s) into whichever hand(s) he wishes—no matter which hand the card was played from.
9.3.4 The instant the Sertorian resource card Fannius and Magius Negotiate Alliance with Mithradates VI (see 9.8) is played, both players draw two cards for play that turn. These two cards are considered the Asia Minor hands for the remainder of that turn. Once the Asia Minor Map is in play, therefore, each player will have two separate hands. The cards in each hand may be used for Command Points only for actions on that Map (this includes the play of cards for PC placement, as well as Naval Movement), although leaders assigned Command Points on one Map may move onto the other Map (assuming they can get there, of course), after which point they are subject to the cards available in the hand for that other Map. However, cards may be played for their Event on either Map (Surprise cards are included here), except for those which specify that the event occurs on a specific Map (the Asia Minor designated cards) or that clearly apply to only one Map (in which case the Event makes no sense on the other Map – Spanish Light Troops, for example). Campaign cards may be played entirely on one Map or have the activations split between the two Maps.
9.3.5 Before Asia Minor is in Play: Until the Sertorian player plays the resource card Fannius and Magius Negotiate Alliance with Mithradates VI (which brings Asia Minor into the game), Asia Minor contributes to the game in the following ways:
- No player may place Units or PC markers in the following provinces: Pontus or Galatia;
- Either player may play cards for Command Points to place PC markers in neutral spaces in the following provinces: Pamphylia & Lycia, Cappadocia;
- The Republican player (only) may move forces into any province on the Asia Minor Map except Pontus or Galatia. The Sertorian player may not place any forces on the Asia Minor Map;
- Provinces on the Asia Minor Map except for Pontus and Galatia count when determining Crisis Track adjustments due to provincial control, as per 20.4. Note that, even once the Asia Minor Map is in play, Galatia province is out of play until the Republican player plays the event Deiotarus Of Galatia Allies With Rome (card #51).
9.4 Using a Strategy Card for Command Points
The Operations number allows you to do ONE of the following:
- ACTIVATE one leader (and his army) whose Initiative Rating is less than or equal to the CP Number. A “2” can only activate a leader with an Initiative Rating of 2. A “3” can activate a leader with an Initiative Rating of 2 or 3. . A “4” can activate any leader. A leader is activated to conduct one or more of the following: movement, combat, sieges—and for the Republican player, naval movement or pacification. Note: If you activate a Leader using a card with more CPs than the Leader’s initiative rating, you nevertheless do not have any CPs remaining.
- CONDUCT INDIVIDUAL ACTIVATIONS of units and/or generals on the map equal to the CP Number (Points). It costs one CP to activate a general without units, a Spanish light unit, or any Servile unit; two CPs to activate an individual legion, an individual Spanish heavy infantry unit, the Exiles unit, or an individual Galatian unit; and three CPs to activate an individual Pontic unit (heavy or legion). CPs points can be expended for multiple activations provided the CP number/points on the card is not exceeded. All activations are declared before any activations take place and each individual activation must be completed before a subsequent activation is begun. All activated units may conduct one or more of the following: movement, combat, sieges. In addition, the Republican player may conduct pacification operations, and activated Spanish light and Servile units can also conduct raids. Individually activated generals may only move, and they may not pick up Combat Units along the way. No unit or general may be activated more than once per card, even if CPs remain unused. Individual activation CP cost:
| 1 CP | 2 CP | 3 CP |
|---|---|---|
| General (any); Spanish Light; Servile (any) | Legion; Spanish Heavy; Exiles; Galatian (any) | Pontic (heavy or legion) |
- PLACE OR CONVERT A QUANTITY OF PC MARKERS on the map equal to the CP Number. A PC marker can be placed in any tribal or minor city space that does not currently contain an enemy CU or enemy PC marker. An enemy minor city PC marker may be converted to one of your own if occupied by a friendly CU (see 15.3). Example: If you play a “3”, you could place three of your PC markers, convert three PC markers, or any combination thereof.
- CONDUCT PORT-TO-PORT NAVAL MOVEMENT of individual units or generals as per 17.3.
9.5 Using a Strategy Card for an Event
A player may elect to play an Event instead of using the CP Number on the Strategy Card. Note that some Events are only playable by a particular side: those showing a Sertorian symbol beneath the CP number are playable by the Sertorian player, while those showing a Republican symbol beneath the CP number are playable by the Republican player. The Events on cards that show neither symbol are playable by either player. Regardless of the side depicted, either player can always use the CP Number of any card. Campaign cards allow two or more leaders to be activated (according to what the card states). When played, the player must decide immediately which generals will be activated and announce his choice to his opponent. He may not change his mind part-way through that operations round.
9.6 Using a Strategy Card for a Surprise Event
Stretegy Cards with their Event title written in red are “Surprise” cards and can be played during an activation or battle. Playing a Surprise Event does not count as your normal card play; you play it either in addition to playing a Strategy Card for CPs or an Event, or as a response to your opponent’s actions.
9.7 Using a Strategy Card to Train Troops
The Sertorian player (only) may play any 4 CP card to convert two Spanish light units, or a 2 or a 3 CP card to convert one Spanish light unit, to a heavy infantry unit (not a legion). Replace any unbesieged Spanish light unit with a full strength Spanish heavy infantry unit.
9.8 Resource Cards
Each player has five cards, called Resource Cards (denoted by an “R” in place of the Command Points number), which can only be used by him and can only be played as an Event. These cards are placed face up in front of the player until played. A Resource Card is played during the Operations Phase (only), as if it were a card in the player’s hand. The player simply announces that he will play the Event and does so, after which he removes the card from the game. Playing a Resource Card effectively increases the size of the player’s hand for that gameturn. Two Sertorian resource cards— Fannius & Magius Negotiate Alliance with Mithradates VI (card #77) and Spartacus (card #76)— have Events that can—if the Sertorian player wishes—depend on dierolls for successful execution. The Sertorian player may play Fannius & Magius at any time during the Operations phase of game-turns 80 BC to 76 BC (inclusive), and Spartacus at any time during the Operations phase of game-turns 78 BC to 74 BC (inclusive). In each case, the Event occurs—is considered successful—if the die-roll result falls within the range shown in the table below and on the Turn Track. If the die-roll result is not within that range, the card is removed from the game and the Event may never occur. However, each card’s Event comes into play automatically (is mandatory) if the Sertorian player does not attempt to execute the Event by die-roll (Fannius & Magius on the 75BC game-turn and Spartacus on the 73BC game-turn, both at any time during the Operations Phase during the Sertorian players turn). See 21.2 for a possible change in victory conditions. | Year | Fannius & Magius | Spartacus | |---|---|---| | 80BC | N/A | N/A | | 79BC | 1-2 | N/A | | 78BC | 1-3 | N/A | | 77BC | 1-4 | 1-2 | | 76BC | 1-5 | 1-3 | | 75BC | Automatic | 1-4 | | 74BC | N/A | 1-5 | | 73BC | N/A | Automatic | | 72BC | N/A | N/A | | 71BC | N/A | N/A |
N/A = Not Applicable
9.9 “Remove After Play” Cards
When an event is played that states “Remove After Play”, the card is removed from the Strategy Deck after it is played because the event may only occur once per game. A “Remove After Play” card is not removed if the event is not used.
9.10 Discarding
You may not “pass” (i.e., not play a card), but in the infrequent event that you cannot play a Strategy Card for either Operations or an Event, you may discard one card. In this case no action occurs and it now becomes your opponent’s turn to play a Strategy Card. Discards must be played face up for your opponent to see.
9.11 Retaining Cards Between Turns
Each player may keep one card (no more) in his hand from one GameTurn to the next. If a player does retain a card, during the Card Draw Phase of the next Game-Turn he draws one card less than he is otherwise entitled (e.g., when only the European Map is active, he draws five cards instead of six). Once both Maps are active (9.3.4), the player decides, after new cards are dealt, in which hand he will keep the retained card (and it then counts as one of the cards for that hand); it need not be in the same hand as it was during the previous game-turn.
9.12 Reshuffling
If there are not enough Strategy Cards in the Strategy Deck to deal a full hand to each player for the upcoming turn, the entire Strategy Deck, both discards and draw pile but excluding cards that have been removed from play, are reshuffled together before any cards are dealt. The deck is also reshuffled as called for by a particular Event Card, regardless whether the card was played as an Event, for Command Points, or discarded (see, for instance, 9.9). In this case, the deck is reshuffled immediately.
10.0 The Operations Phase
10.1 The Operations Phase consists of a varying number of Operational Rounds, first by one player and then by the other. The player currently conducting an operational round is the active player and the other is the inactive player.
10.2 Each Round, a player may play a card from his hand or, if he has only one card remaining, he may pass (see 9.11). The Operations Phase ends when both players have run out of cards, when both players pass, or when one player has run out and the other has passed.
10.3 Each Operational Round begins with the play or discard of one Strategy Card for either the Command Points (see 9.0) or the Event printed on the card, or, in one case (card #1), both.
11.0 Land Movement
11.1 Land movement is conducted along the land routes which connect the various spaces on the mapboard. There are three types of land routes in the game: roads, mountain passes, and straits. It costs one movement point (MP) to move from one space to another via a road connection, and two MPs to do so via a mountain pass connection or a strait connection (but see 11.3 for specific rules about the Sicilian Straits).
11.2 An activated army moves at the rate of its slowest unit. All units in the army move together, but individual units may be dropped off at the discretion of the moving player, at no cost in MPs and with the dropped off unit(s) unable to move further that activation (even if they have MPs left). If a slower unit is dropped off along the route of movement, the remaining units may continue to move up to the movement allowance of the slowest remaining unit. Units may be picked up by an activated army at no cost in MPs, but the newly picked up unit now becomes part of the army and has only as many MPs remaining as the rest of that army—even though it hasn’t actually moved as far as the other units, and even if the unit actually has more MP than the rest of the army (if it is slower than any of the other units, the new unit dictates the army’s speed from the instant it is picked up). Individually activated units move at the rate of their movement allowance. If the picked-up unit has fewer MPs than the next slowest unit in the army, the picked-up unit’s MP now control how many MPs remain in the moving army. Leaders moving on their own for their entire movement segment have a movement allowance of 8 MPs and may not pick up units during movement.
11.3 Sicilian Straits An army or unit may not move across the Sicilian Straits unless it plays a Surprise card which allows such movement while it is conducting movement via any other Strategy Card (i. e., it requires the play of two cards). Crossing the Strait costs 2 MP. If a force or unit is unable to cross the strait successfully for any reason (such as being defeated in battle in the crossing space), it must conclude its movement on the space from which the attempt was made.
11.4 Upon entering a space occupied by an enemy force or unit, the activating force must end its movement and engage in Land Combat (Exception: 11.5). Once the combat is concluded, the force’s activation is finished.
11.5 Overrun If an activated or intercepting army moves (but not via retreat, rout, or battle avoidance) into a space occupied by a single enemy unit and it has at least a 5:1 superiority in SPs over that enemy unit, then that enemy unit is automatically eliminated and the activated force can continue to move. Overruns are not considered combat, and therefore Fortunes of War (13.1 Step 8) do not apply.
11.6 If an activated army or unit moves into a space (any type) occupied by a general without any units, that general (and subordinate major generals if such is the case) automatically retreats to an adjacent space regardless of the route connector or presence of a hostile PC. This space however, may not be the space from which the activated force first entered the opposing general’s space, nor may it be occupied by an enemy Combat Unit. The activated army or unit continues its movement, which may subsequently cause additional retreats by a general if a similar situation exists. If a general is unable to retreat, it is eliminated from the game.
11.7 Republican Movement Considerations:
- Republican units may not enter the province of Pontus until the Asia Minor Map is active (9.3.5).
- Republican units may not enter the province of Galatia until the Asia Minor Map is active and Galatia is brought into the game (9.3.5).
11.8 Sertorian Movement Considerations:
- Servile units are allowed in Italy and Gaul only.
- Pontic units are allowed in Asia Minor only.
- Only Sertorian units and Sertorian generals are allowed to enter and leave the Mons Herminius space and only Servile units and Servile generals are allowed to enter and leave the Mount Vesuvius space.
- Only Servile units and generals are allowed to transit into the Freedom space. Once in that space, they are may never reenter the mapboard.
12.0 Interception and Battle Avoidance
12.1 Interception and battle avoidance are special types of movement conducted by the inactive player. These actions represent the only movement allowed by the inactive player during the active player’s movement.
12.2 Interception The inactive player may attempt interception when the active player’s force moves into a space adjacent to an inactive force not already occupied by a CU belonging to the inactive player (exception: a force may intercept into a major city space containing friendly CUs if the CUs were previously declared to be inside the city – see 18.4). The inactive player rolls one die, and if the result is greater than the general’s Initiative rating, the inactive player moves that general and one or more of his units into the adjacent space (he need not take them all). Interception may not take place across a mountain pass or straits. If two or more forces are in position to intercept, all may attempt to do so. After all attempts are resolved, any forces that successfully intercepted conduct combat (13.0) or overrun (11.5) with the active player’s forces that entered that space (but see 12.3). There is no limit to how often a force may attempt interception; even declining an interception opportunity does not change this fact (e.g., a player may decline interception at one location against an active army but then, in the same activation, attempt interception in any other space that army moves into). If the inactive player successfully intercepts the moving force, the moving force may elect to return to the previously occupied space and end its movement, with no battle taking place (this is not considered battle avoidance and does not require a die-roll). If the moving force remains in the space, a battle takes place with the intercepting force receiving a +1 DRM applied to his battle roll.
12.3 Battle Avoidance An army may attempt to avoid battle when a hostile force enters its space. In order to successfully avoid battle, the avoiding player rolls one die; if the result is greater than the leader’s Initiative Rating, the avoiding player moves to an adjacent space and the attacker may continue moving (there is no limit to how many times a force may attempt to avoid). This space must be a suitable retreat space (14.1). On any other throw, the defender must remain in the space and engage in battle with the attacker (see 11.5 for possible overrun). A defender who fails avoidance has a –1 DRM applied to his battle roll (for that battle only).
12.4 Generals alone in a space entered by an enemy force automatically retreat as per 11.6.
12.5 If a hostile force enters a space containing a force without a friendly leader present, a modified method of avoid battle may be exercised by the inactive player. Only one unit may roll for avoid battle, which is successful on an unmodified die roll of 6. The space entered must be a valid retreat space (14.1). Any other units in the space may not roll for avoid battle and are subject to the rules of Land Combat (see 13) and Overrun (see 11.5).
12.6 An army which has successfully intercepted an active force may not subsequently avoid battle upon entry of that active, moving force into the intercepted space.
12.7 All interceptions and/or battle avoidances (in that order) must be declared prior to rolling any die.
13.0 Combat
Combat occurs when an activated army or unit and an enemy army or unit occupy the same space during the activated force’s movement and after all interception and avoid battle attempts have been made (overrun is a function of movement and does not constitute combat – see 11.5). The active player is considered to be the attacker and the inactive player is considered to be the defender.
13.1 Combat Sequence
Combat occurs in the following sequence:
-
SURPRISE CARDS: The attacker and the defender, in that order, play any relevant Surprise Cards (if they wish).
-
DIE-ROLL MODIFIERS: The players determine any DRMs for the attacker and the defender (13.3).
-
THE COMBAT ROLL: Each player rolls three dice, totaling the numbers on those three dice (so a 3, 5, and 2, for example, would produce a total of 10). Each player then applies his DRMs to his total. The player with the highest modified total is the winner of the battle. If there is a tie, the defender is considered the winner. Remember the die rolls—the same die rolls are used to determine losses in Step 4 as well (although note that they can be modified, as in Step 5)—and possible leader loss (13.2).
-
DETERMINING LOSSES: Both players determine their battle losses as follows. For each 6 a player rolled in 13.1 Step 3, his opponent takes two step losses; for each 5 rolled, his opponent takes 1 step loss. In the case of the winner (only), each roll of 4 also causes a step loss to his opponent. In a battle in which the winner’s modified three-dice total is double the loser’s (or more), the loser inflicts only 1 step loss for each 6 rolled against the winner, not 2. Possible Leader Loss is resolved per 13.2.
-
WITHDRAWAL: The loser of the battle now rolls one die for withdrawal. If the die roll is less than or equal to the commander’s Tactical rating, the defeated force successfully withdraws from the battle and conducts a retreat per Rule 14.
-
ROUT: If the withdrawal die roll is greater than the commander’s Tactical rating, a Rout has occurred (Exception: leaders with a Tactical rating of 0 avoid Rout on a die roll of 1). The defender must now roll another die to determine additional losses due to the rout. If the routing force consists of 4 or fewer units, halve the die roll (round fractions up), and that number of additional step losses must be taken by the defender. If the routing force consists of 5 or more units, do not halve the roll; instead, the number on the rout die is the number of additional steps lost. The remaining force then conducts a retreat per Rule 14. Leaderless units do not roll for Rout; they suffer it automatically.
-
FORTUNES OF WAR: The victor now applies the fortunes of war. Determine the total step losses inflicted on the defeated force and halve that figure (fractions rounded up—so half of 5 is 3, half of 1 is 1). The victor replaces that number of enemy PC markers in minor cities with friendly PC markers (but neutral spaces may not be changed to friendly-controlled). Enemy PC markers selected for replacement must be in the battle space or adjacent to the battle space (including across mountain passes but not straits); the space(s) selected may not contain enemy units. Fortunes of War apply even in battles in which either or both sides are entirely eliminated.
13.2 Leader Loss
If a player throws two natural 1’s or 6’s among his combat dice, he has the potential to suffer a leader loss. He must then throw one die for each general present. If a 1 is thrown, that general is eliminated from the game. On a die roll of 2–3, that general is wounded and:
- if the general is Sertorian, he is returned to play in any friendly space in the geographical area where the battle occurred (i.e. Spain, Gaul, Asia Minor, or Italy) during the owning faction’s next Reinforcement Phase or,
- if the general is Republican, he is either returned to play in any friendly space in the geographical area where the battle occurred during the owning faction’s next Reinforcement Phase (with a resulting move of the Crisis marker as if he were being retained as a Proconsul) or placed in the Proconsul Pool at the discretion of the Republican player (he may not be removed from the game the way unretained proconsuls can be).
13.3 Combat Die-Roll Modifiers (DRMs)
Apply the following DRMs to all combats:
| DRM | Condition |
|---|---|
| +? | Leader's tactical rating (both players) |
| +1 | Successful intercept attempt (Intercepting player) |
| -1 | Failed avoid battle attempt (player who attempted Avoidance) |
| -1 | Exclusively Spanish light units vs. Roman legions (Sertorian player) |
| -1 | If the combat occurs in an enemy major or minor city space (either player) |
| -2 | If the combat occurs in an enemy tribal space (either player) |
If applicable, one of the following:
| DRM | Condition |
|---|---|
| +1 | At least 150% of the opponent's combat strength but less than 200% (player with larger force)* |
| +2 | At least 200% of the opponent's combat strength, but less than 300% (player with larger force)* |
| +3 | At least 300% of the opponent's combat strength (player with larger force)* |
| +4 | At least 400% of the opponent's combat strength (player with larger force)* |
- The term “at least” means the relevant amount or more. For example, 24 strength points vs 12 strength points is 200% (double) and therefore a +2 DRM, while 24 vs 9 is at least 200% but not 300% (24 vs 8 would be 300%) and so also a +2 DRM. To calculate these amounts, divide the larger number of strength points by the smaller number.
14.0 Retreat
14.1 Upon losing a battle, the surviving force must end its retreat on a suitable retreat space not to exceed four spaces from the battle space. The entire force must retreat together regardless of command restrictions. A suitable retreat space must either contain a friendly PC or a friendly force (or both), or be vacant.
14.2 The retreat path may be up to four spaces in length (i.e., four or fewer) and may include a space with a hostile PC (but not a space with an enemy unit). However, for every such space entered, the retreating force must take one additional step loss. The first space of the retreat path for the attacking force must be the space from which it entered the battle space. If a force is unable to retreat to a suitable retreat space it is eliminated with any surviving generals or legates governed by Rule 13.2.
14.3 Retreats may not be conducted across mountain passes or straits. A force whose only option is to retreat across said connections is eliminated instead, with any generals or legates checking for leader loss per Rule 12.3.
14.4 Lone leaders of an eliminated army end their retreat on the closest friendly space (closest in MPs) to the battle space, regardless of the actual number of spaces from the battle space—but they may not pass through a space occupied by an enemy CU in order to get there.
14.5 Retreats are not subject to interception by a hostile force.
15.0 Political Control
Control of spaces and provinces is crucial to SPARTACVS, and in many games players will spend a majority of several turns converting neutral or enemy spaces to their own control.
15.1 A space is either player CONTROLLED or NEUTRAL. Controlled spaces contain a Political Control (PC) Marker of either the Sertorian or Republican side. Neutral spaces contain no PC marker.
15.2 A province is controlled by a side if the majority of the spaces in that province contain a PC of that particular faction. In all other instances, the province is considered to be uncontrolled. Place Province control markers to keep track of which player controls which province. Note: Each province on the mapboard displays how many spaces are required to control that province.
15.3 A PC may be placed on a minor city space or a tribal space in a variety of ways. First, certain Event cards allow placement or conversion of PC markers, sometimes (as stated on the card) even if the space is enemy-controlled and/or enemy-occupied. Second, you may play a card for PC Placement/Conversion (see 9.4). For each CP on the card, you may (a) place a PC marker on any minor city or tribal space that is currently both neutral and unoccupied by an enemy force, and/or (b) convert a neutral minor city or tribal space, or an enemycontrolled minor city (but not tribal) space on which you currently have a force. Third, you can place/convert PC markers in the Surrender Phase (see 5.6 and 18.9) and as a result of Fortunes of War (see 13.1). Finally, see 15.4.
15.4 A minor city enemy PC may be converted as a result of pacification operations (see 16.2). Major cities (controlled or not) and enemy-controlled tribal spaces can only be converted with a friendly PC through a successful siege or subjugation (see Rule 18.1). Certain Events provide exceptions to these rules (follow the card literally).
15.5 Neither player may place PC markers in Pontus until the Asia Minor Map is in play, or in Galatia until the Asia Minor Map is in play and the Deiotarus Of Galatia Allies With Rome Event has been played.
Summary of Political Control Changes
- To convert ENEMY Major City or Tribal spaces to your political control, you besiege (major cities) or subjugate (tribal spaces);
- To place a PC on NEUTRAL minor city or tribal space, you play a card for CPs and place a PC on that number of spaces ANYWHERE on the map.
- To convert ENEMY minor city spaces (but not neutral spaces) to your own political control, you PACIFY (if you're the Republican player) or PLAY A CARD FOR CPs and convert spaces on which you have at least one unit (both players). During the Surrender Phase, you also automatically convert all ENEMY minor city spaces (but not tribal spaces) on which you have at least one unit.
- To remove REPUBLICAN PC markers, the Sertorian player may RAID with Spanish light or Servile units. Sertorian or Servile raids do not convert enemy spaces to friendly control.
- Control of spaces can also change by Event card and by Fortunes of War.
- A province is controlled by the player who has control of the MAJORITY of the spaces in that province. If neither player controls a majority of the spaces, the province is uncontrolled.
15.6 Political Isolation
15.6.1 A PC is removed during the Political Isolation Phase if it cannot trace a continuous line of unbroken spaces from the PC itself to one of the following sources of political support:
- A friendly unit
- A friendly major city or tribal space (even if besieged)
- A friendly general
15.6.2 The line of connected spaces must consist entirely of a chain of friendly PCs or neutral PCs. The Republican player (only) may also trace to a friendly or neutral port space which in turn can trace a sea route to another friendly or neutral port and ultimately to a source of political support listed in 15.6.1.
15.6.3 PCs are removed in reverse turn order (i.e., the opposite of the turn order established in 5.1). It is entirely possible that the removal of an isolated PC marker by one player could cause one or more of his enemy’s PC markers to be no longer isolated, in which case those enemy PC markers would not be removed.
16.0 Raids and Pacification
16.1 Raids
Raids can only be conducted by individually activated Spanish light and Servile units (armies may not raid). Only Republican minor city spaces not occupied by a Republican unit may be raided. To raid, the active unit moves to the targeted space and expends an additional 1MP to remove the Republican PC marker (thereby making the space neutral, not friendly). The unit conducting the raid may continue movement following a raid. Multiple raids by a single unit are permitted provided that the unit has the required number of MPs available. If a unit is intercepted when it enters a space, it may not raid during that activation regardless of whether a battle is fought or the active unit withdraws.
16.2 Pacification
A Republican force (army or individual units) may conduct pacification operations as part of its activation for land movement. Enemy PCs in minor city spaces unoccupied by an enemy unit are potentially subject to pacification; tribal spaces are not, and nor are neutral spaces. Design Note: Tribal spaces represent fortified or semi-fortified spaces and tribal militias and would thus not be pacified as easily as a minor city space. The Republicans would require a concerted campaign to reduce these areas to Republican allegiance. Play Note: To clarify, the Sertorian player may conduct raids only with individually activated light units (Sertorian or Servile), while the Republican player may use armies or individually activated legions to pacify.
16.2.1 An army conducts pacification operations by expending movement points to convert enemy minor city spaces to Republican spaces (similar to a raid but instead of removing a PC, an enemy PC is converted to Republican). Enemy PCs are converted in the space occupied by or adjacent to a Republican army by expending 1MP per space converted (or 2 MP if the space is across a mountain pass); the space from which the Republican army performs the pacification must be Republican-controlled. It is not required to physically move the army to a space to convert it, just the expenditure of the 1MP. An army can move to position itself to convert additional spaces however the total number of spaces converted can never exceed the total number of movement points available to the army, e.g. if the army has 4MPs (the normal situation with an army composed of legions), no more than 4 spaces can be converted via pacification in a given activation.
16.2.2 A pacification operation against a space adjacent to an enemy force is subject to interception. The Republican player expends the movement points for pacification (it is spent whether or not interception succeeds) and the opponent immediately declares if his force will try to intercept. If the interception is successful, the pacification fails, although no forces are actually moved to the space against which the pacification was attempted. Once an interception against pacification is successful, the intercepting force may not intercept any further pacification operations during that Republican activation. However, if the Republican force moves adjacent to the successfully intercepting force, normal interception may occur with combat resulting (as per 12.0). If that happens, the Republican force may not conduct any more pacification operations for that activation.
17.0 Ports and Naval Movement
17.1 There are two types of port in the game: Regular and Inter-Map. Regular ports are denoted on the map by blue galley symbols, InterMap by brown galley symbols. There are slightly different rules for moving within a Map (i.e., from a European port to another European port, or from an Asia Minor port to another Asia Minor port) and moving between Maps (i.e., Inter-Map).
17.11 Regular Naval Movement: Regular naval movement is conducted from one port to another, both on the same Map. This movement may be conducted between any two ports on the same Map, no matter the type of port.
17.12 Inter-Map Naval Movement: Inter-Map naval movement is conducted from an Inter-Map port on one Map to an Inter-Map port on the other Map (i.e., from brown port to brown port on different Maps). Only the Republican player may conduct Inter-Map naval movement. Play Note: This means that moving from, for example, a regular (blue) port in Europe to Asia Minor requires two card plays—the first to an Inter-Map port still within Europe, and the second to an Inter-Map port in Asia Minor. Note that, in the case of a Campaign card, only one activation may be used for naval movement, so moving from a blue port to the other Map will always require two card plays.
17.13 Besieged Ports: Republican army naval movement may begin and/or end in a besieged port space; Sertorian army naval movement may not.
17.2 Moving Armies by Sea
The Republican player conducts Regular naval movement of armies by playing a 4-CP strategy card (each such card bears a galley symbol as a reminder). The Sertorian player conducts naval movement only by the play of cards whose Events specify that he may do so. Armies using Regular Naval Movement may move one land space in addition to the naval movement—either one space to get to the origin port, or one space after landing. Armies using Inter-Map naval movement move strictly from origin port to destination port; no land movement may be included.
17.3 Individual Leaders and Units
Both Republican and Sertorian players may use any value Strategy Card to move a single general or unit by naval movement (even if, as in the case of a Legion, it would normally require more than 1 CP to move independently). Only the Republican player may conduct such movement between Maps (using 17.12). This card may not be used to move anything other than that single unit or leader. Nor does the unit or leader moved in this way get the additional land space movement that armies do (17.2).
17.4 Naval Attrition
All Republican and Sertorian naval movement is subject to naval attrition. Before a general, unit, or army is about to land at its destination port, the player performing a naval move must roll one die roll (applying any DRMs to the roll) and consult the Naval Attrition Table (printed below and on the mapboard). The result is applied immediately to the general, unit, or army performing the naval movement.
Naval Attrition Table
| 1d6 roll | Result | Effect |
|---|---|---|
| 1 or less | Attrition | Force returns to port of embarkation; roll 1d6 and take half that many step losses (round fractions up) - which units take step losses is the owning player's choice, and a player may eliminate units before reducing other units if he wishes |
| 2 or 3 | Return | Force returns to the port of embarkation |
| 4 or more | Succeed | Force arrives safely with no loss |
DRMs:
- +1 if port of debarkation is friendly-controlled
- +1 if port of embarkation is friendly-controlled
- -1 if port of debarkation is enemy-controlled
- -1 if port of embarkation is enemy-controlled
18.0 Siege, Subjugation, and Surrender
18.1 In order to convert an enemy-controlled major city or an enemycontrolled tribal space to your political control, you must first successfully siege or subjugate that space. Subjugating a tribal space requires two siege points, while causing a major city to surrender requires three siege points—except for Rome itself, which requires four siege points. Note that minor city spaces are never besieged; they obtain or change PC markers in other ways (see 5.6 and 15.4).
18.2 Only an army consisting of at least three units may conduct a siege or subjugation and it does so through the activation of the ranking leader and the expenditure of movement points. For each two MPs expended, one siege or subjugation attempt may be conducted. However, against an enemy major city, an army consisting exclusively of Spanish light units, or of Servile units of any type, may make only one siege attempt per activation (regardless of the number of MPs it has); all other armies may make up to two (given sufficient MPs). Against an enemy tribal space, all armies may use their full MP allowance each activation to conduct subjugation, no matter how the army is constituted (so a force consisting only of Spanish light infantry units, for example, could make up to three attempts). Design Note: Heavy infantry and legion units typically contained the engineers and siege equipment necessary for sieges; light infantry were more adept at subjugating tribes.
18.3 To conduct a siege attempt, roll two dice on the Siege and Subjugation Table, applying the Port DRM if appropriate (see the Table below), and applying the result (again, see the Table below), putting a Siege marker of the corresponding value on the space if the space has not yet been converted. An army could move to a space, conduct a siege and then move to another space or begin the activation on a space and expend all of its MPs to conduct a siege, or any combination thereof, provided the total number of MPs available is not exceeded. Siege and subjugation attempts are conducted on the Siege Table and the results are applied immediately. Siege/subjugation points are cumulative and upon reaching the required number of siege points, the hostile PC is immediately removed and replaced with a friendly PC. A force that does not have the required number of units to prosecute a siege may maintain a siege but may not roll on the Siege Table.
18.4 In addition to requiring a successful siege to convert it to hostile control, a friendly major city may shelter any number of friendly leaders and units from hostile forces in the same space; as soon as an enemy force enters the major city space, any friendly forces can be declared inside the City. Friendly leaders and units are placed under the PC marker to indicate that they are inside the city and thus not subject to land combat. However, leaders and units sheltered in a major city do not help defend against the siege in any way, and if they are still inside when the city falls (i.e., 3 siege points have been inflicted), they are completely eliminated, with units and legates going into the force pool and generals being permanently eliminated. Tribal spaces may not be used to shelter leaders and units.
18.5 If a besieging army or force is attacked by a friendly army or force which has moved to the space under siege, any friendly leader or force inside the besieged space may participate in the resulting combat. To do so, the owning player rolls a die; if the result is greater than the general’s Initiative rating (or a 6 if no general is present – Rule 12.5 applies), the besieged force joins the battle. The commander of the combined force is determined by Rule 6.4. The besieged army or force does not require a separate activation to participate in the combat. A besieged army or force may also be activated during the Operations Phase in order to sortie against the besieging force. Said combat is subject to the normal rules of interception and avoid battle. If a besieging army or force completely vacates the besieged space for any reason, all accumulated siege points are lost and the Siege marker removed.
18.6 A Campaign Card may not be used to activate more than one army to besiege a single space.
18.7 A subordinate general in a besieging army may be activated along with at least three units to conduct a siege attempt. It is not necessary to activate the commanding general and the remainder of the army in order to roll on the Siege Table.
18.8 An inactive besieging force may exercise interception or Avoid Battle with all or part of its force. However per 18.4, if the besieged space is completely vacated by the besieger, all accumulated siege points are lost.
18.9 During the Surrender Phase, a free subjugation or siege attempt may be made by any friendly force which occupies an enemy major city or tribal space. In the case of an enemy controlled major city or tribal space, the requirements of Rule 18.2 must be in effect prior to the subjugation or siege attempt. If the space falls, its marker is immediately replaced with a friendly PC marker. An enemy PC marker on a enemy minor city space is automatically converted to a friendly PC marker if it is occupied by a friendly unit. Siege Table
| 2d6 Roll | Result |
|---|---|
| 0-2 | 2/0 |
| 3-4 | 1/0 |
| 5-7 | 1/1 |
| 8-9 | 0/1 |
| 10-11 | 0/2 |
| 12 | 0/3 |
DRMs:
- -1 DRM if the besieged space is a major Port city under Republican control and the siege was begun as a result of naval movement.
- -2 DRM if the besieging army consists of exclusively Servile units (including the Gladiators unit)
The result on the right is the number of siege points obtained; place a corresponding siege marker on the space. The number on the left is the number of step losses to the besieging army; which unit(s) lose the step(s) is the choice of the owning player.
19.0 Winter Attrition
19.1 During the Winter Attrition Phase, each player in turn order and province by province, determines whether that province can support his forces over the Winter period. If there are more than one player’s forces in the province, Winter Attrition is determined during the player’s portion of this phase that controls the province. If a province is uncontrolled, Winter Attrition is determined during the Sertorian player’s portion of this phase.
19.2 Winter Attrition is determined by totaling the number of units of both players in the province and comparing that number against the Winter Attrition Support Limit of that province. If the total number of units in the province exceeds the support limit for the province, units may be subject to Winter Attrition.
19.3 Winter Attrition is taken as follows:
19.3.1 If the support limit is exceeded and there are units of only one player in the province, all units in excess of that limit suffer a step loss.
19.3.2 If the support limit is exceeded and there are units of both players in the province, the player who does not control the province takes his Winter Attrition step losses first. All of his units in excess of the limit suffer a step loss. After he does so, if the total number of remaining units is still in excess of the support limit, the controlling player suffers step losses equal to half the number in excess of the limit (fractions rounded down—so half of 5 is 2, half of 1 is zero). If neither player controls the province, roll a die: the player with the low result takes his step losses first, followed by the player with the high result— in this case, both players lose the full number of steps applicable. Play Note: This means that provinces with low Winter Attrition numbers can sustain only small armies; if you enter such a province with a large army, be sure to move it elsewhere by the end of the Operations Phase unless you are prepared to lose some steps. It also means that a perfectly valid tactic is to “ambush” an enemy army that is operating in your controlled province by waiting until the end of the turn and moving your own army into that province; if he can’t get the army out, he will lose units dramatically.
19.3.3 Which units suffer step losses is the decision of the player taking the losses.
19.4 Leaders are never subject to Winter Attrition. Example: Cappadocia has a Winter Attrition Support limit of 6 units. The Sertorian player controls the province. The Sertorian player has three Pontic leaders with a total of 10 units in the province, while the Republican player has one leader and four legions. All units are fullstrength. With 14 units total, the Winter Attrition limit is exceeded by 8 units. Because the Sertorian player controls the province, the Republican player must lose first: he reduces all 4 of his legions (flipping them over). Since the total number of both players’ units remaining in the province is still 14, the Sertorian player must now lose steps, but because he controls the province he loses only 4 steps instead of 8. Had neither player controlled the province, the Sertorian player would have lost all 8.
20.0 Republican Crisis Track
20.1 The Crisis Track
The Republican Crisis Track is used to mark the relative health and stability of the Roman Republic throughout the course of SPARTACVS. The further towards the Anarchy space on the track the Crisis marker moves, the lower the level of stability in the Republic, and vice versa. The marker is moved towards the Anarchy space or the Stability space because of Crisis Incidents, in various phases of the game-turn, as outlined in 20.3 and 20.4. The Republican player wants to move the marker along the track towards Stability; the Sertorian player wants to move it towards Anarchy. The marker may never move past (i.e., to the right of) the Stability space on the track, but it may move past (to the left of) the Anarchy space (temporarily) if incidents demand. When setting up the scenario, the marker is placed on the track on the space designated for that scenario. Play Note: The Crisis marker flips to reveal a “-10” side; use this side to record Crisis levels beyond the Anarchy space.
20.2 Anarchy Level
Before beginning play, the players jointly agree on the Anarchy Level for their game—the chart below gives the possibilities. If the marker is at or below the space denoting Anarchy, during the Victory Determination segment of the Victory Check Phase, the Republic is considered to have reached a state of Anarchy and the Sertorian player immediately achieves an automatic victory.
- Standard Game (Experienced Republican Player) Crisis marker reaches the Anarchy space on the Crisis Track
- Intermediate Game (Semi-experienced Republican Player) Crisis marker moves 5 spaces to the left of the Anarchy space on the Crisis Track (i.e. -35)
- Novice Game (Inexperienced Republican Player) Crisis marker moves 10 spaces to the left of the Anarchy space on the Crisis Track (i.e., -40) Play Note: The Crisis marker flips to reveal a “-10” side; use this side to record Crisis levels beyond the Anarchy space.
20.3 Crisis Incidents Resulting in Movement on the Track towards the Anarchy space Adjust the Crisis marker toward Anarchy according to the following incidents:
- Number of provinces anywhere on the map controlled by the Sertorian player: 1 space per province (Victory Check Phase)—calculated every turn
- Losing a Republican controlled province: 1 space (at the instant of loss of control).
- Losing a major battle (one in which four or more legions take part): 1 space at the instant of loss of the battle (Operations Phase)
- Servile unit reaching freedom destination: 1 space per unit exited (Operations Phase)
- Raising a legion during the Reinforcement Phase: 1 space per legion raised (Reinforcement Phase)
- Legions in play at end of turn: 1 space per legion in excess of 12 if only the European Map is active; OR 1 space per legion in excess of 16 if both Maps are active (Victory Check Phase)
- Activating Sulla (Scenario III only): 3 spaces each Game-Turn this occurs (Operations Phase)
- Certain events: ? space(s) as indicated on the card (Operations Phase)
- Each Consul or Proconsul retained as Proconsuls on the map at the end of turn: 2 spaces (Proconsul Phase)
20.4 Crisis Incidents Resulting in Movement on the Track towards the Stability space Adjust the Crisis marker toward Stability according to the following incidents:
- Number of provinces anywhere on the map controlled by the Republican player: 1 space per province (Victory Check Phase)—calculated every turn
- Regaining a previously controlled Republican province: 1 space (at the instant of change of control)
- Disbanding a legion (except for last game turn): 1 space per every two legions disbanded, fractions rounded down (Disbanding of Legions Phase)
- Certain events: ? space(s) as indicated on the card (Operations Phase)
- Retirement of Sulla: 3 spaces - Scenario III only (Consular Elections Phase)
- Death of Sertorius: 10 spaces (Operations Phase or Surrender Phase)
- Exile or death of Mithradates VI: 3 spaces (Operations Phase or Surrender Phase)
- Death of Spartacus: 5 spaces (Operations Phase or Surrender Phase)
- Initial entrance of a Spanish unit into Italy: 5 spaces (Operations Phase)
21.0 Victory Conditions
21.1 General
Winning a game of SPARTACVS means either controlling a specific number of provinces on the map at the end of the Victory Check phase of the 71 BC game-turn, OR achieving an automatic victory as per 21.2. The number of controlled provinces required for victory purposes depends on whether or not either or both of the “Spartacus” and “Fannius and Magius Negotiate Alliance with Mithradates VI” card events have occured during the game, either automatically or via successful die-rolls by the Sertorian player (see 9.8). The automatic victory conditions are tied to the Crisis Track and/or Sertorian control of Rome.
21.2 Victory by control of provinces Victory by control of provinces is determined as follows (Note: there are 14 provinces on the Europe map and 7 provinces on the Asia Minor map):
- If the “Fannius & Magius Negotiate Alliance” resource card event has occured during the game (regardless of whether or not the “Spartacus” resource card event occured), the Republican player wins if he controls at least 17 provinces at the end of game. If this event has not occurred (which means that the Asia Minor Map has never been made active), the Republican player wins if he controls at least 11 provinces at the end of the game. Note that if this event does not occur, the provinces in Asia Minor are not counted for victory purposes.
- If the “Spartacus” resource card event occured during the game (regardless of whether or not the “Fannius & Magius” resource card event has been played), the Sertorian player wins if he controls at least 8 provinces at the end of the game.
- If neither the “Fannius & Magius” nor the “Spartacus” resource card events have occured during the game, the Republican player wins if he controls at least 8 provinces at the end of the game. Note that this makes a Republican victory in such a case very likely - that is intentional.
- Any other result is a Draw - neither player has won. Historically, this would have been a victory for Sertorius, simply because his rebellion was not fully quashed in a reasonble amount of time.
21.3 Automatic Victory
It is possible for either player to win an automatic victory during the course of the game. The Republican player wins an automatic victory if there are no Sertorian forces on the mapboard during the Victory Check phase. The Sertorian player immediately wins an automatic victory if, in the Victory Check phase, either the marker on the Republican Crisis Track is currently in the Anarchy space (20.2), or a Sertorian force controls Rome—or both at the same time.
22.0 Scenarios
SPARTACVS has three scenarios. Each scenario begins with the Determine Turn Order phase of the game-turn specified in the scenario setup instructions, and all of them end at the conclusion of the Victory Check phase of the 71 BC game-turn. All scenarios use the victory conditions outlined in 21.0. Note: units listed in parenthesis are placed at reduced strength. See also, 23.6 for an additional bonus scenario.
22.1 Scenario I: SPARTACVS
This short scenario begins on Turn 8 (73BC) and ends on Turn 10 (71BC), provided that an automatic victory has not occurred (see Rule 21.3). All rules for the Campaign Game are in effect. Set up is as follows:
Sertorians:
Political Control Markers:
- Lusitania, Western Celtiberia, Pontus, Cappadocia: all spaces
- Bithynia: Heracleia, Nicomedia, and Cius, only.
- Asia Province: Dorylaeum, Apamea, Celaenae, Prusa, Pergamum, Mytilene, Lampsacus, only
Forces:
- Sertorius, M. Perperna, Herennius, C. Priscus, C. Insteius, L. Insteius, C. O. Graecinnus, (Exiles legion), 4 (legions), 3 Spanish heavy units, 3 Spanish (heavy units): may be placed on any friendly space(s) in Lusitania or Western Celtiberia
- Sebasteia: Diophantes + 6 Pontic heavy units
- Dorylaeum: Eumachos + 4 Pontic heavy units
- Prusa: Metrophanes + 4 Pontic (heavy) units
- Cyzicus (besieging): Mithradates VI + M. Marius + 2 Pontic (heavy) units + 2 Pontic legions; Siege marker “0”.
- Calcedon (besieging): Callimachus + 4 Pontic heavy units; Siege marker “0”
- The Conii, Celtici, Lusitani, Vaccaei, Vettones, Characitani, Arevaci: 1 Spanish light unit each
Republicans:
Political Control Markers:
- All spaces in the following provinces: Transalpine Gaul, Cisalpine Gaul, Etruria, Picenum, Latium, Campania, Lucania & Apulia, Bruttium, Sicily, Pamphylia & Lycia, Cilicia, Galatia, Eastern Celtiberia, Further Spain, Nearer Spain
- Bithynia: Calcedon only
- Asia Province: Cyzicus, Laodicea, Cnidus, Sardis, Miletus, Ephesus only
Forces:
- Sardis: L. Licinius Lucullus [Proconsul A] + 3 legions + 2 (legions)
- Calcedon (besieged): Legate I + 2 (legions)
- Cyzicus (besieged): 1 legion
- Ancyra: Deiotarus + 3 Galatian units
- Sucro: Metellus [Proconsul B] + 2 legions + 2 (legions)
- Tolosa: G. Pompeius (Proconsul) + L. Afranius + 4 legions + 2 (legions)
- Arausio: 1 legion
- Mutina: 2 legions
Consular Pool:
- M. Terentius Varro Lucullus
- G. Cassius Longinus
- L. Gellius Publicola
- Gn. Cornelius Lentulus Clodianus
- P. Cornelius Lentulus Sura
- Gn. Aufidius Orestes
Proconsular Pool:
- L. Octavius
- Q. Lutatius Catulus
- D. Junius Brutus
- Mam. Lepidus Livianus
- Gn. Octavius
- C. Scribonius Curio
- C. Aurelius Cotta
- P. Servilius Vatia Isauricus
- M. Aurelius Cotta
- Legates II, III and IV
Proconsul Limit at Start: 2 plus Pompeius
Consular Election Phase in first Turn: Select 2 consuls
Removed Cards: #2, #6, #21, #22, #41, #51, #73, #75, #77, #79, #80; Event #31 is placed by the Republican player as its conditions are in effect (it was considered to have been played last turn so does not affect the size of the opening hands).
Republican Crisis Table: on the -15 space
Special Rules: None
22.2 Scenario II: The Republic in Crisis
This scenario begins on Turn 5 (76BC) and ends on Turn 10 (71BC), provided that an automatic victory has not occurred (see Rule 21.3). All rules for the Campaign Game are in effect. Set up is as follows:
Sertorians:
Political Control Markers:
- Lusitania, Western Celtiberia, Eastern Celtiberia, Nearer Spain: all spaces
- Further Spain: Metellinum and Oretani only
Forces:
- Tarraco: M. Perperna + C. Priscus 1 legion + 5 (legions) + 1 Spanish light unit
- Metellinum: Hirtuleius + Exiles legion + 2 Spanish heavy units + 1 Spanish light unit
- Castra Aelia: Sertorius + 1 Spanish light unit + 3 Spanish heavy units
- Sucro: Herennius + 1 Spanish light unit + 3 Spanish heavy units
- Segovia: C. Insteius + 2 Spanish light units
- The Conii, Celtici, Lusitani, Oretani, Vaccaei, Vettones, Characitani, Arevaci, Autrigones, Berones, Vascones, Ilerigates, Indicetes, Lacetani, Ilercavones, Contestani: 1 Spanish light unit each
Republicans:
Political Control Markers:
- All spaces in the following provinces: Transalpine Gaul, Cisalpine Gaul, Etruria, Picenum, Latium, Campania, Lucania & Apulia, Bruttium, Sicily, Asia Province, Bithynia, Cilicia
- Further Spain: all spaces except Metellinum and the Oretani
- Pamphylia & Lycia: Side and Myra only
Forces:
- Corduba; Metellus [Proconsul A] + 2 legion + 2 (legions)
- Narbo: G. Pompeius (Proconsul) + D. Laelius + L. Afranius + 4 legions + 2 (legions)
- Tolosa: 1 legion
- Arausio: 1 legion
- Mutina: 2 legions
- Nicomedia 1 legion
- Pergamum:1 legion
- Myra: P. Servilius Vatia Isauricus [Proconsul B] + 2 legions
Consular Pool:
- Gn. Octavius
- C. Scribonius Curio
- L. Octavius
- C. Aurelius Cotta
- L. Licinius Lucullus
- M. Aurelius Cotta
- M. Terentius Varro Lucullus
- G. Cassius Longinus
- L. Gellius Publicola
- Gn. Cornelius Lentulus Clodianus
- P. Cornelius Lentulus Sura
- Gn. Aufidius Orestes
Proconsular Pool:
- Q. Lutatius Catulus
- D. Junius Brutus
- Mam. Lepidus Livianus
- Legates I, II, III and IV
Pontus: Pontus starts the game uncontrolled, with no control markers, leaders or forces on the board.
Forces Available:
- Mithradates VI + Diophantes + Eumachos + Metrophanes + Callimachus
- 25 Pontic heavy units
- 1 Pontic legion
Other Uncontrolled Provinces:
- Cappadocia
- Galatia
- Pamphylia & Lycia: all except Side and Myra
Proconsul Limit at Start: 1 plus Pompeius (exception: first Turn)
Consular Election Phase in first Turn: Select 2 consuls.
Removed Cards: #2, #21, #22, #73, #75,#79
Crisis Marker: on the -5 space
Special Rules: None
22.3 Scenario III: The Campaign Game
The Campaign Game begins on Turn 1 (80BC) and ends on Turn 10 (71BC), provided that an automatic victory has not occurred (see Rule 21.3). Set up is as follows:
Sertorians:
Political Control Markers:
- Lusitania: all spaces
- Western Celtiberia: Vettones and Vaccaei only
Forces:
- Lusitani: Sertorius + Hirtuleius + (Exiles legion) + 2 Spanish light units
- Vettones: 1 Spanish light unit
- Vaccaei: 1 Spanish light unit
Republicans:
Political Control Markers:
- All spaces in the following provinces: Further Spain, Nearer Spain, Transalpine Gaul, Cisalpine Gaul, Etruria, Picenum, Latium, Campania, Lucania & Apulia, Bruttium, Sicily, Asia Province, Bithynia, Cilicia
Forces:
- Italica-Hispanica; Legate I (Fufidius) + 1 legion + 1 (legion)
- Tarraco: 1 legion
- Valencia: 1 legion
- Tolosa: 1 legion
- Arausio: 1 legion
- Mutina: 2 legions
- Nicomedia 1 legion
- Pergamum:1 legion
- Tarsus: 2 legions
- Rome: L. Cornelius Sulla Felix [Consul A] + Q. Caecilius Metellus Pius [Consul B]
Consular Pool:
- P. Servilius Vatia Isauricus
- A. Claudius Pulcher
- M. Aemilius Lepidus
- Q. Lutatius Catulus
- D. Junius Brutus
- Mam. Lepidus Livianus
- Gn. Octavius
- C. Scribonius Curio
- L. Octavius
- C. Aurelius Cotta
- L. Licinius Lucullus
- M. Aurelius Cotta
- M. Terentius Varro Lucullus
- G. Cassius Longinus
- L. Gellius Publicola
- Gn. Cornelius Lentulus Clodianus
- P. Cornelius Lentulus Sura
- Gn. Aufidius Orestes
Proconsular Pool:
- M. Domitius Calvinus
- Legates II, III and IV
Pontus: Pontus starts the game uncontrolled, with no control markers, leaders or forces on the board.
Forces Available:
- Mithradates VI + Diophantes + Eumachos + Metrophanes + Callimachus
- 25 Pontic heavy units
- 1 Pontic legion
Other Uncontrolled Provinces:
- Western Celtiberia
- Eastern Celtiberia
- Cappadocia
- Galatia
- Pamphylia & Lycia
- Pontus
Proconsul Limit at Start: 1
Consular Election Phase in Turn 1: None
Removed Cards: None
Republican Crisis Table: on the +25 space
Special Rules: Sulla (see below) Sulla (Scenario III special rule). At the beginning of Scenario III, P. Cornelius Sulla is dictator and consul of Rome. Beginning with Game Turn 2, the Republican player rolls one die to determine if Sulla retires from public life. On a die roll 3–6, Sulla is permanently removed from the mapboard and the Crisis marker is moved 3 spaces towards Stability. If Sulla remains in play, a +1DRM is added to any subsequent die roll until Sulla retires; this DRM is cumulative each turn (which means that Sulla is automatically gone by Game-Turn 4). If forced to do so or if he is eliminated for any reason, he is permanently removed from play and no points are awarded to the Republican player on the Crisis Track. Sulla is considered one of the two consuls as long as he remains alive; as long as he does so, the Republican Player may elect only one consul in the Consular Election Phase. Furthermore, Sulla is not subject to the Proconsul selection rules; he stays on the map without becoming a proconsul and with no movement of the Crisis marker). He cannot be activated unless there is at least one Sertorian unit in Italy and, even then, is activated at the Republican player’s discretion—at a cost of 3 spaces towards Anarchy on the Crisis Table (although only one such penalty per Game-Turn). If activated, he is considered a “dictator”, ranking higher than any consul or proconsul. While in play, Sulla may never leave Italy.
23.0 Optional Rules
23.1 Foraging
(Optional Rule) Design Note: The foraging rules outlined in this section give a more realistic feel than the standard game to the difficulties encountered by ancient armies as they moved to and camped in locations throughout the Roman Republic and its holdings. However, the rule also adds more time to the game, because of the need to check for foraging losses with the play of nearly every single card. For that reason, these rules are optional, but we recommend them if you want further insight into the nature of the movement (and even the non-movement) of ancient armies.
23.1.1 Upon the play of any Strategy Card for Command Points (not for an Event), every force on the map automatically and instantly forages, which means they must check for forage losses. This rule adds a step at the beginning of each Operations Phase.
23.1.2 A force occupying a space draws forage from the space it occupies (if friendly), and any friendly spaces adjacent to its space (including across mountain passes) that are not under siege, and are not being used by another force for forage (friendly spaces are those containing a friendly PC marker). If a force occupying a space contains more units than the combined forage limit of the space from which it can draw forage, that force (not each individual unit – unless there is only one unit) suffers a one step loss. This step loss may be taken from any units currently occupying the space; if there is more than one type of unit in the space, the owning player decides which unit takes the step loss (even a unit that has already lost a step and so is therefore eliminated).
23.1.3 If two or more friendly forces are in position to use a friendly space for forage, the owning player determines which spaces support which force. However, if a force in a space exceeds its forage limits, it must use its own space for forage, even if doing so does not prevent a step loss (in other words, Force A can’t give forage from its own space to Force B just because Force A will lose a step anyway).
23.1.4 Forage Levels:
- minor city (including ports) - one unit
- tribal space - three units
- major city - five units
- major port city - ten units
23.1.5 Sertorian forces on the Mount Vesuvius and Mons Herminius spaces never suffer foraging losses (and as per 11.9, no other forces may be in those spaces).
23.1.6 When playing this rule, increase the Winter Attrition rating for each province in Spain by one. For example, Further Spain becomes a 9.
23.2 Battle Cards and Combat Resolution
(Optional Rule) Designer’s Note: This optional rule is designed for those who enjoy (as I do!) the use of Battle Cards to resolve combat, as developed in We the People and Hannibal: Rome vs. Carthage. The battle card system provides many interesting situations for the player but it is not everyone’s favorite. In addition, it does have a tendency to slow play, especially when gaming by mail. For these reasons, I decided not to use the battle card method as my basic combat resolution system. The system has been changed somewhat to meet the demands of the Sertorian era.
23.2.1 Combat occurs in the following sequence:
23.2.2 The attacker and the defender, in that order, play any relevant Surprise Cards. However, the Surprise Cards add or subtract battle cards instead of DRMs.
23.2.3 Determine the number of battle cards for the attacker and the defender and deal out the required number of cards from the battle deck. The maximum number of battle cards per hand is 13 battle cards. Battle cards allocation is determined as follows:
- 1 card per every 2 strength points, rounded up
- 1 card per factor of the leader’s tactical rating
- 1 card for a successful interception attempt
- 1 card for at least 150% of the opponent’s combat strength but less than 200% (player with larger force)
- 2 cards for at least 200% of the opponent’s combat strength, but less than 300% (player with larger force)
- 3 cards for at least 300% of the opponent’s combat strength (player with larger force
- 4 cards for at least 400% of the opponent’s combat strength (player with larger force)
- Minus 1 card for a failed avoid battle attempt
- Minus 1 card if the combat occurs in an enemy space (major or minor city)
- Minus 2 cards if the combat occurs in an enemy tribal space
- Minus 1 card for exclusively Spanish light units vs. Roman legions (Sertorian player)
23.2.4 The attacker plays one of his battle cards and then the defender may try to match the card played. If the card is successfully matched, the defender tries to gain the initiative by rolling a die roll equal to or less than his tactical rating. If successful, he has two choices, 1) he can continue the battle by playing a battle card out of his hand, or 2) he can attempt to withdraw from the battle. In the latter case, he must roll a die roll equal to or less than his tactical rating to succeed. If successful, the battle ends, battle losses only are determined, and the withdrawing army moves its army to a space adjacent to the battle per Rule 14. (Note: This is not considered a battle loss or win for either side.) If unsuccessful, the battle continues with the attacker retaining the initiative. The above method continues until one player is unable to match his opponent’s battle card, an army successfully withdraws from the battle, or all battle cards have been played. In the rare instance where the attacker has played his last card and the defender has matched that card with his last card, the defender is considered to have won the battle. Note: The role attacker and defender can change based upon who currently has the initiative. Any player currently having the initiative is considered the attacker and his opponent is considered the defender, irregardless of their relative strategic positions prior to the battle itself.
23.2.5 Determining Battle Losses Both players roll a varied number of dice, and take their battle loses. For each 6 rolled, your opponent takes two step losses and for each 5 rolled, your opponent takes 1 step loss. Losses are taken simultaneously. The number of battle dice thrown varies based upon how many battle rounds were played before the battle was concluded; a battle round is the play of a card by the player with the initiative (attacker), whether or not that card was matched by the defender. Two dice are thrown for 1 – 5 battle rounds, three dice are thrown for 6 – 10 battle rounds and four battle dice are thrown for greater than 10 battle rounds.
23.2.6 Determining Retreat Losses The loser of the battle now rolls another die to determine additional losses due to his retreat. If the retreating force consists of 4 or fewer units, halve the die roll (round up), and that number of additional step losses must be taken by the defender. If the retreating force consists of 5 or more units, do not halve the roll; instead, the number on the retreat die is the number of additional steps lost by the defender. The remaining force then conducts a retreat per Rule 14. Note: If the combat was won by the play of a Probing Action or an Envelopment battle card, apply the DRM specified to the retreat die roll before determining retreat losses.
23.2.7 The victor now applies the fortunes of war. Determine the total step losses inflicted on the defeated force (battle losses + retreat losses combined) and halve that figure (rounded down). The victor replaces that number of enemy PC markers in minor cities with friendly PC markers. Enemy PC markers selected for replacement must be in the battle space or adjacent to the battle space. Note: In the case of a successful withdrawal, 23.2.6 and 23.2.7 are not applied.
23.2.8 Leader Loss If a player throws two natural 1’s or 6’s during the battle loss die roll, he has the potential to suffer a leader loss. He must then throw one die for each general present. If a 1 is thrown, that general is eliminated from the game. On a die roll of 2 – 3, that general is wounded and is returned to play in any friendly space during the owning faction’s next Reinforcement Phase. On a die roll of 4 – 6, the general is unharmed and remains in play. In addition, if a player’s force is completely eliminated due to the combat and retreat results, then a leader loss check must be conducted for each general in the army and is conducted in a similar manner to that discussed above.
23.2.9 Battle Card Distribution There are 30 Battle Cards Distributed as follows:
- General Assault – 8 cards
- Probing Action – 4 cards
- Penetrate Center – 6 cards
- Commit Reserve – 4 cards
- Double Envelopment – 2 cards
- Right Envelopment – 3 cards
- Left Envelopment – 3 cards
23.3 Greater Card Control with Multiple Maps in Play
(Optional Rule) Design Note: While the standard rule for card distribution with both Maps in play works precisely as intended, some players will want more control over their hands than the rule allows. This optional rule provides this.
23.3.1 As per 9.3.3, when both Maps are in play the players secretly allocate how many cards go into each of their hands—the Europe hand and the Asia Minor hand. However, unlike 9.3.3, in which the cards are dealt randomly into the two hands, all eight cards are dealt to the player, after which he chooses which of the dealt cards go into each hand.
23.4 The Nine-Card Hand
Design Note: This is another way of changing the card hand structure to provide some variablity. This option allows players to “get more done” per turn but it does increase the length of the game.
23.4.1 As specified in 9.3.3, each player draws 8 cards in the Deal Strategy Card Phase. To allow for a bit more flexibility, this optional rule lets each player draw 9 cards instead. They are divided between the Europe and Asia Minor maps per 9.3.3.
23.5 Additional Republican Reinforcements
(Optional Rule) Design Note: The reinforcement rules represent fairly accurately the will of the Senate to authorize the raising and rebuilding of legions. Some players, however, prefer greater leeway in this regard.
23.5.1 Once per game-turn, the Republican player may play a card for Republican reinforcements (this is over and above any reinforcements/replacements taken during the Reinforcement Phase). The CP value of the card equals the number of Legion steps immediately available to the Republican player. However, each step taken (not each Legion as with standard reinforcements) moves the Crisis marker one space towards Anarchy.
23.6 Bonus Scenario: The Marians Resurgent
Note: This scenario was proven during development to work very well, but it received less playtesting than the three regular scenarios and is therefore optional. Note: units listed in parenthesis are placed at reduced strength. The scenario begins on Turn 3 (78BC) and ends on Turn 10 (71BC), provided that an automatic victory has not occurred (see Rule 21.3). All rules for the Campaign Game are in effect. Set up is as follows:
Sertorians:
Political Control Markers:
- Lusitania, Western Celtiberia all spaces
- Etruria, Cisalpine Gaul: as per setup under “Forces” below
Forces:
- Lusitani: Hirtuleius + Exiles legion + 2 Spanish light units
- Segovia: Sertorius + 1 Spanish light unit + 1 Spanish heavy unit
- Any unoccupied space in Etruria: M. Aemilius Lepidus, 6 legions, 1PC marker
- Any unoccupied space in Cisalpine Gaul: M. Junius Brutus, 2 legions, 1PC marker
- The Conii, Celtici, Lusitani, Vaccaei, Vettones, Characitani, Arevaci: 1 Spanish light unit each
Republicans:
Political Control Markers:
- All spaces in the following provinces: Nearer Spain, Transalpine Gaul, Picenum, Latium, Campania, Lucania & Apulia, Bruttium, Sicily, Asia Province, Bithynia, Cilicia
- Further Spain: all spaces except Metellinum and the Oretani
- Etruria and Cisalpine Gaul: all spaces except the space occupied by M. Aemilius Lepidus or M. Junius Brutus, respectively
Forces:
- Corduba; Metellus [Proconsul A] + 2 Legions + 2 (legions)
- Narbo: Legate I + 3 legions
- Rome: Q. Lutatius Catulus (No election on first Turn of this scenario; Catulus is the remaining elected consul and Lepidus has revolted)
- Nicomedia 1 legion
- Pergamum:1 legion
- Tarsus: P. Servilius Vatia Isauricus [Proconsul B] + 2 legions
Consular Pool:
- D. Junius Brutus
- Mam. Lepidus Livianus
- Gn. Octavius
- C. Scribonius Curio
- L. Octavius
- C. Aurelius Cotta
- L. Licinius Lucullus
- M. Aurelius Cotta
- M. Terentius Varro Lucullus
- G. Cassius Longinus
- L. Gellius Publicola
- Gn. Cornelius Lentulus Clodianus
- P. Cornelius Lentulus Sura
- Gn. Aufidius Orestes
Proconsular Pool:
- A. Claudius Pulcher
- Legates II, III and IV
Pontus: Pontus starts the game uncontrolled, with no control markers, leaders or forces on the board.
Forces Available:
- Mithradates VI + Diophantes + Eumachos + Metrophanes + Callimachus
- 25 Pontic heavy units
- 1 Pontic legion
Other Uncontrolled Provinces:
- Eastern Celtiberia
- Cappadocia
- Galatia
- Pamphylia & Lycia
Proconsul Limit at Start: 1
Consular Election Phase in first Turn: None.
Removed Cards: #4
Republican Crisis Table: on the +15 space
Special Rules: None
Strategy Card Explanations
-
The White Doe: Symbol of Sertorius’ Divine Favor for the Spanish tribes, a supposed reincarnation of the goddess Diana.
-
Sulla Rewrites Constitution and retires: In 80BC, L. Cornelius Sulla Felix laid down the dictatorship of the Roman state that he had wrested from the Marians and assumed the normal role of consul for the year. The following year he retired from public life after changing the constitution to reflect older, more conservative values, never to return to public life again. He died in 79BC.
-
Servile War in Sicily: The number of slaves working the large estates and mines in Sicily were always a potential ingredient for revolt against Rome’s harsh governance of that rich island. A revolt devastated Sicily at the time of Spartacus, who had a contingency plan to cross to Sicily with his followers.
-
Roman Entrenchments: Used by Crassus to hem in Spartacus in Bruttium.
-
School for Spaniards: Sertorius established Grecho-Roman school at Osca that tutored young Spanish aristocrats. They were also held in polite captivity as hostages for the good behavior of their tribe.
-
Sertorius Forms Senate in Exile: Sertorius established a rival Senate in Spain, which was formed predominantly from the 100 or so Roman exiles in Spain who had accompanied Perperna to Spain from Italy.
-
Exiled Romans Flock to Sertorius: Sertorius’ government in exile became a magnet for rival, pro-Marian Romans.
-
Cilician Pirates: Provided naval support to Sertorius and Spartacus at various, unpredictable times
-
Scylla and Charybdis: Mythical creatures which made the Straits of Messina difficult to cross or sail through. Spartacus was unsuccessful in crossing the straits to Sicily in 72BC and thus was confined by Crassus to the toe of Italy.
-
Night and Snow: Used by Spartacus in 71BC to escape Crassus’ entrenchments in Bruttium.
19, 38, 64. Sertorius Woos Spanish Tribes: Sertorius’ control of Spain was as much diplomatic as military. By promising liberal governance of Rome’s Spanish provinces, he gained support of the majority of the tribes of the peninsula.
-
Celtiberian Shield Bearers: Bodyguard and companions that took a “consecration” oath to protect Sertorius to the death.
-
Perperna Joins Sertorius: Taking command after Lepidus’ death in Sardinia in 77BC (see Card #79), he took the army to Spain via Liguria (see Card #22) and Transalpine Gaul. He joined Sertorius with 53 cohorts or ~31,800 men at Tarraco in mid-Oct. 77BC.
-
Perperna Raises Troops in Liguria: In 76BC, Perperna took the remainder of Lepidus’ forces to Liguria on his way to Spain. There he was joined by many anti-Sullan refugees from Etruria and other areas of Italy who strengthened his army.
-
Consul Refuses Command: This became a problem for the commands in Spain and against Spartacus. The elected consuls refused to lead an army against these enemies of the Republic, fearing defeat and subsequent loss of political capital.
-
Clandestine Negotiations: Conducted periodically by both sides usually for some sort of tactical advantage.
-
Noon Day Sun: In 75BC, Hirtuleius was tricked into premature deployment for battle by Metellus and defeated at Italica.
-
Senate Fails to Supply Spain: A chronic problem for Roman armies in Spain.
-
Defeat Causes Desertion of Romans: Sertorius lost many Roman supporters after his armies began to suffer defeat at the hands of Metullus and Pompey
-
Political Rivals Refuse to Cooperate: Initially after Pompey’s arrival in Spain, he and Metullus refused to cooperate for political and egotistical reasons.
-
Pompey Writes Conscript Fathers: In 74BC, exasperated by the Senate’s reluctance to support the war effort in Spain, Pompey warned the Senate that if he is not supported, he may have to return to Italy, with Sertorius in pursuit! As a result, he obtained two additional legions of reinforcements and much needed supplies.
34, 63, 65. Spanish Light Troops: The backbone of Sertorius’ forces, they proved adept at guerilla type operations. They were highly trainable as well and could be taught Roman heavy infantry methods.
-
Sertorius Corresponds with Consulares: As far as Sertorius was concerned, his war against Sulla’s Republic was not a to the death proposition. His main interest was to restore his political position in Italy, not to either establish a separate kingdom in Spain or to destroy the Republic. Accordingly, throughout his war in Spain he carried on correspondence with many prominent members of the Senate, to include current and previous consuls. While it never led to anything concrete, his record of correspondence was so inflammatory that Pompey destroyed the captured archives to prevent further discord in the Republic.
-
Etruria Revolts Against Senate: The source of Lepidus’ support in Italy (see Card #79), Etruria was potentially ripe for revolt had Sertorius determined to invade Italy from Spain.
-
Slave Army Enamored with Italy: In 72BC, Spartacus lead his slave army north from his support base in Southern Italy into Cisalpine Gaul with the idea of traversing the passes out of Italy and escaping Roman control for good. After defeating an army under G. Cassius Longinus at Mutina, his army incomprehensibly compelled Spartacus to return to Southern Italy apparently forgetting its past desire to escape Roman tyranny.
-
Sertorius Woos Spanish Tribes: Sertorius’ control of Spain was as much diplomatic as military. By promising liberal governance of Rome’s Spanish provinces, he gained support of the majority of the tribes of the peninsula.
-
M. Antonius Creticus Given Command Against Pirates: Pirate attacks on the sea lanes of the Mediterranean had reached such an extent, that a special command was given to Antonius to sweep the lanes free of pirates. In 74BC, he successfully operated in Liguria, Spain, and Sicily. In 73 – 72, he switched his focus to the Eastern Mediterranean and operated against the Cretans. However in 71, he was severely defeated by Cretans and died soon after with his mission uncompleted. It remained for Pompey to resume the task years later.
-
Lasthenes of Crete Supports Mithradates: This tyrant along with other pirate chiefs on Crete provided considerable support to Mithradates when he invaded Roman Asia Minor.
-
Maritime Greek States Declare for Mithradates: Many Greek cities and islands in Asia Minor went over to Mithradates providing ships for his forces.
50, 55. Spanish Tribal Levies: A large but fickle portion of Sertorius’ forces, they could make a decisive difference to a battle if they arrived on the battlefield.
-
Deiotarus of Galatia Allies with Rome: King of Galatia and a determined enemy of Mithradates, he assisted the Romans in Asia Minor when Mithradates invaded. He defeated Eumachus and drove the Pontic forces out of Phrygia.
-
Persuasion and Diplomacy: Rome was adept at getting foreign states to do their bidding, often against their will.
-
Galatian Tribal Levy: The Galatian tribes retained their Gaulic military methods despite having lived in Asia Minor for well over 200 years.
-
C. Valerius Triarius: Successful Roman commander of the Republican fleet in the Black Sea and Aegean in 73 – 71BC.
-
Spanish Tribal Levies: A large but fickle portion of Sertorius’ forces, they could make a decisive difference to a battle if they arrived on the battlefield.
56, 68. Minor Campaign: The Senate has released sufficient political and logistical resources to undertake campaigns in more than one theater of operations or multiple campaigns within a single theater of operations. The Sertorians could have conducted operations of this nature on a rare occasion.
-
Dispatch Intercepted: In the age before electronic communications, a general’s orders were at the mercy of the skill of a dispatch rider or courier in getting through to the recipient.
-
Engineers and Siege Equipment: The Romans were first and foremost good engineers which paid dividends during siege operations.
-
Forced March: The endurance of Marius’ mules was phenomenal when properly directed.
-
Inclement Weather: The bane of all armies.
-
Roman Camp: A nightly fortified camp was standard Roman military practice and saved many a defeated army from total destruction.
-
Danger in the Provinces: In addition to the Sertorian, Pontic and Servile threats represented on the mapboard, Roman provinces along the border with the barbarians were always fragile. During this period, there was a hot and cold war along the Macedonian border in the Balkans. This card represents the Republic’s requirement to adequately protect regions not directly affected by the Sertorian coalition.
-
Spanish Light Troops: The backbone of Sertorius’ forces, they proved adept at guerilla type operations. They were highly trainable as well and could be taught Roman heavy infantry methods.
-
Sertorius Woos Spanish Tribes: Sertorius’ control of Spain was as much diplomatic as military. By promising liberal governance of Rome’s Spanish provinces, he gained support of the majority of the tribes of the peninsula.
-
Spanish Light Troops: The backbone of Sertorius’ forces, they proved adept at guerilla type operations. They were highly trainable as well and could be taught Roman heavy infantry methods.
-
M. Fonteius Supplies Spain: Proconsul of Transalpine Gaul who assisted Pompey and Metellus logistically from 74-72BC.
Official Consolidated Clarifications and Errata (as of 10/8/14)
Official Designer Errata, originally published in "War Diary" magazine and reprinted with permission. This errata sheet supersedes all previous editions.
Basic Rules
- 5.2 and Player Aid Card Clarification: There are consular elections in all scenarios (to include the Bonus Scenario) EXCEPT Scenario III.
- 5.10.3 Addition: Republican Crisis Track Adjustment: Adjust the track due to any end of turn adjustments--see 20.3 and 20.4. All adjustments towards Stability are done first, followed by all adjustments towards Anarchy.
- 6.7 Clarification: A proconsul or legate and his army that moves THROUGH a space containing a consul does not have to leave any of his units in the space with that consul. However, if he ends up in a consular space (either at the conclusion of movement or via interception or battle avoidance) and subsequently moves out of the space, he may only take along units in excess of that consul's command ability - the one exception is a major city space IF that consul (and his army) is declared inside the city at the moment of entry into the space per 18.4.
- 7.2.4 Clarification: Lepidus may always leave Etruria after it is controlled by the Sertorians, even if control is subsequently lost. If he is forced out of Etruria by a retreat, battle avoidance or an interception, this restriction is lifted.
- 8.1 Correction: "For each new Legion raised, the Crisis marker is immediately moved 1 space towards Anarchy." [not 2 spaces] - the Player-Aid card and 20.3 are correct.
- 8.2.1 Clarification: The Spanish light unit that is placed with Sertorius may be forfeited in order to flip up to two Spanish heavy units IF the heavy units are stacked with Sertorius.
- 8.2.3 Clarification: There are no Servile reinforcements if Spartacus is dead.
- 8.2.4 Clarification: If the Exiles legion is in Italy or Cisalpine Gaul it may be restored to full strength.
- 9.11 and 10.2 Clarification: If a player retains a card for use in the next Game-Turn, he may no longer play that card in the current turn. A player may always play a Resource Card regardless of whether he had previously passed during the current turn.
- 9.11 Additional Clarification: A player may not indefinitely retain a card from turn to turn. If he has retained a card from the previous turn, he may not retain any card in the turn following that retention, i.e. all the cards in his hand must be played or discarded during that subsequent turn. Designer Comment: This prevents a player from indefinitely retaining a card that may be important for future use by either his opponent or himself.
Scenarios
- Correction to All Scenario Setups: Legates should not be placed in the Proconsul Pool.
- Scenario I Republican set-up:
- a. Unused Republican Generals: Sulla, Lepidus, Calvinus, Pulcher and Laelius
- b. Unused Sertorian Generals: Hirtuleius, Lepidus and M. J. Brutus
Card Clarifications
- Cards #s 1 (The White Doe), 14 (Ships and Money from Mithradates), 29 (Pompey Writes Conscript Fathers), 40 (Lasthenes of Crete Support Mithradates), 57 (Dispatch Intercepted), 79 (Lepidus Departs Italy), and 80 (Fortune Favors the Bold): These events add or subtract a card from a player's hand. The player playing the card chooses which hand gains or loses the card(s).
- Card #7 (Exiled Romans Flock to Sertorius): The Sertorian legion is placed as if it was a Spanish light unit. The Exiles legion may be restored via this mechanism.
- Card #15 (Lex Cornelia De Maiestate): Any force commanded by the targeted general must remain with that general for the remainder of the Operations Phase.
- Card #37, (Slave Army Enamored with Italy): Units from the activated Servile force may not be dropped off.
- Card #44 (Spanish Tribe Revolts): The conversion takes place regardless of the presence of an enemy leader or CU.
- Card #52 (Persuasion and Diplomacy): The space may be converted regardless of the presence of enemy leaders and CUs; enemy leaders and CUs that were on a major city are now considered outside the city.
- Card #62 (Danger in the Provinces) Clarification: A clearer instruction on this card would be, "Play if at least one of the following regions is completely free of Republican combat units: Spain, Gaul, or Asia Minor."
- Cards #68 and #69 (Minor Campaign): These are Republican Event cards, as the icon denotes. Ignore the last sentence of text.
- Card #74 (Crassus): If Rome is besieged, Crassus and his arriving legions may be placed inside a besieged Rome.
Roman Republican Consular Naming Convention
Due to the limited geography on a small counter, many of the names of the Roman Republican Consuls had to be abbreviated. This may cause some confusion in placement, as many of the names are very similar. To assist in your set-up, the following identification chart is provided:
| Set-up Name | Counter Name |
|---|---|
| L. Cornelius Sulla Felix | L. C. Sulla |
| Q. Caecilius Metellus Pius | Q. C. Metellus |
| P. Servilius Vatia Isauricus | P. S. Vatia |
| A. Claudius Pulcher | A. C. Pulcher |
| M. Aemilius Lepidus | M. A. Lepidus |
| Q. Lutatius Catulus | Q. L. Catulus |
| D. Junius Brutus | D. J. Brutus |
| Mam. Lepidus Livianus | M. L. Livianus |
| Gn. Octavius | G. Octavius |
| C. Scribonius Curio | C. S. Curio |
| L. Octavius | L. Octavius |