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Germania Magna is a game of shifting alliances. Each player represents a Germanic tribe raiding various provinces of the struggling Roman Empire, and competing among themselves for loot and glory. HOW TO USE THIS BOOK The Rules section familiarizes players with the basic rules of Ger- mania Magna. The Glossary (p.15) provides an alphabetical list of definitions and explanations of important terms, phrases, and sit- uations. It is not necessary to read the entire Glossary; it is an aid to resolve questions as they occur during play or while reading the Rules. On p. 19 you will find an extended example of a game round. COMPONENTS Military Military Military Military Military Strength Strength Strength Strength Strength 5 10 15 20 25 1 5 10 15 20 25 player 2 players 4|1 7|3 10|5 13|7 16|9 3 players 3|2|0 6|3|1 8|5|2 11|6|3 13|8|4 4 – players 4|3|2|1 7|4|3|1 9|6|4|1 11|7|5|2 CHNODOMAR SCHOLAE PALATINAE TRIBAL UNIT WARBAND 4 Player Reference In a victorious clash, If this clash is victorious, you receive 3 additional . each participating player receives No eff ect. 3 additional . Cards King Chonodomarius was raising general disturbance and confusion, making his presence felt everywhere Under the disposition of the illustrious Their line of battle is drawn up without limit, a leader in dangerous enterprises, magister offi ciorum are: Scola scutariorum in a wedge-like formation. To give ground, lifting up his brows in pride, being as he was prima, Scola scutariorum secunda, Scola provided you return to the attack, conceited over frequent successes. armaturarum seniorum, Scola gentilium is considered prudence rather seniorum, Scola scutatorum tertia. than cowardice. Ammianus, Rerum Gestarum Notitia Dignitatum Tacitus, Germania illus. Paweł Kaczmarczyk / Anna Międlarz Anna / Kaczmarczyk Paweł illus. GM 01/08 Kaczmarczyk Paweł illus. GM 01/10 Kaczmarczyk Paweł illus. GM 01/26 40 Loot 8 Chieftain 15 Roman 93 Tribal counters Cards Cards Cards 0 1 2 3 4 0 1 2 3 4 0 51 62 73 84 9 0 51 62 73 84 9 5 6 7 8 9 GERMANIA PRIMA 5 610 720 830 940 50 VICTORY: A player whose horde’s total is highest 10 20 30 40 50 receives 2 additional . 10 20 30 40 50 DEFEAT: Destroy all participating . Subtract 1 from illus. Judyta Sosna Judyta illus. the die roll result when checking unit casualties. 10 20 30 40 50 GM 01/15 8 Glory 15 Province Cards Markers 4 Glory Boards (2 in each 2 Dice (1 in each color) color) 1 PROVINCE CHIEFTAIN CARD 1. Military Strength 1. Initiative – determines the – value which must player order in each Round. be exceeded to win 2. Ability – the card’s special 3 1 a Clash in this effect, which can be constant, Province. triggered or activated. 1 GERMANIA PRIMA 2. Ability – modifies 3. Flavor Text VICTORY: A player whose horde’s total is highest 4 Horde deployment, 4 4. Tribal Affiliation – the receives 2 additional . 2 DEFEAT: Destroy all participating . Subtract 1 from Clash resolution, GABINUS tribe (faction) to which the illus. Judyta Sosna Judyta illus. the die roll result when checking unit casualties. GM 01/15 effects of victory card belongs. or defeat. In a victorious clash, you receive twice the amount2 of base due 3. Roman Cards icon – the number of icons shows the number (before other bonuses added). of Roman Cards that must be attached to a Province. Nay, if I have gained a right knowledge of you in action before this, 4. Loot – the amount of Loot every participant of this Clash your auxiliary trooper3 will I be; thus at least I shall be able to fi ght. receives after victory. Sidonius, Carmina 7 illus. Paweł Kaczmarczyk Paweł illus. GM 05/08 ROMAN CARD TRIBAL CARD 1. Military Strength – added to the Military Strength of 1. Cost – The cost to play the Province Card to which the card from one’s hand, this Roman unit is attached. expressed in units of Loot. 2. Unit Type – a unit is one of 2. Ability – the card’s special 2 5 types: light infantry, heavy 7 effect. 1 infantry, light cavalry, heavy 3. Military Strength – added SCHOLAE PALATINAE cavalry, or war machines. 3 to help win a Clash. ISMOUNTED 3. Ability – modifies Clashes, 6 TRIBAL UNIT D 4. Unit Survivability – the COMITES If this clash is victorious, e.g. it may restrict Clash par- first (white) die is used each participating3 player receives 4 3 additional . ticipants, may make it harder All your in this horde after a victorious Clash; the receive 1 additional2 point of . Under the disposition of the illustrious 4 to win, or may compensate second (red) die is used after magister offi ciorum are: Scola scutariorum prima, Scola scutariorum secunda, Scola Suddenly there was heard the outcry of the armaturarum seniorum,5 Scola gentilium for losses after a victory. German infantry, as they shouted that their a defeat. seniorum, Scola scutatorum tertia. princes ought to leave their horses and keep company with them, for fear that they, Notitia Dignitatum 4. Loot – additional Loot if anything adverse should5 occur, abandoning the 5. Flavor Text illus. Paweł Kaczmarczyk Paweł illus. GM 01/10 wretched herd, would easily make shift to escape. which every participant of Ammianus, Rerum Gestarum 6. Type – determines many illus. Paweł Kaczmarczyk Paweł illus. 1 GM 05/26 this Clash receives after of the general rules regarding victory. when and how a card may 5. Flavor Text – usually be played. There are 4 types of Tribal Cards: Tribal Unit, Attach- a quote from an ancient ment, Strategy, and Tactic. source, with no practical game 7. Unit Type – Each Tribal Unit is one of 5 types: light infantry, effect. heavy infantry, light cavalry, heavy cavalry, or war machines. 2 3 Glory Board – used one player ties for the fewest Glory Points, so all those players with to track a player’s cur- the fewest Glory Points benefit from the Victory condition. 0 1 2 3 4 rent Glory Points. VICTORY 5 6 7 8 9 The winner is the player who has the most Glory Points at the end of the Round in which there are six or more Province 10 20 30 40 50 Cards in the Province Discard Pile. SETUP Glory Markers – show a player’s current Glory Points. Each player has two markers, one for the 1) Adjusting for player count: tens digit and one for the units digit. Both markers – In a game with 2 players, remove from the Province Deck all are placed on a player’s Glory Board. Province Cards that have a base Military Strength of 25. Loot counters – the game currency, which comes – In a game with 4 players, remove from the Province Deck all in several denominations (players can change coins). Province Cards that have a base Military Strength of 5. 1 The numbers depicted on coins are Roman Nu- 2) Choose colors. Each player takes his own Glory Board 2 merals: N=0 (latin nulla - nothing), I=1, II=2, III=3, and two Glory Point markers . IV=4, V=5, X=10. 3) Prepare the shared (common) Tribal Deck (recommend- ed for the first games). Take the following cards from the Tribal Cards and form the Tribal Deck: 15 Warband, 9 Warriors, RULES 4 Horsemen, 3 Chieftan Comites, 2 Dismounted Comites, 3 Allied Alan Cavalry, 1 Frameae, 1 Fulcum, 1 Cuneus, RULES TRIUMVIRATE 1 Passage through the Rhine, 2 Foederati Defectors, 2 Ambush, 1. If a card’s text directly contradicts rule text, the text on the card 2 Fog, 2 Roman Counterattack, 2 Heavy Rains, 1 German takes precedence. Phalanx, 2 Weaponsmithing, 2 The Promise of Spoils, 1 Call to 2. Unless otherwise specified, fractional values are always rounded War, 2 Predictions, 1 Sacerdotes Civitatis, 2 Hunnic Raid, 2 Vic- up after all modifiers have been applied. tory in Single Combat, 1 Roman Valetudinarium, 2 Romaniza- 3. If an effect applies to a player meeting a condition, then all play- tion, 2 Punitive Expedition (68 cards in total). Remove the extra ers who meet the condition receive the full effect. Tribal Cards from the game (you may need them, if using the option of Deck Construction, p. 38). Example: 3 players participate 4) Draw starting hands. Shuffle the shared Tribal Deck in the same Clash (Province (or individual player decks, if using the option of Deck Construc- Military Strength 20), and the 2 tion, p. 38). Each player draws five Tribal Cards 3 from the strongest have equal-sized hordes, Tribal Deck 4 (shared, or their own personal deck). so both receive 11 Glory Points LUGDUNENSIS SENONIA After all players draw their cards, each player may take one VICTORY: A player with the fewest among all players may choose one: draw 3 tribal cards; mulligan if he does not like his starting hand – to do so, (6 for the third player). or gain 6 ; or gain 6 . illus. Judyta Sosna Judyta illus. DEFEAT: Attach two Roman cards to this province. he reshuffles his hand back into his deck and draws a new one. Example 2: A clash is won in Lug- GM 08/15 dunensis Senonia, and more than He must accept his second hand. 4 5 5) Collect starting Loot. Place all the Loot 5 tokens within EXAMPLE OF SETUP easy reach of all players. Each player takes five units of Loot 6 . FOR 4 PLAYERS the game ends. game the – In Initiative order, order, Initiative In – Deployment Cards in the Province Discard Pile, Pile, Discard Province the in Cards 6) Set Province Cards.