The Coin Tribes' Revolt Boudica's Rebellion Against Rome

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The Coin Tribes' Revolt Boudica's Rebellion Against Rome Sympathy / Opposition (Sym / Opp) The Coin Tribes’ Revolt Each region uses the local will cards to track the opinion of local tribes in the area. Line up the triangles on the tracking cards with those on the map cards. Boudica’s Rebellion Against Rome Orientate the card in landscape when one region is neutral, remove the card entirely when both regions on one side are neutral: 1 - 4 players : 30 - 60 mins playtime : Ages 12+ ● No card = neutral ● Weak sympathy / opposition = 1 × the population value ● Strong sympathy / opposition = 2 × the population value Rulesbook It is 60 AD, Romans have occupied the wild lands of Britannia, and exist in an uneasy peace with the tribes of the land… When the Iceni king dies, Roman greed and brutality triggers a rebellion led by the Iceni queen, Boudica, that tears across the south-east of Britain. With the Roman forces spread elsewhere in Britain, the revolt could forever change the course of history. This is an asymmetrical game of warring factions set in the turbulent times during the early Roman occupation of Britain. It is inspired by the COIN series of games by Volko Ruhnke (GMT), and attempts to recreate the feel of these games within the restrictions of the 9 card nano game format. The game can be played with fewer than 4 players if one or more players control multiple factions. This also allows for solitaire play. Components (9 cards, 18 × 12mm dice) ● One action card showing available actions, and a turn tracker on the Example: Left) Top region is neutral, bottom has 4 opposition (2 perimeter which is also used to trigger the reckoning phase. will×2 population). Right) Top region has 2 opposition (2 will×1 ● Four map cards population), bottom has 4 sympathy (1 will×4 population). ● Two cards to indicate the local will for the four regions ● Two event cards ● One round timing die Bases ● 16 faction dice, four in each faction colour Moving your faction die to the area marked by the palisade wall in the dashed ● One spare die square denotes building a base. Regions Multiple factions can have a base in the same region at the same time. Each map card makes up one region. Three contain cities, with intact and razed cities denoted by circles and crosses respectively. The large numbers in each region show the population value used to calculate sympathy/opposition. Example: The Trinovantes build a base and move their die to Factions the dashed area in the region. ● Romans - The counter insurgency faction, trying to put down the Other factions must expend units rebellion. Win condition: Number of intact cities + total sympathy in to build a base (Romans and all regions ≥ 16 Catuvellauni) or rely on special ● Iceni - The main insurgency faction under Boudica, inciting events (Iceni). rebellion. Win condition: Sum of population values from all razed city regions + total opposition in all regions ≥ 11 ● Catuvellauni - A large nearby tribe that borders the others. They have embraced Romanisation after a long struggle and intend to use all sides to expand their territory and control. Win condition: Number of regions in Catuvellauni control + total number of units ≥ 15 Special Events ● Trinovantes - Allies of the Iceni, but also trying to re-expand their influence after many years of being under the control of Events are special actions that can be very powerful, depending on the Catuvellauni and Romans. Win condition: Number of regions with circumstances. Each event card has four events on it, two on each side, and bases + number of regions in Trinovantes control ≥ 5 therefore when shuffling, you need to flip and rotating the cards as well. Both parts of the event are available to any faction that takes it, but the lighter Influence / Control background is expected to favour the Iceni and Trinovantes, while the darker background is generally more likely to be useful for the Romans and The faction dice are used to track units in each region. Each unit is worth 1 Catuvellauni. After each reckoning (when all kept cards are discarded), or influence, and having a base increases a faction’s influence by 2 (there is a whenever there are no events available, any discarded event cards are shuffled reminder on the map). and laid out as in the starting setup (or with only 1 card, if only 1 is available). If both cards are kept by players, no events can be taken until the next reckoning. A faction has control of a region if they have the greatest influence in that region. If there is a tie, no one controls the region. Example: The first available event is “Boudica’s Rebellion” which allows Razing a city without losing units or, by taking the card, you can eliminate tribes when you battle. When a player takes an event action, they perform the action on the card, or place it in front of them to use the ongoing Example: Catuvellauni have 4 (2+2) influence and Romans have 4 bonus. With the first event (4+0) so no faction controls the left region. Trinovantes have 5 (3+2) taken, the next card “Suetonius influence in the right region and so have control, beating Iceni with 4 Returns” becomes available. (4+0) and Catuvellauni with 3 (1+2). Setup: The arrangement of the cards at the start of a game showing the initial placement of the faction units and the initial will in the four regions. The event cards need to be randomised, as does the initiative dice for all the factions. The remainder of the faction dice should be kept to one side for future use. Playing the game Turn structure ● The game is broken up into five periods, each comprising four turns. Setup This is shown by the numbers around the edge of the action card. To begin the game, place the map cards in the middle of the table as shown in Each period end is marked by the red numbers. the setup diagram, with the intact cities (circles) upwards. ● On the first turn in any period, change the tracking die to read six. Reduce this value by one each subsequent turn in a period. Next, place the local will cards either side of the map to indicate public opinion ● At the start of each turn, roll the spare die. If it matches or exceeds at the start of the rebellion. The white card is for the left two regions, the grey the number of the turn tracking die or it is the fourth turn in the card is for the right two regions. Line up the marks on the will cards with those period (i.e.4, 8, 12, 16, or 20; the red numbers) execute a reckoning on the map cards to track the will as shown: phase after the turn. If, after a reckoning, there are still turns remaining in the period, set the turn die to 1 to remind you that the ● Neutral around Verulamium reckoning has happened, set it to six on the first turn in a new period. ● Strong sympathy around Londinium ● The 1st eligible player chooses a row on the action selection card ● Weak sympathy around Camulodunum and executes the 1st action. ● Strong opposition in the non-city region (top right) ● The 2nd eligible player executes the second action on the chosen row of the action selection card, or passes. Passing increases the number Each player picks a faction, takes the corresponding dice and places them on the on the action die by two. map to reflect starting influence in each region as per the setup image. ● The turn continues until two players have executed actions, or there are no more eligible players, whichever is soonest. Each player rolls one die to determine initiative order, break ties as described ● All players that have acted then reroll their action dice and move below. This is now their action die and should be placed to the left of the action them to ineligible to the right of the action card, ordered with the card ordered top to bottom as eligible. highest number to the top. Tie-breaks are resolved as before. The remaining dice are placed to one side ready if they are required. Shuffle the event cards without looking at them, occasionally flipping them over and rotating 180º to ensure random events and lay them out above the action card as shown in the setup image. Breaking ties ● Each player in the tie must roll the spare die. ● Arrange the initially tied dice so that the player’s die with the highest tie-breaker roll is positioned highest amongst the tied dice. Do not change the value of the initial die roll. ● If necessary, repeat until the tie-break rolls are unique, removing and re-positioning any single winning or losing die any time that a tie-break is broken. Example: Turn 2: Catuvellauni are 1st eligible, Romans are 2nd eligible. ● Repeat tie-break procedure for any set of tied dice (e.g. if the initial Catuvellauni take “Two actions” and the Romans decide to take “One rolls were 6611, there are two separate tie-breaks to resolve). action”. After taking their turns, these factions move to ineligible and reroll ● A passed die always beats an ineligible die of the same number their initiative while Trinovantes and Iceni move from ineligible to when moving them all to eligible (i.e. no tie-breaker required). eligible. The turn tracker die moves on to turn 3,showing a 4. The spare die ● A previously eligible die (that didn’t get to take an action on the rolls a 5! There will be a reckoning at the end of this turn.
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