Expansion #4 Imperial Rome

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Expansion #4 Imperial Rome Command & Colors: Ancients 1 EXPANSION #4 IMPERIAL ROME Game Design by Richard Borg © 2007 & 2014 GMT Games, LLC 2 Command & Colors: Ancients 1. INTRODUCTION Imperial Rome is the fourth expansion for the Commands & Colors: Ancients game system. Through all of the expansions Commands & Colors: Ancients remains a game system that allows players to effectively portray stylized ancient historical battles that play to a conclusion in around an hour. The Command cards drive movement, create “fog of war,” and present players with many interesting challenges and opportunities, while the battle dice resolve combat quickly and efficiently. The scale of the game is flexible and the battles focus on the historical deployment of forces and important terrain features tailored to Units, Leaders, and Blocks the game system. A unit is composed of a certain number of blocks: In this expansion we have taken the opportunity to present a num- ber of Roman battles that we did not have room to include in prior Note: these descriptions include some units not present in this expansions including scenarios in Britain, battles of the Second expansion. Triumvirate, and scenarios from the Roman conflicts against the Foot Units: Parthian Empire, Teutonic Barbarians, and the internal turmoil • All Light, Light Bow, Light Slinger, Auxilia, Warrior, of the frequent struggles for power until Constantine becomes Medium, and Heavy Infantry units are composed of four the undisputed Roman Emperor around 325 AD. small size blocks. The Imperial Rome expansion is packed full of new concepts • All Light or Heavy War Machine units are composed of two and new units: heavy cataphract cavalry, baggage wagons, wagon small size blocks. laagers, massed units of horse archers, light infantry tossing Mounted units: caltrops, plus our new Para Bellum system for fighting a series • All Light Cavalry, Light Bow Cavalry, Medium Cavalry, of battles... and more. Each of these additions works within the Heavy Cavalry, Heavy Cataphract Cavalry, Camel, and confines of the original system rules, with only slight modifica- Cataphract Camel units are composed of three medium size tions to reflect historical abilities and importance. Experienced blocks. players will have no trouble learning the few new special units • All Elephant units are composed of two large size blocks. and rule concepts. • All Heavy Chariot units are composed of two rectangular Again, Welcome and Enjoy! blocks. Richard Borg • All Barbarian Chariot units are composed of three rectangular blocks. Important: The scenarios in this system assume that players own A Leader is not a unit. A Leader is represented by one rectan- all the previous expansions. If you do not own all the expan- gular block. sions, you can “transplant” most of the scenarios using different armies than those depicted, although this will lose some of the A baggage wagon or wagon laager is not a unit. They are both historical and visual appeal. represented by one block. 2. CONTENTS 1 Rule and Scenario Book containing 24 battle scenarios 1 Sheet of new terrain tiles 2 Wooden card-holders 2 Reference cards 4 Block Label sheets 293 Blocks • 162 small blocks (8 tan, 142 purple, 12 black) Example of a Foot unit (4 blocks) and a Heavy Cavalry unit (3 • 120 medium blocks (54 tan, 45 purple, 21 green) blocks). • 11 rectangular blocks (5 purple, 6 black) A few extra blocks of each color and size are provided as spares. Black Square Blocks Eight of these blocks are for the Imperial Roman victory ban- ners and two are for Special Unit markers. Each block receives a label on one side only. © 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 3 Apply appropriate unit stickers to the fronts and backs of the blocks. When you run out of 4 blocks, move on to the tan blocks for each unit. Place Eastern Kingdom unit labels on Eastern Kingdom Light Cavalry (6 tan medium blocks...). the tan blocks, Purple Roman unit labels on the purple blocks, Keep going in this fashion until all the tan Eastern Kingdom Green Barbarian unit labels on the green blocks and victory units are completed and then move on to the purple Roman, banners, special unit markers, and baggage wagon/wagon green Barbarian and black blocks. Following this procedure laager stickers on the black blocks. We suggest that you first will be worth the effort! A few extra blocks of each color and separate the blocks by color and then sort the blocks by size. stickers are supplied as spares. Start with the Eastern Kingdom units. Pull out 4 small tan Take special care when you label the 5 black Rectangular blocks. Find the Eastern Kingdom Warrior Infantry stick- Blocks. Label one side with a Baggage Wagon sticker and the ers; peel and place stickers front and back on the 4 small tan opposite side with a Wagon Laager sticker. © 2007 & 2014 GMT Games, LLC 4 Command & Colors: Ancients Unit Symbols and Colors the battlefield, within easy reach of both players. To help identify a unit’s type, colored symbols have been placed 7. Place the battle dice within reach of both players. on each label. 8. Review any special rules or victory conditions that apply for • Green circle: Light Infantry, Light Sling Infantry, the battle. Light Bow Infantry, Light Cavalry, Light Bow 9. The starting player, as indicated in the scenario’s War Council Cavalry, Light War Machine. notes, begins play. • Green circle with white border: Auxilia Infantry, Light Barbarian Chariot. • Blue symbol: Medium Infantry, Medium Cavalry, 4. OBJECT OF THE GAME Camel. The object of the game is to be the first to capture a set number • Blue symbol with white border: Warrior Infantry, of Victory Banners (usually 5 to 8), depending on the selected Cataphract Camel. battle scenario’s victory conditions. • Red symbol: Heavy Infantry, Heavy Cavalry, Heavy A Victory Banner is gained for each enemy leader or enemy unit Chariot, Elephant, Heavy War Machine. entirely eliminated from the battlefield. When the last block of a • Red symbol with white border: Heavy Cataphract unit or a leader block is eliminated, collect one Victory Banner. Cavalry In some scenarios, additional Victory Banners may be gained by capturing certain terrain hexes or other battlefield objectives. 3. SETTING UP THE GAME 1. Select a battle from the scenario section of the booklet. 2. Place the gameboard in the center of the table. 3. Place the terrain hexes as indicated by the battle scenario map. 4. Select the appropriate armies for this scenario. Place the unit blocks onto the board, matching the various units’ positions to the scenario’s battle map. Note: Each unit symbol on the battle map represents an entire unit. • The entire purple Roman army comes with this expansion • To assemble a complete tan Eastern Kingdom army, you will 5. GAME-TURN need to combine the units in this expansion with the tan units from Expansion #1 (Sequence of Play) • To assemble a complete gray Roman army, you will need to The War Council notes state which player goes first. Players combine the gray units in the basic game with the gray units then alternate taking turns, until one of the players reaches the from Expansion #3 number of Victory Banners indicated in the scenario’s victory • To assemble a complete red Roman army, you will need to conditions. combine the red units from Expansion #2 with the red units During your turn, follow the sequence shown below: from Expansion #3 1. Play a Command card • To assemble a complete green Barbarian army, you will need 2. Order units and leaders to combine the green units in this expansion with the green 3. Move units from Expansion #2 4. Battle If you do not have all expansions, there may be battles where 5. Draw a new Command card you must supplement one or both armies with units from unused armies. 5. Choose each player’s side and sit by the board accordingly. 6. NEW UNIT TYPES AND Each scenario specifies which army is at the top or bottom of the battlefield. BLOCKS 6. Shuffle the Command card deck thoroughly and deal Com- Heavy Cataphract Cavalry mand cards to each side per the selected scenario’s War Council Heavy Cataphract Cavalry is a mounted unit that notes. Keep your Command cards secret from the opposing is identical to a heavy cavalry unit except that it player. Place the remainder of the deck face down, alongside may ignore 1 sword hit. © 2007 & 2014 GMT Games, LLC Command & Colors: Ancients 5 Cataphract Camel Movement: • A Wagon Laager may not be ordered or moved. Cataphract Camel is a mounted unit that is iden- • Any unit or leader moving onto a hex with a Wagon Laager tical to a camel unit except that it may ignore 1 must stop and may not move any further on that turn. sword hit. • Any unit or leader that leaves a hex with a Wagon Laager Rectangular Wagon Blocks may only move onto an adjacent hex regardless of its normal movement allowance. Wagon blocks are black and have a Baggage Wagon on one side and a Wagon Laager on the other side. Battle: • A Wagon Laager may not battle, but units on a hex with a Baggage Wagon Wagon Laager may battle. A Baggage Wagon is similar to a leader. Both • Close Combat: A foot unit on a hex with a friendly Wagon are not units, but both may be ordered by spe- Laager rolls its normal number of battle dice, and may cific cards. A Baggage wagon cannot be ordered disregard one sword symbol and flag rolled against the unit. by an I Am Spartacus card. • Ranged Combat: A foot unit on a hex with a friendly Wagon laager may disregard one flag rolled against the unit.
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