Historical background

Carthage and Rome were both emerging superpowers of the Mediterranean. Rome built its power upon the infantry and conscription system. No matter how many defeats the Romans suffered, they were always able to overcome the enemy by recruiting new troops. ’s wealth came from trade and the strength of its navy. Both superpowers had been allies fighting against their common enemy - the mighty Pyrrhus, King of Epir. But it took them only 12 years to be turned into enemies. The casus belli was the Carthaginian attempt to gain control over Sicily. Rome considered this a major threat towards its control over the entire Italian peninsula.

he First Punic War lasted 23 years. In 264 BC, the Romans laid laid siege to Saguntum, the Romans objected, making it another ca- T siege to Syracuse and forced this small kingdom to break its al- sus belli. In 218 BC raised an army and crossed the Alps, liance with Carthage and become yet another ally of Rome. The Car- defeating Publius Scipio at the Ticinus River. Right after, Hannibal thaginians thought that they could overcome the Romans just as they invaded Italy, achieving his most significant victory in the Battle of did Pyrrhus – by fortifying important cities and keeping their naval Cannae in 216 BC annihilating entire Roman army in the process. superiority. Rome had no navy, thus it was supposed to lose the war in However, Hannibal refrained from besieging the Rome itself and in- the long term anyway. stead decided to cut off the Romans from their allies, who – just as However, in 262 BC the Romans successfully besieged the fortress Capua and Tarentum – begun to switch sides. The of Agrigentum. The relieving force led by Hanno was defeated, a clear was in real danger, and appointed the dictator Fabius Maximus (‘the proof or Roman dominance in land combat! Shield of Rome’). Carthage lost its naval superiority in 260 BC. Despite the early Hannibal defeated the Roman generals in Italy one by one, but he victory in the naval battle near the Lipari Islands, the Roman corvus wasn’t able to be everywhere. In Spain, the Scipio family was a pain turned out to be a key to destruction of the Carthaginian fleet near in the neck of Hasdrubal, Hannibal’s brother. In Sicily, Marcellus (‘the Mylae. Sardinia and Corsica were now open for the Romans to invade. Sword of Rome’) managed to capture Syracuse defended with the help So was Africa, where in 265 BC Marcus Atillius Regulus landed of famous Archimedes. In 210 BC the tides of war begun to change. with an expeditionary army. Carthage asked for peace, but the terms A sudden strike allowed Scipio to capture New Carthage and finally dictated by Rome were so harsh that instead Greek mercenaries led force Hasdrubal to leave Spain. He embarked on a yet another bold by Xanthippus were hired. In 264 BC, he helped reorganise the entire march to Italy. In 207 BC Rome was endangered again – by Hasdrub- Carthaginian Army and won the Battle of Tunis, crushing the Roman al from the north and Hannibal from the south. This time however, the army and taking Regulus a prisoner. Roman consuls combined their forces against Hasdrubal, defeating Carthage now safe employed to regain her posi- him near the Metaurus River. Hasdrubal was killed and so were the tions in Sicily. However, with further naval battles lost, Carthage asked Carthaginian hopes for winning the war. Hannibal was undefeated in Rome for terms, and as a result lost all Sicily to victorious Rome. field, however he lost the cities of Capua and Tarentum. The last stage of the war took place in Africa. The Carthaginians rebuilt their strength in Spain. Having no naval raised an army of survivors from Cannae, who had no better chance to superiority, Hamilcar Barca made a desert march through all regain their honor than to defeat the enemy in its homeland. At Zama, and Mauretania. Operating from New Carthage, he managed to gain Hannibal lost a battle for the very first time in his life. But this costed new territories for Carthage. But when Hannibal (son of Hamilcar) Carthage the war. Rome was victorious again!

2 Dear Player, We want you to enjoy this from the very beginning. Thus, you don’t need to study the Rulebook and Scenario Book to begin playing. Unless you know the previous editions of Hannibal: Rome vs. Carthage, you should read this Playbook and complete the tutorials. The first three tutorials are solitaire, all others require two players. Then, we recommend to start with the Campaigns. Finally, you will be familiar with all the important rules and theatres of operations and be able to fight an epic struggle of the Punic Wars Scenarios.

Game Objective

This game allows you to assume the roles of the leaders of the most epic EXAMPLE: Gallia conflict in the ancient world. Its outcome has shaped our very civilization Cisalpina is controlled itself. The game offers an abundance of possibilities – both political and by Carthage. Etruria, military – to tip the scales in your favor. Latium and Samnium The Provinces crucial to achieve victory have been emphasized – their are controlled by Rome. borders are marked with colors. Regions such as Africa, Iberia, and Italia Liguria is neutral. have been emphasized in particular. Provinces of less importance (that don’t The winner is usu- influence victory) have a neutral color. ally declared after a full game (the number of Turns depends on the scenario). The players check to see which one of them has gained control over the majority of Provinces surrounding the Mediterranean Sea. Having said that, the players have multiple possibilities to end the game earlier. For example, a successful Siege of the enemy’s capital results in a Sudden Death Victory. Carthage also wins if, at the end of the Victory Check Phase, it controls all Italian Provinces (excluding Latium – which would mean a conquest of the Eternal City).

Depending on the scenario, the game setup includes circular Political Example of Control markers (hereinafter PCs), square Walled Cities, and oval Tribe mark- a total control of ers (gray ones are neutral, blue ones favor Carthage). Overall, the color blue Carthage over all stands for Carthage and red for Rome. Italian provinces.

3 Both political and military means are to be used during the game. An adept use of military power results in winning he Land Battles and The political dominance manifests itself in the number of Provinces con- conquering enemy Walled Cities. The political consequences of Land and trolled at the end of each turn. Naval Battles (they are described in detail further below) are definitely un- pleasant for the losing side. The losing player must remove from the board not only the retreating Combat Units and defeated Generals, but also the appropriate number of PCs. Example of the Political Control track with the dominance of one side. Of course, there could be a situation in which a player forced to remove To reflect the loss of PC would become out of markers! This would mean his immediate defeat. political influence, the That player must sue for peace. player who controls less provinces must re- In summary, a player may win the Punic Wars: move PCs equal to the difference between the l At the end of the game if: number of provinces – a player controls more key provinces than his opponent; in the he controls and that of case of a tie, the rules of the scenario being played are decisive. his opponent. l During the game if: Example of a re- – a player conquers his opponent’s capital; moval of 3 Carthag- – the Carthaginian player gains control over all provinces Italian re- inian PCs. The choice gion (excluding Roman Latium); is made by the player – a player is not able to remove sufficient number of PCs, and is who loses the markers. thereby forced to sue for peace.

Turn Sequence

A full turn is played according to the consecutive phases. the entire Strategy Deck along with the discard pile (excluding cards that have Playing Strategy Cards is crucial to the game, as their number increases been permanently removed from play) before any cards are dealt. as the game progresses. Each scenario indicates which player goes first. 3. Strategy Phase In each turn players must use (play or discard) all of their Strategy Cards. Players play Strategy Cards alternatively, deciding whether they use the Event or the Operation Points. The details of the Reinforcement and Strategy Card phases may depend Some cards played as Events must be discarded after use. on the particular scenario. This phase ends when both players exhaust their Strategy Card hands. A card may be discarded without using its Event. 1. Reinforcement Phase Note that one player may use all of his Strategy Cards before his oppo- l Players may recruit new Combat Units (hereinafter CUs). nent (as Reaction Cards, i.e. #60 Strategy Card: Storms at Sea or during l Carthage may return previously displaced Generals to the game. battle, i.e. #6 Strategy Card: Maharbal’s Cavalry). In this case, the other player l Rome appoints Proconsul and randomly draws new Consuls. plays his remaining cards in succession.

2. Strategy Card Phase 4. Winter Attrition Phase Players are dealt a number of Strategy Cards depending on the current Players check for casualties of their CUs that occupy spaces with enemy turn. If there are not enough Strategy Cards in the Strategy Deck, reshuffle PCs or Hostile Tribes.

4 5. Isolation Phase This edition of the game includes a Political Display that makes it easier Players remove any of their PCs that became isolated. to determine the number of Political Points of each side. The removal order depends on the scenario. 7. End of Turn 6. Victory Check Phase Move the Phase marker to the next space and play the next phase, unless The player who controls less provinces must remove PCs equal to the dif- that phase ended with a Sudden Death Victory. ference between the number of provinces he controls and that of his opponent.

Strategy Cards – Operation Points and Other Card Symbols

Strategy Cards are the essence of the game. Each of them may be used The ship symbol informs you that a limit of 5 in two ways. CUs can be transported via Naval Movements, The card number (regardless of its color) is the Operation Points. The whereas a double ship symbol indicates the maxi- cards with a value of ‘1’ are the weakest, while ‘3s’ are the strongest. Instead mum number of a transported Army – 10 CUs. of using the card for its Operation Points, a player may activate a card Event (the background color of the value is of relevance here). Crossed swords indicate a card that may be used during a Land Battle. This edition of the game introduces some new symbols that make the card abilities easier to recognize. Cards that break the Truce are marked with a broken laurel branch (#64 Strategy Card). In the case of activating a General, you need to check his Strategy Rating. If it is equal to or less than the card value, then Event cards connected to particular Provinces include auxiliary maps that the activation is possible. Therefore, a General with a Strategy allow players to become familiar with the game more easily during their first Rating of 1 is easier to activate than one with a Strategy Rating of 3. plays (i.e. #1 Strategy Card).

5 How to Achieve Victory?

Dear player, since you’re already familiar with the goals of the game, now you need to learn how to accomplish them. Political Control is a way of subordinating spaces (circular markers) and Walled Cities (square markers). The starting positions depends on the particular scenario.

EXAMPLE:

Native Guide

If you use this card as an OP to move an Army and the Army crosses a Mountain Pass, you may deduct 3 from your Mountain Pass Attrition die roll.

5

Example of a scenario with arrows pointing to spaces and Walled Cities where CUs and Generals are placed.

We begin with possible ways of placing your own PCs on the board. Next, you will learn how to remove PCs from your opponent. Finally, you will learn about Sieges, Subjugations, and Land Battles.

How to Place Your Own PCs on the Board? l By playing a Strategy Card (and using its value to place PCs on the board) enables you to: – place your own PCs on the board in empty spaces that do not contain enemy CUs; – convert PCs to your side, provided there is a friendly CU in this 2 OPs card is used for (1) placing the PC and (2) flipping enemy PC space. exchanging it to your own.

6 l Playing a Strategy Card and activating its Event enables you to place l Playing a Strategy Card and activating its Event enables you to remove your own PCs on the board. the opponent’s PC from the board. l A successful Siege of a Walled City or Subjugation of a Hostile Tribe is another way to change the political balance. This issue is described EXAMPLE: in detail below.

How to Remove PCs from the Board (or Force Your Opponent to Do So)?

l By playing a Strategy Card (and using its value to place PCs on the board) enables you to: – convert PCs to your side, provided there’s a friendly CU in this space.

EXAMPLE:

Sicilia Revolts

If your opponent has control of SICILIA, remove all his non-Walled PCs in that province which are not stacked with his CUs.

2

Strategy Cards #2: Sicilia Revolts results in removing 3 Roman PCs. The Beautiful Seduces a Numidian King l Pick either NUMIDIA MAIOR or MINOR At the end of the Political and place up to three Carthaginian PCs in that province in spaces Isolation Removal Phase which do not contain enemy CUs. If the space contains a Roman PC, the PC is simply flipped. the players must remove

24 their PC present in the spac- es which aren’t connected by a path to a space con- taining at least one friendly CU, your own Walled City (it doesn’t matter whether besieged or not), a friend- ly Tribe, or your own port. Such a path cannot go EXAMPLE of an Isolation. through spaces containing Mountain Passes, Neutral Tribes, or the opponent’s PCs. Strategy Card The Beautiful Sophonisba Seduces a Numidian King l After a Land Battle, the losing side may be forced to remove a certain allows the Carthaginian player to flip 3 Roman PCs. number of PCs. This is described in more detail below.

7

– may use use may – May Avoid Battle on a die roll of 1-5. of roll die a on Battle Avoid May defender. original if . Iberia in when . Italia in defender original if Effect. Siege Special . Sicilia in 1-4. of roll die a on

and Red Siege die Siege Red and Card Campaign . Italia leave not May 1-3 a on Counterattack May 2 of Rating Strategy a Has BC extra two Gets 1 of Rating Strategy a Has Pursue successfully May

the die to Red. If besieging with besieging If Red. to die the

Paullus Flaminius Scipio Crassus A. C. Maximus Laevinus

and White Siege die – change – die Siege White and

Fabius Fabius Valerius

Q. Q. Cornelius P. Licinius P. M.

Card Campaign with besieging If

Marcellus Setting Up the Game Claudius M. 5

Chose a Scenario from the Scenario Book or Playbook 1 (for tutorials) and get the setup details. 2 Place the board 2 in the middle of the playing area.

Prepare the Strategy Card deck. Select the Strategy Cards 3 as indicated by the chosen Scenario. Shuffle the cards and make the draw pile, face down.

Prepare the Battle deck. Use all Battle Cards. 9 4 Shuffle the cards and make the draw pile, face down.

In the Hamilcar scenario, 4a prepare the Tactics deck similarly.

Prepare General’s cards. Remove the cards with the 5 symbol when playing the Hannibal scenarios and cards with the symbol when playing the Hamilcar scenarios. Then set up the Roman General’s cards on the Roman side of the board, face up.

6 Do the same for Carthaginian General’s cards. 8

1 1 5 2 1 Place the Turn/Truce marker on the board 7 (Turn or Truce side up). 10

8 Place the Political Control markers, 2

9 Tribe markers

and Walled Cities markers on the board - as shown on 10 the scenario map.

Also place PC markers on the Provincial Display. 11 Double check for accuracy, as political control and ownership of the cities is very important.

Hannibal Bomilcar Once per Battle, may use a Probe May make a Naval Move H. Gisgo Place all other markers and dice near the playing area. BC as a Flank Left, Flank Right, with an army of up to three CUs May Avoid Battle and Intercept 12 or as a Double Envelopment BC. using a card of any OP value. on a 1-3. 15

8

Winter Attrition. Winter 1-4. of roll die a on and use both results. both use and rolls. die Command of Card. March Forced a with if original attacker. original if Card. Campaign a with moved

His Army does not suffer not does Army His Intercept May on Subjugation and Siege attempts Siege and Subjugation on Change to Immune Besieging if results both use and May Counterattack on a 1-2 a on Counterattack May when spaces 6 moved be May

. Rolls twice Rolls . Italia leave not May . Italia outside dice Siege two roll May

Longus Nero Gracchus Varro

Has Strategy Rating of 3 of Rating Strategy Has

Flaccus Africanus

T. Sempronius T. Claudius C. Sempronius C.

C. Terentius C. Place the Combat Units Salinator Scipio Q. Fulvius Q. c. p.

Livius 13 M. M.

and General’s miniatures on the board (you may use 14 General’s markers instead) according to the scenario.

Place subordinate Generals on their 15 commanding General’s cards. 7

1

12

2 1 5

11 13 3 1

14

2 1

5 4

2 2 4a

General’s miniatures are made from plastic soft enough to prevent them from being broken during game transportation and gameplay. If any part of the miniature is bent (this may be a case with spears etc.), 6 12 please submerge it in hot water Hanno for about a minute, then remove it and adjust

May not leave Africa. Mago May remove a Roman Receives blue when using Hasdrubal non-walled PC if he ends the shape of the miniature. Naval Movement. his move on the PC.

9 Tutorial 1 Acquiring Political Control

Introduction This is a puzzle for one player. Objective: Learn how to use Strategy Cards to gain political control.

Changes to standard rules l Scenario lasts only 3 rounds l Rome receives only 3 Cards: – #4 Celtiberia Revolts; – #67 Baetica Revolts; – #71 Gades sides with Rome.

Victory Conditions l Rome wins if it controls more provinces in Iberia. l Otherwise Carthage wins.

Hints l Remember that isolated PC Markers must be removed at the end of the Turn. l Sometimes Events are much more powerful than operations.

Rules Used: l 8 Strategy Cards. l 19 Political Control.

10 Military Forces

There are Generals and CUs in the game. If one space contains a General Overall, there is no limit to the number of Generals and CUs in a space. (1 or more) and CUs, they make up an Army. Roman armies are called Con- You need to take note of Walled City marker symbols only while forming sular Armies if they are led by a Consul (they must usually consist of at least a garrison (introducing an army in a Walled City). 5 CUs to be able to take action). Carthage also possesses a special kind of Each player may check what markers make up a force or an Army at any time. CUs: Elephants. There are only 4 Elephant markers available. In most cases Each player may also change markers for the ones of higher or lower value. Elephants are treated as regular CUs. Siege Trains can only be introduced by Carthage (by an Event, #30 Strat- egy Card: Carthaginian Siege Train).

How to Gain CUs?

l Each scenario includes a setup of Generals and CUs. – it is in Province controlled by this player; l In the beginning of the Reinforcement Phase, the players receive rein- – it contains his PC; forcements according to the scenario guidelines. – it contains his General. l By playing a Strategy Card of value ‘3’, a player may Raise Troops, It is not possible to Raise Troops in a Besieged Walled City. which allows that player to place 1 CU in a space that fulfills the fol- l Certain Strategy Cards (i.e. #10-#16, #22, #43-#48) allow a player to lowing criteria: place CUs on the board under certain conditions.

Strategy Cards – Activating a General (Movement, Siege, Subjugation)

Another way of using a Strategy Card is to activate a General. In order to activate a General, the card value must be equal to or higher than his Strategy Rating.

An Introduction to Movement (Armies and Generals) By analyzing the situation on the map you’ll quickly learn when to apply Dear player, the rules describing maneuvers take up to 1/3 of the overall the additional rules (whether to avoid a Land Battle or Intercept), and when rules. You may feel overwhelmed. to execute a planned maneuver in a quick and bold move. It’s worth remembering that in most cases your Army may move up to 4 It’s also worth remembering that you may fight a Land Battle using your spaces. Sometimes less – if you encounter enemies and decide to battle them. garrison located in the besieged Walled City. The opponent may try to avoid a Land Battle, but it’s not easy to do so (it depends on a General’s traits) and it’s risky (as the attacking player may gain Naval Transport a Battle Card). Naval Movement is conducted between ports as a result of a played Strat- On the other hand, you may expect an Interception, which is a surprise egy Card with a ship symbol (3-OP Strategy Card or a campaign card) and attack from adjacent enemy Armies. In this case you may end your Army corresponds to a Movement of up to 3 spaces. This means that an Army may Movement or fight a Land Battle. move to a Port (1 space) on land and then take a ship to another Port (count-

11 ed as 3 spaces) or take a ship to another Port (counted as 3 spaces) and then A General without an Army cannot end his movement on a space with move from that Port (1 space) on land. an enemy General without Army, but he can move through such spaces. The maximum number of CUs that can be transported as an Army is 5 (10 in some scenarios). Movement Procedure with Possible Reactions Transport may be conducted between any Ports, but Roman-controlled a) The active player chooses the General he wishes to activate. If there is Ports increase risk for the Carthaginian player. more than one commander in the space, a new commanding General can It may be possible to take a ship and land into the space outside the be chosen. Next, the player decides how many CUs will march along with besieged Walled City. the activated commanding General (maximum of 10) and whether his sub- Roman Naval Movements do not involve risks. However, Carthaginian ordinates will march with him. Naval Movement needs to be rolled for luck. b) Play a Strategy Card with a proper Operation Points (equal to or higher You need to remember that Carthaginian transports do not need to be than the General’s Strategy Rating). rolled for luck while Truce (#64 Strategy Card) is in effect. c) Move a Commanding General/Army by 1 space. This edition of the game includes a dedicated die and a special table that d) The inactive player may react to a move: are used to determine the success of each Carthaginian Naval Movement. – If there is an enemy Walled City including enemy CUs in this space. –  The inactive player announces every attempt of avoiding a Land Battle Movement – General Rules or Intercepting a marching Army. An Army or a General without an Army may move up to 4 spaces. After – The attempt to avoid a Land Battle is resolved first. each step the opponent’s reaction is checked.  When there is more than one General in a space, the subordinate may Strategy Cards (Forced March) and some of the Generals’ skills may in- also make an attempt to avoid Land Battle. crease this movement to a maximum of 6 spaces. A success is a die roll with the result equal to or less than the Battle Playing a Strategy Card can activate an Army (CUs with a General) or Rating of the General who tries to avoid Land Battle. a General without an Army, as long as the General’s Strategy Rating is If successful, the Commanding General/Army retreats by 1 space. equal to or less than the card’s value. – An active player may make an attempt to continue to march or pursue There is no limit to the number of CUs present in 1 space (except for the retreating Army/Commanding General. special situations in regard to Walled Cities). A success is a die roll with the result equal to or less than the Battle During an Army Movement CUs may be separated or picked on the way, Rating of the General who marches and pursues. however a marching Army cannot exceed 10 CUs at any time. If successful, the Commanding General/Army continues to march or There is no limit to the number of Generals present in 1 space, but one pursue. of them must be declared the commanding General of the Army. The re- In the case of a pursuit the inactive player may make further attempts maining Generals become his subordinates. to avoid Land Battle. Carthaginian commanders hierarchy: Hannibal outranks all other Car- – If a defending Army occupies a space adjacent to the one being entered thaginian commanders. Roman commanders hierarchy: Consuls outrank by the marching Army, the defending Army may make an attempt to Proconsuls. Intercept it. The marching Army may be forced to fight a Land Battle If there is more than one commanders of the same rank, then the player as a result or to retreat by 1 space. in command of them chooses the commanding General of the Army before Multiple Interceptions may be attempted into the same space by dif- a General and his Army is activated. ferent Armies. A General may move by himself or with an Army and, if need be, his A success is a die roll with the result equal to or less than the Battle subordinates. Rating of the General who tries to Intercept, modified by +1 if an In order to activate an Army a player needs to play a proper Strategy Interception is being attempted in the space that contains enemy PCs Card. Remember that Campaign Cards activate 2 or 3 different Generals. and he doesn’t have any friendly CUs there. If an Army enters a space occupied by the opponent forces that choose e) If the inactive player succeeds at Interception, then the marching Army may: not to retreat or cannot retreat (or they have failed to retreat successfully), – Back up 1 space and end its movement (bearing the potential conse- then the Army must end its movement and a Land Battle is fought. An auto- quences of some marching losses or the risk of a Naval Transport) or matic destruction of an CU of strength 1 by an Army of strength 5 or higher – End its movement and fight a Land Battle. In this case the intercepting is an exception to that rule (it is called ‘Overrun’). side shall receive 1 additional Battle Card (this bonus is limited to 1 A General without an Army cannot enter enemy-occupied spaces. Battle Card even if multiple Interceptions were successful).

12 f) If there is only one enemy CU in a given space, the marching Army g) Repeat steps c, d, and f until the Army finishes its movement. may automatically eliminate it in an Overrun. The marching Army must h) The Army may now fight a Land Battle or attempt a Siege/Subjuga- contain at least 5 CUs to be able to perform an Overrun. tion. The Army cannot fight a Land Battle or attempt a Siege/Subjugation as (Hint: Because the Interception is checked first, you might leave a single a result of the same Movement. CU as a bait, and then include it in your army in order to gain another Battle Card.)

What Causes CUs to be Removed from the Board?

Land Battles above all, but not only. An Overrun takes place when an Army of 5 or more CUs enters a space l After the Land Battle ends, both sides must check for Land Battle with 1 enemy CU (without a General). This CU is destroyed automatically, Casualties Sometimes the outcome forces the Carthaginian player to and the marching Army may continue its movement. remove Elephants (if they participated in the battle). l Winter Attritions losses. All CUs and Armies in spaces containing an l Only the losing player must check for Pursuit Losses. If Carthage enemy PC (including besieged Walled Cities) or non-friendly Tribes loses any CUs in this way, the Elephants must be removed first (if they must roll for Winter Attrition losses. participated in the Land Battle). l Mountain Passes losses happen when an Army crosses Mountain Instead of tables and modifiers, this edition of the game includes a dedi- Passes (both Alps and non-Alps types. Note that Alps passes are more cated die and an interpretation key placed on the Battle Cards. difficult to cross safely. l Only the losing player checks for Retreat Casualties. l Events played by the opponent. He suffers the loss of 1 additional CU for each space that includes an Naval Transport may involve the risk of losing CUs. A failed Naval Move- enemy PC or non-friendly Tribe; ment may result in the loss of the whole transport. He suffers the loss of a number of additional CUs equal to the number of enemy CUs standing in the space crossed by the retreating army. He suffers the complete annihilation of the retreating CU if there is no way of retreating. Note that it is not possible to retreat through mountain passes or straits, to use Naval Transport, or to move more than 4 spaces.

13 Tutorial 2 How Can You Maneuver with Success?

Celtiberia was totally captured by Romans and is in connection with Massilia. Carthaginian troops are in Saguntum (Hannibal and Hasdrubal with strong troops). But in Celtiberia there is only one weak garrison in Budua.

Introduction l Carthaginians cannot enter This is a puzzle for one player. Idubeda. Objective: Use 3 Strategy Cards to maneuver on the map successfully. Victory Conditions Carthage wins if: Rome Setup l Carthage controls Celtiberia and l 1 Roman CU in Budua. Carthaginian Armies are in Saguntum and Cartala by Carthage Setup the end of the scenario. Otherwise Rome wins. 10 CUs (two of which are CUs with Elephants) and Hints Hannibal in Saguntum. l You can Overrun enemies. Place Mago on Hannibal’s l You can use OP to convert Card. a PC Marker if your CU is on it. Tribe Setup l Remember that isolated PC N.A. Markers must be removed at the end of the turn. Changes to standard rules l Scenario lasts only 3 rounds. Rules Used: l Carthage receives only 3 l 8 Strategy Cards. Cards: l 9 Stacking and Subordination. #40 Minor Campaign; l 10 Movement. #45 Allied Auxiliaries; l 19 Political Control. #48 Allied Auxiliaries.

14 Tutorial 3 How Can You Use Naval Transport with Success and Cross an Alps Pass?

Carthago Nova is full of soldiers. Mago will try to sail to Nicaea and then quickly attack Italy. Time is good – it is a year of Carthaginian Naval Victory and Syracusae is now allied with Carthage.

Introduction l Carthage receives only This is a puzzle for one player. 3 Cards: Objective: Use 3 Strategy Cards to #34 Major Campaign; maneuver on the map successfully. #45 Allied Auxiliaries; #48 Allied Auxiliaries. Carthage Setup Victory Conditions 10 CUs (two of which are Carthage wins if: CUs with Elephants) and l Carthage controls Gallia Mago in Carthago Nova. Cisalpina and Place Bomilcar on Mago’s l Carthaginian Army is in Nica- Card. ea by the end of the scenario. Otherwise Rome wins. Tribe Setup l Place the 7 Tribe Markers in Hints the spaces that match their l You can use OP to convert color. a PC Marker if your CU is on it. Active Cards l Remember the Alps Pass l Carthaginian Naval Victory modifier. (#29) is in effect. l Syracuse Allies with Carthage Rules Used: (#26) is in effect. l 8 Strategy Cards. l 9 Stacking and Subordination. Changes to Standard Rules l 10 Movement. l Scenario lasts only 3 rounds. l 11 Naval Movement. l 19 Political Control.

15 Land Battles

Introduction How to Receive Battle Cards? The mechanics of Battle Cards being used during Land Battles reflect the Regardless of the following rules, each player has a Battle Card limit possible actions of generals of an ancient battlefield. The better the General, of 20 cards. Each player receives Battle Cards according to the following the stronger the Army, the more allies present – the more cards in the Battle criteria: Card Deck, meaning the more possible maneuvers. There are of course nu- l the number of Battle Cards equal to the Battle Rating of his General; ances such as bonuses obtained for surprises or penalties for failed attempts l the number of Battle Cards equal to the number of CUs fighting in the of breaking off from a Land Battle... What is important is that the deck is built Land Battle; by the players themselves. l 1 Battle Card if an enemy Army has been successfully Intercepted; Having a lot of the same cards can be compared to a well-formed army l Carthage receives 1 Battle Card if the Land Battle is being fought in a ready for a decisive strike. If you have many cards of the same type (i.e., Fron- space containing a Friendly Tribe; tal Assault) in your hand, you may expect that your opponent has been dealt l if a General is fighting in the Land Battle, a player may receive addi- a smaller amount of them. That in turn means you have a bigger chance to tional Battle Cards for his allies: succeed and win the Land Battle. if the player controls a province where the Land Battle is being Of course, victory isn’t guaranteed. Your opponent may counterattack, fought, he receives 1 Battle Card (except for Numidia Maior and and usually does so. If his General is particularly skilled, he may claim the Numidia Minor, which both give 2 Battle Cards); initiative and try his luck with his own maneuvers. in the case of a battle being fought in Africa, Iberia, or Italia players Note that the longer the Land Battle lasts, the larger the number of casu- receive Battle Cards for each province he controls in this region alties will be suffered by both sides. However, the outcome will have political (except for Roman player, who receives no more than 2 BCs for repercussions only for the defeated player! Sometimes a prudent General control of Italian provinces); needs to make a tough decision to surrender in a Land Battle that is waged l a player loses exactly 1 Battle Card if he failed to Avoid Land Battle. in unfavorable conditions. Depending on the scenario players may receive or lose additional Battle Cards.

Land Battle Resolution Land Battle Procedure Land Battles are resolved by the Battle Cards (BC). After the Land Battle The player who initiates the battle is the attacking player, but may become ends, all Battle Cards return to the Battle Card deck. It must be reshuffled the defender during the battle. immediately. a) Land Battle Preparation: a. if both Consuls are present in the Roman Army, a change of lead- The Battle Card deck consists of 48 cards : ership may occur; – 12 Frontal Assault b. the attacker may play Strategy Cards that influence the battle; – 9 Flank Left c. the defender may play Strategy Cards that influence the battle; – 9 Flank Right d. Carthage may use Elephants unless the #42 Strategy Card: Ele- – 8 Probe phant Fright has been played earlier: – 6 Double Envelopment – before the Carthaginian player receives his Battle Cards, he may – 4 Reserve try to charge with his Elephants; –  you need to roll a die. Depending on the result: The attacking player plays one of his Battle Cards, and the defender must l ‘1’ for a Roman Army (with a General) – Rampaging Ele- – if he wants to continue the Land Battle – play a matching card (the same phants. The Carthaginian player receives 1 less Battle Card; or a Reserve Card). l ‘1’ for a Roman CU (without a General) or between ‘2’ and Tip for beginners: play the Battle Card type that is predominant in your the Battle Rating of the commanding Roman General – hand, as your opponent likely has less of them (possibly none!). nothing happens; The more Battle Cards you have, the better your chances of winning. l More than the Battle Rating of the Roman commanding The Land Battle consequences are casualties and political repercussions general or more than ‘1’ for a CU without a command- (the loss of influence – meaning the PC). ing Roman General – the charge is successful, the Roman

16 player receives the number of Battle Cards reduced by the c) Both sides suffer casualties: number of Elephants taking part in the charge; a. you need to determine how many rounds of battle have been e. you may deal Battle Cards according to the above criteria, and, if played (including the last round, in which the card was played by need be, reveal the cards identified by the #20 Strategy Card: Spy in the attacker only); Enemy Camp; Note: Failed attempts to withdraw are not counted as battle rounds. f. start the actual battle. b. the winner rolls a die to determine battle casualties of both sides b) Battle rounds are repeated until the winner is determined or one player depending on the battle duration and the result of the die roll; successfully withdraws. If the attacker plays a ‘Reserve’ Battle Card, he may Note: It is possible not to play a Battle Card on purpose and lose determine its type (1 of 5 available). By playing a ‘Reserve’ Battle Card, the the battle early to avoid casualties. defender always needs to match it to the card played by the attacker. c. the casualties are determined by the Attrition Table. a. the attacking player may make an attempt to withdraw from the d) Pursuit losses are suffered by the losing side only: battle if such a move is possible: a. this player rolls a die; ai. to make an attempt to withdraw is to roll a die. If the result b. the number of losses depend on his number of CUs that were is equal to or less than the Battle Rating of his General, present at the start of the battle and the result of the die roll; this means a successful withdrawal, but c. the last card – which settles the battle outcome – determines the aii. the defender may make an attempt to prevent the withdraw- losses of the losing side during pursuit; al and roll a die. If the result is equal or less than the Battle If the losing side joined the battle with 1-4 CUs, you need to use Rating of his general, this means a successful prevention of the small Retreat die: the withdrawal; aiii. an unsuccessful attempt of the withdrawal or a successful prevention means that the defender may take over the initia- tive and become the attacker; If the losing side joined the battle with 5 or more CUs, you need to aiv. regardless of the defender’s decision, after the unsuccessful use the large Retreat die: attempt of the withdrawal, a new battle round is commenced; av. if a withdrawal is successful, both sides need to determine battle casualties (as they are suffered by both sides), but there are no casualties resulting from a pursuit or retreat; d. if there are elephants present among the losing side, they must be b. or plays one of his Battle Cards; removed first. c. if the attacker doesn’t have any more cards to play, he loses the e) The retreat of the losing player and possible further losses. battle (and you need to check for casualties); CUs unable to retreat or those who would have had to move farther (Note: This is why the defender doesn’t always want to take over the than 4 spaces are eliminated. In order for the retreat to be successful, initiative and become the attacker) a couple of rules must be followed. The loser must retreat to a space d. if the defender wishes to continue the battle, he must play a match- that is both friendly controlled (contains a friendly PC) and clear of ing card (the same or a ‘Reserve’ Battle Card); enemy CUs, or to a space that contains more friendly CUs than the e. if the defender doesn’t play a matching card, then he loses the retreating force. A Force can retreat up to four spaces. You need to re- battle (and you need to check for casualties); member that Retreat Losses depend on the following circumstances: f. if the attacker played the Double Envelopment Battle Card and the a. for each crossed space containing an enemy PC or a non-friendly defender played a matching card, then the defender may automat- Tribe, the retreating CUs lose 1 additional CU; ically become the attacker; b. CUs retreating into a space containing hostile CUs lose the number g. if the attacker played another Battle Card and the defender played a of CUs equal to the number of enemy CUs present in this space. matching card, then the defender may try to counterattack in order to become the attacker. He rolls a die for this purpose. If the result is: Political Consequences gi. equal to or less than the Battle Rating of his General – the The losing player must remove his PC from the board (not counting counterattack succeeds and the defender becomes the attacker; Walled Cities nor Tribes) in the number equal to half (rounding down) of the gii. more than the Battle Rating of his General – the counter- CUs lost in battle (total from Land Battle casualties and Retreat Losses). The attack fails and the defending player doesn’t change his role; losing player decides which PCs he will remove from the board. As a result, h. a new battle round commences, starting at ‘a’. an early end of the game may occur.

17 Tutorial 4 Hasdrubal’s Faith

Carthage Setup Rules used: l 8 Strategy Cards. l 6 CUs and Hasdrubal in 9 Stacking and Subordina- Mutina. tion. l 10 Movement. Tribe Setup l 12 Land Interception. l Place the 5 Tribe Markers in l 14 Land Battles. the spaces that match their l 15 Retreats. color. l 19 Political Control. l 26 Special Abilities. Changes to standard rules l Scenario lasts only 3 rounds. l Carthage starts. l Carthage receives only 3 Cards: #56 Grain Shortage; #68 Manpower Shortage; #86 Surprise Raids; l Rome receives only 3 Cards: Hasdrubal has just crossed Alps. He marches south quickly #41 Bad Weather; to combine armies with his brother Hannibal. Rome will do #57 Hanno counsels everything to stop him. Carthage; #65 Deception & Surprise.

Introduction Victory Conditions This is a puzzle for two players. Objective: to maneuver on the map l Carthage wins if Hasdrub- successfully and try to avoid or withdraw from battles. al reaches any space in Lucania. Rome Setup l Otherwise Rome wins.

8 Roman CUs and Consul Livius in Sena Gallica. Hints l You can Intercept an enemy 2 Roman CUs and Proconsul Flaccus in Roma. Army.

18 Tutorial 5 How Can You Slow Down Enemy Troops And Win a Battle?

Rome Setup Changes to standard rules l Scenario lasts only 3 rounds. l 8 Roman CUs and Consul Carthage starts. l Publius Scipio in Massilia. Carthage receives only 3 Cards: 2 Roman CUs #5 Native Guide; in Helvii. #61 Forced March; #79 Punic Faith; l 2 Roman CUs Rome receives only 3 Cards: in Nemausus. #7 Hostile Tribes; #21 Mercenaries Desert; #84 Good Omen. Carthage Setup l You cannot raise troops. l There is no naval transport in 8 CUs (two of which are this scenario. CUs with Elephants) and Hannibal in Saguntum. Victory Conditions l Carthage wins if Hannibal Tribe Setup reaches any space in Gal- l Place the 7 Tribe Markers in lia Cisalpina and his Army the hexagonal spaces that includs at least 1 unit with match their color. Elephants. l Otherwise Rome wins. Rules should be known l 8 Strategy Cards. Hints Hannibal is about to march towards Rome. l 10 Movement. l Play Events wisely. But he has to cross the Alps first. l 13 Avoid Land Battles And l Remember that there is Publius Scipio must slow down the march Pursuit. a possibility of withdrawing of this great army at any cost. l 14 Land Battles. from battle. l 15 Retreats. Introduction l 16 Withdrawals. This is a puzzle for two players. Objective: to maneuver on the l 17 Elephants. map successfully and conduct battles properly. l 19 Political Control.

19 How to lay a Siege or Subjugate Hostile Tribes Successfully?

Walled Cities and Tribe Markers (all of which are hostile towards Rome and only a few of them sympathize with Carthage) function in the same way as PCs, with some additional properties. One of them is a more complex procedure of changing the markers to your own (when it comes to Tribes) or converting them (in the case of Walled Cities). These procedures correspond with Subjugating the Tribes and Besieging the Walled Cities. Of course it may so happen that you play an Event card in your favor and the situation would be resolved faster and easier. Siege and Subjugation Procedures work similarly. Each triangle stands for 1 Siege Point. Note: The Walled City Markers contain 2 symbols: the number of CUs Each bull’s eye stands for a removal of 1 CU by the besieging side. that may form a garrison hidden behind the walls and a ‘tower’ symbol The effects are cumulative, so results in a loss of CU and gain of influencing the Carthaginian Siege Die roll. a Siege Point. A Siege or a Subjugation succeeds when an Army accumulates 3 Siege If a Walled City has a ‘tower’ symbol and the same symbol was rolled Points (3 successful Siege Die rolls – in total, not necessarily in a row) during on the Carthaginian die, the besieging side loses 1 CU instead of gaining the attempt of a Siege or Subjugation marked with Siege Points. After 3 Siege 1 Siege Point. Points have been collected you need to convert a Walled City marker to your If Marcellus besieges with a Campaign Card and rolls a Red dice, then the side (removing enemy CUs and Siege Points from the board) or to replace an result of translates into . enemy Tribe marker with a PC of your own. If the Carthaginians use their Siege Train, any Special Effects are can- By using a Strategy Card you may make only 1 attempt of Siege/Subju- celled, so a roll of is treated as . gation of a given space (so the campaign card that enables you to activate 2 The subjugation of Hostile Tribes does not have any modifiers, so both or 3 Generals in such case enables only 1 of the Generals to attempt to lay Rome and Carthage always need to use the red die. a Siege or to Subjugate a given space). A Siege/Subjugation ends immediately if there are no longer any enemy In order to lay a Siege or Subjugate, an Army must consist of at least 3 CUs. CUs in the space containing the Walled City or Tribe. All Siege Points must Note: Some Generals possess skills useful during a Siege. be removed. Instead of modifiers and tables, this edition of the game provides special, A Besieged Walled City is subject to certain restrictions, in particular it dedicated Siege Dice (red for Rome, white for Carthage). cannot receive any replenishments or recruit new CUs. A garrisoned Army The distribution of side values differs in order to reflect a lack of Carthag- may not leave a Besieged Walled City via Naval Movement. inian experience in laying sieges. A Besieged Walled City still provides PCs.

20 Tutorial 6 Siege of Syracusae

l Rome receives only 3 Cards: Hints #39 Minor Campaign; l Play Events wisely. #40 Minor Campaign; l Remember about Marcellus #54 Treachery within City. special abilities. l At the end of scenario you must check attrition. Rules used: l 8 Strategy Cards. Victory Conditions l 10 Movement. l There are only two provinc- l 13 Avoid Land Battles And es. The side that controls Pursuit. more provinces at the end l 14 Land Battles. of scenario wins. l 15 Retreats. l In case of a draw, the side l 16 Withdrawals. with more CUs wins. l 17 Elephants. l 19 Political Control. Rome setup l 20 Sieges and Subjugation l 21 Attrition. 8 Roman CUs and Pro- consul Marcellus besieg- Marcellus is besieging Syracusae, which is about to fall. ing Syracusae (1 Siege Carthage finally decides to send an army in order to support Point marker). its important ally Carthage setup Introduction This is a puzzle for two players. Objective: to perform Sieges and to lift 4 CU and H. Gisgo in important Walled Cities from Siege. Agrigentum.

Changes to standard rules 2 CU in Syracusae (under l Scenario lasts only 3 rounds. Siege). l Carthage starts unless preempted by Rome playing a campaign card. l Carthage receives only 3 Cards: Tribe Setup #2 Sicilia Revolts; N.A. #52 Pestilence; #70 Archimedes.

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