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Julius

2.0 Game Turns The Roman Few Romans knew or cared what it was, There are five in the game, each but those who did counted the years from the divided into five Game Turns. Each game semi-fabled founding of by in turn has three (3) Phases, played in the 754BC. Hence the civil war began in 705 (49b c ), sequence below. and the of occurred in 710 (44b c ) of the . 2.1 Card Phase Julius Caesar established the Calendar There are twenty-seven (27) cards: in 709 (45b c ). This Calendar corrected a two twenty (20) Co m m a n d cards and seven error in the solar cycle and established (7) Ev e n t cards. At the beginning of each the concept to keep it accurate. Year, the cards are shuffled and six (6) The month of was renamed after Caesar. cards are dealt to each player. Examine With minor revisions to leap years, this is the your cards and discard one (1). The discard Calendar we still use (in the West) today. is not revealed. Victory Each player starts a game turn by City v p s total 13. Po m p e y starts the game playing one (1) card face-down. The cards holding 7v p while Ca e s a r has only 1v p (Massilia). are then revealed. Card values are Moves Rome, , Byzantium, and are Vacant. The burden of attack lies with Ca e s a r to (banner) and Levies (circles on banner avoid an early defeat. staff). The player with the higher Mo v e card is Player 1 that game turn. Cards The deck contains seven (7) event cards, each IMPORTANT: If the cards played are of them named after a major Roman deity. 1.0 INTRODUCTION equal (Move number) Ca e s a r is Player 1. These cards allow special actions to occur that Julius Caesar brings the drama of the Event cards have a special action break the normal rules. See each card for details. most famous and significant Roman Civil defined on the card. The player of an Game Turn Example War (49–45 BC) to life. Players take control Event card is always Player 1. However, •Card Play: Ca e s a r 2/1, Po m p e y 2/2. Cards are of the legions of Ca e s a r or Po m p e y and if both plays are Event cards, both events tied (compare only Moves) but Ca e s a r is Player fight to determine the of Rome – are cancelled and the game turn ends. 1 on ties. republic or empire. NOTE: Players must play a card, but can •Ca e s a r (Player 1): 2 Moves then 1 Levy elect to take less moves/levies if desired. •Po m p e y (Player 2): 1.1 Players 2 Moves then 2 Levies Commands cannot be saved for future use. •Battle Phase: Resolve any battles in the order The game is intended for two players. chosen by Player 1. One player represents Ju l i u s Ca e s a r , the 2.2 Command Phase other Po m p e y t h e Gr e a t . Player 1 moves and levies (or executes an Event), then Player 2 moves and levies. 1.2 VICTORY The game is divided into five (5) Years, • Move: Each move allows one Group each with five (5) game turns. After each (any/all blocks in one location) to move Year ends, a Winter Turn (8.0) is played one or two cities; Navis can move one when players check to see if either has or two seas. Blocks cannot attack or MOVE 3 won. reinforce if they move two cities/seas. To determine victory, after each Year, Blocks entering a city or sea containing LEVY 2 players score the total value of Friendly enemy blocks must stop. See 6.0 for cities, plus one Victory Point (1v p ) for each details. enemy leader killed. To win, a player must • Levy: for each Levy, one (1) step can have 10 (or more) VPs. be added to one (1) existing block, or If neither player wins by the end of one (1) new block can be chosen from Year 5, the winner is the player with the a player's Levy Pool and deployed on higher VPs. If still tied, the game is won the map at strength I. Choose levies by the player holding Ro m e . Otherwise the after all movement is complete – they game is a draw. cannot move in the same turn. See 6.4 for details. 1.3 CONTENTS • Game Map 2.3 Battle Phase Battles are fought between opposing • 63 blocks (31 tan, 31 green, 1 blue). blocks in the same city or sea. They are • Label sheet (for blocks) fought one at a in any sequence • Cards (27) determined by Player 1. See: 7.0 for details. COMMAND • Dice (4) • These Rules

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3.0 armies 3.22 Legions Label Sheet Legions are identified by The red labels on the die-cut sheet are for One label must be attached to the face an Eagle icon. They have Ca e s a r (tan blocks) and ochre labels for Po m p e y of each block. Lightly position each label, a number ID on the top (green blocks). The label goes on the ensure it is straight, and then press firmly blue block. left, and a levy city on to the block. the bottom. Legions have Fog-of-War Blocks Labels combat ratings of C2, C3, Surprise is an exciting aspect of this game. Ca e s a r Tan Red or C4, with veteran legions having the Except when fighting a battle, active blocks stand upright facing the owner. This promotes Po m p e y Green Ochre higher ratings. bluff and innovative strategies because players Cl e o p a t r a Blue Blue 3.23 are uncertain of the strength or identity of an enemy block. 3.1 block DATA Both players have four (4) 3.11 Strength Auxilia, two light The current strength of a block is the (B1) and two archers (A1). Equitatus Roman numeral on the top edge when the These troops can be raised Romans were never considered exceptionally good block stands upright. Blocks can have a in any Friendly city. horsemen, at least not after the connection between cavalry and the aristocracy was abandoned. By the maximum strength of IV, III, or II. time of late Republic, the Equitatus was generally Strength determines how many six- made up of non-Roman horsemen from Gallia, sided dice (d6) are rolled for a block in 3.24 Equitatus Germania, , , , and Thracia. combat. A block at strength IV rolls 4d6 Equitatus (cavalry) are Caesar used Germanic cavalry to fight the (four six-sided dice); a block at strength I rated B2 or B3. Like and also to serve as his formidable bodyguard. rolls 1d6. legions, they are raised in specific Friendly cities. For each hit taken in combat, the These cities have a nearby Elephants block’s strength is reduced by rotating the o m p e y a e s a r equitatus symbol on the There is one Elephant block for P . C block 90 degrees counter-clockwise. The would not have elephants in his army believing them map. Caesar has four (4) equitatus. sidebar shows the same block at strength to be fragile and unpredictable. has three (3) equitatus, but also one III, II, and I. Elephant (7.41). 3.12 Combat Rating The Combat Rating is indicated by 3.25 Ballista Each player has one a letter and number, such as A2 or B3. (1) Ballista. They have The letter (initiative) determines when different combat values for a block has a battle turn. All A blocks go defense and offense, see first, then all B blocks, then all C blocks. 7.42. They can be built in If tied, the Defender has the first battle any Friendly city. turn. The number (firepower) indicates the maximum roll that score a hit. See 7.3. 3.26 Navis 3.13 Name Players have five (5) Navis to represent the warships Legions have a city name where this Step Reduction block must be recruited when deployed used by both sides. They from the Levy Pool. have D2 or D3 combat. In a sea battle this "D" rating 3.2 BLOCK TYPES has no impact since all Navis have the same rating, but they are 3.21 Leaders vulnerable in land battles. Navis must be Strength III Strength II Strength I Both sides have three (3) built in Friendly major ports, identified on named leaders: the map with a Navis symbol. Ca e s a r , An t o n i u s , Oc t a v i a n Legion Strength Po m p e y , Scipio, Br u t u s . 3.27 Cleopatra (13) (Maximum III) Cleopatra represents the Leader blocks include forces of Eg y p t and is their significant guards, rated C1. She is not a generally elite cavalry. Players start the leader per these rules. game with two leaders. The third be Cleopatra starts play on brought into play if a leader is killed (see: the Po m p e y side, but can 7.51). fight for either side. See: 7.52. LEVY COMBAT CITY (C3) ()

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4.0 MAPBOARD 4.4 Seas Battle Sites There are nine (9) seas: Atlanticus, The main battles of the war are shown on the The mapboard depicts the Hispanum, Tyrrhenum, Internum, map, red for victories by Ca e s a r and green for Mediterranean Sea and surrounding Hadriaticum, Egypticum, Aegaeum, Propontis, Po m p e y . territory. The Ca e s a r player sits at the and Euxinus. These seas can only be Ports north edge of the map, Po m p e y player at occupied and controlled by Navis. Below is a list of ports and their adjacent seas. the south edge. Friendly: Seas occupied by one or Ma j o r ports are indicated in Ca p s . 4.1 Locations more of your Navis. sea PORTS Blocks on the map must be located on Enemy: Seas occupied by one or more Atlanticus: Burdigala, Gades, Olisipo, Portus, cities or seas. Navis must be located on enemy Navis. Sala, Tingis. Hispanum: Caralis, Ca r t h a g o No v a , Genua, seas or in port cities. Vacant: Friendly to neither player. Iomnium, Ma s s i l i a , Narbo, Siga, 4.2 CITIES Contested: Seas containing Navis of , Tingis, Ut i c a . Cities govern the movement and both players, awaiting Battle Resolution. Tyrrhenum: Aleria, Caralis, Genua, Lilybaeum, location of blocks. Eleven cities have a SEA CONTROL: As with cities, changes Messana, Ne a p o l i s , Rhegium, value of 1 or 2. These numbers (total 13) to sea control are effective immediately. A Rome, Ut i c a . are Victory Points (VPs). The numbers sea immediately becomes neutral when it Internum: Ambracia, Brundisium, Cr e t a , are also significant for Wintering (8.4). is left Vacant. Cyrene, Lilybaeum, Messana, Pylos, Rhegium, Sy r a c u s e , 4.21 City Control 4.41 Islands Tacape, Thubactus, Ut i c a . The control status of a city can be: The islands of , , , Hadriaticum: , Brundisium, , and are playable. All other Dyrrachium, Ra v e n n a , Salone, Friendly: Occupied by one or more of Creta islands are unplayable. Moves to-from Sipontum. your blocks. playable islands requires a Navis or Aegaeum: Aenos, At h e n a , Cr e t a , Ep h e s u s , Enemy: Friendly to your opponent. Amphibious Move (6.3). Thessalonika. Vacant: Friendly to neither player. Propontis: Byzantium, Nicomedia. Contested: Contains blocks of both 4.42 Ports Euxinus: Byzantium, Sinope. All cities located on a coastline are players, awaiting Battle Resolution. Egypticum: Al e x a n d r i a , , ports. Some ports have a Navis symbol IMPORTANT: Changes to city control Catabathmus, Cr e t a , Perga, that designates a major port, which are , Sa l a m i s , Tarsus. are effective immediately. Friendly cities essential for building Navis. become immediately neutral when left Event Cards Ports located on sea borders allow Vacant. Similarly, attacking an Enemy city, Apollo: the trickster Sun God grants you the access to two (2) seas. and Creta even with one block, immediately converts power to copy the card played by your have access to three (3) seas. See it to Contested status until the battle is opponent last turn. If that card was an event sidebar for clarification. resolved. card, it copies that card exactly. : the King of the Gods grants you a 4.3 Roads defection of one enemy block adjacent Cities are connected by important to a friendly city. Navis at sea could be roads of the period, some of them named chosen, but note that Leaders and Navis do for historical interest. Blocks move from not defect. They are reduced by one step. one city to another via these roads. Cleopatra is not a leader and can defect using this card. 4.31 Road Classes Mars: the God of War grants a surprise attack. Two classes of road are depicted, All attacking blocks in one battle get to fire Major (solid line) and Minor (dotted line). before any defending blocks in Round 1. In one game turn, four (4) blocks can move Caution: the Defender may get two fires in a along a Major Road, but only two (2) along row (last in Round 1 and first in Round 2). a Minor road. See 6.11. Mercury: the Messenger of the Gods allows blocks in one group to move one extra city. 4.32 Straits Blocks can move in multiple directions, and Four straits appear on the map, each use the bonus (or not) as desired. identified by a blue arrow: Herculeum, Neptune: the God of the Sea favors your sea Messana, Hellespontus, and Bosphorus. battle or shore attack. This is essentially a Each game turn, two (2) land blocks may "Mars" card for ships. cross each strait, but only one (1) land Pluto: The God of Death likes big battles. block when the city on the other side is He allows road limits to be increased for defended. one Group Move, but not for Regroups or Navis ignore straits when moving from Retreats. one sea to an adjacent sea. Control of Vulcan: Reduces all blocks in a designated city cities on either side of a strait has no effect by one step. No exceptions. All blocks at on Navis or Amphibious movement. strength I, including leaders, are eliminated.

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5.0 DEPLOYMENT CAESAR, 705 (49 BC) POMPEY, 705 (49 BC) Caesar: Ravenna Pompey: Neapolis 5.1 Historical DEPLOYMENT Legio 13: Ravenna Legio 1: Neapolis Both players deploy blocks in cities as Navis 2: Ravenna Navis 1: Neapolis noted. Blocks are always deployed upright at full strength. Antonius: Genua Legio 3: Brundisium Legio 8: Genua Legio 37: Syracuse 5.2 Levy Pool Legio 12: Genua Each player maintains a Levy Pool Scipio: Antioch off-map. Blocks in the Levy Pool stand Legio 11: Massilia Legio 34: Antioch Legio 14: Massilia upright to conceal their identity. Players Cleopatra: expend Levy Points to deploy blocks from Navis 1: Massilia Navis 2: Alexandria their pool to the map. Except for Leaders Legio 7: Narbo (see 7.51) blocks that are eliminated during Legio 39: Utica Legio 9: Narbo play are returned to the Levy Pool, but are Navis 3: Utica always placed face-up until the current Legio 10: Narbo Legio 2: Carthago Nova Year ends. These blocks cannot be levied Legio 16: Legio 4: Carthago Nova until the next Year. Equitatus 1: Lugdunum Legio 5: Tarraco 5.3 FREE DEPLOYMENT Legio 6: Tarraco An optional deployment method. LEVY POOL Players deploy blocks as per historical OB, Equitatus 1: Tarraco but may swap any blocks on the map as Octavian long as the original number of deployed Legio 17, 18, 19, 20, 21 LEVY POOL blocks in each city is maintained. Blocks from the Friendly Levy Pool cannot be Auxilia 1, 2, 3, 4 Brutus substituted. Equitatus 2, 3, 4 Legio 32, 33, 35, 36, 38 EXAMPLE: In the historical OB, Pompey Ballista Auxilia 1, 2, 3, 4 has three (3) blocks in Neapolis. For free deployment, any three blocks from the Navis 3, 4, 5 Equitatus 2, 3, Elephant historical deployment can be there. Ballista Navis 4, 5

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6.0 COMMAND Phase 6.14 Response Movement Move Example Player 2 can expend MPs to move For 1m p , a player may move any/all Massilia Player 1 Moves and then Levies with unpinned blocks to reinforce Defending blocks to one or more of Narbo, Lugdunum, and the values from his active card, then Player blocks in Contested cities/seas. Blocks can Genua. If not attacking, blocks can move further 2 does the same. Respond only from adjacent cities/seas. to any/all of Tarraco, Burdigala, Cenabum, , Ravenna, or Rome. If some of the 6.1 GROUP Moves IMPORTANT: Responding blocks are Massilia blocks are Navis, they can move to Command cards have Move Points always placed in Reserve. See: 7.3. Mare Hispanum, then to an adjacent sea or port (MP) of 1 to 4. Each MP allows any/ if not attacking. 6.15 Stacking all block(s) in one location (city or sea) Movement & Attacking There is no stacking limit for blocks to move to adjacent cities/seas. If not Blocks can move only one city/sea when they attacking, blocks may continue to the next during a Year. Stacking applies during the attack. This has many subtle implications. For adjacent location(s). Winter Turn. See 8.4. example, assuming 6 Caesar blocks located in Massila and 3 Pompey blocks in Tarraco and Blocks that move cannot move 6.2 NAVIS MOVEMENT again this game turn, except to Retreat 3 in Genua. The Caesar blocks cannot attack Navis move from a port to an adjacent Tarraco since that is two moves away. Genua or Regroup. When a block has finished sea (or vice-versa), or from one sea to an is adjacent and can therefore be attacked with moving, turn it face-down to show that it adjacent sea. They can never move from 4 Caesar blocks (road limit). Unlike many cannot move again this turn. one port directly to another port, except other games, however, the remaining 2 Caesar via the adjacent sea. blocks cannot also attack Genua via Lugdunum 6.11 Road Limits since that would be a move of two cities. Note When located with land blocks, Navis The maximum number of blocks that however, the effect of the Mercury card which can move along any road varies by type: can move to sea as part of a group move could allow an attack on Tarraco, and/or a for that city. See: Navis Move Examples. Major: 4 blocks two-pronged attack on Genua. Minor: 2 blocks Navis can make one (1) move and Pinning Example attack, or two (2) moves and not attack. Straits: 2 blocks (1 if attacking) Five (5) blocks defend Rome. Four (4) blocks See sidebar for examples. attack from Genua and two (2) from Ravenna, Example: A maximum of 4 blocks may Navis can attack/respond only from the latter being reserves. Assuming the Genua move from Ge n u a to Ro m e , and one or two an adjacent sea/port. See Battle Reserves blocks are the Main Attack, a total of 4 blocks blocks may move from Ra v e n n a to Ro m e . (7.3) for more details about attacking and in Rome are pinned, but 1 is unpinned and may Road Limits apply to each player. responding. move except via the two roads being used by Hence, both players can move two blocks the Attacker. along the same minor road in the same 6.3 Amphibious Movement Seapower game turn. Land blocks may move from one port The function of Navis are to win control of a Example: Player 1 moves 4 blocks from to any other Friendly or Vacant port Sea to enable amphibious movement. They can Ma s s i l i a to Ge n u a to Ra v e n n a . Player 2 across one or more adjacent Friendly also attack and occupy enemy ports, or occupy Vacant ports. now moves 4 blocks from Ro m e to Ge n u a seas. Cost is 1 MP per block. to Ma s s i l i a . Both players used the road Amphibious movement must be made Navis Move Examples section between Ma s s i l i a and Ge n u a , but before any other moves are made that 1. Navis located in Massilia can move to a at different . Of course, if Player 1 turn. Hence, a sea used in amphibious Friendly or Vacant Mare Hispanum. If not had left at least 1 block in Ge n u a , Player 2 movement must already be Friendly before attacking, the Navis can then move to Oceanus could not have moved through this block to any other moves are made that turn. Atlanticus, or Mare Tyrrhenum, or to any other Friendly or Vacant port on Mare Hispanum Ma s s i l i a without fighting a battle. Blocks cannot move by land and sea (Ut i c a , Caralis, Iomnium, Siga, Tingis, Ca r t h a g o 6.12 Attacking in the same turn (or vice-versa). 1 Navis No v a , Ta r r a c o , Narbo, and Genua). Blocks entering an Enemy city/sea block must remain in the sea that was 2. Navis located on Mare Internum can move are Attacking; the enemy blocks are crossed for the entire Command Phase; to Mare Tyrrhenum, Mare Hadriaticum, Mare Defending. other Navis may move as desired. Aegaeum, or Mare Egypticum. If not attacking, a Blocks may attack from adjacent Amphibious moves can never be made Navis that moved to Mare Aegaeum could move to another adjacent Friendly or Vacant sea cities/seas only. A player may attack via to Enemy or Contested ports. Unpinned (6.13) land blocks in a Contested city may (Propontis or Mare Egypticum) or to any Friendly two or more roads, but each road will or Vacant port on this sea, (Cr e t a , At h e n a , conduct an amphibious move provided the require a separate MP. See 6.2 and 7.3. Thessalonika, Aenos, or Ep h e s u s ). Note that the adjacent sea is Friendly. city of Pergamum is not a port. 6.13 Pinning Attacking blocks (excluding Reserves) Amphibious Move Example prevent an equal number of defending Caesar has 3 Navis, 1 each on Mare Tyrrhenum, blocks from moving. The Defender Mare Internum, and Mare Egypticum. He elects to spend 2m p to make an amphibious move of two chooses which blocks are pinned. The legions from Ro m e to An t i o c h , which is Vacant. "unpinned" blocks may move normally and This is possible because the three seas crossed even attack, but cannot use any road or are Friendly and adjacent, and the amphibious sea border used by the enemy that battle. move is made before any other move. Note that an Amphibious move by Player 1 is completed in the Command Phase, before Player 2 moves.

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6.4 LEVIES 7.3 Battle Reserves Battle Sequence Command cards have 1, 2, or 3 Levy When attacking via two or more roads Battle sequence (7.1) is controlled by Player Points (LP). Each LP allows: or sea borders, one road/border (Attacker 1. This can be significant because the results of a battle will change city or sea control from • One (1) step to be added to one (1) choice) must be declared the Main Attack. Blocks using other roads/borders Contested to Friendly for the victor and that existing block. Multiple steps can be impacts Retreats and Regroups. added to the same block, each for LP1. are Reserves. • One (1) new block can be chosen from Blocks moved by Player 2 to reinforce Battle Turns a player's Levy Pool and deployed in a battle started by Player 1 are also Reserves. Caesar (A3) and Equitatus (B2) attack Pompey a city at minimum strength. Steps can (B3) and Navis (D2). Battle Turn sequence: be added to a new block immediately, Reserve blocks may not fire, retreat, Ca e s a r : attacking A3 each step costing LP1 (including the or take hits in Round 1. They are revealed elephant). Multiple new blocks can be and arrive at the start of Round 2 to take Po m p e y : defending B3 deployed in the same city if desired. normal turns. Ca e s a r Equitatus: attacking B2 Leaders deploy in any Friendly city. Example: Ca e s a r attacks Tarraco Po m p e y Navis: defending D2 from Narbo with 4 blocks (main attack) Legions deploy in their named city, and from Bilbilis with 2 blocks. Po m p e y which must be Friendly. has 3 blocks defending Tarraco, but Attacker/Defender Because both players move before combat, a Equitatae/Elephant deploy in their moves 4 blocks from Nova Carthago to player can be the Defender in some battles, and named city, which must be Friendly. Tarraco. Round 1 has the 3 Tarraco blocks the Attacker in others. Auxilia/Ballista deploy in any defending against 4 Ca e s a r blocks from Friendly city. Narbo. Ca e s a r blocks from Bilbilis and Po m p e y blocks from Nova Carthago are Battle Hits Navis deploy in any Friendly major Reserves that arrive for Round 2. Each hit reduces the strongest enemy block at port. Steps can be added to existing that instant. Hence, if two hits are scored on Navis in any port, but never at sea. 7.31 Disruption three enemy blocks at strength III, II, II, the first IMPORTANT: In all cases, new blocks Reserve blocks are Disrupted if hit must be taken on the enemy III block. All and steps must be raised in Friendly cities, their main force is eliminated in Round 1. three blocks are now at strength II, so the next hit can be on any enemy block (owner choice). meaning a city currently occupied by at Disrupted blocks immediately lose one (1) least one Friendly block. New blocks and step and then fight normally. steps can never be added to Vacant or IMPORTANT: If the disrupted player is Pursuit Contested cities. the Defender, the Attacker now becomes the Pursuit is naturally handled by the game system. Defender for the rest of the battle. A block wishing to retreat must await its normal 7.0 BATTLES battle turn which allows faster enemy troops 7.4 Battle HITS to fire before they can retreat. If the Defender 7.1 Battle SEQUENCE Each firing block in its Battle Turn rolls survives three Battle Rounds, the Attacker Battles are fought one by one after all as many dice as its current strength. A hit must retreat during round 4, but takes fire from moves are completed. Player 1 determines is scored for each die roll equal to or lower defending blocks that have an equal or earlier battle turn. which battle to fight first. Blocks are not than the block’s firepower. revealed until a battle is fought. Reveal blocks (not Reserves) by tipping them Example: Caesar 3 rolls 3 dice. He has Treachery forward at current strength. After the battle A3 combat: rolls of 1, 2, 3 are hits. Several legions switched sides during the war, is completed, stand all blocks upright, then Each hit reduces the strongest enemy This is represented by the Ju p i t e r card, which Player 1 selects the next battle. block at that instant. When two or more switches one block to the enemy side. Even the blocks share the highest strength, the famous 13th legion, which crossed the 7.2 Battle TURNS owner chooses which to reduce. Except for with Caesar, later rebelled and changed sides. Each block has one battle turn per Leaders, when blocks are reduced below Battle Round. In its turn, a block may strength I, they are immediately eliminated either Fi r e , Re t r e at , or Pa s s , except (see 7.5) and returned to the Levy Pool. Retreat is not allowed in Round 1. Note: combat is not simultaneous. All The sequence of turns depends on hits are applied immediately. combat ratings. “A” blocks go before “B” blocks, then “C” blocks, then "D" blocks. 7.41 Elephant Defending “A” blocks go before Attacking The elephant block has two steps, IV “A” blocks, and so on. and II. It drops one step per hit which After all blocks have taken one Battle means the block is powerful but fragile. Turn, one Round has been fought. Battles are fought for a maximum of four (4) 7.42 Ballista Rounds. Attacking blocks must retreat The Ballista block fights at B4 when during Round 4 in their normal battle turn. Defending, but at D4 when Attacking.

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7.5 ELIMINATED BLOCKS If both players have an adjacent and Eliminated blocks are returned to their Friendly sea and a Friendly destination, 60 BC: First formed between Caesar, owner's Levy Pool, but are placed face-up both can sea retreat. Crassius, and Pompey. Caesar is made (in front of the upright blocks) and cannot be EXAMPLE: with a battle in Utica, if one of , , and Illyricum, commanding levied again this Year. four legions. Pompey is made proconsul of player has a Navis on Mare Internum, and Hispania, and Crassius proconsul of Syria. the other has a Navis on Mare Hispanum, 7.51 Leaders both players can Sea Retreat via their own 53 BC: Crassius is killed fighting in ending the . Pompey governs Hispania Leaders are permanently eliminated. Friendly sea. Give the block as a "trophy" to the enemy from Rome while Caesar fights in Gaul. player, who counts it as 1v p . 7.7 Regroups 52 BC: Caesar commands ten legions and defeats When a player loses a leader, the When a battle ends the victor may Vercingetorix at Alesia, ending the . Cato, Pompey, and Scipio lead a Senate faction third leader is added to the Levy Pool and Regroup. All victorious blocks (including opposed to Caesar's "populist policies". The Senate any in Reserve) can move to any adjacent becomes available to be built and deployed demands Caesar disband and return to Rome to (normal cost) in any Friendly city. city that is currently Friendly or Vacant. answer charges of "war crimes". Caesar refuses to Road Limits (6.11) apply. disband arguing he is proconsul of Gaul until 49BC. 7.52 Cleopatra Amphibious Movement cannot be 50 BC: Caesar now has nine veteran legions, 3000 Cl e o p a t r a can fight for either side. If used to Regroup. cavalry, and a 900 man bodyguard. Pompey has eliminated in battle she immediately joins seven legions in Hispania, two in Italia, and two the other side at strength I and fights for 7.8 NAVIS Battles in Syria and . Pompey has naval superiority. that side on her next battle turn. When enemy Navis occupy the same Senate declares Caesar an enemy of the state. During each Winter turn, she must sea a Navis battle occurs. Navis have D2 49 BC: Caesar crosses Rubicon with XIII Legion return to Al e x a n d r i a . See 8.1. or D3 combat, Defender first. As with land in . Pompey retreats from Rome to battles, the attacker must retreat during Brundisium. Caesar besieges Brundisium, but 7.6 Retreats Round 4 if any defending ships remain. Pompey escapes by ship to Greece. Caesar now Each block may retreat on its Battle to , where he forces five Pompey Turn (instead of firing), except blocks can 7.81 Shore Combat Legions to surrender at Llerda. never retreat on Battle Round 1. Blocks Navis can also be involved in battles 48 BC: Caesar and Antonius assemble five legions that cannot retreat when required are ashore in ports, either as the Attacker at Brundisium and ship them to Greece. The eliminated. or Defender. Navis can attack from an Battle of Dyrrachium is fought in July, ending adjacent sea only. with a Pompey victory. Caesar retreats but then 7.61 Retreat Limits wins a decisive victory at in . Road Limits (6.11) apply to all 7.82 Navis Retreats Pompey flees to where he is assassinated by command of XIII. Caesar now becomes retreating blocks each Battle Round. Navis may retreat in their normal "D" battle turn, starting in Round 2. involved in a civil war between Ptolemy XIII and Blocks can never retreat to Enemy or his sister Cleopatra VII. Caesar supports Cleopatra Contested cities/seas. Attacking Navis Retreat to: and defeats Ptolemy XIII who drowns in the Nile. Retreating across a strait has a limit of • Seas or Ports they came from, provided 47 BC: Caesar attacks into Syria and Pontus, one (1) block per round. these locations are still Friendly or defeating Pharnaces II, a petty king who took Vacant, or advantage of the Roman Civil War to expand his 7.62 Attacker Retreats power. Pharnaces is crushed at Battle of Zela, said Attacking blocks can retreat on their • Friendly adjacent seas, or to be the origin of the famous phrase "Veni, Vidi, battle turn starting in Round 2 and must • Friendly ports on the same sea. Vici" (I came, I saw, I conquered). retreat during Round 4. Blocks may Retreat Defending Navis Retreat to: 46 BC: Battle of . Caesar invades Africa to an adjacent Vacant city via road(s) used with 10 legions and defeats Scipio's 14 legions. to start or reinforce the battle, or to any • Friendly adjacent seas, or Scipio & Cato take their own lives. Pompey's son, Friendly adjacent cities. • Vacant adjacent seas except where , escapes to Hispania to continue the Attacker came from, or the war. 7.63 Defender Retreats • Friendly port on the same sea. 45 BC: . Caesar invades Hispania Defending blocks can retreat on their by sea with 8 legions. He defeats Sextus (13 legions) battle turn starting on Round 2. Retreat is If no Retreat is possible, Navis must who is killed, ending the war. win the fight or perish. made to any adjacent cities, Friendly or 44 BC: On the Ides of , Caesar is Vacant, but not along roads used by the 7.83 Navis Regroups assassinated in a conspiracy arranged by Brutus Attacker to enter the battle. and Cassius. The assassins flee Rome; Antonius and Navis that win a sea battle can Octavian assume command. Regroup to any adjacent sea that is 7.64 Sea Retreats 42 BC: Battle of Phillipi. Octavian and Antonius Friendly or Vacant, or to any Friendly or Players can retreat land blocks by defeat Brutus and Cassius, who both commit sea provided an adjacent sea is Friendly. Vacant port on the same sea. suicide. Eleven years later, the two victors fight for A maximum of one (1) block per Battle supremacy, a struggle that Octavian wins at Actium Round can Sea Retreat. The destination to become , the first Emperor of Imperial port must be Friendly. Each block can Sea Rome. Retreat across one (1) adjacent sea, to a Friendly port(s) on that same sea only.

Copyright © 2010 Columbia Games 7 Version 1.1 Julius Caesar

8.0 WINTER TURN GAME Credits Index A Year ends when all five (5) cards Game Design: Justin Thompson Amphibious Movement 6.3 have been played. A Winter Turn now Grant Dalgliesh Ballista 3.25, 7.42 Battles 2.3, 7.0 occurs during which players determine if Developer: Tom Dalgliesh either has won. Play the winter events in Disruption 7.31 the exact order given. Art/Graphics: Karim Chakroun Hits 7.4 Mark Churms Reserves 7.3 8.1 CLEOPATRA GOES HOME Retreats 7.6 Contributors: Mark Adams Move Cl e o p a t r a to Alexandria. If Sequence 7.1 enemy-occupied, she joins that side Bill Alderman Turns 7.2 Cavalry 3.24 immediately at her current strength. Clayton Baisch Kevin Duke Cities 4.2 8.2 Victory Stan Hilinski Control 4.21 Determine if one player has won. Steve Koleszar Victory 1.2 Cleopatra 3.27, 7.52, 8.1 See: 1.2. Gerald Lientz Stuart Pierce Combat Rating 3.12 Deployment 5.0 8.3 NAVIS to port Dave Platnick Historical 5.1 Move all Navis to a Friendly port on Bill Powers Free Deployment 5.3 the same sea (Caesar first). Navis unable Bruce Reiff Disbanding 8.5 to move to a Friendly port are disbanded, George Seary Disruption 7.31 but can be rebuilt in the upcoming Year. Eliminations 7.5 Equitatus 3.24 8.4 WINTER SUPPLY Elephants 7.41 All cities can supply in winter a Friendly 4.21 maximum of three (3) blocks without Game Turns 2.0 penalty. This limit is increased by the city Islands 4.41 value if any. Hence, Genua can support 3 Leaders 1.2, 3.21, 7.51 blocks, Massila can support 3+1=4, and Levy 2.3, 6.4 Rome can support 3+2=5. Levy Pool 5.2 Each surplus block (owner choice) is Movement 6.0 disbanded to the Friendly Levy Pool, but Group Move 6.1 can be rebuilt in the upcoming Year. Navis Move 6.2 Amphibious Move 6.3 8.5 Disbanding Navis 3.26 Players cannot merge blocks on the Navis Move 6.2 map. They may disband any block (except Navis Battles 7.8 Navis Wintering 8.3 Cleopatra) to their Levy Pool. Steps on Pinning 6.13 disbanded blocks are forfeit, but they can Ports 4.42, 6.3 be rebuilt in the upcoming Year. Regroups 7.7 8.6 Year RESET Navis Regroups 7.83 Reserves 7.3 All face-up blocks in Levy Pools stand- Retreats 7.6 up and are available to be recruited in the Attacker Retreats 7.62 upcoming Year. Defender Retreats 7.63 Shuffle all 27 cards and deal six (6) Navis Retreats 7.82 cards to each player. Examine your cards Retreat Limits 7.61 and discard one (1). The discard is not Sea Retreats 7.64 revealed. Roads 4.3 Major & Minor Roads 4.31 Sea Moves 6.2 Seas 4.4 Straits 4.32 Supply (Winter) 8.4 COLumBIa Games, InC Victory 1.2 POB 1600, BLaIne Winter 8.0 Wa 98231 usa 360/366-2228 800/636-3631 (toll free)

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Copyright © 2010 Columbia Games 8 Version 1.1