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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, , , 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. • Phase: Resolve any 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 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 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 , , , , 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 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 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 will 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 leader per these rules. the game with two leaders. The third is Cleopatra starts play on brought into play only if a leader is killed the Po m p e y side, but can (see: 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 Tarraco, 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 (8.3). 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 Corsica, Sardinia, , Hadriaticum: , Brundisium, , and are playable. All other Dyrrachium, Ra v e n n a , Salone, Friendly: Occupied by one or more of Creta Cyprus 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 Pelusium, 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 : 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 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. : 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, : 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 : 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 : 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. : 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 chooses which blocks are pinned. The Move Example "unpinned" blocks may move normally and For 1m p , a player may move any/all Massilia Player 1 Moves and then Levies with even attack, but cannot use any road or blocks to one or more of Narbo, Lugdunum, and the values from his active card, then Player sea border used by the enemy that battle. Genua. If not attacking, blocks can move further 2 does the same. to any/all of Tarraco, Burdigala, Cenabum, 6.14 Response Movement , Ravenna, or Rome. If some of the 6.1 GROUP Moves Player 2 can expend MPs to move Massilia blocks are Navis, they can move to Command cards have Move Points unpinned blocks to reinforce Defending Mare Hispanum, then to an adjacent sea or port (MP) of 1 to 4. Each MP allows any/all blocks in Contested cities/seas. Blocks can if not attacking. blocks in one location (city/sea) to move only Respond from adjacent cities/seas. Movement & Attacking to adjacent cities/seas. Blocks can move in IMPORTANT: Responding blocks are Blocks can move only one city/sea when they different directions. always placed in Reserve. See: 7.3. attack. This has many subtle implications. For If not attacking (or reinforcing) blocks example, assuming 6 Caesar blocks located in may continue moving to the next adjacent 6.15 Stacking Massila and 3 Pompey blocks in Tarraco and location (city/sea). Blocks move once per 3 in Genua. The Caesar blocks cannot attack There is no stacking limit for blocks Tarraco since that is two moves away. Genua game turn, except to Retreat or Regroup. during a Year, only during the Winter is adjacent and can therefore be attacked with Blocks moving two cities may pass Turn. See 8.3. 4 Caesar blocks (road limit). Unlike many freely through Friendly or Vacant cities, other games, however, the remaining 2 Caesar but must stop and fight a battle when they 6.2 NAVIS MOVEMENT blocks cannot also attack Genua via Lugdunum enter an Enemy or Contested city. Navis move from a port to an adjacent since that would be a move of two cities. Note sea (or vice-versa), or from one sea to an however, the effect of the Mercury card which When a block has finished moving, adjacent sea. They can never move from could allow an attack on Tarraco, and/or a turn it face-down to show that it cannot one port directly to another port, except two-pronged attack on Genua. move again this turn. via the adjacent sea. Pinning Example 6.11 Road Limits When located with land blocks, Navis Five (5) blocks defend Rome. Four (4) blocks The maximum number of blocks that can move to sea as part of a group move attack from Genua and two (2) from Ravenna, can move along any road varies by type: for that city. See: Navis Move Examples. the latter being reserves. Assuming the Genua blocks are the Main Attack, a total of 4 blocks Major: 4 blocks Navis can make one (1) move and in Rome are pinned, but 1 is unpinned and may attack, or two (2) moves and not attack. Minor: 2 blocks move except via the two roads being used by See sidebar for examples. the Attacker. Straits: 2 blocks (1 if attacking) Navis can only attack enemy blocks Seapower Example: A maximum of 4 blocks may from an adjacent sea. If that attack also The function of Navis are to win control of a move from Ge n u a to Ro m e , and one or two involves land blocks, either the Navis Sea to enable amphibious movement. They can blocks may move from Ra v e n n a to Ro m e . or the land attack must be declared as also attack and occupy enemy ports, or occupy Road Limits apply to each player. Reserves. Vacant ports. Hence, both players can move two blocks 6.3 Amphibious Movement Navis Move Examples along the same minor road in the same 1. Navis located in Massilia can move to a Land blocks may move from one port game turn. Friendly or Vacant Mare Hispanum. If not to any other Friendly or Vacant port Example: Player 1 moves 4 blocks from attacking, the Navis can then move to Oceanus across one or more adjacent Friendly Ma s s i l i a to Ge n u a to Ra v e n n a . Player 2 Atlanticus, or Mare Tyrrhenum, or to any other seas. Cost is 1 MP per block. now moves 4 blocks from Ro m e to Ge n u a Friendly or Vacant port on Mare Hispanum (Ut i c a , Caralis, Iomnium, Siga, Tingis, Ca r t h a g o to Ma s s i l i a . Both players used the road Amphibious movement must be made No v a , Ta r r a c o , Narbo, and Genua). section between Ma s s i l i a and Ge n u a , but before any other moves are made that at different . Of course, if Player 1 turn. Hence, a sea used in amphibious 2. Navis located on Mare Internum can move to Mare Tyrrhenum, Mare Hadriaticum, Mare had left at least 1 block in Ge n u a , Player 2 movement must already be Friendly before could not have moved through this block to any other moves are made that turn. Aegaeum, or Mare Egypticum. If not attacking, a Navis that moved to Mare Aegaeum could move Ma s s i l i a without fighting a battle. Blocks cannot move by land and sea to another adjacent Friendly or Vacant sea in the same turn (or vice-versa). 1 Navis (Propontis or Mare Egypticum) or to any Friendly 6.12 Attacking block must remain in the sea that was or Vacant port on this sea, (Cr e t a , At h e n a , Blocks entering an Enemy city/sea crossed for the entire Command Phase; Thessalonika, Aenos, or Ep h e s u s ). Note that the are Attacking; the enemy blocks are other Navis may move as desired. city of Pergamum is not a port. Defending. Amphibious moves can never be made Amphibious Move Example Blocks can only attack from adjacent to Enemy or Contested ports. Unpinned Caesar has 3 Navis, 1 each on Mare Tyrrhenum, cities/seas. A player may attack via two or (6.13) land blocks in a Contested city may Mare Internum, and Mare Egypticum. He elects to more roads, but each road will require a conduct an amphibious move provided the spend 2m p to make an amphibious move of two separate MP. Also see 6.2 and 7.3. adjacent sea is Friendly. legions from Ro m e to An t i o c h , which is Vacant. This is possible because the three seas crossed 6.13 Pinning are Friendly and adjacent, and the amphibious Attacking blocks (excluding Reserves) move is made before any other move. Note that prevent an equal number of defending an Amphibious move by Player 1 is completed blocks from moving. The Defender 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 roads, one Battle sequence (7.1) is controlled by Player Points (LP). Each LP allows: road (Attacker choice) must be declared 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) the Main Attack. Blocks using other roads are placed in Reserve. 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. Blocks moved by Player 2 to reinforce • One (1) new block can be chosen from a battle started by Player 1 are also Reserves. Battle Turns a player's Levy Pool and deployed in a Caesar (A3) and Equitatus (B2) attack Pompey Reserve blocks may not fire, retreat, city at strength I. Steps can be added (B3) and Navis (D2). Battle Turn sequence: to a new block immediately, each step or take hits in Round 1. They are revealed Ca e s a r : attacking A3 costing LP1. Multiple new blocks can be and arrive at the start of Round 2 to take deployed in the same city if desired. normal turns. Po m p e y : defending B3 Ca e s a r Equitatus: attacking B2 Leaders deploy in any Friendly city. Example: Ca e s a r attacks Tarraco from Narbo with 4 blocks (main attack) Po m p e y Navis: defending D2 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 Equitatus/Elephant deploy in their moves 4 blocks from Nova Carthago to Attacker/Defender Because both players move before combat, a named city, which must be Friendly. Tarraco. Round 1 has the 3 Tarraco blocks player can be the Defender in some battles, and Auxilia/Ballista deploy in any defending against 4 Ca e s a r blocks from the Attacker in others. Friendly city. Narbo. Ca e s a r blocks from Bilbilis and Po m p e y blocks from Nova Carthago are Navis deploy in any Friendly major Reserves that arrive for Round 2. Battle Hits port. Steps can be added to existing Each hit reduces the strongest enemy block at Navis in any port, but never at sea. 7.31 Disruption that instant. Hence, if two hits are scored on IMPORTANT: In all cases, new blocks Reserve blocks are Disrupted if three enemy blocks at strength III, II, II, the first and steps can only be raised in Friendly their main force is eliminated in Round 1. hit must be taken on the enemy III block. All cities, meaning a city currently occupied Disrupted blocks immediately lose one (1) three blocks are now at strength II, so the next hit can be on any enemy block (owner choice). only by at least one Friendly block. New step and then fight normally, except if the blocks and steps can never be added to routed player is the Defender, the Attacker Vacant or Contested cities. now becomes the Defender for the rest of Pursuit the battle. Pursuit is naturally handled by the game system. 7.0 BATTLES A block wishing to retreat must await its normal 7.4 Battle HITS battle turn which allows faster enemy troops 7.1 Battle SEQUENCE Each block in its Battle Turn rolls as to fire before they can retreat. If the Defender Battles are fought one by one after all many dice as its current strength. A hit is survives three Battle Rounds, the Attacker moves are completed. Player 1 determines scored for each die roll equal to or lower must retreat during round 4, but takes fire from which battle to fight first. Blocks are not than the block’s firepower. defending blocks that have an equal or earlier battle turn. revealed until a battle is fought. Reveal Example: Caesar 3 rolls 3 dice. He has blocks (not Reserves) by tipping them A3 combat: only rolls of 1, 2, 3 are hits. forward at current strength. After the battle is completed, stand all blocks upright, then Enemy blocks cannot be targeted. Treachery Several legions switched sides during the war, Player 1 selects the next battle. Each hit reduces the strongest enemy block at that instant. When two or more This is represented by the Ju p i t e r card, which 7.2 Battle TURNS blocks share the highest strength, the switches one block to the enemy side. Even the owner chooses which to reduce. Except for famous 13th legion, which crossed the Each block has one battle turn per with Caesar, later rebelled and changed sides. Battle Round. In its turn, a block may Leaders, when blocks are reduced below either Fi r e , Re t r e at , or Pa s s , except strength I, they are immediately eliminated Retreat is not allowed in Round 1. (see 7.5) and returned to the Levy Pool. The sequence of turns depends on Note: combat is not simultaneous. All combat ratings. “A” blocks go before “B” hits are applied immediately. blocks, then “C” blocks, then "D" blocks. Defending “A” blocks go before Attacking 7.41 Elephant “A” blocks, and so on. The elephant block has two steps, IV 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 during Round 4 in their normal battle turn. only when 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 at , ending the . Cato, Pompey, and Scipio 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 . 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 marches 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 or at Brundisium and ship them to Greece. The eliminated. Defender. Navis can only attack from an Battle of Dyrrachium is fought in July, ending adjacent sea. with a Pompey victory. Caesar retreats but then 7.61 Retreat Limits wins a decisive victory at in Thessaly. Road Limits (6.11) apply to all 7.82 Navis Retreats Pompey flees to Egypt 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 . 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 of Imperial port must be Friendly. Each block can Sea Rome. Retreat only across one (1) adjacent sea, to a Friendly port(s) on that same sea.

Copyright © 2010 Columbia Games 7 Version 1.01 Julius Caesar

8.0 WINTER TURN GAME Credits Index A Year ends when all five (5) cards Game Design: 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 NAVIS to port Stan Hilinski Control 4.21 Victory 1.2 Move all Navis to a Friendly port on Steve Koleszar Cleopatra 3.27, 7.52, 8.1 the same sea. Navis unable to move to a Gerald Lientz Stuart Pierce Combat Rating 3.12 Friendly port are disbanded, but can be Deployment 5.0 Dave Platnick rebuilt in the upcoming Year. Historical 5.1 Bill Powers Free Deployment 5.3 8.3 WINTER SUPPLY Bruce Reiff Disbanding 8.5 All cities can supply in winter a George Seary Disruption 7.31 maximum of three (3) blocks without Eliminations 7.5 penalty. This limit is increased by the city Equitatus 3.24 value if any. Hence, Genua can support 3 Elephants 7.41 blocks, Massila can support 3+1=4, and Friendly 4.21 Rome can support 3+2=5. Game Turns 2.0 Each surplus block (owner choice) is Islands 4.41 disbanded to the Friendly Levy Pool, but Leaders 1.2, 3.21, 7.51 can be rebuilt in the upcoming Year. Levy 2.3, 6.4 Levy Pool 5.2 8.4 Victory Movement 6.0 Determine if one player has won. Group Move 6.1 See: 1.2. 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 to Navis Battles 7.8 Navis Wintering 8.2 their Levy Pool. Steps on disbanded blocks Pinning 6.13 are forfeit, but they can be rebuilt in the Ports 4.42, 6.3 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) 8.3 Columbia Games, Inc Victory 1.2 POB 3457, 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 1.01