Birth of the Republic 509-264 BC
Covering the period from the expulsion of the last Roman king,
Tarquinius Superbus, and the establishment of the Republic to
the 1st Punic War.
Note: These rules are written with a 6-player game in mind. Rules for fewer
players are given towards the end.
Overview
Two new periods (each with a new deck) are played before the Early Republic
period. The game begins with the Latin period and deck (15 cards) followed
by the Italian period and deck (16 cards) before finally entering the Early
Republic from the original game. The 1st Punic War is not necessarily the
first war in the Early Republic as it is shuffled into that deck. On average
6 new turns are inserted before the Early Republic begins. Several rules
are inactive at the start and only come into being as play proceeds.
Latin Period 509-390 BC
Setup
Rome begins with 30t and 2 Legions; 1 Active War, and 1
Leader begin in play:
1st Latin War 499-493
Active War
2/0; -10 per Turn if Active; D3/S18; 10t Spoils
Victory allows Tax Farmers 1 & 2 to be played.
Strength x 2: 2 related Wars
|
Tarquinius Superbus ?-495
Leader
+1 to 1st Latin War; D7/S14; Treat as Drought while in play
Eliminated when 1st Latin War is defeated
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Annual Revenue
Annual Revenue at start is 30t. (-10t on turn 1 due to active
War). The State should therefore have a total of 46 talents after
collecting annual revenue and paying maintenance for 2 legions on
turn 1.
The State's Annual Revenue is increased by victory over
certain wars as noted on the war card's description and listed
here:
Veientine War : +10t
2nd Latin War : +10t
1st Samnite War : +10t
2nd Samnite War : +20t
3rd Samnite War : +20t
Defeat of all five of these wars would therefore make the
annual revenue equal to 100t, as in the normal game.
Legion Pool
Rome begins with 2 active legions and 5 legions in the Pool
so it can only muster a maximum of 7 legions at the start. Rome
cannot build any fleets until the Early Republic at which time it
can build as many fleets as it can build legions.
The State's Legion Pool is increased by victory over
certain wars as noted on the war card's description and listed
here:
Veientine War : +3 legions
2nd Latin War : +3 legions
1st Samnite War : +2 legions
2nd Samnite War : +5 legions
3rd Samnite War : +5 legions
Defeat of all five of these wars would therefore make the
Legion Pool equal to 25, as in the normal game.
Note that only the Pool is increased in size - the legions
must still be paid for in order to be used.
HRAO
There is no Consul at the start. The HRAO is determined via
normal rules using the senator with highest influence (oratory in
case of ties).
Senators
1. Shuffle senators #1 through #18 and deal 3 to each player.
2. Senators #19 and #20 are shuffled into the Early Republic Deck.
3. Reletter Statesman #18A (Flamininus) to #18B.
Brutus
The player who receives #10 Junius is given this Statesman
which he MUST play during Initial Intrigue:
#10A L. Junius Brutus ?-509
Statesman
Mil 4, Ora 3, Loy 9, Inf 7, Pop 1
Voids 1st Latin War D/S.
Discard during the first Revolution Phase of the Early Republic
|
Red Cards
Take 12 Cards from the Early Republic:
Blackmail
Seduction
Harbor Fees
Mining
Tax Farmers 1-6 (not playable at start)
2 Tribunes
plus 6 NEW Red Cards:
#5A Appius Claudius 340-273
Statesman
Mil 1, Ora 5, Loy 9, Inf 5
+1 to Population Rolls.
Discard during the first Revolution Phase of the Early Republic
|
#8A M. Furius Camillus 445-365
Statesman
Mil 5, Ora 3, Loy 8, Inf 5
Voids Veientine War D/S.
Discard during the first Revolution Phase of the Early Republic
|
#18A L. Quinctius Cincinnatus ?-435
Statesman
Mil 5, Ora 2, Loy 9, Inf 1
Voids Aequian and Volscian War D/S.
Discard during the first Revolution Phase of the Early Republic
|
#xA Military Leader
Statesman
Can be assigned to any senator currently without a Statesman;
gives that senator +2 Military rating (Maximum of 5).
Discard during the first Revolution Phase of the Early Republic
|
Marriage
Intrigue
Player can make one Unopposed Persuasion Attempt against
any senator in the Forum during his initiative. This counts as
the faction's persuasion attempt. Discard after use.
|
Shuffle all 18 cards; deal 2 Red cards to each player, the
remaining 6 are shuffled into the Latin Deck.
Latin Deck (15 Cards; 9 Black, 6 Red)
Volscian War ca. 494-455
Active War
2/0; -10 per Turn if Active; D6/S15; 5t Spoils
Victory allows Tax Farmers 3 and 4 to be played.
|
Aequian War ca. 494-455
Active War
2/0; -10 per Turn if Active; D6/S15; 5t Spoils
Victory allows Tax Farmers 5 and 6 to be played.
|
Veientine War 483-396
Active War
4/0; -10 per Turn if Active; D9/S12
Victory increases Annual State Revenue by 10 talents
and adds 3 legions to Pool
|
Coriolanus ?-?
Leader
+2 to Volscian War; D3/S16
Eliminated when Volscian War is defeated
|
Sack of Rome 390
Event
Rome is sacked! Unrest is increased by 3, and 3 Mortality chits
are drawn which can effect any senator in play; however, senators
whose chits are drawn are considered captured and are only killed if
not ransomed before the next Forum phase. Also, the State must
immediately pay 30t. Discard at start of next Forum Phase.
|
Plebian Secession 494
Event
Treat just like a Drought Event.
Discard at start of next Forum Phase.
|
Plebian Secession 449
Event
Treat just like a Drought Event.
Discard at start of next Forum Phase.
|
Agrarian Unrest 485
Event
Treat just like a Drought Event. During the upcoming Senate
Phase the Presiding Magistrate MUST propose a Type I Land Bill
immediately after the Prosecutions phase. This proposal cannot
be vetoed. Whatever the result of the vote, Land Bills can now
be proposed normally. Discard at start of next Forum Phase.
|
The Twelve Tables 450
Event
All senators who have an office (except for the Pontifex
Maximus) immediately lose their office along with 1 influence.
Instead of electing 2 Consuls this turn, elect 3 Consular
Tribunes (see Special Rules for Consular Tribunes). All
senators are eligible to become CT except for the Pontifex
Maximus. Censors are elected beginning next turn. Add
one to this turn's Population Phase roll. Discard at start
of next Forum Phase. Note that the HRAO will probably change
because of this event; use normal rules to determine HRAO.
|
plus 6 Red Cards (see above)
Italian Period 390-264 BC
Statesman
Sort out the 5 Early Republic statesman. Shuffle 3 of these
statesman into the Italian Deck; the remaining 2 statesman are
shuffled into the Early Republic Deck. IMPORTANT: None of these statesman
can be played prior to turn 6's Revolution Phase.
Italian Deck (16 Cards; 7 Black, 9 Red)
2nd Latin War 340-338
Active War
4/0; -10 per Turn if Active; D4/S18
Victory increases Annual State Revenue by 10 talents
and adds 3 legions to Pool.
Strength x 2: 2 related Wars
|
1st Samnite War 343-341
Active War
2/0; -10 per Turn if Active; D3/S18
Victory increases Annual State Revenue by 10 talents
and adds 2 legions to Pool.
Strength x 2: 2 related Wars; Strength x 3: 3 related Wars
|
2nd Samnite War 327-304
Inactive War
5/0; -10 per Turn if Active; D10/S17
Inactive until attacked or matched
Victory increases Annual State Revenue by 20 talents
and adds 5 legions to Pool.
Strength x 2: 2 related Wars; Strength x 3: 3 related Wars
|
3rd Samnite War 298-290
Active War
8/0; -10 per Turn if Active; D5/S17
Victory increases Annual State Revenue by 20 talents
and adds 5 legions to Pool.
Strength x 2: 2 related Wars; Strength x 3: 3 related Wars
|
Pyrrhic War 280-272
Active War
7/0; -10 per Turn if Active; D7/S16; 10t Spoils; [Attacks: Sicily]
Strength of War is reduced by 4 after a combat result other
than a Victory or Defeat. Discard with no Spoils at start of
Forum phase if strength (not including Leader) is less than 1.
|
Pyrrhus ?-?
Leader
+3 Pyrrhic War; D9/S15
Eliminated when Pyrrhic War is defeated or discarded.
|
Plebian Revolt 287)
Event
Treat as Severe Drought (+2 Unrest each Population Phase) until
the Hortensian Law is passed (see Special rules), when it is
discarded.
|
Appian Works 312-308
Intrigue
Playable during the Senate Phase after Censor Election by a
faction that controls the Censor. Censor gains 2 Popularity
and Unrest is lowered by 2. The State must immediately pay
10t from the Treasury. Cannot be played if there is less
than 10t in the Treasury. Discard after use.
|
Scandal
Intrigue
Playable during a player's Initiative, in lieu of a
Persuasion Attempt, against any senator in Rome.
Target senator loses DR Popularity. Player must have
a senator in Rome when this card is played.
Discard after use.
|
plus:
3 Tribune (from Early Republic)
1 Influence Peddling (from Early Republic)
3 Early-Republic Statesman (see above)
Special Rules
I. Mortality Phase
No changes.
II. Revenue Phase
1. State Annual Revenue changes (see above).
2. Note that Land Bill costs are the same as in the Early Republic.
III. Forum Phase
1. Random Events Table (Latin and Italian Period)
|
Roll
|
Event
|
3
|
Mob Violence
|
|
4
|
Natural Disaster (-25t)
|
|
5 |
Drought
|
|
6 |
Evil Omens (-10t)
|
|
7 |
Epidemic
|
|
8 |
Refuge
|
|
9 |
Ally Deserts
|
|
10 |
Evil Omens (-10t)
|
|
11 |
Ally Deserts
|
|
12 |
Manpower Shortage
|
|
13 |
Allied Enthusiasm (+25t)
|
|
14 |
Enemy Ally Deserts
|
|
15 |
Allied Enthusiasm (+25t)
|
|
16 |
Enemy Ally Deserts
|
|
17 |
Enemy Leader Dies
|
|
18 |
Another New Alliance
| |
2. Evil Omens, Natural Disaster, and Allied Enthusiasm
monetary effects are halved during the Pre-Early Republic Period. The
Pontifex Maximus' fine from Evil Omens is only 5t (this, if he
can't pay the 10t for the Omens).
3. New Alliance events are treated as
Another New Alliance for all wars from the Pre-Early
Republic Period (i.e. War is discarded with all spoils). Clarification: This
can be applied during any period. For example, a New Alliance rolled
during the Early Republic can be treated as Another New Alliance when
applied to a Pre-Early Republic War.
4. Note that a Period is immediately entered when a card from that deck
is drawn. For example, all rule changes pertaining to the Early Republic take effect the turn that a card is drawn from the Early Republic deck.
IV. Population Phase
No changes.
V. Senate Phase
1. A Censor cannot be elected (nor Prosecutions made) until
the turn after The Twelve Tables event (Latin Deck) is drawn.
Note that prior consul markers are always awarded for office
per normal rules (even before The Twelve Tables event occurs).
2. Land Bills cannot be proposed until after the Agrarian Unrest
Event (Latin Deck) is drawn.
3. Tribunes (including a Statesman's free tribune)
cannot be played until after the Hortensian Law is proposed
and passed. This Law is not represented by a card.
3a. Hortensian Law:
If, and only if, the Plebian Revolt is in play, the Presiding
Magistrate MAY make this special proposal at any time after the
Prosecutions phase. The proposal is voted on normally. If passed, the
Presiding Magistrate gains 2 Popularity but loses 2 Influence and
the Plebian Revolt event is discarded. After this proposal is
passed, Tribunes become playable. This proposal cannot be vetoed.
4. Rome can build a maximum of 7 legions at the start; defeat
of certain wars adds more legions to the Pool. Rome cannot build
fleets until the Early Republic and the maximum number is the
same as for legions.
5. Consular Tribunes (CT):
CTs are elected instead of Consuls on the turn that
The Twelve Tables event is drawn.
A senator elected as CT gains 2 Influence, regardless of the
Period, and a Prior Consul marker. Any and all CT's can be
sent to war. The Presiding Magistrate is the CT with the most
influence (oratory breaks ties). Note that The Senate Phase
ends when the PM leaves Rome. A Dictator appointment requires
all three to agree. A CT cannot be elected Consul next turn;
otherwise, treat a CT just like a Consul.
6. Influence Gains/Losses are modified using the following table:
| Office |
Latin |
Italian |
Early |
| Pontifex Maximus |
+5 |
+5 |
+5 |
| Dictator |
+3 |
+5 |
+7 |
| Consul |
+3 |
+4 |
+5 |
| Censor |
+3 |
+4 |
+5 |
| Master of Horse |
+1 |
+2 |
+3 |
| Consular Tribune |
+2 |
+2 |
n/a |
| Minor Conviction |
-3* |
-4* |
-5* |
*: applies to Popularity as well.
All other influence/popularity gains/losses remain as in the Early Republic
VI. Combat Phase
1. Veteran legions are not created until the Early Republic.
2. Legions and Military Rating: remember that Military Rating in excess of
the number of legions in an army is unused. Example: 2 legions and a
commander with Military Rating of 5 has an army strength of only 4.
VII. Revolution Phase
1. Commanders cannot become Proconsul until the Early
Republic. They always return to Rome with their army during the Revolution Phase
(even if not victorious) and cannot rebel. The return of the army in this case
would not negate the prosecution status of the war.
Clarification: If a war would normally be considered
prosecuted, it is still considered prosecuted after the army returns.
2. The Tax Farmer concessions cannot be played until certain
wars are defeated:
Tax Farmer 1 and 2 - 1st Latin War
Tax Farmer 3 and 4 - Volscian War
Tax Farmer 5 and 6 - Aequian War
3. A Latin Period Statesman (including the Military Leader card)
is discarded if he is in play at the start of the Revolution Phase in
the Early Republic; ALL his possessions EXCEPT for his office are
transferred to the family card. He cannot be prosecuted next turn for
the office and he is eligible for Consul regardless what office he had
held. The family card of a Latin Period Statesman is
placed beneath the statesman if it is ever found to be in the Curia or Forum. Possessions
refers to all chits, Influence, Popularity, Prior Consul, etc. on the
Senator. A Latin Period Statesman must be discarded if still in a
player's hand at this time.
4. Early Republic Statesmen cannot be played until turn 6.
VIII. Other
1.The Games, Population, Combat Results, Land Bill, and Popular Appeal
table remain the same as in the Early Republic.
HRAO Tie Breaker
In addition to rule 9.1 from the rulebook, if there still a tie for HRAO, i.e.
more than one senator with highest influence and equal oratory, then the
final tiebreaker is lowest Senator ID number.
D/S Percentages
|
War | %D/S | Notes
|
Pyrrhic War w/leader | 25.9 |
|
|
Veientine War | 23.2 | Camillus voids D/S
|
|
1st Latin War w/leader | 14.8 | Brutus voids D/S
|
|
2nd Samnite War | 13.9 |
|
|
Volscian War w/leader | 12.5 | Cincinnatus voids D/S
|
|
Pyrrhic War | 9.7 |
|
|
Volscian War | 9.2 | Cincinnatus voids D/S
|
|
Aequian War | 9.2 | Cincinnatus voids D/S
|
|
3rd Samnite War | 4.2 |
|
|
2nd Latin War | 1.9 |
|
|
1st Samnite War | 1.0 |
| |
Manifest
Start
18 Senators (#1-#18) - deal 3 to each player
18 Red Cards - deal 2 to each player
Blackmail
Seduction
Marriage (NEW)
Harbor Fees
Mining
Tax Farmer 1*
Tax Farmer 2*
Tax Farmer 3*
Tax Farmer 4*
Tax Farmer 5*
Tax Farmer 6*
Tribune**
Tribune**
Tribune** (NEW)
Appius Claudius (NEW)
Furius Camillus (NEW)
Quinctius Cincinnatus (NEW)
Military Leader (NEW)
Junius Brutus (NEW) - given to player with #10; must be played at start
1st Latin War (NEW) - starts in Forum
Tarquinius Superbus (NEW) - starts in Forum
30 talents in treasury
2 active Legions
5 Legions in Pool
State Annual Revenue is 30 talents
HRAO will be Brutus (#10A) unless he dies in the Mortality phase.
* - Tax Farmers cannot be played until after certain wars are defeated.
** - Tribunes cannot be played until after the Plebian Revolt is discarded.
No Censor election until the turn after The Twelve Tables is drawn.
No Land Bills can be proposed until after Agrarian Unrest is drawn.
No Proconsuls until the Early Republic.
No Veteran Legions can be created until the Early Republic.
No Fleets can be built until the Early Republic.
Latin Deck (15 cards; 9 Black, 6 Red)
6 Red cards left over from above
Volscian War (NEW)
Aequian War (NEW)
Veientine War (NEW)
Coriolanus (NEW)
Sack of Rome (NEW)
Plebian Secession (NEW) - Drought
Plebian Secession (NEW) - Drought
Agrarian Unrest (NEW)
The Twelve Tables (NEW)
Italian Deck (16 cards; 7 Black, 9 Red)
Influence Peddling
Tribune**
Tribune**
Tribune**
Appian Works (NEW)
Scandal (NEW)
Early Republic Statesman*
Early Republic Statesman*
Early Republic Statesman*
2nd Latin War (NEW)
1st Samnite War (NEW)
2nd Samnite War (NEW)
3rd Samnite War (NEW)
Pyrrhic War (NEW)
Pyrrhus (NEW)
Plebian Revolt (NEW)
* - Early Republic Statesman cannot be played until Turn 6's Revolution Phase.
** - Tribunes cannot be played until after the Plebian Revolt is discarded.
Early Republic Deck (27 cards; 12 Black, 13 Red, 2 Senators)
8 Wars (including 1st Punic War shuffled into deck)
4 Leaders
2 Senators (#19 and #20)
5 Concessions (2 Grain, Land Commissioner, Armaments, Ship Building)
4 Tribunes
1 Assassin
1 Secret Bodyguard
2 Early Republic Statesman
Discard all Latin Period Statesman during the first Revolution Phase.
Commanders can now become Proconsul.
Veteran Legions can now be created.
Fleets can now be built.
5 Player Game
1. Remove 3 senators (but not #10 Junius) from #1-#18 and place them in the
Curia. Deal 3 senators to each player.
2. Mining and Harbor Fees begin the game in the Forum. Deal 2 Red cards
to each player.
3. Rome starts with 40t in the treasury instead of 30t.
4 Player Game
1. Remove 2 senators (but not #10 Junius) from #1-#18 and place them in the
Curia. Deal 4 senators to each player.
2. Deal 3 Red cards to each player.
Optional Rules
1. Regulus
[Use this rule to make the game a little easier.]
Shuffle the folowing Senator card into the Latin Deck (after senators have been
dealt):
#31 Atilius
Senator
Mil 3, Ora 2, Loy 8, Inf 3
Discard if in Curia during Middle or Late Republic.
|
Shuffle the following Statesman into the Italian Deck:
#31A M. Atilius Regulus ?-250
Statesman
Mil 4, Ora 2, Loy 8, Inf 4
Voids 1st Punic War Naval Battle D/S.
|
Note: Senator #31 can never be in the Curia during the Middle or Late
Republic; if death sends it there it is instead removed from the game.
A Mortality Chit with #31 must be added to the game. Remove the chit if
Senator #31 is removed from the game.
2. Spurius Cassius
[Use this rule to make the game a little easier.]
Add the following Latin Period Statesman to the initial Red Card distribution:
#24A Spurius Cassius ?-?
Statesman
Mil 1, Ora 4, Loy 6, Inf 3
May propose 1 Land Bill/Year even before Agrarian Unrest
Discard during the first Revolution Phase of the Early Republic
|
Note: When played, the player gets Senator card #24 which he must play
beneath the Statesman.
Senator #24 can never be in the Curia prior to the Middle Republic.
if death sends it there it is instead shuffled into the Middle Republic Deck.
3. Making the Game Harder
Remove the Military Leader and/or the Appian Works card.
Strategy Tips
Latin Period
Wars - There are only four wars including one active at the
start. They should be relatively easy to defeat unless combat
rolls are low or the Statesman that void their D/S numbers aren't
available. However, with only 7 legions at the start their
prosecution could be difficult. It is important to remember that
the military rating of a commander added to the legion strength
cannot exceed it, so with only 2 legions the maximum force you
can get is 4 regardless of the commander's rating. Going after
the Veientine War as early as possible is a good idea because it
adds 3 more legions to the Pool. The biggest decision with
regards to Wars is whether to attack two of them simultaneously
or concentrate on one of them, when there are more than one.
Dictator prerequisites are the same and since none of these wars
can have a strength >= 20, three active wars are required; a
Dictator should be rare.
Funds - This is a major challenge. The Sack of Rome costs the
State 30t, and combined with an Evil Omens or Natural Disaster,
the loss could be 40t or 55t. Since Rome needs to build as many
legions as possible early on, the State needs all the funds it
can muster. Until the Gallic Invasion is drawn, all players
should seriously consider contributing as much as they can. With
only 15 cards in deck there's 1 in 3 chance of the card being
drawn on turn 1. Note that the lucrative concessions don't enter
the game until the Early Republic so money will be severely
strained in the early going.
Unrest - The second major challenge. There are _four_ cards
that increase the unrest. Since players will need to contribute,
there'll be little money left for games and Land Bills can't be
proposed until the Agrarian Unrest card is drawn. The Type I Land
Bill proposal required by that card can be a two-edged sword
since 20t is a a big hit on the Treasury early in the game. A
good source for popularity is fighting wars, but since the Field
Consul goes to war first, it could be difficult to send the Rome
Consul to a war. This is one good reason for attacking two wars
in one turn. Appius and Brutus are of course good canditates for
Rome Consul.
Italian Period
Wars - One more war than the previous deck and two of them
(2nd Samnite War and Pyrrhic War) have considerable D/S
percentages. Making conservative attacks against them could
easily lead to some of these Wars remaining active into the Early
Republic, a situation which might not be avoidable anyway.
Funds - The Treasury situation improves as long as the Wars
are defeated.
Unrest - Not as big of a problem as the previous deck since
there is only one card that increases the unrest and Appian Works
is a cheap way to lower the unrest. As long as the Plebian Revolt
is dealt with, the Unrest will not be a problem unless it was
already high entering this period.
Early Republic (as compared to the Early Republic scenario)
The State Treasury will probably be much less at the start of
the Early Republic (less than 100 compared to nearly 200);
however Rome should have a stronger army of Legions though no
Veterans. There is a problem with this situation though and that
is that the 1st Punic requires lots of fleets to attack and the
Senate will not have the money to build many. Note that Rome
won't have any fleets when it enters the Early Republic. If the
1st Punic War is drawn early on, Rome may not be able to attack
it. The only way to possibly prevent this situation is for major
contributions from the factions on the turn the Early Republic
begins.
Since the 1st Punic War is shuffled in the deck, it's now
possible for Hamilcar or Hannibal to die before a Punic War is
drawn, so the war situation is slightly better in a way; however,
since one or more wars from the previous deck could still be in
play this tends to balance the difficulty. Also, since Flamininus
could start with more influence than normal (because of
Cincinnatus), the Macedonian situation is a bit trickier.
Design
The intent of this scenario is to act as a setup for the main
course, The Early Republic. I thought that 6 turns would be
sufficient so 250 years are greatly compressed. Also, the
Senate probably did not function like it does in the normal
game so liberties are taken with history.
There are historical inaccuracies in this scenario since
250 years are compressed into a mere 6 decks. Brutus
is generally accepted as being the first Consul and was
instrumental in the expulsion of the King but he did not
partake in the "1st Latin War" (which was more like a
revolt). That general was A. Postumius Albus who won
the war at Lake Regillus. Likewise, Tarquinius
Superbus probably had nothing to do with this war. I've
just condensed all these events into one. I didn't
add Albus since he has no family card and I
thought Brutus should be in, being the first Consul.
The Twelve Tables were Laws that were written up
over the course of two years by the Decemvirs (10 men).
There were no Consuls during those two years - the
Decemvirs taking their place. It is not clear whether
the intent was for the Decemvirs to be a permanent
institution but a revolt overthrew the second Decemvir.
Consular Tribunes are probably unrelated directly to the
Decemvirs. I'm trying to represent the political chaos
here by using them.
The Latin Period statesman are retired because I didn't
want them to hang around for more than 250 years!
Just discarding them would be no good since then a
player would have little incentive to build them up.
I didn't want the Early Republic swamped with Statesman.
References
Too numerous to mention but most notable are the works of Livy and
"The Beginnings of Rome" by T.J. Cornell.