advanced imperium romanum v5.2

25
7/23/2019 Advanced Imperium Romanum v5.2 http://slidepdf.com/reader/full/advanced-imperium-romanum-v52 1/25  1 These “living rules” were updated on 30 September 2015; Changes to 5.1 are shown in red. Changes to original rules are shown in red and blue. 1. INTRODUCTION 2. COMPONENTS 3. GENERAL RULES 4. GAME SEQUENCE 4.1 ACTION CHITS 5. POWERS, PROVINCES AND UNITS 6. TAXATION AND TALENTS 7. ROMAN MOBILIZATION 8. RECRUITING BY ACCRUAL 9. SEASONS 10. NAVAL OPERATIONS 11. CULTIVATION AND ROADS 12. LAND MOVEMENT 13. SUPPLY 14. LAND COMBAT 15. SEASONING UNITS 16. CITIES 17. SIEGE 18. LEADERS 19. DON’T TRUST ANYONE ! 20. POWER DISSOLUTION 21.FORTIFICATIONS 22. CORN & IMP ERIAL CAPITALS 23. INACTIVE POWERS 24. PLUNDER 25. WINNING THE GAME 26. CIVILIZED RECRUITMENT 27. PIRATES & RHODUS 28. ROMAN CIVIL WARS 29. MILITIA 30. LIMITANEI 31. LEGION REFORM 32. OVERRUNS 33. CORN UNDER BYZANTIUM 34. FLEET CONVERSION 35. TRAINING 36. ROMAN ARCHERS 37. NEUTRAL MINOR POWERS 38. SPECIAL LEADER RULES 39. RANDOM EVENTS 40. OPTIONAL COMBAT RULES 41. SUPPLY FROM PLUNDER 42. CONQUEST OF CITYLESS PROVINCES 43. DIVINE INTERVENTION 44. TREASURE CITIES 45. SCORCHED EARTH 46. CITY S URRENDER 47. OPTIONAL GAME SEQUENCE 1. INTRODUCTION  Advanced Imperium Romanum is a military,  political, and economic game simulating the numerous wars which beset the Roman Empire, from its foundation in the chaos of the civil wars of the first century B.C. to its destruction some 600 years later. Thirty-five scenarios are included, ranging from the Mithradatic wars (88 B.C.) to the attempted reconquest of the western empire by Justinian and Belisarius (A.D. 540). Between two and six may  play, depending on the scenario chosen. The game also lends itself well to solitaire play. 2. COMPONENTS (2.1) List A complete set of  Advanced Imperium  Romanum should contain: · one 22" x 34" game-map · one 22" x 17" game-map · two counter sheets including a total of 800 counters · one 32-page rules book · one 36-page scenario book · two identical 8-page chart booklets · two dice · one counter-tray with lock-on lid · game box (2.2) The Game-Map (2.21)  Advanced   Imperium Romanum contains two maps; one depicts most of the Mediterranean  basin, the other the Middle East. Before playing the game, lay them out adjacent to each other, overlapping them slightly to mate the terrain and hex grid. The larger map is called the west map and the smaller the east map. (2.22)  Advanced   Imperium Romanum covers a  period of seven centuries; although physical geography did not change greatly in that time,  population distribution did. Many of the cities  printed on the game-map existed for only part of the period. (2.23) Thirty-five  scenarios are provided with the game (see 2.4). Each scenario covers one of the great Roman wars. Before setting up the game, the  players must decide which scenario they wish to  play. · The scenario instructions indicate the  period in which the scenario takes place. There are six  periods, numbered from 1 to 6. For the sake of historical information, the periods are: 1 - 88 B.C. to 51 B.C.; 2 - 50 B.C. to A.D. 50; 3 - A.D. 51 to A.D. 255; 4 - A.D. 256 to A.D. 300; 5 A.D. 301 to A.D. 385; 6 - A.D. 386 to A.D. 550. (2.24) A Period Display is  printed on the east map. It is a hexagon: each of its sides is numbered, from 1 to 6. At the beginning of the game, take the arrow marker and place it on the Display pointing toward the hexside printed with the period's number. (2.25) Cities are represented on the game-map as squares or circles. If a city hex contains one or more spikes radiating from the center of the hex, the city is transient, and does not exist in all scenarios. If a spike radiates in the same direction that the arrow counter on the Period Display points, the city exists in the current scenario. If there is no spike pointing in that direction, the city does not exist. (2.26) Some cities only exist for part of a period. · If one spike is a  stub, the city exists from the  beginning of the period until the end of the scenario whose number is printed in the city hex. · If one spike is a  short arrow, the city exists from the beginning of the scenario whose number is  printed in the hex to the end of the period. Depicted above is the city of Naissus. Since  Naissus has no arrow in the “1” or “2” direction, it does not exist during periods 1 and 2. In any scenario in period 1 or 2, the players should ignore the city for all purposes. Because it has full arrows  pointing in the “3”, “4” and “5” directions, Naissus does exist during all scenarios in those periods. However, Naissus exists only in part of period 6. It has a stub and a partial arrow pointing in the “6” direction. As indicated by the numbers printed in the hex,  Naissus exists from the beginning of period 6 through the end of scenario 27; and from the  beginning of scenario 31 through the end of period 6. It does not exist in scenarios 28, 29, or 30. The 29/31 printed on the map is wrong. (2.27) A city with no spikes exists in all periods. (2.28) Ports are represented on the game-map by anchor symbols. Ports in transient city hexes exist only when the city exists. Ports in non-city hexes always exist. Londinium (2010) and Hispalis (1530) are river ports (i.e., ports on tidal rivers). Fleets can enter Londinium from 2011 or 2110, and Hispalis from 1431 or 1531. (2.29) Hex 1209E (the city of Thopsia) should be  part of the province of Adiabene, not part of Armenia. Thopsia's name should be printed in capital letters (it is the capital of Adiabene). Lake terrain is not listed on the Terrain and Seasonal Effects Chart. Lakes should be treated in the same way as deep sea -- that is, they are impassable to land units. There are a number of minor errors on the map. They can be ignored for the most part as their effect on play is negligible, but they are listed here in the interest of accuracy: 6527W/6628W: This hexside is a lake, not a river. The following hexsides are not mountains: 3414W/3514W, 6711W/6712W, and 6813W/ 6913W. The following hexside is a mountain: 3513W /3614W. (2.3) The Rules You will need to read sections 1 through 25  before beginning to play. Depending on the scenario chosen, you may also be required to read some or all of sections 26 through 38. Sections 39 through 44 are optional rules; you may use any or all of these, as you see fit. Optional rules increase complexity and playing time. (2.4) The Scenario Book After reading the rules, refer to the scenario book and select one of the scenarios listed. It will tell you

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Page 1: Advanced Imperium Romanum v5.2

7/23/2019 Advanced Imperium Romanum v5.2

http://slidepdf.com/reader/full/advanced-imperium-romanum-v52 1/25

  1

These “living rules” were updated on 30

September 2015; Changes to 5.1 are shown in

red. Changes to original rules are shown in red 

and blue. 

1. INTRODUCTION

2. COMPONENTS

3. GENERAL RULES

4. GAME SEQUENCE

4.1 ACTION CHITS

5. POWERS, PROVINCES AND UNITS

6. TAXATION AND TALENTS

7. ROMAN MOBILIZATION

8. RECRUITING BY ACCRUAL

9. SEASONS

10. NAVAL OPERATIONS

11. CULTIVATION AND ROADS

12. LAND MOVEMENT

13. SUPPLY

14. LAND COMBAT

15. SEASONING UNITS

16. CITIES17. SIEGE

18. LEADERS

19. DON’T TRUST ANYONE !

20. POWER DISSOLUTION

21.FORTIFICATIONS

22. CORN & IMPERIAL CAPITALS

23. INACTIVE POWERS

24. PLUNDER

25. WINNING THE GAME

26. CIVILIZED RECRUITMENT

27. PIRATES & RHODUS

28. ROMAN CIVIL WARS

29. MILITIA

30. LIMITANEI

31. LEGION REFORM

32. OVERRUNS

33. CORN UNDER BYZANTIUM

34. FLEET CONVERSION

35. TRAINING

36. ROMAN ARCHERS

37. NEUTRAL MINOR POWERS

38. SPECIAL LEADER RULES

39. RANDOM EVENTS

40. OPTIONAL COMBAT RULES

41. SUPPLY FROM PLUNDER

42. CONQUEST OF CITYLESS

PROVINCES

43. DIVINE INTERVENTION

44. TREASURE CITIES

45. SCORCHED EARTH

46. CITY SURRENDER

47. OPTIONAL GAME SEQUENCE

1. INTRODUCTION

 Advanced Imperium Romanum  is a military,

 political, and economic game simulating thenumerous wars which beset the Roman Empire,

from its foundation in the chaos of the civil wars of

the first century B.C. to its destruction some 600years later.

Thirty-five scenarios are included, ranging from

the Mithradatic wars (88 B.C.) to the attempted

reconquest of the western empire by Justinian and

Belisarius (A.D. 540). Between two and six may play, depending on the scenario chosen. The game

also lends itself well to solitaire play.

2. COMPONENTS

(2.1) List

A complete set of  Advanced Imperium

 Romanum should contain:

· one 22" x 34" game-map

· one 22" x 17" game-map

· two counter sheets including a total of 800counters

· one 32-page rules book

· one 36-page scenario book

· two identical 8-page chart booklets· two dice

· one counter-tray with lock-on lid

· game box

(2.2) The Game-Map 

(2.21)   Advanced    Imperium Romanum contains

two maps; one depicts most of the Mediterranean

 basin, the other the Middle East. Before playing thegame, lay them out adjacent to each other,

overlapping them slightly to mate the terrain and

hex grid. The larger map is called the west map and

the smaller the east map.

(2.22)  Advanced   Imperium Romanum covers a period of seven centuries; although physical

geography did not change greatly in that time,

 population distribution did. Many of the cities printed on the game-map existed for only part of

the period.

(2.23)  Thirty-five  scenarios are provided with the

game (see 2.4). Each scenario covers one of the

great Roman wars. Before setting up the game, the players must decide which scenario they wish to

 play.

· The scenario instructions indicate the  period in

which the scenario takes place. There are six

 periods, numbered from 1 to 6. For the sake of

historical information, the periods are: 1 - 88 B.C.

to 51 B.C.; 2 - 50 B.C. to A.D. 50; 3 - A.D. 51 to

A.D. 255; 4 - A.D. 256 to A.D. 300; 5 A.D. 301 toA.D. 385; 6 - A.D. 386 to A.D. 550.

(2.24) A Period Display is  printed on the east map.It is a hexagon: each of its sides is numbered, from

1 to 6. At the beginning of the game, take the arrowmarker and place it on the Display pointing toward

the hexside printed with the period's number.

(2.25)  Cities are represented on the game-map assquares or circles. If a city hex contains one or

more spikes radiating from the center of the hex,

the city is transient, and does not exist in all

scenarios. If a spike radiates in the same direction

that the arrow counter on the Period Display points,the city exists in the current scenario. If there is no

spike pointing in that direction, the city does not

exist.

(2.26) Some cities only exist for part of a period.

· If one spike is a  stub, the city exists from the

 beginning of the period until the end of the scenario

whose number is printed in the city hex.

· If one spike is a  short arrow, the city exists from

the beginning of the scenario whose number is

 printed in the hex to the end of the period.

Depicted above is the city of Naissus. Since Naissus has no arrow in the “1” or “2” direction, itdoes not exist during periods 1 and 2. In any

scenario in period 1 or 2, the players should ignore

the city for all purposes. Because it has full arrows pointing in the “3”, “4” and “5” directions, Naissus

does exist during all scenarios in those periods.

However, Naissus exists only in part of period 6. It

has a stub and a partial arrow pointing in the “6”

direction.

As indicated by the numbers printed in the hex, Naissus exists from the beginning of period 6

through the end of scenario 27; and from the

 beginning of scenario 31 through the end of period6. It does not exist in scenarios 28, 29, or 30. The

29/31 printed on the map is wrong.

(2.27) A city with no spikes exists in all periods.

(2.28)  Ports are represented on the game-map byanchor symbols. Ports in transient city hexes exist

only when the city exists. Ports in non-city hexes

always exist. Londinium (2010) and Hispalis(1530) are river ports (i.e., ports on tidal rivers).Fleets can enter Londinium from 2011 or 2110, andHispalis from 1431 or 1531.

(2.29) Hex 1209E (the city of Thopsia) should be part of the province of Adiabene, not part of

Armenia. Thopsia's name should be printed in

capital letters (it is the capital of Adiabene).

Lake terrain is not listed on the Terrain and

Seasonal Effects Chart. Lakes should be treated in

the same way as deep sea -- that is, they areimpassable to land units.

There are a number of minor errors on the map.

They can be ignored for the most part as their effecton play is negligible, but they are listed here in the

interest of accuracy:

6527W/6628W: This hexside is a lake, not a river.

The following hexsides are not mountains:

3414W/3514W, 6711W/6712W, and 6813W/

6913W.

The following hexside is a mountain: 3513W/3614W.

(2.3) The Rules

You will need to read sections 1 through 25

 before beginning to play. Depending on the

scenario chosen, you may also be required to read

some or all of sections 26 through 38. Sections 39through 44 are optional rules; you may use any or

all of these, as you see fit. Optional rules increase

complexity and playing time.

(2.4) The Scenario Book

After reading the rules, refer to the scenario book

and select one of the scenarios listed. It will tell you

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(3.2) 

Exact Positions

Some hexes contain small portions of land

separated by water-different islands, opposite sidesof a strait, etc. When a unit is placed in such a hex,

 position it within the hex so that it is clear which

 part of the hex it occupies. A land unit may not

cross straits simply because the straits are whollycontained within the same hex; nor may a unit onone island attack a unit on another simply because

 both islands are in the same hex.

You will note that some hexes contain islands of

different terrain types; this is purposeful and

intended. A unit is considered the occupy the

terrain of the island on which it is located.

Similarly, if a hex contains two bodies of waterseparated by land, a naval unit cannot move from

one body to the other, and must be positioned on

the game-map to indicate its actual location.

(3.3) Resolution of Disputes

While every effort has been made to write these

rules as clearly and concisely as possible, disputes

may arise during play. If the players cannot agree

on a rule's meaning, they have several choices:

1. Send us a letter and wait several weeks for aresponse.

2. Arm yourselves and settle your dispute like

noble Romans. Caveat: West End Games assumesno liability for death or injury resulting from this

 practice.

3. Roll a die, and accept the result in the spirit of

an appeal to the deities, who could certainly

intervene if they considered your argument a validone.

(3.4) Limited Intelligence

 No player may look through a stack of another player's units, unless both players have units in the

same hex. Normally, you may only examine the top

counter in each stack. This applies to units incommand boxes also (see 18.2).

4. GAME SEQUENCE

 Advanced Imperium Romanum is played in game-turns representing 30 days each. For simplicity, a

game-turn is sometimes called a month. Each

game-turn is divided as below.

A Year Track, a Month Track, and a Phase Track

are printed on the east map. A marker is provided

for each. Together, the three markers are used to

record the phase, game-turn and game year being

 played.

Each year of twelve months is divided into

quarters. Every three months, during the Taxationand Mobilization Phases, all players collect taxes

and recruit new units.

Optional Random Events Phase (March, June,

September and December only): Each player rolls

two dice and refers to the Random Events Table theeffects of random events are resolved.

Taxation and Mobilization Phase (March, June,

September and December only): The players collecttaxes; minor powers accrue replacement points.

Then, powers may build combat units and baggage

trains.

Diplomacy Phase: Players may declare alliancesand lend or give money to one another. Players

check to determine whether any foreign powers or

 barbarians are activated. On April and Novembergame-turns, players check to determine whether

winter or summer prevails. Players determine the

"farthest powers" for active neutral powers.

Fortification Phase: Replace “under construction”

marker with a fortification marker representing asmany levels of fortifications as were built.

Activation Phase:  First, one chit is randomlyremoved from play and no one gets to see what it

is until the end of the turn. Then, a chit is randomly

selected from the mug. The player whose chit was

selected (based on the colour) gets to activate any

leaders/forces who have a rating ≥ that chit.

A player may “pass” an activation but the chit isconsidered expended.

All actions must take place according to the

sequence listed below:

1. Naval Operations Segment: The player moves

his activated naval units. Other players' naval units

may attempt interception. Naval combat is

resolved.

2. Land Movement Segment: The player moves

his activated land units.

3. Moved Unit Supply Segment: The player

checks supply for moved units and eliminates out-

of-supply units.

4. Land Combat Segment: Land combat is

resolved for activated units.

At the end of each activation another chit is

selected and any other leaders/forces are activated.This continues until no chits are left in the mug.

Siege Resolution Phase:  The owner of the

 besieged units rolls on the Siege Attrition Table for

each of his besieged cities.

Non-moved Units Supply Check Phase: The

 player checks supply for inactive units and

eliminates out-of-supply units. Baggage trains that

occupy a friendly non-besieged city and neither

moved nor expended supply points, automaticallygain one supply point. The month marker is then

moved into the next box on its track.

Power Dissolution Phase: Each faction

simultaneously checks for dissolution. 

4.1 ACTION CHITS

(4.11) At the start of the turn, each player puts a set

of colored, numbered chits into one common mug.

These chits are color coded for each  power (both

major - and its client states - and minor), and havethe values: 3, 2, 1, 0, and 0.

Any chits with a value greater than the best leader

(Caesar is a 3) are removed, so if a player’s best

leader is a 1, the 2 and 3 chits are removed. Afterall chits are put in the mug, one is randomly

removed and no one gets to see what it is until the

end of the turn.

(4.12) The player whose chit was selected gets toactivate any leaders who have a rating ≥ that chit.

So a 3 leader can move on a 3,2,1,0. But a 0 leader

can move only when a 0 is selected. Forces withouta leader or with a leader rated below 0 are treated

as if they have a 0 leader for activation chit

 purposes.

(4.13) In addition to 4.12 a “+1” leader may

activate any unit in the same hex and   in anyadjacent hex. A “+2” or “+3” leader may activate

any unit within 2 hexes. This range is counted only

at the start of activation not during movement.

(4.14) A unit (including leaders) may be activated

and moved no more than twice per turn.

(4.15) A force may move units stacked together at

the start of activation and have other units join thestack during movement by passing through other

hexes and adding more units to the moving stack.

In addition, units can be dropped during the force’smovement. Units that join the stack and moved

must check supply at the end of movement.

(4.16)  An activated leader has the option of

remaining in the hex while other units move away.

In either case the leader receives a moved marker(per 4.18). The moving units follow rule 4.15.

(4.17) Units activated by a force moving into theirhex receive movement points equal to their printed

movement allowance less the movement points

already spent by the force they are joining (i.e.: an

activated 4-12(6) unit spent 3 movement points and

then entered a hex occupied by a friendly 20-10(5)

inactive unit. The 20-10(5) unit may move 2movement points only).

(4.18) A unit that moved and/or attacked receives a“moved” marker. Units with 2 “moved” markers

cannot be moved again in the current turn (but theymay retreat before/after combat). It is possible that

a hex contains units with one, two or no “moved”

markers. In this case, units with two “moved”

markers cannot be moved again in the same turn,others in the hex can still be moved.

(4.19) Only units that moved and/or attacked in the

current Segment check supply in the Moved Units

Supply Segment. Units that have not been movedor were only passed through check supply in the

“Non-moved Units Supply Check Phase”.

(4.20) The forage value of a hex that contains units

that did not move in the current Activation Phase is

reduced per rule 13.35. Also, see rule 13.46.

(4.21) During the Non-moved Supply Check Phase,

units previously moved (and supplied) reduce theforage value of the hex per rule 13.35. Also, see

rule 13.46.

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( Design note: This system gives flexibility toCaesar, while a 0 leader must move when his chit is

 selected. By randomly removing 1 chit from the

cup, no one will be sure they can activate all their

 forces (if a 0 is removed then the 0 leaders will onlymove once). There will be more risk in running out

the clock by letting the opponent move his forces

and then trying to move twice in a row. But it’s still

 possible for Caesar, and it should be. A leader whois good can try to move twice in a row, and

 possibly first in the next turn to surprise a bad

leader. That’s how Hannibal, Scipio Africanus, and

Caesar won; by maneuver and might. Theiropponents sat still while they imposed their

will).

5. POWERS, PROVINCES AND UNITS

(5.1) Powers

(5.11)  A power is a Roman faction at war withothers, or a state outside the Roman polity, or a

group of barbarians or other military force. Each

 player controls at least one power; some may

control several. Certain powers may be neutral, that

is, not directly controlled by any player. Normally,

each player controls one major power and maycontrol several minor powers; sometimes, however,

a player is assigned more than one major power.

The scenario description defines the powers used inthat scenario.

· Important: When a player controls more than one

major power, each major power has its own player-

turn.

(5.12)  Each power can control units and cities. A

 player may not transfer cities or units between his

 powers.

(5.13)  Powers can be major or minor, Roman

civilized non-Roman or barbarian.

(5,14)  Only major powers collect taxes; minor

 powers do not. Each major power has a treasurylevel.

(5.15) Only Roman powers have Imperators. Non-Roman and barbarian powers have a Rex (king), or

no supreme leader (see 18.4).

(5.2) Minor Powers

(5.21) Minor powers can be client states or neutral;active or inactive.

(5.22)   Active client states: The client state is

completely controlled by one of the major powers.

Units of the major power and of its other clientstates may move through the client state with

impunity. The major power's player moves the

client state's units, uses them to attack, may stackthem with units of his major power, etc. However,

he may not tax the client state, nor may he mobilize

units of other powers in the client state's provinces.

Only the client state may build units in provinces it

controls.

· Minor powers never have their own player-turns.

The controlling player of a client state moves and

takes other actions with its units during the player-

turn of the major power  which controls it.

(5.23)  Inactive client states: The state is controlled

 by one of the players; he may move his units

through the state's provinces. However, the clientstate's units may not move or initiate combat, nor

does the client state accrue replacement points,

until the client state is activated, after which it

follows the rules of 5.22.

(5.24)  Inactive neutrals:  None of the power's units

move or attack, nor may it accrue replacement

 points. If any other power's units enter the neutral's provinces, it is activated (see 23), and follows the

rules of 5.25.

(5.25)  Active neutral: Active neutral powers are

controlled by the "farthest power" rule:

Farthest Power Rule

· The controlling player is the one whose closestcity or combat unit is farthest from any of the

neutral's cities or units. All distances are measured

in hexes. If two or more players' units are equally

far from the power, each should roll a die; the high-

roller controls the power. Example: Gallaecia is a

neutral power. Player A's closest unit is inAquitania; player B's closest city is Mediolanum.

Player B controls Gallaecia.

· When determining the farthest power, ignore the

 presence of cities and units controlled by other

neutral powers. Example: Player   A is the farthest

 power from both the Franks and the Burgundians.

He controls them both; the fact that the Franks and

the Burgundians have units close to each other doesnot prevent Player A from controlling them both.

· The controller of a neutral power moves its units,makes its attacks, etc., during his own player-turn.

However, he does not treat it like a client state: his

other powers' units may not combine in an attack

with the neutrals', may not stack with neutral units,

etc.

· During each Diplomacy Phase, the players should

redetermine the "farthest power"; thus, a player

may lose control of a neutral if he gains cities ormoves units closer to it.

(5.26) If a scenario description does not specifically

assign a province to one of the powers, the

 province is an inactive neutral power in its own

right. This has no effect on play unless the provinceis invaded (see 23).

(5.3) The Power Form 

(5.31) On the last page of this book you will find arecord sheet. It is divided into the Power Form and

the Mobilization Form. The Power Form is used to

record powers' provinces, and treasury; theMobilization Form records a player's mobilization

of units (see 7.3). Players are free to make

 photocopies of the record sheet, or to copy it by

hand.

(5.32)  At the beginning of the game, each playershould fill out a record sheet. First, he should write

the names of the powers he controls in the spaces

 provided. Then, he should enter each power's

starting provinces.

· He should also enter the tax values of each

 province controlled by his major power(s), the

 powers' t reasury levels and their tax bases. All ofthese are listed in the scenario description.

· He should also enter the replacement rate for each

of his minor powers.

· All data should be entered in pencil, since much

will be changed during the game.

(5.33) The player should also enter mobilization

data on the Mobilization Form (see 7.3).

(5.34) Whenever a power loses or gains talents, the

 player should record the change by striking out the

old treasury level on his power record and writingin the new level.

· Whenever a power loses a province, the playershould erase it from his power record (subtracting

the province's tax value from the tax base if lost by

a major power). See also 6.11

· Whenever a power gains a province, the player

should enter the province on his power form,adding its tax value to the power's tax base if

appropriate. See also 6.11

(5.4) Provinces

(5.41)  The scenario description indicates what

 provinces each power controls at the beginning of

the game. See also 6.11

(5.42) A power controls a province if it controls the

most taxation of the cities in the province.

· A player controls a city by physically occupying

the city with a combat unit, being the last player to

move a combat unit through the city, or, if no unit

occupies or has been moved through the city,

controlling the province per scenario description.

· If two or more powers together meet the

requirements for control a province, and they are

controlled by the same player, he decides which ofhis powers gains control of the province.

· When some cities of a province are owned by one

 player and others by different players, they may

find it helpful to use the "Control" markers

 provided with the game to record city ownership.

(5.43) A province which contains no cities can be

 subdued.

· A power has subdued a province if it contains noenemy units, and the province contains at least two

of the subduing power's heavy infantry or heavy

cavalry units. 

· Exception: Germania Magna must contain six

heavy units to be subdued.

· No power may raise or rebuild units in a subdued

 province.

· A province remains subdued until a) it no longer

contains two of the subduer's heavy units, or b) it is

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entered by any of the owning power's units. Whenit is no longer subdued, units can be raised in the

 province.

· For victory purposes, subdual is consideredequivalent to conquest.

(5.5) Units 

(5.51) There are ten differently-colored sets of unitsin Advanced Imperium Romanum. The colors are:

 purple, red, green, blue, yellow, orange, brown, tan,

 black and grey.

(5.52)  The scenario description indicates which

colors are used by which powers. Usually, one

color is used for each power.

· A power may only recruit units of its color.

· The countermix is a restriction on the players. For

example,  if all the 4-12 light infantry units in the purple mix are on the game-map, the purple player

may not recruit any more light infantry units.

(5.53)  If a scenario assigns a power two or more

different colors, it may recruit units of all its colors.

(5.54) When a unit is eliminated in play, the power

may rebuild it on some future turn. Eliminated units

are not permanently out of play.

(5.55) Sometimes a major power and a minor one

share a color. In this case, when some of the minor

 power's units are eliminated, the major power may

not rebuild those units. They remain available for

reconstruction by the minor power only.

(5.6) Record Sheet (see back of rules book)

(5.7) Alliances

(5.71) During the Diplomacy Phase, any group of

 players may dec lare that they are allied. Alliances

last for one game-turn only. An alliance can, of

course, be renewed each turn during the DiplomacyPhase with the consent of all parties .

(5.72) Units may be moved by any of the faction players involved in an alliance (i.e.: you may move

units of allied factions when any alliance’s chit is

draw).

(5.73)  Allied players' units may stack with each

other, benefit by each other's leaders in combat andforce march, engage in combat together against

common enemies, accept siege in each other's

cities, transport land units, draw supply througheach others' ports or baggage trains, etc. When a

 player moves units through an ally's inactive client

state, the client state is not activated.

(5.74) Allied units may not attack one another nor

capture or plunder cities belonging to allies.

(5.75)  Allied players may not   lend or give each

other cities, units, fortifications, supply points orcities. They may lend or give talents.

(5.76)  If one player's land units end a turn

embarked on an ally's fleets, and the alliance is not

renewed on the following game-turn, the fleets are

destroyed. If they were in a coastal hex, the landunits are placed in the hex and may not move that

turn; if in a deep sea hex, the land units are

eliminated as well.

6. TAXATION AND TALENTS

(6.1) Taxation

(6.11)  Each city has a tax value. Tax values

change from scenario to scenario. Each scenariolists the tax values of the major powers' initial

 provinces. If a power controls some but not all

cities of a province, it may tax those cities. When

control of a province is shared, the players must

determine what revenue they receive from the

 province by counting up the tax values of the citieseach controls.

(6.12)  Taxation and Mobilization Phases occur

every third game-turn, during the months of March,June, September and December.

· Each player should keep a running total of the taxvalues of the provinces his major power controls in

the total tax value space on his record sheet.

· During each Taxation and Mobilization Phase, the

 player should add his tax base to his major power's

treasury level.

(6.2) Treasuries

(6.21)  A power's treasury level   is  the number of

talents  it possesses. Talents are spent to mobilize

units, on donatives, etc. Each power's initialtreasury is listed in the scenario description. Players

record their powers' treasuries on the Power Record

(see 5.34).

(6.22)  Minor powers never acquire or spend anytalents. They never have treasury levels.

(6.23) Powers may exchange talents during theDiplomacy Phase. Any major power may give

talents to any other major power (including one

controlled by the same player).

(6.3) Tax Value Chart  (see chart booklet). The

 province of Adiabene was omitted from this chart.Its tax value should be 1 in all scenarios and

 periods.

7. ROMAN MOBILIZATION

(7.1) The Three Ways of Recruiting Units

(7.11) During the Taxation and Mobilization Phase,the players may recruit new units and place them

on the game-map.

(7.12) Each power recruits units in a particular

way. There are three possible methods of

recruitment:  Roman mobilization (section 7 of the

rules), civilized recruitment (section 26), or accrual

(section 8).

(7.13) Unless otherwise indicated by a scenario 

description, major powers use Roman mobilization

and minor powers use accrual.

(7.2) Mobilization Areas

(7.21) For mobilization purposes, the board is 

divided into mobilization areas. A mobilization

area is a province or group of provinces, as defined by the Mobilization Charts (see 7.9).

(7.22) There is a limit to the number of units which

can be raised in a mobilization area each year.These limits are found on the Mobilization Charts.A different chart is provided for each period.

(7.23) Along the top of the Mobilization Chart is alist of unit types; along the left-hand side is a list of

mobilization areas. The table indicates how many

units of each type can be raised in each area.

· Example: In  period I, three 20-10 legions, four

16-10 legions, two 4-12 light infantry, and four 18-30 fleets can be raised in Italia.

(7.24) If a province is not part of any mobilizationarea, one 4-12 light infantry unit may be mobilized

in that province each year. When a player mobilizes

a unit in an unlisted province, he should note that

he has done so on his form.

(7.3) The Mobilization Form

(7.31)  At the beginning of the game, each player

should fill out a Mobilization Form for each of hismajor powers. He finds the Mobilization Chart for

the period of the scenario, and copies the "unit

types" and "unit costs" lines of the chart onto the

top two lines of his Mobilization Form.

· Note: On some charts, unit costs depend on thescenario. For example, the Period 2 Mobilization

Chart (7.92) has two sets of unit costs; one for use

with scenarios 4 and 5, the other for use withscenarios 6 through 8. The player should copy

whichever set of costs applies to his scenario.

(7.32) In the left-hand column of the form, the

 player lists mobilization areas. If he owns any

 province within a mobilization area, he should copythat area's line of the Mobilization Chart onto his

Mobilization Form.

Example:  It is Period 1, and you controlTarraconensis, Baleares, and Italia. You copy the

Hispania, Baleares and Italia lines onto your form.(Hispania is copied even though you control only

one of the four provinces contained in the Hispania

mobilization area.)

(7.4) Purchasing Units

(7.41) Buying units costs talents; the Mobilization

Chart lists costs. (Example: In Period 1, a 20-10

legion costs 4 talents; a 16-10 legion costs 3; a 4-12light infantry costs 1; etc.)

(7.42)  When a power builds a unit, the cost isdeducted from the power's treasury. The owning

 player takes the unit from the counter-mix and

 places it on the map.

· A power may not build a unit if it has insufficient

funds to do so. There is no "deficit financing. "

· Important: Mobilizing unit in June, September or

December costs double the normal cost. Only in

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March are costs undoubled. Example: In Period 1,a 20-10 legion costs 8 talents in June, September or

December.

· Exception: This rule does not apply in the firstJoint Mobilization Phase of a game. That is, if the

first Joint Mobilization Phase falls on June,

September or December, unit costs are not doubled

in that phase.

(7.43) A power can only build units in provinces it

controls (per 5.42) which contain at least one of its

leaders.

· Having a leader in one province of a mobilization

area does not permit a player to build units in other

 provinces of the same area.

· When a power builds a unit in a province, the player must place it in a non-besieged city in the

 province. He is not required to place i t in the same

city as the leader.

(7.44) A maximum of two units may be placed in

each city in a Mobilization Phase.

(7.45) Whenever a unit is built, it is placed on the

game-map with the unseasoned (lower strength)side face-up (see 15). Example: When a player

mobilizes a 20-10 legion, he places it on the game-

map with the "10-10" side face-up.

(7.5) Mobilization Limits

(7.51) Each player must record the units he raises

on his Mobilization Form by entering a tick-mark

on the Form in pencil under the unit type, on theline of the mobilization area in which the unit is

raised.

· If a player raises a unit in a mobilization area

which he shares with another player, he must

announce that he is raising the unit. All players

who own provinces in the mobilization area must

enter tick-marks on their Forms; when one player

raises a unit in an area, he depletes the area's poolof available units for everyone else as well as for

himself.

(7.52)  When an area's mobilization limit for the

units of one type has been reached, no more unitsof that type can be raised in the area.

Example: In Period 1, no more than three 20-10

legions can be raised in Italia.

· The limits apply for one year. At the end of each

December game-turn, the players should erase all

tick-marks from their Mobilization Forms.

(7.53) When a mobilization area contains provinces

owned by different powers, a problem can arise

when more than one power tries to raise units in thearea.

· If the units the players wish to build do not exceed

the area's limit, no problem arises.

· If they do, the area's mobilization pool is dividedas equally as possible among the players. Any

"extra" units are allocated by die-roll.

· Example: One player controls Tarraconensis;another controls Baetica; and a third controls

Lusitania. All three provinces are part of the

Hispania mobilization area, from which four 4-12

light infantry units can be raised. Each of the three players wishes to raise three 4-12's. Obviously, nine

4-12's cannot be raised. Dividing the pool as evenly

as possible means each player can raise one unit;

this leaves one "extra" 4-12.

Each of the three players rolls a die; the high-roller

may raise the last 4-12.

(7.6) Counter-Mix Limits

(7.61)  A player may always substitute a unit of

inferior quality for one of superior quality when

raising units. The substituted unit must be of the

same type, i.e., bear the same symbol.

· Thus, a player may raise a 16-10 and charge it

against an area's 20-10 mobilization limit.

· However, he could not raise a 16-9, because 16-

9's are civilized non-Roman units, not legion units-

they are printed with different symbols.

(7.62)  Each unit has a combat efficiency rating(CER)-A (best), B, or C (worst). The CER of a

 power's units is indicated by the scenario

description (see 14.5). Often, unit colors are used toindicate CERs; for example, a player might control

 purple and red units, with the purple units being

CER A and the red ones CER B.

· Each mobilization area also has a CER, which is

listed on the Mobilization Chart (see 7.9). Unitsraised from an area have the area's CER.

· Only units of an appropriate color (that is, CER)can be raised in an area. Exception: A player can

raise CER B units in a CER A area, because this is

substituting an inferior unit for a superior unit (see

7.61).

(7.7) Baggage Trains

(7.71)  There are no mobilization area limits for

 baggage trains. However, no power may have more baggage trains than it has leaders. (This may

require removing baggage trains when a leaderdies.) In addition, there are only 15 baggage trains

in the countermix; no more than 15 baggage trains

may be in play at any time.

(7.72) The cost of raising a baggage train is l isted at

the bottom of the Mobilization Chart.

(7.73) The rules of 7.4 apply to purchasing baggage

trains (except for 7.45; baggage trains do notrequire seasoning).

(7.74)  All newly-built baggage trains are placedwith the "depleted" side face-up (see 13.4).

(7.8) Fleets

(7.81) The back of each fleet counter does not

represent it while "unseasoned". Fleets are neverunseasoned or veteran. The 18-30 side represents

one fleet; the 36-30 side represents two fleets. If

two of a power's fleets are in the same hex at any

time, the player may remove one fleet and flip theother fleet counter to its higher strength (36-30)

side.

(7.82) Building a fleet takes three months. When a player pays the cost of building a fleet, he should

note (on the back of his record sheet) the port hex

in which he is building it. Then, he should place the

fleet counter on the Month Track on the next monthin which Taxation and Mobilization occurs.

· The rules of 7.4 apply to building fleets, except

for 7.45 (fleets do not require seasoning).

· Example: The player builds a fleet in March; he

 places the fleet counter in the June box.

(7.83)  During the next Taxation and Mobilization

Phase, the player removes his fleet from the MonthTrack, and places it in the port he noted on paper.

(7.84) If a port where a fleet is being built iscaptured before the fleet is placed on the game-

map, the new owner of the port may capture the

fleet. If he has any unused fleet counters, he

removes the fleet from the Month Track and

replaces it with one of his own. If not he places a

control marker on top of the captured fleet. He may place it in the port during the next Taxation and

Mobilization Phase.

· A player may voluntarily destroy any fleet he is

 building during his own Movement Phase

(presumably to prevent capture). The fleet is

removed from the Month Track and returned to the

game-box.

(7.85)  No more than two fleets may begin

construction in a single port each Mobilization

Phase.

(7.86) There are maximum mobilization levels for

fleets, just as for other units. Building a fleet cuts

into the man-power pool available for legions in

addition to that for flees; when a player builds a

fleet, he must make a tick-mark on his MobilizationForm under the "18-30" column and also under the

"16-10" or "20-10" column (his choice). If the

legion mobilization limit has been reached, no newfleets may begin construction.

(7.9) Mobilization Charts (see chart booklet)

8. RECRUITING BY ACCRUAL

(8.1)  Minor powers do not mobilize units. They

ignore the Mobilization Chart and do not pay

talents to build units. A minor power cannot build

new units; it can only replace units it loses duringthe game.

· Whenever a minor power loses units, its ownershould place them to the side of the game-map.

Those units are eligible for reconstruction.

(8.2) Each minor power has a replacement rate ,

which is indicated by the scenario description or

found on the Inactive Power Table (23.4). Thereplacement rate is the number of replacement

 points the power accrues each Taxation and

Mobilization Phase. Accumulated points are

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recorded on the Power Form.

· If none of a minor power's units have been

eliminated, it cannot accrue replacement points;

any points it earns are lost. Only when units areeligible for reconstruction may points be

accumulated.

(8.3)  During each Taxation and MobilizationPhase, minor powers may use replacement points torebuild units.

· Buying a unit costs as many replacement points asthe units "stacking value" (see 13.2).

(8.4) When a minor power buys a unit, the owner

 places it in any non-besieged city in a province

which the power controlled at the beginning of the

game and which it still controls. No more than twounits may be placed per city; fleets are delayed

three months, as usual.

· A minor power is not required to have a leader in

a province to build there.

· Rebuilt units are placed unseasoned-side faceup

(see 7.45).

(8.5) If a minor power controlled no provinces with

cities at the beginning of the game, it may rebuild

units anywhere in its initial province(s) (excepthexes containing enemy units).

(8.6) If a minor power controls no provinces at all,

or if all provinces have been subdued (see 5.43) it

may not rebuild units or accumulate replacement

 points.

(8.7)  Minor powers may rebuild eliminated

 baggage trains, but may not purchase new baggagetrains.

9. SEASONS 

(9.1) There are two seasons in Advanced Imperium

 Romanum: winter and summer.

(9.2) On the Month Track, winter months are tinted blue and summer months yellow. April and

 November are exceptions. During the AprilDiplomacy Phase, one player should roll a die: on a

roll of 1 through 4, April is a summer month; on a 5

or 6, it is a winter month. Similarly, a die is rolled

in November: on a 1 through 4, it is a wintermonth, and on a 5 or 6, it is summer.

(9.3)  In certain provinces it is always summer,

regardless of what the Month Track says. These

 provinces contain a small sun symbol (seegamemap). Note: During winter months, all sea

hexes are in winter for naval movement and

attrition purposes, even those adjacent to summer provinces.

(9.4)  The season affects movement costs, naval

movement, and foraging; see 10.3, 12.12 and 13.3.

(9.5) On the first month of summer (whether that isApril or May), all rivers flood (including those in

 permanent summer provinces). This affects

movement costs; see 12.13.

· Exception: The Nile (Nilus) always floods in

August and September (only).

10. NAVAL OPERATIONS

(10.1) Sequencing

(10.11) During his Naval Operations Segment, the player may move any activated fleets. Land units

and leaders may be embarked, carried by fleets, and

disembarked.

(10.12)  Other players may attempt to intercept

moving fleets with their own fleets. If interception

occurs, naval combat is immediately resolved.

(10.13) If a force is not intercepted, it may attack aforce of enemy fleets during its movement.

(10.2) Naval Movement

(10.21) Each fleet has a movement allowance of 15

(see 2.51). Each time it enters a sea hex, it expends

a number of movement points. It may not spend

more than 15 movement points in the course of

movement.

(10.22) The cost of entering a hex depends on

whether it is a shallow sea or deep sea hex, and onthe season. Movement costs are found on the

Terrain and Seasonal Effects Chart (see game-

map).

(10.23) Movement points costs are doubled outside

of the Mediterranean Sea. The Pontus Euxinus(Black Sea) is not considered part of the

Mediterranean.

(10.24) Fleets may not enter all-land hexes or cross

all-land hexsides nor may they move along rivers.

In addition, fleets may not violate the laws of

common sense (e.g., move from 5022W to 5121W

to 5222W).

(10.25) A fleet which ends its move in a port hex is

considered to occupy the port, unless the port is

enemy-controlled. There is no extra cost to enter a port.

(10.26) A fleet which begins the turn at sea must

end the turn in a friendly non-plundered port

(Exception: a fleet may end the turn in an enemy

 port plundered by the fleet in the same turn). Fleetscan only remain at sea every other turn. A fleet

which fails to meet this requirement is

eliminated. Use the “At Sea” markers at the end of

each turn to indicate those fleets that must move to

a friendly port during the next turn. 

(10.27) A fleet is not forced to stop moving if enter

a hex containing only enemy land units. It may passthrough or end movement in that hex.

(10.3) Winter

(10.31)  Naval movement costs are higher in the

winter (see the Terrain and Seasonal Effects Chart,game-map).

(10.32)  Naval movement during winter is

extremely risky. After a player finishes moving afleet during winter, he must refer to the Naval

Attrition Table (10.35). He finds the number of

movement points spent by the fleet along the

lefthand side of the table; the naval attrition value isfound on the right-hand side.

· Roll a die. If the number rolled is less than or

equal to the naval attrition value, the fleet iseliminated. A higher roll means the fleet is safe.

 Naval attrition is only possible when a fleet

actually moves. Amphibious invasion, embarkingand disembarking units does cost the fleet

movement points, but it is not considered

movement.

(10.33) The player may roll once for an entire stack

of fleets, or separately for each fleet in the stack, ashe wishes.

(10.34)  If a fleet carrying land units is eliminated,so are the land units. If part of a stack of fleets

carrying land units is eliminated, land units may

have to be eliminated so that the remaining fleets

can carry the remaining land units (see below).

(10.35) Naval Attrition Table (see chart booklet)

(10.4) Carrying Units

(10.41) A fleet may pick up land units at any point

during its movement. Embarking land units in a

friendly port hex costs the fleet 2 movement points;

embarking in a coastal hex costs 6 points. Leaders

can be embarked at no cost.

(10.42) Each 18 fleet can carry 4 stacking points of

land units (see 13.2). A 36 unit which represents

two fleets, can therefore carry 8 stacking points.

· A 30-16 heavy cavalry unit is worth 8 stacking

 points. It can be carried by two 18 fleets moving

together.

· Leaders have no stacking points, and are carried"for free."

(10.43) A fleet may disembark land units in:

· any friendly port at a cost of 2 movement  points.

· any non-port hex in a friendly province-that is, a

 province controlled by the carrying power or a

client state-at a cost of 6 movement points.

· A fleet can disembark Leaders alone at no cost.

(10.44)  Units can  be disembarked  into friendly

 ports under siege, unless at least one enemy fleet is part of the besieging force (see 17.2). Units can be

disembarked in a port in an enemy or neutral

 province, as long as the port is itself friendly.

(10.45)  If a fleet carrying land units expends 5 or

fewer movement points while on the same turn also

embarking, carrying and/or disembarking those

land units, the land units may move, using their full

movement allowance, during the subsequent LandMovement Segment. If a fleet spends 6 or more

movement points while on the same turn also

embarking, carrying, and/or disembarking land

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units, then those land units may not move duringthe Land Movement Segment.

(10.46)  A fleet is never required to disembark its

land units; they may remain loaded on the fleet aslong as the player desires.

· Players should designate which units are loaded

on a fleet by placing them under the fleet counter.Units in the same hex as fleets but not loaded onthem should be placed on top of the fleet counters.

(10.47) Embarkation and disembarkation costs arenot doubled outside the Mediterranean.

(10.48) When the scenario says "place a fleet and a

unit into a specific hex" the land unit must still be

embarked at a cost of 2 movement points to the

fleet to be moved by naval transport.

(10.5) Amphibious Invasion

(10.51)  Under some circumstances, a fleet may

disembark land units into an enemy or neutral

coastal hex. Doing so is called amphibious

invasion.

(10.52) Only fleets stacked with +2 or +3 leadersmay amphibiously invade. 

(10.53) Amphibious invasion costs 6 movement points, whether or not the invaded hex contains a

 port. Only leaders and infantry units can be

disembarked during an amphibious invasion;

 baggage trains and cavalry must remain aboard

fleets. Baggage trains may supply the disembarked

units but the combat strength of cavalry is notadded to the invading force.

(10.54) Land units which amphibiously invade maynot move by land during the same game-turn.

(10.55) An amphibious invasion may be made into

a hex containing enemy units, fortifications or an

enemy city or non-city port. When this happens, the

invading land units must attack the enemy units,fortification, city or port during the Land Combat

Segment of the same game-turn. The combat

strength of the invading land units is halved in thatattack, in addition to whatever other modifications

are called for.

(10.56)  Amphibious invasions may be made into

hexes containing enemy fleets only if those fleets

have withdrawn into port. Enemy fleets which arein the invasion hex and choose to remain outside a

 port must be attacked during the naval movement

segment and be either eliminated or forced to

retreat out of the hex or into port for the invasion to

 proceed. 

(10.6) Naval Interception

(10.61) Fleets controlled by non-active players may

attempt to intercept moving fleets.

(10.62) Whenever a fleet moves to a hex within six

movement points of an enemy fleet, the enemy

 player may attempt interception. The moving player should pause during movement to ensure

that other players have ample time to announce

interception attempts.

· Each fleet may only attempt interception once per

 player-turn.

(10.63)  Fleets in deep sea hexes can never beintercepted.

(10.64) Only fleets in friendly, non-besieged ports

may attempt interception. A fleet can embark landunits paying 2 movement points as per rule 10.41.These 2 points are counted in 10.65.

(10.65)  When a force attempts interception, countthe number of movement points between the

intercepting force and the moving fleet. The

intercepting player rolls a die; if the number rolled

is  greater than or equal to the distance in

movement points, interception occurs. (Example:

A fleet attempts interception at a distance of 4movement points. The player must roll 4, 5 or 6 to

intercept successfully. If he waited for the enemy

fleet to enter a hex 3 movement points away, hewould succeed on a roll of 3, 4, 5 or 6.)

(10.66)  The intercepting player may roll once for

his entire stack, or separately for each fleet in the

stack, as he wishes.

(10.67)  If interception is successful, place the

intercepting fleets in the hex where interception

takes place. Naval combat immediately occurs; theintercepting player is the attacker.

· Naval combat is resolved before attrition during

winter. However, intercepting units are subject to

naval attrition, just like moving units.

(10.68) If a player attempts interception with fleets

from different hexes, all interception attempts are

resolved before naval combat occurs. However, iftwo non-moving players wish to intercept the same

moving fleet, the interception and combat of the

first player who declares interception is resolved

 before the second player may attempt interception.

(10.69) If no interception occurs, the moving forcemay continue to move.

(10.7) Naval Combat

(10.71) Naval combat occurs upon interception. Inaddition, when activated fleets move into a hex

containing enemy fleets, he may, at his option,

temporarily interrupt his movement to attack those

fleets.Fleets in a friendly port hex can be either

outside or inside the port.

In both cases the inside/outside state

only matters when the hex is attacked.

Defending fleets attacked in a friendly port hex canchoose to accept combat outside the port or

withdraw into the port.

Fleets in a port hex that choose to accept combatoutside the port may be attacked normally.

Fleets that withdraw into port become part of

the city defenses and may not be attacked

separately; they may only be attacked (as part of

the city defense) when the city is attacked by

amphibious invasion (in the Land CombatSegment, per 10.55 & 14.7).

· When interception occurs, the intercepting player

is the attacker.

· Otherwise, the moving player is the attacker.

(10.72)  All fleets in a hex must participate whennaval combat occurs there; no units may be

withheld from the combat.

(10.73) When naval combat occurs, each playermust calculate his total naval combat strength. Todo this:

· Add up the combat strengths of all friendly fleetsin the hex.

· Add to this the combat strengths of all light and

missile infantry carried by friendly fleets.

· Add one-half the combat strength of all heavyinfantry carried.

· Cavalry units do not contribute their combatstrength to the total.

(10.74)  The players now compare the attacker's

combat strength to the defender's as a ratio. This

ratio is rounded down, in the defender's favor, to

one of the ratios found along the top of the NavalCombat Results Table (10.8).

· Example: Pompey's total naval combat strength is132; Caesar's is 90. Pompey would need 135 to

obtain a 3-2 ratio over Caesar (90 divided by 2 is

45; 45 times 3 is 135). He does not quite have this

strength, so the ratio is rounded down to 5-4, the

next lowest ratio on the table.

(10.75)  The attacker rolls a die. He may add the

leadership value of any one of his leaders who is in

the hex. The leadership value of one defendingleader is subtracted from the die-roll. The dieroll

may also be modified by CERs (see 14.5).

· Each player chooses which of his leaders is used if

more than one are present. If no leader is present,

leaders do not affect the die-roll.

(10.76)  The players refer to the Naval Combat

Results Table, and find the calculated ratio alongthe top of the table and the modified die-roll along

the left-hand side. They cross-reference to find aresult.

· Results consist of two numbers separated by

slashes. The first number applies to the attacker; thesecond to the defender. A dash (-) means the player

suffers no loss.

(10.77) A result of "1" means the player loses one-

fourth of his fleets; a "2" means he loses one-half; a"3" means he loses three-fourths; and a "4" means

he loses them all. Round losses down, except that a

 player must always lose at least one fleet if hereceives any numbered result.

· Count each 36-30 as two fleets .

· A player may satisfy a one fleet loss by flipping a

36-30 over to its 18-30 side.

(10.78)  If a player's fleets are carrying land units,

after suffering losses he must check to make sure

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the remaining fleets can carry all the land units. Ifthey cannot (see 10.42), the excess land units are

eliminated.

(10.79) After naval combat is over, the losing force(the one which lost the largest number of fleets) is

immediately placed in the nearest friendly port. If

 both lost an equal number of̀ fleets, both have lost.

· If the nearest friendly port is more than 5movement points away, the losing force does not

move, and instead loses 1 additional fleet.

· If the activated force wins, it may continue

moving. It may not, however, initiate naval combat

again until next turn.

(10.8) Naval Combat Results Table (see chart

booklet)

11. CULTIVATION AND ROADS

(11.1) Roads

(11.11)  The Romans built their famed roads

through some but not all of the provinces on the

game-map. Many roads were built in the course ofthe Roman era, and some fell into disrepair upon

Imperial retreat. To reflect this, each province is

said to have roads or to have no roads. Whether ornot a province has roads depends on the scenario

and is determined by the Province Status Maps (see

11.3 below).

(11.12) The land movement cost to enter hexes in

 provinces without roads is higher than in provinceswith roads (see 12.12).

(11.13) The cost of crossing a river also varies withroad status. A river along the border between a

 province with roads and one without is considered

to be in the province with roads.

(11.2) Cultivation

(11.21) Some but not all provinces on the gamemap

are heavily settled and produce a substantial

agricultural surplus. These are cultivated provinces.Less civilized areas are wild  provinces. The

cultivation status of a province changes as it iscivilized or reverts to barbarism, and is found on

the Province Status Maps (see 11.3).

(11.22) The number of units which can forage in ahex depends on the province's cultivation status

(see 13.32).

(11.3) Province Status Maps  (see last pages of

rule book)

(11.31)  There are eight Province Status Maps

 provided with the game. They are printed on thelast few pages of the rules book.

(11.32) Each Province Status Map is a copy of the

game-map, much reduced in size. The provinces on

each map are tinted to indicate which have roads

and which do not; which are cultivated and whichwild.

(11.33) Along the top of each map is an indication

of which scenarios it covers. When you begin to play, find the map which covers your scenario, and

refer to it during play.

(11.4) Sketch Map (see center of rule book)

A somewhat larger sketch map, showing

 province boundaries and other useful information,

is printed at the center of the rule book. West EndGames grants permission to photocopy the sketchmap. You may find it helpful to record province

ownership, tax values, or other information. 

12. LAND MOVEMENT

(12.1) Movement Costs

(12.11) Each land unit and leader has a movementallowance (see 2.52). Each time a unit enters a hex,

it spends movement points. A unit’s movement

allowance is the number of movement points it mayspend in the course of each activation. In Advanced

 Imperium Romanum  all movement allowances

 printed on the counters are halved (i.e, a 20-10 unit

is treated as a 20-5, a 20-9 as a 20-4,5).

(12.12)  The movement point cost to enter a hexdepends on the terrain in the hex, whether or not

the province in which the hex is located has roads,

and the season. The Terrain and Seasonal EffectsChart (see game-map) lists movement costs.

Example: The cost to enter a forest hex in a

 province with roads during winter is 2 movement

 points.

(12.13) If a land unit enters a hex by crossing ariver or narrow seas hexside, the cost of entering

the hex is increased by the river or narrow sea's

cost (see the chart).Land units shall be allowed to move between the

mainland and an island in the same hex.

Crossing such a strait shall cost two (2) Movement

Points, and shall be treated as movement across

 Narrow Seas for the purposes of attack. Examples:

1461, 5020, 5021, 5120, 5221, 5318, 5419, 5420,5621, 1405, 3104.

If any part of the hex side is river/sea/mountain, it

counts.

· When a land unit crosses a river during flood (see9.5), it is subject to an additional penalty. First,

calculate the cost of entering the hex normally,

including the regular river cost. Then, double this

number; the result is the cost of entering the hex.

(12.14) A unit which begins movement adjacent to

a hex which it does not have enough movement

 points to enter may enter the hex anyway at the cost

of all its movement points. (Units may not crossimpassable terrain using this rule.)

(12.15)  If land units move into a hex containingnon-besieged enemy units (whether land or naval),

they must stop moving and may move no farther.

They can freely move through hexes containing

enemy units under siege.

(12.16)  Movement across narrow sea hexside is prohibited if an enemy fleet is present, but

according to 12.15 and 14.11 land units may battle

the sea units.

(12.2) Force March

(12.21) If a leader begins a movement segment

stacked with land units and remains with thoseunits throughout their movement, the stack may

 force march.  Note that only one forced march is

 possible per turn.

(12.22) When a stack force marches, the movementallowance of each non-cavalry unit in the stack is

increased by one plus the leader's leadership value.

(12.23) After the stack finishes moving, the owning

 player must roll a die. If the roll is  greater than one

 plus the leader's value, one force marching unit is

eliminated. The owning player decides which to

remove.

13. SUPPLY

During the Supply segment, the player checks to

make sure that all of his moved units are in supply.

Any units out of supply are eliminated. Units can

 be supplied by ports, baggage trains, and foraging.

· All units that are placed on the map - whetheractive or inactive - must check supply.

(13.1) Supply Through Ports

(13.11)  A port can provide supply to a power's

units if:

1) it is controlled by the power, a client state, or an

ally; and

2) it is non-blockaded (see 13.14), and

3) it is non-besieged, and

4) it is in a friendly province, or there is at least one

friendly port in a friendly province adjacent to the

same sea.

(13.12) For the purposes of this rule, there are  six

 seas in the game: the Atlantic (Oceani Atlanticus,

Germanicus and Sarmaticus); Pontus Euxinus;Sinus Arabicus; Sinus Persicus; the Western

Mediterranean; and the Eastern Mediterranean. Theline of shallow sea hexes between Africa

Proconsularis, Sicilia and Italia is the border

 between the Eastern and Western Mediterranean.

Thus, for example, a port in Sicilia can be used to provide supply to a unit in any province bordering

the Eastern or Western Med.

Hexes 1632/1633 are Mediterranean hexes;

1531/1532 are Atlantic hexes; Byzantium (5415)

and 5515 are Mediterranean hexes; 5514 is a BlackSea hex.

(13.13) If a port can provide supply, any unit in the port hex or within 4 land movement points is in

supply (Exception:  Corcyra can supply the

mainland in hex 4621 only). This path may not

 pass through any hex with a non-besieged enemy

unit. The hex occupied by the units to be supplied

may be occupied by enemy units (i.e.: in case of anattack or siege).

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(13.14) A port may be blockaded by enemy warfleets, thus preventing land units from tracing a

Line of Supply to that port. If a friendly port hex is

occupied by less  friendly fleet combat Strength

Points (inside the port) than enemy fleet combatStrength Points (outside the port), the port is

considered blockaded. Land units being transported

on either friendly or enemy fleets in the hex have

no bearing on this calculation. Enemy non-transported land units inside the port cannot engagethe blockading fleets. Fleets which are part of a

 blockading force are not immune to rule 10.26.

(13.2) Stacking Points

(13.21)  Each unit has some number of  stacking

 points. Stacking points affect naval transport (see

10.42), baggage train supply (see 13.43) and

foraging (see 13.3).

(13.22)  Stacking points are summarized on the

Forage Chart (13.7). However, two simple rulesallow you to calculate a unit’s stacking value:

· Heavy units have 4 stacking points; light units

have 1.

· Cavalry doubles.

This means that a legion’s stacking value is 4;

heavy cavalry is 8; missile infantry is 1; lightcavalry is 2; etc.

(13.23)  For supply purposes, fleets and baggage

trains each have 4 stacking points. Baggage trains

must be supplied like any other unit.

(13.3) Foraging

(13.31)  Any unit which can forage is in supply.Each hex has a forage capacity; if a hex contains

more stacking points than its forage capacity, the

excess stacking points are out of supply unless

supplied by baggage train (or by port).

(13.32) When a stack of units forages, refer to theForage Chart (13.7). Find the season and province

status (cultivated or wild) along the top and the

terrain the stack occupies along the side; cross-reference to yield the forage capacity.

(13.33) If the hex contains a friendly non-besieged

city, add the city forage value to the terrain value to

determine the hex's total forage value.

· If a city is under siege (see 17), the units under

siege use only the city's forage value; the besieging

units use only the terrain forage value.

· Example: The forage value of a clear terrain hexin summer in a cultivated province is 24; the value

of a city is 8. The hex's total forage value is 32.

Only 8 stacking points of units under siege couldforage; 24 stacking points of besieging units could

do so.

(13.34)  If a stack contains more stacking points

than can forage, and the remaining units cannot be

supplied by a port or baggage train, the owning player decides which units will forage and which

will be eliminated. 

(13.35) Enemy units and non-moved friendly unitsthat occupy a hex when a stack moves into it,  

reduce the forage value of the hex (example: if a

stack of 3 Roman infantry moved onto a stack of 3

 barbarian infantry in a cultivated clear hex, all unitscould forage if it were Summer (24 points);

however, in the Winter, 2 Roman units could not

forage (16 points)).

(13.4) Baggage Trains

(13.41)  Each baggage train can carry up to three

supply points. When a baggage train is built, it is placed on the game-map with the "depleted" side

face up. When it carries one supply point, it is

flipped to its undepleted side; when it carries two

 points, a supply marker showing the half-filled

supply symbol is placed under the baggage train

counter; when it carries three points, the supplymarker is flipped to its filled side.

(13.42)  Each turn that a baggage train occupies afriendly non-besieged city and neither moves nor

expends supply points, it automatically gains one

supply point. Baggage trains which move or

expend points to supply units do not gain supply. A

 baggage train gains no points if it is already

carrying three.

· If none of a power's provinces contain cities, it

may replenish baggage train supplies in any hex ina province it owned at the beginning of the game

(exception: 5.43).

· Supply points are gained at the end of turn.

(13.43) If a baggage train occupies a hex containingfriendly units during the Supply Segment, it may

supply those units (exception: see 13.53 and 17.16).

· Expending one supply point supplies 32 stacking

 points of units (see 13.2); if more than 32 stacking

 points are present, more than one supply point can

 be expended.

· If more than one baggage train is present, all mayexpend supply points.

· Any units not supplied by baggage trains mayforage. Some units in a hex can forage and others

 be supplied by baggage trains.

(13.44) If units attack an enemy baggage train in a

hex which contains no enemy units, fortifications

or cities, they capture the baggage train and allsupply points it carries. If the captor prefers, the

 baggage train may be eliminated. In a Roman civil

war, where one side is wiped out in a battle, the

winning side gets the baggage train. If barbarians

win the battle, it should just disappear. Roll a diefor civilized non-Roman: 1-4 they get to use it; 5-6

their troops plunder it all and it disappears.

(13.45) During the Supply Segment, a player may

voluntarily remove any of his own activated

 baggage trains from play. Any supply points

carried by the baggage train may be used to supply

units on the segment. In addition, the baggage train

itself is considered to be a supply point; removingeven a depleted baggage train allows a player to

supply 32 stacking points.

(13.46) A baggage train cannot be moved morethan twice per turn, but may supply friendly units

more than twice per turn. Example: a stack of units

enter a hex occupied by other friendly units and a

 baggage train, both already moved in a previousactivation. The units entering the hex may be

supplied by the baggage train (if port or forage

supply is not possible).

(13.5) Supply in Sieges

(13.51) If units in a port city under siege can draw

supply from the port per 13.11 1), 2) & 4) they arenot subject to siege attrition (see 17.3)

· Other friendly units outside the city may not

draw supply from the port. Only the besieged units

may do so.

(13.52) If the port is blockaded, the besieged units

must be supplied by baggage trains (first, if any is

 present) or forage in the city (afterwards).

(13.53) If a player has units inside a besieged city,

and also units outside the city in the same hex, the

units inside the city may not use the baggage trains

of those outside, and vice versa. In addition, the

units in the city may only forage from the cityitself, and those outside may only forage from the

hex.

(13.6) Fleets 

(13.61)  Fleets and units embarked on them are

always in supply, except when in a besieged or

 blockaded city/port.

(13.62) A fleet in a besieged or blockaded city/port

must draw supply like any other unit. For supply

 purposes, it is considered to have a stacking valueof 4.

(13.7) Forage Chart (see chart booklet)

14. LAND COMBAT

(14.1) When Land Combat Occurs

(14.11) During his Land Combat Segment, any of

the activated player's units in enemy-occupiedhexes can make attacks. No unit is required to

attack (exceptions: 14.13, 14.14 and 10.55).

· The moving player is considered the attacker andthe owner of the enemy units the defender.

(14.12) Any of the activated player's units in a hex

containing an enemy city may attack the city. If a

hex contains both enemy units and an enemy city,the attack is made against both the units and city

together.

(14.13) If moving units entered an enemy occupied

hex by crossing a narrow seas hexside or by

amphibious invasion (see 10.55), they are required

to attack and their combat strength is halved (see

14.42).

(14.14) When an attack is declared, one of three

things happens:

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· The defender retreats before combat; or

· combat is resolved; or

· the defending units are besieged.

(14.2) Retreat Before Combat

(14.21) The defender may choose to retreat beforecombat, unless:

· The attacker's force contains at least twice as

many combat strength points of cavalry as thedefending force. If it does, the defender may not

retreat before combat.

If cavalry enter a combat hex by crossing a river or

narrows seas hex-side, their strength is halved for

the purposes of calculating 2:1 cavalry superiority.

· Units under siege may not retreat before combat

(exception: 17.27).

(14.22)  The defender is never required to retreat

 before combat.

(14.23) If the defender chooses to retreat, he moves

all the defending units to an adjacent hex. Units

may not be retreated:

· into a hex containing enemy land units whose

total combat strength is at least one-fourth that ofthe retreating units.

· across a river, narrow sea, all-sea or mountain

hexside.

(14.24)  Units may not retreat across a hexside ifenemy units crossed that hexside to enter the

combat hex, and the combat strength of the

entering force was at least one-fourth that of theretreating force. Example: A force of 44 combat

strength points occupies a hex. An enemy force of

80 strength points enters from the north, and

another of 10 from the south. One-fourth of 44 is

11, so the defending units can retreat south, but not

north.

(14.25) All units must retreat into the same hex; a

stack may not be split up during retreat (exception:

14.72).

(14.26) Leaders can retreat before combat with a

fleet per rule 14.73.

(14.3) Entering Siege

(14.31) When an attack occurs in a hex containing

a non-plundered  city owned by the defender, his

units (land or naval) may accept siege in the city

(but see rule 16.3).

(14.32)  When units accept siege, place a "Siege"

marker on top of them. Units under siege aresubject to the rules of section 17.

(14.33)  If all units accept siege, the attacker must

make a decision. He may besiege the city, in which

case no combat takes place; or he may assault the

city.

(14.34)  If the attacker assaults the city, combat is

resolved just as it would normally be, except that

the combat strength of all units (except cavalry)which accepted siege is doubled.

· In deforested provinces, their strength is tripled;

see 16.2.

· When barbarians or Parthians assault a city the

defender's combat strength is always tripled even in

forested provinces. (Neither barbarians nor theParthians had an adequate siege technology.) Note:"Parthians" are not the same as "Persians"; this rule

does not apply to Persians. (Check the scenario

description to make sure which power is in play.)

(14.35) If the defending player wishes, some of his

units may accept siege, and others either retreat

 before combat or engage in combat.

· When this happens, the attacker can either attackthe units outside the city alone, or attack them and

assault the city at the same time. If he assaults the

city, the combat strength of the units whichaccepted siege is doubled (or tripled), and added to

the (unmodified) combat strength of the units

which did not.

(14.36) Cavalry assaulting cities is halved, rounded

up. (Exception: if some defending units engage incombat outside the city per 14.35, then only

attacking cavalry units in excess of the total of

defending units outside the city are halved).

(14.4) Resolving Combat

(14.41) Even if an attack is declared, combat does

not occur if:

· the defender retreats before combat, or

· all defending units accept siege and the attackerdecides not to assault the city.

(14.42) When combat occurs, each player must

total his units' combat strengths. No units can be

withheld (exception: 14.35).

· The combat strength of defending units under

siege is doubled or tripled (see 14.34).

· The combat strength of any attacking unit which

entered the hex by crossing a river or narrow seashexside, or by amphibious invasion is halved.

Exception: If the unit crossed a river hexside

during flood (see 9.5), its strength is reduced to

one-third its normal value.

· If the hex contains a city, port or fortification

owned by the defender, its combat strength is added

to the defending total (see 16.1).

(14.43) The players compare the attacker's combat

strength to the defender's as a ratio. This ratio is

rounded down, in the defender's favor to one ofthose found along the top of the Land Combat

Results Table (14.9). (See 10.74 for an example of

combat ratio calculation.)

(14.44)  The attacker rolls a die. The leadership

value of one active attacking leader is added to thedieroll; the value of one defending leader is

subtracted. The die-roll may also be modified by

the powers' CER (see 14.5).

· Each player chooses which of his leaders is used if

more than one is present. If no leaders are present,

leaders do not affect the die-roll.

(14.45)  If combat takes place in a rough or marsh

hex, 1 is subtracted from the die-roll.

(14.46)  The players refer to the Land CombatResults Table, and find the calculated ratio alongthe top of the table and the modified die-roll along

the left-hand side. They cross-reference to find a

result.

· Combat results are described in 14.6.

(14.5) Combat Efficiency Rating

(14.51)  Each unit has a combat efficiency rating(CER for short) from A (best) to C (worst).

Scenario descriptions assign initial CERs. Units

mobilized during a game have the same CER as thearea from which they are raised (see 7.62).

(14.52) When combat occurs, the attacker and

defender compare their CERs using the Combat

Efficiency Chart (14.8). The attacker's CER is

found along the left-hand side of the chart, and thedefender's along the top. The two are cross-

referenced to produce a number. This number is

added to the die-roll on the Land Combat ResultsTable (see 14.44). (Remember that adding a

negative number is a subtraction.)

(14.53) Often a stack will contain units of different

CERs. To determine the stack's effective CER for

combat purposes, use the CER which contributes amajority of the stack's total strength.

· Example: There are 32 strength points of CER Aunits, and 31 of CER C units; therefore, the stack is

CER A.

· If no one CER has a majority, the stack is CER B.

Example: There are 10 CER A strength points, 2

CER B points, and 10 CER C points. The stack isCER B.

(14.6) Combat Results

(14.61) Each combat result consists of two partsseparated by a slash. The first part applies to the

attacker, the second part to the defender.

· One of the two parts will be printed in boldface.The player whose result is printed in boldface is the

victor, and his opponent the loser of the battle.

(14.62)  If a player's result is "E", his force is

eliminated.

(14.63) If the player's result is "A" or "D", he loses

at least as many strength points as the other playerdid (round fractions up). Example: The combat

result is E/A; the attacker has a 4-12, which is

eliminated. The defender is required to lose at least

as many strength points as the attacker, but he has

two 6-16's; to satisfy the loss, he must lose one of

these units.

· The effects of terrain and cities on combat

strengths apply only when calculating combat

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ratios, not when calculating combat losses.Example: Losing a 4-12 in a city does not satisfy

an 8 point loss.

(14.64)  If the player's result is "'1/2A" or " 1/2D",he loses at least one-half the number of strength

 points his opponent lost. Example:  If the attacker

is required to lose 15 strength points and the

defender's result is " 1/2A", the defender loses atleas' 8 strength points.

· If the result is "1/4A", "1/4D", "3/4A" or "3,4D",

the player must lose at least one quarter or three-quarters the number of strength points lost by his

opponent.

(14.65) If a player's result is "N", he loses nothing.

(14.66)  The losing force must retreat. Rule 14.23applies. If the force cannot retreat, at least half of

the remaining strength points are eliminated.

· Cavalry superiority does not prevent retreat a fter

combat. Although cavalry may have entered a

combat hex by crossing a river or narrows seas hex-

side, strengths are not halved when deciding if the

loser of a battle can retreat after combat.

· When the defender retreats, rule 14.24 also

applies.

· Instead of retreating to an adjacent hex, the force

may retreat into a friendly city in the same hex,

accepting siege. In this case, place a "Siege" marker

on top of the units. The besieged units cannot be

attacked again in the same Combat Segment.

· Besieged units are not forced to retreat when they

lose in combat. They remain under siege.

(14.67) Any city in the hex belonging to the losing

side is captured, unless units remain under siege in

the city or all opposing units have been eliminated

(see 16.11).

(14.68)  Eliminated units are removed from thegame-map, and can be mobilized or taken as

replacements on any future Taxation and

Mobilization Phase.

(14.69)  Note: Unlike other games, the reducedstrength side of a unit is not used when it loses

strength in combat. There are no "step losses" in

 Advanced Imperium Romanum. The reduced

strength side of a unit represents it whenunseasoned (see 15).

(14.7) Fleets in Land Combat

(14.71) Fleets in coastal hexes can engage in landcombat. A fleet's land combat strength is one-fourth

its naval combat strength. (Example: The land

combat strength of an 18-30 fleet is 4; of two 18-30fleets, 9.)

(14.72)  If fleets are part of a force which retreats

(either before or after combat), they may retreat to a

different hex from the one to which land units

retreat.

(14.73) Defending fleets may always retreat before

land combat, even if the attacking player has two-

to-one cavalry superiority, unless he has twice asmany naval combat strength points in the hex as the

defender. Only two-to-one naval superiority

 prevents retreat before combat by fleets. Fleets may

retreat before combat even if other friendly units donot or cannot.

(14.74)  When fleets carrying land units attack in

land combat in a friendly coastal hex (a controlled province per 5.42), the land units are automaticallyconsidered disembarked and may take part in the

attack.

When fleets carrying land units are located in aenemy coastal hex (a non-controlled province per

5.42), those fleets may not attack in land combat,

nor may they disembark land units, unless they

meet the requirements for amphibious invasion

(e.g., the presence of a +2 or better leader, etc.).

When fleets carrying land units are themselvesattacked in land combat, whether in a friendly or

enemy hex, the land units are disembarked and take

 part in combat at the player's option. They mayfollow rule 14.73.

(14.75) When calculating land combat losses,

fleets' strengths are quartered before losses are

applied. That is, eliminating a 36-30 fleet satisfies

only a 9 point land combat loss, not 36 points.

(14.76)  Fleets, like land units, can besiege and

accept siege (see 17.2). See also 13.14

(14.8) Combat Efficiency Chart  (see chart

 booklet)

(14.9) Land Combat Results Table (see chart

 booklet)

(14.10) Optional Land Combat Results Table

(Design note: For those who thinks that theoriginal Land CRT is too bloody try this).

15. SEASONING UNITS

(15.1) A newly-built land unit is placed with itsunseasoned (lower strength) side face-up (see

7.45). At the end of combat, both players may

season units.

(15.2)  Only unseasoned units which took part incombat can be seasoned. A player may only season

as many strength points of unseasoned units as the

total combat strength of the enemy force.

· Example: A player has four unseasoned 10-10

legions, and attacks one veteran 20-10 legion and

an unseasoned 2-12 light infantry (total strength

22). The result is "N/N". The attacker may season

two of his legions, but not the other two; thedefender may season his light infantry.

(15.3) When a unit is seasoned, it is flipped to itsveteran (higher strength) side.

(15.4)  No units can be seasoned when an attack

results in retreat before combat, or a siege without

assault. Only when combat is actually resolved can

units be seasoned.

16. CITIES

(16.1) Intrinsic Combat Strengths

(16.11) Each city has a combat strength. A playercaptures a city when he defeats it in combat or

eliminates its strength through siege (see 14.61 and

17.34).

(16.12) Units can move through hexes containingenemy cities, but cannot capture those cities unless

they stop and attack.

(16.13) Cities' tax values and combat strengths vary

with the period, and are found on the Variable City

Chart (41.8).

(16.14)  If friendly units defend in a city hex, the

city's combat strength is added to their strength. Ifthey accept siege, the city's combat strength is

added after the units' strength is doubled or tripled.

(16.15) Non-city ports have combat strengths of 1

or 2 (see the Variable City Chart).  They add this

strength to the strength of friendly units in the same

hex, and can defend alone, just like cities.

However, non-city ports cannot be besieged; they

are captured when they lose in land combat. Theycan be attacked just like normal land units, though

obviously they cannot retreat nor can they accept

siege.

(16.16) The CER of ports and cities is always B.

(16.2) Deforestation

Historical Note: When Roman armies laid siege toa city, they built siege engines-towers, ballistae and

so on-out of local timber. Permanent, mobile siege

trains were extremely rare.

Certain provinces on the game-map contain few

forests. Roman siegecraft was at a disadvantage in

these areas.

(16.21) On the game-map, some provinces containan ax symbol. These are deforested provinces.

(16.22)  Normally, units under siege are doubledwhen assaulted (see 14.34). Units under siege in

deforested provinces are tripled.

(16.3) City/Port Capacity

(16.31) A city or port not listed in the Variable CityChart (41.8) may hold 8 stacking points. A city

listed in the Variable City Chart (except Rome and

Constantinople) may hold 16 stacking points.

Rome and Constantinople may hold 24 stacking

points. Count 4 stacking points for Heavy Cavalryat this purpose. Units that cannot withdraw into the

city or port may be attacked outside the city.

(16.32) There is no limit on the number of fleets

which a port may contain (but see 13.6).

(Design note: Fleets might use any natural bay in

the ports’ neighbourhood).

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17. SIEGE

(17.1) Besieging

(17.11) Units enter siege by the rules of 14.3. Whenunits accept siege, they are under siege and the

enemy units in the same hex are besieging them. A

siege marker should be placed on top of units under

siege.

(17.12) Units under siege may not leave their hex

until the siege is broken.

(17.13)  A siege is broken if, at any time, the

unmodified combat strength of the besieging force

is less than one-fourth the unmodified combat

strength of the besieged units. When a siege is

 broken, remove the "Siege" marker.

(17.14)  Besieging units may assault the besieged

city during any friendly Land Combat Segment, by

the normal rules for assault (see 14.34).

(17.15) An enemy city which contains no units can

 be besieged (see 17.34).

(17.16)  The besieged units may attack their

 besiegers during any friendly Land CombatSegment. Other friendly units may enter the hex

and take part in the combat; all friendly units'

combat strengths are combined in the attack.

· If the besieging units are eliminated or forced to

retreat, the siege is broken.

· If the attackers are forced to retreat, the units

which entered the hex from outside may not retreatinto the city. The besieged units remain under

siege.

· Baggage trains which entered from outside the

city’s hex may not supply friendly besieged units.

· Baggage trains inside a besieged city cannot

supply friendly units which entered from outside

the city’s hex.

(17.2) Ports & Sieges 

(17.21) If there are more fleets in the besieging

force than in a besieged port, the city is also blockaded (per 13.14). 

(17.22)  Fleets which are part of a besieging force

are immune to rule 10.26. As long as they remainin the besieged hex, they need not return to a

friendly port.

· At the end of the Naval Operations Segment of

each winter turn, the owning player must roll fornaval attrition for besieging fleets, just as if they

had moved. The naval attrition value for besieging

is 1; if a besieging fleet moves, add 1 to the navalattrition value for its movement (see 10.3).

(17.23) Unless a port is blockaded, it can provide

supply to units besieged in the port city (subject to

normal restrictions-see 13.11). If a port is

 blockaded, any units besieged in the port city mustdraw supply from baggage trains or by foraging, or

 be eliminated.

(17.24) Besieged fleets may engage besieging fleetsduring the Naval Operations Segment.

(17.25)  Unless a port is blockaded, fleets may

freely enter or leave the port, transporting landunits in either direction.

(17.26)  A non-city port cannot be besieged,

although it does have a combat strength (see16.15).

(17.27) When a port is under siege and is assaulted,

the defender's ships (only) are allowed to retreat before combat unless the port is blockaded (per

13.14 & 17.21). 

(17.3) Siege Attrition

(17.31) Besieged units are subject to  siege attrition(exception, see 13.51). During the Siege Resolution

Phase, the turn after the last baggage train (if any)

has been consumed, the owner of the besieged unitsrolls on the Siege Attrition Table for each of his

 besieged cities. A city does not suffer attrition on

the same game-turn in which it accepts siege.

Example: Siege is laid in June. The first siege

attrition roll is made in July if no baggage train was

 present.

(17.32)  Refer to the Siege Attrition Table (17.4).

Find the number of turns that the city has been besieged on the left-hand side of the table, and the

siege attrition value in the right-hand column.

(17.33) Modify the siege attrition value as directed

 by the table. Then, roll one die. If the die-roll is less

than or equal to the modified attrition value, siegeattrition occurs. Each city may be rolled for no

more than once per turn.

(17.34) If siege attrition occurs, one besieged unit

is eliminated. The besieged player decides which

unit to remove, but he must remove units in the

order specified by the Siege Priority Chart (see

17.5). The baggage train cannot be removed; it may

 be consumed only.

· If no units are left, the city's intrinsic defense

strength is reduced by one. (This reduction istemporary, and ceases to apply as soon as the siege

is broken or the city captured.) If the city's defensestrength is reduced to zero, the siege is over and the

city has been captured by the besieger. (Players

must remember or note on scrap paper how many

 points of its defense strength a city has lost.)

(17.4) Siege Attrition Table (see chart booklet)

If any baggage train is present, attrition is counted

from the turn after the last baggage train has been

consumed.

(17.5) Siege Priority Chart (see chart booklet)

Remove the baggage train from the listed units.

18. LEADERS

(18.1) Effects on Units

(18.11)  Land units which move with leaders may

force march (12.3).

(18.12)  Leaders modify die-rolls during combat(10.75 and 14.44).

(18.13)  Units can only be mobilized in provinces

containing leaders (7.43).

(18.14) Leaders move and can be transported in the

same way as land units. A leader has no stacking

value, and can be carried by a fleet and supplied"for free".

(18.2) Command Boxes

(18.21)  In  Advanced Imperium Romanum , stacks

of units sometimes become unwieldy. To ease

stacking problems, when a leader is with a stack of

units, the players may remove the stack from the

game-map, and use the leader counter to record the

location of the whole stack.

(18.22)  The command boxes printed around the

game-map are used for this purpose. When a stackis removed from the map, place it in one of the

 boxes. If the leader is an Imperator or Rex, place

the stack in the "Imperator or Rex" box. Any leader

can use the other boxes; the players should

remember, or note on their record sheets. which

leader uses which box.

(18.23) The sole purpose of command boxes is to

ease stacking problems. Units in boxes may betransferred to the hex in which their leader is

located, or vice versa, at any time. The leader may

not move in such a way that the movement

allowance of any unit in the command box is

exceeded (exception: 12.2).

(18.3) Losing Leaders 

(18.31)  A leader alone in a hex which does notcontain any friendly units has a combat strength of

1, which can only be used defensively. If the leader

is attacked and suffers a combat result which would

cause his elimination, the attacking player has the

option of killing or capturing the leader.

(18.32) A leader may also  be captured or killed by

an enemy player when:

· all units in the leader's stack are eliminated in

combat.

· the leader is in a city under siege which is

captured.

(18.33) If a leader is on a naval unit which is

destroyed by naval attrition, the leader is killed.

(18.34)  A captured leader is moved by the

capturing player, but must always end his movewith units of the capturing power or a client state or

ally until freed. The captured leader does not affect

combat, movement or recruiting while captured.The capturing player may free the leader during any

Diplomacy Phase; once freed, the leader returns to

the owning player's control.

(18.35)  When a named leader is killed, he is

 permanently removed from play.

(18.36) When an unnamed leader (one printed with

the helmet symbol) is killed, his counter is placed

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on the Month Track on the next month which has aTaxation and Mobilization Phase.

· During the Taxation and Mobilization Phase of

that turn, the player refers to the Unnamed LeaderReplacement Table (18.5) and rolls one die. He

finds the leader's value along the left-hand hand

side; if the die-roll is less than or equal to the

number printed in the right column of the table, theleader returns to play.

· If the leader returns to play, he may be placed

with any stack containing units owned by his power.

· If the leader does not return to play, the player

may roll for him again during the next Taxation and

Mobilization Phase and each such phase thereafter.

(18.4) Imperator or Rex

(18.41)  Each Roman faction has an  Imperator.Many non-Roman powers (civilized or barbarian)

have a Rex.

· The scenario description indicates which leader is

a power's Imperator or Rex.

(18.42) In Roman civil war scenarios, the loss of an

Imperator can cause faction dissolution (see 28).

(18.43)  Some scenario descriptions list possible

successors for an Imperator or Rex. If the Imperator

or Rex is eliminated, the indicated successor

 becomes the new Imperator or Rex. A new

Imperator or Rex may be selected several times as

leaders are killed.

· If the scenario lists no successor, no leader

replaces the Imperator or Rex upon his death.

(18.44)  A power's treasury is always with its

Imperator or Rex. If it has no Imperator or Rex, its

treasury is located with its highest value leader. (If

two or more are tied for highest value, the player

decides which carries the treasury.)

(18.45)  If the leader carrying the treasury is killed

or captured in land combat, the opposing playergains 25% of the treasury. Another 25% is lost. The

original player retains the remaining 50% if thefaction is not dissolved. In case of dissolution the

opposing player gains the remaining 50%.

· If the leader is killed or captured in any other way,50% of the treasury is lost and 50% retained. If the

faction dissolves, all treasury is lost.

(18.5) Unnamed Leader Replacement Table (see

chart booklet)

19. DON’T TRUST ANYONE ! (Optional Rule)

(19.1)  If a Roman unnamed leader is used to raise

troops or activated without being in the same stack

as a named leader he disobeys on a D6 roll of 6.

Roll again for effect.

Scenarios I1, I2, 2-10, 19, 21-25, 26*, 27*, 28*, 29-

33

Automatically does nothing, unable to move orrecruit.

*: This applies to the Eastern Empire only. See

table below for others.

Scenarios 1, 11-13, 16-18, 20

1-5: Does nothing, unable to move or recruit.

6: Declares for the nearest Roman faction, all

forces and cities in the Province defect. If the

former Imperator or Successor is in the same province, all forces in the province defect,

except those stacked with the former

Imperator or Successor and Roman non-

occupied cities are controlled by the faction

with higher percentile of actual

income/starting income (rounded fractionsdown) (adjusted after computing units

defections) rolling a die in case of tie.

Place control markers on top of defected unitsto mark the units’ ownership.

Scenarios 14-15, 26-28

1-3: Does nothing, unable to move or recruit.

4: Declares for the nearest Roman faction, all

forces and cities in the Province defect. If the

former Imperator or Successor is in the same province, all forces in the province defect,

except those stacked with the former

Imperator or Successor and Roman non-

occupied cities are controlled by the faction

with higher percentile of actual

income/starting income (rounded fractionsdown) (adjusted after computing units

defections) rolling a die in case of tie.

Place control markers on top of defected unitsto mark the units’ ownership. Treat as 5-6 if

there are not active Roman factions.

5-6: Sets up as a new Roman faction (Treasury:

0), controlled by the "farthest power" rule, all

forces and cities in the Province defect. If theformer Imperator, Successor or another

usurper is in the same province, all forces in

the province defect, except those stacked withthe former Imperator, Successor or usurper

and Roman non-occupied cities are controlled by higher die roll. Forces in adjacent

 provinces defect on a roll of 1-2. Roman

cities in adjacent provinces defect if occupied

 by new Roman faction’s units. Place“Usurper” markers on top of units. Usurper’s

chits are added to the mug in the following

turn. Usurper’s units are not considered

activated and do not move until their chit is

selected in the following turn.

(19.2) The result is applied to all units that may be

activated or stacked with a leader.

(19.3) The leader may disobey even if it doesn’t

move while units in its hex do. The die is rolled

before moving any eligible units.

(19.4) Defecting units may defect again followingthe same procedure (treat the Usurper as a named

leader for this purpose).

(19.5) Defected units are not considered activatedand do not move until their new owner’s chit is

selected.

(Design note: So, if a named leader is stuck in adefected province he gets a chance to move out of it

before defected forces take him prisoner). 

(19.6) If a civilized non-Roman unnamed leader isused to raise troops or activated without being inthe same stack as a named leader he disobeys on a

D6 roll of 6 and is unable to move or recruit.

(19.7)  If a barbarian unnamed leader is activated

without being in the same stack as a named leader

he disobeys on a D6 roll of 5 or 6 and is unable to

move.

20. POWER DISSOLUTION

Each turn, in the Power Dissolution Phase each power checks for dissolution by rolling on the

following Table:

POWER DISSOLUTION TABLE

Percentile of actual income/starting incomeDie- (rounded fractions down)

Roll 50% or less 51-65% 66-75% 76% or more

0 D D D D1 D D D -

2 D D - -

3 D - - -

4 - - - -

5 - - - -

6 - - - -7+ - - - -

Modifiers:+1 for 25 treasure points spent (donatives to the

troops).

-1 if there is a corn rebellion (applied to owner of

the capital).

Results:- : No effect.

D: The power dissolves.

· Civilized non-Roman factions checks for

dissolution by rolling on the Power DissolutionTable. To this end, minor powers count their

actual/starting income even if they do not collect

taxes.

·  Barbarians powers automatically dissolve when

1/3 of their initial strength points (rounded up) are

left on map.

· Any non-selected chit of a dissolved faction is notremoved from the mug until the end of turn. If

selected, it is discarded.

(20.1) Minor Powers

(20.11)  If a minor power dissolves because it was

conquered, it immediately becomes a client state of

the power which conquered the province. The

conquering player adds the minor power to hisPower Form.

(20.12)  If a minor power dissolves for some other

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reason (i.e.: barbarian powers), the power becomesinactive and neutral. All leaders and units outside

its remaining provinces are immediately placed in

its provinces, even those currently under siege; the

former controlling player determines where. Anyaccrued replacement points are lost. If enemy units

remain in one of the power's provinces, or if it is

invaded on a future turn, it is immediately

reactivated (see 23).

(20.13) A minor power is conquered when all   its

 provinces are conquered, and it has either

dissolved or  all its forces have been eliminated. Aslong as they have remaining forces, a power can try

to re-conquer its home provinces (if not dissolved)

(see also 5.43).

(20.2) Major Powers

(20.21) If a major power which is not a Roman

faction dissolves, it immediately becomes an

inactive neutral minor power. The same rules as for20.12 are used.

If the minor (ex major) power is reactivated per

rule 23, it will start with the units left on the board

rather than rolling for new ones (23.12). It will

start with a replacement rate as at the start of the

game, since it's now a minor power "with unitslisted in the scenario" (23.12) but no treasury since

minor powers don't recruit that way. Rule 26 is no

more used.If it dissolves a second time  as a minor power it

will become a client state of whoever causes him to

dissolve (20.11).

(20.22) If all of a player's major  powers dissolve,

he is out of the game. Each of his client states becomes the client state of the nearest major power.

Client states can  be taken over by non-Roman

major powers. Control of neutral minor powers isdetermined by the farthest power rule.

(20.3) Roman Factions

If a Roman faction dissolves, follow these rules:

(20.31) Its Imperator is removed from play.

(20.32)  Its provinces defect to the control of otherRoman factions. Only Roman factions may gain

control of the provinces; non-Roman major powersmay not. Follow this schedule of priorities to

determine what power gains control of a province:

· The province defects to the faction which hasunits in the province. If two or more factions have

units in the province, it defects to the power with

the higher  percentile of actual income/starting

income (rounded fractions down).

· If the province contains no units, it defects to the

faction which controls the closest province,

measured in hexes from each province's border. A player may not use a province gained through

defection to claim ownership of other provinces

defecting at the same time.

· If the dissolving power controls cities in a

 province but not the province itself, the cities defectto a) the faction which controls the largest number

of other cities in the province, or b) the faction

which controls the nearest province.

· In the event of ties, the faction with the higher

 percentile of actual income/starting income

(rounded fractions down) gains control. If tied, roll

a die to determine which gains control.

(20.33)  Any units and leaders in a defecting

 province defect to the same player as the province.

(20.34)  Any units and leaders outside of thedissolving power's provinces defect to the Roman

faction which controls the province in which they

are located, or, failing that, which controls thenearest Roman province. In the event of ties, they

go to the faction with the higher percentile of actual

income/starting income (rounded fractions down),

etc.

(20.35)  One-half of the units of each type in adefecting stack are removed; the remainder are

replaced with equivalent units of the new owner's

color (exception: 20.4). Example: Three 4-12's,two 10-10's and one 20-10 defect; the new owner

receives one 4-12 and one 10-10.

· If the new power does not have as many unused

unit counters as it needs, the extra defecting units

are removed.

· The units' CER cannot increase through defection;

CER B units cannot be replaced with counterswhich represent CER A units. (A power which has

only one color of units, of CER A, could not gain

CER B units, unless rule 20.4 applied. The

defecting units would simply be removed.)

· Leaders are not replaced with new counters; thenew owner continues to use the old ones.

(20.4) Acquiring Colors (Roman factions only)

(20.41)  When a Roman faction dissolves, some

other Roman faction acquires the ability to raise

units of its color(s).

(20.42) The Roman faction which gains control ofthe largest number of units of a particular color

gains control of the color. (Higher  percentile of

actual income/starting income (rounded fractionsdown)  gains in the event of ties.) He need not

replace  defecting units of that color with units ofanother color, per 20.35. The number of units he

receives is still halved.

(20.43) The CER of the newly-gained colorremains the same; the player who gains control of

the color may raise units of that color on future

Taxation and Mobilization Phases.

21. FORTIFICATIONS

(21.1) Building Fortifications

(21.11) Infantry units (only) may build

fortifications during their first Movement Segment.

A unit may not move in the same segment in which

it builds fortifications. If the unit moves in the

second Movement Segment, the marker is removed(per 21.16).

(21.12) Four stacking points of infantry may build

one level of fortifications. More than one level offortifications can be built in a hex during a game-

turn, as long as four stacking points of infantry are

 present for each step built.

(21.13) Building fortifications costs talents; the cost

 per level of fortification is listed on the

Mobilization Charts (7.9).

(21.14)  When units build fortifications, place an"under construction" marker on top of them to

indicate that they may not move on the same game-

turn.

(21.15)  If, at the beginning of the next turn the

''under construction" marker remains in place, it is

removed and replaced with a fortification marker

representing as many levels of fortification as were

 built.

· Fortification markers come in strengths of 1, 3 and

5. They can be used "like change"; if a player builds seven levels in a hex, he may place two "3"

markers and one "1" marker, or one "5" marker and

two "1" markers.

(21.16) If units building fortifications move, make

an attack, or lose in combat (see 14.61), the "underconstruction" marker is removed. No fortification

marker is placed, and the talents spent to build

fortifications arc lost.

(21.17)  If fortifications have been built in a hex, a

 player may increase the level of fortifications on a

later turn by building additional levels.

(21.2) Limitations

(21.21)  Each period has a maximum fortification

level, listed on the Period Mobilization Chart. Nohex may contain more fortification levels than the

maximum. (Example: In Period 2, the maximum

level is 7; no hex could contain 8 points of

fortifications.)

· Exception: Two or more players may buildfortifications in the same hex. In this case, each can

 build up to the maximum.

(21.22)  The number of fortification markers

 provided with the game is a limit on fortificationconstruction. If all fortification markers are in play,

no new fortifications can be built.

(21.3) When Fortifications Are Removed

(21.31)  If, during a Taxation and Mobilization

Phase, one of a player's fortifications is not

occupied by any friendly unit, it is removed from

the game-map unless the player spends as manytalents as its fortification level.

(21.32)  Fortifications cannot  be captured. If a player takes a hex containing enemy fortifications,

they are removed.

(21.33)  A player may always voluntarily remove

any of his fortifications from play.

(21.4) Fortification Effects

(21.41)  Any fortification adds its strength to the

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strength of other units in the hex when defending(only). Example: Two 4-12 units occupy a hex

containing a level 2 fortification. The total combat

strength of the units when attacking is 8; when

defending, 10.A fort, like a city, does have an intrinsic defense

strength when defending alone. Its strength is equal

to the fortification value.

(21.42)  In addition, a maximum level fortificationacts in many ways like a city.

· Friendly units in a hex with a maximum levelfortification may accept siege in it.

· If the fortification is assaulted, the units' combat

strength is doubled (tripled in deforested areas or

when assaulted by barbarians or Parthians).

· Units in a hex with a friendly maximum level

fortification may forage from it, just as units can

forage in a city. The fortification's forage value isequal to its level.

(21.43)  If a besieger builds a maximum level

fortification in a hex containing a besieged city, the

 besieging units are doubled or tripled if attacked,

 just like the besieged units.

(21.44)  A fortification built in a friendly city hex

effectively increases the city's intrinsic defensestrength; a maximum level fort also increases its

forage value. The multiplier for the defending units'

combat strength remains the same.

(21.45)  Rule 16.3 is not applied to a maximum

level fortification. There is no restriction on thenumber of units which may be in a fortification

hex, except as outlined in the supply rules (13).

(Design note: Fortifications were constructed to

contain an entire army, i.e., the siege of Alesia).

22. CORN & IMPERIAL CAPITALS

(22.1) The Imperial Capital

(22.11)  Each scenario description indicates whichcity is the imperial capital.

(22.12)  The imperial capital has an intrinsic

defense strength of 10 (see 16.13).

(22.2) Corn

(22.21) Certain provinces on the game-map contain

corn symbols. Example: Aegyptus contains four.

(22.22) During the Diplomacy Phase of each game-turn, the owner of the imperial capital, if a Roman

faction, must check to determine whether or not a

corn rebellion occurs. A corn rebellion may occurif he does not control provinces containing at least

five corn symbols. Also, a besieged capital cannot

 be supplied with corn and must check for corn

rebellion. On a roll of 1-5 a corn rebellion occurs.

Add one to the die-roll for each supply point (see

13.4) spent to supply the capital.

(22.23)  A player controls a province's corn if he

controls a majority of the cities in the province. The

 player counts up the corn symbols contained in his provinces.  If another player with corn-producing

 provinces wishes, he may permit the capital-owner

to add his corn symbols to the total.

(22.24) The player who owns the capital refers to

the Corn Rebellion Table (22.4). He finds the total

along the left-hand side of the table. He rolls a die;

if the number rolled is within the span listed on theright-hand side, a rebellion occurs.

(22.25) Important: The  four corn symbols in

Chersoneses can only  be used whenConstantinopolis is the capital.

(22.3) Corn Rebellions

(22.31)  When a corn rebellion occurs, two

unseasoned 2-12 light infantry units (CER B)  are placed in the imperial capital. If more than one corn

rebellion occurs during a game, the existing 2-12

light infantry that were already created simplyswitch sides. Only if one or both of them have been

destroyed are new light infantry created to replace

them.

(22.32) The player whose units are closer to the

imperial capital than any other player's controls theunits. The player against whom the rebellion occurs

is not eligible to control the units.

· If two or more players' units are equally close to

the capital, the player with the higher  percentile of

actual income/starting income (rounded fractions

down) gains control of the units; if they have equal

 percentile, roll a die to determine which gains

control.

(22.33) The owner of the units is the new owner of

the capital.

· If the old capital-owner had units in the capital at

the moment of rebellion, they are now no longer

considered inside the capital; they may besiege the

rebelling units, if their player wishes.

· If rebellion occurs during a siege, the capital

immediately surrenders to the besieging faction and

all defending units are eliminated.

(22.34) The new owner must begin to check for a possible corn rebellion with the very next

Diplomacy Phase. It is possible for corn rebellions

to occur several times in the course of a game.

(22.4) Corn Rebellion Table (see chart booklet)

23. INACTIVE POWERS

(23.1) Activation

(23.11) When hostile units enter a province owned by an inactive power, the power is activated. Any

 player's units are hostile to a neutral power. Only

units which do not belong to the owner of a client

state, or his client states or allies, are hostile to the

client state.

(23.12)  If an inactive power has units listed in the

scenario description, those are its units. Otherwise,

the players use the Inactive Power Table upon

activation.

(23.13)  An inactive power is either civilized or

barbarian. Unless the scenario description

indicates otherwise, it is barbarian if its provincesare wild; it is civilized if they are cultivated (see

11). If it owns both wild and cultivated provinces, it

is civilized.

(23.14)  When a power without units listed in thescenario is activated, refer to the Inactive Power

Table, using the barbarian or civilized section, as

appropriate. Roll two dice, total the rolls, andmodify the total as the table directs. Find the

modified roll along the left-hand side of the table.

Entries on the same line of the table will indicate

the power's CER, its replacement rate and the

number and type of units it controls.

(23.15)  If a civilized minor power which has at

least one port is activated, the controlling player

may replace any or all 16-9 heavy infantry units itraises with 18-30 fleets. If Arabia Deserta or

Sagartia is activated, the units it raises are

automatically replaced with 6-16 light cavalry units

worth as many stacking points as the units listed on

the table. 

(23.16) The units must be placed on map during the

Movement Segment of the hostile force entering

the province. The hostile force must stoptemporarily in the first hex entered giving time to

the opponent to set up pieces. They may be set up

anywhere in the province.

(23.17)  If the activated power is civilized non-

roman, it is only at war with the power whichviolated its territory.

If the activated power is barbarian, these barbarian

must try to evict the invaders from their territory before anything else. They may not leave their

 province before this is done. Furthermore,

afterward they must attack the nearest  roman

 province or civilized nation. This means that they

may not  attack or enter other barbarian provinces

(this is to avoid barbarians from, say, GermaniaMagna, to invade the Balkans and cause trouble for

the Eastern Roman Empire).

(23.2) Control

(23.21)  Activated client states are controlled by

their owning player.

(23.22)  Activated neutrals are controlled per thefarthest power rule (see 5.25).

(23.3) Reversion to Neutrality

(23.31)  Once a civilized power is activated, itremains active for the rest of the game, unless

conquered or dissolved.

(23.32) An activated barbarian power can revert to

inactive status. It does so if, at the end of any game-

turn, there are no units belonging to any other

 power in any of i ts provinces. When it reverts, a ll

its units are removed from play. The barbarian

 power can be reactivated on a subsequent turn. Thisrule is only true for all minor powers not listed in

the scenario.

All minor powers listed in the scenario description

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remain active regardless of the reverting-to-inactive-status-rule.

Whenever a minor that has its units listed in the

scenario is out of play, its units are not gone

forever if rule 37.6 is mentioned in the notes of ascenario.

This rule should not be applied to barbarian   powers

which have a different activation from 23.11 (for

example: 37.6 note 1) or start the game activated.

(Design note:: That means that as soon as the

 Franks, Goths, Arabs and Alamanni in scenario 17

are eliminated, they won't come back.The note 1 in 37.6 is not included in the section of

the scenario dealing with Franks, Goths, Arabs and

 Alamanni. And rule 37.6 has a listing of scenarios

where this special rule is in play and scenario 17 is

excluded).

(23.4) Inactive Power Table (see chart booklet)

24. PLUNDER

(24.1) If, at the end of an activation, a player has at

least one non-besieged heavy infantry or heavy

cavalry unit in a city, he may plunder the city. He

 places a "Plunder 2" marker in the city, and addsThree times the city's taxation value to his treasury.

· Minor powers which plunder a city  do not gaintalents for plundering.

(24.2) During the next Taxation and Mobilization

Phase, the plunder marker is flipped to the "Plunder

1" side. During the subsequent Taxation and

Mobilization Phase, it is removed from the city. (exception: the marker is not flipped or removed if

the city is controlled by a barbarian power).

While a city contains a "Plunder 2" or "Plunder 1"marker, the city may not be taxed and no units may

 be raised in it.

(24.3) A power which plunders one of its own

cities  may not raise units in that city  for the

remainder of the game. In addition, once the plunder marker is removed, it only receives half the

normal tax income from the city.  If the city is

conquered by another player, that player receivesthe full income.

(24.4) Forage values are halved in plundered cities’ 

hexes and baggage trains may not accumulate

supply points there.

(24.5)  Plundered cities  have no intrinsic defence

strength as long as they remain plundered. Fleets

cannot withdraw into plundered ports. 

25. WINNING THE GAME

(25.1)  Each scenario lists an historical end date.Each scenario also includes victory conditions for

each player. Unless the scenario specifies

otherwise, the game ends with the completion of

the historical end date's month. Thereupon, the

 players check their victory conditions to determine

which of them has won.

· Sometimes the scenario description will indicate

that the game should be ended when one or several

 players have met their victory conditions, instead ofwaiting for the "historical" date. (This is especially

true of the scenarios which, historically, went on

for years at a time.)

(25.2) In multi-player games it is entirely possible

for there to be more than one winner.

(25.3) If, during the course of the game, all factions but one have undergone dissolution, that faction isautomatically the winner.

(25.4)  If all factions dissolve in the course of thegame, everyone loses.

(25.5)  Players may, by mutual agreement, extend

scenarios beyond the historical end date, or end the

game sooner.

SPECIAL RULES

Use these rules only when the scenario description

directs.

26. CIVILIZED RECRUITMENT

(Scenarios 1-3, 7, 13, 20, 21, 32 and 33.)

Civilized non-Roman major powers often use a

system of recruitment different from Romanmobilization or minor power accrual.

(26.1) Civilized powers accrue replacement pointseach Taxation and Mobilization Phase. The number

of points a power accrues each phase is indicated in

the scenario description. There  is no limit to thenumber of points a civilized power may accrue; it

may accrue points even if none of its units have

 been eliminated.

(26.2) During a Taxation and Mobilization Phase,

civilized powers may build new units. Civilized powers are not limited to rebuilding eliminated

units; a power may build any of the units of its

color(s) which are not in play.

· Exception: If a power did not begin a scenario

with a unit of a particular type, it may not build

units of that type (e.g., if it did not begin with any

16-10 legions, it may not build any, even ifavailable).

(26.3) Civilized powers do tax their provinces, likeother major powers.

(26.4) When a civilized power builds a unit, it must

expend both talents and replacement points. The

number of talents spent is equal to the unit cost

listed on the Mobilization Chart (7.9) for thescenario. The number of replacement points spent

is equal to the stacking value of the unit (see 13.2).

· Civilized powers ignore mobilization area limits;

the only data on Mobilization Charts of interest to

civilized powers is unit costs.

· The cost of raising a 20-9 is the same as that of a

20-10; the cost of a 16-9 is the same as that of a 16-

10.

(26.5)  Rules 7.4 (purchasing units), 7.6

(countermix limits), 7.7 (baggage trains), 7.8

(fleets) and 35 (training-when appropriate) apply to

civilized powers. Exception: Ignore rule 7.86, fleetmobilization limits.

27. PIRATES & RHODUS

(Scenarios I and 2.)

(27.1) Pirates

PiratesType: civilized non-Roman; neutral but controlled

 by Mithradates.

Replacement Rate: 2 Controlled Provinces:

Melita; also control all non-city ports located in

 provinces in which pirate units begin the game.

Set-Up: Purple (scenario 1), Red (scenario 2)

CER B Place 1 x 4-12 and 1 x 18-30 in each of the

following hexes (the numbers in parentheses

correspond to the units' identification numbers):

3221W: (1) Corsica

3224W: (2) Sardinia3424W: (3) Sardinia

4218W: (4) Illyricum

4228W: (5) Melita5324W: (6) Creta

5624W: (7) Creta

6219W: (8) Cilicia

6318W: (9) Cilicia

6417W: (10) Cilicia

6515W: (11) Cilicia

(27.11) Pirates are controlled by Mithradates.

(27.12)  Each separate pirate stack is a separate

force. Pirates may never stack with members of

another pirate stack or with Mithradatic forces.

They may enter hexes controlled by another pirate

force if the hexes are unoccupied.

(27.13)  Pirates add one to all naval attrition die

rolls. They also treat all non-city coastal hexes as

 ports for the purposes of rules 10.2, 10.4 and 16.15.

(27.14)  A pirate unit (including fleets) may nevermove into a hex more than 12 movement points

from one of the initial pirate starting hexes.

(27.15) Each 4-12 unit must remain in the same hexas its fleet, although it may be disembarked. Pirate

units may make amphibious invasions, even if no

+2 or +3 leader is present.

(27.16)  If, during a Taxation and MobilizationPhase, any of a province's coastal hexes are

occupied by pirate units, the province's tax value is

reduced by one for each such hex. This reduction isnot permanent, but applies only as long as coastal

hexes are occupied by pirates. Example: Three of

Africa Proconsularis's hexes are occupied by

 pirates; Africa's tax value is 5 instead of 8.

(27.18)  If, during a Diplomacy Phase, any piratefleets are within 15 naval movement points of a

corn-producing province, they may prevent the

owner of Roma from using corn from that province.

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The province's corn production is reduced by onecorn symbol per pirate fleet within 15 movement

 points. However, each pirate fleet may only

"intercept" corn from one province. On a game-turn

that a pirate fleet is used to "intercept" corn, it maynot move or initiate combat.

(27.2) Rhodus 

Rhodus Type: civilized non-Roman; client state ofnearest Roman faction  Replacement Rate:  1;

Controlled Provinces: Rhodus

Set-up: Yellow (CER A) Place 2 x (4)-12 and 1 x

18-30 in hex 5821W.

Notes:

1) Rhodian units may not be used against any

Roman faction's forces.

2) The combat strength of Rhodian units is doubled

when fighting pirates.

28. ROMAN CIVIL WARS

(All scenarios except 11, 12, 23 and 29-32.)

(28.1) In a Roman civil war scenario, a playerwhose major power is a Roman faction usually

wins by eliminating all other powers' Imperators.

(28.2)  If a Roman faction’s Imperator and all his

successors have been eliminated in a Roman  civil

war scenario, the faction undergoes immediate

dissolution (see 20).

29. MILITIA

(Scenarios 10-33.)

(29.1)  In periods in which militia exists, each

mobilization area has a maximum militia value on

the Period Mobilization Chart; this is the maximum

number of militia strength points which may exist

in each province in the area. (Example: WhenHispania's militia value is 12, Tarraconensis,

Baetia, Lusitania and Gallaecia may each have 12

strength points of militia.)

· Militia is not represented by unit counters;instead, each province has a militia combat strength

total, which its owner records on his record sheet.

(29.2)  Unless a scenario indicates otherwise, all provinces within the Empire which can have militia

do, and each province's initial militia strength is

equal to its maximum.

(29.3)  Only the owner of a province may  use itsmilitia, and then only if the owner is a Roman

 power Civilized non-Roman and barbarian powers

never have militia. If a province with militia isshared by Roman powers, the militia strength is

apportioned among them in ratio with the portion

of the province's tax value each controls (fractions

not retained).

(29.4) Whenever a player engages in land combatin a hex in a province he controls which has militia,

he may add the militia's strength to his combat

strength total. Militia strength points may be

assigned to empty cities and may accept siege.They are doubled or tripled by cities. Militia can be

divided between several forces in a single province.

· If a force using militia suffers combat losses, the player must lose all militia strength points before

suffering any unit losses. He notes any loss of

militia strength points on his record sheet.

· Militia strength points count towardscalculation of combat losses.

· Militia can be added to the combat strength ofunits to prevent an overrun, but the defender has

also committed his militia to this combat given that

in all likelihood the attacker will engage the

defender in regular combat and the defending force

will not be able to retreat before combat due to

cavalry superiority on the part of the attacker.

(29.5) If a province's militia total is less than its

maximum, the owning player may rebuild militia atthe cost indicated on the Mobilization Chart during

a Taxation and Mobilization Phase. This cost is the

number of talents that must be spent per militia

strength point rebuilt.

· There is no limit to the number of militia strength points that can be rebuilt in a province, as long as

its militia maximum is not exceeded.

(29.6) When a player loses control of a province, he

loses control of its militia.

(29.7) When a Roman faction captures a province

with militia, the player should ask the former owner

how many militia strength points it retains. Thenew owner gains complete control of the militia. If

any other power gains control of the province, its

militia is eliminated and may only be rebuilt if aRoman faction regains control of the province.

(29.8) A province's militia has the same CER as its

mobilization area, as indicated on the Mobilization

Chart.

30. LIMITANEI

(Scenarios 9-26, 28-29 and 31-33.)

(30.1) Any province designated by a scenario as

having limitanei has them in all hexes adjacent to

non-Roman provinces.

(30.2)  Any province not controlled by a Roman

faction is a non-Roman province.

(30.3) Any non-Roman unit which enters a hex

containing limitanei must spend extra movement points, in addition to the normal movement point

cost to enter the hex.

(30.4)  The scenario description will specify the

limitanei movement point cost.

(30.5)  When a province which began the game

containing limitanei is not controlled by a Roman

faction, its limitanei do not exist; when it isrecaptured by a Roman faction, they return to play.

31. LEGION REFORM

(Scenarios 18-33.)

(31.1) Legions can never be seasoned. They alwaysremain at the lower strength.

(31.2) All other land units, including barbarian and

civilized non-Roman heavy infantry, can still beseasoned.

(31.3) A legion’s stacking value is 2, not 4.

32. OVERRUNS 

(Scenarios 11-13 and 15-33)

(32.1)  Only stacks containing heavy cavalry units(30-16's and 15-16's) may conduct overruns.

(32.2)  If a stack containing heavy cavalry movesinto a hex containing non-besieged enemy units, it

can overrun them if:

· the total combat strength of the moving heavy

cavalry units is at least five times the total strength

of the enemy units.

(32.3) Other moving units do not contribute their

strength to the calculation.

(32.4) When an overrun occurs, the enemy units are

removed from play and the moving units may

continue moving.

(32.5) Cities cannot be overrun. Units in a hexcontaining a friendly city may accept siege rather

than be overrun. Overrunning costs no movement

 points.

33. CORN UNDER BYZANTIUM

(Scenarios 27-33.) 

(33.1) Chersonesus produces 4 corn.

(33.2)  Aegyptus, Africa Proconsularis, and Siciliaeach produce 2 corn.

(33.3) Baetica and Sardinia produce no corn.

(33.4)  Only Constantinopolis consumes corn;

Roma or Ravenna, if also an imperial capital. doesnot.

(33.5) All other rules of 22 still apply.

34. FLEET CONVERSION

(Scenario 4.)

(34.1)  A player may replace any activated fleets

with unseasoned 8-10 legions. He simply removes

fleet counters from the game-map and replaces

them  with 8-10 counters. A 36-30 counter can be

replaced with two 8-10 counters.

(34.2)  If no 8-10 legions are available, fleets can

each be replaced with three unseasoned 2-12 light

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infantry units instead.

(34.3)  Civilized non-Roman powers replace their

fleets with 8-9 heavy infantry instead.

35. TRAINING

(Scenarios 9-33.)

(35.1) Heavy infantry and heavy cavalry units (see

2.54) must be trained .

· Barbarian heavy infantry units (20-8) need not   be

trained, nor need any other units.

· Minor powers are not required to train their units.

(35.2)  Note: Training has nothing to do withseasoning. Newly-placed units are always

unseasoned, whether they are trained or not

(35.3) A unit can only be trained by a veteran unit

of the same type (printed with the same symbol).

· A 16-10 legion can train an unseasoned 10-10

legion, even though it will be a 20-10 legion when

veteran, because they are of the same type- both arelegionary heavy infantry. A 16-10 could not train a

16-9 civilized non-Roman heavy infantry unit,

 because the 16-9 is of a different type -printed witha different symbol.

(35.4)  When a unit is to be trained, it must be

mobilized in a non-besieged city containing a

veteran unit. Both units must remain in the city

throughout the game-turn in which the unit israised.

· Players may wish to place an "In Training" markeron the units as a reminder that they should not be

moved.

(35.5) A player may still raise a heavy unit even if

no veteran is available to train it. However, he must

spend double the normal talent cost to raise theunit. (In June, September and December, he must

 pay quadruple the normal cost.)

(35.6) A player may move a unit and/or its trainer

during the game-turn, but immediately spends themoney he saved if he does so. If he does not have

enough money to pay this charge, he must remove

the newly built unit.

36. ROMAN ARCHERS 

(Scenarios 26-33.)

(36.1)  Roman 4-12 and (4)-12 units are

interchangeable; either or both may be raised in any

area, even if its mobilization limit on theMobilization Chart is not parenthesized.

(36.2) Similarly, Roman 6-16's and (ó)-16's are

interchangeable.

(36.3) If using rule 40.1, all Roman light units aretreated as archers.

(36.4) Barbarian and civilized  non-Roman light

units are not interchangeable, unless otherwisenoted by the scenario.

37. NEUTRAL MINOR POWERS 

Some neutral powers appear with identical setups

in several scenarios. Rather than reprint the same

set-up description several times, we provide themhere, and direct scenario users to these rules.

(37.1) Berbers

(Scenarios 29-33.)

Type: Barbarian Replacement Rate: 2 Controlled

Provinces: Mauretania Caesariensis, Mauretania

Tingitana

Set-Up: Grey (CER C)1532W: 0-16 #A, 5 x (6)-16

 Notes: In scenario 33, Berbers use the Black

counter mix.

(37.2) Saxon & Frisian Pirates

(Scenarios 28-33.)

Type: Barbarian; neutral; activeReplacement Rate: 2 Controlled Provinces: none

Set-Up: Grey (CER C)

2111W: 2 x (4)-12, 1 x 18-30 Notes:1) Pirates treat all non-city coastal hexes on the

Oceanus Germanicus and Oceanus Atlanticus as

friendly port hexes. Rebuilt units can be placed in

any such hex which is not occupied by enemy

units.

2) In scenarios during which Saxon and Frisian pirates exist, the provinces of Britannia, Germania

Inferior, Belgica and Lugdunensis contain limitanei

in each coastal hex, if Roman-controlled. Provincescontrolled by non-Roman powers do not. The

movement penalty for these limitanei is 4, and

applies to pirate units disembarking from fleets.

3) Pirates may always make amphibious invasions,

even if no +2 or +3 leader is present

(37.3) Lombards

(Scenarios 32 and 33.)

Type: Barbarian; neutral; inactive  Replacement

Rate: 4 Controlled Provinces: Iazygia

Set-Up: Brown (CER C) 4212W: 5 x 20-8

 Notes: Roll a die each Diplomacy Phase; theLombards become active on a roll of 6.

(37.4) Suevi

(Scenarios 28-33.)

Type: Barbarian; neutral; active

Replacement Rate: 2 Controlled Provinces:

Gallaecia

Set-Up: Black (CER C) Anywhere in Gallaecia: + 1-16 #1, 3 x 20-8, 2 x 4-

12, 1 x 6-16

 Notes: In scenario 30 and 32, Suevi use the Tan

mix.When use the Tan mix, use leader +1-16#3 (not#1).

In scenario 31, The Suevi receive no leader.

(37.5) Persia

(Scenarios 24-27, 29 and 31.)

Type: Civilized non-Roman; neutral; inactiveReplacement Rate: 8

Controlled Provinces: Adiabene, Albania,

Armenia, Atropatene, Babylonia, Charax, Elymais,

Hyrcania, Iberia, Media, Mesopotamia, Persia,Sagartia

Set-Up: Orange (CER: infantry B, cavalry A) Place anywhere in Persia upon activation:

+ 1-16 #2, + 1-16 #3, 0-16 #A, 0-16 #B, 4 x (4)-12,7 x 30-16, 2 x 6-16, 10 x (6)-16, 2 baggage trains

 Notes:

1) All Persian 6-16's are treated as (6)-16's.

2) During each Diplomacy Phase, roll two dice:

Persia becomes active on a roll of 9 or less. Add

one to the die-roll for every 25 strength points ofRoman units in Cappadocia, Osrhoene and Syria;

however, the Persians will always activate on an

unmodified roll of 2.3) In scenario 30, infantry CER is C, and cavalry

CER B.

(37.6) Neutral Barbarians

(Scenarios 9-13, 18, 20, 22 and 25.)

Type: barbarian; neutral; inactive

Controlled Provinces: Boiohaemum, CaledoniaCiterior, Germania Magna, Iazygia, Dacia,

Sarmatia

Notes:1) Each Diplomacy Phase that a Roman province

adjacent to any of the above provinces does not

contain at least 20 land combat strength points ofRoman units, roll for each barbarian province

adjacent to the Roman province. On a roll of 5 or 6,

the barbarian power becomes active; use theInactive Power Table (23.4) to generate its forces.

2) The power remains active until all its units are

eliminated. If it becomes inactive again, four turns

later the players must start rolling for its

reactivation, by the rule above.

3) Barbarians from one province are a separate power from barbarians from another province; all

are neutral, may not stack with one another, are

controlled by the farthest power rule, etc.

(37.7) Gallic Rebels

(Scenarios 4-ó.)

Type:  barbarian; neutral; inactive ReplacementRate: 0 Controlled Provinces: none

Set-Up: Yellow (CER C)upon activation, place:

within 4 hexes of 2413W: 2 x 20-8 within 4 hexes

of 2618W: 2 x 20-8 in 1714W: * (W), 1 x 4-12 Notes:

1) During each Diplomacy Phase, roll a die for

each of the three hexes (2413, 2618 and 1714). Ifthe roll for a hex is 6, that hex's units are activated.

Exception: If there are at least 20 combat strength

 points of Roman units within 4 hexes of one of the

hexes, do not roll for that hex.

2) Gallic units may not move or operate outside the

 provinces of Belgica, Germania Inferior andSuperior, Lugdunensis, Aquitania and Narbonensis.

3) The units in hex 1714W do not appear in

scenario 6.

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(37.8) Gallaecian Rebels

(Scenarios 4-8.)

Type:  barbarian; neutral; inactive Replacement

Rate: 0 Controlled Provinces: None

Set-Up: Black (CER C)

upon activation, place 2 x 20-8 within four hexes of1523W.

Notes:

1) If, during any Diplomacy Phase, there are fewer

than 20 Roman combat strength points within 4hexes of 1523W, roll a die. On a roll of 6, the

Gallaecians are activated.

2) Once activated, Gallaecian units may only move

and operate within the provinces of Gallaecia,

Lusitania and Tarraconensis.

38. SPECIAL LEADER RULES

(Scenarios 2 through 8, 32 and 33.)

(38.1) Special Leader Sea Movement

A activated leader may move through sea hexes at

a cost of 3 movement points per hex. The normalrules for naval movement do not apply; the leader

need not end alternate turns in port, cannot be

intercepted, does not suffer attrition, etc.If a leader ends his move at sea, and an enemy

fleet enters his hex, the fleet can attack the Leader,

 per 18.31.

(38.2) Special Naval Leaders

The following rule apply only to Pompey, Sextus

Pompeius, Agrippa and Belisarius: the leader

receives a modifier of 1 in his favor on all navalcombat and attrition die-rolls.

Both leadership value printed on the leader and

the special naval leader modifier are used.

(38.3) Special Divine Intervention Rules

(Optional)

These rules apply only if using optional rule 43

(Divine Intervention).

(38.31)  Caesar, as Pontifex Maximus and adescendant of Venus, adds one to all divine

intervention die-rolls.

(38.32)  Sextus Pompeius, as the son of Neptune,adds one to all divine intervention die-rolls.

Optional Rules

The players may use any or all of these rules, by

mutual agreement.

39. RANDOM EVENTS

(39.1) Rolling for Events

(39.11)  During the Random Events Phase (whichonly occurs on March, June, September and

December game-turns), each player must roll for a

random event.

(39.12)  Each player refers to the Random Events

Table (39.3). He rolls one die, and adds the period

to the die-roll. The modified roll is found along the

left-hand side of the table. He then rolls a seconddie, and adds the number of major powers which

 began the scenario to this roll; the modified second

roll is found along the top of the table. The two are

cross-referenced to produce a result.

· If a player controls more than one major power,

roll separately for each.

(39.13) A random event result is a dash, or a letter

from A to Z. If it is a dash, no random event occurs.

If it is a letter, the player refers to the rules below,

and follows the instructions given.

(39.2) Random Event Descriptions

A: Military Intelligence. The player may examine

any one stack of units on the board, or any oneleader's command box.

B:  Imperator/Rex Death. The player rolls a die

again; on a roll of 1 through 5, it was a false alarm.

On a roll of 6, the major power's Imperator or Rex

dies. If there is no successor, this may cause powerdissolution (see 28.2).

C: Other Leader Death. Roll again; on a roll of 1through 5, this was a false alarm. Otherwise, pick

one leader (not counting Imperators or Rege) at

random; this leader dies.

D: Receive Leader. The player's major power

receives a new unnamed leader. Roll a die; on a rollof 1 though 3, the leader's value is 0; on a 4 or 5, it

is +1; on a 6, +2. If none of an appropriate color are

available, take one of an unused color, if any; ifthat is impossible, no leader is received.

E: Plague. Roll a die again; unless a 6 is rolled, the

event was a false alarm. If a 6 is rolled, the player

who rolls this event takes any spare counter and,

standing six feet from the gamemap, flips it withhis thumbnail toward the map. The province in

which the counter lands is subject to plague (flip

again if the counter lands in the sea or along a province boundary). Each stack of land units in the

 province loses one-third its stacking points, and a"Plunder 2" marker is placed in the province.

During the Diplomacy Phase of the next game-turn,

the plague spreads to all adjacent cultivated

 provinces. (It may spread across crossing arrows, but never to wild provinces.) Each stack in these

 provinces loses 1/3 its stacking points, and a

Plunder 2 marker is placed. The plague is now

over. The provinces containing Plunder 2 markers

are treated as plundered.

F:  Famine. Roll a die again; unless a 6 is rolled,

the event was a false alarm. If a 6 is rolled, the player takes any spare counter and, standing six

feet from the game-map, flips it with his thumbnail

toward the map. Famine occurs in the province in

which the counter lands (see E above). The

 province remains in famine until the next

September game-turn. Forage values in the province are halved until then . Mobilization levels

(if any) are doubled. If the province contains corn

symbols, it cannot supply corn to the imperial

capital until the famine is past.

G:  Bad Harvest. Roll to determine the province

affected: 1 - Africa Proconsularis; 2 - Aegyptus; 3 -

Baetica; 4 - Sardinia; 5 - Sicilia; 6 - Chersonesus.The province can only supply half as much corn to

the imperial capital as usual until the next

September game-turn.

H: Good Harvest. Roll as in event G. The province can supply one and a half times as much

corn as usual to the imperial capital. This lasts until

the next September game-turn.

I: Dry Year/Heavy Snows. June or September: In

 November, subtract 1 from the season die-roll.

December or March: In April, add 3 to the season

die-roll.

J: Mild Summer/Mild Winter. June or

September: In November, add 3 to the season die-

roll. December or March: In April, subtract 1 fromthe season die-roll.

K:  Storms at Sea. In summer: all winter

movement costs apply for naval movement; use

naval attrition rules. In winter: all movement costs

are doubled for naval movement; add one to thenaval attrition value.

L:  Natural Disaster. Roll again; this is a falsealarm unless a 6 is rolled. If a 6 is rolled, the player

chooses one city (he may not choose the imperial

capital). This city is destroyed. It no longer exists

for all game purposes.

M:  Quartermaster Corruption. Each of therolling player's baggage trains loses one supply

 point.

N: Currency Debased. Each power loses one third

of its talents.

O: Barbarian Incursion. If there is any barbarian

major power, ignore the event. If there are any

inactive barbarian minor powers with units listed inthe scenario, this event activates one power (roll to

determine which if there is more than one).

Otherwise, roll a die to determine where the barbarians appear: 1 - Caledonia Ulterior; 2 -

Germania Magna; 3 - Boiohaemum; 4 - Iazygia; 5 -Sarmatia; 6 - Arabia Deserta. Roll again; the

number rolled is the number of 20-8 barbarian

heavy infantry units which appear. (In Arabia, 6-16

light cavalry appears instead.) The farthest powerdeploys and controls the barbarians. The power is a

neutral barbarian minor power; CER is C. No

replacement points are received.

P:  Parthian/Persian Activation. If the Parthiansor Persians are an inactive minor power with units

listed in the scenario (or special rule), they are

activated and controlled by the farthest power.Otherwise, treat this as no event.

Q: Revolt. Roll a die for each province owned by

the rolling player, in the order listed on his Power

Form. The first province for which a 6 is rolled

revolts. (If no 6 is rolled, none revolt.) Roll a die; place as many 4-12's in the province as the number

rolled (farthest power places and controls). No

 player may tax or mobilize in the province until all

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4-12's are eliminated. The rebels are an activeneutral minor power, CER C, replacement rate of

0.

R: Muttering Among the Troops. The  rolling player's major power must immediately spend 25

talents. If it cannot spend the full amount, subtract

one on the Power Dissolution Table.

S:  Disloyal Legions. Only units stacked with themajor power's leaders may move, intercept or

initiate combat this game-turn; other units of his

major power may not. Any major power unit morethan 12 hexes from any of its power's leaders

immediately defects to the closest Roman faction.

T:  Political Crisis. If the rolling player does not

control the imperial capital, this is no event.

Otherwise, his Imperator must return to the capitalwithin 3 game-turns, or subtract one on the Power

Dissolution Table until the Imperator reaches the

capital.

U: Prosperity. The player's taxation this gameturn

is increased by 50%.

V:  Hard Times. The player's taxation this turn is

halved.

W: Widespread Devastation.  No plunder marker

is flipped or removed this phase.

X:  Increased Mobilization. If the rolling player's

major power accrues replacement points, it receives

double the normal number this game-turn. If it

mobilizes units, it may mobilize one extra unit of

each type this year (paying the normal talent costfor doing so, of course). That is, it may mobilize

one extra 16-10; one extra 20-10; one extra 4-12;

etc. The units can be mobilized  in any single areaof the player's choice.

Y: Decreased Mobilization. If the rolling  player's

major power accrues replacement points, it receives

no points this game-turn. If it mobilizes units, it

may mobilize one fewer unit of each type this year(see X).

Z: Active Cadre. If rule 35 is in effect, the rolling power may ignore al l training requirements for this

game-turn.

(39.3) Random Events Table (see chart booklet)

40. OPTIONAL COMBAT RULES

(40.1)  If the attacker has at least twice as many

missile combat strength points as the defender 1 is

added to the combat resolution die-roll; if thedefender has at least twice as many missile strength

 points as the attacker, 1 is subtracted from the roll.

Missile infantry and horse archers are consideredmissile troops.

If missile infantry or horse archers enter a

combat hex by amphibious invasion (for

infantry) or by crossing a river or narrows seas

hex-side, their strength is halved for the

 purposes of determining combat modifiers formissile superiority.

(40.2) Similarly, if the attacker has at least twice as

many cavalry strength points as the defender, 1 isadded to the die-roll, etc.

If cavalry enter a combat hex by crossing a river or

narrows seas hex-side, their strength is halved for

the purposes of determining combat modifiers forcavalry superiority.

· No player can receive this bonus in an assault on a

city or fortification.

· The missile and cavalry bonuses can cancel each

other out, but cannot  both be used together to

increase or decrease the die-roll by 2.

41. SUPPLY FROM PLUNDER

(41.1) If, at the end of an activation, a power has at

least one non-besieged heavy infantry or heavycavalry unit in a city he may choose to plunder the

city per rule 24 adding three times the city taxation

value to his treasury or  add supply points to anydepleted or semi depleted baggage train in the hex.

Total three times the city taxation value and deduct

for each supply point gained the cost of a baggage

train as listed in 7.91 to 7.96. Add the remaining to

the power's treasury (exception: minor powers do

not add anything).

(Designer’s note: In scenario 13, period 3, a force

who plundered Damascus, tax value 8 would gain24 treasure points or place 2 supply points in the

hex, paying 20 treasure points, and add 4 treasure

 points to treasury, except for minor powers. In

 scenario 1 a force who plundered Byzantium could

not gain any supply point because the city plunder

value is 3 and a supply point costs 4).

(41.2)  If no depleted or expended baggage train is

in the hex, or if all baggage trains in the hex arealready fully loaded, the player may place extra

 baggage trains marked “from plunder” in the hex.

(41.3) The baggage trains “from plunder” cannot be

 bought or replaced once lost and may be reloaded

only by additional plunder.

(41.4)  Rule 7.71 is not applied to baggage trains

gained from plunder. Rules 13.23 and 13.4 (exceptfor 13.42) are applied to baggage trains gained

from plunder.

(41.5) An attacking force including at least one

non-besieged heavy infantry or heavy cavalry unit

may defer the supply check after  the CombatSegment if the player declares that the force will 

 plunder the city he is assaulting.

(Designer’s note: This should be a hazardous

decision if you fail to take the city and you are outof supply, but Caesar did it at the siege of

 Avaricum).

42. CONQUEST OF CITYLESS PROVINCES

(42.1)  To conquer a province which contains no

cities, a power must first subdue it (see 5.43). 

(42.2) A subdued province is conquered if it

contains at least one maximum level fortification

for every seven hexes within the province.

· When the province is conquered, the new ownermust designate one of the maximum level forts as a

city. The province may be conquered by another

 player if he takes the city.

· The conquered province's tax value remains zero· Once the province has been conquered, the player

retains control of it even if the garrisoning heavy

units subsequently leave.

43. DIVINE INTERVENTION

(43.1) Before a player rolls a die for any reason, hemay announce that he is appealing to the gods (or,

if monotheistic, to God). He rolls a die, and refers

to the Deity Appeal Table (43.4). The result from

the table is applied immediately.

(43.2) Deity Appeal Table results may not be usedto modify die-rolls for:

· rolls on the Deity Appeal Table;

· season change;· or random events.

(43.3)  There are two sections of the table-one for

 polytheists and one for monotheists.

· A player is a polytheist if the scenario is number

20 or less. Exception: The Jews, Philippus Arabsand Constantine I are monotheists.

· A player is a monotheist if the scenario is number

21 or greater. Exception: All non-Roman powers,Licinius and Julian the Apostate are polytheists.

(43.4) Deity Appeal Table (see chart booklet)

44. TREASURE CITIES

(44.1)  The following cities are treasure cities

during the scenarios indicated: Alexandria (all),Antiochus (1-31), Carthago (1-31),

Constantinopolis (20-33), Ctesiphon (20-33),

Ephesus (1-27), Hierosolyma (1-9), Hispalis (3-29),

Lugdunum (10-17), Mediolanum (16-27 and 31-

33), Phraaspa (1-33), Rhodus (10-33), Roma (1-

27), and Thessalonica (9-33).

(44.2)  If a player has units in any of these cities

during his player-turn, he may take the city'streasure. A city's treasure may only be taken once

in any particular scenario.

(44.3) A city's treasure is worth three times the

city's tax value as indicated on the Variable City

Chart (41.8).

(44.4)  Taking a city's treasure has nothing to do

with plunder; even after a city's treasure has been

taken, it may still be plundered.

45. SCORCHED EARTH

In the year AD 363, the Emperor Julian's invasion

of Persia was turned back by a scorched earth

 policy: “The extensive region that lies between the

River Tigris and the mountains of Media...was in a

very improved state of cultivation. Julian might

expect, that a conqueror, who possessed the twoforcible instruments of persuasion, steel and gold,

would easily procure a plentiful subsistence from

the fears or avarice of the natives. But, on the

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approach of the Romans, the rich and smiling prospect was instantly blasted. Wherever they

moved...the cattle was driven away; the grass and

ripe corn were consumed with fire; and, as soon as

the flames had subsided which interrupted themarch of Julian, he beheld the melancholy face of a

smoking and naked desert. This desperate but

effectual method of defence can only be executed

 by the enthusiasm of a people who prefer theirindependence to their property; or by the rigor of anarbitrary government, which consults the public

safety without submitting to their inclinations the

liberty of choice.” Edward Gibbon, The Declineand Fall of the Roman Empire (1788).

(45.1) A unit may plunder any non-city controlled

hex spending 2 movement points per hex placing a

"Plunder 2" marker in the hex.

(45.2) During the next Taxation and Mobilization

Phase, the plunder marker is flipped to the "Plunder

1" side. During the subsequent Taxation andMobilization Phase, it is removed from the hex.

(45.3) Forage values are halved in plundered hexes.

46. CITY SURRENDER

(46.1)  Once per year a faction (except for

 barbarians) in the same hex or an adjacent hex canask for the surrender of a non-garrisoned city or

non-city port by rolling one 6 sided die on the

following table:

CITIES SURRENDER TABLE 

Die Army size

Roll 2-9 10-25 26-50 51-99 100+

1 or less - - - - -2 - - - - -

3 - - - - -

4 - - - - S

5 - - - S S

6 - - S S S

7+ - S S S S

Modifiers:

City in plundered province (if plundered by theasking force): -2

Roman faction vs other Roman factions’ controlledcities: +1

Income of asking force < than at start: -1

Income of asking force > than at start: +1

Leader +2 or +3: +1Enemy Leader +2 or +3 in the same

 province: -1

Original city owner’s units in the same province:

≥ strength points than asking force: -2

< strength points than asking force: -1Any Iudean city, period 1, 2 & 3: -2

Result:S: city surrender.

-: No effect, the city must be besieged and

assaulted.

(46.2)  The force may ask for surrender during

movement at a cost of one  movement point andmay continue moving after the surrender attempt.

(46.3)  Asking for surrender is sufficient to meet

19.16 conditions, even if no combat is actuallyresolved because of the defending units’ surrender.

47. OPTIONAL GAME SEQUENCE

(Design note: Players who dislike the supply

management caused by the twice-per turn move

may try the following optional rule checking supplyat the end of turn like in the first edition of the

 game.)

Optional Random Events Phase: Same as 4.

Taxation and Mobilization Phase: Same as 4. 

Diplomacy Phase: Same as 4.

Fortification Phase: Same as 4.

Activation Phase:  Same as 4 except below and

47.2

1. Naval Operations Segment: The player moves

his activated naval units. Other players' naval units

may attempt interception. Naval combat is

resolved.

2. Land Movement Segment: The player moves

his activated land units.

3. Land Combat Segment: Land combat is

resolved for activated units.

At the end of each activation another chit is

selected and any other leaders/forces are activated.

This continues until no chits are left in the mug.

Siege Resolution Phase: Same as 4.

Supply Phase: The players checks supply for their

units and eliminates out-of-supply units. Baggage

trains that occupy a friendly non-besieged city and

neither moved nor expended supply points,

automatically gain one supply point. The month

marker is then moved into the next box on its track.

Power Dissolution Phase: Same as 4.

(47.1)  All references in the rules to the Supply

Segment are related to the Supply Phase.

(47.2)  If using this optional rule, more chits (not

one) are randomly removed and no one gets to see

what it is until the end of the turn.The number of chits removed is one plus  the total

stated by the following chart per each faction: 

Chits per Power 2 3 4 5

---------------------------------------------------------Chits removed 0 1 1 1

 Note that you remove the chits at random fromamong all players' chits combined.

(For example, in the “Marius vs Sulla” scenario 4

chits are removed and 12 played)

This number may be modified (at the start of thenext turn) if the number of chits in the mug changes

due to elimination of leaders, factions activation or

factions dissolution.

(Design note: This way you may move over   supply

at your own risk!) 

(47.3) If enemy armies start the supply phase in thesame hex each army may forage one unit at a time

starting with the army with the greatest strength

 points until the forage value of the hex is

consumed. The rest must be supplied by ports or baggage trains or eliminated.

(47.4) Rules 4.19, 4.20, 4.21 and 13.46 are not

used.

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