*** Birth of the Republic 509-264 BC *** Changes Covering the period from the expulsion of the last Roman King (Tarquin Superbius) and the establishment of the Republic up until the 1st Punic War. [Note: These rules are written with a 6-player game in mind only.] --- Latin Period 509-390 BC --- Setup Rome begins with 30t and 2 Legions; 1 Active War, and 1 Leader begin in play: 1st Latin War 499-493 2/0; Active; -10 per Turn if Active; D3/S18; 10t Spoils Victory allows Tax Farmers 1 & 2 to be played. Strength x 2: 2 related Wars Tarquinius Superbus ?-495 +1 to 1st Latin War; D7/S14; Treat as Drought while in play Eliminated when 1st Latin War is defeated --- Annual Revenue Annual Revenue at start is 30t. (-10t on turn 1 due to active War). The State should therefore have a total of 46 talents after collecting annual revenue and paying maintenance for 2 legions on turn 1. The State's Annual Revenue is increased by victory over certain wars as noted on the war card's description and listed here: Veientine War - +10t 2nd Latin War - +10t 1st Samnite War - +10t 2nd Samnite War - +20t 3rd Samnite War - +20t Defeat of all five of these wars would therefore make the annual revenue equal to 100t, as in the normal game. --- Senators There is no Consul at the start. The HRAO is determined via normal rules using the senator with highest influence (oratory in case of ties). --- Senators 1. Shuffle senators #1 through #18 and deal 3 to each player. 2. Senators #19 & #20 are shuffled into the Early Republic Deck. 3. Reletter Statesman #18A Flamininus to #18B. --- Brutus The player who receives #10 Junius is given this Statesman which he must play during Initial Intrigue: #10A L. Junius Brutus ?-509 (Mil:4,Ora:3,Loy:9,Inf:7,Pop:1) Voids 1st Latin War D/S. --- Red Cards Take 12 Cards from the Early Republic: Blackmail Seduction Harbor Fees Mining Tax Farmers 1-6 (not playable at start) 2 Tribunes plus 6 New Red Cards: #5A Appius Claudius 340-273 (Mil:1,Ora:5,Loy:9,Inf:5) +1 to Population Rolls. #8A M. Furius Camillus 445-365 (Mil:5,Ora:3,Loy:8,Inf:5) Voids Veientine War D/S. #18A L. Quinctius Cincinnatus ?-435 (Mil:5,Ora:2,Loy:9,Inf:1) Voids Aequian and Volscian War D/S. Marriage Player can make one Unopposed Persuasion Attempt against any senator in the Forum during his initiative. This counts as the faction's persuasion attempt. This card can be played during any period. 2 Tribunes (these are 2 brand new Tribune cards) Shuffle all 18 cards; deal 2 Red cards to each player, the remaining 6 are shuffled into the Latin Deck. --- Latin Deck (15 Cards) Volscian War ca. 494-455 2/0; Active; -10 per Turn if Active; D6/S15; 5t Spoils Victory allows Tax Farmers 3 & 4 to be played. Aequian War ca. 494-455 2/0; Active; -10 per Turn if Active; D6/S15; 5t Spoils Victory allows Tax Farmers 5 & 6 to be played. Veientine War 483-396 4/0; Active; -10 per Turn if Active; D9/S12 Victory increases Annual State Revenue by 10 talents (+3 legions) Coriolanus ?-? (Leader) +2 to Volscian War; D3/S16 Eliminated when Volscian War is defeated Sack of Rome 390 (Event) Rome is sacked! Unrest is increased by 3, and 3 Mortality chits are drawn which can effect any senator in play; however, senators whose chits are drawn are considered captured and are killed if not ransomed before the next Forum phase. The State must immediately pay 30t. Discard at start of next Forum Phase. 2 Plebian Secession 494/449 (Event) Treat just like a Drought Event. Discard at start of next Forum Phase. Agrarian Unrest 485 (Event) Treat just like a Drought Event. During the upcoming Senate Phase the Presiding Magistrate must propose a Type I Land Bill after any Prosecutions. This proposal cannot be vetoed. Whatever the result of the vote, Land Bills can now be proposed normally. Discard at start of next Forum Phase. The Twelve Tables 450 (Event) All senators who have an office (except for the Pontifex Maximus if there is one) lose their office along with 1 influence. Instead of electing 2 Consuls this turn, elect 3 Consular Tribunes (see Special Rules for Consular Tribunes). All senators are eligible to become CT except for the Pontifex Maximus. Censors can be elected beginning next turn. Add one to this turn's Population Phase roll. Discard at start of next Forum Phase. 6 Other Red Cards (see above) --- Italian Period 390-264 BC --- Statesman Sort out the 5 Early Republic statesman. Shuffle 3 of these statesman into the Italian Deck; the remaining 2 statesman are shuffled into the Early Republic Deck. None of these statesman can be played prior to turn 6's Revolution Phase. --- Italian Deck (16 Cards) 2nd Latin War 340-338 4/0; Active; -10 per Turn if Active; D4/S18 Victory increases Annual State Revenue by 10 talents (+3 legions) Strength x 2: 2 related Wars 1st Samnite War 343-341 2/0; Active; -10 per Turn if Active; D3/S18 Victory increases Annual State Revenue by 10 talents (+2 legions) Strength x 2: 2 related Wars; Strength x 3: 3 related Wars 2nd Samnite War 327-304 5/0; Inactive; -10 per Turn if Active; D10/S17 Inactive until attacked or matched Victory increases Annual State Revenue by 20 talents (+5 legions) Strength x 2: 2 related Wars; Strength x 3: 3 related Wars 3rd Samnite War 298-290 8/0; Active; -10 per Turn if Active; D5/S17 Victory increases Annual State Revenue by 20 talents (+5 legions) Strength x 2: 2 related Wars; Strength x 3: 3 related Wars Pyrrhic War 280-272 7/0; Active; -10 per Turn if Active; D7/S16; 10t Spoils; [Attacks: Sicily] Strength of War is reduced by 4 whenever combat result is other than a Victory or Defeat. War is discarded with no spoils when strength is reduced below 1. Pyrrhus ?-? (Leader) +3 Pyrrhic War; D9/S15 Eliminated when Pyrrhic War is defeated or discarded Plebian Revolt 287 (Event) Treat as Severe Drought (+2 Unrest each Population Phase) until the Hortensian Law is passed (see special rules), when it is discarded. Appian Works 312-308 (Intrigue) Playable during the Senate Phase after Censor Election by a faction that controls the Censor. Censor gains 2 Popularity and Unrest is lowered by 2. The State must immediately pay 10t from the Treasury. Cannot be played if there is less than 10t in the Treasury. Discard after use. Scandal (Intrigue) - Playable during the player's initiative in the Forum Phase. Target senator loses DR Popularity. Counts as that player's Persuasion Attempt. Discard after use. The player playing this card must have a senator in Rome when this card is played. 3 Tribunes (from Early Republic) 1 Influence Peddling (from Early Republic) 3 Early-Republic Statesman (see above) *** Special Rules --- Senate Phase 1. A Censor cannot be elected (nor Prosecutions made) until the turn after The Twelve Tables Event (Latin Deck) is drawn. Note that prior consul markers are still awarded for office per normal rules. 2. Land Bills cannot be proposed until the Agrarian Unrest Event (Latin Deck) is drawn. 3. Tribunes (cards or statesman) cannot be played until the Hortensian Law is proposed and passed. This Law is not represented by a card. -- Hortensian Law Special Proposal: If, and only if, the Plebian Revolt is in play, the Presiding Magistrate may make this special proposal after any Prosecutions are made. The proposal is voted on normally. If passed, the Presiding Magistrate gains 2 Popularity but loses 2 Influence and the Plebian Revolt Event is discarded. Once this proposal is passed, Tribunes become playable. This proposal cannot be vetoed by the Pontifex Maximus. 4. Rome can build a maximum of 7 legions at the start; defeat of certain wars adds more legions to the Pool. Rome cannot build fleets until the Early Republic and the maximum numbers are the same as for legions. Veientine War - +3 legions 2nd Latin War - +3 legions 1st Samnite War - +2 legions 2nd Samnite War - +5 legions 3rd Samnite War - +5 legions 5. Consular Tribunes (CT): A senator elected as CT gains 2 Influence, regardless of the Period, and a Prior Consul marker. Any and all CT's can be sent to war in any order. The Presiding Magistrate is the CT with the most influence (oratory breaks ties). A Dictator can still be appointed via normal rules but all three must agree. A CT cannot be elected Consul next turn. Otherwise, treat a CT just like a Consul. --- Combat Phase 1. Commanders do not become Proconsul until the Early Republic. They always return to Rome during the Revolution Phase (even if not victorious) and cannot rebel. 2. Veterans are not created until the Early Republic. --- Other 1. "New Alliance" Events are treated as "Another New Alliance" for all wars from the Pre-Early Republic Period (i.e. War is discarded with all spoils). 2. The Tax Farmer concessions cannot be played until certain wars are defeated: Tax Farmers 1 & 2 - 1st Latin War (Latin Period) Tax Farmers 3 & 4 - Volscian War (Latin Period) Tax Farmers 5 & 6 - Aequian War (Latin Period) 3. A Latin Period Statesman is discarded if he is in play at the start of the Revolution Phase of the Early Republic; _all_ his possessions except for his office are transferred to the family card. He cannot be prosecuted next turn for the office and he is eligible for Consul regardless what office he had held. When a Latin Period Statesman is played, the family card is placed underneath the statesman even if it is in the Curia. 4. Note that a Period is entered when a card from that deck is drawn. --- Influence Gains/Losses Summary Changes Cause Latin Italian Early Pontifex Maximus +5 +5 +5 Dictator +3 +5 +7 Consul +3 +4 +5 Censor +3 +4 +5 Master of Horse +1 +2 +3 Minor Conviction -3 -4 -5 (changes apply to popularity too) --- Random Events Table (Latin & Italian Period) 3 Mob Violence 4 Natural Disaster (-25t) 5 Drought 6 Evil Omens (-10t) 7 Epidemic 8 Refuge 9 Ally Deserts 10 Evil Omens (-10t) 11 Ally Deserts 12 Manpower Shortage 13 Allied Enthusiasm (+25t) 14 Enemy Ally Deserts 15 Allied Enthusiasm (+25t) 16 Enemy Ally Deserts 17 Enemy Leader Dies 18 New Alliance Evil Omens, Natural Disaster, and Allied Enthusiasm monetary effects are halved during the Pre-Early Republic Period. The Pontifex Maximus' fine from Evil Omens is only 5t (this, if he can't pay the 10t for the Omens). --- Next Deck (Early Republic - 27 cards) 8 Wars (including 1st Punic War shuffled into deck) 4 Leaders 2 Senators (#19 and #20) 5 Concessions (2 Grain; Land Commissioner, Armaments, Ship Building) 4 Tribunes 1 Assassin 1 Secret Bodyguard 2 Early Republic Statesman (see above) --- D/S Percentages Pyrrhic War w/leader 25.9 Veientine War 23.2 - Camillus voids D/S 1st Latin War w/leader 14.8 - Brutus voids D/S 2nd Samnite War 13.9 Volscian War w/leader 12.5 - Cincinnatus voids D/S Pyrrhic War 9.7 Volscian War 9.2 - Cincinnatus voids D/S Aequian War 9.2 - Cincinnatus voids D/S 3rd Samnite War 4.2 2nd Latin War 1.9 1st Samnite War 1.0 +++ Strategy Tips --- Latin Period Wars - There are only four wars including one active at the start. They should be relatively easy to defeat unless combat rolls are low or the Statesman that void their D/S numbers aren't available. However, with only 7 legions at the start their prosecution could be difficult. It is important to remember that the military rating of a commander added to the legion strength cannot exceed it, so with only 2 legions the maximum force you can get is 4 regardless of the commander's rating. Going after the Veientine War as early as possible is a good idea because it adds 3 more legions to the Pool. The biggest decision with regards to Wars is whether to attack two of them simultaneously or concentrate on one of them, when there are more than one. Dictator prerequisites are the same and since none of these wars can have a strength >= 20, three active wars are required; a Dictator should be rare. Funds - This is a major challenge. The Sack of Rome costs the State 30t, and combined with an Evil Omens or Natural Disaster, the loss could be 40t or 55t. Since Rome needs to build as many legions as possible early on, the State needs all the funds it can muster. Until the Gallic Invasion is drawn, all players should seriously consider contributing as much as they can. With only 15 cards in deck there's 1 in 3 chance of the card being drawn on turn 1. Note that the lucrative concessions don't enter the game until the Early Republic so money will be severely strained in the early going. Unrest - The second major challenge. There are _four_ cards that increase the unrest. Since players will need to contribute, there'll be little money left for games and Land Bills can't be proposed until the Agrarian Unrest card is drawn. The Type I Land Bill proposal required by that card can be a two-edged sword since 20t is a a big hit on the Treasury early in the game. A good source for popularity is fighting wars, but since the Field Consul goes to war first, it could be difficult to send the Rome Consul to a war. This is one good reason for attacking two wars in one turn. Appius and Brutus are of course good canditates for Rome Consul. --- Italian Period Wars - One more war than the previous deck and two of them (2nd Samnite War and Pyrrhic War) have considerable D/S percentages. Making conservative attacks against them could easily lead to some of these Wars remaining active into the Early Republic, a situation which might not be avoidable anyway. Funds - The Treasury situation improves as long as the Wars are defeated. Unrest - Not as big of a problem as the previous deck since there is only one card that increases the unrest and Appian Works is a cheap way to lower the unrest. As long as the Plebian Revolt is dealt with, the Unrest will not be a problem unless it was already high entering this period. --- Early Republic (as compared to the Early Republic scenario) The State Treasury will probably be much less at the start of the Early Republic (less than 100 compared to nearly 200); however Rome should have a stronger army of Legions though no Veterans. There is a problem with this situation though and that is that the 1st Punic requires lots of fleets to attack and the Senate will not have the money to build many. Note that Rome won't have any fleets when it enters the Early Republic. If the 1st Punic War is drawn early on, Rome may not be able to attack it. The only way to possibly prevent this situation is for major contributions from the factions on the turn the Early Republic begins. Since the 1st Punic War is shuffled in the deck, it's now possible for Hamilcar or Hannibal to die before a Punic War is drawn, so the war situation is slightly better in a way; however, since one or more wars from the previous deck could still be in play this tends to balance the difficulty. Also, since Flamininus could start with more influence than normal (because of Cincinnatus), the Macedonian situation is a bit trickier.