[Much credit to these rules goes to Christopher K. Farrell who came up with the original idea for many of them. I have made many small and large changes here and there and added a few of my own.]
I. Calpurnian Law Fines: Fines collected from the Calpurnian Law go directly to the State Treasury.
II. Random Events: In the Middle and Late Republic, the HRAO should roll once on the Random Events chart before taking his first initiative.
III. Legion Popularity Loss: A commander loses popularity equal to half the number of legions lost (fractions rounded down) in a Disaster, Standoff, or Stalemate, and equal to a third of the legions lost (frd) in a Victory. There is no popularity loss for losing fleets.
IV. Spoils of War: In the Late Republic, during the Revolution Phase a victorious commander must make one dr for every 10T (or fraction thereof) of the War's Spoils. He may then retain that many talents in his personal treasury, with the remainder going to the State. If he keeps the spoils, then for each dr rolled, the senator must lose 1 popularity and 1 influence. If the commander rebels he can keep all of the spoils. The dice are rolled before the commander decides to rebel or not; if he rebels then he can keep the remainder.
V. Popularity Cap (X) Any Senator who ends the Population Phase with more than X popularity must lose 1 point of popularity. A Statesman cannot be reduced to less than his printed popularity by this decrease.
VI. Gabinian Law Allow this Law to be played after the Late Period Pirate War appears.
VII. Tribal Assembly Change T. Sempronius Gracchus' special advantage from "May propose one land bill per turn" to "Influence loss for introducing a measure to the Tribal Assembly is 1." No Senator may introduce a measure to the Tribal Assembly until after T. Gracchus has in the Middle Republic; he is assumed to have already done so in the Late Republic. In order to introduce a measure to the Tribal Assembly, a senator must play a Tribune (a statesman's free tribune cannot be used) and immediately lose 3 Influence. Any proposal may be introduced to the Tribal Assembly that could normally be voted on in the Senate, *including* elections for all offices *except* for Censor. Prosecutions also cannot be proposed. The voting procedure is the same, except that each faction receives votes for the sum of its (in-Rome) Senator's *popularity*, plus the oratory of any *one* senator in his faction (must be the senator who introduced the measure for the playing faction), and that player who played the Tribune is the Presiding Magistrate. Money can still be spent to buy votes normally, but each vote costs *2* talents instead of the normal 1. Negative popularity does subtract from a faction's votes; if a faction has 0 or fewer votes, they may not vote except to play a tribune. A Tribune (including a statesman's free tribune) may be used to veto a measure in the Tribal Assembly; no other form of veto (PM, Statesman's free *veto*, etc...) may be used (although GRAFT and MURDER OF A TRIBUNE may be used to cancel the tribune's motion, in which case the influence loss for the initiating senator is voided). One MOB VIOLENCE card should be added to the Middle Republic deck (use a convenient card from the Late Republic); These may now additionally be played against any faction trying to introduce a measure to the Tribal Assembly; they must be played before the voting commences, and if the initiating senator is killed the measure is considered cancelled. Only one MOB VIOLENCE card may be played per measure. Whenever a measure is introduced to the Tribal Assembly and not cancelled before voting commences, increase the Unrest Level by 1.
VIII. Optional Provinces: Whenever a Commander is victorious in either the Invasion of Britain or Invasion of Germany, *and* loses at most 2 legions, he (the commander) may opt to create the provinces of Britannia, or Upper Germany, respectively. If a commander defeats the Invasion of Germany with no losses, he may opt to create Upper and Lower Germany. In the senate phase after the defeat of the Alexandrine War, the Senate may pass a motion to create the province of Egypt. If this motion is not passed immediately, the Egypt province may not be created; this proposal, if made, may not be vetoed. Egypt starts and remains developed; it never becomes undeveloped. All four provinces are border provinces. The Governor of Egypt must be a prior consul; if no prior consul is available, elect any senator for a one-year term (returning in the following revenue phase). A one-year governor is subject to the full fining/prosecution if he takes personal income. Egypt must be allocated before a prior consul is sent to any other provinces; the last available candidate rule is in effect. Numbers are undeveloped - developed Britain Upper Germany Lower Germany Base Strength 2/1 - 3/2 2/0 - 4/0 1/0 - 3/0 Personal Income dr-3 - dr+1 dr-2 - dr+2 dr-3 - dr-1 State Income dr-5 - dr-1 dr-3 - dr-1 dr-5 - dr-2 Local Taxes 10 - 25 20 - 30 10 - 15 Maximum Forces 5/5 - 7/7 6/0 - 10/0 5/0 - 10/0 Defends Against none none none Egypt: Base Strength: 3/8 Personal Income: TDR [or dr+7] State Income: TDR [or DR+4] Local Taxes: 60 Maximum Forces: 8/15 Defends Against: none [Editor’s Note: The author had confused the term Lower Germany with Southern Germany. Lower Germany refers to the Lower banks of the Rhine and therefore Northern Germany; I have made the appropriate changes above. I don't like the fact that there are two Germanic provinces and would have preferred there to be only one.] /* */
IX. New Law Cards a) (Early Republic) - Increased Reliance on Italian Auxiliaries. The player who plays this law loses dr/2 (FRD) Popularity from each of his senators (roll once for each senator) and the unrest level is increased by 2. Each legion may now have an "auxiliary" attached for 4 talents. Auxiliaries increase the strength of the legion by 50%, with fractions rounded down in the final total; Auxiliaries may not be attached to an already veteran legion. Denote strengthened legions in any convenient way. Such legions require a 2T bribe to increase the likelihood of loyalty. This law can only be played during the 2nd Punic, 1st Gallic, or either Macedonian War. All Auxiliaries go home and this law is repealed when both the 2nd Punic and 2nd Macedonian War are defeated; increase the unrest by an additional 2 when the law is repealed. If this law is played, increase the Social War to 15. While this law is in play, the effects of any "Allied Enthusiasm" events that come up are halved (FRD). b) (Early Republic) - The Senate declares a National Emergency. The sponsoring player loses 4 popularity off his highest popularity senator, and all other senators in the playing faction lose 2 popularity; all other faction leaders 2 popularity and all other senators lose 1 popularity. The Unrest Level is increased by 3. All Landbills are immediately repealed and no more may be passed this turn, and any Manpower Shortage/No Recruitment is eliminated. Additionally, the first 5 units raised in the Senate Phase may be raised for half price, and the owners of the Arms/Fleet Building concessions receive no income from any forces built this turn, and the largest numbered Standoff and Disaster numbers on all wars/leaders are ignored for this turn only. May only be played if there are matching Macedonian or Punic Wars in play, or wars with a total strength of 20 or more. c) (Early Republic) - Rhodian Alliance. Treat as if the Rhodian Alliance event had come up. d) (Late Republic) - Provincial Command: allows more flexibility in the use of provincial forces; any commander who is also a governor (by the Vatinian Law) may add any provincial forces from a province he is governing to his command at any time before the combat TDR if the province is listed on the war he is attacking (not necessarily the first province). As long as he remains a commander, the provincial forces may remain part of his forces (even if he attacks a different war that no longer lists the original province). When he is no longer a commander, the provincial forces are returned to the province. Provincial forces are always loyal to their commander, and may not be recalled or disbanded by the Senate. e) (Late Republic) - Provincial Reorganization: Combine each of Nearer & Further Spain, Transalpine & Narbonese Gaul, Cisalpine Gaul & Sardinia- Corsica, and Syria & Cilicia-Cyprus into one province each (for a total of 4 larger provinces). Each one of these provinces must be governed by a prior consul if one is available, otherwise elect anyone to a one-year term. Each of the provinces has the combined value of each of it's smaller provinces, and the combined province should be notated by stacking the smaller provinces. Anything that would effect one of the provinces (Pretender, Barbarians, etc.) effects the one new province similarly. If either province is unimproved, the new province is treated as unimproved (although are improved/sacked together afterwards). All governors in affected provinces are immediately recalled when this law is played. Once this law is played, the Vatinian Law may not be played; Likewise, if the Vatinian Law is in play, this law may not be played. f) (Late Republic) - Tradition Erodes II - All provinces that require a prior consul, except Egypt, may now be assigned to anyone. g) (Early Repbulic) - Peace Treaty - Can only be played after Prosecutions and before Governorships and only if the State has enough funds to pay the Initial Tribute. At the time the card is played, the player that plays it must select a War Series that this Law would affect if passed. Senate must immediately vote on whether to pass this Law; this vote cannot be vetoed. If passed the following occurs: 1. Both Consuls and Dictator (and Presiding Magistrate if other) must each lose 3 Popularity. 2. Unrest is increased by 3. 3. Each discarded War in the Series is returned back to play. The lowest-numbered War of the series in play then becomes Inactive; all other Wars and Leaders in the series are reshuffled into the deck. If the current deck has less than six cards, shuffle them into the next deck. Discarded leaders remain in the discard pile. 4. For each War in the Series, returned from discard or returned to deck, the State must immediately pay 20 talents in Initial Tribute. Also, for each War returned from the discard pile, the State must pay back the Spoils gained from that War as part of the Initial Tribute and Rome loses all provinces gained from that War (Governors return to Rome). 5. During each Revenue Phase that the Peace Treaty is in effect, the State must pay 20 talents in Yearly Tribute for each War that was returned from discard or returned to deck. 6. Every War in the series gains a permanent +1 to Land and Naval Strength (not Fleet Support Strength) when the Initial Tribute is played and also during each Revenue Phase the Peace Treaty is in effect. Rome cannot attack the new Inactive War on the turn the Law is passed, though she can next turn. (Every War will in effect gain a _minimum_ of +2 Strength before it can be attacked). 7. The Peace Treaty remains in effect until Rome attacks the new Inactive War or a Matching War/Leader is drawn. New Alliance events do not affect the new Inactive War while the Peace Treaty is in effect.
XI. Delayed Matching Wars (from AH) 7.3321 TIME DELAY: Whenever a War of Revolt card is drawn from the deck that would match a face-up War or Revolt card already located in the Forum, the drawn card is placed face-down in an Inactive War slot for the remainder of the current turn. If the face-up card is currently located in an Inactive War slot, it is immediately moved to an Active War slot; otherwise, face-up cards are not affected in any way. At the beginning of each turn, before any other action is taken, all cards in Inactive War slots are turned face-up, and one card for each War or Revolt is moved to an Active War slot on the Forum. Wars should be selected for activation in chronological order (e.g. 1st Macedonian before 2nd Macedonian) whenever possible. An Inactive War and its leader are instantly matched and activated; there is no delay. If a Leader is drawn that matches an Active War, the Leader is immediately placed on the Active War card--but no additional War cards are activated.
XII. Revised Statesman All Statesman that void _any_ war's D/S numbers now void _all_ standoff numbers on _all_ wars, but do not void _any_ disaster numbers. Also, add this ability to both Caesar and Pompey. So the effected Statesman are: #1A, #18A, #19A, #1B, #1C, #27A, #4A, #30A
XIII. Defeats Defeats take precedence over Disasters and Standoff.
XIV. Others a. Players can play any red cards that are traded during the Initial Intrigue phase, instead of having to wait for the first Revolution Phase. b. No Temporary Rome Consul. c. Randomly select a Temporary Rome Consul. d. 1st Punic War fleet strength is never doubled (or tripled,...). e. Leaders do not add to 1st Punic War fleet strength or D/S numbers. f. Shuffle 1st Punic War into deck g. Statesman nullify Leader D/S numbers as well h. Sertorian, Spanish, Numantine Wars, and Sertorius all match
XV. Starting Provincial Forces Allow provinces that start the game in play to begin with some provincial forces already built: Middle Republic Late Republic Sicily 4 Armies & 2 Fleets 10 Armies & 5 Fleets Sardinia-Corsica 1 Fleet 1 Army & 4 Fleets Cisalpine Gaul 1 Army 8 Armies Illyricum 6 Armies Further Spain 6 Armies Nearer Spain 5 Armies Greece 3 Armies & 3 Fleets Africa 2 Armies & 2 Fleets Asia 2 Armies & 2 Fleets Narbonese Gaul Cilicia-Cyprus
XVI. Middle Republic Variable Ending Rule The following rule can be used to help prevent the "end of the world" syndrome which occurs when artifical time limits dictate the end of the scenario and send all players off on a desperate grab for influence or assassination attempts. [Rule was originally mentioned by AH in a slightly different form than that presented here.] At the end of every turn, starting with the turn the second deck expires, a die is rolled to see if the game ends. The game ends on a die roll of 6 or more. There is a +2 modifier for every turn that the die is rolled without resulting in the end of the game (a maximum of 3 new turns may be added in this fashion). When a player is required to draw a new card from the deck but there are none, he instead draws from a new deck of 24 cards consisting of the following: 2 Senators : #26 Octavius, #27 Marius 3 Statesman: #28A Cicero, #29B Lucullus, #30A Pompeius 2 Laws : Julian Law, Plautian-Papirian Law 7 Intrigue : Proscription, Murder of a Tribune, Influence Peddling Assassin, Secret Bodyguard, Tribune, Tribune 6 Wars : Social War, 1st Mithridatic War, 2nd Mithridatic War 3rd Mithridatic War, Sertorian Revolt, Gladiator Slave Revolt 2 Leaders : Mithridates VI, Spartacus 2 Events : Ptolemy Apion Bequest, Bithynian Bequest As soon as this draw is made, the game is considered to be in the Late Republic for purposes of Legion Allegiance and Random Events rolls. [I wanted the maximum number of new turns to be three so I decided to include only 24 cards in this new deck. I looked at all the ratios of card types to deck size and also the historical chronology to determine which cards to include. These cards go right up to the time that Julius Caesar would have made an impact and historically makes for a nice clean cutting off period. The biggest choices to make were the Senators and Statesman since these would most likely have the biggest effect on the deck. Pompeius was added not only for historical accuracy, since he prosecuted the 3rd Mithridatic and Slave Revolt, but also because his miltary rating (on average) is good. Lucullus (and Marius to a degree) were added to counter the potentially dangerous matching Mithridatic wars. Cicero was a tough choice but I wanted 5 Senators/Statesman and he historically appeared slightly before the others I think. Octavius was added to fill out. Something similar should be done for the Late Republic, however there are no cards to fill out this period at the moment.]
XVIII. Voluntary Retirement During the Early and Middle republic (of an extended game only) a player can voluntarily retire any Senator with influence greater than 20 that he has in play in Rome during any Population Phase (after the Population Roll) or Revolution Phase. The Senator must lose all counters, except for Faction Leader and Talents, and he must return all attached cards to the Forum. The player keeps any family card. The current influence of the Senator is recorded and is added to that player's final influence tally for determining victory conditions. A retired Statesman is discarded from play. If the player does not control the family card then all counters (including faction leader) and cards are removed or moved to the Forum.
XIX. Marcus Atilius Regulus Rename Senator #12 Acilius to Atilius and add a Statesman to the Early Republic deck: #12A M. Atilius Regulus (Mil:4,Ora:3,Loy:8,Inf:5) Nullifies 1st & 2nd Punic War Disaster/Standoff [Historically, it was Regulus who defeated the Carthaginian fleet off Ecnomus, though he was captured when he later landed in Africa.]
XX. Elder Statesman During the mortality phase, a Statesman without an Age marker receives one numbered "1". A Statesman with an Age marker has its number increased by 1. If the number on the marker is greater than or equal to 7 that Statesman is considered to be an Elder Statesman. A roll must be made for each Elder Statesman during the Mortality Phase to see if that Statesman dies. A dr of 6 results in the death of that Statesman. For each number greater than 7 on the marker, 1 is added to the dr roll. An Elder Statesman cannot leave Rome (for example, to fight a War or Govern a province) or attempt an assassination. This does not prevent him from becoming a Dictator or Field Consul, it merely prevents him from being sent to fight a War (or anything else that could make him leave Rome). He is not forced to return to Rome if he is already away. An Elder Statesman can go into Exile normally.
XXI. The Ligurian Wars 1st/2nd/3rd Ligurian Wars 197-154 BC 6/0; Inactive until attacked; -20 per Turn if Active; D4/S17; 10t Spoils; [Attacks: Cisalpine Gaul] The 1st Ligurian War enters play when the 1st Gallic War is defeated. When the 1st war is defeated, the war is discarded and the 2nd war is brought into play. Likewise, when the 2nd war is defeated the 3rd war is brought into play. All three wars are discarded (with no spoils) if they have not been already when the game enters the Late Republic. These wars never go into the deck for any reason, they are discarded instead. [Historically when things were quiet on the war front, consuls would go off "triumph-hunting" by bullying up on the Ligurians. Some twelve triumphs were awarded in these quests for booty. The Ligurians lived roughly between Cisalpine Gaul and the Tyrrhenian Sea. This rule is mainly to liven up the Middle Republic if it needs livening up.]
XXII. 4-Player Game (Early Republic or Extended) Each player is dealt 4 senators, 2 senators begin in the Forum, and 2 senators begin in the Curia. Each player is dealt 4 red cards. The remaining red cards are shuffled into the deck. Each player can hold a maximum of 7 red cards during the revolution phase. Initiatives 5 and 6 are dealt with in either of these manners: 1. The 5th initiative is bid on normally, but bidding for the 6th initiative begins with the player who won the 5th initiative. 2. Initiative rolls are made for both initiatives and cards drawn if necessary but players do not participate in these two initiatives (no persuasion attempts, knights, faction leaders, games). Any red cards drawn are randomly distributed to players except that a player cannot receive a card if another player has received fewer cards in this fashion throughout the entire game. Example: On turn 1, two red cards are drawn during the 5th and 6th initiatives. If player 2 is assigned the first card then only players 1, 3, and 4 are eligible to receive the second card. If player 3 receives the second card then only players 1 and 4 are eligible for the next red card drawn during the 5th and 6th initiatives. Only after players 1 and 4 have received cards during the last two initiatives of any turn, can players 1 and 2 receive cards in this fashion again.
XXIII. Non-Privileged Assassinations The following assassination attempts are considered "privileged": 1. attempt vs a CFL nominee. 2. attempt in which at least 1 Assassin card is played. 3. attempt vs a Sponsor/Cosponsor of a Land Bill where both are from the same faction. This rule makes no changes to "privileged" attempts. All other attempts are considered "non-privileged" (NP). When a NP attempt is made roll another dr (unmodified by any cards); if the roll is odd, 1 is subtracted from the assassination roll; if the roll is even there is no effect. back to Rules and Errata