The Roman Calendar

Few Romans knew or cared what year it was, but

those who did counted the years from the semi-

fabled founding of Rome by Romulus in 754BC.

Hence the civil war began in 705 (49bc), and the

assassination of Julius Caesar occurred in 710

(44bc) of the Roman Calendar.

Julius Caesar established the Julian Calendar in

709 (45bc). This Calendar corrected a two month

error in the solar cycle and established the leap

year concept to keep it accurate. The month

of July was renamed after Caesar. With minor

revisions to leap years, this is the Calendar we still

use (in the West) today.

Victory

City vps total 13. Pompey starts the game holding

7vp while Caesar has only 1vp (Massilia). Rome,

Athens, Byzantium, and Ephesus are Vacant. The

burden of attack lies with Caesar to avoid an early

defeat.

God Cards

The deck contains seven (7) God cards, named for

the major Roman deities. These cards allow special

actions to occur that break the normal rules. See

each card for details.

Game Turn Example

•Card Play: Caesar 2/1, Pompey 2/2. Cards are tied

(compare only Moves) but Caesar is Player 1 on ties.

•Caesar (Player 1): 2 Moves then 1 Levy

•Pompey (Player 2): 2 Moves then 2 Levies

•Battle Phase: Resolve any battles in the order

chosen by Player 1.

2.0 GAME TURNS

There are five Years in the game, each

divided into five Game Turns. Each game

turn has three (3) Phases, played in the

sequence below.

2.1 CARD PHASE

There are twenty-seven (27) cards:

twenty (20) Command Cards and seven (7)

God Cards. At the beginning of each Year,

the cards are shuffled and six (6) cards are

dealt to each player. Examine your cards and

discard one (1). The discard is not revealed.

Each player starts a game turn by playing

one (1) card face-down. The cards are then

revealed. Card values are Moves (banner)

and Levies (circles on banner staff). The

player with the higher Move card is Player 1

that game turn.

IMPORTANT: If the cards played are equal

(Move number) Caesar is Player 1.

EXCEPTION: Caesar is always Player 1

on the first turn of the game (in 705)

regardless of the cards played.

God cards have a special action defined

on the card. The player of a God card is

Player 1. However, if both plays are God

cards, both of them are cancelled and the

game turn ends.

NOTE: Players must play a card, but can

elect to take fewer moves/levies if desired.

Commands cannot be saved for future

use.

2.2 COMMAND PHASE

Player 1 moves and levies (or executes a

God card), then Player 2 moves and levies.

• Move: Each move allows one Group

(any/all blocks in one location) to move one

or two cities; Navis can move one or two

seas. Blocks cannot attack or reinforce if they

move two cities/seas. Blocks entering a city

or sea containing enemy blocks must stop.

See 6.0 for details.

• Levy: for each Levy, one (1) step can

be added to one (1) existing block, or

one (1) new block can be chosen from a

player's Levy Pool and deployed on the

map at strength I. Choose levies after

all movement is complete – they cannot

move in the same turn. See 6.4 for details.

2.3 BATTLE PHASE

Battles are fought between opposing

blocks in the same city or sea. They are

fought one at a time in any sequence

determined by Player 1. See: 7.0 for details.

JULIUS CAESAR

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1.0 INTRODUCTION

Julius Caesar brings the drama of the

most famous and significant Roman Civil War

(49–45 BC) to life. Players take control of the

legions of Caesar or Pompey and fight to

determine the future of Rome – republic or

empire.

1.1 PLAYERS

The game is intended for two players.

One player represents Julius Caesar, the

other Pompey the Great.

1.2 VICTORY

The game is divided into five (5) Years,

each with five (5) game turns. After each

Year ends, a Winter Turn (8.0) is played when

players check to see if either has won.

To determine victory, after each Year,

players score the total value of Friendly cities,

plus one Victory Point (1vp) for each enemy

leader killed. To win, a player must have 10

(or more) VPs.

If neither player wins by the end of Year

5, the winner is the player with the higher

VPs. If still tied, the game is won by the

player holding Rome. Otherwise the game is

a draw.

1.3 CONTENTS

• Game Map

• 63 blocks (31 tan, 31 green, 1 blue).

• Label sheet (for blocks)

• Cards (27)

• Dice (4)

• These Rules

LEVY 2

MOVE 3

COMMAND

JULIUS CAESAR

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3.22 Legions

Legions are identified by

an Eagle icon. They have

a number ID on the top

left, and a levy city on

the bottom. Legions have

combat ratings of C2, C3, or

C4, with veteran legions having the higher

ratings.

3.23 Auxilia

Both players have four (4)

Auxilia, two light infantry

(B1) and two archers (A1).

These troops can be raised

in any Friendly city.

3.24 Equitatus

Equitatus (cavalry) are

rated B2 or B3. Like legions,

they are raised in specific

Friendly cities. These cities

have a nearby equitatus

symbol on the map. Caesar

has four (4) equitatus. Pompey has three (3)

equitatus, but also one Elephant (7.41).

3.25 Ballista

Each player has one (1)

Ballista. They have different

combat values for defense

and offense, see 7.42. They

can be built in any Friendly

city.

3.26 Navis

Players have five (5) Navis

to represent the warships

used by both sides. They

have D2 or D3 combat. In

a sea battle this "D" rating

has no impact since all

Navis have the same rating, but they are

vulnerable in land battles. Navis must be

built in Friendly major ports, identified on

the map with a Navis symbol.

3.27 Cleopatra

Cleopatra represents the

forces of Egypt and is rated

C1. She is not a leader per

these rules. Cleopatra starts

play on the Pompey side,

but can fight for either side.

See: 7.52.

JULIUS CAESAR

3.0 ARMIES

One label must be attached to the face

of each block. Lightly position each label,

ensure it is straight, and then press firmly to

the block.

Blocks

Labels

Caesar

Tan

Red

Pompey

Green

Ochre

Cleopatra Blue

Blue

3.1 BLOCK DATA

3.11 Strength

The current strength of a block is the

Roman numeral on the top edge when the

block stands upright. Blocks can have a

maximum strength of IV, III, or II.

Strength determines how many six-sided

dice (d6) are rolled for a block in combat. A

block at strength IV rolls 4d6 (four six-sided

dice); a block at strength I rolls 1d6.

For each hit taken in combat, the block’s

strength is reduced by rotating the block

90 degrees counter-clockwise. The sidebar

shows the same block at strength III, II, and I.

3.12 Combat Rating

The Combat Rating is indicated by a

letter and number, such as A2 or B3. The

letter (initiative) determines when a block

has a battle turn. All A blocks go first, then

all B blocks, then all C blocks. If tied, the

Defender has the first battle turn. The

number (firepower) indicates the maximum

roll that will score a hit. See 7.3.

3.13 Name

Legions have a city name where this

block must be recruited when deployed from

the Levy Pool.

3.2 BLOCK TYPES

3.21 Leaders

Both sides have three (3)

named leaders:

Caesar, Antonius, Octavian

Pompey, Scipio, Brutus.

Leader blocks include their

significant guards, generally elite cavalry.

Players start the game with two leaders. The

third may be brought into play if a leader is

killed (see: 7.51).

Label Sheet

The red labels on the die-cut sheet are for Caesar

(tan blocks) and ochre labels for Pompey (green

blocks). The Cleopatra label goes on the blue

block.

Fog-of-War

Surprise is an exciting aspect of this game.

Except when fighting a battle, active blocks stand

upright facing the owner. This promotes bluff and

innovative strategies because players are uncertain

of the strength or identity of an enemy block.

Equitatus

Romans were never considered exceptionally

good horsemen, at least not after the connection

between cavalry and the aristocracy was

abandoned. By the time of late Republic, the

Equitatus was generally made up of non-Roman

horsemen from Gallia, Germania, Hispania,

Numidia, Syria, and Thracia. Caesar used Germanic

cavalry to fight the Gauls and also to serve as his

formidable bodyguard.

Elephants

There is one Elephant block for Pompey. Caesar

would not have elephants in his army believing

them to be fragile and unpredictable.

COMBAT

(C3)

Strength I

Strength III

Strength II

STEP REDUCTION

STRENGTH

(Maximum III)

LEGION

(13)

LEVY CITY

(RAVENNA)

4.0 MAPBOARD

The mapboard depicts the

Mediterranean Sea and surrounding

territory. The Caesar player sits at the north

edge of the map, Pompey player at the south

edge.

4.1 LOCATIONS

Blocks on the map must be located on

cities or seas. Navis must be located on seas

or in port cities.

4.2 CITIES

Cities govern the movement and

location of blocks. Eleven cities have a value

of 1 or 2. These numbers (total 13) are

Victory Points (VPs). The numbers are also

significant for Wintering (8.4).

4.21 City Control

The control status of a city can be:

Friendly: Occupied by one or more of

your blocks.

Enemy: Friendly to your opponent.

Vacant: Friendly to neither player.

Contested: Contains blocks of both

players, awaiting Battle Resolution.

IMPORTANT: Changes to city control are

effective immediately. Friendly cities

become immediately neutral when left

Vacant. Similarly, attacking an Enemy city,

even with one block, immediately converts

it to Contested status until the battle is

resolved.

4.3 ROADS

Cities are connected by important roads

of the period, some of them named for

historical interest. Blocks move from one city

to another via these roads.

4.31 Road Classes

Two classes of road are depicted, Major

(solid line) and Minor (dotted line). In one

game turn, four (4) blocks can move along a

Major Road, but only two (2) along a Minor

road. See 6.11.

4.32 Straits

Four straits appear on the map, each

identified by a blue arrow: Herculeum,

Messana, Hellespontus, and Bosphorus. Each

game turn, two (2) land blocks may cross

each strait, but only one (1) land block when

the city on the other side is defended.

Navis ignore straits when moving from

one sea to an adjacent sea. Control of cities

on either side of a strait has no effect on

Navis or Amphibious movement.

4.4 SEAS

There are nine (9) seas: Atlanticus,

Hispanum, Tyrrhenum, Internum,

Hadriaticum, Egypticum, Aegaeum,

Propontis, and Pontus Euxinus. These seas

can only be occupied and controlled by

Navis.

Friendly: Seas occupied by one or more of

your Navis.

Enemy: Seas occupied by one or more

enemy Navis.

Vacant: Friendly to neither player.

Contested: Seas containing Navis of both

players, awaiting Battle Resolution.

SEA CONTROL: As with cities, changes to

sea control are effective immediately. A

sea immediately becomes neutral when it

is left Vacant.

4.41 Islands

The islands of Corsica, Sardinia,

Sicilia, Creta, and Cyprus are playable.

All other islands are unplayable. Moves

to-from playable islands requires a Navis or

Amphibious Move (6.3).

4.42 Ports

All cities located on a coastline are

ports. Some ports have a Navis symbol that

designates a major port, which are essential

for building Navis.

Ports located on sea borders allow

access to two (2) seas. Utica and Creta have

access to three (3) seas. See sidebar for

clarification.

JULIUS CAESAR

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Battle Sites

The main battle sites are shown on the map, red

for victories by Caesar and green for Pompey.

Ports

Below is a list of ports and their adjacent seas.

Major ports are indicated in Caps.

SEA PORTS

Atlanticus: Burdigala, Gades, Olisipo, Portus,

Sala, Tingis.

Hispanum: Caralis, Carthago Nova, Genua,

Iomnium, Massilia, Narbo, Siga,

Tarraco, Tingis, Utica.

Tyrrhenum: Aleria, Caralis, Genua, Lilybaeum,

Messana, Neapolis, Rhegium,

Rome, Utica.

Internum: Ambracia, Brundisium, Creta,

Cyrene, Lilybaeum, Messana,

Pylos, Rhegium, Syracuse, Tacape,

Thubactus, Utica.

Hadriaticum: Aquileia, Brundisium, Dyrrachium,

Ravenna, Salone, Sipontum.

Aegaeum: Aenos, Athena, Creta, Ephesus,

Thessalonika.

Propontis: Byzantium, Nicomedia.

Euxinus: Byzantium, Sinope.

Egypticum: Alexandria, Antioch,

Catabathmus, Creta, Perga,

Pelusium, Salamis, Tarsus.

God Cards

Apollo: Copy the card played by your opponent

last turn. The copied card determines who is

player 1 this turn. When Apollo copies a God

Card, it does not cancel the turn, however, two

God Cards played together do cancel the turn.

Jupiter: Roll to randomly cause the defection of 1

enemy block in a city adjacent to a friendly city.

To determine which block defects, roll dice. A

Leader or Navis does not defect; instead, reveal

it and then reduce it by 1 step. Cleopatra is not

a leader and may defect. Examples: For a group

of 3, roll 1d6: 1-2 = 1st block, 3-4 = 2nd block,

and 5-6 = 3rd. For a group of 5, roll 1d6 and

reroll a 6.

Mars: Make 1 group move (land units only).

Choose 1 battle. During the first round, all

attacking blocks in that battle fire before any

defending blocks. Caution: the Defender may

get two fires in a row (last in Round 1 and first

in Round 2). You may start multiple battles, but

only 1 gets the Mars effect.

Mercury: The land blocks in 1 Group move 1 extra

city. Blocks can move in multiple directions,

and use the bonus (or not) as desired.

Neptune: This is essentially a "Mars" card for

ships.

Pluto: Increases road limits for 1 Group Move for

all Attacks, but not for other moves, nor for

Retreats/Regroups. Land units only.

Vulcan: reduces all blocks in a designated enemy

city by 1 step. Blocks at strength I, including

Navis and Leaders, are eliminated. Exception:

Cleopatra is not reduced if at strength I.

5.0 DEPLOYMENT

5.1 HISTORICAL DEPLOYMENT

Both players deploy blocks in cities as

noted. Blocks are always deployed upright at

full strength.

5.2 LEVY POOL

Each player maintains a Levy Pool off-

map. Blocks in the Levy Pool stand upright to

conceal their identity. Players expend Levy

Points to deploy blocks from their pool to

the map. Except for Leaders (see 7.51) blocks

that are eliminated during play are returned

to the Levy Pool, but are always placed face-

up until the current Year ends. These blocks

cannot be levied until the next Year.

5.3 FREE DEPLOYMENT

An optional deployment method. Players

deploy blocks as per historical OB, but may

swap any blocks on the map as long as the

original number of deployed blocks in each

city is maintained. Blocks from the Friendly

Levy Pool cannot be substituted.

EXAMPLE: In the historical OB, Pompey

has three (3) blocks in Neapolis. For free

deployment, any three blocks from the

historical deployment can be there.

CAESAR, 705 (49 BC)

Caesar: Ravenna

Legio 13: Ravenna

Navis 2: Ravenna

Antonius: Genua

Legio 8: Genua

Legio 12: Genua

Legio 11: Massilia

Legio 14: Massilia

Navis 1: Massilia

Legio 7: Narbo

Legio 9: Narbo

Legio 10: Narbo

Legio 16: Lugdunum

Equitatus 1: Lugdunum

LEVY POOL

Octavian

Legio 17, 18, 19, 20, 21

Auxilia 1, 2, 3, 4

Equitatus 2, 3, 4

Ballista

Navis 3, 4, 5

JULIUS CAESAR

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POMPEY, 705 (49 BC)

Pompey: Neapolis

Legio 1: Neapolis

Navis 1: Neapolis

Legio 3: Brundisium

Legio 37: Syracuse

Scipio: Antioch

Legio 34: Antioch

Cleopatra: Alexandria

Navis 2: Alexandria

Legio 39: Utica

Navis 3: Utica

Legio 2: Carthago Nova

Legio 4: Carthago Nova

Legio 5: Tarraco

Legio 6: Tarraco

Equitatus 1: Tarraco

LEVY POOL

Brutus

Legio 32, 33, 35, 36, 38

Auxilia 1, 2, 3, 4

Equitatus 2, 3, Elephant

Ballista

Navis 4, 5

JULIUS CAESAR

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Move Example

For 1mp, a player may move any/all Massilia blocks

to one or more of Narbo, Lugdunum, and Genua.

If not attacking, blocks can move further to any/all

of Tarraco, Burdigala, Cenabum, Treveri, Ravenna,

or Rome. If some of the Massilia blocks are Navis,

they can move to Mare Hispanum, then to an

adjacent sea or port if not attacking.

Movement & Attacking

Blocks can move only one city/sea when they

attack. This has many subtle implications. For

example, assuming 6 Caesar blocks located in

Massilia and 3 Pompey blocks in Tarraco and 3 in

Genua. The Caesar blocks cannot attack Tarraco

since that is two moves away. Genua is adjacent

and can therefore be attacked with 4 Caesar

blocks (road limit). Unlike many other games,

however, the remaining 2 Caesar blocks cannot

also attack Genua via Lugdunum since that would

be a move of two cities. Note however, the effect

of the Mercury card which could allow an attack

on Tarraco, and/or a two-pronged attack on

Genua.

Pinning Example

Five (5) blocks defend Rome. Four (4) blocks attack

from Genua and two (2) from Ravenna, the latter

being reserves. Assuming the Genua blocks are

the Main Attack, a total of 4 blocks in Rome are

pinned, but 1 is unpinned and may move except

via the two roads being used by the Attacker.

Seapower

The function of Navis are to win control of a Sea

to enable amphibious movement. They can also

attack and occupy enemy ports, or occupy Vacant

ports.

Navis Move Examples

1. Navis located in Massilia can move to a Friendly

or Vacant Mare Hispanum. If not attacking, the

Navis can then move to Oceanus Atlanticus, or

Mare Tyrrhenum, or to any other Friendly or

Vacant port on Mare Hispanum (Utica, Caralis,

Iomnium, Siga, Tingis, Carthago Nova, Tarraco,

Narbo, and Genua).

2. Navis located on Mare Internum can move

to Mare Tyrrhenum, Mare Hadriaticum, Mare

Aegaeum, or Mare Egypticum. If not attacking,

a Navis that moved to Mare Aegaeum could

move to another adjacent Friendly or Vacant sea

(Propontis or Mare Egypticum) or to any Friendly

or Vacant port on this sea, (Creta, Athena,

Thessalonika, Aenos, or Ephesus). Note that the

city of Pergamum is not a port.

Amphibious Move Example

Caesar has 3 Navis, 1 each on Mare Tyrrhenum,

Mare Internum, and Mare Egypticum. He elects to

spend 2mp to make an amphibious move of two

legions from Rome to Antioch, which is Vacant.

This is possible because the three seas crossed are

Friendly and adjacent, and the amphibious move

is made before any other move. Note that an

Amphibious move by Player 1 is completed in the

Command Phase, before Player 2 moves.

6.14 Response Movement

Player 2 can expend MPs to move

unpinned blocks to reinforce Defending

blocks in Contested cities/seas. Blocks can

Respond only from adjacent cities/seas.

IMPORTANT: Responding blocks are

always placed in Reserve (7.3) and do not

alter the status of pinned blocks (6.13).

6.15 Stacking

There is no stacking limit for blocks

during a Year. Stacking applies during the

Winter Turn. See 8.4.

6.2 NAVIS MOVEMENT

Navis move from a port to an adjacent

sea (or vice-versa), or from one sea to an

adjacent sea. They can never move from one

port directly to another port, except via the

adjacent sea.

When located with land blocks, Navis

can move to sea as part of a group move for

that city. See: Navis Move Examples.

Navis can make one (1) move and attack,

or two (2) moves and not attack. See sidebar

for examples.

Navis can attack/respond only from an

adjacent sea/port. See 6.12 and 7.3 for more

details about attacking and responding.

6.3 AMPHIBIOUS MOVEMENT

Land blocks may move from one port to

any other Friendly or Vacant port across one

or more adjacent Friendly seas. Cost is 1 MP

per block.

Amphibious movement must be made

before any other moves are made that turn.

Hence, a sea used in amphibious movement

must already be Friendly before any other

moves are made that turn.

Blocks cannot move by land and sea in

the same turn (or vice-versa). 1 Navis block

must remain in the sea that was crossed for

the entire Command Phase; other Navis may

move as desired.

Amphibious moves can never be made

to Enemy or Contested ports. Unpinned

(6.13) land blocks in a Contested city may

conduct an amphibious move provided the

adjacent sea is Friendly.

6.0 COMMAND PHASE

Player 1 Moves and then Levies with the

values from his active card, then Player 2

does the same.

6.1 GROUP MOVES

Command cards have Move Points

(MP) of 1 to 4. Each MP allows any/all

block(s) in one location (city or sea) to move

to adjacent cities/seas. If not attacking,

blocks may continue to the next adjacent

location(s).

Blocks that move cannot move again this

game turn, except to Retreat or Regroup.

When a block has finished moving, turn it

face-down to show that it cannot move again

this turn.

6.11 Road Limits

The maximum number of blocks that

can move along any road varies by type:

Major: 4 blocks

Minor: 2 blocks

Straits: 2 blocks (1 if attacking)

EXAMPLE: A maximum of 4 blocks may

move from Genua to Rome, and one or

two blocks may move from Ravenna to

Rome.

Road Limits apply to each player. Hence,

both players can move two blocks along the

same minor road in the same game turn.

EXAMPLE: Player 1 moves 4 blocks from

Massilia to Genua to Ravenna. Player 2

now moves 4 blocks from Rome to Genua

to Massilia. Both players used the road

section between Massilia and Genua, but

at different times. Of course, if Player 1

had left at least 1 block in Genua, Player 2

could not have moved through this block

to Massilia without fighting a battle.

6.12 Attacking

Blocks entering an Enemy city/sea are

Attacking; the enemy blocks are Defending.

Blocks may attack from adjacent cities/

seas only. A player may attack via two or

more roads, but each road will require a

separate MP. The first road/border used is

the Main Attack. Blocks using other roads/

borders are Reserves. See 6.2 and 7.3.

6.13 Pinning

Attacking blocks (excluding Reserves)

prevent an equal number of defending

blocks from moving. The Defender chooses

which blocks are pinned. The "unpinned"

blocks may move normally and even attack,

but cannot use any road or sea border used

by the enemy that battle.

JULIUS CAESAR

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Levies

Although many blocks can only be deployed in

specified cities, steps can be added to those blocks

in any city. Elephants still cost 1LP per step and can

be raised to full strength (IV) for a total of 2LP.

Battle Sequence

Battle sequence (7.1) is controlled by Player 1. This

can be significant because the results of a battle

will change city or sea control from Contested to

Friendly for the victor and that impacts Retreats and

Regroups.

Battle Turns

Caesar (A3) and Equitatus (B2) attack Pompey (B3)

and Navis (D2). Battle Turn sequence:

Caesar: attacking A3

Pompey: defending B3

Caesar Equitatus: attacking B2

Pompey Navis: defending D2

Attacker/Defender

Because both players move before combat, a

player can be the Defender in some battles, and

the Attacker in others.

Disruption

The 1 step penalty applies to attacking and/or

defending reserves. The step loss for reserves

reflects the loss of morale that would be expected

from seeing routed soldiers fleeing.

Battle Hits

Each hit reduces the strongest enemy block at

that instant. Hence, if two hits are scored on three

enemy blocks at strength III, II, II, the first hit must

be taken on the enemy III block. All three blocks

are now at strength II, so the next hit can be on

any enemy block (owner choice).

Pursuit

Pursuit is naturally handled by the game system.

A block wishing to retreat must await its normal

battle turn which allows faster enemy troops

to fire before they can retreat. If the Defender

survives three Battle Rounds, the Attacker must

retreat during round 4, but takes fire from

defending blocks that have an equal or earlier

battle turn.

Treachery

Several legions switched sides during the war, This

is represented by the Jupiter card, which switches

one block to the enemy side. Even the famous

13th legion, which crossed the Rubicon with

Caesar, later rebelled and changed sides.

7.3 BATTLE RESERVES

When attacking via two or more roads

or sea borders, the first road/border used is

the Main Attack. Blocks using other roads/

borders are Reserves.

Blocks moved by Player 2 to reinforce a

battle started by Player 1 are also Reserves.

Reserve blocks may not fire, retreat, or

take hits in Round 1. They are revealed and

arrive at the start of Round 2 to take normal

turns.

EXAMPLE: Caesar attacks Tarraco from

Narbo with 4 blocks (main attack) and

from Bilbilis with 2 blocks. Pompey has

3 blocks defending Tarraco, but moves 4

blocks from Nova Carthago to Tarraco.

Round 1 has the 3 Tarraco blocks

defending against 4 Caesar blocks from

Narbo. Caesar blocks from Bilbilis and

Pompey blocks from Nova Carthago are

Reserves that arrive for Round 2.

7.31 Disruption

Reserve blocks are Disrupted if their

main force is eliminated in Round 1.

Disrupted blocks immediately lose one (1)

step and then fight normally.

IMPORTANT: If the disrupted player is the

Defender, the Attacker now becomes the

Defender for the rest of the battle.

7.4 BATTLE HITS

Each firing block in its Battle Turn rolls

as many dice as its current strength. A hit

is scored for each die roll equal to or lower

than the block’s firepower.

EXAMPLE: Caesar 3 rolls 3 dice. He has

A3 combat: rolls of 1, 2, 3 are hits.

Each hit reduces the strongest enemy

block at that instant. When two or more

blocks share the highest strength, the owner

chooses which to reduce. Except for Leaders,

when blocks are reduced below strength I,

they are immediately eliminated (see 7.5)

and returned to the Levy Pool.

NOTE: Combat is not simultaneous. All

hits are applied immediately.

7.41 Elephant

The elephant block has two steps, IV and

II. It drops one step per hit which means the

block is powerful but fragile.

7.42 Ballista

The Ballista block fights at B4 when

Defending, but at D4 when Attacking.

6.4 LEVIES

Command cards have 1, 2, or 3 Levy

Points (LP). Each LP allows:

• One (1) step to be added to one (1)

existing block. Multiple steps can be

added to the same block, each for LP1.

Blocks that move can levy as long as

they're in a friendly city (not contested).

• One (1) new block can be chosen from

a player's Levy Pool and deployed in a

city at minimum strength. Steps can be

added to a new block immediately, each

step costing LP1 (including the elephant).

Multiple new blocks can be deployed in

the same city if desired.

Leaders deploy in any Friendly city.

Legions deploy in their named city,

which must be Friendly.

Equitatae/Elephant deploy in their

named city, which must be Friendly.

Auxilia/Ballista deploy in any Friendly

city.

Navis deploy in any Friendly major port.

Steps can be added to existing Navis in

any port, but never at sea.

IMPORTANT: In all cases, new blocks and

steps must be raised in Friendly cities,

meaning a city currently occupied by at

least one Friendly block. New blocks and

steps can never be added to Vacant or

Contested cities.

7.0 BATTLES

7.1 BATTLE SEQUENCE

Battles are fought one by one after all

moves are completed. Player 1 determines

which battle to fight first. Blocks are not

revealed until a battle is fought. Reveal

blocks (not Reserves) by tipping them

forward at current strength. After the battle

is completed, stand all blocks upright, then

Player 1 selects the next battle.

7.2 BATTLE TURNS

Each block has one battle turn per

Battle Round. In its turn, a block may either

Fire, Retreat, or Pass, except Retreat is not

allowed in Round 1. The sequence of turns

depends on combat ratings. “A” blocks go

before “B” blocks, then “C” blocks, then

"D" blocks. Defending “A” blocks go before

Attacking “A” blocks, and so on.

After all blocks have taken one Battle

Turn, one Round has been fought. Battles are

fought for a maximum of four (4) Rounds.

Attacking blocks must retreat during Round

4 in their normal battle turn.

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If both players have an adjacent and

Friendly sea and a Friendly destination, both

can sea retreat.

EXAMPLE: with a battle in Utica, if one

player has a Navis on Mare Internum, and

the other has a Navis on Mare Hispanum,

both players can Sea Retreat via their own

Friendly sea.

7.7 REGROUPS

When a battle ends the victor may

Regroup. All victorious blocks (including any

in Reserve) can move to any adjacent cities

that are currently Friendly or Vacant. Road

Limits (6.11) apply.

Amphibious Movement cannot be used

to Regroup.

7.8 NAVIS BATTLES

When enemy Navis occupy the same sea

a Navis battle occurs. Navis have D2 or D3

combat, Defender first. As with land battles,

the attacker must retreat during Round 4 if

any defending ships remain.

7.81 Shore Combat

Navis can also be involved in battles

ashore in ports, either as the Attacker or

Defender. Navis can attack from an adjacent

sea only.

7.82 Navis Retreats

Navis may retreat in their normal "D"

battle turn, starting in Round 2.

Attacking Navis Retreat to:

• Seas or Ports they came from, provided

these locations are still Friendly or Vacant,

or

• Friendly adjacent seas, or

• Friendly ports on the same sea.

Defending Navis Retreat to:

• Friendly adjacent seas, or

• Vacant adjacent seas except where

the Attacker came from, or

• Friendly port on the same sea.

If no Retreat is possible, Navis must win

the fight or perish.

7.83 Navis Regroups

Navis that win a sea battle can Regroup

to any adjacent sea that is Friendly or

Vacant, or to any Friendly or Vacant port on

the same sea.

7.5 ELIMINATED BLOCKS

Eliminated blocks are returned to their

owner's Levy Pool, but are placed face-up (in

front of the upright blocks) and cannot be

levied again this Year.

7.51 Leaders

Leaders are permanently eliminated.

Give the block as a "trophy" to the enemy

player, who counts it as 1vp.

When a player loses a leader, the

third leader is added to the Levy Pool and

becomes available to be built and deployed

(normal cost) in any Friendly city.

7.52 Cleopatra

Cleopatra can fight for either side. If

eliminated in battle she immediately joins

the other side at strength I and fights for

that side on her next battle turn.

During each Winter turn, she must

return to Alexandria. See 8.1.

7.6 RETREATS

Each block may retreat on its Battle

Turn (instead of firing), except blocks can

never retreat on Battle Round 1. Blocks that

cannot retreat when required are eliminated.

7.61 Retreat Limits

Road Limits (6.11) apply to all retreating

blocks each Battle Round. Blocks can never

retreat to Enemy or Contested cities/seas.

Retreating across a strait has a limit of

one (1) block per round.

7.62 Attacker Retreats

Attacking blocks can retreat on their

battle turn starting in Round 2 and must

retreat during Round 4. Blocks may Retreat

to any adjacent Vacant cities via road(s) used

to start or reinforce the battle, or to any

Friendly adjacent cities.

7.63 Defender Retreats

Defending blocks can retreat on their

battle turn starting on Round 2. Retreats

are made to any adjacent cities, Friendly

or Vacant, but not along roads used by the

Attacker to enter the battle.

7.64 Amphibious Retreats

Players can retreat land blocks by sea

provided an adjacent sea is Friendly. A

maximum of one (1) block per Battle Round

can Sea Retreat. The destination port must

be Friendly. Each block can Sea Retreat

across one (1) adjacent sea, to a Friendly

port(s) on that same sea only.

TIMELINE

60 BC: First Triumvirate formed between Caesar,

Crassius, and Pompey. Caesar is made proconsul of

Gaul, Cisalpine Gaul, and Illyricum, commanding four

legions. Pompey is made proconsul of Hispania, and

Crassius proconsul of Syria.

53 BC: Crassius is killed fighting in Parthia ending

the First Triumvirate. Pompey governs Hispania from

Rome while Caesar fights in Gaul.

52 BC: Caesar commands ten legions and defeats

Vercingetorix at Alesia, ending the Gallic Wars. Cato,

Pompey, and Scipio lead a Senate faction opposed

to Caesar's "populist policies". The Senate demands

Caesar disband and return to Rome to answer charges

of "war crimes". Caesar refuses to disband arguing he

is proconsul of Gaul until 49BC.

50 BC: Caesar now has nine veteran legions, 3000

cavalry, and a 900 man bodyguard. Pompey has seven

legions in Hispania, two in Italia, and two in Syria and

Africa. Pompey has naval superiority. Senate declares

Caesar an enemy of the state.

49 BC: Caesar crosses Rubicon with XIII Legion in

January. Pompey retreats from Rome to Brundisium.

Caesar besieges Brundisium, but Pompey escapes by

ship to Greece. Caesar now marches to Spain, where

he forces five Pompey Legions to surrender at Llerda.

48 BC: Caesar and Antonius assemble five legions at

Brundisium and ship them to Greece. The Battle of

Dyrrachium is fought in July, ending with a Pompey

victory. Caesar retreats but then wins a decisive

victory at Pharsalus in Thessaly. Pompey flees to

Egypt where he is assassinated by command of

Ptolemy XIII. Caesar now becomes involved in a civil

war between Ptolemy XIII and his sister Cleopatra VII.

Caesar supports Cleopatra and defeats Ptolemy XIII

who drowns in the Nile.

47 BC: Caesar attacks into Syria and Pontus, defeating

Pharnaces II, a petty king who took advantage of the

Roman Civil War to expand his power. Pharnaces

is crushed at Battle of Zela, said to be the origin of

the famous phrase "Veni, Vidi, Vici" (I came, I saw, I

conquered).

46 BC: Battle of Thapsus. Caesar invades Africa with

10 legions and defeats Scipio's 14 legions. Scipio

& Cato take their own lives. Pompey's son, Sextus

Pompey, escapes to Hispania to continue the war.

45 BC: Battle of Munda. Caesar invades Hispania by

sea with 8 legions. He defeats Sextus (13 legions) who

is killed, ending the war.

44 BC: On the Ides of March, Caesar is assassinated

in a conspiracy arranged by Brutus and Cassius. The

assassins flee Rome; Antonius and Octavian assume

command.

42 BC: Battle of Phillipi. Octavian and Antonius defeat

Brutus and Cassius, who both commit suicide. Eleven

years later, the two victors fight for supremacy, a

struggle that Octavian wins at Actium to become

Augustus, the first Emperor of Imperial Rome.

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8.0 WINTER TURN

A Year ends when all five (5) cards have

been played. A Winter Turn now occurs

during which players determine if either has

won. Play the winter events in the exact

order given.

8.1 CLEOPATRA GOES HOME

Move Cleopatra to Alexandria. If

enemy-occupied, she joins that side

immediately at her current strength.

8.2 VICTORY

Determine if one player has won.

See: 1.2.

8.3 NAVIS TO PORT

Move all Navis to a Friendly port on

the same sea (Caesar first). Navis unable to

move to a Friendly port are disbanded, but

can be rebuilt in the upcoming Year.

8.4 WINTER SUPPLY

All cities can supply in winter a

maximum of three (3) blocks without

penalty. This limit is increased by the city

value if any. Hence, Genua can support 3

blocks, Massilia can support 3+1=4, and

Rome can support 3+2=5.

Each surplus block (owner choice) is

disbanded to the Friendly Levy Pool, but can

be rebuilt in the upcoming Year.

8.5 DISBANDING

Players cannot merge blocks on the

map. They may disband any block (except

Cleopatra) to their Levy Pool. Steps on

disbanded blocks are forfeit, but they can be

rebuilt in the upcoming Year.

8.6 YEAR RESET

All face-up blocks in Levy Pools stand-

up and are available to be recruited in the

upcoming Year.

Shuffle all 27 cards and deal six (6) cards

to each player. Examine your cards and

discard one (1). The discard is not revealed.

INDEX

Amphibious Movement

6.3

Ballista

3.25, 7.42

Battles

2.3, 7.0

Disruption

7.31

Hits

7.4

Reserves

7.3

Retreats

7.6

Sequence

7.1

Turns

7.2

Cavalry

3.24

Cities

4.2

Control

4.21

Victory

1.2

Cleopatra

3.27, 7.52, 8.1

Combat Rating

3.12

Deployment

5.0

Historical

5.1

Free Deployment

5.3

Disbanding

8.5

Disruption

7.31

Eliminations

7.5

Equitatus

3.24

Elephants

7.41

Friendly

4.21

Game Turns

2.0

Islands

4.41

Leaders

1.2, 3.21, 7.51

Levy

2.3, 6.4

Levy Pool

5.2

Movement

6.0

Group Move

6.1

Navis Move

6.2

Amphibious Move

6.3

Navis

3.26

Navis Move

6.2

Navis Battles

7.8

Navis Wintering

8.3

Pinning

6.13

Ports

4.42, 6.3

Regroups

7.7

Navis Regroups

7.83

Reserves

7.3

Retreats

7.6

Attacker Retreats

7.62

Defender Retreats

7.63

Navis Retreats

7.82

Retreat Limits

7.61

Sea Retreats

7.64

Roads

4.3

Major & Minor Roads

4.31

Sea Moves

6.2

Seas

4.4

Straits

4.32

Supply (Winter)

8.4

Victory

1.2

Winter

8.0

GAME CREDITS

Game Design:

Justin Thompson

Grant Dalgliesh

Developer:

Tom Dalgliesh

Art/Graphics:

Karim Chakroun

Mark Churms

Contributors:

Mark Adams

Bill Alderman

Tor Andersson

Clayton Baisch

Kevin Duke

Stan Hilinski

Steve Koleszar

Gerald Lientz

Stuart Pierce

Dave Platnick

Bill Powers

Bruce Reiff

George Seary

COLUMBIA GAMES, INC

POB 1600, BLAINE

WA 98231 USA

800/636-3631 (toll free)

For rule updates, see:

www.columbiagames.com