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SunTzuGames

presents

Campaign
a game by Emil Larsen
2-3

100-190
min

14+
1

version 1.00

Index and Personal intro


Page index
1...............Front page
2...............Index and Personal intro
3...............Burning Rome, How to win.
4...............Component list
5...............Card components
6...............Game setup and starting player
7...............Game setup
8...............Campaign years and periods
9...............Seasons, Army sheets
10.............March, Regions, Supply lines
11.............Stance, Stance tokens, Drill, Recruit
12.............Hidden order, Siege
13.............Skirmish, Annihilation, Shield tokens
14-16.......Battle
17-20.......Faction setup
21-24.......Ancient battles (game mode)
25-28.......Tournament play (game mode)

Personal intro

Feedback

Dear gamer,
Thank you so much for taking time out to
test my new game. I hope youll enjoy the
experience, and please feel free to send me
any feedback what so ever - Im always eager
to learn more :)

You can send me feedback in several ways.

These rules arent final but a work in progress, so please bear over with spelling errors
and what not for now ;)
Thanks a lot,
Best regards Emil
SunTzuGames

Through the feedback form on my website:


http://www.suntzugames.com/game-feedback.html
mail me directly at:
mail@suntzugames.com
leave your feedback on Burning Romes
Facebook page:
https://www.facebook.com/burningromethegame
rate the game or engage with others on the
Board Game Geek site:
https://boardgamegeek.com/boardgame/148330/burning-rome

Burning Rome, How to win


Choose your faction, raise your armies, drill and equip your men to fight alongside some of the most iconic generals the world has ever seen.
Subdue tribes, ally states, develop your tactics and conquer the known world.
From the rainy fields of the Icenii lands and the cold Germanic forests to the sunny Carthaginian ports and the hot Persian desert only one
empire can emerge victorious from the mist of battle.

How to win
You win the game by either
being the first player to reach 10 victory
points (immediate victory).
or by having the most victory points
when the chosen campaign ends.
You gain victory points (VP) by
controlling provinces and capitals
(1 and 3 VP respectively).
winning battles by routing or annihilating your enemys army (1 VP).
If two players have reached the same amount
of VP at the conclusion of a campaign use the
following as tiebreaker
Amount of controlled regions.
Total strength of armies.

Component list
a. Rulebook (1)
b. Starter token (1)
c. Double-sided campaign maps (4)
d. Campaign track (1)
e. Action sheets (4)
f. Battle bars (2)
g. Progress tokens (2), Shield tokens (3), Stance tokens (24)
h. 4 faction sets of
1. Action tokens (4)
2. Faction tokens (10)
3. Army tokens (2 x 3)
4. Army sheets (2)
5. Unit cards (31)
6. General cards (6)
7. Tactic cards (10)
8. Mercenary cards (4)

b
c

d
f
e

h1

h2
h3

h4
h5
142
201

h6
031
041

Heavy melee infantry


Light missile infantry
Medium melee infantry

142

Legionary cohort
Velites
Hastati
WHEN PLAYED
PASSIVE
Draw
1 card.
WHEN
Enemy beasts
in thisPLAYED
column
play another
haveYou
0 inmay
defense.
Burning Rome
Illustration by
medium unit for free.
SunTzuGames - Rome 029
Caner Inciucu

Burning Rome
SunTzuGames - Rome 009
Burning Rome
SunTzuGames - Rome 013

Illustration by
Caner Inciucu
Illustration by
Caner Inciucu

1 32
0 02

2 31
2 41

Generals melee cavalry


Generals melee cavalry
Generals melee infantry

3 42

Gaius Marius Crassus


Gnaeus Pompeius Magnus

Gaius
Julius PLAYED
Caesar
WHEN
Deal
2 damage to your own
WHEN
PLAYED
WHEN
PLAYED
gain 4 CP.
Draw
2army
cards.and
If the enemy has more units in play
Burning Rome
Illustration by
than
you, you may play 2 cards
for free.
SunTzuGames - Rome 003
Caner Inciucu
Burning Rome
Illustration by
SunTzuGames - Rome 002

Burning Rome
SunTzuGames - Rome 001

Caner Inciucu

Illustration by
Caner Inciucu

h7

h8
11 0
13 2

0 21

Eagle standard
Triplex Acies
Repel cavalry

If you have 3 or less CP,


gainRearrange
3 CP or 3up
AS.to 3 friendly
Return 1 units
enemy
or remove
orcavalry
gain 2 CP.
2 CP from the enemy army.

Burning Rome
SunTzuGames - Rome 041
Burning Rome
SunTzuGames - Rome 045
Burning Rome
SunTzuGames - Rome 047

30 2
20 2

Mercenary missile infantry


Mercenary spear infantry
Mercenary missile infantry

Reinforcement tactic
Defensive tactic
Offensive tactic

Illustration by
Caner Inciucu

Illustration by
Caner Inciucu
Illustration by
Caner Inciucu

32 2

Corsica pirates
Etruscan hoplites
Samnite
peltasts
WHEN
PLAYED
PLAYED
DealWHEN
1 damage
to the enemy army
The for
enemy
a card
eachmust
unit discard
you have
in play.
PASSIVE
of his choice from his hand.
+1 defense vs beasts.
Burning Rome
Illustration by

SunTzuGames - Rome 049


Burning Rome
SunTzuGames - Rome 050

Burning Rome
SunTzuGames - Rome 051

Caner Inciucu
Illustration by
Caner Inciucu
Illustration by
Caner Inciucu

Card components
Cards

There are 4 different types of cards in the


game which can be added to an army deck
and played during battle, skirmishes and
sieges. There are no upper limits to the
amount of cards you can have in an army
deck.

Tactics

Offensive tactic

Tactic cards are only played during battles


and cant be used in skirmishes or sieges.
Tactic cards are returned to their pile
if an army is destroyed.

Card types:
Units
Generals
Mercenaries
Tactics

Vedge formation
If the enemy has more than
4 units in play, discard 1
of them or gain 4 AS.

Burning Rome
SunTzuGames - Rome 043

Units

These cards are the backbone of your decks.


All unit cards are assigned a period (early,
mid or late), which means you can only
include these unit cards in your decks
once youve reached the period during the
campaign.

Generals

The general cards act like regular unit cards,


with a few exceptions.
Youre only allow to have 1 per army.
The general can be played as the fourth
card in a column during battles.
The general is removed from the game
if the army is destroyed.

All unit related cards have the same layout


regarding description, stats and abilities.

Skirmish value

Command point cost


(middle: Unit name)

2
1
2

Mercenaries

Mercanary cards start out as adversaries


that you siege when trying to gain control of
neutral provinces.
If you defeat the mercenaries youre allowed
to put them in your victories army, there will
now act like regular unit cards from now on.
If the army is destroyed any mercenary units
may be obtained by the enemy army or
removed from the game.

Unit description

Attack value

1
2

Heavy melee infantry

Defense value
Siege value

Principes

Faction

PASSIVE
+1 attack and defense vs medium.

Burning Rome
SunTzuGames - Rome 017

Illustration by
Caner Inciucu

Ability

Illustration by
Caner Inciucu

Period

Game setup, starting player


Game setup

1. Choose the length of your campaign (approx. length of game): 6 years (100 min) or 9 years
(145 min) or 12 years (190 min), you play untill the end of that year.
Place 1 progress token on the first year of the campaign track.
2. Take any 1 unit card from each faction and shuffle them, each player now randomly draws
what faction they will play as.
Hand out the rest of the factions decks accordingly.
3. Each player now choses a difficulty (decided in plenum, new vs veteran players).
Learn more about the factions and their difficulty level on page 17-20.
4. Place campaign track with the action sheets (they will go underneath during play),
campaign map, battlefield as the main play area.
Flip the parts of the campaign map that arent populated by a player faction to the
neutral side (side with no capital).
Each player puts a faction token on the VP track according to the value of the
provinces they control.
5. Each player creates their armies according to difficulty level (page X-Y).
Place 2 of the 3 army tokens on the army sheet indicating army strength and com
mand points. Place the third token on the campaign map, representing the
army itself (armies start in the faction capital).
Put the constructed army decks next to their army sheets.
6. Each player divides their remaining faction deck into 2 decks.
A deck with the rest of the early period units and generals (home deck).
A deck with the rest of the tactic cards, mid and late period units (progress deck).
7. Place all 4 factions mercenary cards together.
8. and stance tokens (face down) are put somewhere next to the campaign map.

Starting player

To decide who will go first in the first campaign year each player shuffle their home deck and
draws a random card from it. The player that draws the card with the highest attack value claims
the starter token (if attack is equal see support attack > defense > support defense).
(maybe include a somewhat similar advanced turn order as Burning Suns)

Game setup

Campaign map with faction and army tokens

Example of a 3-player setup with same


difficulty level (easy).
Campaign track with progress and faction tokens

4
(flipped)

Action sheets
1
13 51
1 02

0
30 1
1
2 03

Mercenary missile infantry

Mercenary spear infantry


cavalry
Mercenary
y melee
Mercenar
missile infan
try

2
3 32

Corsica pirates

Etruscan
WHEN
hoplites
PLAYED
y war chariots
esylian arche
Deal 1 damageMasa
toMercenar
the
enemy army
rs
for each unit
WHEN
you have in play.
PLAYED
PASSIVE
The enemy must discard
PASSIVE
a card
Wheneve
r you play vsIllustration
of his choice from
by
infantry.
a card,
hand.
attack
1 damagehis +1
Caner deal
to the enem Inciucu
y army.
Burning Rome
Burning Rome
SunTzuGames
Illustration
Burning Rome
SunTzuGames - Rome 049

- Rome SunTzuGa
050

mes - Gaetuli
051 Rome
Burning
050
SunTzuGames - Gaetuli

by
Caner Inciucu

Illustration by
Carlos Cara lvarez

Illustration
by
Carlos Cara
lvarez

Pile of mercenary cards (face up)

Illustration
by
Angelita Ramos

Illustration by
Angelita Ramos

If you have 3 different types


Gain
of units
in or
play, play 2 cards
3 CP
draw 2 cards
yourfor
freeyor
gain 4 AS. ,
enem
draw
s 1 card.
Rally
Regroup

Defensive tactic
Reinforce
ment tactic

Burning Rome
009
SunTzuGames - Celtiberia

Illustration
Gabriel Barbabianca
by

Iberian tribesmen
PASSIVE
Cant be returned or discarded.
WHEN PLAYED
The next card you play Illustration by
this turn cost +1 CP.Gabriel Barbabianca

Burning Rome
SunTzuGames - Celtiberia 018

2
1
2
11
2

2
1

Painted warriors
Light spear infantry

Medium melee infantry

Gathering reinforcements

2
11
0

mes - Celtiberia

045

Medium melee infantry


Light missile infantry

0
01
0

Libyan infantry

Libyan javelinmen
WHEN PLAYED
You may play 1 spear unit for free.
WHEN PLAYED
Burning Rome
Illustration by
Draw 1 card.

Strong poin
t deck and
Look through your
army
take1up to 2 units on your hand.
Play
unit for free
1 enemy unit and discard
both with
Burningdefen
Rome
Illustration by
a
sive value
SunTzuGames - Celtiberia 046
of 3 or more Gabriel Barbabianca
.
Burning Rome

SunTzuGa

Burning

Burning
Rome Rome
- Carthage 041
SunTzuGames
SunTzuGa
mes - Carthage
043

Offensive
tactic

22

02

Battlefield with progress token

1
02
1

Reinforcement tactic

SunTzuGames - Carthage 016

Burning Rome
009
SunTzuGames - Carthage

Shield tokens

Illustration
Gabriel Barbabian by
ca

Angelita Ramos
Illustration by
Angelita Ramos

Stance tokens (face down)

Illustration
by
Caner Inciucu
Burning Rome

SunTzuGa
mes - Rome
045

Scorpions

Discard 1 enemy unit with a


Triplex Acie
skirmish value
of 2 sor more or
play 2 missile units for free.
Rearrange
up to 3 frien
Burning Rome
Illustration by
units
SunTzuGames - Rome
044
or gain 2 CP. dly Caner Inciucu

1
1

Defensive
tactic

Generals melee cavalry

Heavy melee infantry

Gnaeus Pompeius Magnus

2
12
2

Illustration by
Caner Inciucu

Principes
WHEN PLAYED
Draw 2 cards.
PASSIVE
vs medium.
Illustration by
+1 attack and defense
Caner Inciucu

1st army deck (face down)

1
20
1

3
2

Burning Rome
017
SunTzuGames - Rome

Burning Rome
SunTzuGames - Rome 002

Offensive tactic

Progress deck (face up)

Home deck (face up)

2nd army sheet


1st army sheet

2nd army deck (face down)

Campaign years, periods


Campaign years

Each campaign year consist of two phases.

Planning phase

1. Reshuffle and place the action sheets


randomly side by side underneath the
Campaign track.

Action phase

The very first action to be executed is the


winter season (which applies to every player
and army), after that, players now execute
the actions with action tokens on, starting
with the top leftmost action spot on the leftmost action sheet. Then execute the actions
following the arrows on the action sheet.
When the last action on an action sheet has
been executed move to the following season
and then the action sheet underneath.

Periods

Once the progress token is moved to a new


period (year 4 = mid period, year 7 = late
period) all players are allowed to start
incorporating this periods units into their
armies. Every player take the new now
accessible units from the progress deck and
shuffles them into their home deck. Use the
action recruit to get them transferred to
your armies.

2. Beginning with the starting player, each


player takes turns assigning 1 action
token at a time to empty spots on the
action sheets in clockwise order until all
action tokens have been placed.

3. Once all action tokens have been


placed, the player with the action token
on the last action that may be executed
this round claims the starter token (see
action phase to see how actions are
executed).

2&3
Skip actions/spots with no tokens assigned
to them.
When a players action comes up, the player
may choose to execute or pass on the action,
a player does not have to or may be unable
to execute the action their token has been
assigned. In all cases, return the action token
to the player when done.

Remember, some action spots cost extra


command points to execute, and 1 action
token counts for 1 armys action, no
matter how many command points it uses.
When the last action has been executed
move the progress token to the following
year and a new year begins.

Seasons, Army sheets


Seasons

Each season contains an action which every player may choose to take
when it comes up. These 4 actions are taken simultaneously as players
arent affecting each other.

Winter action: All armies gain


5 CP or 7 CP if standing in own
region.

Spring action: All armies


increase their strength by 2 or 3
if standing in own region.

Winter effect: Armies take


3 damage for every mountain
border they cross.

Spring effect: Armies have to


spend 3 CP for every river border
they cross.

Seasons also have an impact on armies marching, which can be done


through the actions march, skirmish and hidden orders.

Summer action: All players


may raise 1 new army (you can
field 2 in total).
Place the new army in a capital
or province you control, and give
it 3 AS, 3 CP and 3 chosen unit
cards from the home deck.

Fall action: All players may add


or remove 1 tactic card in 1 of
their armies.
Fall effect: Armies have to
spend 3 CP for every sea border
they cross (incl. on/off shore).

Summer effect: Armies take 3


damage for every desert border
they cross.

Army sheet

The army sheet is the center piece of your


army, it contains all the information of the
army and has room for the stance tokens.

Army strength (AS)


When an army takes damage or drills, your
army strength is de-/increasing. When that
happens you move the army token on the
upper table accordingly.

Command points (CP)


CPs are the currency of an army. Everything
an army does is paid in CP. You move the
army token on the bottom table according to
the CP you gain and/or spend/loose.

You can never conduct an action that puts


your army below 0 CP. If the enemy and/or an
ability forces your armys CP below 0 during a
battle, your army flees and is reset to 0 CP at
the end of the battle.

March, Regions, Supply lines


March (action)

March 1 of your armies to a different region


on the campaign map.
Cost: 1 CP per border crossed (see
season effect on special borders).

Marching past an army


If your army marches through a region where
an enemy army is standing itll cost your
army 2 extra CP in total, however this doesnt
apply if your army stops or starts in that
region.

Borders
There are 3 types of borders.
Province borders (thick red)
Region borders (slim black)
Sea/shore borders (blue).
The rules for crossing these are the same.

1
3

2
Regions, provinces and capitals

The borders divided the map into regions (both on land and sea),
in some of these regions youll find provinces and capitals.
In order to gain VP, youll need to succesfully siege a province or
capital, they give 1 and 3 VP respectively.

Province

March examples
1. If the red army marches north to Sicily
during fall its going to cost 3+3 CP to
cross 2 sea/beach borders.
2. If the red army instead chooses to
march south further into Africa itll cost
1 CP to cross 1 desert border during fall.
3. If the red army had used the last action
spot the cost of the two actions would
have been 3+3+1 or 1+1.

Capital

When you control a province or capital, the entire region is considered as being under your control, this is important for supply lines
and when receiving CP and AS during seasons.

Supply lines

For your army to have more than 14 AS, it


needs an uninterrupted route all the way
back to your capital. This is always counted as
the shortest route to the capital, meaning
you supplies wont take a detour around the
world in order to reach your army. Should you
have 2 routes equally long, both count as
valid routes.
When tracing a supply line over sea, only
the regions with ships are considered valid
routes.
If the supply line is interrupted by an enemy
army or enemy region standing in the way
your army strength is reduced to 14 after the
current action. This doesnt count if the enemy army is just moving through the region or
standing in the same region as you.

10

In both cases above the red army is blocked


from having more than 14 in army strength
because the blue army is blockading the red
armys supply line back to its capital (Roma).

If you move into/across sea regions where


theres no ships, youll have to decrease your
army strength to 14 as well.

Stance, Stance tokens, Drill, Recruit


Stance (action)

Take up to 2 stance token(s) of your choice for 1 of your armies. Your army can hold up to 2 of any
token. Place them face down on the army sheet so others cant see what stances your army has.
Cost: 3 CP per token.

Stance tokens

Stance tokens can be spent together or


separately to gain a one time boost during
their corresponding action when your army is
involved. Return them to the token pile once
used. Tokens can also be put back without
effect if you want to collect another type.

Swords (battle)
May be spend on your turn during a battle to
draw you a card from your army deck for free.

Banner (march/skirmish)
May be spend when one of your armies
is marching, march across up to 2 borders
without any cost or penalty.

Tower (siege)
May be added to your total siege value before
the cards are revealed.

Arrows (skirmish)
May be added to your total skirmish value
before the cards are revealed.

Drill (action)

When you drill you increase your army


strength (AS) by adjusting the 2 tables
according to how much you drill.
Cost: 1 CP per 2 AS.

Recruit (action)

Add and/or remove unit cards from 1 of your


army decks.

2
1

Cost: 1 CP per change (e.g. add 2 cards


and remove 1 = 3 CP).

You can add/remove unit cards (e.g. move


a unit card from the home deck to the army
deck or vice versa).

Medium melee infantry

1
1

Hastati
WHEN PLAYED
You may play another
medium unit for free.

Burning Rome
SunTzuGames - Rome 013

Illustration by
Caner Inciucu

Mercenaries can also be moved like this.


Tactics cant be added/removed with
this action.

11

Hidden order, Siege


Hidden order (action)

This action lets you conduct any one of the other


7 actions (march, stance, recruit, drill, siege,
skirmish, battle).
Cost: Equal to the chosen action.

Siege (action)

Lay siege to a province or capital that you


want to gain control of.
Cost: 3 CP per siege.
You cant siege a province/capital if theres an
enemy army present in the same region.

Sieging a province/capital (rhythm)

Attackers army deck

Defenders home deck

2
1

2
0

1. Attacker shuffles his army deck and draws the top 3 cards.
2. Defender shuffles his home deck and draws the top 4 cards.
a. If this is a neutral province, another player will take all
the mercenary cards that correspond to the faction of the
province, shuffle them and play the top card face down on
the table, the attacking player will now play the best one of
his 3 cards plus any siege token if desired (go to 4).
3. Attacker and defender plays 1 card face down plus any siege
tokens if desired (in sieges on capitals, the defender plays 2 cards).
b. No CP is paid for using cards during sieges.
c. No ability is used from the cards.
4. Both players reveal - The player with the highest siege value wins
the siege.
d. If the siege ends in a draw, nothing happens.
e. If the attacker losses the siege he takes damage to his army
equal to the defenders siege value.
f. If the attacker wins the siege he takes the province by putting his own faction marker there and gains the VP (1 or 3).
g. If the province was controlled, the defending player losses
control and VP.
h. If the province was neutral, the attacker may add the defeated mercenary unit to his army deck, if he doesnt want the
mercenary, its removed from the game.
i. Cards are put back in the decks and any used stance token(s)
is put back in the stance token pile.

2
2

Heavy spear infantry

Triarii
WHEN PLAYED
If there are more than 2 friendly
units in play, gain 2 CP.

Burning Rome
SunTzuGames - Rome 018

Illustration by
Caner Inciucu

Medium spear infantry

3
2

African pikemen
PASSIVE
+1 defense vs spear and cavalry.

Burning Rome
SunTzuGames - Gaetuli 026

Illustration by
Carlos Cara lvarez

Example above: A Roman army is sieging one of the Gaetulian


controlled provinces. Rome (the attacker) wins with 2+1 vs 2.

12

Skirmish, annihilation, Shield Tokens


Skirmish (action)

Start a skirmish with an enemy army in the


same or a different region.
Cost: Pay the cost equal to marching
your army into the same region as the
enemy army, but remember that in a
skirmish you dont move your army, you
send a skirmish party.
You cant skirmish on or across sea, or
through regions with enemy armies.

Skirmish (rhythm)

Attackers army deck

Defenders army deck

1. Attacker and defender shuffle their army decks and draws the top
3 and 4 cards respectively.
2. Attacker and defender plays 1 card face down plus any skirmish
token if desired.
a. No CP is paid for using these cards during skirmish.
b. No ability is used from the cards.
3. Both players reveal - The player with the highest skirmish value
wins the skirmish.
c. If the skirmish ends in a draw, nothing happens.
d. If the attacker losses the skirmish he takes damage to his
army equal to the defenders skirmish value.
e. If the attacker wins the skirmish he may choose one of the
following options:
Deal damage to the defenders army equal to his
skirmish value.
OR
Deal damage to the defenders army equal to half his
skirmish value (round up) and then initiate a battle
with him as the attacker. The attacker then moves his
army into the region of the defender and initiates a
battle (no CP is paid or damage taken for the march and
initiation of the battle).
f. Cards are put back in the decks and any used stance token(s)
is put back in the stance token pile.

Annihilation

If your army is annihilated due to damage


taken through skirmish, siege or battle, you
return all cards and tokens to their original
piles, except for generals and mercenaries
that are removed from the game. You also
receive 1 shield token.

2
2
2

Medium melee cavalry

2
0

Equites
PASSIVE
+1 attack vs missile.

Burning Rome
SunTzuGames - Rome 023

2
3

Illustration by
Caner Inciucu

Medium missile cavalry

1
0

African skirmish cavalry


PASSIVE
+1 defense vs missile.

Burning Rome
SunTzuGames - Gaetuli 018

Illustration by
Carlos Cara lvarez

Example above: A Roman army is skirmishing a Gaetulian arrmy.


Gaetuli (the defender) wins with 3+1 vs 2.

You can never have more than 1 shield


token at any given time.

Shield tokens

You can spend a shield token before or after


any of your actions or actions your armies are
involved in, e.g. being attacked. The shield
token will immediately increase 1 of your
armies AS and CP by 3.

13

Battle
Battle (action)

Start a battle with an enemy army in the


same region as your army (may also have
been initiated through skirmish).
Army deck

Cost: 1 CP

You cant retreat from battles.

Room for tactic card

The goal of the battle is to either


rout the enemy army by bringing its CP
below 0.
or annihilate it by reducing its AS to 0.

Place the battlefield


between your 2 armies, so that theres
room to place cards
on each side of the
battlefield.

Room for 3 unit cards and 1 general card in each column on each side.

Battles may also take place on sea regions.


The only difference is that you cant play
cavalry or beast units during sea battles.

Army deck

Battle (rhythm)

Attackers army deck

Defenders army deck

1. Attacker and defender shuffle their


army decks and draws the top 3 and 4
cards respectively.

A turn (the attacker starts)

Army deck

2. Start of turn: First you choose to


either draw 1 card or gain 2 CP.

3. Playing cards: Using the steps a-c


with each card, you may play as many
cards as you want from your hand.

14

a. Pay the CP cost of the card by


moving the token on the CP table
accordingly.

1
3
3

Medium melee infantry

2
0

Socii extraordinarii

WHEN PLAYED
Draw 2 cards and discard 1 of them.

Burning Rome
SunTzuGames - Rome 025

Illustration by
Caner Inciucu

Battle (continued)
b. Place the unit in any of the
3 columns on your side of the
battlefield. A tactic is placed next
to the battlefield.
Each column can contain up
to 3 units + 1 general.
If you place a unit on top of
another unit in a column, you
place it so that it blocks out
the skirmish and siege value
of the bottom card, thereby
leaving only the base attack
and defence value visible,
this means that the ability
on the bottom card(s) is also
blocked out.

Generals: A general is always placed on


top, even when other units come onto the
column later. The general floats on top of
the column.
This means youll be able to block out a
when played-ability that would usually
be triggered after the unit is placed.
Example (right): If the player chooses to
place the African War Elephants underneath the already placed Hannibal Barca,
the when played-ability wont trigger.

c. Resolve the ability of the unit


or tactic.
A tactic is always discarded
right after its ability has been
resolved.
Should your ability allow
you to play more than one
extra card, you resolve the
newly played cards ability
before playing the next card
(this lets you create chain
reactions).
Abilities can only interact
with visible elements.

Flank

1
2

2
1

Center

2
2

Heavy spear infantry

He
avy
me
lee
infa
ntr
y
Triarii

WHEN PLAYED
If there are more than 2 friendly
units in play, gain 2 CP.

Burning Rome
SunTzuGames - Rome 021

Illustration by
Caner Inciucu

Prin
cip
es

2
12
11
22
22
2
1
2

+1
atta
ck PAS
and SI
defe VE
nse
me
017
vs m
ediu
m.

0
1

1
2
3

Illustration by
Angelita Ramos

2
14
01
2
2
4
1

Illustration by
WHEN PLAYED
Caner Inciucu
Deal 2 damage to your own
army and gain 4 CP.

Hannibal Barca

Illustration by
Angelita Ramos

mel
ee b
east
s

Medium melee infantry

Heavy melee infantry

Light missile infantry

Hastati

1
13
40
0

WHEN PLAYED
You
may playcohort
another
Legionary
medium unit for free.
WHEN PLAYED
Velites
Draw
1 card.

Burning Rome
SunTzuGames - Rome 013

Illustration by
Caner Inciucu

PASSIVE
Illustration by
Caner Inciucu
Enemy beasts in this column
have 0 in defense.

Burning Rome
SunTzuGames - Rome 029

Burning Rome
SunTzuGames - Rome 009

Illustration by
Caner Inciucu

1
26
0
2
3

0
15
0

Medium melee infantry

Heavy melee beasts

Libyan infantry
WHEN PLAYED
African
elephants
You may
play 1war
spear
unit for free.
WHEN PLAYED
Illustration by
Angelita Ramos
Spend 1 CP or deal 3 damage
to your own army.

Burning Rome
SunTzuGames - Carthage 016

Illustration by
Angelita Ramos

6
0
3

5
0

Heavy melee beasts

African war elephants


WHEN PLAYED
Spend 1 CP or deal 3 damage
to your own army.

Burning Rome
SunTzuGames - Carthage 025

Illustration by
Angelita Ramos

6
0
1
2
3
3

5
0
2
1

Heavy melee beasts

Generals melee infantry

African war elephants


WHEN PLAYED
Spend 1Hannibal
CP or deal
3 damage
Barca
to your own army.
PASSIVE
No friendly unit can be
returned or discarded.

Burning Rome
SunTzuGames - Carthage 025

Illustration by
Angelita Ramos

Burning Rome
SunTzuGames - Carthage 001

Illustration by
Angelita Ramos

Afr
ican
war
elep
Spen WH
han
d 1 EN
ts
P
C
to yo P or LAY
ur o deal ED
wn 3 d
rth
age
arm amag
025
y.
e

2
0

Medium melee cavalry


Illu
str
gelita ation
Ra by
mo
s

An

1
1

Equites
PASSIVE
+1 attack vs missile.

Burning Rome
SunTzuGames - Rome 023

Tactics

Illustration by
Caner Inciucu

Burning Rome
SunTzuGames - Carthage 025

Bu
rni
SunT ng
zuGaRome
me
sCa

Illustration by
Caner Inciucu

Terms:
Discard: Put a card back in the
bottom of your army deck.
Draw: You always draw from the top
of your army deck.
Passive (ability): This ability is
always on, as long as its visible.
Return: Put a card back in your hand.

Guerilla warriors
WHEN PLAYED
Look at the top card of the
enemys army deck, you may put
it in the bottom of the deck.

Burning Rome
SunTzuGames - Celtiberia 020

Illustration by

PASSIVE
Illustration by
Caner Inciucu
Enemy beasts in this column
Gaius Marius Crassus
have 0 in defense.

PASSIVE
No friendly unit can be
returned or discarded.

You must always do the ability the card


states unlessLight
you cant
(e.g. lack of cards).
melee infantry

PASSIVE
Caner Inciucu
+1 attack andVelites
defense vs medium.

2
1

Generals melee infantry

Burning Rome
SunTzuGames - Carthage 001

Hea
vy

1
2
4

Principes
PASSIVE
Principes
+1 attack and
defense vs medium.

Burning Rome
SunTzuGames - Rome 003

Libyan infantry

2
2

Light missile infantry

Generals melee cavalry

1
21
20
01
1

Burning Rome
SunTzuGames - Rome 009

WHEN PLAYED
You may play 1 spear unit for free.

Burning Rome
SunTzuGames - Carthage 016

Heavy melee infantry

Burning Rome
SunTzuGames - Rome 017

Illus
Ca tratio
ner
n
Inciu by
cu

Medium melee infantry

Heavy melee infantry

Burning Rome
SunTzuGames - Rome 017

Bu
rn
SunT ing
zuGaRome
mes
- Ro

1
2

Flank

Illustration by
Gabriel Barbabianca

When played (ability): The ability


triggers once the unit has been placed
on the battlefield.

15

Battle (continued)
1

Lig
ht
mis
Hastati
sile
infa
ntr
y PLAYED
WHEN

You
may playcohort
another
Legionary
medium unit for free.

WHEN PLAYED
Draw 1 card.

Burning Rome
SunTzuGames - Rome 013

Illustration by
Caner Inciucu

Burning Rome
SunTzuGames - Rome 029

Principes
PASSIVE
+1 attack and defense vs medium.

Burning Rome
SunTzuGames - Rome 017

Illustration by
Caner Inciucu

Medium melee infantry

1
1

Hastati
WHEN PLAYED
You may play another
medium unit for free.

Burning Rome
SunTzuGames - Rome 013

Illustration by
Caner Inciucu

2
14
10
2
2
4
1

1
1
3
4
0
0

Medium melee infantry

Heavy melee infantry

Light missile infantry

Hastati
WHEN PLAYED
You
may playcohort
another
Legionary
medium unit for free.
WHEN PLAYED
Velites
Draw
1 card.

Burning Rome
SunTzuGames - Rome 013

Illustration by
Caner Inciucu

PASSIVE
Illustration by
Caner Inciucu
Enemy beasts in this column
have 0 in defense.

Burning Rome
SunTzuGames - Rome 029

Vel
ites
En
em
P
y b ASS
hav easts IVE
e 0 in th
in d is
efen colu
se. mn

Burning Rome
SunTzuGames - Rome 009

Illustration by
Caner Inciucu

009

Illu
Ca strati
ner on
Inc by
iuc
u

Medium melee cavalry

1
2

Burning Rome
SunTzuGames - Rome 013

Illustration by
Caner Inciucu

2
14
01
2
2
4
1

Medium melee infantry

Light missile infantry


Hastati
WHEN PLAYED
You may play another
medium unit for free.

2
1

Light spear infantry

Illustration by
Caner Inciucu

1
1

Medium melee infantry

Heavy melee infantry

Light missile infantry

Hastati

2
1

0
00
1

Iberian tribesmen
PASSIVE
+1 attack and defense vs medium.

Medium melee infantry

3
11
3

2
1

Principes

1
0

Burning Rome
SunTzuGames - Rome 017

Cantabrian cavalry

1
2

Painted warriors

Heavy melee infantry

WHEN PLAYED
The next card you play
this turn cost +1 CP.

2
1

PASSIVE
Iberian
slingers
At the start
of your
turn, gain 1 CP.

16

If you rout your enemy, the enemy army


suffers 1 damage per card left in your army
deck during flight.
The enemy moves his army up to 4 regions
towards one of his own provinces, paying/
suffering no additional march cost.

2
1

Illustration by
Caner Inciucu

1
1
3
4
0
0

WHEN PLAYED
You
may playcohort
another
Legionary
medium unit for free.
WHEN PLAYED
Velites
Draw
1 card.

Burning Rome
SunTzuGames - Rome 013

Illustration by
Caner Inciucu

PASSIVE
Illustration by
Caner Inciucu
Enemy beasts in this column
have 0 in defense.

Burning Rome
SunTzuGames - Rome 029

Burning Rome
SunTzuGames - Rome 009

If both armies are alive after 4 turns the


battle ends in a draw.

Routing

1
2

Heavy melee infantry

2
2

Move the progress token 1 space to indicate


that now its the opponents turn to take step
2-4. This continues until one of the armies are
victorious or each player have had 4 turns.

me

Illustration by
Caner Inciucu

2
4

2
1

PASSIVE
Cant be returned or discarded.

The Celtiberians take a total of 7 damage.

1
Bu
rni
SunT ng
zuGaRome
me
sRo

Illustration by
Gabriel Barbabianca

Example continued (right): The Roman


player attacks the Celtiberian lines.
Left: Not attacking, Center: 2-(0+1) = 1,
Right: (2+4+2)-2 = 6

Burning Rome
SunTzuGames - Rome 013

Illu
Ca strati
ner on
Inc by
iuc
u

Burning Rome
SunTzuGames - Celtiberia 009

Taking damage: If the total


attack in a column exceeds the
total defense, the opponent
receives the difference as damage
to his AS and adjust the AS table
accordingly.

P
and ASSIV
def
ense E
vs m
ediu
m.

Hastati
WHEN PLAYED
You may play another
medium unit for free.

Heavy melee infantry

Illustration by

Calculating defense: Take the


defense value of the opponents
front and middle units and add
the siege value of the rear unit.

Pri
nci
pes

1
13
4

Medium melee infantry

PASSIVE
Gabriel Barbabianca
Cant be moved by enemy abilities.

Calculating attack: Take the attack value of all front and middle
units and add the skirmish value
of the rear unit.

017

2
14
0

Burning Rome
SunTzuGames - Celtiberia 026

me

1
1

Medium melee infantry

Illustration by
Gabriel Barbabianca

Bu
rni
SunT ng
zuGaRome
me
sRo

mel
ee in
fan
try

2
1

Burning Rome
SunTzuGames - Celtiberia 018

+1
atta
ck

Hea
vy

Illustration by
Gabriel Barbabianca

Example (right): The Roman player pla- 2


ces a unit in the left and right column. Since
the left column was empty its estalibshed
this turn and will therefore not attack. The
right column already had units in it and
will attack together with the center.

Burning Rome
SunTzuGames - Celtiberia 015

4. End of turn: All units now attack the


opponents army (column vs. column).
Columns established this turn
doesnt attack.

Annihilation

If your army is annihilated, see annihilation


on page 13.

Victor

Illustration by
Caner Inciucu

The winner of the battle gets 1 VP and may


choose to either
add 1 tactic card to his army from his
own progress deck.
or steal all mercenary units from the
enemy army to put in his own army.

Carthage
Carthage is Romes true rival for dominance in the Mediterranian, Carthage has sworn never to
bow down to Roman rule and its clear to everyone that only one empire can rule the Mediterranian.

Strengths

Weaknesses

Hard setup

Medium setup

Easy setup

Regions controlled:

Regions controlled:

Regions controlled:

1st army

1st army

1st army

Cards:
General - Hannibal Barca
1 x Libyan javelinmen
1 x Balearic slingers

Cards:
General - Hannibal Barca
1 x Libyan javelinmen
1 x Balearic slingers
1 x Libyan infantry
1 x African war elephants

Cards:
General - Hannibal Barca
1 x Libyan javelinmen
1 x Balearic slingers
2 x Libyan infantry
1 x African war elephants
Tactic - Rally

2nd army

2nd army

2nd army

Cards:
General - Mago Barca
1 x Balearic slingers
1 x Carthaginian hoplites

Cards:
General - Mago Barca
1 x Libyan javelinmen
1 x Balearic slingers
1 x Carthaginian hoplites

Cards:
General - Mago Barca
1 x Libyan javelinmen
1 x Balearic slingers
1 x Carthaginian hoplites
Tactic - Fake retreat

Carthage can field very strong elephant units


and generals. Its possible to pull off some
very card and CP efficient combinations with
their tactic cards.

Carthago (3 VP)

AS: 10 / CP: 10 / Deck size: 3

AS: 3 / CP: 3 / Deck size: 3

Carthago (3 VP)
Cydamus (1 VP)

AS: 10 / CP: 10 / Deck size: 5

AS: 3 / CP: 3 / Deck size: 4

The Carthaginian faction is illustrated by Angelita Ramos


[web] https://angelitaramos.wordpress.com [mail] angelita.amr@gmail.com

Carthaginian units can be very inflexible if


play in the wrong order, and they are also
very susceptible to enemy interruption.
Many of their units lack in siege capabilities.

Carthago (3 VP)
Cydamus (1 VP)
Syracuse (1 VP)

AS: 10 / CP: 10 / Deck size: 7

AS: 3 / CP: 3 / Deck size: 5

17

Celtiberia
Celtiberia consists of several Celtic and Iberian tribes who have formed an alliance to combat
the threats of the other factions. Roaming the Iberian peninsula the Celtiberians have enough
resources and land to build an empire, and with the sea to the south and the mountains to the
north, their lands are easy to defend.

Strengths

Weaknesses

Hard setup

Medium setup

Easy setup

Regions controlled:

Regions controlled:

Regions controlled:

1st army

1st army

1st army

Cards:
General - Caros
1 x Iberian tribesmen
1 x Guerilla warriors

Cards:
General - Caros
2 x Iberian tribesmen
1 x Painted warriors
1 x Guerilla warriors

Cards:
General - Caros
2 x Iberian tribesmen
1 x Painted warriors
1 x Guerilla warriors
1 x Shield warriors
Tactic - Infantry charge

2nd army

2nd army

2nd army

Cards:
General - Viriathus
1 x Painted warriors
1 x Guerilla warriors

Cards:
General - Viriathus
1 x Iberian tribesmen
1 x Painted warriors
1 x Guerilla warriors

Cards:
General - Viriathus
1 x Iberian tribesmen
1 x Painted warriors
1 x Guerilla warriors
Tactic: Strong point

The Celtiberians have low cost units and tactics making it possible to field large armies
fast. On top of that many of their units are
good skirmishers.

Aracillium (3 VP)

AS: 10 / CP: 10 / Deck size: 3

AS: 3 / CP: 3 / Deck size: 3

18

Aracillium (3 VP)
Olisipo (1 VP)

AS: 10 / CP: 10 / Deck size: 5

AS: 3 / CP: 3 / Deck size: 4

The Celtiberian faction is illustrated by Gabriel Barbabianca


[web] http://ellixus.deviantart.com [mail] kyrios.aether@gmail.com

Many of their units have drawbacks or low


stats in battle, so they dont match other
factions unit for unit.

Aracillium (3 VP)
Olisipo (1 VP)
Burdigala (1 VP)

AS: 10 / CP: 10 / Deck size: 7

AS: 3 / CP: 3 / Deck size: 5

Gaetuli
The Gaetuli is a faction formed by several North African tribes who refuses to be under either Roman or Carthaginian rule. In unity they have found strength and resources, enough to compete
against the might of the other factions.

Strengths

Weaknesses

Hard setup

Medium setup

Easy setup

Regions controlled:

Regions controlled:

Regions controlled:

1st army

1st army

1st army

Cards:
General - Massinissa
1 x African javelinmen,
1 x Large shield spearmen

Cards:
General - Massinissa
1 x African javelinmen,
2 x Large shield spearmen
1 x African war chariots

Cards:
General - Massinissa
2 x African javelinmen,
2 x Large shield spearmen
1 x African war chariots
Tactic - Support units

2nd army

2nd army

2nd army

Cards:
General - Syphax
1 x Tribal slingers
1 x African skirmish cavalry

Cards:
General - Syphax
1 x Tribal slingers
1 x African skirmish cavalry
1 x African war chariots

Cards:
General - Syphax
1 x Tribal slingers
1 x African skirmish cavalry
1 x African war chariots
Tactic - Missile barrage

The Gaetuli units can deal a lot of damage


in battles, specially in support situations.
Several of the Gaetulian warriors are experts
at skirmishing.

Migdol (3 VP)

AS: 10 / CP: 10 / Deck size: 3

AS: 3 / CP: 3 / Deck size: 3

Migdol (3 VP)
Tingis (1 VP)

AS: 10 / CP: 10 / Deck size: 5

AS: 3 / CP: 3 / Deck size: 4

The Gaetulian faction is illustrated by Carlos Cara lvarez


[web] http://carloscara.deviantart.com [mail] carloscarart@hotmail.com

Most units lack in defensive stats and


capabilities, and with many of them being
specialized in one thing, it comes at the cost
of flexibility.

Migdol (3 VP)
Tingis (1 VP)
Kartuba (1 VP)

AS: 10 / CP: 10 / Deck size: 7

AS: 3 / CP: 3 / Deck size: 5

19

Rome
Rome consists of a united Italy with strong emphasis on disciplin and strict tactical doctrines.
Rome has success in both trades and war and is regarded as one of the dominating factors of the
Mediterranian.

Strengths

Weaknesses

Hard setup

Medium setup

Easy setup

Regions controlled:

Regions controlled:

Regions controlled:

1st army

1st army

1st army

Cards:
General - Gaius Julius Caesar
1 x Hastati
1 x Principes

Cards:
General - Gaius Julius Caesar
1 x Velites
1 x Hastati
1 x Principes
1 x Triarii

Cards:
General - Gaius Julius Caesar
1 x Velites
1 x Hastati
1 x Principes
1 x Triarii
1 x Equites
Tactic - Roman engineering

2nd army

2nd army

2nd army

Cards:
General - Gnaeus Pompeius Magnus
1 x Hastati
1 x Principes

Cards:
General - Gnaeus Pompeius Magnus
1 x Velites
1 x Hastati
1 x Principes

Cards:
General - Gnaeus Pompeius Magnus
1 x Velites
1 x Hastati
1 x Principes
Tactic - Vedge formation

Rome can field a very flexible army with


good benefits and overall stats. Roman units
are exceptional at sieges, and is lead by
several strong generals.

Roma (3 VP)

AS: 10 / CP: 10 / Deck size: 3

AS: 3 / CP: 3 / Deck size: 3

20

Roma (3 VP)
Genua (1 VP)

AS: 10 / CP: 10 / Deck size: 5

AS: 3 / CP: 3 / Deck size: 4

The Roman faction is illustrated by Caner Inciucu


[web] http://redan23.deviantart.com [mail] inciucu@hotmail.de

Rome lacks heavily in skirmish units, and


many of their elite units are expensive to get
onto the battlefield.

Roma (3 VP)
Genua (1 VP)
Brundisium (1 VP)

AS: 10 / CP: 10 / Deck size: 7

AS: 3 / CP: 3 / Deck size: 5

SunTzuGames
presents

Ancient battles
a game by Emil Larsen
2-4

15-25 min

14+
21

version 1.00

Ancient Battles Introduction


Introduction

Ancient battle index

Ancient battles is a game mode for Burning


Rome that lets you play out some of the most
iconic battles from the ancient history.

23.............Battle of Lake Trasimene (2-4 players)


24.............Battle of Zama (2-4 players)

Rules

The rules for ancient battles are for the most


part exactly the same as the battles from the
campaign mode. But in order to make a more
realistic representation of the specific battles,
there are a few added elements.

Setup

All battles come with a full setup guide. Here


youll find the exact cards that each deck and
starting hand consists of, extra victory conditions, special conditions and the battlefield
layout.

Extra victory conditions

Ancient battles are won in the same fashion


as campaign battles, by either routing or
annihilating the enemy army. But in addition
to this, each faction might have a specific
victory condition related to the scenario.

Extra battle conditions

In some battles youll find that factions may


have special conditions applying to them.
These can be both good and bad.

In these battles you might have to use units


from several different factions in an army.

Larger battles

Some battles are made up of 2 battlefields


and 4 armies. Here the flanks and center
are expanded and the armies are referred to
as sections. In these battles there are some
extra rules.
Players may share information, but not
exchange cards.
Only 1 section of an army is active per
turn, players decide which one.
Cards may be played anywhere on the
battlefield.
Card abilities are restricted to a chosen
section of an army or battlefield,
abilties cant affect both sections of an
army or the entire battlefield.
When a section of an army is routed or
annihilated the other section will suffer
2 damage to its AS and 1 CP loss in the
beginning of their turn.
Destroyed sections may no longer be
activated and their cards can no longer
be used.

22

Army section

Flank

Flank

Army section

Center

Center

Flank

Flank

Battle of Lake Trasimene


Carthage vs Rome (1 vs 1 or 2 vs 2)

The Battle of Lake Trasimene (June 24, 217 BC, April on the Julian calendar) was a major battle
in the Second Punic War. The Carthaginians under Hannibal defeated the Romans under the
consul Gaius Flaminius. Hannibals victory over the Roman army at Lake Trasimene remains, in
terms of the number of men involved, the largest ambush in military history. In the prelude to
the battle, Hannibal also achieved the earliest known example of a strategic turning movement.

Carthage

2nd army section

- Starting player -

AS: 12 / CP: 5

Medium melee infantry


Principes
PASSIVE
+1 attack and defense vs medium.

0
1

Burning Rome
SunTzuGames - Rome 017

Illustration by
Caner Inciucu

2
3

Rome
Extra victory condition:
Survive more than 5 enemy turns.
Extra battle condition:
If your units are returned or discarded, they
are instead remove from the game.

Light melee infantry

2
1

Medium melee infantry

Medium melee infantry

1
2

1
1

1
2

2
1

Medium missile cavalry

1
0

3
1

Cantabrian cavalry
Medium melee cavalry

0
0

Cards in deck: 10
1 x Velites, 1 x Hastati, 1 x Principes, 2 x Triarii, 2 x Equites, Tactic - Eagle standard, Tactic
- Vedge formation, Mercenary - Samnite
Spearmen

Illustration by
Caner Inciucu

Heavy melee infantry

0
1

African skirmish cavalry

Illustration by
Gabriel Barbabianca

PASSIVE
At the start of your turn, gain 1 CP.

Cards in hand: 3
3 random cards from army deck

Hastati
WHEN PLAYED
You may play another
medium unit for free.

Burning Rome
SunTzuGames - Rome 013

2
1

1
2

Libyan infantry

Burning Rome
SunTzuGames - Celtiberia 026

AS: 18 / CP: 4

1
1

Illustration by
Carlos Cara lvarez

PASSIVE
+1 defense vs missile.

1st army section

Medium melee infantry

Iberian swordsmen

Burning Rome
SunTzuGames - Gaetuli 018
Illustration by
Caner Inciucu

2
1

Illustration by
Angelita Ramos

Burning Rome
SunTzuGames - Rome 017

WHEN PLAYED
You may play 1 spear unit for free.

Principes
PASSIVE
+1 attack and defense vs medium.

Burning Rome
SunTzuGames - Carthage 016

1
2

Heavy melee infantry

Illustration by
Gabriel Barbabianca

Celtiberian cards
Gaetulian cards

(Gae)

PASSIVE
If discarded, discard 1 extra friendly unit.

2
1

(Cel)

Cards in army deck: 8


2 x Iberian tribesmen(Cel), 2 x iberian
swordsmen(Cel), 2 x Painted warriors(Cel), 1 x
Libyan peltasts, Mercenary - Garamantian
skirmishers

Libyan infantry

Extra battle condition:


(none)

Cards in army deck: 10


2 x Libyan infantry, 2 x Libyan hoplites, 1 x
Balearic slingers, 2 x Libyan javelinmen, 1 x
African skirmish cavalry(Gae), Tactic - Narrow
ambush, Tactic - Infantry Charge(Cel)

Cards in hand: 3
General - Hannibal Barca, 1 x Libyan javelinmen, Mercanry - Celtici horsemen(Cel)

Burning Rome
SunTzuGames - Celtiberia 012

Extra victory condition:


(none)

Illustration by
Angelita Ramos

Cards in hand: 2
2 random cards from army deck

WHEN PLAYED
You may play 1 spear unit for free.

AS: 12 / CP: 3

Burning Rome
SunTzuGames - Carthage 016

1st army section

1
1

Hastati
WHEN PLAYED
You may play another
medium unit for free.

Burning Rome
SunTzuGames - Rome 013

Illustration by
Caner Inciucu

2nd army section


AS: 18 / CP: 5

Cards in hand: 2
2 random cards from army deck
Cards in deck: 10
2 x Velites, 1 x Hastati, 1 x Principes, 2 x Triarii, Tactic - Triplex acies, Tactic - Repel Cavalry,
Tactic - Infantry push, Mercenary - Samnite
peltasts

23

Battle of Zama
Rome vs Carthage (.. .. ..)

The Battle of Zama, fought around October 19, 202 BC, marked the end of the Second Punic
War. A Roman army led by Publius Cornelius Scipio Africanus (Scipio) defeated a Carthaginian
force led by the commander Hannibal. Despite Hannibal possessing numerical superiority, Scipio
conceived a strategy to confuse and defeat his war elephants. Scipios troops then routed the
Carthaginian infantry, thanks in part to superior Roman cavalry.

1st army section

Rome

Medium missile cavalry

Medium melee infantry

2
1

1
1

Medium melee infantry

2
1

1
1

Medium melee infantry

Extra battle condition:


Carthaginian beast units only
do half damage (round up).

2
1

Burning Rome
SunTzuGames - Rome 013

2
1

1
1

Illustration by
Caner Inciucu

WHEN PLAYED
You may play another
medium unit for free.

Hastati

Extra victory condition:


(none)

1
0

Hastati

Carthage

Illustration by
Angelita Ramos

3
5

WHEN PLAYED
Spend 1 CP or deal 3 damage
to your own army.

Burning Rome
SunTzuGames - Carthage 025

Hastati

6
0

African war elephants

5
0

Numidian skirmishers

Illustration by
Caner Inciucu

WHEN PLAYED
You may play another
medium unit for free.

Illustration by
Angelita Ramos

Heavy melee beasts

Burning Rome
SunTzuGames - Rome 013

Hastati
Medium melee infantry

Burning Rome
SunTzuGames - Gaetuli 031

1
1

3
5

Illustration by
Carlos Cara lvarez

WHEN PLAYED
Return 1 enemy mercenary unit.
Numidian skirmishers
Medium missile cavalry

1
0

Cards in deck: 10
2 x Libyan infantry, 2 x Libyan hoplites, 1 x
Balearic slingers, 2 x Carthaginian hoplites,
1 x Phoenician heavy horses, Tactic - Make a
way, Tactic - Regroup

Illustration by
Caner Inciucu

Cards in hand: 3
3 random cards from army deck

WHEN PLAYED
Spend 1 CP or deal 3 damage
to your own army.

Burning Rome
SunTzuGames - Carthage 025

WHEN PLAYED
You may play another
medium unit for free.

AS: 17 / CP: 4

6
0

African war elephants

Burning Rome
SunTzuGames - Rome 013

1st army section

5
0

Illustration by
Caner Inciucu

Illustration by
Angelita Ramos

Heavy melee beasts

WHEN PLAYED
You may play another
medium unit for free.

Burning Rome
SunTzuGames - Carthage 035

Gaetulian cards
Carthaginian cards

(Gae)

6
0

WHEN PLAYED
Return 1 friendly unit.

Cards in army deck: 9


1 x Velites, 2 x Principes, 2 x Triarii, 1 x
African skirmish cavalry(Gae), General - Publius
Cornelius Scipio, Tactic - Vedge formation,
Mercenary - Samnite peltasts

(Car)

6
2

Carthaginian war elephants

Extra battle condition:


(none)

Burning Rome
SunTzuGames - Rome 013

Elite melee beasts

Cards in hand: 3
1 x Equites, 1 x Infantry push, 1 random card
form army deck

Illustration by
Carlos Cara lvarez

7
0

Extra victory condition:


If Carthage has no beasts
left on the battlefield.

WHEN PLAYED
Return 1 enemy mercenary unit.

Cards in army deck: 11


2 x Velites, 2 x Principes, 1 x Triarii, 1 x
Equites, 1 x African skirmish cavalry(Gae) , Mercenary - Numidian cavalry(Car), Tactic - Eagle
standard, Tactic - Fire pigs, Tactic - Repel
cavalry.

AS: 15 / CP: 4

Burning Rome
SunTzuGames - Gaetuli 031

Cards in hand: 3
3 random cards from army deck

24

2nd army section

- Starting player -

AS: 15 / CP: 4

5
0

Heavy melee beasts

African war elephants


WHEN PLAYED
Spend 1 CP or deal 3 damage
to your own army.

Burning Rome
SunTzuGames - Carthage 025

Illustration by
Angelita Ramos

2nd army section


AS: 17 / CP: 4

Cards in hand: 3
1 x Carthaginian hoplites, Mercenary - Garamantian skirmishers, 1 x Libyan infantry
Cards in deck: 9
1 x Libyan hoplites, 2 x Balearic slingers, 2
x Libyan javelinmen, 1 x Phoenician heavy
horses, General - Hannibal Barca, Tactic Rally, Tactic - Reserve

SunTzuGames
presents

Quick Battle
a game by Emil Larsen
2

15-25 min

14+
25

version 1.00

Quick Battle Introduction

To come...

26

Deck construction rules

To come...

27

To come...

28

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