Punic War Campaign 265BC

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1st and 2nd Punic War Campaign 265BC – 200BC (ish)

Scale
1 Turn = 1 Year.
1 Node = 1 Region / State
1 Infantry / Cavalry Stand = 1000 Troops / Cavalry (note that Pikes fight as double stands)
1 Elephant Stand = 25 Animals
1 Galley Stands = 10 ships

Sequence of Play
1. Variant Card Draw
Each player draws 1 Variant Card each and plays if appropriate. Players may purchase
additional variant cards at their own risk with Prestige Points (2 PP per card).

2. Year Start Sequence [YSS]


Collect Taxes (Talents), Prestige Points (PP's) and Grain (Wheat).

3. 1st Build Phase


Talents are spent on Troops, Ships and Fortifications. Galley stands (including boats) may be
exchanged for Auxiliary stands of the same quality on a 1:1 basis.

4. Leader Maintenance Payment


Every turn each Leader costs 10 Talents to retain. If a Leader is not paid he is eliminated and
50% of his troops desert.

5. Movement Phase
Each Major Power totals the sum of remaining Prestige Points and Talents to determine the
initiative (only the total of the two is revealed – not how much of each). The player with the
highest total moves first (then the second highest and so on). Any ties are diced for.

During the movement phase each player follows this sequence of play:
5.1 1st Movement Phase
Move all land and naval forces with a Leader in any order desired

5.2 Combat
Resolve combat and sieges in any order desired

5.3 Special Naval Movement Phase


Move any naval forces back to a friendly port (do NOT dice for dangerous movement).
They may not initiate combat.

6. 2nd Build Phase


Collect troops and assets purchased in the 1st Build Phase. Galley stands (including boats)
may be exchanged for Auxiliary stands of the same quality on a 1:1 basis.

7. Collect Taxes from Merchant Ships


Merchant Fleets which have not moved this year generate 2d6 Talents.
RULES OF PLAY

1. Prestige Points
Prestige Points (PP's) represent diplomatic and military strength and the will of the state to
influence events at home and abroad.

Gaining and Losing Prestige Points:


PP's are granted every turn and may be kept in a pool to spend as desired. Note that PP's
are gained or lost immediately.

Event PP's Gained


Each controlled Capital Region 5
Each controlled Civilised Minor Region 1 (no PP’s are granted for Uncivilised Minor States)
Each battle won 5
Each enemy general killed 3
Every 4 enemy elements killed 1 (or part thereof. IE: 5 stands = 2 PP’s)
Each Neutral Minor Region attacked -10 (once per declaration of war)
Each Major Power attacked -20 (once per declaration of war)
Attacking a Minor State allied to a Major Power counts as a direct attack on the Major Power.

Prestige and Variant Cards


Some Variant Cards require the expenditure of Prestige Points in order to play. Also, two
Prestige Points may be spent to purchase additional Variant Cards (unlimited number).

Prestige Points on the Battlefield


Prestige Points may be used in battle to influence deployment, movement and terrain.

Event PP Cost
Deploy a command 4” beyond start line 1 (up to two moves per command)
Move an ENEMY command 4" in any direction 1 (up to two moves per command)
Prevent one ENEMY stand from entering the table 1 (per stand, per turn delay)
Reduce a Pip roll by 1 point 1 (per pip removed)
Flank march a command up to half way up the table 2
Flank march a command over half way up the table 4
Move a terrain piece up to 4" 1 (up to three moves per piece)
Add a small terrain piece (6” or less) 1
Add a large terrain piece (6” or more) 2
Remove a small terrain piece (6” or less) 1
Remove a large terrain piece (6” or more) 2
Change a terrain piece (any size) (i.e. woods to hill) 2

Notes
A 'COMMAND' is a group of figures in base contact - not necessarily an entire army.
These deployment rules also apply to naval battles.
2. Minor States
Minor States represent independent regions controlled by their own royal dynasties.
Some are advanced civilised states while others are wild tribal provinces.

Controlling Minor States


Minor States may be controlled in one of two ways: Conquest or Allegiance.

Invading a Minor State


When a Minor State is attacked the defending region may raise an army equal to it’s Garrison
strength (with ONE free Leader). The defending army may either fight a battle or accept
siege.

Conquering a Minor State


When a Minor State is defeated in battle it is ‘conquered’ and the attacking player immediately
assumes control of the province. Half of the surviving stands in the defeated army and/or
navy (rounded down) join the conquering players’ army. Any surviving Generals remain in
play (if desired by the victor).

If the defending army is defeated in siege, the entire army is destroyed.

NOTES:
It is possible to defeat the army of an Allied Minor State in a province other than its
own. In this case the Minor State is not conquered.

Minor States cannot be conquered at sea – they must be defeated in a land battle or
siege.

If an Allied Minor State is attacked, the Major Power controlling that state is also
assumed to be attacked and a state of war will exist between the Major Powers
concerned.

Allegiance
Allegiances with Minor States may be made only through Variant Cards.

Use of Minor States once Conquered or Allied


Once conquered or allied, Minor States may act in any way desired. Their forces can be built
and added to any other army in the controlling powers order of battle.

They may invade other Minor States and move freely without restriction. Their forces are
treated as being part of the controlling Major Power and stands may be transferred from army
to army.

If a Minor State changes Allegiance, its Generals and Admirals (and any troops under their
direct command) will defect to the new controlling player. Any and all stands already
purchased from the region and serving in Major Power armies remain in play regardless of
which player they are fighting for.

Integral Defending Forces (Garrisons)


If a Region (Capital or Minor State) is invaded, an Army may immediately rise to defend the
province. This Army MUST BE PAID FOR and may be no larger than the Regions taxation
rate x 5 (a free General is provided). Only the troop types of that Region may be built
(Galley’s may also be purchased). These Garrisons are in addition to any standing army.

Once raised, this Garrison fights as a normal army and may move freely.
3. Movement and Combat
There are three types of unit: Armies, Galley Fleets and Merchant Fleets. Armies and Galley
Fleets are combat units and represented by stands. Merchant Fleets are unarmed trading
vessels used to increase trade or transport Armies and Grain and are represented by points.

Leaders (Troops cannot move without a Leader or Grain)


Every turn each Leader costs 10 Talents to retain. If a Leader is not paid he is eliminated and
50% of his troops desert (roll 1-3 for each stand).

Movement and Grain


Each Army has 3 Movement points and requires Grain to move.
1-24 bases: 1 Grain required
25-36 bases: 2 Grain required
37-48 bases: 3 Grain required
49-72 bases: 4 Grain required (maximum army size)

Each civilised region costs 1 MP to enter. Each Barbarian region costs 2 MP to enter.
Armies may move overland in phase 5.2 regardless of the distance moved by any
transporting Fleet in the same phase.

Supply
An Army which is not in or adjacent to an Allied Minor State must be supplied by sea. One
Merchant Fleet Point may supply 1 Army or Galley Fleet for the entire turn. Units out of
supply cannot move and may only defend. In Combat they move at half speed and have their
combat factor reduced by 1.

Movement Interruption
Movement must be stopped if an enemy force is encountered or an enemy (or neutral) state
entered.

Naval Movement & Transport


Galley Fleets may only be moved to coastal regions in phases 5.2 and 5.3 as outlined above.
They may move an unlimited distance and may cross the open sea (they DO NOT need to
hug the coastline).

It costs nothing for an Army to board a Galley or Merchant Fleet but an additional movement
point must be expended to disembark.
Merchant Fleets may Transport 24 stands per point.
Galley Fleet stands may Transport 1 land stand each (may NOT transport Grain).

Loaded Ships in Combat


Note that both Galley Fleets and Merchant Fleets may transport Armies. Fleets transporting
cargo are far more vulnerable when in combat. They move at half speed and have their
combat factor reduced by 1.

Dangerous Movement with Galley Fleets


Every time a Galley Fleet moves it must roll 1d6. If a 5-6 is rolled the Galley Fleet has
encountered a storm and loses 1d6 stands. The same number of transported land stands (if
any) are lost. Affected Fleets may continue movement if desired or retire to a friendly Coastal
Region.

Dangerous Movement with Merchant Fleets


Merchant Fleet points also need to roll every time they transport men or grain. If a 5 is rolled
the fleet may not move. If a 6 is rolled the Merchant Fleet point is lost along with any grain.
Any transported troops lose 1d6 stands.

Dangerous Movement with Armies


Every time an Army transits a Mountain Region it must roll 1d6 per Army. On a result of 5-6 a
Storm causes 1d6 stands to be lost. The Army may continue movement if desired.
4. Conquering a Major Power
A Major Power is conquered when he has been defeated in battle or siege in his Capital
Region (in this or any of the previous 5 turns) and the Capital Region is occupied by DOUBLE
his troop strength at the end of the turn (Galley’s are counted).

When a Major Power is conquered the victor receives the entire treasury as well as control of
half of all military forces (rounded down). Any minor provinces controlled by the conquered
Major Power revert to Neutral status unless 5 Prestige Points is spent per state – in this case
they become allied to the conqueror.

5. Building
Troops and Fleets
Troops and Fleets are built in Phase 2 (1st Build Phase) and collected at the end of the year in
Phase 6 (2nd Build Phase). This represents the time taken to train and equip units.

Placement of newly built Troops and Fleets


Troops and Fleets received in the 2nd Build Phase may only be placed in the region they were
built. Troops cannot move without a General.

6. Fortifications and Sieges


A Region may be fortified at a cost of 50 Talents. It takes a full year to fortify a region (treat
as buying troops). A Fortified Region is harder to take by siege. Each region may be fortified
to a maximum of 5 levels (only one level of fortification may be purchased each turn).

Sieges
A siege results when a defending army elects to stand siege instead of fighting a battle.

The besieging player and the besieged player each roll a die. If the besieger's die is double
that of the defender, the siege is over and the defending army is destroyed. Otherwise, each
army present loses an element and the siege continues next turn. Sieges are resolved in
Phase 5.2 and include Galley stands.

Siege Modifiers:
Romans: +1
Ptolemaic and Seleucid: -1
Per level of fortification: +1 to defenders roll (max of +5)
Per 12 stands: +1 (include any Galley stands present)
Per artillery stand: +1 (represents engineers building siege engines)
Per turn: +1 to attackers roll (starting on the 2 nd turn of the siege)

The besieged player may elect to end the siege any turn, by bringing the besieged army out
to fight a battle. This is done when it is the besieged army's turn to move.
Note that an army without a General MUST elect to take Siege as they cannot fight.

7. Civilised and Barbarian Provinces


Barbarian provinces may be made Civilised by investing 100 talents over 2d6 years. Players
may wish to invest additional talents before rolling the die. Each additional 10 talents reduces
the die roll by -1. The minimum number of years to convert is 2.

Players have the full time rolled to pay the invested sum. Once the time period is up the state
becomes ‘Civilised’. If the full amount cannot be paid (or the state swaps allegiance before
the time has elapsed) the region remains Barbarian until another investment is made.

Barbarian States converted to Civilised:


Double printed Taxation Value
May harvest Grain
Movement is 1MP (instead of 2)
8. Winning and Losing Battles
Battles are won only if the enemy loses twice as many stands as the victor (or if the loser
resigns). If less than twice the number of stands is lost the battle is a Draw and both sides
remain in the Province.

A player losing a battle must immediately retreat into a friendly province (or back onto the
fleet which took him there). If unable to retreat, the army is eliminated.

9. Variant Card List


1. ‘Civil War’
Civil War breaks out in a Neutral Minor State of your choice. You may send military
assistance (minimum of 1 General and 12 stands) to quell the revolt. In return the Minor
State becomes allied on a roll of 1 on a D6. Up to 4 Prestige Points may be invested to
influence the die roll in your favour.
Affects Player drawing the card.

2. ‘Provincial Unrest’
An Allied Minor State has civil unrest and is unable to produce any troops this turn.
Play against a Major Power at any time.

3. ‘Provincial Rebellion’
An Allied Minor State erupts in rebellion. No Grain or Taxes are collected and no General of
that state may move until the rebellion is put down. You must roll 1 on a D6 to quell the
rebellion. Up to 4 Prestige Points may be invested to influence the die roll in your favour.
Make 1 die roll per turn until successful – fresh Prestige Points must be invested each time
the die is rolled.
Play against a Major Power at any time.

4. ‘Provincial Corruption’
An Allied Minor State has been fiddling the books and not paying the correct taxes. Collect
no Taxes or Grain from the chosen Province for 1 turn.
Play against a Major Power at any time.

5. ‘Profitable Trade’
Double all Merchant Ship income this year. If you do not own any Merchant Ships add 2d6
Talents to the treasury at the end of the current turn.
Affects Player drawing the card.

6. ‘Poor Trade’
No tax is collected from Merchant Ships this year. If you do not own any Merchant Ships
deduct 2d6 Talents from the treasury at the end of the current turn.
Affects Player drawing the card.

7. ‘Poor Harvest’
Chosen Province produces no Taxes or Grain this turn.
Play against a Major Power at any time.

8. ‘Bumper Crop’
Chosen Province produces double Taxation and Grain this turn.
Affects Player drawing the card.

9. ‘Slave Revolt’ (or “I’m Spartacus”’)


Roll 1d6:
1-5: Deduct 2d6 from the Treasury and lose 1d6 Prestige. If the revolt is in a Grain region, no
Grain is collected this turn.
6: Major Slave Rebellion takes place and an army (1 Warband General, 2d6 Warband, 1d6
Auxiliary and 1d6 Cavalry) is put on the map and controlled by the player who drew the card.
The army will behave as follows: 1-3: Fight until defeated. 4-6: Attempt to exit the Province
and return home (disband).
Notes:
Each time the Slave Army wins a battle deduct 5 Prestige points from the losing player as well
as 1 Prestige point for every 4 stands killed.

If a Slave Army beats the Army of a Minor State the Slave Army and the Minor State instantly
become allied to the player who drew the card. A Major Power may be conquered as normal.

Play against a Major Power at any time.


10. ‘Unrest in the Army’
Each Army and Galley Fleet is unable to move on a roll of 1-3. Up to 2 Prestige Points may
be invested to influence the die roll in your favour.
Play against a Major Power at any time.

11. ‘Attempted Coup in the Capital’


You have survived an assassination attempt and are occupied with dealing with the traitors.
You may only move 1 Army this turn.
Play against a Major Power at any time.

12. ‘Severe Storms’


All dangerous routes are closed. Ships may not move and Merchant Fleets cannot collect
talents at the end of the turn.
Affects All Players

13. ‘Flooding / Famine / Drought’


Chosen Province produces no Troops, Taxation or Grain this turn.
Play against a Major Power at any time.

14. ‘Earthquake’
Chosen Province produces no Troops, Taxation or Grain this turn.
The region costs 2MP to enter this turn.
Play against a Major Power at any time.

15. ‘Volcano’
Chosen Province produces no Troops, Taxation or Grain this turn.
The region costs 2MP to enter this turn.
Play against a Major Power at any time.

16. ‘Rats in the Granary’


Deduct 3d6 from Treasury and lose 1d6 Grain.
Play against a Major Power at any time.

17. ‘State Corruption’


Deduct 3d6 from Treasury and 1d6 Prestige.
Play against a Major Power at any time.

18. ‘Monarch dies and bequeaths Province to your Empire’


You may form an allegiance with ANY Minor State including those already allied with a Major
Power. Any Armies and Fleets of the Minor State come under your control immediately.
Affects Player drawing the card.

19. ‘Exceptional Commander’


One of your Generals or Admirals has become truly exceptional in battle. He may spend 5
Prestige Points in each and every battle until his death. His General Stand also becomes +2
instead of +1. The General will die or retire naturally in 4d10 years (each player should roll 1
die and secretly give you the result – you will also roll 1 die).
Affects Player drawing the card.

20. ‘Troops in state of Battle Frenzy’


You may re-roll 1d6 unfavourable combat results in any one battle.
Affects Player drawing the card.
21. ‘Rivers Flooded’
Chosen Province costs 2MP to enter this turn.
Play against a Major Power at any time.

22. ‘Allies Quarrel’


Two Allied Minor States resurrect an old family feud and cause friction within the empire. The
two Provinces produce no Troops this turn.
Play against a Major Power at any time.

23. ‘Border Incursions’


A Province bordering a Barbarian Neutral Minor State has been invaded by hostile tribes.
You must send military assistance (minimum of 1 General and 12 stands) to quell the
incursion. You must roll 6 on a D6 (+1 for every 4 stands over 12) to eliminate the threat.
Play against a Major Power at any time.

24. (As 2.) ‘Provincial Unrest’


An Allied Minor State has civil unrest and is unable to produce any troops this turn.
Play against a Major Power at any time.

25. (As 4.) ‘Provincial Corruption’


An Allied Minor State has been fiddling the books and not paying the correct taxes. Collect
no Taxes or Grain from the chosen Province for 1 turn.
Play against a Major Power at any time.

26. (As 5.) ‘Profitable Trade’


Double all Merchant Ship income this year. If you do not own any Merchant Ships add 2d6
Talents to the treasury at the end of the current turn.
Affects Player drawing the card.

27. (As 6.) ‘Poor Trade’


No tax is collected from Merchant Ships this year. If you do not own any Merchant Ships
deduct 2d6 Talents from the treasury at the end of the current turn.
Affects Player drawing the card.

28. (As 7.) ‘Poor Harvest’


Chosen Province produces no Taxes or Grain this turn.
Play against a Major Power at any time.

29. (As 8.) ‘Bumper Crop’


Chosen Province produces double Taxation and Grain this turn.
Affects Player drawing the card.

30. (As 16.) ‘Rats in the Granary’


Deduct 3d6 from Treasury and lose 1d6 Grain
Play against a Major Power at any time.

31. Pirates
Your Merchant Fleets are harried by Pirates. Each Fleet is lost on a roll of 6 on a d6.
Play against a Major Power at any time.

32. Trade Embargo


You have imposed a Trade embargo upon a Major Power of your choice. That player
receives no talents from his Merchant Fleets this turn.
Play against a Major Power at any time.

33. Border Raids (Looting)


Celtic (or Moorish) tribes have carried out border raids against an Allied Minor State (adjacent
to a Neutral Barbarian state). That state may produce no talents, troops or grain this year.
Play against a Major Power at any time.
34. Riots
The Plebs riot for improved living conditions. You must placate the populous with 1 Grain
Token or lose 2d6 talents from the treasury.
Play against a Major Power at any time.

35. Poor Engineers


A Barbarian Province of your choice currently being converted to ’Civilised’ takes a further
2d6 years to convert regardless of investments.
Play against a Major Power at any time.

36. Games
A rising politician seeks favour from the mob and organises a lavish festival of games. Gain
1d6 Prestige for every 3 Talents spent on the festivities.
Affects Player drawing the card.

37. Triumph
A heroic general is granted a Triumph after his marvellous victories (which may have taken
place several years before!). Gain 2d6 prestige and 3d6 Talents from a thankful aristocracy.
Affects Player drawing the card.

38. Drain the Marshes


The citizens demand that the festering bog just outside the city walls be drained immediately.
Spend 2d6 Talents for undertaking the enterprise and gain 2d6 Prestige. If you do not carry
out the improvements the mob riots on a roll of 1-3 costing you 2d6 Talents in repairs.
Affects Player drawing the card.

39. New Aqueducts


You have chosen to build a new aqueduct to supply your citizens with fresh clean water. The
huge undertaking costs 4d6 Talents but you gain 4d6 Prestige in the process.
Affects Player drawing the card.

40. New Baths


You have decided to build your citizens a lavish baths complex (complete with Caldarium,
Tepidarium, Frigidarium and a fully fitted Gymnasium). The venture is not cheap and drains
3d6 Talents from the Treasury. A thankful populace are so overawed at your generosity that
you gain 3d6 Prestige.
Affects Player drawing the card.

41. New Library


You have decided it’s about time to give something back (and give the scholars someplace to
work). You build a new library costing 2d6 Talents. Gain 3d6 Prestige in return.
Affects Player drawing the card.

42. Shortage of Horses


You are unable to build any Cavalry or Chariot troops this turn.
Play against a Major Power at any time.

43. New Small Unit Tactics


Your brilliant commanders have devised new tactics that will totally outwit your opponent.
You may re-roll 2d6 dice in battle (lasts one year only).
Affects Player drawing the card.

44. Corsairs
You have struck a pact with Pirates and steal half the treasure made from any one Major
Powers Merchant Fleets this turn.
Play against a Major Power at any time (preferably in phase 7!).

45. Unrest in the Officers Mess


One Leader is unable to move this turn while he deals with insubordinate officers.
Play against a Major Power at any time.
46. The Gods are Against You
The goat’s spleen is terribly green! This is a terrible omen. Lose 1d6 Prestige.
Affects Player drawing the card.

47. The Gods are Behind You


The goat’s spleen is terribly clean! This is a good omen. Gain 1d6 Prestige.
Affects Player drawing the card.

48. Bungling Quartermaster


Your quartermaster general has made a logistics error and allocated supplies incorrectly.
Half your grain stores cannot be accessed this turn (they are not lost and can be used
normally next turn).
Play against a Major Power at any time.

49. Plotting in the Palace


You discover a plot against you and your family. The Military is paralyzed - you may only
move 1 Leader this turn. Other Leaders may still defend normally.
Play against a Major Power at any time.

50. Corrupting Decadence


You discover beastly goings-on within the Palace walls - how has this been happening
without your knowledge?! Lose 2d6 Prestige for executing your nearest and dearest. You
also discover 2d6 Talents missing from the treasury!
Play against a Major Power at any time.

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