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Punic War Campaign 265BC
Punic War Campaign 265BC
Punic War Campaign 265BC
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).
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
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!).