The document provides rules for the board game "Glory to Rome" which involves players gathering building materials, hiring clients, and constructing structures in Rome to gain influence and victory points, with the goal of building the most impressive Roman city and winning the game. Players take turns playing order cards to perform roles like laborers, architects, and merchants to acquire resources, complete buildings, and gain special abilities, until one player achieves an end-game condition like constructing the Forum.
The document provides rules for the board game "Glory to Rome" which involves players gathering building materials, hiring clients, and constructing structures in Rome to gain influence and victory points, with the goal of building the most impressive Roman city and winning the game. Players take turns playing order cards to perform roles like laborers, architects, and merchants to acquire resources, complete buildings, and gain special abilities, until one player achieves an end-game condition like constructing the Forum.
The document provides rules for the board game "Glory to Rome" which involves players gathering building materials, hiring clients, and constructing structures in Rome to gain influence and victory points, with the goal of building the most impressive Roman city and winning the game. Players take turns playing order cards to perform roles like laborers, architects, and merchants to acquire resources, complete buildings, and gain special abilities, until one player achieves an end-game condition like constructing the Forum.
Patron role: Take a card from Pool and tuck under left Legionary role REFERENCE edge of camp so only role name is visible. 1) Turn over Order (not Jack) in hand and place entire Total clientele is limited by current influence. hand on Rome Demands Card so chosen material is SETUP New clients may not perform roles until next turn. showing. Place Camp in front of each player and “Rome 2) Say “Rome demands {name of material}.” Demands” card in middle playing area. GATHER MATERIALS 3) Immediately take one card from Pool of matching Shuffle Order cards and deal 4 to each player face- Laborer role: Take a card from Pool (if available) and color and place in Stockpile. down plus one Jack. tuck under bottom edge of camp so only material is 4) Players to left and right must give you one card of Place Order cards in middle of table beside Jacks. visible. matching color if possible. Place in stockpile. If not Create ‘In Town’ stacks of each Site card type equal to possible players say “Glory to Rome.” number of players arranged so number remaining is BUILDING STRUCTURES 5) Pick up hand and turn over revealed Order. visible. Leave unselected in upside-down ‘Out of Town’ May work on several structures at once. Do not gain Legionary Clients stacks beside these. benefit until complete. Additional actions: reveal all material in any Deal Order cards for each player into pool. First Laying Foundation combination at once. If opponent has only part then alphabetically starts. Deal extra cards to break ties. Architect or Craftsman role: Place Order from hand must give it up. If fewer cards in hand than legionary Place leader next to first player. in front of you as foundation. Take ‘In Town’ Site role cards then extra roles are lost. Place face-up orders in middle of table as pool. card of matching material and tuck underneath Players must reveal card count if asked. bottom of foundation so that diagonal construction GAME PLAY stripes are showing. May not lay foundation if: SELLING MATERIAL Leader either: No Site of matching material available. Merchant role: Take one material card form stockpile “Think” and draw additional cards. Turn ends. Already have foundation or structure of same and tuck it face-down under right edge of camp (vault). “Lead” by playing Order card on top of camp. name in play (may be same as opponents). Number of cards is public information. As is identity If leader “Leads” then clockwise players either: Out of Town Sites: Must perform two consecutive when put into vault but is hidden to all thereafter. “Think” and draw cards. Architect or Craftsman roles on same turn. Space in vault is limited by Influence. “Follow” by playing same type of Order. Adding Materials ENDING THE GAME Leader may perform one action and an additional Must already have a Site and foundation. Building Draw deck runs out (may be counted). action for each client of chosen role. material must match material shown on foundation. After player uses last ‘In Town’ Site card. Clockwise each “follower” gets one action. All players Architect role: Take matching material from Catacomb is completed. get an additional action for each client of chosen role. stockpile and tuck underneath bottom of bottom Player completes Forum and has at least one of each Move all Orders played as roles into Pool. card underneath foundation so material is showing. client type. Leader passes to player on left. Craftsman role: Take matching material from hand All other players agree to ‘surrender’ to a player. Jacks: Play as any role except Thinker. Return used Jacks and tuck underneath bottom of bottom card SCORING AND WINNING to pile. Cannot be taken or played as material or clients. underneath foundation so material is showing. Complete a Structure In event of Forum or ‘surrender’ victory that player Petitioning: Play any 3 Orders of same role as a Jack. May wins. Requires foundation, Site, and 1-3 additional not play 3 Jacks as a Jack. Variant: play any 2 orders of Victory Point for each Influence. material cards depending on value of foundation. same role as a Jack. Combined value of cards in Vault. Take Site card and tuck underneath top edge of Thinking: Choose one: Victory Points for each Merchant Bonus card awarded camps so gold coins are showing. Materials stay with Take one Jack (if available). for each material type to player with most of that type structure. Draw Orders to fill to maximum hand size (normally in Vault. No card granted for ties. Influence increases by value of completed site. May five). Must draw to maximum hand size. Any completed structure that grants Victory Points. hire more clients and store more materials. Draw one additional Order if at or above maximum Player with most points wins. Tied player with most Immediately gain structure function. hand size. cards in hand wins. Amphitheatre: Upon Completion: immediately execute one card. Original owner’s structures, hand, clients, and material in BUILDING FUNCTIONS Vault are not affected. May steal previously stolen structure. Craftsman role for every point of influence including this. May not steal structure with same name as one you own or lay Bar: When executing Patron role may take additional card from Aqueduct: Maximum clientele (including Aqueduct) is doubled. structure with same name as one stolen. Any “Upon draw deck as client. Do not need to take client from Pool to In addition: Take a client from hand each Patron action. Do not completion” effects are triggered for new structure owner. draw, but after drawing may not take client from pool for that need to take a client from pool to take additional client. action. Size of clientele is still limited. Scriptorium: May complete any structure by using Craftsman Bridge: In addition: When executing legionary role may or Architect action to add a Marble to it. Function available on Insula: Maximum Clientele is increased by two in addition to demand materials from every opponent even those that own turn completed. amount gained from completing Insula. palisades. Must give you a matching material from their hands and from their Stockpile. Players who own Walls are protected. Sewer: At the end of each turn may place Orders played to lead Latrine: May discard an Order from hand into Pool before or follow into Stockpile. executing Thinker role. Senate: At the end of each turn may take any number of Jacks played by opponents into hand. Function available on turn Villa: Early Completion: complete Villa foundation whenever Road: May use any material toward completion of Stone completed. Multiple Senates functions are activated in current you use an Architect role to put a material into the Villa. structures. Function available on same turn completed. turn order. Basilica: In addition: When executing Merchant role may take Circus: May play 2 non-Jack cards of same role as Jack. Variant: Storeroom: Each client in Clientele may act as Laborer at any card from hand as material into vault. Do not need to move play any role as Jack when leading or following Architect. time. material from stockpile to vault to take card. Do not reveal Dock: In addition: When executing Laborer role may take card material of additional card to opponents. Tower: May use Rubble towards completion of foundations. from your hand and place in Stockpile as material. Do not need May lay foundation on out of town Site for one Craftsman or Forum: Win immediately when you have a client of each type. to take material form Pool to take additional card. Architect action. Function available on turn completed. With Ludus Magna each Merchant client may count as any one role. With Stairway tied player with highest score as determined Market: Maximum Vault size is increased by two in addition to Vomitorium: May discard all the cards form hand to pool normally wins. With Storeroom any client may count as laborer increase from completing Market. before executing Thinker role. toward Forum victory, but not as both. Variant: also one of each Palisade: Don’t lose cards to players executing Legionary role. Wall: At game end gain Victory Point for each two materials in type in stockpile required to win. Required with Petition variant. May optionally give up cards. Once given up cannot take back. Stockpile, rounded down. In addition to points gained from Fountain: When executing Craftsman role may take a card Influence. Not required to lose cards to opponents performing from draw deck instead of hand and choose to: 1) lay it as a Academy: May execute one Thinker role after turn in which Legionary action. May still choose to give up cards, but once foundation. 2) Spend another action to lay foundation as out of you execute the Craftsman role – even if it’s only with a client. surrendered cannot get back. Opponent’s bridge does not town site. 3) Take the card into hand. Function available on turn circumvent Wall. completed. Archway: When executing Architect role may take building material from pool instead of Stockpile. When executing more Catacomb: Upon completion: the game ends immediately. Ludus Magna: Each Merchant client in Clientele counts as than once may take from either or both. Cannot use cards from every type of client. Function takes effect immediately. Pool as foundations. Circus Maximus: Whenever you lead or follow gain an Palace: May lead or follow with any number of cards of the Atrium: When executing Merchant role may take Orders from additional action from each of your clients of that role. same role including Jacks and execute one role for each. deck instead of Stockpile and place in vault without looking. Coliseum: In addition: When executing Legionary role may When executing more than once may take from either or both. Stairway: My use Architect action to move appropriate take matching client card from opponents and place into your material into opponent’s completed structure to immediately Bath: When you perform Patron action to gain a new client Vault. May only take if room in Vault. Taken clients do not grant function to all players. Players already owning public may immediately execute the role associated with each client. provide role this turn. Palisades and Walls protect against. structure do not get duplicate function. Any “Upon Completion” Bridge expands the reach. Foundry: Upon Completion: immediately perform one Laborer effects do not trigger again. action for each point of influence including foundry. Garden: Upon completion: Immediately execute one Patron Statue: May select any site when playing a Statue foundation. role for each point of Influence including Garden. New Clients Gate: Gain Functions of Marble structures as soon as their May be completed with material matching the Site or Marble. do not provide additional roles this turn. foundations are laid. Do not gain Influence until completed. Only number of material equal to Site value are needed to Prison: Upon Completion: Immediately choose opponent’s complete. Influence for completing equal to Value of Site. If School: Upon Completion: immediately perform one Thinker completed structure and place on Prison. Gain benefit of stolen complete at game end gain three extra Victory Points in action for each point of Influence including school. structure as if just completed. Opponent loses benefit. Give addition to influence victory points gained. three Influence to original owner by giving up the Prison’s Site Shrine: Maximum hand size increased by two. Temple: Maximum hand size increased by four.