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authorTor Andersson <tor@ccxvii.net>2021-05-01 00:48:44 +0200
committerTor Andersson <tor@ccxvii.net>2022-11-16 19:08:16 +0100
commit573b5bb43f409e6270fd243ff80a34ba2c727654 (patch)
treec78e49093b957fb073a4a7c26a3709e7b538d5ca
downloadjulius-caesar-573b5bb43f409e6270fd243ff80a34ba2c727654.tar.gz
caesar: Import Julius Caesar.
-rw-r--r--Vexilloid_of_the_Roman_Empire.pngbin0 -> 15069 bytes
-rw-r--r--Vexilloid_of_the_Roman_Empire.svg1
-rw-r--r--about.html11
-rw-r--r--blocks_columbia.css69
-rw-r--r--blocks_columbia.pngbin0 -> 728299 bytes
-rw-r--r--blocks_simple.css191
-rw-r--r--blocks_simple.pngbin0 -> 448265 bytes
-rw-r--r--cards/card_12.pngbin0 -> 356304 bytes
-rw-r--r--cards/card_13.pngbin0 -> 357347 bytes
-rw-r--r--cards/card_21.pngbin0 -> 379355 bytes
-rw-r--r--cards/card_22.pngbin0 -> 355163 bytes
-rw-r--r--cards/card_23.pngbin0 -> 382390 bytes
-rw-r--r--cards/card_31.pngbin0 -> 354666 bytes
-rw-r--r--cards/card_32.pngbin0 -> 354704 bytes
-rw-r--r--cards/card_41.pngbin0 -> 357711 bytes
-rw-r--r--cards/card_apollo.pngbin0 -> 305241 bytes
-rw-r--r--cards/card_back.pngbin0 -> 242462 bytes
-rw-r--r--cards/card_jupiter.pngbin0 -> 360398 bytes
-rw-r--r--cards/card_mars.pngbin0 -> 406562 bytes
-rw-r--r--cards/card_mercury.pngbin0 -> 367213 bytes
-rw-r--r--cards/card_neptune.pngbin0 -> 389258 bytes
-rw-r--r--cards/card_pluto.pngbin0 -> 418401 bytes
-rw-r--r--cards/card_vulcan.pngbin0 -> 357575 bytes
-rw-r--r--cover.1x.jpgbin0 -> 31355 bytes
-rw-r--r--cover.2x.jpgbin0 -> 91239 bytes
-rw-r--r--cover.jpgbin0 -> 66373 bytes
-rw-r--r--data.js507
-rw-r--r--info/Julius Caesar 1.1.pdfbin0 -> 2859444 bytes
-rw-r--r--info/blocks.html126
-rw-r--r--info/cards.html36
-rw-r--r--info/notes.html33
-rw-r--r--info/rules.html1234
-rw-r--r--info/rules01.jpgbin0 -> 48270 bytes
-rw-r--r--info/rules02.jpgbin0 -> 36396 bytes
-rw-r--r--info/rules03.jpgbin0 -> 12151 bytes
-rw-r--r--info/rules04.jpgbin0 -> 73662 bytes
-rw-r--r--info/rules05.jpgbin0 -> 12165 bytes
-rw-r--r--info/rules06.jpgbin0 -> 12165 bytes
-rw-r--r--info/rules07.jpgbin0 -> 12165 bytes
-rw-r--r--info/rules08.jpgbin0 -> 13959 bytes
-rw-r--r--map150.pngbin0 -> 11732761 bytes
-rw-r--r--map75.pngbin0 -> 3402300 bytes
-rw-r--r--play.html319
-rw-r--r--rules.js2420
-rw-r--r--thumbnail.jpgbin0 -> 18446 bytes
-rw-r--r--ui.js776
46 files changed, 5723 insertions, 0 deletions
diff --git a/Vexilloid_of_the_Roman_Empire.png b/Vexilloid_of_the_Roman_Empire.png
new file mode 100644
index 0000000..461ef99
--- /dev/null
+++ b/Vexilloid_of_the_Roman_Empire.png
Binary files differ
diff --git a/Vexilloid_of_the_Roman_Empire.svg b/Vexilloid_of_the_Roman_Empire.svg
new file mode 100644
index 0000000..d25f61a
--- /dev/null
+++ b/Vexilloid_of_the_Roman_Empire.svg
@@ -0,0 +1 @@
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diff --git a/about.html b/about.html
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+<p>
+Julius Caesar brings the drama of the Roman Civil War to life. Players take
+control of the legions of Caesar or Pompey and fight to determine the future of
+Rome: republic or empire. Marc Antony, Cleopatra, Octavian, and Brutus also
+play key roles.
+
+<p>
+Designer: Justin Thompson and Grant Dalgliesh.
+
+<p>
+Copyright &copy; 2010 <a href="http://columbiagames.com/julius-caesar/">Columbia Games</a>.
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diff --git a/data.js b/data.js
new file mode 100644
index 0000000..c19a2ae
--- /dev/null
+++ b/data.js
@@ -0,0 +1,507 @@
+"use strict";
+
+const CAESAR = "Caesar";
+const POMPEIUS = "Pompeius";
+const CLEOPATRA = "Cleopatra";
+const BOTH = "Both";
+
+const CARDS = {
+ 1: { name: "Apollo", event: "Apollo", image: "apollo" },
+ 2: { name: "Jupiter", event: "Jupiter", image: "jupiter" },
+ 3: { name: "Mars", event: "Mars", image: "mars" },
+ 4: { name: "Mercury", event: "Mercury", image: "mercury" },
+ 5: { name: "Neptune", event: "Neptune", image: "neptune" },
+ 6: { name: "Pluto", event: "Pluto", image: "pluto" },
+ 7: { name: "Vulcan", event: "Vulcan", image: "vulcan" },
+ 8: { name: "4/1", move: 4, levy: 1, image: "41" },
+ 9: { name: "3/2", move: 3, levy: 2, image: "32" },
+ 10: { name: "3/2", move: 3, levy: 2, image: "32" },
+ 11: { name: "3/1", move: 3, levy: 1, image: "31" },
+ 12: { name: "3/1", move: 3, levy: 1, image: "31" },
+ 13: { name: "3/1", move: 3, levy: 1, image: "31" },
+ 14: { name: "2/3", move: 2, levy: 3, image: "23" },
+ 15: { name: "2/3", move: 2, levy: 3, image: "23" },
+ 16: { name: "2/3", move: 2, levy: 3, image: "23" },
+ 17: { name: "2/3", move: 2, levy: 3, image: "23" },
+ 18: { name: "2/2", move: 2, levy: 2, image: "22" },
+ 19: { name: "2/2", move: 2, levy: 2, image: "22" },
+ 20: { name: "2/2", move: 2, levy: 2, image: "22" },
+ 21: { name: "2/2", move: 2, levy: 2, image: "22" },
+ 22: { name: "2/1", move: 2, levy: 1, image: "21" },
+ 23: { name: "2/1", move: 2, levy: 1, image: "21" },
+ 24: { name: "2/1", move: 2, levy: 1, image: "21" },
+ 25: { name: "1/3", move: 1, levy: 3, image: "13" },
+ 26: { name: "1/2", move: 1, levy: 2, image: "12" },
+ 27: { name: "1/2", move: 1, levy: 2, image: "12" },
+};
+
+const BLOCKS = {};
+const EDGES = {};
+
+const SPACES = {
+ Dead: { x: 300, y: 236 },
+ Levy: { x: 767, y: 1191 },
+ Aenos: { x: 1872, y: 463 },
+ Aleria: { x: 1000, y: 470 },
+ Alexandria: { x: 2045, y: 1083 },
+ Ambracia: { x: 1582, y: 600 },
+ Ancyra: { x: 2195, y: 488 },
+ Antiochia: { x: 2360, y: 700 },
+ Appia: { x: 2043, y: 553 },
+ Aquileia: { x: 1215, y: 206 },
+ Asculum: { x: 1233, y: 394 },
+ Asturica: { x: 232, y: 565 },
+ Athenae: { x: 1739, y: 663 },
+ Badias: { x: 902, y: 977 },
+ Bilbilis: { x: 459, y: 585 },
+ Brundisium: { x: 1441, y: 525 },
+ Burdigala: { x: 495, y: 320 },
+ Byzantium: { x: 1990, y: 417 },
+ Caralis: { x: 990, y: 665 },
+ 'Carthago Nova': { x: 479, y: 818 },
+ Catabathmus: { x: 1890, y: 1080 },
+ Cenabum: { x: 653, y: 133 },
+ Corduba: { x: 317, y: 837 },
+ Creta: { x: 1794, y: 842 },
+ Cyrene: { x: 1584, y: 1044 },
+ Damascus: { x: 2415, y: 870 },
+ Dyrrachium: { x: 1522, y: 472 },
+ Emerita: { x: 200, y: 765 },
+ Ephesus: { x: 1905, y: 635 },
+ Eusebia: { x: 2310, y: 556 },
+ Gades: { x: 232, y: 922 },
+ Genua: { x: 995, y: 313 },
+ Iomnium: { x: 763, y: 860 },
+ Jerusalem: { x: 2324, y: 994 },
+ Lilybaeum: { x: 1172, y: 731 },
+ Lugdunum: { x: 790, y: 235 },
+ Massilia: { x: 795, y: 405 },
+ Memphis: { x: 2105, y: 1167 },
+ Messana: { x: 1290, y: 708 },
+ Narbo: { x: 695, y: 455 },
+ Neapolis: { x: 1298, y: 535 },
+ Nicomedia: { x: 2056, y: 424 },
+ Olisipo: { x: 92, y: 810 },
+ Pelusium: { x: 2178, y: 1069 },
+ Perga: { x: 2085, y: 700 },
+ Pergamum: { x: 1913, y: 535 },
+ Portus: { x: 100, y: 630 },
+ Pylos: { x: 1633, y: 733 },
+ Ravenna: { x: 1144, y: 286 },
+ Rhegium: { x: 1357, y: 698 },
+ Roma: { x: 1160, y: 450 },
+ Sala: { x: 205, y: 1089 },
+ Salamis: { x: 2240, y: 800 },
+ Salona: { x: 1336, y: 319 },
+ Serdica: { x: 1689, y: 354 },
+ Siga: { x: 472, y: 987 },
+ Sinope: { x: 2303, y: 339 },
+ Sipontum: { x: 1325, y: 455 },
+ Sirmium: { x: 1460, y: 208 },
+ Syracusae: { x: 1302, y: 778 },
+ Tacape: { x: 1059, y: 1019 },
+ Tarraco: { x: 564, y: 599 },
+ Tarsus: { x: 2285, y: 675 },
+ Thessalonica: { x: 1689, y: 484 },
+ Thubactus: { x: 1276, y: 1084 },
+ Tingis: { x: 257, y: 1000 },
+ Toletum: { x: 359, y: 712 },
+ Treviri: { x: 860, y: 68 },
+ Utica: { x: 1045, y: 795 },
+ 'Mare Aegaeum': { x: 1830, y: 670 },
+ 'Mare Aegypticum': { x: 2020, y: 905 },
+ 'Mare Hadriaticum': { x: 1360, y: 390 },
+ 'Mare Hispanum': { x: 835, y: 650 },
+ 'Mare Internum': { x: 1485, y: 870 },
+ 'Mare Tyrrhenum': { x: 1140, y: 640 },
+ 'Oceanus Atlanticus': { x: 118, y: 1014 },
+ 'Pontus Euxinus': { x: 2147, y: 271 },
+ 'Propontis': { x: 1945, y: 468 }
+};
+
+(function () {
+ function space(axis, major, minor, wrap, name, type, value) {
+ SPACES[name].type = type;
+ SPACES[name].value = value | 0;
+ SPACES[name].exits = [];
+ SPACES[name].layout_axis = axis;
+ SPACES[name].layout_major = (1 - major) / 2;
+ SPACES[name].layout_minor = (1 - minor) / 2;
+ SPACES[name].wrap = wrap;
+ }
+
+ space('X', 0, 0, 3, "Dead", "pool");
+ space('X', 0, 0, 18, "Levy", "pool");
+
+ space('Y', -1, 0, 3, "Aenos", "port");
+ space('X', 0, 0, 3, "Aleria", "port");
+ space('X', 0, -1, 3, "Alexandria", "major-port", 2);
+ space('X', 0, 0, 3, "Ambracia", "port");
+ space('X', 1, 0, 3, "Ancyra", "city");
+ space('Y', 0, 1, 4, "Antiochia", "port", 1);
+ space('X', 1, 0, 3, "Appia", "city");
+ space('X', 1, 0, 3, "Aquileia", "port");
+ space('Y', 0, 1, 3, "Asculum", "city");
+ space('Y', -1, 0, 3, "Asturica", "city");
+ space('Y', 0, 0, 4, "Athenae", "major-port", 1);
+ space('X', -1, 1, 3, "Badias", "city");
+ space('X', -1, 0, 3, "Bilbilis", "city");
+ space('Y', 1, 0, 3, "Brundisium", "port");
+ space('Y', 1, -1, 3, "Burdigala", "port");
+ space('Y', -1, 0, 4, "Byzantium", "port", 1);
+ space('Y', -1, 0, 3, "Caralis", "port");
+ space('X', 1, 0, 4, "Carthago Nova", "major-port", 1);
+ space('X', -1, 1, 3, "Catabathmus", "port");
+ space('X', -1, 0, 3, "Cenabum", "city");
+ space('X', 0, 0, 3, "Corduba", "city");
+ space('X', 0, 0, 3, "Creta", "major-port");
+ space('X', 0, 1, 3, "Cyrene", "port");
+ space('X', -1, 0, 3, "Damascus", "city");
+ space('Y', -1, 0, 3, "Dyrrachium", "port");
+ space('Y', -1, 0, 3, "Emerita", "city");
+ space('X', 1, 0, 4, "Ephesus", "major-port", 1);
+ space('X', 1, 0, 3, "Eusebia", "city");
+ space('X', 0, 0, 3, "Gades", "port");
+ space('Y', -1, -1, 3, "Genua", "port");
+ space('X', 0, 1, 3, "Iomnium", "port");
+ space('X', 0, 0, 3, "Jerusalem", "city");
+ space('Y', 1, 0, 3, "Lilybaeum", "port");
+ space('X', 0, -1, 3, "Lugdunum", "city");
+ space('Y', 0, 1, 4, "Massilia", "major-port", 1);
+ space('X', 0, 1, 3, "Memphis", "city");
+ space('Y', -1, 0, 3, "Messana", "port");
+ space('X', -1, 0, 3, "Narbo", "port");
+ space('X', 0, 1, 3, "Neapolis", "major-port");
+ space('X', 1, 0, 3, "Nicomedia", "port");
+ space('Y', 1, 0, 3, "Olisipo", "port");
+ space('X', 1, 0, 3, "Pelusium", "port");
+ space('Y', 1, -1, 3, "Perga", "port");
+ space('X', 0, 0, 3, "Pergamum", "city");
+ space('Y', 0, 0, 3, "Portus", "port");
+ space('X', -1, 0, 3, "Pylos", "port");
+ space('Y', -1, -1, 3, "Ravenna", "major-port");
+ space('X', 1, 0, 3, "Rhegium", "port");
+ space('Y', 0, -1, 4, "Roma", "port", 2);
+ space('X', 1, 1, 3, "Sala", "port");
+ space('X', 0, 0, 3, "Salamis", "major-port");
+ space('X', 1, 0, 3, "Salona", "port");
+ space('X', 0, 0, 3, "Serdica", "city");
+ space('X', 0, 1, 3, "Siga", "port");
+ space('X', 0, 0, 3, "Sinope", "port");
+ space('X', 1, 0, 3, "Sipontum", "port");
+ space('X', 1, -1, 3, "Sirmium", "city");
+ space('Y', 1, 0, 4, "Syracusae", "major-port", 1);
+ space('X', 0, 1, 3, "Tacape", "port");
+ space('X', 1, 0, 4, "Tarraco", "port", 1);
+ space('X', -1, 0, 3, "Tarsus", "port");
+ space('X', 0, 0, 3, "Thessalonica", "port");
+ space('X', 0, 0, 3, "Thubactus", "port");
+ space('X', 0, 0, 3, "Tingis", "port");
+ space('X', 0, 0, 3, "Toletum", "city");
+ space('X', 1, 1, 3, "Treviri", "city");
+ space('X', -1, 0, 4, "Utica", "major-port", 1);
+
+ space('Y', 0, 0, 5, "Mare Aegaeum", "sea");
+ space('X', 0, 0, 5, "Mare Aegypticum", "sea");
+ space('X', 0, 0, 5, "Mare Hadriaticum", "sea");
+ space('Y', 0, 0, 5, "Mare Hispanum", "sea");
+ space('X', 0, 0, 5, "Mare Internum", "sea");
+ space('X', 0, 0, 5, "Mare Tyrrhenum", "sea");
+ space('Y', 0, 0, 5, "Oceanus Atlanticus", "sea");
+ space('X', 0, 0, 5, "Pontus Euxinus", "sea");
+ space('X', 0, 0, 5, "Propontis", "sea");
+
+ function edge(a, b, type) {
+ if (a > b)
+ [a, b] = [b, a];
+ let AB = a + "/" + b;
+ EDGES[AB] = type;
+ SPACES[a].exits.push(b);
+ SPACES[b].exits.push(a);
+ }
+
+ function major(a,b) { edge(a,b, "major"); }
+ function minor(a,b) { edge(a,b, "minor"); }
+ function strait(a,b) { edge(a,b, "strait"); }
+ function sea(a,b) { edge(a,b, "sea"); }
+
+ major("Alexandria", "Catabathmus");
+ major("Alexandria", "Memphis");
+ major("Antiochia", "Damascus");
+ major("Antiochia", "Tarsus");
+ major("Athenae", "Thessalonica");
+ major("Aenos", "Byzantium");
+ major("Aenos", "Thessalonica");
+ major("Ancyra", "Appia");
+ major("Ancyra", "Eusebia");
+ major("Ancyra", "Nicomedia");
+ major("Appia", "Ephesus");
+ major("Aquileia", "Ravenna");
+ major("Aquileia", "Salona");
+ major("Aquileia", "Sirmium");
+ major("Asculum", "Ravenna");
+ major("Badias", "Utica");
+ major("Bilbilis", "Burdigala");
+ major("Bilbilis", "Toletum");
+ major("Brundisium", "Neapolis");
+ major("Burdigala", "Narbo");
+ major("Carthago Nova", "Corduba");
+ major("Carthago Nova", "Tarraco");
+ major("Catabathmus", "Cyrene");
+ major("Cenabum", "Lugdunum");
+ major("Corduba", "Gades");
+ major("Corduba", "Toletum");
+ major("Damascus", "Jerusalem");
+ major("Dyrrachium", "Thessalonica");
+ major("Eusebia", "Tarsus");
+ major("Genua", "Massilia");
+ major("Genua", "Roma");
+ major("Genua", "Ravenna");
+ major("Iomnium", "Utica");
+ major("Jerusalem", "Pelusium");
+ major("Lugdunum", "Massilia");
+ major("Massilia", "Narbo");
+ major("Memphis", "Pelusium");
+ major("Narbo", "Tarraco");
+ major("Neapolis", "Roma");
+ major("Neapolis", "Rhegium");
+ major("Serdica", "Sirmium");
+ major("Serdica", "Thessalonica");
+ major("Tacape", "Utica");
+
+ minor("Alexandria", "Pelusium");
+ minor("Athenae", "Ambracia");
+ minor("Athenae", "Pylos");
+ minor("Aenos", "Serdica");
+ minor("Ambracia", "Dyrrachium");
+ minor("Ancyra", "Sinope");
+ minor("Appia", "Nicomedia");
+ minor("Appia", "Perga");
+ minor("Asculum", "Roma");
+ minor("Asculum", "Sipontum");
+ minor("Asturica", "Bilbilis");
+ minor("Asturica", "Emerita");
+ minor("Asturica", "Portus");
+ minor("Asturica", "Toletum");
+ minor("Badias", "Iomnium");
+ minor("Badias", "Tacape");
+ minor("Bilbilis", "Tarraco");
+ minor("Brundisium", "Sipontum");
+ minor("Burdigala", "Cenabum");
+ minor("Carthago Nova", "Gades");
+ minor("Carthago Nova", "Toletum");
+ minor("Cenabum", "Treviri");
+ minor("Cyrene", "Thubactus");
+ minor("Dyrrachium", "Salona");
+ minor("Ephesus", "Perga");
+ minor("Ephesus", "Pergamum");
+ minor("Emerita", "Gades");
+ minor("Emerita", "Olisipo");
+ minor("Eusebia", "Sinope");
+ minor("Gades", "Olisipo");
+ minor("Genua", "Lugdunum");
+ minor("Iomnium", "Siga");
+ minor("Lilybaeum", "Messana");
+ minor("Lilybaeum", "Syracusae");
+ minor("Lugdunum", "Treviri");
+ minor("Messana", "Syracusae");
+ minor("Neapolis", "Sipontum");
+ minor("Nicomedia", "Pergamum");
+ minor("Nicomedia", "Sinope");
+ minor("Olisipo", "Portus");
+ minor("Perga", "Tarsus");
+ minor("Roma", "Ravenna");
+ minor("Sala", "Siga");
+ minor("Sala", "Tingis");
+ minor("Salona", "Sirmium");
+ minor("Siga", "Tingis");
+ minor("Tacape", "Thubactus");
+
+ strait("Aenos", "Pergamum");
+ strait("Byzantium", "Nicomedia");
+ strait("Gades", "Tingis");
+ strait("Messana", "Rhegium");
+
+ sea("Alexandria", "Mare Aegypticum");
+ sea("Antiochia", "Mare Aegypticum");
+ sea("Athenae", "Mare Aegaeum");
+ sea("Aenos", "Mare Aegaeum");
+ sea("Aleria", "Mare Tyrrhenum");
+ sea("Ambracia", "Mare Internum");
+ sea("Aquileia", "Mare Hadriaticum");
+ sea("Byzantium", "Pontus Euxinus");
+ sea("Byzantium", "Propontis");
+ sea("Brundisium", "Mare Hadriaticum");
+ sea("Brundisium", "Mare Internum");
+ sea("Burdigala", "Oceanus Atlanticus");
+ sea("Carthago Nova", "Mare Hispanum");
+ sea("Caralis", "Mare Hispanum");
+ sea("Caralis", "Mare Tyrrhenum");
+ sea("Catabathmus", "Mare Aegypticum");
+ sea("Creta", "Mare Aegaeum");
+ sea("Creta", "Mare Aegypticum");
+ sea("Creta", "Mare Internum");
+ sea("Cyrene", "Mare Internum");
+ sea("Dyrrachium", "Mare Hadriaticum");
+ sea("Ephesus", "Mare Aegaeum");
+ sea("Gades", "Oceanus Atlanticus");
+ sea("Genua", "Mare Hispanum");
+ sea("Genua", "Mare Tyrrhenum");
+ sea("Iomnium", "Mare Hispanum");
+ sea("Lilybaeum", "Mare Internum");
+ sea("Lilybaeum", "Mare Tyrrhenum");
+ sea("Massilia", "Mare Hispanum");
+ sea("Mare Aegaeum", "Mare Aegypticum");
+ sea("Mare Aegaeum", "Mare Internum");
+ sea("Mare Aegaeum", "Propontis");
+ sea("Mare Aegaeum", "Thessalonica");
+ sea("Mare Aegypticum", "Mare Internum");
+ sea("Mare Aegypticum", "Pelusium");
+ sea("Mare Aegypticum", "Perga");
+ sea("Mare Aegypticum", "Salamis");
+ sea("Mare Aegypticum", "Tarsus");
+ sea("Mare Hadriaticum", "Mare Internum");
+ sea("Mare Hadriaticum", "Ravenna");
+ sea("Mare Hadriaticum", "Salona");
+ sea("Mare Hadriaticum", "Sipontum");
+ sea("Mare Hispanum", "Mare Tyrrhenum");
+ sea("Mare Hispanum", "Narbo");
+ sea("Mare Hispanum", "Oceanus Atlanticus");
+ sea("Mare Hispanum", "Siga");
+ sea("Mare Hispanum", "Tarraco");
+ sea("Mare Hispanum", "Tingis");
+ sea("Mare Hispanum", "Utica");
+ sea("Mare Internum", "Mare Tyrrhenum");
+ sea("Mare Internum", "Messana");
+ sea("Mare Internum", "Pylos");
+ sea("Mare Internum", "Rhegium");
+ sea("Mare Internum", "Syracusae");
+ sea("Mare Internum", "Tacape");
+ sea("Mare Internum", "Thubactus");
+ sea("Mare Internum", "Utica");
+ sea("Mare Tyrrhenum", "Messana");
+ sea("Mare Tyrrhenum", "Neapolis");
+ sea("Mare Tyrrhenum", "Roma");
+ sea("Mare Tyrrhenum", "Rhegium");
+ sea("Mare Tyrrhenum", "Utica");
+ sea("Nicomedia", "Propontis");
+ sea("Oceanus Atlanticus", "Olisipo");
+ sea("Oceanus Atlanticus", "Portus");
+ sea("Oceanus Atlanticus", "Sala");
+ sea("Oceanus Atlanticus", "Tingis");
+ sea("Pontus Euxinus", "Propontis");
+ sea("Pontus Euxinus", "Sinope");
+
+ let index = 0;
+
+ function block(owner, CR, steps, type, name, levy) {
+ let id = name;
+ let [initiative, firepower] = CR;
+ if (type != 'leader' && type != 'cleopatra' && type != 'legio')
+ id = owner[0] + " " + id;
+ let descr = name;
+ if (type != 'leader' && type != 'cleopatra' && type != 'legio')
+ descr = owner[0] + ". " + descr;
+ if (levy) {
+ if (levy == "Carthago Nova")
+ descr += " (C. Nova)";
+ else
+ descr += " (" + levy + ")";
+ }
+ BLOCKS[id] = {
+ owner: owner,
+ name: name,
+ steps: steps,
+ initiative: initiative,
+ firepower: firepower,
+ type: type,
+ levy: levy,
+ description: descr,
+ label: index++,
+ }
+ }
+
+ function caesar(CR,S,T,N,L) { block(CAESAR, CR, S, T, N, L); }
+ function pompeius(CR,S,T,N,L) { block(POMPEIUS, CR, S, T, N, L); }
+
+ caesar("A3", 3, "leader", "Caesar");
+ caesar("A2", 2, "leader", "Antonius");
+ caesar("A2", 3, "leader", "Octavian");
+
+ caesar("C2", 3, "legio", "Legio 7", "Tarraco");
+ caesar("C3", 3, "legio", "Legio 8", "Tarraco");
+ caesar("C2", 3, "legio", "Legio 9", "Carthago Nova");
+ caesar("C4", 3, "legio", "Legio 10", "Corduba");
+ caesar("C3", 3, "legio", "Legio 11", "Genua");
+ caesar("C3", 3, "legio", "Legio 12", "Genua");
+ caesar("C3", 3, "legio", "Legio 13", "Ravenna");
+
+ caesar("C3", 3, "legio", "Legio 14", "Ravenna");
+ caesar("C2", 3, "legio", "Legio 16", "Aquileia");
+ caesar("C2", 4, "legio", "Legio 17", "Roma");
+ caesar("C2", 4, "legio", "Legio 18", "Neapolis");
+ caesar("C2", 4, "legio", "Legio 19", "Syracusae");
+ caesar("C2", 4, "legio", "Legio 20", "Athenae");
+ caesar("C3", 4, "legio", "Legio 21", "Ancyra");
+
+ caesar("B2", 3, "equitatus", "Equitatus 1", "Lugdunum");
+ caesar("B2", 2, "equitatus", "Equitatus 2", "Toletum");
+ caesar("B3", 2, "equitatus", "Equitatus 3", "Byzantium");
+ caesar("B3", 3, "equitatus", "Equitatus 4", "Antiochia");
+
+ caesar("B1", 4, "auxilia-b", "Auxilia 1");
+ caesar("B1", 4, "auxilia-b", "Auxilia 2");
+ caesar("A1", 3, "auxilia-a", "Auxilia 3");
+ caesar("A1", 3, "auxilia-a", "Auxilia 4");
+
+ caesar("X4", 2, "ballista", "Ballista");
+
+ caesar("D2", 2, "navis", "Navis 1");
+ caesar("D2", 2, "navis", "Navis 2");
+ caesar("D2", 2, "navis", "Navis 3");
+ caesar("D3", 2, "navis", "Navis 4");
+ caesar("D3", 2, "navis", "Navis 5");
+
+ block(POMPEIUS, "C1", 4, "cleopatra", "Cleopatra");
+
+ pompeius("B3", 3, "leader", "Pompeius");
+ pompeius("A2", 3, "leader", "Scipio");
+ pompeius("A2", 2, "leader", "Brutus");
+
+ pompeius("C2", 4, "legio", "Legio 1", "Roma");
+ pompeius("C2", 4, "legio", "Legio 2", "Carthago Nova");
+ pompeius("C3", 3, "legio", "Legio 3", "Ravenna");
+ pompeius("C2", 3, "legio", "Legio 4", "Carthago Nova");
+ pompeius("C2", 3, "legio", "Legio 5", "Tarraco");
+ pompeius("C2", 3, "legio", "Legio 6", "Tarraco");
+ pompeius("C2", 3, "legio", "Legio 32", "Athenae");
+
+ pompeius("C3", 3, "legio", "Legio 33", "Creta");
+ pompeius("C3", 3, "legio", "Legio 34", "Antiochia");
+ pompeius("C2", 3, "legio", "Legio 35", "Byzantium");
+ pompeius("C2", 4, "legio", "Legio 36", "Ephesus");
+ pompeius("C2", 3, "legio", "Legio 37", "Syracusae");
+ pompeius("C2", 4, "legio", "Legio 38", "Alexandria");
+ pompeius("C2", 3, "legio", "Legio 39", "Utica");
+
+ pompeius("B3", 2, "equitatus", "Equitatus 1", "Toletum");
+ pompeius("B2", 4, "equitatus", "Equitatus 2", "Badias");
+ pompeius("B2", 3, "equitatus", "Equitatus 3", "Antiochia");
+ pompeius("B3", 2, "elephant", "Elephant", "Utica");
+
+ pompeius("B1", 4, "auxilia-b", "Auxilia 1");
+ pompeius("B1", 4, "auxilia-b", "Auxilia 2");
+ pompeius("A1", 3, "auxilia-a", "Auxilia 3");
+ pompeius("A1", 3, "auxilia-a", "Auxilia 4");
+
+ pompeius("X4", 2, "ballista", "Ballista");
+
+ pompeius("D3", 2, "navis", "Navis 1");
+ pompeius("D3", 2, "navis", "Navis 2");
+ pompeius("D2", 2, "navis", "Navis 3");
+ pompeius("D2", 2, "navis", "Navis 4");
+ pompeius("D2", 2, "navis", "Navis 5");
+})();
+
+if (typeof module != 'undefined')
+ module.exports = { CARDS, BLOCKS, SPACES, EDGES }
diff --git a/info/Julius Caesar 1.1.pdf b/info/Julius Caesar 1.1.pdf
new file mode 100644
index 0000000..552a7d0
--- /dev/null
+++ b/info/Julius Caesar 1.1.pdf
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diff --git a/info/blocks.html b/info/blocks.html
new file mode 100644
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--- /dev/null
+++ b/info/blocks.html
@@ -0,0 +1,126 @@
+<html>
+<title>Julius Caesar - Blocks</title>
+<link rel="stylesheet" href="../blocks_columbia.css">
+<link rel="stylesheet" href="../blocks_simple.css">
+<style>
+body {
+ margin: 40px;
+ background-color: slategray;
+ color: white;
+ text-align: center;
+}
+div.list {
+ display: flex;
+ flex-wrap: wrap;
+ justify-content: center;
+}
+
+.block { box-shadow: 1px 1px 3px rgba(0,0,0,0.5); }
+.block:hover { transform: scale(2); }
+
+.columbia-labels .block { width:56px; height:56px; margin:8px; }
+.columbia-labels .block.Caesar { background-color: #822; border: 3px solid #822; }
+.columbia-labels .block.Pompeius { background-color: #862; border: 3px solid #862; }
+.columbia-labels .block.Cleopatra { background-color: #067; border: 3px solid #067; }
+.columbia-labels .block { border-radius: 0px; }
+
+.simple-labels .block { width:48px; height:48px; margin:12px; }
+.simple-labels .block.Caesar { background-color: #b22; border: 3px solid #822; }
+.simple-labels .block.Pompeius { background-color: #eb2; border: 3px solid #862; }
+.simple-labels .block.Cleopatra { background-color: #09b; border: 3px solid #067; }
+.simple-labels .block { border-radius: 0px; }
+
+</style>
+<body id="body" class="columbia-labels">
+<h1>
+Julius Caesar - Blocks
+</h1>
+
+<p>
+<button onclick="window.body.className='columbia-labels'">Columbia</button>
+<button onclick="window.body.className='simple-labels'">Simple</button>
+</p>
+
+<div>
+<div class="list r0">
+<div class="block known Caesar block_0 r0"></div>
+<div class="block known Caesar block_1 r0"></div>
+<div class="block known Caesar block_2 r0"></div>
+<div class="block known Caesar block_3 r0"></div>
+<div class="block known Caesar block_4 r0"></div>
+<div class="block known Caesar block_5 r0"></div>
+<div class="block known Caesar block_6 r0"></div>
+</div>
+<div class="list r0">
+<div class="block known Caesar block_7 r0"></div>
+<div class="block known Caesar block_8 r0"></div>
+<div class="block known Caesar block_9 r0"></div>
+<div class="block known Caesar block_10 r0"></div>
+<div class="block known Caesar block_11 r0"></div>
+<div class="block known Caesar block_12 r0"></div>
+<div class="block known Caesar block_13 r0"></div>
+</div>
+<div class="list r0">
+<div class="block known Caesar block_14 r0"></div>
+<div class="block known Caesar block_15 r0"></div>
+<div class="block known Caesar block_16 r0"></div>
+<div class="block known Caesar block_17 r0"></div>
+<div class="block known Caesar block_18 r0"></div>
+<div class="block known Caesar block_19 r0"></div>
+<div class="block known Caesar block_20 r0"></div>
+</div>
+<div class="list r0">
+<div class="block known Caesar block_21 r0"></div>
+<div class="block known Caesar block_22 r0"></div>
+<div class="block known Caesar block_23 r0"></div>
+<div class="block known Caesar block_24 r0"></div>
+<div class="block known Caesar block_25 r0"></div>
+<div class="block known Caesar block_26 r0"></div>
+<div class="block known Caesar block_27 r0"></div>
+</div>
+<div class="list r0">
+<div class="block known Caesar block_28 r0"></div>
+<div class="block known Caesar block_29 r0"></div>
+<div class="block known Caesar block_30 r0"></div>
+<div class="block known Cleopatra block_31 r0"></div>
+<div class="block known Pompeius block_32 r0"></div>
+<div class="block known Pompeius block_33 r0"></div>
+<div class="block known Pompeius block_34 r0"></div>
+</div>
+<div class="list r0">
+<div class="block known Pompeius block_35 r0"></div>
+<div class="block known Pompeius block_36 r0"></div>
+<div class="block known Pompeius block_37 r0"></div>
+<div class="block known Pompeius block_38 r0"></div>
+<div class="block known Pompeius block_39 r0"></div>
+<div class="block known Pompeius block_40 r0"></div>
+<div class="block known Pompeius block_41 r0"></div>
+</div>
+<div class="list r0">
+<div class="block known Pompeius block_42 r0"></div>
+<div class="block known Pompeius block_43 r0"></div>
+<div class="block known Pompeius block_44 r0"></div>
+<div class="block known Pompeius block_45 r0"></div>
+<div class="block known Pompeius block_46 r0"></div>
+<div class="block known Pompeius block_47 r0"></div>
+<div class="block known Pompeius block_48 r0"></div>
+</div>
+<div class="list r0">
+<div class="block known Pompeius block_49 r0"></div>
+<div class="block known Pompeius block_50 r0"></div>
+<div class="block known Pompeius block_51 r0"></div>
+<div class="block known Pompeius block_52 r0"></div>
+<div class="block known Pompeius block_53 r0"></div>
+<div class="block known Pompeius block_54 r0"></div>
+<div class="block known Pompeius block_55 r0"></div>
+</div>
+<div class="list r0">
+<div class="block known Pompeius block_56 r0"></div>
+<div class="block known Pompeius block_57 r0"></div>
+<div class="block known Pompeius block_58 r0"></div>
+<div class="block known Pompeius block_59 r0"></div>
+<div class="block known Pompeius block_60 r0"></div>
+<div class="block known Pompeius block_61 r0"></div>
+<div class="block known Pompeius block_62 r0"></div>
+</div>
+</div>
diff --git a/info/cards.html b/info/cards.html
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+<html>
+<title>Julius Caesar - Cards</title>
+<style>
+body { background-color: slategray; margin: 40px; text-align: center; color: white; }
+img { margin: 12px; box-shadow: 1px 1px 10px rgba(0,0,0,0.5); width: 224px; height: 348px; border-radius: 12px; }
+</style>
+<body>
+<h1>Julius Caesar - Cards</h1>
+<div class="list">
+<img src="../cards/card_apollo.webp">
+<img src="../cards/card_jupiter.webp">
+<img src="../cards/card_mars.webp">
+<img src="../cards/card_mercury.webp">
+<img src="../cards/card_neptune.webp">
+<img src="../cards/card_pluto.webp">
+<img src="../cards/card_vulcan.webp">
+<img src="../cards/card_41.webp">
+<img src="../cards/card_32.webp">
+<img src="../cards/card_32.webp">
+<img src="../cards/card_31.webp">
+<img src="../cards/card_31.webp">
+<img src="../cards/card_31.webp">
+<img src="../cards/card_23.webp">
+<img src="../cards/card_23.webp">
+<img src="../cards/card_23.webp">
+<img src="../cards/card_23.webp">
+<img src="../cards/card_22.webp">
+<img src="../cards/card_22.webp">
+<img src="../cards/card_22.webp">
+<img src="../cards/card_22.webp">
+<img src="../cards/card_21.webp">
+<img src="../cards/card_21.webp">
+<img src="../cards/card_21.webp">
+<img src="../cards/card_13.webp">
+<img src="../cards/card_12.webp">
+<img src="../cards/card_12.webp">
diff --git a/info/notes.html b/info/notes.html
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+<!DOCTYPE html>
+<head>
+<title>Julius Caesar - Notes</title>
+<link rel="stylesheet" href="/fonts/fonts.css">
+<link rel="stylesheet" href="/style.css">
+<style>h1{text-align:center}body{max-width:50rem;margin:0 auto;}</style>
+</head>
+<body>
+<div class="main">
+
+<h1>
+Julius Caesar: Implementation Notes</h1>
+
+<hr>
+
+<p>
+How do I designate the attacking main force?
+<p>
+The first block that moves into a contested area defines the main force. Any other blocks
+who enter the battle from the same road also count as being part of the main force.
+The attacking main force move is marked with an asterisk in the game log.
+
+<hr>
+
+<p>
+What happens when Cleopatra would be eliminated by Vulcan and switches side, and there are other enemy blocks in the same location?
+<p>
+Cleopatra switches sides and counts as the attacking main force.
+The battle is resolved in the normal battle phase.
+
+<hr>
+
+<p style="font-style:normal;font-size:36px;text-align:center;margin:0">&#x2742;</p>
diff --git a/info/rules.html b/info/rules.html
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+<html>
+<head>
+<title>Julius Caesar 1.1</title>
+<link rel="stylesheet" href="/fonts/gentium.css">
+<style>
+body{background-color:slategray}
+div{position:relative;background-color:white;margin:1em auto;line-height:0.8;box-shadow:1px 1px 8px -2px black}
+p{position:absolute;white-space:pre;margin:0;font-family:Gentium Basic}
+</style>
+</head>
+<body>
+<div id="page1" style="width:765.0pt;height:990.0pt;background-image:url('rules01.jpg')">
+<p style="top:101.1pt;left:506.3pt;font-size:11.0pt"><b>The Roman Calendar</b></p>
+<p style="top:114.1pt;left:506.3pt;font-size:9.8pt">Few Romans knew or cared what year it was, </p>
+<p style="top:126.1pt;left:506.3pt;font-size:9.8pt">but those who did counted the years from the </p>
+<p style="top:138.1pt;left:506.3pt;font-size:9.8pt">semi-fabled founding of Rome by Romulus in </p>
+<p style="top:150.1pt;left:506.3pt;font-size:9.8pt">754BC. Hence the civil war began in 705 (49bc), </p>
+<p style="top:162.1pt;left:506.3pt;font-size:9.8pt">and the assassination of Julius Caesar occurred </p>
+<p style="top:174.1pt;left:506.3pt;font-size:9.8pt">in 710 (44bc) of the Roman Calendar. </p>
+<p style="top:189.9pt;left:506.3pt;font-size:9.8pt">Julius Caesar established the Julian Calendar </p>
+<p style="top:201.9pt;left:506.3pt;font-size:9.8pt">in 709 (45bc). This Calendar corrected a two </p>
+<p style="top:213.9pt;left:506.3pt;font-size:9.8pt">month error in the solar cycle and established </p>
+<p style="top:225.9pt;left:506.3pt;font-size:9.8pt">the leap year concept to keep it accurate. </p>
+<p style="top:237.9pt;left:506.3pt;font-size:9.8pt">The month of July was renamed after Caesar. </p>
+<p style="top:249.9pt;left:506.3pt;font-size:9.8pt">With minor revisions to leap years, this is the </p>
+<p style="top:261.9pt;left:506.3pt;font-size:9.8pt">Calendar we still use (in the West) today. </p>
+<p style="top:280.3pt;left:506.3pt;font-size:11.0pt"><b>Victory</b></p>
+<p style="top:293.3pt;left:506.3pt;font-size:9.8pt">City vps total 13. Pompey starts the game </p>
+<p style="top:305.3pt;left:506.3pt;font-size:9.8pt">holding 7vp while Caesar has only 1vp (<i>Massilia</i>). </p>
+<p style="top:317.3pt;left:506.3pt;font-size:9.8pt"><i>Rome</i>, <i>Athens</i>, <i>Byzantium, and Ephesus</i> are </p>
+<p style="top:329.3pt;left:506.3pt;font-size:9.8pt">Vacant. The burden of attack lies with Caesar to </p>
+<p style="top:341.3pt;left:506.3pt;font-size:9.8pt">avoid an early defeat. </p>
+<p style="top:359.6pt;left:506.3pt;font-size:11.0pt"><b>Event Cards</b></p>
+<p style="top:372.6pt;left:506.3pt;font-size:9.8pt">The deck contains seven (7) event cards, each </p>
+<p style="top:384.6pt;left:506.3pt;font-size:9.8pt">of them named after a major Roman deity. </p>
+<p style="top:396.6pt;left:506.3pt;font-size:9.8pt">These cards allow special actions to occur that </p>
+<p style="top:408.6pt;left:506.3pt;font-size:9.8pt">break the normal rules. See each card for details.</p>
+<p style="top:427.0pt;left:506.3pt;font-size:11.0pt"><b>Game Turn Example</b></p>
+<p style="top:441.4pt;left:506.3pt;font-size:9.6pt"><b> &#x2022;Card Play: </b>Caesar 2/1, Pompey 2/2. Cards are </p>
+<p style="top:453.4pt;left:506.3pt;font-size:9.6pt">tied (compare only Moves) but Caesar is Player </p>
+<p style="top:465.4pt;left:506.3pt;font-size:9.6pt">1 on ties. </p>
+<p style="top:478.6pt;left:506.3pt;font-size:9.6pt"><b> </b><b>&#x2022;C</b><b>aesar</b><b> (Player 1):</b> 2 Moves then 1 Levy</p>
+<p style="top:491.9pt;left:506.3pt;font-size:9.6pt"><b> </b><b>&#x2022;P</b><b>ompey</b><b> (Player 2):</b> 2 Moves then 2 Levies</p>
+<p style="top:505.1pt;left:506.3pt;font-size:9.6pt"><b> &#x2022;Battle Phase: </b>Resolve any battles in the order </p>
+<p style="top:517.1pt;left:506.3pt;font-size:9.6pt">chosen by Player 1. </p>
+<p style="top:101.0pt;left:278.8pt;font-size:17.0pt"><b><span style="color:#9D0A0E">2.0 GAME TURNS</span></b></p>
+<p style="top:122.8pt;left:297.5pt;font-size:11.0pt">There are five <b><i>Years</i></b> in the game, each </p>
+<p style="top:135.9pt;left:278.8pt;font-size:11.0pt">divided into five <b><i>Game Turns. </i></b>Each game </p>
+<p style="top:149.0pt;left:278.8pt;font-size:11.0pt">turn has three (3) Phases, played in the </p>
+<p style="top:162.1pt;left:278.8pt;font-size:11.0pt">sequence below. </p>
+<p style="top:185.5pt;left:278.8pt;font-size:12.1pt"><b><span style="color:#9D0A0E">2.1 CARD PHASE</span></b></p>
+<p style="top:199.6pt;left:297.5pt;font-size:11.0pt">There are twenty-seven (27) cards: </p>
+<p style="top:212.8pt;left:278.8pt;font-size:11.0pt">twenty (20) Command cards and seven </p>
+<p style="top:225.9pt;left:278.8pt;font-size:11.0pt">(7) Event cards. At the beginning of each </p>
+<p style="top:239.0pt;left:278.8pt;font-size:11.0pt">Year, the cards are shuffled and six (6) </p>
+<p style="top:252.1pt;left:278.8pt;font-size:11.0pt">cards are dealt to each player. Examine </p>
+<p style="top:265.3pt;left:278.8pt;font-size:11.0pt">your cards and discard one (1). The discard </p>
+<p style="top:278.4pt;left:278.8pt;font-size:11.0pt">is not revealed. </p>
+<p style="top:295.3pt;left:297.5pt;font-size:11.0pt">Each player starts a game turn by </p>
+<p style="top:308.4pt;left:278.8pt;font-size:11.0pt">playing <b><i>one</i></b><b> (1) </b>card <i>face-down</i>. The cards </p>
+<p style="top:321.5pt;left:278.8pt;font-size:11.0pt">are then revealed. Card values are Moves </p>
+<p style="top:334.6pt;left:278.8pt;font-size:11.0pt">(banner) and Levies (circles on banner </p>
+<p style="top:347.8pt;left:278.8pt;font-size:11.0pt">staff). The player with the <b><i>higher</i></b> Move </p>
+<p style="top:360.9pt;left:278.8pt;font-size:11.0pt">card is Player 1 that game turn.</p>
+<p style="top:377.8pt;left:285.0pt;font-size:11.0pt"><b>IMPORTANT:</b><i> If the cards played are </i></p>
+<p style="top:390.9pt;left:285.0pt;font-size:11.0pt"><i>equal (Move number) </i><i>C</i><i>aesar</i><i> is Player 1.</i></p>
+<p style="top:407.8pt;left:297.5pt;font-size:11.0pt">Event cards have a special action </p>
+<p style="top:420.9pt;left:278.8pt;font-size:11.0pt">defined on the card. <b><i>The player of an </i></b></p>
+<p style="top:434.0pt;left:278.8pt;font-size:11.0pt"><b><i>Event card is always Player 1. </i></b><i>However, </i></p>
+<p style="top:447.1pt;left:278.8pt;font-size:11.0pt">if <b><i>both</i></b> plays are Event cards, both events </p>
+<p style="top:460.3pt;left:278.8pt;font-size:11.0pt">are <b><i>cancelled</i></b> and the <b><i>game turn</i></b> ends.</p>
+<p style="top:477.1pt;left:285.0pt;font-size:11.0pt"><b>NOTE: </b><i>Players must play a card, but can </i></p>
+<p style="top:490.3pt;left:285.0pt;font-size:11.0pt"><i>elect to take less moves/levies if desired. </i></p>
+<p style="top:503.4pt;left:285.0pt;font-size:11.0pt"><i>Commands cannot be saved for future use.</i></p>
+<p style="top:526.8pt;left:278.8pt;font-size:12.1pt"><b><span style="color:#9D0A0E">2.2 COMMAND PHASE</span></b></p>
+<p style="top:540.9pt;left:297.5pt;font-size:11.0pt">Player 1 moves and levies (or executes </p>
+<p style="top:554.0pt;left:278.8pt;font-size:11.0pt">an Event), then Player 2 moves and levies. </p>
+<p style="top:571.3pt;left:285.0pt;font-size:11.0pt"><b>&#x2022; Move: </b>Each move allows one <b><i>Group</i></b> </p>
+<p style="top:584.8pt;left:291.3pt;font-size:11.0pt">(any/all blocks in one location) to move </p>
+<p style="top:598.3pt;left:291.3pt;font-size:11.0pt">one or two cities; Navis can move one </p>
+<p style="top:611.8pt;left:291.3pt;font-size:11.0pt">or two seas. Blocks cannot attack or </p>
+<p style="top:625.3pt;left:291.3pt;font-size:11.0pt">reinforce if they move two cities/seas. </p>
+<p style="top:638.8pt;left:291.3pt;font-size:11.0pt">Blocks entering a city or sea containing </p>
+<p style="top:652.3pt;left:291.3pt;font-size:11.0pt">enemy blocks must stop. See 6.0 for </p>
+<p style="top:665.8pt;left:291.3pt;font-size:11.0pt">details. </p>
+<p style="top:683.0pt;left:285.0pt;font-size:11.0pt"><b>&#x2022; Levy:</b> for each Levy, one (1) step can </p>
+<p style="top:696.5pt;left:291.3pt;font-size:11.0pt">be added to one (1) existing block, or </p>
+<p style="top:710.0pt;left:291.3pt;font-size:11.0pt">one (1) new block can be chosen from </p>
+<p style="top:723.5pt;left:291.3pt;font-size:11.0pt">a player&apos;s Levy Pool and deployed on </p>
+<p style="top:737.0pt;left:291.3pt;font-size:11.0pt">the map at strength I. Choose levies </p>
+<p style="top:750.1pt;left:291.3pt;font-size:11.0pt">after all movement is complete &#x2013; they </p>
+<p style="top:763.3pt;left:291.3pt;font-size:11.0pt">cannot move in the same turn. See 6.4 </p>
+<p style="top:776.4pt;left:291.3pt;font-size:11.0pt">for details. </p>
+<p style="top:799.8pt;left:278.8pt;font-size:12.1pt"><b><span style="color:#9D0A0E">2.3 BATTLE PHASE</span></b></p>
+<p style="top:813.9pt;left:297.5pt;font-size:11.0pt">Battles are fought between opposing </p>
+<p style="top:827.0pt;left:278.8pt;font-size:11.0pt">blocks in the same city or sea. They are </p>
+<p style="top:840.1pt;left:278.8pt;font-size:11.0pt">fought one at a time in any sequence </p>
+<p style="top:853.3pt;left:278.8pt;font-size:11.0pt">determined by Player 1. See: 7.0 for details.</p>
+<p style="top:57.5pt;left:278.8pt;font-size:24.6pt"><b><span style="color:#ffffff">JULIUS CAESAR</span></b></p>
+<p style="top:932.8pt;left:68.8pt;font-size:11.0pt"><b>Copyright &#xa9; 2010 Columbia Games </b></p>
+<p style="top:929.8pt;left:380.0pt;font-size:14.6pt"><b>1</b><b> </b></p>
+<p style="top:932.8pt;left:638.8pt;font-size:11.0pt"><b>Version 1.1</b></p>
+<p style="top:385.4pt;left:60.0pt;font-size:17.0pt"><b><span style="color:#9D0A0E">1.0 INTRODUCTION</span></b></p>
+<p style="top:407.1pt;left:78.8pt;font-size:11.0pt"><b><i>Julius Caesar </i></b>brings the drama of the </p>
+<p style="top:420.3pt;left:60.0pt;font-size:11.0pt">most famous and significant Roman Civil </p>
+<p style="top:433.4pt;left:60.0pt;font-size:11.0pt">War (49&#x2013;45 BC) to life. Players take control </p>
+<p style="top:446.5pt;left:60.0pt;font-size:11.0pt">of the legions of Caesar or Pompey and </p>
+<p style="top:459.6pt;left:60.0pt;font-size:11.0pt">fight to determine the future of Rome &#x2013; </p>
+<p style="top:472.8pt;left:60.0pt;font-size:11.0pt">republic or empire. </p>
+<p style="top:496.1pt;left:60.0pt;font-size:12.1pt"><b><span style="color:#9D0A0E">1.1 PLAYERS</span></b></p>
+<p style="top:510.3pt;left:78.8pt;font-size:11.0pt">The game is intended for two players. </p>
+<p style="top:523.4pt;left:60.0pt;font-size:11.0pt">One player represents Julius Caesar, the </p>
+<p style="top:536.5pt;left:60.0pt;font-size:11.0pt">other Pompey the Great.</p>
+<p style="top:559.9pt;left:60.0pt;font-size:12.1pt"><b><span style="color:#9d0a0e">1.2 VICTORY</span></b></p>
+<p style="top:574.0pt;left:78.8pt;font-size:11.0pt">The game is divided into five (5) Years, </p>
+<p style="top:587.1pt;left:60.0pt;font-size:11.0pt">each with five (5) game turns. After each </p>
+<p style="top:600.3pt;left:60.0pt;font-size:11.0pt">Year ends, a Winter Turn (8.0) is played </p>
+<p style="top:613.4pt;left:60.0pt;font-size:11.0pt">when players check to see if either has </p>
+<p style="top:626.5pt;left:60.0pt;font-size:11.0pt">won. </p>
+<p style="top:643.4pt;left:78.8pt;font-size:11.0pt">To determine victory, after each Year, </p>
+<p style="top:656.5pt;left:60.0pt;font-size:11.0pt">players score the total value of <b>Friendly</b> </p>
+<p style="top:669.6pt;left:60.0pt;font-size:11.0pt">cities, plus one Victory Point (<b>1</b><b>vp</b><b>)</b> for each </p>
+<p style="top:682.8pt;left:60.0pt;font-size:11.0pt">enemy leader killed. To win, a player must </p>
+<p style="top:695.9pt;left:60.0pt;font-size:11.0pt">have 10 (or more) VPs. </p>
+<p style="top:712.8pt;left:78.8pt;font-size:11.0pt">If neither player wins by the end of </p>
+<p style="top:725.9pt;left:60.0pt;font-size:11.0pt">Year 5, the winner is the player with the </p>
+<p style="top:739.0pt;left:60.0pt;font-size:11.0pt"><b><i>higher</i></b> VPs. If still tied, the game is won </p>
+<p style="top:752.1pt;left:60.0pt;font-size:11.0pt">by the player holding <b>R</b><b>ome</b>. Otherwise the </p>
+<p style="top:765.3pt;left:60.0pt;font-size:11.0pt">game is a draw. </p>
+<p style="top:788.6pt;left:60.0pt;font-size:12.1pt"><b><span style="color:#9d0a0e">1.3 CONTENTS</span></b></p>
+<p style="top:803.1pt;left:66.3pt;font-size:11.0pt">&#x2022; Game Map</p>
+<p style="top:820.4pt;left:66.3pt;font-size:11.0pt">&#x2022; 63 blocks (31 tan, 31 green, 1 blue). </p>
+<p style="top:837.6pt;left:66.3pt;font-size:11.0pt">&#x2022; Label sheet (for blocks)</p>
+<p style="top:854.9pt;left:66.3pt;font-size:11.0pt">&#x2022; Cards (27)</p>
+<p style="top:872.1pt;left:66.3pt;font-size:11.0pt">&#x2022; Dice (4)</p>
+<p style="top:889.4pt;left:66.3pt;font-size:11.0pt">&#x2022; These Rules</p>
+<p style="top:854.6pt;left:565.0pt;font-size:17.1pt"><b>COMMAND</b></p>
+<p style="top:639.9pt;left:620.0pt;font-size:11.0pt"><b>LEVY 2</b></p>
+<p style="top:612.4pt;left:558.8pt;font-size:11.0pt"><b>MOVE 3</b></p>
+</div>
+<div id="page2" style="width:765.0pt;height:990.0pt;background-image:url('rules02.jpg')">
+<p style="top:57.5pt;left:278.8pt;font-size:24.6pt"><b><span style="color:#ffffff">JULIUS CAESAR</span></b></p>
+<p style="top:101.1pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.22 Legions</span></b></p>
+<p style="top:115.6pt;left:356.3pt;font-size:11.0pt">Legions are identified by </p>
+<p style="top:129.1pt;left:356.3pt;font-size:11.0pt">an Eagle icon. They have </p>
+<p style="top:142.6pt;left:356.3pt;font-size:11.0pt">a number ID on the top </p>
+<p style="top:156.1pt;left:356.3pt;font-size:11.0pt">left, and a levy city on </p>
+<p style="top:169.6pt;left:356.3pt;font-size:11.0pt">the bottom. Legions have </p>
+<p style="top:183.1pt;left:356.3pt;font-size:11.0pt">combat ratings of C2, C3, </p>
+<p style="top:196.6pt;left:282.5pt;font-size:11.0pt">or C4, with veteran legions having the </p>
+<p style="top:210.1pt;left:282.5pt;font-size:11.0pt">higher ratings. </p>
+<p style="top:233.5pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.23 Auxilia</span></b></p>
+<p style="top:248.0pt;left:356.3pt;font-size:11.0pt">Both players have four (4)</p>
+<p style="top:261.5pt;left:356.3pt;font-size:11.0pt"><i>Auxilia</i>, two light infantry </p>
+<p style="top:275.0pt;left:356.3pt;font-size:11.0pt">(B1) and two archers (A1). </p>
+<p style="top:288.5pt;left:356.3pt;font-size:11.0pt">These troops can be raised </p>
+<p style="top:302.0pt;left:356.3pt;font-size:11.0pt">in any <b><i>Friendly</i></b> city. </p>
+<p style="top:342.3pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.24 Equitatus</span></b></p>
+<p style="top:356.8pt;left:356.3pt;font-size:11.0pt">Equitatus (cavalry) are </p>
+<p style="top:370.3pt;left:356.3pt;font-size:11.0pt">rated B2 or B3. Like </p>
+<p style="top:383.8pt;left:356.3pt;font-size:11.0pt">legions, they are raised in </p>
+<p style="top:397.3pt;left:356.3pt;font-size:11.0pt">specific <b><i>Friendly</i></b> cities. </p>
+<p style="top:410.8pt;left:356.3pt;font-size:11.0pt">These cities have a nearby </p>
+<p style="top:424.3pt;left:356.3pt;font-size:11.0pt">equitatus symbol on the </p>
+<p style="top:437.8pt;left:282.5pt;font-size:11.0pt">map. Caesar has four (4) equitatus. Pompey </p>
+<p style="top:451.3pt;left:282.5pt;font-size:11.0pt">has three (3) equitatus, but also one </p>
+<p style="top:464.8pt;left:282.5pt;font-size:11.0pt"><i>Elephant</i> (7.41). </p>
+<p style="top:488.1pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.25 Ballista</span></b></p>
+<p style="top:502.3pt;left:357.5pt;font-size:11.0pt">Each player has one </p>
+<p style="top:515.4pt;left:357.5pt;font-size:11.0pt">(1) <i>Ballista</i>. They have </p>
+<p style="top:528.5pt;left:357.5pt;font-size:11.0pt">different combat values for </p>
+<p style="top:541.6pt;left:357.5pt;font-size:11.0pt">defense and offense, see </p>
+<p style="top:554.8pt;left:357.5pt;font-size:11.0pt">7.42. They can be built in </p>
+<p style="top:567.9pt;left:357.5pt;font-size:11.0pt">any <b><i>Friendly</i></b> city. </p>
+<p style="top:591.3pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.26 Navis</span></b></p>
+<p style="top:605.8pt;left:356.3pt;font-size:11.0pt">Players have five (5) Navis </p>
+<p style="top:619.3pt;left:356.3pt;font-size:11.0pt">to represent the warships </p>
+<p style="top:632.8pt;left:356.3pt;font-size:11.0pt">used by both sides. They </p>
+<p style="top:646.3pt;left:356.3pt;font-size:11.0pt">have D2 or D3 combat. In </p>
+<p style="top:659.8pt;left:356.3pt;font-size:11.0pt">a sea battle this &quot;D&quot; rating </p>
+<p style="top:673.3pt;left:356.3pt;font-size:11.0pt">has no impact since all </p>
+<p style="top:686.8pt;left:282.5pt;font-size:11.0pt">Navis have the same rating, but they are </p>
+<p style="top:700.3pt;left:282.5pt;font-size:11.0pt">vulnerable in land battles. Navis must be </p>
+<p style="top:713.8pt;left:282.5pt;font-size:11.0pt">built in <b><i>Friendly</i></b> <b><i>major ports</i></b>, identified on </p>
+<p style="top:727.3pt;left:282.5pt;font-size:11.0pt">the map with a Navis symbol.</p>
+<p style="top:750.6pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.27 Cleopatra</span></b></p>
+<p style="top:765.1pt;left:357.5pt;font-size:11.0pt"><i>Cleopatra</i> represents the </p>
+<p style="top:778.6pt;left:357.5pt;font-size:11.0pt">forces of Egypt and is </p>
+<p style="top:792.1pt;left:357.5pt;font-size:11.0pt">rated C1. She is<b><i> not a </i></b></p>
+<p style="top:805.6pt;left:357.5pt;font-size:11.0pt"><b><i>leader </i></b>per these rules. </p>
+<p style="top:819.1pt;left:357.5pt;font-size:11.0pt"><i>Cleopatra</i> starts play on </p>
+<p style="top:832.6pt;left:357.5pt;font-size:11.0pt">the Pompey side, but can </p>
+<p style="top:846.1pt;left:282.5pt;font-size:11.0pt">fight for either side. See: 7.52. </p>
+<p style="top:57.5pt;left:278.8pt;font-size:24.6pt"><b><span style="color:#ffffff">JULIUS CAESAR</span></b></p>
+<p style="top:932.8pt;left:65.0pt;font-size:11.0pt"><b>Copyright &#xa9; 2010 Columbia Games </b></p>
+<p style="top:929.8pt;left:376.3pt;font-size:14.6pt"><b>2</b><b> </b></p>
+<p style="top:932.8pt;left:635.0pt;font-size:11.0pt"><b>Version 1.1</b></p>
+<p style="top:101.0pt;left:61.3pt;font-size:17.0pt"><b><span style="color:#9D0A0E">3.0 ARMIES</span></b></p>
+<p style="top:122.8pt;left:80.0pt;font-size:11.0pt">One label must be attached to the face </p>
+<p style="top:135.9pt;left:61.3pt;font-size:11.0pt">of each block. Lightly position each label, </p>
+<p style="top:149.0pt;left:61.3pt;font-size:11.0pt">ensure it is straight, and then press firmly </p>
+<p style="top:162.1pt;left:61.3pt;font-size:11.0pt">to the block. </p>
+<p style="top:179.4pt;left:61.3pt;font-size:11.0pt"><b> </b></p>
+<p style="top:179.4pt;left:80.0pt;font-size:11.0pt"><b> </b></p>
+<p style="top:179.4pt;left:133.8pt;font-size:11.0pt"><b>Blocks </b></p>
+<p style="top:179.4pt;left:185.0pt;font-size:11.0pt"><b>Labels</b></p>
+<p style="top:194.1pt;left:61.3pt;font-size:11.0pt"> </p>
+<p style="top:194.1pt;left:80.0pt;font-size:11.0pt">Caesar </p>
+<p style="top:194.1pt;left:133.8pt;font-size:11.0pt">Tan </p>
+<p style="top:194.1pt;left:185.0pt;font-size:11.0pt">Red</p>
+<p style="top:208.9pt;left:61.3pt;font-size:11.0pt"> </p>
+<p style="top:208.9pt;left:80.0pt;font-size:11.0pt">Pompey </p>
+<p style="top:208.9pt;left:133.8pt;font-size:11.0pt">Green </p>
+<p style="top:208.9pt;left:185.0pt;font-size:11.0pt">Ochre</p>
+<p style="top:223.6pt;left:61.3pt;font-size:11.0pt"> </p>
+<p style="top:223.6pt;left:80.0pt;font-size:11.0pt">Cleopatra Blue </p>
+<p style="top:223.6pt;left:185.0pt;font-size:11.0pt">Blue</p>
+<p style="top:244.5pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9D0A0E">3.1 BLOCK DATA</span></b></p>
+<p style="top:265.1pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.11 Strength</span></b></p>
+<p style="top:279.3pt;left:80.0pt;font-size:11.0pt">The current strength of a block is the </p>
+<p style="top:292.4pt;left:61.3pt;font-size:11.0pt">Roman numeral on the top edge when the </p>
+<p style="top:305.5pt;left:61.3pt;font-size:11.0pt">block stands upright. Blocks can have a </p>
+<p style="top:318.6pt;left:61.3pt;font-size:11.0pt">maximum strength of IV, III, or II.</p>
+<p style="top:335.5pt;left:80.0pt;font-size:11.0pt">Strength determines how many six-</p>
+<p style="top:348.6pt;left:61.3pt;font-size:11.0pt">sided dice (d6) are rolled for a block in </p>
+<p style="top:361.8pt;left:61.3pt;font-size:11.0pt">combat. A block at strength IV rolls 4d6 </p>
+<p style="top:374.9pt;left:61.3pt;font-size:11.0pt">(four six-sided dice); a block at strength I </p>
+<p style="top:388.0pt;left:61.3pt;font-size:11.0pt">rolls 1d6. </p>
+<p style="top:404.9pt;left:80.0pt;font-size:11.0pt">For each hit taken in combat, the </p>
+<p style="top:418.0pt;left:61.3pt;font-size:11.0pt">block&#x2019;s strength is reduced by rotating the </p>
+<p style="top:431.1pt;left:61.3pt;font-size:11.0pt">block 90 degrees counter-clockwise. The </p>
+<p style="top:444.3pt;left:61.3pt;font-size:11.0pt">sidebar shows the same block at strength </p>
+<p style="top:457.4pt;left:61.3pt;font-size:11.0pt">III, II, and I.</p>
+<p style="top:480.8pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.12 Combat Rating</span></b></p>
+<p style="top:494.9pt;left:80.0pt;font-size:11.0pt">The Combat Rating is indicated by </p>
+<p style="top:508.0pt;left:61.3pt;font-size:11.0pt">a letter and number, such as <b>A2 </b>or <b>B3</b>. </p>
+<p style="top:521.1pt;left:61.3pt;font-size:11.0pt">The letter (<b><i>initiative</i></b>) determines when </p>
+<p style="top:534.3pt;left:61.3pt;font-size:11.0pt">a block has a battle turn. All <b>A</b> blocks go </p>
+<p style="top:547.4pt;left:61.3pt;font-size:11.0pt">first, then all <b>B</b> blocks, then all <b>C</b> blocks. </p>
+<p style="top:560.5pt;left:61.3pt;font-size:11.0pt">If tied, the Defender has the first battle </p>
+<p style="top:573.6pt;left:61.3pt;font-size:11.0pt">turn. The number (<b><i>firepower</i></b>) indicates the </p>
+<p style="top:586.8pt;left:61.3pt;font-size:11.0pt">maximum roll that will score a hit. See 7.3. </p>
+<p style="top:610.1pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.13 Name</span></b></p>
+<p style="top:624.3pt;left:80.0pt;font-size:11.0pt"><b><i>Legions</i></b> have a city name where this </p>
+<p style="top:637.4pt;left:61.3pt;font-size:11.0pt">block must be recruited when deployed </p>
+<p style="top:650.5pt;left:61.3pt;font-size:11.0pt">from the Levy Pool.</p>
+<p style="top:673.9pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.2 BLOCK TYPES</span></b></p>
+<p style="top:694.5pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">3.21 Leaders</span></b></p>
+<p style="top:709.0pt;left:135.0pt;font-size:11.0pt">Both sides have three (3) </p>
+<p style="top:722.5pt;left:135.0pt;font-size:11.0pt">named leaders:</p>
+<p style="top:739.1pt;left:135.0pt;font-size:9.9pt"><b>C</b><b>aesar</b><b>,</b> Antonius, Octavian</p>
+<p style="top:754.9pt;left:135.0pt;font-size:9.9pt"><b>P</b><b>ompey</b><b>,</b> Scipio, Brutus.</p>
+<p style="top:771.3pt;left:135.0pt;font-size:11.0pt">Leader blocks include </p>
+<p style="top:784.8pt;left:135.0pt;font-size:11.0pt">their significant guards, </p>
+<p style="top:798.3pt;left:61.3pt;font-size:11.0pt">generally elite cavalry. Players start the </p>
+<p style="top:811.8pt;left:61.3pt;font-size:11.0pt">game with two leaders. The third may be </p>
+<p style="top:825.3pt;left:61.3pt;font-size:11.0pt">brought into play if a leader is killed (see: </p>
+<p style="top:838.8pt;left:61.3pt;font-size:11.0pt">7.51).</p>
+<p style="top:101.1pt;left:506.3pt;font-size:11.0pt"><b>Label Sheet</b></p>
+<p style="top:114.1pt;left:506.3pt;font-size:9.8pt">The red labels on the die-cut sheet are for </p>
+<p style="top:126.1pt;left:506.3pt;font-size:9.8pt">Caesar (tan blocks) and ochre labels for Pompey </p>
+<p style="top:138.1pt;left:506.3pt;font-size:9.8pt">(green blocks). The <b><i>Cleopatra</i></b> label goes on the </p>
+<p style="top:150.1pt;left:506.3pt;font-size:9.8pt">blue block.</p>
+<p style="top:168.5pt;left:506.3pt;font-size:11.0pt"><b>Fog-of-War</b></p>
+<p style="top:181.5pt;left:506.3pt;font-size:9.8pt">Surprise is an exciting aspect of this game. </p>
+<p style="top:193.5pt;left:506.3pt;font-size:9.8pt">Except when fighting a battle, active blocks </p>
+<p style="top:205.5pt;left:506.3pt;font-size:9.8pt">stand upright facing the owner. This promotes </p>
+<p style="top:217.5pt;left:506.3pt;font-size:9.8pt">bluff and innovative strategies because players </p>
+<p style="top:229.5pt;left:506.3pt;font-size:9.8pt">are uncertain of the strength or identity of an </p>
+<p style="top:241.5pt;left:506.3pt;font-size:9.8pt">enemy block.</p>
+<p style="top:275.6pt;left:506.3pt;font-size:11.0pt"><b><i>Equitatus</i></b></p>
+<p style="top:288.6pt;left:506.3pt;font-size:9.8pt"><i>Romans were never considered exceptionally good </i></p>
+<p style="top:300.6pt;left:506.3pt;font-size:9.8pt"><i>horsemen, at least not after the connection between </i></p>
+<p style="top:312.6pt;left:506.3pt;font-size:9.8pt"><i>cavalry and the aristocracy was abandoned. By the </i></p>
+<p style="top:324.6pt;left:506.3pt;font-size:9.8pt"><i>time of late Republic, the Equitatus was generally </i></p>
+<p style="top:336.6pt;left:506.3pt;font-size:9.8pt"><i>made up of non-Roman horsemen from Gallia, </i></p>
+<p style="top:348.6pt;left:506.3pt;font-size:9.8pt"><i>Germania, Hispania, Numidia, Syria, and Thracia. </i></p>
+<p style="top:360.6pt;left:506.3pt;font-size:9.8pt"><i>Caesar used Germanic cavalry to fight the Gauls </i></p>
+<p style="top:372.6pt;left:506.3pt;font-size:9.8pt"><i>and also to serve as his formidable bodyguard. </i></p>
+<p style="top:406.8pt;left:506.3pt;font-size:11.0pt"><b><i>Elephants</i></b></p>
+<p style="top:419.8pt;left:506.3pt;font-size:9.8pt"><i>There is one Elephant block for </i><i>P</i><i>ompey</i><i>.</i><i> </i><i>C</i><i>aesar</i><i> </i></p>
+<p style="top:431.8pt;left:506.3pt;font-size:9.8pt"><i>would not have elephants in his army believing them </i></p>
+<p style="top:443.8pt;left:506.3pt;font-size:9.8pt"><i>to be fragile and unpredictable. </i></p>
+<p style="top:853.6pt;left:666.3pt;font-size:11.0pt"><b>COMBAT</b> </p>
+<p style="top:866.8pt;left:678.8pt;font-size:11.0pt"><b>(C3)</b></p>
+<p style="top:705.3pt;left:640.0pt;font-size:11.0pt"><b>Strength I</b></p>
+<p style="top:705.5pt;left:508.8pt;font-size:10.6pt"><b>Strength III </b><b>Strength II</b></p>
+<p style="top:628.3pt;left:506.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">STEP REDUCTION</span></b></p>
+<p style="top:739.9pt;left:627.5pt;font-size:11.0pt"><b>STRENGTH</b> </p>
+<p style="top:753.0pt;left:623.8pt;font-size:11.0pt">(Maximum III)</p>
+<p style="top:741.1pt;left:518.8pt;font-size:11.0pt"><b>LEGION</b> </p>
+<p style="top:754.3pt;left:531.3pt;font-size:11.0pt">(13)</p>
+<p style="top:846.8pt;left:508.8pt;font-size:11.0pt"><b>LEVY</b></p>
+<p style="top:860.5pt;left:510.0pt;font-size:11.0pt"><b>CITY</b></p>
+<p style="top:874.3pt;left:496.3pt;font-size:11.0pt"><b>(</b><b>RAVENNA</b><b>)</b></p>
+</div>
+<div id="page3" style="width:765.0pt;height:990.0pt;background-image:url('rules03.jpg')">
+<p style="top:101.0pt;left:61.3pt;font-size:17.0pt"><b><span style="color:#9d0a0e">4.0 MAPBOARD</span></b></p>
+<p style="top:122.8pt;left:80.0pt;font-size:11.0pt">The mapboard depicts the </p>
+<p style="top:135.9pt;left:61.3pt;font-size:11.0pt">Mediterranean Sea and surrounding </p>
+<p style="top:149.0pt;left:61.3pt;font-size:11.0pt">territory. The Caesar player sits at the </p>
+<p style="top:162.1pt;left:61.3pt;font-size:11.0pt">north edge of the map, Pompey player at </p>
+<p style="top:175.3pt;left:61.3pt;font-size:11.0pt">the south edge.</p>
+<p style="top:198.6pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9D0A0E">4.1 LOCATIONS</span></b></p>
+<p style="top:212.8pt;left:80.0pt;font-size:11.0pt">Blocks on the map must be located on </p>
+<p style="top:225.9pt;left:61.3pt;font-size:11.0pt">cities or seas. Navis must be located on </p>
+<p style="top:239.0pt;left:61.3pt;font-size:11.0pt">seas or in <b><i>port</i></b> cities. </p>
+<p style="top:262.4pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">4.2 CITIES</span></b></p>
+<p style="top:276.5pt;left:80.0pt;font-size:11.0pt">Cities govern the movement and </p>
+<p style="top:289.6pt;left:61.3pt;font-size:11.0pt">location of blocks. Eleven cities have a </p>
+<p style="top:302.8pt;left:61.3pt;font-size:11.0pt">value of 1 or 2. These numbers (total 13) </p>
+<p style="top:315.9pt;left:61.3pt;font-size:11.0pt">are <b><i>Victory Points (VPs). </i></b>The numbers </p>
+<p style="top:329.0pt;left:61.3pt;font-size:11.0pt">are also significant for Wintering (8.4). </p>
+<p style="top:352.4pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">4.21 City Control</span></b></p>
+<p style="top:366.5pt;left:80.0pt;font-size:11.0pt">The control status of a city can be: </p>
+<p style="top:383.4pt;left:67.5pt;font-size:11.0pt"><b>Friendly: </b>Occupied by one or more of </p>
+<p style="top:396.5pt;left:67.5pt;font-size:11.0pt">your blocks. </p>
+<p style="top:413.4pt;left:67.5pt;font-size:11.0pt"><b>Enemy: </b>Friendly to your opponent. </p>
+<p style="top:430.3pt;left:67.5pt;font-size:11.0pt"><b>Vacant: </b>Friendly to neither player.</p>
+<p style="top:447.1pt;left:67.5pt;font-size:11.0pt"><b>Contested: </b>Contains blocks of both </p>
+<p style="top:460.3pt;left:67.5pt;font-size:11.0pt">players, awaiting Battle Resolution. </p>
+<p style="top:477.1pt;left:67.5pt;font-size:11.0pt"><b><i>IMPORTANT: </i></b><i>Changes to city control </i></p>
+<p style="top:490.3pt;left:67.5pt;font-size:11.0pt"><i>are effective </i><b><i>immediately</i></b><i>. Friendly cities </i></p>
+<p style="top:503.4pt;left:67.5pt;font-size:11.0pt"><i>become immediately neutral when left </i></p>
+<p style="top:516.5pt;left:67.5pt;font-size:11.0pt"><i>Vacant. Similarly, attacking an Enemy city, </i></p>
+<p style="top:529.6pt;left:67.5pt;font-size:11.0pt"><i>even with one block, immediately converts </i></p>
+<p style="top:542.8pt;left:67.5pt;font-size:11.0pt"><i>it to </i><b><i>Contested</i></b><i> status until the battle is </i></p>
+<p style="top:555.9pt;left:67.5pt;font-size:11.0pt"><i>resolved. </i></p>
+<p style="top:579.3pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9D0A0E">4.3 ROADS</span></b></p>
+<p style="top:593.4pt;left:80.0pt;font-size:11.0pt">Cities are connected by important </p>
+<p style="top:606.5pt;left:61.3pt;font-size:11.0pt">roads of the period, some of them named </p>
+<p style="top:619.6pt;left:61.3pt;font-size:11.0pt">for historical interest. Blocks move from </p>
+<p style="top:632.8pt;left:61.3pt;font-size:11.0pt">one city to another via these roads.</p>
+<p style="top:652.4pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">4.31 Road Classes</span></b></p>
+<p style="top:666.5pt;left:80.0pt;font-size:11.0pt">Two classes of road are depicted, </p>
+<p style="top:679.6pt;left:61.3pt;font-size:11.0pt"><b><i>Major</i></b> (solid line) and <b><i>Minor</i></b> (dotted line). </p>
+<p style="top:692.8pt;left:61.3pt;font-size:11.0pt">In one game turn, four (4) blocks can move </p>
+<p style="top:705.9pt;left:61.3pt;font-size:11.0pt">along a Major Road, but only two (2) along </p>
+<p style="top:719.0pt;left:61.3pt;font-size:11.0pt">a Minor road. See 6.11. </p>
+<p style="top:738.6pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">4.32 Straits</span></b></p>
+<p style="top:752.8pt;left:80.0pt;font-size:11.0pt">Four straits appear on the map, each </p>
+<p style="top:765.9pt;left:61.3pt;font-size:11.0pt">identified by a blue arrow: <i>Herculeum, </i></p>
+<p style="top:779.0pt;left:61.3pt;font-size:11.0pt"><i>Messana, Hellespontus, and Bosphorus. </i></p>
+<p style="top:792.1pt;left:61.3pt;font-size:11.0pt">Each game turn, two (2) land blocks may </p>
+<p style="top:805.3pt;left:61.3pt;font-size:11.0pt">cross <i>each</i> strait, but only one (1) land </p>
+<p style="top:818.4pt;left:61.3pt;font-size:11.0pt">block when the city on the other side is </p>
+<p style="top:831.5pt;left:61.3pt;font-size:11.0pt">defended. </p>
+<p style="top:848.4pt;left:80.0pt;font-size:11.0pt">Navis ignore straits when moving from </p>
+<p style="top:861.5pt;left:61.3pt;font-size:11.0pt">one sea to an adjacent sea. Control of </p>
+<p style="top:874.6pt;left:61.3pt;font-size:11.0pt">cities on either side of a strait has no effect </p>
+<p style="top:887.8pt;left:61.3pt;font-size:11.0pt">on Navis or Amphibious movement. </p>
+<p style="top:101.1pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">4.4 Seas</span></b></p>
+<p style="top:115.3pt;left:301.3pt;font-size:11.0pt">There are nine (9) seas: <i>Atlanticus</i>, </p>
+<p style="top:128.4pt;left:282.5pt;font-size:11.0pt"><i>Hispanum, Tyrrhenum, Internum, </i></p>
+<p style="top:141.5pt;left:282.5pt;font-size:11.0pt"><i>Hadriaticum, Egypticum, Aegaeum, Propontis, </i></p>
+<p style="top:154.6pt;left:282.5pt;font-size:11.0pt">and<i> Pontus Euxinus. </i>These seas can only be </p>
+<p style="top:167.8pt;left:282.5pt;font-size:11.0pt">occupied and controlled by Navis.</p>
+<p style="top:184.6pt;left:288.8pt;font-size:11.0pt"><b>Friendly: </b>Seas occupied by one or </p>
+<p style="top:197.8pt;left:288.8pt;font-size:11.0pt">more of your Navis. </p>
+<p style="top:214.6pt;left:288.8pt;font-size:11.0pt"><b>Enemy: </b>Seas occupied by one or more </p>
+<p style="top:227.8pt;left:288.8pt;font-size:11.0pt">enemy Navis.</p>
+<p style="top:244.6pt;left:288.8pt;font-size:11.0pt"><b>Vacant: </b>Friendly to neither player.</p>
+<p style="top:261.5pt;left:288.8pt;font-size:11.0pt"><b>Contested: </b>Seas containing Navis of </p>
+<p style="top:274.6pt;left:288.8pt;font-size:11.0pt">both players, awaiting Battle Resolution.</p>
+<p style="top:291.5pt;left:288.8pt;font-size:11.0pt"><b><i>SEA CONTROL: </i></b><i>As with cities, changes </i></p>
+<p style="top:304.6pt;left:288.8pt;font-size:11.0pt"><i>to</i> <i>sea control are effective immediately. A </i></p>
+<p style="top:317.8pt;left:288.8pt;font-size:11.0pt"><i>sea </i><b><i>immediately</i></b><i> becomes neutral when it </i></p>
+<p style="top:330.9pt;left:288.8pt;font-size:11.0pt"><i>is left Vacant.</i></p>
+<p style="top:350.5pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">4.41 Islands</span></b></p>
+<p style="top:364.6pt;left:301.3pt;font-size:11.0pt">The islands of <i>Corsica</i>, <i>Sardinia</i>, <i>Sicilia</i>, </p>
+<p style="top:377.8pt;left:282.5pt;font-size:11.0pt"><i>Creta</i>, and <i>Cyprus</i> are <b><i>playable</i></b>. All other </p>
+<p style="top:390.9pt;left:282.5pt;font-size:11.0pt">islands are unplayable. Moves to-from </p>
+<p style="top:404.0pt;left:282.5pt;font-size:11.0pt">playable islands requires a Navis or </p>
+<p style="top:417.1pt;left:282.5pt;font-size:11.0pt">Amphibious Move (6.3).</p>
+<p style="top:440.5pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">4.42 Ports</span></b></p>
+<p style="top:454.6pt;left:301.3pt;font-size:11.0pt">All cities located on a coastline are </p>
+<p style="top:467.8pt;left:282.5pt;font-size:11.0pt">ports. Some ports have a Navis symbol </p>
+<p style="top:480.9pt;left:282.5pt;font-size:11.0pt">that designates a <b><i>major port</i></b>, which are </p>
+<p style="top:494.0pt;left:282.5pt;font-size:11.0pt">essential for building Navis. </p>
+<p style="top:510.9pt;left:301.3pt;font-size:11.0pt">Ports located on sea borders allow </p>
+<p style="top:524.0pt;left:282.5pt;font-size:11.0pt">access to two (2) seas. <b>Utica and Creta </b></p>
+<p style="top:537.1pt;left:282.5pt;font-size:11.0pt"><b>have access to three (3) seas. </b>See </p>
+<p style="top:550.3pt;left:282.5pt;font-size:11.0pt">sidebar for clarification. </p>
+<p style="top:57.5pt;left:278.8pt;font-size:24.6pt"><b><span style="color:#ffffff">JULIUS CAESAR</span></b></p>
+<p style="top:932.8pt;left:61.3pt;font-size:11.0pt"><b>Copyright &#xa9; 2010 Columbia Games </b></p>
+<p style="top:929.8pt;left:372.5pt;font-size:14.6pt"><b>3</b><b> </b></p>
+<p style="top:932.8pt;left:631.3pt;font-size:11.0pt"><b>Version 1.1</b></p>
+<p style="top:101.1pt;left:506.3pt;font-size:11.0pt"><b>Battle Sites</b></p>
+<p style="top:114.1pt;left:506.3pt;font-size:9.8pt">The main battles of the war are shown on the </p>
+<p style="top:126.1pt;left:506.3pt;font-size:9.8pt">map, red for victories by Caesar and green for </p>
+<p style="top:138.1pt;left:506.3pt;font-size:9.8pt">Pompey. </p>
+<p style="top:156.5pt;left:506.3pt;font-size:11.0pt"><b>Ports</b></p>
+<p style="top:169.5pt;left:506.3pt;font-size:9.8pt">Below is a list of ports and their adjacent seas. </p>
+<p style="top:181.5pt;left:506.3pt;font-size:9.8pt">Major ports are indicated in Caps. </p>
+<p style="top:197.3pt;left:506.3pt;font-size:9.8pt"><b> </b></p>
+<p style="top:197.3pt;left:548.8pt;font-size:9.8pt"><b>SEA PORTS</b></p>
+<p style="top:213.1pt;left:506.3pt;font-size:9.5pt"> </p>
+<p style="top:213.1pt;left:520.0pt;font-size:9.5pt"><b>Atlanticus:</b> Burdigala, Gades, Olisipo, Portus, </p>
+<p style="top:225.1pt;left:576.3pt;font-size:9.5pt">Sala, Tingis. </p>
+<p style="top:239.6pt;left:506.3pt;font-size:9.5pt"> </p>
+<p style="top:239.6pt;left:520.0pt;font-size:9.5pt"><b>Hispanum: </b>Caralis, Carthago Nova, Genua, </p>
+<p style="top:251.6pt;left:576.3pt;font-size:9.5pt">Iomnium, Massilia, Narbo, Siga, </p>
+<p style="top:263.6pt;left:576.3pt;font-size:9.5pt">Tarraco, Tingis, Utica. </p>
+<p style="top:278.1pt;left:506.3pt;font-size:9.5pt"><b><i> </i></b><b>Tyrrhenum</b>: Aleria, Caralis, Genua, Lilybaeum, </p>
+<p style="top:290.1pt;left:576.3pt;font-size:9.5pt">Messana, Neapolis, Rhegium, </p>
+<p style="top:302.1pt;left:576.3pt;font-size:9.5pt">Rome, Utica.</p>
+<p style="top:316.6pt;left:506.3pt;font-size:9.5pt"><b><i> </i></b></p>
+<p style="top:316.6pt;left:522.5pt;font-size:9.5pt"><b>Internum:</b><b><i> </i></b>Ambracia, Brundisium, Creta, </p>
+<p style="top:328.6pt;left:576.3pt;font-size:9.5pt">Cyrene, Lilybaeum, Messana, </p>
+<p style="top:340.6pt;left:576.3pt;font-size:9.5pt">Pylos, Rhegium, Syracuse, </p>
+<p style="top:352.6pt;left:576.3pt;font-size:9.5pt">Tacape, Thubactus, Utica. </p>
+<p style="top:367.1pt;left:506.3pt;font-size:9.5pt"><b><i> </i></b><b>Hadriaticum:</b><b><i> </i></b>Aquileia,<b><i> </i></b>Brundisium, </p>
+<p style="top:379.1pt;left:576.3pt;font-size:9.5pt">Dyrrachium, Ravenna, Salone, </p>
+<p style="top:391.1pt;left:576.3pt;font-size:9.5pt">Sipontum. </p>
+<p style="top:405.6pt;left:506.3pt;font-size:9.5pt"><b><i> </i></b></p>
+<p style="top:405.6pt;left:523.8pt;font-size:9.5pt"><b>Aegaeum:</b><b><i> </i></b>Aenos, Athena, Creta, Ephesus, </p>
+<p style="top:417.6pt;left:576.3pt;font-size:9.5pt">Thessalonika. </p>
+<p style="top:432.1pt;left:506.3pt;font-size:9.5pt"><b><i> </i></b></p>
+<p style="top:432.1pt;left:522.5pt;font-size:9.5pt"><b>Propontis:</b><b><i> </i></b>Byzantium, Nicomedia.</p>
+<p style="top:446.6pt;left:506.3pt;font-size:9.5pt"><b><i> </i></b></p>
+<p style="top:446.6pt;left:528.8pt;font-size:9.5pt"><b>Euxinus:</b><b><i> </i></b>Byzantium, Sinope. </p>
+<p style="top:461.1pt;left:506.3pt;font-size:9.5pt"><b><i> </i></b></p>
+<p style="top:461.1pt;left:517.5pt;font-size:9.5pt"><b>Egypticum: </b>Alexandria, Antioch, </p>
+<p style="top:473.1pt;left:576.3pt;font-size:9.5pt">Catabathmus, Creta, Perga, </p>
+<p style="top:485.1pt;left:576.3pt;font-size:9.5pt">Pelusium, Salamis, Tarsus. </p>
+<p style="top:504.8pt;left:506.3pt;font-size:11.0pt"><b>Event Cards</b></p>
+<p style="top:517.8pt;left:506.3pt;font-size:9.8pt"><b>Apollo: </b>the trickster Sun God grants you the </p>
+<p style="top:529.8pt;left:518.8pt;font-size:9.8pt">power to <b><i>copy</i></b> the card played by your </p>
+<p style="top:541.8pt;left:518.8pt;font-size:9.8pt">opponent last turn. If that card was an event </p>
+<p style="top:553.8pt;left:518.8pt;font-size:9.8pt">card, it copies that card exactly. </p>
+<p style="top:569.5pt;left:506.3pt;font-size:9.8pt"><b>Jupiter: </b>the King of the Gods grants you a </p>
+<p style="top:581.5pt;left:518.8pt;font-size:9.8pt">defection of one enemy block adjacent </p>
+<p style="top:593.5pt;left:518.8pt;font-size:9.8pt">to a friendly city. Navis at sea could be </p>
+<p style="top:605.5pt;left:518.8pt;font-size:9.8pt">chosen, but note that Leaders and Navis do </p>
+<p style="top:617.5pt;left:518.8pt;font-size:9.8pt">not defect. They are reduced by one step. </p>
+<p style="top:629.5pt;left:518.8pt;font-size:9.8pt">Cleopatra is not a leader and can defect </p>
+<p style="top:641.5pt;left:518.8pt;font-size:9.8pt">using this card.</p>
+<p style="top:657.3pt;left:506.3pt;font-size:9.8pt"><b>Mars: </b>the God of War grants a surprise attack. </p>
+<p style="top:669.3pt;left:518.8pt;font-size:9.8pt">All attacking blocks in one battle get to fire </p>
+<p style="top:681.3pt;left:518.8pt;font-size:9.8pt">before any defending blocks in Round 1. </p>
+<p style="top:693.3pt;left:518.8pt;font-size:9.8pt"><b><i>Caution:</i></b> the Defender may get two fires in a<b> </b></p>
+<p style="top:705.3pt;left:518.8pt;font-size:9.8pt">row (last in Round 1 and first in Round 2). </p>
+<p style="top:721.0pt;left:506.3pt;font-size:9.8pt"><b>Mercury: </b>the Messenger of the Gods allows </p>
+<p style="top:733.0pt;left:518.8pt;font-size:9.8pt">blocks in one group to move one extra city. </p>
+<p style="top:745.0pt;left:518.8pt;font-size:9.8pt">Blocks can move in multiple directions, and </p>
+<p style="top:757.0pt;left:518.8pt;font-size:9.8pt">use the bonus (or not) as desired. </p>
+<p style="top:772.8pt;left:506.3pt;font-size:9.8pt"><b>Neptune:</b> the God of the Sea favors your sea </p>
+<p style="top:784.8pt;left:518.8pt;font-size:9.8pt">battle or shore attack. This is essentially a </p>
+<p style="top:796.8pt;left:518.8pt;font-size:9.8pt">&quot;Mars&quot; card for ships. </p>
+<p style="top:812.5pt;left:506.3pt;font-size:9.8pt"><b>Pluto: </b>The God of Death likes big battles. </p>
+<p style="top:824.5pt;left:518.8pt;font-size:9.8pt">He allows road limits to be increased for </p>
+<p style="top:836.5pt;left:518.8pt;font-size:9.8pt">one Group Move, but not for Regroups or </p>
+<p style="top:848.5pt;left:518.8pt;font-size:9.8pt">Retreats. </p>
+<p style="top:864.3pt;left:506.3pt;font-size:9.8pt"><b>Vulcan: </b>Reduces all blocks in a designated city </p>
+<p style="top:876.3pt;left:518.8pt;font-size:9.8pt">by one step. No exceptions. All blocks at </p>
+<p style="top:888.3pt;left:518.8pt;font-size:9.8pt">strength I, including leaders, are eliminated. </p>
+</div>
+<div id="page4" style="width:765.0pt;height:990.0pt;background-image:url('rules04.jpg')">
+<p style="top:101.0pt;left:61.3pt;font-size:17.0pt"><b><span style="color:#9d0a0e">5.0 DEPLOYMENT</span></b></p>
+<p style="top:129.3pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9D0A0E">5.1 HISTORICAL DEPLOYMENT</span></b></p>
+<p style="top:143.4pt;left:80.0pt;font-size:11.0pt">Both players deploy blocks in cities as </p>
+<p style="top:156.5pt;left:61.3pt;font-size:11.0pt">noted. Blocks are always deployed upright </p>
+<p style="top:169.6pt;left:61.3pt;font-size:11.0pt">at <b>full</b> strength. </p>
+<p style="top:193.0pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9D0A0E">5.2 LEVY POOL</span></b></p>
+<p style="top:207.1pt;left:80.0pt;font-size:11.0pt">Each player maintains a <b><i>Levy Pool</i></b> </p>
+<p style="top:220.3pt;left:61.3pt;font-size:11.0pt">off-map. Blocks in the Levy Pool stand </p>
+<p style="top:233.4pt;left:61.3pt;font-size:11.0pt">upright to conceal their identity. Players </p>
+<p style="top:246.5pt;left:61.3pt;font-size:11.0pt">expend Levy Points to deploy blocks from </p>
+<p style="top:259.6pt;left:61.3pt;font-size:11.0pt">their pool to the map. Except for Leaders </p>
+<p style="top:272.8pt;left:61.3pt;font-size:11.0pt">(see 7.51) blocks that are eliminated during </p>
+<p style="top:285.9pt;left:61.3pt;font-size:11.0pt">play are returned to the Levy Pool, but are </p>
+<p style="top:299.0pt;left:61.3pt;font-size:11.0pt">always placed <b><i>face-up</i></b> until the current </p>
+<p style="top:312.1pt;left:61.3pt;font-size:11.0pt">Year ends. These blocks cannot be levied </p>
+<p style="top:325.3pt;left:61.3pt;font-size:11.0pt">until the next Year.</p>
+<p style="top:348.6pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">5.3 FREE DEPLOYMENT</span></b></p>
+<p style="top:362.8pt;left:80.0pt;font-size:11.0pt">An optional deployment method. </p>
+<p style="top:375.9pt;left:61.3pt;font-size:11.0pt">Players deploy blocks as per historical OB, </p>
+<p style="top:389.0pt;left:61.3pt;font-size:11.0pt">but may swap any blocks on the map as </p>
+<p style="top:402.1pt;left:61.3pt;font-size:11.0pt">long as the original number of deployed </p>
+<p style="top:415.3pt;left:61.3pt;font-size:11.0pt">blocks in each city is maintained. Blocks </p>
+<p style="top:428.4pt;left:61.3pt;font-size:11.0pt">from the Friendly Levy Pool cannot be </p>
+<p style="top:441.5pt;left:61.3pt;font-size:11.0pt">substituted. </p>
+<p style="top:458.4pt;left:67.5pt;font-size:11.0pt"><b><i>EXAMPLE: </i></b><i>In the historical OB, Pompey </i></p>
+<p style="top:471.5pt;left:67.5pt;font-size:11.0pt"><i>has three (3) blocks in Neapolis. For free </i></p>
+<p style="top:484.6pt;left:67.5pt;font-size:11.0pt"><i>deployment, any three blocks from the </i></p>
+<p style="top:497.8pt;left:67.5pt;font-size:11.0pt"><i>historical deployment can be there. </i></p>
+<p style="top:101.0pt;left:282.5pt;font-size:14.6pt"><b><span style="color:#9d0a0e">CAESAR, 705 (49 BC)</span></b></p>
+<p style="top:118.0pt;left:282.5pt;font-size:12.1pt"><b><i>Caesar</i></b><b>: </b><i>Ravenna</i> </p>
+<p style="top:133.0pt;left:282.5pt;font-size:12.1pt"><b>Legio 13: </b><i>Ravenna </i></p>
+<p style="top:148.0pt;left:282.5pt;font-size:12.1pt"><b>Navis 2: </b><i>Ravenna</i></p>
+<p style="top:166.8pt;left:282.5pt;font-size:12.1pt"><b><i>Antonius</i></b><b>: </b><i>Genua</i> </p>
+<p style="top:181.8pt;left:282.5pt;font-size:12.1pt"><b>Legio 8: </b><i>Genua </i></p>
+<p style="top:196.8pt;left:282.5pt;font-size:12.1pt"><b>Legio 12: </b><i>Genua</i></p>
+<p style="top:215.5pt;left:282.5pt;font-size:12.1pt"><b>Legio 11: </b><i>Massilia </i></p>
+<p style="top:230.5pt;left:282.5pt;font-size:12.1pt"><b>Legio 14: </b><i>Massilia </i></p>
+<p style="top:245.5pt;left:282.5pt;font-size:12.1pt"><b>Navis 1: </b><i>Massilia</i></p>
+<p style="top:264.3pt;left:282.5pt;font-size:12.1pt"><b>Legio 7: </b><i>Narbo </i></p>
+<p style="top:279.3pt;left:282.5pt;font-size:12.1pt"><b>Legio 9: </b><i>Narbo </i></p>
+<p style="top:294.3pt;left:282.5pt;font-size:12.1pt"><b>Legio 10: </b><i>Narbo</i></p>
+<p style="top:313.0pt;left:282.5pt;font-size:12.1pt"><b>Legio 16: </b><i>Lugdunum </i></p>
+<p style="top:328.0pt;left:282.5pt;font-size:12.1pt"><b>Equitatus 1: </b><i>Lugdunum</i></p>
+<p style="top:365.5pt;left:282.5pt;font-size:12.1pt"><b>LEVY POOL</b></p>
+<p style="top:384.3pt;left:282.5pt;font-size:12.1pt"><b><i>Octavian</i></b></p>
+<p style="top:403.0pt;left:282.5pt;font-size:12.1pt"><b>Legio 17, 18, 19, 20, 21</b></p>
+<p style="top:421.8pt;left:282.5pt;font-size:12.1pt"><b>Auxilia 1, 2, 3, 4</b></p>
+<p style="top:440.5pt;left:282.5pt;font-size:12.1pt"><b>Equitatus 2, 3, 4</b></p>
+<p style="top:459.3pt;left:282.5pt;font-size:12.1pt"><b>Ballista </b></p>
+<p style="top:478.0pt;left:282.5pt;font-size:12.1pt"><b>Navis 3, 4, 5</b></p>
+<p style="top:57.5pt;left:278.8pt;font-size:24.6pt"><b><span style="color:#ffffff">JULIUS CAESAR</span></b></p>
+<p style="top:935.3pt;left:65.0pt;font-size:11.0pt"><b>Copyright &#xa9; 2010 Columbia Games </b></p>
+<p style="top:932.3pt;left:376.3pt;font-size:14.6pt"><b>4</b><b> </b></p>
+<p style="top:935.3pt;left:635.0pt;font-size:11.0pt"><b>Version 1.1</b></p>
+<p style="top:101.0pt;left:506.3pt;font-size:14.6pt"><b><span style="color:#9d0a0e">POMPEY, 705 (49 BC)</span></b></p>
+<p style="top:118.0pt;left:506.3pt;font-size:12.1pt"><b><i>Pompey</i></b><b>: </b><i>Neapolis</i> </p>
+<p style="top:133.0pt;left:506.3pt;font-size:12.1pt"><b>Legio 1: </b><i>Neapolis </i></p>
+<p style="top:148.0pt;left:506.3pt;font-size:12.1pt"><b>Navis 1: </b><i>Neapolis</i></p>
+<p style="top:166.8pt;left:506.3pt;font-size:12.1pt"><b>Legio 3: </b><i>Brundisium</i></p>
+<p style="top:185.5pt;left:506.3pt;font-size:12.1pt"><b>Legio 37: </b><i>Syracuse</i></p>
+<p style="top:204.3pt;left:506.3pt;font-size:12.1pt"><b><i>Scipio</i></b><b>: </b><i>Antioch</i> </p>
+<p style="top:219.3pt;left:506.3pt;font-size:12.1pt"><b>Legio 34: </b><i>Antioch</i></p>
+<p style="top:238.0pt;left:506.3pt;font-size:12.1pt"><b><i>Cleopatra: </i></b><i>Alexandria </i></p>
+<p style="top:253.0pt;left:506.3pt;font-size:12.1pt"><b>Navis 2: </b><i>Alexandria</i></p>
+<p style="top:271.8pt;left:506.3pt;font-size:12.1pt"><b>Legio 39: </b><i>Utica </i></p>
+<p style="top:286.8pt;left:506.3pt;font-size:12.1pt"><b>Navis 3: </b><i>Utica</i></p>
+<p style="top:305.5pt;left:506.3pt;font-size:12.1pt"><b>Legio 2: </b><i>Carthago Nova </i></p>
+<p style="top:320.5pt;left:506.3pt;font-size:12.1pt"><b>Legio 4: </b><i>Carthago Nova</i></p>
+<p style="top:339.3pt;left:506.3pt;font-size:12.1pt"><b>Legio 5: </b><i>Tarraco </i></p>
+<p style="top:354.3pt;left:506.3pt;font-size:12.1pt"><b>Legio 6: </b><i>Tarraco </i></p>
+<p style="top:369.3pt;left:506.3pt;font-size:12.1pt"><b>Equitatus 1: </b><i>Tarraco</i></p>
+<p style="top:406.8pt;left:506.3pt;font-size:12.1pt"><b>LEVY POOL</b></p>
+<p style="top:425.5pt;left:506.3pt;font-size:12.1pt"><b><i>Brutus</i></b></p>
+<p style="top:444.3pt;left:506.3pt;font-size:12.1pt"><b>Legio 32, 33, 35, 36, 38</b></p>
+<p style="top:463.0pt;left:506.3pt;font-size:12.1pt"><b>Auxilia 1, 2, 3, 4</b></p>
+<p style="top:481.8pt;left:506.3pt;font-size:12.1pt"><b>Equitatus 2, 3, Elephant</b><i> </i></p>
+<p style="top:500.5pt;left:506.3pt;font-size:12.1pt"><b>Ballista</b></p>
+<p style="top:519.3pt;left:506.3pt;font-size:12.1pt"><b>Navis 4, 5</b></p>
+</div>
+<div id="page5" style="width:765.0pt;height:990.0pt;background-image:url('rules05.jpg')">
+<p style="top:56.3pt;left:278.8pt;font-size:24.6pt"><b><span style="color:#ffffff">JULIUS CAESAR</span></b></p>
+<p style="top:932.8pt;left:68.8pt;font-size:11.0pt"><b>Copyright &#xa9; 2010 Columbia Games </b></p>
+<p style="top:929.8pt;left:380.0pt;font-size:14.6pt"><b>5</b><b> </b></p>
+<p style="top:932.8pt;left:638.8pt;font-size:11.0pt"><b>Version 1.1</b></p>
+<p style="top:101.1pt;left:506.3pt;font-size:11.0pt"><b>Move Example</b></p>
+<p style="top:114.1pt;left:506.3pt;font-size:9.8pt">For 1mp, a player may move any/all <i>Massilia </i></p>
+<p style="top:126.1pt;left:506.3pt;font-size:9.8pt">blocks to one or more of <i>Narbo</i>, <i>Lugdunum</i>, and </p>
+<p style="top:138.1pt;left:506.3pt;font-size:9.8pt"><i>Genua</i>. If not attacking, blocks can move further </p>
+<p style="top:150.1pt;left:506.3pt;font-size:9.8pt">to any/all of <i>Tarraco</i>, <i>Burdigala</i>, <i>Cenabum</i>, </p>
+<p style="top:162.1pt;left:506.3pt;font-size:9.8pt"><i>Treveri</i>, <i>Ravenna</i>, or <i>Rome</i>. If some of the </p>
+<p style="top:174.1pt;left:506.3pt;font-size:9.8pt">Massilia blocks are Navis, they can move to </p>
+<p style="top:186.1pt;left:506.3pt;font-size:9.8pt"><i>Mare Hispanum</i>, then to an adjacent sea or port </p>
+<p style="top:198.1pt;left:506.3pt;font-size:9.8pt">if not attacking. </p>
+<p style="top:216.5pt;left:506.3pt;font-size:11.0pt"><b>Movement &amp; Attacking</b></p>
+<p style="top:229.5pt;left:506.3pt;font-size:9.8pt">Blocks can move only one city/sea when they </p>
+<p style="top:241.5pt;left:506.3pt;font-size:9.8pt">attack. This has many subtle implications. For </p>
+<p style="top:253.5pt;left:506.3pt;font-size:9.8pt">example, assuming 6 Caesar blocks located in </p>
+<p style="top:265.5pt;left:506.3pt;font-size:9.8pt">Massila and 3 Pompey blocks in Tarraco and </p>
+<p style="top:277.5pt;left:506.3pt;font-size:9.8pt">3 in Genua. The Caesar blocks cannot attack </p>
+<p style="top:289.5pt;left:506.3pt;font-size:9.8pt">Tarraco since that is two moves away. Genua </p>
+<p style="top:301.5pt;left:506.3pt;font-size:9.8pt">is adjacent and can therefore be attacked with </p>
+<p style="top:313.5pt;left:506.3pt;font-size:9.8pt">4 Caesar blocks (road limit). Unlike many </p>
+<p style="top:325.5pt;left:506.3pt;font-size:9.8pt">other games, however, the remaining 2 Caesar </p>
+<p style="top:337.5pt;left:506.3pt;font-size:9.8pt">blocks cannot also attack Genua via Lugdunum </p>
+<p style="top:349.5pt;left:506.3pt;font-size:9.8pt">since that would be a move of two cities. Note </p>
+<p style="top:361.5pt;left:506.3pt;font-size:9.8pt">however, the effect of the <b><i>Mercury</i></b> card which </p>
+<p style="top:373.5pt;left:506.3pt;font-size:9.8pt">could allow an attack on Tarraco, and/or a </p>
+<p style="top:385.5pt;left:506.3pt;font-size:9.8pt">two-pronged attack on Genua. </p>
+<p style="top:403.9pt;left:506.3pt;font-size:11.0pt"><b>Pinning Example</b></p>
+<p style="top:416.9pt;left:506.3pt;font-size:9.8pt">Five (5) blocks defend <i>Rome</i>. Four (4) blocks </p>
+<p style="top:428.9pt;left:506.3pt;font-size:9.8pt">attack from <i>Genua</i> and two (2) from <i>Ravenna</i>, </p>
+<p style="top:440.9pt;left:506.3pt;font-size:9.8pt">the latter being reserves. Assuming the Genua </p>
+<p style="top:452.9pt;left:506.3pt;font-size:9.8pt">blocks are the Main Attack, a total of 4 blocks </p>
+<p style="top:464.9pt;left:506.3pt;font-size:9.8pt">in Rome are pinned, but 1 is unpinned and may </p>
+<p style="top:476.9pt;left:506.3pt;font-size:9.8pt">move except via the two roads being used by </p>
+<p style="top:488.9pt;left:506.3pt;font-size:9.8pt">the Attacker.</p>
+<p style="top:507.3pt;left:506.3pt;font-size:11.0pt"><b>Seapower</b></p>
+<p style="top:520.3pt;left:506.3pt;font-size:9.8pt">The function of Navis are to win control of a </p>
+<p style="top:532.3pt;left:506.3pt;font-size:9.8pt">Sea to enable amphibious movement. They can </p>
+<p style="top:544.3pt;left:506.3pt;font-size:9.8pt">also attack and occupy enemy ports, or occupy </p>
+<p style="top:556.3pt;left:506.3pt;font-size:9.8pt">Vacant ports. </p>
+<p style="top:574.6pt;left:506.3pt;font-size:11.0pt"><b>Navis Move Examples</b></p>
+<p style="top:587.6pt;left:506.3pt;font-size:9.8pt"><b>1. </b>Navis located in <i>Massilia</i> can move to a </p>
+<p style="top:599.6pt;left:506.3pt;font-size:9.8pt">Friendly or Vacant <i>Mare Hispanum. </i>If not </p>
+<p style="top:611.6pt;left:506.3pt;font-size:9.8pt">attacking, the Navis can then move to <i>Oceanus</i> </p>
+<p style="top:623.6pt;left:506.3pt;font-size:9.8pt"><i>Atlanticus</i>, or <i>Mare Tyrrhenum, or </i>to any other </p>
+<p style="top:635.6pt;left:506.3pt;font-size:9.8pt">Friendly or Vacant port on <i>Mare Hispanum</i> </p>
+<p style="top:647.6pt;left:506.3pt;font-size:9.8pt">(Utica, Caralis, Iomnium, Siga, Tingis, Carthago </p>
+<p style="top:659.6pt;left:506.3pt;font-size:9.8pt">Nova, Tarraco, Narbo, and Genua).</p>
+<p style="top:675.4pt;left:506.3pt;font-size:9.8pt"><b>2. </b>Navis located on <i>Mare Internum</i> can move </p>
+<p style="top:687.4pt;left:506.3pt;font-size:9.8pt">to <i>Mare</i> <i>Tyrrhenum, Mare Hadriaticum, Mare </i></p>
+<p style="top:699.4pt;left:506.3pt;font-size:9.8pt"><i>Aegaeum, or Mare Egypticum. </i>If not attacking, a </p>
+<p style="top:711.4pt;left:506.3pt;font-size:9.8pt">Navis that moved to <i>Mare Aegaeum </i>could move </p>
+<p style="top:723.4pt;left:506.3pt;font-size:9.8pt">to another adjacent Friendly or Vacant sea </p>
+<p style="top:735.4pt;left:506.3pt;font-size:9.8pt">(<i>Propontis or Mare Egypticum) or to </i>any Friendly </p>
+<p style="top:747.4pt;left:506.3pt;font-size:9.8pt">or Vacant port on this sea, (Creta, Athena, </p>
+<p style="top:759.4pt;left:506.3pt;font-size:9.8pt">Thessalonika, Aenos, or Ephesus). Note that the </p>
+<p style="top:771.4pt;left:506.3pt;font-size:9.8pt">city of <i>Pergamum</i> is not a port. </p>
+<p style="top:789.8pt;left:506.3pt;font-size:11.0pt"><b>Amphibious Move Example</b></p>
+<p style="top:802.8pt;left:506.3pt;font-size:9.8pt">Caesar has 3 Navis, 1 each on <i>Mare Tyrrhenum</i>, </p>
+<p style="top:814.8pt;left:506.3pt;font-size:9.8pt"><i>Mare Internum, </i>and <i>Mare Egypticum. </i>He elects to </p>
+<p style="top:826.8pt;left:506.3pt;font-size:9.8pt">spend 2mp to make an amphibious move of two </p>
+<p style="top:838.8pt;left:506.3pt;font-size:9.8pt">legions from Rome to Antioch, which is Vacant. </p>
+<p style="top:850.8pt;left:506.3pt;font-size:9.8pt">This is possible because the three seas crossed </p>
+<p style="top:862.8pt;left:506.3pt;font-size:9.8pt">are Friendly and adjacent, and the amphibious </p>
+<p style="top:874.8pt;left:506.3pt;font-size:9.8pt">move is made before any other move. Note that </p>
+<p style="top:886.8pt;left:506.3pt;font-size:9.8pt">an Amphibious move by Player 1 is completed </p>
+<p style="top:899.9pt;left:506.3pt;font-size:9.8pt">in the Command Phase, before Player 2 moves.</p>
+<p style="top:101.1pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">6.14 Response Movement</span></b></p>
+<p style="top:115.3pt;left:301.3pt;font-size:11.0pt">Player 2 can expend MPs to move </p>
+<p style="top:128.4pt;left:282.5pt;font-size:11.0pt"><b><i>unpinned</i></b> blocks to reinforce Defending </p>
+<p style="top:141.5pt;left:282.5pt;font-size:11.0pt">blocks in Contested cities/seas. Blocks can </p>
+<p style="top:154.6pt;left:282.5pt;font-size:11.0pt"><b><i>Respond</i></b> only from <b><i>adjacent</i></b> cities/seas.</p>
+<p style="top:171.5pt;left:288.8pt;font-size:11.0pt"><b><i>IMPORTANT: </i></b><i>Responding blocks are </i></p>
+<p style="top:184.6pt;left:288.8pt;font-size:11.0pt"><i>always placed in </i><b><i>Reserve</i></b><i>. See: 7.3. </i></p>
+<p style="top:208.0pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">6.15 Stacking</span></b></p>
+<p style="top:222.1pt;left:301.3pt;font-size:11.0pt">There is no stacking limit for blocks </p>
+<p style="top:235.3pt;left:282.5pt;font-size:11.0pt">during a Year. Stacking applies during the </p>
+<p style="top:248.4pt;left:282.5pt;font-size:11.0pt"><b><i>Winter Turn.</i></b> See 8.4.</p>
+<p style="top:271.8pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">6.2 NAVIS MOVEMENT</span></b></p>
+<p style="top:285.9pt;left:301.3pt;font-size:11.0pt"><i>Navis</i> move from a port to an adjacent </p>
+<p style="top:299.0pt;left:282.5pt;font-size:11.0pt">sea (or vice-versa), or from one sea to an </p>
+<p style="top:312.1pt;left:282.5pt;font-size:11.0pt">adjacent sea. They can never move from </p>
+<p style="top:325.3pt;left:282.5pt;font-size:11.0pt">one port directly to another port, except </p>
+<p style="top:338.4pt;left:282.5pt;font-size:11.0pt">via the adjacent sea. </p>
+<p style="top:355.3pt;left:301.3pt;font-size:11.0pt">When located with land blocks, Navis </p>
+<p style="top:368.4pt;left:282.5pt;font-size:11.0pt">can move to sea as part of a group move </p>
+<p style="top:381.5pt;left:282.5pt;font-size:11.0pt">for that city. See: Navis Move Examples. </p>
+<p style="top:398.4pt;left:301.3pt;font-size:11.0pt">Navis can make one (1) move and </p>
+<p style="top:411.5pt;left:282.5pt;font-size:11.0pt">attack, or two (2) moves and not attack. </p>
+<p style="top:424.6pt;left:282.5pt;font-size:11.0pt">See sidebar for examples. </p>
+<p style="top:441.5pt;left:301.3pt;font-size:11.0pt">Navis can attack/respond <b><i>only</i></b> from </p>
+<p style="top:454.6pt;left:282.5pt;font-size:11.0pt">an <b><i>adjacent</i></b> sea/port. See Battle Reserves </p>
+<p style="top:467.8pt;left:282.5pt;font-size:11.0pt">(7.3) for more details about attacking and </p>
+<p style="top:480.9pt;left:282.5pt;font-size:11.0pt">responding.</p>
+<p style="top:504.3pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9D0A0E">6.3 AMPHIBIOUS MOVEMENT</span></b></p>
+<p style="top:518.4pt;left:301.3pt;font-size:11.0pt">Land blocks may move from one port </p>
+<p style="top:531.5pt;left:282.5pt;font-size:11.0pt">to any other <b><i>Friendly or Vacant</i></b> port </p>
+<p style="top:544.6pt;left:282.5pt;font-size:11.0pt">across one or more <b><i>adjacent</i></b> <b><i>Friendly</i></b> </p>
+<p style="top:557.8pt;left:282.5pt;font-size:11.0pt"><b><i>seas. </i></b>Cost is 1 MP per <b><i>block</i></b>.</p>
+<p style="top:574.6pt;left:301.3pt;font-size:11.0pt">Amphibious movement must be made </p>
+<p style="top:587.8pt;left:282.5pt;font-size:11.0pt"><b><i>before</i></b> any other moves are made that </p>
+<p style="top:600.9pt;left:282.5pt;font-size:11.0pt">turn. Hence, a sea used in amphibious </p>
+<p style="top:614.0pt;left:282.5pt;font-size:11.0pt">movement must already be Friendly before </p>
+<p style="top:627.1pt;left:282.5pt;font-size:11.0pt">any other moves are made that turn. </p>
+<p style="top:644.0pt;left:301.3pt;font-size:11.0pt">Blocks cannot move by land and sea </p>
+<p style="top:657.1pt;left:282.5pt;font-size:11.0pt">in the same turn (or vice-versa). 1 Navis </p>
+<p style="top:670.3pt;left:282.5pt;font-size:11.0pt">block must remain in the sea that was </p>
+<p style="top:683.4pt;left:282.5pt;font-size:11.0pt">crossed for the entire Command Phase; </p>
+<p style="top:696.5pt;left:282.5pt;font-size:11.0pt">other Navis may move as desired.</p>
+<p style="top:713.4pt;left:301.3pt;font-size:11.0pt">Amphibious moves can <b><i>never</i></b> be made </p>
+<p style="top:726.5pt;left:282.5pt;font-size:11.0pt">to Enemy or Contested ports. Unpinned </p>
+<p style="top:739.6pt;left:282.5pt;font-size:11.0pt">(6.13) land blocks in a Contested city may </p>
+<p style="top:752.8pt;left:282.5pt;font-size:11.0pt">conduct an amphibious move provided the </p>
+<p style="top:765.9pt;left:282.5pt;font-size:11.0pt">adjacent sea is Friendly. </p>
+<p style="top:101.0pt;left:61.3pt;font-size:17.0pt"><b><span style="color:#9D0A0E">6.0 COMMAND PHASE</span></b></p>
+<p style="top:122.8pt;left:80.0pt;font-size:11.0pt">Player 1 Moves and then Levies with </p>
+<p style="top:135.9pt;left:61.3pt;font-size:11.0pt">the values from his active card, then Player </p>
+<p style="top:149.0pt;left:61.3pt;font-size:11.0pt">2 does the same. </p>
+<p style="top:172.4pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9D0A0E">6.1 GROUP MOVES</span></b></p>
+<p style="top:186.5pt;left:80.0pt;font-size:11.0pt">Command cards have Move Points </p>
+<p style="top:199.6pt;left:61.3pt;font-size:11.0pt">(MP) of 1 to 4. Each MP allows <b><i>any/</i></b></p>
+<p style="top:212.8pt;left:61.3pt;font-size:11.0pt"><b><i>all</i></b> block(s) in one location (city or sea) </p>
+<p style="top:225.9pt;left:61.3pt;font-size:11.0pt">to move to adjacent cities/seas. If <b><i>not</i></b> </p>
+<p style="top:239.0pt;left:61.3pt;font-size:11.0pt">attacking, blocks may continue to the next </p>
+<p style="top:252.1pt;left:61.3pt;font-size:11.0pt">adjacent location(s).</p>
+<p style="top:269.0pt;left:80.0pt;font-size:11.0pt">Blocks that move cannot move </p>
+<p style="top:282.1pt;left:61.3pt;font-size:11.0pt">again this game turn, except to <i>Retreat</i> </p>
+<p style="top:295.3pt;left:61.3pt;font-size:11.0pt">or <i>Regroup</i>. When a block has finished </p>
+<p style="top:308.4pt;left:61.3pt;font-size:11.0pt">moving, turn it face-down to show that it </p>
+<p style="top:321.5pt;left:61.3pt;font-size:11.0pt">cannot move again this turn.</p>
+<p style="top:344.9pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">6.11 Road Limits</span></b></p>
+<p style="top:359.0pt;left:80.0pt;font-size:11.0pt">The <i>maximum</i> number of blocks that </p>
+<p style="top:372.1pt;left:61.3pt;font-size:11.0pt">can move along any road varies by type: </p>
+<p style="top:389.0pt;left:61.3pt;font-size:11.0pt"> <b>Major: </b>4 blocks</p>
+<p style="top:403.4pt;left:61.3pt;font-size:11.0pt"> <b>Minor:</b> 2 blocks</p>
+<p style="top:417.8pt;left:61.3pt;font-size:11.0pt"> <b>Straits:</b> 2 blocks (1 if attacking)</p>
+<p style="top:434.6pt;left:67.5pt;font-size:11.0pt"><b><i>Example: </i></b><i>A maximum of 4 blocks may </i></p>
+<p style="top:447.8pt;left:67.5pt;font-size:11.0pt"><i>move from </i><i>G</i><i>enua</i><i> to </i><i>R</i><i>ome</i><i>, and one or two </i></p>
+<p style="top:460.9pt;left:67.5pt;font-size:11.0pt"><i>blocks may move from </i><i>R</i><i>avenna</i><i> to </i><i>R</i><i>ome</i><i>.</i></p>
+<p style="top:477.8pt;left:80.0pt;font-size:11.0pt">Road Limits apply to <b><i>each</i></b> player. </p>
+<p style="top:490.9pt;left:61.3pt;font-size:11.0pt">Hence, both players can move two blocks </p>
+<p style="top:504.0pt;left:61.3pt;font-size:11.0pt">along the same minor road in the same </p>
+<p style="top:517.1pt;left:61.3pt;font-size:11.0pt">game turn. </p>
+<p style="top:534.0pt;left:67.5pt;font-size:11.0pt"><b><i>Example: </i></b><i>Player 1 moves 4 blocks from </i></p>
+<p style="top:547.1pt;left:67.5pt;font-size:11.0pt"><i>M</i><i>assilia</i><i> to </i><i>G</i><i>enua</i><i> to </i><i>R</i><i>avenna</i><i>. Player 2 </i></p>
+<p style="top:560.3pt;left:67.5pt;font-size:11.0pt"><i>now moves 4 blocks from </i><i>R</i><i>ome</i><i> to </i><i>G</i><i>enua</i><i> </i></p>
+<p style="top:573.4pt;left:67.5pt;font-size:11.0pt"><i>to </i><i>M</i><i>assilia</i><i>. Both players used the road </i></p>
+<p style="top:586.5pt;left:67.5pt;font-size:11.0pt"><i>section between </i><i>M</i><i>assilia</i><i> and </i><i>G</i><i>enua</i><i>, but </i></p>
+<p style="top:599.6pt;left:67.5pt;font-size:11.0pt"><i>at different times. Of course, if Player 1 </i></p>
+<p style="top:612.8pt;left:67.5pt;font-size:11.0pt"><i>had left at least 1 block in </i><i>G</i><i>enua</i><i>, Player 2 </i></p>
+<p style="top:625.9pt;left:67.5pt;font-size:11.0pt"><i>could not have moved through this block to </i></p>
+<p style="top:639.0pt;left:67.5pt;font-size:11.0pt"><i>M</i><i>assilia</i><i> without fighting a battle. </i></p>
+<p style="top:659.9pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">6.12 Attacking</span></b></p>
+<p style="top:674.0pt;left:80.0pt;font-size:11.0pt">Blocks entering an <b><i>Enemy</i></b> city/sea </p>
+<p style="top:687.1pt;left:61.3pt;font-size:11.0pt">are <b><i>Attacking;</i></b> the enemy blocks are </p>
+<p style="top:700.3pt;left:61.3pt;font-size:11.0pt"><b><i>Defending.</i></b></p>
+<p style="top:715.9pt;left:80.0pt;font-size:11.0pt">Blocks may attack from adjacent </p>
+<p style="top:729.0pt;left:61.3pt;font-size:11.0pt">cities/seas only. A player may attack via </p>
+<p style="top:742.1pt;left:61.3pt;font-size:11.0pt">two or more roads, but each road will </p>
+<p style="top:755.3pt;left:61.3pt;font-size:11.0pt">require a separate MP. See 6.2 and 7.3. </p>
+<p style="top:778.6pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">6.13 Pinning</span></b></p>
+<p style="top:792.8pt;left:80.0pt;font-size:11.0pt">Attacking blocks<b><i> (</i></b><b>e</b><b><i>xcluding</i></b><i> </i><b><i>Reserves</i></b><b>) </b></p>
+<p style="top:805.9pt;left:61.3pt;font-size:11.0pt">prevent an equal number of defending </p>
+<p style="top:819.0pt;left:61.3pt;font-size:11.0pt">blocks from moving<i>.</i> The Defender </p>
+<p style="top:832.1pt;left:61.3pt;font-size:11.0pt">chooses which blocks are pinned. The </p>
+<p style="top:845.3pt;left:61.3pt;font-size:11.0pt">&quot;unpinned&quot; blocks may move normally and </p>
+<p style="top:858.4pt;left:61.3pt;font-size:11.0pt">even attack, <b><i>but</i></b> cannot use any <b><i>road or </i></b></p>
+<p style="top:871.5pt;left:61.3pt;font-size:11.0pt"><b><i>sea border </i></b>used by the enemy that battle. </p>
+</div>
+<div id="page6" style="width:765.0pt;height:990.0pt;background-image:url('rules06.jpg')">
+<p style="top:56.3pt;left:278.8pt;font-size:24.6pt"><b><span style="color:#ffffff">JULIUS CAESAR</span></b></p>
+<p style="top:935.3pt;left:68.8pt;font-size:11.0pt"><b>Copyright &#xa9; 2010 Columbia Games </b></p>
+<p style="top:932.3pt;left:380.0pt;font-size:14.6pt"><b>6</b><b> </b></p>
+<p style="top:935.3pt;left:638.8pt;font-size:11.0pt"><b>Version 1.1</b></p>
+<p style="top:101.1pt;left:506.3pt;font-size:11.0pt"><b>Battle Sequence</b></p>
+<p style="top:116.8pt;left:506.3pt;font-size:9.6pt">Battle sequence (7.1) is controlled by Player </p>
+<p style="top:128.8pt;left:506.3pt;font-size:9.6pt">1. This can be significant because the results </p>
+<p style="top:140.8pt;left:506.3pt;font-size:9.6pt">of a battle will change city or sea control from </p>
+<p style="top:152.8pt;left:506.3pt;font-size:9.6pt">Contested to Friendly for the victor and that </p>
+<p style="top:164.8pt;left:506.3pt;font-size:9.6pt">impacts Retreats and Regroups. </p>
+<p style="top:196.1pt;left:506.3pt;font-size:11.0pt"><b>Battle Turns</b></p>
+<p style="top:209.1pt;left:506.3pt;font-size:9.8pt">Caesar (A3) and Equitatus (B2) attack Pompey </p>
+<p style="top:221.1pt;left:506.3pt;font-size:9.8pt">(B3) and Navis (D2). Battle Turn sequence:</p>
+<p style="top:236.9pt;left:518.8pt;font-size:9.8pt">Caesar: attacking A3</p>
+<p style="top:252.6pt;left:518.8pt;font-size:9.8pt">Pompey: defending B3</p>
+<p style="top:268.4pt;left:518.8pt;font-size:9.8pt">Caesar Equitatus: attacking B2</p>
+<p style="top:284.1pt;left:518.8pt;font-size:9.8pt">Pompey Navis: defending D2</p>
+<p style="top:318.3pt;left:506.3pt;font-size:11.0pt"><b>Attacker/Defender</b></p>
+<p style="top:331.3pt;left:506.3pt;font-size:9.8pt">Because both players move before combat, a </p>
+<p style="top:343.3pt;left:506.3pt;font-size:9.8pt">player can be the Defender in some battles, and </p>
+<p style="top:355.3pt;left:506.3pt;font-size:9.8pt">the Attacker in others. </p>
+<p style="top:389.4pt;left:506.3pt;font-size:11.0pt"><b>Battle Hits</b></p>
+<p style="top:402.4pt;left:506.3pt;font-size:9.8pt">Each hit reduces the strongest enemy block at </p>
+<p style="top:414.4pt;left:506.3pt;font-size:9.8pt">that instant. Hence, if two hits are scored on </p>
+<p style="top:426.4pt;left:506.3pt;font-size:9.8pt">three enemy blocks at strength III, II, II, the first </p>
+<p style="top:438.4pt;left:506.3pt;font-size:9.8pt">hit must be taken on the enemy III block. All </p>
+<p style="top:450.4pt;left:506.3pt;font-size:9.8pt">three blocks are now at strength II, so the next </p>
+<p style="top:462.4pt;left:506.3pt;font-size:9.8pt">hit can be on any enemy block (owner choice). </p>
+<p style="top:496.5pt;left:506.3pt;font-size:11.0pt"><b>Pursuit</b></p>
+<p style="top:509.5pt;left:506.3pt;font-size:9.8pt">Pursuit is naturally handled by the game system. </p>
+<p style="top:521.5pt;left:506.3pt;font-size:9.8pt">A block wishing to retreat must await its normal </p>
+<p style="top:533.5pt;left:506.3pt;font-size:9.8pt">battle turn which allows faster enemy troops </p>
+<p style="top:545.5pt;left:506.3pt;font-size:9.8pt">to fire before they can retreat. If the Defender </p>
+<p style="top:557.5pt;left:506.3pt;font-size:9.8pt">survives three Battle Rounds, the Attacker </p>
+<p style="top:569.5pt;left:506.3pt;font-size:9.8pt"><b><i>must</i></b> retreat during round 4, but takes fire from </p>
+<p style="top:581.5pt;left:506.3pt;font-size:9.8pt">defending blocks that have an equal or earlier </p>
+<p style="top:593.5pt;left:506.3pt;font-size:9.8pt">battle turn. </p>
+<p style="top:627.6pt;left:506.3pt;font-size:11.0pt"><b>Treachery</b></p>
+<p style="top:640.6pt;left:506.3pt;font-size:9.8pt">Several legions switched sides during the war, </p>
+<p style="top:652.6pt;left:506.3pt;font-size:9.8pt">This is represented by the Jupiter card, which </p>
+<p style="top:664.6pt;left:506.3pt;font-size:9.8pt">switches one block to the enemy side. Even the </p>
+<p style="top:676.6pt;left:506.3pt;font-size:9.8pt">famous 13th legion, which crossed the Rubicon </p>
+<p style="top:688.6pt;left:506.3pt;font-size:9.8pt">with Caesar, later rebelled and changed sides. </p>
+<p style="top:101.1pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9D0A0E">7.3 BATTLE RESERVES</span></b></p>
+<p style="top:115.3pt;left:301.3pt;font-size:11.0pt">When attacking via two or more roads </p>
+<p style="top:128.4pt;left:282.5pt;font-size:11.0pt">or sea borders, one road/border (Attacker </p>
+<p style="top:141.5pt;left:282.5pt;font-size:11.0pt">choice) must be declared the <b><i>Main </i></b></p>
+<p style="top:154.6pt;left:282.5pt;font-size:11.0pt"><b><i>Attack. </i></b>Blocks using other roads/borders </p>
+<p style="top:167.8pt;left:282.5pt;font-size:11.0pt">are <b><i>Reserves</i></b>.</p>
+<p style="top:184.6pt;left:301.3pt;font-size:11.0pt">Blocks moved by <b><i>Player 2 </i></b>to <i>reinforce</i> </p>
+<p style="top:197.8pt;left:282.5pt;font-size:11.0pt">a battle started by Player 1 are also </p>
+<p style="top:210.9pt;left:282.5pt;font-size:11.0pt"><b><i>Reserves</i></b>.</p>
+<p style="top:227.8pt;left:301.3pt;font-size:11.0pt"><b><i>Reserve</i></b> blocks may not fire, retreat, </p>
+<p style="top:240.9pt;left:282.5pt;font-size:11.0pt">or take hits in Round 1. They are revealed </p>
+<p style="top:254.0pt;left:282.5pt;font-size:11.0pt">and arrive at the start of Round 2 to take </p>
+<p style="top:267.1pt;left:282.5pt;font-size:11.0pt">normal turns. </p>
+<p style="top:284.0pt;left:288.8pt;font-size:11.0pt"><b><i>Example: </i></b><i>C</i><i>aesar</i><i> attacks Tarraco </i></p>
+<p style="top:297.1pt;left:288.8pt;font-size:11.0pt"><i>from Narbo with 4 blocks (main attack) </i></p>
+<p style="top:310.3pt;left:288.8pt;font-size:11.0pt"><i>and from Bilbilis with 2 blocks. </i><i>P</i><i>ompey</i><i> </i></p>
+<p style="top:323.4pt;left:288.8pt;font-size:11.0pt"><i>has 3 blocks defending Tarraco, but </i></p>
+<p style="top:336.5pt;left:288.8pt;font-size:11.0pt"><i>moves 4 blocks from Nova Carthago to </i></p>
+<p style="top:349.6pt;left:288.8pt;font-size:11.0pt"><i>Tarraco. Round 1 has the 3 Tarraco blocks </i></p>
+<p style="top:362.8pt;left:288.8pt;font-size:11.0pt"><i>defending against 4 </i><i>C</i><i>aesar</i><i> blocks from </i></p>
+<p style="top:375.9pt;left:288.8pt;font-size:11.0pt"><i>Narbo. </i><i>C</i><i>aesar</i><i> blocks from Bilbilis and </i></p>
+<p style="top:389.0pt;left:288.8pt;font-size:11.0pt"><i>P</i><i>ompey</i><i> blocks from Nova Carthago are </i></p>
+<p style="top:402.1pt;left:288.8pt;font-size:11.0pt"><b><i>Reserves</i></b><i> that arrive for Round 2. </i></p>
+<p style="top:425.5pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.31 Disruption</span></b></p>
+<p style="top:439.6pt;left:301.3pt;font-size:11.0pt"><b><i>Reserve</i></b> blocks are <b><i>Disrupted</i></b> if </p>
+<p style="top:452.8pt;left:282.5pt;font-size:11.0pt">their main force is eliminated in Round 1. </p>
+<p style="top:465.9pt;left:282.5pt;font-size:11.0pt">Disrupted blocks immediately lose one (1) </p>
+<p style="top:479.0pt;left:282.5pt;font-size:11.0pt">step and then fight normally. </p>
+<p style="top:495.9pt;left:288.8pt;font-size:11.0pt"><b><i>IMPORTANT: </i></b><i>If the disrupted player is </i></p>
+<p style="top:509.0pt;left:288.8pt;font-size:11.0pt"><i>the Defender, the Attacker now becomes the </i></p>
+<p style="top:522.1pt;left:288.8pt;font-size:11.0pt"><i>Defender for the rest of the battle. </i></p>
+<p style="top:545.5pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.4 Battle HITS</span></b></p>
+<p style="top:559.6pt;left:301.3pt;font-size:11.0pt">Each firing block in its Battle Turn rolls </p>
+<p style="top:572.8pt;left:282.5pt;font-size:11.0pt">as many dice as its current <i>strength</i>. A hit </p>
+<p style="top:585.9pt;left:282.5pt;font-size:11.0pt">is scored for each die roll equal to or lower </p>
+<p style="top:599.0pt;left:282.5pt;font-size:11.0pt">than the block&#x2019;s firepower.</p>
+<p style="top:615.9pt;left:288.8pt;font-size:11.0pt"><b><i>Example: </i></b><i>Caesar 3 rolls 3 dice. He has </i></p>
+<p style="top:629.0pt;left:288.8pt;font-size:11.0pt"><i>A3 combat: rolls of 1, 2, 3 are hits. </i></p>
+<p style="top:645.9pt;left:301.3pt;font-size:11.0pt"><b>Each</b> <b>hit</b> reduces the <i>strongest </i>enemy<i> </i></p>
+<p style="top:659.0pt;left:282.5pt;font-size:11.0pt">block at that <b><i>instant</i></b>. When two or more </p>
+<p style="top:672.1pt;left:282.5pt;font-size:11.0pt">blocks share the highest strength, the </p>
+<p style="top:685.3pt;left:282.5pt;font-size:11.0pt">owner chooses which to reduce. Except for </p>
+<p style="top:698.4pt;left:282.5pt;font-size:11.0pt">Leaders, when blocks are reduced below </p>
+<p style="top:711.5pt;left:282.5pt;font-size:11.0pt">strength I, they are <i>immediately</i> eliminated </p>
+<p style="top:724.6pt;left:282.5pt;font-size:11.0pt">(see 7.5) and returned to the Levy Pool. </p>
+<p style="top:741.5pt;left:288.8pt;font-size:11.0pt"><b><i>Note: </i></b><i>combat is not simultaneous. All </i></p>
+<p style="top:754.6pt;left:288.8pt;font-size:11.0pt"><i>hits are applied immediately.</i></p>
+<p style="top:775.5pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.41 Elephant</span></b></p>
+<p style="top:789.6pt;left:301.3pt;font-size:11.0pt">The elephant block has two steps, IV </p>
+<p style="top:802.8pt;left:282.5pt;font-size:11.0pt">and II. It drops <b><i>one step per hit</i></b> which </p>
+<p style="top:815.9pt;left:282.5pt;font-size:11.0pt">means the block is powerful but fragile. </p>
+<p style="top:839.3pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.42 Ballista</span></b></p>
+<p style="top:853.4pt;left:301.3pt;font-size:11.0pt">The Ballista block fights at B4 when </p>
+<p style="top:866.5pt;left:282.5pt;font-size:11.0pt">Defending, but at D4 when Attacking. </p>
+<p style="top:101.1pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">6.4 LEVIES</span></b></p>
+<p style="top:115.3pt;left:80.0pt;font-size:11.0pt">Command cards have 1, 2, or 3 Levy </p>
+<p style="top:128.4pt;left:61.3pt;font-size:11.0pt">Points (LP). <b><i>Each</i></b> LP allows:</p>
+<p style="top:145.6pt;left:67.5pt;font-size:11.0pt">&#x2022; One (1) step to be added to one (1) </p>
+<p style="top:159.1pt;left:73.8pt;font-size:11.0pt">existing block. Multiple steps can be </p>
+<p style="top:172.6pt;left:73.8pt;font-size:11.0pt">added to the same block, each for LP1. </p>
+<p style="top:189.9pt;left:67.5pt;font-size:11.0pt">&#x2022; One (1) new block can be chosen from </p>
+<p style="top:203.4pt;left:73.8pt;font-size:11.0pt">a player&apos;s Levy Pool and deployed in </p>
+<p style="top:216.9pt;left:73.8pt;font-size:11.0pt">a city at minimum strength. Steps can </p>
+<p style="top:230.4pt;left:73.8pt;font-size:11.0pt">be added to a new block immediately, </p>
+<p style="top:243.9pt;left:73.8pt;font-size:11.0pt">each step costing LP1 (including the </p>
+<p style="top:257.4pt;left:73.8pt;font-size:11.0pt">elephant). Multiple new blocks can be </p>
+<p style="top:270.9pt;left:73.8pt;font-size:11.0pt">deployed in the same city if desired.</p>
+<p style="top:288.1pt;left:80.0pt;font-size:11.0pt"><b>Leaders</b> deploy in any Friendly city. </p>
+<p style="top:305.4pt;left:80.0pt;font-size:11.0pt"><b>Legions</b> deploy in their <i>named</i> city, </p>
+<p style="top:318.9pt;left:80.0pt;font-size:11.0pt">which must be Friendly. </p>
+<p style="top:336.1pt;left:80.0pt;font-size:11.0pt"><b>Equitatae/Elephant</b> deploy in their </p>
+<p style="top:349.6pt;left:80.0pt;font-size:11.0pt"><i>named</i> city, which must be Friendly.</p>
+<p style="top:366.9pt;left:80.0pt;font-size:11.0pt"><b>Auxilia/Ballista</b> deploy in any </p>
+<p style="top:380.4pt;left:80.0pt;font-size:11.0pt">Friendly city. </p>
+<p style="top:397.6pt;left:80.0pt;font-size:11.0pt"><b>Navis</b> deploy in any Friendly <b><i>major</i></b> </p>
+<p style="top:411.1pt;left:80.0pt;font-size:11.0pt">port. Steps can be added to existing </p>
+<p style="top:424.6pt;left:80.0pt;font-size:11.0pt">Navis in <b>any</b> port, but never at sea.</p>
+<p style="top:441.5pt;left:80.0pt;font-size:11.0pt"><b><i>IMPORTANT: </i></b><i>In all cases, new blocks </i></p>
+<p style="top:454.6pt;left:80.0pt;font-size:11.0pt"><i>and steps must be raised in Friendly cities, </i></p>
+<p style="top:467.8pt;left:80.0pt;font-size:11.0pt"><i>meaning a city currently occupied by at </i></p>
+<p style="top:480.9pt;left:80.0pt;font-size:11.0pt"><i>least one Friendly block. New blocks and </i></p>
+<p style="top:494.0pt;left:80.0pt;font-size:11.0pt"><i>steps can </i><b><i>never</i></b><i> be added to Vacant or </i></p>
+<p style="top:507.1pt;left:80.0pt;font-size:11.0pt"><i>Contested cities. </i></p>
+<p style="top:530.4pt;left:61.3pt;font-size:17.0pt"><b><span style="color:#9d0a0e">7.0 BATTLES</span></b></p>
+<p style="top:553.6pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9D0A0E">7.1 BATTLE SEQUENCE</span></b></p>
+<p style="top:567.8pt;left:80.0pt;font-size:11.0pt">Battles are fought one by one after all </p>
+<p style="top:580.9pt;left:61.3pt;font-size:11.0pt">moves are completed. Player 1 determines </p>
+<p style="top:594.0pt;left:61.3pt;font-size:11.0pt">which battle to fight first. Blocks are not </p>
+<p style="top:607.1pt;left:61.3pt;font-size:11.0pt">revealed until a battle is fought. Reveal </p>
+<p style="top:620.3pt;left:61.3pt;font-size:11.0pt">blocks (not Reserves) by tipping them </p>
+<p style="top:633.4pt;left:61.3pt;font-size:11.0pt">forward at current <i>strength</i>. After the battle </p>
+<p style="top:646.5pt;left:61.3pt;font-size:11.0pt">is completed, stand all blocks upright, then </p>
+<p style="top:659.6pt;left:61.3pt;font-size:11.0pt">Player 1 selects the next battle. </p>
+<p style="top:683.0pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9D0A0E">7.2 BATTLE TURNS</span></b></p>
+<p style="top:697.1pt;left:80.0pt;font-size:11.0pt">Each block has one battle turn per </p>
+<p style="top:710.3pt;left:61.3pt;font-size:11.0pt">Battle Round. In its turn, a block may </p>
+<p style="top:723.4pt;left:61.3pt;font-size:11.0pt"><b><i>either</i></b> Fire, Retreat, or Pass, <b><i>except </i></b></p>
+<p style="top:736.5pt;left:61.3pt;font-size:11.0pt"><b><i>Retreat is not allowed in Round 1. </i></b></p>
+<p style="top:749.6pt;left:61.3pt;font-size:11.0pt">The sequence of turns depends on </p>
+<p style="top:762.8pt;left:61.3pt;font-size:11.0pt">combat ratings. &#x201c;A&#x201d; blocks go before &#x201c;B&#x201d; </p>
+<p style="top:775.9pt;left:61.3pt;font-size:11.0pt">blocks, then &#x201c;C&#x201d; blocks, then &quot;D&quot; blocks. </p>
+<p style="top:789.0pt;left:61.3pt;font-size:11.0pt"><b><i>Defending</i></b><i> </i>&#x201c;A&#x201d; blocks go before Attacking<i> </i></p>
+<p style="top:802.1pt;left:61.3pt;font-size:11.0pt">&#x201c;A&#x201d;<i> </i>blocks, and so on. </p>
+<p style="top:819.0pt;left:80.0pt;font-size:11.0pt"> After all blocks have taken one Battle </p>
+<p style="top:832.1pt;left:61.3pt;font-size:11.0pt">Turn, one Round<i> </i>has been fought. Battles </p>
+<p style="top:845.3pt;left:61.3pt;font-size:11.0pt">are fought for a maximum of <b><i>four</i></b><b> </b><b><i>(4)</i></b> </p>
+<p style="top:858.4pt;left:61.3pt;font-size:11.0pt">Rounds. <b><i>Attacking</i></b><b> </b>blocks <b><i>must retreat </i></b></p>
+<p style="top:871.5pt;left:61.3pt;font-size:11.0pt">during <b><i>Round 4 </i></b>in their normal battle turn.</p>
+</div>
+<div id="page7" style="width:765.0pt;height:990.0pt;background-image:url('rules07.jpg')">
+<p style="top:56.3pt;left:278.8pt;font-size:24.6pt"><b><span style="color:#ffffff">JULIUS CAESAR</span></b></p>
+<p style="top:932.8pt;left:68.8pt;font-size:11.0pt"><b>Copyright &#xa9; 2010 Columbia Games </b></p>
+<p style="top:929.8pt;left:380.0pt;font-size:14.6pt"><b>7</b><b> </b></p>
+<p style="top:932.8pt;left:638.8pt;font-size:11.0pt"><b>Version 1.1</b></p>
+<p style="top:101.0pt;left:301.3pt;font-size:11.0pt">If both players have an adjacent and </p>
+<p style="top:114.1pt;left:282.5pt;font-size:11.0pt">Friendly sea and a Friendly destination, </p>
+<p style="top:127.3pt;left:282.5pt;font-size:11.0pt">both can sea retreat.</p>
+<p style="top:144.1pt;left:288.8pt;font-size:11.0pt"><b><i>EXAMPLE: </i></b><i>with a battle in Utica, if one </i></p>
+<p style="top:157.3pt;left:288.8pt;font-size:11.0pt"><i>player has a Navis on Mare Internum, and </i></p>
+<p style="top:170.4pt;left:288.8pt;font-size:11.0pt"><i>the other has a Navis on Mare Hispanum, </i></p>
+<p style="top:183.5pt;left:288.8pt;font-size:11.0pt"><i>both players can Sea Retreat via their own </i></p>
+<p style="top:196.6pt;left:288.8pt;font-size:11.0pt"><i>Friendly sea. </i></p>
+<p style="top:220.1pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9D0A0E">7.7 REGROUPS</span></b></p>
+<p style="top:234.1pt;left:301.3pt;font-size:11.0pt">When a battle ends the <b><i>victor</i></b> may </p>
+<p style="top:247.3pt;left:282.5pt;font-size:11.0pt"><b><i>Regroup</i></b>. All victorious blocks (including </p>
+<p style="top:260.4pt;left:282.5pt;font-size:11.0pt">any in Reserve) <b><i>can</i></b> move to any adjacent </p>
+<p style="top:273.5pt;left:282.5pt;font-size:11.0pt">city that is currently Friendly or Vacant. </p>
+<p style="top:286.6pt;left:282.5pt;font-size:11.0pt">Road Limits (6.11) apply. </p>
+<p style="top:303.5pt;left:301.3pt;font-size:11.0pt">Amphibious Movement cannot be </p>
+<p style="top:316.6pt;left:282.5pt;font-size:11.0pt">used to Regroup. </p>
+<p style="top:340.1pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9D0A0E">7.8 NAVIS BATTLES</span></b></p>
+<p style="top:354.1pt;left:301.3pt;font-size:11.0pt">When enemy Navis occupy the same </p>
+<p style="top:367.3pt;left:282.5pt;font-size:11.0pt">sea a Navis battle occurs. Navis have D2 </p>
+<p style="top:380.4pt;left:282.5pt;font-size:11.0pt">or D3 combat, Defender first. As with land </p>
+<p style="top:393.5pt;left:282.5pt;font-size:11.0pt">battles, the attacker must retreat during </p>
+<p style="top:406.6pt;left:282.5pt;font-size:11.0pt">Round 4 if any defending ships remain.</p>
+<p style="top:430.1pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.81 Shore Combat</span></b></p>
+<p style="top:444.1pt;left:301.3pt;font-size:11.0pt">Navis can also be involved in battles </p>
+<p style="top:457.3pt;left:282.5pt;font-size:11.0pt">ashore in ports, either as the Attacker </p>
+<p style="top:470.4pt;left:282.5pt;font-size:11.0pt">or Defender. Navis can attack from an </p>
+<p style="top:483.5pt;left:282.5pt;font-size:11.0pt">adjacent sea only. </p>
+<p style="top:507.0pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.82 Navis Retreats</span></b></p>
+<p style="top:521.0pt;left:301.3pt;font-size:11.0pt"> Navis may retreat in their normal &quot;D&quot; </p>
+<p style="top:534.1pt;left:282.5pt;font-size:11.0pt">battle turn, starting in Round 2. </p>
+<p style="top:551.4pt;left:288.8pt;font-size:11.0pt"><b>Attacking</b> Navis Retreat to:</p>
+<p style="top:568.6pt;left:288.8pt;font-size:11.0pt">&#x2022; Seas or Ports they came from, provided </p>
+<p style="top:582.1pt;left:295.0pt;font-size:11.0pt">these locations are still Friendly or </p>
+<p style="top:595.6pt;left:295.0pt;font-size:11.0pt">Vacant, or </p>
+<p style="top:612.9pt;left:288.8pt;font-size:11.0pt">&#x2022; Friendly adjacent seas, or </p>
+<p style="top:630.1pt;left:288.8pt;font-size:11.0pt">&#x2022; Friendly ports on the same sea. </p>
+<p style="top:647.4pt;left:288.8pt;font-size:11.0pt"><b>Defending</b> Navis Retreat to:</p>
+<p style="top:664.6pt;left:288.8pt;font-size:11.0pt">&#x2022; Friendly adjacent seas, or </p>
+<p style="top:681.9pt;left:288.8pt;font-size:11.0pt">&#x2022; Vacant adjacent seas except where </p>
+<p style="top:695.4pt;left:295.0pt;font-size:11.0pt">the Attacker came from, or </p>
+<p style="top:712.6pt;left:288.8pt;font-size:11.0pt">&#x2022; Friendly port on the <i>same</i> sea. </p>
+<p style="top:729.5pt;left:301.3pt;font-size:11.0pt">If no Retreat is possible, Navis must </p>
+<p style="top:742.6pt;left:282.5pt;font-size:11.0pt">win the fight or perish. </p>
+<p style="top:766.1pt;left:282.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.83 Navis Regroups</span></b></p>
+<p style="top:780.1pt;left:301.3pt;font-size:11.0pt">Navis that win a sea battle can </p>
+<p style="top:793.3pt;left:282.5pt;font-size:11.0pt"><b><i>Regroup</i></b> to any adjacent sea that is </p>
+<p style="top:806.4pt;left:282.5pt;font-size:11.0pt">Friendly or Vacant, or to any Friendly or </p>
+<p style="top:819.5pt;left:282.5pt;font-size:11.0pt">Vacant port on the <b><i>same</i></b> sea. </p>
+<p style="top:101.1pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9D0A0E">7.5 ELIMINATED BLOCKS</span></b></p>
+<p style="top:115.3pt;left:80.0pt;font-size:11.0pt">Eliminated blocks are returned to their </p>
+<p style="top:128.4pt;left:61.3pt;font-size:11.0pt">owner&apos;s Levy Pool, but are placed <b><i>face-up</i></b><i> </i></p>
+<p style="top:141.5pt;left:61.3pt;font-size:11.0pt"><i>(in front of the upright blocks) </i>and <b><i>cannot</i></b> be </p>
+<p style="top:154.6pt;left:61.3pt;font-size:11.0pt">levied again this Year. </p>
+<p style="top:178.0pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.51 Leaders</span></b></p>
+<p style="top:192.1pt;left:80.0pt;font-size:11.0pt">Leaders are <b><i>permanently</i></b> eliminated. </p>
+<p style="top:205.3pt;left:61.3pt;font-size:11.0pt">Give the block as a &quot;trophy&quot; to the enemy </p>
+<p style="top:218.4pt;left:61.3pt;font-size:11.0pt">player, who counts it as 1vp. </p>
+<p style="top:235.3pt;left:80.0pt;font-size:11.0pt">When a player loses a leader, the </p>
+<p style="top:248.4pt;left:61.3pt;font-size:11.0pt">third leader is added to the Levy Pool and </p>
+<p style="top:261.5pt;left:61.3pt;font-size:11.0pt">becomes available to be built and deployed </p>
+<p style="top:274.6pt;left:61.3pt;font-size:11.0pt">(normal cost) in any Friendly city.</p>
+<p style="top:298.0pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.52 Cleopatra</span></b></p>
+<p style="top:312.1pt;left:80.0pt;font-size:11.0pt">Cleopatra can fight for either side. If </p>
+<p style="top:325.3pt;left:61.3pt;font-size:11.0pt">eliminated in battle she <i>immediately</i> joins </p>
+<p style="top:338.4pt;left:61.3pt;font-size:11.0pt">the other side at strength I and fights for </p>
+<p style="top:351.5pt;left:61.3pt;font-size:11.0pt">that side on her <b><i>next</i></b> battle turn. </p>
+<p style="top:368.4pt;left:80.0pt;font-size:11.0pt">During each <b><i>Winter</i></b> turn, she must </p>
+<p style="top:381.5pt;left:61.3pt;font-size:11.0pt">return to Alexandria. See 8.1.</p>
+<p style="top:404.9pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.6 Retreats</span></b></p>
+<p style="top:419.0pt;left:80.0pt;font-size:11.0pt">Each block may retreat on its Battle </p>
+<p style="top:432.5pt;left:61.3pt;font-size:11.0pt">Turn (instead of firing), except blocks can </p>
+<p style="top:446.0pt;left:61.3pt;font-size:11.0pt"><b><i>never</i></b> retreat on <b><i>Battle Round 1.</i></b><i> </i>Blocks </p>
+<p style="top:459.5pt;left:61.3pt;font-size:11.0pt">that cannot retreat when required are </p>
+<p style="top:473.0pt;left:61.3pt;font-size:11.0pt">eliminated. </p>
+<p style="top:496.4pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.61 Retreat Limits</span></b></p>
+<p style="top:510.5pt;left:80.0pt;font-size:11.0pt">Road Limits (6.11) apply to all </p>
+<p style="top:523.6pt;left:61.3pt;font-size:11.0pt">retreating blocks <b><i>each</i></b> Battle Round. </p>
+<p style="top:536.8pt;left:61.3pt;font-size:11.0pt">Blocks can never retreat to <b><i>Enemy</i></b> or </p>
+<p style="top:549.9pt;left:61.3pt;font-size:11.0pt"><b><i>Contested</i></b> cities/seas. </p>
+<p style="top:566.8pt;left:80.0pt;font-size:11.0pt">Retreating across a <b><i>strait</i></b> has a limit of </p>
+<p style="top:579.9pt;left:61.3pt;font-size:11.0pt">one (1) block per round. </p>
+<p style="top:603.3pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.62 Attacker Retreats</span></b></p>
+<p style="top:617.4pt;left:80.0pt;font-size:11.0pt">Attacking blocks can retreat on their </p>
+<p style="top:630.5pt;left:61.3pt;font-size:11.0pt">battle turn starting in Round 2 and must </p>
+<p style="top:643.6pt;left:61.3pt;font-size:11.0pt">retreat during Round 4. Blocks may Retreat </p>
+<p style="top:656.8pt;left:61.3pt;font-size:11.0pt">to an adjacent <b><i>Vacant</i></b> city via road(s) used </p>
+<p style="top:669.9pt;left:61.3pt;font-size:11.0pt">to start or reinforce the battle, or to any </p>
+<p style="top:683.0pt;left:61.3pt;font-size:11.0pt"><b><i>Friendly</i></b> adjacent cities. </p>
+<p style="top:706.4pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.63 Defender Retreats</span></b></p>
+<p style="top:720.5pt;left:80.0pt;font-size:11.0pt">Defending blocks can retreat on their </p>
+<p style="top:733.6pt;left:61.3pt;font-size:11.0pt">battle turn starting on Round 2. Retreat is </p>
+<p style="top:746.8pt;left:61.3pt;font-size:11.0pt">made to any adjacent cities, Friendly or </p>
+<p style="top:759.9pt;left:61.3pt;font-size:11.0pt">Vacant, <b><i>but not along roads used by the </i></b></p>
+<p style="top:773.0pt;left:61.3pt;font-size:11.0pt"><b><i>Attacker to enter the battle. </i></b></p>
+<p style="top:796.4pt;left:61.3pt;font-size:12.1pt"><b><span style="color:#9d0a0e">7.64 Sea Retreats</span></b></p>
+<p style="top:810.5pt;left:80.0pt;font-size:11.0pt"> Players can retreat land blocks by </p>
+<p style="top:823.6pt;left:61.3pt;font-size:11.0pt">sea provided an adjacent sea is <b><i>Friendly</i></b>. </p>
+<p style="top:836.8pt;left:61.3pt;font-size:11.0pt">A maximum of <b><i>one (1) block</i></b> <b><i>per Battle </i></b></p>
+<p style="top:849.9pt;left:61.3pt;font-size:11.0pt"><b><i>Round</i></b> can Sea Retreat. The destination </p>
+<p style="top:863.0pt;left:61.3pt;font-size:11.0pt">port must be Friendly. Each block can Sea </p>
+<p style="top:876.1pt;left:61.3pt;font-size:11.0pt">Retreat across <b><i>one (1) adjacent sea, </i></b>to a </p>
+<p style="top:889.3pt;left:61.3pt;font-size:11.0pt">Friendly port(s) on that <b><i>same</i></b> sea only.</p>
+<p style="top:100.1pt;left:505.0pt;font-size:9.5pt"><b>TIMELINE</b></p>
+<p style="top:115.9pt;left:505.0pt;font-size:9.5pt"><b>60 BC: </b>First Triumvirate formed between Caesar, </p>
+<p style="top:127.9pt;left:505.0pt;font-size:9.5pt">Crassius, and Pompey. Caesar is made proconsul </p>
+<p style="top:139.9pt;left:505.0pt;font-size:9.5pt">of Gaul, Cisalpine Gaul, and Illyricum, commanding </p>
+<p style="top:151.9pt;left:505.0pt;font-size:9.5pt">four legions. Pompey is made proconsul of </p>
+<p style="top:163.9pt;left:505.0pt;font-size:9.5pt">Hispania, and Crassius proconsul of Syria.</p>
+<p style="top:179.6pt;left:505.0pt;font-size:9.5pt"><b>53 BC: </b>Crassius is killed fighting in Parthia ending </p>
+<p style="top:191.6pt;left:505.0pt;font-size:9.5pt">the First Triumvirate. Pompey governs Hispania </p>
+<p style="top:203.6pt;left:505.0pt;font-size:9.5pt">from Rome while Caesar fights in Gaul.</p>
+<p style="top:219.4pt;left:505.0pt;font-size:9.5pt"><b>52 BC: </b>Caesar commands ten legions and defeats </p>
+<p style="top:231.4pt;left:505.0pt;font-size:9.5pt">Vercingetorix at Alesia, ending the Gallic Wars. </p>
+<p style="top:243.4pt;left:505.0pt;font-size:9.5pt">Cato, Pompey, and Scipio lead a Senate faction </p>
+<p style="top:255.4pt;left:505.0pt;font-size:9.5pt">opposed to Caesar&apos;s &quot;populist policies&quot;. The Senate </p>
+<p style="top:267.4pt;left:505.0pt;font-size:9.5pt">demands Caesar disband and return to Rome to </p>
+<p style="top:279.4pt;left:505.0pt;font-size:9.5pt">answer charges of &quot;war crimes&quot;. Caesar refuses to </p>
+<p style="top:291.4pt;left:505.0pt;font-size:9.5pt">disband arguing he is proconsul of Gaul until 49BC. </p>
+<p style="top:307.1pt;left:505.0pt;font-size:9.5pt"><b>50</b> <b>BC</b>: Caesar now has nine veteran legions, 3000 </p>
+<p style="top:319.1pt;left:505.0pt;font-size:9.5pt">cavalry, and a 900 man bodyguard. Pompey has </p>
+<p style="top:331.1pt;left:505.0pt;font-size:9.5pt">seven legions in Hispania, two in Italia, and two </p>
+<p style="top:343.1pt;left:505.0pt;font-size:9.5pt">in Syria and Africa. Pompey has naval superiority. </p>
+<p style="top:355.1pt;left:505.0pt;font-size:9.5pt">Senate declares Caesar an enemy of the state.</p>
+<p style="top:370.9pt;left:505.0pt;font-size:9.5pt"><b>49 BC: </b>Caesar crosses Rubicon with XIII Legion </p>
+<p style="top:382.9pt;left:505.0pt;font-size:9.5pt">in January. Pompey retreats from Rome to </p>
+<p style="top:394.9pt;left:505.0pt;font-size:9.5pt">Brundisium. Caesar besieges Brundisium, but </p>
+<p style="top:406.9pt;left:505.0pt;font-size:9.5pt">Pompey escapes by ship to Greece. Caesar now </p>
+<p style="top:418.9pt;left:505.0pt;font-size:9.5pt">marches to Spain, where he forces five Pompey </p>
+<p style="top:430.9pt;left:505.0pt;font-size:9.5pt">Legions to surrender at Llerda. </p>
+<p style="top:446.6pt;left:505.0pt;font-size:9.5pt"><b>48 BC: </b>Caesar and Antonius assemble five legions </p>
+<p style="top:458.6pt;left:505.0pt;font-size:9.5pt">at Brundisium and ship them to Greece. The </p>
+<p style="top:470.6pt;left:505.0pt;font-size:9.5pt">Battle of Dyrrachium is fought in July, ending </p>
+<p style="top:482.6pt;left:505.0pt;font-size:9.5pt">with a Pompey victory. Caesar retreats but then </p>
+<p style="top:494.6pt;left:505.0pt;font-size:9.5pt">wins a decisive victory at Pharsalus in Thessaly. </p>
+<p style="top:506.6pt;left:505.0pt;font-size:9.5pt">Pompey flees to Egypt where he is assassinated by </p>
+<p style="top:518.6pt;left:505.0pt;font-size:9.5pt">command of Ptolemy XIII. Caesar now becomes </p>
+<p style="top:530.6pt;left:505.0pt;font-size:9.5pt">involved in a civil war between Ptolemy XIII and </p>
+<p style="top:542.6pt;left:505.0pt;font-size:9.5pt">his sister Cleopatra VII. Caesar supports Cleopatra </p>
+<p style="top:554.6pt;left:505.0pt;font-size:9.5pt">and defeats Ptolemy XIII who drowns in the Nile. </p>
+<p style="top:570.4pt;left:505.0pt;font-size:9.5pt"><b>47 BC: </b>Caesar attacks into Syria and Pontus, </p>
+<p style="top:582.4pt;left:505.0pt;font-size:9.5pt">defeating Pharnaces II, a petty king who took </p>
+<p style="top:594.4pt;left:505.0pt;font-size:9.5pt">advantage of the Roman Civil War to expand his </p>
+<p style="top:606.4pt;left:505.0pt;font-size:9.5pt">power. Pharnaces is crushed at Battle of Zela, said </p>
+<p style="top:618.4pt;left:505.0pt;font-size:9.5pt">to be the origin of the famous phrase &quot;Veni, Vidi, </p>
+<p style="top:630.4pt;left:505.0pt;font-size:9.5pt">Vici&quot; (I came, I saw, I conquered).</p>
+<p style="top:646.1pt;left:505.0pt;font-size:9.5pt"><b>46 BC: </b>Battle of Thapsus. Caesar invades Africa </p>
+<p style="top:658.1pt;left:505.0pt;font-size:9.5pt">with 10 legions and defeats Scipio&apos;s 14 legions. </p>
+<p style="top:670.1pt;left:505.0pt;font-size:9.5pt">Scipio &amp; Cato take their own lives. Pompey&apos;s son, </p>
+<p style="top:682.1pt;left:505.0pt;font-size:9.5pt">Sextus Pompey, escapes to Hispania to continue </p>
+<p style="top:694.1pt;left:505.0pt;font-size:9.5pt">the war.</p>
+<p style="top:709.9pt;left:505.0pt;font-size:9.5pt"><b>45 BC: </b>Battle of Munda. Caesar invades Hispania </p>
+<p style="top:721.9pt;left:505.0pt;font-size:9.5pt">by sea with 8 legions. He defeats Sextus (13 legions) </p>
+<p style="top:733.9pt;left:505.0pt;font-size:9.5pt">who is killed, ending the war.</p>
+<p style="top:749.6pt;left:505.0pt;font-size:9.5pt"><b>44 BC: </b>On the Ides of March, Caesar is </p>
+<p style="top:761.6pt;left:505.0pt;font-size:9.5pt">assassinated in a conspiracy arranged by Brutus </p>
+<p style="top:773.6pt;left:505.0pt;font-size:9.5pt">and Cassius. The assassins flee Rome; Antonius and </p>
+<p style="top:785.6pt;left:505.0pt;font-size:9.5pt">Octavian assume command. </p>
+<p style="top:801.4pt;left:505.0pt;font-size:9.5pt"><b>42 BC: </b>Battle of Phillipi. Octavian and Antonius </p>
+<p style="top:813.4pt;left:505.0pt;font-size:9.5pt">defeat Brutus and Cassius, who both commit </p>
+<p style="top:825.4pt;left:505.0pt;font-size:9.5pt">suicide. Eleven years later, the two victors fight for </p>
+<p style="top:837.4pt;left:505.0pt;font-size:9.5pt">supremacy, a struggle that Octavian wins at Actium </p>
+<p style="top:849.4pt;left:505.0pt;font-size:9.5pt">to become Augustus, the first Emperor of Imperial </p>
+<p style="top:861.1pt;left:505.0pt;font-size:9.8pt">Rome. </p>
+</div>
+<div id="page8" style="width:765.0pt;height:990.0pt;background-image:url('rules08.jpg')">
+<p style="top:56.3pt;left:278.8pt;font-size:24.6pt"><b><span style="color:#ffffff">JULIUS CAESAR</span></b></p>
+<p style="top:932.8pt;left:68.8pt;font-size:11.0pt"><b>Copyright &#xa9; 2010 Columbia Games </b></p>
+<p style="top:929.8pt;left:380.0pt;font-size:14.6pt"><b>8</b><b> </b></p>
+<p style="top:932.8pt;left:638.8pt;font-size:11.0pt"><b>Version 1.1</b></p>
+<p style="top:101.0pt;left:62.5pt;font-size:17.0pt"><b><span style="color:#9d0a0e">8.0 WINTER TURN</span></b></p>
+<p style="top:122.8pt;left:81.3pt;font-size:11.0pt">A Year ends when all five (5) cards </p>
+<p style="top:135.9pt;left:62.5pt;font-size:11.0pt">have been played. A Winter Turn now </p>
+<p style="top:149.0pt;left:62.5pt;font-size:11.0pt">occurs during which players determine if </p>
+<p style="top:162.1pt;left:62.5pt;font-size:11.0pt">either has won. Play the winter events in </p>
+<p style="top:175.3pt;left:62.5pt;font-size:11.0pt">the <b><i>exact</i></b> order given. </p>
+<p style="top:198.6pt;left:62.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">8.1 CLEOPATRA GOES HOME</span></b></p>
+<p style="top:212.8pt;left:81.3pt;font-size:11.0pt">Move Cleopatra to Alexandria. If </p>
+<p style="top:225.9pt;left:62.5pt;font-size:11.0pt">enemy-occupied, she joins that side </p>
+<p style="top:239.0pt;left:62.5pt;font-size:11.0pt">immediately at her current strength. </p>
+<p style="top:262.4pt;left:62.5pt;font-size:12.1pt"><b><span style="color:#9D0A0E">8.2 VICTORY</span></b></p>
+<p style="top:276.5pt;left:81.3pt;font-size:11.0pt">Determine if one player has won. </p>
+<p style="top:289.6pt;left:62.5pt;font-size:11.0pt">See: 1.2.</p>
+<p style="top:313.0pt;left:62.5pt;font-size:12.1pt"><b><span style="color:#9D0A0E">8.3 NAVIS TO PORT</span></b></p>
+<p style="top:327.1pt;left:81.3pt;font-size:11.0pt">Move all Navis to a <b><i>Friendly</i></b> port on </p>
+<p style="top:340.3pt;left:62.5pt;font-size:11.0pt">the <b><i>same</i></b> sea (Caesar first). Navis unable </p>
+<p style="top:353.4pt;left:62.5pt;font-size:11.0pt">to move to a Friendly port are <b><i>disbanded</i></b>, </p>
+<p style="top:366.5pt;left:62.5pt;font-size:11.0pt">but can be rebuilt in the upcoming Year. </p>
+<p style="top:389.9pt;left:62.5pt;font-size:12.1pt"><b><span style="color:#9d0a0e">8.4 WINTER SUPPLY</span></b></p>
+<p style="top:404.0pt;left:81.3pt;font-size:11.0pt">All cities can supply in winter a </p>
+<p style="top:417.1pt;left:62.5pt;font-size:11.0pt">maximum of three (3) blocks without </p>
+<p style="top:430.3pt;left:62.5pt;font-size:11.0pt">penalty. This limit is increased by the city </p>
+<p style="top:443.4pt;left:62.5pt;font-size:11.0pt">value if any. Hence, <i>Genua</i> can support 3 </p>
+<p style="top:456.5pt;left:62.5pt;font-size:11.0pt">blocks, <i>Massila</i> can support 3+1=4, and </p>
+<p style="top:469.6pt;left:62.5pt;font-size:11.0pt"><i>Rome</i> can support 3+2=5. </p>
+<p style="top:486.5pt;left:81.3pt;font-size:11.0pt"><b><i>Each </i></b>surplus block (owner choice) is </p>
+<p style="top:499.6pt;left:62.5pt;font-size:11.0pt"><b><i>disbanded</i></b> to the <b><i>Friendly</i></b> Levy Pool, but </p>
+<p style="top:512.8pt;left:62.5pt;font-size:11.0pt">can be rebuilt in the upcoming Year. </p>
+<p style="top:536.1pt;left:62.5pt;font-size:12.1pt"><b><span style="color:#9D0A0E">8.5 DISBANDING</span></b></p>
+<p style="top:550.3pt;left:81.3pt;font-size:11.0pt">Players cannot <b>merge</b> blocks on the </p>
+<p style="top:563.4pt;left:62.5pt;font-size:11.0pt">map. They may disband <b>any</b> block (except </p>
+<p style="top:576.5pt;left:62.5pt;font-size:11.0pt">Cleopatra) to their <i>Levy Pool. </i>Steps on </p>
+<p style="top:589.6pt;left:62.5pt;font-size:11.0pt">disbanded blocks are <b><i>forfeit</i></b>, but they can </p>
+<p style="top:602.8pt;left:62.5pt;font-size:11.0pt">be rebuilt in the upcoming Year.</p>
+<p style="top:626.1pt;left:62.5pt;font-size:12.1pt"><b><span style="color:#9D0A0E">8.6 YEAR RESET</span></b></p>
+<p style="top:640.3pt;left:81.3pt;font-size:11.0pt">All <b><i>face-up</i></b> blocks in Levy Pools <i>stand-</i></p>
+<p style="top:653.4pt;left:62.5pt;font-size:11.0pt"><i>up </i>and are available to be recruited in the </p>
+<p style="top:666.5pt;left:62.5pt;font-size:11.0pt">upcoming Year. </p>
+<p style="top:683.4pt;left:81.3pt;font-size:11.0pt">Shuffle all 27 cards and deal six (6) </p>
+<p style="top:696.5pt;left:62.5pt;font-size:11.0pt">cards to each player. Examine your cards </p>
+<p style="top:709.6pt;left:62.5pt;font-size:11.0pt">and discard one (1). The discard is not </p>
+<p style="top:722.8pt;left:62.5pt;font-size:11.0pt">revealed. </p>
+<p style="top:101.8pt;left:505.0pt;font-size:14.6pt"><b><span style="color:#9D0A0E">INDEX</span></b></p>
+<p style="top:120.9pt;left:517.5pt;font-size:11.0pt"><b>Amphibious Movement </b></p>
+<p style="top:120.9pt;left:665.0pt;font-size:11.0pt"><b>6.3</b></p>
+<p style="top:133.4pt;left:517.5pt;font-size:11.0pt"><b>Ballista </b></p>
+<p style="top:133.4pt;left:631.3pt;font-size:11.0pt"><b>3.25, 7.42</b></p>
+<p style="top:145.9pt;left:517.5pt;font-size:11.0pt"><b>Battles </b></p>
+<p style="top:145.9pt;left:642.5pt;font-size:11.0pt"><b>2.3, 7.0</b></p>
+<p style="top:158.4pt;left:517.5pt;font-size:11.0pt"> Disruption </p>
+<p style="top:158.4pt;left:661.3pt;font-size:11.0pt">7.31</p>
+<p style="top:170.9pt;left:517.5pt;font-size:11.0pt"> Hits </p>
+<p style="top:170.9pt;left:666.3pt;font-size:11.0pt">7.4</p>
+<p style="top:183.4pt;left:517.5pt;font-size:11.0pt"> Reserves </p>
+<p style="top:183.4pt;left:666.3pt;font-size:11.0pt">7.3</p>
+<p style="top:195.9pt;left:517.5pt;font-size:11.0pt"> Retreats </p>
+<p style="top:195.9pt;left:666.3pt;font-size:11.0pt">7.6</p>
+<p style="top:208.4pt;left:517.5pt;font-size:11.0pt"> Sequence </p>
+<p style="top:208.4pt;left:666.3pt;font-size:11.0pt">7.1</p>
+<p style="top:220.9pt;left:517.5pt;font-size:11.0pt"> Turns </p>
+<p style="top:220.9pt;left:666.3pt;font-size:11.0pt">7.2</p>
+<p style="top:233.4pt;left:517.5pt;font-size:11.0pt"><b>Cavalry </b></p>
+<p style="top:233.4pt;left:658.8pt;font-size:11.0pt"><b>3.24</b></p>
+<p style="top:245.9pt;left:517.5pt;font-size:11.0pt"><b>Cities </b></p>
+<p style="top:245.9pt;left:665.0pt;font-size:11.0pt"><b>4.2</b></p>
+<p style="top:258.4pt;left:517.5pt;font-size:11.0pt"> Control </p>
+<p style="top:258.4pt;left:661.3pt;font-size:11.0pt">4.21</p>
+<p style="top:270.9pt;left:517.5pt;font-size:11.0pt"> Victory </p>
+<p style="top:270.9pt;left:666.3pt;font-size:11.0pt">1.2</p>
+<p style="top:283.4pt;left:517.5pt;font-size:11.0pt"><b>Cleopatra </b></p>
+<p style="top:283.4pt;left:608.8pt;font-size:11.0pt"><b>3.27, 7.52, 8.1</b></p>
+<p style="top:295.9pt;left:517.5pt;font-size:11.0pt"><b>Combat Rating </b></p>
+<p style="top:295.9pt;left:658.8pt;font-size:11.0pt"><b>3.12</b></p>
+<p style="top:308.4pt;left:517.5pt;font-size:11.0pt"><b>Deployment </b></p>
+<p style="top:308.4pt;left:665.0pt;font-size:11.0pt"><b>5.0</b></p>
+<p style="top:320.9pt;left:517.5pt;font-size:11.0pt"> Historical </p>
+<p style="top:320.9pt;left:666.3pt;font-size:11.0pt">5.1</p>
+<p style="top:333.4pt;left:517.5pt;font-size:11.0pt"> Free Deployment </p>
+<p style="top:333.4pt;left:666.3pt;font-size:11.0pt">5.3</p>
+<p style="top:345.9pt;left:517.5pt;font-size:11.0pt"><b>Disbanding </b></p>
+<p style="top:345.9pt;left:661.3pt;font-size:11.0pt"><b> 8.5</b></p>
+<p style="top:358.4pt;left:517.5pt;font-size:11.0pt"><b>Disruption </b></p>
+<p style="top:358.4pt;left:658.8pt;font-size:11.0pt"><b>7.31</b></p>
+<p style="top:370.9pt;left:517.5pt;font-size:11.0pt"><b>Eliminations </b></p>
+<p style="top:370.9pt;left:665.0pt;font-size:11.0pt"><b>7.5</b></p>
+<p style="top:383.4pt;left:517.5pt;font-size:11.0pt"><b>Equitatus </b></p>
+<p style="top:383.4pt;left:658.8pt;font-size:11.0pt"><b>3.24</b></p>
+<p style="top:395.9pt;left:517.5pt;font-size:11.0pt"><b>Elephants </b></p>
+<p style="top:395.9pt;left:658.8pt;font-size:11.0pt"><b>7.41</b></p>
+<p style="top:408.4pt;left:517.5pt;font-size:11.0pt"><b>Friendly </b></p>
+<p style="top:408.4pt;left:658.8pt;font-size:11.0pt"><b>4.21</b></p>
+<p style="top:420.9pt;left:517.5pt;font-size:11.0pt"><b>Game Turns </b></p>
+<p style="top:420.9pt;left:665.0pt;font-size:11.0pt"><b>2.0</b></p>
+<p style="top:433.4pt;left:517.5pt;font-size:11.0pt"><b>Islands </b></p>
+<p style="top:433.4pt;left:658.8pt;font-size:11.0pt"><b>4.41</b></p>
+<p style="top:445.9pt;left:517.5pt;font-size:11.0pt"><b>Leaders </b></p>
+<p style="top:445.9pt;left:608.8pt;font-size:11.0pt"><b>1.2, 3.21, 7.51</b></p>
+<p style="top:458.4pt;left:517.5pt;font-size:11.0pt"><b>Levy </b></p>
+<p style="top:458.4pt;left:642.5pt;font-size:11.0pt"><b>2.3, 6.4</b></p>
+<p style="top:470.9pt;left:517.5pt;font-size:11.0pt"> Levy Pool </p>
+<p style="top:470.9pt;left:666.3pt;font-size:11.0pt">5.2</p>
+<p style="top:483.4pt;left:517.5pt;font-size:11.0pt"><b>Movement </b></p>
+<p style="top:483.4pt;left:665.0pt;font-size:11.0pt"><b>6.0</b></p>
+<p style="top:495.9pt;left:517.5pt;font-size:11.0pt"><b> </b>Group Move </p>
+<p style="top:495.9pt;left:666.3pt;font-size:11.0pt">6.1</p>
+<p style="top:508.4pt;left:517.5pt;font-size:11.0pt"><b> </b>Navis Move </p>
+<p style="top:508.4pt;left:666.3pt;font-size:11.0pt">6.2</p>
+<p style="top:520.9pt;left:517.5pt;font-size:11.0pt"><b> </b>Amphibious Move </p>
+<p style="top:520.9pt;left:666.3pt;font-size:11.0pt">6.3</p>
+<p style="top:533.4pt;left:517.5pt;font-size:11.0pt"><b>Navis </b></p>
+<p style="top:533.4pt;left:658.8pt;font-size:11.0pt"><b>3.26</b></p>
+<p style="top:545.9pt;left:517.5pt;font-size:11.0pt"><b> </b>Navis Move </p>
+<p style="top:545.9pt;left:666.3pt;font-size:11.0pt">6.2</p>
+<p style="top:558.4pt;left:517.5pt;font-size:11.0pt"><b> </b>Navis Battles </p>
+<p style="top:558.4pt;left:666.3pt;font-size:11.0pt">7.8</p>
+<p style="top:570.9pt;left:517.5pt;font-size:11.0pt"> Navis Wintering </p>
+<p style="top:570.9pt;left:666.3pt;font-size:11.0pt">8.3</p>
+<p style="top:583.4pt;left:517.5pt;font-size:11.0pt"><b>Pinning </b></p>
+<p style="top:583.4pt;left:658.8pt;font-size:11.0pt"><b>6.13</b></p>
+<p style="top:595.9pt;left:517.5pt;font-size:11.0pt"><b>Ports </b></p>
+<p style="top:595.9pt;left:636.3pt;font-size:11.0pt"><b>4.42, 6.3</b></p>
+<p style="top:608.4pt;left:517.5pt;font-size:11.0pt"><b>Regroups </b></p>
+<p style="top:608.4pt;left:665.0pt;font-size:11.0pt"><b>7.7</b></p>
+<p style="top:620.9pt;left:517.5pt;font-size:11.0pt"> Navis Regroups </p>
+<p style="top:620.9pt;left:661.3pt;font-size:11.0pt">7.83</p>
+<p style="top:633.4pt;left:517.5pt;font-size:11.0pt"><b>Reserves </b></p>
+<p style="top:633.4pt;left:665.0pt;font-size:11.0pt"><b>7.3</b></p>
+<p style="top:645.9pt;left:517.5pt;font-size:11.0pt"><b>Retreats </b></p>
+<p style="top:645.9pt;left:665.0pt;font-size:11.0pt"><b>7.6</b></p>
+<p style="top:658.4pt;left:517.5pt;font-size:11.0pt"> Attacker Retreats </p>
+<p style="top:658.4pt;left:661.3pt;font-size:11.0pt">7.62</p>
+<p style="top:670.9pt;left:517.5pt;font-size:11.0pt"> Defender Retreats </p>
+<p style="top:670.9pt;left:661.3pt;font-size:11.0pt">7.63</p>
+<p style="top:683.4pt;left:517.5pt;font-size:11.0pt"> Navis Retreats </p>
+<p style="top:683.4pt;left:661.3pt;font-size:11.0pt">7.82</p>
+<p style="top:695.9pt;left:517.5pt;font-size:11.0pt"> Retreat Limits </p>
+<p style="top:695.9pt;left:661.3pt;font-size:11.0pt">7.61</p>
+<p style="top:708.4pt;left:517.5pt;font-size:11.0pt"> Sea Retreats </p>
+<p style="top:708.4pt;left:661.3pt;font-size:11.0pt">7.64</p>
+<p style="top:720.9pt;left:517.5pt;font-size:11.0pt"><b>Roads </b></p>
+<p style="top:720.9pt;left:665.0pt;font-size:11.0pt"><b>4.3</b></p>
+<p style="top:733.4pt;left:517.5pt;font-size:11.0pt"> Major &amp; Minor Roads </p>
+<p style="top:733.4pt;left:661.3pt;font-size:11.0pt">4.31</p>
+<p style="top:745.9pt;left:517.5pt;font-size:11.0pt"><b>Sea Moves </b></p>
+<p style="top:745.9pt;left:665.0pt;font-size:11.0pt"><b>6.2</b></p>
+<p style="top:758.4pt;left:517.5pt;font-size:11.0pt"><b>Seas </b></p>
+<p style="top:758.4pt;left:665.0pt;font-size:11.0pt"><b>4.4</b></p>
+<p style="top:770.9pt;left:517.5pt;font-size:11.0pt"><b>Straits </b></p>
+<p style="top:770.9pt;left:658.8pt;font-size:11.0pt"><b>4.32</b></p>
+<p style="top:783.4pt;left:517.5pt;font-size:11.0pt"><b>Supply (Winter) </b></p>
+<p style="top:783.4pt;left:665.0pt;font-size:11.0pt"><b>8.4</b></p>
+<p style="top:795.9pt;left:517.5pt;font-size:11.0pt"><b>Victory </b></p>
+<p style="top:795.9pt;left:665.0pt;font-size:11.0pt"><b>1.2</b></p>
+<p style="top:808.4pt;left:517.5pt;font-size:11.0pt"><b>Winter </b></p>
+<p style="top:808.4pt;left:665.0pt;font-size:11.0pt"><b>8.0</b></p>
+<p style="top:101.0pt;left:282.5pt;font-size:17.0pt"><b><span style="color:#9D0A0E">GAME CREDITS</span></b></p>
+<p style="top:119.0pt;left:282.5pt;font-size:11.0pt"><b>Game Design:</b> </p>
+<p style="top:119.0pt;left:365.0pt;font-size:11.0pt"><i>Justin Thompson </i></p>
+<p style="top:132.1pt;left:282.5pt;font-size:11.0pt"> </p>
+<p style="top:132.1pt;left:365.0pt;font-size:11.0pt"><i>Grant Dalgliesh</i></p>
+<p style="top:152.8pt;left:282.5pt;font-size:11.0pt"><b>Developer:</b> </p>
+<p style="top:152.8pt;left:365.0pt;font-size:11.0pt"><i>Tom Dalgliesh</i></p>
+<p style="top:173.4pt;left:282.5pt;font-size:11.0pt"><b>Art/Graphics:</b> <i>Karim Chakroun </i></p>
+<p style="top:186.5pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:186.5pt;left:365.0pt;font-size:11.0pt"><i>Mark Churms</i></p>
+<p style="top:207.1pt;left:282.5pt;font-size:11.0pt"><b>Contributors:</b><i> </i></p>
+<p style="top:207.1pt;left:365.0pt;font-size:11.0pt"><i>Mark Adams </i></p>
+<p style="top:220.6pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:220.6pt;left:365.0pt;font-size:11.0pt"><i>Bill Alderman </i></p>
+<p style="top:233.8pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:233.8pt;left:365.0pt;font-size:11.0pt"><i>Clayton Baisch </i></p>
+<p style="top:246.9pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:246.9pt;left:365.0pt;font-size:11.0pt"><i>Kevin Duke </i></p>
+<p style="top:260.0pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:260.0pt;left:365.0pt;font-size:11.0pt"><i>Stan Hilinski </i></p>
+<p style="top:273.5pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:273.5pt;left:365.0pt;font-size:11.0pt"><i>Steve Koleszar </i></p>
+<p style="top:287.0pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:287.0pt;left:365.0pt;font-size:11.0pt"><i>Gerald Lientz </i></p>
+<p style="top:300.5pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:300.5pt;left:365.0pt;font-size:11.0pt"><i>Stuart Pierce </i></p>
+<p style="top:314.0pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:314.0pt;left:365.0pt;font-size:11.0pt"><i>Dave Platnick </i></p>
+<p style="top:327.5pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:327.5pt;left:365.0pt;font-size:11.0pt"><i>Bill Powers </i></p>
+<p style="top:341.0pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:341.0pt;left:365.0pt;font-size:11.0pt"><i>Bruce Reiff </i></p>
+<p style="top:354.5pt;left:282.5pt;font-size:11.0pt"><i> </i></p>
+<p style="top:354.5pt;left:365.0pt;font-size:11.0pt"><i>George Seary</i></p>
+<p style="top:799.3pt;left:345.0pt;font-size:11.0pt"><b>Columbia Games, Inc</b><b> </b></p>
+<p style="top:812.4pt;left:345.0pt;font-size:11.0pt"><b>POB 3457, Blaine</b><b> </b></p>
+<p style="top:825.5pt;left:345.0pt;font-size:11.0pt"><b>WA 98231 USA</b></p>
+<p style="top:838.6pt;left:345.0pt;font-size:11.0pt">360/366-2228 </p>
+<p style="top:851.8pt;left:345.0pt;font-size:11.0pt">800/636-3631 (toll free)</p>
+<p style="top:885.5pt;left:282.5pt;font-size:11.0pt">For game updates and discussion, see: </p>
+<p style="top:898.6pt;left:301.3pt;font-size:11.0pt"><b>www.columbiagames.com</b></p>
+</div>
+</body>
+</html>
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diff --git a/play.html b/play.html
new file mode 100644
index 0000000..9285f6e
--- /dev/null
+++ b/play.html
@@ -0,0 +1,319 @@
+<!DOCTYPE html>
+<html>
+<head>
+<meta name="viewport" content="width=device-width, height=device-height, initial-scale=1">
+<meta charset="UTF-8">
+<title>JULIUS CAESAR</title>
+<link rel="icon" href="Vexilloid_of_the_Roman_Empire.png">
+<link rel="stylesheet" href="/fonts/fonts.css">
+<link rel="stylesheet" href="/common/grid.css">
+<link rel="stylesheet" href="/common/battle_abc.css">
+<link rel="stylesheet" href="blocks_simple.css">
+<link rel="stylesheet" href="blocks_columbia.css">
+<script defer src="/socket.io/socket.io.min.js"></script>
+<script defer src="/common/client.js"></script>
+<script defer src="data.js"></script>
+<script defer src="ui.js"></script>
+<style>
+
+.grid_center { background-color: #461145; }
+.grid_role { background-color: wheat; }
+.grid_log { background-color: wheat; }
+.grid_top { background-color: tan; }
+.grid_top.your_turn { background-color: orange; }
+.grid_top.disconnected { background-color: red; }
+.role_info { background-color: tan; }
+.one .role_name { background-color: salmon; }
+.two .role_name { background-color: #eb5; }
+
+/* CARDS */
+
+.card_back { background-image: url('cards/card_back.webp'); }
+.card_apollo { background-image: url('cards/card_apollo.webp'); }
+.card_jupiter { background-image: url('cards/card_jupiter.webp'); }
+.card_mars { background-image: url('cards/card_mars.webp'); }
+.card_mercury { background-image: url('cards/card_mercury.webp'); }
+.card_neptune { background-image: url('cards/card_neptune.webp'); }
+.card_pluto { background-image: url('cards/card_pluto.webp'); }
+.card_vulcan { background-image: url('cards/card_vulcan.webp'); }
+.card_12 { background-image: url('cards/card_12.webp'); }
+.card_13 { background-image: url('cards/card_13.webp'); }
+.card_21 { background-image: url('cards/card_21.webp'); }
+.card_22 { background-image: url('cards/card_22.webp'); }
+.card_23 { background-image: url('cards/card_23.webp'); }
+.card_31 { background-image: url('cards/card_31.webp'); }
+.card_32 { background-image: url('cards/card_32.webp'); }
+.card_41 { background-image: url('cards/card_41.webp'); }
+
+.card {
+ background-color: white;
+ width: 225px;
+ height: 350px;
+ border-radius: 12px;
+}
+.card.enabled:hover {
+ transform: scale(1.1);
+}
+
+.small_card {
+ background-color: white;
+ width: 90px;
+ height: 140px;
+ border-radius: 6px;
+}
+
+.small_card.prior {
+ filter: grayscale(100%);
+}
+
+.role_info {
+ display: flex;
+ justify-content: center;
+}
+
+/* BATTLE BOARD */
+
+.battle { background-color: tan; }
+.battle .battle_message { background-color: wheat; }
+.battle .battle_header { background-color: brown; color: white; font-weight: bold; }
+.battle .battle_separator { background-color: brown; }
+
+.battle_line.enemy .battle_menu_list { min-height: 0; }
+.battle_reserves > td > div { height: 75px; padding: 5px; }
+.battle_a_cell > div { min-width: 90px; padding: 5px 5px; }
+.battle_b_cell > div { min-width: 270px; padding: 5px 5px; }
+.battle_c_cell > div { min-width: 270px; padding: 5px 5px; }
+.battle_d_cell > div { min-width: 90px; padding: 5px 5px; }
+
+/* MAP WITH BLOCKS AND SPACES */
+
+.map {
+ position: relative;
+ width: 2475px;
+ height: 1275px;
+ background-image: url("map.webp");
+ background-size: cover;
+ box-shadow: none;
+}
+
+#turn {
+ position: absolute;
+ width: 75px;
+ height: 75px;
+ left: 51px;
+ border-radius: 12px;
+ border: 3px solid white;
+ box-shadow: 0 0 12px white;
+}
+#turn.year_705 { top: 384px; }
+#turn.year_706 { top: 301px; }
+#turn.year_707 { top: 218px; }
+#turn.year_708 { top: 135px; }
+#turn.year_709 { top: 51px; }
+
+.space {
+ position: absolute;
+ opacity: 0;
+ z-index: 1;
+ border: 5px solid white;
+}
+.space.city {
+ width: 60px;
+ height: 60px;
+ border-radius: 60px;
+}
+.space.sea {
+ width: 70px;
+ height: 70px;
+ border-radius: 70px;
+}
+.space.highlight {
+ cursor: pointer;
+ opacity: 0.8;
+ z-index: 9;
+}
+
+.blocks.hide_blocks {
+ display: none;
+}
+
+.map .block { position: absolute; z-index: 2; }
+.map .block.highlight { z-index: 3; }
+.map .block.selected { z-index: 4; }
+.map .block:hover { z-index: 5; }
+
+.block.highlight { cursor: pointer; }
+
+.simple-labels .block{ width: 48px; height: 48px; border-radius: 6px; }
+
+.simple-labels .block.Caesar { background-color: #b22; border: 2px solid #822; }
+.simple-labels .block.Pompeius { background-color: #eb2; border: 2px solid #862; }
+.simple-labels .block.Cleopatra { background-color: #09b; border: 2px solid #067; }
+.simple-labels .block.highlight { border: 2px solid white; }
+.simple-labels .block.selected { border: 2px solid yellow; }
+.simple-labels .block.moved { filter: grayscale(70%); }
+
+.columbia-labels .block{ width: 56px; height: 56px; border-radius: 6px; }
+
+.columbia-labels .block.Caesar { background-color: #c22; border: 3px solid #822; }
+.columbia-labels .block.Pompeius { background-color: #c91; border: 3px solid #862; }
+.columbia-labels .block.Cleopatra { background-color: #09a; border: 3px solid #067; }
+.columbia-labels .block.highlight { border: 3px solid white; }
+.columbia-labels .block.selected { border: 3px solid yellow; }
+.columbia-labels .block.moved { filter: grayscale(70%); }
+
+.columbia-labels .block.r0 { transform: rotate(0deg); }
+.columbia-labels .block.r1 { transform: rotate(-90deg); }
+.columbia-labels .block.r2 { transform: rotate(-180deg); }
+.columbia-labels .block.r3 { transform: rotate(-270deg); }
+
+.block { box-shadow: 0px 0px 4px 0px black; }
+
+.block {
+ transition-property: top, left, transform, filter;
+ transition-duration: 700ms, 700ms, 300ms, 300ms;
+ transition-timing-function: ease;
+}
+
+</style>
+</head>
+<body>
+
+<div class="status" id="status"></div>
+
+<div class="chat_window">
+<div class="chat_header">Chat</div>
+<div class="chat_text"></div>
+<form class="chat_form" action=""><input id="chat_input" autocomplete="off"></form>
+</div>
+
+<table class="battle">
+<tr>
+<th class="battle_header" colspan=4></th>
+<tr class="battle_reserves enemy">
+<td colspan=4><div id="ER"></div></td>
+<tr class="battle_line enemy">
+<td class="battle_a_cell"><div id="EA"></div></td>
+<td class="battle_b_cell"><div id="EB"></div></td>
+<td class="battle_c_cell"><div id="EC"></div></td>
+<td class="battle_d_cell"><div id="ED"></div></td>
+<tr class="battle_separator">
+<td colspan=4>
+<tr class="battle_line friendly">
+<td class="battle_a_cell"><div id="FA"></div></td>
+<td class="battle_b_cell"><div id="FB"></div></td>
+<td class="battle_c_cell"><div id="FC"></div></td>
+<td class="battle_d_cell"><div id="FD"></div></td>
+<tr class="battle_reserves friendly">
+<td colspan=4><div id="FR"></div></td>
+<tr>
+<th class="battle_message" colspan=4></th>
+</table>
+
+<div class="grid_window">
+
+ <div class="grid_top">
+
+ <div class="menu">
+ <div class="menu_title"><img src="/images/cog.svg"></div>
+ <div class="menu_popup">
+ <div class="menu_item" onclick="toggle_fullscreen()">Fullscreen</div>
+ <div class="menu_separator"></div>
+ <div class="menu_item" onclick="set_columbia_labels()">Columbia labels</div>
+ <div class="menu_item" onclick="set_simple_labels()">Simple labels</div>
+ <div class="menu_item" onclick="set_spread_layout()">Spread blocks</div>
+ <div class="menu_item" onclick="set_stack_layout()">Stack blocks</div>
+ <div class="menu_separator"></div>
+ <div class="menu_item" onclick="window.open('info/notes.html', '_blank')">Notes</div>
+ <div class="menu_item" onclick="window.open('info/rules.html', '_blank')">Rules</div>
+ <div class="menu_item" onclick="window.open('info/cards.html', '_blank')">Cards</div>
+ <div class="menu_item" onclick="window.open('info/blocks.html', '_blank')">Blocks</div>
+ <div class="menu_separator"></div>
+ <div class="menu_item" onclick="confirm_resign()">Resign</div>
+ <div class="menu_separator"></div>
+ <div class="menu_item" onclick="send_save()">&#x1F41E; Save</div>
+ <div class="menu_item" onclick="send_restore()">&#x1F41E; Restore</div>
+ <div class="menu_separator"></div>
+ <div class="menu_item" onclick="send_restart('Historical')">&#x26a0; Restart</div>
+ </div>
+ </div>
+
+ <div class="image_button" onclick="toggle_blocks()"><img src="/images/earth-africa-europe.svg"></div>
+ <div class="image_button" onclick="toggle_log()"><img src="/images/scroll-quill.svg"></div>
+ <div class="image_button chat_button" onclick="toggle_chat()"><img src="/images/chat-bubble.svg"></div>
+
+ <div id="prompt" class="prompt">Connecting...</div>
+
+ <button id="surprise_button" onclick="select_surprise()" class="hide">Surprise!</button>
+ <button id="pass_button" onclick="select_pass()" class="hide">Pass</button>
+ <button id="undo_button" onclick="select_undo()" class="hide">Undo</button>
+
+ </div>
+
+ <div class="grid_role">
+
+ <div class="role one">
+ <div class="role_vp" id="caesar_vp">1 VP</div>
+ <div class="role_name">Caesar (<span class="role_user">$USER</span>)</div>
+ <div class="role_info"><div class="small_card card_back" id="caesar_card"></div></div>
+ </div>
+
+ <div class="role two">
+ <div class="role_vp" id="pompeius_vp">7 VP</div>
+ <div class="role_name">Pompeius (<span class="role_user">$USER</span>)</div>
+ <div class="role_info"><div class="small_card card_back" id="pompeius_card"></div></div>
+ </div>
+
+ </div>
+
+ <div class="grid_log">
+ <div class="log" id="log"></div>
+ </div>
+
+ <div class="grid_center">
+
+ <div id="map" class="map">
+ <div id="blocks" class="blocks">
+ <div id="secret_blocks"></div>
+ <div id="known_blocks"></div>
+ </div>
+ <div id="spaces"></div>
+ <div id="turn" class="year_705"></div>
+ </div>
+
+ <div class="hand">
+
+<div id="card+1" class="card card_apollo" onclick="select_card(1)"></div>
+<div id="card+2" class="card card_jupiter" onclick="select_card(2)"></div>
+<div id="card+3" class="card card_mars" onclick="select_card(3)"></div>
+<div id="card+4" class="card card_mercury" onclick="select_card(4)"></div>
+<div id="card+5" class="card card_neptune" onclick="select_card(5)"></div>
+<div id="card+6" class="card card_pluto" onclick="select_card(6)"></div>
+<div id="card+7" class="card card_vulcan" onclick="select_card(7)"></div>
+<div id="card+8" class="card card_41" onclick="select_card(8)"></div>
+<div id="card+9" class="card card_32" onclick="select_card(9)"></div>
+<div id="card+10" class="card card_32" onclick="select_card(10)"></div>
+<div id="card+11" class="card card_31" onclick="select_card(11)"></div>
+<div id="card+12" class="card card_31" onclick="select_card(12)"></div>
+<div id="card+13" class="card card_31" onclick="select_card(13)"></div>
+<div id="card+14" class="card card_23" onclick="select_card(14)"></div>
+<div id="card+15" class="card card_23" onclick="select_card(15)"></div>
+<div id="card+16" class="card card_23" onclick="select_card(16)"></div>
+<div id="card+17" class="card card_23" onclick="select_card(17)"></div>
+<div id="card+18" class="card card_22" onclick="select_card(18)"></div>
+<div id="card+19" class="card card_22" onclick="select_card(19)"></div>
+<div id="card+20" class="card card_22" onclick="select_card(20)"></div>
+<div id="card+21" class="card card_22" onclick="select_card(21)"></div>
+<div id="card+22" class="card card_21" onclick="select_card(22)"></div>
+<div id="card+23" class="card card_21" onclick="select_card(23)"></div>
+<div id="card+24" class="card card_21" onclick="select_card(24)"></div>
+<div id="card+25" class="card card_13" onclick="select_card(25)"></div>
+<div id="card+26" class="card card_12" onclick="select_card(26)"></div>
+<div id="card+27" class="card card_12" onclick="select_card(27)"></div>
+
+ </div>
+
+ </div>
+
+</div>
+</body>
diff --git a/rules.js b/rules.js
new file mode 100644
index 0000000..fe18901
--- /dev/null
+++ b/rules.js
@@ -0,0 +1,2420 @@
+"use strict";
+
+exports.scenarios = [
+ "Historical",
+ // TODO: Free Deployment
+ // TODO: Avalon Digital scenarios?
+];
+
+const { CARDS, SPACES, EDGES, BLOCKS } = require('./data');
+
+const APOLLO = 1;
+
+const CAESAR = "Caesar";
+const POMPEIUS = "Pompeius";
+const CLEOPATRA = "Cleopatra";
+const OCTAVIAN = "Octavian";
+const BRUTUS = "Brutus";
+const ANTONIUS = "Antonius";
+const SCIPIO = "Scipio";
+
+const ALEXANDRIA = "Alexandria";
+const ROMA = "Roma";
+const DEAD = "Dead";
+const LEVY = "Levy";
+
+// serif cirled numbers
+const DIE_HIT = [ 0, '\u2776', '\u2777', '\u2778', '\u2779', '\u277A', '\u277B' ];
+const DIE_MISS = [ 0, '\u2460', '\u2461', '\u2462', '\u2463', '\u2464', '\u2465' ];
+
+const ATTACK_MARK = " *";
+const RESERVE_MARK = "";
+
+let game = null;
+
+function log(...args) {
+ let s = Array.from(args).join("");
+ game.log.push(s);
+}
+
+function logp(...args) {
+ let s = Array.from(args).join("");
+ game.log.push(game.active + " " + s);
+}
+
+function log_move_start(from, to, mark = false) {
+ if (mark)
+ game.turn_buf = [ from, to + mark ];
+ else
+ game.turn_buf = [ from, to ];
+}
+
+function log_move_continue(to, mark = false) {
+ if (mark)
+ game.turn_buf.push(to + mark);
+ else
+ game.turn_buf.push(to);
+}
+
+function log_move_end() {
+ if (game.turn_buf) {
+ game.turn_log.push(game.turn_buf);
+ delete game.turn_buf;
+ }
+}
+
+function log_levy(where) {
+ game.turn_log.push([where]);
+}
+
+function print_turn_log(verb) {
+ function print_move(last) {
+ return "\n" + n + " " + last.join(" \u2192 ");
+ }
+ let text = game.active + " " + verb + ":";
+ game.turn_log.sort();
+ let last = game.turn_log[0];
+ let n = 0;
+ for (let entry of game.turn_log) {
+ if (entry.toString() != last.toString()) {
+ text += print_move(last);
+ n = 0;
+ }
+ ++n;
+ last = entry;
+ }
+ if (n > 0)
+ text += print_move(last);
+ else
+ text += "\nnothing.";
+ log(text);
+ delete game.turn_log;
+}
+
+function is_active_player(current) {
+ return (current == game.active) || (game.active == "All" && (current == CAESAR || current == POMPEIUS));
+}
+
+function is_inactive_player(current) {
+ return current == "Observer" || (game.active != current && game.active != "All");
+}
+
+function remove_from_array(array, item) {
+ let i = array.indexOf(item);
+ if (i >= 0)
+ array.splice(i, 1);
+}
+
+function clear_undo() {
+ if (game.undo)
+ game.undo.length = 0;
+ else
+ game.undo = [];
+}
+
+function push_undo() {
+ game.undo.push(JSON.stringify(game, (k,v) => {
+ if (k === 'undo') return undefined;
+ if (k === 'log') return v.length;
+ return v;
+ }));
+}
+
+function pop_undo() {
+ let undo = game.undo;
+ let log = game.log;
+ Object.assign(game, JSON.parse(undo.pop()));
+ game.undo = undo;
+ log.length = game.log;
+ game.log = log;
+}
+
+function gen_action_undo(view) {
+ if (!view.actions)
+ view.actions = {}
+ if (game.undo && game.undo.length > 0)
+ view.actions.undo = 1;
+ else
+ view.actions.undo = 0;
+}
+
+function gen_action_pass(view, text) {
+ if (!view.actions)
+ view.actions = {}
+ view.actions['pass'] = text;
+}
+
+function gen_action(view, action, argument) {
+ if (!view.actions)
+ view.actions = {}
+ if (argument != undefined) {
+ if (!(action in view.actions))
+ view.actions[action] = [ argument ];
+ else
+ view.actions[action].push(argument);
+ } else {
+ view.actions[action] = 1;
+ }
+}
+
+function edge_id(A, B) {
+ if (A > B)
+ return B + "/" + A;
+ return A + "/" + B;
+}
+
+function roll_d6() {
+ return Math.floor(Math.random() * 6) + 1;
+}
+
+function reset_deck() {
+ let deck = [];
+ for (let c = 1; c <= 27; ++c)
+ deck.push(c);
+ return deck;
+}
+
+function deal_cards(deck, n) {
+ let hand = [];
+ for (let i = 0; i < n; ++i) {
+ let c = Math.floor(Math.random() * deck.length);
+ hand.push(deck[c]);
+ deck.splice(c, 1);
+ }
+ return hand;
+}
+
+function reset_road_limits() {
+ game.sea_moved = {};
+ game.sea_retreated = false;
+ game.limits = {};
+}
+
+function road_limit(e) {
+ return game.limits[e]|0;
+}
+
+function move_to(who, from, to) {
+ let e = edge_id(from, to);
+ game.location[who] = to;
+ game.last_from = from;
+ game.limits[e] = road_limit(e) + 1;
+ if (is_contested_space(to))
+ game.last_used[e] = game.active;
+}
+
+function block_owner(who) {
+ if (who in game.owner)
+ return game.owner[who];
+ return BLOCKS[who].owner;
+}
+
+function block_name(who) {
+ return BLOCKS[who].name;
+}
+
+function block_type(who) {
+ return BLOCKS[who].type;
+}
+
+function block_initiative(who) {
+ if (block_type(who) == 'ballista')
+ return is_defender(who) ? 'B' : 'D';
+ return BLOCKS[who].initiative;
+}
+
+function block_fire_power(who) {
+ return BLOCKS[who].firepower;
+}
+
+function block_strength(who) {
+ if (block_type(who) == 'elephant')
+ return game.steps[who] * 2;
+ return game.steps[who];
+}
+
+function is_dead(b) {
+ return game.location[b] == DEAD;
+}
+
+function eliminate_block(who) {
+ if (who == CLEOPATRA) {
+ let new_owner = enemy(game.owner[who]);
+ game.flash = "Cleopatra is captured.";
+ log("Cleopatra joins " + new_owner + "!");
+ game.owner[who] = new_owner;
+ } else {
+ game.flash = block_name(who) + " is eliminated.";
+ log(block_name(who), " is eliminated.");
+ game.location[who] = DEAD;
+ game.steps[who] = BLOCKS[who].steps;
+ }
+}
+
+function disband_block(who) {
+ game.owner[who] = BLOCKS[who].owner;
+ game.location[who] = LEVY;
+ game.steps[who] = BLOCKS[who].steps;
+}
+
+function reduce_block(who) {
+ if (game.steps[who] == 1) {
+ eliminate_block(who);
+ } else {
+ game.steps[who]--;
+ }
+}
+
+/* Game state queries */
+
+function enemy(p) {
+ return p == CAESAR ? POMPEIUS : CAESAR;
+}
+
+function enemy_player() {
+ return enemy(game.active);
+}
+
+function count_friendly(where) {
+ let count = 0;
+ let p = game.active;
+ for (let b in BLOCKS) {
+ if (game.location[b] == where && block_owner(b) == p)
+ ++count;
+ }
+ return count;
+}
+
+function count_enemy(where) {
+ let count = 0;
+ let p = enemy_player();
+ for (let b in BLOCKS) {
+ if (game.location[b] == where && block_owner(b) == p)
+ ++count;
+ }
+ return count;
+}
+
+function count_pinning(where) {
+ let count = 0;
+ if (game.active == game.p2) {
+ let p = enemy_player();
+ for (let b in BLOCKS) {
+ if (game.location[b] == where && block_owner(b) == p)
+ if (!game.reserves.includes(b))
+ ++count;
+ }
+ }
+ return count;
+}
+
+function count_pinned(where) {
+ let count = 0;
+ for (let b in BLOCKS) {
+ if (game.location[b] == where && block_owner(b) == game.active)
+ if (!game.reserves.includes(b))
+ ++count;
+ }
+ return count;
+}
+
+function is_pinned(who) {
+ if (game.active == game.p2) {
+ let where = game.location[who];
+ if (count_pinned(where) <= count_pinning(where))
+ return true;
+ }
+ return false;
+}
+
+function is_city(where) {
+ let t = SPACES[where].type;
+ return t == 'city' || t == 'major-port' || t == 'port';
+}
+
+function is_sea(where) {
+ return SPACES[where].type == 'sea';
+}
+
+function is_map_space(where) {
+ return is_city(where) || is_sea(where);
+}
+
+function is_navis(b) {
+ return BLOCKS[b].type == 'navis';
+}
+
+function is_friendly_space(where) { return count_friendly(where) > 0 && count_enemy(where) == 0; }
+function is_enemy_space(where) { return count_friendly(where) == 0 && count_enemy(where) > 0; }
+function is_vacant_space(where) { return count_friendly(where) == 0 && count_enemy(where) == 0; }
+function is_contested_space(where) { return count_friendly(where) > 0 && count_enemy(where) > 0; }
+
+function is_friendly_city(where) { return is_city(where) && is_friendly_space(where); }
+function is_enemy_city(where) { return is_city(where) && is_enemy_space(where); }
+function is_contested_city(where) { return is_city(where) && is_contested_space(where); }
+
+function is_friendly_sea(where) { return is_sea(where) && is_friendly_space(where); }
+function is_vacant_sea(where) { return is_sea(where) && is_vacant_space(where); }
+function is_contested_sea(where) { return is_sea(where) && is_contested_space(where); }
+
+function have_contested_spaces() {
+ for (let where in SPACES)
+ if (is_map_space(where) && is_contested_space(where))
+ return true;
+ return false;
+}
+
+function supply_limit(where) {
+ if (SPACES[where].type == 'sea')
+ return 0;
+ return 3 + SPACES[where].value;
+}
+
+function is_over_supply_limit(where) {
+ let count = 0;
+ for (let b in BLOCKS) {
+ if (game.location[b] == where)
+ ++count;
+ }
+ return count > supply_limit(where);
+}
+
+function count_vp() {
+ let old_active = game.active;
+ game.active = CAESAR;
+ game.c_vp = 0;
+ game.p_vp = 0;
+ game.active = CAESAR;
+ for (let s in SPACES) {
+ if (is_friendly_city(s))
+ game.c_vp += SPACES[s].value;
+ if (is_enemy_city(s))
+ game.p_vp += SPACES[s].value;
+ }
+ if (is_dead(POMPEIUS)) game.c_vp += 1;
+ if (is_dead(SCIPIO)) game.c_vp += 1;
+ if (is_dead(BRUTUS)) game.c_vp += 1;
+ if (is_dead(CAESAR)) game.p_vp += 1;
+ if (is_dead(ANTONIUS)) game.p_vp += 1;
+ if (is_dead(OCTAVIAN)) game.p_vp += 1;
+ game.active = old_active;
+}
+
+/* Game ability queries */
+
+function can_amphibious_move_to(b, from, to) {
+ let e = edge_id(from, to);
+ if (EDGES[e] == 'sea') {
+ if (is_city(to)) {
+ if (is_friendly_space(to) || is_vacant_space(to)) {
+ return true;
+ }
+ } else {
+ if (is_friendly_space(to)) {
+ return true;
+ }
+ }
+ }
+}
+
+function can_amphibious_move(b) {
+ if (block_owner(b) == game.active && !game.moved[b]) {
+ if (BLOCKS[b].type == 'navis')
+ return false;
+ if (is_pinned(b))
+ return false;
+ let from = game.location[b];
+ for (let to of SPACES[from].exits)
+ if (can_amphibious_move_to(b, from, to))
+ return true;
+ }
+ return false;
+}
+
+function can_regroup_to(b, from, to) {
+ if (is_vacant_space(to) || is_friendly_space(to)) {
+ let e = edge_id(from, to);
+ let b_type = BLOCKS[b].type;
+ let e_type = EDGES[e];
+ if (b_type == 'navis')
+ return e_type == 'sea';
+ if (e_type == 'major')
+ return road_limit(e) < 4;
+ if (e_type == 'minor')
+ return road_limit(e) < 2;
+ if (e_type == 'strait')
+ return road_limit(e) < 2;
+ }
+ return false;
+}
+
+function can_block_use_road(b, from, to) {
+ let e = edge_id(from, to);
+ let b_type = BLOCKS[b].type;
+ let e_type = EDGES[e];
+
+ if (b_type == 'navis') {
+ if (game.mars == game.active)
+ return false;
+ if (game.mercury == game.active)
+ return false;
+ if (game.pluto == game.active)
+ return false;
+ return e_type == 'sea';
+ } else {
+ if (game.neptune == game.active)
+ return false;
+ }
+
+ if (game.pluto == game.active) {
+ if (is_enemy_space(to) || is_contested_space(to)) {
+ if (e_type == 'major')
+ return road_limit(e) < 6;
+ if (e_type == 'minor')
+ return road_limit(e) < 3;
+ if (e_type == 'strait')
+ return road_limit(e) < 2;
+ }
+ }
+
+ if (e_type == 'major')
+ return road_limit(e) < 4;
+ if (e_type == 'minor')
+ return road_limit(e) < 2;
+ if (e_type == 'strait') {
+ if (is_enemy_space(to) || is_contested_space(to))
+ return road_limit(e) < 1;
+ else
+ return road_limit(e) < 2;
+ }
+ return false;
+}
+
+function can_block_use_road_to_retreat(b, from, to) {
+ let e = edge_id(from, to);
+ let b_type = BLOCKS[b].type;
+ let e_type = EDGES[e];
+ if (b_type == 'navis')
+ return e_type == 'sea';
+ if (e_type == 'major')
+ return road_limit(e) < 4;
+ if (e_type == 'minor')
+ return road_limit(e) < 2;
+ if (e_type == 'strait')
+ return road_limit(e) < 1;
+ return false;
+}
+
+function can_block_move_to(b, to) {
+ let from = game.location[b];
+ if (can_block_use_road(b, from, to)) {
+ if (count_pinning(from) > 0) {
+ let e = edge_id(from, to);
+ if (game.last_used[e] == enemy_player())
+ return false;
+ }
+ return true;
+ }
+ return false;
+}
+
+function can_block_continue_to(b, to) {
+ let from = game.location[b];
+ if (is_friendly_space(to) || is_vacant_space(to))
+ if (can_block_use_road(b, from, to))
+ return true;
+ return false;
+}
+
+function can_block_move(b) {
+ if (block_owner(b) == game.active && !game.moved[b]) {
+ let from = game.location[b];
+ if (is_pinned(b))
+ return false;
+ if (game.sea_moved[from] && count_friendly(from) <= 1)
+ return false;
+ for (let to of SPACES[from].exits) {
+ if (can_block_move_to(b, to)) {
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+function can_block_continue(b, last_from) {
+ let here = game.location[b];
+ if (is_enemy_space(here) || is_contested_space(here))
+ return false;
+ for (let to of SPACES[here].exits) {
+ if (to != last_from && can_block_continue_to(b, to))
+ return true;
+ }
+ return false;
+}
+
+function can_sea_retreat(who, from, to) {
+ if (game.sea_retreated)
+ return false;
+ if (BLOCKS[who].type == 'navis')
+ return false;
+ if (is_friendly_sea(to)) {
+ for (let next of SPACES[to].exits)
+ if (is_friendly_city(next))
+ return true;
+ }
+ return false;
+}
+
+function can_attacker_retreat_to(who, from, to) {
+ let e = edge_id(from, to);
+ if (can_sea_retreat(who, from, to))
+ return true;
+ if (is_vacant_space(to))
+ if (can_block_use_road_to_retreat(who, from, to))
+ if (game.last_used[e] == game.active)
+ return true;
+ if (is_friendly_space(to))
+ if (can_block_use_road_to_retreat(who, from, to))
+ return true;
+ return false;
+}
+
+function can_defender_retreat_to(who, from, to) {
+ let e = edge_id(from, to);
+ if (BLOCKS[who].type == 'navis') {
+ // Navis can only retreat to vacant seas, not ports!
+ if (is_vacant_sea(to)) {
+ if (can_block_use_road_to_retreat(who, from, to))
+ if (game.last_used[e] != enemy_player())
+ return true;
+ }
+ // Navis can retreat to any friendly sea or port, even ones used by the attacker!
+ if (is_friendly_space(to)) {
+ if (can_block_use_road_to_retreat(who, from, to))
+ return true;
+ }
+
+ } else {
+ if (can_sea_retreat(who, from, to))
+ return true;
+ if (is_vacant_space(to) || is_friendly_space(to)) {
+ if (can_block_use_road_to_retreat(who, from, to))
+ if (game.last_used[e] != enemy_player())
+ return true;
+ }
+ }
+ return false;
+}
+
+function can_attacker_retreat(who) {
+ let from = game.location[who];
+ for (let to of SPACES[from].exits)
+ if (can_attacker_retreat_to(who, from, to))
+ return true;
+}
+
+function can_defender_retreat(who) {
+ let from = game.location[who];
+ for (let to of SPACES[from].exits)
+ if (can_defender_retreat_to(who, from, to))
+ return true;
+}
+
+function can_regroup(who) {
+ let from = game.location[who];
+ for (let to of SPACES[from].exits)
+ if (can_regroup_to(who, from, to))
+ return true;
+ return false;
+}
+
+function can_navis_move_to_port(who) {
+ let from = game.location[who];
+ for (let to of SPACES[from].exits) {
+ if (is_friendly_city(to))
+ return true;
+ }
+ return false;
+}
+
+function can_levy_to(b, to) {
+ if (is_friendly_city(to)) {
+ if (BLOCKS[b].levy)
+ return BLOCKS[b].levy == to;
+ if (BLOCKS[b].type == 'navis')
+ return SPACES[to].type == 'major-port';
+ if (b == OCTAVIAN)
+ return is_dead(CAESAR) || is_dead(ANTONIUS);
+ if (b == BRUTUS)
+ return is_dead(POMPEIUS) || is_dead(SCIPIO);
+ return true;
+ }
+ return false;
+}
+
+function can_levy(b) {
+ let location = game.location[b];
+ if (block_owner(b) != game.active)
+ return false;
+ if (location == LEVY) {
+ for (let to in SPACES)
+ if (can_levy_to(b, to))
+ return true;
+ return false;
+ }
+ if (game.steps[b] == BLOCKS[b].steps)
+ return false;
+ return is_friendly_city(game.location[b]);
+}
+
+// == --- == --- == --- == --- == --- == //
+
+let states = {};
+let events = {};
+
+function start_year() {
+ log("");
+ log("Start Year ", game.year, ".");
+ game.turn = 1;
+ let deck = reset_deck();
+ game.c_hand = deal_cards(deck, 6);
+ game.p_hand = deal_cards(deck, 6);
+ game.prior_c_card = 0;
+ game.prior_p_card = 0;
+ game.c_card = 0;
+ game.p_card = 0;
+ game.c_discard = 0;
+ game.p_discard = 0;
+ game.active = "All";
+ game.state = 'discard_and_play_card';
+ game.show_cards = false;
+}
+
+function resume_discard_and_play_card() {
+ if (game.c_card && game.p_card)
+ start_first_turn();
+ else if (game.c_card)
+ game.active = POMPEIUS;
+ else if (game.p_card)
+ game.active = CAESAR;
+ else
+ game.active = "All";
+}
+
+states.discard_and_play_card = {
+ prompt: function (view, current) {
+ if (current == "Observer")
+ return view.prompt = "Waiting for players to discard one card and play one card.";
+ if (current == CAESAR) {
+ if (!game.c_discard) {
+ view.prompt = "Discard a card.";
+ for (let c of game.c_hand)
+ gen_action(view, 'card', c);
+ } else if (!game.c_card) {
+ view.prompt = "Play a card.";
+ for (let c of game.c_hand)
+ if (c != APOLLO)
+ gen_action(view, 'card', c);
+ gen_action(view, 'undo');
+ } else {
+ view.prompt = "Waiting for Pompeius...";
+ gen_action(view, 'undo');
+ }
+ }
+ else if (current == POMPEIUS) {
+ if (!game.p_discard) {
+ view.prompt = "Discard a card.";
+ for (let c of game.p_hand)
+ gen_action(view, 'card', c);
+ } else if (!game.p_card) {
+ view.prompt = "Play a card.";
+ for (let c of game.p_hand)
+ if (c != APOLLO)
+ gen_action(view, 'card', c);
+ gen_action(view, 'undo');
+ } else {
+ view.prompt = "Waiting for Caesar...";
+ gen_action(view, 'undo');
+ }
+ }
+ },
+ card: function (c, current) {
+ if (current == CAESAR) {
+ if (!game.c_discard)
+ game.c_discard = c;
+ else
+ game.c_card = c;
+ remove_from_array(game.c_hand, c);
+ }
+ if (current == POMPEIUS) {
+ if (!game.p_discard)
+ game.p_discard = c;
+ else
+ game.p_card = c;
+ remove_from_array(game.p_hand, c);
+ }
+ resume_discard_and_play_card();
+ },
+ undo: function (_, current) {
+ if (current == CAESAR) {
+ if (game.c_discard) {
+ game.c_hand.push(game.c_discard);
+ game.c_discard = 0;
+ }
+ if (game.c_card) {
+ game.c_hand.push(game.c_card);
+ game.c_card = 0;
+ }
+ }
+ if (current == POMPEIUS) {
+ if (game.p_discard) {
+ game.p_hand.push(game.p_discard);
+ game.p_discard = 0;
+ }
+ if (game.p_card) {
+ game.p_hand.push(game.p_card);
+ game.p_card = 0;
+ }
+ }
+ resume_discard_and_play_card();
+ }
+}
+
+function start_first_turn() {
+ game.last_used = {};
+ game.attacker = {};
+ game.main_road = {};
+ game.moved = {};
+ game.reserves = [];
+ log("");
+ log("Start Turn ", game.turn, " of Year ", game.year, ".");
+ reveal_cards();
+}
+
+function start_turn() {
+ game.last_used = {};
+ game.attacker = {};
+ game.main_road = {};
+ game.moved = {};
+ game.reserves = [];
+ game.c_card = 0;
+ game.p_card = 0;
+ game.active = "All";
+ game.state = 'play_card';
+ game.show_cards = false;
+ log("");
+ log("Start Turn ", game.turn, " of Year ", game.year, ".");
+}
+
+function resume_play_card() {
+ if (game.c_card && game.p_card)
+ reveal_cards();
+ else if (game.c_card)
+ game.active = POMPEIUS;
+ else if (game.p_card)
+ game.active = CAESAR;
+ else
+ game.active = "All";
+}
+
+states.play_card = {
+ prompt: function (view, current) {
+ if (current == "Observer")
+ return view.prompt = "Waiting for players to play a card.";
+ if (current == CAESAR) {
+ view.prior_p_card = game.prior_p_card;
+ if (game.c_card) {
+ view.prompt = "Waiting for Pompeius to play a card.";
+ gen_action(view, 'undo');
+ } else {
+ view.prompt = "Play a card.";
+ for (let c of game.c_hand)
+ gen_action(view, 'card', c);
+ }
+ }
+ if (current == POMPEIUS) {
+ view.prior_c_card = game.prior_c_card;
+ if (game.p_card) {
+ view.prompt = "Waiting for Caesar to play a card.";
+ gen_action(view, 'undo');
+ } else {
+ view.prompt = "Play a card.";
+ for (let c of game.p_hand)
+ gen_action(view, 'card', c);
+ }
+ }
+ },
+ card: function (card, current) {
+ if (current == CAESAR) {
+ remove_from_array(game.c_hand, card);
+ game.c_card = card;
+ }
+ if (current == POMPEIUS) {
+ remove_from_array(game.p_hand, card);
+ game.p_card = card;
+ }
+ resume_play_card();
+ },
+ undo: function (_, current) {
+ if (current == CAESAR) {
+ if (game.c_card) {
+ game.c_hand.push(game.c_card);
+ game.c_card = 0;
+ }
+ }
+ if (current == POMPEIUS) {
+ if (game.p_card) {
+ game.p_hand.push(game.p_card);
+ game.p_card = 0;
+ }
+ }
+ resume_play_card();
+ }
+}
+
+function reveal_cards() {
+ delete game.mars;
+ delete game.mercury;
+ delete game.neptune;
+ delete game.pluto;
+
+ log("Caesar plays ", CARDS[game.c_card].name, ".");
+ log("Pompeius plays ", CARDS[game.p_card].name, ".");
+
+ if (CARDS[game.c_card].event && CARDS[game.p_card].event) {
+ log("Events cancel each other.");
+ game.prior_c_card = game.c_card;
+ game.prior_p_card = game.p_card;
+ end_turn();
+ return;
+ }
+
+ if (game.c_card == APOLLO)
+ game.c_card = game.prior_p_card;
+ if (game.p_card == APOLLO)
+ game.p_card = game.prior_c_card;
+
+ game.prior_c_card = game.c_card;
+ game.prior_p_card = game.p_card;
+
+ // Tournament rule: Caesar always goes first on the first turn of the game.
+ if (game.year == 705 && game.turn == 1) {
+ game.p1 = CAESAR;
+ game.p2 = POMPEIUS;
+ } else if (CARDS[game.c_card].event) {
+ game.p1 = CAESAR;
+ game.p2 = POMPEIUS;
+ } else if (CARDS[game.p_card].event) {
+ game.p1 = POMPEIUS;
+ game.p2 = CAESAR;
+ } else if (CARDS[game.p_card].move > CARDS[game.c_card].move) {
+ game.p1 = POMPEIUS;
+ game.p2 = CAESAR;
+ } else {
+ game.p1 = CAESAR;
+ game.p2 = POMPEIUS;
+ }
+
+ game.show_cards = true;
+ game.active = game.p1;
+ start_player_turn();
+}
+
+function start_player_turn() {
+ log("");
+ log("Start ", game.active, " turn.");
+ reset_road_limits();
+ game.activated = [];
+
+ let card = (game.active == CAESAR ? CARDS[game.c_card] : CARDS[game.p_card]);
+ if (card.event) {
+ switch (card.event) {
+ // Apollo has already been handled in reveal_cards!
+ case 'Jupiter':
+ game.state = 'jupiter';
+ break;
+ case 'Vulcan':
+ game.state = 'vulcan';
+ break;
+ case 'Mercury':
+ game.mercury = game.active;
+ game.moves = 1;
+ game.levies = 0;
+ game.amphibious_available = false;
+ game.state = 'move_who';
+ game.turn_log = [];
+ break;
+ case 'Pluto':
+ game.pluto = game.active;
+ game.moves = 1;
+ game.levies = 0;
+ game.amphibious_available = false;
+ game.state = 'move_who';
+ game.turn_log = [];
+ break;
+ case 'Mars':
+ game.mars = game.active;
+ game.moves = 1;
+ game.levies = 0;
+ game.amphibious_available = false;
+ game.state = 'move_who';
+ game.turn_log = [];
+ break;
+ case 'Neptune':
+ game.neptune = game.active;
+ game.moves = 1;
+ game.levies = 0;
+ game.amphibious_available = false;
+ game.state = 'move_who';
+ game.turn_log = [];
+ break;
+ }
+ } else {
+ game.moves = card.move;
+ game.levies = card.levy;
+ game.amphibious_available = true;
+ game.state = 'move_who';
+ game.turn_log = [];
+ }
+
+ clear_undo();
+}
+
+function jupiter_block(b) {
+ let type = BLOCKS[b].type;
+ if (type == 'navis' || type == 'leader') {
+ log("Jupiter reduces ", block_name(b), ".");
+ reduce_block(b);
+ end_player_turn();
+ } else {
+ game.owner[b] = game.active;
+ game.who = b;
+ game.state = 'jupiter_to';
+ }
+}
+
+states.jupiter = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + "...";
+ view.prompt = "Jupiter: Choose one enemy army adjacent to a friendly city.";
+ for (let s in SPACES) {
+ if (is_friendly_city(s)) {
+ for (let to of SPACES[s].exits)
+ if (is_enemy_city(to) || is_contested_city(to))
+ gen_action(view, 'secret', to);
+ }
+ }
+ gen_action_pass(view, "Pass");
+ },
+ space: function (where) {
+ /* pick a random block */
+ let list = [];
+ for (let x in BLOCKS)
+ if (game.location[x] == where)
+ list.push(x);
+ let i = Math.floor(Math.random() * list.length);
+ jupiter_block(list[i]);
+ },
+ secret: function (args) {
+ let [where, owner] = args;
+ /* pick a random block of the same color as the selected block */
+ if (owner == CLEOPATRA) {
+ jupiter_block(CLEOPATRA);
+ } else {
+ let list = [];
+ for (let b in BLOCKS)
+ if (game.location[b] == where && BLOCKS[b].owner == owner)
+ list.push(b);
+ let i = Math.floor(Math.random() * list.length);
+ jupiter_block(list[i]);
+ }
+ },
+ pass: function () {
+ end_player_turn();
+ },
+}
+
+states.jupiter_to = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + "...";
+ view.prompt = "Jupiter: Move " + block_name(game.who) + " to your city.";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits)
+ if (is_friendly_city(to))
+ gen_action(view, 'space', to);
+ },
+ space: function (to) {
+ log(block_name(game.who) + " joins " + game.active + ":\n" +
+ game.location[game.who] + " \u2192 " + to + ".");
+ game.location[game.who] = to;
+ game.who = null;
+ end_player_turn();
+ },
+}
+
+states.vulcan = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + "...";
+ view.prompt = "Vulcan: Choose an enemy city to suffer a volcanic eruption.";
+ for (let s in SPACES)
+ if (is_enemy_city(s))
+ gen_action(view, 'space', s);
+ },
+ space: function (city) {
+ log("Vulcan strikes " + city + "!");
+ for (let b in BLOCKS) {
+ if (game.location[b] == city) {
+ reduce_block(b);
+ }
+ }
+ // uh-oh! cleopatra switched sides!
+ if (is_contested_city(city)) {
+ game.attacker[city] = game.active;
+ }
+ end_player_turn();
+ },
+}
+
+function is_amphibious_move(who, from, to) {
+ if (BLOCKS[who].type == 'navis')
+ return false;
+ let e = edge_id(from, to);
+ if (EDGES[e] == 'sea')
+ return true;
+ return false;
+}
+
+function move_or_attack(to) {
+ let from = game.location[game.who];
+ move_to(game.who, from, to);
+ if (is_enemy_space(to) || is_contested_space(to)) {
+ if (!game.attacker[to]) {
+ game.attacker[to] = game.active;
+ game.main_road[to] = from;
+ return ATTACK_MARK;
+ } else {
+ if (game.attacker[to] != game.active || game.main_road[to] != from) {
+ game.reserves.push(game.who);
+ return RESERVE_MARK;
+ }
+ return ATTACK_MARK;
+ }
+ }
+ return false; // not a combat move
+}
+
+states.move_who = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to move...";
+ if (game.pluto == game.active)
+ view.prompt = "Pluto: Move one group. Road limits increase for attacks. No Navis movement.";
+ else if (game.mars == game.active)
+ view.prompt = "Mars: Move one group. No Navis movement.";
+ else if (game.neptune == game.active)
+ view.prompt = "Neptune: Move only the Navis in one group.";
+ else if (game.mercury == game.active)
+ view.prompt = "Mercury: Move one group three cities, or two cities and attack. No Navis movement.";
+ else if (game.amphibious_available)
+ view.prompt = "Choose an army to group or amphibious move. "+game.moves+"MP left.";
+ else
+ view.prompt = "Choose an army to group move. "+game.moves+"MP left.";
+ if (game.moves == 0) {
+ for (let b in BLOCKS) {
+ let from = game.location[b];
+ if (game.activated.includes(from))
+ if (can_block_move(b))
+ gen_action(view, 'block', b);
+ }
+ } else {
+ let have_amphibious = false;
+ for (let b in BLOCKS) {
+ let can_move = false;
+ if (game.amphibious_available && can_amphibious_move(b)) {
+ can_move = true;
+ have_amphibious = true;
+ }
+ if (can_block_move(b))
+ can_move = true;
+ if (can_move)
+ gen_action(view, 'block', b);
+ }
+ if (!have_amphibious)
+ game.amphibious_available = false;
+ }
+ gen_action_pass(view, "End movement phase");
+ gen_action_undo(view);
+ },
+ block: function (who) {
+ push_undo();
+ game.who = who;
+ if (game.mercury == game.active)
+ game.state = 'mercury_move_1';
+ else
+ game.state = 'move_where';
+ },
+ pass: function () {
+ end_movement();
+ },
+ undo: pop_undo,
+}
+
+states.move_where = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to move...";
+ view.prompt = "Move " + block_name(game.who) + ".";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits) {
+ let can_move_to = false;
+ if (game.amphibious_available && can_amphibious_move_to(game.who, from, to))
+ can_move_to = true;
+ if (can_block_move_to(game.who, to))
+ can_move_to = true;
+ if (can_move_to)
+ gen_action(view, 'space', to);
+ }
+ gen_action(view, 'block', game.who); // for canceling move
+ gen_action_undo(view);
+ },
+ space: function (to) {
+ let from = game.location[game.who];
+ if (is_amphibious_move(game.who, from, to)) {
+ game.moves --;
+ game.location[game.who] = to;
+ game.last_from = from;
+ log_move_start(from, to);
+ logp("amphibious moves.");
+ if (is_sea(to)) {
+ game.sea_moved[to] = true;
+ game.state = 'amphibious_move_to';
+ } else {
+ game.moved[game.who] = true;
+ game.who = null;
+ game.state = 'move_who';
+ log_move_end();
+ }
+ } else {
+ if (!game.activated.includes(from)) {
+ logp("activates " + from + ".");
+ game.moves --;
+ game.activated.push(from);
+ }
+ game.amphibious_available = false;
+ let mark = move_or_attack(to);
+ log_move_start(from, to, mark);
+ if (can_block_continue(game.who, game.last_from)) {
+ game.state = 'move_where_2';
+ } else {
+ game.moved[game.who] = true;
+ game.who = null;
+ game.state = 'move_who';
+ log_move_end();
+ }
+ }
+ },
+ block: pop_undo,
+ undo: pop_undo,
+}
+
+states.move_where_2 = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to move...";
+ view.prompt = "Move " + block_name(game.who) + ".";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits)
+ if (to != game.last_from && can_block_continue_to(game.who, to))
+ gen_action(view, 'space', to);
+ gen_action(view, 'space', from); // For ending move early.
+ gen_action_undo(view);
+ },
+ space: function (to) {
+ let from = game.location[game.who];
+ if (to != from) {
+ log_move_continue(to);
+ move_to(game.who, from, to);
+ }
+ game.moved[game.who] = true;
+ game.who = null;
+ game.state = 'move_who';
+ log_move_end();
+ },
+ undo: pop_undo,
+}
+
+states.amphibious_move_to = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to move...";
+ view.prompt = "Move " + block_name(game.who) + " to a friendly sea or port.";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits)
+ if (to != game.last_from && can_amphibious_move_to(game.who, from, to))
+ gen_action(view, 'space', to);
+ gen_action_undo(view);
+ },
+ space: function (to) {
+ let from = game.location[game.who];
+ game.last_from = from;
+ game.location[game.who] = to;
+ log_move_continue(to);
+ if (is_sea(to)) {
+ game.sea_moved[to] = true;
+ game.state = 'amphibious_move_to';
+ } else {
+ game.moved[game.who] = true;
+ game.who = null;
+ game.state = 'move_who';
+ log_move_end();
+ }
+ },
+ undo: pop_undo,
+}
+
+states.mercury_move_1 = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to move...";
+ view.prompt = "Mercury: Move " + block_name(game.who) + ".";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits)
+ if (can_block_move_to(game.who, to))
+ gen_action(view, 'space', to);
+ gen_action_undo(view);
+ },
+ space: function (to) {
+ let from = game.location[game.who];
+ if (!game.activated.includes(from)) {
+ logp("activates " + from + ".");
+ game.moves --;
+ game.activated.push(from);
+ }
+ let mark = move_or_attack(to);
+ log_move_start(from, to, mark);
+ if (!is_contested_space(to) && can_block_move(game.who)) {
+ game.state = 'mercury_move_2';
+ } else {
+ game.who = null;
+ game.state = 'move_who';
+ log_move_end();
+ }
+ },
+ undo: pop_undo,
+}
+
+states.mercury_move_2 = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to move...";
+ view.prompt = "Mercury: Move " + block_name(game.who) + ".";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits)
+ if (to != game.last_from && can_block_move_to(game.who, to))
+ gen_action(view, 'space', to);
+ gen_action(view, 'space', from); // For ending move early.
+ gen_action_undo(view);
+ },
+ space: function (to) {
+ let from = game.location[game.who];
+ if (to != from) {
+ let mark = move_or_attack(to);
+ log_move_continue(to, mark);
+ if (can_block_continue(game.who, game.last_from)) {
+ game.state = 'mercury_move_3';
+ } else {
+ game.moved[game.who] = true;
+ game.who = null;
+ game.state = 'move_who';
+ log_move_end();
+ }
+ } else {
+ game.moved[game.who] = true;
+ game.who = null;
+ game.state = 'move_who';
+ log_move_end();
+ }
+ },
+ undo: pop_undo,
+}
+
+states.mercury_move_3 = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to move...";
+ view.prompt = "Mercury: Move " + block_name(game.who) + ".";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits)
+ if (to != game.last_from && can_block_continue_to(game.who, to))
+ gen_action(view, 'space', to);
+ gen_action(view, 'space', from); // For ending move early.
+ gen_action_undo(view);
+ },
+ space: function (to) {
+ let from = game.location[game.who];
+ if (to != from) {
+ log_move_continue(to);
+ move_to(game.who, from, to);
+ }
+ game.moved[game.who] = true;
+ game.who = null;
+ game.state = 'move_who';
+ log_move_end();
+ },
+ undo: pop_undo,
+}
+
+function end_movement() {
+ print_turn_log("moves");
+
+ if (game.pluto == game.active ||
+ game.mars == game.active ||
+ game.neptune == game.active ||
+ game.mercury == game.active)
+ return end_player_turn();
+
+ game.moves = 0;
+ game.state = 'levy';
+ game.turn_log = [];
+
+ clear_undo();
+}
+
+states.levy = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to levy...";
+ view.prompt = "Choose an army to levy. "+game.levies+"LP left.";
+ if (game.levies > 0) {
+ for (let b in BLOCKS) {
+ if (can_levy(b))
+ gen_action(view, 'block', b);
+ }
+ }
+ gen_action_pass(view, "End levy phase");
+ gen_action_undo(view);
+ },
+ block: function (who) {
+ push_undo();
+ if (game.location[who] == LEVY) {
+ if (BLOCKS[who].levy) {
+ let to = BLOCKS[who].levy;
+ log_levy(to);
+ game.levies --;
+ game.steps[who] = 1;
+ game.location[who] = to;
+ } else {
+ game.who = who;
+ game.state = 'levy_where';
+ }
+ } else {
+ log_levy(game.location[who]);
+ game.levies --;
+ game.steps[who]++;
+ game.state = 'levy';
+ }
+ },
+ pass: function () {
+ end_player_turn();
+ },
+ undo: pop_undo,
+}
+
+states.levy_where = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to levy...";
+ view.prompt = "Choose a friendly city to levy " + block_name(game.who) + " in.";
+ for (let to in SPACES)
+ if (can_levy_to(game.who, to))
+ gen_action(view, 'space', to);
+ gen_action(view, 'block', game.who); // for canceling levy
+ gen_action_undo(view);
+ },
+ space: function (to) {
+ log_levy(to);
+ game.levies --;
+ game.steps[game.who] = 1;
+ game.location[game.who] = to;
+ game.who = null;
+ game.state = 'levy';
+ },
+ block: pop_undo,
+ undo: pop_undo,
+}
+
+function end_player_turn() {
+ clear_undo();
+
+ if (game.turn_log)
+ print_turn_log("levies");
+
+ if (game.active == game.p1) {
+ game.active = game.p2;
+ start_player_turn();
+ } else {
+ goto_pick_battle();
+ }
+}
+
+function goto_pick_battle() {
+ game.active = game.p1;
+ if (have_contested_spaces())
+ game.state = 'pick_battle';
+ else
+ end_turn();
+}
+
+states.pick_battle = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to pick a battle...";
+ view.prompt = "Choose the next battle to fight!";
+ for (let s in SPACES)
+ if (is_contested_city(s) || is_contested_sea(s))
+ gen_action(view, 'space', s);
+ },
+ space: function (where) {
+ game.where = where;
+ if (game.mars == game.attacker[where]) {
+ game.state = 'use_battle_event';
+ } else if (game.neptune == game.attacker[where]) {
+ game.state = 'use_battle_event';
+ } else {
+ start_battle(false);
+ }
+ },
+}
+
+states.use_battle_event = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to pick a battle...";
+ if (game.mars)
+ view.prompt = "Do you want to use the surprise attack granted by Mars?";
+ else
+ view.prompt = "Do you want to use the surprise attack granted by Neptune?";
+ gen_action(view, 'surprise');
+ gen_action_pass(view, "No");
+ },
+ surprise: function () {
+ delete game.mars; /* Used up the event! */
+ delete game.neptune; /* Used up the event! */
+ start_battle(true);
+ },
+ pass: function () {
+ start_battle(false);
+ }
+}
+
+function is_attacker(b) {
+ if (game.location[b] == game.where && block_owner(b) == game.attacker[game.where])
+ return !game.reserves.includes(b);
+ return false;
+}
+
+function is_defender(b) {
+ if (game.location[b] == game.where && block_owner(b) != game.attacker[game.where])
+ return !game.reserves.includes(b);
+ return false;
+}
+
+function count_attackers() {
+ let count = 0;
+ for (let b in BLOCKS) {
+ if (is_attacker(b))
+ ++count;
+ }
+ return count;
+}
+
+function count_defenders() {
+ let count = 0;
+ for (let b in BLOCKS) {
+ if (is_defender(b))
+ ++count;
+ }
+ return count;
+}
+
+function start_battle(surprise) {
+ game.surprise = surprise;
+ game.battle_round = 0;
+ game.flash = "";
+ log("");
+ if (game.surprise)
+ log("Surprise attack in ", game.where, ".");
+ else
+ log("Battle in ", game.where, ".");
+ game.state = 'battle_round';
+ start_battle_round();
+}
+
+function resume_battle() {
+ game.who = null;
+ game.state = 'battle_round';
+ pump_battle_round();
+}
+
+function end_battle() {
+ game.flash = "";
+ game.battle_round = 0;
+ reset_road_limits();
+ game.moved = {};
+ goto_regroup();
+}
+
+function disrupt_attacking_reserves() {
+ for (let b in BLOCKS)
+ if (game.location[b] == game.where && block_owner(b) == game.attacker[game.where])
+ if (game.reserves.includes(b))
+ reduce_block(b);
+}
+
+function bring_on_reserves() {
+ for (let b in BLOCKS) {
+ if (game.location[b] == game.where) {
+ remove_from_array(game.reserves, b);
+ }
+ }
+}
+
+function start_battle_round() {
+ if (++game.battle_round <= 4) {
+ log("~ Battle round " + game.battle_round + " ~");
+
+ reset_road_limits();
+ game.moved = {};
+
+ if (game.battle_round == 2) {
+ game.surprise = false;
+ if (count_defenders() == 0) {
+ log("Defending main force was eliminated. The attacker is now the defender.");
+ game.attacker[game.where] = enemy(game.attacker[game.where]);
+ disrupt_attacking_reserves();
+ } else if (count_attackers() == 0) {
+ log("Attacking main force was eliminated.");
+ disrupt_attacking_reserves();
+ }
+ bring_on_reserves();
+ }
+
+ pump_battle_round();
+ } else {
+ end_battle();
+ }
+}
+
+function pump_battle_round() {
+ function filter_battle_blocks(ci, is_candidate) {
+ let output = null;
+ for (let b in BLOCKS) {
+ if (is_candidate(b) && !game.moved[b]) {
+ if (block_initiative(b) == ci) {
+ if (!output)
+ output = [];
+ output.push(b);
+ }
+ }
+ }
+ return output;
+ }
+
+ function battle_step(active, initiative, candidate) {
+ game.battle_list = filter_battle_blocks(initiative, candidate);
+ if (game.battle_list) {
+ game.active = active;
+ return true;
+ }
+ return false;
+ }
+
+ if (is_friendly_space(game.where) || is_enemy_space(game.where)) {
+ end_battle();
+ } else if (count_attackers() == 0 || count_defenders() == 0) {
+ start_battle_round();
+ } else {
+ let attacker = game.attacker[game.where];
+ let defender = enemy(attacker);
+
+ if (game.surprise) {
+ if (battle_step(attacker, 'A', is_attacker)) return;
+ if (battle_step(attacker, 'B', is_attacker)) return;
+ if (battle_step(attacker, 'C', is_attacker)) return;
+ if (battle_step(attacker, 'D', is_attacker)) return;
+ if (battle_step(defender, 'A', is_defender)) return;
+ if (battle_step(defender, 'B', is_defender)) return;
+ if (battle_step(defender, 'C', is_defender)) return;
+ if (battle_step(defender, 'D', is_defender)) return;
+ } else {
+ if (battle_step(defender, 'A', is_defender)) return;
+ if (battle_step(attacker, 'A', is_attacker)) return;
+ if (battle_step(defender, 'B', is_defender)) return;
+ if (battle_step(attacker, 'B', is_attacker)) return;
+ if (battle_step(defender, 'C', is_defender)) return;
+ if (battle_step(attacker, 'C', is_attacker)) return;
+ if (battle_step(defender, 'D', is_defender)) return;
+ if (battle_step(attacker, 'D', is_attacker)) return;
+ }
+
+ start_battle_round();
+ }
+}
+
+function end_battle() {
+ game.flash = "";
+ game.battle_round = 0;
+ reset_road_limits();
+ game.moved = {};
+ goto_regroup();
+}
+
+function can_fire_with_block(b) {
+ if (is_attacker(b))
+ return game.battle_round < 4;
+ if (is_defender(b))
+ return true;
+ return false;
+}
+
+function fire_with_block(b) {
+ game.moved[b] = true;
+ game.hits = 0;
+ let strength = block_strength(b);
+ let fire = block_fire_power(b, game.where);
+ let rolls = [];
+ for (let i = 0; i < strength; ++i) {
+ let die = roll_d6();
+ if (die <= fire) {
+ rolls.push(DIE_HIT[die]);
+ ++game.hits;
+ } else {
+ rolls.push(DIE_MISS[die]);
+ }
+ }
+ game.flash = block_name(b) + " " + BLOCKS[b].initiative + BLOCKS[b].firepower;
+ game.flash += "\nfires " + rolls.join(" ") + "\n";
+ if (game.hits == 0)
+ game.flash += "and misses.";
+ else if (game.hits == 1)
+ game.flash += "and scores 1 hit.";
+ else
+ game.flash += "and scores " + game.hits + " hits.";
+ log(game.flash);
+ if (game.hits > 0) {
+ game.active = enemy(game.active);
+ goto_battle_hits();
+ } else {
+ resume_battle();
+ }
+}
+
+function can_retreat_with_block(who) {
+ if (game.location[who] == game.where) {
+ if (game.battle_round > 1) {
+ if (block_owner(who) == game.attacker[game.where])
+ return can_attacker_retreat(who);
+ else
+ return can_defender_retreat(who);
+ }
+ }
+ return false;
+}
+
+function must_retreat_with_block(who) {
+ if (game.location[who] == game.where)
+ if (game.battle_round == 4)
+ return (block_owner(who) == game.attacker[where]);
+ return false;
+}
+
+function retreat_with_block(who) {
+ if (can_retreat_with_block(who)) {
+ game.who = who;
+ game.state = 'retreat';
+ } else {
+ eliminate_block(who);
+ resume_battle();
+ }
+}
+
+function pass_with_block(who) {
+ game.flash = block_name(who) + " passes.";
+ log(block_name(who) + " passes.");
+ game.moved[who] = true;
+ resume_battle();
+}
+
+states.battle_round = {
+ show_battle: true,
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to choose a combat action...";
+ let can_fire = false;
+ let can_retreat = false;
+ let must_retreat = false;
+ let can_pass = false;
+ if (game.active == game.attacker[game.where]) {
+ if (game.battle_round < 4) can_fire = true;
+ if (game.battle_round > 1) can_retreat = true;
+ if (game.battle_round < 4) can_pass = true;
+ if (game.battle_round == 4) must_retreat = true;
+ } else {
+ can_fire = true;
+ if (game.battle_round > 1) can_retreat = true;
+ can_pass = true;
+ }
+ if (can_fire && can_retreat)
+ view.prompt = "Fire, retreat, or pass with an army.";
+ else if (can_fire)
+ view.prompt = "Fire or pass with an army.";
+ else
+ view.prompt = "Retreat with an army.";
+ for (let b of game.battle_list) {
+ if (can_fire) gen_action(view, 'battle_fire', b);
+ if (must_retreat || (can_retreat && can_retreat_with_block(b)))
+ gen_action(view, 'battle_retreat', b);
+ if (can_pass) gen_action(view, 'battle_pass', b);
+ gen_action(view, 'block', b);
+ }
+ },
+ block: function (who) {
+ if (can_fire_with_block(who))
+ fire_with_block(who);
+ else if (can_retreat_with_block(who))
+ retreat_with_block(who);
+ else if (must_retreat_with_block(who))
+ retreat_with_block(who);
+ else
+ pass_with_block(who);
+ },
+ battle_fire: function (who) {
+ fire_with_block(who);
+ },
+ battle_retreat: function (who) {
+ retreat_with_block(who);
+ },
+ battle_pass: function (who) {
+ pass_with_block(who);
+ },
+}
+
+function goto_battle_hits() {
+ game.battle_list = list_victims(game.active);
+ if (game.battle_list.length == 0)
+ resume_battle();
+ else
+ game.state = 'battle_hits';
+}
+
+function list_victims(p) {
+ let is_candidate = (p == game.attacker[game.where]) ? is_attacker : is_defender;
+ let max = 0;
+ for (let b in BLOCKS)
+ if (is_candidate(b) && block_strength(b) > max)
+ max = block_strength(b);
+ let list = [];
+ for (let b in BLOCKS)
+ if (is_candidate(b) && block_strength(b) == max)
+ list.push(b);
+ return list;
+}
+
+function apply_hit(who) {
+ game.flash = block_name(who) + " takes a hit.";
+ reduce_block(who, 'combat');
+ game.hits--;
+ if (game.hits == 0)
+ resume_battle();
+ else {
+ game.battle_list = list_victims(game.active);
+ if (game.battle_list.length == 0)
+ resume_battle();
+ else
+ game.flash += " " + game.hits + (game.hits == 1 ? " hit left." : " hits left.");
+ }
+}
+
+states.battle_hits = {
+ show_battle: true,
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to apply hits...";
+ view.prompt = "Assign " + game.hits + (game.hits != 1 ? " hits" : " hit") + " to your armies.";
+ for (let b of game.battle_list) {
+ gen_action(view, 'battle_hit', b);
+ gen_action(view, 'block', b);
+ }
+ },
+ block: function (who) {
+ apply_hit(who);
+ },
+ battle_hit: function (who) {
+ apply_hit(who);
+ },
+}
+
+states.retreat = {
+ show_battle: false,
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to retreat...";
+ view.prompt = "Retreat " + block_name(game.who) + ".";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits) {
+ if (block_owner(game.who) == game.attacker[from]) {
+ if (can_attacker_retreat_to(game.who, from, to))
+ gen_action(view, 'space', to);
+ } else {
+ if (can_defender_retreat_to(game.who, from, to))
+ gen_action(view, 'space', to);
+ }
+ }
+ gen_action(view, 'undo');
+ },
+ space: function (to) {
+ let from = game.location[game.who];
+ if (is_sea(to) && !is_navis(game.who)) {
+ move_to(game.who, from, to);
+ game.sea_retreated = true;
+ game.state = 'sea_retreat';
+ } else {
+ log(block_name(game.who), " retreats to ", to + ".");
+ move_to(game.who, from, to);
+ game.flash = block_name(game.who) + " retreats to " + to + ".";
+ game.moved[game.who] = true;
+ resume_battle();
+ }
+ },
+ pass: function () {
+ eliminate_block(game.who);
+ resume_battle();
+ },
+ undo: function () {
+ resume_battle();
+ },
+}
+
+states.sea_retreat = {
+ show_battle: false,
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to retreat...";
+ view.prompt = "Retreat " + block_name(game.who) + " to a friendly port.";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits) {
+ if (is_friendly_city(to))
+ gen_action(view, 'space', to);
+ }
+ // TODO: check if there are any valid destinations before going to this state
+ gen_action_pass(view, "Eliminate army");
+ },
+ space: function (to) {
+ let from = game.location[game.who];
+ log(block_name(game.who), " sea retreats to ", to + ".");
+ game.flash = block_name(game.who) + " sea retreats to " + to + ".";
+ move_to(game.who, from, to);
+ game.moved[game.who] = true;
+ resume_battle();
+ },
+ pass: function () {
+ eliminate_block(game.who);
+ resume_battle();
+ }
+}
+
+function goto_regroup() {
+ game.active = game.attacker[game.where];
+ if (is_enemy_space(game.where))
+ game.active = enemy(game.active);
+ log("~ " + game.active + " wins the battle ~");
+ game.state = 'regroup';
+ game.turn_log = [];
+ clear_undo();
+}
+
+states.regroup = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to regroup...";
+ view.prompt = "Regroup: Choose an army to move.";
+ for (let b in BLOCKS) {
+ if (game.location[b] == game.where) {
+ if (can_regroup(b))
+ gen_action(view, 'block', b);
+ }
+ }
+ gen_action_pass(view, "End regroup");
+ gen_action_undo(view);
+ },
+ block: function (who) {
+ push_undo();
+ game.who = who;
+ game.state = 'regroup_to';
+ },
+ pass: function () {
+ print_turn_log("regroups");
+ clear_undo();
+ game.where = null;
+ goto_pick_battle();
+ },
+ undo: pop_undo,
+}
+
+states.regroup_to = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to regroup...";
+ view.prompt = "Regroup: Move " + block_name(game.who) + " to a friendly or vacant location.";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits) {
+ if (can_regroup_to(game.who, from, to))
+ gen_action(view, 'space', to);
+ }
+ gen_action(view, 'block', game.who); // for canceling move
+ gen_action_undo(view);
+ },
+ space: function (to) {
+ let from = game.location[game.who];
+ game.turn_log.push([from, to]);
+ move_to(game.who, from, to);
+ game.who = null;
+ game.state = 'regroup';
+ },
+ block: pop_undo,
+ undo: pop_undo,
+}
+
+function end_turn() {
+ game.moved = {};
+ if (game.turn == 5) {
+ cleopatra_goes_home();
+ check_victory();
+ } else {
+ game.turn ++;
+ start_turn();
+ }
+}
+
+function cleopatra_goes_home() {
+ game.active = CAESAR;
+ if (game.location[CLEOPATRA] != ALEXANDRIA)
+ log("Cleopatra goes home to Alexandria.");
+ if (is_friendly_space(ALEXANDRIA))
+ game.owner[CLEOPATRA] = CAESAR;
+ else
+ game.owner[CLEOPATRA] = POMPEIUS;
+ game.location[CLEOPATRA] = ALEXANDRIA;
+}
+
+function check_victory() {
+ count_vp();
+ if (game.c_vp >= 10) {
+ game.result = CAESAR;
+ game.active = null;
+ game.state = 'game_over';
+ game.victory = "Caesar wins an early victory.";
+ log("");
+ log(game.victory);
+ } else if (game.p_vp >= 10) {
+ game.victory = "Pompeius wins an early victory.";
+ game.result = POMPEIUS;
+ game.active = null;
+ game.state = 'game_over';
+ log("");
+ log(game.victory);
+ } else {
+ if (game.year == 709) {
+ end_game();
+ } else {
+ log("");
+ log("Start Winter Turn of Year " + game.year);
+ start_navis_to_port();
+ }
+ }
+}
+
+function count_navis_to_port() {
+ let count = 0;
+ for (let b in BLOCKS) {
+ if (block_owner(b) == game.active && BLOCKS[b].type == 'navis')
+ if (SPACES[game.location[b]].type == 'sea')
+ if (can_navis_move_to_port(b))
+ ++count;
+ }
+ return count;
+}
+
+function start_navis_to_port() {
+ game.active = CAESAR;
+ let count = count_navis_to_port();
+ if (count > 0) {
+ game.state = 'navis_to_port';
+ game.turn_log = [];
+ clear_undo();
+ } else {
+ next_navis_to_port();
+ }
+}
+
+function next_navis_to_port() {
+ if (game.active == CAESAR) {
+ game.active = POMPEIUS;
+ let count = count_navis_to_port();
+ if (count > 0) {
+ game.state = 'navis_to_port';
+ game.turn_log = [];
+ clear_undo();
+ return;
+ }
+ }
+ clear_undo();
+ winter_supply();
+}
+
+states.navis_to_port = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to move navis to port...";
+ view.prompt = "Move all Navis to a friendly port on the same sea.";
+ for (let b in BLOCKS) {
+ if (block_owner(b) == game.active && BLOCKS[b].type == 'navis')
+ if (SPACES[game.location[b]].type == 'sea')
+
+ if (can_navis_move_to_port(b))
+ gen_action(view, 'block', b);
+ }
+ gen_action_pass(view, "End navis to port");
+ gen_action_undo(view);
+ },
+ block: function (who) {
+ push_undo();
+ game.who = who;
+ game.state = 'navis_to_port_where';
+ },
+ pass: function () {
+ print_turn_log("moves to port");
+ next_navis_to_port();
+ },
+ undo: pop_undo,
+}
+
+states.navis_to_port_where = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to move navis to port...";
+ view.prompt = "Move " + block_name(game.who) + " to a friendly port.";
+ let from = game.location[game.who];
+ for (let to of SPACES[from].exits) {
+ if (is_friendly_city(to))
+ gen_action(view, 'space', to);
+ }
+ gen_action(view, 'block', game.who); // for canceling move
+ gen_action_undo(view);
+ },
+ space: function (to) {
+ let from = game.location[game.who];
+ game.turn_log.push([from, to]);
+ game.location[game.who] = to;
+ game.who = null;
+ game.state = 'navis_to_port';
+ },
+ block: pop_undo,
+ undo: pop_undo,
+}
+
+function winter_supply() {
+ game.active = CAESAR;
+ game.state = 'disband';
+ game.turn_log = [];
+ clear_undo();
+}
+
+states.disband = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to disband...";
+ let okay_to_end = true;
+ for (let b in BLOCKS) {
+ if (block_owner(b) == game.active && is_map_space(game.location[b]) && b != CLEOPATRA) {
+ if (is_over_supply_limit(game.location[b])) {
+ okay_to_end = false;
+ gen_action(view, 'block', b);
+ }
+ }
+ }
+
+ if (!okay_to_end) {
+ view.prompt = "Disband armies in excess of supply.";
+ } else {
+ view.prompt = "You may disband armies to your levy pool.";
+ for (let b in BLOCKS) {
+ if (is_map_space(game.location[b]))
+ if (block_owner(b) == game.active && b != CLEOPATRA)
+ gen_action(view, 'block', b);
+ }
+ gen_action_pass(view, "End disbanding");
+
+ }
+ gen_action_undo(view);
+ },
+ block: function (who) {
+ push_undo();
+ game.turn_log.push([game.location[who]]);
+ disband_block(who);
+ },
+ pass: function () {
+ print_turn_log("disbands");
+ if (game.active == CAESAR) {
+ game.turn_log = [];
+ game.active = POMPEIUS;
+ clear_undo();
+ } else {
+ clear_undo();
+ end_year();
+ }
+ },
+ undo: pop_undo,
+}
+
+function end_year() {
+ game.year ++;
+ for (let b in BLOCKS) {
+ if (game.location[b] == DEAD && BLOCKS[b].type != 'leader') {
+ disband_block(b);
+ }
+ }
+ start_year();
+}
+
+function end_game() {
+ count_vp();
+ if (game.c_vp > game.p_vp) {
+ game.result = CAESAR;
+ } else if (game.c_vp < game.p_vp) {
+ game.result = POMPEIUS;
+ } else {
+ game.active = CAESAR;
+ if (is_friendly_space(ROMA))
+ game.result = CAESAR;
+ else if (is_enemy_space(ROMA))
+ game.result = POMPEIUS;
+ else
+ game.result = null;
+ }
+ if (game.result == CAESAR)
+ game.victory = "Caesar wins!";
+ else if (game.result == POMPEIUS)
+ game.victory = "Pompeius wins!";
+ else
+ game.victory = "The game is a draw.";
+ game.active = null;
+ game.state = 'game_over';
+ log("");
+ log(game.victory);
+}
+
+states.game_over = {
+ prompt: function (view, current) {
+ return view.prompt = game.victory;
+ },
+}
+
+exports.setup = function (scenario, players) {
+ if (players.length != 2)
+ throw new Error("Invalid player count: " + players.length);
+ game = {
+ state: null,
+ show_cards: false,
+ year: 705,
+ location: {},
+ steps: {},
+ owner: {},
+ moved: {},
+ limits: {},
+ last_used: {},
+ sea_moved: {},
+ attacker: {},
+ main_road: {},
+ reserves: [],
+ log: [],
+ };
+ setup_historical_deployment();
+ start_year();
+ return game;
+}
+
+function deploy_block(owner, location, name) {
+ for (let b in BLOCKS) {
+ if (BLOCKS[b].owner == owner && BLOCKS[b].name == name) {
+ game.steps[b] = BLOCKS[b].steps;
+ game.location[b] = location;
+ return;
+ }
+ }
+}
+
+function setup_historical_deployment() {
+ for (let b in BLOCKS) {
+ game.location[b] = LEVY;
+ game.steps[b] = BLOCKS[b].steps;
+ }
+
+ deploy_block("Caesar", "Ravenna", "Caesar");
+ deploy_block("Caesar", "Ravenna", "Legio 13");
+ deploy_block("Caesar", "Ravenna", "Navis 2");
+ deploy_block("Caesar", "Genua", "Antonius");
+ deploy_block("Caesar", "Genua", "Legio 8");
+ deploy_block("Caesar", "Genua", "Legio 12");
+ deploy_block("Caesar", "Massilia", "Legio 11");
+ deploy_block("Caesar", "Massilia", "Legio 14");
+ deploy_block("Caesar", "Massilia", "Navis 1");
+ deploy_block("Caesar", "Narbo", "Legio 7");
+ deploy_block("Caesar", "Narbo", "Legio 9");
+ deploy_block("Caesar", "Narbo", "Legio 10");
+ deploy_block("Caesar", "Lugdunum", "Legio 16");
+ deploy_block("Caesar", "Lugdunum", "Equitatus 1");
+
+ deploy_block("Pompeius", "Neapolis", "Pompeius");
+ deploy_block("Pompeius", "Neapolis", "Legio 1");
+ deploy_block("Pompeius", "Neapolis", "Navis 1");
+ deploy_block("Pompeius", "Brundisium", "Legio 3");
+ deploy_block("Pompeius", "Syracusae", "Legio 37");
+ deploy_block("Pompeius", "Antiochia", "Scipio");
+ deploy_block("Pompeius", "Antiochia", "Legio 34");
+ deploy_block("Pompeius", "Alexandria", "Cleopatra");
+ deploy_block("Pompeius", "Alexandria", "Navis 2");
+ deploy_block("Pompeius", "Utica", "Legio 39");
+ deploy_block("Pompeius", "Utica", "Navis 3");
+ deploy_block("Pompeius", "Carthago Nova", "Legio 2");
+ deploy_block("Pompeius", "Carthago Nova", "Legio 4");
+ deploy_block("Pompeius", "Tarraco", "Legio 5");
+ deploy_block("Pompeius", "Tarraco", "Legio 6");
+ deploy_block("Pompeius", "Tarraco", "Equitatus 1");
+}
+
+exports.action = function (state, current, action, arg) {
+ game = state;
+ // TODO: check against action list
+ if (true) {
+ let S = states[game.state];
+ if (action in S) {
+ S[action](arg, current);
+ } else {
+ throw new Error("Invalid action: " + action);
+ }
+ }
+ return state;
+}
+
+exports.resign = function (state, current) {
+ game = state;
+ if (game.state != 'game_over') {
+ log("");
+ log(current + " resigned.");
+ count_vp();
+ game.active = null;
+ game.state = 'game_over';
+ game.result = enemy(current);
+ game.victory = current + " resigned."
+ }
+}
+
+function make_battle_view() {
+ let bv = {
+ CA: [], CB: [], CC: [], CD: [], CR: [],
+ PA: [], PB: [], PC: [], PD: [], PR: [],
+ flash: game.flash
+ };
+
+ bv.title = game.attacker[game.where];
+ if (game.surprise && game.battle_round == 1)
+ bv.title += " surprise attacks ";
+ else
+ bv.title += " attacks ";
+ bv.title += game.where
+ bv.title += " \u2014 round " + game.battle_round + " of 4";
+
+ function is_battle_reserve(b) {
+ return game.battle_round == 1 && game.reserves.includes(b);
+ }
+
+ function fill_cell(name, p, fn) {
+ for (let b in BLOCKS) {
+ if (game.location[b] == game.where & block_owner(b) == p && fn(b)) {
+ bv[name].push([b, game.steps[b], game.moved[b]?1:0])
+ }
+ }
+ }
+
+ fill_cell("CR", CAESAR, b => is_battle_reserve(b));
+ fill_cell("CA", CAESAR, b => !is_battle_reserve(b) && block_initiative(b) == 'A');
+ fill_cell("CB", CAESAR, b => !is_battle_reserve(b) && block_initiative(b) == 'B');
+ fill_cell("CC", CAESAR, b => !is_battle_reserve(b) && block_initiative(b) == 'C');
+ fill_cell("CD", CAESAR, b => !is_battle_reserve(b) && block_initiative(b) == 'D');
+ fill_cell("PR", POMPEIUS, b => is_battle_reserve(b));
+ fill_cell("PA", POMPEIUS, b => !is_battle_reserve(b) && block_initiative(b) == 'A');
+ fill_cell("PB", POMPEIUS, b => !is_battle_reserve(b) && block_initiative(b) == 'B');
+ fill_cell("PC", POMPEIUS, b => !is_battle_reserve(b) && block_initiative(b) == 'C');
+ fill_cell("PD", POMPEIUS, b => !is_battle_reserve(b) && block_initiative(b) == 'D');
+
+ return bv;
+}
+
+exports.view = function(state, current) {
+ game = state;
+
+ count_vp();
+
+ let view = {
+ log: game.log,
+ year: game.year,
+ turn: game.turn,
+ c_vp: game.c_vp,
+ p_vp: game.p_vp,
+ c_card: (game.show_cards || current == CAESAR) ? game.c_card : 0,
+ p_card: (game.show_cards || current == POMPEIUS) ? game.p_card : 0,
+ hand: (current == CAESAR) ? game.c_hand : (current == POMPEIUS) ? game.p_hand : [],
+ who: (game.active == current) ? game.who : null,
+ where: game.where,
+ known: {},
+ secret: { Caesar: {}, Pompeius: {}, Cleopatra: {} },
+ battle: null,
+ active: game.active,
+ prompt: null,
+ actions: null,
+ };
+
+ states[game.state].prompt(view, current);
+
+ if (states[game.state].show_battle)
+ view.battle = make_battle_view();
+
+ for (let b in BLOCKS) {
+ if (game.state == 'game_over') {
+ if (game.location[b] != LEVY)
+ view.known[b] = [ game.location[b], game.steps[b], 0 ];
+ } else if (block_owner(b) == current || game.location[b] == DEAD) {
+ view.known[b] = [ game.location[b], game.steps[b], game.moved[b]?1:0 ];
+ } else {
+ let o = BLOCKS[b].owner;
+ let a = game.location[b];
+ if (b == CLEOPATRA)
+ o = CLEOPATRA;
+ if (a != LEVY) {
+ let list = view.secret[o];
+ if (!(a in list))
+ list[a] = [0, 0];
+ list[a][0]++;
+ if (game.moved[b])
+ list[a][1]++;
+ }
+ }
+ }
+
+ return view;
+}
diff --git a/thumbnail.jpg b/thumbnail.jpg
new file mode 100644
index 0000000..efc565e
--- /dev/null
+++ b/thumbnail.jpg
Binary files differ
diff --git a/ui.js b/ui.js
new file mode 100644
index 0000000..ba06321
--- /dev/null
+++ b/ui.js
@@ -0,0 +1,776 @@
+"use strict";
+
+const DEAD = "Dead";
+const LEVY = "Levy";
+
+let label_style = window.localStorage['julius-caesar/label-style'] || 'columbia';
+let label_layout = window.localStorage['julius-caesar/label-layout'] || 'spread';
+
+function toggle_blocks() {
+ document.getElementById("blocks").classList.toggle("hide_blocks");
+}
+
+function set_simple_labels() {
+ label_style = 'simple';
+ document.querySelector(".blocks").classList.remove("columbia-labels");
+ document.querySelector(".battle").classList.remove("columbia-labels");
+ document.querySelector(".blocks").classList.add("simple-labels");
+ document.querySelector(".battle").classList.add("simple-labels");
+ window.localStorage['julius-caesar/label-style'] = label_style;
+ update_map();
+}
+
+function set_columbia_labels() {
+ label_style = 'columbia';
+ document.querySelector(".blocks").classList.remove("simple-labels");
+ document.querySelector(".battle").classList.remove("simple-labels");
+ document.querySelector(".blocks").classList.add("columbia-labels");
+ document.querySelector(".battle").classList.add("columbia-labels");
+ window.localStorage['julius-caesar/label-style'] = label_style;
+ update_map();
+}
+
+function set_spread_layout() {
+ label_layout = 'spread';
+ window.localStorage['julius-caesar/label-layout'] = label_layout;
+ update_map();
+}
+
+function set_stack_layout() {
+ label_layout = 'stack';
+ window.localStorage['julius-caesar/label-layout'] = label_layout;
+ update_map();
+}
+
+// Levy and hit animations for 'simple' blocks.
+const step_down_animation = [
+ { transform: 'translateY(0px)' },
+ { transform: 'translateY(10px)' },
+ { transform: 'translateY(0px)' },
+];
+const step_up_animation = [
+ { transform: 'translateY(0px)' },
+ { transform: 'translateY(-10px)' },
+ { transform: 'translateY(0px)' },
+];
+
+let game = null;
+
+let ui = {
+ spaces: {},
+ known: {},
+ secret: {
+ Caesar: { offmap: [] },
+ Pompeius: { offmap: [] },
+ Cleopatra: { offmap: [] },
+ },
+ seen: new Set(),
+ present: new Set(),
+ battle_block: {},
+ battle_menu: {},
+ map_steps: {},
+ map_location: {},
+ battle_steps: {},
+ cards: {},
+};
+
+const STEPS = [ 0, "I", "II", "III", "IIII" ];
+
+function block_description(b) {
+ let s = ui.map_steps[b] || ui.battle_steps[b];
+ let c = BLOCKS[b].initiative + BLOCKS[b].firepower;
+ return BLOCKS[b].name + " " + STEPS[s] + "-" + c;
+}
+
+function block_name(b) {
+ return BLOCKS[b].name;
+}
+
+function on_focus_space(evt) {
+ document.getElementById("status").textContent = evt.target.space;
+}
+
+function on_blur_space(evt) {
+ document.getElementById("status").textContent = "";
+}
+
+function on_focus_block(evt) {
+ document.getElementById("status").textContent = block_description(evt.target.block);
+}
+
+function on_blur_block(evt) {
+ document.getElementById("status").textContent = "";
+}
+
+function on_focus_battle_block(evt) {
+ let b = evt.target.block;
+ let msg = block_name(b);
+ if (!evt.target.classList.contains("known"))
+ document.getElementById("status").textContent = "Reserves";
+
+ if (game.actions && game.actions.battle_fire && game.actions.battle_fire.includes(b))
+ msg = "Fire with " + msg;
+ else if (game.actions && game.actions.battle_retreat && game.actions.battle_retreat.includes(b))
+ msg = "Retreat with " + msg;
+ else if (game.actions && game.actions.battle_hit && game.actions.battle_hit.includes(b))
+ msg = "Take hit on " + msg;
+
+ document.getElementById("status").textContent = msg;
+}
+
+function on_blur_battle_block(evt) {
+ document.getElementById("status").textContent = "";
+}
+
+function on_focus_battle_fire(evt) {
+ document.getElementById("status").textContent =
+ "Fire with " + block_name(evt.target.block);
+}
+function on_focus_battle_retreat(evt) {
+ document.getElementById("status").textContent =
+ "Retreat with " + block_name(evt.target.block);
+}
+function on_focus_battle_pass(evt) {
+ document.getElementById("status").textContent =
+ "Pass with " + block_name(evt.target.block);
+}
+function on_focus_battle_hit(evt) {
+ document.getElementById("status").textContent =
+ "Take hit on " + block_name(evt.target.block);
+}
+function on_blur_battle_button(evt) {
+ document.getElementById("status").textContent = "";
+}
+
+function build_map() {
+ // These must match up with the sizes in play.html
+ const city_size = 60+10;
+ const sea_size = 70+10;
+
+ for (let s in SPACES) {
+ let space = SPACES[s];
+ let element = document.createElement("div");
+ element.classList.add("space");
+ let size = (space.type == 'sea') ? sea_size : city_size;
+ if (space.type == "sea")
+ element.classList.add("sea");
+ else
+ element.classList.add("city");
+ element.setAttribute("draggable", "false");
+ element.addEventListener("mouseenter", on_focus_space);
+ element.addEventListener("mouseleave", on_blur_space);
+ element.addEventListener("click", select_space);
+ element.style.left = (space.x - size/2) + "px";
+ element.style.top = (space.y - size/2) + "px";
+ if (space.type != 'pool')
+ document.getElementById("spaces").appendChild(element);
+ element.space = s;
+ ui.spaces[s] = element;
+
+ ui.secret[CLEOPATRA][s] = [];
+ ui.secret[CAESAR][s] = [];
+ ui.secret[POMPEIUS][s] = [];
+ }
+
+ function build_known_block(b, block, color) {
+ let element = document.createElement("div");
+ element.classList.add("block");
+ element.classList.add("known");
+ element.classList.add(color);
+ element.classList.add("block_"+block.label);
+ element.addEventListener("mouseenter", on_focus_block);
+ element.addEventListener("mouseleave", on_blur_block);
+ element.addEventListener("click", select_block);
+ document.getElementById("known_blocks").appendChild(element);
+ element.style.visibility = 'hidden';
+ element.block = b;
+ ui.known[b] = element;
+ }
+
+ function build_secret_block(b, block, color) {
+ let element = document.createElement("div");
+ element.secret_index = ui.secret[color].offmap.length;
+ element.classList.add("block");
+ element.classList.add("secret");
+ element.classList.add(color);
+ element.addEventListener("click", select_secret_block);
+ document.getElementById("secret_blocks").appendChild(element);
+ element.style.visibility = 'hidden';
+ element.owner = BLOCKS[b].owner;
+ ui.secret[color].offmap.unshift(element);
+ }
+
+ function build_battle_button(menu, b, c, click, enter, img_src) {
+ let img = new Image();
+ img.draggable = false;
+ img.classList.add("action");
+ img.classList.add(c);
+ img.setAttribute("src", img_src);
+ img.addEventListener("click", click);
+ img.addEventListener("mouseenter", enter);
+ img.addEventListener("mouseleave", on_blur_battle_button);
+ img.block = b;
+ menu.appendChild(img);
+ }
+
+ function build_battle_block(b, block, color) {
+ let element = document.createElement("div");
+ element.classList.add("block");
+ element.classList.add("known");
+ element.classList.add(color);
+ element.classList.add("block_"+block.label);
+ element.addEventListener("mouseenter", on_focus_battle_block);
+ element.addEventListener("mouseleave", on_blur_battle_block);
+ element.addEventListener("click", select_block);
+ element.block = b;
+ ui.battle_block[b] = element;
+
+ let action_list = document.createElement("div");
+ action_list.classList.add("battle_menu_list");
+ action_list.appendChild(element);
+ build_battle_button(action_list, b, "hit",
+ select_battle_hit, on_focus_battle_hit,
+ "/images/cross-mark.svg");
+ build_battle_button(action_list, b, "fire",
+ select_battle_fire, on_focus_battle_fire,
+ "/images/pointy-sword.svg");
+ build_battle_button(action_list, b, "retreat",
+ select_battle_retreat, on_focus_battle_retreat,
+ "/images/flying-flag.svg");
+ build_battle_button(action_list, b, "pass",
+ select_battle_pass, on_focus_battle_pass,
+ "/images/sands-of-time.svg");
+
+ let menu = document.createElement("div");
+ menu.classList.add("battle_menu");
+ menu.appendChild(element);
+ menu.appendChild(action_list);
+ ui.battle_menu[b] = menu;
+ }
+
+ for (let b in BLOCKS) {
+ let block = BLOCKS[b];
+ let color = (block.name == "Cleopatra" ? "Cleopatra" : block.owner);
+ build_known_block(b, block, color);
+ build_secret_block(b, block, color);
+ build_battle_block(b, block, color);
+ }
+
+ for (let c = 1; c <= 27; ++c) {
+ ui.cards[c] = document.getElementById("card+" + c);
+ }
+}
+
+function update_steps(memo, block, steps, element, animate) {
+ let old_steps = memo[block] || steps;
+ memo[block] = steps;
+
+ if (label_style == 'simple' && steps != old_steps && animate) {
+ let options = { duration: 700, easing: 'ease', iterations: Math.abs(steps-old_steps) }
+ if (steps < old_steps)
+ element.animate(step_down_animation, options);
+ if (steps > old_steps)
+ element.animate(step_up_animation, options);
+ }
+
+ element.classList.remove("r0");
+ element.classList.remove("r1");
+ element.classList.remove("r2");
+ element.classList.remove("r3");
+ element.classList.add("r"+(BLOCKS[block].steps - steps));
+}
+
+function layout_blocks(location, secret, known) {
+ if (label_layout == 'spread' || (location == LEVY || location == DEAD))
+ layout_blocks_spread(location, secret, known);
+ else
+ layout_blocks_stacked(location, secret, known);
+}
+
+function layout_blocks_spread(location, secret, known) {
+ let wrap = SPACES[location].wrap;
+ let s = secret.length;
+ let k = known.length;
+ let n = s + k;
+ let row, rows = [];
+ let i = 0;
+
+ function new_line() {
+ rows.push(row = []);
+ i = 0;
+ }
+
+ new_line();
+
+ while (secret.length > 0) {
+ if (i == wrap)
+ new_line();
+ row.push(secret.shift());
+ ++i;
+ }
+
+ // Break early if secret and known fit in exactly two rows, and more than three blocks total
+ if (s > 0 && s <= wrap && k > 0 && k <= wrap && n > 3)
+ new_line();
+
+ while (known.length > 0) {
+ if (i == wrap)
+ new_line();
+ row.push(known.shift());
+ ++i;
+ }
+
+ if (SPACES[location].layout_minor > 0.5)
+ rows.reverse();
+
+ for (let j = 0; j < rows.length; ++j)
+ for (i = 0; i < rows[j].length; ++i)
+ position_block_spread(location, j, rows.length, i, rows[j].length, rows[j][i]);
+}
+
+function position_block_spread(location, row, n_rows, col, n_cols, element) {
+ let space = SPACES[location];
+ let block_size = (label_style == 'columbia') ? 56+6 : 48+4;
+ let padding = (location == LEVY || location == DEAD) ? 6 : 3;
+ let offset = block_size + padding;
+ let row_size = (n_rows-1) * offset;
+ let col_size = (n_cols-1) * offset;
+ let x = space.x - block_size/2;
+ let y = space.y - block_size/2;
+
+ if (space.layout_axis == 'X') {
+ x -= col_size * space.layout_major;
+ y -= row_size * space.layout_minor;
+ x += col * offset;
+ y += row * offset;
+ } else {
+ y -= col_size * space.layout_major;
+ x -= row_size * space.layout_minor;
+ y += col * offset;
+ x += row * offset;
+ }
+
+ element.style.left = (x|0)+"px";
+ element.style.top = (y|0)+"px";
+}
+
+function layout_blocks_stacked(location, secret, known) {
+ let s = secret.length;
+ let k = known.length;
+ let n = s + k;
+ let i = 0;
+ while (secret.length > 0)
+ position_block_stacked(location, i++, n, secret.shift());
+ while (known.length > 0)
+ position_block_stacked(location, i++, n, known.shift());
+}
+
+function position_block_stacked(location, i, n, element) {
+ let space = SPACES[location];
+ let block_size = (label_style == 'columbia') ? 56+6 : 48+4;
+ let x = space.x - block_size/2 - (n-1) * 9 + i * 18;
+ let y = space.y - block_size/2 - (n-1) * 9 + i * 18;
+ element.style.left = x+"px";
+ element.style.top = y+"px";
+}
+
+function sort_secret(a,b) {
+ return a.secret_index - b.secret_index;
+}
+
+function update_map() {
+ let overflow = { Caesar: [], Pompeius: [], Cleopatra: [] };
+ let layout = {};
+
+ for (let s in SPACES)
+ layout[s] = { secret: [], known: [] };
+
+ // Move secret blocks to overflow queue if there are too many in a location
+ for (let s in SPACES) {
+ for (let color of [CAESAR, POMPEIUS, CLEOPATRA]) {
+ let max = 0;
+ if (game.secret[color] && game.secret[color][s])
+ max = game.secret[color][s][0];
+ while (ui.secret[color][s].length > max)
+ overflow[color].push(ui.secret[color][s].pop());
+ }
+ }
+
+ // Add secret blocks if there are too few in a location
+ for (let s in SPACES) {
+ for (let color of [CAESAR, POMPEIUS, CLEOPATRA]) {
+ let max = 0;
+ if (game.secret[color] && game.secret[color][s])
+ max = game.secret[color][s][0];
+ while (ui.secret[color][s].length < max) {
+ if (overflow[color].length > 0) {
+ ui.secret[color][s].push(overflow[color].pop());
+ } else {
+ let element = ui.secret[color].offmap.pop();
+ element.style.visibility = 'visible';
+ ui.secret[color][s].push(element);
+ }
+ }
+ }
+ }
+
+ // Remove any blocks left in the overflow queue
+ for (let color of [CAESAR, POMPEIUS, CLEOPATRA]) {
+ while (overflow[color].length > 0) {
+ let element = overflow[color].pop();
+ element.style.visibility = 'hidden';
+ // Prevent move animation when blocks are revived.
+ element.style.left = null;
+ element.style.top = null;
+ ui.secret[color].offmap.push(element);
+ }
+ }
+
+ // Hide formerly known blocks
+ for (let b in BLOCKS) {
+ if (!(b in game.known)) {
+ ui.known[b].style.visibility = 'hidden';
+ // Prevent move animation when blocks are revived.
+ ui.known[b].style.left = null;
+ ui.known[b].style.top = null;
+ }
+ }
+
+ // Add secret blocks to layout
+ for (let location in SPACES) {
+ for (let color of [CAESAR, POMPEIUS, CLEOPATRA]) {
+ if (location != LEVY) {
+ let i = 0, n = 0, m = 0;
+ if (game.secret[color] && game.secret[color][location]) {
+ n = game.secret[color][location][0];
+ m = game.secret[color][location][1];
+ }
+ // Preserve block stacking order, but lets the user track block identities...
+ if (label_layout == 'stack')
+ ui.secret[color][location].sort((a,b) => a.secret_index - b.secret_index);
+ for (let element of ui.secret[color][location]) {
+ if (i++ < n - m)
+ element.classList.remove('moved');
+ else
+ element.classList.add('moved');
+ element.style.visibility = 'visible';
+
+ layout[location].secret.push(element);
+ }
+ }
+ }
+ }
+
+ // Add known blocks to layout
+ for (let block in game.known) {
+ let location = game.known[block][0];
+ let steps = game.known[block][1];
+ let moved = game.known[block][2];
+ let element = ui.known[block];
+
+ element.style.visibility = 'visible';
+
+ layout[location].known.push(element);
+
+ let old_location = ui.map_location[block];
+ update_steps(ui.map_steps, block, steps, element, location == old_location);
+ ui.map_location[block] = location;
+
+ if (moved || (location == DEAD && BLOCKS[block].type != 'leader'))
+ element.classList.add("moved");
+ else
+ element.classList.remove("moved");
+
+ ui.seen.add(block);
+ }
+
+ // Layout blocks on map
+ for (let location in SPACES)
+ layout_blocks(location, layout[location].secret, layout[location].known);
+
+ // Mark selections and highlights
+
+ for (let where in SPACES) {
+ if (ui.spaces[where]) {
+ ui.spaces[where].classList.remove('highlight');
+ ui.spaces[where].classList.remove('where');
+ }
+ }
+ if (game.actions && game.actions.space)
+ for (let where of game.actions.space)
+ ui.spaces[where].classList.add('highlight');
+ if (game.where)
+ ui.spaces[game.where].classList.add('where');
+
+ for (let b in BLOCKS) {
+ ui.known[b].classList.remove('highlight');
+ ui.known[b].classList.remove('selected');
+ }
+ if (!game.battle) {
+ if (game.actions && game.actions.block)
+ for (let b of game.actions.block)
+ ui.known[b].classList.add('highlight');
+ if (game.who)
+ ui.known[game.who].classList.add('selected');
+ }
+
+ for (let o in ui.secret) {
+ for (let s in ui.secret[o]) {
+ if (game.actions && game.actions.secret && game.actions.secret.includes(s)) {
+ for (let e of ui.secret[o][s])
+ e.classList.add("highlight");
+ } else {
+ for (let e of ui.secret[o][s])
+ e.classList.remove("highlight");
+ }
+ }
+ }
+}
+
+function update_battle(player) {
+ function fill_cell(name, list, reserve) {
+ let cell = window[name];
+
+ ui.present.clear();
+
+ for (let [block, steps, moved] of list) {
+ ui.seen.add(block);
+ ui.present.add(block);
+
+ if (block == game.who)
+ ui.battle_menu[block].classList.add("selected");
+ else
+ ui.battle_menu[block].classList.remove("selected");
+
+ ui.battle_block[block].classList.remove("highlight");
+ ui.battle_menu[block].classList.remove('hit');
+ ui.battle_menu[block].classList.remove('fire');
+ ui.battle_menu[block].classList.remove('retreat');
+ ui.battle_menu[block].classList.remove('pass');
+
+ if (game.actions && game.actions.block && game.actions.block.includes(block))
+ ui.battle_block[block].classList.add("highlight");
+ if (game.actions && game.actions.battle_fire && game.actions.battle_fire.includes(block))
+ ui.battle_menu[block].classList.add('fire');
+ if (game.actions && game.actions.battle_retreat && game.actions.battle_retreat.includes(block))
+ ui.battle_menu[block].classList.add('retreat');
+ if (game.actions && game.actions.battle_pass && game.actions.battle_pass.includes(block))
+ ui.battle_menu[block].classList.add('pass');
+ if (game.actions && game.actions.battle_hit && game.actions.battle_hit.includes(block))
+ ui.battle_menu[block].classList.add('hit');
+
+ update_steps(ui.battle_steps, block, steps, ui.battle_block[block], true);
+ if (reserve)
+ ui.battle_block[block].classList.add("secret");
+ else
+ ui.battle_block[block].classList.remove("secret");
+ if (moved || reserve)
+ ui.battle_block[block].classList.add("moved");
+ else
+ ui.battle_block[block].classList.remove("moved");
+ if (reserve)
+ ui.battle_block[block].classList.remove("known");
+ else
+ ui.battle_block[block].classList.add("known");
+ }
+
+ for (let b in BLOCKS) {
+ if (ui.present.has(b)) {
+ if (!cell.contains(ui.battle_menu[b]))
+ cell.appendChild(ui.battle_menu[b]);
+ } else {
+ if (cell.contains(ui.battle_menu[b]))
+ cell.removeChild(ui.battle_menu[b]);
+ }
+ }
+ }
+
+ if (player == CAESAR) {
+ fill_cell("FR", game.battle.CR, true);
+ fill_cell("FA", game.battle.CA, false);
+ fill_cell("FB", game.battle.CB, false);
+ fill_cell("FC", game.battle.CC, false);
+ fill_cell("FD", game.battle.CD, false);
+ fill_cell("EA", game.battle.PA, false);
+ fill_cell("EB", game.battle.PB, false);
+ fill_cell("EC", game.battle.PC, false);
+ fill_cell("ED", game.battle.PD, false);
+ fill_cell("ER", game.battle.PR, true);
+ } else {
+ fill_cell("ER", game.battle.CR, true);
+ fill_cell("EA", game.battle.CA, false);
+ fill_cell("EB", game.battle.CB, false);
+ fill_cell("EC", game.battle.CC, false);
+ fill_cell("ED", game.battle.CD, false);
+ fill_cell("FA", game.battle.PA, false);
+ fill_cell("FB", game.battle.PB, false);
+ fill_cell("FC", game.battle.PC, false);
+ fill_cell("FD", game.battle.PD, false);
+ fill_cell("FR", game.battle.PR, true);
+ }
+}
+
+function update_card_display(element, card, prior_card) {
+ if (!card && !prior_card) {
+ element.className = "small_card card_back";
+ } else if (prior_card) {
+ element.className = "small_card prior card_" + CARDS[prior_card].image;
+ } else {
+ element.className = "small_card card_" + CARDS[card].image;
+ }
+}
+
+function update_cards() {
+ update_card_display(document.getElementById("caesar_card"), game.c_card, game.prior_c_card);
+ update_card_display(document.getElementById("pompeius_card"), game.p_card, game.prior_p_card);
+
+ for (let c = 1; c <= 27; ++c) {
+ let element = ui.cards[c];
+ if (game.hand.includes(c)) {
+ element.classList.add("show");
+ if (game.actions && game.actions.card) {
+ if (game.actions.card.includes(c)) {
+ element.classList.add("enabled");
+ element.classList.remove("disabled");
+ } else {
+ element.classList.remove("enabled");
+ element.classList.add("disabled");
+ }
+ } else {
+ element.classList.remove("enabled");
+ element.classList.remove("disabled");
+ }
+ } else {
+ element.classList.remove("show");
+ }
+ }
+}
+
+function on_update(state, player) {
+ game = state;
+
+ document.getElementById("turn").className = "year_" + game.year;
+ document.getElementById("caesar_vp").textContent = game.c_vp + " VP";
+ document.getElementById("pompeius_vp").textContent = game.p_vp + " VP";
+
+ show_action_button("#undo_button", "undo");
+ show_action_button("#surprise_button", "surprise");
+ show_action_button("#pass_button", "pass", true);
+
+ ui.seen.clear();
+
+ update_cards();
+ update_map();
+
+ for (let b in BLOCKS)
+ if (!ui.seen.has(b))
+ ui.map_steps[b] = 0;
+
+ ui.seen.clear();
+
+ if (game.battle) {
+ document.querySelector(".battle_header").textContent = game.battle.title;
+ document.querySelector(".battle_message").textContent = game.battle.flash;
+ document.querySelector(".battle").classList.add("show");
+ update_battle(player);
+ } else {
+ document.querySelector(".battle").classList.remove("show");
+ }
+
+ for (let b in BLOCKS)
+ if (!ui.seen.has(b))
+ ui.battle_steps[b] = 0;
+
+ if (game.spaceList) {
+ if (game.actionList.includes("secret")) {
+ for (let o in ui.secret) {
+ for (let s in ui.secret[o]) {
+ if (game.spaceList.includes(s)) {
+ for (let e of ui.secret[o][s])
+ e.classList.add("highlight");
+ } else {
+ for (let e of ui.secret[o][s])
+ e.classList.remove("highlight");
+ }
+ }
+ }
+ for (let s in SPACES)
+ if (game.spaceList.includes(s))
+ ui.spaces[s].classList.remove("highlight");
+ } else {
+ for (let o in ui.secret)
+ for (let s in ui.secret[o])
+ for (let e of ui.secret[o][s])
+ e.classList.remove("highlight");
+ for (let s in SPACES) {
+ if (game.spaceList.includes(s))
+ ui.spaces[s].classList.add("highlight");
+ else
+ ui.spaces[s].classList.remove("highlight");
+ }
+ }
+ }
+
+ if (game.blockList) {
+ for (let b in BLOCKS) {
+ if (game.blockList.includes(b))
+ ui.known[b].classList.add("highlight");
+ else
+ ui.known[b].classList.remove("highlight");
+ if (b == game.who)
+ ui.known[b].classList.add("selected");
+ else
+ ui.known[b].classList.remove("selected");
+ }
+ }
+}
+
+function select_card(c) {
+ send_action('card', c);
+}
+
+function select_space(evt) {
+ send_action('space', evt.target.space);
+}
+
+function select_block(evt) {
+ send_action('block', evt.target.block);
+}
+
+function select_secret_block(evt) {
+ let element = evt.target;
+ let owner = null;
+ let where = null;
+ for (let o in ui.secret) {
+ for (let s in ui.secret[o]) {
+ if (ui.secret[o][s].includes(element)) {
+ owner = o;
+ where = s;
+ break;
+ }
+ }
+ }
+ if (game.actions && game.actions.secret && game.actions.secret.includes(where)) {
+ socket.emit('action', 'secret', [where, owner]);
+ game.actions = null;
+ }
+}
+
+function select_surprise() { send_action('surprise'); }
+function select_pass() { send_action('pass'); }
+function select_undo() { send_action('undo'); }
+
+function select_battle_hit(evt) { send_action('battle_hit', evt.target.block); }
+function select_battle_fire(evt) { send_action('battle_fire', evt.target.block); }
+function select_battle_retreat(evt) { send_action('battle_retreat', evt.target.block); }
+function select_battle_pass(evt) { send_action('battle_pass', evt.target.block); }
+
+build_map();
+
+document.querySelector(".blocks").classList.add(label_style+'-labels');
+document.querySelector(".battle").classList.add(label_style+'-labels');
+
+drag_element_with_mouse(".battle", ".battle_header");
+scroll_with_middle_mouse(".grid_center");
+
+init_client([ "Caesar", "Pompeius" ]);