From d2f1e2090bff133c75c282b820f7fbf9acb81b69 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Mon, 4 Dec 2023 11:48:45 +0100 Subject: Update rulebook to 2.0. --- info/rules.html | 2413 +++++++++++++++++++++++++++--------------------------- info/rules01.jpg | Bin 48270 -> 0 bytes info/rules02.jpg | Bin 36396 -> 0 bytes info/rules03.jpg | Bin 12151 -> 0 bytes info/rules04.jpg | Bin 73662 -> 0 bytes info/rules05.jpg | Bin 12165 -> 0 bytes info/rules06.jpg | Bin 12165 -> 0 bytes info/rules07.jpg | Bin 12165 -> 0 bytes info/rules08.jpg | Bin 13959 -> 0 bytes info/rules1.jpg | Bin 0 -> 62877 bytes info/rules2.jpg | Bin 0 -> 49354 bytes info/rules3.jpg | Bin 0 -> 16488 bytes info/rules4.jpg | Bin 0 -> 103491 bytes info/rules5.jpg | Bin 0 -> 16488 bytes info/rules6.jpg | Bin 0 -> 16488 bytes info/rules7.jpg | Bin 0 -> 16488 bytes info/rules8.jpg | Bin 0 -> 18790 bytes 17 files changed, 1221 insertions(+), 1192 deletions(-) delete mode 100644 info/rules01.jpg delete mode 100644 info/rules02.jpg delete mode 100644 info/rules03.jpg delete mode 100644 info/rules04.jpg delete mode 100644 info/rules05.jpg delete mode 100644 info/rules06.jpg delete mode 100644 info/rules07.jpg delete mode 100644 info/rules08.jpg create mode 100644 info/rules1.jpg create mode 100644 info/rules2.jpg create mode 100644 info/rules3.jpg create mode 100644 info/rules4.jpg create mode 100644 info/rules5.jpg create mode 100644 info/rules6.jpg create mode 100644 info/rules7.jpg create mode 100644 info/rules8.jpg diff --git a/info/rules.html b/info/rules.html index ab7ff61..d6d64f8 100644 --- a/info/rules.html +++ b/info/rules.html @@ -1,1218 +1,1247 @@ - -Julius Caesar 1.1 +JC Rules-FINAL -
-

JULIUS CAESAR

-

1.0 INTRODUCTION

-

Julius Caesar brings the drama of the

-

most famous and significant Roman Civil

-

War (49–45 BC) to life. Players take control

-

of the legions of Caesar or Pompey and

-

fight to determine the future of Rome –

-

republic or empire.

-

1.1 PLAYERS

-

The game is intended for two players.

-

One player represents Julius Caesar, the

-

other Pompey the Great.

-

1.2 VICTORY

-

The game is divided into five (5) Years,

-

each with five (5) game turns. After each

-

Year ends, a Winter Turn (8.0) is played

-

when players check to see if either has

-

won.

-

To determine victory, after each Year,

-

players score the total value of Friendly

-

cities, plus one Victory Point (1vp) for each

-

enemy leader killed. To win, a player must

-

have 10 (or more) VPs.

-

If neither player wins by the end of

-

Year 5, the winner is the player with the

-

higher VPs. If still tied, the game is won

-

by the player holding Rome. Otherwise the

-

game is a draw.

-

1.3 CONTENTS

-

• Game Map

-

• 63 blocks (31 tan, 31 green, 1 blue).

-

• Label sheet (for blocks)

-

• Cards (27)

-

• Dice (4)

-

• These Rules

-

2.0 GAME TURNS

-

There are five Years in the game, each

-

divided into five Game Turns. Each game

-

turn has three (3) Phases, played in the

-

sequence below.

-

2.1 CARD PHASE

-

There are twenty-seven (27) cards:

-

twenty (20) Command cards and seven

-

(7) Event cards. At the beginning of each

-

Year, the cards are shuffled and six (6)

-

cards are dealt to each player. Examine

-

your cards and discard one (1). The discard

-

is not revealed.

-

Each player starts a game turn by

-

playing one (1) card face-down. The cards

-

are then revealed. Card values are Moves

-

(banner) and Levies (circles on banner

-

staff). The player with the higher Move

-

card is Player 1 that game turn.

-

IMPORTANT: If the cards played are

-

equal (Move number) Caesar is Player 1.

-

Event cards have a special action

-

defined on the card. The player of an

-

Event card is always Player 1. However,

-

if both plays are Event cards, both events

-

are cancelled and the game turn ends.

-

NOTE: Players must play a card, but can

-

elect to take less moves/levies if desired.

-

Commands cannot be saved for future use.

-

2.2 COMMAND PHASE

-

Player 1 moves and levies (or executes

-

an Event), then Player 2 moves and levies.

-

• Move: Each move allows one Group

-

(any/all blocks in one location) to move

-

one or two cities; Navis can move one

-

or two seas. Blocks cannot attack or

-

reinforce if they move two cities/seas.

-

Blocks entering a city or sea containing

-

enemy blocks must stop. See 6.0 for

-

details.

-

• Levy: for each Levy, one (1) step can

-

be added to one (1) existing block, or

-

one (1) new block can be chosen from

-

a player's Levy Pool and deployed on

-

the map at strength I. Choose levies

-

after all movement is complete – they

-

cannot move in the same turn. See 6.4

-

for details.

-

2.3 BATTLE PHASE

-

Battles are fought between opposing

-

blocks in the same city or sea. They are

-

fought one at a time in any sequence

-

determined by Player 1. See: 7.0 for details.

-

The Roman Calendar

-

Few Romans knew or cared what year it was,

-

but those who did counted the years from the

-

semi-fabled founding of Rome by Romulus in

-

754BC. Hence the civil war began in 705 (49bc),

-

and the assassination of Julius Caesar occurred

-

in 710 (44bc) of the Roman Calendar.

-

Julius Caesar established the Julian Calendar

-

in 709 (45bc). This Calendar corrected a two

-

month error in the solar cycle and established

-

the leap year concept to keep it accurate.

-

The month of July was renamed after Caesar.

-

With minor revisions to leap years, this is the

-

Calendar we still use (in the West) today.

-

Victory

-

City vps total 13. Pompey starts the game

-

holding 7vp while Caesar has only 1vp (Massilia).

-

Rome, Athens, Byzantium, and Ephesus are

-

Vacant. The burden of attack lies with Caesar to

-

avoid an early defeat.

-

Event Cards

-

The deck contains seven (7) event cards, each

-

of them named after a major Roman deity.

-

These cards allow special actions to occur that

-

break the normal rules. See each card for details.

-

Game Turn Example

-

•Card Play: Caesar 2/1, Pompey 2/2. Cards are

-

tied (compare only Moves) but Caesar is Player

-

1 on ties.

-

•Caesar (Player 1): 2 Moves then 1 Levy

-

•Pompey (Player 2): 2 Moves then 2 Levies

-

•Battle Phase: Resolve any battles in the order

-

chosen by Player 1.

-

MOVE 3

-

LEVY 2

-

COMMAND

-

Copyright © 2010 Columbia Games

-

1

-

Version 1.1

+
+

The Roman Calendar

+

Few Romans knew or cared what year it was, but

+

those who did counted the years from the semi-

+

fabled founding of Rome by Romulus in 754BC.

+

Hence the civil war began in 705 (49bc), and the

+

assassination of Julius Caesar occurred in 710

+

(44bc) of the Roman Calendar.

+

Julius Caesar established the Julian Calendar in

+

709 (45bc). This Calendar corrected a two month

+

error in the solar cycle and established the leap

+

year concept to keep it accurate. The month

+

of July was renamed after Caesar. With minor

+

revisions to leap years, this is the Calendar we still

+

use (in the West) today.

+

Victory

+

City vps total 13. Pompey starts the game holding

+

7vp while Caesar has only 1vp (Massilia). Rome,

+

Athens, Byzantium, and Ephesus are Vacant. The

+

burden of attack lies with Caesar to avoid an early

+

defeat.

+

God Cards

+

The deck contains seven (7) God cards, named for

+

the major Roman deities. These cards allow special

+

actions to occur that break the normal rules. See

+

each card for details.

+

Game Turn Example

+

•Card Play: Caesar 2/1, Pompey 2/2. Cards are tied

+

(compare only Moves) but Caesar is Player 1 on ties.

+

•Caesar (Player 1): 2 Moves then 1 Levy

+

•Pompey (Player 2): 2 Moves then 2 Levies

+

•Battle Phase: Resolve any battles in the order

+

chosen by Player 1.

+

2.0 GAME TURNS

+

There are five Years in the game, each

+

divided into five Game Turns. Each game

+

turn has three (3) Phases, played in the

+

sequence below.

+

2.1 CARD PHASE

+

There are twenty-seven (27) cards:

+

twenty (20) Command Cards and seven (7)

+

God Cards. At the beginning of each Year,

+

the cards are shuffled and six (6) cards are

+

dealt to each player. Examine your cards and

+

discard one (1). The discard is not revealed.

+

Each player starts a game turn by playing

+

one (1) card face-down. The cards are then

+

revealed. Card values are Moves (banner)

+

and Levies (circles on banner staff). The

+

player with the higher Move card is Player 1

+

that game turn.

+

IMPORTANT: If the cards played are equal

+

(Move number) Caesar is Player 1.

+

EXCEPTION: Caesar is always Player 1

+

on the first turn of the game (in 705)

+

regardless of the cards played.

+

God cards have a special action defined

+

on the card. The player of a God card is

+

Player 1. However, if both plays are God

+

cards, both of them are cancelled and the

+

game turn ends.

+

NOTE: Players must play a card, but can

+

elect to take fewer moves/levies if desired.

+

Commands cannot be saved for future

+

use.

+

2.2 COMMAND PHASE

+

Player 1 moves and levies (or executes a

+

God card), then Player 2 moves and levies.

+

• Move: Each move allows one Group

+

(any/all blocks in one location) to move one

+

or two cities; Navis can move one or two

+

seas. Blocks cannot attack or reinforce if they

+

move two cities/seas. Blocks entering a city

+

or sea containing enemy blocks must stop.

+

See 6.0 for details.

+

• Levy: for each Levy, one (1) step can

+

be added to one (1) existing block, or

+

one (1) new block can be chosen from a

+

player's Levy Pool and deployed on the

+

map at strength I. Choose levies after

+

all movement is complete – they cannot

+

move in the same turn. See 6.4 for details.

+

2.3 BATTLE PHASE

+

Battles are fought between opposing

+

blocks in the same city or sea. They are

+

fought one at a time in any sequence

+

determined by Player 1. See: 7.0 for details.

+

JULIUS CAESAR

+

Copyright © 2023 Columbia Games, Inc.

+

1

+

Version 2.0

+

1.0 INTRODUCTION

+

Julius Caesar brings the drama of the

+

most famous and significant Roman Civil War

+

(49–45 BC) to life. Players take control of the

+

legions of Caesar or Pompey and fight to

+

determine the future of Rome – republic or

+

empire.

+

1.1 PLAYERS

+

The game is intended for two players.

+

One player represents Julius Caesar, the

+

other Pompey the Great.

+

1.2 VICTORY

+

The game is divided into five (5) Years,

+

each with five (5) game turns. After each

+

Year ends, a Winter Turn (8.0) is played when

+

players check to see if either has won.

+

To determine victory, after each Year,

+

players score the total value of Friendly cities,

+

plus one Victory Point (1vp) for each enemy

+

leader killed. To win, a player must have 10

+

(or more) VPs.

+

If neither player wins by the end of Year

+

5, the winner is the player with the higher

+

VPs. If still tied, the game is won by the

+

player holding Rome. Otherwise the game is

+

a draw.

+

1.3 CONTENTS

+

• Game Map

+

• 63 blocks (31 tan, 31 green, 1 blue).

+

• Label sheet (for blocks)

+

• Cards (27)

+

• Dice (4)

+

• These Rules

+

LEVY 2

+

MOVE 3

+

COMMAND

-
-

JULIUS CAESAR

-

3.0 ARMIES

-

One label must be attached to the face

-

of each block. Lightly position each label,

-

ensure it is straight, and then press firmly

-

to the block.

-

Blocks

-

Labels

-

Caesar

-

Tan

-

Red

-

Pompey

-

Green

-

Ochre

-

Cleopatra

-

Blue

-

Blue

-

3.1 BLOCK DATA

-

3.11 Strength

-

The current strength of a block is the

-

Roman numeral on the top edge when the

-

block stands upright. Blocks can have a

-

maximum strength of IV, III, or II.

-

Strength determines how many six-

-

sided dice (d6) are rolled for a block in

-

combat. A block at strength IV rolls 4d6

-

(four six-sided dice); a block at strength I

-

rolls 1d6.

-

For each hit taken in combat, the

-

block’s strength is reduced by rotating the

-

block 90 degrees counter-clockwise. The

-

sidebar shows the same block at strength

-

III, II, and I.

-

3.12 Combat Rating

-

The Combat Rating is indicated by

-

a letter and number, such as A2 or B3.

-

The letter (initiative) determines when

-

a block has a battle turn. All A blocks go

-

first, then all B blocks, then all C blocks.

-

If tied, the Defender has the first battle

-

turn. The number (firepower) indicates the

-

maximum roll that will score a hit. See 7.3.

-

3.13 Name

-

Legions have a city name where this

-

block must be recruited when deployed

-

from the Levy Pool.

-

3.2 BLOCK TYPES

-

3.21 Leaders

-

Both sides have three (3)

-

named leaders:

-

Caesar, Antonius, Octavian

-

Pompey, Scipio, Brutus.

-

Leader blocks include

-

their significant guards,

-

generally elite cavalry. Players start the

-

game with two leaders. The third may be

-

brought into play if a leader is killed (see:

-

7.51).

-

3.22 Legions

-

Legions are identified by

-

an Eagle icon. They have

-

a number ID on the top

-

left, and a levy city on

-

the bottom. Legions have

-

combat ratings of C2, C3,

-

or C4, with veteran legions having the

-

higher ratings.

-

3.23 Auxilia

-

Both players have four (4)

-

Auxilia, two light infantry

-

(B1) and two archers (A1).

-

These troops can be raised

-

in any Friendly city.

-

3.24 Equitatus

-

Equitatus (cavalry) are

-

rated B2 or B3. Like

-

legions, they are raised in

-

specific Friendly cities.

-

These cities have a nearby

-

equitatus symbol on the

-

map. Caesar has four (4) equitatus. Pompey

-

has three (3) equitatus, but also one

-

Elephant (7.41).

-

3.25 Ballista

-

Each player has one

-

(1) Ballista. They have

-

different combat values for

-

defense and offense, see

-

7.42. They can be built in

-

any Friendly city.

-

3.26 Navis

-

Players have five (5) Navis

-

to represent the warships

-

used by both sides. They

-

have D2 or D3 combat. In

-

a sea battle this "D" rating

-

has no impact since all

-

Navis have the same rating, but they are

-

vulnerable in land battles. Navis must be

-

built in Friendly major ports, identified on

-

the map with a Navis symbol.

-

3.27 Cleopatra

-

Cleopatra represents the

-

forces of Egypt and is

-

rated C1. She is not a

-

leader per these rules.

-

Cleopatra starts play on

-

the Pompey side, but can

-

fight for either side. See: 7.52.

-

Label Sheet

-

The red labels on the die-cut sheet are for

-

Caesar (tan blocks) and ochre labels for Pompey

-

(green blocks). The Cleopatra label goes on the

-

blue block.

-

Fog-of-War

-

Surprise is an exciting aspect of this game.

-

Except when fighting a battle, active blocks

-

stand upright facing the owner. This promotes

-

bluff and innovative strategies because players

-

are uncertain of the strength or identity of an

-

enemy block.

-

Equitatus

-

Romans were never considered exceptionally good

-

horsemen, at least not after the connection between

-

cavalry and the aristocracy was abandoned. By the

-

time of late Republic, the Equitatus was generally

-

made up of non-Roman horsemen from Gallia,

-

Germania, Hispania, Numidia, Syria, and Thracia.

-

Caesar used Germanic cavalry to fight the Gauls

-

and also to serve as his formidable bodyguard.

-

Elephants

-

There is one Elephant block for Pompey. Caesar

-

would not have elephants in his army believing them

-

to be fragile and unpredictable.

-

STEP REDUCTION

-

Strength III Strength II

-

Strength I

-

LEGION

-

(13)

-

STRENGTH

-

(Maximum III)

-

LEVY

-

CITY

-

(RAVENNA)

-

COMBAT

-

(C3)

-

Copyright © 2010 Columbia Games

-

2

-

Version 1.1

+
+

JULIUS CAESAR

+

Copyright © 2023 Columbia Games, Inc.

+

2

+

Version 2.0

+

3.22 Legions

+

Legions are identified by

+

an Eagle icon. They have

+

a number ID on the top

+

left, and a levy city on

+

the bottom. Legions have

+

combat ratings of C2, C3, or

+

C4, with veteran legions having the higher

+

ratings.

+

3.23 Auxilia

+

Both players have four (4)

+

Auxilia, two light infantry

+

(B1) and two archers (A1).

+

These troops can be raised

+

in any Friendly city.

+

3.24 Equitatus

+

Equitatus (cavalry) are

+

rated B2 or B3. Like legions,

+

they are raised in specific

+

Friendly cities. These cities

+

have a nearby equitatus

+

symbol on the map. Caesar

+

has four (4) equitatus. Pompey has three (3)

+

equitatus, but also one Elephant (7.41).

+

3.25 Ballista

+

Each player has one (1)

+

Ballista. They have different

+

combat values for defense

+

and offense, see 7.42. They

+

can be built in any Friendly

+

city.

+

3.26 Navis

+

Players have five (5) Navis

+

to represent the warships

+

used by both sides. They

+

have D2 or D3 combat. In

+

a sea battle this "D" rating

+

has no impact since all

+

Navis have the same rating, but they are

+

vulnerable in land battles. Navis must be

+

built in Friendly major ports, identified on

+

the map with a Navis symbol.

+

3.27 Cleopatra

+

Cleopatra represents the

+

forces of Egypt and is rated

+

C1. She is not a leader per

+

these rules. Cleopatra starts

+

play on the Pompey side,

+

but can fight for either side.

+

See: 7.52.

+

JULIUS CAESAR

+

3.0 ARMIES

+

One label must be attached to the face

+

of each block. Lightly position each label,

+

ensure it is straight, and then press firmly to

+

the block.

+

+

+

Blocks

+

Labels

+

+

Caesar

+

Tan

+

Red

+

+

Pompey

+

Green

+

Ochre

+

+

Cleopatra Blue

+

Blue

+

3.1 BLOCK DATA

+

3.11 Strength

+

The current strength of a block is the

+

Roman numeral on the top edge when the

+

block stands upright. Blocks can have a

+

maximum strength of IV, III, or II.

+

Strength determines how many six-sided

+

dice (d6) are rolled for a block in combat. A

+

block at strength IV rolls 4d6 (four six-sided

+

dice); a block at strength I rolls 1d6.

+

For each hit taken in combat, the block’s

+

strength is reduced by rotating the block

+

90 degrees counter-clockwise. The sidebar

+

shows the same block at strength III, II, and I.

+

3.12 Combat Rating

+

The Combat Rating is indicated by a

+

letter and number, such as A2 or B3. The

+

letter (initiative) determines when a block

+

has a battle turn. All A blocks go first, then

+

all B blocks, then all C blocks. If tied, the

+

Defender has the first battle turn. The

+

number (firepower) indicates the maximum

+

roll that will score a hit. See 7.3.

+

3.13 Name

+

Legions have a city name where this

+

block must be recruited when deployed from

+

the Levy Pool.

+

3.2 BLOCK TYPES

+

3.21 Leaders

+

Both sides have three (3)

+

named leaders:

+

Caesar, Antonius, Octavian

+

Pompey, Scipio, Brutus.

+

Leader blocks include their

+

significant guards, generally elite cavalry.

+

Players start the game with two leaders. The

+

third may be brought into play if a leader is

+

killed (see: 7.51).

+

Label Sheet

+

The red labels on the die-cut sheet are for Caesar

+

(tan blocks) and ochre labels for Pompey (green

+

blocks). The Cleopatra label goes on the blue

+

block.

+

Fog-of-War

+

Surprise is an exciting aspect of this game.

+

Except when fighting a battle, active blocks stand

+

upright facing the owner. This promotes bluff and

+

innovative strategies because players are uncertain

+

of the strength or identity of an enemy block.

+

Equitatus

+

Romans were never considered exceptionally

+

good horsemen, at least not after the connection

+

between cavalry and the aristocracy was

+

abandoned. By the time of late Republic, the

+

Equitatus was generally made up of non-Roman

+

horsemen from Gallia, Germania, Hispania,

+

Numidia, Syria, and Thracia. Caesar used Germanic

+

cavalry to fight the Gauls and also to serve as his

+

formidable bodyguard.

+

Elephants

+

There is one Elephant block for Pompey. Caesar

+

would not have elephants in his army believing

+

them to be fragile and unpredictable.

+

COMBAT

+

(C3)

+

Strength I

+

Strength III

+

Strength II

+

STEP REDUCTION

+

STRENGTH

+

(Maximum III)

+

LEGION

+

(13)

+

LEVY CITY

+

(RAVENNA)

-
-

JULIUS CAESAR

-

The mapboard depicts the

-

Mediterranean Sea and surrounding

-

territory. The Caesar player sits at the

-

north edge of the map, Pompey player at

-

the south edge.

-

4.1 LOCATIONS

-

Blocks on the map must be located on

-

cities or seas. Navis must be located on

-

seas or in port cities.

-

4.2 CITIES

-

Cities govern the movement and

-

location of blocks. Eleven cities have a

-

value of 1 or 2. These numbers (total 13)

-

are Victory Points (VPs). The numbers

-

are also significant for Wintering (8.4).

-

4.21 City Control

-

The control status of a city can be:

-

Friendly: Occupied by one or more of

-

your blocks.

-

Enemy: Friendly to your opponent.

-

Vacant: Friendly to neither player.

-

Contested: Contains blocks of both

-

players, awaiting Battle Resolution.

-

IMPORTANT: Changes to city control

-

are effective immediately. Friendly cities

-

become immediately neutral when left

-

Vacant. Similarly, attacking an Enemy city,

-

even with one block, immediately converts

-

it to Contested status until the battle is

-

resolved.

-

4.3 ROADS

-

Cities are connected by important

-

roads of the period, some of them named

-

for historical interest. Blocks move from

-

one city to another via these roads.

-

4.31 Road Classes

-

Two classes of road are depicted,

-

Major (solid line) and Minor (dotted line).

-

In one game turn, four (4) blocks can move

-

along a Major Road, but only two (2) along

-

a Minor road. See 6.11.

-

4.32 Straits

-

Four straits appear on the map, each

-

identified by a blue arrow: Herculeum,

-

Messana, Hellespontus, and Bosphorus.

-

Each game turn, two (2) land blocks may

-

cross each strait, but only one (1) land

-

block when the city on the other side is

-

defended.

-

Navis ignore straits when moving from

-

one sea to an adjacent sea. Control of

-

cities on either side of a strait has no effect

-

on Navis or Amphibious movement.

-

4.4 Seas

-

There are nine (9) seas: Atlanticus,

-

Hispanum, Tyrrhenum, Internum,

-

Hadriaticum, Egypticum, Aegaeum, Propontis,

-

and Pontus Euxinus. These seas can only be

-

occupied and controlled by Navis.

-

Friendly: Seas occupied by one or

-

more of your Navis.

-

Enemy: Seas occupied by one or more

-

enemy Navis.

-

Vacant: Friendly to neither player.

-

Contested: Seas containing Navis of

-

both players, awaiting Battle Resolution.

-

SEA CONTROL: As with cities, changes

-

to sea control are effective immediately. A

-

sea immediately becomes neutral when it

-

is left Vacant.

-

4.41 Islands

-

The islands of Corsica, Sardinia, Sicilia,

-

Creta, and Cyprus are playable. All other

-

islands are unplayable. Moves to-from

-

playable islands requires a Navis or

-

Amphibious Move (6.3).

-

4.42 Ports

-

All cities located on a coastline are

-

ports. Some ports have a Navis symbol

-

that designates a major port, which are

-

essential for building Navis.

-

Ports located on sea borders allow

-

access to two (2) seas. Utica and Creta

-

have access to three (3) seas. See

-

sidebar for clarification.

-

Battle Sites

-

The main battles of the war are shown on the

-

map, red for victories by Caesar and green for

-

Pompey.

-

Ports

-

Below is a list of ports and their adjacent seas.

-

Major ports are indicated in Caps.

-

SEA PORTS

-

Atlanticus: Burdigala, Gades, Olisipo, Portus,

-

Sala, Tingis.

-

Hispanum: Caralis, Carthago Nova, Genua,

-

Iomnium, Massilia, Narbo, Siga,

-

Tarraco, Tingis, Utica.

-

Tyrrhenum: Aleria, Caralis, Genua, Lilybaeum,

-

Messana, Neapolis, Rhegium,

-

Rome, Utica.

-

Internum: Ambracia, Brundisium, Creta,

-

Cyrene, Lilybaeum, Messana,

-

Pylos, Rhegium, Syracuse,

-

Tacape, Thubactus, Utica.

-

Hadriaticum: Aquileia, Brundisium,

-

Dyrrachium, Ravenna, Salone,

-

Sipontum.

-

Aegaeum: Aenos, Athena, Creta, Ephesus,

-

Thessalonika.

-

Propontis: Byzantium, Nicomedia.

-

Euxinus: Byzantium, Sinope.

-

Egypticum: Alexandria, Antioch,

-

Catabathmus, Creta, Perga,

-

Pelusium, Salamis, Tarsus.

-

Event Cards

-

Apollo: the trickster Sun God grants you the

-

power to copy the card played by your

-

opponent last turn. If that card was an event

-

card, it copies that card exactly.

-

Jupiter: the King of the Gods grants you a

-

defection of one enemy block adjacent

-

to a friendly city. Navis at sea could be

-

chosen, but note that Leaders and Navis do

-

not defect. They are reduced by one step.

-

Cleopatra is not a leader and can defect

-

using this card.

-

Mars: the God of War grants a surprise attack.

-

All attacking blocks in one battle get to fire

-

before any defending blocks in Round 1.

-

Caution: the Defender may get two fires in a

-

row (last in Round 1 and first in Round 2).

-

Mercury: the Messenger of the Gods allows

-

blocks in one group to move one extra city.

-

Blocks can move in multiple directions, and

-

use the bonus (or not) as desired.

-

Neptune: the God of the Sea favors your sea

-

battle or shore attack. This is essentially a

-

"Mars" card for ships.

-

Pluto: The God of Death likes big battles.

-

He allows road limits to be increased for

-

one Group Move, but not for Regroups or

-

Retreats.

-

Vulcan: Reduces all blocks in a designated city

-

by one step. No exceptions. All blocks at

-

strength I, including leaders, are eliminated.

-

Copyright © 2010 Columbia Games

-

3

-

Version 1.1

+
+

4.0 MAPBOARD

+

The mapboard depicts the

+

Mediterranean Sea and surrounding

+

territory. The Caesar player sits at the north

+

edge of the map, Pompey player at the south

+

edge.

+

4.1 LOCATIONS

+

Blocks on the map must be located on

+

cities or seas. Navis must be located on seas

+

or in port cities.

+

4.2 CITIES

+

Cities govern the movement and

+

location of blocks. Eleven cities have a value

+

of 1 or 2. These numbers (total 13) are

+

Victory Points (VPs). The numbers are also

+

significant for Wintering (8.4).

+

4.21 City Control

+

The control status of a city can be:

+

Friendly: Occupied by one or more of

+

your blocks.

+

Enemy: Friendly to your opponent.

+

Vacant: Friendly to neither player.

+

Contested: Contains blocks of both

+

players, awaiting Battle Resolution.

+

IMPORTANT: Changes to city control are

+

effective immediately. Friendly cities

+

become immediately neutral when left

+

Vacant. Similarly, attacking an Enemy city,

+

even with one block, immediately converts

+

it to Contested status until the battle is

+

resolved.

+

4.3 ROADS

+

Cities are connected by important roads

+

of the period, some of them named for

+

historical interest. Blocks move from one city

+

to another via these roads.

+

4.31 Road Classes

+

Two classes of road are depicted, Major

+

(solid line) and Minor (dotted line). In one

+

game turn, four (4) blocks can move along a

+

Major Road, but only two (2) along a Minor

+

road. See 6.11.

+

4.32 Straits

+

Four straits appear on the map, each

+

identified by a blue arrow: Herculeum,

+

Messana, Hellespontus, and Bosphorus. Each

+

game turn, two (2) land blocks may cross

+

each strait, but only one (1) land block when

+

the city on the other side is defended.

+

Navis ignore straits when moving from

+

one sea to an adjacent sea. Control of cities

+

on either side of a strait has no effect on

+

Navis or Amphibious movement.

+

4.4 SEAS

+

There are nine (9) seas: Atlanticus,

+

Hispanum, Tyrrhenum, Internum,

+

Hadriaticum, Egypticum, Aegaeum,

+

Propontis, and Pontus Euxinus. These seas

+

can only be occupied and controlled by

+

Navis.

+

Friendly: Seas occupied by one or more of

+

your Navis.

+

Enemy: Seas occupied by one or more

+

enemy Navis.

+

Vacant: Friendly to neither player.

+

Contested: Seas containing Navis of both

+

players, awaiting Battle Resolution.

+

SEA CONTROL: As with cities, changes to

+

sea control are effective immediately. A

+

sea immediately becomes neutral when it

+

is left Vacant.

+

4.41 Islands

+

The islands of Corsica, Sardinia,

+

Sicilia, Creta, and Cyprus are playable.

+

All other islands are unplayable. Moves

+

to-from playable islands requires a Navis or

+

Amphibious Move (6.3).

+

4.42 Ports

+

All cities located on a coastline are

+

ports. Some ports have a Navis symbol that

+

designates a major port, which are essential

+

for building Navis.

+

Ports located on sea borders allow

+

access to two (2) seas. Utica and Creta have

+

access to three (3) seas. See sidebar for

+

clarification.

+

JULIUS CAESAR

+

Copyright © 2023 Columbia Games, Inc.

+

3

+

Version 2.0

+

Battle Sites

+

The main battle sites are shown on the map, red

+

for victories by Caesar and green for Pompey.

+

Ports

+

Below is a list of ports and their adjacent seas.

+

Major ports are indicated in Caps.

+

+

SEA PORTS

+

+

Atlanticus: Burdigala, Gades, Olisipo, Portus,

+

Sala, Tingis.

+

+

Hispanum: Caralis, Carthago Nova, Genua,

+

Iomnium, Massilia, Narbo, Siga,

+

Tarraco, Tingis, Utica.

+

+

Tyrrhenum: Aleria, Caralis, Genua, Lilybaeum,

+

Messana, Neapolis, Rhegium,

+

Rome, Utica.

+

+

Internum: Ambracia, Brundisium, Creta,

+

Cyrene, Lilybaeum, Messana,

+

Pylos, Rhegium, Syracuse, Tacape,

+

Thubactus, Utica.

+

+

Hadriaticum: Aquileia, Brundisium, Dyrrachium,

+

Ravenna, Salone, Sipontum.

+

+

Aegaeum: Aenos, Athena, Creta, Ephesus,

+

Thessalonika.

+

+

Propontis: Byzantium, Nicomedia.

+

+

Euxinus: Byzantium, Sinope.

+

+

Egypticum: Alexandria, Antioch,

+

Catabathmus, Creta, Perga,

+

Pelusium, Salamis, Tarsus.

+

God Cards

+

Apollo: Copy the card played by your opponent

+

last turn. The copied card determines who is

+

player 1 this turn. When Apollo copies a God

+

Card, it does not cancel the turn, however, two

+

God Cards played together do cancel the turn.

+

Jupiter: Roll to randomly cause the defection of 1

+

enemy block in a city adjacent to a friendly city.

+

To determine which block defects, roll dice. A

+

Leader or Navis does not defect; instead, reveal

+

it and then reduce it by 1 step. Cleopatra is not

+

a leader and may defect. Examples: For a group

+

of 3, roll 1d6: 1-2 = 1st block, 3-4 = 2nd block,

+

and 5-6 = 3rd. For a group of 5, roll 1d6 and

+

reroll a 6.

+

Mars: Make 1 group move (land units only).

+

Choose 1 battle. During the first round, all

+

attacking blocks in that battle fire before any

+

defending blocks. Caution: the Defender may

+

get two fires in a row (last in Round 1 and first

+

in Round 2). You may start multiple battles, but

+

only 1 gets the Mars effect.

+

Mercury: The land blocks in 1 Group move 1 extra

+

city. Blocks can move in multiple directions,

+

and use the bonus (or not) as desired.

+

Neptune: This is essentially a "Mars" card for

+

ships.

+

Pluto: Increases road limits for 1 Group Move for

+

all Attacks, but not for other moves, nor for

+

Retreats/Regroups. Land units only.

+

Vulcan: reduces all blocks in a designated enemy

+

city by 1 step. Blocks at strength I, including

+

Navis and Leaders, are eliminated. Exception:

+

Cleopatra is not reduced if at strength I.

-
-

JULIUS CAESAR

-

5.0 DEPLOYMENT

-

5.1 HISTORICAL DEPLOYMENT

-

Both players deploy blocks in cities as

-

noted. Blocks are always deployed upright

-

at full strength.

-

5.2 LEVY POOL

-

Each player maintains a Levy Pool

-

off-map. Blocks in the Levy Pool stand

-

upright to conceal their identity. Players

-

expend Levy Points to deploy blocks from

-

their pool to the map. Except for Leaders

-

(see 7.51) blocks that are eliminated during

-

play are returned to the Levy Pool, but are

-

always placed face-up until the current

-

Year ends. These blocks cannot be levied

-

until the next Year.

-

5.3 FREE DEPLOYMENT

-

An optional deployment method.

-

Players deploy blocks as per historical OB,

-

but may swap any blocks on the map as

-

long as the original number of deployed

-

blocks in each city is maintained. Blocks

-

from the Friendly Levy Pool cannot be

-

substituted.

-

EXAMPLE: In the historical OB, Pompey

-

has three (3) blocks in Neapolis. For free

-

deployment, any three blocks from the

-

historical deployment can be there.

-

CAESAR, 705 (49 BC)

-

Caesar: Ravenna

-

Legio 13: Ravenna

-

Navis 2: Ravenna

-

Antonius: Genua

-

Legio 8: Genua

-

Legio 12: Genua

-

Legio 11: Massilia

-

Legio 14: Massilia

-

Navis 1: Massilia

-

Legio 7: Narbo

-

Legio 9: Narbo

-

Legio 10: Narbo

-

Legio 16: Lugdunum

-

Equitatus 1: Lugdunum

-

LEVY POOL

-

Octavian

-

Legio 17, 18, 19, 20, 21

-

Auxilia 1, 2, 3, 4

-

Equitatus 2, 3, 4

-

Ballista

-

Navis 3, 4, 5

-

POMPEY, 705 (49 BC)

-

Pompey: Neapolis

-

Legio 1: Neapolis

-

Navis 1: Neapolis

-

Legio 3: Brundisium

-

Legio 37: Syracuse

-

Scipio: Antioch

-

Legio 34: Antioch

-

Cleopatra: Alexandria

-

Navis 2: Alexandria

-

Legio 39: Utica

-

Navis 3: Utica

-

Legio 2: Carthago Nova

-

Legio 4: Carthago Nova

-

Legio 5: Tarraco

-

Legio 6: Tarraco

-

Equitatus 1: Tarraco

-

LEVY POOL

-

Brutus

-

Legio 32, 33, 35, 36, 38

-

Auxilia 1, 2, 3, 4

-

Equitatus 2, 3, Elephant

-

Ballista

-

Navis 4, 5

-

Copyright © 2010 Columbia Games

-

4

-

Version 1.1

+
+

5.0 DEPLOYMENT

+

5.1 HISTORICAL DEPLOYMENT

+

Both players deploy blocks in cities as

+

noted. Blocks are always deployed upright at

+

full strength.

+

5.2 LEVY POOL

+

Each player maintains a Levy Pool off-

+

map. Blocks in the Levy Pool stand upright to

+

conceal their identity. Players expend Levy

+

Points to deploy blocks from their pool to

+

the map. Except for Leaders (see 7.51) blocks

+

that are eliminated during play are returned

+

to the Levy Pool, but are always placed face-

+

up until the current Year ends. These blocks

+

cannot be levied until the next Year.

+

5.3 FREE DEPLOYMENT

+

An optional deployment method. Players

+

deploy blocks as per historical OB, but may

+

swap any blocks on the map as long as the

+

original number of deployed blocks in each

+

city is maintained. Blocks from the Friendly

+

Levy Pool cannot be substituted.

+

EXAMPLE: In the historical OB, Pompey

+

has three (3) blocks in Neapolis. For free

+

deployment, any three blocks from the

+

historical deployment can be there.

+

CAESAR, 705 (49 BC)

+

Caesar: Ravenna

+

Legio 13: Ravenna

+

Navis 2: Ravenna

+

Antonius: Genua

+

Legio 8: Genua

+

Legio 12: Genua

+

Legio 11: Massilia

+

Legio 14: Massilia

+

Navis 1: Massilia

+

Legio 7: Narbo

+

Legio 9: Narbo

+

Legio 10: Narbo

+

Legio 16: Lugdunum

+

Equitatus 1: Lugdunum

+

LEVY POOL

+

Octavian

+

Legio 17, 18, 19, 20, 21

+

Auxilia 1, 2, 3, 4

+

Equitatus 2, 3, 4

+

Ballista

+

Navis 3, 4, 5

+

JULIUS CAESAR

+

Copyright © 2023 Columbia Games, Inc.

+

4

+

Version 2.0

+

POMPEY, 705 (49 BC)

+

Pompey: Neapolis

+

Legio 1: Neapolis

+

Navis 1: Neapolis

+

Legio 3: Brundisium

+

Legio 37: Syracuse

+

Scipio: Antioch

+

Legio 34: Antioch

+

Cleopatra: Alexandria

+

Navis 2: Alexandria

+

Legio 39: Utica

+

Navis 3: Utica

+

Legio 2: Carthago Nova

+

Legio 4: Carthago Nova

+

Legio 5: Tarraco

+

Legio 6: Tarraco

+

Equitatus 1: Tarraco

+

LEVY POOL

+

Brutus

+

Legio 32, 33, 35, 36, 38

+

Auxilia 1, 2, 3, 4

+

Equitatus 2, 3, Elephant

+

Ballista

+

Navis 4, 5

-
-

JULIUS CAESAR

-

6.0 COMMAND PHASE

-

Player 1 Moves and then Levies with

-

the values from his active card, then Player

-

2 does the same.

-

6.1 GROUP MOVES

-

Command cards have Move Points

-

(MP) of 1 to 4. Each MP allows any/

-

all block(s) in one location (city or sea)

-

to move to adjacent cities/seas. If not

-

attacking, blocks may continue to the next

-

adjacent location(s).

-

Blocks that move cannot move

-

again this game turn, except to Retreat

-

or Regroup. When a block has finished

-

moving, turn it face-down to show that it

-

cannot move again this turn.

-

6.11 Road Limits

-

The maximum number of blocks that

-

can move along any road varies by type:

-

Major: 4 blocks

-

Minor: 2 blocks

-

Straits: 2 blocks (1 if attacking)

-

Example: A maximum of 4 blocks may

-

move from Genua to Rome, and one or two

-

blocks may move from Ravenna to Rome.

-

Road Limits apply to each player.

-

Hence, both players can move two blocks

-

along the same minor road in the same

-

game turn.

-

Example: Player 1 moves 4 blocks from

-

Massilia to Genua to Ravenna. Player 2

-

now moves 4 blocks from Rome to Genua

-

to Massilia. Both players used the road

-

section between Massilia and Genua, but

-

at different times. Of course, if Player 1

-

had left at least 1 block in Genua, Player 2

-

could not have moved through this block to

-

Massilia without fighting a battle.

-

6.12 Attacking

-

Blocks entering an Enemy city/sea

-

are Attacking; the enemy blocks are

-

Defending.

-

Blocks may attack from adjacent

-

cities/seas only. A player may attack via

-

two or more roads, but each road will

-

require a separate MP. See 6.2 and 7.3.

-

6.13 Pinning

-

Attacking blocks (excluding Reserves)

-

prevent an equal number of defending

-

blocks from moving. The Defender

-

chooses which blocks are pinned. The

-

"unpinned" blocks may move normally and

-

even attack, but cannot use any road or

-

sea border used by the enemy that battle.

-

6.14 Response Movement

-

Player 2 can expend MPs to move

-

unpinned blocks to reinforce Defending

-

blocks in Contested cities/seas. Blocks can

-

Respond only from adjacent cities/seas.

-

IMPORTANT: Responding blocks are

-

always placed in Reserve. See: 7.3.

-

6.15 Stacking

-

There is no stacking limit for blocks

-

during a Year. Stacking applies during the

-

Winter Turn. See 8.4.

-

6.2 NAVIS MOVEMENT

-

Navis move from a port to an adjacent

-

sea (or vice-versa), or from one sea to an

-

adjacent sea. They can never move from

-

one port directly to another port, except

-

via the adjacent sea.

-

When located with land blocks, Navis

-

can move to sea as part of a group move

-

for that city. See: Navis Move Examples.

-

Navis can make one (1) move and

-

attack, or two (2) moves and not attack.

-

See sidebar for examples.

-

Navis can attack/respond only from

-

an adjacent sea/port. See Battle Reserves

-

(7.3) for more details about attacking and

-

responding.

-

6.3 AMPHIBIOUS MOVEMENT

-

Land blocks may move from one port

-

to any other Friendly or Vacant port

-

across one or more adjacent Friendly

-

seas. Cost is 1 MP per block.

-

Amphibious movement must be made

-

before any other moves are made that

-

turn. Hence, a sea used in amphibious

-

movement must already be Friendly before

-

any other moves are made that turn.

-

Blocks cannot move by land and sea

-

in the same turn (or vice-versa). 1 Navis

-

block must remain in the sea that was

-

crossed for the entire Command Phase;

-

other Navis may move as desired.

-

Amphibious moves can never be made

-

to Enemy or Contested ports. Unpinned

-

(6.13) land blocks in a Contested city may

-

conduct an amphibious move provided the

-

adjacent sea is Friendly.

-

Move Example

-

For 1mp, a player may move any/all Massilia

-

blocks to one or more of Narbo, Lugdunum, and

-

Genua. If not attacking, blocks can move further

-

to any/all of Tarraco, Burdigala, Cenabum,

-

Treveri, Ravenna, or Rome. If some of the

-

Massilia blocks are Navis, they can move to

-

Mare Hispanum, then to an adjacent sea or port

-

if not attacking.

-

Movement & Attacking

-

Blocks can move only one city/sea when they

-

attack. This has many subtle implications. For

-

example, assuming 6 Caesar blocks located in

-

Massila and 3 Pompey blocks in Tarraco and

-

3 in Genua. The Caesar blocks cannot attack

-

Tarraco since that is two moves away. Genua

-

is adjacent and can therefore be attacked with

-

4 Caesar blocks (road limit). Unlike many

-

other games, however, the remaining 2 Caesar

-

blocks cannot also attack Genua via Lugdunum

-

since that would be a move of two cities. Note

-

however, the effect of the Mercury card which

-

could allow an attack on Tarraco, and/or a

-

two-pronged attack on Genua.

-

Pinning Example

-

Five (5) blocks defend Rome. Four (4) blocks

-

attack from Genua and two (2) from Ravenna,

-

the latter being reserves. Assuming the Genua

-

blocks are the Main Attack, a total of 4 blocks

-

in Rome are pinned, but 1 is unpinned and may

-

move except via the two roads being used by

-

the Attacker.

-

Seapower

-

The function of Navis are to win control of a

-

Sea to enable amphibious movement. They can

-

also attack and occupy enemy ports, or occupy

-

Vacant ports.

-

Navis Move Examples

-

1. Navis located in Massilia can move to a

-

Friendly or Vacant Mare Hispanum. If not

-

attacking, the Navis can then move to Oceanus

-

Atlanticus, or Mare Tyrrhenum, or to any other

-

Friendly or Vacant port on Mare Hispanum

-

(Utica, Caralis, Iomnium, Siga, Tingis, Carthago

-

Nova, Tarraco, Narbo, and Genua).

-

2. Navis located on Mare Internum can move

-

to Mare Tyrrhenum, Mare Hadriaticum, Mare

-

Aegaeum, or Mare Egypticum. If not attacking, a

-

Navis that moved to Mare Aegaeum could move

-

to another adjacent Friendly or Vacant sea

-

(Propontis or Mare Egypticum) or to any Friendly

-

or Vacant port on this sea, (Creta, Athena,

-

Thessalonika, Aenos, or Ephesus). Note that the

-

city of Pergamum is not a port.

-

Amphibious Move Example

-

Caesar has 3 Navis, 1 each on Mare Tyrrhenum,

-

Mare Internum, and Mare Egypticum. He elects to

-

spend 2mp to make an amphibious move of two

-

legions from Rome to Antioch, which is Vacant.

-

This is possible because the three seas crossed

-

are Friendly and adjacent, and the amphibious

-

move is made before any other move. Note that

-

an Amphibious move by Player 1 is completed

-

in the Command Phase, before Player 2 moves.

-

Copyright © 2010 Columbia Games

-

5

-

Version 1.1

+
+

JULIUS CAESAR

+

Copyright © 2023 Columbia Games, Inc.

+

5

+

Version 2.0

+

Move Example

+

For 1mp, a player may move any/all Massilia blocks

+

to one or more of Narbo, Lugdunum, and Genua.

+

If not attacking, blocks can move further to any/all

+

of Tarraco, Burdigala, Cenabum, Treveri, Ravenna,

+

or Rome. If some of the Massilia blocks are Navis,

+

they can move to Mare Hispanum, then to an

+

adjacent sea or port if not attacking.

+

Movement & Attacking

+

Blocks can move only one city/sea when they

+

attack. This has many subtle implications. For

+

example, assuming 6 Caesar blocks located in

+

Massilia and 3 Pompey blocks in Tarraco and 3 in

+

Genua. The Caesar blocks cannot attack Tarraco

+

since that is two moves away. Genua is adjacent

+

and can therefore be attacked with 4 Caesar

+

blocks (road limit). Unlike many other games,

+

however, the remaining 2 Caesar blocks cannot

+

also attack Genua via Lugdunum since that would

+

be a move of two cities. Note however, the effect

+

of the Mercury card which could allow an attack

+

on Tarraco, and/or a two-pronged attack on

+

Genua.

+

Pinning Example

+

Five (5) blocks defend Rome. Four (4) blocks attack

+

from Genua and two (2) from Ravenna, the latter

+

being reserves. Assuming the Genua blocks are

+

the Main Attack, a total of 4 blocks in Rome are

+

pinned, but 1 is unpinned and may move except

+

via the two roads being used by the Attacker.

+

Seapower

+

The function of Navis are to win control of a Sea

+

to enable amphibious movement. They can also

+

attack and occupy enemy ports, or occupy Vacant

+

ports.

+

Navis Move Examples

+

1. Navis located in Massilia can move to a Friendly

+

or Vacant Mare Hispanum. If not attacking, the

+

Navis can then move to Oceanus Atlanticus, or

+

Mare Tyrrhenum, or to any other Friendly or

+

Vacant port on Mare Hispanum (Utica, Caralis,

+

Iomnium, Siga, Tingis, Carthago Nova, Tarraco,

+

Narbo, and Genua).

+

2. Navis located on Mare Internum can move

+

to Mare Tyrrhenum, Mare Hadriaticum, Mare

+

Aegaeum, or Mare Egypticum. If not attacking,

+

a Navis that moved to Mare Aegaeum could

+

move to another adjacent Friendly or Vacant sea

+

(Propontis or Mare Egypticum) or to any Friendly

+

or Vacant port on this sea, (Creta, Athena,

+

Thessalonika, Aenos, or Ephesus). Note that the

+

city of Pergamum is not a port.

+

Amphibious Move Example

+

Caesar has 3 Navis, 1 each on Mare Tyrrhenum,

+

Mare Internum, and Mare Egypticum. He elects to

+

spend 2mp to make an amphibious move of two

+

legions from Rome to Antioch, which is Vacant.

+

This is possible because the three seas crossed are

+

Friendly and adjacent, and the amphibious move

+

is made before any other move. Note that an

+

Amphibious move by Player 1 is completed in the

+

Command Phase, before Player 2 moves.

+

6.14 Response Movement

+

Player 2 can expend MPs to move

+

unpinned blocks to reinforce Defending

+

blocks in Contested cities/seas. Blocks can

+

Respond only from adjacent cities/seas.

+

IMPORTANT: Responding blocks are

+

always placed in Reserve (7.3) and do not

+

alter the status of pinned blocks (6.13).

+

6.15 Stacking

+

There is no stacking limit for blocks

+

during a Year. Stacking applies during the

+

Winter Turn. See 8.4.

+

6.2 NAVIS MOVEMENT

+

Navis move from a port to an adjacent

+

sea (or vice-versa), or from one sea to an

+

adjacent sea. They can never move from one

+

port directly to another port, except via the

+

adjacent sea.

+

When located with land blocks, Navis

+

can move to sea as part of a group move for

+

that city. See: Navis Move Examples.

+

Navis can make one (1) move and attack,

+

or two (2) moves and not attack. See sidebar

+

for examples.

+

Navis can attack/respond only from an

+

adjacent sea/port. See 6.12 and 7.3 for more

+

details about attacking and responding.

+

6.3 AMPHIBIOUS MOVEMENT

+

Land blocks may move from one port to

+

any other Friendly or Vacant port across one

+

or more adjacent Friendly seas. Cost is 1 MP

+

per block.

+

Amphibious movement must be made

+

before any other moves are made that turn.

+

Hence, a sea used in amphibious movement

+

must already be Friendly before any other

+

moves are made that turn.

+

Blocks cannot move by land and sea in

+

the same turn (or vice-versa). 1 Navis block

+

must remain in the sea that was crossed for

+

the entire Command Phase; other Navis may

+

move as desired.

+

Amphibious moves can never be made

+

to Enemy or Contested ports. Unpinned

+

(6.13) land blocks in a Contested city may

+

conduct an amphibious move provided the

+

adjacent sea is Friendly.

+

6.0 COMMAND PHASE

+

Player 1 Moves and then Levies with the

+

values from his active card, then Player 2

+

does the same.

+

6.1 GROUP MOVES

+

Command cards have Move Points

+

(MP) of 1 to 4. Each MP allows any/all

+

block(s) in one location (city or sea) to move

+

to adjacent cities/seas. If not attacking,

+

blocks may continue to the next adjacent

+

location(s).

+

Blocks that move cannot move again this

+

game turn, except to Retreat or Regroup.

+

When a block has finished moving, turn it

+

face-down to show that it cannot move again

+

this turn.

+

6.11 Road Limits

+

The maximum number of blocks that

+

can move along any road varies by type:

+

+

Major: 4 blocks

+

+

Minor: 2 blocks

+

+

Straits: 2 blocks (1 if attacking)

+

EXAMPLE: A maximum of 4 blocks may

+

move from Genua to Rome, and one or

+

two blocks may move from Ravenna to

+

Rome.

+

Road Limits apply to each player. Hence,

+

both players can move two blocks along the

+

same minor road in the same game turn.

+

EXAMPLE: Player 1 moves 4 blocks from

+

Massilia to Genua to Ravenna. Player 2

+

now moves 4 blocks from Rome to Genua

+

to Massilia. Both players used the road

+

section between Massilia and Genua, but

+

at different times. Of course, if Player 1

+

had left at least 1 block in Genua, Player 2

+

could not have moved through this block

+

to Massilia without fighting a battle.

+

6.12 Attacking

+

Blocks entering an Enemy city/sea are

+

Attacking; the enemy blocks are Defending.

+

Blocks may attack from adjacent cities/

+

seas only. A player may attack via two or

+

more roads, but each road will require a

+

separate MP. The first road/border used is

+

the Main Attack. Blocks using other roads/

+

borders are Reserves. See 6.2 and 7.3.

+

6.13 Pinning

+

Attacking blocks (excluding Reserves)

+

prevent an equal number of defending

+

blocks from moving. The Defender chooses

+

which blocks are pinned. The "unpinned"

+

blocks may move normally and even attack,

+

but cannot use any road or sea border used

+

by the enemy that battle.

-
-

JULIUS CAESAR

-

6.4 LEVIES

-

Command cards have 1, 2, or 3 Levy

-

Points (LP). Each LP allows:

-

• One (1) step to be added to one (1)

-

existing block. Multiple steps can be

-

added to the same block, each for LP1.

-

• One (1) new block can be chosen from

-

a player's Levy Pool and deployed in

-

a city at minimum strength. Steps can

-

be added to a new block immediately,

-

each step costing LP1 (including the

-

elephant). Multiple new blocks can be

-

deployed in the same city if desired.

-

Leaders deploy in any Friendly city.

-

Legions deploy in their named city,

-

which must be Friendly.

-

Equitatae/Elephant deploy in their

-

named city, which must be Friendly.

-

Auxilia/Ballista deploy in any

-

Friendly city.

-

Navis deploy in any Friendly major

-

port. Steps can be added to existing

-

Navis in any port, but never at sea.

-

IMPORTANT: In all cases, new blocks

-

and steps must be raised in Friendly cities,

-

meaning a city currently occupied by at

-

least one Friendly block. New blocks and

-

steps can never be added to Vacant or

-

Contested cities.

-

7.0 BATTLES

-

7.1 BATTLE SEQUENCE

-

Battles are fought one by one after all

-

moves are completed. Player 1 determines

-

which battle to fight first. Blocks are not

-

revealed until a battle is fought. Reveal

-

blocks (not Reserves) by tipping them

-

forward at current strength. After the battle

-

is completed, stand all blocks upright, then

-

Player 1 selects the next battle.

-

7.2 BATTLE TURNS

-

Each block has one battle turn per

-

Battle Round. In its turn, a block may

-

either Fire, Retreat, or Pass, except

-

Retreat is not allowed in Round 1.

-

The sequence of turns depends on

-

combat ratings. “A” blocks go before “B”

-

blocks, then “C” blocks, then "D" blocks.

-

Defending “A” blocks go before Attacking

-

“A” blocks, and so on.

-

After all blocks have taken one Battle

-

Turn, one Round has been fought. Battles

-

are fought for a maximum of four (4)

-

Rounds. Attacking blocks must retreat

-

during Round 4 in their normal battle turn.

-

7.3 BATTLE RESERVES

-

When attacking via two or more roads

-

or sea borders, one road/border (Attacker

-

choice) must be declared the Main

-

Attack. Blocks using other roads/borders

-

are Reserves.

-

Blocks moved by Player 2 to reinforce

-

a battle started by Player 1 are also

-

Reserves.

-

Reserve blocks may not fire, retreat,

-

or take hits in Round 1. They are revealed

-

and arrive at the start of Round 2 to take

-

normal turns.

-

Example: Caesar attacks Tarraco

-

from Narbo with 4 blocks (main attack)

-

and from Bilbilis with 2 blocks. Pompey

-

has 3 blocks defending Tarraco, but

-

moves 4 blocks from Nova Carthago to

-

Tarraco. Round 1 has the 3 Tarraco blocks

-

defending against 4 Caesar blocks from

-

Narbo. Caesar blocks from Bilbilis and

-

Pompey blocks from Nova Carthago are

-

Reserves that arrive for Round 2.

-

7.31 Disruption

-

Reserve blocks are Disrupted if

-

their main force is eliminated in Round 1.

-

Disrupted blocks immediately lose one (1)

-

step and then fight normally.

-

IMPORTANT: If the disrupted player is

-

the Defender, the Attacker now becomes the

-

Defender for the rest of the battle.

-

7.4 Battle HITS

-

Each firing block in its Battle Turn rolls

-

as many dice as its current strength. A hit

-

is scored for each die roll equal to or lower

-

than the block’s firepower.

-

Example: Caesar 3 rolls 3 dice. He has

-

A3 combat: rolls of 1, 2, 3 are hits.

-

Each hit reduces the strongest enemy

-

block at that instant. When two or more

-

blocks share the highest strength, the

-

owner chooses which to reduce. Except for

-

Leaders, when blocks are reduced below

-

strength I, they are immediately eliminated

-

(see 7.5) and returned to the Levy Pool.

-

Note: combat is not simultaneous. All

-

hits are applied immediately.

-

7.41 Elephant

-

The elephant block has two steps, IV

-

and II. It drops one step per hit which

-

means the block is powerful but fragile.

-

7.42 Ballista

-

The Ballista block fights at B4 when

-

Defending, but at D4 when Attacking.

-

Battle Sequence

-

Battle sequence (7.1) is controlled by Player

-

1. This can be significant because the results

-

of a battle will change city or sea control from

-

Contested to Friendly for the victor and that

-

impacts Retreats and Regroups.

-

Battle Turns

-

Caesar (A3) and Equitatus (B2) attack Pompey

-

(B3) and Navis (D2). Battle Turn sequence:

-

Caesar: attacking A3

-

Pompey: defending B3

-

Caesar Equitatus: attacking B2

-

Pompey Navis: defending D2

-

Attacker/Defender

-

Because both players move before combat, a

-

player can be the Defender in some battles, and

-

the Attacker in others.

-

Battle Hits

-

Each hit reduces the strongest enemy block at

-

that instant. Hence, if two hits are scored on

-

three enemy blocks at strength III, II, II, the first

-

hit must be taken on the enemy III block. All

-

three blocks are now at strength II, so the next

-

hit can be on any enemy block (owner choice).

-

Pursuit

-

Pursuit is naturally handled by the game system.

-

A block wishing to retreat must await its normal

-

battle turn which allows faster enemy troops

-

to fire before they can retreat. If the Defender

-

survives three Battle Rounds, the Attacker

-

must retreat during round 4, but takes fire from

-

defending blocks that have an equal or earlier

-

battle turn.

-

Treachery

-

Several legions switched sides during the war,

-

This is represented by the Jupiter card, which

-

switches one block to the enemy side. Even the

-

famous 13th legion, which crossed the Rubicon

-

with Caesar, later rebelled and changed sides.

-

Copyright © 2010 Columbia Games

-

6

-

Version 1.1

+
+

JULIUS CAESAR

+

Copyright © 2023 Columbia Games, Inc.

+

6

+

Version 2.0

+

Levies

+

Although many blocks can only be deployed in

+

specified cities, steps can be added to those blocks

+

in any city. Elephants still cost 1LP per step and can

+

be raised to full strength (IV) for a total of 2LP.

+

Battle Sequence

+

Battle sequence (7.1) is controlled by Player 1. This

+

can be significant because the results of a battle

+

will change city or sea control from Contested to

+

Friendly for the victor and that impacts Retreats and

+

Regroups.

+

Battle Turns

+

Caesar (A3) and Equitatus (B2) attack Pompey (B3)

+

and Navis (D2). Battle Turn sequence:

+

Caesar: attacking A3

+

Pompey: defending B3

+

Caesar Equitatus: attacking B2

+

Pompey Navis: defending D2

+

Attacker/Defender

+

Because both players move before combat, a

+

player can be the Defender in some battles, and

+

the Attacker in others.

+

Disruption

+

The 1 step penalty applies to attacking and/or

+

defending reserves. The step loss for reserves

+

reflects the loss of morale that would be expected

+

from seeing routed soldiers fleeing.

+

Battle Hits

+

Each hit reduces the strongest enemy block at

+

that instant. Hence, if two hits are scored on three

+

enemy blocks at strength III, II, II, the first hit must

+

be taken on the enemy III block. All three blocks

+

are now at strength II, so the next hit can be on

+

any enemy block (owner choice).

+

Pursuit

+

Pursuit is naturally handled by the game system.

+

A block wishing to retreat must await its normal

+

battle turn which allows faster enemy troops

+

to fire before they can retreat. If the Defender

+

survives three Battle Rounds, the Attacker must

+

retreat during round 4, but takes fire from

+

defending blocks that have an equal or earlier

+

battle turn.

+

Treachery

+

Several legions switched sides during the war, This

+

is represented by the Jupiter card, which switches

+

one block to the enemy side. Even the famous

+

13th legion, which crossed the Rubicon with

+

Caesar, later rebelled and changed sides.

+

7.3 BATTLE RESERVES

+

When attacking via two or more roads

+

or sea borders, the first road/border used is

+

the Main Attack. Blocks using other roads/

+

borders are Reserves.

+

Blocks moved by Player 2 to reinforce a

+

battle started by Player 1 are also Reserves.

+

Reserve blocks may not fire, retreat, or

+

take hits in Round 1. They are revealed and

+

arrive at the start of Round 2 to take normal

+

turns.

+

EXAMPLE: Caesar attacks Tarraco from

+

Narbo with 4 blocks (main attack) and

+

from Bilbilis with 2 blocks. Pompey has

+

3 blocks defending Tarraco, but moves 4

+

blocks from Nova Carthago to Tarraco.

+

Round 1 has the 3 Tarraco blocks

+

defending against 4 Caesar blocks from

+

Narbo. Caesar blocks from Bilbilis and

+

Pompey blocks from Nova Carthago are

+

Reserves that arrive for Round 2.

+

7.31 Disruption

+

Reserve blocks are Disrupted if their

+

main force is eliminated in Round 1.

+

Disrupted blocks immediately lose one (1)

+

step and then fight normally.

+

IMPORTANT: If the disrupted player is the

+

Defender, the Attacker now becomes the

+

Defender for the rest of the battle.

+

7.4 BATTLE HITS

+

Each firing block in its Battle Turn rolls

+

as many dice as its current strength. A hit

+

is scored for each die roll equal to or lower

+

than the block’s firepower.

+

EXAMPLE: Caesar 3 rolls 3 dice. He has

+

A3 combat: rolls of 1, 2, 3 are hits.

+

Each hit reduces the strongest enemy

+

block at that instant. When two or more

+

blocks share the highest strength, the owner

+

chooses which to reduce. Except for Leaders,

+

when blocks are reduced below strength I,

+

they are immediately eliminated (see 7.5)

+

and returned to the Levy Pool.

+

NOTE: Combat is not simultaneous. All

+

hits are applied immediately.

+

7.41 Elephant

+

The elephant block has two steps, IV and

+

II. It drops one step per hit which means the

+

block is powerful but fragile.

+

7.42 Ballista

+

The Ballista block fights at B4 when

+

Defending, but at D4 when Attacking.

+

6.4 LEVIES

+

Command cards have 1, 2, or 3 Levy

+

Points (LP). Each LP allows:

+

• One (1) step to be added to one (1)

+

existing block. Multiple steps can be

+

added to the same block, each for LP1.

+

Blocks that move can levy as long as

+

they're in a friendly city (not contested).

+

• One (1) new block can be chosen from

+

a player's Levy Pool and deployed in a

+

city at minimum strength. Steps can be

+

added to a new block immediately, each

+

step costing LP1 (including the elephant).

+

Multiple new blocks can be deployed in

+

the same city if desired.

+

Leaders deploy in any Friendly city.

+

Legions deploy in their named city,

+

which must be Friendly.

+

Equitatae/Elephant deploy in their

+

named city, which must be Friendly.

+

Auxilia/Ballista deploy in any Friendly

+

city.

+

Navis deploy in any Friendly major port.

+

Steps can be added to existing Navis in

+

any port, but never at sea.

+

IMPORTANT: In all cases, new blocks and

+

steps must be raised in Friendly cities,

+

meaning a city currently occupied by at

+

least one Friendly block. New blocks and

+

steps can never be added to Vacant or

+

Contested cities.

+

7.0 BATTLES

+

7.1 BATTLE SEQUENCE

+

Battles are fought one by one after all

+

moves are completed. Player 1 determines

+

which battle to fight first. Blocks are not

+

revealed until a battle is fought. Reveal

+

blocks (not Reserves) by tipping them

+

forward at current strength. After the battle

+

is completed, stand all blocks upright, then

+

Player 1 selects the next battle.

+

7.2 BATTLE TURNS

+

Each block has one battle turn per

+

Battle Round. In its turn, a block may either

+

Fire, Retreat, or Pass, except Retreat is not

+

allowed in Round 1. The sequence of turns

+

depends on combat ratings. “A” blocks go

+

before “B” blocks, then “C” blocks, then

+

"D" blocks. Defending “A” blocks go before

+

Attacking “A” blocks, and so on.

+

After all blocks have taken one Battle

+

Turn, one Round has been fought. Battles are

+

fought for a maximum of four (4) Rounds.

+

Attacking blocks must retreat during Round

+

4 in their normal battle turn.

-
-

JULIUS CAESAR

-

7.5 ELIMINATED BLOCKS

-

Eliminated blocks are returned to their

-

owner's Levy Pool, but are placed face-up

-

(in front of the upright blocks) and cannot be

-

levied again this Year.

-

7.51 Leaders

-

Leaders are permanently eliminated.

-

Give the block as a "trophy" to the enemy

-

player, who counts it as 1vp.

-

When a player loses a leader, the

-

third leader is added to the Levy Pool and

-

becomes available to be built and deployed

-

(normal cost) in any Friendly city.

-

7.52 Cleopatra

-

Cleopatra can fight for either side. If

-

eliminated in battle she immediately joins

-

the other side at strength I and fights for

-

that side on her next battle turn.

-

During each Winter turn, she must

-

return to Alexandria. See 8.1.

-

7.6 Retreats

-

Each block may retreat on its Battle

-

Turn (instead of firing), except blocks can

-

never retreat on Battle Round 1. Blocks

-

that cannot retreat when required are

-

eliminated.

-

7.61 Retreat Limits

-

Road Limits (6.11) apply to all

-

retreating blocks each Battle Round.

-

Blocks can never retreat to Enemy or

-

Contested cities/seas.

-

Retreating across a strait has a limit of

-

one (1) block per round.

-

7.62 Attacker Retreats

-

Attacking blocks can retreat on their

-

battle turn starting in Round 2 and must

-

retreat during Round 4. Blocks may Retreat

-

to an adjacent Vacant city via road(s) used

-

to start or reinforce the battle, or to any

-

Friendly adjacent cities.

-

7.63 Defender Retreats

-

Defending blocks can retreat on their

-

battle turn starting on Round 2. Retreat is

-

made to any adjacent cities, Friendly or

-

Vacant, but not along roads used by the

-

Attacker to enter the battle.

-

7.64 Sea Retreats

-

Players can retreat land blocks by

-

sea provided an adjacent sea is Friendly.

-

A maximum of one (1) block per Battle

-

Round can Sea Retreat. The destination

-

port must be Friendly. Each block can Sea

-

Retreat across one (1) adjacent sea, to a

-

Friendly port(s) on that same sea only.

-

If both players have an adjacent and

-

Friendly sea and a Friendly destination,

-

both can sea retreat.

-

EXAMPLE: with a battle in Utica, if one

-

player has a Navis on Mare Internum, and

-

the other has a Navis on Mare Hispanum,

-

both players can Sea Retreat via their own

-

Friendly sea.

-

7.7 REGROUPS

-

When a battle ends the victor may

-

Regroup. All victorious blocks (including

-

any in Reserve) can move to any adjacent

-

city that is currently Friendly or Vacant.

-

Road Limits (6.11) apply.

-

Amphibious Movement cannot be

-

used to Regroup.

-

7.8 NAVIS BATTLES

-

When enemy Navis occupy the same

-

sea a Navis battle occurs. Navis have D2

-

or D3 combat, Defender first. As with land

-

battles, the attacker must retreat during

-

Round 4 if any defending ships remain.

-

7.81 Shore Combat

-

Navis can also be involved in battles

-

ashore in ports, either as the Attacker

-

or Defender. Navis can attack from an

-

adjacent sea only.

-

7.82 Navis Retreats

-

Navis may retreat in their normal "D"

-

battle turn, starting in Round 2.

-

Attacking Navis Retreat to:

-

• Seas or Ports they came from, provided

-

these locations are still Friendly or

-

Vacant, or

-

• Friendly adjacent seas, or

-

• Friendly ports on the same sea.

-

Defending Navis Retreat to:

-

• Friendly adjacent seas, or

-

• Vacant adjacent seas except where

-

the Attacker came from, or

-

• Friendly port on the same sea.

-

If no Retreat is possible, Navis must

-

win the fight or perish.

-

7.83 Navis Regroups

-

Navis that win a sea battle can

-

Regroup to any adjacent sea that is

-

Friendly or Vacant, or to any Friendly or

-

Vacant port on the same sea.

-

TIMELINE

-

60 BC: First Triumvirate formed between Caesar,

-

Crassius, and Pompey. Caesar is made proconsul

-

of Gaul, Cisalpine Gaul, and Illyricum, commanding

-

four legions. Pompey is made proconsul of

-

Hispania, and Crassius proconsul of Syria.

-

53 BC: Crassius is killed fighting in Parthia ending

-

the First Triumvirate. Pompey governs Hispania

-

from Rome while Caesar fights in Gaul.

-

52 BC: Caesar commands ten legions and defeats

-

Vercingetorix at Alesia, ending the Gallic Wars.

-

Cato, Pompey, and Scipio lead a Senate faction

-

opposed to Caesar's "populist policies". The Senate

-

demands Caesar disband and return to Rome to

-

answer charges of "war crimes". Caesar refuses to

-

disband arguing he is proconsul of Gaul until 49BC.

-

50 BC: Caesar now has nine veteran legions, 3000

-

cavalry, and a 900 man bodyguard. Pompey has

-

seven legions in Hispania, two in Italia, and two

-

in Syria and Africa. Pompey has naval superiority.

-

Senate declares Caesar an enemy of the state.

-

49 BC: Caesar crosses Rubicon with XIII Legion

-

in January. Pompey retreats from Rome to

-

Brundisium. Caesar besieges Brundisium, but

-

Pompey escapes by ship to Greece. Caesar now

-

marches to Spain, where he forces five Pompey

-

Legions to surrender at Llerda.

-

48 BC: Caesar and Antonius assemble five legions

-

at Brundisium and ship them to Greece. The

-

Battle of Dyrrachium is fought in July, ending

-

with a Pompey victory. Caesar retreats but then

-

wins a decisive victory at Pharsalus in Thessaly.

-

Pompey flees to Egypt where he is assassinated by

-

command of Ptolemy XIII. Caesar now becomes

-

involved in a civil war between Ptolemy XIII and

-

his sister Cleopatra VII. Caesar supports Cleopatra

-

and defeats Ptolemy XIII who drowns in the Nile.

-

47 BC: Caesar attacks into Syria and Pontus,

-

defeating Pharnaces II, a petty king who took

-

advantage of the Roman Civil War to expand his

-

power. Pharnaces is crushed at Battle of Zela, said

-

to be the origin of the famous phrase "Veni, Vidi,

-

Vici" (I came, I saw, I conquered).

-

46 BC: Battle of Thapsus. Caesar invades Africa

-

with 10 legions and defeats Scipio's 14 legions.

-

Scipio & Cato take their own lives. Pompey's son,

-

Sextus Pompey, escapes to Hispania to continue

-

the war.

-

45 BC: Battle of Munda. Caesar invades Hispania

-

by sea with 8 legions. He defeats Sextus (13 legions)

-

who is killed, ending the war.

-

44 BC: On the Ides of March, Caesar is

-

assassinated in a conspiracy arranged by Brutus

-

and Cassius. The assassins flee Rome; Antonius and

-

Octavian assume command.

-

42 BC: Battle of Phillipi. Octavian and Antonius

-

defeat Brutus and Cassius, who both commit

-

suicide. Eleven years later, the two victors fight for

-

supremacy, a struggle that Octavian wins at Actium

-

to become Augustus, the first Emperor of Imperial

-

Rome.

-

Copyright © 2010 Columbia Games

-

7

-

Version 1.1

+
+

JULIUS CAESAR

+

Copyright © 2023 Columbia Games, Inc.

+

7

+

Version 2.0

+

If both players have an adjacent and

+

Friendly sea and a Friendly destination, both

+

can sea retreat.

+

EXAMPLE: with a battle in Utica, if one

+

player has a Navis on Mare Internum, and

+

the other has a Navis on Mare Hispanum,

+

both players can Sea Retreat via their own

+

Friendly sea.

+

7.7 REGROUPS

+

When a battle ends the victor may

+

Regroup. All victorious blocks (including any

+

in Reserve) can move to any adjacent cities

+

that are currently Friendly or Vacant. Road

+

Limits (6.11) apply.

+

Amphibious Movement cannot be used

+

to Regroup.

+

7.8 NAVIS BATTLES

+

When enemy Navis occupy the same sea

+

a Navis battle occurs. Navis have D2 or D3

+

combat, Defender first. As with land battles,

+

the attacker must retreat during Round 4 if

+

any defending ships remain.

+

7.81 Shore Combat

+

Navis can also be involved in battles

+

ashore in ports, either as the Attacker or

+

Defender. Navis can attack from an adjacent

+

sea only.

+

7.82 Navis Retreats

+

Navis may retreat in their normal "D"

+

battle turn, starting in Round 2.

+

Attacking Navis Retreat to:

+

• Seas or Ports they came from, provided

+

these locations are still Friendly or Vacant,

+

or

+

• Friendly adjacent seas, or

+

• Friendly ports on the same sea.

+

Defending Navis Retreat to:

+

• Friendly adjacent seas, or

+

• Vacant adjacent seas except where

+

the Attacker came from, or

+

• Friendly port on the same sea.

+

If no Retreat is possible, Navis must win

+

the fight or perish.

+

7.83 Navis Regroups

+

Navis that win a sea battle can Regroup

+

to any adjacent sea that is Friendly or

+

Vacant, or to any Friendly or Vacant port on

+

the same sea.

+

7.5 ELIMINATED BLOCKS

+

Eliminated blocks are returned to their

+

owner's Levy Pool, but are placed face-up (in

+

front of the upright blocks) and cannot be

+

levied again this Year.

+

7.51 Leaders

+

Leaders are permanently eliminated.

+

Give the block as a "trophy" to the enemy

+

player, who counts it as 1vp.

+

When a player loses a leader, the

+

third leader is added to the Levy Pool and

+

becomes available to be built and deployed

+

(normal cost) in any Friendly city.

+

7.52 Cleopatra

+

Cleopatra can fight for either side. If

+

eliminated in battle she immediately joins

+

the other side at strength I and fights for

+

that side on her next battle turn.

+

During each Winter turn, she must

+

return to Alexandria. See 8.1.

+

7.6 RETREATS

+

Each block may retreat on its Battle

+

Turn (instead of firing), except blocks can

+

never retreat on Battle Round 1. Blocks that

+

cannot retreat when required are eliminated.

+

7.61 Retreat Limits

+

Road Limits (6.11) apply to all retreating

+

blocks each Battle Round. Blocks can never

+

retreat to Enemy or Contested cities/seas.

+

Retreating across a strait has a limit of

+

one (1) block per round.

+

7.62 Attacker Retreats

+

Attacking blocks can retreat on their

+

battle turn starting in Round 2 and must

+

retreat during Round 4. Blocks may Retreat

+

to any adjacent Vacant cities via road(s) used

+

to start or reinforce the battle, or to any

+

Friendly adjacent cities.

+

7.63 Defender Retreats

+

Defending blocks can retreat on their

+

battle turn starting on Round 2. Retreats

+

are made to any adjacent cities, Friendly

+

or Vacant, but not along roads used by the

+

Attacker to enter the battle.

+

7.64 Amphibious Retreats

+

Players can retreat land blocks by sea

+

provided an adjacent sea is Friendly. A

+

maximum of one (1) block per Battle Round

+

can Sea Retreat. The destination port must

+

be Friendly. Each block can Sea Retreat

+

across one (1) adjacent sea, to a Friendly

+

port(s) on that same sea only.

+

TIMELINE

+

60 BC: First Triumvirate formed between Caesar,

+

Crassius, and Pompey. Caesar is made proconsul of

+

Gaul, Cisalpine Gaul, and Illyricum, commanding four

+

legions. Pompey is made proconsul of Hispania, and

+

Crassius proconsul of Syria.

+

53 BC: Crassius is killed fighting in Parthia ending

+

the First Triumvirate. Pompey governs Hispania from

+

Rome while Caesar fights in Gaul.

+

52 BC: Caesar commands ten legions and defeats

+

Vercingetorix at Alesia, ending the Gallic Wars. Cato,

+

Pompey, and Scipio lead a Senate faction opposed

+

to Caesar's "populist policies". The Senate demands

+

Caesar disband and return to Rome to answer charges

+

of "war crimes". Caesar refuses to disband arguing he

+

is proconsul of Gaul until 49BC.

+

50 BC: Caesar now has nine veteran legions, 3000

+

cavalry, and a 900 man bodyguard. Pompey has seven

+

legions in Hispania, two in Italia, and two in Syria and

+

Africa. Pompey has naval superiority. Senate declares

+

Caesar an enemy of the state.

+

49 BC: Caesar crosses Rubicon with XIII Legion in

+

January. Pompey retreats from Rome to Brundisium.

+

Caesar besieges Brundisium, but Pompey escapes by

+

ship to Greece. Caesar now marches to Spain, where

+

he forces five Pompey Legions to surrender at Llerda.

+

48 BC: Caesar and Antonius assemble five legions at

+

Brundisium and ship them to Greece. The Battle of

+

Dyrrachium is fought in July, ending with a Pompey

+

victory. Caesar retreats but then wins a decisive

+

victory at Pharsalus in Thessaly. Pompey flees to

+

Egypt where he is assassinated by command of

+

Ptolemy XIII. Caesar now becomes involved in a civil

+

war between Ptolemy XIII and his sister Cleopatra VII.

+

Caesar supports Cleopatra and defeats Ptolemy XIII

+

who drowns in the Nile.

+

47 BC: Caesar attacks into Syria and Pontus, defeating

+

Pharnaces II, a petty king who took advantage of the

+

Roman Civil War to expand his power. Pharnaces

+

is crushed at Battle of Zela, said to be the origin of

+

the famous phrase "Veni, Vidi, Vici" (I came, I saw, I

+

conquered).

+

46 BC: Battle of Thapsus. Caesar invades Africa with

+

10 legions and defeats Scipio's 14 legions. Scipio

+

& Cato take their own lives. Pompey's son, Sextus

+

Pompey, escapes to Hispania to continue the war.

+

45 BC: Battle of Munda. Caesar invades Hispania by

+

sea with 8 legions. He defeats Sextus (13 legions) who

+

is killed, ending the war.

+

44 BC: On the Ides of March, Caesar is assassinated

+

in a conspiracy arranged by Brutus and Cassius. The

+

assassins flee Rome; Antonius and Octavian assume

+

command.

+

42 BC: Battle of Phillipi. Octavian and Antonius defeat

+

Brutus and Cassius, who both commit suicide. Eleven

+

years later, the two victors fight for supremacy, a

+

struggle that Octavian wins at Actium to become

+

Augustus, the first Emperor of Imperial Rome.

-
-

JULIUS CAESAR

-

8.0 WINTER TURN

-

A Year ends when all five (5) cards

-

have been played. A Winter Turn now

-

occurs during which players determine if

-

either has won. Play the winter events in

-

the exact order given.

-

8.1 CLEOPATRA GOES HOME

-

Move Cleopatra to Alexandria. If

-

enemy-occupied, she joins that side

-

immediately at her current strength.

-

8.2 VICTORY

-

Determine if one player has won.

-

See: 1.2.

-

8.3 NAVIS TO PORT

-

Move all Navis to a Friendly port on

-

the same sea (Caesar first). Navis unable

-

to move to a Friendly port are disbanded,

-

but can be rebuilt in the upcoming Year.

-

8.4 WINTER SUPPLY

-

All cities can supply in winter a

-

maximum of three (3) blocks without

-

penalty. This limit is increased by the city

-

value if any. Hence, Genua can support 3

-

blocks, Massila can support 3+1=4, and

-

Rome can support 3+2=5.

-

Each surplus block (owner choice) is

-

disbanded to the Friendly Levy Pool, but

-

can be rebuilt in the upcoming Year.

-

8.5 DISBANDING

-

Players cannot merge blocks on the

-

map. They may disband any block (except

-

Cleopatra) to their Levy Pool. Steps on

-

disbanded blocks are forfeit, but they can

-

be rebuilt in the upcoming Year.

-

8.6 YEAR RESET

-

All face-up blocks in Levy Pools stand-

-

up and are available to be recruited in the

-

upcoming Year.

-

Shuffle all 27 cards and deal six (6)

-

cards to each player. Examine your cards

-

and discard one (1). The discard is not

-

revealed.

-

GAME CREDITS

-

Game Design:

-

Justin Thompson

-

Grant Dalgliesh

-

Developer:

-

Tom Dalgliesh

-

Art/Graphics:

-

Karim Chakroun

-

Mark Churms

-

Contributors:

-

Mark Adams

-

Bill Alderman

-

Clayton Baisch

-

Kevin Duke

-

Stan Hilinski

-

Steve Koleszar

-

Gerald Lientz

-

Stuart Pierce

-

Dave Platnick

-

Bill Powers

-

Bruce Reiff

-

George Seary

-

INDEX

-

Amphibious Movement

-

6.3

-

Ballista

-

3.25, 7.42

-

Battles

-

2.3, 7.0

-

Disruption

-

7.31

-

Hits

-

7.4

-

Reserves

-

7.3

-

Retreats

-

7.6

-

Sequence

-

7.1

-

Turns

-

7.2

-

Cavalry

-

3.24

-

Cities

-

4.2

-

Control

-

4.21

-

Victory

-

1.2

-

Cleopatra

-

3.27, 7.52, 8.1

-

Combat Rating

-

3.12

-

Deployment

-

5.0

-

Historical

-

5.1

-

Free Deployment

-

5.3

-

Disbanding

-

8.5

-

Disruption

-

7.31

-

Eliminations

-

7.5

-

Equitatus

-

3.24

-

Elephants

-

7.41

-

Friendly

-

4.21

-

Game Turns

-

2.0

-

Islands

-

4.41

-

Leaders

-

1.2, 3.21, 7.51

-

Levy

-

2.3, 6.4

-

Levy Pool

-

5.2

-

Movement

-

6.0

-

Group Move

-

6.1

-

Navis Move

-

6.2

-

Amphibious Move

-

6.3

-

Navis

-

3.26

-

Navis Move

-

6.2

-

Navis Battles

-

7.8

-

Navis Wintering

-

8.3

-

Pinning

-

6.13

-

Ports

-

4.42, 6.3

-

Regroups

-

7.7

-

Navis Regroups

-

7.83

-

Reserves

-

7.3

-

Retreats

-

7.6

-

Attacker Retreats

-

7.62

-

Defender Retreats

-

7.63

-

Navis Retreats

-

7.82

-

Retreat Limits

-

7.61

-

Sea Retreats

-

7.64

-

Roads

-

4.3

-

Major & Minor Roads

-

4.31

-

Sea Moves

-

6.2

-

Seas

-

4.4

-

Straits

-

4.32

-

Supply (Winter)

-

8.4

-

Victory

-

1.2

-

Winter

-

8.0

-

Columbia Games, Inc

-

POB 3457, Blaine

-

WA 98231 USA

-

360/366-2228

-

800/636-3631 (toll free)

-

For game updates and discussion, see:

-

www.columbiagames.com

-

Copyright © 2010 Columbia Games

-

8

-

Version 1.1

+
+

JULIUS CAESAR

+

Copyright © 2023 Columbia Games, Inc.

+

8

+

Version 2.0

+

8.0 WINTER TURN

+

A Year ends when all five (5) cards have

+

been played. A Winter Turn now occurs

+

during which players determine if either has

+

won. Play the winter events in the exact

+

order given.

+

8.1 CLEOPATRA GOES HOME

+

Move Cleopatra to Alexandria. If

+

enemy-occupied, she joins that side

+

immediately at her current strength.

+

8.2 VICTORY

+

Determine if one player has won.

+

See: 1.2.

+

8.3 NAVIS TO PORT

+

Move all Navis to a Friendly port on

+

the same sea (Caesar first). Navis unable to

+

move to a Friendly port are disbanded, but

+

can be rebuilt in the upcoming Year.

+

8.4 WINTER SUPPLY

+

All cities can supply in winter a

+

maximum of three (3) blocks without

+

penalty. This limit is increased by the city

+

value if any. Hence, Genua can support 3

+

blocks, Massilia can support 3+1=4, and

+

Rome can support 3+2=5.

+

Each surplus block (owner choice) is

+

disbanded to the Friendly Levy Pool, but can

+

be rebuilt in the upcoming Year.

+

8.5 DISBANDING

+

Players cannot merge blocks on the

+

map. They may disband any block (except

+

Cleopatra) to their Levy Pool. Steps on

+

disbanded blocks are forfeit, but they can be

+

rebuilt in the upcoming Year.

+

8.6 YEAR RESET

+

All face-up blocks in Levy Pools stand-

+

up and are available to be recruited in the

+

upcoming Year.

+

Shuffle all 27 cards and deal six (6) cards

+

to each player. Examine your cards and

+

discard one (1). The discard is not revealed.

+

INDEX

+

Amphibious Movement

+

6.3

+

Ballista

+

3.25, 7.42

+

Battles

+

2.3, 7.0

+

Disruption

+

7.31

+

Hits

+

7.4

+

Reserves

+

7.3

+

Retreats

+

7.6

+

Sequence

+

7.1

+

Turns

+

7.2

+

Cavalry

+

3.24

+

Cities

+

4.2

+

Control

+

4.21

+

Victory

+

1.2

+

Cleopatra

+

3.27, 7.52, 8.1

+

Combat Rating

+

3.12

+

Deployment

+

5.0

+

Historical

+

5.1

+

Free Deployment

+

5.3

+

Disbanding

+

8.5

+

Disruption

+

7.31

+

Eliminations

+

7.5

+

Equitatus

+

3.24

+

Elephants

+

7.41

+

Friendly

+

4.21

+

Game Turns

+

2.0

+

Islands

+

4.41

+

Leaders

+

1.2, 3.21, 7.51

+

Levy

+

2.3, 6.4

+

Levy Pool

+

5.2

+

Movement

+

6.0

+

Group Move

+

6.1

+

Navis Move

+

6.2

+

Amphibious Move

+

6.3

+

Navis

+

3.26

+

Navis Move

+

6.2

+

Navis Battles

+

7.8

+

Navis Wintering

+

8.3

+

Pinning

+

6.13

+

Ports

+

4.42, 6.3

+

Regroups

+

7.7

+

Navis Regroups

+

7.83

+

Reserves

+

7.3

+

Retreats

+

7.6

+

Attacker Retreats

+

7.62

+

Defender Retreats

+

7.63

+

Navis Retreats

+

7.82

+

Retreat Limits

+

7.61

+

Sea Retreats

+

7.64

+

Roads

+

4.3

+

Major & Minor Roads

+

4.31

+

Sea Moves

+

6.2

+

Seas

+

4.4

+

Straits

+

4.32

+

Supply (Winter)

+

8.4

+

Victory

+

1.2

+

Winter

+

8.0

+

GAME CREDITS

+

Game Design:

+

Justin Thompson

+

+

Grant Dalgliesh

+

Developer:

+

Tom Dalgliesh

+

Art/Graphics:

+

Karim Chakroun

+

+

Mark Churms

+

Contributors:

+

Mark Adams

+

+

Bill Alderman

+

+

Tor Andersson

+

+

Clayton Baisch

+

+

Kevin Duke

+

+

Stan Hilinski

+

+

Steve Koleszar

+

+

Gerald Lientz

+

+

Stuart Pierce

+

+

Dave Platnick

+

+

Bill Powers

+

+

Bruce Reiff

+

+

George Seary

+

COLUMBIA GAMES, INC

+

POB 1600, BLAINE

+

WA 98231 USA

+

800/636-3631 (toll free)

+

For rule updates, see:

+

www.columbiagames.com

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