From 573b5bb43f409e6270fd243ff80a34ba2c727654 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sat, 1 May 2021 00:48:44 +0200 Subject: caesar: Import Julius Caesar. --- info/rules.html | 1234 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1234 insertions(+) create mode 100644 info/rules.html (limited to 'info/rules.html') diff --git a/info/rules.html b/info/rules.html new file mode 100644 index 0000000..e836aa7 --- /dev/null +++ b/info/rules.html @@ -0,0 +1,1234 @@ + + +Julius Caesar 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.

+

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.

+

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.

+

JULIUS CAESAR

+

Copyright © 2010 Columbia Games

+

1

+

Version 1.1

+

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

+

COMMAND

+

LEVY 2

+

MOVE 3

+
+
+

JULIUS CAESAR

+

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

+

Copyright © 2010 Columbia Games

+

2

+

Version 1.1

+

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)

+
+
+

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 © 2010 Columbia Games

+

3

+

Version 1.1

+

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.

+
+
+

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 © 2010 Columbia Games

+

4

+

Version 1.1

+

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

+

Copyright © 2010 Columbia Games

+

5

+

Version 1.1

+

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.

+

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.

+

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.

+
+
+

JULIUS CAESAR

+

Copyright © 2010 Columbia Games

+

6

+

Version 1.1

+

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.

+

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.

+

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.

+
+
+

JULIUS CAESAR

+

Copyright © 2010 Columbia Games

+

7

+

Version 1.1

+

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.

+

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.

+

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

+

Copyright © 2010 Columbia Games

+

8

+

Version 1.1

+

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.

+

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

+

+

Clayton Baisch

+

+

Kevin Duke

+

+

Stan Hilinski

+

+

Steve Koleszar

+

+

Gerald Lientz

+

+

Stuart Pierce

+

+

Dave Platnick

+

+

Bill Powers

+

+

Bruce Reiff

+

+

George Seary

+

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

+
+ + -- cgit v1.2.3