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.
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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
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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)
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
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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.
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
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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
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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
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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.
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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.
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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