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Games PC Pax-romanaPax Romana [PC Game]

Developed by Philippe Thibaut Studios - DreamCatcher Interactive (2003) - 2D Real-Time Strategy - Rated Teen

Pax Romana, a real-time strategy game developed by Galiléa Multimédia, covers a large amount of time -- roughly three hundred years of Roman history. A historically accurate military, economic, and political model was developed for the game, allowing for a wide variety of historical content including military movements, political schemes, and complex conspiracies. Pax Romana may be played in either "Strategic" or "Political" modes. The "Strategic" mode is designe... Read more

Details
Platform: PC
Developer: Philippe Thibaut Studios
Publisher: DreamCatcher Interactive
Release Date: November 6, 2003
Controls: Keyboard, Mouse
UPC: 625904415509
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B. What Youre Trying to Do
Your first major goal is survival, which essentially means holding on to your Home Territory. The second goal is expansion, which you accomplish by conquering individual provinces and entire territories and by building towns and cities. You get income from your provinces, territories, towns, and cities. You will need income to recruit land and naval units, build towns and cities, pay galley maintenance, and pay for your activations. Ultimately, the game hinges on victory points (15.1). You get victory points for controlling provinces, territories, towns, and cities, as well as for accomplishing long-range opportunity objectives. Victory points are awarded at the end of each gameturn, according to how well youve done compared with the other players. The player with the most provinces and territories (these are called geographical objectives) gets 7 victory points, while the player with the most towns and cities (these are called civilization points) gets 5. Everyone else gets comparatively less for these.

2006 GMT Games, LLC

Your most important expenses are recruitment and construction (see 6.2, 6.3, and 7.1). Recruitment means adding land units or galley squadrons to your military forces. Construction consists of building and rebuilding towns and cities. You need land forces to maintain your holdings and conquer new areas. You need towns and cities to provide additional income and to maintain your ability to field the forces you need.
Points are shown by smaller circles than spaces, and you cant voluntarily stop movement in these. Naval transit points and Deep Sea transit points are especially dangerousthey can delay or sink fleets.

B. The Playing Pieces

The playing pieces consist of counters and markers. The leaders and military units are called counters. Markers help you keep track of various details. Here are the counters youll be working with in the game, with their special features in parentheses. LG: Legions (may be reduced; available to Rome only; two fullstrength legions together gain cavalry capabilities [Turns 3 through 8]; can affect maintenance and Civilization Points) HI: Heavy Infantry (may be reduced; can affect maintenance and Civilization Points) LI: Light Infantry Cav: Cavalry (may grant Cavalry Superiority or Cavalry Supremacy, affecting battle, retreat, and withdrawal) EL: Elephants (counter cavalry and sometimes infantry) Garr: Garrison (control spaces and build Towns) Mil: Militia (available only if you lose a battle in your Home Territory)

Other units, such as Mercenaries and Militia, are raised differently; see Special Units below. Note that Leaders are not purchased; they are randomly selected in the Leader Selection Phase of each game turn.
PART TWO: THE SCENARIOS SCENARIO I

(Standard Game Only)

L. How to Use Special Units
Cavalry has several functions, all of them dependent on whether or not one side has cavalry superiority or cavalry supremacy in each particular encounter (see 11.61 and 11.62). You have cavalry superiority if you have more cavalry units in your army than your opponent has in his. You have cavalry supremacy if you have at least three times as many cavalry units as your opponent, or you have at least two cavalry units when he has none. In battle, cavalry superiority gives you one die-roll shift (or takes away a die-roll shift from your opponent). Cavalry supremacy gives (or takes away) three die-roll shifts. Cavalry affects the ability of an army to withdraw or retreat. Subtract one from the withdrawal roll of your army if your opponents army has cavalry superiority; subtract three if it has supremacy. If you attack an army and it wants to retreat, you can pin it in place with a die-roll of 1 if you have cavalry superiority and 3 if you have cavalry supremacy. (See 10.6). Elephants are unpredictable. Before rolling the die for battle, both of you declare if you want to use your elephantsyou have to declare how many youll use before seeing what they do (and you cant back out). Each elephant gets its own die-roll on the Elephants chartsimply apply the results. (See 10.6). Garrisons are created by breaking down infantry units. You get 2 Garrisons for each LI unit you eliminate, and 3 Garrisons for each LG or HI unit. Creating garrisons costs 1 MP when done during a Major Move or as a Minor Move. (See 12.1). Militia are available when you lose a battle in your Home Territory; they cost no money, but raising them lowers your Stability Level by one. Roll one die and halve the result; you get that many Militia if your power is Stable; 1 Militia if in Unrest, and
THE PYRRHIC WARPyrrhus Against Rome
This scenario covers the conflict between the Roman Republic and Pyrrhus, King of Epirus. In 281 B.C., the Greek city of Tarentum, on the south coast of the Italian peninsula (in Bruttium province in Pax Romana) fell under Roman threat, and arranged for Pyrrhus to intervene. Pyrrhus defeated the Romans in battle at Heraclea in 280, and again at Asculum in 279. The latter battle saw Pyrrhus lose far too many men for him to sustainhence the term "Pyrrhic Victory". This scenario pits the Greek player against the Roman player, with the fate of Tarentum on the line. Players: Rome and Greece (or solitaire as either player). Start and End: The scenario begins with the Operations Segment (F.3) of Game-Turn I and lasts until the end of GameTurn I. Activation Markers: Greece (3), Rome (3) How to Win: At the end of Game-Turn I, the Roman player wins if he has captured or destroyed Tarentum. The Greek player wins if Romes Stability Level reaches 1 or he has achieved all of the following: Tarentum remains at full strength and in Greek possession Rome has lost at least one battle

Sicily

Syracuse.. 2 Greek HI, 1 Greek Cav, 1 Greek Galley Squadron, a 2-5 Greek Leader; Syracuse is a City Massena.. 1 Mamertine HI
Gallic Invasion: The Gauls invade Italy. Place a 1-5 Barbarian Leader and 8 BI in any unoccupied Space in the Roman Home province of Cisalpina. These Gauls may be moved by the Carthaginian Player as if the entire force were an Individual Unit, i.e., as a Minor Move. They may never be split up; they always stay together. These units may not Withdraw nor Retreat (voluntary or be forced to do so) and are taken off the map in the Removal Phase of the next turn. Greece Enters the Game: Regardless who rolls this Event, it provides the Carthaginian Player the opportunity of engaging Greece as an Ally (with the two-edged sword possibility of providing Rome with additional Victory Points). Carthage rolls the die; that result, halved (and rounded up) is the number of Talents Carthage must pay to enlist Greece as an ally. If Carthage does pay; see the rules on Greece as an Active Power, above. If not, this is No Event. If Greece is already active, roll again. Hispanic Revolt: All Garrisons (both players) in Hispania are eliminated (this does not affect the Greek garrison in Emporiae, if it is still in play). If this has already occurred in the game (i.e., actually had an effect), roll again. Revenues and Stability: This affects all players. If a Player has less than 3T in his Treasury when drawn, subtract one (1) from his Stability. If a Player has more than 12T in his Treasury when drawn, add one (+1) to his Stability. Mercenary Revolt: This affects the Carthaginian player only. If he has Mercenaries in play, he must pay each Mercenary HI unit in Africa and/or Libya 1 Talent each. If he fails to do so, each unpaid unit: Is replaced with a BI and takes control of the Space it is in, unless that Space contains Carthaginian units of any kind. If the Space is occupied by Carthaginian Land Units there is a battle between the latter and all the new BI in the Space. These Mercenary BI remain in place until removed by force, controlling any space they are in (and therefore denying control to Carthage). If this has already occurred (i.e., has actually had an effect), roll again. Naval Mutiny: The Samnite crews manning one of Romes Fleets mutinies. The Carthaginian Player may remove 1 Roman Galley Squadron, regardless where it is. If this has already occurred in the game (i.e., has actually had an effect), roll again. Numidian Revolt: The Numidians, chafing at Carthaginian control, revolt. Eliminate all Carthaginian garrisons in Numidia, and the Carthaginian player may not raise any Numidian Land Units of any kind while the revolt continues. If this is rolled again in the same Game-Turn, the revolt has ended. The revolt ends, otherwise, by the end of the following Game-Turn.

Athens.. 3 HI, 2 Galley Squadrons, a 2-5 Leader; Athens is a City Pella.. 2 HI, a 2-4 Leader; Pella is a Town. Corinth.. 2 HI; Corinth is a Town Thessalonice.. 1 Galley Squadron Nicomedia (Pontus). 2 HI Abydos (Ionia).. 1 HI, 1 Galley Squadron Celenae (Ionia). 1 HI Sardis (Ionia). I LI; Sardis is a Town Salamis (Cyprus). 1 Galley Squadron Sidon (Syria).. 1 Galley Squadron Garrisons: Cyzicus (Ionia), Iconium and Ancyra (Galatia), Tyre, Lesbos/Chios (The Aegean) Treasury: 13T Stability Level: +1 Initial Control: The Greek Player controls the following: Territories: Greece (1T) Home Provinces: All five (5T total)Attica, Thrace, Macedonia, Peloponnesus, The Aegean Islands. Other Provinces: Pontus, Galatia, Ionia (4T total) Cities: Athens (3T total) Towns: Pella, Corinth, Sardis (3T total)

The East

Antioch.. 1 HI; Antioch is a Town. Damascus.. 1 LI Alexandria.. 3 HI, 1 LI; 2 Galley Squadrons [a]; a 2-5 Leader[b]; Alexandria is a City. Pelusium.. 1 LI; 1 Galley Squadron Memphis.. 3 LI Jerusalem.. No forces, but Jerusalem is a Town. Treasury: 6T [c] Stability Level: +4 Reinforcements: When The East player plays his first AM (i.e., the second AM of the game, after Greeces opening AM), he may place the Seleucid Army 6 HI, 2 LI, 1 Cav, 3 EL and a 26 Leader [d]in Edessa, Palmyra or Damascus. They are now available to be activated. As soon as they are activated, place 5T in The Easts Treasury. If all three deployment Spaces are en-
emy-occupied when the Seleucid Army is to be placed, it still gets placed in one of those Spaces, but it must be Activated immediately, expend 1 MP, and attack the occupants of that Space. Initial Control: The East Player controls the following: Territories: The East (1T) Home Provinces: All five (7T total)Egypt, Syria, Judea, Cyprus, Cyrenaica. Other Provinces: None Cities: Alexandria (3T) Towns: Jerusalem, Antioch (2T total) Note: The Greek squadrons in Salamis and Sidon do not deny control of Cyprus or Syria.
[a] = Ptolemys Fleet was still rebuilding from the major defeat suffered at the hands of Demetrius at Salamis (306 BC). [b] = Ptolemy I, Macedonian Pharaoh of Egypt [c] = See Special Rule, Baghdad Booty Call, below. [d] = Seleucus, the johnny-come-lately victor at Ipsus, moving west to claim his portion of the land-grab spoils.

Ptolemaic Egypt (Independent)
Alexandria: 3 HI, 2 LI; 1 Cav, 1 EL; 2 Galley Squadrons [a]; a 25 Leader [b]; Alexandria is a City. Pelusium: 2 LI; 1 Galley Squadron Memphis: 3 LI; a 1-4 Leader.
[a] = Ptolemys Fleet was still rebuilding from the major defeat suffered at the hands of Demetrius at Salamis (306 BC). [b] = Ptolemy I, Macedonian Pharaoh of Egypt

SCENARIO VI

Antioch. 1 HI; 1 LI; a 1-4 Leader; Antioch is a City. Damascus. 1 LI Jerusalem. 1 LI; Jerusalem is a Town. Treasury: 6T [a] Stability Level: +4 Reinforcements: When The East player plays his first AM (i.e., the second AM of the game, after Greeces opening AM), he may place the Seleucid Army6 HI, 4 LI, 2 Cav, 3 EL and a 26 Leader [b]in Edessa, Palmyra or Damascus. They are now available to be activated. As soon as they are activated, place 10T in The Easts Treasury. If all three deployment Spaces are enemy-occupied when the Seleucid Army is to be placed, it still gets placed in one of those Spaces, but it must be Activated immediately, expend 1 MP, and attack the occupants of that Space. Initial Control: The East Player controls the following: Territories: The East (1T) [d] Home Provinces: All three (4T) -Syria (2T) [c], Judea, Cyprus. Other Provinces: None Cities: Antioch (3T) Towns: Jerusalem (1T) Note: The Greek squadrons in Salamis and Sidon do not deny control of Cyprus or Syria.
MARE NOSTRUMThe Ultra-Historical Scenario
For players who want even greater historical detail, this scenario does it all. The major change is the separation of The East into two separate powersthe Seleucids and the Ptolemids (Egypt). The Seleucids are a player power, played by whoever would have taken The East in Scenario #5. Egypt is a neutral power governed by the rules covered below. The less major change is that a set of restrictions and special rules governs the play of Soldier of Fortune army controlled by the Greek player at the beginning of the scenario. PLAY NOTE: The Seleucid player uses the counters for The East; Egypt has its own counters, used for this scenario only. Scenario Setup: Follow all setup instructions for Scenario #5 (Pax Romana-The Rise of Rome) as far as the end of the setup instructions for Greece. Then follow the instructions below. Changes to Home Territories: (1) Home Territory for The East consists of Syria, Judea, and Cyprus; (2) Home Territory for Egypt consists of Egypt and Cyraenica. Special Rule: The Soldier of Fortune Army controlled by Greece at the beginning of the game (representing Pyrhhus of Epirus) is confined to the territories of Rome, the Sicilies, Germania, the Danube, and Gaul. DESIGN NOTE: This scenario places the East player in a far more difficult position than does Scenario #6. He has significantly fewer resources to work with and a substantially more precarious geographical situation to monitor. Its for this reason, in fact (along with historical events), that we have placed

At no time will the Ptolemaic Egyptians allow Alexandria to be defended by fewer than 3 BP of combat units (in addition to the city itself). The Ptolemid forces must attempt to retain control over both home provinces at all times. The Ptolemaic player must not attack if the defending enemy force has a BP total greater than two (2) higher than the Ptolemaic force doing the attacking. The Ptolemaic player automatically rolls for Militia units (using the standard Militia rules) after losing a battle in Ptolemaic territory (Egypt or Cyraenica). These Militia are removed in the Removal Phase of the following Game-Turn. The Ptolemid forces are free to leave Egypt or Cyraenica in order to conduct military opera-tions, including those specified in Option B of the Successor Wars card description below, but their first priority is defense. 6. The instant the Ptolemaic Egyptians are no longer active (no invaders in Egypt or Cyraenica or after finishing a Successor Wars event), the Ptolemid Army is replenished to its original strength (according to the setup instructions above); if it is currently higher than its original strength, it retains the extra units. It is redeployed by the Ptolemaic player so that Alexandria has at least half of the total combat BP and the rest of Egypt at least half of the remainder. They don't actually move anywhere; they're just picked up and placed in their new deployment spaces. 7. Egypt is considered conquered when all Egyptian Land forces are eliminated AND when Alexandria and the provinces of Egypt and Cyraenica are controlled by another power. At that instant, Option B on the Successor Wars Roll On Event card no longer exists, and the Successor Wars result on the Baghdad Booty Table no longer applies. 8. It is entirely possible for a Successor Wars Event card or Baghdad Booty Table result to be played while the Egyptians are already active because they have been invaded. Change to Successor Wars Event Card: When the Successor Wars card is drawn, use the following instructions in place of those in 17.0. Successor Wars Roll On (1): Little, it appears, kept the descendants of the Successors of Alexander the Great from continuing their efforts to be rulers of the Hellenistic World. The player who draws this card may do either of the following (not both): Option A: Greeks Against Greeks. The player who plays this card must immediately (before doing his normal moves for this activation) conduct Military Operations with any one Army (but not Fleet) of Greek units that are in Greece, or start within 3 Spaces of Greece. The army must (move to and) stay within Greece; it cannot go elsewhere. Other than that, it may do anything a normal moving army would, including (and especially) attacking other Greek units, armies, and possessions. It may pick up units as it moves, but not those in Towns or Cities. However, it may attack units in Towns or Cities in order to destroy or reduce the location (but it may not engage in Sack and Plunder). If the Greek Player chooses Option A (which probably means that Option B no longer exists be-

Scenario Setup: Follow all setup instructions for Scenario #5 or #6 (your choice), except for the changes shown in Special Rule #1 (below). Players: Rome, Greece, Carthage, The East. Start and End: The scenario starts with Phase F.3 (Activation Phase, Operations Segment) of Turn I (300-275 BC). It concludes at the end of the Victory Phase of the same Game-Turn. Activation Markers: Rome (6), Carthage (6), Greece (6), The East (6). See Special Rule #1. How to Win: At the end of the Game-Turn, the player with the most VP wins. Events (Standard Game Only): The Events in 16.0 are used in this scenario, along with both Event Markers (however, if the Soldier of Fortune event is rolled, treat it as No Event). Place both Event markers in the AM pool at the start of the game. Event Cards (Advanced Game Only): All Event Cards are in play, except for Conqueror (#13) and Soldier of Fortune (#45). Shuffle the remaining cards (The Event Deck) and place them face down. Opportunity Objectives: Opportunity Objectives are not in play for this scenario. Tribal Units: Place the Tribal counters in a cup. Tribal units are drawn blindly and placed, one each, in the Initial Tribal Spaces, ?-side up, until all Tribal Spaces are covered. Map Restrictions: None. Leaders: All leaders are selected as per the initial deployment. Next turn you start drawing.
Initial Play Order: Greece, The East, Carthage, Rome. Setup Changes: The following changes from Scenario #5 are in effect for the setup of this scenario: Greece does not get the Soldier of Fortune army at the start of the game. Nor does it come into the game at any time (remove the Soldier of Fortune Card from the deck). Rome controls Tarentum, which bears a Town marker and a single LG unit. The Greek LI and Cav units placed at Tarentum in Scenario #5 are now in Brundisium, along with a Greek HI unit. Special Rule #1: After playing through the Activation markers listed in the initial play order and the three remaining activation markers for each player in the AM Pool (plus the Event markers if playing the Standard Game), place two AMs for each player (plus one Event marker if playing the Standard Game) back into the AM Pool. Before restarting play, however, replace each players worst on-map leader with his best Elite leader in the Leader Pool, then have each player roll the die, adding 6 to the result. The total is the number of Talents each player receives immediately, with which to conduct a Manpower Phase (he may spend as many or as few as he wishes at this time), and with which he pays for his two remaining AMs. After doing the Manpower Phase, draw the next AM. Special Rule #2: If playing the one-turn version of Scenario #6, use all the rules for the Ptolemaic Egyptians.

PART THREE. EXTENDED EXAMPLE OF PLAY
Edited for consistency May 2006. This section provides the details for an actual playtest of Turn II of the Pax Romana scenario, starting with the Activation Phase. Weve chosen this one as our extended example because it shows a wide range of action and some highly unpredictable play and results. You can follow along simply by reading, or you can set up the pieces and push the counters around while following the narrative.
Carthage: 2-5 Leader, 2 HI and City in Carthage; Town in Utica (Africa); 2 HI, 2 LI, 1 Galley Squadron and Town in Lilybaeum (West Sicily); 1 Garr and 1 Galley Squadron in Panormus (West Sicily); 1 LI and 1 Galley Squadron in Caralis (Sardinia); 1 Garr and 1 Galley Squadron in Olbia (Sardinia); 1 Garr and 1 Galley Squadron in Aleria (Corsica); 1 Garr in Malaca (Baetica); 1 LI in Gades (Baetica); 2-4 Leader, 2 HI, 1 LI, 1 Cav, 1 EL in Salamantica (Lusitania); Treasury 6T; Victory Points 4; Stability +7. Greece: 1-3 Leader, 1 HI, 1 Galley Squadron and City in Athens (Attica); Town in Corinth (Peloponnes); 2 HI and City in Pella (Macedonia); 1 Garr in Cnossos (Crete); 1 Galley Squadron in Thassos (Aegean Islands); 1 Galley Squadron in Sestus (Thrace); 1 Galley Squadron in Byzantium (Thrace); 1 Garr in Masilia (Narbonensis); 1 Garr in Emporiae (Tarraconensis); 2-4 Leader, 6 HI, 1 Cav in Nicomedia (Pontus); 1 Garr in Cyzicus (Ionia); 1 HI in Abydos (Ionia); 1 HI in Celenae (Ionia); 1 LI and Town in Sardis (Ionia); 1 LI in Side (Lycia); Treasury 8T; Victory Points 6; Stability +1. East: 3-3 Leader, 1 HI, 2 Galley Squadrons and City in Alexandria (Egypt); 2 LI in Memphis (Egypt); 1 LI and 1 Galley Squadron in Pelusium (Egypt); 1 LI and Town in Jerusalem (Judea); 1 LI in Tyre (Judea); 1 HI and City in Antioch (Syria); 1 Garr in Salamis (Cyprus); 1 LI in the Cilician Gates (Cilicia); 1 HI in
This playtest Game-Turn started with the following units in place. All Units, Cities and Towns are at full-strength unless specified. Tribal Counters and Neutrals: All, as per the Pax Romana scenario setup in the Playbook. Rome: 1 LG in Albintimilum (Cisalpina); 2-4 Leader, 2 LG and Town in Parma (Cisalpina); 1 Garr and 1 Galley Squadron in Pisae (Italia); 2-3 Leader, 2 LG and City in Rome; Town in Capua (Italia); 1 LG and City in Tarentum (Bruttium); 2 LG and Town in Rhegium (Bruttium); Treasury 7T; Victory Points 3; Stability +6.

the 3 Mamertine BP is 2.7, which rounds to 3 BP, so the Mamertine HI is eliminated completely (the Carthaginians got lucky). Carthage has won the Messana space, essentially overwhelming the Mamertine force. Carthage rolls 2d6 to check for Leader Casualties and rolls 7 (needs to roll a 12 to affect the winning Leader), so the Leader survives. With his first Minor Move, Carthage moves a Galley Squadron (he does not need to roll for it) from Lilybaeum through Panormus to Messana. This will prevent the Romans from crossing the strait from Rhegium unless it also has a fleet. Since the Romans have a Galley Squadron at Pisae, the Carthage player decides to station a second Galley Squadron at Messana, increasing the likelihood that he will win a naval battle if the Romans try to cross with their single Squadron. He moves the Squadron from Caralis (the southernmost space in Sardinia) south into the Naval Transit Point for his second Minor Move, where he checks for Naval Disaster. He rolls a 6, so he must check to see if his Squadron continues. Rolling two dice, he gets a result of 5, which lets him continue (he needed a 7 or less). The Squadron sails through Hippo Regius, Utica, Carthage, Lilybaeum, and Panormus, and finally into Messana. Because Carthage controlled all of those spaces, no further Continuation rolls were necessary. Activation #3: Greece Greece is next in the play order for this turn. The Greek player pays 1T for his Activation and draws a Bounteous Harvests card and rolls a 1 on the Harvest/Famine Tableresult: Asia Minor. Since nobody controls the entire Territory of Asia Minor, nothing happens and he discards the card. Looking at the map, he sees the Easts Elite Leader in Seleucia and decides his army at Nicomedia needs some reinforcements. He activates his 2-4 leader in Nicomedia, rolling 3 and getting 7 MP. He moves through the Transit Point immediately south of Nicomedia (1 MP) and into the Celenae, a Mountain Fortress space (2 MP). He picks up the HI there (1 MP) and moves back through the Transit Point (1 MP) into Nicomedia (1 MP). Total 6 MP. He stops there. Because he no longer controls more than half the spaces in Ionia, Greece loses control of Ionia, and the Greek player moves the Stability Level marker from +1 to 0. With his first Minor Move he activates one of the HI units at Pella, rolling a 4 and marching it through Pharsalus (1 MP) and Chaeronea (1 MP) into Athens (1 MP); 3 MP total. He uses his second Minor Move to activate the HI already in Athens, rolls a 5, and moves it through Megara (1 MP) into Corinth (1 MP) and stops. Activation #4: The East The East has the last of the first four activations, after which the AMs are drawn randomly from the AM Pool. He pays 1T for his Activation and draws a Raise the Militia card, which he keeps in his hand. Seeing that the Carthage player has stripped his Home Territory of troops, he decides to launch a surprise attack on the Carthaginian homeland. He activates his 3-3 Leader and his Army in Alexandria, rolling a 4 (total of 7 Movement Points). He takes the 2 Galley Squadrons with him. He pays 1 MP to embark and 1 MP to sail, 2 MP so far. He moves to the Naval Transit Point immediately west of Alexandria and checks for Naval Disaster,

rolling a 3 (no effect), then moves through Cyrene and Arainoe. Both of these spaces are in his Home Territory and thus controlled by the East, so he doesnt need to roll for Continuation. He gets through the two Naval Transit Points west of Arainoe (rolls a 5 and a 2 respectively for his Naval Disaster checks) and debarks in Leptis Magna (1 MP), leaving the HI unit and the two Galley Squadrons there to guard against Carthage naval transporting to take Leptis Magna and thus isolating his army when it moves on. He has spent 3 MP so far. The Leader and the two LI units march through the Land Transit Point (1 MP) to Tacape (1 MP), where he stops. Because the East player controls 2 of the 3 spaces in Libya, he now controls the Province, so his Stability level rises by 1. Carthage has lost a Home Province, so Carthages Stability level falls by 2. For his first Minor Move, he attempts to move the LI unit in Sinope (Province of Pontus in northern Asia Minor), but he rolls a 1 so he decides to stay put. He rolls another 1 for his second Minor Move, an attempt to move the HI unit in Sebastia, and he decides again simply to stay where he is. He now draws a new AM from the AM Pool, and an East AM comes up. Activation #5: The East The East player pays 1T for the Activation and draws a Spies card, holding it in his hand. He activates his 3-5 Elite Leader, rolling a 2 and therefore getting 7 Movement Points. He barely has enough MP to reach the Greek army in Nicomedia, but he
decides to clean up the south first. He attacks the Greek LI unit in Side (1 MP to the space and 1 MP to attack), who decides not to use Pre-Battle Withdrawal in order to force the East army to use the 1 MP for attacking (if the LI withdraws, the East army uses only 1 MP, not 2). The East has 5 HI, 2 LI, and 2 Cav, for a total of 19 Battle Points (Elephants do not give BP). Greece has 1 BP. The ratio is 19:1, which gives 19 shifts. The East also has Cavalry Supremacy (they have 2 cavalry in the battle while Greece has none), which gives another 3 shifts, and a leader with a Tactical Rating of 3, for another 3 shifts. Obviously, the Greek LI will be overwhelmed, so the only issue at question is whether or not the Leader will survive. He rolls two dice to check for a Leader Casualty, and he rolls a 4, so no effect. However, because he is now the only player who controls a space in Lycia province, he gains control of it, and Greece loses control. The Greek Stability level drops by one to 1 while the East Stability level rises by one to +8. He designates the HI unit in Sebastia for his first Minor Move and rolls a 4 (resulting in 4 MP). He moves the HI to Mazaca (2 MP because of the Mountain Fortress space) and stops. He uses the second Minor Move to activate the LI unit in Pelusium (in Egypt), rolling a 2, and marching through the Transit Point to Alexandria (2 MP). He draws an AM from the Pool, and Greece is up next. Activation #6: Greece The Greek player pays 1T for the Activation and draws and holds

Land Battles

This game was designed to make battles dangerous, and often highly unpredictable. On the one hand, that means you shouldnt fight simply because theres a battle to be had, but rather because you really do need to attack or defendto keep an opponent out of a particular area, to force him to think that you intend to attack into his own territory, and so on. One very clear reason to enter battle, however, especially later in the game-turn, is to cut large opposing armies down to size. As long as you have the means to replenish at least some of your own losses, it often makes sense to engage in combat in order to force your opponent to spend some of his resources doing the same, resources he might otherwise have used building Cities, Towns, and Fleets. If you have a choice, use your Manpower and Recruitment to acquire a combined force of Heavy and Light Infantry, Cavalry, and Elephants. A single Elephant can neutralize an enemy Cavalry unit and thus make the difference between Cavalry Superiority and Cavalry Supremacy (either for or against you), and this can be highly significant in a battle. Cavalry has multiple functions: it provides die-roll shifts in battle and it helps prevent withdrawal and retreat of enemy forces, so get as much of it as you can afford (it cant help you in battles involving Towns or Cities, though). If you cant build a combined force, try for as many HI/LG units as possible to work the odds. But remember that a good leader can be far more important than a significant disparity of forces, so stay out of combat if your leader has a low Tactical rating. Be careful about intercepting. Not only does it cast you in the role of attacker in the battle if you succeed (so you cant use Towns or Cities in defense), it also moves you out of what might be a desirable defensive location. On the other hand, though, place forces where interception is the most useful (usually in a City or Town due to the favorable modifiers), because in this game you can intercept any time a force moves adjacent to you, even when it is withdrawing or retreating. With careful planning, you can practically pin a force in placebut this is a fairly rare occurrence despite the possibility.

Cities and Towns

Cities and Towns provide good defense. They also provide Civilization Points and thus potential Victory Points. They also provide Income. So why not build as many as you possibly can? First of all, youll rarely have the spare resources to do so, unless the other players are building them as well. But usually youll be under attack by someone, and youll find your resources quickly used up with simply trying to survive. But theres another reason not to over-build: Cities and Towns can be captured and then rebuilt by the capturing player, at much less cost than you originally put into them. In other words, when you civilize, you create a target for the other players, who will be happy to reap the benefits of what you sowed. So unless you can garrison a Town or Cityespecially if its well away from your Home Territoryit might be better not to build it at all and use the resources for other purposes. That said, you need Cities and Towns to grow, so a balancing act is needed here.
ting the right to perform the Minor and Major moves with that power for that Activation. Do the same during the Manpower Phase to ensure that the power is replenished with forces. Again, common sense wins out here, but this system does work and opens the game up wide.
Guidelines for Online Play
The three primary programs for playing over the Internet are Vassal, Cyberboard, and Aide De Camp. GMT Games will produce the Aide De Camp module for Pax Romana shortly after the game is available, but Vassal and Cyberbaord modules will be ready on publication. You will be able to download both from the GMT Games site. Aide De Camp (www.hpssims.com), in version 2 as of this writing, is available for purchase from HPS Simulations site. Unlike Vassal and Cyberboard, ADC2 is not free, but it is well supported by GMT and other game companies with excellent modules that frequently make use of the actual graphics files used in the print version of the game. ADC2 games play by email only, not live on the Internet, and you can learn them from the documentation provided with the program. Here well deal only with Vassal and Cyberboard, except to note that many players swear by ADC2 and youll find numerous opponents by using it. Vassal (www.vassalengine.org) is the only one of the three systems to allow live online play. Without getting into the explanations of how to use Vassal (see for details), all players simply download the latest Vassal program along with the appropriate Vassal module for Pax Romana (there will be several Pax modules, depending on how many players will be playing). One of you loads the scenario or saved game and connects to the Vassal server and creates a game room, all of the rest of you connect to the Vassal server, then each of you synchronizes with the person who loaded the scenario/game. Choose a power to play, and youre ready to go. Vassal contains a chat window, in which you can all type comments in order to explain what youre doing, but many users find it more convenient and more life-like to connect a headset to the computer and connect to one another via MSN Messenger, Skype, or one of numerous other voice programs. This way, you can talk to each other instead of typing. Vassals chat system allows you to open private windows to chat with individual players, and some voice programs allow you to do the same. If using Vassal, its a good idea to log the session (you do this from the File menu). That way, you can run through the turn later if you want, and you can write up the experience for magazines and/or online gaming sites. More to the point, you can go back to check if something was left out or possibly done out of sequence, and you can suggest corrections. You can also share the log file with new players to show them how the game works. And, as always, remember to save the game when you leave the computer for a while. In fact, get two or three players to save it, so that you have copies, and so that anyone can start it up next time.

Army Sizes and Treasury Sizes
Early playtesting showed that Pax played fairly smoothly and that players were fascinated by what would happen next. But in most of the full-length games, by the fourth or fifth game-turns we were running into a major problem with the size of armies on the map. Players were recruiting at a pace far exceeding the rate of the destruction of their forces, to the extent that one memorable game saw a Greek army of approximately 75 battle points facing an East army of 55 battle points. Given the combat system in place at the time (radically different from the combat system in the final rules), there was no way the East player was going to attack because there was nothing he could do to whittle down the size of the Greek force. The Greek player kept building and building, and then eventually marched through Antioch, swept through Syria and Judea, and took out Alexandria, all in one turn. The solution to the problem lay in realizing that, historically, populations didnt grow like that, and armies going into the field tended to dissipate, get destroyed, or otherwise shrink. We didnt want an elaborate attrition system per se in the game, so we made the most significant decision in the entire development cycle, restricting the Income players would be able to collect. Before this, players had been able to use their activations for income collection, with the result that a player, if he wanted, could sit back for three or even all four of his activations and do nothing but collect, spending it all in the subsequent Manpower Phase. Not only did this create inappropriately large armies, it also meant less activity on the map, never a good thing. In came the Income Phase, out went the ability to collect Income during the Activation Phase, and the problem was mostly solved. Less income meant smaller forces and a vastly more challenging monetary system, one in which, for much of the game, players agonized over the expenditure of each individual Talent.
Cities and Towns were in the game from the beginning, but they took on their full significance only with the addition of the Civilization Point rules. Until the CVP rules emerged, players didnt usually bother building Cities or Towns, because it was easier to build armies instead (and Cities and Towns dont march). The solution was to increase the income value of Cities to 3T instead of their original 2T, to increase their defensive strength in the

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(5.1) CONTROLLING SPACES

(5.11) Control and Occupation of Land Spaces. Players control Land Spaces in which they have a Town or City, a Garrison, or Land Units of any type (see Glossary). Such spaces are considered occupied by that player. A Player automatically controls all unoccupied Spaces in his Home Territory. Unoccupied non-Home Spaces are controlled by no one, even if a player controls the Province in which the unoccupied spaces are located. On their own, Elephants, Leaders, and Galley Squadrons do not provide control. (5.12) Joint Occupation of Spaces. Only in the case of Alliances (see 4.1 and 4.2), or when fleets and land forces of opposing sides are in the same space, may the forces belonging to two players (or one player and a non-players force) jointly occupy a space. After battle, either the defending force will retreat from the Battle Space or, if it does not, the attacking force must regroup back to the space from which it entered that space (see 10.97). (5.13) Control of Naval Spaces. Naval Spaces are never controlled, although they can be occupied by a fleet. (5.14) Control of Ports. Control of ports works exactly like control of all other Land Spaces, using the rules for occupied spaces as per 5.11. That is, a player automatically controls all ports in his Home Territory that are not occupied by an enemy, while outside of his Home Territory, a player controls only those ports he occupies. This last point is true even if he controls the Province in which the port in question is located. PLAY NOTE: This rule means that a fleet entering an unoccupied non-Home port space must Stop and roll for Continuity (11.13), even if the fleet owner controls that province.

(4.3) BRIBERY

Players may use Talents to influence any move made by an opposing Player against the Player wishing to change/influence the move. This must be done at the instant such action would take place, the deal must involve a payment of Talents in return for doing or not doing a specific action, and whether or not the player lives up to that deal is up to him.

10 that he can also control such a province according to 5.22b (below), should he lose the Capital space. b. A Player controls one of his own Home Provinces if he controls any Land Space in that province and no other player(s) control(s) more than half the province's Land Spaces. Example: Rome occupies Rhegium, in Bruttium, and Carthage occupies Tarentum and Croton. As Carthage controls only 2
of the 5 Land Spaces in Bruttium, and Rome has a presence (in Rhegium), Rome still controls Bruttium. (5.23) Controlling Another Players Home Territory Provinces. A player controls a Province in another players Home Territory according to the following: a. In such Home Provinces that contain a Capital space (see 5.22a), the Player must control more than half the provinces Land Spaces, AND prevent the player whose Home Territory that province is in from occupying the Capital space. Example: In order to control Italia province, any non-Roman player must control five of the nine land spaces in Italia, including the Rome space itself. b. In such Home provinces without a Capital space (see 5.22a), the Player must control more than half the provinces Land Spaces. Example: To control Macedonia, any non-Greek player would need to occupy four of the six provinces. (5.24) Islands Needed for Provincial Control: The islands of Lesbos/Chios and Samos are treated as Spaces for control of Ionia, in Asia. The islands of Thasos, Limnos and Naxos are treated as one province (with 3 Spaces): The Aegean Islands, part of Greece. The Balearic Islands space is part of Hispania. It counts for GOP calculation (15.2), but it does not provide Income. Melita (Malta) is part of the Sicilies. It counts for GOP calculation (15.2), but it does not provide Income.
(5.3) CONTROLLING TERRITORIES, TOWNS, AND CITIES.
(5.31) A Player controls a Territory when he controls all the Provinces in that Territory. A Player who controls an entire Territory that is not his Home Territory receives one (1) GOP, in addition to the GOP he receives for the provinces therein, and 1T of Income over and above income for the Provinces in the Territory. Note that he receives no GOP for controlling his Home Territory (but he does receive the extra 1T of Income for it). (5.32) Controlling Towns and Cities. See 7.2.

11 (6.16) LOC may not be traced through an enemy occupied Space a Barbarian Infantry or Tribal marker occupied Space an Independent occupied Space. Exception: it may be traced through Rhodes by paying 1T to do so (i.e., 1T for each space tracing LOC through Rhodes) as per 12.51. a Port space occupied by an enemy Galley Squadron (if LOC traced by sea). a Pirate occupied Space (if LOC traced by sea). a Deep-Sea Transit Point (if LOC traced by sea). (6.17) Within the parameters of the above, Land LOC may be traced by land into a Space occupied by both an enemy galley squadron and a friendly Land unit, but it may not be traced via sea in such a case. (6.18) LOC may be traced through unoccupied Spaces in both controlled and uncontrolled provinces.
happen if the player forms an alliance with another player, who fights the power controlling the Home Provinces, or if the player controlling the Home Provinces loses or removes Units such that he no longer controls them. Furthermore, if a player loses his Home Territory but still controls other Territories, he is very much in the game.
(6.0) GETTING AND SPENDING
Players receive Income for controlling Provinces, Territories, Cities, and Towns. Players collect Income, in the form of Talents, during the Income Phase. They spend Talents in various Phases, as outlined below, in order to raise Land Units, build galley squadrons, build cities, and perform maintenance (among other things). In addition, players can spend Talents to hire mercenaries, as covered in 12.2.
(6.1) COLLECTING INCOME (TALENTS)
(6.11) In the Income Phase (Phase A), a Player collects Income (in the form of Talents) as follows: 1T for each Province he controls. However, control of Ionia, Italia or Narbonensis brings 2T; control of Egypt earns 3T. In addition, control of certain provinces bring no income at all (6.14). These different ratings are noted on the map. 1T for each Territory he controls, in addition to the Talents from the provinces therein. 1T for each full-strength Town he controls. 0T for each reduced-strength Town he controls. 3T for each full-strength City he controls. 1T for each reduced-strength City he controls. 1T for controlling the silver mines at Bergidum (Hispania), regardless who controls the rest of the province (and in addition to that province if the same player controls it). (6.12) The setup rules for each scenario list the Territories, Provinces, Cities, and Towns initially under each players control. PLAY NOTE: Players keep track of their Talents with the Talent markers provided, or by adjusting the Talents Track on the map. (6.13) Players must control a province or territory in order to receive Income from them. See 5.0 for the mechanics of Control. (6.14) Three provinces that count for Control do not provide any income. These are the Balearic islands (Hispania), Melita (The Sicilies), and Germania Magna (Germania). (6.15) Line of Communications. For a player to receive the Income from a Province that is not part of his Home Territory, and from any Cities or Towns (or the Bergidum Mines) not in his Home Territory, he must be able to trace a Line of Communications (LOC) from the source of Income (6.11) to any friendly Land or Port Space in his Home Territory at the time he seeks to Collect Income. If he cannot, he does not collect the relevant Talents. A LOC can be of any length, and it is traced as if the Talents were actually moving; such movement may be land, sea or both, but see 6.16 for restrictions.

(6.3) BUILDING GALLEY SQUADRONS
A Player may build Squadrons of War Galleys during his Manpower Phase or as part of a Recruitment Operation in his Operations Phase. It costs 2T to build a Galley Squadron.
13 build those belonging to another player (even if he is an Ally of that player). (7.16) The number of counters provided in the game is not a limit to building Cities/Towns. If you run out of City/Town markers, feel free to use counters from another game, or to mix counters from two Pax Romana games, etc.

(7.0) CITIES AND TOWNS

PLAY NOTE: Cities and Towns form a major focus in Pax Romana. Players will quickly discover that they must be built and they must be defended. They factor into control, defense, income, and stability.
(7.1) BUILDING AND REBUILDING CITIES AND TOWNS
(7.11) A player may build and rebuild Cities and Towns. Building and rebuilding costs Talents (and sometimes units), and those Talents (and units) must be paid at the time of construction. Each construction action uses up one of the players Minor Moves (7.11). He may therefore undertake a maximum of two Construction projects per AM. PLAY NOTE: A Minor Move is the only time when a player may build Cities or Towns; they cannot be built as part of a Recruitment Operation or during the Manpower Phase. (7.12) The costs to Build are as follows: Town: It costs 2T and 1 Garrison unit (12.1) to build a Town. Towns may be built only in a Space the building player controls (although he doesnt need to control the Province). A Town is built by paying the 2T, removing the Garrison (which must have started that Minor Move in that space) and placing a Town playing piece in that Space. City: It costs 3T and one full-strength HI (or LG) to build a City. No Garrison unit is needed. A City may be built only in a Space the player controls that already has both a non-reduced Town and a non-reduced LG or HI unit in that space (and it must have been in that space at the beginning of the current Minor Move). The player need not control the Province. A City is built by paying the 3T, removing the HI or LG (the eliminated unit is considered to have been incorporated into the City's defense strength), and replacing the Town marker with the City marker. Only full-strength HI or LG units may be used to build Cities; reduced HI/LG may not. (7.13) Cities and Towns provide Income (6.1), Civilization Points (15.3), and Defensive benefits (7.3), as follows: Each Full-Strength Town: 1T of income, 1 Civilization Point, 2 Battle Points in defense Each Reduced-Strength Town: 0T of income, 0 Civilization Points, 1 Battle Point in defense Each Full-Strength City: 3T of income, 3 Civilization Points, 5 Battle Points in defense Each Reduced-Strength City: 1T of income, 1 Civilization Point, Battle Points in defense equal to current defense strength (either 4 BP or 3 BP). (7.14) Cities and Towns may not be built in Mountain spaces. (7.15) A player build or rebuild only Cities/Towns belonging to him (i.e., those that bear his powers City/Town marker). He may not rebuild Neutral Cities/Towns, nor may he build or re-

(7.5) SACK AND PLUNDER

(7.51) Whenever a City or Town is captured, the Attacker may choose to Sack and Plunder. To see if it does, roll the die and compare to its Leaders Campaign rating. If there are any Mercenaries in that Army, add one (+1) to that dieroll. If the adjusted DR is higher than that rating, his Army sacks and plunders (go to 7.52). If the adjusted DR is equal to or lower than that rating, nothing happens. (7.52) When a Town or City is sacked and plundered, the following occurs: If a Town, the player gets Talents equal to a dieroll of 1d6 halved, rounding fractions up. If a City, the player gets Talents equal to the dieroll (1d6). If the Army contains any Mercenaries or Soldier of Fortune units, all Talents received from Plunder are halved (for the player), rounding down. (7.53) When finished sacking and plundering, roll the die and compare it to the Leaders Campaign rating (no adjustments this time). If Equal to or less than that rating, the Army may continue to move. If higher than the rating, the Army is finished for that AM.
(7.4) CAPTURING, DESTROYING, AND REBUILDING
(7.41) Capturing Cities and Towns. If, as a result of Battle, a City's defense strength falls to 3 Wall Points, or a Town's Defense Strength to 1 Wall Point, there are no longer any defending Infantry/Legion units in the space, and the attacking player has at least one ground combat unit remaining in the space, the City/Town has been captured by the attacking player. It is now owned by that player, and he replaces the City/Town marker with one of his own, unless he wishes to destroy it (7.43). Any remaining Cavalry or Elephant units that did not withdraw before battle are eliminated. (7.42) An unoccupied City with 3 Wall points, or an unoccupied Town with 1 Wall Point, is captured the instant another player moves a force into it, unless for some reason (an alliance, for example), the moving player does not want to take ownership (in which case nothing happens). (7.43) Destroying Cities and Towns. Cities/Towns are destroyed by the owning player (which might mean the player who has captured it that Activation) during a Major or Minor Move, by spending a number of MP equal to the current Wall Point level of the City/Town. The force must be in the City Space (although it need not start the Move there) for destruction to occur. Note that the destruction may take place in any Activation, including
15 (8.13) If a leader is removed from the map for any reason during the Game-Turn, whether through Leader Death (8.4) or a card such as Disease (17.2), he is not replaced until the Leader Selection phase of the next Turn. (8.14) All leaders are eligible for selection each Game-Turn except for Elite Leaders, which may not be in play two GameTurns in a row (8.3). (8.15) When chosen, the first Leader drawn must be placed in that players capital. (For The East and Greece, either capital will do.) The second Leader may be deployed in any friendlyoccupied Space on the map. If the capital is enemy occupied, place each Leader in a friendly-occupied Space on the map.

(9.3) SPECIAL SPACES

(9.31) Transit Points. These are treated the same as a regular Land Space except that no units may ever stop (voluntarily or involuntarily) in one. Therefore, you may not move into a Transit Point if do not have enough MP to move beyond it into a Space. (9.32) The Alpine Passes. Alpine passes are the Land Spaces that are located straddling the Mountain borders between several provinces (one of which is always Italy). Any Army that enters one of these Alpine Passes must roll for Alps Attrition. To check for Alps Attrition, follow the Attrition procedure (9.43). No Army may ever stop in an Alpine Pass. (9.33) Straits. Straits are places where Land units may cross over water without using Naval Transport. The following land connections are straits: Between Tingi (Mauretania) and the Transit Point in Baetica. May cross into Mauretania if Tingi unoccupied or friendly controlled. Between Messana (Sicily) and Rhegium (Bruttium). May cross if destination is either unoccupied or friendly occupied. Between Sestus (Thrace) and Abydos (Ionia). Allows crossing between Europe and Asia. Between Byzantium (Thrace) and Nicomedia (Pontus). Allows crossing between Europe and Asia. Note: Land units may cross straits only if there are no enemy Galley Squadrons in either of the Land Spaces (origin or destination) joined by the strait.
(9.2) MOVEMENT POINT COSTS
(9.21) Moving Armies or Units spend MP as follows: 1 MP to enter an unoccupied or friendly-occupied Space or Transit Point (except for Mountain spaces or Alpine Pass spaces see below). The presence of Fleets in the Space has no effect. Note that a Space from which an enemy force has withdrawn before combat (10.4) is considered unoccupied. 2 MP to: enter a Space by crossing a Strait (9.33) enter a Mountain Space or Alpine Pass Space (9.32) 1 MP to embark and debark for Naval Transport (11.3). 1 MP to create garrisons (12.14) as part of a Movement Operation. 1 MP to pick up friendly units. There is no cost to drop them off, although dropped-off units may move no further that Move. Picked-up units assume MPs equal to those that remain for that Leader/Army.
(9.4) ISOLATION AND ATTRITION
(9.41) At the end of each Game-Turn, in the Isolation Phase, players check to see if Spaces containing their non-Garrison Land units can trace a Line of Communication (6.15) back to any friendly Space in their Home Territory. If that Space cannot do so, it is Isolated and must undergo Attrition. (9.42) Units in Towns and Cities are never Isolated. Nor are nonplayer units (Barbarians, Tribes, Neutrals, etc.). Nor are neutrals currently controlled by a player (such as Pergamene units when Pergamum is allied). Mercenary units, however, are subject to Isolation. (9.43) To determine attrition, roll one die (1d6) for each Isolated Space. The result determines the percentage of Units (not Battle Points) eliminated from that space, with all fractions rounded up. Garrison units and Leaders in the Space may not be used to satisfy losses (but Elephants can, as well as Cavalry, Infantry, Legions, Mercenaries etc.) The formula is as follows: Die-roll of 1-2 = 10% of units (round fractions up) eliminated. Die-roll of 3-4 = 20% of units (round fractions up) eliminated. Die-roll of 5-6 = 30% of units (round fractions up) eliminated. Note that rounding fractions up means that attrition will always eliminate at least one unit. EXAMPLE: Carthage has a stack of 3 HI and 3 LI isolated. On a die-roll of 4, 20% of the 6 units are eliminated. 20% of 6 is 1.2, which rounds up to 2. The Carthaginian player may choose to eliminate two HI, two LI, or one of each. (9.44) After all Land unit attrition is completed, any Fleets that are not in a friendly-controlled Port in the Isolation Phase are destroyed. Remember that a port in a non-Home province is controlled only if occupied by a friendly Land unit, Garrison, Town, or City (but not Elephant or Leader), as per 5.11 and 5.14. (9.45) Optional Rule: Attrition in Mountain Spaces (Advanced Game Only). Any time an Army larger than 2 units in size begins its owning player's Activation in a Mountain Fortress space, and does not move from that space during that Activation, it suffers attrition as per the formula in 9.43. The attrition occurs at the end of that Activation.

EXAMPLE: A Roman army attacks a Carthaginian army at 2:1 odds. Right off the bat, there are 2 shifts in favor of Rome. However, Carthage has a leader with a Tactical Rating of 3, while Romes is only 2. Rome now has only 1 shift to work with. Finally, Carthage has cavalry supremacy, which provides 3 shifts in Carthages favor. Final tally: 2 shifts for Carthage. Now, Rome rolls 4, Carthage rolls 1. This means 40% losses for Carthage, 10% for Rome. Carthage can use the two shifts to do any one of the following: (a) raise Roman losses to 30% with no change in Carthaginian losses; (b) lower Carthaginian losses to 20% with no change in Roman losses. Raise Roman losses to 20% while decreasing Carthaginian losses to 30%.
(10.1) WIN, LOSE, OR DRAW.
At the end of the Battle, the player who loses the lower percentage of his force is the Winner. The player losing the higher percentage is the Loser. If the percentages are the same, the battle is a Draw.
(10.2) LAND BATTLE SEQUENCE
The following steps constitute the Battle sequence. Step 1: Either the Active force pays one MP to Attack, or a successfully Intercepting force enters the Battle Space. In either case, the other force is the Defender. Step 2: Except in the case of Interception, the Defender determines if he wishes to engage in Pre-Battle Withdrawal. If so, he follows the Withdrawal rules (10.4). If he succeeds in leaving the space, the battle is over (although the Active force may follow and re-engagesee 10.42). If not, the sequence continues. Step 3: If the Battle is in a City or Town space, the Defender determines if he wishes to use the City or Town in the defense (7.3). If so, players may bid for Siege Expertise (10.7). Step 4: Each player determines if he will use Elephants and, if so, follows the Elephant rules (10.66). Step 5: Each Player calculates his Battle Points (BP) total (10.51). Step 6: The BP totals are compared as a ratio of the Larger Force to the Smaller Force. See the Battle Odds and Shift Table. Step 7: Each player rolls 1d6. These are the Battle Die-Rolls. Each players result is applied (after Steps 8-10 are determined) to the opposing force. Step 8: The number of Battle Die-Roll Shifts is determined, based on Battle Ratio, Leadership, Cavalry participation, and more. See 10.5 and the Battle Die-Roll Shifts Summary Table. Step 9: The player with the most Shifts modifies one or both Battle Die-Rolls as he wishes. Step 10: The modified Battle Die-Rolls are each multiplied by 10, the result being the percentage of BP lost by each force. The force losing the higher percentage is the Loser of the battle.

Roll, adding one (+1) to the result. In both cases, Elite Leaders add one (+1) to the result. If the 2d6 result is higher than the Tactical-Campaign Rating total, the attempt fails. The player with the smaller force may then attempt to demand a re-roll of either of the two Battle Die-Rolls. He rolls 2d6 and subtracts two (2) from the result, comparing this to the total of his own Leaders Tactical and Campaign Ratings. If he succeeds, he then states which Battle Die he wants re-rolled, with no modifiers applied. If he fails, the re-roll procedure is finished. (10.56) Simplified Rounding (Optional Rule). DESIGN NOTE: Many wargames round combat ratios down in favor of the defender. Pax Romana uses mathematical rounding to determine the relative strength of the forces in battle. For example, in many games, a ratio of 26:10 would round down to a ratio of 2:1, but Pax Romana rounds the ratio up to 3:1. The dividing point is.5; for combat ratios,.5 rounds down (consider it a nod to the idea of rounding in favor of the defender). However, for determining combat losses,.5 rounds up, so if you calculate your loss to be 2.4 Battle Points, you lose 2 BP, but a loss of 2.5 Battle Points means you lose 3 BP. The following rule provides a simplified way to round numbers in battles, for those who prefer it. It does, however, alter game balance somewhat in favor of the defender. For simplified rounding, calculate the Battle Shifts for army strength as follows: More BP than the opposing force = 1 shift At least 2x the BP of the opposing force = 2 shifts At least 3x the BP of the opposing force = 3 shifts At least 4x the BP of the opposing force = 4 shifts Etc. All other shifts apply as per Step 4 in 10.51.
(10.6) CAVALRY AND ELEPHANTS IN BATTLE
(10.61) Each Cavalry unit adds one BP to its force, but its effects can be far more significant. An Army with Cavalry Superiority provides one (1) Battle Die-Roll Shift; an Army with Cavalry Supremacy provides three (3) Shifts. An Army has Cavalry Supremacy if it has three times (3X) as many Cavalry units as the opponent, or if it has 2 Cavalry units and the opponent has none. An Army has Cavalry Superiority if it has more Cavalry units than the opponent, but not enough for Supremacy. Cavalry units may be negated by elephants (see 10.66). (10.62) Cavalry may not be used in any way (either attacking or defending) for battles that take place in Mountain spaces or in battles in which a Town or City has been factored into the BP total (nor may they used to absorb losses in such cases). If Cavalry are part of a force that uses the Town or City in defense, and the non-Cavalry units are eliminated, the Cavalry is automatically eliminated. In addition, cavalry may not be used by the attacker in Amphibious Attacks.

(10.91) Voluntary Retreats. If the Defending force loses a Battle and has not used a City or Town in its defense, it has the option of retreating retreat one or two spaces by Land, or one space by Sea. The retreating force reduces his opponents Battle Die-Roll by one (1 or 10%), for the purpose of calculating defender losses (whether it retreats one or two spaces). PLAY NOTE: Remember, the Loser is defined as the force which took the higher percentage of losses, as calculated before deciding on retreats. (10.92) Forced Retreats. If the Attacker wins the Battle, he may force the Defending Army to retreat (unless the Defender used a Town or City in the defense), as long as he has at least 1 MP remaining. He spends that movement point, and the Defending Army must retreat as if he had done so voluntarily (including reducing his losses by 10%). The Attacker now occupies the Battle Space. Note that forced retreats may not be used against forces that are not allowed to retreat (such as Tribal units and most Barbarian forces, etc., as their specific rules state), nor against defenders who used a City/Town in the Battle. (10.93) The Attacking force may never use retreat, even if it loses the Battle. However, see 10.97. Remember that Intercepting forces are the Attacker. (10.94) Retreats By Land. Defending forces retreat by Land as follows: The retreating force must move into a connected Land Space, no more than two spaces from the Battle Space, that contains no enemy (or neutral, tribal, or barbarian) Land Units. It may not move into or through spaces with non-friendly Land Units, Garrisons, Towns, or Cities; if it has no choice, it is eliminated completely (and the Leader is considered dead). In a two-space retreat, the force may not end up in a space directly connected to the Battle space. The retreating force may not retreat through or into the space from which the Attacking army entered the Battle space. If a force does not have a retreat path, it may not use Voluntary Retreat (10.91). If a force is forced to retreat (10.92) but cannot do so, it is eliminated.

Reduced side

(10.83) A full-strength LG or HI unit taking more than 2 BP of losses is not Reduced; it is completely eliminated instead. (10.84) It is not permissible to reduce 2 LG/HI in a single Battle instead of eliminating a full LG/HI. For example, if a force consisting of 5 HI takes losses requiring the elimination of 4 BP, it may not reduce two HI units to satisfy the losses; it must eliminate one full HI unit instead and reduce another HI. (10.85) When taking losses because of Attrition (9.43 and 9.45), reducing an LG or HI unit counts as eliminating one unit. Eliminating it completely counts as two units. (10.86) Reduced LG and HI can be rebuilt in three ways: At the instant two Reduced LG are in the same space, they must combine into one full-strength LG. Similarly, at the instant two Reduced HI are in the same space, they combine into one full-strength HI. One of the counters is flipped to its full-strength side; the other is removed from the map. During a Recruitment operation, Reduced LG or HI units may be rebuilt, in place, to full-strength, at a cost of 1T each. Simply flip the rebuilt counter to its full-strength side. Isolated reduced LG or HI may not be rebuilt unless they are in a controlled province that is capable of recruiting LG or HI respectively. During the Manpower Phase, Reduced LG and HI may be rebuilt, where they are currently, at a cost of 1T each. If the player chooses not to rebuild a reduced unit (or cannot rebuild it), it is replaced, in its current space, by a Garrison unit (consider it disbanded in favor of settling the area). Isolated reduced LG or HI may not be rebuilt unless they are in a controlled province that is capable of recruiting LG or HI respectively.

25 might have lost the battle in game terms. The attacking army does not retreat, it simply reorganizes for another campaign against that enemy.
If the Defending force retreats, all units in that force must retreat, and all units in the retreating force must stay together during the retreat. (10.95) Retreats by Sea. Land forces may retreat by Sea if all the following circumstances apply (these same rules apply to land forces conducting pre-battle Withdrawal): the battle takes place in a port the retreating player has at least one Galley Squadron in that Port the Retreat is to a friendly-controlled Port only 1 Naval Movement Space away. The army takes the Galley Squadron(s) with it. (10.96) Other Retreat Considerations: If the Winning force used Cavalry Superiority or Cavalry Supremacy in the Battle, it may (not must) try to prevent the Loser from retreating. The Winner rolls a die. On a result of 1 in the case of Cavalry Superiority, or a result of 3 or less in the case of Cavalry Supremacy, the Loser may not retreat (and suffers full losses as a result). A retreating force may be intercepted by a force (but not the force it just fought) if its retreat takes it into a space where Interception is possible (see 10.3). The interception occurs after the retreating force has taken its losses from battle. If a force uses a City or Town as part of its defense (7.3), it may not retreat as part of that specific combat. During any subsequent combat, it may choose not to use the City/Town, in which case the retreat option is again available. Exception: A force capable of withdrawing or retreating by sea (see 10.95) may use the City or Town as part of the defense and still retreat. A force using Land Transit Points to reach its retreat destination may retreat through any number of such points, but only to the first Land Space beyond. After the destination is reached, total the number of Transit Points used for the retreat; the force loses additional Battle Points equal to the total. PLAY NOTE: Unlike many wargames, there is no free advance after combat in Pax Romana. (10.97) Regrouping. After the Battle is fully resolved, if the Defending army did not retreat or is not destroyed, the Attacking force is placed back on (not moved to) the space from which it entered the Battle Space. If that Space is a Land Transit Point, the regrouping army is placed there only if it has enough MP remaining to reach a Land Space. If it does not, it is placed on the last Land Space it was in before the battle. A Regrouping force may not be intercepted when placed back on its original space (or a transit point), but it may be intercepted if it re-enters the original Battle space. Regrouping is not considered a retreat. DESIGN NOTE: As with many other aspects of Pax Romana, it is important to keep in mind the scope and scale of the game when learning how the system functions. Battles are not individual battles; they are full campaigns. When a defender is not dislodged from a space, it means that, after a series of battles, they managed to hold onto the area, even though they

(12.63) Pirates remain in place until a players Fleet moves into that Pirate-occupied Transit Point/Port (or activates while already in a pirate-occupied space) and defeats the pirates. To defeat them, the moving player rolls one die (1d6), to which he adds the BP strength of the galley squadrons in that Fleet, plus one (+1) if the fleet has a leader. If the adjusted DR is a 6 or higher, remove the Pirate counter. The Fleet may check for Continuity, as if it had won a battle. If the Fleet does not defeat the Pirates, it must Withdraw to the last Port it passed through and is Finished for that Move. (12.64) The Cilician Pirates. These scourges of eastern Mediterranean shipping are somewhat different from your run-of-themill barbarians. When brought into play, they block LOC for one Naval Space/Point in all directions from Tarsus that are not occupied by friendly galley squadrons. In addition, when rolling to eliminate the Cilician Pirates, subtract one (1) from the players dieroll.
Note that there are no actual Pontus counters in the game; use any available neutral markers (Egypt, for example) and place a control marker of the owning player atop the stack. The Pontus AM is immediately placed into The Pool. When the Pontus AM is drawn, the Pontus Player takes command of the Pontine units only. He does not spend 1T for the Activation, nor does he pull an Event Card. He gets both a Major Move and two Minor Moves, but only Pontine units may participate in these moves. Pontus may not raise Land Units, and it may not stack with the Players regular Land Units or use its galleys. Pontine units may Retreat and may be forced to Retreat. Pontus is an Independent; her presence gives no player Control over anything, except on behalf of Pontus. Pontus, in essence, denies control to other players. Pontus remains in the game until her last combat unit is eliminated. The Pontines have no leaders; the line of Mithridates who ruled were, essentially, 0-0 types. As long as there is a Pontine combat unit on the map, though, the Pontus AM goes into The Pool. HISTORICAL NOTE: In the words of historian Peter Green, The early kings of Pontus resemble nothing so much as a family of escaped convicts. Mithridates IV [has the profile] of a skid-row alcoholic. Then again, how many people of this era have a Mozart opera in their honor?

(12.7) SLAVE ARMIES

(12.71) When the Slave Revolt event (Standard Game Only) or Event card (Advanced Game Only ) is played (see 17.0), the affected player undergoes a Slave Revolt. First, the affected players Stability level is decreased by one (1). Next, a player with whom he does not currently have an Alliance places 2 BI in any one unoccupied Space in the affected players Home Territory. It may be placed in an unoccupied Town or City space (in which case see below). Starting with the next AM drawn, each player whose AM is drawn (except the affected player) must do two things while the Revolt is on (in addition to his normal Activations): Add 1 BI to the Slave Army Move the entire Army one Space (ignoring Transit Points), but leaving 1 unit in any Town or City in which it began that Activation. In doing so, it may attack any units in that Space. If the only place it can move is into an enemy occupied space, the Slave Army may simply stay where it is. (12.72) The Revolt ends when all of the Slave Army units have been eliminated. At that point, increase the Stability by one (+1). (12.73) Slave units may not use Naval Transport. If attacked, they may neither Withdraw nor Retreat (voluntarily or by force). If the Slave Army is initially placed on an unoccupied Town or City space, or if it enters or captures a Town or City during its Movement, it does not convert the Town/City from its current ownership, but it does deny control of that Town/City for all Income, Civilization Point, and Line of Communication concerns. In addition, if attacked, it automatically uses the Town or City in defense. (12.74) Losses of Battles or Cities/Towns to Slaves never generate Militia. Battles against a players own Cities or Towns controlled by Slaves never result in Sack and Plunder.

PART E: STABILITY AND VICTORY
14.0 STABILITY 14.1 Stability 14.2 Adjusting Stability (Standard Game) 14.3 Adjusting Stability (Advanced Game) 15.0 VICTORY 15.1 Victory Points 15.2 Geographic Objective Points (GOP) 15.3 Civilization Points (CVP) 15.4 Opportunity Objective Points (OOP)

(14.0) STABILITY

Maintaining a stable government over an extended period of time can be a truly trying and rather elusive goal. In Pax Romana, this is precisely what you try to do.

(14.1) STABILITY

(14.11) Each Power keeps track of his Stability on the Stability Track. As countries become less and less stable, they are less able to easily field a large army, and they become open to a variety of harmful events through the play of various cards, with the ultimate being a Civil War, an event which really throws a crimp into a players plans for world domination. (14.12) Not every Power starts at the same level of Stability. See the Initial Deployment for the starting Stability Levels for each Power. (14.13) There are three ranges of Stability: Stable, Unrest, and Turmoil (as noted on the Stability Track). The ranges determine what happens when specific Events take place or Event Cards are played. They also determine the Manpower Maximums for that player (see 6.42) and the number of Militia he may recruit (see 12.34). (14.14) A Players Stability Level may never go above +8 or below 6. (14.2) ADJUSTING STABILITY (14.21) The Stability Track is adjusted (for the affected Player) each time certain events take place or Cards are played, as follows: The Cards will state specifically what happens in terms of the Stability Level. Adjust the track upon the play of the card. A Player gains one level (+1) for each non-Home province over which he gains control the instant he does so. A Player loses one level (1) for each non-Home province of which he loses control the instant he does so. A Player loses two levels (2) for each Home province of which he loses control the instant he does so. A Player gains two levels (+2) for each Home province over which he regains control the instant he does so.
A Player loses one level (1) each time he conducts Pre-Battle Withdrawal from a space in his Home Territory, the instant he does so. A Player loses one level (1) each time he raises Militia, the instant he does so. A Player loses one level (1) if a Barbarian Army comes within 1 MP of his Home Capital space (either Home Capital space in the case of Greece and The East), the instant this occurs. This happens only once per Barbarian Army, however. A Player loses one level (1) the instant a Slave Army appears in his Home Territory, regaining that level (+1) the instant that Slave Army is eliminated. A Player gains one level (+1), during the Victory Phase of the Game-Turn, for having acquired more Victory Points than any other player during that Game-Turn. A Player loses one level (1), during the Victory Phase of the Game-Turn, for having acquired fewer Victory Points than any other player during that Game-Turn. During the Maintenance Phase of each Game-Turn, if a Player has more HI and/or LG than he has Civilization Points (15.3) his Stability is reduced by two (2). It is reduced by three (3) if he has more than three times (3X) more HI and/or LG units than Civilization Points, and (Advanced Game Only) by four (4) if more than 4X. A Player loses one level (1) whenever he loses the space in which his original capital was located (one level for each capital space in the case of Greece and the East). In addition, at the end of each Game-Turn, beginning with the one in which he lost the capital, he loses another Stability level. This continues until he retakes the capital, at which point he regains one (+1) Stability level (and only one). HISTORICAL NOTE: The location of the capitals mattered a great deal. Pella, for example, was the center of the Macedonian world; Rome was the center of the Roman world. They were irreplaceable to their respective cultures. (14.22) Optional Rule: Disbanding HI/LG Units (Advanced Game Only). A Player may avoid the Stability Point penalty for having too many HI/LG units by Disbanding units. He does so at the start of any of his Activations during the Game-Turn, immediately following the drawing of the Event Card, by removing whatever number of HI and/or LG units he wishes from the map (presumably enough to get down to his Civilization Point limit). However, if the Event Card results in his losing the Activation (such as the Dies Irae card), he may not remove the Units that Activation. Even when units are successfully disbanded, however, he gets no money back for them; they are simply taken off the map for good. The only purpose of this action is to eliminate the Stability Point Losses that would otherwise occur in the Maintenance Phase of the following Game-Turn (and note that the choice is made even though the Stability Loss is not yet certain).

This card must be played when drawn. If a slave revolt is already in play against the drawing player, treat this card as No Event. Soldier of Fortune (1): Non-Roman players may activate a Soldier of Fortune Army as per 12.4. The Roman Player may not do so, but instead this card enables him, under applicable circumstances to use a Dictator. This is allowable if there is any enemy army in any Space in his Home Territory when Rome is Active. When a Dictator is declared, the Roman Player removes from the board one of his Leaders (his choice). He then blindly draws three Leaders from those he is not using. He may place one of these three (his choice) in Rome as the Replacement for the removed Leader. The other two are returned to The Pool. This card may be held in Hand until played. Spies (1): When played, the player may look at the cards in the Hand of any one Player. This card may be held in Hand until played. Stability and Opportunity (1): If your government is Stable, the Player has a choice when playing this card: place an additional AM in The Pool at no extra cost to play, OR select an additional Opportunity Objective marker to use (unless you already hold three). May be Held in hand and played later. Stability Check (2): This card may be played against any player with a Stability Level of +3 or lower. The use of this card depends on the current Stability Level of the Player against whom it is played. If the only Player who would qualify is the drawing Player he is forced to use this card on himself. If no one qualifies, the drawing player reduces his Stability by one (1). The possible ramifications are: Unrest. This card is played against any other Player whose Stability Level is between 0 and +3. If the only Player who is at that level (or worse) is the drawing Player he is forced to use this card on himself. The affected player must pay 2T for bread and circuses to keep the locals amused. If he does not have the 2T, or refuses to pay, lower his Stability by one (1) for each Talent he refuses to or cannot pay. If no one is at that low a level, reduce the drawing Players Stability by one (1). Disorder. This card is played against any other Player whose Stability Level is Unrest. If the only Player who is at that level (or worse) is the drawing Player he is forced to use this card on himself. The designated player must, for his next (or current) Activation this phase move an Army worth at least 3 BP to his capital (either capital if the power has two capitals), in addition to what he already has there. If he does not succeed in doing so, lower his Stability by one (1) and remove all garrisons he has, regardless of where they are. If no one is at that low a level, reduce the drawing Players Stability by one (1). Civil War. This card is played against any other Player whose Stability Level is Turmoil. If the only Player who is at that level (or worse) is the drawing Player he is forced to use this card on himself. If no one is at that low a level, reduce the drawing Players Stability by one (1). The next AM for the affected player is used to do only the following: Roll 1d6 for the allegiance of each Space occupied by the Player, including galley squadrons. If the result is odd, remove at least half of the Land units and half the galley squadrons, rounded up. For any Space that is made vacant by such a removal, place a garrison unit therein. If the die-roll result is even, that space remains untouched.

 

Technical specifications

Full description

Pax Romana, a real-time strategy game developed by Galiléa Multimédia, covers a large amount of time -- roughly three hundred years of Roman history. A historically accurate military, economic, and political model was developed for the game, allowing for a wide variety of historical content including military movements, political schemes, and complex conspiracies. Pax Romana may be played in either "Strategic" or "Political" modes. The "Strategic" mode is designed as a conventional "Expand and Conquer" contest, while in "Political" mode, each character is a Roman politician and a large part of gameplay focuses on the internal conflicts that plague such officials. Players can use secret tricks designed to gain favor from Rome's political elite, or to hold back their opponents. By influencing the agendas of various Roman politicians, players can obtain the supreme position of power as Emperor of Rome. Hundreds of characters, some based on historical figures, are available to place in strategic military or political positions. For example, a character such as Cicero would be better suited for a political role than commanding an army. Players can also match wits against up to five of their friends in various multiplayer modes as the fate of one of the greatest civilizations hangs in the balance. ~ Damian Francis, All Game Guide

 

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