Ancient wargames campaign

Campaign Rules

 

Roman Clibanarii, armoured cataphracts of the 4th-5th centuries CE

Overview

This is a miniatures campaign based on the rise and fall of the Romans from Republic to Empire, additionally it can be extended to cover the Byzantine Empire. 

The standard campaign is split into seven eras; the earlier ones each tie up with one of the Roman armies listed in both the MeG and ADLG army lists. In the later eras various lists have been split up and reallocated into the eras used herein so that the era dates for MeG and ADLG are largely, though not entirely, coterminous. The differences aren’t important.

Whole eras can be omitted as desired and players who choose to extend the campaign into the Byzantine Empire can contest up to an additional six eras. The decision on which eras to play should be made prior to the start of the campaign as it may affect the players’ choices when bidding to play the Romans/Byzantines.

The campaign works through each era in turn during which the players seek to acquire more "dignitas" for their families than their opponent(s) by way of gaining ‘Prestige Points’, which they do through winning the table-top battles whilst commanding the Roman army. An opposing player will be attempting to win those battles so that the player commanding the Romans loses prestige instead. The player with the most accumulated Prestige Points when an era ends wins it, at which point play moves on to the next era and so on until an overall campaign winner is determined.

Gens name

Each player, if you wish to base your family on one of the families of Rome’s founding fathers, can give yourselves a family or Gens name, some suggestions based on historically active Roman patrician families are: Cornelii; Fabii; Valerii; Julii; Claudii; Manlii; Fulvii; Aurelii; Junii; Papirii; Acilii; Flaminii; Aelii; Suplicii; Calpurnii; Plautii; Quinctilii; Aemilii; Terentii.

Suggestions for Byzantine aristocracy names for those contesting the Byzantine eras (see Appendix 3) are: Monomachos; Phokas; Kallergis; Synadenos; Komnenos; Notaras; Dalassenos; Argyros; Doukas; Angelos; Gabras; Laskaris; Melissenos; Kontostephanos; Diogenes; Palaiologos; Tarchaneiotes; Sgouros; Argyros; Mouselos.

You will note that all these Byzantine names end in –os; -as and –es. If you are playing the full extended campaign and wish to Hellenise a  Roman gens name when moving to the later eras the easiest way is to simply change the ending to one of these and change any “c” to a “k”.

Sequence of play

Decide on the era to start the campaign then follow the sequence of play as follows:

1.    Roll on the Event Table. This informs the players: whether the battle takes place during either a Roman invasion or whilst defending Rome’s borders; whether it is a major or minor encounter; and the Prestige Points up for grabs on a victory or that may be lost if defeated.

The ‘End of Era’ event may also occur, however, this event may only happen after at least two battles have been fought, otherwise the dice are rerolled.

2.    Roll on the relevant Enemies Chart for the era being played to determine who the Roman army will be fighting (see Appendix 1 or Appendix 3 for the later eras if playing the extended campaign).

3.      Decide on the ruleset and size of game then roll on the Enemy Army Size Determination Table to determine the army points value of the enemy army to be fought (see Appendix 2).  

4.   If the optional Battlefield Effect rules are being used roll for potential Battlefield Effects to determine the number and type of effect that may come into play (see Appendix 4).

5.   Determine who will play the Roman army and the size of army they get to fight with. Players decide whether they wish to comply with any restrictions listed under the Enemies table for that battle and then take it in turns to bid downwards in army points for the honour of fighting the battle as the Romans, this continues until all but one player passes. The lowest bidder will fight as the Romans, the other (or next lowest if playing a multi-player campaign) will command the opposing army.

6.   Each player draws up their army from the army list (and sometimes sub-list) stated within the points value limits determined above.

7.    If the optional Battlefield Effect rules are being used and one or more have been successfully rolled in step 4 above, pick a chit for each one to determine the actual Battlefield Effects that manifest; these will be kept secret until used (see Appendix 4).

8.   Fight the battle and determine the winner. If a Major defence battle has been fought the losing player, if Roman, may have the option to Die a Glorious Death.

9.   Add/subtract the Prestige Points won or lost to the cumulative score of whoever played the Roman side. Note it is possible for a player to have negative cumulative Prestige Points.

10.   Go back to 1 above and repeat until the era ends.

11.   Once the era has ended follow the ‘End of Era’ process as laid out in that section below.

Eras

The standard campaign is fought over seven eras; these are listed below along with the army lists to be used by the player fighting as the Romans in that era for both MeG and ADLG, as follows:

Era

MeG

ADLG

 

Time period

Roman army list name

List number

Time period

 Roman army list name

List number

Early Republic

509 – 400 BCE

Early Roman or Latin

2501

509 – 400 BCE

Tullian Roman

49

Early Republic – post Camillan army reforms

400 – 275 BCE

Camillan Roman

2510

400 – 275 BCE

Camillan Roman

52

Middle Republic

275 – 100 BCE

Mid-Republican Roman

2513

275 – 105 BCE

Republican Roman

53

Late Republic

105 – 20 BCE

Later Republican Roman

2514

105 – 25 BCE

Triumvirate Roman

83

Early Empire

20 BCE – 193 CE

Early Imperial Roman

2516

25 BCE – 193 CE

Early Imperial Roman

85

Middle Empire

193 – 268 CE

 

269 - 297 CE

Early Imperial Roman

Imperial Roman

2516

 

2517

193 – 307 CE

Middle Imperial Roman

86

Late Empire

298 – 396 CE

397 – 460 CE

461 – 476 CE

 

441 – 476 CE

Imperial Roman

Foederate Roman

Later Foederate Roman

Eastern Later Roman

2517

 

2518

2519

 

3301

307 – 425 CE

 

425 – 476 CE

Late Imperial Roman

Patrician Roman

87

 

88

 

The additional eras for players choosing to fight the extended campaign are listed in Appendix 3.

NB Any era may be omitted by mutual agreement; however players should discuss and agree on any omissions prior to commencement of the campaign.

Events

 Flip a coin for the honour of rolling first otherwise the player with the most Prestige Points earned in the current era, or the winner of the last era if tied, rolls on the table below to determine the next event.

Dice roll (2d6)

Event

Prestige Points won on a Roman victory

Prestige Points lost on a Roman defeat

2 - 4

Minor invasion*

2

1

5 - 6

Minor defence

1

2

7

Major defence

1

3

8 - 9

Major invasion*

3

1

10 - 12

End of Era

 

Explanation of results

1.      Minor invasion

            Rome launches an attack on a foreign power. Roll on the Enemies invasion table of the current                 era (see Appendix 1).


2.      Minor defence

Roman territory is attacked by a foreign power. Roll on the Enemies defence table for the current era (see Appendix 1).

3.      Major defence


Rome is faced with a war of conquest by a foreign power. Roll on the Enemies defence table of the current era (see Appendix 1).


4.      Major invasion


Rome attempts to conquer a foreign power. Roll on the Enemies invasion table of the current era (see Appendix 1).


5.      End of Era


If less than two battles have been fought this era re-roll until a 9 or less is rolled, otherwise go to the End of Era section below.

* From the Middle Empire era onwards in the standard campaign there are no more Roman invasions, if an invasion is rolled this is treated as a defence of the same order with the appropriate Prestige Points for that defence. If playing the extended campaign results revert to normal for the extended Byzantine eras as the Eastern Roman/Byzantine empire resumes the offensive.

When playing a multi-player campaign as per the optional rules section all ‘Minor’ results are treated as Major invasions or Major defences respectively.

Enemies

The player who made the Event die roll now rolls on the current era invasion/defence table in Appendix 1 (or Appendix 3 if playing the extended campaign) to determine the enemy to be fought next.

A large number of enemies have notes under the tables with restrictions and options designed to give the players the flavour of an historical battle fought against that enemy, if players don’t wish to play with these restrictions/options they are free to ignore them by mutual agreement. Additionally, for some enemies there are suggestions of further optional Battlefield Effects listed in Appendix 4, again players may choose to use these or not.

If the roll is for an enemy that has already been fought in that era in the same category (i.e. attack or defence), whether major or minor, the player that rolled the dice is free to select whichever unfought enemy he/she desires within the same list. In the event that all enemies have been fought (including all permitted times for those that can be chosen more than once per the list notes if players are choosing to comply with them) the roll stands and play goes round a second time, and if necessary a third etc. This is not unrealistic as battles were fought between Rome and most of the enemies listed numerous times.

Roman army size

The Roman army size will be determined by the process of competitive bidding by each player as follows:

1.      Determine the first bidder.

The first bidder in the first era played is determined by flipping a coin. Thereafter the first bidder is:

a.      the loser of the last era if it is the first bidding process in the current era; otherwise:

b.    the player with the least cumulative Prestige Points gained in the current era. If tied make a random die roll.

2.      The first bidder makes the opening bid to play the Roman army which will be for the amount of points he is prepared to fight the enemy army whose size has already been determined in step 3 of the Sequence of Play. It can be of any amount he/she desires.

3.   The opposing player then decides whether to make a lower bid. Bids must be lower than the previous bid by:

Ø MeG: a minimum of 200/100/50 points for Maximus/Magna/Pacto respectively.

Ø ADLG: a minimum of 4 points.

There is no maximum to how much lower a bid may be to the last bid of an opponent.

4.   Once the opposing player has made their bid the first player can make a new lower bid as per step 3. above and then again the second player can counter etc.

5.   At some point one of the players will decide that they don’t believe they should better their opponent’s bid so they declare a pass and the bidding finishes with their opponent playing the Roman side.

Notes:

·        The final bid can result in the Roman army being more or less than the enemy army size.

·     In multiplayer games players who have decided not to continue contesting an era no longer bid therefore will not fight as the Roman or opposing army until a new era commences.

·      If the first bidder passes on the opening bid he/she loses one Prestige Point, subsequent bidders do not. If everyone passes return to step one of the Sequence of Play.

Army Composition

When deciding on army composition apply the following:

·  The invader gets to choose the year the battle takes place and notifies the other player accordingly; both players must draw up their list using the same date. This doesn’t have to be later than a year already chosen for a previous battle in the same era; it just has to be in the date range of:

a.      Firstly, the era being played; and

b.      Secondly, that of the date range of the Enemy army per the army lists, subject to further restrictions/options imposed in the campaign Enemies list notes if being played.

·      Players are free to select external allies in accordance with the army lists if they are available to that army in the year selected. Players wishing to be more historically accurate may wish to further restrict allies to those that fought against the opposing army in that year. If so you must agree prior to the commencement of the bidding process on any such restrictions.

ADLG - Reduced format: As only one ally can be taken in this format, when the notes to the Enemies lists in appendices 1 &/or 3 (if being followed) require either an internal and external ally, or two external allies, players are free to choose either. Players may wish to agree on the ally to be taken prior to commencement of the bidding process.

·     In addition to date restrictions some armies (both Roman and enemy) have restrictions on troop types etc. that may be selected as noted below the Enemies table. Players can choose to ignore these restrictions if they mutually agree but, again, this should be agreed prior to bidding.

Enemy army

Alliances

If the enemy selected is described as an alliance:

Ø   MeG: there must be at least one internal ally following the normal MeG rules.

Ø  ADLG: there must be one internal Allied Corps following the normal ADLG rules unless playing Reduced format in which case see above exception.

Usurpers

Ø  For the avoidance of any confusion Roman/Byzantine usurpers may not be commanded by family nominees, they are treated just as normal enemies.

Ø  Usurpers use the same army list as the Roman army for that Era.

Ø  Usurpers may use external allies.

Roman army

1.     The Roman player may choose any troops from a sub-list/theatre of operations that is available to him/her for the date selected by the Invader, except:

a.      The players may wish to restrict the Roman player to troops that historically fought the enemy that has been rolled, if so I suggest players discuss any restrictions you wish to mutually impose prior to the commencement of the bidding process.

b.      Late Republic: MeG: Julius Caesar’s Xth legion option may not be chosen unless you field a Legendary C-in-C (see point 4 below). ADLG: not applicable.

c.      The notes under the Enemies list may impose restrictions/actions on the Roman side in some cases. Players may agree to ignore these if they wish; this choice should be made before commencement of the bidding process.

2.    As the invader chooses the year of the battle the army list used by the Roman player to draw up his/her army in the Middle and Late Empire eras will be determined by the year chosen by the Enemy invader (see Eras above). If playing the extended campaign the Byzantine player can freely choose from several Byzantine lists in some eras when invading. In all cases the list selected must be announced at the start of step six in the Sequence of Play.

3.   For every MeG: 3,000/2,000/1,000 points for Maximus/Magna/Pacto respectively, ADLG: 70 points, the Roman army has more than the enemy army, the Roman army may field one additional general. NB Players are free to ignore this if they mutually agree, if so, as usual this decision should be made before commencement of bidding.

4.     The Roman player’s C-in-C personally represents his family’s nominee on the battlefield. That general can be of any quality with the following restrictions:

Ø He may not be MeG: Legendary ADLG: a Strategist, unless the player has won at least one prior battle as the Roman side in the current era. If killed in battle that player may not choose another MeG: Legendary ADLG: Strategist general in that era again until at least one further battle has been won by him/her as the Roman side.

Ø MeG: Family nominees may be instinctive generals or professional generals based on the requirements of the current era army list.

Fighting the battle

Fight all battles in accordance with the standard rules of the chosen ruleset, with the following amendments:

·      As the invader has already been determined under these rules:

Ø  MeG: Commence with the full Pre-Battle System. The initial Death Die that is rolled to determine the attacker is still rolled but purely to determine if a Strategic Intercept occurs.

Ø  ADLG: Roll a d6:

o   1-3 - Commence the battle with the invader becoming the attacker and selecting the region.

o   4-6 - Follow the normal initiative rules.

·        Agree a time limit for the game in advance, to end at: MeG the end of the phase once the time is reached ADLG: the end of the turn once the time limit is reached.

·    If the family’s nominee is killed in battle the player may immediately elect for that general to attempt to die a hero in notably glorious fashion (the Roman practice of Devotio). This decision has to be made immediately when death occurs, per each ruleset’s rules, but only has a political effect (by way of adjustment to Prestige Points lost) if the Roman player loses a Major Defence battle – see below “Dying a Glorious Death”.

Dying a Glorious Death

If a player elects for his family nominee to attempt to die a glorious death note it is not automatic, and can backfire. The opposing player rolls one d6:

·    On a four, five or six the general does indeed die in glorious fashion and that news returns to Rome. The Prestige Points lost in a Major Defence battle are reduced by one.

·      If a one is rolled the general is captured alive by the opponent and publicly used as a footstool by the enemy leader for the rest of their life. The Prestige Points lost in a Major Defence battle are increased by one.

·    On any other roll he dies, possibly gloriously possibly not, but in either case no witnesses survive to bring the facts back to Rome. No adjustment is made to the Prestige Points lost.

After the battle

All battle results are determined using the standard victory determination rules of each ruleset.

Prestige points are gained or lost based on the type of battle determined in step one of the Sequence of Play, adjusted as follows where applicable:

·     The campaign is designed to reward attacking play by the invader, consequently if a battle is not fought to a conclusion for whatever reason:

Ø  If the Roman player is defending one Prestige Point is gained if more, or an equal number of, casualties are inflicted on the enemy side than received; otherwise if the enemy has inflicted more casualties on the Romans than it has received no Prestige Points are gained or lost.

Ø  If the Roman player is invading no Prestige Points are gained or lost if more casualties are inflicted on the enemy side than received; otherwise if the Roman side has suffered more, or an equal number of,  casualties than the enemy side the Roman side loses one Prestige Point.

Casualties for this purpose are defined as:

    • MeG: TUGS: wounds and bases lost, bases counting double; SUGs: as for TUGs but at  50% (rounded down); Expendables: not counted; 
    • ADLG: as for normal loss determination for army rout purposes.

·      If the family’s nominee has attempted to die a glorious death on being killed during a lost Major Defence battle the Prestige Points lost may be reduced or increased by one. This option cannot be taken when a game is incomplete as per the previous bullet point.

·     At the end of a lost Major Defence battle, if his family’s nominee is still alive, the Roman player can declare that he is not fleeing the field but electing to attempt to fight to the death in heroic and hopefully notable fashion as per the rule “Dying a Glorious Death” in which case the Prestige Points lost may be reduced or increased by one. This option cannot be taken when a game is incomplete as per the first bullet point.

End of era

 An era can end in the following ways:

1.      When rolling End of Era on the Events table. This does not apply:

a.       if less than two battles have been fought in the era,

b.      in a multi-player game if there are still three or more players contesting the era

In which case roll again until a roll of 9 or less is achieved.

2.  When a player gives up hope of winning an era they may announce they no longer wish to continue to contest it. In a multiplayer game if all players except one have announced they no longer wish to contest the era the remaining player wins it.

When an era ends, the player who has won the most positive cumulative Prestige Points in that era wins it.

If two or more players are tied, or if all players have zero or negative cumulative Prestige Points, no one wins, in which case:

·      In a two player game either player can demand, or both players may agree, that a Roman civil war battle be fought. The right to demand a civil war battle is not available to a player who chooses to end an era by giving up as per option 2 above.

·        In a multiplayer game the era does not end but continues until there is a winner or there are only two tied players when the next end of era occurs at which point play proceeds as the above bullet point.

 
When a civil war battle is to be fought:

·      Mutually decide on both the ruleset and game format to be used – or flip a coin for each if players can’t agree;

·     Roll once on the Army Size Determination Table, using the Minor column, to determine both player’s army size;

·    Draw up a Roman army from the current era list. Players may only select a MeG: Legendary ADLG: Strategist general, if they qualify as per the army composition rules above;

·      Fight the battle using the standard rules of the ruleset selected. If players mutually agree they may choose to use the optional battlefield effects rules (see Appendix 4). If so, one player acts as the Enemy and the other the Roman when rolling on the Result table;

·        The winner of that battle takes the laurels and wins the era.

 

On the completion of an era check for Campaign Victory and, unless it is the last chosen era in your campaign i.e. in the standard game - the Roman Late Empire era or in the extended game - the Byzantine Late (fractured) era (see Appendix 3), the next era is then commenced with all player Prestige Points reset to zero.

 Campaign Victory

 Victory can be declared as follows:

1.     At the end of any era if a player has a lead in eras won that is greater than the number of eras left to be played he/she wins.

2.    At the end of the Roman Late Empire era (or Byzantine Late (fractured) era if the extended campaign is being fought (see Appendix 3)) the player who has won the most eras wins.

3.    If two or more players are tied in the number of eras won at the end of the final era a final series of civil war battles are fought. If there are only two tied players only one battle is fought per the rules below, if there are more than two then the player who won the last era chooses an opponent from the tied winning players to fight as per the rules below.

·        the players agree the ruleset to be used (or flip a coin);

·    roll on the Major column of either the MeG: Maximus ADLG: Big Battle table to determine army size;

·        draw up an army from:

o   Standard campaign: either the MeG: Later Foederate Roman ADLG: Patrician Roman list

o   Extended campaign: either the MeG:  Late Imperial Byzantine ADLG: later Byzantine list

o   In both cases using any general for the family representative;

·        fight the battle using the standard rules of the set chosen.

The winner of the battle wins the campaign if there are only two players in the contest otherwise the winner of the battle chooses another opponent and another battle is fought and so on until there are only two left when a final battle is fought to determine the winner.

The campaign victor proves their family’s superior dignitas over their rivals once and for all.

If the players have decided to continue with the Byzantine era play continues with the additional eras listed in Appendix 3. The players’ families are all taken to have decamped to the New Rome on the Bosporus (Constantinople) at some point prior to the fall of the Western empire; consequently players carry forward their scores in terms of the number of eras they have each won so far.

 Optional rules     

In addition to the option to extend the campaign into the Byzantine eras listed in Appendix 3 here are some further options that players may wish to adopt:

1.    If players want more control over enemies fought, rather than rolling randomly on the Enemies tables players can choose a different method e.g. either:

·        Work down the lists one enemy at a time;

·        Agree for either the winner (or loser) of the previous battle to pick the next Enemy;

·        Decide randomly to see who gets to choose.

2.    As set out in the rules above an era can be over quite quickly, in addition the enemies fought can be quite random. This is deliberate so that the campaign moves along at an exciting pace, if however the players want a higher chance of including the better known enemies they can increase the minimum number of battles fought per era from two to three, four or even more.

3.    The campaign has been purposely structured to provide an element of uncertainty in how long an era will last so that the battles fought to acquire the precious Prestige Points are keenly contested. If players want more certainty, or just an upper limit, they can agree a maximum number of battles per era; six to eight would give a reasonable number of battles bearing in mind that most eras tend to last between four to six on average in any case.

4.   The campaign already lends itself well to non-standard games by virtue of the bidding system, but those players who would like even more variety in their tabletop games can opt to use the optional Battlefield Effect rules detailed in Appendix 4. Using these will give players a variety of additional challenges on the tabletop.

The optional Battlefield Effect rules are designed to give players an idea, prior to commencement of the bidding process, of the nature of the Battlefield Effect(s) that they may face in the upcoming battle, without knowing exactly which will occur. Because this information is known prior to bidding players can factor in the extra challenge, or benefit if it is the Roman side that rolls it, into the bidding process. In this way, uniquely, despite some of the effects being substantially one-sided they are perfectly possible to be played in this campaign without unbalancing a battle.

In addition several enemy armies have optional Battlefield Effects listed in the notes to the Enemies tables:

·        These can be used in addition to, or instead of, the Appendix 4 rules or not as the players wish, either on a case-by-case or overall campaign basis as you so decide. Personally I prefer “instead of” as they are listed to allow players to experience conditions present in a particular historical battle.

·        If used they cannot be substituted with the Universal Battlefield Effect.

·        Where it states a Battlefield Effect is for example “for the benefit of xxx” this means the player fighting as that side gets the chit to use. If it states a side “suffers the effect of” it means the chit is automatically played on that army.

5.     For players who want to emphasise the gaming aspect over the historical try playing all the eras simultaneously. Start with one battle in era one then move onto one in era two etc. all the way to the last and then back round to era one again and fight battle two and so one.

After having played just one battle in each era you will have a very good idea of who is leading the campaign and the bidding to play the Roman army in step five of the Sequence of Play becomes correspondingly more intense. This approach also provides for more variety in the armies fielded from game to game.

6.      If players don’t wish to play the full campaign why not just play a cut-down one, this can be:

·        Based on one era only;

·        A selected number of eras e.g. best of three. These don’t need to be continuous;

·   Alternatively play one of the mini-campaigns listed in note 2 of the Late Republic Enemies list (see Appendix 1).

7.      Pivotal events

There are some events in Roman/Byzantine history that are pivotal moments in its history without which a campaign may not be considered complete. If players wish, adopt the following rule:

If an era ends by rolling “End of Era” on the events chart without the following enemies having been rolled then, if an Enemy is listed below for the era being rolled, the battle(s) listed below must be fought first if either player opts to fight it. The era will end immediately afterwards applying the normal End of Era rules.

Roman era:

·      Early Republic: Roman Royalists – note 3. Major Defence both battles [This represents the attempts by the last King of Rome to take back power and strangle the Republic at birth].

·   Middle Republic: War with Carthage – note 2. b). b. with Hannibal as C-in-C Major Invasion [this represents the Battle of Zama 202 BCE; victory at which battle removed the last barrier to Rome becoming the great power it was to become].

·     Late Republic:  End of the Republic! – note 2. b. Five battles [This is the mini-series of battles between Julius Caesar and Pompey that, if Caesar hadn’t been assassinated, would have essentially ended the Republic].

·        Late Empire: Usurper – note 6: Odoacer’s revolt Major Defence [This represents the final overthrow of the Western Roman Empire].

Byzantine era:

·     Early Byzantine post Maurikian army reforms: Arabia – note 3 first bullet point. Major Defence [This represents the battle of Yarmuk 629 CE, loss of which battle resulted in the Byzantine Empire halving in size as the Arab conquest swept through Syria and the North African provinces].

·      Later Macedonian/Doukas dynasties: Great Seljuk Empire – note 3. Major Invasion [This represents the Battle of Manzikert 1071 CE, loss of which was to essentially lead to the loss of the Byzantine empire’s provinces in Asia Minor to the Turks.

·      Komnenan dynasty: Fourth Crusade in 1204 CE - Note 4. Major Defence [This saw the sacking and occupation of Constantinople by the crusaders of the fourth crusade which fractured the Empire. It was never able to properly recover].

  ·    The last pivotal moment was the fall of Constantinople in 1453 CE. [This effectively ended the Roman/Byzantine empire but is outside the scope of this campaign and is included here only for completeness’ sake].


8. Multi-player optional rules.

The campaign works perfectly well as a basis for a multiplayer campaign with only minor adjustments:

·     The players all bid for the honour of playing the Roman side as normal. This can be easily done using any one of a number of social media apps available. Players should agree and write down an order of bidding to be used throughout the campaign (or change it each era, possibly based on Prestige Points won); the first bidder is decided as normal and then bidding proceeds from that point down the list and back around to the top again until there is only one player who has not passed. The player bidding the lowest plays the Roman side, the next lowest bidder gets to play the Enemy side.

·        In order to give each player a chance of playing each era the minimum number of games per era should be increased to be no less than the number of players in the campaign.

·     If more than two players are in a tie when an era ends, ignore the end of era and roll again. Players who aren’t in the tie drop out of that era at that point.

·      If players wish to speed up play they can have two or more games played simultaneously, players who are already fighting a battle will not get to bid in subsequent bidding rounds.


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