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I M P E R I V M

F R O M R E P U B L I C T O E M P I R E

a game by Mike Mollineaux 1 - 3 hr 13+


3-5
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1.0 GAME OVERVIEW 3.0 KEY COMPONENTS & CONCEPTS

Imperium: From Republic to Empire is a game of politics and The following descriptions provide an explanation of the most
intrigue set against the backdrop of the late Roman Republic important components and concepts which will aid in
(113 B.C. 49 B.C.). Each player controls a faction of understanding the rules in later sections.
influential Roman Senators who seek to gain power and
influence by competing for elected office, leading Romes 3.1 Senator Cards:
armies to war, administering justice, and expanding the
Republic. Advantages are also gained through less noble Senator cards represent members of Roman Senatorial families
activities involving conspiracy, bribery, and corruption. and their unique characteristics:

Success will require both competition and cooperation as all Family


factions must work together to ensure the stability of Rome. Name
Failures of the Senate and unmet public demand will increase Ideology
civil unrest, leading to revolt. Excessive war involvement will
overextend Romes military resources. Committing more funds Prestige
than what is available for financial obligations will bankrupt the Special
Scale
State Treasury. Each of these situations will ensure the fall of Skill
Rome causing all players to lose the game.
Contribution
The goal for each player will be to leverage available resources Military Scale
with diplomacy and opportunity to maneuver their faction Skill Level
toward a victory condition all the while keeping Rome from
civil, military, and financial collapse. In the midst of these Political Dominance/
challenges one Senator may gain sufficient prestige as to obtain Skill Level Mortality
Imperium Maius (Supreme Authority) and in so doing become Number
the First Emperor of Rome.
Senator Card
2.0 GAME COMPONENTS a. Prestige/Contribution Scale: The right side of each card is
a scale used to track the Senators current level of prestige
The following components may be printed from the game files: which fluctuates throughout the game. A paperclip is used
Note: Use Scale to Fit rather than Actual Size to print PDFs to indicate its current level. A newly drawn Senator will
on printers that do not offer full-bleed printing. always start with 2 prestige points. Prestige cannot exceed
12. If it drops below zero, the Senator will resign and be
Game Boards (2) discarded. To the left of the prestige scale is the
Senator Cards (36) contribution scale which shows the amount of talents he
Office Cards (7): (4) Praetors; (2) Consuls; (1) Censor will contribute to his factions treasury during the Election
Province/Governor Cards (8) Phase [7.2]. The contribution amount is a function of
War Cards (19) current prestige (4-7 prestige = 4 talents contributed, etc.).
Action Cards (50)
Corruption Markers (12) b. Military Skill (MS): Indicates the Senators relative level
Consular Experience Markers (18) of military skill from 1 to 6 indicated by the number next
Faction Leader Markers (5) to the helmet icon.
First Player Card (1)
Player Summary Sheets (w/Faction Treasury Screens): 5 c. Political Skill (PS): Indicates the Senators relative level
Rules Set (1) of political skill (from 1 to 6) indicated by the number next
to the pillar icon.
The following components will need to be provided separately:
d. Ideology: One of four guiding philosophies held by the
Coins (Talents): 20 tens; 30 fives; 30 ones Senator represented by an Arch, Ship, Altar, or Armor.
Prestige markers: 36 plastic triangular paper clips
Six-sided dice: 3 (2 white dice; 1 black die) e. Dominance/Mortality Number: Number in the bottom of
Tracking cubes: 10 black cubes (8mm) each card is used to determine the Dominant Consul
Legion cubes: 25 red cubes (8mm) [7.3.1.e] and the results of mortality resolutions [12.1].
Gold cubes: 50 yellow cubes (8mm)
Faction Markers: 20 round tokens (4 each of 5 different f. Special Skill: Some Senators have an icon below their
colors) ideology representing a special skill to aid their faction:
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i. Legate (crossed swords): Indicates that the Senator assigned to them. If un-governed, the cards are left in the
may accompany their factions General to war and Annexed area of the game board.
increase his armys Attack Strength by the bonus
indicated [10.1.b]. A Legate skill bonus may also be
Province Location of
used directly when assigned as General to a war.
Name Province
ii. Wealth (coins): Indicates that the Senator provides his
faction with an additional number of talents (money) Developed Number of
indicator Legions
as indicated during the Election Phase [7.2].
(Provincial +
Auxiliary)
iii. Orator (scroll): Indicates that the Senator provides an
Argument Strength bonus in the amount indicated for
the faction to which they belong to during Trial Province Card
Resolutions [11.2]. An Orator skill bonus may also be
used directly as the Censor or the Accused. Each Province Card has an undeveloped side (indicated by
the isolated hills icon) and a developed side (indicated by a
3.2 Office Cards: public building icon). The number to the immediate right of the
swords icon (eg. 3) indicates the number of organic Provincial
Office cards are placed above the Senators card that has been Legions permanently garrisoned in the province [11.3.b].
elected or assigned to that position. Senators elected to these Additionally, up to two Auxiliary Legions [3.11.c] may be hired
offices are given specific authorities, responsibilities, and by the Governor, which each add +1 to a provinces organic
entitlements. Prestige may be gained or lost depending on the defenses [9.1.3] (eg. 4 and 5). An undeveloped province has
performance of the Senators assigned to these offices. a weaker defense. It is also an economic burden which drains
the State Treasury until it is developed. A Province may be in
Office one of three dispositions:
Title
a. Annexed: An annexed province is part of the Republic. A
Prestige Governor would normally be assigned to oversee it during
Gained the Election Phase. A newly annexed province will begin
(upon undeveloped and will need to be developed before it can
election) become a self-sustaining Romanized economy.

b. Overrun: An overrun province has been annexed by the


Republic but has been overtaken by a war defeat,
Praetor of undefended raid, or undefended internal uprising. It cannot
Military be governed and will create trade disruptions for the
Affairs Republic resulting in less tax revenue. Even after the war
is defeated and the province is re-annexed it will need to be
re-developed before it ceases being an economic burden.

Office Cards c. Non-annexedThe Province has not yet been annexed by


the Republic, but will become annexed after victory is
There are two Consuls who co-lead Rome through political and achieved in a specific war.
military leadership. They will be primarily responsible for
leading Romes armies to war. The Censor is responsible for The District of Italia does not have a province card, but is
prosecuting corruption charges and ethical violations of other represented on the game board. It is the location of the City of
Senators. Praetors are high officials of the Senate that help Rome which holds the Senate, the People of Rome, and all
administer the affairs of the Republic. They may either be reserve Expeditionary Legions. It is always considered
Praetor of Military Affairs (indicated by the helmet icon) or of developed and annexed and it cannot be overrun except by a
Political Affairs (indicated by the column icon). rebel faction marching on Rome [10.3]. It will always contain
five (5) garrisoned Provincial Legions plus any Expeditionary
3.3 Province/Governor Cards: Legions placed on it. It is important to note that a Legion in
Italia is not the same as a Legion assigned to a war affecting
There is one Province Card for each province potentially Italia. Legions assigned to the District of Italia space have no
controlled by the Republic. Province cards double as office positive benefit to wars affecting Italia. Legions must be
cards of the Governors assigned to administer the Province. assigned to an Active War card in order to affect the war [3.4.a]
Like Office Cards, Province Cards are placed above the Senator [3.10.c].

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3.4 War Cards: v. Flame Icon: Indicates that the affected province will
be overrun in a defeat.
Each war card (identified by a Roman numeral on the back)
represents a war or campaign that will be fought in the War vi. Gold Icon (defeat): Represented by a stack of gold
Phase. Each symbol on the card represents information about bricks. Negative number indicates that the State
the war: Treasury will be decreased by this amount in the case
War Name of defeat due to trade disruptions or social upheaval.
War
3.4.1 Emergent & Civil War Cards:
Affected Campaign
Province
There are two types of special war cards: Emergent Wars and
Civil War. Emergent War cards are used to represent a non-
Adequate War historical war which will escalate due to a provinces inability
Force Strength to defend from a raid or uprising [9.2.3.c,e]. They are identified
with a ? on back. The Civil War card will only be used when
War Spoils
a rebel faction attempts to win the game by taking Rome by
Prestige force [10.4]. It is identified with a ! on back.
Adjust. New
Province 3.5 Action Cards:
Annexed
War Action Cards (identified by a column symbol on the back)
Outcomes represent unique political and strategic opportunities to the
Unrest holding faction that can be activated under the specified
Province Adjustment conditions described on each card. Game phase symbol(s) are
Overrun War Card shown on the lower-left corner of each card as a quick reference
to indicate which phase the card may be played or its effects are
a. Affected Province: The name next to the building icon activated. The phase may be referenced from the Player
indicates the province being affected by the war. A second Summary Sheets. Until they are played, action cards may also
province name in brackets will indicate the affected be traded with other players as part of bribes or agreements.
province if the primary province listed has not yet been Once used or attempted, action cards are discarded.
annexed.
3.6 Faction Leader Marker:
b. Adequate force: The number in brackets next to the
crossed swords icon indicates the minimum number of Placed on a Senators card to indicate the leader of a
Legions that must be sent to this war in order to be fought players faction. It is given at the end of the Election
[8.3]. Phase to the Senator with the most prestige in a
faction. A factions leader has specific advantages as well as
c. War Strength: Indicates the strength of the war (1 - 9). liabilities.

d. War Outcomes: The bottom half of the war card indicates 3.7 Corruption Marker:
the outcomes of a victory (checkmark), stalemate (equals
sign), or defeat (x) shown to the right of each symbol Placed on a Senators card to indicate the Senator has
[10.1.c]. been charged with either minor or major corruption.
A Senator may acquire multiple corruption markers
i. Laurel Wreath: Indicates the amount that a generals each round. Minor corruptions (gained from political grafting
prestige will be adjusted by (positively or negatively) or provincial extortion) are indicated using the normal side.
after victories or stalemates. Major corruptions (gained normally through assassination
attempts, assassination plots, or conspiracies) are indicated by
ii. Coins Icon (victory): In victory, the general may using the side with the !. A minor corruption charge will
receive war spoils equal to the sum of a number and a allow a Senators to continue performing their duties. If charged
die roll, shown under the coins icon. with a major corruption, the Senator is immediately
incarcerated until their trial is held during the Trial Phase [11.0],
iii. Building Icon: In some cases, a victory will cause the during which time they are unable to hold office [7.3] [7.5].
annexation of a new (undeveloped) province (shown They maintain no value or influence within their faction and are
under the building icon). discounted with respect to persuasion [9.1.4], corruption
[9.1.2], or resource distribution [8.2] [8.5] until acquitted.
iv. Fist Icon: Indicates the amount that unrest will
increase after stalemates or defeats.
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3.8 Consular Experience Marker: i. State Treasury: Gold cubes that have been earned as
tax revenue and have not yet been expended.
Placed on a Senator card to indicate they have been
previously elected Consul. A Senator is ineligible to ii. Bank: Gold cubes that are not currently in use (which
be elected Censor unless he has a consular experience have already been expended or are not yet been earned
marker. A Senator may lose this marker by being convicted as tax revenue) [4.0.b].
during the Trial Phase [11.0].
iii. Raise Legions: Gold cubes that are being committed
3.9 First Player Card: by the Senate to recruit, train, and outfit new
Expeditionary Legions [8.2.2.a].
This card, (with the letters S.P.Q.R.) indicates who in the game
is the First Player. For each round, turn-taking begins with the iv. Public Grain: Gold cubes that are being committed to
First Player and continues clockwise. The First Player card is purchase grain subsidies for the citizens [8.2.2.b].
passed to the left at the end of each round. The First Player
will always roll dice on behalf of Rome. 3.11 Legions:

3.10 Game Board: A Legion is the basic unit of Romes military force (represented
symbolically by a crossed-swords icon). Each Legion will
There are two game board sections, the Main Board and the modify an attack or defensive strength by of an army by +1.
Treasury Board. Both contain various tracking spaces to aid There are three types of Legions:
the Senate in the management of Rome. The Main Board
contains: a. Expeditionary Legions: Each expeditionary Legion is
represented by a red cube. After being raised from the
a. The Public Games space tracks the number of games Populus, they are garrisoned in Italia [3.10.c.ii] until they
sponsored each round. are sent to an Active War [8.3] [8.5.2]. They can be lost as
an outcome of war [10.1.c.i]. Their recruitment and
b. The Civil Unrest tracker tracks the current level of social maintenance must be funded from the State Treasury every
turbulence within the city of Rome. round [8.1.d.i.b] [8.2.2.a]. Rome is limited to commanding
no more than 25 expeditionary Legions at once.
c. Expeditionary Legion cubes [3.11.a] are tracked by being
placed on the following areas: b. Provincial Legions: These Legions are represented by the
number shown to the immediate right of a Province Card
i. Populus area: Represents future members of the [3.3] and on the Italia District space. They represent the
Roman Legion within society. The Populus area is forces organic to a Province and commanded by its
replenished by Legion cubes that are relocated here Governor. Their primary purpose is to protect their
after they are lost to war. province against raids and insurrection. While they are not
used to fight active wars, they can be used for a Secondary
ii. Italia area: Represents reserve Expeditionary Legions Defense of an active war [10.1.3.b.i]. There is no cost to
that are currently garrisoned in the District of Italia the State Treasury for their maintenance or use.
[3.3] and available to deploy to Active Wars.
c. Auxiliary Legions: These are indigenous mercenary forces
iii. Active Wars areas: Four (4) areas (numbered I IV), that are hired by a Governor to supplement his Provincial
below which active war cards are placed to represent Legions. A Governor may hire up to two (2) Auxiliary
the wars with which the Republic is currently engaged. Legions for his province each round [9.1.3]. When hired,
Legion cubes assigned to each active war are placed in a Provinces total defensive posture is increased to the
the space above each wars card during Legion number shown in brackets next to its Provincial Legion
allocation [8.5.2] along with faction markers used to number (adding +1 or +2 to the organic force). A cost of 3
assign Generals to the war [8.4]. talents per Legion are paid out of a factions treasury. The
presence of Auxiliary Legions is represented by the funds
d. Overrun Provinces area: Province cards are placed in this used to hire them which are placed atop the Province Card
area if they become overrun [3.3.b]. that they are defending.

The Treasury Board contains spaces where gold cubes (earned 3.12 Player Summary Sheets:
from the Roman tax revenue) are tracked and applied to fund
proposals during the Senate Phase [8.2.2]. Each grid space may These are quick reference sheets containing commonly
hold no more than 5 or 2 cubes per space (large; small) which referenced information needed to play the game. The most
aids in counting available revenue or funded proposals: important reference tables are the Leadership Effects table
[8.1.d] and War Results table [10.1.c].
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4.0 GAME SETUP f. With its developed side face up, gather the following
Province Cards into a deck:
a. Set the game boards in the center of the playing area. Asia
Africa
b. Place cubes on the game board as follows: Gallia
One black cube on 0 of the Civil Unrest tracker. Hispania
15 red cubes on the left side of the Populus area Illyricum
10 red cubes in the Italia area Macedonia
All 50 gold cubes on the Bank area on the Treasury
Board (5 cubes in each block). Place the remaining Province Cards separately, above the
game board (as they will be used later in the game):
c. Place all of the following in separate piles above the game Cyrenaica
board which will serve as the bank for these items: Syria

Consular Experience markers g. Remove all Praetor office cards with a number at the
Corruption Markers bottom greater than the number of players. Unused cards
Talent Coins (in 1, 5, and 10-talent denominations) are removed from the game. (A three-player game will not
Prestige markers (clips) use Praetor cards.) Shuffle all remaining Praetor cards in
Remaining unused black tracking cubes with the Province Card deck and place the combined deck
next to the game board (being sure to keep the province
d. Shuffle all Senator Cards and place the deck face down at cards developed-side up).
the top left of the main game board (shown below).
h. Separate all War cards into decks according to the Roman
e. Remove all Action cards with a number at the bottom numeral on the back of each card (I, II, III, IV, V, ?, and !).
greater than the number of players. (Unused cards are For war cards I-V, shuffle each group having the same
removed from the game.) Shuffle all remaining Action numeral into a separate deck. Once each type is shuffled
cards and place the deck face down at the center-left of the and separated, place each deck face down atop the other in
main game board.

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the following order: V (on the bottom), IV, III, II, then I 5.0 ROUND OVERVIEW
on top. Place this consolidated deck face down at the
bottom-left of the game board. Place the remaining war Imperium is played over a number of rounds until a victory
cards (Emergent Wars and Civil War) above the game condition is met or until all players are defeated by the game.
board next to the unused Province Cards. Each round is made up of six (6) distinct phases consisting of
subtasks which must be followed in order as described below.
i. From the Senator Draw deck, deal the following numbers Each phase will be discussed in detail in sections 7.0 through
of Senators to each player (depending on the number of 12.0:
players:
Three players: 5 Senators 1. Election Phase [7.0]:
Four players: 4 Senators a. Activate Wars [7.1]
Five players: 3 Senators b. Gain Talents [7.2]
c. Elect Major Offices [7.3]
j. Players will indicate two (2) Prestige points attained on d. Change Faction Leadership [7.4]
each Senator card dealt using a Prestige clip [3.1.a]. e. Assign Minor Offices [7.5]
f. Sponsor Games [7.6]
k. Each player will take one (1) Consular Experience marker
and assign it to a Senator Card of their choice within their 2. Senate Phase [8.0]:
faction. a. Resolve Consular Leadership [8.1]
b. Commit Gold [8.2]
l. Each player will take one (1) Faction Leader marker and c. Apply Adequate Force [8.3]
assign it to any Senator Card of their choice in their faction. d. Assign Generals & Legates [8.4]
e. Commit Legions [8.5]
m. From the Action Draw deck, deal one (1) Action card (face
down) to each player. 3. Republic Phase [9.0]:

n. Each faction will take 15 talents from the bank as their A. Faction Initiatives (Each faction, in turn, clockwise
initial faction treasury amount and place it behind their from First Player) [9.1]:
faction treasury screen. They will also take all four faction a. Small Factions Gain Senators [9.1.1]
markers of their chosen color. b. Corruption/Nobility [9.1.2]
c. Hire Auxiliaries [9.1.3]
o. Each faction rolls 2d6. The highest DR will receive the d. Persuade Aligned Senators [9.1.4]
First Player marker and place it at the top of their tableau.
Any players who have tied with the highest DR will roll- B. Republic Initiatives (Performed as a group) [9.2]:
off to determine the First Player. a. Develop Provinces [9.2.1]
b. Persuade New Senators (x2) [9.2.2]
Game setup is now complete. Below is a table explaining the c. Random Events (x2) [9.2.3]
symbols found on the Player Summary Sheets:
4. War Phase [10.0]:
a. Resolve Active Wars [10.1]
Military Skill Affected Province b. Rebellion Decision [10.3]
c. Resolve Civil War (if necessary) [10.4]
Political Skill Legions
Contribution 5. Trial Phase [11.0]:
Prestige amount (talents) a. Censor Selects & Resolves Trials [x3]
[11.1-3]
Civil Unrest Developed Province b. Adjust Unrest [11.4]

Corruption WS War Strength 6. Intersession Phase [12.0]:


a. Resolve Mortality [12.1]
Ideology Overrun Province b. Check Victory Conditions [6.0]
c. Reset Game [12.3]
Faction Talents Legate Bonus Announce Prestige Totals
Pass First Player Card
Gold Orator Bonus Collect Offices
Spent Talents/Gold to Bank
Draw Action Card

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6.0 VICTORY & DEFEAT CONDITIONS 7.0 ELECTION PHASE

6.1 Victory Conditions: During the Election Phase, the Consuls and the Censor are
elected from among members of the Senate for the current
A players faction may be declared victorious under any of the round. Praetors and provincial Governors are also assigned.
following conditions:
7.1 Activate Wars:
1. A single Senator within a faction has retained 12 prestige
points by the end of a round [12.2]. Ties among two or First, any Emergent wars are made active from the previous
more Senators are broken by the faction with the most round. New wars are then activated for the current round.
talents.
a. Any Emergent War cards placed atop the War Draw deck
2. If one faction collectively retains a total of 30 or more in the previous round are placed in the left-most available
prestige points by the end of a round [12.2]. If more than Active War spaces. 1d6 is then rolled for each Emergent
one faction has attained 30 or more prestige points, the War card to determine the wars strength:
faction with the greatest total prestige wins. Ties in If DR = 1,2 War Strength is 1
prestige will be broken by the faction with the most talents. If DR = 3,4 War Strength is 2
If DR = 5,6 War Strength is 3
3. At the end of the final round (once Rome has defeated
every war card), the faction with the most faction prestige Place a tracking cube on the Emergent War card to indicate
among all their Senators is declared the winner. Ties are its resolved war strength.
broken by the faction with the most talents.
b. The First Player then rolls 1d6:
4. During any War Phase, if a rebel faction is victorious in a If DR is EVEN draw 2 war cards; if ODD draw 1.
Civil War with the Roman State, that faction is Place any drawn cards in the left-most available space
immediately declared the winner [10.4.a]. in the Active War area on game board.

6.2 Defeat Conditions: c. If after all war cards are activated there are more than
(4) Active Wars, Rome collapses under the weight of
Below lists the conditions upon which all players are excessive war involvement and all players lose.
immediately defeated by the game.
7.2 Gain Talents:
1. If the result of the Leadership Effects resolution is a
REVOLT, all Senators are put to the sword [8.1.d.v]. Each faction receives from the bank talents equal to the sum of
each Senators contribution amount (2, 4, or 6 talents each)
2. If at any point Rome is unable to pay its financial [3.1.a] plus any wealth bonuses [3.1.f.ii].
obligations, the State Treasury is bankrupt and Rome
suffers financial collapse. 7.3 Elect Major Offices:

3. If at the end of the War Phase there are more than two (2) Elections are then held for the major offices--first for the two
Active Wars that remain undefeated [10.2], OR if after new Consul positions followed by the Censor.
wars are activated in the Election Phase [7.1.c] there are
more than four (4) active wars, Rome collapses under the 7.3.1 Consular Election:
weight of excessive war involvement.
a. First, each player places a faction marker above a Senator
in their faction they wish to nominate. (The greater the MS
and PS of the candidate, the greater the chances for success
during their term if elected.) Nomination is voluntary.

b. Each player may bribe additional votes with talents from


their faction treasury. Each talent applied is equal to one
additional vote. Talents used will be taken from the
players faction treasury and discreetly placed in a closed
hand.

c. When all players are ready, they open their hand to


simultaneously reveal their bribes (which may include a
bluff of zero talents).
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d. Each player announces their votes aloud. Votes for each


factions candidate are equal to the nominees current For the Consular Election, Katie, Kevin, Sarah, and Lauren
prestige plus the amount of bribes applied. The two (2) place faction markers above a Senator within their factions to
candidates with the greatest total of votes are each elected indicate their nomination.
to the position of Consul, collect their faction marker, and
place a Consul office card above the elected Senator card. Katie selects Rutillius who has (4) prestige points
If there is a tie between Senators with the 2nd and 3rd highest Kevin selects Tullius who has (3) prestige points
number of votes, it is broken by the Senator having the Sarah selects Junius who has (5) prestige points
highest dominance number [3.1.e]. Lauren selects Caecilius who has (8) prestige points

e. If fewer than two (2) Consuls are elected due to a lack of After discreetly placing talents in their hands from their faction
voluntary participation in the election, the Senator with the treasury, they simultaneously open their hand to reveal their
highest dominance number among those Senators not bribes and state their overall vote totals:
already elected is automatically assigned to the office.
Katie adds (4) talents for (8) total votes for Rutillius.
f. Once elected, each Consul immediately receives one (1) Kevin adds (7) talents for (10) total votes for Tullius.
additional prestige point and gains a Consular Sarah adds (7) talents for (12) total votes for Junius.
Experience marker (if not already attained). All players Lauren adds (3) talents for (11) total votes for Caecilius.
then relinquish any applied bribes in the bank. Among
elected Consuls, the Dominant Consul will be the one with Because they have the greatest number of votes among all
the highest dominance number. Their office card should candidates, Junius and Caecilius are each elected Consul, earn
indicate dominance with a tracking marker. Faction (1) additional prestige point, and take on a Consular
markers from all candidates are then removed. Experience marker. All players place their bribes in the bank.

Because Caecilius dominance number is 53 as compared to


7.3.2 Election of Censor: Junius 31, Caecilius becomes the Dominant Consul.
a. Players that have won a Consular positon in the election ---------
are ineligible to participate in the election of Censor. To
be eligible for Censor, the Senator MUST possess a For the Censor Election, as Sarah and Laurens faction have
Consular Experience marker. The greater the PS and already gained a major office they are not eligible to participate
Prestige of a candidate, the greater the chances of success in this election.
during their term.
Katie and Kevin consider those Senators in their faction who
b. The election process and rules for Censors generally mirror possess a Consular Experience and place a faction marker
the Consular Election rules (7.3.1.b-f) (EXCEPT that there above their candidates.
is only one office to be filled). Kevin selects Lutatius who has (4) prestige points
Katie selects Marius who has (4) prestige points
c. If there are no Senators with consular experience among all
eligible factions, the requirement is temporarily suspended After discreetly placing talents in their hands from their faction
for the current round and the office of Censor will be treasury, they simultaneously open their hand to reveal their
assigned to the Senator within an eligible faction having bribes and state their overall vote totals:
the highest dominance number among all eligible factions.
Katie adds (4) talents for (8) total votes for Lautatius.
d. In a three-player game, the office of Censor is Kevin adds (6) talents for (10) total votes for Marius.
automatically claimed by the remaining eligible faction
and assigned to an eligible Senator of their choice within Because he has a greater number of votes, Marius is elected to
their faction without the need for election. If no Senator in the positon of Censor and immediately gains (1) prestige points.
the third faction has a Consular Experience marker, refer to All players place their bribes in the bank.
rule (c) above.

7.4 Change Faction Leadership:

Each faction must now re-assign the Faction Leader marker to


the Senator with the greatest amount of prestige in their
faction. In the case of a tie for highest prestige in a faction,
the player may choose among the tied Senators to assign as
faction leader.

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7.5 Assign Minor Offices: 7.7 Office/Leadership Reassignment:

Next, minor office assignments (Praetors and Governorships) In the event that a Senator dies OR is accused of a major
are distributed among all factions and assigned by each player corruption while holding an office AND the death is NOT as
to members of their faction. a result of war or provincial conflict, their office must be
immediately reassigned by the player to a non-office holding
a. Province and Praetor cards in the Province card deck Senator within their faction who meets eligibility requirements.
[4.0.g] are shuffled by the First Player who then deals them
out to the factions (starting with themselves). A player may If the current faction does not have an eligible Senator, the
only pass on being dealt a card if the number of cards they office is passed to the player to the left who attempts the
receive is greater than the number of unencumbered reassignment, and so on. In the case of a Censors
Senators in their faction (not already holding an office). reassignment, if every factions Senator is ineligible due to a
lack of consular experience, the requirement is temporarily
Important!: While dealing minor office cards, the First suspended for the current round and the office of Censor will
Player should be careful to deal the cards face-up since be assigned by the original faction to an unencumbered Senator
the orientation of a Province card describes the current with the highest dominance number among other
development status of the Province. unencumbered Senators in their faction.

b. Once all minor office cards are dealt, the players may Prestige will not be increased due to re-assignment of major
assign their dealt offices to any unencumbered Senator office. Factions in rebellion are not eligible for reassignment of
within their faction. No Senator may be assigned more offices to their faction. If a Faction Leader dies or is accused
than one office at a time. of major corruption, the Faction Leader marker is immediately
placed on another Senator who does not have a major
c. Any Provinces or Praetor cards that remain unassigned due corruption marker and who otherwise has the greatest amount
to the ineligibility of all factions will be placed off-board. of prestige. In a tie among eligible Senators, the player may
Unassigned provinces will be ungoverned for the current choose among those tied.
round. The effects of each ungoverned Province are:

It will immediately become undeveloped (placed 8.0 SENATE PHASE


undeveloped side up) when placed off-board.
During the Senate Phase, the public responds to the Consuls
The Province will not generate tax revenue and will be political leadership and members of the Senate make decisions
a financial burden to the Republic until re-developed related to Romes military and financial resources for the
[8.1.d.i.c]. current round.

The Province will be automatically overrun in the 8.1 Resolve Consular Leadership:
event of a raid or uprising during the Republic Phase
[9.2.3.c,e], potentially causing an Emergent War to First, leadership effects are resolved as follows:
erupt.
a. Add the sum of the PS from each Consul
7.6 Sponsor Public Games:
b. Add to the total PS the DR of a 2d6 roll
Gladiatorial games and circuses (chariot races) have the ability
to placate the population to reduce civil unrest. Games require c. Subtract from the current level of Civil Unrest
sponsorship from a Senator using funds from their factions
treasury. Each faction (starting with the First Player and d. Using the Leadership Effects table on the Player Summary
working clockwise) may voluntarily sponsor no more than Sheet, reference the Result and apply the associated effects.
one game per Senator per round to a maximum of five total Effects include the amount of tax revenue that the Republic
games among all factions). Consuls and the Censor are has generated (minus deductions), an adjustment to the
ineligible to sponsor games. Sponsorship costs 10 talents per Public Unrest, and the possibility of a Senate mob. Each
game which is placed on one of five Public Games spaces on effect is resolved as follows:
the board. The player may choose among eligible Senator(s) in
their faction to sponsor the game(s). For each game sponsored i. Tax Revenue: Gold cubes are moved from the Bank to
the sponsoring Senator immediately gains (1) prestige point. the State Treasury equal to the tax revenue earned by
the Republic as determined by:
After all factions have had an opportunity to sponsor games, the
talents on the game space are counted. Unrest is decreased by a. Base Tax Revenue amount shown from
(1) for each game sponsored to a maximum of three games. Leadership Effects table
9
I m p e r I v m

b. MINUS Army Maintenance Costs. The current 8.2 Commit Gold:


number of Expeditionary Legions is the sum of all
Legion markers found in Italia and those Next, all gold from the State Treasury is collected and
currently assigned to all Active Wars. The cost to distributed among all factions. The amounts of gold distributed
maintain these forces for the current turn is equal to each faction is based on the relative number of Senators held
to 1 gold cube per Legion. Subtract the total by each faction. A factions distribution represents that
amount from the Tax Revenue amount. factions portion of the State Treasury for which they are
fiscally responsible. Once distributed, each faction will apply
c. MINUS any Loss in Provincial Revenue: their gold cubes to various proposals which include raising
Subtract 5 gold cubes for each overrun or new legions, the purchase of public grain subsidies, or returning
ungoverned province from Tax Revenue amount. it back into the State Treasury.

Note: The amount of gold kept in the State Treasury 8.2.1 Distribution of Gold to Factions:
cannot exceed the maximum of 50 cubes.
First, all gold cubes in the State Treasury and collected and are
ii. Unrest Adjustment: Adjust Civil Unrest by the amount distributed according to a cascading set of rules. The First
shown in this column. Player will begin using Rule 1 to distribute as many complete
rounds of resource cubes as possible among all factions. For
iii. Senate Mob?: If the resulting row has a black dot, the Rule 1, a complete round is defined as a proper distribution of
population has become so exasperated with the resource cubes to all factions when one cube is given to every
leadership that a mob has broken into the Senate. Each pair of Senators in a faction. Once a complete round cannot
player will roll 1d6 for each Senator in their faction, be distributed among all factions, any further distribution is
one-at-a-time, from left to right in their tableau. suspended.
Where the DR is 1 or 2, that Senator has been
overcome by the mob and is discarded. Instead, Rule 2 is then used to distribute as many complete
rounds of the remaining resources as possible. Here a complete
iv. Revolt Effect: If the resulting number is ever less round is made when one resource cube is distributed to all
than zero, the effect is REVOLT!. The Roman factions. Once a complete round cannot be distributed among
People have had enough of the political ineptness all factions, any further distribution is suspended.
demonstrated by the Senate. They have revolted to
form a government more sympathetic to their Instead, Rule 3 is used whereby any remaining resource cubes
concerns and all players immediately lose. are divided evenly between the factions holding the offices of
Consul (with the odd resource given to the Dominant Consul).

In some cases, there are not enough resources remaining to


make distribution for a single round with a specific rule. If this
occurs, the rule is skipped and distribution continues using the
Civil Unrest is currently at 4. Junius and Caecilius, who had next rule.
been elected Consuls have PSs of 2 and 5 respectively. The
First Player rolls 2d6 with a total DR of 6 which is added to The three rules are summarized as follows:
their PS levels resulting in (2 + 5 + 6) = 13. From this sum, the
current Civil Unrest is subtracted (13 4) resulting in 9.
Rule 1: One (1) resource cube is distributed
Referencing 9 from the Leadership Effects table (on the to each faction for every two (2) Senators in
Player Summary Sheet), Rome would gain 27 gold tokens in that faction (rounded down).
Tax Revenue. However, Rome must first subtract Army 1:2
Maintenance costs (1 for each of 17 Expeditionary Legions).
Since there are no overrun or ungoverned provinces, provincial Rule 2: One (1) resource cube is
revenue losses are not subtracted. Therefore (27 - 17) = 10 gold
distributed to each faction.
cubes are moved from the bank to the State Treasury and added
to the 24 gold cubes that were already there for a total of (24 +
10 = 34) gold cubes in the State Treasury. Rule 3: Remaining resource cubes are
divided evenly between the factions holding
From the table, Civil Unrest is increased by 2 by moving the the Consuls. The odd resource is given to
marker from 4 to 6. the Dominant Consul.

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I m p e r I v m

a. Raise Legions: Legions will be lost as a result of wars and


Laurens faction has (3) Senators; Katies (4); Kevins (5); and disasters. For every (2) gold tokens placed in a block,
Sarahs (6). All 34 gold cubes are taken from the State Treasury (1) new Legion will be raised.
to be distributed among all factions:
Starting with Rule 1: For the first round b. Public Grain: The grain dole can be used to gain the
favor of the Roman population and reduce civil unrest. For
Lauren receives (1) gold cube as she has one two-Senator every (2) gold tokens placed in a block, Public Unrest is
set in her faction. decreased by (1). For any faction contributing (4) or
Katie receives (2) gold cubes as she has two two-Senator more cubes, that Factions Leader gains (1) prestige.
sets in her faction.
Kevin receives (2) gold cubes as he has two two-Senator c. State Treasury: Gold tokens may be placed directly back
sets in his faction. into the State Treasury to be saved, used to protect against
Sarah receives (3) gold cubes as she has three two-Senator an unexpected Public Demand during a Random Event roll
sets in her faction. [9.2.3.f], or for use in future rounds.
A complete round of (8) Legion cubes have thus far been After all factions have applied all gold cubes to proposals:
distributed to all factions. A total of four complete rounds and
performed using Rule 1 which distributes a total of 32 cubes i. The number of Legions raised is immediately moved from
among all factions. When finished, because there are only (2) the Populus area to the Italia area.
cubes remaining to distribute, another complete round using
Rule 1 is not possible. The 32 gold cubes distributed thus far ii. The appropriate amount of Public Unrest from grain
are as follows: subsidies is immediately decreased.
Lauren: 4 iii. Any gold remaining on proposals due to an incomplete
Katie: 8 purchase of a Legions or grain shipment will be returned to
Kevin: 8 the State Treasury.
Sarah: 12

Rule 2: Distribution would normally continue with Rule 2.


As the First Player, Lauren makes the following distribution of
However, there are only (2) cubes remaining (as 4 would be
her (5) gold cubes: (4) to Raise Legions; (1) to Public Grain
required to distribute a complete round to all four factions).
Therefore, Rule 2 is skipped and Rule 3 is followed. Katie then distributes her (8) gold as follows: (3) to State
Treasury; (3) to Raise Legions; (2) to Public Grain
Rule 3: With the (2) remaining Legion cubes, they are divided
evenly between the factions holding the Consuls. Kevin then distributes (8) as follows: (4) to Raise Legions; (4)
to Public Grain
Lauren receives (1) additional Legion cube.
Sarah receives (1) additional Legion cube. Sarah then distributes her (13) as follows: (12) to State
Treasury; (1) to Public Grain
This completes the distribution of Legion cubes to all factions.
The final distribution total is as follows: The total amount of gold allocated per category is: State
Treasury: (15); Raise Legions: (11); Public Grain: (8)
Lauren: 5
Katie: 8 The following effects are now resolved:
Kevin: 8
Sarah: 13 Since (11) cubes were applied to raise New Legions, (5)
Legions (at the cost of 2 gold cubes each) are moved from
Populus to Italia. Because one gold cube remained due to
8.2.2 Factions Apply Gold to Proposals: an incomplete purchase in this proposal, it is immediately
returned to the State Treasury.
Each faction will now apply their allotment of gold cubes
distributed from the State Treasury to various proposals of their Four (4) units of grain have been purchased (at the cost of
choosing. Starting with the First Player and moving clockwise, 8 gold cubes). Civil Unrest is immediately decreased by
each faction will take turns applying their entire allotment of (4). Kevins Faction Leader also gains (1) prestige by
gold cubes among all proposals. There are three proposal areas having contributed (4) gold cubes to the grain dole.
on the Treasury board upon which gold cubes may be placed:
16 gold cubes remain in the State Treasury for savings and
future demands (15 through direct allocation and one being
returned from an incomplete purchase).

11
I m p e r I v m

8.3 Apply Adequate Force: remaining active war. The Dominant Consul may choose
from among all remaining Senators who have not been
Each Active War card must now have adequate force (in the assigned another office. Once chosen, the owning faction
form of Expeditionary Legions) applied to it before the war it designates their assignment with their faction markers. (If
can be fought [3.4.b]. Some Legions may already exist on an one faction has more than one Senator assigned as General,
Active War card due to forces remaining after a stalemate. If each Senators specific war can be designated using
active wars still do not have the minimum number of Legions matching quantities of tracking markers along with their
required, they must be taken from Italia and applied to the war. faction markers.)

If adequate force can be applied to a war, it must be fought. d. All Legates that have not already been assigned to an office
If adequate force cannot be applied to all Active Wars, then: must accompany their factions General(s) to war. After
the assignment of Generals has been made, factions may
The Dominant Consul must choose one or more Active choose among those wars assigned to their faction each
Wars (as necessary) to which no Legions will be applied Legate will support. A faction marker matching the
from Italia AND such that adequate force may be met for assigned war is placed on the appropriate Legate. Legates
the remaining wars. owned by factions not engaged in war are not eligible to
support a war. Legates assigned to war will be considered
The war(s) selected by the Dominant Consul will not be out of Rome during the Republic Phase [9.0].
fought by a sent army. The Governor of the affected
Province will need to make a decision whether to attempt
a Secondary Defense during the War Phase [10.1.3.b.i]. The Dominant Consul has first choice in selecting a war.
Lauren must choose the Social War since it affects Italia. She
and assigns it to Caecilius using faction markers.
There are 22 expeditionary Legions assigned in Italia. There
are three (3) Active Wars in the current round. From each war Sarah, holding the other Consul, chooses the Jugerthine War
card, the adequate force requirements are as follows: and assigns it to Junius using faction markers.

The Social War requires (4) Legions; Since both Consuls have been assigned to war, the Dominant
The Jugerthine War requires three (3) Legions; and Consul chooses Gellius (a member of Kevins faction) to fight
an Emergent War requires (1) Legion the Emergent War affecting Macedonia. Kevin designates the
war to Gellius using faction markers.
As there were no Legions previously assigned to these wars,
adequate forces are moved from Italia to each Active War card Now that Generals have been assigned, each faction assigns
as required (a total of 3 + 4 + 1 = 8 Legions), leaving (22 8 =) available Legates from their faction:
14 free Legions in Italia.
Lauren decides to assign Servilius, a Legate in her faction, to
the Social War. Servilius is marked accordingly with a faction
8.4 Assign Generals & Legates: marker.
For all Active Wars where Adequate Force has been applied: Kevin decides to assign Domitius, a Legate in his faction, to the
Emergent War who is marked accordingly with a faction
a. The Dominant Consul must first choose one war to act as marker.
General and lead forces into battle. If there are one or
more active wars that affect Italia, the Dominant Consul Sarah does not have any Legates to assist in the Jugerthine War
must choose among them. Once chosen, the Dominant and cannot make assignment.
Consul will place faction markers on both their Consul
office card and the Active War space of the assigned war
card. (This ensures accountability regarding which 8.5 Commit Legions:
Generals are assigned to which wars).
The remaining expeditionary Legions in Italia will now be
b. If there is more than one war being fought, the other Consul collected and distributed among all factions according to their
must then choose a second war to act as General. If there relative amount of senatorial influence. Once distributed, each
any remaining wars that affect Italia, the Consul must faction will apply their entire allotment of Legions between any
choose among them and designate their assignment with Active Wars to be fought and the District of Italia.
faction markers.
8.5.1 Distribution of Legions to Factions:
c. If after both Consuls have assigned themselves to active
wars, active wars still remain, the Dominant Consul must Distribution of Legions is first performed in exactly the same
assign a Senator of their choice to act as General for each manner it was distributed for gold cubes [8.2.1].
12
I m p e r I v m

used only to defend against a Civil War or saved to apply


Adequate force distributions had left only 14 free Expeditionary to a war in a later round.
Legions in Italia. Laurens faction contains (3) Senators;
Katies (4); Kevins (5); and Sarahs (6).
As the First Player, Lauren chooses to place her (3) Legion
Starting with Rule 1: cubes on the Active war area holding the Social War card (to
Lauren receives is given (1) Legion cube as she has one which her Consul is assigned).
two-Senators set in her faction.
Katie receives (2) Legion cubes as she has two two-Senator Next, of her (3) Legions, Katie chooses to place (2) on the
sets in her faction. Jugerthine War and (1) on Italia.
Kevin receives (2) Legion cubes as he has two two-Senator
sets in his faction. Next, Kevin places his (3) Legions on the Emergent War (to
Sarah receives (3) Legion cubes as she has three two- assist his Proconsul in winning the war).
Senator sets in her faction.
Lastly, of her (5) Legions Sarah places (1) on the Jugerthine
One complete round of (8) Legion cubes has thus far been War, and (4) on Italia.
distributed to all factions. Because there are only (6) cubes
remaining to distribute, another complete round using Rule 1 is Given the Legions already added due to Adequate Force
not possible. Distribution begins again with Rule 2. requirements, the number of expeditionary Legions currently
assigned is as follows:
Rule 2: Using this rule, one complete round of one Legion per
faction is distributed. Social War: (4 from adequate force + 3 applied) = 7
Lauren receives (1) Legion cube Jugerthine War: (3 from adequate force + 3 applied) = 6
Katie receives (1) Legion cubes Emergent War: (1 from adequate force + 3 applied) = 4
Kevin receives (1) Legion cube District of Italia: 5 applied
Sarah receives (1) Legion cube

Because there are only (2) cubes remaining after the first round,
there are not enough cubes to distribute a second round using 9.0 REPUBLIC PHASE
Rule 2. The remaining cubes are distributed using Rule 3.
During the Republic Phase, the members of the Senate
Rule 3: With the (2) remaining Legion cubes, they are split administrate the domestic and provincial affairs of the
evenly between the factions holding the Consuls. Republic. Governors may develop, defend, and exploit their
Lauren receives (1) additional Legion cube. provinces for financial gain. Senators in Rome engage in
Sarah receives (1) additional Legion cube. political maneuvering to gain influence within the Senate.
Rome will also respond to random events.
This completes the distribution of Legion cubes to all factions
with the final distribution total as follows: When executing the Republic Phase, it will be important to
Lauren: 3 understand which Senators are Out of Rome and which are In
Katie: 3 Rome. A Senator is Out of Rome if they are:
Kevin: 3
Sarah: 5 A General assigned to lead an army to war,
a Legate assigned to war, or
a Provincial Governor
8.5.2 Factions Apply Legions to Wars:
Otherwise, the Senator is considered In Rome and is eligible for
Starting with the First Player and moving clockwise, each persuasion [9.1.4], and subject to the effects of Action Cards
faction will take turns applying their entire allotment of Legion that require Senators to be in Rome.
cubes of their choosing among:
9.1 Faction Initiatives:
Any Active War with an Assigned General: Each Legion
applied increases the armys Attack Strength by +1 Tasks 9.1.1 through 9.1.4 are Faction Initiatives. Starting with
[10.1.b]. Legions may supplement Legion cubes that the First Player, each faction (on their turn) may perform them
already exist due to adequate force [8.3] or the war having in any order (though recommended in the order provided).
previously been stalemated [10.1.2] Each faction initiative is voluntary. Once one faction has had
an opportunity to perform all initiatives, the next faction
Italia: Legions applied to Italia have been assigned to stay (moving clockwise) is given the same opportunities. This
in Italia. They will not affect any active wars and can be continues until all factions are finished.

13
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9.1.1 Small Factions Gain Senators:


Sarah faction has one Praetor and also one Governor. Sarah
A faction that has less than three (3) Senators may draw new first decides to gain talents through corruption with her
Senators and add them to their tableau until the total number of Governor. She rolls 1d6 with a DR of 5. She receives (4 + 5)
Senators in their faction reaches three (3). Each new Senator = 9 additional talents from the bank and assigns a minor
drawn starts with two (2) prestige points and no consular corruption marker to the Governor.
experience.
Next, she decides to attempt nobility with her Praetor of
9.1.2 Corruption & Nobility: Political Affairs. The Praetor has a PS of 5. She rolls 2d6 with
a DR of 9. Because 5 + 9 = 14, she has earned nobility and
Each Governor and each Praetor is eligible to gain additional gains (1) prestige point. The State Treasury also gains (2) gold
talents through corruption. This action is optional for each from the bank.
eligible Senator in each players faction. Alternatively, a
Praetor may instead choose to attempt to gain nobilitashigh
standing among the members of the Senate through diligent 9.1.3 Hire Auxiliaries:
service to Rome.
In addition to the garrisoned Provincial Legions indicated on
9.1.2.1 Corruption Option: the Province Card, a faction may choose to enhance the
defenses of their province by hiring local mercenary forces
If an eligible Senator chooses to gain talents through the from their faction treasury. Up to two (2) Auxiliaries may be
corruption, the player will roll 1d6 and gain talents depending hired (per Province) for three (3) talents per unit. For every
on the office held: Auxiliary hired, that Provinces defensive posture is increased
by +1. The player may indicate the total number of Provincial
o Governors gain talents equal to 4 + DR Legions in a by using the talents to cover the non-applicable
o Praetors gain talents equal to their contribution amount + numbers on the Province Card (i.e. cover 3 and 5 to indicate
DR 4 provincial legions), etc.

In exchange for the talents gained, each participating Senator Provincial defenses are used to protect against a random event
will gain one minor corruption marker. The player will need to of raids or uprisings. They may not be used to supplement the
state which Senator is attempting corruption before rolling. Expeditionary Legions that have been assigned to fight an
Active War affecting their Province. However, if the war ends
9.1.2.2 Nobility Option: in defeat of the sent force in the War Phase, the Governor may
choose to perform a Secondary Defense [10.1.3.b.i].
A Praetor may attempt to earn the virtue of nobilitas (nobility) Auxiliaries are not permanent but only remain in effect during
through diligent effort in their service to Rome. This is the current round.
attempted by rolling 2d6 and achieving the following:

o Praetor of Military Affairs: DR + MS 14 Hispania had become undeveloped and currently has (1)
If successful: garrisoned provincial Legion assigned [3.11.b]. The governing
The Praetor gains (1) prestige point faction may place no more than six (6) talents from their
Civil Unrest is decreased by (1). treasury to hire two (2) Auxiliaries for this Province.

If two Auxiliaries are purchased by the faction, Hispanias total


o Praetor of Political Affairs: DR + PS 14
defensive posture is increased to three (3): (1) Provincial
If successful:
Legion + (2) Auxiliaries.
The Praetor gains (1) prestige point
The State Treasury gains (2) gold from the bank.
9.1.4 Persuade Aligned Senators:
There is no effect for unsuccessful nobility. A Praetor may not
attempt both corruption and nobility in the same round. A Senator in Rome during the Republic Phase may attempt to
persuade a Senator from another faction to join his faction. If a
9.1.2.3 Consular Options: faction has no Senators in Rome, they are ineligible to attempt.
A Consul that has not been assigned to war has the same A Senator is ineligible to be a target of persuasion if:
opportunities as Praetors to become corrupt or to attempt They are out of Rome,
nobility. When attempting nobility, the Consul may choose They are a Faction Leader, or
either their MS or PS to lower unrest or gain gold for the A persuasion attempt has already been made on their
Treasury, respectively.
faction in the current round.

14
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Persuasion is resolved as follows: 9.2 Republic Initiatives:

a. The persuading faction uses the Senator in their faction in Tasks 9.2.1 through 9.2.3 are Republic Initiatives which are not
Rome with the highest prestige to attempt to persuade a turn-based. The following actions are performed by all factions
target Senator (faction markers may be used to indicate the in the following order:
persuader and target).
9.2.1 Develop Provinces:
b. Both the persuading and target factions may choose to
discretely gather talents from their faction treasuries and Governors must now attempt to develop undeveloped provinces
conceal them in a closed hand as a bribe to the target. they govern. Only one attempt per Province may be
The factions reveal their bribe simultaneously. made per round. Development is successful by rolling 1d6 and:

c. The Attraction Strength of the persuading and target DR < PS


factions are each determined as the sum of:
If development is successful:
Prestige of the Persuading (or Target) Senator The Governor gains (1) Prestige point
Number of Senators in the Persuading (or Target) Province card is flipped to its developed side.
faction with an Ideology matching the Target (to
include the Target; regardless of current location) If development fails:
Bribe amount of the Persuading (or Target) faction State Treasury is immediately decreased by (5) talents
DIVIDED BY 2 (and rounded down) due the economic burden of the undeveloped province.
The Target faction (ONLY) will then roll 1d6 and The Province card remains undeveloped for the round.
apply the DR.
9.2.2 Persuade New Senators:
If the Attraction Strength of the persuading faction is greater,
the target immediately joins the new faction along with any During this initiative, two (2) Senators are drawn from the
offices and markers held by the target. Otherwise, the target Senator Draw deck. All factions are provided an opportunity to
remains with their current faction. The bribe talents expended persuade them to join their factions. Persuading new Senators
by the winning faction (those obtaining (or retaining) the target is similar to the method of persuading aligned Senators:
Senator) are placed in the bank. The faction that has lost the
attraction returns their bribe to their factions treasury. a. After the first Senator is drawn from the draw deck, all
players are allowed to examine the card.

Katie chooses a persuader from her faction (who is currently in b. The persuading factions use the Senator in their faction in
Rome) and indicates her intention to persuade a target Senator Rome with the highest prestige to attempt to persuade the
in Rome belonging to Kevins faction. Katie secretly gathers drawn Senator. (A persuasion attempt is not mandatory.)
10 talents in her closed hand while Kevin secretly gathers 6
talents in his. When ready, both reveal their bribe amounts. c. Each faction may choose to discretely gather talents from
The Attraction Strengths are then determined: their faction treasuries and conceal them in a closed hand
as a bribe to the new Senator. All participating factions
Katies Faction (Persuader): reveal their bribes simultaneously.
Prestige: 5
Bribe Amount: 10 talents divided by 2 = 5 d. The Attraction Strengths of each faction are compared as
Senators in her faction with ideology matching target: 3 determined by the method in [9.1.4.c] above (except that
Total Attraction Strength: (5 + 5 + 3) = 13 the target does not roll 1d6).
Kevins Faction (Target):
d. The faction with the greatest Attraction Strength gains the
Prestige of the Target Senator: 3
new Senator. Ties are broken by the Factions Leader
Counter-Bribe Amount: 6 talents divided by 2 = 3
with the highest Dominance Number. The gaining
Senators in his faction with ideology matching target: 4
faction places their bribe into the bank while all other
Kevins 1d6 roll: 5
factions return their bid to their faction treasuries.
Total Attraction Strength: (3 + 3 + 4 + 5) = 15

Because Kevins Attraction Strength is greater, he retains the e. A total of two (2) Senators are drawn separately and
target Senator but must return the 6-talent bribe to the bank. persuaded per round.
Katies bribe is returned to her factions treasury.
Note: Once the Senator deck is depleted, re-shuffle all
discarded cards to form a new deck, placed face-down.

15
I m p e r I v m

9.2.3 Random Events: their MS [9.2.3.c]. The Province is successfully


defended and the Governor gains (1) prestige if:
The First Player rolls 2d6 to determine the random event that
Rome must respond in the current round using the Random Governor PS + (# of Provincial + Auxiliary
Events table. Two random events must be rolled each round Legions) + DR 13
which are resolved one at a time. Each resulting event will
be resolved in accordance with the instructions below: f. If DR = 4, 10 Public Demands:
First Player rolls 1d6.
a. If DR = 2 Plague in Rome Pay to the bank gold cubes equal to [2 + DR] from the
Civil Unrest is increased by +3. State Treasury.
1d6 is rolled once for each Senator in their faction who If total amount cannot be paid, increase Civil Unrest
is in Rome. by remaining gold cubes owed divided by 2 (rounded
For every DR of 1 or 2, that Senator is discarded. up). (Example: DR = 4. Payment is [2 + DR] = 6.
Treasury only has 3 gold remaining. Three (3) gold is
b. If DR = 3 or 11 Enemy Surge: paid. Three (3) gold remains to be paid. Unrest is
1d6 will be rolled for each non-Emergent Active War increased by (3/2) = 1.5 2 )
card. Each cards printed war strength will be
modified as follows: g. If DR = 12 Natural Disaster
o DR = 1, 2 no change in the war strength Civil Unrest is increased by +5.
o DR = 3, 4 war strength increased by +1 First Player rolls 1d6.
o DR = 5, 6 war strength increased by +2 Pay to the bank gold cubes equal to [6 + DR] from the
One or two tracking cubes may be placed on each war State Treasury.
card to indicate the increase of the war strength above
the cards printed value (+1 per cube). Note: If at any point during the game that expenditures
exceed the State Treasury, Rome is bankrupt and all players
c. If DR = 5 or 6 Barbarian/Parthian Raid lose! Only Provincial Raids and Uprisings may be rolled
The First Player rolls 1d6 to determine the affected twice in the same round. A second roll of the same result of
province (reference the Affected Province table). any other event will result in no effect.
If the affected Province is already affected by an
Active War or is overrun, the raid may be disregarded.
In such cases, a replacement random event roll will 10.0 WAR PHASE
not be required.
If the Province is annexed but ungoverned, it will During the War Phase, all Active Wars are resolved by the
automatically become overrun. assigned General of each war. Wars may be resolved
To defend against the raid, the Governor of the simultaneously or in any order.
affected Province must immediately roll 2d6. The
Province is successfully defended and the Governor 10.1 Resolve Active Wars:
gains (1) Prestige if:
Each Active War is resolved as follows:
Governor MS + (# of Provincial + Auxiliary
Legions) + DR 13 a. Secondary Defense Decision for Unaddressed Wars: Wars
where adequate force was not applied are immediately
If successful, the Governor has defended his province resolved as defeats [10.1.3], the Governor must choose
and gains (1) prestige. whether to initiate a Secondary Defense [10.1.3b].
If unsuccessful the Governor is killed (discarded), the
province is flipped to its undeveloped side and placed b. Determine Attack Strength: The Generals will begin
on Overrun Provinces. An Emergent War card is resolving their assigned wars by rolling 2d6 for each war
taken and the affected province is marked on the left- to determine the attack strength of the Army assigned to it.
side of the card using a clip. The card is then placed Attack Strength is the sum of:
face-up atop the War Draw deck to be activated in the
next round [7.1.b]. MS of Assigned General
# of Expeditionary Legions assigned
d. If DR = 7 Pax Romana: No effect. Legate Bonus
DR
e. If DR = 8 or 9 Provincial Uprising
Same instructions as Barbarian/Parthian Raid except Note: If an assigned General is a Legate, the Legate
that the Governors PS is used to resolve rather than bonus still applies.

16
I m p e r I v m

c. Determine War Result: The War Strength (on the war assigned as General) must make a Secondary Defense
card) [3.4.c] is subtracted from the Attack Strength to decision. The Governor may either:
determine the War Result:
i. Mount a Secondary Defense and immediately attempt
War Result = Attack Strength War Strength to resolve the same war using remaining expeditionary
Legions assigned to the war card augmented by any
By referencing the Result column from the War Result Provincial and Auxiliary Legions currently assigned to
table, the Legions Lost and War Outcome are determined. their Province. War resolution procedures in [10.1.c]
will be used. Secondary Defenses cannot be
i. First, remove the number of Legions from the War performed on wars affecting Italia. In a Secondary
card as indicated on the Legions Lost column and Defense, the Attack Strength is the sum of:
place them on the left side of the Populus area.
MS of Governor
ii. The War Outcome column will then determine # of Exped Legions Remaining on War Card
whether the war was a victory (checkmark), # Provincial & Auxiliary Legions
stalemate (equals sign), or defeat (X). Legate Bonus
DR
iii. Once determined, the effects are applied as
described on the bottom half of the war card If successful, all victory conditions apply with the
[3.4.d]. Governor as General. A stalemate result in a
Secondary Defense is treated as a defeat.
In addition to the effects described on the war card, the
following actions are taken depending on the war result: ii. Abandon the Province and escape to Rome, resulting
in a minor corruption charge due to their cowardice.
10.1.1 War Victory:
c. War Remains Active: If a Secondary Defense is not
a. Overrun Province is Re-Annexed: If previously overrun, successful or is not performed, all remaining Legions from
the affected province card is removed from the Overrun the war card retreat to Italia and the war card remains in
Provinces area and placed below the war cards the Active Wars area and the cards defeat effects are
(undeveloped-side up) to be added to the other Annexed applied.
Provinces at the end of the round [12.3.e].

b. Victorious General Considers Rebellion: The war card


remains on the Active Wars area until all other wars are Example #1: During the Senate Phase, Caecilius was
resolved. The victorious General will consider whether to dispatched to Italia to deal with the Social War with (7)
lead their Legions into rebellion against the Roman State Legions. Servilius, a Legate, was also assigned to the war who
to initiate a Civil War [10.3]. adds +1 to the armys attack strength.

10.1.2 War Stalemate: Lauren resolves the war by rolling 2d6. She rolls a sum of 8.
The overall attack strength of Caecilius army is DR (8) + MS
a. Remove Faction Marker used to assign the General of General (4) + # Legions assigned (7) + Legates Bonus (1) =
20.
b. War Remains Active: The War Card remains in the Active
Wars area. The surviving Legions stay with the war to The War Result is then determined by subtracting the Wars
represent the sustained presence of force which may Strength from the Attack Strength of the force (20 6) = 14.
require reinforcements during the next Senate Phase [8.3]. Referencing the War Result from the War Results table, a 14
results in a victory with three Legions being lost.
c. If previously overrun, the affected province stays overrun The three Legions are taken from the space above the war card
and placed in the left side of the Populus area. Victory effects
10.1.3 War Defeat: shown on the war card are followed: As victorious General,
Caecilius is awarded 2 prestige points. War spoils are given to
a. Generals and Legates Are Discarded. Assigned Generals the general from the bank in the amount of 4 + 1d6 DR. The
and all assigned Legates have perished in the battle and are player rolls 4 and receives (4 + 4) = 8 talents from the bank
discarded. Remove all faction markers used to make war to put in their faction treasury. Being victorious, Lauren
assignment. considers rebellion while the other wars are resolved.
b. Governor Makes Decision. If the effect is an overrun
province, the Governor of the affected province (if not
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Each victorious general who does NOT rebel will move the
Example #2: During the Senate Phase, Junius was dispatched remaining expeditionary Legions back to Italia, removes
to Africa to deal with the Jugerthine War with six Legions and faction markers, and discards their war card. All returning
with no Legates to assist. Legions, along with the five Legions garrisoned in Italia,
represent the force defending Rome against a rebellion.
Sarah resolves the war by rolling 2d6. She rolls a dismal sum
of 2. The overall attack strength of Junius army is DR (2) + 10.4 Resolve Civil War:
MS of Junius (4) + # Legions assigned (6) + Legates Bonus (0)
= 12. Civil Wars are resolved by comparing their Attack Strength of
the Roman Army to the Attack Strength of the rebelling force.
The War Result is determined by subtracting the War Strength The Roman Army will be led by the loyal (non-rebelling)
from the Attack Strength of the force (12 5) = 7. Referencing Consul with the greatest MS and will consist of all Legions
the War Result from the War Results Table indicates a defeat (Expeditionary and Provincial) currently in Italia. The Consul
with all six Legions lost. The six Legions assigned to this war leading the Roman Army may assign Legates from their
are removed and placed on the left side of the Populus area. faction. Both armies will roll 2d6 and calculate their attack
Junius is discarded. Since an office of Consul is now strength the same way it is determined for any war [10.1.b]. For
unoccupied, Sarah re-assigns it to Appuleius, a Senator in her Rome to be declared victorious, their attack strength must
faction currently in Rome. EXCEED that of the Rebellion, otherwise the Rebellion wins.

Before the war cards defeat affects are applied, Papirius, the a. If the Rebel Faction wins the Civil War, the Rebel
Governor of Africa must make a Secondary Defense decision. Faction wins the game.
He considers his MS (2) and his Provincial Defense which is
currently at (3). Rather than attempt to win the war, he opts to b. If the Roman Army wins the Civil War, the following takes
abandon his province and return to Rome, taking a minor immediate effect:
corruption marker. Civil Unrest is then increased by (3) and the The Roman Armys General gains +2 Prestige.
Africa Province card is turned to its undeveloped side and All Legions aligned with the rebellion are placed on
placed in the Overrun Provinces area. The Jugerthine War the left-side of the Populus area.
remains on the board as an Active War with no Legions All rebelling assets are discarded and returned to the
assigned. bank (Senator cards, talents, and action cards).

Presuming the rebelling player wishes to continue playing in


the event of a rebellion loss, they may draw (3) new Senators
10.2 Excessive War Involvement: and 15 talents from the bank no earlier than the beginning of the
Election Phase in the next round.
If after all Active Wars are resolved there are more than
two (2) that remain undefeated, Rome collapses under the
weight of excessive war involvement and all players lose. After war resolution, two Generals were found victorious:

10.3 Rebellion Decision: Caecilius (MS of 4) with Servillius as Legate (bonus of 1)


and five (5) Legions remaining, and
After all active wars are resolved, a victorious General may
declare their faction in rebellion and march on Rome in an Gellius (MS of 4) with Domitius as assigned Legate (bonus
attempt to win the game through Civil War. Only one faction of 2) and one (1) Legion remaining.
may declare themselves a rebel each round. If more than one
victorious General wishes to declare their faction in rebellion, Caecilius (with a dominance number of 53 has the first right
the option is first given to the victorious General who has the of refusal over Gellius (with a dominance number of 44) to
highest dominance number, followed by the next highest, etc. engage in rebellion. However, Caecilius recognizes that it is
nearly impossible to achieve victory in rebellion against
When considering rebellion, a General should consider the fact Appuleius and the Roman Army since Caecilius has a total
that all other victorious armies will be returning to Italia to attack strength 10 + DR while Appuleius has (after Gellius
engage in its defense before the rebelling faction arrives. If the Legions and Legates were returned to Italia) a total Attack
decision is made to rebel against Rome: Strength 20 + DR. Because of this, Caecilius decides against
rebellion. He returns to Italia victorious with his five Legions.
Civil Unrest is immediately increased by (3).
The war that was defeated under the rebel General is Gellius, having an attack strength of 7 + DR also decides
discarded and replaced with the Civil War card. All against rebellion, returning to Italia with his one remaining
Legions that remain after the war victory are now aligned Legion.
with the rebel General above the Civil War card.
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11.0 TRIAL PHASE For major corruption convictions, the convicted Senator is
discarded.
During the Trial Phase, the Censor has the responsibility to
prosecute corruption charges of the Senate that have occurred 11.4 Adjust Unrest
in the current round.
Excessive Senate corruption agitates the Roman public. After
11.1 Censor Selects Trials: the final trial is resolved, unrest is adjusted as follows:

The Censor may select and conduct up to three (3) trials of his a. Determine the sum of:
choice among all Senators holding corruption markers (major (1) for each unresolved minor corruption charge and
or minor). Trials are selected and resolved one-at-a time in any (2) for each unresolved major corruption charge.
order. A Censor may not put himself on trial.
b. From this sum, subtract the following number (depending
11.2 Trial Resolution: on the number of players):
3-player game: 0
To resolve the trial, the factions having the Censor and the 4-player game: 1
Accused each roll 1d6. The Argument Strength of both the 5-player game: 2
Censor and Accused is determined as the sum of:
c. Increase unrest by the resulting amount (if the value is
[+2 If Censor] greater than zero).
PS of Censor and Accused
Prestige of Censor and Accused Remove any remaining corruption markers from all Senators.
Orator bonuses (of Censors and Accuseds faction)
DR

If the Censors Argument Strength exceeds that of the Rome enters the Trial Phase with (5) corruption charges: one
Accuseds, the conviction is successful. Otherwise, the accused (1) major corruption and four (4) minor charges. The Censor,
has been exonerated and the corruption marker is removed from Marius, decides first resolve the major corruption charge.
the Senators card with no further effect.
The Censor has PS and Prestige of (5) and (5), respectively. He
Note: If the Censor and the Accused are in the same faction rolls 1d6 for a DR of (3). He adds his (+2) Censor bonus to
(and if the Orator is not the Accused) any Orators will side with these figures for an Argument Strength of (5 + 5 + 3 + 2) = 15.
the Censor when resolving trials.
The Accused, Livius, has PS and Prestige of (5) and (2),
respectively. He rolls 1d6 for a DR of (5). He also has an
11.3 Effects of a Successful Conviction Orator in his faction with a (+2) bonus. The sum of these
figures is (5 + 2 + 5 + 2) = 14.
At the end of the Trial Phase, the Censor will gain:
Because the Censors argument strength exceeds that of the
(1) prestige point for each pair of successful low-profile Accused, Livius is convicted and discarded.
convictions (where the Accused began the trial with 0-5
prestige points). The Censor is successful in the next two minor corruption trials
(1) prestige point for each successful high-profile against one Senator with (4) Prestige points and another with
conviction (where the Accused began the trial with 6-12 (6). The Censor earns a total of 2 prestige points from the
prestige points). convictions of all three trials. ((1) point for the successful low-
Under no circumstances will a Censor earn more than profile convictions of a pair of Senators having prestige 0-5 and
(2) Prestige during a single Trial Phase. (1) point for the successful high-profile conviction of one
Senator with prestige 6-10).
Note: To keep track of successful convictions earned in each
round, recommend that the Censor collect the corruption Because of the three-trial limit, two minor corruption markers
marker of each successfully convicted Senator. The marker remain. For a four-player game, unrest effects are determined
should be kept minor corruption side-up to represent a low- by subtracting (1) from the sum of the minor corruption markers
profile conviction and major corruption side up for high- (2). Civil Unrest is increased by (2 - 1) = 1.
profile convictions.

For minor corruption convictions, the convicted Senator:

Loses (2) Prestige points


Loses their consular experience and corruption markers
19
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12.0 INTERSESSION PHASE 13.0 DESIGNERS COMMENTARY

The Intersession Phase represents the passage of time between Republic of Rome (Avalon Hill, 1990; Valley Games) is a
rounds. The Senate is subject to random mortality rolls, victory classic game of political negotiation which continues to have a
conditions are checked, and (if victory conditions are not met) substantial and dedicated following 25 years after its initial
the game is reset for the next round. release. Most of its appeal stems from the historical detail and
complex interaction between the players and the game itself.
12.1 Resolve Mortality However, the complexity of the game has also lent itself to an
equally complex rule set as well as a rather lengthy tabletop
Senators may randomly die of natural causes. Natural mortality experience--with a single game sometimes lasting all day or
for the round is resolved as follows: even multiple days. For those who are willing to navigate the
rather treacherous learning curve, it has been known to provide
1. The First Player will first roll 1d6. If DR is odd, mortality a very rich and rewarding experience for those who seek depth,
will be rolled only once this round. If DR is even, mortality detail, engagement, and historical accuracy.
will be rolled twice this round.
The challenge was to see if a game like Republic of Rome could
2. For each mortality roll, the First Player will roll 2d6 be re-engineered in order to eliminate the complexity and
consisting of one black die and one white die. After rolling, excessive time requirements while still retaining most of the
the values of the black and white dice will generate a two- sophistication, mechanics, and feel of the original. Imperium is
digit number with the black die representing the first digit the product of nearly two years-worth of effort, the end result
and the white die representing the second digit. (Example: being less of a historical-political simulation and more of a
If the black DR = 3 and the white die DR = 1, the result is moderately complex thematic game that aspires to provide
the number 31.) The number generated is the mortality eurogame balance and strategic opportunity.
number.
The most time-consuming phase of RoR is the Senate Phase
3. The rolled mortality number is then compared to the which is very procedural and relies on player voting to
dominance numbers of all Senators in play. If there is a determine the outcome of various elections and proposals.
match, that Senator has died and is immediately discarded. While many consider this the most interesting and compelling
part of the game, it is a barrier to entry for many would-be
4. If there is no matching number, there are no mortality players who would prefer simpler resolution mechanic. Instead
effects. (In the case of death due to mortality roll, Office of counting votes to determine election results, a modified
or Faction Leadership reassignment will not be necessary.) blind-bid mechanic is used which still takes into account the
prestige of a candidate and bought votes from a factions
12.2 Check Victory Conditions [6.0] treasury. Governorships (along with Praetors) are minor
offices that are randomly distributed among all factions each
12.3 Reset Game for Next Round round further eliminating the need for additional elections.
Rather than voting for Senate measures, state resources are
If no victory condition was met, the game is reset for the next divided among factions based on the size of each faction and
round: then applied by each faction independently to a limited set of
proposals that include raising legions and purchasing pubic
a. Each faction, starting with the First Player, announces grain. The same is done with available legions when applied to
their total faction prestige and the prestige of their greatest active wars. Overall, the theme is retained that a stronger
Senator. faction has more influence over the Senates decisions.
b. Pass the First Player card to the left.
c. Collect all Major Office cards. With the need for simplicity came a necessary reduction in
d. Collect all Province and Praetor cards which are currently detail and historical accuracy. First, limiting the game to the
assigned, including any newly annexed and recently Late Republic Era eliminated the need for law cards which
liberated Provinces (ensuring that all Province cards allowed consistency in the rules as the game proceeded. Next,
remain face-up) and hand them to the First Player. a number of features (many of which I would consider fiddly)
e. Move all gold cubes placed on proposals to the bank. were eliminated, allowing greater emphasis and focus on the
f. Place all talents on Province cards and the Public Games core game mechanics. This included removing such elements
space into the talent bank. as knights, concession cards (being instead replaced with
g. Remove any Enemy Surge markers from active war cards. Praetor cards), fleets (which are now always assumed), enemy
h. Starting with the First Player, each faction draws (1) action leaders (now aggregated as enemy surges), veteran status of
card to the three-card hand limit. Players with more than legions, statesmen, exiles, dictatorships, and the Pontifex
three cards must at this time discard down to the limit. Maximus. War activation, the sending of forces, and war
resolution have been greatly streamlined as well. With a bit of
Play resumes with the next round at the Election Phase [7.0]. historical abstraction, statesmen and senator cards have been
20
I m p e r I v m

combined. Though they each represent a specific gens, they 14.0 GRAPHICS ATTRIBUTION
carry the military and political skill and ideological traits of
Advocate image: http://www.eonimages.com/media/c4e57bb6-3a25-11e0-83b2-
individuals modeled after senatorial class nobles of the era (e.g. f9ad7be5d16a-catilinarian-conspirators-before-the-roman-senate
the characteristics of gens Julius is modeled after Gaius Julius Censor Symbol: https://commons.wikimedia.org/wiki/File:PSF-scroll.png
Caesar, etc.). While the concept of senatorial popularity hasnt Clock icon:
https://www.iconfinder.com/icons/326483/access_clock_time_icon#size=128
been entirely eliminated, it has been combined with influence Coins icon: http://www.iconarchive.com/show/android-icons-by-icons8/Shopping-
into a single variable prestige which can be gained by pleasing Coins-icon.html (with backlink to) https://icons8.com/
Coliseum image: http://etc.usf.edu/clipart/44900/44985/44985_colosseum.htm
both the Senate and the People of Rome. James Harvey Robinson Outline of European History Part I (Boston, MA: Ginn and
Company, 1914)
Column icon (back of cards): http://www.iconarchive.com/show/outline-icons-by-
A complaint that I have heard suggests that luck overshadows iconsmind/Column-icon.html (backlink to: https://www.iconsmind.com/)
strategy in RoR. While there some truth to this, I often think of Column icon (political skill symbol): Timur Zima, from the Noun Project:
https://commons.wikimedia.org/wiki/File:Pillar_column_icon_(Noun_Project).svg
how often historical outcomes were entirely non-deterministic. Conspiracy (Crown image): http://thegraphicsfairy.com/vintage-crown-pearls-image/
Nevertheless, Imperium attempts to correct for some of this. Consul Symbol: Public Domain:
One way is that new unaligned senators are not drawn from a https://en.wikipedia.org/wiki/Lictor#/media/File:Fasces_lictoriae.svg (by F L A N K E R)
Crossed swords icon: http://www.clker.com/clipart-black-crossed-swords.html
deck, but rather must be persuaded (forcing the player to False Charges image: Cicero Denouncing Catiline, engraved by B.Barloccini, 1849
manage resources and make trade-off decisions). Assassination Fist icon: Public Domain, https://commons.wikimedia.org/w/index.php?curid=1682523
Flame icon: http://www.endlessicons.com/free-icons/fire-icon/
attempts are no longer a murderous free-for-all but require one Forum of Augustus: Wikipedia, credited to (from By S.B. Platner, The Topography
of a limited number of special action cards. and Monuments of Ancient Rome(2nd ed.), p. 277, 1911 -
http://www.vroma.org/images/mcmanus_images/forumaug_recondraw.jpg - McManus
Images Index I, May 25 2013 line 68: reconstruction drawing of the Forum of Augustus;
This is not to say that Imperium is only an abridged version of modern (also here for index on VROMA.ORG, CC BY-SA 3.0,
RoR. Unique content and a number of innovative tweaks https://commons.wikimedia.org/w/index.php?curid=34544286)
Gladius image: https://commons.wikimedia.org/wiki/File:Uncrossed_gladius.jpg (by
have been incorporated, many of which enhance realism and Rama)
strategic opportunity. While the office of Praetor has been Helmet icon: http://www.freepik.com/free-icon/roman-helmet_770323.htm; Icon made
by Freepik from www.flaticon.com
added to balance the lack of corruption opportunities (caused Hills (Undeveloped) icon:
by the removal of concession cards), a player may choose https://geog491gruber.files.wordpress.com/2012/04/mountains-and-hills1.jpg
Hourglass icon: By Freepik at www.flaticon.com,
instead to attempt to earn prestige by improving Rome. The http://www.pixempire.com/icon/hourglass-icon-1.html
concept of loyalty was traded for ideologies which were Influence Peddling image:
assigned to Senators based upon historical commitments split http://www.practicatechnical.com/archives/tag/clipart?file=Bible/Symbols/Bag-
Coins.png
along Optimate and Populare lines. Tax revenue of Rome may Laurel wreath (back of cards):
vary from one round to the next depending on the political skill https://commons.wikimedia.org/wiki/File:Laurel_Wreath.jpg (by N3g4t1v3z3rO)
Laurel wreath (Prestige & Faction Leader symbol):
of the Consuls. Unrest increases with increasing corruption in https://openclipart.org/detail/153649/laurel-wreath
the Senate. Special skills (wealth, orator, and Legate bonuses) Legionnaire picture (cover): http://jnathanillustration.deviantart.com/art/Roman-
Legion-529372509
can drastically shift the balance of power among factions. Map of Europe:
https://commons.wikimedia.org/wiki/File:1865_Spruner_Map_of_the_Roman_Empire_u
Lastly, I apologize for the lack of color used in the game. While nder_Constantine_-_Geographicus_-_ImperiumRomanorum-spruner-1865.jpg
Military Alliance icon: http://www.fromoldbooks.org/OldEngland/pages/0085-Roman-
the low-ink components have mostly to do with the lack of Eagle/
creativity and time, Id rather like to think of it as a nostalgic Populus image: The Temples at Baalbek, Syria, B. Schultz
Public Grain image: http://www.xn--42c8ao1akazf5c2be0gsk.com/wp-
nod to the visually minimalist Avalon Hill games of days past. content/uploads/2012/11/Ceres.jpg
;-). This is one of many improvements that Im sure can be Judicial Appeal image: http://logos-
vector.com/logo/logos_vector_download_Deusa+Themis_129491.htm
made. Feel free to send me your recommendations as I would Scroll icon (Orator): http://icons.mysitemyway.com/legacy-icon/023595-black-inlay-
be happy to consider them in future editions. crystal-clear-bubble-icon-culture-scroll-sc2/
Senate picture: Cicero indicts Catiline before the Senate. Painting by H. Schmidt, 1920
Shield icon: https://commons.wikimedia.org/wiki/File:Roman_shield.svg (by Redtony)
As always, I would like to thank the Lord Jesus Christ without Roman Census images: http://www.eonimages.com/-/topics/ancient-world/rome/page/2
whom I would know no peace. I would also like to thank my Roman Forum Picture:
https://commons.wikimedia.org/wiki/File:Depiction_of_the_Forum_Romanum_(1866).jp
wife Jennifer, and our kids, Katie, Kevin, Sarah, and Lauren for g (by Constant Moyaux)
their support, assistance, and patience throughout game Roman Standard: http://etc.usf.edu/clipart/1900/1915/romanstandards_1.htm
development. As for Imperium, my hope is that it hits a sweet Roman Temple/Treasury image:
http://etc.usf.edu/clipart/80300/80302/80302_temple.htm
spot for many who have sought such a game. Tactical Advantage image: A Testudo, Wenceslaus Hollar, 17 th Cent.
Tribune icon: Public Domain,
https://commons.wikimedia.org/wiki/File:Tiberius_Gracchus.jpg
Ad Gloriam Romae! Voting Coin Icon: Picture from: E.S. Steveley, Greek and Roman Voting and
Elections (1972, London), p. 158 viewed
in http://www.mq.edu.au/pubstatic/research/centres_and_groups/acans/postgraduate_stu
dy/roman_coins_for_mq_students/
War Card background: Public Domain,
https://da.wikipedia.org/wiki/Castor_og_Pollux#/media/File:BattleOfLakeRegillus.jpg
White die icon: http://www.iconarchive.com/show/ios7-icons-by-icons8/Gaming-Dice-
icon.html (backlink to https://icons8.com/)

Mike Mollineaux XXIII Maius MMXVI

21
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15.0 PLAYER NOTES

22
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16.0 INDEX Persuasion . . . . . . . . . . . . . . . . . . . . . . 9.1.4


Plague . . . . . . . . . . . . . . . . . . . . . . . . . 9.2.3.a
1d6 . . . . . . . . . . . . . . . . . . . . . . . . . . . One 6-sided die Political Skill . . . . . . . . . . . . . . . . . . . 3.1.c
2d6 . . . . . . . . . . . . . . . . . . . . . . . . . . . Two 6-sided dice Praetors . . . . . . . . . . . . . . . . . . . . . . . . 3.2; 7.5; 9.1.2
Action Cards . . . . . . . . . . . . . . . . . . . . 3.5, 12.3.i Prestige . . . . . . . . . . . . . . . . . . . . . . . . 3.1.a
Activate Wars . . . . . . . . . . . . . . . . . . . 7.1 Proposals . . . . . . . . . . . . . . . . . . . . . . . 8.2.2
Adequate Force . . . . . . . . . . . . . . . . . . 3.4.b, 8.3 Province . . . . . . . . . . . . . . . . . . . . . . . 3.3, 4.0.f, 7.5, 9.2.1,
Affected Province . . . . . . . . . . . . . . . . 3.4.a 9.2.3.c & e, 10.1.3, 12.3.d
Annexed Province . . . . . . . . . . . . . . . . 3.3.a Provincial Development . . . . . . . . . . . 9.2.1
Argument Strength . . . . . . . . . . . . . . . 11.2 Provincial Legion . . . . . . . . . . . . . . . . . 3.11.b, 9.1.3, 9.2.3.c & e,
Attack Strength . . . . . . . . . . . . . . . . . . 10.1.b 10.1.3.b.i
Auxiliary Legion . . . . . . . . . . . . . . . . . 3.11.c, 9.1.3, 9.2.3.c & e, PS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . See Political Skill
10.1.3.b.i Public Demands . . . . . . . . . . . . . . . . . . 9.2.3.f
Bank . . . . . . . . . . . . . . . . . . . . . . . . . . 3.10.ii, 4.0.b, 12.3.e Public Games . . . . . . . . . . . . . . . . . . . . 3.10.a, 7.6
Censor . . . . . . . . . . . . . . . . . . . . . . . . . 3.2, 11.0 Public Grain . . . . . . . . . . . . . . . . . . . . . 3.10.iv, 8.2.2.b
Censor Election . . . . . . . . . . . . . . . . . . 7.3.2 Raid (Barbarian/Parthian) . . . . . . . . . . 9.2.3.c
Civil War . . . . . . . . . . . . . . . . . . . . . . . 3.4.1, 10.3, 10.4 Raise Legions (Proposal) . . . . . . . . . . 3.10.iii, 8.2.2.a
Components (of game) . . . . . . . . . . . . 2.0, 3.0 Random Events . . . . . . . . . . . . . . . . . . 9.2.3
Consul . . . . . . . . . . . . . . . . . . . . . . . . . 3.2 Rebellion . . . . . . . . . . . . . . . . . . . . . . . 10.3, 10.4
Consular Election . . . . . . . . . . . . . . . . 7.3.1 Recruitment (of unaligned Senators) . . 9.2.2
Consular Experience . . . . . . . . . . . . . . 3.8, 7.3.1.e, 7.3.2.a, 11.3 Republic Phase . . . . . . . . . . . . . . . . . . 9.0
Contribution Scale . . . . . . . . . . . . . . . . 3.1.a Revolt . . . . . . . . . . . . . . . . . . . . . . . . . 8.1.d.iv
Conviction . . . . . . . . . . . . . . . . . . . . . . 11.2, 11.3 Round Overview . . . . . . . . . . . . . . . . . 5.0
Corruption . . . . . . . . . . . . . . . . . . . . . . 3.7, 9.1.2.1, 11.1, 11.3 Secondary Defense . . . . . . . . . . . . . . . 10.1.3.b.i
Defeat (war) . . . . . . . . . . . . . . . . . . . . . 10.1.3 Senate Phase . . . . . . . . . . . . . . . . . . . . 8.0
Defeat Conditions (game) . . . . . . . . . . 6.2 Senator Card . . . . . . . . . . . . . . . . . . . . 3.1
Developed Province . . . . . . . . . . . . . . . 3.3 Setup (game) . . . . . . . . . . . . . . . . . . . . 4.0
Development (Provincial) . . . . . . . . . . 3.3, 9.2.1 Special Skills . . . . . . . . . . . . . . . . . . . . 3.1.f
Distribution of Resources (to Senate) . 8.2.1, 8.5.1 Stalemate (war) . . . . . . . . . . . . . . . . . . 10.1.2
Dominance/Mortality Number . . . . . . 3.1.e State Treasury . . . . . . . . . . . . . . . . . . . 3.10.i, 8.1.d.i, 8.2.2.c
Dominant Consul . . . . . . . . . . . . . . . . . 7.3.1.e; 8.2.1; 8.3; 8.4.a; 8.5.1 Tax Revenue . . . . . . . . . . . . . . . . . . . . 8.1.d.i
DR . . . . . . . . . . . . . . . . . . . . . . . . . . . . Result of a die/dice roll Trial Phase . . . . . . . . . . . . . . . . . . . . . . 11.0
Election Phase . . . . . . . . . . . . . . . . . . . 7.0 Undeveloped Province . . . . . . . . . . . . . 3.3
Emergent War . . . . . . . . . . . . . . . . . . . 3.4.1, 7.1.b, 9.2.3.c & e Unrest (Civil) . . . . . . . . . . . . . . . . . . . . 3.4.d.iv, 3.10.b, 8.1, 9.2.3.a,
Enemy Surge . . . . . . . . . . . . . . . . . . . . 9.2.3.b 10.1.c, 11.4
Excessive War Involvement . . . . . . . . 7.1.c, 10.2 Uprising (Provincial) . . . . . . . . . . . . . . 9.2.3.e
Expeditionary Legion . . . . . . . . . . . . . 3.3, 3.10.c, 3.11.a, 8.1.d.i.b, Victory (war) . . . . . . . . . . . . . . . . . . . . 10.1.1
8.3, 8.5, 9.1.3, 9.2.3.g, 10.1, Victory Conditions (game) . . . . . . . . . 6.1
10.3, 10.4 War Cards . . . . . . . . . . . . . . . . . . . . . . 3.4
Faction Leader . . . . . . . . . . . . . . . . . . . 3.6, 7.4, 7.7, 9.1.4 War Outcomes . . . . . . . . . . . . . . . . . . . 3.4.d, 10.1.1-3
First Player . . . . . . . . . . . . . . . . . . . . . 3.9, 4.0.o, 12.3 War Resolution . . . . . . . . . . . . . . . . . . 10.1.a-c
Game Board . . . . . . . . . . . . . . . . . . . . 3.10, 4.0.b War Strength . . . . . . . . . . . . . . . . . . . . 3.4.c, 10.1.c
Governors . . . . . . . . . . . . . . . . . . . . . . 3.3, 7.5, 9.2.1, 9.2.3.c & e, Wealth . . . . . . . . . . . . . . . . . . . . . . . . . 3.1.f.ii
10.1.3.b
Ideology . . . . . . . . . . . . . . . . . . . . . . . . 3.1.d, 9.1.4
In/Out of Rome . . . . . . . . . . . . . . . . . . 9.0
Intersession Phase . . . . . . . . . . . . . . . . 12.0 Military Skill Affected Province
Italia (District of) . . . . . . . . . . . . . . . . 3.3, 3.11.b, 8.2.2.i
Leadership Effects . . . . . . . . . . . . . . . 8.1 Political Skill Legions
Legate . . . . . . . . . . . . . . . . . . . . . . . . . 3.1.f.i, 8.4, 10.1.b, 10.1.3
Legion . . . . . . . . . . . . . . . . . . . . . . . . . 3.11 (see different types) Contribution
Prestige amount (talents)
Logistical Disaster . . . . . . . . . . . . . . . . 9.2.3.g
Major Offices . . . . . . . . . . . . . . . . . . . 3.2
Military Skill . . . . . . . . . . . . . . . . . . . . 3.1.b Civil Unrest Developed Province
Mob (Senate) . . . . . . . . . . . . . . . . . . . . 8.1.d.iii
Mortality . . . . . . . . . . . . . . . . . . . . . . . 12.1 Corruption WS War Strength
MS . . . . . . . . . . . . . . . . . . . . . . . . . . . . See Military Skill
Nobility . . . . . . . . . . . . . . . . . . . . . . . . 9.1.2.2
Ideology Overrun Province
Non-Annexed Province . . . . . . . . . . . . 3.3.c, 4.0.f
Office Cards . . . . . . . . . . . . . . . . . . . . . 3.2, 7.3
Office Reassignment . . . . . . . . . . . . . . 7.7 Faction Talents Legate Bonus
Orator . . . . . . . . . . . . . . . . . . . . . . . . . . 3.1.f.iii, 11.2
Overrun (Province) . . . . . . . . . . . . . . . 3.3.b, 3.10.d, 9.2.3.c & e, Gold Orator Bonus
10.1.1, 10.1.2, 10.1.3
Overview (of game) . . . . . . . . . . . . . . . 1.0
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