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Republic of Rome Cheat Sheet

Intro

There are three colours in this cheat sheet. Black is standard, used for rules etc. Blue is used for advanced rules. Red is
my commentary, including which house rules I'd consider.

The base rulebook this cheat sheet is based on is the Valley Games living rules version 1.04

Victory Conditions

There are multiple ways to win REPUBLIC OF ROME. One common way is for the Senators in your Faction to
accumulate the most combined Influence by the end of the game. However, if a single Senator can accumulate enough
Influence to be elected or appointed Consul for Life, this will result in an immediate victory for his Faction. The most
difficult and most dramatic way to win is to gain the allegiance of the formidable Roman Legions, Revolt against the
State and attempt to take the Senate by force! (I'd advise trying for the combined influence victory. In particular, a Rebel
victory is very difficult, especially in the scenario we're using)

Losing Conditions

Be ever watchful as Rome can fall a myriad of ways! If the State goes Bankrupt due to poor fiscal policy, all players
lose. If the citizens of Rome ever Revolt due to the poor stewardship of the Senate, all the players lose. Finally, if, at
the end of any turn, Rome is beset by four Active Wars, the Republic will collapse under the strain and Rome will be no
more!

Agreements

Public agreements are binding. However deals involving the distribution of the Rome and Field Consul offices
amongst the two candidates are never enforceable, nor is any deal involving an Assassination attempt, or
agreements to Revolt or to remain loyal to Rome.

Private deals are unenforceable.

Highest Ranking Available Official

It is often important to know who this is (it's called HRAO for the rest of this cheat sheet). TheHRAO is the highest
ranking available official in Rome. The order of precedence is listed on their Office Marker. If not Office Holder is
available, the Senator with the most Influence in Rome is the HRAOusing Oratory ratings and then lowest ID# to break
ties).

Setup

Play any Concessions from your hand on a specific senator. Concessions are economic cards. They give you extra
revenue, at the potential cost of being tried for corruption when you use them.

Play any Statesmen. Statesman are better versions of the base Senators. You can only play them if a) no opponent
controls the Senator with the same ID number and b) no related Statesmen with the same ID# are already in play.
[EXCEPTION: 25A/B or 29A/B]

Then the game takes place in this order

Mortality Phase

Any imminent wars become active. See later on for details.

Draw a death chit. The matching Senator ID dies. Discard all counters on them apart from potentially the Faction
Leader. If it's your faction leader, they stay in your faction, otherwise they are sent back to the Curia. Discard attached
Statesman and Senator cards.

Revenue Phase

Collect revenue as one lump sum for distribution. Each faction leader collects 3 Talents and all other Senators collect 1
Talent each. Each Knight collects 1 Talent each. Choose whether to collect from Concession. If so take the specified
income and reveal the Corrupt Bar. (The Living Rules make using Concessions mandatory. I'm reverting to the old
edition way of doing it and making it optional. I prefer it and it gives more bargaining possibilities). Governors have
the choice of taking personal income from their province. This allows them to be prosecuted when they return.

After collecting revenue or declining, the Governor of each undeveloped province rolls to see if the Province is
developed. The Province develops on a 6, or a 5 or 6 if the Governor has no corrupt marker. The current Governor
gains 3 Influence when the Province develops.

State Revenues The state receives 100 talents per Revenue phase. All Provinces produce taxes (this may be a
negative result)

Contributions - Any non-rebel Senator (even those not in Rome) may contribute money to the State Treasury
regardless of the level of the Treasury. In doing so, a Senator may gain one Influence for 10 Talents, 3 Influence for 25
Talents, or 7 Influence for 50 or more Talents. Excess Contributions do not accumulate credit for Influence gains in
later turns.

Debits - After adding the Annual Revenue, Provincial Taxes and any contributions to the State Treasury, subtract
20 Talents for each Active War (including Unprosecuted Wars) and the costs for any Land Bills in effect.
Finally, deduct 2 Talents for maintenance of each existing Legion or Fleet not in rebellion. If the State is unable to pay
its outgoings at any point Rome collapses.

Returning Governors - At the end of the Revenue Phase move the center term dial of non-Rebel
Governors. When a term dial moves off of 1 return the Governor to Rome and return the Province card to
the Forum. Returning Corrupt Governors keep their Corrupt marker.

Forum Phase

Remove any event cards unless they specifically state otherwise.

Initiative The HRAO rolls 2d6. If it's a 7, it's an event. Otherwise draw a forum card. Cards with black text are
played face up, red text cards are placed in hand.

Then take the following actions in order.

Persuasion Attempt A Senator in Rome may try and persuade a (non faction leader) Senator to join his faction. The
Senator adds his Oratory and Influence and subtracts the Loyalty of the target Senator to get a base number. Any talents
already in the target senator's treasury are added to his Loyalty. If the Senator is already aligned 7 is added to his
Loyalty. Some Statesmen oppose others and display a - followed by another Statesmans name. If two Statesmen
who historically opposed each other belong to the same Faction, the printed base Loyalty rating of both is
reduced to 0; however, they still add 7 for being Aligned. The Senator making the Persuasion Attempt may spend
money from his personal treasury on bribes. Each talent spent adds 1 to the base number. All players may interfere
in a Persuasion Attempt made against a Senator by spending money from their Faction Treasuries to resist (not
aid) the Persuasion Attempt. Each Talent thus spent subtracts 1 from the Base Number. Bidding starts with the
persuading player and moves round clockwise. A Persuasion Attempt is rolled on 2d6 and needs the Base Number or
less. Ten or more is an auto failure. Any Talents spent on a Persuasion Attempt go into the treasury of the target Senator
after the dice are rolled, regardless of the success or failure of the Attempt.

Knights Any aligned Senator in Rome may try and attract a Knight to his faction. Pay 0-5 Talents. Roll a d6 and add
the Talents spent. On a 6 or more, a Knight is attracted. A Knight gives an extra Talent of income and vote to that
Senator.

OR

Pressure any number of Knights. Each Knight pressured gives 1d6 Talents to that Senator's Personal Treasury, then the
Knight is discarded.

Sponsoring Games Spend money to increase a Senator's Popularity and decrease the Unrest Level. A Senator need
not be in Rome to Sponsor Games.

Appoint a New Faction Leader Place your Faction Leader marker on a different Senator. They need not be in Rome.

After this, every player in clockwise order takes their Initiative


Bidding on Extra Initiative If there are less than six players, any remaining Initiatives are Publically auctioned off,
until six Initiative Turns have taken place. Each Initiative is immediately completed after the bid is won. Any winning
bid can only come from the personal treasury currently in Rome. Winning the bid allows the entire faction to take an
extra Initiative phase, not just the winning Sentator.

Putting Rome in Order All Senators that currently hold a Major Officer get a major marker.
The HRAO rolls to see which Tax Farmer Concessions if the 2nd Punic War or Gladiator Slave Revolts are active.

The HRAO then rolls a die for each Concession and Senator in the Curia (even if destroyed or killed that turn). If he
rolls a 5 or 6 that card is revived and placed face up in the Forum. He also rolls for each Leader in the Curia (currently
without a Matching War in the Forum) and discards it on a die roll of 5 or 6.

Population Phase

Unrest Level The Unrest Level represents the general dissatisfaction of the common people of realm. It cannot go
lower than 0, but there is no limit to how high it can go.

At the beginning of the Population phase, the Unrest Level is adjusted by 1 for each of the following conditions. Each
unprosecuted war adds 1 to the Unrest Level. Each drought in play adds 1 to the Unrest Level.

State of the Republic Speech - The HRAO gives a State of the Republic speech by rolling 3d6, subtracting the Unrest
Level, and adding his Popularity. The result is found on the Population Table. Numbers indicate how much to increase
or decrease the Unrest Level by. A result of NR (No Recruitment) places a No Recruitment marker, forbidding the
mobilisation of forces for the rest of the turn. MS places the Manpower Shortage event card in the forum. Mob results in
an assault on the Senate by an outraged mob, drawing six Mortality Chits to check if any Senators currently in Rome
are killed. People Revolt results in an overthrow of the government and a loss for all players.

Senate Phase

This phase is the meat of Republic of Rome. Players will put forward a variety of proposals which will then be voted on
by Senators and enacted if passed. The Senate is convened the moment the State of the Republic dice are thrown in the
Population Phase. All Senators in Rome must attend the Senate. The following general rules apply

Presiding Magistrate The HRAO is generally the Presiding Magistrate, apart from in Prosecutions (where the Censor
presides) or after stepping down due to unanimous defeat of a proposal. The Presiding Magistrate has complete control
over Senate procedures and conducts all business. They may recognise Senators in any order they wish and call for the
votes of each faction in any order. Only the Presiding Magistrate may make nominations and proposals without the use
of a Tribune card. The Presiding Magistrate may also call for an immediate vote, breaking off all discussion. Any player
who ignores the demand for an immediate vote is considered to have abstained. Even Justin. After all elections
(including Governors)and Prosecutions, he may close the meeting at any time there is no unresolved proposal on the
floor by stating the Senate is adjourned.If the Presiding Magistrate dies as a result of an Assassination or Prosecution,
the next HRAO becomes Presiding Magistrate.

Repopulating Rome - Whenever the number of Aligned Senators currently in Rome falls below 8 during a Senate
Phase due to death or absence, the top Senator card in the Curia is promoted to active status in the Faction of the player
with the fewest total Senators. Ties are resolved in favor of the player with the least total Influence currently in Rome,
with further ties being broken by a dice roll. Such promotions continue until the number of active Senators in
Rome reaches 8 or the Curia is empty. If the Curia has no Senators, those in the Forum can be substituted. The choice of
which of the available Senators to take is up to the receiving player.

Proposals A proposal is anything put before the Senate for a vote. A nomination is a type of proposal. Defeated
proposals may not be introduced again in the same Senate phase unless significantly changed.

Voting Power Each Senator controls a number of votes equal to his Oratory, plus the number of Knights he controls.
He may also temporarily increase his voting power for a specific proposal by paying Talents out of his personal
treasury, one talent equals one extra vote.

Voting The Presiding Magistrate calls for a vote. They choose a faction to vote first. That Faction must vote, abstain
or use a Tribune to veto the proposal. After that Faction has voted, the procedure is repeated until all Factions have
taken part.

All Senators in a faction need not vote the same way, although they usually will. Once a vote has been declared, it may
not be changed.

A simple majority (> 50%) of votes is needed for any proposal to pass.

Whenever the Presiding Magistrate makes a proposal voted down by all other player's Senators, he has two choices. He
may lose 1 Influence or step down as Presiding Magistrate. If he has no Influence to lose, he must step down. The next
highest HRAO takes over the role of Presiding Magistrate. This does not affect proposals made by a Tribune.
A proposal is considered enacted as soon as the last faction votes on it and the proposal passes. No cards or actions may
take place between the end of voting and the enactment.

Tribunes Tribune cards may be played during the Senate to veto or initiate proposals, by playing a Tribune card and
announcing Tribune. This may be done any time no Proposal is on the floor. This must still take place at the correct
stage of proposals. (e.g. a player may not propose to recruit legions before the Censor is appointed).

A Tribune may not interrupt an already played Tribune.

Prosecutions can not be proposed by Tribunes, although they may be vetoed.

A Tribune can be played immediately after the Senate is adjourned to force the Senate to continue while the proposal is
decided.

A Tribune can be played in the middle of a vote to send the Presiding Magistrate off to war (thereby closing the Senate)
not to veto but to postpone the vote until after the proposal is considered,

Some Statesmen have a free Tribune ability, which works the same way as the card.

Tribunes can not be used to veto the following Proposals Consul for Life, Special Prosecutions, any proposal by a
Dictator, and the appointment of the last eligible candidate for any office.

Laws Law Cards may be played at any time in the Senate phase (even before the Consuls are elected) and
automatically take effect.

Assassinations - Players may attempt an assassination by announcing that a specific senator will make an attempt. It is
not possible to assassinate one of your own senators. Prior to the attempt, that player may play assassination cards to
increase the chance of success.

No Faction may be the target of more than one attempt per turn, and no Faction may attempt more than one
Assassination per turn.

Assassinations may be attempted only while the Senate is in session and only by and against those in attendance. Once
the Senate is adjourned, it is no longer possible to attempt an Assassination during that Game Turn. The timing of an
Assassination attempt can be critical, so the players may want to agree beforehand on a short phrase (e.g., die swine!)
that will mark the exact moment of the attempt.

If the Presiding Magistrate dies, the vote continues with the next HRAO acting as Presiding Magistrate. A nominee up
for an office who is Assassinated immediately cancels the current proposal and a new nominee (or set of nominees)
must be provided by the Presiding Magistrate. If the Prosecutor dies, the Prosecution is cancelled but still counts
towards the Censors limit. If the Censor dies during the Prosecution step,the current Prosecution is cancelled and no
more Prosecutions are possible. A Senators vote is counted even if he is dead by the end of the vote (as long as he
voted before he died).

If the target Senator has any secret bodyguard cards he may play them after the roll is made. If the Assassin is not
caught, he must roll again for each secret bodyguard card used.

A caught Assassin is killed. In addition, his Faction leader loses five Influence and is the subject of a special major
prosecution if in Rome. He must make a Popular appeal, but instead of using his popularity he uses the popularity of the
deceased. If the Faction leader is found guilty, he is killed and his family card returns to the Repopulating Rome space.
In addition, a number of mortality chits equal to the dead Senator's popularity are drawn and any matching faction
members in Rome are also killed. If the killed Faction Leader was the player's last removing senator, they are out of the
game.

NOTE: The possible ramifications of assassinations are very severe. They are a bad idea unless absolutely desperate.
Senate Proposals

The Senate goes through Proposals in the following order.

Consuls- The first act of any Presiding Magistrate must be to to conduct elections for new Consuls. He must nominate
candidates in pairs. The current Consuls may not be elected.

Rome/Field Consul - The two newly elected Consuls decide which of them will be Rome Consul. If they can't agree,
they roll a dice. Both gain five Influence. The new Rome Consul becomes Presiding Magistrate and takes over
conducting of the Senate.

Pontifex Maximus Unlike normal positions, the Pontifex Maximus Office is held until it is stripped by a Senate vote,
multiple evil omens or Prosecution. A vote is held any senate phase where there is no holder of the Office. The holder
must be an aligned Senator in Rome.

The Pontifex Maximus may assign or remove one Priesthood a turn at any time in the Senate phase. Any Senator in
Rome apart from the Pontifex Maximus may hold a Priesthood. Priests increase their Influence by 1 and get an extra
vote on any Proposals that will send Forces against a War or retain/recall their commander.

The Pontifex Maximus doubles their votes (including Knights but not including Talents) on any Proposals that will send
Forces against a War or retain/recall their commander.

The Pontifex Maximus may veto (but not propose) anything that could be vetoed with a Tribune, once each Senate
Phase.

During the Revenue Phase the Pontifex Maximus gains 1d6 Talents.

When the Evil Omens event is drawn, the Pontifex Maximus must pay the 20 Talent cost from his Personal Treasury. If
he cannot pay the 20 Talents or if a second Evil Omens occurs in the same turn, he is immediately stripped of his office
and loses 5 Influence (to a minimum of 0). If he is unable to pay the full Evil Omens cost, the difference plus a 10
Talent fine is levied on his Faction Treasury (payable to the Bank). If the Faction Treasury has insufficient funds, what
money there is in that Treasury is lost, and the Faction Leader may also be the subject of a Major Prosecution during the
following Senate Phase, in addition to any regular Prosecutions the Censor may wish to conduct. The State must pay
any shortfall in the Evil Omens cost (excluding the Faction fine) not paid by the Pontifex Maximus or his Faction.

The Pontifex Maximus may be stripped of his office during any Senate Phase by a two-thirds majority vote. He may not
veto that proposal with the Pontifex Maximus veto ability, although any Senator (of his or another Faction) wielding a
Tribune may.

Note: This is the one Advanced Rule I strongly recommend using. It doesn't add much complexity and adds
opportunities for Intridgue.

Dictator A Dictator may only be appointed if Rome is facing 3 or more Active Wars and/or one with a combined
Land and Fleet strength of at least 20. To be eligible, a Senator must be in Rome and not hold an Office apart from
Censor.

The Consuls may appoint any eligible Senator they agree on. If there is only one Consul in Rome (because the other has
been assassinated) he may appoint a Dictator alone. This appointment may not be vetoed with a Tribune.

If the two cannot agree, the Presiding Magistrate can call for an election. (The candidate may be vetoed). A Tribune can
also be used to propose a Dictator at this stage.

The new Dictator gains 7 Influence and immediately becomes Presiding Magistrate.

The Dictator appoints any Senator in Rome not holding an Office (apart from Censor) his Master of Horse. The Master
of Horse gains 3 Influence and adds his Military Ability to the Dictator in wars.

The Dictator's term lasts until the next Consular elections.

Censor The Presiding Magistrate conducts elections for Censor. The Censor must have a Prior Consul Marker and be
in Rome. If only one with the necessary experience is available, he is appointed automatically. If not are available, the
position is temporarily open to all Senators in Rome. The Censor gains 5 Influence.
Prosecutions The Censor temporarily takes over the conduct of the meeting to carry out prosecutions.

The Censor may carry out 1 Minor Prosecutions or 1 Major Prosecutions.

Any Senator with a Corrupt marker, who held a Major Office last turn or who took income from a Concession in the
Income Phase is eligible for a Minor Prosecution.

Any Senator who held a Major Office last turn is eligible for a Major Prosecution.

A Prosecutor is nominated by the Censor. This may be any consenting Senator in Rome, except the Censor or accused.

The Censor calls for votes. The accused gets additional votes equal to his Influence.

The accused may make a popular appeal by rolling on the Popular Appeal table and adding or subtracting his
Popularity.

Prosecutions may be vetoed with a Tribune.

If a Major Prosecution is successful, the accused is killed. If a Minor Prosecution, the accused loses 5 Popularity, 5
Influence, any Prior Consul marker and must return all their concessions to the Forum.

If successful, the Prosecutor gains any Prior Consul Marker plus half (rounded up) of the Influence lost by the accused.

The Prosecutor hands the meeting back to the Presiding Magistrate.

Governorships Any open Governorship must be filled from the Senators in Rome without Major Offices.

The Governor leaves Rome immediately, and doesn't participate in any more votes.

Governorships last for three turns.

A Governor may be recalled immediately by electing a new Governor.

Other Business The following Proposals may be put in any order.


Assign Concessions Any available Concessions may be assigned to a Senator in Rome. A group proposal can be
made for several Concessions. If a Proposal to assign a Concession fails, it may not be assigned that turn.

Land Bill A Land Bill increases the Popularity of the Proposing Senator, and Senator costs Rome money and
decreases Unrest. The Land Bill must have a consenting Senator for both Proposer and Seconder. Any Senator who
votes against a Land Bill decreases his Popularity. (Vetoing with a Tribune does not have this effect).

If both the Proposer and the Seconder are from the same Faction, one Senator may attempt an Assassination. A caught
Assassin is killed, but none of the other consequences apply.

Repeal Land Bill- A Sponsor is required, with Popularity equal to or greater the amount lost by sponsoring the repeal.
Unrest is raised and any Senator voting for this loses Popularity.

Recruitment of Forces The Senate may vote to raise or disband Legions, or Fleets, with a maximum of 25 each. Each
unit raised costs Rome 10 talents

Deployment of Forces The Senate may send a Commander and a specific group of Forces to attack an imminent,
inactive or active War. Only the Field Consul, Dictator and Rome Consul may be sent to war. The Field Consul must be
sent to War before or in conjuction with the Rome Consul.

The Senate may not send a Commander to fight a War without his consent unless the Commander's strength is greater
than or equal to the opposing forces.

The Senate may send multiple Commanders to attack the same war. Each attacks the war separately, but the war's
Disaster and Standoff numbers can only be applied once.

Deploy Forces to Garrison Provinces - This can protect Governors and Provinces from random events.

Reinforcements -The Senate can send extra Forces to reinforce a Commander already in the field. If he has no legions
or insufficient Fleets for Naval support, he must be reinforced or he will automatically be recalled at the end of Senate
Phase.

Recall The Senate may vote to recall or replace a Commander who was unsuccessful last turn. The Senate may also
recall part of a Force in the field, as long as the Minimum Force requirements are met.

Consul for Life (Elected) A Senator must have at least 21 Influence to be elected Consul for Life. Consul for Life
proposals may not be vetoed and only one Consul for Life may be prepared each turn. For the vote, the nominee adds
his current Influence to his vote total. He may be assassinated during the vote, but not once the proposal has passed.

A Consul for Life wins the game, if Rome survives to the end of the round.

Consul for Life (Appointed) Any Senator reaching 35 Influence is automatically appointed Consul for Life. He may
not be assassinated after this happens.

Minor Motions Motions of censure, praise, insult etc. may be made to enhance the atmosphere of the game. They
have no mechanical effect and their unanimous defeat has no effect on the Presiding Magistrate.

Combat Phase

Wars Any war the Senate has sent a Force to are now fought. Wars are resolved in the order Commanders were sent.

Matching Wars - Whenever two Wars of the same type are active (e.g., two Punic Wars or two Cilician Pirates), the
Land and Fleet Strength (but not Fleet Support) of each are doubled as long as the two remain active. If a third
Matching War is active, the Strength numbers of all three are tripled.

Rome may not attack later wars without fighting the earlier wars simultaneously.

Imminent Wars When a matching war is drawn it gets placed in the imminent war section. If there is an inactive
matching war it instantly becomes active. At the start of the next turn, the imminent wars become Active. (This gives
Rome a turn to try and defeat the earlier matching war before it gains in strength)
Leaders Leaders activate Inactive Wars. They also add to the Land Strength and Fleet Strength (not Fleet Support) of
their wars and add a new Defeat and Standoff number.. They do not double etc. if Matching Wars are in play.

Land Battles Land Battles may only be fought if enough Fleets are sent to match or exceed the Fleet Support of the
War. The Commander's Military Strength is his Military Ability, plus the number of Legions he commands, with
Veteran Legions counting double. The points added by Military Ability can not be more than the number of Legions.
From that he subtracts the Land Strength of the War, which may be modified by matching wars or leaders. He rolls 3d6
and adds or subtracts the modifier. (Note: 14 or more is needed to defeat a War. So to have an average chance, at least
+4 is needed).

Naval Battles If a War has a Fleet Strength, a Naval Battle must be won before the Land Battle can be fought. This
works the same way as a Land Battle, except with Fleets instead of Legions. If the Fleet Battle is won, the Commander
can choose to move onto the Land Battle in the same turn, if enough Fleets remain to meet Fleet Support. Rome can
also send a Commander with Fleets and fight the Land Battle on a different turn.

War Results

Defeat A result of Defeat means the Commander is killed and his Force loses the indicated number of Legions and
Fleets. The forces remain on the card until next turn and can be reinforced with a new Commander. Unrest is increased
by 2.

Disaster If the Disaster result on the War or Leader is rolled prior to modification the Combat Results table is not
used. Half of the Fleets and Legions used (rounded up) are lost. The Commander stays on the War as a Proconsul,
unless recalled or killed. Unrest is increased by 1.

Stalemate The War is unresolved. The indicated number of Fleets and Legions is lost. The Commander stays on the
War as a Proconsul, unless recalled or killed.

Standoff - If the Stanodd result on the War or Leader is rolled prior to modification the Combat Results table is not
used. Quarter of the Fleets and Legions used (rounded up) are lost. The Commander stays on the War as a Proconsul,
unless recalled or killed
Victory A Land Victory lowers Unrest by 1 and eliminates the War. A Naval Victory lowers Unrest by 1 and a Naval
Victory marker is placed on the War. The indicated number of Legions and Fleets are lost.

The victorious Commander increases both his Popularity and Influence by half of the unmodified Land or Fleet
Strength number; both if both were defeated by the same Commander. Land Victories increase the Roman Treasury by
the listed Spoils of War number. Revolts do not yield Spoils of War.

Veteran Legions - One Legion from among the survivors of a Stalemate, Standoff, or Victory is transformed into a
Veteran Legion by flipping it to its Veteran side. The Commander takes a Legion Allegiance marker. Veteran Legions
remain Veteran until eliminated and count as double in combat regardless of who controls them. Naval Battle do not
create Veteran Legions.

Land Losses Eliminated Legions are drawn at random. If Legions are present for a Naval Battle they take losses
normally. The Commander loses 1 Popularity for every 2 Legions lost (rounded down)

Commander Death - In any battle other than Defeat, draw a number of Mortality Chits equal to the number of units
lost. If a number belonging to the present Commander or Master of Horse is drawn, that Senator is killed or captured

Capture If the matching Mortality chit is the last one drawn and more than one draw took place, the Senator is
captured. A Captive's influence does not count towards winning the game. The Ransom amount is 10 Talents or 2
Talents per Influence of the Captive, whichever is greater. Ransomed Captives return to Rome. If the war is defeated or
discarded, the Captive is killed.

Unprosecuted Wars An Active War is Prosecuted if either a) a Land Battle was fought this turn and there is at least
one remaining Legion and the required Fleet Support or b) a Naval Battle was fought this turn and the War ended the
combat phase with either one fleet or a Naval Victory marker. Unprosecuted Wars increase the Unrest Level by 1 a turn.

Revolution Phase

Playing and Trading Cards - Players may play Concessions or Statesmen cards Then, starting with the HRAO and
proceeding clockwise, any player with more than five cards must play, trade or discard the excess. Other trades may
also take place. Any received Concessions or Statesmen may be played instantly.

Civil War It's possible to declare Civil War. I won't go into details because it's very unlikely this will work in the
Early Republic Scenario. Ask if neecessary.

Game End Check to see if any of the Game End conditions have been met.

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