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Julius Caesar Rules 1.1

Rules for the Block War Game Julis Caesar
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0% found this document useful (0 votes)
218 views8 pages

Julius Caesar Rules 1.1

Rules for the Block War Game Julis Caesar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Julius Caesar

2.0 Game Turns The Roman Calendar


Few Romans knew or cared what year it was,
There are five Years in the game, each but those who did counted the years from the
divided into five Game Turns. Each game semi-fabled founding of Rome by Romulus in
turn has three (3) Phases, played in the 754BC. Hence the civil war began in 705 (49bc),
sequence below. and the assassination of Julius Caesar occurred
in 710 (44bc) of the Roman Calendar.
2.1 Card Phase Julius Caesar established the Julian Calendar
There are twenty-seven (27) cards: in 709 (45bc). This Calendar corrected a two
twenty (20) Command cards and seven month error in the solar cycle and established
(7) Event cards. At the beginning of each the leap year concept to keep it accurate.
Year, the cards are shuffled and six (6) The month of July was renamed after Caesar.
cards are dealt to each player. Examine With minor revisions to leap years, this is the
your cards and discard one (1). The discard Calendar we still use (in the West) today.
is not revealed. Victory
Each player starts a game turn by City vps total 13. Pompey starts the game
playing one (1) card face-down. The cards holding 7vp while Caesar has only 1vp (Massilia).
Rome, Athens, Byzantium, and Ephesus are
are then revealed. Card values are Moves
Vacant. The burden of attack lies with Caesar to
(banner) and Levies (circles on banner avoid an early defeat.
staff). The player with the higher Move
card is Player 1 that game turn. Event Cards
The deck contains seven (7) event cards, each
IMPORTANT: If the cards played are
1.0 INTRODUCTION equal (Move number) Caesar is Player 1.
of them named after a major Roman deity.
These cards allow special actions to occur that
Julius Caesar brings the drama of the Event cards have a special action break the normal rules. See each card for details.
most famous and significant Roman Civil defined on the card. The player of an
Game Turn Example
War (49–45 BC) to life. Players take control Event card is always Player 1. However,
•Card Play: Caesar 2/1, Pompey 2/2. Cards are
of the legions of Caesar or Pompey and if both plays are Event cards, both events tied (compare only Moves) but Caesar is Player
fight to determine the future of Rome – are cancelled and the game turn ends. 1 on ties.
republic or empire. NOTE: Players must play a card, but can •Caesar (Player 1): 2 Moves then 1 Levy
elect to take less moves/levies if desired. •Pompey (Player 2): 2 Moves then 2 Levies
1.1 Players Commands cannot be saved for future use. •Battle Phase: Resolve any battles in the order
The game is intended for two players.
chosen by Player 1.
One player represents Julius Caesar, the 2.2 Command Phase
other Pompey the Great. Player 1 moves and levies (or executes
an Event), then Player 2 moves and levies.
1.2 VICTORY
The game is divided into five (5) Years, • Move: Each move allows one Group
each with five (5) game turns. After each (any/all blocks in one location) to move
Year ends, a Winter Turn (8.0) is played one or two cities; Navis can move one
when players check to see if either has or two seas. Blocks cannot attack or MOVE 3
won. reinforce if they move two cities/seas.
To determine victory, after each Year, Blocks entering a city or sea containing LEVY 2
players score the total value of Friendly enemy blocks must stop. See 6.0 for
cities, plus one Victory Point (1vp) for each details.
enemy leader killed. To win, a player must • Levy: for each Levy, one (1) step can
have 10 (or more) VPs. be added to one (1) existing block, or
If neither player wins by the end of one (1) new block can be chosen from
Year 5, the winner is the player with the a player's Levy Pool and deployed on
higher VPs. If still tied, the game is won the map at strength I. Choose levies
by the player holding Rome. Otherwise the after all movement is complete – they
game is a draw. cannot move in the same turn. See 6.4
for details.
1.3 CONTENTS
• Game Map 2.3 Battle Phase
Battles are fought between opposing
• 63 blocks (31 tan, 31 green, 1 blue).
blocks in the same city or sea. They are
• Label sheet (for blocks) fought one at a time in any sequence
determined by Player 1. See: 7.0 for details.
• Cards (27) COMMAND
• Dice (4)
• These Rules

Copyright © 2010 Columbia Games 1 Version 1.1


JULIUS Caesar
Julius CAESAR
3.0 armies 3.22 Legions Label Sheet
The red labels on the die-cut sheet are for
Legions are identified by
One label must be attached to the face Caesar (tan blocks) and ochre labels for Pompey
an Eagle icon. They have
of each block. Lightly position each label, (green blocks). The Cleopatra label goes on the
a number ID on the top
ensure it is straight, and then press firmly blue block.
left, and a levy city on
to the block.
the bottom. Legions have Fog-of-War
Blocks Labels combat ratings of C2, C3, Surprise is an exciting aspect of this game.
Caesar Tan Red or C4, with veteran legions having the Except when fighting a battle, active blocks
Pompey Green Ochre stand upright facing the owner. This promotes
higher ratings.
bluff and innovative strategies because players
Cleopatra Blue Blue are uncertain of the strength or identity of an
3.23 Auxilia enemy block.
3.1 block DATA Both players have four (4)
3.11 Strength Auxilia, two light infantry
The current strength of a block is the (B1) and two archers (A1). Equitatus
Roman numeral on the top edge when the These troops can be raised Romans were never considered exceptionally good
in any Friendly city. horsemen, at least not after the connection between
block stands upright. Blocks can have a
cavalry and the aristocracy was abandoned. By the
maximum strength of IV, III, or II. time of late Republic, the Equitatus was generally
Strength determines how many six- made up of non-Roman horsemen from Gallia,
sided dice (d6) are rolled for a block in 3.24 Equitatus Germania, Hispania, Numidia, Syria, and Thracia.
combat. A block at strength IV rolls 4d6 Equitatus (cavalry) are Caesar used Germanic cavalry to fight the Gauls
(four six-sided dice); a block at strength I rated B2 or B3. Like and also to serve as his formidable bodyguard.
rolls 1d6. legions, they are raised in
specific Friendly cities.
For each hit taken in combat, the Elephants
These cities have a nearby
block’s strength is reduced by rotating the There is one Elephant block for Pompey. Caesar
equitatus symbol on the
block 90 degrees counter-clockwise. The would not have elephants in his army believing them
map. Caesar has four (4) equitatus. Pompey to be fragile and unpredictable.
sidebar shows the same block at strength
has three (3) equitatus, but also one
III, II, and I.
Elephant (7.41).
3.12 Combat Rating
The Combat Rating is indicated by
3.25 Ballista
Each player has one
a letter and number, such as A2 or B3.
(1) Ballista. They have
The letter (initiative) determines when
different combat values for
a block has a battle turn. All A blocks go
defense and offense, see
first, then all B blocks, then all C blocks.
7.42. They can be built in
If tied, the Defender has the first battle
any Friendly city.
turn. The number (firepower) indicates the
maximum roll that will score a hit. See 7.3. 3.26 Navis
3.13 Name Players have five (5) Navis
Legions have a city name where this to represent the warships
used by both sides. They Step Reduction
block must be recruited when deployed
from the Levy Pool. have D2 or D3 combat. In
a sea battle this "D" rating
3.2 BLOCK TYPES has no impact since all
Navis have the same rating, but they are
3.21 Leaders vulnerable in land battles. Navis must be
Both sides have three (3) Strength III Strength II Strength I
built in Friendly major ports, identified on
named leaders: the map with a Navis symbol.
Caesar, Antonius, Octavian Legion Strength
Pompey, Scipio, Brutus. 3.27 Cleopatra (13) (Maximum III)
Cleopatra represents the
Leader blocks include
forces of Egypt and is
their significant guards,
rated C1. She is not a
generally elite cavalry. Players start the
leader per these rules.
game with two leaders. The third may be
Cleopatra starts play on
brought into play if a leader is killed (see:
the Pompey side, but can
7.51).
fight for either side. See: 7.52. LEVY
COMBAT
CITY
(C3)
(RAVENNA)

Copyright
Copyright©©2010
2008Columbia Games
Jerry Taylor & Columbia Games Inc. 22 Version 0.90
Version 1.1
Julius Caesar
4.0 MAPBOARD 4.4 Seas Battle Sites
The main battles of the war are shown on the
There are nine (9) seas: Atlanticus,
The mapboard depicts the Hispanum, Tyrrhenum, Internum, map, red for victories by Caesar and green for
Mediterranean Sea and surrounding Hadriaticum, Egypticum, Aegaeum, Propontis, Pompey.
territory. The Caesar player sits at the and Pontus Euxinus. These seas can only be Ports
north edge of the map, Pompey player at occupied and controlled by Navis. Below is a list of ports and their adjacent seas.
the south edge. Major ports are indicated in Caps.
Friendly: Seas occupied by one or
4.1 Locations more of your Navis. SEA PORTS
Blocks on the map must be located on Enemy: Seas occupied by one or more Atlanticus: Burdigala, Gades, Olisipo, Portus,
cities or seas. Navis must be located on enemy Navis. Sala, Tingis.
seas or in port cities. Vacant: Friendly to neither player.
Hispanum: Caralis, Carthago Nova, Genua,
Iomnium, Massilia, Narbo, Siga,
4.2 CITIES Contested: Seas containing Navis of Tarraco, Tingis, Utica.
Cities govern the movement and both players, awaiting Battle Resolution. Tyrrhenum: Aleria, Caralis, Genua, Lilybaeum,
location of blocks. Eleven cities have a SEA CONTROL: As with cities, changes Messana, Neapolis, Rhegium,
value of 1 or 2. These numbers (total 13) to sea control are effective immediately. A Rome, Utica.
are Victory Points (VPs). The numbers sea immediately becomes neutral when it Internum: Ambracia, Brundisium, Creta,
are also significant for Wintering (8.4). is left Vacant. Cyrene, Lilybaeum, Messana,
Pylos, Rhegium, Syracuse,
4.21 City Control 4.41 Islands Tacape, Thubactus, Utica.
The control status of a city can be: The islands of Corsica, Sardinia, Sicilia, Hadriaticum: Aquileia, Brundisium,
Creta, and Cyprus are playable. All other Dyrrachium, Ravenna, Salone,
Friendly: Occupied by one or more of
islands are unplayable. Moves to-from Sipontum.
your blocks.
playable islands requires a Navis or Aegaeum: Aenos, Athena, Creta, Ephesus,
Enemy: Friendly to your opponent. Amphibious Move (6.3). Thessalonika.
Vacant: Friendly to neither player. Propontis: Byzantium, Nicomedia.
Contested: Contains blocks of both
4.42 Ports Euxinus: Byzantium, Sinope.
All cities located on a coastline are
players, awaiting Battle Resolution. Egypticum: Alexandria, Antioch,
ports. Some ports have a Navis symbol Catabathmus, Creta, Perga,
IMPORTANT: Changes to city control that designates a major port, which are Pelusium, Salamis, Tarsus.
are effective immediately. Friendly cities essential for building Navis.
become immediately neutral when left Event Cards
Ports located on sea borders allow
Vacant. Similarly, attacking an Enemy city, Apollo: the trickster Sun God grants you the
access to two (2) seas. Utica and Creta power to copy the card played by your
even with one block, immediately converts
have access to three (3) seas. See opponent last turn. If that card was an event
it to Contested status until the battle is
sidebar for clarification. card, it copies that card exactly.
resolved.
Jupiter: the King of the Gods grants you a
4.3 Roads defection of one enemy block adjacent
Cities are connected by important to a friendly city. Navis at sea could be
roads of the period, some of them named chosen, but note that Leaders and Navis do
for historical interest. Blocks move from not defect. They are reduced by one step.
one city to another via these roads. Cleopatra is not a leader and can defect
using this card.
4.31 Road Classes Mars: the God of War grants a surprise attack.
Two classes of road are depicted, All attacking blocks in one battle get to fire
Major (solid line) and Minor (dotted line). before any defending blocks in Round 1.
In one game turn, four (4) blocks can move Caution: the Defender may get two fires in a
along a Major Road, but only two (2) along row (last in Round 1 and first in Round 2).
a Minor road. See 6.11. Mercury: the Messenger of the Gods allows
blocks in one group to move one extra city.
4.32 Straits Blocks can move in multiple directions, and
Four straits appear on the map, each use the bonus (or not) as desired.
identified by a blue arrow: Herculeum,
Neptune: the God of the Sea favors your sea
Messana, Hellespontus, and Bosphorus. battle or shore attack. This is essentially a
Each game turn, two (2) land blocks may "Mars" card for ships.
cross each strait, but only one (1) land
Pluto: The God of Death likes big battles.
block when the city on the other side is He allows road limits to be increased for
defended. one Group Move, but not for Regroups or
Navis ignore straits when moving from Retreats.
one sea to an adjacent sea. Control of Vulcan: Reduces all blocks in a designated city
cities on either side of a strait has no effect by one step. No exceptions. All blocks at
on Navis or Amphibious movement. strength I, including leaders, are eliminated.

Copyright © 2010 Columbia Games 3 Version 1.1


Julius Caesar
5.0 DEPLOYMENT CAESAR, 705 (49 BC) POMPEY, 705 (49 BC)
Caesar: Ravenna Pompey: Neapolis
5.1 Historical DEPLOYMENT Legio 13: Ravenna Legio 1: Neapolis
Both players deploy blocks in cities as Navis 2: Ravenna Navis 1: Neapolis
noted. Blocks are always deployed upright
at full strength. Antonius: Genua Legio 3: Brundisium
Legio 8: Genua Legio 37: Syracuse
5.2 Levy Pool Legio 12: Genua
Each player maintains a Levy Pool Scipio: Antioch
off-map. Blocks in the Levy Pool stand Legio 11: Massilia Legio 34: Antioch
upright to conceal their identity. Players Legio 14: Massilia
Cleopatra: Alexandria
expend Levy Points to deploy blocks from Navis 1: Massilia
their pool to the map. Except for Leaders
Navis 2: Alexandria
Legio 7: Narbo
(see 7.51) blocks that are eliminated during Legio 39: Utica
play are returned to the Levy Pool, but are
Legio 9: Narbo
Navis 3: Utica
always placed face-up until the current Legio 10: Narbo
Year ends. These blocks cannot be levied
Legio 2: Carthago Nova
Legio 16: Lugdunum
until the next Year. Legio 4: Carthago Nova
Equitatus 1: Lugdunum
Legio 5: Tarraco
5.3 FREE DEPLOYMENT Legio 6: Tarraco
An optional deployment method. LEVY POOL
Players deploy blocks as per historical OB,
Equitatus 1: Tarraco
but may swap any blocks on the map as Octavian
long as the original number of deployed Legio 17, 18, 19, 20, 21 LEVY POOL
blocks in each city is maintained. Blocks
from the Friendly Levy Pool cannot be
Auxilia 1, 2, 3, 4 Brutus
substituted. Equitatus 2, 3, 4 Legio 32, 33, 35, 36, 38
EXAMPLE: In the historical OB, Pompey Ballista Auxilia 1, 2, 3, 4
has three (3) blocks in Neapolis. For free
deployment, any three blocks from the
Navis 3, 4, 5 Equitatus 2, 3, Elephant
historical deployment can be there. Ballista
Navis 4, 5

Copyright © 2010 Columbia Games 4 Version 1.1


JULIUS CAESAR
6.0 COMMAND Phase 6.14 Response Movement Move Example
For 1mp, a player may move any/all Massilia
Player 2 can expend MPs to move
Player 1 Moves and then Levies with unpinned blocks to reinforce Defending blocks to one or more of Narbo, Lugdunum, and
the values from his active card, then Player blocks in Contested cities/seas. Blocks can Genua. If not attacking, blocks can move further
2 does the same. Respond only from adjacent cities/seas. to any/all of Tarraco, Burdigala, Cenabum,
Treveri, Ravenna, or Rome. If some of the
6.1 GROUP Moves IMPORTANT: Responding blocks are Massilia blocks are Navis, they can move to
Command cards have Move Points always placed in Reserve. See: 7.3. Mare Hispanum, then to an adjacent sea or port
(MP) of 1 to 4. Each MP allows any/ if not attacking.
all block(s) in one location (city or sea) 6.15 Stacking
There is no stacking limit for blocks Movement & Attacking
to move to adjacent cities/seas. If not Blocks can move only one city/sea when they
attacking, blocks may continue to the next during a Year. Stacking applies during the attack. This has many subtle implications. For
adjacent location(s). Winter Turn. See 8.4. example, assuming 6 Caesar blocks located in
Blocks that move cannot move Massila and 3 Pompey blocks in Tarraco and
6.2 NAVIS MOVEMENT 3 in Genua. The Caesar blocks cannot attack
again this game turn, except to Retreat Navis move from a port to an adjacent Tarraco since that is two moves away. Genua
or Regroup. When a block has finished sea (or vice-versa), or from one sea to an is adjacent and can therefore be attacked with
moving, turn it face-down to show that it adjacent sea. They can never move from 4 Caesar blocks (road limit). Unlike many
cannot move again this turn. one port directly to another port, except other games, however, the remaining 2 Caesar
via the adjacent sea. blocks cannot also attack Genua via Lugdunum
6.11 Road Limits since that would be a move of two cities. Note
The maximum number of blocks that When located with land blocks, Navis however, the effect of the Mercury card which
can move along any road varies by type: can move to sea as part of a group move could allow an attack on Tarraco, and/or a
for that city. See: Navis Move Examples. two-pronged attack on Genua.
Major: 4 blocks
Minor: 2 blocks Navis can make one (1) move and Pinning Example
attack, or two (2) moves and not attack. Five (5) blocks defend Rome. Four (4) blocks
Straits: 2 blocks (1 if attacking)
See sidebar for examples. attack from Genua and two (2) from Ravenna,
Example: A maximum of 4 blocks may the latter being reserves. Assuming the Genua
Navis can attack/respond only from
move from Genua to Rome, and one or two blocks are the Main Attack, a total of 4 blocks
an adjacent sea/port. See Battle Reserves
blocks may move from Ravenna to Rome. in Rome are pinned, but 1 is unpinned and may
(7.3) for more details about attacking and
Road Limits apply to each player. responding. move except via the two roads being used by
Hence, both players can move two blocks the Attacker.
along the same minor road in the same 6.3 Amphibious Movement Seapower
game turn. Land blocks may move from one port The function of Navis are to win control of a
Example: Player 1 moves 4 blocks from to any other Friendly or Vacant port Sea to enable amphibious movement. They can
Massilia to Genua to Ravenna. Player 2 across one or more adjacent Friendly also attack and occupy enemy ports, or occupy
seas. Cost is 1 MP per block. Vacant ports.
now moves 4 blocks from Rome to Genua
to Massilia. Both players used the road Amphibious movement must be made Navis Move Examples
section between Massilia and Genua, but before any other moves are made that 1. Navis located in Massilia can move to a
at different times. Of course, if Player 1 turn. Hence, a sea used in amphibious Friendly or Vacant Mare Hispanum. If not
had left at least 1 block in Genua, Player 2 movement must already be Friendly before attacking, the Navis can then move to Oceanus
could not have moved through this block to any other moves are made that turn. Atlanticus, or Mare Tyrrhenum, or to any other
Massilia without fighting a battle. Friendly or Vacant port on Mare Hispanum
Blocks cannot move by land and sea (Utica, Caralis, Iomnium, Siga, Tingis, Carthago
6.12 Attacking in the same turn (or vice-versa). 1 Navis Nova, Tarraco, Narbo, and Genua).
Blocks entering an Enemy city/sea block must remain in the sea that was 2. Navis located on Mare Internum can move
are Attacking; the enemy blocks are crossed for the entire Command Phase; to Mare Tyrrhenum, Mare Hadriaticum, Mare
Defending. other Navis may move as desired. Aegaeum, or Mare Egypticum. If not attacking, a
Amphibious moves can never be made Navis that moved to Mare Aegaeum could move
Blocks may attack from adjacent
to Enemy or Contested ports. Unpinned to another adjacent Friendly or Vacant sea
cities/seas only. A player may attack via (Propontis or Mare Egypticum) or to any Friendly
two or more roads, but each road will (6.13) land blocks in a Contested city may
or Vacant port on this sea, (Creta, Athena,
require a separate MP. See 6.2 and 7.3. conduct an amphibious move provided the
Thessalonika, Aenos, or Ephesus). Note that the
adjacent sea is Friendly. city of Pergamum is not a port.
6.13 Pinning
Attacking blocks (excluding Reserves) Amphibious Move Example
prevent an equal number of defending Caesar has 3 Navis, 1 each on Mare Tyrrhenum,
Mare Internum, and Mare Egypticum. He elects to
blocks from moving. The Defender
spend 2mp to make an amphibious move of two
chooses which blocks are pinned. The legions from Rome to Antioch, which is Vacant.
"unpinned" blocks may move normally and This is possible because the three seas crossed
even attack, but cannot use any road or are Friendly and adjacent, and the amphibious
sea border used by the enemy that battle. move is made before any other move. Note that
an Amphibious move by Player 1 is completed
in the Command Phase, before Player 2 moves.

Copyright © 2010 Columbia Games 5 Version 1.1


Julius Caesar
6.4 LEVIES 7.3 Battle Reserves Battle Sequence
Command cards have 1, 2, or 3 Levy When attacking via two or more roads Battle sequence (7.1) is controlled by Player
Points (LP). Each LP allows: or sea borders, one road/border (Attacker 1. This can be significant because the results
choice) must be declared the Main of a battle will change city or sea control from
• One (1) step to be added to one (1)
Attack. Blocks using other roads/borders Contested to Friendly for the victor and that
existing block. Multiple steps can be impacts Retreats and Regroups.
added to the same block, each for LP1. are Reserves.
• One (1) new block can be chosen from Blocks moved by Player 2 to reinforce
a battle started by Player 1 are also Battle Turns
a player's Levy Pool and deployed in Caesar (A3) and Equitatus (B2) attack Pompey
Reserves.
a city at minimum strength. Steps can (B3) and Navis (D2). Battle Turn sequence:
be added to a new block immediately, Reserve blocks may not fire, retreat,
or take hits in Round 1. They are revealed Caesar: attacking A3
each step costing LP1 (including the
and arrive at the start of Round 2 to take Pompey: defending B3
elephant). Multiple new blocks can be
deployed in the same city if desired. normal turns. Caesar Equitatus: attacking B2

Leaders deploy in any Friendly city. Example: Caesar attacks Tarraco Pompey Navis: defending D2
from Narbo with 4 blocks (main attack)
Legions deploy in their named city, and from Bilbilis with 2 blocks. Pompey
which must be Friendly. has 3 blocks defending Tarraco, but Attacker/Defender
Because both players move before combat, a
Equitatae/Elephant deploy in their moves 4 blocks from Nova Carthago to
player can be the Defender in some battles, and
named city, which must be Friendly. Tarraco. Round 1 has the 3 Tarraco blocks the Attacker in others.
Auxilia/Ballista deploy in any defending against 4 Caesar blocks from
Friendly city. Narbo. Caesar blocks from Bilbilis and
Pompey blocks from Nova Carthago are Battle Hits
Navis deploy in any Friendly major Reserves that arrive for Round 2. Each hit reduces the strongest enemy block at
port. Steps can be added to existing that instant. Hence, if two hits are scored on
Navis in any port, but never at sea. 7.31 Disruption three enemy blocks at strength III, II, II, the first
IMPORTANT: In all cases, new blocks Reserve blocks are Disrupted if hit must be taken on the enemy III block. All
their main force is eliminated in Round 1. three blocks are now at strength II, so the next
and steps must be raised in Friendly cities,
Disrupted blocks immediately lose one (1) hit can be on any enemy block (owner choice).
meaning a city currently occupied by at
least one Friendly block. New blocks and step and then fight normally.
steps can never be added to Vacant or IMPORTANT: If the disrupted player is Pursuit
Contested cities. the Defender, the Attacker now becomes the Pursuit is naturally handled by the game system.
Defender for the rest of the battle. A block wishing to retreat must await its normal
7.0 BATTLES battle turn which allows faster enemy troops
7.4 Battle HITS to fire before they can retreat. If the Defender
7.1 Battle SEQUENCE Each firing block in its Battle Turn rolls survives three Battle Rounds, the Attacker
Battles are fought one by one after all as many dice as its current strength. A hit must retreat during round 4, but takes fire from
moves are completed. Player 1 determines is scored for each die roll equal to or lower defending blocks that have an equal or earlier
which battle to fight first. Blocks are not battle turn.
than the block’s firepower.
revealed until a battle is fought. Reveal
blocks (not Reserves) by tipping them Example: Caesar 3 rolls 3 dice. He has
A3 combat: rolls of 1, 2, 3 are hits. Treachery
forward at current strength. After the battle
Several legions switched sides during the war,
is completed, stand all blocks upright, then Each hit reduces the strongest enemy
This is represented by the Jupiter card, which
Player 1 selects the next battle. block at that instant. When two or more switches one block to the enemy side. Even the
blocks share the highest strength, the famous 13th legion, which crossed the Rubicon
7.2 Battle TURNS owner chooses which to reduce. Except for with Caesar, later rebelled and changed sides.
Each block has one battle turn per Leaders, when blocks are reduced below
Battle Round. In its turn, a block may strength I, they are immediately eliminated
either Fire, Retreat, or Pass, except (see 7.5) and returned to the Levy Pool.
Retreat is not allowed in Round 1. Note: combat is not simultaneous. All
The sequence of turns depends on hits are applied immediately.
combat ratings. “A” blocks go before “B”
blocks, then “C” blocks, then "D" blocks. 7.41 Elephant
Defending “A” blocks go before Attacking The elephant block has two steps, IV
“A” blocks, and so on. and II. It drops one step per hit which
After all blocks have taken one Battle means the block is powerful but fragile.
Turn, one Round has been fought. Battles
are fought for a maximum of four (4) 7.42 Ballista
Rounds. Attacking blocks must retreat The Ballista block fights at B4 when
during Round 4 in their normal battle turn. Defending, but at D4 when Attacking.

Copyright © 2010 Columbia Games 6 Version 1.1


Julius Caesar
7.5 ELIMINATED BLOCKS If both players have an adjacent and TIMELINE
Eliminated blocks are returned to their Friendly sea and a Friendly destination, 60 BC: First Triumvirate formed between Caesar,
owner's Levy Pool, but are placed face-up both can sea retreat. Crassius, and Pompey. Caesar is made proconsul
(in front of the upright blocks) and cannot be of Gaul, Cisalpine Gaul, and Illyricum, commanding
EXAMPLE: with a battle in Utica, if one
levied again this Year. four legions. Pompey is made proconsul of
player has a Navis on Mare Internum, and Hispania, and Crassius proconsul of Syria.
the other has a Navis on Mare Hispanum,
7.51 Leaders both players can Sea Retreat via their own 53 BC: Crassius is killed fighting in Parthia ending
Leaders are permanently eliminated. the First Triumvirate. Pompey governs Hispania
Friendly sea.
Give the block as a "trophy" to the enemy from Rome while Caesar fights in Gaul.
player, who counts it as 1vp. 7.7 Regroups 52 BC: Caesar commands ten legions and defeats
When a battle ends the victor may Vercingetorix at Alesia, ending the Gallic Wars.
When a player loses a leader, the
Cato, Pompey, and Scipio lead a Senate faction
third leader is added to the Levy Pool and Regroup. All victorious blocks (including
opposed to Caesar's "populist policies". The Senate
becomes available to be built and deployed any in Reserve) can move to any adjacent
demands Caesar disband and return to Rome to
(normal cost) in any Friendly city. city that is currently Friendly or Vacant. answer charges of "war crimes". Caesar refuses to
Road Limits (6.11) apply. disband arguing he is proconsul of Gaul until 49BC.
7.52 Cleopatra Amphibious Movement cannot be 50 BC: Caesar now has nine veteran legions, 3000
Cleopatra can fight for either side. If used to Regroup. cavalry, and a 900 man bodyguard. Pompey has
eliminated in battle she immediately joins seven legions in Hispania, two in Italia, and two
the other side at strength I and fights for 7.8 NAVIS Battles in Syria and Africa. Pompey has naval superiority.
that side on her next battle turn. When enemy Navis occupy the same Senate declares Caesar an enemy of the state.
During each Winter turn, she must sea a Navis battle occurs. Navis have D2 49 BC: Caesar crosses Rubicon with XIII Legion
return to Alexandria. See 8.1. or D3 combat, Defender first. As with land in January. Pompey retreats from Rome to
battles, the attacker must retreat during Brundisium. Caesar besieges Brundisium, but
7.6 Retreats Round 4 if any defending ships remain. Pompey escapes by ship to Greece. Caesar now
Each block may retreat on its Battle marches to Spain, where he forces five Pompey
Turn (instead of firing), except blocks can 7.81 Shore Combat Legions to surrender at Llerda.
never retreat on Battle Round 1. Blocks Navis can also be involved in battles 48 BC: Caesar and Antonius assemble five legions
that cannot retreat when required are ashore in ports, either as the Attacker at Brundisium and ship them to Greece. The
eliminated. or Defender. Navis can attack from an Battle of Dyrrachium is fought in July, ending
adjacent sea only. with a Pompey victory. Caesar retreats but then
7.61 Retreat Limits wins a decisive victory at Pharsalus in Thessaly.
Road Limits (6.11) apply to all 7.82 Navis Retreats Pompey flees to Egypt where he is assassinated by
Navis may retreat in their normal "D" command of Ptolemy XIII. Caesar now becomes
retreating blocks each Battle Round.
battle turn, starting in Round 2. involved in a civil war between Ptolemy XIII and
Blocks can never retreat to Enemy or his sister Cleopatra VII. Caesar supports Cleopatra
Contested cities/seas. Attacking Navis Retreat to: and defeats Ptolemy XIII who drowns in the Nile.
Retreating across a strait has a limit of • Seas or Ports they came from, provided 47 BC: Caesar attacks into Syria and Pontus,
one (1) block per round. these locations are still Friendly or defeating Pharnaces II, a petty king who took
Vacant, or advantage of the Roman Civil War to expand his
7.62 Attacker Retreats power. Pharnaces is crushed at Battle of Zela, said
Attacking blocks can retreat on their • Friendly adjacent seas, or to be the origin of the famous phrase "Veni, Vidi,
battle turn starting in Round 2 and must • Friendly ports on the same sea. Vici" (I came, I saw, I conquered).
retreat during Round 4. Blocks may Retreat Defending Navis Retreat to: 46 BC: Battle of Thapsus. Caesar invades Africa
to an adjacent Vacant city via road(s) used with 10 legions and defeats Scipio's 14 legions.
to start or reinforce the battle, or to any • Friendly adjacent seas, or Scipio & Cato take their own lives. Pompey's son,
Friendly adjacent cities. • Vacant adjacent seas except where Sextus Pompey, escapes to Hispania to continue
the Attacker came from, or the war.
7.63 Defender Retreats • Friendly port on the same sea. 45 BC: Battle of Munda. Caesar invades Hispania
Defending blocks can retreat on their by sea with 8 legions. He defeats Sextus (13 legions)
battle turn starting on Round 2. Retreat is If no Retreat is possible, Navis must who is killed, ending the war.
made to any adjacent cities, Friendly or win the fight or perish.
44 BC: On the Ides of March, Caesar is
Vacant, but not along roads used by the assassinated in a conspiracy arranged by Brutus
Attacker to enter the battle.
7.83 Navis Regroups and Cassius. The assassins flee Rome; Antonius and
Navis that win a sea battle can Octavian assume command.
7.64 Sea Retreats Regroup to any adjacent sea that is
42 BC: Battle of Phillipi. Octavian and Antonius
Players can retreat land blocks by Friendly or Vacant, or to any Friendly or
defeat Brutus and Cassius, who both commit
sea provided an adjacent sea is Friendly. Vacant port on the same sea. suicide. Eleven years later, the two victors fight for
A maximum of one (1) block per Battle supremacy, a struggle that Octavian wins at Actium
Round can Sea Retreat. The destination to become Augustus, the first Emperor of Imperial
port must be Friendly. Each block can Sea Rome.
Retreat across one (1) adjacent sea, to a
Friendly port(s) on that same sea only.

Copyright © 2010 Columbia Games 7 Version 1.1


Julius Caesar
8.0 WINTER TURN GAME Credits Index
A Year ends when all five (5) cards Game Design: Justin Thompson Amphibious Movement 6.3
have been played. A Winter Turn now Grant Dalgliesh Ballista 3.25, 7.42
occurs during which players determine if Battles 2.3, 7.0
Developer: Tom Dalgliesh
either has won. Play the winter events in Disruption 7.31
the exact order given. Art/Graphics: Karim Chakroun Hits 7.4
Mark Churms Reserves 7.3
8.1 CLEOPATRA GOES HOME Retreats 7.6
Contributors: Mark Adams Sequence 7.1
Move Cleopatra to Alexandria. If
enemy-occupied, she joins that side Bill Alderman Turns 7.2
Clayton Baisch Cavalry 3.24
immediately at her current strength.
Kevin Duke Cities 4.2
8.2 Victory Stan Hilinski Control 4.21
Steve Koleszar Victory 1.2
Determine if one player has won.
Gerald Lientz Cleopatra 3.27, 7.52, 8.1
See: 1.2.
Stuart Pierce Combat Rating 3.12
Deployment 5.0
8.3 NAVIS to port Dave Platnick
Historical 5.1
Move all Navis to a Friendly port on Bill Powers
Free Deployment 5.3
the same sea (Caesar first). Navis unable Bruce Reiff Disbanding 8.5
to move to a Friendly port are disbanded, George Seary Disruption 7.31
but can be rebuilt in the upcoming Year. Eliminations 7.5
Equitatus 3.24
8.4 WINTER SUPPLY Elephants 7.41
All cities can supply in winter a Friendly 4.21
maximum of three (3) blocks without Game Turns 2.0
penalty. This limit is increased by the city Islands 4.41
value if any. Hence, Genua can support 3 Leaders 1.2, 3.21, 7.51
blocks, Massila can support 3+1=4, and Levy 2.3, 6.4
Rome can support 3+2=5. Levy Pool 5.2
Each surplus block (owner choice) is Movement 6.0
disbanded to the Friendly Levy Pool, but Group Move 6.1
can be rebuilt in the upcoming Year. Navis Move 6.2
Amphibious Move 6.3
8.5 Disbanding Navis 3.26
Players cannot merge blocks on the Navis Move 6.2
map. They may disband any block (except Navis Battles 7.8
Navis Wintering 8.3
Cleopatra) to their Levy Pool. Steps on
Pinning 6.13
disbanded blocks are forfeit, but they can
Ports 4.42, 6.3
be rebuilt in the upcoming Year. Regroups 7.7
Navis Regroups 7.83
8.6 Year RESET
Reserves 7.3
All face-up blocks in Levy Pools stand- Retreats 7.6
up and are available to be recruited in the Attacker Retreats 7.62
upcoming Year. Defender Retreats 7.63
Shuffle all 27 cards and deal six (6) Navis Retreats 7.82
cards to each player. Examine your cards Retreat Limits 7.61
and discard one (1). The discard is not Sea Retreats 7.64
revealed. Roads 4.3
Major & Minor Roads 4.31
Sea Moves 6.2
Seas 4.4
Straits 4.32
Supply (Winter) 8.4
COLumBIa Games, InC Victory 1.2
POB 1600, BLaIne Winter 8.0
Wa 98231 usa
360/366-2228
800/636-3631 (toll free)

For game updates and discussion, see:


www.columbiagames.com

Copyright © 2010 Columbia Games 8 Version 1.1

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