Julius Caesar Rules 1.1
Julius Caesar Rules 1.1
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.
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.