Roma Game Rules

Components

  • 52 playing cards
  • 6 dice discs
  • 1 “money” disc
  • 1 “card” disc
  • 36 victory points
  • Money
  • 3 action dice in each of the players’ colors
  • 1 white battle die
  • 1 set of instructions

Object of the Game

Rome is in a express of emergency, the Senate and the Guard are embroiled in ferocious arguments, the people are divided. many roads lead to Rome, whether you decide to use brawny cards such as the Turris and the Praetorianus to protect the ability and victory play EQUIPMENT
points you have, or rather prefer to use the Consul and the Tribun to skillfully pull the strings behind the scenes. Whoever succeeds in using their connections and manages to play their cards cleverly will at the end deserve their winner ‘s laurels .

Setup

beginning the play area is set up. The 6 dice magnetic disk are laid in ascending arrange in a quarrel between the two play- ers. The “ money ” and “ cards ” discs are laid at either end .
The players each receive 10 victory points and the 3 military action dice in the color of their choice. The money, the remaining 16 victory points and the conflict die are laid ready .
All the cards are shuffled. Each musician receives 4 cards in his hired hand. Each actor gives the other player 2 cards face-down. The remaining cards are placed in a pile face-down on the table. Cards which are discarded during the game are placed face-up to form a joint discard pile .
The younger actor is the starting player and begins. This musician lays his cards face-down on his side of the play area. When laying the cards, the players have a free choice as to which card they put future to which dice disk. however, it is not allowed to have more than 1 poster future to any dice disc on either musician ‘s slope .
The other player then lays his 4 cards on his side. As with the first player, this musician can besides choose any 4 of the dice phonograph record. Both players then turn their cards over and the begin musician begins the crippled .

Game Play

The players take it in turns to make a complete motion. A move is made up of 3 phases, which are carried out in the surveil arrange :

  • Phase 1: Add up score for unoccupied dice discs
  • Phase 2: Throw the dice
  • Phase 3: Carry out the actions

Phase 1: Add up score for unoccupied dice discs

If not all the dice discs are occupied by the musician ‘s own cards, the player whose turn it is has to put 1 victory degree back in the cosmopolitan stock for every unoccupied cube phonograph record on his side .

The begin musician has to put 2 victory points back in the stock during his first go as he alone has 4 cards at the begin which means that merely 4 dice discs are occupied .

Phase 2: Throwing the dice

The player throws his 3 action cube. If all three dice show the lapp number, the player can throw ( all three dice ) again .

Note: it may be of advantage for the player to accept a shed where all three dice show the same score. The player must decide based on the situation in the game .

Phase 3: Carrying out the actions

There are 4 possible types of action which can be carried out. It does not matter how many times or in what order they are carried out .
No dice are used to :

  • Lay cards
  • Take money
  • Take card(s)
  • Activate a card

The musician decides which of the cube scores thrown in phase 2 he wants to allocate to which of the diffe- rip actions. It is not possible to divide up the mark on one particular die or to allocate one dice grade to more than one legal action .

Example of a complete move: It is Stefan ‘s run. After he has handed back 1 victory point ( 1 unoccupied die phonograph record ), he throws his die : he gets a “ 3 ”, a “ 4 ” and a “ 6 ”. He decides to carry out the follow actions .

  1. He uses his “ 3 ” to draw three cards. He keeps one of these in his hand ( a “ Legat ” ). Both the other cards are discarded .
  2. He uses his “ 6 ” to take money from the reserve ; this means he receives 6 sestertii.
  3. He plays a batting order ( the “ Legat ” he has just drawn ) by laying it next to the dice disc with four dots. He does not need a die for this. He pays the price shown ( 5 ) and gives the corresponding number of sestertii back to the stock .
  4. He now uses his stopping point die ( the “ 4 ” ) to activate the “ Legat ” poster next to the 4. This wins him 2 victory points in this subject .

Example: playing the “ Aesculapinum ” calling card costs 5 sestertii .

The actions in contingent :

  • Laying Cards

    Cards are taken from the player ‘s hand and placed face-up. When laying a card, the musician always has to allocate the wag to a cube phonograph record. Cards are only placed on the musician ‘s own side .

    Covering Cards

    If a player wants to lay his batting order next to a cube disk which has already got a card next to it, the card which is already there is removed and put on the discard pile .

    Laying a menu costs the number of sestertii shown on the card. A player is only allowed to lay the tease if the complete amount has been paid. The money is put in the general stock .

  • Taking Money

    A actor puts one of their action cube on the “ money ” disk and takes the issue of sestertii shown on the die from the stock .

  • Taking Card(s)

    The player places one of their natural process cube on the “ Cards ” magnetic disk and draws the number of cards scored with the die. The musician keeps 1 of these cards in their hand, the lie are discarded face-up .
    If the throng has been used up, the cast-off cards are mix and placed face-down to form a new stack. Players can have deoxyadenosine monophosphate many cards in their hands as they want .

    Example: a “ 4 ” was allocated to this action. The musician can therefore draw 4 cards from the down and choose one of them .

  • Activating Card

    The player puts one of their legal action cube on the dice disc showing the same score .
    This activates the player ‘s wag lying following to this disk, i.e. the instructions on the poster are carried out. If more than one die shows the lapp score, the calling card can in turn be activated more than once .

    Battle

    Some cards enable the player to attack the adversary ‘s cards. If there is a conflict, the musician whose turn it is – this musician is always the attacker – throws the struggle fail once .
    If the musician rolls a score equal to or higher than the defensive structure measure of the calling card under attack, the attacker wins and the card is discarded. In all other cases nothing happens .

    If a actor has ended their change state, i.e. all their actions have been carried out, play passes to the other player .

Example: the musician has rolled a “ 3 ” and uses this to activate his “ Onager ” tease and attack one of the opposition ‘s cards. Battle commences …

The player rolls a “ 4 ” with the battle die, the defense prize of the adversary ‘s wag is only “ 3 ” ; the tease has been beaten and has to be discarded .

Note: assail and defense values can be changed by lay- ing more cards. All changes are always taken into consideration .
Note: the follow cards can start a conflict : Legionarius, Velites, Centurio and Onager .
The Sicarius, Gladiator and Nero cards besides have an effect on the cards the opposition has laid ; they do not, however, resultant role in a battle .

End of the Game

The game ends immediately if one of the following two events occurs :

  • a player has no victory points left;
  • there are no victory points left in the stockpile.

The musician with the most victory points wins .
Note: if there are not enough victory points left in the stock- batch for the last payout, the missing points are credited to the respective player .


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