Contents
- 1 Welcome to the Glory to Rome Game Rules
- 1.1 Game Overview
- 1.2 Setting Up
- 1.3 Gameplay
- 1.4 Conclusion
- 1.5 What You’ll Need
- 1.6 What’s the Goal?
- 1.7 About the Cards
- 1.8 Let’s Play the Game!
- 1.9 Jacks
- 1.10 Getting Clients
- 1.11 Gathering Materials
- 1.12 The Process of Adding Materials to a Building
- 1.13 The Power of Demanding Materials
- 1.14 Selling Materials: A Merchant’s Guide
- 1.15 When the Game Comes to an End
Welcome to the Glory to Rome Game Rules
Hey there! I’m here to help you understand everything you need to know about playing the exciting game called Glory to Rome. Buckle up and let’s dive right in!
Game Overview
In this game, you and your fellow players will step into the shoes of ambitious architects in ancient Rome. Your goal is to rebuild the city and gain prestige by completing various impressive projects.
Setting Up
Before we get started, we need to set up the game. First, shuffle the deck of cards and deal each player seven cards. Then, place the remaining deck face-down on the table. Next, flip the top card from the deck and place it face-up next to the deck. This will be the start of the “Pool” area.
Gameplay
Now, it’s time to dive into the gameplay! The game is played in turns, starting with the player who goes first and continuing clockwise. On your turn, you can take one of the following actions:
- Lead: Play a card from your hand as a “Lead” card. This allows you to start a new project.
- Follow: Play a card from your hand as a “Follow” card. This allows you to contribute to a project started by another player.
- Recruit: Use one of the cards in your hand to recruit a new client into your clientele. This will give you special abilities.
- Think: Draw two cards from the deck and add them to your hand.
- Materials: Use the cards in your hand to gain construction materials.
The game continues until one of the endgame conditions is met. At that point, the final scoring takes place and the player with the most prestige points wins!
Conclusion
So there you have it! Now that you have a grasp of the Glory to Rome game rules, it’s time to gather your friends and start building Rome together. Have a blast and may the glory be with you!

64 Ad: Rome is in chaos. The city has been destroyed by fire. Emperor Nero is rushing back from Antium to begin rebuilding the structures that were lost in the flames. He needs your help to restore the greatness of Rome.
What You’ll Need

- There are 159 Order cards available, with 44 different types to choose from.
- You can build various building types at the 36 Sites on the game board.
- Use the 6 Jacks to help you complete the tasks you need to get done.
- The Leader Card comes with a white card stand.
- Each player receives 6 Merchant Bonus cards.
- Place your Player Camps on the board to mark your progress.
- The game includes an oversized “Rome Demands” card.
What’s the Goal?
In Glory To Rome, you play as a young Patrician with a mission to help rebuild Rome after the devastating fire of 64 AD. Your goal is to gain Influence and fortune by completing Structures for Emperor Nero and selling the building materials for your own personal gain!
About the Cards
Order Cards (159 Cards, 44 Different Types)
When you play Glory To Rome, one of the first things you’ll notice is the deck of cards. These cards are called ‘Order’ cards. At the beginning of the game, these cards are like instructions from Nero, telling you how to rebuild Rome.
But as the game goes on, these ‘Order’ cards can change. They can become Clients, Materials, Structures, or Money.
Just imagine, starting with a card that tells you what to do, and then turning it into something useful like a Client who helps you out, or a Material that you can use to build something. It’s like a magic trick!
So, in Glory To Rome, the ‘Order’ cards are really important. They give you a starting point and then let you decide what to do next. They’re like a guidebook that can change and adapt as you play.
It’s pretty amazing how a simple deck of cards can have so many possibilities. That’s what makes Glory To Rome such a unique and exciting game to play!
Welcome to Your Camp!
Hey there! In this game, it’s all about rebuilding Rome and making a fortune. And guess what? Your Camp card is here to help you out every step of the way! It’s like your personal headquarters, keeping track of everything you need to succeed.
Before We Get Started: A Few Things to Keep in Mind
Glory To Rome might seem a bit overwhelming at first. It has a lot of different cards and actions to keep track of, which can be confusing, especially in your first few rounds of play.
On top of that, there are forty different buildings in the game, each with its own special powers. These powers can have a big impact on how the game unfolds. While there’s no single building that you absolutely have to construct, certain combinations can be really powerful.
Right from the start, you’ll have to make some tough choices that will shape the whole game. But without a solid grasp of the game’s basic mechanics and a good understanding of how the building powers can change things, you won’t be well-equipped to make these decisions.
Tips for Teaching New Players
Let’s dive right in! We don’t have time for any delays. First, I’ll explain the game concepts, including the cards and sections of the Camp. We also need to understand the Site/Foundation/Materials/Influence cycle for building buildings.
To make things easier for new players, it’s a great idea to play with your cards face up during the first few turns. This way, everyone can see how the game mechanics work. Make sure to use all six Roles early on, so everyone gets a taste of what each action does.
Now, let’s talk about the setup. Each player should have a Camp card in front of them, face up. In the middle of the playing surface, place the large ‘Rome Demands’ card.
Grab the Order cards and give each player five cards face down. Don’t forget to put the Jack cards in a pile in the middle of the playing surface.
That’s it! We’re ready to jump into the game and start having some fun. Remember, it’s all about strategy and making the right decisions. Good luck, and let the game begin!
Let’s get started by creating a stack of Site cards for each player in the game. Make sure you can easily see how many cards are left in each stack. Take the remaining unselected Sites and stack them beside the player stacks, but keep them upside-down. These upside-down Sites are called Out of Town Sites.
Now it’s time to deal the Order cards. Place one card face up into the Pool for each player. To determine who goes first, the player with the card that comes first in the alphabet gets the honor. If there are any ties, simply deal extra cards into the Pool until a tie is broken. The Leader card should be placed face-up in front of the starting player.
Next, gather all the face-up Order cards and place them in the middle of the playing surface, right beside the pile of Jacks. These cards will be the starting Pool. Take the remaining Order cards and place them face down beside the Pool to create the draw pile.
If you’re playing a training game and want to speed things up, use a maximum of three of each Site card. Also, remove half of the draw pile from play to make the game go faster.
Let’s Play the Game!
Hey there! Are you ready to learn how to play this exciting game? Let’s get started!
Here’s what you need to do on each turn:
- I’m the Leader, and it’s up to me to decide what type of turn it’s going to be. Then, it’s your turn to decide whether you want to participate or draw cards.
- Now, let me explain your options:
- If I choose to ‘Think’, I’ll draw some extra cards, and my turn will be over. Simple, right?
- But if I decide to ‘Lead’, things get more interesting. I’ll play an Order card from my hand and place it on top of my Camp. This card determines the role for all players during this turn.
- If I choose to ‘Lead’, it’s your turn to decide:
- If you want to ‘Think’, go ahead and draw more cards. It’s a great way to strategize and plan your moves.
- Or, you can ‘Follow’ by playing an Order card of the same role as the Leader. This allows you to actively participate and join in on the fun!
After we all decide whether to follow or think, I, as the Leader, can perform one action for leading. If I have any Clients of my chosen Role, I can perform an additional action for each of them.
Next, in clockwise order, each player who chose to follow can perform one action, plus an additional action for every Client they have of the chosen Role. Remember, even if you thought instead of following, you still get to take actions for your Clients!
Once everyone has finished, we move all the Order cards played as Roles from the Camps into the Pool.
Now, it’s time to pass the Leader card to the player on my left. That player becomes the Leader for the next turn.
Jacks
Jacks are like wild cards in the game. When I’m the Leader, I can use a Jack as any Role except for the Thinker. All I have to do is play it onto my Camp and say which Role the Jack represents. I can even follow another Role with a Jack, just like if I were playing a regular card of that type.
After each turn, any Jacks I played go back to the Jacks pile next to the Pool. They can’t be used as Materials or Clients, though.
There’s another way to use Jacks in the game, called Petitioning. I can play any two Order cards of the same Role as a Jack. If I want to be a Laborer, for example, I can play two yellow cards. But I can’t use two Jacks as a Jack.
When I decide to pass, I get to do something called a Thinker action right away. I have a choice of actions:
– I can take one Jack if there are any available.
– I can draw one card from the Incantation deck.
– I can return one card from my hand to the Pool.
– I can gain one point of Knowledge.
When I’m playing the game, here’s what happens.
First, I pick the Order cards that I want from the draw pile. I can take as many cards as I need to fill up my hand with five cards. And if my hand is already at or above the refill size, I get to draw one more card.
But here’s the catch – if I choose to draw Order cards, I have to fill my hand completely. I can’t just take a few and leave the rest.
Now, let’s say I’m the Leader for this turn. Instead of playing a Role card from my hand, I can choose to Think. If I do that, the other players don’t get to follow me. Once I’m done with my turn, I pass the Leader card to the player on my left.
Here’s an example of how a turn could go:
Step 1:
I’m Player 1, and I’m the Leader. I play a yellow card to lead the Laborer.
Step 2:
Now it’s time for the next step.
As I play a Jack, Player 2 has to follow with a Laborer.
But instead of following, Player 3 decides to Think. She immediately draws Order cards to bring her hand up to 5.
Player 4 also chooses not to follow, but he already has 5 cards. He draws 1 more Order card, bringing his hand up to 6.
Step 3
Since I have a Laborer in my Clientele, I can perform 2 Laborer actions – one for leading and one for my Client.
Step 4
Player 2 performs 1 Laborer action for following, as he does not have a Laborer Client.
Player 3 has 2 Laborers in her Clientele.
Even though she didn’t follow, she can still perform 2 Laborer actions for her Clients.
Player 4 did not follow and does not have a Laborer Client, so he does not receive any actions.
Step 5
When I play the yellow card as Player 1, I put it in the Pool. Then, I take Player 2’s Jack and place it on the pile next to the Draw Pile. That completes my turn, and now Player 2 becomes the Leader for the next turn.
Getting Clients
To get a Client, you take a card from the Pool and slide it under the left edge of your Camp so that only the Role name is showing. This makes it a Client in your Clientele.
You can only have a certain number of Clients, depending on how much Influence you have. At the start of the game, you have two Influence.
Your Clients
Each of your Clients can perform its action in any turn when its Role is the one being led. This is true even if you decide to Think instead of following.
Example: Let’s say you have two Laborer Clients and someone else plays a Laborer card first. You have two options: you can play a Laborer card too and do three Laborer actions right away, or you can play a Thinker card and do one Thinker action immediately and save the other two Laborer actions for later in the turn.
When you hire a new Client, they don’t take action right away. You have to wait until the next turn when it’s their Role’s turn to lead.

Gathering Materials
When I want to gather materials, I become a Laborer. I choose a card from the Pool and slide it under my Camp so I can see the name of the Material. This card is now part of my Stockpile.
We all take turns being a Laborer, going around the table clockwise. But if there aren’t enough cards in the Pool, some players might not be able to get one. It’s important to note that the cards we use to lead or follow as Laborers aren’t available to take yet.
Building Structures
When I want to build Structures and bring back the glory to Rome, I perform Architect and Craftsman actions.
Completing a Structure usually takes a few rounds. I have the option to work on multiple Structures simultaneously, even on the same turn. However, I won’t be able to enjoy the benefits of a Structure, such as increased Influence and its function, until it is finished.
Laying a Foundation
To begin building a Structure, I need to take an Architect or Craftsman action. This allows me to place an Order card from my hand in front of me, which serves as the Foundation of the Structure.
I also need to obtain a Site card that matches the Material needed for the Structure. I tuck the Site card underneath the bottom of the Foundation, making sure the diagonal construction stripes are visible.
There are a couple of restrictions when laying an Order card as a Foundation:
- I cannot lay an Order card as a Foundation if there are no Sites of the corresponding Material available.
- If there is already a Foundation or Structure with the same name as the one you want to lay, you cannot do it.
- You can lay a Foundation with the same name as your opponent’s Foundation or Structure.
The upside-down Sites are located outside of Rome. To lay a Foundation on an Out of Town Site, you need to perform two consecutive actions as an Architect or Craftsman on the same turn. Usually, you cannot build outside of town unless you have a matching Role’s Client.
The Process of Adding Materials to a Building
When you want to add materials to a building, there are a few important steps you need to follow. First, you must ensure that the building already has a site and foundation. If these are not yet in place, you can lay the foundation at the same time you add materials.
It’s crucial to choose materials that match the ones shown on the foundation card. In other words, the color of the foundation and material cards must be the same.
There are two ways to add materials to a building: through an architect action or a craftsman action. If you opt for an architect action, you should take a matching material from your stockpile and tuck it underneath the bottom card of the foundation. Make sure that the type of material is visible.
On the other hand, if you choose a craftsman action, you must take a matching material from your hand and tuck it underneath the bottom card of the foundation. Again, ensure that the material type is showing.
Completing a Structure
Completing a Structure requires a Foundation, a Site, and one, two, or three additional Material cards depending on the Value on the Foundation card. It may sound complicated, but I’ll break it down for you.
When you finish building a Structure, you’ll take its Site card and slide it underneath the top edge of your Camp. This way, you can show off those shiny gold coins! The Materials that you used to build the Structure will stay with it.
So, why should you bother completing a Structure?
Well, completing a Structure has some nice perks. First of all, your Influence increases by the value (or number of gold coins) on the completed Site card. This means you’ll have more power to hire Clients and store Materials in your Vault. Plus, you’ll get to enjoy the benefits that the Structure’s Function offers.
And here’s the best part – you don’t have to wait to reap the rewards! Both the increased Influence and the Structure’s Function kick in right away, even on the turn that you complete the Structure!
Now, if you’re just starting out with a training game, you can ignore the special Function that comes with completing a Structure. However, you still get to enjoy the extra Influence boost. So go ahead and build those Structures to your heart’s content!

The Power of Demanding Materials
Here’s how I do a Legionary action:
- I take one of the cards from my hand and flip it over, making sure it’s not a Jack. Then, I put my whole hand on the oversized ‘Rome Demands’ Card, so that the Material on the card is showing.
- I say out loud, ‘Rome demands [color of the Material]!’
- If there are any cards of the same color in the Pool, I can grab one right away and add it to my stockpile.
- If the players sitting next to me have any cards of the color I demanded in their hand, they have to give one to me. I happily add it to my stockpile.
- If either of my neighbors doesn’t have a matching card, they say ‘Glory to Rome!’ and I don’t get anything from them. Well, better luck next time!
Once you’ve finished the task, lift your hand and flip over the Order card you used, hiding it from view – just remember to keep the card you used to demand Materials in your hand at all times.
If you’re playing a two-player game, your opponent will be your only neighbor.
Now, let’s talk about Legionary Clients. If you decide to perform multiple Legionary actions in a single turn, you have to reveal all the Materials you’re demanding at once.
You can ask for any combination of Materials from your hand, even if you have duplicate cards. And if your neighbor has some of the Materials you’re demanding, they have to part with as much as they have.
Be careful though, if you have fewer Order cards left in your hand than the number of Legionary actions you have, you’ll lose the extra actions.
Just remember, if someone asks, you have to say how many cards you have left in your hand.
Selling Materials: A Merchant’s Guide
So, you want to become a successful merchant? Well, let me tell you all about selling materials and how to make the most out of it. It’s a pretty straightforward process, but there are a few things you need to keep in mind.
Firstly, when you perform a Merchant action, you’ll need to take one Material card from your Stockpile. Once you have the card, tuck it face-down under the right edge of your Camp – this is your Vault. Simple, right?
Now, here’s where things get interesting. The value of the cards in your Vault will count as Victory Points at the end of the game. So, the more valuable materials you have, the better your chances of winning.
But here’s the thing – the number of cards in your Vault is public knowledge. Everyone can see how many cards you have. And, on the turn you put a card in your Vault, other players can also see what card it is. However, once that turn is over, no one, not even you, can check the identity of a card in your Vault. It’s all top-secret stuff!
Now, let’s talk about space. Your Vault has a limited capacity, and it’s determined by your current Influence level. When you start the game, you’ll have two Influence points, which means your Vault can hold two cards. Keep this in mind when deciding which materials to sell.
Merchant Bonuses: The Cherry on Top
Oh, and I almost forgot to mention – being a merchant comes with some perks. Throughout the game, you might come across merchant bonuses. These bonuses can give you advantages, like extra Influence or additional benefits when selling materials. So, always keep an eye out for those!
Now that you know the ins and outs of selling materials, it’s time to put your skills to the test. Remember, the more valuable materials you have in your Vault, the closer you’ll be to victory. Good luck!
So, you’ve made it to the end of the game. Exciting stuff, right? Now comes the moment of truth. It’s time to see who has the most valuable stuff in their Vault.
When the game is over, everyone reveals their Vaults. And here’s the cool part: the player who has gathered the most of a certain Material gets a three-point bonus card. Not too shabby, huh?
But here’s the catch. If two or more players are tied for the most of a specific Material, none of them will get the bonus card. It’s a bit of a bummer, but hey, rules are rules.
So, when it all boils down, it’s all about strategy and making sure you have more of a Material than anyone else. Because those bonus cards could make a big difference in the final score.
When the Game Comes to an End
The game reaches its conclusion under any of the following circumstances:
- The deck of cards for drawing runs out (you can keep track of this).
- A player places a Foundation that claims the final Site card (as mentioned earlier) that is not Out of Town. Completing this Structure becomes impossible.
- A Catacomb is finished.
- Any player has a fully constructed Forum Romanum Structure and possesses at least one Client of each type in their Clientele, as well as one Material of each type in their Stockpile.
- All other players agree to ‘surrender’ to another player for any reason (such as bribery or intimidation).
The game comes to an immediate halt – players do not proceed with their current turn and do not carry out any additional actions.
Training Game: The Catacomb and Forum Romanum ending conditions do not apply in this mode since building functions are not active.
Scoring and Winning the Game
In the event of winning a Forum Romanum or ‘surrender’ victory, you come out on top without having to rack up Victory Points.
Here’s how you score those Victory Points:
1. You get 1 Victory Point for each Influence you have.
2. Your Victory Point score includes the combined Value of the cards in your Vault.
3. Earn 3 Victory Points for each Merchant Bonus card you have.
If you’ve completed Structures that grant Victory Points through their Functions (like a Statue or a Wall), tally up the points from those and add them to your Victory Point score.
In the end, it all comes down to who has the most Victory Points. That’s the player who takes home the glory.
But, if there happens to be a tie, the player with the most cards in their hand will claim victory.