Contents
- 1 Pandemic Fall of Rome – Game Rules
Pandemic Fall of Rome – Game Rules
Objective:
The objective of Pandemic Fall of Rome is to work together with your teammates to prevent the fall of the Roman Empire and save Rome from the brink of collapse. You must strategize and cooperate to stop the spread of diseases, protect cities, and contribute to the overall welfare of the empire.
Game Components:
The game includes:
- A game board depicting the Roman Empire with several cities
- Player pawns representing various roles
- Player cards, city cards, event cards, and role cards
- Disease cubes representing the spread of diseases
- Outbreak and infection rate trackers
- A supply of dice and action counters
Gameplay:
To start the game, each player chooses a role from the role cards. Roles have special abilities that will help you throughout the game. The infected cities are determined and several cards are placed face up on the board. Each player is dealt a hand of cards, and the game begins.
On your turn, you have four actions to spend. You can move between cities, treat diseases, build research stations, and share knowledge with other players. After your actions, you draw two cards from the player deck and infect cities based on the infection rate.
During the game, you must work strategically with your teammates to cure diseases and prevent outbreaks. By collecting sets of city cards and using them at research stations, you can discover cures. Curing diseases is essential to winning the game.
Winning and Losing:
To win the game, you must cure all four diseases and prevent the outbreak marker from reaching the end of the track. If any of the following conditions occur, you lose the game:
- Eight or more outbreaks occur
- There are no more disease cubes of a certain color
- The infection rate reaches the highest level
Keep in mind that the game becomes more challenging as outbreaks occur and the infection rate increases.
Conclusion:
Pandemic Fall of Rome is an exciting cooperative game set in the backdrop of the fall of the Roman Empire. By working together, you and your teammates must use your skills, strategies, and abilities to save Rome from devastation. Will you be able to prevent the fall of Rome, or will the empire succumb to the diseases? The fate of the empire lies in your hands.
- 7 Pawns
- 7 Role Cards
- 70 Player Cards
- 5 Alliance Tokens
- 1 Invasion Rate Marker
- 1 Decline Marker
- 6 Forts
- 49 Barbarian Cards
- 7 Reference Cards
- 3 Battle Dice
- 100 Barbarian Cubes
- 16 Legions
- 1 Board
- Instructions
Setting Up for the Game
Getting ready with the board and game pieces
Kicking off with the first battle
I’ll help you get started with playing Pandemic: Fall of Rome by explaining how to set up the game. First, take the 5 red-bordered Barbarian cards from the Barbarian deck and place them faceup on the board in the Barbarian discard pile space. This space is located at the top right of the board. Next, set aside the 9 gold-bordered Barbarian cards.
Now, it’s time to shuffle the remaining Barbarian cards and place them facedown on the board in the Barbarian deck space. After that, shuffle the 9 gold-bordered cards. Here’s what you need to do with those cards:
1. Flip over 3 cards and add 3 barbarians of the matching color to each city.
2. Flip over 3 more cards and add 2 matching barbarians to each city.
3. Finally, flip over the last 3 cards and add 1 matching barbarian to each city.
Make sure to place these 9 cards faceup on top of the Roma cards in the Barbarian discard pile. With the setup complete, you’re ready to start playing Pandemic: Fall of Rome!
Get Ready to Play
I’ll give you a Reference card and a Role card with a matching pawn. These will be yours for the game. Keep them close! We don’t need the extra Reference cards, Role cards, or pawns right now, so we can put them away. Let’s separate the Player cards into City, Event, and Revolt types. We won’t be needing the Revolt cards yet, so we’ll set them aside for now.
To make things interesting, let’s add some Event cards to the City cards. The number of Event cards we add will depend on how many players we have. After mixing them up, I’ll deal some of these cards face-up to each player. These will be our starting hands. Take a look:
2 | 4 | 4 |
3 | 5 | 3 |
4 | 6 | 2 |
5 | 8 | 2 |
Shuffle the Player Deck
Hey there! I’m here to help you understand how to play the game and choose the right difficulty level. You can select between three options: Introductory, Standard, or Heroic game. The number of Revolt cards you use will determine the difficulty. For an Introductory game, use 5 Revolt cards. For a Standard game, use 6 Revolt cards. And for a Heroic game, use 7 Revolt cards. Don’t worry about any remaining Revolt cards – just put them back in the box.
Important: We’re using more Epidemic cards than in the original Pandemic game – just so you know!
Let’s Begin
Game Time!
Your turn is divided into three steps:
- Do 4 Actions
- Draw 2 Player Cards (and deal with any Revolts)
- Invade Cities
After you finish the Invade Cities step, your turn is over. Then, the player on your left gets their turn.
You’re encouraged to share advice and ideas with your fellow players. Everyone can chip in their opinions. However, when it comes to decision-making, it’s your call.
In your hand, you can hold City cards and Event cards. City cards are resources that you can use for certain actions. Most Event cards can be played at any moment, even during another player’s turn.
I. Take 4 Actions
You have the freedom to take up to 4 actions during your turn.
You can choose any combination of actions from the list below. Feel free to repeat the same action multiple times, with each repetition counting as 1 action.
Keep in mind that the special abilities of your role might affect how you perform certain actions. Some actions may require you to discard a card from your hand, and all discarded cards should be placed in the Player discard pile.
March
When you play the game, you have the option to move your pawn from one city to another. The two cities must be connected by a single, uninterrupted line of any color. It doesn’t matter if there’s water in between. You can bring up to 3 legions with you when you move. However, there’s one rule: you cannot move into barbarian supply spaces. Remember, they’re off-limits!
Ready, Set, Sail!
When you’re playing the game, you have the option to discard one City card in order to move your pawn from one port city to another. A port city is a city that has an anchor icon. It’s important to note that the color of the card you discard must match the color of your destination city.
When you make this move, you can also choose to take up to three legions with you from your own city. This allows you to strengthen your position in the new city and prepare for any challenges that may come your way.
Fortify
If you have a City card that matches your city, you can remove it to add a fort from the supply to your city. But if all the forts are already being used, you can take a fort from another city on the board and put it in your city. Keep in mind that each city can only have one fort.
Build an Army
When I want to strengthen my city, I enlist legions from the supply. The number of legions I can recruit is determined by the Invasion Rate track on the board. It’s important to note that I need to have a fort in my city in order to take this action.
If there aren’t enough legions available in the supply, I can still recruit as many as possible. However, I cannot take legions from other areas on the board.
Fighting a Battle
Hey there! Let’s talk about a cool trick you can use in your city. I want to tell you about rolling some special dice. The first thing you need to know is that you can only do this if you have at least one barbarian in your city. So if you’re ready, I’ll explain how it works.
So, to start rolling, you’ll want to gather up your legions – these are like your army. You can roll up to three battle dice, but only one for each of your legions. See, every legion gets one die. That means if you have three legions, you can roll three dice. But if you only have two legions, you can only roll two dice. And if you have just one legion, then you can only roll one die.
Once you have all your dice ready, it’s time to see what they show! Each die will give you a result, and you’ll apply that result to your city. That means whatever number or symbol you roll, it will affect your city in some way. It could be good, it could be bad – you never know until you roll!
So, remember, you can only do this trick if you have at least one barbarian in your city. And the more legions you have, the more dice you can roll. It’s all about taking chances and seeing what fate has in store for your city. Exciting stuff, huh?
Do you need to get rid of one legion? It’s a simple task, but it can have a significant impact. To start, you’ll want to locate the legion you wish to remove. Once you’ve found it, you can take the necessary steps to eliminate it from your ranks. Just follow these instructions:
First, identify the legion you want to remove. Pay close attention to their identifiers, such as their name or number.
Next, gather any relevant information about the legion. Consider their strengths, weaknesses, and any specific details that may factor into your decision. Note down any relevant details.
Once you have all the necessary information at hand, you can proceed with the removal process. Depending on the context of your situation, you may have several options:
- If the legion is causing issues or hindering your progress, you may need to cut ties with them completely. This can involve severing all connections and removing them from your plans entirely.
- Alternatively, you may choose to reassign the legion to a different role or location. This can be a more strategic approach, allowing you to make the most of their skills while minimizing any negative impacts.
- In some cases, it may be possible to merge the legion with another group or integrate them into a different unit. This can help maintain their strengths while redistributing their resources effectively.
As you go through the process of removing a legion, remember to consider the potential consequences. Evaluate the impact this decision may have on your overall strategy and objectives. Additionally, communicate your intentions clearly to all relevant parties involved to ensure a smooth transition.
Removing a legion can be a challenging decision, but it’s one that can ultimately lead to a stronger and more efficient force. By taking the time to carefully assess your options and consider the potential outcomes, you can make an informed choice that aligns with your goals and aspirations.
When you play this game, you can remove one barbarian from the dice. It’s like a secret power that allows you to get rid of one of those pesky barbarians that keep coming up. And let me tell you, it feels great to roll the dice and see that barbarian disappear.
You’ll want to remove one barbarian and one legion.
Look, I’m no expert, but hear me out. So, you’re trying to get that HTML markup just right, but sometimes it can feel like a real puzzle, right? You’re not alone in feeling that way. But guess what? I’ve got a trick up my sleeve that might just make it a little easier for you.
Picture this: you’re staring at that code, and it feels like you’re trying to solve some ancient mystery. It’s like those escape room challenges where you have to find the right pieces to unlock the door. Well, lucky for you, I’ve got the key.
All you need to do is remove two barbarians and one legion, and just like that, the answer will appear. Okay, maybe it’s not quite that simple, but it’s pretty close. You see, sometimes all it takes is a little subtraction to make everything fall into place.
Now, I can already hear you asking, “But how do I know which ones to remove?” Well, my friend, that’s where things get interesting. You’ve got to really dig into the code and understand what each piece does. It’s like going on a treasure hunt, searching for the hidden gems.
But here’s the thing: even with the best treasure map, it can still be tough to find those elusive pieces. Sometimes you might have to try a few different combinations before you find the right one. Don’t get discouraged, though. Remember, every mistake is just a step closer to success.
So, next time you’re faced with a tricky HTML puzzle, just remember this little trick. Remove two barbarians and one legion, and watch as the solution unfolds before your eyes. Happy coding!
Hey there! Let me tell you about a neat trick you can use in your role: resolving your special effect.
Here’s how it works: when you get rid of barbarians, you have the option to remove any combination of colors that are in your city. The catch is, you have to remove as many cubes as you can. As for the legions and barbarians you remove, don’t worry! They’re sent back to their proper supplies.
Storyline
Hey there! So, imagine you and another player are in the same city. If you both agree, you have a couple of options:
- You can give a City card that matches your city to the other player.
- You can take a City card that matches your city from the other player.
But hold on! There’s a catch. If the player who receives the card already has more than 7 cards, they have to get rid of one right away. They can either discard a card or play an Event card instead.
Here’s an interesting story: Both Ophelia and Maxwell are in a place called Aquileia. Ophelia is collecting white cards, and Maxwell happens to have a white Aquileia card. Ophelia wants to take Maxwell’s card, so she asks him if she can have it.
Luckily, Maxwell agrees, so Ophelia takes his card using an action. Now Ophelia has 8 cards in total. She decides to play the Event called “Mortui Non Mordent.” This event allows her to remove 2 barbarians of the same color. By doing this, she brings her card count down to 7 cards.
Let’s Join Forces
Hey there! Have you ever wondered how you could make alliances in the game? Well, I’ve got an answer for you! It’s called Forge Alliance. To do this, you’ll need a special set of cards all in the same color as a tribe, and of course, there needs to be at least one barbarian from that tribe in your city.
Once you form an alliance, you need to make sure to move the alliance token for the tribe you’re aligning with onto the alliance space in the bottom-left corner of the board. This is an important step in the game.
Even after forming an alliance, you still have to deal with invading barbarians. They can still attack your city, and you’ll have to battle them just like before.
Enlisting Barbarians
If you want to get rid of the barbarians of a specific color, you can do the Enlist Barbarians action. First, discard a card that matches the color of the tribe you allied with. This will remove all the barbarians of that color from your city. Then, you can add the same number of legions from the supply to your city.
If there aren’t enough legions in the supply, you can only add as many legions as possible. However, you can’t move legions from any other part of the board.
When playing the game Barbarians, there’s a move called Enlist Barbarians. Let’s use an example to explain how it works:
Imagine I’m playing as Ophelia. I have 1 legion and 3 green barbarians in Philippopolis. Earlier in the game, Ophelia and her teammates formed an alliance with the Huns.
Now, let’s say I want to use the Enlist Barbarians move. I discard a green card from my hand to activate this move. As a result, I return the 3 green barbarians back to the matching supply. But don’t worry, these barbarians don’t disappear! Instead, I replace them with 3 legions. This means I now have 4 legions in Philippopolis.
By using the Enlist Barbarians move, I was able to convert the green barbarians into powerful legions. It’s a strategic move that can boost your forces and give you an advantage in the game.
Step 2: Draw 2 Player Cards
Once I have completed 4 actions, it’s time to draw the next cards from the Player deck. You can draw the top 2 cards together and add them to your hand.
When you’re about to draw, if there are less than 2 cards left in the Player deck, the game ends right away, and we lose! (We don’t reshuffle the discards to make a brand-new deck).
We turn over, one at a time, however many Barbarian cards from the top of the Barbarian deck as the invasion rate (shown by the Invasion Rate track on the board). For each card flipped over, we invade 1 city and then discard the card to the Barbarian discard pile.
Revolts
If you have any Revolt cards in your draw, here’s what you need to do:
- Increase: Move the Invasion Rate marker one space to the right on its track.
- Revolt: Take the bottom card from the Barbarian deck and put three matching barbarians into the city shown on the card. Then, get rid of the card. If there are legions defending the city, fewer cubes will be added. If there are no legions defending the city and it would have four or more cubes, fill it up to three cubes and then sack the city.
- Intensify: Shuffle all the cards in the Barbarian discard pile, including the one you just drew and any cards placed there during setup. Put them on top of the Barbarian deck.
Hey there! When you’re doing these steps, here’s what you do: start by drawing from the bottom of the Barbarian deck, and don’t forget to shuffle only the cards in the Barbarian discard pile and put them on top of the existing Barbarian deck.
It doesn’t happen often, but sometimes you might draw 2 Revolt cards at once. If that happens, follow the three steps above once, and then do them again.
The second time, the Barbarian card you draw for the Revolt step is the only one you “reshuffle,” and it ends up on top of the Barbarian deck. If you have Event cards, you can play them after dealing with the first Revolt card but before dealing with the second one.
When you’re done dealing with the Revolt cards, put them back in the box. You don’t need to draw replacement cards for them.
Hand Limit
If you ever end up with more than 7 cards in your hand (excluding any Revolt cards you might have drawn), just get rid of some cards or play Event cards until you’re back down to 7.
III. Invade Cities
Let’s talk about something a little more exciting – invading cities! It’s a concept that has fascinated us for centuries. Just think about all the stories, video games, and movies centered around this thrilling idea. But have you ever wondered why we find it so intriguing?
Well, to begin with, it’s the sheer audacity of the act. Invading a city requires strategic planning, courage, and a bit of cunning. It’s an ambitious undertaking that can turn the tide of history. But it’s not just about conquering territory; there’s an element of power and control involved. When you invade a city, you’re seizing command and asserting dominance over your enemies.
But there’s more to it than just the challenge of conquest. Invading cities is also an opportunity for growth and expansion. When a city falls, its resources, wealth, and knowledge become yours. It’s a chance to build something greater and to tap into the potential of a new territory. As the saying goes, “Opportunity knocks, and it’s up to us to answer.”
Of course, invading cities is not without its risks. It’s a dangerous game that can have unforeseen consequences. It’s like walking a tightrope – thrilling and exhilarating, yes, but one misstep can lead to disaster. It requires careful planning and calculated moves. But for those who are willing to take the risk, the rewards can be immeasurable.
So, why do we find the concept of invading cities so captivating? It’s the perfect blend of danger and opportunity, a chance to make your mark on history and shape the world to your liking. And if you’re intrigued by the idea, I encourage you to explore further – there’s a vast world out there waiting to be conquered.
When you look at each Barbarian card, you’ll notice that it has the color of the tribe, a picture of a city, and a migration path.
A migration path is basically a line of cities that goes from the pictured city all the way back to a barbarian supply space. You can see where this space is on the card and on the board. However, there are cases where the barbarians can’t invade the pictured city yet, so they’ll invade a different city on the migration path instead.
How to Invade a City
If you want to invade a city, all you have to do is add 1 cube to it from the matching barbarian supply, unless that city is defended.
Now, there are some restrictions on the cities that the barbarians can invade. A city can only be invaded if at least one of the following is true:
- The city already has one or more barbarians of that tribe.
- The previous city on the migration path has one or more barbarians of that tribe.
So, here’s the deal. When you’re dealing with a Barbarian card and you want to resolve an invasion, the first thing you gotta do is check if the city shown on the card can actually be invaded. Simple, right?
Let me give you an example to make it crystal clear. Let’s say Ophelia turns over the black card for Lugdunum. Now, if there’s already a black cube (which represents the Vandals) in that city, she’s gotta add another black cube to it. Easy peasy, lemon squeezy!
So, here’s what happened. Ophelia, that’s me, is playing a game. I just flipped a black card for Tingi, one of the cities in the game. Right now, there aren’t any black cubes in Tingi, but there is one in Corduba, the city before Tingi. That means Tingi can still be invaded. I have to do something about it. I take a black cube and place it in Tingi. Phew, crisis averted!
If I come across a city that cannot be invaded in the picture, I will look at the previous city on the migration path. If that city cannot be invaded either, I will keep going back and checking each previous city until I find one that can be invaded.
For example, let’s say I’m playing a game with my friend Maxwell. He flips over the white card for the city of Patrae, but we realize that Patrae cannot be invaded. So, we move on to the previous city on the migration path, which is Athenae. Unfortunately, Athenae also cannot be invaded. We continue this process and check the next city, Constantinopolis. Luckily, there is a matching cube in the city of Tyras, so Constantinopolis can be invaded. In response, we add a cube to Constantinopolis.
When you trace my journey back to the source and don’t find a city to invade, the city right before that supply on my path will be the one that gets invaded.
Example: I flip the orange card for Eburacum. But there are no orange cubes (Anglo-Saxons) in Eburacum, Londinium, or Gesoriacum.
Since Gesoriacum is the city right next to the orange barbarian supply, I add 1 orange cube to it.
If there are already 3 barbarians of a particular color in a city, don’t add a fourth one. Instead, the city gets sacked.
Protecting a City
If a city with one or more legions in it is about to be attacked by a barbarian, those legions will defend the city. Defending the city means that the barbarian is stopped from entering, but it also results in one or more legions being removed from the city.
If the legions have the support of a pawn or a fort, they will fight back. One legion will be removed from the city and returned to the supply.
Examples: If I were playing the game, I would add a black cube to Carthago.
Carthago has 2 legions and Ophelia’s pawn. So instead of adding a black cube, I would remove 1 legion.
So here’s what’s going on: Maxwell wants to add an orange cube to Roma, but there’s already a lot happening in that city. There are 3 legions and a fort there. So, instead of adding a cube, Maxwell has to remove 1 legion. It’s all about keeping things balanced, you know?
Now, if the legions in a city don’t have any support from a pawn or a fort, they’re in for trouble. That’s right, they get ambushed! And when that happens, all of the legions have to leave the city and go back to the supply. It’s like starting over from scratch.
Let me give you an example to make it clearer. Let’s say Maxwell wants to add a green cube to Philippopolis. But there’s a problem – there are 2 legions in the city, and neither a pawn nor a fort to support them. So, instead of adding a cube, Maxwell has to remove both legions. It’s a tough break, but that’s how it goes when you don’t have the right support.
Note: When you’re putting multiple cubes on a Revolt card, add one cube at a time. Resolve attacks or ambushes as needed for each cube.
Sacking Cities
If you’re about to put a fourth barbarian of the same color in a city, the city gets sacked instead. Move the Decline marker down 1 space on the Decline track.
If there’s a fort in the city, return it to the supply. Then, add 1 barbarian from that tribe to each city next to it, even if they’re not on the tribe’s migration path. Legions can defend against these added cubes.
If any of those cities already have 3 barbarians of that tribe, don’t put a fourth cube in those cities. Instead, chain reaction sacking takes place after dealing with the current city’s sack.
Here’s what happens when chain reaction sacking occurs: First, I move the Decline marker down 1 space. After that, I add barbarians as described earlier, but I don’t add a cube to a city that has already been sacked (or chain reaction sacked) during the resolution of the current Barbarian card.
Example: I flip over the blue Sinope card. Sinope already has 3 blue cubes, so Sinope is sacked! I move the decline marker down 1 space.
I would add 1 cube to Constantinopolis, but Constantinopolis is defended. The legions there are ambushed, and both are removed, but no blue cube is added.
I would also add a cube to Chersonesus, but there are already 3 blue cubes there, so a chain reaction sacking occurs.
I move the decline marker down 1 additional space and add 1 blue cube to Tyras. I don’t add a cube to Sinope since it was already sacked because of this Barbarian card.
Imagine this: the city of Roma completely destroyed, or the Decline marker reaching the 8th space on the Decline track. It’s a doomsday scenario for us players because if either of these things happen, the game is over, and we lose!
When Your Turn Ends
Okay, so after you’ve finished invading cities, your turn is officially over, and the player sitting to your left gets their chance to play.
Let’s Talk Event Cards
Guess what! At any point during the game, any player can play an Event card. It’s exciting, right? But hold on, playing an Event card doesn’t count as an action. The player who plays the Event card gets to decide how it’s used.
Now, most Event cards have two options. You can go for the regular option, which is pretty good, or you can choose the “corrupt” option for a more powerful effect, but be careful because that will cause decline. If you decide to go with the regular option, do what it says on the card, and then toss it away.
However, if you’re feeling daring and go for the corrupt option, well, things escalate quickly. Firstly, move the Decline marker down by one space, and then follow the instructions on the card. Finally, discard it like you would the regular option.
Example: Right before the first card is revealed during the Invade Cities step, I make a choice to play the “Mortui Non Mordent” Event card.
I choose to go with the corrupt option: first, I bring the decline marker down, and then I follow through with the effect, which involves removing two cubes from both Burdigala and Lugdunum.
An Event card can be played whenever you want, unless stated otherwise, except when you are drawing or resolving a card. Once you play an Event card, you must discard it to the Player discard pile.
Let’s talk about Player Cards now. Keep your cards facing up on the table, so that all players can see them.
Remember, only City and Event cards are counted towards your hand limit. Your Role and Reference cards, as well as any Revolt cards you draw, do not count as part of your hand.
Hey there! Let me break down this information for you in a way that’s easy to understand.
First things first, each City card has an icon that tells you how many cards of that color are in the Player deck, including the card itself.
Now, here’s something cool: you can look at the discard pile whenever you want. It’s totally up to you!
Now, let’s talk about the end of the game.
Guess what? You win the game when all five barbarian tribes stop threatening the Empire. There are two ways this can happen for each tribe:
- I’ve formed an alliance with that tribe. We’re working together.
- You won’t find any barbarians from that tribe in any cities on the board.
There are 4 ways we can lose this game:
- If we don’t have enough barbarians to add when we’re supposed to.
- If I can’t draw 2 Player cards after I take my actions.
- If the Decline marker reaches the 8th space on the Decline track.
- If Roma gets sacked.
Some Important Things to Remember
- Don’t forget to put the 5 red-bordered Roma cards in the Barbarian discard pile when we’re setting up. We’ll shuffle these cards with the other ones in the Barbarian discard pile when we draw the first Revolt card.
When you’re about to invade a city, it’s important to start by checking the pictured city to see if it can be invaded. This step is essential in planning your strategy.
Now let’s talk about the challenges you may encounter during the game. Each player will have a specific role that comes with special abilities to improve your team’s chances of winning. These roles are designed to give you an advantage in different aspects of the game.
Let’s take a closer look at the roles:
1. Consul: As a Consul, you have the ability to add 1 legion to any city with a fort. This can be a game-changer when it comes to strengthening your position in key locations. Additionally, you can also add 1 legion to your own city, which further fortifies your defenses. The Consul role is like having an extra hand in the game, enhancing your abilities to strategize and conquer. [Add image of Consul role]
2. Magister Militum: The role of Magister Militum offers its own set of advantages. With this role, you can deploy 1 legion to your city as an action. This provides a boost to your forces, increasing your chances of success. The ability to reinforce your city with an additional legion is a powerful asset, allowing you to hold your ground and defend against enemy attacks. [Add image of Magister Militum role]
These roles are just a glimpse into the strategic possibilities that await you in the game. Don’t underestimate the power they hold, as they can greatly influence the outcome of your battles. Choose your role wisely and make the most of its unique abilities to ensure victory for your team.
Remember, the fate of Rome rests in your hands! Will you rise to the challenge and lead your legions to victory?
When you use the Battle action, you’ll lose one less legion. It’s like a little boost to help you out. You can also remove 2 barbarians from your city. Those pesky invaders won’t stand a chance. And hey, if you’re playing as the Mercator, you can do something really cool. Once during your turn, you can give or take a card of the same color as your city to another player in your city. It’s all about teamwork, you know? And guess what? You don’t even have to be in a city with a matching barbarian to do the Forge Alliance action. Plus, as a bonus, you can remove 1 barbarian and 1 legion from your city. It’s like hitting two birds with one stone. And last but not least, we have the Praefectus Classis. This guy is all about the ships. With this character, you get to remove 2 barbarians from any port city. It’s like having your own little naval force. So there you have it. Three awesome characters with some really cool abilities. They’ll definitely give you the edge in your quest to save Rome!
When I want to move from one port to another, I can take up to 3 legions with me. It’s a great way to explore new places and expand my influence. If I’m already in a port, I have another option: I can discard a City card that matches the color of my city to add up to 2 legions to it. This helps me strengthen my defenses and be ready for any challenges that may arise.
Oh, and there’s something else. If I find myself in a port, I have the power to remove one barbarian from my city. Those barbarians can be quite a nuisance, so getting rid of them is always a good idea.
Now, let me show you a couple of images that illustrate what I’ve just explained. Take a look at this one: . It shows how legions can be moved from one port to another. And here’s another image for you:
. It demonstrates how you can remove a barbarian from your city when you’re in a port.
This ability to control the movement of legions and manage the barbarian threat is known as Praefectus Fabrum. It’s a crucial skill that can make a real difference in the outcome of the game. So, if you want to master the art of Pandemic: Fall of Rome, don’t forget to make good use of Praefectus Fabrum.
In the game, I can take 2 legions out of my city and use them to build a fort. This fort will help defend my city against the barbarians.
If I want to move from a city with a fort to another city, I can discard a City card to do so. I can also move from any city to a city that has a fort. I can bring up to 3 legions with me when I move.
If I have a fort in my city, I can remove 2 barbarians from it. This will help keep my city safe.
Regina Foederata
When I march or sail, I have the option to bring up to 3 barbarians or legions with me. However, it’s important to note that I cannot exceed 3 barbarians of a single color in one city. It’s also worth mentioning that moving the barbarians in this way doesn’t trigger city defense.
Now, here’s a neat trick I can pull off once per turn: I can enlist barbarians without needing to use a card. Pretty handy, right? But here’s the catch – I can only do this if I have an alliance with that tribe.
After a battle, I have the option to remove 1 barbarian from my city. If I choose to do so, I can also add up to 1 legion to my city. It’s like a trade-off – getting rid of a barbarian in exchange for a legion.
I know this sounds complex, but don’t worry – I’ve got some visuals to help you out. Check out this image:
Oh, and speaking of visuals, here’s another one to give you a better idea:
Now let’s talk about Vestalis, a special ability in the game.
A city under siege: I have been living in this city for as long as I can remember. It’s a bustling metropolis, filled with life and energy. But lately, things have taken a turn for the worse. We are under attack by an unknown force, and our city is facing its biggest challenge yet. It’s a double-edged sword, really. On one hand, our spirit has been elevated to new heights. We have come together as a community, ready to fight for our home. On the other hand, the destruction is overwhelming. Buildings crumble, people scatter, and chaos reigns. It’s hard to believe that this is the same city I once knew. The importance of our response to this crisis cannot be overstated. If we are to survive, we must take matters into our own hands.
The role of events: Events play a crucial role in our fight for survival. They can provide us with much-needed resources, help us regroup and strategize, or even give us a moment of respite in the midst of chaos. That’s why it’s important to make the most of every opportunity. The event deck is our lifeline, our source of hope in these dark times. By discarding a City card of a matching color, we can draw a card from the event deck. This simple act can make all the difference. It’s a reminder that even in the face of destruction, there is still a glimmer of hope.
Drawing cards: Drawing cards is a key part of our strategy. During the Draw 2 Player Cards step, we have the option to draw 3 Player cards instead. This gives us more options, more choices to make. But with so much at stake, we must choose wisely. We can only keep 2 of the 3 cards we draw, placing the rest back on top of the deck. It’s a delicate balance, a decision that could mean the difference between success and failure. We must consider our resources, our capabilities, and our goals. Each card represents a possibility, a glimpse of what could be. We must seize this opportunity and make the most of it.
The sacrifice: To keep our city safe, sacrifices must be made. In the face of danger, we must be willing to let go of what we hold dear. This includes our legions. It’s a tough decision, but a necessary one. By removing a legion from our city, we show our commitment to the cause. We demonstrate our willingness to fight, to protect what is ours. It’s a small sacrifice, but it serves as a powerful symbol of our determination. We will not back down. We will not let our city fall.