How to play Julius Caesar Official Rules

By: Dennis B. B. Taylor

Contents

Let’s Play Julius Caesar!

Hey there, game enthusiasts! I’m excited to introduce you to the wonderful world of Julius Caesar – the game that lets you step into the shoes of one of history’s greatest leaders! In this game, you’ll have the chance to strategize, make tough decisions, and shape the destiny of the Roman Empire. Are you ready for the challenge? Let’s dive in and discover the game rules together!

The Basics:

Before we get into the nitty-gritty details, let’s cover the basics. Julius Caesar is a turn-based strategy game where you play as the legendary Roman general, Julius Caesar himself. Your mission? Well, it’s simple and yet challenging – you must conquer as much territory as possible and expand the Roman Empire to its full glory.

Your Army:

To achieve victory in Julius Caesar, you’ll need a formidable army at your command. Your army is made up of different types of units, such as infantry, cavalry, and archers. Each unit has its strengths and weaknesses, so choose your troops wisely and adapt your strategy to the battlefield. Remember, a well-balanced army is the key to success!

Conquering Territories:

In Julius Caesar, the map is divided into various territories, each with its own unique characteristics. Some territories may be heavily fortified, while others may be rich in resources. It’s up to you to decide which territories to attack, defend, or negotiate with. Will you aim to control the major cities, secure valuable resources, or go after your enemies? The choice is yours!

Tactical Battles:

When two armies clash in Julius Caesar, you’ll enter a thrilling tactical battle. The outcome depends on various factors like the terrain, the number and quality of your troops, and your strategic decisions. Will you choose to engage in open combat or use clever tactics to outsmart your opponents? The battlefield is yours to conquer!

Diplomacy and Intrigue:

In your quest for domination, you’ll encounter other factions, each with their own ambitions and desires. Diplomacy and intrigue play a crucial role in Julius Caesar. You can forge alliances, negotiate treaties, or even betray your former allies for your own gain. Just remember, every action has consequences, and your choices will shape your reputation and the course of history.

Your Legacy:

At the end of each game, your victory will be evaluated based on several factors, including the number of territories you control, your military prowess, and your diplomatic skills. Will you be remembered as a wise and successful leader, or will your empire crumble under the weight of your decisions? It’s up to you to leave your mark on history!

Ready to Conquer?

Now that you know the game rules, it’s time to embark on your journey to become the greatest ruler in Julius Caesar! So gather your forces, sharpen your strategies, and brace yourself for an epic adventure in the ancient world. Are you ready to make history? Let’s play Julius Caesar!

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When you step into the world of Julius Caesar, you are transported back in time to the most important and captivating Roman Civil War. It was a battle that shaped the destiny of Rome, and it is up to you to relive those intense moments and decide the fate of the great empire.

This game is made for two players, each taking on the role of a legendary figure. As Julius Caesar, you will command your legions with strategic brilliance, while Pompey the Great fights fiercely to defend the ideals of the Republic.

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Components:

  • Game Map
  • 63 blocks (31 tan, 31 green, 1 blue).
  • Label sheet (for blocks)
  • 27 Cards
  • 4 Dice
  • These Rules

Object of the Game:

The game is split into five Years and each Year has five game turns. At the end of each Year, we have a Winter Turn to see if anyone has won.

To win, I need to add up the value of my Friendly cities, and for every enemy leader I defeat, I earn 1 Victory Point (1 VP). If I can get 10 or more VPs, I win the game.

If neither of us wins by the end of Year 5, the player with more VPs will win. If it’s still tied, the player who has control of Rome wins. If neither of us has Rome, the game will be a draw.

Game Play:

When you play the game, there are five Years to go through, and each one is divided into five Game Turns. Within each game turn, there are three Phases that you’ll play in a specific order.

I. Card Phase

In this phase, there are a total of twenty-seven cards available. These cards consist of twenty command cards and seven event cards. At the start of each Year, the cards are mixed together and then six cards are given to each player. Take a look at the cards you’ve received and choose one to discard. The card you discard will remain secret.

When you begin a game turn, you’ll need to play one of your cards face-down. After everyone has done this, the cards are then revealed. The value of the cards is determined by the number of Moves (indicated by the banner) and Levies (shown as circles on the banner staff). The player with the higher move card becomes Player 1 for that game turn.

Remember: If the cards played have the same Move number, Caesar automatically becomes Player 1.

Event cards have a special power when you play them. When you play an Event card, you are always Player 1. However, if both players play Event cards, the events cancel each other out, and the turn ends.

Remember: You have to play a card, but you can choose to take fewer moves or levies if you want. You can’t save commands for later.

II. Command Phase

First, Player 1 moves and levies troops (or plays an Event card). Then, Player 2 moves and levies troops.

  • Move: Each move lets you move one Group (all the blocks in one location) one or two cities. Navis can move one or two seas. If a group moves two cities or seas, they can’t attack or reinforce. If you move into a city or sea that has enemy blocks, you have to stop.

The Importance of Understanding the Levy System in the Game

When playing The Roman Calendar, it’s crucial to grasp the concept of the Levy system and how it impacts the gameplay. The Levy system lies at the core of the game and greatly influences strategic decisions. Therefore, it becomes vital to navigate this aspect effectively in order to succeed.

What is the Levy System?

In The Roman Calendar, the Levy system allows players to either add strength to existing blocks or deploy new blocks from their Levy Pool onto the map. Each Levy plays a significant role in shaping the outcome of battles and determining the overall progress of the game.

Using Levies in Your Strategy

Levies can be added to existing blocks or deployed as new blocks during the game. It’s important to consider the best time to use your Levies strategically. For instance, you may choose to strengthen an existing block to overpower your opponent or strategically deploy a new block to gain an advantage in a specific location.

Your decision-making process should take into account the state of the game, the strengths and weaknesses of your opponents, and the current scenario on the map. By carefully analyzing these factors, you can effectively utilize your Levies to maximize your chances of success.

The Battle Phase

Battles in The Roman Calendar occur between opposing blocks that are present in the same city or sea. These battles are fought one at a time, and the sequence in which they occur is determined by Player 1. Therefore, your ability to strategically plan and execute battles can significantly impact the outcome of the game.

Understanding the Roman Calendar

In order to excel at The Roman Calendar, having a clear understanding of the Roman Calendar itself is crucial. The Roman Calendar serves as the backbone of the game and provides the framework within which gameplay and progression occur.

By familiarizing yourself with the Roman Calendar, you can better interpret the game’s mechanics and develop strategies that align with the calendar’s timeline. This deeper comprehension will allow you to make informed decisions and adapt your gameplay to the ever-changing circumstances of the game.

Remember, success in The Roman Calendar depends on your ability to strategize effectively, understand the Levy system, and interpret the Roman Calendar. By following these principles, you’ll enhance your gameplay experience and increase your chances of victory.

Not many Romans really cared about what year it was, but the ones who did counted the years from the legendary founding of Rome by Romulus in 754 BC. So, the civil war began in 705 (49 BC), and the assassination of Julius Caesar happened in 710 (44 BC) in the Roman Calendar.

Julius Caesar introduced the Julian Calendar in 709 (45 BC). This Calendar fixed a two-month error in the solar cycle and introduced the idea of a leap year to maintain accuracy.

The month of July was renamed after Caesar. With some minor adjustments to leap years, this is still the Calendar we use today in the Western world.

Victory

The total Victory Points for the city is 13. At the start of the game, Pompey holds 7 VPs, while Caesar only has 1 VP in Massilia. Rome, Athens, Byzantium, and Ephesus are currently unoccupied. The responsibility of attacking falls on Caesar’s shoulders to avoid an early defeat.

Event Cards

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The deck I’m talking about has seven special cards, and they each have a name that comes from a really important Roman god or goddess. When you use one of these cards, something cool happens in the game that doesn’t usually happen. You can read more about each card to find out what it does.

Let me show you an example of how a turn in the game might go:

  • I’m playing the Caesar card, and I have 2 moves and 1 levy. The other player, Pompey, has 2 moves and 2 levies. Our cards are tied, but because Caesar is Player 1, they get the advantage.
  • During my turn as Caesar, I can make 2 moves and then do 1 levy. Pompey goes next and they can make 2 moves and then do 2 levies.
  • After all the moves are done, we go into the Battle Phase. We resolve any battles in the order that Player 1 chooses.

Let’s Talk About Armies

Every block in the game needs a label on it. Make sure the label is straight and in the right spot, and then press down on it firmly.

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Block Data

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Block Types

Leaders

Hey there! Today, I want to talk about something really cool called “Block Data”. So, the first thing you need to know is that How to play Julius Caesar Official Rules UltraFoodMess. You know, like when you have a picture associated with something? Super neat!

Now, let’s dive into the different types of blocks. One type is called “Leaders”. These are special blocks that have some special powers. They’re like the superheroes of the blocks! So, remember that leaders are important and can make a big difference in the game.

Okay, that’s it for now! I hope you learned something new about Block Data. Have fun exploring and discovering all the cool things you can do with it!

How to play Julius Caesar Official Rules UltraFoodMess

Did you know that in this game called “Caesar and Antony,” there are two teams, each with three important leaders? It’s pretty cool! The leaders are named Caesar, Antonius, Octavian, Pompey, Scipio, and Brutus. They each have their own group of elite cavalry, which are like their personal bodyguards. At the beginning of the game, each team starts with two leaders. But if one of the leaders gets killed, the team can bring in their third leader to keep fighting.

The Mighty Legions

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Legions are known for their distinctive Eagle icon. You can easily identify a legion by looking for its number ID in the top left corner and its levy city at the bottom. The combat ratings of legions range from C2 to C4, with veteran legions having higher ratings.

Auxilia

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Let me tell you about the soldiers in this game! We have two players, and each player has a total of four groups of soldiers. Each group consists of two light infantry (B1) and two archers (A1). These soldiers can be recruited from any Friendly city. Now, let’s talk about one specific group of soldiers called Equitatus. They are pretty important too!

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Did you know that equitatus, also known as cavalry, can be rated either B2 or B3? They are raised in particular Friendly cities that have an equitatus symbol nearby on the map. In my case, I have four equitatus, while Pompey has three equitatus and an Elephant.

Ballista

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I have my own Ballista, and it’s pretty cool! Each player gets their own Ballista too. Did you know that the Ballistas have different strengths for attacking and defending? You can find the exact numbers in section 7.42. Oh, and you can build your Ballista in any of your cities – how awesome is that? Now, let’s talk about the Navis. Have you heard of them? They are another type of unit in the game.

How to play Julius Caesar Official Rules UltraFoodMess

Imagine this: you and I are in the middle of an intense war. The strategy is to use warships called Navis – and we each have five of them. These Navis are like our secret weapons, representing our side in battle. But here’s the catch: the Navis have a combat rating of either D2 or D3.

Now, in a sea battle, this rating doesn’t matter much because all the Navis have the same rating. However, when we’re fighting on land, things get a bit trickier. You see, the Navis are vulnerable. They’re not as powerful in land battles as they are at sea.

Here’s the thing: we can only build these Navis in friendly major ports. Lucky for us, we can easily spot these ports on the map because they have a special symbol just for Navis.

Cleopatra

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Hey there! Let’s chat about Cleopatra, the powerful force from Egypt. She’s rated C1, which means she’s quite significant in the game. But interestingly, she’s not considered a leader according to the rules. Cleopatra has a unique ability to switch sides and fight for either Pompey or the opposition. That’s pretty cool, isn’t it?

Welcome to the Mapboard!

Take a look at the mapboard – it shows the Mediterranean Sea and the surrounding area. I, the Caesar player, am up north, and you, the Pompey player, are down south.

When you place your blocks on the map, remember they have to go on cities or seas. For Navis, they can be on seas or in port cities.

Cities are really important because they control how blocks move and where they go. There are eleven cities that have a value of 1 or 2. These numbers, adding up to 13, are not just Victory Points, they also determine what happens during Wintering.

City Control

A city can be in different control statuses:

  • Friendly: That means the city is occupied by one or more of your blocks. It’s on your side.
  • Enemy: The city is friendly to your opponent. Watch out!
  • Vacant: The city is friendly to neither of us. It’s empty.
  • Contested: This is when the city has blocks from both players. It’s like a standoff until the Battle Resolution decides what happens.

Hey there! Just wanted to give you a heads up that there have been some changes to city control, and they go into effect immediately. When a friendly city is left vacant, it becomes neutral right away. And if you attack an enemy city, even with just one block, it immediately becomes contested until the battle is resolved.

Let’s talk about roads!

Cities are connected by roads that were really important back in the day. Some of these roads even have historical names! Whenever a block needs to move from one city to another, it travels along these roads. Pretty cool, huh?

Types of Roads
Seas and Navis

There are nine seas that you should know about: Atlanticus, Hispanum, Tyrrhenum, Internum, Hadriaticum, Egypticum, Aegaeum, Propontis, and Pontus Euxinus. These seas are only occupied and controlled by Navis, which are special units.

  • Friendly Seas: These are seas that have one or more of your Navis occupying them.
  • Enemy Seas: These are seas that have one or more enemy Navis occupying them.
  • Vacant: No one is occupying it.
  • Contested: There are players on both sides, and a battle is about to happen.

There are only five islands that you can play on: Corsica, Sardinia, Sicilia, Creta, and Cyprus. All other islands are off-limits. If you want to move between the playable islands, you’ll need a ship or a special move.

Ports

Any city on the coast is considered a port. Some ports are more important and have a special symbol called a Navis symbol. These major ports are crucial for building ships.

Ports located along sea borders provide access to two seas. Utica and Creta have even more access, being connected to three seas. Look at the sidebar for more information.

Event Cards

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Apollo: Hey, guess what? I’ve got a nifty trick up my sleeve! As the mischievous Sun God, I can grant you the power to copy the card that your opponent played in their last turn. And here’s the best part – if that card happened to be an event card, you’ll be able to make an exact copy of it!

Jupiter: Hey there, champ! As the mighty King of the Gods, I’ve got a special gift just for you. I can grant you a defection of one enemy block that’s right next to one of your friendly cities. Now, here’s a little heads up – you can choose to defect Navis at sea as well, but keep in mind that Leaders and Navis won’t be affected. They’ll just be reduced by one step. Oh, and guess what? Cleopatra isn’t a leader, so she can defect using this card too!

Mars: Get ready for some action, my friend! I’m the God of War, and I’ve got an exciting surprise for you. With my card, you get to launch a surprise attack. That means all your attacking blocks in a battle will get to fire before any defending blocks in Round 1. But be cautious – the defender might get a chance to fire twice in a row, once in Round 1 and once again in Round 2. It’s a real nail-biter!

Mercury: Hey, speedy! I’m the Messenger of the Gods, and I’ve got something special for you. My card allows you to give one group of blocks an extra city of movement. You can move your blocks in any direction you want, and you can use this bonus to your heart’s content. Or maybe not. It’s totally up to you!

Neptune: Welcome aboard, matey! I’m the God of the Sea, and I’ve got a treat for your sea battles and shore attacks. Just like the “Mars” card, my card gives you the upper hand. You’ll get to fire your ships before the defending blocks get a chance to strike back. It’s like having the wind at your back on the high seas!

Pluto: It’s time to bring out the big guns, my friend! I’m the God of Death, and I’ve got something special for those epic battles. With my card, you can increase the road limits for one Group Move. That means you can bring in more troops, more power, and more chaos. But remember, it’s only for Group Moves – so no luck with Regroups or Retreats!

Vulcan: Brace yourself, my friend! I’m Vulcan, the God of Fire and Metal, and I’ve got a fiery card for you. Use it wisely, because it’s gonna pack a punch! With my card, you can decrease the strength of all blocks in a designated city by one step. And by all, I mean all – even those mighty leaders. They’ll be eliminated if they’re at their weakest, so choose your target carefully, my friend!

Deployment

When we start playing, we both get blocks to put in the cities. We have to make sure that the blocks are standing upright.

Levy Pool

I’ve got a special pool of blocks that I keep away from the map. These blocks also stand upright, so we can’t see which ones they are. In order to put blocks on the map, I need to use some Levy Points.

If any of my Leader blocks get eliminated during the game, they go back to the Levy Pool. But until the current Year is over, they have to stay face-up. I can’t use them again until the next Year.

Free Deployment

Here’s an optional way to deploy blocks. I can put them on the map just like they were historically assigned, but I can also move them around if I want to. I just need to make sure that I maintain the original number of blocks in each city. But I have to remember that I can’t switch any of the Friendly Levy Pool blocks.

Example: In the original Overwatch beta, Winston had a different ability called “Barrier Projector”. This ability created a bubble shield that blocked enemy fire. It was later changed to his current ability, “Barrier Projector”, which creates a stationary barrier that protects Winston and his allies.

Winston, 705 (Recall)

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Hey there! Let’s talk about something really interesting – historical warfare. I’ve got some cool info for you. Check it out:

  • Caesar: Ravenna
  • Legio 13: Ravenna
  • Navis 2: Ravenna
  • Antonius: Genua
  • Legio 8: Genua
  • Legio 12: Genua
  • Legio 11: Massilia
  • Legio 14: Massilia
  • Navis 1: Massilia
  • Legio 7: Narbo
  • Legio 9: Narbo
  • Legio 10: Narbo
  • Legio 16: Lugdunum
  • Equitatus 1: Lugdunum

Levy Pool

  • Octavian
  • Legio 17, 18, 19, 20, 21
  • Auxilia 1, 2, 3, 4
  • Equitatus 2, 3, 4
  • Ballista
  • Navis 3, 4, 5

Pompey, 705 (49 Bc)

  • Pompey: Neapolis
  • Legio 1: Neapolis
  • Navis 1: Neapolis
  • Legio 3: Brundisium
  • Legio 37: Syracuse
  • Scipio: Antioch
  • Legio 34: Antioch

I have some exciting news to share with you! It’s about a fascinating topic I recently discovered – ancient Roman military campaigns. Let’s dive right in!

Imagine yourself in ancient Rome, standing at the helm of history. You’re in charge of leading the legions to conquer new lands and expand the Roman Empire. We begin in Alexandria, where we have two mighty units at our disposal: Cleopatra and Navis 2. With these troops, we can dominate the battlefield and establish a firm foothold in this ancient city.

Our journey then takes us to Utica, where Legio 39 and Navis 3 await our command. Together, we can seize this strategic location and bolster our position in North Africa.

Next, we set our sights on Carthago Nova. Here, Legio 2 and Legio 4 stand ready to defend our interests and maintain control over this vital port city.

Continuing our conquest, we venture to Tarraco, where Legio 5, Legio 6, and Equitatus 1 are poised to strike fear into the hearts of our enemies. With these formidable forces, we can solidify our hold on the Iberian Peninsula.

But wait, there’s more! We also have a mighty levy pool at our disposal. This reserve of troops enables us to replenish our ranks and reinforce any weakened legions. It’s like having an extra ace up our sleeve!

So, my friend, are you ready to embark on this epic adventure? Join me as we rewrite the history books and carve our name into the annals of ancient Rome. Together, we will lead the legions to glory!

How to play Julius Caesar Official Rules UltraFoodMess

Did you know that in the Roman Army, there were different units with specific roles and responsibilities? Some of them were:

  • Brutus
  • Legio 32, 33, 35, 36, 38
  • Auxilia 1, 2, 3, 4
  • Equitatus 2, 3, elephant
  • Ballista
  • Navis 4, 5

Now, let’s talk about the Command Phase. It’s an important part of the game where both players get to make moves and levy troops.

Command Phase

In this phase, Player 1 takes their turn first. They start by moving their blocks and then levying troops, using the values from their active card. After Player 1 has finished, it’s Player 2’s turn to do the same.

Group Moves

During the Command Phase, the command cards you have come into play. These cards have Move Points (MP) ranging from 1 to 4. Each MP allows any or all blocks in one location, such as a city or sea, to move to adjacent cities or seas. If you’re not attacking, your blocks can continue moving to the next adjacent location.

But here’s the catch – once a block has finished moving, it can’t move again during the turn, except to Retreat or Regroup. To keep track of this, simply turn the block face-down to indicate that it’s done moving for the turn.

Road Limits

Did you know that the number of blocks that can move along a road depends on the type of road? It’s pretty fascinating! Let me break it down for you:

Major roads can accommodate up to 4 blocks, while minor roads can handle up to 2 blocks. However, straits are a bit different – they can only handle 2 blocks for general movement, and just 1 block if there’s an attack happening.

Let me give you an example to make things clearer. Imagine you want to move some blocks from Genua to Rome. Since it’s a major road, you can move a maximum of 4 blocks. On the other hand, let’s say you want to move blocks from Ravenna to Rome, which is a strait. In this case, you can only move 1 or 2 blocks, depending on whether there’s an attack involved.

Now, here’s something interesting. These road limits apply to each player individually. That means both players can move up to 2 blocks along the same minor road in the same turn. It’s all about strategizing and making the most of your moves!

Here’s another example to illustrate this point. Let’s say Player 1 moves 4 blocks from Massilia to Genua to Ravenna. Then, Player 2 decides to move 4 blocks from Rome to Genua to Massilia. Both players used the road section between Massilia and Genua, but at different times. It’s all about timing! Of course, if Player 1 had left at least 1 block in Genua, Player 2 wouldn’t have been able to pass through without a fight.

Now, let’s talk about attacking.
Have you ever heard of pinning?
Oh, and there’s one more thing – response movement.

When I play Player 2, I have the option to spend MPs in order to move unpinned blocks and reinforce Defending blocks in Contested cities/seas. It’s important to note that blocks can only Respond if they are adjacent to a city/sea.

Remember: Whenever I move Responding blocks, I must place them in Reserve.

Stacking

Navis Movement

If I have a Navi, I can move it from a port to a nearby sea (or vice-versa), or from one sea to an adjacent sea. However, I cannot move directly from one port to another port, unless there is an adjacent sea connection.

When my Navi is located with land blocks, I can move it to the sea as part of a group move for that city. You can find examples in the Navis Move Examples section.

A Navi can either make one move and attack, or make two moves without attacking. You can see some examples in the sidebar.

Navis have the ability to attack and respond, but only from an adjacent sea/port. To learn more about attacking and responding, refer to the Battle Reserves section.

Amphibious Movement

When it comes to moving land blocks in the game, there are some important rules to keep in mind. Land blocks have the ability to move from one port to another, as long as the ports are either Friendly or Vacant and are located in adjacent Friendly seas. It’s important to note that each block requires 1 Movement Point (MP) to make this kind of move.

If you want to perform an amphibious movement, you must do so before making any other moves in that turn. This means that the sea you intend to use for amphibious movement must already be Friendly before you make any other moves. Once you have made an amphibious move, you cannot move by land and sea in the same turn, so you need to plan your moves accordingly. Additionally, at least one Navis block must stay in the sea that was crossed for the entire Command Phase, while other Navis blocks are free to move as you wish.

There are some restrictions on where you can make amphibious moves. You are not allowed to make amphibious moves to ports that are labeled as Enemy or Contested. However, if you have land blocks in a Contested city that are not pinned, you can make an amphibious move as long as the sea adjacent to the city is Friendly.

Levies

Command cards in the game come with Levy Points (LP), which can be used for various purposes. Each LP grants you certain abilities:

  • To add a step to an existing block, simply follow these steps:
  • You can choose one new block from your Levy Pool and deploy it in a city, starting at minimal strength. You can add steps to the new block immediately, with each step costing LP1 (including the elephant). If you want, you can deploy multiple new blocks in the same city.
  • Leaders can be deployed in any Friendly city.
  • Legions must be deployed in their named city, which must be Friendly.
  • Equitatae/elephants must be deployed in their named city, which must be Friendly.
  • Auxilia/Ballista can be deployed in any Friendly city.
  • Navis can be deployed in any Friendly major port. You can also add steps to existing Navis in any port, but not while they are at sea.

Hey there! I wanted to share something important with you. It’s about creating new blocks and steps in Friendly cities. Pay attention, because this is crucial. In order to do that, remember that you can only place new blocks and steps in cities that are already occupied by at least one Friendly block. Vacant or Contested cities won’t work, so keep that in mind.

Let’s talk about Battles

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When it comes to battles, they are fought one at a time, and players take turns making their moves. First, Player 1 gets to decide which battle they want to fight first. The blocks that are involved in the battle are not revealed until the battle actually begins. To reveal the blocks, you simply tip them forward, showing their current strength.

Once the battle is over, all the blocks are stood upright again, and then Player 1 chooses the next battle to fight. Each block gets one turn per round of battle. During their turn, a block can either fire, retreat, or pass. However, retreat is not allowed during the first round of battle. The order in which the blocks take their turns is based on their combat ratings. Blocks classified as “A” go before blocks classified as “B”, then “C”, and finally “D”. When it comes to attacking and defending, defending “A” blocks go before attacking “A” blocks, and so on.

After every block has taken its turn in a battle round, one round is complete. Battles can last for a maximum of four rounds. During the fourth round, the attacking blocks must retreat as part of their normal battle turn. Remember, battles are fought strategically, and it’s important to consider the strengths and weaknesses of each block when deciding how to engage in battle.

Battle Reserves

Hey there! So, when you’re attacking in a war game and you have multiple roads or sea borders to choose from, you have to pick one of them as your Main Attack. The other roads or borders are your Reserves, kind of like backup plans.

Now, here’s an interesting twist. Let’s say you start a battle and another player comes along and wants to help you out. Any blocks they move to reinforce your battle are also Reserves. Pretty cool, huh?

But here’s the catch – Reserve blocks can’t fire, retreat, or take hits in the first round. They just kinda sit there. It’s not until the start of the second round that they’re revealed and get to join in on the action.

For example, let’s say I’m Caesar and I’m attacking Tarraco. I bring 4 blocks from Narbo as my main attack, and 2 blocks from Bilbilis. But the defender, Po m Pe y, moves 4 blocks from Nova Carthago to Tarraco to help defend it.

In the first round, it’s just the 3 blocks in Tarraco defending against my 4 blocks from Narbo. The blocks from Bilbilis and the ones Po m Pey moved from Nova Carthago are my Reserves, and they’ll only show up in the second round.

Disruption

Hey there! Let’s talk about what happens when reserve blocks get disrupted during a battle. It’s pretty interesting!

So, here’s the deal: if a reserve block’s main force gets wiped out in the first round of the battle, it becomes disrupted. And when that happens, the block loses one step right away. But don’t worry, it still gets to fight normally.

Here’s an important thing to keep in mind: If the player who got disrupted was the Defender, then the Attacker takes over as the Defender for the rest of the battle. It’s like a role reversal!

Now, let’s talk about Battle Hits:

During its Battle Turn, each firing block rolls some dice. And how many dice it rolls depends on its current strength. Cool, right?

So, here’s what happens: for each die roll that’s equal to or lower than the block’s firepower, that’s a hit. And each hit is used to weaken the strongest enemy block at that time.

But hold on, what if there are multiple blocks with the same highest strength? Good question! Well, the owner of those blocks gets to decide which one to weaken. It’s all about having the power to choose.

Oh, and one more thing: except for Leaders, if a block gets reduced below strength I, it’s a goner. It gets eliminated and sent back to the Levy Pool. Tough luck, huh?

Note: When engaging in combat, it’s important to remember that it doesn’t happen all at once. Hits are applied immediately.

Elephant
Ballista

Eliminated Blocks

When a block is eliminated, it is returned to its owner’s Levy Pool. However, these blocks are placed face-up, in front of the upright blocks, and cannot be used again for the rest of the Year.

Leaders
Cleopatra

Retreats

Each block has the option to retreat during its Battle Turn instead of firing. However, blocks are not allowed to retreat during Battle Round 1. If a block is unable to retreat when required, it is eliminated.

Retreat Limits
Attacker Retreats
Defender Retreats
Sea Retreats

Here is an example of Sea Retreats:

How to play Julius Caesar Official Rules UltraFoodMess

Regrouping after a Battle

After a battle is over, the winning side has the option to regroup. This means that all the victorious units (including any that were in reserve) can move to any nearby city that is either friendly or unoccupied. However, there is a limit to how far they can move based on the road limits. Amphibious units are not allowed to regroup.

Naval Battles

When enemy naval units occupy the same sea, a naval battle takes place. Naval units have a combat strength of either 2 or 3, with the defender firing first. Just like land battles, if any defending ships are still present in round 4, the attacker must retreat.

Combat at the Shore

In naval battles that take place near the shore, each side can contribute units to the combat based on their presence. All units adjacent to the sea battle can join in, regardless of whether they are naval or land units.

Retreating with Naval Units

When defending naval units need to retreat, they have several options for where they can go. They can either retreat to the friendly seas or ports they originally came from, as long as those locations are still friendly or unoccupied. Alternatively, they can retreat to adjacent friendly seas or ports on the same sea.

  • I can only retreat to an empty neighboring sea or a friendly port on the same sea.
  • If I have no place to retreat, I have to either win or die.

Once all five cards have been played, the year comes to an end, and it’s time for the Winter Turn, when we find out if one of us has won. We’ll go through the winter events in the exact order they’re given.

Cleopatra Returns Home

I’ll move Cleopatra back to Alexandria. If she lands in an enemy-occupied area, she’ll immediately join their side with her current strength.

Checking for Victory

We need to determine if one of us has won the game.

Moving My Ships to Port

All my ships will be moved to a friendly port on the same sea, starting with Caesar. If any of my ships can’t find a friendly port, they’ll be disbanded. Don’t worry, though—I can rebuild them in the next year.

Preparing for Winter

In winter, cities can have a maximum of three blocks without any negative consequences. However, this limit can be increased if the city has a value. For example, Genua can support three blocks, Massila can support four blocks (three plus one), and Rome can support five blocks (three plus two).

If there are any surplus blocks in a city (decided by the owner), they are disbanded and added to the Friendly Levy Pool. However, these blocks can be rebuilt in the next Year.

Disbanding

It is not allowed to merge blocks on the map. Players have the option to disband any block, except for Cleopatra, and add it to their Levy Pool. Any steps that were taken by the disbanded block are forfeited, but the block can be rebuilt in the next Year if desired.

Year Reset

All face-up blocks in the Levy Pools are placed upright and can be recruited in the next Year.

Before the game begins, all 27 cards are shuffled and each player is dealt six cards. Take a moment to examine your cards and choose one to discard. The discarded card is not revealed, keeping it a secret from other players.

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