Michael Sosa
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Salutations Friends!

For the purpose of efficiency when commencing new games and in the interest of aiding the plebes who frequent these forums I, Belisarius the Bold, frequent conqueror of many places, fearless challenger of Rome, hereby present these optional rules, variants, and clarifications for competitive play of this most excellent of games.

Setup: Tribal strength calculated at 3d3-1 (for online Vassal games)

Barbarian invasions cannot be used to attack tribes. They are able to move through tribe held spaces without combat. Multiple invasions are allowed per turn and they may combine. http://boardgamegeek.com/thread/1047762/13-4-may-barbarian-i...

Neutrals powers automatically rebuild city walls at the start of each turn.

One town or city wall can absorb 1BP of damage without reduction per round of combat.

A power that lacks talents for an activation still has to draw a card but must discard it if it is "hold in hand." http://www.boardgamegeek.com/article/2868452#2868452

4.4 Talking the Talk: in effect. However play of Alliance card is still required for such activities such as tracing LOC through enemy forces, combining armies, etc.
http://www.boardgamegeek.com/thread/283235
http://www.boardgamegeek.com/thread/170135

7.5 A roll of "6" always results in a successful sack, and a roll of "6" for continuation fails (modifying 7.53). This makes it possible for 6 rated campaign leaders to sack and plunder with a risk of being stopped.

9.45 Attrition in Mountain Spaces: in effect. If more than 2 land units start in a mountain space and remain there at end of activation, attrition is suffered.

10.31 Leaders can intercept and be themselves intercepted. Garrisons can also be intercepted. Elephants cannot move alone so the question is moot. http://boardgamegeek.com/article/3598274#3598274

10.55 Rerolls: not in effect
10.56 Simplified Rounding: not in effect

10.64 Roman Legionary Cavalry: in effect. Roman legions have attached cavalry at the rate of 2 legions per cavalry, starting turn 3.

10.65: Legions lose cavalry bonus in turn 9 & 10, but gain one strength point to become 5 BP each.

11.32 Leaders do not have to land if failing continuation while sailing alone with galleys (no other units being transported). This simulates a naval commander. http://boardgamegeek.com/article/2315646#2315646

11.34 Amphibious attack: As a clarification, the attacking force only needs 2 MP remaining after each attack, which is sufficient to sail again and land at a previous friendly space. Of course if the previous space is not friendly, then 4 MP would be needed in case the attempt to sail by fails continuation, requiring another amphibious assault.
http://www.boardgamegeek.com/thread/113299

11.44 Clarification on result of naval battle in which attacker loses: they are first moved back to the space they came from and from there must be sailed to the nearest friendly port. They are not stopped. [I'm open to discussion here, as perhaps we should allow for the possibility of ancient galleys to run a blockade, such as by allowing them to regroup in any direction after a failed attack).
http://boardgamegeek.com/thread/337652

Event Cards: Naval ambush can be played on any unit that sails without galley escort, not just land units. Thus leaders, garrisons, and elephants with leaders can be hit. http://boardgamegeek.com/article/2315646#2315646

I'll post more as they come to mind. Feel free to discuss these below if interested.

Thanks to Nick for providing some of the links above.
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michael confoy
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OK, why?
 
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Richard Berg
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And, of course, none of the above is in any way "official" . . . altho y'all free to try them out.

RHB


 
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Michael Sosa
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Hey Brog, Richard Berg has commented on and approved this product!

The purpose of this post is to put in one place the rules I like to use in the games I run (currently 3) without having to remember them and argue some of them each time! I feel these rules work well. Also I'm interested in discussing better alternatives, especially from those I frequently play with who also read this forum.
 
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michael confoy
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It would be kind of nice if you explained the reasoning behind these. I assume that there is more to it than you felt like making up your own rules?
 
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Michael Sosa
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Well Papahoth most of the above are optional rules within the game itself, just posted here so I don't have to repeat myself every time I start a new game. Others are clarifications from problems I've had in other games. For example, rule 4.4 caused one of my games to fail when the clarification listed there, no tracing of LOS without alliance card play, had not been argued. Even though Pax Romana rule moderators agreed with my view, one player was so angry about it that he quit the game. I had even offered to postpone the effect of that rule for one turn.

The justification for this rule has been discussed in the rule forum already. Basically it is meant to keep the game within check so we don't see armies moving much farther than their supply boundaries except in the rare occasions that a formal alliance has been declared via play of the Alliance card. Without that card it would be easier for players to cooperate and gang up on the leader, typically detrimental to a game.

I think the reasoning for the above rules has been discussed elsewhere, I rather not retype them all here!
 
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Michael, maybe you could have links to some of the discussions regarding the specific rules. That way when you start new games, players could read for themselves.

If I get a chance, I'll try to find and post the links.
 
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Michael Sosa
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Not a bad idea, I will add those as I find them. That should address questions from Papahoth and others I'm sure.
 
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Link for
11.34 Amphibious attack
http://www.boardgamegeek.com/thread/113299

Link for
11.44 Clarification on result of naval battle
http://boardgamegeek.com/thread/337652
 
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Curtis Sutherland
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'Officially' you only have to build cities to win the game. Why make them more powerful with wall absorbtion, also the designer should have just let players buy garrisons and cut out the middle man,light infantry, as they are good for nothing else. This game breaks without house rules. Period. Still a cool game but far from perfect 'out of box'.
 
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Michael Sosa
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Making cities harder to take is a thematic element that I enjoy. So are light units.

One rule that I am testing and is not listed above is allowing units to remain aboard ships when they fail to dislodge an enemy via amphibious assaults and lack the movement points to land elsewhere. The movement point calculations for transporting units past enemy occupied ports is tricky.
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Michael Sosa
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Added a change to rule 7.5 so that 6 rated campaign leaders can sack and plunder.
 
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Michael Sosa
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Stick up man wrote:
... also the designer should have just let players buy garrisons and cut out the middle man,light infantry, as they are good for nothing else.


Next time your army of Legions has to take an odd number of step losses you will wish you had one light infantry unit! Granted you are probably better off raising HI/LG whenever you can rather than lights, and that is not historical, but just wanted to point out that they are not entirely useless.
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