Hannibal: Rome vs Carthage Optional Rules

by Roberto Ullfig

1. Roman General Expansion

Appius Claudius Pulcher
Has a Strategy Rating of 2 when he begins his move in Sicilia/Syracuse.
Opposing generals must add 1 to any interception rolls vs Pulcher.

Tiberius Sempronius Gracchus
No Special Ability

Quintus Fulvius Flaccus
Has a Strategy Rating of 2 when he begins his move outside Italy.
Adds 1 to Siege Table rolls if Besieging a Walled City in Italy with a Campaign card.

Add the three generals listed above to the cup. The same general can never be chosen two turns in a row. Their counters are put aside when it's time to draw new generals during the Reinforcement phase. For example, neither P. Scipio nor T. Longus cannot be chosen as Consul on turn 2. This rule has no effect on Proconsuls.

2. Dictator

If Carthage controls 5 Italian provinces or Rome is Besieged during the Reinforcement phase, Rome may appoint a Dictator before assigning a Proconsul by selecting any general of the player's choice (except Scipio Africanus) to that post. The Dictator must start in Rome and can only be placed if there are at least 5 CUs in Rome (unless Rome is besieged). The Dictator outranks all other Roman generals (and so commands all battles in his space) and his army must have at least 5 CUs at all times per the Consular Army rules.

3. Philip V Strategy Card Expansion

Cisalpinia Revolts

Philip Lands in Italy

Spanish Campaign

Friendly Tribe

Ambush

Roman Naval Victory

Tribal Campaign

Murder of a Consul

Aetolian Alliance

4. Advanced Philip V Rules

Philip V of Macedon
Recieves 1 CU per turn during the Reinforcement phase. Cannot leave Italy except to withdraw from the game.

The Philip Lands in Italy card is modified as follows:

Philip and 5 Carthaginian CUs use naval movement to land in any port space in Italy. Consider Philip to be sailing from a port with a naval combat modifier of -2. All other naval combat modifiers apply. Per normal naval movement rules, he can land and then move 1 more space - Bad Weather and Storms at Sea can effect this movement and he can be intercepted, etc...

Once in Italy, Philip is treated as a Carthaginian general in all respects except that he is subject to the Consular Army rule (he must always have at least 5 CU, etc...). All Carthaginian generals except Hannibal are subordinate to Philip who himself is subordinate to Hannibal. Philip does not receive standard Carthaginian reinforcements during the Reinforcement phase - though he can recieve CUs from Strategy cards. Philip recieves 1 CU per turn during the Reinforcement phase as long as he is not besieged, etc...

If Philip is displaced he is eliminated and the Macedonian Alliance immediately ends - also, Carthage must immediately discard a card at random and the Macedonian Alliance event can no longer be played as an event and is removed from the game when played for another purpose.

If Rome plays the Macedonian Alliance card to end the alliance, Philip and 5 CUs in his space (or however many there are if fewer than 5) are removed from the map - Carthage must also discard a card per the normal event description. If Philip is inside a besieged walled city at the time the alliance is cancelled, the city is flipped and all other generals inside the city are displaced.

Philip (and 5 CUs in his space) may withdraw from the map using normal naval movement (destination port has a -2 modifier). If he withdraws he cannot return to the game though the Macedonian Alliance remains in place. Carthage may wish to withdraw Philip if he is in a precarious position and he wishes to preserve the alliance.

If Philip successfully lands in Italy, remove this card from the game and reshuffle the Strategy Deck at the end of turn. May only be played if Philip V of Macedonia is allied with Carthage and Hannibal is in Italy.

5. Mauretania

Modify the map as follows:

Add six evenly spaced spaces along the coast between Icosium and the tip of Africa opposite Gades. Each space has a connecting line to adjacent spaces east and west. The westernmost space is connected to Gades by a Strait. The easternmost space connects to both Icosium and Zuccabar. The spaces from West to East should be named: Tingis, Lixus, Rusadir, Siga, Quiza, Iol.

These six spaces (none of which are ports) comprise the province of Mauretania - an independant province like Liguria. Mauretania is not part of the Region of Africa.

1. At the start of the game place a green PC marker in each of the six spaces. Treat these spaces like green tribal spaces except that they can't be subjugated.

2. The strait between Tingis and Gades can only be used by the player that controls Gades.

3. Diplomacy can be used to convert a green PC marker into a Roman or Carthaginian PC marker (very rarely would this be done - perhaps to avoid winter attrition?). These spaces must always have a PC marker in them - if a Roman or Carthaginian PC marker is removed, immediately place a green PC marker in the space. A Roman or Carthaginian PC marker can be removed if an enemy CU is on top and a strategy card is played to flip it - except that in this case, the PC marker becomes green.

4. Both Hostile Tribes cards can be played on armies in or moving through Mauretania.

5. The Cato Counsels Rome card prevents Roman CUs from entering Mauretania as well as the Region of Africa. (possible if Rome controls Gades).

6. Since Hanno cannot leave Africa he cannot enter Mauretania, which is not in the Region of Africa.

7. African allies are not used in Mauretania, since it is not in the Region of Africa.

Note: After the 1st Punic War, Hamilcar moved his army through Mauretania along the coast and then crossed at Gades (controlled by Carthage at that time) to begin his conquest of Spain.

Effect on the game: If Carthage has no OC 3 cards and is desperate to move an army to/from Spain/Africa this is now possible though at a cost since it's a long way around and several cards will be needed, not to mention the possibility of Hostile Tribes. Rome can possibly convert Iol with Diplomacy and use it as a base for an African campaign, assuming 1 CU is kept there to avoid isolation. Carthage doesn't get any of his African allies for battles in Iol.

Optionally, populate Mauretania with blue tribe markers instead of green PC markers. They are treated as Carthage-friendly tribes in all manner.