These rules replace Rule 14 in the original rulebook. The numbering corresponds with the rules in The Living Rules.


Updated May 19, 2008 - sections noted below in red.

2.2 Provincial Forces


2.2.1 OVERVIEW
: A Governor must raise Provincial Forces which may be used to defend the Province against Wars.

2.2.2 PROVINCE STATE
: There are four states in which a Province can be in:
1. Roman Province - controlled by the Senate; may or may not currently have a Governor.
2. Rebel Province - controlled by a Rebel Senator.

3. Ally Province - a Province Defeated by a War card joins it as an Ally.

4. War Province - a Province can be converted to an independant War card by the Interal Disorder and Pretender Events.

2.2.3 TAXES: The Personal and State income derived from Roman Provinces remains the same as in the Basic Game. However, an additional annual Local Tax income is generated during the Revenue Phase for use strictly within that Province for the formation of Provincial forces. Local Taxes may be supplemented by the Governor, but never decreased or stolen. All Local Taxes are considered used each year during the Revenue Phase in building the maximum amount of Provincial Forces that Province can raise as defined on the Province card after “Maximum Forces:”. A Rebel Province collects ALL Taxes for use in both maintaining and building Forces. A War Province collects ALL Taxes for use only in building new Forces. An Ally Province does not collect income.

2.2.4 FORCES: Provincial Armies and Fleets are raised by the Governor (Roman or Rebel) at the end of the Revenue Phase. Units so raised are indicated by placement of a proper number marker on their Province Card in either the Provincial Armies or Fleets boxes. It costs ten Talents to build each Army or Fleet. The Governor may choose which type to build. An unaligned Governor (1.09.53) will build Provincial Armies/Fleets in equal proportions (Armies getting preference in the case of odd numbers). A War Province will build new Forces to the extent of its income. An Ally Province will never build any Forces.

2.2.41 VETERANS: Provincial Armies do not produce Veterans; however, Roman Garrison Legions may be converted to Veteran status per normal rules. They become aligned to the Governor of the Province.

2.2.42 GARRISONS: The Senate (by passing a proposal) may send Legions and/or Fleets to a Roman Province to serve as a Garrison to stiffen a Provincial Force.

2.2.43 ARMY STRENGTH: Provincial Armies in a Roman/Rebel Province are counted at full strength as long as at least one Roman Legion accompanies them at the start of battle. Otherwise, Provincial Armies count at half strength (fractions rounded up). Note that the Base Strength of the Province is never halved. Provincial Fleets are always counted at full strength. Provincial Armies in an Ally/War Province are always counted at full strength.

2.2.44 MAINTENANCE: Provincial forces are freely maintained in a Roman Province. Garrison Legions/Fleets in a Roman Province require maintenance by the Senate. All forces in a Rebel Province must be maintained by the Rebel Governor but he has access to ALL Taxes (Personal, State, and Local). Forces in
an Ally/War Province do not require maintenance.

2.2.5 PROVINCIAL WARS: Whenever an Active War appears which lists a Roman Province in brackets, that Province is considered Disordered and loses all taxes (Personal, State, and Local). A
Disordered Province may maintain its existing Provincial forces for free, but may not build any new ones. A Disordered Province may not Develop. At the start of the Combat Phase each Roman Province checks to see if it's listed as the first Roman Province on any Active War card; if it is, then that Province must attack that War unless it is Stalemated, Standoffed, or Defeated by a Roman Force sent by the Senate. If the Province must attack multiple wars then randomly determine which war the Province must attack first; however in the case of Matching Wars a lower numbered war must always be attacked before a higher numbered war. Since the war to be attacked is determined at the start of the Combat Phase, Provinces that enter the Forum during the Combat Phase for any reason do not participate in combat that turn. [Mar 7 2007]

2.2.51 COMBAT: That Roman Province must now attack the War card plus any Matching Wars with a Base Strength equal to that printed on its Province card (plus any existing Provincial forces and/or Garrisons also on the Province card) and the Military Rating of its Governor. All Provincial and Garrison fleets must be fully committed to battle if available even if they are not necessary. If the Province does not have the required Fleet support to attack a War card, the attack is still resolved but any “Victory” result  is converted to a “Stalemate”. Combat is resolved in the normal fashion, except for Losses (2.2.52). If the Province has 0 Army Strength and is required to fight a Land Battle or 0 Fleet Strength and is required to fight a Naval Battle, then the battle is an automatic Defeat. A Provincial War has no effect on a War's Prosecuted status, unless the Province achieves a Victory against the War.

2.2.52 TAKING LOSSES: Provincial Armies in a Roman/Rebel Province take losses in Combat at double the normal rate unless a Legion is present and survives the battle. Otherwise, losses are taken equally from Armies and Legions (and Provincial Fleets/Roman Fleets). Randomly determine which units are lost in the best method you deem possible.

2.2.521 DEFEAT: A “Defeat” in any type of battle results in the death of the Governor. The Province becomes an Ally Province allied with the victorious War, combining with it to increase the strength of the War by the printed Strength of the Province card. Any surviving Provincial forces are also added to the War card, and any surviving Roman forces are returned to Rome. Because this was a Provincial Defeat rather than a Roman Defeat the Unrest Level is not affected. The surviving Provincial forces increase the Strength of the War card by one for each Army/Fleet.
Provincial Base Strength and Armies/Fleets are never subject to the multipliers for matching wars. Provincial Forces are removed (at normal—not double rate) in any subsequent battles, matching Roman/Friendly Provincial losses on a one to one basis in Stalemates/Standoffs, but taking no losses as a result of Roman/Provincial Defeats/Disasters. In addition, a Roman Naval Victory will always eliminate all remaining Provincial Fleets on the War card. An Ally Province collects no income and may not build additional forces. A War card may have multiple Ally Provinces allied to it. When the War is defeated, the Ally Province returns to the Forum in its undeveloped state with no remaining Provincial forces.

2.2.522 Provincial Navies and War Cards: Base and Provincial Fleets added to a War card due to a Provincial Defeat only increase that War's Fleet Support strength unless the War requires a Naval Victory (i.e. both Cilician Pirates) in which case both Fleet Support strength and Naval Strength are increased. If the rare case that the Fleet Support strength of a war exceeds 25, Rome must win a Naval Battle first before attacking the War's land strength. A Roman Naval Victory will always eliminate all Provincial Fleets on the War card.  [Mar 6 2007]

2.2.531 STALEMATE: A result of “Stalemate/Standoff” is treated as no effect other than the loss of any called for Provincial forces and the resulting Mortality Check for the Governor.

2.2.541 VICTORY: A result of “Victory” in a land battle turns the War card into an Inactive War if there are presently no activating matching Wars/Leaders in the Forum (thus it does not incur an Unprosecuted war penalty during the Population Phase). It will stay inactive until attacked by Rome or made active by another matching war or leader. If there is a matching War/Leader in the Forum, the defeated War is reshuffled into the deck. If the current deck has less than six cards, and there is another deck to be used in an extended game, shuffle it into the next deck instead. If the current deck has less than six cards, and the extended game is not being played or the game is on the last deck, discard it (a Province is not created in this case). A Provincial Victory has no effect on the Unrest Level and never creates spoils of war. A result of “Victory” in a naval battle results in a Naval Victory marker being placed on the war and if the War has no Land Strength then it is defeated as well. A Provincial Naval Victory places the War in a Prosecuted State if it isn't already.
A Governor that achieves a Victory (including a Naval Victory) in a Provincial War receives standard Influence and Popularity gains.

2.2.6 WAR PROVINCE:
Internal Disorder and Pretender Events can transform a Province into a War Province with all the consequences to Revenue and State collapse of a War card. A War Province is treated as a War card in all aspects. Each Provincial Army adds one to the printed Strength of the War Province card and each Provincial Fleet adds one to its printed Fleet Support Strength. If the number of Provincial Fleets in the War Province exceeds the combined Land Strength of the Province (Base + Armies), a Naval Battle must be fought first. One Provincial Army/Fleet must be removed (if available) for each Roman Legion/Fleet lost in a Stalemate/Standoff against it. A Roman Naval Victory will always eliminate all Provincial Fleets on the War Province. A War Province will build additional Armies/Fleets as equally as possible (Armies get precedence) to the fullest extent of its combined Personal, State and Local Taxes income. A War Province does not pay maintenance for its Forces and Base Strength. When the War Province is defeated, it returns to to the Forum in its undeveloped state with no remaining Provincial forces.

2.2.7 STATE FUNDED PROVINCIAL FORCES: Rule 14.2 in the original rulebook makes a passing reference to this but never expands on it. This could probably be considered an optional rule. The Senate can propose monetary transfers from the State Treasury to one or more Loyal Provinces. The maximum amount that can be transferred to each Province is equal to 10 times the current Maximum Force of the Province (a 10/10 Province can be transferred up to 200 talents).
If such a proposal passes, immediately deduct the amount transferred from the State Treasury - which cannot go below 0 talents. The talents are added to that Province's Local Taxes during the next Revenue Phase only if the Province has a Governor, is Loyal, and is not Disordered; otherwise the talents are returned to the State Treasury. Talents in excess of what the Province can use to build new forces are also returned to the State Treasury. [Feb 28 2007].

2.3 Rebel Governors

2.3.1 OVERVIEW: A Governor may use his Provincial Forces and Garrison Legions to revolt against the Senate either as a Primary or Secondary Rebel.

Vatinian Law: If this law is in effect, only one of the Governor's Provinces may revolt; his other Provinces remain loyal to Rome and are immediately returned to the Forum. The Governor must be residing in the Province in order for that Province to revolt. Note that he can move to one of his Provinces at any time during the Senate Phase when this law is in effect - in preparation for a revolt in the upcoming Revolution Phase.

2.3.2  REVOLT: Any Governor may use his Province in a revolt against the state by declaring so during the Revolution Phase. Revolt declarations by Governors are made at the same time as the revolt declarations by Victorious Commanders. As per the standard Revolution rules, there may only be one Rebel Faction (eligible to win). Should a Faction that wishes to revolt field a stronger total force than that of a previously declared Faction, the initial rebel's declaration is ignored, and the Faction with the stronger revolt force is considered in revolt instead. A Faction's total revolt force is equal to the Primary Rebel's Military Rating plus all Provincial Armies and Legions loyal to both Primary and Secondary Rebels in that Faction. Provincial Armies are always loyal to a Governor. All Legions in a Province belonging to a Primary Rebel Governor are loyal to him. All Rebel Aligned Veteran Legions (RAVL) are also loyal to the revolt even if they are currently not under the command of a rebel; however, they may not be able to immediately join the Primary Rebel's army. A Primary Rebel Governor may remain in his Province or March on Rome but must declare his decision at the time of the revolt. In a subsequent Revolution Phase he may declare that he is attempting to March on Rome but once landed he must remain in Italy until defeated or victorious.
The revolt counts as one of the four Active Wars needed to destroy Rome and costs the State 20 Talents per turn whether or not the Primary Rebel is Marching on Rome.

2.3.21 SECONDARY REBELS: Only the Primary Rebel's army may land in Italy to attack the Senate during the first Combat Phase after a revolt is declared. Other Senators belonging to the same faction that join the revolt as Secondary Rebels in support of the Primary Rebel may add no forces other than Rebel Aligned Veteran Legions (RAVL) under their command at this time. On each subsequent turn that the Rebellion exists; an rebel Governor of his Faction may attempt to add his forces to those of the Primary Rebel's army as reinforcements. Those Armies/Legions that he can land in Italy (see 2.3.5) will reinforce the rebel army. Senators from opposing factions may not declare themselves Secondary Rebels.

2.3.22 REBEL PROVINCES AND WARS/EVENTS: A rebel Province is never considered under attack by any wars in play (the wars simply ignore them). A rebel Province always generates revenue; however it cannot be developed. A rebel Province is not affected by any Random Events.

2.3.23 REBEL GOVERNOR INCOME: A Governor in revolt is not subject to recall and loses all Offices, Concessions, Knights, Priests, and Senatorial income assigned to him. He keeps all money in his Personal Treasury. He does not collect any income except from his Province of which he collects ALL income (Personal, State, and Local Taxes - he must roll to determine Personal and State Income and must subtract negative results from his total income) for use in maintaining and building military forces in his Province or maintaining forces in the Primary Rebel's army. These funds are placed in his Personal Trreasury.

2.3.24 REBEL FORCE MAINTENANCE: Each Provincial Army/Fleet, Garrison Legion/Fleet, and Province Base Strength point requires two Talents to maintain. Rebel Aligned Veteran Legions (RAVL) require no maintenance. A Rebel Governor pays maintenance using Talents from his Personal Treasury and/or his Faction Treasury. A Rebel Governor must first pay to maintain his Province's printed Base Strength. If he does not have enough funds to maintain even the Base Strength of the Province then he simply spends all money in his Personal Treasury and need not spend any funds from his Faction Treasury; but he must in this case disband all Provincial forces in the Province (or "in transit" see 2.3.51) that require maintenance - Rebel Legions/Fleets are returned to Rome. After maintaining his Province's Base Strength, a Governor maintains Provincial Army/Fleet and Garrison Legion/Fleet units in his Province (or "in transit" see 2.3.51). He may also build new Provincial Forces if he has spare funds and the Province's Maximum Force Size has not yet been attained. A Rebel Governor may voluntarily refuse to maintain some or all Forces in his Province (disbanding Provincial units and returning Roman units to Rome). Note that a Primary Rebel may use any funds in a Secondary Rebel's Personal Treasury as if they were his own. A Secondary Rebel Governor could disband all Provincial Units in his province and keep all of that Province's income in his Personal Treasury (after maintaining the Province's Base Strength). Such money could then be used by the Primary Rebel to help finance his own Force. [Mar 6 2007]  A Rebel Governor must maintain as many of his forces as possible. He may not disband any of his forces (unless he is forced to if he is under-funded). [May 19 2008]

2.3.25 REBEL PROVINCIAL ARMY STRENGTH: Provincial Armies are counted at full strength as long as at least one Legion starts the battle with them. Otherwise, Provincial Armies count half (fractions rounded up). Provincial Fleets are always counted at full strength.

2.3.26 REBEL ALIGNED VETERAN LEGIONS (RAVL):
a. If a Primary Rebel Marches on Rome on the same turn that his revolt is declared, all RAVL under the command of Secondary Rebels (Commanders or Governors) as well as those currently in Rome are immediately added to his army.
b. If a Primary Rebel does not immediately March on Rome all RAVL remain in their present location except that all Legions (including RAVL) under the command of a non-Governor Secondary Rebel are returned to Rome. If the Primary Rebel Marches on Rome on a later turn only those RAVL in Rome at that time will be added to his army; however, if the Rebel must avoid Naval Interception in order to land in Italy such legions are only added to his army if the Senate fails to intercept. RAVL under the command of Secondary Rebel Governors can only be added via Reinforcement (2.3.51).
c. RAVL under the command of Loyal Commanders (fighting another war) or Loyal Governors are never added to the Pimary Rebel's army; however if a RAVL is ever in a Senate Army facing a Rebel (Primary or Secondary) they desert to the Rebel before battle. [The Senate might deem it prudent to send RAVL under its control to Garrison Loyal Provinces to prevent them from joining a Rebel army].
d. RAVL do not require maintenance if they are under a Rebel's command but if the RAVL's Senator (a Secondary Rebel) dies they revert to being normal Veteran Legions whose maintenance must be paid for. Such legions remain rebel legions. [Feb 27 2008]
e. RAVL currently under the Senate's control may not be disbanded.
f. All RAVL in play are considered when determining a Faction's Total Revolt Strength if multiple Factions attempt to revolt in the same Revolution Phase.

2.3.3 LEGION ALLEGIANCE: Provincial Armies/Fleets and Garrison Legions/Fleets are automatically loyal to a Primary Rebel Governor. Veteran Legions Aligned to a Loyal Senator currently in the Province may either be maintained by the Governor or returned to the Senate; however, before combat any Loyal Senator's Aligned Legions in the Rebel Army will defect to the Senate's Army. [The Governor may wish to maintain such legions in case the Senator to which those Legions are Aligned to dies before the Combat Phase; since such Legions would no longer be aligned with a Loyal Senator they would fight for the Rebel]. A Secondary Rebel Governor may only maintain Rebel Aligned Veteran Legions (RAVL) and Provincial Armies/Fleets in the province - he must immediately return all other Forces to the Senate.

2.3.4 FLEET ALLEGIANCE: A Victorious Commander attempting to revolt may dice for the loyalty of Roman Fleets under his command as if they were Legions (2.3.3) and pay maintenance for those that remain loyal to him. He may forfeit their control to the Senate if he prefers not to pay for them. A rebel that Marches on Rome on the turn that he declares his revolt does not need Fleets but by taking control of them away from the Senate he may make it easier to acquire reinforcements from Secondary Rebel Provinces on future turns (i.e. Naval Interception).

2.3.5 MARCHING ON ROME: If a Primary Rebel Governor elects to march on Rome he may never return to his Province (though he still collects all income from it to use as maintenance for his Army). His strength is equal to to the sum of his Provincial Armies and Legions (Veterans count double as usual) plus his Military Rating. If he has no Legions, his Provincial Armies only count half (fractions rounded up). If he marches on Rome, he may not use his Province’s Base Strength, which remains behind in the Province (see 2.2.53). The revolt itself is resolved as in the standard rules (11.52) except for Reinforcements & Naval Interceptions (2.2.51). There is no Naval Interception provided he decides to immediately march on Rome on his initial declaration (future reinforcements from Provinces with a printed Fleet Strength will require a Naval Interception Check) or if his Province has a printed fleet strength of 0.

2.3.51 REINFORCEMENTS: On any Revolution Phase following a Combat Phase where a Primary Rebel Marching on Rome achieves a Stalemate result against the Senate's Army, a Secondary Rebel Governor may attempt to reinforce the Primary Rebel's army with any forces he currently has in his Province. The reinforcements are automatically added to the Primary Rebel's army if that Province has a printed fleet strength of 0. If the Province has a printed fleet strength greater than 0 then the reinforcements are considered to be "in transit". Reinforcements "in transit" are added to the Primary Rebel's army only if it avoids Naval Interception (2.3.52) during the next Combat Phase. Only one Secondary Rebel may reinforce the Primary Rebel each Revolution Phase. The Senate cannot attack a rebel province if that Province has already reinforced the Primary Rebel or has forces "in transit".  A Province which has reinforced the Primary Rebel or has forces "in transit" may not build any new Provincial Forces however the Governer continues to receive Provincial Income which he must use to maintain the Province's Base Strength - any excess income can be used to maintain forces "in transit" or in the Primary Rebel's army in Italy. Forces "in transit" are always maintained by the Province from which they are transferring from.

2.3.52 NAVAL INTERCEPTIONS: Whenever a Rebel Governor attempts to March on Rome on a turn after he declares his revolt or attempts to reinforce a Primary Rebel already Marching on Rome, that Governor's forces are subject to a Naval Interception by the Senate if the Province's Base Fleet Strength is greater than 0. A Naval Interception battle is resolved before any other battle during the Combat Phase. The Province's Battle Strength is equal to its Base Fleet Strength plus any Provincial and Garrison Fleets in the Province - the Governor's Military Rating is not added to the Fleet Strength. Provincial Fleets are always counted at full strength unlike Provincial Armies. In order to initiate a Naval Interception, the Senate must pass a proposal to send a Fleet (without Commander) to attack the Province's Fleet. This Roman Fleet can serve no other purpose during that Combat Phase. Resolve the battle normally with a TDR comparing the two Fleet's Strengths. A Roman Victory results in the reinforcement attempt failing though that Province may attempt to move its Forces to Italy again starting next Revolution Phase. If  Rome suffers a Defeat or Stalemate (or does not send a Fleet to do battle) then the Provincial Armies and Legions from that Province are immediately added to the Primary Rebel's Army for use in the current Combat Phase. Also note that Battle Losses are taken equally from each side for every result other than "No Losses" and "ALL" (only fleets are subject to such combat losses).  Mortality chits are not drawn for this battle and battle results have no effect on Unrest.

2.3.6 REMAINING IN A REBEL PROVINCE: If a Primary Rebel Governor remains in his Province (instead of Marching on Rome), he cannot win due to the failure of the Senate to send an Army against him or even for defeating the Army the Senate sends against him (1.11.052) but his Revolt still counts as one of the four Active Wars needed to destroy Rome and costs the State 20 Talents per turn. He can however still win if there is a People Revolt or the State Treasury is exhausted. His strength is equal to the Province’s Base Strength plus
Provincial Armies/Fleets and Garrison Legions/Fleets in the Province plus his Military Rating. If in a future Revolution Phase, the Primary Rebel Governor decides to March on Rome and the Province has a printed fleet strength greater than 0; the Senate can attempt to prevent the rebel from landing in Italy with a successful Naval Interception (2.3.52). If the Senate does not send an Army to attack the Primary Rebel Governor remaining in his Province - that Revolt is considered Unprosecuted and will increase Unrest per the normal rules.

2.3.61 ATTACKING A REBEL PROVINCE: Rome can attempt to defeat a Rebel Governor by attacking his Province directly. Rome cannot attack a Province if its Governor is Marching on Rome (2.3.5) or if the Province has reinforced the Primary Rebel or has forces "in transit" to the Primary Rebel.

The Rebel's Army Strength is equal to the sum of:
    Base Army Strength
    Provincial Armies (count half if no Legions are in the Province)
    Garrison Legions (Veterans count double as usual)
    Military Rating of Rebel

The Rebel's Fleet Support Strength is equal to the sum of:
    Base Fleet Strength
    Provincial Fleets
    Roman Fleets

If the number of Provincial and Roman fleets in the Province (not including the Base Fleet Strength) exceeds the combined Land Strength of the Province (Base + Armies + Legions), a Naval Battle must be fought first. Provincial Armies are always counted at full strength when determining a Naval Battle requirement.

The Rebel's Naval Strength would be equal to the sum of:
    Base Fleet Strength
    Provincial Fleets
    Roman Fleets
    Military Rating of Rebel

If the Province's Maximum Fleets value is 0 then the Province automatically has a Fleet Support Strength and Naval Battle Strength of 0 even if the Province has Rebel Roman Fleets.

2.3.62 RESOLUTION: When attacking a Rebel Province use rule (11.52) from the original rulebook for resolution with the following differences:

A Defeat does not result in the Rebel winning the game; however, if the Governor had at least one Legion at the start of the battle, then all non-Veteran Legions that survive the battle defect to the Province and become loyal to the Rebel. Increase Unrest by 2 in a Defeat. In a Stalemate, if the Governor had at least one Legion at the start of the battle, then each non-Veteran Legion must roll a dr to see if it defects to the Province. If the Senate's Army Commander survived the battle a roll of "1'" will result in defection, if the Commander did not survive a roll of "1-3" will result in defection. A Victory against a Secondary Rebel Governor kills that Governor and the Province card is returned undeveloped to the Forum with no Provincial Forces but the Revolt continues since the Primary Rebel is still alive. Rebel Legions/Fleets under that Governor's command are returned to Rome. A Victory against a Primary Rebel Governor kills all Rebels and all Rebel Province cards are returned to the Forum undeveloped with no Provincial Forces. Rebel Legions/Fleets are returned to Rome. [The Victorious Commander may in turn Rebel if he so desires]. The Victorious Commander gains Popularity and Influence equal to the Strength of the War minus the Governor's Military Rating. Decrease Unrest by 1.

2.3.7 REBEL MORTALITY: If a Primary Rebel dies from a Mortality Chit draw then the Revolt is ended even in the case where the Senate's Army lost a battle against him; All Secondary Rebel Governors are killed and all Rebel Province cards are returned to the Forum undeveloped with no Provincial Forces; Rebel Legions/Fleets are returned to Rome. If a Secondary Rebel Governor dies from a Mortality Chit draw his Province is returned undeveloped to the Forum with no Provincial Forces and his Rebel Legions/Fleets are returned to Rome. Reinforcements to the Primary Rebel are not affected by his death but if these Reinforcements were "in transit" then they are all lost with Legions/Fleets being returned to Rome.

2.3.8 REBEL VICTORY: If the Rebel Army attacks the Senate in Italy and achieves a victorious result the revolt has succeeded and the rebel now rules Rome and wins the game, barring the collapse of the Republic (1.12.4). If, however, he defeats the Senatorial Army attacking him in his rebel province he does not win the game. For the Rebel to win he must either attack the Senate in Italy (i.e. March on Rome) and win a battle OR wait and hope for a People Revolt or State Bankruptcy result.

2.4 Example

1. Mithridates Attacks Asia
The 1st and 2nd Mithridatic Wars have been drawn (10/5 and 6/4) but the Senate Army rolled a Disaster while attacking the 1st Mithridatic War - the 2nd Mithridatic War was not attacked. The 1st War is considered Prosecuted, the 2nd War is Unprosecuted. Asia is currently a Developed Roman Province at full strength with a Base of 6/5 and Provincial Forces of 10/10 and has 1 Garrison Legion as well. Its Governor is Julius (Military 4). Asia is listed as the first Province on both War cards so Asia will have to attack both Wars starting with the 1st Mithridatic War which is 20/5 due to a Matching War. Asia's strength is 21/15 (6/5 + 10/10 +1/0 + 4). If the Legion had not been sent to Asia, the Province would only have had a strength of 15/15 since the Provincial Armies would only count at half strength.

The TDR modifier against the 1st Mithridatic War is +1. The Combat Roll is 11 and the result is 12 which results in a Stalemate with the loss of 1 Army and 1 Fleet. There is a 1 in 11 chance that the Garrison Legion will be the one Eliminated but fortunately it was determined (via e-mail dice roll) that a Provincial Army was lost instead. The Garrison Legion now becomes a Veteran Legion aligned to Julius. Asia's strength is now 21/14 (6/5 + 9/9 + 2/0 + 4) and it must attack the 2nd Mithridatic War (12/4 due to a Matching War). 2 Mortality Chits are drawn but Julius lives.

The TDR modifier against the 2nd Mithridatic War is +9. The Combat Roll is 7 and the result is 16 which results in a Victory with the loss of 2 Armies and 2 Fleets. Unfortunately, the Veteran Legion is deemed to be one of the units lost (via e-mail dice roll) and since there is no Legion remaining after Combat, Provincial Army losses are doubled, so 2 more Provincial Armies are lost. 5 Mortality Chits are drawn and Julius lives and gains 3 Popularity and 3 Influence. Since there is a Matching War in play the 2nd Mithridatic War is shuffled back into the deck there being more than 6 cards left in it. Asia now has 7 Armies and 7 Fleets left.

Asia will not be able to build any Forces next Revenue Phase because it is listed as a Province on the 1st Mithridatic War card. Asia's strength is now 14/12 (6/5 + 7/7 + 4)

2. Julius Rebels
On the next turn the Senate sends a Garrison Legion to Asia to reinforce Julius and then sends an army to attack the 1st Mithridatic War again. This time the Senate's Army suffers a Standoff - so Asia does not attack the War. During the Revolution Phase, Julius declares himself in revolt but decides not to March on Rome at this time. Another Senator in Julius' faction, Calpurnius, declares himself as a Secondary Rebel. Calpurnius is currently Governor of Nearer Spain which currently has 10 Provincial Armies. All forces in Julius' Province are loyal to him but he needs to pay for their maintenance. Since Asia is not a Roman Province next Revenue Phase it collects all income even though the 1st Mithridatic War is still in the Forum. Julius rolls a 4 for Personal Income and a 9 for State Income resulting in total income of (4+6) + (9+3) + 50  = 72. He has no money in his Personal Treasury but this will suffice. He has a Base of 6/5, Provincial Forces of 7/7 and a Garrison Legion for a total maintenance cost of (11+14+1)*2 = 52 with 20 talents left over. He spends these on building two more Provincial Armies (now 9/7). Asia's Strength is now 6/5 + 9/7 + 1/0 + 4 = 20/12 and Julius is left with no money to spare. Calpurnius collects just enough from his Province to maintain his entire force.

3. The Senate Attacks Asia
The Senate deems that the revolt is more important to defeat than the Mithridatic War so sends an Army to attack the Rebel Julius in Asia. The Senate sends an army with a total strength including Military Ratings of 27/12 The TDR modifier is +7. The Combat Roll is 6 and the result is 13 which results in a Stalemate with no losses. Julius' lone Legion becomes a Veteran Legion aligned to him (will require no maintenance). Each non-Veteran legion in the Roman Army must now check for defection (2.3.62). Four "1"s are rolled so four regular Legions defect to Julius' army. The Roman Commander becomes a Proconsul and Julius' revolt becomes Prosecuted.

4. Julius Marches on Rome
During the Revolution Phase, Julius decides to March on Rome but since Asia has a printed Fleet Strength > 0, Julius' army must avoid Naval Interception during the next Combat Phase in order to land in Italy and attack the Senate's army. His army is now considered "in transit" so he can build no new Forces next Revenue Phase. His Army strength in Italy (if it avoids Interception) will be 9 Provincial Armies + 4 Regular Legions + 1 Veteran Legion + 4 Military Rating = 19/0. His Naval Interception Strength is 5 (Base) + 7 (Fleets) = 12. During the Revenue Phase he collects 70 talents from Asia with which he maintains all his Armies and Fleets. Total Maintenance requirement is (11+16+4)*3 = 62 talents. 8 Talents remain in his Personal Treasury.

5. Naval Interception
During the Senate Phase, the Senate recalls the Proconsul from Asia  It dispatches 12 Fleets to attempt Naval Interception of Julius as well as an army of Strength of 24/0 to attack Julius in case the Naval Interception fails. The Naval Interception TDR is +0 and the roll is 11 which results in a Stalemate. Rome loses 2 Fleets and Julius loses 2 Provincial Fleets. No Mortality Chits are drawn. Since Rome did not achieve a Victory Julius is now in Italy.

6. Julius Lands in Italy
The Senate now attacks Julius' army with a +5 TDR. The Roll is a 8 so the result is another Stalemate with no losses. Each side gains a Veteran Legion. Rome's Army is at 25/0 while Julius' is at 20/0. The Revolt is considered Prosecuted.

7. Calpurnius Reinforces Julius
During the Revolution Phase, Calpurnius now reinforces Julius in Italy. Since Nearer Spain has a Printed Fleet Strength of 0, Calpurnius' 10 Provincial Armies are immediately added to Julius' Army bringing up his Strength to 30/0. Both Nearer Spain's and Asia's Income are used to maintain Julius's Army which includes 19 Provincial Armies, 3 Regular Legions and 2 Veteran Legions. Things are not looking good for Rome.

8. Conclusions
The Senate should be careful about sending a Garrison Legion to a Province. The Senate should be especially careful about sending an army to fight a Rebel in his Province if the Rebel has at least one Legion; the Desertion rule can have a major effect. In this case, Rome should probably have attacked the much weaker Province of Nearer Spain first. Calpurnius only had a Strength of  8 since he had no Legions. If the Senate had not attacked Julius in Asia then Julius' delay in Marching on Rome would have gained him little - only 2 more Provincial Armies were built. A successful Naval Interception would have delayed Julius at least one more turn - if he had immediately marched on Rome there would have been no Naval Interception.

2.5 Strategy


Note that a Prinary Rebel Governor can win the game even if he is not marching on Rome if the Senate faces a People Revolt or Bankruptcy. Greece, Asia, and Syria can be excellent provinces for such a revolt because they can each build 10 fleets. When maxed out on fleets each province will have a Fleet Support Strength of 15. The senate may very well not have the funds to build such a large navy which would mean that the province cannot be attacked. A maxed out Asia with 1 garrison legion and a governor with a military rating of 4 would have a strength ot 6/5 + 10/10 + 1/0 + 4/0 = 21/15. If the senate rolls a Stalemate then it risks legions defecting to the rebel. If the 2nd Catiline Conspiracy has not yet been drawn and the HRAO has low popularity there is a very good chance of a People Revolt. This event card can easily result in the loss of 9 Popularity from the HRAO (due to drawing a Draw Two chit). A roll of 8 or less on the Population Table would then result in a victory for the rebel governor - if there are droughts or unprosecuted wars then the chances are even greater. The Blackmail card can also be used to great effect to reduce the HRAO's popularity prior to rolling on the Population Table.