RoR Optional Rules

[Much credit to these rules goes to Christopher K. Farrell who came up with the original idea for many of them. I have made many small and large changes here and there and added a few of my own.]

1. State Collects Calpurnian Law Fines

Fines collected from the Calpurnian Law go directly to the State Treasury.

2. Required Random Event

In the Middle and Late Republic, the HRAO should roll once on the Random Events chart before taking his first initiative.

3. Legion Popularity Loss

A commander loses popularity equal to half the number of legions lost (fractions rounded down) in a Disaster, Standoff, or Stalemate, and equal to a third of the legions lost (frd) in a Victory. There is no popularity loss for losing fleets.

4. Keeping Spoils of War

In the Late Republic, during the Revolution Phase a victorious commander must make one dr for every 10T (or fraction thereof) of the War's Spoils. He may then retain that many talents in his personal treasury, with the remainder going to the State. If he keeps the spoils, then for each dr rolled, the senator must lose 1 popularity and 1 influence. If the commander rebels he can keep all of the spoils. The dice are rolled before the commander decides to rebel or not; if he rebels then he can keep the remainder.

5. Popularity Cap (X)

Any Senator who ends the Population Phase with more than X popularity must lose 1 point of popularity. A Statesman cannot be reduced to less than his printed popularity by this decrease. X is determined by the players prior to starting the game.

6. Gabinian Law Playability

Allow this Law to be played after the Late Period Pirate War is discarded as well.

7. Tribal Assembly

by Christopher K. Farrell

Change T. Sempronius Gracchus' special advantage from "May propose one land bill per turn" to "Influence loss for introducing a measure to the Tribal Assembly is 1." No Senator may introduce a measure to the Tribal Assembly until after T. Gracchus has in the Middle Republic; he is assumed to have already done so in the Late Republic.

In order to introduce a measure to the Tribal Assembly, a senator must play a Tribune (a statesman's free tribune cannot be used) and immediately lose 3 Influence. Any proposal may be introduced to the Tribal Assembly that could normally be voted on in the Senate, *including* elections for all offices *except* for Censor. Prosecutions also cannot be proposed. The voting procedure is the same, except that each faction receives votes for the sum of its (in-Rome) Senator's *popularity*, plus the oratory of any *one* senator in his faction (must be the senator who introduced the measure for the playing faction), and that player who played the Tribune is the Presiding Magistrate. Money can still be spent to buy votes normally, but each vote costs *2* talents instead of the normal 1. Negative popularity does subtract from a faction's votes; if a faction has 0 or fewer votes, they may not vote except to play a tribune. A Tribune (including a statesman's free tribune) may be used to veto a measure in the Tribal Assembly; no other form of veto (PM, Statesman's free *veto*, etc...) may be used (although GRAFT and MURDER OF A TRIBUNE may be used to cancel the tribune's motion, in which case the influence loss for the initiating senator is voided). One MOB VIOLENCE card should be added to the Middle Republic deck (use a convenient card from the Late Republic); These may now additionally be played against any faction trying to introduce a measure to the Tribal Assembly; they must be played before the voting commences, and if the initiating senator is killed the measure is considered cancelled. Only one MOB VIOLENCE card may be played per measure. Whenever a measure is introduced to the Tribal Assembly and not cancelled before voting commences, increase the Unrest Level by 1.

8. Optional Provinces

by Christopher K. Farrell

Whenever a Commander is victorious in either the Invasion of Britain or Invasion of Germany, *and* loses at most 2 legions, he (the commander) may opt to create the provinces of Britannia, or Upper Germany, respectively. If a commander defeats the Invasion of Germany with no losses, he may opt to create Upper and Lower Germany. In the senate phase after the defeat of the Alexandrine War, the Senate may pass a motion to create the province of Egypt. If this motion is not passed immediately, the Egypt province may not be created; this proposal, if made, may not be vetoed. Egypt starts and remains developed; it never becomes undeveloped. All four provinces are border provinces. The Governor of Egypt must be a prior consul; if no prior consul is available, elect any senator for a one-year term (returning in the following revenue phase). A one-year governor is subject to the full fining/prosecution if he takes personal income. Egypt must be allocated before a prior consul is sent to any other provinces; the last available candidate rule is in effect.
Numbers are undeveloped - developed
                 Britain       Upper Germany   Lower Germany
Base Strength 2/1 - 3/2 2/0 - 4/0 1/0 - 3/0
Personal Income dr-3 - dr+1 dr-2 - dr+2 dr-3 - dr-1
State Income dr-5 - dr-1 dr-3 - dr-1 dr-5 - dr-2
Local Taxes 10 - 25 20 - 30 10 - 15
Maximum Forces 5/5 - 7/7 6/0 - 10/0 5/0 - 10/0
Defends Against none none none

Egypt:
Base Strength: 3/7
Personal Income: TDR [or dr+7]
State Income: TDR [or DR+4]
Local Taxes: 60
Maximum Forces: 7/13
Defends Against: none

[Editor’s Note: The author had confused the term Lower Germany with Southern Germany. Lower Germany refers to the Lower banks of the Rhine and therefore Northern Germany; I have made the appropriate changes above. I don't like the fact that there are two Germanic provinces and would have preferred there to be only one.]

9. New Law Cards

by Christopher K. Farrell

Increased Reliance on Italian Auxiliaries (Early Republic)
The player who plays this law loses dr/2 (FRD) Popularity from each of his senators (roll once for each senator) and the unrest level is increased by 2. Each legion may now have an "auxiliary" attached for 4 talents. Auxiliaries increase the strength of the legion by 50%, with fractions rounded down in the final total; Auxiliaries may not be attached to an already veteran legion. Denote strengthened legions in any convenient way. Such legions require a 2T bribe to increase the likelihood of loyalty. This law can only be played during the 2nd Punic, 1st Gallic, or either Macedonian War. All Auxiliaries go home and this law is repealed when both the 2nd Punic and 2nd Macedonian War are defeated; increase the unrest by an additional 2 when the law is repealed. If this law is played, increase the Social War to 15. While this law is in play, the effects of any "Allied Enthusiasm" events that come up are halved (FRD).

The Senate declares a National Emergency (Early Republic):
The sponsoring player loses 4 popularity off his highest popularity senator, and all other senators in the playing faction lose 2 popularity; all other faction leaders 2 popularity and all other senators lose 1 popularity. The Unrest Level is increased by 3. All Landbills are immediately repealed and no more may be passed this turn, and any Manpower Shortage/No Recruitment is eliminated. Additionally, the first 5 units raised in the Senate Phase may be raised for half price, and the owners of the Arms/Fleet Building concessions receive no income from any forces built this turn, and the largest numbered Standoff and Disaster numbers on all wars/leaders are ignored for this turn only. May only be played if there are matching Macedonian or Punic Wars in play, or wars with a total strength of 20 or more.

Rhodian Maritime Alliance (Early Republic)
Treat as if the Rhodian Maritime Alliance event had come up.

Provincial Command (Late Republic)
Allows more flexibility in the use of provincial forces; any commander who is also a governor (by the Vatinian Law) may add any provincial forces from a province he is governing to his command at any time before the combat TDR if the province is listed on the war he is attacking (not necessarily the first province). As long as he remains a commander, the provincial forces may remain part of his forces (even if he attacks a different war that no longer lists the original province). When he is no longer a commander, the provincial forces are returned to the province. Provincial forces are always loyal to their commander, and may not be recalled or disbanded by the Senate.

Provincial Reorganization (Late Republic)
Combine each of Nearer & Further Spain, Transalpine & Narbonese Gaul, Cisalpine Gaul & Sardinia- Corsica, and Syria & Cilicia-Cyprus into one province each (for a total of 4 larger provinces). Each one of these provinces must be governed by a prior consul if one is available, otherwise elect anyone to a one-year term. Each of the provinces has the combined value of each of it's smaller provinces, and the combined province should be notated by stacking the smaller provinces. Anything that would effect one of the provinces (Pretender, Barbarians, etc.) effects the one new province similarly. If either province is unimproved, the new province is treated as unimproved (although are improved/sacked together afterwards). All governors in affected provinces are immediately recalled when this law is played. Once this law is played, the Vatinian Law may not be played; Likewise, if the Vatinian Law is in play, this law may not be played.

Tradition Erodes II (Late Republic)
All provinces that require a prior consul, except Egypt, may now be assigned to anyone.

11. Delayed Matching Wars

by Avalon Hill

7.3321 TIME DELAY: Whenever a War of Revolt card is drawn from the deck that would match a face-up War or Revolt card already located in the Forum, the drawn card is placed face-down in an Inactive War slot for the remainder of the current turn. If the face-up card is currently located in an Inactive War slot, it is immediately moved to an Active War slot; otherwise, face-up cards are not affected in any way. At the beginning of each turn, before any other action is taken, all cards in Inactive War slots are turned face-up, and one card for each War or Revolt is moved to an Active War slot on the Forum. Wars should be selected for activation in chronological order (e.g. 1st Macedonian before 2nd Macedonian) whenever possible. An Inactive War and its leader are instantly matched and activated; there is no delay. If a Leader is drawn that matches an Active War, the Leader is immediately placed on the Active War card--but no additional War cards are activated.

12. Military Statesmen Void Disasters

a. All Statesman that void any war's Disaster/Standoff numbers instead now void ALL Disaster numbers on ALL wars and leaders in the game but do not void ANY Standoff numbers. Also, add this ability to both Caesar and Pompey. So the affected Statesman are: #1A, #18A, #19A, #1B, #1C, #27A, #4A, #30A. [Also, increase #1A military rating to 6]. Note that Fabius Maximus Cunctator is not affected by this rule - his ability remains the same as in the original game.

b. Statesman void associated Leader Disaster numbers as well.
  1A Scipio          6  5  7  6    
18A Flamininus 5 4 7 4
19A Paulus 5 4 8 4

1B Scipio 4 3 7 5
1C Sulla 4 4 5 5
27A C. Marius 5 3 6 5

4A Caesar 6 5 9 5 2
30A Pompey dr+1 3 9 5 5
c. Marcellus: Add a new Statesman to the Early Republic deck:

#5B : M. Claudius Marcellus 268-208 BC
Military : 4
Oratory : 3
Loyalty : 7
Influence : 2
0: Loyalty when in the same Faction as #2A Maximus.
Special Ability: Voids War and Leader card Disasters.
 5B Marcellus       4  3  7  2    
         #2A Maximus has a Faction Loyalty of 0 when in the same faction as Marcellus.

12a. Maximus Modification

Change #2A Fabius Maximus Cunctator's Special Ability from:

Halves all losses in combat

to

Halves all losses in combat on an odd TDR and ALL Disaster rolls are converted to Standoffs.

13. Defeats

Defeats take precedence over Disasters and Standoff. This really should not be an optional rule - seems to be an oversight in the original rules.

14. Initial Intrigue Card Trading

 Players can play any red cards that are traded during the Initial Intrigue phase, instead of having to wait for the first Revolution Phase.

15. Temporary Rome Consul

a. No Temporary Rome Consul. The HRAO is determined normally using Influence and Oratory, etc... read the rules!

b. Randomly select an initial Family Card to be assigned Temporary Rome Consul. Note that a Statesman played without a Family Card during Initial Intrigue may not be assigned Temporary Rome Consul.

16. Punic Wars Options

a. 1st Punic War naval strength is never doubled (or tripled,...).
b. Leaders do not add to 1st Punic War naval strength or D/S numbers.
c. Shuffle 1st Punic War into deck
d. Hamilcar only increases the strength and adds D/S numbers to the 1st Punic War. Hannibal only increases the strength and adds D/S numbers to the 2nd Punic War. Both leaders still match all Punic Wars. They activate and remain in the Forum with any Punic war.
e. Rename Senator #12 Acilius to Atilius and add a new Statesman to the Early Republic deck: #12A M. Atilius Regulus (Mil:4,Ora:3,Loy:8,Inf:5) Voids 1st Punic War Naval Battle Disaster/Standoff. Optionally, deal this senator out with the initial red cards to ensure that he begins the game in a player's hand.

17. Spanish Wars Options

a. Sertorian Revolt, Spanish Revolts, Numantine War, and Viriathus all match. Since these wars are not numbered they can be attacked by the Senate in any order. Their strength is doubled or tripled accordingly. Viriathus is killed when all three wars are defeated. There is some errata that states that they all do match.
b. If Nearer Spain is not a province, the Sertorian Revolt, Spanish Revolts and Numantine War subtract half of their base land strength from the strength of the 2nd Punic War (if these wars are inactive). This represents revolts against Carthaginian rule draining forces away from the Punic effort in Italy.
c. Viriathus matches Sertorian Revolt, Spanish Revolts, and Numantine War; however, the wars themselves do not match and hence their strength is never doubled or tripled. Viriathus is killed when all three wars are defeated. Because the Middle Republic deck is so large and this leader only matches one war, it's likely seldom the case that Viriathus will ever come into play.

18. Starting Provincial Forces

Allow provinces that start the game in play to begin with some provincial forces already built:

                     Middle Republic        Late Republic
Sicily 4 Armies & 2 Fleets 10 Armies & 5 Fleets
Sardinia-Corsica 1 Fleet 1 Army & 4 Fleets
Cisalpine Gaul 1 Army 8 Armies
Illyricum 6 Armies
Further Spain 6 Armies
Nearer Spain 5 Armies
Greece 3 Armies & 3 Fleets
Africa 2 Armies & 2 Fleets
Asia 2 Armies & 2 Fleets
Narbonese Gaul
Cilicia-Cyprus

19. Late Republic Variable Ending Rule

The following rule can be used to help prevent the "end of the world" syndrome which occurs when artifical time limits dictate the end of the scenario and send all players off on a desperate grab for influence or assassination attempts. [Rule was originally mentioned by AH in a slightly different form than that presented here.]

At the end of every turn, starting with the turn the second deck expires, a die is rolled to see if the game ends. The game ends on a die roll of 6 or more. There is a +2 modifier for every turn that the die is rolled without resulting in the end of the game (a maximum of 3 new turns may be added in this fashion).

When a player is required to draw a new card from the deck but there are none, he instead draws from a new deck of 24 cards consisting of the following:

2 Senators : #26 Octavius, #27 Marius
3 Statesman: #28A Cicero, #29B Lucullus, #30A Pompeius
2 Laws : Julian Law, Plautian-Papirian Law
7 Intrigue : Proscription, Murder of a Tribune, Influence Peddling, Assassin, Secret Bodyguard, Tribune, Tribune
6 Wars : Social War, 1st Mithridatic War, 2nd Mithridatic War 3rd Mithridatic War, Sertorian Revolt, Gladiator Slave Revolt
2 Leaders : Mithridates VI, Spartacus
2 Events : Ptolemy Apion Bequest, Bithynian Bequest

As soon as this draw is made, the game is considered to be in the Late Republic for purposes of Legion Allegiance and Random Events rolls.

[I wanted the maximum number of new turns to be three so I decided to include only 24 cards in this new deck. I looked at all the ratios of card types to deck size and also the historical chronology to determine which cards to include. These cards go right up to the time that Julius Caesar would have made an impact and historically makes for a nice clean cutting off period. The biggest choices to make were the Senators and Statesman since these would most likely have the biggest effect on the deck. Pompeius was added not only for historical accuracy, since he prosecuted the 3rd Mithridatic and Slave Revolt, but also because his miltary rating (on average) is good. Lucullus (and Marius to a degree) were added to counter the potentially dangerous matching Mithridatic wars. Cicero was a tough choice but I wanted 5 Senators/Statesman and he historically appeared slightly before the others I think. Octavius was added to fill out. Something similar should be done for the Late Republic, however there are no cards to fill out this period at the moment.]

20. Voluntary Retirement

During the Early and Middle republic (of an extended game only) a player can voluntarily retire any Senator with influence greater than 20 that he has in play in Rome during any Population Phase (after the Population Roll) or Revolution Phase. The Senator must lose all counters, except for Faction Leader and Talents, and he must return all attached cards to the Forum. The player keeps any family card. The current influence of the Senator is recorded and is added to that player's final influence tally for determining victory conditions. A retired Statesman is discarded from play. If the player does not control the family card then all counters (including faction leader) and cards are removed or moved to the Forum.

21. Elder Statesman

During the mortality phase, a Statesman without an Age marker receives one numbered "1". A Statesman with an Age marker has its number increased by 1. If the number on the marker is greater than or equal to 7 that Statesman is considered to be an Elder Statesman. A roll must be made for each Elder Statesman during the Mortality Phase to see if that Statesman dies. A dr of 6 results in the death of that Statesman. For each number greater than 7 on the marker, 1 is added to the dr roll. An Elder Statesman cannot leave Rome (for example, to fight a War or Govern a province) or attempt an assassination. This does not prevent him from becoming a Dictator or Field Consul, it merely prevents him from being sent to fight a War (or anything else that could make him leave Rome). He is not forced to return to Rome if he is already away. An Elder Statesman can go into Exile normally.

22. The Ligurian Wars

1st/2nd/3rd Ligurian Wars 197-154 BC
6/0; Inactive until attacked; -20 per Turn if Active; D4/S17;
10t Spoils; [Attacks: Cisalpine Gaul, Narbonese Gaul]

Do not shuffle these cards into the deck. The 1st Ligurian War is placed in the Forum when the 1st Gallic War is defeated. When the 1st Ligurian War is defeated, the war is discarded and the 2nd Ligurian War is placed in the Forum. Likewise, when the 2nd Ligurian War is defeated the 3rd Ligurian War is placed in the Forum. All three wars are discarded (with no spoils) if they have not been already when the game enters the Late Republic. These wars never go into the deck for any reason, they are discarded instead. If playing the Middle Republic Scenario, place the 1st Ligurian War in the forum at the start of the game.
 1st Ligurian War 6/0 D4:S17 
2nd Ligurian War 6/0 D4:S17
3rd Ligurian War 6/0 D4:S17
[Historically when things were quiet on the war front, consuls would go off "triumph-hunting" by bullying up on the Ligurians. Some twelve triumphs were awarded in these quests for booty. The Ligurians lived roughly between Cisalpine Gaul and the Tyrrhenian Sea. This rule is mainly to liven up the Middle Republic if it needs livening up.]

23. 4-Player Game (Early Republic or Extended)

Each player is dealt 4 senators, 2 senators begin in the Forum, and 2 senators begin in the Curia. Each player is dealt 4 red cards. The remaining red cards are shuffled into the deck. Each player can hold a maximum of 7 red cards during the revolution phase. Initiatives 5 and 6 are dealt with in either of these manners:
1. The 5th initiative is bid on normally, but bidding for the 6th initiative begins with the player to the left of the HRAO.
2. Initiative rolls are made for both initiatives and cards drawn if necessary but players do not participate in these two initiatives (no persuasion attempts, knights, faction leaders, games). Any red cards drawn are randomly distributed to players except that a player cannot receive a card if another player has received fewer cards in this fashion throughout the entire game.
Example: On turn 1, two red cards are drawn during the 5th and 6th initiatives. If player 2 is assigned the first card then only players 1, 3, and 4 are eligible to receive the second card. If player 3 receives the second card then only players 1 and 4 are eligible for the next red card drawn during the 5th and 6th initiatives. Only after players 1 and 4 have received cards during the last two initiatives of any turn, can players 1 and 2 receive cards in this fashion again.

24. Non-Privileged Assassinations

The following assassination attempts are considered "privileged":
1. attempt vs a CFL nominee.
2. attempt in which at least 1 Assassin card is played.
3. attempt vs a Sponsor/Cosponsor of a Land Bill where both are from the same faction.
This rule makes no changes to "privileged" attempts. All other attempts are considered "non-privileged" (NP). When a NP attempt is made roll another dr (unmodified by any cards); if the roll is odd, 1 is subtracted from the assassination roll; if the roll is even there is no effect

25. The Infinite Deck (Work in Progress)

When there are no more cards left in the deck to draw from, dice are rolled to randomly determine the card to be drawn - unless a Random Event is rolled.

First the player rolls a dr to see if the card drawn is Black or Red. An odd number results in a Black Card drawn, An even number results in a Red Card drawn.

Red Cards

For Red Cards, roll a DR to determine the card drawn (or effect) by using this table:

 2 - Influence Peddling
 3 - Murder of a Tribune
 4 - Assassin
 5 - +5 to attract a Knight this Initiative
 6 - Tribune
 7 - Statesman
 8 - Tribune
 9 - +5 to attract a Knight this Initiative
10 - Secret Bodyguard
11 - Graft
12 - Influence Peddling

If a "Statesman" is rolled, roll a dr again. An odd number results in a Military Statesman. An even number results in a Oratorial Statesman. Both Statesman follow all the rules of normal Statesman except that they may not go into Exile. There is no limit to the number of these Statesman cards that may be in play.

Military Statesman
Can be assigned to any senator without a Statesman; gives that senator +2 Military (maximum of 5), +1 Loyalty.

Oratorial Statesman
Can be assigned to any senator without a Statesman; gives that senator +2 Oratory, +1 Loyalty, +1 Talents per Income Phase.

Black Cards

For Black Cards, roll a DR to determine the card drawn (or effect) by using this table:

 2 - War
 3 - Leader
 4 - Revolt
 5 - Senator
 6 - Invasion 8
 7 - Invasion 12
 8 - Invasion 8
 9 - Senator
10 - Revolt
11 - Leader
12 - War

War
A 12/0 Active War in placed in the Forum. Roll dr to determine a Province that the War attacks:

 1 - Syria
 2 - Syria
 3 - Bithynia
 4 - Bithynia
 5 - Cilicia-Cyprus
 6 - Asia

Revolt

An 8/0 Active War is placed in the Forum. Roll DR to determine a Province that the War attacks:

 2 - Crete-Cyrene
 3 - Greece
 4 - Illyricum
 5 - Transalpine Gaul
 6 - Cisalpine Gaul
 7 - Nearer Spain
 8 - Further Spain
 9 - Transalpine Gaul
10 - Illyricum
11 - Greece
12 - Crete-Cyrene

The War generates no Spoils of War when defeated.
The War is considered to be a Drought Event while in play.

Invasion

An 8/0 or 12/0 (as listed on the original table) Inactive War is placed in the Forum.
On a turn after this War has been attacked but still remains in play, the Senate may vote to discard the War.
Spoils of War are 5t for every 3 Strength Points or fraction thereof (exlcuding possible Leader bonus).

Leader
Add dr Strength to last War drawn in the Combat Phase immediately before the first Combat roll against that War

Senator
The top Senator in the Curia is moved to the Forum. If there are no Senators in the Curia, the Faction with the most Senators over five Senators (ties go to Faction with most Influence) must return to the Forum its non-FL Senator with the lowest Influence (ties go to Senator with lowest Loyalty).

War Strength
The War Strength is modified by a die roll when the War is first drawn.

1: -2 Strength
2: -1 Strength
3: 0 Strength
4: 0 Strength
5: +1 Strength
6: +2 Strength

D/S Table
The D/S numbers for a War are determined in the Combat Phase immediately before the first Combat roll against that War.

 2 - D5/S16
 3 - D10/S11
 4 - D9/S12
 5 - D8/S13
 6 - D7/S14
 7 - D6/S15
 8 - D7/S14
 9 - D8/S13
10 - D9/S12
11 - D10/S11
12 - D5/S16

...

26. Middle Republic Scenario Variations

a. The scenario starts with the Syrian War (192 BC) and Antiochus active in the Forum. The state must pay 20T at the start of the game for the Active war. Rome starts with 8 Legions.
b. Shuffle the Syrian War and Antiochus into the deck at the start of the game.
c. New cards that can be added to the deck:

Laconian War:

[If the Syrian War is shuffled into the deck as mentioned above, then start the scenario with this inactive war in play.]

Laconian War : 195 BC
Inactive War - Drought
2/5 D18 S16
[Attacks: Greece]
Spoils of War: 10 T.
 Laconian War 2/5 D18:S16 

Perseus:

Perseus : 2nd Century BC
+2 Macedonian Wars
D18 S15
 Perseus +2 D18:S15 

Celtiberian Wars:

1st Celtiberian War : 181-179 BC
Active War*
4/2 D16 S15
Strength x 2: 2 related Wars
* Inactive if Nearer Spain does not exist.
[Attacks: Nearer Spain, Further Spain]

2nd Celtiberian War : 154-151 BC
Active War*
6/2 D16 S15
Strength x 2: 2 related Wars
* Inactive if Nearer Spain does not exist.
[Attacks: Nearer Spain, Further Spain]
 1st Celtiberian War 4/2 D16:S15 
2nd Celtiberian War 6/2 D16:S15

Allobrogian War:

Allobrogian War : 124-121 BC
Inactive War*
 6/0 D4 S17
* Inactive until Rome attacks.
Victory creates Province of Narbonese Gaul.
[Attacks: Transalpine Gaul, Narbonese Gaul]
Spoils of War: 10 T.
 Allobrogian War 6/0 D4:S17 

Ligurian Wars:

See rule #22 above.

Metellus:

#33A : Q. Caecilius Metellus ?-115 BC
Military : 4
Oratory : 3
Loyalty : 6
Influence : 5
0: Loyalty when in the same Faction as the Gracchi: #25A and #25B.
Voids War and Leader card Disasters. (Use with rule 12 above)
 33A Metellus        4  3  6  5    
Also, #25A and #25B now have a loyalty of 0 when in the same faction as #33A.

These make the Middle Republic a little more dangerous. Historically, the Syrian War occurs at the tail end of the Early Republic so we just move the starting point ahead a few years.

27. Revised Refuge

It would appear that the Refuge Random Event (which only occurs during the Early Republic) was misworded. Since a Leader is only killed in Defeat when all wars that it matches is defeated, leaders such as Hamilcar, Hannibal, and Philip would not be able to use Refuge until all Punic or Macedonian Wars were defeated - something that occurs relatively late since the last of these wars don't appear until the Middle Republic. Antiochus would in all likelihood be the only Leader ever to take advantage of Refuge since he has only one matching war. Historically, Hannibal took refuge with Eastern armies after Defeat of the 2nd Punic War. This change adds more variability to the Leader that takes Refuge - adding more variability to the game in general.

Refuge
The first Leader that is due to be moved to the Curia after the Defeat of a war takes Refuge and is placed with the Refuge Event card instead. If two leaders are due to move to the Curia simultaneously (as is the case when both Hannibal and Hamilcar are active) then the Leader with the highest combat modifier takes Refuge. The Leader in Refuge allies itself with the first active War card drawn; however, if one of that Leader's original matching wars is drawn later then the Leader is moved from the Refuge war to that newly drawn war.
This Event remains in play until used.

For example, if the Refuge event is in play and both 1st and 2nd Punic Wars are defeated while both Leaders are in play then Hamilcar goes to the Curia but Hannibal goes to the Refuge card (where he will avoid Curia rolls). If the 3rd Macedonian War (Active War) is drawn next then Hannibal becomes allied to it and increases its Strength and adds to it D/S numbers; if however, the 3rd Punic War is later drawn, Hannibal will move from the 3rd Macedonian to the 3rd Punic.
 Refuge 

28. Early Republic Expansion Cards

This rule is mainly intended for 5 and 6 player games only.

Add the following cards to the deck:

Capuan Revolt : 216-211 BC 1/0 - Event
If the 2nd Punic War is currently Unprosecuted, move this card to the Forum as an Active War with a strength of 1/0; otherwise, the State must pay 10 talents next Revenue Phase and discard this card.

Enemy's Ally Deserts - Event
Treat this card as if the Random Event was rolled.

1st Celtiberian War : 181-179 BC
Active War*
4/2 D16 S15
Strength x 2: 2 related Wars
* Inactive if Nearer Spain does not exist.
[Attacks: Nearer Spain, Further Spain]

Slave Legions : 214 BC - Law
Slaves are recruited to fight. Can only be played during the Senate Phase's Open Session by a faction controlling a Consul or Dictator. The Senate this turn can build up to 4 legions at a cost of 5 talents each even if Manpower Shortage or No Recruitment is in effect. These legions are disbanded immediately after any battle they take part in. The faction playing this card loses 1 influence from each of his Senators.
 Capuan Revolt 
Enemy's Ally Deserts
1st Celtiberian War 4/2 D16:S15
Slave Legions
The primary purpose of these added cards is to dilute the deck a bit to make the Early Republic a little easier to handle. The scenario should last about one more turn and the nasty wars should on average be spaced out a little more. The Capuan Revolt is the only new negative card as the Spanish war is ignored until the 2nd Punic War is defeated anyway.

Other new cards that can be added to the deck:

Rhodian Maritime Alliance:

Rhodian Maritime Alliance - Event
Treat this card as if the Random Event was rolled.
 Rhodian Maritime Alliance 

Syracusan Revolt:

Syracusan Revolt : 215-212 BC - Event
If Sicily is a Loyal province and the 2nd Punic War is currently Unprosecuted, then this card is treated as a Pretender Emerges
Event that immediately affects Sicily. Otherwise, the State must pay 10 talents next Revenue Phase and discard this card.
 Syracusan Revolt 

Iberian War:

Iberian War : 218-205 BC
Inactive War *
15/5 D8,10 S11,13
* Inactive until Rome attacks. May not be attacked unless the 1st Punic War has been discarded.
Victory creates Provinces of Nearer Spain and Further Spain.
Victory reduces the Land Strength of the 2nd Punic War by 5 and prevents it from generating Spoils of War.
Discard this card if the 2nd Punic War is discarded.
Spoils of War: 25 T.
No Spoils of War if 2nd Punic War or 3rd Punic War has been defeated.
If this war is active and there are no active Punic Wars in play, Hannibal aligns himself with this war until a Punic War comes into play.

 Iberian War 15/5 D8,10:S11,13 

Scandal:

Playable during the faction's initiative in the Forum Phase.
Target senator loses DR Popularity. Counts as that faction's Persuasion Attempt.
Discard after use. Not playable versus senators with oratory >= 5.
The faction playing this card must have a senator in Rome when this card is played.
 Scandal 

29. Licinian-Pompeian Law

This is nearly identical to Christopher K. Farrell's Provincial Command law.

Licinian-Pompeian Law : 55 BC
Playable only if the Vatinian Law is already in play. Allows more flexibility in the use of provincial forces; any commander who is also a governor (by the Vatinian Law) may add any provincial forces from a province he is governing to his command at any time before the combat TDR if the province is listed on the war he is attacking (not necessarily the first province). As long as he remains a commander, the provincial forces may remain part of his forces (even if he attacks a different war that no longer lists the original province) - these forces still count towards the province's maximum force. When he is no longer a commander, the provincial forces are returned to the province. Provincial forces are always loyal to their commander, and may not be recalled or disbanded by the Senate.

This law can also be used for the "Invasion" war cards using the following provinces:
Invasion of Britain: Transalpine Gaul
Invasion of Germany: Transalpine Gaul
Invasion of Parthia: Syria
Invasion of Arabia: Egypt

When this optional law card is played with, A Governor may instruct any of his Legates to join in his revolt if he is the Primary Rebel. The Senate may not not take potential provincial armies into account when determining the minimum force required to send with a commander to war.
 Licinian-Pompeian Law 

30. Revised Pontifex Maximus

The Pontifex Maximux is not prevented from holding another office. A senator currently holding an office may be elected Pontifex Maximus.

This is historical - Caesar was Pontifex Maximus for 20 years while he was out fighting in Gaul, Greece, Spain, Egypt...

31. Revised 2nd Catiline Conspiracy

This rule is found at http://www.boardgamers.org/ and was used at the WBC. I can only understand part of the reasoning behind it.

Add the following to the text of the original card:

The HRAO may voluntarily step down after the effects of the 2nd Catiline Conspiracy card have been resolved. If this Senator refuses to step down, he is subject to immediate potential assassination, offered first to the faction on the HRAO's left and proceeding clockwise. The HRAO may only be subject to one assassination attempt during this special phase. This assassination attempt does not count as a Senate Phase assassination; thus, either the assassinating or assassinated faction can attempt or receive further knifings in the Senate Phase.

32. Sulla Coexistance

#1C Sulla may coexist with Scipio #1A and #1B. Sulla has a Faction Loyalty of 0 when in the same faction as either Scipio. The Scipios both have a Faction Loyalty of 0 when in the same faction as Sulla. Scipio #1A and Scipio #1B may not coexist.

During the first Civil War, L. Cornelius Sulla was on the side opposing L. Cornelius Cinna so there is precedent for having opposing Cornelii.

33. Alternate Reality Variant

A variant of the Alternate History Scenario (12.7) from the original rulebook.

1. Shuffle all 30 Senator cards together and deal 3 to each player. Divide as evenly as possible the undealt Senators into three decks numbered 1, 2, 3 with excess cards going into the higher numbered decks (divided as evenly as possible).
2. Shuffle all 86 Red cards (Statesman/Concession/Intrigue/Law) together and deal 3 to each player. Divide as evenly as possible the undealt Red cards into decks 1, 2, 3 with excess cards going into the higher numbered decks (divided as evenly as possible).
3. Shuffle all 31 War cards together and place 10 Wars in decks 1 and 2 and 11 Wars in deck 3.
4. Shuffle the 8 Leader and 4 Event cards together and place 4 in each deck.
5. Shuffle all three decks. Deck 1 will be the Early Republic deck, etc...
6. Use all other rules for the Early Republic Extended Game.

It's probably a good idea to play with the Military Statesman optional rule #12 as well as Spanish Wars option #17c.

If Spain is not yet a province, the Spanish Wars are inactive; however, they may become activated in other ways (by being attacked by Rome, by Rise from Refuge, etc...). Perhaps the Social War should activate all Inactive wars as well - not just those with matching wars.

It might also be a good idea to evenly divide the Statesman into four piles. The first pile is included in the initial deal, the other three are added to each deck.

Perhaps modify Curia rolls for Leaders to requiring a 6 instead of a 5 or 6 in order for the Leader to die. With the shuffle you might end up with Hannibal in deck 1 and all three Punic Wars in deck 3. This would give the Leader a better chance of being in play when his war is drawn.

34. Vatinian Law Changes

1. Once this law is played, a province will always generate State Income even if it has no Governor (except for provinces that were just created in the previous turn).

35. Censor / Governorships Order Switch

1. Switch the order in which Governors and Censor are elected. All province vacancies are filled first, then a Censor is elected and prosecutions held. This allows a Governor to be recalled (by electing a new governor) and prosecuted in the same turn.

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