LEGIONS is a game based on the 'game system' created by Reiner Knizia in his New
Games
in Old Rome (published by Piatnik). In order to play this game you will need the
equipment
it supplies. LEGIONS is not supported or endorsed by the manufacturer or designer of that
game system.
LEGIONS is also an attempt to translate some of the ideas and concepts presented in Avalon
Hill's Republic of Rome. If you like this game, then Republic of
Rome is highly
recommended - even if you don't (or perhaps if you find this game lacking), try it anyway
as it is one of the best political/strategic simulations around...
LEGIONS is the copyright of Derek R Hohls, 1995.
-3 or 5 players
-90 to 180 minutes
-board
-cards
-figures
-markers
-stones
Historians point to the date 264 BC as the start of expansion of the Roman Republic. Over
the next 140 years it was it was to face many external and internal pressures, such as wars,
natural disasters and political unrest, while the Legions of Rome marched out to do battle
throughout the Mediterranean region. During this period, the guiding hand of the Senate of
Rome - the highest authority in the Republic - served as the focal point for many crucial
decisions. The Senate was also the setting for the struggle for political dominance.
In LEGIONS, players take the control of a Faction (political party), made up of a number
of Senators. During the course of the game, they must ensure that their Faction becomes
dominant in the Senate, while at the same time working together with the other Factions to
ensure the continued stability and survival of the Republic.
Materials
The board is divided into a number of different areas. These are as follows:
- Provinces
- Forum Area
- Revolution Index
- State Treasury
- Active Legions Box
- Land Acts Box
(Note, a sketch of the board is attached at the end of the rules in ASCII format, but should
also be available as a .GIF file.)
The meaning and use of the pieces is as follows:
- cards are used to generate random numbers and events;
- cards are also used to represent individual Senators - the
number on each Senator card
is that Senator's Status and the colour of the card indicates the
Senator's Influence
- 7 red stones represent regular Roman Legions and 3 of the blue
ones are used to keep
track of the opposing armies
- 7 of the blue stones, as well as one each of the yellow, lilac
and green stones
represent Tribunes (in the three player game only 6 blue stones are used)
- 4 green stones are used to represent Land Acts (variant rules)
- one each of the red, blue, yellow, green and lilac figures
represent Legions loyal to
individual Factions
- yellow stones are used to indicate the money in the State
Treasury
- lilac stones are used to keep track of the Revolution Index
- black and white figures represent the Consul and the Censor
respectively
- coloured markers are used to:
- represent the association of Provincial Governors with a
Faction, and track the
development levels of the Provinces
- represent the association of Commanders with a Faction
- keep track of Factions' Treasuries and Power ratings, number
of Knights
As an alternative to the random number cards used in the game, players can make use of
ten-sided dice.
Each player will also need a sheet of paper to keep track of his Faction's Prestige, Treasury
and Knights. This should be marked as shown on the attached "Faction Record
Sheet".
Alternatively, players can simply make photocopies of this sheet.
Pencil and loose paper for each player will also be required.
Preparation
The game board is laid out between the players.
- Place 1 red stone in the "Active Legions" Box
- Place the other red stones, and 3 blue stones to one side
- Place a yellow stone on the "100" space on the
State Treasury
- Place a lilac stone on the "0" space on the
Revolution Index
The cards are divided according to colour and type:
- the red and yellow cards, numbered from 1 to 10, are separated
into two piles, each
forming a half of the Random Number deck and placed face down on one side
of the
board
- the blue, green and lilac cards numbered from 1 to 10, are
separated one pile - the
Senator deck
- all the remaining cards (banner and 12 point cards) are put into
one deck - Random
Events - shuffled, and placed face down on another side of the board
The Senator deck is further sorted and dealt according to the number of players:
- if there are 3 players, separate out all the cards numbered 1
to 3 and place them in
piles of different colours, which are then shuffled. Deal one card face up from each
pile to each player.
- if there are 5 players, separate out all the cards numbered 1 to
5 and place them in
piles of different colours, which are then shuffled. Deal one card face up from each
pile to each player.
The remainder are shuffled and placed face down on another side of the board.
The player who has received the Lilac card with highest face value is appointed
"Temporary
Consul".
Each player receives a set of coloured markers, and corresponding figure, of his choice. The
colour represents his Faction in all activities.
Each player should place markers on his "Faction Record Sheet" to show the
starting values
of his Prestige (zero) using an inverted marker (ie. with the numbered face showing),
Treasury (five) and Knights (zero); while the player who was appointed "Temporary
Consul"
marks his Prestige as seven.
Appoint one player as Banker, to keep track of the State Treasury and Revolution Index. He
should sit nearest the State Treasury track.
It is suggested that another player be appointed as "Secretary". His job is to keep
track of
proceedings at meetings; to calculate and keep track of votes; which motions have succeeded
or been defeated; which have been vetoed etc. If the player who is Secretary has a Senator
appointed as Consul, his duties should temporarily be given to the player on his left.
Course of the Game
Before starting, players should note the special terms which are used in the game. These are
explained in the TERMINOLOGY section at the end of the rules.
Each round in the game consists of a number of steps. These are played in the order given
below. All activities in each step must be complete before the next one starts.
During the game players will have opportunities to make agreements with, or promises to,
one another. Players are under no obligation to honour agreements made in
secret.
However, public agreements must be honoured; a majority of the other players
should decide
on any disputes that arise.
1. Income and Expenditure
FACTION INCOMES
Each player (Faction) collects 5 Talents (regardless of the number of Senators in that
Faction).
Each Senator in a Faction (regardless of his location) generates 1 Talent of income.
Every 2 Knights belonging to a Faction generate 1 Talent of income.
A Faction must, if possible, take income from any Concessions it holds (see
"Random
Events"), and from Senators who have been appointed as Commanders (see "State
Expenditure" below).
FACTION EXPENDITURE
Each active Legion (ie. Legions at war or in the Active Box) belonging to a Faction costs
4 Talents per turn to maintain.
STATE INCOME
The Banker keeps track of the State income (and expenditure) on the State Treasury track on
the board, using the yellow stones.
The State Treasury receives an annual income of 30 Talents per turn.
Any Faction may also donate money to the State. Contributions result in gain of Prestige
Points as follows (fractions have no effect):
| Donation | Prestige Points |
| 8 | 1 |
| 16 | 3 |
| 30 | 5 |
Instead of income from a Province going to the State Treasury, a Governor of
a Province can claim the income from that Province as his i.e. for his own
Faction. Flip over the marker on that Senator to show the numbered side to
indicate this. The income claimed cannot exceed the value of the Senator.
Example
The Green Faction currently has a Status 5 Senator as Governor
of
Sicily. Sicily is currently a developed Province, with a potential
income of 10 Talents. If the income is given to the State, then 10
Talents will be added to the State Treasury: if the Governor claims the
income on behalf of the Green Faction, then only 5 Talents will be
received (the remainder being lost).
STATE EXPENDITURE
All active wars cost 20 Talents per turn. Each active Legion (ie. Legions at
war or in the Active Box) belonging to the State costs 4 Talents per turn to
maintain. Each Commander must be paid 1 Talent per turn - if the Commander
belongs to a Faction, the money is paid to that Faction's treasury. If any
Land Acts have been passed (variant rules), they must be paid for.
EXCHANGE OF MONIES
Once all Factions have gained their income, players may freely give and
receive money in exchange for favours done or promised. This is the only time
that exchange of money mat take place.
2. Political Situation
Establish Wars
The turn in which a War will occur is printed on the board under the name of
the Province. The following procedure is used to determine the number of
opposing armies in that War:
- Draw two cards and determine the half random difference
(NOTE: a
difference of "0" is considered to be "1")
- Add to that number the War modifier (if any) printed on the
board in
the Province space
- Mark the resulting number of armies on the numbered track
at the bottom
of the Province space using a blue stone; if there are more than 6
armies, place an additional stone on the track to indicate the extra 1,
2 etc. armies.
Random Events
One card is turned over from the top of the Random Event deck. If it is a
Banner card, then another Random Event card is immediately turned over (but
no more after this). If two cards of the same type are turned up, put the
second one back into the deck and reshuffle. The Banner card/s are placed
face up in the Forum; the other cards are applied immediately as described and
then discarded (unless indicated otherwise). Once all cards have been
discarded, they can be reshuffled to form a new deck.
Each of the cards in the pile represents a different Concession or event as
follows:
| Blue "12" | Harbour CONCESSION |
| Red "12" | Arms CONCESSION |
| Green "12" | Land Commission CONCESSION |
| Yellow "12" | Grain CONCESSION |
| Lilac "12" | Mining CONCESSION |
| Blue Banner | PROVINCIAL UNREST |
| Red Banner | BARBARIAN INVASION |
| Green Banner | NATURAL DISASTER |
| Yellow Banner | DROUGHT |
| Lilac Banner | MANPOWER SHORTAGE |
CONCESSION CARDS
These represent financial support of a Faction by a particular section of the
community. Player vote to gain control of these in the Senate Meeting. Income
from each type of Concession is as follows:
| Concession Type | Income |
| Harbour | No. of conquered Provinces* |
| Arms | 1 per active Legion |
| Land Commission | 2 per turn** |
| Grain | 6 per turn |
| Mining | 4 per turn |
|
* Regardless of whether or not a Governor is present
** If the Land Act variant is being used, one or more Land Acts must be in place to get income |
|
PROVINCIAL UNREST
Each undeveloped Province has no income in the next INCOME step. In addition, it cannot
be developed in this turn. Leave this card face up in the Forum until the end of the next
INCOME step and then discard. Increase the Revolution Index by 1.
BARBARIAN INVASION
Pick one random number card. If the number on it corresponds to a conquered Province,
then that Province is reduced back to the undeveloped level and no income is derived from
it for the next turn. Place this card face up on the Province until the end of the next
INCOME step and then discard. If the random number corresponds to an active War, then
the enemy armies in that war are increased by one and the card is discarded. If the random
number does not correspond to either type of Province, then the card is discarded.
NATURAL DISASTER
Pay 40 Talents from State Treasury to repair damages. Determine a half random difference
and consult the table below:
| Difference | Result |
| 0 or 1 | Discard the Harbour Concession |
| 2 or 3 | Discard the Mining and Arms Concessions |
| 4 or 5 | Discard the Grain concession |
DROUGHT
Discard the Grain Concession (if it is in play). Increase the Revolution Index by 2. The
holder of the Land Commission Concession may choose to collect double the normal income
in the next turn, at cost of 2 Prestige Points to his Faction. If the Land Commission
Concession is in play, leave this card face up in the Forum until the end of the next
INCOME step and then discard it, otherwise discard it immediately.
MANPOWER SHORTAGE
The cost of raising new Legions during the current turn is doubled to 20 Talents each. Leave
this card face up in the Forum until the end of this turn and then discard it.
3. Forum Meeting
ORDER OF BUSINESS
The Consul opens the Forum Meeting by saying "The Forum is now in session",
following
which he asks who is present. The player on his left shows which of his Senators are in
attendance (see below), and so until the Consul has done the same. After this the Forum
activities are started.
ATTENDANCE AT FORUM MEETINGS
Attendance at Forum meetings is not compulsory for any or all of the available
Senators
from a Faction. To indicate non-attendance by a Senator a player simply turns that card face
down in front of him. However, no attempts to attract Senators or recruit Knights can be
made unless at least half (rounded up) of the Senators from a Faction are present. Note that
all Senators currently acting as Governors or Commanders (ie. their cards are on the
Province areas) cannot be in attendance but do not count as "available".
FORUM ACTIVITIES
The following activities, in sequence, are carried out at a Forum Meeting:
- Attract Neutral Senators
- Attract a Senator from another Faction
- Recruit Knights
- Sponsor Games
- Distribute Tribunes
In each of the activities, players have their turns in sequence, starting with the player who
controls the Consul (or "Temporary Consul", in the first turn) and proceeding
clockwise. The
Consul may decline to play first, in which case the player to his left starts, and the Consul
has his turn last.
ATTRACTING A NEUTRAL SENATOR
At the start of the Forum Meeting, two neutral Senators are turned over from the
top of the
Senator deck (if there are any cards left in the pile) and placed face up in the Forum. Players
can then attempt to attract any face up Senators to their respective Factions.
The following procedure is used:
- Each player makes a secret note of how much money he is
going to bid to attract
each neutral Senator. He can bid on none or all of the Senators in the Forum. The
minimum amount due on each is equal to the Influence of that Senator.
- All bids are revealed simultaneously
- The highest bid on each Senator wins, and pays the amount to
the Bank; the other
bids are returned to the bidders
- If there are two or more equal high bids, the Consul, or the
Faction closest to the left
of the Consul wins the bid
- The winning bidder now draws a random number: if the
random number plus the
money bid exceeds the sum of the Senator's Influence plus his Status, then the
Senator has been successfully attracted to the player's Faction
- Any Senators not attracted remain face up in the Forum
ATTRACTING A SENATOR FROM ANOTHER FACTION
Players may now attempt to attract a Senator belonging to another Faction to his Faction. If
a player's first attempt to attract a Senator fails, he may make another attempt once all
players have had a turn. He may continue to make attempts until he has attracted a Senator
or stops trying. A maximum of one Senator per player per turn may be attracted. Senators
will only join a new Faction once per turn ie. once attracted to a new Faction they cannot
be attracted to another.
The following procedure is used:
- The player announces which Senator he is attempting to attract
- He announces how much money he is going to spend to help
with attempt (he must
spend a minimum of 1 Talent)
- &nbgamesbook@hotmail.comsegamesbook@hotmail.comtor belongs to can thenhttp://members.xoom.com/~gamesbook/e Board Gamebook attempt, and the first player can also increase his original amount
- When neither player is willing - or able - to spend more
money, the first player draws
a random number card
- If the random number plus the money spent by the first player
exceeds the sum of the
Senator's Influence plus his Status plus the money spent by the other player, then the
Senator has been successfully attracted to the first player's Faction.
- Regardless of the outcome, the first player pays the money bid
to the other player;
the other player pays the amount he bid to the bank.
RECRUIT KNIGHTS
A player may attempt to recruit one Knight per Senator per turn. The procedure is as
follows (this is repeated for each Senator attempting recruitment):
- The player pays an amount of his choice from the Faction
Treasury (including zero)
- The player determines a half random difference
- If the half random difference is greater than the
amount spent then no Knight is
recruited
As an alternative to recruiting Knights, a Faction may persuade one or more of its existing
Knights to donate income. Each Knight will donate 3 Talents. After the donation, the
Knight no longer follows the Faction (ie. reduce the number of Knights on the
"Knights"
track by one point for each donation).
SPONSOR GAMES
Sponsoring Games is a way that a Faction has of increasing its Prestige and reducing the
Revolution Index by spending Talents to entertain 'the people' as indicated on the table
below. Spending fractions of these amounts has no effect.
| Talents | Prestige | Unrest |
| 5 | +1 | -1 |
| 15 | +2 | -2 |
| 25 | +3 | -3 |
4. State of the Republic
The current Consul (or "Temporary Consul", in the first turn) determines a
number for the 'State of the Republic' as follows, and consults the table
below for the result:
- Determine a double random number
- Subtract the current Revolution Index from the number
- Add the Consul's Prestige (Faction Prestige divided by the total
number
of Senators in his Faction - regardless of location - rounded up to the
next whole number)
| Number | Result |
| Less than zero | People Revolt; all players lose |
| 1 to 5 | Manpower Shortage; no new Legions may be raised this turn |
| 1 to 9 | Add [10 minus the number] to the Revolution Index |
| 10 or more | No effect |
The current Revolution Index is 5. The current Consul belongs
to Blue
Faction, with 4 Senators and a Prestige of 10. His personal Prestige
is 3. He draws a '5' and a '1' from the Random Number decks. The
resulting number is 4 (ie. 6 + 3 - 5). There will be a Manpower
Shortage; and no new Legions can be raised during the Senate Meeting of
this turn. In addition, the current Revolution Index is increased by
6 [ie. 10 subtract 4] to 10.
5. Senate Meeting
ORDER OF BUSINESS
Business in the Senate Meeting is conducted by means of motions. A motion is
basically a proposal or request by a Faction to do something; to raise new
Legions, appoint a Senator to a position, assign a concession to a faction
etc. The Faction making the motion is called the sponsor. Any Factions which
supports the motion when it is made (not voted on) is called the co-sponsor.
Once the new Consul and Censor have been appointed, new motions can be made
at any time, and should be recorded (along with their sponsor, and co-sponsor
if needed) by the Secretary.
Motions are divided into Major and Miscellaneous types. Motions should be as
specific as possible - for example "I move to appoint Senator 3 from the Blue
Faction as Governor of Sicily".
Motions may be proposed and voted on in any order expect for the ones
indicated.
The Consul (or "Temporary Consul", in the first part of the first turn) is
responsible for running the Senate Meeting (except during Prosecutions). He
has the power to:
- decide on the order in which motions will be resolved; by
tabling the
motion before the meeting - for example "I table the motion to send 2
additional Legions to fight in Spain"
- call for discussion on a motion once it has been tabled
- call for a vote on a motion at any time after it has been tabled
- close the meeting at any time that there are no unresolved
motions
The Consul opens the Senate Meeting by saying "The Senate is now in session",
following which he asks who is present. The player on his left shows which
of his Senators are in attendance (see below), and so until the Consul has
done the same.
ATTENDANCE AT SENATE MEETINGS
Attendance at Senate Meetings is not compulsory for any or all of the
available Senators from a Faction. To indicate non-attendance by a Senator a
player simply turns that card face down in front of him. However, any
Senators which are not present cannot:
- vote on any motion
- be appointed to any office
Note that all Senators currently acting as Governors or Commanders (ie. their
cards on in the Provinces) are considered not to be in attendance. A Faction
with no Senators present cannot propose, veto or vote any motions. Senators
whose turn of office has expired are now returned to their Faction; an
inverted marker indicating that they received personal income from a Province
must be kept with them until the end of the Meeting.
VOTING PROCEDURES
Number of Votes
All Senators in a Faction, who are present at the Senate meeting, must vote
in the same way as others in that Faction. Each Senator commands a number of
votes according to his influence (ie. colour) as follows:
- Green Senator: 1 vote
- Blue Senator: 2 votes
- Lilac Senator: 3 votes
Each Knight that has been recruited provides one vote. In addition, the
Faction may spend Talents to increase it's vote for the current motion only.
Each Talent spent produces one vote. It will be useful for the Secretary to
keep track of the votes commanded by a Faction (Senators and Knights).
Abstention
A Faction may abstain from voting on any motion except for Land Acts (variant
rules), or which it has proposed.
Forcing the a Motion to the Vote
A Faction may table any motion at any time (after the Prosecutions) by playing
a "real" Tribune. The Faction can then call for a discussion, if so desired,
followed by a vote.
Order of voting
The Consul chooses which Faction (including his own) votes first. This
Faction then votes (for or against the motion) or abstains, and the result is
recorded by the Secretary. The next Faction is then chosen, and so on until
all have voted.
Success of motion
A motion succeeds if it commands more than half of the total votes cast.
Abstentions are not included in the total vote. In case of a tie, the Consulhas the
power to cast an additional, deciding vote in favour of the motion (if
he so chooses).
Vetoes
As a Faction is about to vote on a motion, it may use a Tribune (if it holds
a "real" one) to cancel the entire vote. A Consul (or the Faction controlling
the Consul) cannot veto a motion that he has tabled (he can, however, veto a
motion tabled by a Faction via a Tribune - see "Forcing a Motion to the Vote"
above). A Veto can be used to cancel a Prosecution (see below), which still
counts towards the total number of Prosecutions allowed. A Veto cannot be
used if the Faction has no Senators present at the meeting.
Failure of motion
If a specific motion fails, due to a veto or lack of support, it cannot be
reintroduced in the same turn. Candidates may not be nominated again for the
same office in the same turn. Accused Senators may not be prosecuted again
in the same turn. A motion can be reintroduced in the same turn with a
suitable change.
Example
The Green Faction moves that "Senator 4 from the Blue
Faction receive
the Land Commission Concession". The motion is defeated. The Green
Faction could now move that "Senator 2 from the Blue Faction receive
the Land Commission concession" or, alternatively, that "Senator 4
from the Yellow Faction receive the Land Commission Concession" etc.
If a motion proposed by a Faction controlling the Consul is defeated by a
unanimous vote from all other Factions, then that Consul's Faction loses 1
point of Prestige.
MAJOR AND MISCELLANEOUS MOTIONS
The following are considered Major Motions:
- Appoint Consul and Censor
- Prosecutions
- Appoint Governors
- Military Appointments
- Allocate Concessions
- Develop Provinces
- Land Acts (variant rules)
The following are considered Miscellaneous Motions:
- Motions of Censure
- Any other motions not mentioned
APPOINTMENTS
Eligibility
To be eligible for an office a Senator must be present in Rome at the Senate
Meeting (ie. not at a War, in a Province, or absent from the Senate Meeting)
and may not currently be holding any office (Exception: the current Censor may
be appointed Consul once he has stated that he is not standing for appointment
as Censor again). A Senator cannot therefore hold two positions at a time.
The new Censor must previously have held office as either as Consul or a
Censor. Thus in the first turn, there is only one candidate for Censor (the
"Temporary Consul") who is automatically appointed. A Consul may not hold
the
position for two consecutive turns (but a Censor may be appointed again).
Note that nominated Senators do not have to agree with their nomination or
appointment (Exception: returning Governors and, in some cases, Commanders
-
see below). They have to serve the office to which they are appointed.
Automatic Appointment
If all suitable candidates bar one have been rejected, then that last
candidate is automatically appointed.
Record Keeping
The Secretary should record which Senators from which Factions are appointed
to the various offices.
APPOINT CONSUL AND CENSOR
The first business of any meeting must be to appoint firstly a new Consul and
then a new Censor.
The Senator who has been appointed Consul has a black figure placed on his
card; the Senator who has been appointed Censor has a white figure placed on
his. Once this has been done, the old Consul (or "Temporary Consul", in the
first turn) hands over the meeting to the new one.
The Secretary must keep track of which Senators from which Factions have held
particular offices.
PROSECUTIONS
Once the new Censor has been appointed, the new Consul hands over control of
the meeting to the Censor. The Censor either announces "Prosecutions" or
"No
Prosecutions". If "No Prosecutions" are announced, the Censor returns
control
of the meeting to the Consul. If they are, follow the procedures below.
Accusations and Convictions
The Prosecutor can prosecute any Senator, for the offenses listed below. He
can conduct two Minor or one Major prosecution per turn. He can call for
discussion, but must call for a vote on the prosecution. If the vote goes
against the prosecution (ie. the Senator is voted 'innocent') he cannot be
prosecuted in the same turn for the same offense. If the Prosecution is
successful, the Censor's Faction gains 3 Prestige points.
Minor Prosecutions
The accused must have held an office during the immediately preceding Game
Turn, or collected income from a Concession, or collected Spoils from a War.
If convicted (ie. the vote is for the prosecution) then the accused's Faction
loses 5 Prestige, and the accused loses all of his Concessions. The
Concessions are returned face up to the Forum. Note that a Governor can only
be prosecuted if he collected income from his Province for his Faction during
his term of office, and only in the turn that he returns. This also applies
to Commanders ie. they can only be prosecuted if they collected Spoils from
a War for their Faction, and only in the turn immediately after their return
from that War.
Major Prosecutions
The accused must have held an office other than Governor during the
immediately preceding Game Turn. If convicted the Senator is executed, and
his card returned to the bottom of the Neutral Senator deck. Any Concessions
he held are returned face up to the Forum.
APPOINT GOVERNORS
If one or more vacant Provinces have been created as a result of a War (see
ADJUSTMENTS) then Governors must be appointed for those Provinces.
Appointments must be made after Prosecutions (if any) and before any other
business.
When a Governor is appointed, he places immediately places his card on the
lower part of the Province space. One of his Faction markers is placed on the
lower Income space for that Province. The Senator/Governor is now absent from
the Senate Meeting.
A Governor's term of office is 2 turns; he returns to Rome in time for the
start of the Senate Meeting, after those two turns (ie. he has two turns to
collect Income from the Province, but only misses one full Senate Meeting).
When he returns, he may not be appointed Governor of the same, or any other,
Province during the meeting of his return, without his consent.
A neutral Senator may be appointed Governor (he may not be attracted to any
Faction while Governor). A neutral Senator will always collect Tax for the
State, but will not request aid for developing the Province. A returning
Neutral Senator is placed face up in the Forum.
MILITARY APPOINTMENTS
Disband Legions:
Only Legions in the Active Legion Box can be disbanded. Disbanding must take
place before new Legions are raised. All Motions dealing with disbandment
must be dealt with at the same time. Voting is not needed if a Faction wants
to disband its own Legion.
Raise New Legions:
All new Legions must be raised before any current Legions are dispatched.
Raising a new State Legion normally costs 10 Talents (paid for from the State
Treasury). A maximum of 7 State Legions may be raised. Faction Legions may
also be raised. Voting does not take place if a Faction wants to raise its
own Legion. The Faction places its figure on the Active Box and pays 10
Talents.
Appoint Commanders:
A Commander is appointed from among those Senators attending the Senate
Meeting or from any face up Neutral Senators in the Forum. That Senator cannot
currently hold any other position.
A Commander has a military rating equal to one quarter of his Status (rounded
up to the next whole number) as a Senator.
A Senator cannot be appointed Commander against his will unless the number of
the Legions being dispatched to fight a War, plus his own Military Rating, are
greater than the number of opposing Armies. Once appointed, and present at a
War, the Commander cannot refuse to fight that War while there are still
Legions left under his command.
Dispatch Legions:
Legions in the Active Box can be dispatched to any active War. Each set of
Legions in a War must have a Commander. If the current Commander is killed,
a new one must be appointed or all the Legions must be recalled (see below).
All dispatches must be made before any Legions are recalled. Faction Legions
are dispatched as though they were State Legions.
Recall Legions/Commanders:
All, or some, the Legions in an active War can be recalled to Rome and placed
in the Active Box. The Commander then returns to his Faction; a returning
Neutral Senator is placed face up in the Forum. A returning Faction Commander
then takes on normal Senatorial status and may immediately vote on further
motions. If the Legions fighting a War suffered a loss in the previous turn,
their Commander can be recalled - a new one must be appointed in his place or
all the Legions must be recalled. If no Legions are left, and Commander has
survived, then he is automatically recalled to Rome.
Transfer Legions:
Legions in a current war can be transferred to another War; a minimum of one
Legion must remain with the 'old' Commander at the previous War. Transfers
can take place at any time.
ALLOCATE CONCESSIONS
Any Concessions turned face up in the Forum can be allocated to a Faction, via
a motion and successful vote. There is no limit to the number of Concessions
one Faction can hold. A Faction that receives a Concession must allocate it
to a specific Senator, and is kept with that Senator's card until removed (via
a Prosecution) or lost (via a Random Event).
If the Land Act variant rule is being used, then Land Commission Concession
cannot be assigned until a Land Act has been passed - the Concession card
remains face up in the Forum until this occurs.
DEVELOP PROVINCES
Each Governor (in sequence of Province Number) can request aid (in multiple
of 3 Talents) from the State to develop his Province. The Senate then votes
whether or not to grant the request. As a guide; once one Governor requests
aid, all others who want aid should put in their requests at the same time.
The Consul can put these motions up for discussion/voting at any time, mixing
them with other motions, provided they are not out of sequence of Province
Number.
Regardless of the outcome of the vote, an attempt immediately must be made to
develop the Province, as outlined in the procedure below (for each Province
nominated):
- Draw one random number card
- Add the Status of the Governor to the random number drawn
- Add one point to the result for each 3 Talents of State aid
granted
- If the final result is 10 or higher the Province is developed:
move the
marker on the income box of the Province to the higher value. The
Governor's Faction gains 2 Prestige
MOTIONS OF CENSURE
Any Faction can bring a Motion of Censure against another Senator or Faction.
Reasons for such a motion could be non-attendance at Forum or Senate meetings;
poor conduct in debates etc. A Motion of Censure can be accompanied by a
required fine: if the vote for the motion succeeds, the offending faction
must, if possible, pay the fine to the State Treasury. Motions of Censure are
considered to be Miscellaneous Motions and require a co-sponsor.
OTHER MISCELLANEOUS MOTIONS
Miscellaneous Motions are any other type of motions not mentioned elsewhere
that players wish to raise. They require a co-sponsor; ie. some other Faction
apart from the sponsor to say 'second' so that discussion/voting on that
motion can take place.
6. Combat Resolution
Each War to which Legions have been sent must now be resolved, using the
following procedure:
- Calculate a half random difference for the Roman Legions, and
add to
this both the number of Legions and the Commander's Military Rating, to
calculate the Roman Attack (note that the Commander's MR added cannot
exceed the number of Legions)
- Calculate a half random difference for the opposing armies, and
add to
this the number of armies, to calculate the Enemy Attack
- If the difference between the Roman and Enemy Attack is zero,
then
there is a Stalemate and the War is still active: the Roman forces may
continue the attack in the next turn
- If the difference between the Roman and Enemy Attack is one
or more,
then the side with the lower attack number loses that many forces;
consult the Additional Losses table below to determine how many forces
the other side loses
- If any Roman forces are lost, increase the Revolution Index by
1; if
half or more of the Roman forces are lost, increase the Revolution
Index by 2 instead
- If there are no Roman forces left, then that War becomes an
unopposed
War; increase the Revolution Index by 4
- If half or more of the Roman forces are lost in
combat, then there is
a chance the Commander will be killed:
- draw one random number card
- if the random number is higher
than the Commander's Status, then
he is killed and his card returned to the bottom of the Neutral
Senator's deck
- if the random number is less than
or equal to the Commander's
Status, then there is no effect; however if no Roman forces are
left, he is returned to his Faction, inverting his marker to show
a number
- If there are no opposing forces left, then that War is over and
the
Roman forces have achieved a Victory: the Legions are returned to the
Active Box and the Commander returns to his Faction; reduce the
Revolution Index by 2
- If both sides still have forces present, then that War remains
an
active War; increase the Revolution Index by 2
Note that the Commander of the Roman Legions determines which particular ones
are lost in combat (ie. State or Faction owned).
ADDITIONAL LOSSES
To determine how many forces the 'wining;' side in a combat loses, consult the
table below. Calculate the Attack Ratio by comparing the ratio of the Attackvalue of the
winning side to that of the losing side (rounding down to the
nearest ratio shown). Then look in the appropriate row, based on the forces
lost by the 'losing' side.
|
Forces lost by loser |
Attack Ratio | |||||
| <1:1 | 1:1 | 1½:1 | 2:1 | 2½:1 |
3:1
or more |
|
| 1 | 1 | 1 | 0 | 0 | 0 | 0 |
| 2 | 2 | 1 | 1 | 1 | 0 | 0 |
| 3 | 2 | 2 | 1 | 1 | 1 | 0 |
| 4 | 3 | 2 | 2 | 1 | 1 | 1 |
| 5 | 3 | 3 | 2 | 2 | 1 | 1 |
| 6+ | 4 | 3 | 3 | 2 | 2 | 1 |
5 Roman Legions, plus a Commander with a Military rating of
1 attack an
Enemy with 3 armies. The Roman gets a half random difference of 1, the
Enemy a half random difference of 2. The Roman Attack number is 7; the
Enemy Attack number is 5. The Attack Ratio is 1:1 (1.4 to 1, rounded
down). The Enemy loses 2 armies; consulting the above table, the Roman
loses 1 Legion. Note that the War is still active.
Example
5 Roman Legions, plus a Commander with a Military rating of
1 attack an
Enemy with 3 armies. The Roman gets a half random difference of 2, the
Enemy a half random difference of 2. The Roman Attack number is 8; the
Enemy Attack number is 5. The Attack Ratio is 1:1½ (1.6 to 1, rounded
down). The Enemy loses 3 armies; consulting the above table, the Roman
loses 1 Legion. Note that the War ends in a Victory for the Roman.
7. Adjustments
GOVERNORS' TERMS
Add an additional Faction marker in those Provinces where the Governor has
already served one term of office.
MARKERS ON GOVERNORS AND COMMANDERS
Numbered markers, placed on Governors and Commanders to indicate their
collection of Provincial income or Spoils, should be removed.
WAR
If the Legions fighting an active War have no Commander all the Legions must
be recalled and placed in the Active Legions Box. That War becomes an
unopposed War. Increase the Revolution Index by 4.
SPOILS OF WAR AND PROVINCES
When a War has ended in a Victory (ie. when no opposing armies are left), then
the Province has now been conquered, and in the next Senate Meeting, a
Governor must be appointed. The Commander of the victorious forces gains
Prestige equal to half the original number of the Enemy armies (rounded up).
The State normally collects the Spoils indicated on that Province space, and
records the income on the State Treasury. However, the Commander may opt to
collect some or all of the Spoils for his own Faction's Treasury: he can
collect up to double his Status, or the Spoils value indicated, whichever is
the lower. Place a numbered chit on his card when his card is returned to the
Faction.
REVOLUTION INDEX
Increase the Revolution Index - if not already done - as indicated on the
table below. The Revolution Index may increase to any level, but may not fall
below zero.
| Change | Event |
| +2 | Drought |
| +1 | Provincial Unrest |
| +2 | Active War |
| +4 | Unopposed War |
| +1 | Any Roman Legion/s lost in combat (per War) |
| +2 | Half or more of the Roman Legions lost in combat (per War) |
| -2 | Victory in a War |
Adjust the Prestige Level of each Faction to account for any other events
which affect it (if not already carried out). The Prestige Level may never
fall below zero. If the Prestige Level exceeds 34, place another marker on
the track to show the additional points.
End of the Game and Winning
The game lasts 10 rounds. The winner is the Faction with the highest Prestige
after 10 rounds. If two or more Factions have an equal Prestige , the winner
is the one with highest total Status of all Senators (including any Governors
or Commanders) belonging to that Faction.
Losing the Game
The game ends in a loss for all players if, at any time, one of the following
happens:
- The State cannot pay any of its debt (eg. for maintenance of
Legions,
or Disaster relief etc.); note that the players cannot pay money from
their own treasuries except
- The STATE OF THE REPUBLIC indicates a Revolt has taken
place
- There are 3 or more simultaneous active Wars; or 1 unopposed
War and 1
or more other active Wars.
Comments
LEGIONS is a game that, more than many, requires players to realise that art
of politics lies in compromise. It is unlikely in this game that one player
will dominate the Senate and thus all players are dependant on the support of
others to gain their ends. Judging when to give support and when to demand
it is the secret to success. Players also have to be careful that the game
does not 'beat' them: they have to temper their own ambitions with the demands
being put on the State.
SENATE MEETING FORMAT
Apart from basic restrictions required to ensure that the minimum activities
happen, there is not set structure to the Senate Meeting so players can set
whatever format suits them: formal, informal or a mix. The Senate Meeting,
is however, the crucial part of the game, and players should derive the
maximum benefit from it. The Consul is a key figure and players can attempt
to make various uses of his powers. However, overabuse of power is not the
best means to an end: 'walk softly and carry a big stick'.
USE OF TRIBUNES
The "dummy" Tribunes can be used for bluffing: for example "If you don't
vote
with me on this motion, I'll veto your nomination for Governor" - pointing to
a closed hand which may, or may not, contain a "real" Tribune.
RECRUITING KNIGHTS
The percentage chance of recruiting a Knight can be found under the
"Cumulative Percentage" column of the "Half Random Difference"
table. If
player spends 0 Talents, he has a 10% chance, 1 Talent gives a 44% chance,
etc.
Variations
Any or all of the variations below can be introduced into the game to change
the balance or alter the level of complexity, as the players see fit. Any
variations introduced should be agreed upon by a majority of the players
before the start of play.
Bills
The process of voting can be considerably influenced by the introduction of
"Bills" during the Senate Meeting. A Bill is simply a "package" of
two or
more motions which are discussed and voted on as though they were a single
motion. Success of the Bill means that all the motions contained in that Bill
are approved, rejection or veto of the Bill means that all motions are
rejected.
Bills can only be introduced by the Consul or by a Faction playing a Tribune.
A Consul cannot veto a Bill he has introduced himself.
Consular Powers
Extend the powers of the Consul to be able to penalize those Factions not
complying to procedure by either removing one of their votes for the current
motion or (if not possible) fining them 1 Talent. For example, a Faction that
objects to a decision of "no discussion on this next motion" could be
penalized by losing one vote on that motion.
Deaths
From the second turn onwards, as the last activity in the POLITICAL SITUATION
step, the Consul must draw two cards, one from the Red and one from the Yellow
deck. The number on the Red card corresponds to the Status number of a
Senator. He then consults the following tables to find out which Faction is
affected:
|
|
|
|||
| Yellow Card | Faction | Yellow Card | Faction | |
| 1, 2 or 3 | Red | 1 or 2 | Red | |
| 4, 5 or 6 | Yellow | 3 or 4 | Yellow | |
| 7, 8 or 9 | Green | 5 or 6 | Green | |
| 10 | None* | 7 or 8 | Blue | |
| 9 or 10 | Lilac | |||
If the indicated Senator is present, his card is removed from play and placed at the bottom
of the Neutral Senators deck. If that Senator was an office bearer, follow the instructions
below:
- Consul dies: his place is taken by the previous
Consul - this Consul receives no
Prestige points for his appointment
- Censor dies: no effect (a new Censor will be
appointed before the next round of
Prosecutions)
- Governor dies: a new Governor must be appointed
in the Senate Meeting
- Commander dies: a replacement must be sent in the
next Senate Meeting or else the
Legions he was commanding must be recalled
Distribution of Senators
As an alternative to the initial random distribution of Senators, distribute the Lilac cards as
normal, and then hand out the other cards according to the table below:
| 3 Player Game | 5 Player Game | |||||
| Lilac | Blue | Green | Lilac | Blue | Green | |
| 1 | 3 | 2 | 1 | 3 | 5 | |
| 2 | 1 | 3 | 2 | 2 | 5 | |
| 3 | 2 | 1 | 3 | 4 | 2 | |
| 4 | 1 | 4 | ||||
| 5 | 3 | 1 | ||||
Land Acts
Land Acts are a means whereby the Senate can reduce the Revolution Index.
Land Acts are considered Major Motions.
PASSING LAND ACTS
A motion to pass a Land Act requires a sponsor and a co-sponsor. Success or
failure of the motion affects the Prestige of the sponsors. If the motion
passes the sponsor, co-sponsors, and any other Faction ('voters') who
supported the motion each gain Prestige points as listed in the table below;
if the motion fails, or if a Faction votes against the Act (regardless of theoutcome) Prestige
is lost as indicated. Factions cannot abstain from voting,
although they may veto a motion without loss of Prestige.
There are two types of Acts:
- Type I requires single-payment of 20 Talents, and drops the Revolution
Index by 1
- Type II which reduces the Revolution Index once (by 3), but requires
payments each subsequent turn of 5 Talents
|
|
|||||
| Type | Payment | R.I. | Sponsor | Co-Sponsor | Voters |
| I | 20 T | -1 | +/-2 | +/-1 | |
| II | 5 T/turn | -3 | +/-4 | +/-2 | +/-1 |
Payment for Acts is due in the INCOME step. Any green stones in the Type I box are
removed after payment.
Land Acts cannot be included in a Bill.
REPEALING LAND ACTS
A Type II Land Act can be repealed by the Senate. The Faction of the Senators sponsoring
or co-sponsoring the Act lose Prestige as indicated on the table above. Regardless of the
outcome of the vote, any Faction which voted for the repeal loses Prestige as indicated on
the table above. Factions cannot abstain from voting, although they may veto a motion
without loss of Prestige. If the Act is repealed, then remove a green stone from the
appropriate space on the board. Only one Land Act can be repealed per turn, and not in the
same turn it was passed.
Tempo of Senate Meetings
If lengthy Senate Meetings are dragging out the game, a number of steps can be taken to
shorten them. Any or all of the suggestions below can be implemented.
TIME LIMIT
A time limit of 10 minutes per Meeting is suggested. In this case, discussion on Bills should
be very limited, if not avoided altogether. The Meeting must appoint a new
Consul and
Censor. The Censor must have a chance to undertake Prosecutions, after which
any vacant
Governor posts must be filled. Apart from these activities (which must take place
regardless
of the time allocated), all other activities are optional and should be fitted into the remaining
time as per the decision of the Consul.
NO MISCELLANEOUS MOTIONS
Only Major Motions should be proposed and, if possible, tabled.
INTRODUCE BILLS
This mechanism is described above.
Wars and Revolts
WARS
Additional Wars, which do not result in the creation of a Province, can be introduced (to
correspond to other, historical events). They are created and fought in the normal way.
| Fought in | Turn No. | Modifier | Spoils |
| Macedonia | 5 | +1 | 15 |
| Macedonia | 7 | +2 | 20 |
Terminology
ARMIES: These are Enemy forces (equivalent to Legions) which occupy a Province at the
start of a War. They can be attacked by Roman Legions and eliminated through Combat;
if unopposed or eliminated too slowly, they cause an increase in the Revolution Index.
FORCES: Refers to either Roman Legions or Enemy armies.
LEGIONS: The basic combat "unit" in the game.
PRESTIGE: This is a measure of the popular support (from 'the people') and respect (from
'the establishment') that a Faction has.
PROVINCE:
Conquered - one that has lost a War (ie. all armies defeated in battle); a
Governor must be
appointed for each conquered Province
Undeveloped - one that has a lower income (all Provinces start off undeveloped
after a War)
Developed - one that has a higher income (due to infrastructure development by
its Governor)
RANDOM NUMBER: To generate a random number from 1 to 10, simply shuffle one of
the packs of red or yellow cards, and draw the top card.
RANDOM NUMBER - DOUBLE: To generate a random number from 2 to 20, shuffle both
of the packs and red or yellow cards, and draw the top card from each.
HALF RANDOM DIFFERENCE: This is a method for generating a random number from
1 to 5. Shuffle both red and yellow cards. Take one card from each pile and subtract the
lower from the higher. Divide the result by two and round up the answer to the nearest
whole number.
REVOLUTION INDEX: Shows the degree to which 'the people' are unhappy with the
government. If it falls too low, there may be a revolt and all players will lose the game.
TALENT: The unit of currency in the game is a Talent.
WARS:
Active - are in a Province where there are currently Enemy armies located
Unopposed - are in a Province where there are currently Enemy armies located,
and no
Roman Legions present
Sequence of Play
1. Income and Expenditure
Income
- Factions: 5 Talents + 1 per Senator + 1 per 2
Knights
(plus any Concessions + 1 per Commander + Governor's
personal income)
- State: 30 Talents + Provincial income
Expenditure
- Factions: 4 Talents per Faction Legion
- State: 20 Talents per active War + 4 per Legion
+ 1 per Commander
Exchange Money
2. Political Situation
Wars Armies = random difference + modifier
Random Event Draw one extra card if Banner
3. Forum Meeting
4. State of the Republic
Double random + Consular Prestige - R.I.
5. Senate Meeting
Must:
- Appoint Consul & Censor; Prosecute; Appoint Governors
Can:
- Appoint Commander; Raise/Disband/Move Legions; Allocate
Concessions
- Develop Province (if random + Status + 1pt/3 Talents aid
> 10)
Votes: Per Senator - Green 1; Blue 2; Lilac 3 plus 1 per Knight plus 1 per
Talent)
6. Combat Resolution
Roman Attack: Legions + Commander's MR + Half random difference
Enemy Attack: Armies + Half random difference
Forces lost = higher attack - lower attack (zero is a stalemate)
Winning side loses forces according to Attack Ratio
7. Adjustments
- Remove Governor/Commander markers
- Gain Spoils (State = all; Commander = max. of double Status)
- Increase Governors' term of office; Adjust Prestige; Adjust R.I.
| 0 | 1 | 2 | 3 | 4 |
| 5 | 6 | 7 | 8 | 9 |
| 00 | 10 | 20 | 30 | 40 |
| 50 | 60 | 70 | 80 | 90 |
| 0 | 1 | 2 | 3 | 4 |
| 5 | 6 | 7 | 8 | 9 |
| 10 | 11 | 12 | 13 | 14 |
| 15 | 16 | 17 | 18 | 19 |
| 20 | 21 | 22 | 23 | 24 |
| 25 | 26 | 27 | 28 | 29 |
| 30 | 31 | 32 | 33 | 34 |