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Hannibal: Rome Vs Carthage Play Aids

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Doug Adams writes:

Hannibal Sequence Of Play

Reinforcement Phase

  • Carthaginian reinforcement placement
  • Carthaginian displaced Generals return
  • Roman reinforcement placement
  • Roman Proconsul designation, remove old Consuls and draw new ones.

Deal Strategy Cards

Strategy Phase

  • Carthaginian plays first, unless he passes, or the Roman player can (and wants to) play a Campaign card (either as an EC or OC).

Winter Attrition Phase

  • All CU's in spaces with enemy PC markers, or non-Friendly tribes, suffer Attrition.

Political Isolation Removal Phase

  • Roman player first.
  • Remove all non-wall, non-tribe PC markers that are Isolated.
  • They are isolated if they cannot trace a path of spaces from the PC marker to a friendly CU; a friendly walled city; a friendly tribe; a friendly port.
  • The path cannot be traced through Passes, enemy PC markers, or neutral tribes.
  • The path can be traced through empty spaces.

Victory Check Phase

  • Add political points - 1 PP for each province you control.
  • Don't count Gallia Cisalpania, Gallia Transalpania, Massila, Liguria and the Baleric Islands.
  • The player with fewer PC's must remove a number of PC's from the board equal to the difference in PP's.
  • If PC's cannot be removed, that side sues for peace. Game over.

Turn End

  • Adjust the turn marker.

Carthaginian Specifics

You win by...

  • Controlling Rome - game ends immediately.
  • Controlling every province in Italy, except Latium - game ends immediately.
  • Rome sues for peace (cannot remove PC markers).
  • Carthage has an equal or greater Political Point total than Rome at the end of the game.


  • Can receive up to four CU reinforcements per turn.
  • One in Carthage or with any General in Africa.
  • One in New Carthage or any General in Spain if the city of New Carthage is Carthaginian controlled.
  • One in New Carthage or any General in Spain if the province of Baetica is Carthaginian controlled.
  • One in any space that contains a Carthaginian General.


  • Elephants are treated as normal CU's, but have special properties in battle.
  • If the Carthaginian player has elephants at a battle, he can declare an elephant charge in an attempt to remove battle cards from the Roman hand. To be successful, the Carthaginian player must roll over the Roman General's Battle Rating. If successful, remove a number of BC's equal to the number of elephants in the charge. If it failed, and a '1' was rolled, remove 1 card from the Carthaginian hand.


  • Strategy Cards that can be played as a Carthaginian Event Card have a white circle background in the top left corner.
  • Hannibal outranks all other Carthaginian Generals, any General stacked with Hannibal becomes a subordinate.
  • Naval Movement Whenever Carthage uses Naval Movement it must roll on the Naval Combat Table.
  • Change of Roman Command If both Consuls are stacked together in a battle, the Carthaginian player may make a change of command roll to swap Roman leaders at the battle. Success on a 4-6.
  • Carthaginian Tribes The three 'blue' tribes are considered friendly to Carthage. They can be considered friendly PC markers; can prevent Political Isolation of other PC markers by tracing to them; can supply the Carthaginian player with an extra battle card if a battle occurs on a tribe space.

Roman Specifics

You win by...

  • Eliminating Hannibal - game ends immediately.
  • Controlling Carthage - game ends immediately.
  • Carthage sues for peace (cannot remove PC markers).
  • Rome has a greater Political Point total than Carthage at the end of the game.


  • The Roman player gets 5 CU's per turn. They can only be placed on Roman Generals or in Rome. If the Roman player does not have a 5 CU stack on the board, reinforcements must be added to create a 5 CU stack. At least 3 of the CU's must be placed in Italy.

Consuls & Proconsuls

  • The Roman player has 2 Consuls per turn. One Consul may be 'kept over' by being designated 'Proconsul'. The other 2 Generals (1 on turn 1) are removed from the map and 2 new Generals are drawn. Consuls must be placed on stacks of at least 5 CU's. If stacked with the Proconsul, the Proconsul immediately becomes subordinate.
  • Scipio Africanus arrives with 5 CU's on turn 6. He is placed in any friendly port in Italy or Spain. Scipio remains in play until eliminated.
  • On turn 1, the Roman player will have 2 Consuls; on subsequent turns there will be 2 Consuls and 1 Proconsul; after Scipio Africanus arrives there will be 2 Consuls and 2 Proconsuls.
  • A Consular Army cannot drop off CU's if by doing so would leave the Army with less than 5 CU's.
  • A Consular Army cannot drop off a Consul unless the Army contains 2 Consuls and at least 10 CU's. If it does drop off a Consul, at least 5 CU's must remain with each Consul.
  • A Proconsul, if moving through a Consular Army space, may not leave the space with more CU's than is left behind in the Consular Army.
  • If a Consular Army enters a space with a Proconsul stacked with more CU's than in the Consular Army, then the Consular Army must stop in that space.


  • Strategy Cards that can be played as a Roman Event Card have a black circle background in the top left corner.

Rules to be aware of


  • It cost 2 of the 4 MP's to cross a mountain pass or strait.
  • Movement across the Strait of Messana is allowed if you control the walled cities of Rhegium and Messana.
  • Movement across the Strait of Sardinia is allowed regardless of control.

Naval Movement

  • CU's can be shipped without Generals.
  • Only a maximum of 5 CU's can be shipped at a time, unless a Campaign OC card is used - the maximum is 10 CU's in this case.

PC Marker Effects

  • Enemy PC markers can only be flipped by having friendly CU's in space.
  • Interception attempts into enemy PC spaces are modified by +1.
  • You cannot avoid battle in an enemy PC space.
  • A retreat cannot end in an enemy PC space, and 1 CU must be lost per enemy PC space during a retreat.
  • CU's ending the turn on an enemy PC marker suffer attrition.

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