Hannibal: Rome Vs Carthage Play Aids
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Hannibal Sequence Of Play
- Carthaginian reinforcement placement
- Carthaginian displaced Generals return
- Roman reinforcement placement
- Roman Proconsul designation, remove old Consuls and draw
Deal Strategy Cards
- 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
- 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
- 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.
You win by...
- Controlling Rome - game ends immediately.
- Controlling every province in Italy, except Latium - game
- 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
- 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.
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
- 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
Rules to be aware of
- It cost 2 of the 4 MP's to cross a mountain pass or
- 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.
- 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
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
- 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
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