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Republic of Rome (ROR) Links Email GM Last updated 6/7/2017.
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Frank McNally (3rd Year)
Round Day Start Time Duration Location
Demo Wed 9 1 Exhibit Annex Table 5
Heat 1 Wed 10 6 Rathskeller
Heat 2 Thu 18 6 Rathskeller
Final Fri 18 6 Rathskeller
2017 Tournament Format HMWG

Republic of Rome’s return to the WBC has been extended to its 3rd year.  It was a strong contestant in trial voting but came up a few votes short and required a sponsor.  We hope to continue to build its following, climb the cursus honorum, and return to the Century.  Last year we saw a number of new and returning players and continue to focus on helping new Senators find their footing.

This is one of the finest “experience games” available.  It provides a rich theme and a solid competitive game with a cooperative element. Where else can you bring a proud nation to the brink of destruction to advance your own faction’s glory, plus experience the occasional yell of "die swine!"?  New players are very welcome and we hope to give a good introduction in the demonstration. Though the rules seem complex (all the lovely Roman theme), the core of the game is fairly straight-forward.  The details can be learned quickly from veteran players who will need your help to keep Rome alive.

Scenarios:

Heats will use Early and Middle Republic Scenarios. The Early Scenario will be modified to start with a Fleet Defeated marker on the First Punic War. The default scenario for the first heat will be Early Republic and Middle Republic will be used for the second heat.  If all players at the table agree, the alternative scenario may be used. An effort will be made to seat players by preferred scenario.   

The Final will use the Late Republic Scenario unless all players agree to an alternate scenario.

Rules:

We will be using the Valley Games version, with the version 1.04 living rules (http://boardgamegeek.com/filepage/53063/living-rules-v1-04). The AH version may be used only if all players agree. Optional rules 2.01 (Pontifex Maximus) and 2.04 (Legionary Disbandment and Recall) will be used.

Rule 1.04.3 (Public Agreements) will not be enforced (in this GM's opinion it often causes more problems than it solves. Caveat emptor!)

Special Rules:

The variable end timing formalized in the VG rule-set creates uncertainty in the length of a game.  To keep games within allotted time we have found that reducing the deck such that fewer cards remain before the end game card is effective.  Your GM will announce such reductions 2.5 hours and 1.5 hours remaining in scheduled time. 

Tie-Breakers:

While the game can win (i.e. Rome falls) in the preliminary rounds, WBC requires that each tournament have a winner. If Rome falls in the Final then the game will be decided by total faction influence at game end. If two factions are tied then whichever player had the higher ranking method of advancement to the Final will win.

Tie breakers for advancement to the Final:

  1. Single win, consul for Life
  2. Single win, march on Rome
  3. Single win, most influence in first heat entered
  4. Single win, most influence
  5. Single win, average of place in all heats entered
  6. Runner-up, highest percentage of the winner's influence, best game
  7. Runner-up, average place in all heats entered.

Links:

BGG Link AREA consimworldLaurels

Map: