sword of rome [Updated April 2006]

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John Wetherell, PA

2005 Champion

2nd: Nick Anner, NY

3rd: Bob Woodson, NV

4th: -Mark Hinkle, NH

5th: Mike Hennessy, NY

6th: -Derek Miller, VA
Event History
2005    -    -

AREA Ratings:

GM: Wray Ferrell

the game's designer

The 2005 Most Heavily Requested New Event ...

Rome began the 4th century BC as no more than the leading city of a small league of Latin communities and ended it controlling all of Italy and on the doorstep to Western preeminence.

The Sword of Rome is the latest in GMT Games' acclaimed line of Card-Driven Games (CDG). The game enables up to four players to recreate the climatic struggles among the peoples of Italy and Sicily, Romans, or Gauls will dominate the western Mediterranean and with it earn the right to vie for control of the known world?

Through a unique adaptation of the event-card system, players can also take on the roles of additional contenders such as Gallic tribes from across the Alps or the mighty naval power of Carthage. You will command the great figures of the age: Rome's military savior Marcus Furius Camillus; Syracusan tyrant Agathocles, who dared to assault Carthage itself; or Pyrrhus of Epirus, the adventurer king who sought to unite the western Greeks.

Each player has their own customized deck of strategy cards containing a total of 152 events that lend specific flavor and personality to the different factions. Additionally, each faction also has special powers that emphasize its historic strengths

* The Romans can create new colonies, improving the defense of their budding empire and increasing their manpower through diplomatic assimilation of the local peoples.
* The Etruscans may utilize their great wealth to bribe greedy foreign leaders to avoid battles they would rather not have to fight, while the Samnites can use the paths among their mountain homelands against invading enemies.
* The Greeks have outstanding mercenary forces at their disposal, but at the cost of diminishing loyalty of their colonies as their generals seek to establish their own little kingdoms

Format will use the short six-turn game for all rounds (six hours) and no optional rules will be used. However, optional rules can be used if all players in any game agree to them. The GM and two assistant GMs will only play to ensure that all first round games are four-player games. If playing, the GM and assistant GMs are eligible to advance. Based on feedback the biggest negative from last year's tournament was that a few first round games had some gamey aspects as people were playing for 2nd knowing they would probably advance. So the advancement criteria for the 1st round has been changed in an attempt to prevent that. The four best Roman, Gallic, Etruscan, and Greek players will advance to the semi-finals. Best is defined as:
1. Victory Points
2. Percentage of winning player's score
3. When you selected your power [the lower the better]
4. dice roll

Thus all players will have a reason to keep the game close and to be constantly trying to improve their position. Players will again bid support points before the game starts to determine the order in which the players will pick powers. Any players tied in bids will dice with the high roller deciding the order in which the tied players select powers. Players pick powers in descending bid amount. The player going first places support equal to the 4th place bid. The player going 2nd places support equal to the 3rd place bid. The player going 3rd places support equal to the 2nd place bid. The player going 4th places support equal to the 1st place bid. The Gallic player may place plunder markers for any support they get to place.

 GM      Wray Ferrell  [2nd Year]   112 Carrousel Lane, Cary, NC 27513  
    wferrell1@nc.rr.com   NA

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