OMENS Pre-Con: Vying for Mediterranean Supremacy
The Hannibal tournament
will again be run in a Pre-Con slot this year, but the event changes
days. It will begin on Sunday at 2 pm and on end Monday evening,
adopting a Swiss format with continuous play of five rounds of open
Swiss-style play. Players are free to drop in and out as they please
during the five rounds of Swiss play. However, playing in less than
five rounds will decrease your chances of winning the event and associated
laurels. Wins and the tournament point system will determine final
Players bid PC markers for choice of
side. The high bidder gets choice of side, while the opponent makes
PC adjustments equal to the amount of the winning bid.
This year initial
matchups will be somewhat randomized. Rookies will not face each
other in the first round. The top eight seeded players will not
face each other in the first round, but they will be in the same
bracket (possibly meeting in the second and subsequent rounds). There
will be no medal round. Prizes will be awarded based upon rank after
five rounds of swiss play (though if there are two undefeated players,
they will playoff in a sixth round for the championship).
rule set will be the first edition rules (those published in the
game), as clarified by the Q&A and Errata published in The General.
Like previous years, Carthage can transport 1 CU with a general and
obtain a -1 drm on the Naval table. Opponents may mutually decide
to use the second edition instead (see 1.3). In the event that Valley
Games’ edition is published in time, that edition will be an
option players may agree to play.
The Omens Pre-Con is seperate from WBC and requires its own
registration fee. See the Omens Pre-Con for
pricing information. Tribune level members may attend any and all
Pre-Cons AND WBC free of charge. For details see http://www.boardgamers.org/bpaterms.htm
Assistant GMs: Jim Heenehan and Keith Wixson
*Asterisked rules below are relatively new (added since the initial
posting of these rules on the BPA website).
v.20031227 Tournament Rules
6.0 Choosing Sides
8.0 Record Keeping
9.0 House Rules
1.0 EVENT DESCRIPTION
The game played will be Hannibal: Rome vs. Carthage (Avalon Hill). First edition
rules are used, as interpreted in Q&A and clarifications published in
The General and issued by Avalon Hill. Standard nine-turn game. No optional
1.1 Class A Tournament. This is a class A tournament. Once the rounds start,
beginners will find that those of us who know the game are more than willing
to help weaker players, give tips, pointers, and even informal lessons between
rounds. However, no one can expect this of others. Do not plan on it in more
than a casual way. Please, no kibitzing!
1.2 Compliance. Playing in this event requires compliance with: all BPA rules
and directives; tournament rules written here; Game Master and Tournament Official
authority; first edition rules of HRC; Questions and Clarifications; in that
order. Failure to abide by any of these is "cheating” as much as
violation of any game rule. Failure or refusal to follow any of these directives
is subject to discipline.
*1.3 Rule Edition. By mutual agreement, players of a single game may use the
First or Second Edition rules. For WBC, the default edition is First. (For
WAM, the default edition is Second.) The GM has a list of the key twelve differences
for easy reference by those not so familiar with Second.
A.R.E.A. - Avalon Hill Reliability, Experience, and Ability player information
and rating service.
AGM = Assistant Game Master
BPA= Boardgame Player’s Association
GM = Game Master
HQ = Headquarters
HRC = Hannibal: Rome vs. Carthage
PCs = Political Control Markers
TO = Tournament Official (GM or AGM)
TPs = Tournament Points
WBC = World Boardgaming Championships
The tournament will be conducted in "Open Swiss Format". Every player
who arrives with a copy of the game will be eligible to participate in each
of the five rounds. The top six players after five rounds of swiss play will
be determined by the tournament point scoring system (7.0). In the possible-though-unlikely
event of two players remaining undefeated after five rounds, they alone will
play a sixth round to determine the championship.
3.1 Playing Officials. Prior to the beginning of the tournament, at least two
AGMs will be named to assist the GM. Any TOs may participate as active players.
They may play all rounds, competing for awards and prizes as any other contenders.
Should a question or an interpretation arise in a game involving the GM, for
which no written answer already exists, another TO will make a ruling by which
the GM will abide.
3.2 Unplayed Rounds. Rounds unplayed for any reason will be scored as losses
of 0 TPs, with no effect on A.R.E.A. rating. Players receiving byes, receive
credit for a win of 10 TPs plus 2 TPs to simulate opponent credits (7.2).
3.3 Withdrawal. Should you wish to withdraw from the tournament, or any given
round, at any time, for any reason, please contact a TO as soon as possible
and notify him of your intentions for the current game and for future rounds.
Withdrawal without such notification to a TO could jeopardize your standing
in this and future tournaments.
3.4 A.R.E.A. Rated. All game results will be submitted by the GM to A.R.E.A.
for the HRC ratings. This will include withdrawals, concessions, adjudications
and eliminator games.
3.5 Awards. Standard WBC prizes will be awarded for the top two players.
There will be five scheduled rounds of five hours each. The first round begins
Saturday afternoon at 2 PM. After the tournament begins, players should check
in with the GM no later than five minutes prior to the start of a round to
ensure a place in the next round of play.
4.1 Late Entry. Registration and entry to this event will remain open. However,
all unplayed rounds are scored as losses of 0 TP. See 3.2.
4.2 Late Arrival. Players arriving late for the start of any given round may
have to forfeit that round, accepting 0 TPs but not affecting A.R.E.A. ratings.
A late arriving player may be matched at GM discretion with a weaker player
(diminishing the opponent credits earned).
4.3 Slow Play. In order to keep on pace with the tournament schedule, players
are strongly encouraged to play with appropriate speed to finish on time. If
a player feels that his opponent is unusually slow, please cordially urge speedier
play and quietly notify a TO of this situation as early in the game as possible
4.4 Time Limits. Rounds will end at the time specified by the GM (the time
limit of 4.5 hours can be extended by a few minutes at the discretion of the
TOs if the game is close enough to a finish). Should two players be involved
in a game that does not finish by the allotted time limit, they must cease
all play and leave the game components in place. The two players involved should
attempt to reach agreement regarding a victor for that game. If unable to do
so, then the two players should notify TOs of the need for an adjudication.
4.5 Adjudications. Uninvolved TOs will adjudicate the game based on the existing
position and their best judgement (based upon whatever factors they feel are
most important), awarding a win to the player with the advantage (however small).
All rulings are final and not subject to appeal. Please do everything you can
to avoid putting the TOs into the position of having to adjudicate, but if
adjudication is required, accept the decision without question.
4.51 Slow Games. If the game has not progressed sufficiently to fairly award
a result, then the TOs may allocate a loss to either or both players for slow
play. Such players will be warned to speed up play in subsequent rounds or
face additional sanctions.
4.52 Ties. If the TOs cannot determine that one player has an advantage (however
small) and deserves the win, then they may decide to award a five-point tie
to each. In such a case, each player receives 5 TPs, but for all other aspects
of the tournament, each is considered to have lost the game. Ties will be given
only in the most extreme circumstances in which the majority of TOs cannot
decide which player has the advantage.
First round matchups this year will differ from previous years. The top eight
seeded players will be established in the upper bracket of the match list,
but not face each other until possibly the second round. New players (new
to the HRC tournament and having no A.R.E.A. rating) will not be matched
against each other. All other players will be randomly assigned their initial
game. In subsequent rounds, every effort will be made to match players against
opponents of equal skill, giving all players challenging games and an opportunity
to obtain the maximum number of TPs. See 7.0.
*5.1 First Round Seeds. The top eight seeds will be determined by the following
a) If present at the beginning of round 1, the defending champion, second place,
and third place players from the previous year’s WBC tournament will be ranked
1, 3, and 5, respectively.
b) Other players who are present will be ranked next by current A.R.E.A. rating
for HRC, in descending order until the top eight “seeds” (including “a”
above) have been determined.
c) A player with an A.R.E.A. rating in HRC that is 30+ months inactive will
d) New players (new to the HRC tournament and having no A.R.E.A. rating) will
be placed at the end of the match list, but not matched against each other
in the first round.
e) All other players will be randomly assigned slots in the match list.
*5.2 Subsequent rounds. On all following rounds, all players who are present
will be matched against players with the same number of wins (if possible),
and of similar standing on the match list.
5.3 Rematches. Opponents that have previously faced each other within the tournament
will not be rematched during swiss play. Should opponents find themselves rematched
by accident, notify the GM immediately so that an adjustment can be made.
5.4 Odd players. If an odd number of players exist at the start of a round,
then the most recent past champion may receive an automatic bye. The TP value
for the bye is 12 TPs (10 TPs for a win plus 2 TPs of opponent credits for
playing a "phantom” opponent). No player can obtain more than one
bye in a tournament. No A.R.E.A. adjustment is made for a bye game.
5.41 Passing the Bye. The player most eligible for the bye may choose to pass
the bye. The bye is then offered to the next most-recent past champion. If
none accept it, the bye is offered to the lowest-ranking (see 7.6) player with
a copy of the game (and then next lowest, and so on). Then, the bye is offered
to the lowest-ranking player without a copy of the game (and next lowest, and
so on). Passing may be done by the next player and so on, until the bye is
accepted or we reach the GM in the list of eligibility.
5.42 The GM must accept the bye when it is first offered to him.
5.43 Once a player passes a bye, he is no longer eligible to receive a bye
in any future round until it has been offered to all players who have not yet
been offered a bye. If secondary byes are passed, then the highest ranking
non-former champion without a copy of the game, by virtue of being the last
eligible to accept it, will be stuck with it.
6.0 CHOOSING SIDES
Sides for each match will be determined by bidding PCs. Any two opponents may
skip the bidding process if they agree to sides of mutual satisfaction.
6.1 Bidding. Players will bid for the right to choose their preferred side.
6.11 To begin bidding, each player rolls one die. The player with the higher
die roll will make the opening bid. In case of a tie, both players will roll
6.12 To make a bid, a player clearly states the number of PCs (minimum of 0)
which he is offering and the side he wishes to play.
6.13 When offered a bid by an opponent, a player must either accept or raise
a) Acceptance of the bid allows your opponent to play the stated side he desires
for the stated PC Adjustment (see 6.2).
b) Raising the bid amounts to offering a greater bid for the same stated side.
Simply state a higher PC bid than previously mentioned.
6.14 When an opponent raises the bid, a player responds by accepting the new
bid or raising the bid. Raising may continue until one player accepts a bid.
6.15 Bids may be of any amount, but must be in integers (0, 1, 2, etc. ). An
opening bid may be zero, but not less than zero. A raise must exceed the last
bid and be an integer.
6.2 PC Adjustment. After setting up the board for play, but before the first
turn cards are dealt, the player who accepted his opponent’s bid makes PC adjustments
equal to the amount of the final bid. The player may use each point of the
bid to place one friendly PC or remove one enemy PC (using a combination of
both in the same space if so desired and if more than one PC was bid). Removed
PCs must be non-walled, non-tribe PCs. Once the PC adjustments are made, the
game commences and is scored as usual.
6.3 Example. Stuart and Karsten both roll a die, with Stuart rolling higher.
Stuart begins the bid by announcing "one for Carthage,” indicating
that he will let Karsten have a 1 PC adjustment if he allows Stuart to play
the side of Carthage. Karsten also wishes to pick Carthage to play, so he bids
2 PCs for Carthage. Stuart counters with three, and finally Karsten acquiesces.
Stuart will now play the Carthaginians. Karsten (now the Roman player) decides
to use his 3 PC Adjustments as follows: He spends one point to remove the Carthaginian
PC in the Balearic Islands. He then spends one point to place a Roman PC in
the Balearic islands. Thus, for the cost of two PCs Karsten has "converted” the
Balearic Islands from Carthaginian control to Roman control. Finally, Karsten
uses his last PC advantage to place a Roman PC in a vacant space in Cisalpine
Tournament Points, standings, A.R.E.A. credits, and matches for the following
rounds, will be determined at the conclusion of each round based on the criteria
of this section. See 8.3.
7.1 Victories and Losses. For each match won, a player will receive 10 TPs
and an A.R.E.A. victory. The losing player will receive 0 TPs and an A.R.E.A.
*7.2 Opponent credits. A player will also receive 1 TP for each victory that
his opponent has already acquired or later acquires during the course of the
tournament. A player will also receive a consolation of 0.4 TPs for each round
that an opponent fails to enter. Thus, as the tournament progresses, each player
will receive one additional TP for each victory that a previous opponent accumulates,
and/or consolation points for dropouts.
7.3 Withdrawals. In the event of a withdrawal, the remaining player will be
credited in the same way as any other victory. The withdrawing player will
be credited the same as any other loss. A.R.E.A. ratings will be affected in
the same manner.
7.4 Concessions. Any two current opponents may agree to terminate their match
on any mutually-acceptable terms which determine a victor. Games so concluded
will be scored as any others.
7.5 Time limit. Games that are not concluded on time will be adjudicated as
the GM deems appropriate. See 4.4.
*7.6 Tournament Standing. A player’s tournament standing is first determined
as stated in 5.1. In subsequent rounds, standing will be ranked according to
number of wins and then TPs earned, ties broken by initial standing.
7.7 Final Tiebreakers. While it is unlikely that, after all rounds of swiss
play, the top players will have tied TPs, the following tiebreakers will be
used if necessary to determine the final standings to distribute tournament
a) If only two players are tied, head-to-head results.
b) Sum of TPs accumulated by all opponents a player has beaten.
c) TPs of player most recently beaten.
d) Number of times you sacked Rome or Carthage.
e) Number of times you killed the opposing Hannibal or Scipio.
f) Number of victories in games that ended before turn 9.
g) High card draw (by strategy card number).
8.0 RECORD KEEPING
Record Keeping is done by the combined use of two forms, the individual Game
Record and the Player Roster.
8.1 Game Record. Before each round of play, each game will be issued a Game
Record sheet. Record the information required as it occurs during the game.
At the end of each game, the winner is personally responsible to see to it
that the Game Record is properly filled out, and handed to a TO. The GM will
use the Game Records to maintain the Player Roster.
8.2 Player Roster. The running record for the tournament, and the information
that the GM uses to determine the matches for the next round is recorded on
the Player Roster. Players will be free to examine the roster as the tournament
progresses whenever the GM is not using it to establish match pairings. Only
the GM is authorized to write upon it.
9.0 HOUSE RULES
9.1 Setup. All units must be set up before the play of any game commences.
Errors caused by failure to do so properly will be classified under 9.4.
Players may agree to play by Second Edition rules (this should be agreed
prior to bidding for sides); if no agreement is reached, then First Edition
rules shall be used.
9.2 Die Rolling. For any given die roll to be acceptable, the die in question
must be thrown in a standard manner established at the beginning of the game
by the contestants. The following methods are suggested:
a) By hand into a transparent cup.
b) From a cup into a box lid, hitting at least one side of the box and landing
flat in the box.
c) Through a die roll tower, landing flat in the tray.
Reroll any die that lands outside the accepted area, or does not land flat.
9.21 Other dice rolling devices may be used by mutual consent, providing that
the same principles apply. The dice must strike a solid surface, change sides,
then land flat, with a clear reading, and remain within the confines of a specified
area, or else be rerolled.
9.22 Cocked and Out of Bounds. If the die lands out of the specified area,
or is not laying flat with a clear reading, it must be rerolled.
9.3 Out of Turn. You are required to ask if your opponent has finished his
activity before you play a card or roll a die. Clearly verbalize when your
phase of a turn is over. Once your opponent has played a card, or a die has
been rolled, you may not move or change anything more.
9.4 Illegal Moves. An opponent’s actions that violate the game rules and go
unchallenged before you begin the next phase stand as placed. It is up to you
to catch all errors within your own game while they can be corrected.
9.5 Card Play. Players should keep separate stacks of the cards they each play.
Players may look at cards that have been played, but only for a brief period
of time (less than one minute). Players should refrain from excessive reference
to the decks of played cards; repeated referral to the decks of played cards
can be ruled as a form of slow play [4.3; 4.51]. A player may not record cards
that have been played, except for those required by the Game Record.
9.6 Transport Rule. Carthage can transport 1 CU with a general and obtain a 1
drm on the Naval table.
HANNIBAL: ROME VS. CARTHAGE
Errata and Clarifications
5 (revised clarification) When in the sequence of play does
the Carthaginian player declare who he desires to have the first
move? A. The Carthaginian player first asks the Roman player
if he is using a Campaign card to move first. If not, then the
Carthaginian player declares who will move first.
5. Can reinforcement CUs be placed with a returning
displaced General? A. All Carthaginian reinforcements
must be placed in eligible locations prior to placing returning
displaced Generals in eligible locations.
6.2 and 6.3 When Rome is besieged and all Roman Generals
are inside Rome, where do the Romans receive reinforcements?
A. No reinforcements are allowed other than those
arriving with Scipio Africanus.
6.3 Can a reinforcement be placed inside a city that
is not besieged but has an enemy occupying the space? If
the city is filled to capacity with friendly CUs and no other
eligible location exists, is the reinforcement lost? A.Yes.
6.4 When in the Reinforcement Phase must Scipio Africanus
A. During subphase 3, at the same time as other Roman
reinforcements are placed and prior to the designation of
proconsul and placement of new consuls.
6.4 If all friendly ports in Italy and Spain contain
enemy CUs, what happens to the arrival of Scipio Africanus
and his five CUs? A. They must be placed in Italy
in a space with a friendly PC with no enemy CUs. If no such
place exists, then he arrives inside Rome if unbesieged,
up to the 5 CU limit. Otherwise, he does not enter the game.
6.4 Must the Roman designate a Proconsul? A. Yes.
ERRATA for 7.2 Treachery in the City is a dual use
card as well (may be used both to move the army and implement
7.4 Must "counter events” always be played
as counters or can they be played as regular operations? A. If
the conditions listed on the card are fulfilled, then the
card may be played as a regular operation. For example, the
hostile tribe cards (#7 and #8) refer to an army "occupying
or entering” a specific kind of space and therefore
may be used in either manner.
8.1 and 8.5 How is a subordinate commander activated
to move off with part of an army that is under a superior? A. Play
an operations card with a number able to activate the moving
(subordinate in this case) General. The General(s) left behind
is (are) not activated.
8.2 Can ten CUs overrun two? A. No.
8.5 May an activated commander yield command of an
army to a subordinate who continues to move, siege or battle? A. No,
only the activated General may move the Army. However, if
the activated General enters a space with a friendly General
who outranks him and if a battle or siege takes place, the
superior commander must take command of the siege or battle.
8.6 Must the activated General remain in command if
ending its move with another General? If not, when is the
change accomplished? A. No, the activated General
is allowed to subordinated himself to the inactive General
of equal rank after all movement, sieges and battle are finished-in
effect, as the last act of the General.
ERRATA for 8.8 and Naval Combat Table Can CUs move
using naval movement without a General? The "-1” modifier
for naval shipment on the Naval Combat table implies you
can "ferry” troops without a General. A. No
they may not. The mapboard was printed just before the rule
and some strategy cards were changed to their official final
form. The rest of the naval combat table is correct: a General
may move without CUs with a "-1” drm.
ERRATA for 8.9 Alter line 3 to read: ” . . .
or if all friendly CUs accompanying the General are eliminated
due to Retreat Table casualties, Retreat losses, or by Storm
at Sea. The losses caused by the Battle Casualties die roll
alone do not cause displacement.” Amend the second bullet
to read: "If Hannibal is Displaced, he is eliminated
and Carthage removes 5 PCs in addition to any PC losses resulting
from a battle that led to Hannibal’s death."
ERRATA for 9 Additional Interception Restriction:
You may not intercept into a space containing non-moving
enemy CUs (and, for city spaces, if outside walled cities).
9 and 10 Can a General moving without CUs be intercepted?
Can a General without CUs try to avoid battle? A.Yes.
9 Does an interception army arrive before of after
overruns? A. Before. An intercepting army may prevent
a friendly CU from being overrun.
9.1 Can a single army attempt to intercept every army
moving against it with a campaign card? A. Yes, an
army may make multiple inteception attempts during the play
of a single strategy card.
9.1 Can two or more armies intercept the moving army
in the same space? A. Yes, all inteception attempts
are first announced before resolution. If during resolution,
more than one army intercepts, then the armies are combined
in the space under the command of one general and the combined
force faces the moving army.
9.1 May an army with a General inside a walled city
attempt to intercept? A. Yes, but only if there is
no enemy General or CU in the same city space.
9.3 Can an intercepted army that is crossing a mountain
pass stop short instead of giving battle and thereby avoid
an attrition die roll as well? What about a naval move by
A. No. An intercepted army has already arrived in
a space and is choosing to retire before battle. Therefore,
in the situation of crossing a pass and being intercepted,
the army rolls for attrition prior to the interception roll
and then again rolls for attrition as it withdraws back over
the mountains instead of giving battle. Similarly, a Carthaginian
naval move could return to its port of origin and would be
subjected to two naval combat die rolls.
ERRATA for 10.1 (revised) When avoiding battle, you
may not enter a space containing an enemy CU.
10.1 Can an army on a walled city space roll to avoid
battle and move inside the city? A. Yes (thereby stopping
the enemy move unless he successfully pursues), but you may
automatically declare that you are inside the city instead
(allowing the moving army to continue to move without a pursuit
10.3 If an army fails a pursuit die roll and ends
its move on a walled city, may it conduct a siege? A. Yes.
11 What is the sequence of battle resolution when
elephants and consular armies are involved?
A. 1. Change of Command die roll.
2. Attacker declares battle-related cards.
3. Defender declares other battle-related cards.
4. Elephant charge declaration and charge die roll, unless elephant fright
immediately played before die roll.
5. Deal BCs, display cards revealed by spy and begin battle.
Some event cards are playable during the battle.
11.6 After matching a Double Envelopment, must the defender become the
attacker? A. No, the initiative change is not mandatory.
11.6 May CUs without a General become the attacker
after matching an enemy Double Envelopment? A. Yes.
11.9 Do failed withdrawals count as a round for the
purposes of battle casualties? A. No, only the rounds
of battle card play count for determining the column of the
attrition table for the battle casualty die roll.
11.10 Is there any die roll modifier to the retreat
table when the attacker loses by running out of cards? Do
you use the modifier of the last matched card? A. No,
use the face value of the die on the retreat table.
11.11 Can the attacker attempt to withdraw as his
very first battle action (prior to any BC play)? A. Yes,
and if successful, no battle casualty die roll would occur.
11.11 and 16.2 Can an army that successfully withdraws
from a battle go inside a walled city? A. Yes.
12 Can a General retreat with more than ten CUs? A. Yes,
a General may not move or avoid battle with more than ten
CUs, but a General may command an unlimited number during
battle, withdrawals and/or retreats.
ERRATA for 12.1 Retreats may not end in spaces with
enemy CUs (with or without a General), but must continue
to a friendly PC that is empty or friendly-occupied. Additionally,
the original attacker’s retreat path must first go to the
space from which he entered the battle.
12.1 Do CUs swept up in a retreat count as part of
the retreating force when determining whether the force can
stop its retreat with a larger friendly force? A. Yes,
12.3 What happens if, as a result of battle, the loser
is unable to remove enough PC markers to satisfy the Political
Consequences of defeat? A. The player must instantly
sue for peace, thereby losing the game (see rule 18.2).
12.3 and 8.8 Do CUs lost at sea count towards Political
Consequences? A. No.
14.1 and 8.6 When wishing to change command of an
army during the strategy phase, must the player activate
the army by activating the commanding general? A. No,
you can either activate the commander who as his last act
subordinates himself to the other General, or you activate
the subordinate who then takes command of the Army. In either
case, you must abide by rules of Rank.
14.2 Can a consular army with both consuls drop off
CUs until it has just five CUs? A. Yes, as long as
it is not passing through a space containing a proconsular
army that is bigger.
15.4 Does a besieged city count for preventing PC
marker isolation? A. Yes, a besieged city can still
be used by its owner to trace supply to PCs to prevent isolation.
16.4 Can an army move into a walled city space, battle
the enemy outside the city, and then roll on the siege table
in the same play of a strategy card? A. No, a battle
outside the walls prevents you from conducting a siege with
that OC. The unstated sequence of play should be: move, siege,
battle. Any force outside the walls prevents the siege attempt
until the next play of an OC.
16.4 After initiating the siege, on subsequent rounds
of strategy card play, may the besieging army roll on the
attrition table while the strategy card is used as an event
or to move a different army elsewhere? A. No,
to get the chance to roll again on the siege table, a player
must activate the general leading the besieging army (by
devoting a OC to it) or activate a different general that
then moves to the location of the siege and ends its move
combined with the besieging army.
16.4 May an besieging army that has dropped below
3 CUs continue to make siege die rolls? If a besieging army’s
size drops below 3 CUs, is the siege broken and the siege
points removed? A. No. No.
16.4 If an army moves to reinforce a besieging army,
must the reinforcing force have 3 CUs to conduct the siege? A. No,
the combined force must have 3 CUs.
16.4 Does the play of the Truce card affect an ongoing
siege? A. Until the Truce is ended, no battles or
siege die rolls are allowed. However, existing siege points
remain in place unchanged.
16.4 Can an army inside a besieged city sally forth
and initiate battle in the space? If it can, does it receive
battle card bonuses like normal? A. Yes. Yes.
16.4, 8.6 and 8.7 If a Consular army is inside a besieged
city and an army commanded by a proconsul comes to its relief
while the consular army sorties to join the battle, which
Roman General is in command? A. The Consul. If the
Consul does not sortie, then the Proconsul leads the battle.
This logic also applies to Hannibal outranking an activated
Carthaginian General coming to his relief.
16.4 If an active General moves by sea to relieve
a besieged port and fights with the benefit of besieged CUs,
but loses the battle (and is destroyed according to retreat
rules), what happens to the besieged CUs that took part in
the battle? A. First resolve casualties normally,
absorbing as many as possible from the active army. If the
retreat table requires more losses, they come from the besieged
CUs that took part. Then, eliminate the active army.
17.2 When rolling for attrition due to a hostile tribe,
which column do you use? A. There are two distinct
kinds of attrition involving hostile tribes. The first circumstance
involves the play of a Hostile Tribe card, in which the army
is attacked by tribal forces and undergoes a roll on the
Hostile Tribe column of the attrition table. The second circumstance
involves winter attritiion for being in a hostile tribe space,
in which the army undergoes a winter attrition die roll using
the column matching its army size.
ERRATA for 19. The game no longer ends as a result
of Hannibal’s death (see Errata for 8.9).
Ally Deserts: Must this be played prior to any BC play or can it be played
during the battle? A. It may be played during the battle to randomly
draw any unseen card from the enemy (or select a visible card previously revealed
by the Spy card but still unplayed).
Allied Auxiliaries, Elephant Reinforcements, etc.: May
CUs from event cards be placed inside a besieged city? A. No.
Allied Auxiliaries: Can CUs be placed in Rome, if
there is no General in Italy? A. No.
Q. Must consular armies first be reinforced if below
five CUs? A.No, consular armies need never be reinforced
when below five CUs.
Bad Weather: Can this be played after attrition die
rolls cause by movement after the second movement point?
After naval combat rolls? After interception and avoid battle
rolls? A. No, the card must be played to cancel a
move prior to any die roll that would be initiated by the
movement beyond the second movement point. Once the die rolls
have been allowed, the card may not be played.
Q. Can this card be used to cancel a move across a
strait? A. A move across a strait is treated like
land movement—the first two movement points cannot be cancelled.
Q. Does this card cancel both port to port moves that
can be made with the "Forced March 3” card? A. Yes.
Q. If it cancels a naval movement during the use of
a campaign card, may a different general use naval movement
under the power of the same campaign card? A. No.
Elephant Fright ERRATA: With regard to BCs
lost, the wording on the card is correct, not the wording
on the strategy card list on p. 15.
Epidemic and Pestilence: Which player chooses which
army rolls for attrition? A. The player playing the
Forced March 3: May this card be used to move a General
by sea twice, picking up and/or dropping CUs along the way? A. Yes.
Hannibal Charms Italy: If Hannibal overruns a CU,
is the PC removed? Is the PC removed if a Roman army is in
the space, but avoids battle? A. No. No.
Q. Can the PC be removed in the space Hannibal begins
his move? A. Yes, but only by burning one of his movement
points (which does not give the Roman an opportunity
to intercept into the space Hannibal began the move).
Hanno/Cato Counsel: Can Carthaginian reinforcements
be place outside of Africa? Are Roman reinforcements allowed
to be placed with an existing army in Africa? A. Yes,
normal reinforcement rules pertain. These cards affect movement.
Hostile Tribes: May this card be played against CUs
without a General? A. Yes.
Native Guides: Is this modifier cumulative with other
modifiers for the mountains? A. Yes, a move across
a non-Alps pass would have a "-4” net modifier,
Q. Does the modifier apply to all mountain passes
crossed in that move? A. Yes.
Siege Train: Does the Carthaginian Siege Train take
up space in a General’s army for movement stacking purposes? A. No,
a General moving with the siege train can move an additional
Q. Can the Siege Train event be played with the siege
train is already on the board to place it elsewhere? A. Yes,
in which case, the existing siege train is removed.
Q. Is the Carthaginian Siege Train removed when the
army Avoids Battle? A. No.
Storm at Sea/Adriatic Pirates ERRATA: These cards
seem to imply that CUs may move without Generals—they are
in error. All naval movement requires the presence of a General.
Treachery in the City: See 7.2 above.
Truce: If this card is played as an operations card,
does the deck still get reshuffled? A.Yes, no matter
how the Truce card is played, the deck is reshuffled.
Q. During a Truce, can an army intecept into an empty
space? A. No. Inteceptions are not allowed during
Q. Can a seige be prosecuted during a truce as long
as the PC is not converted? A. No, siege die rolls
are not permitted during a truce, but existing siege points
are not lost either.
Q. Does Truce prevent movement through or subjugation
of a neutral (green) tribe space? A. No.
Q. Can campaign or forced march cards break the truce? A. No,
any event which can move an army may not be used to break
a truce, nor can the "counter” event cards or the
Q. Can a truce be broken by playing an event that
does not occur (e.g. Allied Auxiliaries when there are no
Generals in Italy to take the CUs)? A. No. An event
card may only be played as an event if the conditions apply
to bring about the event. Otherwise, such a card play is
Q. Can a subordinate’s special abilities be utilized by a commander (i.e.
Mago’s naval ability for Hannibal’s sea movement)? A. No, a special
ability is only used by that General and when commanding.
Q. May Hanno go by sea from one port in Africa to
another in Africa? A. Yes. Fabius, too, may move from
port to port in Italy.
Q. If Hanno intercepts, does a PC get converted in
that space? A. No, Hanno’s ability applies to his
movement through activation by a strategy card.
Q. Does Hanno remove a PC before a battle? After winning?
In a space in which his retreat ends? A. No, Hanno’s
ability to remove a PC is limited to the space in which he
ends his strategic ops movement (after overruns) in which
there are no enemy units (i.e. no battle).
Q. Do the special abilities of Marcellus and Scipio
Africanus apply for subjugation of tribes? A. No.
Q. Can Nero use his special ability in combination
with sea movement? A. Yes.
Q. Does Gaius Flaminius special ability apply to attempts
to prevent withdrawal? A. Yes.