sword of rome [Updated May 2005]

SOR   3 prizes Experienced Single Elim Scheduled  
   9     Round 2 9  Semi
  Round 3 13  Final



2005 Champion

2nd: -

3rd: -

4th: -

5th: -

6th: -
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. All first round winners will advance with enough 2nd place finishers to fill sufficient four-player boards at the next level. 2nd place advancement will be determined by:
1. Percentage of winning player's score
2. VPs at the end of the game
3. When you selected your power [the lower the better]
4. dice roll

Players 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 determing the order in which the tied players select powers. Players pick powers in descending bid amount. The player going 1st 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  [1st Year]   NA  
    wferrell@nc.rr.com   NA

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