Hannibal (Rome v. Carthage) 2nd Ed. Player Aid Scott Krutsch krutschs@acm.org Sequence of Play Reinforcement Phase -- Carth, then Roman Deal and Play Strategy Cards -- Movement, Battle Winter Attrition -- all CU stacks on enemy PC (including siege) or non-friendly Tribe roll on Attrition Table Political Isolation Removal -- Roman, then Carth remove own isolated non-walled non-tribal PCs Victory Check -- Compare 18 province control (= majority of spaces); loser removes difference (Turn 9 Victory Check winner wins game, Carth winning tie) Carth Reinforcements: 1 CU w/General Africa or in Carthage 1 CU w/General Hispania or in New Carthage (if New Carthage Carth controlled) 1 CU w/General Hispania or in New Carthage (if Baetica Carth controlled) 1 CU w/General or in Carthage/New Carthage Roman Reinforcements: 5 CU w/Generals and/or in Rome; at least 3 in Italy (Turn 6 - Scipio Africanus w/5 CU, on Roman PC in Italy or Hispania port, as permanent proconsul) Proconsul select/keep/change Remove and redraw 2 Consuls (stack, remain with 5+ CU each) Strategy Card Play - choose one: (Roman first if plays campaign card, else Carth decides first player) -- Move General (if Strategy Rating <= #; then battle/siege/subjugate) -- Place PCs (#; w/o enemy CU/PC; flip enemy PC if friendly CU there) -- Raise 1 CU Troops (if # is 3; w/General w/friendly PC in friendly controlled province) -- Card Event -- Discard Movement General(s) only with (max. 10) CUs; pickup and dropoff OK; 5+ CUs may overrun 1 enemy CU w/o General 4 spaces (naval movement costs 3, straits 2, mountain passes 2 w/optional Attrition roll -2 non-Alps pass) Naval Movement: requires ship icon card; 10 CUs (only once) with campaign card, otherwise 5 CUs; use any ports; Carth rolls Naval Combat Table, modifiers on map (errata: CUs canŐt move alone) Movement into enemy General allows Avoid Battle attempt (<= enemy BR; failure: -1 battle card; success: enemy Withdraws w/up to 10 CUs; to (Pursue) continue own movement, roll <= own BR) Movement adjacent to (not strait/pass) enemy General, not into friendly CUs allows Interception attempt(s) (<= enemy BR, +1 moving to enemy PC; failure: no Avoid Battle; success: +1 battle card or own stop 1 back) Preventing Political Isolation Must trace to friendly CU, (besieged) walled city, port, or tribe Trace through mountain pass not allowed Trace into enemy PC/neutral tribe only if friendly CU there Trace through enemy CUs only if friendly PC there Roman Special Abilities BOTH CONSULS -- Never less than 5 CUs voluntarily; outrank proconsuls Fabius -- Avoid Battle on 1-5; may not leave Italy Flaminius -- Pursue and prevent Withdrawal on 1-4 T. Longus -- If original attacker, Counterattack on 1-2 Marcellus -- If using Campaign card, +1 to Siege roll G. Nero -- If using Campaign card, may move 6 spaces Paulus -- If original attacker, Counterattack on 1-3 P. Scipio -- Strategy Rating 2 in Hispania Varro -- Interception on 1-4 S. Africanus -- If using Force March card, two Siege rolls Battle Cards (maximum 20 earned) + Battle Rating (BR) of commanding General + friendly CUs involved + Allies (- Elephant Charge) -1 defender failed Avoid Battle +1 defender successful Interception +1 friendly tribe in space +2 Roman in Latium Battle Sequence Change of Command (if both consuls present); Attacker/defender may play battle-strategy cards now Carth charges # Elephants (roll > Roman BR: Roman loses # cards; roll 1: Carth loses 1 card) Deal Battle Cards; reveal spied cards; battle: Attacker plays a card or attempts Withdrawal (<= own BR; defender may prevent by <= his BR; failure: enemy becomes Attacker; success: withdraw, then Casualties roll but nothing else below) Defender matches and may Counterattack (<= own BR to become Attacker next battle round) or loses: Casualties roll -- Attrition Table, column = Battle Cards played by winner; both sides lose same number Retreat roll -- Retreat Table, +2 DE / -2 Probe, column = loserŐs CUs before battle; first loss Elephant Retreat -- see below / Political consequences -- loser removes total CU loss / 2 (round down) own PCs Withdraw Restrictions -- Retreat Restrictions Length: 1 -- to friendly PC or greater friendly CUs (scooping fewer CUs); shortest/safest; max. 4 Mountain pass, strait, naval movement not allowed If original attacker, from where battle entered is first space No splitting up (except retreating to friendly besieged walled city) Entering enemy PC or non-friendly tribe: not allowed -- lose 1 CU Entering enemy CUs: not allowed -- lose 1 CU per enemy CU; cannot remain Sieges, Subjugations Active General, 3+ CUs for Siege Table roll (only one per campaign card); 1 CU for maintaining siege 3 siege points for success (flip walled city, killing enemy CUs; replace tribe with friendly PC) Siege Table Modifiers: -1 Carth siege, -1 Carthage, Rome, Syracuse (none for subjugation) Walled Cities Inside (beneath city counter) holds General(s), 2 CUs (Carthage, Rome 5 CUs); Outside (above) as usual Place inside/outside during movement (no cost) or when non-besieged city space entered by enemy Inside: army cannot be battled, Avoid Battle or stop enemy movement; direct in/out naval movement allowed; army may move to battle enemy outside Outside: cannot Avoid Battle/Withdraw into inside, but may (split up to) Retreat into inside Interception: From outside as usual; from inside if no enemy CUs outside; to outside catches enemy outside (except enemy naval movement inside city, still Interceptable); to inside not allowed Besieged (1-2 siege points): prevents isolation; no raising troops/reinforcements (via turn or card); no naval movement inside city (but outside city OK); no Withdrawal/Retreat into (except for those besieged); army may move to battle besiegers outside; CUs may be added to own army outside battling besiegers