PYRRHIC VICTORY

ADMINISTRATION (spring turns only)

Carthaginian Diplomacy
Neutral: joins Rome on a 1; Pyrrhus on a 6
Pro-Rome: becomes neutral on a 5+
Pro-Pyrrhus: becomes neutral on a 4+
+1 if Cineas is used; he returns in August
Leader Recovery
1d6 = 1
Reinforcements & Replacements
2 points per controlled fertile region
1 point per controlled mountain region
•	May not be enemy occupied
•	Pyrrhus must garrison except for Calabria, Epirus, and Illyria
Roman Reinforcements & Replacements
I & II T legions when enemy enters Latium
•	They may not receive replacements
1 point per legion step
1 point per slinger
1 point per Italian ally
2 points per cavalry step
4 points for the fleet
•	3 points if Bruttium is controlled
•	Arrives at Roma or Neapolis in Autumn
Pyrrhic Reinforcements & Replacements 
Akragas’ army upon entry into Agrigentum
2 points per phalanx step
2 points per cavalry step
3 points per heavy cavalry step
1 point per infantry step
•	THR, GRK, IT, and slingers may be created
•	Elephant, Epirot, and archer units may not be rebuilt
4 points for the siege train
•	Takes 2 turns to build
•	May be constructed before the Spring turn
Carthaginian Replacements 
Infantry unit rebuilt to full strength
Fleets replaced at Carthage in four turns

Naval Movement & Combat
Enemy fleet withdraws on a 4+
•	+1 for Mago, Sir. catapult, or legion with 4+ SPs
Fleet may transport 4 units
•	Intercepted on a 5+
•	+1 if Mago intercepting
Attrition (winter only)
Mountain or contested region: roll on table
•	Besieged forces immune if fleet in sea zone
Fleet at sea: subject to winter storms
•	Destroyed on 6; returns to port on 45
•	1 for Carthaginian fleet
Movement
Normal March
•	One province only
Forced March
•	One province at a time
•	Roll on Forced March Table
•	1 for Pyrrhus
Road March
•	Etruria, Latium, and Campania if friendly
Combat
Evasion
•	Automatic for force with all the cavalry present
•	Pyrrhus: 14
Line up units
•	Infantry and cavalry only
•	Leaders may be stacked with line units
•	Weaker player deploys first
Missile fire
•	Owner chooses casualties
Melee
•	Simultaneous
•	Only front units fire unless breakthrough
•	+1 in first round for all units led by Pyrrhus
•	+1 in all rounds for unit stacked with leader
Breakthrough
•	Units advance if opposing unit eliminated
•	Take up positions on flank of next unit
•	All flanking units may fire next melee round
Committed leader casualties
•	Roll 2d6 for all leaders in the line
•	Wounded on a 5, killed on a 4
•	If already wounded, killed on a 5 or 6
Breaking off
•	Routs on a 1d6 of 3 or less
•	1 for every flanked unit
•	1 for every leader killed
Siege
Breach occurs on 2 or less
•	2 if siege train present
•	x2 against fortress
Garrisons: 3 SPs for fortresses; 1 SP for cities