The object of Conquest of the Empire is to become the new Emperor of Rome by eliminating all other contending Caesar's from the game!


2-6 Players / 180-240min / A6 

Table of Contents

[1]Set up

[2]Sequence of Play

[3]Winning a Battle

[4]How to win the Game




The object of Conquest of the Empire is to become the new Emperor of Rome by eliminating all other contending Caesar's from the game!


⬝ 1 extra large gameboard

⬝ 2 token sheets

⬝ 2 instruction booklets (one for the Classic rules and one for the new Conquest of the Empire 2 rules)

⬝ 1 deck of cards (used only in the CotE 2 rules)

⬝ 8 dice

⬝ 1 Caesar (in each color)

⬝ 4 Generals (in each color)

⬝ 20 Infantry (in each color)

⬝ 20 Cavalry (in each color)

⬝ 6 Catapults (in each color)

⬝ 8 Galleys (in each color)

⬝ 16 Cities (ivory)

⬝ 16 Fortifications (ivory)

⬝ 20 Roads (ivory)

⬝ 25 Five-Talent coins (silver)

⬝ 50 Ten-Talent coins (gold)


The gameboard shows the Roman Empire as it appeared in the 2nd Century A.D. There are two types of territories on the gameboard: land provinces (including some islands) and sea zones. Each land province has a gold or silver coin printed on it, indicating the amount of tribute (Talents) the province is worth to the player who controls it. There are seven Home Provinces indicated with an image of a Roman Legionary and are worth 10: Hispania, Italia, Macedonia, Galatia, Numidia, Mesopotamia, and Egyptus. Other land provinces have a value of either 5 or 10, and begin the game unoccupied and ready for conquest!

On the bottom of the gameboard is the Tribute Scale, which is used to keep track of the tribute (Talents) each player receives during his or her turn. The Tribute Scale is discussed in detail under "Control Markers".


Provinces and Sea Zones on the gameboard are separated from each other by borders. A province or sea zone bordered by another province or sea zone is considered to be adjacent to it. Each province or sea zone constitutes one game space. During the game, your playing pieces move into these adjacent game spaces in an attempt to conquer them. Moving from one space to an adjacent space requires 1 movement point.

Note: As denoted by the "crossing arrows", Thracia is adjacent to Asia; Sicilia is adjacent to Neapolis; Britannia is adjacent to Belgica; and Baetica is adjacent to Tingitana. The province of Egypt is not divided by the Nile River.


The playing pieces may be divided into six (6) separate categories: Money (Talents), Markers, Leaders, Cities, Roads, and Combat Units. The number of pieces (excepting money and control markers) is a limiting factor for players to purchase. They may only purchase as many pieces as they have in their color, or, in the case of cities and roads, as there are included in the game.


An important part of your turn is collecting tribute - known as Roman Talents - equal to the value of all provinces and Cities you currently control. Each province is worth either 5 (silver coin) or 10 (gold coin). The amount of tribute collected is the total value of all of the provinces that you own plus an extra 5 for each city that you own. This directly affects your military strength, allowing you to buy more Cities, Fortifications, Combat Units, and so forth. You can also use your tribute for ransom payments if one or more of your Generals are captured.


The round cardboard control markers show a colored symbol (the same on each side). The color of the symbol represents the color used by that player (Caesar, General, and Galleys).

Control markers are placed to indicate that a province has been conquered by a player.

A control marker is also used on the Tribute Scale to indicate the amount of tribute (in total) obtained by each player. Control markers are moved forward - and backward - on the Tribute Scale throughout the game. Whenever a player conquers one or more provinces during a turn, the Control marker is moved forward on the Tribute Scale by the value of the province(s) gained.

Similarly, whenever a player constructs a City, the Control marker should be moved forward to indicate the additional tribute. Conversely, whenever a player loses a province or City, his or her Control marker should be moved backward to indicate the lost tribute.


Caesars and Generals are considered Leaders. Leaders must accompany land Combat Units (Infantry, Cavalry, and Catapults) during their move. A Caesar or General must be present in order to move land Combat Units to an adjacent territory or to get into / out of Galleys.

CAESAR: Your Caesar is your most important piece! Each player begins the game with one Caesar, and owns only this one Caesar throughout the game. Caesars have 2 movement points per turn. A Caesar can move by itself or be used to move Combat Units, but a Caesar requires land Combat Units to conquer a territory, whether that territory is occupied or not. You can use your Caesar to lead land Combat Units into an adjacent territory, but you cannot use it alone to attack or defend in battle. Wherever your Caesar is, it can be lost in battle if all of your Combat Units in that space are eliminated, so you should try to avoid involving your Caesar in combat situations.

GENERAL: Your Generals work in all ways like your Caesar: they have 2 movement points, can be used to move Combat Units, and so forth. Unlike Caesars, losing one or more Generals does not result in immediately losing the game. Generals defeated in battle (all Combat Units in their space having been eliminated) can be either eliminated from the game or held for ransom, at the discretion of the victorious player. (See Winning a Battle for additional details.)


CITY: A City cannot be moved from one province to another. Cities have a Basic cost of 30 Talents, which increases with Inflation. A City can be placed in any land or island province that you control, but only one City may exist in any space.

A City has two advantages. First, ownership of the City provides an additional 5 Talents of tribute to the player's total tribute as indicated on the Tribute Scale. Second, Roads may be constructed to connect Cities in adjacent provinces belonging to a single player. Conquering a province in which a City has been constructed allows the new conqueror to obtain the 5 Talents in tribute, in addition to the value of the province itself.

FORTIFIED CITY: When you buy a City or at a later time, you may fortify it by buying Fortification and placing the appropriate piece under the City. Fortification (when added to a City) has a Basic cost of 20 Talents, which increases with Inflation. A Fortified City has a Basic cost of 50 Talents, which increases with Inflation. Like an unfortified City, all the rules and advantages of a City apply to a Fortified City. In addition, a Fortified City gives the player a benefit in certain combat situations. (See Combat.)


Roads serve as connectors between Cities (fortified or not) in adjacent provinces owned by the same player. Roads have a Basic cost of 10 Talents, which increases with Inflation. Roads cannot connect Cities separated by sea zones or straights (e.g. Sicilia and Neapolis). The advantage of using Roads is that it allows the player who built them to travel - using only 1 movement point - from one City to any other City connected via that Road. A player may move units any distance along a Road, stopping wherever desired. A player may also combine on- and off-Road movement for those units having sufficient movement points. For example, a Cavalry unit could move 1 space to get to a Road and then move any distance along that Road for the second movement point, or vice versa.

Once roads are built, they are never removed from the board as long as they connect two cities.


Combat Units (Infantry, Cavalry, Catapults, and Galleys) form the basis of your military forces. Galleys are somewhat different from the other Combat Units in the following ways:

⬝ Galleys can act as their own Leader, allowing a Galley to move when empty without a General or Caesar being present. However, land Combat Units still require a General or Caesar to be transported.

⬝ The primary purpose of Galleys is to transport land Combat Units.

INFANTRY: The infantry units are the foot soldiers. They have a Basic cost of 10 Talents each, and have 1 movement point per turn. Infantry units must be accompanied by at least one Leader in order to move.

CAVALRY: The cavalry units are the horse soldiers. They have a Basic cost of 20 Talents each, and have 2 movement points per turn. Like Infantry, Cavalry must be accompanied by at least one Leader in order to move.

CATAPULTS: The catapult units are the figures that look like small machines designed to throw stones. They have a Basic cost of 30 Talents each, and have 1 movement point per turn like Infantry. Catapult units must be accompanied by at least one Leader in order to move.

GALLEYS: Galleys are used to carry land Combat Units across sea zones. Galleys have a Basic cost of 20 Talents and have 2 movement points per turn. A Galley can move by itself (without a Leader). Each Galley can hold up to 7 land combat units, plus any number of Generals and Caesars.


1. Place the gameboard on a large, flat surface within easy reach of all players.

2. Each player selects a Home Province. (Use any manner agreeable to all players: randomly, by choice, or some other method.)

   Depending on the number of players, only certain Home Provinces are available for selection:

    6 players: omit Mesopotamia

    5 players: omit Numidia and Galacia

    4 players: Hispania, Macedonia, Mesopotamia, Numidia

    3 players: Macedonia, Egyptus, and Hispania

    2 players: Hispania and Egyptus

3. Choose a color and take the pieces of that color.

4. Place your Caesar and all 4 Generals in your Home Province. Also place 5 Infantry and a Fortified City there.

5. Take one of your color control markers and place it on the Tribute Scale at"15".


Starting with Macedonia, play proceeds clockwise around the Mediterranean. Thus:

1. Macedonia

2. Galatia

3. Mesopotamia

4. Egyptus

5. Numidia

6. Hispania

7. Italia


Each player's turn is divided into 6 separate actions or phases, which must occur in the following sequence:

1. Movement

2. Combat

3. Collect Tribute

4. Destroy Cities

5. Purchase New Pieces

6. Place New Pieces


Players may move their units on land and via sea spaces according to the following principles. All movement must be completed before combat occurs.


In order to understand movement, players must first understand the concept of a Legion. A Legion (for movement purposes) is comprised of at least one Leader (Caesar or General) and a group of up to 7 land Combat Units (Infantry, Cavalry, and Catapults).

A player must have a Leader accompany a Legion in order to move it. Combat units may be left in provinces without a leader, but may not move without one. When a Player moves a Legion from one space to an adjacent space this requires 1 movement point from each unit moved, including the Leader. (See Roads for their special movement capability.) No unit may exceed its own movement point allowance during any given turn.

Since Caesars and Generals have 2 movement points, a number of possibilities are available to a player. Players are free to re-organize or split their Legions at any time during the movement turn in order to create new Legions, again provided that each Legion always has a Leader at all times.

Example 1: A General begins his move with 6 Infantry units. He moves these units one space to an adjacent province that contains a City and 2 other Infantry. The General leaves the 6 Infantry and moves the two Infan- try originating in the City space to an adjacent province. Note that the General moved 2 spaces (his movement (their limit for a turn), each Infantry only moved 1 space movement limit for a turn), and each Legion had a Leader at all times during their movement.

Example 2: A General begins his move with 4 Infantry in City A connected via Roads to City D three spaces distant. The General moves 4 Infantry to City B along the Road, dropping 2 Infantry there and continuing on to City D, where the General leaves the 2 remaining Infantry. This entire move has cost the General only 1 movement point because of the Roads. Then the General completes his move by moving one more space to an adjacent province not connected via the Road.

A Legion (including any accompanying Leaders) must stop its movement if it moves into a space occupied by enemy land Combat Units. A Legion cannot move following combat unless it is retreating. (See Combat.) As you move, if you leave a province that you control vacant, place one of your markers there for clarity of ownership.


Galleys may move up to 2 spaces each turn and may occupy either a sea zone or a province with a coast (border along a sea zone). However, a Galley may not move directly from one provincial coast to another provincial coast even if adjacent. The Galley must first "go to sea" and may then return to a province (coast) space. A Galley may move by itself, provided that there are no land Combat Units aboard. A Galley may transport a Legion without additional movement cost.

For a Galley, moving from a sea zone to a province (coast) counts as 1 movement point, as does moving from a province back out to a sea zone adjacent to that same provincial coast.

To utilize Galleys for transport, a Legion (i.e. any of the units comprising the Legion) may not move on land during the turn it embarks (gets in the Galley) or disembarks (gets out of the Galley).

Galleys are not required for land Combat Units to move across the straights described at the beginning of these rules. (See Gameboard.)


Once the movement portion of your turn is complete, you must then resolve any combat situations created. Combat is required whenever you move your Legion(s) into a land space occupied by combat units of another player (Land Battle). Multiple battles (in different land spaces) are resolved in the order desired by the attacker. If you did not create any combat situations, continue to the next Phase.

Sea combat (galleys v. galleys) may occur, at the option of the moving player. Galleys do not have to stop their movement when moving through a sea space occupied by enemy galleys. Galleys may have combat whether transporting a Legion or empty, ignoring the units being transported.

The combat system works as follows. Each player rolls the special Combat dice to inflict casualties on the opponent. Each Combat die has 2 sides showing an Infantry symbol, and 1 side each for Cavalry, Catapult, and Galley. One side of the Combat die is blank.

Step 1 - Organize Your Combat Units: Beginning with the defender, each player organizes their own troops into the "Battle Legion": 1-5 Combat Units, plus one additional Combat Unit for each General or Caesar present in the battle. A Battle Legion must be as large as possible, given the Combat Units and Leaders available. Excess Combat Units not selected to be a part of the Battle Legion remain"in reserve" and may be committed to a future round of battle.

Galleys are never part of a Battle Legion, take no part in land battles, and do not add any Combat dice for either player (therefore galley faces on the combat dice are "misses" in land battles).

Step 2 - Roll Combat Dice: Each player rolls one Special Combat die for each combat unit in his Battle Legion. Hits are applied simultaneously, as follows:

After the attacking player rolls his Combat dice, he matches up the die faces with the units in his Battle Legion. Each matched die is a "hit". Only one die may be matched with each attacking unit.

Catapult symbols may be counted as "hits" when matched with Catapult units in the Battle Legion or in the reserve.

Example: Jack, the attacker, has 1 General and a Battle Legion with 3 Infantry, 1 Cavalry, and 1 Catapult. Jack rolls five dice (1 for each combat unit). The Combat dice show: 1 Infantry, 2 Cavalry, 1 Catapult, and 1 Blank.

This results in three (3) hits. The die with an Infantry showing is matched up with one of the Infantry units, and one of the dice with a Cavalry showing is matched up with the only Cavalry unit in the Legion that is attacking. The second die showing a Cavalry is not counted as a hit because it does not have a Cavalry unit to match up with. The third hit is the Catapult symbol, which matches up with the attacking Catapult.

The defending player decides which of the units from his own Battle Legion are "hit" and knocks them down. The defending player then rolls the dice to inflict hits on the attacking player's units in the same manner. The defending player adds two extra combat dice if he has a fortified city in the province where the battle is taking place. This is reduced to one extra die if the attacker has any catapult units remaining in the battle.

All units that are hit are then removed (i.e. returned to the supply available for purchase).

Step 3 - Continue or Retreat?: The players (defender first) now decide to continue the battle or retreat. If either player retreats, the battle is over. If all the Combat Units of either player (or both!) have been removed, the battle is also over.

If both players elect to continue the battle, return to Step 1, where both players again organize a Battle Legion from their remaining Combat Units.

Note that even if a Battle Legion was wiped out, if this player has other Combat Units available to form another Battle Legion, the battle may continue.


Naval battles are simpler affairs. Each Galley rolls two Combat dice. Only "Galley" images on the dice are "hits". No Retreats are allowed, but the naval battle only lasts three rounds. The owning player selects which Galleys are sunk. Galleys transporting units lose these units as well when sunk.


After each combat has been fully resolved, there are only two outcomes possible: the attacker gains control over the province or sea zone, or the defender retains control. See Conquering a Province (below).

PURSUIT: If a player chooses to "retreat", his retreating units must survive "Pursuit" before they escape. The player winning the battle now rolls one combat die per land Combat Unit in his entire remaining force. For each Cavalry symbol that the winning player can match to one of his own surviving Cavalry units, he scores a hit and selects one land Combat Unit to remove from among the enemy's retreating land Combat Units.

If all enemy land Combat Units are destroyed prior to the Pursuit roll, all enemy Generals and Caesar unit in the battle space are captured. However, even if all enemy Combat Units are destroyed during the Pursuit, Generals and Caesar units escape and retreat successfully!

If your Caesar is captured, you are immediately eliminated from the game. The victor gains ownership of all of your money, pieces, markers, and units! Move the victor's marker forward on the Tribute Scale to reflect the gain when you remove the loser's marker from play.

If the attacker won the battle, any on-shore enemy Galleys (enemy Galleys in the land province) must then be destroyed and removed from the board.


Any surviving units must retreat to a single province that is adjacent to the province where the battle took place and contains no Combat Units belonging to another player. Units that cannot retreat are eliminated; and all retreating Generals and Caesar units are captured by the player who won the battle.

Conquering a Province: When an attack on land is successful, the attacker will conquer the province. Move the appropriate marker higher on the Tribute Scale and reduce the marker for the player defeated in battle. Only combat units (not a lone General or Caesar) may capture an enemy province, even if the territory is unoccupied. Note that an unoccupied province may be conquered without a battle simply by an enemy Legion moving into and remaining in the province for that turn. Be sure to include the additional tribute benefit when moving the markers if there is a City in the conquered province!


During this phase, collect the number of Talents shown by your marker on the Tribute Scale. This number should agree with your current ownership of provinces and Cities on the board.


You may destroy one or more of your Cities if you feel that they are in jeopardy of being captured by an opponent. The whole City (including Fortification) must be removed from the board. A Fortification alone cannot be removed. Remove any roads that were connected to the destroyed city. Finally, reduce your marker on the Tribute Scale to reflect your destruction of Cities. Destroyed pieces are available for purchase.


During this portion of your turn, you use your Talents to purchase new pieces: Cities, Fortifications, land Combat Units, and Galleys. The Basic (pre-inflationary) cost of each piece is:

Infantry: 10

Cavalry: 20

Galleys: 20 

Catapult: 30

Fortified City: 50 

City: 30

Fortification: 20 

Road: 10

The number of units included in the game (or in your color) is a limiting factor; there may be times when the unit(s) you wish to purchase are not available!


The Roman Empire was plagued by inflation. To simulate this, as players progress to higher levels on the Tribute Scale, "inflation" will occur (twice)!

At some point in the game, a player will reach or exceed the 105-Talent mark. On the following round of the game and at the beginning of that player's turn, ALL prices will double! Note that all players have one final turn to purchase pieces at current prices, beginning with the player who triggers the "inflation".

A second "inflation" will be triggered when a player reaches or exceeds the 205-Talent mark. Again, following the same procedure as the first inflation described above, ALL prices will now be triple the Basic prices used at the start of the game.

Finally, it does not matter if the player who triggers either inflation has his or her marker moved back below the trigger level; once inflation is triggered, there is no possibility of reversal. And each level of inflation may only be triggered once, regardless of players' markers re-crossing the same level.


Once you have purchased all of your new pieces for the turn, you may place them. New Combat Units must be placed in your original Home Province. (Galleys may be placed on any coast of that province. A player who has Mesopotamia as their Home Province may only build Galleys in Syria or Armenia and only if they own that province.) New Cities may be placed in any province you control, provided there is not already a City located there. Fortifications may only be placed with new or previously built Cities.

During this phase, the player may bargain for the return. of any captured Generals. Payment may include Talents, the exchange of captured Generals held, or promised favors (nothing else). If accepted, Talents and Generals are exchanged now. A player getting a General back places this piece in his Home Province, which must be a legal placement. Future favors promised may or may not be fulfilled.


At any point in the game, you can propose an alliance with one or more of the other players. But remember, only one Caesar can win the game!


A player wins Conquest of the Empire by being the only Caesar remaining on the board. Of course, if the other players all agree to make you Caesar before you completely crush them, who are we to complain?



Fred attacks Alice in an open province (no city). Fred has 2 Generals, 5 Infantry, 2 Cavalry, and 1 Catapult. Alice has 1 General, 4 Infantry and 2 Cavalry. Fred decides to create his Battle Legion, (which must be 7 Combat Units if possible) with 5 Infantry and 2 Cavalry. The remaining Catapult unit is in reserve. Alice's Battle Legion requires all of her six available units.

Fred rolls 7 Combat dice, and gets the following: 3 Infantry, 1 Cavalry, 1 Catapult, 1 Galley, and 1 blank. He can match up all 3 Infantry (he has 5 in the battle), the 1 Cavalry symbol, and the 1 Catapult (even though it is in the reserve) for a total of 5 hits. Alice knocks over 3 Infantry and both of her Cavalry.

Alice defends, rolling 6 Combat dice. She gets 4 Infantry, 1 Cavalry, and 1 Galley. She can match up 4 of the Infantry and the Cavalry symbols, for a total of 5 hits! Fred removes 4 Infantry and a Cavalry.

Both players decide to continue combat! Fred's Battle Legion now consists of 1 Infantry, 1 Cavalry and 1 Catapult, and faces Alice's decimated Battle Legion of 1 Infantry.

Fred now rolls 3 Combat dice and gets 1 Infantry and 1 Catapult. Both are hits! Alice knocks down her remaining Infantry.

Alice rolls 1 Combat die and gets 1 Infantry. Fred decides to remove one Infantry, leaving him with 1 Cavalry and 1 Catapult. Alice's General is captured, and there is no Pursuit or Retreat in this battle.


The Home Province of Italia is about to take its turn. Hispania (to the west) has moved a Legion - a General and 2 Infantry - into Narbonensis. Macedonia (to the east) has moved a Legion - a General, 1 Catapult, 2 Cavalry, and 4 Infantry - into Dalmatia. Both provinces are adjacent to Italia and are threatening it and its Caesar.


Italia decides to attack both Narbonensis and Dalmatia - an aggressive move, but necessary to protect Italia. 

Italia forms two Legions, then moves 1 Legion into Narbonensis (Figure 2), and 1 Legion into Dalmatia (Figure 4). The Legion moved into Narbonensis consists of 1 General, 1 Cavalry, and 2 Infantry. The Legion moved into Dalmatia consists of 1 General, 3 Infantry, 2 Cavalry, and 2 Catapults.


As a result of these battles, Italia gains Narbonensis, but Macedonia retains control over Dalmatia. Move Italia's marker up on the Tribute Scale and Hispania's down to reflect the change in ownership of Narbonensis.


Italia now collects tribute for all provinces and Cities under its control. Italia's control marker is now at 40 after gaining Narbonensis, so 40 Talents are collected in tribute.


Italia is worried that its province of Neapolis will be attacked by sea (an enemy Galley carrying a Legion is nearby). Because Italia does not want an enemy to gain the City there, Italia declares the City destroyed, removing both the City and the Road between Italia and Neapolis. Italia also moves its marker down 5 on the Tribute scale to reflect the loss of the City.


Italia decides to purchase 4 new Infantry units with the 40 Talents obtained in Tribute. All 4 Infantry are placed in Italia (Home Province).

Italia's turn is now over.


An Egyptian Galley is attacked by a Galatian Galley in the Mare Alexandria. The Egyptian Galley contains a Legion (consisting of a General, 3 Infantry, and 1 Catapult), while the Galatian Galley is empty.

Both players will roll 2 Combat dice, since each has 1 Galley in the battle. The Egyptian player rolls, but gets no Galley symbols. The Galatian player rolls and gets a Galley symbol! The Egyptian Galley - and the Legion it is transporting - are sunk! The General is captured.



Each player's turn is divided into 6 separate actions or phase which must occur in the following sequence:

1. Movement

2. Combat

3. Collect Tribute

4. Destroy Cities

5. Purchase New Pieces

6. Place New Pieces


■ Infantry: 10

■ Cavalry: 20 

■ Galleys: 20 

■Catapult: 30

■ Fortified City: 50

■City: 30 

■ Fortification: 20

■ Road: 10


This game is dedicated with love to my wife Christine 

Life's defeats are made less bitter and the victories sweeter because of you.



It is a time of chaos in the Roman Empire. The last emperor has been assassinated by his Praetorian Guard, who then invite the emperor's uncle to take the throne. Terrified, he flees and goes into hiding.

Shortly thereafter, and almost simultaneously, word starts filtering into Rome of several different provincial generals whose armies have "declared" them to be the next Caesar.

Now these armies are looting the distant corners of the empire while forcing new recruits into their ranks. Soon they will march on Rome to place their Caesar on the throne. It's a time of bloody civil war. Can one Caesar unite the empire again, or will the war tear the empire to pieces?


The game consists of four Campaign Seasons. New alliances are formed at the start of each new Campaign Season (which consists of four rounds of play plus certain end-of-season phases). In each round, the players take turns performing two Actions each. At the end of each Campaign Season, taxes are collected and Victory Points are scored based on the relative number of "influence" tokens owned by the players in each key province. Military units of various types are used to defend a Caesar's "influence" tokens and to attack the forces of the other Caesars. The Conquest of the Empire cards, once acquired, grant economic, political, and military benefits that can assist a player in achieving victory. Money is essential and can be attained through normal taxes at the end of each campaign season, or through"special taxes", (but at the cost of increasing Chaos in the empire). Players must use their precious actions, money, and armies to outmaneuver the other players and achieve dominance in as many key provinces as possible. Controlling these key provinces gives players victory points, and eventually the title Caesar.


The map is divided into many land Provinces and sea zones. Land units (Infantry, Cavalry, Catapults, Generals, and Caesars) may only occupy land provinces, and Galleys may only occupy sea zones.

ALLIANCE BOX: This area is used by the players to show the proposed alliances during the alliance auction (Proposal A and B), and displays the actual alliances and turn order for that Campaign Season once the auctions have ended.

VICTORY POINT TRACK: An extra Influence Token from each player is used to keep track of each player's Victory Points throughout the game.

TURN TRACK: The game consists of four Campaign Seasons, each of which is four rounds long (for a total of 16 rounds in each game). Players should use two extra military units to keep track of the round and the Campaign Season.

KEY PROVINCES: Key Provinces are the most important provinces in the Roman Empire. Influence in these provinces is critical to becoming the next Caesar. In Conquest of the Empire 2, players get Victory Points for having Influence Tokens in these provinces. The Key Provinces are those with the numbers separated by slashes (e.g. EGYPT has 15/5). The 11 Key Provinces are: Hispania, Narbonensis, Italia (the location of Rome), Neapolis, Sicilia, Achaia, Asia, Galacia, Mesopotamia, Egypt, and Numidia.



The plastic miniatures are referred to as units. The units can occupy the provinces or sea zones on the map and can be used to perform special Actions. Some units are referred to as "military units" (Infantry, Cavalry, Catapults, and Galleys), "leaders" (Generals and Caesars), "naval units" (Galleys), or "land units" (Infantry, Cavalry, Catapults, Generals, and Caesars), depending on the situation.

INFANTRY: (military unit; land unit) Infantry Units represent a Cohort of Roman foot soldiers. Roman Infantry were the backbone of the Roman army, and were usually well trained professionals. In Conquest of the Empire 2, these units are cheap and very effective in battle.

CAVALRY: (military unit; land unit) While Roman armies had few horsemen compared to the number of infantry, these troops were essential for scouting, skirmishing, and holding the flanks during a battle. In CotE2, these units add striking power to an army in battle.

CATAPULTS: (military unit; land unit) These units represent all Roman war machines from the ballistas and catapults used on the field of battle to the heavy Onagers used to batter down city walls. Catapults round out an army in CotE2. No army is complete without at least one unit of Catapults.

GALLEY: (Military Unit; Naval Unit) These war galleys, also known as Triremes, represent fleets of war ships and transport ships used by the Roman Empire to dominate the Mediterranean Sea for hundreds of years. In CotE2, they are used to block movement across straits (the double arrows on the map), transport land units to distant shores, and to attack other fleets. They may also affect the outcome of land battles that occur in nearby coastal provinces.

GENERAL: (Leader; Land Unit) Generals represent the leadership of the Roman Legions (armies). They also represent the political leadership of each faction that is vying for power. In this capacity they are able to influence the local population, direct the movement of armies and lead them effectively in battle, as well as raise money and additional troops.

CAESAR: (Leader; Land Unit) Caesars represent the top leadership of each faction including the candidate for the throne himself. They can perform all the functions of a General unit, and some more effectively.


The Conquest Cards can be acquired by the players throughout the game and give the player various abilities. These abilities range from improving the players army's ability in battle to assassinating other player's generals and senators; from the ability to hold a Senate vote for extra troops, victory points, money, or influence in Rome to special missions saving the provinces from barbarian invasions.


The coins represent Roman gold "Talents". The gold coins are worth 10 Talents, and the silver coins are worth 5 Talents.


CHAOS TOKENS: These tokens come in various denominations (1, 5, and 10). The tokens are given to players who "earn" Chaos Points for recruiting units, raising special taxes, and losing battles. Players may hide the value of their Chaos Tokens from the other players by keeping them face down, however, each player must show their Chaos Tokens at the end of each Campaign Season to determine who has the most (lose 10 victory points) and second most (lose 5 victory points). Players may make change as needed from the unused pool of Chaos Tokens.

PROVINCE TOKENS: These tokens each have the name of one "Key Province" on them. At the beginning of the game, each player will randomly draw four Province Tokens (returning any "Italia" tokens and redrawing, as no player may start with influence in Italia.) and place one of their Influence Tokens in each of the Key Provinces shown and removing the four tokens drawn from the game.

Thereafter, at the beginning of each Campaign Season (including the first), a number of Province Tokens equal to 2 X the number of players is drawn randomly from the remaining pool and placed on the Key Province shown on the token. These tokens are then available to the players to be purchased and exchanged for that player's Influence Tokens. Once purchased, a Province Token is removed from play (Note: it is not returned to the unused Province Token pool, but placed "out of play" in a separate pile from the province tokens that have not yet been chosen).


Influence tokens represent a Caesar's influence in the Key Provinces of the Roman Empire. Each player starts the game with four Influence Tokens on the gameboard. There are four ways that players may gain new Influence Tokens:

1) Province Tokens may be purchased and replaced with the player's Influence Token if the purchasing player has a General or a Caesar in that province. 

2) A player may purchase and replace another (non- allied) player's Influence Token in a province where the purchasing player has a General or a Caesar and the player whose Influence Token is being purchased has no Military Units present. (Note: The bank gets the money for the purchase, not the player.)

3) A Politician Card is purchased. The purchasing player gains a new Influence Token in the province containing his Caesar.

4) A player wins the Senate Vote: Influence in Rome. This player adds two new Influence Tokens in Italia. 

Influence Tokens are only placed in Key Provinces and can never be moved like Units from one province to another.

Extra Influence Tokens are also used as markers to show each player's victory points and alliance/ turn order status.


Each player chooses a color and begins the game Caesar, 1 General, 8 Infantry, 2 Cavalry, 1 Catapult, and 1 Galley, and 4 Influence Tokens in their player color. They may only use pieces in their own color. Each player begins the game with 80 Talents (8 gold coins), and three "Senator" cards (Each player gets a I, a II, and a III value card).

The five "Senate Vote" cards are removed from the deck and placed face-up next to the gameboard. Shuffle the rest of the deck and set it next to the gameboard face down.

Beginning with the First Player, each player draws 4 random Province Tokens, places one of their Influence Tokens in each of the provinces that they draw. If any Province Tokens for Italia are drawn, place them back and draw again (No player may start the game with an Influence Marker in Italia.) After each player has placed 4 Influence Tokens, those Province Tokens are removed from play.

All coins that are remaining are placed in a "bank" next to the gameboard. All payments are made from the players to the bank and all taxes are taken from the bank and are paid to the player.

Note: Players may never give each other money, units, Influence Tokens, Chaos Tokens, or Conquest Cards.


Money (In the form of silver and gold coins) is required for a variety of purposes, and players may find themselves lacking in this valuable commodity. Fortunately, a player can always get more gold by using the "Special Tax"action on their turn, but only by accepting additional Chaos. 5 Talents may be obtained for each 1 point of Chaos accepted, up to 25 Talents for each action.


The game consists of a series of Campaign Seasons, each of which consists of the following phases: 

1) Place Province Tokens

2) Place Available Conquest Cards

3) Determine Alliances among Players and Play Order

4) Place Starting Units - (First Campaign Season Only) 

5) Player Actions (2 per player per round)

6) Taxes and Upkeep

7) Victory Points & Chaos

8) End of Campaign Season


Randomly draw new Province Tokens from the unused pool and place them in their respective locations on the map face up. Any Province Tokens from previous Campaign Seasons are left on the map until purchased. The number of Province Tokens drawn is equal to twice the number of players (so, if there are 6 players, 12 Province Tokens will be drawn at the beginning of each new Campaign Season).


A number of Conquest Cards equal to twice the number of players are drawn from the deck and placed face up next to the gameboard. These cards are now available to the players and may be selected during a player's turn.


Players must now divide into two alliances, as determined by a series of alliance auctions. The purpose of these auctions is to establish which players will be in which alliance, and also the turn order.


It can be very useful to win these auctions so that you can decide which players you can attack, and which players cannot attack you during the next Campaign Season. Winning also allows you to decide which player will take their turn before another. This can be VERY powerful and will certainly impact the flow of the game.

In the first Campaign Season, the order of bidding in the first alliance auction goes clockwise from the (randomly selected) First Player. The next auction will be started by the player to their left, and so on.

In following Campaign Seasons, the first player to bid in the alliance auction is the player who took their turn (performed their actions) last in the previous Campaign Season. The next auction will be started by the player to their left, and so on.

Players bid with Talents (coins). The first player bids and the next player can then either raise the last bid or pass. The players each bid or pass in turn (clockwise). If a player chooses to pass, he/she can still bid later in the round of the same auction provided that the bidding continues around to them again. Each auction ends when all players pass following a bid. The player who made the highest bid wins the auction. (Note: The first player may make a bid of "zero"- which is not considered a "pass". If no other player bids higher than zero, then the first player wins the auction for free.) 

When a player makes a bid, he/she must show the alliance situation that they are proposing by their bid (use an extra Influence Token from each player for this purpose). They do this by placing one un-allied player token in Proposal Box A and another un-allied token in Proposal Box B. The player making the bid may place any un-allied marker, including his/her own, in either box. The only time that a player may place a single un-allied token (without a corresponding marker in the other Box) is when it is the last remaining token in an auction with an odd number of players. When another player raises the bid, he/she may re-arrange or substitute other un-allied player tokens as they so choose.

The player who eventually wins the auction pays amount bid in gold to the bank and then places the two markers from the Proposal Boxes into the Alliance Boxes so that they match the Proposal. (The result of the first auction would place the token from Proposal Box A to the "1st" box and the token in Proposal Box B to the "2nd" box. The result of the second auction would place A into "3rd" and B into "4th", and so on.)

This procedure is repeated until all players are members of one of the two Alliances.



After the first auction (only), players take turns placing their starting units (8 Infantry, 2 Cavalry, 1 Catapult, 1 Galley, 1 Caesar, and 1 General) on the board. The player with their token in the "1st" box places all of his or her units first, followed by the "2nd" player, and so on until all players have placed their starting units. Starting units may only be placed in provinces which already contain that player's Influence Token. Galleys are placed in a sea zone that is adjacent to a province containing the owning player's Influence Token.



Each Campaign Season will last for 4 rounds. The order of play is determined by the position of each player's token on the Alliance Display.

The player with their token on "1st" takes 2 actions, followed by the player with their token on "2nd" & so on. 

In each round, a player may perform any two actions or combinations of actions (except that the Action: "Obtain a Conquest Card" may only be performed by each player once per round). A player can perform any combination of the following actions, in any order:

■ Obtain a Conquest Card (only once per round) 

■ Recruit

■ Buy Influence 

■ Special Tax

■ Move Land Units

■ Land Battle

■ Naval Move/ Naval Battle Pass

■ Pass

After all players have completed two actions, the round marker is advanced one space and the next round begins. After four rounds, play progresses to the (6) Taxes and Upkeep phase.


The active player may select a card from those available (face up), paying the cost (shown in coin in the bottom right-hand corner) on the card to the "bank". If the card shows no cost, then it is"free", although the player must still use an action to obtain it. The cost shown is to purchase the card, there is no extra cost to use the card. There are five different types of Conquest Cards. Each type of card has a unique symbol in the bottom left- hand corner of the card. Each different type also has different rules that apply:

IMMEDIATE USE: These cards, when selected, must be used immediately and are then removed from play.

SENATOR: Once selected, these cards are placed face down in front of the owning player (and may even be hidden if the player desires). Once used (as a part of Senate Vote), the card or cards are removed from play (see Senate Vote below).

DIPLOMACY: Once selected, these cards are placed face up in front of the player for the remainder of that Campaign Season. At the end of the Campaign Season, they are returned to the group of available cards (face up) next to the gameboard, and may be selected by another player.

MULTI-USE: Once selected, these cards are placed face up in front of the owning player, and are owned by that player for the remainder of the game. However, they may be used only once per Campaign Season. They may only be used during a player's turn, but do not cost an action to use (thus, a player could "use" some, none, or all of the Multi-use cards that he owns without being charged an action during his turn). When used, the card is placed face down and may not be used again for the remainder of the Campaign Season. At the beginning of each new Campaign Season, the player should remember to turn his Multi-use cards face up to denote that they are ready for use again.

NO SYMBOL: If the card has no symbol in the bottom left-hand corner, then once that card is selected, the effects of the card last for the rest of the game. The card should be placed in front of that player face up.


The active player can recruit (buy) new military units from his pool of unused units. New recruits must be placed in a province (or, for Galleys, in a sea zone adjacent to that province) in which the active player has at least one influence token and either a General or Caesar. The cost of the units is paid to the "bank" and is as follows:

☐ Infantry 5

☐ Cavalry 10

☐ Catapult 15

☐ Galley 15

☐ General 20

The active player may purchase as many military units as desired, but is limited by the number of units in his color.

Raising armies tends to upset the populace as their young men are "recruited" into the army. This is even more upsetting when it's not the legitimate government that's doing the recruiting.

Each time a player uses the Recruit action, he gains 2 Chaos points.


The active player can buy an influence token in any province where an Influence Token is unprotected or Province Token is available (see below), provided that he/she has a General or Caesar in that province. A player may purchase 1 influence/province token if he has a General in that province or 2 influence/province tokens in a province that contains his Caesar unit. (Note: This may not be combined. In other words, a player may not buy 3 available influence/province tokens if he has a General and a Caesar in that province.)

Each influence/province token purchased costs the player 10 Talents (paid to the bank). When a player buys a Province Token, it is removed from the game and replaced with that player's Influence Token. When a player buys another player's influence token, it is returned to that player and replaced with the purchasing player's token.


An Influence Token may not be purchased by another player as long as the owning player has at least one military land units in that province (Infantry, Cavalry, or Catapult). Therefore, a player who wishes to buy another player's Influence Token, must first successfully attack that player's military units and either eliminate them or force them to retreat.


One of the biggest challenges in Conquest of the Empire 2 is attempting to protect all of your Influence Tokens while taking them away from the other players. This means that you will probably want to concentrate your military units into one large army to ensure that you win your battles with a minimum of casualties. However, you will also want to garrison the provinces that contain your Influence Tokens with at least one Infantry unit to force your opponents to expend an additional Action before they can buy your Influence Tokens. It is sometimes also worthwhile to garrison provinces around the key province, to prevent easy access.


The active player may raise money through a "special tax" (essentially taking what he needs from the population with or without their consent). When performing this Action, the player takes 5 to 25 Talents from the bank (the player decides how many) and gains 1 Chaos Point for every 5 Talents taken.


The active player may choose to move his/her land units. First, the player must select a single province with at least one General or the Caesar unit in it. From the selected space, the player may move any/all units from there, subject to the following:

☐ Units moving by land may move any number of provinces, tracing a path from one province to another adjacent province, but must stop when they enter a province occupied by a non-Allied military unit (Infantry, Cavalry, or Catapult).

☐ Land units may move from one province to another adjacent province connected by arrows as long as there are no non-Allied (enemy) Galleys in the sea zone where the arrows are located.

☐ Units beginning in the same province may move to different destination provinces, provided that all other movement restrictions are observed. (A player could move six units that started the move in the same province to six different destinations.) 

AMPHIBIOUS MOVEMENT: A player may move his land units from a province adjacent to a sea zone (any distance) to a province also adjacent to a sea zone provided:

1) That he has a Galley or Galleys in the sea zone adjacent to the destination province.

2) That he moves no more than 4 military land units (plus any number of Generals/Caesar) per Galley that is adjacent to the destination province.

3) Units may not be moved before embarking on an amphibious movement.

This movement may not be blocked by un-Allied Galleys.



The active player may choose to attack only enemy (non-Allied) units that share the same province with his own units. He declares the battle location, and which player's units he is attacking.


Once a battle is declared, the participants decide if they are going to commit any of their Galleys from adjacent sea zones. Once a Galley is committed to a battle, it participates like any other unit. If it survives the battle, it is returned to the sea zone from which it was taken.


Now allies of the two participants may declare (in player order) whether they are going to lend any of their military units to the battle. Allies may only lend land units that are in the province where the battle is taking place, and/ or Galleys that are in sea zones adjacent to the battle. Once an ally declares that he is lending units, he chooses them and hands them over to the control of the participant for the duration of the battle. If any survive the battle, they are returned to the owner's control. An ally cannot lend any Conquest Cards or units from a DIPLOMACY card. A City/Fortification can never be lent by an ally.


Both players form their "battle army" and place all of the units under their control opposite each other. The battle is then fought in rounds. In each round the players roll the battle dice and remove the losses. The battle must last at least one full round and ends when one player has no military units remaining or has "Retreated" (see below).


Each player rolls 3 dice, regardless of the number of military units involved. A player may also roll 1 additional die if there is a General/Caesar from their Alliance in the battle, 1 additional die if the defender owns a city in the province where the battle is taking place (and is thus defending a city), plus any extra dice gained through "Army Training" cards.

Each die that matches a unit type in their "battle army" results in one "hit" on the opponent's battle army (Note: Hits are limited by the number of units of that type in your battle army. For example, if the red player has one Infantry unit and one Cavalry unit in the battle and rolls three Infantry, one Cavalry, and one Catapult, he has scored two hits - one for the Infantry and one for the Cavalry.)

For each "hit" rolled, the opponent must select one unit to be removed. Generals/Caesars may not be selected for loss (they can not be eliminated in battle). Rolls and losses for both players are considered to be simultaneous, except when the defender is defending a city, in which case the Defender rolls first and the Attacker's losses are determined and removed prior to the Attacker rolling.


Following each round of the battle, either player may elect to retreat (defender decides first). A player must retreat all of his units in that province to any single adjacent province where there are no non-Allied (enemy) military units (Generals and Caesars do not count).

If a player loses all of his military units, any surviving Generals or Caesars must retreat to an adjacent province, even if occupied by a non-Allied military unit. Note: Galleys do not retreat; they simply return to the sea zone from which they came.


The loser of each battle gains 2 Chaos Points. Allies who contributed forces do not gain Chaos Points.


When a player chooses this Action, he may move any or all of his Galleys regardless of their location, any distance, to a single destination sea zone. This naval movement may not be blocked by un-Allied Galleys. The player may also declare a Naval Battle as a part of the same Action. The move part of the Action must come before the battle or not at all.


Naval Battles are fought exactly like land battles with the following exceptions:

1) One die is rolled for each Galley in a player's "battle navy" plus any extra dice gained through "Naval Training" cards.

2) Land units may not participate in Naval Battles.

3) Galleys from adjacent sea zones may not participate.

4) Galleys do not retreat.

5) Naval Battles last a maximum of 3 rounds.


A player may choose to pass. This player may still carry out actions in later rounds.


During this phase, each player gains taxes from their influence in each province.

Each player gains 5 Talents per influence token they have on the board. They gain a bonus 5 Talents per influence token in provinces where they own a city (i.e. 10 Talents per Influence Token in provinces where they own a city).


At the conclusion of each Campaign Season, the players determine how many Victory Points they gain. For each key province, two numbers are shown (three in Italia). These represent the number of Victory Points gained by the player having the most and second most influence tokens in that province (and third most in Italia). If more than one player is tied for either position, all tied players receive the number of Victory points for that position.

Example: The province of Neapolis is worth 15/5. Angela has 3 influence tokens here, as does Charles, while Blake has 2 influence tokens and Dave has 1 influence token. Angela and Charles will each receive 15 Victory Points, and Blake will receive 5 Victory Points. Dave receives nothing.

Each city owned by a player reduces his Chaos Points by 3.

After the reduction in chaos from cities, players lose Victory Points for having more Chaos points than other players. The player having the most Chaos points loses 10 Victory Points, and the player having the second-most Chaos points loses 5 Victory Points. Ties are handled in the same fashion as victory points.


Move the round marker back to its starting position and move the Campaign Season marker ahead one. Any Multi-use cards that were used during the prior Campaign Season should be turned up again, indicating that they may be re-used. All Diplomacy cards should be returned to the available cards area face up. Clear the Alliance Display after noting who was the Last Player (and will now begin the Alliance Auction of the next Campaign Season).


"Senator" cards, each display a Roman numeral (I-IV). This is the value of that card for bidding in Senate Votes. Senator cards (worth 6 total votes) are provided to each player at the beginning of the game, and additional Senators may be obtained by choosing Senator cards when they become available. Senators may be bribed (taken) from other players through the use of Bribe Senator cards! Finally, the player with the most influence in Italia gains one random Senator card out of the Senator cards paid by the winner of each Senate Vote (see below).


There are five (5) Senate Vote cards that begin the game face-up in the available cards area. These cards are available throughout the game until purchased by a player. Once purchased, that player will control that particular Senate Vote for the remainder of the game. 
A player may, after obtaining a Senate Vote card, "use" that card once during each Campaign Season. Using the card does not count as an Action, but must be done during the player's normal turn (before or after any number of Actions).

To begin a Senate Vote, the player simply announces, "I am calling a Senate Vote on ..." whatever the particular card he holds states. He then begins the voting by selecting one or more of his Senator cards and displaying them face-up. (Note: The player initiating the vote may"pass"). The next player (to his left) may either vote a larger number (by displaying more Senators than the existing vote) or "pass". The vote continues in this fashion until all players have "passed" on a bid (other than the bidder).

The last player voting (the highest bid) wins the vote, pays his bid in Senator cards (no "change" is given; the cards paid must equal the bid), and receives the benefit stated on the Senate Vote card immediately. If no one votes (all players pass!), the benefits of that card are received by no one (but the card has still been "used" for this Campaign Season).

Players who did not win the vote reclaim their displayed Senators.


The player who has the most Influence Tokens in Italia (Rome) now selects one random card from among those Senator cards spent by the player who won the vote. The remaining spent Senator cards are removed from play. If there is a tie for the most Influence Tokens in Rome, no player receives this benefit.

Multiple Senate Votes (from different cards) may be called by a single player during that player's normal turn.


The game ends at the end of 4 Campaign Seasons (5 if the players wish to play a longer game). The player having the most Victory Points wins. In case of a tie, the player with the most Victory points AND the most Influence Tokens wins, and becomes the next Caesar of the Roman Empire!


Jack has 2 Influence Tokens in Egypt, and there are no other Influence or Province Tokens available there now. Jack also has 8 Infantry, 2 Cavalry, 1 Catapult and a General and Caesar in Egypt. For his first Action, he decides to Move Land Units. He "activates" this province, and moves (ONE Action) as follows:

☐ 1 Infantry to Numidia

☐ 1 Infantry to Hispania

☐ 1 Infantry to Sicilia

☐ 4 Infantry, 2 Cavalry, the Catapult and General to Galacia

Jack was able to move to Hispania (and Numidia) because there were no non-allied troops between Egypt and Hispania along the African coast, and no non-allied Galleys blocking the straights of Gibraltar. Jack could not reach Hispania via the (long) northern route, as non-allied units blocked the path. He was able to move to Sicilia because he already had a Galley in a sea zone adjacent to Sicilia (amphibious movement). And finally, he was able to move to Galacia because there were no non-allied troops between Egypt and Galacia. As you can see, movement can be quite extensive provided that a player is not blocked by opposing troops.

Jack left 1 Infantry (and his Caesar) in Egypt as a protective garrison against would-be aggressors. Any opponent would have to use two Actions to remove the garrison: one to move to Egypt and one to battle his single Infantry unit. Jack would then be able to move troops back to Egypt (assuming they are not blocked!) or move his Caesar back (after the retreat) to recruit additional troops and protect his Influence there.


Let's continue with Jack's turn from the example above. He moved into Galacia because he wants to gain influence there. Unfortunately, Galacia is already occupied by non-allied troops (belonging to Keith) that are protecting Keith's Influence Tokens there. Jack decides to fight a battle, hoping to defeat Keith and then in a later round buy (replace) Keith's Influence Tokens. Jack's move took one Action; this battle will be his second Action.

Keith has only a single infantry unit (garrison) in Galacia, and no City. Thus, this battle will be short: Jack will roll 4 dice (because he has a General, but no "Army Training" cards), while his opponent will roll 3 dice (no General, no City, and no "Army Training"). Jack gets at least one "hit", eliminating the enemy Infantry. However, his opponent rolled a blank and 2 Infantry symbols! Of course, with only 1 Infantry, Keith can only use one of these. Jack must lose 1 unit. He selects an Infantry as his casualty, so both players lost 1 Infantry in the battle. Jack makes sure that his opponent takes 2 Chaos points from the "bank" for losing the battle!


We'll continue the example... On the following round, Jack finds that his opponent did not reinforce Galacia. Without protection, Jack may purchase one Influence Token for 10 Talents, which he pays to the bank. Jack decides he wants to purchase both of the available enemy Influence Tokens in Galacia, so that requires 2

Actions. Too bad Jack didn't bring his Caesar along, as that unit could have purchased 2 Influence Tokens for a single Action!


Place at least one infantry unit as a garrison to protect your influence. Opponents will have to spend an Action to defeat the garrison, making it more attractive for them to seize unprotected influence. The delay may also give you time to reinforce that province with additional troops.

It is also prudent to move single infantry units into blocking positions to prevent enemy land units from being able to move into your provinces. This strategy usually develops later in the game after players have started to build larger armies and can afford to lose a few infantry units from their main armies. Control of the seas can be critical. By placing your Galleys strategically, you can block the crossing points for opponents (players who are in the other alliance). In land battles, if you have Galleys in the sea zone adjacent to the battle, you can add them to your forces, adding an additional "hit" face to your battle dice. This can make the difference between winning and losing a close- fought battle.

Try to gain influence in several provinces. It is better to have the same number of influence in several places because you can gain more Victory Points. While harder to defend, remember that Victory Points are how you win the game - not with money or the raw number of Influence Tokens.

There are two main strategies to winning: take Rome (Italia), Neapolis, and perhaps Sicilia or another province adjacent to Italia. This "central" strategy nets you many Victory Points for holding Rome and its environs. It also allows you to attempt to control the Senate (the player with the most influence in Italia gains a random Senator in every Senate vote).

The alternative strategy is to gain control over most of the outlying provinces, preferably including Egypt. This "provincial" strategy can be successful while other players struggle to gain control of Rome.

An interesting element of the game is the Senate Vote. A player can, through judicious use of the Senate, win the game without continuous military effort. The Senate is most devastating when combined with the "central" strategy, as the player calls Senate votes, gains benefits, and also replenishes his number of Senators! Watch out for instances where your troops can be surrounded by an enemy prior to battle. This leaves you without the option to retreat!



MERCHANT (7 unique cards)


The Merchant card allows the owner to collect extra income once per Campaign Season. This card may be used at any time during a player's Action Phase. Using the card does not cost an Action.

☐ EGYPT - Gain 10 talents for each of your influence markers in Egypt. Cost: 25 

☐ SICILIA - Gain 10 talents for each of your influence markers in Sicilia. Cost: 25 

☐ HISPANIA - Gain 5 talents for each of your influence markers in Hispania. Cost: 15 

☐ ITALIA - Gain 5 talents for each of your influence markers in Italia. Cost: 15 

☐ ITALIA - Gain 5 talents for each of your influence markers in Italia. Cost: 15 

☐ ACHAIA - Gain 5 talents for each of your influence markers in Achaia. Cost: 15 

☐ ASIA - Gain 10 talents for each of your influence markers in Asia. Cost: 25

ASSASSIN (1 unique card)


Having an Assassin means you will be feared. Once per Campaign Season, you may strike down a General or a random Senator card. Since the Assassin can't be traced, you can even "stick it" to one of your allies!

☐ Eliminate any general unit or random senator card. This card may be used on an ally. Cost: 20

LOOT THE COUNTRYSIDE (1 unique card) 


This handy card enables you to obtain twice the normal "special" tax revenue for the same chaos. And, you can use it once every Campaign Season without spending an extra Action!

☐ Gain 50 talents and receive only 5 chaos points. Cost: 10

SENATE VOTE (5 unique cards)

Note: These cards have different fronts and backs than the other cards since they are removed from the deck before the game begins and start the game available for purchase.


Having one of these cards can be a great help to a Caesar-in-waiting. Having two or three of these cards makes you a powerhouse in Rome. Only you can call the Votes that you control, and you can call multiple Votes - in the order you choose - forcing your opponents to use their Senators or give you cheap benefits. And once your opponents are out of Senators...

☐ EMERGENCY TAX - Winner gains 40 talents. Cost: 15

☐ BREAD AND CIRCUSES - Winner discards 10 chaos points. Cost: 15

☐ HAIL CAESAR! - Winner gains 15 Victory Points. Cost: 15

☐ NEW LEGIONS - Winner gains 6 infantry units in Italia or Neapolis. Cost: 15 

☐ INFLUENCE IN ROME - Winner gains 2 new influence markers in Italia. Cost: 15

SENATOR (4 unique cards, each in a different quantity)


Senators are the lifeblood of the Senate Vote portion of the game. You can win with a few votes, but it won't be easy. On the other hand, having Senators and using them properly can change a losing effort into a winning strategy. You'll wish you had more of these at some point in the game. Remember to take one when you can't think of a better Action. After all, they're free!!! 

☐ Ⅰ   << 8 of these >>

☐ Ⅱ   << 8 of these >>

☐ Ⅲ   << 8 of these >>

☐ Ⅳ   << ONLY 4 of these >>

DIPLOMACY (6 unique cards)


The DIPLOMACY cards are only purchased for a single Campaign Season and must be returned to the available card display at the conclusion of each Season (so that they can be purchased again in the next campaign season). The troops shown on each card re-appear at full-strength for EACH new battle during the campaign season (Note: Players should use a "third party" color pieces to represent these troops). The controlling player may take his losses from these troops first! However, a player must have at least one of his own military land units in the province to "attack".

☐ ITALIA - Alliance with the Senate. Add 4 Infantry and 1 Cavalry to your forces for each battle in Italia this campaign season. Cost: 40

☐ MESOPOTAMIA - Alliance with Parthia. Add 3 Cavalry to your forces for each battle in Mesopotamia this campaign season. Cost: 15 NUMIDIA - Alliance with Numidian tribes. Add 4 Infantry to your forces for each battle in Numidia this campaign season. Cost: 15

☐ EGYPT - Alliance with Egypt. Add 2 Infantry, 1 Cavalry, and 1 Trireme to your forces for each battle in Egypt this campaign season. Cost: 15

☐ ACHAIA - Alliance with several Greek cities. Add 2 Infantry and 2 Triremes to your forces for each battle in Achaia this campaign season. Cost: 15 

☐ PIRATES - Alliance with pirates. Add 2 Triremes to your forces that are involved in any naval battle this campaign season. Cost: 15

COMMANDEER A FLEET (2 unique cards) 


Player actually gains 2 Galleys (in his color) through these cards.

☐ Move a trireme to Mare Aegaeum and gain 2 triremes in Mare Aegaeum. The move is immediate and does not cost an additional action.

☐ Move a trireme to Mare Alexandria and gain 2 triremes in Mare Alexandria. The move is immediate and does not cost an additional action.

BUILD CITY (6 unique cards)


Players may only build a City through obtaining the appropriate Build City card. The player may choose to build in only one of the two provinces listed. There may be only one city built in any province. The player who builds the city places his units that are in that province next to the city there to show that he owns it. Thereafter, player who successfully attacks the owner's land units in that province and wins the battle, owns the city. If the city is ever left vacant, the first player to move land units into the city owns it.

☐ Build City in Egypt or Numidia. Cost: 40 

☐ Build City in Hispania or Sicilia. Cost: 40 

☐ Build City in Italia or Neapolis. Cost: 40 

☐ Build City in Italia or Mesopotamia. Cost: 40 

☐ Build City in Narbonensis or Achaia. Cost: 40 

☐ Build City in Asia or Galatia. Cost: 40

BARBARIANS AT THE GATE (6 unique cards) 


When a player obtains one of these cards, he must be able to execute a normal "MOVE" action (i.e. following the rules of movement), as indicated on the card. However, the MOVE does not require an Action (i.e. obtaining the card and conducting the MOVE is a single Action).

☐ Move 4 army units to Moesia and gain 3 Infantry and 1 cavalry in Moesia. The move is immediate and does not cost an additional action.

☐ Move 4 army units to Dacia and gain 3 Infantry and 1 cavalry in Dacia. The move is immediate and does not cost an additional action.

☐ Move 4 army units to Armenia and gain 40 talents. The move is immediate and does not cost an additional action.

☐ Move 4 army units to Pannonia and gain 40 talents. The move is immediate and does not cost an additional action.

☐ Move 4 army units to Germania and gain 10 Victory Points. The move is immediate and does not cost an additional action.

☐ Move 4 army units to Britannia and gain 10 Victory Points. The move is immediate and does not cost an additional action.

POLITICIAN (5 cards...all the same)


The player takes one of his unused Influence Tokens and places it in the province that contains his Caesar unit. 

☐ Gain a new Influence Token in the province containing your Caesar. Cost: 15

BRIBE SENATOR (6 cards...all the same) 


The player chooses another player and takes a random Senator card from the other player's hand.

☐ Take one random Senator card from any opponent (even an ally). Cost: 5

SLAVE REVOLT (1 unique card)


The player playing this card chooses a province for the revolt and then attacks one player's army first. The "slaves" fight all armies in this province one at a time until they are eliminated or there are no military land units remaining. (Note: the slaves will even attack the army of the player who played the card, if there is one in the province, and all others have been defeated.)

☐ 4 Infantry units appear in any province and attack all armies there until eliminated. If the "slaves" survive, they are removed. May be used against an ally!

ARMY TRAINING, SIR (5 cards...all the same) 


The effect of these cards is cumulative: A player with two Army Training cards gets 2 extra dice in land battles, etc.

☐ Owner gets an extra die in all land battles. Cost: 10

NAVAL TRAINING (3 cards...all the same) 


The effect of these cards is cumulative: A player with two Naval Training cards gets 2 extra dice in naval battles, etc. These cards have no effect on land battles containing Galleys.

☐ Owner gets an extra die in all naval battles. Cost: 5

FAVORABLE WIND (1 unique card)


The owning player can end any naval battle declared on his galleys before the battle begins. Unlimited use. 

☐ Avoid any naval battle.


1. Place Province Tokens

2. Place Available Conquest Cards

3. Determine Alliances among Players and Play O

4. Place Starting Units - (First Campaign Season ( 

5. Player Actions (2 per player per round)

6. Taxes and Upkeep

7. Victory Points & Chaos

8. End of Campaign Season


Obtain a Conquest Card (only once per round)


Buy Influence

Special Tax

Move Land Units

Land Battle

Naval Move/ Naval Battle



Infantry 5

Cavalry 10

Catapult 15

Galley 15 

General 20