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Republic of Rome (ROR) Email GM   Last updated July 16, 2022
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Frank McNally (6th Year)
Round Day Start Time Duration Location
Demo 1/2Mo171Exhibit Hall Annex Table #7
Demo 2/2We171Exhibit Hall Annex Table #7
Heat 1/3Mo186Dogwood
Heat 2/3We186Alpine
Heat 3/3Th186Dogwood
2022 Tournament Format HE

Ludi incipiant!

Welcome to Republic of Rome’s 26th year of play. This classic is one of the finest “experience games” available combining a rich theme and a solid competitive environment with a cooperative element.

The community tries hard to help new players find their footing. Playing with experienced players allows new players to focus on the key decisions of the game while the game proceeds smoothly. Essential mechanics will be taught in our demonstrations so if you struggled with learning this game please join us for a demonstration and play with us to master them. It is not uncommon for new players to find themselves winning heats and last year a new player was our champion.


We will continue with a format similar to last year with 3 heats. The default scenario for heats one, two, and three will be early, middle, and late respectively. By unanimous agreement each table may choose another scenario, but if no agreement is reached the default will be used. Efforts will be made to seat players at tables with preferred scenario.

The Final this year will use the Middle Era unless all finalists agree to alternate.

In Early Republic Scenarios, the players have the option to start with the First Punic War Active but with a Fleet Defeated marker. We have found that this reduces the chance of Rome’s collapse and avoids scripted play.

It will aid us in getting games started promptly if players owning the game bring a copy an arrive early.


We will be using the Valley Games version, with the version 1.06 living rules. These are available at

If you only have access to an earlier version, do not fret, the differences are minor and deal only with edge cased.

If required an AH copy of the game can be used for play, by using an out of era card as the end of game card.

Optional rules 2.01 (Pontifex Maximus) and 2.04 (Legionary Disbandment and Recall) will be used.

Special rules:

Time Reduction: The variable end timing formalized in the VG rule-set creates uncertainty in the length of a game. To keep games within allotted time we have found that reducing the deck such that fewer cards remain before the end game card is effective. Your GM will announce such reductions 2.5 hours and 1.5 hours remaining in scheduled time.

No Public Agreements: Rule 1.04.3 (Public Agreements) will NOT be enforced (in this GM's opinion it often causes more problems than it solves. Caveat emptor!)

No fleet support for unprosecuted war status: A war will NOT require fleet support at the end of a land battle to be considered prosecuted if other conditions are satisfied. This differs from VG 1.10.9 and reverts to the AH rule 10.72. This appears to be a change which drifted into the living rules and then into the VG revision without any need.

Tie breakers for advancement to the Final:

  1. Most wins
  2. Single win, consul for Life
  3. Single win, march on Rome
  4. Single win, most influence in first heat entered
  5. Single win, most influence
  6. Single win, average of place in all heats entered
  7. Runner-up, highest percentage of the winner's influence, best game
  8. Highest influence in game in which Rome collapsed