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Republic of Rome (ROR) Email GM   Updated July 1, 2023
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 (7th Year)
Round Day Start Time Duration Location
Demo 1/1Mo171Exhibit Hall Annex #2
Demo 2/2Th171Exhibit Hall Annex #2
Heat 1/2Mo186Fox Den
Heat 2/2Th186Alpine
FinalFr186Alpine
2023 Tournament Format Heats Most Wins - Points

Ludi incipiant!

Welcome to Republic of Rome’s 27th 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.

Scenarios:

We will continue with a format similar to last year with 2 Heats. The default scenario for Heats one and two will be early and middle, 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 Late 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 and arrive early.

Rules:

We will be using the Valley Games version, with the version 1.06 living rules. These are available at https://boardgamegeek.com/filepage/163417/living-rules-v106.

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 ruleset 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.

Advancement to the Final: Advancement to the Final will be based on the Heats Most Wins Points standard tiebreakers including GM specific tiebreakers.

HEATS: MOST WINS - POINTS (HMW-P):

  1. Most Wins (e.g., total in all heats entered)
  2. Total Points – Players earn the following pints in each heat they entered:
    • 1st Place - 1,000 points
    • 2nd Place - 100 points
    • 3rd Place - 10 points
    • 4th Place - 1 points
    • All other places - 0 points
    • e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
  3. GM Specific Tie-breaker
    1. Single win, consul for Life
    2. Single win, march on Rome
    3. Single win, most influence in first heat entered
    4. Single win, most influence
    5. Single win, average of place in all heats entered
    6. Runner-up, highest percentage of the winner's influence, best game
    7. Highest influence in game in which Rome collapsed
  4. High dice roll.

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