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OMENS Pre-Con: Vying for Mediterranean
Supremacy ...
The Hannibal tournament will again be run in a pre-WBC
slot this year, but moves up even further in the schedule. It
will begin Saturday at 2 pm and end Sunday evening, adopting
a Swiss format with continuous play of five rounds of open swiss-style
play. Players are free to drop in and out as they please during
the five rounds of swiss play. However, playing
in less than five rounds will decrease your chances of winning
the event and associated laurels. Wins and the tournament point
system will determine final ranks. Players bid PC markers for
choice of side. The high bidder gets choice of side, while the
opponent makes PC adjustments equal to the amount of the winning
bid.This year initial matchups will be somewhat randomized. Rookies
will not face each other in the first round. The top eight seeded
players will not face each other in the first round, but will
be in the same bracket (possibly meeting in the second and subsequent
rounds). There will be no medal round. Prizes will be awarded
based upon rank after five rounds of swiss play (though if there
are two undefeated players, they will playoff in a sixth round
for the championship).The default rule set will be the first
edition rules (those published in the game), as clarified by
the Q&A and Errata published in The General. Like previous
years, Carthage can transport 1 CU with a general and obtain
a -1 drm on the Naval table. Opponents may mutually decide to
use the second edition instead (see 1.3).
NEW FOR 2006: Tribune level members may freely partake in
any and all of BPA's six Pre-Cons during the three days preceding
WBC. For details see http://www.boardgamers.org/bpaterms.htm
Play at Omens for non-Tribune/Sponsor level members requires
a separate registration fee of $20 for BPA members pre-registered
by July 22nd, 2005, or $30 for all others, payable to the BPA,
1541 Redfield Rd, Bel Air, MD 21015. This fee can be paid separately
or in addition to other WBC fees noted on the WBC pre-registration
form.
Assistant GMs: Jim Heenehan and _____ TBA ______ .
*Asterisked rules below are new (added since the last posting
of these rules on the BPA website).
v.20031227 Tournament Rules
CONTENTS
1.0 Event
2.0 Abbreviations
3.0 Format
4.0 Schedule
5.0 Matches
6.0 Choosing Sides
7.0 Scoring
8.0 Record Keeping
9.0 House Rules
1.0 EVENT DESCRIPTION
The game played will be Hannibal: Rome vs. Carthage (Avalon
Hill). First edition rules are used, as interpreted in Q&A
and clarifications published in The General and issued by Avalon
Hill. Standard nine-turn game. No optional rules.
1.1 Class A Tournament. This is a class A tournament. Once the
rounds start, beginners will find that those of us who know the
game are more than willing to help weaker players, give tips,
pointers, and even informal lessons between rounds. However,
no one can expect this of others. Do not plan on it in more than
a casual way. Please, no kibitzing!
1.2 Compliance. Playing in this event requires compliance with:
all BPA rules and directives; tournament rules written here;
Game Master and Tournament Official authority; first edition
rules of HRC; Questions and Clarifications; in that order. Failure
to abide by any of these is "cheating" as much as violation
of any game rule. Failure or refusal to follow any of these directives
is subject to discipline.
*1.3 Rule Edition. By mutual agreement, players of a single
game may use the First or Second Edition rules. For WBC, the
default edition is First. (For WAM, the default edition is Second.)
The GM has a list of the key twelve differences for easy reference
by those not so familiar with Second.
2.0 ABBREVIATIONS
A.R.E.A. - Avalon Hill Reliability, Experience, and Ability player
information and rating service.
AGM = Assistant Game Master
BPA= Boardgame Player's Association
GM = Game Master
HQ = Headquarters
HRC = Hannibal: Rome vs. Carthage
PCs = Political Control Markers
TO = Tournament Official (GM or AGM)
TPs = Tournament Points
WBC = World Boardgaming Championships
3.0 FORMAT
The tournament will be conducted in "Open Swiss Format".
Every player who arrives with a copy of the game will be eligible
to participate in each of the five rounds. The top six players
after five rounds of swiss play will be determined by the tournament
point scoring system (7.0). In the possible-though-unlikely event
of two players remaining undefeated after five rounds, they alone
will play a sixth round to determine the championship.
3.1 Playing Officials. Prior to the beginning of the tournament,
at least two AGMs will be named to assist the GM. Any TOs may
participate as active players. They may play all rounds, competing
for awards and prizes as any other contenders. Should a question
or an interpretation arise in a game involving the GM, for which
no written answer already exists, another TO will make a ruling
by which the GM will abide.
3.2 Unplayed Rounds. Rounds unplayed for any reason will be
scored as losses of 0 TPs, with no effect on A.R.E.A. rating.
Players receiving byes, receive credit for a win of 10 TPs plus
2 TPs to simulate opponent credits (7.2).
3.3 Withdrawal. Should you wish to withdraw from the tournament,
or any given round, at any time, for any reason, please contact
a TO as soon as possible and notify him of your intentions for
the current game and for future rounds. Withdrawal without such
notification to a TO could jeopardize your standing in this and
future tournaments.
3.4 A.R.E.A. Rated. All game results will be submitted by the
GM to A.R.E.A. for the HRC ratings. This will include withdrawals,
concessions, adjudications and eliminator games.
3.5 Awards. Standard WBC prizes will be awarded for the top
two players.
4.0 SCHEDULE
There will be five scheduled rounds of five hours each. The first
round begins Saturday morning at 8 a.m. After the tournament
begins, players should check in with the GM no later than five
minutes prior to the start of a round to ensure a place in the
next round of play.
4.1 Late Entry. Registration and entry to this event will remain
open. However, all unplayed rounds are scored as losses of 0
TP. See 3.2.
4.2 Late Arrival. Players arriving late for the start of any
given round may have to forfeit that round, accepting 0 TPs but
not affecting A.R.E.A. ratings. A late arriving player may be
matched at GM discretion with a weaker player (diminishing the
opponent credits earned).
4.3 Slow Play. In order to keep on pace with the tournament
schedule, players are strongly encouraged to play with appropriate
speed to finish on time. If a player feels that his opponent
is unusually slow, please cordially urge speedier play and quietly
notify a TO of this situation as early in the game as possible
(see 4.51).
4.4 Time Limits. Rounds will end at the time specified by the
GM (the time limit of 4.5 hours can be extended by a few minutes
at the discretion of the TOs if the game is close enough to a
finish). Should two players be involved in a game that does not
finish by the allotted time limit, they must cease all play and
leave the game components in place. The two players involved
should attempt to reach agreement regarding a victor for that
game. If unable to do so, then the two players should notify
TOs of the need for an adjudication.
4.5 Adjudications. Uninvolved TOs will adjudicate the game based
on the existing position and their best judgement (based upon
whatever factors they feel are most important), awarding a win
to the player with the advantage (however small). All rulings
are final and not subject to appeal. Please do everything you
can to avoid putting the TOs into the position of having to adjudicate,
but if adjudication is required, accept the decision without
question.
4.51 Slow Games. If the game has not progressed sufficiently
to fairly award a result, then the TOs may allocate a loss to
either or both players for slow play. Such players will be warned
to speed up play in subsequent rounds or face additional sanctions.
4.52 Ties. If the TOs cannot determine that one player has an
advantage (however small) and deserves the win, then they may
decide to award a five-point tie to each. In such a case, each
player receives 5 TPs, but for all other aspects of the tournament,
each is considered to have lost the game. Ties will be given
only in the most extreme circumstances in which the majority
of TOs cannot decide which player has the advantage.
*5.0 MATCHES
First round matchups this year will differ from previous years.
The top eight seeded players will be established in the upper
bracket of the match list, but not face each other until possibly
the second round. New players (new to the HRC tournament and
having no A.R.E.A. rating) will not be matched against each other.
All other players will be randomly assigned their initial
game. In subsequent rounds, every effort will be made to match
players against opponents of equal skill, giving all players
challenging games and an opportunity to obtain the maximum number
of TPs. See 7.0.
*5.1 First Round Seeds. The top eight seeds will be determined
by the following criteria:
a) If present at the beginning of round 1, the defending champion,
second place, and third place players from the previous year's
WBC tournament will be ranked 1, 3, and 5, respectively.
b) Other players who are present will be ranked next by current
A.R.E.A. rating for HRC, in descending order until the top eight
"seeds" (including "a" above) have been determined.
c) A player with an A.R.E.A. rating in HRC that is 30+ months
inactive will be unseeded.
d) New players (new to the HRC tournament and having no A.R.E.A.
rating) will be placed at the end of the match list, but not
matched against each other in the first round.
e) All other players will be randomly assigned slots in the match
list.
*5.2 Subsequent rounds. On all following rounds, all players
who are present will be matched against players with the same
number of wins (if possible), and of similar standing on the
match list.
5.3 Rematches. Opponents that have previously faced each other
within the tournament will not be rematched during swiss play.
Should opponents find themselves rematched by accident, notify
the GM immediately so that an adjustment can be made.
5.4 Odd players. If an odd number of players exist at the start
of a round, then the most recent past champion may receive an
automatic bye. The TP value for the bye is 12 TPs (10 TPs for
a win plus 2 TPs of opponent credits for playing a "phantom"
opponent). No player can obtain more than one bye in a tournament.
No A.R.E.A. adjustment is made for a bye game.
5.41 Passing the Bye. The player most eligible for the bye may
choose to pass the bye. The bye is then offered to the next most-recent
past champion. If none accept it, the bye is offered to the lowest-ranking
(see 7.6) player with a copy of the game (and then next lowest,
and so on). Then, the bye is offered to the lowest-ranking player
without a copy of the game (and next lowest, and so on). Passing
may be done by the next player and so on, until the bye is accepted
or we reach the GM in the list of eligibility.
5.42 The GM must accept the bye when it is first offered to him.
5.43 Once a player passes a bye, he is no longer eligible to
receive a bye in any future round until it has been offered to
all players who have not yet been offered a bye. If secondary
byes are passed, then the highest ranking non-former champion
without a copy of the game, by virtue of being the last eligible
to accept it, will be stuck with it.
6.0 CHOOSING SIDES
Sides for each match will be determined by bidding PCs. Any two
opponents may skip the bidding process if they agree to sides
of mutual satisfaction.
6.1 Bidding. Players will bid for the right to choose their
preferred side.
6.11 To begin bidding, each player rolls one die. The player
with the higher die roll will make the opening bid. In case of
a tie, both players will roll again.
6.12 To make a bid, a player clearly states the number of PCs
(minimum of 0) which he is offering and the side he wishes to
play.
6.13 When offered a bid by an opponent, a player must either
accept or raise the bid.
a) Acceptance of the bid allows your opponent to play the stated
side he desires for the stated PC Adjustment (see 6.2).
b) Raising the bid amounts to offering a greater bid for the
same stated side. Simply state a higher PC bid than previously
mentioned.
6.14 When an opponent raises the bid, a player responds by accepting
the new bid or raising the bid. Raising may continue until one
player accepts a bid.
6.15 Bids may be of any amount, but must be in integers (0,
1, 2, etc. ). An opening bid may be zero, but not less than zero.
A raise must exceed the last bid and be an integer.
6.2 PC Adjustment. After setting up the board for play, but
before the first turn cards are dealt, the player who accepted
his opponent's bid makes PC adjustments equal to the amount of
the final bid. The player may use each point of the bid to place
one friendly PC or remove one enemy PC (using a combination of
both in the same space if so desired and if more than one PC
was bid). Removed PCs must be non-walled, non-tribe PCs. Once
the PC adjustments are made, the game commences and is scored
as usual.
6.3 Example. Stuart and Karsten both roll a die, with Stuart
rolling higher. Stuart begins the bid by announcing "one
for Carthage," indicating that he will let Karsten have
a 1 PC adjustment if he allows Stuart to play the side of Carthage.
Karsten also wishes to pick Carthage to play, so he bids 2 PCs
for Carthage. Stuart counters with three, and finally Karsten
acquiesces. Stuart will now play the Carthaginians. Karsten (now
the Roman player) decides to use his 3 PC Adjustments as follows:
He spends one point to remove the Carthaginian PC in the Balearic
Islands. He then spends one point to place a Roman PC in the
Balearic islands. Thus, for the cost of two PCs Karsten has "converted"
the Balearic Islands from Carthaginian control to Roman control.
Finally, Karsten uses his last PC advantage to place a Roman
PC in a vacant space in Cisalpine Gaul.
7.0 SCORING
Tournament Points, standings, A.R.E.A. credits, and matches for
the following rounds, will be determined at the conclusion of
each round based on the criteria of this section. See 8.3.
7.1 Victories and Losses. For each match won, a player will
receive 10 TPs and an A.R.E.A. victory. The losing player will
receive 0 TPs and an A.R.E.A. loss.
*7.2 Opponent credits. A player will also receive 1 TP for each
victory that his opponent has already acquired or later acquires
during the course of the tournament. A player will also receive
a consolation of 0.4 TPs for each round that an opponent fails
to enter. Thus, as the tournament progresses, each player will
receive one additional TP for each victory that a previous opponent
accumulates, and/or consolation points for dropouts.
7.3 Withdrawals. In the event of a withdrawal, the remaining
player will be credited in the same way as any other victory.
The withdrawing player will be credited the same as any other
loss. A.R.E.A. ratings will be affected in the same manner.
7.4 Concessions. Any two current opponents may agree to terminate
their match on any mutually-acceptable terms which determine
a victor. Games so concluded will be scored as any others.
7.5 Time limit. Games that are not concluded on time will be
adjudicated as the GM deems appropriate. See 4.4.
*7.6 Tournament Standing. A player's tournament standing is
first determined as stated in 5.1. In subsequent rounds, standing
will be ranked according to number of wins and then TPs earned,
ties broken by initial standing.
7.7 Final Tiebreakers. While it is unlikely that, after all
rounds of swiss play, the top players will have tied TPs, the
following tiebreakers will be used if necessary to determine
the final standings to distribute tournament prizes.
a) If only two players are tied, head-to-head results.
b) Sum of TPs accumulated by all opponents a player has beaten.
c) TPs of player most recently beaten.
d) Number of times you sacked Rome or Carthage.
e) Number of times you killed the opposing Hannibal or Scipio.
f) Number of victories in games that ended before turn 9.
g) High card draw (by strategy card number).
8.0 RECORD KEEPING
Record Keeping is done by the combined use of two forms, the
individual Game Record and the Player Roster.
8.1 Game Record. Before each round of play, each game will be
issued a Game Record sheet. Record the information required as
it occurs during the game. At the end of each game, the winner
is personally responsible to see to it that the Game Record is
properly filled out, and handed to a TO. The GM will use the
Game Records to maintain the Player Roster.
8.2 Player Roster. The running record for the tournament, and
the information that the GM uses to determine the matches for
the next round is recorded on the Player Roster. Players will
be free to examine the roster as the tournament progresses whenever
the GM is not using it to establish match pairings. Only the
GM is authorized to write upon it.
9.0 HOUSE RULES
9.1 Setup. All units must be set up before the play of any game
commences. Errors caused by failure to do so properly will be
classified under 9.4. Players may agree to play by Second Edition
rules (this should be agreed prior to bidding for sides); if
no agreement is reached, then First Edition rules shall be used.
9.2 Die Rolling. For any given die roll to be acceptable, the
die in question must be thrown in a standard manner established
at the beginning of the game by the contestants. The following
methods are suggested:
a) By hand into a transparent cup.
b) From a cup into a box lid, hitting at least one side of the
box and landing flat in the box.
c) Through a die roll tower, landing flat in the tray.
Reroll any die that lands outside the accepted area, or does
not land flat.
9.21 Other dice rolling devices may be used by mutual consent,
providing that the same principles apply. The dice must strike
a solid surface, change sides, then land flat, with a clear reading,
and remain within the confines of a specified area, or else be
rerolled.
9.22 Cocked and Out of Bounds. If the die lands out of the specified
area, or is not laying flat with a clear reading, it must be
rerolled.
9.3 Out of Turn. You are required to ask if your opponent has
finished his activity before you play a card or roll a die. Clearly
verbalize when your phase of a turn is over. Once your opponent
has played a card, or a die has been rolled, you may not move
or change anything more.
9.4 Illegal Moves. An opponent's actions that violate the game
rules and go unchallenged before you begin the next phase stand
as placed. It is up to you to catch all errors within your own
game while they can be corrected.
9.5 Card Play. Players should keep separate stacks of the cards
they each play. Players may look at cards that have been played,
but only for a brief period of time (less than one minute). Players
should refrain from excessive reference to the decks of played
cards; repeated referral to the decks of played cards can be
ruled as a form of slow play [4.3; 4.51]. A player may not record
cards that have been played, except for those required by the
Game Record.
9.6 Transport Rule. Carthage can transport 1 CU with a general
and obtain a 1 drm on the Naval table.
HANNIBAL: ROME VS. CARTHAGE
Errata and Clarifications
January17, 1997
5 (revised clarification) When in the sequence of play
does the Carthaginian player declare who he desires to have the
first move? A. The Carthaginian player first asks the
Roman player if he is using a Campaign card to move first. If
not, then the Carthaginian player declares who will move first.
5. Can reinforcement CUs be placed with a returning displaced
General? A. All Carthaginian reinforcements must be placed
in eligible locations prior to placing returning displaced Generals
in eligible locations.
6.2 and 6.3 When Rome is besieged and all Roman Generals
are inside Rome, where do the Romans receive reinforcements?
A. No reinforcements are allowed other than those arriving
with Scipio Africanus.
6.3 Can a reinforcement be placed inside a city that is
not besieged but has an enemy occupying the space? If the city
is filled to capacity with friendly CUs and no other eligible
location exists, is the reinforcement lost? A.Yes. Yes.
6.4 When in the Reinforcement Phase must Scipio Africanus
be placed?
A. During subphase 3, at the same time as other Roman
reinforcements are placed and prior to the designation of proconsul
and placement of new consuls.
6.4 If all friendly ports in Italy and Spain contain enemy
CUs, what happens to the arrival of Scipio Africanus and his
five CUs? A. They must be placed in Italy in a space with
a friendly PC with no enemy CUs. If no such place exists, then
he arrives inside Rome if unbesieged, up to the 5 CU limit. Otherwise,
he does not enter the game.
6.4 Must the Roman designate a Proconsul? A. Yes.
ERRATA for 7.2 Treachery in the City is a dual use card
as well (may be used both to move the army and implement its
event).
7.4 Must "counter events" always be played as
counters or can they be played as regular operations? A.
If the conditions listed on the card are fulfilled, then the
card may be played as a regular operation. For example, the hostile
tribe cards (#7 and #8) refer to an army "occupying or entering"
a specific kind of space and therefore may be used in either
manner.
8.1 and 8.5 How is a subordinate commander activated to
move off with part of an army that is under a superior? A.
Play an operations card with a number able to activate the moving
(subordinate in this case) General. The General(s) left behind
is (are) not activated.
8.2 Can ten CUs overrun two? A. No.
8.5 May an activated commander yield command of an army
to a subordinate who continues to move, siege or battle? A.
No, only the activated General may move the Army. However, if
the activated General enters a space with a friendly General
who outranks him and if a battle or siege takes place, the superior
commander must take command of the siege or battle.
8.6 Must the activated General remain in command if ending
its move with another General? If not, when is the change accomplished?
A. No, the activated General is allowed to subordinated
himself to the inactive General of equal rank after all movement,
sieges and battle are finished-in effect, as the last act of
the General.
ERRATA for 8.8 and Naval Combat Table Can CUs move using
naval movement without a General? The "-1" modifier
for naval shipment on the Naval Combat table implies you can
"ferry" troops without a General. A. No they
may not. The mapboard was printed just before the rule and some
strategy cards were changed to their official final form. The
rest of the naval combat table is correct: a General may move
without CUs with a "-1" drm.
ERRATA for 8.9 Alter line 3 to read: " . . . or if
all friendly CUs accompanying the General are eliminated due
to Retreat Table casualties, Retreat losses, or by Storm at Sea.
The losses caused by the Battle Casualties die roll alone do
not cause displacement." Amend the second bullet to read:
"If Hannibal is Displaced, he is eliminated and Carthage
removes 5 PCs in addition to any PC losses resulting from a battle
that led to Hannibal's death."
ERRATA for 9 Additional Interception Restriction:
You may not intercept into a space containing non-moving enemy
CUs (and, for city spaces, if outside walled cities).
9 and 10 Can a General moving without CUs be intercepted?
Can a General without CUs try to avoid battle? A.Yes.
No.
9 Does an interception army arrive before of after overruns?
A. Before. An intercepting army may prevent a friendly
CU from being overrun.
9.1 Can a single army attempt to intercept every army
moving against it with a campaign card? A. Yes, an army
may make multiple inteception attempts during the play of a single
strategy card.
9.1 Can two or more armies intercept the moving army in
the same space? A. Yes, all inteception attempts are first
announced before resolution. If during resolution, more than
one army intercepts, then the armies are combined in the space
under the command of one general and the combined force faces
the moving army.
9.1 May an army with a General inside a walled city attempt
to intercept? A. Yes, but only if there is no enemy General
or CU in the same city space.
9.3 Can an intercepted army that is crossing a mountain
pass stop short instead of giving battle and thereby avoid an
attrition die roll as well? What about a naval move by the Carthaginians?
A. No. An intercepted army has already arrived in a space
and is choosing to retire before battle. Therefore, in the situation
of crossing a pass and being intercepted, the army rolls for
attrition prior to the interception roll and then again rolls
for attrition as it withdraws back over the mountains instead
of giving battle. Similarly, a Carthaginian naval move could
return to its port of origin and would be subjected to two naval
combat die rolls.
ERRATA for 10.1 (revised) When avoiding battle, you may
not enter a space containing an enemy CU.
10.1 Can an army on a walled city space roll to avoid
battle and move inside the city? A. Yes (thereby stopping
the enemy move unless he successfully pursues), but you may automatically
declare that you are inside the city instead (allowing the moving
army to continue to move without a pursuit die roll).
10.3 If an army fails a pursuit die roll and ends its
move on a walled city, may it conduct a siege? A. Yes.
11 What is the sequence of battle resolution when elephants
and consular armies are involved?
A. 1. Change of Command die roll.
2. Attacker declares battle-related cards.
3. Defender declares other battle-related cards.
4. Elephant charge declaration and charge die roll, unless elephant
fright immediately played before die roll.
5. Deal BCs, display cards revealed by spy and begin battle.
Some event cards are playable during the battle.
11.6 After matching a Double Envelopment, must the defender
become the attacker? A. No, the initiative change is not
mandatory.
11.6 May CUs without a General become the attacker after
matching an enemy Double Envelopment? A. Yes.
11.9 Do failed withdrawals count as a round for the purposes
of battle casualties? A. No, only the rounds of battle
card play count for determining the column of the attrition table
for the battle casualty die roll.
11.10 Is there any die roll modifier to the retreat table
when the attacker loses by running out of cards? Do you use the
modifier of the last matched card? A. No, use the face
value of the die on the retreat table.
11.11 Can the attacker attempt to withdraw as his very
first battle action (prior to any BC play)? A. Yes, and
if successful, no battle casualty die roll would occur.
11.11 and 16.2 Can an army that successfully withdraws
from a battle go inside a walled city? A. Yes.
12 Can a General retreat with more than ten CUs? A.
Yes, a General may not move or avoid battle with more than ten
CUs, but a General may command an unlimited number during battle,
withdrawals and/or retreats.
ERRATA for 12.1 Retreats may not end in spaces with enemy
CUs (with or without a General), but must continue to a friendly
PC that is empty or friendly-occupied. Additionally, the original
attacker's retreat path must first go to the space from which
he entered the battle.
12.1 Do CUs swept up in a retreat count as part of the
retreating force when determining whether the force can stop
its retreat with a larger friendly force? A. Yes, they
do.
12.3 What happens if, as a result of battle, the loser
is unable to remove enough PC markers to satisfy the Political
Consequences of defeat? A. The player must instantly sue
for peace, thereby losing the game (see rule 18.2).
12.3 and 8.8 Do CUs lost at sea count towards Political
Consequences? A. No.
14.1 and 8.6 When wishing to change command of an army
during the strategy phase, must the player activate the army
by activating the commanding general? A. No, you can either
activate the commander who as his last act subordinates himself
to the other General, or you activate the subordinate who then
takes command of the Army. In either case, you must abide by
rules of Rank.
14.2 Can a consular army with both consuls drop off CUs
until it has just five CUs? A. Yes, as long as it is not
passing through a space containing a proconsular army that is
bigger.
15.4 Does a besieged city count for preventing PC marker
isolation? A. Yes, a besieged city can still be used by
its owner to trace supply to PCs to prevent isolation.
16.4 Can an army move into a walled city space, battle
the enemy outside the city, and then roll on the siege table
in the same play of a strategy card? A. No, a battle outside
the walls prevents you from conducting a siege with that OC.
The unstated sequence of play should be: move, siege, battle.
Any force outside the walls prevents the siege attempt until
the next play of an OC.
16.4 After initiating the siege, on subsequent rounds
of strategy card play, may the besieging army roll on the attrition
table while the strategy card is used as an event or to move
a different army elsewhere? A. No, to get the chance
to roll again on the siege table, a player must activate the
general leading the besieging army (by devoting a OC to it) or
activate a different general that then moves to the location
of the siege and ends its move combined with the besieging army.
16.4 May an besieging army that has dropped below 3 CUs
continue to make siege die rolls? If a besieging army's size
drops below 3 CUs, is the siege broken and the siege points removed?
A. No. No.
16.4 If an army moves to reinforce a besieging army, must
the reinforcing force have 3 CUs to conduct the siege? A.
No, the combined force must have 3 CUs.
16.4 Does the play of the Truce card affect an ongoing
siege? A. Until the Truce is ended, no battles or siege
die rolls are allowed. However, existing siege points remain
in place unchanged.
16.4 Can an army inside a besieged city sally forth and
initiate battle in the space? If it can, does it receive battle
card bonuses like normal? A. Yes. Yes.
16.4, 8.6 and 8.7 If a Consular army is inside a besieged
city and an army commanded by a proconsul comes to its relief
while the consular army sorties to join the battle, which Roman
General is in command? A. The Consul. If the Consul does
not sortie, then the Proconsul leads the battle. This logic also
applies to Hannibal outranking an activated Carthaginian General
coming to his relief.
16.4 If an active General moves by sea to relieve a besieged
port and fights with the benefit of besieged CUs, but loses the
battle (and is destroyed according to retreat rules), what happens
to the besieged CUs that took part in the battle? A. First
resolve casualties normally, absorbing as many as possible from
the active army. If the retreat table requires more losses, they
come from the besieged CUs that took part. Then, eliminate the
active army.
17.2 When rolling for attrition due to a hostile tribe,
which column do you use? A. There are two distinct kinds
of attrition involving hostile tribes. The first circumstance
involves the play of a Hostile Tribe card, in which the army
is attacked by tribal forces and undergoes a roll on the Hostile
Tribe column of the attrition table. The second circumstance
involves winter attritiion for being in a hostile tribe space,
in which the army undergoes a winter attrition die roll using
the column matching its army size.
ERRATA for 19. The game no longer ends as a result of
Hannibal's death (see Errata for 8.9).
EVENT CARDS
Ally Deserts: Must this be played prior to any BC play or
can it be played during the battle? A. It may be played
during the battle to randomly draw any unseen card from the enemy
(or select a visible card previously revealed by the Spy card
but still unplayed).
Allied Auxiliaries, Elephant Reinforcements, etc.: May
CUs from event cards be placed inside a besieged city? A.
No.
Allied Auxiliaries: Can CUs be placed in Rome, if there
is no General in Italy? A. No.
Q. Must consular armies first be reinforced if below five
CUs? A.No, consular armies need never be reinforced when
below five CUs.
Bad Weather: Can this be played after attrition die rolls
cause by movement after the second movement point? After naval
combat rolls? After interception and avoid battle rolls? A.
No, the card must be played to cancel a move prior to any die
roll that would be initiated by the movement beyond the second
movement point. Once the die rolls have been allowed, the card
may not be played.
Q. Can this card be used to cancel a move across a strait?
A. A move across a strait is treated like land movement--
the first two movement points cannot be cancelled.
Q. Does this card cancel both port to port moves that
can be made with the "Forced March 3" card? A.
Yes.
Q. If it cancels a naval movement during the use of a
campaign card, may a different general use naval movement under
the power of the same campaign card? A. No.
Elephant Fright ERRATA: With regard to BCs lost,
the wording on the card is correct, not the wording on the strategy
card list on p. 15.
Epidemic and Pestilence: Which player chooses which army
rolls for attrition? A. The player playing the card.
Forced March 3: May this card be used to move a General
by sea twice, picking up and/or dropping CUs along the way? A.
Yes.
Hannibal Charms Italy: If Hannibal overruns a CU, is the
PC removed? Is the PC removed if a Roman army is in the space,
but avoids battle? A. No. No.
Q. Can the PC be removed in the space Hannibal begins
his move? A. Yes, but only by burning one of his movement
points (which does not give the Roman an opportunity
to intercept into the space Hannibal began the move).
Hanno/Cato Counsel: Can Carthaginian reinforcements be
place outside of Africa? Are Roman reinforcements allowed to
be placed with an existing army in Africa? A. Yes, normal
reinforcement rules pertain. These cards affect movement.
Hostile Tribes: May this card be played against CUs without
a General? A. Yes.
Native Guides: Is this modifier cumulative with other
modifiers for the mountains? A. Yes, a move across a non-Alps
pass would have a "-4" net modifier, for example.
Q. Does the modifier apply to all mountain passes crossed
in that move? A. Yes.
Siege Train: Does the Carthaginian Siege Train take up
space in a General's army for movement stacking purposes? A.
No, a General moving with the siege train can move an additional
10 CUs.
Q. Can the Siege Train event be played with the siege
train is already on the board to place it elsewhere? A.
Yes, in which case, the existing siege train is removed.
Q. Is the Carthaginian Siege Train removed when the army
Avoids Battle? A. No.
Storm at Sea/Adriatic Pirates ERRATA: These cards seem
to imply that CUs may move without Generals-- they are in error.
All naval movement requires the presence of a General.
Treachery in the City: See 7.2 above.
Truce: If this card is played as an operations card, does
the deck still get reshuffled? A.Yes, no matter how the
Truce card is played, the deck is reshuffled.
Q. During a Truce, can an army intecept into an empty
space? A. No. Inteceptions are not allowed during a Truce.
Q. Can a seige be prosecuted during a truce as long as
the PC is not converted? A. No, siege die rolls are not
permitted during a truce, but existing siege points are not lost
either.
Q. Does Truce prevent movement through or subjugation
of a neutral (green) tribe space? A. No.
Q. Can campaign or forced march cards break the truce?
A. No, any event which can move an army may not be used
to break a truce, nor can the "counter" event cards
or the traitor cards.
Q. Can a truce be broken by playing an event that does
not occur (e.g. Allied Auxiliaries when there are no Generals
in Italy to take the CUs)? A. No. An event card may only
be played as an event if the conditions apply to bring about
the event. Otherwise, such a card play is an operation.
SPECIAL ABILITIES
Q. Can a subordinate's special abilities be utilized by a
commander (i.e. Mago's naval ability for Hannibal's sea movement)?
A. No, a special ability is only used by that General
and when commanding.
Q. May Hanno go by sea from one port in Africa to another
in Africa? A. Yes. Fabius, too, may move from port to
port in Italy.
Q. If Hanno intercepts, does a PC get converted in that
space? A. No, Hanno's ability applies to his movement
through activation by a strategy card.
Q. Does Hanno remove a PC before a battle? After winning?
In a space in which his retreat ends? A. No, Hanno's ability
to remove a PC is limited to the space in which he ends his strategic
ops movement (after overruns) in which there are no enemy units
(i.e. no battle).
Q. Do the special abilities of Marcellus and Scipio Africanus
apply for subjugation of tribes? A. No.
Q. Can Nero use his special ability in combination with
sea movement? A. Yes.
Q. Does Gaius Flaminius special ability apply to attempts
to prevent withdrawal? A. Yes.
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