1
Return warships
Move warships from the game turn track to the At Port box as Spent
2
Carthage receives reinforcements
Place 1 Ready warship in At Port box and 1 CU with any general or friendly walled city
3
Place extra Carthaginian CUs
Add CUs as per Miat status, either in Carthage or convert to ships
4
Return Carthaginian generals
Return all generals to pool except Hamilcar Barca
5
Place new Carthaginian generals
Place general from turn track plus one random draw into spaces with CUs or friendly walled cities
6
Flip warships via admirals
Add up BRs of all Admirals placed into Carthage and flip that many warships to Ready
7
Rome receives CUs
Place CUs in Rome equal to the number of Italian-controlled provinces
8
Rotate Roman consuls
Choose one consul to be proconsul, eliminate the other, elect two new consuls
9
Place new consuls
Position in any space with at least 3 CUs or in Rome
10
Check seamanship maintenance
Verify Rome has enough Ready warships to maintain seamanship level
11
Roman admiral actions
For each Admiral in Rome, convert CUs to ships, improve seamanship, or mount/dismount corvi
12
Observe reinforcement restrictions
Do not place reinforcements in a walled city under siege
13
Deal cards
Distribute Strategy Cards as indicated on the turn track
14
Determine first player
Player with naval supremacy decides who goes first; opponent may pre-empt with a campaign card
15
Play one card
Choose to discard, play as event, use OPs, hire mercenary (Carthage), or designate dictator (Rome)
16
Play counter-events
Use crossed swords cards at any time their conditions permit
17
Spend single OPs
Place POC in Miat (Carthage), flip warship from Spent to Ready, place ST with army or walled city, or place/flip POCs
18
Activate a general
Use all OPs on card to move a general whose SR ≤ OPs value; burn STs to make up difference if needed
19
Raise troops
Use a 3 OP card to place 1 CU with a general in a friendly space within a friendly province
20
Build ships
Use a 3 OP card to place Ready ships into At Port box as shown on card
21
Move generals
A general moves 4 MPs and can carry up to 10 units (CUs, STs, subordinate generals)
22
Combine movement types
Generals can use both land and naval movement but may only embark and debark once per turn
23
Maintain consular armies
Romans may never voluntarily leave a consul with less than 3 CUs
24
Observe movement limits
No general or unit can move more than once per turn
25
Stop for engagement
A general involved in siege, battle, subjugation, backup, or failed pursuit must stop
26
Enter spaces
A general without CUs may not enter a space with enemy CUs
27
Cross Straits of Messana
A general may only cross if they control their debarkation point; costs 2 MPs
28
Trigger land reactions
Each time a general enters a space, check for opponent's reactions
29
Stop for enemy CUs
A general must stop if entering a space with enemy CUs
30
Stop for failed pursuit
A general must stop if failing a pursuit roll
31
Displace lone generals
A general without CUs attacked by an army may attempt to avoid battle; if failed, general is displaced and STs captured
32
Overrun small forces
An army can overrun a single CU without a general, capturing STs and continuing movement
33
Pay movement costs
Naval movement costs 1 MP per sea lane; crossing Mare Tyrrhenum costs 2 MPs
34
Observe Roman sea-lane limits
Romans are limited by their Seamanship level (Poor=1, Fair=2, Good=3, Excellent=4)
35
Form a fleet
Place units into At Sea box; add up to 5 Ready warships from At Port
36
Respect capacity limits
Total CUs, STs, and warships must be ≤ 10
37
Move through sea lanes
Navigate from starting port to end port, picking up units along the way
38
Resolve interception
The fleet may be intercepted before debarking
39
Complete movement
If no battle occurs, place army in destination space and return warships to At Port as Ready
40
Declare interception
Inactive enemy can intercept a moving fleet at any port on its path before disembarkation
41
Require Ready warships
Interceptor must have at least one Ready ship in At Port box
42
Limit interception attempts
Only one interception attempt allowed per fleet move
43
Respect interception range
Port must be within N sea-lanes of a major walled city (Rome N varies by seamanship; Carthage N=4)
44
Attempt to avoid interception
If you have naval supremacy, roll naval die and compare symbols
45
Form intercepting fleet
If avoid fails, interceptor forms fleet from up to 5 Ready warships and moves to intercepting port
46
Assign fleet commander
Interceptor must have a general picked up from any port along the route
47
Play Strategy Cards
Player with supremacy may play an SC first, then opponent
48
Draw Tactics Cards
Draw cards equal to admiral's BR; add +1 if friendly POC in battle port
49
Conduct battle rounds
Play up to 3 rounds; player with supremacy goes first each round
50
Manoeuvre phase
Optionally play one Tactics Card
51
Engage phase
Roll on Attrition Table using column numbers at bottom
52
Score hits
Each hit sinks an enemy warship or gives Rome a corvus prize
53
Draw bonus TC
If modified roll falls in TC symbol row (≤1)
54
Take supremacy
If modified roll falls in supremacy row (7+)
55
Claim corvus prizes
Rome takes one prize if roll falls in corvus row (6) and corvi mounted
56
Evade from battle
Player with supremacy or Fleet! TC can escape; enemy can cancel with Pursuit TC
57
Determine battle winner
Most Ready warships in At Sea box wins after 3 rounds; ties to supremacy holder
58
Winner claims prizes
Gain supremacy, claim prizes from both At Sea boxes (half from enemy), replace enemy ships with own
59
Winner chooses destination
Either stop and debark at battle port (warships return Ready) or continue to another port (warships return Spent)
60
Loser suffers consequences
Remove POCs equal to half warships lost, return warships to At Port as Spent, retreat army to last friendly port
61
Declare city defenders
When entering an enemy non-besieged walled city, enemy declares which units are inside vs outside
62
Respond to movement
After enemy general moves into or debarks at a space, you may attempt to avoid battle or intercept from adjacent space
63
Declare simultaneously
All avoids and intercepts must be declared at the same time
64
Declare avoiding units
Choose which general and units will attempt to avoid (maximum 10 units)
65
Roll to avoid
Avoid succeeds if 1d ≤ avoider's BR
66
Split army if desired
Leave some CUs and/or generals behind
67
Avoid by sea
Allowed if army contains an Admiral, doesn't move through MT, and moves to friendly port
68
Respect avoid restrictions
Cannot enter Straits of Messana without admiral, spaces with enemy units/POCs, or tribes
69
Pursue successful avoiders
If pursuer has MPs remaining, roll 1d ≤ pursuer's BR to move into any adjacent space
70
Declare intercepting force
Choose which general and units will attempt (maximum 10 units)
71
Roll to intercept
Succeeds if 1d ≤ interceptor's BR; +1 modifier if intercepting into enemy POC space
72
Split army if desired
Leave some CUs and/or generals behind
73
Respect interception restrictions
Cannot cross Straits of Messana or enter spaces with enemy units
74
Back up if intercepted
Moving army may attempt to return to previous space
75
Displace lone generals
General without CUs is displaced (Romans eliminated) and STs captured
76
Attempt command change
Carthage may (attacker) or must (defender) try to change Roman commander if both consuls present
77
Roll for command change
On 4-6, commander and other consul switch places
78
Play Strategy Cards
Attacker plays SCs first, then defender
79
Determine dice level
Calculate based on army size, allies (friendly walled cities in region, max 2), and commander rating
80
Declare elephant charge
Carthage can charge if elephants ≥ Roman general's BR
81
Roll battle dice
Each side rolls appropriate dice (small, large, or both)
82
Determine loser
Side that lost most CUs loses; ties go to defender
83
Award STs to winner
Winner captures all STs
84
Displace generals
If loser lost all CUs, their generals are displaced (Romans eliminated)
85
Remove elephant casualty
If Carthage declared charge and lost, first dead CU must be elephant
86
Retreat losing force
Move up to 4 spaces to nearest legal space (friendly POC without enemy or space with more friendly CUs)
87
Suffer political consequences
Loser removes POCs equal to half CUs lost (rounded down)
88
Require naval supremacy for major cities
Only player with supremacy can besiege Rome, Carthage, or Syracuse
89
Begin siege
General with at least 3 CUs enters walled city or tribe space
90
Accumulate siege points
3 points for major walled cities, 2 for other walled cities, 3 for tribes
91
Cancel siege
Siege ends if besieger has no CUs left in space
92
Determine siege die
Tribes use red die; major cities use white die; minor cities use red if supremacy, white otherwise
93
Roll siege die
Compare result to Siege/Subjugation table
94
Defend determinedly
Defender can remove newly placed siege point by burning 1 ST and 1 CU
95
Resolve successful siege
Against walled city: eliminate all CUs, capture STs, displace generals, flip city marker
96
Resolve successful subjugation
Against tribe: remove tribe and replace with POC
97
Observe besieged city constraints
Besieged cities cannot receive reinforcements or raise troops; generals inside cannot leave by naval movement
98
Fight relieving armies
Friendly armies entering a besieged city space must engage besiegers in battle
99
Conduct sorties
Besieged army can venture out for normal land battle; besieged can join attacks on besiegers
100
Roll for force attrition
Each force in a space with enemy POC or tribe (including besiegers/subjugators) rolls on Attrition table
101
Burn ST to avoid attrition
A force does not roll if it burns an ST
102
Remove lone STs
Eliminate any STs not stacked with CUs or in a walled city
103
Check Roman seamanship
Reduce by one level if Rome has fewer Ready warships than current level
104
Reset naval supremacy
Set to Carthage unless Roman Seamanship is Excellent
105
Enable Dictator
Rome can play Dictator card if conditions are met
106
Remove isolated POCs
Carthage first, then Rome removes all non-walled city POCs that cannot trace a path to a friendly CU or walled city
107
Trace valid paths
Use roads and sea-lanes; cannot trace through Mare Tyrrhenum, enemy POCs, or neutral tribes
108
Calculate PSPs
Count provinces controlled plus Lilybaeum, Mare Tyrrhenum, and warlike Miat
109
Remove POCs for deficit
Player with fewer PSPs removes POCs equal to the difference
110
Check Italian control
Carthage wins immediately if Rome controls less than three provinces in Italia
111
Calculate OP expenditure
Total OPs on all SCs played this turn by each player
112
Reduce deficit with STs
Player who spent most may remove STs to reduce difference
113
Spend war chest bonus
Player who spent least can spend the difference to flip warships Ready, place STs, or place/flip POCs