This page is an amalgamation of all the errata and Q&A files to be found at Web-Grognard, to wit, the following files: Q&A, Q&A, Q&A, errata, Q&A, erratum, errata, official errata
The Republic of Carthage reflects approximately 350 years in the life of the ancient Carthaginian Republic. Players cooperate and compete to manage its fortunes, especially its politics, wars and trade in this simulation of political and mercantile life in Rome's ancient and most deadly enemy. In this game you must constantly balance personal advancement against the security of the state. Trade and fight to build up the empire. Vie for power in the Senate and on the battlefield. But to grow in size and power only attracts the unwelcome attention of rivals, not just your opponents, but also foreign powers like Syracuse, Pyrrhus and, most deadly of all, Rome. Are you smart and savvy enough to survive and thrive where Hannibal couldn't? Special rules even allow you to play this in conjunction with The Republic of Rome™ in a grand scenario that supports up to 12 players! |
(clarification) Carthage declares desired movement order first, then the Roman declares an override with a campaign if so desired. [previous official version]
(clarification) A reinforcement may be placed inside a city that is not besieged but has an enemy occupying the space.
(clarification) If a city is filled to capacity with friendly CUs and no other eligible location exists, the reinforcements are lost.
(clarification) If all friendly ports in Italy and Spain contain enemy CUs, Scipio Africanus and his five CUs 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.
(clarification) The Roman player must always designate a Proconsul.
(clarification) Retreats are not moves; however, once CUs have fought, they may not again be moved by a second General.
(clarification) When wishing to change command of an army during the strategy phase, the player may activate the army by activating either general. 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. See also 14.1.
(clarification) 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, the Roman General in command is 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.
(clarification) CUs lost at sea count do no count towards Political Consequences (12.3).
A General becomes displaced if an enemy Army enters the General's space and the General is not accompanied by friendly CUs, or if all friendly CUs accompanying the General are eliminated in Battle, Withdrawal, Retreat or by a Storm at Sea (EC #60).is amended to read
A General becomes displaced if an enemy Army enters the General's space and the General is not accompanied by friendly CUs, 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.
(erratum) The second bullet which reads
If Hannibal is Displaced, the Roman player wins.is amended 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.
(clarification) It is possible for both commanding Generals to be displaced during a battle.
(clarification) An intercepting army arrives before overruns, i.e. it can prevent a friendly CU from being overrun.
(clarification) A single army may attempt to intercept every army moving against it (there could be multiple armies moving if a Minor or Major Campaign card were used).
(clarification) Two or more armies may intercept the moving army in the same space, but all interception 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.
(clarification) An army with a General inside a walled city may attempt to intercept only if there is no enemy General or CU in the same city space.
(addition) A General moving without CUs may be intercepted.
(clarification) An intercepted Carthaginian army that is making a naval move may not stop short instead of giving battle and thereby avoid an naval combat die roll as well. Instead, the army rolls for naval combat prior to the interception roll and then again rolls for naval combat as it withdraws back over the sea instead of giving battle.
(clarification) If the active player moves an army into a space which is already occupied by friendly Combat Units and which is adjacent to an enemy General with Combat Units and the enemy General attempts to Intercept and succeeds, then if the moving general accepts battle, the CU's already in the space are treated as part of his army for all purposes. If he refuses battle, the nonmoving CU's already in the space must fight the intercepting force exactly as if they had moved into the space and been intercepted. That is, they start as the attacker and the intercepter gets an extra battle card.
(addition) When avoiding battle, an army may only enter a space with an enemy CU if the army can overrun it. [previous errata]
(addition) An army on a walled city space may roll to avoid battle and move inside the city, 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).
(addition) A General without CUs may not try to avoid battle.
(clarification) CUs without a General may become the attacker after matching an enemy Double Envelopment.
(clarification) An army that successfully withdraws from a battle may go inside a walled city.
(clarification) You may not overrun an enemy CU when withdrawing. Restrictions on withdrawals and retreats are deliberately different.
(clarification) In the case of an intercepting force combining with a friendly force, the entire force is restricted to withdrawing to the intercepting force's origin.
(clarification) 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.
(clarification) After initiating the siege, on subsequent rounds of strategy card play, the besieging army may not roll on the attrition table while the strategy card is used as an event or to move a different army elsewhere. 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.
(clarification) An besieging army that has dropped below 3 CUs may not continue to make siege die rolls.
(clarification) A besieging army whose size drops below 3 CUs, still maintains the siege and does not loss the siege points it has accrued merely for this reason.
(clarification) An army which moves to reinforce a besieging army need not have 3 CUs to conduct the siege. It is only necessary that the combined force must have 3 CUs.
(clarification) Play of the Truce card prevents new siege die rolls in an ongoing siege. However, existing siege points remain in place unchanged.
(clarification) An army inside a besieged city may sally forth and initiate battle in the space. It does receive battle card bonuses like normal.
(clarification) 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 is that first casualties are resolved 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.
(clarification) When an army goes to relieve a besieged army in the city (whether by sea or land), the forces on the inside may sally forth and temporarily combine forces with the relieving force (under the moving General's command). They fight the battle as one force, take battle casualties and retreat casualties prior to resolving retreats (at which point the besieged force portion must return to inside the walls and the relieving army must follow retreat restrictions-- which would destroy any force coming by sea).
(clarification) CU inside a besieged city who participate in a battle in conjunction with friendly CU outside may only retreat back inside the city. Units outside may only retreat away from the city. Note that a city is not considered "besieged" until it has a siege marker on it. The mere presence of enemy CU in the city hex does not make it "besieged" for the purpose of this retreat rule.