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Errata for Hannibal: Rome v. Carthage
Avalon Hill edition
Sat May 13 15:51:12 PDT 2000

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!




  1. Introduction
  2. Game Components
  3. Glossary of Game Terms
  4. Setting Up the Game
  5. Sequence of Play
    1. Reinforcement Phase
    2. (addition) All Carthaginian reinforcements must be placed in eligible locations prior to placing returning displaced Generals in eligible locations.

    3. Deal Strategy Cards
    4. Strategy Phase
    5. (clarification) 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. [official version]

      (clarification) Carthage declares desired movement order first, then the Roman declares an override with a campaign if so desired. [previous official version]

  6. Reinforcements
    1. Carthaginian Reinforcements
    2. Roman Reinforcements
    3. Restrictions on Placement
    4. (clarification) When Rome is besieged and all Roman Generals are inside Rome, no Romans reinforcements are allowed other than those arriving with Scipio Africanus.

      (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.

    5. Roman Generals
    6. (clarification) Scipio Africanus must be placed 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.

      (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.

  7. Strategy Cards
    1. Receiving Strategy Cards
    2. Dual Usage
    3. (erratum) Treachery in the City is a dual use card as well (may be used both to move the army and implement its event).

    4. Operations Cards
    5. Event Cards (ECs)
    6. (clarification) "Counter Events" may be played as counters or they may be played as regular operations, but in the latter case, only if the conditions listed on the card are fulfilled. For example, the Hostile tribe cards (nos. 7-8) refer to an army "occupying or entering" a specific kind of space and therefore may be used in either manner.

    7. Discarding
    8. Reshuffling

  8. Movement
    1. Who May Move
    2. (clarification) A subordinate commander is activated to move off with part of an army that is under a superior by playing 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.

      (clarification) Retreats are not moves; however, once CUs have fought, they may not again be moved by a second General.

    3. Movement Procedure
    4. (clarification) A force may not overrun a force of size 2, even if the overrunning force has 10 CUs.

    5. Mountain Passes and Straits
    6. Movement Restrictions
    7. (clarification) Any CUs that are intercepted, must count the interception space as part of their 4 movement points during the campaign, before determining if they have points left for movement by a second General.

    8. One General Per Space
    9. (clarification) An activated commander may not yield command of an army to a subordinate who continues to move, siege or battle. 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.

    10. Rank
    11. (clarification) An activated General need not remain in command if he ends his move with another General. He relinquishes command to the General of equal rank after all movement, sieges and battle are finished in effect, as the last act of the 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.

    12. Commanders and Subordinates
    13. (clarification) Each General must activate and move on its own (but may drop off any subordinates along the way-- which are inert and may not conduct sieges/subjugations). A Minor or Major Campaign card would allow another General to move, but if it has already moved in conjunction with the earlier General, its movement is limited to 4 minus its movement under the earlier General-- no CU or General may move more than 4 as a result of the play of a single OC unless force marching or using a special ability.

    14. Naval Movement
    15. (clarification) Despite what the The Naval Combat Table says, CUs may never use naval movement without a General.

      (clarification) CUs lost at sea count do no count towards Political Consequences (12.3).

    16. Displaced Generals
    17. (erratum) The sentence
      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.

  9. Interception
    1. When Can an Interception Occur?
    2. (addition) You may not intercept into a space containing non-moving enemy CUs (and, for city spaces, if outside walled cities).

      (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.

    3. Resolving an Interception Attempt
    4. Successful Interceptions
    5. (clarification) An intercepted army that is crossing a mountain pass may not stop short instead of giving battle and thereby avoid an attrition die roll as well. Instead, 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.

      (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.

  10. Avoiding Battle and Pursuit
    1. Avoid Battle
    2. (addition) When avoiding battle, you may not enter a space containing an enemy CU. [official version]

      (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.

    3. Multiple Avoid Battle Attempts
    4. Pursuit
    5. (clarification) An army that fails a pursuit die roll and ends its move on a walled city, may still conduct a siege.

  11. Battles
  12. (addition) The sequence of battle resolution:
    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.

    1. Battle Cards (BC)
    2. (clarification) The 20 card limit is for the initial deal after all up front cards have been played.

    3. Allies & Militia
    4. (clarification) The militia are present in Latium even without leaders.

    5. Attacker and Defender
    6. Battle Round
    7. Matching the Attacker's Battle Card
    8. Counterattacks
    9. (clarification) After matching a Double Envelopment, it is the defender's choice whether to change the initiative.

      (clarification) CUs without a General may become the attacker after matching an enemy Double Envelopment.

    10. Reserve Cards
    11. How to Win a Battle
    12. Battle Casualties
    13. Failed withdrawals do not count as a round for the purposes of battle casualties.

    14. The Retreat Table
    15. (clarification) There is no die roll modifier to the retreat table when the attacker loses by running out of cards. Simply use use the face value of the die on the retreat table.

    16. Withdrawals
    17. (clarification) The attacker may attempt to withdraw as his very first battle action (prior to any BC play) and if successful, no battle casualty die roll would occur.

      (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.

  13. Retreats
  14. A General may retreat with more than ten CUs, as well as command an unlimited number during battle and withdrawals.

    1. Retreat Procedure
    2. (clarification) 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.

      (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.

    3. [apparently there is no 12.2]
    4. Political Consequences
    5. (clarification) If, as a result of battle, the loser is unable to remove enough PC markers to satisfy the Political Consequences of defeat, the player must instantly sue for peace, thereby losing the game (see rule 18.2).

  15. Elephants
  16. Consuls and Consular Armies
    1. Change of Command Die Roll
    2. Consular Armies
    3. A consular army with both consuls may drop off CUs until it has just five CUs, as long as it is not passing through a space containing a proconsular army that is bigger.

  17. Political Control
    1. Political Control
    2. Placing PC Markers
    3. Characteristics of PC Markers
    4. Removing Isolated PC Markers
    5. (clarification) A besieged city can still be used by its owner to trace supply to PCs to prevent isolation.

  18. Walled Cities & Tribes
    1. Characteristics
    2. Combat Units in Walled Cities
    3. Generals in Walled Cities
    4. (clarification) Generals without CUs may be inside or outside of walls at will, just like CUs. Therefore, if inside a walled city, he is only displaced by an enemy who successfully takes the walled city by siege or betrayal.

    5. Sieges and Subjugation
    6. (clarification) An army may not 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. 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.

      (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.

  19. Attrition
    1. When Attrition Occurs
    2. Procedure
    3. (clarification) 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 attrition for being in a hostile tribe space, in which the army undergoes a winter attrition die roll using the column matching its army size.

  20. Victory Check Phase
  21. Sudden Death
  22. (erratum) The game no longer ends as a result of Hannibal's death (see Errata for 8.9).

Strategy Cards

  1. Native Guides
  2. This modifier is cumulative with other modifiers for the mountains. A move across a non-Alps pass would have a "-4" net modifier, for example. The modifier applies to all mountain passes crossed in that move.

  3. Hostile Tribes
  4. This card may be played against CUs without a General. May be played versus a moving army, stationary army or stationary CUs.

  5. Hostile Tribes
  6. This card may be played against CUs without a General. May be played versus a moving army, stationary army or stationary CUs.
  7. Macedonian Reinforcements
  8. CUs from event cards may not be placed inside a besieged city.
  9. African Reinforcements
  10. CUs from event cards may not be placed inside a besieged city.
  11. Mercenaries Desert
  12. Affects only armies not on or in friendly walled city spaces. It matters not whether the army is inside or outside the city, it is immune.
  13. Hannibal Charms Italy
  14. If Hannibal overruns a CU, the PC is not removed. The PC is also not removed if a Roman army is in the space, but avoids battle. The PC in the space Hannibal begins his move may be removed, 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).
  15. Carthaginian Siege Train
  16. The Carthaginian Siege Train does not take up space in a General's army for movement stacking purposes. A General moving with the siege train can move an additional 10 CUs. The Siege Train event be played with the siege train is already on the board to place it elsewhere. This removes the existing siege train. The Carthaginian Siege Train is not removed when the army Avoids Battle.
  17. Bad Weather
  18. 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. A move across a strait is treated like land movement-- the first two movement points cannot be cancelled. This card does cancel both port to port moves that can be made with the "Forced March 3" card. If a force's naval movement using a campaign card is cancelled, a different general may not use naval movement under the power of the same campaign card. You must spend no more than 2 movement points after the play of Bad Weather and therefore may not be able to complete a mountain crossing – it is aborted .

  19. Elephant Fright
  20. With regard to BCs lost, the wording on the card is correct, not the wording on the strategy card list on p. 15. The Carthaginian player lose BC's equal number of elephants frightened.
  21. Allied Auxiliaries (Apulia)
  22. CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.

  23. Allied Auxiliaries (Etruria)
  24. CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.

  25. Allied Auxiliaries (Samnium)
  26. CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.

  27. Allied Auxiliaries (Lucania)
  28. CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.

  29. Allied Auxiliaries (Campania)
  30. CUs from event cards may not be placed inside a besieged city. CUs cannot be placed in a leaderless Rome, even if there is no General in Italy. It is not required to first reinforce consular armies which are below five CUs. May only be played as an event if the province is held and an eligible General exists.
  31. Adriatic Pirates
  32. Card seems to imply that CUs may move without Generals-- this is an error. All naval movement requires the presence of a General.

  33. Epidemic
  34. The player playing the card chooses which army rolls for attrition.

  35. Pestilence
  36. The player playing the card chooses which army rolls for attrition.
  37. Treachery in the City
  38. See 7.2 above.
  39. Hanno Counsel
  40. Carthaginian reinforcements may be placed outside of Africa. Normal reinforcement rules pertain. The card affects movement.

  41. Cato Counsel
  42. Roman reinforcements are allowed to be placed with an existing army in Africa. Normal reinforcement rules pertain. The card affects movement.

  43. Ally Deserts
  44. This may be played prior to any BC play to randomly draw any unseen card from the enemy (or select a visible card previously revealed by the Spy card but still unplayed).

  45. Storms at Sea
  46. Card seems to imply that CUs may move without Generals-- this is an error. All naval movement requires the presence of a General. Any General left without CUs due to the attrition die roll of a Storm at Sea is thereby displaced. Storms at Sea may by played on a General (or General moving with surbordinates) moving without CUs. Use the 1 CU column of the table. Any loss will result in the displacement of the lone General(s).

  47. Force March 3
  48. This card be used to move a General by sea twice, picking up and/or dropping CUs along the way, but still no more than 5 CUs may accompany either voyage.

  49. Truce
  50. If this card is played as an operations card, the deck still gets reshuffled. No matter how the Truce card is played, the deck is reshuffled. Interceptions are not allowed during a Truce. A siege may not be prosecuted during a truce, but existing siege points are not lost either. Truce does not prevent movement through or subjugation of a neutral (green) tribe space. Minor or Major Campaign and Forced March cards cannot break the truce. 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. A truce cannot 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). (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. )

Commander Special Abilities

General

A subordinate's special abilities may never be utilized by a commander (e.g. Mago's naval ability for Hannibal's sea movement) -- it is only used by that General and when commanding.

Hanno

Hanno may go by sea from one port in Africa to another in Africa. If Hanno intercepts, he does not automatically convert a PC that space. Hanno's ability applies to his movement through activation by a strategy card. 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).

Fabius

Fabius, may move from port to port in Italy.

Flaminius

His special ability does apply to attempts to prevent withdrawal.

Marcellus

His special ability does not apply for subjugation of tribes.

Nero

Nero may use his special ability in combination with sea movement.

Scipio Africanus

His special ability does not apply for subjugation of tribes.
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