All scenarios are designed to accept up to five players.
When there are fewer than five, it is recommended that the sides to be omitted
be the ones listed later in the Set-up.
The scenarios called Triumverate are naturals for 3 players.
When playing these scenarios, only conduct game turns 2 through 4, skipping turn 1,
i.e. the non-scoring turn.
If unsure which scenario to begin with, try
Hannibal's Revenge, 219 BC,
Second Triumverate, 38 BC
or
Re-Conquest, AD 533
as there are no neutrals to worry about.
Second Triumverate is particularly interesting because one group
has control of the sea, but little else. Can he be beaten? Another
one that's interesting because of the unevenness of the powers is
Rise of the Greek City States, 500 BC.
The Greeks have a leader
and are good at sea, Carthage has merchant ability and the Etruscans
have an Engineer. Which approach will prevail?
The Scenarios:
- Rise of the Greek City States, 500 BC
The Persians attempt to swallow the Greeks. Carthage helps while dealing
with other problems in the West.
- To the Strongest, 311 BC
A good four player situation for Alexander's would be successors.
- Hannibal's Revenge, 219 BC
Interesting five-player situation with a mostly open map.
- First Triumverate, 55 BC
One of the best scenarios for just three players. One of the better known
historical situations as well.
- Second Triumverate, 38 BC
Very interesting to see how well a power very specialized for the sea can do.
Also a good situation for one-on-one play.
- Demise of Diocletian's Dream, AD 306
One of the few true five-sided situations in all of history to feature more or
less equal forces.
- Barbarian Onslaught, AD 429
Barbarians nibble at the edges of the neutral empire. A race type of situation with less
direct player combat.
- Attila the Hun, AD 451
Similar, but with special powers for the Huns and Vandals that also works well for three.
Who is up to trying to win with the challenging position of the Franks?
- The East Stands Alone, AD 486
Similar to the previous two, but with larger starting holdings and more room for mishap.
- Re-Conquest, AD 533
Starting to depart from ancient times, Justinian insists on attacking the nascent
Ostrogothic kingdom, despite its many civilizing features. Especially suited for
either two or five with no special rules to worry about.
- Belisarius' Revolt, AD 540
A "what if" scenario of two larger powers and three smaller ones best for either
two or five.
- Age of Invaders, AD 799
Truly escaping ancient times, a very different, assymmetric situation featuring two
off-board raiders trying to establish footholds against three empires. Also works
well for three.
Bibliography and Links
I. Rise of the Greek City States, 500 BC
Historical Scenario for 5 players
Background
It is thought to be around 814 BC that Elissa (Dido), sister of the Phoenician King of Tyre,
sailed to Africa to found Carthage (which means new settlement). Further east,
the first written mention of the Kingdom of the Medes dates from about the same time.
About a century later the Achaemenid Dynasty began ruling in Persia, under Medean
overlords. Their ruler Cyrus II (559-529) was to go on to conquer the Medean kingdom
and one of his successors, Darius I (521-486) created an enormous empire stretching
from the Indus to Egypt and to Asia Minor, where many Greek colonies flourished. Greek colonies
spread in other directions too, to Cyrenaica, to Sicily and even to what is now the
city of Marseilles, France (ancient Massilia). Feeling hemmed in, Carthage also
expanded across the African continent, to the Balearic Islands, Sardinia, southern Hispania
and western Sicily. In 539 their mother city of Tyre had been conquered by Cyrus so
now they felt cast adrift to follow their own fortune. In 535 they made alliance
with a race of builders, the Etruscans, to destroy the Greek colony at Corsica
and close off the island to the Greeks. Meanwhile, the powerful Greek colony at
Syracuse attempted to evict the Carthaginians from their bases on the island.
In 500, Miletus, a leading Greek center in Asia Minor attempted to throw off Persian
rule. This was all the excuse the Persians needed to, they hoped, add yet another
territory to their enormous empire. They began construction of an enormous fleet.
To help the effort, they ordered the city leaders of Tyre to instruct Carthage to
attack the Greek settlements on Sicily.
Set-up
Greek City States:
Persian Empire:
Carthage:
Celts:
Etruscans:
Special Rules
- Galley
- Engineer
- Siege Tower
II. To the Strongest, 310 BC
Historical Scenario for 5 players
Background
The Persian Wars were a great victory for the Greeks as they defeated
an enormous Persian fleet at Salamis in 480 BC. In the same year (some sources
say the same day), Carthage also experienced a
military defeat in Sicily as her fleet was cut off by superior Athenian forces
at Himera. Revolution overthrew the Mago dynasty and established a
Court of 104 Magistrates in the beginning of the republic. Greek power
eventually resulted in the Athenian empire of Pericles, which was much
resented by other principals, notably Sparta. It was Greek fractiousness
that eventually permitted a Macedonian, Philip II, to conquer them. Upon
his death, the young, talented and ambitious Alexander III began a campaign
of conquest the like of which the world had never before seen. Conquering
the entire Persian empire and traveling as far as the Indus, it was an amazing
achievement purely from the perspective of distance traveled, not to mention
that his forces also conquered everything in sight. But it all came to an end
before Alexander could try out his ideas for trying to administrate such a far-flung
and many-tongued empire. At age 32 he contracted a lingering fever and died.
As he lay dying, long before he or anyone else had expected, Alexander
made a prediction: all of his companions, i.e. generals, would
hold a great funeral contest over his empire. When asked to whom
the empire would eventually fall, he would answer only "to the
strongest". That was in 323. Over the next eleven years his successors
had already fought three wars, the first to reject the original
settlement, the second to re-apportion power after the death of
the regent and the third because Antigonos in Asia Minor was
attempting to become first among equals. Peace was restored by 311
more out of exhaustion and internal problems than because differences
had been resolved. In the same year, hostilities were resumed as
Seleukos with a small force had departed Egypt and conquered
Babylonia from Antigonos, picking up troops along the way. From
there he successfully invaded Persia and Medea.
Set-up
Ptolemaios:
Antigonos:
Seleukos:
Lysimachos:
Kassandros:
Special Rules
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!
|
III. Hannibal's Revenge, 219 BC
Historical Scenario for 5 players
Background
Although both Antigonos and his son Demetrios led expeditions against Seleukos, neither
were successful. When Ptolemaios heard this news, in 310, he raided
Cilicia; around the same time, Antigonos suffered a serious revolt,
the leaders of which aligned themselves with Kassandros. Antigonos
was now fighting a war on two fronts, but was able to use diplomacy
to neutralize Kassandros. He also attempted to instigate revolts
in Cyprus and Cyrenaica. Building up a huge fleet and his famous
siege engines, Demetrios "the Besieger" tried to re-take Cyprus in
306. He was successful in the early land battles, but then had to
settle in to a siege of Salamis. His weapon in this was the celebrated
helepolis, or city-taker. This well-defended device had nine
floors and was equipped with all manner of artillery. It rested
on four enormous wheels and was slowly rolled towards the city
walls. This and other massive siege engines would probably have
taken the city were it not for a daring night counterattack in
which many of them were set afire. Thus enough time was gained so
that Ptolemaios was able to arrive with reinforcements, but to no
avail as he was decisively defeated in a harbor battle at Salamis.
Antigonos and Demetrios decided to follow up by invading Egypt itself.
However they were stopped at the Nile and forced to withdraw.
Demetrios next turned his attention to Kassandros, conducting a brilliant
campaign throughout Greece, cornering Kassandros and figuring to quickly
finish him off. But he had not reckoned with Kassandros' diplomatic skill.
He had in fact managed to cement an alliance with Ptolemaios, Lysimachos
(who had only recently managed to consolidate Thrace) and Seleukos with
the aim of completely destroying Antigonos. Kassandros planned to distract
Demetrios in Greece while some of his forces went with Lysimachos to
invade western Asia Minor. Seleukos and Ptolemaios would invade over their
respective frontiers. Antigonos decided to confront Lysimachos, but was
stymied by fortifications and delaying tactics, permitting Seleukos to
take Cappadocia and Ptolemaios Judea and Syria. Antigonos used propaganda
to turn back Ptolemaios, but knew this would not work against Seleukos.
So instead he sent a fast force which took his capital in Mesopotamia, but
Seleukos refused to be deterred. In Greece, Kassandros and Demetrios, seeing
that the main issue was mostly at a stalemate, declared a truce so that both
could reinforce their sides in Asia Minor.
In the following year Demetrios, Antigonos, Lysimachus and Seleukos all met
in a huge battle at Ipsos. Antigonos, over eighty years old, fell in the fighting
and his army was routed. Seleukos and Antigonos divided the empire between them.
Demetrios gathered the remnants and fled to Greece.
Eventually, three of Alexander's successors
founded stable dynasties. The possibility of a fourth in Asia Minor
did not happen mostly because of the incursions of the Celts. Eventually
a number of smaller kingdoms arose there. Elsewhere, empires arose in
Macedon, the Seleucid Empire founded by Seleukos and Ptolemaic
Egypt. But the focus had shifted west where upstart Romans had
defeated Phoenicians in Carthage in a war over Sicily, Sardinia and Corsica.
Much like the interval between world wars I and II, Carthage
waited some twenty years before renewing hostilities.
Deprived of Sicily, Sardinia, Corsica
and her war fleet, it was not easy going. First they needed to expand
their holdings around New Carthage, which the Romans called Hispania.
Then came Hannibal's famous elephant march over the Alps and into Rome.
Set-up
Carthage:
Rome:
Seleucid Empire:
Egypt:
Macedon:
Special Rules
IV. First Triumverate, 55 BC
Historical Scenario for 5 players
Background
The success of the Roman Republic in war brought many changes
to its long-standing economic, political and military systems.
As a result of conquest came an empire and with it, the need
for standing armies. This drew very ambitious men who
commanded tremendous personal followings. At first, this trend
was resisted by stoic conservatives such as Cato the Elder who accused
Scipio Africanus, hero of the Second Punic War, of treason and his
brother of embezzlement. Africanus was to die in self-imposed exile.
But this was the exception that proved the rule for the trend was irresistible.
In the middle of the
last century BC, the most important of these men were Marcus Crassus,
a sharp financier, Pompey, wunderkind son of a famous general and
Caesar, a brilliant up and comer. None were able to sufficiently dominate
the others, so a truce was agreed to, at least for a while. Pompey was
given Hispania and its revolts to clear up. Crassus took the east
where he already had many financial interests. Nobody wanted any part of
the irksome Gauls and their cold climate so they were given to Caesar.
Each hoped to cover himself in sufficient victories, riches and glory
to eclipse his rivals and prove himself the first man in Rome, even if,
like Sulla before them, he had to march on Rome itself to do it.
Set-up
Gaius Julius Caesar:
Gnaeus Pompeius Magnus:
Marcus Licinius Crassus:
Parthia:
Gauls:
Special Rules
V. Second Triumverate, 38 BC
Historical Scenario for 5 players
Background
As it turned out, once Caesar arrived the Gauls didn't know what hit them
and he rapidly exerted Roman dominance everywhere, even as his enemies
plotted for his eventual return to Rome. Further east, Crassus was perhaps
too confident against the Parthians whose light horse and arrows inflicted
at Carrhae perhaps the worst Roman defeat since Cannae. Crassus lost his
life in the aftermath. After finally clearing up Spain Pompey had retired
to Rome to be put in charge of various tasks like the grain supply and
clearing the Mediterranean of pirates. He also created Rome's first
permanent theater, the previous ones all being wooden constructions
erected specifically for festivals.
The Senate had come to fear Caesar's dual following, the first being his
popularity with the masses and the second his loyal, battle-hardened legions.
Just as Cato had centuries before, they prepared to prosecute him upon the
end of his second five-year term to ensure that he did not become too powerful.
When Caesar decided that the best way to prevent this was to march across
the Rubicon (the exact location of this river is today unclear) and thus
break the rule about entering Roman home territor with an army, Pompey and
the Senate formed an uneasy alliance to stop him. Despite their apparently
greater resources, nothing it seemed could withstand Caesar's genius. Eventually
Pompey was defeated in the Greek peninsula and tracked to Egypt, where it was
found that its perfidious leader had ordered him decapitated. There Caesar
made acquaintance with Cleopatra and set in process that Egypt would eventually
join the Empire. After more conquests he eventually did return to Rome, refused
the title of king, but in effect had become Dictator for Life. We will never know
how he would have fared against the Parthians, a campaign he was planning when
with the last spark of the old spirit of the Republic, Marcus Brutus, Cassius
and other Senators assassinated him on the Ides of March in 44 BC.
After the assassination, Caesar's will indicated not one but three heirs:
a co-worker, a family member and a friend.
His lieutenant was Marcus Antonius; his grandnephew and adopted son was
Gaius Octavius and his friend and successor as Pontifex Maximus was
Marcus Aemilius Lepidus. Although rivals for power, they joined forces
to ensure the defeat of Brutus and Cassius, forming the second important
triumverate in Roman history. Six years later, the mission accomplished apart
from defeating youngest son of Pompey,
they divided the empire, Antonius receiving the lion's share: the riches
of the East, including alliance with Cleopatra's Egypt. Octavius, now
renamed as Gaius Julius Caesar, retained the West including the city of
Rome while Lepidus was fobbed off with Africa.
Set-up
Octavius:
Provinces:
Aquitania, Baetica, Cisalpina Gallia,
Germania, Dalmatia, Italia, Lugudenensis Gallia, Lusitania,
Narbonensis, Tarraconensis
Fortresses:
Italia
Army code: B
Card: none
Antonius:
Provinces:
Achaea, Asia,
Pontus & Bithynia,
Cyprus, Cyrenaica, Galatia, Macedonia, Syria, Aegyptus,
Lycia & Cilicia
Fortresses:
Syria
Army code: D
Card: Merchant
Sextus Pompeius:
Provinces:
Creta, Sicilia,
Western Mediterranean,
Central Mediterranean,
Eastern Mediterranean
Fortresses:
Sicilia
Army code: C
Cards: Galley-7, Artillery
Parthia:
Provinces:
Armenia, Medea, Mesopotamia
Fortresses:
none
Army code: F
Card: none
Lepidus:
Provinces:
Mauretania Caesariensis, Africa
Fortresses:
Africa
Army code: E
Cards: none
Special Rules
None
VI. Demise of Diocletian's Dream, AD 306
Historical Scenario for 5 players
Background
It often seems that after the fall of Nero, Roman history is submerged in oblivion,
not to re-surface before Constantine at the earliest. And at that point it almost seems
like a new story, becoming concerned more with Christianity and the founding of
Constantinople. But in fact there was plenty of interest in the intervening two
centuries. There were Five Good Emperors. There were the new conquests of Trajan
and the reforms of Hadrian. There were plenty of lurid tales as well.
One of the truths of the later empire is that for one reason or another it
became weaker and its enemies more intractable. Historians argue over the
reasons why. Perhaps it was simply a matter of the decay of the concept, the myth, of Rome
itself. In any case, Romans found that more and more it was not sufficient to
to rule from their capital in Italia and hope that all would be well at the frontiers.
Instead, as the edges were threatened, it was necessary to create several large
armies at decisive points throughout the very large empire. But this came with its
own dangers as an army was a tool for an ambitious general to overthrow the emperor,
usually triggering a devastating civil war in the process. But in fact,
this had become an all-too-common way for emperors to succeed one another.
It took two centuries before Emperor Diocletian (284-305) came up with an innovative
solution to that one. Since every general wanted a title,
he decided to create more of them. From henceforth there would be not one ruler, but
four. He called it the Tetrarchy.
At the top were two leaders each called an Augustus, one for the east and one
for the west. Then, to help them, each of these would choose a junior called a Caesar.
Every two decades, both of the Augusti would retire and their juniors take their positions,
appointing new Caesari to replace them. Obviously the system depended on the leaders
selecting their successors wisely and for a while it worked quite well. Diocletian
and his fellow emperor Maximinian were close friends who shared a common background
as Illyrian military men. As colleagues they chose two more with the same background
and values: Galerius Maximinianus and Julius Constantius respectively.
An impressive reformer, Diocletian also realized that hampering the empire
were too many petty provinces and jurisdiction disputes. He ended this by creating
groups of provinces into twelve large dioceses, each to be governed by a vicar.
Military responsibilities were taken from the governors and the armies were now able
to cut across provincial boundaries. At the same time, Italia lost its special tax-free
status and for the first time was sub-divided into provinces like the rest of the empire.
The Senate which had been in decline for a long time, lost further powers by being
constrained to governing only two provinces. But Rome, too far from the frontiers which
had been the constant concern of the emperors for a some time, had been in decline for
just as long. Instead, new capitals developed wherever the rulers made their headquarters:
in Milan (Cisalpina Gallia), Trier (Germania), Thessalonica (Macedonia)
and Nicomedia (Pontus & Bithynia).
In 304, after 20 years, Diocletian was in ill health. He decided it was time to retire
and persuaded Maximian, the other senior emperor, to retire at the same time, both
abdicating on May 1, 305. Constantius and Galerius took up their roles, appointing
Severus and Maximinus Daia, respectively, as their successors.
The system seemed to be working well.
Diocletian was content to grow spectacular cabbages at his splendid palace at Salonae
(Split), but even before he was to die in 308, he was to see his dream fray and
eventually split utterly.
It began already with the announcement of the successors.
Galerius seems to have had a strong
influence on the choices. Severus was his old friend
while Maximinus was his son-in-law. These choices did
not sit well with the sons of Maximian and Constantius, Maxentius and
Constantinus (Constantine), who even though the new system was supposed to ignore heredity,
were nevertheless both very ambitious men. Constantius was not only at
loggerheads with Galerius, he was also in poor health, perhaps from leukemia.
If he died he faced the prospect of being succeeded by someone he now considered
an enemy. Sensing this, his army took matters into their own hands. When Constantius
died at York on July 25, 306, they spontaneously proclaimed Constantine senior emperor
in the west, ignoring Severus' rights. Constantine also claimed to have been appointed
Augustus on Constantius' death bed. Of course this was in contravention of the rules,
so when word finally got to Galerius,
he refused to recognize it, although he was willing to compromise by allowing
Constantine the position of Caesar in the west.
But with this example before him, Maxentius now decided to make his own move
for advancement. Inflaming the already-aggrieved citizens of Italia, he got
himself proclaimed emperor in Rome. Not only did
Maxentius convince his father to come out of retirement to support him, he
bolstered his holdings with plenty of funding from wealthy Rome.
By now bursting at all sides, Diocletian's dream had instead paved the way to
an even more complicated civil war than was usual.
Set-up
Constantinus:
Provinces:
Britannia, Belgica, Germania, Lugudenensis Gallia, Aquitania, Narbonensis
Fortresses:
Germania
Army code: A
Card: Military Leader
Galerius:
Provinces:
Cyrenaica, Aegyptus, Judea, Arabia, Syria, Cyprus, Cappadocia, Lycia & Cilicia,
Galatia, Pontus & Bithynia, Asia, Eastern Mediterranean
Fortresses:
Cappadocia, Pontus & Bithynia
Army code: E
Card:
none
Severus:
Provinces:
Rhaetia, Noricum, Cisalpina Gallia, Pannonia, Dalmatia, Tarraconensis, Lusitania, Baetica,
Western Mediterranean
Fortresses:
Cisalpina Gallia
Army code: B
Card:
none
Maxentius:
Provinces: Italia, Sicilia,
Mauretania Tingitana, Mauretania Caesariensis, Africa
Fortresses:
Italia
Army code: D
Card: Merchant
Maximinus Daia:
Provinces:
Thrace, Moesia, Macedonia, Achaea, Central Mediterranean
Fortresses:
Macedonia
Army code: C
Card:
none
Special Rules
In this scenario, the empire of Persia acts as a neutral power.
Use coins or borrow tokens from another game to mark its territories. When attacked,
it uses these forces to fight and its forces are controlled by the
player whose province nearest to Persia is furthest away from it.
(Resolve any ties randomly.)
In addition, any player may, instead of taking his own turn, take
a turn for Persia. Persia has just three options:
- Attack
- Recruit an Army
- Place a Base
However, no player may take a turn for Persia if the previous
player did and no player may take a turn for Persia whose last
turn was for Persia.
Persian territories are never affected by Revolt.
Persia:
Provinces:
Armenia, Medea, Mesopotamia
Army code: F
Card:
none
VII. Barbarian Onslaught, AD 429
Historical Scenario for 5 players
Background
By giving his sister Fausta in marraige alliance to
fellow "next generation" ruler Constantine,
Maxentius had established a solid position despite his lack of troops.
Coming down from Milan, Severus had intended to nevertheless crush these
forces, only to have his army bribed away from him before the walls
of Rome. Severus fled to Ravenna where was was caught and forced
to abdicate, later to killed.
Determined to do the job right
himself, Galerius marched on Rome but suffered the same fate due
to bribes and had plenty of trouble retreating safely. But flush with
success, now it was Maxentius' turn to falter, mainly due to family problems
in the form of his own father, Maximian, who decided it was time to usurp power.
When this coup failed, Maximian took refuge with Constantine, his new son-in-law.
This chaotic situation seemed to leave everyone powerless and like
squabbling children, they beckoned Diocletian out of retirement
for a summit at Carnuntum
(a site in Austria recently rediscovered via ground radar).
The conference settled most of the outstanding
issues, appointing Licinius the Augustus in the west and confirming
Constantine as Caesar. Maximian agreed to stand down. The only
outstanding remaining problem was Maxentius, still independent and
in control of Italia and Africa.
Licinius began making minor
inroads in the north Italian peninsula while Maxentius was busy
putting down a revolt in North Africa. Unfortunately, Maximian who had
fled to Constantine decided in 310 to have yet one more fling at power.
This coup was crushed by Constantine and Maximian perished in the process.
This left Galerius and Maximinus Daia in the east, but the former died
of cancer in 311, triggering a contest between the latter and Licinius.
They marched their armies toward one another, but prudence won the day
as they decided to split the eastern territories, albeit inequitably
as Licinius held only the Balkans.
In 312 the ambitious Constantine decided he had had enough of Maxentius --
whose rule had endured mass riots and killings -- and defeated his forces
at Turin and Verona. The climactic battle of the Milvian Bridge outside
Rome sealed Constantine's control of the west. The next year Constantine
made a marriage alliance with Licinius who then turned east and defeated
Maximinus near Hadrianopolis. Rome had whittled down its leaders to just
two co-rulers, a situation which survived about a decade until Constantine
decided he had to have it all for himself, defeated Licinius and established
a new dynasty and a new capital at Constantinople.
After the dynasty failed with Julian, the emperor who attempted to restore
Rome's pagan religion, it was succeeded by the house of Valentinian, a
Pannonian officer of humble origin. His brother Valens was in power in the
east in 375 when
the German tribe known as the Goths, who had formed a kingdom
in the area north of the Black Sea fled west in vast numbers
with the arrival of the Huns from across the steppes.
A chain reaction among other tribes culminated
in heavy attacks on Roman limes along the Rhine.
Two large groups of Goths asked/threatened to move across the Danube.
Valens, Emperor of the East, had an army only large enough to defeat
one of them (most of his forces being entangled with the Persians),
but the imperial ideology did not permit such an open
acquiescence to threats from "barbarians". So
eventually one group was permitted to settle on
Imperial lands, only to discover it had all been a trick.
One of Valens' lieutenants, the local commander Lupicinus,
invited the Goth leaders to a banquet which turned out to be a trap.
One of the leaders only escaped with difficulty while others were
never heard from again. This prompted large scale revolt among the Goths.
When Valens could extricate himself from Persia and return to the theater, he heard
a rumor that the Goth force had been split in two. Seeing a chance to
defeat them in detail, he joined battle at Hadrianopolis. This time it
was the Goths who had played the trick. In fact their entire force was
present and the Roman flank turned by those who Valens had supposed were
not there. Valens actually lost his life in the ensuing defeat,
considered by the Romans one of their worst disasters since Cannae.
After another defeat followed by some successful counterattacking from the western empire,
his successor Theodosius finally acquiesced in settling the Goths
in the Balkans under their own leaders. After a while the Goths
actually helped to man the Roman army and turn away other invaders.
When Theodosius died the empire was split between his two sons
Arcadius and Honorius, but both were in fact puppets. Generals were the
true powers, Stilicho in the West and in the East, first Rufinus and later
Eutropius. The most significant development however was that
thenceforward the two empires would
follow their own courses, the West being headquartered not at Rome,
but at swampy and more defensible Ravenna.
Meanwhile the advance of the barbarians was inexorable.
In 405-6 the Gothic king Radagaisus invaded Italy. Then, on the last day of 406,
a whole host of peoples crossed the Rhine, including the Vandals, Alans
(an Iranian people), Sueves, Burgundians and Huns.
The Rhine frontier collapsed and Gallia and Hispania were settled by German tribes.
Inevitably, Rome was sacked, the first time by Alaric and his Goths in 410.
Alaric's group broke off from
the other Gothic groups and settled in what is now southwest France,
becoming known as the Visigoths.
Revolts in Britannia caused Rome
to renounce the distant province in the same year. Meanwhile the Huns moved up to the
edge of Europe and even tried invading Thrace. They were repulsed
with the help of a heavy annual tribute.
Now instead of the combined might of the empire there stood only local
potentates. One of the best of these was Aetius who was headquartered
in northern Gallia. This army actually held out under varius commanders
until finally defeated by Clovis and the Franks in 486. Effective as they
were, unfortunately the commanders were as
interested in intriguing and fighting one another as they were the invaders.
The long term result was continued debilitation of the empire's ability
to resist.
Note: this scenario is also basically the topic of the game
Decline and Fall of the Roman Empire.
Set-up
Aetius:
Provinces:
Belgica,
Germania,
Lugudenensis Gallia,
Narbonensis
Fortresses:
Germania
Army code: A
Card: Military Leader
Huns:
Provinces:
Pannonia, Moesia, Dacia
Fortresses:
none
Army code: F
Card: none
Vandals:
Provinces:
Baetica,
Lusitania,
Tarraconensis
Fortresses:
Tarraconensis
Army code: D
Cards: none
Persia:
Provinces:
Armenia, Medea, Mesopotamia
Fortresses:
none
Army code: C
Card:
none
Visigoths:
Provinces:
Aquitania
Fortresses:
Aquitania
Army code: E
Card: Military Leader
Special Rules
In this scenario, the two halves of the Roman empire act as a neutral powers.
Use coins or borrow tokens from another game to mark their territories.
The empires never attack, but do use their shared deck to defend when attacked.
Forces are controlled by another player whose province nearest to the point of battle
is furthest away from it. (Resolve any ties randomly.)
Western Empire:
Provinces:
Africa,
Cisalpina Gallia,
Dalmatia,
Italia,
Mauretania Tingitana,
Mauretania Caesariensis,
Noricum,
Rhaetia,
Sicilia
Fortresses:
Italia
Army code: B
Card: Military Leader
Eastern Empire:
Provinces:
Achaea,
Aegyptus,
Arabia,
Asia,
Pontus & Bithynia,
Cappadocia,
Lycia & Cilicia,
Creta,
Cyprus,
Cyrenaica,
Galatia,
Judea,
Macedonia,
Syria,
Thrace
Fortresses:
Thrace
Army code: B
Card:
none
VIII. Attila the Hun, AD 451
Historical Scenario for 5 players
Background
Having entered the fringes of Europe, the Huns seemed
quite content to remain there, that is, until the emergence of their able king Attila
(441-453). Like Hermann centuries before him, he had lived at Rome and
there learned much, including a good understanding of the precarious
geopolitical situation in which the empire existed, and how much it depended
on the "divide and conquer" approach. His response was to
create a powerful coalition including the neighboring barbarians which
constituted a serious threat indeed. As it happened, at around the same
time Gaiseric led his Vandals out of Spain to establish a new kingdom in northern Africa.
Thus the West came under severe strain and probably things would have gone
much worse had not the brilliant general Aetius created a coalition himself,
his Romans working with the Franks and Visigoths, to turn back the Huns. This left the
way open for the Vandals and their considerable navy, however, and in 455,
Aetius having died the year before, they managed to sack Rome itself.
Set-up
Huns:
Provinces:
Pannonia, Moesia, Dacia
Fortresses:
none
Army code: F
Card: Military Leader
Vandals:
Provinces:
Africa,
Central Mediterranean
Fortresses:
Africa
Army code: D
Cards: Galley-7, Artillery
Persia:
Provinces:
Armenia, Medea, Mesopotamia
Fortresses:
none
Army code: C
Card:
none
Visigoths:
Provinces:
Aquitania
Fortresses:
Aquitania
Army code: E
Card:
none
Franks:
Provinces:
Belgica
Fortresses:
Belgica
Army code: A
Card: none
Special Rules
In this scenario, the two halves of the Roman empire act as a neutral powers.
Use coins or borrow tokens from another game to mark their territories.
The empires never attack, but do use their shared deck to defend when attacked.
Forces are controlled by another player whose province nearest to the point of battle
is furthest away from it. (Resolve any ties randomly.)
Western Empire:
Provinces:
Baetica,
Cisalpina Gallia,
Dalmatia,
Germania,
Italia,
Lugudenensis Gallia,
Lusitania,
Narbonensis,
Noricum,
Rhaetia,
Sicilia,
Tarraconensis
Fortresses:
Italia
Army code: B
Card: Military Leader
Eastern Empire:
Provinces:
Achaea,
Aegyptus,
Arabia,
Asia,
Pontus & Bithynia,
Cappadocia,
Lycia & Cilicia,
Creta,
Cyprus,
Cyrenaica,
Galatia,
Judea,
Macedonia,
Syria,
Thrace
Fortresses:
Thrace
Army code: B
Card:
Diplomat
IX. The East Stands Alone, AD 486
Historical Scenario for 5 players
Background
In 451 Attila and the Huns had attacked Gaul and just four years
later, Italia itself, but there were mysteriously deflected by the
efforts of Pope Leo. Attila withdrew. But considering that a very
large number of the Imperial soldiers in the West were Germans who
had little investment in the continued existence of the empire, now
what had been a facsimile of Roman rule
disintegrated entirely. In 476 the last legitimate emperor,
a young puppet named Romulus Austulus was eased out and the soldiers
proclaimed the German commander and adventurer Odoacer (Odovacar) as their king.
Meanwhile, the Goth groups remaining in the Balkans came into constant conflict,
both with the Romans and with each other. The clumsy efforts of Zeno, eastern
emperor, to trick the groups into attacking one another had quite a different
ultimate result, creation of a supergroup known as the Ostrogoths ruled by
Theoderic the Great, yet another by the way who had learned Roman ways too well,
having spent ten years a hostage at Constantinople.
The new kingdom was a powerful rival to the eastern empire and yet could not
dominate it. Zeno and Theoderic, former allies, reached a mutually-agreed decision:
Theodoric would conquer Italia in the name of the empire and depose Odoacer,
whom Roman churchmen called demon-possessed. To accomplish it they could expect
help from their fellow Goths, the Visigoths, but not in volume as they themselves
were pressed from the north by the growing power of the Franks. Their leader,
Clovis, had accepted baptism as a Roman Catholic following the Nicene creed
which gave the Franks a popularity edge among the Gallic-Roman population as
all of the Goths instead followed the so-called "Arian heresy". Faced with this,
the Visigoths were glad of the opportunity of greater land opportunities in
Hispania, conquering these areas from the Sueves, Alans and Vandals, the latter
continuing on into Africa.
Set-up
Odoacer:
Provinces:
Cisalpina Gallia,
Italia,
Noricum,
Sicilia
Fortresses:
Italia
Army code: A
Card: none
Visigoths:
Provinces:
Aquitania,
Baetica,
Lusitania,
Narbonensis,
Tarraconensis
Fortresses:
Baetica
Army code: E
Card:
none
Vandals:
Provinces:
Africa,
Central Mediterranean
Fortresses:
Africa
Army code: D
Cards: none
Ostrogoths:
Provinces:
Moesia,
Pannonia
Fortresses:
none
Army code: F
Card: Military Leader
Franks:
Provinces:
Belgica, Germanica
Fortresses:
Belgica
Army code: B
Card: none
Special Rules
In this scenario, the Eastern Roman empire acts as a neutral power.
Use coins or borrow tokens from another game to mark its territories.
The empire never attacks, but does use its deck to defend when attacked.
Forces are controlled by another player whose province nearest to the point of battle
is furthest away from it. (Resolve any ties randomly.)
Eastern Empire:
Provinces:
Achaea,
Aegyptus,
Arabia,
Asia,
Pontus & Bithynia,
Cappadocia,
Lycia & Cilicia,
Creta,
Cyprus,
Cyrenaica,
Dalmatia,
Galatia,
Judea,
Macedonia,
Syria,
Thrace
Fortresses:
Thrace
Army code: C
Card:
none
X. Re-Conquest, AD 533
Historical Scenario for 5 players
Background
The Ostrogoths proved successful in their conquest of the Italian peninsula.
Under the wise Theoderic the Great, they were to accomplish even more. By
treating the Roman population fairly, for example, setting up parallel
Gothic and Roman courts, they gained even the support of the Roman scholarly
and senatorial class. Their ambitions were more than most of the tribes; in
fact they aimed to re-consititute the entire western empire. They already had
the support of their brothers-in-arms, the Visigoths in Hispania. They also commanded the
respect of the Vandal kingdom in Africa as well as tribes like the Thuringii
in the north. The Franks too were held in check. All of this had the apparent
support of the eastern empire who seemed to espouse the idea that the Gothic Empire
was their colleague in power. However, this all changed with the accession
in the east of the ambitous Justinian I. Ignoring all that had gone before, he
sent his his very skilled general Belisarius to see if he could conquer the
"barbarian" Vandals, even though they had long since ceased to meet this
description. If he succeeded, Belisarius was to continue on to Sicilia,
Italia itself and even Hispania.
Set-up
Ostrogothic Empire:
Provinces:
Cisalpina Gallia, Dalmatia, Italia, Noricum, Pannonia, Sicilia,
Narbonensis, Baetica, Lusitania, Tarraconensis,
Central Mediterranean
Fortresses:
Cisalpina Gallia
Army code: B
Card: none
Eastern Empire:
Provinces:
Achaea,
Aegyptus,
Arabia,
Asia,
Pontus & Bithynia,
Cappadocia,
Lycia & Cilicia,
Creta,
Cyprus,
Cyrenaica,
Galatia,
Judea,
Macedonia,
Moesia,
Syria,
Thrace,
Eastern Mediterranean
Fortresses:
Thrace
Army code: C
Cards:
Galley-6, Military Leader
Persia:
Provinces:
Armenia, Medea, Mesopotamia
Fortresses:
none
Army code: F
Card:
none
Vandals:
Provinces:
Africa,
Mauretania Caesariensis,
Western Mediterranean
Fortresses:
Africa
Army code: E
Card:
Galley-6
Franks:
Provinces:
Aquitania, Belgica, Germania
Fortresses:
Belgica
Army code: A
Card:
none
Special Rules
None
XI. Belisarius' Revolt, AD 540
Historical Scenario for 5 players
Background
After Belisarius defeated and ended the kingdom of the Vandals,
he turned his attentions to
the Ostrogothic Empire, which he defeated not by any direct battle,
but by strategem and diplomacy. Without strong leaders of their own,
Italians and Goths together offered him his own
chance to become emperor in the west. Belisarius had not been well-treated
by the Emperor Justinian, being provided only meager resources and having
to watch as Justinian took credit for all of his victories. (Even today
Justinian's name is much better remembered.) Meanwhile Gothic
ambassadors had been traveling everywhere, trying to find other enemies of the
empire who might relieve the pressure so that the Goths could revolt. They even gave
away provinces to the Franks to free up Goths from garrison duty. Although
their efforts did not really pan out among the other German tribes, surprisingly they
did in far off Persia, which now opened a devastating attack on the empire's rich
eastern flank. Immediately Justinian ordered Belisarius to re-deploy to that front,
but what if he had not?
Set-up
Belisarius:
Provinces:
Cisalpina Gallia, Italia, Noricum, Pannonia, Sicilia,
Central Mediterranean
Fortresses:
Cisalpina Gallia
Army code: B
Card:
Military Leader
Justinian:
Provinces:
Achaea, Aegyptus, Africa, Asia, Pontus & Bithynia, Cappadocia,
Creta, Cyrenaica, Judea, Arabia, Syria, Cyprus, Lycia & Cilicia,
Galatia, Dalmatia, Macedonia, Moesia, Thrace, Eastern Mediterranean
Fortresses:
Thrace
Army code: D
Card:
none
Persia:
Provinces:
Armenia, Medea, Mesopotamia
Fortresses:
none
Army code: F
Card:
none
Franks:
Provinces:
Aquitania, Belgica, Germania, Lugudenensis Gallia, Rhaetia
Fortresses:
Belgica
Army code: A
Card:
none
Visigoths:
Provinces:
Baetica, Lusitania, Tarraconensis, Western Mediterranean
Fortresses:
Baetica
Army code: C
Card:
none
Special Rules
None
XII. Age of Invaders, AD 799
Historical Scenario for 5 players
Background
Christmas Day, 800, the papal coronation of Charlemagne and his
reconstituted Roman Empire, one of the easiest to remember dates in history.
But despite all the pomp and glory, dark clouds loomed on the horizon.
Previously limiting themselves mostly to Celtic areas,
the year before Vikings had for the first time pillaged the Frisian coast;
it would not be the last. Charlemagne tried to set up a coastal guard to
prevent the raids, but the Vikings would range far and wide, especially
during the reigns of his successors, even reaching Sicily and Italy.
Meanwhile, Islam which had exploded out of Arabia in the seventh century
crossed over to the Iberian peninsula on another easy-to-remember date, 711
(the same year the Caliphate also reached the Indus). Crushing the Visigothic kingdom before
them, by 732 they reached Tours and Poitiers only to be defeated twice by
Charlemagne's grandfather, Charles Martel (the Hammer). An uneasy peace
set in along the Pyrenees while the legend of Roland began to grow. In the
east the Roman Empire still soldiered on, also in a desperate struggle with
the Abassids. But they faced enemies from the west as well, the fast, silent
Magyar horsemen (Hungarians) from the East who like the Huns before them
raided at will throughout Europe.
Set-up
Frankish Empire:
Provinces:
Belgica,
Germania,
Rhaetia,
Cisalpina Gallia,
Lugudenensis Gallia,
Aquitania,
Narbonensis
Fortresses:
Belgica
Army code: B
Card:
Military Leader
Abassid Caliphate:
Provinces:
Armenia,
Medea,
Mesopotamia,
Syria,
Judea,
Arabia,
Aegyptus,
Cyrenaica,
Crete,
Africa,
Sicily,
Mauretania Caesariensis,
Mauretania Tingitana,
Western Mediterranean,
Baetica,
Lusitania,
Tarraconensis
Fortresses:
Baetica,
Arabia
Army code: F
Card:
none
Byzantine Empire:
Provinces:
Dalmatia, Macedonia, Thrace,
Achaea, Asia,
Pontus & Bithynia, Galatia,
Lycia & Cilicia,
Cappadocia,
Italy
Fortresses:
Asia
Army code: E
Card:
none
Vikings:
Provinces:
None
Fortresses:
None
Army code: A
Card:
Galley-7
Magyars:
Provinces:
None
Fortresses:
None
Army code: C
Card:
Light Horse
Special Rules
Vikings:
The Vikings do not begin with any territories on the map, but
at the start of the game they place a base in the Atlantic Ocean.
Although not in play as such, this base is a reminder of the rule
that they may launch attacks as if they had a base in this sea.
Magyars:
The Magyars do not begin with any territories on the map, but
at the start of the game they place a base in the off-map area north of Pannonia.
Although not in play as such, this base is a reminder of the rule
that they may launch attacks as if they had a base in this area.
Charlemagne:
At the end of each game turn, the Frankish Empire player must roll a die.
To the result is added the number of the current game turn. If the sum is more
than 4, then this player's Military Leader is removed from the game. Once this
happens, it is no longer necessary to roll at the end of subsequent turns.
Also ...
Summary
· Analysis
· Publisher Page
Sources:
spotlightongames.com