Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
STORY Alarms ring in Rome, the Empire’s great army has lost another battle in Lusitania.
Core mechanisms
Key systems that shape the decisions players make.
Read the full game description
STORY Alarms ring in Rome, the Empire’s great army has lost another battle in Lusitania. The emperor Julius Caesar asks his four best generals to recruit and equip soldiers: legionaries, doctors, gunners and barbaric mercenaries to face the people who heroically resist in Lusitania. The emperor promises the greatest riches to those who join his cause. There is, in the most remote part of Iberia, a people that is not governed nor does it let itself be governed. Alea jacta est. AIM In this game, you take on the role of a Roman general whom the emperor, Julius Caesar, has ordered to recruit and equip an army of soldiers: legionaries, barbaric mercenaries, doctors and gunners. The game is won by the player who recruits an army whose score is of twenty or more victory points. END OF THE GAME A game immediately ends when: 1. The first player recruits an army whose score is of twenty or more victory points. 2. The musician card appears on the training field, having been turned from the draw pile or played by a player who trades the musician card (which they are holding) for a card that is on the training field. In this situation the game is won by the player who, at that time, has the highest number of victory points. In the event of a tie, the game is won by the tied player who has recruited less barbaric mercenaries. If the tie remains, the game is won by the player whose turn is last (farthest from the commander card).