The Republic of Rome - Exploration

Started by PanzersEast, June 14, 2014, 11:37:51 AM

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PanzersEast



The Republic of Rome - Exploration
Avalon Hill Version (Vassal)


SEE POST #10 FOR THE START OF THE GAME

Some of you may have played the original game from Avalon Hill  or have seen the latest reprint from Valley Games, but for myself, I am a late bloomer to the game.  I have loaded the vassal module and have began trying to learn the game and have found like many before me, the original rules are less than obvious.  I have also started referencing the Living Rules to help try and learn the game. To exacerbate the process I am playing solo (which is the primarily way I wargame), which is a challenge unto itself.

I was hoping through this exploration that if any of you can provide feedback in where I fail or misinterpret the rules and possibly join the discussion or try and learn as well.  I hope by the end of the exploration it will give me a clear understanding of the games mechanics so I can judge whether I want to purchase the game or not.  So, time for me to re-read the opening phases and start the fail... I mean fall of Rome.... I hope I can make it to the end, but if not maybe that is a sign form the Senators be fore me to quit while I am ahead......  off to the Roman Senate. 


PE 

Nefaro

I'd like to hear how you progress because reading the rules, even on the remake, doesn't convey how it plays.  It may be better solo than I give it credit for, after only having read the rules.

PanzersEast

Quote from: Nefaro on June 14, 2014, 11:59:21 AM
I'd like to hear how you progress because reading the rules, even on the remake, doesn't convey how it plays.  It may be better solo than I give it credit for, after only having read the rules.

Maybe between the two of us we can keep our Senator's seat.... I am setting the Vassal game now for the Early Republic play through.  I will start with the basic setup and then fumble my way from there.....

PE

PanzersEast

#3
[** REMOVED**]

PanzersEast

#4
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Nefaro

You seem to be off to an interesting start.

Are you having any problems sorting through the rules to get through your first turn?  I probably would've played a game by now but I suspect that I will be doing a lot of rules referencing for quite a few turns.

PanzersEast

#6
Quote from: Nefaro on June 15, 2014, 03:21:29 PM
You seem to be off to an interesting start.

Are you having any problems sorting through the rules to get through your first turn?  I probably would've played a game by now but I suspect that I will be doing a lot of rules referencing for quite a few turns.

I did some prep reading the Original Rules and the Living Rules followed by some summary sheets... so far I have still had to do quit a bit of referencing.  The man thing I am finding after doing the Forum Phase and now the Senate Phase is that even with the solo/2 player guidelines it is simply a 5 player game.... all be it a truly fantastic experience of a game.  I love the mechanics and the feel of the game, but there is a lot missing and to be desired from the game as a solo player.... the Roman politics are simply missing and the large part of the game is the struggle as the player to work together to keep Rome afloat, all the while protecting and increasing your factions popularity and influence. 

PE


PanzersEast

Ok.... decided to watch some vids that I could find on RoR and found one from Calandale that has an interesting setup for solo play so I may do a reset and follow his suggested changes.  Wish I had seen this before I started, but there are some significant changes that may make the game a lot large term viable.... I'll post back once setup and rolling.


PE

Nefaro

#8
Does the old version have die rolls to see if anyone dies?  You said "roll" so I was curious if that was a mistake or an actual roll.  The new version has chits, each with the name of a specific senator and you draw one to see who dies (if someone has him).  I think there are a couple other cases where you use them for a check, too, such as leader loss checks.

I watched Calandales vids on Republic of Rome but it's been awhile.  I don't recall how he set his up.  I'll probably watch them again before I plan on playing.  I also watched his vids on Sword of Rome although that has no inherent solo rules.


PanzersEast

Quote from: Nefaro on June 16, 2014, 12:44:38 PM
Does the old version have die rolls to see if anyone dies?  You said "roll" so I was curious if that was a mistake or an actual roll.  The new version has chits, each with the name of a specific senator and you draw one to see who dies (if someone has him).  I think there are a couple other cases where you use them for a check, too, such as leader loss checks.

I watched Calandales vids on Republic of Rome but it's been awhile.  I don't recall how he set his up.  I'll probably watch them again before I plan on playing.  I also watched his vids on Sword of Rome although that has no inherent solo rules.

Sorry, that is a chit pull and not a role and the Chit has the corresponding Senator Number on it.  He is using an aging formula that adds an year to everyones age and I believe they die by turn 6 if not by any other means.

Also, the initial setup is 2 Senators per faction and 1 red card per faction.  He states that this would extend the early game where you can make it to the 2nd deck and the more likely scenario of a faction winning instead of a total Roman collapse (which account for a majority of the time).


PE

PanzersEast



The Republic of Rome - Exploration
Avalon Hill Version (Vassal)

This is the new start for the Republic.  Using modified rules, I have 2 Senators per faction and 1 red card dealt per faction.  During the setup Fabius Maximus was drawn by the Conservatives, however he as already in play as the Leader of Populists and his card is placed over the previous card.  He is a good candidate to possibly prosecute the Punic War.  Cornelius is the Rome Consul and also the faction leader of the Plutocrats.


EXPANSIONIST
FACTION I (ME)







IMPERIALISTS
FACTION II
Faction: Highest Military Rating
Faction Leader: Highest Military Rating
Revenue: 1 d6 to Treasury; rem to F. Leader
Knights: 1 Talents
Initiative: Game Turn # + 1d6
Charity: Treasury/Games
Spoils: Field Consul, Rome Consul, Governor, Censor, Concession, Land Bill






POPULISTS
FACTION III
Faction: Remaining Faction
Faction Leader: Most Influence + Popularity
Revenue: 1Talent to each Senator & Faction Treasury; rem to F. Leader
Knights: 1 Talents
Initiative: Game Turn # + 1d6 +1
Charity: Games
Spoils: Rome Consul, Field Consul, Censor, Concession, Land Bill, Governor







CONSERVATIVE
FACTION IV
Faction: Least Influence
Faction Leader: Most Influence
Revenue: 50% to Faction Treasury; rem. to  Faction Leader
Knights: 0 Talents
Initiative: Game Turn # + 1d6 - 1
Charity: Treasury
Spoils: Rome Consul, Censor, Field Consul, Governor, Concession






PLUTOCRATS
FACTION V
Faction: Most Influence
Faction Leader: Most Influence (Temp Rome Consul)
Revenue: Senators share equally; rem. to Faction Treasury
Knights: 2 Talents
Initiative: Game Turn # + 1d6 + 2
Charity: Games
Spoils: Censor, Concession, Governor, Rome Consul, Field Consul


PanzersEast

#11
Turn 1
STATE OF THE REPUBLIC



Turn 1 turned out to be fairly routine with only a slight minor setback (I hope). 

Mortality Phase: Playing with optional rules and randomly selected one Senator for Age 1 and the other Age 2.  Once they are > or = 7, a role is made each turn to see if that Senator dies of natural causes.  For each number greater than 7 on the marker, I will add 1 to the die role. Also, once 7 is reached, the Elder Senator cannot leave Rome.

Revenue Phase
- Distributed Talents as per the governing faction instructions, Rome's Treasury is now 203.

Forum Phase
- The Notable Statesman Amilius Paullus card was drawn by the Populists, but the Imperials already have the matching Senator in play.
- A couple of concessions where gained by myself (Tax Farmer 5 2Talents per turn) and the Plutocrats (Harbor Fees 3Talents per turn).
- I gained 1 Knight and the Imperialists did as well.  The others who tired, failed their attempt.
- No persuasions as no Senators were available in the Forum and all other positions are firm on loyalty.

Population Phase
- It was unfortunate that Unrest has increased among the citizens to +3.  This has not gone unnoticed by the Senate.
- With this new unrest, we have suffered from a Manpower Shortage which has now doubled our cost of a Legion or Ships to 20 Talents each.

Senate Phase

The Dominate Coalition at present are the Popuists, Conservatives, and Plutocrats.

- It was discussed by the Senate to prepare for war and position Rome in a way that we could prosecute a potential war, however with the manpower shortage, the matter has been tabled until the next session.

- Cornelius's Influence has not gone unnoticed.

- I introduced a 1 Year LandBill that would help the unrest, the sponsorship was rejected by the Imperials so I was able to get Calpurnius from the Conservatives faction to cosponsor.  The LandBill passed costing the Treasury -20 and Unrest fell -1 to 2.  ( House Rule - I will not allow myself to introduce another bill for a limited time)  My Popularity increased by 2 and Calpurnius by 1.

Combat Phase
- None

Revolution Phase
- The Plutocrats were able to play Tax Farmer 1 and gaining 2 Talents per Turn.  This was assigned to Senator Aelius.
- The Notable Statesman Amilius Paullus card was held from play by the Populists, the Imperials already have the matching Senator in play.

Nefaro

#12
I dunno.. the "senators" lasting a long time didn't seem to strike me as odd since most of them are actually patrician families.  So they are basically a succession of no-name family heads unless a specific named one comes out and briefly replaces it.  Or are you only doing the age>death rolls for the specific named senator cards that go with their family when they come into play?

Edit:  I'm a bit confused as I've not read the rules in a few months and pondering the optional aging rule.


PanzersEast

Quote from: Nefaro on June 17, 2014, 12:43:21 AM
I dunno.. the "senators" lasting a long time didn't seem to strike me as odd since most of them are actually patrician families.  Or are you only doing the age>death rolls for the specific named senator cards that go with their family when they come into play?

They age by 1 each turn and once 7 is reached the natural death role starts and a drm +1 for each year over 7.  I actually prefer this over the chit pull, however your senators can still die outside of just the aging.  As new Senators come into play, they start from 1.


Chit pulling just seemed a little disconnected to me.

Here are the optional rules from the Current Living Ruled:

3.1.1 AGE MARKERS: During the mortality phase, a Senator without an age marker receives one numbered "1". A Senator with an Age marker has it increased by 1. After the age is increased if the number on the marker is greater than or equal to 7 a roll must be made during the Mortality Phase to see if that Senator dies naturally (even those in the Forum). These checks are preformed on the oldest senator first proceeding down to the youngest senator. If there is a tie the player may resolve either of them in any order they wish. A dr of 6 results in the death of that Senator. For each number greater than 7 on the marker, 1 is added to the dr roll. These roles are not affected by Evil Omens.

3.1.02 ELDER SENATOR: Any Senator with an age marker of 7 or higher is considered an Elder Senator and cannot leave Rome (for example, to fight a war or govern a province) or attempt an assassination. This does not prevent him from becoming a Dictator or Field Consul; it merely prevents him from being sent to fight a War (or anything else that could make him leave Rome). In the case the Elder statesmen is a Dictator or Field Consul the first force sent to fight a war must be the Field Consul or the Rome Consul, respectively. He is not forced to return to Rome if he is already away. An Elder Senator can go into Exile normally.

3.1.02.1 NATURAL DEATH RESULTS: Upon a natural death a "non-faction leader" Elder Senator is never placed in the curia. Instead his card is wiped clean (as previously) except for all money is now retained on the senator card. At this time his Faction may make an immediate one time persuasion attempt against the senator without subtracting the targets loyalty and assuming the senator is unaligned (but subtracting his money). This simulates that the Elder Statesmen's heir would be likely to continue to be loyal to his fathers/grandfather's existing faction and would have been groomed to do so. Any senator (even those not in Rome) may make the attempt. If the previous owner fails in the attempt the card is placed out into the forum along with all the Talents. The newly dead Senator would not receive an age marker until the next mortality phase. The natural death on a faction leader is unchanged from the normal game (the family card remains automatically with the faction), except the faction leader retains all his money.

3.1.03 SETUP: During setup each player randomly assigns an "Age 1" marker on one senator in their faction, an "Age 2" marker on another, and so on until every senator has an age marker.

3.1.04 NO MORTALITY CHIT: To counter the effects of more senators dieing you do not draw a random morality chit from the cup during the mortality phase. Note that senators can still die unexpected and be placed in the curia automatically due to war, epidemics, etc.



PE

Nefaro

#14
Yeah, that does sound interesting.  I recall skimming that optional rule at one point, but didn't commit it to memory as I didn't initially plan on using it the first game.  I can see how it would regulate the deaths more, but it also adds more chit swapping & busy work so there's a bit of trade-off.

My table is practically clear right now, perhaps I should finally bust this out and run a solo game at the same time.  I could probably learn the ropes faster after seeing your playthrough.