Empires of the Ancient World

Empires of the Ancient World takes you back to the age of Alexander the Great and Julius Caesar. You control the destiny of your empire, building armies, annexing neutral provinces, trading across the Mediterranean, and fighting battles. The heart of the game is its innovative card combat system. Superb, full colour, cards allow the use of pikes, swordsmen, warbands, elephants, heavy cavalry, foot skirmishers, light horse, siege towers, artillery and galleys.

Special Cards allow you to develop military leaders, diplomats, traders and engineers. Battles are fast and furious, with victory going to the player who employs superior tactics. However, winning the game is not just about having the largest empire. Having the biggest army will cost you victory points, so you had better use your forces well!

If warfare is not to your taste then you can capture provinces through diplomacy, or trade your way to victory, by having the largest trade empire.

Empires of the Ancient World can be played by three, four, or five players. It takes between two and three hours to play and the rules, though a little more complex than the average German game, are straightforward and easy to remember once play starts.
Components

Empires of the Ancient World contains the following:

* Rulebook (in English and German)
* Full colour mounted map
* 110 Full colour cards
* 250 wooden playing pieces
* dice

Empires of the Ancient World was designed by Martin Wallace, with artwork by Peter Dennis, and is published by Warfrog Games.

If you have any questions about Empires of the Ancient World please email Martin Wallace
FAQ:

Q: How does the fifth possible action, placing a control marker, work?
A: As an action a player may place a second (or third etc.) control marker in any province that he or she already controls. This helps defend against the random rebellion die roll, and against diplomacy (a successful diplomacy action only removes one control marker). It does not help defend against attack.

Q: Can a player save unused Trade Cubes in his Warehouse from turn-to-turn?
A: Yes

Q: If an Elephant is matched against an Artillery, and the Elephant rampages and the Artillery misses, what’s the result?
A: Elephant rampages and loses the combat.

Q: In the example, Light Horse automatically block each other. What about Foot Skirmisher vs Foot Skirmisher or Foot Skirmisher vs Archer?
A: The units negate each other – whether both are the same or one is a Foot Skirmisher and the other is an Archer.

Q: There are several cases where the cards conflict with the rules, e.g., Artillery hits Elephants on a 5 or 6 per the cards, but only on a 6 per the rules. Which are correct?
A: The cards are correct.

Q: One Available Army Foot Skirmisher is lacking a text box.
A: Simple layout error – text from the other Foot Skirmishers applies.

Q: Do Forts have any effect for the Defender when an opponent is trying to use a Diplomatic attack against a province?
A: No – the Fort changes hands in a successful Diplomatic attack.
Latest Errata/Clarifications:

1. Cards – one foot skirmisher card lacks information, same effect/abilities as other foot skirmisher cards.

2. Foot Skirmishers and Archers – If a foot skirmisher or archer fails to either hit or block an opposing card then it automatically loses. the only exception to this is when foot skirmisher/archer meets another foot skirmisher/archer, in which case the combat is tied. Light Horse always defeat foot skirmishers and archers. Against cavalry they suffer a -1 die roll modifier. Either one foot skirmisher or one archer can be selected for use in sea combat. They have the same effect on sea as they do on land, i.e. you roll for effect.

3. Siege Towers – If the defender opts to use a fortification then siege towers can be used to either attack or defend, which they do so with a strength of 9. They count as Slow units.

4. Place Control Marker – Rules explaining this option are missing from the rules book. If a player selects this option then he simply places one of his control markers in any province or sea area that he already controls. The effect is to make it harder for a player to use diplomacy to capture the province/sea area, since an extra successful attempt would have to be made. It also protects against revolts, since one control marker is removed the province would remain controlled.

5. Diplomatic Attacks – If a player uses a diplomat to gain control of a province that also contains a fort then he takes control of the fort. Any trade blocks in the province remain there – diplomats do not plunder.

6. Artillery – If artillery is drawn against a foot skirmisher or archer in sea combat then roll for the artillery first. The target is regarded as being a galley. Treat the combat as if a siege combat, which means the artillery result overrides a skirmisher result.
Links

You can find EotAW resources at http://www.mikenikki.com/mike/resources.html

Many thanks to Mike Bialecki for producing it.

Also there are new scenarios available at Spotlight on Games