Glory to Rome

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Glory to Rome is a strategic card game where players are Roman patricians rebuilding the city after the great fire of 64 AD. Each card can serve multiple purposes: as a Role (action type), Client (permanent worker), Material (building resource), Structure (completed building with a power), or Money (victory points). Players lead and follow roles to hire clients, gather materials, lay foundations, and complete structures. The game ends when all Site cards of one type are taken, the draw pile is exhausted, or a player completes a special building (Catacomb). The player with the most victory points wins.

Components

Setup

  1. Place a Camp card face up in front of each player.
  2. Shuffle Order cards; deal 5 to each player face down.
  3. Place Jack cards in a central pile.
  4. Create Site card stacks equal to the number of players per type; remaining Sites are “Out of Town” (placed upside-down).
  5. Deal one Order card face up per player into the Pool to determine starting player (alphabetically first card name).
  6. Place remaining Order cards as the draw pile.
  7. Give the Leader card to the starting player.

Turn Structure

  1. Leader’s Choice: The Leader either Leads a role (plays an Order card on their Camp) or Thinks (draws cards; turn ends immediately).
  2. Other Players: Clockwise, each player either Follows (plays a matching Role card) or Thinks (draws cards).
  3. Resolve Actions: Leader performs 1 action for leading + 1 per matching Client. Then each following player performs 1 action for following + 1 per matching Client. Players who Thought still get actions from their Clients.
  4. Cleanup: Move all played Role cards to the Pool. Pass the Leader card to the left.

Actions

There are 6 Roles, each corresponding to a material color:

Role Color Action
Patron Purple/Marble Take a card from the Pool into your Clientele
Laborer Yellow/Rubble Take a card from the Pool into your Stockpile
Architect Grey/Concrete Lay a Foundation or add Material from Stockpile to a Structure
Craftsman Green/Wood Lay a Foundation or add Material from Hand to a Structure
Legionary Red/Brick Demand materials from other players’ hands (matching your card + neighbors in Pool)
Merchant Blue/Stone Move a card from your Stockpile to your Vault

Thinking (Instead of Leading/Following)

Choose ONE:

Jacks

Petitioning

Play 2 Order cards of the same color to act as a Jack (lead or follow any role of that color).

Building Structures

  1. Lay Foundation: Play a card from hand as a new Foundation (requires taking a matching Site card). The Site determines the material type and how many materials are needed.
  2. Add Material: Place a matching-color material from Stockpile (Architect) or Hand (Craftsman) onto the Foundation.
  3. Complete: When a Structure has materials equal to its Site value, it is complete. Gain its special power and Influence equal to its Site value.

Material Values (and Structure costs)

Material Color Site Value Merchant Bonus
Rubble Yellow 1 +3 VP
Wood Green 1 +3 VP
Brick Red 2 +3 VP
Concrete Grey 2 +3 VP
Stone Blue 3 +3 VP
Marble Purple 3 +3 VP

Influence

Scoring / Victory Conditions

Game ends when:

Victory Points:

Highest total VP wins. Ties broken by most materials in Vault.

Special Rules & Edge Cases

Player Reference

Camp Area Limit Contents
Clientele Influence Hired Clients (permanent workers)
Stockpile Unlimited Gathered Materials
Vault Influence Sold materials (hidden VP)

Turn order: Leader Leads/Thinks > Others Follow/Think > Resolve Actions (Leader first) > Cleanup

Hand refill size: 5 (default)

Roles: Patron (hire), Laborer (gather), Architect (build from stockpile), Craftsman (build from hand), Legionary (demand), Merchant (sell)