Overview
Hannibal: Rome vs. Carthage (part of the Hannibal & Hamilcar box) is a two-player card-driven wargame depicting the Second Punic War between Rome and Carthage. One player controls Rome, the other Carthage. Players use Strategy Cards to move armies commanded by generals, fight battles using a tactical Battle Card system, control provinces through political control markers, and besiege walled cities. The game is played over a series of turns, each representing a year of the war.
Components
- 1 double-sided mounted board (22” x 33”) with the Hannibal map on one side
- Plastic Roman and Carthaginian General figures with markers
- Strategy Cards (classic Hannibal cards, additional cards, multi-use cards)
- Land Battle Cards and Naval Tactics Cards
- Roman and Carthaginian General Cards
- Political Control (PC) markers (circular, double-sided: Roman/Carthaginian)
- Combat Unit (CU) markers (various denominations: 1, 2, 5, 10)
- Walled City markers, Large Walled City markers, Tribe markers
- Siege markers, Siege Train markers
- Ship counters (Roman and Carthaginian)
- Naval Supremacy marker, Corvus marker, Proconsul marker, Dictator marker
- Turn/Truce marker, Supply markers
- Multiple dice (classic, naval, siege white/red, retreat large/small)
- Rulebook, Playbook, Scenario book, Player Aid charts
Setup
Set up according to the chosen scenario (the Scenario book specifies initial placement of generals, CUs, PCs, and which Strategy Cards to use). The standard Hannibal scenario depicts the full Second Punic War.
Turn Structure
Each turn follows this sequence:
- Reinforcement Phase (skip Turn 1): Carthaginian reinforcements placed, then Roman reinforcements. Roman player designates Proconsul, removes old Consuls, selects 2 new Consuls.
- Deal Strategy Cards: Each player receives the number of cards listed on the Turn Track.
- Strategy Phase: Players alternate playing Strategy Cards one at a time. The phase ends when both players have exhausted their hands.
- Winter Attrition Phase: Both players conduct attrition against CUs in hostile spaces.
- Political Isolation Removal Phase: Both players remove isolated non-Walled, non-Tribe PCs.
- Victory Check Phase: Players calculate Political Points. The weaker player loses PCs.
- End of Turn: Begin the next turn, or if all turns are played, determine the winner.
Actions
Strategy Cards
Each card has an Operation Number (OP: 1-3) and may also be playable as an Event. On your card play, choose one:
- Operations: Use the OP value to move armies, place PCs, or make other operational moves. A General can move a number of spaces equal to the OP value, carrying CUs with him.
- Event: Play the card for its specific historical event text.
- Campaign: Certain high-value cards allow a Campaign, activating multiple generals in one card play.
Movement
- A General moves along connections between spaces up to the OP number of spaces.
- An Army (General + CUs) moves together. CUs without a General cannot move via OPs.
- Armies must stop when entering a space with enemy forces (unless avoiding battle).
- Stacking: Maximum CUs with a General are limited by the General’s strategy rating.
Land Interception
When an enemy army moves adjacent to or through a space near a friendly army, the friendly General may attempt to intercept (roll dice against the General’s strategy rating).
Avoiding Battle and Pursuit
A General in a space entered by an enemy may attempt to avoid battle. If avoidance fails, a battle occurs. The attacker may also attempt pursuit of a retreating force.
Land Battles
Battles use a tactical card system:
- Each player selects Battle Cards from their hand (number based on General’s battle rating).
- Players simultaneously reveal and resolve Battle Cards in rounds.
- Cards represent tactics like Double Envelopment, Flanking Maneuver, Frontal Assault, etc.
- Casualties are applied; the loser retreats.
Sieges
- To besiege a Walled City, move an army into the space. Place a siege marker.
- Assault: Roll siege dice to attempt to take the city by force. Failed assaults may cost CUs.
- Siege attrition: Walled Cities may fall over time during winter.
- Up to 4 friendly CUs may defend inside a Walled City.
Naval Movement
- Naval units (ships) move through sea zones.
- Naval combat occurs when opposing fleets meet.
- Naval transport allows moving armies across sea zones.
- Piracy: Carthaginian player may conduct piracy to disrupt Roman naval operations.
Political Control
- Players place PC markers using OP points to gain control of spaces.
- A player controls a Province by controlling more than half its spaces.
- PCs isolated from friendly supply lines are removed during the Political Isolation phase.
- Walled Cities and Tribes are harder to convert or remove.
Scoring / Victory Conditions
Sudden Death Victory
Certain conditions can trigger an immediate victory during any turn (e.g., capturing the enemy capital or controlling a critical number of provinces).
End-Game Victory
If no Sudden Death occurs, victory is determined at the end of the final turn by comparing Political Points. The player controlling more provinces and key spaces wins.
Victory Check Phase
Each turn, both players calculate their Political Points based on controlled provinces. The player with fewer points loses PCs equal to the difference, potentially shifting control of the map.
Special Rules & Edge Cases
- Consuls and Proconsul: Roman Generals are either Consuls or Proconsuls. Consuls outrank Proconsuls. New Consuls are randomly drawn each turn; one previous Consul becomes Proconsul.
- Elephants: Carthaginian elephant CUs have special combat properties. They are limited in supply and cannot be rebuilt.
- Hannibal’s special abilities: Hannibal has unique capabilities as a General (high battle and strategy ratings, special events).
- Displaced Generals: Carthaginian Generals removed from the map may return during the Reinforcement Phase.
- Winter Attrition: Armies in hostile spaces (spaces without friendly political control) lose CUs during winter unless in Walled Cities.
- Half rule: Whenever rules reference “half,” always round fractions down.
- Reinforcements may not be placed inside a besieged Walled City.
- CU markers have various denominations and players can always “make change.”
Player Reference
| Concept |
Details |
| Strategy Card Use |
Operations (move/place PCs) OR Event |
| OP Values |
1-3 (determines movement range or number of PCs placed) |
| Battle Rating |
Determines number of Battle Cards drawn |
| Strategy Rating |
Determines max CUs a General can command and interception chance |
| Province Control |
Control >50% of spaces in a province |
| Walled City Defense |
Up to 4 CUs inside; requires siege to capture |
| Turn Sequence |
Reinforcements → Cards → Strategy Phase → Winter → Isolation → Victory Check |
Victory: Sudden Death (capital capture/province control) or most Political Points at game end