Hannibal: Rome vs. Carthage

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

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

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:

  1. Reinforcement Phase (skip Turn 1): Carthaginian reinforcements placed, then Roman reinforcements. Roman player designates Proconsul, removes old Consuls, selects 2 new Consuls.
  2. Deal Strategy Cards: Each player receives the number of cards listed on the Turn Track.
  3. Strategy Phase: Players alternate playing Strategy Cards one at a time. The phase ends when both players have exhausted their hands.
  4. Winter Attrition Phase: Both players conduct attrition against CUs in hostile spaces.
  5. Political Isolation Removal Phase: Both players remove isolated non-Walled, non-Tribe PCs.
  6. Victory Check Phase: Players calculate Political Points. The weaker player loses PCs.
  7. 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:

Movement

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:

  1. Each player selects Battle Cards from their hand (number based on General’s battle rating).
  2. Players simultaneously reveal and resolve Battle Cards in rounds.
  3. Cards represent tactics like Double Envelopment, Flanking Maneuver, Frontal Assault, etc.
  4. Casualties are applied; the loser retreats.

Sieges

Political Control

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

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