Overview
Mare Nostrum is a civilization-building game set in the ancient Mediterranean. Players lead one of 5 empires (Rome, Carthage, Egypt, Greece, Babylon), competing through trade, military conquest, and cultural achievements. The map consists of provinces and seas. Players must balance economic growth with military expansion, trading resources to build armies, fleets, cities, temples, and heroes to achieve victory.
Components
- 1 game board (Mediterranean map with provinces and sea zones)
- Empire player boards
- Military units (legions, triremes, fortresses)
- Resource tokens (various types)
- Hero and wonder cards
- City, temple, and market tokens
- Trade cards
- Director markers (Trade, Political, Military)
- Dice
Setup
- Each player chooses 1 of 5 empires, each starting with 3 provinces.
- Place starting units, cities, and resources as indicated on empire cards.
- Assign director roles: Trade Director to player with most markets/caravans, Political Director to most cities/temples, Military Director to most legions/triremes.
- Place resources in provinces.
Turn Structure
Each round has 3 phases:
1. Trade Phase (led by Trade Director)
- The Trade Director decides how many resources each player must offer for trade.
- Players simultaneously select and reveal resources.
- The Trade Director picks first, then other players in order.
- Trade is key to acquiring resources you lack for building.
2. Political Phase (led by Political Director)
- Players simultaneously build improvements using collected resources.
- Build: legions, triremes, fortresses, cities, temples, markets, caravans, heroes, wonders.
- Each improvement costs specific resources (e.g., a legion costs wheat + iron).
3. Military Phase (led by Military Director)
- The Military Director decides turn order for movement and combat.
- Move legions and triremes.
- Resolve combat by rolling dice – each unit contributes combat strength.
- Conquer provinces to gain their resources.
Actions
Building
| Improvement |
Effect |
| Legion |
Military unit (land combat) |
| Trireme |
Naval unit (sea combat) |
| Fortress |
Defensive structure |
| City |
Increases political influence |
| Temple |
Increases political influence |
| Market/Caravan |
Increases trade influence |
| Hero |
Provides special abilities |
| Wonder |
Alternate victory path |
Combat
Each unit rolls dice in combat. Forts provide defense bonuses. Losers retreat; provinces change hands.
Scoring / Victory Conditions
A player wins immediately by achieving any ONE of:
- Build the Pyramids (collect specific set of resources and build the wonder).
- Control 4 Heroes/Wonders (any combination of 4 heroes and/or wonders).
- Build all 3 Directors (hold all three Director positions simultaneously through dominance in trade, politics, and military).
Special Rules & Edge Cases
- Director roles rotate based on current board state; building more markets makes you Trade Director, etc.
- Each Director role grants special powers (e.g., Trade Director sets trade terms, Military Director sets combat order).
- The 5 empires are asymmetric, each starting with different resources and advantages.
- Naval control is essential for trade routes and preventing enemy invasions.
- Alliances and diplomacy are informal but important.
Player Reference
| Phase |
Leader |
Action |
| Trade |
Trade Director |
Set trade terms, exchange resources |
| Political |
Political Director |
Build improvements |
| Military |
Military Director |
Move units, resolve combat |
Victory: Build Pyramids, OR control 4 Heroes/Wonders, OR hold all 3 Director roles