Overview
Pax Romana is a grand strategy wargame covering the political and military history of the ancient Mediterranean from 300 BC to 30 BC. Players control major powers (Rome, Carthage, Eastern Kingdoms, Barbarians) as they compete for dominance through military conquest, diplomacy, colonization, and political maneuvering. The game uses a card-driven system where strategy cards fuel operations, events, and political actions.
Components
- 1 large game map (Mediterranean basin and surrounding regions)
- Strategy cards (decks for each faction)
- Unit counters (legions, fleets, leaders, political markers)
- Various markers and tracks (VP, political status, treasury)
- Combat Results Tables and Player Aid Cards
- Dice
Setup
Choose a scenario (ranging from the full 300-30 BC campaign to shorter scenarios covering specific periods like the Punic Wars). Place units, leaders, and political control markers per the scenario setup instructions. Each player receives starting strategy cards and treasury.
Turn Structure
Each game turn represents approximately 20 years in the full campaign. A turn consists of:
1. Political Phase
Players conduct diplomacy, make alliances, declare wars, and manage internal politics. Political influence is spent to control provinces and client states.
2. Strategy Card Phase
Players play strategy cards to activate their forces for movement, combat, colonization, or to trigger historical events. Cards have Operations Points (OPs) used to activate areas.
3. Operations Phase
Using activated areas, players move armies and fleets, conduct battles, besiege cities, and colonize new territories.
4. Revenue Phase
Collect income from controlled provinces and trade. Pay maintenance for armies and fleets.
5. Attrition and Supply Phase
Check supply status; unsupplied forces suffer losses.
Actions
Military Operations
- Movement: Armies and fleets move through connected areas. Leaders provide movement bonuses.
- Combat: Resolved by comparing strength totals, applying tactical modifiers (leader ability, terrain, fortifications), and rolling dice on the CRT.
- Sieges: Fortified cities require sustained siege operations to capture.
- Naval Operations: Fleets transport armies, blockade ports, and fight naval battles.
Political Actions
- Diplomacy: Spend political influence to sway neutral states, form alliances, or undermine rivals.
- Colonization: Establish colonies to extend territorial control and generate revenue.
- Internal Politics: Manage civil unrest, political rivals, and succession crises.
Economic Actions
- Revenue collection from provinces
- Army/fleet recruitment and maintenance
- Construction of fortifications and infrastructure
Scoring / Victory Conditions
Victory is determined by Victory Points accumulated through:
- Controlling provinces and key cities
- Winning major battles
- Achieving scenario-specific objectives
- Political and cultural achievements
The player with the most VP at game end wins. Certain achievements can trigger automatic victory.
Special Rules & Edge Cases
- Leader death: Leaders can die in battle or from natural causes; their loss affects army effectiveness.
- Civil wars: Internal conflicts can erupt, dividing a player’s forces.
- Barbarian incursions: Barbarian forces can threaten established powers unpredictably.
- Historical events: Card events represent major historical occurrences (Hannibal’s crossing of the Alps, Roman political crises, etc.).
- Senate/Political systems: Rome has unique political mechanics reflecting the Republican system.
- Multi-player diplomacy: Alliance and betrayal mechanics between the 2-4 players.
- The game covers an enormous scope; the full campaign is an all-day or multi-session commitment.
Player Reference
| Card Use |
Effect |
| Operations |
Activate forces for movement/combat |
| Event |
Trigger historical event |
| Political |
Spend influence for diplomacy/colonization |
| Phase |
Action |
| 1. Political |
Diplomacy, alliances, internal politics |
| 2. Strategy Cards |
Play cards for activation |
| 3. Operations |
Move, fight, siege, colonize |
| 4. Revenue |
Collect income, pay costs |
| 5. Attrition |
Supply check |