Pax Romana

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

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

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

Political Actions

Economic Actions

Scoring / Victory Conditions

Victory is determined by Victory Points accumulated through:

The player with the most VP at game end wins. Certain achievements can trigger automatic victory.

Special Rules & Edge Cases

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