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Quick Reference for
Hannibal: Rome v. Carthage (AH)

last updated Sat Dec 19 19:52:47 PST 1998

Sequence of Play

  1. Reinforcements
  2. Deal Strategy Cards
  3. Strategy
  4. Winter Attrition
  5. Political Isolation Removal
  6. Victory Check
Battle Card Tally: 1 per general's battle rating
1 per strength point
1 for successful intercept
-1 for failed "avoid battle"
1 for each ally in the region (Rome max +2 in Italy; Numidias worth 2)
1 if friendly tribe in the space
+2 for Rome if battle in Latium

Sequence of battle resolution:

  1. Change of Command die roll.
  2. Attacker declares battle-related cards.
  3. Defender declares other battle-related cards.
  4. Elephant charge declaration and charge die roll, unless elephant fright immediately played before die roll.
  5. Deal BCs, display cards revealed by spy and begin battle. (Some event cards are playable during the battle.)

Battle Deck Distribution

12 Frontal Assault
9 Flank Left
9 Flank Right
8 Probe
6 Double Envelopment
4 Reserve

Notes (easily-omitted rules):

  1. Cannot avoid battle by moving to other player's control marker.
  2. Retreats cannot end on enemy CU's – continue on to a friendly control marker or larger friendly force instead. If you meet a smaller friendly force on the way, they are swept up in the retreat. For the attacker, the retreat path must start with the space from which he entered battle.
  3. Every enemy marker or unit you enter during retreat loses another strength point.
  4. The max retreat distance is 4.
  5. If you can't meet retreat rules, eliminated.
  6. No retreat by sea – eliminated instead.
  7. Campaign, Counter and Traitor cards do not break Truce.
  8. You can place control markers only by playing a strategy card. You can place them in an empty space or flip them where you have armies.
  9. Isolated control markers are removed. (Isolated armies tend to die.)

See also:

Please forward any comments and additions to this WWW-page to Rick Heli