Roman War: Tactics & Ambushes

Roman War Domination Hindered by Hannibal's Ambushes

Collectable Deck-Building Card Game

Co-Op: Roman War Tactics against Hannibal's Ambushes

Rules of Battle

Traditional Game (Around 60-90 Minutes)

Game time depends on how familiar people are with the cards.

  1. How to Win: All Roman Players must have a Domination Level of 3 and each player must have no Active Enemy Encampments by the end of 10 rounds. As soon as those conditions are met, the Roman Side wins.
  2. A Round is when all players each had a turn. Use a counter to keep track of the rounds.
  3. All Resistance cards may be played during the Resistance Phase. If there are no Ambush cards to resist, you may still play them and reap other benefits. Each failed Ambush results in -1 Power loss.
  4. Each Roman Player starts with a Domination Level of 0 and a Power Level of 3. You can never go below 0 power. Every time a player's Power gets to 10 or more, he or she increases a Domination Level and Power rolls through (i.e. if you would be at 12 power, you are now up a domination and at 2 Power) The player who increased in Domination gets to choose one Domination Level Abilities below.
  5. There may be other ways to increase your Domination Level depending on different cards.

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Rulebook

Domination Level Progression

As players mature, they draw more cards and face more Enemy Ambushs

Domination Level 0

Roman Draw: 2 (Domination+2)

Enemy Plays: 1 (Domination+1)

Domination Level 1

Check: Did all players reach Domination Level 1?

If Yes → Gain ability for all players.

Roman Draws:3 (Domination+2)

Enemy Plays:2 (Domination+1)

Domination Level 2

Check: Did all players reach Domination Level 2?

If Yes → Gain ability for all players.

Roman Draws:4 (Domination+2)

Enemy Plays:4 (Domination+2)

Domination Level 3

Check: Did all players reach Domination Level 3?

If No → Keep Playing

If Yes → Gain ability for all players.

Do any players have any Active Enemy Encampments? If NoRoman Players WIN!

Roman Draws:5 (Domination+2)

Enemy Plays:5 (same # Roman Draws)

Domination Level 4+

Players cannot Mature higher (after level 3) unless that person has no Active Enemy Encampments. His or her power will be stuck at 9.

Roman Draws:Domination+2

Enemy Plays:(same # Roman Draws)

At any time, are all players at Domination Level 3 or greater and do they have no Active Enemy Encampments? If Yes, the game is over and Roman Players Won!

Have all players played 10 turns?

→ End the Game

Domination Abilities

Dominate Together or Purchase
All-Player Abilities

When all Players reach the next Domination Level, collectively choose an ability below or you may purchase for the price listed. This applies to all Roman Players. (Also available in Duel mode — the lone Roman player unlocks them by leveling up or purchasing with Cost.)

High Price (Each Player pays 11 immediately after a Player's Cost Zone Phase to purchase)

As of Oct 31, 2025 - Roman players may Rotate cards to Resist (only for their turn) for themselves. If you get Double Resistance, then Other Players may Resist by Rotating cards in their Cost Zone

Low Price (Each Player pays 7 immediately after a Player's Cost Zone Phase to purchase)

Featured Cards

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Setup

Your Playing Area (zones)

You may purchase Play-Mats (https://kinsman.cc/playmat) for better organization and visibility of your Play Area

Deck Building Rules

Currently,

Card Types

Phases

Start of Game: Each player draws 7 cards to Hand and draws 3 cards to Cost Zone. Determine who goes first.

Primary Gameplay is when no human plays the Enemy Deck, There have been thoughts of having a Human playing Enemy Deck, but needs to be tested.

If you have 3 or more players, you may all play on the same team or have one player play the Enemy Deck. Most Play-Testing has occurred when all players playing are on the Roman Side. Try these rules if you want to have a human player play the Enemy Deck:
If one player plays the Enemy Deck then they draw 7 cards and draws 3 cards to Cost Zone. When it is time for Enemy Draw/Play Phase like in the other mode, instead he draws to hand plus 1 more card directly to the Cost Zone. At the end of that Roman Player's turn, he Un-Rotatess his cards in Cost Zone and may put more in Cost Zone. Now he or she may play Enemy cards against anyone as long as he Rotates cards in the Cost Zone. At the end of every Round The Enemy Player may shift cards to or from his or her Cost Zone to his or her Hand

Primary Gameplay, Players take turns, each turn consists of several phases:

  1. Check Phase: This is the first possible phase before you Un-rotate any cards in the Reset Phase.
  2. Reset Phase: Un-Rotate all your cards to make them usable.
  3. Roman Draw Phase: Draw the number of cards equal to your Domination Level + 2
  4. Cost Zone Phase: No cards can be played during this time (not even Tactics) Play up to 4 of your cards to the Cost Zone face down. (Choose wisely because you will not get to play them again unless you gain Vibrancy)
  5. Enemy Draw/Play Phase: Enemy Deck draws and plays the number of your Domination Level + 1 If there are no more cards in the Enemy Deck, re-shuffle the non-resisted cards in the discard pile (Enemy cards that could not be Resisted) back into the Enemy Deck and continue drawing.
  6. Resistance Phase: Resist Ambush cards or give into more Chaos. Enemy Cards that were Resisted go in a separate Resisted Pile, ones that could not be Resisted go into a Unresisted Pile Do not play any card other than a Resistance or Tactic card during this time.
  7. Main Phase: Play cards (such as Dominations or Encampments).
  8. Discard Phase: Discard down to 7 cards.
  9. Tactic cards are special and may be played at any time (except during Cost Zone Phase); the most recent Tactic gets resolved first (stack mechanics).

Phrases and Definitions

Boosts may only be played once per Person unless otherwise specified. If other cards cause boosts to cost less, they may never go below 1 (come on, that would be too easy).

Phase Grid

1. Check Phase
🔍 Check for conditions
2. Reset Phase
🔁 Un-Rotate all your cards
3. Draw Phase
✍️ Draw = Domination + 2
4. Cost Zone Phase
❌ Play up to 4 cards face-down
No other cards can be played.
🔮 Tactic Cards
Play any time
except Cost Zone Phase
Last one resolves first (stack)
5. Enemy Draw/Play Phase
😈 Enemy draw and plays the same number of cards the Roman Draws minus 1 except for when Player is at 2 Domination or higher, then Enemy Draws and plays Domination + 2
6. Resistance Phase
🛡️ Resist Ambush or suffer Chaos
7. Main Phase
🎮 Play cards (Domination, Encampments, etc.)
8. Discard Phase
🗑️ Discard down to hand limit

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Prices higher because made in USA (on-demand publishing, not bulk)

Setup Example

All Players draw 7 cards in their hands and draw 3 face-down in Cost Zone. Players start with a Domination of 0 and a Power of 3. Each time players increase to 10 Power, they go up 1 Domination If all players get to 3 and have no Active Enemy Encampments by 10 Rounds, then you win the game

Choose who goes first, and they start their at the Roman Draw phase drawing 2 (Domination+1)

It is recommended for beginners to play with Hand face up on the table to help each other play and work together.