The Republic of Rome

1990 · Political

The Republic of Rome

Players represent rival aristocratic factions maneuvering for influence in the Roman Senate across a simulated stretch of Republican history. On each turn players propose and vote on Senate actions—assigning offices, sending governors and generals to provinces, raising armies, pursuing prosecutions, and addressing public crises. Influence and voting power depend on the number and rank of Senators each player controls, while Offices determine who may make proposals. External threats such as wars, famine, unrest and financial collapse force temporary cooperation; if Rome fails, all players lose. Victory comes from turning a faction’s Senators and commanders into the dominant force in the state.

Players
1–6 best 5
Playing time
300 min
Age
14+
Complexity
4.4 / 5
7.8 on LudoyaWargameNegotiationSolo / Solitaire GameOwnershipIncome

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On Ludoya's tables

Full stats in Ludoya
57
Plays logged
92
Players
3h 54m
Average play
43
In collections
4
On wishlists
1
Pre-ordered

7.8/10

from 27 Ludoya reviews

  • Severí Vinyoles9.5

    The most immersive, emotional and fun game of all; what the players decide or vote, how they behave toward each other, everything counts. The most enjoyable point of this game is that it allows you to do endless things. It's about politics, after all, and that's what makes the game shining: the emotional factor. You can convice the others to vote or support you, and then betray them. Or you can make the others don't see you as a threat, and instead judge another senator and execute him. Or send him to a war. And it has a right sense of Roman history. For a history lover, it is even more enjoyable. The only flaws are the length (more than 5 hours ruling Rome may be exhausting), the big amount of rules and the optimal number of players, which prevents it being more played as it would deserve.

  • Benjamín Amorín6.0

    Ultralong game about diplomacy. Historically it's awesome, but you need a lot of time to play and to learn a massive messy rulebook

  • andycted8.0

    Seems like a gem firmly planted in old style RPG vibes

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

How does a Persuasion (bribe/counter-bribe) attempt work—can I spend my faction treasury to stop someone and who gets the money?

The persuader may spend Talents from his Personal Treasury to raise the Base Number and then rolls vs. 2d6; all other players may irrevocably spend Talents from their Faction Treasuries to subtract from the Base Number as counter-bribes. All Talents spent (bribes and counter-bribes) are placed into the target Senator’s Personal Treasury after the Attempt regardless of success or failure (see p.9, 1.07.412–1.07.414).

If one of my senators dies, what happens to his markers, concessions and my faction—am I eliminated?

When a Senator dies all markers except a Faction Leader marker are removed, his Concessions return to the Curia and his Province (if governor) goes to the Forum; Family (black-text) cards without a Faction Leader go to Repopulating Rome (p.5, 1.05.3). A faction is only eliminated if it has no Senators left as a result of a failed Assassination; otherwise the player may draw the top Senator from the Curia to replace his leader or wait for the next Curia entry (p.5, 1.05.4).

What's the difference between Personal Revenue, Provincial Spoils and the Faction Treasury, and when can money be moved between them?

Personal Revenue is income each Senator generates (base income plus Knights, Concessions and optional Provincial Spoils); Provincial Spoils are optional die-roll results collected by Governors (p.5, 1.06.1–1.06.13). During Redistribution (end of the Revenue Phase) players may freely move Talents between Personal Treasuries and their own Faction Treasury (except Rebels cannot transfer to non-Rebels) and may give Talents to other players (p.5, 1.06.3).

When does a Governor return to Rome and does a returning Corrupt Governor keep his Corrupt marker?

At the end of the Revenue Phase the term dial of non‑Rebel Governors is advanced and when it moves off “1” the Governor returns to Rome and the Province card goes back to the Forum; returning Corrupt Governors keep their Corrupt marker (p.6, 1.06.6).

How do prosecutions work and what are the consequences of a Minor vs. Major Prosecution?

The Censor may conduct up to two Minor or one Major Prosecution per turn; voting is for conviction and the Accused gains additional votes equal to his Influence, with Popular Appeal possible (p.12, 1.09.41–1.09.42). A successful Minor Prosecution strips 5 Popularity, 5 Influence, any Prior Consul and returns Concessions to the Forum; a successful Major Prosecution results in execution (p.13, 1.09.43–1.09.44).

What immediate game states cause everyone to lose—what must we avoid to keep Rome alive?

The game ends in defeat for all players if at the end of a Combat Phase there are four or more Active Wars, if the People Revolt with no Rebel in play, or if the State Treasury goes bankrupt with no Rebel in play (p.2 and p.19, 1.12.3).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.