The following rule changes apply here on yucata.de:
- "Fortress" event card is played automatically on the first conquest action of your opponent.
Two mighty, ancient empires sail the seas, found new cities, erect
glorious temples, and develop new technologies. However territories
and resources are limited, and soon peaceful coexistence
threatens to change to military conflict. Who can best manage their
state affairs? Who can benefit their people most when engaging
the vagaries of fate? And who has the strategic genius to lead their
legions and fleets to victory? The answer lies in your hands.
The game material comes in limited quantity.
If a player has no more legions or galleys,
or if the bank has no more city tokens
or temples, the supply is empty. Only resource
chips are unlimited.
- 24 galleys (12 per player color brown and beige)
- 24 legions (12 per player color brown and beige)
- 12 temples (white)
- 10 gold-cities
- 12 marble-cities
- 12 iron-cities
- 12 Town Walls
The city tokens and town
walls have the color of the
other player on their backside
1. Player Set Up
Each player receives the wooden parts of
his color: 12 galleys, 12 legions, 1 octagonal
game stone, and 6 wooden disks. In
addition each player receives 1 town wall.
Each player places 1 round wooden disk of
their color at zero on the VP-track.
Both recruitment boxes receive 1 legion
and 1 galley each. Each player’s 3 starting
cities are marked with a city token. The
starting city with a gold symbol receives a
gold city token etc.
Each player receives a starting supply of 3
Marble, 3 Iron, and 3 Gold chips
2. Start Player
The start player is chosen randomly and
the other player receives 1 coin as compensation.
3. Set up the bank
Place the marble, iron and gold chips, the
coins, the temples, town walls and city tokens next to the game board for use as
needed. Sort the 21 personage cards into five stacks.
4. Event Cards
The 25 event
placed as a
beside the game board. 3 event cards are
drawn from top and used to form the open
OVERVIEW OF THE GAME FLOW
Both players lead an ancient civilization.
On the front game board, the Carthaginians
play against the Romans, and on the
reverse side the Greeks play against the
Persians. Each nation starts with 3 cities
which produce marble, iron, and gold respectively.
These resources are used to
develop the civilization. A nation can erect
temples and build town walls with marble.
It can develop technologies and recruit military
units with gold while iron is used to arm
and equip the legions and galleys.
The nations expand their territories by moving
their legions and galleys and founding
new cities, which each cost 1 of each resource:
marble, iron, and gold. Legions
and galleys may also be used to conquer
the opponent’s cities. Temples triple a cities
capacity to produce, defend, and build
new military units. The town wall provides
additional defensive strength to its city.
Knowledge of new technologies may double
the moving distances of military units,
boost the defensive strength of owned cities
by 1, or strengthen the economy.
If a nation achieves certain goals it wins
the favor of ancient personages. The first
nation to own 9 personages wins the game.
GOAL OF THE GAME
In order to win, players try to be the first to
own 9 personages.
There are five different types of personages,
which are received for reaching special
For every 5 cities a nation owns it
receives a king which are gained
at the completion of city 5, 10, 15
For every 3 temples a nation
owns it receives a citizen which
are gained at the completion of
temples 3, 6, 9 and 12.
For every new advance (new technology)
a nation receives a
For every temple a nation destroys
it receives a general. A temple
is destroyed with its city being
Sea regions without a city are indicated
by a galley symbol. These
regions count double for the purpose
of gaining Navigators. You gain a Navigator for
every 7 sea areas you control. A clever
distribution of only 4 galleys
could be enough to gain a Navigator. Sea
regions are counted at the end of the turn
after all possible fights are over when calculating
Any deserved personages are awarded at
the end of a turn. Once won, an ancient
personage cannot be lost. This applies also
when possessions that led to any awards
are no longer held.
Players take alternating turns. Each turn consists of 3 steps taken in order:
A turn begins by placing the octagonal game stone on the circular
rondel depicted here, and performing the indicated action.
On a player’s very first turn the position on the rondel may be freely
chosen. On each following turn, the game stone moves forward
on the rondel in clockwise order. When moving forward, any of the
next three fields ahead can be chosen free of charge. If the game
stone moves further than three fields, each additional field costs
1 resource of the nation‘s choice, i.e., a marble, iron or gold chip
or a coin. You may not stay in the same field twice in a row; executing
the same action on two consecutive
turns would require moving forward 8
fields, and paying 5 chips/coins.
Game stones in the same position
on the rondel do not affect
one another. Every action is
described in detail on the
2. Founding Cities
A nation may found one or more new cities. The nation must have
at least one military unit (legion or galley) in the region where the
city is to be built. Foreign military units in the region do not prevent
the city‘s founding. For each newly founded city, the nation must
pay the bank one marble, one iron and one gold chip. Coins can
substitute for marble, iron or gold chips.
The player takes a city token out of the bank’s supply (marble,
iron, or gold), and puts it at the place of the newly founded city on
the board. The nation’s color must be visible. Moreover, the player
must pay one additional coin for each adjacent city which produces
the same resource. Each adjacency counts, no matter whether it is
a (blue) sea border or a (red) land border, and no matter whether
it is an owned or an opposing city. Cities are founded one after
another, so that the amount of coins needed may increase as new
adjacencies are created.
3. Winning Personages
At the end of a turn, a nation collects one or more ancient
personages if it meets the requirements for each and if
the bank still has them available. Whenever a player receives
a personage, his opponent takes 1 event card per
personage from the open card supply as compensation.
On the VP-track, where the numbers of personages are
recorded, are symbols for a town wall (at 0, 1, 2, 3, 5, and
7): Whenever a marker on the track reaches or passes a
town wall‘s symbol, its owner receives an additional town
wall into his personal supply. If, for instance, the marker
increases from “1” to “3”, he receives 2 town walls. The
town wall‘s symbol at “0” indicates that each player already
starts with 1 town wall in his personal supply.
There are three kinds of actions on the rondel:
- Actions to produce resources: MARMOR, FERRUM and AURUM (marble, iron and gold)
- Actions to utilize produced resources: TEMPLUM, MILITIA, and SCIENTIA (Temple, Arming, and Know-How). These utilization actions
are located exactly opposite of the corresponding resource production actions on the rondel.
- DUELLUM (Maneuver) for military action - which appears twice on the rondel.
MARMOR, FERRUM, AURUM (MARBLE, IRON, GOLD)
Each of these 3 actions produces the respective resource. On
MARMOR (Marble) the nation produces:
- 1 marble (per city without a temple).
- 3 marble (per city with a temple).
The player receives the produced amount of resource chips out of
the bank’s supply. In addition, he receives 1 coin, no matter which
resource or how many he produces.
Coins may be used as marble, iron or gold whenever necessary.
If the bank has no more coins, the player may choose whatever
other type of resource he wishes instead.
FERRUM (Iron) and AURUM (Gold) are done in similar fashion.
This action enables the nation to build temples
and/or town walls.
A nation may build one or more new temples.
For each new temple, it pays the bank 6 marble
chips and places the temple on the board beside
the city. In addition, 1 coin must be paid for each temple that already
exists in an adjacent region (both your own and opponent‘s
temples). If several temples are built within one turn, they are
paid one after another, so that the amount of coins needed may
increase as new adjacencies are created.
The temple triples the city‘s ability to produce, arm and defend
itself. Only one temple can be built per city. If all 12 temples are
already on the board, no further temples can be built until temples
are destroyed and returned to the supply.
Town walls may also be built at the player‘s cities with this action,
or as an alternative to building temples. They raise the defense
strength of a city by 1. Town walls costs 1 marble chip each and
are placed under the city token. Each city can have no more than
1 town wall. Players can only build town walls they have in their
personal supply (where they return if they are destroyed).
When arming military units are taken from
the recruitment box and placed at player
owned cities on the map. This costs 2 iron
chips per new military unit (legion or galley)
paid to the bank. Only units that are inside the
recruitment box at the beginning of the turn may be armed.
The number of new military units added to a city is limited to
- 1 at each own city without a temple
- 3 at each own city with a temple.
Legions and galleys can be added to cities even when they
already contain military units (friendly and enemy). The limit
of 1 (or 3) applies only to units added to a city. There is no
numerical limit for units in a region. However, hostile units of
the same type cannot peacefully exist in the same region. If
a new military unit is added to a city where there is already
a hostile unit of the same type, both units immediately fi ght,
cancel out each other 1 for 1, and return to their recruitment
boxes. Such a unit cannot be rearmed that same turn.
Cities with only red (land) borders can only accommodate
legions and cities with only blue (sea) borders can only accommodate
This action allows a nation to use its gold
to develop a new Know-How and/or to recruit
additional military units from its supply.
The prices of each Know-How
are depicted above the science chart on the
board. The higher price has to be paid by the first nation to
develop it. Each Know-How that a nation owns is marked with
a round wooden disk in the nation’s color. Being the first nation
to develop a certain Know-How is a signifi cant cultural
achievement and therefore is rewarded with the acquisition
of an ancient scholar.
There is no specific order in which Know-Hows have to be
taken, the choice is always free. If it can be afforded, it is
possible to develop several Know-Hows in the same turn.
Effects of Know-Hows:
STRATA (Streets): Legions may move up
to 2 land regions (cross 2 red borders in
NAVIGATIO (Navigation): Galleys may
move up to 2 sea regions (cross 2 blue
borders in a turn).
MONETA (Currency): One extra unit when
producing (+ 1 unit of the produced type
RES PUBLICA (Republic): The defense
strength of all owned cities is boosted by
COMMERCIUM (Trade): The nation is allowed
to trade resources with the bank at
a rate of 3 to 2. If a player pays 3 resource
chips (whatever type and composition),
he receives 2 resource chips of his choice
in return (but not coins). Example: He
pays 4 Gold and 2 Marble in order to take
4 Iron. Trading is possible at any time
during a player’s turn, but not during the
turn in which the player develops Trade
since Know-Hows are not owned until the
end of the turn.
In addition or as an alternative to developing
Know-How, a nation may also recruit
new legions and/or galleys. Newly recruited
units are taken from the personal supply
and placed in the nation’s recruitment box
on the board. A nation must pay the bank
1 gold chip for each legion recruited and 2
gold chips for each galley recruited.
This action is conducted in two steps in order:
All of a nation’s military units (legions or galleys) may
move to another region on the board. The order in
which units move may be freely chosen. Red borders can be crossed
only by legions, and blue borders only by galleys. Combined borders
with both red and blue lines may be crossed by both types of units. If
a nation owns the Know-How STRATA (Streets), its legions may cross
up to two red borders per turn. If it owns the Know-How NAVIGATIO
(Navigation), its galleys may cross up to two blue borders per turn.
If military units enter or want to cross a region where there are already
hostile units of the same type, a battle automatically occurs.
In this case both opponents loose the same number of units of the
same type. They cancel each other out 1 by 1 and are placed back
inside their respective recruitment boxes. All battles are resolved in
whatever order the player wants.
A city is not affected in any way by hostile units inside its region. It
may produce resources and add military units to its region as usual.
After all movements and battles are done a nation may decide to
conquer hostile cities. A conquest is only possible if the number of
military units inside the region at least meets the defense strength of
that city. The defense strength is calculated as follows:
- 1 for a city without a temple
- 3 for a city with a temple.
This basic strength is added by
- 1 for each defender legion and galley in the region
- 1 if the city has a town wall
- 1 if the defender owns the Know-How Res Publica (Republic).
The conqueror removes as many military units from the city’s region
as the defense strength of the city, and puts them back into his recruitment
box. He may choose freely which type of units to remove
(legion or galley) if he has more units than necessary in the region.
All defender legions and galleys are also returned to their recruitment
box as well. If the city had a temple, the temple is destroyed and goes
back to the bank’s supply (the conqueror receives the personage of
a general at the end of his turn). A town wall is destroyed as well and
returned to its player’s personal supply. The city token is turned over
and now shows the color of its new owner.
If the loss of at least of one city occurred, the loosing player chooses
1 event card from the open card display (not 1 per city!).
Open Card Display
As soon as a player takes a card from
the display it is replenished immediately.
In every situation there is the choice of 3
When to choose Cards
A player takes one event card if he has
lost at least one of his cities to conquest (1
per turn). A player also takes an event card
each time his opponent gains a personage
(1 per personage).
Using Event Cards
The players may use and combine their
event cards whenever they wish during
their own turns if the card description does
not indicate otherwise.
All used event cards are discarded and if
the original supply runs out, the discards
are shuffl ed and made into a new draw
END OF GAME
The game is won by the first nation to acquire 9 personages.
DEVELOPMENT NOTES FOR ANTIKE DUELLUM
When my first game ANTIKE was published
in 2005 it was an immediate success.
It won the Bronze Deutsche Spielepreis
and was nominated for the International
Developing an independent version for 2
players was a special challenge. New ideas
were integrated into the game to give it
more variety – such as the introduction of
the event cards, the modular distribution
of resources on the game board and the
additional protection of cities with town
walls. The conquest of cities does not
require additional movements anymore
(which always was a minor hurdle when
A main focus for the development process
was to ensure that a 2 player civilization
development game would not degenerate
into a pure arms race. As a result, Antike
Duellum, while still based on the basic
concepts of Antike, has become quite a different
game. Without the encouragement of
many players and the discussions in many
forums, this game would not have existed.
Although I cannot personally name everyone
who helped, I give my heartfelt thanks
to everyone who participated in creating
this challenging new strategy game.
Hamburg, October 2012