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Step by step
Game Objective
This expansion, Roll Through the Ages: The Iron Age – The Mediterranean Expansion, depicts the colonization of the Mediterranean by the Phoenicians, Greeks, and Romans. Players compete to develop their civilizations, expanding through founding colonies and acquiring Developments that modify the game rules. The ultimate goal is to accumulate the most victory points by the end of the game.
Setup
- Place the colony peg board in the central play area. It will be used by all players.
- Give each player 15 additional pegs of their color to use for building colonies.
- Set up the rest of the game according to the Iron Age rules.
Game Flow
Play according to the Iron Age rules, except as modified below:
- Refer to the manual for details on this section.
- Refer to the manual for details on this section.
- Resolve Battles, Conquests, and Tribute Demands: Players with the Navy Development may choose not to apply their bonus to a battle (and not lose a ship).
- Found Colonies: During this step, you may spend population to start and possibly complete colonies.
- Build: You may build ships during this step by spending 2 goods each. Unlike standard Iron Age rules, no Development is required (all players start with Shipbuilding capability).
- Refer to the manual for details on this section.
Actions and How to Play
Developments
Each Development modifies the rules for its owner. All effects are cumulative.
- Leadership (Cost: 2, Points: 1): After all dice rolls, may reroll 1 die (even if it shows a skull face).
- Granaries (Cost: 2, Points: 2): Trade goods for food at a 1:1 ratio (but not food for goods). You may do this when collecting goods.
- Dyemaking (Cost: 3, Points: 2): Each turn, when collecting goods, take 1 additional good.
- Formations (Cost: 3, Points: 2): +2 to battles and tribute demands. You still need at least 1 army to initiate a conquest.
- Medicine (Cost: 4, Points: 3): Ignore the effects of opponents' Pestilence disasters.
- Irrigation (Cost: 5, Points: 4): +1 food per food die. This applies to faces only if you choose to collect food from them.
- Metallurgy (Cost: 6, Points: 5): Innovation results are worth 5 (not 3) for buying a Development (on the turn they are rolled).
- Religion (Cost: 7, Points: 8): Ignore the effects of Unrest disasters.
- Architecture (Cost: 8, Points: 6): When building monuments, you may use 2 population to fill 3 monument boxes (as many times as you wish).
- Coinage (Cost: 9, Points: 7): You may store goods as wealth at a 3:1 ratio (not 4:1).
- Aqueducts (Cost: 10, Points: 9): +2 food per food die. This applies to faces only if you choose to collect food from them. At game end, score 1 point for every 3 food you have.
- Navy (Cost: 12, Points: 7): May add your number of ships to battles and tribute demands. You still need at least 1 army to initiate a conquest. At game end, score 1 per ship.
- Roads (Cost: 12, Points: 12): -6 cost to build Civics, Empire, or Commerce.
- Civics (Cost: 15, Points: 13): Ignore the effects of Civil War disasters. At game end, score 3 per monument you have completed.
- Empire (Cost: 20, Points: 15): At game end, score 1 per province, 1 per army, and 1 per colony.
- Commerce (Cost: 30, Points: 15): At game end, score 1 per port, 1 per ship, and 1 per colony.
Completing the City Walls monument (regardless of whether you are the first to do so) also modifies the rules: ignore the effects of Barbarian disasters.
Founding Colonies
To start a colony, spend population to place pegs in its empty holes, 1 peg for each population spent. Colonies with a "3" next to them are only available in 4-player games.
You are limited to 15 colony pegs. On your turn, you may remove pegs from any of your incomplete colonies.
To complete a colony, you must place your last peg and spend 1 ship. If you have no ships, you may start colonies with more than one hole, but you cannot finish them.
Multiple players' pegs may be in the same incomplete colony (with more than 1 hole). To complete it, spend 1 ship plus the population to displace other players' pegs with your pegs (returning displaced pegs to their owners). You may displace pegs only in the round you complete that colony. Pegs from an already completed colony cannot be displaced or removed.
At the end of this step, if you have completed colonies with goods, army, ship, or food symbols next to them, collect the indicated items by adjusting the pegs on your peg board. An innovation granted must be spent this turn for a Development or it is lost. Collect double the amount of food shown if you have Aqueducts. A mine symbol provides a scoring bonus if you have Metallurgy; otherwise, it provides no benefits.
Game End and Scoring
Game End
Refer to the manual for details on this section.
Scoring
Each completed colony is worth 3 points (+1 each with Empire and/or Commerce). In case of a tie, a player's "pegged positions" do not include their colony pegs.
- Aqueducts: At game end, score 1 point for every 3 food you have.
- Navy: At game end, score 1 per ship.
- Civics: At game end, score 3 per monument you have completed.
- Empire: At game end, score 1 per province, 1 per army, and 1 per colony.
- Commerce: At game end, score 1 per port, 1 per ship, and 1 per colony.
Tips for Winning
- Prioritize acquiring Developments that synergize with your resource collection or expansion strategy. For example, Aqueducts and Irrigation can significantly boost your food production, while Navy and Formations strengthen your military and tribute capabilities.
- Take advantage of Shipbuilding capability from the start of the game, as it does not require a specific Development. Ships are crucial for completing colonies and can be a source of victory points with the Navy Development.
- When founding colonies, consider the bonuses they offer (goods, army, ship, food, or innovation) and how they fit into your overall strategy. Remember that colonies with mine symbols only provide scoring bonuses if you have Metallurgy.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules