Los marcadores hexagonales son tribus sin someter, que pueden ser samnitas, independientes o romanas. Durante el despliegue se colocan sobre los espacios correspondientes del mapa y no pueden mejorar ni empeorar. La única manera de capturar esos espacios es sometiendo a la tribu correspondiente. Una vez sometida una tribu, (y capturado el espacio) su marcador se elimina del juego y pasa a considerarse un espacio normal (capturado por el enemigo, claro).
After a battle, the winning power (player or non-player) places sup-port for itself and/or removes support from the defeated power.• The support added/removed is half (rounded up) the number ofCU the defeated force actually removed (from combat losses,during retreat, and from any events influencing the battle). Thusif the battle dice and subsequent retreat inflict 6 CU of loss ona 2 CU army, then you place/remove one point of support, notthree.• If the winning power used a campaign card and an ally’s armywas used as the flanking force, the winning power may placesupport for his ally if he wishes.• If the losing power used a campaign card and an ally’s armywas used as the flanking force, the winning power may removesupport from either or both powers that lost.12.5.1 Support is added or removed per 7.3.1 7.3.3, and 7.3.4.12.5.2 Victorious Gallic and Transalpine Gaul forces may placeplunder markers (14.5) instead of adding/removing support.
7.3.1 Adding Support: Players place Support:• By replacing an enemy PC marker with their own PC marker inspaces in which they have CU.• By increasing the loyalty of unbesieged cities under their control.City loyalty may be increased to a maximum of 3.EXCEPTION: Players may only remove, not replace, enemy PCmarkers in an ally’s home territory. (15.2.3)EXCEPTION: Gallic and Transalpine Gallic cities have a maximumloyalty of one. The Gauls attacked for gold and plunder and rarelyheld on to lands they raided.EXAMPLE: Playing a card with a value of 2 allows you to:• Increase one city’s loyalty from 1 to 3.• Increase two cities’ loyalty by 1 each.• Increase one city’s loyalty by 1 and replace one enemy PC markerwith your own PC marker in a space where you have CU.• Replace two enemy PC markers with your own PC markers intwo spaces where you have CU.Certain events call for a power to remove its
Gallic Action #2Play #23 Neutral Power Activates for 2-ops. Activate Brennus andmove him and his entire force through Ariminum, Bononia, andFaesulae.The Etruscans roll a 1, and Minor Leader-A intercepts Brennus inFaesulae and a battle ensues. The Etruscans get +1 (for intercepting) +1(for friendly territory) +2 (for superior force), and the Gauls get +1 (forsuperior leadership), giving a final modifier of +3 for the Etruscans.The Etruscans roll 2,5,4 + 3 = 14 and the Gauls roll 5,4,6 = 15. It’s abloody battle that ends with a Gallic victory. The Etruscans lose 5 CUsand the Gauls lose 2. The remaining 2 Etruscan CUs retreat to Pisae.Play #14 Souls for Teutates to gain 1 VP for killing at least 3 EtruscanCUs in a battle. (Remove this card from the game.)The Gauls get 3 (5/2 rounded up) support points to play for themselvesand/or against the Etruscans. Place Gallic PC markers in Faesulae andSentinum and place 1 Gallic plunder marker on the plunder track.
7.3.4 Adding or Removing Support After BattleThe political consequences of a battle (12.5) enable the winnerto add his own support (7.3.1), remove support from the defeatedpower (7.3.3), and/or:• Remove an independent PC marker in a home space free of enemyCU.• Replace an independent city in a home space free of enemy CUwith a loyalty 1 city.• Replace the losing power’s PC marker in a space free of enemyCU with the winner’s PC marker if the winning power beganthe battle controlling an adjacent space.• When reducing one of the losing power’s cities to zero loyalty,replace it with the winner’s loyalty 1 marker, instead of an in-dependent city marker, if the winning power began the battlecontrolling an adjacent space.
Reinforcement Phase• Add 1 Volsci CU in Antium.• Add 1 Transalpine Gaul CU in the TGaul holding box.• By tie-breaker, the Etruscans get to decide to add 3Carthaginian CUs in Lilybaeum.The Gauls (with most VPs) must place reinforcements first,and the Etruscans decide the remaining 3 players will placein the following order: Greeks, Romans, Etruscans.• Add 5 Gallic CUs with Brennus in Arretium and 1 CU inEporedia.• Add 4 Greek CUs in Syracusae and 1 CU in Neapolis.• Keep both Agathocles and Dionysius in play by decreas-ing Syracusae, Neapolis, and Tarentum to 2 loyalty andRhegium to 1 loyalty.• Remove both Roman consuls.• Add 5 Roman CUs to Praeneste.• Draw two new consuls: Claudius and Veturius. PlaceClaudius in Praeneste and Veturius in Roma. (No rein-forcements can be placed in Tarracina since it cannottrace a path to an unbesieged Roman reinforcementspace.) Place Minor Leader-B in Tarracina.• Add 5 Etruscan CUs to Pisae.
5.10.1 CU Reinforcements. The number of CU placed depends onhow many reinforcement spaces the power controls (2.2) and, forthe Roman player, how many walled cities he controls. To provideCU, the reinforcement space must be controlled by the originalowner and not be besieged or undergoing subjugation.• The Transalpine Gauls receive 1 CU.• The Volsci receive 1 CU for Antium.• The Romans receive 2 CU for Roma plus 1 CU for every otherRoman-controlled walled city.• The Greeks receive 2 CU for Syracusae plus 1 CU each for Mes-sana, Tarentum, and Neapolis.• The Gauls receive 1 CU each for Eporedia, Genua, Mediolanum,Bononia, Sena Gallica, and Patavium.• The Etruscans receive 1 CU each for Pisae and Tarquinii.• The Samnites receive 1 CU each for Aufidena, Bovianum, andLarinum.• Carthage receives 3 CU for Carthago