From: "Peter M. White" <p-white@accesscom.com>
Subject: Re: Republic of Rome

B Mansfield wrote:
> 
> Does anyone remember the early republic fix for ROR that was in the ROR
> General?  It had something to do with holding a matching war/leader for
> one turn to allow the players to deal with the current war first;
> essentially allowing Rome to take care of the first Punic War without
> Hannibal/2nd Punic war interphereing (as it always seems to be drawn in
> the first forum phase).

7.3321 TIME DELAY:  Whenever a War of Revolt card is drawn from the deck 
that would match a face-up War or Revolt card already located in the 
Forum, the drawn card is placed face-down in an Inactive War slot for the 
remainder of the current turn.  If the face-up card is currently located 
in an Inactive War slot, it is immediately moved to an Active War slot; 
otherwise, face-up cards are not affected in any way.  At the beginning of 
each turn, before any other action is taken, all cards in Inactive War 
slots are turned face-up, and one card for each War or Revolt is moved to 
an Active War slot on the Forum.  Wars should be selected for activation 
in chronological order (e.g. 1st Macedonian before 2nd Macedonian) 
whenever possible.  An Inactive War and its leader are instantly matched 
and activated; there is no delay.  If a Leader is drawn that matches an 
Active War, the Leader is immediately placed on the Active War card--but 
no additional War cards are activated.

With experienced players, I prefer not to used this rule.  Instead we use 
the following House Rules that favor the players:

1)  Fleet Strength is not increased by matching wars, although it is 	
augmented by Leaders.  (Contradicting with 7.33.)
2)  A "matching" Statesman nullifies both War and Leader D/S numbers.  	
(How most people play, but not 100% clear from rules as written.)

#1 is the big one.  IMHO, what really derails effective planning on the 
part of the players is The Big Naval Battle.  Since we prefer to play with 
6 players, on average, 1.25 War cards appear each turn, not including 
Leaders.  With an above average turn 1 & 2, even with errata 7.3321,
through no fault of the players, the Punic Fleet can grow to 30 strength.
Fighting a 30 strength 1st Punic (or Macedonian) land battle is not so 
bad, because your forces benefit from Veteran Legions.  Fighting a 30 
strength fleet battle and _then_ turning around and taking on a 30 
strength land battle is virtually impossible.

--Peter
p-white@accesscom.com



