MACE West 2020: Asheville Historical Wargamers!

The Ashville Historical Wargamers will be running a wide array of miniature war games.  They are on the OGRe where you can register for them.  You must be registered for MACE West to participate.  The games they are running include the following…

Friday 2-6pm

Barksdale’s Charge 2nd Day of Gettysburg (Rules: Longstreet)

25mm American Civil War How will you do in The grandest charge ever witnessed by mortal man? The Mississippi Brigade will try to break the Union Army. Join Mike Pfanenstiel as he recreates this momentous action at Gettysburg.

Infinity The Game Demos

28mm Sci fi Skirmish

Infinity the Game is a uniquely interactive 28mm sci-fi skirmish game featuring a cyberpunk background, anime aesthetics and an optional, fully developed tournament system now in its eleventh year. If you’d like to try this challenging but fun system just swing by our table at MACE West at the times listed, first-come first-served. The demo will be set up to accommodate one or two players at a time, typically takes from 30 to 45 minutes and is generally suitable for gamers 16 and up (though a particularly mature younger teen should also be fine.) Hope to see you there!

Friday 7-11pm

Veni, Vidi, Vici (Rules: DBA 2.2)

15mm Ancients

The Gauls think they can thumb their noses at the Roman Empire? Ceasar isn’t going to stand for that. Limber up your sword arms and prepare to unleash the flaming pigs of war as Alan Williams takes us back to 58 B.C. for Romans versus Gauls using DBA Big Battles.

In Space No One Can Hear You Scream (Rules: Core Space)

28mm Sci fi Skirmish

Core Space is a science fiction miniatures board game. Each player takes control of a band of Traders trying to make a living in a dangerous galaxy, all the while hunted by the Purge, a semi-sentient race of humanoid machines whose sole task is to harvest worlds.

Saturday 9-1pm

2nd Battle of Narvik (Rules: General Quarters 3)

1/1800 WW-2 naval

Royal Navy and Kriegemarine destroyers fought a bloody but inconclusive battle for the important port of Narvik on April 10, 1940. Three days later the Royal Navy destroyers returned to settle matters…and they brought some help.

Shattered Crown (G.U.A.R.D.S. Gaddis Universal Assembly of Rules Data System)

28mm Alt. History

Saturday 2-6pm

There will be no turning back (Rules: Altar of Freedom)

15mm American Civil War

The first battle in the Overland Campaign and the first clash of Generals Grant and Lee, the Battle of the Wilderness in May 1864 ended in a bloody stalemate. Take on the role of Grant or Lee or one of their subordinates and see if you can do any better in the tangled woods of Central Virginia.

Shattered Crown (G.U.A.R.D.S. Gaddis Universal Assembly of Rules Data System)

28mm Alt. History

Saturday 7-11pm

I’ll be Your Huckleberry (Rules: Gunfighter’s Ball)

28mm Western skirmish

Gunslingers ball is a fast paced Wild West miniatures game using 28mm miniatures. The game features random activation using a deck of playing cards and percentile dice for shooting. Each player will control 2 lawmen, desperados, cowboys, bandits, or cowgirls. Come shoot it out in wild town of Deadwood.

Infinity The Game Demos

28mm Sci fi Skirmish

Infinity the Game is a uniquely interactive 28mm sci-fi skirmish game featuring a cyberpunk background, anime aesthetics and an optional, fully developed tournament system now in its eleventh year. If you’d like to try this challenging but fun system just swing by our table at MACE West at the times listed, first-come first-served. The demo will be set up to accommodate one or two players at a time, typically takes from 30 to 45 minutes and is generally suitable for gamers 16 and up (though a particularly mature younger teen should also be fine.) Hope to see you there!

Sunday 10-2pm

Death in the Monkey Temple (Rules: Bloody Pulp, Homebrew)

28mm Action Adventure Skirmish

Join the cast in filming a 1930’s movie serial. Episode 12: Death in the Monkey Temple! The temple sits on a hill in the lost valley of swambu. You and your merry band of adventurers must discover it secrets or die. Along the way you can rewrite the script and name of the movie, not mention fend off Jaguar Men and gyrocopter flying, machine gun toting nuns! Bring your own popcorn.


MACE West 2020

February 28-March 01 2020
Gaming in the Mountains!
DoubleTree by Hilton Hotel Asheville - Biltmore
Asheville, NC
https://macewest.justusproductions.com/
 

MACE West 2018: Asheville Historical Wargamers!

The Ashville Historical Wargamers will be running a wide array of miniature war games.  They are on the OGRe where you can register for them.  You must be registered for MACE West to participate.  The games they are running include the following…

 

Friday 2:00-6:00pm

Command Decision: Test of Battle

Battle of Sened Station

January 1943. A U.S. attack on an Italian-German position goes slightly wrong when one of the American infantry units gets lost getting into position.

Friday 8:00-12:00am

Star Wars Armada

Live Fire Exercise

At a small, secluded base the Imperial Navy is testing its newest and deadliest Starfighter – the TIE Defender. Intended by Sienar Fleet Systems to be the top-end of a HI-LO mix of the TIE series, the TIE Defender is being put through its paces by Imperial pilots prior to authorizing full series production.

Rebel spies have determined that the Imperials are testing a new Starfighter and an Alliance task force jumps in to disrupt the tests and gain intelligence regarding the rumored fighter. A small Imperial carrier force responds to the base commander’s cries for support as the TIE Defender pilots don their flight suits for more realistic testing than they had expected.

Saturday 9:00-1:00

Fierce Tempest (Homebrew)

Operation Sealion 1940.

First week of Operation Sealion. German recon units reach Woking south west of London. Waiting for them are Dad’s Army (home guard), a bunch of locals, and some Dunkirk returnees. A tactical game with a bit of humor…” Sir, I told you we should have closed the pub.”

Saturday 2:00-6:00

Star Wars: X-Wing Miniatures

Wolfpack Against a Bear

A small rebel task force has raided an Imperial base that is running trials of the Empire’s new TIE Defender Starfighter.  A Rebel CR-90 Corvette from the task force and its escorts attempt to flee the battle, but they are stalked by the new Starfighters as the Imperial pilots look to test their TIE Defenders in combat.

Saturday 8:00-12:00

Actions Stations, Captains!

WW-2 Naval Battle Fast-play, WWII Naval miniatures rules. Faster than Seekrieg, more detail than Micronauts or Axis and Allies War at Sea. Scenario TBD based on number of players. Beginners Welcome!

 


MACE West 2018

March 09-11 2018
Gaming in the Mountains!
DoubleTree by Hilton Hotel Asheville - Biltmore
Asheville, NC
https://www.justusproductions.com/category/justus-events/mace-west/

MACE West 2017: Asheville Historical Wargamers!

The Ashville Historical Wargamers will be running a wide array of miniature war games.  They are on the OGRe where you can register for them.  You must be registered for MACE West to participate.  The games they are running include the following…

Friday 2:00p-6:00p

General Quarters 3 – Battle of the Komandorski Islands

The Japanese are attempting to resupply their garrison on Attu in the Aleutian Islands with most of the heavy units of the 5th Fleet. US Admiral “Soc” McMorris, commander of TF 16.6, has been ordered to intercept the Japanese. Faulty intel leads the Americans to think the convoy is lightly escorted.

Friday 7:00p-12:00p

Federation Commander – A base in need…

Early in the General War, the Federation tried desperately to build new bases to replace those destroyed during the Klingon assault. As Base Station 117 neared completion, a squadron of raiding Klingon cruisers swept in to destroy it as a hurriedly assembled Federation task force tries to defend it until reinforcements arrive.

Homebrewed WW-2 tank rules

Easy to learn, fast-paced and bloody!

Saturday 9:00a-1:00p

Muskets and Tomahawks – “Stay alive no matter what occurs!”

That might hard when the Iroquois charge into melee range. Join Chad for the French and Indian skirmish game. This ain’t no novel, being the Last of the Mohicans does NOT guarantee survival!

Fire As She Bears – Age of Sail naval action.

These are rules are very easy to learn and fast-playing but capture the feel fleet action in the Age of Sail.

Saturday 2:00p-6:00p

X-Wing Miniatures Game – Yavin Ground Assault

After the destruction of the Death Star, Imperial forces moved quickly to rout the Rebel base hidden on Yavin 4. As the rebels rush to evacuate their last transports, a force of Imperial AT-AT walkers advance to overrun the Rebel base. Can Imperial fighters protect the walkers from the hodgepodge of Rebel fighters trying to destroy them and buy time for the transport to escape or will the commander of the Imperial squadron be forced to apologize to Lord Vader in person.\

Home brewed – Pulp Movie miniatures

Time to make an 1930’s pulp action movie! One problem, we don’t have a script! No worries, we’ll just make it up as we go! This combination adventure/movie/roleplaying game is unlike anything you’ve played before. Take a hardy band of adventurers and try to become the star of the movie (i.e. make sure to do all the cool stuff in front of the camera crew!) Featuring rocket troops, gun-toting nuns, leopard men and whatever else Ed’s fertile imagination can produce.

Saturday 7:00p-12:00a

Check Your 6! WW1 – Death of the Red Baron. Who really killed the Red Baron? The answer could be “you”! This game will recreate Richthofen’s last battle using unofficial Check Your 6! WW1 rules. If you have the eagle eye, the aggressiveness and the quick reflexes you might give the Bloody Baron the choice no WW-1 pilot wants to face…Jump or Burn!

Guild Ball – Who says football season is over!

OK, this isn’t that kind of football. If you don’t want to wait for the World Cup give this a try. You think Great Britain versus Argentina was violent…you ain’t seen nothing!

Sunday 10:00a-1:00p

General Quarters 3 – WW-2 naval game

 


MACE West 2017

March 24-26 2017
Gaming in the Mountains!
DoubleTree by Hilton Hotel Asheville - Biltmore
Asheville, NC
https://www.justusproductions.com/category/justus-events/mace-west/

Spartacus: A Game of Blood and Treachery

From: Gale Force Nine
Reviewed by: Ron McClung

Spartacus: A Game of Blood & Treachery is a new Board Game from Gale Force Nine.

Most people that know me will tell you that I am a huge fan of this show.  I was heartbroken when it ended, although I knew it was coming and the ending was not going to be a happy one.  When I had heard there was going to be a board game, I was skeptical.  Many board games that tie in to shows like this are just terrible – not a lot of thought is put into the design, and they are simply trying to capitalize on a new fad.  Once the show is over, the game will just collect dust and you have no desire to play it again.

The guys of Card Board Stash demo’ed this game for me, despite my reservations.  I thoroughly enjoyed it and can tell you now that this game’s entertainment value can outlast the show considerably.  It is a fantastic game and in this review, I hope to tell you why.

From the Varro card:
“Wake me when it’s time to die again.”

Spartacus is not a complex game at all and it is real easy to pick up.  However, it is one of those games that can change on a dime, and if you have not taken precautions to handle these changes it will be hard to win the game.  Be prepared to be backstabbed multiple times.  It is a game of intrigue and combat.  It is also a game of careful economic management.

It takes place during the first two seasons of the show (where the second season was a prequel season to the first), in which Spartacus is a gladiator for one of the noble houses.  Each player is a Dominus or head of a house of Capua, a great city in Ancient Rome.  Each house is competing for Influence, which is gained through cards, hosting the games, winning the games, and various other underhanded ways.  Each house has their strengths and weaknesses, and it is how you play those strengths while hiding your weaknesses that will decide who wins the game.

The House Cards are the center of play for a player.  They define special abilities, starting resources and other game play items.  Resources or Assets include gold, slaves, gladiators, guards, and most importantly influence.  They are placed in front of the player and act as their home base and reference for the game.

There are two sets of cards in the game – Market and Intrigue.  They are used on their own phases explained below. However, in short, the Market cards represent items, slaves or gladiators that can be bought in the market.  The Intrigue cards are various actions, reactions and countermeasures one can take in the Intrigue phase.

From the Oenomaus card:
“A gladiator does not fear death.  He embraces it.”

The game is played in 4 simple phases: Upkeep, Intrigue, Market, and Arena.    In Upkeep, one does the various things to refresh, heal and balance important aspects of the game.  One important part of this phase is Balance the Ledger.  Every slave a Dominus has gains him one gold while every gladiator he has costs him one gold.  A Dominus must always keep his books balanced.

Following Upkeep, Intrigue cards can be played.  Intrigue cards are made up of Schemes, Reactions and Guards.  This phase is where you learn who are your friends and who are not.  These cards present a player with multiple ways to gain, lose and steal, influence, gold or other assets, usually at the cost of another player’s assets.  Each Scheme and Reaction card has a minimum influence required, and in some cases there is no way a single player could pull off the particular card.  In this case, the Dominus may ask for support from other Dominus and any amount of wheeling and dealing can happen during these negotiations.

This phase can be a lot of fun but people have to not take it personally.  This is where you really have to say to yourself – it’s all part of the game.  It really separates the men from the boys, to be honest.  If you can’t take a little strategic play that might set you back a turn or more, then perhaps this is not the game for you.  The game gives you a lot of options to counter these Intrigue measures including the Reaction cards as well as the Guards, but you have to be smart about what cards you keep and what cars you discard.

That brings up another important aspect of this phase – the Cash in Cards phase. This is perhaps the one area I failed at miserably the first time I played and it’s not something easily learned without playing the game multiple times.  At the end of the Intrigue phase, you can discard cards for their gold value to increase your treasury.  You have a hand limit based on your influence but you can discard more if you need to.  If your lack of gold outweighs your desire to bring down your opponent with a treacherous scheme or if a particular scheme seems somewhat more difficult to obtain, then discarding for gold may be the best option.  The challenge is knowing when to discard and when to keep.  Each card has a different value of gold, making the decision even more difficult.

The Market phase is the auction side of the game where players use gold to bid on various items.  First, Open Market allows players to buy, sell or trade various Asset Cards. Again, any kind of wheeling and dealing can happen here.  You can also sell items to the bank for their gold value.  Second, is the Auction where a number of Market cards are randomly laid out based on the number of players.  These cards may be gladiators, slaves or equipment and all players blindly bid on each one.  Highest bid wins each item.  This is where your ability to read people comes into play.  Do they want this particular item or do they want to make you think they want it, forcing you to bid more gold than you really need to.

The final item that is up for bid is hosting the games.  All players may bid to be the host of the gladiatorial games.  The host not only gains influence but also decides who does the fighting in the arena.  This is incredible power that can change the game.

In the Arena Phase, the host gains an influence immediately.  Then he may choose to “invite” gladiators to the arena.  If the house does not have gladiators, it must use slaves.  It is a bad thing to decline the invitation.  Any kind of dealing can take place to either secure an invitation or avoid one.

Once all is said and done and two gladiators have been chosen, the game shifts to a light miniature combat game, using the nice little minis that came with the game.  The combat rules are very simple but crunchy enough to make combat engaging at least at first.  There is a point, however, when you know your warrior has lost the fight and it usually happens fairly quickly.  When I played, there were those moments where the dice gods favored the underdog but those were rare.

Before combat begins, all players can lay wagers of one to three gold betting on various things to happen in fight – victory, injury, or decapitation.  Based on what happens, the winners can rake in a good amount of gold.  Once all is paid off, the host must decide if the loser lives or dies (if in fact the gladiator is alive at the end of the fight) with the traditional thumbs up and down gesture.  Once again, incredible power is placed in the hands of the host.  Any kind of brokering, bribing or favors may be exchanged to influence this decision as well.

Gladiators can gain Favors after winning a fight and can also become a champion.  These are ways to gain more gold in the game when invited to fight in the arena.

In conclusion, Spartacus: A Game of Blood & Treachery is a brilliant game that transcends it tie-in to a entertainment property.  It is a brilliant mix of a card game, auction game, and miniature game.  It also plays very fast and easy, even when playing the first time.  Although the rulebook is nearly 20 pages long, there are not a lot of clunky rules that you either stumble over, forget about or argue about.  It is a game of treachery and intrigue, so be prepared for that.   It is also not a game for kids, as some of the cards use non-family friendly terms – taken directly from the Starz television show (which was nowhere near family friendly).  The replayability of Spartacus: A Game of Blood & Treachery is endless as well.  I highly recommend this game!

For more details on Gale Force Nine and their new Board Game “Spartacus: A Game of Blood & Treachery,” check them out at their website http://www.gf9.com, and at all of your local game stores.

Codex Rating: 20

Product Summary

Spartacus: A Game of Blood & Treachery
From: Gale Force Nine
Type of Game: Board Game
Original Concept by: John Kovaleski
Game Design by: Sean Sweigart, Aaron Dill
Producers: Peter Simunovich, John-Paul Brisigotti
Additional Art by: Charles Woods (3D Modeling), Gale Force Nine Studios
Number of Pages: 19 page rulebook
Game Components Included: Rulebook, 62 card Market Deck, 80 card Intrigue Deck, 4 House Cards, 148 Tokens, 26 Dice, 4 Gladiator figures, Game board.
Retail Price: $ 39.99 (US)
Number of Players: 3 – 4
Player Ages: 17+ (some material may be inappropriate for younger)
Play Time: 2 to 3 hours
Website: www.gf9.com

Reviewed by: Ron McClung

 

Basic Roleplaying: Rome, Life and Death of the Republic

From: Alephtar Games
Reviewed by: Ron McClung

Basic Roleplaying: Rome, Life and Death of the Republic is a RPG Core Setting Rule Book from Alephtar Games.

I have had a few PDFs in my archives that were given to me to review but due to unforeseen life complications, I was not able to.  I felt I owed those products a review and sicne I have started The Gamer’s Codex, I have gone back in my archives and found a number of those products.  Basic Roleplaying: Rome, Life and Death of the Republic is one of them.

Rome is the longest enduring civilization in western European history and its influences, good and bad, are still felt today.  Recent television shows like Rome and Spartacus have brought the brutality, sensuality and intrigue to life for us.  It is no wonder that there is an attraction to role-play in that setting.  I am by no means a Roman historian but this book seems to have backing of several learned individuals on the subject, so I trusted it to be historically accurate where it needed to be.

Chaosium was one of the first companies to develop a generic role playing game systems, and it is still sustained today through Call of Cthulhu and various other titles it supports.  A percentile skill-based system, Basic Role Play system (BRP) was used as the basis for most of the games published by Chaosium.  Its simplicity and popularity are very attractive and I can see why the author used it.

From page # 2:
S. P. Q. R. Senatus Populusque Romanus

The first thing that really hit me as I went through this PDF was the amount of information and the detail it was going into.  It is amazing, intelligent and very comprehensive.

Chapter 1 is primarily an introduction, explaining the basics and the basis of the book.  This book’s setting is during the time of Roman Republic, from its inception in the mid-700s BC to its collapse in 27 BC.  Setting it during that time is a daunting task, as 700 years is a lot of time.  A lot happened to the great civilization at that time and despite the amount of information in this 224 page PDF, as it states in the intro, it only scratches the surface.  Where it can, the author uses historical quotes from various sources to support facts and suppositions he makes throughout.

Chapter 2 covers Roman society, including Social Structure, The Family, The Clan, Client System, The Census, Guilds, Laws and Government and a number of other subjects.  To be a Roman was to be a member of a vibrant and dynamic culture; confident, arrogant and egocentric.  The social structure starts with a strong family (Familia) all the way to the Clan.   These sections go into great detail about what it is to be a member of Roman society, be it a citizen, freeman, slave or foreigner.  It also goes deep into something called The Roman Way  – an unwritten set of social rules of nobility, morals, honor and virtues.  This is the Roman society, and in many ways, parallels our own.

Finally, this chapter goes into deep detail about Roman government and politics, as well as law and punishment.  This is where you get your inspirations for the intrigue campaigns.  The Roman Republic was born from the overthrow of the Monarchy and the attempt to have an elected government.  It evolved and eventually collapsed from inter-factional conflicts between the old nobility, the senate nd the military.  If you watch the TV show Rome, you see the intrigue, backstabbing and back-alley deals that might have happened at that time, and see the adventuring potential in that alone.

Chapter 3, Roman Culture, covers various subjects related to Roman culture, including leisure and entertainment, music and dancing, prostitution, sports and games, art and literature, fashion, food and of course, wine.  If you want to know what a Roman may be talking about while standing at the fountain or talking to the coliseum, this is the chapter to read. Again, like everything else, this has amazing detail.  You feel like you are in Rome after reading this chapter.

This setting book, Basic Roleplaying: Rome, Life and Death of the Republic, primarily focuses on the city Rome and its environs.  It would have been too much work to try and cover beyond that.  However, with Chapter 4, The City Of Rome, you get enough to envision the center of the world at the time – the City of Rome.  It covers various locations throughout the city at various times in its evolution.  After over two centuries of war during the time of the monarchs, the city established its boundaries and these amazingly stayed fairly constant for several centuries.  Once again, in stellar detail, it walks you through the various locations behind these walls, what you would expect to see, what shops would be available in the shopping districts, what a standard house would look like, the water systems and other utilities, as well as the hazards and crime on the city’s streets.  The Maps section in the back completes the vision of the city with various maps.

Since watching the Spartacus series, my favorite aspect of the Roman culture is the gladiatorial games. Chapter 5, The Games, takes you into the grand events that were a center piece of Roman culture.  Today America has football, but back then they had the blood and the sand.  What is surprising is that these games were not always centered on the gladiatorial fights.  There were various sporting events as part of these festivities – various sporting contests and equestrian races.  For a time, the races were the center of the games.  It was fascinating to read the evolution of the games and the various reasons they were held.  This chapter takes you through what took place in a typical game – from the processions, animal shows, and athletics to the chariot races and gladiatorial combats.  It also covers the gladiators, their training schools and the different types of gladiators.

Chapter 6, The Army, focuses on the glory of Rome and its early conquests.  Although the book primarily focuses on the City of Rome, an adventure can just as easily take place outside the walls somewhere on the road to conquest of Rome’s enemies.  And they had many throughout its first 700 years.  It took Rome 550 years to conquer all of Italy and if a GM is wants to take his players on a military adventure, there is plenty of opportunity.  It may take some extra research to create the various locations for battle but that’s what the internet is for, right?

This chapter covers the army during its early years during the monarchy as well as during the early, mid, and late Republic.   Of all things, the means to kill ones’ enemies would change the most over 700 years, so this chapter describes the state of a typical soldier throughout each of those eras. Roman military discipline was legendary and brought great prestige to those who joined.  The chapter describes what a raw recruit went through to become a true Roman soldier as well as what they were paid in wages, what they spent their money on, what they were allowed to plunder and even the decorations and rewards, triumphs and ovations, and legionary standards.  Once again, in great detail, you are given a vision of what it was like to be in the Roman army.

From page # 2:
“Ilia the fair, a priestess and a queen,
who, full Ofmars, in time, with kindly throes,
shall at a birth two goodly boys disclose.
The royal babes a tawny wolf shall drain:
then Romulus his grandsire’s throne shall gain,
of martial towers the founder shall become,
the people Romans call, the city Rome.”

No one goes through school without learning at least a little about the classic tales of the Roman gods, but few probably know how those beliefs evolved from the spirit and animal worship of the early tribes of Rome.  Chapter 7, Religion & Philosophy, details the various religions of Rome including ancestor worship and animistic deities.  It has a fairly comprehensive list of these Roman deities and the reasons they were worshipped.  It also delves into the priesthood and the three colleges of priests.  Following this, it describes various religious practices and superstitions, festival and calendar systems.

Chapter 8, Characters, is an expansion of the BRP character generation system.  Of course, however, you need the core rule book to make your character.  In this chapter, it gives the players more options for the Roman setting.  It provides the player Roman names and why they are important, some Roman Republic era professions, and a complete list of era skills with descriptions where the BRP version does not suffice. It ends with a section on money, goods and equipment.

Magic and superstition are rife throughout Rome and all of Italy. Chapter 9, Magic And Superstition, provides you options for various approaches to magic in your campaign – no magic, psychological magic or true magic.  It covers various subjects like the legality of magic, types of magicians, and theology behind magic.  Magic in this setting is divided up into 6 skill categories: Theology, Divination, Cursing, Necromancy, Pharmacy, and Shape-shifting. Much of these rules supplement or expand on rules already in place by the BRP.  If you want magic in your Roman campaign, this is where you go.

Chapter 10 Creatures is a short chapter that gives you stats on standard animals of the era as well as mythical creatures, if your campaign wants to go down that road.  These include Aithiopian Bulls, Basilisk, Cacus, Eale, Grypes and Pegasi.  A good number of creatures stat’ed out, giving you many more options to delve into the world of the Roman Republic and its mythologies.

Designing a campaign or even a simple adventure for a standard genre like fantasy or sci-fi is hard enough.  I would imagine building one for a historical setting like this is even harder.  Chapter 11, Roman Campaigns, guides you through various means to build early Roman era campaigns.  From intrigue to adventure, suggestions are given that help inspire you to create great Roman adventures.  It also dives into some interesting alternative options like Fantasy Rome, Pax Cthulhu, Tempus Ambulatus (Time travel adventures), High Sci-Fi, and others. In addition, it helps you with designing different types of  scenarios or adventures like gladiatorial, charioteering, religious, legion, crime, animal, disaster, supernatural, patron, and  political scenarios.

The book closes out with some great resources for famous personages of Roman Republic, an extensive historical timeline and several helpful appendices including a bibliography, Latin Profanity, The Twelve Tables, Minor Roman Deities, and Maps.  A character sheet is included in the back as well

In conclusion,  this book is full of unbelievable detail, inspiration and adventure for anyone that wants to get away from the standard doldrums of regular fantasy adventuring and do something different.  The book itself is stunning with great art from various historical depictions of ancient Rome.   What I liked most is that where possible, it gave you the Latin translations of various titles, sections and names.  That added some great flavor to the read.

For more details on Alephtar Games and their RPG Core Setting Rule Book “Basic Roleplaying: Rome, Life and Death of the Republic” check them out at their website http://www.alephtargames.com/.

Codex Rating: 18

Product Summary

Basic Roleplaying: Rome, Life and Death of the Republic
From: Alephtar Games
Type of Game: RPG Core Setting Rule Book
Written by: Pete Nash
Contributing Authors: Henri de Marcellus, D.Phil (Oxford), Lawrence Whitaker
Game Design by: Basic Roleplaying is the Registered Trademark of Chaosium, Inc.
Cover Art by: Tiziano Baracchi
Additional Art by: Dario Corallo, Alexandre Togeiro
Number of Pages: 224
Game Components Included: PDF formatted rulebook
Retail Price: $15.00 (US)  (PDF)
Website: http://www.alephtargames.com/

Reviewed by: Ron McClung