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Copyright 2004 by Enlightened Age Entertainment
21
specific sequence of events.  For example, battles happen early in the turn, Knowledge of
this schedule is very important for successful planning of your campaign.  The specific
sequence of events is shown in the Charts document on the website.  
Messages and Diplomacy
ii.  Messages and Diplomacy.  Each game of Fall of Rome
has its own
messaging system where each player can send messages to any and all other players in
that game at any time.  The game server checks for new messages every minute.  Players
can plan their strategy and exchange information through the messaging system without
need to go outside it.  This allows players to preserve their privacy if they so desire and
keep everything related to Fall of Rome within the game.  Players will find that
exchanging information and planning together, in informal and temporary alliances is
again, an important part of successful play.  Players who do not communicate at all with
other players will be at an information disadvantage, no matter how skillful they are with
their tactical choices.  
Victory
iii.  Victory.   Fall of Rome is a competitive game.  There is a definite end to the game
when a player has achieved victory, or when the clock strikes turn 24.  One player must
win, and many players will be eliminated during the course of the campaign.  Players
should realize this is the case – there is no disgrace in fighting hard yet not winning. 
When a kingdom has achieved all the conditions of victory, either his Secret victory
conditions or the Rex, and the game is not yet to Turn 23, there will be a message in 
each player’s Councilors’ Screen that describes a comet in the night, a harbinger of 
great changes.  There are then two complete turns remaining after that for players
to try to prevent victory before the kingdom who has achieved the victory conditions is
declared the winner
There are multiple ways to win Fall of Rome.  Here they are. 
The Rex
The Rex (Standard Victory Condition).  The conditions must be held for two
complete turns following the first establishment of the victory conditions in order
to win.  For example, a king who is in Good health and gains control of three
regions on turn 20 must maintain those conditions through turn 21 and turn 22.  If
he still has the conditions at the end of turn 22, he wins!
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