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Age of Carthage
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Age of Carthage
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Learn it in five minutes. Argue about it for years.

The whole game in six steps

Draw 2 cards. Flip the trouble; the Sufet reads the Table Talk line. Put cards face down, then flip together. Short? One lap to add more. Still short: the Pillar falls. Given cards are your Claims. The biggest giver becomes Sufet and draws a reward.

Act Six, the vote

From the poorest Claims up, the Sufet last, say STAND or LEAVE. Standers beat fallen Pillars by the margin: Carthage stands and Claims score. If not, hands score. Add your secret Ambition.

Cato's Directive, the team game

Two teams, 2 against 2 or 3 against 3. Both teams put one secret pile, then flip. Carthage must pay its cost and beat Rome. Prizes bank for the Siege. Hands stay secret even inside your team.

Modules, after your first game

The Senate: votes on Decrees. The Houses: a small family power each, and the Envoy. The Iron Years: the hard game, where failure burns cards. Five Campaigns, one new rule each, coming later.

Quick answers

How long does it take to learn?

Under five minutes from one card. The six steps above are the whole Act.

What is the Sufet?

The biggest giver of the Act. Chief for one Act, reads the Table Talk, speaks last at the Siege.

What is a Claim?

Any card you gave the city. It sits face up in front of you, forever, and it scores only if Carthage stands.

What is the margin?

The number of standers the city needs beyond its fallen Pillars: 1 with 3 to 5 players, 2 with 6 or 7. It is printed on the Count Card.

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