Pax Romana 2nd Edition

Pax Romana 2nd Edition

Pax Romana 2nd Edition

How did Rome get to be Rome? Why did the Glory That Was Greece fade? What stopped Carthage from making an empire of the Mediterranean?



62,95 €

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Ficha técnica

  • Idioma - Inglés
  • Autor - Richard H. Berg
  • BGG - 17393
  • Categorías - Juegos de mesa
  • Familia - Pax Romana
  • Edad recomendada - 12+
  • Nº de jugadores - 2-4
  • Tiempo estimado de juego - 600`
  • Dependencia del idioma - Baja
  • Fabricante - GMT Games


How did Rome get to be Rome? Why did the Glory That Was Greece fade? What stopped Carthage from making an empire of the Mediterranean? Could the Seleucids really have conquered the western world?  These are a few of the questions you can explore in PAX ROMANA Second Edition, designed for play by all levels of gamers, from the competition-oriented, one sitting players to the Let’s Recreate History on a grand scale afficionados. PAX ROMANA covers the Europe from 300 BC through the end of the 1st century BC, when control of the Mediterranean was in a state of flux with four empires possible. And it does so with a scale and system that is filled with decision-making tension but also highly accessible and easy to play. The emphasis is on strategic operations, from raising armies to colonizing outlying areas, to fighting barbarian incursions, to maintaining political stability at home. PAX uses a unique marker-oriented play sequence that provides surprise and opportunity, plus a deck of unusual cards that provide the historical background of events and calamities within which the players must operate.

Each turn represents 25 years, with the movement of forces and the shifting of power occurring at a proportionately very large scale. Combat takes place throughout the game, but they, too, represent ongoing conflict as much as individual battles. But even here, subtleties are built-in: force composition matters – armies overbalanced by cheap light infantry suffer penalties, while cavalry can single-handedly make the difference between winning and losing – and knowing when and where to make a stand and when to withdraw to safer places can literally decide the fate of a power for an entire generation.


  • Three 1/2 inch counter sheet (includes all counters from C3i #19); one 5/8 inch counter sheets (includes Galley Squadrons); one sheet of round "Talent" counters (new to 2nd Edition)
  • One 22"x34" MOUNTED Map
  • 55 Event Cards (2nd Edition gives these an upgraded look)
  • Four 8.5"x11" Player Mats (new to 2nd Edition)
  • Two Player Aid Cards (11"x17")
  • Rule Book
  • Play Book
  • Two 3-player scenarios with counters from C3i #19 (designed by Dan Fournie) - new to 2nd Edition
  • One additional new scenario (designed by Michael Gouker) - new to 2nd edition
  • Two 6-sided dice


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