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Pax Romana (2025)

Players
3–6
Playing time
120–240 min
Age
12+
0.00
Average rating
0
Ratings
0.00/5
Weight
Publisher:TableTop Journeys
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 9, Luck 10, Interaction 10, Complexity 0, Theme 7
Strategy9.0
Luck10.0
Interaction10.0
Complexity0.0
Theme7.0

This game's strategy, luck, interaction, complexity and theme.

CivilizationExpansion for Base-gameTerritory BuildingPrint & PlayThird-party ExpansionTradingTeam-Based GameCooperative GameHexagon GridStorytellingRole PlayingDice RollingSemi-Cooperative GameScenario / Mission / Campaign GameOnce-Per-Game AbilitiesEventsNegotiationHidden Victory PointsResource Queue

Overview

Pax Romana: Battle for the Provinces is an independent narrative module designed to be played alongside Catan. It reimagines the familiar island as the Roman Republic and its neighboring provinces in 201 B.C., adding layers of diplomacy, expansion, and intrigue. Pax Romana combines thematic storytelling with tile-placement and area control mechanics, offering an immersive and strategic experience for players seeking asymmetric objectives and historical flavor. This module is not affiliated with, authorized, sponsored, or endorsed by the publishers or trademark holders of Catan"

Players are divided into two factions — Romans and Barbarians — each with separate starting areas. Romans pursue territorial expansion, while Barbarians focus on infiltration and destabilization. In addition to the standard victory points, each faction has unique win triggers, such as controlling specific regions or achieving collective goals. Each player receives a unique character card with a backstory and personal mission. Achieving these objectives grants additional victory points and enriches the narrative experience.

The custom game board is divided into distinct provinces. Players control provinces by having the majority of settlements within them, unlocking province-specific bonuses and extra victory points. Players can attempt to conquer opponents’ villages or cities, given road access and payment of military costs. Success is determined by dice rolls, introducing risk and reward to expansion strategies.

A 60-card event deck drives the narrative and dynamically affects resource production, faction conflicts, and the political landscape.

The Robber takes on a new role as the Diplomat, doubling resource production instead of blocking it. Players must balance aggression with influence.

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