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Julian - Initial setup. Mid-4th century scenario with optional historic Roman deployment.
playing.
Countersheet - Front
Things getting serious: all out war against the Goths! They won't survive...
First threat of the game: Franci cross the Rhenus

Julian: Triumph Before the Storm (2010)

Players
1–2
Best: 2
Playing time
240–240 min
Age
12+
7.32
Average rating
77
Ratings
2.64/5
Weight
#12658
BGG rank
Outside top 5,000
Alternate names:罗马帝国的兴衰:黄昏
Designer:Joseph Miranda
Artist:Joe Youst, Larry Hoffman
Publisher:Decision Games (I) +1 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 9, Interaction 5, Complexity 5.3, Theme 5
Strategy7.0
Luck9.0
Interaction5.0
Complexity5.3
Theme5.0

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

PoliticalWargameAncientHexagon GridChit-Pull SystemDice Rolling

Overview

"Julian", designed by Joseph Miranda, is a wargame of intermediate complexity simulating the situation across the Roman Empire in the 4th century AD. There are two opposing players: Roman and Barbarian. The Roman player represents the high command of a centralized empire; the Barbarian player represents the various chaotic forces working to destroy that empire. The Roman objective is to reconsolidate the threatened empire and secure its frontier regions to prevent further barbarian invasion. The Barbarian objective is to grab as much Roman territory as possible. The game system is based on the one originally presented in our earlier S&T games: Series: They Died With Their Boots On (Decision Games).

The Barbarian side is divided into “forces,” each representing an independent people or coalition of tribes, such as the Goths. The Persians and Armenians, though commanded in the game by the barbarian player, are considered “civilized” forces (along with all Roman and rebel units).

Each turn represents one year. Each hexagon on the map represents 100 miles (162 km) from side to opposite side. Each unit represents 10,000 to 30,000 troops and camp followers, etc. Special rules cover such things as: usurpation, stratagems, random events, reinforcements, pursuit, taxation, Caesar and Augustus units, naval movement, fortresses and bases, fog of war, the Huns, political crises, tribal homelands, militia, field armies, supply trains, pursuit combat, amphibious operations, pillage, civic works, and more.

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