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©1994-2025 Bill Armintrout
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Wargame Vault announces the availability of:

From Guru Pig

PDF – $9.95 USD

Vae Victus

This ruleset emphasizes the distinct asymmetric nature of the two armies, focusing on Roman discipline versus Gaulish individual prowess and numerical advantage.

It is designed to be a quick skirmish game with simple mechanics, but also one in which tactical acumen is required. The figure scale is agnostic, although I find the larger 54mm and 75mm scale figures work well and provide a larger visual spectacle.

As indicated above, the game features an asymmetric conflict between the disciplined Roman forces and the fierce Gauls. Romans move on in column formation on a short table edge, and any casualties they take are permanent. The Gauls, however, stream onto the board from any long table edge and their casualties are not permanent; they can re-enter the game on the next turn, representing their vast numbers. Movement speeds reflect this difference: Gallic figures, including cavalry and chariots, move a full stick, while Roman infantry moves only a half stick.

The core of the game-play is the unpredictable Chaos of War activation system. The game utilizes a deck containing one specific card for every unit on the board, plus a single Joker. Players shuffle this deck and draw cards sequentially. When a Unit Card is drawn, that unit immediately takes its single action (Move, Shoot, or Charge). The entire Activation Phase, and thus the opportunity for any remaining units to move, immediately ends if the Joker is drawn, forcing players to react constantly to the possibility of a sudden turn halt. There is no simultaneous movement phase, making the card draw the sole determinant of action.

Once the Activation Phase ends, either by the deck running out or the Joker being drawn, the turn has ended. There is no melee phase, combat occurs if at the end of a model's activation they are in base-to-base combat with an opponent… Combat uses a special skull/shield dice. The base number of dice rolled contrasts sharply: Gauls roll three dice, while Romans roll only one die. However, Romans gain crucial bonuses for formation, notably +1 die if their Signifier (standardbearer) is present, and +1 die for every friend in base-to-base contact, rewarding tight, disciplined lines. Kills also favor the disciplined; a Gaul is removed by two uncancelled skulls, but a Roman requires three. Javelins are resolved only in melee, and the only long-range attack is the bow, which fires two dice at a range of two movement sticks.

This system creates a game where the Romans must leverage every bonus to survive the inevitable charge and hold the line, while the Gauls rely on their speed, high individual attack power, and the terrifying knowledge that their fallen warriors will soon return to the fray.

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