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Neo-Roman Ascendancy - Core Game Design

Game Overview

A 2-4 player strategic card game set in an alternate 2080 where three great powers compete through technology, culture, and space exploration.

Components

  • 4 Empire Boards
  • 8 Leader Cards (2 per empire)
  • 7 Wonder Cards
  • 120 Playing Cards
  • Resource Tokens (Tech, Culture, Space Points)
  • Wonder Progress Tokens

Core Resources

Technology Points (TP)

  • Base generation: 2 per turn
  • Used for: Research, Development, Wonders
  • Maximum storage: 10
  • Generated by: Tech cards, Leaders, Wonders

Culture Points (CP)

  • Base generation: 1 per turn
  • Used for: Influence, Alliances, Wonders
  • Maximum storage: 8
  • Generated by: Culture cards, Population

Space Points (SP)

  • Base generation: 0 (must be built)
  • Used for: Space development, Special abilities
  • Maximum storage: 6
  • Generated by: Space stations, Colonies

Turn Structure

  • Resource Phase
  • Collect base resources
  • Generate from cards in play
  • Draw 1 card

Action Phase (Choose 3)

Play a card - Activate a special ability - Contribute to Wonder - Trade with other player - Generate extra resource (1 per type)

Development Phase

  • Upgrade one technology (optional)
  • Form/break alliance (optional)
  • Use Leader power (once per turn)

Card Types

  • Technology Cards (40)
  • Basic (20): Cost 2 TP
  • Advanced (12): Cost 4 TP
  • Ultimate (8): Cost 6 TP

Culture Cards (30)

  • Population (12): Generate CP
  • Arts (10): Special effects
  • Philosophy (8): Victory points

Space Cards (30)

  • Stations (12): Generate SP
  • Colonies (10): Special abilities
  • Discoveries (8): Victory points

Special Cards (20)

  • Events (12): Global effects
  • Operations (8): Strategic actions

Economy Balance

  • Two Players
  • Starting Resources: 3 TP, 2 CP
  • Hand Size: 7 cards
  • Trade allowed
  • Wonder Cost: Standard

Three Players

  • Starting Resources: 3 TP, 2 CP
  • Hand Size: 6 cards
  • Alliances allowed
  • Wonder Cost: +2 points

Four Players

  • Starting Resources: 2 TP, 2 CP
  • Hand Size: 5 cards
  • Team play optional
  • Wonder Cost: +3 points

Resource Generation Flow

Early Game (Turns 1-3)

  • Focus on basic infrastructure
  • Expected generation per turn: 2-3 TP 1-2 CP 0-1 SP

Mid Game (Turns 4-7)

  • Enhanced production
  • Expected generation per turn: 4-5 TP 2-3 CP 1-2 SP

Late Game (Turns 8+)

  • Full production
  • Expected generation per turn: 6-8 TP 3-4 CP 2-3 SP

Wonder Development

Construction Rules

  • Any player can contribute
  • First to contribute claims Wonder
  • Must be completed within 3 rounds
  • Points can be contributed gradually

Wonder Benefits

Immediate effect when completed Ongoing benefit each turn Victory points at game end Strategic advantage

Leader System Leader Selection

Choose 1 of 2 per empire Power usable once per turn Cannot be copied unless specified Shapes strategic direction

Victory Conditions Primary Victory (achieve one)

Tech Victory

Control 3 Ultimate Technologies Generate 8 TP per turn Complete 1 Wonder

Cultural Victory

Generate 5 CP per turn Control 3 Population centers Complete 1 Wonder

Wonder Victory - Complete 2 Wonders - Any resource generation

Strategic Elements

Resource Management - Can store limited resources - Must balance generation vs use - Trading allows flexibility - Wonder contribution timing

Card Combinations - Technology synergies - Cultural networks - Space developments - Cross-type bonuses

Player Interaction - Trading resources - Forming alliances - Wonder competition - Strategic blocking

Game Flow Example Opening (Turns 1-3) - Establish resource generation - Play basic technologies - Begin Wonder contribution

Development (Turns 4-7)

Enhance production Build combinations Complete first Wonder Form alliances

Endgame (Turns 8+)

Push for victory conditions Complete Wonders Maximize generation Control key assets

Balance Mechanisms Catch-up Features

Bonus card when behind Extra resource when trailing Wonder contribution bonus Alliance benefits

Anti-Runaway Features

Resource storage limits Maximum hand size Wonder completion timer Victory point thresholds

Advanced Rules Optional Team Play (4 players)

Shared resources Combined victory conditions Joint Wonder building Shared Leader powers

Tournament Rules

Timed turns (3 minutes) No table talk Structured trading phase Best of three matches