Review

Sword of Rome: Conquest of Italy, 362-272 BC

Sword of Rome is a large, demanding conflict game, sitting right at the limit of how much rules preparation a group will willingly take on. Once minor powers, alliances and disastrous dice rolls arrive, nobody gets to remain comfortable.

Sword of Rome: Conquest of Italy, 362-272 BC

Sword of Rome: Conquest of Italy, 362-272 BC

Published
2004
Designer
Wray Ferrell
Publisher
GMT Games
Players
2–5
Playing time
360 min

Sword of Rome spent years on the Shelf of Shame because it asks for a full day and proper preparation. Still, it sits just on the acceptable side of “yes, I’ll read rules before we play”: substantial without becoming forbidding, provided everyone arrives ready to watch armies disappear from Italy.

Rome naturally opens by pressing the Samnites, spreading out to increase its reinforcements; it alone can build that legion-producing engine. The Gauls come south to loot, the Etruscans and Samnites try not to become the peninsula’s punching bag, and the Greeks are free to look elsewhere and arrange their own moves. At first, everyone acts sensibly. Then the map reminds them that sensible people do not keep borders for long.

You will ally with the person who looted you five minutes ago, because somebody else is about to win.
TheCuttlefish

Minor-power activation cards are where the table bares its teeth: Sardinia is handed to the Greeks for no good reason, Carthage finally goes after them, and an Etruscan-Gaulish alliance puts Rome under real pressure. You will ally with the person who looted you five minutes ago, because somebody else is about to win. Then Pontius Gavius loses battles even at +6, the dice receive their deserved abuse, and play carries on because a sharp run of events can rescue a position that looked finished. The rulebook needs attention, but the game’s nastiness at the table is wonderfully plain.

What remains is a campaign of reversals: the Gauls lose their winning chance to their own kin and Etruscan gold, Rome tries to recover, the Etruscans survive on a hot hand of events, and the Greeks emerge as favourites. Sword of Rome gives nothing away, but it rewards a group willing to make deals, regret them, and watch Italy burn in an orderly fashion.

Sword of Rome gives nothing away, but it rewards a group willing to make deals, regret them, and watch Italy burn in an orderly fashion.
TheCuttlefish

Source: BoardGameGeek

0 comments

Read on

All reviews →
  • Review SpaceCorp: 2025-2300AD

    SpaceCorp with Ventures is a tight, lively full package, and it is notably better at three, where blocking and close scores make every move matter. You may complain before realising how dangerous your company becomes in the final phase; that is part of the pleasure.

    TheCuttlefish · 25 Aug 2026
  • Review Knee Deep in Hexes

    Knee Deep in Hexes is an honest, luck-free duel with the urgent economy of a classic resource-rush RTS. The rules are light, but repeat games develop teeth.

    TheCuttlefish · 22 Jul 2026
  • Review Arcs

    Arcs improves markedly once the advanced rules, asymmetric alien factions, and their powers enter the picture. It still leaves too much of its balance to the people around the table, but this is no longer an automatic no.

    TheCuttlefish · 22 Jul 2026

More by TheCuttlefish →