Hannibal’s Revenge Or… If Hannibal’s good enough for Denzel Washington, who are we to say nay?

by Mark G. McLaughlin (with Fred Schachter)

Does the gaming community need another Hannibal game?  The answer is “why not?” or, more simply an empathic “yes!”: just as it is to the question of a new Gettysburg, Pacific Theater WWII or another Waterloo game (such as Mark Herman’s latest forays into those topics) or of a new upcoming movie on the subject. (Note that Denzel Washington’s Hannibal will be on Netflix later this year.)

Hannibal featuring Victor Mature

Just as Denzel Washington is taking on a role made famous by screen legend Victor Mature and (more recently) by Star Trek’s Alexander Siddiq, among others, so did we also make the decision to cross the Alps into Ancient Italy to confront the power of Rome.

Hannibal featuring Alexander Siddig

We are big fans of previous Hannibal games, including that designed by our mutual friend and GMT colleague Mark Simonitch.  This is a game recently updated as Hannibal and Hamilcar. By the way, Simonitch’s game is the basis for a miniatures’ campaign Mark McLaughlin is involved with.  Battles among the group are resolved using several different sets of miniatures rules – most recently “To the Strongest.” Incidentally, Mark is not Hannibal in this game but has the role of his younger brother, Hasdrubal, and he lost – if barely –in his first outing on the field).

But we digress…

So What is unique about THIS Hannibal game?

Our Hannibal uses the system GMT pioneered in publishing Hitler’s Reich. And, yes, just as that game’s initials are H.R., so is Hannibal’s Revenge – and the upcoming Hammurabi’s Rule and Hirohito’s Reign…and, eventually, Hindenburg’s.…(something containing an “R;” and we’re open to suggestions).   Actually, the Hannibal design came before Hitler, as it was the original in what has become a series of Card Conquest System games. Mark started Hannibal in 2008, set it aside in 2013 to begin work on the WW2 version which became Hitler’s Reich, and two years ago re-engineered Hannibal based on the 2nd edition rulebook of Hitler’s Reich.  Now that’s not too confusing, is it? 

Like Hitler’s Reich, this Hannibal takes the classic card game “War” (modified by Event Cards and dice rolls) as its core mechanism to resolve competitions.  By competitions we do not mean only battles and sieges, but also competitions to acquire, or prevent your opponent from acquiring Event Cards that enrich and help drive the game.  Players do not simply draw Event Cards but compete for them.  Event Cards can affect battles, sieges and even competitions to gain other Events.  They can also change control of cities and other areas on the map, send leaders out of the game (at least temporarily), and add to the size of friendly or reduce the enemy’s hand size of Conflict Cards.

Conflict Cards come in four suits of 13. Just like the suits of Hearts, Clubs, Diamonds, and Spades in a regular playing card deck. In Hannibal’s Revenge there are suits of Romans and their Latin Allies opposing Carthaginians and Gauls.   One side uses the Roman and Latin suits to build their deck, the other the Carthaginian and Gallic suits to build their deck.   Each deck has cards of the same value and special abilities (such as rerolling dice…oh, did we not mention that there are dice in the game?  Alea acta est.); yet there is a subtle difference:  Roman Conflict Cards win ties and their Latin allies lose ties.  For a more detailed explanation and an advance peek, go to

 https://insidegmt.com/the-conflict-and-event-cards-of-hannibals-revenge/

And that’s not all that’s different….

There are many unique mechanisms, such as choosing which two generals (consuls) the Romans will have and if a general (including Hannibal himself) might be wounded and removed (temporarily or even permanently) from play.  There are also a varying number of ways to increase (or lower) the size of a player’s hand of cards, such as gaining the majority of the map’s five Barbarian areas (mostly in Spain) or major Mediterranean islands (Baelerics, etc.). Then there are other possible powers to worry about – like Syracuse and Macedon (will Philip of Macedon take advantage of Rome’s distress to invade Italy?)

Unlike Hitler’s Reich, Hannibal’s Revenge has leaders with their armies (two per side at any one time, plus the aforementioned possible intervention of Philip of Macedon).  These leaders each have unique characteristics and are represented by wooden cylinders that are physically moved about the map (or at least attempt to do so).  Movement during Ancient times was not assured, and the game’s Leader/Army movement depends on expending points from Conflict Cards followed by a success or failure die roll.  

Moving into open sea areas (there be storms here, captain!) let alone crossing the Alps (a land of ice and snow), is not without risk and even marching from here to there is problematical.

Hannibal’s Leadership can help surmount possible movement frustrations and the Romans have the advantage of their famous roads while in Italy.

Hannibal’s Revenge Movement Tables (please note that this is not final art)
Hannibal and Scipio Sample Cards (please note that this is not final art)

Penultimately…

Hannibal’s Revenge is not just about taking Rome or Carthage (although that is one way to end the game via a “hold both capitals” sudden death automatic victory).  There are multiple ways to win.  Victory on the battlefield alone can yield rewards to help improve one side’s position, while taking control of enemy cities (through siege, assault, sedition, or seduction – yes, seduction!) can tip the balance quickly by reducing the number of cards the defeated side can hold and/or increasing the Hand Size of the victor.

Conflict Card Hand Size is the most common way a game is won.  It is the magnitude of difference between each side’s Card Hand Size at game end which determines victory or defeat and the scale of that victory: from a “squeaker” to overwhelming triumph.

A game can last all three sexennium (which means six years in Latin), or it can be over in less than one.   A Hannibal’s Revenge game which goes the distance rarely takes more than three hours, and more often than not ends within two, especially once players become familiar with the system and don’t fall prey to “paralysis by analysis” (an unfortunate gamer trait many of us encountered from time to time).

Finally…Solo or up to Four players

Like Hitler’s Reich, Hannibal’s Revenge has both complete SOLO rules and can be played by two, three, or four players.  In the four-player game, for example, there are two teams: a Carthaginian and a Gaul versus a Roman and their Latin Ally.   In the three-player game, one person plays both parts of one team while the other team has two players. 

Want more information? There are articles and images on the game’s GMT home page:  GMT Games – Hannibal’s Revenge and your patronage via a P-500 order would be very much appreciated.


Previous Hannibal’s Revenge InsideGMT articles

Mark McLaughlin
Author: Mark McLaughlin

Please note: I reserve the right to delete comments that are offensive or off-topic.

We'd love to hear from you! Please take a minute to share your comments.