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Pluto (Julius Caesar God Cards Ranked, #7)

20. September 2026 um 17:56

We’ve discussed general strategy tips for Julius Caesar (Grant Dalgliesh/Justin Thompson, Columbia Games). One area that deserves closer scrutiny are the God cards. They are enticing, but best used in moderation. Which begs the question: Which of them are almost must-use cards and which the more disappointing of the divine bunch? Thus, I’ll rank them in ascending order, laying out how to use the card best and why I rank it how I rank it. Today, we begin at the seventh and lowest rung of the ladder… quite fittingly, that’s Pluto.

If you want to read more posts like this strategy post – for example, the next six posts on God cards in Julius Caesar – I strongly recommend you subscribe to the blog: All new posts in your inbox right when they go live!

What does the card do?

Pluto allows you to exceed the usual movement limits per road (only if you attack): You can move six blocks on a major road (instead of the usual four), three on a minor road (instead of two) and two across a strait (instead of one).

©Columbia Games.

What would be the best uses?

This card can be useful for a bigger attack than planned – either to bring overwhelming force against a tough enemy stronghold or to force lightly defended straits.

Why is it bad?

In itself, the Pluto card is nothing but a 1 Move/0 Levy card which lets you go first. And the big attacks it promises are mostly a mirage:

Gathering six blocks in Narbo? Might just play the next card openly already. If Caesar’s concentration of forces happened before Pompey got to execute his card, Pompey can still fortify Tarraco with all or most of the blocks from Carthago Nova and new recruits, which means Caesar will get his big battle, but on unfortunate terms, as defenders fire first. Even if Caesar was sneaky and concentrated his forces when he went second, Pompey will be able to reinforce the battle with the Carthago Nova blocks (which will come into play in the second round of battle).

Whenever you gather six blocks for a huge Pluto attack on the next card, you might as well tell your opponent with a megaphone that you hold the card. So, they can either prepare for the attack (usually by recruiting more defenders or moving reinforcements to the threatened area), or cancel it altogether by playing a God card of their own. In any case, you should probably not play Pluto as the last card of a year, because if you win the battle, you are likely to be left with too many blocks for the stacking limit.

Finally, attacking the Hellespont with two blocks against one! …just that Pompey can reinforce his lone block with the adjacent forces.

Forcing a strait with two instead of one blocks runs into the problem that your opponent will likely have more forces nearby: If they defend the Hellespont/Bosphorus they can just reinforce the attacked space with whichever defender they had in the other space. If they defend the Straits of Messina, they can usually pull troops from Syracuse or Neapolis.

Is there a silver lining?

Yes – you can use Pluto when you suspect your opponent will play a God card themselves to cancel that card (as with all God cards). And you can use it if you desperately need to go first on a given turn for one move (for example, to run away with a damaged leader block).

Pompey has taken heavy hits in the previous battle and is now down to one step, vulnerable to either a Vulcan eruption or an attack on Carthago Nova. Pluto blocks the former and allows Pompey to run away from the latter to fight another day.

How do you feel about Pluto? Similarly unenthused as I – or are you a plutophile, a plutomaniac, a plutocrat? What are your best tricks to use the card? Let me know in the comments!

How to Win at Julius Caesar (Three Basic Tips, #16)

06. September 2026 um 17:24

We haven’t had a strategy post for some time here! Let’s do one on a classic – but one I only discovered two years ago: Julius Caesar (Grant Dalgliesh/Justin Thompson, Columbia Games), the block wargame on the Roman Civil War between Julius Caesar and Pompey. As per usual, we follow the structure of three basic tips which new and intermediate players can easily remember. First, we look at the low-hanging fruit of the early game, then at how to keep or gain initiative in the mid-game, and finally, there will even be spiritual advice.

If you want to read more posts like this strategy post – for example my upcoming deep dives on the God cards in Julius Caesar, I strongly recommend you subscribe to the blog: All new posts in your inbox right when they go live!

Race for the East

The victory conditions in Julius Caesar are straightforward: Have 10 victory points (VP) at the end of any year or more VP than your opponent at the end of the full five years of war. Absent the rare VP from a leader kill, these come from the control of victory cities on the board (up to 13). At the beginning, Pompeius controls cities worth 7 VP, Caesar only Massilia for 1 VP. That leaves five VPs in vacant cities: As it is much easier to take empty cities than those defended by your opponent, these should be your focus for the first year.

VP cities: Pompeius’s holdings are green, Caesar’s red. Rome and the three cities in the Greek East in blue are up for grabs.

2 VP come from Rome, which Caesar must take and hold early (which shouldn’t be a problem for the plethora of Caesarian legions nearby). That leaves the 3 VP from three cities in the Greek-speaking East (Athens, Byzantium, and Ephesus) as the first spaces of contention between the players. Either should send an army there early, and make it strong enough not to be swatted away by the other. Especially when you use the Free Deployment, you can try to position yourself for the rush to the east. Try out a few different deployments, maybe with navis (ships) in different ports to reach cities by sea – or block your opponents from doing so. Which brings us to…

Win Naval Superiority

Once the front lines are drawn, ships become even more important. As defenders have the combat advantage of dealing hits first when battle priorities (ranging from A to D) are tied, defending is a lot easier than attacking in Julius Caesar. Successful attacks thus hinge on local superiority, and ships are the way to achieve it:

  • You can transport your land forces amphibically much further than they could march on land. Instead of bashing your head against a well-prepared defensive position, your amphibious force can go ashore where the enemy is weakest.
  • Instead of being limited to however many troops you can march into battle by road (four on a main road, two on the regular roads), the ships can join attacks on port cities and give you the boost needed to overcome the defenders.

Whoever has naval superiority thus usually decides where the action happens. You should gain it, or at least deny it to your opponent.


Caesar has gotten a massive fleet of four blocks into the Mare Internum, which gives him a plethora of offensive options: He can transport land forces to Sicily (1a) or North Africa (1b). He can strike east into the Mare Aegypticum and, in the following turn, directly attack Alexandria (2a) – defended by the lone blue Cleopatra block – or Antioch (2b) – defended by the lone green Pompeian block. He could also sail up the Aegean and into Propontis and help force the straits in a combined land-sea attack in the following turn (3).

Don’t Overdo It With the Gods

Yes, I know. The God cards look great. Surprise attack with Mars! Bonus movement with Mercury! Volcanic eruption with, well, Vulcan! They are, however, not always better than the regular move/levy cards, and the more you have of them, the less flexible you are. So: One God card is fine (although I have sometimes discarded the only God card I was dealt). Two are a lot, and you should strongly consider discarding one of them. If you are ever dealt three, curse your luck and discard one for sure.

Over the next weeks, I’ll add a few more specific thoughts on the God cards. Watch this space.

Which of these cards would you discard on turn 1? Does it make a difference if you’re playing as Caesar or Pompeius?

Which tricks do you use to win at Julius Caesar? Let me know in the comments!

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