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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.

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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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