Looking back at this blog I see that I purchased version 2 of the rules at Fiasco in October last year but the serious push to actually play has been on-going for just five weeks. Not bad going!
I set up a 3'x3' area using my Deep Cut Studio city mat (with some plywood and a metre rule defining the playing area as the mat is 4'x4').
The buildings are a mixture of actually-Roman stuff built for Christmas 2018's Dark Ages game, some buildings that looked vaguely believable because of their pantile roofs, and a few pieces knocked together recently.
While the set up was on the table, Postie arrived with a couple of additional MDF building kits; a temple and a granary from Sarissa Precision. More on these later!
Having just used the basic rules, I've found them to be fun and quite clever in places. For example. I was wondering why they have separate "Move" and "Climb" activations when the distance moved is the same in both cases. The answer is that the results of failure are different between the two.
Fail your die roll to Move and you just stay where you started, fail you roll to climb and you fall half the height you were attempting to reach and take damage accordingly. Cleverly, though, climbing a ladder is counted as a move so is safer and potentially quicker than shinning up the scaffolding elsewhere.
I used the first scenario in the book in its "Core Rules" configuration. Basically it's a won by the side that gets the lion's share of four resource tokens scattered around the board. On this occasion the Green Gang led by Molendinarius were successful.
I think Gangs of Rome would make for a great Saturday Afternoon Wargame[TM], possibly even giving us a campaign to follow the soon-to-be-finished Siege of Hachigata series.