EB Online rules aim to promote variation in armies deployed while restricting army composition within reason. Please note that these rules are enforced only for EB Online tournaments—they are not intended to regulate casual gameplay.

🏆 Victory Conditions

Last man standing.

Special case: Your opponent is left with only cavalry. You outnumber him by more than 2:1. You are chasing him around the map. If your opponent does not attack within 5 minutes, you win.

⚖ Draw Conditions

Maps that are mountainous or contain a bridge or closely spaced buildings will not be accepted in the tournaments.

If one player crashes during the game and it has not yet been decisive, then there is no penalty.

If your opponent allows you to, you may restart the game without penalty.

🕹 Gameplay Rules

💲 Budget

Each player shall have a budget of 36,000 mnai.

General's Bodyguard

You may only bring one (1) general's bodyguard unit.

Allied Generals

Allied generals are prohibited from competitive league play.


Mercenary Limit
Sauromatae, Marian and Imperial Rome8
All other factions6

Roman Eras

Rome must choose one era from which to deploy factional units.

🔼 Upgrades

The only upgrade allowed is one bronze chevron (experience).

👬 Unit Duplication Limits

Unit duplication limits exist to prevent unit spam and encourage richer army composition.

⚠ Note that a unit's original cost determines its duplication limit, before experience upgrades.

0 - 999none
1000 - 18498
1850 - 24994

🚫 Fair Play Rules

  1. No running or charging through units with either infantry or cavalry.
    • You may charge the enemy through your own units only if the charging unit is infantry.
    • If your cavalry unit is completely surrounded, it may retreat through the enemy.
    • Cavalry may run through loose-form infantry.
    • No moving elephants or chariots through your own men (minor contact is expected as elephants and chariots have a wide front).
    • No moving cavalry through units with phalanx mode enabled.
  2. No flaming arrows.
  3. No engaged pike-turning.
    • If your pike unit is engaged with an enemy unit, you may not turn it to face an enemy unit that is approaching your pike unit from its rear or sides. Similarly, if an enemy infantry or cavalry unit is charging at your phalanx’s rear, you cannot turn the pike unit to face the enemy. You may only turn to meet an oncoming enemy at your rear if the enemy has not entered into charging status.
  4. No picking up pikes while engaged.
    • If your phalanx mode unit is fighting with its secondary weapon (e.g., axe, sword), you may not re-enable phalanx mode while in melee. Only when your unit is removed from the melee may it re-enable phalanx mode.
  5. Phalanx disengagement conditions.
    • If the phalanx is engaging one enemy unit (from the front, flank or rear), it may disengage and form the phalanx again using the following procedure:
      1. Disable phalanx mode.
      2. Move out of the way of the attacking unit and form a coherent line.
      3. Re-enable phalanx mode.
    • If the phalanx is engaged by more than one enemy unit, it must not pull back to reform as explained above, but must stay in its position to fight. However, even in this situation the phalanx is allowed to disable phalanx mode and fight with secondary weapons.
  6. No firing missiles in melee.
    • This rule is violated when any of your missile units (arrow, javelin, etc.) fire their missiles point-blank when engaging an enemy unit. If you order your missile unit to attack an enemy unit that is in melee range, you must use melee weapons. You may not use the ranged attack.