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HELLENES: THE PELOPONNESIAN WAR INTRODUCTION HELLENES: THE PELOPONNESIAN WAR is a strategy game of the war in classical Greece between the Athenian EMPIRE and the Spartan LEAGUE. The object is to amass Prestige by winning battles and capturing or pillaging opposing cities. 4 scenarios are provided (playing times: 2-6 hours). THE GAME YEAR A Game Year consists of a NewYear plus 5 Seasons. Players get 6 cards/Year, playing 1 card per NewYear/Season. NEW YEAR Tribute (Prestige) is collected for captured Cities, a Victory Check is made, and the Year marker is advanced (skip these steps in the first game year). Then all cards not currently in play are collected and shuffled and each player receives 6 new cards for the current Game Year. One is played immediately as a New Year Event, or discarded as a Sacrifice (see 10.4). SEASONS Seasons consist of an INITIATIVE (card play) phase, followed by a PLAYER TURN for each side. Winter, the last Season of the year, has special rules (see 9.0). • INITIATIVE PHASE (SEE: 3.0) To begin each Season the players each commit one card face-down, then reveal them simultaneously. Cards have Action Values and Events on opposite ends and can serve either use but not both. Play the card with its intended use upright from your point of view. The lower Action Value takes the first Player Turn (Events have zero Action Value). Sparta goes first in case of ties. THE PLAYER TURN Player Turns consist of an ACTIONS phase and COMBAT phase, in that order. • ACTION PHASE (SEE 3.1, 4.0) Events are resolved first. Playing an Event means having no Actions that turn. Action cards entitle a player to make 1-3 Actions that turn (possibly increased by a Continuing Event). Actions include Group Movement, Building units, Pillaging, and Maintenance (Winter only). In Winter, units left outside friendly Cities consume Maintenance. Special free Wintering moves into friendly Cities are allowed, but no other movement. Copyright © Craig Besinque, 2008 • COMBAT PHASE (SEE: 6.0) In the COMBAT PHASE, battles and sieges for disputed areas (i.e., units of both sides present) are resolved one at a time (order chosen by the acting player). 1.0 MAPBOARD The map depicts ancient Greece and its environs. It is divided into land and sea areas for unit location and movement. The Spartan player sits to the south, the Athenian player to the north. "SICILY" is all areas on the SICILY inset map (including the Gulf of Rhegium). The rest of the map is "GREECE". "PERSIA" is Phrygia, Lydia and Caria (and considered part of the GREECE map). 1.1 LAND AREAS Dashed black borders divide land areas, or Provinces. Thicker black borders divide Nations. A Province containing a City is a CityState. Named islands with a black outline are playable land areas, others are not. 1.2 SEA AREAS Blue borders separate Sea Areas. Thick Deepwater sea borders are risky to cross (5.22). Double lines show Narrows, which are easier to defend (see 6.5). 1.3 CITIES Cities [squares] and Ports [hexagons] are color-coded by Nationality and have City Value numbers. City Capacity (in units) is double the City Value. Ports are Cities with fortified harbors. The Port symbol projects into its single Offshore Sea, to which it still has access when Besieged (see 7.2). [Unbesieged units occupying a Province have access to all adjacent seas.] Every City has an inherent immobile Garrison (2.3) block that is only placed on the map as needed (they are NOT units and do NOT count against City Capacity). [Towns (colored circles) are barbarian centers with no City advantages.] 1.31 CITY LOYALTY TM (v. 8.03d) Rulebook Organization This sidebar contains clarifications, examples, and commentary. Terms with specific game definitions for gameplay are shown in italics. SEQUENCE OF PLAY NEW YEAR • TRIBUTE Collection • VICTORY CHECK • ADVANCE YEAR. DEAL 6 CARDS. • NEW YEAR EVENT / SACRIFICE SPRING / EARLY SUMMER / LATE SUMMER / FALL • INITIATIVE phase (card play) • PLAYER TURNS ACTION phase • An Event occurs OR: • Actions occur (any order): Movement / Pillaging / Building COMBAT phase Battles & Siege Attrition WINTER • INITIATIVE (card play: NO Events) • WINTERING & ACTIONS (1st/2nd Player) (NO Group Movement/Pillaging) • WINTERING • Quartering (to adj. friendly City) • Homing (to Home City) • BUILDING / WINTER MAINTENANCE • DISBANDING • SIEGEBREAKING COMBAT (1st/2nd Player) • WINTERING BATTLES (BlockadeBreakers can Quarter) (Failed SiegeBreakers Disband) • SORTIES • SIEGE COMBAT (1st/2nd Player) • SIEGE ASSAULTS • SIEGE ATTRITION (triple) -------------------------------------------------City Representation Most CityStates contained several cities. Only the most important is shown, but the given City Value includes all cities. Neutral CityStates Scenario instructions may specify additional neutral CityStates for that scenario. Entry into these is also prohibited. Cities with white numbers (green/ blue/violet) are loyal to Athens. Black-numbered Cities (red/orange/ yellow/brown) are loyal to Sparta. Cities retain their loyalty regardless of occupation or control. Cities loyal to the enemy are termed opposing Cities. White Cities (gray numbers) are 1 Version 8.03d HELLENES: THE PELOPONNESIAN WAR neutral (no entry). 1.32 CITY/TOWN NATIONALITY Unit labels are also color-coded by Nationality (the central symbol color). A unit must be in a Home City (one of same color/Nationality) to build up in strength. This is crucial to game play. 1.33 SUBJECT REGIONS Athenian Subject Cities (light blue) are grouped into Subject Regions such as EUBOIA and IONIA (see list sidebar p. 4). Subject Regions containing Spartan-held Cities are Rebellious and more likely to Revolt (see 3.1 and sidebar p. 3). 1.4 AREA/ CITY CONTROL City control governs Tribute (10.1), and land/sea area control affects Retreats (see 6.4). Control is re-evaluated at the end of each ACTIONS and COMBAT phase. • Sole occupation controls any area. • Vacant CityStates are controlled by the side to which they are loyal. IMPORTANT: A conquered City left unoccupied reverts to its original owner!! • Other vacant areas are uncontrolled (including those containing towns). • In cases of Siege (see 7.0), both sides occupy a CityState. The defender controls the City ONLY; the besieger controls the surrounding Province. 2.0 UNITS Wooden blocks represent Spartan (red) and Athenian (blue) forces, including their respective allies. A Spartan label must be attached to the face of each red block, and an Athenian label to each blue block. Mobile blocks are called units. Units normally stand upright, their identities hidden from the opponent. This adds surprise and bluff to the game. Units available for a scenario but not in play on the map are kept face-down in the friendly Recruit Pool. Garrisons are immobile blocks that defend Cities. Garrisons are NOT units. Unused Garrisons are kept face-up in a separate pool to be available as needed. 2.1 UNIT LABELS Labels show a unit’s Nationality, type, and movement/combat abilities. Greek units have white numbers on dark backgrounds. Greek units arrive in Home Cities at minimum or cadre strength Copyright © Craig Besinque, 2008 (1 cv) and remain in play indefinitely. Barbarian units have black numbers on light backgrounds. They arrive in home towns (colored circles) at maximum cv, and can make 1 free move from there, but disband at the end of the current year. SICILIAN Greek and Barbarian units (Home Cities in Sicily) have gray (Sparta) or light blue-green (Athens) background colors on their labels. 2.11 UNIT NATIONALITY Each unit’s central square is colorcoded to match its Home Cities/towns. This is crucial to game play. Only Nationality color matching matters: Historical ID text is for interest only. 2.12 COMBAT VALUE Units have 2-4 steps of strength, called Combat Value or cv. A unit’s current cv is the number on its top edge when standing upright. Combat Value determines how many dice (d6) are thrown for a unit in combat. To attack, a 4 cv unit rolls four dice (4d6); a 1 cv unit would roll 1d6. For each step loss suffered, a unit is rotated 90 degrees counter-clockwise to its next lowest cv. The sidebar shows a cavalry unit at 1, 2, and 3 cv strength. 1 cv is termed cadre strength. 2.13 MOVEMENT RANGE Each label has a number in a circle showing that unit's Movement Range in areas. Blue circles show sea movement, tan circles show land movement. Red outlines show elite status with a greater chance of moving 1 extra area (see 5.3). TM City Control A CityState is always controlled by its original owner unless occupied by an enemy block. Besieged Cities are controlled by the defender. Area Control Areas are controlled by the occupying player. If unoccupied, they are uncontrolled. In Sieges, the besieger controls the land area of a CityState. ATHENIAN UNITS Unit Move Combat Mix Fleet 5 F1 / F2†* 18 Hoplites 2 C1 / C2 18 Cavalry 3 A1 2 Archers 2 A1 2 Infantry 2 B1 6 Barbarians 2 A3 / C2 4 SPARTAN UNITS Unit Move Combat Mix Fleet 5 F1 / F2† 17 Hoplites 2 C2* 21 Cavalry 3 A1* 3 Infantry 2 B1 3 Barbarians 2 C2 4 Barb. Archers 2 B2 1 Barb Fleet 3 E3† 1 † Fleets on land attack at C1. * Elite Athenian fleets are E2 combat Elite Spartan hoplites are B2 combat. Elite Syracusan cavalry are A2 combat STEP REDUCTION 2.14 COMBAT RATING A unit’s Combat Rating is indicated by a letter and number, such as A1 or B2. Letters are unit agility: A units attack before B units, etc, but defenders of equal agility precede aggressors. The number is the unit’s power: its ability to damage and/or Rout opposing forces in combat (see 6.31). EXAMPLE: a unit rated B1 inflicts 1 cv of enemy damage for each 1 rolled. A B3 unit does this for each 1, 2, or 3 rolled. Strength 1 Strength 2 UNIT DATA LAND MOVEMENT (tan) or SEA MOVEMENT (blue) 4 UNIT TYPE Fleet 2 SEA COMBAT F2 STRENGTH 4 (maximum 4) LAND COMBAT C1 2.2 UNIT TYPES 2.21 HOPLITES Hoplite units are the main Greek land forces, formed of tightly packed armored spearmen that fought as a Strength 3 431 Start Strength 2 HOME AREAS Orange Historical ID [no game effect] Version 8.03d HELLENES: THE PELOPONNESIAN WAR unit (phalanx). Elite hoplites (as above) have better agility [red "B"] and Forced March ability [red-circled movement rating]. 2.22 ARCHERS Archer units also include other missile forces, such as slingers and javelinists. Combat rating is A1 or A2, but maximum cv is low. 2.23 CAVALRY Cavalry is the fastest land unit, with combat of A1. Cavalry has special abilities in Retreats, making them ideal for scouting, blocking and raids. 2.24 INFANTRY Infantry units represent light-armed forces that are more agile (B1) in combat than hoplites, but less formidable. 2.25 BARBARIANS Barbarians (including Persians) are large nonGreek units that appear randomly and briefly in play. Barbarian units have black type on light colored backgrounds. They appear at full strength in home towns, and make one free move (with their full Movement Range) from there, but disband at the end of the Year (exception: Persians under Persian Aid). 2.26 FLEETS Fleets are the only units able move or fight at sea. They can each carry 1 Greek land unit at sea. Fleets can occupy coastal land areas, but must stop movement upon entering a land area. Fleets fight with their sea combat rating [E or F] at sea, and with their land combat rating [C1] on land. Elite fleets (above) have better agility in sea combat [red "E"] and better Forced Sail ability [red-circled movement rating]. 2.27 MASSED BARBARIANS The SITALces & PHOENicia units (red outlined unit-box, white namebox) are massed barbarian forces which can appear only under certain circumstances. For SITALces: Athenian +1 Leader must be in play. For PHOEN: Spartan +1 Leader AND 3 Persian Aid Copyright © Craig Besinque, 2008 cards must be in play. NOTE: This unit cannot be Routed in Sea Combat (white circle combat reting). It cannot Overwinter. 2.3 GARRISONS Garrisons are small unlabeled blocks representing 1 cv City defense forces which cannot leave their City (e.g., to defend in the surrounding land area). Garrisons are "blocks" but NOT "units": they DO NOT count towards City Capacity but DO count as defenders regarding Siege Attrition dierolls. City Garrisons are not represented on the board until needed, but appear automatically in Cities that are Besieged (7.3) or that Revolt (see 3.1 sidebar). Garrisons can also be built in occupied opposing Cities (4.2) to control them after mobile friendly units leave. 2.4 GROUP SUBSTITUTION Pairs of labeled blocks {A/A, B/B, etc) are provided for each side to relieve unit congestion if desired. In crowded areas, remove a Group off-map, placing a Group Substition block in its location and its twin with the removed Group. 3.0 THE CARDS Fifty five (55) cards are provided. 431 Campaign: use only the silver and gold cards (exclude bronze cards). Sicily/415/413 Campaigns: use only silver and bronze (exclude gold cards). Begin each NEW YEAR by shuffling all cards not currently in play and dealing 6 cards face-down to each player. Players play 1 card in NewYear plus 1 per Season (revealed simultaneously). Each card has an Action Value and an Event, and may be played for either purpose but not both. Note: Play Cards with the operative end (Event/Action Value) shown upright from the owner’s point of view. 3.1 EVENTS Events are always resolved before Actions. Some Events can only be played by one player (red or blue border), Some Events are only playable under certain conditions [stated in italics within brackets at the top of the card]. Most Events are in effect only for one Season. Continuing Events (with thick borders) remain face-up and in play until removed. Event effects are detailed in the 3 TM EVENTS Revolt: Place a Spartan garrison in a vacant listed City. SPREADING REVOLT: Alternately, place it in any vacant City of a Rebellious Region (one that includes a Spartan-held City, see 1.33). Helot Revolt: Place Athenian garrison in Sparta/ Messenia/ Pylos (if vacant). Plague Strikes: All units (except cadres) in the specified besieged City lose 1 cv. Plague Continues [Plague Strikes has already occurred]: All units (but cadres) in the specified City lose 1 cv. Treachery: A specified Besieged City loses double defense for the 1st Combat Round that turn. Leader Ostracized: A current Leader is deposed (return to the deck). Cannot occur in a Leader's first year of play. Negotiation: A besieged lone garrison surrenders on Siege Attrition roll of 0-2 (subtract Leader Value from dieroll). Earthquake: Opponent cannot Move or Pillage that season. Augury: Enemy cannot Attack/Assault this season (Siege Attrition OK). CONTINUING EVENTS* Continuing Event cards (thick borders) remain face-up in play until removed. Leaders*: A friendly or enemy Leader is introduced (only one per side can be in play: a current Leader must be Ostracized before being replaced). Civil War*: An unbesieged City loses double defense for rest of current Year (mark the City with a coin). Remove card from play next NEW YEAR. Athens Raises Taxes*: Athens gains +1 Action/turn, but when playing a Revolt event, Sparta may place a garrison in an additional qualified Subject City for each Athens Raises Taxes in play (TAX REVOLT). Athens can remove this card from play in any NEW YEAR. Persian Aid* (see 14.3): Sparta gains +1 Action/Turn and 1 PERSIAN army can OverWinter. However, it loses 1 Prestige/ New Year and non-Tax Revolts become more difficult. This card cannot be removed. Peace Faction Ascendant*: Peace Offers (11.22) possible at 5+ Prestige and only cost -1 Prestige to attempt. War Faction Ascendant*: Peace Offers require 10+ Prestige and cost -2 Prestige to attempt. Version 8.03d HELLENES: THE PELOPONNESIAN WAR sidebar. IMPORTANT: Playing an Event means that no friendly Actions will occur that Turn (though Combat can still take place). 3.11 LEADERS Each side begins with a Leader card in play (Leaders in play are kept face up on mapboard). Leaders with a Leader Value of +1 allow that side 1 extra Action per Turn (except during Events). Example: Athens plays a 2-Action card with Pericles (+1 Leader) in play, yielding 3 Actions that turn. A side cannot have more than one Leader in play. Therefore Leaders with 0 Leader Value must be removed before a better Leader can replace them. This cannot simply be done voluntarily: a Leader Ostracized Event must be played. 3.2 ACTION VALUE All cards also have an Action Value of 1-3 (stars), which allows a player that many Actions (plus Leader/Continuing Event bonuses) during his Player Turn. 3.3 INITIATIVE The cards played determine the order of play (Initiative) for that Season. The lower Action Value played goes first. Events (zero Actions) are always resolved first. If tied, Sparta goes first. Leader Value / Continuing Events do not affect Initiative. 4.0 ACTIONS Cards played for Actions allow that many Actions that Turn (this may be increased by Leaders or other Continuing Event cards in play, see sidebar). Actions cannot be saved for future use. Note: Players should place 1 die per available Action on their card and remove them to record Actions expended. Actions can occur in any order desired (e.g., built units may move that turn, or a unit may move home to build). 4.1 GROUP MOVEMENT All units located in a single area (even a single block) compose a Group. For 1 Action expended, a player can either move a Group (Maneuver) or form one (Muster). See 5.0 for details. 4.2 BUILDING ACTIONS Building Actions can be used to raise new units (Recruits) in their Home Cities/towns, and to build units Copyright © Craig Besinque, 2008 occupying a Home City one step. Building cannot occur in a City that is besieged (7.2) or a Port that is besieged AND blockaded (8.21). 4.21 REINFORCEMENTS For 1 Action, a unit occupying a Home City can be increased by 1 cv. Units CAN build multiple steps per season if the Actions are available. 4.22 RECRUITS For 1 Action, a random new unit can be raised in a friendly Home City/town. Randomly select 4 blocks from the friendly Recruit Pool (see 2.0). Place one in a Home City/ town (2.13), and return the others to the Pool. • Greek units (white type) arrive in Home Cities (only!) at 1 cv strength (and MAY build up further that turn). • Barbarian units (dark type) arrive in home towns (only!) at full strength and immediately make 1 free move (using their full Movement Range). NOTE: Some nations (e.g. Aetolia) can generate either Greek or Barbarian units. TM SUBJECT REGIONS [* = Ports] EUBOIA Chalcis 3*, Eretria 2 CHALCIDICE Potidea 2*, Torone 1*, Stagira 1 THRACE Amphipolis 3*, Abdera 1 PROPONTIS Byzantium 3*, Abydos 2*, Cyzicus 1, Sestos 1 IONIA Miletus 2*, Ephesus 2* Cyme 1, Thyrea 1, Cnidos 1* SPORADES Samos 3*. Rhodes 2* CYCLADES Naxos 2*, Andros 1* WESTERN ISLES Cephellania 1, Zakinthos 1 Group Movement Group Movement realistically reflects the slow and completely unreliable communications of the times. Only units actually located together could cooperate effectively. Recruiting Rebel Units For 1 Action, a garrison may be built in an Opposing City occupied by a friendly Greek unit (not a Barbarian). Garrisons maintain control of conquered Opposing Cities, freeing mobile units to move elsewhere. Macedonia and the Aeolian Ids can ggenerate both Spartan and Athenian units. The two Aeolean Ids units are Greek and can appear as Recruits in either island City when no enemy blocks are present. The Spartan Rebel unit can appear in either City when not garrisoned by Athens, capturing it and becoming a buildable Spartan unit (initially Athenian allies with independent fleets, both islands eventually rebelled against Athens). Both Macedonia units are Barbarians and can only arrive in towns, so Pella cannot be captured by their arrival as Recruits (Macedonia switched sides between Sparta and Athens several times, but mostly remained loyal to Sparta). Both Macedonian units in play at once represents the struggle for control between its King Perdiccas and his brother Philip. 4.3 PILLAGING Pillaging for Fun and Profit REBEL UNITS. Two units can appear in enemy territory. A pro-Spartan Aeolian Ids fleet can appear in Lesbos or Chios if vacant (capturing it). A pro-Athenian Macedonia barbarian can appear in any Macedonian town (NOT in Pella). 4.23 DETACHED GARRISONS Pillaging is a special Action in which units besieging an opposing City (loyal Cities cannot be Pillaged) devastate its territory and withdraw into an adjacent area. Pillaging gains Prestige. See 5.5. 4.4 WINTER MAINTENANCE In Winter [the last card played], any unit not inside a friendly City must be Maintained (9.1) at the cost of 1 Action to avoid being Disbanded (9.5). 5.0 MOVEMENT In classical times it was expensive to maintain armed forces in the field in wintertime. Often a besieging army would abandon a siege in Autumn and ravage the enemy countryside before going home for the Winter. Watching homes, farms, and orchards being ruined could be a crushing blow to defender morale, and at times tempted fortified troops to rashly sally out of a city to fight the enemy. Winter Maintenance Winter Maintenance is very expensive, but the only way to maintain a Siege in Winter. Winter Sieges are three times more effective than in other seasons. A Group is composed of all friendly units in a single area (no limit: stack units two-high if space is tight). Players can move a Group (Maneuver) or form one (Muster) at a cost of 1 Action. 4 Version 8.03d HELLENES: THE PELOPONNESIAN WAR Maneuver. All units in a Group move to one or more destination area[s] within individual Movement Ranges. Units can enter enemy-occupied areas (Engage, 5.4) and/or Forced March/Sail (see 5.3) Muster. Units from different areas move into a friendly City, observing unit Movement Ranges. They cannot engage (5.4) or Force March/Sail (5.3). A unit can only move once per Player Turn (exception: 6.4 Retreats). Units move freely through friendly units, but must stop upon entering an area containing enemy units (see 5.4). Exceptions: Homing (9.21) and units at sea during the Peace of Nicias (see 12.0). Besieged units cannot move except to leave a Port by sea (see 7.4). 5.1 LAND MOVEMENT Armies can move freely on land (exception: units may not enter neutral areas (see 1.31 and 5.0 Scenario instructions). Terrain has no affect on land movement. Fleets may enter coastal land areas only, and must stop upon doing so. Fleets may move from one coastal land area into an adjacent one (must stop). 5.2 SEA MOVEMENT Only fleets (and carried armies) may move by sea. Units moving by sea must stop upon entering a land area. See also Sea Landings (6.6). Sea Access. Fleets occupying a coastal Province (including Besiegers, see 7.2) may move into any adjacent sea. Fleets can enter or leave besieged Ports via the Offshore Sea (see 1.3). 5.21 SEA TRANSPORT A fleet can carry one Greek army to sea, provided both units begin and end the turn in the same area. Barbarians cannot be sea transported. The cv of a carried army must be LESS THAN its carrying fleet (and may be voluntarily reduced for Sea Transport). 5.22 DEEPSEA CROSSINGS When a fleet Group moves across DeepSea borders (thick blue), place a die on each such DeepSea border crossed. After all Actions are complete, the opponent rolls 1 die in each case to see whether the Group encounters a Storm: • In Summer: add +1 to the dieroll. • In Winter: subtract -1 from the dieroll. Copyright © Craig Besinque, 2008 DR 1-2: STORM: the opponent rolls 1 die for each individual fleet making the crossing, to determine SHIP DAMAGE. DR 3-6: CALM. No effect. 5.23 SHIP DAMAGE DR 1-3: GALE. Fleet (and any carried army) is eliminated. DR 4-6: HIGH SEAS. Fleet loses 1 cv (any carried army may have to reduce cv to remain smaller than its carrying fleet, possibly eliminating a 1 cv army). 5.3 FORCED MARCH/SAIL Armies and fleets (with carried armies) can try to move one additional area beyond normal movement range. Place a die on the border into the extra area and announce a Forced March (land) / Sail (sea). After all Actions are completed, the owner rolls one die per unit attempting to Force March/Sail. DR 1-3: Fatigue. Unit does not move the extra area. [No cv loss]. DR 4-6: OK. Unit may move the extra area (but need not). Note: For elite units, add 2 to Forced March/Sail dierolls. Carried armies share the fate of the carrying fleet. Mustering units cannot Forced March/ Sail to the Muster City. 5.4 ENGAGING When units enter an enemy-occupied area, they are engaging (and must stop). Exceptions: see Homing Moves (9.32) and Peace of Nicias (12.0). NOTE: As garrisons are restricted to Cities, units moving through enemy CityStates that are vacant or only defended by garrisons need not stop. Engaging units are termed aggressors and opposing units are defenders. Mustering units cannot Engage. TM Actions Example Sparta plays a 3-Actions card. First, they Build a fleet in Corinth from 2 to 3. Second, they Recruit, drawing 4 units from their Recruit Pool, placing a Theban (yellow) fleet cadre in Thebes, and returning the other 3 units to the Pool. Third, a Group of 5 units in Sparta is moved, dispersing to 3 different locations. Besieged Unit Movement Besieged units (7.2) cannot move by land. They can, however, Sortie (8.3) to fight besieging units in the surrounding Province (no movement Action required). Fleets (with carried armies) can exit a besieged Port via its Offshore Sea (see 7.4). Fleets on Land Fleets of the time normally spent the night on shore when possible. A fleet “at sea” thus represents ships that are patrolling that sea area by day and beaching at night. Fleets on land have detached half their men to act as an inland infantry force while the other half guards their beached ships, as was commonly done. The Diolkos at Corinth: 2 Seacoasts Corinth is the only Province with two discontinous seacoasts, but a ship skidway there allows fleets to enter or leave via either coast (fleets must stop upon reaching land as usual). Its Offshore Sea is the Gulf of Corinth. Sea Transport To effect a Sea Transport, a fleet must begin the turn in the same area as the army to be carried. Since fleets must stop movement upon reaching land, both units also end up in the same area. DeepSea Crossings The warships of the time (triremes) were not too seaworthy and left the coast at their peril. 5.41 GROUP UNCOORDINATION Friendly Groups engaging the same enemy Group must fight separately. A Group that divides to move by different routes (e.g., fleets and armies) to a location engages as separate groups. In such cases, the moving player selects one Group to fight the defending forces first. If it loses, another engaging Group is selected to begin a new Battle with surviving defenders (units Routed in the first battle recover), etc. Once any aggressor Group wins, all engaging units unite there. 5 Version 8.03d HELLENES: THE PELOPONNESIAN WAR 5.42 SIEGE COORDINATION In Established Sieges, one "moving" group can join the besiegers in a coordinated Siege Assault (8.1), as the besiegers need not "move" to engage. Sorties. Besieged units cannot make a Coordinated attack with friendly outside relieving forces (even though they needn't move, they are never in communication with the relief force). 5.5 PILLAGING During Actions, players can win Prestige by Pillaging an opposing City where there is an Established Siege (7.2). Pillaging costs 1 Action. The entire besieging Group Withdraws (moves) into an adjacent friendly or uncontrolled area. No friendly units may enter the pillaged CityState that turn. Immediately record +1 Prestige gained [+2 Prestige if Athens or Sparta] on the Prestige track. A CityState cannot be Pillaged more than once per Year. 6.0 COMBAT During COMBAT, Battles and Sieges are resolved where both sides occupy the same area. These are resolved one by one in any order chosen by the Acting Player, completing one Battle/Siege before another is begun. Combat has no cost in Actions, and can still occur without Actions having occurred that turn (e.g., after Events). In CityState Battles, the defender has the option (before any units are revealed) to immediately Fortify (7.1) his units by retiring into the City. This Establishes a Siege (7.0) condition: no combat occurs this turn. In cases of Established Siege from a previous Turn, the acting player can choose to wage either Siege Attrition or Siege Assault. Siege Attrition is resolved without revealing units (see 8.2). Siege Assault is a special type of Battle (see 8.1). 6.1 BATTLE SEQUENCE Engaged units are not revealed until that Battle is being resolved. Begin Battles by revealing all blocks (tip forward). The acting player is termed the Aggressor, his opponent is the Defender. Battles are fought in Combat Rounds until one side is eliminated, Panicked (6.34), or Retreats voluntarily (see 6.4). Copyright © Craig Besinque, 2008 6.2 COMBAT ROUNDS A Combat Round consists of one Attack (6.31) by each block involved. Blocks attack in order of agility, with defenders preceding aggressors of equal agility: defending “A” blocks attack first, then aggressor “A” blocks, then defending “B” blocks, etc. Once per Combat Round, before the 1st friendly unit Attacks, players have the option to Retreat (6.4) all friendly units rather than continue the Battle. When all blocks in the Battle have Attacked, a Combat Round ends. Repeat until one side Panics (6.34), Retreats (6.4) or is eliminated. The opponent wins the Battle and earns Prestige (see 14.11). 6.3 COMBAT RESOLUTION 6.31 ATTACKING To attack, roll a number of dice equal to the cv of the attacking unit, and apply results (Hits first, then Routs). 6.32 HITS A1/B1/C1/E1/F1 blocks score a Hit for each dieroll of “1”. A2/B2/C2/E2/F2 blocks score a Hit on each dieroll of “1” or “2”. C3/E3 blocks score Hits on dierolls of “1-3”. Each hit reduces the cv of the currently strongest (largest cv, owner’s choice among equals) enemy unit by 1. 6.33 ROUTS A1/B1/C1 / E1/ F1 blocks score a Rout for each dieroll of “6”. A2/B2/ C2/E2/F2 blocks score a Rout for every dieroll of “5-6”. C3/E3 blocks score Routs on dierolls of “4-6”. IMPORTANT: City defenders cannot be Routed (ignore all Rout results). For each unit attack, after applying Hits, apply Routs to the currently weakest enemy units in the battle (owner’s choice among equals). Turn Routed blocks upright (tip back to preserve cv). They no longer participate in that Battle (cannot attack or take battle losses). Rout RECOVERY. Routed units recover immediately once a Battle has ended. 6.34 PANIC When all units of one side in a Battle have been Routed, that side is Panicked. First, the opposing side completes its Combat Round for any/all units more agile than the enemy Rearguard (defined as the least agile Routed unit). 6 TM Pillaging Procedure During Actions, spend 1 Action and Withdraw ALL besiegers from an Established Siege into an adjacent friendly area. Only opposing Cities can be Pillaged, never loyal ones (even if enemy controlled). Record +1 Prestige gained on the track (+2 Prestige if Athens or Sparta is Pillaged). Battle Array Tipping units forward maintains their current strength in the battle array. When the battle ends, tip units back upright, again preserving current strength. Combat Round Example Spartan cavalry (A1) & hoplite (B2) units engage Athenian hoplite (C2) & archer (A1) units. The Attack sequence is: • Athenian archers (defending A1), • Spartan cavalry (aggressor A1), • Spartan hoplites (B2). • Athenian hoplites (C2). This completes one Combat Round. Attack Example: A 3 cv C2 hoplite unit rolls 3 combat dice: each 1-2 scores a Hit, and each 5-6 scores a Rout. A 3-4 is a miss. A dieroll of 2, 4, & 5 scores a Hit and a Rout. City must always maintain a unit or garrison there (at the end of each turn) or the city will revert back to its original owner! Eliminated Units Eliminated units are returned to their respective Recruit Pools (face down). Retreats Units can never Retreat into enemy-controlled areas (including vacant enemy CityStates) or into enemy-occupied areas (including Battles). Offshore / Adjacent Seas A Port City has 1 Offshore Sea (into which its symbol protrudes). A besieged Port still has access in or out via that sea (only). Units occupying an unbesieged Province have access to all adjacent seas. City Control Upright units occupying a CityState (with no opposing units present) control it. In a Siege situation, units of both sides are present. • Besieged [fortified] units (lying flat and face down) control the City. • Besieging units (remaining upright) control the surrounding Polis (e.g., friendly units can move through it without stopping). Unoccupied CityStates belong to their original owner. Thus, the conqueror of an opposing City must maintain a unit or garrison there (at the end of each turn) or the city will revert back to its original owner! Version 8.03d HELLENES: THE PELOPONNESIAN WAR Then, all Routed units must Retreat (see 6.4 below). The winning side scores 2 Prestige for winning a Battle by Panic. 6.4 RETREATS Once per Combat Round, players have the option to Retreat rather than continue a Battle. This decision can ONLY be made before the first friendly unit attack of a Combat Round. • All units of the Retreating Group must Retreat into an adjacent area, but not necessarily all into the same area. • Units can only Retreat into areas into which they can move (armies cannot retreat to sea without a carrying fleet). • Aggressors can only Retreat back into the area from where they engaged. • Sieges. Besiegers making Siege Assaults (8.12) can only Retreat back into the surrounding Province. Sortiers (8.3) can only Retreat back into the besieged City. Units engaging besiegers from outside a City cannot Retreat into the City. • Defenders can Retreat into any adjacent areas except those from where they were engaged and those that are enemy-controlled. • Fortifying. Units defending a controlled CityState can Retreat into the City and fortify if desired. • Besieged City Defenders cannot Retreat, except from Ports (fleets & carried armies) to the Offshore Sea (if not enemy-occupied). • Fleets on land defending against a Sea Landing (6.6) cannot Retreat except to Fortify (see 7,1). • Trapped Units unable to Retreat must remain in the Battle. Panicked groups unable to Retreat are eliminated. • Routed units can Retreat normally. • Garrisons can never Retreat. 6.41 CAVALRY HARASSMENT Whenever a Retreat occurs, all Cavalry units (on both sides) get a bonus Harassment attack on enemy units. Apply Hits as usual (ignore Rout results), then execute the Retreat movement. Harassment has NO Prestige effects. 6.5 SEA BATTLES Sea Battles are different in that: 1) only fleets can attack or take losses in Sea Battles (use E and F combat ratings in sea combat, E units going 1st). 2) carried armies can neither attack Copyright © Craig Besinque, 2008 nor absorb Hits/Routs in Sea Combat. They must reduce cv as needed to remain weaker than their carrying fleet. 3) Narrows. Fleets engaging across a narrows (double sea border) cannot attack in the 1st Combat Round (in effect, defending fleets get a "free" initial shot). 6.6 SEA LANDINGS Units engaging from sea to land (whether fleets or carried armies) cannot attack in the first Combat Round (again, in effect defending units get a "free" attack, but remember that defending fleets cannot Retreat!) 7.0 SIEGE 7.1 FORTIFYING When first engaged, some or all units defending a CityState may decline combat (before units are revealed) and fortify inside the City (turn these units flat, face-down, tipped back to preserve cv). Declining combat by immediately fortifying does not constitute a Retreat or a lost Battle. Fortifying establishes Siege, but no combat occurs in that Battle that Turn. CityState defenders that do not Fortify must fight a normal Land Battle (during which they can still Retreat into the City and Fortify later on, though this would constitute a Retreat and a lost Battle). IMPORTANT: City Capacity (double City Value) is the maximum number of units able to fortify there (garrisons DO NOT count). Fleets can only fortify in Ports, not inland Cities. Units unable to fortify must fight. 7.2 ESTABLISHING SIEGE When City defenders fortify, leaving enemy forces occupying the surrounding land area, a state of Siege is established. Defenders are termed besieged, enemy aggressor forces are termed besieging. Siege is the only situation where both sides can occupy the same area (always a CityState) without a mandatory Battle. On the Turn that Seige is established, no combat can occur, but in subsequent Turns the City is subject to Siege Combat (8.0) and Pillaging (5.5) . TM Cavalry Raids In Retreats, unrouted Cavalry gets a free Harassment attack against enemy forces. Cavalry can engage enemy forces, Retreat immediately, and still get a Harassment attack, representing a Cavalry Raid. Unless enemy cavalry or archers ('A' units) are present, there is no risk to the engaging cavalry (as no enemy unit will be able to attack it). Fortifying Fortifying is the withdrawal of defending units into a walled city, ceding control of the surrounding countryside to the besieger. Walled Cities and Sieges Walled cities of the day proved very difficult to take by assault. More often, they fell to siege or some kind of treachery. Siege engines were in their infancy and catapults had not yet been invented. Sieges were often successful but rarely quickly. Cities often resisted siege for a year or two, but could not hold out indefinitely. But Siege has its own dangers and consumes time and resources. Siege Warfare Siege warfare involved circumvallation, a process of building a containing wall around a fortified city. For port cities. a besieging fleet was also necessary to complete the siege. Siege: CityState Control Face-down units in a CityState control the city but are besieged. Upright units are besieging the city and controlling the surrounding land area. If no unit is present, the City (and land area) is controlled according to its loyalty. City Garrisons City Garrisons are always present in loyal Cities, just not represented until needed. SIEGE: Besieged Unit Movement Besieged armies cannot move by land. They can only Sortie (8.3) to fight besieging units. FLEETS BESIEGED IN PORTS CAN MOVE INTO THE OFFSHORE SEA ONLY (AND BEYOND, UNLESS ENEMY FLEETS OCCUPY IT, IN WHICH CASE A NAVAL BATTLE WILL RESULT). THEY CAN CARRY LAND UNITS TO SEA. Unit Location: Cities & CityStates Only in cases of Siege is a distinction made between a City and its CityState regarding unit location. A unit occupying a CityState is considered to occupy both the City or the Province (unless a Siege is in effect). 7.3 CITY GARRISONS City Garrisons appear (no cost) in friendly Loyal Cities whenever besieged (remove if Siege lifted). Garrisons in captured Opposing Cities must be built (see 4.23) and are NOT so removed when 7 Version 8.03d HELLENES: THE PELOPONNESIAN WAR a Siege is lifted. Garrisons are immobile 1cv units that defend Cities only: they cannot move or defend outside their City (e.g., vs. Sea Landings or to impede enemy movement through the CityState). They DO NOT count against City Capacity. As for all City defenders, garrisons have A2 combat ratings, double defense, and cannot be Routed. They must be the LAST unit eliminated from the City. Only 1 garrison is allowed per City. They are not limited to blocks provided. To wage Siege Attrition, the besieger rolls 1 die per defending block (includes garrisons). No units are revealed. • In Spring, Summer, and Autumn, each “1” rolled reduces defending units by 1 cv. • In Winter, each “1, 2 or 3” rolled reduces defending units by 1 cv. • The largest (cv) defending unit takes each loss (owner’s choice of equals, except Garrisons are eliminated last). • The besieger suffers no losses. 7.4 BESIEGED MOVEMENT Port Cities cannot be Siege Attritioned unless they are Blockaded as well as besieged. A Port City is Blockaded if enemy fleets occupy its Offshore Sea. IMPORTANT: Athens is considered to Blockade ALL unoccupied Offshore Seas. Armies besieged in a City cannot move. They can, however, Sortie [8.3] to engage besieging units without 'moving'. Fleets besieged in a Port can move (carrying armies) into the Offshore Sea, precipitating a Sea Battle there if opposed or continuing movement if not. 8.0 SIEGE COMBAT Where Siege has been previously established, the active player can wage Siege Combat (either Assault or Attrition). No Action need be spent to wage Siege Combat (as no Movement is needed). 8.1 SIEGE ASSAULT To begin a Siege Assault, turn all engaged units face up (tip forward to preserve cv). Proceed as for a normal Land Battle, except that all City defenders (including garrisons): • assume an A2 combat rating, • have Double Defense (below), and • cannot be Routed. 8.11 DOUBLE DEFENSE City defenders only lose one cv for every 2 hits received. Once a block is assigned a half-hit it must take the next half-hit for a full step loss. However, hits left over at the end of a Combat Round are lost. Assaulting units take full losses. 8.12 SIEGE ASSAULT RETREATS City Assaulters can only Retreat back into the surrounding land area, reassuming besieging (upright) status. Besieged armies cannot Retreat (unless to sea, carried by Retreating fleets). Besieged fleets in Ports can Retreat into the Offshore Sea (unless enemy-occupied). 8.2 SIEGE ATTRITION Alternately, the active player can wage Siege Attrition on Cities where he has Established Siege in a previous season. Copyright © Craig Besinque, 2008 8.21 BLOCKADE 8.22 BLACK SEA GRAIN Athens is considered to be Blockaded if Spartan fleets occupy the Hellespont, Sea of Marmara OR Saronic Gulf (note all 3 have a blue supply symbol). When blockaded AND besieged, Athens is always subject to Winter Siege Attrition rates (cv loss on DR 1-3). 8.3 SORTIES During friendly COMBAT, some or all besieged units can Sortie to engage besieging forces (garrisons cannot Sortie). As no “movement” occurs, no Actions need be expended. Sortie Battles proceed as normal Land Battles (neither side has Double Defense). Sortie Retreats. Sortied forces can only Retreat back into the besieged City. Besieging forces Retreat normally. 9.0 WINTER Winter season (the last card played each Year) follows unique rules. Following Initiative, Winter is divided into 3 phases: WINTERING/ ACTIONS, SIEGEBREAKING COMBAT, and SIEGE COMBAT. The First Player (with the Initiative) completes his phase, followed by the 2nd Player, before continuing to the next phase. OverWintering. Units can survive Winter only if they are inside a friendly City or if are Maintained (see 9.21). Otherwise they must Disband (9.23). NOTE: Fleets can OverWinter in an Inland CityState without Maintenance, even though they cannot fortify there. 8 TM Double Defense Defending units only lose one step for every two hits scored by attacking units. At the end of a Combat Round, "half-hits" are lost. To register a “half hit” on a unit with Double Defense, rotate it 45 degrees counter-clockwise. If a full step loss (90 degree rotation) is not achievedin a single Combat Round, return it to its former cv. The Athenian Grain Supply The Long Walls enclosing Athens and its harbors Piraeus and Phalerum made Athens practically invulnerable to siege, as long as the naval supremacy guaranteeing the delivery of its Black Sea grain supply remained intact. However, Athens with its huge population (hundreds of thousands when all other Greek cities were tens of thousands) was utterly unable to feed itself if denied food imports. In the event, Athens was finally defeated when the Spartan navy gained control of the Propontis and cut off its food supply. Wintering Movement At the end of the campaigning season, armies of the time normally returned home for Winter. Keeping forces in the field over Winter was very costly and unpopular. Since it costed resources to keep units in the field over Winter (rather than the reverse), it makes no sense to charge an Action cost to return units Home for Winter. OverWintering Fleets Fleets can OverWinter in an [unbesieged] friendly CityState containing an inland City (they have reached ‘home’), despite the fact that they cannot fortify there (7.1). Fleets cannot OverWinter in a besieged inland City without winning a Wintering Battle and driving away the besiegers, as they cannot reach 'home' without doing this. NOTE: If this occurs and the CityState is attacked in the Spring, the fleet will be outside the fortifications and must fight a land battle (Retreating if it loses), as it cannot fortify in an Inland City. Fleets can also OverWinter in a besieged Port, entering via its Offshore Sea. This cannot be prevented: a Passing Engagement may occur (if maintained enemy fleets are present there), but not a Wintering Battle (these only occur when trying to break a maintained Siege to enter Winter Quarters). Version 8.03d HELLENES: THE PELOPONNESIAN WAR 9.1 WINTER INITIATIVE Players play a card as usual, except Events CANNOT be played. The player with fewer Actions takes the first Player Turn as usual (Sparta first in case of ties). 9.2 WINTERING & ACTIONS In Winter, normal Group Movement and Pillaging are NOT allowed: only free Wintering movement is possible. Each player in turn executes desired Wintering moves followed by Winter Maintenance and Building (the only Actions allowed). 9.21 WINTERING Units NOT currently inside a friendly City can make one Wintering move (at no cost in Actions) to enter a friendly City, and ONLY to enter one (fleets can carry armies normally). Wintering movement is the ONLY kind of movement possible in Winter. There are two types of Wintering movement: Quartering and Homing. 9.211 QUARTERING Units NOT already inside a friendly City but adjacent to one may move into it at no cost in Actions. If the adjacent City is besieged, the Quartering move triggers a Wintering Battle (see 9.41). Fleets may make Quartering moves into a besieged Port from its Offshore Sea. 9.212 HOMING Units NOT inside a Home City may make 1 free Homing move to enter one, using their maximum possible movement range (Forced Marches/Sails automatically succeed). DeepSea Crossings must be rolled for as usual. Except when reaching the destination Home City or its Offshore Sea, Homing Groups move freely through any enemy units encountered, with no effect on either group (they are interested in reaching home, not fighting). However, when the destination Home City is Besieged or its Offshore Sea is Blockaded (8.21) by enemy forces, the Homing Group stops there and a Wintering Battle DOES occur (see 9.31). 9.213 DISPLACEMENT If Wintering moves overload a City's Capacity, units there that have not already made a Wintering move become eligible make one (as any "excess" units are no longer "inside" the City). Important: City Capacity is double the City Value: units in excess of this (owner's choice; garrisons do not count) Copyright © Craig Besinque, 2008 TM are outside the City for all purposes. CityState Occupants 9.22 WINTER ACTIONS Units in unbesieged CityStates are considered to occupy the City or the Province, as desired. Following his Wintering moves, each player executes his Winter Actions, then disbands units not OverWintering (9.0). 9.21 WINTER MAINTENANCE Units outside friendly Cities can OverWinter only if Maintained at a cost of 1 Action per unit (place 1 Actions die on each unit being Maintained). Otherwise they must Disband (see 9.23). 9.22 WINTER BUILDING Winter Actions not spent on Maintenance are spent on Building (recruiting new units/adding cv). NOTE: Barbarians recruited in Winter must immediately disband (see below). 9.23 WINTER DISBANDING All Barbarians on the map must now Disband regardless of location (except see 13.0 PERSIAN AID): remove them to the friendly Recruit Pool. All Greek units not OverWintering (i.e., either inside a friendly City or being Maintained) must also now be Disbanded. Exception: Unmaintained units engaged in Wintering Battles are not disbanded at this point. They are Disbanded after Wintering Battles are resolved, IF they are defeated and cannot enter the target City. 9.3 SIEGEBREAKING COMBAT [Only Siege Combat occurs in Winter. Normal land / sea battles cannot occur without Group Movement to provoke them.] In this phase, both players in turn have a chance to break enemy Sieges before Siege Attrition occurs. Only Siege defenders can initiate these battles. 9.31 WINTERING BATTLES Wintering units attempting to reach a friendly City that is besieged precipitate a Wintering Battle there. (NOTE: Homing fleets can reach a besieged but unBlockaded Port without fighting via its Offshore Sea). Wintering fleets attempting to reach a friendly Port via its blockaded Offshore Sea precipitate a Wintering Battle there. If victorious, they may immediately make a Quartering move into the City. Wintering Battles are resolved normally (usual Prestige effects apply). Group Uncoordination rules (5.41) apply when more than one Group is engaging by Wintering move. Unmaintained survivors of Wintering Battles not inside Cities must Disband. 9 Friendly Cities & Home Cities Friendly Cities are those that are friendly controlled, regardless of original Loyalty. Units can Quarter in adjacent friendly Cities. Home Cities are those that are the same color coding as the unit(s) in question. Units can make free Homing Moves to friendly controlled Home Cities in Winter. Quartering Movement Example Entering Winter, an Athenian fleet remains in the Hellespont, but Athens does not wish to maintain this unit at sea. It cannot make a Homing Move as Athens is too distant. It is, however, adjacent to the friendly Subject City of Abydos, and therefore makes a free Quartering move there to OverWinter. Homing Movement Example Entering Winter, two Athenian fleets are besieging Samos, which has revolted. Not wishing to maintain these units over Winter, Athens makes free Homing Moves to return them to Athens. They move right through the Paros Sea despite the presence of a maintained Spartan fleet there. Wintering Battles Wintering Battles ONLY occur when Wintering units attempt to break a Siege or Blockade of their target Wintering City. Otherwise the presence of enemy units is ignored as units are only concerned with returning home or maintaining sieges. Wintering Battle Example In the above example, the Spartans have 2 maintained fleets in the Saronic Gulf, the Offshore Sea of target Home City Athens, PLUS one maintained unit besieging Athens on land. Instead of engaging the 2 enemy fleets in the Saronic Gulf, the Athenian fleets opts to attempt to reach Athens by landing there from the Andros Sea, precipitating a Wintering Battle to break the siege and reach home. This is a Sea Landing, and the 3cv Spartan B2 besieger rolls 5,6 scoring 2 Routs. Both Athenian fleets must Retreat and disband, having failed to reach Home. They might have had better luck attempting to Winter via the Saronic Gulf. Displacement Example Entering Winter, an Athenian army and fleet are besieging Leucas but cannot be maintained. Too far from Athens for a Homing Move, they make Quartering moves into friendly City Stratus. However, there is already 1 unit there, so its City Capacity (double the City Value of 1 = 2) is now exceeded. The original Stratus unit can now be considered "outside" the City due to inadequate Capacity, becoming eligible to make a Wintering move. It therefore makes a free Quartering move into Naupactis. Version 8.03d HELLENES: THE PELOPONNESIAN WAR 9.32 WINTER SORTIES Likewise, besieged units can Sortie and attack enemy besiegers (as no Group Movement is required). 9.5 WINTER SIEGE COMBAT [No unit can participate in both Winter combat phases: one is limited to Siege defenders; the other to Besiegers.] The First Player then does Siege Assaults and Siege Attrition normally, followed by the 2nd Player. This can be considered 'offensive' Siege Combat. NOTE: Winter Siege Attrition scores Hits on dierolls of 1-3 (triple effectiveness). 10.0 NEW YEAR Begin each Game Year as follows (exception: in the 1st year of a game, skip Tribute / Victory Check / Advance Year. 10.1 TRIBUTE First, players collect Prestige equal to the total Value of all opposing Cities they control (do not count Loyal Cities). Exception: After the Peace of Nicias is broken, WAR RESUMES reduces Tribute by HALF (rounded down), see 12.2. NOTE: Barbarians that capture Cities will disband before collecting Tribute. 10.2 VICTORY CHECK If either player has Prestige of 15 or more, the game ends (see 14.1). A Player with Prestige of 10+ (5+ if the Peace Faction Ascendant Event is in play) or more may make a Peace Offer (see 14.2). 10.3 YEAR START Advance the YEAR marker. Players remove undesired Continuing Events, then collect and shuffle all cards except Continuing Event cards remaining in play. Deal 6 cards to each player. 10.4 NEW YEAR EVENTS Both players secretly commit one card, face down, then reveal them. Events are resolved normally, except Revolts/ Helot Revolts cannot be played at New Year [without Combat, so Negotiation, Treachery etc. have no value.] 10.41 SACRIFICES Actions are not possible at New Year. Actions played at New Year are Sacrificed to an OLYMPIAN: place a spare garrison in the selected OLYMPIAN box. The Action value of the Sacrifice is immaterial. Sacrificing entitles a player to Appeal Copyright © Craig Besinque, 2008 2005 to that OLYMPIAN in a later turn (see 11.0). Players can accumulate 1 Sacrifice to each OLYMPIAN, but no more. 11.0 THE OLYMPIANS If a player has previously Sacrificed to a particular OLYMPIAN, he can Appeal to that OLYMPIAN for rectification of a specific type of unsatisfactory random result (dieroll, recruit draw, etc.) made by himself or the opponent (see below). Appeals must be made immediately after the random result, before play proceeds. They automatically succeed, forcing a re-roll or re-draw, as desired, which becomes the operative result. Remove the relevant Sacrifice block when an Appeal is made. An Olympian can only be Appealed to once per Player Turn. Appeals enable the following:, ZEUS: Discard & re-draw all 6 cards of a New Year card draw. APOLLO: Re-draw 4 Recruit blocks or force opponent to re-draw a Recruit. ARES: Re-roll Attacks for one agility class (A/B/C etc) in a Combat Round. DEMETER: Re-roll one complete Siege Attrition dieroll (1 d6 per defender). POSIEDON: Re-roll 1 Storm dieroll. HERMES: Re-roll 1 unit's Forced March/ Sail or make one Group Homing move of any length. HERA: Overrule an Appeal: ie, reroll an Appeal to another OLYMPIAN. [NOTE: only HERA do this -- players cannot re-Appeal to the same Olympian]. 12.0 PEACE OF NICIAS TM SUBJECT REGIONS [* = Ports] EUBOIA Chalcis 3*, Eretria 2 CHALCIDICE Potidea 2*, Torone 1*, Stagira 1 THRACE Amphipolis 3*, Abdera 1 PROPONTIS Byzantium 3*, Abydos 2*, Cyzicus 1, Sestos 1 IONIA Miletus 2*, Ephesus 2* Cyme 1, Thyrea 1, Cnidos 1* SPORADES Samos 3*. Rhodes 2* CYCLADES Naxos 2*, Andros 1* WESTERN ISLES Cephellania 1, Zakinthos 1 CREDITS Game Design: Craig Besinque Assistance: Ron Hodwitz Joel Toppen Neil Randall Chris Farrell Paul Heldrup Don Clarke Jeff Kuhn Tim Taylor Ken Hole Mark Kwasny Mike Hoyt Charles Vasey Gary Wright Jeremy Murphy Alex Besinque Rayn Butt-Grau The 415 and Sicily scenarios begin with the following PEACE OF NICIAS special rules in effect: 1. Revolt, Helot Revolt, Persian Aid and Athens Raises Taxes events cannot be played. 2. In GREECE (1.0), the following apply: A. TRUCE: On land, neither side can enter enemy territory. Players cannot reinforce captured opposing Cities held by friendly garrisons nor recapture lost loyal Cities held by enemy garrisons. Rebel units cannot be Recruited. B. OPEN SEAS: At sea, opposing forces can enter, pass through and cooccupy sea areas containing enemy fleets without conflict. 12.1 WAR RESUMES Either player can break the PEACE 10 Version 8.03d Version 0.0 (canceling the above special rules) by so declaring at the beginning of his turn. This costs him an amount of Prestige, depending on the current Game Year: -5 Prestige in 415, -4 Prestige in 414, -3 Prestige in 413, etc. [No Prestige penalty beginning 410] 12.11 WAR WEARINESS After WAR RESUMES, total Tribute collected at New Year for captured Cities is halved (round down). 12.12 DECELEA After WAR RESUMES, the City Capacity of Thebes rises to 12 (TRIPLE). 13.0 PERSIAN AID For each Persian Aid card in play (415 / 413 Scenarios): • Spartans +1 Action / Turn. • Spartans lose 1 Prestige / New Year. • One Persian army can OverWinter and remain in play for another year. • Pro-Spartan Revolts become harder. 1 PERSIAN AID CARD IN PLAY: REDUCED REVOLTS. Sparta can only do Revolts where there is a red block in an adjacent area (Tax Revolts not affected). PERSIANS PERSIST. 1 Persian army (though barbarian) can OverWinter and remain in play another Year, either by Wintering move (9.2) into a Home Town, or by being Maintained (9.251). 2 PERSIAN AID CARDS IN PLAY: REVOLTS END. Sparta can no longer do Revolts (Tax Revolts not affected). PERSIANS PERSIST. Both Persian armies (though barbarian), can OverWinter and remain in play, as above. 3 PERSIAN AID CARDS IN PLAY: REVERSE REVOLTS. Athens (but not Sparta) can now play Revolts IN REVERSE to remove lone red garrisons from listed Subject Cities (which revert to Athens). PERSIANS PERSIST. Both Persian armies can OverWinter as above. PERSIAN FLEET. If Lysander leads Sparta, the PHOEN fleet can be recruited (arrives Gulf of Caunas). This unit cannot OverWinter (MUST disband in Winter). Battles, Pillaging and collecting Tribute. Prestige usually begins at 0 (see scenario description). Move a spare block along the track to record Prestige changes in favor of either player. (Example: Athens gains 2 Prestige: move the block 2 spaces towards ATHENS WINS.) 14.11 WINNING BATTLES TRIUMPH. Players gain 2 Prestige when all enemy units in a Battle are Panicked or eliminated (including when a City is carried by Siege Assault). TROPHY. Players gains 1 Prestige if the enemy Retreats from Combat without being Panicked (6.331), or when a City is captured by Siege Attrition. SKIRMISH. No Prestige is won when the enemy Retreats from battle without Panic or cv loss. 14.12 PILLAGING Players gain 1 Prestige for Pillaging (5.5) an enemy CityState (2 Prestige for Pillaging Athens or Sparta). 14.13 TRIBUTE Collected at New Year. See 10.1. 14.2 WINNING THE GAME 14.21 SURRENDER A player with +15 or more Prestige at VICTORY CHECK wins a Decisive Victory. 14.22 PEACE OFFERS A player with 10+ Prestige can make a Peace Offer during VICTORY CHECK. To do so, he reduces his Prestige by 2 and each player rolls ONE die. If the 2 dice total is LESS THAN the resulting Prestige level, he wins the game by a Negotiated Peace: see 14.24 for Victory Level. If not, play continues. If Peace Faction Ascendant is in play, Peace Offers can be made with 5+ Prestige and cost only -1 Prestige to make. 14.23 EXHAUSTION At the end of a Campaign, evaluate Victory as given below. 14.24 VICTORY LEVEL 10+ Prestige wins a Major Victory. 5+ Prestige wins a Marginal Victory. 0-4 Prestige: the game is a Draw. 14.0 VICTORY 14.1 PRESTIGE Victory is gained through Prestige, as recorded on the PRESTIGE TRACK. Players gain Prestige by winning Copyright © Craig Besinque, 2008 11 INDEX Archers 2.22 Areas 1.1 Barbarians 2.1, 2.25, 4.2 Blockade 8.21 Borders 1.1, 1.2 Building (Actions) 4.2 Cards 3.0 Cities (& Control) 1.3 Cavalry 2.23 Combat 6.0 Combat Rating 2.12 Control (City/Area) 1.4 DeepSea Crossings 5.22 Disbanding 9.23 Double Defense 8.11 Events 3.1 Fleets 2.26 Forced March/Sail 5.3 Fortifying 7.1 Garrisons 2.3, 4.2, 7.3 Greeks 2.1, 4.2 Group Movement 4.1 Harassment (cavalry) 6.41 Hits 6.32 Home City/Province 2.11 Hoplites 2.21 Infantry 2.24 Initiative 3.3 Leaders 3.11 Loyalty (City) 1.31 Movement 5.0 New Year 10.0 Olympians (Appeals) 11.0 14.22 Peace Offers 12.0 Peace of Nicias Persian Aid 13.0 Pillaging 4.3, 5.5, 12.12 Ports 1.3 Prestige 12.1 Quartering / Homing 9.21 Recruiting / Recruit Pool 4.2 Retreats 6.4 Revolts 3.1 sidebar Rout 6.33 Sacrifice (Olympians) 10.4 Scenarios 15.0 Sea Areas & Borders 1.2 Sea Battles 6.5 Sea Landings 6.6 Sea Transport 5.21 Siege 7.0 Siege Combat 8.0 Sorties 8.3 Tribute 10.1, 11.13 Trophy / Triumph 11.11 Victory 14.0 Winter 9.0 9.2 Wintering Winter Maintenance 4.4, 9.25 Version 8.03d 15.0 SCENARIOS 15.1 THE 431 CAMPAIGN 15.2 THE SICILY CAMPAIGN Continual Athenian imperialism finally provoked a Spartan-Corinthian ultimatum in 431 BC. Athenian leader Pericles argued that war was less damaging than submitting to Spartan demands, and championed a passive war of attrition, relying on Athens’ Long Walls and naval supremacy to thwart and eventually discourage its enemies. This strategy was quickly undermined by a devastating plague that swept away much of Athens and Pericles himself. Ten years of inconclusive war was finally ended by the Peace of Nicias. DURATION: 431 - 422 BC (10 years). Game time: 4 hours. NEUTRALS: [GREECE] Argos, Achaea, Paeonia, Persia (Phrygia/Lydia/Caria) / [SICILY] Syracuse, Messina, Acragas. The Peace of Nicias unraveled within a few years. With Sparta’s 'alliance' to Athens and the end of its 30 year truce with Argos, the Spartan League dissolved into a melee of CityStates jockeying for position. Elis and Mantinea joined with Argos, fought Sparta and lost. Corinth and Thebes never accepted a status quo that left Athens unbowed. Sparta's noncompliance with the peace terms brought the anti-Spartan policies of Alcibiades into prominence in Athens. Finally Athens succumbed to temptation and sent a major expedition against Syracuse, a faraway neutral city almost as large and rich as itself. Disaster ensued. DURATION: 415 - 411 BC (5 years). Game time: 2 hours. NEUTRALS: [SICILY] Messina, Acragas / [GREECE] all unfriendly land territory is out of play for both sides. SETUP: ATHENS SETUP: ATHENS UNITS: See ATHENS 431 OB card. Deploy starting units in the specified regions (2 units are besieging Potidea). Place Recruit Pool aside, face down. RECRUITABLE BARBARIANS: ODRYSIA, MACEDONIA, THESSALY, SICELS. SETUP: SPARTA UNITS: See SPARTA 431 OB card. Deploy starting units as desired within the specified regions (2 units + garrison besieged in Potidea). Place Recruit Pool aside, face down. CAPTURED CITY: POTIDEA [BESIEGED]. RECRUITABLE BARBARIANS: EPIRUS, AETOLIA, Il lyr ia, Sicans. SETUP: CARDS: Remove Bronze cards from deck (use Gold & Silver only). Remove Leaders ARCHIDAMOS (Sparta) and PERICLES (Athens) and place face-up in play. Shuffle remaining cards and deal 6 to each player. 431 SPECIAL RULES 1. Actions on the SICILY map cost double and Pillaging there gains no Prestige. 2. The Spartan barbarians units Illyr/ PHRYG and Epir/LYDIA are used as ILLYRIA and EPIRUS in this scenario. UNITS: See the SICILY OB card. Deploy starting units in the specified regions. Set the Recruit Pool aside, face down. RECRUITABLE BARBARIANS: SICELS. SETUP: SPARTA UNITS: See the SICILY OB card. Deploy starting units in the specified regions. Set the Recruit Pool aside, face down. RECRUITABLE BARBARIANS: Sicans. SETUP: CARDS: Remove Gold cards from deck (use Bronze & Silver only). Remove Leaders ALCIBIADES (Athens) and AGIS (Sparta) and place face-up in play. Shuffle remaining cards and deal 6 to each player. SICILY SPECIAL RULES 1. PEACE OF NICIAS rules (12.0) are in effect and the Peace CANNOT be broken. 2. Actions on the SICILY map do NOT cost double (Pillaging DOES earn Prestige). 3. Units not starting or shown in the Recruit Pools are out of play. Barbarians cannot be recruited in Greece, but Greek units recruited there CAN go to Sicily. 4. Athens loses -1 Prestige each New Year (Spartan Tribute 4; Athens Tribute 3). SICILY PLAYERS' NOTES Athens starts with its historical SICILY expedition in Corcyra, ready to proceed. With the Peace of Nicias prohibiting war in Greece and a negative Tribute situation (3:4) at home, Athens sees a window of opportunity in SICILY. A sacrifice to Posiedon can insure against a crippling Storm en route to Sicily. 2005 Copyright © Craig Besinque, 2008 12 THE PERICLEAN AGE The Peloponnesian War took place during (and effectively destroyed) the Greek Classical Age. The Classical Greeks made breathtaking advances in science, mathematics, philosophy, drama, sculpture, and government. Thucydides’ history of the Peloponnesian War, for example, is strikingly modern in its attitude of objective observation and studied rational analysis. But the Greek Golden Age, like all of ancient Greek history, was marked by ceaseless internecine warfare born of greed, pride and ambition. In the end, the great democracy of Athens oppressed and enslaved its weaker neighbors and waged war to maintain its empire. Ironically, reactionary and militarized Sparta assumed the role of liberator of the Greeks. Prelude: 490-432 BC After the famous Greek victories over Persia in 490-480, Athens formed the Delian League to ensure Greek naval control of the Aegean, but this evolved from a voluntary alliance into an empire. In 433, Corinth (commercial rival to Athens and longtime member of the opposing Spartan League) clashed with its colony Corcyra over the city of Epidamnus. Feeling the winds of war, Athens backed fellow naval power Corcyra, earning the undying enmity of Corinth. In revenge Corinth fomented a revolt from Athens in its former colony Potidea, then lobbied the Spartan League to send aid against the resulting Athenian siege, arguing that Athens had grown too powerful and threatened to dominate all Greece. Sparta reluctantly supported its main ally and war began. THE ARCHIDAMIAN WAR: 431-422 BC So-called because King Archidamos commanded the Spartan League, this campaign began with Potidea in revolt and already under Athenian siege. Thebes opened the proceedings with a failed sneak attack on longtime foe Platea. Mutual invasion and pillage followed, Sparta overland into Attica, and Athens by sea into enemy territory. In 430 a devastating plague struck Athens, eventually carrying away its great leader Pericles along with a third of its population. Lesbos revolted but fell to Athenian siege along with Potidea, while Platea fell to Spartan siege. The war spread to central Greece, with campaigns in Acarnania, Leucas, Zacinthos, Ambracia, and Boeotia. Civil War broke out twice in Corcyra, but with Athenian naval support the democrats prevailed. En route there, an Athenian fleet was blown ashore at Pylos, a natural harbor 75 miles from Sparta, and the decision was made to fortify the place. A Spartan land/sea attack failed and Spartans isolated on the island of Sphacteria in the harbor mouth were defeated and captured. Meanwhile, Brasidus, Sparta’s most aggressive commander, took a Spartan army north to Chalcidice, fomenting revolt there and in Amphipolis. Cleon, Athen’s most aggressive leader, replied by reconquereing several revolting cities. The two met at Amphipolis, where Athens was routed but both leaders died in the battle. War weariness, the death of the two most bellicose war leaders, and the impending end of Sparta’s 30-year truce with its arch-enemy Argos led to a negotiated peace in 422 BC. Version 0.0 Version 8.03d HELLENES: THE PELOPONNESIAN WAR 15.3 The 415 CAMPAIGN This long scenario combines the SICILY and 413 Campaigns. It begins with the same situation as SICILY, but adds all the forces in mainland Greece missing from that scenario. Facing a negative Tribute situation (3:4) as the Peace continues but an even larger Prestige cost to reinitiate hostilities in Greece, Athens must decide whether its "opportunity" abroad is worth the risk. Conquest of Syracuse virtually guarantees it victory, and Sparta is hardpressed to intervene. But Syracuse is far away and more powerful than it looks. DURATION: 415 - 404 BC (12 years). Game time: 6 hours. NEUTRALS: [GREECE] Achaea, Paeonia, Persia / [SICILY] Messina, Acragas. SETUP: ATHENS UNITS: See Athens 415 OB card. Deploy starting units as specified. Set Recruit Pool aside, face down. CAPTURED CITIES: LEUCAS, PYLOS. RECRUITABLE BARBARIANS :ODRYSIA, SITALCES, SICELS, THESSALY, MACEDONIA. 15.4 The 413 Campaign In 413 BC Athens had just lost half its fleet and much of its army in the disastrous misadventure in Sicily. Sparta saw its chance, reassembled the League in its original form and rekindled the war. Aided by Persian gold and revolts in Rhodes, Chios and elsewhere, Sparta built fleets and took the offensive at sea. After naval skirmishing off Ionia, Sparta moved north into the Propontis, threatening the Athenian food supply. Alcibiades returned to help Athens win a series of naval battles, but finally it met with disaster in the Hellespont. With its grain supply cut off, Athens had to surrender. DURATION: 413 - 404 BC (10 years). Game time: 4 hours. NEUTRALS: [GREECE] Achaea, Paeonia, Persia / [SICILY] Messina, Acragas. SETUP: ATHENS [PRESTIGE: +3] UNITS: See Athens 413 OB card. Deploy starting units as specified. Set Recruit Pool aside, face down. Set aside LOST UNITS separately, face down. CAPTURED CITIES: LEUCAS, PYLOS. RECRUITABLE BARBARIANS : ODRYSIA, SITALCES, SICELS, THESSALY, MACEDONIA. SETUP: SPARTA SETUP: SPARTA [PRESTIGE: -3] SETUP: CARDS: Remove Gold SETUP: CARDS: Remove Gold UNITS: See SPARTA 415 OB card. Deploy starting units as specified. Set Recruit Pool aside, face down. CAPTURED CITIES: PLATEA, AMPHIPOLIS. RECRUITABLE BARBARIANS: MACEDONIA, AETOLIA, SICANS, PHRYGIA, LYDIA, PHOENICIA. cards from deck (use Bronze & Silver only). Remove Leaders ALCIBIADES (Athens) and AGIS (Sparta) and place face-up in play. Shuffle remaining cards and deal 6 to each player. 415 SPECIAL RULES 1. PEACE OF NICIAS rules (12.0) are in effect. The Peace CAN be broken at a cost of Prestige), which brings WAR RESUMES into effect (see 12.1). 2. Actions in SICILY cost double (and no Pillaging Prestige) unless non-Sicilian Athenian units have been in SICILY that year. 3. Athenian units eliminated in Sicily are placed in a separate LOST UNITS pool. Each New Year, ONE such unit is returned to the Athenian Recruit Pool. 4. If Persian Aid cards are in play: Spartan units [only] may enter PERSIA, Persian units [barbarians] may OverWinter, and Revolt rules are altered (see 13.0). Copyright © Craig Besinque, 2008 2005 UNITS: See SPARTA 413 OB card. Deploy starting units as specified. Set Recruit Pool aside, face down. CAPTURED CITIES: PLATEA, AMPHIPOLIS. RECRUITABLE BARBARIANS: MACEDONIA, AETOLIA, SICANS, PHRYGIA, LYDIA, PHOENICIA. cards from deck (use Bronze & Silver only). Remove Leaders PROBOULOIS (Athens) and AGIS (Sparta) and place face-up in play. Shuffle remaining cards and deal 6 to each player. 413 SPECIAL RULES 1. Sparta has broken the Peace and starts at -3 Prestige. WAR RESUMES (see 12.1) is in effect. 2. Actions in SICILY cost double and Pillaging there gains no Prestige. 3. Some Athens units start in a separate LOST UNITS pool. Each New Year, one such unit is returned to Athens' Recruit Pool (one such unit chosen blindly may be placed on each year of the Time Track). 4. If Persian Aid cards are in play: Spartan units [only] may enter PERSIA, Persian armies may OverWinter, and Revolt rules are altered (see 13.0). 13 TM The Peace of Nicias: 421-415 BC Peace terms included a defensive alliance between Athens and Sparta, and an exchange of hostages and conquered cities (which was not honored on the Spartan side, soon bringing a dissatisfied faction led by Alcibiades to power in Athens). During this period, the long-established alliance structures broke up and reformed. Argos, Elis and part of Arcadia allied with Athens. In 418, Sparta, Corinth and Thebes first marched against Argos (which was saved from defeat by a last minute truce), then into Arcadia defeating Argos/Athens at Mantinea before Athenian reinforcements could arrive. By sparing the elite Argive “1000”, Sparta gained Argos as an ally, but a harsh oligarchy it established there was overthrown a year later. The Syracuse Expedition: 415-413 BC In 415, two cities in Sicily requested Athenian aid in a struggle with Syracuse, a city almost as large and powerful as Athens or Corinth, one with Dorian (Spartan) sympathies, and a primary supplier of food to the Peloponnese. Sensing a chance to bring Sparta to its knees economically (and add to its empire), the Athenian assembly voted to send a sizeable expedition under Nicias (who opposed it). After winning an early advantage and besieging Syracuse, the expedition was utterly defeated with the loss of half Athen’s fleet and 1/3rd of its army. Upon learning this in 413 BC, Sparta immediately reconvened its old alliance to restart the war. The Decelean War: 413-404 BC In the second phase, the main Peloponnesian army was based in Decelea, Boeotia (instead of going home every winter as had been the case). Revolts against Athens became more frequent, and it was. hard pressed to cope with the spreading rebellion. In addition, Sparta gained Persian Aid in exchange for renouncing Greek Ionia, and used this to build a fleet large enough to challenge Athens. A protracted sea war resulted, featuring several major sea battles. Athens won most of these, but was continually out-built in ships, finally losing its entire fleet in the Hellespont. Without naval supremacy, a besieged Athens could no longer feed itself and surrendered. Aftermath: 403-370 BC Sparta installed a murderous tyrannical regime in defeated Athens, but Athenian rebels reinstituted democracy within a year. Within a decade, Athens had recovered its fleet, walls, and independence. Spartan hegemony lasted less than 3 years. Empire predictably undermined Spartan values and institutions, and raised enemies and former allies alike against it. Thirty years later its power was irrevocably broken at the great battle of Leuctra. Despite its scientific, political, intellectual and artistic achievements, the great promise of Classical Greece was never realized, as it never coalesced into a single state. Many of its discoveries were lost to mankind and not rediscovered till 2000 years later. The Peloponnesian War not only devastated the population, lands, honor and economy of Ancient Greece, but its potential as well. Version Version 8.03d 0.0 STRATEGY TIPS Plan each year's campaign carefully, using your cards to best advantage. Because of the short campaigning year and the slow progress of Seiges, players must plan their campaign year carefully, maneuvering decisively and keeping in mind the possible need for controlling the Initiative when opportunity or crisis arises. Protect your Cities. City capture is the most powerful method of accumulating (or losing) Prestige. A captured opposing city will continue to produce Prestige year after year for as long as it is held. But Cities are very hard to take: barring a favorable card Event, (Treachery, Civil War), Siege Assaults require a huge strength advantage to succeed. Besiege weakly defended opposing Cities (e.g., garrisons only). To capture a City, a superior friendly army must first drive the defenders inside the city walls, establishing a Siege. Once this is done, either Siege Attrition or a Siege Assault may be attempted in future turns. Without an assisting card, Siege Assault should only be attempted with a very favorable (3:1+) strength ratio. Since units have hidden values, this usually means attacking cities defended only by garrisons (a good argument for recruiting early and often). As much as is consistent with prudent defense, concentrate forces in threatening locations, preferably in friendly Cities. During a Siege, a besieging army is exposed in the field: the formation of a superior enemy force within striking range threatens an unfavorable battle. Battles are the second most powerful method of accumulating (or losing) Prestige. Therefore the best response to an enemy Siege can be concentrating a threatening army nearby. Muster is a very efficient method of concentration. Use Tempo to advantage. Many maneuvers otherwise impossible or unwise can be obtained via a double turn (moving last in one Turn, then first in the next Turn). Initiative manipulation via astute cardplay can allow a player to outrun superior enemy forces, or besiege a City and Pillage or capture it before the opponent can respond. Play to your strengths. The threat of elite units will make your opponent reluctant to engage on your turf (Sparta on land, Athen at sea). In battles, enemy forces are imprecisely known, but both quality and quantity of units have effect. The ability of elite units to strike first even when attacking can rout defenders before they can fight back (light units like cavalry and archers can also serve this purpose). For this reason, Spartan hoplites Copyright © Craig Besinque, 2008 and Athenian fleets must be treated with great respect, although they can be overwhelmed with superior numbers. Campaign where superior enemy forces cannot easily challenge you. Besiege the opponent in locations where he will be unable to concentrate superior forces against you, either because of distance, intervening seas, or his forces being already committed or widely dispersed. For Sparta this means inland areas like central Greece and Thrace. For Athens this means islands like Cythera or distant lands like Macedonia (or even central Greece if the Spartans are dispersed). Use Events with discrimination, considering the cost in lost Actions. The Spartans, particularly, can benefit from Events (including Revolts). However Revolts must be used with discretion, as many Revolts will be easily suppressed by Athens, resulting in a net Prestige loss. Using an Event has an opportunity cost in lost Actions, but late-year Revolts are likely to garner instant Prestige for holding an opposing city at New Year. Timely use of Treachery can unexpectedly capture an enemy city thought to be securely defended. In the absence of better opportunity, you can always Pillage somewhere. Do not disdain Pillaging, a reliable method of gaining Prestige. Multiple Pillaging expeditions can threaten rapid Prestige gains. As Winter (or a superior enemy force) approaches, besiegers can Pillage (withdrawing to sea or an adjacent friendly City to avoid engagement). Wintering It is usually a slight advantage to move last in Winter, as the opponent Winters first, sometimes simplifying one's own Wintering. Overwintering concentrated Groups in large cities allows a quicker start to the next Year. NOTE: Forming a respectable group in Fall allows some punching power if needed to gain Winter shelter. Moving last in Fall may clarify this need or a lack of it. (The group need not be overwhelming as it must only defeat maintained enemy units besieging the Home City.) Revolts Unsupported Revolts are often a losing proposition. Athens can usually squash lone Revolting garrisons, with battle Prestige won often outweighng any Tribute lost. The reverse applies equally to Helot Revolts. One good ploy is to park a fleet in the Offshore Sea of a Port for which you have a Revolt card, then play the Revolt. If Athenian fleets attack, you only have to survive long enough to retreat into the (now friendly) port. Fleets on Land Fleets on land are vulnerable, as they can only Retreat to sea (6.4). Many decisive naval battles involved trapping a fleet on the beach. 14 Port Sieges Players should realize that besieging Ports is different from (and harder than) besieging other Cities. Firstly, Ports must be Blockaded before they can be Siege Attritioned. More seriously, if the Offshore Sea is not patrolled (occupied), the opponent can simply ship in reinforcing units to bolster the defense. DeepSea Crossings These moves are dangerous risks. If a storm is encountered some loss is certain and total loss is very possible. Crossings can be made safe by stopping at islands en route. If you must cross quickly, try to time it for Summer. Use the Islands. In addition to avoiding DeepSea risks, fleets wary of enemy contact can land on islands between moves. Then enemy fleets must make a sea landing to engage them rather than merely starting a sea battle. STRATEGY NOTES The Peloponnesian War was not a quick war: it lasted 27 years. A sea power confronted a land power, neither eager to challenge its opponent on its own “turf”. Both sides viewed it as a war of attrition, as should players. Though quick decisions are possible , this is usually the result of a mistake (for example, a major city being left under-defended). While always ready to seize opportunity, players should be prepared to campaign patiently. A Game Year passes quickly, and then units must Winter. Game Years should be thought of as short, sharp campaigns with limited and focused objectives. Over-dispersion of effort can reduce prospects for that year. Upon receiving cards, players should decide on a campaign plan for the year and attempt to execute it. Unforeseen events and opportunities may arise, but an overall plan ensures that something may be accomplished unless a better option appears. Use of Events should be carefully considered, as their use reduces the effective length of the year, making effective campaigning difficult; bunched Events in some years and longer campaigns in other years may be preferable. While establishing Siege is key to most offensive operations, a besieging army must not be left exposed to counterattack by superior enemy forces. A lost battle is almost as damaging as a lost city. A good response to enemy Siege is to form a superior army within striking range, threatening to relieve the City before it can be reduced. [Of course, with hidden value units, “superiority” is often uncertain.] While it is obviously advantageous to build up strength before operations, remember that captured Cities contribute Prestige every game-year: early City captures may quickly dominate the Prestige picture. Version 8.03d HELLENES: THE PELOPONNESIAN WAR SEQUENCE OF PLAY GAME YEAR NEW YEAR • TRIBUTE Collection • VICTORY CHECK • ADVANCE YEAR. DEAL 6 CARDS. • NEW YEAR EVENT / SACRIFICE SPRING / EARLY SUMMER / LATE SUMMER / FALL • INITIATIVE phase (card play) • PLAYER TURNS ACTION phase • An Event occurs OR: • Actions occur (any order): Movement / Pillaging / Building COMBAT phase Battles & Siege Attrition UNIT DATA UNIT TYPE Fleet TRUCE: No Invasions/Attacks on Land OPEN SEAS: No conflict at Sea WAR RESUMES PRESTIGE cost: -5 in 415, -4 in 414 etc. WAR WEARINESS: 1/2 Tribute, round down. DECELEA: Thebes City Capacity = 12 PERSIAN AID & REVOLTS 1 Persian Aid Only if red block adjacent 2 Persian Aid No pro-Spartan Revolts 3 Persian Aid Reverse Revolts [Athens] & PHOEN fleet can appear (if Lysander) Copyright © Craig Besinque, 2008 DIEROLL† LAND COMBAT C1 WEATHER 0-2 STORM Fleets check SHIP DAMAGE No Effect † Dieroll +1 in Summer / -1 in Winter SHIP DAMAGE (Storms) SEA COMBAT F2 HOME AREA Orange 431 BC Start 2 CV Corinth Historical ID [no game effect] DIEROLL STORM RESULT 1-3 GALE Fleet eliminated 4-6 HIGH SEAS Fleet -1cv* * Carried army may have to reduce cv to remain less than carrying fleet. FORCED MARCH/SAIL DIEROLL* RESULT SIEGE ATTRITION 1-3 FATIGUE No extra move† 4-8 SUCCESS Moves 1 extra Area RESULT DIEROLL SEASON 1 * Elite units add 2 to dieroll. † Unit remains in previous area. SPRING/SUMMER/FALL 1 cv loss 1 cv loss 1-3 WINTER ATHENIAN UNITS UNIT 415/413 SPECIAL RULES PEACE OF NICIAS [GREECE] STORMS (Deepsea Crossings) 3-7 CALM WINTER • INITIATIVE (card play: NO Events) • WINTERING & ACTIONS (1st/2nd Player) (NO Group Movement/Pillaging) • WINTERING • Quartering (to adj. friendly City) • Homing (to Home City) • BUILDING / WINTER MAINTENANCE • DISBANDING • SIEGEBREAKING COMBAT (1st/2nd Player) • WINTERING BATTLES (BlockadeBreakers can Quarter) (Failed SiegeBreakers Disband) • SORTIES • SIEGE COMBAT (1st/2nd Player) • SIEGE ASSAULTS • SIEGE ATTRITION (triple) STRENGTH 4 (maximum 4) LAND MOVEMENT (tan) or SEA MOVEMENT (blue) 4 TM MOVE COMBAT MIX SPARTAN UNITS UNIT MOVE COMBAT MIX F1 / F2† 17 2 C2* 21 3 A1 / A2 3 Infantry 2 B1 3 Barbarians 2 C2 4 Barb. Archers 2 B2 1 E3 1 Fleet 5 F1 / F2*† 18 Fleet 5 Hoplites 2 C1 / C2 18 Hoplites Cavalry 3 A1 2 Cavalry Archers 2 A1 2 Infantry 2 B1 6 Barbarians 2 C2 / C3 4 3 Barb. Fleet † Fleets fight as C1 on land. * Athenian elite fleets are Combat E2.. † Fleets fight as C1 on land. * Spartan elite hoplites are Combat B2.. PRESTIGE TRIBUTE: (Captured opposing Cities only): +CityValue each New Year. BATTLES: Trophy (Enemy Retreats w/ loss): +1; Triumph (Enemy Elim/Panicked): +2. +2 SIEGES: City taken by Seige Attrition: +1; City Taken by Assault +2 PILLAGING (opposing CityStates only): +1; (Athens/Sparta). 15 Version 8.03d