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HELLENES: THE TM (v. 8.03d)

INTRODUCTION • COMBAT PHASE (SEE: 6.0) Rulebook Organization In the COMBAT PHASE, battles and This sidebar contains clarifications, examples, HELLENES: THE PELOPONNESIAN WAR and commentary. Terms with specific game is a strategy game of the war in classical sieges for disputed areas (i.e., units of definitions for gameplay are shown in italics. between the Athenian EMPIRE both sides present) are resolved one at a time (order chosen by the acting player). and the Spartan LEAGUE. SEQUENCE OF PLAY The object is to amass Prestige by winning battles and capturing or 1.0 MAPBOARD NEW YEAR pillaging opposing cities. 4 scenarios are The map depicts and • TRIBUTE Collection provided (playing times: 2-6 hours). its environs. It is divided into land and • VICTORY CHECK sea areas for unit location and movement. • ADVANCE YEAR. DEAL 6 CARDS. THE GAME YEAR The Spartan player sits to the south, • NEW YEAR EVENT / SACRIFICE A Game Year consists of a NewYear the Athenian player to the north. SPRING / EARLY SUMMER / plus 5 Seasons. Players get 6 cards/Year, "SICILY" is all areas on the SICILY inset LATE SUMMER / FALL playing 1 card per NewYear/Season. map (including the Gulf of Rhegium). • INITIATIVE phase (card play) NEW YEAR The rest of the map is "GREECE". • PLAYER TURNS Tribute (Prestige) is collected for "PERSIA" is , and (and ACTION phase captured Cities, a Victory Check is considered part of the GREECE map). • An Event occurs OR: • Actions occur (any order): made, and the Year marker is advanced AND REAS (skip these steps in the first game year). 1.1 L A Movement / Pillaging / Building Dashed black borders divide land COMBAT phase Then all cards not currently in areas, or Provinces. Thicker black play are collected and shuffled and Battles & Siege Attrition borders divide Nations. A Province each player receives 6 new cards for WINTER containing a City is a CityState. Named the current Game Year. One is played • INITIATIVE NO with a black outline are playable (card play: Events) immediately as a New Year Event, or land areas, others are not. • WINTERING & ACTIONS (1st/2nd Player) discarded as a Sacrifice (see 10.4). (NO Group Movement/Pillaging) 1.2 SEA AREAS SEASONS • WINTERING Blue borders separate Sea Areas. Seasons consist of an INITIATIVE (card • Quartering (to adj. friendly City) Thick Deepwater sea borders are risky to play) phase, followed by a PLAYER TURN • Homing (to Home City) cross (5.22). Double lines show Narrows, for each side. Winter, the last Season of • BUILDING / WINTER MAINTENANCE which are easier to defend (see 6.5). the year, has special rules (see 9.0). • DISBANDING • INITIATIVE PHASE (SEE: 3.0) 1.3 CITIES • SIEGEBREAKING COMBAT (1st/2nd Player) To begin each Season the players each Cities [squares] and Ports [hexagons] • WINTERING BATTLES commit one card face-down, then reveal are color-coded by Nationality and have (BlockadeBreakers can Quarter) them simultaneously. Cards have Action City Value numbers. City Capacity (in (Failed SiegeBreakers Disband) units) is double the City Value. Values and Events on opposite ends and • SORTIES Ports are Cities with fortified can serve either use but not both. Play • SIEGE COMBAT (1st/2nd Player) harbors. The Port symbol projects into the card with its intended use upright • SIEGE ASSAULTS from your point of view. its single Offshore Sea, to which it • SIEGE ATTRITION (triple) The lower Action Value takes the first still has access when Besieged (see 7.2). ------Player Turn (Events have zero Action [Unbesieged units occupying a Province Value). goes first in case of ties. have access to all adjacent seas.] City Representation Every City has an inherent immobile Most CityStates contained several cities. THE PLAYER TURN Garrison (2.3) block that is only placed on Only the most important is shown, but Player Turns consist of an ACTIONS the map as needed (they are NOT units the given City Value includes all cities. phase and COMBAT phase, in that order. and do NOT count against City Capacity). Neutral CityStates • ACTION PHASE (SEE 3.1, 4.0) [Towns (colored circles) are barbarian Scenario instructions may specify Events centers with no City advantages.] additional neutral CityStates for are resolved first. Playing an that scenario. Entry into these is also Event means having no Actions that turn. 1.31 CITY LOYALTY prohibited. Action cards entitle a player to make Cities with white numbers (green/ 1-3 Actions that turn (possibly increased blue/violet) are loyal to . by a Continuing Event). Actions include Black-numbered Cities (red/orange/ Group Movement, Building units, Pillaging, yellow/brown) are loyal to Sparta. and Maintenance (Winter only). Cities retain their loyalty regardless In Winter, units left outside friendly of occupation or control. Cities loyal to Cities consume Maintenance. Special free the enemy are termed opposing Cities. Wintering moves into friendly Cities are allowed, but no other movement. White Cities (gray numbers) are

Copyright © Craig Besinque, 2008 1 Version 8.03d HELLENES: THE PELOPONNESIAN WAR TM neutral (no entry). (1 cv) and remain in play indefinitely. City Control A CityState is always controlled by its original 1.32 CITY/TOWN NATIONALITY Barbarian units have black numbers on light backgrounds. They arrive in owner unless occupied by an enemy block. Unit labels are also color-coded by home towns (colored circles) at maximum Besieged Cities ar e contr olled by the defender. Nationality (the central symbol color). cv, and can make 1 free move from there, Area Control A unit must be in a Home City (one but disband at the end of the current year. Ar eas ar e controlled by the occupying player. If of same color/Nationality) to build up in unoccupied, they ar e uncontr olled. In Sieges, the SICILIAN Greek and Barbarian units strength. This is crucial to game play. besieger contr ols the land ar ea of a CityState. (Home Cities in Sicily) have gray (Sparta) 1.33 SUBJECT REGIONS or light blue-green (Athens) background ATHENIAN UNITS Athenian Subject Cities (light blue) colors on their labels. Unit Move Combat Mix are grouped into Subject Regions such as 2.11 UNIT NATIONALITY EUBOIA and IONIA (see list sidebar p. 4). Fleet 5 F1 / F2†* 18 Each unit’s central square is color- Subject Regions containing Spartan-held coded to match its Home Cities/towns. Hoplites 2 C1 / C2 18 Cities are Rebellious and more likely to This is crucial to game play. Only Revolt (see 3.1 and sidebar p. 3). Cavalry 3 A1 2 Nationality color matching matters: Archers 2 A1 2 1.4 AREA/ CITY CONTROL Historical ID text is for interest only. Infantry 2 B1 6 City control governs Tribute (10.1), 2.12 COMBAT VALUE and land/sea area control affects Retreats Barbarians 2 A3 / C2 4 Units have 2-4 steps of strength, (see 6.4). Control is re-evaluated at the called Combat Value or cv. A unit’s end of each ACTIONS and COMBAT phase. SPARTAN UNITS current cv is the number on its top edge Unit Move Combat Mix • Sole occupation controls any area. when standing upright. • Vacant CityStates are controlled Combat Value determines how many Fleet 5 F1 / F2† 17 by the side to which they are loyal. dice (d6) are thrown for a unit in combat. Hoplites 2 C2* 21 IMPORTANT: A conquered City left To attack, a 4 cv unit rolls four dice Cavalry 3 A1* 3 unoccupied reverts to its original owner!! (4d6); a 1 cv unit would roll 1d6. Infantry 2 B1 3 • Other vacant areas are For each step loss suffered, a unit is uncontrolled (including those rotated 90 degrees counter-clockwise to Barbarians 2 C2 4 containing towns). its next lowest cv. The sidebar shows a Barb. Archers 2 B2 1 cavalry unit at 1, 2, and 3 cv strength. 1 • In cases of Siege (see 7.0), both sides Barb Fleet 3 E3† 1 occupy a CityState. The defender cv is termed cadre strength. † Fleets on land attack at C1. controls the City ONLY; the besieger 2.13 MOVEMENT RANGE * Elite Athenian fleets are E2 combat controls the surrounding Province. Each label has a number in a circle Elite Spartan hoplites are B2 combat. showing that unit's Movement Range in Elite Syracusan cavalry are A2 combat 2.0 UNITS areas. Blue circles show sea movement, Wooden blocks represent Spartan tan circles show land movement. Red STEP REDUCTION (red) and Athenian (blue) forces, outlines show elite status with a greater including their respective allies. A chance of moving 1 extra area (see 5.3). Spartan label must be attached to the face of each red block, and an Athenian 2.14 COMBAT RATING label to each blue block. A unit’s Combat Rating is indicated Strength 1 Strength 2 Strength 3 Mobile blocks are called units. Units by a letter and number, such as A1 or B2. normally stand upright, their identities Letters are unit agility: A units UNIT DATA hidden from the opponent. This adds attack before B units, etc, but defenders LAND MOVEMENT (tan) or surprise and bluff to the game. of equal agility precede aggressors. STRENGTH 4 SEA MOVEMENT (blue) 4 (maximum 4) Units available for a scenario but not The number is the unit’s power: its in play on the map are kept face-down in ability to damage and/or Rout opposing the friendly Recruit Pool. forces in combat (see 6.31). Garrisons are immobile blocks that EXAMPLE: a unit rated B1 inflicts 1 cv UNIT defend Cities. Garrisons are NOT units. of enemy damage for each 1 rolled. A B3 TYPE LAND Unused Garrisons are kept face-up in a unit does this for each 1, 2, or 3 rolled. Fleet COMBAT C1 separate pool to be available as needed. 2.2 UNIT TYPES 2.1 UNIT LABELS 2.21 HOPLITES Labels show a unit’s Nationality, type, Hoplite units are the main and movement/combat abilities. HOME AREAS Greek land forces, formed Orange Greek units have white numbers on of tightly packed armored SEA COMBAT 431 Start dark backgrounds. Greek units arrive in spearmen that fought as a F2 Strength Historical ID Home Cities at minimum or cadre strength 2 [no game ef fect]

Copyright © Craig Besinque, 2008 2 Version 8.03d HELLENES: THE PELOPONNESIAN WAR TM unit (phalanx). cards must be in play. EVENTS Elite hoplites (as above) have better NOTE: This unit cannot Revolt: Place a Spartan garrison in a agility [red "B"] and Forced March ability be Routed in Sea Combat vacant listed City. SPREADING REVOLT: [red-circled movement rating]. (white circle combat reting). Alternately, place it in any vacant It cannot Overwinter. 2.22 ARCHERS City of a Rebellious Region (one that Archer units also include 2.3 GARRISONS includes a Spartan-held City, see 1.33). other missile forces, such Garrisons are small unlabeled Helot Revolt: Place Athenian garrison as slingers and javelinists. blocks representing 1 cv City defense in Sparta/ Messenia/ Pylos (if vacant). Combat rating is A1 or A2, forces which cannot leave their City Plague Strikes: All units (except cadres) but maximum cv is low. (e.g., to defend in the surrounding land in the specified besieged City lose 1 cv. area). Garrisons are "blocks" but NOT Plague Continues 2.23 CAVALRY [Plague Strikes has "units": they DO NOT count towards already occurred]: All units (but cadres) Cavalry is the fastest land City Capacity but DO count as defenders in the specified City lose 1 cv. unit, with combat of A1. regarding Siege Attrition dierolls. Cavalry has special abilities Treachery: A specified Besieged City in Retreats, making them City Garrisons are not represented loses double defense for the 1st ideal for scouting, blocking and raids. on the board until needed, but appear Combat Round that turn. automatically in Cities that are Besieged Leader Ostracized: A current Leader is 2.24 INFANTRY (7.3) or that Revolt (see 3.1 sidebar). deposed (return to the deck). Cannot Infantry units represent Garrisons can also be built in occupied occur in a Leader's first year of play. opposing Cities (4.2) to control them after light-armed forces that are Negotiation: A besieged lone garrison mobile friendly units leave. more agile (B1) in combat surrenders on Siege Attrition roll of 0-2 than hoplites, but less ROUP UBSTITUTION (subtract Leader Value from dieroll). formidable. 2.4 G S Pairs of labeled blocks {A/A, B/B, Earthquake: Opponent cannot Move or 2.25 BARBARIANS etc) are provided for each side to relieve Pillage that season. Barbarians (including unit congestion if desired. In crowded Augury: Enemy cannot Attack/Assault Persians) are large non- areas, remove a Group off-map, placing a this season (Siege Attrition OK). Greek units that appear Group Substition block in its location and randomly and briefly in its twin with the removed Group. CONTINUING EVENTS* play. Barbarian units have black type on Continuing Event cards (thick borders) light colored backgrounds. 3.0 THE CARDS remain face-up in play until removed. Leaders*: A friendly or enemy Leader They appear at full strength in home Fifty five (55) cards are provided. towns, and make one free move (with is introduced (only one per side can 431 Campaign: use only the silver be in play: a current Leader must be their full Movement Range) from there, and gold cards (exclude bronze cards). but disband at the end of the Year Ostracized before being replaced). Sicily/415/413 Campaigns: use only (exception: Persians under Persian Aid). Civil War*: An unbesieged City loses silver and bronze (exclude gold cards). double defense for rest of current Year 2.26 FLEETS Begin each NEW YEAR by shuffling all (mark the City with a coin). Remove Fleets are the only units able cards not currently in play and dealing 6 card from play next NEW YEAR. move or fight at sea. They cards face-down to each player. Athens Raises Taxes*: Athens gains can each carry 1 Greek land Players play 1 card in NewYear plus +1 Action/turn, but when playing unit at sea. 1 per Season (revealed simultaneously). a Revolt event, Sparta may place a Fleets can occupy coastal land areas, Each card has an Action Value and an garrison in an additional qualified but must stop movement upon entering Event, and may be played for either Subject City for each Athens Raises a land area. Fleets fight with their sea purpose but not both. Taxes in play (TAX REVOLT). Athens combat rating [E or F] at sea, and with Note: Play Cards with the operative end can remove this card from play in any their land combat rating [C1] on land. (Event/Action Value) shown upright from NEW YEAR. Elite fleets (above) have better agility the owner’s point of view. Persian Aid* (see 14.3): Sparta gains in sea combat [red "E"] and better Forced +1 Action/Turn and 1 PERSIAN army Sail ability [red-circled movement rating]. 3.1 EVENTS can OverWinter. However, it loses Events are always resolved before 1 Prestige/ New Year and non-Tax ASSED ARBARIANS 2.27 M B Actions. Some Events can only be played Revolts become more difficult. This The SITALces & PHOENicia units by one player (red or blue border), Some card cannot be removed. (red outlined unit-box, white namebox) Events are only playable under certain Peace Faction Ascendant*: Peace Offers are massed barbarian forces which can conditions [stated in italics within brackets (11.22) possible at 5+ Prestige and only appear only under certain circumstances. at the top of the card]. cost -1 Prestige to attempt. For SITALces: Athenian Most Events are in effect only for one War Faction Ascendant*: Peace Offers +1 Leader must be in play. Season. Continuing Events (with thick require 10+ Prestige and cost -2 Prestige borders) remain face-up and in play until For PHOEN: Spartan +1 to attempt. Leader AND 3 Persian Aid removed. Event effects are detailed in the

Copyright © Craig Besinque, 2008 3 Version 8.03d HELLENES: THE PELOPONNESIAN WAR TM sidebar. occupying a Home City one step. SUBJECT REGIONS [* = Ports] IMPORTANT: Playing an Event means that Building cannot occur in a City that EUBOIA no friendly Actions will occur that Turn is besieged (7.2) or a Port that is besieged 3*, Eretria 2 (though Combat can still take place). AND blockaded (8.21). CHALCIDICE Potidea 2*, Torone 1*, Stagira 1 EADERS 3.11 L 4.21 REINFORCEMENTS THRACE Each side begins with a Leader card For 1 Action, a unit occupying a Home Amphipolis 3*, Abdera 1 in play (Leaders in play are kept face City can be increased by 1 cv. Units CAN PROPONTIS up on mapboard). Leaders with a Leader build multiple steps per season if the Byzantium 3*, Abydos 2*, Value of +1 allow that side 1 extra Action Actions are available. Cyzicus 1, Sestos 1 per Turn (except during Events). 4.22 RECRUITS IONIA Example: Athens plays a 2-Action Miletus 2*, 2* For 1 Action, a random new unit can card with (+1 Leader) in play, Cyme 1, Thyrea 1, Cnidos 1* be raised in a friendly Home City/town. yielding 3 Actions that turn. SPORADES A side cannot have more than one Randomly select 4 blocks from the 3*. Rhodes 2* friendly Recruit Pool (see 2.0). Place one Leader in play. Therefore Leaders with 2.13 0 Leader Value must be removed before in a Home City/ town ( ), and return Naxos 2*, Andros 1* the others to the Pool. a better Leader can replace them. This WESTERN ISLES cannot simply be done voluntarily: a • Greek units (white type) arrive in Cephellania 1, Zakinthos 1 Leader Ostracized Event must be played. Home Cities (only!) at 1 cv strength (and MAY build up further that turn). Group Movement 3.2 ACTION VALUE • Barbarian units (dark type) arrive Group Movement realistically reflects the slow and completely unreliable communications of All cards also have an Action Value in home towns (only!) at full strength of 1-3 (stars), which allows a player that the times. Only units actually located together and immediately make 1 free move could cooperate effectively. many Actions (plus Leader/Continuing (using their full Movement Range). Recruiting Rebel Units Event bonuses) during his Player Turn. NOTE: Some nations (e.g. ) can and the Aeolian Ids can ggenerate 3.3 INITIATIVE generate either Greek or Barbarian units. both Spartan and Athenian units. The cards played determine the REBEL UNITS. Two units can appear The two Aeolean Ids units are Greek and can order of play (Initiative) for that Season. in enemy territory. A pro-Spartan Aeolian appear as Recruits in either island City when Ids fleet can appear in Lesbos or Chios no enemy blocks are present. The Spartan The lower Action Value played goes Rebel unit can appear in either City when first. Events (zero Actions) are always if vacant (capturing it). A pro-Athenian not garrisoned by Athens, capturing it and resolved first. If tied, Sparta goes first. Macedonia barbarian can appear in any becoming a buildable Spartan unit (initially Macedonian town (NOT in Pella). Athenian allies with independent fleets, both Leader Value / Continuing Events do islands eventually rebelled against Athens). not affect Initiative. 4.23 DETACHED GARRISONS Both Macedonia units are Barbarians and can For 1 Action, a garrison may be only arrive in towns, so Pella cannot be 4.0 ACTIONS built in an Opposing City occupied by captured by their arrival as Recruits (Macedonia a friendly Greek unit (not a Barbarian). switched sides between Sparta and Athens several Cards played for Actions allow that times, but mostly remained loyal to Sparta). Garrisons maintain control of conquered many Actions that Turn (this may be Both Macedonian units in play at once increased by Leaders or other Continuing Opposing Cities, freeing mobile units to represents the struggle for control between its Event cards in play, see sidebar). Actions move elsewhere. King Perdiccas and his brother Philip. cannot be saved for future use. 4.3 PILLAGING Pillaging for Fun and Profit Note: Players should place 1 die per Pillaging is a special Action in which In classical times it was expensive to maintain available Action on their card and remove units besieging an opposing City (loyal armed forces in the field in wintertime. Often a besieging army would abandon a siege in them to record Actions expended. Cities cannot be Pillaged) devastate its Actions can occur in any order Autumn and ravage the enemy countryside territory and withdraw into an adjacent before going home for the Winter. desired (e.g., built units may move that area. Pillaging gains Prestige. See 5.5. Watching homes, farms, and orchards being turn, or a unit may move home to build). 4.4 WINTER MAINTENANCE ruined could be a crushing blow to defender ROUP OVEMENT morale, and at times tempted fortified troops 4.1 G M In Winter [the last card played], any to rashly sally out of a city to fight the enemy. All units located in a single area unit not inside a friendly City must be (even a single block) compose a Group. Maintained (9.1) at the cost of 1 Action to Winter Maintenance For 1 Action expended, a player can avoid being Disbanded (9.5). Winter Maintenance is very expensive, but the only way to maintain a Siege in Winter. Winter either move a Group (Maneuver) or form Sieges are three times more effective than in one (Muster). See 5.0 for details. 5.0 MOVEMENT other seasons. 4.2 BUILDING ACTIONS A Group is composed of all friendly Building Actions can be used to units in a single area (no limit: stack raise new units (Recruits) in their units two-high if space is tight). Players Home Cities/towns, and to build units can move a Group (Maneuver) or form one (Muster) at a cost of 1 Action.

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Maneuver. All units in a Group move DR 1-2: STORM: the opponent rolls 1 Actions Example to one or more destination area[s] within die for each individual fleet making the Sparta plays a 3-Actions card. individual Movement Ranges. Units can crossing, to determine SHIP DAMAGE. First, they Build a fleet in from 2 to 3. enter enemy-occupied areas (Engage, 5.4) DR 3-6: CALM. No effect. Second, they Recruit, drawing 4 units from and/or Forced March/Sail (see 5.3) their Recruit Pool, placing a Theban (yellow) 5.23 SHIP DAMAGE fleet cadre in Thebes, and returning the other Muster. Units from different areas 3 units to the Pool. move into a friendly City, observing unit DR 1-3: GALE. Fleet (and any carried army) is eliminated. Third, a Group of 5 units in Sparta is moved, Movement Ranges. They cannot engage dispersing to 3 different locations. (5.4) or Force March/Sail (5.3). DR 4-6: HIGH SEAS. Fleet loses 1 cv Besieged Unit Movement A unit can only move once per Player (any carried army may have to reduce cv Besieged units (7.2) cannot move by land. Turn (exception: 6.4 Retreats). to remain smaller than its carrying fleet, They can, however, Sortie (8.3) to fight possibly eliminating a 1 cv army). Units move freely through friendly besieging units in the surrounding Province (no units, but must stop upon entering an 5.3 FORCED MARCH/SAIL movement Action required). area containing enemy units (see 5.4). Fleets (with carried armies) can exit a besieged Armies and fleets (with carried Port via its Offshore Sea (see 7.4). Exceptions: Homing (9.21) and units at armies) can try to move one additional sea during the Peace of Nicias (see 12.0). area beyond normal movement range. Fleets on Land Besieged units cannot move except to Fleets of the time normally spent the night Place a die on the border into the on shore when possible. A fleet “at sea” thus leave a Port by sea (see 7.4). extra area and announce a Forced March represents ships that are patrolling that sea (land) / Sail (sea). After all Actions are area by day and beaching at night. AND OVEMENT 5.1 L M completed, the owner rolls one die per Fleets on land have detached half their men Armies can move freely on land unit attempting to Force March/Sail. to act as an inland infantry force while the (exception: units may not enter neutral other half guards their beached ships, as was DR 1-3: Fatigue. Unit does not move areas (see 1.31 and 5.0 Scenario commonly done. the extra area. [No cv loss]. instructions). Terrain has no affect on The Diolkos at Corinth: 2 Seacoasts DR 4-6: OK. Unit may move the extra land movement. Corinth is the only Province with two area (but need not). Fleets may enter coastal land areas discontinous seacoasts, but a ship only, and must stop upon doing so. Note: For elite units, add 2 to Forced skidway there allows fleets to enter or March/Sail dierolls. Carried armies share leave via either coast (fleets must stop Fleets may move from one coastal land upon reaching land as usual). Its Offshore area into an adjacent one (must stop). the fate of the carrying fleet. Sea is the Gulf of Corinth. Mustering units cannot Forced March/ 5.2 SEA MOVEMENT Sail to the Muster City. Sea Transport Only fleets (and carried armies) may To effect a Sea Transport, a fleet must begin move by sea. Units moving by sea must 5.4 ENGAGING the turn in the same area as the army to be carried. Since fleets must stop movement stop upon entering a land area. See also When units enter an enemy-occupied upon reaching land, both units also end up in Sea Landings (6.6). area, they are engaging (and must stop). the same area. Sea Access. Fleets occupying a Exceptions: see Homing Moves (9.32) DeepSea Crossings coastal Province (including Besiegers, see and Peace of Nicias (12.0). The warships of the time (triremes) were not 7.2) may move into any adjacent sea. NOTE: As garrisons are restricted to too seaworthy and left the coast at their peril. Fleets can enter or leave besieged Ports Cities, units moving through enemy via the Offshore Sea (see 1.3). CityStates that are vacant or only defended by garrisons need not stop. 5.21 SEA TRANSPORT A fleet can carry one Greek army Engaging units are termed aggressors to sea, provided both units begin and and opposing units are defenders. end the turn in the same area. Barbarians Mustering units cannot Engage. cannot be sea transported. 5.41 GROUP UNCOORDINATION The cv of a carried army must be Friendly Groups engaging the same LESS THAN its carrying fleet (and may be enemy Group must fight separately. A voluntarily reduced for Sea Transport). Group that divides to move by different routes (e.g., fleets and armies) to a 5.22 DEEPSEA CROSSINGS location engages as separate groups. When a fleet Group moves across DeepSea borders (thick blue), place a die In such cases, the moving player on each such DeepSea border crossed. selects one Group to fight the defending forces first. If it loses, another engaging After all Actions are complete, the Group is selected to begin a new Battle opponent rolls 1 die in each case to see with surviving defenders (units Routed whether the Group encounters a Storm: in the first battle recover), etc. Once any • In Summer: add +1 to the dieroll. aggressor Group wins, all engaging units • In Winter: subtract -1 from the dieroll. unite there.

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5.42 SIEGE COORDINATION 6.2 COMBAT ROUNDS Pillaging Procedure During Actions, spend 1 Action and Withdraw In Established Sieges, one "moving" A Combat Round consists of one group can join the besiegers in a ALL besiegers from an Established Siege into Attack (6.31) by each block involved. an adjacent friendly area. Only opposing coordinated Siege Assault (8.1), as the Blocks attack in order of agility, with Cities can be Pillaged, never loyal ones (even if besiegers need not "move" to engage. defenders preceding aggressors of equal enemy controlled). Sorties. Besieged units cannot make agility: defending “A” blocks attack Record +1 Prestige gained on the track (+2 Prestige if Athens or Sparta is Pillaged). a Coordinated attack with friendly first, then aggressor “A” blocks, then outside relieving forces (even though defending “B” blocks, etc. Battle Array they needn't move, they are never in Once per Combat Round, before the Tipping units forward maintains their current communication with the relief force). strength in the battle array. When the battle 1st friendly unit Attacks, players have the ends, tip units back upright, again preserving 5.5 PILLAGING option to Retreat (6.4) all friendly units current strength. rather than continue the Battle. During Actions, players can win Combat Round Example Prestige by Pillaging an opposing City When all blocks in the Battle have Spartan cavalry (A1) & hoplite (B2) units where there is an Established Siege (7.2). Attacked, a Combat Round ends. Repeat engage Athenian hoplite (C2) & archer (A1) Pillaging costs 1 Action. The entire until one side Panics (6.34), Retreats (6.4) units. besieging Group Withdraws (moves) into or is eliminated. The opponent wins the The Attack sequence is: an adjacent friendly or uncontrolled area. Battle and earns Prestige (see 14.11). • Athenian archers (defending A1), • Spartan cavalry (aggressor A1), No friendly units may enter the pillaged 6.3 COMBAT RESOLUTION • Spartan hoplites (B2). CityState that turn. Immediately record • Athenian hoplites (C2). +1 Prestige gained [+2 Prestige if Athens 6.31 ATTACKING This completes one Combat Round. or Sparta] on the Prestige track. To attack, roll a number of dice Attack Example: equal to the cv of the attacking unit, and A CityState cannot be Pillaged more A 3 cv C2 hoplite unit rolls 3 combat dice: than once per Year. apply results (Hits first, then Routs). each 1-2 scores a Hit, and each 5-6 scores a 6.32 HITS Rout. A 3-4 is a miss. A dieroll of 2, 4, & 5 6.0 COMBAT scores a Hit and a Rout. A1/B1/C1/E1/F1 blocks score a Hit City must always maintain a unit or garrison During COMBAT, Battles and Sieges for each dieroll of “1”. A2/B2/C2/E2/F2 there (at the end of each turn) or the city will are resolved where both sides occupy blocks score a Hit on each dieroll of revert back to its original owner! the same area. These are resolved one by “1” or “2”. C3/E3 blocks score Hits on Eliminated Units one in any order chosen by the Acting dierolls of “1-3”. Eliminated units are returned to their Player, completing one Battle/Siege before Each hit reduces the cv of the respective Recruit Pools (face down). another is begun. strongest currently (largest cv, owner’s Retreats Combat has no cost in Actions, and choice among equals) enemy unit by 1. Units can never Retreat into enemy-controlled can still occur without Actions having 6.33 ROUTS areas (including vacant enemy CityStates) or occurred that turn (e.g., after Events). into enemy-occupied areas (including Battles). A1/B1/C1 / E1/ F1 blocks score a In CityState Battles, the defender Rout for each dieroll of “6”. A2/B2/ Offshore / Adjacent Seas has the option (before any units are C2/E2/F2 blocks score a Rout for every A Port City has 1 Offshore Sea (into which its revealed) to immediately Fortify (7.1) dieroll of “5-6”. C3/E3 blocks score Routs symbol protrudes). A besieged Port still has his units by retiring into the City. This on dierolls of “4-6”. access in or out via that sea (only). Establishes a Siege (7.0) condition: no Units occupying an unbesieged Province have combat occurs this turn. IMPORTANT: City defenders cannot be access to all adjacent seas. Routed (ignore all Rout results). In cases of Established Siege from a City Control previous Turn, the acting player can For each unit attack, after applying Hits, apply Routs to the currently weakest Upright units occupying a CityState (with no choose to wage either Siege Attrition or opposing units present) control it. enemy units in the battle (owner’s Siege Assault. Siege Attrition is resolved In a Siege situation, units of both sides are without revealing units (see 8.2). Siege choice among equals). Turn Routed present. Assault is a special type of Battle (see 8.1). blocks upright (tip back to preserve cv). • Besieged [fortified] units (lying flat and face They no longer participate in that Battle down) control the City. 6.1 BATTLE SEQUENCE (cannot attack or take battle losses). • Besieging units (remaining upright) control Engaged units are not revealed until Rout RECOVERY. Routed units recover the surrounding (e.g., friendly units can that Battle is being resolved. Begin Battles immediately once a Battle has ended. move through it without stopping). by revealing all blocks (tip forward). The Unoccupied CityStates belong to their original acting player is termed the Aggressor, his 6.34 PANIC owner. Thus, the conqueror of an opposing City must maintain a unit or garrison there opponent is the Defender. When all units of one side in a Battle have been Routed, that side is Panicked. (at the end of each turn) or the city will revert Battles are fought in Combat Rounds back to its original owner! until one side is eliminated, Panicked First, the opposing side completes (6.34), or Retreats voluntarily (see 6.4). its Combat Round for any/all units more agile than the enemy Rearguard (defined as the least agile Routed unit).

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Then, all Routed units must Retreat nor absorb Hits/Routs in Sea Combat. Cavalry Raids (see 6.4 below). The winning side scores They must reduce cv as needed to In Retreats, unrouted Cavalry gets a free 2 Prestige for winning a Battle by Panic. remain weaker than their carrying fleet. Harassment attack against enemy forces. 3) Narrows. Fleets engaging across Cavalry can engage enemy forces, Retreat 6.4 RETREATS immediately, and still get a Harassment attack, a narrows (double sea border) cannot Once per Combat Round, players have representing a Cavalry Raid. Unless enemy attack in the 1st Combat Round (in effect, the option to Retreat rather than continue cavalry or archers ('A' units) are present, defending fleets get a "free" initial shot). there is no risk to the engaging cavalry (as no a Battle. This decision can ONLY be enemy unit will be able to attack it). made before the first friendly unit attack 6.6 SEA LANDINGS Fortifying of a Combat Round. Units engaging from sea to land • All units of the Retreating Group must (whether fleets or carried armies) cannot Fortifying is the withdrawal of defending units into a walled city, ceding control of the Retreat into an adjacent area, but not attack in the first Combat Round (again, in surrounding countryside to the besieger. necessarily all into the same area. effect defending units get a "free" attack, Walled Cities and Sieges • Units can only Retreat into areas into but remember that defending fleets cannot Retreat!) Walled cities of the day proved very difficult which they can move (armies cannot to take by assault. More often, they fell to retreat to sea without a carrying fleet). siege or some kind of treachery. Siege engines • Aggressors can only Retreat back into 7.0 SIEGE were in their infancy and catapults had not the area from where they engaged. yet been invented. 7.1 FORTIFYING Sieges were often successful but rarely • Sieges. Besiegers making Siege When first engaged, some or all quickly. Cities often resisted siege for a year or Assaults (8.12) can only Retreat units defending a CityState may decline two, but could not hold out indefinitely. But back into the surrounding Province. combat (before units are revealed) and Siege has its own dangers and consumes time and resources. Sortiers (8.3) can only Retreat fortify inside the City (turn these units back into the besieged City. Units flat, face-down, tipped back to preserve Siege Warfare engaging besiegers from outside a cv). Declining combat by immediately Siege warfare involved circumvallation, a City cannot Retreat into the City. fortifying does not constitute a Retreat or process of building a containing wall around a fortified city. For port cities. a besieging fleet • Defenders can Retreat into any a lost Battle. adjacent areas except those from was also necessary to complete the siege. Fortifying establishes Siege, but no where they were engaged and those Siege: CityState Control combat occurs in that Battle that Turn. that are enemy-controlled. Face-down units in a CityState control the city CityState defenders that do not Fortify • Fortifying. Units defending a but are besieged. must fight a normal Land Battle (during controlled CityState can Retreat into Upright units are besieging the city and which they can still Retreat into the City controlling the surrounding land area. the City and fortify if desired. and Fortify later on, though this would If no unit is present, the City (and land area) is • Besieged City Defenders cannot constitute a Retreat and a lost Battle). controlled according to its loyalty. Retreat, except from Ports (fleets & IMPORTANT: City Capacity (double City City Garrisons carried armies) to the Offshore Sea (if Value) is the maximum number of units able not enemy-occupied). City Garrisons are always present in loyal to fortify there (garrisons DO NOT count). Cities, just not represented until needed. • Fleets on land defending against Fleets can only fortify in Ports, not inland SIEGE: Besieged Unit Movement a Sea Landing (6.6) cannot Retreat Cities. Units unable to fortify must fight. Besieged armies cannot move by land. They except to Fortify (see 7,1). can only Sortie (8.3) to fight besieging units. • Trapped Units unable to Retreat must 7.2 ESTABLISHING SIEGE FLEETS BESIEGED IN PORTS CAN MOVE INTO remain in the Battle. Panicked groups When City defenders fortify, leaving THE OFFSHORE SEA ONLY (AND BEYOND, UNLESS unable to Retreat are eliminated. enemy forces occupying the surrounding ENEMY FLEETS OCCUPY IT, IN WHICH CASE A • Routed units can Retreat normally. land area, a state of Siege is established. NAVAL BATTLE WILL RESULT). THEY CAN CARRY LAND UNITS TO SEA. • Garrisons can never Retreat. Defenders are termed besieged, enemy aggressor forces are termed besieging. Unit Location: Cities & CityStates AVALRY ARASSMENT 6.41 C H Siege is the only situation where both Only in cases of Siege is a distinction made Whenever a Retreat occurs, all sides can occupy the same area (always a between a City and its CityState regarding unit location. A unit occupying a CityState Cavalry units (on both sides) get a CityState) without a mandatory Battle. bonus Harassment attack on enemy units. is considered to occupy both the City or the On the Turn that Seige is established, Province (unless a Siege is in effect). Apply Hits as usual (ignore Rout results), no combat can occur, but in subsequent then execute the Retreat movement. Turns the City is subject to Siege Combat Harassment has NO Prestige effects. (8.0) and Pillaging (5.5) . EA ATTLES 6.5 S B 7.3 CITY GARRISONS Sea Battles are different in that: City Garrisons appear (no cost) in 1) only fleets can attack or take friendly Loyal Cities whenever besieged losses in Sea Battles (use E and F combat (remove if Siege lifted). Garrisons in ratings in sea combat, E units going 1st). captured Opposing Cities must be built 2) carried armies can neither attack (see 4.23) and are NOT so removed when

Copyright © Craig Besinque, 2008 7 Version 8.03d HELLENES: THE PELOPONNESIAN WAR TM a Siege is lifted. To wage Siege Attrition, the besieger Double Defense Garrisons are immobile 1cv units rolls 1 die per defending block (includes Defending units only lose one step for every that defend Cities only: they cannot garrisons). No units are revealed. two hits scored by attacking units. At the end move or defend outside their City (e.g., • In Spring, Summer, and Autumn, of a Combat Round, "half-hits" are lost. vs. Sea Landings or to impede enemy each “1” rolled reduces defending To register a “half hit” on a unit with Double units by 1 cv. Defense, rotate it 45 degrees counter-clockwise. movement through the CityState). They If a full step loss (90 degree rotation) is not DO NOT count against City Capacity. • In Winter, each “1, 2 or 3” rolled achievedin a single Combat Round, return it to its reduces defending units by 1 cv. As for all City defenders, garrisons former cv. have A2 combat ratings, double defense, • The largest (cv) defending unit takes The Athenian Grain Supply each loss (owner’s choice of equals, and cannot be Routed. They must be the except Garrisons are eliminated last). The Long Walls enclosing Athens and its LAST unit eliminated from the City. harbors Piraeus and Phalerum made Athens • The besieger suffers no losses. Only 1 garrison is allowed per City. practically invulnerable to siege, as long as the naval supremacy guaranteeing They are not limited to blocks provided. 8.21 BLOCKADE the delivery of its Black Sea grain supply 7.4 BESIEGED MOVEMENT Port Cities cannot be Siege Attritioned remained intact. unless they are Blockaded as well as However, Athens with its huge population Armies besieged in a City cannot besieged. A Port City is Blockaded if enemy (hundreds of thousands when all other Greek move. They can, however, Sortie [8.3] to fleets occupy its Offshore Sea. cities were tens of thousands) was utterly engage besieging units without 'moving'. unable to feed itself if denied food imports. IMPORTANT: Athens is considered to Fleets besieged in a Port can move In the event, Athens was finally defeated Blockade ALL unoccupied Offshore Seas. (carrying armies) into the Offshore Sea, when the Spartan navy gained control of the Propontis and cut off its food supply. precipitating a Sea Battle there if opposed 8.22 BLACK SEA GRAIN or continuing movement if not. Athens is considered to be Blockaded Wintering Movement if Spartan fleets occupy the Hellespont, At the end of the campaigning season, armies of the time normally returned home for 8.0 SIEGE COMBAT Sea of Marmara OR Saronic Gulf (note Winter. Keeping forces in the field over Winter Where Siege has been previously all 3 have a blue supply symbol). was very costly and unpopular. established, the active player can wage When blockaded AND besieged, Athens Since it costed resources to keep units in the Siege Combat (either Assault or Attrition). is always subject to Winter Siege Attrition field over Winter (rather than the reverse), it No Action need be spent to wage Siege rates (cv loss on DR 1-3). makes no sense to charge an Action cost to return units Home for Winter. Combat (as no Movement is needed). 8.3 SORTIES OverWintering Fleets 8.1 SIEGE ASSAULT During friendly COMBAT, some or Fleets can OverWinter in an [unbesieged] To begin a Siege Assault, turn all all besieged units can Sortie to engage friendly CityState containing an inland City engaged units face up (tip forward to besieging forces (garrisons cannot Sortie). (they have reached ‘home’), despite the fact that they cannot fortify there (7.1). preserve cv). Proceed as for a normal As no “movement” occurs, no Land Battle, except that all City Fleets cannot OverWinter in a besieged inland Actions need be expended. Sortie Battles City without winning a Wintering Battle and defenders (including garrisons): proceed as normal Land Battles (neither driving away the besiegers, as they cannot • assume an A2 combat rating, side has Double Defense). reach 'home' without doing this. NOTE: • have Double Defense (below), and If this occurs and the CityState is attacked Sortie Retreats. Sortied forces can • cannot be Routed. in the Spring, the fleet will be outside the only Retreat back into the besieged City. fortifications and must fight a land battle 8.11 DOUBLE DEFENSE Besieging forces Retreat normally. (Retreating if it loses), as it cannot fortify in an City defenders only lose one cv for Inland City. every 2 hits received. Once a block is Fleets can also OverWinter in a besieged Port, 9.0 WINTER entering via its Offshore Sea. This cannot be assigned a half-hit it must take the next Winter season (the last card played prevented: a Passing Engagement may occur (if half-hit for a full step loss. However, hits each Year) follows unique rules. maintained enemy fleets are present there), left over at the end of a Combat Round are but not a Wintering Battle (these only occur Following Initiative, Winter is lost. Assaulting units take full losses. when trying to break a maintained Siege to divided into 3 phases: WINTERING/ enter Winter Quarters). 8.12 SIEGE ASSAULT RETREATS ACTIONS, SIEGEBREAKING COMBAT, and City Assaulters can only Retreat SIEGE COMBAT. The First Player (with the back into the surrounding land area, re- Initiative) completes his phase, followed assuming besieging (upright) status. by the 2nd Player, before continuing to the next phase. Besieged armies cannot Retreat (unless to sea, carried by Retreating fleets). OverWintering. Units can survive Besieged fleets in Ports can Retreat into the Winter only if they are inside a friendly Offshore Sea (unless enemy-occupied). City or if are Maintained (see 9.21). Otherwise they must Disband (9.23). 8.2 SIEGE ATTRITION NOTE: Fleets can OverWinter in an Alternately, the active player can Inland CityState without Maintenance, wage Siege Attrition on Cities where he even though they cannot fortify there. has Established Siege in a previous season.

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9.1 WINTER INITIATIVE are outside the City for all purposes. CityState Occupants Players play a card as usual, except Units in unbesieged CityStates are considered 9.22 WINTER ACTIONS to occupy the City or the Province, as desired. Events CANNOT be played. The player Following his Wintering moves, each with fewer Actions takes the first Player player executes his Winter Actions, then Friendly Cities & Home Cities Turn as usual (Sparta first in case of ties). disbands units not OverWintering (9.0). Friendly Cities are those that are friendly controlled, regardless of original Loyalty. 9.2 WINTERING & ACTIONS 9.21 WINTER MAINTENANCE Units can Quarter in adjacent friendly Cities. In Winter, normal Group Movement Units outside friendly Cities can Home Cities are those that are the same and Pillaging are NOT allowed: only free OverWinter only if Maintained at a cost of color coding as the unit(s) in question. Units can make free Homing Moves to friendly Wintering movement is possible. Each 1 Action per unit (place 1 Actions die on controlled Home Cities in Winter. player in turn executes desired Wintering each unit being Maintained). Otherwise moves followed by Winter Maintenance they must Disband (see 9.23). Quartering Movement Example and Building (the only Actions allowed). Entering Winter, an Athenian fleet remains 9.22 WINTER BUILDING in the Hellespont, but Athens does not wish 9.21 WINTERING Winter Actions not spent on to maintain this unit at sea. It cannot make Maintenance are spent on Building a Homing Move as Athens is too distant. It Units NOT currently inside a is, however, adjacent to the friendly Subject friendly City can make one Wintering (recruiting new units/adding cv). City of Abydos, and therefore makes a free move (at no cost in Actions) to enter a NOTE: Barbarians recruited in Winter Quartering move there to OverWinter. friendly City, and ONLY to enter one must immediately disband (see below). Homing Movement Example (fleets can carry armies normally). 9.23 WINTER DISBANDING Entering Winter, two Athenian fleets are Wintering movement is the ONLY All Barbarians on the map must now besieging Samos, which has revolted. Not wishing to maintain these units over Winter, kind of movement possible in Winter. Disband regardless of location (except see There are two types of Wintering Athens makes free Homing Moves to return 13.0 PERSIAN AID): remove them to the movement: Quartering and Homing. them to Athens. They move right through the friendly Recruit Pool. Paros Sea despite the presence of a maintained 9.211 QUARTERING All Greek units not OverWintering Spartan fleet there. Units NOT already inside a friendly (i.e., either inside a friendly City or being Wintering Battles City but adjacent to one may move into it Maintained) must also now be Disbanded. Wintering Battles ONLY occur when Wintering at no cost in Actions. If the adjacent City Exception: Unmaintained units engaged units attempt to break a Siege or Blockade of is besieged, the Quartering move triggers in Wintering Battles are not disbanded their target Wintering City. Otherwise the a Wintering Battle (see 9.41). Fleets may presence of enemy units is ignored as units at this point. They are Disbanded after are only concerned with returning home or make Quartering moves into a besieged Wintering Battles are resolved, IF they are maintaining sieges. Port from its Offshore Sea. defeated and cannot enter the target City. Wintering Battle Example 9.212 HOMING 9.3 SIEGEBREAKING COMBAT In the above example, the Spartans have Units NOT inside a Home City may [Only Siege Combat occurs in Winter. 2 maintained fleets in the Saronic Gulf, the make 1 free Homing move to enter one, Offshore Sea of target Home City Athens, PLUS Normal land / sea battles cannot occur using their maximum possible movement one maintained unit besieging Athens on land. without Group Movement to provoke them.] range (Forced Marches/Sails automatically Instead of engaging the 2 enemy fleets in succeed). DeepSea Crossings must be In this phase, both players in turn the Saronic Gulf, the Athenian fleets opts to attempt to reach Athens by landing there from rolled for as usual. have a chance to break enemy Sieges before Siege Attrition occurs. Only Siege the Andros Sea, precipitating a Wintering Battle Except when reaching the destination to break the siege and reach home. defenders can initiate these battles. Home City or its Offshore Sea, Homing This is a Sea Landing, and the 3cv Spartan Groups move freely through any enemy 9.31 WINTERING BATTLES B2 besieger rolls 5,6 scoring 2 Routs. Both units encountered, with no effect on Athenian fleets must Retreat and disband, Wintering units attempting to reach a having failed to reach Home. They might have either group (they are interested in friendly City that is besieged precipitate had better luck attempting to Winter via the reaching home, not fighting). a Wintering Battle there. (NOTE: Homing Saronic Gulf. However, when the destination fleets can reach a besieged but unBlockaded Displacement Example Home City is Besieged or its Offshore Sea Port without fighting via its Offshore Sea). Entering Winter, an Athenian army and fleet is Blockaded (8.21) by enemy forces, Wintering fleets attempting to reach a are besieging Leucas but cannot be maintained. the Homing Group stops there and a friendly Port via its blockaded Offshore Sea Too far from Athens for a Homing Move, they Wintering Battle DOES occur (see 9.31). precipitate a Wintering Battle there. If make Quartering moves into friendly City Stratus. However, there is already 1 unit there, 9.213 DISPLACEMENT victorious, they may immediately make a so its City Capacity (double the City Value of 1 If Wintering moves overload a Quartering move into the City. = 2) is now exceeded. City's Capacity, units there that have not Wintering Battles are resolved The original Stratus unit can now be already made a Wintering move become normally (usual Prestige effects apply). considered "outside" the City due to Capacity eligible make one (as any "excess" units Group Uncoordination rules (5.41) apply inadequate , becoming eligible to make a Wintering move. It therefore makes a are no longer "inside" the City). when more than one Group is engaging free Quartering move into Naupactis. Important: City Capacity is double by Wintering move. the City Value: units in excess of this Unmaintained survivors of Wintering (owner's choice; garrisons do not count) Battles not inside Cities must Disband.

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9.32 WINTER SORTIES to that OLYMPIAN in a later turn (see SUBJECT REGIONS [* = Ports] Likewise, besieged units can Sortie 11.0). Players can accumulate 1 Sacrifice EUBOIA and attack enemy besiegers (as no Group to each OLYMPIAN, but no more. Chalcis 3*, Eretria 2 Movement is required). CHALCIDICE 11.0 THE OLYMPIANS Potidea 2*, Torone 1*, Stagira 1 INTER IEGE OMBAT 9.5 W S C If a player has previously Sacrificed THRACE [No unit can participate in both Winter to a particular OLYMPIAN, he can Appeal Amphipolis 3*, Abdera 1 combat phases: one is limited to Siege to that OLYMPIAN for rectification of a PROPONTIS defenders; the other to Besiegers.] specific type of unsatisfactory random Byzantium 3*, Abydos 2*, The First Player then does Siege result (dieroll, recruit draw, etc.) made Cyzicus 1, Sestos 1 Assaults and Siege Attrition normally, by himself or the opponent (see below). IONIA followed by the 2nd Player. This can be Appeals must be made immediately Miletus 2*, Ephesus 2* considered 'offensive' Siege Combat. after the random result, before play Cyme 1, Thyrea 1, Cnidos 1* NOTE: Winter Siege Attrition scores Hits proceeds. They automatically succeed, SPORADES on dierolls of 1-3 (triple effectiveness). forcing a re-roll or re-draw, as desired, Samos 3*. Rhodes 2* which becomes the operative result. CYCLADES 10.0 NEW YEAR Remove the relevant Sacrifice block Naxos 2*, Andros 1* WESTERN ISLES Begin each Game Year as follows when an Appeal is made. An Olympian (exception: in the 1st year of a game, skip can only be Appealed to once per Player Cephellania 1, Zakinthos 1 Tribute / Victory Check / Advance Year. Turn. Appeals enable the following:, ZEUS: Discard & re-draw all 6 cards of CREDITS 10.1 TRIBUTE a New Year card draw. Game Design: Craig Besinque First, players collect Prestige equal to APOLLO: Re-draw 4 Recruit blocks or the total Value of all opposing Cities they force opponent to re-draw a Recruit. Assistance: Ron Hodwitz control (do not count Loyal Cities). ARES: Re-roll Attacks for one agility Joel Toppen Exception: After the Peace of Nicias is class (A/B/C etc) in a Combat Round. Neil Randall broken, WAR RESUMES reduces Tribute by Chris Farrell DEMETER: Re-roll one complete Siege HALF (rounded down), see 12.2. Paul Heldrup Attrition dieroll (1 d6 per defender). NOTE: Barbarians that capture Cities will Don Clarke disband before collecting Tribute. POSIEDON: Re-roll 1 Storm dieroll. Jeff Kuhn HERMES: Re-roll 1 unit's Forced March/ Tim Taylor 10.2 VICTORY CHECK Sail or make one Group Homing move Ken Hole If either player has Prestige of 15 or of any length. Mark Kwasny more, the game ends (see 14.1). A Player HERA: Overrule an Appeal: ie, re- Mike Hoyt with Prestige of 10+ (5+ if the Peace roll an Appeal to another OLYMPIAN. Charles Vasey Faction Ascendant Event is in play) or [NOTE: only HERA do this -- players Gary Wright more may make a Peace Offer (see 14.2). cannot re-Appeal to the same Olympian]. Jeremy Murphy Alex Besinque EAR TART 10.3 Y S Rayn Butt-Grau Advance the YEAR marker. Players 12.0 PEACE OF NICIAS remove undesired Continuing Events, The 415 and Sicily scenarios begin then collect and shuffle all cards except with the following PEACE OF NICIAS Continuing Event cards remaining in play. special rules in effect: Deal 6 cards to each player. 1. Revolt, Helot Revolt, Persian Aid and Athens Raises Taxes events 10.4 NEW YEAR EVENTS cannot be played. Both players secretly commit one 2. In GREECE (1.0), the following apply: card, face down, then reveal them. A. TRUCE: On land, neither side can Events are resolved normally, except enter enemy territory. Players cannot Revolts/ Helot Revolts cannot be reinforce captured opposing Cities held played at New Year [without Combat, so by friendly garrisons nor recapture lost Negotiation, Treachery etc. have no value.] loyal Cities held by enemy garrisons. 10.41 SACRIFICES Rebel units cannot be Recruited. Actions are not possible at New Year. B. OPEN SEAS: At sea, opposing Actions played at New Year are Sacrificed forces can enter, pass through and co- to an OLYMPIAN: place a spare garrison occupy sea areas containing enemy fleets in the selected OLYMPIAN box. The Action without conflict. value of the Sacrifice is immaterial. 12.1 WAR RESUMES Sacrificing entitles a player to Appeal Either player can break the PEACE

Copyright © Craig Besinque, 20082005 10 VersionVersion 8.0 0.03d (canceling the above special rules) by so Battles, Pillaging and collecting Tribute. INDEX declaring at the beginning of his turn. Prestige usually begins at 0 (see scenario Archers 2.22 This costs him an amount of Prestige, description). Move a spare block along Areas 1.1 depending on the current Game Year: the track to record Prestige changes in Barbarians 2.1, 2.25, 4.2 -5 Prestige in 415, -4 Prestige in 414, favor of either player. (Example: Athens Blockade 8.21 -3 Prestige in 413, etc. gains 2 Prestige: move the block 2 spaces Borders 1.1, 1.2 [No Prestige penalty beginning 410] towards ATHENS WINS.) Building (Actions) 4.2 12.11 WAR WEARINESS 14.11 WINNING BATTLES Cards 3.0 Cities (& Control) 1.3 TRIUMPH. Players gain 2 Prestige After WAR RESUMES, total Tribute Cavalry 2.23 when all enemy units in a Battle are collected at New Year for captured Cities Combat 6.0 Panicked or eliminated (including when a is halved (round down). Combat Rating 2.12 City is carried by Siege Assault). 12.12 DECELEA Control (City/Area) 1.4 TROPHY. Players gains 1 Prestige if DeepSea Crossings 5.22 After WAR RESUMES, the City the enemy Retreats from Combat without Disbanding 9.23 Capacity of Thebes rises to 12 (TRIPLE). being Panicked (6.331), or when a City is Double Defense 8.11 captured by Siege Attrition. Events 3.1 13.0 PERSIAN AID SKIRMISH. No Prestige is won when Fleets 2.26 For each Persian Aid card in play (415 the enemy Retreats from battle without Forced March/Sail 5.3 / 413 Scenarios): Panic or cv loss. Fortifying 7.1 • Spartans +1 Action / Turn. Garrisons 2.3, 4.2, 7.3 14.12 PILLAGING • Spartans lose 1 Prestige / New Year. Greeks 2.1, 4.2 Players gain 1 Prestige for Pillaging Group Movement 4.1 • One Persian army can OverWinter and (5.5) an enemy CityState (2 Prestige for Harassment (cavalry) 6.41 remain in play for another year. Pillaging Athens or Sparta). • Pro-Spartan Revolts become harder. Hits 6.32 RIBUTE Home City/Province 2.11 1 PERSIAN AID CARD IN PLAY: 14.13 T Collected at New Year. See 10.1. Hoplites 2.21 REDUCED REVOLTS. Sparta can only do Infantry 2.24 Revolts where there is a red block in an 14.2 WINNING THE GAME Initiative 3.3 adjacent area (Tax Revolts not affected). Leaders 3.11 14.21 SURRENDER PERSIANS PERSIST. 1 Persian army Loyalty (City) 1.31 A player with +15 or more Prestige at (though barbarian) can OverWinter and Movement 5.0 VICTORY CHECK wins a Decisive Victory. remain in play another Year, either by New Year 10.0 Wintering move (9.2) into a Home Town, 14.22 PEACE OFFERS Olympians (Appeals) 11.0 or by being Maintained (9.251). A player with 10+ Prestige can make Peace Offers 14.22 Peace of Nicias 12.0 2 PERSIAN AID CARDS IN PLAY: a Peace Offer during VICTORY CHECK. To Persian Aid 13.0 REVOLTS END. Sparta can no longer do so, he reduces his Prestige by 2 and Pillaging 4.3, 5.5, 12.12 do Revolts (Tax Revolts not affected). each player rolls ONE die. Ports 1.3 If the 2 dice total is LESS THAN PERSIANS PERSIST. Both Persian Prestige 12.1 the resulting Prestige level, he wins the armies (though barbarian), can OverWinter Quartering / Homing 9.21 game by a Negotiated Peace: see 14.24 for and remain in play, as above. Recruiting / Recruit Pool 4.2 Victory Level. If not, play continues. Retreats 6.4 3 PERSIAN AID CARDS IN PLAY: If Peace Faction Ascendant is in play, Revolts 3.1 sidebar REVERSE REVOLTS. Athens (but not Peace Offers can be made with 5+ Prestige Rout 6.33 Sparta) can now play Revolts IN REVERSE and cost only -1 Prestige to make. Sacrifice (Olympians) 10.4 to remove lone red garrisons from listed Scenarios 15.0 Subject Cities (which revert to Athens). 14.23 EXHAUSTION Sea Areas & Borders 1.2 PERSIANS PERSIST. Both Persian At the end of a Campaign, evaluate Victory as given below. Sea Battles 6.5 armies can OverWinter as above. Sea Landings 6.6 PERSIAN FLEET. If Lysander leads 14.24 VICTORY LEVEL Sea Transport 5.21 Sparta, the PHOEN fleet can be recruited 10+ Prestige wins a Major Victory. Siege 7.0 (arrives Gulf of Caunas). This unit cannot 5+ Prestige wins a Marginal Victory. Siege Combat 8.0 OverWinter (MUST disband in Winter). 0-4 Prestige: the game is a Draw. Sorties 8.3 Tribute 10.1, 11.13 14.0 VICTORY Trophy / Triumph 11.11 Victory 14.0 14.1 PRESTIGE Winter 9.0 Victory is gained through Prestige, as Wintering 9.2 recorded on the PRESTIGE TRACK. Winter Maintenance 4.4, 9.25 Players gain Prestige by winning

Copyright © Craig Besinque, 2008 11 Version 8.03d 15.0 SCENARIOS 15.2 THE SICILY CAMPAIGN THE PERICLEAN AGE The Peloponnesian War took place during (and The Peace of Nicias unraveled within a effectively destroyed) the Greek Classical Age. 15.1 THE 431 CAMPAIGN few years. With Sparta’s 'alliance' to Athens Continual Athenian imperialism finally The Classical Greeks made breathtaking advances and the end of its 30 year truce with Argos, in science, mathematics, philosophy, drama, provoked a Spartan-Corinthian ultimatum in the Spartan League dissolved into a melee of 431 BC. Athenian leader Pericles argued that sculpture, and government. ’ history of CityStates jockeying for position. and the Peloponnesian War, for example, is strikingly war was less damaging than submitting to Mantinea joined with Argos, fought Sparta Spartan demands, and championed a passive modern in its attitude of objective observation and and lost. Corinth and Thebes never accepted a studied rational analysis. war of attrition, relying on Athens’ Long status quo that left Athens unbowed. Sparta's Walls and naval supremacy to thwart and noncompliance with the peace terms brought But the Greek Golden Age, like all of ancient eventually discourage its enemies. the anti-Spartan policies of Alcibiades into Greek history, was marked by ceaseless internecine This strategy was quickly undermined by a prominence in Athens. warfare born of greed, pride and ambition. In the end, the great democracy of Athens oppressed and devastating plague that swept away much Finally Athens succumbed to temptation and of Athens and Pericles himself. Ten years of enslaved its weaker neighbors and waged war to sent a major expedition against Syracuse, a maintain its empire. Ironically, reactionary and inconclusive war was finally ended by the faraway neutral city almost as large and rich Peace of Nicias. militarized Sparta assumed the role of liberator of as itself. Disaster ensued. the Greeks. DURATION: 431 - 422 BC (10 years). DURATION: 415 - 411 BC (5 years). Prelude: 490-432 BC Game time: 4 hours. Game time: 2 hours. After the famous Greek victories over Persia in NEUTRALS: [GREECE] Argos, , NEUTRALS: [SICILY] Messina, Acragas / 490-480, Athens formed the Delian League to Paeonia, Persia (Phrygia/Lydia/Caria) [GREECE] all unfriendly land territory is ensure Greek naval control of the Aegean, but this evolved from a voluntary alliance into an empire. / [SICILY] Syracuse, Messina, Acragas. out of play for both sides. In 433, Corinth (commercial rival to Athens SETUP: ATHENS SETUP: ATHENS and longtime member of the opposing Spartan UNITS: See ATHENS 431 OB card. League) clashed with its colony Corcyra over UNITS: See the SICILY OB card. Deploy the city of Epidamnus. Feeling the winds of Deploy starting units in the specified starting units in the specified regions. war, Athens backed fellow naval power Corcyra, regions (2 units are besieging Potidea). Set the Recruit Pool aside, face down. earning the undying enmity of Corinth. Place Recruit Pool aside, face down. RECRUITABLE BARBARIANS: SICELS. In revenge Corinth fomented a revolt from Athens RECRUITABLE BARBARIANS: ODRYSIA, in its former colony Potidea, then lobbied the MACEDONIA, THESSALY, SICELS. SETUP: SPARTA Spartan League to send aid against the resulting Athenian siege, arguing that Athens had grown UNITS: See the SICILY OB card. Deploy SETUP: SPARTA too powerful and threatened to dominate all starting units in the specified regions. Greece. Sparta reluctantly supported its main ally UNITS: See SPARTA 431 OB card. Deploy Set the Recruit Pool aside, face down. and war began. starting units as desired within the RECRUITABLE BARBARIANS: specified regions (2 units + garrison THE ARCHIDAMIAN WAR: 431-422 BC Sicans. besieged in Potidea). Place Recruit Pool So-called because King Archidamos commanded the Spartan League, this campaign began with aside, face down. SETUP: CARDS: Remove Gold Potidea in revolt and already under Athenian CAPTURED CITY: POTIDEA cards from deck (use Bronze & Silver siege. Thebes opened the proceedings with a failed sneak attack on longtime foe Platea. Mutual [BESIEGED]. only). Remove Leaders ALCIBIADES invasion and pillage followed, Sparta overland into (Athens) and AGIS (Sparta) and place RECRUITABLE BARBARIANS: , and Athens by sea into enemy territory. In face-up in play. Shuffle remaining , AETOLIA, Il lyria, Sicans. 430 a devastating plague struck Athens, eventually cards and deal 6 to each player. carrying away its great leader Pericles along with SETUP: CARDS: Remove Bronze a third of its population. Lesbos revolted but fell cards from deck (use Gold & Silver SICILY SPECIAL RULES to Athenian siege along with Potidea, while Platea fell to Spartan siege. only). Remove Leaders ARCHIDAMOS 1. PEACE OF NICIAS rules (12.0) are in effect and the Peace CANNOT be broken. The war spread to central Greece, with campaigns (Sparta) and PERICLES (Athens) and in Acarnania, Leucas, Zacinthos, Ambracia, and place face-up in play. Shuffle remaining 2. Actions on the SICILY map do NOT . Civil War broke out twice in Corcyra, cards and deal 6 to each player. cost double (Pillaging DOES earn Prestige). but with Athenian naval support the democrats 3. Units not starting or shown in the prevailed. En route there, an Athenian fleet was 431 SPECIAL RULES blown ashore at Pylos, a natural harbor 75 miles Recruit Pools are out of play. Barbarians from Sparta, and the decision was made to fortify 1. Actions on the SICILY map cost double cannot be recruited in Greece, but Greek the place. A Spartan land/sea attack failed and and Pillaging there gains no Prestige. units recruited there CAN go to Sicily. Spartans isolated on the island of Sphacteria in the harbor mouth were defeated and captured. 2. The Spartan barbarians units Illyr/ 4. Athens loses -1 Prestige each New PHRYG and Epir/LYDIA are used as ILLYRIA Year (Spartan Tribute 4; Athens Tribute 3). Meanwhile, Brasidus, Sparta’s most aggressive commander, took a Spartan army north to and EPIRUS in this scenario. Chalcidice, fomenting revolt there and in SICILY PLAYERS' NOTES Amphipolis. Cleon, Athen’s most aggressive leader, Athens starts with its historical SICILY replied by reconquereing several revolting cities. expedition in Corcyra, ready to proceed. With The two met at Amphipolis, where Athens was the Peace of Nicias prohibiting war in Greece routed but both leaders died in the battle. and a negative Tribute situation (3:4) at War weariness, the death of the two most bellicose home, Athens sees a window of opportunity war leaders, and the impending end of Sparta’s in SICILY. A sacrifice to Posiedon can insure 30-year truce with its arch-enemy Argos led to a against a crippling Storm en route to Sicily. negotiated peace in 422 BC.

Copyright © Craig Besinque, 20052008 12 VersionVersion 8.0 0.03d HELLENES: THE PELOPONNESIAN WAR TM

15.3 The 415 CAMPAIGN 15.4 The 413 Campaign The Peace of Nicias: 421-415 BC Peace terms included a defensive alliance between This long scenario combines the SICILY In 413 BC Athens had just lost half its fleet and much of its army in the disastrous Athens and Sparta, and an exchange of hostages and 413 Campaigns. It begins with the same misadventure in Sicily. Sparta saw its and conquered cities (which was not honored on situation as SICILY, but adds all the forces in chance, reassembled the League in its original the Spartan side, soon bringing a dissatisfied mainland Greece missing from that scenario. form and rekindled the war. Aided by Persian faction led by Alcibiades to power in Athens). Facing a negative Tribute situation gold and revolts in Rhodes, Chios and During this period, the long-established alliance elsewhere, Sparta built fleets and took the (3:4) as the Peace continues but an even structures broke up and reformed. Argos, Elis and offensive at sea. After naval skirmishing off part of allied with Athens. In 418, Sparta, larger Prestige cost to reinitiate hostilities Ionia, Sparta moved north into the Propontis, Corinth and Thebes first marched against Argos in Greece, Athens must decide whether its threatening the Athenian food supply. (which was saved from defeat by a last minute "opportunity" abroad is worth the risk. Alcibiades returned to help Athens win a truce), then into Arcadia defeating Argos/Athens Conquest of Syracuse virtually series of naval battles, but finally it met with at Mantinea before Athenian reinforcements could disaster in the Hellespont. With its grain arrive. By sparing the elite Argive “1000”, Sparta guarantees it victory, and Sparta is hard- supply cut off, Athens had to surrender. gained Argos as an ally, but a harsh oligarchy it pressed to intervene. But Syracuse is far established there was overthrown a year later. DURATION: 413 - 404 BC (10 years). away and more powerful than it looks. The Syracuse Expedition: 415-413 BC Game time: 4 hours. DURATION: 415 - 404 BC (12 years). In 415, two cities in Sicily requested Athenian NEUTRALS: [GREECE] Achaea, Paeonia, Game time: 6 hours. aid in a struggle with Syracuse, a city almost Persia / [SICILY] Messina, Acragas. as large and powerful as Athens or Corinth, one NEUTRALS: [GREECE] Achaea, Paeonia, with Dorian (Spartan) sympathies, and a primary Persia / [SICILY] Messina, Acragas. SETUP: ATHENS [PRESTIGE: +3] supplier of food to the . Sensing a chance to bring Sparta to its knees economically ETUP THENS UNITS: See Athens 413 OB card. S : A Deploy starting units as specified. Set (and add to its empire), the Athenian assembly voted to send a sizeable expedition under Nicias UNITS: See Athens 415 OB card. Recruit Pool aside, face down. Set aside Deploy starting units as specified. Set (who opposed it). LOST UNITS separately, face down. Recruit Pool aside, face down. After winning an early advantage and besieging CAPTURED CITIES: LEUCAS, PYLOS. Syracuse, the expedition was utterly defeated with CAPTURED CITIES: LEUCAS, PYLOS. the loss of half Athen’s fleet and 1/3rd of its army. RECRUITABLE BARBARIANS : ODRYSIA, RECRUITABLE BARBARIANS :ODRYSIA, Upon learning this in 413 BC, Sparta immediately SITALCES, SICELS, THESSALY, MACEDONIA. SITALCES, SICELS, THESSALY, MACEDONIA. reconvened its old alliance to restart the war. SETUP: SPARTA [PRESTIGE: -3] The Decelean War: 413-404 BC ETUP PARTA S : S UNITS: See SPARTA 413 OB card. In the second phase, the main Peloponnesian army UNITS: See SPARTA 415 OB card. Deploy Deploy starting units as specified. Set was based in Decelea, Boeotia (instead of going home every winter as had been the case). Revolts starting units as specified. Set Recruit Recruit Pool aside, face down. Pool aside, face down. against Athens became more frequent, and it was. CAPTURED CITIES: PLATEA, AMPHIPOLIS. hard pressed to cope with the spreading rebellion. CAPTURED CITIES: PLATEA, AMPHIPOLIS. RECRUITABLE BARBARIANS: MACEDONIA, In addition, Sparta gained Persian Aid in exchange RECRUITABLE BARBARIANS: MACEDONIA, for renouncing Greek Ionia, and used this to AETOLIA, SICANS, PHRYGIA, LYDIA, PHOENICIA. AETOLIA, SICANS, PHRYGIA, LYDIA, PHOENICIA. build a fleet large enough to challenge Athens. : A protracted sea war resulted, featuring several SETUP: CARDS Remove Gold major sea battles. Athens won most of these, but SETUP: CARDS: Remove Gold cards from deck (use Bronze & Silver cards from deck (use Bronze & Silver was continually out-built in ships, finally losing only). Remove Leaders PROBOULOIS its entire fleet in the Hellespont. Without naval only). Remove Leaders ALCIBIADES (Athens) and AGIS (Sparta) and place supremacy, a besieged Athens could no longer feed (Athens) and AGIS (Sparta) and place face-up in play. Shuffle remaining itself and surrendered. face-up in play. Shuffle remaining cards and deal 6 to each player. Aftermath: 403-370 BC cards and deal 6 to each player. Sparta installed a murderous tyrannical regime in 413 SPECIAL RULES defeated Athens, but Athenian rebels reinstituted 415 SPECIAL RULES democracy within a year. Within a decade, Athens 1. Sparta has broken the Peace and starts had recovered its fleet, walls, and independence. 1. PEACE OF NICIAS rules (12.0) are in at -3 Prestige. WAR RESUMES (see 12.1) is effect. The Peace CAN be broken at a cost of Spartan hegemony lasted less than 3 years. Empire in effect. predictably undermined Spartan values and Prestige), which brings WAR RESUMES into 2. Actions in SICILY cost double and institutions, and raised enemies and former allies effect (see 12.1). Pillaging there gains no Prestige. alike against it. Thirty years later its power was 2. Actions in SICILY cost double (and irrevocably broken at the great battle of Leuctra. 3. Some Athens units start in a separate no Pillaging Prestige) unless non-Sicilian Despite its scientific, political, intellectual and LOST UNITS pool. Each New Year, one such artistic achievements, the great promise of Classical Athenian units have been in SICILY that unit is returned to Athens' Recruit Pool (one Greece was never realized, as it never coalesced year. such unit chosen blindly may be placed on into a single state. Many of its discoveries were 3. Athenian units eliminated in Sicily each year of the Time Track). lost to mankind and not rediscovered till 2000 years later. are placed in a separate LOST UNITS pool. 4. If Persian Aid cards are in play: Each New Year, ONE such unit is returned The Peloponnesian War not only devastated the Spartan units [only] may enter PERSIA, population, lands, honor and economy of Ancient to the Athenian Recruit Pool. Persian armies may OverWinter, and Revolt Greece, but its potential as well. 4. If Persian Aid cards are in play: rules are altered (see 13.0). Spartan units [only] may enter PERSIA, Persian units [barbarians] may OverWinter, and Revolt rules are altered (see 13.0).

Copyright © Craig Besinque, 20082005 13 VersionVersion 8.0 0.03d STRATEGY TIPS and Athenian fleets must be treated with great Port Sieges respect, although they can be overwhelmed Plan each year's campaign carefully, Players should realize that besieging Ports with superior numbers. is different from (and harder than) besieging using your cards to best advantage. Campaign where superior enemy other Cities. Firstly, Ports must be Blockaded Because of the short campaigning year and before they can be Siege Attritioned. the slow progress of Seiges, players must plan forces cannot easily challenge you. More seriously, if the Offshore Sea is not their campaign year carefully, maneuvering Besiege the opponent in locations where patrolled (occupied), the opponent can simply decisively and keeping in mind the possible he will be unable to concentrate superior ship in reinforcing units to bolster the defense. need for controlling the Initiative when forces against you, either because of distance, opportunity or crisis arises. intervening seas, or his forces being already DeepSea Crossings committed or widely dispersed. These moves are dangerous risks. If a storm is Protect your Cities. For Sparta this means inland areas like encountered some loss is certain and total loss City capture is the most powerful method of central Greece and Thrace. For Athens this is very possible. Crossings can be made safe accumulating (or losing) Prestige. A captured means islands like Cythera or distant lands by stopping at islands en route. If you must opposing city will continue to produce Prestige like Macedonia (or even central Greece if the cross quickly, try to time it for Summer. year after year for as long as it is held. Spartans are dispersed). But Cities are very hard to take: barring a Use the Islands. favorable card Event, (Treachery, Civil War), Use Events with discrimination, In addition to avoiding DeepSea risks, fleets Siege Assaults require a huge strength considering the cost in lost Actions. wary of enemy contact can land on islands advantage to succeed. The Spartans, particularly, can benefit from between moves. Then enemy fleets must make a sea landing to engage them rather than Besiege weakly defended opposing Events (including Revolts). However Revolts must be used with discretion, as many Revolts merely starting a sea battle. Cities (e.g., garrisons only). will be easily suppressed by Athens, resulting To capture a City, a superior friendly army in a net Prestige loss. must first drive the defenders inside the Using an Event has an opportunity cost in city walls, establishing a Siege. Once this is lost Actions, but late-year Revolts are likely to STRATEGY NOTES done, either Siege Attrition or a Siege Assault garner instant Prestige for holding an opposing The Peloponnesian War was not a quick war: it may be attempted in future turns. Without city at New Year. Timely use of Treachery can lasted 27 years. A sea power confronted a land an assisting card, Siege Assault should only unexpectedly capture an enemy city thought power, neither eager to challenge its opponent be attempted with a very favorable (3:1+) to be securely defended. strength ratio. Since units have hidden values, on its own “turf”. Both sides viewed it as a this usually means attacking cities defended In the absence of better opportunity, war of attrition, as should players. Though only by garrisons (a good argument for you can always Pillage somewhere. quick decisions are possible , this is usually recruiting early and often). the result of a mistake (for example, a major Do not disdain Pillaging, a reliable method city being left under-defended). While always As much as is consistent with of gaining Prestige. Multiple Pillaging ready to seize opportunity, players should be expeditions can threaten rapid Prestige prepared to campaign patiently. prudent defense, concentrate forces gains. As Winter (or a superior enemy A Game Year passes quickly, and then units in threatening locations, preferably force) approaches, besiegers can Pillage must Winter. Game Years should be thought (withdrawing to sea or an adjacent friendly in friendly Cities. of as short, sharp campaigns with limited and City to avoid engagement). During a Siege, a besieging army is exposed focused objectives. Over-dispersion of effort in the field: the formation of a superior enemy Wintering can reduce prospects for that year. force within striking range threatens an It is usually a slight advantage to move last Upon receiving cards, players should unfavorable battle. in Winter, as the opponent Winters first, decide on a campaign plan for the year and Battles are the second most powerful method sometimes simplifying one's own Wintering. attempt to execute it. Unforeseen events and of accumulating (or losing) Prestige. Therefore Overwintering concentrated Groups in large opportunities may arise, but an overall plan the best response to an enemy Siege can be cities allows a quicker start to the next Year. ensures that something may be accomplished concentrating a threatening army nearby. unless a better option appears. NOTE: Forming a respectable group in Fall Muster is a very efficient method of allows some punching power if needed to Use of Events should be carefully considered, concentration. gain Winter shelter. Moving last in Fall may as their use reduces the effective length of the Use Tempo to advantage. clarify this need or a lack of it. (The group year, making effective campaigning difficult; need not be overwhelming as it must only bunched Events in some years and longer Many maneuvers otherwise impossible or campaigns in other years may be preferable. unwise can be obtained via a double turn defeat maintained enemy units besieging the Home City.) While establishing Siege is key to most (moving last in one Turn, then first in the offensive operations, a besieging army must next Turn). Initiative manipulation via astute Revolts not be left exposed to counterattack by cardplay can allow a player to outrun superior Unsupported Revolts are often a losing superior enemy forces. A lost battle is almost enemy forces, or besiege a City and Pillage or proposition. Athens can usually squash lone as damaging as a lost city. A good response capture it before the opponent can respond. Revolting garrisons, with battle Prestige won to enemy Siege is to form a superior army Play to your strengths. often outweighng any Tribute lost. The reverse within striking range, threatening to relieve the City before it can be reduced. [Of course, The threat of elite units will make your applies equally to Helot Revolts. with hidden value units, “superiority” is often opponent reluctant to engage on your turf One good ploy is to park a fleet in the uncertain.] (Sparta on land, Athen at sea). Offshore Sea of a Port for which you have a Revolt card, then play the Revolt. If Athenian While it is obviously advantageous to build In battles, enemy forces are imprecisely fleets attack, you only have to survive long up strength before operations, remember known, but both quality and quantity of enough to retreat into the (now friendly) port. that captured Cities contribute Prestige every units have effect. The ability of elite units game-year: early City captures may quickly to strike first even when attacking can rout Fleets on Land dominate the Prestige picture. defenders before they can fight back (light Fleets on land are vulnerable, as they can units like cavalry and archers can also serve only Retreat to sea (6.4). Many decisive naval this purpose). For this reason, Spartan hoplites battles involved trapping a fleet on the beach.

Copyright © Craig Besinque, 2008 14 Version 8.03d HELLENES: THE PELOPONNESIAN WAR TM

SEQUENCE OF PLAY UNIT DATA STORMS GAME YEAR (Deepsea Crossings) LAND MOVEMENT (tan) or STRENGTH 4 NEW YEAR DIEROLL† WEATHER SEA MOVEMENT (blue) 4 (maximum 4) RIBUTE • T Collection 0-2 STORM Fleets check SHIP DAMAGE • VICTORY CHECK ALM • ADVANCE YEAR. DEAL 6 CARDS. 3-7 C No Effect • NEW YEAR EVENT / SACRIFICE UNIT TYPE SPRING / EARLY SUMMER / LAND † Dieroll +1 in Summer / -1 in Winter Fleet COMBAT LATE SUMMER / FALL • INITIATIVE phase (card play) C1 • PLAYER TURNS SHIP DAMAGE ACTION phase (Storms) • An Event occurs OR: • Actions occur (any order): SEA COMBAT HOME AREA DIEROLL STORM RESULT Movement / Pillaging / Building F2 Orange 1-3 GALE Fleet eliminated COMBAT phase 431 BC Battles & Siege Attrition Start 4-6 HIGH SEAS Fleet -1cv* 2 CV Historical ID WINTER Corinth [no game effect] • INITIATIVE (card play: NO Events) * Carried army may have to reduce cv • WINTERING & ACTIONS (1st/2nd Player) to remain less than carrying fleet. (NO Group Movement/Pillaging) • WINTERING FORCED MARCH/SAIL • Quartering (to adj. friendly City) • Homing (to Home City) DIEROLL* RESULT • BUILDING / WINTER MAINTENANCE SIEGE ATTRITION 1-3 FATIGUE No extra move† • DISBANDING DIEROLL SEASON RESULT • SIEGEBREAKING COMBAT (1st/2nd Player) 4-8 SUCCESS Moves 1 extra Area • WINTERING BATTLES 1 SPRING/SUMMER/FALL 1 cv loss (BlockadeBreakers can Quarter) * Elite units add 2 to dieroll. 1-3 WINTER 1 cv loss (Failed SiegeBreakers Disband) † Unit remains in previous area. • SORTIES • SIEGE COMBAT (1st/2nd Player) • SIEGE ASSAULTS ATHENIAN UNITS SPARTAN UNITS • SIEGE ATTRITION (triple) UNIT MOVE COMBAT MIX UNIT MOVE COMBAT MIX Fleet 5 F1 / F2*† 18 Fleet 5 F1 / F2† 17 Hoplites 2 C1 / C2 18 Hoplites 2 C2* 21 Cavalry 3 A1 2 Cavalry 3 A1 / A2 3 Archers 2 A1 2 Infantry 2 B1 3 415/413 SPECIAL RULES Infantry 2 B1 6 Barbarians 2 C2 4 PEACE OF NICIAS [GREECE] Barbarians 2 C2 / C3 4 Barb. Archers 2 B2 1 TRUCE: No Invasions/Attacks on Land Barb. Fleet 3 E3 1 OPEN SEAS: No conflict at Sea

WAR RESUMES † Fleets fight as C1 on land. † Fleets fight as C1 on land. PRESTIGE cost: -5 in 415, -4 in 414 etc. * Athenian elite fleets are Combat E2.. * Spartan elite hoplites are Combat B2.. WAR WEARINESS: 1/2 Tribute, round down. DECELEA: Thebes City Capacity = 12 PERSIAN AID & REVOLTS PRESTIGE 1 Persian Aid Only if red block adjacent TRIBUTE: (Captured opposing Cities only): +CityValue each New Year. 2 Persian Aid No pro-Spartan Revolts BATTLES: Trophy (Enemy Retreats w/ loss): +1; Triumph (Enemy Elim/Panicked): +2. 3 Persian Aid Reverse Revolts [Athens] & SIEGES: City taken by Seige Attrition: +1; City Taken by Assault +2 PHOEN fleet can appear (ifLy sander) PILLAGING (opposing CityStates only): +1; (Athens/Sparta). +2

Copyright © Craig Besinque, 2008 15 Version 8.03d