<<

A “PAX” Series game, Vol. II PLAYBOOK T A B L E • O F • C O N T E N T S

Introduction...... 2 Two Player Scenarios...... 10 Solitaire Introductory Scenario...... 3 Scenario #6: and ...... 10 Scenario #1: Sargon the Great...... 3 Scenario #7: and ...... 11 Multi-Player Scenarios Scenario #8: and the Hittites...... 12 Scenario #2: The Kingdoms...... 4 Player Notes...... 14 Scenario #3: The Growth of Empires...... 6 Extended Example of Play...... 16 Scenario #4: Empires in Conflict...... 7 Sources...... 23 Scenario #5: Return of the Assyrians...... 9 Historical Kings table...... 24 Minor Kingdoms and Independent Cities tables...... 24

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com 2 Genesis Playbook

Introduction Length Of Play The Genesis playbook includes a Solitaire Introductory Learning Genesis presents the players with a great many decisions, and scenario, four multi-player scenarios playable by two (here the decision-making takes time. We know some of you prefer a game players each play two Kingdoms) to five players, and three two- that can be finished in one sitting, while others prefer a lengthier player scenarios that are suitable for solitaire play. We have also game with nearly unlimited variation. To that end, we present included an extensive Example of Play to assist in the learning several variations players can employ to shorten or lengthen the of the game. scenarios. Number Of Game Turns Getting Started Scenario #2: The players decide prior to the start of play how Scenario #1 (Introductory Solitaire) is designed to introduce the many Game Turns they wish to play. They then set up the game basic mechanics of moving and fighting. Scenario #3, covering per the scenario instructions, with the exception that the players’ the initial expansion of the Kingdoms, is a good first multi-player Kings Pools only include those Kings whose turn number is the scenario. For two players or solitaire play, Scenario #6 is a good same or lower than the number of Game Turns to be played. For place to start. a five-player game, each turn not played will reduce the playing The Scenarios time by about 2 hours; 4 or 2 Players about 1½ hours; 3 Players about 1 hour. The scenarios are presented using the same format: Scenario #3: The players may decide to play three Game Turns • Scenario# Name rather than four, adjusting the King Pools accordingly. Playing • Introduction: Brief description of the situation. time is reduced by approximately 25%. • Game Turns: Number of Game Turns; Start and ending Game Scenario #4: The players may decide to extend the game from Turns. one to three Game Turns. The King Pools are adjusted to reflect • Number Of Players: The recommended number of players. the Game Turns that will be played. Each Game Turn added will • Playing Time: The approximate playing time given the number increase playing by about 33%. of players. Scenario #6/#7: Given the restricted nature of the scenarios, the • The Map: Describes the areas of the map that are in/out of players may extend these scenarios only one Game Turn. Add play. the appropriate Kings to the King Pools. The game will take • Setup: Details the Major and Minor Kingdom deployment another hour to play. for maximum number of players; setup elements include Fewer Activation Markers the starting units, Silver, Manpower Maximum, King Pool, For a faster playing game, the players may reduce the number Activation Markers, controlled spaces, and the procedure for of Activation Markers from 4 to 3. In doing so, the Events will selecting Kings . tend to have a greater impact since the players will have less op- • Cards: Lists the Event Cards in play and initial deal. portunity to react. This option may be used in conjunction with • First Turn: First turn sequence of play adjustments. the adjustments to the number of Game Turns described above. • Special Rules: Some scenarios will have rules applicable only to that scenario. Setup Instructions • Historical Changes: Optional rules for more historical play. The players select the scenario they will play and then decide All, some, or none can be used at the agreement of the players. on any adjustments to the length of play. The players choose the Kingdoms each will play, either by mutual agreement, or by plac- • Fewer Players: Setup adjustments and special rules if fewer ing one AM for each Kingdom in play in a cup with each player than the maximum number of players will play. then randomly drawing an AM to determine which kingdom he will play. The players then decide which Historical Options, if any, they will use. The players place their Kingdoms’ playing pieces and those of any Minor Kingdoms on the map per the scenario instructions. One player shuffles the Event Deck and deals out, randomly and blindly, one card to each player to start the game. The remaining cards in the deck are placed faced down for use during play.

© 2015 GMT Games, LLC Genesis Playbook 3

Solitaire Introductory Scenario Scenario #1: Sargon the Great Cards: The Event Cards are not used in this scenario Sargon is the first individual in recorded history to create a multiethnic, centrally ruled empire, and his Akkadian dynasty Sequence Of Play: controlled for around a century and a half. The This scenario consists of four Action Segments—ignore all scenario allows players to practice the basics of movement and other phases. The player may use the Assyrian AMs to track the combat. number of Action Segments completed if he so wishes. Victory is determined at the conclusion of the fourth Activation Segment. Game Turns: 1 Special Rules: Number Of Players: Solitaire The player may recruit 1 INF unit from each City space he Game Length: captures at no cost. About 1 hour Victory: The Map: The player must capture and control the remaining five green All City spaces on the map are treated as Independent cities. City spaces and be able to trace a from There are no Major/Minor Kingdoms; ignore all Capital - into any Port City space using only Unfortified City and/ tors. All cities start with the Defense Strength printed on the map. or Transit spaces. Unfortified City spaces need not be controlled. If Sargon is Killed, the player automatically loses. Setup: Place King Sargon and 12 INF from the Assyrian counter mix in PLAY NOTE: The player will need to roll average dice or bet- Kish. Silver($) is not used, nor are the Kingdom Display Cards. ter for MP and in Battle to win. If the dice gods are not kind, There are no . The player does not need to occupy Kish consider it a moral victory if the capture condition is met and to control it. the Trade Route reaches into Mari.

© 2015 GMT Games, LLC 4 Genesis Playbook

Multi-Player Scenarios Scenario #2: The Chariot Kingdoms EGYPT Manpower Maximum – 18 This scenario provides the basics for the full ten turn game start- Chariot Technology Level – None ing in 1700 BC, Turn 1. Silver – 15$ Game Turns: 10; Turns 1-10 Units – 13 INF Home Kingdom Cities (5) – (Capital), Sais, Memphis, Number of Players: Two to Five , and Heliopolis Playing Time: Other Controlled Cities – None Five Players: 12+ hours Monuments – None Four/Two Players: 10+ hours King Pool – Kings 1-10 Three Players: 8+ hours HITTITES The Map: Manpower Maximum – 16 The player Home Kingdom cities and those of the Minor King- Chariot Technology Level – None doms are color coded on the map. All other cities are Independent. Silver – 11$ Unless specified otherwise in the setup instructions, all spaces Units – 16 INF on the map are in play. Home Kingdom Cities (6) – (Capital), Kanesh, Setup – Five Players: Purishanda, Amkuwa, Tuwanuwa, and Kummanni The player Kingdoms available are Egypt, the Hittites, the Mi- Other Controlled Cities – None tanni, Assyria, and Babylon. Each player’s units, Silver, Monuments – None Manpower Maximum, King Pool, and controlled spaces are listed King Pool – Kings 1-10 below. The players either draw a King from their pool to start, or start with the Game Turn 1 Kings listed on the Historical Kings MITANNI chart if using the historical order of appearance option (see 4.1.2). Manpower Maximum – 15 Each player receives four Activation Markers. Chariot Technology Level – None Silver – 12$ Units – 17 INF Home Kingdom Cities (6) – Waushukanni (Capital), Alshe, , Irrite, Taita, and Nisibis Other Controlled Cities – None Monuments – None King Pool – Kings 1-10 © 2015 GMT Games, LLC Genesis Playbook 5

ASSYRIA First Turn: Manpower Maximum – 16 For the first turn, skip phases A, C, and D of the Sequence of Chariot Technology Level – None Play. Determine the Initiative (B) and then proceed to Activa- Silver – 13$ tion Phase (E). Units – 15 INF Historical Options: Home Kingdom Cities (6) – Ashur (Capital), Kalku, Arbik, For a greater semblance of historical simulation, we suggest the , Shaushara, and following: Other Controlled Cities – None • Use the Historical Appearance of Kings. Monuments – None • Remove all Chariot cards; the Mitanni achieve Chariot King Pool – Kings 1-10 Technology Level 1 at the start of Game Turn 2. All other BABYLONIA Kingdoms achieve Chariot Technology Level 1 at the start of Game Turn 3. On Game Turn 4, add two Chariot Event cards Manpower Maximum – 20 to the deck. Chariot Technology Level – None • Remove the Event card from the deck until Game Silver – 14$ Turn 4. Units – 18 INF • Treat a Barbarian invasion by the Azzi-Hayassa as No Event Home Kingdom Cities (6) – Babylon (Capital), Kish, , until Game Turn 6. , , and • Treat a Barbarian invasion by the as No Event until Other Controlled Cities – None Game Turn 7. Monuments – None Fewer Players: King Pool – Kings 1-10 The scenario can be played with fewer than five players by player places his units first, the Hittite player sec- adjusting the above set up as described below. Home Kingdom ond, and so forth in the order listed above. Prior to placing units, City spaces of an out of play kingdom may not be entered by the players may convert any number of their Infantry units into any units nor may a Trade Route be traced through such a space. Peasants. For each Infantry converted, the player receives two Four Players: Peasants. The players place their Infantry and any Peasant units Kingdoms – Egypt, the Hittites, the Mitanni, and either Assyria in their Home Kingdom cities as they see fit. or Babylonia, 4th player’s choice, are in play. The kingdom The players should place their Silver in the Treasury section of not chosen is out of play. their Kingdom Display Cards and record their Manpower Maxi- Cards – If Assyria is out of play, remove the Enlil (#52) card; mum and Chariot Technology Level with the markers provided. if Babylon is out of play, remove the Marduk (#53) card. Unused Army markers should be placed in their respective hold- Three Players: ing boxes on the card. Kingdoms – Egypt, the Hittites, and the Mitanni are in play. Minor Kingdoms: Assyria and Babylonia are out of play. The Minor Kingdoms in play are set up as follows: Minor Kingdoms – and the space are out of play. No Elam units are deployed. ARZAWA Cards – Remove the Elam (#28), Enlil (#52), and Marduk Units – 3 INF placed in Apasa; 2 INF placed in Milawata (#53) cards. Cities – Apasa, Milawata, Wallarima, Mira, Hindawa, Dalawa, Two Players: and Kingdoms – Egypt, the Hittites, Assyria, and Babylonia are King Pool – All four Kings in play. The Mitanni Home Kingdom cities are in play but are ELAM treated as Independent City Spaces. One player controls Egypt and Assyria, while the other player Units – 12 INF placed in Susa controls the Hittites and Babylonia. All four Kingdoms are City – Susa played separately—each has its own AMs, cards, etc. No Kingdom is friendly to any other Kingdom during play. The Units – No Canaanite units start the game on the map. clockwise order for all purposes is Egypt, the Hittites, Assyria, and Babylonia. Cities – Hazor, , Megiddo, and At the end of the game, combine the VP of both controlled Cards: Kingdoms to determine the player’s total VP count. All cards are used. Each player is dealt (randomly) one card Cards – Remove the Alliance (#1 and #2) and Teshup (#55) from the Event Deck. cards.

© 2015 GMT Games, LLC 6 Genesis Playbook

Fewer Players: The scenario can be played with fewer than five players by adjusting the above set up as described below. Home Kingdom City spaces of an out of play kingdom may not be entered by any units nor may a Trade Route be traced through such a space. Four Players: Kingdoms – Egypt, the Hittites, the Mitanni, and either Assyria or Babylonia, 4th player’s choice, are in play. The kingdom not chosen is out of play. Cards – If Assyria is out of play, remove the Enlil (#52) card; if Babylonia is out of play, remove the Marduk (#53) card. Scenario #3: The Growth of Empires Three Players: Kingdoms – Egypt, the Hittites and the Mitanni are in play. This scenario covers the expansion of the kingdoms and their Assyria and Babylonia are out of play. early conflicts. Minor Kingdoms – Elam and the Susa space are out of play. Game Turns: 4; Turns 1-4 No Elam units are deployed. Cards – Remove the Elam (#28), Enlil (#52), and Marduk Number of Players: Two to Five (#53) cards. Game Length: Two Players: Five Players – 6+ hours Kingdoms – Egypt, the Hittites, Assyria, and Babylonia are Four/Two Players – about 5 hours in play. The Mitanni Home Kingdom cities are in play, but are treated as Independent City spaces. Three Players – about 4 hours One player controls Egypt and Assyria, while the other player The Map: controls the Hittites and Babylonia. All four Kingdoms are The player Home Kingdom cities and those of the Minor King- played separately—each has its own AMs, cards, etc. No doms are color coded on the map. All other cities are Independent. kingdom is friendly to any other Kingdom during play. The Unless specified otherwise in the specific setup instructions, all clockwise order for all purposes is Egypt, the Hittites, Assyria, spaces on the map are in play. and Babylonia. At the end of the game, combine the VP of both controlled Setup – Five Players: Kingdoms to determine the player’s total VP count. The Kingdoms available are Egypt, the Hittites, the Mitanni, Cards – Remove the Alliance (#1 and #2) and Teshup (#55) Assyria, and Babylonia. The players use the same setup as in cards. Scenario #2, with the exception that only Kings 1-4 are placed in the players’ King Pool. Each player receives four Activation Markers. Cards: All cards are used. Each player is dealt (randomly) one card from the Event Deck. First Turn: For the first turn, skip phases A, C, and D of the Sequence of Play. Determine the Initiative (B) and then proceed to Activa- tion Phase (E). Historical Options: • Use the Historical Appearance of Kings. • Remove all Chariot cards; the Mitanni achieve Chariot Technology Level 1 at the start of Game Turn 2. All other Kingdoms achieve Chariot Technology Level 1 at the start of Game Turn 3. On Game Turn 4, add two Chariot Event cards to the deck. • Remove the Arzawa Event card from the deck until Game Turn 4. • Treat a Barbarian invasion by the Azzi-Hayassa or Urartu as No Event. © 2015 GMT Games, LLC Genesis Playbook 7

HITTITES Manpower Maximum – 22 Chariot Technology Level – 2 Silver – 21$ Units – 4 CH, 22 INF, 16 PS Home Kingdom Cities (6) – Hattusa (Capital), Kanesh, Purishanda, Amkuwa, Tuwanuwa, and Kummanni Other Controlled Cities (16) – Parha, Hattip, Ahlathbal, Tarhuntassa, Lusna, Adana, Ura, , , Hakpissa, Samuhmitta, Lawazantiya, Malatya, Ursu, Charchemish, and Samutta Monuments (2) – Hattusa and Kanesh King Pool – Kings 5-7 Scenario #4: Empires in Conflict MITANNI This scenario covers the middle part of the period when the Manpower Maximum – 21 Mitanni reached their peak while Assyria was in decline. Chariot Technology Level – 2 Game Turns: 3; Turns 5-7 Silver – 21$ Units – 4 CH, 21 INF, 10 PS Number of Players: Three or Four Home Kingdom Cities (6) – Waushukanni (Capital), Alshe, Game Length: Harran, Irrite, Taita, and Nisibis Four Players – about 4 hours Other Controlled Cities (10) – , Arvad, , Hamath, Three Players – about 3 hours Kadesh, Qatna, Ribla, , Tadmar, and Ergani Monuments (2) – Waushukanni and Alshe The Map: King Pool – Kings 5-7 The player Home Kingdom cities and those of the Minor King- doms are color coded on the map. Canaan is out of play as a Minor BABYLONIA Kingdom in this scenario. Treat the four Canaan City spaces as Manpower Maximum – 26 Independent City spaces. All other cities are Independent. Unless Chariot Technology Level – 2 specified otherwise in the specific setup instructions, all spaces Silver – 21$ on the map are in play. Units – 4 CH, 26 INF, 11 PS Setup – Four Players Home Kingdom Cities (6) – Babylon (Capital), Kish, Nippur, The Kingdoms available are Egypt, the Hittites, the Mitanni, Uruk, Ur, and Lagash and Babylonia. The player’s Infantry units, Silver, Manpower Other Controlled Cities (11) – Terga, Mari, Hit, Samarra, Dur Maximum, King Pool, and controlled spaces are listed below. Kurigalzu, Sippat, Eshnunna, Akshak, Der, , and The players either draw a King from their pool to start, or start Monuments (2) – Babylon and Nippur with the Game Turn 5 Kings listed on the Historical Kings chart King Pool – Kings 5-7 if using the historical order of appearance option (see 4.1.2). Each player receives four Activation Markers. The Egyptian player places his units first, the Hittite player sec- EGYPT ond, and so forth in the order listed above. Prior to placing units, the players may convert any number of their Infantry units into Manpower Maximum – 24 Peasants. For each Infantry converted, the player receives two Chariot Technology Level – 2 Peasants. At least one Infantry or Peasant unit must be placed in Silver – 24$ each controlled City space outside the players’ Home Kingdom. Units –4 CH, 24 INF, 10 PS The remaining Infantry and Peasants may be placed in any of the Home Kingdom Cities (5) – Thebes (Capital), Sais, Memphis, players’ controlled cities as they see fit. The King and all Chariot Tanis, and Heliopolis units are placed in the Capital. Other Controlled Cities (10) – Sumur, , , Tyre, The players should place their Silver in the Treasury section of , Hazor, Megiddo, Schechem, Jerusalem, and Gaza their Kingdom Display Cards and record their Manpower Maxi- Monuments (2) – Thebes and Memphis mum and Chariot Technology Level with the markers provided. King Pool – Kings 5-7 Unused Army markers should be placed in their respective hold- ing boxes on the card.

© 2015 GMT Games, LLC 8 Genesis Playbook

Minor Kingdoms: If more than one player is equally distant, the players roll the The Minor Kingdoms in play are set up as follows: die with the player with highest roll gaining control. However, under no circumstances can the player that triggered Assyria’s ARZAWA activation or one that controls an Assyrian Home Kingdom space Units – 3 INF placed in Apasa; 2 INF placed in Milawata control Assyria. If all players control Assyrian spaces, no player controls Assyria for the turn, no new combat units are placed, no Cities – Apasa, Milawata, Wallarima, Mira, Hindawa, Dalawa, DS markers removed, and no AM is placed in the pool. and Hapalla When Assyria is first activated and player control determined, King Pool – All four Kings the player controlling Assyria may conduct one free Major Move ELAM (no use of any AM) using the Assyrian units after the player who triggered the activation completes his Activation Phase. One Units – 12 INF placed in Susa Assyrian AM is then placed in pool, allowing the controlling City – Susa player to conduct another Major Move during the current turn. ASSYRIA During the Succession Phase, if Assyria is active, player control is Units – 2 CH, 8 INF placed in Ashur; 4 INF placed in Nineveh; determined as above. An Assyrian King is placed per 4.1 whether 4 INF placed in Nuzi Assyria is active or not. Cities – Ashur, Kalku, Arbik, Nuzi, Shaushara, and Nineveh During the controlling player’s Manpower Phase, the Assyrians King Pool – Kings 5-7 receive Infantry units equal to the roll of 1d6, plus 2 Chariot units. These units are in addition to any that may already be Cards: on the map. The new units are placed in any Assyrian Home Remove the Canaan (#19), Enlil (#52), Chariot (#22), and Chariot Kingdom City space that is not occupied by an enemy force. In (#23) cards. Each player is dealt (randomly) one card from the addition to receiving new units, the player also removes any DS Event Deck. (not Defense Strength +1) markers from all Assyrian controlled City spaces. Destroyed City markers are not removed. First Turn: With his first AM of the turn, the controlling player may under- For the first turn, skip phases A, C, and D of the Sequence of take a Major Move using the Assyrian units prior to undertaking Play. Determine the Initiative (B) and then proceed to Activa- any actions with his own units. When the Assyrian AM is drawn, tion Phase (E). the controlling player may conduct a Major Move with an As- syrian force. The Assyrian AM grants the controlling player one Historical Options: Assyrian Major Move, nothing else; there is no cost and no Event • Use the Historical Appearance of Kings. card is drawn. Though the player controls Assyria, its forces and • Treat a Barbarian invasion by the Azzi-Hayassa as No Event cities are not friendly to that player. during Game Turn 5. • Treat a Barbarian invasion by the Urartu as No Event during Three Players: Game Turns 6 and 7. The scenario can be played as described above with three players by making the following adjustments: Special Rules: Kingdoms – Egypt, the Hittites and the Mitanni are in play. ASSYRIA Babylonia and Assyria are out of play. Place a Babylonian Assyria is treated as a Minor Kingdom in this scenario—see Infantry on Hit, Samarra, and Dur Kurigalzu. These spaces and 10.0, but is not activated by an Event card. Instead, Assyria all the spaces between them and the lower right hand corner of activates when any of its Home Kingdom spaces are attacked. the map are out of play, as are the Assyrian Home Kingdom Once activated, Assyria remains so until all its Home Kingdom spaces. Spaces that are out of play may not be entered by any spaces are either controlled by another Power or Destroyed. units, nor may a Trade Route be traced through such a space. From that point on, treat the Assyrian Home Kingdom spaces Minor Kingdoms – Elam and the Susa space are out of play. as Independent City spaces for the rest of the game and ignore No Elam units are deployed. The Assyria Special rule is not the remainder of this rule. used. Which player controls Assyria is determined when Assyria is Cards – Remove the Canaan (#19), Elam (#28), Enlil (#52), first activated, and then again in the Succession Phase of each Marduk (#53), Chariot (#22), and Chariot (#23) cards. subsequent Game Turn. The player, whose closest controlled space to the Assyrian Capital in MP is further than any other Balance – Egypt begins the scenario ahead of all the other player’s closest controlled space, controls Assyria for the turn. kingdoms in terms of VP. For balance purposes, subtract 3 VP from the Egyptian player’s VP total at the end of the game.

© 2015 GMT Games, LLC Genesis Playbook 9

HITTITES Manpower Maximum – 28 Chariot Technology Level – 3 Silver – 18$ Units – 6 CH, 28 INF, 15 PS Home Kingdom Cities (6) – Hattusa (Capital), Kanesh, Purishanda, Amkuwa, Tuwanuwa, and Kummanni Other Controlled Cities (15) – Ahlathbal, Tarhuntassa, Lusna, Adana, Ura, Tarsus, Samuhmitta, Lawazantiya, Malatya, Ursu, Charchemish, Ugarit, Aleppo, Hamath, and Arvad. Monuments (2) – Hattusa and Kanesh King Pool – Kings 8-10 BABYLONIA Manpower Maximum – 32 Scenario #5: Return of the Assyrians Chariot Technology Level – 3 This scenario covers the later part of the period after the collapse Silver – 15$ of the Mitanni. Units – 6 CH, 32 INF, 8 PS Game Turns: 3; Turns 8-10 Home Kingdom Cities (6) – Babylon (Capital), Kish, Nippur, Uruk, Ur, and Lagash Number of Players: Two to Four Other Controlled Cities (11) – Terga, Mari, Hit, Samarra, Dur Game Length: Kurigalzu, Sippat, Eshnunna, Akshak, Der, Awan, and Eridu Four/Two Players – about 4 hours Monuments (2) – Babylon and Nippur Three Players – about 3 hours King Pool – Kings 8-10 The Map: ASSYRIA The player Home Kingdom cities and those of the Minor King- Manpower Maximum – 28 doms are color coded on the map. The Mitanni are out of play as Chariot Technology Level – 3 a player Kingdom and Canaan is out of play as a Minor Kingdom Silver – 15$ in this scenario. Treat the six Mitanni and four Canaan City spaces Units – 6 CH, 28 INF, 9 PS as Independent City spaces. All other cities are Independent. Home Kingdom Cities (6) – Ashur (Capital), Kalku, Arbik, Unless specified otherwise in the specific setup instructions, all Nuzi, Shaushara, and Nineveh spaces on the map are in play. Other Controlled Cities (11) – Waushukanni, Alshe, Harran, Setup – Four Players: Irrite, Taita, Nisibis, Ergani, Dur Sharukan, , Ishuwa, The Kingdoms available are Egypt, the Hittites, Babylonia, and and Emar Assyria. The player’s King, Units, Silver, Manpower Maximum, Monuments (2) – Waushukanni and Alshe King Pool, and controlled spaces are listed below. The players King Pool – Kings 8-10 either draw a King from their pool to start or start with the Game Turn 8 Kings listed on the Historical Kings chart if using the The Egyptian player places his units first, the Hittite player historical order of appearance option (see 4.1.2). Each player second, and so forth in the order listed above. Prior to placing receives four Activation Markers. units, the players may convert any number of their Infantry units to Peasants. For each Infantry converted, the player receives EGYPT two Peasants. Manpower Maximum – 30 At least one Infantry or Peasant unit must be placed in each Chariot Technology Level – 3 controlled City space outside the players’ Home Kingdom. The Silver – 18$ remaining Infantry and Peasants may be placed in any of the Units – 6 CH, 30 INF, 10 PS players’ controlled cities as they see fit. The King and all Chariot units are placed in the Capital. Home Kingdom Cities (5) – Thebes (Capital), Sais, Memphis, Tanis, and Heliopolis The players should place their Silver in the Treasury section of Other Controlled Cities (10) – Sumur, Byblos, Sidon, Tyre, their Kingdom Display Cards and record their Manpower Maxi- Damascus, Hazor, Megiddo, Schechem, Jerusalem, and Gaza mum and Chariot Technology Level with the markers provided. Unused Army markers should be placed in their respective hold- Monuments (2) – Thebes and Memphis ing boxes on the card. King Pool – Kings 8-10

© 2015 GMT Games, LLC 10 Genesis Playbook

Minor Kingdoms: Three Players: Kingdoms – Egypt, the Hittites, and Assyria are in play. ARZAWA Babylonia is out of play. Place a Babylonian Infantry on Units – 3 INF placed in Apasa; 2 INF placed in Milawata Samarra and Hit. These spaces and all the spaces between Cities – Apasa, Milawata, Wallarima, Mira, Hindawa, Dalawa, them and the Babylonian Home Kingdom spaces are out of and Hapalla play. Spaces that are out of play may not be entered by any King Pool – All four Kings units nor may a Trade Route be traced through such a space. ELAM Minor Kingdoms – Elam and the Susa space are out of play. No Elam units are deployed. Units – 12 INF placed in Susa Cards – Remove the Canaan (#19), Elam (#28), Marduk (#53), City – Susa Teshup (#52), and all Chariot (#22, #23, and #24) cards. Cards: Two Players: Remove the Canaan (#19), Teshup (#54), and all Chariot (#22, Kingdoms – Egypt, Hittites, Assyrians, and Babylonians are #23, and #24) cards. in play. One player controls Egypt and Assyria, while the other player First Turn: controls the Hittites and Babylonia. All four Kingdoms are For the first turn, skip phases A, C, and D of the Sequence of played separately—each has its own AMs, cards, etc. No Play. Determine the Initiative (B) and then proceed to Activa- kingdom is friendly to any other Kingdom during play. The tion Phase (E). clockwise order for all purposes is Egypt, the Hittites, Assyria, Historical Options: and Babylonia. • Use the Historical Appearance of Kings. At the end of the game, combine the VP of both controlled Kingdoms to determine the player’s total VP count. Fewer Players: Cards – Remove the Alliance (#1 and #2), Canaan (#19), The scenario can be played with fewer than four players by Teshup (#55), and all Chariot (#22, #23, and #24) cards. adjusting the above set up as described below. Balance – Assyria and Babylonia start the scenario behind the other two kingdoms in terms of VP. For balance purposes, both the Assyrian and Babylonian players receive 3 VP at the end of the game.

Two-Player Scenarios The Map The player Home Kingdom cities and those of the Minor King- doms are color coded on the map. All other cities are Independent. Out of Play Areas: The Egypt, Hittite, and Mitanni Kingdoms and their spaces are out of play, as is the Arzawa Minor Kingdom and its spaces. Spaces that are out of play may not be entered by any units, nor may a Trade Route be traced through such a space. Setup: The player’s units, Silver, Manpower Maximum, Monuments, King Pool, and controlled spaces are listed below. The players Scenario #6: Babylon and Assyria either draw a King from their pool to start or start with the Game Turn 1 Kings listed on the Historical Kings chart if using the Game Turns: 3; Turns 1-3 historical order of appearance option (see 4.1.2). Both players Number of Players: Two or Solitaire receive four (4) Activation Markers. Game Length: ASSYRIA About 3 hours Manpower Maximum – 16 Chariot Technology Level – None Silver – 13$ © 2015 GMT Games, LLC Genesis Playbook 11

Units – 15 INF • Remove all Chariot cards. All Kingdoms achieve Chariot Home Kingdom Cities (6) – Ashur (Capital), Nineveh, Nuzi, Technology Level 1 at the start of Game Turn 3. Kalku, Arbik, and Shaushara • Treat a Barbarian invasion by the Azzi-Hayassa or Urartu as Other Controlled Cities – None No Event. Monuments – None King Pool – Kings 1-3 BABYLONIA Manpower Maximum – 20 Chariot Technology Level – None Silver – 14$ Units – 18 INF Home Kingdom Cities (6) – Babylon (Capital), Kish, Nippur, Uruk, Lagash, and Ur Other Controlled Cities – None Monuments – None King Pool – Kings 1-3 The Babylonian player places his units first. Prior to placing Scenario #7: Hittites and Mitanni units, the players may convert any number of their Infantry units to Peasants. For each Infantry converted, the player receives Game Turns: 3; Turns 5-7 two Peasants. The units are placed in any of the players’ Home Number of Players: Two or Solitaire Kingdom cities as they see fit. Kings are placed in their Capitals. The players place their Silver in the Treasury section of their Kingdom Game Length: Display Cards and record their Manpower Maximum and Chariot About 3 hours Technology Level with the markers provided. Unused Army mark- The Map: ers should be placed in their respective holding boxes on the card. The player Home Kingdom cities and those of the Minor King- Minor Kingdoms: doms are color coded on the map. All other cities are Independent. ELAM Out of Play Areas: Units – 12 INF placed in Susa The Egypt, Assyria, and Babylonia Kingdoms and their spaces City – Susa are out of play, as are the Minor Kingdoms Elam and Canaan and their spaces with the exception that Qatna is in play and is CANAAN treated as an Independent city. Place an Egyptian Infantry unit Units – No Canaanite units start the game on the map. on the following spaces: Ribla, Kadesh, and Arvid. These spaces and all the spaces between them and the Egypt Home Kingdom City – Hazor, Qatna, Megiddo, and Kadesh spaces are also out of play. Spaces that are out of play may not be entered by any units, nor may a Trade Route be traced through Cards: such a space. Remove the Alliance (#1, #2), Arzawa (#6), Arinna (#9), Lukkan Pirates (#37), Naval Power (#38), Arinna (#9), Teshup (#54), Setup: and Horus (#55) cards. Each player is dealt (randomly) one card The player’s units, Silver, Manpower Maximum, Monuments, from the Event Deck. King Pool, and controlled spaces are listed below. The players either draw a King from their pool to start or start with the Game Barbarians: Turn 5 Kings listed on the Historical Kings chart if using the If the Libyans or Kaskans are rolled on the Barbarian Invasions historical order of appearance option (see 4.1.2). Both players Table, roll again. If either is rolled on the re-roll, treat as No Event. receive four (4) Activation Markers. First Turn: HITTITES For the first turn, skip phases A, C, and D of the Sequence of Manpower Maximum – 21 Play. Determine the Initiative (B) and then proceed to Activa- Chariot Technology Level – 2 tion Phase (E). Silver – 14$ Historical Options: Units – 4 CH, 21 INF, 12 PS • Use the Historical Appearance of Kings. Home Kingdom Cities (6) – Hattusa (Capital), Kanesh, Purishanda, Amkuwa, Tuwanuwa, and Kummanni © 2015 GMT Games, LLC 12 Genesis Playbook

Other Controlled Cities (12) – Ahlathbal, Hakpissa, Historical Options: Lawazantiya, Lusna, Malatya, Samuhmitta, Sapinuwa, • Use the Historical Appearance of Kings. Tarhuntassa, Tarsus, Ura, Ursu, and Adana. • Treat a Barbarian invasion by the Azzi-Hayassa as No Event Monuments (3) – Hattusa, Kanesh, and Purishanda until Game Turn 6. King Pool – Kings 5-7 • Treat a Barbarian invasion by the Urartu as No Event until MITANNI Game Turn 7. Manpower Maximum – 20 Chariot Technology Level – 2 Silver – 16$ Units – 4 CH, 20 INF, 7 PS Home Kingdom Cities (6) – Waushukanni (Capital), Alshe, Harran, Irrite, Taita, and Nisibis Other Controlled Cities (7) – Qatna, Aleppo, Hamath, Ugarit, Emar, Terga, and Ergani Monuments (1) – Waushukanni King Pool – Kings 5-7

The Mitanni player places his units first. Prior to placing units, the players may convert any number of their Infantry units to Peasants. For each Infantry converted, the player receives two Peasants. At least one Infantry or Peasant unit must be placed in Scenario #8: Egypt and the Hittites each controlled City space outside the players’ Home Kingdom. This two player scenario pits the and the Hittites The remaining Infantry and Peasants may be placed in any of the against each other for control of the players’ controlled cities as they see fit. The King and all Chariot seaboard. units are placed in their Capital. The players place their Silver in the Treasury section of their Game Turns: 3; Turns 8-10 Kingdom Display Cards and record their Manpower Maximum Number of Players: Two or Solitaire and Chariot Technology Level with the markers provided. Un- used Army markers should be placed in their respective holding Game Length: boxes on the card. About 3½ hours Minor Kingdoms: The Map: ARZAWA The player Home Kingdom cities and those of the Minor King- doms are color coded on the map. All other cities are Independent. Units – 3 INF placed in Apasa; 2 INF placed in Milawata The Arzawa and Canaan Minor Kingdoms are in play but are Cities – Apasa, Milawata, Wallarima, Mira, Hindawa, Dalawa, handled differently in this scenario—see the special rules below. and Hapalla There are no Arzawa Kings available. Out of Play Areas: The Mitanni, Assyria, and Babylonia Kingdoms and their spaces Cards: are out of play, as is the Minor Kingdom Elam and its space. Remove the Alliance (#1, #2), Canaan (#19), Elam (#28), Enlil Place a Mitanni Infantry unit on the following spaces: Tadmar, (#52), Marduk (#53), Horus (#55), and two Chariot (#22 and Emar, Ergani, and Ishuwa. These spaces and all spaces toward #23) cards. Each player is dealt (randomly) one card from the the right edge of the map are also out of play. Spaces that are out Event Deck. of play may not be entered by any units, nor may a Trade Route be traced through such a space. First Turn: For the first turn, skip phases A, C, and D of the Sequence of Setup: Play. Determine the Initiative (B) and then proceed to Activa- The player’s units, Silver, Manpower Maximum, Monuments, tion Phase (E). King Pool, and controlled spaces are listed below. The players either draw a King from their pool to start or start with the Game Special Rules: Turn 8 Kings listed on the Historical Kings chart if using the Barbarians: If the Libyans are rolled on the Barbarian Inva- historical order of appearance option (see 4.1.2). Both players sions Table, roll again. If the Libyans are rolled on the re-roll, receive four (4) Activation Markers. The Arzawa and Canaan treat as No Event. Activation Markers are also available at the start of the game— see the scenario special rules below.

© 2015 GMT Games, LLC Genesis Playbook 13

EGYPT Cards: Manpower Maximum – 30 Remove the Alliance (#1, #2), Arzawa (#6), Canaan (#19), Elam Chariot Technology Level – 3 (#28), Enlil (#52), Marduk (#53), Teshup (#55), and all three Silver – 25$ Chariot (#22, #23, #24) cards. Each player is dealt (randomly) one card from the Event Deck. Units – 5 CH, 30 INF, 13 PS Home Kingdom Cities (5) – Thebes (Capital), Sais, Memphis, First Turn: Tanis, and Heliopolis For the first turn, skip phases A, C, and D of the Sequence of Other Controlled Cities (13) –Gaza, Eilat, Rabbah, Jerusalem, Play. Determine the Initiative (B) and then proceed to Activa- Schechem, Megiddo, Hazor, Damascus, Tyre, Sidon, Biblos, tion Phase (E). Sumur, and Ribla Monuments (3) – Thebes, Memphis, and Heliopolis Special Rules: King Pool – Kings 8-10 ARZAWA Rule 10.1 is not used in this scenario. The Arzawa are deployed HITTITES as noted in the setup. The Egyptian player controls the Arzawa Manpower Maximum – 28 at the start of play and throughout the scenario. The Arzawa Chariot Technology Level – 3 start active and remain active. With his first AM of the turn, the Silver – 25$ Egyptian player may undertake a Major Move using the Arzawa units prior to undertaking any actions with the Egyptian units. Units – 5 CH, 28 INF, 18 PS Each turn the Arzawa AM goes into the AM pool which gives Home Kingdom Cities (6) – Hattusa (Capital), Kanesh, the Egyptian player another Major Move with the Arzawa units. Purishanda, Amkuwa, Tuwanuwa, and Kummanni There is no cost to use this AM nor is a card drawn. Other Controlled Cities (18) – Arvad, Hamath, Aleppo, During the Succession Phase, the Egyptian player randomly Charchemish , Ursu, Malatya, Lawazantiya, Samuhmitta, selects one of the remaining Kings for the upcoming turn. King Tarsus, Ura, Adana, Lusna, Tarhuntassa, Hattip, Parha, Kupanta-Kurunta cannot be used. The King may be placed in Ahlathbal, Ugarit, and Hapalla any Arzawa Minor Kingdom City space that is not occupied by Monuments (3) – Hattusa, Purishanda, and Tuwanuwa an enemy force. If there is no such space, no King is received. King Pool – Kings 8-10 During the Egyptian Manpower Phase, the Arzawa receive Infan- try units equal to the roll of 1d6, plus 1 Chariot unit. If the Arzawa The Egyptian player places his units first. Prior to placing units, control none of its starting cities, no units are received. The the players may convert any number of their Infantry units to Egyptian player places the units in any Arzawa Minor Kingdom Peasants. For each Infantry converted, the player receives two City space that is not occupied by an enemy force. In addition Peasants. At least one Infantry or Peasant unit must be placed in to receiving new units, the Egyptian player may also remove each controlled City space outside the players’ Home Kingdom. any DS (not Defense Strength +1) markers from all Arzawa The remaining Infantry and Peasants may be placed in any of the controlled City spaces. Destroyed City markers are not removed. players’ controlled cities as they see fit. The King and all Chariot units are placed in their Capitals. CANAAN The players place their Silver in the Treasury section of their Rule 10.3 is not used in this scenario. The Canaanite units are Kingdom Display Cards and record their Manpower Maximum deployed as noted in the setup. The cities of Megiddo and Hazor and Chariot Technology Level with the markers provided. Un- are considered Independent cities in this scenario. The Hittite used Army markers should be placed in their respective holding player controls the Canaanites at the start of play and throughout boxes on the card. the scenario. The Canaanites start active and remain active. With his first AM of the turn, the Hittite player may undertake a Major Minor Kingdoms: Move with the Kadesh units and a separate Major Move with the Qatna units. The two Canaanite city’s units are considered allied ARZAWA and friendly to one another so 12.1.1 and 12.1.2 apply. Although a Units – King , 2 CH, and 4 INF placed in Apasa; given city’s units can combine with those of another, a given unit 2 INF placed in Milawata; 2 INF placed in Mira still may Move only once per Action Segment. These moves are Cities – Apasa, Milawata, Wallarima, Mira, Hindawa, and conducted prior to undertaking any actions with the Hittite forces. Dalawa Each turn the Canaan AM goes into the AM pool which gives King Pool – Tarhundaradu and Uhha-Ziti the Hittite player another pair Major Move(s) with the Canaanite units. There is no cost to use this AM nor is a card drawn. The CANAAN Canaanites have no Kings; however, the player may add one (+1) Units – 1 CH, 4 INF placed in Kadesh; 1 CH, 4 INF placed to the move die roll if a force’s Move originates in the home city in Qatna of any unit in that force. Cities – Kadesh and Qatna

© 2015 GMT Games, LLC 14 Genesis Playbook

During the Hittite Manpower Phase, the Canaanites receive BARBARIANS Infantry units equal to the roll of 1d6, plus 1 Chariot if at least If the Azzi-Hayassa or Urartu are rolled on the Barbarian Inva- one of the cities is controlled by the Canaanites. If only one is sions Table, roll again. If either is rolled on the re-roll, treat as controlled, no more than 2 Infantry can be raised regardless of No Event. the die roll. The Hittite player can distribute these units between the two cities as he sees fit. In addition to receiving new units, the Historical Options: Hittite player may remove any DS (not Defense Strength +1) • Use the Historical Appearance of Kings. markers from all Canaanite controlled City spaces. Destroyed City markers are not removed.

Player Notes Victory The players begin the game in control of a set of Home King- Victory in Genesis goes to the player with the most Victory dom City spaces, and in some scenarios control of City spaces Points at the end of the game. The formula is simple; a player outside their Home Kingdom. During the game, these con- earns VP equal to the EW for each controlled City space if he trolled City spaces are the source of a majority of the players’ can trace a Trade Route from the City space to his Capital, and Silver ($) earned through Income and Tribute. Like the victory one VP for each Monument located in a controlled city, no Trade formula, Income depends on a Trade Route to the Capital, so Route necessary. Given most VP will come from city EW, Trade keeping them open throughout the game is extremely impor- Routes are essential, and can be vulnerable given the various tant. Demanding Tribute doesn’t require a Trade Route, but ways they can be blocked, with that potential increasing as a comes with the risk of putting a City space In Revolt. Revolts player’s empire expands. are problematical in a number of ways, but can be devastating since Trade Routes cannot be traced through them. The experienced Pax Romana players were at first cool to this victory formula, but all came around and embraced the change Players must expand by gaining control of City spaces to suc- after playing the game. Most games will be decided on the last ceed; not all City spaces are equally valuable varying from 4 to turn, though not all players may be in the running. Players that 1 in EW and from 5 to 1 in DS. Controlling the higher EW City do well early on must continue to do well to win; those that spaces ties up less manpower and eases the burden of keeping suffer the wrath of the gods (adverse Events) or aggressive Trade Routes open. Under certain circumstances, it can make opponents early on have time to recover. strategic sense to destroy a City rather than add it to the empire. Destroyed cites produce no wealth, but more importantly block Trade Routes through the space.

© 2015 GMT Games, LLC Genesis Playbook 15

Kings and Combat Units must be taken, particularly during the last turn of the game, to The main tools used in the expansion of his empire are the prepare for the possibility of a Rebellion or Barbarian Invasion. player’s King and combat units—Infantry and Chariots. Infantry units can be used in any combat situation, so will form the bulk Treasury of a player’s offensive forces and can be used to augment the Players will rarely have the Silver necessary to do all things defenses in key cities, while providing some protection against they need or want to do. Raising and maintaining a large force revolts. They cost nothing when raised during the Manpower of Chariots is a sure way to break the bank, so their use must Phase, though the player is limited by his Manpower Maximum. be balanced against the need to do other things, most impor- They can also be recruited during the Activation Phase, but at a tantly building defenses, Monuments, and an occasional city. cost. Chariots, particularly at higher Chariot Technology levels, Silver is often necessary to recruit Infantry to add mass to an can produce decisive results against opponents with fewer or offensive force, replace losses, or to adequately garrison key no Chariots. Chariots can be effective at denying secure pas- cities. Adverse Events can deplete a Treasury, often at a most sage into adjacent spaces through the threat of interception, inopportune time. And, keep in mind the 1$ per AM required particularly when stacked with the King. They are, however, to take actions; and no, not paying doesn’t prevent the draw of useless in any combat where a city’s defenses are involved, as an unpleasant Event card. well as in any Mountain space. Unlike Infantry, Chariots are Empires a significant drain on the Treasury, costing 5$ to raise, double Each empire has its advantages and disadvantages. Egypt has that to recruit, and 3$ per turn just to remain in play. the highest Home Kingdom income, is isolated, and has room The players receive a King unit of varying capabilities each to expand before coming into contact with the other player turn for free; his Campaign rating granting extra MP in a Major kingdoms. However, isolation means long Trade Routes and Move, his Tactical rating enabling potential favorable shifts a higher risk of Rebellions. The two most potent Barbarian in Battle and a favorable DRM on interception attempts. The Powers—Libyans and —can directly attack the King’s BDR shift advantage is often the difference between Egyptian Home Kingdom City spaces, and given the low DS winning and losing a battle, but in each Battle where a King is of these spaces, the attacks can be devastating. present, there is a chance he will be Killed, a loss significant The Hittites have the lowest Home Kingdom income and nearby but not necessarily catastrophic. player and Minor Kingdom opponents. They have a virtually Peasants and Slaves exclusive opportunity to expand into and are within Peasant and Slave units play a key role in sustaining the players’ easy striking distance of the valuable Charchemish and cities conquests. Their most important function is building/rebuilding; in the . Arzawa can pose a threat, as can the Kaskans, city defenses, Monuments, destroyed cities, and occasionally while the nearby Mitanni will force the Hittite player to make new cities. Rebuilding a captured city’s DS is by far the most some tough decisions on where to expand. common action, creating defensive BP and neutralizing the The Mitanni are located in the center of the map, a position of Chariot menace. Building monuments contributes directly great opportunity and great risk. Charchemish, Mari, and the to the players’ VP totals and protects against some adverse Levant cities are within easy reach, no Barbarians threaten, events while enabling others. Rebuilding a destroyed city, and Canaan can be easily neutralized. They are, however, though costly and requiring an Infantry unit as well, can be sandwiched between the Hittites and Assyria so early conflict critical in restoring a Trade Route, while building a new city with either or both, particularly with the latter, is very likely. in a Transit space can block enemy Trade Routes and hinder Babylonia’s situation is similar to that of Egypt; good Home enemy Chariot forces. Peasant units have the additional ability Kingdom income, isolated with some room to expand, and a to control spaces, freeing up combat units from garrison duty. powerful non-player power, here Elam, a constant threat to its There is no cost to raise either Peasants or Slaves, the former spaces. Elam in the hands of an opponent can be devastating, raised by converting Infantry units, and the latter earned through so care must be taken to prepare for the eventuality. Unless victory in battle. How many Infantry to Peasants is one of the Assyria is aggressive in its direction, Babylonia can expand many decisions a player must make in balancing the need to towards Mari and from there into the Levant. Another possi- sustain what he has gained against his need to expand. bility is to take Assyria head on, particularly if Assyria moves against the Mitanni. Event Cards Assyria, with an average Home Kingdom income, has perhaps A critical feature to the play of Genesis, and one that contrasts the toughest position on the map in a five-player game, so is with Pax Romana, is the draw of an Event Card with every not a kingdom for a player faint of heart. Assyria has limited player AM. Most Event cards can be added to a player’s hand, expansion opportunities, so a lack of Silver will be a concern played at a favorable opportunity, and are generally beneficial in the early going. Barbarians and Minors pose no threat, but to the player. However, 17 Event cards must be played imme- the Mitanni are right next door. Early conflict with either the diately, many adversely effecting the player drawing the card, Mitanni or Babylonia is a given, so it is often best for Assyria although some, like the Barbarian Invasion cards, offer the to take the initiative, particularly against the Mitanni who have player an opportunity to wreak havoc with his opponents. Care to contend simultaneously with the Hittites.

© 2015 GMT Games, LLC 16 Genesis Playbook

Extended Example of Play Extended Example of Play Mitanni This example of play portrays the first turn and the initial phases The Mitanni player places his starting Silver (21$) in his Trea- of the second turn of the three player version of Scenario #4, sury and marks his Chariot Technology Level (2) and Manpower Empires in Conflict. The Historical Appearance of Kings option Maximum (21) on his Kingdom Display Card. He places a is used in this example. Monument marker on the Waushukanni and Alshe spaces. He then deploys his units on the following spaces: Notation Conventions: • Waushukanni: King Arthashumara, 4 CH, 5 INF [1 MP]: MP remaining; here 1 MP • Kadesh: 3 INF, 1PS [2d6=5]: Die roll and its result; here two dice are rolled with • Aleppo: 2 INF, 1PS a result of 5. • Ribla: 2 INF [1d6 +3=8]: Die roll, DRM and its result; here one die is rolled • Ugarit: 2 INF and 3 added to give the modified result of 8. • Ergani: 2 INF Initial Setup: • Tadmar, Arvad, Hamath, Qatna, Emar: 1 INF See the Scenario #4 three-player setup instructions. Egypt sets • Haran, Irrite, Taita, and Nisibis: 2 PS up first, followed by the Hittites, and then the Mitanni. The After the players deploy their units, they are dealt one card each. clockwise seating order is Egypt, Hittites, and Mitanni. The Hittites receive the Begat Effect (#30) card, Egypt the Al- Egypt liance (#2) card, and the Mitanni the Local Insurrection (#35) The Egyptian player places his starting Silver (24$) in his Trea- card. The last card is a Play When Drawn card, which must be sury and marks his Chariot Technology Level (2) and Manpower played at the start of the Mitanni player’s first Activation Phase. Maximum (24) on his Kingdom Display Card. He places a Monument marker on the Thebes and Memphis spaces. He then Game Turn 5 deploys his units on the following spaces: The scenario starts on Game Turn 5; this example covers Game • Thebes: King Amose I, 4 CH, 14 INF Turn 5 and the start of Game Turn 6. • Damascus: 5 INF Succession Phase • Sumur: 2 INF, 1 PS Skipped on the first Game Turn. • Biblos: 1 INF, 1 PS • Schechem, Tyre: 1 INF Initiative Phase • Sais, Tanis, Memphis, Gaza, Jerusalem, Megiddo, Hazor, The Egyptian King Amose I has the highest Campaign Rating of Sidon: 1 PS all the Kings in play, so the Egyptian player has the Initiative. He picks the Hittites to go first. Play will proceed around the table Hittites with the Mitanni going second and Egypt last. The Hittite player The Hittite player places his starting Silver (21$) in his Treasury places one of his AMs on the AM #1 box on the Play Order and marks his Chariot Technology Level (2) and Manpower Track. The Mitanni player places one of his on the AM #2 box, Maximum (22) on his Kingdom Display Card. He places a and the Egypt player places one of his on the AM #3 Box. The Monument marker on the Hattusa and Kanesh spaces. He then remaining 3 AMs for each player go into the AM Pool. deploys his units on the following spaces: Wealth Phase • Hattusa: King Arnuwanda, 4 CH Skipped on the first Game Turn. • Charchemish: 6 INF, 1 PS • Hattip: 6 INF, 1 PS Manpower Phase • Tarsus: 5 INF, 1 PS Skipped on the first Game Turn. • Malatya: 3 INF, 1 PS Activation Phase • Samutta: 2 INF, 1 PS The Hittite player plays the first AM, and will be followed by • Parha, Tarhuntassa, Adana, Ura, Lusna, Ahlathbal, Sapin­ the Mitanni player, and finally Egypt. After each player has had uwa, Hakpissa, Samuhmitta, Lawazantiya, Ursu: 1 PS an Activation Phase, play is by random draw from the AM Pool. Hittite Activation #1 The Hittite player pays 1$ and draws a card—Barbarian Inva- sion (#18)—which must be played when drawn. Per the card’s instructions, he consults the Barbarian Invasion Table and rolls [2d6=9]—the Kaskans. The Kaskans don’t invade if rolled by

© 2015 GMT Games, LLC Genesis Playbook 17 the Hittites, so the Hittite player rolls again [2d6=7]—the Sea The Hittite player decides to destroy Arvad and expends 1 MP Peoples invade. He consults the Barbarian Forces Chart to (Arvad’s EW) and places a Destroyed City marker on the space determine the size of the invasion force. Since the Sea People are [3 MP]. The Sea Peoples force then moves to Hamath [2 MP] and not on the map, the force will include the 2-3 King and [2d6=8] prepares to attack. The Mitanni player again has the opportunity 8 INF. The Hittite player controls these units, though they are to withdraw and does so [1d6=1], moving his INF unit to Aleppo. friendly to no one. Place the Sea Peoples Control marker on the Note that if the INF that withdrew from Arvad had stopped in Hittite players Kingdom Display card as a reminder. Hamath that unit would not have been able to withdraw. The Hittite player now conducts a Major Move with the Sea As in the case of Arvad, Hamath is no longer under Mitanni Peoples force. The King’s Campaign Rating (+3) is added to the control but is Fortified, so must be attacked [1 MP]. 1d6 [1d6=2, +3=5 MP] to determine the MP for the move—5MP Battle: Hamath is unoccupied, so the City must be used in de- in this case. He decides to enter the force at Arvad, and since it fense. Here the BP ratio is 8:2 for 4 shifts plus another 4 shifts is occupied, he places the force next to that space and prepares for the King and the Sea Peoples’ special ability. The players to attack. Prior to the attack and MP expenditure, the Mitanni make their Battle Die Rolls. The Hittite player rolls [1d6=3]; player has the option to withdraw the unit occupying the space, the Mitanni player rolls [1d6=5]. The Hittite player increases and decides to do so. He consults the Pre-Battle Withdrawal his roll to 8 and reduces the Mitanni roll to 2. Hamath incurs an Table, and rolls [1d6 =2]. He may expend up 2 MP in the re- 80% loss for 2 BP, which reduces its DS to 0. The Sea Peoples treat but must expend at least 1 MP, so he moves the INF unit to lose 2 INF to satisfy the 20% loss. The Hittite player checks for Hamath and then on to Aleppo. the Sea Peoples King [2d6=9]—no effect. Arvad is no longer under Mitanni control and reverts to its in- dependent status. However, it is Fortified and must be attacked (Refer to the Battle Sequence in 8.2). The Sea Peoples force pays the 1 MP attack cost to do so [4 MP]. Battle: Arvad is unoccupied, so the City must be used in defense. The Sea Peoples have 8 BP while Arvad has 1 BP—its Defense Strength (see the Battle Point Chart). The Sea Peoples force re- ceives 8 Shifts for the Battle Point Ratio (see Battle Point Ratio Shift Chart), 2 Shifts for the King’s Tactical Rating, and 2 Shifts for the Sea Peoples’ special ability for a total of 12 Shifts (see Battle Die Roll Shifts Chart)! The players make their Battle Die Rolls. The Hittite player rolls [1d6=5] for the Sea Peoples, while the Mitanni player (he is to the left of the Hittite player) Illustration 2: The Sea Peoples attack Hamath. rolls [1d6=6] on behalf of the now independent Arvad. The Hittite The force captures Hamath and occupies the space. The force has player uses his 12 shifts to reduce Mitanni BDR to 0 (0% loss) 1 MP remaining; not enough to destroy Hamath and not enough and increase his BDR to 10 (100% loss). The one shift remaining to move and attack, so the forces stays put and the move is over. is wasted. Arvad is the Loser and its 1 BP is eliminated—here The Sea Peoples AM is placed in the AM pool which will allow it’s DS—so a DS 0 marker is placed on the space. them to continue their rampage later in the turn. The Sea Peoples had a King involved so the Hittite player con- The Hittite player proceeds with his Activation Segment. He sults the Death Of A King Table and rolls [2d6=6]—no effect. first conducts a Major Move with his King and 4 CH in Hattusa The force captures Arvad and occupies the space. Barbarian [1d6=1, +2 = 3 MP] and moves the force to Lusna via the transit and Minor Kingdoms don’t plunder or take slaves, so the Hittite space and Purishanda [0 MP]. He then conducts a Minor Move player continues the Sea Peoples move. with 1 INF in Hattip [1d6=4, 4 MP] and moves the unit to Parha [3 MP] and stops there. He conducts another Minor Move with 1 PS in Parha [1d6=4, 4 MP] and moves the unit to Lusna via Hattip, Tarhuntassa, and Adana [0 MP].

Illustration 1: The Sea Peoples attack Arvad.

© 2015 GMT Games, LLC 18 Genesis Playbook

the Sea Peoples special ability reduces the shifts by 2 more. Net 5 shifts in the Mitanni’s favor. No cards are played. PLAY NOTE: That the Sea Peoples were not located in a Fortified city is crucial to the Mitanni attack. If a City is used in the defense, Chariots cannot participate in the battle. The Mitanni would lose 8 shifts and the Sea Peoples would have had a 3 shift advantage.

The players make their Battle Die Rolls. The Mitanni [1d6=3]; Hittite/Sea Peoples [1d6=3]. The Mitanni player increases his roll to 5 and reduces the Hittite roll to 0. The Sea Peoples lose 50% of their force [3 INF], while the Mitanni incur no losses. Both play- ers, roll for their Kings: Mitanni [2d6=6], Sea Peoples [2d6=10] and both survive. As the Loser, the Hittite player decides not to retreat the Sea Peoples force, and since the Mitanni have no MP remaining to force a retreat, the Mitanni force must regroup to Qatna. As the Winner in a battle where an enemy INF unit was eliminated, the Mitanni gain 1 SL unit which is placed in Qatna.

Illustration 3: The Hittite moves. The Hittite has a Recruit action available but decides not to use it and declares he is finished with his Activation Phase. Play moves to the next AM… Mitanni Activation #1 The Mitanni player was dealt a Play When Drawn card during the setup, so must play that card now. The Local Insurrection card requires that he remove a PS unit. He removes the Hittite PS in Ursu. The Mitanni player pays 1$ and draws a card— (#26)—and decides to play the card immediately. He has a Trade Route to Ergani, but none to the other sites, so collects 2$. The Mitanni player proceeds with his Activation Segment. He Illustration 4: Mittani moves & their attack against Hamath. performs a Minor action with 2 PS to start a Monument at Nisibis, pays 2$, and places a Monument Under Construction marker on PLAY NOTE: If the Sea peoples had retreated, their losses the space (see Action And Expenditure Summary Chart for costs would have been reduced by 10% - here saving 1 INF- but the and other requirements). He uses another Minor action to do the Mitanni would have been able to remain in Hamath. same with 2 PS at Taita, paying the 2$ and placing the marker. He next uses a Recruit action to place 2 INF at Qatna paying 2$. The Mitanni player has used all his actions. Play moves to the For his Major Move, the Mitanni player decides to deal with next AM… the Sea Peoples threat. He selects his King, 4 CH, and 4 INF at Egypt Activation #1 Waushukanni [1d6=5, +2 = 7 MP] and moves the force to Qatna The Egyptian player pays 1$ and draws a card—Raise the Militia via Irrite, Harran, and Emar [3 MP]. The force picks up 4 INF (#43)—and places the card in his hand. there [2 MP], moves to Hamath [1 MP] and prepares to attack. The Hittite player (who controls the Sea Peoples) will attempt to The Egyptian player proceeds with his Activation Segment. He withdraw. The Mitanni force, however, has Chariot Supremacy, uses a Recruit action to place 2 INF on each of Megiddo, Hazor, and declares that he will hinder the attempt [1d6=3, -3 = 0]. The Damascus, and Sumur spaces paying 8$. He then performs a Sea peoples cannot withdraw and must fight. Minor action with 1 PS to build up the City Defense at Sais, pays 2$, and places a Defense Strength +1 marker on the space. He Battle: The Mitanni force expends 1 MP to attack [0 MP]. uses another Minor action to do the same with 1 PS at Memphis, Hamath is Unfortified (DS=0) so the city cannot be used in the paying the 2$ and placing a Defense Strength +1 marker there. defense. The Mitanni have 16 BP (CH are worth 2 BP at Chariot Technology Level 2); The Sea Peoples 6 BP. The BP Ratio is 16:6 The Egyptian player conducts a Major Move with his King, 4 CH, giving the Mitanni 3 shifts. The all-important Chariot Supremacy and 13 INF at Thebes [1d6=4, +3 = 7 MP] moving the force to gives the Mitanni another 5 shifts! The Tactical Ratings of the Heliopolis via the transit space [5 MP] where he drops off 1 INF Kings (2-1) favor the Sea Peoples, reducing the shifts by 1, while (there is no cost to do this). The remainder of the force then moves to Jerusalem via Tanis, the two transit spaces, and Gaza [0 MP]. © 2015 GMT Games, LLC Genesis Playbook 19

The Egyptian player has used all his actions so play moves to He continues by conducting a Minor action with 2 PS to start the next AM, which are now, and until the end of the Game Turn a Monument at Purishanda, pays 2$, and places a Monument randomly drawn from the AM pool. One of the players takes an Under Construction marker on the space. The Hittite player AM from the pool: it’s the Hittite AM. decides not to Recruit. Hittite Activation #2 One of the players takes an AM from the pool: it’s the Mitanni AM. The Hittite player pays 1$ and draws a card—Horus (#55)—and places the card in his hand. The Hittite player proceeds with his Activation Segment. He conducts a Major Move with his King at Lusna [1d6=6, +2 = 8 MP] and moves the King alone to Hattip [7 MP]. The King picks up 5 INF there [6 MP], then moves to Hapalla [5 MP] and attacks the city [4 MP]. PLAY NOTE: A king moving alone can move virtually any distance for 1 MP. This provides a player considerable flex- ibility in using his King with different forces in the same move given enough MP.

Battle: The city is automatically used in the defense. The BP ratio is 5:2 in favor of the Hittites giving them 2 shifts. The Hittite King adds another for 3 shifts. The players make their Battle Die Rolls—the Mitanni player will roll on behalf of the Minor Kingdom City. Illustration 5: Hittite expansion and construction. The Hittite player rolls [1d6=6]; Mitanni/Arzawa [1d6=5].The Hittite player increases his BDR to 8 and deceases the Mitanni BDR to 4. Hapalla incurs an 80% (2 BP) loss, which reduces its Mitanni Activation #2 DS to 0. The Hittites lose 40% of their force (2 BP) so eliminate The Mitanni player pays 1$ and draws a card—Plague (#42) 2 INF. The Hittite player then rolls for his King [2d6=12]. Ouch. which must be played immediately. Per the card instructions, The Hittite King is Killed and removed from play [3 MP]. The he reduces his Manpower Maximum by 2 to 19 and then rolls Hittite force captures Hapalla and occupies the space. The Hittite [1d6=4] and halves the result. He decides to remove 1 PS and 1 player plunders the city for 1$ (half its EW, rounded up). Smart- SL from the Qatna space. ing from the death of his King, the Hittite player decides to end The Mitanni player proceeds with his Activation Segment. He his move in Hapalla forgoing, the 3 MP remaining in the move. conducts a Minor action with 2 PS at Nisibis to finish the Monu- The Hittite player continues his Action Segment with a Minor ment there, pays 2$, and flips the marker to its Monument . Move of 1 PS from Lusna [1d6=4] to Hapalla via the transit He conducts a Minor action with 2 PS at Taita to do the same. He spaces [1 MP]. He then conducts a Minor action with that same then conducts a Recruit action to place 2 INF at Qatna paying 2$. PS to rebuild 2 DS at Hapalla, pays 4$ and removes the DS 0 The Mitanni player next conducts a Major Move with his King, marker. The Hittite player decides not to Recruit. 4 CH, and 10 INF at Qatna [1d6=6, +2 = 8 MP] and moves to One of the players takes an AM from the pool: it’s the Hittite Hamath [7 MP] to attack. AM. They get to go again. The Hittite player (who controls the Sea Peoples) will attempt to withdraw the units there. The Mitanni force, however, has Hittite Activation #3 Chariot Supremacy, so that player declares he will hinder the The Hittite player pays 1$ and draws a card—Raise the Militia attempt [1d6=5, -3 = 2] but fails. The Sea Peoples force moves (#44)—and places the card in his hand. to Arvad and stops—there is nowhere else to go. Hamath is The Hittite player now proceeds with his Activation Segment. Unfortified so there is no attack and the Mitanni force captures He conducts a Major Move with 1 PS at Hapalla [1d6=4 MP] the city, gaining 1$ in plunder for its effort. The Mitanni player and moves the unit to Purishanda via the transit spaces [1 MP] drops off 1 INF in Hamath and moves the remainder of the force and stops there. He then conducts a Minor Move with 1 PS at to Arvad [6 MP]. Since the Sea Peoples cannot withdraw again Lusna [1d6=2 MP] and moves the unit to Purishanda [1 MP] during the same move, the force attacks [5 MP]. and stops there. Battle: With Arvad Unfortified, the Sea Peoples must fight without the benefit of city’s defenses. The Mitanni have 17 BP PLAY NOTE: Keep in mind that a player can perform a Major to the Sea Peoples 3 BP giving them 6 shifts. They receive an- Move without a King and with as many or as few units as he other 5 shifts for Chariot Supremacy. The Sea Peoples have the cares to include. better King (1 shift) and have 2 shifts for their special ability. A net shift of 8 for the Mitanni. No cards are played. The players make their Battle Die Rolls—Mitanni BDR [1d6=3], Hittite/Sea

© 2015 GMT Games, LLC 20 Genesis Playbook

Peoples [1d6=4]. The Mitanni player increases his BDR to 7 Egypt Activation #2 and reduces the Hittite/Sea Peoples BDR to 0. The Sea Peoples The Egyptian player pays 1$ and draws a card—-Ra incur a 70% loss for 2 BP eliminating 2 INF. The Mitanni incur (#7)—and places the card in his hand. no loss. Both players, roll for their Kings: Mitanni [2d6=7], Sea The Egyptian player proceeds with his Activation Segment. He Peoples [2d6=6] and both survive. The Sea Peoples force has performs a Minor action with 1 PS to build up the city defenses nowhere to retreat, so stand. Since he has MP to burn, the Mitanni at Sumur, pays 2$, and places a Defense Strength +1 marker player decides not to force the retreat so his force must regroup on the space. He conducts a Minor move with 1 PS at Megiddo to Hamath. He adds 1 SL to his force due to the elimination of [1d6=2 MP] and moves the unit to Damascus via Hazor [0 MP]. an enemy INF unit. He then conducts a Major Move with his King, 4 CH, and 12 Continuing with his move, the 17 BP force moves to Arvad again INF at Jerusalem [1d6=4, +3 = 7 MP] and moves the force to leaving the newly acquired SL with the INF unit in Hamath [4 Ribla via Schechem, Megiddo, Hazor, Damascus, and the transit MP] and attacks [3 MP]. The lopsided battle has 19 Shifts in favor space and prepares to attack [1 MP]. The Mitanni player decides of the Mitanni. Mitanni BDR [1d6=1]; Sea Peoples [1d6=6]. He to intercept with his King, 4 CH, and 9 INF from Kadesh. He uses 15 shifts to eliminate the entire Sea Peoples force without rolls [2d6=8] and consults the Interception Table. There is +1 a loss. And with a King roll [2d6=4], he escapes retribution for DRM for his King, +3 DRM for intercepting from a city space, the massacre. He receives 1 SL at Arvad as a reward. Leaving 1 and +1 for intercepting into a friendly city space. The modified SL and 1 INF at Arvad, he moves the rest of the force to Kadesh DR is 13 so the attempt succeeds. The battle for Ribla is on… [2 MP] and stops there, satisfied with his great victory over the barbarians. With no Sea Peoples units in play, the Hittite player Battle: Since this an interception, the Mitanni are the Attackers loses control of the power and removes the Sea Peoples Control and the Egyptians the Defenders (they cannot withdraw). Given marker from his Kingdom Display. that the Mitanni force intercepted into a friendly Fortified City, the Mitanni player may include in the battle one or both INF One of the players takes an AM from the pool: it’s the Mitanni present in the space, which he chooses not to do. Cities are never AM. They get to go again. used in a battle brought about by an interception. The Mitanni have 17 BP to the Egyptians 20 BP. There are no shifts for BP Ratio. The Egyptians receive 2 shifts for the difference between the Kings’ Tactical Ratings (3-1). There is parity in CH, so the final shift is 2 in favor of Egypt. No cards are played. The players make their Battle Die Rolls—Mitanni BDR [1d6=6], Egypt DR [1d6=1]—a bad day for the sons of the . The Egyptian player reduces the Mitanni BDR to 4 for a 40% loss (8 BP) to his force and inflicts a 10% loss (2 BP) on the Mitanni force. Both players roll for their Kings: Mitanni [2d6=11], Egypt [2d6=9] and both survive. The Egyptian force is the Loser but refuses to retreat voluntarily. The Mitanni player, however, forces them to do so. The Egyptian loss is reduced to 30% (6 BP) due to the retreat. The Egyptian player must eliminate 2 CH (4 BP) and 2 INF (2 BP) to fulfill his loss. The Mitanni player must eliminate 1 CH (2 BP) to fulfill his. The Egyptian force retreats to Damascus and spends 1 MP for losing the battle [0 MP]. The Mitanni force Illustration 6: Aftermath of the extermination of the Sea Peoples. remains in the Ribla space and receive 1 SL there. Since the Egyptian King was defeated, the Mitanni player seizes [1d6=4] Mitanni Activation #3 40% of the 8$ in the Egyptian Treasury and places the 3$ in his. The Mitanni player pays 1$ and draws a card—Amun-Ra (#8)— Low on $, the Egyptian player chooses not to recruit. and places the card in his hand. The Mitanni player proceeds with his Activation Segment. He conducts a Major Move with his King and 1 INF at Kadesh [1d6=2, +2 = 4 MP] and moves to Aleppo via Qatna and Hamath [1 MP], drops off the INF, and then moves his King alone to Kadesh [0 MP] via the same route. He then conducts a Minor move with 1 PS at Nisibis [1d6=1 MP] and moves the unit to Waushukanni. He performs a Minor action with 2 PS to start a Monument at Irrite, pays 2$, and places a Monument Under Construction marker on the space. He decides not to Recruit. One of the players takes an AM from the pool: it’s the Egypt AM.

© 2015 GMT Games, LLC Genesis Playbook 21

unaffected. A DS 0 marker is placed on the space. The Egyptian force captures Eilat and plunders it for 1$. The Egyptian player decides not to Recruit. One of the players takes an AM from the pool: it’s the Egypt AM. Egypt cannot go three times in a row unless there are no other AMs in the pool, so another AM is drawn and the Egypt AM goes back into the pool. This time it’s the Hittites. Hittite Activation #4 This is the last Hittite activation for the turn. The Hittite player pays 1$ and draws a card—Gold (#27). He already has three hold cards in his hand so must either play or discard the Gold card, or play or discard a card from his hand to make room. He plays the Gold card and collects 6$ for Kanesh and the two resource transit spaces that connect to his capital. The Hittite player proceeds with his Activation Segment. He conducts a Minor action with 2 PS at Purishanda to finish the Monument there, pays 2$, and flips the marker to its Monument side. He conducts a Minor move with 1 PS at Purishanda [1d6=3 Illustration 7: Aftermath of the Battle of Ribla. MP] and moves the unit to Hapalla via the transit spaces [0 MP]. One of the players takes an AM from the pool: it’s the Egypt The Hittite player then conducts a Major Move with 6 INF at AM. Egypt goes again. Charchemish [1d6=6 MP] and moves the force to Ursu [5 MP] and attacks [4 MP]. Egypt Activation #3 Battle: The city must be used in the defense. The BP ratio is 6:1 The Egyptian player pays 1$ and draws a card—Dagon (#21). for 6 shifts. The Mitanni player will roll for Ursu. No cards are He collects 2$ for his two Monuments and he places the Dagon played. The players make their Battle Die Rolls - Hittite BDR marker on his Kingdom Display card as a reminder that he re- [1d6=2], Mitanni/Ursu BDR [1d6=6]. The Hittite player uses his ceives a +1 DRM to his next Manpower Growth roll. 6 shifts to decrease his opponent’s BDR to 0. His 20% result isn’t The Egyptian player proceeds with his Activation Segment. enough to eliminate the 1 BP, so the Hittite force must regroup He conducts a Minor Move with 1 PS at Sais [1d6=3 MP] and to Charchemish. The Hittites did not lose the battle so there is moves the unit to Heliopolis via the transit space and Memphis no 1 MP penalty. [0 MP]. He performs a Minor action with 1 PS to build up the Hoping for better dice, the Hittite player moves the 6 INF force city defenses at Tanis, pays 2$, and places a Defense Strength again to Ursu [3 MP] and attacks [2 MP]. +1 marker on the space Battle: The city must be used in the defense. The shifts stay He then conducts a Major Move with his King, 4 CH, and 14 INF at 6. No cards are played. The players make their Battle Die at Damascus [1d6=6, +3 = 9 MP] and moves the force to Rab- Rolls—Hittite BDR [1d6=5], Mitanni/Ursu BDR [1d6=2]. The bah via Hazor and the transit space [6 MP] and attacks [5 MP]. Hittite player decreases his opponent’s BDR to 0 and increases Battle: The city must be used in the defense. The CH play no part his roll to 9, a 90% or 1 BP loss for Ursu. A DS 0 marker is placed in the battle. Egypt has 14 BP to Rabbah’s 2 BP for 7 shifts. The on the space. The Hittite force captures the city and plunders it Egyptian King adds 3 more for 10. The Hittite player rolls for for 1$. Leaving 1 INF in Ursu to maintain control, the Hittite the city. No cards are played. The players make their Battle Die player moves the rest of the force back to Charchemish [1 MP] Rolls—Egyptian BDR [1d6=5], Hittite/Rabbah BDR [1d6=5]. and stops there. The Egyptian player uses 5 shifts to reduce his losses to 0, and The Hittite player decides to play his Begat Effect card, takes 1 adds 5 to increase Rabbah’s to 100%. The Egyptian player rolls PS from Hapalla, and places it on Masa. for his King [2d6=5] and he survives. A DS 0 marker is placed The Hittites player chooses not Recruit. on the space. The Egyptian force captures Rabbah and plunders it for 1$. One of the players takes an AM from the pool: it’s the Mitanni AM. The Egyptian player continues his move, leaving 1 INF behind at Rabbah to maintain control and moves the remainder of his force to Eilat via the transit spaces [1 MP] and attacks [0 MP]. Battle: The city must be used in the defense. The CH play no part in the battle. Egypt has 13 BP to Eilat’s 1 BP for 13 shifts. The Egyptian King adds 3 more for 16. No cards are played. Since 15 shifts will guarantee 100%/0% losses, the players forego the rolls. The Egyptian player rolls for his King [2d6=7] and he is

© 2015 GMT Games, LLC 22 Genesis Playbook

Mitanni Activation #4 PLAY NOTE: Given the proximity of the strong Mitanni force This is the last Mitanni activation for the turn. The Mitanni at Kadesh, invading at Arvad was not the best choice. Nearby player pays 1$ and draws a card—Traitor (#50)—and plays it Ugarit, even though well defended, would have provided the immediately. He decides to strike at Egypt and takes a random Egyptian player a better chance at damaging the Mitanni. card from that players hand—the Raise the Militia (#43). The Mitanni player proceeds with his Activation Segment. He performs a Minor action with 2 PS at Irrite to finish the Monu- ment there, pays 2$, and flips the marker to its Monument side. He conducts a Major Move with his King and 3 CH, 9 INF, and 1 SL at Ribla [1d6=4, +2= 6 MP] and moves the force to Hamath via Kadesh and Qatna [3 MP]. An Egyptian force from Sumur could try to intercept, but is outmatched so the Egyptian player waves the Mitanni horde on. The force picks up 1 SL at Hamath [2 MP] and returns to Kadesh via Qatna [0 MP]—and again the Egyptian passes on the interception opportunity. The Mitanni player then conducts a Minor move with 1 PS at Nisibis [1d6=1 MP] and moves the unit to Waushukanni [0 MP]. He decides not to Recruit. One of the players takes an AM from the pool: it’s the Sea Peoples AM. Since the Sea Peoples have no units on the map, the AM is ignored. The Egypt AM is the last. Egypt Activation #4 The Egyptian player pays 1$ and draws a card—Barbarian Invasion (#16). This card must be played when drawn. He rolls [2d6=7] on the Barbarian Invasion Table—the Sea Peoples again! The Sea Peoples are not on the map, so a new invasion force comes into play. He rolls [2d6=8] and receives the 2-3 Illustration 8: The Mitanni vanquish the Sea Peoples—again! King and 8 INF—de ja vu. The Sea Peoples Controlled marker The Egyptian player now proceeds with his Activation Segment. is placed on the Egyptian player’s Kingdom Display card as a He conducts a Minor move with 1 PS at Memphis [1d6=1 MP] reminder. He chooses to start the Major Move by invading at and moves the unit to Heliopolis [0 MP]. He then conducts a Arvad [1d6=6, +3 = 9 MP] and places the Sea Peoples’ force Major Move with his King, 2 CH, and 12 INF at Eilat [1d6=5, there. The Mitanni player has an interception opportunity from +3 = 8 MP] and moves the force to Gaza via the transit space Kadesh and will use his King, 3 CH and 9 INF in the attempt [6 MP], leaves 1 INF there, moves the remainder of the force to [2d6=7, +1 King, +1 to friendly City space, +3 from a City space Hazor via the transit spaces and Megiddo [2 MP], and stops there. =12] and succeeds. The Mitanni INF and SL in the space must He conducts a Minor Move with 1 PS at Gaza [1d6=4 MP] to join in the attack since Arvad is Unfortified. Tanis [1 MP] and stops there. The Egyptian player chooses not Battle: The BP ratio is 16:8 for 2 Mitanni shifts plus 5 more to recruit. With no more AMs in the pool, the Activation Phase shifts for Chariot Supremacy for 7 shifts. The Sea Peoples have is complete and play proceeds to the Isolation Phase. 1 shift for their King’s Tactical Rating difference and 2 shifts for their special ability. Net 4 shifts for the Mitanni. No cards Isolation Phase are played. The players make their Battle Die Rolls—Mitanni The Mitanni force in Arvad (Destroyed City) is isolated so suffer BDR [1d6=5], Egypt/Sea Peoples BDR [1d6=3]. The Mitanni attrition. The Mitanni player consults the Attrition Table and reduces his opponents BDR to 0 and increases his BDR to 6. The rolls [1d6=2] so must lose 1 unit. He must eliminate a CH unit. Mitanni incur no loss while the Sea Peoples lose 60% or 5 BP. Segments 2-4 are not applicable. The Sea Peoples are the Loser and have nowhere to retreat so stand, but the Mitanni player forces the retreat (there is no cost End Turn Phase on an interception) so the entire force is eliminated. The Mitanni No new Chariot card appeared so there is no change to the Chariot King survives [2d6=6] his second glorious decisive victory Technology Level. For discards, the Egyptian player keeps the over the Sea Peoples! The Mitanni force remains in Arvad and Amun-Ra card and discards the rest. The Hittite player keeps acquires another 1 SL there. The Egyptian player removes the his one card, while the Mitanni player keeps his Amun-Ra card Sea Peoples Controlled marker from his Kingdom Display and and discards the others. The deck and discards are shuffled into no AM is placed in the pool. Note that even if the Sea Peoples a new draw deck. remained in play, there AM would not be placed in the pool since The Egyptian player has 40 VP and 3$ in his Treasury. The Hittite it was drawn once already this Game Turn. player has 38 VP and 13$ in his Treasury. The Mitanni player has 37 VP and 6$ in his Treasury. © 2015 GMT Games, LLC Genesis Playbook 23

Game Turn 6 Mitanni The Mitanni player consults the Manpower Growth Table and Succession Phase rolls [1d6=5]. He increases his Manpower Maximum to 21. He The two Kings on the map are removed. The Game Turn 6 Kings maintains all 3 CH units at a cost of 9$ leaving him 29$ in his are placed in the players’ capitals. Treasury. Since he has 25 INF on the map, he must remove 4 INF to match his new Manpower Maximum. He takes one from Initiative Phase Ugarit, Ribla, Arvad, and Aleppo. He does not raise PS. The Egyptian King has the highest Campaign Rating so the Egyptian player has the Initiative. Egypt He picks the Hittite player to go first, with the Mitanni and The Egyptian player consults the Manpower Growth Table and Egyptian players following in turn. rolls [1d6=5, +1 for Dagon]. He increases his Manpower Maxi- mum to 26. He maintains all 2 CH units at a cost of 6$ leaving Wealth Phase him 47$ in his Treasury. Since he has 30 INF on the map, he The players collect Income and then may demand Tribute. Each must remove 4 INF to match his new Manpower Maximum. He Tribute attempt raises the potential for a revolt determined by takes one from Heliopolis and Hazor, and two from Damascus. a die roll. If a city revolts, there is the possibility that it will be He then raises 4 CH for 20$ leaving 27$ in his Treasury and suppressed immediately, determined by another die roll. places them in Tanis. He then raises 2 PS in Eilat and Rabbah replacing 1 INF in each space. Hittites Income: 35$ Activation Phase Tribute: The Hittite player plays the first AM, followed by the Mitanni player, and finally Egypt. After this, play is by random draw of • Hapalla 1 [1d6=3] No Revolt the AM. • Tarsus 3 [1d6=6] No Revolt • Ursu 1 [1d6=3] No Revolt So ends this example. You may continue on with the game if • Malatya 1 [1d6=5] No Revolt you wish. • Samutta 1 [1d6=3] No Revolt Treasury: 13$ + 35$ +7$ = 55$ Mitanni Income – 32$ Tribute: None Treasury = 6$ + 32$ +0$ = 38$ Egypt Sources Income: 38$ Baines, John and Malek, Jaromir; Atlas of Tribute: (1983) • Megiddo 3 [1d6=3] Revolt [1d6=1, 3 EW+ 3 DS- 2 INF = 4] Bryce, Trevor; The Kingdom of the Hittites (1998) In Revolt Hunt, Norman; Atlas of Ancient Mesopotamia (2004) • Tyre 3 [1d6=3] Revolt [1d4=6, 3 EW+3 DS -1 INF =5] Kuhrt, Amelie; The (1995) Suppressed Podany, Amanda; The Brotherhood of Kings (2012) • Sidon 3 [1d6=6] No Revolt Macqueen, J. G.; The Hittites and Their Contemporaries in • Byblos 3 [1d6=6] No Revolt Asia Minor (1996) Treasury: 3$ + 38$ +12$ = 53$ Nemet-Nejat, Karen ; Daily Life in Ancient Mesopotamia Manpower Phase (1998) Rogers, Robert Williams; History of Babylonia and Assyria Hittites (Classic Reprint, 2012) The Hittite player consults the Manpower Growth Table and Spalinger, Anthony J.; War in Ancient Egypt: The New rolls [1d6=3]. He increases his Manpower Maximum to 23. He Kingdom (2005) maintains all 4 CH units at a cost of 12$ leaving him 43$ in his Stillman, Nigel and Tallis, Nigel; Armies of the Ancient Near Treasury. With only 20 INF on the map, he raises 3 INF to match East, 3,000 BC to 539 BC (1984) his Manpower Maximum and places 1 INF at Kummanni and 2 INF at Purishanda. He does not raise PS. Wachsmann, Shelley; Seagoing Ships and Seamanship in the Age Levant (2008) Wikipedia; The Free Encyclopedia

© 2015 GMT Games, LLC 24 Genesis Playbook

Historical Kings Game Turn Egypt Hittite Mitanni Assyria Babylonia 1 Memeferre Labarna Shamsi-Adad I 2 Hattusli Baratarna Ishmi-Dagan I Samsu-Huna 3 Nabiriau Mursili Saussatar Libaya Abi-Eshuh 4 Kamose Suttarna II Ashur-Nirari I Ammi-Ditana 5 Amose I Arnuwanda Arthashumara Puzar-Ashur III Ammi-Saduqa 6 Thutmose III Tudhaliya II Enlil-nasir I Samsu-Ditan 7 Amenhotep III Suppiluliama Mattiwaza Nur-ill Agum III 8 Mursili II Satturar I Ashur-Uballit I Kadashman-Enlil I 9 Muwatalli II Vashasatta Shalmaneser I Burna-Buriash II 10 Ramses II Suppiluliama II Satturar II Tukulit-Ninerta I Kashtiliash IV Major Kingdoms

EGYPT HITTITE MITANNI ASSYRIA Babylonia City EW DS City EW DS City EW DS City EW DS City EW DS Thebes 4 2 Hattusa 2 4 Waushukanni 2 3 Ashur 3 4 Babylon 4 5 Memphis 4 2 Kanesh 3 3 Harran 3 3 Nineveh 3 4 Kish 3 2 Tanis 3 2 Purishanda 2 3 Nisibis 2 3 Nuzi 2 3 Nippur 2 3 Heliopolis 2 2 Tuwanuwa 2 3 Irrite 2 2 Kalku 2 2 Uruk 2 2 Sais 2 2 Kummanni 1 3 Alshe 2 2 Arbik 2 2 Lagash 2 2 Amkuwa 1 2 Taita 1 2 Shaushara 1 2 Ur 1 2 Minor Kingdoms and Independent Cities

Arzawa The Levant Mesopotamia Anatolia City EW DS City EW DS City EW DS City EW DS Apasa 3 3 Aleppo 1 2 Akshak 2 2 Ahlathbal 1 1 Milawata 3 2 Arvad 1 1 Awan 1 1 Azzi 0 2 Mira 2 3 Biblos 3 2 Der 1 2 Ergani 3 1 Wallarima 1 2 Charchemish 4 4 Dur Sharukan 1 1 Hakpissa 1 2 Hapalla 1 2 Damascus 2 3 Dur Kurigalzu 1 2 Hattip 1 2 Dalawa 1 1 Eilat 1 1 Emar 2 2 Hayassa 0 2 Hindawa 1 1 Gaza 1 2 Eridu 1 1 Ishuwa 1 2 Hamath 2 2 Eshnunna 1 2 Lawazantiya 1 2 Canaan Jerusalem 2 3 Hit 2 2 Lusna 1 2 Rabbah 1 2 City EW DS Mari 4 3 Malatya 1 3 Ribla 1 2 Samarra 2 2 Masa 1 2 Kadesh 3 3 Schechem 1 2 Sippat 2 3 1 2 Megiddo 3 3 Sidon 3 2 Tadmar 2 2 Parha 1 2 Hazor 2 3 Sumur 1 2 Terga 2 2 Samuhmitta 1 1 Qatna 2 3 Tyre 3 3 Samutta 1 2 Ugarit 4 4 Sapinuwa 1 2 Elam Tarhuntassa 1 2 City EW DS Tarsus 3 3 Susa 3 4 3 5 Tushpa 1 2 Ura 2 2 Ursu 1 1 GMT Games, LLC 2 2 P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com Adana 1 2