Playbook T a B L E • O F • C O N T E N T S

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Playbook T a B L E • O F • C O N T E N T S 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: Babylon and Assyria .......................... 10 Scenario #1: Sargon the Great ................................ 3 Scenario #7: Hittites and Mitanni ........................... 11 Multi-Player Scenarios Scenario #8: Egypt and the Hittites ........................ 12 Scenario #2: The Chariot 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 Mesopotamia 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. Babylonia City spaces and be able to trace a Trade Route from There are no Major/Minor Kingdoms; ignore all Capital indica- Kish 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($) is not used, nor are the Kingdom Display Cards. ter for MP and in Battle to win. If the dice gods are not kind, There are no Chariots. The player does not need to occupy Kish consider it a moral victory if the capture condition is met and to control it. the Trade Route reaches into Mari. © 2015 GMT Games, LLC 4 Genesis Playbook Multi-Player Scenarios Scenario #2: The Chariot Kingdoms EGYPT Manpower Maximum – 18 This scenario provides the basics for the full ten turn game start- Chariot Technology Level – None ing in 1700 BC, Turn 1. Silver – 15$ Game Turns: 10; Turns 1-10 Units – 13 INF Home Kingdom Cities (5) – Thebes (Capital), Sais, Memphis, Number of Players: Two to Five Tanis, 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) – Hattusa (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 Infantry 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, Harran, 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 Nuzi, Shaushara, and Nineveh 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 Arzawa 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, Nippur, until Game Turn 6.
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