Cradle of Civilization
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AlexVsDarius.indd 1 11/17/19 12:36 PM Cradle of Civilization Contents Box Contents 1. The Turn 2 1 Game Board 2. Control 4 2 Rule Books 3. Combat 4 9 Counter Sheets 4. Supply 7 4 Double-sided Player Aids 5. Game Tracks 9 10 Dice 6. Initial Setup 10 36 Civilization Cards * 7. Special Rules 12 6 Epoch City Cards * 8. Events 15 6 Epoch Civilization Summary Cards * * Not used in Alexander vs Darius Objectives Each player begins the game with a position on their respective tracks. The Macedonian player must manage a war weariness track which represents the will of Alexander III’s Army to keep fighting. The Persian player must manage a legitimacy track which represents the faith of the Persian people and nobility to continue standing behind Darius III as King of Persia. If one of these tracks ever falls to 0 or below that player loses automatically. These tracks will fluctuate throughout the game but are much more likely to go down than up to represent the somewhat tenuous position of both sides. The Macedonian player must win by reducing Persian legitimacy to 0. The Persian player wins by reducing Macedonian morale to 0 and/or killing Alexander III the Great in battle. If the game ends with neither player achieving their objective then the game is a draw. 1. The Turn 1.3 Actions Each turn the Macedonians spend their treasure on one 1.1 Phases of the Game action, followed by the Persians, and so forth until both sides pass. A player who passes twice in a turn, may not The game is divided into 20 turns. These turns represent take any actions. each season over a 5 year period. Each player will take turns taking certain actions during these turns. The number of actions you can take will depend upon the amount of Actions Costing 1 Treasure treasure you have to spend. • Move a Macedonian Army Phases • Embark an Army on a Fleet of ships • Disembark an Army 1. Generate Treasure • Move a Fleet 2. Take Actions Until Both Players Pass • Initiate a Siege 3. Supply and Recruitment • Perform a Fleet Raid (Persian Player only) 4. Spartan Rebellion (Starting turn 3) 5. Maintain Armies and Navies Actions Costing 2 Treasures • Move a Persian Land Army • Cross the Hellespont 1.2 Generate Treasure Any city in an Area with a Garrison marker belonging to Action Costing Various Treasures: (See 2.1 Garrison Markers) their side gains +1 treasure. • Recruit New Units (See 4.3 Recruitment) Note: Army = Collection of units with a leader Fleet = Collection of ships d6 = A six-sided die 2 © 2020 Compass Games, LLC AlexVsDarius.indd 2 11/17/19 12:36 PM Alexander Versus Darius Terrain Icon Both the Macedonian Treasure Area Border marker and Macedonian War Weariness marker begin in box 10. Sea Area The Spartan shield indicates that a Not shown here, the Persian Spartan Revolt check is made. To its Treasure marker begins in box 15 right is the die result needed for the and the Persian Legitimacy marker revolt to occur. begins in box 25. Region Borders are indicated by a color. Shown here is red for Greece, blue for the Aegean Islands, and yellow for Anatolia. The board shows the Ancient Near East, from Greece to Persia, and from the Caucasus to Arabia. Names for regions and areas are drawn from a variety of historical civilizations. The map is divided into nine land Regions each having a uniquely colored border. Each Region is divided into a number of land Areas. There is an assortment of blue bordered Sea Areas that do not belong to any Region. © 2020 Compass Games, LLC 3 AlexVsDarius.indd 3 11/17/19 12:36 PM Cradle of Civilization 1.4 Movement 2. Control Each Area on the map has an indicated type of terrain: plains, rough, mountainous, desert, and bodies of water 2.1 Garrison Markers Each takes a certain number of movement points to go through with your Armies and Fleets. Whenever an Army enters an Area they may place a Garrison marker in a vacant space or flip an enemy marker for 1 MP. Garrison markers count for ownership of the Army Movement various Areas on the map. They do not fight in combat, nor can they be removed to satisfy a hit from combat. Leaders and cavalry have a movement value of 7. Other land units have a movement value of 4. Land units may not move without a leader. Armies move as fast as their If an Army moves into an Area with a city and an enemy slowest unit. As Armies move through Areas they may Garrison, and there is no Army in the region, the Garrison pick up and freely drop off units into Areas as the player marker does not flip and a siege may occur (See 3.6 sees fit. Units that are dropped off may not move further. Sieges). Armies move only once per turn. Force March: An Army may gain +1 movement point, but only if they roll higher on a d6 than the Army’s commander’s initiative. If successful, roll a d6 for each Infantry unit. Persian units take a hit on a 5-6 and Macedonian units take a hit on a 6. 3. Combat Fleet Movement Players can move all ships in one Sea Area up to two Sea Combat occurs between opposing land units, opposing Areas. Entering or leaving a port in a Sea Area does not fleets, and when a siege occurs. You can never examine an count against this. Anytime a Fleet attempts to move a opponent’s stack of units before combat. d6 roll is made to determine if the move is successful. At the conclusion of every combat and siege, roll 2d6 The Persian Fleet successfully moves on a roll of 1-5, the on the Event Table. Athenians move on a roll of 1-4, and the Macedonians on a roll of 1-3. If the roll fails the Fleet stays in place. Treasure is paid in either case. Fleets may attempt to move only once per turn. 3.1 Leaders Embarking/Disembarking Leaders are rated for Initiative, Combat, and Rank. Armies may be carried by ships (one unit per ship) around the map. An Army may be embarked or disembarked onto a Fleet even if the Army has moved. An Army may not be Leaders operate by rank. When determining which leaders embarked onto a Fleet that has moved. Embarking and may participate in a combat you must use the leaders in disembarking does not change the movement status of the Army with the highest ranks (the lowest rank numbers). the land unit. Leaders fire in combat the same as other land units. A hit is If disembarking in an Area with only an enemy Garrison scored if a d6 roll is equal to or under their Combat Rating. marker, flip it immediately to the landing Army’s side. The No matter how many leaders are present for a side in a Sea Area must be free of enemy Fleets. If a ship carrying combat, only a maximum of four can participate. units is destroyed then any unit on it is lost. If enemy units are present at the disembarkation Area, a land combat is Leaders may be moved independently and have their fought. If the disembarking Army loses, the entire Army own commands. Also, leaders can be absorbed into an is destroyed and the Fleet must flee to an adjacent Sea Army the same as any other combat units. Each Leader Area. If all adjacent Areas have enemy ships, the Fleet is commands up to 6 units. lost as well. Terrain Port: Any land Area that is adjacent to a Sea Area. Plains: 1 point for Armies, Fleets cannot enter unless docking at a port. Desert: 2 points for Armies and each unit rolls a d6. On a 6 they take 1 hit. Rough/Mountainous: 2 points for Armies, Fleets cannot enter unless docking at a port. Cross the Hellespont: Armies may cross from Thrace to Wilusha unless there are enemy ships in the Aegean sea. Armies may cross from Thrace to Chalybes unless there are enemy ships in the Black Sea. Sea Areas: Armies cannot enter unless embarked on ships. 4 © 2020 Compass Games, LLC AlexVsDarius.indd 4 11/17/19 12:36 PM Alexander Versus Darius Available Units Note: Players are limited to the number of counters provided. Combat losses are removed from the game. Macedonian x12 x14 x10 x5 x4 x4 x16 Light Heavy Light Greek Macedonian Leader Phalanx Infantry Cavalry Cavalry Hoplite Ships Athenian Cretan x16 x2 x1 Athenian Cretan Cretan Ships Ships Light Infantry Persian x18 x4 x8 x20 x10 x14 x24 Medium Light Heavy Light Persian Leader Immortal Infantry Infantry Cavalry Cavalry Ships x2 x8 x6 Spartan Hoplite Thracian Phalanx Mercenary Light Infantry A die roll >= to this number indicates the unit scored a hit. A black dot indicates the unit requires two hits to destroy. Flip the unit to its other side when it receives its first hit. The red stripe indicates the unit has taken one hit. If it receives another hit it is destroyed. The icon denotes the type of unit. © 2020 Compass Games, LLC 5 AlexVsDarius.indd 5 11/17/19 12:36 PM Cradle of Civilization Retreat Check 3.2 Units An Army attempting to retreat rolls a d6. If the result is above the Army commander’s initiative rating, the retreat Infantry is represented by a soldier icon.