Rule Book T a B L E O F C O N T E N T S
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HELLENES: Campaigns of the Peloponnesian War 1 RULE BOOK T A B L E O F C O N T E N T S Introduction .................................................................. 2 12.0 Peace of Nicias ................................................ 12 1.0 The Map ............................................................. 2 13.0 Persian Aid ....................................................... 12 2.0 The Blocks ......................................................... 3 14.0 Victory ............................................................. 13 3.0 The Cards ........................................................... 4 15.0 Scenarios .......................................................... 13 4.0 Actions ............................................................... 5 15.1 The 431 Campaign .................................. 13 5.0 Movement .......................................................... 6 15.2 The Sicily Campaign .............................. 14 6.0 Combat .............................................................. 7 15.3 The 413 Campaign .................................. 14 7.0 Siege .................................................................. 8 15.4 The 415 Campaign .................................. 15 8.0 Siege Combat ..................................................... 9 Strategy Notes ............................................................ 15 9.0 Winter .............................................................. 10 Credits ....................................................................... 15 10.0 New Year ......................................................... 11 Index ......................................................................... 15 11.0 Olympians ........................................................ 12 Charts and Tables ...................................................... 16 GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com © 2011 GMT Games, LLC 2 HELLENES: Campaigns of the Peloponnesian War INTRODUCTION In Winter, units outside friendly-controlled Cit- rulebook Organization ies (including besiegers) need Maintenance (a This running sidebar contains clarifications, Hellenes is a strategy game on the Peloponesian possible Winter Action). Units seeking Winter examples, and commentary. New changes are War between the Athenian Empire and the shelter can usually move without Action cost, in red. New edits for clarity are in blue. Spartan League, 431–404 BC. The object is to but no new attacks are allowed. amass Prestige by winning battles and captur- Winter ends with a Year End procedure (9.5). ing or pillaging opposing cities. 4 scenarios are SequeNCe of plaY - game Year provided (playing times: 2– 6 hours). Players can select sides randomly, or bid Prestige to New Year play a side. The Spartan player sits to the south, 1.0 THE MAP • Deal 6 cards to each player the Athenian player to the north. The map depicts ancient Greece and its envi- • New Year Event / Sacrifice rons, divided into land and sea areas. SpriNg/ Summer/ HigHSummer/ fall ThE GAME YEAr • Persia consists of Phrygia and Lydia. • iNitiative (card play) A Game Year consists of New Year plus 5 • sicily includes all areas on the Sicily inset • 1St plaYer turN Seasons. Players get 6 cards per Year, playing map (including the Gulf of Rhegium). aCtioN Phase one card per NewYear/Season. • italy is Taras, Croton & adjacent seas. • An Event occurs; OR • The rest of the map area is Greece. • Actions occur (any order): New Year (10.0) 1.1 Land Areas Movement / Pillaging / Building Deal each player 6 cards. One is played imme- Combat Phase Black borders divide land areas, or Provinces. diately as a NewYear Event or Sacrifice (10.3). Thick black borders divide Nations, and dashed Battles / Siege Combat borders divide Provinces within a Nation. • 2Nd plaYer turN (as above) CampaigNiNg SeaSoNS A Province containing a City is known as a wiNter Campaigning Seasons (Spring through Fall) CityState. All islands are playable. • iNitiative (card play: NO Events) consist of an Initiative phase, followed by a • 1St plaYer wiNter aCtioNS Player Turn (“turn”) for each side. 1.2 Sea Areas Wintering Movement Initiative Phase (3.3) Blue lines separate Sea Areas. Thick DeepSea • Homing to Home City (free) borders are risky to cross (5.22). Double lines • Quartering to adj. City (free) To begin each Season the players each commit show Narrows, which are easier to defend (6.5). • Group Moves (cost 1 Action) one card face-down, then reveal them simulta- Building neously. Cards have Action Values (coins) and 1.3 Cities and Towns Winter Maintenance Events on opposite ends and can serve either Cities [squares] and Ports [hexagons] are Disbanding use but not both. Play the card with its intended color-coded by Nationality and contain City use upright from your point of view. • (2Nd plaYer repeats as above) Value numbers. City Capacity (in units) is • 1St plaYer SiegebreakiNg Combat The lower Action Value takes the first Player double the City Value. Homing Battles Turn (Events have zero Action Value). Sparta Ports are Cities with fortified harbors. The Port (Win: enter City / Lose: Disband) goes first in case of ties. symbol projects into its single Offshore Sea, Sorties to which it retains access even when Besieged • (2Nd plaYer repeats as above) Player Turns (7.2). When not besieged, units in a Province • 1St plaYer Siege Combat The 1st Player does an Action phase and a Com- have access to all adjacent seas. bat phase. Then the 2nd Player does the same. Siege Assaults / Siege Attrition (triple) Every City has an inherent immobile Garrison • (2Nd plaYer repeats as above) (2.3) block that is only placed on the map as • Action Phase (3.1, 4.0) • Year eNd needed (they are NOT units and do NOT count • Tribute Collection Events are resolved first. Playing an Event against City Capacity). means having no Actions that turn. • Victory Check Towns [colored circles] are barbarian centers • Advance Year marker Action Values (coins) entitle a player to make with no City advantages. • Collect & Shuffle cards 1–3 Actions that turn (possibly increased by a Leader or Continuing Event). Actions include 1.31 City Loyalty Group Movement, Building, and Pillaging. Cities with white outlines (green/blue/purple) City representation are loyal to Athens. Those with black-outlines Most CityStates contained several cities. Only • Combat Phase (6.0) (red/orange/yellow) are Loyal to Sparta. the most important is shown, but the given City Value includes all cities. In the Combat Phase, battles and sieges for Cities retain their Loyalty regardless of occupa- disputed areas (i.e., units of both sides present) tion or control. Cities Loyal to the enemy are Neutral CityStates are resolved one at a time, smallest battles first. termed Opposing Cities. Scenario instructions may specify additional White Cities are neutral and cannot be entered. wiNter SeaSoN (9.0) neutral CityStates for specific scenarios. Entry Some scenarios specify other neutral Cities. Winter follows a different play sequence. into these is also prohibited. • Initiative 1.32 City/Town Nationality Offshore Seas -- clarifications Unit labels are also color-coded by Nationality • Winter Actions: Player 1 / Player 2 Leucas (Ambracia): Gulf of Ambracia • SiegeBreaking Combat: Player 1 / Player 2 (the central symbol color). Lipara (Sicily): Tyrrhenian Sea • Offensive Combat: Player 1 / Player 2. © 2011 GMT Games, LLC HELLENES: Campaigns of the Peloponnesian War 3 A unit must be in a Home City (same color/ Barbarian units have 2-color backgrounds Nationality) to build up in strength. This is with dark tan predominant [Persians have light City Control crucial to game play. tan predominant, see sidebar]. They arrive in A CityState is always controlled by its original home towns (colored dots) at maximum cv, and Athenian Subject Cities are a lighter blue than owner unless occupied by an enemy block. can make 1 free move from there, but disband Attica (Athens/Platea): they are not the same Besieged Cities are controlled by the defender. in the next Winter (9.24). Nationality. Lacedaemon [red] and Corinth [orange] are also different Nations. Sicilian units: (Greek/Barbarians with Home Area Control Cities/towns in Sicily), have distinctive back- Areas are controlled by the occupying player. 1.33 Subject regions ground label colors, with barbarians 2-colored Unoccupied areas that are not CityStates are Subject Cities are grouped into Subject Regions as above [see sidebar]. uncontrolled. In Sieges, the besieger controls such as Ionia [see sidebar, p. 5]. Spartan con- Unit ID numbers (1–60) are shown to aid setup. the land area of a CityState (i.e., its surround- trolled Subject Cities make other Cities within ing Province). that Region more likely to Revolt (3.12). For both sides, unit ID numbers are coded for the Scenarios (15.0) in which they appear: 1.4 Area & City Control ID# 1–40 431, 415 & 413 Units City control governs Wintering (9.21) and ID# 41–46 415 & 413 only Tribute (9.51). Control of land and sea areas ID# 47+ Sicily & 415 only GrEEkS affects Retreats (6.4). Control is re-evaluated Units with ID#s in white boxes can only appear after each Action phase and Combat phase. under certain specified circumstances. Controlled cities / areas are termed Friendly. • Sole occupation controls any area. 2.11 Unit Nationality • Vacant CityStates are controlled by the Each unit’s central symbol is color-coded to side to which they are loyal (i.e., a con- match its Home Cities/towns. This is crucial