The Peloponnesian War Rules

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Transcript of The Peloponnesian War Rules

Page 1: The Peloponnesian War Rules
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1 The Peloponnesian War

he Peloponnesian War is primarily a solitaire grand strategy game. Its subject is the prolonged con­flict between Athens and Sparta for hegemony over Greece. The game system stresses the strategic prob­lems that arise when a land power confronts a naval power in a war of attrition, but where the interplay of strategy, economics, coalition warfare, and leadership determine the victor.

As the commander of one side or the other, you attempt to bring a quick and decisive end to the war . The game system plays the part of your opposition. Unless you can end the war promptly, you will be forced to exchange commands and continue the war from the other side. Your performance will be evalu­ated according to your success in commanding either side, but the longer the conflict endures, the more you will be penalized at the game's conclusion. Thus, you become your own worst enemy in this tumultuous Greek drama.

As a bonus, there are two player and multi-player versions of Peloponnesian War included in this pack­age for competitive purposes.

1.1 GAME COMPONENTS • One 22" x 34" Map

• 200 Half Inch counters

• One Rules Booklet

• One Historical Commentary Booklet

• One Charts and Tables Booklet

• One Athenian Strategy Matrix

• One Spartan Strategy Matrix

• One Player Aid Summary

• One Counter Tray

• One Victory Point Pad

• Two six sided dice (two colors)

1.1.1 Map

There are three types of spaces (Land, Coastal, and Island) on the mapsheet and there are three types of Lines of Communication (Land, Naval, and Combined) running between the spaces. The types of Lines of Communication (LOCs) determine the types of units that can move between given spaces; the types of spaces are used in numerous places through­out the rules, usually to determine what type of units are placed or retained in a given space.

In addition to the basic type of space, some spaces are designated as Fortress spaces. These spaces are important in identifying and resolving siege situa­tions.

All spaces are color-coded to denote that they begin as part of the Delian League (Athens), Peloponnesian League (Sparta), or are Neutral.

1.1.2 Playing Pieces There are four types of playing piecess in the game: Leaders, Markers and two categories of combat units. Those categories are Land units (Hoplites and Cavalry) and Naval units. Each unit has a Strength Point printed on it. A Hoplite Strength Point (SP) rep­resents 2,000 men (except Spartan Hoplite SP repre­sent 1,000 men each). A Cavalry SP represents 2,000 mounted men. A Naval SP represents 25 triremes, plus marines and rowers armed as light troops. These units are available in 4 "nationalities'': Athenian, Athenian Ally, Spartan, and Spartan Ally.

Each Leader piece represents a historical personage who participated in the conflict. A Leader is printed with his name, a Tactical Rating, and a Strategic Rating. The various markers used throughout the game are explained in the appropriate rules sections.

The counter mix intentionally limits what can be built and used in play. You are always free to exchange units of identical type, like change, as long as the total number of SPs for a particular type in the counter mix is not exceeded. Note that, if you need to "make change" which would not exceed the allowable num­ber of SPs for a given type and "nationality" of unit and, for whatever reason, the countermix prohibits the exchange, you should keep track of the discrepan­cy on a piece of paper until the change can be made.

SUMMARY OF COUNTERS Sample Counters

Unit Symbols

No. of Strength Points

FRONT

Name

Tactical Rating

Strategic Rating

BACK Active Neutral

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The Peloponnesian War

BACK

Hoplite

Cavalry

Naval

Spartan Leader

Spartan Home Guard

Siege

Athenian Ally

Strategy Marker

Strategy Confidence Index

Bellicosity

Treasury, 100's

Treasury, 100's + 50

Hostages Held

Ravaged

Rebellion

1.13 Dice The game comes with two 6-sided dice of different colors. It is convenient to denote a different color die to represent each side during the course of play. This allows the player to resolve combat with one dice roll and tends to speed play. A Note on Randomness: Throughout the game, you will be called upon to make "random" determina­tions, particularly for the non-player side. In all cases, you should make a choice that is beneficial to the non-player side. If no choice is obviously better than another, assign an equal die roll range to all possible choices and roll a die for random determination.

1.1.4 Games Questions If you have any questions about the rules of The Peloponnesian War, please feel free to send in your questions, written so that they can be answered with a simple one-word response when possible. Be sure to enclose a stamped, self-addressed envelope. Mail your questions to:

Peloponnesian War Questions

Victory Games, Inc.

4517 Harford Road

Baltimore, MD 21214

NOTE: We ask your cooperation in sending a self-addressed, stamped envelope with our game questions; queries without a return envelope will not be answered. Also, we ask that you not call in your game questions.

1.2 GENERAL COURSE OF PLAY This is a solitaire game in which you will play both sides, perhaps several times each. Your objective is to shorten the war while performing well with the side you control during any game turn. Historically, even though the Spartans were victorious, they were so economically exhausted and demographically deplet­ed that they were defeated by Thebes in the Battle of Leuctra (371 BC) only 33 years after the war's conclu­sion. By shortening the war, you increase the likeli­hood that the victory will be a lasting one.

You begin a scenario in command of one side (for example, in the Peloponnesian War and Archidamian War scenarios, you begin by playing Athens). Each game turn represents three years of activity. Given this time scale, map scale is irrelevant, as units can easily traverse the map several times within a span of three years.

Each game turn, you select leaders for the two sides and determine the strategy which the non-player side will employ during the next three-year period (one game turn). During the Operations Cycle, you pay (from each side's Treasury) to conduct operations (alternating sides, one operation at a time) by moving

FRONT

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Armies to objective spaces, fighting skirmishes and battles along the way. Battles can also occur in the course of the Combat Phase, during which all sieges are resolved. The success or failure of Operations influences the amount of revenue received, and effect each side's will to continue prosecuting the war (mea­sured as Bellicosity). Revenue, measured in talents, is used to activate units for operations and to build new units. Once the victory conditions for either side are met, the game is concluded and your performance is measured (See Comprehensive Example of Play for a detailed look at the General Course of Play).

1.3 DEFINITIONS There are several critical terms that you should become familiar with before reading the remainder of the rules.

Activation: When a friendly leader enters a land or naval strength points (SP's) space and pays the appropriate operations cost (Land SP- 200 talents, Naval SP- 400 talents) the SP is activated and may move with the leader on an operation.

Army: An Army is a Force (of Land and/or Naval units) that is stacked with a friendly Leader.

Assembly Space: Any friendly space (including the home space) which contains friendly SP's that are activated by a leader when building an army is tem­porarily known as an assembly space.

Bellicosity: A measure of how determined either Athens or Sparta is in its efforts to continue the war. When either side's Bellicosity reaches zero, it surren­ders. Neither side's bellicosity can rise above 12 at the conclusion of a game turn for any reason. Athenian or Spartan Bellicosity is recorded by shifting the marker on the Bellicosity track of the appropriate Strategy Matrix.

Control: A side controls a given space if (a) the space is color coded for that side and there are no enemy units in it, or (b) the space is not color coded for that side and it is occupied by a friendly unit. Control is determined during the Administrative Phase.

EXCEPTION: See 5.3.1, the Long Walls of Athens.

Enemy Unit: Athenian and Athenian Ally units are enemy to Sparta; Spartan and Spartan Ally units are enemy to Athens.

Force: A Force is any unit or group of friendly units (Land and /or Naval) occupying a single space, whether or not they are stacked with a friendly Leader. Note that the term Force is often used to include "Army" (see above), unless specified other­wise.

Friendly Unit: Athenian and Athenian Ally units are friendly to one another and to Athens; Spartan and Spartan Ally units are friendly to one another and to Sparta.

Going Home Box: All surviving SP's from the losing side in a battle are placed in the Going Home Box located on the map. During the Going Home Segment of the Operations and Combat Phases these units are replaced on the map using the Post Combat Movement Table. Neutral: Spaces not on either side are called Neutrals. Neutral spaces can be captured by either side to improve their strategic position. Certain neutrals (Argos, Macedon and Syracuse) can become active and join a particular side. When these specified neu­trals become active they have certain forces placed in them as specified in the rules. Macedon (Pela and Macedon spaces) once active, always allied with one of the sides in the war and can change sides during play due to a random event.

Non-player Side: The side (either Athens or Sparta) under the control of the game system as represented by the appropriate Strategy Matrix. Obviously the player conducts the non-player side's activities as dic­tated by the game system, but he makes no active decisions.

Operation: An operation consists of paying for and moving an Army during the Operation Phase.

Player Side: The side (either Athens or Sparta) direct­ly controlled by the player this game turn.

Post Combat Movement Table: At the conclusion of a battle all surviving SP's from the losing force are placed in the Going Home Box. During the Going Home Segment of the Operations and Combat Phases the units in the Going Home Box are replaced on the map according to the priorities given on the Post Combat Movement Table. Based on the SP's type and nationality, these priorities designate the friendly-controlled spaces into which they are placed.

Ravage: As an army moves toward its objective space it ravages all enemy (not neutral) spaces it enters unless either the space in question is occupied by an enemy force, or a successful Interception is conducted (see 4.7). All ravaged spaces have Ravaged markers placed in them (See 4.8).

Rebellion: At the beginning of play, all spaces fall into one of three categories; Delian League, Peloponnesian League, or Neutral. All Delian League spaces that rebel (see 4.4) become^ friendly to Peloponnesian League forces. All Peloponnesian League spaces that rebel become friendly to Delian League forces. A Neutral space that rebels become friendly to the side whose force first enters it.

Strategy Confidence Index (SCI): The SCI measures how successful a side's conduct of the war has been during the current game turn. A side's SCI can never exceed 6 or be reduced to less than negative 6. The SCI value at the end of game turn effects numerous game functions.

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Los neutrales no activos son los especificados aquí y con las fuerzas iniciales. En lo sucesivo cada bando puede construir unidades nacionales y/o aliadas. En general cada bando puede atacar una zona neutral y contar para su paso más corto, a menos que se trate del grupo de neutrales especiales especificados por el juego, y a los que cada escenario les concede reglas especiales, que les limitará en estos aspectos a uno u otro bando.
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Strategy Matrixes: The strategy matrixes are used to determine the non-player side's strategy, operation objectives, and the size of the armies to be used in capturing those objectives. Furthermore, each side's strategy matrix is used to record the size of its trea­sury, its Bellicosity and its Strategy Confidence Index.

During the Strategic Planning Phase the strategy por­tion of the matrix is used to determine the non-player side's current strategy. This portion of the matrix has a series of boxes, labelled on the Spartan matrix: Attack Athens, Cause Rebellion, Cut LOC, Attack Athenian Ally; and on the Athenian matrix: Attack Spartan Ally, Cause Rebellion, Cut LOC, Attack Sparta (See 3.1 for details).

During the Operations Phase the non-player side gen­erates objective spaces based upon its current strate­gy. Before each operation the non-player side exam­ines the top of its strategy matrix to determine if conditions dictate that a defensive strategy be employed. If so, follow the instructions given under the appropriate condition.

If a defensive strategy is not used, a die is rolled and the result applied to the list of areas in the blue-shad­ed box located directly below the current strategy box. This indicates the general area in which the oper­ation's objective space will be located. The objective space itself is determined by conducting a second die roll in the red-shaded box corresponding to the area indicated by the first die roll.

EXCEPTION: The Attack Athens and Attack Sparta strategies yield objective spaces, not areas, and therefore no roll in an area box is necessary.

The objective space's type (C=coastal, I=Island, L=Land) determines the size and composition of the Army which will be moved to the objective space. Be sure to read the specific notes listed for each side and familiarize yourself with them.

Zone of Influence: All Forces project a Zone of Influence (ZOI) into one one or more spaces, the pre­cise extent of which depends upon the force's compo­sition:

• Hoplite (only): The space occupied by the Force.

• Cavalry (only): The space occupied by the Force and each space within 1 Land or Combined LOC.

• Naval (only): The space occupied by the Force and each space within 2 contiguous Naval or Combined LOCs.

• Hoplite + Cavalry: Same as Cavalry.

• Hoplite + Naval: Same as Naval.

• Cavalry + Naval: The space occupied by the Force and each space within 2 contiguous Naval or Combined LOCs, plus each space within 1 Land LOC.

• All: Same as Cavalry + Naval.

EXAMPLE: • If force contains any Naval and any Calvary SPs, ZOI consists of Spaces A,B,C,D, E, and F. • If Force contains any Naval SPs, but no Calvary SPs, ZOI consists of Space A, B, C, D, and E.

• If Force contains any Cavalry SPs, but no Naval SPs,ZOI consists of Spaces B,C, D, and F.

• If Force contains only Hoplite SPs, ZOI con­sists of Space C only.

1.4 GAME TURN SEQUENCE Each game turn is played strictly according to the fol­lowing sequence. Each Phase, and each Segment within each Phase, is discrete. Once you have moved on to another Phase or Segment, no actions appropri­ate to the preceding Phase or Segment can be under­taken. The rules for each Phase are covered in the rules section indicated. Note that some Segments comprise a number of steps (for instance, Continuing Operations) which are undertaken, in order, several times per game turn, as detailed in the appropriate rules sections.

Political Phase 2.0 (not conducted on the first game turn)

• Side Determination Segment

• Random Event Segment

• Delian League Rebellion Segment

• Leader Selection Segment

Strategic Planning Phase 3.0 (not conducted on the first game turn)

• Non-Player Side Strategy Determination Segment

• Strategy Confidence Index Segment

Operations Phase 4.0 • Player Side First Operation Segment

• Non-Player Side First Operation Segment

• Subsequent Operations Segment

• Going Home Segment

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Combat Phase 5.0 • Siege Determination Segment

• Battle Resolution Segment

• Siege Resolution Segment

• Going Home Segment

Rebellion Phase 6.0 • Continued Rebellion Determination Segment

• Rebellion Expansion Segment

• Helot Rebellion Determination Segment

Administrative Phase 7.0 • Revenue Collection Segment

• Strength Point Construction Segment

Armistice and Surrender Phase 8.0 • Bellicosity Adjustment Segment

• Surrender Determination Segment

• Armistice Determination Segment

• Ravaged Marker Removal Segment

• Game Turn Marker Segment

• Side Determination Segment • Random Event Segment

• Delian League Rebellion Segment

• Leader Selection Segment

NOTE: The Political Phase is omitted on the first game turn of all scenarios.

2.1 SIDE DETERMINATION SEGMENT

You must attempt to change sides in any Side Determination Segment in which the current player-side Strategy Confidence Index (SCI) is zero or a posi­tive number. Roll the die, add the SCI value and, if the result is equal to or greater than 6, switch sides. If any other modified result is rolled, or if the SCI is a negative number, continue to play the same side as on the previous game turn. (See Comprehensive Example of Play - Paragraph #38).

2.2 RANDOM EVENT SEGMENT

Consult the Random Events Table and roll the dice to determine the random event for the current game turn. If the specified random event cannot occur, con­tinue to roll the dice until an event is indicated that can occur. If the random event specifies a reduction in a side's Bellicosity, flip that side's Bellicosity marker to its -2 side. This reduction will occur during the Armistice and Surrender Phase. Immediately add any revenue generated by a random event to the indicat­ed side's Treasury. If the random event dictates that SP's are to be placed upon the map, this is done immediately. (See Comprehensive Example of Play -Paragraph #39).

2.3 DELIAN LEAGUE REBELLION SEGMENT

If the Athenian SCI is a positive number, no re­bellions occur. However, if the Athenian SCI is zero or a negative number, a Delian League

rebellionOCCURS. In this case, consult the Random Events Table exactly as if you had rolled an 8 on the table (i.e. roll a die and place a Rebellion marker in the indicated space and roll individually to determine whether or not adjacent spaces also rebel (which they do on a roll of 6)). (See Comprehensive Example of Play - Paragraph #40).

NOTE: Rebellion can never occur in or spread to a space occupied by a force friendly to the side against which the rebellion is directed. If the Delian League space indicated as the initial site of the rebellion is thus occupied, generate a space that is not.

A space in rebellion becomes friendly to the enemy side. Enemy Forces can enter the space and control it without having to conduct a siege against a fortress in the space.

NOTE: It is possible that this random event (oli­garchic rebellions in the Delian League) can occur once during the Random Event Segment and again during this Segment.

2.4 LEADER SELECTION SEGMENT

Randomly select a Leader for each side from the Leaders available to each respective side. Place the Spartan Leader in Sparta, and the Athenian Leader in Athens. Both of the selected leaders will automatical­ly lead their respective side's first operation army during the ensuing Operations Phase. If the leader is Nicias, flip the game turn marker to its Nicias +1 side. This may become important if an armistice is declared this game turn. (See Comprehensive Example of Play - Paragraph #40).

NOTE: The non-player side's leader's Strategy Rating is used when rolling to determine the non-player side's strategy during the Strategic Planning Phase.

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• Non-Player Side Strategy Determination Segment

• Strategy Confidence Index Segment

NOTE: This Phase is omitted on the first game turn of all scenarios.

3.1 NON-PLAYER SIDE STRATEGY DETERMINATION SEGMENT

At the beginning of the Strategy Planning Phase, determine the type of strategy to be pursued by the non-player side. Each scenario specifies the first game turn's strategy for the non-player side. If the non-player side's SCI value is positive and you did not switch sides in the Political Phase of this game turn, follow the same non-player strategy as last turn.

If you have switched sides this turn, or if the non-player side's SCI is zero or a negative number, choose a new non-player strategy by rolling a die, adding the non-player Leader's Strategy Rating to the result, and consulting the appropriate Strategy Matrix. The Strategy marker is placed in the strategy box that con­tains the modified die roll result.

NOTE: A side cannot use the Attack Sparta or Attack Athens strategy if the other side has cap­tured hostages at any point since the beginning of the game and no armistice has yet occurred. If the

generated non-player strategy would violate this rule, re-roll the die to select another non-player strategy.

NOTE: Whenever Alcibiades is on the Spartan or Persian Side (due to a Random Events Table roll), add 1 to the Spartan leader's Strategy Rating.

3.1.2 Non-Player Side Defensive Strategy At the beginning of each non-player operation, if any of the Conditions For Defensive Strategy listed at the top of the Strategy Matrix apply, the non-player side must conduct an operation according to the directions listed in the body of the condition. Once all of the defensive strategy requirements are met and another operation is to be conducted, the non-player opera­tions revert to the predetermined strategy. Of course, changing circumstances may dictate that the non-player side revert to a defensive strategy later in the course of the Operations Phase.

3.2 STRATEGY CONFIDENCE INDEX SEGMENT

Once the non-player side's strategy has been deter­mined, reset each side's SCI to zero. (See Comprehensive Example of Play - Paragraph #41).

• Player Side First Operation Segment

• Non-Player Side First Operation Segment

• Continuing Operations Segment

• Going Home Segment

The Operations Phase is conducted as a series of operations, beginning with a player-side operation, followed by a non-player side operation, and then alternating back and forth - one operation at a time -until both sides have passed. Once a side has passed, whether due to a lack of resources (leaders, forces, talents), auguries (see 4.3) or voluntarily, it conducts no further operations for the rest of the game turn.

4.1 PLAYER SIDE FIRST OPERATION SEGMENT

The player side's first operation comprises four basic steps:

Step 1: Designate an objective space. (Place the objec­tive marker as a reminder.)

Step 2: The leader (who always starts from the player side's Home space) builds an army by moving to spaces occupied by friendly forces (known as Assembly spaces) where he can "pick up" SP's by paying talents from the Treasury to activate them. Once a strength point is activated it is moved with the leader to the next assembly space until the army is built.

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Step 3: Once the army is built it is moved by the shortest legal route to the objective space. Each enemy, not neutral, space that is entered is ravaged (See 4.8) unless prevented by the presence of an enemy force or by a successful Interception (4.6).

Step 4: When the army has entered the objective space its movement is completed.

4.1.1 Building an Army and Moving Friendly SP's can move only when activated and stacked with a friendly leader. A leader and his accompanying force, collectively called an army, can move an unlimited number of spaces. A Leader mov­ing without an army cannot enter an enemy-occupied or color-coded space unless that space also contains a friendly Force. A leader moving alone may enter unoccupied Neutral spaces.

As a player side Leader passes through an Assembly space (including the Home space, if a friendly Force occupies it), he can "pick up" any number of SP's by paying their activation cost. For the player side the size of the army to be used on an operation is deter­mined by the player.

Movement Restrictions: • Only Land units can move along Land LOCs

• Only Naval units can move along Naval LOCs

• All units can move along Combined LOCs.

• Leaders can move along any type of LOC

• Each Naval SP can carry one Land SP along Naval LOCs (See Naval Transport, 4.14).

• The Spartan Home Guard (3 Hoplite SP's) can never be moved out of the Sparta space.

• An army may move into and through spaces con­taining an enemy force and/or fortress! However, when an army enters the Zone of Influence (ZOI) of an enemy force, it is subject to Interception (4.6), as a result of which it may have to fight and win a battle in order to continue moving.

• Player and non-player armies always follow the shortest legal route (depending on their composi­tion) when moving to an assembly or objective space. You cannot move an army around a enemy force that is in its path. If more than one legal path is available, choose randomly among them.

EXCEPTION: Neither side can use the Syracuse or Argos spaces to determine the shortest legal route if those spaces are neutral.

4.1.2 Corinthian Isthmus Naval units can move across the Isthmus of Corinth (from the Corinth space to the Cenchrae space, and vice versa) if the moving side controls both spaces. Naval ZOI's never extend along this LOC, although the LOC is used to determine the shortest legal route for movement purposes.

Any Force containing Land units that occupies Corinth automatically intercepts an Army entering Cenchrae (and vice versa); proceed directly to skir­mish resolution (See 4.7).

4.13 Cape Taenarum to Syracuse A player-side Army (only) can move directly from Cape Taenarum to Syracuse and vice versa as if it were travelling along a Naval LOC. However, before the army enters the space, roll a die. If a 5 or 6 is rolled, a violent storm occurs and the entire Army (except the Leader) is eliminated. The leader's counter is set aside until the next game turn, when he is again available for use. All other rolls have no effect.

4.1.4 Naval Transport As long as an Army has at least one naval SP for each land SP present the Army may move along Naval LOCs. If an Army has fewer Naval SP's than Land SP's, it cannot travel along Naval LOCs and calcu­lates the shortest legal route between two spaces using Combined LOCs.

If a moving army fights a skirmish in an island space, it may be left with fewer Naval SP's than Land SP's. Since all of the Land SP's can no longer be transport­ed, the excess must be left on the island space while the remainder of the Army continues moving. In all other circumstances of this nature the Army would continue moving, but only along Combined LOCs.

Likewise, Naval SP losses suffered in a skirmish may make it impossible for a moving army to transport all of its Land SP's over a Naval LOC that cannot be avoided at some future point along the route to its objective (i.e., no route consisting of Combined LOCs is available). In this case (only) the excess land SP's are left in the last space along the route that they can enter, while the rest of the Army continues on to the objective space.

4.1.5 Activation Costs Activation costs are paid at the instant that a leader activates SP's when building an army. The non-player side's Activation costs are calculated at the beginning of an operation (before the leader begins moving) to determine if it is feasible to assemble an Army of the required size, but the actual expenditure occurs only at the moment of activation. If an army loses a battle during the Operations Phase prior to completing its operation then all costs expended are forfeit.

• Each land SP costs 200 talents to activate and each naval SP, 400.

SPECIAL EXCEPTION: Spartan Hoplite and Cavalry SP's (not Spartan Allied), cost nothing to activate. In effect, they are activated for an operation free of charge.

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Sólo se puede reclutar para una operación a las unidades o SP de fuerzas que no estén actualmente activadas en un ejército: téngase en cuenta que aquí se está utilizando diferenciatoriamente los términos fuerza y ejército. De esto resulta que las SP de fuerzas sólo pueden mover una vez ya que o terminanla fase de operaciones exitosamente en un ejército situado en el punto de operaciones o de vuelta a casa por fracaso en el curso de una operación.
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Design Note: This rule reflects the unique social struc­ture of the Spartan state, wherein a relatively small elite of citizens lived a life devoted to discipline and the achieve­ment of prowess in military pursuits. They were fed and maintained economically by the Helots, or peasantry, who, like medieval serfs, enjoyed none of the rights of citizen­ship. This arrangement allowed the Spartans to assemble their army without undergoing the expense or economic disruption that inevitably occurred when the other Greek city-states mobilized their forces.

4.2 NON-PLAYER SIDE FIRST OPERATION To conduct the first operation for the non-player side, refer to the appropriate Strategy Matrix. The non-player leader drawn during the Leader Selection Segment always conducts the first operation. A non-player operation is conducted in 6 steps;

Step 1: Determine whether or not the non-player side must employ a Defensive Strategy. At the top of the Strategy matrix is listed a set of Conditions for a Defensive Strategy. If any of these conditions apply, assign the objective space as listed in the text of the condition and proceed to Step 3. More than one con­dition or objective may apply. In this case, conduct an operation for the highest priority condition that applies (highest priority at the top of the list, lowest priority at the bottom).

Example: At the beginning of the first non-player operation, an Athenian force occupies the Argos space (within 2 spaces of Sparta), and another Athenian force occupies Thebes. Both conditions dictate a Spartan Defensive Strategy, but the Athenian force at Argos takes priority, and an army of 10 Hoplites and 1 Cavalry must conduct an operation against it.

If the Conditions for a Defensive Strategy are not in effect then proceed to Step 2.

Step 2: Determine the operation's objective space based on the non-player side's current strategy. On the Strategy Matrix there is a blue-shaded box located directly below the current strategy. Within this box is a list of areas associated with a 1 to 6 die roll. Roll a die in the box corresponding to the current strategy. Then, determine the operation's objective space by conducting a second die roll in the red-shaded box corresponding to the area indicated by the first roll. If the objective space thus generated is controlled by the non-player side, roll again until you produce an objective space that is not controlled by the non-play­er side.

EXCEPTION: On the Strategy Matrixes the Attack Athens and Attack Sparta strategies yield objective spaces, not areas, and therefore no roll on in an area box is necessary.

EXCEPTION: If the non-player side's strategy is "Cause Rebellion" (see 4.4), the objective space

can be neither occupied by an enemy force, nor can it be an enemy home or coalition space. If the designated objective space violates any of these criteria, re-roll until you generate an objective space that does not.

Step 3: The non-player leader attempts to assemble an army. If a Defensive strategy is in effect the appro­priate Defensive strategy condition dictates the size of the force to be assembled. If a Defensive strategy is not in effect, the size and composition of the army to be assembled varies depending upon the objective space type.

Determine if the operation's designated objective space is a coastal, island, or land space. The size and composition of the army necessary is indicated by the letter (C=Coastal, I=Island, L=Land) which follows each force listed in the box headed by the word "Force" immediately below the current strategy marker. Certain special conditions on army composi­tion may also apply and are listed on the individual strategy matrixes.

Example: The Spartans' current strategy is "Attack Athenian Ally." A '2' is rolled for area determination, indicating that the operation will be directed against a space in Ionia. The "Ionia" box is then consulted, and a M' is rolled, indicating that the objective space will be Erythrae. Erythrae is a Coastal space, so the army assembled for the operation will consist of 3 Hoplite and 3 Naval SP's.

Step 4: Move the non-player side's Leader (starting in its Home space) and assemble an army of the required size by entering Assembly spaces and "pick­ing up" SP's by paying their activation cost(s) out of the Treasury. When assembling a non-player army, you must adhere to the guidelines listed under 4.2.1; non-Player Army Building Priorities. Movement of a non-player side army is conducted identically to the movement of a player side army.

Step 5: Once the army has been assembled it is moved by the shortest legal route to its objective space. If two or more legal routes of equal length are available, choose randomly among them. Each enemy (not neutral) space that is entered is ravaged (see 4.8) unless prevented by the presence of an enemy force or by a successful Interception (4.6).

Step 6: When the army has entered the objective space its movement is completed.

4.2.1 Non-Player Army Building Priorities When a non-player army is being assembled for an operation, certain restrictions apply to the choice of assembly spaces, and to the number of SP's that may be "picked up" in them. Generally, an army must be assembled using those forces closest to the non-play­ers side's home space before using more distant forces. Furthermore, when assembling an army, one

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does not denude an assembly space of all its SP's unless absolutely necessary. Finally, if one must denude one or more assembly spaces in order to assemble an army of the required size, one denudes friendly color-coded spaces before denuding enemy color-coded spaces that were captured during previ­ous turns. Follow the priority scheme given below, but use common sense to resolve unusual situations in a manner consistent with the intentions stated above.

• Take the maximum amount of SP's required from the home space before proceeding to any other assembly space(s).

• Take forces from assembly spaces that are closest to the home space before moving to a more distant assembly space.

• never take the last SP of a particular type (Hoplite, Cavalry and Naval) from a space unless it is abso­lutely necessary to assemble the army required for the operation.

• Do not take the last SP from an enemy color coded space which was captured during a previous turn unless it is absolutely necessary to assemble the army required for the operation.

NOTE: The removal of the last friendly SP in an enemy color-coded space will cause control of the space to revert back to its original owner.

4.2.2 Movement Restrictions

A non-player army will not enter the Argos or Syracuse spaces if doing so would bring that neutral into the war. Thus, these spaces are avoided when computing the shortest legal route. (See Comprehensive Example of Play - Paragraphs #2, 3, 4,5,6, 7 and 8).

4.3 SUBSEQUENT OPERATIONS SEGMENT

After each side has conducted its first operation, sub­sequent operations may follow, with each side alter­nately conducting one operation at a time until both sides have passed. Each operation subsequent to the first is conducted precisely as outlined in 4.1 or 4.2 (as appropriate to the side), but with two additional steps:

• The very first thing one does when conducting an operation (subsequent to the first) is to consult the gods and determine if the auguries favor the enter­prise. Conduct an "Auguries" die roll. If the player side is attempting to conduct an operation, a roll of 6 indicates that the operation does not take place, and the player is considered to have passed. If the non-player side is attempting to conduct a subse­quent operation, it does not take place, and the non-player side is considered to have passed if the die roll is 5 or 6.

• If the Auguries die roll permits a subsequent op­eration, randomly select a new Leader and place him in the side's Home space. CRITICAL NOTE: SP'S which are part of armies that have already moved are not available when assembling new armies for subsequent operations.

Passing The player side may always voluntarily choose to pass. However, a side (whether player or non-player) must pass (even on the first operation) if any of the following conditions apply:

• No leaders are available for an operation. • Paying for the operation would violate the

Athenian Emergency Fund rule (See 7.15).

• The auguries die roll is adverse.

• Insufficient funds are available.

• Insufficient forces are available.

Once a side has passed it can conduct no further operations during the Subsequent Operations Segment. (See Comprehensive Example of Play -Paragraphs #9,10,11,12 and 13).

4.4 CAUSE REBELLION STRATEGY

A Cause Rebellion operation is treated like any other operation except that after the objective space has been designated and prior to the army being assem­bled, one determines if the objective space rebels. The objective space of a Cause Rebellion operation can be neither occupied by an enemy force, nor can it be an enemy home or coalition space. Neutral spaces may be the target of a rebellion attempt.

NOTE: Coalition spaces can go into rebellion as the result of a Random Event or Rebellion Expansion (see 6.2), although never when occupied by a friendly force.

EXCEPTION: Argos, Syracuse and Pela cannot be the objective space of a Cause Rebellion operation while they are neutral.

4.4.1 Non-player Cause Rebellion Strategy

Each time an operation is conducted under this strate­gy, pay 100 talents out of the Treasury and conduct a rebellion die roll for the objective space. On rolls of 4 thru 6, the rebellion succeeds, and an Army is assem­bled and moved to the objective space just as in a nor­mal operation.

NOTE: Remember that a space that has rebelled is friendly to the Army which has it as an objective.

On rolls of 1 thru 3, however, the rebellion fails, no Army is assembled and no activation costs are incurred, although the 100 talents deducted from the Treasury for the rebellion attempt are permanently lost. The player side then conducts an operation. Failure to send an Army due to an unsuccessful cause rebellion attempt does not count as a pass.

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Hay un error en las reglas históricas, ya que el bando del jugador espartano no podría causar nunca una rebelión si se aplicara esta restricción a las opciones ofrecidas por la hoja de matrices, además historicamente Esparta causó grandes rebeliones denstro del ámbito de coalición de la arque ateniense que no se daría ni con el suceso de azar que ocurre al comienzo de turno: portodo ellos se debe eliminar para ambos la restricción de espacio de coalición, pasando de esta manera a objetivo normal para un intento de rebelión.
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4.4.2 Player Side Cause Rebellion Strategy As the player side, you can use this strategy by attempting to cause rebellion in a single non-player-controlled space. To conduct a "cause rebellion" oper­ation, pay 100 talents out of your Treasury to pay for the attempt and roll a die. On a die roll of 6, the rebellion succeeds, and you assemble an Army and move it to the objective space just as in a normal oper­ation. On rolls of 1 thru 5, however, the rebellion fails, no Army is assembled and no activation costs are incurred, although the 100 talents deducted from the Treasury for the rebellion attempt are permanently lost. The non-player side conducts an operation. Failure to assemble an Army due to an unsuccessful cause rebellion attempt does not count as a pass.

4.5 NEUTRALS Sometimes, certain neutral spaces (Syracuse and Argos) begin a scenario actively supporting one or the other side. Alternatively, such a space can begin the game as a neutral and later become active as the result of a random event. Macedon (Pela and Macedon spaces) is a neutral which once is active is always on one side in the war.

When active, a neutral has Allied SPs placed in its spaces as denoted by each scenario. Once activated, these spaces become Coalition spaces for the side that they joined. If Syracuse, Argos, or Pela is occupied by an enemy force it is out of play until no longer occu­pied. Persia (Sardis space) can only be activated by a Random Event.

All other neutral spaces have no forces associated with them. If an Army enters a neutral objective space that is not in rebellion, the space must be captured, by siege if a fortress is present. If an army enters a neu­tral space which is not its objective, the army contin­ues its movement and does not Ravage (4.8) the space, although Interception (4.6), Skirmishes (4.7), and Battles (5.0) can occur.

Neutral Spaces and Rebellion If a neutral space is in rebellion, it is considered friendly to whichever side's Army first enters it, and the space is automatically captured.

4.6 INTERCEPTION

4.6.1 Overview of Interception: The mere presence of an enemy force presents no obstacle to the movement of an army. That is to say, an Army can move directly through a space occupied by an enemy force of any size! The enemy force impedes the army's movement only if the enemy force conducts a successful Interception attempt against it.

An Interception attempt occurs whenever a moving army enters a space in an enemy ZOI (even if that space is its objective space). Interception is mandatory for both sides. A Force is eligible to intercept whether or not it has moved in the current game turn, and can attempt to intercept an unlimited number of times per turn. An intercepting Force does not move from the space it occupies. If an Interception attempt fails, the army continues moving towards its objective space. If, however, an Interception attempt succeeds, a Skirmish takes place. The outcome of the Skirmish determines whether the army may continue moving or is forced to immedi­ately conduct a battle against the intercepting force. If the army wins the battle, it continues moving. If it loses the battle, all of its SP's are placed in the Going Home box and the the operation is terminated.

(See Comprehensive Example of Play - Paragraphs #5 and 12).

4.6.2 Interception Procedure: Whenever an Army enters an enemy ZOI, roll a die.

• On rolls of 4 thru 6, the Interception succeeds and a skirmish is immediately resolved.

• On rolls of 1 thru 3, the Interception fails and the Army continues moving, repeating the Interception procedure as many times as neces­sary.

An army can be intercepted an unlimited number of times during the course of its movement, but never more than once per space. If more than one enemy Force is eligible to intercept the Army, then randomly determine which one conducts the Interception attempt (the enemy Forces do not coordinate or add their strengths together).

Intercepting Leaders Moving Alone

If a Leader is moving without an army, he can be intercepted. If the Interception attempt succeeds, the Leader is automatically removed from the map for the remainder of the game turn (there's no skirmish), the operation is terminated and all costs are forfeited (this does not count as a pass).

4.7 SKIRMISHES A successful Interception results in a skirmish. Roll a die for each side. If a 1 is rolled, that side loses 1 SP. If it is in a Coastal or Land space, a Force loses one SP (picked in the following order from those available: Hoplite, Cavalry, Naval); if in an Island space, the order is reversed.

The Skirmish results in a Battle (which is immediate­ly resolved) if either of the following conditions apply;

A The combined total of the two skirmish die rolls is 11 or greater, or;

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IGUALMENTE LA MISMA FUERZA ENEMIGA PUEDE INTENTAR INTERCEPTAR TODAS LAS VECES QUE SEAN NECESARIAS.
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B The combined total of Land SP's (of all types on both sides) in a Land or Coastal space is 8 or greater, or the combined total of Naval SP's (of both sides) in a Coastal or Island space is 8 or greater, and (in either case) at least 50% of the com­bined total consists of SP's in the intercepting force.

If a battle occurs, resolve it according to the rules given in Section 5.2, Battle Resolution. If no battle occurs, or if the moving Army wins the battle, it con­tinues moving toward an assembly or objective space. Further Interceptions (and Skirmishes and Battles) are possible. If, however, the moving Army loses the bat­tle, all of its SP's are placed in the Going Home box, the the operation is terminated and all costs are for­feit. (See Comprehensive Example of Play -Paragraphs #5 and 12).

4.8 RAVAGING

Each enemy-controlled space that an Army enters when moving toward its objective space (not towards an assembly space) is automatically ravaged (place a Ravaged marker in the space) unless it is either occu­pied by an enemy force, or a successful Interception attempt is made in the space. The presence of a fortress does not prevent ravaging.

(See Comprehensive Example of Play - Paragraphs #6,10,11,12 and 13).

4.9 GOING HOME SEGMENT

Remove all units in the Going Home box to their Home and Coalition spaces, according to the Post-Combat Movement Table.

During each Combat Phase, there are four Segments:

• Siege Determination Segment

• Battle Resolution Segment

• Siege Resolution Segment

• Going Home Segment

These Segments must be conducted in order, and each Segment is absolutely discrete; once the Siege Resolution Segment begins, for instance, no further Battle Resolution steps can be undertaken.

5.1 SIEGE DETERMINATION SEGMENT The purpose of this Segment is to identify every siege situation on the map that will need to be resolved during the Siege Resolution Segment. To identify siege situations, examine each Fortress space (includ­ing neutral fortress spaces) that is occupied by an enemy Army (player or non-player). If either of the following two conditions applies, place a Siege mark­er in the space:

Condition 1: No enemy units occupy the space. In this case, place the Siege marker beneath the Army.

Condition 2: A Force (not Army) belonging to the side that controls the fortress occupies the space and is 4 or more Strength Points weaker than the Army. In this case, place the Force beneath the Siege marker, and the Army, on top of the siege marker.

(See Comprehensive Example of Play - Paragraphs #19 and 20).

5.2 BATTLE RESOLUTION SEGMENT The purpose of this Segment is to resolve all battle sit­uations on the map. Battles must be resolved in the following order of categories:

1. Home spaces, without Siege markers, occupied by forces on opposing sides.

2. Coalition spaces, without Siege markers, occupied by forces on opposing sides.

3. All other (non-Home, non-Coalition) spaces, with­out Siege markers, occupied by forces on opposing sides.

4. All friendly ZOI spaces that contain enemy unit(s) that are not under a Siege marker.

NOTE: A battle doesn't occur merely because opposing forces ZOI's overlap in a common space. One force must actually be in the other's ZOI.

In all of the situations described above, battle is mandatory. Resolve all battles in each category before moving on to the next category, randomly determin­ing the order of resolution within each category.

(See Comprehensive Example of Play - Paragraphs #21,22,23,24 and 25).

NOTE: A Force or Army may be obliged to fight more than one battle in a Combat Phase; stick to the category order in this case.

To resolve a battle, first determine which type of bat­tle is taking place:

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EN EL CASO DE INTERCEPTACIÓN LAS BATALLAS SE RESUELVEN DE MANERA INMEDIATA.
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Land Battle: If either Force or Army consists solely of Land SP's, the battle is a Land Battle.

Naval Battle: If either Force or Army consists solely of Naval SP's, the battle is a Naval Battle.

Combined Battle: If both Forces or Armies contain both Land and Naval SP's, the battle is a Combined Battle.

No Battle: If one Force or Army is exclusively Land units, and the other is exclusively Naval units, there is no battle.

5.2.1 Conducting a Land Battle Roll one die for each side, and modify the die rolls as follows (all cumulative):

• Add that side's Leader's Tactical Rating. If more than one leader is present on a side, use the leader with the poorest Tactical Rating.

• If one side has more Cavalry SP's than the other, add 1 to that side's die roll.

• If one side has more Hoplite Strength Points than the other, add 1 to that side's roll for each Strength Point of difference.

• If one side is at least 50% Spartan Hoplite SP's, add 2 to its roll.

• If a battle is taking place in the Sparta space; (A) randomly draw a Spartan leader (if one is avail­able) and place him in Sparta, and (B) add 2 to the Spartan battle resolution die roll.

The side that has the higher modified die roll wins. If there is a tie, the side with the higher Leader Tactical Rating wins (a leader Tactical Rating of "0" beats no leader). If there is still a tie, the battle is a draw. Once the outcome of the battle has been determined, apply the following results:

• If the battle is not a draw, the winner loses no Strength Points and remains in the space. The loser loses a number of Strength Points equal to the modified dice roll difference, or the number of Hoplite SP's on the winning side, whichever is less. Reduce these losses by 1 SP for each Cavalry SP the loser has in excess of the number of Cavalry SP's on the winning side (although the losing side must always lose at least 1 SP). All surviving SP's on the losing side are immediately placed in the Going Home box. Increase the winner's SCI by 1, and reduce the loser's SCI by 1.

• If the battle is a draw, both sides lose 1 Strength Point (unless each side has only one SP, in which case neither loses any; if only one side has only one SP, it is eliminated) and all remaining SP's on both sides are immediately placed in the Going Home box.

(See Comprehensive Example of Play - Paragraph #22).

5.2.2 Conducting a Naval Battle Roll one die for each side, and modify the die rolls as follows (all cumulative):

• Add that side's Leader's Tactical Rating. If more than one leader is present on a side, use the leader with the poorest Tactical Rating.

• If one side has more Naval SP's than the other, add 1 to that side's roll for each Strength Point of differ­ence.

• If one side is at least 50% Athenian Naval SP's, add 2 to its roll.

The higher modified die roll wins. If there is a tie, the side with the higher Leader Tactical Rating wins (a leader Tactical Rating of "0" beats no leader). If there is still a tie, the battle is a draw. Once the outcome of the battle has been determined, apply the following results:

• If the battle is not a draw, the winner loses no Strength Points and remains in the space. The loser loses a number of Strength Points equal to the dice roll difference, or the number of Naval SP's in the winning force, whichever is less. All remaining SP's in the losing force are immediately placed in the Going Home box. Increase the winner's SCI by 1, and reduce the loser's SCI by 1.

• If the battle is a draw, both sides lose 1 Strength Point (unless each side has only one SP, in which case neither loses any; if only one side has only one SP, it is eliminated) and all remaining SP's on both sides are immediately placed in the Going Home box.

(See Comprehensive Example of Play - Paragraphs #24 and 25).

5.2.3 Conducting a Combined Battle

• Conduct a Naval Battle normally.

• If the winner of the Naval Battle has fewer Hoplite SP's than the loser, place all surviving SP's of the losing side in the Going Home box. In this case, the winner of the Naval Battle is considered the win­ner of the Combined Battle. Increase the winner's SCI by 1, and reduce the loser's SCI by 1.

• If the winner of the Naval Battle has a number of Hoplite Strength Points equal to or greater than the loser of the Naval Battle, conduct a Land Battle normally. In this case, the winner of the Land Battle is considered the winner of the Combined Battle. Increase the winner's SCI by 1, and reduce the loser's SCI by 1.

• If the Naval Battle is a draw, all surviving units are placed in the Going Home box. Land SP's are placed in the Going Home box regardless of whether or not there are sufficient Naval SP's sur­viving to transport them.

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5.2.4 Conducting a No Battle When opposing forces occupy the same space, but no battle occurs, remove all Naval SP's from such spaces to the Going Home box.

EXCEPTION: The Long Walls of Athens, 5.3.1.

When No Battle occurs and the opposing forces occu­py different spaces, both forces remain where they are located. If No Battle occurs as a result of an inter­ception and a skirmish, the moving Army continues its movement.

5.3 SIEGE RESOLUTION SEGMENT First, remove the Siege marker from any space that no longer has an enemy (besieging) Army on it. Then, resolve a siege for each space that still contains a Siege marker. Sieges are conducted in the following order; Home spaces, Coalition spaces, and then all other spaces. Within each category, randomly deter­mine in what order sieges will be resolved. Sieges are resolved as follows:

If the besieged Force has more Naval SP's than the besieging Army, the siege automatically fails. Remove all SP's in the besieging Army to the Going Home box and replace the Siege marker with a Ravaged marker (if one's not already present). Reduce the besieging side's SCI by 1.

If the besieged Force does not have more Naval SP's than the besieging Army, roll a die and add the besieging Leader's Tactical Rating.

• If the modified roll is 1 thru 3, the siege fails; remove all Strength Points in the besieging Army to the Going Home box, replace the Siege marker with a Ravaged marker (if one's not already pre­sent) and reduce the besieging side's SCI by 1.

• If the modified die roll is 4-6, the siege succeeds. Eliminate the besieged Force and replace the Siege marker with a Ravaged marker (if one's not already present). Increase the besieging side's SCI by 1, increase its Treasury by 300 talents (revenue from the sale of the enslaved population), and reduce the besieged side's SCI by 1.

EXCEPTION: If the fortress was Neutral (i.e., con­trolled by neither side) or in rebellion when it was successfully besieged, naturally there is no reduc­t ion in the opposing side's SCI (though the besieger's SCI does increase).

(See Comprehensive Example of Play - Paragraphs #26,27,28 and 29).

5.3.1 Long Walls of Athens • Whenever a Spartan army enters the Athens or

Piraeus space, the situation is automatically a siege if there are not at least three more Athenian Land SP's than there are Spartan Land SP's present in the space. The catch is that if the Athens space can

trace a line of spaces not controlled by Peloponnesian League forces to the Euxine (Black Sea), the siege automatically fails. This line of spaces can be traced through a space even if it is besieged by a Spartan army.

• Athenian Cavalry ZOI's do not extend out of the Athens or Piraeus spaces during the combat phase, and enemy ZOI's (of any and all unit types) do not extend into Athens or Piraeus during any phase.

• If a No Battle (See 5.2.4) occurs in the Piraeus space - the land SP's are removed to the Going Home Box instead of the naval SP's.

53.2 Syracuse If the Syracuse space is being beseiged, 2 is subtracted from the Besieging Army's Siege resolution die roll.

5.4 GOING HOME SEGMENT • For each Army still on the map, roll a die and add

the Leader's Strategy (not Tactical) Rating to the die roll. If the die roll is 6 or greater, leave the Army in place and remove the Leader. If the die roll is less than 6, leave 1 SP in the space and remove the remainder of the Army to the Going Home Box.

NOTE: In a Land or Coastal space, leave a Hoplite or, if no Hoplite SP is available, a Cavalry SP or, if no Cavalry SP is available, a Naval SP. In an Island space, leave a Naval SP or, if no Naval SP is available, then a Hoplite or Cavalry SP. Within each category of SP, leave a Spartan or Athenian SP (if possible) rather than an Allied SP.

• Remove all units in the Going Home box to their Home and Coalition spaces in accordance with the Post-Combat Movement priorities.

5.5 CONCLUDING THE COMBAT PHASE At the conclusion of the Combat Phase, all of the fol­lowing conditions should be met:

• There are no Siege markers on the map.

• No space is occupied by forces of the two opposing sides.

• The Going Home box is empty.

• There are no Leaders on the map.

5.6 HOSTAGES The winning side captures hostages (place a Hostages marker on the Attack Athens or Attack Sparta Strategy box of the appropriate Strategy Matrix) in any Land Battle in which any of the SPs lost were Athenian or Spartan Hoplites (not allies). There is no cumulative effect if a side wins more than one battle in which it is eligible to take hostages. All hostages are released when an armistice is declared (remove all Hostage markers).

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• If the player side holds hostages, then the non-player, cannot use the Attack Athens or Attack Sparta strategy. Example: If Athens wins a land battle and one or more Spartan Hoplite strength points are lost, then Sparta cannot use the Attack Athens strategy on any game turn until after an armistice occurs.

• If the non-player side holds hostages, the player side is prohibited from choosing the non-player side's home space or any adjacent space as an objective space.

(See Comprehensive Example of Play - Paragraph #22).

5.7 LEADERS IN COMBAT

Leaders cannot be killed in combat unless the random event "Leader Deaths" was rolled in the current game turn and its conditions are met. If the "Leader Deaths" random event is not in effect, a leader whose entire army is eliminated or placed in the Going Home box is removed from play for the remainder of the game turn and becomes available again on the next game turn.

5.8 NEUTRALS AND POST COMBAT MOVEMENT

When certain neutrals (Argos, Macedon, or Syracuse) are active on a side, they have first call on post com­bat movement priorities as shown on the Post Combat Movement Table. That is to say, the post combat movement requirements for these spaces pre­empt certain of the usual post combat movement pri­orities for Athenian and/or Spartan Allied SP's.

• Continued Rebellion Determination Segment

• Rebellion Expansion Segment

• Helot Rebellion Determination Segment

6.1 CONTINUED REBELLION DETERMINATION SEGMENT

If a space that has rebelled is in the ZOI of a friendly force (the side to which it belonged before it rebelled) and not in the ZOI of an enemy force (the side to which it is now friendly), the rebellion has been put down (remove the Rebellion marker). A space in Rebellion that is not in the ZOI of a friendly unit remains in rebellion.

Once these requirements have been met (i.e., each "neutral" has the specified number of strength points in its space), no more strength points are sent and the normal post combat priorities are in effect for all remaining Allied SP's. If the "neutral's" requirements are already met before post combat movement begins, then no further SP's are sent.

Example: Before post combat movement begins, two Spartan Allied Hoplite SP's are present in Syracuse space. The post combat movement table indicates that if Syracuse is a Spartan ally, the first two Spartan Allied Hoplite SP's are sent there. However, since there are already 2 Allied Hoplite SP's at Syracuse, no more will be sent there, and you proceed to the next priority (i.e., Corinth and Thebes each receive 50% of all remaining Allied Hoplite SP's).

5.9 CHIOS AND SAMOS AS COALITION SPACES

If the Athenian Chios coalition space is captured or goes into rebellion, Samos becomes an Athenian coalition space.

If Chios is in rebellion or is enemy-controlled, the Athenian Allied SP's that would usually be placed there during Post-Combat Movement are placed at Samos instead. If Chios and Samos are both in rebel­lion or enemy-controlled, the regular post combat movement rules apply.

If, at the end of any Rebellion Expansion Phase, Chios is once again a friendly Delian League space, all Athenian Allied forces at Samos are removed and placed at Chios.

6.2 REBELLION EXPANSION SEGMENT

Rebellion may spread from a space that is in rebellion to adjacent spaces (along any type of LOC) belonging to the same League (Delian or Peloponnesian, no neu­trals). Roll a die for each such adjacent space that does not contain a friendly force (the side to which the rebelling space originally belonged). Add two to the die roll if a space is also in the ZOI of an enemy force (the side to which it is now friendly), regardless of whether or not it is also in the ZOI of a friendly force. On a modified roll of 6 or greater, the space goes into rebellion. (See Comprehensive Example of Play - Paragraph #32).

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definición de adyacencia = espacio contiguo a otro por cualquier tipo de LOC.
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6.3 HELOT REBELLION DETERMINATION SEGMENT

If Pylos, Asine, Corone, Prasiae, and Epidaurus Limera are all occupied by Delian League forces then a Helot rebellion occurs automatically. A Helot rebel­lion has the following effects;

• 2 Spartan Hoplite SP's in Sparta are immediately eliminated.

• Spartan revenue for the current turn is reduced by 500 talents.

• Revenue Collection Segment • Strength Point Construction Segment

7.1 REVENUE COLLECTION SEGMENT On every game turn each side receives a fixed amount of revenue from its League.

• Each game turn, the Athenians receive revenue in the sum of 3500 talents from the Delian League.

• Each game the Spartans receive revenue in the sum of 2500 talents from the Peloponnesian League.

These revenues are reduced for each League space that has been captured, Ravaged or is in rebellion. For each friendly (not neutral) space that has been cap­tured or Ravaged, or is in rebellion, deduct 50 talents from that turn's revenue (a captured space that has also been Ravaged still causes a total deduction of only 50 talents).

EXCEPTION: Thebes and Corinth each cause a 250 talent deduction in Spartan revenue if they are con­trolled by the Delian League.

Revenue remaining after deductions is added to each side's treasury. The amount of talents held in a trea­sury is kept track by shifting the position of the 000 (thousands) and 00 (hundreds) markers on the Treasury Track. If there are more than 10,000 talents in the treasury, flip the 000 marker to its +10000 side. If a deduction or addition of 50 talents needs to be recorded, flip the 00 marker over to it 00+50 side.

(See Comprehensive Example of Play - Paragraphs #33 and 34).

7.1.1 Sicilian Revenue If Syracuse is an active ally of Sparta, add 500 talents per game turn to Spartan revenue. The Spartans con­tinue to receive this additional revenue until Syracuse is captured by Athenian forces.

• Spartan Bellicosity is reduced by 2.

In the Helot Rebellion Determination Segment of each consecutive and subsequent game turn in which the conditions for a Helot Rebellion apply, Spartan rev­enue is reduced by 1000 talents, and Spartan Bellicosity is reduced by 2. If a Helot rebellion occurs and is put down (by the Spartan side recapturing any of the 5 spaces), Helot Rebellions can take place again in the future, with the same first turn effects as listed above.

If Delian League forces control Syracuse and exert ZOI's into all spaces on Sicily, add 1000 talents to Athenian revenue on each game turn that this condi­tion is in effect. This additional revenue is received even if enemy forces also exert ZOI's into spaces on Sicily.

7.1.2 Athenian Sea Lines of Communication If Athens cannot trace a path of spaces, free of enemy-controlled spaces, from Athens to the Euxine (Black Sea) deduct 1500 talents from its revenue on every turn that this condition applies.

7.13 Epidamnos LOC If either side controls Epidamnos and can trace a path of spaces, free of enemy forces, from its home space to Epidamnos, add 1000 talents to that side's revenue each game turn that these conditions are met.

7.1.4 Eisphora When you are playing the Athenian (Delian League) side, you can levee the wealthier sections of your population by implementing direct taxation.

This can be done only if the Athens, Piraeus, Panactum, and Decelea spaces are all free of enemy forces and are not Ravaged. If these conditions are met, 1,000 talents are added to Athenian revenue.

NOTE: The non-player side does not benefit in any way from the Athenian side's use of the Eisphora.

7.1.5 Athenian Emergency Fund The Athenian treasury may never expend funds that would cause it to have a balance of less than 1000 tal­ents.

EXCEPTION: This restriction is ignored if 10 or more Delian League spaces are in rebellion, or enemy forces have captured Piraeus or Decelea.

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7.2 STRENGTH POINT CONSTRUCTION SEGMENT

An SP costs 200 talents to construct no matter what its type (Hoplite, Cavalry or Naval). Once constructed, SP's are placed on the map according to the Post Combat Movement Table priorities, newly-construct­ed SP's are brought into play immediately (i.e., there is no delay before they are placed on the map).

• The player side may build as many units of any kind that the player desires, but no more than 600 talents may ever be spent in a single Strength Point Construction Segment.

• Bellicosity Adjustment Segment

• Surrender Determination Segment

• Armistice Determination Segment

• Ravaged Marker Removal Segment

• Game Turn Marker Segment

In this phase, you evaluate the effect which the events the forgoing game turn had upon each side's determi­nation to continue the war (measured as Bellicosity). The greater the Bellicosity, the more determined that side is and vice versa.

8.1 BELLICOSITY ADJUSTMENT SEGMENT In this segment, each side's Bellicosity can be adjust­ed for the following reasons;

• If a side's Strategy Confidence Index is a negative number, subtract it from that side's Bellicosity.

• If a side's Strategy Confidence Index is a positive number, divide the number by two (round down) and add this value to that side's Bellicosity.

• Total the number of league and coalition spaces belonging to that side that are currently in rebel­lion, captured or ravaged, divide the number by 10 (round down) and subtract this value from that side's Bellicosity.

• Bellicosity can be reduced due to a random event or Helot Rebellion (see 6.3) that occurred during the course of the game turn.

(See Comprehensive Example of Play - Paragraphs #36 and 37).

NOTE: Reduction due a random event is recorded by flipping the Bellicosity marker to its -2 side dur­ing the Random Event Segment. After implement­ing the reduction flip the marker to its other side.

• The non-player side may only build units of the same kind, and in the same number as those which were lost during that game turn. If more than 3 SP's were eliminated, choose randomly to deter­mine which ones will be replaced. The non-player side's treasury may never be reduced to less than 1000 talents due to SP construction. If necessary, the non-player side will construct fewer than 3 SP's in order to obey this restriction.

(See Comprehensive Example of Play - Paragraph #35).

8.2 SURRENDER DETERMINATION SEGMENT

A side surrenders if;

• Its home space (Athens or Sparta) is enemy-con­trolled, or,

• Its Bellicosity is zero.

When a side surrenders the game comes to an end and victory points (see 9.0) are totalled to see whether the player has won or lost the scenario.

8.3 ARMISTICE DETERMINATION SEGMENT If both sides' Bellicosity is 6 or less, or both treasuries are below 1000 talents, or a combination of these two conditions then an Armistice occurs. Roll the die and divide by two (round fractions up). This result is the number of game turns that the armistice will last. If Nicias was the Athenian leader that game turn (as was recorded by flipping the game turn marker to its "Nicias +1" side), add one to this die roll. An armistice can occur only once per scenario.

Armistice Effects

• All Athenian and Spartan SP's (not allied SP's) occupying captured spaces are placed in their home or coalition spaces according to the Post Combat Movement Table priorities. Athenian and Spartan Allied SP's are not moved. Thus, all spaces occupied solely by Athenian or Spartan SP's revert to the control of their original "owner" (including neutrals).

• All hostages are released and the restriction'on attacking the enemy home space is lifted for the rest of the game.

• Roll a random event for each game turn of the armistice. If an event cannot occur it is not re-rolled.

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El índice de "belicosidad" es acumulativo de un turno a otro, a diferencia del SCI que se ajusta a 0 al comienzo de cada turno después de la determinación de cambio de bando del no jugaador: la "belicosidad" es reajustada solamente tras un armisticio.
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17 The Peloponnesian War

Calculate revenue for both sides (ignoring the effects of Ravaged spaces), multiply it by the num­ber of turns the armistice will last, and add that value to the respective treasuries.

Each side may build up to 5 strength points although neither treasury may be reduced to less than 1000 talents due to construction. The player builds whatever units he chooses, while the non-player side builds 5 Naval SP's if Sparta or 5 Hoplite SP's if Athens. (It's not a typo, Sparta builds Naval SP's.)

The Strategy Confidence Index is left where it was (to determine whether or not the player switches

sides when the armistice is over). • Rebellions do not spread.

• Both sides' Bellicosity is reset to 10 minus the num­ber of game turns of war that were fought prior to the armistice.

8.4 RAVAGED MARKER REMOVAL SEGMENT All Ravaged markers are removed from the map.

8.5 GAME TURN MARKER SEGMENT If the game is to continue, move the game turn mark­er one space on the game turn track and begin the next turn.

Each time the player conducts a successful operation he receives Victory Points. For each battle won or suc­cessful siege, the player gains 10 victory points. For each battle lost or friendly space lost due to a non-player side siege, the player loses 15 victory points (keep track on the Victory Point pad).

in addition, if a Scenario ends because a side surren­dered, the player receives a number of additional vic­tory points equal to 200 divided by the number of the game turn in which the surrender took place (round up).

There are four scenarios: The Archidamian War, the Decelean War, the Fall of Athens, and the Peloponnesian War. the Peloponnesian War and the Archidamian War use the same set up. the other two use a specific set up.

10.1 PELOPONNESIAN WAR SCENARIO Start with game turn 1 and play until game turn ten or one side surrenders. At the conclusion of the sce­nario calculate victory by determining the current Victory Point total. In the following set up lists, Allied units are denoted by the word "(Allied)" printed after the unit(s).

Sicilian Disaster Special Rule (All scenarios): Whenever the Athenians lose 4 Naval SP's (Allied or

Athenian) in a given game turn a Delian League Rebellion automatically occurs during the ensuing game turn regardless of the Athenian SCI.

NOTE: For the effects of a Delian League Rebellion, consult the section corresponding to a roll of "8" on the Random Events Table.

10.1.1 Peloponnesian War and Archidamian War Set Up for Athens (Player side)

Leader: Pericles (place in Athens)

Treasury: 4500 talents

Bellicosity: 10

SCI: 0

Athens: 6H, 1C

Piraeus: 8N

Naupactus: IN

Potidaea: Phormio, 2H, 3N and 1C (Allied) (Phormio's army is considered to be besieging Potidaea and is placed on a rebellion marker)

Corcyra: 3N (Allied), 1H (Allied)

Chios: 2N (Allied), 1H (Allied)

Larisa: 5C (Allied), 2H (Allied)

Pela: 1C (Allied) (Macedonia starts the scenario as an Athenian ally)

Amphipolis: 1H (Allied)

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10.1.2 Peloponnesian War and Archidamian War Set Up for Sparta (non-Player side) Leader: Archidamus (place in Sparta)

Treasury: 3000 talents

Strategy: Attack Athens

Bellicosity: 10

SCI: 0 Sparta: 10H, 1C{3H of the 10H are the

Home Guard unit}

Corinth: 5H (Allied), 5N (Allied)

Thebes: 5H (Allied), 4C (Allied) Potidaea: 1H (Allied) {place under the rebel­

lion marker}

10.13 Peloponnesian War and ArchidamianWar Set Up for Neutral Forces

Syracuse: 2H (Allied), 2C (Allied), 2N (Allied)

Argos: 4H (Allied)

NOTE: These forces are not initially placed on the map.

10.1.4 Special Rules • The game begins with a Spartan Operation.

Potidaea is in rebellion and has a Spartan Allied Hoplite in the space. Athens first operation was to send Phormio and the force with him to besiege Potidaea (the cost has already been deducted from the Athenian treasury).

• Syracusan, and Argosan Neutrality: Spartan forces may never enter Syracuse unless Syracuse is an active ally of Sparta. If Athens attacks Syracuse or due to a random event, Syracuse becomes an active ally of Sparta then the Syracusan forces are immediately placed on the map (see 10.1.3).

• Athenian forces may never enter Argos unless Argos is an active ally of Athens. If Sparta attacks Argos or due to a random event, Argos becomes an active ally of Athens then the the Argosan forces are immediately placed on the map. For shortest route calculations, Spartan forces will not enter Argos unless it is active.

10.1.5 Peloponnesian War Scenario Victory Conditions

If the player's total is greater than 150 Victory Points, or either side surrenders by the end of game turn 3, he has won a decisive victory; otherwise he loses hegemony to Thebes or Persia in the near future. The scenarios have individual victory conditions.

10.2 ARCHIDAMIAN WAR SCENARIO

Set Up and Special Rules for Archidamian War are the same as the Campaign Game, the same scoring

system for victory points is used as in the campaign game (Peloponnesian War Scenario), the game ends immediately when the player changes sides from the Spartan to the Athenian side (remember the player begins as the Athenian), an armistice occurs, one side surrenders, or the third game turn is completed. Victory is determined at the instant that one of these situations arises. If the player has accumulated 40 or more victory points he wins; otherwise he loses.

10.3 DECELEAN WAR SCENARIO

In set ups, Allied units are denoted by a (Allied) fol­lowing unit.

10.3.1 DeceleanWar Set Up for Athens (Player side)

Leader: Nicias (place in Syracuse)

Treasury: 7000 talents

Bellicosity: 6

SCI: 0

Athens: 3H, 2C

Piraeus: 8N

Corcyra: 3N (Allied), 1H (Allied)

Chios: 2N (Allied),lH (Allied)

Pylos: IN

Naupactus: IN

Larisa: 4C (Allied), 2H (Allied)

Syracuse: Nicias, 4N, 4H

10.3.2 Decelean War Set Up for Sparta (Non-Player side)

Leader: Agis (place in Sparta with Alcibiades, the Athenian leader who has switched sides)

Treasury: 6000 talents

Strategy: Cause Rebellion

Bellicosity: 6

SCI: 0

Sparta: 7H, 1C [3H of the 7H is the Spartan Home Guard]

Corinth: 5N (Allied), 5H (Allied)

Thebes: 4H (Allied), 4C (Allied)

Platea: 1H (Allied)

Heraclea: 1H (Allied)

Amphipolis: 1H (Allied)

Syracuse: Glyppas 2H (Allied), 2C (Allied), 3N (Allied)

10.33 Decelean War Set Up for Neutral Forces

Argos: 4H (Allied)

Pela: 2C (Allied)

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10.3.4 Special Rules • The game begins on Game turn 6 with a Spartan

defensive Operation against the Athenian force in Syracuse. Syracuse is an active ally of Sparta. Historically, Athens first operation was to send Nicias to capture Syracuse (the first of two Sicilian expeditions). The operation's cost has already been deducted from the Athenian treasury.

• No armistice can occur during this scenario.

• Athenian forces may never enter Argos unless Argos is an active ally of Athens. If Sparta attacks Argos it becomes an active ally of Athens. For shortest route calculation, Spartan forces will not enter Argos unless it is active.

• If a force of either side enters Macedon, it becomes an active ally of the other side (it can also become active due to a random event). If the "Macedon Changes Sides" random event occurs, it joins the Spartan side the first time this event comes up.

• Leader Casualties: Brasidas, Archidamus (Sparta); Pericles, Cleon (Athens).

10.3.5 Victory Conditions Victory points are scored the same way as in the Peloponnesian War Scenario. The game ends and vic­tory is determined at the instant that the player changes sides from the Spartan to the Athenian side (remember the player begins as the Athenian), an armistice occurs, one side surrenders, or the eighth game turn is completed. The player wins if he has accumulated 40 or more victory points.

10.4 THE FALL OF ATHENS SCENARIO In set ups, Allied units are denoted by a (Allied) fol­lowing unit.

10.4.1 Fall of Athens Set Up for Sparta (Player Side)

Leader: Mindarus (place Mindarus in Abydos; Alcibiades is in Sardis)

Treasury: 6000 talents

Bellicosity: 5

SCI: 0

Sparta: 3H [Spartan Home Guard], 1C

Decelea: 5H, 2C (Allied)

Corinth: 2N (Allied), 5H (Allied)

Thebes: 5H (Allied), 2C (Allied)

Heraclea: 1H (Allied)

Amphipolis: 1H (Allied)

Syracuse: 2H (Allied), 2C (Allied)

Pela: 2C (Allied)

Miletus: 1H (Allied), 3C (Allied) (rebellion marker in space)

Abydos: Mindarus, 2N, IN (Allied)

Oropus: 1N, 1N (Allied) Panactum: 1H

Plataea: 1H (Allied) 10.4.2 Fall of Athens Set Up for Athens

(non-player Side) Leader: Thrasybulus (place in Abydos)

Treasury: 2000 talents

Strategy: Attack Spartan Ally

Bellicosity: 3

SCI: 0

Athens: 2H

Piraeus: 2N

Corcyra: 2N (Allied), 1H (Allied)

Abydos: Thrasybulus, 2N, 1N (Allied), 1H, 2H (Allied)

Naupactus: 1N (Allied)

Argos: 3H (Allied)

10.43 Special Rules: • The game begins on game turn 7 with a Spartan

(player) operation. The first Spartan operation was to send Mindarus to Abydos, and the first Athenian operation was to move a force to Abydos in response, as dictated by the defensive strategy.

• No armistice can occur during this scenario.

• Syracuse and Macedon are active Spartan allies. Argos is an active Athenian ally.

• Thessalian Neutrality: Ignore Larisa as a Post Combat Movement Table Priority for Athens. Whenever Larisa would be the destination of an SP, it is sent to Athens instead.

• Delian League Cities in Revolt: Chios, Miletus Erythrae, Clazomenae, Phocaea, Cyme, Teos, Colophon, Ephesus, Kos, Cnidus, Camirus, Lindus, Thasos, Eretria, Chalcis, and Carystos. Since so many Delian League spacesare in rebel­lion the Athenian Emergency Fund rule (7.1.5) is not in effect.

• Leader Casualties: Brasidas, Archidamus (Sparta); Pericles, Cleon, Nicias, Demosthenes (Athens). Since this leaves Athens with only the leaders Thrasybulus, Thassylus, and Phormio, no further Athenian leader casualties can occur. Alcibiades may become an Athenian leader again if the "Demogogue for Hire" random event occurs.

10.4.4 Victory Conditions Victory points are scored the same way as in thePeloponnesian War Scenario. The game ends and victory is determined at the instant that the player changes sides from the Athenian to the Spartan side (the player begins as the Spartan), one side surren­ders, or the tenth game turn is completed. The player wins if he has accumulated 40 or more victory points.

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Peloponnesian War can be played as a two player game. Ignore the strategy matrixes for both sides and skip the Non-Player Side Strategy Determination Segment of all game turns.

The game is played normally except that both sides are fully controlled by players instead of one being "run" by its Strategy Matrix. During the Operations Phase the player whose leader has the greater strate­gic modifier conducts the first operation, with a high die roll breaking ties. When resolving combat within

a battle or siege category, the players alternate decid­ing which battle or siege is resolved first, with a high die roll determining which side decides first.

• Interception in the two-player game is not manda­tory. It is voluntary on the part of the non-moving Force.

• The Auguries die roll prohibits an operation for Athens on a die roll of 6, or for Sparta on a die roll of 5 or 6.

It is the intent of these rules to allow from three to seven players to participate in a game of Peloponnesian War (the three-player version being the most interesting and competitive). It is anticipated that these rules will be most useful in an educational environment, although any group is invited to try them. The multi-player rules build on the changes introduced with the two player rules.

12.1 GENERAL OVERVIEW 12.1.1 Intent of the Multi-Player Game It is the intent of the multi-player rules that each play­er seek to assure that his side wins, while also manip­ulating his coalition's strategy in such a way that he accumulates more victory points than his allies in the coalition.

The multi-player game examines the Peloponnesian War as a conflict between three coalitions: the Delian League, the Peloponnesian League and the Persian Empire. Depending upon the number of players par­ticipating, certain allied states within each coalition will be actively controlled by a player. Each player seeks to amass more Victory Points than any other player, even those in the same coalition.

Sometimes the outcome of an operation, or the exis­tence of some special situation will cause more than one player within a coalition to receive victory points, although not necessarily the same amount (See victo­ry conditions). Conversely, sometimes only one play­er will receive any victory points. If a coalition is forced to surrender, all members of that coalition

forfeit all of their accumulated victory points. At the end of the game the player with the most victory points wins.

12.1.2 Set Up The multi-player game can be used only with the Peloponnesian War scenario. Use the set-up for this scenario and then, based on the number of players, assign each to a side (see Number of Players). Use all of the rules from the solitaire version of the game except where specifically contradicted by the rules in this section.

Understand that the language used in the solitaire version of the rules will not always read with the same clarity when applied to multi-player games. Resolve any unusual cases in the spirit of the solitaire version, or pull out real weapons and resolve the dis­pute through trial by combat.

12.2 NUMBER OF PLAYERS There are three coalitions in the multi-player game: the Delian League, the Peloponnesian League, and the Persian Empire, but if there are more than three players, there may be more than one player per coali­tion.

If the number of players participating in the game is printed in parentheses after a coalition member's name on the list given below, then it is active during the game. If not, then its forces are controlled by the player who is playing that coalition's leader (Athens or Sparta).

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Delian League Athens (3,4,5,6, 7)

Corcyra (7)

Chios (5,6, 7)

Peloponnesian League Sparta (3,4,5,6, 7)

Corinth (4,5,6,7)

Thebes (6,7)

Persia (3,4,5, 6,7)

12.3 RELATIONSHIP OF THE DIFFERENTSIDES

12.3.1 Athens and Sparta Athens and Sparta are the leaders of their respective coalitions. For these two players, the multi-player game is almost identical to the two- player game, except that they must gain the agreement of their active allies before they can use any of their units (those SP's that begin a game turn in an active ally's space) in operations.

Assuming that an active ally agrees with the coalition leader's strategy, play proceeds as in the two-player game. It is when an active ally disagrees or forces compromises in strategy that the differences between the two-player and multi-player games manifest themselves.

12.3.2 Corcyra, Chios, Corinth, and Thebes A Spartan or Athenian coalition ally that is controlled by a player is termed an "active ally." An active ally has limited control over the SP's that occupy its space at the beginning of a turn, although they still can be moved only by the use of an Athenian or Spartan leader.

An active ally can exert his limited control by placing conditions upon the use of his SP's. He can impose the following conditions;

1. the objective space of the Army, and

2. the number of SP's that can be used.

If these conditions are met, an operation proceeds exactly as it would in the two-player game. If his con­ditions are not met, the active ally can refuse to per­mit use of his SP's. If the Athenian or Spartan player agrees to an active ally's conditions, they must strictly adhere to them. Failure to adhere to conditions caus­es all of the active ally's SP's to immediately be returned to the space from whence they originated.

NOTE: Each active ally must keep track the number and type of strength points that began in its space in order to facilitate post combat movement (see 12.4.6).

The Peloponnesian War

12.3.3 Persia

The biggest difference between the multi-player and the two-player games is the inclusion of Persia in the former. Persia is can be neutral or allied with one of the two other coalitions. When Persia is allied with a coalition it is treated as an active ally of that coalition until it becomes neutral again or changes sides (See Persia).

12.4 SOLITAIRE VERSION RULES CHANGES

• Ignore the strategy matrixes for both sides.

• Ignore the Side Determination Segment of the Political Phase. In its place, substitute the Persian player's deciding which side (if any) he will be allied with in the current game game turn.

• Eliminate the Non-player Strategy Determination Segment from all game turns.

• The game is played normally except that all deci­sions are being made by the players, and the non-player procedures are ignored. Additionally, cer­tain special rules apply to the play of the active allies (see below).

• During the Operations Phase, the coalition whose leader has the greater strategic modifier conducts the first operation, with a high die roll breaking ties. During combat each coalition alternates choosing which combat is conducted next within the restrictions of the Combat Priorities. The coali­tion that conducted the first operation that game turn determines the first combat. If more than one player's SP's are present on the same side in a bat­tle, siege or skirmish, determine randomly whose are lost if casualties are suffered.

• During Post Combat Movement the units return to the spaces that they began in less losses taken in combat. No active allied SP's will remain in a space after combat except for one strength point to be used as a garrison. And, if any Athenian or Spartan units are present, they must be left as the garrison instead.

• Unless an active ally is in rebellion its units will suppress rebellions. If an active ally is in rebellion then it receives victory points for nearby spaces that are in rebellion (see below).

• During the Revenue Phase the leader of each coali­tion controls all of the revenue for that side just as in the two-player game and pays all costs for the activation of allied units. All other revenue rules are in effect. If an active ally refuses the use of its units at any point during a turn, 500 talents are de­ducted from that coalition's treasury. The 500 tal­ent deduction can occur only once per ally per game turn.

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12.4.1 Active Ally in Rebellion If an active ally refuses the use of its SP's, it may, at the discretion of the coalition's leader, be deemed in rebellion. If the coalition leader (Athens or Sparta) decides to let the matter rest he has lost the opportu­nity to declare the active ally in rebellion until the next time a refusal occurs. If an active ally is deemed in rebellion, that ally immediately joins the opposing coalition and receives victory points for each turn that it is in rebellion. The downside is that if the rebellious ally's former coalition leader ever regains control of its space, it loses all of its accumulated victory points and continues play once again as a loyal ally of its coalition.

All random events that would make an active ally go into rebellion involuntarily are opportunities for that ally to voluntarily go into rebellion. If the active ally refuses the opportunity, then the event is treated as no effect and the die is re-rolled. If an active ally goes into rebellion in this manner, use the rules for an active ally in rebellion.

12.5 PERSIA • Persia is a coalition that has can join either coali­

tion and can change sides at will. The Random Event that brings Persia into the game is treated for the remainder of the game as a re-roll. When Persia joins a coalition it is treated as an active ally of that coalition.

• When Persia joins a coalition, the Persian player places three Allied Cavalry SP's (of the side that he joined) in the Sardis space. 1000 talents is added to its coalition's treasury during each game turn that Persia remains allied with that coalition. Persian SP's may move only when a friendly coalition leader activates them for an operation.

• During each political phase the Persian player decides if he will be neutral or allied with one of the other coalitions during the current turn. This is a matter that is entirely up to the Persian player's choice, he has only to state his intentions.

• If Persia becomes neutral after having been active, remove three Allied Cavalry SP's from Sardis (if present) and no additional revenue is given to either coalition. If active with the same coalition from the previous game turn then there is no change.

• If Persia was active during the previous game turn but is now changing sides, remove three Allied Cavalry Units from Sardis (if present) and replace them with three Allied Cavalry SP's of the other coalition. If all or some of these SP's are not avail­able then place as many as you can. The Post Combat Movement priorities will potentially fulfil this requirement later in the game. All remaining SP's of the coalition from which the Persians are

switching their allegiance at Sardis are removed and placed on the map using the Post Combat Movement Table.

• If Persia is an active ally of a coalition that surren­ders during the game turn, Persia loses all of its accumulated victory points.

12.6 NEUTRALS If Argos, Macedon, or Syracuse become active, they are controlled by Sparta or Athens as described in the solitaire rules. In all other ways treat these units as Spartan or Athenian units.

12.7 VICTORY CONDITIONS The player with the most victory points wins. If a coalition surrenders then all players on that side lose all of their accumulated victory points.

Breaking Victory Point Ties In case of ties victory is determined by the highest priority.

1. If Athens and Sparta are tied, then the game is a draw.

2. If either Athens or Sparta (but not both) is tied with another player, then that player wins.

3. If Persia is tied for the lead, it wins.

4. If the tie is between active allies of different coali­tions, the coalition with the higher Bellicosity wins. If there's still a tie, see priority #7.

5. If the tie is between active allies of the same coali­tion, the game is a draw.

6. If a mixture of active allies from both coalitions are tied, the coalition with the lower Bellicosity loses and priority five determines which of the allies in the winning coalition is victorious.

7. In all other cases the game is a draw between the remaining players who still have a tie.

12.8 VICTORY POINTS There are three types of victory points. Those for a side surrendering (14.72), for combat (14.73), and for special conditions (14.74).

12.7.1 Surrender Victory Points If Sparta or Athens surrenders, it, and all active allies in its coalition lose all of their accumulated victory points. The coalition leader of the other side (Athens or Sparta) is awarded a number of victory points equal to 500 divided by the number of the current game turn(roundup).

12.7.2 Combat Victory Points A player gains 10 victory points for each victorious battle or siege in which he had participating units; and loses 15 victory points for each defeat at which he had SP's present. Active allies are also awarded 5

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bonus points for each victory won under the specific conditions outlined below:

Corinth: For each naval or combined battle in which its units participate that is won within 5 spaces of Corinth or Cenchrae.

Thebes: For each land or combined battle in which its units participate that is won within 5 spaces of Thebes.

Corcyra: For each naval or combined battle in which its units participate that is won within 5 spaces of Corcyra.

Chios: For each naval or combined battle in which its units participate that is won within 5 spaces of Chios.

Persia: For each naval, land, or combined battle that the coalition with which it currently allied wins with­in 5 spaces of Sardis or Cyzius.

Athens and Sparta: Athens and Sparta do not receive bonus points due to a battle's location. However, they gain or lose the usual 10 or 15 victory points for every battle in which SP's belonging to their coalition par­ticipate, regardless of whether or not Athenian or Spartan units are present.

12.7.3 Special Victory Conditions Certain conditions that may arise during the course of play cause varying quantities of victory points to be awarded during the Revenue Phase.

Sparta and Athens: Each game turn in which the opposing coalition's Bellicosity is 5 or less, while its own Bellicosity remains 6 or higher, the coalition leader with the higher Bellicosity receives 5 victory points.

Corinth: Each game turn that Corinth can trace a Line of Communication between Corinth and either Lilybaeum or Epidamnos uninterrupted by spaces occupied by enemy forces, it gains 25 victory points. Lilybaeum or Epidamnos must either be friendly-con­trolled or neutral. Corinth cannot gain more than 25 victory points due to this condition per game turn.

Thebes: Each game turn that Athens cannot gain rev­enue from the Eisphora, Thebes gains 5 victory points. Thebes also gains 1 victory point per game turn for each Athenian or neutral space within 5 spaces of Thebes that is friendly controlled.

Corcyra: Corcyra gainsl victory point for each game turn in which Corinth cannot trace a Line of Communications to Lilybaeum. Corcyra also gainsl victory point for each game turn that Athens can trace an LOC to Epidamnos .

Persia: If the game ends without either of the other two coalitions having surrendered, Persia gains 50 victory points. For each game turn that both of the

other coalitions have a Bellicosity of 5 or less, Persia gains 10 victory points.

All Active Allies except Persia: For each turn that an active ally is in rebellion it gains 10 victory points, except Chios, which gets 25. Additionally, each turn that an active ally is in rebellion, it gains 5 victory points for each formerly friendly space within 5 spaces that is also in rebellion.

LEADER COUNTER ABBREVIATIONS

Athens: Demsthenes = Demosthenes Thrasyblus = Thrasybulus

Sparta: Archidmus = Archidamus Pleistonx = Pleistonax Callicrides = Callicratides

DESIGN CREDITS Game Design and Development: Mark Herman

Editing: Bob Ryer and Kevin Boylan Game Development: Robert J. Ryer, Kevin Boylan and Keith Schlesinger

Playtesting: Lara Herman, David Herman, Richard Edwards, R. Mosimann, J.P. Hunerwadel, Nick Karp, Robert MacDonald, Edwin Leland, Richard Mulligan, Douglas Whatley, Ann Whatley

Research: Special thanks to Wendy B. Bloom and the staff of the Mount Kisco Library for their invaluable help on this project. Production: Jean Baer, Dave Dobyski, Kevin Boylan, Lou Velenovsky, Monarch Services, Inc.

Project Oversight: W. Bill

DEDICATION To my wife Carole,

For standing by me during the hard times and whose beauty could have launched the fabled thousand ships of Greece.

(c)1991 Victory Games, Division of The Avalon Hill Game Company,

4517 Harford Road, Baltimore, MD 21214

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