PLAYER AID SUMMARY
This represents a terse summary of certain critical
procedures. It in no way supercedes the more detailed
rendering of the rules.
GAME
TURN SEQUENCE
Each game
turn is played strictly according to the following sequence.
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
Continuing Operations Segment
Going Home Segment Combat Phase [5.0]
Siege Determination 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
Player
Passing (See 43.1)
The Player must pass automatically if any of the
following conditions is true: no leaders are available for the operation, it
would violate Athenian Emergency Fund (See 7.1.5), adverse auguries die roll
(Die roll of 6), no funds are available, and no forces are available. The
player side may also pass voluntarily. Once the player side has passed it has
completed the Continuing Operations Segment.
Non-Player
Passing (See 43.2)
The Non-player side must pass if
any of the following conditions is true: no leaders are available for the
operation, it would violate Athenian Emergency Fund (See 7.1.5), adverse
auguries die roll, no funds are available, and no forces are available.
Operations
costs (See 4.13) per strength point
are: Each Naval strength point costs 400 talents per operation.
Each
Hoplite and Cavalry strength point costs 200 talents per
operation.
Exception: Spartan Hoplites and Cavalry are operated
free of
cost.
Zone
of Influence (ZOI) is exerted by a
Force over one or more spaces. Note that types of spaces do not affect ZOI;
only the types of LOCs. ZOI varies according to the
composition of the Force, as follows:
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.
Interception
Die Roll if an enemy force enters a
ZOI, the intercepting force doesn't move (See 4.6). Die Roll 1-3 - No
interception Die roll of 4 to 6 a skirmish is immediately conducted
Skirmish
Results: Each side rolls one die (See
4.7).
Die
roll of 1, that side loses one strength point.
Die
roll of 2-6 no losses.
Losses
- Coastal or land space lose one land strength point
(picked in order of precedence hoplite, cavalry);
island spaces
lose one
naval strength point.
Skirmish
Results in a
(1)
Combined skirmish die rolls are 11 or more or;
(2)
Coastal or Land Space - the combined land strength points (both sides) are
eight or more or;
(3)
Coastal or Island Space - naval strength (both sides) is eight or more, Note:
In cases (2) and (3) at least 50% of the total strength must come from the
intercepting units.
Ravaging
(See 4.8)
Each
space that an Army enters when moving toward the objective space (not assembly
space) that is enemy controlled but unoccupied by units and in which no
interception occurs, is automatically ravaged. The presence of a fortress does
not prevent the ravaging. If the space contains enemy units, even if the
intercept is unsuccessful, no ravaged marker is placed.
Land
Roll
one die for each side, modifying each die roll as follows (all
cumulative):
(1)
Add the Leader's Tactical Rating
(2) If one side has more Cavalry Strength Points than
the other, add 1 for that side
(3) If one side has more Hoplite Strength Points than
the other, add 1 for each Strength Point of difference.
(4) If one side is at least 50% Spartan Hoplite Strength
Points, add 2 for that side
(5) For any battle in
The
higher modified die roll wins. If there is a tie, the side with the higher
Leader Tactical Rating wins. If there is still a tie, the batde
is a draw. If the batde 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 equal to the
number of Hoplite Strength Points on the winning side, whichever is less.
Reduce these losses by 1 SP for each Cavalry SP advantage the loser has over
the winning side (although the losing side must always lose at least 1 SP). The
remaining units on the losing side are immediately placed in the Going Home
box.
Naval
Roll one
die for each side, modifying each die roll as follows (all cumulative):
(1) Add
the Leader's Tactical Rating
(2) If one side has more Naval Strength Points than the
other, add 1 for each Strength Point of difference.
(3) If one force is at least 50% Athenian Naval
Strength Points, add 2 for that side.
The
higher modified die roll wins. If there is a tie, the side with the higher
Leader Tactical Rating wins. If there is still a tie, the batde
is a draw. 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 equal to the number of Naval Strength Points in the
winning force, whichever is less. The remaining units in the losing force are
immediately placed in the Going Home box. Combined Battles (See 5.23)
(1)
Conduct a Naval Battle normally.
(2) If the winner of the
Naval Battle has fewer Hoplite Strength Points than the loser, place the losing
side in the Going Home box. In this case, the winner of the Naval Batde is considered the winner of the Combined Batde. Increase the winner's SCI by 1, and reduce the
loser's SCI by 1.
(3) If the winner of the Naval Battie
has a number of Hoplite Strength Points equal to or greater than the Naval
Battle loser, 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.
(4) If the Naval Batde is a draw, all surviving units are placed in the
Going Home box.
Conducting
a No
When
forces occupy the same space, remove all Naval Strength
Points from such spaces to the Going Home box. When forces
occupy
different spaces, there is no combat and forces remain
where they
are located. If a No Batde occurs as a result of an
interception
and a skirmish, the moving Army continues its
movement.
Siege
Resolution (See 53)
If the
besieged force has a greater number of naval sp's then the
siege
fails, if not then:
Roll a
die and add the army leaders tactical rating.
Die
roll-1 to 3 the siege fails, on a 4 to 6 the siege is successful,
space is
captured and the besieging army sides treasury gains 300
talents.
Special
Siege Situations
If
Euxine can
be traced the siege fails.
Athenian
Cavalry ZOI's do not extend out of the
unit type,
do not extend into
Whenever
any force sieges the
from the
attacking force die roll.
Rebellion
Expansion (See 6.2)
Any
space in rebellion which is in the ZOI of a friendly unit (the
side it was
on before it rebelled) and not in the ZOI of an enemy
unit is no
longer in rebellion, remove the rebellion marker. Any
space in
rebellion that is in the ZOI of an enemy unit remains in
rebellion.
Helot
Rebellion (See 63)
If Pylos, Asine, Corone,
Prasiaea, and Epidaurus Limera
are
occupied by
Athenian forces then a Helot rebellion occurs
Revenue
(See 7.0)
Athenian
Revenue each game turn is 3500 talents.
Spartan
Revenue each game turn is 2500 talents.
Reduce
Revenue
(1)
Reduce revenue by 50 talents for each space ravaged, in rebellion, or captured
Exception: if
(2) Reduce Athenian revenue by 1500 if
(1)
(2)
(3)
Either Side + 1000 per game turn- if an LOC of controlled spaces can be traced
from a home space to Epidamnos and control Epidamnos (See 7.1.3).
(4)
Neither
side can spend more than 600 talents constructing new
units.
Each
strength point costs 200 talents to build.
Bellicosity
Adjustment (See 8.1)
Subtract
a negative Strategy Confidence Index.
Add
one half (rd down) of a positive Strategy Confidence Index
Subtract
one tenth (rd down) total number of spaces currently in
rebellion or ravaged last game turn.
Surrender
(See 8.2)
A side surrender whenever its Bellicosity reaches zero at the end
of a game
turn.
Armistice
or Peace of Nicias (See 83)
An armisitce occurs when both sides have reached a Bellicosity
level of 6
or less or both treasuries are below 1000 talents. Length
of
Armistice (in game turns) equal to one half of a die roll (round
fractions
up). If Nicias is the leader of
add one to
this die roll.
POST-COMBAT MOVEMENT TABLE
During
the Going Home Segment of the Operations and Combat Phases units in the Going
Home Box are replaced on the map based
on the Post
Combat Movement Table priorities.
Procedure:
Segregate
the SP's in the Going Home Box by unit type (e.g.,
Hoplite, Cavalry, or Naval) and by nationality (e.g.,
Ally,
bottom),
place the SP's in the indicated spaces. If an Active
Neutral is in play it automatically takes the highest priority.
In
addition, the Post Combat Movement Table priorities are used for the placement
of newly constructed units.
Whenever
a priority cannot be met due to capture or rebellion proceed to the next
priority. If it is the last or only priority for a given SP
type and nationality, place those SP's in the
friendly home space. However, if the priority indicates that that SP's are to be divided betweeen
two spaces on a 50%-50% basis and one but not both of these spaces has been
captured or in rebellion then place all of those SP's
in the remaining space. * Note: When Chios is captured or in rebellion
all indicated SP's go to
STRENGTH
POINT TYPE AND NATIONALITY
REMOVE TO
(Priority Order)
ACTIVE NEUTRALS
Hoplite |
Athenian |
|
|
Athenian Ally |
1 to
Amphipolis 2
to 50%
of remainder to Corcyra 50% of remainder to |
When
|
|
Spartan |
|
|
|
Spartan Ally |
50% to |
When |
|
Cavalry |
Athenian |
|
|
Athenian Ally |
|
When
Macedon is an Athenian ally, place SPs at Pela until 2 are present. Then place remaining SPs according to the normal priorities. j |
|
Spartan |
|
|
|
Spartan Ally |
|
When |
|
Naval |
Athenian |
|
If |
Athenian Ally |
50%
to Corcyra 50% to |
|
|
Spartan |
Gythium |
If Gythium is Athenian-controlled, place Spartan Naval SPs at |
|
Spartan Ally |
|
When |
RANDOM EVENTS TABLE
DICE ROLL
EVENT GAME EFFECT
2 |
Silver mine discovered. Roll
one die; on a result of 1-3, |
The side that discovers the silver mine immediately
receives 400 talents. This event can occur an
unlimited number of times per game. |
3 |
Oligarchic rebellion in |
Decrease Athenian Bellicosity by 2. Eisphora cannot be used this game turn. Add 100 talents
to the Treasury (large cutbacks in government subsidies to the populace lead
to increased availability of funds). Two rebellions occur (roll for Rebellion
twice using Event for Dice Roll 8). This event can occur only once per game. |
4 |
King Sitalces
of |
The Abdera and Maraneia spaces become friendly to the side to which they
were opposed. Replace Allied SPs in those spaces
with SPs reflecting the new alliance. Return
Athenian or Spartan SPs in those spaces to their
Home spaces. This event can occur an unlimited
number of times per game. Place a Rebellion marker in the space to indicate
that is is on the Spartan side, or place no
Rebellion marker if space is on the Athenian side. |
5 |
side,
provided that the following conditions
are met:
It is currently turn 5 or later. Spartan
Bellicosity is at least 6. Alcibiades
is currently on the Spartan or Persian side. If all conditions are not
met, the event does not occur (in which case, it can occur later). |
|
6 |
Plague
in |
Eliminate
one-third (round up) of all Athenian Hoplite SPs in
|
7 |
Demogogue
for hire. The first time this event occurs, Alcibiades is accused of holding
mock religious performances; he goes over to the Spartans. The second time
this event occurs, he is caught sleeping with the Spartan king's wife and,
when his execution is ordered, he switches to the Persian side. The third
time this event occurs, he becomes an Athenian leader. The fourth time this
event occurs, he goes into voluntary exile. |
Alcibiades
is an Athenian Leader at the beginning of the game and is used in this
capacity until he switches sides. The first time he switches, place his
counter in the |
DICE
ROLL EVENT
GAME
EFFECT
8 |
Oligarchic rebellion somewhere
in the Delian League. Oligarchs plan to remove
their city state from the Delian League and crush
the forces of the Demos. |
Roll
the die and place a Rebellion marker on the appropriate space: 2: 3: 4: 5: 6: 7: Mytilene Rebellion space to determine whether or not it
rebels (on 8: 9: 10: Camirus ll:Lampacus
12: Amphipolis |
9 |
King Perdiccas
of Macedon changes sides. |
The Pela and Macedon spaces change sides. All Athenian or Spartan
SPs in these spaces are removed to their Home
spaces. All Allied SPs are converted to the other
side. The event can occur an unlimited number of
times per game. |
10 |
If
it is currently turn 1-3, civil war breaks out in |
Game Turn 1-3: All SPs in the this
turn. At the conclusion of the turn, the space returns to its original status. Game
Turn 4-6: Place 4 Athenian Allied Hoplite SPs in an
Athenian ally for the remainder of the game. Game
Turn 7-8: Provided Syracuse has not already entered the war, place 2 SPs of Spartan
Allied Hoplites, 2 SPs of Allied Cavalry, and 2
Allied Naval SPs in Game
Turn 9-10: All Athenian (not Allied) SPs in that
side's home space; all Allied SPs are removed from
the game. no longer
an Athenian Coalition space. This
event can occur up to four times per game once for each variation. |
11 |
Leader
deaths. The gods recall some of their most worthy creations to |
In
any battle conducted this turn, if the unmodified die roll for the combat is
1-3 and a Leader is present, he dies and is removed from the game. No side
can lose more than three Leaders per game in this manner. Alcibiades and
Pericles are immune to this event; if Pericles dies from plague, however, his
death counts toward the maximum of 3. |
12 |
Lunar
eclipse or earthquake temporarily halts all operations to appease the gods. |
Roll a die. On a roll of 1-3, a lunar eclipse affects
|