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

• 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

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 Battle when:

(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 Battle Resolution (See 5.2.1)

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 Sparta, first pick a Spartan Leader (if one is available) and place it in Sparta; add 2 to the Spartan die roll.

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 Battle Resolution (See 5.2.2)

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 Battle (See 5.2.4)

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 Sparta sieges Athens or Piraeus and an Athenian LOC to the

Euxine can be traced the siege fails.

Athenian Cavalry ZOI's do not extend out of the Athens or

Piraeus spaces during the combat phase and enemy ZOI's, of any

unit type, do not extend into Athens or Piraeus during any phase.

Whenever any force sieges the Syracuse space 2 is subtracted

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 Thebes or Corinth are captured then 250 talents are deducted from the Spartan Revenues.

(2) Reduce Athenian revenue by 1500 if Athens cannot trace a path of spaces from Athens to the Euxine free of enemy units. Additional Revenues

(1) Sparta +500 talents per game turn- Syracuse is an active ally of Sparta (See 7.1.1).

(2) Athens +1000 talents- captures Syracuse and has a ZOI onto all spaces in Sicily (See 7.1.1).

(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) Athens +1000 talents- if Athens, Piraeus, Panactum, and Decelea are free of enemy units and not ravaged (See 7.1.4). Strength Point Construction (7.2)

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 Athens that game turn then

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., Athens, Athenian

Ally, Sparta, Spartan Ally). Based on the priorities in the "Remove To" column (highest priority at the top lowest priority at the

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 Samos instead (See 5.9).

 

STRENGTH POINT TYPE AND NATIONALITY

 

REMOVE TO (Priority Order)

 

ACTIVE NEUTRALS

Argos, Syracuse, Macedon (Pela), and Persia

Hoplite

Athenian

Athens

 

Athenian Ally

1 to Amphipolis

2 to Larisa

50% of remainder to Corcyra 50% of remainder to Chios *

When Argos is an Athenian ally, 4 Allied SPs are sent to Argos after the first SP is sent to Amphipolis. Remaining SPs are apportioned normally.

Spartan

Sparta

 

Spartan Ally

50% to Corinth 50% to Thebes

When Syracuse is a Spartan ally, place SPs there until 2 are present. Then place remaining SPs according to the normal priorities.

Cavalry

Athenian

Athens

 

Athenian Ally

Larisa

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

Sparta

 

Spartan Ally

Thebes

When Persia is a Spartan ally, place SPs there until 3 are present. Then place remaining SPs according to the normal priorities. If Macedon and/or Syracuse is a Spartan ally, place SP's until 2 are present at each. Allied SPs. Remaining SPs are apportioned normally.

Naval

Athenian

Piraeus

If Piraeus is Spartan-controlled, place Athenian Naval SPs at Corcyra and Chios instead. If those spaces are also Spartan-controlled, the SPs are lost.

Athenian Ally

50% to Corcyra 50% to Chios *

 

Spartan

Gythium

If Gythium is Athenian-controlled, place Spartan Naval SPs at Corinth instead. If that space is also Athenian-controlled, the SPs are lost.

Spartan Ally

Corinth

When Syracuse is a Spartan ally, place SPs there until 2 are present. Then place remaining SPs according to the normal priorities.

 

 

 

 

RANDOM EVENTS TABLE

 

DICE ROLL EVENT GAME EFFECT

2

Silver mine discovered. Roll one die; on a result of 1-3, Sparta discovers the mine; on a result of 4-6, Athens discovers the mine.

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 Athens. Ignore this event unless Athens has a negative SCI from the last game turn and Alcibiades is with the Spartans or Persians (see Event for Dice Roll 7).

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 Thrace changes sides.

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

Persia enters the war on the Spartan

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).

Sparta receives 500 talents per game turn, during the Administrative Phase, until they capture the Iasus space (Amorges, a Persian contender for the throne, is in rebellion); at that time, Sparta receives 1000 talents per game turn during the Administrative Phase and immediately receives 3 Allied Spartan Cavalry SPs which are placed in Sardis. The 500 or 1000-talent subsidy (whichever is applicable) continues until the end of the game. This event can occur only once per game.

6

Plague in Athens. If, on the last game turn, there was a Spartan Force in the Athens, Piraeus, Panactum, or Decelea space, Athens is swept by plague. Pericles succumbs to the plague.

Eliminate one-third (round up) of all Athenian Hoplite SPs in Athens and Piraeus. Immediately pay one-quarter (round up) of the building cost of all Athenian Naval SPs (paid to recruit new crews). Remove the Pericles Leader for the remainder of the game. No Athenian Allied SPs can enter Athens or Piraeus this game turn. This event can occur only once per game.

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 Sparta space, where he adds 1 to each subsequent Spartan strategy die roll. The second time he switches, place his counter in the Sardis space, where he continues to add 1 to the Spartan strategy die roll. Capture of the Sardis space does not affect this modifier or eliminate Alcibiades. The third time he switches, place his counter in Athens, where he becomes a normal Athenian Leader and is used in this capacity. The fourth time, he is removed from the map and has no further effect on the game. This event can no longer occur.


 

 

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: Cnidus If the space is already in Rebellion or occupied by a

3: Naxos friendly force, go to the next space (e.g., if you roll a 3,

4: Byzantium and Naxos is in Rebellion, go to Byzantium; continue, if

5: Chalcis necessary, until you reach a space not yet in Rebellion).

6: Ephesus Then check each friendly space adjacent to a new

7: Mytilene Rebellion space to determine whether or not it rebels (on

8: Olynthus a die roll of 6). A space with a Rebellion marker in it is

9: Miletus considered friendly to the enemy side.

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 Corcyra. If it is currently turn 4-6, Argos enters the war. If it is currently turn 7-8, Syracuse enters the war. If it is currently turn 9-10, Corcyra becomes neutral.

Game Turn 1-3: All SPs in the Corcyra space cannot participate in operations

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 Argos, which remains

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 Syracuse, which remains a Spartan ally for the remainder of the game.

Game Turn 9-10: All Athenian (not Allied) SPs in Corcyra are removed to

that side's home space; all Allied SPs are removed from the game. Corcyra is

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 Olympus.

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 Athens; on a roll of 4-6, an earthquake affects Sparta. The affected side can conduct no more than 2 operations this turn. If the event is an earthquake, and Alcibiades is in the Sparta space, the Demogogue for Hire (dice roll 7) event automatically occurs; place Alcibiades in Sardis (historically, it was an earthquake that revealed that Alcibiades was sleeping with Temea, King Agis's wife, as the two lovers fled her bedroom). This event can occur an unlimited number of times per game.