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Peloponnesian War

Detailed Sequence of Play


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1. Political Phase [3.0] b. Non-Player Side Initial Operation [5.2]


(not conducted on 1st turn) i. Check for Defensive Strategy
a. Side Determination [3.1] ii. Roll to determine an Objective which is:
• Switch sides if SCI ≥ 0 and 1d6 + SCI ≥ 6 o Not controlled by Non-player side
b. Event [3.2] o Cause Rebellion: Not occupied by an enemy Force
• Roll 2d6 to determine Event & not an enemy Coalition / Home space
• Re-roll if Event cannot be implemented iii. Determine Expedition size; If forces or talents are
c. Delian League Rebellion [3.3] unavailable, Non-player Passes
• Implement Event 8 if Athenian SCI ≤ 0 or iv. Assemble forces and move to objective
Delian League lost 4+ Naval SP previous turn o Activate maximum SPs in home space, followed by
• Re-roll if space occupied by friendly force spaces closest to home space
d. Leader Selection [3.4] o Do not activate last SP of each type in a space
• Place 1 random Leader in Sparta & Athens unless required for Expedition size
o Do not activate last SP of any type in a space
2. Strategic Planning [4.0]
unless required for Expedition size, friendly before
(not conducted on 1st turn)
occupied spaces
a. Non-Player Strategy Determination [4.1]
• If Non-Player SCI > 0 and you did not switch sides this c. Continuing Operations [5.3]
turn, keep current strategy • Roll for Auguries; Must Pass if:
• Otherwise, new strategy = 1d6 + Non-Player’s Leader o Auguries roll of 6+
Strategy Rating* (cannot use Attack Athens / Sparta if ▪ +1 for Non-player side
opponent has Hostages) ▪ +½ in-play Player Leaders (round down)
*Alcibiades on Spartan/Persian side: Sparta +1 o No friendly Leaders in draw cup
b. Confidence Reset [4.2] o Insufficient unactivated units/funds (possible on
o Reset both SCIs to 0 Non-Player’s initial operation)
• Once a side has passed, they can no longer conduct
3. Operations Phase [5.0]
a. Player Side Initial Operation [5.1] operations for the turn
(not conducted on 1st turn) • If continuing, draw a Leader in Home space if none
i. Designate Operation Objective (cannot designate present and conduct Operation;
Non-player Home space or adjacent space if Non- Previously activated units cannot activate again
player has Hostages) d. Going Home [5.4]
ii. Select Leader (must be in Athens/Sparta) • Relocate units (not Leaders) in Going Home box
iii. Move to Assembly spaces by shortest route possible
and pay to activate SPs* 3a. Cause Rebellion Operation [5.4]
Unit Type Land SP Naval SP Spartan Land SP • Cannot target space with an enemy Force, enemy Coalition
Cost 200 400 0 space or enemy Home space
*Athens cannot spend below 1000 unless Piraeus / Decelea • Cannot target Argos, Syracuse and Pela if Neutral
enemy controlled or 10+ Delian rebellions • Pay 100 talents and roll 1d6 (+2 for Non-player side):
6+ = Place Rebellion marker in Objective space
iv. Move to Objective space by shortest route
o Ravage enemy spaces on route unless occupied by
Movement Restrictions [5.1]
an enemy Force or a successful Interception was
• Always move by shortest route; If multiple, choose randomly
made into that space
• May move in/out of spaces with an enemy Force (except
o Automatically capture Neutral Rebellion spaces
lone Leaders), Fortress or ZOI
• Lone Leaders may use any type of LOC but cannot enter
spaces with an enemy Force
• Each Naval SP can transport 1 Land SP on naval LOCs;
Cannot use naval LOCs if insufficient Naval SPs;
Interception Drop excess Land SPs if required Naval SPs are lost
Roll each time an Expedition enters an enemy ZOI; Succeeds on • Spartan Home Guard cannot leave Sparta
4-6 (Land unit in Corinth automatic success when an enemy • Cannot move through Neutral Syracuse or Argos or
Force enters Cenchrae and vice versa): Uncontrolled Naupactus, Byzantium or Amphipolis
• Move lone Leader to Going Home box • Control both Corinth & Cenchrae to move Naval SP between
• Conduct Skirmish against Expedition • Moving between Syracuse and Cape Taenarum:
• Unactivated units in a space are ignored Roll 1d6: 5-6 = Eliminate all units, Leader Going Home
4. Combat Phase [6.0] Naval Battler Resolution [6.2.3]
a. Siege Determination [6.1] Each side rolls 1d6, modified by:
• Place a Siege marker on each Fortress space occupied • +2 if at least ½ naval SPs are Athenian (not Allied)
by an enemy Army if either: • +X to side with more N SPs, where X is the difference
o No opposing units present • +Leader’s Tactical Rating (lowest Rating if multiple)
o No opposing Leader present and besieging Army is High roll wins, highest non-zero Tactic Rating wins ties;
5+ SPs stronger than besieged Army (If still tied, both sides lose 1 N SP unless both sides have only 1
• Athens / Piraeus: Place Siege marker if space was Naval SP & both Forces to Going Home)
designated an Objective unless Athenian Army has 3+ Losing side must eliminate Naval SPs equal to the lower of the
more Land SPs; The Siege automatically fails if a path difference in modified rolls or the number of winning Naval SPs;
of non-enemy controlled spaces (incl. besieged spaces) Adjust VPs (+10/-15)
between Athens and Euxine LOC Source can be traced If winner has H SPs ≥ loser’s H SPs: Land Battle; Otherwise:
1. Move surviving losing SP & Leaders to Going Home box
b. Battle Resolution [6.2]
2. Increase winner’s SCI by 1
• Resolve Battles in all spaces occupied by units of both
3. Reduce loser’s SCI by 1 unless the winner began with at least
sides, in order (choose randomly among categories):
3 more Naval SPs than the loser
i. Home spaces without Siege markers
ii. Coalition spaces without Siege markers
iii. Other spaces without Siege markers
Land Battle Resolution [6.2.4]
Each side rolls 1d6, modified by:
iv. All friendly ZOI spaces occupied by enemy
• +2 for Sparta if battle is in Sparta
unit(s) not under Siege
• +2 if at least ½ H SPs are Spartan (not Allied)
• Determine Battle type:
• +1 to side with more C SPs
a. Null Battle: One side has exclusively Land SPs and
• +X to side with more H SPs, where X is the difference
the other side exclusively Naval SPs
b. Naval Battle: If both sides have Naval units • +Leader’s Tactical Rating (lowest Rating if multiple)
c. Land Battle: Otherwise, perform Land Battle High roll wins, highest non-zero Tactic Rating wins ties;
(If still tied, both sides lose 1 Land SP unless both sides have only
c. Siege Resolution [6.3] 1 Land SP & both Forces to Going Home box)
• Armies with an enemy Fortress but no Siege marker Losing side must eliminate Land SPs equal to the lower of the
are moved to the Going Home box difference in modified rolls or the number of winning Hoplite SPs
• Resolve Sieges in any space still containing a • Reduce losses by 1 for each Cavalry SP the loser has more
besieging Army, Home before Coalition before other than the winner, to a minimum of 1
spaces (select randomly therein) Adjust VPs (+10/-15); Then:
• Roll 1d6 + Leader Tactical Rating (Syracuse: -2): 1. Move all surviving losing SP & Leaders to Going Home box
(Automatic fail if besieged Force has more Naval SPs) 2. Increase winner’s SCI by 1
o 1-3: Siege fails 3. Reduce loser’s SCI by 1 unless the winner began with at least
▪ Move besieging Army to Going Home box 3 more Hoplite SPs than the loser
▪ Replace Siege with Ravaged marker 4. Winning side captures Hostages if any Athenian or Spartan
▪ Reduce besieging side’s SCI by 1 (Non-player) (not Allied) Hoplite SPs eliminated
or 2 (Player)
o 4-6: Siege succeeds Null Battle Resolution [6.2.2]
▪ Eliminate besieged Force • If sides occupy different spaces, no effect
▪ Replace Siege with Ravaged marker • If sides occupy the same Neutral space, remove all Naval SPs
▪ Reduce besieged side’s SCI by 1 unless Fortress to Going Home box
was Neutral or in Rebellion • If an Army opposes a non-Army Force in the same non-
▪ Increase besieging side’s SCI by 1 Neutral space, remove Army to Going Home box
▪ Besieging side gains 300 talents • If opposing Armies occupy same non-Neutral space, remove
▪ Adjust VPs (+10/-15) Army enemy to that space to Going Home
d. Going Home [6.4]
i. Roll 1d6 + Leader Strategic Rating for each Army:
o 1-5: Leave 1 SP (H before C before N in Land /
Coastal space; N before either Land SP in Island
space; Spartan/Athenian before Allied)
o 6+: Leave all SPs in place
ii. Return Leaders & other SPs to Going Home box
iii. Relocate units (not Leaders) in Going Home box
5. Rebellion Phase [7.0]
a. Continued Rebellion [7.1] 7. Armistice & Surrender Phase [9.0]
• Remove Rebellion if in ZOI of friendly unit & not in a. Bellicosity Adjustment [9.1]
ZOI of enemy unit • Add ½ (round down) positive SCI
• Subtract negative SCI
b. Rebellion Expansion [7.2]
• Subtract captured / ravaged / rebellion spaces
• Roll 1d6 (+2 if in enemy ZOI) per space adjacent to &
divided by 10 (round down)
same color as a space which began this segment in
Rebellion, which does not contain a friendly unit: 6+ = b. Surrender Determination [9.2]
Rebellion • Side surrenders if home space enemy-controlled or
Bellicosity = 0; Game ends
c. Helot Rebellion [7.3]
Check who controls Pylos, Asine, Corone, Prasiae and c. Armistice Determination [9.3]
Epidaurus Limera: • Once per game, if both sides have either:
i. If any Spartan-controlled, Helot Rebellion ends Bellicosity ≤ 6 or have < 1000 Talents:
ii. If all Delian League-controlled and Helot Rebellion has o Advance Turn marker by 1d6 (+1 if Nicias is an
not occurred: Athenian leader) divided by 2 (round up)
o -2 Spartan Bellicosity o Remove non-Allied SPs in captured spaces using
o Eliminate 2 Spartan Hoplites in Sparta Post-Combat Movement Table
o Sparta receives -500 talents this turn o Remove Hostages markers from play
o Place Helot Rebellion marker near Sparta o Roll 1 Event per Armistice turn
iii. If all Delian League-controlled and Helot Rebellion has o Calculate revenue ignoring ravaged spaces &
occurred: Eisphora, multiplied by Armistice turns
o -2 Spartan Bellicosity o Buy up to 5 SPs, not spending below 1000
o Sparta receives -1000 talents this turn (Non-player Sparta buys all Naval, Non-player
.

6. Administration Phase [8.0] Athens buys all Hoplites)


a. Revenue Collection [8.1] o Reset Bellicosity to 10 minus number of turns
fought prior to Armistice
Athens Sparta
+3500 +2500 d. End of Turn [9.4]
-50 per Ravage/Rebellion/Enemy-controlled space • Remove all Ravaged markers
-1500 if no path free of enemy- -200 if Thebes • Return all Going Home Leaders to cups
controlled spaces can be traced enemy-controlled • Advance Game Turn marker
from Athens to Euxine Source
+1000 if Player side & Athens, -200 if Corinth Zone of Influence (ZOI)
Piraeus, Panactum & Decelea have enemy-controlled Unit ZOI
no enemy units / Ravage markers Hoplite Its own space
+1000 if Syracuse is controlled & +500 if Syracuse is Cavalry Every space within 1 Land / Combined LOC
friendly ZOI in every space Allied & not enemy- Naval Every space within 2 Naval / Combined LOCs
in Sicily controlled
+1000 if Epidamnos controlled & can trace path free of • Enemy ZOI never extends into Athens or Piraeus
enemy-free units to Home space • During the Combat Phase: Athenian Cavalry ZOI does not
extend out of Athens of Piraeus
b.Unit Construction [8.2]
• No Naval ZOI between Corinth and Cenchrae
• Each SP costs 200 talents
• Player side may spend up to 600 talents
Skirmish [5.7]
• Non-player side may buy up to 3 units which were lost • Randomly select intercepting force if multiple options
during the turn & cannot spend below 1000
• Each side rolls 1d6: 1 = Lose 1 SP
• Athens cannot spend below 1000 unless Piraeus / o Coastal / Land space: Lose H before C before N SP
Decelea enemy controlled or 10+ Delian rebellions o Island space: Lose N before C before H SP
• Place SPs by Post-Combat Movement Table o Spartan Home Guard immune from Skirmish losses
• Immediate Battle occurs if either:
o Sum of both Skirmish rolls was 11+ or
o Coastal / Land space: 8+ land SPs, of which at least half
belong to intercepting side or
o Island space: 8+ naval SPs, of which at least half belong
to intercepting side
Victory Points [1.2] Elite Units
• +10 VP whenever your side wins a Battle or conducts a • Cannot voluntarily break down into Hoplite SP
successful Siege • Permanently eliminated if lost in battle
• -15 VP whenever your side loses a Battle or loses a friendly • Spartan Home Guard:
space due to a successful Non-player Siege o Cannot move out of Sparta
• If game ends in Surrender, receive VP equal to 200 divided o Immune to losses during a Skirmish
by the Game Turn number (round up)
• Decisive Victory: Have more than 150 VP at the end of the
game or either side Surrendered before Turn 3

Coalition Neutrals [5.5.3] Definitions


Macedon (Pela) [5.5.3.1] • Army: A group of units stacked with a friendly Leader
Begins play as an Athenian ally. Remains allied with the same • Assembly Space: During an Operation, any space containing
side unless an Event changes its allegiance a friendly unit not yet activated this turn
• Coalition Spaces: For Sparta: Corinth & Thebes;
Syracuse [5.5.3.2]
For Athens: Amphipolis, Larisa, Corcyra, Chios,
Until it is an active ally:
(& Samos if Chios is in rebellion or enemy-controlled)
• Spartan units cannot enter Syracuse
• Control: Determined during the Administration segment: A
• Syracuse is not counted for shortest route
space is controlled if it is occupied by a friendly unit or is
• Cannot perform Cause Rebellion in Syracuse
friendly-colored and contains no enemy unit
If Athens declares Syracuse as an Objective: • Expedition: During an Operation, the active Leader and all
• Syracuse immediately becomes Sparta’s active ally activated units in the same space
• Place 2 (A)Hoplite, 2 (A) Cavalry & 2 (A)Naval there • Force: All friendly units and/or Leaders in a space
• Friendly: Green-colored units/space are friendly to Athens;
Argos [5.5.3.3]
Red-colored units/spaces are friendly to Sparta
Until it is an active ally:
• Home Space: Athens for the Delian League; Sparta for the
• Athenian units cannot enter Argos
Peloponnesian League
• Argos is not counted for shortest route
• Rebellion: A friendly-colored space in Rebellion becomes
• Cannot perform Cause Rebellion in Argos
friendly to the opponent; A Neutral space in Rebellion
If Sparta declares Argos as an Objective: becomes friendly to the first side to enter it
• Argos immediately becomes Athens’ active ally
• Place 4 (A)Hoplite in Argos
Persia [5.5.3.4]
Sardis cannot be designated an Objective until Persia is active
(due to an Event roll of 5)

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