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ATHENS & SPARTA

INTRODUCTION 1.0 MAPBOARD


Athens & Sparta is a strategic game on 1.1 CITIES
the war fought between the two greatest Cities are shown, either as hexagons
powers of Ancient Greece from 431 BC to (walled) or circles (unwalled).
404 BC. Playing time is 2–3 hours.
• Blue cities are friendly to the Athenian
GAME TURNS player, unless currently occupied by
Spartan blocks.
The game is played in a series of
• Red cities are friendly to the Spartan
Olympiads. Each Olympiad involves six
player, unless currently occupied by
(6) Game Turns. Between Olympiads,
Athenian blocks.
players determine if either player has won.
• Green cities are neutral. See 9.5.
If not, continue into another Olympiad.
• Orange cities are Persian. See: 9.3.
[1] CARD PHASE • Black cities have no significance.
The game has 25 cards. To start each 1.2 BUILD POINTS (BPS)
Olympiad, the cards are shuffled and six Major cities have values from 1-4
(6) are dealt face-down to each player. BPs (build points). There are 48 BPs on Fog-of-War
Each Game Turn, both players play one the map. The object for either player is Blocks generally stand upright facing the owner.
(1) card face-down. The cards are then to control major cities worth 30+ BPs, or This promotes bluff and innovative strategies
revealed. The player with the higher card is occupy the enemy main city (Sparta or because players are uncertain of the strength or
PLAYER 1 that Game Turn. The Spartan is Athens). Minor cities have no city points. identity of an enemy block.
Player 1 on ties.
1.3 PORTS Game Scale
Event cards have the highest priority. The map scale is approximately thirty (30) miles
They have a special action that is played Cities located on a coastline are ports. per hex. Each block is about 1000 infantry per
before any moves on that card. See 4.6. Some coastal hexes contain non-port cities step, or 20 ships per step.
such as Elis, Messene, and Sparta.
[2] PLAYER 1 TURN Battle Sites
1.4 ORACLES
• MOVE PHASE: Card values (MPs) The main battles of the period are shown on
DELOS and DELPHI are inviolate hexes. the map for interest, red for Spartan victories
allow a corresponding number of
Both sides may occupy, retreat to, or and blue for Athenian. Naval victories are
Moves. Each move allows:
traverse an Oracle hex, even if occupied distinguished from land victories.
1 Operation Move (4.3), or by the enemy, but no combat can occur.
1 Strategic Move (4.5), or Blocks starting their turn in an Oracle can Build Points
1 Revolt Step (7.0). never attack enemy hexes/blocks. Athenian cities total 20BPs, Sparta has 18BPs,
and 10BPs are neutral. Athens starts play
• COMBAT PHASE: Battles occur when with 19BPs because Potidaea is under Spartan
1.5 STRAITS
opposing blocks are located in the control. Neither side counts besieged or
Blue arrows identify hexes containing
same hex. In a sequence chosen by blockaded BPs.
a narrow waterway. These hexes have
the active player, each battle is fought
special rules See 4.4. Corinth Diolkos
to a conclusion before resolving the
next. Defending blocks can avoid a Poseidon, God of the Sea, opposed the building of
1.6 CORINTH DIOLKOS a canal, but allowed ships to be portaged across the
battle by withdrawing into a walled city Ships located in Corinth at the start of narrow neck of land from the Gulf of Corinth to
and accepting siege. Combat is then a Player Turn may depart either side. the Saronic Gulf. The ships were carried on a low
optional at the discretion of the active wagon pulled by oxen along a stone path known as
player who can Attack or Pass. The 1.7 TWO COASTS the Diolkos. The four-mile journey took 8-12 hours.
defender has double defense in siege Several hexes have two unconnected
combat. coasts, especially on the island of Euboea.
• SIEGE ATTRITION: After all combat Ships cannot cross from one coast to Two Coasts Example
the other. Blocks are always on the coast Chalcis cannot be attacked on its east coast –
is resolved, the Active Player rolls Siege
where the city is located. An attack on that the city is located on the west coast of Euboea.
Attrition for all friendly blocks. A ship in Lemnos cannot attack Chalcis since
city by sea must access that coast. Corinth
this is a 6 hex move via the Carystus and
[3] PLAYER 2 TURN is an exception to the two coast rule. This Marathon hexes.
Player 2 resolves his own move and city can be attacked from both coasts. All
combat phases. This ends the Game Turn. defending ships fight all attacking ships.
Map Errata
[4] VICTORY & BUILDING 1.8 MOUNTAINS & PASSES The minor (unwalled) blue port of Halicarnassus
If this is the last Game Turn of an Mountain hexes can only be entered should be added in the hex south of Miletus at
Olympiad, do a Victory Check (10.0). via clear hexsides or passes. They have a the north end of the straits symbol.
If neither player has won, proceed to a Stacking Limit of 2 and blocks must stop
Replacement Phase (8.0), and then deal after entering them. Mountain hexsides are
six more cards each for the next Olympiad. impassable, except at passes, which have a
hexside limit of 1.

Copyright © 2013 Columbia Games Inc. 1 Version 1.2


ATHENS & SPARTA
2.0 ARMIES 2.2 BLOCK TYPES The First Peloponnesian War
Athens & Sparta covers the Second Peloponnesian
The blocks represent ATHENIAN 
B3
2.21 Hoplites War. The First Peloponnesian War, fought 460-445
(blue) and SPARTAN (red) forces and their Heavily armored infantry BC by the same powers, ended with a "Thirty Year



respective allies. A sheet of die-cut labels bearing a long spear, Peace". But after an uneasy truce of 14 years, urged
is included. One label must be attached SPARTA heavy shield, and sword. on by Corinth and Thebes, Sparta again decided to
3 
curb the Athenian Empire.
to the face of each block. Lightly position They mostly fought in a
each label, ensure it is straight, and then tight formation called a phalanx. Spartan Potidaea
press firmly to the block. hoplites have the highest combat ratings. Founded as a colony of Corinth, Potidaea came
• Blue labels on blue blocks Each step is 1000 men. under Athenian control as a member of the Delian
League. Corinth sought to recover her colony in 432,
• Red labels on red blocks 2.22 Peltasts occupying the city, provoking the war. The game

• Green labels on green blocks A2
A variety of light missile starts with Potidaea under siege and blockade by


The blocks add surprise and secrecy to troops, including javelin, Athenian forces. Potidaea is located on the Gulf of
the game; when standing upright, type and Therma and has no access to the Gulf of Torona.
RHODES archers, and slingers. They
strength is hidden from the opponent. 4 
proved effective for pursuit The Olympic Calender
and pillaging and became more numerous Pericles had no idea it was 431 BC when the war
2.1 BLOCK DATA started, nor did Lysander know it was 404 BC when
than hoplites as the war progressed. Each
Blocks have numbers and symbols it ended. These are “Before Christ” dates on our
step is 1000 men.
defining movement and combat abilities. Julian, solar calendar. Greek city states had their
 2.23 Cavalry own lunar calendars, many with unique names for
2.11 Strength A2 months and days. There was, however, one calendar
The current strength of a block is Horses required extensive
on which all Greeks agreed, one that tracked the


the number of diamonds on the top pasture, available mostly


Olympic Games beginning in 756 BC. On this
edge when the block is standing upright. 5
CHALCIS

in Euboea, Boeotia, and calendar, Olympiads were counted every four years.
Strength determines how many six-sided Thessaly. Greek horses were
Olympic Games were held in 432 (83rd Olympiad),
dice (d6) are thrown for a block in combat. really ponies 13 to 14 hands high, and the and every four years during the war. The city state
A block at strength 4 rolls 4d6 (four six- riders were lightly armed with a spear, of Elis managed and judged the games. Sparta was
sided dice); a block at strength 1 rolls 1d6. javelins, and a curved sword. Cavalry were banned from the 420 games for violating the “sacred
effective for pursuit and harrying. Each truce”. In Olympic calendar terms, the war began in
Blocks vary in maximum strength. step is 400 men. 1/84 and ended in 4/89.
Some blocks have four steps, some three
steps, some two steps. For each hit taken 
C2
2.24 Ships
in combat, strength is reduced one step Oar and sail powered


by rotating the block 90 degrees counter- triremes that all navies


clockwise. The sidebar shows a block at CORINTH used at this time. Each
4 
strength 1, 2, and 3. ship carried 160 rowers, 20
sailors, and 20 hoplites or peltasts. Each
2.12 Combat Rating step is 20 triremes. Athenian ships have
The Combat Rating is indicated by a STEP REDUCTION
the higher combat ratings.
letter and number, such as A1 or B2. The   
A1

4
A1
letter determines when a block attacks. All
ATHENS
ATHENS


3.0 DEPLOYMENT





A blocks attack first, then all B blocks, then


ATHENS
all C blocks. The number indicates the Set-up blocks on their Home Cities at 4
A1
4

 

maximum roll that will score a hit. maximum strength. The following blocks
EXAMPLE: a block rated B1 only scores a are not deployed: Strength 3 Strength 2 Strength 1
hit for each “1” rolled, but a block rated B3 • All Reserve Blocks
scores one hit for each 1, 2, or 3 rolled. • Demos/Helots/Tyrants BLOCK DATA
2.13 Move Limit • Spartan ships Chios, Mytilene, Corcyra
A block’s Move Limit indicates how and Rhodes (all have blue stars). STRENGTH
many hexes it may move. Blocks can NOTE: Potidaea is controlled by Sparta, (4)
always move less hexes than this limit. but besieged and blockaded by Athens. COMBAT
(C3)
2.14 Home City  3.1 NEUTRALS
B2 
The city state where that block Neutral cities (9.5) and C3


originates. New blocks must be deployed






blocks are green. The




at their home city, except Reserve blocks SYRACUSE blocks are kept off-map
3  ATHENS HOME CITY
may be deployed in any Major City. and enter play only if their 4 
Existing blocks can be reinforced at any (Athens)
city is attacked or becomes an ally of
major or minor city (see 8.0). one player. Both players may command
green blocks, but they will face in opposite MOVE
directions. (4)

Copyright © 2013 Columbia Games Inc. 2 Version 1.2


ATHENS & SPARTA
4.0 MOVEMENT 4.4 STRAITS TERRAIN EFFECTS
Straits have special movement and
Players are not compelled to Move. TERRAIN STACK HEXSIDE
combat rules. Armies located in a straits
They may expend all MPs on Revolts, or 1
hex may declare to be on either side of the Clear 4 2
do nothing. Blocks can move only once per
straits as necessary. 2
Player Turn, except to Retreat or Regroup. Strait 4 1/22
Armies entering a vacant straits hex
4.1 TERRAIN LIMITS must stop if the straits are to be crossed, Pass • 1
Terrain affects how many blocks can otherwise not. Vacant straits have no effect Mountain3 2 04
stack in one hex, and how many can on moving ships.
Rivers No Effect
attack through each hexside. These effects Blocks beginning a turn in a strait hex
are noted on the Terrain Effects table may move normally even if crossing the 1. ATHENS is Stack 6 (maximum 4 armies).
2. Stop when entering if crossing the strait.
(sidebar). strait. Hexside 1 if attacking across the strait.
NOTE: Stacking Limits are ignored when Blocks entering an enemy-occupied 3. Stop when entering.
4. Mountain hexsides are impassable. This
moving. Hexside Limits are ignored unless straits hex have hexside limit 1 if the
means most mountain hexes are unplayable as
attacking. straits must be crossed to get to the city. they cannot be entered. Playable mountain hexes
Armies cannot cross water except Otherwise, the hexside limit is normal for require at least one clear hexside or a mountain
the terrain. See sidebar example. pass to enter. Samothrace and Thasos are NOT
where a Strait is shown (4.4), or by Sea mountain hexes.
Move (4.52). Ships cannot cross land Blocks entering an enemy-occupied
hexsides, but see 1.6 (Corinth Diolkos). straits hex must stop even if not crossing
the strait. If the defender has a ship, Operation Movement
4.2 HEX CONTROL attacking armies that must cross the strait To preserve "fog-of-war" blocks stop enemy
Neutral hexes have green cities. to fight, cannot fight until the defending movement regardless of type. Hence, ships stop
Friendly hexes contain a friendly city or navy is eliminated, retreats, or withdraws army movement and vice-versa. Group and
are occupied by friendly blocks. Enemy into the city. Attacking armies that are not Muster moves do not exist in this game. Each
hexes are those friendly to the enemy. crossing the strait fight normally, as do move applies to one block, not one group.
Contested hexes have an unresolved battle attacking ships. Strategic Movement
pending. Vacant hexes contain no blocks. Strategic sea moves allow any blocks to move
4.5 STRATEGIC MOVES from one side of the map to the other, provided
IMPORTANT: Hex control changes at the One strategic move costs 1MP. There
end of each Phase. Hence, players cannot the destination is a friendly port and they
are two types of strategic move: do not pass through enemy hexes. Strategic
move into a hex and then claim it is friendly movement to/from sieges or blockades is
for further moves in the same Move Phase. 4.51 March Move: armies move up to
prohibited.
Moving through a hex does not change double their normal move. Movement
control. Sieges modify Hex Control (5.51). through Neutral or Vacant hexes is Straits
allowed, but March Moves must end in A block located in a Straits hex is assumed to be
4.3 OPERATION MOVES Friendly hexes. on the city side of the Straits. Armies entering
a vacant straits hex must stop if the straits are
Operation moves apply to both armies 4.52 Sea Move: ships or armies may crossed. If not crossing the strait, the block can
and ships. For 1MP, one block can move move from one Friendly port to any move through the straits hex normally.
up to its Move Limit in hexes: other Friendly port. Example 1: An army an move from SICYON
Hoplite: 3 hexes Strategic Movement can never be to PATRAE via a vacant NAUPACTUS without
Peltast: 4 hexes used to move to/from a siege or blockade, stopping. However, if wishing to cross the
Ship: 4 hexes enter or traverse enemy hexes, retreat, or straits and move to PLEURON, it must stop at
Cavalry: 5 hexes regroup. A block may never move by land NAUPACTUS.
EXAMPLE: Assuming 3MP, a player can and by sea in the same Player Turn. Example 2: Attacking EPHESUS from SAMOS
crosses a strait – hexside limit is 1. Attacking
move a total of three blocks. These can
all be in one hex or in multiple hexes. The 4.6 CARDS EPHESUS from NOTIUM does not cross the strait –
All cards contain a number of MPs hexside limit is 2.
Spartan player might, for example, move
(move points). Some cards also have a If EPHESUS is vacant, blocks from SAMOS have
2 hoplites from Sparta to Corinth and also no hexside limit (no combat), but must stop (they
1 ship from Gytheum to Athens. written event which is played before any
cross the strait). Blocks from Notium can move
normal moves on that card. Event cards
Blocks may pass freely through through EPHESUS to MILETUS, but cannot cross
have the higher priority for determining the strait to SAMOS without stopping in EPHESUS.
friendly blocks, but must stop and fight a the sequence of player turns. Some events
battle when they enter any hex containing affect both players.
enemy block(s), regardless of type.
EXAMPLE: One player plays a "5" and Mulligan
Ships stack with armies in coastal the other plays "2/Storm". The Storm A hand that totals less than 10MPs (including
hexes and are included in stacking and card because it has an event is played first Event Cards) constitutes a "mulligan". A player
siege limits. Ships can fight in any coastal holding such a hand may show the cards and
and (in this case) the event affects naval request a redeal, once per Game Turn. The
hexes, but must end their COMBAT PHASE on and ship movement for both Player Turns.
a friendly port (or on blockade) – retreat or opponent may keep his cards or not.
The "2" allows normal land movement for
regroup as necessary. Player 1.

Copyright © 2013 Columbia Games Inc. 3 Version 1.2


ATHENS & SPARTA
5.0 BATTLES Attacking armies must retreat to BATTLE (Example)
adjacent hexes via hexsides used to start SPARTA attacks Amphipolis with a Hoplite 4B4
Battles are fought after all movement
the battle. Defending armies retreat to and Peltast 4A1. ATHENS defends with a Hoplite
is completed. They last one or two Combat 3B2 and Peltast 2A1.
Rounds. The first round of combat is adjacent hexes via any other hexsides.
Subject to stacking, players can retreat to Declaration: Sparta reveals blocks. Athens
always mandatory; neither player can chooses to accept battle, hoping to survive two
retreat until round 2. any friendly or vacant hex, but never to
enemy-occupied hexes, nor to a contested combat rounds and force Sparta to retreat.
Each battle must be completed hex. Retreat into a straits hex requires sea Round 1
before fighting the next. The active player control (6.41). 1. Athenian peltast 2A1 misses.
determines the sequence of battles and 2. Spartan peltast 4A1 scores one hit, which
need not commit to any sequence in Ships must retreat (not via enemy
hexes) to a friendly port within four hexes. must be taken on the Athenian hoplite.
advance. The attacker first reveals all
Hexside limits are ignored. 3. Athenian hoplite 2B2 scores one hit, taken
blocks in a selected battle. The defender on the Spartan peltast.
then declares whether to accept battle 5.4 REGROUPS 4. Spartan hoplite 4B4 scores two hits, leaving
(reveal blocks by tipping them forward) or a peltast 1A1 and hoplite 1B2.
The victor of a battle (but not a siege)
withdraw into siege (walled cities only).
may immediately move any/all victorious Round 2
5.1 COMBAT TURNS armies to adjacent friendly hexes. 1. Athenian peltast withdraws into city.
Each block has one fire per combat Hexside limits (2/1) apply. 2. Spartan peltast 3A1 misses.
round. The sequence of fires depends on Victorious ships may regroup up to 3. Athenian hoplite withdraws into city.
combat ratings. All “A” blocks go before 4 hexes to a friendly port (not via enemy 4. Spartan hoplite 4B4 storms the city and
all “B” blocks, which go before all “C” hexes). Hexside limits are ignored. scores two hits, which counts as one
blocks. All defending blocks with the same Blocks cannot regroup to a contested hit (double defense). Athenian peltast is
rating go before attacking blocks. hex. They can regroup to an existing and eliminated.
EXAMPLE: Hoplite B2 and Peltast A1 friendly siege hex, but cannot attack on the Athens now holds the city with a hoplite 1.
attack a Hoplite B2 and Ship C3. The same COMBAT PHASE. Each Spartan block has the option to Besiege
sequence for each combat round is Peltast or Retreat. Sparta elects to Besiege with both
5.5 SIEGES blocks and rolls Siege Attrition (4+) for them.
A1, defending Hoplite B2, attacking
Hoplite B2, then Ship C3. Sieges can occur only in walled cities. Retreats (change)
Unlike battles, sieges may last multiple Blocks can now regroup/retreat to vacant
5.2 COMBAT HITS Game Turns. Battles and sieges are fought enemy cities. Hence, an Athenian peltast
A block fires by rolling dice equal to in any order desired by the Active Player. attacking MESSENE from PYLOS can retreat back
its current Strength. A hit is scored for each to a vacant PYLOS should the attack fail. This
IMPORTANT: Ships cannot besiege was not allowed in rules 1.0.
roll equal or lower than its combat rating. (except islands); they blockade (6.4).
EXAMPLE: Hoplite at strength 4 rolls 4 Battle Sequence
dice. It has B3 combat, meaning all rolls 5.51 Siege Control The sequence to resolve multiple battles is an
A siege hex is friendly to the besieger important part of play. The result of one battle
of 1, 2, & 3 are hits. Rolls of 4, 5, & 6 are
for movement, but friendly to the defender can affect regroups and retreats in later battles.
misses. If the rolls are 1, 2, 4, & 5, the
Hoplite scores two hits and two misses. otherwise. Only the attacker can move an Athens' Long Walls
army into/through a besieged hex. Athens had two parallel walls, three miles
Enemy blocks cannot be targeted. long, linking the walled city to its fortified port.
Each hit reduces the strongest enemy block 5.52 Siege Declarations Provided control of the sea was kept, the walls
at that instant. When two or more blocks When first attacked, the defender has ensured that no enemy army could starve
share the highest strength, the owner the option to fight a field battle outside Athens from her critical grain imports.
chooses which to reduce. the city, or accept siege. If the defender Spartan Walls
NOTE: Combat is not simultaneous. All chooses battle, both players reveal their Athens, Corinth, and Thebes were all fortified
hits are applied immediately. blocks and one or two rounds of combat with high, thick walls. Spartans considered
are fought normally. Defending units such defences "unmanly" and their cities were
5.3 RETREATS cannot Retreat or Withdraw into the city unwalled.
After combat round 1, blocks may until Round 1 is completed.
retreat or continue the fight. The attacker Earthquakes
Each existing or new siege requires an This event cancels the Game Turn for both
declares first. After Combat Round 2, players except for Siege Attrition. Player 1 rolls
siege declaration from the Active Player:
unless the defender is eliminated, retreats, for each Siege Attrition first. Player 2 need not
or withdraws into a walled city, the Attacker: STORM or PASS roll for a siege that ends because of a Player 1
attacker must retreat taking one extra fire Defender: SALLY or PASS roll.
from defending Peltasts and Cavalry. NOTE: unlike field battles, it is possible Combat Rounds
A maximum of two (2) blocks may for the Active Player to be the Defender in Note that there are only two combat rounds in
retreat per clear hexside, and one (1) some sieges, and the Attacker in others. this game, not three.
block via other passable hexsides. Blocks
that cannot retreat when required are
eliminated.

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ATHENS & SPARTA
5.51 Siege Attacks 5.58 Siege Attrition Siegecraft
The Active Player makes Siege Few sieges during the Peloponnesian War ended
The Active Player can activate a siege
with the attacker taking the city by assault.
for combat. Defending blocks have Double Attrition rolls after the COMBAT PHASE for
Siegecraft was primitive, consisting mainly of
Defense (D2); two hits are required to lose all friendly blocks in a siege or blockade. scaling ladders, battering rams, earth ramps,
one step. Each hit is treated as a half-hit Roll 1d6 per block. Rolls that equal or and mining. The lack of good local timber and
and the next hit must be taken on that exceed a target number (below) are hits, rocky soils made none of that easy. Siege towers,
same block. A half-hit remaining at the end taken on the highest strength block(s) as catapults, and ballistae were inventions for the next
of a Siege Attack is recovered. normal. century. Most cities surrendered on terms (sometimes
The target number is always 4+ after several years of investment), or because of
Attacking blocks fire and take hits internal revolt and treachery. Sieges always meant
normally. After the first siege round, the for Attacker rolls. Target numbers for
significant losses from disease, desertion, and
attacker may retreat (no pursuit), continue Defender rolls depend on siege status. exposure for both sides.
the attack for a second round, or "pass" Status Defender Attacker IMPORTANT: Besieged blocks are not
and remain on siege. After the second revealed until they are Stormed or Sally.
siege round, the attacker may retreat (no Half-Siege 5+ 4+
Besieging blocks are always kept face-up,
pursuit) or remain on siege. Full Siege 3+ 4+
Sieges
5.52 Siege Defense Half-Siege: siege or blockade. Unlike field battles, which end after two combat
Defending blocks cannot Retreat. The Full-Siege: siege and blockade. rounds, sieges only have one combat round, but
Active Player, if the Defender, can activate Blockade of an island (6.7) is a full-siege. may continue over multiple Game Turns. Both
a siege for combat by Sallying. Such sides are subject to Siege Attrition, but only
Siege of a landlocked city (no port) is a
besieging forces can obtain replacements.
blocks fire normally but are on offense and full-siege.
do not have double defense. The Defender Siege Attrition
has the option to Sally for one or two At the start of play, Athens has Potidaea under
combat rounds, perhaps aided by Relief 6.0 SHIP COMBAT siege and blockade. This is a full siege. Sparta
Forces. Unless all besiegers are eliminated, rolls at 3+ for each block at the end of each
6.1 SHIP ATTACKS Spartan turn. Athens rolls at 4+ at the end of
Sally forces must withdraw back to the city
An Operation Move by ships to an each Athenian turn. If either the Athenian ship
and Relief Forces must Retreat. or hoplite leaves or is eliminated, this is now a
enemy-occupied hex must originate in one
or more friendly ports within 4 hexes. Ship "Half-Siege" and the Spartan roll is at 5+.
5.53 Cavalry in Siege Combat
Attacking or defending, cavalry fight attacks can be combined with army attacks, Half-siege means a city still has supply either by
keeping in mind that armies cannot cross sea (no blockade) or by land (no siege). Athens
in siege combat with reduced firepower of
sea hexsides and ships cannot cross land could survive a Spartan siege by maintaining her
B1. They have normal firepower to Sally. sea supply. Sparta won only when she was able
hexsides.
to blockade Athens and mount a full-siege.
5.55 Minor City Sieges
6.2 NAVAL BATTLES Shore Combat
In Minor walled cities, a field battle is
fought normally, but a maximum of two (2) When ships attack, the defender either Ships in a port or beached were often attacked
units can Defend or Attack in Siege battles. accepts battle (reveal blocks) or withdraws by armies and destroyed, most notably at
Extra blocks (player choice) are reserves to siege (walled cities only). Some Aegospotami, the war-winning Spartan victory
defending blocks can fight while others in 405.
that cannot fire or take hits, but must roll
for Siege Attrition normally. accept siege. Fortified Ports
If the defender reveals no ships, the Most walled port cities had fortified harbors
ATHENS: has a stacking, siege, and
Attacker can either declare SHORE COMBAT where ships could be protected from enemy
attack limit of six blocks, with a maximum naval action. These were typically beaches with
of four armies. or BLOCKADE.
flanking defensive towers and a floating barrier
If the defender reveals one or more or chain to seal access.
5.56 Relief Forces ships, a naval battle takes place. These
Subject to hex stacking, the defender are fought like any other battle. The Landlocked Cities
may attempt to relieve a siege by attacking Cities like Elis, Messene, Sparta, and Thebes are
attacker must defeat the defending ships
not ports. These hexes cannot be blockaded by
the besiegers in the MOVE PHASE. A normal before SHORE COMBAT or BLOCKADE can be ships, but also cannot benefit from supply by
one round siege battle is fought with the declared. Combat turns resolving a naval sea. They are subject to full-siege when besieged
besieging player on defense, and the battle do count as part of the normal two only by armies.
relief force on offense. Relief forces can round battle length.
be helped by sallying forces. Relief armies If both players have ships and armies
cannot withdraw into the city, but relief in the same battle, armies fight a land battle
ships can. while ships fight a simultaneous naval battle.
5.57 Pillage 6.3 SHORE COMBAT
When a major city is captured, the Ships may attack enemy armies when
victor receives pillage BPs equal to the no enemy ships are present, or all enemy
city's BP value. These BPs must be spent ships have withdrawn to accept siege.
on victorious blocks that do not regroup. Combat is fought normally and ships
retain their normal firepower.

Copyright © 2013 Columbia Games Inc. 5 Version 1.2


ATHENS & SPARTA
Defending ships must fight at least one Defending ships, even if besieged, SEA ATTACK (Example)
round of combat with attacking armies. may retreat from the hex normally, or Sparta attacks NAUPACTUS with ship 3C2 from
They can retreat or withdraw to siege or to the sea area of their hex, but not if LEUCAS, peltast 3A1 from CORINTH, and hoplite
blockade after the first combat round. enemy ships are present. 3B3 from THEBES. Athens has peltast 3A1 and
ship 3C3.
6.4 BLOCKADES 6.6 ISLAND BLOCKADES Declaration: Sparta reveals blocks. Athens
Attacking ships have the option to Blockades of ports on islands with chooses to accept battle. Corinth peltast must
six sea hexsides (eg. NAXOS), islands with cross strait to attack Naupactus. Since both sides
BLOCKADE an enemy port city. Ships cannot
have ships, a separate ship battle occurs.
blockade if an enemy ship is present, only one port (eg. CEPHALLENIA), or islands
unless that ship withdraws to siege. that can only be reached via one strait (eg. Round 1
Blockading ships remain face-up and roll CORCYRA) are Full Sieges. This does not 1. Athenian peltast (3A1) misses.
for Siege-Attrition (4+) at the end of each apply to ports on larger islands like EUBOIA 2. Corinth peltast cannot fire because the
friendly Player Turn. where land supply is also possible. straits are under Athenian sea control.
3. Thebes hoplite (3B3) scores two hits, which
6.41 Sea Control must be taken on the Athenian peltast.
Defending armies or ships have 7.0 REVOLTS 4. Athenian ship (3C3) could fire, retreat, or
sea control of a hex unless blockaded. withdraw to siege. It choses to fire, scoring
 Revolts are sponsored by
Blockading ships exert sea control of their B3 two hits, which must be taken on the
spending move points
hex. Neither player has sea control of a
p Spartan ship.


(MPs) to deploy a Tyrant or


vacant hex, unless the hex is friendly (4.2). 5. Spartan ship (1C2) retreats to Corinth.
TYRANTS Demos block in an enemy
The blockading player can move ships ø 
major city. The block's Round 2
(but not armies) into/through a blockade strength is set by the number of MPs spent 1. Athenian peltast (1A1) withdraws into city.
hex, or retreat/regroup there. The (Tyrant 3 costs 3 MP). Since all Athenian armies have accepted
blockaded player can move armies into/ siege, the Spartan can storm.
IMPORTANT: Athens and Sparta are
through a blockade hex, or retreat/regroup 2. Corinth peltast (3A1) still cannot fire.
immune to revolts. Neutral cities are also
there, but not ships. 3. Spartan hoplite (3B3) storms and scores
immune until they join one player. Revolts
Strategic Moves cannot enter or leave two hits, eliminating the Athenian peltast
are not allowed in minor cities.
and capturing the city.
Blockade hexes. The blockading player
Revolts are automatically successful 4. Athenian ship (3C3) could now fight in
can use Operation Moves to move ships
in a vacant enemy major city. Otherwise, shore combat, retreat, or blockade. She
into/through blockade hexes. Ships can
they are resolved as normal siege battles. elects to blockade, ending the battle
Retreat/Regroup to/from blockade hexes.
The revolt block does not count and forcing the Spartans to make a half-
6.42 Blockade Combat siege roll. Athenian ship does not roll for
toward stacking, hexside, or siege attack
blockade until the end of its own turn.
As with sieges, blockades can be limits. All defending blocks (including
ships) can help defeat a revolt. Attacking NOTE: What if the Athenian peltast and ship
activated for combat by the Active Player:
accepted siege in the declaration phase? The
Attacker: PASS or STORM for one or two blocks and the Revolt block fire normally
Spartan ship would then have sea control and
rounds of Shore Combat. Besieging as attackers on besieged defenders. the Corinth peltast would have been able to
friendly armies may participate If a city is captured, the revolt block cross the strait to attack. The ship could also
normally. is exchanged for a reserve peltast of attack, but only at C1 for siege combat. With
the same strength as soon as possible. If double defense, the defending peltast and ship
Defender: PASS or SALLY for one or two would likely have survived the battle. Sparta
rounds of Naval Combat. the revolt fails, the block cannot retreat
could have ended with a siege and blockade
or join attackers who stay on siege– it is of NAUPACTUS, but could also elect to retreat to
IMPORTANT: Whether attacking or eliminated. In either case the revolt block avoid Siege Attrition.
defending, all ships fight a Siege Battle can be reused as desired, but never against
with reduced firepower of C1. They have the same city in the same Olympiad.
normal firepower for a non-Siege battle, or Revolts
to Sally 7.1 HELOT REVOLTS Throughout the war there was an internal struggle
A player may try to break a blockade The Spartan city of MESSENE can be between the Tyrants and the Democrats in most city
targeted for revolt. Instead of the DEMOS states. The Democrats favored Athens, the Tyrants
with Relief Forces (5,56) during the MOVE
favored Sparta. Assassinations and executions
PHASE. This creates a naval battle that block, the HELOT is deployed at its desired
dominated the civic scene throughout the war. Both
can be supported by sallying ships. The strength (1MP per step) at MESSENE for a sides faced revolts, especially Sparta after the Peace
relief (and sallying) ships are on offense; normal battle, assisted by friendly blocks. of Nicias, and Athens after the Syracuse disaster.
the blockading player is on defense. Relief EXCEPTION: the HELOT cannot retreat The Athenian Empire was more vulnerable to
ships cannot withdraw into the city at the and is eliminated if any defenders remain revolts, and this difference is reflected in the higher
end of the battle - they must Retreat. after two rounds of battle. combat rating of the Tyrant block.
Note that revolts in a vacant major city are
6.5 SEA RETREATS A victorious HELOT remains on the
automatic. Worse, the rebel city may be used as
map and functions like any other Peltast a destination for enemy strategic movement on
Ships ignore hexsides when retreating.
for the rest of the game. If eliminated, the the following Game Turn. Leaving any major city
Ship Retreats must be made to a friendly port
HELOT cannot revolt again in the same unguarded is unwise.
within four hexes (avoiding enemy hexes).
Olympiad.
Armies can never Sea Retreat.

Copyright © 2013 Columbia Games Inc. 6 Version 1.2


ATHENS & SPARTA
8.0 REPLACEMENTS 9.2 SICILY The Peace of Nicias
If SYRACUSE is captured by Athens, and In 421, after ten years of fighting, Athens and
At the end of each Olympiad, both Sparta made a "50 year peace", but the war
sea control is maintained, she is immune to
players have a simultaneous Replacement essentially continued in proxy form. Sparta first
the effects of Hellespont (9.1) attrition.
Phase. Steps can be added to existing declined to return Amphipolis to Athens, which
blocks, and new blocks can be built. SYRACUSE was an important food source then refused to give back Pylos. In 418, Sparta took
for CORINTH. If SYRACUSE is blockaded or exception to a defense alliance of Argos, Elis, and
8.1 BUILD POINTS (BP) captured by ATHENS, all enemy blocks Megara. Sparta invaded and defeated Argos at the
located in CORINTH roll for Siege Attrition Battle of Mantinea. Athens had sent 1000 hoplites
Both players total the value of cities
(5+) at the end of each Spartan turn. to Argos honoring a previous treaty obligation and
under their control, including Neutral just 300 survived the battle. Athens then launched
cities. These points are then expended as SYRACUSE is one "off-board" area (ignore her disastrous attack on Syracuse. The "peace"
desired except the maximum BPs that may hexes). Movement to/from SYRACUSE must ended in 413 when Sparta secured Persian aid and
be spent per major city is 2x the city value, be made via a friendly (unblockaded) openly resumed the war.
and the maximum per minor city is 1BP. CORCYRA, LEUCAS, CEPHALLENIA, or CYLLENE. Syracuse
Athens & Sparta have build limits of 8BPs. Each of these embarkation ports has a Syracuse, founded by Corinth, was the most
IMPORTANT: Besieged or Blockaded black ship labeled "Sicily". powerful city on Sicily, and second only to Athens
cities do not provide BPs for either player. Both ships and armies can sea move to in wealth. Although Syracuse was neutral, she
Syracuse. This is the only time blocks can effectively supported Sparta by exporting grain
8.2 REINFORCEMENTS sea move to a Besieged or Blockaded port. to Corinth – a staunch Spartan ally. Athens sent
Reinforcing is adding one or more a small force to Sicily in 427 BC to support her
One (1) MP is required to move each block.
allies, but left one year later, unable to continue a
steps to existing blocks on the map. Blocks After each round of combat, defending war against both Sparta and Syracuse. During the
in a non-city hex cannot be reinforced. ships and armies may withdraw into Peace of Nicias the issue of Syracuse again arose
Blocks involved in a siege or blockade SYRACUSE, and must do so after the and, in 415, a fateful decision was taken to mount
(attack or defense) cannot be reinforced. second round. Attacking blocks may then a major attack. Due to poor Athenian generalship
BLOCKADE (ships) or BESIEGE. Siege Attrition and logistics, and good defense by Syracuse with
8.3 NEW BLOCKS Spartan aid, the expedition turned into a disaster.
is normal.
New blocks are chosen from a player's Athens lost over 200 ships, 40,000 crew, 10,000
Replacement Pool where they stand IMPORTANT: If a Player Turn ends with hoplites, and 10,000 peltasts, crippling her for the
upright, off-map, facing their owner. They the Defender having sea control of Syracuse remainer of the war.
must be built in their Home City, but not (no attacking ships) the Attacker rolls for
Syracuse BP (Optional)
if enemy-held. Reserve blocks are built in Siege Attrition at +1 (3+ = 1 hit). After the first deal, both players allocate one
any friendly city, subject to BP limits (8.1). Battles are ongoing. In future Game card face-down at Sicily, leaving only five cards
Turns the Defender may PASS or SALLY, for the first Olympiad. The sum of the two cards
8.4 BLOCK COSTS while the Attacker may PASS or STORM. becomes the Build Points for SYRACUSE (instead
Cost per step varies with type. Either option requires the active player to of the standard 4BP). The cards are not revealed
make Siege Attrition rolls. until Syracuse is attacked. Once revealed, the
1BP Peltasts & Hoplites cards remain face-up for the remainder of the
2BP Cavalry & Ships Blocks wishing to retreat must do so game.
in the MOVE PHASE back to the four Sicily
8.5 ELIMINATED BLOCKS embarkation hexes. Each retreat costs Persia
Athens' attempt to restore her finances and navy
Blocks are not permanently eliminated. 1MP per block. Only the player with Sea
after the Sicilian distaster led to higher tax and
Place them in the Replacement Pool Control can retreat. tribute assessments on her allies. Most of those
where they can be built again normally. allies had also suffered huge losses in Sicily. Revolts
9.3 PERSIA festered everywhere. In 412, Chios revolted with
8.6 DISBANDING Persian cities (orange) are neutral. If Spartan help, gaining Sparta 80 ships. The revolt
Players may disband any block to Sparta gains control of MILETUS Persian then spread to Ephesus and Miletus (the jewel of
their Replacement Pool. Steps on disbanded support becomes available. Persian support Ionia). This chain of events brought Tissaphernes,
blocks are forfeit, but they can be rebuilt lowers the cost of all Spartan (and allied) Satrap of Caria, to Miletus to negotiate a treaty
ships to 1BP per step. betwen Persia and Sparta.
immediately at normal BPs. Players
cannot merge blocks on the map. Persian support is optional for Sparta The Persians had an existing non-aggression
treaty with Athens, but the new Great King saw an
but irrevocable. The price for Persian
opportunity to recover the Ionian cities lost after
support is that MILETUS becomes Persian
9.0 STRATEGICS after the war and its 2BP cannot be counted
Persian defeats in 480 (Marathon and Salamis) and
479 B.C (Plataea).
9.1 HELLESPONT by the Spartan player for victory purposes.
Athens imported grain from Black Persian support ceases (permanently)
Athens is prohibited from crossing the Persian border
Sea colonies to feed her large population. should Athens regain control of MILETUS.
because large Persian armies are not represented in
ABYDOS was a choke point for this trade. While the Persian alliance exists all the game. The two Persian cities shown on the map
Spartan sea-control (6.5) of ABYDOS Persian hexes and ports are friendly were strongly garrisoned.
requires Athens to remove any one block to Sparta. Spartan forces can enter or
from those located in ATHENS at the end of traverse Persian territory; Athenian forces
every Athenian Player Turn. can never cross the Persian border.

Copyright © 2013 Columbia Games Inc. 7 Version 1.2


ATHENS & SPARTA
9.4 REBEL SHIPS 10.0 VICTORY INDEX
Four Athenian cities (Chios, Corcyra, Battles 5.0
Mytilene, and Rhodes) have their own 10.1 SUDDEN DEATH Blockades 6.4
ships. If these cities are controlled by If Athens or Sparta are occupied by Islands 6.7
the Spartan player, the relevant ship one or more enemy blocks at the end Building (BPs) 8.0
immediately moves to the city (free of any Game Turn, the game ends Cards Intro
move) and is converted to the Spartan ship immediately. Event Cards 4.6
Cavalry 2.23, 5.53
of the same name at the same strength. If
10.2 VICTORY POINTS Cities 1.1
the rebel ship is in the Replacement Pool Build Points (BPs) 1.2, 8.1
at the time, it becomes available to be built After each Olympiad, add up the values Major Cities 1.2, 5.53
by the Spartan player in its home city. of all cities controlled. To win a player Combat 5.0
Hence, if Rhodes falls to the Spartan must control 30 BPs (or more) that are not Combat Hits 5.2
(by revolt or conquest), the Rhodes ship besieged or blockaded. Combat Rating 2.12
If neither side wins by the end of Combat Turns 5.1
moves to Rhodes and converts to the
Double Defense 5.53
Spartan ship. The ships convert back to Olympiad 89, the player with the higher
Naval Combat 6.2
Athens if she retakes the rebel city. BPs wins. If tied, Athens wins. Siege Combat 5.5
Corinth Diolkos 1.6
9.5 NEUTRAL CITIES 10.3 TOURNEY BIDDING Deployment 3.0
Neutral cities are potential allies Players should always bid for sides in Disbanding 8.6
2 for either player. Players can Tourney games. Flip a coin to determine Eliminated Blocks
Hex Control
8.5
4.2
move through a neutral city hex, who has first bid. Bids should be made in
but cannot stop there unless attacking. increments of 1 (a first bid of 0 is OK). Helot Revolts 7.1
The highest bid plays the named side and Hellespont 9.1
Players cannot retreat, regroup, or move
Hexside Limits 4.1
strategically to neutral cities. removes steps equal to the bid. That is,
Home City 2.14
If a neutral city is attacked, it a winning bid of "Athens 3" plays Athens Hoplites 2.21
immediately joins the other side. but removes three steps (total) from any Leaders (Demos & Tyrants) 7.0
Applicable forces are deployed at full desired starting units. No unit can take March Move 4.51
strength to defend the city. All normal more than one step loss. Move Rating 2.13
Movement 4.0
rules for battles and sieges are then Operation Moves 4.3
followed. CREDITS Strategic Moves 4.5
Once activated, neutral cities, their Game Design: Tom Dalgliesh MP (Move Point) Intro, 4.0
BPs, and blocks belong to their ally for the Naval Battles 6.2
duration of the game, unless they change Art/Graphics: Martin Scott (Cards) Neutrals 1.1, 3.1, 9.5
Tom Dalgliesh (Map) Oracles 1.4
sides by conquest or revolt. All rules
Peltasts 2.22
pertaining to friendly cities apply to allied Developer: Grant Dalgliesh Persia 9.3
neutral cities. Pillage 5.57
Neutral blocks immediately change Contributors: Leonard Coufal Ports 1.3
sides, at current strength, if their home Lew DeSandre Regroups 5.4
city is occupied by the enemy player. If Ferkin Doyle Reinforcements 8.2
Ron Draker Relief Forces 5.56
the neutral blocks are deployed with other Replacements 8.0
blocks at this time, they change sides and Stan Hilinski
Retreats 5.3
a normal battle is fought with the neutral Fred Manzo
Sea Retreats 6.4
blocks on offense. Neutral city BPs must Dan Mings Revolts 7.0
be spent on neutral blocks of that city Stephen Mings Sea Attacks 6.1
when possible, but can otherwise be used Harvey Mossman Sea Control 6.5
to reinforce and/or rebuild any friendly Sea Moves 4.52
blocks. COVER: © Chris Collingwood, Ships 2.24, 9.3, 9.4
Cranston Fine Arts Ship Attacks 6.1
Shore Combat 6.3
Sicily 9.2
Sieges 5.5
COLUMBIA GAMES, INC Siege Attacks 5.51
POB 3457, BLAINE Siege Defense 5.52
WA 98231 USA Siege Attrition 5.58
360/366-2228 Siege Control 5.54
Straits 1.5, 4.4
800/636-3631 (toll free)
Terrain 4.1
Victory 10.0
For updates and discussion on this game
see:
www.columbiagames.com

Copyright © 2013 Columbia Games Inc. 8 Version 1.2

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