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Hubris: Twilight of the Hellenistic World 220-165 BCE

Hubris: Twilight of the Hellenistic World 220-165 BCE Rulebook

Table of Contents

Table of Contents

  • 1. Introduction
    • 1.1. General Course of Play
    • 1.2. Components
    • 1.3. Online Q&A
    • 1.4. Contacting GMT Games
  • 2. Key Game Concepts and Terms
    • 2.1. Players and Kingdoms
      • 2.1.1. Rome
      • 2.1.2. Rebels
      • 2.1.3. Friendly and Non-Friendly Powers
      • 2.1.4. Sequencing
      • 2.1.5. Rounding numbers
      • 2.1.6. Picking a Kingdom
    • 2.2. Leaders
      • 2.2.1. Leader Affiliation and Location
      • 2.2.2. Leader Cards
      • 2.2.3. Leader Capability Icons and Ratings
  • 3. Sequence of Play
    • 3.1. Set Up
    • 3.2. Decks Preparation
    • 3.3. Revenue Phase
    • 3.4. Roman Politics Phase
    • 3.5. Mercenaries Phase
    • 3.6. Action Phase
    • 3.7. Winter Quarters Phase
      • 3.7.1. Pending Events Segment
      • 3.7.2. Peace Segment
      • 3.7.3. War Exhaustion Segment
      • 3.7.4. Victory Segment
      • 3.7.5. Returning Home Segment
  • 4. Events
    • 4.1. Recurrent Events
    • 4.2. Winter Quarters
    • 4.3. One-Off Events
    • 4.4. Visual Cues on Cards
    • 4.5. Succession Crises
    • 4.6. Intrigues at Court
    • 4.7. Ferryman of Souls
    • 4.8. Storms & Worms
    • 4.9. Second Punic War Continuation
    • 4.10. Ambitious Generals
  • 5. Actions
    • 5.1. Activation
    • 5.2. Land Campaign
      • 5.2.1. Initiation
      • 5.2.2. Muster
      • 5.2.3. Logistics Costs
      • 5.2.4. Battle
      • 5.2.5. Campaign Options
      • 5.2.6. Siege
      • 5.2.7. Subjugation
      • 5.2.8. Plundering
    • 5.3. Naval Campaign
      • 5.3.1. Initiation

1. Introduction

In 323 BCE, King Alexandros III of Macedon, better known as Alexander the Great, died in Babylon, leaving behind the greatest empire mankind had ever known but no adult heir. During a vicious struggle spanning 44 years, his talented lieutenants fought to secure for themselves this empire, or at least the largest possible share of it. In 279 BCE, when the dust settled and Seleukos (I) Nikator, the last of Alexander's lieutenants, was lying assassinated on the road to Macedon, three major powers were left: in Egypt, the Ptolemies, descendants of Ptolemaios (I) Soter, in Syria and Babylonia, the Seleucids, heirs of Seleukos, and in Macedon, where the last members of Alexander's family had long fallen victims to the power struggle, the Antigonids, sobered heirs of the great Antigonos Monophtalmos and Demetrios Poliorketes, who had been within a hair's breadth of reuniting the empire in their hands in 302 BCE.

As these new dynasties established themselves, ushering the so-called Hellenistic Age, a new international system developed around them, with local dynasts and ever-troublesome Greek cities trying to make the best of the rivalries between the major powers, though a definite balance of power set in: backed by the great wealth of the land of the Nile, the Ptolemies kept the most powerful navy of the age and a wide-reaching network of bases; the Seleucids kept a lid on the manifold separatist tendencies of their far-flung and composite demesne, and Macedon kept an iron hand on mainland Greece through a mix of strategically positioned garrisons – the so-called "Fetters of Greece" – and sympathetic oligarchies and tyrannies.

However, around 220 BCE, this fragile equilibrium was about to be shattered by the conjunction of emerging new powers, internal weaknesses, and renewed ambitions. While the heirs of Alexander were busy crippling each other, in the barbarous West, a titanic struggle between two hitherto largely irrelevant – to the Hellenistic world – powers, Rome and Carthage, was about to change the rules of the game forever.

"Hubris" for the ancient Greeks was the excessive ambition that called down on you the wrath of the Gods, typically through making you blind to what would eventually prove to be your downfall. Hubris is a two- or three-player game simulating the fifty or so years that saw the mighty Hellenistic kingdoms fatally weakening themselves before being gradually brought low by the rising power of Rome, to the point where it became clear that no one was left with the power to challenge Roman domination.

Hubris endeavors to be a quick-playing, low- to medium-complexity game. Event Cards cover a vast array of historical and likely quasi-historical happenings, from the vicious dynastic struggles to the rise of the Greek confederations, to the ever-growing threat and interference of the Roman Republic, which has the potential, if unchecked, to spell defeat for all players.

Hubris is best played with three players, but can be played with two players or even solitaire using the specific rules found in the Solitaire Rules booklet. Some scenarios are designed to be played with only two players or solitaire. Since there is no hidden information in the game, Hubris also lends itself well to playing solo three-handed.

1.1. General Course of Play

A game of Hubris is played in a number of five-year turns during which the players, leading the major Hellenistic kingdoms of the time, activate a variety of leaders, including their king and his friends, to further their ambitions or to react to events. Each leader, depending on their strengths, capabilities, and reliability, may be allocated to lead military campaigns, undertake diplomatic missions, build new naval squadrons, and many other missions.

Meanwhile, as the presence of Rome grows in the region, the players will have to factor in this new non-player faction, which will conduct its own campaigns and diplomacy.

Victory will be achieved by controlling key territories through a skillful combination of garrisons and local alliances, as well as military and other achievements, while denying the same to one's enemies. Or Rome may conquer all… denying victory to all players!

It is recommended that new players refer first to the Learning to Play booklet, where key concepts are introduced, before diving into the full set of standard rules found in this rulebook. An extended example of play of the standard rules, as well as an example of play with the solitaire rules can also be found in the Learning to Play booklet. A couple of introductory scenarios are also provided for newer players to apply key game concepts before jumping into the full game.

Players are also invited to consult the Hubris Companion book which includes numerous resources such as a full card appendix with historical notices and play tips for all Event cards and Leader cards, a pronunciation guide and a gazetteer to help them orient themselves on the map.

1.2. Components

A complete set of Hubris includes the following:

  • A 22" x 34" game map
  • A deck of 63 Event cards
  • A deck of nine Roman Activation cards
  • 69 Leader cards
  • Four double-sided Second Punic War cards
  • Three double-sided Roman Agenda cards
  • 37 Satrapy cards
  • 252 5/8" markers
  • 87 1/2" markers
  • 68 2/3" round Unit counters
  • 25 Leader Blocks and assorted stickers
  • Three Player Aid foldouts
  • One Rome Guidelines, Map Legend and Random Table for Greek Stasis PAC
  • One Solitaire Guidelines Foldout
  • One Solitaire Flow Charts and Non-Player Macedon Aid
  • Three sets (yellow, blue, red) of four six-sided dice
  • A Learning to Play booklet
  • A Solitaire Rules booklet
  • A Companion book
  • This Rules of Play booklet

NOTE: In general, the components provided with the game are an absolute limit to what can be used during play, including Units, Leader blocks and most markers. The only exceptions are Alignment, Ravaged, Taxes, Revolt, Renown, Elite Training, Rebel and Forces markers, for which players may use additional surrogate markers as needed in the unlikely event they run out.

1.3. Online Q&A

If you have questions or require help with this game, please post on the Hubris page at www.boardgamegeek.com.

1.4. Contacting GMT Games

If any game components are missing or damaged you may contact GMT by email at [email protected], by phone at 800-523-6111 (US and Canada) or (+1) 559-583-1236, by Facebook at their GMT Games Facebook page, or check our online game page at www.gmtgames.com.

2. Key Game Concepts and Terms

With the exception of names and sentence openers, any word written with its first letter in upper case is a game concept with a precise meaning in game terms, and can be found in the Key Terms Index (11.0).

2.1. Players and Kingdoms

This game is designed for three players, representing the three main Hellenistic kingdoms of the age: the Seleucids, with their power base in Northern Syria and Babylonia, the Ptolemies, also known as the Lagids, ruling over rich Egypt and its far flung seaborn empire, and Macedon, homeland of Philip II and Alexander, and ruled by the Antigonid dynasty since the beginning of the 3rd century BC.

Whenever a Leader is Activated, and sometimes, if explicitly stated, as a result of an Event or to use a Special Ability, their Leader Card is Rotated a quarter turn (usually) to the right to track the number of times they were used this Turn (5.1). When a Leader Card faces up (i.e. the Leader has not been used yet this Turn), the Leader is considered Fresh; when a Leader Card is upside down (i.e. has been Rotated twice), the Leader is considered Spent, and cannot be further used for any Activation this Turn.

NOTE: Leaders may occasionally be Rotated for other reasons than being Activated. A Leader that is already Spent may still be Rotated to satisfy an Event instruction (but not to use a Special Ability) though their Leader Card remains upside down (do not physically rotate it further).

Whenever the rules or Events refer to a Kingdom, it means one of the Seleucids, the Ptolemies or Macedon. All Kingdoms are Powers. All other Powers are nonplayer Powers.

2.1.1. Rome

While it has its own Alignment markers and units, Rome is not a playable faction and is governed by a set of specific rules and guidelines (8.0). Rome is a non-player Power.

2.1.2. Rebels

In some scenarios, or as a result of some game Events, portions of Kingdoms may secede. While having their own Alignment markers and leaders, such Rebel factions are non-player Powers and are governed by specific rules (2.9). They may also merge back into their original Kingdom under some circumstances (2.9.3).

2.1.3. Friendly and Non-Friendly Powers

Any Leader, Unit, Force, Place or Controlled Satrapy belonging or Aligned with a given Power or its Allied Minor Powers is Friendly to that Power. Any Leader, Unit, Force, Place or Controlled Satrapy belonging or Aligned with another Power or its Allied Minor Powers, as well as any non-Controlled Satrapy, Unaligned or in Revolt Place is Non-Friendly.

2.1.4. Sequencing

In many instances, precise sequencing is not specified as it is not deemed to be consequential. However, should players ever feel the need to determine a sequence of resolution for a game function, the Activating player should go first, then the player with the highest VP total (resolve by die roll in case of tie).

2.1.5. Rounding numbers

Fractional numbers should only be rounded when all calculations (additions/subtractions and halving) are complete, and the absolute values are then always rounded to the nearest entire value (.5 is rounded up).

EXAMPLES: A final value of 3.5 is rounded to 4 while a final value of -0.5 is rounded to -1. The sum of ¼, 2, 3 and 1 ½ is rounded to 7, while the sum of ¼, 1 and 2 is rounded to 3.

2.1.6. Picking a Kingdom

Players may choose which Kingdom they play in a given game however they see fit.

Experienced players who may have developed a particular perception of the relative strengths of the various Kingdoms in a given scenario and play length may want to consider a VP bidding system to allocate Kingdoms. This remains completely optional. If two or more players wish to play the same Kingdom, each of them would bid a number of VPs to "give up", the highest bid getting the pick. Resolve the bidding process as for Mercenaries (3.5), with ties resolved by a highest die roll winner. Repeat if necessary for the second Kingdom. A player having received a Kingdom through a successful bid starts with a number of negative Dynastic VPs (2.11.2) equal to their bid.

IMPORTANT: The Status of a Leader is never affected by other circumstances than an Activation, Event instruction, or Special Ability use. Even if they become King, are appointed Chief Minister, Rebel or Defect to another Kingdom, they retain their current Status.

2.2. Leaders

Leaders constitute the main engine of the game: every Action taken by a player requires a Leader with the appropriate Capability icon to be Activated for that purpose. If there is no Leader Available with the appropriate icon, the Action cannot be taken.

  • Capability Icons: every Leader has one to three Capability icons with associated ratings (2.2.3);
  • Special Abilities (Not all Leaders): most Leaders have some Special Abilities, as described on their Leader Card. Some Special Abilities provide that Leader with unique Action options;

IMPORTANT: All Special Abilities must be applied as fully as possible whenever applicable when the Leader is in play unless the wording of the Special Ability is explicit that its use is optional (typically using the word "may").

  • Loyalty and Intrigue Ratings: every Leader is rated for Loyalty (clasped hands icon) and Intrigue (cloak and dagger icon). These Ratings are important for many game functions.

2.2.1. Leader Affiliation and Location

Every Leader in play, except non-allied Minor Leaders, is part of a Power's Court (which may be a Kingdom, Rome or a Rebel faction) and may potentially undertake Actions or otherwise be Activated by that Power only.

IMPORTANT: Minor Leaders automatically React (if off-map and Available) if their Heartland Place is attacked, even if they are part of a Court (6.1).

Every Leader in play is either:

  • At Court: not on the map, potentially available for their Power;
  • On the map: physically represented by an appropriate block placed in the Satrapy where the Leader is, along with any Units placed on his Leader Card; only Leaders who have Campaigned or Reacted this Turn are located on the map;
  • In Play off the map: Minor Leaders affiliated with a non-allied Minor Power (2.2.6); they are part of no Court but may React (6.1) and die through the Ferryman of Souls mechanism (4.7).

IMPORTANT: A Leader on the map who is left without Units due to any reason, e.g. Minor Units automatically Emergency Mustering to defend their Heartland, remains on the map unless instructed otherwise (2.13).

2.2.2. Leader Cards

Every Leader is represented by a Leader Card which includes the following information:

  • Name: the name of the Leader;
  • Picture: reconstruction of the appearance of the Leader;
  • Start Turn (in a white banner): the first Turn the Leader can be in play;
  • End Turn (in a black banner): the Turn the Leader would typically retire or die from natural causes;
  • Affiliation (Not all Leaders): most Leaders enter the game affiliated with a Kingdom, and that original affiliation is shown by their Leader Card's background color (see Leader Card Key in the Learning to Play booklet) and their Kingdom's symbol before their card ID. Unaffiliated Leaders enter play through specific guidelines listed on the Event Card introducing that specific Leader. Minor Leaders show the affiliation of their Minor Power. Events or game Actions may result in a given Leader changing their affiliation;
  • Royal Family & Succession Rank (Not all Leaders): some Leaders affiliated with a specific Kingdom show a diadem with a Succession Rank. They are members of the Royal Family and may succeed as King (2.3.1);

EXAMPLE: PTOLEMAIOS V EPIPHANES is a Leader originally affiliated with the Ptolemies (blue background) who enters play on Turn 5 and is subject to Ferryman of Souls from Turn 10. He is a member of the (Ptolemaic) Royal Family where he is second in the order of succession.

2.2.3. Leader Capability Icons and Ratings

In addition to Loyalty and Intrigue icons, every Leader has from one to three additional Capability icons. Possible Capability icons include:

  • Military (red banner on stone disk icon): a Leader with this icon may undertake Land, Naval and Overseas Campaign Actions, including Battles, Sieges and Subjugation, and can have Units attached to them. Next to every Military Capability icon are shown the Battle Rating (also used for Subjugation) with a hoplite icon, and the Siege Rating with a siege tower icon;
  • Diplomacy (caduceus on stone disk icon): a Leader with this icon may undertake Envoy, Lobbying and Incite Rome To War Actions. The attached number is the Diplomacy Rating of the Leader;
  • Administration (scroll on stone disk icon): a Leader with this icon may undertake Raise Additional Taxes, Build Naval Squadron, and Evergetism Actions. The attached number is the Admin Rating of the Leader.

EXAMPLE (continued): PTOLEMAIOS V EPIPHANES has all three Capability icons with Ratings of 2 for Battle, 1 for Siege, 3 for Diplomacy, 3 for Admin, 6 for Loyalty and 2 for Intrigue. He also has no Special Ability.

2.2.4. Start and End Turns

Every Leader enters play during the Decks Preparation Phase of the Game Turn listed in the white banner at the top left of their Leader Card (Start Turn).

Leaders are removed from play when the game mechanism Ferryman of Souls on the 'Enemies at the Gates' Recurrent Event Card (4.7) is resolved, either on a die roll or automatically when on a Turn matching or later than the one listed in the black banner at the top of their Leader Card (End Turn).

2.2.5. Renown

Leaders may gain or lose Renown (in Greek, Kydos) during the course of the game, through military achievements (7.1, 7.2, 8.7) or Event-related Actions. Renown is tracked by placing Renown markers of the appropriate value on the Leader's Card. Renown may never be higher than four, nor lower than minus two.

Renown is personal and cannot be transferred. It disappears when the Leader is removed from play (but see 2.11.3 for Kings').

The Loyalty Rating of any Leader is always reduced by their personal Renown, if positive, for any Loyalty Check.

The Intrigue Rating of a Leader may be increased (or decreased if negative) by half of their Renown in some circumstances, for instance during resolution of Intrigues at Court (4.6).

A King's current Renown is added to the current Total VPs total of his Kingdom (2.11.3).

2.2.6. Minor Leaders

A number of Leaders are affiliated with a Minor Power. If a Power has Alliances in all the Heartland Places (2.5.8) of the Minor Power, any associated Minor Leader in play joins the Court of that Power, for as long as the Alliances are in place.

Minor Leaders affiliated with a non-Allied Minor Power remain off-map until this Minor Power becomes allied with a Major Power (in which case they join that Major Power's Court) or are called to React to an attack on their Heartland Place (6.1).

2.2.7. Unaffiliated Leaders

A number of Leaders are not affiliated with either a Major or Minor Power and enter play via an Event. If indicated on the Event, Kingdoms may bid to add the Leader to their Court, similarly to bids for Mercenaries (bids can be as low as 1T). The Leader joins the Court of the highest bidder (break ties by rolling a die). If no Kingdom bids on an Unaffiliated Leader, the Leader is removed from play.

2.2.8. Roman Consuls

Rome has three Consuls, one per Kingdom. These are not specific individuals as other Leaders, but generic Leaders used to track what Roman Troops are prosecuting a War against the designated Kingdom, and where they are currently located (8.6).

Roman Consuls are never Rotated when Activated, and may thus Activate any number of times per Turn.

DESIGN NOTE: Roman Consuls represent a position rather than a specific individual, and may represent any number of actual individuals during the course of a Turn.

2.2.9. Defection

When a Leader Defects, whether as a consequence of a Lagid Succession Crisis, the Ev 58 'Palace Power Play' Event, or a Leader's Special Ability, all Kingdoms (except their current Kingdom) may immediately bid for them to join their Court as for a new Unaffiliated Leader (2.2.7), unless specified otherwise by the Event text or a Special Ability of the Defecting Leader. If no Kingdom bids for their services, the Defecting Leader is removed from play.

A Leader Defecting to a new Court is placed At Court and retains their current Rotation status. If the Leader was on the map, he does not retain any Units he may have had on his card, and his original Kingdom may appoint a new Leader in his stead per 2.3.5 (the Units are Dispersed if no Leader is appointed).

2.2.10. Rebellion

When a Leader Rebels, whether as a consequence of a Succession Crisis (4.5), an Ambitious Generals failed Check (4.10), or an Event:

  • If the Rebelling Leader is on the map, he Rebels in the Satrapy where he is located;
  • If the Rebelling Leader is At Court, he Rebels in a random Satrapy which includes a Garrison of his Kingdom and where his King is not located (if not on the map, the King is assumed to be, respectively, in Seleukis, Delta or Makedonia), unless specified otherwise by the Event text or a Special Ability of the Rebelling Leader;
  • Roll one die for each Adjacent Satrapy with at least one Alignment marker of the Kingdom, which joins his Rebellion if the roll is less than or equal to his Renown + 1;
  • The Rebel Leader's Card is removed from his Kingdom's Court, marked with an available Rebel marker and placed in his own Court;
  • Place the corresponding Rebel Leader block in the Satrapy where he rebels (replace his original Leader block if he was on the map);
  • The Rebel Leader retains every Unit on his Leader Card.

DESIGN NOTE: Since all Units will go home during Winter Quarters, only Military Colonist Units whose Home Satrapy is Controlled by the Rebel, or Minor Units whose Heartland is Aligned with him, will be available to him in following Turns.

Then see 2.9.2 for his installation.

NOTE: If a Rebel has no Aligned Garrison after being installed (which could happen if he was on the map), he is eliminated as soon as he no longer has any Unit on his Leader card, which could be immediately (2.9.3).

If a Leader would Rebel in a Satrapy which is already in Rebellion against the same Kingdom, he joins the Court of that Rebel (no rolls for Adjacent Satrapies).

2.2.11. Replacement Leaders

If at any moment a Kingdom's Court is reduced to less than three members (including the King if there is one), immediately randomly draw Replacement Leader(s) of the appropriate Affiliation and add them to the Court so that the Court includes a minimum of three Leaders. Each Kingdom has a pool of three Replacement Leaders with different ratings.

Replacement Leaders may not Defect or Rebel, nor gain or lose Renown.

As soon as a new non-Replacement Leader is added to a Court which includes one or more Replacement Leader, the player must return one Replacement Leader of his choice to the replacement pool. If the Replacement Leader was on-map, they may be replaced by the new Leader as per 2.3.5.

2.3. The King and his Court

The various Leaders controlled by a Kingdom, including Allied Minor Leaders, constitute its Court.

2.3.1. The King

One member of the Royal Family, usually the one with the highest Succession Rank, is the King. He is marked as such by a marker and has his own block. He also has a special status for many game functions. The King retains his position until he dies (i.e. is removed from play).

When a King dies, the member of the Royal Family currently in play and in the Kingdom's Court with the highest Succession Rank (i.e. 1st, then 2nd, then 3rd, etc.) immediately becomes the new King.

NOTE: If there is a member of the Royal Family with a higher Succession Rank currently in Rebellion, he will contest the succession (see 2.9.5).

REMINDER: Do not forget to shuffle the appropriate 'Succession Crisis' into the Event Deck when a King dies (see 4.5).

Only a member of a Kingdom's Royal Family may become King of that Kingdom. A Leader who is Hostage in Rome may not become King as long as he is a Hostage, nor can a member of the Royal Family who joined another Court become King (of either Kingdom).

DESIGN NOTE: This may result in a lower Succession Rank "jumping over" a rightful heir, for instance if the next-in-line heir is currently a Hostage in Rome.

IMPORTANT: If at a given time there is no eligible member of the Royal Family in play, there is no King. Consider that the heir is not of age and that a regency is in place. Check for a new King when new Leaders are added at the start of each Turn or a Leader is released from being a Hostage in Rome.

NOTE: A Kingdom may not Initiate War (2.12) or undertake an Action or trigger an Event that would constitute a Provoked Casus Belli (8.5), if its King died earlier during the Turn.

Some Actions (5.10) and Checks may only be undertaken by the King (or the Chief Minister), and/or affect the King in particular. There are also personal effects tied to the Renown of a King (2.11.3) or who he swore Peace with (2.12).

When the King undertakes a Campaign Action (5.2, 5.3, 5.4) or a defensive Reaction (6.1, 6.2), place his block on the map in the appropriate Satrapy to mark his position.

DESIGN NOTE: Only men are listed as members of the Royal Family since during the time span of the game only males would have been eligible for being chosen as King in these three Kingdoms.

2.3.2. The King's Friends

All members of the Court who are not the King are his Friends, including any non-King Royal Family members. All Friends not on the map are considered to be At Court.

DESIGN NOTE: Hellenistic Kingdoms did not feature extensive administrations and bureaucracies: in many ways, the King was the state. To govern, the King relied on a circle of people close to him, who were traditionally known as his Philoi (sing. Philos, "Friend" in Greek), though over time the term lost its original meaning to become more of an official title. Whenever a King needed a task to be taken care of, whether leading a diplomatic mission, overseeing a construction project or leading an army, he would appoint one of his Philoi, usually choosing the specific individual because of their particular skills or connections.

2.3.3. The Chief Minister

At all times, every Kingdom has one Friend holding the permanent office of Chief Minister. If the office becomes vacant for any reason, immediately appoint a new Chief Minister from the King's Friends (including Royal Family members but not Allied Minor Leaders). Place the Chief Minister marker on their Leader card.

IMPORTANT: Minor Leaders may not be appointed as Chief Minister; Unaffiliated Leaders and defectors from another Court may be appointed, provided they are Friends. Replacement Leaders may also be appointed as Chief Minister, but must be replaced as such when they are replaced at Court by a new Leader (who does not necessarily become the new Chief Minister).

The position is permanent: only death, Rebellion, Defection to another Court or (if a Royal Family member) becoming King will remove the marker.

If the Chief Minister undertakes a Campaign Action (5.2, 5.3, 5.4) or a defensive Reaction (6.1, 6.2), place their block on the map in the appropriate Satrapy to mark their position.

DESIGN NOTE: Some Actions and Checks may only be undertaken by the King or the Chief Minister. The King cannot be picked by the player, so Chief Ministers should be chosen wisely!

2.3.4. The Strategoi

When a Friend who is not the Chief Minister is Activated to undertake a Campaign Action (5.2, 5.3, 5.4) or a defensive Reaction (6.1, 6.2), place a Strategos (in Greek: "General", but also used for a governor at this time) marker on their Leader card, and place the associated block on the map in the appropriate Satrapy to mark his position.

Unlike the King or the Chief Minister, Strategos is a temporary assignment, and the marker and block are removed at the end of the Turn or if the Leader is removed from the map for any reason.

Every Kingdom can appoint up to three Strategoi at a given time.

2.3.5. Emergency Appointment

When an on-map Leader with Units on his Leader Card is removed from play for any reason, the owning Kingdom may immediately appoint an Available At Court Leader with the Military Ability to replace him:

  • Place all the Units that were on the removed Leader Card on the Card of the newly appointed Leader;
  • Place the newly appointed Leader's block on the map in the Satrapy where the removed Leader's was;
  • If necessary, Rotate the newly appointed Leader's Card to match the Status of the removed Leader.

2.4. Cards

There are six types of cards in the game:

2.4.1. Leader Cards

Leader Cards represent all the men and women who may take action in a significant way in the game. Leader Cards enter and are removed from play on given Turns and/or through Events (2.2.4). Leader Cards share a common back illustration in different colors according to their affiliation.

2.4.2. Event Cards

Event Cards introduce various events that provide challenges or opportunities to the players. Some also introduce game mechanisms that thus occur in a semi-random way rather than in a fixed manner during a given Turn's phase.

There are four types of Event Cards:

  • Recurrent Events, which trigger recurring events and prompt a round of Activations following a specified Sequence;
  • Winter Quarters, which may trigger the end of the Action Phase;
  • One-Off Events, either Immediate Events or Pending Events, which trigger specific non-recurring events;
  • Succession Crisis Events, which are inserted whenever a King is removed from play.

Event Cards are described in more detail in Section 4.0 and all Event Cards share a common blue back.

2.4.3. Roman Activation Cards

This set of nine cards is used to resolve Roman Activations when called upon (8.6.2). Each has a LIMITED WAR and a FULL WAR section to be used under the appropriate Roman Agenda conditions.

All Roman Activation Cards share a common red back.

2.4.4. Roman Agenda Cards

This set of three double-sided cards is used to display the current Roman Agenda. Every Agenda Card has one LIMITED WAR and one FULL WAR side, each with specific Scope of Action, Allies Sought, Trigger to next Agenda or Guarantees directives. There is always a current Roman Agenda Card displayed and active in the appropriate box on the game board, as instructed by scenario instructions or defined by Events.

2.4.5. Second Punic War Cards

This set of four double-sided cards is used to display the current status of the Second Punic War. They represent a linear progression of steps, progressed through as instructed by Events. Each Second Punic War card includes specific game instructions and a cap on the number of Roman naval Squadrons in play. Some also possess a cap on Roman Belligerence (8.2).

2.4.6. Satrapy Cards

This set of small single-sided cards has one card for each Satrapy (two each for Delta and Thebais to represent the effect of Event 20 'Anachoresis').

Their use is optional but can be helpful to compute VP totals and Tax revenues. The Kingdom Controlling a given Satrapy should take the associated card, and place it in front of them, possibly in separate piles for each type of Control (Full, Simple, Full through majority of Alliances, ...).

The Satrapy cards may also be used to randomly draw a Satrapy as directed by various game effects and Events.

2.5. Game Board and Map

2.5.1. Satrapies

The map is divided into two types of geographical areas: Satrapies and Sea Areas. Satrapies represent populated regions and are the key elements on the map: Actions, including military campaigns, take place within a given Satrapy, and Victory Points and Tax Revenues are gained on the basis of control of Satrapies (2.6.2).

Satrapies and/or Sea Areas sharing a common border are Adjacent. Satrapies Adjacent to one or more Sea Areas are Coastal Satrapies. Some Satrapies, such as Krete, Kypros, Kyrenaike, Rhodos and Koinon Nesioton have no Adjacent Land Borders and may only be travelled to by sea (5.4).

NOTE: Two Satrapies linked by a Straits Crossing are not considered Adjacent.

DESIGN NOTE: Kyrenaike's only Land Border is with impassable desert.

Every Satrapy is marked by a banner with its Name, Victory Points Values (or "VP Values", marked by laurel crowns), Tax Values (marked by a coins icon) and a Supply Cost Value (marked by a loaded mule icon).

Within each Satrapy are one or more Places, marked by circles or squares of different patterns, which are key to determining Control of a Satrapy. VP and Tax Values for Satrapies with three or more Places may have two values, separated by a vertical bar: the left one is for Simple Control, the right one for Full Control (2.6.2). When there is a single value, it is applicable for both Simple and Full Control.

DESIGN NOTE: A small pendant on the side of each Satrapy's banner shows the number of Places, with squares for Cities and disks for Tribes, in the Satrapy.

Many Satrapies have different VP Values for each Kingdom: use the set of values in the color of the Kingdom (purple: Macedon, blue: Ptolemies, yellow: Seleucids).

Some Satrapies have a Shipyard, as shown by the icon of a warship under construction included on the Satrapy's banner.

EXAMPLE: the Satrapy of Koile Syria is worth 2 VPs for Simple Control, and 3 VPs for Full Control, by either the Ptolemies or Seleucids, and only 1 VP for either type of Control by Macedon. It has a Tax Value of 4 for Simple Control and 7 for Full Control, a Supply Cost Value of 3, and possesses five Places (all Cities) and a Shipyard.

Satrapies with a textured background are Rough Terrain, which is important for Battles.

EXAMPLE: Lykia-Pamphylia and Kilikia are Rough Terrain.

Two borders between Satrapies (the one between Pelousiakon Stoma and Koile Syria, and the one between Parthyene and Baktriane) have a specific Border Supply Cost which is added to the supply costs to be met by any Force crossing that border (5.2.3).

Some Satrapies show a light purple, blue or yellow background which has no gameplay meaning (unless using the optional rule in 2.6.1) but is meant as a help to speed up setup.

2.5.2. Regions

Groupings of Satrapies are termed Regions. There are four Regions in the game:

  • Greece (tan background) includes the Satrapies of Peloponnesos, Boiotia-Euboia, Thessalia and Aitolia-Epeiros;
  • Europe (maroon background) includes all of Greece plus the Satrapies of Illyria, Makedonia and Thrake;
  • Asia Minor (teal background) includes the Satrapies of Mysia, Ionia, Lydia-Phrygia, Bithynia, and Lykia-Pamphylia;
  • Africa (light blue background) includes the Satrapies of Kyrenaike, Delta, Pelousiakon Stoma and Thebais.

Regions are marked on the map by the background color of their constitutive Satrapies' banners (showing both for those Satrapies both in Greece and Europe).

2.5.3. Sea Areas

There are nine Sea Areas in the game, which allow movement of Forces and of Leaders.

One of these Sea Areas, Kretikon Pelagos, is a Deep Sea Area (marked by a deeper blue background color): any Force moving into this Sea Area must roll on the Storms table printed within it, and apply losses immediately as specified, allocating losses freely between Squadrons and transported Land Units, if any. For the purposes of Campaign Actions, the Kretikon Pelagos is considered to be Friendly to everyone, though Interception is not allowed in this Sea Area (6.6).

Two Sea Areas include Straits Crossings marked by a white double arrow:

  • Propontis with a Crossing between Thrake and Mysia;
  • Sikelikon Pelagos with a Crossing between Aitolia-Epeiros and Peloponnesos.

IMPORTANT: There is no Straits Crossings between Thrake and Bithynia and the two Satrapies are separated by the Propontis Sea Area.

DESIGN NOTE: Byzantion was at the time strong enough both to control the Bosphoros crossing and to deter any attack, hence it not being included in the game.

The Adrias Sea Area includes two special red arrows showing the arrival routes of Roman armies from Italia to, respectively, Illyria and Aitolia-Epeiros. These are not considered Straits Crossings except for Straits Crossing Interdiction purposes (6.5).

DESIGN NOTE: Italia is not considered Adjacent to Illyria and Aitolia-Epeiros for most purposes (except for Roman Campaigning).

2.5.4. Places

Places are specific, named control locations within each Satrapy, which are primarily used to determine Control of the Satrapy through their Alignment to Kingdoms, Rome or a Rebel Power.

NOTE: There is no specific location for a given Place beyond being in a given Satrapy, and possibly (if a Port), bordering a given Sea Area. Any Action targeting a given Satrapy may target any Place within that Satrapy.

A Place can either be a City or a Tribe:

  • Cities are marked by a square frame, can only be captured by Siege, may receive a Garrison, and may be a Port City and/or a Capital City;
  • Tribes are marked by a circular frame, can only be captured through Subjugation, and may never receive a Garrison.

Every Place is of one of three types:

  • Subject Places (blank frame) may not be the target of Envoy Actions, and Subject Cities may not receive Alliances;
  • Greek Places (Greek frieze frame) are subject to specific rules (see 5.2.6 in particular) and Events;
  • Free Places (Flowery frame) have no restrictions.

EXCEPTION: Roman Alliances may be placed on Subject Cities through Event effects related to Rome or its Minor Allies (8.10) or Surrender consequences (8.8).

DESIGN NOTE: The Alignment of a Subject Place may only be changed by a player's action by capturing it through Siege (if a City) or Subjugation (if a Tribe).

DESIGN NOTE: The illustrations within the frames are purely for historical and cultural flavor, showing the dominant local culture at the time, with unique illustrations for the four capital cities.

2.5.5. Ports and Friendly Sea Areas

Port Cities are Cities marked with a naval base icon. Each Port City borders one specific Sea Area indicated by the location of the naval base symbol.

Having an Aligned Port City is a necessary condition to use a Shipyard for the Build Naval Squadron Action (5.9.1).

A Sea Area is a Friendly Sea to a Kingdom if it has at least one Aligned Port City bordering it.

DESIGN NOTE: The concept of Friendly Sea represents the network of bases, naval facilities and crews to operate warships in a region.

2.5.6. Capitals

Capital Cities are marked with a banner with the color and symbol of their Kingdom and indicate the seat of government for that Kingdom. Capital Cities are important for Rebel Control (2.9.4), the Evergetism Action (5.10), and surrender to Rome (8.8).

IMPORTANT: The Seleucid Kingdom has two Capital Cities: Antiocheia in Seleukis and Seleukeia Tigris in Babylonia; the Ptolemies and Macedon each have a single Capital City, respectively Alexandreia (Delta) and Pella (Makedonia).

Should a Kingdom be left without a Capital City, it must designate a temporary Capital until it recovers one of its original Capital Cities (use provided marker). As long as the situation exists, the Kingdom loses 1 Dynastic VP.

NOTE: Should this situation arise from the capture of the last Capital City by Rome, the Kingdom Surrenders to Rome first, and there is no need to designate a temporary Capital.

2.5.7. Strongholds

A number of Places are Strongholds, marked by 1 or 2 flying banners associated with either a siege tower or a hoplite icon to their top right. Any Siege (if a City) or Subjugation (if a Tribe) attempt against a Stronghold receives a To Hit Modifier (THM) equal to the number of flying banners as a penalty.

EXAMPLES: The City of Sardeis shows two flying red banners attached to a siege tower icon, meaning that any Siege attempt against it suffers a -2 THM. Similarly, the Tribe of Tapouroi shows one flying orange banner attached to a hoplite icon, indicating that any Subjugation attempt against it suffers a -1 THM.

2.5.8. Heartlands

Some Places are marked with the color and symbol of one of the game's Minor Powers. These represent these Minors' Heartlands and are useful to determine if a Kingdom or Rome controls the Units of this Minor Power:

  • Aitolian League (emerald): Aitolia (in Aitolia-Epeiros);
  • Achaian League (dark brown): Achaia and Megalopolis (both in Peloponnesos);
  • Sparta (tan): Sparte (in Peloponnesos);
  • Rhodes (dark blue): Rhodos (in Rhodos);
  • Pergamon (violet): Pergamon (in Mysia);
  • Parthians (light green): Parnoi and Syrinx (both in Parthyene).

NOTE: Abydos (in Mysia) is required for placement of the Pergamene Squadron but is not considered a Heartland Place of Pergamon.

2.5.9. Italia

Italia is a special location on the map that is neither a Satrapy nor a Place. It is the origin of Roman Campaigns (8.6.5) and may have Units transported there under the specific rules of Event 18 'Alliance with Hannibal'.

2.5.10. General Game Tracks

A circular track in the shape of a sundial allows to track the current Game Turn. Its eleven boxes display 5-year time brackets for reference. Players may use either the provided neutral colored wood cylinder or Turn marker to track the current Turn.

Two numerical tracks, one on top of the other, can be found along the top edge of the game board. The top one is used to track, for each Kingdom, Victory Points, both Territorial, Dynastic and Total; the bottom one is used to track the number of Talents in each Kingdom's Treasury.

2.5.11. Dispersed Box

Located in the bottom right corner of the game board, this box holds all Units that become Dispersed during game play.

2.5.12. Roman Boxes

A number of boxes are located in the bottom left part of the game board to track various elements related to the handling of Rome:

  • Roman Senate: holds Influence markers from the Kingdoms to denote either Influential or Predominant Influence in the Roman Senate;
  • Roman Belligerence: tracks the current level of Roman Belligerence (RB) from -2 to +2;
  • Second Punic War: holds the currently active Second Punic War step card and any Unit sent there through Events;
  • Roman Agenda: holds the currently active Roman Agenda card.

A blue banner can hold a marker noting that Rome has proclaimed the Freedom of the Greeks (8.1.4).

2.5.13. Minors Banners

There are six Minors Banners in the bottom left part of the game board. They hold the specific Units attached to, respectively, the Aitolian League, the Achaian League, Sparta, Rhodes, Pergamon and the Parthians when not on the map (2.13.10).

2.6. Alignment and Control

2.6.1. Alignment

Every Place on the map is always Unaligned, Aligned with a Kingdom or Aligned with Rome. Alignment is marked by an Alignment marker with the symbol and in the color of the Power. Alignment markers have two sides (Garrisons and Alliances) and are identified as follows:

  • Garrisons are full color and show an icon of a soldier;
  • Alliances show the Power's color and symbol in a disk on a white field, along with an icon of two linked rings;
  • Seleucid Alignment markers are yellow with an anchor;
  • Ptolemies' Alignment markers are blue with an eagle;
  • Macedon's Alignment markers are purple with a sun;
  • Rome's Alignment markers are red and black with an eagle with spread wings.

DESIGN NOTE: Garrisons are placed exclusively through a successful Siege of a City, or by Event. Alliances may be placed through successful Siege, Subjugation, Envoy or Events. Both Garrisons and Alliances may be removed by Siege/Subjugation, by Envoy or by Events, with Garrisons being typically more resilient to Envoy efforts and adverse Events.

Absence of an Alignment marker means that the Place is Unaligned.

IMPORTANT: Revolt markers are not Alignment markers.

OPTION: Players may opt to dispense with placing explicit Alignment markers in Satrapies printed with a Kingdom's background color as per 3.1, instead considering that every City in such a Satrapy holds a Garrison of that Kingdom, and every Tribe an Alliance of the same Kingdom. This speeds up setup but at the cost of possible ambiguity. If using this option, mark such Places which become Unaligned during game play with one of the optional "Unaligned" markers provided on the back of some Ravaged markers.

2.6.2. Control

If more than half of the Places in a given Satrapy are Aligned with a Power, that Power has Simple Control of the Satrapy. If every Place in a given Satrapy is Aligned with a Power, that Power has Full Control of the Satrapy. When the rules or an Event requires "Control" of a Satrapy, any level of Control is adequate (i.e. Simple Control is sufficient).

DESIGN NOTE: Only one Power may ever Control a Satrapy; there is no shared Control.

In a Controlled Satrapy, if more than half of the Controlling Kingdom's Aligned Places are Alliances (instead of Garrisons), Tax Values are halved for purposes of Revenue collection (3.3).

EXAMPLE: Macedon has Garrisons in Korinthos and Messene in the Peloponnesos (6 Places, VP values of 2|3 for Macedon, Tax Values 4|6), and Alliances in Achaia and Megalopolis. As a result, Macedon has Simple Control (4 Places Aligned out of 6) of the Peloponnesos, yielding 2 VPs and a revenue of 4 Ts (since they have an equal number of Garrisons and Alliances).

Should Macedon add an Alliance in Sparte, they would still have only Simple Control (5 out of 6), still yielding 2 VPs, but the tax revenue would be halved, down to 2 Ts, since that Control would now be by a majority of Alliances (3 Alliances versus 2 Garrisons).

Should Macedon also place an Alliance in the 6th and last Place of the Satrapy, Elis, they would gain Full Control, increasing their VPs gained from Peloponnesos from 2 to 3 (Full VP Value), and the revenue gained from the Satrapy from 3 Ts (Full Tax Value of 6 halved since 4 Alliances vs. 2 Garrisons). Note that, though placing a Garrison instead in Elis could theoretically allow them to collect the Full Tax Value (6 Ts) in full with as many Garrisons as Alliances (3), the placing of such a Garrison through a Siege in Elis (a Greek Place) would immediately result in the loss of all Macedonian Alliances on Greek Places (5.2.6) in the Peloponnesos, i.e. in Achaia, Megalopolis and Sparte, losing Macedon any sort of Control with only 3 Aligned Places left (the 3 Garrisons in Korinthos, Messene and Elis)...

2.7. Paths

Paths are a key concept for many game functions. There are two kinds of Paths in game terms:

  • A Land Path is a set of one or more Adjacent Controlled Satrapies;
  • A Path of Friendly Seas is a set of one or more Adjacent Friendly Sea Areas (2.5.5).

When assessing the existence of a Path between two Satrapies, ignore these two Satrapies.

DESIGN NOTE: This means, for instance, that it is possible to Muster (5.2.2, 5.4.2) a Unit from a Satrapy one does not Control to a Campaign Origin Satrapy one does not Control either, as long as all intervening Satrapies are Controlled.

IMPORTANT: A Satrapy is always considered to have a Land Path to itself.

DESIGN NOTE: In other words, it is always possible to Muster Troops located in the Origin Satrapy as long as all other conditions are met.

IMPORTANT: Since two Satrapies connected by a Straits Crossing are not considered Adjacent (2.5.1), no Land Path may ever include a Straits Crossing.

2.8. Revolts & Ravage

Revolt is a special kind of Unaligned status for a Place. Revolt markers can be placed as a result of Events or failed Raise Additional Taxes Actions (5.8). Revolt may also spread from existing Revolts as called by specific Events.

Apart from their contagious nature, Places in Revolt are treated like normal Unaligned Places when determining Control.

IMPORTANT: Revolts cannot be the target of an Envoy Action (5.5).

Ravaged markers are placed on the map on specific Satrapies as the result of military Campaigns, failed Raise Additional Taxes Actions (5.8) or due to Events. They affect the Satrapy they are in up to and including the next Revenue Phase. Satrapies with a Ravaged marker only yields 50% of their usual Tax Revenue.

Ravaged markers do not impact Control.

2.9. Rebels

2.9.1. Handling

Whenever needed, a Rebel is handled by the player whose Kingdom, while not currently Campaigning against the Rebel, currently has the lowest VPs; if tied, not by the Player from whose Kingdom the Rebel originally sprang; if still tied, determine randomly from these players.

A Rebel Power will always defend itself, undertaking Emergency Muster of the Units available to it and of its Leader. Thereafter, though, all details of the defense are left to the player handling the Rebel, including possibly Withdrawing.

2.9.2. Installation

When installing a new Rebel faction:

  • Replace all Alignment markers of the Kingdom being Rebelled from in the specified Satrapies with corresponding Rebel markers (any Strengthened Defenses marker remains);
  • Add any Military Colonist Unit whose Home Satrapy he Controls, and any Minor Allied Unit whose Heartland Place(s) he has an Alliance on, anywhere within his territory (geographical limitations for allied Minor Units as per 2.13.10 still apply), onto the Rebel Leader's Card, even if that Unit is currently located elsewhere in the employ (including on a Leader Card) of the Kingdom he is Rebelling from, or Dispersed;
  • Add any Mercenary Unit in the employ of the Kingdom he is Rebelling from that is currently face-up in a Satrapy Controlled by the Rebel (but not on a Leader Card) onto the Rebel Leader's Card;
  • Face-down Military Colonists or Allied Minor Units in the Rebel's territory are available for the Rebel to Muster or Emergency Muster, if he meets the requirements for these Units.

NOTE: During Winter Quarters, the Rebel Leader will be removed from the map and considered "at Court" in his own Rebel Court, ready to be placed on-map with his block when attacked or per Event.

2.9.3. Elimination

A Rebel is eliminated if any specific conditions on his Leader card are met, or as soon as he has no Unit left on his Leader Card nor Garrison Aligned with him.

When a Rebel is eliminated, all his Alignment markers revert to corresponding markers of the Kingdom he Rebelled from and his Land Units become Dispersed.

2.9.4. Capitals

Each original (i.e. printed on the map) Capital City of the Kingdom he Rebelled from held by a Rebel reduces that Kingdom's Dynastic VPs by 2 as long as this situation lasts.

NOTE: Dynastic VPs can be negative (2.11.2).

2.9.5. Succession

Should a member of a Kingdom's Royal Family be in Rebellion when that Kingdom's King is removed from play:

  • If the Rebel is the only member of that Kingdom's Royal Family currently in play, he becomes the new King of that Kingdom;
  • If there is at least one other member of that Kingdom's Royal Family in play, any Rebel with a higher Succession Rank than the Royal Family member(s) still part of that Kingdom's Court is eligible for the succession: Check (2.14) the adjusted Intrigue of every eligible Rebel as well as of the Royal Family member with the highest Succession Rank in the Kingdom's Court, who benefits from a +1 THM; the one with the better Success Margin (re-roll ties) becomes the new King of the Kingdom.

If a Rebel becomes King, all his Alignment markers revert to corresponding markers of his Kingdom, and his Land Units become Units of that Kingdom. If he became King by winning an Intrigue duel against another Royal Family member who was still in the Kingdom's Court, that Royal Family member is removed from play.

If a Rebel does not become King, he remains Rebel with no change.

2.10. Talents, Taxation and Treasury

Most Actions require payment of Talents (Ts).

DESIGN NOTE: In ancient times, talents were both monetary units and quantity units for goods. In the game, they mostly represent monetary resources, but also supplies and building materials.

Talents are spent from a Kingdom's Treasury, the current value of which is tracked on the General Game Track.

A Kingdom's Treasury may hold up to 60 Ts at any given time. If the current Treasury exceeds 30 Ts, flip the Treasury marker to its '+30' side.

Talents are mostly accrued through taxation, which takes place during the Revenue Phase, based on the Tax values (2.5.1) of Controlled Satrapies, as modified by the nature of this Control and possible Ravage (3.3). Extra revenue may be obtained through the Raise Additional Taxes Action during the Action Phase (5.8).

Talents may also be collected through Plundering (5.2.8, 5.3.5) as part of a Campaign Action and through some Events' effects.

2.11. Victory Points

The Total Victory Points (VPs) of a Kingdom at any given moment are the sum of its Territorial VPs, its Dynastic VPs and the Renown of its King. All these values are current values.

2.11.1. Territorial Victory Points

Territorial VPs represent the sum of the VP Values of all Controlled Satrapies, determined as follows:

  • Full VP Value of any Satrapy with Full Control (all Places Aligned);
  • Reduced VP Value of any Satrapy with only Simple Control (more than half Places Aligned, but not all).

REMINDER: Most Satrapies have specific VP Values for each Kingdom, as marked by the different colors of their VP values (2.5.1), reflecting the different importance of a given Satrapy for the various kingdoms.

IMPORTANT: Maintain fractions until the end, then round to nearest integer (2.1.5) to determine the total Territorial VPs of a Kingdom.

EXAMPLE: Full Control of Koile Syria requires all five Places to be Aligned and yields 3 VPs (Full VP Value) to the Ptolemies or Seleucids, but only 1 VP to Macedon; Simple Control of Koile Syria requires three Places to be Aligned and yields 2 VPs (Reduced VP Value) to the Ptolemies or Seleucids, and 1 VP still to Macedon.

2.11.2. Dynastic Victory Points

Dynastic VPs may be gained or lost through:

  • Having a Capital held by a Rebel (2.9.4)
  • Having a Temporary Capital (2.5.6)
  • At the death of a renowned King (2.11.3)
  • Forcing Rome to make Peace (8.7)
  • War Exhaustion (3.7.3)
  • Failed Incite Rome To War Action (5.7.3)
  • Successful Evergetism Action (5.10)
  • Some Events

NOTE: Dynastic VPs lost because of having a Capital held by a Rebel are immediately recovered when the Capital is recovered. Similarly, Dynastic VPs lost for having a Temporary Capital are immediately recovered when the original Capital is recovered.

They are accumulated over time and are not lost when a King dies. Dynastic VPs can be negative.

2.11.3. Renown as Victory Points

The Renown of a King is added to his Kingdom's current VP Total. Renown is typically gained or lost through military achievements as well as some Event-dependent Actions. Renown may be a negative value, in which case the Kingdom's Total VPs are reduced accordingly.

When a King is removed from play, add half of his Renown (negative or positive) to the Kingdom's Dynastic VPs. Then adjust the Kingdom's Total VPs accordingly.

EXAMPLES: King Antiochos has 3 Renown when he is removed from play: assuming the new King has yet no Renown of his own, the Seleucids gain 2 Dynastic VPs and their Total VPs are reduced by 1 (loss of King's Renown of 3 and gain of 2 Dynastic VPs); had he had a negative Renown of -2, the Seleucids' Dynastic VPs would have been reduced by 1, but their Total VPs increased by 1 (regaining the 2 negative VPs from his Renown and losing 1 Dynastic VP).

2.12. War and Peace

Any Attack by a Kingdom on another Power's Unit or Garrison, Naval Interception (6.6), Straits Crossing Interdiction (6.5) or, under some circumstances (5.2.8, 5.3.5), Plundering in a Controlled Satrapy, constitutes an Act of War against that Power, resulting in a State of War existing between the two Powers. Mark this state of affairs by placing the appropriate War markers (with the other Power's symbol) on both Kings' Leader Cards. A State of War may also exist between a Kingdom and Rome, and between Rome and Illyria. When a Kingdom undertakes an Act of War against a Power it is not already At War with, it is said to Initiate War against that Power.

IMPORTANT: Allied Minor Units, unlike face-up Military Colonists or Mercenaries, are not considered to be Units of their Allied Major Power so an attack on a Force made solely of Allied Minor Units, even if on a Leader Card, is not an Act of War, no more than is an attack on a Place with an Alliance. However, it could be a Casus Belli (8.5).

A Kingdom may not Initiate a War if its King was removed from play earlier during the Turn.

When a State of War exists between two Powers, all their Leaders, Units, Forces, Aligned Places, Controlled Satrapies and Allied Minor Units are Enemy to each other.

During the Action Phase, two Kings, including a regency (2.3.1), may agree to make Peace at any time. Peace may be made on a status quo basis, or may include one or more of the following conditions (exclusively):

  • Immediate payment of Talents from their Treasury to the other Kingdom's;
  • Replacement of one or more Garrisons with those of the other Kingdom;
  • Replacement of one or more Squadrons with Squadrons of the other Kingdom;
  • Unalignment of one or more of their Alliances (in this case, the opposing Kingdom does not get to place one of their Alliance markers).

During the Winter Quarters Phase, ongoing Wars between Kingdoms automatically come to an end on a status quo basis, unless both Kings want to continue the War, or, subject to a Diplomacy Check, one of them (3.7.2). When Wars last for more than one Turn, both warring Kingdoms are subject to the risks of War Exhaustion (3.7.3) and Revenue Loss (3.3).

IMPORTANT: Wars with Rome never end automatically, but only if Rome is driven to War Weariness (8.7) or the involved Kingdom Surrenders to Rome (8.8).

When Peace is made between two Kings, flip the appropriate War markers to their Peace sides. Once two Kings have sworn Peace, their Kingdoms cannot undertake an Act of War against each other as long as the two Kings who swore Peace are alive. When one of the Kings is removed from play, remove both appropriate Peace markers.

When a King dies while being at War, his ongoing Wars do not automatically end: transfer the appropriate War markers to the new King's Leader Card, or to a reserved space if there is no new King at the moment. Peace may still be made as above, however. If such War/Peace markers were so reserved in wait of a new King, they are transferred to the new King's Leader Card as soon as he is appointed (the Peace is assumed to have been sworn in his name while he was an infant).

DESIGN NOTE: Peace in the Hellenistic era was sworn between the involved kings, not between their kingdoms. Hellenistic kings took such oaths very seriously, though this did not preclude indirect means of action. However, as soon as one of the parties died, the oath was voided.

2.13. Forces and Units

Every Unit in play is always, depending on its nature and status:

  • Face-down on the map: un-Hired Mercenaries near their Home Satrapies; un-Mustered Military Colonists and Allied Minor Units in their Home Satrapies;
  • Face-up on the map: un-Mustered Royal Army Units, Siege Train Units and Hired Mercenaries; Military Colonists and Allied Minor Units who underwent Emergency Muster (6.1) without being Mustered into a Force; all Squadrons on map;
  • Face-up on a Leader/Consul Card: any Unit when Mustered as part of the Leader's Force; Roman Legions allowed by the current Roman Activation Card (8.6.3);
  • Face-up on their respective Minor Banner: non-Allied Minor Units;
  • Face-up in the Dispersed Box: any Land Unit Dispersed in Battle (7.1.3), not retained at the start of a Campaign (5.2.2, 5.3.2, 5.4.2), or through an Event;
  • Face-up in the Second Punic War Box: through 'Hannibal's War' Events (Event 14, Event 17, Event 24, Event 31) or 'Alliance with Hannibal' (Event 18).

IMPORTANT: Royal Army Units, Siege Train Units, Squadrons, face-up Military Colonists and face-up Mercenaries are considered to be Units of their controlling Kingdom. Allied Minor Units are not.

NOTE: Units that are on a Leader/Consul Card or face-up or face-down on the map are considered to be "on the map". All other units, including those on a Minor Banner, in the Dispersed Box or in the Second Punic War Box are considered to be "off the map".

When control of a Unit or Force is ambiguous, place an ownership marker on it.

2.13.1. Forces

One or more face-up Units constitute a Force. Forces are usually Mustered by a Leader to undertake a Campaign (5.2.2, 5.3.2, 5.4.2). Units Mustered by a Leader are placed on his Leader Card, and Land Units cannot be voluntarily removed from this Card until the end of the Turn unless not retained at the beginning of a second Campaign (5.2.2, 5.3.2, 5.4.2).

When a Leader is removed from play, any Units on his Leader Card are Dispersed unless a Leader is appointed in his stead (2.3.5).

Forces are located either by being on the Leader Card of a Leader who is located in a Satrapy or Sea Area further to a Campaign (the constituting Units being kept on the Leader's Card), or having been placed in a Satrapy or Sea Area through a game action such as Hiring Mercenaries or Build Naval Squadron.

A Force may include both land Units (Troops and Siege Trains) and, for Naval or part of an Overseas Campaign Action, naval Units (Squadrons).

The number of Units potentially available is strictly limited by the counter mix. Once all the Land Units and/or Squadrons in a Kingdom's pool are on the map, it is not possible to obtain more Land Units and/or Squadrons.

2.13.2. Elite and Regular Units

All Troops and Squadrons are rated either as Elite or Regular Units. Elite Units are deadlier and more resilient in Battle (7.1.1, 7.2.1). Elite Units have a gold shading under their Unit name (e.g. the Galatians are Elite), where Regular Units have a steel shading.

NOTE: All Roman Legions are Elite Units.

DESIGN NOTE: Siege Trains are not Troops, taking no part in Battles, and are therefore not rated as Elite or Regular.

2.13.3. Dispersed Units

When a Force is Defeated in Battle (7.1.2, 7.2.2), its component land Units which were Routed are immediately placed in the Dispersed Box. Units may also be placed in the Dispersed Box through an Event effect, or if not retained at the onset of a Campaign (5.2.2, 5.3.2, 5.4.2).

Squadrons never go to the Dispersed Box but are destroyed (Sunk) instead (7.2.3).

Roman Legions also do not go to the Dispersed Box and are immediately available for further Campaigns.

Unless explicitly stated otherwise by the rules or an Event text, Dispersed Units will stay in the Dispersed Box, unavailable to all, until the Winter Quarters Phase.

2.13.4. Royal Army

Every Kingdom owns one Royal Army Unit. During every Winter Quarters Phase, this Unit automatically returns from the Dispersed Box (if applicable), and is repositioned face-up in any Satrapy with an Aligned Place of that Kingdom.

DESIGN NOTE: The Royal Army Units of Macedon and the Seleucids are Elite Units; the Royal Army Unit of the Ptolemies is a Regular Unit.

2.13.5. Military Colonists

A number of Troops are associated with a particular Satrapy, not with a Kingdom. These Military Colonists Units may exist in four states:

  • Face-down on the map (available to be Mustered);
  • Face-up on the map (controlled by a Kingdom but not Mustered in a Leader's Force);
  • Face-up on a Leader Card (Mustered in that Leader's Force);
  • or Dispersed.

Military Colonists are marked by their dark tan border and tan back.

Some Military Colonists Units may be upgraded to Elite, or brought into play, by Event, and should be kept off-map until this happens. Once a Unit is upgraded, remove from play the original Unit.

When face-down on the map, these Units are kept in their designated Home Satrapy (see Table below), which is indicated on the back side of their counter, as well as an indication on the map. A Kingdom must Control the associated Home Satrapy to be allowed to Muster a Military Colonists Unit. Once Mustered, the Military Colonists Unit is turned face-up, and placed on the Leader Card of the Leader who undertook the Campaign Action (if that is the case).

A Military Colonists Unit remains controlled by the Kingdom that Mustered it until the end of the Turn, even if that Kingdom loses Control of its Home Satrapy during the Turn. A face-up Military Colonists Unit is considered to be a Unit of the Kingdom that Mustered it.

During the Winter Quarters Phase, all Military Colonists Units, whether Mustered or Dispersed, are returned face-down to their Home Satrapy.

Military Colonists UnitHome Satrapy
Katoikoi Asia MinorLydia-Phrygia
Katoikoi Lower SatrapiesMesopotamia
Katoikoi Upper SatrapiesMedia
Kataphraktoi (Elite, replaces Katoikoi Upper Satrapies through Event 29 'Anabasis')Media
CleruchsDelta
Machimoi (through Sosibios's Special Ability EGYPTIAN PHALANX)Delta
NeoMacedonians (through Event 42 'Macedon Re-Arms')Makedonia

2.13.6. Mercenaries

Similarly to Military Colonists, Mercenary Troops are attached to Home Satrapies (as shown on the back side of their counter and on the map) and are placed face-down near their Home Satrapies when available. However, they can only be employed if Hired, either through a bidding process during the Mercenaries Phase (3.5), or through a Campaign Action during the Action Phase (5.2.2, 5.4.2). Once Hired, Mercenaries will remain in service with their employing Kingdom until Dispersed or the Winter Quarters Phase. A face-up Mercenary Unit is considered to be a Unit of the Kingdom that Hired it.

Mercenary Units are marked by a Coins icon, a dark grey border and grey back.

DESIGN NOTE: If a Hired Mercenary is not placed on a Leader Card, you may place an Ownership marker of their employer Kingdom on them as needed.

During the Winter Quarters Phase, all Mercenaries, except those placed by Event in the Second Punic War box, are returned face-down to their Home Satrapies.

REMINDER: Mercenaries placed in the Second Punic War box only leave this box when the Second Punic War ends (8.3.2).

2.13.7. Siege Trains

Each Kingdom has one special Unit, a Siege Train. A Siege Train is a normal Unit inasmuch as it must be part of a Force to be used, and associated Supply Costs are paid as for any other Land Unit (5.2.3, 5.4.3). However, it is not a Troop and does not take part in Battles.

If a Force with a Siege Train is Defeated in a Battle, the Siege Train Unit cannot Withdraw and is immediately Dispersed.

During a Campaign Action, a Strategos with a Siege Train Unit on his Leader Card gains a +1 THM on all his Siege Attempts.

DESIGN NOTE: Some Strongholds, particularly if Supported by Sea (6.4) are largely invulnerable to a siege without a Siege Train.

Like Royal Army Units, during the Winter Quarters Phase, Siege Train Units automatically return from the Dispersed Box (if applicable), and are repositioned face-up in any Satrapy with an Aligned Place of that Kingdom.

2.13.8. Squadrons

Squadrons always belong to a specific Kingdom or Power. They must be built through a Build Naval Squadron Action. Once all a Kingdom's Squadrons are on the map, it is not possible to build more Squadrons.

DESIGN NOTE: There is only one Elite Squadron in the game: the Rhodian fleet.

If an Event or Peace condition requires a transfer of one or more Squadrons from one Kingdom to another, replace the transferred Unit(s) with Squadron(s) of the new owner. If the new owner does not have enough available Squadrons, the excess Squadrons are lost to both Kingdoms.

Unlike Land Units, Routed Squadrons never go to the Dispersed Box and are instead immediately destroyed (Sunk). Destroyed Squadrons (regardless of how) must be rebuilt through a Build Naval Squadron Action to re-enter play. They are immediately available to be rebuilt.

EXCEPTION: Minor Power Squadrons are automatically rebuilt during Winter Quarters (3.7.5).

Squadrons must always be located in a Sea Area. They may join the Force of a Campaigning Leader for a Naval or Overseas Campaign, but are placed back on the map at the conclusion of the naval segment of this Action (5.3.6, 5.4.4).

Squadrons Defeated in Battle (7.2.2) cannot participate in any Battle or Straits Crossing Interdiction in that Sea Area (6.5) for the duration of the ongoing Campaign.

DESIGN NOTE: The presence of a Squadron Unit in a Sea Area does not mean that the ships are continuously at sea, but rather represents the presence in a region of a number of warships with their crews, and the naval facilities to support them, to support their kingdom's operations or hinder their enemies.

2.13.9. Roman Legions

Roman Legions are the Roman Troops. The number of Legions in play at a given moment is as mandated by the current Roman Activation Cards, which may require removing some Legions (or Squadrons) from play (8.6.3).

All Roman Legions are Elite Units and inflict double Hits in Battle (7.1.1).

2.13.10. Minor Units

Six Minor Powers have their own Units: the Aitolian League, the Achaian League, Sparta and the Parthians each have a Land Unit, Rhodes has a Squadron, and Pergamon has a Land Unit and potentially a Squadron. All Minor Units have a Home Satrapy (printed on the back of their counter if Land Units), which is the Satrapy where their Heartland Places are located, and can be identified by their Power's color and symbol.

The Pergamon Squadron is only ever placed on the map if both Pergamon and Abydos have Roman Alliance markers, and is thus always a Roman-Allied Minor Unit.

IMPORTANT: While the Achaian Leader Philopoemen or the Pergamene Leader Eumenes II are in play, replace the standard Achaians or Pergamon Unit by, respectively, the Elite Philopoemen or Eumenes Unit as indicated on these Leaders' Cards.

Minor Units are Allied to a Major Power if that Power has Alliances in (all) the Heartland Place(s) associated with that Minor Power. At the moment this condition is met, Allied Minor Units that are still on their Minor Banner are placed on the map:

  • Land Units face-down in their Home Satrapy;
  • Squadrons face-up in a Sea Area Adjacent to their Home Satrapy.

Conversely, as soon as (at least one of) its associated Heartland Place(s) is Unaligned, a Minor Unit, unless Dispersed, is returned to this Minor's Banner, even if it was part of a Mustered Force. If this leaves a Leader without Units, he remains on the map.

Similarly, a Minor Unit is out of play as soon and as long as (one of) its associated Heartland Place(s) (both for the Achaians/Philopoemen) is Garrisoned, and will only reenter play when none of its Heartland Place(s) (no more than one for the Achaians/Philopoemen) is Garrisoned any more.

If on the map, a Minor Unit may be Mustered by its Allied Major Power. Minor Units Allied with no Major Power are held on their respective Minor Banners.

REMINDER: While it can be Mustered by its Allied Major Power, an Allied Minor Unit is never considered to be a Unit of that Major Power for purposes of determining whether an attack constitutes an Act of War.

DESIGN NOTE: Only Alliances allow a Power to Muster a Minor Unit. Placing a Garrison in a Heartland Place never allows, and actually prevents Mustering the associated Minor Unit.

NOTE: If one, and only one, of the Achaian League's Heartland Places is Garrisoned, its Minor Unit will be on its Banner except if the other Heartland Place is targeted by a Campaign, in which case the Minor Unit will automatically Emergency Muster to defend it (independently).

DESIGN NOTE: Since Pergamon and Syrinx are Subject Cities, no Kingdom may place Alliances there, and hence ally with Pergamon or the Parthians. Only Rome may be allied with Pergamon. No Power may ever be allied with the Parthians.

Minor Units may only Campaign in specific Regions or Sea Areas:

  • Aitolians in Greece only;
  • Achaians and Spartans in the Peloponnesos and Boiotia-Euboia only;
  • Pergamon Army in Europe and Asia Minor only;
  • Pergamon Squadron in Aigaion Pelagos and Propontis only;
  • Rhodian Squadron in Aigaion Pelagos, Propontis and Pamphylian Pelagos;
  • Carthaginian Squadron (per Event 18 'Alliance with Hannibal') in Sikelikon Pelagos and Adrias.

Some Minor Units may also be activated by Events.

During the Winter Quarters Phase, unless they are out of play due to Garrison(s) in their Heartland Place(s), return all Minor Land Units (Dispersed or not) face-down to their Home Satrapy (if Allied) or to their Minor Banner (if not), and all Minor Squadrons (even if sunk) face-up to a Sea Area Adjacent to their Home Satrapy (if Allied) or to their Minor Banner (if not).

2.14. Checks and Successes

When resolving Actions and certain Events, players will be asked to Check a Leader Rating or a certain value, usually a combination of Ratings, called a Success Threshold. This consists in rolling one or more dice as specified by the Check; any roll equal to or less than the Success Threshold is a Success. If asked to roll more than one die, count the total number of Successes. Various To Hit Modifiers (THMs) may modify the Success Threshold as specified by the Action or Event description, or through Special Abilities, Renown, etc.

EXAMPLE: The Ptolemaic Leader Sosibios undertakes an Envoy Action (5.5), which is based on the Diplomacy Capability. Since his Diplomacy Rating is '4', this is his default Success threshold. Two dice are rolled and compared to this Threshold value. If a bribe is paid for, the Threshold value becomes '5' (due to the +1 THM from the bribe).

If a Check results in zero Successes, the Check is Failed.

Some resolutions call for evaluation of a Success Margin: this is the difference between the Success Threshold and the roll: e.g. if needing a four, a roll of 2 is a Success Margin of 2, a roll of 4 is a Success Margin of 0 and a roll of 6 is a Success Margin of -2.

The description of the Action or Event will describe the effects of Successes and, occasionally, Failures.

3. Sequence of Play

3.1. Set Up

Please refer to the Setup and Scenarios section at the end of this rulebook for details on how to setup the various scenarios available for the game. Unless stated otherwise in the scenario instructions, every scenario starts at the beginning of a given Turn, and specifies:

  • The starting Court members for each Kingdom, for Rome and for any Rebel;
  • The at-start Dynastic VPs and Treasury for each Kingdom;
  • Any on-map Alignment markers and/or at-start Squadrons and Troops for each Kingdom, Rome, and any Rebels;

IMPORTANT: A number of Satrapies are lightly colored in the color of either Macedon (purple), the Seleucids (yellow) or the Ptolemies (blue). When setting up a given scenario, systematically place that Kingdom's Garrisons in all Cities and Alliances in all Tribes of such Satrapies, unless explicitly mandated differently in the scenario setup (or using the Option described in 2.6.1).

  • The status of Roman Agenda, Roman Belligerence and War status and Second Punic War, as well as starting Influence in the Senate;
  • The at-start Territorial VPs and Tax Base (total Revenue) for each Kingdom are also provided for ease of play;
  • Any specific instructions for Deck preparation.

3.2. Decks Preparation

All Turns begin with preparing the Event Deck:

  • Take all Recurrent Events, the Winter Quarters card and any still unplayed One-Off Events and Succession Crisis Cards from the previous Turn (if this is the first Turn of a scenario, follow the scenario instructions as to which Event Cards to include);
  • Add any One-Off Events with a Turn number (listed in the upper left of the Event Card) matching the new Turn;
  • Shuffle the above Cards together and place the deck face down next to the game board.

Then shuffle all nine Roman Activation Cards and place the deck face down next to the game board.

Last, bring into play any new Leader Cards with a Start Turn (upper left of card in white banner) matching the new Turn. Place these Leaders as follows:

  • If Affiliated with a Kingdom or an Allied Minor, add the Leader to the appropriate Court;
  • If Affiliated with a non-Allied Minor, keep the Leader off to the side until their Minor Power becomes Allied with a Major Power.

NOTE: Some Leaders have the mention "By Event" instead of a Start Turn. These Leaders do not automatically enter play on a given Turn but only when their associated Event is resolved. Until that time, they are not considered in play and are not subject to Ferryman of Souls (4.7) effects.

3.3. Revenue Phase

Every Kingdom collects the appropriate Revenue from Controlled Satrapies:

  • Full Tax Value (rightmost) of any Satrapy with Full Control (all Places Aligned);
  • Reduced Tax Value (leftmost) of any Satrapy with only Simple Control (more than half Places Aligned, but not all);
  • The Tax Value of a Satrapy determined above is halved if that Control is achieved through a strict majority of Alliances;
  • The Tax Value of a Satrapy determined above is halved if the Satrapy is Ravaged.

IMPORTANT: Both reductions are cumulative, so a Ravaged Satrapy Controlled through Alliances has its applicable Tax Value divided by four.

If a Kingdom is At War with one or more Kingdoms or with Rome (the latter only if the Roman Agenda is on Full War), halve its total Tax Revenue.

IMPORTANT: Maintain fractions until the end, then round (2.1.5) and add the total collected Tax Revenue to the Kingdom's Treasury.

Finally, remove all Ravaged and Taxes Increased markers from the map.

EXAMPLE: Macedon is at War with Rome, whose Agenda is currently on its LIMITED WAR side (Roman Agenda card: Graecia, Limited War).

Macedon has Full Control of Makedonia (Tax Value 4|6) and Thessalia (2|3), and Simple Control of Boiotia-Euboia (2|3) and Peloponnesos (4|6), none of these through a majority of Alliances. Macedon's potential Revenue is 6 + 3 + 2 + 4 = 15 Ts.

Subsequently, Rome goes to FULL WAR (Roman Agenda card: Graecia, Full War).

Thessalia becomes Ravaged and Macedon adds an Alliance in Peloponnesos, which becomes Controlled through a majority of Alliances. Consequently, their Revenue is only 6 + 1.5 (half of Thessalia's full Tax Value due to Ravage) + 2 + 2 (half of Peloponnesos's reduced Tax Value due to majority of Alliances) = 11.5, halved again for being At War with Rome on FULL WAR, for a final total of 5.75, rounded up to 6 Ts!

3.4. Roman Politics Phase

Roll a die with the following DRMs, and adjust Roman Belligerence accordingly:

  • Turn 7 or later: +1
  • Roman Agenda currently on LIMITED WAR: -1
Modified DR1 or less2-456 or more
Roman Belligerence-1One Level toward MediumNo Change+1

IMPORTANT: This adjustment may result in Rome going to War through Aggression or making Peace through War Weariness (8.2.1).

3.5. Mercenaries Phase

During this Phase, all Kingdoms may bid on face-down Mercenary Units (Note that Units currently in the Second Punic War box or not in play are not open to bidding).

In order to bid on a face-down Mercenary Unit, a Kingdom must have an Alignment marker in one of the Mercenary's Home Satrapies:

Mercenary UnitHome Satrapies
IllyriansIllyria, Makedonia, Thrake
AitoliansAitolia-Epeiros, Boiotia-Euboia
ArcadiansPeloponnesos
GalatiansGalatia
MysiansMysia, Ionia, Lydia-Phrygia
CretansKrete, Koinon Nesioton, Lykia-Pamphylia

If the condition is met, bids may be placed and raised freely until no Kingdom wishes to raise its bid. The minimum bid is 2Ts. Bidding is continuous and simultaneous. It is allowed to match an existing bid without upping it. Each Mercenary Unit is Hired by the highest bidder; in case of ties, determine the winning Kingdom randomly. Only the bid from the winning Kingdom must be paid out; losing bids remain in their Kingdom's Treasury.

Newly Hired Mercenary Units must be placed face-up in a Satrapy with at least one Place Aligned with the Hiring Kingdom and with a Path of Sea Areas or non-Enemy-Controlled Satrapies from one of the Unit's Home Satrapies.

Mercenary Units which were not bid upon remain available face-down in their Home Satrapies, where they may be Hired later during the Action Phase as part of a Campaign Action (5.2.2, 5.4.2).

3.6. Action Phase

Flip the top card of the Event Deck face up:

  • If the card has a steel blue background, it is an Immediate Event:
    • Resolve the Event (text in the blue box),
    • then apply the instructions at the bottom of the card (including RB adjustment if appropriate),
    • then flip the next Event Card;
  • If the card has a copper background, it is a Pending Event:
    • Place it to the side,
    • the Event may be Triggered by a Kingdom as part of a subsequent Activation by meeting the Trigger condition written in the deep copper box,
    • then flip the next Event Card;
  • If the card has a split steel blue / copper background, this is an Immediate/Pending Event:
    • resolve immediately the text in the blue box,
    • then place the card to the side for possible future Triggering like any other Pending Event,
    • then flip the next Event Card;
  • If the card has a silver background, it is a Recurrent Event:
    • resolve the Event,

    • then resolve the Game Mechanics (if there is one) shown by the Gears icon,

    • then every Major Power gets one single Activation in the sequence shown at the bottom of the card:

    • A Kingdom may Activate one Available Leader or pass;

    • If Rome is at War, when its Turn comes in the Activation Sequence, draw a new Roman Activation Card for each ongoing War and conduct Rome's Actions in accordance with Rome's guidelines (8.6);

If a King is removed from play, immediately shuffle the Succession Crisis Card associated with his Kingdom into the remaining Event Deck.

The Action Phase ends immediately when the Winter Quarters card is revealed, unless fewer than four Recurrent Event cards have been drawn so far, in which case the Winter Quarters card is reshuffled into the remaining Event deck. When the Action Phase ends, proceed to the Winter Quarters Phase.

DESIGN NOTE: This means that there will always be at least four and never more than six (the total number of Recurrent Event cards) Activations per Kingdom per Turn.

3.7. Winter Quarters Phase

Resolve the Winter Quarters Phase in the following sequence:

3.7.1. Pending Events Segment

Resolve the effects of any outstanding in-play Pending Events if indicated, then remove from play any Pending Events which were revealed during the previous Action Phase but not Triggered.

3.7.2. Peace Segment

All ongoing Wars between Kingdoms automatically come to an end and Peace (2.12) is concluded on the basis of status quo (both Kingdoms retaining what they hold at the moment of the Peace), unless:

  • Both Kings want to continue the War, or
  • A Leader of one of the Kingdoms successfully passes a Diplomacy Check with the following THMs (cumulative):
    • -1 if any Battle (not Siege or Subjugation) was fought between the two Kingdoms during the Turn;
    • -1 if the Kingdom wanting Peace offers ten Ts or to transfer one Squadron (must be possible, see 2.13.8) to the Kingdom wanting War;
    • -1 if the Kingdom wanting Peace offers to transfer to the Kingdom wanting War two Garrisons located in Satrapies with Alignment markers of the Kingdom wanting War, or Adjacent to such a Satrapy.

Only one such Diplomacy Check may be attempted per ongoing War per Turn.

NOTE: All offers granting a THM must be made before the Diplomacy Check is rolled (and involved Kingdoms must have the opportunity to make such an offer before the roll is made).

IMPORTANT: This Diplomacy Check may be attempted by a Spent Leader.

All offers are conditional on Peace being made and if Peace is made after a failed Diplomacy Check, any offer that resulted in a THM must be honored.

NOTE: The Kingdom which initially wanted the War to continue may accept the Peace offers made by the other Kingdom, resulting in the war ending without need for a Diplomacy Check. Such an acceptation must be declared before rolling the Diplomacy Check (which then is skipped).

IMPORTANT: Wars with Rome do not end unless the involved Kingdom Surrenders or Rome is compelled to make Peace (8.8).

EXAMPLE: Macedon is At War with the Ptolemies, the Seleucids and Rome, and hopes to end the first two Wars to focus on their war with Rome. The Ptolemies do not wish to lose half their tax income, nor check for War Exhaustion, so agree to make Peace on a status quo basis. The Seleucids however wish their War to continue and announce that their best diplomat, a Friend with a Diplomacy Rating of 4, will attempt a Diplomacy Check to keep the War ongoing. Macedon offers two Garrisons in Mysia and Ionia and ten Talents for a -2 THM (no Battle had been fought between Macedon and the Seleucids this Turn), but the Seleucids decide to roll. Their diplomat rolls a Success, so the War continues. Macedon retains their ten Ts and Garrisons.

3.7.3. War Exhaustion Segment

All Kingdoms that are still At War, whether with one or more Kingdoms or with Rome (the latter only if the Roman Agenda is on FULL WAR) must check for War Exhaustion. To do so, the Kingdom's Chief Minister conducts an Admin Check with the following THMs:

  • Half the Renown of the King;
  • -1 for each ongoing War involving the Kingdom beyond the first.

IMPORTANT: This Admin Check may be attempted by the Chief Minister even if Spent.

If the Chief Minister does not have the Admin Capability Icon, he is considered to have an Admin Rating of 0 for this check.

Then assess the impacts of War Exhaustion from the Success Margin:

Success MarginAt War with one or more KingdomsOnly At War with Rome
2 or moreNo effectNo effect
0 or 1Revolt in one random Aligned Place in one random Satrapy with at least one Aligned PlaceRevolt in one random Aligned Place in one random Satrapy with at least one Aligned Place
-1Revolts in one random Aligned Place in two random Satrapies with at least one Aligned PlaceRevolts in one random Aligned Place in two random Satrapies with at least one Aligned Place
-2 or worseLose one Dynastic VP (can be negative) and Revolts in one random Aligned Place in two random Satrapies with at least one Aligned PlaceRevolts in one random Aligned Place in two random Satrapies with at least one Aligned Place

EXAMPLE (continued): Both Macedon and the Seleucids must now Check for War Exhaustion. Both Chief Ministers have an Admin rating of 3, but the Seleucid Chief Minister benefits from the Renown of his King (+1 THM). The Macedonian Chief Minister suffers a -1 THM since they are At War with both Rome and the Seleucids. The Seleucids roll a 2, which is a Success Margin of 2, resulting in no effect. Macedon rolls a 4, which is a Success Margin of -2: Macedon loses one Dynastic VP and suffers two random Revolts.

3.7.4. Victory Segment

Check for Automatic Victory (30+ VPs) or determine Final Victory if this is the last Turn.

3.7.5. Returning Home Segment

All Units, including those Dispersed, return home – place them as follows:

  • Royal Army and Siege Train Units face-up to any Satrapy with a Place Aligned with their Kingdom;
  • Military Colonists face-down to their Home Satrapy;
  • Squadrons located in a non-Friendly Sea Area are destroyed;
  • Mercenary Units face-down to near their Home Satrapies;
  • Minor Units face-down to their Home Satrapy if Allied, or to their respective Banners if not;
  • Minor Squadrons (even if sunk during the Turn) face-up to a Friendly Sea Area Adjacent to their Home Satrapy if Allied, or to their Banner if not;
  • Roman Consuls with their Legions to a Roman Controlled Satrapy with a Land Path from their current location (or Italia if none);
  • Units currently in the Second Punic War box remain there.

3.7.6. Strengthened Defenses Segment

Remove all Strengthened Defenses (SD) markers (6.2) from the map and from the Dispersed Box and return them to their Kingdom's supply.

3.7.7. Inflation Segment

Each Kingdom loses half of its current Treasury.

3.7.8. End of Turn Segment

All Leaders are set to Fresh. Return all on-map Leaders to Court (remove blocks from the map). Hostages retain their Hostage markers.

Retain all Event Cards that were not drawn during the Action Phase; these will go into the next Turn's Event Deck (3.2).

Advance the Turn marker one space clockwise.

4. Events

IMPORTANT: If some parts of an Event's instructions cannot be fulfilled, ignore them and fulfil what you can, subject, for Pending Events, to the relevant section having been Triggered.

There are four types of Event Cards.

4.1. Recurrent Events

Recurrent Events are recognized by their silver background, as well as the Activation Sequence displayed at the bottom of the card.

Recurrent Events are added to every Turn's Event Deck. There are always six of these in play. Event 7 'Skerdilaidas' is removed from play and replaced by Event 8 'Dirty Business in Rome' at the start of Turn 6.

NOTE: Both Events show a banner with a "6", respectively black and white, as a mnemonic to replace one with the other at the start of Turn 6.

When a Recurrent Event is drawn, its associated Event text is immediately resolved, a game mechanic is potentially activated (see below), then a round of Activations by the Kingdoms and Rome takes place (3.6). The card is then discarded until the next Turn.

Five Recurrent Events include a game mechanics section at the bottom of the card, highlighted and marked by a gears icon. These are resolved after the Event but before the round of Activations:

  • Event 2 'Aitolian Ambition': Ambitious Generals (4.10);
  • Event 3 'Stasis & Intrigues': Storms & Worms (4.8);
  • Event 4 'Northern Border Aflame': Second Punic War Continuation (4.9);
  • Event 5 'Enemies at the Gates': Ferryman of Souls (4.7);
  • Event 6 'Revolt!': Intrigues at Court (4.6).

4.2. Winter Quarters

Event 1 'Winter Quarters' Event Card is unique and shows only its title and illustration.

Like Recurrent Events, the 'Winter Quarters' Event Card is included in every Turn's Event Deck. When it is drawn it prompts the end of the Action Phase if drawn after at least four Recurrent Events have been drawn that Turn. If drawn before that condition is met, the Winter Quarters Event Card is shuffled back into the Event Deck.

4.3. One-Off Events

All other events are One-Off Events. They can be recognized by their background color: steel blue for an Immediate Event, copper for a Pending Event or split steel blue and copper for an Immediate/Pending Event.

One-Off Events are added at the beginning of a Turn during the Decks Preparation Phase, based on their associated Turn, shown at top left of the card.

Immediate Events are implemented immediately when drawn, while Pending Events are only Triggered if a Kingdom (or, when specified, Rome) fulfils the specific Trigger Condition written in the deep copper box and elects to Trigger the Event (Rome always Triggers its Events). Triggering an Event requiring a Leader Activation (usually to undertake a specific Check) counts as that Kingdom's Activation (5.1). For Immediate/Pending Events, the text in the lighter copper box under the dark copper Trigger Condition is only applied if that condition is Triggered.

IMPORTANT: A Kingdom may only Trigger a Pending Event during its own Activation.

Purely Immediate Events are usually removed from play as soon as they have been implemented (unless instructed differently in the bottom box), while Pending Events remain available for being Triggered until a Power Triggers them. A Pending Event is usually removed from play as soon as it has been Triggered and implemented (some Events have specific behaviors).

Barring an explicit mention to the contrary, all One-Off Events that were drawn during the Turn are removed from play at the end of the Turn, including Pending Events that were not Triggered. Undrawn One-Off Events stay in the Event Deck for the following Turn.

4.4. Visual Cues on Cards

Some Events may have an impact on Roman Belligerence (RB, 8.2) and/or provide a Casus Belli (CB, 8.5) to Rome. This is described in the text of the Event and reinforced by visual cues on the card:

  • A star with a number within, positioned to the lower right of the picture, denotes an Event which may provide a Casus Belli to Rome, with the number shown being the Casus Belli threshold (8.5). If there is an 'A' within the star, the Casus Belli is Automatic (Rome goes to War without a roll);
    • If the star has a red background with the number in white, then the Casus Belli is tested:
      • in all cases for an Immediate or Immediate/Pending Event (if CB in blue box),
      • only if Triggered for a Pending effect (copper box), in which case it shows a thin white border;
    • If the star has a white background with the border and number in red, this means that the Casus Belli is conditional to some specific action being undertaken or result achieved (see Event text);
    • In all cases, see the Event text to see when (and if) to test the CB, or refer to the Card Appendix for more details;
  • A box with 'RB' followed by a positive or negative adjustment value (or 'Variable'), positioned in the lower right corner of the Event Card, denotes an Event which may increase or decrease Roman Belligerence. The adjustment takes place upward or downward as instructed;
    • If the box has a red background, the RB adjustment takes place:
      • in all cases for an Immediate or Immediate/Pending Event (if RB impact in blue box),
      • only if Triggered for a Pending effect (copper box), in which case it shows a white border;
    • if the box has a whitish background, the RB adjustment is conditional to some specific action being undertaken or result achieved (see Event text);
    • In all cases, see the Event text to see when (and if) to adjust RB, or refer to the Card Appendix for more details;

The text of many Events includes a number of individual options preceded by a varying number of green or red thumbs icons. These are linked to the results of specific 'Checks' of a specific quantity (usually a Leader Rating or some combination thereof) mandated by the Event. The result to be applied is the one for which the number of, respectively, green "Thumb Up" icons or red "Thumb Down" icons matches the number of Successes or Failures achieved in the specified Check (2.14).

NOTE: When such an Event shows no result box associated with a red "Thumb Down" icon, this means that the Event has no effect if the Check is Failed.

4.5. Succession Crises

Succession Crisis Event Cards are added to the Event Deck immediately upon the death of a King. There is one Succession Crisis specific for each of the three Kingdoms.

NOTE: The Succession Crisis to be used for the Ptolemies is Event 9 'Lagid Succession Crisis', and the one for Macedon is Event 11 'Antigonid Succession Crisis', after the official names of these dynasties.

Succession Crisis Event Cards are Immediate Events, and are resolved when drawn. For the resolution of a Succession Crisis, add to the adjusted Intrigue Rating of the King and Chief Minister half of their Renown (negative or positive).

Should the resolution of a Succession Crisis result in the death of the King or Chief Minister, wait until the Event is fully resolved before appointing replacements. Should it result in the King being removed from play, do not put the Succession Crisis Event Card back into the deck.

A Succession Crisis Event Card is set aside for future use once resolved. Undrawn Succession Crisis Event Cards stay in the Event Deck for the following Turn.

4.6. Intrigues at Court

When the Recurrent Event Event 6 'Revolt!' comes up, once the Event text is resolved, every Kingdom must check for Intrigues at Court. All Intrigues at Court resolutions are deemed to occur simultaneously in all Kingdoms.

For all aspects of the resolution of Intrigues at Court, adjust the Intrigue Rating of every Leader by adding to it half of their Renown (negative or positive).

DESIGN NOTE: A Leader with negative Renown, particularly a King, is more fragile in court intrigues or during succession crises, and their Intrigue Rating is effectively decreased (by adding a negative amount) in these situations.

First, total the adjusted Intrigue Ratings of all Friends At Court and compare it to the adjusted Intrigue Rating of the King:

IMPORTANT: If the Chief Minister is At Court, the player may use their adjusted Intrigue Rating instead.

  • If this total strictly exceeds three times the King's adjusted Intrigue (twice if the Kingdom currently has no King), there is one Plot to resolve; OR
  • If this total strictly exceeds four times the King's adjusted Intrigue (three times if no King), there are two Plots to resolve; OR
  • If this total strictly exceeds five times the King's adjusted Intrigue (four times if no King), there are three Plots to resolve.

The first Plot always pits two random Friends At Court (possibly including the Chief Minister if At Court) against each other. Each one Checks their (adjusted) Intrigue; if at least one of them obtains a Success, the contestant with the worst Success Margin is removed from play. In all other cases including ties, nothing happens.

If there is a second Plot, it pits the Chief Minister (even if not At Court) against one random Friend At Court. Resolve the Plot as above.

If there is a third Plot, it pits the King (even if not At Court) against one random Friend At Court (possibly the Chief Minister if At Court). If there is no King, the Plot targets the Chief Minister (cannot be against himself). Resolve the Plot as above with a +1 THM to the King, if one, for his Intrigue Check.

If a Plot is called for that cannot be resolved by lack of protagonists, disregard that Plot. A Friend may be involved in multiple Plots during a single Intrigues at Court resolution.

DESIGN NOTE: Except for the King and Chief Minister, only Friends who are At Court are taken into account and at risk during Intrigues at Court; Friends who are on the map, usually as Strategoi of a Force, are not, though they are at risk of Ambitious General Checks.

4.7. Ferryman of Souls

When the Recurrent Event Event 5 'Enemies at the Gates' comes up, once the Event text is resolved:

  • Remove from play every Leader whose End Turn matches or precedes the current Turn (the latter only possible if 'Enemies at the Gates' was not drawn during a previous Turn);
  • For all other Leaders, roll two dice (2d6): on a roll of two sixes (6-6), remove the Leader from play.

IMPORTANT: This applies to every Leader in play (except Roman Consuls), including Hostages in Rome and Leaders not aligned with any Court.

4.8. Storms & Worms

When the Recurrent Event Event 3 'Stasis & Intrigues' comes up, once the Event text is resolved, roll one die for every Squadron in play: on a roll of 6, eliminate the Squadron, unless it was the last Squadron of this Power, in which case it is eliminated only on a second die roll of 4, 5 or 6.

REMINDER: Squadrons on Minors Banners are in play and must be rolled for too.

DESIGN NOTE: This represents both the losses to bad weather and navigation hazards during the span of the Turn ("Storms") and the decay of wooden warships over time ("Worms"). The typical lifespan of warships in this era was about 40 years.

4.9. Second Punic War Continuation

When the Recurrent Event Event 4 'Northern Border Aflame' (or Alt Event 4 'Macedon Strikes') comes up, once the Event text is resolved, if the current Second Punic War card (8.3) shows a test to be rolled (such as a possible capture of Rome by Hannibal in Step 3), roll it again now and apply any results immediately.

4.10. Ambitious Generals

When the Recurrent Event Event 2 'Aitolian Ambition' (or Alt Event 2 'Clashing Ambitions') comes up, once the Event text is resolved, each Kingdom must Check the Loyalty of each of its Leaders who are on the map, except its King. The personal Renown of the King is applied to each Check as a THM.

Every Leader that Fails this Check immediately Rebels as per 2.2.10.

IMPORTANT REMINDER: The Loyalty Rating of a Leader is reduced by their personal Renown if positive (2.2.5).

5. Actions

5.1. Activation

Whenever a Kingdom's symbol comes up in the Activation Sequence of the active Recurrent Event (3.6), it may pass or Activate one and only one of its Leaders to either:

  • Undertake one of the nine Actions listed below (which may satisfy the requirement to Trigger a Pending Event (4.3));
  • Meet the specific requirement to Trigger one Pending Event; or
  • Use one Special Ability listed on that Leader's Card requiring an Activation.

Conversely, a Leader may only be Activated in the appropriate sequence during the resolution of a Recurrent Event.

NOTE: Some Pending Events do not require a Leader to be Activated to be Triggered (4.3). They still can be Triggered by a Kingdom only during that Kingdom's Activation. Refer to individual Event texts for specific requirements.

To undertake an Action, the Leader must be Available and have the associated Capability Icon. Some Actions have further requirements, such as being allowed only to a King or Chief Minister.

IMPORTANT: if a Kingdom has no Available Leader with the required Capability Icon, the Action cannot be undertaken under any circumstances.

To Activate a Leader, whether for an Action, Triggering a Pending Event, or using a Special Ability, Rotate the Leader a quarter of a Turn to the right (unless instructed otherwise).

5.2. Land Campaign

The Land Campaign Action allows a Leader to Muster a Force of Land Units, move (if desired) to an Adjacent Satrapy, meet in Battle Enemy Forces, and undertake Sieges, Subjugation attempts and/or Plundering. A Leader may perform some or all of these during each Land Campaign Action (though fighting and not winning a Battle may limit a Leader's options).

5.2.1. Initiation

Designate the Origin Satrapy, which must be any Satrapy Controlled by that Kingdom (for Roman Campaigns, a Roman-Controlled Satrapy or Italia), or a Satrapy with a Friendly Force.

Designate the Target Satrapy, which may be the Origin Satrapy, any Adjacent Satrapy, or a Satrapy linked by a Straits Crossing. If the Origin Satrapy is not Controlled by the Campaigning Kingdom, or if an enemy Force is present there, the Target Satrapy must be the same as the Origin Satrapy.

Announce which Powers and/or Places Unaligned or in Revolt are, and, where appropriate, whether only Alliances or also Garrisons, are being targeted by this Campaign. It is important for possible Reactions (6.0) and what constitute Acts of War (2.12) or provide a Casus Belli to Rome (8.5).

Activate an Available Leader with the Military icon as Strategos ("General") and place his Leader block, if not already on the map, in the Origin Satrapy (allocate a generic Strategos marker and block to him if not the King or the Chief Minister).

5.2.2. Muster

The Strategos, if already on the map and with a Land Path to the Origin Satrapy, may retain any Units already in his Force. Land Units that are not retained or have no Land Path to the Origin Satrapy are placed in the Dispersed Box.

The Strategos may Muster additional Units to his Force as follows:

  • Any on-map face-up Land Units controlled by the Kingdom with a Land Path to the Origin Satrapy;

  • Any face-down Military Colonists Units with a Land Path to the Origin Satrapy if the Kingdom Controls the Home Satrapy of the Unit;

  • Any face-down Allied Minor Units with a Land Path to the Origin Satrapy, if both the Origin and Target Satrapies are within the Minor's allowed Regions (2.13.10);

  • Any face-down Mercenary Units with a Land Path from one of their Home Satrapies to the Origin Satrapy if the Kingdom has at least one Aligned Place in their Home Satrapy and pays 2 Ts.

Units Mustered as above, even if already in the Origin Satrapy, are placed face-up on the Leader's Card.

A Strategos may never Muster Units from another Leader's Card.

A Strategos must have at least one Troop in his Force for a Land Campaign.

5.2.3. Logistics Costs

The Strategos must pay for each Unit in his final Campaigning Force the Supply Cost of the Target Satrapy plus any Border Supply Cost between the Origin Satrapy and the Target Satrapy.

A King as a Strategos pays three less Talents for the first Unit in his Force in every Campaign.

EXAMPLE: The Seleucids Activate their King, Antiochos III, for a Campaign from Seleukis (Origin Satrapy) into Koile Syria (Target Satrapy). Antiochos was already Activated once this Turn for a Campaign in Baktriane, where he has two Units (the Royal Army and the Katoikoi Upper Satrapies) on his card. He elects to retain both Units with him, and, in addition, Musters in Seleukis the Seleucid Siege Train Unit (which was in Seleukis) and the Katoikoi Asia Minor (face-down in their Home Satrapy of Lydia-Phrygia, with a Land Path to Seleukis), for a total of four Units. The Seleucid King must then pay nine Ts (12 minus 3 for the first Unit in a King's Force) for taking his four Units into Koile Syria (Supply Cost of 3).

DESIGN NOTE: One should think of a Kingdom as a whole, at least inasmuch as its Satrapies are continuous. Land Campaigns are led against Satrapies Adjacent to this whole, paying costs associated with the Target Satrapy.

5.2.4. Battle

Place the Campaigning Leader's block in the Target Satrapy, unless the Campaigning Force was crossing a Straits Crossing which was successfully Interdicted (6.5), in which case the block is placed back in the Origin Satrapy.

If there is an Enemy Force in the Target Satrapy, either already present or as a result of Emergency Muster Reaction (6.1), and that Force does not Withdraw (6.3), a Battle takes place between the Campaigning Force and the Enemy Force.

All Troops of a given Power and its Minor Allies located in the Target Satrapy, whether on Leader Cards or not, give Battle together. Use the Battle Rating of the King or Consul if present, or any present Leader of the choice of the player if not.

IMPORTANT: If a Campaigning Force meets in the Target Satrapy a Force of a Power it is not at War with, there is no Battle unless one of the Forces decides to give Battle. However, no Siege or Subjugation Attempt may be attempted against a Place Aligned with such a Force, nor Plundering in a Satrapy Controlled by such a Force (5.2.5). Any attack on Units of a Major Power is an Act of War (2.12).

If multiple Enemy Forces are in a Satrapy, the Campaigning Force must Battle them sequentially, but the order of Battle resolution is up to the player.

Resolve the Land Battle and apply resulting consequences as per 7.1.3.

5.2.5. Campaign Options

If the Campaigning Force is Victorious in all its Battles, or does not fight any, it may continue its Campaign by executing up to four Campaign Options among:

  • Siege Attempts;
  • Subjugation Attempts;
  • Up to one Plundering.

The allocation of the four Campaign Options between these choices must be announced before any roll is made, within the list of targets announced when the Campaign was initiated (5.2.1).

No Siege or Subjugation Attempt may be done against a Place Aligned with a Kingdom having at least one Land Unit or Allied Minor Unit in the same Satrapy, nor any Plundering in a Satrapy Controlled by such a Kingdom.

IMPORTANT: This includes an Indecisive Battle. If such Campaign Options are sought, the Non-Friendly Force must be destroyed in Battle or forced to Withdraw.

5.2.6. Siege

Siege Attempts may only be done against Cities.

IMPORTANT REMINDER: Any Siege Attempt against a Place Aligned with a Garrison is an Act of War against the Aligned Power. Siege Attempts against an Alliance are not.

Check the Strategos's Siege Rating, applying appropriate To Hit Modifiers (THMs) as follows (cumulative):

  • Intrinsic THM if a Stronghold;
  • -1 THM if there is a Strengthened Defenses marker (6.2);
  • +1 THM if the Strategos's Force includes a Siege Train (2.13.7).

Siege Attempts are rolled together, and the results allocated freely to determine Successes against any of the target Cities in the Satrapy (per 5.2.1). Each Siege Success places a Garrison or Alliance (besieger's choice if either allowed); Port Cities benefitting from Sea Support (6.4) require two Successes to place an Alignment marker. Any Siege Success or natural Siege roll of 1 removes any Strengthened Defenses marker on that City.

If a Kingdom, through a successful Siege, places a Garrison on a Greek City, immediately Unalign all Greek Places with Alliances of this Kingdom in the same Satrapy.

Whenever a Stronghold City with a THM of -2 is captured by Siege, the Campaigning Strategos gains one Renown point.

EXAMPLE: A Campaigning Force in Koile Syria is now trying to capture as many of the Satrapy's five Cities as possible; one of the Places (Tyros) is a Stronghold (THM -1), three (Tyros, Sidon and Ptolemais Ake) are Ports. The Strategos has a Siege Rating of 2 and allocates all four Campaign Options to Siege. Four dice are rolled, getting 1, 2, 4 and 6; the 1 roll allows the capture of Tyros with its -1 THM, and the 2 roll allows for the capture of any one other City of his choice. If a Non-Friendly Kingdom were Supporting the Port Cities by Sea, two Siege Successes would be required to capture any of the Port Cities, and the four rolls above would yield either one of the Port Cities (but not Tyros, which, with a THM of -1, requires two Siege Successes to be captured by a Strategos with a Siege Rating of 2) or the two inland Cities (which do not benefit from the Sea Support). With a Siege Train, these rolls would allow the capture of one of the Port Cities including Tyros or of both inland Cities (assuming no Strengthened Defenses).

5.2.7. Subjugation

Subjugation Attempts may only be done against Tribes. They are rolled together, and the results allocated freely to determine Successes against any of the Tribes in the Satrapy.

IMPORTANT REMINDER: Subjugation Attempts only target Alliances and, as such, never constitute an Act of War, but may give Rome a Casus Belli (8.5).

Check the Strategos's Battle Rating, applying any Intrinsic THM if a Stronghold (-1 or -2).

Each Success places an Alliance marker.

5.2.8. Plundering

Plundering is automatically successful but can only be done once per Campaign.

IMPORTANT: Declaring the Plunder of a Controlled Satrapy is an Act of War against the Controlling Power, unless the Satrapy is Controlled through a majority of Alliances (2.6.2). In the latter case, if the Controlling Power is Rome, Rome receives a Casus Belli against the Plundering Power (8.5).

A Kingdom is never allowed to Plunder a Satrapy it Controlled at the start of the Campaign Action.

Place a Ravaged marker in the Target Satrapy and collect three Talents per Unit in the Campaigning Force, up to a maximum of the Full Tax Value of the Target Satrapy (none if already Ravaged).

EXAMPLE: A Campaigning Force of three Units Plunders in Koile Syria (Tax Value: 4|7): it collects seven Ts (the Full Tax Value of the Satrapy) and a Ravaged Marker is placed; if the Force had only included two Units, only six Ts would have been collected (the Ravaged marker would have still been placed).

5.3. Naval Campaign

The Naval Campaign Action allows a Leader to Muster a Force of Squadrons, move (if desired) to any Sea Area along a Path of Friendly Seas, meet in Battle Intercepting Squadrons, and possibly undertake Plundering of Coastal Satrapies. A Leader may perform some or all of these during each Naval Campaign Action (though fighting and not winning a Battle may limit a Leader's options).

5.3.1. Initiation

Designate the Origin Sea Area, which may be any Sea Area with one or more Friendly Squadrons.

Designate the Target Sea Area, which may be any Friendly Sea Area with a Path of Friendly Seas from the Origin (2.7). This may be the Origin Sea Area if Friendly.

IMPORTANT: The Pirates mercenary Squadron (which comes in play through the 'Skerdilaidas' Event) always treats the Adrias Sea Area as Friendly.

Announce which Powers, Major or Minor, are being targeted by this Campaign. This is important for possible Reactions (6.0) and what constitutes Acts of War (2.12) or provide a Casus Belli to Rome (8.5).

Activate an Available Leader with the Military icon as Strategos and place his Leader block in the Origin Sea Area (allocate a generic Strategos marker and block to him if not the King or the Chief Minister).

5.3.2. Muster

The Strategos, if already on the map, must Disperse any Land Unit already in his Force.

The Strategos may add to his Force any Squadrons in the Origin Sea Area and along the Path to the Target Sea Area as he progresses. Squadrons so Mustered are placed on the Leader's Card as his Force moves.

A Strategos must have at least one Squadron in his Force at all times for a Naval Campaign.

5.3.3. Logistics Costs

The Strategos must pay for each Squadron added to his Campaigning Force a Logistics Cost of three Talents. The payment must be made at the instant the Squadron is added to the Campaigning Force and placed on the Leader's Card.

A King as a Strategos pays three less Talents for the first Squadron in his Force in every Campaign.

NOTE: If the Rhodian Squadron (Rhodes being an Allied Minor) is added to a Campaigning Force, and that Force later moves out of its allowed Sea Areas (2.13.10), the Minor Squadron must be dropped off in the last allowed Sea Area.

PLACEHOLDER_PAGE21

2.2.4. Start and End Turns
  • 2.2.5. Renown
  • 2.2.6. Minor Leaders
  • 2.2.7. Unaffiliated Leaders
  • 2.2.8. Roman Consuls
  • 2.2.9. Defection
  • 2.2.10. Rebellion
  • 2.2.11. Replacement Leaders
  • 2.3. The King and his Court
    • 2.3.1. The King
    • 2.3.2. The King's Friends
    • 2.3.3. The Chief Minister
    • 2.3.4. The Strategoi
    • 2.3.5. Emergency Appointment
  • 2.4. Cards
    • 2.4.1. Leader Cards
    • 2.4.2. Event Cards
    • 2.4.3. Roman Activation Cards
    • 2.4.4. Roman Agenda Cards
    • 2.4.5. Second Punic War Cards
    • 2.4.6. Satrapy Cards
  • 2.5. Game Board and Map
    • 2.5.1. Satrapies
    • 2.5.2. Regions
    • 2.5.3. Sea Areas
    • 2.5.4. Places
    • 2.5.5. Ports and Friendly Sea Areas
    • 2.5.6. Capitals
    • 2.5.7. Strongholds
    • 2.5.8. Heartlands
    • 2.5.9. Italia
    • 2.5.10. General Game Tracks
    • 2.5.11. Dispersed Box
    • 2.5.12. Roman Boxes
    • 2.5.13. Minors Banners
  • 2.6. Alignment and Control
    • 2.6.1. Alignment
    • 2.6.2. Control
  • 2.7. Paths
  • 2.8. Revolts & Ravage
  • 2.9. Rebels
    • 2.9.1. Handling
    • 2.9.2. Installation
    • 2.9.3. Elimination
    • 2.9.4. Capitals
    • 2.9.5. Succession
  • 2.10. Talents, Taxation and Treasury
  • 2.11. Victory Points
    • 2.11.1. Territorial Victory Points
    • 2.11.2. Dynastic Victory Points
    • 2.11.3. Renown as Victory Points
  • 2.12. War and Peace
  • 2.13. Forces and Units
    • 2.13.1. Forces
    • 2.13.2. Elite and Regular Units
    • 2.13.3. Dispersed Units
    • 2.13.4. Royal Army
    • 2.13.5. Military Colonists
    • 2.13.6. Mercenaries
    • 2.13.7. Siege Trains
    • 2.13.8. Squadrons
    • 2.13.9. Roman Legions
    • 2.13.10. Minor Units
  • 2.14. Checks and Successes
  • 3.7.6. Strengthened Defenses Segment
  • 3.7.7. Inflation Segment
  • 3.7.8. End of Turn Segment
  • 5.3.2. Muster
  • 5.3.3. Logistics Costs
  • If Rome is not at War, Rome draws one single Roman Activation Card and applies only a Diplomacy icon if present (8.6.4);

  • when all Major Powers have taken their Activation or passed, discard the card and flip the next Event Card.