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Syracuse: 415-413 avant J.-C. thumbnail

Syracuse: 415-413 avant J.-C.

Syracuse: 415-413 avant J.-C. Rulebook

Table of Contents

Table of Contents

  • 0. General
    • 0.1 Dice
    • 0.2 Map
    • 0.3 Game scale
  • 1. Counters
    • 1.1 Combat units
    • 1.2 Leaders
    • 1.3 Stratagems
    • 1.4 Markers
  • 2. Sequence of Play
    • A - Stratagem selection phase
    • B - Activation phase
    • C - Works phase
    • D - Adjustments phase
  • 3. Movement and Stacking
    • 3.1 Limits to movement
    • 3.2 Movement management and costs
    • 3.3 Stacking limits
    • 3.4 Amphibious operation
    • 3.5 Naval transport
  • 4. Combat
    • 4.1 General principles of combat
    • 4.2 Combat resolution
    • 4.3 Specifics related to forts
    • 4.4 Specifics related to fortified zones
    • 4.5 Specifics related to walls and chains
  • 5. Works
    • 5.1 Works
    • 5.2 Fortification
    • 5.3 Fort
    • 5.4 Wall
    • 5.5 Chains
  • 6. Supply and Attrition
    • 6.1 Athenian supply
    • 6.2 Syracusan supply
    • 6.3 Famine and capitulation
    • 6.4 Attrition
  • 7. Stratagems
    • Fleet
    • Land combat
    • Works
    • Reinforcements and recovery
    • Leaders
    • Miscellaneous events
  • 8. Advantage
  • 9. Victory
    • 9.1 Total victory
    • 9.2 Marginal victory
  • 10. Scenarios
    • 10.1 Historical scenario
    • 10.2 Scenario "What if Alcibiades...?"
  • Combat Resolution Table

0. General

0.1 Dice

The game requires six-sided dice (written d6) and a bowl.

0.2 Map

The map is divided into zones, in order to regulate the placement and movement of counters. There are sea zones (identified by an M and a number), land zones (identified by a T and a number) and the off-map zone of Catania. See 3. and 4. for the effects of terrain on movement, stacking and combat.

Sea zones

There are 3 types of sea zones:

  • ports (delimited by a "fortification" impassable by the opponent, see 5.2). The Syracusans have two ports (in M6 and M7) and the Athenians one port, to be built (in M12);
  • protected sea zones (M9, M10 and M11). Clarification: M12, before the port is built, is a protected sea zone;
  • sea zones (all the other sea zones).

Land zones

There are 4 types of land zones:

  • fortified zones (delimited by a "fortification" impassable by the opponent, see 5.2). The Syracusans have their city (T16) and the Athenians their camp, to be built (T17);
  • clear terrain zones (for example T1);
  • high terrain zones (for example T8);
  • zones (of clear or high terrain) reinforced by a fort (built or to be built, for example T21 with the Olympieion).

Zone boundaries

Some zones are delimited, on one or more sides, by walls (to be built), chains (to be built) or rivers.

Constructions

As long as the fortifications, forts, walls and chains are not built (see 5.), their effects are ignored (example: as long as the Plemmyrion is not built, zone T27 is a clear terrain zone. After construction it becomes a reinforced zone).

Off-map zone of Catania

It is accessible only to the Athenian player's units and serves as his rear base, notably to let him avoid attrition as long as his camp is not built. The Syracusan player cannot attack this zone.

Historical note: Catania is one of the only cities of Sicily allied with Athens. The expeditionary corps returned there to winter during the first winter of the campaign.

0.3 Game scale

One Strength Point (SP, "PF" in the French) represents, depending on the unit type, 1 trireme, 150 horsemen, 250 hoplites, 350 peltasts and akontistai (light infantry) or 500 archers and slingers.

One game turn represents three months of real time.

1. Counters

The side to which combat units, leaders and stratagems belong is shown by the background color of the counter. A white vertical band appears on Athenian and Syracusan counters and distinguishes them from their respective allies, who do not have it.

1.1 Combat units

Combat units are represented by double-sided counters:

  • the front of the unit shows the unit's values when at full strength;
  • the back shows the reduced values of that same unit when weakened.

Clarification: weakened units of value 0 SP are not eliminated; they simply no longer have a combat value. They can later return to their full-strength side.

Each unit has:

  • a type: T for Triremes, H for Hoplites, C for Cavalry, P for Peltasts (light units and akontistai) or A for Archers (and slingers);
  • Strength Points (SP) representing its numbers (see 0.3);
  • some units have a bonus shown by a "sword".

Generically:

  • land units (H, C, P and A) have a capacity of 4 movement points (MP) in land zones and can be convoyed by sea;
  • naval units (T) have unlimited movement capacity.

Note: MPs are not printed on the combat unit counters.

1.2 Leaders

Leaders are represented by double-sided counters:

  • the front shows the leader in full possession of his faculties;
  • the back shows the leader when wounded or sick;
  • some leaders have a single bonus, shown by a "sword", or a double bonus, shown by two "swords".

Generically:

  • leaders have a movement capacity of 5 MP in land zones and unlimited in sea zones.

Note: MPs are not printed on the leader counters.

1.3 Stratagems

Stratagems are double-sided counters bearing the title of an event or a specific bonus as well as an identification number (see 7.).

1.4 Markers

They are used to track the number of action points (see 2.B) and supply and the turn (see 2.D) on the track provided for this purpose. Other markers show each player's constructions and their control (see 5.).

2. Sequence of Play

Each game turn is divided as follows:

A - Stratagem selection phase

All available stratagems are placed in a bowl. Each player draws 2 at random and keeps them secret. Once used, a stratagem is put back in the bowl, except stratagems S6 and S21, which have a permanent effect and are removed from the game after being used (by placing them on the track of the map provided for this purpose). Example: stratagem S6 "Reinforced ships" on the front and S11 "Combined attack" on the back is removed from the game only if the "Reinforced ships" side is used. Using the "Combined attack" side does not mean the stratagem counter is then removed from the game: it is put back in the bowl normally after use.

B - Activation phase

B.1 Action points (AP)

Both players roll 2d6. The player with the highest result gets the initiative. In case of a tie, the player with the advantage (see 8.) gets the initiative. The player with the initiative is indicated by placing the "Turn" marker on the side corresponding to his distinctive color.

In addition, each player gets as many AP as the total of the 2d6, divided by two and rounded up. Each player adds 1 AP to his total during summer and autumn turns. Each player subtracts 1 AP from his total during winter turns, unless the total is already 1 or 2. The "Action" markers are placed on the track to indicate the number of AP available to each player. Example: On the spring turn of -414, Syracuse rolls 8 and Athens 5. Syracuse gets the initiative and 4 AP. Athens gets 3 AP.

B.2. Reinforcements

The reinforcements of both players, whose arrival is scheduled in the scenario for the current turn or caused by the use of a stratagem S18 (see 7.), are deployed on the map, starting with the player with the advantage (see 8.). If none of the zones planned for the deployment of reinforcements is free of enemy units, the player clears the zone containing the fewest SP by moving the units there into an adjacent zone of his choice.

The players may then immediately move the deployed reinforcement units (see 3.2 and 3.4), without spending AP, starting with the player with the advantage, with the constraint of never entering a zone or a fort occupied by enemy units. The reinforcement units will be able to move again normally during the action phases (see B.3).

Wounded or sick leader counters are flipped to their back side.

B.3. Actions

The player who won the initiative in B.1 performs an action phase first, as the active player (the other player is then the passive player).

During an action phase the active player performs actions in the following order:

  • B.3.1. He must announce the total number of AP (1 minimum, all his still-available AP maximum) that he will spend during the action phase. He then deducts the AP as they are spent, moving his "Action" marker toward 0 on the track;

  • B.3.2. He may activate, one after the other, zones occupied by units of his side and move all or some of the units and leaders located in those zones (see 3.). The activation cost is:

    • 0 AP (free) per activated zone, if it contains a leader with a double bonus (two "swords");
    • 1 AP per activated zone if it contains a leader with a single bonus (one "sword") or without a bonus;
    • 2 AP per activated zone, if it contains no leader.

    Clarification: the units of a fort, in a reinforced zone occupied by friendly units, are activated at the same time as those of the zone and at no extra cost. The units of a fort, in a reinforced zone occupied by enemy units, are activated at the cost of an independent zone, depending on the presence or not of a leader (0 to 2 AP).

  • B.3.3. He must conduct combats (see 4.) in the zones where units of both players are present (cost: only 1 AP for all the combats of the current action phase). Exception: reinforced zones, see 4.3.

The passive player then becomes the active player and performs an action phase in turn.

When one of the two players has no more AP (his "Action" marker is then flipped to its "Apathy" side), he must pass and let his opponent possibly perform a new action phase.

Remark: A player cannot pass voluntarily; he is obliged to spend at least one AP during his action phase as long as he has any, even if he does nothing. He can pass only when he has no more AP.

When both players have spent all their AP, the activation phase is over.

Note: at this point, all combats must necessarily have been resolved.

The active player and the passive player may play stratagems at any time, limited to one stratagem each per action phase.

C - Works phase

The player who won the initiative in B.1 performs his works phase first as the active player (the other player is then the passive player).

During his works phase, the active player determines the number of d6 he has: 1 base d6 for the Syracusan player and 2 base dice for the Athenian player, and:

  • +1 d6 for the player with the advantage;
  • +1 d6 for the Athenian player during the 4 turns of the year 414 BC;
  • +1 d6 in exchange for the immediate discard of a stratagem of his color, without playing it;
  • +1 d6 if the player has a double-bonus leader on the map;
  • +1 d6 (Athenian player only) if the Labdalon fort is built and controlled;
  • -1 d6 (Athenian player only) if the chains are built;
  • -1 d6 if the player has on the map less than double the SP of cavalry of his opponent. Clarification: no die more or less if the SP ratio is equal to double or lower (i.e. if the player has at least double);
  • -1 d6 in winter;
  • -1 d6 during the 4 turns of the year -413.

The active player rolls his dice and carries out the works according to the results obtained (see 5.). The passive player then becomes the active player and performs his works phase in turn.

Special case: the Syracusan player does not perform a works phase before the turn following the construction of the Athenian camp. If the Athenian camp is built on turn 2, the Syracusan player performs works phases only from turn 3.

D - Adjustments phase

The player who won the initiative in B.1 performs his adjustments first and in the following order:

  • D.1. He may keep at most a single stratagem, of his choice, in hand and must put back in the bowl all stratagems in excess;
  • D.2. He may move, free and without constraints, his units and leaders deployed on the map to a fortified zone, to a fort or to a port that he controls, respecting the stacking limits (see 3.3). The Athenian player may also move units to the Catania zone, provided that the chains are not built and that he moves a number of SP of land units less than or equal to the number of SP of naval units that must necessarily accompany them (clarification: he may move naval units alone, but not land units alone);

The second player then performs his adjustments D.1 and D.2.

The player with the initiative now performs the rest of his adjustments:

  • D.3. He may flip as many weakened units to their full-strength side as the total number of his leader bonuses;
  • D.4. He must move the "Supply" / "Famine" marker of his color according to the situation (see 6.);
  • D.5. He performs any attrition tests (see 6.4), resolves sieges (see 4.3) and wall destructions (see 4.5).

The second player then performs his adjustments D.3 to D.5.

Victory conditions are checked (see 9.).

The "Turn" marker is advanced one space.

3. Movement and Stacking

Leaders and combat units can move only once per action phase, but several times per turn (once per action phase). Movement is possible from a zone to an adjacent zone, or from a fort to the reinforced zone that contains it (and vice versa). Two zones touching only at a corner point are not considered adjacent (example: direct movement from T4 to T12 is therefore not possible).

3.1 Limits to movement

  • land units cannot enter a sea zone;
  • naval units cannot enter a land zone;
  • leaders can move in land zones like land units (alone or accompanied by combat units) and in sea zones like naval units (provided they are accompanied, from the start to the end of the naval movement, by at least one unit of type T);
  • movement through a (built) fortification is forbidden to the player who is not its owner (see 5.2);
  • movement through (built) chains is forbidden to both players (see 5.4).

Special cases:

  • Syracuse and Ortygia constitute one and the same zone (T16);
  • movement is possible between zones M6 and M7 (and vice versa), because the Syracusan player has a canal between his two ports, through zone T16;
  • the Syracusan player's units cannot enter M12 before the Athenian camp is destroyed (therefore also before it has been built);
  • movement is possible between the off-map zone of Catania and M1 as if the two zones were adjacent sea zones.

3.2 Movement management and costs

When a zone is activated in the action phase, all the active player's units present in that zone, including those placed in the fort for reinforced zones, can move in one or several groups, possibly along different routes and to different destinations. Example: when zone T9 is activated, all units present in T9, including those in the Labdalon, if they belong to the same player, can be moved.

Movement from a zone to an adjacent zone costs 1 MP, with the following surcharges:

  • +1 MP for a movement from a clear terrain zone to a high terrain zone. Note: no +1 in the opposite direction, nor +1 from a high terrain zone to another high terrain zone;
  • +1 MP for a movement across a river;
  • +1 MP to enter or leave a fort from or to the reinforced zone that contains it;
  • +3 MP for a movement across a built enemy wall;
  • +1 MP for a movement across a destroyed enemy wall.

Example: movement from T11 to T20 via T18 costs 4 MP (T11 to T18 = 1 MP + 1 MP for the river + 1 MP for elevation + T18 to T20 = 1 MP).

Crossing a friendly fortification or wall generates no surcharge. Crossing an enemy fortification is impossible.

As soon as a unit enters a zone occupied by at least one enemy unit (even one placed in a fort of a reinforced zone), it is obliged to stop its movement in that zone. Clarification: a reinforced zone containing a fort controlled by the opponent, but empty of units, does not force a stop in movement.

A unit leaving a fort toward the reinforced zone that contains it is likewise obliged to stop there if it is occupied by enemy units.

There is only one exception to this principle of mandatory stopping:

  • if a zone is occupied solely by one or more cavalry units (type C), their owner (the passive player) may choose to immediately perform a free movement of 4 MP maximum (not counting toward the limit of a single movement per action phase) with his cavalry units to evacuate the zone. The active player may then continue his movement normally.

This cavalry withdrawal is not possible if the active player enters the zone only with one or more cavalry units not accompanied by units of other types. Clarification: in this case, if another group of the active player's units, not composed exclusively of cavalry units, later enters the zone during the same action phase of the active player, the passive player's cavalry units will then be able to withdraw.

3.3 Stacking limits

Stacking is checked only at the end of movements and of retreats after combat (see 4.2). Any surplus units are eliminated (at their owner's choice). Leader counters do not count toward stacking limits.

The stacking limits, expressed in number of units of the same player, are as follows:

  • no limit in fortified zones (if built, see 0.2 and 5.2);
  • no limit in the off-map zone of Catania;
  • 5 units, whatever their type, per clear or high terrain zone;
  • 2 units in a fort (if built, see 5.3), in addition to the 5 units of the zone;
  • 3 units on the Athenian camp marker (see 5.2);
  • no limit in sea zones and ports (if built, see 0.2 and 5.2);
  • up to 50 SP inclusive of naval units in protected sea zones (see 0.2).

Design note: this limit corresponds to the number of triremes that each fleet could field in battle formation in these narrow spaces.

3.4 Amphibious operation

Land units and leaders can be convoyed by sea from one land zone to another land zone.

Clarification: for a leader, a naval movement of whatever length is equated to a complete land movement: he will not be able to move again during the same action phase.

For this it is enough that in each sea zone crossed there is at least one friendly Trireme unit (and no enemy trireme units). The movement is then performed as if the sea zones crossed were clear terrain zones and at the same cost (1 MP per zone), and within the limit of one SP of transported land unit per SP of trireme in the sea zone (leaders do not count toward this limit and are transported "free"). Retreats after combat of land units and leaders can be performed by an amphibious operation following these same rules. A land unit cannot stop in a sea zone, even if it is occupied by friendly naval units.

3.5 Naval transport

Groups of units arriving as reinforcements by sea or groups of units coming from the Catania zone are considered, during their movement, as naval units alone. They must nevertheless respect the rule of a maximum of one SP transported per SP of trireme.

At the end of the movement, the land units are landed in a land zone, empty of enemy units (clarification: no land combat is possible at the end of the movement, unlike an amphibious operation) and adjacent to the sea zone where the fleet stops.

If the naval units are forced into a combat, the land units are likewise ignored, but at the end of the combat, the player must check the rule of a maximum of one SP transported per SP of trireme and eliminate any surplus units.

4. Combat

4.1 General principles of combat

Combat is mandatory as soon as combat units of both players are in the same zone, after all the movements of an activation phase (exception: see 4.3).

The player who spends the AP (active player) to trigger the combats of the current action phase is designated as the attacker. If the active player no longer has an AP to start the mandatory combats, all his units return weakened to their starting zone.

Clarification: it is therefore very important to take care to keep this AP in reserve before entering a zone occupied by enemy units.

A combat can take place only between land units or between naval units. A land unit can never attack a naval unit and vice versa.

4.2 Combat resolution

To resolve a combat, the attacking player uses the Combat Resolution Table (see page 16) and follows this procedure:

He calculates the force ratio, always rounding in favor of the defender. The active and passive players may play a stratagem (if no other has already been played in the same action phase, see 2.B.3).

The attacking player then rolls 1d6, adds or subtracts the modifiers - which are all cumulative - and consults the result. Results are noted as follows: attacker's result / defender's result, and the winner of the battle is indicated in bold.

4.2.1 Explanation of combat results

  • E = All the combat units of the force are eliminated.
  • A = All the combat units of the force are weakened; units already weakened are eliminated.
  • Weaken 1/4, 1/2 or 3/4 of one's units (in number of units, not in number of SP). The number of units to weaken is always rounded in one's favor, with a minimum of one weakened unit whatever happens. Example: A player who has 3 units and must apply the 1/2 result gets the theoretical figure of 1.5 rounded in his favor to 1. A player who has 2 combat units and must apply the 1/4 result gets the theoretical figure of 0.5, brought up to the minimum of 1 unit to weaken.
  • R = Nothing: no losses.

Clarification: the leaders of a group of units that suffers an E result are also eliminated.

4.2.2 Retreats

If there are no zones free of enemy units available, the units that retreat are eliminated.

If at any moment of the game a leader finds himself alone in a zone occupied by enemy units, he is eliminated by capture.

The non-eliminated combat units and leaders of the loser must leave the zone to an adjacent zone free of enemy combat units or to a friendly fort of the zone where the combat took place (clarification: combining the two solutions is possible). The loser may leave the zone via an amphibious operation (see 3.4). If this retreat leads to overstacking (see 3.3), the player must move again, to an adjacent zone free of enemy units, as many units as necessary (clarification: the units moved may be chosen among the units that have already retreated after combat or among those already present in the zone that has just received them).

4.3 Specifics related to forts

Combat in a reinforced zone

The units present in the fort do not take part in combats and do not suffer their effects, if friendly units are present in the reinforced zone in question at the time the combats are resolved. The fort nevertheless provides a die modifier (see 4.2). If the friendly units of the zone must retreat after combat, they may enter the fort within the limit of the stacking constraints.

Assault on a fort

If the reinforced zone is empty of friendly units at the time the combats are resolved, the fort may be attacked by the opposing player's units present in the zone (clarification: they do not have to move into the fort to do so). This attack is not mandatory. If the occupant of the fort is defeated, his units are eliminated, the fort changes owner (flip the marker) and may be immediately occupied by one or two of the victor's units.

An unoccupied fort is conquered and changes owner (flip the marker) as soon as an opposing unit enters it, paying only the +1 MP to do so.

Siege

If during phase D.5 of a game turn a fort is occupied, but the reinforced zone is empty of friendly units and contains enemy units, a siege takes place. The besieger rolls a d6 and adds +1 for each friendly unit present in the zone, up to a limit of +4. On a result of 6, the siege succeeds, the units of the fort are eliminated and the fort changes owner (flip the marker) and may be immediately occupied by one or two of the besieger's units.

4.4 Specifics related to fortified zones

A fortified zone cannot be assaulted or besieged, with the following exception:

  • the Syracusan player may attack the Athenian camp, only by a combined attack conducted from zones T13 and T15 (therefore involving a stratagem S11). The assault is resolved like that of a fort (see 4.3), taking into account for the defense only Athenian units present on the "Athenian camp" marker (see 5.2). If the assault succeeds, the "Athenian camp" marker is flipped to its "camp destroyed" side and the fortified zone becomes a clear terrain zone again and zone M12 a protected sea zone. The Athenian units present in T17 and on the "Athenian camp" marker must all leave the zone, which the Syracusan player may immediately occupy with as many attacking units as he wishes. The units present in M12 must comply with the stacking rules by a partial retreat, if necessary. If the assault fails, the units of both players remain in their respective initial zones.

4.5 Specifics related to walls and chains

During phase B.3, walls can be destroyed and chains broken only by the use of a stratagem S14 (see 7.).

A wall can be destroyed, in phase D.5, if the two zones adjacent to the wall are occupied by at least 2 SP of opposing units of type H, A or P. The player who wants to destroy it rolls a d6. On a result of 3 or more, the operation succeeds and the marker is flipped to its "wall destroyed" side.

Chains can be broken in phase D.5, if one of the two zones adjacent to the chains is occupied by at least one opposing unit of type T. The player who wants to destroy them rolls a d6. On a result of 3 or more, the operation succeeds and the marker is flipped to its "chains broken" side.

5. Works

5.1 Works

During his works phase, each player takes the number of d6 determined in phase 2.C, rolls them and obtains works points (WP) according to the result:

  • a 5 yields 1 WP;
  • a 6 yields 2 WP.

Building the Athenian camp or a fort costs 2 WP and building a wall or the chains costs 1 WP.

The use of a stratagem S12 or S13 can allow building the Athenian camp, walls and forts without spending WP (see 7.).

To build walls and forts, even with a stratagem, it is necessary to have at least 2 SP of units of type H, A or P in the zones concerned (examples: to build his wall 2, the Syracusan player must have at least 2 SP of units of type H, A or P in T6 or T14. To build the Athenian camp, the Athenian player must have at least 2 SP of units of type H, A or P in T17. To build the Labdalon, the Athenian player must have at least 2 SP of units of type H, A or P in T9). The player then places on the map the markers that represent the constructions made.

Unused works points are lost; players cannot keep them for a following turn.

5.2 Fortification

A fortification is a powerful defensive enclosure (once built) that cannot change owner. These are the enclosure of Syracuse and its ports (around zones T16, M6 and M7), for the Syracusan player, and the enclosure of the Athenian camp and its port (around zones T17 and M12), for the Athenian player. At the start of the game, the enclosure of Syracuse is already built, the enclosure of the Athenian camp is not yet (zones T17 and M12 are then considered a clear terrain zone and a protected sea zone, whose boundaries do not include fortifications).

To build the enclosure of his camp and port, the Athenian player must build the "Athenian camp" (place the marker). From then on the fortifications around T17 and M12 exist and become permanent.

Movement is forbidden through fortifications for the player who is not their owner (see 3.2).

The Athenian player does not need to leave units permanently on the "Athenian camp" marker. In case of an assault on the camp, he may simply select 3 of the units (and possibly one or more leaders) present in zone T17 and place them free and immediately on the marker to ensure the defense of the camp. The fortifications of the Athenian camp can be destroyed (see 4.4). It is then no longer possible to rebuild them. The fortifications of the city of Syracuse cannot be destroyed.

5.3 Fort

A fort is a "hard" fortified strongpoint. At the start of the game, only the fort of the Olympieion is already built. The 3 other forts - Labdalon, Syke and Plemmyrion - can be built only by the Athenian player.

Forts, if conquered, change owner (flip the marker, see 4.3). Once built, they can no longer be destroyed.

5.4 Wall

A wall is an entrenchment that extends along the boundary between certain zones.

No wall exists at the start of the game. Both players can build them at the locations provided for each of them. A wall can be destroyed (see 4.5, flip the marker), then rebuilt (flip the marker again). Once built, a wall exists - along the zone boundary - up to the previous wall marker or to the starting fortification (orient the marker's arrow in that direction).

Example: the wall segment between spaces 2 and 1 exists only when wall no. 2 is built. It is represented by placing an Athenian "wall" marker in space no. 2 of Athenian color, with an arrow toward space no. 1.

The Athenian player must build the Athenian camp (see 5.2) before building his walls.

Walls must also be built in a precise order: for the Athenian player 1, then 2, then finally 3; for the Syracusan player, 1, then 2 and finally one of the two 3A or 3B.

Special cases: the Syracusan building his wall 3A forbids the Athenian player from building his wall 3. The Athenian player building his wall 3 forbids the Syracusan player from building his wall 3A. These limits are lifted if the Athenian wall 3 or the Syracusan wall 3A is destroyed.

If a wall segment is destroyed, the player must repair it before being able to build another.

Example: the Syracusan player cannot build wall 3A or 3B if one of walls 1 or 2 is destroyed. He must repair them first.

5.5 Chains

The chains that can close the harbor of Syracuse are a maritime form of "wall". Only the Syracusan player can build them, or rebuild them after they have been broken (see 4.5), on the sole condition of controlling the Plemmyrion fort. Once built, they prevent movement between zones M8 and M9 until their destruction. They also have an effect on Athenian supply (see 6.1).

6. Supply and Attrition

Supply concerns both players. It is tracked using the "Supply" / "Famine" markers. These markers can be moved between spaces 0 to 3 of the track placed on the map. At the start of the game, the markers are placed on their "Supply" side on space 3. During adjustment phase D.4 of each game turn, if the markers are on their "Famine" side they are moved one space toward 0. If they are on their "Supply" side they are moved one space toward 3, except during winter turns (they stay on 3 if already there).

6.1 Athenian supply

The Athenian "Supply" marker is flipped to its "Famine" side:

  • as soon as the chains are built (it is flipped back to "Supply" if the chains are destroyed);
  • if after adjustments D.2, the Syracusan player has more SP of cavalry, deployed in clear or high terrain, than the Athenian player has in clear or high terrain, he rolls a d6. If the result is even, the Athenian "Supply" marker is flipped to its "Famine" side.

Note: if the marker is already on its "Famine" side, it stays there with no other consequences.

6.2 Syracusan supply

The Syracusan "Supply" marker is flipped to its "Famine" side:

  • as soon as walls A1, A2 and A3 are built (it is flipped back to "Supply" as soon as one of the 3 is destroyed);
  • if the Athenian player occupies with at least one unit the Syke fort, zone T7 and zones M5 and M8 after adjustments D.2;
  • if after adjustments D.2, the Athenian player has more SP of cavalry, deployed in clear or high terrain, than the Syracusan player has in clear or high terrain, he rolls a d6. If the result is odd, the Syracusan "Supply" marker is flipped to its "Famine" side.

Note: if the marker is already on its "Famine" side, it stays there with no other consequence.

6.3 Famine and capitulation

If the Athenian "Famine" marker is on 0 after phase D.4 of a game turn: all Athenian combat units are weakened (those that already are weakened are eliminated).

If the Syracusan "Famine" marker is on 0 after phase D.4 of a game turn: Syracuse capitulates and the Athenian player is automatically declared the winner.

If the "Famine" was due only to the differential of cavalry SP in clear and high terrain, the markers are flipped back to their "Supply" side after their movement of one space toward 0.

6.4 Attrition

During adjustment phase D.5, each player tests attrition for every naval or land unit that is not deployed in the city of Syracuse, the (built) Athenian camp, a fort, a port or in the Catania zone.

For each zone concerned, the player rolls a d6 to which he adds:

  • +1 per full increment of 5 SP (land units) or of 20 SP (naval units) present in the zone;
  • +1 during winter turns.

On a modified result of 5, one unit (at its owner's choice) is weakened; if it already is, it is eliminated. On a modified result of 6 or more, all the units of the zone are weakened; if some already are, they are eliminated. No effect on a modified result of 1 to 4.

7. Stratagems

Each player may use one of the available stratagems when it is printed on a background of his distinctive color or on a neutral color background (dark blue). A player can therefore, depending on the case, choose between the two sides of a stratagem counter or be able to use only one of them. He can never use a stratagem printed on his opponent's color background.

If both players play two stratagems at the same time, their effects may sometimes cancel or accumulate.

Stratagems are classified by categories (represented by a symbol on the counter):

Fleet

S1 Periplous: This stratagem can be used during phase B.3. Athenian envelopment tactic allowing the ramming of enemies on the flank or rear. This stratagem provides a shift on the Combat Table of 2 columns to the right if played by the attacker or 2 columns to the left if played by the defender. This stratagem cannot be played during a combat in protected sea zones, which are too narrow for this tactic.

S2 Kuklos: This stratagem can be used during phase B.3. Defensive circle formation used by outnumbered fleets. This stratagem provides a shift of 1 column to the left to the defender during a combat between triremes, in any sea zone. It cannot be played by the attacker.

S3 Diekplous: This stratagem can be used during phase B.3. Column attack to break through the enemy line. This stratagem provides a shift of 1 column to the right, if played by the attacker during a combat between triremes, in any sea zone. It cannot be played by the defender.

S4 Storm at sea: This stratagem can be used during phase B.3. Each player must roll 1d6 for each of the naval units on the map in a sea zone: on a result of 5 or 6, a full-strength unit is flipped to its weakened side and an already weakened unit is eliminated. In protected sea zones, results of 5 are ignored. Special cases: ports (M6, M7 and M12, if built) are not affected by the stratagem.

S5 Rotten hulls: This stratagem can be used during phase D.5. The Athenian port was a makeshift port where the hulls of the triremes could not dry regularly as they should. The Athenian player must eliminate one unit of type T deployed in port M12 and weaken another.

S6 Reinforced ships (permanent): This stratagem can be used during phase C., if Erasnides is present on the map. Applying Corinthian techniques, the Syracusans reinforce their triremes to make ramming more effective. From now on, in all naval combats the Syracusan player benefits from an additional shift of one column in his favor on the Combat Table (to the left if he is the defender, to the right if he is the attacker).

Land combat

S7 Archers: This stratagem can be used during phase B.3. When played, it forbids any enemy land unit or leader from entering a zone where there is at least one unit of archers or slingers (type A) during the current action phase. Place the stratagem in the zone to mark it.

S8 Spartans: This stratagem can be used during phase B.3. When played, during a combat between land units including at least one Spartan hoplite unit, it provides the Syracusan player an additional shift of one column in his favor on the Combat Table (to the left if he is the defender, to the right if he is the attacker). Clarification: there are two Spartan H units allied with the Syracusans in the game. They are identified by the L on the shield of their figure on the counter.

S9 Cavalry: This stratagem can be used during phase B.3, after the application of the results of a combat. The winning player may automatically eliminate an already weakened unit of the opponent if he himself has a cavalry unit in the zone where the battle took place.

S10 Night attack: This stratagem can be used during phase B.3. When played, before the resolution of a combat, it simulates the advantages and risks of a night attack. The Athenian player rolls a d6; if the result is 3 to 6, the total SP of the Syracusan player is reduced by a third (rounded down), if the result is 1 to 2, the SP of the Athenian player is reduced by half (rounded up).

S11 Combined attack: This stratagem can be used during phase B.3. When played during a combat, it allows adding half (rounded up) of the SP of friendly combat units located in a zone adjacent to the combat when calculating the force ratio. These units are not moved; they remain in their zone. In a land combat, the adjacent zone selected for the combined attack must also be a land zone and the SP added must come from land units. The same applies with a sea zone and naval units for a naval combat. This stratagem can be played by the attacker or the defender.

Works

S12 Wall: This stratagem can be used during phase C. When played it allows building a wall, without spending WP, if all the other conditions required for construction (see 5.4) are met.

S13 Fort: This stratagem can be used during phase C. When played it allows building the Athenian camp or a fort, without spending WP, if all the other conditions required for construction (see 5.2 and 5.3) are met.

S14 Sapping: This stratagem can be used during phase B.3. When played, it allows the automatic destruction of an opposing wall, or breaking the chains, if all the other conditions required for destruction (see 4.5) are met.

Reinforcements and recovery

S15 Recup. x1 (Recovery): This stratagem can be used during phase D.3 to flip one weakened unit to its full-strength side.

S16 Recup. x2 (Recovery): This stratagem can be used during phase D.3 to flip two weakened units to their full-strength side.

S17 Delayed reinforcements: This stratagem can be used during phase B.2 to delay by one turn an opposing historical reinforcement or to cancel a reinforcement linked to the use, during the same phase, of an opponent's stratagem S18.

S18 Reinforcements: This stratagem can be used during phase B.2, to bring into play an optional reinforcement provided for by the scenario. This stratagem can be cancelled by the opponent if he immediately plays a stratagem S17.

Leaders

S19 Wounded leader: This stratagem can be used during phase B.3. When played before a land or naval combat, it cancels the enemy leaders' bonuses for the calculation of die modifier "a" on the Combat Table. The leader is flipped to his back side and remains wounded until phase B.2 of the following turn.

S20 Discord in the enemy camp: This stratagem can be used during phase B.3. When played, its owner may attempt to permanently eliminate from the game an enemy leader with no bonus or a single bonus. The player designates the leader then rolls a d6 and must obtain, depending on the case, a 3 or more to eliminate a leader with no bonus, a 5 or 6 to eliminate a leader with a single bonus. This stratagem cannot be used against a double-bonus leader.

S21 Alcibiades (permanent): This stratagem can be used during phase B.2. It represents the political plot of the "affair of the Herms" that caused the recall of Alcibiades to Athens to be tried there. When this stratagem is played, the Alcibiades counter is immediately and permanently removed from the game.

Miscellaneous events

S22 Supply: This stratagem can be played at the end of phase D.4 to move one's "Supply" / "Famine" marker one space toward 3. Note: if it has just been moved toward 0, this amounts to cancelling that movement.

S23 Epidemic: This stratagem can be played during phase B.3. When a player uses it, he may weaken two land units and flip an opposing leader counter to its back side (sick). The leader counter is immediately moved to a fortified zone from which it can no longer move until it is flipped back to its front side (recovery) during phase B.2 of the following turn.

S24 Desertion: This stratagem can be played during phase D.5 to permanently remove from the game one allied unit of the opposing side (see 1.).

S25 Good omens: This stratagem can be played at any moment. When played, it allows, at choice:

  • taking the Advantage from one's opponent (flip the "Advantage" marker);
  • or being used as stratagem S15 or stratagem S18 and under the same conditions;
  • or drawing a new Stratagem from the bowl.

8. Advantage

The player who has the advantage may at any time (unless otherwise specified) choose and benefit from one and only one of the following opportunities:

  • add 2 AP to his total in phase B.1, without reversing the initiative;
  • reverse the initiative determined in B.1;
  • cancel the result of a die roll during a combat, an assault, a siege, a test for the destruction of a wall or the chains, an attrition test, a test linked to the use of a stratagem. The die or dice are then rolled again;
  • flip a weakened unit to its full-strength side;
  • bring back into play a leader eliminated via stratagem S20.

Once used, whatever the use, the advantage passes into the opponent's possession by flipping the marker.

9. Victory

9.1 Total victory

During the game: The Athenian player wins if Syracuse capitulates (see 6.3). The Syracusan player wins if the Athenian player has only 40 SP or fewer of naval units (T).

At the end of the game: The Syracusan player wins if the Athenian camp is destroyed or if the chains are built and the three walls A1, A2 and A3 are not. The Athenian player wins if walls A1, A2 and A3 are built, the Plemmyrion is built and controlled and the chains are not built.

9.2 Marginal victory

If no total victory can be established, the two players are separated in the following manner, by counting victory points (VP):

Both players score:

  • 5 VP for control of each of the following 3 forts: Labdalon, Syke and Plemmyrion (that is 15 VP maximum);
  • 2 VP per built "wall" marker;
  • 3 VP per enemy naval unit eliminated;
  • 2 VP per enemy land unit of type H eliminated;
  • 1 VP per enemy land unit of types other than H eliminated;
  • 1 VP per enemy leader killed during a combat.

The Syracusan player alone scores:

  • 5 VP if the Athenian player has not built the Plemmyrion before the end of turn 4.

If the difference between the two opponents is between 0 and 5 VP (inclusive), the result is a draw.

If the difference between the two opponents is greater than or equal to 5 VP, the player with the most VP wins a tactical victory. If the winner's VP total is greater than or equal to double the loser's VP total, it is then a strategic victory.

10. Scenarios

Note: order of battle elements, such as the origin or exact type of units, are noted in parentheses.

10.1 Historical scenario

The "Turn" marker is placed on 1 and the scenario lasts 9 turns, up to and including turn 9.

Both players place their "Supply" markers on 3 and their "Action" markers on 0.

The advantage is Athenian.

The Olympieion fort is placed on the map, on its Syracusan side.

Specific rule

At the start of the game, the Athenian player has a stratagem S13 and the Syracusan player has stratagem S21, and they draw only a single stratagem during phase A of turn 1.

Athenian deployment

Nicias, 2xH Athenian/3 SP/bonus, 1x H allies/5 SP (hoplites of the allied cities), 1xC allies/2 SP (horsemen of Segesta) and 1x A/2 SP Athenian (archers) in T25.

Lamachos, 1x H Athenian/3 SP (thetes), 1x H allies/2 SP (hoplites of Argos), 1x H allies/1 SP (hoplites of Mantinea), 1x H allies/6 SP (mercenaries) and 1x A/2 SP Athenian (slingers) in T24.

2x T Athenian/20 SP/bonus (tacheiai, fast combat triremes) in M10.

1x T Athenian/25 SP (stratiotides, transport and combat triremes) in M11.

1x T Athenian/25 SP (stratiotides) and 1x T Athenian/20 SP/bonus (tacheiai) in M9.

Alcibiades, 1x T Athenian/25 SP (stratiotides) at Catania.

Athenian reinforcements

Turn 3: 1x C allies/4 SP (allied Sicilian horsemen) in T1, T8, T10, T18, T19, T22 or the off-map zone of Catania.

Turn 8: Demosthenes, Eurymedon, 2x T Athenian/25 SP/bonus (tacheiai), 1x T Athenian/20 SP/bonus (tacheiai), 2x H Athenian/5 SP/bonus, 2x H allies/5 SP (allied hoplites, including 700 Thurians), 1x P Athenian/5 SP/bonus (akontistai), 1x P Athenian/4 SP (akontistai) and 2x A Athenian 2 SP (archers and slingers) in M1, M2, M3, M4, M5 or M8.

Optional reinforcements (stratagem S18): 1x C allies/2 SP (allied Sicilian horsemen) in T1, T8, T10, T18, T19 or T22.

Syracusan deployment

Hermocrates and 1x A Syracusan/3 SP in T16.

1x C Syracusan/6 SP in T11.

Sycanos, 1x H Syracusan/6 SP, 1x H Syracusan/5 SP and 1x P Syracusan/2 SP in T13.

Heraclides, 1x H Syracusan/6 SP/bonus, 1x H Syracusan/6 SP and 1x P Syracusan/2 SP in T15.

1x T Syracusan/25 SP/bonus in M7.

1x T Syracusan/25 SP/bonus in M6.

Syracusan reinforcements

Turn 4: Gylippus, 1x T allies/5 SP (Spartan triremes), 1x H allies/3 SP/bonus (neodamodeis, new Spartan citizens) and 1x P allies/2 SP (marines) in M1, M2, M3, M4, M5 or M8; 1x H allies/4 SP (hoplites of Selinus) and 1x C allies/2 SP (horsemen of Himera and Selinus) in T1, T8, T10, T18, T19 or T22; 2x T Syracusan/25 SP/bonus in M6 or M7.

Turn 5: 1x T allies/5 SP (Spartan triremes), 1x H allies/4 SP/bonus (neodamodeis) in M1, M2, M3, M4, M5 or M8.

Turn 7: Erasnides, 1x T allies/5 SP/bonus (Corinthian triremes), 1x H allies/1 SP/bonus (hoplites of Thebes) in M1, M2, M3, M4, M5 or M8.

Turn 8: 1x T allies/25 SP/bonus (Corinthian triremes), 1x H allies/3 SP (hoplites of Corinth) in M1, M2, M3, M4, M5 or M8.

Turn 9: 1x T allies/5 SP (triremes of Gela), 1x P allies/2 SP (light infantry of Gela) and 1xC allies/2 SP (horsemen of Gela) in M1, M2, M3, M4, M5 or M8; 1x H allies/2 SP (hoplites of Camarina) and 1x A allies/2 SP (archers of Camarina) in T1, T8, T10, T18, T19 or T22.

Optional reinforcements (stratagem S18): 1x T allies/20 SP/bonus (Corinthian triremes) in M1, M2, M3, M4, M5 or M8.

Variant of the historical scenario

Stratagem S21 is this time put in the bowl at the start of the game (no Specific rule, for the Syracusan only). This variant, by making the recall of Alcibiades random, brings greater uncertainty to the working out of both players' strategies.

10.2 Scenario "What if Alcibiades...?"

What would have happened if Alcibiades, instigator of the Sicilian expedition, had not been the victim of a political plot and recalled to Athens to be tried there?

The scenario takes up exactly the starting information and the deployment of the historical scenario 10.1. The only changes are the following:

  • the "Turn" marker is placed on 0 and the scenario lasts 10 turns, up to and including turn 9;
  • stratagem S21 is removed from the game.

Combat Resolution Table

Each result is written attacker's result / defender's result; the winner of the battle is shown in bold (as printed). Columns are the Force Ratio (attacker:defender); rows are the modified 1d6 result.

1d61/3 and -1/22/31/13/22/13/1 and +
-1 and -E - RA - R3/4 - R1/2 - R1/2 - R1/2 - R1/2 - R
0E - R3/4 - R1/2 - R1/2 - R

Die modifiers:

  • a) + number of the attacker's leaders with a bonus (single or double) - number of the defender's leaders with a bonus (single or double)
  • b) +1 if the attacker has at least one unit of type H with a bonus and the defender has no unit of type H with a bonus
  • c) -1 if the defender has at least one unit of type A or C
  • d) +1 if the attacker has three different types of units
  • e) -2 if the defender is composed solely of type H units with a bonus
  • f) +1 if the combat takes place in a reinforced zone and the fort is occupied by at least one friendly unit, -1 if the fort is occupied by an enemy unit
  • g) - the number of "swords" of the fort, during the assault on a fort (see 4.3)
  • h) + the number of the attacker's units of type T with a bonus - minus the number of the defender's units of type T with a bonus

Column modifiers:

  • a) shift two columns to the right if the attacker has at least one unit of type H and the defender has none
  • b) shift one column to the left if the attacker has no unit of type H and the defender has at least one
  • c) shift the result one column to the left if the attacker entered the battle zone by crossing a river
  • d) shift one column to the left if the attacker entered the combat zone via an amphibious operation
  • e) shift one column to the left if the combat takes place in a high terrain zone and the attacker arrived in this zone from an adjacent clear terrain zone
  • f) shift the result 2 columns to the left if the attacker entered the battle zone by crossing a wall
  • g) shift 3 columns to the left during the assault on a fort (see 4.3)

Modifiers linked to stratagems: see 7.

1/2 - R
1/2 - R
1/4 - 1/4
1A - R1/2 - R1/2 - R1/2 - R1/2 - R1/4 - 1/41/4 - 1/4
2A - R1/2 - R1/2 - R1/4 - R1/4 - 1/41/4 - 1/41/4 - 1/2
33/4 - R1/2 - R1/4 - R1/4 - 1/41/4 - 1/41/4 - 1/4R - 1/2
41/2 - R1/4 - 1/41/4 - 1/41/4 - 1/41/4 - 1/4R - 1/2R - 3/4
51/2 - 1/41/4 - 1/41/4 - 1/4R - 1/4R - 1/2R - 1/2R - A
61/4 - 1/41/4 - 1/4R - 1/4R - 1/2R - 1/2R - 3/4R - A
71/4 - 1/4R - 1/4R / 1/2R - 1/2R - 1/2R - 3/4R / E
8 and +R - 1/2R - 1/2R / 1/2R - 1/2R - 3/4R - AR / E