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he Peloponnesian War is primarily a solitaire


grand strategy game. Its subject is the prolonged conflict between Athens and Sparta for hegemony over
Greece. The game system stresses the strategic problems that arise when a land power confronts a naval
power in a war of attrition, but where the interplay of
strategy, economics, coalition warfare, and leadership
determine the victor.
As the commander of one side or the other, you
attempt to bring a quick and decisive end to the war .
The game system plays the part of your opposition.
Unless you can end the war promptly, you will be
forced to exchange commands and continue the war
from the other side. Your performance will be evaluated according to your success in commanding either
side, but the longer the conflict endures, the more you
will be penalized at the game's conclusion. Thus, you
become your own worst enemy in this tumultuous
Greek drama.
As a bonus, there are two player and multi-player
versions of Peloponnesian War included in this package for competitive purposes.
1.1 GAME COMPONENTS
One 22" x 34" Map
200 Half Inch counters
One Rules Booklet
One Historical Commentary Booklet
One Charts and Tables Booklet
One Athenian Strategy Matrix
One Spartan Strategy Matrix
One Player Aid Summary
One Counter Tray
One Victory Point Pad
Two six sided dice (two colors)
1.1.1 Map
There are three types of spaces (Land, Coastal, and
Island) on the mapsheet and there are three types of
Lines of Communication (Land, Naval, and
Combined) running between the spaces. The types of
Lines of Communication (LOCs) determine the types
of units that can move between given spaces; the
types of spaces are used in numerous places throughout the rules, usually to determine what type of units
are placed or retained in a given space.

The Peloponnesian War

In addition to the basic type of space, some spaces are


designated as Fortress spaces. These spaces are
important in identifying and resolving siege situations.
All spaces are color-coded to denote that they begin
as part of the Delian League (Athens), Peloponnesian
League (Sparta), or are Neutral.
1.1.2 Playing Pieces
There are four types of playing piecess in the game:
Leaders, Markers and two categories of combat units.
Those categories are Land units (Hoplites and
Cavalry) and Naval units. Each unit has a Strength
Point printed on it. A Hoplite Strength Point (SP) represents 2,000 men (except Spartan Hoplite SP represent 1,000 men each). A Cavalry SP represents 2,000
mounted men. A Naval SP represents 25 triremes,
plus marines and rowers armed as light troops. These
units are available in 4 "nationalities'': Athenian,
Athenian Ally, Spartan, and Spartan Ally.
Each Leader piece represents a historical personage
who participated in the conflict. A Leader is printed
with his name, a Tactical Rating, and a Strategic
Rating. The various markers used throughout the
game are explained in the appropriate rules sections.
The counter mix intentionally limits what can be built
and used in play. You are always free to exchange
units of identical type, like change, as long as the total
number of SPs for a particular type in the counter mix
is not exceeded. Note that, if you need to "make
change" which would not exceed the allowable number of SPs for a given type and "nationality" of unit
and, for whatever reason, the countermix prohibits
the exchange, you should keep track of the discrepancy on a piece of paper until the change can be made.

SUMMARY OF COUNTERS
Sample Counters
Unit Symbols
No. of
Strength
Points

Name
Tactical Rating
Strategic Rating

BACK

FRONT
Active Neutral

The Peloponnesian War


FRONT

BACK
Hoplite

Cavalry

Naval

Spartan Leader

Spartan Home
Guard

Siege

Athenian Ally

Strategy Marker

Strategy Confidence
Index

Bellicosity

Treasury, 100's
Treasury, 100's + 50
Hostages Held

Ravaged
Rebellion

1.13 Dice
The game comes with two 6-sided dice of different
colors. It is convenient to denote a different color die
to represent each side during the course of play. This
allows the player to resolve combat with one dice roll
and tends to speed play.
A Note on Randomness: Throughout the game, you
will be called upon to make "random" determinations, particularly for the non-player side. In all cases,
you should make a choice that is beneficial to the
non-player side. If no choice is obviously better than
another, assign an equal die roll range to all possible
choices and roll a die for random determination.
1.1.4 Games Questions
If you have any questions about the rules of The
Peloponnesian War, please feel free to send in your
questions, written so that they can be answered with
a simple one-word response when possible. Be sure
to enclose a stamped, self-addressed envelope. Mail
your questions to:
Peloponnesian War Questions
Victory Games, Inc.
4517 Harford Road
Baltimore, MD 21214
NOTE: We ask your cooperation in sending a selfaddressed, stamped envelope with our game
questions; queries without a return envelope will
not be answered. Also, we ask that you not call in
your game questions.

1.2 GENERAL COURSE OF PLAY


This is a solitaire game in which you will play both
sides, perhaps several times each. Your objective is to
shorten the war while performing well with the side
you control during any game turn. Historically, even
though the Spartans were victorious, they were so
economically exhausted and demographically depleted that they were defeated by Thebes in the Battle of
Leuctra (371 BC) only 33 years after the war's conclusion. By shortening the war, you increase the likelihood that the victory will be a lasting one.
You begin a scenario in command of one side (for
example, in the Peloponnesian War and Archidamian
War scenarios, you begin by playing Athens). Each
game turn represents three years of activity. Given
this time scale, map scale is irrelevant, as units can
easily traverse the map several times within a span of
three years.
Each game turn, you select leaders for the two sides
and determine the strategy which the non-player side
will employ during the next three-year period (one
game turn). During the Operations Cycle, you pay
(from each side's Treasury) to conduct operations
(alternating sides, one operation at a time) by moving

The Peloponnesian War

Armies to objective spaces, fighting skirmishes and


battles along the way. Battles can also occur in the
course of the Combat Phase, during which all sieges
are resolved. The success or failure of Operations
influences the amount of revenue received, and effect
each side's will to continue prosecuting the war (measured as Bellicosity). Revenue, measured in talents, is
used to activate units for operations and to build new
units. Once the victory conditions for either side are
met, the game is concluded and your performance is
measured (See Comprehensive Example of Play for a
detailed look at the General Course of Play).
1.3 DEFINITIONS
There are several critical terms that you should
become familiar with before reading the remainder of
the rules.
Activation: When a friendly leader enters a land or
naval strength points (SP's) space and pays the
appropriate operations cost (Land SP- 200 talents,
Naval SP- 400 talents) the SP is activated and may
move with the leader on an operation.
Army: An Army is a Force (of Land and/or Naval
units) that is stacked with a friendly Leader.
Assembly Space: Any friendly space (including the
home space) which contains friendly SP's that are
activated by a leader when building an army is temporarily known as an assembly space.
Bellicosity: A measure of how determined either
Athens or Sparta is in its efforts to continue the war.
When either side's Bellicosity reaches zero, it surrenders. Neither side's bellicosity can rise above 12 at the
conclusion of a game turn for any reason. Athenian or
Spartan Bellicosity is recorded by shifting the marker
on the Bellicosity track of the appropriate Strategy
Matrix.
Control: A side controls a given space if (a) the space
is color coded for that side and there are no enemy
units in it, or (b) the space is not color coded for that
side and it is occupied by a friendly unit. Control is
determined during the Administrative Phase.
EXCEPTION:

See 5.3.1, the Long Walls of Athens.

Enemy Unit: Athenian and Athenian Ally units are


enemy to Sparta; Spartan and Spartan Ally units are
enemy to Athens.
Force: A Force is any unit or group of friendly units
(Land a n d / o r Naval) occupying a single space,
whether or not they are stacked with a friendly
Leader. Note that the term Force is often used to
include "Army" (see above), unless specified otherwise.
Friendly Unit: Athenian and Athenian Ally units are
friendly to one another and to Athens; Spartan and
Spartan Ally units are friendly to one another and to
Sparta.

Going Home Box: All surviving SP's from the losing


side in a battle are placed in the Going Home Box
located on the map. During the Going Home Segment
of the Operations and Combat Phases these units are
replaced on the map using the Post Combat
Movement Table.
Neutral: Spaces not on either side are called Neutrals.
Neutral spaces can be captured by either side to
improve their strategic position. Certain neutrals
(Argos, Macedon and Syracuse) can become active
and join a particular side. When these specified neutrals become active they have certain forces placed in
them as specified in the rules. Macedon (Pela and
Macedon spaces) once active, always allied with one
of the sides in the war and can change sides during
play due to a random event.
Non-player Side: The side (either Athens or Sparta)
under the control of the game system as represented
by the appropriate Strategy Matrix. Obviously the
player conducts the non-player side's activities as dictated by the game system, but he makes no active
decisions.
Operation: An operation consists of paying for and
moving an Army during the Operation Phase.
Player Side: The side (either Athens or Sparta) directly controlled by the player this game turn.
Post Combat Movement Table: At the conclusion of
a battle all surviving SP's from the losing force are
placed in the Going Home Box. During the Going
Home Segment of the Operations and Combat Phases
the units in the Going Home Box are replaced on the
map according to the priorities given on the Post
Combat Movement Table. Based on the SP's type and
nationality, these priorities designate the friendlycontrolled spaces into which they are placed.
Ravage: As an army moves toward its objective space
it ravages all enemy (not neutral) spaces it enters
unless either the space in question is occupied by an
enemy force, or a successful Interception is conducted
(see 4.7). All ravaged spaces have Ravaged markers
placed in them (See 4.8).
Rebellion: At the beginning of play, all spaces fall
into one of three categories; Delian League,
Peloponnesian League, or Neutral. All Delian League
spaces that rebel (see 4.4) become^ friendly to
Peloponnesian League forces. All Peloponnesian
League spaces that rebel become friendly to Delian
League forces. A Neutral space that rebels become
friendly to the side whose force first enters it.
Strategy Confidence Index (SCI): The SCI measures
how successful a side's conduct of the war has been
during the current game turn. A side's SCI can never
exceed 6 or be reduced to less than negative 6. The
SCI value at the end of game turn effects numerous
game functions.

The Peloponnesian War


Strategy Matrixes: The strategy matrixes are used to
determine the non-player side's strategy, operation
objectives, and the size of the armies to be used in
capturing those objectives. Furthermore, each side's
strategy matrix is used to record the size of its treasury, its Bellicosity and its Strategy Confidence Index.
During the Strategic Planning Phase the strategy portion of the matrix is used to determine the non-player
side's current strategy. This portion of the matrix has
a series of boxes, labelled on the Spartan matrix:
Attack Athens, Cause Rebellion, Cut LOC, Attack
Athenian Ally; and on the Athenian matrix: Attack
Spartan Ally, Cause Rebellion, Cut LOC, Attack
Sparta (See 3.1 for details).
During the Operations Phase the non-player side generates objective spaces based upon its current strategy. Before each operation the non-player side examines the top of its strategy matrix to determine if
conditions dictate that a defensive strategy be
employed. If so, follow the instructions given under
the appropriate condition.
If a defensive strategy is not used, a die is rolled and
the result applied to the list of areas in the blue-shaded box located directly below the current strategy
box. This indicates the general area in which the operation's objective space will be located. The objective
space itself is determined by conducting a second die
roll in the red-shaded box corresponding to the area
indicated by the first die roll.
EXCEPTION: The Attack Athens and Attack Sparta
strategies yield objective spaces, not areas, and
therefore no roll in an area box is necessary.

The objective space's type (C=coastal, I=Island,


L=Land) determines the size and composition of the
Army which will be moved to the objective space. Be
sure to read the specific notes listed for each side and
familiarize yourself with them.
Zone of Influence: All Forces project a Zone of
Influence (ZOI) into one one or more spaces, the precise extent of which depends upon the force's composition:
Hoplite (only): The space occupied by the Force.
Cavalry (only): The space occupied by the Force
and each space within 1 Land or Combined LOC.
Naval (only): The space occupied by the Force and
each space within 2 contiguous Naval or
Combined LOCs.
Hoplite + Cavalry: Same as Cavalry.
Hoplite + Naval: Same as Naval.
Cavalry + Naval: The space occupied by the Force
and each space within 2 contiguous Naval or
Combined LOCs, plus each space within 1 Land
LOC.
All: Same as Cavalry + Naval.

EXAMPLE:
If force contains any
Naval and any Calvary
SPs, ZOI consists of Spaces
A,B,C,D, E, and F.
If Force contains any
Naval SPs, but no Calvary
SPs, ZOI consists
of Space A, B, C, D, and E.

If Force contains
any Cavalry SPs, but
no Naval SPs,ZOI
consists of Spaces
B,C, D, and F.
If Force contains only
Hoplite SPs, ZOI consists of Space C only.

1.4 GAME TURN SEQUENCE


Each game turn is played strictly according to the following sequence. Each Phase, and each Segment
within each Phase, is discrete. Once you have moved
on to another Phase or Segment, no actions appropriate to the preceding Phase or Segment can be undertaken. The rules for each Phase are covered in the
rules section indicated. Note that some Segments
comprise a number of steps (for instance, Continuing
Operations) which are undertaken, in order, several
times per game turn, as detailed in the appropriate
rules sections.
Political Phase 2.0
(not conducted on the first game turn)
Side Determination Segment
Random Event Segment
Delian League Rebellion Segment
Leader Selection Segment
Strategic Planning Phase 3.0
(not conducted on the first game turn)
Non-Player Side Strategy Determination Segment
Strategy Confidence Index Segment
Operations Phase 4.0
Player Side First Operation Segment
Non-Player Side First Operation Segment
Subsequent Operations Segment
Going Home Segment

The Peloponnesian War


Combat Phase 5.0
Siege Determination Segment
Battle Resolution Segment
Siege Resolution Segment
Going Home Segment
Rebellion Phase 6.0
Continued Rebellion Determination Segment
Rebellion Expansion Segment
Helot Rebellion Determination Segment

Administrative Phase 7.0


Revenue Collection Segment
Strength Point Construction Segment
Armistice and Surrender Phase 8.0
Bellicosity Adjustment Segment
Surrender Determination Segment
Armistice Determination Segment
Ravaged Marker Removal Segment
Game Turn Marker Segment

rebellionOCCURS. In this case, consult the Random


Events Table exactly as if you had rolled an 8 on the
table (i.e. roll a die and place a Rebellion marker in
the indicated space and roll individually to determine
whether or not adjacent spaces also rebel (which they
do on a roll of 6)). (See Comprehensive Example of
Play - Paragraph #40).
NOTE: Rebellion can never occur in or spread to a
space occupied by a force friendly to the side
against which the rebellion is directed. If the Delian
League space indicated as the initial site of the
rebellion is thus occupied, generate a space that is
not.
A space in rebellion becomes friendly to the enemy
side. Enemy Forces can enter the space and control it
without having to conduct a siege against a fortress in
the space.
NOTE: It is possible that this random event (oligarchic rebellions in the Delian League) can occur
once during the Random Event Segment and
again during this Segment.

Side Determination Segment


Random Event Segment
Delian League Rebellion Segment
Leader Selection Segment
NOTE: The Political Phase is omitted on the first
game turn of all scenarios.

2.1 SIDE DETERMINATION SEGMENT


You must attempt to change sides in any Side
Determination Segment in which the current playerside Strategy Confidence Index (SCI) is zero or a positive number. Roll the die, add the SCI value and, if
the result is equal to or greater than 6, switch sides. If
any other modified result is rolled, or if the SCI is a
negative number, continue to play the same side as
on the previous game turn. (See Comprehensive
Example of Play - Paragraph #38).
2.2 RANDOM EVENT SEGMENT
Consult the Random Events Table and roll the dice to
determine the random event for the current game
turn. If the specified random event cannot occur, continue to roll the dice until an event is indicated that
can occur. If the random event specifies a reduction in
a side's Bellicosity, flip that side's Bellicosity marker
to its -2 side. This reduction will occur during the
Armistice and Surrender Phase. Immediately add any
revenue generated by a random event to the indicated side's Treasury. If the random event dictates that
SP's are to be placed upon the map, this is done
immediately. (See Comprehensive Example of Play Paragraph #39).
2.3 DELIAN LEAGUE REBELLION SEGMENT
If the Athenian SCI is a positive number, no rebellions occur. However, if the Athenian SCI is zero
or a negative number, a Delian League

2.4 LEADER SELECTION SEGMENT


Randomly select a Leader for each side from the
Leaders available to each respective side. Place the
Spartan Leader in Sparta, and the Athenian Leader in
Athens. Both of the selected leaders will automatically lead their respective side's first operation army
during the ensuing Operations Phase. If the leader is
Nicias, flip the game turn marker to its Nicias +1 side.
This may become important if an armistice is
declared this game turn. (See Comprehensive
Example of Play - Paragraph #40).
NOTE: The non-player side's leader's Strategy
Rating is used when rolling to determine the nonplayer side's strategy during the Strategic Planning
Phase.

The Peloponnesian War

Non-Player Side Strategy Determination Segment


Strategy Confidence Index Segment
NOTE: This Phase is omitted on the first game turn
of all scenarios.
3.1

NON-PLAYER SIDE STRATEGY


DETERMINATION SEGMENT
At the beginning of the Strategy Planning Phase,
determine the type of strategy to be pursued by the
non-player side. Each scenario specifies the first game
turn's strategy for the non-player side. If the nonplayer side's SCI value is positive and you did not
switch sides in the Political Phase of this game turn,
follow the same non-player strategy as last turn.
If you have switched sides this turn, or if the nonplayer side's SCI is zero or a negative number, choose
a new non-player strategy by rolling a die, adding the
non-player Leader's Strategy Rating to the result, and
consulting the appropriate Strategy Matrix. The
Strategy marker is placed in the strategy box that contains the modified die roll result.
NOTE: A side cannot use the Attack Sparta or
Attack Athens strategy if the other side has captured hostages at any point since the beginning of
the game and no armistice has yet occurred. If the

Player Side First Operation Segment


Non-Player Side First Operation Segment
Continuing Operations Segment
Going Home Segment
The Operations Phase is conducted as a series of
operations, beginning with a player-side operation,
followed by a non-player side operation, and then
alternating back and forth - one operation at a time until both sides have passed. Once a side has passed,
whether due to a lack of resources (leaders, forces,
talents), auguries (see 4.3) or voluntarily, it conducts
no further operations for the rest of the game turn.

generated non-player strategy would violate this


rule, re-roll the die to select another non-player
strategy.
Whenever Alcibiades is on the Spartan or
Persian Side (due to a Random Events Table roll),
add 1 to the Spartan leader's Strategy Rating.
NOTE:

3.1.2 Non-Player Side Defensive Strategy


At the beginning of each non-player operation, if any
of the Conditions For Defensive Strategy listed at the
top of the Strategy Matrix apply, the non-player side
must conduct an operation according to the directions
listed in the body of the condition. Once all of the
defensive strategy requirements are met and another
operation is to be conducted, the non-player operations revert to the predetermined strategy. Of course,
changing circumstances may dictate that the nonplayer side revert to a defensive strategy later in the
course of the Operations Phase.
3.2

STRATEGY CONFIDENCE
INDEX SEGMENT

Once the non-player side's strategy has been determined, reset each side's SCI to zero. (See
Comprehensive Example of Play - Paragraph #41).

4.1

PLAYER SIDE FIRST OPERATION


SEGMENT
The player side's first operation comprises four basic
steps:
Step 1: Designate an objective space. (Place the objective marker as a reminder.)
Step 2: The leader (who always starts from the player
side's Home space) builds an army by moving to
spaces occupied by friendly forces (known as
Assembly spaces) where he can "pick up" SP's by
paying talents from the Treasury to activate them.
Once a strength point is activated it is moved with the
leader to the next assembly space until the army is
built.

The Peloponnesian War

7
Step 3: Once the army is built it is moved by the
shortest legal route to the objective space. Each
enemy, not neutral, space that is entered is ravaged
(See 4.8) unless prevented by the presence of an
enemy force or by a successful Interception (4.6).
Step 4: When the army has entered the objective
space its movement is completed.
4.1.1 Building an Army and Moving
Friendly SP's can move only when activated and
stacked with a friendly leader. A leader and his
accompanying force, collectively called an army, can
move an unlimited number of spaces. A Leader moving without an army cannot enter an enemy-occupied
or color-coded space unless that space also contains a
friendly Force. A leader moving alone may enter
unoccupied Neutral spaces.
As a player side Leader passes through an Assembly
space (including the Home space, if a friendly Force
occupies it), he can "pick up" any number of SP's by
paying their activation cost. For the player side the
size of the army to be used on an operation is determined by the player.
Movement Restrictions:
Only Land units can move along Land LOCs
Only Naval units can move along Naval LOCs
All units can move along Combined LOCs.
Leaders can move along any type of LOC
Each Naval SP can carry one Land SP along Naval
LOCs (See Naval Transport, 4.14).
The Spartan Home Guard (3 Hoplite SP's) can
never be moved out of the Sparta space.
An army may move into and through spaces containing an enemy force and/or fortress! However,
when an army enters the Zone of Influence (ZOI)
of an enemy force, it is subject to Interception (4.6),
as a result of which it may have to fight and win a
battle in order to continue moving.
Player and non-player armies always follow the
shortest legal route (depending on their composition) when moving to an assembly or objective
space. You cannot move an army around a enemy
force that is in its path. If more than one legal path
is available, choose randomly among them.
EXCEPTION: Neither side can use the Syracuse or
Argos spaces to determine the shortest legal route
if those spaces are neutral.

4.1.2 Corinthian Isthmus


Naval units can move across the Isthmus of Corinth
(from the Corinth space to the Cenchrae space, and
vice versa) if the moving side controls both spaces.
Naval ZOI's never extend along this LOC, although
the LOC is used to determine the shortest legal route
for movement purposes.

Any Force containing Land units that occupies


Corinth automatically intercepts an Army entering
Cenchrae (and vice versa); proceed directly to skirmish resolution (See 4.7).
4.13 Cape Taenarum to Syracuse
A player-side Army (only) can move directly from
Cape Taenarum to Syracuse and vice versa as if it
were travelling along a Naval LOC. However, before
the army enters the space, roll a die. If a 5 or 6 is
rolled, a violent storm occurs and the entire Army
(except the Leader) is eliminated. The leader's
counter is set aside until the next game turn, when he
is again available for use. All other rolls have no
effect.
4.1.4 Naval Transport
As long as an Army has at least one naval SP for each
land SP present the Army may move along Naval
LOCs. If an Army has fewer Naval SP's than Land
SP's, it cannot travel along Naval LOCs and calculates the shortest legal route between two spaces
using Combined LOCs.
If a moving army fights a skirmish in an island space,
it may be left with fewer Naval SP's than Land SP's.
Since all of the Land SP's can no longer be transported, the excess must be left on the island space while
the remainder of the Army continues moving. In all
other circumstances of this nature the Army would
continue moving, but only along Combined LOCs.
Likewise, Naval SP losses suffered in a skirmish may
make it impossible for a moving army to transport all
of its Land SP's over a Naval LOC that cannot be
avoided at some future point along the route to its
objective (i.e., no route consisting of Combined LOCs
is available). In this case (only) the excess land SP's
are left in the last space along the route that they can
enter, while the rest of the Army continues on to the
objective space.
4.1.5 Activation Costs
Activation costs are paid at the instant that a leader
activates SP's when building an army. The non-player
side's Activation costs are calculated at the beginning
of an operation (before the leader begins moving) to
determine if it is feasible to assemble an Army of the
required size, but the actual expenditure occurs only
at the moment of activation. If an army loses a battle
during the Operations Phase prior to completing its
operation then all costs expended are forfeit.
Each land SP costs 200 talents to activate and each
naval SP, 400.
Spartan Hoplite and Cavalry
SP's (not Spartan Allied), cost nothing to activate.
In effect, they are activated for an operation free of
charge.
SPECIAL EXCEPTION:

The Peloponnesian War


Design Note: This rule reflects the unique social structure of the Spartan state, wherein a relatively small elite of
citizens lived a life devoted to discipline and the achievement of prowess in military pursuits. They were fed and
maintained economically by the Helots, or peasantry, who,
like medieval serfs, enjoyed none of the rights of citizenship. This arrangement allowed the Spartans to assemble
their army without undergoing the expense or economic
disruption that inevitably occurred when the other Greek
city-states mobilized their forces.
4.2 NON-PLAYER SIDE FIRST OPERATION
To conduct the first operation for the non-player side,
refer to the appropriate Strategy Matrix. The nonplayer leader drawn during the Leader Selection
Segment always conducts the first operation. A nonplayer operation is conducted in 6 steps;
Step 1: Determine whether or not the non-player side
must employ a Defensive Strategy. At the top of the
Strategy matrix is listed a set of Conditions for a
Defensive Strategy. If any of these conditions apply,
assign the objective space as listed in the text of the
condition and proceed to Step 3. More than one condition or objective may apply. In this case, conduct an
operation for the highest priority condition that
applies (highest priority at the top of the list, lowest
priority at the bottom).
Example: At the beginning of the first
non-player operation, an Athenian force
occupies the Argos space (within 2 spaces
of Sparta), and another Athenian force
occupies Thebes. Both conditions dictate a
Spartan Defensive Strategy, but the
Athenian force at Argos takes priority,
and an army of 10 Hoplites and 1 Cavalry
must conduct an operation against it.

If the Conditions for a Defensive Strategy are not in


effect then proceed to Step 2.
Step 2: Determine the operation's objective space
based on the non-player side's current strategy. On
the Strategy Matrix there is a blue-shaded box located
directly below the current strategy. Within this box is
a list of areas associated with a 1 to 6 die roll. Roll a
die in the box corresponding to the current strategy.
Then, determine the operation's objective space by
conducting a second die roll in the red-shaded box
corresponding to the area indicated by the first roll. If
the objective space thus generated is controlled by the
non-player side, roll again until you produce an
objective space that is not controlled by the non-player side.
EXCEPTION: On the Strategy Matrixes the Attack
Athens and Attack Sparta strategies yield objective
spaces, not areas, and therefore no roll on in an
area box is necessary.
EXCEPTION: If the non-player side's strategy is
"Cause Rebellion" (see 4.4), the objective space

8
can be neither occupied by an enemy force, nor
can it be an enemy home or coalition space. If the
designated objective space violates any of these
criteria, re-roll until you generate an objective
space that does not.

Step 3: The non-player leader attempts to assemble


an army. If a Defensive strategy is in effect the appropriate Defensive strategy condition dictates the size of
the force to be assembled. If a Defensive strategy is
not in effect, the size and composition of the army to
be assembled varies depending upon the objective
space type.
Determine if the operation's designated objective
space is a coastal, island, or land space. The size and
composition of the army necessary is indicated by the
letter (C=Coastal, I=Island, L=Land) which follows
each force listed in the box headed by the word
"Force" immediately below the current strategy
marker. Certain special conditions on army composition may also apply and are listed on the individual
strategy matrixes.
Example: The Spartans' current strategy is
"Attack Athenian Ally." A '2' is rolled
for area determination, indicating that
the operation will be directed against a
space in Ionia. The "Ionia" box is then
consulted, and a M' is rolled, indicating
that the objective space will be Erythrae.
Erythrae is a Coastal space, so the army
assembled for the operation will consist
of 3 Hoplite and 3 Naval SP's.

Step 4: Move the non-player side's Leader (starting in


its Home space) and assemble an army of the
required size by entering Assembly spaces and "picking up" SP's by paying their activation cost(s) out of
the Treasury. When assembling a non-player army,
you must adhere to the guidelines listed under 4.2.1;
non-Player Army Building Priorities. Movement of a
non-player side army is conducted identically to the
movement of a player side army.
Step 5: Once the army has been assembled it is
moved by the shortest legal route to its objective
space. If two or more legal routes of equal length are
available, choose randomly among them. Each enemy
(not neutral) space that is entered is ravaged (see 4.8)
unless prevented by the presence of an enemy force
or by a successful Interception (4.6).
Step 6: When the army has entered the objective
space its movement is completed.
4.2.1 Non-Player Army Building Priorities
When a non-player army is being assembled for an
operation, certain restrictions apply to the choice of
assembly spaces, and to the number of SP's that may
be "picked up" in them. Generally, an army must be
assembled using those forces closest to the non-players side's home space before using more distant
forces. Furthermore, when assembling an army, one

The Peloponnesian War

9
does not denude an assembly space of all its SP's
unless absolutely necessary. Finally, if one must
denude one or more assembly spaces in order to
assemble an army of the required size, one denudes
friendly color-coded spaces before denuding enemy
color-coded spaces that were captured during previous turns. Follow the priority scheme given below,
but use common sense to resolve unusual situations
in a manner consistent with the intentions stated
above.
Take the maximum amount of SP's required from
the home space before proceeding to any other
assembly space(s).
Take forces from assembly spaces that are closest
to the home space before moving to a more distant
assembly space.
never take the last SP of a particular type (Hoplite,
Cavalry and Naval) from a space unless it is absolutely necessary to assemble the army required for
the operation.
Do not take the last SP from an enemy color coded
space which was captured during a previous turn
unless it is absolutely necessary to assemble the
army required for the operation.
The removal of the last friendly SP in an
enemy color-coded space will cause control of the
space to revert back to its original owner.
NOTE:

4.2.2 Movement Restrictions


A non-player army will not enter the Argos or
Syracuse spaces if doing so would bring that neutral
into the war. Thus, these spaces are avoided when
computing the shortest legal route. (See
Comprehensive Example of Play - Paragraphs #2, 3,
4,5,6, 7 and 8).
4.3

SUBSEQUENT OPERATIONS SEGMENT

After each side has conducted its first operation, subsequent operations may follow, with each side alternately conducting one operation at a time until both
sides have passed. Each operation subsequent to the
first is conducted precisely as outlined in 4.1 or 4.2 (as
appropriate to the side), but with two additional
steps:
The very first thing one does when conducting an
operation (subsequent to the first) is to consult the
gods and determine if the auguries favor the enterprise. Conduct an "Auguries" die roll. If the player
side is attempting to conduct an operation, a roll of
6 indicates that the operation does not take place,
and the player is considered to have passed. If the
non-player side is attempting to conduct a subsequent operation, it does not take place, and the
non-player side is considered to have passed if the
die roll is 5 or 6.

If the Auguries die roll permits a subsequent operation, randomly select a new Leader and place
him in the side's Home space.
which are part of armies that
have already moved are not available when
assembling new armies for subsequent operations.

CRITICAL NOTE: SP'S

Passing
The player side may always voluntarily choose to
pass. However, a side (whether player or non-player)
must pass (even on the first operation) if any of the
following conditions apply:
No leaders are available for an operation.
Paying for the operation would violate the
Athenian Emergency Fund rule (See 7.15).
The auguries die roll is adverse.
Insufficient funds are available.
Insufficient forces are available.
Once a side has passed it can conduct no further
operations during the Subsequent Operations
Segment. (See Comprehensive Example of Play Paragraphs #9,10,11,12 and 13).
4.4

CAUSE REBELLION STRATEGY

A Cause Rebellion operation is treated like any other


operation except that after the objective space has
been designated and prior to the army being assembled, one determines if the objective space rebels. The
objective space of a Cause Rebellion operation can be
neither occupied by an enemy force, nor can it be an
enemy home or coalition space. Neutral spaces may
be the target of a rebellion attempt.
Coalition spaces can go into rebellion as the
result of a Random Event or Rebellion Expansion
(see 6.2), although never when occupied by a
friendly force.
NOTE:

EXCEPTION: Argos, Syracuse and Pela cannot be


the objective space of a Cause Rebellion operation
while they are neutral.

4.4.1 Non-player Cause Rebellion Strategy

Each time an operation is conducted under this strategy, pay 100 talents out of the Treasury and conduct a
rebellion die roll for the objective space. On rolls of 4
thru 6, the rebellion succeeds, and an Army is assembled and moved to the objective space just as in a normal operation.
NOTE: Remember that a space that has rebelled is
friendly to the Army which has it as an objective.

On rolls of 1 thru 3, however, the rebellion fails, no


Army is assembled and no activation costs are
incurred, although the 100 talents deducted from the
Treasury for the rebellion attempt are permanently
lost. The player side then conducts an operation.
Failure to send an Army due to an unsuccessful cause
rebellion attempt does not count as a pass.

The Peloponnesian War


4.4.2 Player Side Cause Rebellion Strategy
As the player side, you can use this strategy by
attempting to cause rebellion in a single non-playercontrolled space. To conduct a "cause rebellion" operation, pay 100 talents out of your Treasury to pay for
the attempt and roll a die. On a die roll of 6, the
rebellion succeeds, and you assemble an Army and
move it to the objective space just as in a normal operation.
On rolls of 1 thru 5, however, the rebellion fails, no
Army is assembled and no activation costs are
incurred, although the 100 talents deducted from the
Treasury for the rebellion attempt are permanently
lost. The non-player side conducts an operation.
Failure to assemble an Army due to an unsuccessful
cause rebellion attempt does not count as a pass.
4.5 NEUTRALS
Sometimes, certain neutral spaces (Syracuse and
Argos) begin a scenario actively supporting one or
the other side. Alternatively, such a space can begin
the game as a neutral and later become active as the
result of a random event. Macedon (Pela and
Macedon spaces) is a neutral which once is active is
always on one side in the war.
When active, a neutral has Allied SPs placed in its
spaces as denoted by each scenario. Once activated,
these spaces become Coalition spaces for the side that
they joined. If Syracuse, Argos, or Pela is occupied by
an enemy force it is out of play until no longer occupied. Persia (Sardis space) can only be activated by a
Random Event.
All other neutral spaces have no forces associated
with them. If an Army enters a neutral objective space
that is not in rebellion, the space must be captured, by
siege if a fortress is present. If an army enters a neutral space which is not its objective, the army continues its movement and does not Ravage (4.8) the
space, although Interception (4.6), Skirmishes (4.7),
and Battles (5.0) can occur.
Neutral Spaces and Rebellion
If a neutral space is in rebellion, it is considered
friendly to whichever side's Army first enters it, and
the space is automatically captured.
4.6

INTERCEPTION

4.6.1 Overview of Interception:


The mere presence of an enemy force presents no
obstacle to the movement of an army. That is to say,
an Army can move directly through a space occupied
by an enemy force of any size! The enemy force
impedes the army's movement only if the enemy
force conducts a successful Interception attempt
against it.

10
An Interception attempt occurs whenever a moving
army enters a space in an enemy ZOI (even if that
space is its objective space). Interception is mandatory
for both sides. A Force is eligible to intercept whether
or not it has moved in the current game turn, and can
attempt to intercept an unlimited number of times
per turn. An intercepting Force does not move from
the space it occupies.
If an Interception attempt fails, the army continues
moving towards its objective space. If, however, an
Interception attempt succeeds, a Skirmish takes place.
The outcome of the Skirmish determines whether the
army may continue moving or is forced to immediately conduct a battle against the intercepting force. If
the army wins the battle, it continues moving. If it
loses the battle, all of its SP's are placed in the Going
Home box and the the operation is terminated.
(See Comprehensive Example of Play - Paragraphs #5
and 12).
4.6.2 Interception Procedure:
Whenever an Army enters an enemy ZOI, roll a die.
On rolls of 4 thru 6, the Interception succeeds and
a skirmish is immediately resolved.
On rolls of 1 thru 3, the Interception fails and the
Army continues moving, repeating the
Interception procedure as many times as necessary.
An army can be intercepted an unlimited number of
times during the course of its movement, but never
more than once per space. If more than one enemy
Force is eligible to intercept the Army, then randomly
determine which one conducts the Interception
attempt (the enemy Forces do not coordinate or add
their strengths together).
Intercepting Leaders Moving Alone
If a Leader is moving without an army, he can be
intercepted. If the Interception attempt succeeds, the
Leader is automatically removed from the map for
the remainder of the game turn (there's no skirmish),
the operation is terminated and all costs are forfeited
(this does not count as a pass).
4.7 SKIRMISHES
A successful Interception results in a skirmish. Roll a
die for each side. If a 1 is rolled, that side loses 1 SP. If
it is in a Coastal or Land space, a Force loses one SP
(picked in the following order from those available:
Hoplite, Cavalry, Naval); if in an Island space, the
order is reversed.
The Skirmish results in a Battle (which is immediately resolved) if either of the following conditions
apply;
A The combined total of the two skirmish die rolls is
11 or greater, or;

The Peloponnesian War

11
B The combined total of Land SP's (of all types on
both sides) in a Land or Coastal space is 8 or
greater, or the combined total of Naval SP's (of
both sides) in a Coastal or Island space is 8 or
greater, and (in either case) at least 50% of the combined total consists of SP's in the intercepting
force.
If a battle occurs, resolve it according to the rules
given in Section 5.2, Battle Resolution. If no battle
occurs, or if the moving Army wins the battle, it continues moving toward an assembly or objective space.
Further Interceptions (and Skirmishes and Battles) are
possible. If, however, the moving Army loses the battle, all of its SP's are placed in the Going Home box,
the the operation is terminated and all costs are forfeit. (See Comprehensive Example of Play Paragraphs #5 and 12).

During each Combat Phase, there are four Segments:

Siege Determination Segment


Battle Resolution Segment
Siege Resolution Segment
Going Home Segment

These Segments must be conducted in order, and


each Segment is absolutely discrete; once the Siege
Resolution Segment begins, for instance, no further
Battle Resolution steps can be undertaken.
5.1 SIEGE DETERMINATION SEGMENT
The purpose of this Segment is to identify every siege
situation on the map that will need to be resolved
during the Siege Resolution Segment. To identify
siege situations, examine each Fortress space (including neutral fortress spaces) that is occupied by an
enemy Army (player or non-player). If either of the
following two conditions applies, place a Siege marker in the space:
Condition 1: No enemy units occupy the space. In
this case, place the Siege marker beneath the Army.

4.8

RAVAGING

Each enemy-controlled space that an Army enters


when moving toward its objective space (not towards
an assembly space) is automatically ravaged (place a
Ravaged marker in the space) unless it is either occupied by an enemy force, or a successful Interception
attempt is made in the space. The presence of a
fortress does not prevent ravaging.
(See Comprehensive Example of Play - Paragraphs
#6,10,11,12 and 13).
4.9

GOING HOME SEGMENT

Remove all units in the Going Home box to their


Home and Coalition spaces, according to the PostCombat Movement Table.

5.2 BATTLE RESOLUTION SEGMENT


The purpose of this Segment is to resolve all battle situations on the map. Battles must be resolved in the
following order of categories:
1. Home spaces, without Siege markers, occupied by
forces on opposing sides.
2. Coalition spaces, without Siege markers, occupied
by forces on opposing sides.
3. All other (non-Home, non-Coalition) spaces, without Siege markers, occupied by forces on opposing
sides.
4. All friendly ZOI spaces that contain enemy unit(s)
that are not under a Siege marker.
NOTE: A battle doesn't occur merely because
opposing forces ZOI's overlap in a common space.
One force must actually be in the other's ZOI.

In all of the situations described above, battle is


mandatory. Resolve all battles in each category before
moving on to the next category, randomly determining the order of resolution within each category.

Condition 2: A Force (not Army) belonging to the


side that controls the fortress occupies the space and
is 4 or more Strength Points weaker than the Army. In
this case, place the Force beneath the Siege marker,
and the Army, on top of the siege marker.

(See Comprehensive Example of Play - Paragraphs


#21,22,23,24 and 25).

(See Comprehensive Example of Play - Paragraphs


#19 and 20).

To resolve a battle, first determine which type of battle is taking place:

A Force or Army may be obliged to fight


more than one battle in a Combat Phase; stick to
the category order in this case.
NOTE:

12

The Peloponnesian War


Land Battle: If either Force or Army consists solely of
Land SP's, the battle is a Land Battle.
Naval Battle: If either Force or Army consists solely
of Naval SP's, the battle is a Naval Battle.
Combined Battle: If both Forces or Armies contain
both Land and Naval SP's, the battle is a Combined
Battle.
No Battle: If one Force or Army is exclusively Land
units, and the other is exclusively Naval units, there
is no battle.
5.2.1 Conducting a Land Battle
Roll one die for each side, and modify the die rolls as
follows (all cumulative):
Add that side's Leader's Tactical Rating. If more
than one leader is present on a side, use the leader
with the poorest Tactical Rating.
If one side has more Cavalry SP's than the other,
add 1 to that side's die roll.
If one side has more Hoplite Strength Points than
the other, add 1 to that side's roll for each Strength
Point of difference.
If one side is at least 50% Spartan Hoplite SP's, add
2 to its roll.
If a battle is taking place in the Sparta space; (A)
randomly draw a Spartan leader (if one is available) and place him in Sparta, and (B) add 2 to the
Spartan battle resolution die roll.
The side that has the higher modified die roll wins. If
there is a tie, the side with the higher Leader Tactical
Rating wins (a leader Tactical Rating of "0" beats no
leader). If there is still a tie, the battle is a draw. Once
the outcome of the battle has been determined, apply
the following results:
If the battle is not a draw, the winner loses no
Strength Points and remains in the space. The loser
loses a number of Strength Points equal to the
modified dice roll difference, or the number of
Hoplite SP's on the winning side, whichever is
less. Reduce these losses by 1 SP for each Cavalry
SP the loser has in excess of the number of Cavalry
SP's on the winning side (although the losing side
must always lose at least 1 SP). All surviving SP's
on the losing side are immediately placed in the
Going Home box. Increase the winner's SCI by 1,
and reduce the loser's SCI by 1.
If the battle is a draw, both sides lose 1 Strength
Point (unless each side has only one SP, in which
case neither loses any; if only one side has only one
SP, it is eliminated) and all remaining SP's on both
sides are immediately placed in the Going Home
box.
(See Comprehensive Example of Play - Paragraph
#22).

5.2.2 Conducting a Naval Battle


Roll one die for each side, and modify the die rolls as
follows (all cumulative):
Add that side's Leader's Tactical Rating. If more
than one leader is present on a side, use the leader
with the poorest Tactical Rating.
If one side has more Naval SP's than the other, add
1 to that side's roll for each Strength Point of difference.
If one side is at least 50% Athenian Naval SP's, add
2 to its roll.
The higher modified die roll wins. If there is a tie, the
side with the higher Leader Tactical Rating wins (a
leader Tactical Rating of "0" beats no leader). If there
is still a tie, the battle is a draw. Once the outcome of
the battle has been determined, apply the following
results:
If the battle is not a draw, the winner loses no
Strength Points and remains in the space. The loser
loses a number of Strength Points equal to the dice
roll difference, or the number of Naval SP's in the
winning force, whichever is less. All remaining
SP's in the losing force are immediately placed in
the Going Home box. Increase the winner's SCI by
1, and reduce the loser's SCI by 1.
If the battle is a draw, both sides lose 1 Strength
Point (unless each side has only one SP, in which
case neither loses any; if only one side has only one
SP, it is eliminated) and all remaining SP's on both
sides are immediately placed in the Going Home
box.
(See Comprehensive Example of Play - Paragraphs
#24 and 25).
5.2.3 Conducting a Combined Battle
Conduct a Naval Battle normally.
If the winner of the Naval Battle has fewer Hoplite
SP's than the loser, place all surviving SP's of the
losing side in the Going Home box. In this case, the
winner of the Naval Battle is considered the winner of the Combined Battle. Increase the winner's
SCI by 1, and reduce the loser's SCI by 1.
If the winner of the Naval Battle has a number of
Hoplite Strength Points equal to or greater than the
loser of the Naval Battle, conduct a Land Battle
normally. In this case, the winner of the Land
Battle is considered the winner of the Combined
Battle. Increase the winner's SCI by 1, and reduce
the loser's SCI by 1.
If the Naval Battle is a draw, all surviving units are
placed in the Going Home box. Land SP's are
placed in the Going Home box regardless of
whether or not there are sufficient Naval SP's surviving to transport them.

The Peloponnesian War

13
5.2.4 Conducting a No Battle
When opposing forces occupy the same space, but no
battle occurs, remove all Naval SP's from such spaces
to the Going Home box.
EXCEPTION:

The Long Walls of Athens, 5.3.1.

When No Battle occurs and the opposing forces occupy different spaces, both forces remain where they
are located. If No Battle occurs as a result of an interception and a skirmish, the moving Army continues
its movement.
5.3 SIEGE RESOLUTION SEGMENT
First, remove the Siege marker from any space that no
longer has an enemy (besieging) Army on it. Then,
resolve a siege for each space that still contains a
Siege marker. Sieges are conducted in the following
order; Home spaces, Coalition spaces, and then all
other spaces. Within each category, randomly determine in what order sieges will be resolved. Sieges are
resolved as follows:
If the besieged Force has more Naval SP's than the
besieging Army, the siege automatically fails.
Remove all SP's in the besieging Army to the Going
Home box and replace the Siege marker with a
Ravaged marker (if one's not already present).
Reduce the besieging side's SCI by 1.
If the besieged Force does not have more Naval SP's
than the besieging Army, roll a die and add the
besieging Leader's Tactical Rating.
If the modified roll is 1 thru 3, the siege fails;
remove all Strength Points in the besieging Army
to the Going Home box, replace the Siege marker
with a Ravaged marker (if one's not already present) and reduce the besieging side's SCI by 1.
If the modified die roll is 4-6, the siege succeeds.
Eliminate the besieged Force and replace the Siege
marker with a Ravaged marker (if one's not
already present). Increase the besieging side's SCI
by 1, increase its Treasury by 300 talents (revenue
from the sale of the enslaved population), and
reduce the besieged side's SCI by 1.
EXCEPTION: If the fortress was Neutral (i.e., controlled by neither side) or in rebellion when it was
successfully besieged, naturally there is no reduct i o n in the opposing side's SCI (though the
besieger's SCI does increase).

(See Comprehensive Example of Play - Paragraphs


#26,27,28 and 29).
5.3.1 Long Walls of Athens
Whenever a Spartan army enters the Athens or
Piraeus space, the situation is automatically a siege
if there are not at least three more Athenian Land
SP's than there are Spartan Land SP's present in
the space. The catch is that if the Athens space can

trace a line of spaces not controlled by


Peloponnesian League forces to the Euxine (Black
Sea), the siege automatically fails. This line of
spaces can be traced through a space even if it is
besieged by a Spartan army.
Athenian Cavalry ZOI's do not extend out of the
Athens or Piraeus spaces during the combat phase,
and enemy ZOI's (of any and all unit types) do not
extend into Athens or Piraeus during any phase.
If a No Battle (See 5.2.4) occurs in the Piraeus space
- the land SP's are removed to the Going Home
Box instead of the naval SP's.
53.2 Syracuse
If the Syracuse space is being beseiged, 2 is subtracted
from the Besieging Army's Siege resolution die roll.
5.4 GOING HOME SEGMENT
For each Army still on the map, roll a die and add
the Leader's Strategy (not Tactical) Rating to the
die roll. If the die roll is 6 or greater, leave the
Army in place and remove the Leader. If the die
roll is less than 6, leave 1 SP in the space and
remove the remainder of the Army to the Going
Home Box.
NOTE: In a Land or Coastal space, leave a Hoplite
or, if no Hoplite SP is available, a Cavalry SP or, if
no Cavalry SP is available, a Naval SP. In an
Island space, leave a Naval SP or, if no Naval SP
is available, then a Hoplite or Cavalry SP. Within
each category of SP, leave a Spartan or Athenian
SP (if possible) rather than an Allied SP.

Remove all units in the Going Home box to their


Home and Coalition spaces in accordance with the
Post-Combat Movement priorities.
5.5 CONCLUDING THE COMBAT PHASE
At the conclusion of the Combat Phase, all of the following conditions should be met:
There are no Siege markers on the map.
No space is occupied by forces of the two opposing
sides.
The Going Home box is empty.
There are no Leaders on the map.
5.6 HOSTAGES
The winning side captures hostages (place a Hostages
marker on the Attack Athens or Attack Sparta
Strategy box of the appropriate Strategy Matrix) in
any Land Battle in which any of the SPs lost were
Athenian or Spartan Hoplites (not allies). There is no
cumulative effect if a side wins more than one battle
in which it is eligible to take hostages. All hostages
are released when an armistice is declared (remove
all Hostage markers).

14

The Peloponnesian War


If the player side holds hostages, then the nonplayer, cannot use the Attack Athens or Attack
Sparta strategy.
Example: If Athens wins a land battle and
one or more Spartan Hoplite strength
points are lost, then Sparta cannot use
the Attack Athens strategy on any game
turn until after an armistice occurs.

If the non-player side holds hostages, the player


side is prohibited from choosing the non-player
side's home space or any adjacent space as an
objective space.
(See Comprehensive Example of Play - Paragraph
#22).
5.7 LEADERS IN COMBAT
Leaders cannot be killed in combat unless the random
event "Leader Deaths" was rolled in the current game
turn and its conditions are met. If the "Leader
Deaths" random event is not in effect, a leader whose
entire army is eliminated or placed in the Going
Home box is removed from play for the remainder of
the game turn and becomes available again on the
next game turn.
5.8

NEUTRALS AND POST


COMBAT MOVEMENT
When certain neutrals (Argos, Macedon, or Syracuse)
are active on a side, they have first call on post combat movement priorities as shown on the Post
Combat Movement Table. That is to say, the post
combat movement requirements for these spaces preempt certain of the usual post combat movement priorities for Athenian and/or Spartan Allied SP's.

Continued Rebellion Determination Segment


Rebellion Expansion Segment
Helot Rebellion Determination Segment
6.1 CONTINUED REBELLION
DETERMINATION SEGMENT
If a space that has rebelled is in the ZOI of a friendly
force (the side to which it belonged before it rebelled)
and not in the ZOI of an enemy force (the side to
which it is now friendly), the rebellion has been put
down (remove the Rebellion marker). A space in
Rebellion that is not in the ZOI of a friendly unit
remains in rebellion.

Once these requirements have been met (i.e., each


"neutral" has the specified number of strength points
in its space), no more strength points are sent and the
normal post combat priorities are in effect for all
remaining Allied SP's. If the "neutral's" requirements
are already met before post combat movement
begins, then no further SP's are sent.
Example: Before post combat movement
begins, two Spartan Allied Hoplite SP's
are present in Syracuse space. The post
combat movement table indicates that if
Syracuse is a Spartan ally, the first two
Spartan Allied Hoplite SP's are sent
there. However, since there are already 2
Allied Hoplite SP's at Syracuse, no more
will be sent there, and you proceed to the
next priority (i.e., Corinth and Thebes
each receive 50% of all remaining Allied
Hoplite SP's).

5.9

CHIOS AND SAMOS AS


COALITION SPACES

If the Athenian Chios coalition space is captured or


goes into rebellion, Samos becomes an Athenian
coalition space.
If Chios is in rebellion or is enemy-controlled, the
Athenian Allied SP's that would usually be placed
there during Post-Combat Movement are placed at
Samos instead. If Chios and Samos are both in rebellion or enemy-controlled, the regular post combat
movement rules apply.
If, at the end of any Rebellion Expansion Phase,
Chios is once again a friendly Delian League space,
all Athenian Allied forces at Samos are removed and
placed at Chios.

6.2

REBELLION EXPANSION SEGMENT

Rebellion may spread from a space that is in rebellion


to adjacent spaces (along any type of LOC) belonging
to the same League (Delian or Peloponnesian, no neutrals). Roll a die for each such adjacent space that
does not contain a friendly force (the side to which
the rebelling space originally belonged). Add two to
the die roll if a space is also in the ZOI of an enemy
force (the side to which it is now friendly), regardless
of whether or not it is also in the ZOI of a friendly
force. On a modified roll of 6 or greater, the space
goes into rebellion. (See Comprehensive Example of
Play - Paragraph #32).

The Peloponnesian War

15
6.3

HELOT REBELLION
DETERMINATION SEGMENT
If Pylos, Asine, Corone, Prasiae, and Epidaurus
Limera are all occupied by Delian League forces then
a Helot rebellion occurs automatically. A Helot rebellion has the following effects;
2 Spartan Hoplite SP's in Sparta are immediately
eliminated.
Spartan revenue for the current turn is reduced by
500 talents.

Revenue Collection Segment


Strength Point Construction Segment
7.1 REVENUE COLLECTION SEGMENT
On every game turn each side receives a fixed
amount of revenue from its League.

Spartan Bellicosity is reduced by 2.


In the Helot Rebellion Determination Segment of each
consecutive and subsequent game turn in which the
conditions for a Helot Rebellion apply, Spartan revenue is reduced by 1000 talents, and Spartan
Bellicosity is reduced by 2. If a Helot rebellion occurs
and is put down (by the Spartan side recapturing any
of the 5 spaces), Helot Rebellions can take place again
in the future, with the same first turn effects as listed
above.

If Delian League forces control Syracuse and exert


ZOI's into all spaces on Sicily, add 1000 talents to
Athenian revenue on each game turn that this condition is in effect. This additional revenue is received
even if enemy forces also exert ZOI's into spaces on
Sicily.

Each game turn, the Athenians receive revenue in


the sum of 3500 talents from the Delian League.
Each game the Spartans receive revenue in the sum
of 2500 talents from the Peloponnesian League.
These revenues are reduced for each League space
that has been captured, Ravaged or is in rebellion. For
each friendly (not neutral) space that has been captured or Ravaged, or is in rebellion, deduct 50 talents
from that turn's revenue (a captured space that has
also been Ravaged still causes a total deduction of
only 50 talents).

7.1.2 Athenian Sea Lines of Communication


If Athens cannot trace a path of spaces, free of enemycontrolled spaces, from Athens to the Euxine (Black
Sea) deduct 1500 talents from its revenue on every
turn that this condition applies.

EXCEPTION: Thebes and Corinth each cause a 250


talent deduction in Spartan revenue if they are controlled by the Delian League.

7.1.4 Eisphora
When you are playing the Athenian (Delian League)
side, you can levee the wealthier sections of your
population by implementing direct taxation.

Revenue remaining after deductions is added to each


side's treasury. The amount of talents held in a treasury is kept track by shifting the position of the 000
(thousands) and 00 (hundreds) markers on the
Treasury Track. If there are more than 10,000 talents
in the treasury, flip the 000 marker to its +10000 side.
If a deduction or addition of 50 talents needs to be
recorded, flip the 00 marker over to it 00+50 side.
(See Comprehensive Example of Play - Paragraphs
#33 and 34).
7.1.1 Sicilian Revenue
If Syracuse is an active ally of Sparta, add 500 talents
per game turn to Spartan revenue. The Spartans continue to receive this additional revenue until Syracuse
is captured by Athenian forces.

7.13 Epidamnos LOC


If either side controls Epidamnos and can trace a path
of spaces, free of enemy forces, from its home space
to Epidamnos, add 1000 talents to that side's revenue
each game turn that these conditions are met.

This can be done only if the Athens, Piraeus,


Panactum, and Decelea spaces are all free of enemy
forces and are not Ravaged. If these conditions are
met, 1,000 talents are added to Athenian revenue.
The non-player side does not benefit in any
way from the Athenian side's use of the Eisphora.
NOTE:

7.1.5 Athenian Emergency Fund


The Athenian treasury may never expend funds that
would cause it to have a balance of less than 1000 talents.
This restriction is ignored if 10 or more
Delian League spaces are in rebellion, or enemy
forces have captured Piraeus or Decelea.
EXCEPTION:

The Peloponnesian War

16

STRENGTH POINT CONSTRUCTION


SEGMENT
An SP costs 200 talents to construct no matter what its
type (Hoplite, Cavalry or Naval). Once constructed,
SP's are placed on the map according to the Post
Combat Movement Table priorities, newly-constructed SP's are brought into play immediately (i.e., there
is no delay before they are placed on the map).
The player side may build as many units of any
kind that the player desires, but no more than 600
talents may ever be spent in a single Strength Point
Construction Segment.

The non-player side may only build units of the


same kind, and in the same number as those which
were lost during that game turn. If more than 3
SP's were eliminated, choose randomly to determine which ones will be replaced. The non-player
side's treasury may never be reduced to less than
1000 talents due to SP construction. If necessary,
the non-player side will construct fewer than 3 SP's
in order to obey this restriction.
(See Comprehensive Example of Play - Paragraph
#35).

8.2

7.2

Bellicosity Adjustment Segment


Surrender Determination Segment
Armistice Determination Segment
Ravaged Marker Removal Segment
Game Turn Marker Segment

In this phase, you evaluate the effect which the events


the forgoing game turn had upon each side's determination to continue the war (measured as Bellicosity).
The greater the Bellicosity, the more determined that
side is and vice versa.
8.1 BELLICOSITY ADJUSTMENT SEGMENT
In this segment, each side's Bellicosity can be adjusted for the following reasons;
If a side's Strategy Confidence Index is a negative
number, subtract it from that side's Bellicosity.
If a side's Strategy Confidence Index is a positive
number, divide the number by two (round down)
and add this value to that side's Bellicosity.
Total the number of league and coalition spaces
belonging to that side that are currently in rebellion, captured or ravaged, divide the number by 10
(round down) and subtract this value from that
side's Bellicosity.
Bellicosity can be reduced due to a random event
or Helot Rebellion (see 6.3) that occurred during
the course of the game turn.
(See Comprehensive Example of Play - Paragraphs
#36 and 37).
NOTE: Reduction due a random event is recorded
by flipping the Bellicosity marker to its -2 side during the Random Event Segment. After implementing the reduction flip the marker to its other side.

SURRENDER DETERMINATION
SEGMENT
A side surrenders if;
Its home space (Athens or Sparta) is enemy-controlled, or,
Its Bellicosity is zero.
When a side surrenders the game comes to an end
and victory points (see 9.0) are totalled to see whether
the player has won or lost the scenario.

8.3 ARMISTICE DETERMINATION SEGMENT


If both sides' Bellicosity is 6 or less, or both treasuries
are below 1000 talents, or a combination of these two
conditions then an Armistice occurs. Roll the die and
divide by two (round fractions up). This result is the
number of game turns that the armistice will last. If
Nicias was the Athenian leader that game turn (as
was recorded by flipping the game turn marker to its
"Nicias + 1 " side), add one to this die roll. An
armistice can occur only once per scenario.
Armistice Effects
All Athenian and Spartan SP's (not allied SP's)
occupying captured spaces are placed in their
home or coalition spaces according to the Post
Combat Movement Table priorities. Athenian and
Spartan Allied SP's are not moved. Thus, all spaces
occupied solely by Athenian or Spartan SP's revert
to the control of their original "owner" (including
neutrals).
All hostages are released and the restriction'on
attacking the enemy home space is lifted for the
rest of the game.
Roll a random event for each game turn of the
armistice. If an event cannot occur it is not rerolled.

The Peloponnesian War

17
Calculate revenue for both sides (ignoring the
effects of Ravaged spaces), multiply it by the number of turns the armistice will last, and add that
value to the respective treasuries.
Each side may build up to 5 strength points
although neither treasury may be reduced to less
than 1000 talents due to construction. The player
builds whatever units he chooses, while the nonplayer side builds 5 Naval SP's if Sparta or 5
Hoplite SP's if Athens. (It's not a typo, Sparta
builds Naval SP's.)
The Strategy Confidence Index is left where it was
(to determine whether or not the player switches

sides when the armistice is over).


Rebellions do not spread.
Both sides' Bellicosity is reset to 10 minus the number of game turns of war that were fought prior to
the armistice.
8.4 RAVAGED MARKER REMOVAL SEGMENT
All Ravaged markers are removed from the map.
8.5 GAME TURN MARKER SEGMENT
If the game is to continue, move the game turn marker one space on the game turn track and begin the
next turn.

Each time the player conducts a successful operation


he receives Victory Points. For each battle won or successful siege, the player gains 10 victory points. For
each battle lost or friendly space lost due to a nonplayer side siege, the player loses 15 victory points
(keep track on the Victory Point pad).

in addition, if a Scenario ends because a side surrendered, the player receives a number of additional victory points equal to 200 divided by the number of the
game turn in which the surrender took place (round
up).

There are four scenarios: The Archidamian War, the


Decelean War, the Fall of Athens, and the
Peloponnesian War. the Peloponnesian War and the
Archidamian War use the same set up. the other two
use a specific set up.

10.1.1 Peloponnesian War and Archidamian War


Set Up for Athens (Player side)

10.1 PELOPONNESIAN WAR SCENARIO


Start with game turn 1 and play until game turn ten
or one side surrenders. At the conclusion of the scenario calculate victory by determining the current
Victory Point total. In the following set up lists, Allied
units are denoted by the word "(Allied)" printed after
the unit(s).
Sicilian Disaster Special Rule (All scenarios):
Whenever the Athenians lose 4 Naval SP's (Allied or
Athenian) in a given game turn a Delian League
Rebellion automatically occurs during the ensuing
game turn regardless of the Athenian SCI.
For the effects of a Delian League Rebellion,
consult the section corresponding to a roll of "8" on
the Random Events Table.
NOTE:

Leader:
Treasury:
Bellicosity:
SCI:
Athens:
Piraeus:
Naupactus:
Potidaea:

Corcyra:
Chios:
Larisa:
Pela:
Amphipolis:

Pericles (place in Athens)


4500 talents
10
0
6H, 1C
8N
IN
Phormio, 2H, 3N and 1C (Allied)
(Phormio's army is considered to
be besieging Potidaea and is
placed on a rebellion marker)
3N (Allied), 1H (Allied)
2N (Allied), 1H (Allied)
5C (Allied), 2H (Allied)
1C (Allied) (Macedonia starts the
scenario as an Athenian ally)
1H (Allied)

The Peloponnesian War


10.1.2 Peloponnesian War and Archidamian War
Set Up for Sparta (non-Player side)
Leader: Archidamus (place in Sparta)
Treasury: 3000 talents
Strategy: Attack Athens
Bellicosity: 10
SCI: 0
Sparta: 10H, 1C{3H of the 10H are the
Home Guard unit}
Corinth: 5H (Allied), 5N (Allied)
Thebes: 5H (Allied), 4C (Allied)
Potidaea: 1H (Allied) {place under the rebellion marker}
10.13

Peloponnesian War and ArchidamianWar


Set Up for Neutral Forces
Syracuse: 2H (Allied), 2C (Allied), 2N
(Allied)
Argos: 4H (Allied)

NOTE:

These forces are not initially placed on the

map.

10.1.4 Special Rules


The game begins with a Spartan Operation.
Potidaea is in rebellion and has a Spartan Allied
Hoplite in the space. Athens first operation was to
send Phormio and the force with him to besiege
Potidaea (the cost has already been deducted from
the Athenian treasury).
Syracusan, and Argosan Neutrality: Spartan
forces may never enter Syracuse unless Syracuse is
an active ally of Sparta. If Athens attacks Syracuse
or due to a random event, Syracuse becomes an
active ally of Sparta then the Syracusan forces are
immediately placed on the map (see 10.1.3).
Athenian forces may never enter Argos unless
Argos is an active ally of Athens. If Sparta attacks
Argos or due to a random event, Argos becomes
an active ally of Athens then the the Argosan
forces are immediately placed on the map. For
shortest route calculations, Spartan forces will not
enter Argos unless it is active.
10.1.5 Peloponnesian War Scenario Victory
Conditions
If the player's total is greater than 150 Victory Points,
or either side surrenders by the end of game turn 3,
he has won a decisive victory; otherwise he loses
hegemony to Thebes or Persia in the near future. The
scenarios have individual victory conditions.
10.2 ARCHIDAMIAN WAR SCENARIO
Set Up and Special Rules for Archidamian War are
the same as the Campaign Game, the same scoring

18
system for victory points is used as in the campaign
game (Peloponnesian War Scenario), the game ends
immediately when the player changes sides from the
Spartan to the Athenian side (remember the player
begins as the Athenian), an armistice occurs, one side
surrenders, or the third game turn is completed.
Victory is determined at the instant that one of these
situations arises. If the player has accumulated 40 or
more victory points he wins; otherwise he loses.
10.3 DECELEAN WAR SCENARIO
In set ups, Allied units are denoted by a (Allied) following unit.
10.3.1

DeceleanWar Set Up for Athens


(Player side)

Leader:
Treasury:
Bellicosity:
SCI:
Athens:
Piraeus:
Corcyra:
Chios:
Pylos:
Naupactus:
Larisa:
Syracuse:

Nicias (place in Syracuse)


7000 talents
6
0
3H, 2C
8N
3N (Allied), 1H (Allied)
2N (Allied),lH (Allied)
IN
IN
4C (Allied), 2H (Allied)
Nicias, 4N, 4H

10.3.2 Decelean War Set Up for Sparta


(Non-Player side)
Leader:

Treasury:
Strategy:
Bellicosity:
SCI:
Sparta:
Corinth:
Thebes:
Platea:
Heraclea:
Amphipolis:
Syracuse:

Agis (place in Sparta with


Alcibiades, the Athenian leader
who has switched sides)
6000 talents
Cause Rebellion
6
0
7H, 1C [3H of the 7H is the
Spartan Home Guard]
5N (Allied), 5H (Allied)
4H (Allied), 4C (Allied)
1H (Allied)
1H (Allied)
1H (Allied)
Glyppas 2H (Allied), 2C (Allied),
3N (Allied)

10.33 Decelean War Set Up for Neutral Forces


Argos: 4H (Allied)
Pela: 2C (Allied)

19

The Peloponnesian War

10.3.4 Special Rules


The game begins on Game turn 6 with a Spartan
defensive Operation against the Athenian force in
Syracuse. Syracuse is an active ally of Sparta.
Historically, Athens first operation was to send
Nicias to capture Syracuse (the first of two Sicilian
expeditions). The operation's cost has already been
deducted from the Athenian treasury.
No armistice can occur during this scenario.
Athenian forces may never enter Argos unless
Argos is an active ally of Athens. If Sparta attacks
Argos it becomes an active ally of Athens. For
shortest route calculation, Spartan forces will not
enter Argos unless it is active.
If a force of either side enters Macedon, it becomes
an active ally of the other side (it can also become
active due to a random event). If the "Macedon
Changes Sides" random event occurs, it joins the
Spartan side the first time this event comes up.
Leader Casualties: Brasidas, Archidamus (Sparta);
Pericles, Cleon (Athens).
10.3.5 Victory Conditions
Victory points are scored the same way as in the
Peloponnesian War Scenario. The game ends and victory is determined at the instant that the player
changes sides from the Spartan to the Athenian side
(remember the player begins as the Athenian), an
armistice occurs, one side surrenders, or the eighth
game turn is completed. The player wins if he has
accumulated 40 or more victory points.

10.4 THE FALL OF ATHENS SCENARIO


In set ups, Allied units are denoted by a (Allied) following unit.
10.4.1 Fall of Athens Set Up for Sparta
(Player Side)
Leader:
Treasury:
Bellicosity:
SCI:
Sparta:
Decelea:
Corinth:
Thebes:
Heraclea:
Amphipolis:
Syracuse:
Pela:
Miletus:
Abydos:

Mindarus (place Mindarus in


Abydos; Alcibiades is in Sardis)
6000 talents
5
0
3H [Spartan Home Guard], 1C
5H, 2C (Allied)
2N (Allied), 5H (Allied)
5H (Allied), 2C (Allied)
1H (Allied)
1H (Allied)
2H (Allied), 2C (Allied)
2C (Allied)
1H (Allied), 3C (Allied) (rebellion
marker in space)
Mindarus, 2N, IN (Allied)

Oropus: 1N, 1N (Allied)


Panactum: 1H
Plataea: 1H (Allied)
10.4.2 Fall of Athens Set Up for Athens
(non-player Side)
Leader: Thrasybulus (place in Abydos)
Treasury: 2000 talents
Strategy: Attack Spartan Ally
Bellicosity: 3
SCI: 0
Athens: 2H
Piraeus: 2N
Corcyra: 2N (Allied), 1H (Allied)
Abydos: Thrasybulus, 2N, 1N (Allied), 1H,
2H (Allied)
Naupactus: 1N (Allied)
Argos: 3H (Allied)
10.43 Special Rules:
The game begins on game turn 7 with a Spartan
(player) operation. The first Spartan operation was
to send Mindarus to Abydos, and the first
Athenian operation was to move a force to Abydos
in response, as dictated by the defensive strategy.
No armistice can occur during this scenario.
Syracuse and Macedon are active Spartan allies.
Argos is an active Athenian ally.
Thessalian Neutrality: Ignore Larisa as a Post
Combat Movement Table Priority for Athens.
Whenever Larisa would be the destination of an
SP, it is sent to Athens instead.
Delian League Cities in Revolt: Chios, Miletus
Erythrae, Clazomenae, Phocaea, Cyme, Teos,
Colophon, Ephesus, Kos, Cnidus, Camirus,
Lindus, Thasos, Eretria, Chalcis, and Carystos.
Since so many Delian League spacesare in rebellion the Athenian Emergency Fund rule (7.1.5) is
not in effect.
Leader Casualties: Brasidas, Archidamus (Sparta);
Pericles, Cleon, Nicias, Demosthenes (Athens).
Since this leaves Athens with only the leaders
Thrasybulus, Thassylus, and Phormio, no further
Athenian leader casualties can occur. Alcibiades
may become an Athenian leader again if the
"Demogogue for Hire" random event occurs.
10.4.4 Victory Conditions
Victory points are scored the same way as in
thePeloponnesian War Scenario. The game ends and
victory is determined at the instant that the player
changes sides from the Athenian to the Spartan side
(the player begins as the Spartan), one side surrenders, or the tenth game turn is completed. The player
wins if he has accumulated 40 or more victory points.

The Peloponnesian War

20

Peloponnesian War can be played as a two player


game. Ignore the strategy matrixes for both sides and
skip the Non-Player Side Strategy Determination
Segment of all game turns.
The game is played normally except that both sides
are fully controlled by players instead of one being
"run" by its Strategy Matrix. During the Operations
Phase the player whose leader has the greater strategic modifier conducts the first operation, with a high
die roll breaking ties. When resolving combat within

a battle or siege category, the players alternate deciding which battle or siege is resolved first, with a high
die roll determining which side decides first.

It is the intent of these rules to allow from three to


seven players to participate in a game of
Peloponnesian War (the three-player version being
the most interesting and competitive). It is anticipated
that these rules will be most useful in an educational
environment, although any group is invited to try
them. The multi-player rules build on the changes
introduced with the two player rules.

forfeit all of their accumulated victory points. At the


end of the game the player with the most victory
points wins.

12.1 GENERAL OVERVIEW


12.1.1 Intent of the Multi-Player Game
It is the intent of the multi-player rules that each player seek to assure that his side wins, while also manipulating his coalition's strategy in such a way that he
accumulates more victory points than his allies in the
coalition.
The multi-player game examines the Peloponnesian
War as a conflict between three coalitions: the Delian
League, the Peloponnesian League and the Persian
Empire. Depending upon the number of players participating, certain allied states within each coalition
will be actively controlled by a player. Each player
seeks to amass more Victory Points than any other
player, even those in the same coalition.
Sometimes the outcome of an operation, or the existence of some special situation will cause more than
one player within a coalition to receive victory points,
although not necessarily the same amount (See victory conditions). Conversely, sometimes only one player will receive any victory points. If a coalition is
forced to surrender, all members of that coalition

Interception in the two-player game is not mandatory. It is voluntary on the part of the non-moving
Force.
The Auguries die roll prohibits an operation for
Athens on a die roll of 6, or for Sparta on a die roll
of 5 or 6.

12.1.2 Set Up
The multi-player game can be used only with the
Peloponnesian War scenario. Use the set-up for this
scenario and then, based on the number of players,
assign each to a side (see Number of Players). Use all
of the rules from the solitaire version of the game
except where specifically contradicted by the rules in
this section.
Understand that the language used in the solitaire
version of the rules will not always read with the
same clarity when applied to multi-player games.
Resolve any unusual cases in the spirit of the solitaire
version, or pull out real weapons and resolve the dispute through trial by combat.
12.2 NUMBER OF PLAYERS
There are three coalitions in the multi-player game:
the Delian League, the Peloponnesian League, and
the Persian Empire, but if there are more than three
players, there may be more than one player per coalition.
If the number of players participating in the game is
printed in parentheses after a coalition member's
name on the list given below, then it is active during
the game. If not, then its forces are controlled by the
player who is playing that coalition's leader (Athens
or Sparta).

The Peloponnesian War

21
Delian League
Athens (3,4,5,6, 7)
Corcyra (7)
Chios (5,6, 7)
Peloponnesian League
Sparta (3,4,5,6, 7)
Corinth (4,5,6,7)
Thebes (6,7)
Persia (3,4,5, 6,7)
12.3 RELATIONSHIP OF
THE DIFFERENTSIDES
12.3.1 Athens and Sparta
Athens and Sparta are the leaders of their respective
coalitions. For these two players, the multi-player
game is almost identical to the two- player game,
except that they must gain the agreement of their
active allies before they can use any of their units
(those SP's that begin a game turn in an active ally's
space) in operations.
Assuming that an active ally agrees with the coalition
leader's strategy, play proceeds as in the two-player
game. It is when an active ally disagrees or forces
compromises in strategy that the differences between
the two-player and multi-player games manifest
themselves.
12.3.2 Corcyra, Chios, Corinth, and Thebes
A Spartan or Athenian coalition ally that is controlled
by a player is termed an "active ally." An active ally
has limited control over the SP's that occupy its space
at the beginning of a turn, although they still can be
moved only by the use of an Athenian or Spartan
leader.
An active ally can exert his limited control by placing
conditions upon the use of his SP's. He can impose
the following conditions;
1. the objective space of the Army, and
2. the number of SP's that can be used.
If these conditions are met, an operation proceeds
exactly as it would in the two-player game. If his conditions are not met, the active ally can refuse to permit use of his SP's. If the Athenian or Spartan player
agrees to an active ally's conditions, they must strictly
adhere to them. Failure to adhere to conditions causes all of the active ally's SP's to immediately be
returned to the space from whence they originated.
NOTE: Each active ally must keep track the number
and type of strength points that began in its space
in order to facilitate post combat movement (see
12.4.6).

12.3.3 Persia
The biggest difference between the multi-player and
the two-player games is the inclusion of Persia in the
former. Persia is can be neutral or allied with one of
the two other coalitions. When Persia is allied with a
coalition it is treated as an active ally of that coalition
until it becomes neutral again or changes sides (See
Persia).
12.4 SOLITAIRE VERSION RULES CHANGES
Ignore the strategy matrixes for both sides.
Ignore the Side Determination Segment of the
Political Phase. In its place, substitute the Persian
player's deciding which side (if any) he will be
allied with in the current game game turn.
Eliminate the Non-player Strategy Determination
Segment from all game turns.
The game is played normally except that all decisions are being made by the players, and the nonplayer procedures are ignored. Additionally, certain special rules apply to the play of the active
allies (see below).
During the Operations Phase, the coalition whose
leader has the greater strategic modifier conducts
the first operation, with a high die roll breaking
ties. During combat each coalition alternates
choosing which combat is conducted next within
the restrictions of the Combat Priorities. The coalition that conducted the first operation that game
turn determines the first combat. If more than one
player's SP's are present on the same side in a battle, siege or skirmish, determine randomly whose
are lost if casualties are suffered.
During Post Combat Movement the units return to
the spaces that they began in less losses taken in
combat. No active allied SP's will remain in a space
after combat except for one strength point to be
used as a garrison. And, if any Athenian or Spartan
units are present, they must be left as the garrison
instead.
Unless an active ally is in rebellion its units will
suppress rebellions. If an active ally is in rebellion
then it receives victory points for nearby spaces
that are in rebellion (see below).
During the Revenue Phase the leader of each coalition controls all of the revenue for that side just as
in the two-player game and pays all costs for the
activation of allied units. All other revenue rules
are in effect. If an active ally refuses the use of its
units at any point during a turn, 500 talents are deducted from that coalition's treasury. The 500 talent deduction can occur only once per ally per
game turn.

The Peloponnesian War


12.4.1 Active Ally in Rebellion
If an active ally refuses the use of its SP's, it may, at
the discretion of the coalition's leader, be deemed in
rebellion. If the coalition leader (Athens or Sparta)
decides to let the matter rest he has lost the opportunity to declare the active ally in rebellion until the
next time a refusal occurs. If an active ally is deemed
in rebellion, that ally immediately joins the opposing
coalition and receives victory points for each turn that
it is in rebellion. The downside is that if the rebellious
ally's former coalition leader ever regains control of
its space, it loses all of its accumulated victory points
and continues play once again as a loyal ally of its
coalition.
All random events that would make an active ally go
into rebellion involuntarily are opportunities for that
ally to voluntarily go into rebellion. If the active ally
refuses the opportunity, then the event is treated as
no effect and the die is re-rolled. If an active ally goes
into rebellion in this manner, use the rules for an
active ally in rebellion.
12.5 PERSIA
Persia is a coalition that has can join either coalition and can change sides at will. The Random
Event that brings Persia into the game is treated for
the remainder of the game as a re-roll. When Persia
joins a coalition it is treated as an active ally of that
coalition.
When Persia joins a coalition, the Persian player
places three Allied Cavalry SP's (of the side that he
joined) in the Sardis space. 1000 talents is added to
its coalition's treasury during each game turn that
Persia remains allied with that coalition. Persian
SP's may move only when a friendly coalition
leader activates them for an operation.
During each political phase the Persian player
decides if he will be neutral or allied with one of
the other coalitions during the current turn. This is
a matter that is entirely up to the Persian player's
choice, he has only to state his intentions.
If Persia becomes neutral after having been active,
remove three Allied Cavalry SP's from Sardis (if
present) and no additional revenue is given to
either coalition. If active with the same coalition
from the previous game turn then there is no
change.
If Persia was active during the previous game turn
but is now changing sides, remove three Allied
Cavalry Units from Sardis (if present) and replace
them with three Allied Cavalry SP's of the other
coalition. If all or some of these SP's are not available then place as many as you can. The Post
Combat Movement priorities will potentially fulfil
this requirement later in the game. All remaining
SP's of the coalition from which the Persians are

22
switching their allegiance at Sardis are removed
and placed on the map using the Post Combat
Movement Table.
If Persia is an active ally of a coalition that surrenders during the game turn, Persia loses all of its
accumulated victory points.
12.6 NEUTRALS
If Argos, Macedon, or Syracuse become active, they
are controlled by Sparta or Athens as described in the
solitaire rules. In all other ways treat these units as
Spartan or Athenian units.
12.7 VICTORY CONDITIONS
The player with the most victory points wins. If a
coalition surrenders then all players on that side lose
all of their accumulated victory points.
Breaking Victory Point Ties
In case of ties victory is determined by the highest
priority.
1. If Athens and Sparta are tied, then the game is a
draw.
2. If either Athens or Sparta (but not both) is tied
with another player, then that player wins.
3. If Persia is tied for the lead, it wins.
4. If the tie is between active allies of different coalitions, the coalition with the higher Bellicosity wins.
If there's still a tie, see priority #7.
5. If the tie is between active allies of the same coalition, the game is a draw.
6. If a mixture of active allies from both coalitions are
tied, the coalition with the lower Bellicosity loses
and priority five determines which of the allies in
the winning coalition is victorious.
7. In all other cases the game is a draw between the
remaining players who still have a tie.
12.8 VICTORY POINTS
There are three types of victory points. Those for a
side surrendering (14.72), for combat (14.73), and for
special conditions (14.74).
12.7.1 Surrender Victory Points
If Sparta or Athens surrenders, it, and all active allies
in its coalition lose all of their accumulated victory
points. The coalition leader of the other side (Athens
or Sparta) is awarded a number of victory points
equal to 500 divided by the number of the current
game turn(roundup).
12.7.2 Combat Victory Points
A player gains 10 victory points for each victorious
battle or siege in which he had participating units;
and loses 15 victory points for each defeat at which he
had SP's present. Active allies are also awarded 5

The Peloponnesian War

23

bonus points for each victory won under the specific


conditions outlined below:

other coalitions have a Bellicosity of 5 or less, Persia


gains 10 victory points.

Corinth: For each naval or combined battle in which


its units participate that is won within 5 spaces of
Corinth or Cenchrae.

All Active Allies except Persia: For each turn that an


active ally is in rebellion it gains 10 victory points,
except Chios, which gets 25. Additionally, each turn
that an active ally is in rebellion, it gains 5 victory
points for each formerly friendly space within 5
spaces that is also in rebellion.

Thebes: For each land or combined battle in which its


units participate that is won within 5 spaces of
Thebes.
Corcyra: For each naval or combined battle in which
its units participate that is won within 5 spaces of
Corcyra.
Chios: For each naval or combined battle in which its
units participate that is won within 5 spaces of Chios.
Persia: For each naval, land, or combined battle that
the coalition with which it currently allied wins within 5 spaces of Sardis or Cyzius.
Athens and Sparta: Athens and Sparta do not receive
bonus points due to a battle's location. However, they
gain or lose the usual 10 or 15 victory points for every
battle in which SP's belonging to their coalition participate, regardless of whether or not Athenian or
Spartan units are present.
12.7.3 Special Victory Conditions
Certain conditions that may arise during the course of
play cause varying quantities of victory points to be
awarded during the Revenue Phase.
Sparta and Athens: Each game turn in which the
opposing coalition's Bellicosity is 5 or less, while its
own Bellicosity remains 6 or higher, the coalition
leader with the higher Bellicosity receives 5 victory
points.
Corinth: Each game turn that Corinth can trace a Line
of Communication between Corinth and either
Lilybaeum or Epidamnos uninterrupted by spaces
occupied by enemy forces, it gains 25 victory points.
Lilybaeum or Epidamnos must either be friendly-controlled or neutral. Corinth cannot gain more than 25
victory points due to this condition per game turn.
Thebes: Each game turn that Athens cannot gain revenue from the Eisphora, Thebes gains 5 victory
points. Thebes also gains 1 victory point per game
turn for each Athenian or neutral space within 5
spaces of Thebes that is friendly controlled.
Corcyra: Corcyra gainsl victory point for each game
turn in which Corinth cannot trace a Line of
Communications to Lilybaeum. Corcyra also gainsl
victory point for each game turn that Athens can trace
an LOC to Epidamnos .
Persia: If the game ends without either of the other
two coalitions having surrendered, Persia gains 50
victory points. For each game turn that both of the

LEADER COUNTER ABBREVIATIONS


Athens:
Demsthenes = Demosthenes
Thrasyblus = Thrasybulus
Sparta:
Archidmus = Archidamus
Pleistonx = Pleistonax
Callicrides = Callicratides

DESIGN CREDITS
Game Design and Development: Mark Herman
Editing: Bob Ryer and Kevin Boylan
Game Development: Robert J. Ryer, Kevin Boylan
and Keith Schlesinger
Playtesting: Lara Herman, David Herman, Richard
Edwards, R. Mosimann, J.P. Hunerwadel, Nick Karp,
Robert MacDonald, Edwin Leland, Richard Mulligan,
Douglas Whatley, Ann Whatley
Research: Special thanks to Wendy B. Bloom and the
staff of the Mount Kisco Library for their invaluable
help on this project.
Production: Jean Baer, Dave Dobyski, Kevin Boylan,
Lou Velenovsky, Monarch Services, Inc.
Project Oversight: W. Bill

DEDICATION
To my wife Carole,
For standing by me during the hard times and whose
beauty could have launched the fabled thousand
ships of Greece.

(c)1991 Victory Games, Division of The Avalon Hill Game Company,


4517 Harford Road, Baltimore, MD 21214

F-2734

21200-1-4

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