Escolar Documentos
Profissional Documentos
Cultura Documentos
RULES OF PLAY
BY: MARK SIMONITCH AND JOHN B. FIRER
THE OFFICIAL SECOND EDITION RULES TO the HASBRO/AVALON HILL GAME On THE BATTLES FOR ALEXANDERS EMPIRE
SUCCESSORS
When Alexander the Great died in 323 BC, he left no clear heir to the immense empire he had conquered. It was not long after his death that the Macedonian generals began to war among themselves over who would be the regent or successor to Alexanders empire. By 303 BC they had given up on that endeavor and began to carve out their own kingdoms. SUCCESSORS is a four-player game based on those wars. Each player controls a faction of two or more generals and attempts to win the game through legitimacy or conquest.
2. HO W TO WI N
2.1 In General
There are three different ways to win the game. The first way is to become the legitimate successor of Alexander by collecting 18 Legitimacy Points. Legitimacy Points come from the royal family members, the burial of Alexander the Great and control of Macedonia (discussed in full in rule 27). The second way is by either collecting 23 Victory Points (an automatic victory) or having the most victory points (VPs) at the end of the game (rule 2.3). VPs comes from controlling provinces and certain key economic sites on the board (rule 30). The third way is to be declared the regent when either Heracles or Alexander the IV comes of age (rule 31.5 and 31.6). To be declared the regent you must control the heir when he comes of age and have a combined value of legitimacy and victory points that is greater than any other player (these two values are only combined when determining the regent).
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 2. How to Win . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3. Prepare to Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 4. The Mapboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 5. Combat Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 6. Control Markers. . . . . . . . . . . . . . . . . . . . . . . . . . . 4 7. Generals and Armies . . . . . . . . . . . . . . . . . . . . . . . 5 8. Sequence of Play . . . . . . . . . . . . . . . . . . . . . . . . . . 5 9. Label the Usurper Phase. . . . . . . . . . . . . . . . . . . . . 6 10. The Reinforcement Phase. . . . . . . . . . . . . . . . . . . . 6 11. The Surrender Segment . . . . . . . . . . . . . . . . . . . . . 6 12. The Tyche Segment . . . . . . . . . . . . . . . . . . . . . . . . 7 13. Stacking, Subordinates and Rank . . . . . . . . . . . . . . 8 14. Land Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . 9 15. Naval Movement . . . . . . . . . . . . . . . . . . . . . . . . . 10 16. Interception . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 17. Avoiding Battles. . . . . . . . . . . . . . . . . . . . . . . . . . 12 18. Land Battles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 19. Elephants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 20. The Silver Shields . . . . . . . . . . . . . . . . . . . . . . . . 13 21. Fleets and Naval Combat . . . . . . . . . . . . . . . . . . . 14 22. Sieges and Subjugation. . . . . . . . . . . . . . . . . . . . . 14 23. Independent Armies . . . . . . . . . . . . . . . . . . . . . . . 15 24. Attrition and Forage. . . . . . . . . . . . . . . . . . . . . . . 16 25. The Garrison Marker Isolation Phase . . . . . . . . . . 16 26. Royal Family Members . . . . . . . . . . . . . . . . . . . . 16 27. Legitimacy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 28. Prestige . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 29. Royal Army Units . . . . . . . . . . . . . . . . . . . . . . . . 18 30. Victory Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 31. The Turn Record Track. . . . . . . . . . . . . . . . . . . . . 19 32-46 OPTIONAL RULES. . . . . . . . . . . . . . . . . . . . . 20 4749 Two, Three & Four Player Games. . . . . . . . . . . 22 Tyche Card Clarifications . . . . . . . . . . . . . . . . . . . . . . 23
TAB LE OF CO NTE NT S
SUCCESSORS
3. PREPAR E TO P L AY
3.1 Setup
GENERALS: Take out the 11 rectangular general pieces and place them in the plastic stands provided. GARRISON MARKERS: Take out the round Garrison Markers and give each player all the markers of one color. ROYAL FAMILY MARKERS: Place Alexanders body and Alex IV in Babylon (Babylonia). Place Heracles in Damascus (Coele Syria), Cleopatra (inactive) in Sardis (Lydia), Olympias in Nicopolis (Epirus), Thessalonice in Pella (Macedonia) and Philip III in his holding box on the map. Note that Cleopatra, Thessalonice and Olympias start the game inactive (26.2). INDEPENDENT MARKERS: Place one Independent Marker on each green space on the map. These represent areas that are independent of Alexanders empire. INDEPENDENT ARMIES: Place the five independent armies in their respective boxes on the map. The Greek Army and Ariarathes of Cappadocia both start activated and are positioned to their starting spaces, the other three remain in their box until activated with a Tyche card. INDEPENDENT STRONGHOLDS: Place the nine hexagonal-shaped Independent Stronghold pieces on the map-one in each hexagonal-shaped space. THE VACANT SPACES: The remaining spaces represent Macedonian controlled territory. These spaces are considered friendly to all players and are up for grabs in the power struggle that will commence when the game begins.
3.5 Markers
Place the Turn Record Marker on the first space (323 BC) of the Turn Record Track. Place all the markers (Fleets, Philip III, legitimacy/prestige, Victory Points) and the three special combat units (the Silver Shields, the Helepolis and the Indian Elephant Corps) in their respective holding boxes printed on the map. Each player places his L and VPmarkers on the Legitimacy and Victory Point Track.
4.2 Spaces
Each province is composed of spaceseither minor cities, major cities, independent strongholds or transit points. The playing pieces move from space to space and must always end their move in a space (i.e., they cannot end their move on a path).
4.3 Paths
Movement from space to space must occur on the paths. There are four types: land, sea, mountain/strait, and Trans-Mediterranean (see 14.3). SECOND EDITION: Add a land path between Baeonia and Orestis (both in Macedonia). This is important for giving The Autariatae Independent Army more movement options.
SUCCESSORS
accurate orders of battle is difficult at best. However, the individual player can use the following rough scale in determining combat unit strengths in SUCCESSORS: 1 Macedonian CU = 2 - 3000 Macedonians. 1 Mercenary CU = 4 - 6000 mercenaries. 1 Elephant CU = 50 elephants.
6. CONTROL M A R K E R S
6.1 Control
Garrison Markers are used to determine control of spaces and provinces. Aplayer controls a space if he has a Garrison Marker in it. Aplayer controls a province if he controls the majority of its non-transit spaces, one of which must be the major city in the province (if it has one).
EXAMPLE 1: A player controls Media if he has at least five Garrison Markers in the province, one of which must be in Ecbatana.
5. C OMBAT UNI TS
5.1 Types
There are three basic types of combat units: Macedonian, mercenary and elephant. Macedonian units come in two types: royal (indicated with a purple stripe) and loyal (all others). Royal units are dedicated to the rightful heir of Alexander and will not fight against a general who has more legitimacy than their commander. Loyal Macedonian units will fight for any general. Each unit moves identically but has a different combat strength (see 18.1).
The number of CUs supplied with this game is not an intentional limit. If you find you have run out of a particular type, you may introduce a proxy counter.
6.5 Characteristics
Garrison and Independent Control Markers do not stop or slow movement of units. You may not Intercept (rule 16) or avoid battle (rule 17) into spaces containing enemy garrison or independent control markers unless you have one or more CUs in the space. An army on a friendly Garrison Marker receives a local troop bonus in battle (18.2).
5.4 Scale
The armies of this period varied greatly in both strength and composition. In addition, the ancient sources are often missing important order of battle information. When such information is available, it varies from source to source and army size has often been greatly exaggerated for political purposes. Accordingly, the formulation of
SUCCESSORS
8. SEQUENCE OF P LAY
8.1 Turn Order Phase
Successors is played in turns, each of which must be played in the following order:
The player who currently has the least number of victory points (resolve ties with a die roll) decides which player will go first with play proceeding clockwise around the table. This order of play remains throughout the turn and is called the Turn Order.
Each player receives his reinforcements (rule 10), and in turn order places them on the map.
7.4 Armies
An army is defined as any number of CUs stacked with a general. CUs without generals are not an army and cannot move, intercept (rule 16), avoid battle (rule 17), and if attacked do not receive any battle rating benefits (18.6).
SUCCESSORS
9. L AB EL THE US UR PE R PHAS E
9.1 Procedure
If one of Alexanders general began to get too powerful, he was seen as a threat to the others and declared a usurper.
The player with the most victory points during the Label the Usurper Phase is designated the Usurper (if two or more players each have the same high number they all become Usurpers). That player remains the Usurper throughout the turn even if he loses his lead in victory points. The Usurper indicates his status by using one of his Garrison Markers on Victory Point Track rather than his VP marker.
They may be placed with a general (Major or Minor) conducting a siege. If a player cannot bring on all his reinforcements, due to a shortage of placement opportunities, those remain ing reinforcements may be placed in uncontrolled or independently controlled spaces in any province that is not controlled by another player; up to two per province. A minor general may be placed with the reinforcements if necessary.
9.2 Purpose
Being the Usurper is detrimental. Players may freely attack any general, army, CU or major city belonging to a Usurper without losing their Champion status (27.7).
DESIGNERS NOTE: Players may be surprised how easily some spaces surrender. The war between Alexanders generals amounted to a personal war between these men, and was fueled by the immense wealth which Alexander had captured in the conquest of Persia. The newly conquered people cared little which Macedonian general was in charge, and even the typical Macedonian soldiers often would rather switch sides than fight. On the other hand, the independent people along the fringe of the empire (the green spaces) know that conquest by the Macedonians means an end to their way of life and, hence, do not surrender so easily.
Tyche (pronounced Tikie, rhymes with Nike) was the Greek Goddess of Fortune and Chance.
SUCCESSORS
DESIGNERS NOTE: This option, as well as the troop training option below, are what instigated this second edition. It was felt that without these additional uses, the Tyche cards become of lit tle value once the empty spaces on the map were filled. This movement option went through many variations, but in the end the simplest solution was chosen. Other versions which used the Operation Number in conjunction with a generals initiative rating worked too much against players who had only generals with 4 Initiative Ratings and dramatically increased the move ment of generals with 2 Initiative Ratings.
EXAMPLE: A player has spent six Operation Points on building a Phalangite unit, and then plays a 4-value Operation Card on training. He would complete the training of his first unit and have three more OPs to spend on his next unit.
12.10 Discarding
You may discard a Tyche card rather then play. Discards must be played face up for your opponents to see. You may never discard cards which say Must be Played. DISCARDING SURPRISE CARDS: When you discard a surprise card you must draw a replacement. You may discard as many surprise cards in your turn as you wish, as long as you draw a replacement for each.
EXAMPLE: You discard two surprise cards which you dont want. You now have to draw two cards from the unused deck to replace them. Lets say you draw another two surprise cards; if you wanted to, you could immediately discard those too and draw two more cards.
MAJOR CAMPAIGN: Ignore the description of the event on these cards. This event now allows any two friendly armies (or a general by himself) to move up to 4 MPs during the Tyche Segment. The first army must complete its movement and combat before the second army is activated. Instead 6-
CONDEMNATION:
SUCCESSORS
SEQUENCE: Follow this sequence when your army enters a space occupied by enemy CUs (this is a clarification, not a change): 1. If the space contains an enemy-controlled major city, your opponent must declare whether his CUs are inside or outside the city. 2. If you entered a hostile tribe space (14.12), resolve the attack now. 3. Your opponent then resolves all his interception (rule 16) and avoid battle (rule 17) attempts. Note: all interception and avoid battle attempts must be declared (announcing how many CUs, which general and which direction) before they are resolved. 4. If your army can overrun (rule 14.6) the defender it is executed now. 5. If a battle is necessary, it is resolved now.
14.6 Overruns
If your army enters a space containing enemy CUs and has at least a 5-1 superiority in CUs (combat strength, legitimacy (rule 27) and local troop points [18.2] are not counted), the enemy CUs are treated as a defeated army (Elephant and Mercenary CUs are eliminated and Macedonian CUs suffer attrition [see 18.8]). Your army can continue its movement with no loss to its momentum. Only armies moving may overrun, armies intercepting may not, nor may the attacker be overrun if he is outnumbered 5-1 by the defender. There is no restriction on the number of times an army may overrun in a single turn. You cannot overrun CUs inside a Major City. INTERCEPTIONS & AVOID BATTLES: An army or unit about to be overran can be reinforced by a successful interception (rule 16) or attempt to avoid battle (rule 17).
14.8 Removing Enemy Garrison and Independent Control Markers During Movement
During the Movement or Tyche Segment, an army with at least 3 CUs may expend 2 MPs to do one of the following: Remove an enemy garrison from a minor city space. Conduct one siege or subjugation attempt (22.1 and 22.5) against an enemy major city or an independent control marker. The army must be located on the target hex. Unlike the Surrender Segment, enemy garrison and independent control markers removed during movement are NOT replaced with your own Garrison Markers. Placement of friendly garrison markers must wait until your Surrender Segment.
10
SUCCESSORS
EXAMPLE: A general with a movement allowance of 3 could move one space and then spend its last two MPs to remove an enemy Garrison Marker.
at the moment it enters the space. An army that remains in a hostile tribe space is not subject to additional attrition attacks. See 37.5 for an option on this rule.
15. NAV A L M O V E M E N T
15.1 In General
You may move your armies and generals from one space to another via the dotted lines (called sea routes), this type of movement is called naval movement. Naval movement runs the risk of being intercepted by enemy fleets (rule 21) or suffering a storm at sea (Tyche card #50).
15.2 Procedure
Each player (even those without fleets) is allowed one naval move each Movement and Tyche Segment. That naval move may contain up to 8 CUs. Only Generals and Armies (even those with elephants) may use Naval Movement. Moving by sea is performed like moving overlandeach space costs one from a units movement allowance (exception: the Trans-Mediterranean routes which cost two). An army using naval movement does not have to stop in a space containing enemy CUs. An army or general using naval movement may move by land in the same round that it moves by sea, either before or afterbut not both. In other words, an army may not use land movement before and after using naval movement.
15.4 Debarkation
SUCCESSORS
11
Interception is a special kind of movement that allows an army to interrupt the movement of an enemy army.
16. I NT ERC EP TI ON
16.1 Procedure
Only armies may intercept. You may attempt to intercept an enemy army (or general) if it moves into a friendly space that is adjacent to one of your armies. To intercept, roll one die. If the die roll is greater than your commanding generals Initiative Rating, the interception attempt is successful. A successful interception requires you to move your general and his army into the target space.
EXAMPLE: To intercept with an army commanded by Perdiccas (Initiative Rating 3) you would need to roll a 46.
YOU MAY NOT INTERCEPT: Into a space containing a non-moving, unbesieged enemy CU. That is, you may not intercept into a space where the enemy is already located. Across a mountain pass, strait or sea route. NAVALMOVEMENT:You can only intercept naval movement in the space where it debarks (15.4).
SECOND EDITION: ATTACK OR DEFEND OPTIONS: A player who successfully intercepted has two options: A) he can immediately attack in which case the moving player can either accept battle or attempt to avoid the interception (see 17.6); B) he can defend, in which case the moving player can either attack or back up his army one space in the direction it came from and end its movement (backing up one space does not require a die roll and is not subject to the restrictions of 17.3). MORE THAN ONE ATTEMPT ALLOWED: If an enemy army or general moves around your army, you may attempt an interception in each adjacent space to which it moves.
16.2 Restrictions
Interceptions may only occur against movement. You cannot intercept an interception, an avoid battle (17.1), or an army forced to return to its port of debarkation (15.3). Armies inside a major city with enemy CUs on top, may not intercept. Specifically, you may only intercept into the following spaces: Transit Spaces Any space that contains unbesieged friendly units, in which case you would be reinforcing them before the battle begins. If the target space does not contain friendly units, you may only intercept into that space if it is under your control or is free of all control markers (including independent control markers).
12
SUCCESSORS
17. AVOIDING BA T T L E S
17.1 General Rule
If an enemy army moves into a space containing one of your armies or generals, you may attempt to avoid battle. To determine whether this is possible, roll one die. If the die roll is greater than the commanding generals initiative rating, the general or army can be moved up to two MPs. If the die roll is less than or equal to the generals initiative rating it cannot avoid battle.
EXAMPLE: Your general has an initiative rating of 3. You would need to roll a 4-6 to Avoid Battle.
A land battle is initiated when the moving player moves an army into a space containing enemy CUs and those enemy CUs do not, cannot, or fail to avoid battle. A battle forces the moving army to stop and end its movement.
18. LAND B AT T L E S
17.2 Penalty
An army that fails its attempt to avoid battle does not receive local troops (rule 18.2).
17.4 Pursuit
If your opponent successfully avoided battle, you may pursue or move off in a different direction (a successful avoid battle does not stop or slow your army). If your army has already used all of its MPs, then it may not pursue and must stop in its current space.
SUCCESSORS
13
TIES: If both players have the same battle score then it is a drawn battle (18.10).
SECOND EDITION: If you win the battle or if the battle is a draw, your commanding general only dies on a roll of a 6. If you lose the battle, existing rules are still in effect. NOTE: You must use a commanding generals battle rating benefit, you cannot ignore it in order to avoid a leader loss check. REPLACEMENT LEADER: Whenever the commanding general is killed in a leader loss check and no other friendly Major General is stacked with the army, an available minor general from off board may be placed instantly to take command of the army. If none are available, then the army becomes leaderless (see 5.3).
19. E LEPHANTS
19.1 Properties
Elephants are treated like other CUs except they have a variable combat value (19.2). Elephants may use naval movement. SECOND EDITION: Elephants are now counted against Forage Limits.
This combat unit represents the elite guard of the late Alexander. They are the finest fighting unit in the world at this time but are not strongly attached to any faction or the most legitimate successor to Alexander the Great.
20.1 Properties
The Silver Shields are shown on a single counter representing two Macedonian CUs, each with a combat strength of three. The Silver Shields can never be split up, or receive reinforcements (brought back up to full strength). If both CUs are lost, the unit is removed from the game.
18.9 Dispersal
Dispersed generals and/or CUs are placed in the Dispersed Box. They reenter play in the next reinforcement phase.
14
SUCCESSORS
TIES: If both players have the same battle score then it is assumed no battle took place, no fleets were lost and the player moving may continue his movement. NO FLEETS: A player without any fleets automatically scores a zero in a naval battle. Note that this is not as bad as it sounds as most results on the 1 or 2 column are zero.
21.2 In General
Fleets are not combat units, but markers. Fleet markers are kept off map and serve as indicators of a players fleet strength. The possible fleets (and their strengths) are: 2 The Athenian Fleet 1 The Asia Minor Fleet 1 The Cypriot Fleet 1 Cilician Pirates (Tyche card) 1 The Phoenician Fleet 1 The Macedonian Fleet 1 The Egyptian Fleet 2 The Rhodian Fleet
FLEET CONTROL: The fleet belongs to whoever controls the appropriate province (or city in the case of Athens). Control of the fleet occurs the instant control of the province or city is gained.
EXAMPLE: If you control both spaces of Cyprus you would receive the Cypriot Fleet.
SUCCESSORS
15
SUCCESSFUL SIEGE: When you accumulate three siege points the enemy garrison or independent marker is removed. If there were any CUs, generals or royal family members inside the city they are treated as a defeated army (18.8) and incur all the penalties of that rule. If the successful siege occurs during the Surrender Segment (the free siege attempt) you may place a Garrison Marker in the spaceif the major city falls during the Movement or Tyche Segment you must wait until your next Surrender Segment to place the garrison marker. BESIEGED STATUS: A major city is considered besieged as soon as you move one or more units on top of the major city (however, you may not use the Siege Table unless you have at least three CUs). LIFTING A SIEGE: A siege is lifted the instant all besieging CUs depart or are eliminated. If this happens, remove any accumulated siege points. NOTE: If a force besieging a major city or independent stronghold is defeated by a third-party enemy army, any accrued siege points are not retained by the victorious army; the new besieging army must start all over.
CUs and they use the siege table. Independent minor cities require one siege point to capture, strongholds require three siege points to capture. NOTE: Tyche Card # 46 Traitor inside City may be used against an independent minor city or stronghold. However, Tyche Card # 29 The Helepolis may only be used against major cities.
23.2 Movement
In each minor city space where the army ends its movement it removes the Garrison Marker (if any). If the army can be moved, the player controlling the army may forgo its movement and instead place an independent control marker in its location. MOVEMENT RESTRICTIONS: May not end their move on Major Cities spaces. May not use naval movement. Independent armies are moved separately but may be stacked in the same space. GREEK ARMY: may only enter Greece, Aetolia or Thessaly. 23,000 COLONISTS: Each time this army is moved (it can forgo its move to place an independent marker), it must end up in a space that is further west than its starting position. Once it enters Greece it is removed from the game. ARIARATHES: Must remain in Cappadocia. SCYTHIANS: No restrictions. AUTARIATAE: No restrictions.
16
SUCCESSORS
three local troop points: one if the battle occurs in a space containing an independent control marker and two if in a province where the majority of spaces (excluding transit points) contain independent markers. Independent armies that are stacked together, defend in battle as one combined force. However, since they move separately, they never attack together. IF DEFEATED: If the independent army is defeated it is flipped over and given to the commanding general who won the battle (it is worth 1 Prestige point [rule 28]). IF VICTORIOUS: If the independent army wins the battle it remains in its location. An independent army never loses strength due to battle losses. IF A DRAWN BATTLE: If the battle is a draw, the independent army is unchanged; it does not lose strength in drawn battles. If it was the attacker, it must retreat to the space from which it entered the battle and is only eliminated if retreating across a mountain pass or strait.
phasing player must remove one CU (owners choice) from each space that exceeds the forage value in siege situations. Only your own CUs are counted during the forage segment.
EXAMPLE: If during the Forage Segment you had nine CUs in a minor city, then you would have to remove one CU.
26. ROY A L FA M I LY M E M B E R S
26.1 Purpose and Control
Royal family members under your control can provide legitimacy points. You control a royal family marker if it is active and you have a general, army, or CU stacked with it. Heracles, Philip III, and Alexander IV are heirs, they are pawns which may be captured and controlled without restrictions. Olympias, Cleopatra and Thessalonice can only be controlled if you can activate them.
24.2 Procedure
The owning player makes a die roll for each applicable occurrence and consults the Attrition Table. The owning player cross-references the size of his force with the die roll to determine the number of CUs eliminated. WHICH UNITS ARE REMOVED: When removing CUs lost because of attrition, the owning player may pick any CUs he wishes unless dictated to remove an elephant CU by an eresult on the Attrition Table. GENERALS & MARKERS: Generals and royal family members are never affected by attrition (even if attrition eliminates the last CU accompanying that general). SECOND EDITION: Major cities no longer support 12 CUs and elephant CUs are now counted when determining forage limits. Each non-transit space on the map may support up to 8 CUs. Each transit space may support 3 CUs. During the Forage Segment, the
26.3 Movement
Royal family markers may not move by themselves. They must be carried by a general or army. A general or army carrying a royal family marker may pick up and drop off such counters at any time during its movement. A royal family member moved by a general or army cannot be
SUCCESSORS
17 3
moved by any other general or army of the same faction until the next segment or round.
26.4 Capture
Royal heirs (26.1) in a defeated army are captured after a battle by the victorious army (18.8). Heirs that are alone in a space may be captured by a moving general or army that enters its space. You may not capture Olympias, Thessalonice and Cleopatra while inactive, and if you capture them while activated, they immediately return to their inactive status.
27.3 Beneficiaries
All legitimacy points apply to your faction and all your generals benefit from your factions legitimacy even if they are not stacked with the source of the legitimacy.
27.4 Restrictions
ONE HEIR: You may not gain legitimacy from more than one heir. You may still have control of all three heirs, but you may only count the legitimacy points of one of them. The three heir markers have a purple strip for easy identification. ONE WIFE PER FACTION: You may not gain legitimacy from both Cleopatra and Thessalonice (only one or the other). You may still have control of both, but you may only count the points of one.
The Macedonian generals strove to acquire legitimacy, either through guardianship of the heirs or through marriage to a relative of Alexander the Great.
Legitimacy points serve four purposes: They are used to achieve victory (2.2, 31.4, and 31.5). They provide protection from Tyche card #44 (Mutiny) They are used to determine if a player may use his royal army units during a battle (rule 29). The player with the most legitimacy points receives the Macedonian reinforcement bonus (10.2).
27.2 Sources
Legitimacy comes from the following sources: THE TOMB: see 27.5. ROYALFAMILY: Six royal family markers provide legitimacy points to the faction controlling them. STRATEGOS OF EUROPE: The player controlling the province of Macedonia receives the Strategos of Europe marker to place on one of his generals (it starts on Antipater). This marker is worth two legitimacy points. GENERALS: Perdiccas has one point for being the senior commander at the time of Alexanders death. Leonnatus has one for being in the royal family (although not in line for succession).
18
SUCCESSORS
Once a marriage takes place you control them until they are captured or killed. They do not have to remain with their husband, and further more, if the husband is killed the lady still remains with the faction and contributes her legitimacy points. If the lady is captured in combat, she immediately becomes deactivated and may not be moved by any player until married again (exception: Tyche card # 36, Plans of Their Own).
EXAMPLE: You have Craterus and Eumenes each commanding an army and your faction has five legitimacy points (LPs). The army with Craterus would have seven LPs (5 + 2 = 7), the army with Eumenes would have three LPs (5 - 2 = 3).
NOTE: If the victorious commanding general dies in a leader loss check after a battle with an independent army, the newly won prestige dies with the general.
29. ROY A L A R M Y U N I T S
29.1 Situation
These units represent those Macedonians who are not strongly attached to any faction but are loyal to the rightful heir of the Macedonian throne. There are eight royal army units at the start of the game. Four start with Perdiccas, two with Antipater and two with Craterus. This is the maximum limit. All other Macedonian units including those that arrive as reinforcements are loyal.
29.2 Properties
Royal army (RA) units are treated like regular Macedonian units in all respects except one: they may not be used in a battle against an opponent with more legitimacy. If they cannot be used, they are set aside and are not counted when determining battle strength. If the army they accompany into battle loses, the RA units that were set aside mutiny to the victors army. If the army they accompany wins, they remain with that army. RA units that belong to a player with legitimacy greater than or equal to his opponent, may take part in battle and remain with the army even if the army is defeated. EQUAL LEGITIMACY: If the legitimacy is equal, both sides keep their Royal CUs and they function normally. RA UNITS IN OVERRUNS: Legitimacy is not a factor in Overruns and so RA units remain loyal until the start of the battle. RA UNITS AND SIEGES: If a player conducting a siege has more legitimacy than his target opponent, any RA units inside the major city will mutiny to the besieger the instant the first siege point is accumulated. RA units cannot be used to conduct a surprise sortie (22.3) if the besieger has more legitimacy points. FORCES CONTAINING ONLY RA UNITS: If an army that contains only RA units is attacked, and due to legitimacy the RA units cannot be used, then no battle takes place (any local troop points are disregarded). All RA units mutiny to the more legitimate general and any enemy generals are dispersed.
28.2 Sources
Prestige comes from the following sources: SACRED GROUND: The space containing Alexanders body is considered sacred ground and gives the army possessing the body four prestige points if attacked. These points are not used if the army possessing Alexanders body attacks. The generals Craterus and Ptolemy are very popular with the Macedonian army and each has two prestige points. The general Eumenes, being a Greek in a Macedonian world, is not popular with the Macedonians and has 2 Prestige Points. Tyche card #41, The Gift of Oratory provides a general with five prestige points, but lasts only until the end of the current round. The Major General who defeats an Independent Army (rule 23) receives one prestige point. Flip the army marker over and keep the marker on the generals card to indicate this.
29.3 Disbanding
You may disband an RAunit during your turn (before you move any generals). A disbanded RA unit is removed from play.
SUCCESSORS
19
30. VI CT O RY P O I N T S
30.1 In General
Players keep track of their VPs by using their VP marker on the Victory and Legitimacy Record Track. Players may earn more than 29 VPs but the conditions of an Automatic Victory would probably apply.
replaced by his son Cassander. There is not a separate stand-up general for Cassander-keep the Antipater general in play and place the Cassander marker on Antipaters card to remind the players of his new identity.* Cassander is a one star general with a 2 Initiative and 2 battle rating. If Antipater dies before turn 3, then Cassander instantly replaces him. Note that the Strategos of Europe is not a permanent attribute of Antipater, but goes to the faction controlling Macedonia. *Players who own the Cassander insert in THE GENERAL may use the Cassander stand-up general in place of the marker.
1st Edition Mapboard Errata The 23,000 Greek Colonists Marker is activated by Tyche Card #16, not #14 as printed on the mapboard. The Persian Popular Support Marker is activated by Tyche Card #31, not #35 as printed on the mapboard. The Autariatae Marker is activated by Tyche Card #51, not #50 as printed on the mapboard. 1st Edition Game Box Errata Bottom Side: First Paragraph, First Sentence - The time was 323 BC, not 326 BC as printed on the box. 1st Edition Tyche Card List Errata Cards 57-64: Delete the name Meleagros from the line and insert the name Peithon in its place.
31.2 Demetrius
This general arrives at the start of turn 3 (place him as if he is a reinforcement). Demetrius is the son of Antigonus and goes to the player who was dealt Antigonus. A general card was included in the insert in THE GENERAL Vol.32-2 for Demetrius.
20
SUCCESSORS
OPTIONAL RULES
DESIGNERS NOTE: I placed any new rule that I felt was not essential to the improvement of the game here in this Optional Rules section. Players may pick and choose as they please.
36. Host il e Tr i b e s
RULE: Armies that stop on a Hostile Tribe space no longer suffer the attrition attack, only armies that pass through without stopping. DESIGNERS NOTE: An army that hastily moves through the territory of the hostile tribe would be more likely to be attacked than one that was using more caution. This rule adds another decision to movement which is always a good thing. I recom mend this rule.
35. Ci licia
RULE: Cilicia at this time was a major source of wood for ship building, so the player who controls this province may upgrade his fleets with any 4 value Tyche card during the Tyche Segment (instead of just a Major Campaign card).
SUCCESSORS
21
38. M arri ag e
It is often difficult to arrange the marriage of Cleopatra and Thessolonice. To remedy this you may play the marriage card during any friendly Tyche Segment. The lady will honor her offer of marriage until the end of the turn. Place the marriage card in front of you for all players to see. If the marriage has not happened by the end of the turn, the lady has lost interest and the marriage offer is no longer in effect. In both cases, the marriage card is returned to the Tyche Deck at the end of the turn. DESIGNERS NOTE: I highly recommend this rule.
22
SUCCESSORS
44. A l e x a n d e r s To m b
Instead of associating the two LPs with the Major General who buried the body, the two LPs are now associated with the city where the tomb is located. Who ever controls the city receives these two legitimacy points. When the body is buried, flip the marker over and place it in the city. It can never be moved. The Major City space where the tomb is located is considered sacred ground and the faction that controls the tomb receives these four prestige points for any general (major or minor) located at the city space. NOTE: If the body is buried in Pella, two of the ten LPs are associated with Pella, while the Major General which carried the body there still receives 8 LPs. DESIGNERS NOTE: This will add a little more dynamics to the game. I recommend it.
Note: These two rules were in the original game (29.1 & 29.2). They can drastically affect play so remain optional. I dont like to play with them, but I can understand those who do.
45 A l l i e s
This variant was designed for use with the faction cards and the additional set of minor generals, Garrison Markers and infor mation counters included as an insert in the last issue of the now defunct Avalon Hill magazine, THE GENERAL. GENERALS: At the start of the game, randomly distribute
SUCCESSORS
23
Perdiccas, Ptolemy, Antipater, Craterus, and Leonnatus as the initial general cards (one to each player). After these cards are distributed, randomly distribute the remaining Antigonus, Eumenes, Seleucus, Lysimachus and Leonnatus general cards (one to each player). Each player should now have two Major Generals per faction, with no general cards inserted into the Tyche deck. AUTOMATIC VICTORY: A player needs 20 province points or 18 legitimacy points to win an automatic victory. TYCHE CARDS: Each player is dealt five cards as in the standard game.
24
SUCCESSORS
attack or one that is about to attack you. The desertions take affect before the battle is resolved. See rule 41 for an optional modification of this card. #43 Salvation in the 11th Hour. This card may be played whenever the conditions of the card are met; the timing is totally at the discretion of the holder of the card. RA units in the army are dispersed and do not join the side playing the card. #46 Traitor Inside City. This card can be used against an independent stronghold or any siege or subjugation attempt. #47 & 48 Cilician Pirates and Cretan Liar. Control of the Cilician Pirates is lost if the Cretan Liar card is played as either a Surprise card or is discarded. Actual cancellation
of a surprise card is not required to return the pirates to their holding area. #49 Deception and Surprise. This card can be used against Naval Interceptions. #53 & 54 Cleopatra/Thessalonice Marriage Offers. If already activated (and married to living general), these cards can be played to marry the lady to a different general, even to an enemy of the current husband. Divorce was common and these women played an active role in Macedonian politics. Marriage did not suborn a regal woman to silent obedience to a husband. A wife whose children were not getting due consideration for inheritance was quick to turn on a husband.
1 2 3 4 5 6
T R O O P TRAINING (12.9)
7 OPs 3 OPs 1 Macedonian CU 1 Mercenary CU No more than two Tyche cards per turn may be used for Troop Training
INTERCEPTION OPTIONS
OPTION A The intercepting player may attack: Moving player must either accept battle or attempt to avoid the interception (17.6). OPTION B The intercepting player may defend: Moving player must either accept battle or back up one space (16.1).
FORAGE LIMITS
8 CUs on Major or Minor Cities 3 CUs on Transit Points Elephant CUs are now counted when determining Forage Limits.
Special Thanks to Richard Berg for his permission to publish this second edition and John B. Firer for all his help.
2000 by Mark Simonitch The SUCCESSORS game is distributed by Hasbro. Comments and questions of these rules should be directed to Mark Simonitch at: 13 Amity Rockwall, TX 75087 or by e-mail at: Simon7itch@aol.com
SUCCESSORS