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EDITION II

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

The Battles for Alexander s Empire

Second Edition Introduction


The first edition of SUCCESSORS was published in 1997 by the Avalon Hill Game Company. It was designed by Richard Berg and myself. Even with its rough edges, this game quickly became my personal favorite. This second edition attempts to improve the game by incorporating two more options for the Tyche Cards and polishing off a few rough ends. Any new rule that was not absolutely necessary was pushed to the optional rule section. In an effort to make these rules as complete as possible and easier to comprehend for first-timers, I have reorganized and reworded them. Players who have learned the first edition, need only read the changes marked with an asterisk and printed in the san-serif font. Mark Simonitch

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.

1. INTR ODUCT ION

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

2.2 Automatic Victory


An automatic victory ends the game. You can win an automatic victory at any time starting on Turn 2. To achieve an automatic victory you must have at least 23 Victory Points (in the 4-player game) or 18 Legitimacy Pointsyou may not combine the two for an automatic victory. Once you obtain at least 23 victory points or 18 legitimacy points, you must declare your achievement and then hold on to it until all players have had one round (Surrender, Tyche, Move and Forage Segment) to counter it, or until the end of the turn (which ever comes first).

2.3 End Game Victory


If nobody has won by the end of turn 5, then legitimacy is no longer valid and victory is determined solely by victory points. Each player counts up his victory points, the person with the most points wins. In case of a tie, use the following (in order) as a tie-breaker:
1. Control of Macedonia. 2. Greatest number of Macedonian CUs (Loyal, Royal and Silver Shields).

SUCCESSORS

The Battles for Alexander s Empire

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.

3.4 The Tyche Deck


Shuffle the deck of Tyche cards and set it aside. Be sure to include the two non-primary general cards in this deck.

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. THE MAP B OAR D


4.1 Provinces
The mapboard is divided into provinces. Each province is named and has its victory point value printed in a small yellow box. Control of provinces is important for winning the game and receiving reinforcement bonuses.

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.

3.2 Assign and Place Generals


Separate the eight Primary General cards from the Tyche Deck and deal out (face-up) two to each player. Primary Generals have a purple horizontal bar across the top of their card. Each player (starting with the player who was dealt Perdiccas and proceeding clockwise around the map board) should place his two generals with their starting troops and garrisons on the map as specified on the card. Players may want to designate the position of each faction as North-South-East-West for clarity in determining Turn Order (8.1). This will prove especially useful in play by (e)mail games. THE THREE REMAINING GENERALS: Demetrius is placed on the Turn Track and will enter play as a reinforcement (rule 31.2), the other two are shuffled into the Tyche deck. If players are using the optional Cassander counter provided as an insert in the now defunct THE GENERAL, place this counter on the Turn Track as a replacement as well (31.3).

4.4 The Marker Holding Box


This is provided as a convenient space to place markers and combats units that may enter play.

4.5 The Victory and Legitimacy Track


Players should keep track of the number of victory and legitimacy points they currently have on this track. Players should make any necessary adjustments as they occur during the course of the game.

4.6 The Dispersed Box


This box is for placement of Major Generals and Macedonian combat units that have been dispersed by combat or have been overran (rule 14.6). Also, any leaderless CUs left or caught in a non-friendly space are placed here. During the next Reinforcement Phase all units in the Dispersed Box are available again. You are not required to take all your units out of the Dispersed Box during the reinforcement phase; some or all may remain there until the next reinforcement phase.

3.3 Champions of the Temenid Dynasty


Give each player a Champion marker. All players start as defenders of the Macedonian Empire and champion of the rightful heir.

SUCCESSORS

The Battles for Alexander s Empire

4.7 Asia, Africa, Europe and the Islands


All spaces on the board fall under one of four geographic areas: Asia, Africa, Europe or the islands. Spaces on Crete, Rhodes and Cyprus are island spaces. Asia consists of all non-island spaces to the east of, and including, the province of Hellespontine, with the exception of all spaces in Africa (Africa consists of Cyrene, Libya and Egypt). Europe consists of the remaining spaces to the west of Hellespontine.

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).

6.2 Enemy Garrison Markers


A space containing another players Garrison Marker is called an enemy controlled space. A space containing a Garrison Marker remains under the control of the owning player even if enemy CUs are present.

5.2 Generic Units


Combat units (of the same type) of value 1 can be used to make change for combat units of value 2, 3 or 5 (and vice-versa) at any time during play.
EXAMPLE: You may break up a 4 into four 1s.

6.3 Independent Control Markers


The term Independent Control Marker applies to both the regular round independent markers and the green hexagonal markers (Independent Strongholds). These are to indicate spaces which are currently independent of any Macedonian control (note that a vacant space is considered Macedonia territory but not under the control of any particular player). Independent Control Markers are treated just like enemy Garrison Markers except they are more difficult to remove (see 11.1).

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.

5.3 Indicating Ownership


The game represents a civil war where any unit could be controlled by any player. For that reason all CUs have the same background color. To indicate which units belong to your faction, use one of the three following methods: Place the CUs underneath a Major General or on his card. Place the CUs on a space underneath a friendly garrison. Place one of your four minor general markers on the units. DISPERSED BOX: Indicate ownership of your CUs in the Dispersed Box by placing a friendly Garrison Marker over them. CUs WITHOUT AN OWNERSHIPINDICATOR: If, at any time, a player is unable to indicate some of his CUs as being under his ownership in one of the three ways listed above, he must immediately remove those CUs and place them in the Dispersed Box.

6.4 Independent Strongholds


The nine hexagonal-shaped spaces on the map are Independent Strongholds. Those indicated with italic type contain Hostile Tribes which attack any army which passes through (rule 14.12). Independent Stronghold spaces represent areas which would be difficult for the Macedonians to conquer and so must be subjugated (rule 22.5) before they can be controlled. Once these spaces are conquered they are treated as a minor city space. If the space regains its independence (through an unrest Tyche card) they again become Independent Strongholds.

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

The Battles for Alexander s Empire

7. GENE RALS and A R M I E S


7.1 Purpose
Generals are important for moving units and claiming legitimacy. A general stacked with CUs forms an army (7.4). There are two types of generalsMajor and Minor. Both types can move friendly CUs and carry royal family members.

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:

7.2 Major Generals


The 11 generals (12 if using the Cassander counter provided as an insert in the now defunct THE GENERAL) placed on stands are called Major Generals. A Major General can be the bearer of legitimacy awards and penalties (rule 27). A Major General can die in a battle due to a leader loss check (18.11). A player is never out of the game for losing all his Major Generals; he may continue to play with just his minor.

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.

8.2 Label the Usurper


The player who currently has the most victory points is labeled the usurper (Rule 9). This player remains the usurper throughout the turn regardless of the changes in the victory point count.

8.3 Reinforcement Phase

(Skip this phase on Turn 1).

7.3 Minor Generals


Minor generals are used to move or command CUs which are not stacked with a Major General. This is done by placing one of your minor generals on the stack. If all four of your minor generals are already on the map, you may reposition one to the desired stack. Minor generals are also used when you drop off CUs on a non-friendly space to indicate ownership of those CUs (5.3). Minor generals can be placed or repositioned at any time during your turn (during the Tyche or movement segment, before or after rolling for movement, after a battle in which your Major General dies, etc.); minor generals may only be placed during your opponents turn if one of your Major Generals dies in battle and there is not a subordinate Major General to take command (18.11). PROPERTIES: Minor generals can never be eliminated and ignore any leader loss checks. Minor generals may not be the bearers of legitimacy awards or penalties, but they may benefit from their factions legitimacy. Minor generals without CUs or in a space with a Major General must be removed from the map. All minor leaders have an Initiative Rating of 4 and a Battle Rating of 2. LIMIT OF FOUR: Each player has four minor general markers. A player may not create more minor generals; four is the absolute limit.

Each player receives his reinforcements (rule 10), and in turn order places them on the map.

8.4 Shuffle and Deal Tyche Cards


Each player is dealt 5 Tyche cards. The Tyche deck is reshuffled each turn. Those cards that are played which state Remove From Play are not reshuffled back into the deck.

8.5 The Strategy Phase


The strategy phase is composed of rounds. Each round consists of each player (in turn order) performing the following actions: THE SEQUENCE OF ONE ROUND: 1. SURRENDER SEGMENT: Player 1 conducts his Surrender Segment (rule 11). 2. TYCHE SEGMENT: Player 1 plays one non-surprise Tyche card (rule 12). 3. MOVEMENT SEGMENT: Player 1 may either move his generals and CUs, or raise one mercenary CUhe cannot do both. If he chooses to move, then all of his generals (major and minor) along with the CUs they command may move (rule 14). If he chooses not to move, then he receives one mercenary CU as a reinforcement (14.13) and his movement segment is over. 4. FORAGE SEGMENT: Player 1 checks the stacking in each of his armies and removes one CU in each stack that exceeds the forage limit of the space (rule 24.3). Player 2 now repeats steps 1 through 4, followed by the remaining players in Turn Order. After the last player is done, a new round begins. After all Tyche cards have been played, the strategy phase ends.

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).

8.6 Garrison Isolation Removal Phase


All players (in turn order) remove all their Garrison Markers which are isolated (rule 25).

8.7 End of Turn


If this is the last turn of the game, count victory points to determine who has won. If this is not the last turn, shift the turn marker one space to the right and begin a new turn.

SUCCESSORS

The Battles for Alexander s Empire

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).

9.3 Usurper and Legitimacy


Being labeled the Usurper has no affect on your legitimacy (rule 27). Note that it is possible, and very likely, for a Usurper to be a Champion (27.8) also. A Usurper who is a Champion would lose his Champion status the instant he attacks another player (unless he is another Usurper).

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.

11. THE SUR RENDER S E GMEN T

11.1 Minor City Spaces


During this segment any or all minor city spaces (except those containing independent control markers) where you have one or more CUs will automatically surrender to you. In each space that surrenders you may place a friendly garrison marker. If the space contained an enemy garrison, remove it and replace it with one of your own. Players are not required to accept the surrender, they may leave the enemy garrison in place or simply remove the enemy garrison marker and leave the space uncontrolled.

10. T HE REI NF ORC EME NT P HASE


10.1 In General
Skip this phase on Turn 1. During this phase on turns 2 through 5 each player receives his reinforcements and his units that were in the Dispersed Box (if any) and places them on the map. Players place their units in turn order.

10.2 Reinforcement Rate and Bonuses


Each player receives two mercenary CUs each reinforcement phase. In addition, a player may receive bonus reinforcements for the following: 1 Macedonian CU to the faction controlling Macedonia. 1 Macedonian CU to the faction with the most legitimacy points (ignore prestige points). In case of a tie, nobody earns this bonus. 2 Mercenary CUs to the faction with the most victory points. In case of a tie, all players tied for first in Victory Points get one Mercenary CU.

11.2 Free Siege and Subjugation Attempts


Occupied major cities and spaces containing independent control markers never surrender. However, during this segment you may conduct a free siege (22.1) or subjugation attempt (22.5) in each such space where you have an army of three or more of your CUs. This does not cost the army any movement points. If the siege or subjugation attempt is successful you may remove the marker and replace it with one of your own Garrison Markers.

10.3 Placement of Reinforcements


Reinforcements and returning units from the Dispersed Box (4.6) are placed in either a friendly controlled space; or a space containing a Major or Minor General. RESTRICTIONS: No more than two CUs may be placed in any one province unless they are placed on an unbesieged and friendly controlled major city space. There is no limit to the number of reinforcements and returning CUs which may be placed on such a major city. Reinforcements may not be placed inside a major city space if another player has CUs outside the major city.

Tyche (pronounced Tikie, rhymes with Nike) was the Greek Goddess of Fortune and Chance.

12. THE TYCH E SEGMENT

12.1 Tyche Cards in General


Each turn the Tyche deck is reshuffled and all players are dealt five cards. There are four types of cardsevent, bonus, general and surprise. Most Tyche cards have a number between 1 and 4 in the upper left corner called the Operations Number. Using the Operations Number allows you to do one of the following: Move a general (12.7) Place garrison Markers (12.8) Train Troops (12.9)

SUCCESSORS

The Battles for Alexander s Empire

12.2 Event Cards


Most Tyche cards are event cards. The event is only available if the operations number is not used (exception: Bonus cards). Some event cards say: MUST BE PLAYED. These events must happen. However, you dont have to play the card right away; you can wait until the last round if you wish.

12.3 Bonus Cards


If you play a bonus card you can use the Operations Number and the event. The bonus event always comes after the Operations Number has been used. You may choose not to use the bonus if you wish (exception: Unrest Bonus cards [12.4] must be used).

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.

12.8 Placing Garrison Markers with Tyche Cards


A Tyche card may be used to place a quantity of Garrison Markers on the map equal to the operations number. For example, playing a 3 Tyche card would allow you to place three Garrison Markers. RESTRICTIONS: Garrisons may never be placed on Transit Points. Garrisons placed with Tyche cards must be placed in spaces void of enemy CUs, enemy garrisons or independent markers. Garrisons placed with Tyche cards must be placed within two MPS of a friendly CU or a friendly garrison that existed before the current Tyche Segment. If placed 2 MPs away, the intervening space may not contain an enemy garrison, enemy CUs, an independent army, or an independent marker. There are two options, you may train Phalangites or Auxiliaries. Phalangites (or pantodapoi) are pikemen trained and equipped in the Macedonian style using the 12 to 15 foot sarissa. Auxiliaries are regular pikemen, light horse, slingers or archers. Use Loyal Macedonian CUs for Phalangites and Mercenary CUs for Auxiliaries. OPTION 1, PHALANGITES: This requires seven Operation Points (OPs) and must be spent over a period of at least two Tyche Segments. Keep track of the number of OPs spent for this purpose by placing a number of garrison markers on top of a Macedonian CU equal to the OPs to date that have been expended for this purpose. When it is completely paid for, the Loyal Macedonian CU arrives in that Tyche Segment and is placed under the same restrictions as reinforcements. OPTION 2, AUXILIARIES: This requires three OPs. You can spend either a three value Tyche card or spend two or three Tyche cards over a period of two or more turns that total three OPs. When it is completely paid for, the mercenary CU arrives in that Tyche Segment and is placed under the same restrictions as reinforcements. RESTRICTIONS: Each player may use no more than two Tyche cards per Game Turn to train troops. No player can be training more than two CUs at a time. OPs from a single card may be split between two units.

12.4 Unrest Cards


There are three Unrest events in the deck and these bonus events must be played. Determining where the unrest occurs is resolved by rolling two dice and using the Unrest Table. If the Unrest Table indicates two provinces (results 10 or 11), the player who played the card may choose which province to target. If all spaces in the indicated province contain independent markers and/or CUs, then the unrest occurs in an adjacent province chosen by the active player (this represents the unrest spreading).

12.5 Surprise Cards


During each Tyche Segment you must play (or discard) one non-surprise Tyche card. Playing or discarding a surprise card during your turn does not count as your mandatory play. Surprise cards can be played at any time during the Strategy Phaseeven during an opponents turn. Once a player plays a surprise card he must immediately draw another card from the Tyche deck to replace it. Surprise cards are not played in any specific order, but are played on a first-come-first-serve basis. A player may not play a surprise card during an opponents turn that is not applicable to that players action.

12.9 Training Troops

12.6 General Cards


When a general card is played, that general can be either placed on the map as a reinforcement (10.4) or in any space in the generals optional starting location (stated on the card) that does not contain an enemy CU or an independent army. The space may contain an enemy garrison marker. A Tyche card may be used to activate any one army you control. The Movement Allowance of the army is equal to the Operations Number on the Tyche card. Any type of movement or activity allowed in the movement segment (Naval Movement, Siege Attempts, picking up and dropping off CUs and generals, etc.) is allowed in this segment by the activated army.
EXAMPLE: You have two armies on the map. Playing a 3 OPs card would allow you to activate one of those armies and move it 3 MPs. The army activated could contain any number of CUs and generals.

12.7 Activating a General

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.

12.11 Second Edition Changes to Tyche 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

The Battles for Alexander s Empire

14. L AND MOVE MENT


14.1 The Movement Procedure
CUs cannot be moved unless accompanied by a general. Each general that moves may carry with him any number of CUs and subordinates. Each general must complete his movement and combat before another general is moved. CUs or subordinates moved by one general may not be moved by a different general in the same segment.

14.2 Movement Allowances


Generals receive a Movement Allowance (MA) which is the number of Movement Points (MPs) they may expend during their move. MAs may be used for either movement, to remove enemy garrisons (14.8), siege attempts (22.1) or subjugation (22.5). MOVEMENT SEGMENT: During the Movement Segment all your generals may move, but their movement allowance is determined by a die roll. Roll one die and use that result for all your generals. Generals with an initiative rating less than the die roll receive 4 MPs. Generals with an initiative equal to the die roll receive 3 MPs. Generals with an initiative greater than the die roll receive 2 MPs (i.e., high die rolls are better).
EXAMPLE: Seleucus is a fast general, Craterus is a slow general. If you rolled a 3, Seleucus with an initiative rating of 2 would receive 4 MPs. Craterus with an initiative rating of 4 would receive 2 MPs.

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).

14.3 Mapboard Spaces and Paths


The cost to enter any space (major city, minor city, transit point, independent stronghold) is determined by the type of path used (land, sea route, Trans-Mediterranean passage, mountain pass or strait). Land and sea route paths cost 1 MP. Mountain pass, strait and Trans-Mediterranean passage paths cost 2 MPs. STRAITS: Crossing a strait is considered land movement and does not require naval movement. Notice that crossing a strait is faster using naval movement (rule 15), but incurs the risk of naval combat.

14.7 Major Cities and Movement


CUs which remain outside of the major city stop enemy movement (unless overran); CUs inside the major city do not. You may move your CUs from inside to outside a major city (and vice versa) in the following situations: Through normal movement during your player turn (this does not cost MPs). If an enemy army enters one of your non-besieged major city spaces and you have CUs there, you may declare the CUs inside or outside. Your decision may change each time an enemy army enters the space.

14.4 Picking Up and Dropping Off CUs


As you move your general, you can pick up and drop off any number of CUs and generals along the way with no delay to your movement. Dropping off CUs in a nonfriendly space requires a general (minor or major) to indicate ownership. Dropping off CUs in a friendly controlled space can be indicated by placing the CU under the Garrison Marker. Since each player is limited to four minor generals, this will limit the number of non-friendly spaces you can leave your units in.

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.

14.5 Entering Enemy Occupied Spaces


If your army enters a space occupied by enemy CUs, it must stop its movement for the turn and battle the defender (rule 18). Exception: if your army can overrun (14.6) the defender, or the defender is inside a major city (14.7), or friendly passage is granted (14.11), your army does not have to stop.

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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.

14.9 Generals without CUs


A general moving without CUs may not move into a space containing enemy CUs or stop in a space containing an enemy Major General. However, you may move a general through a space containing an enemy Major General and no enemy CUs. If an enemy army enters a space (either through movement or interception) occupied by a Major General who is not accompanied by friendly CUs and not inside a friendly controlled major city, the owning player must make a Leader Loss Check. A roll of a 5 or 6 results in the death of the general and its removal from the game. A roll of 1-4 results in the general being placed in the Dispersed Box (4.8).

14.13 Raising a CU in Lieu of Movement


During the Movement Segment a player may forgo his movement die roll (and therefore all his movement and activity for that segment) and instead place a mercenary CU on the board. The CU is placed under the same restrictions as reinforcements (10.3).

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).

14.10 Changing Commanders During Movement


If you move a general into a space containing a friendly general of higher rank and wish to pick up that general, then the general with the higher rank immediately takes command for the remainder of the first generals movement. If your army picks up a friendly general with the same rank as your commanding general, you are free to decide which will be the commanding general. INITIATIVE RATINGS: If you change commanders during movement, you must use the new commanders movement allowance for that army. If the army has already moved that amount, the army must come to a stop.
Example: A player controls both Seleucus and Craterus who are situated in adjacent spaces. The die roll for movement is a 3 which allows Seleucus to move 4 spaces, but allows Craterus to move only two spaces. The player moves Seleucus one space and picks up Craterus (who outranks him and takes command of the army). Since Craterus can only move two spaces, the army must stop after moving one more space.

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.

15.3 The Port of Embarkation


The space from which your force first travels a sea route is called the port of embarkation. This is important if the Naval Combat requires you to return to that port. The last space your army or general ends its naval move is called the port of debarkation. This is the only space where a land interception (rule 16) can take place. During a naval move a general or army may pick up royal family members, CUs or generals in a port space without debarking. You may not remain at sea at the end of your naval move, you must debark in the last space you entered.

14.11 Friendly Passage


You may enter and pass through a space containing units of another player without initiating combat if that player grants you friendly passage and honors it when you pass through his space. Friendly passage may be requested and granted at any timebefore movement or at the instant you enter the other players space. If the player grants you friendly passage, he is under no obligation to honor it. When your forces enter the space, you must ask the player whether the friendly passage is being honored. If it is, you may continue with your movement. If it is not, you must stop and battle (or overrun if possible) those forces.

15.4 Debarkation

14.12 Hostile Tribes


All independent strongholds (hexagonal control markers) except Sparta and Aetolia are considered hostile tribe spaces. Any army that enters one of these spaces must undergo attrition on the 2 column of the Attrition Table

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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).

16.3 Overruns and Interceptions


If you intercepted one of your opponents armies, but he has a 5-1 superiority in CUs (battle strengths and local troop points are not counted) then your army is defeated (see 16.8), and his army may continue to move.

16.4 Multiple Interceptions


You may conduct more than one interception attempt into the same space if you have more than one army adjacent to the target space. In this case, you must predesignate all interception attempts before any are resolved. MULTI-FACTION INTERCEPTIONS: If two or more factions can intercept into the same space, use the current turn order to determine which player must predesignate his interception attempts first. No more than one faction may intercept into a single space (although two or more factions may attempt tothe first one to succeed and move into the space prohibits the others from intercepting).

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.

16.5 Subordinates and Interceptions


You may dispatch a portion of your army (under the commanding general or a subordinate) for an interception. You must predesignate which general and how many CUs will make the attempt. Use the initiative rating of the subordinate if he is making the interception attempt. Each army may make only one interception attempt for each space entered by an enemy army (i.e., you may not make two or more interception attempts from the same space hoping that at least one succeeds).

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).

16.6 Interceptions and Major Cities


An interception of an army entering a major city space occurs outside the city. The moving army cannot claim the protection of the major city until after the battle. Armies inside a major city with enemy CUs on top, may not intercept.

Initiative Rating Used for: Movement Interception Avoid Battle

Battle Rating Used for: Combat

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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

18.1 Determining Battle Strength


Each player determines the battle strength of his army. Battle strength is the total sum of the combat strength of his CUs plus local troop points. Each Silver Shields CU has a combat strength of three. Each Macedonian CU has a combat strength of two*. Each mercenary CU has a combat strength of one. Each elephant CU has a variable combat strength (19.2). *Macedonian Royal Army units may not be used against a gen eral with more legitimacy (see 27.2).

17.2 Penalty
An army that fails its attempt to avoid battle does not receive local troops (rule 18.2).

17.3 Procedure and Restrictions


You may only avoid battle into a friendly or neutral space. Specifically that includes: a vacant space, a friendly controlled space free of enemy CUs and independent armies, or any space (regardless of control) containing friendly unbesieged CUs. An army or general avoiding battle may not cross a mountain pass or strait, use a sea route, or enter the space from which the enemy force is advancing. An army about to be overrun may attempt to avoid battle. An army successfully avoiding battle and opting to move two spaces may NOT pick up CUs and generals in the first space it passes through. Unlike interceptions (16.5), you may not split your army during an avoid battle (either leaving CUs behind or avoiding battle into two or more spaces). Armies that successfully intercepted into the battle space may not turn around and avoid battle out of the battle space.

18.2 Local Troops


Local troops represent the levy of local troops from nearby areas. Local troops are awarded for the following cases: One troop point if the battle occurs on a friendly controlled space. Two troop points if the battle occurs in a friendly controlled province. NOTE: These two bonuses are cumulative. If you control both the province and the space where the battle is fought, you would receive three local troop points.

18.3 Attacker and Defender


If you moved your army into a space containing enemy CUs, you are the attacker and the other player is the defender. For battles caused by an interception (rule 16), the player that intercepts decides whether to be the attacker or the defender (rule 16.1).

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.

18.4 Major Cities and Battles


If you send an army to attack an enemy army besieging one of your major cities, you may count your CUs inside the city during the battle. This is called a sortie. However, if you lose the battle those CUs that sortied suffer the same penalties as your defeated army. Likewise, if you are defending, and the battle space contains a friendly major city with CUs inside, you may move those CUs outside the city to assist in the battle. Any CUs that remain inside the city, or are moved inside before the battle starts, are safe if the battle is lost. PLAY HINT: I always keep at least 1 CU inside the city in case I lose the battle.

17.5 Multiple Avoid Battle Attempts


If your army pursues into the space where your opponent moved to avoid battle, then your opponent can try to avoid battle again, and you may pursue again. This can continue until your opponent fails his avoid battle die roll or your army has moved its limit. An army that is intercepted and attacked (see 16.1, option A) may attempt to avoid the interception. Resolve the attempt as in 17.1 above. If successful, the army must back up one space in the direction it came and end its movement. Just like in avoid battles, an army may not avoid an interception if the space it must back up into is across a mountain pass/strait or sea route or into a space containing an enemy CU, enemy garrison or independent control marker. For the last two cases, a friendly CU in the space cancels the restriction.

17.6 Avoiding Interceptions

18.5 The Battle Table


The Battle Table is used to resolve the battle. Each player rolls two dice and cross-references the Battle Strength of his army with the dice roll. The result is his battle score. The player with the higher battle score wins the battle and the other players army is defeated (18.8).
EXAMPLE: The attacker has a battle strength of eight while the defender has a battle strength of five. The attacker rolls a 7 on the 8 column resulting in a battle score of 4. The defender rolls a 12 on the 5 column resulting in a battle score of 7. The defender wins.

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TIES: If both players have the same battle score then it is a drawn battle (18.10).

18.6 Battle Ratings


Each general has a battle rating. Only the commanding generals battle rating is used in a battle. The battle rating is the minimum die roll that the general can roll for each die. Any die rolls less than that number are increased to that number.
EXAMPLE: Your commanding general has a battle rating of 4. A roll of a 1 and a 2 would be treated as two 4s. A roll of a 1 and a 5 would be treated as a roll of 4 and a 5. Aroll of a 5 and a 6 would not change.

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).

18.7 Battle Losses to the Victor


The victor loses one CU of his choice. However, if his battle score was at least twice the losers battle score, he loses no CUs.
EXAMPLE: If the battle scores were nine and seven, the victor would lose one CU. If the battle scores were nine and four the victor would not lose any CUs.

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.

18.8 Defeated Armies


An army defeated in battle suffers the following penalties: All mercenary and elephant CUs in the army are eliminated. All Macedonian CUs in the army suffer attrition (Royal Army units that sat out the battle do not). NOTE: The Silver Shields are considered Macedonians for this purpose (see 20.1). Use the Attrition Table and cross-reference the number of Macedonian CUs in the army with a die roll. The result is the number of Macedonian CUs eliminated. All generals in the army, plus the Macedonian CUs which survived the attrition roll are dispersed (18.9). ROYALS: If there are royal family members in the defeated army, they come under the victors control and are placed with the victorious army (exception: Cleopatra, Thessalonice and Olympia become inactive when captured [26.2]).

19.2 Variable Combat Value


The strength of each elephant unit is determined by rolling a die and reducing its face value by two. Die rolls of 1 or 2 are treated as zero. This is repeated for each unit.
EXAMPLE: The player has three elephant CUs involved in the battle. He rolls three times, first a 3 (1) then a 5 (3) and lastly a 1 (0). The total strength of his elephants is 4.

20. T HE S ILVE R SH IE LDS

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.

18.10 Drawn Battles


If the battle ended in a draw, then both sides lose one participating CU of their choice and the attacker must return to the space from which he entered the battle. This space must be a legal avoid battle space, if it is not the army is defeated and suffers the penalties of 18.8.

20.2 Arrival and Loyalty


The player who plays the Silver Shield card for the first time receives the unit (at full strength). After that, the card becomes a surprise card to steal the Silver Shields away from the present owner. The Silver Shields are not affected by the mutiny card (#44).

18.11 Leader Loss Check


If you roll a 9 on the Battle Table (after modifications for the commanding generals battle rating), you must make a Leader Loss Check. This is performed before conducting dispersal. Roll one die, if the result is a 5 or 6, the general has died and is removed from the game. Any personal legitimacy associated with that general is removed.

20.3 Attrition of the Silver Shields


Each time the Silver Shields switch sides in a battle, reduce their strength by one CU (do this before calculating army strengths). Unless the unit is reduced in other ways, this will mean that the Silver Shields are removed from play the second time they switch sides.

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21. F LEE TS AND NAV A L C O M B AT


21.1 Purpose
Fleets help protect your naval movement and hinder your opponents. The player with the largest fleet receives 4 victory points (30.3). Fleets are helpful in sieges against port major cities (22.2).

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

21.5 Defeated Fleets


Fleets defeated in a naval battle are placed in the Dispersed Box. If the player who was using naval movement lost the naval battle, then his CUs suffer attrition (rule 24) and the survivors return to the port of embarkation (15.3) and end their movement. UPGRADED FLEETS: Upgraded fleets (see below) are flipped back to their normal value when dispersed.

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.

21.6 Upgrading Fleets


This was an optional rule in the 1st edtion, it is now part of the regular game. A fleet may be temporarily upgraded. To do so, you must discard a Major Campaign card during your Tyche Segment. You may flip the fleet marker over to its stronger side immediately. The fleet is flipped back over to its weaker side in the next reinforcement phase or if defeated in a naval battle. CLARIFICATION: Upgraded fleets count for determining Largest Fleet victory points (30.3) and are taken into consideration during 8.1, 8.2, and 8.3. However, at the end of 8.3, the fleets are flipped back to their original values. DESIGNERS NOTE: Ancient fleets were extremely expensive to maintain. The temporary upgrade represents an enlargement of the fleet (through builds and acquisitions) which cannot be maintained for a long period of time.

21.3 When Naval Combat Occurs


Naval combat occurs when one or more players use their fleets to impede another players naval movement. Naval combat is possible at any point along the moving players sea route. DETERMINE PATH: You must announce your intention to use naval movement to the other players and indicate the path you will take. The other players then decide whether they will use their own fleet (or fleets) to intercept you. A player may only intercept if he has a Garrison Marker within two spaces (via sea routes) of at least one of the spaces your naval movement enters (you may not intercept in the port of embarkation or across a Trans-Mediterranean Sea Route). The player using naval movement may always use his fleets whether or not he has a Garrison Marker within two spaces of his move. Interception is automaticif a player wants to intercept your naval movement, a naval battle occurs. If more than one player opposes your naval move, each naval battle is resolved separately.
FLEET SIZE: A player does not have to commit all his fleets to a naval engagement. The player moving declares as he starts his naval movement which fleets are escorting. Intercepting players may declare interception with any number of their own fleets.

22. S IE GES AND SUB JUGA T I O N


22.1 Sieges of Major Cities
Independent major cities and enemy controlled major cities containing CUs can only be captured by siege. Siege attempts are allowed during movement (in the Movement and Tyche Segments) and in the Surrender Segment (the free siege attempt). An army must have at least three CUs to conduct a siege attempt and each siege attempt costs two MPs (exception: the free siege attempts during the Surrender Segment do not cost MPs). Siege attempts are resolved by rolling one die and consulting the Siege Table. A siege is successful when you accumulate three Siege Points against the major city. Record accumulated siege points with the siege markers. SIEGE TABLE RESULTS: The bold numbers to the left of the slash indicate siege points gained. The numbers to the right of the slash indicate CUs lost by the besieger (his choice).
EXAMPLE: A 1/1 result indicates that the besieger gains one siege point but must remove one CU.

21.4 Naval Combat


The Battle Table is used to resolve naval battles. Each player rolls two dice and cross-references his fleet strength with the dice roll. The result is his battle score. The player with the higher battle score wins the naval battle and the other players fleet is defeated (21.5). Generals and CUs with the fleet have no affect on naval battles.
EXAMPLE: Player A has three fleet points and player B has two. Player A rolls a 7 for a score of 1 while player B rolls a 5 for a score of 0. Player A wins the naval battle.

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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.

22.6 Siege and Subjugation Restrictions


No more than one siege or subjugation attempt is allowed against each space during the Surrender Segment. Two siege or subjugation attempts are allowed against a space during the movement or Tyche Segment as long as the same army conducts them bothfor example you may not pass two or more armies through the space each conducting a siege.

23. I NDEP E NDENT A R M I E S


23.1 In General.
Independent armies are hostile to all players, they are friendly to other independent armies. If you enter a space occupied by one, or it enters a space occupied by one of your armies, you must battle it (23.3). Only activated independent armies may move, and they may only move when one of the following Tyche cards is played: #16, #17 and #51. The Greek Army and Ariarathes of Cappadocia start the game active; the remaining three are activated when their appropriate Tyche card is played.

22.2 Siege Die Roll Modifiers


Modify your siege attempt die roll accordingly: +?/-? for the citys siege modifier (see map) 1 for sieging a port major city if you have no fleet points or all your fleets are dispersed. A port is any space accessible by one or more sea routes. +1 when using Tyche Card # 29 The Helepolis. +3 when using Tyche Card # 46 Traitor inside City. SECOND EDITION: You no longer cancel siege points with CUs. Instead, a player who has CUs inside a besieged major city may make a surprise sortie. Each CU may make a separate surprise sortie. Surprise sorties must occur during the controlling players movement segment. It is not necessary to have a general inside the major city. To conduct a surprise sortie simply announce your intention and roll one die on the Siege Table. No die roll modifiers are ever used. If the result calls for a CU loss, then the sortie suffered heavy casualties and one CU from inside the besieged city is removed. If the result achieved a siege point, then one siege point is removed from the city. Siege points may never be reduced below zero and a surprise sortie never causes losses to the besieger.

22.3 A Surprise Sortie

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.

22.4 Movement In/Out of Besieged Cities


An army inside a besieged non-port major city may not move from the space if it cannot overrun the besieger, however, it may move outside the city and initiate a battle. An army inside a besieged port major city may initiate a battle by moving outside the city, or it may leave the city space via naval movement.

23.3 Combat Against Independent Armies


Combat against independent armies is resolved exactly like combat between active players. Each independent army is considered to be commanded by a general with a battle rating of 2. The battle strength of the army is printed on the counter. An independent army can receive up to

22.5 Subjugation of Independent Spaces


Independent minor cities and strongholds may only be captured by subjugation. Subjugation uses all the same rules as siegesthey require an army with at least three

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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.

25. THE GARR ISON I SOLA T I O N PHASE


25.1 Purpose
During this phase, each player (in turn order) must remove all his Garrison Markers that are isolated.

25.2 Definition of Isolation


A Garrison Marker is isolated if the player cannot trace a path of spaces from the garrison to either a friendly CU, or to a friendly controlled major city (besieged or not). THE PATH CAN enter friendly controlled spaces, empty spaces, transit points, and use sea routes. The path may enter and exit a space containing enemy CUs, but only if the space also contains a friendly Garrison Marker. THE PATH CANNOT enter a space containing an enemy garrison or independent marker unless a friendly CU is present in that space. DESIGNERS NOTE: If using the optional Defeat and Surrender Repercussions, this phase becomes unnecessary.

23.4 Interception and Avoid Battle with Independent Armies


Independent armies may not avoid battle or intercept. Players may exercise an interception or avoid battle against an independent army under the rules 16 and 17, respectively.

24. ATTRI TI ON and F ORAG E


24.1 When Attrition Occurs
Due to a naval defeat (rule 21.5). After a battle for a defeated army (determines the number of Macedonian CUs eliminated). For entering a hostile tribe space (rule 14.12). Use the 2column. For Overruns (Mercenary and Elephant CUs are eliminated, Macedonian CUs suffer attrition [14.6]). Certain Tyche Cards (Storms at Sea and Epidemic).

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

26.2 Inactive Royals


Olympias, Cleopatra and Thessalonice start the game inactive. While inactive they may not be moved (except with Tyche card #36, Plans of Their Own) and they do not provide legitimacy points. They are activated when their appropriate Tyche card is played (either #15, #53 or #54). Once activated they may be moved normally by the controller. If captured by another player, they immediately return to their inactive status.

24.3 The Forage Segment

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

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17 3

moved by any other general or army of the same faction until the next segment or round.

CHAMPION OF THE TEMENID DYNASTY: Legitimacy Points (see 27.7).

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.

26.5 Uncontrolled Royal Family Members and Major City Spaces


Uncontrolled Royal family members in a major city space are always considered inside the city. HOUSE ARREST: If the royal family member is inactive (Cleopatra, Thessalonice and Olympias) and the major city is controlled by an enemy play er, the inactive royal family member is considered under house arrest and may not be activated until the city is successfully besieged. LADY IN WAITING: An inactive Royal Family member in an independent major city may be activated without a siege. REFUGE: An uncontrolled heir (Heracles, Philip III and Alexander IV) in an independent major city is considered to be seeking refuge and may not be captured until the city is successfully besieged.

27.5 Alexanders Body and Burial


Alexanders body is not worth any legitimacy until it is buried. Perdiccas has ordered a luxurious funeral cart to be built to carry it to Macedonia where it can be buried with the other Temenid Kings. The funeral cart will be ready on turn 2. RETURNING THE BODY TO MACEDONIA: If you control the body and carry it to Pella with a major general (you dont have to control the city), that general receives 10 Legitimacy Points. Remove the body from play and place the tomb legitimacy marker (on its +10Lside) on the general. These points are associated with that general and are tied to his fate. If he dies, the points are lost. BURYING THE BODY OUTSIDE OF PELLA: A Major General can earn two legitimacy points by creating an honorable final resting place for Alexander. To do this, you must bury it at a major city under your control and have a Major Generals present. The ceremony occurs at the end of your player turn (after your Forage Segment), and does not require any MPs or card play. Signify the body is buried by removing it from the game and giving the major general who buried it the Tomb Legitimacy Marker on its +2 side. The body may not be buried until turn 2. REMOVE ON TURN FOUR: At the start of turn 4 (before the reinforcement phase) remove the body if it has not been buried yet. The player who controls the body receives the Tomb legitimacy marker (on its +2 side) no matter where the body is located).

The Macedonian generals strove to acquire legitimacy, either through guardianship of the heirs or through marriage to a relative of Alexander the Great.

27. L EGITI MACY


27.1 Purpose

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).

27.6 Marriage to Cleopatra or Thessalonice


To control Cleopatra or Thessalonice you must marry them to a Major General. The marriage can only take place if the following three conditions are met: 1) She is currently not controlled by any other player, 2) You have played the appropriate Tyche card (#53 or #54), 3) You have a Major General stacked with the lady and the lady is not inside a major city controlled by another player. You may marry if the lady is inside an independently controlled major city.

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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.

27.7 Champions and Successors


All players start as defenders of the Macedonian Empire and champion of the rightful heir. Each player receives a Champion marker at the start of the game worth three legitimacy points. You lose these points the instant you attack* another player who is also a Champion (exception: You may attack a Champion without penalty if he is the Usurper [9.1]). Indicate the loss of this status by flipping over the marker to its Successor side. A Successor may attack any player without further penalty and other players may attack Successors without losing their Champion status. A successor regains his champion status the instant his victory point total falls to zero. *NOTE: Attack in this case, is defined as attacking another players CUs (whether or not an attack actually occurs due to a successful avoid battle), or sieging another players major city. Removing another players garrison or taking a royal family member does not constitute an attack.

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. PRE STI GE


28.1 Purpose
Prestige points modify the legitimacy value of a commanding general for purposes of the mutiny card (#44) and royal army units (rule 27). Unlike legitimacy points, prestige only applies to the space where the bearer is located.

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.

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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.

30.2 Provincial Control


A player receives victory points for controlling provinces (the number of victory points is listed in a yellow box inside the province). A player 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).

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.

31.4 Heracles Comes of Age


At the start of turn 4 Heracles comes of age and is now old enough by Macedonian custom to become king. The player in the lead will become his regent. The player controlling Heracles must make a decisionend the game by proclaiming him king or murder him. If the game is ended at this time, victory is determined by combining your victory points and your legitimacy points. The player with the most points wins. If Heracles is murdered, remove him from the game and resume play. TIES: If two or more players have the same high number of points then resolve the tie according to the guidelines in rule 2.3.

30.3 Largest Fleet


This represents dominant control of the Mediterranean trade. The player with the largest fleet receives 4 Victory Points. These points are given to the player who has at least three fleet points and more fleet points than any other player. If two or more players are eligible, then nobody receives this award. This award can be earned and retained even if your fleets are dispersed (21.5).

30.4 Lord of Asia


This represents the additional wealth generated from the trade between the east and west. A player is declared the Lord of Asia if he controls all three of the following provinces: Babylonia, Phrygia and Syria. This is worth three victory points. SECOND EDITION: Note that Lydia has been replaced with Phrygia.

31.5 Alexander IV Comes of Age


At the start of turn 5 Alexander the IV comes of age. The player controlling Alexander IV must make a decision end the game by proclaiming him king or murder him. If the game is ended, determine victory as above (31.4) If Alexander IV is murdered, remove him from the game and resume play. If Heracles or Alexander IV are uncontrolled when they come of age, then the game ends immediately with proclamation of the new king. Count victory plus legitimacy as described above.

30.5 The Hellespont


Control of both sides of the Hellespont enables a player to control and tax all the trade into Pontus Euxinus (the Black Sea). This was extremely important to cities such as Athens that depended on grain from the Black Sea area. The player controlling all five spaces bordering the Hellespont (indicated with a small H on the map), receives these two victory points.

31.6 Uncontrolled Heirs

31. T HE T UR N R ECOR D TRACK


31.1 The Funeral Cart is Built
Alexanders Body may not be moved until a funeral cart is built. The funeral cart is considered built at the start of turn 2. The body is carried like any other royal family 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.

31.3 Cassander and the Death of Antipater


Antipater dies of old age at the start of turn 3 and is

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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.

32. I nconcl us i ve Batt les


RULE: This rule replaces 18.10, Drawn Battles. If the battle score was tied, then both sides lose one CU and the defend er must retreat one space. The retreat may not be into the space from which the attacker entered the battle and must be a legal avoid battle space (17.3). If the defender cannot retreat, then the army is defeated and suffers the penalties of 18.8. If the defender retreats with more than three CUs into a transit space, then it must immediately remove an additional CU (defenders choice). The attacking army remains in the space and must forfeit any remaining MPs it may have. DESIGNERS NOTE: I recommend this rule. It makes the game a bit more dynamic by making an attack a little less risky. I also like the idea that if two sides are equal, the edge should go to the aggressor, whose morale and thirst for con quest is probably at a higher level than the defender.

37. Indepe ndent A r m i e s


37.1 Independent Armies and Major Cities
First Edition rules restricting independent armies from major cities are no longer in effect. Independent armies may now enter and pass through major city spaces. They may not, however, use the Siege Table. Independent armies that end their move on a major city space controlled by a player, but not garrisoned with at least one CU, can remove the Garrison Marker. An independent army on a vacant major city space may forgo its move and place an independent control marker. The presence of an independent army outside a major city constitutes a siege which restricts placement of reinforcements inside the city and prevents CUs inside from intercepting.

33. Re percus sions of D ef eat


RULE: If a major or minor city space surrenders (either during the Surrender Segment or during movement), you also remove all Garrison Markers which are now isolated due to that occurrence. Likewise, if an army is defeated you immediately remove all Garrison Markers that are now isolated due to that defeat. Do not place friendly Garrison Markers in these spaces at this time. The use of this rule makes the Isolation Segment no longer necessary . DESIGNERS NOTE: Another rule I highly recommend. It rewards a careful defense and a well-planed conquest.

37.2 Battle Ratings


All independent armies are considered to be commanded by a general with a battle rating of 2 except the Greek Army and Scythian Army which are commanded by a 3 general.

37.3 Additional Movement


ATyche card may also be used to activate an independent army, just like a friendly army. The independent army has an MAequal to the OP value of the Tyche card. For example, a 2 value Tyche card can move one Independent army two spaces.

34. T he Asi a Minor F leet


RULE: The Asia Minor Fleet now goes to the player who controls Caria (Halicarnassus), instead of both Cilicia and Caria. DESIGNERS NOTE: This rule helps out players who stake out their kingdom in Asia Minor. This rule is recommended.

37.4 Interception and Avoid Battle


Any non-moving player may attempt to intercept or avoid battle with an Independent Army by discarding a Surprise Card. The discard allows only one attempt, but other attempts are allowed (later in the opponents move or later in the turn) as long as the player has a Surprise Card for each attempt. Each discarded Surprise Card is replaced by another Tyche card from the deck, per 12.10. If more than one non-moving player wants to intercept or avoid battle with the same Independent Army, then use the current turn order to determine who gets to try first.

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).

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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.

42. His tori cal Orders Of B att le


The orders of battle for each general which are provided in the standard game were based upon information contained in the relevant sources but were altered to take into account play balance considerations. The following revised historical orders of battle are based upon a critical analysis of the relevant sources and application of the scales contained in 5.4, with only a minimum concession given to play balance. ABBREVIATION KEY: L = Loyal Macedonian, RA = Royal Army Macedonian, M = Mercenary, E = Elephants ANTIPATER: 2 RA, 2 L, and 1 M LYSIMACHUS: 1 L and 1 M LEONNATUS: 1 L and 5 M ANTIGONUS: 1L and 4 M CRATERUS: 3 RA, 2 L and 1 M PTOLEMY: 1 L and 4 M PEITHON: 2 L and 3 M PERDICCAS: 4 RA, 4 M and 2 E EUMENES: 4M SELEUCUS: 2L COMMENT: FYI, in general RAs were figured at 2,000 per CU and Ls at 3,000 per CU. Mercenary CUs were averaged at 5,000 per CU with some fudging down to 4,000 in some specific instances. Perdiccas army was calculated at approximately 60,000 men: 20,000 Macedonians (8,000 RA), 100 elephants with accompanying light troops, and 35,000 mercenaries. This army was split into three groups: Perdiccas in Babylon, Peithons mobilized against the 23,000 Greeks, and Seleucus representing the bodyguard. Ptolemy and Antigonus were somewhat conjecture but based upon the premise that Phrygia and Egypt were vital areas requiring a bigger than normal satrap army but largely represented by mercenaries. Eumenes was based upon his recruited force of 20,000 Cappadocians but without the Macedonians provided later by Perdiccas. Antipater, Craterus, Lysimachus, and Leonnatus were pretty well documented but since their mercenaries were most likely high quality Greeks, Thracians, and Persians, 4,000 per CU was used as the yard stick.

39. D efe ate d Fl ee ts


Fleets no longer come out of the dispersed box automatically during the Reinforcement Phase. Instead, they remain in the box until repaired. A player repairs all his fleets currently in the Dispersed Box by discarding a non-Surprise Tyche card during his Tyche Segment. The fleets are then available after his forage segment. There is no minimum time the fleets must remain in the Dispersed Box, they may be repaired in the same round as the naval defeat. DESIGNERS NOTE: It was found that players with small fleets would too often intercept larger fleets. They had little to lose and much to gain. This rule is good method to curb that habit.

4 0 . Variable Length Strat egy Ph ases


The period covered by the first two turns of SUCCESSORS was a period of intense activity that can not be adequately represented within the current game mechanics. Therefore, players may wish to substitute the following rules: During Turns 1 and 2, each player is dealt 7 and 6 Tyche cards respectively, instead of the standard 5 cards. 5 cards are dealt for Turns 35, per the standard rules. In addition, the Strategy Phases for Turns 1 and 2 are increased to 7 and 6 respectively, to correspond with the increased number of cards for those turns. The Strategy Phases for Turns 35 remain at 5, per the standard rules.

41. Ty che Card Mod ifi catio ns


#42 DESERTION CARD: Modify the last sentence of this card to read: Target army loses one CU (targeted players choice) which joins your army. DESIGNERS NOTE: This card was too powerful if used against a large army and too weak if used against a small army. Although the original version was great against a player in the lead, surprise cards should not be that strong. I recommend this rule. #43 SALVATION IN THE 11TH HOUR: This card should be taken out and shot. It is too powerful and should only be valuable to a desparate player. Give it a cost: On a die roll of 1, one of your own generals is assassinated (targeted players choice).

43. Garrison M ark ers


43.1 Trading Garrison Markers
During the Tyche Segment the current player may give any space he controls to another player. Simply replace the Garrison Marker with one belonging to the benefiting player. A player can only convert a Garrison Marker during his own Tyche segment, so if two players come to an agreement that they will exchange Garrison Markers, the second player can not convert his until it is his turn. The second player, of course, is not obligated to fulfill his side of the bargain.

43.2 Removing Garrison Markers


During the Tyche Segment a player may remove any number of his own garrison markers. A player may want to do this to drop his VP count to zero and regain his Champion Status.

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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.

2, 3 & 5-Player Games


47.T WO P L AYER GAMES
OPTION 1 GENERALS: Deal out four primary generals to each player. AUTOMATIC VICTORY: A player needs 29 province points or 18 legitimacy points to win an automatic victory . TYCHE CARDS: Each player is still dealt five cards, but deal out ten extra cards for the possible events and bonuses that they may contain. After the second player has finished his move, reveal two of the cards. If it contains an Unrest, Unrest Spreads, Armenia, Plans of Their Own, or one of the three independent armies, the event occurs. Ignore all other events. Determine randomly who performs the event. OPTION 2 At the start of the game, distribute only six primary general cards (two to each player). Take the Lysimachus and Leonnatus primary general cards and insert them into the Tyche deck. AUTOMATIC VICTORY: Same as Option 1. TYCHE CARDS: Same as Option 1.

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

45.1 Allied Territory


At any time during the course of play, a player may declare his garrisons neutral to another player. A neutral garrison does not prevent interceptions and avoid battles, nor does it prevent a path from being traced through the space for isolation purposes (rule 21). This neutrality lasts only as long as the player declaring it wishes (one segment, one turn or until rescinded).

48. THREE P LAY ER GAM ES


OPTION 1 GENERALS: At the start of the game, distribute only six primary general cards (two to each player). Take the Lysimachus and Leonnatus general cards and insert them into the Tyche deck. AUTOMATIC VICTORY: A player must have 26 victory points or 18 Legitimacy points to win an automatic victory. TYCHE CARDS: Similar to the two player game except deal out only five extra cards and reveal only one of the cards after the third player has moved. OPTION 2 GENERALS: At the start of the game, distribute all eight primary general cards and the Eumenes card (three to each player). Take the Seleucus general card and insert it into the Tyche deck. AUTOMATIC VICTORY: Same as Option 1. TYCHE CARDS: Same as Option 1.

45.2 Inter-Allied Cooperation


A player who has an army within two spaces of a space where a battle is about to be fought between two other players, may attempt to support one side or the other. To determine if the attempt is successful, the owning player performs an interception attempt normally. If the interception is successful, the player halves his battle strength (round fractions up) and may apply it to either player (his choice, but he must decide before dice are rolled). Do not move the army to the battle site, for it will either return to its present location after the battle (if victorious) or will be dispersed (if defeated).

4 6 . Speed Play In Face-To-Face Games


With the introduction of the 2nd Edition rules, the additional decisions required for each card play may slow the pace of the game. Therefore, the following: RULE: At the start of each round all players simultaneously select the non-surprise card they will play next and place it face down. When all players have selected their card the round begins. The last player to place his card down suffers a 1 die roll modifier to his movement, interception, and avoid battle die rolls for that round (for indecision).

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

49. F IVE PLAY ER VA R I A N T

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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.

Tyche Card Clarifications


#1-4 Major Campaigns. Note they have a new meaning in the second edition (12.11). #8 The Indian Elephant Corps. The Elephants cannot arrive inside or outside Babylon or Ecabatana if under siege . #9 Treasure City Looted. You may only loot one city each time the card is played. #10 Treachery. Target spaces can be connected by sea or land routes. #11 Traitor. The minor city spaces must be enemy garrisons, not independent AND enemy as on the "Minor Raid" card. #15. Olympias. She is restricted from joining Cassander's faction after Antipater's death (Cassander inherits the antipathy as well). The four CUs are available each time Olympias is activated in Epirus. #20-23. Unrest/Unrest Spreads. Only one independent marker is placed per card. You may target Major City spaces. See 12.4 #23, 42, & 52 Unrest Spreads, Desertions, and Olympia Murders Philip III. Many cards state that the effect takes place when adjacent to an independent marker, army, and heir. Adjacent means accessible via land movement, i.e. land route, mountain pass, and strait. It does not mean sea routes. #29 Helepolis. The besieger may remove the Helepolis at any time in his turn, including immediately after successful siege (you might as well remove it, since it cannot be moved and thereafter is useless to you, barring replay of the card). #31 Persian Popular Support. This card cannot be played against another player. It goes away upon death of the general it is assigned to. #35 & 52 Drink the Hemlock/Olympias Murders Philip III. These cards can be played on enemy forces in the same space during a siege (it was common to bribe servants to carry out assassinations). You need not control the Royal counter to implement the card. #36 Plans of Their Own. This card may be used to move an inactive Olympias, Thessalonice or Cleopatra into or out of any major city space. This card would serve as an escape card if Thessalonice or Cleopatra were currently under house arrest (26.5). #40 Silver Shields. This card is not removed from the deck after the Silver Shields are eliminated. A seemingly worthless surprise card can cushion your hand if you are targeted by Azura Mazda and is useful when using Optional rule 37.4 (Interception and Avoid Battles with Independent Armies). #42 Desertions. This card can also be used in a battle space, against an army you are about to

B idd ing for Side s (Optional)


This optional rule allows players to formulate a faction based upon individual strategy. It is also useful for tourna ment play to allow players to start at an equal footing. Each player rolls two dice to determine order of selection for generals. Selection is determined as follows: FOUR PLAYER GAME The player with the highest number picks one general, the player with the second highest number picks one general, and so forth until all four players have one general. The player who picked fourth now picks another general, with the player who picked third now picking a second general, and so forth until the player who picked the first general picks the last general. THREE PLAYER GAME OPTION 1 The player with the highest number picks one general, the player with the second highest number picks one general, and the player with the third highest number picks two generals. The player who picked second now picks another general. The player who picked first now selects the last general. OPTION 2 The player with the highest number picks one general, the player with the second highest number picks one general, and the player with the third highest number picks two generals. The player who picked second now picks another general. The player who picked first now selects two generals, the player who picked second now selects one general and the player with the third highest number takes the last general. TWO PLAYER GAME The player with the highest number picks one general and the player with the second highest number picks two generals. The player who picked first now picks two generals and the player who picked second now picks two more generals. The player who picked first now selects the last general.

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SUCCESSORS

The Battles for Alexander s Empire

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.

LEADER LOSS CHECK


Die Roll

1 2 3 4 5 6

Lost Battle Killed Killed

Won or Drawn Killed

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

OTHER I M P O RTA N T CHANGES


Champions may now attack Successors without losing their Champion status. Largest Fleet bonus requires at least three fleets. You may move a general with a Tyche card. MA=OP value. Phrygia replaces Lydia for the King of Asia bonus.

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

The Battles for Alexander s Empire

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