peloponnesian war > proposals


Proposed Rule Changes

I have divided my proposed rule changes into bite-size chunks, to allow them to be considered independently. They are in no way final, but simply a convenient starting point for discussion.

Here they are, in no particular order. Some are minute changes, while others are more drastic.

I have received commentary from Mark Herman, the game designer, and from Chris Roginsky. These are included in the discussion of each proposal. Also see the general discussion below. Chris has also proposed some rule changes himself.

Proposal 1: Straits Spaces

Proposal 2: Shortest Path Derandomization

Proposal 3: Corinth-Cenchrae Interception

Proposal 4: Naval Transport Orphans

Proposal 5: Multiple Interception Derandomization

Proposal 6: Modified Battle Resolution

Proposal 7: Voluntary Siege Marker Placement

Proposal 8: Prohibition Of Epidamnos Route Through Macedonia

Proposal 9: Forces And Armies: Clarification

Proposal 10: Interception In Assembly Spaces

Of course, more are forthcoming from myself and, hopefully, from others.

General Comments From Chris Roginsky:

While I am favor of trying to clarify the rules, I would also advise against making any major changes. The game was designed to be played solitaire and the rules reflect this fact. In my opinion, the two-player and multi-player rules were added late in the design process and were not subject to the same scrutiny as the solitaire rules. As I see it, proposed rule changes should fall into two categories: those changes that seek to clarify game situations which the rules do not adequately address, and those changes that seek to clarify the two-player game. The former will result in changes to both the solitaire rules and the two-player rules while the latter will affect only the two-player game.

In general, rule changes that only seek to address perceived strengths or weaknesses of either side should be avoided. I feel the game is evenly balanced when played by equally matched opponents, with Athens having an advantage when both players are new to the game.

Two things to keep in mind with this game are the real-time length of each turn (two years) and the area nature of the map. Although the spaces bear the names of representative cities, they include not only the cities themselves but also the areas surrounding them. As a result, each space on the map should be considered to represent the named city plus the surrounding area. Two spaces are said to be connected by a line of communication if there is an easily-traversable route between the areas.


ppw@mountford.net (discussion group)

brian@mountford.net (me)