0. component changes
1. introduction
2. diplomatic phase
3. operations phase
4. movement
5. combat
6. political phase
7. economic phase
8. leaders
9. peloponnesian war scenario
The Peloponnesian War scenario covers the thirty years of conflict starting in 431 BC. In the four-player version, each player takes the part of a major city-state: Athens, Sparta, Corinth and Thebes.
Use the color coding on the map to determine initial control of non-city-state spaces:
The initial minor city-state diplomatic status is:
Mytilene: 2N
Chios: 3N
Potidaea: rebellion marker, Corinthian garrison, 1H
Larisa: 1H, 5C
Heraclea: Spartan garrison
Corcyra: 1H, 3N
Ambracia: 2H
Stratus: 1H, 2C
Naupactus: Athenian garrison
Thebes: 3H, 3C
Atlante: Athenian garrison
Plataea: Athenian garrison
Athens: 7H, 1C
Piraeus: 12N
Megara: 1H
Corinth: 2H, 3N
Sicyon: 1N
Phlius: 5H
Epidaurus: 1H
Argos: 4H
Thyrea: Spartan garrison
Tegea: Spartan garrison
Lepreum: Spartan garrison
Sparta: 7H, 1C
Gythium: 1N
Elis: 1H
Cyllene: 1N
Taras: Spartan garrison
Rhegium: Athenian garrison
Segesta: Athenian garrison
Leontini: Athenian garrison
Syracuse: 2H, 2C, 2N
Gela: Syracusan garrison
Initial treasury: Athens 6000, Corinth 1500, Sparta 500, Thebes 500.
Initial bellicosity: 10 for all major city-states.
Initial resentment: 0 for all major city-states.
The game ends if a major city-state achieves its specific victory conditions. Otherwise, the game ends at the end of turn 10.
Athens wins at the end of any political phase if Sparta surrenders, or if the following conditions are met:
Sparta wins at the end of any political phase if Athens surrenders, or if the following conditions are met:
Corinth wins at the end of any economic phase if the following conditions are met:
Thebes wins at the end of any political phase if Thebes controls all spaces in Boeotia, and at least four fortress spaces in Attica, Locris, Phocis or Thessaly.
If no city-state has won by the end of turn 10, the victor is the city-state with the highest total of bellicosity plus land SPs on the map. Resolve ties in favor of Corinth, then Thebes, then Athens.
If there are only three players, the Spartan player controls Thebes. If there are only two players, the Spartan player also controls Corinth. The Spartan player controls the city-state's diplomatic actions, and conducts the city-state's operations, if any. If no city-state has won by the end of turn 10, Thebes wins automatically, and the game is a draw. In a two-player game, Sparta wins if the Corinthian victory conditions are satisfied.
The treasuries of controlled major city-states are combined with the Spartan treasury. Sparta pays for any operations and expenses of the controlled city-state. If the city-state is unfriendly to Athens, Sparta receives the power's revenue in the revenue collection segment. If the city-state is neutral or friendly to Athens, the revenue is lost.
Each major power retains its own bellicosity level. Controlled major powers whose bellicosity falls too low can surrender or be forced into peace in the normal manner. They never voluntarily accept a peace offer.
A controlled major power will never grant permission to other powers to garrison spaces in its home area. The following restrictions apply to use of Theban and Corinthian forces if controlled by the Spartan player.
If any spaces in Boeotia are neutral or unfriendly to Thebes, Theban forces may only enter Boeotia, Megara, Attica and Euboea. If all spaces in Boeotia are friendly to Thebes, Theban forces may also enter Phocis, Locris and Thessaly. An army may not activate Theban forces if its route will take it into or through other areas. Theban SPs may not be removed to garrison spaces outside these areas. Thebes will never build naval SPs.
Corinthian forces may enter Corinthia, Acarnania and Attica, and any coastal or island space reachable by ship from Corinth up to and including Aegina and Attica (i.e. they may not enter the Cyclades, Euboea and so on). An army may not activate Corinthian forces if its route will take it into or through other areas. Corinthian SPs may not be removed to garrison spaces in other areas. If Corinth is neutral or friendly to Athens, one naval SP is added to Corinth each turn, and Corinthian naval SPs do not require maintenance.
Syracuse is sympathetic to Corinth. Syracuse starts the game neutral, but can become a Corinthian ally.
Each turn, at the start of the diplomatic phase, either Athens or Syracuse gains influence in Sicily, allowing them to place a free garrison in any one unoccupied space in Sicily.
However, if the Congress of Gela is called this turn (see below), and Athens rejects the settlement, Syracuse gains influence and Athens does not, regardless of the presence of Athenian forces. If Athens accepts the settlement, see below.
Syracuson garrisons may not be placed in the normal way; they are only created by gaining influence in the diplomatic phase.
At the start of diplomatic phase, Syracuse may call the Congress of Gela. In 424, representatives from all over Sicily assembled in Gela to discuss peace. At the urging of Hermocrates of Syracuse, they agreed to oppose all foreign intervention.
When the Congress of Gela is called, Athens must choose whether to accept the peace negotiations. If so, all spaces and garrisons in Sicily revert to the setup at the start of the game. Extra garrisons are removed. All combat units in Sicily which find themselves on an unfriendly space as a result are moved to any other neutral or friendly Sicilian space.
If Athens rejects the settlement of the Congress, Syracuse becomes an active Corinthian ally, and Syracuse gains influence.
The Congress of Gela may be called any number of times during the game, once per turn.
During the diplomatic phase, Corinth may make Syracuse a minor ally if Syracuse is unconquered, and:
Once active, the alliance continues until Syracuse is conquered. If Syracuse is later liberated, the alliance can be reactivated if the conditions are met again.
The Great King of Persia enters the war on the Spartan side during the diplomatic phase if both Athens and Sparta are dominant powers, and there are at least one Spartan hoplite SP and at least one Spartan naval SP in Persia. Persia also allies with Sparta if Athens declares war on Sardis. The Persian alliance is effective until the next diplomatic phase. Persia can enter and leave the war any number of times.
When Persia is at war with Athens:
If any power accumulates at least one siege point in Corcyra, and the space contains no Athenian SPs or garrison, Corcyra becomes neutral, ending the siege.
Argos begins the game neutral and may not be attacked or brought into an alliance until turn four. During the diplomatic phase of turn four, the Thirty Years' Peace between Argos and Sparta expires, and Argos exerts her influence in the Peloponnesus. All spaces in the Argolid, the Elis area, and the Mantinea space become "Argive-colored" -- they are controlled by Argos unless garrisoned by another power. Argive garrisons are placed in the Elis and Mantinea spaces; any existing garrisons are removed. Elis becomes a minor ally of Argos. The Argive army of four hoplite SPs is placed at Argos. Argos is eligible to receive reinforcements in the hoplite reinforcement segment.
Beginning on turn four, Argos is sympathetic to Athens. Argive units may leave the Argos area, but may not move farther than two spaces from an Argive-controlled fortress (including Mantinea, Elis and so on), and may not be used to create garrisons. During any diplomatic phase, if Athens is unfriendly to Sparta, Athens may make Argos an Athenian ally.
If any Argive SPs are lost as a result of a hoplite battle involving Spartan hoplite SPs, or unfriendly forces capture the Argos space, Argos becomes dispirited, signs a peace treaty and returns to neutrality. All Argive SPs return to Argos, and Argive garrisons are removed. Spaces in the Argolid, the Elis space and the Mantinea space revert to their original color.
Perdiccas of Macedon pursued a very independent policy, meaning that he supported whichever side was more useful to Macedonian interests at the moment.
Macedon begins the game allied with Athens. The alliance ends at the start of the diplomatic phase of the second turn, and Macedon becomes neutral. During that or any subsequent diplomatic phase, Sparta may bring Macedon into the war on the Spartan side. Once signed, the alliance lasts until the next diplomatic phase, when Macedon again becomes neutral. Athens then has the opportunity during any diplomatic phase to sign another one-turn alliance, and so on. Macedon may switch sides any number of times during the game.
When Macedon is neutral, the Pella and Macedonia spaces are considered neutral. When Macedon allies with a power:
Garrisons may never be placed in the Pella space.
Sparta may activate and move Phlian units outside of Arcadia without restriction, but may not use them to create garrisons outside of Arcadia.
Sparta viewed the Peloponnese (Laconia, Messenia, Elis, Arcadia, Argos, Epidaurus, Achaea and Corinth) as her backyard. During a Spartan combat operation, all forces in the Peloponnese from non-Peloponnesian city-states neutral to Sparta are treated as unfriendly, even if a peace treaty is in effect.
ppw@mountford.net (discussion group)
brian@mountford.net (me)