Mark McG (Minedog3) Australia Penshurst NSW here is my efforts.. use as you see fit EPIC OF THE PELOPONNESIAN WAR HOUSE RULES Add 5.4.3 Corinth receives 5T from Sicily every Tribute Collection Phase unless the Sicilian Expedition Resolution card has been played and the result was a Decisive Athenian Victory or Athenians capture Syracuse. 7.1 Delete current and Replace with: 7.1 Units may be in five places during the game: the Build Pool, the Force Pool, on the map, the Leader Pool, or permanently eliminated. 7.3.2 Add: Fleets may only be placed Cities with a Port Symbol. 7.6.4 Add: Sparta may not build walls. 7.8.6 Delete current and Replace with: 7.8.6 Eliminating Leaders If an enemy unit ends its move in a hex containing only a leader not in a friendly city, the leader is eliminated. Leaders also have a chance of being killed in battle. Roll 2 die after each battle, and on a 12, the leader is eliminated and a new one from the Leader Pool immediately replaces him. On an 11 the leader is returned to the Leader Pool (wounded, ill or disgraced) and a new one from the Leader Pool immediately replaces him. A leader is always returned to the Leader Pool when the stack of units he is with is completely destroyed. 7.9 Delete current and Replace with: 7.9 Eliminated Units and Leaders 7.9.1 Eliminated units are either placed in the Leader Pool or permanently removed from play. Elite units (all units with morale 6) are removed from play when eliminated; all other units are placed in the Leader Pool. 7.9.2 Eliminated Leaders are always removed permanently from play. 7.9.3 Eliminated units can return to their Regional Build Pool from the Leader Pool by making a die roll greater than their morale in the Build Units Phase of each Seasonal Turn. 9.3.3 Land Supply Lines. Add: Units must be able to trace a path of hexes through which hex movement could be used to trace supply to the next area. Such a path may not cross lakes or Mountains. 9.4.3 Supply Cost Table Add: Unit Type Cost (cost in home region city) Laconian Land Units -½ T per unit 9.7.3 Restrictions on foraging: Delete current and Replace with b) Units in Areas with “Raided” markers cannot forage in excess of the Foraging Number less the Raided marker. (e.g A Forage Number 5 that has a Raided 2 marker allows 3 units to forage in the area.) 13.4 Allegiance and Militance Adjustments Table Delete from Action Adjustments Raiding (per Area) † -1 ML Add to Seasonal Adjustments Raiding (per Region) † -1 ML 13.4 Allegiance and Militance Adjustments Table Notes Replace † This adjustment is applied only once per season per Area, no matter how many units raid the Area or how many Campaign Turns they spend raiding. With † This adjustment is applied only once per season per Region, no matter how many units raid the Region or how many Campaign Turns they spend raiding. 15.4 Delete current and Replace with: 15.4 Each Seasonal turn an Area in a region is raided, reduce its Militance by 1. This adjustment is applied only once per season per Region, no matter how many units raid the Region or how many Campaign Turns are spent raiding. 15.5 Delete current and Replace with: 15.5 Units which are not ‘in supply’ in a Raided Area during a seasonal supply phase are eliminated if they cannot forage. (see 9.7.3). Example: 4 Spartan units led by Archidamus decide to raid Attica during Spring. On their first Campaign Turn, they move into Attica and set up in the rough hex south of Thebes. During the second Campaign Turn, all 4 units raid Attica (which consists of a single Area), Since the 4 units are ‘in supply’ — they can trace supply lines to Thebes (in the adjacent hex!) — the Spartan player adds 4 points to his treasury. A “Raiding” marker is placed on the 4 units, which may not move during the upcoming movement phase. A “Raided 4” marker is placed in Attica. If the units raided again in the third Campaign turn, a “Raided 8” marker would be placed in Attica. However, only 3 points would be added to the Spartan treasury, since the Forage Number of Attica is 7 and Attica already had a “Raided 4” marker in it. No more talents could be raided from Attica during the rest of the year, although the Spartans are free to raid as many more times as they like. 16.3.2 Add: “Units must be able to trace a path of hexes through which hex movement could be used move to the next area. Such a path may not cross lakes or Mountains.” Add 16.3.6 16.3.6 Some hexes have two sections of land divided by a stretch of sea print on them. (e.g. W3710, W2528, E1927). In such cases, the players must record which hexside land units entered from, possibly using a numerical marker with “1” being the northern hexside and “2” being the next hexside clockwise (i.e the NE hexside). Alternatively, orientate the bottom of the unit to the hexside entered from. Units placed or moved into the city need not be marked. Land units may only exit the hex by land movement via a hexside that they can trace a land route from the hexside they entered from, or the city circle, to the hexside they wish to exit. For example, a Cavalry unit moves from W3711 to W3710. It would be marker with a “4” marker. That cavalry could only exit W3710 to hex W3711 or W3611 Similarly, a unit placed in Argilus (W3710) may only use land movement to 3610, 3709 or 3810. Land units may move through enemy occupied hexes if the enemy unit cannot trace a land route from the hexside it entered or the city if currently there to the entry hexside. The friendly unit can finish its movement in the same hex as the enemy unit, and no combat would take place between them. For example, a Athenian controlled Thracian unit in Argilus cannot stop a Spartan controlled Chalcidice Hoplite moving from W3711 to W3710, then W3611. The Chalcidice Hoplite could finish its turn in 3710 but no combat could take place. The Chalcidice Hoplite must be marked according to the hexside it entered. Add 16.8.3: 16.8.3 Some hexes have two sections of sea divided by a stretch of land print on them (e.g. W3913, E1812, E1928). In such cases, the players must record which hexside fleets entered from, possibly using a numerical marker with “1” being the northern hexside and “2” being the next hexside clockwise (i.e the NE hexside). Alternatively, orientate the bottom of the fleet to the hexside entered from. Units placed or moved into the city need not be marked if they can enter the port, but must otherwise be marked and are treated as being outside the city for all purposes. Fleets may only exit the hex by sea movement via a hexside that they can trace a sea route from the hexside they entered from, or the port symbol, to the hexside they wish to exit. Fleets may only intercept into the Sea Areas that they could exit their hex to. For example, a fleet lands at 1812 from the Aenus Sea Area, and the bottom of the fleet is oriented towards the NW to indicate its coastline. That fleet could not launch into the Lampsacus Sea Area, nor intercept enemy fleets moving in the Lampsacus Sea Area, but could intercept into the Aenus Sea Area. Another example, a fleet in port at Acanthus (W3813) can intercept naval movement into the Argilus Sea area, but not into the Torane Sea Area because the port symbol is in the Argilus Sea Area. The reverse is true of Cleonae (W4014). 21.0 Victory Conditions Delete current and Replace with: 21.1 Athens must Control Every Large City and Syracuse to achieve a Decisive Victory. Resolution of the Sicilian Expedition resulting in a Decisive Athenian Victory or Athenians capture Syracuse counts as Athenian control of Syracuse. 21.2 The Peloponnesian League achieves a Decisive Victory if Athens is captured, or Attica is controlled by a Peloponessian League player. That Peloponessian League player is the winner. 23.5 Victory Conditions Replace: If the Spartans capture Athens or take control of Attica, they win decisively. If the Athenians capture Sparta or take control of Laconia, they win decisively. Otherwise, victory is determined by adding up the Base Tribute Values of the regions controlled by Athens when the game ends: With: 23.5 Victory Conditions See 21.0 for immediate Decisive Victory Conditions. Otherwise, victory is determined by adding up the Base Tribute Values of the regions controlled by Athens when the game ends: 17.4.4 Optional addition to Terrain Type +1 morale if Unit in Home Region 7.9 Optional addition: Units that surrender (i.e in a siege 10.5) may be immediately eliminated, or held prisoner. Prisoners may be ransomed and returned to their Region’s Build Pool through any negotiation and exchange, or as the result of a Peace. 20.2 Effects of peace Optional deletion: • All units must exit enemy regions. Units that still remain in an enemy region in the season following the activation of a Peace card are placed in the Build Pools (although there is no ML penalty for eliminated units). Note: historically the Athenians remained in Pylos despite the Peace treaty terms.