CITY STATES
INTRODUCTION
War and politics in ancient Greece.
DICE
Six and Ten sided dice are required.
THE BOARD
Use a map of the Aegean circa 430 B.C.
Divide the map into spaces, either hexagonal or irregular shaped.
Make sure to include cities that existed at the time.
VICTORY
Control the most city states at the end of 36 turns.
ALTERNATE FANTASTICAL BOARD
Have the map be geographically inaccurate collection of islands and small land masses.
Include the following city states: Athens (Athenians), Sparta (Spartans), Troy (Trojans),
Archea (Archeans), Ionia (Ionians), Thebes (Thebians), Corinth (Corinthians),
Thrace (Tracians), Crete (Cretans), Doria (Dorians), Amazonia (Amazonians),
Macedonia (Macedonians)
TERRAIN CHART
There are several types of spaces:
Type Move Cost Stack Defense Notes
Water (Sea) 1 4 - Fleets only
Clear 1 5 -
Farms 1 4 -
Fishng Villages 1 4 - Fleets may dock
Mountainous X X - Impassable
Mountain Pass 2 1 +7
Forest 2 2 +3
Swamp 2 2 -2
Hills 2 3 +4
Cities 2 4 +5 Fleets may dock
Sandy Coast 1 4 - Fleets may beach
Rocky Coast 2 3 -1
Move Cost = Move cost of unit to enter the space.
Stack = Maximum number of Armies or fleets that may occupy the space.
Defense = Modifier a Defending unit gets to its Defense roll.
(Attackers do not get the modification!)
SCALES
Each space = 400 square miles.
Each turn is = 1 Month.
An army unit is composed of 5000 men of various troop types.
Most troops were heavily armed hoplites, supported by light infantry, and
some cavalry/chariots.
A Fleet unit is composed of 25 Triremes (Each carries 170 rowers and 30 marines/officers).
SETUP
Each player chooses one city on the map to be their home city.
Players should not choose adjacent cities.
Shuffle the deck.
Each player is dealt a hand of 5 cards.
Each home city starts with 2 Armies, 2 Rowers and 2 Fleets. (Or 4 Armies if landlocked)
Each home city starts with a treasury containing 10 Gold.
Each home city starts with 3 Leaders.
Each home city starts with 6 City Traits.
Roll on charts to determine Hero Traits and City Traits.
Players roll high on 1D10 to determine turn order.
All minor cities are considered to be neutral.
HOME CITIES
Home cities have a base income = 7 Gold per turn.
Home cities have Defense Modifier = +8
MINOR CITIES
Any city not chosen to be a Home city is a minor city.
Minor cities have a base income = 1D6 Gold per turn.
Roll once at the beginning of the game.
This base income is fixed for the remainder of the game.
The map may have base incomes of cities written onto it.
UNITS
There are 6 types of units: Armies, Rowers, Fleets, Transports, Baggage, and Leaders.
Armies and Rowers have a recruitment cost of 2 gold.
Armies and Rowers have an upkeep cost of 1 gold per turn each.
Baggage has a recruitment cost = 1 and no upkeep.
Transports has a recruitment cost = 2 and no upkeep.
Fleets have a recruitment cost = 4 and no upkeep.
Leaders have no recruitment cost or upkeep.
Transports are merchant round ships, whereas Fleets are composed of
Trireme long boats (warships).
STACKING RULES
Each terrain type has a stacking limit.
Stacking limits apply only to Armies, Fleets and Transports.
Leaders and Baggage do not count against stacking limits.
A Fleet can carry one unit of Rowers and 2 Baggage units.
An Army (Not on a transport at sea) can carry up to 4 Baggage units.
A Transport can carry one Army unit or 8 Baggage units.
An Army or Fleet can carry any number of Leaders.
COUNTERS
Use counters or chits to represent units.
Each player has a set of counters of a unique color.
Armies, baggage, rowers, transports, and Fleets are non-unique.
Leaders are unique so each counter must be numbered or named.
Use counters to represent gold
Additional unit status counters are necessary to identify the following conditions:
Razed, Hostile, Starvation
THE DECK
Players share a common deck.
The deck contains one of each of the cards in the card list.
TURN SEQUENCE
Players take turns.
Each turn has 9 phases:
1. Draw Phase
2. Revenue Phase
3. Upkeep Phase
4. Recruit Phase
5. Diplomacy Phase
6. First Move Phase
7. Sea Battle Phase
8. Land Battle Phase
9. Second Move Phase
DRAW PHASE
Draw 2 cards from the deck.
Maximum hand size = 7 cards.
Discard excess cards.
If the deck runs out shuffle the discard and draw from it.
REVENUE PHASE
Collect revenue from your Home City, and all Minor cities you control.
Revenue is in “Gold”.
Cities under siege cannot produce revenue.
A city is considered to be under siege if there is an enemy
army (or rowers) or fleet adjacent to it.
Hostile minor cities generate only half revenue (rounding up).
Razed cities produce no income.
Each city with Razed counters on it may remove 1 counter this phase.
UPKEEP PHASE
An Army or Rowers must be in or adjacent to a friendly city to receive upkeep.
Razed cities and Cities under siege cannot provide upkeep.
Pay 1 gold to upkeep each such Army and Rowers you control.
Units completely surrounded by enemy units cannot receive
upkeep, but they can use baggage counters.
If a unit receives upkeep or uses up a baggage counter remove any starvation counters on it.
Leaders and ships do not require upkeep.
If a Baggage unit is used up discard it.
If a unit does not receive upkeep or baggage roll 1D6 (The upkeep roll):
1-5 Nothing. Put a starvation counter on the unit.
6+ The unit disbands or surrenders.
Add 1 to the roll for every starvation counter on the unit.
Subtract 1 from the roll if the unit is in farmland or fishing village terrain.
RECRUIT PHASE
Each city may recruit 1 Army or Rowers or Fleet or Transport.
To recruit (Build) a Fleet or transport, the city must be adjacent to the sea.
Each city may recruit up to 6 baggage units per turn.
Newly recruited units are placed in the city space.
Pay the Recruitment cost of the unit.
The unit starts in the City.
Each Home City state may also make one 1D10 ‘Experience Roll’ per turn.
1-9 Nothing happens
10 Gain 1 Leader 50% or Gain 1 Random City Trait 50%
Razed, besieged, and hostile cities may not recruit.
DIPLOMACY PHASE
Every player gets one free diplomacy roll per turn.
Leader Traits, City Traits, and Cards allow additional diplomacy rolls.
When making a diplomacy roll, target any hostile, neutral, or enemy controlled
minor city state.
Roll 1D6 (The Diplomacy Roll):
1-5 Nothing Happens
6+ Remove Hostility counter or Gain control of Neutral city state or Enemy city state revolts.
Add one to the Diplomacy roll if the city is hostile.
If there is a revolt, place 1D3 Rebel units in the City.
They will attack any Enemy units in the city.
If a city contains no enemy units and only rebel units, it becomes neutral.
Discard rebel units from a neutral city.
Place a control marker on any city you control.
FIRST MOVE PHASE
Units have a certain number of Move points they can use per turn.
Armies and Rowers can move 4 spaces on land.
Leaders can move 6 spaces on land.
Armies “use up” 2 movement points to enter Forest & Hill spaces.
Manned Fleets can move 10 spaces by sea.
Transports can move 8 spaces by sea.
A Fleet requires rowers aboard to move and fight.
Transports may carry rowers, but do not require them to move.
Fleets and Transports can enter city, sandy, and fishing village coastal hexes.
Baggage that is not carried cannot move by itself.
Leaders move with Armies and Fleets or independently.
Your units may not enter Neutral or enemy cities.
Your units cannot enter spaces occupied by enemy Armies, Rowers, or manned Fleets.
If your Armies, Rowers, or manned Fleets enter a space containing only enemy
Leaders, Baggage, Transports, or unmanned Fleets you capture them.
Captured Baggage & Transports change to your color.
Captured Leaders may be ransomed or put to death.
Units may pick up/ drop off baggage freely.
SEA BATTLE PHASE
Your units at sea may attack enemy units in an adjacent sea space.
You may combine the attacks of all of your units adjacent to an enemy stack.
For every Fleet unit attacking roll 1D10 (Attack Roll) and add any City
Trait bonuses to get the Attack Total.
The opponent rolls 1D10 (Defense Roll) + bonuses for every defending
Fleet in the stack to get the Defense Total.
Leader Traits can modify Battle rolls.
Both players may play cards to increase or modify these Battle totals.
The side with the higher Battle total is the winner.
The loser must roll 1D6 (Casualty Roll) for each of his Fleets/Transports in the battle:
1-4 the unit was destroyed/captured (And any Leaders/Armies/Rowers/Baggage onboard)
5-6 the unit retreats to an adjacent space containing no enemies
(If this move is not possible the unit is destroyed)
Transports with Armies get a battle roll of 1D6.
Ships in coastal spaces are considered to be beached. They may be attacked this turn.
LAND BATTLE PHASE
Your units may attack enemy units in an adjacent space.
You may combine the attacks of all of your units adjacent to an enemy stack.
For every Army unit attacking roll 1D10 (Attack Roll) and add any City
Trait bonuses to get the Attack Total.
The opponent rolls 1D10 (Defense Roll) + bonuses for every defending
Army in the stack to get the Defense Total.
Leader Traits can modify Battle rolls.
Both players may play cards to increase or modify these Battle totals.
The side with the higher Battle total is the winner.
The loser must roll 1D6 (Casualty Roll) for each of his units in the battle:
1-4 the unit was destroyed/captured.
5-6 the unit retreats to an adjacent space containing no enemies
(If this move is not possible the unit is destroyed)
Rowers get a battle roll of 1D6.
Cities get a Defense roll of 1D6. There is always a garrison present.
(This is in addition to any armies present)
Attackers get +1 to their rolls if they are attacking a hostile city.
Terrain defense modifiers only apply to a unit if it is Defending.
You may attack a neutral city. A neutral city will have 1 Army present.
If you defeat the defending army of the neutral city immediately move an
attacking unit into the city.
You gain control of the captured city, but it is hostile.
Put a control marker and a hostility counter on the city.
If you capture a city you may also plunder it for 3D6 Gold. Put 3 Razed counters on the city.
If you plunder a city you may also destroy it: Put a total of 6 Razed Counters on it.
Ships in coastal spaces are considered to be beached. They may be attacked this turn.
SECOND MOVE PHASE
All of your units may move again.
Your Fleets and transports must end their move in city, sandy, and fishing
village coastal hexes.
If a Fleets or transport is unable to do this roll 1D6 (Navigation Roll):
1-4 Nothing
5-6 Storms sink the unit.
Note: Beached Ships do not get terrain defense modifiers.
LEADERS
For each newly recruited leader roll 1D6 (Leader Roll):
1-3 1 Skill
4-5 2 Skills
6 3 Skills
Roll on the Leader skills table to determine what these skills are.
Record the Leaders skills, name, and chit identification.
LEADER SKILLS TABLE
1D100 Skill Effect
01-04 Heroism Stack gets + 1D6 added to Battle Total
05-08 Strategist All units in stack get +1 to Battle Rolls
09-12 Oratory Get 1 extra Diplomacy roll per turn.
13-16 Courage All units in stack get +2 to Defense Rolls
17-20 Leadership All units in stack get +1 to Battle Rolls
21-24 Judgment Get 1 extra Diplomacy roll per turn.
25-28 Brilliance Stack gets + 1D6 added to Battle Total
29-32 Adventurous All units in stack get +1 to Attack rolls
33-36 Ambitious Get 1 extra Diplomacy roll per turn.
37-40 Charisma All units in stack get +1 to Battle Rolls
41-44 Admiral Fleets in stack get +2 to Battle Rolls
45-48 General Armies in stack get +2 to Battle Rolls
49-52 Honorable Get 1 extra Diplomacy roll per turn.
53-56 Organization Nearest friendly city may recruit 1 extra unit per turn.
57-60 Logistics Units in stack get –1 to starvation rolls & +1 Move point/turn.
61-64 Politician Get 1 extra Diplomacy roll per turn.
65-68 Intellectual Get 1 extra Diplomacy roll per turn.
69-72 Intrigue Get 1 extra Diplomacy roll per turn.
73-76 Siegecraft Units in stack get +2 Force when attacking or defending cities.
77-80 Benevolent Get 1 extra Diplomacy roll per turn.
81-84 Diplomacy Get 1 extra Diplomacy roll per turn.
85-88 Statecraft Maximum hand size +1
89-92 Resolve All units in stack get +1 to Battle Rolls
93-96 Economics Income of Home city +1
97-00 Historian Hero counts as 1 city for victory conditions at end of game.
CITY TRAITS TABLE
These include technology, resources, superior unit types, and cultural attributes
associated with the city.
D6D6 Trait Effect
11 Stoicism Units get –1 to starvation rolls
12 Greek Fire All Fleets get +1 to Battle Rolls
13 Seamanship All Fleets & Transports get +1 Movement Points
14 Slavery Home City Income +1
15 High Culture Get 1 extra Diplomacy roll per turn
16 Code of Laws Get 1 extra Diplomacy roll per turn
21 Siegecraft Units get +2 to attack cities
22 Fortifications Units get +2 when defending cities
23 Trade Home City Income +1
24 Mining Home City Income +1
25 Shipbuilding All Fleets get +1 to Battle Rolls
26 Bronze Panoply All Armies get +1 to Battle Rolls
31 Democracy Get 1 extra Diplomacy roll per turn
32 Hoplites All Armies get +1 to Battle Rolls
33 Peltasts All Armies get +1 to Battle Rolls
34 Cavalry Opponent gets –1 to Casualty rolls
35 Triremes All Fleets get +1 to Battle Rolls
36 Phalanx All Armies get +1 to Battle Rolls
41 Chariots All Armies get +1 to Attack Rolls
42 Discipline All Armies get +1 to Battle Rolls
43 Archers All Armies get +1 to Battle Rolls
44 Rowers All Fleets get +1 to Battle Rolls
45 Courage All Units get +1 to Defense Rolls
46 Militaristic All Units get +1 to Attack Rolls
51 Naval Tactics All Fleets get +1 to Battle Rolls
52 Training All Armies get +1 to Battle Rolls
53 Ram & Prong All Fleets get +1 to Battle Rolls
54 Wine Home City Income +1
55 Sea Worthy Fleets get –1 to Navigation Rolls
56 Athletic All Armies get +1 Move points.
61 Long Walls Units defending Home City get +4
62 Profsnl Army All Armies get +1 to Battle Rolls
63 Silver Mines Get +3D10 gold one time only
65 Olive Oil Home City Income +1
66 Pottery Home City Income +1
CARD LIST
Card Name: Effect:
Break Formation Add 1D10 to your battle total.
Treasure If you capture a city get 1D10 gold.
Savage Fighting Add 1D6 to your battle total.
Determined Resistance Add 1D10 to your defense total.
Allies Leave Opponent gets –1D10 to his battle total.
Forced March Army Stack gets +2 Movement points this turn.
Disorganization Opponent gets –1D10 to his battle total.
Starvation Put a starvation counter on all units in target besieged city.
Withdrawal All your units in battle get +1 to casualty roll.
Strong Position All your Armies in battle get +3 to defense roll.
Boarding Actions All your Fleets in battle get +3 to battle roll.
Strong Garrison Add 1D10 to your defense total when defending a city.
Diekplus Circle All your Fleets in battle get +3 to defense roll.
Threatened Opponent gets one less Diplomacy roll this turn.
Superior Numbers All your units in battle get +2 to battle roll.
Economic Blockade Opposing city generates no income next turn.
Storms All ships in target square must make a navigation roll.
Marathon Army Stack gets +2 Movement points this turn.
Night Raid Add 1D10 to your attack total.
Contributions Gain 2D6 Gold.
Narrow Channel Add 2D10 to your defense total in sea battle.
Coercion Gain 1 extra Diplomacy roll this turn.
Short supplies Remove 1D6 Baggage units from target stack.
Defiance Opponent gets one less Diplomacy roll this turn.
Natural Allies Gain control of target neutral city
Formal Agreement Gain control of target neutral city
For the Common Defense Gain control of target neutral city
Intrigue Gain 1 extra Diplomacy roll this turn.
Alliance Gain control of target neutral city
Political Ties Gain 1 extra Diplomacy roll this turn.
Hesitation Target stack may not attack this turn.
Delaying Action All your units in battle get +1 to casualty roll.
Racial Ties Gain 1 extra Diplomacy roll this turn.
Narrow Defile Add 2D10 to your defense total in land battle.
Colonial Ties Gain 1 extra Diplomacy roll this turn.
Reconnaissance Add 1D10 to your battle total.
Bribes Gain 1 extra Diplomacy roll this turn.
Elite Units Add 1D6 to your battle total.
Artful Diplomacy Gain 1 extra Diplomacy roll this turn.
Outflank Add 1D10 to your battle total.
Failure Target Leader that lost a battle is discarded.
Revolt Target enemy controlled minor city revolts.
Exiled Target Leader is removed from game for 2D6 turns.
Election Discard one leader and Gain one new Leader
Political Rivalry Opponents units cannot move or attack on his next turn.
Reinforce Wings Add 2D6 to your defense total in land battle.
Ideological Ties Gain 1 extra Diplomacy roll this turn.
Relieving Force Stack gets +2 Movement points if in aid of a city.
Grand Strategy Draw 1D6 cards.
Spy Look at opponents hand.
Assassination Kill target leader.
Intervene Gain 1 extra Diplomacy roll this turn.
Pitched Battle All your units in battle get +2 to battle roll.
Plague All units in city make an upkeep roll at +2.
Desertions All units in stack make an upkeep roll.
Treachery Add 1D10 to your battle total.
Atrocities Opponent gets one less Diplomacy roll this turn.
Brutality Opponent gets one less Diplomacy roll this turn.
Massacre Opponent gets one less Diplomacy roll this turn.
Enslavement Opponent gets one less Diplomacy roll this turn.
Executions Negate a revolt.
Promise of Clemency Gain 1 extra Diplomacy roll this turn.
Suspicious Opponent gets one less Diplomacy roll this turn.
Liberators Gain 1 extra Diplomacy roll this turn.
Attack Beached Ships Add 2D10 to your attack total vs. Fleets/Transports.
Ransom Prisoners Gain 1D6 Gold.
Truce No one may attack until the end of your next turn.
Ambassador Gain control of target neutral city.
Exact Tribute Target enemy controlled minor city revolts.
Install Governments Target enemy controlled minor city revolts.
Install Garrisons Target enemy controlled minor city revolts.
Negotiations Gain 1 extra Diplomacy roll this turn.
Coup Opponents Home city gets 1D6 Razed Counters.
Social Division Opponents units cannot move or attack on his next turn.
Internal Jealousies Opponent loses 2D6 Gold.
Escape All your units in battle get +1 to casualty roll.
Disaffected Opponent gets one less Diplomacy roll this turn.
Skirmish All your units in battle get +1 to casualty roll.
Raids Target city produces no income next turn.
Surprise Attack Add 2D10 to your attack total.
Tactical Ruse Add 2D6 to your defense total.
Military Blunder Opponent gets –2D10 to his battle total.
Right Flank Drift Add 1D6 to your battle total in land battle.
Sapping Add 1D10 to your attack total vs. city.
Siege Works Add 1D6 to your attack total vs. city.
Siege Artillery Add 1D6 to your battle total at siege.
Block Escape Opponents units in battle get -1 to casualty roll.
Cavalry Pursuit Opponents units in battle get -1 to casualty roll.
MINOR STATE TRAIT OPTIONAL RULE
Roll a city trait for each minor city state.
As long as a player controls that city, his home city also gets that trait.