Pax Romana 2 New Scenarios

Pax Romana
Two New Scenarios - Magna Graecia and Diadochi
By Dan Fournie
Scenario C3i — I (Standard Game Only)
MAGNA GRAECIA
The Western Greeks Last Stand
This scenario allows three gamers to play out the
final stages of the Western Greeks struggles with
their traditional foe, Carthage, and the rising
power of Rome. From about 800-600 BC, the
Greeks had colonized a large swath of territory
from Italy to Hispania and from Sicily to Gaul,
The densely settled area of southern Italy and
eastern Sicily became known as Magna Graecia
(Greater Greece). The leading cities of Magna
Graecia were Syracuse and Tarentum.
Unfortunately for the Greeks, Syracuse and
Tarentum, along with most of the other western
cities, rarely cooperated and most often fought
against each other. Meanwhile, Carthage
unified the Phoenician colonies of Africa,
Iberia, Sardinia and western Sicily into an
empire. The Greeks and Carthaginians then
waged an inconclusive struggle for domination
of the western Mediterranean beginning around
550 BC. Starting around 330 BC, Rome
launched a series of campaigns that eventually
drove the Greeks from Italy, while Carthage
overran most of Greek Sicily. But before
Magna Graecia was squeezed into submission,
two great Greek generals arose to stem the tide.
First came Agathocles. After imposing a tyranny
in Syracuse (317-289), he reconquered an
empire including eastern and central
Sicily, parts of southern Italy and even Corcyra.
Agathocles styled himself a member of the
Diadochi (Alexander's successors) with marriage
ties to the houses of Ptolemy and Pyrrhus.
Greek expansion in Sicily led to a Carthaginian
counter-offensive in 311. Hamilcar Gisgo led
a Carthaginian army to a hard-fought victory
over Agathocoles at Ecnomus, near Agrigentum. Hamilcar exploited his victory by driving
Agathocles back into Syracuse, and besieging
the city. In response, Agathocles slipped through
the blockade and audaciously invaded Africa
in 310. The Greeks won a great battle at White
Tunis, as the Carthaginian general Hanno and
most of the elite Sacred Band were killed. In
the aftermath of this defeat, Bomilcar
launched a coup and was killed in street
fighting. The Libyan tribes now revolted. Just
when it appeared nothing could go worse for
Carthage, another Greek army led by
Ophellas, Ptolemy I's renegade governor of
Cyrenaica, joined the invasion in 309. Then
news came that Hamilcar had been killed during
a night attack on Syra-
cuse, and the siege was broken. But Carthage
fought on. Raising a new army under Himilco,
Carthage first waged a guerilla war and finally
defeated Agathocles at Tunis, completely driving
out the Greek invaders by 307. Agathocles returned to Sicily and re-established his power in
Sicily. In 289 the aging tyrant was poisoned. In
the confusion that followed, a band of his Campanian mercenaries seized Messana and styled
themselves the Mamertines (sons of Mars).
Hiketas became the next tyrant (289-279), v.
but could not restore the power of Syracuse.
Meanwhile Rome was expanding in Italy.
The first Greek city to submit to Rome,
Neapolis, admitted a garrison in 328. Rome
then became embroiled in the Second Samnite
War (326-304). This war became the first phase
in a contest for supremacy in Italy when some
of the Etruscan cities allied with the Samnites
in 311. After suffering early defeats, Rome
defeated both the Samnites and Etruscans by
304. The Greek city-states, long enemies of
the Samnites, sat out this conflict. However,
the peace in Italy was short-lived. The Third
Samnite War (298-290) pitted Rome against
a grand coalition under the Samnite general
Gellius Egnatius, of his people, the Etruscans,
Umbrians and Gauls. Rome won a decisive
victory over the coalition army at Sentinum
in 295. The Samnites were finally crushed by
290. Another army of Gauls invaded in 285,
overrunning Arretium. Rome defeated the last
of the invading Gauls at Lake Vadimo, in 283,
and the Etruscans at Populona in 282. The final
campaigns against the Samnites had brought the
Romans up against the Lucani tribes of Southern Italy, in the territory of Magna Graecia. In
282, under intense Roman pressure, Rhegium
and Croton submitted and admitted garrisons.
Then Rome's Campanian garrison in Rhegium
decided to make common cause with their
countrymen, the Mamertines, across the straits
in Messana and mutinied.
Seeing city after city fall to Rome, the Tarentines knew they would be next. The democratic
leader Philocharis convinced the Tarentine
assembly to issue an invitation to Pyrrhus,
King of Epirus. There was a precedent, as
Tarentum had earlier invited the Epirote King
Alexander Molossus to come to Italy and battle
back the barbarians (334-331). Pyrrhus was one
of the greatest opponents Rome ever faced.
Driven from his home as a toddler, Pyrrhus was
a veteran of the Successor Wars, having served
with Demetrius at Ipsos (301) as a teenager. He
returned to reclaim the throne of Epirus (297272 BC) and, temporarily, the crown of
Macedon (288-284 BC). When Tarentum
invited him to come west, his fellow kings were
happy to send him off and provided him funds,
troops and elephants. He entered Italy with
forces of 22,500 infantry, 3,000 cavalry and 19
war elephants. At Heraclea he won a hard
fought victory, due to his superior cavalry and
his elephants, bringing in many new allies.
Pyrrhus defeated the Romans again at Asculum
(279), but his severe losses gave rise to the term
Pyrrhic Victory.
Meanwhile, in Syracuse civil war broke out in
279. Seeing an opportunity, Mago, the Carthaginian commander in Sicily, seized Agrigentum
and besieged Syracuse. The rival Syracusan
factions agreed to a truce and sent a plea for aid
to Pyrrhus. After Asculum, the Epirote king
was happy to face a different opponent. In the
summer of 278 Pyrrhus sailed for Sicily with
10,000 men. Pyrrhus broke the siege of Syra-
Pax Romana - Two New Scenarios
cure, and picked up numerous reinforcements
from the Greek Siciliot cities. In response,
Mago visited the Senate in Rome and formed
an alliance against the Greeks. Pyrrhus defeated
Mago's field army at Eryx and overran the entire
island save Lilybaeum and Mamertine Messana.
After two years campaigning, Pyrrhus assumed
the title 'King of Sicily' and appointed his son
Alexander (the grandson of Agathocles) as heir.
Pyrrhus laid siege to Lilybaeum in the fall of
277, but failed to take the city. Pyrrhus now
proposed to his Sicilian subjects that he would
defeat Carthage by invading Africa. Never an
able administrator or diplomat, he became
increasingly autocratic as resistance to his rule
hardened. Pyrrhus defeated another Carthaginian army at Lilybaeum (a battle that convinced
Carthage to acquire its own elephants), but
urgent pleas from Tarentum convinced him to
abandon his Sicilian adventure and return to
Italy. Carthage quickly reclaimed her half of
the island, and put pressure on Syracuse and
the Mamertines. Carthage gained control of
Mamertine Messana and was on the brink of
capturing all Sicily by 265.
While Pyrrhus had been campaigning against
the Carthaginians, the Romans pressed hard
against Tarentum. When Pyrrhus returned from
Sicily, he fought another battle at Beneventum
(275 BC). This time, he lost and was forced
to withdraw from Italy. Without his support,
Tarentum surrendered (272). When Rome
re-captured Rhegium from the Mamertine
mutineers, all Italy was under her control
(270). A weakened Syracuse was now the only
remaining independent city of Magna Graecia,
and Carthage was poised to subdue her ancient
rival. But in 265 the Romans took up the cause of
the Mamertines and invaded Sicily, touching off
the First Punic War (265-241). Syracuse
submitted to Rome and became a client
kingdom by 263. Magna Graecia was absorbed
into the Roman Republic, just as the Greek
homeland and Carthage would also be
conquered within
a little more than a century.
Scenario VIII (Standard Game Only)
MAGNA GRAECIA
The Western Greek's Last Stand
Players: Greece, Carthage, and Rome
Start and End: The scenario begins with the
Operations Segment (Phase E3) of Game-Turn
1 and lasts for one (extended) turn, through
the Victory Phase of the same Turn. The time
period represented is 315-270 BC.
Activation Markers: At start Carthage (3),
Rome (3), Greece (2, + 1 for The East);
additional Carthage (4), Rome (4), Greece (4).
See Special Rule #1.
with one Event Marker.
Event Cards: None.
Opportunity Objectives: None.
Tribal Units: Place the Tribal counters in a
cup. Twelve tribal units are drawn blindly, and
placed, one each, in the following spaces
(not marked as 'Initial Tribal Spaces'):
 Gauls (5): Taurinorum, Mediolanum,
Placentia, Aquileia, Albintimilitum
 Samnites (3): Barium, Venusia (Italia);
Paestum (Bruttium)
How to Win: Victory is assessed at the end of
Game-Turn I. There are two levels of victory
for each player, Historical and Legendary.
(While it's possible for any two players to
win Historical Victories, only one may win
a Legendary Victory.) If no one achieves a
Historical Victory, the game is a draw:
Carthage:
 Historical Victory: Control both the
Carthago and Sicilies Territories; and
control Eastern Sicily.
 Legendary Victory: Control both
the Carthago and Sicilies Territories;
and control Eastern Sicily and either
Tarentum or Rome.
Rome:
 Historical Victory: Control the Rome
Territory and Bruttium.
 Legendary Victory: Control the Rome
Territory and Bruttium; and control
Eastern and Western Sicily or Sardinia
and Corsica.
Greece:
 Historical Victory:
— (1) Control the Magna Graecia Territory
and Western Sicily;
— Or (2) Control Eastern and Western
Sicily and capture Carthago or Rome;
— Or (3) Control Bruttium and capture
Carthago or Rome.
 Legendary Victory: Control the Magna
Graecia Territory and Western Sicily;
and capture Carthago or Rome.
Events: The events below are used, along
 Numidians (3): Cirta, Thevesa,
Lambesis (Numidia)
 Sards (1): Tharros (Sardinia)
Map Restrictions, Changes & Clarifications:
 Area of Play: Only the three (original) territories of Rome, the Sicilies and Carthago (minus
Mauretania), and the connecting naval transfer
points, are in play (the center of the map).
 Jumping Off Points: Arsinol (Cyrenaica)
is the jumping-off point for Ophellas' army.
Corcyra (Attica) is the jumping-off point for
Pyrrhus' army. Otherwise these spaces (and
all of Greece and The East) are not in play;
except that both Arsinol and Corcyra can be
used by the Greek player as sources for LOC.
 Changes to Territories and Available
Manpower: (see chart below)
— The Province of Bruttium is removed from
the Rome Territory and Eastern Sicily is
removed from the Sicilies Territory to form
a new Magna Graecia Territory, the Home
Territory for the Greek player.
— Syracuse (Eastern Sicily) and Tarentum
(Bruttium) are both Greek capitols
(therefore, if the Greek player controls these
cities, he automatically controls the
provinces).
— Only LI, Cav and EL may be raised in
Carthago Territory (however, the Carthaginian
player can raise/rebuild the Sacred Band HI).
-
 Italy to Sardinia Invasion Route:
As per the official Pax Romana errata, there
is a blue connection between Pisae (Italy) and
Aleria (Corsica).
-
-
Leaders: All leaders are selected as per the initial
deployment. New named leader counters are
provided this issue of C3i Magazine.
Initial Play Order: Greece, Carthage, Rome
Special Rule #1
After playing through the three
(3) Activation markers per player
listed in the initial play order:
a. Place four AMs for each player and one
(1) event marker back into the AM pool.
b. Remove all remaining leaders and
place new leaders and units as listed in
Magna Graecia and Diadochi - Pax Romana
Reinforcements below.
c.All players roll a die. The Roman and
Carthaginian players add 6 to the result; the
Greek player adds 3 to the result. The total is
the number of talents each player receives
immediately, with which to conduct a
Manpower Phase (he may spend as many or
as few as he wishes at this time), and with
which he pays for his four remaining AMs.
d.Draw the next AM and continue play.
Special Rule #2
The Sacred Bane• The HI unit that starts in
drawn, it just becomes available).
Garrisons: None
Treasury: 7T
Initial Control:
The Greek Player controls the following:
 Territories: None
 Home Provinces: Bruttium, Eastern Sicily
 Other Provinces: None
 Cities: Syracuse, Tarentum
 Towns: Agrigentum, Messana, Croton
Carthage is the Sacred Band,an elite heavy infantry unit composed of Carthaginian citizens
(a new counter is provided as a C3i insert).
 This HI unit has 4 BP instead of the usual
3 BR and 2 BP when reduced. If destroyed or
reduced, it may be raised for 2T or rebuilt for
1T.
 The Sacred Band may nevermove outside the
Carthago Territory.
Carthage
Carthago (Africa): 1 Sacred Band HI, 3 LI,
Special Rule #3
(1-5); Lilybaeum is a Town
Panormus (Western Sicily): 2 LI, 1 Cav
Libyan Rebellion: A Libyan rebellion will be
triggered the first time Carthage loses a battle,
or withdraws from battle, in the Africa or Libya
Provinces. The Greek/Roman victor rolls one
die, and adds that number of BI to his army,
plus one (1) Barbarian Cav unit. These units
may only move/attack when stacked with
Greek/Roman units. The Libyan BI may be
used to satisfy any losses.
1 Cav; 2 Galley Squadrons; Bomilcar
(1-3); Carthago is a City and Capitol
Utica (Africa): I LI, Utica is a Town
Thapsus (Africa): 1 LI, 1 Cav
Hippo Regius (Numidia): 2 LI, 1 Cav
Caralis (Sardinia): 1 LI; Caralis is a Town
Lilybaeum (Western Sicily): 1 Merc HI, 3 LI,
1 Cav; 1 Galley Squadron; Hamilcar Gisgo
Garrisons: Aleria (Corsica), Olbia (Sardinia)
Treasury: 10T
Special Rule #4
Stability Levels: In this scenario, stability levels
are not tracked, and have no effects.
Initial Control: The Carthaginian Player
controls the following:
 Territories: The Sicilies
 Home Provinces: Africa, Libya
 Other Provinces: Sardinia, Corsica,
Western Sicily
 Cities: Carthago
 Towns: Utica, Lilybaeum, Caralis
Greece
Syracuse (Eastern Sicily):
Rome
Rome: 3 LG; Fabius R. (2-4 leader);
3 HI, 2 LI, 1 Cav, 1 Galley Squadron;
Agathocles (2-6); Syracuse is a City,
one of two Greek capitols
Messana (Eastern Sicily):
1 LI; Messana is a Town
Agrigentum (Western Sicily):
1 LI, 1 Cav; Agrigentum is a Town
Tarentum (Bruttium):
1 HI, 1 LI, 1 Cav, 1 Galley Squadron;
Philocharis (1-4); Tarentum is a City,
one of two Greek capitols
Rhegium (Bruttium):
1 HI, 1 Cav; Rhegium is a Town
Croton (Bruttium): 1 LI
Brindisium (Bruttium): 1 LI
* Arsinol (Cyrenaica):
2 HI, 1 LI, 1 Cav, 1 Galley Squadron;
Ophellas (1-5)
* Ophellas' army may not be used until `The
East' AM is drawn. After that it may be used
normally (the Greek player is not required
to activate this army when 'The East' AM is
Greek unit if Syracuse has fallen); Pyrrhus*
(3-5E) in Corcyra (Attica) with 4HI, 2 LI, 1
Cav, 1 EL 1 Galley Squadron (Greek, not
SoF units)
(* In this scenario Pyrrhus is a regular Greek
leader, NOT a Soldier of Fortune. None of the
rules of 12.4 apply to him or his units.)
Carthage: Himilco (2-4) in Carthage (or with
any unit if Carthage has fallen); Mago (1-5)
with any Carthaginian unit.
Rome: Select commanders as usual (Decius
and Fabius are not available).
EVENT MARKERS
Use one Event Marker at start, and again in the
second pool. Upon drawing the Event Marker,
there are only two events, one per pool, no dice
are rolled.
First Event: Coalition Army
This represents all the nations of Italy putting
aside their petty differences to resist Rome.
The brilliant Samnite general, Gellius Egnatius,
rallied a huge coalition army of Gauls,
Samnites, Etruscans and Umbrians in 296 BC.
This is simulated as follows: When the event
marker is drawn, the Greek player puts the
following army in play:




Rome is a City and Capitol.
Parma: 2 LG; Decius Mus (1-5 leader);
Parma is a Town
Garrisons: None
Treasury: 12T
Initial Control: The Roman Player
controls the following:
 Territories: None
 Home Provinces: Italia
 Other Provinces: None
 Cities: Rome
 Towns: Capua, Neapolis, Arretium, Parma
Reinforcements:
During the pause after completing the first
set of three AMs, the following leaders
(included in this issue of C3i) and reinforcing
units are placed as follows:
Greece: Hiketas (1-3) in Syracuse (or with any




10 BI, 2 Barb Cav, Egnatius (2-5).
Place in any Tribal occupied space
in Cisalpina.
The Greek player may immediately employ
the Coalition Army with a Major Move;
but No Minor Moves (without paying 1T).
The Coalition Army remains available for
operations by either the Greek or Carthagin
ian player, either by a Major Move (for
multiple units), or by a Minor Move (for
a single unit) for the remainder of the game.
The Coalition Army may only attack Roman
units, Town or Cities.
The Coalition Army is controlled as a
normal Greek/Carthage unit, except that
the Coalition Army does not control spaces
for Greece or Carthage.
The Greek or Carthaginian player may
not conduct Recruitment Operations for
this army, nor stack Greek/Carthage units
with the Coalition Army.
Special Movement: The Coalition Army
may freely move through/stack with Tribal
units in Cisalpina, Italia and Bruttium (their
tribal allies). However, if the Coalition Army
is attacked while stacked with tribal units,
the tribal units are removed and only the
Coalition Army defends.
Second Event: Mamertines
During this unsettled period, Campanian
Pax Romana - Two New Scenarios
soldiers in the service of both Syracuse and
Rome mutinied and established bandit
kingdoms in Messana and Rhegium. To
simulate these events:
 When the event marker is drawn, the
Carthaginian player places the Mamertine
HI unit in any unoccupied, Greek, or
Roman occupied space in Bruttium, Eastern
or Western Sicily; except for Syracuse and
Tarentum.
 Any Greek or Roman units in the selected
space are transferred to the nearest friendly
Town or City.
 No one controls or moves the Mamertines;
they will not Withdraw or Retreat. Their
sole fate is elimination (as per 12.52).
Scenario C3i — II
(Standard or Advanced Game)
DIADOCHI
The Hellenistic Kingdoms at War
This scenario allows three garners to play out the
long struggle between the Antigonids, Seleucids
and Ptolemies for dominance in the eastern
Mediterranean. Who will reunite the empire
of Alexander the Great?
The History (by Game-Turn)
Turn I (300-275 BC)
As the game begins the victorious allies
(Cassander, Seleucus I, Ptolemy I and
Lysimachus) are staking claim to the carcass
of Antigonus I's empire, following the Battle of
Ipsos. Seleucus and Cassander have divided up
Asia Minor. Ptolemy has seized Judea, which
had earlier been promised to Seleucus. Lysimachus, from his base in Thrace and Pontus,
is looking for his fair share of the spoils. Two
of the losers from the Battle of the Kings were
eager to overturn the verdict. Antigonus' son
Demetrius had a large navy and army based
in Cyprus and some of the surrounding ports,
while Pyrrhus had returned to Epirus to reclaim
his ancestral throne. Fighting soon re-erupted
all across the eastern Mediterranean, and especially in Macedonia. In the twenty years from
297-277 Cassander, Demetrius, Lysimachus,
Pyrrhus and eight other claimants briefly sat on
the throne in Pella. Meanwhile Seleucus and
Lysimachus had a final showdown at the Battle
of Corupedion in 281. Lysimachus was killed
and Seleucus was now dominant everywhere
but Egypt. But in the moment of his triumph
he was murdered by Ptolemy Keraunos, the
renegade son of Ptolemy I. The assassin seized
the throne in Pella, but was killed in battle with
invading Gauls in 277. The Gauls moved on
to settle in Galatia. Demetrius had perished,
but his son Antigonus II Gonatus finally
established a stable dynasty (Antigonid) in
Macedon in 276.
Turn II (275-250 BC)
Seleucus' son, Antiochus I Soter subdued Galatia and invaded Judea in the First Syrian War
(276-272). Ptolemy II Philadelphus repelled the
Seleucid attack, and took the offensive against
Macedon by subsidizing Pyrrhus' second invasion (273-272). Next, Ptolemy II launched the
Chermonidean War (266-255) by subsidizing
Greek and Epirote attacks on Macedon, and
Pergamum's expansion at the expense of the Seleucids. Antiochus I again invaded Judea unsuccessfully in the Second Syrian War (260-258).
Antigonus' naval victory at Cos in the Aegean
finally led to a peace treaty with Egypt in 255.
Turn III (250-225 BC)
Demetrius II Aitolikos of Macedon was occupied struggling to maintain control of Greece,
as the Achaean and Aetolian Leagues grew in
power. The Seleucid empire began to fragment
under the ineffectual rule of Seleucus II Callinicus. Bactria and Parthia rebelled and slipped
from Seleucid control. In the Third Syrian War
(246-241) Ptolemy III decisively defeated Seleucus II, seizing Cilicia, Lycia, the Aegean islands,
and much of Syria. Although the Seleucid empire was nearly destroyed, Ptolemy III refrained
from dealing the death blow and returned to
Egypt. Pergamum seized most of the Seleucid
Possessions in Asia Minor. Rome crossed the
Adriatic for the first time to suppress the Illyrian
pirates (228) establishing a protectorate over
some of the ports.
Turn W (225-200 BC)
Antiochus III 'the Great' revived the Seleucid
empire to its former greatness. He defeated
Pergamum (224-221), suppressed a rebellion in
Media (221) and invaded Judea in the Fourth
Syrian War (221-217). Although the impetuous
Antiochus was defeated by Ptolemy N at Raphia, this was a temporary setback. Ptolemy N
owed his victory to the native Egyptian troops
he called up, but his dividend was a series of
rebellions (in game turns he called up his militia
and lowered his stability). Antiochus next
put down a revolt in Asia Minor (216-213),
conquered Armenia (213-212) and followed
in Alexander's footsteps to restore his eastern
provinces (210-206). In the West, Macedon
defeated Greek coalitions at Sellasia (222) and
in the Social War (219-217). Meanwhile, Rome
had expanded her protectorate in Illyria (219).
Following Hannibal's stunning victories over
Rome in the early going of the Second Punic
War (218-201) Philip V allied himself with
Carthage. Rome stirred up a number of Greek
states to keep Philip busy, and the First Macedonian War (215-207) ended indecisively.
Turn V (200-175 BC)
Antiochus the Great avenged his defeat at
Raphia with a decisive victory over Ptolemy V's
army at Panion (198), and finally regained the
lost province of Judea. Rome, having achieved
victory over Carthage, turned immediately on
Philip V in the Second Macedonian War (200196). A Roman army under Titus Flaminius
defeated Philip at Cynoscephalae (197) and
freed Greece from Macedonian control. The
Syrian War followed (192-188). The Aetolian
Greeks had invited Antiochus III to invade and
he arrived with a small army. The other Greeks
were fearful of Rome and failed to support him,
so the Seleucids were quickly driven back into
Asia Minor. Lucius Cornelius Scipio routed the
Seleucid army at Magnesia (190) and Antiochus
was forced to surrender all his possessions in
Asia Minor and pay an indemnity. Seeing his
weakness, the eastern provinces rebelled again,
this time permanently gaining independence.
Turn VI (175-150 BC)
Antiochus IV couldn't restore the eastern or
western Seleucid provinces, but he did invade
Egypt and defeat Ptolemy VI (171-170).
Meanwhile, Philip in Macedon built up his
strength (189-179) for a final conflict with
Rome. His son Perseus mounted the last serious
challenge to Rome, the Third Macedonian War
(172-167). Although Perseus gathered more
Greek support this time, Lucius Aemillius
Paullus defeated the Macedonian army at Pydna
(168). Antiochus N successfully invaded Egypt
again that same year. This time the Roman
senator Caius Poppilius Leanas humiliated the
Seleucid King by forbidding him to leave a
circle he sketched in the sand until he agreed
to withdraw and restore Egyptian sovereignty
(under Roman hegemony). If it wasn't already
clear, all the world now knew that only one
superpower remained.
In the 150 years of fighting depicted here, each
kingdom had intrinsic strengths and weaknesses. Antigonid Macedon had access to a
superb manpower pool of heavy infantry, and
the ancestral seat of the Macedonian kingdom.
Conversely, Macedon was never wealthy and
the Antigonids faced constant rebellions from
the multiple freedom loving Greek city-states.
Seleucid Syria had access to the great wealth
of the east, a large pool of Greco-Macedonians
settled in frontier cities, and the cavalry and
elephants of the East. But the very size of the
Seleucid realm made it difficult to maintain
control, and the majority of Seleucid campaigns
were directed against separatists and rebels.
Ptolemaic Egypt was the richest of the three
Kingdoms and benefited from a compact territory. However, Egypt never had a large number
of Greco-Macedonian settlers, and so relied
heavily on mercenaries and proxies to fight its
Magna Graecia and Diadochi - Pax Romana
wars. Although the balance often shifted, the
Antigonids never mounted much of a threat
against their neighbors, nor was Macedon
greatly threatened. The Seleucid and Ptolemaic
kingdoms waxed and waned as first one and
then the other gained the upper hand. Some
have theorized that Alexander's empire was
simply too large to be ruled by the tools available to any one Hellenistic king. But Alexander
did it, and all it would have taken was a king of
great ability and the favor of fortune.
Events (Standard Game Only): The events in
16.0 are used in this scenario, along with both
markers, unless players choose to play a basic
game (see 3.81). Using events is recommended.
Four times Alexander's empire nearly came
under the dominion of one of his successors.
First, had Antigonus I prevailed at the Battle of
the Kings at Ipsos (301), he would have been
unstoppable. Second, Seleucus I, following the
Battle of Corupedion (281), was prepared to
return to Macedon and claim the rule of the
entire empire when he was murdered by
Ptolemy Keraunos. Third, Ptolemy III had
captured virtually every port in the eastern
Mediterranean and broken Seleucid power in
the Third Syrian War (246-241), but he chose
not to pursue the ultimate prize. Finally,
Antiochus III 'the Great' had reconquered
nearly all the Asian possessions of Alexander,
humbled Ptolemy V at Panion (198), and
crossed into Greece to complete his victory. But
Antiochus ran into Rome, and after his defeat at
Magnesia (189) no Hellenistic Kingdom would
ever again be a 'great power.' But with Pax
Romana, if you can re-unite Alexander's empire
before the Romans arrive, you will have the
power to withstand these Western barbarians,
and rule the world as a second Alexander!
Tribal Units: Place the Tribal counters in a cup.
Tribal Units are drawn blindly, and placed, one
each, '?'-side up in the 'Initial Tribal Spaces' of
the Danube Territory. All Tribal counters will
not be used.
PLAY NOTE: The Ptolemaic Egyptian player
uses the counters for Carthage; the Seleucid player
uses the counters for The East.
Players: Greece (Antigonids), The East
(Seleucids) and Egypt (Ptolemies)
Start and End: The scenario begins with the
Operations Segment (Phase F.3) of Turn 1 (300275 BC) and lasts for six turns, through the
Victory Phase of Turn VI (175-150 BC). The
game can be extended longer (7-10 turns) if all
players desire. (The Hellenistic powers continued with their petty wars, long after Rome had
established itself as the only superpower.)
Activation Markers: Greece (4), The East (4),
Egypt (4), Rome (1—beginning on Turn III)
How to Win: At the end of any Game-Turn,
done player has 100 or more VP, he achieves
an automatic victory. Failing that, at the end of
the last selected Game-Turn, the player with the
most VP wins.
Event Cards (Advanced Game Only): All cards
are in play.
Opportunity Objectives: Disregard the Opportunity Objectives (OOs) from 15.49. New
three-player OOs are listed in the table below.
Map Restrictions and Changes:
 Area of Play: Only the eastern half of the map
is in play: the Territories of Asia Minor, The
(original) East, Greece, Danube, Chersonese,
Rhodes and Crete. The Territories of Germania,
Rome, the Sicilies and Carthago, and everything
to the west, may not be entered.
 JumpingOff Points: Brindisium (Bruttium),
Ravenna (Cisalpina) and Lepcis Magna (Libya)
are used as a jumping-off points for Roman
invasions, and otherwise are not in play.
 Changes to 'The East' Territory (see table):
(1) The Home Territory for The East (Seleucids)
consists of one province: Syria. (Most of the
Seleucid homeland would be off map to the east,
and is represented by the Babylon Booty Call).
(2) The Home Territory for Egypt (Ptolemies)
consists of two provinces: Egypt and Cyrenaica.
(3) A new territory, the Levant Territory, is
composed of Judea and Cyprus. Units available
to be raised in the Levant are LI (only).
 Change to Greek Capitols: Pella is the only
Greek capitol; Athens is not a capitol.
-
Initial Play Order: Greece, The East, Egypt
Special Rule #1
Soldiers of Fortune Run Amok Game Turn I
(300-275 BC) was a period of great chaos in
the Hellenistic world. To simulate the wild adventures of these Hellenistic war lords, all three
players begin Turn I with a Soldier of Fortune
Army.
 Special Instructions (Standard Game Only):
The game begins as if all three players have
drawn an Event Marker and rolled the Soldier
of Fortune Event. Remove the Event Marker(s)
for this Game-Turn only. The Soldiers of Fortune are set up as per player set up instructions.
See 12.4 for details on what each Soldier of
Fortune and his army may and may not do. Play
order for Soldier of Fortune Armies is Greece,
The East, Egypt.
 Special Instructions (Advanced Game Only):
Play as if all three players have drawn the
-
Soldier of Fortune card (see 17.1) before play
starts. (The players have also already paid 1T for
the activation.) Remove the Soldier of Fortune
card from the Events deck. The Soldiers of Fortune are set up as per player set up instructions.
See 12.4 for details on what he and his army
may and may not do. Play order for Soldier of
Fortune Armies is Greece, The East, Egypt.
Special Rule #2
Rebellions and Invasions: Since only the
Eastern half of the Map is in play; use the Tables
below instead of those on the Map. Instructions
for new types of rebellions are as follows:
 Die roll results of 1 4 (Naval Mutiny,
Danube, Cyprus, Judea) are resolved normally
according to 13.3.
 Aetolian League: A die roll of 5 results in a
Aetolian rebellion in Attica. All garrisons are
removed and an army of 3 BI (with no leader)
is placed in any one unoccupied space. No one
controls Attica until that army is eliminated.
 Achaean League: A die roll of 6 results in a
Achaean rebellion in the Peloponnes. All
garrisons are removed and 1 HI (with no leader)
is placed in any one unoccupied space (use
Mamertime unit). No one controls the Peloponnes until that unit is eliminated.
Invasions are resolved normally according to
13.4. Roman invasions are a special case. These
are not triggered as an 'event' but instead as
described below.
-
Special Rule #3
Since this scenario is for only three players, and
uses only the eastern part of the map, the
following changes have been made:
 Manpower Maximums Table: The new
manpower maximums table is included below
(see 6.42.)
 Harvest/Famine Table: Since only the Eastern
half of the Map is in play; use the new Table
below instead of those on the Map. (see 17.0)
 Changes to Earning Victory Points (VP):
– Changes to Geographic Objective Point
(GOP) and Civilization Point (CVP) scoring:
15.23 and 15.33 are changed to the three-player
scoring of VPs in the tables below.
– Changes to Opportunity Objectives (OOs):
The OOs in 15.49 are not used. New threeplayer OOs are listed in the new table below.
Special Rule # 4
Named Leaders: Turn I leaders are placed
as per scenario set-up. During the Leader
Selection Phase of all succeeding turns, the
leaders (provided in this C3i issue) are used
(see table below). Named leaders are placed in
the player's capitol, or with any friendly units.
The second leader for each player is selected and
placed normally. Named leaders are not placed
in the pool to be selected, they are only used on
the turn indicated.
Pax Romana - Two New Scenarios
Independents:
Rome
One AM for Rome is placed in the AM pool
on turn IV and beyond. When the Rome AM
is drawn, a Roman invasion is triggered. The
Roman army is controlled by the designated
player for one Major Move (free of charge). At
the end of this move, all surviving Roman units
will remain in place until eliminated. The invasion has different results over time, as follows:
 Turn I-II (300-250 BC): No invasion. (Rome
is occupied conquering Bruttium from the
Greeks and Sicily from Carthage.)
 Turn III (250-225 BC) Illyrian Wars:
(Rome crossed the Adriatic twice to suppress
the Illyrian pirates.) The Egypt player places a
Roman Army as follows:
– Ravenna (Cisalpina): 2 LG, 2 Galley
Squadrons, a 1-4 Leader
This army must first attack Coricum
(Dalmatia), and will then move down the coast
conquering the ports of Dalmatia: Salome and
Lissa. As each space is occupied, place a Roman
garrison marker in that space.
 Turn IV (225-200 BC) First Macedonian
War (Rome crossed the Adriatic again to
counter Philip V – but her real focus was on a
guy named Hannibal.) The Egypt player places
a Roman Army as follows:
– Brindisium (Bruttium): 1 LG, 2 Galley
Squadrons, a 1-5 Leader
This army must first attack Dyrrachium
(Macedonia), and will then move down the
coast conquering ports: Corcyra and Actium
(Attica). As each space is occupied, place a
Roman garrison marker in that space.
 Turn V-VI (and beyond) (200-150 BC)
Rome Strikes East: Rome has conquered all of
the west, but she's still hungry. The player with
the lowest VP total takes control of the Roman
Army. (Historically, Rome attacked to prevent
any one Hellenistic Kingdom from becoming a
threat – the weaker kingdoms were ignored).
He receives an army as follows:
– 4 LG, 2 LI, 1 EL, 4 Galley Squadrons, a
2-5 Leader
The army is deployed according to one of the
following three options:
 War with Greece: The controlling player may
have Rome declare war on Greece. In this case
the Roman Army is placed in Brindisium
(Bruttium), and may only attack Greek units.
 War with Egypt: The controlling player may
have Rome declare war on Egypt. In this case
the Roman Army is placed in Lepcis Magna
(Libya), and may only attack Egyptian units:
 War with The East: The controlling player
may have Rome declare war on The East, and
alliance with Greece and Egypt. In this case,
the Roman Army is placed in any Greek or
Egyptian controlled space. The army may freely
pass through allied Greek, Egyptian, Pergamum
and Rhodes occupied spaces, and may only
attack The East (and Pontic) forces.
Pergamum:
Pergamum (Ionia): 3 HI; Pergamum is a City
Ephesus(Ionia): 2 HI, 1 Galley Squadron;
Ephesus is a Town
Miletus (Ionia): 1 LI
Rhodes: 2 HI, 3 Galley Squadrons; Rhodes
is a City
Greece (Antigonids):
Athens: 1 HI, 1 Galley Squadron; Athens
is a Town
Pella: 4 HI, 1 Cav, 1 EL, Cassander (2-5);
Pella is a City
Corinth: 1 HI; Corinth is a Town
7hessalonika: 1 Galley Squadron
Abdyos (Ionia): 2 HI, 2 LI, 1 Cav,
1 Galley Squadron, a 2-4 leader
Celenae (Ionia): 1 LI
Sardis (Ionia): 1 HI; Sardis is a Town
Iconium (Galatia): 1 LI
Salamis (Cyprus): Soldier of Fortune: 4 HI,
2 LI, 1 Cav, 1 EL, Demetrius I (3-5)
(use Soldier of Fortune units);
3 Galley Squadrons
Garrisons: Cyzicus (Ionia); Ancyra
(Galatia); Side, Zanthus (Lycia)
Treasury: 12T
Stability Level: +1
Initial Control: The Greek Player controls
the following:
 Territories: None
 Home Provinces: Four of five (4T total)
Attica, Peloponnesus, Macedonia, The
Aegean Islands
 Other Provinces: Ionia (2T), Galatia
(1T), Lycia (11)
 Cities: Pella (3T)
 Towns: Athens, Corinth, Sardis (3T total)
The East (Seleucids):
Antioch: 5 HI, 2 LI, 1 Cav, 3 EL,
S'eleucus I (2-6), 1 Galley Squadron;
Antioch is a City
Damascus: 2 HI, 1LI, 1 Cav, 1 EL,
a 1-4 Leader; Damascus is a Town
Tyre: 2 LI, 1 Galley Squadron
Seleucia (Cilicia): 2 LI; Seleucia is a Town
Sebastia (Cappadocia): 2 LI, 1 Cav, 1 EL
Gaza (Judea): 1 HI
Dyrrhachium (Macedonia): Soldier of Fortune:
4 HI, 2 LI, 1 Cav, 1 EL, Pyrrhus (3-5),
(use Egypt units); 1 Galley Squadron
Garrisons: Trapezus (Cappadocia);
Tarsus (Cilicia)
Treasury: 11T
Stability Level: +4
Initial Control: The East Player controls
the following:
 Territories: The East (1T)
 Home Provinces: Syria (IT)
 Other Provinces: Cilicia, Cappadocia
(2T total)
 Cities: Antioch (3T)
 Towns: Damascus, Seleucia (2T total)
Babylon Booty Call
Each turn when The East collects income, The
East player must roll one die (1d6) on the
Babylon Booty Call Table (see below) to
see what events in The East—in Mesopotamia
and beyond—have on the East player.
Egypt (Ptolemies) use Carthaginian units.
Alexandria: 3 HI, 2 LI, 1 Cav, 1 EL,
2 Galley Squadrons, Ptolemy I (2-5),
Alexandria is a City
Memphis: I LI; Memphis is a Town
Pelusium: 1 HI, 1 LI
Cyrene: 2 LI; Cyrene is a Town
Cnossus (Crete): 2 HI, 2 LI, 1 Cav,
1 Galley Squadron, a 1-4 leader
Jerusalem (Judea): 1 HI, 2 LI; Jerusalem
is a Town
Byzantium (Thrace): Soldier of Fortune: 4 HI,
2 LI, 1 Cav, 1 EL, Lysimachus (3-5),
(use Egypt units); 1 Galley Squadron
Garrisons: Gortyn (Crete), Raphia (Judea)
Treasury: 15T
Stability Level: +6
Initial Control: The Egypt Player controls
the following:
 Territories: Egypt (IT)
 Home Provinces: Egypt (3T), Cyrenaica (IT)
 Other Provinces: Crete, Judae (2T total)
 Cities: Alexandria (3T)
 Towns: Memphis, Cyrene, Jerusalem
(3T total)
Magna Graecia and Diadochi - Pax Romana
Major Powers Income and Manpower Table
Territory
P r ov inc e s
and Income
GREECE
Capitol:
Pella
Units Available
[cost]
Macedonia [11]
Attica [1 1]
Peloponnesus [IT]
Thrace [IT]
Aegean Islands [11]
THE EAST
Capitol:
A ntioc h
Syria [1T]
EGYPT
Capitol:
Alexandria
Egypt [3T]
Cyrenaica [11]
A ll p r ov inc e s :
Heavy Infantry [2T]
May not raise units in
the Aegean Islands
Rebellion Table (13.3)
HI Units allowed before maintenance
1d6 Roll
Territory/Provinces
1
Naval Mutiny
Stability Greece
The East Egypt
2
Danube
Stable
18
15
12
Cyprus
Unrest
15
12
10
3
4
Turmoil
10
8
6
5
Aetolian League
6
Achaean Le ague
Heavy Infantry [2T]
Light Infantry [IT]
Cavalry [2T]
Elephants [1T]
All provinces:
Heavy Infantry [2T]
Light Infantry [1T]
Cavalry [21]
Elephants [IT] in Egypt only
Minor Territories Income and Manpower Table
Territory
Manpower Maximums Table (6.42)
Provinces
and Income
Units Available
[cost]
Asia
Minor
Ionia [211
Pontus [11]
Cappadocia [IT]
Lycia [11]
Galatia [11]
Cilics [11]
Heavy Infantry [21-]
Light Infantry [11]
The
Levant
Judea [ 1 T]
Cyprus [ 1 T]
Light Infantry [ IT]
The
Danube
Panonia [1T]
Moesia Superior [1T]
Moesia Inferior [IT]
Noricum [ IT]
Dalmatia [11]
Raetia [1T]
Heavy Infantry [2T]
Light Infantry [IT]
Crete
Crete [IT]
Light Infantry [IT]
Rhodes
Rhodes [IT]
None
Invasion Table (13.4)
Judae
Harvest/Famine Tab le (17.0)
1d6 Roll
Who's Invading
1d6 Roll
A ffe c te d T e r r itor y
1
Germans
1
Asia Minor
2
Germans
2
Greece
3
Eastern Gauls
3
T he East
4
East ern G aul s
4
Egypt
5
A r m e nians
5
6
Armenians
[T]
The Levant
R oll Ag a[T ]
Scoring VP for Geographic Objective Points
(Change to 15.23): Victory Points for Geographic Objective Points
(GOP) are awarded on [T]following scale:
6 VP for the player[T]h the most GOP
3 VP for [T]player with the second most
0 VP for the player with the lowest GOP total
Scoring VP for Civilization P[T]s
(Change to 15.33): Vic[T] Points for Civilization Points (CVP)
are awarded on the following scale:
4 VP for the player with the most CVP
2 [T]or the player with the second most
0 VP for the player with the lowest CVP total
Opportunity Objectives: Disregard 15.49. The following OOOs are now
available[T]te that markers G[T]and J are removed[T]m play):
Chersonese The Chersonese [IT]
Light Infantry [1lT]
A. CoT]ol Asia Minor [2] The [T]er must control all Asia Minor Provi[T]
with a port [T]ch means all exc[T]Cappadocia). 8 [T]for Egypt; 4 GOP for
Barbarians
No recruitment possible
Greece or T[T]ast.
Armenia [ 1 T]
Scythia [11]
Sarmatia [IT]
German Tribes [IT]
B. Control theTastern Mediterranean [2] the player must control
Cre[T]Cyprus and Cili[T] 6 GOP for Greece; 3 GOP for Egypt or The
East.
Turn of Play for Named Leaders
Turn
Year
Greece
(Antigonid)
The East
(Seleucid)
Egypt
(Ptolemaic)
II
275-250
Antigonus II
Gonatus
Antiochus I
Soter
Ptolemy II
Philadelphus
III
250-225
Demetrius II
Seleucus II
Ptolemy III
Aitolikos
Callinicus
Eurgetes [E]
Philip V
[E]
Antiochus III
'the Great' [E]
Ptolemy IV
Philopater
200-175
Philip V
Antiochus III
Ptolemy V
175-150
[E] (2nd)"
Perseus
'the Great' [E] (2nd)*
Antiochus IV
Epiphanes
Ptolemy VI
Epiphanes
Philometer
None
None
IV
V
VI
VII-X
225-200
150-125
None
[E] indicates an 'elite leader.' As per rule 8.3, if a named elite leader is in play,
the second unnamed leader cannot be elite.* As an exception to rule 8.3, the
elite leaders Philip V and Antiochus III the The followingbe in play for two
consecutive turns (IV and V), unless they are killed in Turn IV.
C. Control the Aegean Sea [2] The player must control the ports of Chios,
Naxos, Cnossus and Miletus. 6 GOP; this 00 may not be used by Greece.
D. Control the Black Sea [1] The player must control Thrace, Ionia, Pontus &
the Chersonese. 8 GOP for Egypt; 6 GOP for The East; 4 GOP for
Greece.
E. Control the Danube [2] 8 GOP for Egypt or The East; 4 GOP for Greece
E Control Western Trade [1] The player must control Arsinol, Gythium,
and Corcyra. 8 GOP for The East; 4 GOP for Greece or Egypt.
G. Thalassocracy [1] The player must control Rhodes, Naxos, Lesbos & Chios,
Samos and one port each on Cyprus and Crete. 8 GOP.
H. Remove these two [2] markers from play.
I. Remove this [1] marker from play.
J. Remove this [1] marker from play.
K. Have a Town or City in Two (2) Different Territories, other than
Home Territory [2] 4 GOP
Theft&wing OOs earn actual Victory Points (VP) in the Game-Turn in which
they are used (and must be returned to the 00 pool after we):
L. Be the Richest Player in the Game [1] This is determined at the end of
the Income Phase and is measured solely in Talents the players have. If
this is a tie, no VP are awarded. 3 VP.
M. Control One Home Province of any Other Player [1] 3 VP.
N. Control Any of the Following Independent Territories [1] The