The MANEUVER wedge appears twice on the
rondel, to give nations flexibility at all times to
act and react militarily.
M
ANEUVER
The maneuver action is carried out in two suc-
cessive phases:
1. In Phase one the galleys and legions of a
nation on the board can move and fight. (Mo-
vement action).
2. In Phase two, the nation can conquer foreign
cities (Conquest action).
In the early stages of the game, each military unit
may carry out only one maneuver action per turn.
This may be either a movement or a conquest
action. By obtaining the know-hows WHEEL,
ROADS, SAILING and NAVIGATION, a nation
can increase its actions per military unit per turn
to two or three.
Phase 1: Movement Action
All of a nation‘s military units (legions and galleys)
can be moved on the board in any desired se-
quence. In every movement action, a military unit
crosses a border of a neighboring province. Red
land-borders can be crossed only by legions, and
blue sea borders crossed only by galleys. Com-
bined red-blue land-sea borders can be crossed
by both legions and galleys.
Example
:
A legion with the know-how ROADS can carry
out three maneuver actions, and so may cross
three red land borders per turn.
The movement of military units into a province
where foreign units are already standing may
result in a battle if either of the nations invol-
ved wants it. Legions can fight only legions and
galleys only galleys. In such a battle both sides
lose the same number of similar military units,
and remove them from the game-board on a 1:1
basis.
Example
:
A nation‘s three galleys enter the Province of
Athens, in which the Greeks have one galley
and one legion stationed. The Greeks demand a
fight. The invaders and the Greeks each remove
one galley from the gameboard. The Greek le-
gion is not involved in the fight, since it cannot
fight galleys.
Battles are always possible, and require no spe-
cial preparation. Military units, including those
that have not moved, can battle enemy units in
the same province. All battles are resolved one
after another. When one fight is over, the next
military unit can carry out its movement and/or
fight too.
As each military unit completes its movements, it
is laid on its side. This way the nation retains an
overview of which of its units still have maneuver
actions left. Units that have not moved, or only
partially moved, remain upright.
Example
:
A galley with navigation that has moved only
twice will not be tipped on its side, since it can
still carry out a third maneuver action.
A city with enemy military units in its province is
not disadvantaged in any way. It can continue
producing resources and setting up military units
in its province, unimpeded. If a nation has no wish
to carry out further movements or fight, it may still
engage in conquest of cities (phase 2).
Phase 2: Conquest Action
In Phase two, cities are conquered.
To take part in a conquest, military units must be
situated in the province of the city to be conquered,
and must be standing erect, that is, still capable of
carrying out an action during the turn. To conquer a
city, the number of the nation‘s active military units
(those still standing erect) must be at least equal
to the defense strength of the city.
The defense strength of any city totals:
• 1 for a city without a temple,
• 3 for a city with a temple.
To this is added:
• the number of the legions and galleys of the
defender that stand in the province of the city,
• a bonus of 1 if the defending nation has the
know-how MONARCHY, OR 2 if it has the
know-how DEMOCRACY.
VIII
MILITARY ACTION
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