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Successors: The Battles for Alexander's Empire (First/Second Edition) thumbnail

Successors: The Battles for Alexander's Empire (First/Second Edition)

Successors: The Battles for Alexander's Empire (First/Second Edition) Rulebook

Table of Contents

Table of Contents

  • Second Edition Introduction
  • 1. Introduction
  • 2. How to Win
    • 2.1 In General
    • 2.2 Automatic Victory
    • 2.3 End Game Victory
  • 3. Prepare to Play
    • 3.1 Setup
    • 3.2 Assign and Place Generals
    • 3.3 Champions of the Temenid Dynasty
    • 3.4 The Tyche Deck
    • 3.5 Markers
  • 4. The Mapboard
    • 4.1 Provinces
    • 4.2 Spaces
    • 4.3 Paths
    • 4.4 The Marker Holding Box
    • 4.5 The Victory and Legitimacy Track
    • 4.6 The Dispersed Box
    • 4.7 Asia, Africa, Europe and the Islands
  • 5. Combat Units
    • 5.1 Types
    • 5.2 Generic Units
    • 5.3 Indicating Ownership
    • 5.4 Scale
  • 6. Control Markers
    • 6.1 Control
    • 6.2 Enemy Garrison Markers
    • 6.3 Independent Control Markers
    • 6.4 Independent Strongholds
    • 6.5 Characteristics
  • 7. Generals and Armies
    • 7.1 Purpose
    • 7.2 Major Generals
    • 7.3 Minor Generals
    • 7.4 Armies
  • 8. Sequence of Play
    • 8.1 Turn Order Phase
    • 8.2 Label the Usurper
    • 8.3 Reinforcement Phase (Skip this phase on Turn 1)
    • 8.4 Shuffle and Deal Tyche Cards
    • 8.5 The Strategy Phase
    • 8.6 Garrison Isolation Removal Phase
    • 8.7 End of Turn
  • 9. Label the Usurper Phase
    • 9.1 Procedure
    • 9.2 Purpose
    • 9.3 Usurper and Legitimacy
  • 10. The Reinforcement Phase
    • 10.1 In General
    • 10.2 Reinforcement Rate and Bonuses
    • 10.3 Placement of Reinforcements
  • 11. The Surrender Segment
    • 11.1 Minor City Spaces
    • 11.2 Free Siege and Subjugation Attempts
  • 12. The Tyche Segment
    • 12.1 Tyche Cards in General
    • 12.2 Event Cards
    • 12.3 Bonus Cards
    • 12.4 Unrest Cards
    • 12.5 Surprise Cards
    • 12.6 General Cards
    • 12.7 Activating a General
    • 12.8 Placing Garrison Markers with Tyche Cards
    • 12.9 Training Troops
    • 12.10 Discarding
    • 12.11 Second Edition Changes to Tyche Cards
    • 12.12 Extra Strategy Rounds
  • 13. Stacking, Subordinates and Rank
    • 13.1 Stacking
    • 13.2 One Faction Per Space
    • 13.3 One Commander per Army
    • 13.4 Subordinates
    • 13.5 Rank
    • 13.6 Major Cities and Stacking

Second Edition Introduction

The first edition of SUCCESSORS was published in 1997 by the Avalon Hill Game Company. It was designed by Richard Berg and myself. Even with its rough edges, this game quickly became my personal favorite. This second edition attempts to improve the game by incorporating two more options for the Tyche Cards and polishing off a few rough ends. Any new rule that was not absolutely necessary was pushed to the optional rule section. In an effort to make these rules as complete as possible and easier to comprehend for first-timers, I have reorganized and reworded them. Players who have learned the first edition, need only read the changes marked with an asterisk and printed in the san-serif font.

—Mark Simonitch

1. Introduction

When Alexander the Great died in 323 BC, he left no clear heir to the immense empire he had conquered. It was not long after his death that the Macedonian generals began to war among themselves over who would be the regent or successor to Alexander's empire. By 303 BC they had given up on that endeavor and began to carve out their own kingdoms. SUCCESSORS is a four-player game based on those wars. Each player controls a faction of two or more generals and attempts to win the game through legitimacy or conquest.

2. How to Win

2.1 In General

There are three different ways to win the game. The first way is to become the legitimate successor of Alexander by collecting 18 Legitimacy Points. Legitimacy Points come from the royal family members, the burial of Alexander the Great and control of Macedonia (discussed in full in rule 27). The second way is by either collecting 23 Victory Points (an automatic victory) or having the most victory points (VPs) at the end of the game (rule 2.3). VPs comes from controlling provinces and certain key economic sites on the board (rule 30). The third way is to be declared the regent when either Heracles or Alexander the IV comes of age (rule 31.5 and 31.6). To be declared the regent you must control the heir when he comes of age and have a combined value of legitimacy and victory points that is greater than any other player (these two values are only combined when determining the regent).

2.2 Automatic Victory

An automatic victory ends the game. You can win an automatic victory at any time starting on Turn 2. To achieve an automatic victory you must have at least 23 Victory Points (in the 4-player game) or 18 Legitimacy Points—you may not combine the two for an automatic victory. Once you obtain at least 23 victory points or 18 legitimacy points, you must declare your achievement and then hold on to it until all players have had one round (Surrender, Tyche, Move and Forage Segment) to counter it, or until the end of the turn (which ever comes first).

2.3 End Game Victory

If nobody has won by the end of turn 5, then legitimacy is no longer valid and victory is determined solely by victory points. Each player counts up his victory points, the person with the most points wins. In case of a tie, use the following (in order) as a tie-breaker:

  1. Control of Macedonia.
  2. Greatest number of Macedonian CUs (Loyal, Royal and Silver Shields).

3. Prepare to Play

3.1 Setup

GENERALS: Take out the 11 rectangular general pieces and place them in the plastic stands provided.

GARRISON MARKERS: Take out the round Garrison Markers and give each player all the markers of one color.

ROYAL FAMILY MARKERS: Place Alexander's body and Alex IV in Babylon (Babylonia). Place Heracles in Damascus (Coele Syria), Cleopatra (inactive) in Sardis (Lydia), Olympias in Nicopolis (Epirus), Thessalonice in Pella (Macedonia) and Philip III in his holding box on the map. Note that Cleopatra, Thessalonice and Olympias start the game inactive (26.2).

INDEPENDENT MARKERS: Place one Independent Marker on each green space on the map. These represent areas that are independent of Alexander's empire.

INDEPENDENT ARMIES: Place the five independent armies in their respective boxes on the map. The Greek Army and Ariarathes of Cappadocia both start activated and are positioned to their starting spaces, the other three remain in their box until activated with a Tyche card.

INDEPENDENT STRONGHOLDS: Place the nine hexagonal-shaped Independent Stronghold pieces on the map—one in each hexagonal-shaped space.

THE VACANT SPACES: The remaining spaces represent Macedonian controlled territory. These spaces are considered friendly to all players and are up for grabs in the power struggle that will commence when the game begins.

3.2 Assign and Place Generals

Separate the eight Primary General cards from the Tyche Deck and deal out (face-up) two to each player. Primary Generals have a purple horizontal bar across the top of their card. Each player (starting with the player who was dealt Perdiccas and proceeding clockwise around the map board) should place his two generals with their starting troops and garrisons on the map as specified on the card. Players may want to designate the position of each faction as North-South-East-West for clarity in determining Turn Order (8.1). This will prove especially useful in play by (e)mail games.

THE THREE REMAINING GENERALS: Demetrius is placed on the Turn Track and will enter play as a reinforcement (rule 31.2), the other two are shuffled into the Tyche deck. If players are using the optional Cassander counter provided as an insert in the now defunct THE GENERAL, place this counter on the Turn Track as a replacement as well (31.3).

3.3 Champions of the Temenid Dynasty

Give each player a "Champion" marker. All players start as defenders of the Macedonian Empire and champion of the rightful heir.

3.4 The Tyche Deck

Shuffle the deck of Tyche cards and set it aside. Be sure to include the two non-primary general cards in this deck.

3.5 Markers

Place the Turn Record Marker on the first space (323 BC) of the Turn Record Track. Place all the markers (Fleets, Philip III, legitimacy/prestige, Victory Points) and the three special combat units (the Silver Shields, the Helepolis and the Indian Elephant Corps) in their respective holding boxes printed on the map. Each player places his L and VP markers on the Legitimacy and Victory Point Track.

4. The Mapboard

4.1 Provinces

The mapboard is divided into provinces. Each province is named and has its victory point value printed in a small yellow box. Control of provinces is important for winning the game and receiving reinforcement bonuses.

4.2 Spaces

Each province is composed of spaces—either minor cities, major cities, independent strongholds or transit points. The playing pieces move from space to space and must always end their move in a space (i.e., they cannot end their move on a path).

4.3 Paths

Movement from space to space must occur on the paths. There are four types: land, sea, mountain/strait, and Trans-Mediterranean (see 14.3).

SECOND EDITION: Add a land path between Baeonia and Orestis (both in Macedonia). This is important for giving "The Autariatae" Independent Army more movement options.

4.4 The Marker Holding Box

This is provided as a convenient space to place markers and combats units that may enter play.

4.5 The Victory and Legitimacy Track

Players should keep track of the number of victory and legitimacy points they currently have on this track. Players should make any necessary adjustments as they occur during the course of the game.

4.6 The Dispersed Box

This box is for placement of Major Generals and Macedonian combat units that have been dispersed by combat or have been overran (rule 14.6). Also, any leaderless CUs left or caught in a non-friendly space are placed here. During the next Reinforcement Phase all units in the Dispersed Box are available again. You are not required to take all your units out of the Dispersed Box during the reinforcement phase; some or all may remain there until the next reinforcement phase.

4.7 Asia, Africa, Europe and the Islands

All spaces on the board fall under one of four geographic areas: Asia, Africa, Europe or the islands. Spaces on Crete, Rhodes and Cyprus are island spaces. Asia consists of all non-island spaces to the east of, and including, the province of Hellespontine, with the exception of all spaces in Africa (Africa consists of Cyrene, Libya and Egypt). Europe consists of the remaining spaces to the west of Hellespontine.

5. Combat Units

5.1 Types

There are three basic types of combat units: Macedonian, mercenary and elephant. Macedonian units come in two types: royal (indicated with a purple stripe) and loyal (all others). Royal units are dedicated to the rightful heir of Alexander and will not fight against a general who has more legitimacy than their commander. Loyal Macedonian units will fight for any general. Each unit moves identically but has a different combat strength (see 18.1).

5.2 Generic Units

Combat units (of the same type) of value 1 can be used to make "change" for combat units of value 2, 3 or 5 (and vice-versa) at any time during play.

EXAMPLE: You may break up a 4 into four 1s.

The number of CUs supplied with this game is not an intentional limit. If you find you have run out of a particular type, you may introduce a proxy counter.

5.3 Indicating Ownership

The game represents a civil war where any unit could be controlled by any player. For that reason all CUs have the same background color. To indicate which units belong to your faction, use one of the three following methods:

  • Place the CUs underneath a Major General or on his card.
  • Place the CUs on a space underneath a friendly garrison.
  • Place one of your four minor general markers on the units.

DISPERSED BOX: Indicate ownership of your CUs in the Dispersed Box by placing a friendly Garrison Marker over them.

CUs WITHOUT AN OWNERSHIP INDICATOR: If, at any time, a player is unable to indicate some of his CUs as being under his ownership in one of the three ways listed above, he must immediately remove those CUs and place them in the "Dispersed Box".

5.4 Scale

The armies of this period varied greatly in both strength and composition. In addition, the ancient sources are often missing important order of battle information. When such information is available, it varies from source to source and army size has often been greatly exaggerated for political purposes. Accordingly, the formulation of accurate orders of battle is difficult at best. However, the individual player can use the following rough scale in determining combat unit strengths in SUCCESSORS:

  • 1 Macedonian CU = 2 - 3000 Macedonians.
  • 1 Mercenary CU = 4 - 6000 mercenaries.
  • 1 Elephant CU = 50 elephants.

6. Control Markers

6.1 Control

Garrison Markers are used to determine control of spaces and provinces. A player controls a space if he has a Garrison Marker in it. A player controls a province if he controls the majority of its non-transit spaces, one of which must be the major city in the province (if it has one).

EXAMPLE 1: A player controls Media if he has at least five Garrison Markers in the province, one of which must be in Ecbatana.

6.2 Enemy Garrison Markers

A space containing another player's Garrison Marker is called an enemy controlled space. A space containing a Garrison Marker remains under the control of the owning player even if enemy CUs are present.

6.3 Independent Control Markers

The term "Independent Control Marker" applies to both the regular round independent markers and the green hexagonal markers (Independent Strongholds). These are to indicate spaces which are currently independent of any Macedonian control (note that a vacant space is considered Macedonia territory but not under the control of any particular player). Independent Control Markers are treated just like enemy Garrison Markers except they are more difficult to remove (see 11.1).

6.4 Independent Strongholds

The nine hexagonal-shaped spaces on the map are Independent Strongholds. Those indicated with italic type contain Hostile Tribes which attack any army which passes through (rule 14.12). Independent Stronghold spaces represent areas which would be difficult for the Macedonians to conquer and so must be subjugated (rule 22.5) before they can be controlled. Once these spaces are conquered they are treated as a minor city space. If the space regains its independence (through an unrest Tyche card) they again become Independent Strongholds.

6.5 Characteristics

  • Garrison and Independent Control Markers do not stop or slow movement of units.
  • You may not Intercept (rule 16) or avoid battle (rule 17) into spaces containing enemy garrison or independent control markers unless you have one or more CUs in the space.
  • An army on a friendly Garrison Marker receives a local troop bonus in battle (18.2).

7. Generals and Armies

7.1 Purpose

Generals are important for moving units and claiming legitimacy. A general stacked with CUs forms an army (7.4). There are two types of generals—Major and Minor. Both types can move friendly CUs and carry royal family members.

7.2 Major Generals

The 11 generals (12 if using the Cassander counter provided as an insert in the now defunct THE GENERAL) placed on stands are called Major Generals. A Major General can be the bearer of legitimacy awards and penalties (rule 27). A Major General can die in a battle due to a leader loss check (18.11). A player is never out of the game for losing all his Major Generals; he may continue to play with just his minor.

7.3 Minor Generals

Minor generals are used to move or command CUs which are not stacked with a Major General. This is done by placing one of your minor generals on the stack. If all four of your minor generals are already on the map, you may reposition one to the desired stack. Minor generals are also used when you drop off CUs on a non-friendly space to indicate ownership of those CUs (5.3). Minor generals can be placed or repositioned at any time during your turn (during the Tyche or movement segment, before or after rolling for movement, after a battle in which your Major General dies, etc.); minor generals may only be placed during your opponent's turn if one of your Major Generals dies in battle and there is not a subordinate Major General to take command (18.11).

PROPERTIES: Minor generals can never be eliminated and ignore any leader loss checks. Minor generals may not be the bearers of legitimacy awards or penalties, but they may benefit from their factions' legitimacy. Minor generals without CUs or in a space with a Major General must be removed from the map. All minor leaders have an Initiative Rating of 4 and a Battle Rating of 2.

LIMIT OF FOUR: Each player has four minor general markers. A player may not create more minor generals; four is the absolute limit.

7.4 Armies

An army is defined as any number of CUs stacked with a general. CUs without generals are not an army and cannot move, intercept (rule 16), avoid battle (rule 17), and if attacked do not receive any battle rating benefits (18.6).

8. Sequence of Play

Successors is played in turns, each of which must be played in the following order:

8.1 Turn Order Phase

The player who currently has the least number of victory points (resolve ties with a die roll) decides which player will go first with play proceeding clockwise around the table. This order of play remains throughout the turn and is called the Turn Order.

8.2 Label the Usurper

The player who currently has the most victory points is labeled the usurper (Rule 9). This player remains the usurper throughout the turn regardless of the changes in the victory point count.

8.3 Reinforcement Phase (Skip this phase on Turn 1)

Each player receives his reinforcements (rule 10), and in turn order places them on the map.

8.4 Shuffle and Deal Tyche Cards

Each player is dealt 5 Tyche cards. The Tyche deck is reshuffled each turn. Those cards that are played which state "Remove From Play" are not reshuffled back into the deck.

8.5 The Strategy Phase

The strategy phase is composed of rounds. Each round consists of each player (in turn order) performing the following actions:

THE SEQUENCE OF ONE ROUND:

  1. SURRENDER SEGMENT: Player 1 conducts his Surrender Segment (rule 11).
  2. TYCHE SEGMENT: Player 1 plays one non-surprise Tyche card (rule 12).
  3. MOVEMENT SEGMENT: Player 1 may either move his generals and CUs, or raise one mercenary CU—he cannot do both. If he chooses to move, then all of his generals (major and minor) along with the CUs they command may move (rule 14). If he chooses not to move, then he receives one mercenary CU as a reinforcement (14.13) and his movement segment is over.
  4. FORAGE SEGMENT: Player 1 checks the stacking in each of his armies and removes one CU in each stack that exceeds the forage limit of the space (rule 24.3).

Player 2 now repeats steps 1 through 4, followed by the remaining players in Turn Order. After the last player is done, a new round begins. After all Tyche cards have been played, the strategy phase ends.

8.6 Garrison Isolation Removal Phase

All players (in turn order) remove all their Garrison Markers which are isolated (rule 25).

8.7 End of Turn

If this is the last turn of the game, count victory points to determine who has won. If this is not the last turn, shift the turn marker one space to the right and begin a new turn.

9. Label the Usurper Phase

If one of Alexander's general began to get too powerful, he was seen as a threat to the others and declared a usurper.

9.1 Procedure

The player with the most victory points during the Label the Usurper Phase is designated the Usurper (if two or more players each have the same high number they all become Usurpers). That player remains the Usurper throughout the turn even if he loses his lead in victory points. The Usurper indicates his status by using one of his Garrison Markers on Victory Point Track rather than his VP marker.

9.2 Purpose

Being the Usurper is detrimental. Players may freely attack any general, army, CU or major city belonging to a Usurper without losing their Champion status (27.7).

9.3 Usurper and Legitimacy

Being labeled the Usurper has no affect on your legitimacy (rule 27). Note that it is possible, and very likely, for a Usurper to be a Champion (27.8) also. A Usurper who is a Champion would lose his Champion status the instant he attacks another player (unless he is another Usurper).

10. The Reinforcement Phase

10.1 In General

Skip this phase on Turn 1. During this phase on turns 2 through 5 each player receives his reinforcements and his units that were in the Dispersed Box (if any) and places them on the map. Players place their units in turn order.

10.2 Reinforcement Rate and Bonuses

Each player receives two mercenary CUs each reinforcement phase. In addition, a player may receive bonus reinforcements for the following:

  • 1 Macedonian CU to the faction controlling Macedonia.
  • 1 Macedonian CU to the faction with the most legitimacy points (ignore prestige points). In case of a tie, nobody earns this bonus.
  • 2 Mercenary CUs to the faction with the most victory points. In case of a tie, all players tied for first in Victory Points get one Mercenary CU.

10.3 Placement of Reinforcements

Reinforcements and returning units from the Dispersed Box (4.6) are placed in either a friendly controlled space; or a space containing a Major or Minor General.

RESTRICTIONS:

  • No more than two CUs may be placed in any one province unless they are placed on an unbesieged and friendly controlled major city space. There is no limit to the number of reinforcements and returning CUs which may be placed on such a major city.
  • Reinforcements may not be placed inside a major city space if another player has CUs outside the major city. They may be placed with a general (Major or Minor) conducting a siege.
  • If a player cannot bring on all his reinforcements, due to a shortage of placement opportunities, those remaining reinforcements may be placed in uncontrolled or independently controlled spaces in any province that is not controlled by another player; up to two per province. A minor general may be placed with the reinforcements if necessary.

11. The Surrender Segment

DESIGNER'S NOTE: Players may be surprised how easily some spaces surrender. The war between Alexander's generals amounted to a personal war between these men, and was fueled by the immense wealth which Alexander had captured in the conquest of Persia. The newly conquered people cared little which Macedonian general was in charge, and even the typical Macedonian soldiers often would rather switch sides than fight. On the other hand, the independent people along the fringe of the empire (the green spaces) know that conquest by the Macedonians means an end to their way of life and, hence, do not surrender so easily.

11.1 Minor City Spaces

During this segment any or all minor city spaces (except those containing independent control markers) where you have one or more CUs will automatically surrender to you. In each space that surrenders you may place a friendly garrison marker. If the space contained an enemy garrison, remove it and replace it with one of your own. Players are not required to accept the surrender, they may leave the enemy garrison in place or simply remove the enemy garrison marker and leave the space uncontrolled.

11.2 Free Siege and Subjugation Attempts

Occupied major cities and spaces containing independent control markers never surrender. However, during this segment you may conduct a free siege (22.1) or subjugation attempt (22.5) in each such space where you have an army of three or more of your CUs. This does not cost the army any movement points. If the siege or subjugation attempt is successful you may remove the marker and replace it with one of your own Garrison Markers.

12. The Tyche Segment

Tyche (pronounced Tikie, rhymes with "Nike") was the Greek Goddess of Fortune and Chance.

12.1 Tyche Cards in General

Each turn the Tyche deck is reshuffled and all players are dealt five cards. There are four types of cards—event, bonus, general and surprise. Most Tyche cards have a number between 1 and 4 in the upper left corner called the Operations Number. Using the Operations Number allows you to do one of the following:

  • Move a general (12.7)
  • Place garrison Markers (12.8)
  • Train Troops (12.9)

12.2 Event Cards

Most Tyche cards are event cards. The event is only available if the operations number is not used (exception: Bonus cards). Some event cards say: "MUST BE PLAYED." These events must happen. However, you don't have to play the card right away; you can wait until the last round if you wish.

12.3 Bonus Cards

If you play a bonus card you can use the Operations Number and the event. The bonus event always comes after the Operations Number has been used. You may choose not to use the bonus if you wish (exception: Unrest Bonus cards [12.4] must be used).

12.4 Unrest Cards

There are three Unrest events in the deck and these bonus events must be played. Determining where the unrest occurs is resolved by rolling two dice and using the Unrest Table. If the Unrest Table indicates two provinces (results 10 or 11), the player who played the card may choose which province to target. If all spaces in the indicated province contain independent markers and/or CUs, then the unrest occurs in an adjacent province chosen by the active player (this represents the unrest spreading).

12.5 Surprise Cards

During each Tyche Segment you must play (or discard) one non-surprise Tyche card. Playing or discarding a surprise card during your turn does not count as your mandatory play. Surprise cards can be played at any time during the Strategy Phase—even during an opponent's turn. Once a player plays a surprise card he must immediately draw another card from the Tyche deck to replace it. Surprise cards are not played in any specific order, but are played on a first-come-first-serve basis. A player may not play a surprise card during an opponent's turn that is not applicable to that player's action.

12.6 General Cards

When a general card is played, that general can be either placed on the map as a reinforcement (10.4) or in any space in the general's optional starting location (stated on the card) that does not contain an enemy CU or an independent army. The space may contain an enemy garrison marker.

12.7 Activating a General

A Tyche card may be used to activate any one army you control. The Movement Allowance of the army is equal to the Operations Number on the Tyche card. Any type of movement or activity allowed in the movement segment (Naval Movement, Siege Attempts, picking up and dropping off CUs and generals, etc.) is allowed in this segment by the activated army.

EXAMPLE: You have two armies on the map. Playing a 3 OPs card would allow you to activate one of those armies and move it 3 MPs. The army activated could contain any number of CUs and generals.

12.8 Placing Garrison Markers with Tyche Cards

A Tyche card may be used to place a quantity of Garrison Markers on the map equal to the operations number. For example, playing a "3" Tyche card would allow you to place three Garrison Markers.

RESTRICTIONS:

  • Garrisons may never be placed on Transit Points.
  • Garrisons placed with Tyche cards must be placed in spaces void of enemy CUs, enemy garrisons or independent markers.
  • Garrisons placed with Tyche cards must be placed within two MPS of a friendly CU or a friendly garrison that existed before the current Tyche Segment. If placed 2 MPs away, the intervening space may not contain an enemy garrison, enemy CUs, an independent army, or an independent marker.

12.9 Training Troops

There are two options, you may train Phalangites or Auxiliaries. Phalangites (or pantodapoi) are pikemen trained and equipped in the Macedonian style using the 12 to 15 foot sarissa. Auxiliaries are regular pikemen, light horse, slingers or archers. Use Loyal Macedonian CUs for Phalangites and Mercenary CUs for Auxiliaries.

OPTION 1, PHALANGITES: This requires seven Operation Points (OPs) and must be spent over a period of at least two Tyche Segments. Keep track of the number of OPs spent for this purpose by placing a number of garrison markers on top of a Macedonian CU equal to the OPs to date that have been expended for this purpose. When it is completely paid for, the Loyal Macedonian CU arrives in that Tyche Segment and is placed under the same restrictions as reinforcements.

OPTION 2, AUXILIARIES: This requires three OPs. You can spend either a three value Tyche card or spend two or three Tyche cards over a period of two or more turns that total three OPs. When it is completely paid for, the mercenary CU arrives in that Tyche Segment and is placed under the same restrictions as reinforcements.

RESTRICTIONS: Each player may use no more than two Tyche cards per Game Turn to train troops. No player can be training more than two CUs at a time. OPs from a single card may be split between two units.

EXAMPLE: A player has spent six Operation Points on building a Phalangite unit, and then plays a 4-value Operation Card on training. He would complete the training of his first unit and have three more OPs to spend on his next unit.

12.10 Discarding

You may discard a Tyche card rather then play. Discards must be played face up for your opponents to see. You may never discard cards which say "Must be Played."

DISCARDING SURPRISE CARDS: When you discard a surprise card you must draw a replacement. You may discard as many surprise cards in your turn as you wish, as long as you draw a replacement for each.

EXAMPLE: You discard two surprise cards which you don't want. You now have to draw two cards from the unused deck to replace them. Let's say you draw another two surprise cards; if you wanted to, you could immediately discard those too and draw two more cards.

12.11 Second Edition Changes to Tyche Cards

MAJOR CAMPAIGN: Ignore the description of the event on these cards. This event now allows any two friendly armies (or a general by himself) to move up to 4 MPs during the Tyche Segment. The first army must complete its movement and combat before the second army is activated.

CONDEMNATION: Instead of returning the Condemnation marker to its holding box (when this event is played a second time), the player who played the event may place a different major general under condemnation.

GREEK MERCENARIES: This event may also be played by a general in Aetolia or Thessally.

12.12 Extra Strategy Rounds

Since each player must play or discard a non-surprise card each round, each player will have exhausted his hand by the fifth round with the following two exceptions: "Treasure City Looted" and "Ahura Mazda." These two events give the player extra cards and will allow him a sixth or seventh Tyche Segment after all players have finished their fifth round. These extra Tyche segments do not come with a movement segment, but the Tyche cards may be used to activate a general.

13. Stacking, Subordinates and Rank

13.1 Stacking

There is no limit to the number of CUs and generals that can be stacked in a space. However, there is a limit to the number of CUs that can forage in each space (24.3) and fit inside a major city (13.6).

13.2 One Faction Per Space

Two factions may not coexist in a single space. At the end of each player turn no more than one faction may ever be in the same space together unless one faction is inside a major city and the other is outside. If two or more factions occupy the same space after a player has moved, a battle must occur.

13.3 One Commander per Army

Although there is no limit to the number of generals that may be in a space, each space can have only one commanding general. When you end the movement of one of your generals in a space occupied by another one of your generals, designate one general as the commander and the other as the subordinate (see below). Keep the commander on the map, and place the subordinate (or subordinates) on the commander's card.

EXAMPLE: You control both Perdiccas and Craterus. If you moved Perdiccas with his army to a space occupied by Craterus and wanted Craterus to be the commanding general, you would place Perdiccas on Craterus' card.

13.4 Subordinates

When you move an army, the subordinate generals may move with it at no cost. You may drop off subordinate generals (with or without CUs) at any time. A subordinate does not affect the commander in any way. A subordinate may leave the commanding general's army at any time–simply bring the subordinate back onto the map and use the space currently occupied by the army as his starting space.

13.5 Rank

Ranking is determined by the number of stars on the general counter—the more stars the higher the rank. If you have two or more generals in the same space, the ranking general must be the commander. If you have two or more generals with the same high rank, then you may decide which general will be the commander and which will be the subordinate and you are free to change that each round. However, changing generals of equal rank must occur during the owner's turn before the army moves.

SECOND EDITION: Cassander has a rank of one star.

13.6 Major Cities and Stacking

Major cities provide some safety to your CUs and generals if they are inside the city (they cannot be attacked or overrun). Up to two CUs and any number of generals may fit inside a major city space. Indicate whether your units are inside a major city by placing them underneath your Garrison Marker.