From 1fd072f64b7f92c68f243349c59d7d05a002ab6e Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sat, 1 May 2021 01:27:00 +0200 Subject: 300: Art assets. --- info/Rules-300-CORR-BD.pdf | Bin 0 -> 1535950 bytes info/cards.html | 73 +++ info/notes.html | 66 +++ info/rules.html | 1123 ++++++++++++++++++++++++++++++++++++++++++++ info/rules01.jpg | Bin 0 -> 99509 bytes info/rules02.jpg | Bin 0 -> 50453 bytes info/rules03.jpg | Bin 0 -> 32767 bytes info/rules04.jpg | Bin 0 -> 120162 bytes info/rules05.jpg | Bin 0 -> 21938 bytes info/rules06.jpg | Bin 0 -> 38201 bytes info/rules07.jpg | Bin 0 -> 18227 bytes info/rules08.jpg | Bin 0 -> 18214 bytes info/rules09.jpg | Bin 0 -> 63795 bytes info/rules10.jpg | Bin 0 -> 61051 bytes info/rules11.jpg | Bin 0 -> 51652 bytes info/rules12.jpg | Bin 0 -> 55456 bytes info/rules13.jpg | Bin 0 -> 18227 bytes info/rules14.jpg | Bin 0 -> 18214 bytes info/rules15.jpg | Bin 0 -> 23635 bytes info/rules16.jpg | Bin 0 -> 26234 bytes 20 files changed, 1262 insertions(+) create mode 100644 info/Rules-300-CORR-BD.pdf create mode 100644 info/cards.html create mode 100644 info/notes.html create mode 100644 info/rules.html create mode 100644 info/rules01.jpg create mode 100644 info/rules02.jpg create mode 100644 info/rules03.jpg create mode 100644 info/rules04.jpg create mode 100644 info/rules05.jpg create mode 100644 info/rules06.jpg create mode 100644 info/rules07.jpg create mode 100644 info/rules08.jpg create mode 100644 info/rules09.jpg create mode 100644 info/rules10.jpg create mode 100644 info/rules11.jpg create mode 100644 info/rules12.jpg create mode 100644 info/rules13.jpg create mode 100644 info/rules14.jpg create mode 100644 info/rules15.jpg create mode 100644 info/rules16.jpg (limited to 'info') diff --git a/info/Rules-300-CORR-BD.pdf b/info/Rules-300-CORR-BD.pdf new file mode 100644 index 0000000..499e3b7 Binary files /dev/null and b/info/Rules-300-CORR-BD.pdf differ diff --git a/info/cards.html b/info/cards.html new file mode 100644 index 0000000..1c4e798 --- /dev/null +++ b/info/cards.html @@ -0,0 +1,73 @@ + +300: E&W - Cards + + +

300: Earth & Water - Cards

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/info/notes.html b/info/notes.html new file mode 100644 index 0000000..0ddc301 --- /dev/null +++ b/info/notes.html @@ -0,0 +1,66 @@ + + +300: E&W - Notes + + + + + +
+ +

+300: Earth & Water - Notes +

+ +
+ +

+Some rules clarifications: + +

+ +
+

+Can Persian supply attrition be taken from armies in Abydos or Ephesus +in order to leave a large stack in greece for the next campaign? +

+No. Persian supply attrition can only be taken from armies in Greece. + +


+

+Can Themistocles be used to transport armies? +

+No, because this is a reaction move and the armies would stay at sea. This is not allowed. + +


+

+Who plays next after Molon Labe is played for a Greek land movement? +

+This is a reaction card played during the Persian Turn. The Greek player turn is next (to move, play an event or pass). + +


+

+If the "Sudden Death" is drawn and both Darius and Xerxes are already dead, is +the operation phase still canceled? +

+No. + +


+

+When during the turn can Pausanias be played? +

+Before the first round of combat. + +


+

+If I want to attack with the bonus from Miltiades, do I need to play another card to move first? +

+Yes. The Miltiades card is a reaction event. It can be played as a reaction to your own move, or during your opponent's turn. + +


+ +

diff --git a/info/rules.html b/info/rules.html new file mode 100644 index 0000000..5ad204f --- /dev/null +++ b/info/rules.html @@ -0,0 +1,1123 @@ + + + +300: Earth & Water Rules + + + + +
+
+
+
+

2

+

1 Introduction

+

300: Earth & Water. The theme of this game is

+

the Greco-Persian Wars, which lasted for 50 years

+

from the Ionian Revolt in 499 BCE to the Peace

+

of Callias around 449 BCE. One player leads

+

the Greek army, assembled around Athens and

+

Sparta, and the other leads the Persian army.

+

During these 50 years, Persia launched three

+

campaigns against Greece, but in the game up to

+

5 campaigns may be initiated.

+

2 Material

+

The game is played with the following components.

+

2.1 Map

+

The map shows Greece and a portion of Asia

+

Minor at the time of the Greco-Persian Wars.

+

City: each box on the map is a city, and the fol-

+

lowing information is indicated:

+

• Name: the name of the city.

+

• Major City: Major cities are blue for the Per-

+

sians, and red for the Greeks, and control of

+

Major cities scores more points.

+

• Food: the number of amphorae represents the

+

number of armies you can feed if you control the

+

city (see 8.0 Supply Phase). The two Major Cit-

+

ies with red amphorae are the supply cities of the

+

Greeks, those with blue amphorae are the supply

+

cities of the Persians. In these rules, Major cities

+

and supply cities are the same: Athenai & Sparta

+

for the Greeks, Ephesos & Abydos for the Per-

+

sians.

+

• Port: a city with a circle of waves has a port.

+

Road: The lines connecting the cities are roads.

+

Armies move from one city to another along con-

+

necting roads. Note that the road between Aby-

+

dos and Pella is cut by the Hellespont. The Persian

+

army can build a pontoon bridge there (5.1). The

+

next city connected to a city by a road is said to

+

be “adjacent”. For example, Athenai is adjacent to

+

Thebai and Korinthos.

+

Campaign Track: Use a black cube to track the

+

number of campaigns the Persians have launched.

+

The game ends after the fifth campaign.

+

City

+

Region name

+

(no effect in

+

the game)

+

Major city of the Greek army

+

Major city of the Persian army

+

Athenai has a port.

+

Korinthos does not have a port.

+

Name

+

Amphora

+

Road

+
+
+

6

+

Pick a card at random from the Greek

+

player's hand and discard it.

+

Cancel the combat bonus from the

+

“Cavalry of Mardonius” event.

+

Play this card immediately in

+

response to the Persian event.

+

Pausanias

+

Ostracism

+

3

+

Total Score Track: At the end of each campaign,

+

record the difference in scores between the two

+

sides by moving a black cube. At the end of the

+

game, the player who has the higher total score,

+

even by 1 point, wins the game. If the score is 0,

+

the game ends in a tie.

+

Historical Figures: These are images of people

+

who can die or be banished during the game. If

+

this happens, place an army cube or fleet disk on

+

the image to indicate the victim.

+

2.2 Wooden Playing Pieces

+

The red wooden playing pieces represent the

+

Greek forces, and the blue wooden playing pieces

+

represent the Persian forces.

+

Armies: one cube represents one

+

army. There are 9 Greek armies and

+

24 Persian armies.

+

Navy: one disk represents one fleet.

+

There are 5 Greek fleets and 6 Persian

+

fleets.

+

Markers: the two black cubes are

+

markers for the tracks. One is placed

+

on the Campaign Track and the other

+

on the Total Score Track.

+

Pontoon Bridge: the small wooden

+

rod represents a pontoon bridge.

+

It is used when the Persian player

+

builds the pontoon bridge across the

+

Hellespont (5.1).

+

2.3 Cards

+

The deck consists of 16 cards. Each card is divided

+

into two parts: the upper part displays the Greek

+

event, the lower part displays the Persian event.

+

2.4 Dice

+

Use the 6-sided dice to resolve combats.

+

3 Setup

+

Players choose sides and take the corresponding

+

wooden playing pieces. Place the markers on the

+

map by following the instructions below. Please

+

refer to the illustration on the next page.

+

3.1 Starting Persian Positions

+

Place 4 armies: 2 at Ephesus and 2 at Abydos.

+

Place 1 fleet in the port of Ephesus. Keep the

+

other wooden playing pieces close to hand. You

+

may place them on the map during the Produc-

+

tion Phases (5.0) once play begins.

+

3.2 Starting Greek Positions

+

Place 3 armies: 1 at Athenai, 1 at Sparta and 1 at

+

Korinthos. Place 2 fleets: 1 at the port of Athe-

+

nai and the other at the port of Sparta. Keep the

+

other wooden playing pieces close to hand. You

+

may place them on the map during the Produc-

+

tion Phases (5.0) once play begins.

+

3.3 Marker Setup

+

Place one black marker on the first space on the

+

Campaign Track and the other black marker on

+

the 0 space of the Total Score Track. The Persian

+

player takes the pontoon bridge stick.

+

3.4 Dealing the cards

+

Shuffle the 16 cards and place them face down

+

next to the map.

+

This completes the setup of the game. Please refer

+

to rule 4.0 to start the game.

+

After playing the

+

Leonidas card, the Greek

+

player places an army on

+

the Leonidas image (he

+

dies at Thermopylae).

+

(Greek Event) Darker title

+

with and Leonidas =

+

event connected with Sparta

+

Persian Event

+

Card number

+

Lightning (Reaction card 6.1)

+

Card effect

+
+
+
+
+

5

+

CONTROL OF CITIES

+

The following rules describe the control of cities:

+

• If you occupy a city with at least one army, you

+

control that city.

+

• A city with no occupying army is not controlled.

+

However, in the absence of an enemy army, each side

+

controls its Major cities without having to station

+

an army in them. For example, if Athenai contains

+

no armies, Athenai is controlled by the Greeks.

+

You do not control a city by simply having a fleet

+

in its port.

+

4 Game Play

+

The Persians can launch up to 5 campaigns dur-

+

ing a game. The game ends if a player achieves an

+

automatic victory, or when 5 campaigns have been

+

completed and the player with the score advantage

+

wins the game. A score of 0 indicates a tie.

+

4.1 Launching a Campaign

+

When launching a campaign, the following steps

+

(phases) are carried out in order:

+

1. Preparation Phase

+

2. Operation Phase

+

3. Supply Phase

+

4. Scoring Phase

+

Once the Scoring Phase is complete, the cam-

+

paign ends and the next one begins. Advance the

+

marker on the Campaign Track to indicate the

+

start of a new campaign. The game ends when the

+

fifth campaign is completed.

+

4.2 Preparation Phase Overview

+

Both players arm themselves for the campaign.

+

The Persians and Greeks pay in talents (the game’s

+

currency unit) to acquire cards, raise armies and

+

fleets and, for the Persian player, build a pontoon

+

bridge. See 5.0 for details. Depending on the

+

cards the Persian player acquires in this phase, the

+

campaign may end immediately.

+

4.3 Operation Phase Overview

+

The Persian player and the Greek player each

+

play a card. If a player does not wish to play a

+

card, or if they have no cards left, they may pass.

+

If both players pass in succession (the Persian

+

player passes and then the Greek player passes, or

+

vice versa), the Operations Phase ends immedi-

+

ately, regardless of the number of cards remaining

+

in their hands. If a player passes, they may play

+

another card on their next turn (if their opponent

+

did not pass). The player may also pass again. For

+

more details, see 6.0.

+

4.4 Supply Phase Overview

+

When the Operations Phase is complete, the

+

Persians and Greeks then take turns supplying

+

their armies. Any army that is out of supplies is

+

removed from the map. Fleets do not need to be

+

supplied. If the Greek player has any cards left

+

in their hand, they may keep up to 4 cards and

+

discard the rest (if they have less than 4, they may

+

keep any cards they want). The Persian player

+

may keep only one card, but in this case they will

+

receive 10 talents instead of 12 for their next cam-

+

paign. For more details, see 8.0.

+

4.5 Scoring Phase Overview

+

Both players count the number of cities they con-

+

trol or occupy with an army. Remember that the

+

presence of a fleet in a port does not result in con-

+

trol of the port city. A player’s control of a Major

+

city is scored as if it were two cities. Compare the

+

number of cities controlled and move the marker

+

on the Total Score Track the number of spaces

+

equal to the difference, in favor of the player con-

+

trolling the most cities. The maximum value of the

+

track is 6 and the marker may not go further than

+

that. Even a difference of 6 points does not guar-

+

antee victory. Control of the two opposing Major

+

cities in this phase results in victory (see 9.0).

+

Scoring example

+

If the Greeks control three cities (Athenai, Sparta

+

and Korinthos) and the Persians control two (Aby-

+

dos and Ephesus), advance the cumulative score

+

marker one space in favor of the Greeks. How-

+

ever, if the Persians occupy Athenai (in addition

+

to Abydos and Ephesus), the Greeks would con-

+

trol two cities and the Persians would control four

+

(Athenai is a Major city), and the marker would be

+

moved three spaces in favor of the Persians.

+
+
+

6

+

5 Preparation Phase Details

+

Both players arm themselves for the campaign. The

+

Persian player prepares first, then the Greek player.

+

5.1 Persian Preparation

+

Budget: The Persians have 12 talents for each

+

campaign. Although it is not necessary to use all

+

of them, any unspent talents do not go towards

+

the next campaign’s budget (any unspent talents

+

are lost).

+

Exception: If the Persian player has a card from

+

the previous campaign in their hand, the current

+

campaign budget is reduced to 10 talents.

+

Preparation costs: The Persian player can pur-

+

chase cards and raise armies and fleets by spend-

+

ing talents. They first choose the number of cards

+

to purchase (or none if so they desire), draw the

+

cards and read the effects (see 5.3). Then they

+

raise armies and fleets, and possibly build a pon-

+

toon bridge.

+

Item

+

Talents

+

Max. number per

+

preparation phase

+

Card

+

1

+

6

+

Army

+

1

+

no limit

+

Fleet

+

2*

+

2

+

Pontoon bridge

+

6

+

-

+

* Optional rule: each fleet costs only 1 talent.

+

Placement of armies and fleets: Place each army

+

raised in one of your Major cities or in a city you

+

control. Place each fleet raised in the port of one

+

of your Major cities or a city you control. There is

+

no limit to the number of units that can be placed

+

in a city or port. If you control a city but its port

+

contains an enemy fleet, you cannot place a newly

+

raised fleet in that port. Add the cards you have

+

purchased to your hand.

+

Construction of the pontoon bridge: If you

+

occupy Abydos, you may build the pontoon bridge.

+

You pay 6 talents and place the pontoon bridge on

+

the Hellespont to indicate that the road between

+

Abydos and Pella is open. (Using a base of ships

+

lashed together, Xerxes constructed two pontoon

+

bridges on the Hellespont between Abydos in

+

Asia Minor and Sestos in Europe in 480 BCE).

+

5.2 Greek Preparation

+

Once the Persian player has finished their prepara-

+

tion phase, it is the Greek player’s turn to prepare.

+

Budget: The Greeks have 6 talents for each cam-

+

paign. Although it is not necessary to use all of

+

them, any unspent talents do not go towards the

+

next campaign’s budget (any unspent talents are

+

lost).

+

Preparation costs: The Greek player may pur-

+

chase cards and raise armies and fleets by spend-

+

ing talents. They first choose the number of cards

+

to purchase, draw the cards, and read their effects.

+

Then they raise armies and fleets. The Greeks can-

+

not build a pontoon bridge.

+

Item

+

Talents

+

Max. number per

+

preparation phase

+

Card

+

1

+

6

+

Army

+

1

+

no limit

+

Fleet

+

1

+

2

+

When the pontoon bridge is placed

+

on the Hellespont, the road between

+

Abydos and Pella is open.

+

The two cities are not adjacent until

+

the bridge is in place.

+

Pontoon bridge

+

Construction of the pontoon bridge

+
+
+

7

+

Placement of armies and fleets: Place each army

+

raised in one of your Major cities or in a city you

+

control. Place each fleet raised in the port of one

+

of your Major cities or a city you control. There is

+

no limit to the number of units that can be placed

+

in a city or port. If you control a city but its port

+

contains an enemy fleet, you cannot place a newly

+

raised fleet in that port. Add the cards you have

+

purchased to your hand.

+

5.3 Termination of the campaign following

+

the sudden death of the Persian king

+

If the Persian player draws the Sudden Death of

+

the Great King card in step 5.1, the campaign

+

ends immediately. The Persian player discards

+

all the cards in their hand and the cards in the

+

draw pile are shuffled with those in the discard

+

pile to make a new draw pile. The Persians may

+

not raise an army or fleet and may not build a

+

pontoon bridge. Also, the Greek player skips their

+

Preparation Phase. Proceed immediately to the

+

next campaign. There is no scoring for this round

+

(however, if the Persian king dies suddenly due to

+

the Pacification of Babylon or Egypt card, the Sup-

+

ply and Scoring Phases are completed). The game

+

ends if this is the fifth campaign.

+

The Sudden Death of the Great King card can occur

+

a maximum of two times during the game. The

+

first time, Darius dies suddenly of illness. Place

+

a Persian army cube on the Darius image on the

+

board to indicate that this event has occurred. The

+

second time, Xerxes is assassinated. Place a Per-

+

sian army cube on the Xerxes image of the board.

+

The Sudden Death event cannot occur again. If the

+

Persian player draws the Sudden Death card again,

+

the event does not occur and the Persians may use

+

the card for movement (6.3).

+

The Persian army to be placed on the Darius or

+

Xerxes image is to be taken from among those in

+

reserve. If all armies have been raised, the Persian

+

player chooses which army to remove from the map.

+

5.4 Draw pile

+

When the draw pile is empty, shuffle the cards

+

from the discard pile to make a new draw pile. If

+

the draw pile is used up and there are no cards in

+

the discard pile, you cannot purchase new cards,

+

even if you still have talents available.

+

6 Operations Phase

+

The Operations Phase is the main phase of play.

+

During this phase, both players move their armies

+

and fleets, attack the opponent’s armies and fleets,

+

and capture enemy cities. They also use the events

+

on their cards to create tactically advantageous

+

situations.

+

6.1 Operations Phase Procedure

+

First, the Persian player decides whether they will

+

play a card from their hand or pass. If they play a

+

card, they decide whether they will carry out the

+

event described on the card or ignore it to make

+

a movement with their forces (see 6.3 for more

+

details).

+

Once this is done, it is the Greek player’s turn to

+

play a card from their hand to carry out an event

+

or make a movement or pass. Until the Persian

+

player plays the Carneia Festival event card, the

+

Greek player may carry out Sparta-based events.

+

Playing a Lightning card to counter an operation

+

(Miltiades, 300 Spartans, The Immortals, Artemisia,

+

Themistocles, Pausanias) or an opponent’s event

+

(Molon Labe) does not cause the player to lose

+

their turn.

+

If both players pass successively: The Opera-

+

tions Phase ends and the Supply Phase begins.

+

Passing: If a player has no cards in their hand

+

they must pass. If both players have no cards left

+

in their hands, the Operations Phase ends.

+

Playing after passing: If your opponent does not

+

pass after you pass, it is your turn again. You can

+

pass again or play a card.

+

6.2 Playing an Event

+

Follow the instructions on the card. The effects

+

of the events are different for the Greeks and the

+

Persians. Some events occur only once or twice

+

during the game. If an event can no longer occur,

+

you can use the card to move. Unlimited events

+

may occur several times during the game. Place

+

the played card face up on the discard pile.

+
+
+

8

+

Miltiades, Themistocles, Leonidas: Each of these

+

cards can be used for the leader’s event only once

+

during the game (the leader then dies or is ban-

+

ished for various reasons). Once the Greek player

+

plays the event, place an unused Greek Army cube

+

on the corresponding leader’s image. If all the

+

Greek armies are on the map, the Greek player

+

removes one of them and places it on the image.

+

Artemisia: The Artemisia card can be used for this

+

event (flight of the Persian forces) only once dur-

+

ing the game. When this card has been played by

+

the Greek player, remove and place a Persian fleet

+

disk on the Artemisia image.

+

6.3 Movement

+

You may skip the event described on the card and

+

instead move a group of armies or fleets. Using

+

a card for movement means that the event on

+

the card has not occurred. Discard the card face

+

up after playing it. You can perform one of two

+

actions during movement.

+

1. Land Movement: Choose a city occupied by

+

your armies and move one or more of the occupy-

+

ing armies along a road (6.4).

+

2. Naval Movement: Choose a port where your

+

fleets are based and move one or more of the fleets

+

from there to the port of your choice (6.5).

+

6.4 Land Movement

+

If you decide to move your armies, choose a city

+

occupied by one or more of your armies. You can

+

move the armies from that place (one or all of

+

them) along a road.

+

Movement Distance: You may move armies any-

+

where along the road during a movement, but you

+

must respect the following restrictions.

+

• Armies on the move travel together. You cannot

+

leave an army on the way or pick up an army that

+

was not in the city where the movement started.

+

You do not have to leave an army in the starting city.

+

• When armies enter a city occupied by an enemy

+

army, they must stop. In addition, they immedi-

+

ately engage in a land battle (7.1). If the city has

+

only enemy fleets in port and if you control the

+

city, your armies do not have to stop. Your armies

+

may stop or pass cities occupied by your own

+

armies or under your control. There is no limit to

+

the number of armies that can occupy a city. Your

+

armies must stop when they enter a city that does

+

not contain any armies (from either side) and that

+

you do not control.

+

• There is no permanent road between Abydos

+

and Pella. Unless the pontoon bridge has been

+

built, no armies may use this road.

+

6.5 Naval Movement

+

If you decide to move your fleets, choose a port

+

where your fleets are based. You can move fleets from

+

there (one or all of them) to the port of your choice.

+

Unlike armies, fleets do not move along roads.

+

Movement Restrictions: All fleets on the move

+

travel together. If several fleets move simultane-

+

ously, then all of them must move towards the

+

same port. A naval battle takes place if the des-

+

tination port is occupied by an enemy fleet (7.2).

+

No battle takes place between fleets and armies

+

even if enemy armies occupy the port city.

+

Transporting Armies: If your armies are in a port

+

city, each fleet there can carry one army. However,

+

a maximum of three armies can be transported

+

regardless of the number of fleets you have (even if

+

you move four or more fleets, a maximum of three

+

armies from that city can be transported). If there

+

are no enemy fleets in the destination port, imme-

+

diately place the transported armies in the city. If

+

the city is occupied by enemy armies a land battle

+

must occur (7.1). If the destination port is occupied

+

by enemy fleets, resolve the naval battle first, then

+

land the armies carried by the surviving fleets in

+

the city. If enemy armies occupy the city, you must

+

then resolve the land battle. In any case, transported

+

armies must stop their move where they landed.

+

7 Combat

+

There are two types of battles: land battles between

+

armies and naval battles between fleets. Armies

+

and fleets never fight each other. If your armies

+

enter a city occupied by enemy armies as a result of

+

land or naval movement, a land battle takes place.

+

If you move your fleets into a port with enemy

+
+
+

9

+

fleets, a naval battle takes place. The moving player

+

is the attacker and the player occupying the city or

+

port where the battle takes place is the defender.

+

7.1 Land Battles

+

A land battle consists of several rounds until there

+

is a winner. In each round, players roll the dice

+

(step 1) and determine the winner of the round

+

(step 2). When step 2 is completed, a new round

+

begins by rolling the dice again.

+

Rolling the dice: Each player rolls as many dice

+

as the number of their armies engaged in the land

+

battle. Even if they have more than three armies

+

involved, they can only roll a maximum of three dice.

+

Dice results: The winner of the round is the

+

player who rolled the highest single die. If a player

+

rolls two or three dice, they use only one result to

+

determine victory. Also, a roll of 4 or more by the

+

Persian player is worth only 4, because the Per-

+

sians’ combat capabilities are inferior to those of

+

the Greeks, who favored heavily-armed foot sol-

+

diers (hoplites).

+

Exception: At Ephesus or Abydos, for the Per-

+

sians (whether attacking or defending, on land or

+

sea; see 7.2 for naval battles) any Persian die roll

+

of 5 or more is a 5. In other words, the Persians

+

fought better in Asia than elsewhere.

+

Winner of the round: The player with the high-

+

est score wins the round. The loser eliminates and

+

removes one army; it can be raised again during

+

the next campaign. If the results are equal, each

+

player removes one of their armies.

+

End of a land battle: A land battle ends when all

+

the armies of one or both sides are eliminated. It

+

also ends after a retreat (7.1).

+

Retreat: After determining the winner of a round,

+

the attacker and then the defender may decide

+

to retreat. If the attacker retreats, their armies

+

return to the adjacent city from which they came.

+

Example of land movement

+

1. The three Persian

+

armies from Ephesus

+

begin a movement.

+

2. They go first to Abydos. They

+

can pass through without stop-

+

ping because the city is under

+

Persian control. The enemy fleet

+

does not interfere with the move-

+

ment of the army.

+

6. They must stop at Delphi because an

+

enemy army is there and will fight if they

+

enter. They must also stop at Thebai if they

+

decide to go that direction, even if there

+

is no enemy army, because the city is not

+

under Persian control.

+

3. They can cross to Pella

+

via the pontoon bridge.

+

4. They can continue without

+

stopping in Pella because a

+

Persian army occupies it.

+

5. Likewise, they can continue

+

without stopping at Larissa.

+
+
+

10

+

If the armies were transported by fleets (6.5), they

+

return to the port city where they embarked.

+

If the defender retreats, their armies travel by road

+

to an adjacent city they control. The defender

+

may not retreat to a city that neither side con-

+

trols. Alternatively, if the port is harboring the

+

defender’s fleets, the retreating armies may board

+

the fleets to travel to a port city controlled by the

+

defender. However, it must be possible for all

+

retreating armies to be carried by the defender’s

+

fleets and all the fleets must leave together, includ-

+

ing those carrying no armies. If there are fewer

+

fleets than armies, a naval retreat is not possible.

+

If the defender cannot retreat, then continue the

+

battle until all the armies of one or both sides are

+

eliminated.

+

Destruction of the pontoon bridge: Following

+

a land battle, if the Greeks gain control of Aby-

+

dos, they may immediately destroy the pontoon

+

bridge. If the Persians regain control of Abydos,

+

they may rebuild the bridge.

+

7.2 Naval battles

+

Like land battles, a naval battle takes place in several

+

rounds until there is a winner. In each round, play-

+

ers roll the dice (step 1) and determine the winner

+

of the round (step 2). When the round (step 2) is

+

over, a new round begins by rolling the dice again.

+

Rolling the dice: Each player rolls as many dice as

+

the number of their fleets engaged in the naval bat-

+

tle. Even if they have more than three fleets involved,

+

they can only roll a maximum of three dice.

+

Dice results: The winner of the round is the

+

player who rolled the highest single die. If a player

+

rolls two or three dice, they use only one result to

+

determine victory. Also, a roll of 4 or more by the

+

Persian player is worth only 4, because the Greeks

+

used powerful triremes while the Persians used

+

mainly the Phoenician navy, whose combat capa-

+

bilities were inferior.

+

Exception: Since the Persians fought better in

+

Asia, any Persian die roll of 5 or more counts as

+

a 5 (see 7.1).

+

Example of naval movement

+

3. If the Persian fleet was not there, the Greek

+

armies could land without a naval battle.

+

2. A naval battle takes place because

+

there is a Persian fleet at Eretria. If

+

the Greeks win the battle, they will

+

be able to disembark the armies they

+

are carrying at Eretria.

+

1. The Greeks decide to sail

+

to Eretria from Thebai. The

+

Greek fleets carry two of the

+

three armies from Thebai.

+

The Persians decide to sail to Aby-

+

dos with their fleet based in Pella.

+

They embark and transport their

+

army from Pella. Since there is no

+

enemy fleet in the port of Abydos,

+

the army disembarks immediately

+

in the city.

+
+
+

11

+

Winner of the round: The player with the

+

higher score wins the round. The loser eliminates

+

and withdraws a fleet; they can raise it again for

+

the next campaign. If the results are equal, each

+

player eliminates one of their fleets. If the elim-

+

inated fleet was carrying an army, that army is

+

also eliminated. When there is a combination of

+

fleets transporting armies and fleets not trans-

+

porting armies, remove a fleet not tranporting an

+

army.

+

End of a naval battle: A naval battle ends when

+

all the fleets of one or both sides are eliminated. It

+

also ends after a retreat (7.2).

+

Retreat: After determining the winner of a round,

+

the attacker and then the defender may decide to

+

retreat. If the attacker retreats, their fleets return

+

to the port where they initiated their movement.

+

If the attacker’s fleets are carrying armies, the

+

armies disembark in the city of the port. If the

+

defender retreats, their fleets retreat to any port

+

city under their control. Unlike retreating from

+

a land battle, the defender’s fleets cannot retreat

+

carrying armies.

+

If the defender cannot retreat, then continue the

+

battle until all the fleets of one or both sides are

+

eliminated.

+

8 Supply Phase

+

When the Operations Phase ends, the Supply

+

Phase begins. The Persians supply first, then it is

+

the Greeks’ turn to supply. The same procedure

+

applies to both sides.

+

8.1 Cards in hand

+

The Persian player discards all cards remaining in

+

their hand (these are placed with the other cards

+

on the discard pile). However, the Persian player

+

may decide to keep one card for the next cam-

+

paign. In this case, the budget for the next Persian

+

campaign will be 10 talents instead of 12.

+

The Greek player may keep up to 4 cards. If they

+

have 5 or more cards in their hand, they keep a

+

maximum of 4 cards and discard the rest.

+

8.2 Attrition of forces

+

Military attrition is assessed in two stages: supply

+

capabilities, and then the lines of communication.

+

Persian army: The Persian player may have as

+

many armies as they want in Ephesus and ­Abydos;

+

their supply is assured by the Persian Royal Road

+

that crosses the empire. The Persian player counts

+

the number of amphorae in the cities under Per-

+

sian control, except for Major cities in Persia (i.e.

+

Ephesus and Abydos). If the number of Persian

+

Combat example

+

(In Ephesos)

+

3. The Greeks decide to retreat. They return to their port of embarka-

+

tion and the transported army disembarks in Thebai.

+

2. Since there is no longer an enemy fleet, the two Greek armies land in

+

Eretria and confront the Persian army there. The players roll the dice.

+

The Greeks roll 2 and 3, and the Persians roll 4, which means a Persian

+

victory for this round. One Greek army is removed.

+

1. This example follows on from the example of naval movement above.

+

The naval battle is resolved first. Since there are three Greek fleets, the

+

Greek player rolls three dice. The results are 2, 3 and 4. The Persian

+

player rolls only one die with a result of 5, but the maximum result

+

allowed is 4. The highest result for both players is 4, so each side loses

+

1 fleet (the Greek fleet not carrying an army is removed).

+

3

+

2

+

1

+
+
+

12

+

armies on the map (not including those in Per-

+

sian Major cities) exceeds this number, any excess

+

armies are removed. The Persian player chooses

+

which armies to remove.

+

Greek army: The Greek player counts the number

+

of amphorae in the cities they control. If the num-

+

ber of Greek-controlled armies on the map exceeds

+

this number, any excess armies are removed. The

+

Greek player chooses which armies to remove.

+

Lines of communication: Next, check to see if

+

your armies have a line of communication with

+

one of your Major cities. If you can draw a line

+

from your armies’ city to one of your Major cities

+

without going through enemy controlled cities,

+

your city has a line of communication. The line

+

can pass through cities that neither side controls.

+

If the city does not have a line of communication,

+

remove all armies present unless you meet the fol-

+

lowing condition (8.2).

+

Maritime connection: If a city containing your

+

armies does not have a line of communication

+

with one of your Major cities, those armies are not

+

removed if its port is home to one of your fleets

+

(thus supply is provided by sea). You do not need to

+

have fleets in the ports of Major cities. A fleet only

+

needs to be present in the port of a city that has its

+

communication line cut off. However, the presence

+

of enemy fleets in the ports of your Major cities

+

prevents you from using this maritime supply.

+

9 Scoring Phase

+

After completing the Supply Phase, proceed to

+

the Scoring Phase. Each controlled city scores 1

+

point for its side, or 2 if it is a Major city. Calcu-

+

late the points difference and add it to the total

+

score by advancing the marker in favor of the side

+

that scored the most points.

+

Automatic victory: A side that has lost both of

+

its Major cities to control by the enemy in the

+

Scoring Phase loses the game regardless of the

+

current total score.

+

10 Victory conditions

+

The game ends if a player achieves an automatic

+

victory, or when 5 campaigns have been com-

+

pleted and the player with the score advantage

+

wins the game. A score of 0 indicates a tie.

+

Example of supply

+

3. The Persians verify their line of

+

communication. Since Larissa is not

+

controlled by either side, the line of

+

communication can pass through it.

+

Delphi - Larissa - Pella - pontoon

+

bridge - Abydos forms the line of

+

communication. If the pontoon

+

bridge was not present, the line would

+

be broken and the two armies of Del-

+

phi would be removed. If a fleet was

+

present at Pella, the army there would

+

still be in supply.

+

2. The Greeks have three

+

armies and the total number

+

of amphorae in Thebai and

+

Athenai is three, so no

+

armies are removed.

+

1. The Persians control, in addition to their Major

+

cities, three cities and the total number of ampho-

+

rae is three. They have four armies in these cities, so

+

one of them must be removed. The fleet that was

+

in Eretria has been eliminated, so the line of com-

+

munication is cut. The Persians therefore decide to

+

remove their army from Eretria.

+

3

+

2

+

1

+
+
+

13

+

Explanation of the cards

+

Here are the explanations of the people and

+

events described on the cards of the game.

+

#01: Mines of Laurion

+

After the Battle of Marathon (490 BCE), the

+

Laurion silver mines began to be exploited (run

+

by slave labor) and Themistocles used the reve-

+

nue to build the Athenian war fleet. This enabled

+

the victory of Salamis in 480 BCE.

+

#01: Cavalry of Mardonius

+

Although the Persian army had a powerful ca­valry

+

force, it could not operate effectively due to the

+

constraints of the terrain. Mardonius inflicted

+

severe losses on the Athenian and Spartan allies at

+

the beginning of the Battle of Plataea (479 BCE),

+

but the pursuit was abruptly halted and he was

+

defeated there by the Spartan general Pausanias.

+

#02: Ionian Revolt

+

This was the beginning of the Greco-Persian

+

Wars. The Ionian Revolt was supported by Ath-

+

ens and Eretria, and Darius I (the Great) decided

+

to mount a punitive campaign against Greece.

+

#02, 03, 13: Tribute of Earth and Water

+

The Persians demanded unconditional surrender

+

from a city-state, symbolized by a ceremonial

+

offering of earth and water. Many city-states, as

+

well as the kingdom of Macedonia, accepted the

+

request of the great king.

+

#03: The Wrath of Poseidon

+

Poseidon is the god of the sea and the oceans. This

+

card represents the damage caused to the fleet by

+

a storm. During the First Invasion of Greece

+

(492 BCE), Persia conquered Thrace in northeast

+

Greece, but its fleet was ravaged by a storm and

+

the campaign had to be abandoned.

+

#04: Miltiades

+

Miltiades was the tyrant of Thracian Chersonese

+

and in 513 BCE he accompanied Darius I in his

+

campaign against the Scythians. He supported the

+

Revolt of Ionia before fleeing to Athens, where he

+

became a statesman opposed to Persia.

+

Faced with the overwhelmingly large Persian

+

army which landed at Marathon, opinions were

+

divided within the Athenian army between fight-

+

ing immediately or waiting for reinforcements

+

from Sparta. Miltiades’s proposal recommending

+

the first option was adopted and the Greek army

+

won a crushing victory.

+

Miltiades’s reputation grew, but the campaign

+

launched against Paros the following year was a

+

disaster. He was accused of treason and although

+

he avoided the death penalty, he died of wounds

+

received during the campaign.

+

#04: Carneia Festival

+

This was one of the most important religious fes-

+

tivals in Sparta, during which all military action

+

was forbidden. This is the reason why Sparta

+

could not mobilize the entire army for the battle

+

of Thermopylae (480 BCE).

+

#05: Themistocles

+

The Athenians became very confident following

+

their victory at Marathon, but Themistocles pre-

+

dicted that Persia would launch a new invasion.

+

Opposing such a large army on land was difficult,

+

so he created a large fleet of triremes by using all

+

the revenues from the Laurion mines. This was

+

against the advice of Miltiades, the victorious

+

general of Marathon.

+

In the end, the naval battle of Salamis demon-

+

strated the soundness of Themistocles’ reasoning.

+

With 600 triremes, including 200 from Athens,

+

he destroyed the 700 Persian ships by taking

+

advantage of the straits.

+

However, Themistocles’ reputation became too

+

great and he was ostracized by the Athenians a

+

few years later.

+

#05: The Immortals

+

Herodotus described this elite corps of heavi-

+

ly-armed fighters, and explained why they were

+

called the Immortals: “This corps was known as

+

the Immortals, because it was invariably kept up

+

to strength; if a man was killed or fell sick, the

+

vacancy he left was at once filled, so that the total

+

strength of the corps was never less – and never

+

more – than 10,000.”

+
+
+

14

+

#06: Pausanias

+

Pausanias, nephew of Leonidas I, defeated the

+

Persian army at the Battle of Plataea. Suspected

+

of plotting with Persia, he was acquitted and left

+

Sparta. He then allegedly freed prisoners of war

+

who were friends and relatives of Xerxes I, and

+

offered to help Persia to subdue Sparta and the

+

rest of Greece. On his return to Sparta, his dis-

+

loyalty was revealed and he is reported to have

+

died of starvation or immurement at the temple

+

of Athena Chalcieca.

+

#06: Ostracism

+

The derivation of the word ostracism is the

+

Greek ostrakon, a pottery shard which was used

+

as a writing support and voting token. The pro-

+

cedure was a vote by which certain Greek cities,

+

including Athens, would ban citizens who had

+

incurred public disfavor for ten years. This was

+

a way of silencing dissension in order to better

+

cope with periods of crisis such as the Gre-

+

co-Persian Wars. The opponents of Themisto-

+

cles were ostracized. This institution was later

+

misused for political purposes.

+

#07: Oracle of Delphi

+

Delphoí in ancient Greek. The Pythia (the high

+

priestess) served as the oracle in the temple of

+

Apollo, established in the 8th century BCE at

+

the southern foot of Mount Parnassus, in Delphi,

+

central Greece.

+

In 480 BCE, the Athenians consulted the ora-

+

cle, who told them “to abandon the city... and

+

that a wooden wall would bring them salvation.”

+

Themistocles interpreted this “wooden wall” as a

+

fleet of triremes and advocated the construction

+

of a great fleet.

+

The oracle delivered to the Spartans indicated

+

that “either the city will fall or the king will per-

+

ish”, so Leonidas sacrificed himself and his men

+

at the Battle of Thermopylae.

+

#07: The Great King

+

Xerxes I raised the morale of his troops by being

+

physically present on the battlefield.

+

#08: Leonidas (Spartan/Greek event)

+

The Pass of Thermopylae was so narrow that a

+

large number of Persian soldiers (100,000 or

+

200,000) were blocked by 7,000 Greek soldiers,

+

including the 300 Spartans. However, the Per-

+

sians found a way around the defenders and Leo-

+

nidas, following the oracle of Delphi, confronted

+

the Persians with his small contingent to protect

+

the retreat of the rest of the Greek army, more

+

than 3,000 men.

+

#08: The Royal Road

+

The Persian Royal Road was built by Darius I

+

from his capital Susa to Sardis (located just east

+

of the map). The Persian army can easily recapture

+

Ephesus or Abydos in order to move overland

+

with a large army.

+

#09: Artemisia

+

Although Artemisia I of Caria, queen of Hali-

+

carnassus, was against the Persian attack of the

+

Greek fleets at the naval battle of Salamis, she did

+

participate, but fled when the battle turned out

+

badly for the Persians. She actually commanded

+

very few ships, so her impact on the battle was

+

minimal. However, out of respect for Eva Green’s

+

film performance, Artemisia has a great impact

+

in the game.

+

#09: Hippias

+

Hippias was a tyrant from Athens exiled in 510

+

BCE who found refuge in Persia. During the First

+

Invasion of Greece (in fact the second campaign,

+

the first having been abandoned when half of the

+

fleet was wrecked), he advised the Persians to land

+

at Marathon, “the most convenient place in Attica

+

for the cavalry’s movements”. History shows that

+

the result was not as expected.

+

#10: Evangelion

+

Means “good news” (euaggélion) in Ancient Greek.

+

After the battle of Marathon, a hoplite ran to

+

Athens to announce the news of victory and died

+

on arrival: “Nenikekamen!” (“We are victorious!”).

+

This was the origin of the marathon and in the

+

first modern Olympic Games (1896), a foot race

+

was organized between Marathon and Athens.

+
+
+

15

+

#10: Separate Peace

+

In order to break the alliance between Athens

+

and Sparta, Persia wanted to propose a separate

+

peace to Sparta. Pausanias would have served as a

+

secret intermediary, but the attempt failed.

+

#11: Melas Zomos

+

Melas Zomos is a black soup or broth consumed

+

by the Spartans, made by mixing boiled pig’s feet

+

with blood, salt and vinegar. Fortunately the exact

+

recipe is unknown.

+

#11: Sudden Death of the Great King

+

During the Greco-Persian wars, two Persian

+

kings died.

+

After the failure of two campaigns, Darius I

+

decided to attack Greece with an even larger

+

army, but he died suddenly of disease in 486 BCE

+

in the middle of the preparations.

+

The failure of Xerxes I’s expedition, his construc-

+

tion of the pontoon bridge over the Hellespont

+

and the Gate of All Nations in Persepolis, and the

+

financial pressure of major construction works led

+

to the decline of Persia. For this reason, Xerxes I

+

was assassinated in 465 BCE by his close adviser,

+

Artabanus.

+

#12: Molon Labe

+

At the Battle of Thermopylae, when Xerxes asked

+

him to lay down his arms, Leonidas replied

+

Molon labé!” (“Come and take them!”).

+

This was not a response to the demand for the

+

Tribute of Land and Water, but this card enables

+

the Persian demand to be declined.

+

#12: Defection of Thebes

+

Thbai in Ancient Greek. A city-state which allied

+

itself with the Persians during the Greco-Per-

+

sian Wars but whose soldiers fought alongside

+

the Greeks in the Battle of Thermopylae before

+

finally surrendering to the Persians.

+

#13: Triremes

+

Ships with three rows of oars. The Greek navy

+

employed these ships, as did the Phoenician navy

+

of the Persians. A ramming maneuver using a

+

bronze ram on the front of the galley below the

+

waterline, which could penetrate the hull of enemy

+

ships in order to sink them, was very effective.

+

#14: Support from Syracuse / Alliance with

+

Carthage

+

This card represents diplomacy that takes place

+

off the map. Syracuse was a Greek colony and

+

the offer of its fleet to the Greeks was expected.

+

However, Carthage (a Phoenician colony), with

+

the encouragement of Persia, blocked aid from

+

Syracuse to the Greeks (Carthage attacked Syr-

+

acuse in 480 BCE).

+

#15: 300 Spartans

+

This event reproduces the situation that forced

+

the Persians to use the Pass of Thermopylae. The

+

situation would probably have been similar in the

+

event of an attack on Corinth.

+

#15: Acropolis on Fire

+

When Themistocles evacuated the Athenians,

+

some people clung to the words of the Delphic

+

oracle about a “wooden wall” and took refuge in

+

the Acropolis. Of course, it was easily destroyed

+

by the great Persian army.

+

#16: Desertion of Greek soldiers

+

Part of the Persian army was composed of Greeks

+

forcibly conscripted from the occupied territories

+

of Asia Minor and their fighting spirit was not

+

strong. The victory of the Greeks at the Battle of

+

Plataea was followed by a series of Greek con-

+

script desertions.

+

#16: Pacification of Babylon or Egypt

+

Frequent rebellions occurred in the territory

+

of the Persian Empire. An Egyptian rebellion

+

occurred in 486 BCE during the preparations for

+

a new campaign against Greece by Darius I. The

+

Babylonian revolt in August 479 BCE forced the

+

Persians under Xerxes I to fight on two fronts.

+
+
+

The Greco-Persian Wars

+

At the beginning of the 6th century BCE, the

+

Persians shook off the rule of their Median

+

overlords. Cyrus II the Great, after tak-

+

ing over the realm of the Medes, rapidly

+

extended his new empire in every direction.

+

In 546 BCE, the conquest of Lydia by Cyrus

+

brought the Persians into contact with the

+

Greek colonies of Ionia in Asia Minor: Miletus,

+

Ephesus, Halicarnassus, Phocaea... The Persian

+

yoke was not heavy to bear, as the King of Kings

+

was content with the nominal recognition of his

+

authority. Fifty years later, Darius I wanted to

+

expand his empire and built a bridge of ships

+

on the Hellespont. He obtained the support of

+

the King of Macedonia and part of Thrace. In

+

499 BCE, Miletus and the Ionian cities revolted

+

against Persian authority. They called for help

+

from the cities of Greece. However, only Athens

+

and Eretria sent a few ships as reinforcements.

+

Darius was quick to react. Ephesus was con-

+

quered in 497 BCE, and Miletus was destroyed

+

in 494 BCE. Darius then decided to obtain the

+

submission of the cities of Greece. His general

+

Mardonius invaded Thrace in 492 BCE. To

+

punish Athens for its support of the Ionians, the

+

Persians landed at Marathon in 490 BCE where

+

they were crushed by the Athenian hoplites.

+

Darius died while preparing another campaign

+

against Greece.

+

His son Xerxes took up the torch and attacked

+

jointly by land and sea in 480 BCE. Many

+

Greek cities chose neutrality while Athens,

+

Sparta and Corinth were at war. The defense

+

of the Pass of Thermopylae by the Spartan king

+

Leonidas slowed down Xerxes, but his sacrifice

+

did not save Athens. The city was occupied and

+

its population and fleet took refuge on the island

+

of Salamis. The Athenian triremes then were

+

joined by those of its allies. A daring maneuver

+

by the Athenian strategist Themistocles offered

+

the Greeks a naval victory, as unexpected as it

+

was complete, over the Persian fleet. Since it was

+

already late autumn, Xerxes decided to return to

+

Persia but left a powerful army in Thessaly under

+

the command of Mardonius. Mardonius was

+

defeated at Plataea in the spring of 479 BCE by

+

the coalition troops led by Sparta. At the same

+

time, the Greek fleet destroyed a Persian fleet at

+

Cape Mycale, not far from Miletus. In the after-

+

math, the Ionian cities were liberated, the last

+

Persian garrisons in Greece surrendered, and the

+

Hellespont bridge was destroyed. The Persians

+

now abandoned all their military ambitions for

+

Greece.

+

Author: Yasushi Nakaguro

+

Testers: Yasushi Shikauchi, Satoshi Haneda, Nao Kawamura,

+

Hiroyuki Yamada, Florent Coupeau, Guillaume Sandance

+

Historical consultant: Jean-Philippe Gury

+

English translation: Carolyn Gates-Gury

+

Proofreaders: Angus Clarke, Scott Moore

+

Cover illustration: Antonio Stappaerts

+

Graphics: Nicolas Roblin

+

Layout: Julia Brétéché

+

© 2018 Bonsai Games & © 2020 Nuts ! Publishing

+

Want to know more:

+

Philip Souza, The Greek and Persian Wars 499-386 BC, Osprey Publishing, 2003

+

Cooking & Music:

+

www.thespruceeats.com/ancient-greek-food-recipes-4169393

+

https://www.youtube.com/watch?v=aqfJwT23Qnc

+
+ + diff --git a/info/rules01.jpg b/info/rules01.jpg new file mode 100644 index 0000000..a3c4773 Binary files /dev/null and b/info/rules01.jpg differ diff --git a/info/rules02.jpg b/info/rules02.jpg new file mode 100644 index 0000000..0381dee Binary files /dev/null and b/info/rules02.jpg differ diff --git a/info/rules03.jpg b/info/rules03.jpg new file mode 100644 index 0000000..0541a5d Binary files /dev/null and b/info/rules03.jpg differ diff --git a/info/rules04.jpg b/info/rules04.jpg new file mode 100644 index 0000000..022a0b0 Binary files /dev/null and b/info/rules04.jpg differ diff --git a/info/rules05.jpg b/info/rules05.jpg new file mode 100644 index 0000000..d81bad9 Binary files /dev/null and b/info/rules05.jpg differ diff --git a/info/rules06.jpg b/info/rules06.jpg new file mode 100644 index 0000000..a244120 Binary files /dev/null and b/info/rules06.jpg differ diff --git a/info/rules07.jpg b/info/rules07.jpg new file mode 100644 index 0000000..a49b79c Binary files /dev/null and b/info/rules07.jpg differ diff --git a/info/rules08.jpg b/info/rules08.jpg new file mode 100644 index 0000000..f8a7aba Binary files /dev/null and b/info/rules08.jpg differ diff --git a/info/rules09.jpg b/info/rules09.jpg new file mode 100644 index 0000000..1892e39 Binary files /dev/null and b/info/rules09.jpg differ diff --git a/info/rules10.jpg b/info/rules10.jpg new file mode 100644 index 0000000..ccfc4ca Binary files /dev/null and b/info/rules10.jpg differ diff --git a/info/rules11.jpg b/info/rules11.jpg new file mode 100644 index 0000000..e68bab1 Binary files /dev/null and b/info/rules11.jpg differ diff --git a/info/rules12.jpg b/info/rules12.jpg new file mode 100644 index 0000000..fd594ee Binary files /dev/null and b/info/rules12.jpg differ diff --git a/info/rules13.jpg b/info/rules13.jpg new file mode 100644 index 0000000..a49b79c Binary files /dev/null and b/info/rules13.jpg differ diff --git a/info/rules14.jpg b/info/rules14.jpg new file mode 100644 index 0000000..f8a7aba Binary files /dev/null and b/info/rules14.jpg differ diff --git a/info/rules15.jpg b/info/rules15.jpg new file mode 100644 index 0000000..72055a7 Binary files /dev/null and b/info/rules15.jpg differ diff --git a/info/rules16.jpg b/info/rules16.jpg new file mode 100644 index 0000000..d927977 Binary files /dev/null and b/info/rules16.jpg differ -- cgit v1.2.3