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
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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.
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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
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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.
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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.
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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
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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.”
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#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.
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#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
Thễbai 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