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Introduction ..................................................................... 2 Solitaire Introductory Scenario ....................................... 3 Scenario #1: Sargon the Great ................................ 3 Multi-Player Scenarios Scenario #2: The Chariot Kingdoms ...................... 4 Scenario #3: The Growth of Empires ..................... 6 Scenario #4: Empires in Conflict ............................ 7 Scenario #5: Return of the Assyrians ..................... 9 T A B L E O F C O N T E N T S PLAYBOOK Two Player Scenarios ...................................................... 10 Scenario #6: Babylon and Assyria .......................... 10 Scenario #7: Hittites and Mitanni ........................... 11 Scenario #8: Egypt and the Hittites ........................ 12 Player Notes .................................................................... 14 Extended Example of Play .............................................. 16 Sources ............................................................................ 23 Historical Kings table ..................................................... 24 Minor Kingdoms and Independent Cities tables............. 24 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com A “PAX” Series game, Vol. II

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Page 1: A “PAX” Series game, Vol. II PLAYBOOK › gmtwebsiteassets › genesis › … · The Genesis playbook includes a Solitaire Introductory Learning scenario, four multi-player scenarios

Introduction ..................................................................... 2Solitaire Introductory Scenario ....................................... 3 Scenario #1: Sargon the Great ................................ 3Multi-Player Scenarios Scenario #2: The Chariot Kingdoms ...................... 4 Scenario #3: The Growth of Empires ..................... 6 Scenario#4:EmpiresinConflict ............................ 7 Scenario #5: Return of the Assyrians ..................... 9

T A B L E • O F • C O N T E N T S

PLAYBOOKTwo Player Scenarios ...................................................... 10 Scenario #6: Babylon and Assyria .......................... 10 Scenario #7: Hittites and Mitanni ........................... 11 Scenario #8: Egypt and the Hittites ........................ 12Player Notes .................................................................... 14Extended Example of Play .............................................. 16Sources ............................................................................ 23Historical Kings table ..................................................... 24Minor Kingdoms and Independent Cities tables ............. 24

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

A “PAX” Series game, Vol. II

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IntroductionThe Genesis playbook includes a Solitaire Introductory Learning scenario, four multi-player scenarios playable by two (here the playerseachplaytwoKingdoms)tofiveplayers,andthreetwo-playerscenariosthataresuitableforsolitaireplay.WehavealsoincludedanextensiveExampleofPlaytoassistinthelearningof the game.

Getting StartedScenario #1 (Introductory Solitaire) is designed to introduce the basicmechanicsofmovingandfighting.Scenario#3,coveringtheinitialexpansionoftheKingdoms,isagoodfirstmulti-playerscenario. For two players or solitaire play, Scenario #6 is a good place to start.

The Scenarios The scenarios are presented using the same format: • Scenario# Name• Introduction: Brief description of the situation.• Game Turns: Number of Game Turns; Start and ending Game

Turns.• Number Of Players: The recommended number of players.• Playing Time:Theapproximateplayingtimegiventhenumber

of players.• The Map: Describes the areas of the map that are in/out of

play.• Setup: Details the Major and Minor Kingdom deployment

for maximum number of players; setup elements include thestartingunits,Silver,ManpowerMaximum,KingPool,ActivationMarkers,controlledspaces,andtheprocedureforselecting Kings .

• Cards: ListstheEventCardsinplayandinitialdeal.• First Turn: First turn sequence of play adjustments.• Special Rules:Somescenarioswillhaverulesapplicableonly

to that scenario.• Historical Changes: Optional rules for more historical play.

All, some, or none can be used at the agreement of the players.• Fewer Players: Setup adjustments and special rules if fewer

than the maximum number of players will play.

Length Of Play Genesis presents the players with a great many decisions, and decision-making takes time. We know some of you prefer a game thatcanbefinishedinonesitting,whileotherspreferalengthiergamewithnearlyunlimitedvariation.Tothatend,wepresentseveralvariationsplayerscanemploytoshortenorlengthenthescenarios.

Number Of Game TurnsScenario #2: The players decide prior to the start of play how many Game Turns they wish to play. They then set up the game per the scenario instructions, with the exception that the players’ Kings Pools only include those Kings whose turn number is the same or lower than the number of Game Turns to be played. For afive-playergame,eachturnnotplayedwillreducetheplayingtime by about 2 hours; 4 or 2 Players about 1½ hours; 3 Players about 1 hour. Scenario #3: The players may decide to play three Game Turns rather than four, adjusting the King Pools accordingly. Playing time is reduced by approximately 25%. Scenario #4: The players may decide to extend the game from onetothreeGameTurns.TheKingPoolsareadjustedtoreflectthe Game Turns that will be played. Each Game Turn added will increase playing by about 33%. Scenario #6/#7:Giventherestrictednatureofthescenarios,theplayers may extend these scenarios only one Game Turn. Add the appropriate Kings to the King Pools. The game will take another hour to play.

Fewer Activation MarkersFor a faster playing game, the players may reduce the number ofActivationMarkersfrom4to3.Indoingso,theEventswilltendtohaveagreaterimpactsincetheplayerswillhavelessop-portunity to react. This option may be used in conjunction with theadjustmentstothenumberofGameTurnsdescribedabove.

Setup InstructionsThe players select the scenario they will play and then decide on any adjustments to the length of play. The players choose the Kingdoms each will play, either by mutual agreement, or by plac-ing one AM for each Kingdom in play in a cup with each player then randomly drawing an AM to determine which kingdom he will play. The players then decide which Historical Options, if any, they will use. The players place their Kingdoms’ playing pieces and those of any Minor Kingdoms on the map per the scenario instructions. OneplayershufflestheEventDeckanddealsout,randomlyandblindly, one card to each player to start the game. The remaining cards in the deck are placed faced down for use during play.

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Scenario #1: Sargon the GreatSargon is thefirst individual in recorded history to create amultiethnic, centrally ruled empire, and his Akkadian dynasty controlled Mesopotamia for around a century and a half. The scenarioallowsplayerstopracticethebasicsofmovementandcombat.

Game Turns: 1

Number Of Players: Solitaire

Game Length: About 1 hour

The Map:All City spaces on the map are treated as Independent cities. There are no Major/Minor Kingdoms; ignore all Capital indica-tors. All cities start with the Defense Strength printed on the map.

Setup:Place King Sargon and 12 INF from the Assyrian counter mix in Kish.Silver($)isnotused,noraretheKingdomDisplayCards.There are no Chariots. The player does not need to occupy Kish to control it.

Cards:TheEventCardsarenotusedinthisscenario

Sequence Of Play:This scenario consists of four Action Segments—ignore all other phases. The player may use the Assyrian AMs to track the number of Action Segments completed if he so wishes. Victory isdeterminedattheconclusionofthefourthActivationSegment.

Special Rules:The player may recruit 1 INF unit from each City space he captures at no cost.

Victory:TheplayermustcaptureandcontroltheremainingfivegreenBabylonia City spaces and be able to trace a Trade Route from Kish into any Port City space using onlyUnfortifiedCityand/orTransitspaces.UnfortifiedCityspacesneednotbecontrolled.If Sargon is Killed, the player automatically loses.

PLAYNOTE:Theplayerwillneedtorollaveragediceorbet-ter for MP and in Battle to win. If the dice gods are not kind, consideritamoralvictoryifthecaptureconditionismetandthe Trade Route reaches into Mari.

Solitaire Introductory Scenario

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Scenario #2: The Chariot KingdomsThisscenarioprovidesthebasicsforthefulltenturngamestart-ing in 1700 BC, Turn 1.

Game Turns: 10; Turns 1-10

Number of Players: TwotoFive

Playing Time:FivePlayers:12+hoursFour/TwoPlayers:10+hoursThreePlayers:8+hours

The Map:The player Home Kingdom cities and those of the Minor King-doms are color coded on the map. All other cities are Independent. Unlessspecifiedotherwiseinthesetupinstructions,allspaceson the map are in play.

Setup – Five Players:TheplayerKingdomsavailableareEgypt,theHittites,theMi-tanni,Assyria,andBabylon.Eachplayer’sInfantryunits,Silver,Manpower Maximum, King Pool, and controlled spaces are listed below. The players either draw a King from their pool to start, or start with the Game Turn 1 Kings listed on the Historical Kings chart if using the historical order of appearance option (see 4.1.2). EachplayerreceivesfourActivationMarkers.

EGYPTManpower Maximum – 18ChariotTechnologyLevel–NoneSilver–15$Units – 13 INFHome Kingdom Cities (5) – Thebes (Capital), Sais, Memphis, Tanis, and HeliopolisOther Controlled Cities – None Monuments – NoneKing Pool – Kings 1-10

HITTITESManpower Maximum – 16ChariotTechnologyLevel–NoneSilver–11$Units – 16 INFHome Kingdom Cities (6) – Hattusa (Capital), Kanesh, Purishanda, Amkuwa, Tuwanuwa, and KummanniOther Controlled Cities – None Monuments – NoneKing Pool – Kings 1-10

MITANNIManpower Maximum – 15ChariotTechnologyLevel–NoneSilver–12$Units – 17 INFHome Kingdom Cities (6) – Waushukanni (Capital), Alshe, Harran, Irrite, Taita, and NisibisOther Controlled Cities – None Monuments – NoneKing Pool – Kings 1-10

Multi-Player Scenarios

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ASSYRIAManpower Maximum – 16ChariotTechnologyLevel–NoneSilver–13$Units – 15 INFHome Kingdom Cities (6) – Ashur (Capital), Kalku, Arbik, Nuzi,Shaushara,andNinevehOther Controlled Cities – None Monuments – NoneKing Pool – Kings 1-10

BABYLONIA Manpower Maximum – 20ChariotTechnologyLevel–NoneSilver–14$Units – 18 INFHome Kingdom Cities (6) – Babylon (Capital), Kish, Nippur, Uruk, Ur, and Lagash Other Controlled Cities – None Monuments – NoneKing Pool – Kings 1-10

TheEgyptianplayerplaceshisunitsfirst,theHittiteplayersec-ond,andsoforthintheorderlistedabove.Priortoplacingunits,theplayersmayconvertanynumberoftheirInfantryunitsintoPeasants.ForeachInfantryconverted,theplayerreceivestwoPeasants. The players place their Infantry and any Peasant units intheirHomeKingdomcitiesastheyseefit.TheplayersshouldplacetheirSilverintheTreasurysectionoftheir Kingdom Display Cards and record their Manpower Maxi-mumandChariotTechnologyLevelwiththemarkersprovided.UnusedArmymarkersshouldbeplacedintheirrespectivehold-ing boxes on the card.

Minor Kingdoms:The Minor Kingdoms in play are set up as follows:

ARZAWAUnits – 3 INF placed in Apasa; 2 INF placed in MilawataCities – Apasa, Milawata, Wallarima, Mira, Hindawa, Dalawa, and HapallaKing Pool – All four Kings

ELAMUnits – 12 INF placed in SusaCity – Susa

CANAANUnits – No Canaanite units start the game on the map.Cities – Hazor, Qatna, Megiddo, and Kadesh

Cards:All cards are used. Each player is dealt (randomly) one card fromtheEventDeck.

First Turn:Forthefirstturn,skipphasesA,C,andDoftheSequenceofPlay.DeterminetheInitiative(B)andthenproceedtoActiva-tion Phase (E).

Historical Options:For a greater semblance of historical simulation, we suggest the following:• Use the Historical Appearance of Kings.• Remove all Chariot cards; theMitanni achieve ChariotTechnologyLevel1at the startofGameTurn2.AllotherKingdomsachieveChariotTechnologyLevel1atthestartofGameTurn3.OnGameTurn4,addtwoChariotEventcardsto the deck.

• RemovetheArzawaEventcardfromthedeckuntilGameTurn 4.

• TreataBarbarianinvasionbytheAzzi-HayassaasNoEventuntil Game Turn 6.

• TreataBarbarianinvasionbytheUrartuasNoEventuntilGame Turn 7.

Fewer Players:The scenario can be playedwith fewer thanfive players byadjustingtheabovesetupasdescribedbelow.HomeKingdomCity spaces of an out of play kingdom may not be entered by any units nor may a Trade Route be traced through such a space.

Four Players:Kingdoms – Egypt, the Hittites, the Mitanni, and either Assyria or Babylonia, 4th player’s choice, are in play. The kingdom not chosen is out of play.Cards –IfAssyriaisoutofplay,removetheEnlil(#52)card;ifBabylonisoutofplay,removetheMarduk(#53)card.

Three Players:Kingdoms – Egypt, the Hittites, and the Mitanni are in play. Assyria and Babylonia are out of play.Minor Kingdoms – Elam and the Susa space are out of play. No Elam units are deployed. Cards –Remove theElam(#28),Enlil (#52),andMarduk(#53) cards.

Two Players:Kingdoms – Egypt, the Hittites, Assyria, and Babylonia are in play. The Mitanni Home Kingdom cities are in play but are treated as Independent City Spaces. One player controls Egypt and Assyria, while the other player controls the Hittites and Babylonia. All four Kingdoms are played separately—each has its own AMs, cards, etc. No Kingdom is friendly to any other Kingdom during play. The clockwise order for all purposes is Egypt, the Hittites, Assyria, and Babylonia.At the end of the game, combine the VP of both controlled Kingdoms to determine the player’s total VP count.Cards –RemovetheAlliance(#1and#2)andTeshup(#55)cards.

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Scenario #3: The Growth of EmpiresThisscenariocoverstheexpansionofthekingdomsandtheirearlyconflicts.

Game Turns: 4; Turns 1-4

Number of Players: TwotoFive

Game Length:FivePlayers–6+hoursFour/Two Players – about 5 hoursThree Players – about 4 hours

The Map:The player Home Kingdom cities and those of the Minor King-doms are color coded on the map. All other cities are Independent. Unlessspecifiedotherwiseinthespecificsetupinstructions,allspaces on the map are in play.

Setup – Five Players:TheKingdomsavailable areEgypt, theHittites, theMitanni,Assyria, and Babylonia. The players use the same setup as in Scenario #2, with the exception that only Kings 1-4 are placed intheplayers’KingPool.EachplayerreceivesfourActivationMarkers.

Cards:All cards are used. Each player is dealt (randomly) one card fromtheEventDeck.

First Turn:Forthefirstturn,skipphasesA,C,andDoftheSequenceofPlay.DeterminetheInitiative(B)andthenproceedtoActiva-tion Phase (E).

Historical Options:• Use the Historical Appearance of Kings.• Remove all Chariot cards; theMitanni achieve ChariotTechnologyLevel1at the startofGameTurn2.AllotherKingdomsachieveChariotTechnologyLevel1atthestartofGameTurn3.OnGameTurn4,addtwoChariotEventcardsto the deck.

• RemovetheArzawaEventcardfromthedeckuntilGameTurn4.• TreataBarbarianinvasionbytheAzzi-HayassaorUrartuasNoEvent.

Fewer Players:The scenario can be playedwith fewer thanfive players byadjustingtheabovesetupasdescribedbelow.HomeKingdomCity spaces of an out of play kingdom may not be entered by any units nor may a Trade Route be traced through such a space.

Four Players:Kingdoms – Egypt, the Hittites, the Mitanni, and either Assyria or Babylonia, 4th player’s choice, are in play. The kingdom not chosen is out of play.Cards –IfAssyriaisoutofplay,removetheEnlil(#52)card;ifBabyloniaisoutofplay,removetheMarduk(#53)card.

Three Players:Kingdoms – Egypt, the Hittites and the Mitanni are in play. Assyria and Babylonia are out of play.Minor Kingdoms – Elam and the Susa space are out of play. No Elam units are deployed. Cards –Remove theElam(#28),Enlil (#52),andMarduk(#53) cards.

Two Players:Kingdoms – Egypt, the Hittites, Assyria, and Babylonia are in play. The Mitanni Home Kingdom cities are in play, but are treated as Independent City spaces.One player controls Egypt and Assyria, while the other player controls the Hittites and Babylonia. All four Kingdoms are played separately—each has its own AMs, cards, etc. No kingdom is friendly to any other Kingdom during play. The clockwise order for all purposes is Egypt, the Hittites, Assyria, and Babylonia.At the end of the game, combine the VP of both controlled Kingdoms to determine the player’s total VP count.Cards – RemovetheAlliance(#1and#2)andTeshup(#55)cards.

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Scenario #4: Empires in ConflictThis scenario covers themiddle part of the periodwhen theMitanni reached their peak while Assyria was in decline.

Game Turns: 3; Turns 5-7

Number of Players: Three or Four

Game Length:Four Players – about 4 hoursThree Players – about 3 hours

The Map:The player Home Kingdom cities and those of the Minor King-doms are color coded on the map. Canaan is out of play as a Minor Kingdom in this scenario. Treat the four Canaan City spaces as Independent City spaces. All other cities are Independent. Unless specifiedotherwiseinthespecificsetupinstructions,allspaceson the map are in play.

Setup – Four PlayersTheKingdomsavailable areEgypt, theHittites, theMitanni,andBabylonia.Theplayer’sInfantryunits,Silver,ManpowerMaximum, King Pool, and controlled spaces are listed below. The players either draw a King from their pool to start, or start with the Game Turn 5 Kings listed on the Historical Kings chart if using the historical order of appearance option (see 4.1.2). Each playerreceivesfourActivationMarkers.

EGYPT Manpower Maximum – 24ChariotTechnologyLevel–2Silver–24$Units –4 CH, 24 INF, 10 PSHome Kingdom Cities (5) – Thebes (Capital), Sais, Memphis, Tanis, and HeliopolisOther Controlled Cities (10) – Sumur, Byblos, Sidon, Tyre, Damascus, Hazor, Megiddo, Schechem, Jerusalem, and GazaMonuments (2) – Thebes and MemphisKing Pool – Kings 5-7

HITTITESManpower Maximum – 22ChariotTechnologyLevel–2Silver–21$Units – 4 CH, 22 INF, 16 PSHome Kingdom Cities (6) – Hattusa (Capital), Kanesh, Purishanda, Amkuwa, Tuwanuwa, and KummanniOther Controlled Cities (16) – Parha, Hattip, Ahlathbal, Tarhuntassa, Lusna, Adana, Ura, Tarsus, Sapinuwa, Hakpissa, Samuhmitta, Lawazantiya, Malatya, Ursu, Charchemish, and SamuttaMonuments (2) – Hattusa and KaneshKing Pool – Kings 5-7

MITANNIManpower Maximum – 21ChariotTechnologyLevel–2Silver–21$Units – 4 CH, 21 INF, 10 PSHome Kingdom Cities (6) – Waushukanni (Capital), Alshe, Harran, Irrite, Taita, and NisibisOtherControlledCities(10)–Ugarit,Arvad,Aleppo,Hamath,Kadesh, Qatna, Ribla, Emar, Tadmar, and ErganiMonuments (2) – Waushukanni and AlsheKing Pool – Kings 5-7

BABYLONIA Manpower Maximum – 26ChariotTechnologyLevel–2Silver–21$Units – 4 CH, 26 INF, 11 PSHome Kingdom Cities (6) – Babylon (Capital), Kish, Nippur, Uruk, Ur, and Lagash Other Controlled Cities (11) – Terga, Mari, Hit, Samarra, Dur Kurigalzu, Sippat, Eshnunna, Akshak, Der, Awan, and EriduMonuments (2) – Babylon and NippurKing Pool – Kings 5-7

TheEgyptianplayerplaceshisunitsfirst,theHittiteplayersec-ond,andsoforthintheorderlistedabove.Priortoplacingunits,theplayersmayconvertanynumberoftheirInfantryunitsintoPeasants.ForeachInfantryconverted,theplayerreceivestwoPeasants. At least one Infantry or Peasant unit must be placed in each controlled City space outside the players’ Home Kingdom. The remaining Infantry and Peasants may be placed in any of the players’controlledcitiesastheyseefit.TheKingandallChariotunits are placed in the Capital.TheplayersshouldplacetheirSilverintheTreasurysectionoftheir Kingdom Display Cards and record their Manpower Maxi-mumandChariotTechnologyLevelwiththemarkersprovided.UnusedArmymarkersshouldbeplacedintheirrespectivehold-ing boxes on the card.

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Minor Kingdoms:The Minor Kingdoms in play are set up as follows:

ARZAWAUnits – 3 INF placed in Apasa; 2 INF placed in Milawata

Cities – Apasa, Milawata, Wallarima, Mira, Hindawa, Dalawa, and Hapalla

King Pool – All four Kings

ELAMUnits – 12 INF placed in SusaCity – Susa

ASSYRIAUnits–2CH,8INFplacedinAshur;4INFplacedinNineveh;4 INF placed in NuziCities–Ashur,Kalku,Arbik,Nuzi,Shaushara,andNinevehKing Pool – Kings 5-7

Cards:RemovetheCanaan(#19),Enlil(#52),Chariot(#22),andChariot(#23) cards. Each player is dealt (randomly) one card from the EventDeck.

First Turn:Forthefirstturn,skipphasesA,C,andDoftheSequenceofPlay.DeterminetheInitiative(B)andthenproceedtoActiva-tion Phase (E).

Historical Options:• Use the Historical Appearance of Kings.• TreataBarbarianinvasionbytheAzzi-HayassaasNoEvent

during Game Turn 5.• TreataBarbarianinvasionbytheUrartuasNoEventduring

Game Turns 6 and 7.

Special Rules:ASSYRIAAssyria is treated as a Minor Kingdom in this scenario—see 10.0, but is not activatedby anEvent card. Instead,AssyriaactivateswhenanyofitsHomeKingdomspacesareattacked.Onceactivated,AssyriaremainssountilallitsHomeKingdomspaces are either controlled by another Power or Destroyed. From that point on, treat the Assyrian Home Kingdom spaces as Independent City spaces for the rest of the game and ignore the remainder of this rule. Which player controls Assyria is determined when Assyria is firstactivated,andthenagainintheSuccessionPhaseofeachsubsequent Game Turn. The player, whose closest controlled space to the Assyrian Capital in MP is further than any other player’s closest controlled space, controls Assyria for the turn.

If more than one player is equally distant, the players roll the diewiththeplayerwithhighestrollgainingcontrol.However,under no circumstances can the player that triggered Assyria’s activationoronethatcontrolsanAssyrianHomeKingdomspacecontrol Assyria. If all players control Assyrian spaces, no player controls Assyria for the turn, no new combat units are placed, no DSmarkersremoved,andnoAMisplacedinthepool.WhenAssyriaisfirstactivatedandplayercontroldetermined,theplayercontrollingAssyriamayconductonefreeMajorMove(no use of any AM) using the Assyrian units after the player who triggered the activation completes hisActivationPhase.OneAssyrian AM is then placed in pool, allowing the controlling playertoconductanotherMajorMoveduringthecurrentturn.DuringtheSuccessionPhase,ifAssyriaisactive,playercontrolisdeterminedasabove.AnAssyrianKingisplacedper4.1whetherAssyriaisactiveornot.During the controlling player’s Manpower Phase, the Assyrians receiveInfantryunitsequal to therollof1d6,plus2Chariotunits. These units are in addition to any that may already be on the map. The new units are placed in any Assyrian Home Kingdom City space that is not occupied by an enemy force. In additiontoreceivingnewunits,theplayeralsoremovesanyDS(not Defense strength +1) markers from all Assyrian controlled Cityspaces.DestroyedCitymarkersarenotremoved.WithhisfirstAMoftheturn,thecontrollingplayermayunder-takeaMajorMoveusingtheAssyrianunitspriortoundertakingany actions with his own units. When the Assyrian AM is drawn, thecontrollingplayermayconductaMajorMovewithanAs-syrian force. The Assyrian AM grants the controlling player one AssyrianMajorMove,nothingelse;thereisnocostandnoEventcard is drawn. Though the player controls Assyria, its forces and cities are not friendly to that player.

Three Players:Thescenariocanbeplayedasdescribedabovewiththreeplayersby making the following adjustments:

Kingdoms – Egypt, the Hittites and the Mitanni are in play. Babylonia and Assyria are out of play. Place a Babylonian Infantry on Hit, Samarra, and Dur Kurigalzu. These spaces and all the spaces between them and the lower right hand corner of the map are out of play, as are the Assyrian Home Kingdom spaces. Spaces that are out of play may not be entered by any units, nor may a Trade Route be traced through such a space. Minor Kingdoms – Elam and the Susa space are out of play. No Elam units are deployed. The Assyria Special rule is not used. Cards – RemovetheCanaan(#19),Elam(#28),Enlil(#52),Marduk (#53), Chariot (#22), and Chariot (#23) cards.Balance – Egypt begins the scenario ahead of all the other kingdoms in terms of VP. For balance purposes, subtract 3 VP from the Egyptian player’s VP total at the end of the game.

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Scenario #5: Return of the AssyriansThisscenariocoversthelaterpartoftheperiodafterthecollapseof the Mitanni.

Game Turns: 3; Turns 8-10

Number of Players: Two to Four

Game Length:Four/Two Players – about 4 hoursThree Players – about 3 hours

The Map:The player Home Kingdom cities and those of the Minor King-doms are color coded on the map. The Mitanni are out of play as a player Kingdom and Canaan is out of play as a Minor Kingdom in this scenario. Treat the six Mitanni and four Canaan City spaces as Independent City spaces. All other cities are Independent. Unlessspecifiedotherwiseinthespecificsetupinstructions,allspaces on the map are in play.

Setup – Four Players:TheKingdomsavailableareEgypt,theHittites,Babylonia,andAssyria.Theplayer’sKing,Units,Silver,ManpowerMaximum,King Pool, and controlled spaces are listed below. The players either draw a King from their pool to start or start with the Game Turn 8 Kings listed on the Historical Kings chart if using the historical order of appearance option (see 4.1.2). Each player receivesfourActivationMarkers.

EGYPT Manpower Maximum – 30ChariotTechnologyLevel–3Silver–18$Units – 6 CH, 30 INF, 10 PSHome Kingdom Cities (5) – Thebes (Capital), Sais, Memphis, Tanis, and HeliopolisOther Controlled Cities (10) – Sumur, Byblos, Sidon, Tyre, Damascus, Hazor, Megiddo, Schechem, Jerusalem, and GazaMonuments (2) – Thebes and MemphisKing Pool – Kings 8-10

HITTITESManpower Maximum – 28ChariotTechnologyLevel–3Silver–18$Units – 6 CH, 28 INF, 15 PSHome Kingdom Cities (6) – Hattusa (Capital), Kanesh, Purishanda, Amkuwa, Tuwanuwa, and KummanniOther Controlled Cities (15) – Ahlathbal, Tarhuntassa, Lusna, Adana, Ura, Tarsus, Samuhmitta, Lawazantiya, Malatya, Ursu, Charchemish,Ugarit,Aleppo,Hamath,andArvad.Monuments (2) – Hattusa and KaneshKing Pool – Kings 8-10

BABYLONIA Manpower Maximum – 32ChariotTechnologyLevel–3Silver–15$Units – 6 CH, 32 INF, 8 PSHome Kingdom Cities (6) – Babylon (Capital), Kish, Nippur, Uruk, Ur, and Lagash Other Controlled Cities (11) – Terga, Mari, Hit, Samarra, Dur Kurigalzu, Sippat, Eshnunna, Akshak, Der, Awan, and EriduMonuments (2) – Babylon and NippurKing Pool – Kings 8-10

ASSYRIAManpower Maximum – 28ChariotTechnologyLevel–3Silver–15$Units – 6 CH, 28 INF, 9 PSHome Kingdom Cities (6) – Ashur (Capital), Kalku, Arbik, Nuzi,Shaushara,andNinevehOther Controlled Cities (11) – Waushukanni, Alshe, Harran, Irrite, Taita, Nisibis, Ergani, Dur Sharukan, Tushpa, Ishuwa, and EmarMonuments (2) – Waushukanni and AlsheKing Pool – Kings 8-10

TheEgyptian player places his units first, theHittite playersecond,andsoforthintheorderlistedabove.Priortoplacingunits,theplayersmayconvertanynumberoftheirInfantryunitstoPeasants.For each Infantry converted, the player receivestwo Peasants. At least one Infantry or Peasant unit must be placed in each controlled City space outside the players’ Home Kingdom. The remaining Infantry and Peasants may be placed in any of the players’controlledcitiesastheyseefit.TheKingandallChariotunits are placed in the Capital.TheplayersshouldplacetheirSilverintheTreasurysectionoftheir Kingdom Display Cards and record their Manpower Maxi-mumandChariotTechnologyLevelwiththemarkersprovided.UnusedArmymarkersshouldbeplacedintheirrespectivehold-ing boxes on the card.

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Minor Kingdoms:ARZAWA

Units – 3 INF placed in Apasa; 2 INF placed in MilawataCities – Apasa, Milawata, Wallarima, Mira, Hindawa, Dalawa, and HapallaKing Pool – All four Kings

ELAM Units – 12 INF placed in SusaCity – Susa

Cards:RemovetheCanaan(#19),Teshup(#54),andallChariot(#22,#23, and #24) cards.

First Turn:Forthefirstturn,skipphasesA,C,andDoftheSequenceofPlay.DeterminetheInitiative(B)andthenproceedtoActiva-tion Phase (E).

Historical Options:• Use the Historical Appearance of Kings.

Fewer Players:The scenario can be played with fewer than four players by adjustingtheabovesetupasdescribedbelow.

Three Players:Kingdoms – Egypt, the Hittites, and Assyria are in play. Babylonia is out of play. Place a Babylonian Infantry on Samarra and Hit. These spaces and all the spaces between them and the Babylonian Home Kingdom spaces are out of play. Spaces that are out of play may not be entered by any units nor may a Trade Route be traced through such a space. Minor Kingdoms – Elam and the Susa space are out of play. No Elam units are deployed. Cards –RemovetheCanaan(#19),Elam(#28),Marduk(#53),Teshup (#52), and all Chariot (#22, #23, and #24) cards.

Two Players:Kingdoms – Egypt, Hittites, Assyrians, and Babylonians are in play. One player controls Egypt and Assyria, while the other player controls the Hittites and Babylonia. All four Kingdoms are played separately—each has its own AMs, cards, etc. No kingdom is friendly to any other Kingdom during play. The clockwise order for all purposes is Egypt, the Hittites, Assyria, and Babylonia.At the end of the game, combine the VP of both controlled Kingdoms to determine the player’s total VP count.Cards –Remove theAlliance (#1and#2),Canaan(#19),Teshup (#55), and all Chariot (#22, #23, and #24) cards.Balance – Assyria and Babylonia start the scenario behind the other two kingdoms in terms of VP. For balance purposes, boththeAssyrianandBabylonianplayersreceive3VPattheend of the game.

Scenario #6: Babylon and AssyriaGame Turns: 3; Turns 1-3

Number of Players: Two or Solitaire

Game Length:About 3 hours

Two-Player ScenariosThe Map The player Home Kingdom cities and those of the Minor King-doms are color coded on the map. All other cities are Independent.

Out of Play Areas:The Egypt, Hittite, and Mitanni Kingdoms and their spaces are out of play, as is the Arzawa Minor Kingdom and its spaces. Spaces that are out of play may not be entered by any units, nor may a Trade Route be traced through such a space.

Setup:Theplayer’sunits,Silver,ManpowerMaximum,Monuments,King Pool, and controlled spaces are listed below. The players either draw a King from their pool to start or start with the Game Turn 1 Kings listed on the Historical Kings chart if using the historical order of appearance option (see 4.1.2). Both players receivefour(4)ActivationMarkers.

ASSYRIA Manpower Maximum – 16ChariotTechnologyLevel–NoneSilver–13$

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• Remove allChariot cards.AllKingdoms achieveChariotTechnologyLevel1atthestartofGameTurn3.

• TreataBarbarianinvasionbytheAzzi-HayassaorUrartuasNoEvent.

Scenario #7: Hittites and MitanniGame Turns: 3; Turns 5-7

Number of Players: Two or Solitaire

Game Length: About 3 hours

The Map:The player Home Kingdom cities and those of the Minor King-doms are color coded on the map. All other cities are Independent.

Out of Play Areas:The Egypt, Assyria, and Babylonia Kingdoms and their spaces are out of play, as are the Minor Kingdoms Elam and Canaan and their spaces with the exception that Qatna is in play and is treated as an Independent city. Place an Egyptian Infantry unit onthefollowingspaces:Ribla,Kadesh,andArvid.Thesespacesand all the spaces between them and the Egypt Home Kingdom spaces are also out of play. Spaces that are out of play may not be entered by any units, nor may a Trade Route be traced through such a space.

Setup:Theplayer’sunits,Silver,ManpowerMaximum,Monuments,King Pool, and controlled spaces are listed below. The players either draw a King from their pool to start or start with the Game Turn 5 Kings listed on the Historical Kings chart if using the historical order of appearance option (see 4.1.2). Both players receivefour(4)ActivationMarkers.

HITTITESManpower Maximum – 21ChariotTechnologyLevel–2Silver–14$Units – 4 CH, 21 INF, 12 PSHome Kingdom Cities (6) – Hattusa (Capital), Kanesh, Purishanda, Amkuwa, Tuwanuwa, and Kummanni

Units – 15 INF HomeKingdomCities(6)–Ashur(Capital),Nineveh,Nuzi,Kalku, Arbik, and ShausharaOther Controlled Cities – NoneMonuments – NoneKing Pool – Kings 1-3

BABYLONIAManpower Maximum – 20ChariotTechnologyLevel–NoneSilver–14$Units – 18 INFHome Kingdom Cities (6) – Babylon (Capital), Kish, Nippur, Uruk, Lagash, and Ur Other Controlled Cities – NoneMonuments – NoneKing Pool – Kings 1-3

TheBabylonian player places his unitsfirst. Prior to placingunits,theplayersmayconvertanynumberoftheirInfantryunitstoPeasants.For each Infantry converted, the player receivestwo Peasants. The units are placed in any of the players’ Home Kingdomcitiesastheyseefit.KingsareplacedintheirCapitals.TheplayersplacetheirSilverintheTreasurysectionoftheirKingdomDisplay Cards and record their Manpower Maximum and Chariot TechnologyLevelwiththemarkersprovided.UnusedArmymark-ersshouldbeplacedintheirrespectiveholdingboxesonthecard.

Minor Kingdoms:ELAM

Units – 12 INF placed in SusaCity – Susa

CANAANUnits – No Canaanite units start the game on the map.City – Hazor, Qatna, Megiddo, and Kadesh

Cards:RemovetheAlliance(#1,#2),Arzawa(#6),Arinna(#9),LukkanPirates (#37),NavalPower(#38),Arinna(#9),Teshup(#54),and Horus (#55) cards. Each player is dealt (randomly) one card fromtheEventDeck.

Barbarians: IftheLibyansorKaskansarerolledontheBarbarianInvasionsTable,rollagain.Ifeitherisrolledonthere-roll,treatasNoEvent.

First Turn:Forthefirstturn,skipphasesA,C,andDoftheSequenceofPlay.DeterminetheInitiative(B)andthenproceedtoActiva-tion Phase (E).

Historical Options:• Use the Historical Appearance of Kings.

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Other Controlled Cities (12) – Ahlathbal, Hakpissa, Lawazantiya, Lusna, Malatya, Samuhmitta, Sapinuwa, Tarhuntassa, Tarsus, Ura, Ursu, and Adana. Monuments (3) – Hattusa, Kanesh, and PurishandaKing Pool – Kings 5-7

MITANNIManpower Maximum – 20ChariotTechnologyLevel–2Silver–16$Units – 4 CH, 20 INF, 7 PSHome Kingdom Cities (6) – Waushukanni (Capital), Alshe, Harran, Irrite, Taita, and NisibisOther Controlled Cities (7) – Qatna, Aleppo, Hamath, Ugarit, Emar, Terga, and ErganiMonuments (1) – WaushukanniKing Pool – Kings 5-7

TheMitanniplayerplaceshisunitsfirst.Priortoplacingunits,theplayersmayconvertanynumberoftheirInfantryunitstoPeasants.ForeachInfantryconverted,theplayerreceivestwoPeasants. At least one Infantry or Peasant unit must be placed in each controlled City space outside the players’ Home Kingdom. The remaining Infantry and Peasants may be placed in any of the players’controlledcitiesastheyseefit.TheKingandallChariotunits are placed in their Capital.TheplayersplacetheirSilver in theTreasurysectionof theirKingdom Display Cards and record their Manpower Maximum andChariotTechnologyLevelwiththemarkersprovided.Un-usedArmymarkersshouldbeplacedintheirrespectiveholdingboxes on the card.

Minor Kingdoms:ARZAWA

Units – 3 INF placed in Apasa; 2 INF placed in MilawataCities – Apasa, Milawata, Wallarima, Mira, Hindawa, Dalawa, and HapallaTherearenoArzawaKingsavailable.

Cards:RemovetheAlliance(#1,#2),Canaan(#19),Elam(#28),Enlil(#52), Marduk (#53), Horus (#55), and two Chariot (#22 and #23) cards. Each player is dealt (randomly) one card from the EventDeck.

First Turn:Forthefirstturn,skipphasesA,C,andDoftheSequenceofPlay.DeterminetheInitiative(B)andthenproceedtoActiva-tion Phase (E).

Special Rules:Barbarians: If theLibyansarerolledontheBarbarianInva-sions Table, roll again. If the Libyans are rolled on the re-roll, treatasNoEvent.

Historical Options:• Use the Historical Appearance of Kings.• TreataBarbarianinvasionbytheAzzi-HayassaasNoEvent

until Game Turn 6.• TreataBarbarianinvasionbytheUrartuasNoEventuntil

Game Turn 7.

Scenario #8: Egypt and the HittitesThis two player scenario pits the Egyptians and the Hittites against each other for control of the eastern Mediterranean seaboard.

Game Turns: 3; Turns 8-10

Number of Players: Two or Solitaire

Game Length:About 3½ hours

The Map:The player Home Kingdom cities and those of the Minor King-doms are color coded on the map. All other cities are Independent. The Arzawa and Canaan Minor Kingdoms are in play but are handled differently in this scenario—see the special rules below.

Out of Play Areas:The Mitanni, Assyria, and Babylonia Kingdoms and their spaces are out of play, as is the Minor Kingdom Elam and its space. Place a Mitanni Infantry unit on the following spaces: Tadmar, Emar, Ergani, and Ishuwa. These spaces and all spaces toward the right edge of the map are also out of play. Spaces that are out of play may not be entered by any units, nor may a Trade Route be traced through such a space.

Setup:Theplayer’sunits,Silver,ManpowerMaximum,Monuments,King Pool, and controlled spaces are listed below. The players either draw a King from their pool to start or start with the Game Turn 8 Kings listed on the Historical Kings chart if using the historical order of appearance option (see 4.1.2). Both players receivefour(4)ActivationMarkers.TheArzawaandCanaanActivationMarkersarealsoavailableatthestartofthegame—see the scenario special rules below.

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EGYPT Manpower Maximum – 30ChariotTechnologyLevel–3Silver–25$Units – 5 CH, 30 INF, 13 PS Home Kingdom Cities (5) – Thebes (Capital), Sais, Memphis, Tanis, and HeliopolisOther Controlled Cities (13) –Gaza, Eilat, Rabbah, Jerusalem, Schechem, Megiddo, Hazor, Damascus, Tyre, Sidon, Biblos, Sumur, and RiblaMonuments (3) – Thebes, Memphis, and HeliopolisKing Pool – Kings 8-10

HITTITESManpower Maximum – 28ChariotTechnologyLevel–3Silver–25$Units – 5 CH, 28 INF, 18 PSHome Kingdom Cities (6) – Hattusa (Capital), Kanesh, Purishanda, Amkuwa, Tuwanuwa, and KummanniOther Controlled Cities (18) –Arvad,Hamath,Aleppo,Charchemish , Ursu, Malatya, Lawazantiya, Samuhmitta, Tarsus, Ura, Adana, Lusna, Tarhuntassa, Hattip, Parha,Ahlathbal, Ugarit, and HapallaMonuments (3) – Hattusa, Purishanda, and TuwanuwaKing Pool – Kings 8-10

TheEgyptianplayerplaceshisunitsfirst.Priortoplacingunits,theplayersmayconvertanynumberoftheirInfantryunitstoPeasants.ForeachInfantryconverted,theplayerreceivestwoPeasants. At least one Infantry or Peasant unit must be placed in each controlled City space outside the players’ Home Kingdom. The remaining Infantry and Peasants may be placed in any of the players’controlledcitiesastheyseefit.TheKingandallChariotunits are placed in their Capitals.TheplayersplacetheirSilver in theTreasurysectionof theirKingdom Display Cards and record their Manpower Maximum andChariotTechnologyLevelwiththemarkersprovided.Un-usedArmymarkersshouldbeplacedintheirrespectiveholdingboxes on the card.

Minor Kingdoms:ARZAWA

Units – King Madduwatta, 2 CH, and 4 INF placed in Apasa; 2 INF placed in Milawata; 2 INF placed in MiraCities – Apasa, Milawata, Wallarima, Mira, Hindawa, and DalawaKing Pool – Tarhundaradu and Uhha-Ziti

CANAANUnits – 1 CH, 4 INF placed in Kadesh; 1 CH, 4 INF placed in QatnaCities – Kadesh and Qatna

Cards:RemovetheAlliance(#1,#2),Arzawa(#6),Canaan(#19),Elam(#28), Enlil (#52), Marduk (#53), Teshup (#55), and all three Chariot (#22, #23, #24) cards. Each player is dealt (randomly) onecardfromtheEventDeck.

First Turn:Forthefirstturn,skipphasesA,C,andDoftheSequenceofPlay.DeterminetheInitiative(B)andthenproceedtoActiva-tion Phase (E).

Special Rules:ARZAWARule 10.1 is not used in this scenario. The Arzawa are deployed as noted in the setup. The Egyptian player controls the Arzawa at the start of play and throughout the scenario. The Arzawa startactiveandremainactive.WithhisfirstAMoftheturn,theEgyptianplayermayundertakeaMajorMoveusingtheArzawaunits prior to undertaking any actions with the Egyptian units. EachturntheArzawaAMgoesintotheAMpoolwhichgivestheEgyptianplayeranotherMajorMovewiththeArzawaunits.There is no cost to use this AM nor is a card drawn.During the Succession Phase, the Egyptian player randomly selects one of the remaining Kings for the upcoming turn. King Kupanta-Kurunta cannot be used. The King may be placed in any Arzawa Minor Kingdom City space that is not occupied by anenemyforce.Ifthereisnosuchspace,noKingisreceived.DuringtheEgyptianManpowerPhase,theArzawareceiveInfan-try units equal to the roll of 1d6, plus 1 Chariot unit. If the Arzawa control none of its starting cities, no units are received.TheEgyptian player places the units in any Arzawa Minor Kingdom City space that is not occupied by an enemy force. In addition to receivingnewunits, theEgyptianplayermayalso removeany DS (not Defense strength +1) markers from all Arzawa controlledCityspaces.DestroyedCitymarkersarenotremoved.

CANAANRule 10.3 is not used in this scenario. The Canaanite units are deployed as noted in the setup. The cities of Megiddo and Hazor are considered Independent cities in this scenario. The Hittite player controls the Canaanites at the start of play and throughout thescenario.TheCanaanitesstartactiveandremainactive.WithhisfirstAMoftheturn,theHittiteplayermayundertakeaMajorMovewiththeKadeshunitsandaseparateMajorMovewiththeQatna units. The two Canaanite city’s units are considered allied and friendly to one another so 12.1.1 and 12.1.2 apply. Although a givencity’sunitscancombinewiththoseofanother,agivenunitstillmayMoveonlyonceperActionSegment.Thesemovesareconducted prior to undertaking any actions with the Hittite forces. EachturntheCanaanAMgoesintotheAMpoolwhichgivestheHittiteplayeranotherpairMajorMove(s)withtheCanaaniteunits. There is no cost to use this AM nor is a card drawn. The CanaaniteshavenoKings;however,theplayermayaddone(+1)tothemovedierollifaforce’sMoveoriginatesinthehomecityof any unit in that force.

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During theHittiteManpowerPhase, theCanaanites receiveInfantry units equal to the roll of 1d6, plus 1 Chariot if at least one of the cities is controlled by the Canaanites. If only one is controlled, no more than 2 Infantry can be raised regardless of the die roll. The Hittite player can distribute these units between thetwocitiesasheseesfit.Inadditiontoreceivingnewunits,theHittiteplayermayremoveanyDS(notDefense strength +1) markers from all Canaanite controlled City spaces. Destroyed Citymarkersarenotremoved.

VictoryVictory in Genesis goes to the player with the most Victory Points at the end of the game. The formula is simple; a player earns VP equal to the EW for each controlled City space if he can trace a Trade Route from the City space to his Capital, and one VP for each Monument located in a controlled city, no Trade Routenecessary.GivenmostVPwillcomefromcityEW,TradeRoutesareessential,andcanbevulnerablegiventhevariousways they can be blocked, with that potential increasing as a player’s empire expands. The experienced Pax Romanaplayerswereatfirstcooltothisvictoryformula,butallcamearoundandembracedthechangeafter playing the game. Most games will be decided on the last turn, though not all players may be in the running. Players that do well early on must continue to do well to win; those that suffer thewrath of the gods (adverseEvents) or aggressiveopponentsearlyonhavetimetorecover.

Player NotesThe players begin the game in control of a set of Home King-dom City spaces, and in some scenarios control of City spaces outside their Home Kingdom. During the game, these con-trolled City spaces are the source of a majority of the players’ Silver($)earnedthroughIncomeandTribute.Likethevictoryformula, Income depends on a Trade Route to the Capital, so keeping them open throughout the game is extremely impor-tant. Demanding Tribute doesn’t require a Trade Route, but comeswiththeriskofputtingaCityspaceInRevolt.Revoltsareproblematicalinanumberofways,butcanbedevastatingsince Trade Routes cannot be traced through them.Players must expand by gaining control of City spaces to suc-ceed;notallCityspacesareequallyvaluablevaryingfrom4to1 in EW and from 5 to 1 in DS. Controlling the higher EW City spaces ties up less manpower and eases the burden of keeping Trade Routes open. Under certain circumstances, it can make strategic sense to destroy a City rather than add it to the empire. Destroyed cites produce no wealth, but more importantly block Trade Routes through the space.

BARBARIANSIftheAzzi-HayassaorUrartuarerolledontheBarbarianInva-sions Table, roll again. If either is rolled on the re-roll, treat as NoEvent.

Historical Options:• Use the Historical Appearance of Kings.

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Kings and Combat UnitsThe main tools used in the expansion of his empire are the player’s King and combat units—Infantry and Chariots. Infantry units can be used in any combat situation, so will form the bulk ofaplayer’soffensiveforcesandcanbeusedtoaugmentthedefensesinkeycities,whileprovidingsomeprotectionagainstrevolts.TheycostnothingwhenraisedduringtheManpowerPhase, though the player is limited by his Manpower Maximum. TheycanalsoberecruitedduringtheActivationPhase,butatacost.Chariots,particularlyathigherChariotTechnologylevels,canproducedecisiveresultsagainstopponentswithfewerornoChariots.Chariotscanbeeffectiveatdenyingsecurepas-sage into adjacent spaces through the threat of interception, particularlywhenstackedwiththeKing.Theyare,however,uselessinanycombatwhereacity’sdefensesareinvolved,aswell as in any Mountain space. Unlike Infantry, Chariots are asignificantdrainontheTreasury,costing5$toraise,doublethattorecruit,and3$perturnjusttoremaininplay.TheplayersreceiveaKingunitofvaryingcapabilitieseachturn for free; his Campaign rating granting extra MP in a Major Move,hisTactical ratingenablingpotential favorable shiftsinBattleandafavorableDRMoninterceptionattempts.TheKing’sBDRshiftadvantage isoften thedifferencebetweenwinning and losing a battle, but in each Battle where a King is present,thereisachancehewillbeKilled,alosssignificantbut not necessarily catastrophic.

Peasants and SlavesPeasantandSlaveunitsplayakeyroleinsustainingtheplayers’conquests. Their most important function is building/rebuilding; city defenses, Monuments, destroyed cities, and occasionally new cities. Rebuilding a captured city’s DS is by far the most common action, creating defensiveBP and neutralizing theChariot menace. Building monuments contributes directly to the players’VP totals and protects against some adverseeventswhile enabling others. Rebuilding a destroyed city,though costly and requiring an Infantry unit as well, can be critical in restoring a Trade Route, while building a new city in a Transit space can block enemy Trade Routes and hinder enemyChariotforces.Peasantunitshavetheadditionalabilityto control spaces, freeing up combat units from garrison duty. ThereisnocosttoraiseeitherPeasantsorSlaves,theformerraisedbyconvertingInfantryunits,andthelatterearnedthroughvictoryinbattle.HowmanyInfantrytoPeasantsisoneofthemany decisions a player must make in balancing the need to sustain what he has gained against his need to expand.

Event CardsA critical feature to the play of Genesis, and one that contrasts with Pax Romana, is thedrawofanEventCardwithevery playerAM.MostEventcardscanbeaddedtoaplayer’shand,playedatafavorableopportunity,andaregenerallybeneficialtotheplayer.However,17Eventcardsmustbeplayedimme-diately,manyadverselyeffectingtheplayerdrawingthecard,although some, like theBarbarian Invasion cards, offer theplayeranopportunitytowreakhavocwithhisopponents.Care

must be taken, particularly during the last turn of the game, to prepareforthepossibilityofaRebellionorBarbarianInvasion.

TreasuryPlayerswillrarelyhavetheSilvernecessarytodoallthingsthey need or want to do. Raising and maintaining a large force of Chariots is a sure way to break the bank, so their use must be balanced against the need to do other things, most impor-tantly building defenses, Monuments, and an occasional city. SilverisoftennecessarytorecruitInfantrytoaddmasstoanoffensiveforce,replacelosses,ortoadequatelygarrisonkeycities.AdverseEventscandepleteaTreasury,oftenatamostinopportunetime.And,keepinmindthe1$perAMrequiredtotakeactions;andno,notpayingdoesn’tpreventthedrawofanunpleasantEventcard.

EmpiresEachempirehasitsadvantagesanddisadvantages.Egypthasthe highest Home Kingdom income, is isolated, and has room to expand before coming into contact with the other player kingdoms.However, isolationmeanslongTradeRoutesanda higher risk of Rebellions. The two most potent Barbarian Powers—Libyans and Sea Peoples—can directly attack the EgyptianHomeKingdomCityspaces,andgiventhelowDSofthesespaces,theattackscanbedevastating.TheHittiteshavethelowestHomeKingdomincomeandnearbyplayerandMinorKingdomopponents.TheyhaveavirtuallyexclusiveopportunitytoexpandintoAnatoliaandarewithineasystrikingdistanceofthevaluableCharchemishandcitiesintheLevant.Arzawacanposeathreat,ascantheKaskans,while the nearby Mitanni will force the Hittite player to make some tough decisions on where to expand. The Mitanni are located in the center of the map, a position of great opportunity and great risk. Charchemish, Mari, and the Levant cities arewithin easy reach, noBarbarians threaten,andCanaan can be easily neutralized.They are, however,sandwichedbetweentheHittitesandAssyriasoearlyconflictwitheitherorboth,particularlywiththelatter,isverylikely.Babylonia’s situation is similar to that of Egypt; good Home Kingdom income, isolated with some room to expand, and a powerful non-player power, here Elam, a constant threat to its spaces.Elaminthehandsofanopponentcanbedevastating,socaremustbe taken toprepare for theeventuality.UnlessAssyria isaggressive in itsdirection,BabyloniacanexpandtowardsMariandfromthereintotheLevant.Anotherpossi-bilityistotakeAssyriaheadon,particularlyifAssyriamovesagainst the Mitanni. Assyria,withanaverageHomeKingdomincome,hasperhapsthetoughestpositiononthemapinafive-playergame,soisnot a kingdom for a player faint of heart. Assyria has limited expansionopportunities,soalackofSilverwillbeaconcernin the early going. Barbarians and Minors pose no threat, but theMitanniarerightnextdoor.EarlyconflictwitheithertheMitanniorBabyloniaisagiven,soitisoftenbestforAssyriatotaketheinitiative,particularlyagainsttheMitanniwhohaveto contend simultaneously with the Hittites.

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Extended Example of PlayThisexampleofplayportraysthefirstturnandtheinitialphasesofthesecondturnofthethreeplayerversionofScenario#4, Empires in Conflict. The Historical Appearance of Kings option is used in this example.

Notation Conventions:[1 MP]: MP remaining; here 1 MP[2d6=5]: Die roll and its result; here two dice are rolled with a result of 5.[1d6 +3=8]: Die roll, DRM and its result; here one die is rolled and3addedtogivethemodifiedresultof8.

Initial Setup:See the Scenario #4 three-player setup instructions. Egypt sets upfirst, followed by theHittites, and then theMitanni.Theclockwise seating order is Egypt, Hittites, and Mitanni.

EgyptTheEgyptianplayerplaceshisstartingSilver(24$)inhisTrea-suryandmarkshisChariotTechnologyLevel(2)andManpowerMaximum (24) on his Kingdom Display Card. He places a MonuMent marker on the Thebes and Memphis spaces. He then deploys his units on the following spaces: • Thebes: King Amose I, 4 CH, 14 INF• Damascus: 5 INF• Sumur: 2 INF, 1 PS• Biblos: 1 INF, 1 PS• Schechem, Tyre: 1 INF• Sais, Tanis, Memphis, Gaza, Jerusalem, Megiddo, Hazor,

Sidon: 1 PS

HittitesTheHittiteplayerplaceshisstartingSilver(21$)inhisTreasuryandmarks hisChariotTechnologyLevel (2) andManpowerMaximum (22) on his Kingdom Display Card. He places a MonuMent marker on the Hattusa and Kanesh spaces. He then deploys his units on the following spaces:• Hattusa: King Arnuwanda, 4 CH• Charchemish: 6 INF, 1 PS• Hattip: 6 INF, 1 PS• Tarsus: 5 INF, 1 PS• Malatya: 3 INF, 1 PS• Samutta: 2 INF, 1 PS• Parha, Tarhuntassa, Adana, Ura, Lusna, Ahlathbal, Sapin­

uwa, Hakpissa, Samuhmitta, Lawazantiya, Ursu: 1 PS

MitanniTheMitanniplayerplaceshisstartingSilver(21$)inhisTrea-suryandmarkshisChariotTechnologyLevel(2)andManpowerMaximum (21) on his Kingdom Display Card. He places a MonuMent marker on the Waushukanni and Alshe spaces. He then deploys his units on the following spaces:• Waushukanni: King Arthashumara, 4 CH, 5 INF• Kadesh: 3 INF, 1PS• Aleppo: 2 INF, 1PS• Ribla: 2 INF• Ugarit: 2 INF• Ergani: 2 INF• Tadmar, Arvad, Hamath, Qatna, Emar: 1 INF• Haran, Irrite, Taita, and Nisibis: 2 PSAfter the players deploy their units, they are dealt one card each. TheHittitesreceivetheBegatEffect(#30)card,EgypttheAl-liance (#2) card, and the Mitanni the Local Insurrection (#35) card. The last card is a Play When Drawn card, which must be playedatthestartoftheMitanniplayer’sfirstActivationPhase.

Game Turn 5 ThescenariostartsonGameTurn5;thisexamplecoversGameTurn 5 and the start of Game Turn 6.

Succession PhaseSkippedonthefirstGameTurn.

Initiative PhaseThe Egyptian King Amose I has the highest Campaign Rating of alltheKingsinplay,sotheEgyptianplayerhastheInitiative.HepickstheHittitestogofirst.Playwillproceedaroundthetablewith the Mitanni going second and Egypt last. The Hittite player places one of his AMs on the AM #1 box on the Play Order Track. The Mitanni player places one of his on the AM #2 box, and the Egypt player places one of his on the AM #3 Box. The remaining 3 AMs for each player go into the AM Pool.

Wealth PhaseSkippedonthefirstGameTurn.

Manpower PhaseSkippedonthefirstGameTurn.

Activation PhaseTheHittiteplayerplaysthefirstAM,andwillbefollowedbytheMitanniplayer,andfinallyEgypt.AftereachplayerhashadanActivationPhase,playisbyrandomdrawfromtheAMPool.

Hittite Activation #1TheHittiteplayerpays1$anddrawsacard—BarbarianInva-sion (#18)—which must be played when drawn. Per the card’s instructions, he consults the BarBarian invasion taBle and rolls [2d6=9]—theKaskans.TheKaskansdon’tinvadeifrolledby

Extended Example of Play

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the Hittites, so the Hittite player rolls again [2d6=7]—the Sea Peoples invade.He consults theBarBarian forces chart to determinethesizeoftheinvasionforce.SincetheSeaPeoplearenot on the map, the force will include the 2-3 King and [2d6=8] 8 INF. The Hittite player controls these units, though they are friendly to no one. Place the Sea Peoples Control marker on the Hittite players Kingdom Display card as a reminder. TheHittiteplayernowconducts aMajorMovewith theSeaPeoplesforce.TheKing’sCampaignRating(+3)isaddedtothe1d6[1d6=2,+3=5MP]todeterminetheMPforthemove—5MPinthiscase.HedecidestoentertheforceatArvad,andsinceitis occupied, he places the force next to that space and prepares to attack. Prior to the attack and MP expenditure, the Mitanni player has the option to withdraw the unit occupying the space, and decides to do so. He consults the Pre-Battle WithDraWal taBle, and rolls [1d6 =2]. He may expend up 2 MP in the re-treatbutmustexpendatleast1MP,sohemovestheINFunittoHamath and then on to Aleppo. ArvadisnolongerunderMitannicontrolandrevertstoitsin-dependentstatus.However,itisFortifiedandmustbeattacked(Refer to the Battle Sequence in 8.2). The Sea Peoples force pays the 1 MP attack cost to do so [4 MP].Battle: Arvadisunoccupied,sotheCitymustbeusedindefense.TheSeaPeopleshave8BPwhileArvadhas1BP—itsDefenseStrength (see the Battle Point chart). The Sea Peoples force re-ceives8ShiftsfortheBattlePointRatio(seeBattle Point ratio shift chart), 2 Shifts for the King’s Tactical Rating, and 2 Shifts for the Sea Peoples’ special ability for a total of 12 Shifts (see Battle Die roll shifts chart)! The players make their Battle Die Rolls. The Hittite player rolls [1d6=5] for the Sea Peoples, while the Mitanni player (he is to the left of the Hittite player) rolls[1d6=6]onbehalfofthenowindependentArvad.TheHittiteplayer uses his 12 shifts to reduce Mitanni BDR to 0 (0% loss) and increase his BDR to 10 (100% loss). The one shift remaining iswasted.ArvadistheLoserandits1BPiseliminated—hereit’s DS—so a DS 0 marker is placed on the space. TheSeaPeopleshadaKinginvolvedsotheHittiteplayercon-sults the Death of a King taBle and rolls [2d6=6]—no effect. The force capturesArvad and occupies the space.BarbarianandMinorKingdomsdon’tplunderortakeslaves,sotheHittiteplayercontinuestheSeaPeoplesmove.

Illustration 1: The Sea Peoples attack Arvad.

TheHittiteplayerdecidestodestroyArvadandexpends1MP(Arvad’sEW)andplacesaDestroyeD city marker on the space [3MP].TheSeaPeoplesforcethenmovestoHamath[2MP]andprepares to attack. The Mitanni player again has the opportunity towithdrawanddoesso[1d6=1],movinghisINFunittoAleppo.NotethatiftheINFthatwithdrewfromArvadhadstoppedinHamaththatunitwouldnothavebeenabletowithdraw.As in thecaseofArvad,Hamath isno longerunderMitannicontrolbutisFortified,somustbeattacked[1MP].Battle: Hamath is unoccupied, so the City must be used in de-fense. Here the BP ratio is 8:2 for 4 shifts plus another 4 shifts for the King and the Sea Peoples’ special ability. The players make their Battle Die Rolls. The Hittite player rolls [1d6=3]; the Mitanni player rolls [1d6=5]. The Hittite player increases his roll to 8 and reduces the Mitanni roll to 2. Hamath incurs an 80% loss for 2 BP, which reduces its DS to 0. The Sea Peoples lose 2 INF to satisfy the 20% loss. The Hittite player checks for the Sea Peoples King [2d6=9]—no effect.

Illustration 2: The Sea Peoples attack Hamath.

The force captures Hamath and occupies the space. The force has 1 MP remaining; not enough to destroy Hamath and not enough tomoveandattack,sotheforcesstaysputandthemoveisover.The Sea Peoples AM is placed in the AM pool which will allow them to continue their rampage later in the turn.TheHittite player proceedswith hisActivationSegment.HefirstconductsaMajorMovewithhisKingand4CHinHattusa[1d6=1,+2=3MP]andmovestheforcetoLusnaviathetransitspaceandPurishanda[0MP].HethenconductsaMinorMovewith1INFinHattip[1d6=4,4MP]andmovestheunittoParha[3MP]andstopsthere.HeconductsanotherMinorMovewith1PSinParha[1d6=4,4MP]andmovestheunittoLusnaviaHattip, Tarhuntassa, and Adana [0 MP].

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Illustration 3: The Hittite moves.

TheHittitehasaRecruitactionavailablebutdecidesnottouseit anddeclareshe isfinishedwithhisActivationPhase.PlaymovestothenextAM…

Mitanni Activation #1The Mitanni player was dealt a Play When Drawn card during the setup, so must play that card now. The Local Insurrection cardrequiresthatheremoveaPSunit.HeremovestheHittitePS in Ursu. TheMitanniplayerpays1$anddrawsacard—Gold(#26)—anddecides to play the card immediately. He has a Trade Route to Ergani,butnonetotheothersites,socollects2$.TheMitanniplayerproceedswithhisActivationSegment.Heperforms a Minor action with 2 PS to start a Monument at Nisibis, pays2$,andplacesaMonuMent unDer construction marker on the space (see action anD exPenDiture suMMary chart for costs and other requirements). He uses another Minor action to do the samewith2PSatTaita,payingthe2$andplacingthemarker.HenextusesaRecruitactiontoplace2INFatQatnapaying2$.ForhisMajorMove, theMitanniplayerdecides todealwiththe Sea Peoples threat. He selects his King, 4 CH, and 4 INF at Waushukanni[1d6=5,+2=7MP]andmovestheforcetoQatnaviaIrrite,Harran,andEmar[3MP].Theforcepicksup4INFthere[2MP],movestoHamath[1MP]andpreparestoattack.The Hittite player (who controls the Sea Peoples) will attempt to withdraw.TheMitanniforce,however,hasChariotSupremacy,and declares that he will hinder the attempt [1d6=3, -3 = 0]. The Seapeoplescannotwithdrawandmustfight.Battle: The Mitanni force expends 1 MP to attack [0 MP]. HamathisUnfortified(DS=0)sothecitycannotbeusedinthedefense.TheMitannihave16BP(CHareworth2BPatChariotTechnologyLevel2);TheSeaPeoples6BP.TheBPRatiois16:6givingtheMitanni3shifts.Theall-importantChariotSupremacygivestheMitannianother5shifts!TheTacticalRatingsoftheKings(2-1)favortheSeaPeoples,reducingtheshiftsby1,while

the Sea Peoples special ability reduces the shifts by 2 more. Net 5shiftsintheMitanni’sfavor.Nocardsareplayed.

PLAY NOTE: That the Sea Peoples were not located in a FortifiedcityiscrucialtotheMitanniattack.IfaCityisusedin the defense, Chariots cannot participate in the battle. The Mitanniwouldlose8shiftsandtheSeaPeopleswouldhavehada3shiftadvantage.

The players make their Battle Die Rolls. The Mitanni [1d6=3]; Hittite/Sea Peoples [1d6=3]. The Mitanni player increases his roll to 5 and reduces the Hittite roll to 0. The Sea Peoples lose 50% of their force [3 INF], while the Mitanni incur no losses. Both play-ers, roll for their Kings: Mitanni [2d6=6], Sea Peoples [2d6=10] andbothsurvive.AstheLoser,theHittiteplayerdecidesnottoretreattheSeaPeoplesforce,andsincetheMitannihavenoMPremaining to force a retreat, the Mitanni force must regroup to Qatna. As the Winner in a battle where an enemy INF unit was eliminated, the Mitanni gain 1 SL unit which is placed in Qatna.

Illustration 4: Mittani moves & their attack against Hamath.

PLAY NOTE: If the Sea peoples had retreated, their losses wouldhavebeenreducedby10%-heresaving1INF-buttheMitanniwouldhavebeenabletoremaininHamath.

TheMitanniplayerhasusedallhisactions.PlaymovestothenextAM…

Egypt Activation #1TheEgyptianplayerpays1$anddrawsacard—RaisetheMilitia(#43)—and places the card in his hand. TheEgyptianplayerproceedswithhisActivationSegment.Heuses a Recruit action to place 2 INF on each of Megiddo, Hazor, Damascus,andSumurspacespaying8$.He thenperformsaMinor action with 1 PS to build up the City Defense at Sais, pays 2$,andplacesaDefense strength +1 marker on the space. He uses another Minor action to do the same with 1 PS at Memphis, payingthe2$andplacingaDefense strength +1 marker there. TheEgyptianplayerconductsaMajorMovewithhisKing,4CH,and13INFatThebes[1d6=4,+3=7MP]movingtheforcetoHeliopolisviathetransitspace[5MP]wherehedropsoff1INF(thereisnocosttodothis).TheremainderoftheforcethenmovestoJerusalemviaTanis,thetwotransitspaces,andGaza[0MP].

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TheEgyptianplayerhasusedallhisactionssoplaymovestothe next AM, which are now, and until the end of the Game Turn randomly drawn from the AM pool. One of the players takes an AM from the pool: it’s the Hittite AM.

Hittite Activation #2TheHittiteplayerpays1$anddrawsacard—Horus(#55)—andplaces the card in his hand. TheHittite player proceedswith hisActivationSegment.HeconductsaMajorMovewithhisKingatLusna[1d6=6,+2=8MP]andmovestheKingalonetoHattip[7MP].TheKingpicksup5INFthere[6MP],thenmovestoHapalla[5MP]andattacks the city [4 MP].

PLAYNOTE:Akingmovingalonecanmovevirtuallyanydistancefor1MP.Thisprovidesaplayerconsiderableflex-ibilityinusinghisKingwithdifferentforcesinthesamemovegivenenoughMP.

Battle: The city is automatically used in the defense. The BP ratio is 5:2 in favor of theHittites giving them2 shifts.TheHittite King adds another for 3 shifts. The players make their Battle Die Rolls—the Mitanni player will roll on behalf of the Minor Kingdom City.The Hittite player rolls [1d6=6]; Mitanni/Arzawa [1d6=5].The Hittite player increases his BDR to 8 and deceases the Mitanni BDR to 4. Hapalla incurs an 80% (2 BP) loss, which reduces its DS to 0. The Hittites lose 40% of their force (2 BP) so eliminate 2 INF. The Hittite player then rolls for his King [2d6=12]. Ouch. TheHittiteKingisKilledandremovedfromplay[3MP].TheHittite force captures Hapalla and occupies the space. The Hittite playerplundersthecityfor1$(halfitsEW,roundedup).Smart-ing from the death of his King, the Hittite player decides to end hismoveinHapallaforgoing,the3MPremaininginthemove.The Hittite player continues his Action Segment with a Minor Moveof1PS fromLusna [1d6=4] toHapallavia the transitspaces [1 MP]. He then conducts a Minor action with that same PStorebuild2DSatHapalla,pays4$andremovestheDS0marker. The Hittite player decides not to Recruit.One of the players takes an AM from the pool: it’s the Hittite AM. They get to go again.

Hittite Activation #3TheHittiteplayerpays1$anddrawsacard—RaisetheMilitia(#44)—and places the card in his hand. TheHittiteplayernowproceedswithhisActivationSegment.HeconductsaMajorMovewith1PSatHapalla[1d6=4MP]andmovestheunittoPurishandaviathetransitspaces[1MP]andstopsthere.HethenconductsaMinorMovewith1PSatLusna[1d6=2MP]andmovestheunit toPurishanda[1MP]and stops there.

PLAY NOTE: Keep in mind that a player can perform a Major MovewithoutaKingandwithasmanyorasfewunitsashecares to include.

He continues by conducting a Minor action with 2 PS to start aMonumentatPurishanda,pays2$,andplacesaMonuMent unDer construction marker on the space. The Hittite player decides not to Recruit.One of the players takes an AM from the pool: it’s the Mitanni AM.

Illustration 5: Hittite expansion and construction.

Mitanni Activation #2TheMitanniplayerpays1$anddrawsacard—Plague (#42)which must be played immediately. Per the card instructions, he reduces his Manpower Maximum by 2 to 19 and then rolls [1d6=4]andhalvestheresult.Hedecidestoremove1PSand1SL from the Qatna space.TheMitanniplayerproceedswithhisActivationSegment.HeconductsaMinoractionwith2PSatNisibistofinishtheMonu-mentthere,pays2$,andflipsthemarkertoitsMonuMent side. He conducts a Minor action with 2 PS at Taita to do the same. He thenconductsaRecruitactiontoplace2INFatQatnapaying2$.TheMitanniplayernextconductsaMajorMovewithhisKing,4CH,and10INFatQatna[1d6=6,+2=8MP]andmovestoHamath [7 MP] to attack. The Hittite player (who controls the Sea Peoples) will attempt towithdraw theunits there.TheMitanni force,however,hasChariot Supremacy, so that player declares he will hinder the attempt[1d6=5,-3=2]butfails.TheSeaPeoplesforcemovestoArvad and stops—there is nowhere else to go.Hamath isUnfortifiedsothereisnoattackandtheMitanniforcecapturesthecity,gaining1$inplunderforitseffort.TheMitanniplayerdropsoff1INFinHamathandmovestheremainderoftheforcetoArvad[6MP].SincetheSeaPeoplescannotwithdrawagainduringthesamemove,theforceattacks[5MP].Battle:WithArvadUnfortified, the Sea Peoplesmust fightwithoutthebenefitofcity’sdefenses.TheMitannihave17BPtotheSeaPeoples3BPgivingthem6shifts.Theyreceivean-other5shiftsforChariotSupremacy.TheSeaPeopleshavethebetterKing(1shift)andhave2shiftsfortheirspecialability.Anet shift of 8 for the Mitanni. No cards are played. The players make their Battle Die Rolls—Mitanni BDR [1d6=3], Hittite/Sea

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Peoples [1d6=4]. The Mitanni player increases his BDR to 7 and reduces the Hittite/Sea Peoples BDR to 0. The Sea Peoples incur a 70% loss for 2 BP eliminating 2 INF. The Mitanni incur no loss. Both players, roll for their Kings: Mitanni [2d6=7], Sea Peoples[2d6=6]andbothsurvive.TheSeaPeoplesforcehasnowhere to retreat, so stand. Since he has MP to burn, the Mitanni player decides not to force the retreat so his force must regroup to Hamath. He adds 1 SL to his force due to the elimination of an enemy INF unit.Continuingwithhismove,the17BPforcemovestoArvadagainleavingthenewlyacquiredSLwiththeINFunitinHamath[4MP]andattacks[3MP].Thelopsidedbattlehas19Shiftsinfavorof the Mitanni. Mitanni BDR [1d6=1]; Sea Peoples [1d6=6]. He uses 15 shifts to eliminate the entire Sea Peoples force without a loss. And with a King roll [2d6=4], he escapes retribution for themassacre.Hereceives1SLatArvadasareward.Leaving1SLand1INFatArvad,hemovestherestoftheforcetoKadesh[2MP]andstopsthere,satisfiedwithhisgreatvictoryoverthebarbarians. With no Sea Peoples units in play, the Hittite player losescontrolofthepowerandremovestheSeaPeoplesControlmarker from his Kingdom Display.One of the players takes an AM from the pool: it’s the Mitanni AM. They get to go again.

Illustration 6: Aftermath of the extermination of the Sea Peoples.

Mitanni Activation #3TheMitanniplayerpays1$anddrawsacard—Amun-Ra(#8)—and places the card in his hand. TheMitanniplayerproceedswithhisActivationSegment.Heconducts aMajorMovewith hisKing and1 INFatKadesh[1d6=2,+2=4MP]andmovestoAleppoviaQatnaandHamath[1MP],dropsoff theINF,andthenmoveshisKingalonetoKadesh[0MP]viathesameroute.HethenconductsaMinormovewith1PSatNisibis[1d6=1MP]andmovestheunittoWaushukanni. He performs a Minor action with 2 PS to start aMonumentatIrrite,pays2$,andplacesaMonuMent unDer construction marker on the space. He decides not to Recruit.One of the players takes an AM from the pool: it’s the Egypt AM.

Egypt Activation #2TheEgyptian player pays 1$ and draws a card—Amun-Ra(#7)—and places the card in his hand. TheEgyptianplayerproceedswithhisActivationSegment.Heperforms a Minor action with 1 PS to build up the city defenses atSumur,pays2$,andplacesaDefense strength +1 marker onthespace.HeconductsaMinormovewith1PSatMegiddo[1d6=2MP]andmovestheunittoDamascusviaHazor[0MP].HethenconductsaMajorMovewithhisKing,4CH,and12INFatJerusalem[1d6=4,+3=7MP]andmovestheforcetoRiblaviaSchechem,Megiddo,Hazor,Damascus,andthetransitspace and prepares to attack [1 MP]. The Mitanni player decides to intercept with his King, 4 CH, and 9 INF from Kadesh. He rolls [2d6=8] and consults the intercePtion taBle.Thereis+1DRMforhisKing,+3DRMforinterceptingfromacityspace,and+1forinterceptingintoafriendlycityspace.ThemodifiedDRis13sotheattemptsucceeds.ThebattleforRiblaison…Battle: Since this an interception, the Mitanni are the Attackers andtheEgyptianstheDefenders(theycannotwithdraw).GiventhattheMitanniforceinterceptedintoafriendlyFortifiedCity,the Mitanni player may include in the battle one or both INF presentinthespace,whichhechoosesnottodo.Citiesareneverused in a battle brought about by an interception. The Mitanni have17BPtotheEgyptians20BP.TherearenoshiftsforBPRatio.TheEgyptiansreceive2shiftsforthedifferencebetweenthe Kings’ Tactical Ratings (3-1). There is parity in CH, so the finalshiftis2infavorofEgypt.Nocardsareplayed.Theplayersmake their Battle Die Rolls—Mitanni BDR [1d6=6], Egypt DR [1d6=1]—a bad day for the sons of the Nile. The Egyptian player reduces the Mitanni BDR to 4 for a 40% loss (8 BP) to his force andinflictsa10%loss(2BP)ontheMitanniforce.Bothplayersroll for their Kings: Mitanni [2d6=11], Egypt [2d6=9] and both survive.TheEgyptianforceistheLoserbutrefusestoretreatvoluntarily.TheMitanniplayer,however,forcesthemtodoso.The Egyptian loss is reduced to 30% (6 BP) due to the retreat. The Egyptian player must eliminate 2 CH (4 BP) and 2 INF (2 BP)tofulfillhisloss.TheMitanniplayermusteliminate1CH(2BP)tofulfillhis.TheEgyptianforceretreatstoDamascusand spends 1 MP for losing the battle [0 MP]. The Mitanni force remains in theRibla spaceand receive1SL there.Since theEgyptian King was defeated, the Mitanni player seizes [1d6=4] 40%ofthe8$intheEgyptianTreasuryandplacesthe3$inhis.Lowon$,theEgyptianplayerchoosesnottorecruit.

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Illustration 7: Aftermath of the Battle of Ribla.

One of the players takes an AM from the pool: it’s the Egypt AM. Egypt goes again.

Egypt Activation #3TheEgyptianplayerpays1$anddrawsacard—Dagon(#21).Hecollects2$forhistwoMonumentsandheplacestheDagon marker on his Kingdom Display card as a reminder that he re-ceivesa+1DRMtohisnextManpowerGrowthroll.TheEgyptian player proceedswith hisActivationSegment.HeconductsaMinorMovewith1PSatSais[1d6=3MP]andmovestheunittoHeliopolisviathetransitspaceandMemphis[0 MP]. He performs a Minor action with 1 PS to build up the citydefensesatTanis,pays2$,andplacesaDefense strength +1 marker on the spaceHethenconductsaMajorMovewithhisKing,4CH,and14INFatDamascus[1d6=6,+3=9MP]andmovestheforcetoRab-bahviaHazorandthetransitspace[6MP]andattacks[5MP].Battle: The city must be used in the defense. The CH play no part in the battle. Egypt has 14 BP to Rabbah’s 2 BP for 7 shifts. The Egyptian King adds 3 more for 10. The Hittite player rolls for the city. No cards are played. The players make their Battle Die Rolls—Egyptian BDR [1d6=5], Hittite/Rabbah BDR [1d6=5]. The Egyptian player uses 5 shifts to reduce his losses to 0, and adds 5 to increase Rabbah’s to 100%. The Egyptian player rolls forhisKing[2d6=5]andhesurvives.ADS0markerisplacedon the space. The Egyptian force captures Rabbah and plunders itfor1$.TheEgyptianplayercontinueshismove,leaving1INFbehindatRabbahtomaintaincontrolandmovestheremainderofhisforcetoEilatviathetransitspaces[1MP]andattacks[0MP].Battle: The city must be used in the defense. The CH play no part in the battle. Egypt has 13 BP to Eilat’s 1 BP for 13 shifts. The Egyptian King adds 3 more for 16. No cards are played. Since 15 shifts will guarantee 100%/0% losses, the players forego the rolls. The Egyptian player rolls for his King [2d6=7] and he is

unaffected. A DS 0 marker is placed on the space. The Egyptian forcecapturesEilatandplundersitfor1$.The Egyptian player decides not to Recruit.One of the players takes an AM from the pool: it’s the Egypt AM. Egypt cannot go three times in a row unless there are no other AMs in the pool, so another AM is drawn and the Egypt AM goes back into the pool. This time it’s the Hittites.

Hittite Activation #4ThisisthelastHittiteactivationfortheturn.TheHittiteplayerpays1$anddrawsacard—Gold(#27).Healreadyhasthreeholdcards in his hand so must either play or discard the Gold card, or play or discard a card from his hand to make room. He plays theGoldcardandcollects6$forKaneshandthetworesourcetransit spaces that connect to his capital.TheHittite player proceedswith hisActivationSegment.HeconductsaMinoractionwith2PSatPurishandatofinishtheMonumentthere,pays2$,andflipsthemarkertoitsMonuMent side.HeconductsaMinormovewith1PSatPurishanda[1d6=3MP]andmovestheunittoHapallaviathetransitspaces[0MP].TheHittiteplayerthenconductsaMajorMovewith6INFatCharchemish[1d6=6MP]andmovestheforcetoUrsu[5MP]and attacks [4 MP].Battle: The city must be used in the defense. The BP ratio is 6:1 for 6 shifts. The Mitanni player will roll for Ursu. No cards are played. The players make their Battle Die Rolls - Hittite BDR [1d6=2], Mitanni/Ursu BDR [1d6=6]. The Hittite player uses his 6 shifts to decrease his opponent’s BDR to 0. His 20% result isn’t enough to eliminate the 1 BP, so the Hittite force must regroup to Charchemish. The Hittites did not lose the battle so there is no 1 MP penalty. Hopingforbetterdice,theHittiteplayermovesthe6INFforceagain to Ursu [3 MP] and attacks [2 MP]. Battle: The city must be used in the defense. The shifts stay at 6. No cards are played. The players make their Battle Die Rolls—Hittite BDR [1d6=5], Mitanni/Ursu BDR [1d6=2]. The Hittite player decreases his opponent’s BDR to 0 and increases his roll to 9, a 90% or 1 BP loss for Ursu. A DS 0 marker is placed on the space. The Hittite force captures the city and plunders it for1$.Leaving1INFinUrsutomaintaincontrol,theHittiteplayermovestherestoftheforcebacktoCharchemish[1MP]and stops there. The Hittite player decides to play his Begat Effect card, takes 1 PS from Hapalla, and places it on Masa.The Hittites player chooses not Recruit. One of the players takes an AM from the pool: it’s the Mitanni AM.

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Mitanni Activation #4This is the lastMitanni activation for the turn.TheMitanniplayerpays1$anddrawsacard—Traitor(#50)—andplaysitimmediately. He decides to strike at Egypt and takes a random card from that players hand—the Raise the Militia (#43). TheMitanniplayerproceedswithhisActivationSegment.HeperformsaMinoractionwith2PSatIrritetofinishtheMonu-mentthere,pays2$,andflipsthemarkertoitsMonuMent side. HeconductsaMajorMovewithhisKingand3CH,9INF,and1SLatRibla[1d6=4,+2=6MP]andmovestheforcetoHamathviaKadeshandQatna[3MP].AnEgyptianforcefromSumurcould try to intercept, but is outmatched so the Egyptian player wavestheMitannihordeon.Theforcepicksup1SLatHamath[2MP]andreturnstoKadeshviaQatna[0MP]—andagaintheEgyptian passes on the interception opportunity. The Mitanni playerthenconductsaMinormovewith1PSatNisibis[1d6=1MP]andmovestheunit toWaushukanni[0MP].Hedecidesnot to Recruit.One of the players takes an AM from the pool: it’s the Sea Peoples AM.SincetheSeaPeopleshavenounitsonthemap,theAMisignored. The Egypt AM is the last.

Egypt Activation #4TheEgyptian player pays 1$ and draws a card—BarbarianInvasion(#16).Thiscardmustbeplayedwhendrawn.Herolls[2d6=7] on the BarBarian invasion taBle—the Sea Peoples again!TheSeaPeoplesarenotonthemap,soanewinvasionforce comes intoplay.He rolls [2d6=8] and receives the2-3Kingand8INF—dejavu.TheSeaPeoplesControlledmarkeris placed on the Egyptian player’s Kingdom Display card as a reminder.HechoosestostarttheMajorMovebyinvadingatArvad[1d6=6,+3=9MP]andplacestheSeaPeoples’forcethere. The Mitanni player has an interception opportunity from Kadesh and will use his King, 3 CH and 9 INF in the attempt [2d6=7,+1King,+1tofriendlyCityspace,+3fromaCityspace=12] and succeeds. The Mitanni INF and SL in the space must joinintheattacksinceArvadisUnfortified.Battle: The BP ratio is 16:8 for 2 Mitanni shifts plus 5 more shiftsforChariotSupremacyfor7shifts.TheSeaPeopleshave1 shift for their King’s Tactical Rating difference and 2 shifts for their special ability. Net 4 shifts for the Mitanni. No cards are played. The players make their Battle Die Rolls—Mitanni BDR [1d6=5], Egypt/Sea Peoples BDR [1d6=3]. The Mitanni reduces his opponents BDR to 0 and increases his BDR to 6. The Mitanni incur no loss while the Sea Peoples lose 60% or 5 BP. TheSeaPeoplesaretheLoserandhavenowheretoretreatsostand, but the Mitanni player forces the retreat (there is no cost on an interception) so the entire force is eliminated. The Mitanni King survives [2d6=6] his second glorious decisive victoryovertheSeaPeoples!TheMitanniforceremainsinArvadandacquiresanother1SLthere.TheEgyptianplayerremovestheSea Peoples Controlled marker from his Kingdom Display and noAMisplacedinthepool.NotethateveniftheSeaPeoplesremained in play, there AM would not be placed in the pool since it was drawn once already this Game Turn.

PLAYNOTE:GiventheproximityofthestrongMitanniforceatKadesh,invadingatArvadwasnotthebestchoice.NearbyUgarit,eventhoughwelldefended,wouldhaveprovidedtheEgyptian player a better chance at damaging the Mitanni.

Illustration 8: The Mitanni vanquish the Sea Peoples—again!

TheEgyptianplayernowproceedswithhisActivationSegment.HeconductsaMinormovewith1PSatMemphis[1d6=1MP]andmovestheunittoHeliopolis[0MP].HethenconductsaMajorMovewithhisKing,2CH,and12INFatEilat[1d6=5,+3=8MP]andmovestheforcetoGazaviathetransitspace[6MP],leaves1INFthere,movestheremainderoftheforcetoHazorviathetransitspacesandMegiddo[2MP],andstopsthere.HeconductsaMinorMovewith1PSatGaza[1d6=4MP]toTanis [1 MP] and stops there. The Egyptian player chooses not torecruit.WithnomoreAMsinthepool,theActivationPhaseis complete and play proceeds to the Isolation Phase.

Isolation PhaseTheMitanniforceinArvad(DestroyedCity)isisolatedsosufferattrition. The Mitanni player consults the attrition taBle and rolls [1d6=2] so must lose 1 unit. He must eliminate a CH unit. Segments 2-4 are not applicable.

End Turn PhaseNo new Chariot card appeared so there is no change to the Chariot TechnologyLevel.Fordiscards,theEgyptianplayerkeepstheAmun-Ra card and discards the rest. The Hittite player keeps his one card, while the Mitanni player keeps his Amun-Ra card anddiscardstheothers.Thedeckanddiscardsareshuffledintoa new draw deck.TheEgyptianplayerhas40VPand3$inhisTreasury.TheHittiteplayerhas38VPand13$inhisTreasury.TheMitanniplayerhas37VPand6$inhisTreasury.

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© 2015 GMT Games, LLC

SourcesBaines, John and Malek, Jaromir; Atlas of Ancient Egypt

(1983)Bryce,Trevor;TheKingdomoftheHittites(1998)Hunt, Norman; Atlas of Ancient Mesopotamia (2004)Kuhrt, Amelie; The Ancient Near East (1995) Podany, Amanda; The Brotherhood of Kings (2012)Macqueen, J. G.; The Hittites and Their Contemporaries in

Asia Minor (1996)Nemet-Nejat, Karen Rhea; Daily Life in Ancient Mesopotamia

(1998)Rogers, Robert Williams; History of Babylonia and Assyria

(Classic Reprint, 2012)Spalinger, Anthony J.; War in Ancient Egypt: The New

Kingdom (2005)Stillman, Nigel and Tallis, Nigel; Armies of the Ancient Near

East, 3,000 BC to 539 BC (1984)Wachsmann, Shelley; Seagoing Ships and Seamanship in the BronzeAgeLevant(2008)

Wikipedia; The Free Encyclopedia

Game Turn 6Succession PhaseThetwoKingsonthemapareremoved.TheGameTurn6Kingsare placed in the players’ capitals.

Initiative PhaseThe Egyptian King has the highest Campaign Rating so the EgyptianplayerhastheInitiative.He picks theHittite player to gofirst,with theMitanni andEgyptian players following in turn.

Wealth PhaseThe players collect Income and then may demand Tribute. Each Tributeattemptraisesthepotentialforarevoltdeterminedbyadieroll.Ifacityrevolts,thereisthepossibilitythatitwillbesuppressed immediately, determined by another die roll.

HittitesIncome: 35$Tribute:• Hapalla1[1d6=3]NoRevolt• Tarsus3[1d6=6]NoRevolt• Ursu1[1d6=3]NoRevolt• Malatya1[1d6=5]NoRevolt• Samutta1[1d6=3]NoRevoltTreasury:13$+35$+7$=55$

MitanniIncome–32$Tribute: NoneTreasury=6$+32$+0$=38$

EgyptIncome:38$Tribute:• Megiddo3[1d6=3]Revolt[1d6=1,3EW+3DS-2INF=4]InRevolt

• Tyre 3 [1d6=3]Revolt [1d4=6, 3 EW+3DS -1 INF =5]Suppressed

• Sidon3[1d6=6]NoRevolt• Byblos3[1d6=6]NoRevoltTreasury:3$+38$+12$=53$

Manpower PhaseHittitesThe Hittite player consults the ManPoWer groWth taBle and rolls [1d6=3]. He increases his Manpower Maximum to 23. He maintainsall4CHunitsatacostof12$leavinghim43$inhisTreasury. With only 20 INF on the map, he raises 3 INF to match his Manpower Maximum and places 1 INF at Kummanni and 2 INF at Purishanda. He does not raise PS.

MitanniThe Mitanni player consults the ManPoWer groWth taBle and rolls [1d6=5]. He increases his Manpower Maximum to 21. He maintainsall3CHunitsatacostof9$leavinghim29$inhisTreasury.Sincehehas25INFonthemap,hemustremove4INF to match his new Manpower Maximum. He takes one from Ugarit,Ribla,Arvad,andAleppo.HedoesnotraisePS.

EgyptThe Egyptian player consults the ManPoWer groWth taBle and rolls[1d6=5,+1forDagon].HeincreaseshisManpowerMaxi-mumto26.Hemaintainsall2CHunitsatacostof6$leavinghim47$inhisTreasury.Sincehehas30INFonthemap,hemustremove4INFtomatchhisnewManpowerMaximum.Hetakes one from Heliopolis and Hazor, and two from Damascus. Hethenraises4CHfor20$leaving27$inhisTreasuryandplaces them in Tanis. He then raises 2 PS in Eilat and Rabbah replacing 1 INF in each space.

Activation PhaseTheHittiteplayerplaysthefirstAM,followedbytheMitanniplayer,andfinallyEgypt.Afterthis,playisbyrandomdrawofthe AM.

So ends this example. You may continue on with the game if you wish.

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Minor Kingdoms and Independent Cities

Major Kingdoms

The LevantCity EW DSAleppo 1 2Arvad 1 1Biblos 3 2Charchemish 4 4Damascus 2 3Eilat 1 1Gaza 1 2Hamath 2 2Jerusalem 2 3Rabbah 1 2Ribla 1 2Schechem 1 2Sidon 3 2Sumur 1 2Tyre 3 3Ugarit 4 4

MesopotamiaCity EW DSAkshak 2 2Awan 1 1Der 1 2Dur Sharukan 1 1Dur Kurigalzu 1 2Emar 2 2Eridu 1 1Eshnunna 1 2Hit 2 2Mari 4 3Samarra 2 2Sippat 2 3Tadmar 2 2Terga 2 2

ElamCity EW DSSusa 3 4

AnatoliaCity EW DSAhlathbal 1 1Azzi 0 2Ergani 3 1Hakpissa 1 2Hattip 1 2Hayassa 0 2Ishuwa 1 2Lawazantiya 1 2Lusna 1 2Malatya 1 3Masa 1 2Pala 1 2Parha 1 2Samuhmitta 1 1Samutta 1 2Sapinuwa 1 2Tarhuntassa 1 2Tarsus 3 3Troy 3 5Tushpa 1 2Ura 2 2Ursu 1 1Wilusa 2 2Adana 1 2

ArzawaCity EW DSApasa 3 3Milawata 3 2Mira 2 3Wallarima 1 2Hapalla 1 2Dalawa 1 1Hindawa 1 1

CanaanCity EW DSKadesh 3 3Megiddo 3 3Hazor 2 3Qatna 2 3

Historical Kings Game Turn Egypt Hittite Mitanni Assyria Babylonia 1 Memeferre Ay Labarna Kirta Shamsi-Adad I Hammurabi 2 Apepi Hattusli Baratarna Ishmi-Dagan I Samsu-Huna 3 Nabiriau Mursili Saussatar Libaya Abi-Eshuh 4 Kamose Tudhaliya Suttarna II Ashur-Nirari I Ammi-Ditana 5 Amose I Arnuwanda Arthashumara Puzar-Ashur III Ammi-Saduqa 6 Thutmose III Tudhaliya II Tushratta Enlil-nasir I Samsu-Ditan 7 Amenhotep III Suppiluliama Mattiwaza Nur-ill Agum III 8 Akhenaten Mursili II Satturar I Ashur-Uballit I Kadashman-Enlil I 9 Horemheb Muwatalli II Vashasatta Shalmaneser I Burna-Buriash II 10 Ramses II Suppiluliama II Satturar II Tukulit-Ninerta I Kashtiliash IV

EGYPTCity EW DSThebes 4 2Memphis 4 2Tanis 3 2Heliopolis 2 2Sais 2 2

HITTITECity EW DSHattusa 2 4Kanesh 3 3Purishanda 2 3Tuwanuwa 2 3Kummanni 1 3Amkuwa 1 2

MITANNICity EW DSWaushukanni 2 3Harran 3 3Nisibis 2 3Irrite 2 2Alshe 2 2Taita 1 2

ASSYRIACity EW DSAshur 3 4Nineveh 3 4Nuzi 2 3Kalku 2 2Arbik 2 2Shaushara 1 2

BabyloniaCity EW DSBabylon 4 5Kish 3 2Nippur 2 3Uruk 2 2Lagash 2 2Ur 1 2

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