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Email: firstname.lastname@example.org 1.0 Introduction • Assyrian Wars is a game for 1 to 5 players that simulates the struggle between Assyria and neighboring nations from 722 to 605 BC. The players play the part of one or more of the 5 powers represented in the game. The designer recommends having 3 or more players.
• Assyrian Wars classifies the countries in the game as powers, minor countries, minor cities,
Player Control Who plays which power depends on the number of players and the scenario.
If players cannot agree on who plays which power(s), each player rolls one die. The highest roller has first choice, etc. Minor Countries (Minors)
Cyprus, Petra, Adana, Malatia, Dilmun, and Zirkitia
Components Not Used Not used in Simple Assyrian Wars are counters for Mercenaries (orange), nomads (Scythians, Cimmerians Arabs, and Aramaeans)
Cards (except the Army group cards and the Assyrian home cards) Camps Assyrian Camp Assyria and all its allies. Rebel Camp (Rebels) All countries that oppose the supremacy of the Assyrian "King of the World". Neutral Countries All countries who are not at war on either side or allied to a power.
• See the scenarios about political status of each country in the beginning of the game.
1.2 Map The Map is divided into areas.
Round areas have no production.
Double rectangular areas contain a city or fortress.
Rectangular areas are used for countries with a fixed economic rating (Persia).
Areas with a number on top of the city (ECO level) represent rich cities with a strong economy.
Capitals have 2 towers and their names are underlined in red.
All areas have connections that indicate between which areas movement is allowed. The sea is divided into sea zones which are not needed. 1.3 Terrain The areas in the home country of a country have their national color printed within them and are called home areas.
There are no terrain effects just connections in the basic game.
There is neither naval movement nor are there ships in the basic game.
The number printed in the City is called the city defense. This is the number of battle dice the city provides against attacking besiegers. 2.0 Counters
2.1 Units 2.1.1Land Units Heavy Inf (HI)
• Each unit has a number and a symbol printed on it. The number is equal to the combat factor. Unit Class is not used.
The action rating is used for battle modifiers, interception and evasion rolls.
A leader’s command rating is the maximum number of regular units it may command.
Leaders always use their stronger side.
Kings work like leaders, but have no reduced value on the back. The reverse side represents another king.
Game Turn and Impulse Round markers are placed on the raid box underneath Trade.
4.2 Force Pool
The Force Pool of a country consists of all units a country has available for production but not yet built.
Markers and units that are not in a country’s force pool remain in the game pool. The game pool consist of all units and markers that are not on map or in the force pool of a power or active minor.
Place all available regular units of that country into the force pool.
5.0 Sequence of Play Actions are carried out in strict accordance with the following order: 5.0 Initiation of The Game Turn
(all countries at the same time) 5.1 Initiate Turn 6.0 Action Phase, (see 6.0). Turn End The turn ends after the 5thimpulse round 7.0 Interphase, (see 7.0) 5.1 Initiate Turn Return the 3 home cards to Assyria.
Conquered countries remove all city damage markers at no cost. 5.2 Tribute There is no tribute in the basic game. 6.0 Action Phase
The Impulse Track lists all countries starting with Assyria and ending with the Scythians. Since the basic game does not use Nomads, an impulse round ends after Persia finished its impulse.
In the beginning of a game the impulse marker starts on the Assyria space.
The country which currently has the impulse marker on its space is called the phasing country.
After a country finishes its impulse the impulse marker is moved to the right and the next country takes an impulse. Inactive countries are skipped.
Rules numbers of the main game remain here, paragraphs not used have been skipped. So it is possible to find for example 6.18 after 6.13.