Epic of the Peloponnesian War Errata and Clarifications 

Last updated 2/1/2008
ERRATA for Counters
Corinth units are incorrectly marked “Cornith”. Argolid units are incorrectly marked “Argolios”.
ERRATA for Regional Control Tracks
The “risk zone” shown on the Regional Control Tracks is incorrect. The rules (4.1) are correct: the risk zone is AL <= 3. 
ERRATA for Map
The boundary between the Cyzicus Area and the Abydos Area should not be red. Abydos belongs to the Hellespont region.

ERRATA for Cards
The cards at times contradict the explanations given in the rulebook; the rulebook takes priority. The most important changes follow:
•	Peace Embassy: ignore the line “Discard if other Peace Embassy card active”.
•	Helot Uprising: add “+1 if Laconia ML < 10”. 
o	The cost is incorrect.
•	Perdiccas Switches Sides: ignore: “and add BVT to Treasury.”

Combat Card – ERRATA
The terrain modifiers for unwalled cities listed on the Combat Card (play aid #6) are incorrect. The rules are correct (17.4.4): Unwalled small or medium city +1, Unwalled large city +2.
Main Reference Sheet – ERRATA
The “Revolts” section incorrectly states that the revolt roll must be greater than 7. The rules are correct (6.1): the revolt roll succeeds on a 7 or higher.
1.2 Unwalled Cities – CLARIFICATION 
The rules are slightly out of synch with the final map. The key on the map is correct -- unwalled cities have their names surrounded by a black box. All other cities are walled, regardless of the text color.
4.4.3 Supplying units in friendly cities
This rule should be eliminated, as it is redundant with 9.2.1. Units in friendly cities are always considered in supply, regardless of who controls the region.
5.3.4 Tribute Assessment AL adjustments -- CLARIFICATION
The adjustments in 5.3.4 can also cause Athenian regions to switch to Spartan control immediately, as described in 5.3.3.
7.3 Placing Units – CLARIFICATION
The same unit may be either placed or removed – not both in the same Place/Remove phase. You can’t use the Place/Remove phase to move a unit around the map.
7.8.6 Eliminating Leaders – ERRATA
Replace 7.8.6 with the following:
7.8.6 Eliminating Leaders
Leaders can be eliminated as follows:
a) If an enemy unit ends its move in a hex containing only a leader, the leader is eliminated. A leader in a friendly city is NOT eliminated by an enemy unit moving a unit on top of it – the leader is assumed to be inside the city.
b) Leaders also have a chance of being killed in battle. Each player rolls two dice after each battle, modified by +1 if you lost the battle. On a 12, the leader is eliminated, and a new one from the Leader Pool immediately replaces him. Note that this die roll is made for only 1 leader per battle per side. This must be the leader that “commanded” in the battle (i.e. if his leadership rating was used to shift the odds in the battle). A leader is always eliminated when the stack of units he is with is completely destroyed.
8.2 Area definitions – CLARIFICATION
•	Item (iv) should read “Besieged or masked cities and forts”
•	Item (vi) should read “Foraging or raiding fleets (with respect to adjacent sea Areas)”
9.3.1 Supply Lines cannot be disrupted by masking a city/fort – ERRATA
Supply lines cannot be traced into/out of a besieged city/fort. Masking a city/fort does not disrupt supply lines – both sides can trace supply lines into/through a masked city/fort hex: the masking player by virtue of the masking units in the hex; the owner of the city/fort, by virtue of owning it.
9.3.4 Raiding fleets have no effect on sea supply lines – CLARIFICATION
The exception in 9.3.4 (b) applies to both foraging and raiding fleets.
9.7.2 Foraging units cannot move or attack – CLARIFICATION
Foraging units (like raiding units) cannot move, therefore cannot initiate an attack (including fleet interception).
9.7.3 Units can forage in raided Areas -- ERRATA
Change 9.7.3 (b) to read:
b) Areas with “Raided” markers have their Foraging Number reduced by 1 per raiding unit (see 15.4). Units cannot forage in Areas with a Forage Number reduced to 0 by raiding.
9.7.3 Units cannot forage on uninhabited islands – CLARIFICATION
Add the following to 9.7.3:
(d) Units cannot forage on uninhabited islands (islands without forage numbers).
9.8 Supplying Fleets At Sea – ERRATA
Fleet at sea should be landed during the Placement phase (phase B) of the Seasonal Turn (not the supply phase as stated in the rules).
This rule also seemed to cause some confusion due to imprecise wording, so change it to read as follows:
9.8 Fleet units may not be supplied while “at sea.” Fleets in a Sea Area must be moved to an adjacent coastal hex during the Placement phase of the Seasonal Turn (phase B). Fleets in Open Seas cannot be supplied and are eliminated.
10.2 Masking a City or Fort – CLARIFICATION
Cities are masked separately by land and by sea. 10.2.2 applies to masking a city by land; 10.2.3 applies to masking it by sea.
10.2.3 should be reworded to make this clearer: 
10.2.3 An enemy port with at least one friendly fleet in the same hex is considered masked by sea. The effects of masking a port with a fleet are as follows (in addition to the effects given in 10.2.2 if a land unit is also present): 
a) Fleets in the masked port may not intercept fleets moving through adjacent sea Areas, and do not affect Area determination for the adjacent sea Areas. 
b) The masking fleet(s) must be defeated in order for any fleets to enter or exit the port. Note that masking fleets may be attacked separately from any other masking units (which would be considered a sea battle), unless they choose to remain on land with the other units in the hex. In the latter event, the port is no longer considered masked for the remainder of the Campaign Turn. 
Note: A city masked only by fleet units is NOT masked by land -- none of the effects of 10.2.2 apply. Land units may move freely in and out of the city without attacking the masking fleets (although they MAY attack the masking fleets if they wish). 
10.2.2 Masking a fortress with Long Walls – CLARIFICATION & ERRATA
One hex of a Long Walled city/fort can be masked by itself, but this does not prevent units from the masked fortress from moving to the connected fortress. An exception should be added to 10.2.2 (d): 
Exception: units in a masked fortification can move to a long-wall connected fortification without attacking the masking units.
10.3.2 Units required to initiate and maintain a siege
ERRATA: The number listed in 10.3.2 is the mimimum number of land units (hoplites, light infantry and/or cavalry).
CLARIFICATION: To besiege a port, you need the number listed PLUS at least one fleet. So you need 4 land units plus 1 fleet, minimum, to besiege a medium port city.
10.6 Increasing siege morale – CLARIFICATION
Since the combat phase does not literally exist, change the wording for 10.6 (b) to:
10.6 (b) there are fewer besieging units than necessary at the end of a battle.
13.1 AL/ML Adjustments – CLARIFICATION
"Acting player" means "look at the verb of the adjustment to figure out who is the acting player". "Acting player" does NOT mean "moving player". In the case of a victory, the acting player is the one who won the victory. For example, if the Athenians win a decisive victory in Attica (regardless of who was the attacker), they are the "acting player" -- and since they control the region, they get the positive adjustment. Basically, use positive modifiers when something good happens in a region you control; negative modifiers when something good happens in a region the enemy controls -- and vice-versa when you do something bad. Good things should help you -- so in an enemy region, helping you means reducing his AL/ML.
13.4 Battles at sea – ERRATA & CLARIFICATION
ERRATA: A victory at sea adjustment should be applied to a single region adjacent to the battle sea Area. If there is more than one adjacent region, the victor chooses the region to apply the adjustment to. (This supercedes the *** note under the AL/ML table.)
CLARIFICATION: A decisive victory at sea is defined as a victory in which 3 or more enemy fleets are destroyed. Follow the rules for a normal victory at sea: apply the “in region” modifier to one region adjacent to the battle sea Area (of the victor’s choosing), and the “all other regions” modifier to all other regions. 
15.1 Raiding units cannot move or attack – CLARIFICATION
Since raiding units cannot move, they cannot initiate an attack, even against enemy units in the same hex (i.e. raiding units which are masking or besieging an enemy city or fort). Raiding fleets may not intercept enemy fleets.
15.3 Raiding – CLARIFICATION
Units must be “in supply” according to 9.3 at the moment of the raiding in order to send their plunder back to the Treasury. Their status during the Supply phase of the Seasonal turn is irrelevant to this check.
15.4 Effects of Raiding – ERRATA
Change 15.4 and 15.5 to read as follows:
15.4 Effects of Raiding
a) Each time a unit raids an Area, reduce that Area's Forage Number by 1 for the remainder of the year (see 9.7.3).
b) Each Seasonal turn an Area in a region is raided, reduce its Militance by 1. This adjustment is applied only once per season per Area, no matter how many units raid the Area or how many Campaign Turns are spent raiding.

16.3.2 Area Movement – CLARIFICATION
When using Area Movement, can a stack pick up friendly troops anywhere in the Area as it moves through?
No. “Units may also reposition themselves within a friendly Area at the cost of 1 mp.” If you have 3 stacks of units in a friendly Area, you would need to spend 3 mps picking them up (1 to enter the Area and join up with the 1st stack, 2 mps to pick up the other 2 stacks).
16.4.2 Fleet Movement – CLARIFICATION
The rules are explicit but the amount of confusion around this issue suggests further emphasis is necessary: Fleets at sea move exclusively using Area movement. The hex grid in the coastal sea areas is decorative only. There is no such thing as a fleet in a “sea hex” or a battle at sea in a particular “hex”. Fleets are only in a particular hex when landed on the coast.
16.4.4 Fleets attacking a coastal hex – CLARIFICATION
When fleets transporting land units want to attack an enemy army, they have two options: 
Attack Option I: The fleets/land units move from sea area to coastal hex & attack as one group. All units are in the coastal hex. The land units can retreat to a coastal hex, or to the sea area with the fleets if fleets remain to hold them. If sea area is Enemy (the fleets in the battle do not count towards its status), the fleets are unable to retreat.
Attack Option II: The fleet drops off the land units in the coastal hex (paying the normal m.p. cost) & remains in the sea area. Only land units are in the coastal hex. Land units may retreat to a coastal hex by themselves, or back onto the fleet, which is in the sea area.
16.4.5 Fleet interception – CLARIFICATION
Foraging or raiding fleets may not intercept enemy fleets, since they cannot move. 
16.6 Road Movement – CLARIFICATION
Road movement is not well-explained in the rules. Add the following rule to clear up any confusion:
16.3.6 Road Movement: Land units can only use road movement when using hex movement, moving between two hexes connected by road. Road movement cannot be used into or through an enemy hex. Attacking an enemy hex across a river along a road does negate the river crossing m.p. cost, as usual.
16.7.2 Transporting Units by Sea – CLARIFICATION
Each fleet unit may carry two hoplites, OR one light infantry, OR one cavalry.
17.7 Retreats – ERRATA & CLARIFICATION
Several points having to do with the retreat rules need clarification or correction.
•	Attackers must retreat to their “attack hex” – this is the only valid retreat hex for them (with the exception as given in 17.7.7).
•	Defenders may retreat to any valid retreat hex – units may retreat to different hexes, as long as stacking rules are met.
•	Defenders can NEVER retreat to the hex from which the attacking force attacked. This is not considered a valid retreat hex.
•	Retreating fleets may transport retreating land units, as long as stacking rules are met (a leader must be present), and all retreat restrictions are followed.
17.7.4 Units unable to retreat – CLARIFICATION
What happens when a single unit moves from hex A to attack enemy and subsequently must retreat - and hex A is now occupied by a single friendly unit? 
If a unit is unable to retreat (for any reason), it follows the rules in 17.7.4 for units that are unable to retreat.
17.8 Voluntary Retreat – CLARIFICATION
A player may not voluntarily retreat if some of his units are unable to retreat (for example, a leaderless stack defending a city may not be able to retreat because of stacking restrictions).
18.2 Units defending “outside” cities or forts -- CLARIFICATION
Units that choose to defend “outside” a city or fort when attacked use the terrain of the hex, not the city/fort.
18.4 Cities and Fleets – CLARIFICATION
The wording of 18.4 should be changed for clarity to the following:
18.4 Cities in coastal hexes that are not ports may not be attacked or entered by fleets.
18.6.2 Defenders retreating from a fortress battle – CLARIFICATION
The rules state that units defending a fortress can't retreat – is this correct?
No. See 17.4.4: "Units in fortress can never by forced to retreat, although they may retreat (unless they were already besieged before the attack)." 
However, the confusion probably results from poor wording in 18.6.2 and 18.6.5. The wording of those rules should be changed to the following for clarity:
18.6.2 Any number of units may stack inside a fortress, but no more than two may defend the walls during a battle. The units that begin a battle cannot be replaced or rotated during the battle, but must stay on the walls until they are eliminated, retreat, or win the battle (see 18.6.5).
 
18.6.5 Breaching a Fortress: If all units defending the walls are eliminated or retreat in a round of combat, the walls are breached and the subsequent rounds (if additional units remain in the city) are fought as if the hex were not a fortress. ... 
21.1 Victory Conditions – CLARIFICATION
In a 3-player game, the Athenians win if they capture Thebes or Sparta, or take control of Boeotia or Laconia. In a 4-player game, the Athenians win if they capture Corinth, Thebes, or Sparta, or take control of Corinth region, Boeotia, or Laconia.
27.0 Ionian War Scenario
ERRATA
The Peace Embassy cards should be removed from the deck and set aside, as in the Campaign Game. They should be readded to the deck after the first deck has been played through, as in the Campaign Game.
CLARIFICATION
Elite units that are not in the starting Force Pools are considered to have been eliminated and cannot be rebuilt. This includes all 8 elite Attica fleets, and 2 elite Laconia hoplites.
Appendix C, Allied Unrest – ERRATA
Change the modifiers used for this card to the following:

Modifiers
0 units in Force Pool				+3
1 unit in Force Pool				+2
2 units in Force Pool				+1
Each unit built in the region this turn 		+1
ML 17+ 					-2
ML 14-16 					-1
ML less than 10 				+1
Appendix C, City Betrayal – CLARIFICATION
The leader can be adjacent or in the same hex as the city (if masking or besieging it).
Appendix C, Helot Uprising
CLARIFICATION 
The rules imply that Athenian-held cities in Lakonia have a Helot Rebellion marker placed on them. Is this correct?
Yes. Since the markers are removed in the next Seasonal Turn if either Spartan or Athenian units are in the city, the Athenians cannot “defend” the Helot Uprising – either their units are in the city (and thus end the uprising), or their troops vacate the city (thus allowing the Spartans to simply walk into the city, as its garrison will not defend it).
ERRATA
The card text is missing one of the die roll modifiers. The card also incorrectly states the card “cost” if it fails – the rulebook cost is correct.
Appendix C, Peace Embassy card text – ERRATA
The card incorrectly states “Discard if other Peace Embassy card active”. The rulebook is correct – the card must be played immediately when drawn even if the other Peace card is active. When both are active, the -1 modifier to peace rolls applies.
Appendix C, Pharnabazus/Tissaphernes Offers Fleet/Troops – CLARIFICATION
These cards can not be played if the only qualifying Spartan-controlled city is currently besieged (because troops cannot be placed in besieged cities).
Appendix C, Remove Leader – ERRATA
The rulebook incorrectly states that there are 6 of these cards. There are actually 5 of them (as correctly printed on the cards themselves).
Appendix C, Sitalces Invades Macedon and Chalcidice
CLARIFICATION
When Sitalces invades:
•	Do fleets make a morale check? Yes. Note that fleets on land (which all fleets must be during the Seasonal Turn in order to be supplied) have morale 3. 
•	Do units in fortresses use the fortress bonus? Yes, fortress bonuses are considered part of the "terrain bonus".
ERRATA
•	What is the situation of cavalry inside a walled city and unwalled city? On consideration, it seems that the -2 penalty in this case makes no sense (as the cavalry otherwise get no benefit from being in a fortress) -- it is illogical that cavalry would be in more danger in a walled city than in the same size unwalled city. So simply use morale + the "terrain bonus" for all units.