Movement is card based, four packs are used, two per side. The picture cards are removed and the packs split into red and black. Each side is divided into commands (usually three) with each command completing it's move before moving onto the next command.
Units are activated by drawing a card from the pack, placing it behind the unit in question with initially a standard move needing at least a two to activate. Cards are best drawn for each unit in the command then so long as you don't fail going back to the lowest drawn card behind a unit in that command and attempting to beat it, i.e. a two is the first card, then you will need a three to initiate again and so on till you fail. Difficult moves (turning one hex point left or right or stepping back one hex) requires one card higher again so the three above would therefore need to be at least a four so that moving troops becomes increasingly difficult as you go on. If you fail to initiate a unit all movement ceases for that command and you move on to the next. When all commands have completed their moves/combats the cards are shuffled and the opposition have their turn.
Victory points are calculated to a formula and each side is given an appropriate number of tokens which they discard each time a unit is lost. Run out of tokens an loose the game.
The initial set up with the Spartan alliance on the left (me) and Athenians (Neal) on the right. Hoplites in the centre lights on the flanks for both sides, in other words a classical setup. Lichen marks rough going, hills give height advantage and block line of sight.
End game, with his centre collapsing Neal's Athenians finally ran out of victory tokens. I pulled it out of the bag with only two remaining myself. If only the Athenian hoplites on their right had turned inwards - 'Oh dear, how sad, never mind'!
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