concise reference sheet 15 - successors 3rd edition
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8/11/2019 Concise Reference Sheet 15 - Successors 3rd Edition
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How to use this reference sheet
Assumption:
• This reference sheet assumes that you
have read the complete rules of the gameand are familiar with how the game works
This reference sheet is useful when:• You have not played the game for some
time and do not remember all the rules
details (e.g. starting money, scoring
methods)
• You are teaching the game and want to
give a simple and structured overview
The concise reference sheets are submitted to
their respective game entries at
www.boardgamegeek.com. The complete set isavailable at my boardgame blog, for the
convenience of those who wish to download all
in one go:
http://hiewandboardgames.blogspot.com/2010/
12/concise-reference-sheets.html
Please send a message to my Boardgamegeek
mailbox if you find any errors or have any
comments. My username is hecose.
Blogs:
http://hiewandboardgames.blogspot.com
http://boardgametable.blogspot.com (in
Chinese)
Games covered:
1. 10 Days in Asia
2. 1960: The Making of the President
3. 51st State
4. 7 Ages
5. 7 Wonders
6. A Game of Thrones
7. A Game of Thrones: A Clash of Kings8. A la Carte
9. Acquire
10. Africa
11. Age of Empires III
12. Age of Steam (2nd edition)
13. Agricola
14. Airlines Europe (new in v15)
15. Airships
16. Aladdin’s Dragons Card Game
17. Antiquity (new in v15)18. Aquaretto
19. Ark
20. Around the world in 80 days
21. At the Gates of Loyang22. Automobile
23. Axis & Allies: Battle of the Bulge
24. Axis & Allies: Guadalcanal
25. Axis & Allies Europe 1940
26. Axis & Allies Global 194027. Axis & Allies Pacific 1940
Concise Reference Sheets v15 by hecose
28. Babel
29. Barbarossa
30. Beowulf
31. Blue Moon
32. Bohnanza
33. Bonnie and Clyde (Mystery Rummy)
34. Bootleggers35. Bottle Imp (new in v15)
36. Brass & 2P variant
37. Britannia
38. Campaign Manager 200839. Carcassonne Discovery
40. Carcassonne The City
41. Carson City
42. Cash a Catch
43. Cavum
44. Caylus45. Caylus Magna Carta
46. Chaos in the Old World
47. Chateau Roquefort
48. Chicago Express
49. Chinatown
50. Citadels
51. ColorMonsters
52. Colosseum
53. Commands & Colors Napoleonics54. Coney Island (new in v15)
55. Container
56. Cosmic Encounter
57. Crusader Rex (rules v1.4)
58. Cuba
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91. Hannibal: Rome vs Carthage
92. Hansa
93. Hansa Teutonica
94. Hare and Tortoise
95. Hollywood Blockbuster / Traumfabrik
96. Homesteaders
97. Ice Flow
98. Ikusa / Samurai Swords / Shogun99. Illuminati
100. In the Shadow of the Emperor
101. In the Year of the Dragon
102. Indonesia
103. Inca Empire
104. Incan Gold / Diamant
105. Innovation
106. Jab (new in v15)107. Java
108. Kayanak109. Keltis
110. Klunker
111. Labyrinth: the War on Terror
112. Le Havre
113. Liberte
114. Loco
115. London
116. Lord of the Rings
117. Lord of the Rings: Battlefields118. Lord of the Rings: Friends & Foes
119. Lord of the Rings: Sauron
120. Lord of the Rings: The Confrontation
121. Louis XIV
Concise Reference Sheets v15 by hecose
59. De Vulgari Eloquentia
60. Die Dolmengotter
61. Die Macher
62. Dixit
63. Domaine
64. Dominant Species
65. Dominion
66. Downfall of Pompeii67. Dschunke
68. Dune (Descartes edition)
69. Dungeon Lords
70. Dungeon Petz (new in v15)
71. Eastern Front 2
72. El Capitan
73. Elfenland
74. Endeavor75. Evolution
76. Famiglia (new in v15)77. Fast Flowing Forest Fellers
78. Fearsome Floors
79. Felix: the cat in the sack
80. First Train to Nuremberg
81. Formula De
82. Frank’s Zoo
83. Fresh Fish
84. Funny Friends
85. Galaxy Trucker86. Ghost Stories
87. Giants
88. Goa
89. Great Fire of London 166690. Greed Incorporated
122. Macao
123. Mamma Mia
124. Mamma Mia Grande
125. Manila
126. Manoeuvre (corrected in v15)
127. Maori
128. Mare Nostrum
129. Maria130. Medici
131. Medici vs Strozzi
132. Medina
133. Metropolys
134. Mexica
135. Mondo (new in v15)
136. Mordred
137. Mykerinos138. Navegador
139. Nefertiti140. Niagara
141. Nightfall (& Martial Law expansion)
142. Norenberc
143. Notre Dame
144. O Zoo le Mio (Zoosim)
145. Oltremare
146. On the Underground
147. Once Upon A Time
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Concise Reference Sheets v15 by hecose
148. Pacific Typhoon
149. Pacific Victory
150. Pack & Stack
151. Palazzo
152. Perikles
153. Pick Picknic
154. Planet Steam
155. Poison156. Power Grid
157. Power Grid – Factory Manager
158. Power Grid – The First Sparks (new in
v15)
159. Power Struggle
160. Puerto Rico
161. Pyramid / Fluch die Mumie
162. Quo Vadis?
163. R-Eco
164. Race for the Galaxy165. Railways of the World
166. Rommel in the Desert
167. Royal Turf
168. Santiago
169. Scotland Yard
170. Settlers of Catan Card Game & 1st
expansion
171. Shipyard
172. Show Manager
173. Sid Meier’s Civilization: The Board
Game (Fantasy Flight)174. Snow Tails
175. Sole Mio
176. Space Alert
177. Stone Age
178. Strozzi
179. Struggle of Empires
180. Successors (new in v15)
181. Taj Mahal
182. Tales of Arabian Nights
183. Tempus184. That’s Life
185. Thebes
186. Thief of Baghdad
187. Through the Desert
188. Thurn and Taxis
189. Ticket To Ride Card Game
190. Ticket To Ride series ref chart
191. Tikal II
192. Tinners’ Trail193. To Court The King
194. Tobago
195. Tongiaki
196. Trias
197. Tribune198. Twilight Struggle
199. Um Reifenbreite
200. Undermining (new in v15)
201. Urban Sprawl (new in v15)
202. Uruk – Wiege der Zivilisation
203. Vinci
204. Wallenstein
205. Wars of the Roses
206. Wasabi207. Waterloo
208. Wilderness War (correction pending)
209. Witch’s Brew
210. Wizard
211. Yspahan
212. Zooloretto
8/11/2019 Concise Reference Sheet 15 - Successors 3rd Edition
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Successors (3rd edition)
Setup: See rules.
Game Turn:1. Determine turn order. Lowest VP player decides start player.
2. Label Usurper (highest VP, tiebreaker Seniority).
3. Reinforcement (except Round 1). Basic 2 mercenaries and dispersed units; 1 loyal
Macedonian if control Macedon; 1 loyal Macedonian for most Legitimacy
(tiebreaker Seniority); 2 mercenaries for highest VP (1 mercenary each if tied).
Place in controlled space or with general. Max 2 if minor city without major general.
Not besieged city.4. Reshuffle all cards and deal 5 each.
5. Strategy Phase (5 rounds). Each player does:i. Surrender. May claim minor cities with own units. Free Siege / Subjugation
attempt for major city / independent spaces if 3+ units present.
ii. Must play 1 non-surprise card. Surprise cards can be played any time during
Strategy Phase; always draw a card to replace it. Bonus card – may use event
then op#.
• Op# for movement.
• Op# for placing markers within 2 steps of existing markers. Blocked by
enemy units and markers.
• Op# for troops (can be accumulated). 3 for mercenary, 7 for loyal
Macedonian.iii. Move (and fight) OR raise 1 mercenary.
• Units must have a general in order to move.
• Minor generals never eliminated, can be repositioned at any time on own
turn. May reposition on opponent turn only if splitting to intercept, or to
replace killed major general.
• Any units not with general or marker are dispersed.
• Movement Allowance depends on general initiative & die roll, and is spent
to cover Movement Costs.• May drop off / pick up units any time.
• When meeting enemy:
1) If major city, opponent decides whether inside city (max 2 units).
2) Interception and Avoid Battle.• Interception – Against enemy moving into adjacent space, which is
friendly or uncontrolled or has friendly non-besieged unit. May
intercept using part of army. Intercepted army may back up one
space or battle. If battle, intercepting army is defender.
• Avoid Battle – To friendly or neutral space only. No crossing
Mountain / Strait / sea path. If succeed, move 2MP. If fail, no local
troops.
3) Overrun – may auto-defeat enemy if 5:1 ratio. No if in city.
4) Battle. Strength = total unit strength + 1 for friendly space + 2 for friendly
province. General battle rating is min result for each die (anything worse
is upgraded to this result).
• Loser: Mercenaries & elephants lost. Macedonians suffer attrition,
survivors and major generals dispersed. Royal family captured or
become inactive.
• Winner: Lose 1 unit unless battle score double loser’s.
• Draw: Both lose 1 unit, attacker back up one space.
• Army of 3+ units may spend MP to (a) remove enemy marker, (b) conduct
siege, siege point required being # besieged units + 1, (c) conduct
subjugation, siege point is 1 for minor city, 3 for stronghold. Siege /
subjugation max twice during card phase and max twice during movement
phase, and must be by same army.
• Opponent may grant friendly passage, but may also decide not to honour it
during movement (e.g. causing battle or leader loss).
• Passing through hostile Independent Strongholds without stopping – roll
attrition.
• Naval move: Max 8 units. Not stopped by enemy units. May combine withland move before or after but not both. May not stop at sea. Can only be
Intercepted at port of debarkation.
iv. Forage (overstacking casualties). Limit is 8, for transit points 3.
6. Isolation. Remove isolated control markers in non major cities if cannot be traced
to major city or unit. May trace through neutral path and own units.
Others:
• When multiple generals share space, higher rank is commanding general.
• Generals Seleucus & Eumenes enter by card events.
• Major general without units (1) may not meet enemy units, (2) may pass through
but may not stop with enemy major general without units. If caught by enemy
outside of own major city, Leader Loss Check.
• Royal Army units do not fight opponents with more Legitimacy.
• Possible to naval move from besieged port city.
• Alexander’s body may only be moved starting Turn 2.
Fleets: owned by province / city owner.
• May upgrade by spending Op#4. Downgraded when lose battle or change
ownership.
• Naval combat occurs when intercepting a naval move. Need control marker 2 steps
away via sea path. Moving player may use fleet to defend even if not in range.
• Loser: Fleets involved reduced and dispersed. Units transported suffer attrition and
return to port of embarkation.
Independent armies:• Move 3MP when activated. Remove control markers when stopping. May skip
movement to place control marker. No naval move. Location restrictions apply.
• They siege major cities, but don’t execute siege.
• If defeated, removed from play except Scythians and Illyrians may reenter by
events. If victorious removes control marker. Never loses strength.
Legitimacy: Tomb (bury before Turn 4, if in Pella, permanent 10LP, if other major city2LP to owner) + active royal family (max 1 heir counted) + Macedon + some
generals + Champion (everyone initially Champion, status lost once attack non-
Usurper Champion, status regained if VP reaches 0).
• Prestige modifies LP and is location specific. Sacred ground 4PP, some generals,
and other special rules.
• Royal ladies must be married (using card) to be activated. Non-heir royal membersare deactivated once captured. May not be moved unless activated.
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Winning:
• 18 Legitimacy Points.
• 29/26/23 VP for 2/3/4P.
• Be Regent when Heracles or Alex IV matures – control the heir and have highest
combined LP & VP. If either uncontrolled when matured, game ends and winner is
highest combined LP & VP.
• At game end, highest VP.
• Tiebreaker (1) control Macedonia, (2) most Macedonian units, (3) general with
highest seniority.
• VP sources:
• Provinces controlled ( > half cities, including all major cities)
• Largest fleet (min 3 fleet points) – 3VP• Hellespont (5 cities along the strait) – 2VP
• King of Asia (Babylonia + Syria + Phrygia) – 4VP
Timeline:
• Turn 3: Demetrius (son of Antigonus) arrives.
• Turn 3: Antipater replaced by Polyperchon. If killed earlier, immediately replace
and Polyperchon may enter at any controlled space.
• Turn 4 and 5: Heracles & Alex IV respectively matures. Must murder heir under
own control if unable to win as Regent.
2P:
• 4 generals per player, or 3 per player putting Lysimachus and Leonnatus into deck.
• 10 more cards dealt, 2 revealed after player actions, resolve if Unrest, Unrest
Spreads, Plans of Their Own, or independent army.
3P:
• 2 generals per player putting Lysimachus and Leonnatus into deck, or 3 generals
per player adding Eumenes.
• 5 more cards dealt, 1 revealed after player actions, resolve if Unrest, Unrest
Spreads, Plans of Their Own, or independent army.