XENOPHON AND THE TEN THOUSAND




INTRODUCTION
Board Game for 1-4+ players. 
Each player represented by his own pawn is a unique 
incarnation of Xenophon and the Ten Thousand. 
The 10,000 are Greek Mercenaries who have come to fight for Cyrus, 
the younger brother of the Persian King Artaxerxes. Cyrus is killed in 
Battle against the King leaving the Greeks abandoned, deep in hostile Territory. 
The Greeks begin a long march northward to the Black Sea and Greek Territory. 
The player whose Pawn reaches the Sea first and with the most men is the winner. 

VICTORY
The game ends when all players have finally reached the 
last space on the Distance Track. 
Players then calculate their scores: 
Player Score = (Remaining Men) Divided by (Number of Turns to Reach the Sea)

TRACKS
There are 2 Tracks: 
The Distance Track
The Time Track

THE DISTANCE TRACK
This track has 60 numbered spaces. 
The first space is that of Cunaxa where Cyrus was killed. 
The last space is the Coastal Greek Colony of Trapezus. 
Each player has his own uniquely colored pawn which he moves along 
the distance Track. Pawns may stack.
Each space represents about 10 Miles. 

THE TIME TRACK
This track has 60 numbered spaces. 
A single neutral pawn is moved a single space after all players have 
completed a single turn. 
When a player reaches the sea he should take his colored pawn from the 
Distance track and place it on the Time track on the current space to mark 
how long his journey took.  
Each space represents about 2 Days. 

PLAYER PAWNS
Each player has a pawn of a unique color. 
These move along the Distance track and at the 
end of a journey are used as a marker on the Time Track. 

MEN
Each player starts with 10,000 Men. 
Men are lost during the journey due to fighting, 
exposure, starvation, and desertion. 
Use paper and pencil to keep track of your manpower total. 
The term Army represents whatever total men you have left. 

FOOD TOKENS
Each Food Token represents 1 days supply worth of food for the Army. 

STARAVATION TOKENS
Lack of Food Tokens will result in accumulation of Starvation Tokens. 

MUTINY TOKENS
These represent dissent and despondency amongst the ranks. 

ANGER TOKENS
These represent the accumulation of barbarian forces arrayed against you. 

DICE
Six sided dice are needed. 

ACTION DECK
Players share an action deck. 
Most cards will increase or reduce the value of a target Dieroll. 
Most improve your rolls. 
Others will be to the detriment of your opponent. 
Cards when played are discarded. 

SETUP
Players place their Pawns on the starting space of the Distance Track. 
Place a Neutral Pawn on the starting space of the Time Track. 
Players roll high to see who goes first. 
Each player is dealt 3 cards from the Action Deck. 
Each player starts with 1 Food Token. 

TURN SEQUENCE
Players take turns. 
Each turn has 16 Phases: 
Draw Phase
Route Phase
Weather Phase
Satrap Phase
Negotiations Phase
Attack Phase
Battle Phase
Exposure Phase
Forage Phase
Consumption Phase
Starvation Phase
Morale Phase
Rally Phase
Desertion Phase
Travel Phase
End Phase

DRAW PHASE
The current player draws 3 Cards. 
If the deck runs out, shuffle the discard and draw from it. 

ROUTE PHASE
Make a Route Roll: 
2D6	Route Terrain		FR	TR	BR
2-3	High Mountains		-1	-2	+1
4-5	Mountains		-1	-1	+1
6	River			-	-2	+1
7	Desert			-1	-	-
8	Hills			-	-	-1
9-10	Flat Plains		+1	+1	+1
11-12	Settled Area		+2	+2	-1
FR = Forage Roll Modifier
TR = Travel Roll Modifier
BR = Battle Roll Modifier

WEATHER PHASE
Make a Weather Roll: 
1D6	Severity:	FR	TR	
1-3	Mild		-	-	
4-5	Cold		-1	-1	
6	Harsh		-2	-2	
FR = Forage Roll Modifier
TR = Travel Roll Modifier
Get a -1 to this roll while on the first 30 spaces of the Distance Track

SATRAP PHASE
Make a Strap Roll: 
1D6	Meet:
1-5	Nobody
6+	Encounter a Satrap
Get a +1 to this roll if you are in a Settled Area. 

NEGOTIATIONS PHASE
If you encountered a Satrap this turn make a Negotiation Roll: 
1D6	Result:
1	Confrontational: Gain 3 AT
2	Hostile: Gain 2 AT
3	Wary: Gain 1 AT
4	They Hide: Nothing
5	They Open their Markets to you: Gain 2 FT
6	Friendly: Remove all your AT and Gain 2 FT	
AT = Anger Token
FT = Food Token

ATTACK PHASE
Make an Attack Roll: 
Roll 1D6: If your result is equal to or less than the number of AT 
you have, you are Attacked by Barbarians. 
Note: The Term Barbarians refers to anybody who is not Greek. 

BATTLE PHASE
If you are attacked by Barbarians remove 1 Anger Token and 
Make a Battle Roll: 
1D6	Casualties: 
1	(1D6+ 4) x100 Men
2	500 Men
3	400 Men
4	300 Men
5	200 Men
6	100 Men
7+	None 

EXPOSURE PHASE
If the Weather was Harsh this turn make an Exposure Roll: 
Lose 1D6-1 x100 Men. 
Add 1 to this roll if you were attacked this turn. 
Add 1 to this roll if it was also harsh last turn. 

FORAGE PHASE
You may choose not to Forage, if so skip this turn. 
Otherwise make a Forage Roll:
1D6	FT	AT
1	0	0
2	1	0
3	2	1
4	3	1
5	4	2
6	5	2
FT = Number of Food Tokens you gain
AT = Number of Anger Tokens you gain

CONSUMPTION PHASE
If you currently have a Food Token, discard all your Starvation Tokens. 
Discard 1 Food Token. 
If you have no Food Tokens to lose gain 1 Starvation Token. 

STARVATION PHASE
If you have Starvation Tokens make a Starvation Roll: 
Lose (1D6 -4 +Z) x100 Men
where Z = the number of Starvation Tokens you have.

MORALE PHASE
Make a Morale Roll: 
1D6	Result
1-5	Nothing
6+	Gain 1 Mutiny Token
Add 1 to this roll if you were Attacked this turn. 
Add 1 to this roll if the Weather is Harsh.  
Add 1 to this roll if you have a Starvation Token

RALLY ROLL
If you have Mutiny Tokens make a Rally Roll: 
1D6	Result
1-4	No Effect
5-6	Remove 1 Mutiny Token

DESERTION PHASE
If you have Mutiny Tokens make a Desertion Roll: 
1D6	Result
1-5	No Deserters
6+	Lose 1D6 x100 Men
Add 1 to this roll for each Mutiny Token you have. 
 
TRAVEL PHASE
Make a Travel Roll: 
Move your pawn forward 1D6 Spaces on the Distance Map. 
Note Weather and Route Modifiers. 
Subtract 2 from this roll if you Foraged this turn.
Subtract 1 from this roll if you have any Starvation Tokens.
Subtract 2 from this roll if you Negotiated with a Satrap this turn.
Subtract 2 from this roll if you were Attacked this turn.

END PHASE
Max hand size is 7 cards. 
Discard excess cards. 

CARD LIST NOTATION
X = May work to either sides benefit
FT = Food Token
AT = Anger Token
MT = Mutiny Token
ST = Starvation Token
BR = Battle Roll
RR = Rally Roll
ER = Exposure Roll
SR = Satrap Roll
AR = Attack Roll
NR = Negotiation Roll
DR = Desertion Roll
WR = Weather Roll
TR = Travel Roll
ZR = Starvation Roll


ACTION DECK CARD LIST
Card Name = Effect: 
Corn = Gain 1 FT				
Muddy Road = TR -1
Eat only Meat = ZR -2			
Narrow Road = TR -1
Fodder = Gain 1 FT or TR +1		
Quarrel = MR +2
Date Wine = Gain 1 FT			
Scorched Earth = FR -1
Buy Provisions = Gain 1 FT		
Traitor = MR +3
Market = Gain 1 FT			
Swayed by Persians = DR +1
Intervene = Get 1 extra RR		
Tissaphernes = AR -3
Begging	 = Get 1 extra RR			
Greek Invaders = AR -2
Thracian Troops = BR +1			
Block Crossing = AR -2
Greek Cavalry = BR +1			
Despondency = MR +2
Call for Action = BR +1			
Reprisals = AR -2
Reconciliation = Get 1 extra RR		
Herald = SR +3
Pledge of Friendship = NR +1		
Messenger = SR +3
Consultation = Reroll Target Roll		
Delegates = SR +3
Trial = Get 1 extra RR			
Short of Supplies = Lose 1 FT
Greek Generals = BR +1 or RR +1		
Enemy Cavalry = AR -2
Greek Captains = BR +1 or RR +1		
Fear = MR +2
Promises = Get 1 extra RR			
Panic = MR +2
Bribes = Get 1 extra RR			
Generals Killed = MR +4
Wagons	 = Gain 1 FT			
Mutual Suspicion = NR -1
Baggage	 = Gain 1 FT			
Canals = TR -1
Ambush	= Reroll BR			
Burn Villages = Gain 1 AT
Prisoners = Reroll BR			
Treachery = Gain 1 AT & 1 MT
Retreat = Reroll BR			
Intrigue = NR -1 or MR +2
Soothsayer = Reroll Target Roll		
Slander = NR -1 or MR +2
Omens = Reroll Target Roll		
Conspiracy = NR -1 or MR +2
Sacrifices = Reroll Target Roll		
Perjury = NR -1 or MR +2
Barley = Gain 1 FT			
Misery = MR +2
Plunder = FR +2				
Camp Followers = TR -1 or lose 1 FT
Spartan Hoplites = BR +1			
Slings & Arrows = BR -1
Arcadian Soldiers = BR +1		
Ambassadors = SR +3
Theban Cohort = BR +1			
Carduchi = Gain 1 AT
Athenian Peltasts = BR +1			
Violent Attacks = BR -1 or AR -1
Arms & Courage	= BR +1			
Falling Rocks = BR +1
Resolution = BR +1 or RR +1		
Armenians = AR -2
Advice = Get 1 extra RR			
Mercenaries = AR -1
Honor = NR +1 or RR +1			
Downhearted = MR +2
Shelter = ER -1				
Deep Snow = TR -1
Truce = NR +1				
Snowstorm = WR +2
Oaths to the Gods = NR +1 		
North Wind Blowing = WR +1
Escort = TR +2				
Freezing Cold = WR +1
Allies = TR +2				
Snow Blindness = ER +1
Long March = TR +2			
Frostbite = ER +1
Pursuit = Reroll BR			
Exhaustion = ER +1 
Scouts = BR +1 or TR +2			
Colchians = AR -1
Vanguard = BR +1			
Defensive Position = TR -2
Make Camp = ER -2			
Food Poisoning = TR -2
Command Silence = MR -2		
Proclamation = MR -2			
Treaty = NR +1				
Discuss Terms = NR +1			
Patrols = BR +1 or TR +2			
Battle Order = NR +1 or BR +1		
Flooded Plain = TR -2			
Foreign Foods = Gain 1 FT		
Safe Conduct = NR +1 or TR +2		
Argument = Get 1 extra RR		
Firewood = ER -1			
Pontoon Bridge = TR +1			
Permanent Bridge = TR +1		
Warning	 = BR +1			
Guards = BR +1				
Big City = Gain 2 FT			
Sheep & Goats = Gain 1 FT		
Bread & Cheese = Gain 1 FT		
Compact = NR +1			
Sensible Speech = NR +1 or RR +1		
Achean Contingent = BR +1		
Thessalian Forces	 = BR +1		
Inspiring Speech = Get 1 extra RR
Bravery = BR -1 or Get 1 extra RR
Council of War = Draw 3 Cards
Sign of the Gods = Get 1 extra RR
Sing the Paen = BR +1
Vows = BR -1 or Get 1 extra RR
Glorious Hopes = Get 1 extra RR
Square Formation = BR +1
Rearguard = BR +1
Cretan Archers = BR +1
Rhodian Slingers = BR +1
Mutilate the Corpses = AR +2
Initiative = BR +1 or TR +2
Flanking Companies = BR +1
High Ground = Reroll BR
Doctors	= BR +1 or ER -1
Wheat Flour = Gain 1 FT
Defend Encampment = BR +1
Picked Men = BR +1
Race to the Summit = Reroll BR
Deception = Reroll Target Roll
March to the Sea = TR +2
Night March = TR +2 or BR +1
Captive Guides = TR +2
Seize the Pass = BR +1 or TR +2
Trumpet Signal = Draw 3 Cards
Assault = BR +1
Ford = TR +2
Battle Cry = Reroll BR
Relieving Party = BR +1
Interpreter = NR +1
Ointments = ER -1
Question Prisoner = Draw 3 Cards
Attack Enemy Camp = BR +1
Quarter in Villages = ER -1
Village Headman = Remove 1 AT
Night Maneuver = BR +1 or TR +2
Mountain Pass = TR +2
Oxen & Cattle = Gain 1 FT
Chalybes = Gain 1 AT
Fortifications = FR -2
Ravages	 = FR +2
Climb Mountain = BR +1
Macrones = NR +1
Advance in Columns = BR +1
Support = BR +1
Advance at the Double = BR +1


SOLITAIRE PLAY
If you have a card in your hand that would penalize you, and 
the opportunity comes up, you must play it. 


OPTIONAL RULE - LEADER CARDS
At the beginning of the game each player picks one Leader: 
Xenophon the Athenian - Reroll 1 Target Dieroll on each of your turns
Chirisophus the Spartan - Max Hand Size +1
Clearatus the Spartan - Get +1 or -1 to 1 Target Dieroll on each of your turns
Menon the Thessalaian - All your Negotiation Rolls are at +1


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