Epic of the Peloponnesian War, Clash of Arms Games, released fall 2006 Reviewed on 6/1/2007 This was a game I long anticipated, a strategic simulation of the classic ancient Greek conflict and the first one since VG's 1991 much simpler game. Indeed, immediately after opening the box, it was clear that a lot of effort was put into researching the period. The main game components include a hex-grid map of Ancient Greece divided into 26 regions, and units (hoplites, cavalry, light infantry, fleets) color-coded for each region. It is primarily a two-player game (Athens vs. Sparta) but it can be expanded to three or four players (with Thebes and Corinth). The game system combines hex and area movement, and covers land and naval battles, sieges and assaults on fortresses. Players collect tribute from the regions they control and spend their treasury to build and supply units. Numerous named leader chits represent historical commanders, whose presence is required to move stacks outside cities. Each region has an allegiance (AL) and a militance (ML) rating recorded on a special track, which are affected by the military situation and the player's financial policies. If a region's AL falls below -3 its control switches to the other side, while regions with ML below 5 can't build troops. Time is divided in game years, each with four seasons and three campaign turns per season (essentially representing months). Tribute is collected yearly while revolts, unit construction, AL/ML adjustments, supply, and sieges are handled at the start of each season. Raiding, movement, and combat take place during the campaing turns. Event cards played every season introduce random events like Argos or Persia entering the war, storms at sea, bad omens halting operations or (surprise) Alcibiades switching sides. The game theoretically has no set time limit. Capturing the opponent's capital or home region brings an automatic victory. Otherwise the game can end by successful play of a Peace card; victory is then determined by the number of regions controlled by each player. Although apparently promising, the game is disappointing in many respects. It is evident that it was prematurely released. Very basic errata were published immediately and included with the game, while further rule clarifications were posted online. Although beautiful and generally well-researched, the map is missing a couple of important cities (notably Olynthus in Chalcidice and Oenoe or Panactum in Attica), while some hexes seem to belong to multiple regions, which is confusing for play. Several historical details (like the antagonism between the Persian satraps of Asia Minor) were tastefully included, but several others were left out, leaving the gamer cum history buff with much to be desired. The designers decided to abstract the war in Sicily in an off-map box, an outright disappointment. The oligarchic coup in Athens and the civil war in Corcyra are missing (by the way, so is half the historically formidable Corcyran fleet). If players agree to a truce, like the Nician Peace, they are forced to evacuate their forces from enemy regions (a gross historical inaccuracy ignoring the basic reason why the Nician Peace failed). More importantly, the game design suffers from what seems to be a perennial problem in Clash of Arms creations: unwarranted complexity in some areas coupled with insufficient playtesting in others. After becoming familiar with the rulebook, I set up to play the campaign game scenario. I could put up with tediously recording the AL and ML (were two indexes really necessary?) on a game track with insufficient space for chits. I could also initially put up with some bad rulebook organization and looked for additional errata online, even though I still couldn't figure out if troops in besieged forts were supplied or not and other such small but important details. Playing just the first season, my frustration climaxed when I realized that it was apparently impossible for the Athenians to maintain a siege on the island of Cythera, despite their undeniable naval superiority, because of the silly sequence of play (basically Sparta can block Athenian sea supply by building a few ships in its ports before Athens gets a chance to blockade them). Experienced gamers may come to terms with such problems, make up some rules, and continue playing. Or they may put everything back in the box and move to another game. I decided to do the latter for now. Gamers familiar with VG's The Peloponnesian War will find this to be a very different and richer game. Both players have numerous units they can mobilize from each region's force pool, but their main problem is managing their finances and carefully choosing which campaigns to fight according to their treasury situation. Many campaigns can be fought with local troops, as was historically the case (although regions should be given their own designated leaders). Unfortunately, and despite its virtues, all the small missing details and vague rules in the Epic of the Peloponnesian war give it an air of sloppiness which cries out for additional errata and a more careful future edition.