One of the key features of Greek Fire is the incorporation of as much of the complexity of the game into the layout of the board as possible - this will deliver a game that is relatively simple, pacy, but which retains the key features of warfare in the classical word.
Greeks on the move |
A key aspect of the board is the nature of movement. Like many games, the board is divided into areas. Spaces tend to be of broadly triangular configuration, with a 'destination' at each corner. Unlike many games, however, movement is not from space to space, but from destination to destination along the space boundaries.
Units move at the rate of once space per round irrespective of unit type, but a quick glance at the board shows that sea areas are larger than land spaces, reflecting the greater speed of travel at sea. Spaces on land are variable, from large (though still smaller than a sea space) to small. Areas that are easy to travel through, flat, settled lands, will be divided into larger spaces to represent faster travel - working through a mountainous terrain is a different matter, with some areas un-passable, and where movement is possible this is in small, slow stages.
Destinations sit at the junction of multiple spaces. These are cities, ports, small towns or forts, small islands, prominent geographical features like mountain passes or natural harbours. This is important to the nature of movement in Greek Fire - remember that what is being moved is fleets or armies. A fleet must, in normal circumstances, reach land at the end of it's move, and an army must end on a specific destination like a city. Why? Because an army must be resupplied, and a fleet must reach port for resupply and repair. This is not universally so - see special movement role under forces and counters, but this is the basic rule.
Destinations sit at the junction of multiple spaces. These are cities, ports, small towns or forts, small islands, prominent geographical features like mountain passes or natural harbours. This is important to the nature of movement in Greek Fire - remember that what is being moved is fleets or armies. A fleet must, in normal circumstances, reach land at the end of it's move, and an army must end on a specific destination like a city. Why? Because an army must be resupplied, and a fleet must reach port for resupply and repair. This is not universally so - see special movement role under forces and counters, but this is the basic rule.
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