Alexander the Great

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Overview

Alexander the Great is a hex-and-counter wargame simulating the Battle of Arbela (Gaugamela) in 331 BCE, where Alexander of Macedon defeated the Persian King Darius III. Designed by Gary Gygax and first published by Guidon Games in 1971, with a revised edition by Avalon Hill in 1974. One player commands the Macedonian army and the other commands the Persian forces. The game features a unique sliding morale system that determines which combat results table is used.

Components

Setup

  1. Place the map board centrally.
  2. Each player takes their faction’s counters (Macedonians or Persians).
  3. Deploy units in their historical starting positions as indicated in the scenario setup.
  4. Set the morale track to its starting position.

Turn Structure

The game uses an “I Go, You Go” system:

  1. First Player Phase: The first player moves all their units, then resolves all attacks.
  2. Second Player Phase: The second player moves all their units, then resolves all attacks.
  3. Morale Adjustment Phase: Adjust the morale track based on losses and events during the turn.
  4. End Phase: Check victory conditions.

Actions

Movement

Units move across the hex grid, expending movement points based on terrain. Different unit types have different movement allowances:

Zones of control (ZOC) apply — entering an enemy ZOC costs additional movement and may prevent further movement.

Combat

Combat is resolved by comparing the attack strength of attacking units to the defense strength of defending units, creating an odds ratio. The morale track determines which combat results table (CRT) is referenced. Results include:

Terrain modifiers affect combat odds (rivers, slopes, etc.).

Morale System

The morale track slides based on battlefield events — units destroyed, leaders killed, key positions captured or lost. As morale shifts toward one side, that side uses more favorable combat results tables, creating a momentum effect. A catastrophic morale collapse can trigger a rout.

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Turn Flow: Player 1 Move + Attack → Player 2 Move + Attack → Morale Adjustment → Victory Check

Unit Types: Infantry, Phalanx, Cavalry, Chariots, Elephants, Ranged

Key Mechanic: Sliding morale track determines which CRT is used — momentum matters.

Designer Note: Created by Gary Gygax before he co-founded TSR and created Dungeons & Dragons.