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
- 22” x 28” hex map board depicting the battlefield of Gaugamela
- Sheet of 108 die-cut unit counters
- Playing aids and charts
- 24-page rulebook
- Dice
Setup
- Place the map board centrally.
- Each player takes their faction’s counters (Macedonians or Persians).
- Deploy units in their historical starting positions as indicated in the scenario setup.
- Set the morale track to its starting position.
Turn Structure
The game uses an “I Go, You Go” system:
- First Player Phase: The first player moves all their units, then resolves all attacks.
- Second Player Phase: The second player moves all their units, then resolves all attacks.
- Morale Adjustment Phase: Adjust the morale track based on losses and events during the turn.
- 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:
- Infantry/Phalanx: Slower but strong in frontal combat
- Cavalry: Fast and powerful on charges
- Chariots: Fast but fragile, effective on open ground
- Elephants: Slow but devastating in melee
- Ranged troops (archers, slingers): Moderate movement with ranged attack capability
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:
- Defender eliminated
- Defender retreats
- Attacker retreats
- Exchange (both sides lose units)
- No effect
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
- Macedonian Victory: Destroy a sufficient number of Persian units or cause the Persian morale to collapse, triggering a rout. Historically, capturing or killing Darius was decisive.
- Persian Victory: Destroy a sufficient number of Macedonian units, kill Alexander, or prevent the Macedonian morale from dominating the battle.
- The morale track provides an ongoing indicator of which side is winning.
Special Rules & Edge Cases
- Leader units: Alexander and Darius are special counters. Their presence boosts nearby unit effectiveness. Their death or capture has severe morale consequences.
- Chariot charges: Persian chariots have special charge rules for their initial attack but are vulnerable afterward.
- Elephant panic: Elephants can sometimes panic and damage friendly units.
- Phalanx formation: Macedonian phalanx units have strong frontal defense but are vulnerable from flanks and rear.
- Cavalry pursuit: Victorious cavalry may pursue retreating enemies.
- The sliding morale system is the game’s signature mechanic — as one side gains advantage, their combat effectiveness increases, modeling the psychological dynamics of ancient battle.
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.