1
" MIGHTY FORTRESS ERRATA (as of Mar 78) The following changes and corrections are lhe result of several letters (OK, more than several) quest ioning certa in of the game. One ma- jor change has been effected - that referring to th e process of conversion . The former conversion method was much too easy for [he Lutherans and resulted in some ralher ludicrous situations (and even more ridiculous schemes). That has, hopeful - ly, been somewhat remedied here. Other correc- tions refer to Order of Bailie, map misprints, and gen era l problem areas . However , the game is diplomatic in nature and the number of problems is virtually unforeseeable. Rather Lhan correct and deLail every single possibility we will t rUSL that the players will undertake the game in the spirit of the era. Another, and final note. AlvfP was desi gned to be a simple game . The few complexities that it does contain were added with some reluctance. Therefore, A Mighty Fortress is not a defini tive picture of the political-military-economic situa- tion in the 16th The idea was to present the European picture in basic, strategic terms. Much has been purposely omitted; even more has been abst racted in. Then again, how accurate is Diplomacy? Corrections to the Game-Map: 1. Marseilles (2223) should be a port. 2. There should be no borde r between 3012 and 31 J 2; 3012 is part of Saxony. 3. The phrase " to Genoa" or "to Venice" is pure- ly for historical purposes. You do not have to t ake Cretc to take Venice, nor does possession of Crete give you Venice (or vice versa) . Corrections to the Turn Record Track I. 1538 shou ld no t have an 'L. ' 2. 153 9 should have an 'L' instead of 'P.' Corrections to 16.2, City Income Schedule: I. Calais should be italicized (i .e., iL Slarts [he game under the control of one of the players). (Same for the Tab les car d.) 2. Metz provides 2 "guilders" income. (Same fo r the Ta bles card .) Corrections to the Player Cards: 1. The Ottomans s tar t with 1 Navy in Athens. 2. Whenever the cilY of Basel appears on a Player Card, treat it as Geneva (2418). 3. In any discrepancy betwecn the Player Cards and the rules or game-map , the Player Card s control. Corrections to the Rules: 13 . 121 (clarification) Scotland and France are separate areas, even though they are a\lied LO each other. For purposes of defining that alliance, Scotland is considered pan of France, with no in- sult to the Scots intended. This also means you do n OI have lO take Scot land to take France. 13.151 (addition) The country of Sweden is Ll1theran in religion only. It is nOL contro ll ed by the Lutheran player in the sense of 12.0. [8.451 (clarification) There has been some Lrou- ble with this rule vis a vis the Pap al·occupied cilies of Cologne, Mainz and Tr ier. Although, technic- ally, these ci ties are in Germany, for the purposes of this rule they are considered part of the Papal State. ,. Thus they may be attacked and entered by Lutherans withoul having fi rst been converted. The Papal armies in those ci ties are, of co ur se, im- mune from 8.46 - as long as they stay in the cit ies. [10.23] (major change) Conversion of an area from one religion to another may lake place in either of the two following ways: I. A Missionary of the opposing religion is in [he area in a city and no Missionary of Lhe prevail- ing religion is in (he area ; or 2. A Missionary unit of the opposing religion is in the area (not in a city) and no Missionary or the prevailing religion is in (he area·. The player wishing to convert then ro lls one die; if th e tO Lal is higher l.han (he number of Army unit s (not Navies) belonging to t he player who comrol s (12.0) thaI area (including mercenaries and any remed armies) then that area is converted . Exa mple: A Lutheran missionary enters Fra nce in 1536. There are four French armies in France. The Lutheran Player must roll a 5 or 6 (or en ter a city with his Missionary) to convert France. Were there six or more armies, co nver- sion might not be possible. Ob viously, neutra l areas can be converted easily. (However, see new Optional Rule, 21.0.) 11(1. 261 (addition) 4. The Papal States may not be converted. This app lies only to the area in Italy. r14.1] (clarification) No matter what says any- where el se, to gain poinlS for conversi on of an area other than one you held at lhe beginning of the game you must have a Missionary in that. area. [16.471 (addition) As part of the terms to a loan, a player may "lend" one of his armies to the other player. A Player may n ot "loan" more than one army alany given time. [17.2,d) (clarification) This rule covers Volun- tary conversion to Lutheranism simply by stating you are converting. A Ca thol ic player who st ates, "I am converting to Lutheran is m" may still be ex- communicated by the Pope . Note furthcr that the Pope mu st initiate the Excommunication process immediately; this means in the immediately ensu- ing Diplomacy Phase (or in the Diplomacy Phase they arc now in if that is when conversion occurs). Simply serving a Pap al Bull is enough to inili. ale the process. [17 .24) (change) Excommunicalion does not SlOP immediately upon a country becoming Lutheran. It continues f or three years after lhe year the coun- try becomes Lutheran. (21.0] ARMIES OF NEUTRALS (optional rule) GENERAL RULE : In rhe Basic Game all [he NeuLrals a re not only Neutral, they are unprotected. This was done for the purposes of simplicity. The following rules add a li ttle navor to the game - and a lot of problems - in the form of neutral armies. 121.11 WHO IS NEUTRAL For the purposes of this ru Ie all Bright Yellow areas are NeUlral ,. with thc exception of Poland. (No military units may enter Poland). F ur ther- more , Sweden is also considered a Neutral ror th is purpose. (21.21 NEUTRAL ARMIES [21.211 Each city in a neutral area has a gar- rison/army equivalent to its army capacity fo r t hat city . Thus, Venice has an "A rm y" of four points while Lisbon has an Army of six points. The Naval poinlsare ignored for this rule. 121.22) No counters are used - or needed . Players keep track of any change in [he status of a neutral city on a piece of pape r. [21.231 In order to occupy/contro l a neutral area, a Player mus t eliminate the garrison of all cit ies in that area. Any retreat result is treated as an e limination (for the deFending neutral army). 121.241 Once eliminated, a army may not be reformed. [21.251 1 eutral armies may never be controlled by another player. They ma y only be eliminated. [21 . 261 A ll ru les that apply LO religious conversion (i .e., the new 10.23) app ly to neutrals . Designer's Notes' {coniimre" from page 3} tion did not allow Characters full flexibility. Also being considered for addition is a list of minor magic items, which would function as do the Power Items, bUl to a much lesser degree. These would be given to the Charac- ters already in the game, which would be to their advantage over a Character t hat a Player would roll up (but there would be ways to obtain such items for your personal character). Finally, the Quest Legends are undergoing a rewrite. With the Art Depart- ment handling the map and the counters and Tim Ki'rk doing the illustrations, this game should be out approximately on time. And just to make sure, our gremlins and gnomes are right now working on a "Conjure Game" spell. Eric Goldberg Typhoon All of us involved in this game are glad that last-minute testing is still going on, even though all of us know the November 19 start - ing positions by heart for both Russian and German units. I am sure, in very general terms, the Germans in Typhoon are doing far better than they could have and infinitely better than they reaJiy did. This phenomenon occurred in the f irst test (in which the Ger- mans won within four da ys), the second lest (in which the Germans won within a week), and the third test (in which the Germans won within IO days). All during this time, we had been making it progressively tougher and tougher for them as well. We have finally decided to be ruthless, however. German movement ability has been subst.antially slowed, their units weakened, their supply capabilities drastically reduced, and their ability to support major oFfensives in more than one area of the map at anyone time severely curtailed. As of this moment, we are waiting for the final playtest to begin. All concerned are at least happy that the game system is working we ll (in fact, it's a lot of fun to play - not at all a monster game), while not having to worry about mechanical problems ri ght down to the last minute of rules-writ in g. Joseph Balkoski Agincourt Agincourt has continued to develop over the last few weeks with terrain eleva- tions, French archer morale, English arrow supply, and what-if scenarios being added and tested during our regular Fr iday night {cONtinu ed WI po[!.c 29} 23

MIGHTY FORTRESS ERRATA - SPI Games · MIGHTY FORTRESS ERRATA (as of Mar 78) The fo llowing changes and corrections are lhe result of several letters (OK, more than several) questioning

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Page 1: MIGHTY FORTRESS ERRATA - SPI Games · MIGHTY FORTRESS ERRATA (as of Mar 78) The fo llowing changes and corrections are lhe result of several letters (OK, more than several) questioning

"

MIGHTY FORTRESS ERRATA (as of Mar 78)

The fo llowing changes and corrections are lhe result of several letters (OK, more than several) questioning certain aspecl~ of the game. One ma­jor change has been effected - that referring to

the process of conversion . The former conversion method was much too easy for [he Lutherans and resulted in some ralher ludicrous situations (and even more rid iculous schemes). That has, hopeful­ly, been somewhat remedied here. O ther correc­tions refer to Order of Bailie, map misprints, and general problem areas . However , the game is diplomatic in nature and the number of problems is virtually unforeseeable. Rather Lhan correct and deLail every single possibili ty we will trUSL that the players will undertake the game in the spirit of the era.

Another, and final note. AlvfP was designed to be a simple game. The few complexities that it does contain were added with some reluctance. Therefore, A Mighty Fortress is not a defini tive picture o f the poli tical-military-economic situa­tion in the 16th ~entu ry. The idea was to present the European picture in bas ic, strategic terms. Much has been purposely omitted; even more has been abst racted in. Then again, how accurate is Diplomacy?

Corrections to the Game-Map: 1. Marseilles (2223) should be a port.

2. There should be no border between 3012 and 31 J 2; 3012 is part of Saxony.

3. The phrase " to Genoa" or "to Venice" is pure­ly for historical purposes. You do not have to take Cretc to take Venice, nor does possession of Crete give you Venice (or vice versa) .

Corrections to the Turn Record Track

I. 1538 should not have an 'L. '

2. 1539 should have an 'L' instead of 'P.'

Corrections to 16.2, City Income Schedule:

I. Calais should be italicized (i .e . , iL Slarts [he game under the control of one of the players). (Same for the Tables card.)

2. Metz provides 2 "guilders" income . (Same fo r the Ta bles card.)

Corrections to the Player Cards: 1. The Ottomans start with 1 Navy in Athens.

2 . Whenever the cilY of Basel appears on a Player Card, treat it as Geneva (2418).

3. In any discrepancy betwecn the P layer Cards and the rules or game-map, the Player Cards control.

Corrections to the Rules: 13 .121 (clarification) Scotland and France are separate areas, even though they are a\lied LO each other. For purposes of defining that all iance, Scotland is considered pan of France, with no in­sult to the Scots intended. This also means you do nOI have lO take Scotland to take France.

13.151 (addition) The country of Sweden is Ll1theran in religion only . It is nOL controlled by the Lutheran player in the sense of 12.0.

[8.451 (clarification) There has been some Lrou­ble with this rule vis a vis the Papal·occupied cilies of Cologne, Mainz and Trier. Although, technic-

ally, these ci ties are in Germany, for the purposes of this rule they are considered part of the Papal State.,. Thus they may be attacked and entered by Lutherans withoul having fi rst been converted. The Papal armies in those cities are, of course, im­mune from 8.46 - as long as they stay in the cities .

[10.23] (major change) Conversion of an area from one religion to another may lake place in either of the two following ways:

I . A Missionary of the opposing religion is in [he area in a city and no Missionary of Lhe prevail­ing religion is in (he area ; or

2. A Missionary unit of the opposing religion is in the area (not in a city) and no Missionary or the prevailing religion is in (he area·. The player wishing to convert then rolls one die; if the tO Lal is higher l.han (he number of Army units (not Navies) belonging to the player who comrols (12.0) thaI area (including mercenaries and any remed armies) then that area is converted. Example: A Lutheran missionary enters France in 1536. There are four French armies in France . The Lutheran Player must roll a 5 or 6 (or en ter a city with his Missionary) to convert France. Were there six or more armies, conver­sion might not be possible. Ob viously, neutral areas can be converted easily. (However, see new Optional Rule, 21.0.)

11(1.261 (addition) 4. The Papal States may not be converted. This app lies only to the area in Italy.

r14.1] (clarification) No matter what i~ says any­where else , to gain poinlS for conversion of an area other than one you held at lhe beginning of the game you must have a Missionary in that. area.

[16.471 (addition) As part of the terms to a loan, a player may "lend" one of his armies to the other player. A Player may n ot " loan" more than one army alany given time.

[17.2,d) (clarification) This rule covers Volun­tary conversion to Lutheranism simply by stating you are converting. A Catholic player who states, "I am converting to Lutheranism" may still be ex­communicated by the Pope . Note furthcr that the Pope must initiate the Excommunication process immediately; this means in the immediately ensu­ing Diplomacy Phase (or in the Diplomacy Phase they arc now in if that is when conversion occurs). Simply serving a Papal Bull is enough to inili.ale the process.

[17 .24) (change) Excommunica lion does not SlOP

immediately upon a country becoming Lutheran. It continues for three years after lhe year the coun­try becomes Lutheran.

(21.0] ARMIES OF NEUTRALS (optional rule)

GENERAL RULE :

In rhe Basic Game all [he NeuLrals a re not only Neutral, they are unprotected. This was done for the purposes of simplicity. The following rules add a li ttle navor to the game - and a lot of problems - in the form of neutral armies.

121.11 WHO IS NEUTRAL

For the purposes of this ru Ie all Bright Yellow areas are NeUlral ,. with thc exception of Poland. (No military units may enter Poland). Fur ther­more , Sweden is also considered a Neutral ro r this purpose.

(21.21 NEUTRAL ARMIES

[21.211 Each city in a neutral area has a gar­rison/army equivalent to its army capacity fo r that city . Thus, Venice has an "Army" of four points while Lisbon has an Army of six points. The Naval poinlsare ignored for this rule.

121.22) No counters are used - or needed . Players keep track of any change in [he status of a neutral city on a piece of paper.

[21.231 In order to occupy/control a neutral area, a Player must eliminate the garrison of all cities in that area. Any retreat result is treated as an elimination (for the deFending neutral army).

121.241 Once eliminated, a neu~ral army may not be reformed.

[21.251 1 eutral armies may never be controlled by another player. They may only be eliminated.

[21 .261 A ll ru les that apply LO religious conversion (i .e., the new 10.23) apply to neutrals .

Designer's Notes' {coniimre" from page 3}

tion did not allow Characters full flexibility. Also being considered for addition is a list of minor magic items, which would function as do the Power Items, bUl to a much lesser degree. These would be given to the Charac­ters already in the game, which would be to their advantage over a Character that a Player would roll up (but there would be ways to obtain such items for your personal character). Finally, the Quest Legends are undergoing a rewrite . With the Art Depart­ment handling the map and the counters and Tim Ki'rk doing the illustrations , this game should be out approximately on time. And just to make sure, our gremlins and gnomes are right now working on a "Conjure Game" spell. Eric Goldberg

Typhoon

All of us involved in this game are glad that last-minute testing is still going on, even though all of us know the November 19 start­ing positions by heart for both Russian and German units. I am sure, in very general terms, the Germans in Typhoon are doing far better than they could have and infinitely better than they reaJiy did. This phenomenon occurred in the first test (in which the Ger­mans won within four days), the second lest (in which the Germans won within a week), and the third test (in which the Germans won within IO days). All during th is time, we had been making it progressively tougher and tougher for them as well. We have finally decided to be ruthless, however. German movement ability has been subst.antially slowed, their units weakened, their supply capabilities drastically reduced, and their ability to support major oFfensives in more than one area of the map at anyone time severely curtailed . As of this moment, we are waiting for the final play test to begin. All concerned are at least happy that the game system is working well (in fact, it's a lot of fun to play - not at all a monster game), while not having to worry about mechanical problems right down to the last minute of rules-writ ing. Joseph Balkoski

Agincourt

Agincourt has continued to develop over the last few weeks with terrain eleva­tions, French archer morale, English arrow supply, and what-if scenarios being added and tested during our regular Friday night

{cONtinued WI po[!.c 29}

23