Three quick Scotland the Brave just-wanna-be-sure questions. (I assumed/deduced that the answer was yes to the first two). 1) Do all Scots Leaders (except Wallace) start the game neutral? 2) If a Scots leader joins the rebellion via play of the Influence Nobles chit, does that satisfy the "occupies a Scottish city" condition for lifting the 12.21 move/attack restrictions on the English? 3) If a Scots Leader is stacked with other Scots Leaders at the moment he leaves the rebellion (via English play of the Influence Nobles chit) are the combat units that don't leave with him still eliminated? Garry, 1). Wallace AND Murray (after he shows up in July 1297) are alway pro scottish (11.3). All other Scottish leaders start nuetral and must be "influenced" to the cause. NOTE: The Scottish leader's sheild emblem will show you where the leader starts (except Wallace & Murray). Look for the corresponding sheild by a city in Scotland. 2). This one is a bit tricky. What we did in playtest was to let the Scottish player move the newly joining Scottish leader (and his troops) out of the city (thereby the city would remain English) immediately in 1297 unless there had been a previous attack on the English by the Scotts. I'm not sure if this was dropped or not before the final rules, but I see no trace of it. So for game purposes I would say "yes" it does count, however I would caution you to allow the scottish player to move the leader and troops out of the city (12.21 is NOT violated)immediately if he so chooses. It's sort of like letting the Scottish plan in secret. Also as far as moving out of the city...we put the leader and any troops with him in a hex adjacent to the city. But you could be more strict and require a march be expended to move him or the leader pass a roll for the march. 3). Yes. I assume you mean the halfed die roll troops? So basically you roll one die, half the result(fru) and that many troops go back with the leader. Only 1 actually goes with the leader to the hex, the others are eliminated, regardless of other leaders present. An optional rule I thought of but never playtested was to modify it based on other leaders present. If a better initiative leader is present, -1 to die roll. A worse initiative leader +1 to die roll. (Can never take more than three or less than 1 however.) If one worse AND another better leader than it washes out (regardless how many worse/better leaders). Hope this helps, Ron