Jonathan Arnold - 05:53am Jul 7, 2003 PST (#28 of 89) Medford, MA - OTT: Berezina (ATO#4), Hispania (AWE), Ignorant Armies (S&T #215), Granicus (S&T#214). XBox: Morrowind & Halo Two more nits:-) 1] I assume it is meant the colored square that is on the counters, not the colored circles? 2] In what order are the countries for the Region Control Chart? It's always bugged me when a list is in seemingly random order. It should either be alphabetical or, I was thinking, an even better way would be to order them by VPs, so it's easy to see at a glance where the important places are. -------------------------------------------------------------------------------- Jonathan Arnold - 10:06am Jul 7, 2003 PST (#29 of 89) Medford, MA - OTT: Berezina (ATO#4), Hispania (AWE), Ignorant Armies (S&T #215), Granicus (S&T#214). XBox: Morrowind & Halo A couple of supply questions: 1] What is the supply point marker for each side used for? Perhaps there used to be a track to keep track of SPs? 2] The supply rule is worded a little oddly. 17.33 says that it takes one SP to supply all units which can't forage. But then it talks about "each SP", like there would be multiple ones expended in a square. And the out of supply rule (17.4) talks about the "requisite number of SPs", again like there can be multiple ones spent for a single square. I assume the first rule (1 SP per square) is the main one, and the rest are just talking about multiple squares taken as a whole. Oh, one more rule nit to pick for the living rules. 18.1 should say "Remove from the map the units to be reorganized and replace ...". The word 'from' is in the wrong place. -------------------------------------------------------------------------------- Joseph Miranda - 11:28am Jul 7, 2003 PST (#31 of 89) 1] I assume it is meant the colored square that is on the counters, not the colored circles? Yes, if you mean the highlighted movement factors. 2] In what order are the countries for the Region Control Chart? It's always bugged me when a list is in seemingly random order. From their location on the map, southeast to northwest, more or less. The idea is that since India is "the prize" then it is first and work from there. 1] What is the supply point marker for each side used for? Perhaps there used to be a track to keep track of SPs? Place it on its side's Balance of Power index numbered box = to the number of supply points. So if you have three Russian supply points, it goes on "3". 2] The supply rule is worded a little oddly. 17.33 says that it takes one SP to supply all units which can't forage. But then it talks about "each SP", like there would be multiple ones expended in a square. And the out of supply rule (17.4) talks about the "requisite number of SPs", again like there can be multiple ones spent for a single square. I assume the first rule (1 SP per square) is the main one, and the rest are just talking about multiple squares taken as a whole. "Each SP" should be "One SP". 17.4 implies one SP, although note that 17.6 sometimes requires 2 SP. I may do a chart to show all this more clearly. Oh, one more rule nit to pick for the living rules. 18.1 should say "Remove from the map the units to be reorganized and replace ...". The word 'from' is in the wrong place. Thanks. -------------------------------------------------------------------------------- Christopher Hall - 01:53pm Jul 10, 2003 PST (#51 of 89) Playing S&T #216 Asia Crossroads: The Great Game and AH's 1776 Following that near disaster, I've had a chance to get ready for a face to game this weekend, and I've got a few rules questions: 1. Automatic supply under 17.31 is clear, but the second note in the center of the column ("Note the difference between provisioning and supporting ...") mentions that units in cities have automatic supply. I assume that the note is wrong in that regard, and 17.31 controls? 2. 20.23 says a civilization marker may not be placed in a square if an enemy civilization marker is present. However, 20.4 says that "civilization markers do not prevent ... any other game function ... ." I assume 20.23 controls? 3. 20.5 doesn't mention the elimination of enemy forts. Can they be removed without a shift on the balance of power chart? 4. 24.2 says that Open War can be repeatedly triggered. But the opening sentence of 24.0 says "the first time ...", and the victory conditions and the designer's notes seem to be written from the perspective of a one-time occurance. Accumulating -15 VP penalties for repeatedly attacking the enemy empire's armies seem a bit harsh, but we will abide if you require! Joe, this one looks like a killer game ... I can't wait to give it an ftf work out on Sunday. Thanks in advance for your answers, and all the effort that went into Asia Crossroads! Chris -------------------------------------------------------------------------------- Joseph Miranda - 10:07am Jul 11, 2003 PST (#55 of 89) Automatic supply under 17.31 is clear, but the second note in the center of the column ("Note the difference between provisioning and supporting ...") mentions that units in cities have automatic supply. I assume that the note is wrong in that regard, and 17.31 controls? Yes. There is no auto supply in cities, you have to forage there. The note should read: “…such as agents, still require…” 20.23 says a civilization marker may not be placed in a square if an enemy civilization marker is present. However, 20.4 says that "civilization markers do not prevent ... any other game function ... ." I assume 20.23 controls? Yes. By “functions” I meant movement, combat, supply. 20.5 doesn't mention the elimination of enemy forts. Can they be removed without a shift on the balance of power chart? Yes. Add “If a fort is eliminated, do not shift the Balance of Power Index”. 24.2 says that Open War can be repeatedly triggered. But the opening sentence of 24.0 says "the first time ...", and the victory conditions and the designer's notes seem to be written from the perspective of a one-time occurance. Accumulating -15 VP penalties for repeatedly attacking the enemy empire's armies seem a bit harsh, but we will abide if you require! This is another example of why I should not make last minute game changes. Originally, Open War could be triggered anew each turn, then I decided to make it only once per game to reduce the admin. So the answer is, Open War may be triggered only once per game.