Steve Carey - 11:42pm May 5, 2001 PST (#728 of 739) "Weck up to thees!" Picked up DARK CONTINENT (Schutze Games) based on a recommendation from Rob Markham. Only played solo so far, but it's certainly fun. Some questions did pop up (and I emailed Peter to please reply here): 1) Rule 7 Events, each player rolls a d20, but there are 21 areas on the map (making area #21 'safe'?). 2) Rule 7 Events Earthquake, has Fortress listed twice in the removal priority in the rules; I assume the play aid has the correct sequence (Mine, Town, Fort, Port)? 3) Rule 12 Infrastructure, no requirements are given for a player's Native army placement - can they deploy anywhere on the map, or must they deploy in a friendly controlled area? 4) Rule 14.3 Moving by Ship, can all your armies that start in a friendly controlled coastal area with a port sea move (I like limiting it to the printed population)? And can a player's Native armies sea move? 5) Rule 16.1 Terrain Modifiers, does a solo Fortress (no other friendly units present) get the terrain bonus when it rolls their 1d6 in combat (I understand a Fortress itself doesn't receive its +2 printed bonus, but not sure about the Terrain modifier)? 6) Rule 16.1 Terrain Modifiers, do White Native armies who appear in the Diplomacy phase (step 10) get the terrain bonus since they did not "start the movement phase (step 9) in the area"? (I think that White Natives who appear in the Rebellion Event, step 2, do get the bonus). 7) Rule 16.2 Arranging Battle Lines, if the defender outnumbers the attacker and therefore is able to double-up, would both his units each get the terrain modifier in the combat? In other words, 2 defending White Natives are in a +2 Terrain area and they double-up on 1 attacker...would the Natives then get a +4 (2+2) Terrain modifier to their roll, or just a +2? 8) Rule 17.1 Admin Phase, when all the Event markers are removed, do White Native armies stay on the board, or are they removed also? 9) Rule 17.2 Admin Phase, states to remove enemy fort or fortress in an area that you gain control of. Wouldn't this only apply to forts since a fortress fights (roll 1d6) and thus dies in battle (which must continue until all enemy units are eliminated)? Despite these questions, I enjoyed the game quite a bit. Looking forward to a multi-player session with my regular group next week. This DTP is an incredible bargain. peter schutze - 04:13pm May 6, 2001 PST (#730 of 739) www.geocities.com/schutze_games Steve, Interesting set of questions. 1) area #21 is safe 2) Earthquake sequence is Mine, Fortress, Town, Fort, Port - the rulebook is correct 3) Native army must deploy in a friendly controlled area 4) all armies that start in a friendly controlled coastal area with a port can sea move if allowed by other rules 5) all units receive the terrain modifier including the fortress 6) Yes - they are the aboriginal inhabitants, and get the terrain bonus 7) Each defending unit gets the terrain modifier 8) White armies stay on the board until killed 9) Yes.