avalonhill@hasbro.com <avalonhill@hasbro.com> wrote in message 
<20010617224417.780$Ng@newsreader.com>...
"Mark J Guttag" <mguttag@erols.com> wrote:
> I just picked up the new edition of History of the World and I have a
> couple of questions:
>
> Page 6 of the rules: When you expand into an area controlled by one of
> your armies by from an earlier Epoch, you remove the old army and replace
> it with an army from the present Epoch.  If there is also a fort in the
> space, is it removed as well?

Yes, the fort is removed as well. And any capital becomes a city. Good
catch.
 
> Page 11 of the rules: Optional rules, naval control.  Am I correct in
> assuming that what happens during naval combat is that you can keep
> spending your armies until you are able to win the battle against a fleet
> having another player's army on it and are able to place one of your own
> armies on the fleet, making the fleet you own?
 
Actually, you use your fleet markers in the same way as you use armies in
land combat. You put a fleet marker into a sea that you want to control and
roll dice. If you win, remove the opponent's fleet (and army); if not,
remove yours. Then, on your turn, if you want to keep control of that sea,
mark your fleet with an army.

-- 
-Rob
Avalon Hill/Hasbro Games 

Mark J Guttag <mguttag@erols.com> wrote in message 
<9gl2tu$n3a$1@bob.news.rcn.net>...
> > Page 11 of the rules: Optional rules, naval control.  Am I correct in
> > assuming that what happens during naval combat is that you can keep
> > spending your armies until you are able to win the battle against a fleet
> > having another player's army on it and are able to place one of your own
> > armies on the fleet, making the fleet you own?
> >
> Actually, you use your fleet markers in the same way as you use armies in
> land combat. You put a fleet marker into a sea that you want to control and
> roll dice. If you win, remove the opponent's fleet (and army); if not,
> remove yours. Then, on your turn, if you want to keep control of that sea,
> mark your fleet with an army.

Rob,

Thanks for the quick response.

So attacker only gets one shot to take over a sea area?
 
Or can you convert army markers into fleets to allow for multiple attacks
against a fleet?  If this is true, then are you are saying that the first
unit in the area is the fleet itself and the second unit is the army you put
on the fleet to keep the fleet in being for the next epoch?

Mark

avalonhill@hasbro.com <avalonhill@hasbro.com> wrote in message 
<20010618150151.898$HP@newsreader.com>...
> So attacker only gets one shot to take over a sea area?

Treat your fleet pool like you treat your army pool, with the restriction
being that you can only 'expand' into allowable seas.

> Or can you convert army markers into fleets to allow for multiple attacks
> against a fleet?  If this is true, then are you are saying that the first
> unit in the area is the fleet itself and the second unit is the army you
> put on the fleet to keep the fleet in being for the next epoch?
 
Let's say you are about to play Rome and Persia has a navy in the Eastern
Med but the Western Med is open. You really want to put a fleet in the
Eastern Med. Rome gets 2 fleets (E. Med & W. Med). Take 2 fleet markers.
Put one in the E. Med (with Persia) and roll. You lose. Remove the fleet.
You have one more. You could put it in the W. Med for free or attack again
in E. Med. Let's say you go there and win. Remove the Persian fleet and
place yours there. During the turn, things go poorly and you don't have any
armies to spare so you don't 'mark'your fleet. Therefore, at the end of
your turn, remove it, freeing up the Eastern Med. Is that clear (I hope so,
or else I'll be answering this question a lot in the next few months.)

-- 
-Rob
Avalon Hill/Hasbro Games  

Anthony Faust <anthonyfaust@mediaone.net> wrote in message 
<3B2EBDFF.3E93BB37@mediaone.net>...
>  Rome gets 2 fleets (E. Med & W. Med). Take 2 fleet markers.
> Put one in the E. Med (with Persia) and roll. You lose. Remove the fleet.
> You have one more. You could put it in the W. Med for free or attack again
> in E. Med. Let's say you go there and win. Remove the Persian fleet and
> place yours there. During the turn, things go poorly and you don't have any
> armies to spare so you don't 'mark'your fleet. Therefore, at the end of
> your turn, remove it, freeing up the Eastern Med. Is that clear (I hope so,
> or else I'll be answering this question a lot in the next few months.)

All right, I am confused.  In AH HOW Rome has 25 "Armies" which I will call
units and the right to enter E & W Med. Rome starts with the turn with one army
in Rome (with a capital), one fleet and twenty three units.  During rome turn
any unit not already committed could be:
 
turn into an army and attack a neighboring territory

turn into an army and added to an existing territory if less than three units
are in that land

turn into a fleet and attack a neighboring sea

turn into an fleet and added to an existing sea if less than two units are in
that sea

turn into a fort if the land has at least one army and no fort already exist.

turn a fort into a fortress.
 
A player turns ends when all units have been committed.  Rome could during the
turn convert the remaining twenty-three units into fleets.  The number of
remaining fleets at the end of the tuen is two per sea that rome could sail.
There is a limit of eight fleet counter per color is another limit.  I have
only once reach that limit.

Has Hasbro decided to change this rule about fleets?  If so why?

avalonhill@hasbro.com <avalonhill@hasbro.com> wrote in message 
<20010619075127.057$pC@newsreader.com>...
> Has Hasbro decided to change this rule about fleets?  If so why?

Yes, we have. We, along with the inventors, tried to streamline the rules
so that:
1. It is shorter
2. It is cleaner
3. It is easier to learn

At the same time, we wanted to keep the same feel and the same flow in the
rules.

To that end, fleets do not arise from your unit pool. Instead, at the start
of your turn, you get X fleets which can be put into seas A,B,C, etc. Then
you get an army pool which can be used as a fort or an army. At the end of
your turn, you remove your fleets, clearing the waters for the next player.

However, we recogonized that players of the older versions may not like
the change, so we put in "advanced rules" that inject a handful of rules
that were eliminated back into play. Under these advanced rules, there is
some ability to keep a fleet in play, both to score points, and to attempt
to block a later empire access to that sea. However, it is under the
advanced rule set.
 
-- 
-Rob
Avalon Hill/Hasbro Games

David Fristrom <davidfREMOVEFORSPAM@world.std.com> wrote in message 
<70AX6.1451$wU6.1944295@typhoon.ne.mediaone.net>...
Just picked up the latest version of History of the World (the Hasbro/Avalon
Hill edition); it looks spiffy and I'm looking forward to taking it out for
a spin.  However, in reading over the rules and noticing the changes from
earlier editions (and I have them all, including the original cloth map), I
did have one question about fleets and the Reallocation card.
 
The rule for placing fleet markers (Chapter V section 3 on page 5) says that
"If an ocean is listed, that Empire has navigation in that ocean plus all
seas that can be reached from that ocean, even indirectly."  The following
example makes it clear that you place fleet markers in these associated
seas, as well as in the ocean.  Unless I'm missing something, this would
appear to make the Reallocation card (which lets you exchange fleets for
coins) unreasonably powerful for an Empire such as Britain.  In fact, the
coin/fleet markers supplied with the game (12) aren't even enough to cover
all the oceans (4) and associated seas (9) which Britain can reach; being
able to exchange several of them for coins is quite a boost.
 
Can these fleets placed on seas because of associated oceans really be used
with Reallocation?  If so, the combination of Britain with Reallocation
seems unreasonably powerful.  Am I missing something here?
 
Thanks for any help.
 
David Fristrom
 
avalonhill@hasbro.com <avalonhill@hasbro.com> wrote in message 
<20010619074239.458$W6@newsreader.com>...
"David Fristrom" <davidfREMOVEFORSPAM@world.std.com> wrote:
> Just picked up the latest version of History of the World (the
> Hasbro/Avalon Hill edition); it looks spiffy and I'm looking forward to
> taking it out for a spin.  However, in reading over the rules and
> noticing the changes from earlier editions (and I have them all,
> including the original cloth map), I did have one question about fleets
> and the Reallocation card.
>
> The rule for placing fleet markers (Chapter V section 3 on page 5) says
> that "If an ocean is listed, that Empire has navigation in that ocean
> plus all seas that can be reached from that ocean, even indirectly."  The
> following example makes it clear that you place fleet markers in these
> associated seas, as well as in the ocean.  Unless I'm missing something,
> this would appear to make the Reallocation card (which lets you exchange
> fleets for coins) unreasonably powerful for an Empire such as Britain.
> In fact, the coin/fleet markers supplied with the game (12) aren't even
> enough to cover all the oceans (4) and associated seas (9) which Britain
> can reach; being able to exchange several of them for coins is quite a
> boost.
>
> Can these fleets placed on seas because of associated oceans really be
> used with Reallocation?  If so, the combination of Britain with
> Reallocation seems unreasonably powerful.  Am I missing something here?
 
I don't think so. Reallocation plus ANY Epoch VII ocean power is powerful.
To an extent. Usually England or France keeps about half their resources as
fleets and the other half as coins.
 
However, I do believe that England can only reach 3 oceans and 9 seas. I
hope. I'll double check.
 
-- 
-Rob
Avalon Hill/Hasbro Games

David Fristrom <davidfREMOVEFORSPAM@world.std.com> wrote in message 
<daHX6.1529$wU6.2108961@typhoon.ne.mediaone.net>...
<avalonhill@hasbro.com> wrote in message
> > Can these fleets placed on seas because of associated oceans really be
> > used with Reallocation?  If so, the combination of Britain with
> > Reallocation seems unreasonably powerful.  Am I missing something here?
>
> I don't think so. Reallocation plus ANY Epoch VII ocean power is powerful.
> To an extent. Usually England or France keeps about half their resources as
> fleets and the other half as coins.
 
Thanks for the quick answer; knowing this, I'll certainly be saving any
Reallocation I may get for Epoch VII.
 
> > However, I do believe that England can only reach 3 oceans and 9 seas. I
> > hope. I'll double check.
 
According to the card, they have Navigation in N. Atlantic, Atlantic,
Indian, & W. Pacific Oceans.

David Fristrom
 
avalonhill@hasbro.com <avalonhill@hasbro.com> wrote in message 
<20010619131241.098$w1@newsreader.com>...
> > However, I do believe that England can only reach 3 oceans and 9 seas.
> > I hope. I'll double check.
>
> According to the card, they have Navigation in N. Atlantic, Atlantic,
> Indian, & W. Pacific Oceans.
 
Hmmm....I think I added N. Atlantic at the last minute (allowing France and
England to colonize Canada). Damn.
 
Well, I've found The Flaw. The one thing I missed that someone finds within
weeks.
 
Here's hoping it's the only one.
 
-- 
-Rob
Avalon Hill/Hasbro Games

avalonhill@hasbro.com <avalonhill@hasbro.com> wrote in message 
<20010705075514.935$AU@newsreader.com>...
Dave Butler <ci915@freenet.carleton.ca> wrote:
> Greetings all,
>
> I just picked up a copy of the new version of _History of the World_ and
> have been looking it over in preparation for playing it (probably this
> weekend).  Now maybe it's late, or I'm being excessivly picky about
> wordings, but the 'Lesser Event -- Allies' card confuses me.
>
> The card says, in part, that "any armies bought with [coins provided by
> the card] may only be used to expand," but the rules make no mention of
> being able to buy armies with coins.  They do say that you can use a coin
> to return a defeated army to your pool, but that's not a clause I'd
> normally equate with the word 'bought'.
>
> So, how's the 'Allies' card supposed to be interpreted?
 
Just bad wording on my part (mostly due to the cards and rulebook being
written months apart). Allies should read "any armies returned to your
pool..."

-- 
-Rob
Avalon Hill/Hasbro Games 

avalonhill@hasbro.com <avalonhill@hasbro.com> wrote in message 
<20010705075714.149$px@newsreader.com>...
mfstaber@aol.com (Matthias Staber) wrote:
> 1. Optional rules naval control and multiple armies: How many armies can
> I put on a fleet marker when using these rules together?

One.

> 2. Which of the optional rules are recommended? How much do they lengthen
> the game? Do they add strategic depth?

That's subjective. I play without them for most people, especially when
teaching the game. In fact, I tought the game to a 5th grade class and not
only used the standard rules but also eliminated forts and all event cards.
Made it much easier for 11 year olds to figure it out.

-- 
-Rob
Avalon Hill/Hasbro Games