L. Scott Johnson <sjohnson@math.sc.edu> wrote in message 
<3A9A5FE9.8CB22964@math.sc.edu>...
> Rodney Somerstein wrote:
>  
>  I'm trying to find the errata for Vinci, but it seems as if Dan Blum's
>  Vinci Errata page no longer exists. If it does exist then the URL has
>  changed and BoardGameGeek and elsewhere are still pointing to the
>  wrong page. Does anyone have the text from that page that they could
>  please paste into a followup message or somewhere else that they can
>  point me for this info please?
>  
>  Thanks,
>  
>  -Rodney

Vinci Errata and Clarifications

Compiled by Dan Blum. All information is taken from Usenet posts or e-mails
from Philippe Keyaerts, the game's designer, or Ron Magin of Eurogames,
except where otherwise noted.

If you have further questions about Vinci, e-mail Eurogames
(egdusa1@aol.com) and let me know the answers, so I can add them to this
page.

Vinci is © and TM 1999 by Jeux Descartes.

Last updated November 12, 1999.

Errata

  1. Mining produces 2 extra VPs in each province with a pickaxe. The
     counter and rules are correct, but the Summary of Play card is in
     error.
  2. Medicine should not have a 1 in a yellow circle on the counter - it
     should instead have a +1 with a piece icon next to it, to indicate the
     extra piece you get each turn (numbers in yellow circles indicate VP
     bonuses).
  3. The rules for Expansion of an Empire are contradictory - on page 3, the
     rules state that 1 pawn must be left in each province of an empire at
     the beginning of a player's turn, but on page 4, they state that
     provinces may be left empty. According to the designer, the second rule
     is correct - you may leave a province empty at the beginning of your
     turn, in which case you no longer own it (see below for a description
     of exactly how a turn works). You may NOT leave a province empty during
     the Reorganization phase at the END of your turn, unless you have more
     provinces than pieces (which can happen with Field General, for
     example). It is still possible to have an attack cost no pawns, in
     which case you must move a piece into the conquered province during
     Reorganization (as per the Note on page 4 of the rules).
  4. Normally, the presence of a broken column icon on a Civilization
     counter indicates that the counter remains on the board when the owning
     empire goes into Decline. However, this is not true of the Heritage and
     Fortification counters - they are removed when an empire goes into
     Decline (it's not true for Rebirth, either, but that seems fairly
     obvious). For Heritage, the icon is there to indicate the counter's use
     with Declining empires, but the Active empire has to own it. For
     Fortification, the icon is there to indicate that the forts remain when
     the empire goes into Decline (but it can build no new ones).
  5. There were supposed to be 3 Barbarian counters and 1 Specialization
     counter in the mix, but due to a misunderstanding on the original
     graphic designer's part there are 2 of each. To play the game exactly
     the way the designer intended, mark one of the Specialization counters
     to designate it as a Barbarian. Otherwise, if you draw both
     Specialization counters for the same empire, replace one of them with a
     new one.

Clarifications

  1. It is not entirely clear (to me, anyway) exactly how turns after the
     first one work, given the rules as written. What happens is actually
     pretty simple: you remove all but 1 piece from each province of your
     Active empire (you are allowed to remove ALL the pieces from a province
     if you wish, as per item 3 under Errata), add to these any extra pieces
     obtained from Field General or Medicine, and make conquests, using your
     current provinces as bases. When you're done you can reorganize as per
     the rules.
  2. If you remove all the pieces from ALL your provinces, you may re-enter
     the board immediately as if you had a new empire.
  3. You may attack across coastal boundaries (black lines) without having
     Astronomy. You only need Astronomy to attack through Sea spaces.
     Provinces separated by black lines are considered "adjacent" for all
     purposes.
  4. The +1 bonus given for attacking from a Mountain space applies when
     attack across coastal boundaries. It does NOT apply when attacking
     across Sea spaces using Astronomy.
  5. If an Active empire has Heritage, and is next to the player's Declining
     empire, it may attack it.
  6. Diplomacy may be used against a player without an Active empire on the
     board - this will prevent him or her from attacking you with a new
     Active empire on his or her turn.
  7. If an empire has Specialization and a counter the effects of which
     cannot be doubled (all blue counters except Medicine and Diplomacy -
     these and all yellow and pink counters can be doubled), the empire just
     gets the normal effect of the other counter and the number of pawns
     doubled plus 1.
  8. Players are not limited to 25 pieces - if more are needed, use an
     unused color or some other subsitute.
  9. Fortification allows an empire to build one fort per turn (not one fort
     per province per turn). Specialized Fortification allows an empire to
     build two forts per turn (not in the same province, as the restriction
     of one fort per province still holds).
 10. When Civilization counters are removed from the board, they are
     returned to the bag.
 11. When an empire goes into Decline, remove all but 1 piece from each
     province it occupies and put a Declining marker in each province. Forts
     remain in these provinces. In addition, you remove Civilization
     counters without broken column icons, plus Heritage and Fortification.
 12. You are allowed to enter a province with your Active empire that is
     adjacent to a province occupied by your Declining empire, no matter
     what. However, if the Active empire does not have Heritage, the
     Declining empire's province is immediately emptied.

House Rules

I only have one house rule so far - if two identical Civilization counters
are drawn together, put them back in the bag and redraw (Declining and non-
Declining Mining, Agriculture, Livestock Breeding, and Port Building are NOT
considered identical for this purpose). The rationale for this is that no
combination of counters should be strictly worse than any other, but two of
an identical counter is strictly worse than one of that counter plus
Specialization (only by one piece, but still worse).

-- 
L. Scott Johnson (sjohnson@math.sc.edu)   | I'm weird now, but I'm
http://www.math.sc.edu/~sjohnson          | saving up to become
Graphics Specialist and V:TES Rulemonger  | eccentric.