From: LEWISM Subject: Re: Lords of the Sierra Madre #LotSM is definitely in the second category. Most people seem to be put #off playing it by the rules, which even in the Decision version are #still somewhat vague(!) Any game that can generate a story like yours Attached is a very valuable rules errata/clarification as of SEP 96 that I received from Phil Eklund, avail. I'm sure on request. It is a mere ASCII file. (No, I don't work for SMG, I just play & criticize their stuff & tell Phil about toxins...) Mike DESIGNER'S ERRATA TO xLORDS OF THE xSIERRA MADRE by Phil Eklund Sierra Madre Games Co. 3438 N. Applewood Dr. Tucson, AZ 85712 (520) 324-0523 INTERNET: phileklund@aol.com REVISION: Spetember 1996 x2.0 COMPONENTS (Add) The cards are numbered as follows: W1-9; O1-11; B1-9; R1-21; E1-7,9-24; M1-37,43; C1-61; RR1-28. 3.3 RAILROADS (Addition) Rail lines connect where they cross, and where they both enter the same police block. 3.5 POLICE BLOCKS (Add) It costs no movement points to move into or out of a police block or coastal block to/from the surrounding district. 3.6 (Add) MAP ERRATA: Movement from Texas to Dona Ana County cannot occur except by crossing the bridge over the Rio Grande. The capitalization of RR18 as listed on its card should read [8], not [9], to agree with the map. 3.8 COASTAL BLOCKS (Add) Coastal blocks may be treated by land units exactly as police blocks, see 3.5. 5.2 (Add) The effects of E Cards are permanent unless noted. (Add Section) 6.X ENTERPRISE COUNTERS See 8.72b. 6.52 RIFLES (Change) Aeroplanes can carry one rifle, as baggage, per 6.55. (Change second to last sentence) Two depleted rifles in a stack may be combined... 6.7 STRIKERS (Add) During a quarter, a Striker may burn down the enterprise it is striking per 11.8 only if it is provoked first by being attacked. If a railroad is on strike, the strikers (if provoked) may burn down any bridges along that rail per 11.86. 7.72 HEIRS (Add) A card that is discarded by a dead player (or any card that is abandoned unwanted by everyxone) goes into the discard pile. If it is a common card inxstead of a quarterly card, it goes back into the common card deck, so as to be available on subsequent turns. IOUs are transferable to one's heirs, just like the family gold. 8.22 (Change 1st sentence) Hacendados who are kidnapped or who are off at war... 8.25 BANKS (change to) During the investors' capital segment, a bank owner receives not only the normal investors' capital (going to his HQ per 8.38), but also each of his banks receives an amount of gold equal to the total number of banks he owns times the turn's investors' capital. This is summarized in the following table, which shows each bank's profit in Au: Inv. Cap. for this turn: none 1 Au 2 Au __________________________________________ One Bank Owned: 0 1 2 Two Banks Owned: 0 2 4 Three Banks Owned: 0 3 6 Four Banks Owned: 0 4 8 Five Banks Owned: 0 5 10 Note: Bank profits are determined by investors' capital, and are placed upon the map per 8.38 rather than given directly to the player. 8.26 (Change last sentence) Replace "police counters are depleted" to "police counters remain depleted" 8.3 PROFITS (Add) Note: Cards are physically placed upon whatever profit the enterprise earns. This position may go up or down due to rail linkages, event cards, burnxing, cattle liquidation, or cattle reinvestment. (Add) Dams always give a profit of two, and they have no map location, as they are immune to disasters, striking, taxing or burning. 8.32 (Addition) As shown, the mining profit (and its card position) is increased by two each quarter it is linked to either a smelter or a city per 8.37. 8.34 LUMBER RAILROADS (Change beginning with second sentence) The owner of these railroads receives 1 Au per quarter from the treasury for each mine that obtains lumber from it. Each quarter, mine owners must determine which lumber railroad they will obtain lumber from (unless no linked lumber railroads exist). Transport of lumber pays no rail fees. A lumber railroad may be used by more than one mine; each use receives 1 Au from the treasury. 8.35 SMELTERS (Change to read) Mines must trace to a smelter to raise their profit, if one is available linked by rail. If more than one exists, the mine owner chooses. Each railroad in the route receives 1 Au from the treasury. Smelters earn a profit equal to the assay value of each mine that use their services. A smelter may service more than one mine, but may not earn more than six Au per quarter (8.3). However, if a smelter is already earning its maximum profit, it cannot accept any more linkages and any additional mines have to go elsewhere. 8.37c Change final sentence to read: Rail fees are paid by the mine owner if the mine is linked to a city, but are paid by the treasury if the mine is linked to a smelter. 8.39 b (Add) A hacienda/slave plantation starts at its inixtial profit if rebuilt. (Add) A change in profit due to an E card is permanent. 8.41 PAYMENTS (Add) If a player chooses not to pay for an immature card, he can sell it to any player willing to take over the capitalization. If nobody takes the card and the enterprise is abandoned, the shareholders are disxgruntled and the player must abandon investor's capital for one year. Optionally, if capitalization of a W card is abandoned, it can be seized by a store owner, if any. If more than one, the player abandoning the card chooses. 8.42 BANK LOANS (Add) Repayments on loans go to the bank owner, not to the treasury. Players may pay off an IOU earlier than due. Loans are paid off during the capitalization segment. 8.42b LIMITS ON LOANS (Change last sentence to read) No player may have more than 6 IOUs on his calendar at a time. 8.53 (Change first sentence) Any gold spent on W cards (either bidding or maturing) goes to the owner of any store of the buyer's choice, or to the treasury... 8.6 COMMON CARD AUCTION (Add) Any or all of the Common Cards (with green backs) can be auctioned during the Common Card auction, except for unused haxc endado cards which are not available. 8.62 PURCHASING RIFLES (Add) Players are allowed to use any store location as a starting point for their W cards if no stores have been built. If the store in Nogales, Sonora (the Chinese store) or the store in Guaymas, Sonora (the German store) is used, weapons starting there are legal until moved outside the police block. NOTE: Historically, Chinese were a major (yet heavily persexcuted) factor in small free enterprise operations in Sonora. 9.2 RED FLAG REBELLION (Add) A Red-Flag rebelxlion can be initiated or ended by the governor of the Mexican territory involved during the mordida or rebasing segment. Halleys Comet (Card E2) also ends the Red Flag. It is also ended if for any reason the Governor cannot return to his mansion during the rebasing segment, which initiates a new gubernatorial election during the next Common card auction. Ending it restores the red counters to orange during the mordida or rebasing segment. Eliminated Red-Flaggers go to the common deck (per 11.35) as red units until the rebellion ends. The Governor is considered a criminal any quarter that he presided over a Red-Flag territory. 9.4 STRIKES (Replace last two sentences with) An immature C or RR card may also be put on strike; during each maturation segment that it is on strike move its card ahead on the calendar by one quarter. 10.0 TACTICAL ROUNDS (Replace last two sentences with) Tactical rounds continue until all players have passed two consecutive times. 10.22 (Change last sentence) Counters of different colors may not stack together, either in or out of police blocks. 10.6 CASH TRANSPORT (Add) Any tax money colxlected is accumulated at the fort or HQ of the tax-collectxing troops (11.7). Bandits can store their cash in any montane district if it becomes too great to carry around. This booty is vulnerable to seizure unless "buried". (Red counters can bury cash in montane as an exception to 11.53. This frees them to go rob some more on subsexquent quarters). Buried treasure is not available for bidding in auctions per 11.75. 10.7 CRIMES (Add) Red counters can steal a player's stash of funds, most of which (see 8.38) is stored at the C Card location that the hacendado counter is using as a HQ. Being the Governor of a current Red Flag territory is a crime. Foiled night raids are not considered crimes. 11.34 LOSSES (Add) Troop counters cannot be elimixnated until all rifles or machine guns are eliminated first. 11.35 ELIMINATION (Add) Discarded Common Cards are returned to the Common Card deck. If bought, the purchaser must rebuild (per 12.24) each counter (listed on the card) that he wants placed upon the map (at its starting point listed on its card). 11.41 LIMITS (Add) Counters not in a police block cannot attack police or strikers within the block, nor interfere with taxxing within the block. 11.43 SURRENDER (Change to read) If the defending force has no rifle or gunboat counters present and has taken at least one loss in the immediately preceding combat, and the attacking counters are Blue or Orange, then the entire defending force surrenders (see Notes for exceptions). a. Attackers never surrender (though if they have lost their rifles, etc., they are prime targets). b. Defending counters never surrender to Red forces, since Red is always assumed to have declared Ley de Fuga. Also, counters don't surrender to Orange or Blue forces that have previously exercised Ley de Fuga (see 11.46 for additional details). c. Rifles never surrender but may be seized if no troops are present in the same location per 11.46. d. Surrendering artillery, truck, aeroplane, and machine gun counters (and their cards) become the property of the victorious counter (not the player controlling the victorious counters). Surrendering troops are moved to the penitentiary (11.44) during the rebasing segment. e. Gunboats and the troop counters on them, and Police never surrender. f. Artillery, trucks, and aeroplanes can be seized (in a Night Raid, 11.5) if no troops are present in the same location. Also, they surrender with any troops they accompany (The owner may wish to use them to satisfy losses rather than surrender them. Note that trucks contribute no firepower but may be used to satisfy losses). 11.44 (Add as first sentence) Surrendered troops are placed in a penitentiary (or per 11.45) of the victorious player's choice during tactical moves or rebasement (12.0). 11.48 (Add at end of first sentence) ...("Law of Flight", in other words, "shot while attempting to escape"). 11.51a NIGHT RAIDS (Add) This is limited by how much cash is stored at the site. 11.51b: Change "11.6 to "11.55". 11.55 (Add to end of first sentence) ...by red troops. 11.61 (Add to end of second to last sentence) ...during the rebasing segment (12.0). 11.62 (Add) The M card is discarded if the leader is killed. 11.65 ARMS SEIZURES (Add this paragraph) One counter of rifles is assumed to exist at each established store. This may be robbed per 11.5, or seized by governxment troops who have no rifles. In eixther case, one gold piece must be paid for a new wholesale rifle counter to re-establish the store, otherwise it is shut down. This gold is owed by the player controlling the Government troops in the case of arms seizures. 11.75 (Add) A hacendado gets half the tax money colxlected, rounding down. This means that the hacendado does not get the gold if only one Au is collected, which is the normal (peacetime) limit of tax collectors. 11.82 (Add) Casinos burned to profit zero may be recapixtalized by the owner to bring it back to profit one. 11.83 Smelters (Change, in first sentence) "seven" should be "six". (Add) Any turn that the total profit of a partially-burned smelter is immediately reinvested, its maximum profit is raised by one step. Alternatively, the smelter may be recapitalized to regain its full capacity. 11.86 (Add) Money spent rebuilding bridges also goes to a store owner, if any, (as long as a store owner does not end up paying himself.) (Change last sentence) Replace "Common Card auction" with "rebasing/refurbishment". 11.93 (Add) Troops that go up for rebidding, whether bexcause they have been eliminated, double-crossed, or bexcause of the suxperstition of Halley's comet, have their counters removed from the map if no one buys them. Their cards are disxcarded (if quarxterly) or returned to the common card deck (if common). 12.1 REBASING (Change first sentence) After all players agree that Tactical Rounds are over, Orange and Blue counters (including white counters that have been declared Orange or Blue) are placed in a district of their choice within their home territory that contains a fort or HQ. (Add) Multiple military forces of a territory may rebase to the same fort or HQ. 12.24 (Add) See 11.35 if all counters on a card are eliminated. 12.28 The example should be moved to 12.23. 13.13 (Add) Also, the Gubernatorial card goes up for re-election during the common card auction if the current Governor is not able to return to his mansion during the previous turn's rebasing segment (being arrested, kidnapped, deposed by the end of a red flag rebellion, or killed.) 13.17 (Add) Almost every card has a name on it that can be used as "puppets" for elections, military leaders, etc. (Add) A military leader, or any regional puppet, can run for office outside his territory. For instance, a leader of Chihuahuan federales can run for office in Sonora. If a military leader is elected to office, the controlling player can be apxpointed to fill the vacant position, at his current leadership. If no such player is appointed, a nameless replacement general of the original leadership is assumed to be appointed. 13.19 (Add) The gubernatorial mansion counts as a C card enterprise for purposes of 8.21. (Add) The gubernatorial elections of Texas (Card B5) and New Mexico (Card B6) come with a counter of Rangers; if the governor remains non-player-controlled these blue counters may be auctioned off separately. 13.21 (Add) Taxation is limited by the capacity of the stack per 10.6. The governor does not have to be present to get his 50% tax share. His share is stored at his mansion (whether the governor is a player or a puppet). Any quarxterly orange cards turning up in subsequent turns are awarded free to the player controlling the governor. 13.4 PRESIDENTIAL POWERS (Add) Presidents must distribute all B/O cards to players who are governors, except that cavalry (US) or ruxrales (Mexico) cards are retained by the President. Hiring or firing of governors or generals must occur during rexbasement. Players hired as governors or generals use their current leadership. 13.41 (Add) Presidents cannot personally lead troops; in times of war or peace they must remain at their residence. 13.5 War (Add) Investor's capital continues normally during war (but see 8.26). 13.58 (Remove the second sentence , the one starting "If this occurs...") 14.3 (Add) IOUs deduct from a player's ending victory total. 18.0 INDEX Casinos (change) 11.82 to 11.89 Defaulting (change) 8.42c to 8.41a Gunboats (change) 11.43c to 11.43e Kidnapping (add) 8.22 and 11.47 Machine Guns (add) 11.43d Penitentiary (change) 11.43 to 11.43d Surrender (change) 11.35 to 11.9 Trucks (add) 11.43d, 11.43f (Add) Arms Seizures 11.6, 11.65 (Add) Rivers 3.6 (Add) Sequence of Play 1.3 Selected Bibliography, page 23 (Add) Traven, B. Der Schutz der Sierra Madre (The Treasure of the Sierra Madre), Alfred A. Knopf, Inc., 1935.