SUCCESSORS (S&T 161) *Counters* Photocopy the REVOLT markers printed in this issue to make as many such markers as are needed in the game. *Charts* ***Event Table*** ODD Events 41-44: The rolling player either picks up his Leader and places him in the Home Province by himself, OR moves the leader and ALL non-levy units as far as possible toward the Home Province, avoiding enemy-occupied provinces and sea zones whenever possible. Normal movement and combat rules apply. Levy units may also accompany the leader, subject to optional rule (10.3) and the owner's wishes. ODD Event 53: If some or all of the units are not available off the map, they are not received. All normal control rules apply once the player's units are placed. EVEN Events 51-56: If no elephants of the player's or an ally's color are available off-map, none can be purchased. EVEN Event 56: The player controlling both South and North Indian Provinces gains 4 TP. Chits 2-4: The type and number of units are received per the "Mercenaries" rule in section (4.0). There is no set time limit. The chit is playable any time, even during another player's turn. Chits 12-14: Can only be played at the start of a game turn. Chits 15-17: Revolt fails. This cancels any Revolt event if played immediately after the event is received. Chits 19-20: Treat as "No Event" if there is no friendly or allied cavalry unit currently in play. The owner of an allied unit must agree to put up his unit (and will probably charge a fee!). Designate the unit performing the raid prior to rolling the die. On a result of 6, the unit is eliminated. *Rules* 2.0 **Friendly** units are those belonging to the same color, plus any white colored units (i.e. mercenaries) stacked with same-color units. **Allied** units are differently colored units that can move and attack in another player's turn due to an agreement between two or more players. 2.1 Players must provide from 1 to 3 six-sided (D6) dice. The game works best if each die is a different color: one determines "odd" or "even" on the Events Table, the second determines the "tens" digit, and the third determines the "ones" digit. 3.1 ***VERY IMPORTANT: The Home Province markers are NOT removed unless the player has been eliminated from the game.*** See (5.3) below. 4.0 For purposes of all events, province control is determined per rule (5.0). Chits are expended once played; return them to the cup or space containing other available chits, where they immediately become available for future picks. A revolting, invading, or mercenary unit called for by an event or chit pick is not received unless there is a corresponding white colored unit not currently in play. All references to "India" in the events and chits are for historical flavor. No player represents India in the game. REVOLTS: Place a REVOLT marker on top of the white units received to indicate that the province is in revolt. Remove the marker the instant the last white unit stacked beneath it is eliminated. Revolting units newly placed on the map immediately attack all non-revolting units of all colors currently in the province, using the special bonus in the first round of combat only: each attacker rolls twice, and the defenders do not roll at all. Pre-combat and subsequent rounds are performed normally. If no units are present for revolting units to attack, the first round bonus is lost. LAND INVASIONS: If an invasion event occurs for a province containing white units not located beneath a REVOLT marker or stacked with colored units, roll a die and follow the directions listed under the event for choosing a secondary target. MERCENARIES **(replaces old rule)**: The player expending the chit receives as many of the indicated white units as are currently out of play, and for which the player is willing to pay TWO (2) TP per unit. The units are placed together beneath at least one unit or leader of the player's color. Remove a mercenary unit from play when the player does not pay TWO (2) TP to maintain it during the friendly Revenue Phase, OR the instant no friendly colored leader or unit is stacked with mercenaries in a province at any time during the game. INITIAL PLAYER SHIFT: This only occurs as a result of chit play. The chit must be played at the beginning of a game turn, prior to any other activity. If two or more players play a shift chit, each rolls a die. High roller performs the shift specified by his chit. All the chits are considered expended. 5.0 A province with units beneath a REVOLT marker cannot be controlled by any player for purposes of Revenue collection. 5.2 Differently colored units purchased from another player must always be beneath at least one same-color friendly unit or leader. The instant this ceases to be true for any reason, the differently colored units are removed from play and immediately become available for purchase. **Example:** The red player buys two infantry units from the green player. These must be placed beneath at least one red unit or leader and remain so at all times. 5.3 Place an unransomed captured leader on the space for the upcoming game turn on the Turn Track as a reminder that it must be ransomed before the owning player can spend TP for anything else. EXCEPTION: If the owning player controls no provinces at the instant his leader is captured, the captured leader is not ransomed. The owning player is out of the game, and the winner of the battle inherits the loser's remaining TP. 5.5 Units need not be placed in the province containing a matching symbol, as long as the player receiving the unit controls at least one province containing the symbol. 6.0 No units may enter any land area unless it contains a Provincial Value printed inside a black circle. 6.1 Sinai is also a shaded province. 6.3 Fleets can end movement only in a sea zone, or in a province that contains a port symbol. A fleet in a province is considered to be "in port." In all other cases, a fleet is "on patrol." Any number of friendly and allied fleets may be in port in a single province or on patrol in a sea zone. Land units and leaders spend no MPs while aboard a fleet. A fleet may not enter a province containing any enemy fleets in port, but it may still land units in the province. 6.4 There is no section 6.4. 7.0 A leader by himself without any friendly, allied, or mercenary combat units with him is automatically captured when attacked. 7.11 For each Elephant present, TWO enemy cavalry units may not make a pre-combat die roll. 7.11 & 7.12 The player making a pre-combat or combat die roll chooses the enemy unit to be eliminated, within the unit class guidelines set by (7.14). Leaders may never be chosen for pre-combat elimination. 7.14 Leaders are only affected by combat if all friendly and allied combat units with them are eliminated. 7.15 Rounds continue until only one side's units that began the combat remain in the Province at the conclusion of a round. A "side" consists of all units and leaders controlled by a particular player, including any allied units. 7.2 Fleets "in port" may not be attacked by enemy fleets or land units, but may suffer destruction or capture if the province they are in becomes enemy controlled (see 7.3). Ships in a sea zone or a province without a port symbol are "on patrol," and may attack and be attacked by Sea Combat in either location. 7.3 When a province changes control (per rule 5.0) or an alliance ends, each player who does not control the province and is not currently allied to the controlling player rolls a die for each friendly fleet unit "in port" in that province. Results are as follows: 1-2 = captured; either replace the unit with one belonging the controlling player (or one of his allies), or simply destroy it. 3-4 = destroyed; return to the player's off-map pile 5-6 = escape; place in an adjacent coastal province, either in port or on patrol as the owning player wishes (and depending on the presence or absence of a port symbol in the province). The province need not be controlled by the player or an ally. 8.0 Province control is different for Revenue collection and Victory purposes. For Revenue, see the general rule under (5.0). A province cannot be controlled for victory purposes if it contains units beneath a REVOLT marker. 9.0 In case of ties, the player with the highest total Provincial Value wins. If still tied, the player with the greatest number of provinces wins. If still tied, the player with the single most valuable province (in terms of Provincial Value) wins. Use these tie breakers to determine all player rankings. 10.1 Each player rolls a die to see who bids first; high roller wins. Each subsequent bid must be at least 1 TP higher than the previous bid. The last bidder wins, and selects the player who will go first. Play then proceeds clockwise. Q: Do you make additional white units whenever they are needed? A: No. The countermix is a limit for all units, including white. Q: When you play Event Chit #18, does the +1 die roll modifier affect just a single battle? A: Yes. The chit is played immediately before combat resolution and is expended. Also, the chit can be played by the defending side if it wishes, even though the chit is labeled "Surprise Attack." Q: Can a side control a province with no friendly units present? The language of ODD events #45 and #54 seems to suggest this is possible. A: No. The language is incorrect, and should simply be ignored. Follow all other instructions. If no player controls Persia, place two white revolting levy units there. Q: What is the difference betwwen an "allied" and "friendly" unit for game purposes? (2.0) A: **Friendly** units are those belonging to the same color, plus any white colored units (i.e. mercenaries) stacked with same-color units. **Allied** units are differently colored units that can move and attack in another player's turn due to an agreement between two or more players. ***No unit can move or attack more than once in a single game turn.*** Q: What is the best combination of dice to use in the game? (2.1) A: The game works best with three six-sided (3D6) dice. Each die should be a different color. One determines "odd" or "even" on the Events Table, the second determines the "tens" digit, and the third determines the "ones" digit. Q: Interpreting the events can be tricky. Can you give me some extra pointers? (4.0) A: Chits are expended once played; return them to the cup or space containing other available chits, where they immediately become available for future picks. For purposes of all events, province control is determined per rule (5.0); i.e. who has the largest force. In case of ties, gains and losses are shared. Divide the value by the number of tied players and drop fractions. Any leftover costs or unassigned gains go to the player expending the chit or rolling the event. A revolting, invading, or mercenary unit called for by an event or chit pick is not received unless there is a corresponding white colored unit not currently in play. All references to "India" in the events and chits are for historical flavor. No player represents India in the game. Q: Can there ever be white units (rebels, invaders) and colored units in the same province at the end of any player's turn? (4.0)