From S&T#98 Rules Addenda THE FOLLOWING RULES MODIFICATIONS are intended to correct, change, further explain, or expand the SINGAPORE Game rules. Game Map. 1. The railroad in hex 1009 which goes into hex 0909 and then back into hex 1009, actually goes from hex 1009 into hex 0909 and then to hexes 0910 and 1010. 2. The roads in hex 0820 should join to permit movement between them. 3. The city in hex 0719 is actually spelled Kuala Lumpur, while the town in hex 1510 is spelled Kuala Trengganu. Unit Counters. 1. The Indian 46th Brigade should enter on turn 4 as an optional unit. 2. The Indian 15th Brigade should begin at hex 0205, and is not an optional unit. 3. The Indian 20th Brigade starts at hex 0205 as an optional unit. 4. The Krohcol unit sets up at hex 0508. 5. The Indian 12th Brigade sets up at hex 0821. 6. The SSVF unit sets up at hex 1826. Game Rules. [9.8] "Attacker making amphibious assault" should reference rule 9.37, which should be added to the rules to state that "One is subtracted from the die roll when any units in an attack are making an amphibious assault (see 13.22)." [2.3] "Combat Strength" is inapplicable to units, as each has an attack and defense strength. [5.28] The first exception should read between 0316 and 0416. [5.32] The rule should reference 7.22, not 7.23. [5.45] The rule is meant to convey that the Japanese cannot use rail movement on turn 1. [5.53] Addition: Only the Japanese Imperial Guard Division can enter on hexes 0101, 0201, or 0301. All other Japanese units must enter by sea. [9.72] Combat results listed should read "Dl, D2, D3. . . ." Optional Rules. The following are strongly recommended to enhance realism. Revised Stacking. Revising rule 7.0, both players can stack a maximum of 5 units in one hex. Up to 4 can be infantry units, with the remaining one an armored unit. Players can stack more armored units, for example 3 infantry and 2 armored units, as long as no more than 4 are infantry and as long as no more than 5 units are in the stack. Stacking points are no longer applicable with these rules. Revised Air Units. For player convenience, air units are placed on bases on the map. No off-map air units are permitted to take part in combat. Each base can accommodate up to 4 air units. If an enemy ground unit moves adjacent to an air base, the aircraft can be displaced to another friendly air base or else off the map, but can take no further part in operations during that turn. Similarly, air units displacing from base to base during a friendly player turn cannot take part in operations that turn. When an air unit is used in a turn (or displaces), it is flipped over to its reverse side as a indication of its non-availability. All air units are turned face up at the beginning of each new turn. A maximum of 4 air units can support any one attack or defense. The Commonwealth player can base his air units on the inset map at any time. Air unit designations: Japanese: 4 units are 3rd Air Brigade, 4 units are 7th Air Brigade, and 4 units are 22nd Air Flotilla (these are the units removed on turn 7). British: 4 units are 225 Group RAF, and 4 units are 226 Group RAF. Historical Japanese Entry. This is highly recommended for the historical game. Turn 1: At hex 0302: 11/5, 41/5, 1 Armor. At 0603: 42/5, 14 Armor. At 1106: 56/18. At 0302 or 0603: 2 Armor (optional). Turn 2: At either hex 0302, 0603, or 1106: 6 Armor. Turn 3: At hex 0101 by rail: 4/IG, 3/IG. Air points can displace to bases on the map. Turn 4: At hex 1106 or 1616: 55/18. Turn 5: At hex 0101 by rail: 5/1G. At 0302: 21/5. Turn 6: Anywhere: 154/56 (optional). Turn 7. Anywhere: 146/56 (optional). Remove 22nd Air Flotilla. Turn 8: At hex 1821: 114/18. Turn 9: Anywhere: 148/56 (optional). NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)