From: Richard Heli Subject: please add this to Web Grognards Rise and Fall Summary and Clarifications (by the designer) COMPONENTS Players are restricted to the countermix. MAP The terrain of an area is determined by the predominant terrain type shown. (For example, Scythia I is a clear area and Hun IV is a forested area.) The open sea, Red Sea and Kushan are not playable areas. You may not enter these areas. SEQUENCE OF PLAY When returning to play: Turn 1 -- go out Turn 2 -- announce Turn 3 -- raise levies MOVEMENT Movement is not modified by terrain. When at sea, a leader must be transported by a ship. The ship a naval leader is on can move 8 areas per turn. If the ship is destroyed at sea, the leader is also destroyed. All leaders except Naval leaders move at a rate of 5. INCOME The amount a player may over- or under-tax must be divisible by 10. (The value added or subtracted is always rounded off!) COMBAT Each unit has an attack value and a defend value which are used whether a player is the phasing player or not. Leaders may not be taken as losses in battle. Leaders may not retreat alone. NATIONAL CHARACTERISTICS The Norwegians are the same as the Vikings. Remember: Eastern and Western Romans are friendly units. (They may only have 5 combined units in any one area. Additionally, Eastern Rome may never control any Western Roman areas and vice-versa, or build units there.) The national characteristics listed for Rome apply to both Eastern and Western Rome. When rolling for national characteristics, remember to roll once for infantry, once for cavalry, once for ships and once for forts (when transitioning). BARBARIANS Barbarians do not fight independent barbarian or the homeland areas of a nation that is not being played: they may move freely through them. If a barbarian player has pieces in one or more of your homeland areas on your first turn of levies, you still get the points for the areas occupied. On the occupying player's turn, he must either attack the homeland defense, any units left behind to defend, or move out of the area. KINGDOMS On the turn that a barbarian becomes a kingdom, it assumes all of the characteristics of a kingdom. It MAY however move freely through barbarian areas for that turn only. At the beginning of the combat phase, kingdoms must fight barbarians in any barbarian areas that they occupy.