From S&T 63 The Game Map. Due to a misunderstanding between the Game Developer and the Art Department, there is a lack of correspondence between the game rules and the map concerning Towns and Cities. Originally, the map was designed portraying Cities and Metropolitan Cities (but no Towns). Apparently, the Cities were redesignated as Towns when the map artwork was done. Thus, for all purposes, except the Victory Conditions (Case 12.3), all Towns should be considered Cities. Note also that only Johannesburg and Capetown are considered Metropolitan Cities. Additional Mapsheet Errata. 1) The City of Durban is located in hex 3626. 2) Units may only cross Unfordable Rivers through Bridge hexsides. 3) Southwest Africa is considered part of the Republic of South Africa (for all purposes) unless Variant #3 is in effect. 4) Botswana is considered Neutral and no B N. Bases may be deployed in Botswana unless Variant #3 is in effect. 5) Swaziland and Lesotho are not considered part of the Republic of South Africa. Transkei is considered part of the territory of the Republic of South Africa. The following errata pertain to the South Africa Game Rules. (3.31) (Addition) All R.S.A. Ground units are considered Motorized. Only B.N. Armor units are considered Motorized. All other B.N. Ground units are considered non-Motorized. (4.2) (Addition) The Black Nationalist Player may turn any B.N. unit which occupies a Diamond Coast, Native Reserve, or City hex face-up during the Black Organization Phase. (5.32) (CIarification) Armor and Motorized units may not cross a river hexside unless they are either entering or leaving a hex occupied by a Friendly Engineer unit; if so, there is no additional Movement Point cost to cross the River. There are no B.N. Engineer units; B.N. Armor units may cross Rivers only through Road, Trail or Rail hexsides. (5.73) (Addition) R.S.A. Helicopter Transport units may not "lift" airborne units if reduced to Cadre status. (8.5) (Clarification) Air, Flak, or Artillery units have no special Combat characteristics. All Unit Types are governed by the standard Combat rules. (8.53) (Addition) The Defense Strength of B.N. units is doubled when stacked with a B.N. Base unit. (8.54) (Addition) A B.N. Base unit has no intrinsic Strength, Movement Allowance, or Contact/Evasion Value. A B.N. Base unit is automatically destroyed if it is in an S.A. unit's Zone of Contol at the end of any Combat Phase. (8.7) (Correction) When an Exchange result occurs the weaker force is reduced and retreated by the opposing Player. The stronger force is then reduced by an amount equal or greater than the strength loss suffered by the weaker force. Note: The Defense Strength of the defending force and the Attack Strength of the assaulting force is used to determine relative strength and required loss. (8.7) (Clarification) B.N. Ground units other than infantry cannot be reduced in size; they must be eliminated to comply with an appropriate Combat result. (8.7) (Addition) Attacks at odds of less than 1-2 are treated as 1-2. Attacks at greater than 1O-1 are treated as 1O-1. (10.15) (Addition) Supply has no effect on B.N. Guerrilla units. (11.15) #4 (CIarification) The Black Nationalist Player receives thirty (30) Resource Points during each Player-Turn in which one or more R.S.A. units occupy any hex outside of the territory encompassed by the Republic of South Africa. (11.28) (Addition) The R .S.A. Player must expend one Resource Point for each Cadre he wishes to maintain (regardless of type). (12.26) (Addition) The game may be commenced with either a Game-Turn or a Strategic Turn by mutual agreement of both Players.