ANCIENT CONQUEST II RULES SUPPLEMENT AND ERRATA MAP NOTES 1. MEGARA AND MANTINEA ARE BLACK DOT CITIES, COLOR IN THE YELLOW DOTS WITH A BLACK PERMA-INK MARKER. MANTINEA DOT IS DIRECTLY NORTH OF NAME. 2. DEFENDERS ON A CITY IGNORE ANY OTHER TERRAIN FOR PURPOSE OF DEFENSE. 3. CLEAR TERRAIN IS NOT DETERMINED BY COLOR OF HEX. 4. THE GREAT CANAL WAS ACTUALLY SOUTH OF MEMPHIS, NO CANAL IS SHOWN ON THE MAP. SIMPLY MOVE PERSIANS TO THE END OF THE RED SEA AND NEXT TURN ONTO THE GREAT SEA, OR YOU MAY DRAW IN A CANAL TO THE NILE AND ALLOW NAVIGATION UP AND DOWN THE NILE TO ONE HEX SOUTH OF MEMPHIS. ALL SHIPS MAY NAVIGATE THE RIVER IF THIS IS AGREED TO BY ALL PLAYERS. COMBAT NOTES - 1. MELEE IS THE SAME AS NO EFFECT. IT SIMPLY MEANS THE UNITS ARE IN A MELEE WITH NO DECISION BEING RESOLVED. 2. 1-SMOTE IS LISTED UNDER EXCHANGE 1 SMOTE BUT MEANS SIDE WITH ODDS OF 1 IS COMPLETELY ELIMINATED WHEN ROLLED ALONE. THE OTHER SIDE DOES NOT LOSE A UNIT. 3. THE SIEGE CHART ASTERISKS REFER TO PAGE 4 RULE 9 ON ADD ON TO DIE ROLLS. 4. MACEDONIAN UNITS CALLED TO RETREAT MAY IGNORE THIS RESULT IF A 40 FACTOR UNIT IS IN THE STACK. THE STACK SIMPLY DROPS ONE 40 DOWN TO A 30 INSTEAD. ALEXANDER THE GREAT IS NEVER ELIMINATED UNTIL ALL OTHER UNITS IN THE STACK ARE SMOTE TOO. ALEXANDER MAY BE ELIMINATED BY A RETREAT IF ALL OTHER UNITS HAD TO RETREAT. ROLES SUPPLEMENT - 1. GOLD MAY BE USED TO HIRE ONE UNIT OF MERCENARIES OR SIMPLY TO STOP A SIEGE ATTACK BEFORE IT IS ROLLED. NOTE RULES ON MACEDONIANS, AS GOLD USUALLY WILL STOP AN ATTACK IT HAS PRIORITY. GOLD AS STATED IN THE RULES IS WORTH 1 VICTORY POINT AT THE END OF THE GAME FOR EACH PIECE YOU HOLD. 2. RULE 11 READS SUPPER INSTEAD OF SUFFER. OBJECTIVE CHART - 1. CHALEANS SHOULD READ CHALDEANS ON GROUP 4. 2. ON THE ORDER OF APPEARANCE CHART FOR GROUP 3 AND 4 YOU MAY WISH TO WRITE IN THE INFORMATION ON LOCATION, FOOT, HORSE, LIGHT, WARSHIPS ETC. 3, ON PERSIAN SEA UNIT APPEARANCE "WITH" SHOULD READ "WITHIN". 4. ATHEN'S ALLIES MAY NOT START ON A CITY WITH OTHER GROUP UNITS CALLED FOR ON THAT CITY. s. EAST PEOPLES ERRATA - EAST PEOPLES SHOULD START TURN ONE NOT TURN TWO. 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