avalonhill@hasbro.com wrote in message <20010617224417.780$Ng@newsreader.com>... "Mark J Guttag" wrote: > I just picked up the new edition of History of the World and I have a > couple of questions: > > Page 6 of the rules: When you expand into an area controlled by one of > your armies by from an earlier Epoch, you remove the old army and replace > it with an army from the present Epoch. If there is also a fort in the > space, is it removed as well? Yes, the fort is removed as well. And any capital becomes a city. Good catch. > Page 11 of the rules: Optional rules, naval control. Am I correct in > assuming that what happens during naval combat is that you can keep > spending your armies until you are able to win the battle against a fleet > having another player's army on it and are able to place one of your own > armies on the fleet, making the fleet you own? Actually, you use your fleet markers in the same way as you use armies in land combat. You put a fleet marker into a sea that you want to control and roll dice. If you win, remove the opponent's fleet (and army); if not, remove yours. Then, on your turn, if you want to keep control of that sea, mark your fleet with an army. -- -Rob Avalon Hill/Hasbro Games Mark J Guttag wrote in message <9gl2tu$n3a$1@bob.news.rcn.net>... > > Page 11 of the rules: Optional rules, naval control. Am I correct in > > assuming that what happens during naval combat is that you can keep > > spending your armies until you are able to win the battle against a fleet > > having another player's army on it and are able to place one of your own > > armies on the fleet, making the fleet you own? > > > Actually, you use your fleet markers in the same way as you use armies in > land combat. You put a fleet marker into a sea that you want to control and > roll dice. If you win, remove the opponent's fleet (and army); if not, > remove yours. Then, on your turn, if you want to keep control of that sea, > mark your fleet with an army. Rob, Thanks for the quick response. So attacker only gets one shot to take over a sea area? Or can you convert army markers into fleets to allow for multiple attacks against a fleet? If this is true, then are you are saying that the first unit in the area is the fleet itself and the second unit is the army you put on the fleet to keep the fleet in being for the next epoch? Mark avalonhill@hasbro.com wrote in message <20010618150151.898$HP@newsreader.com>... > So attacker only gets one shot to take over a sea area? Treat your fleet pool like you treat your army pool, with the restriction being that you can only 'expand' into allowable seas. > Or can you convert army markers into fleets to allow for multiple attacks > against a fleet? If this is true, then are you are saying that the first > unit in the area is the fleet itself and the second unit is the army you > put on the fleet to keep the fleet in being for the next epoch? Let's say you are about to play Rome and Persia has a navy in the Eastern Med but the Western Med is open. You really want to put a fleet in the Eastern Med. Rome gets 2 fleets (E. Med & W. Med). Take 2 fleet markers. Put one in the E. Med (with Persia) and roll. You lose. Remove the fleet. You have one more. You could put it in the W. Med for free or attack again in E. Med. Let's say you go there and win. Remove the Persian fleet and place yours there. During the turn, things go poorly and you don't have any armies to spare so you don't 'mark'your fleet. Therefore, at the end of your turn, remove it, freeing up the Eastern Med. Is that clear (I hope so, or else I'll be answering this question a lot in the next few months.) -- -Rob Avalon Hill/Hasbro Games Anthony Faust wrote in message <3B2EBDFF.3E93BB37@mediaone.net>... > Rome gets 2 fleets (E. Med & W. Med). Take 2 fleet markers. > Put one in the E. Med (with Persia) and roll. You lose. Remove the fleet. > You have one more. You could put it in the W. Med for free or attack again > in E. Med. Let's say you go there and win. Remove the Persian fleet and > place yours there. During the turn, things go poorly and you don't have any > armies to spare so you don't 'mark'your fleet. Therefore, at the end of > your turn, remove it, freeing up the Eastern Med. Is that clear (I hope so, > or else I'll be answering this question a lot in the next few months.) All right, I am confused. In AH HOW Rome has 25 "Armies" which I will call units and the right to enter E & W Med. Rome starts with the turn with one army in Rome (with a capital), one fleet and twenty three units. During rome turn any unit not already committed could be: turn into an army and attack a neighboring territory turn into an army and added to an existing territory if less than three units are in that land turn into a fleet and attack a neighboring sea turn into an fleet and added to an existing sea if less than two units are in that sea turn into a fort if the land has at least one army and no fort already exist. turn a fort into a fortress. A player turns ends when all units have been committed. Rome could during the turn convert the remaining twenty-three units into fleets. The number of remaining fleets at the end of the tuen is two per sea that rome could sail. There is a limit of eight fleet counter per color is another limit. I have only once reach that limit. Has Hasbro decided to change this rule about fleets? If so why? avalonhill@hasbro.com wrote in message <20010619075127.057$pC@newsreader.com>... > Has Hasbro decided to change this rule about fleets? If so why? Yes, we have. We, along with the inventors, tried to streamline the rules so that: 1. It is shorter 2. It is cleaner 3. It is easier to learn At the same time, we wanted to keep the same feel and the same flow in the rules. To that end, fleets do not arise from your unit pool. Instead, at the start of your turn, you get X fleets which can be put into seas A,B,C, etc. Then you get an army pool which can be used as a fort or an army. At the end of your turn, you remove your fleets, clearing the waters for the next player. However, we recogonized that players of the older versions may not like the change, so we put in "advanced rules" that inject a handful of rules that were eliminated back into play. Under these advanced rules, there is some ability to keep a fleet in play, both to score points, and to attempt to block a later empire access to that sea. However, it is under the advanced rule set. -- -Rob Avalon Hill/Hasbro Games David Fristrom wrote in message <70AX6.1451$wU6.1944295@typhoon.ne.mediaone.net>... Just picked up the latest version of History of the World (the Hasbro/Avalon Hill edition); it looks spiffy and I'm looking forward to taking it out for a spin. However, in reading over the rules and noticing the changes from earlier editions (and I have them all, including the original cloth map), I did have one question about fleets and the Reallocation card. The rule for placing fleet markers (Chapter V section 3 on page 5) says that "If an ocean is listed, that Empire has navigation in that ocean plus all seas that can be reached from that ocean, even indirectly." The following example makes it clear that you place fleet markers in these associated seas, as well as in the ocean. Unless I'm missing something, this would appear to make the Reallocation card (which lets you exchange fleets for coins) unreasonably powerful for an Empire such as Britain. In fact, the coin/fleet markers supplied with the game (12) aren't even enough to cover all the oceans (4) and associated seas (9) which Britain can reach; being able to exchange several of them for coins is quite a boost. Can these fleets placed on seas because of associated oceans really be used with Reallocation? If so, the combination of Britain with Reallocation seems unreasonably powerful. Am I missing something here? Thanks for any help. David Fristrom avalonhill@hasbro.com wrote in message <20010619074239.458$W6@newsreader.com>... "David Fristrom" wrote: > Just picked up the latest version of History of the World (the > Hasbro/Avalon Hill edition); it looks spiffy and I'm looking forward to > taking it out for a spin. However, in reading over the rules and > noticing the changes from earlier editions (and I have them all, > including the original cloth map), I did have one question about fleets > and the Reallocation card. > > The rule for placing fleet markers (Chapter V section 3 on page 5) says > that "If an ocean is listed, that Empire has navigation in that ocean > plus all seas that can be reached from that ocean, even indirectly." The > following example makes it clear that you place fleet markers in these > associated seas, as well as in the ocean. Unless I'm missing something, > this would appear to make the Reallocation card (which lets you exchange > fleets for coins) unreasonably powerful for an Empire such as Britain. > In fact, the coin/fleet markers supplied with the game (12) aren't even > enough to cover all the oceans (4) and associated seas (9) which Britain > can reach; being able to exchange several of them for coins is quite a > boost. > > Can these fleets placed on seas because of associated oceans really be > used with Reallocation? If so, the combination of Britain with > Reallocation seems unreasonably powerful. Am I missing something here? I don't think so. Reallocation plus ANY Epoch VII ocean power is powerful. To an extent. Usually England or France keeps about half their resources as fleets and the other half as coins. However, I do believe that England can only reach 3 oceans and 9 seas. I hope. I'll double check. -- -Rob Avalon Hill/Hasbro Games David Fristrom wrote in message ... wrote in message > > Can these fleets placed on seas because of associated oceans really be > > used with Reallocation? If so, the combination of Britain with > > Reallocation seems unreasonably powerful. Am I missing something here? > > I don't think so. Reallocation plus ANY Epoch VII ocean power is powerful. > To an extent. Usually England or France keeps about half their resources as > fleets and the other half as coins. Thanks for the quick answer; knowing this, I'll certainly be saving any Reallocation I may get for Epoch VII. > > However, I do believe that England can only reach 3 oceans and 9 seas. I > > hope. I'll double check. According to the card, they have Navigation in N. Atlantic, Atlantic, Indian, & W. Pacific Oceans. David Fristrom avalonhill@hasbro.com wrote in message <20010619131241.098$w1@newsreader.com>... > > However, I do believe that England can only reach 3 oceans and 9 seas. > > I hope. I'll double check. > > According to the card, they have Navigation in N. Atlantic, Atlantic, > Indian, & W. Pacific Oceans. Hmmm....I think I added N. Atlantic at the last minute (allowing France and England to colonize Canada). Damn. Well, I've found The Flaw. The one thing I missed that someone finds within weeks. Here's hoping it's the only one. -- -Rob Avalon Hill/Hasbro Games avalonhill@hasbro.com wrote in message <20010705075514.935$AU@newsreader.com>... Dave Butler wrote: > Greetings all, > > I just picked up a copy of the new version of _History of the World_ and > have been looking it over in preparation for playing it (probably this > weekend). Now maybe it's late, or I'm being excessivly picky about > wordings, but the 'Lesser Event -- Allies' card confuses me. > > The card says, in part, that "any armies bought with [coins provided by > the card] may only be used to expand," but the rules make no mention of > being able to buy armies with coins. They do say that you can use a coin > to return a defeated army to your pool, but that's not a clause I'd > normally equate with the word 'bought'. > > So, how's the 'Allies' card supposed to be interpreted? Just bad wording on my part (mostly due to the cards and rulebook being written months apart). Allies should read "any armies returned to your pool..." -- -Rob Avalon Hill/Hasbro Games avalonhill@hasbro.com wrote in message <20010705075714.149$px@newsreader.com>... mfstaber@aol.com (Matthias Staber) wrote: > 1. Optional rules naval control and multiple armies: How many armies can > I put on a fleet marker when using these rules together? One. > 2. Which of the optional rules are recommended? How much do they lengthen > the game? Do they add strategic depth? That's subjective. I play without them for most people, especially when teaching the game. In fact, I tought the game to a 5th grade class and not only used the standard rules but also eliminated forts and all event cards. Made it much easier for 11 year olds to figure it out. -- -Rob Avalon Hill/Hasbro Games