This game being one of my favorites, I've committed myself to smoothing out this game's rough edges. I'll post here the errata that I've come across, as well as a few variant options that I strongly recommend for the solitaire game. Errata: Coalition space should be defined as any space named on the Post-Combat Movement Table. The Epidamnos LOC (rule 7.1.3) must consist of spaces controlled by the side tracing it. Naupactus can't be used for shortest route calculation for a land or combined force. The first two are from the designer's comments in the General, Vol. 28, No. 1. The third is from the designer himself, who kindly responded to a question that I asked regarding a Q&A in the same issue. That is all of the errata that I've compiled for the solitaire game. Every other question that I've seen raised about the game could be resolved by a careful reading of the rules. Variants: Roll for events twice per turn (at the same time). The same event cannot happen twice in a single turn. As per the original rules, at least one event must occur in each non-armistice turn. Treat the "change sides" events, (i.e. 4 & 9) as no events if the side being betrayed has a positive SCI. The non-player side will not conduct an operation if the shortest legal route runs through a space in an enemy ZOI where: 1.) A successful interception will automatically result in a battle per rule (4.7B) and, 2.) The game system is guaranteed to lose the battle that results (i.e. you have an advantage in modifiers of either +5 or +6, depending on which side has the better leader.) The non-player side will always conduct one operation per turn if possible. If an objective is rolled for the non-player's first operation that is prohibited, either due to the above rule or due to lack of forces or funds, roll again until a legal objective is obtained, unless no legal objective is possible (i.e. lack of funds or forces for any operations). The first variant increases both the realism and the excitement of the game. Reading through the Random Events Table and any good history of the war--including the one in the game--you will see that there were more than ten random events "historically". The second variant prohibits absurdly reckless moves on the part of the non-player. The designer's intent of the non-player operations is for it to make mistakes, but historically no operations were conducted that were nearly as foolish (including the famous Sicilian operation) as sending the Corinthian navy on a suicide expedition around Piraeus and other such maneuvers. The third variant makes the non-player more aggressive, and generally a more worthy opponent. Also, if you don't like the victory conditions (which I don't) you can play with the goal of ending the game before having the player side end a turn with a negative SCI. This captures the designer's dual intent of ending the war as quickly as possible and doing the best that you can with the side that you have each turn. In addition, it avoids all the math (and the omitted victory point track) and doesn't have the gamey "win by turn three or else" effect. Enjoy!