THE SIEGE OF JERUSALEM. 70 A. D. "ERRATA SHEET" The Siege of Jerusalem, 70 A.D. is the first attempt made by Historical Perspectives, namely Steve Weiss and myself, to produce a "Professional Game" (We both have been designing our own games, kept at home in closets,for years. This simulation game is the first one we designed that we felt good enough for exposure to the rest of the hobby at large.) In any event, as the final rulebook copy was being proofread; I began to be plagued by the thought that perhaps certain things were not explained in the Rules as clearly as they might have been. Consequently, you now have this "Errata Sheet" before you. 1. The Mapboard - although the Terrain Effects Chart mentions it, there are two places on the mapboard where the delineation of exit/entrance bexsides were forgotten. One of the towers of Antonia Fortress lacks exit/entrance hexsides as does a tower of "The Fortress Triangle" (to the north of Herod's Palace). In both cases, exit/entrance hexsides are in order for all approaches into the interior of the area. There may be bastions or fortresses without any E/E hexsides. Remember, ALL EXTERIOR PERIMETER CURTAIN WALL HEXES OF THE TEMPLE ARE CONSIDERED BASTIONS. 2. The Playing Pieces - The die we used for The Siege of Jerusalem, 70 A.D unit counters provided for 400 playing pieces per sheet. Even this was not enough for all the Playing Aide Counters weld have liked to have. A bloody Assault Period or Scenario may well require more "Disruption" status indicator markers than we provided you with. It is easy to draft more of these using counters from another game or the reverse side of unused counters from your Siege of Jerusalem,70 A.D game. Fifty more "Disruption" Status Indicator Markers should do the trick. We are sorry for any inconvenience this might cause. 3. RULE CLARIFICATIONS A) Rules of Game Mechanics - A Roman Infantry unit (i.e. a 6-8 or 3-9) which begins its movement phase on a hex containing a base unit is the only circumstance of a unit being able to immediately move from the "base" into an adjacent, vacant of the enemy, wall hex and no further under the ESCALADE ATTACK RULES. (also referred to as "scalinq attacks"). Rebel units brought into play through the rolling of a die on the Rebel Raising Table (RRT) may be brought onto the mapboard in ANY un-named built-up area hexagon; not only those which are behind Roman lines as the rules presently, and erroneously state. B) Rules for the Full Siege Game - THE ESCAPE FROM JERUSALEM RULES are triggered at the instant Rebel control of viable replacement areas of Jerusalem falls to 25% OR LESS. The fifty points tacked onto the Roman Point total at the end of the game, should the Eliezer ben Yair unit still be on the mapboard, is based upon the assumption that Elizer will always escape the city at the end of the Siege should he survive, to cause the Romans further grief at Masada. The Eliezer ben Yair unit, if eliminated, is replaceable along with all other lost Rebel units; but if lost, the 50 point penalty for that unit's survival upon the map at the end of the game is ignored (should the Rebel Player be lucky enough to pick it out randomly from all his units in the Dead Box) even if the unit itself is replaced. C) Assault On the Temple Scenario - Just to repeat, at the beginning of the scenario the Roman Player received 150 Wall Reduction Points. These points may then be applied against the rebel wall perimeter in any manner the Roman Player sees fit. However, none of these points may be applied against the interior wall of the Temple Quarter (i.e. the wall surrounding the Temple Building itself). In addition to the 150 Wall Reduction Points, the Roman Player may place three "breach hexes" in any wall hexes he controls (so long as the hex is not immediately adjacent to a Rebel controlled hex or Area). D) The Assault of Gallus/ Roman Quick Response Scenarios- both of these scenarios have a Legion entering the game from a mapboard edge. In both games the Legion receives an Initial Placement move (fully defined in the rules for The Full Siege Game). However, in the Assault of Gallus Scenario, units of the Legion may take their Initial Placement to the full limits of their movement allowance and may end such a move anywhere. They are not subject to the restriction, present in the Quick Roman Response and Full Siege Game of having to halt an Initial Placement Move when within nine hexes of a rebel unit (i.e. just out of maximum range for a 5-7 unit). To repeat, save for the Gallus Scenario. no initial placement move for the Romans, or rebels, may end within the maximum range of a 5-7 unit for the Romans. or a 3-9 unit for the Rebels. E) A Brief Historical Note: The Full Siege of Jerusal&m, 70 A.D. depicts the Roman attacks made on the city during the period from May-Sept. 70 A.D. The Romans began the siege considerably earlier, in late 69. However, the Roman Civil War of 69-70 interrupted the conduct of the war in Judea while the Flavians were busy asserting their control in Rome. By May, 70 A.D., Vespasian's throne was secure enough so that he could give Titus the O.K. to finish off the matter of the Judean Rebellion. It is at this point that the Full Siege Game begins. F) We may not have covered all possible contingencies in writing the rules. Situations may arise in your play of the game that are not covered in any of the existing rules. Should this occur, you are urged to come up with your own solution within the spirit of the rules as presently written. Of course, should you desire a written response from the designers of the game we will most assuredly cooperate and send you a quick reply. We believe we have done a thorough job... but one never can know for sure when it comes to these things. The entire game is a reflection of the designer's impression of the historical event based upon years of research and interest in the subject. Comments are welcome. FRED SCHACHTER 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)