From S&T#166 SUCCESSORS (S&T 161) Charts Event Table 0DD Events25-26: Fleets "on patrol" are NOT affected by this event. ODD Events 41-44: The rolling player simply picks up his Leader and places him in his home Province. ODD Event 53 and EVEN Events 51-56: If no off-map units of the correct type are available in the player's color, then they may not be purchased. ODD Event 54: If Persia is not controlled by any player, place two white levy units there. Persia is considered to be in revolt. (Ignore the reference to transfering units if none are located in Persia.) EVEN Event 56: The player controlling both South and North Indian Provinces gains 4 TP. Chits 2-4: Receive the number and type of units indicated. Follow the new "Mercenaries" rule under (4.0). The chit is playable any time except during resolution of a combat. Chits 12-14: Call only be played at the start of a game turn. Chits 15-17: These chits cancel any Revolt event if played immediately after the event is received. Chits 19-20: Play any time. Treat as "No Event" if there is no friendly or allied cavalry unit currently in play. The owner of an allied unit must agree to put up his unit (and will probably charge a fee!). Designate the unit performing the raid prior to rolling the die. On a result of 6, the unit is eliminated. Rules 3.0 (3) (add) MOVEMENT PHASE: Sea Combat also occurs during the course of naval movement. see (7.2). 3.1 A side may spend any or all of the initial TP issued to it, immediately after placing the Home Province marker but before the next side does so. Spend TP according to the guidelines in rule (5.5). The Home Province markers are NOT removed unless the player has been eliminated from the game. See (5.3) below. 4.0 REVOLTS and LAND INVASIONS: The white units placed in a province immediately attack ALL other units present. Combat continues until all white units are eliminated, OR until all colored units either eliminated or retreat out of the province. If any white units in revolt (but not invaders) survive, place a REVOLT marker on top of them. Remove the marker the instant the last white unit stacked beneath it is eliminated. (Players must make their own REVOLT markers.) MERCENARIES (replaces old rule): The player expending the chit receives as many of the indicated white units as are currently out of play, and for which the player is willing to pay TWO (2) TP per unit. The units are placed together beneath at least one unit or leader of the player's color. Remove a mercenary unit from play when the player does not pay TWO (2) TP to maintain it during the friendly Revenue Phase, OR the instant no colored leader or unit is stacked on top of mercenaries at any time during the game. INITIAL PLAYER SHIFT: This only occurs as a result of chit play. The chit must be played at the beginning of a game turn, prior to any other activity. If two or more players play a shift chit, each rolls a die. High roller performs the shift specified by his chit. All the chits are considered expended. 5.0 In case of ties, divide the Provincial Value by the number of tied players and drop fractions. If the Province is in revolt, no TP are received. 5.2 Units purchased from another player must always be beneath at least one same-color friendly unit or leader. The instant this ceases to be true for any reason, the differently colored units are removed from play and immediately become available for purchase. Example: The red player buys two infantry units from the green player. These must be placed beneath at least one red unit or leader and remain so at all times. 6.1 A leader by himself without any friendly, allied, or mercenary combat units present does NOT cause enemy units entering his Province to stop moving. 6.31 (replaces old rule) Fleets may drop off units in a province without a port, but the fleet itself is "on patrol" and may not enter such a province. A fleet can be placed in a province containing a port symbol, in which case it is "in port." A fleet must either be "in port" or "on patrol" at any one time. 6.4 There is no section 6.4. 7.0 A leader by himself without any friendly, allied, or mercenary combat units with him is automatically captured by any player with combat units in its province. In case of ties, roll a die; high roller wins. 7.15 Units do not participate in combat in the province to which they retreat. They must retreat along with friendly units that retreat from combat. 7.2 Sea combat occurs during a player's Movement phase when one or more friendly fleets enter a zone containing patroling enemy fleet(s). If EITHER SIDE wishes to fight, one round of combat occurs. Thereafter, BOTH sides must agree to fight each additional round. At the end of each round, all moving fleets that survive may "break through" and finish moving unless they encounter enemy fleets elsewhere. Stationary fleets that survive remain where they are. 7.3 Double die rolls for the defender apply only during the first round of combat. 7.3 The instant a province changes control (per rule 5.0) or an alliance ends, each player who does not control the province and is not currently allied to the controlling player rolls a die for each friendly fleet unit "in port" in that province. Results are as follows: 1-2 = Captured; either replace the unit with one belonging the controlling player (or one of his allies), or simply destroy it. 3-4 = Destroyed; return to the player's off-map pile 5-6 = Escape; place in an adjacent coastal province, either in port or on patrol as the owning player wishes (and depending on the presence or absence of a port symbol in the province). The province need not be controlled by the player or an ally. 8.0 Controlling Provinces - Ignore the reference to "reduced movement expenditures." All provinces cost the same to enter, regardless of who controls them. - If a province with a Home marker is left unoccupied, the marker must immediately be moved to another province occupied by friendly units. If no such province exists, the side owning the marker is permanently out of the game. - Elephants count like any other unit when determining control. 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)