Shogun Triumphant [Command #23] =============================== Credits: We inadvertently left Wayne Lidbeck's name off the list of playtesters for this game. 4.3 & 4.5 (clarification). If one army goes over 160 SP losses, continue play until the end of that game turn. If at the end of that turn the other army also exceeds 160, the game will end in a draw (but see 4.6). 6.8 Activation by Enemy Proximity (clarification). If a clan switches sides (treachery) on activation, non-activated clans within two hexes are not automatically activated - the treacherous units must move or attack to cause activation. If a unit switches sides on activation and is adjacent to an unactivated clan, the treacherous unit may not move: it must attack, thus activating the adjacent clan. Each unit moving into range of an unactivated clan triggers an activation check, but each unit triggers only one check per clan - don't make a separate check for each hex entered. 13.3 Western Army Clan Table (change). The treachery ranges for Clan 15 should be 2-through-6 East, 10-through-12 West, and 7-through-9 Neutral (not the 7-through-8 printed on the table). Map. Two of the set up hexes printed on the map for Clan S are incorrect. Do not set up in 5113 or 5214, the clan may set up in hexes 5014, 5015, 5114, and 5115. Counters. The cannon counter was incorrectly printed - its stalwartness rating should be "2" not "6." Rule 10.14 is correct. A properly printed version is provided in this issue's countersheet (Counter in Command #24).