pg. 3 Dead Place Hex ...with a CF of 2 (CF of 1 if disrupted). Shaman/fetch... pg. 4 3.3.1 Change all references to "green" coloring on the map, to "brown." 4.1 The sample counter is incorrect: it should have an Air Rune, not a Motion Rune, in its MF. pg. 5 4.5.1 Add the following CF listing: 0 The unit is not a spirit, but may not participate in melee. 4.5.1, .2 The figure that looks like a "1" is an exclamation point ("!"). pg. 6 5.3.3 Winter Fertile Ground: Note that all Optional Rules are determined before a game begins. A player cannot object to an optional rule during the course of the game. See below for a listing of optional rules. 5.3.4 Change reference to "3.2" to "3.3".
pg. 12 7.8.3.3 Paragraph on leadership should not be italicized.
pg. 21 10.1.4 Cannibal Cult: If all of the defenders in a hex
are routed by the Cannibal Cult's special ability, it may Advance After Combat as if they had been eliminated. pg. 25 11.3 Elemental Demons: the 2nd paragraph of the rules description is wrong. Replace it with the following: When one of the Elemental Demons is drawn from the Spirit Pool, it immediately attacks the stack which caused its appearance, regardless of its mode of attack. If it eliminates all tribal or independent units, it remains at the holy place until it is eliminated. If the demon is eliminated by the tribal units, and at least one tribal unit survives, the demon is "captured" by the tribe rather than eliminated, as if it were a normal spirit. Once allied in this manner, it must remain stacked with a clan. Plague can never be allied in this manner. If the demon does not eliminate all of the units in the stack, and is not itself eliminated, it is forced from the Holy Place. It retreats one hex (see 7.10.5) without having to leave a covering force, and has no further effect during that player-turn. In the beginning of the next player-turn it is treated normally, and begins Random Movement (see 6.6). If the Elemental Demon cannot retreat due to terrain or ZOCs, it is eliminated. pg. 28 11.7.3 Silver Deer -- add the following sentence to the end of paragraph 2: The hunter stack moves at the normal, undisrupted MF value of the unit with the slowest MF. Units stacked with the Silver Deer do not require support. 11.7.4 Watchdog of Corflu -- the second paragraph should be italicized. pg. 29 11.9.4 Found-child -- this description is correct; it is the counter which is wrong. See below. pg. 30 11.10.3 Good Shepherd -- there is nothing incorrect with this write-up. However, I have changed the unit since publication of Les Dieux Nomades. Those who wish can replace the current description with the one given below. pg. 41 17.1.1 Note that the diagram reference is slightly off. The diagram is obviously at the bottom of pg. 40.
pg. 42 17.3.1 Units cannot be deployed on any holy place.
17.3.2 Game length of scenario 3 should be 10 turns, not 14. 17.3.3 The Sequence of play given is incorrect. It should read as follows: THE PLAYER-TURN SEGMENT The Invading Player's Turn The Alliance Phase The Movement Phase The Exotic Magic Phase The Combat Phase The Rally Phase The Defending Player's Turn The Alliance Phase The Movement Phase The Exotic Magic Phase The Combat Phase The Rally Phase THE BOOKKEEPING SEGMENT pg.47 20. Note that these should all be chapter 19, not20.
20.1 Sheet 2 (front), correct/add the following:
Three-Bean Circus MgF [Infinity] * Found-child RF (6) Sheet 2 (reverse), add the following: Rainbow Girl MgF 2 MF 4 RF 0 Found-child RF 0 Note that all herd descriptions should read "t", not "h". Back Cover Emissary Table -- the first Die Roll should read "0-2", not "1-2" (because of Bad Omens). Missile Fire Terrain Modifiers -- the second modifier omits one terrain listing. Add "oasis" to this list. The text given in 3. is correct in this regard. Missile Fire Unit Modifiers -- the second modifier (for Bison clans, herds, or ancestors) should read "-1", not "-2". Player Turn Sequence -- the exclusions listed in parentheses for phases 2 and 4 are incorrect; other exclusions are not given. As a minor point, they also do not match the instructions given directly above. Replace this table with the following: PLAYER TURN SEQUENCE Each player turn is composed of the following phases. Parentheses indicate phases used in scenarios. 1) Random Movement Phase (5-7) 2) Alliance Phase (3, 5-7) 3) Movement Phase (1-7) 4) Exotic Magic Phase (3-7) 5) Combat Phase (1-7) 6) Rally Phase (1-7) Game Turn Sequence -- this also contains an error, as the "Random Events Segment" is not used in Nomad Gods. Delete this segment, and renumber the others as "1)" (Player Turn Segment) and "2)" (Bookkeeping Segment). Again, the text in 2. is correct.
SELECTED TABLE OF CONTENTS Optional Rules
5.3.3 Season page 5 5.4 The Screening Option page 5 8.8.3.1 Post-Death Strike Option page 18 9.4 Friends Option page 20
OPTIONAL RULES Magical Societies
It occurs to me that the Magical Societies, rather than being doubled versus the appropriate elemental spirits, should actually be able to capture them as if they were a Magical Leader. It is too late to remove the doubling, but not too late to add in their ability to capture spirits. Thus, the following descriptions of each unit can be used to replace the ones given, as an OPTIONAL RULE or variant.
10.5.1 Red School of Masks: Their MgF is doubled against Lunar
Spirits. This does not include the Book of Dale. They may capture Lunar Spirits (only), as if they were a Magical Leader (see 7.16). 10.5.2 Serpent Dancers: Their MgF is doubled against Water Spirits. This does not include Zola Fel or the Portable Oasis. They may capture Water Spirits (only), as if they were a Magical Leader (see 7.16). 10.5.3 Star Witches: Their MgF is doubled against Fire Spirits. This includes Wildfires, but not Oakfed or the War Arrow Medicine Bundle. They may capture Fire Spirits (only), as if they were a Magical Leader (see 7.16). 10.5.4 Sunset Society: Their MgF is doubled against Darkness Spirits. This includes Shades, but not Dark Eater or Tada's Cudgel. They may capture Darkness Spirits (only), as if they were a Magical Leader (see 7.16). 10.5.5 Wind Singers: Their MgF is doubled against Air Spirits.This includes Whirlvishes, but not the Wild Hunter or Tada's Sandals. They may capture Air Spirits (only), as if they were a Magical Leader (see 7.16).
Silver Deer
The Silver Deer is difficult to eliminate, which can make it a devastating unit. While it can be viewed as a good deterrent against players making large stacks, some may find it too effective. For those that do, the following rule can be added to the end of the second paragraph of the rules description:
11.7.3 ...belong to the same player (see 7.4.1). If the hunter stack
is attacked with Spirit Magic, all casualties MUST be chosen from the top down, as occurs normally with melee. This means that the Silver Deer must be chosen as the first casualty. Even if the Silver Deer is eliminated, and all of the hunters are released, the full MgF Loss must be carried out. A shaman/fetch unit on the shaman side can advance into a hunter stack containing one or more of its own tribe's clans, inviolation of the normal stacking and ZOC rules, and capture the Silver Deer. This also releases all hunters.
Good Shepherd
I am dissatisfied with the current write-up, but did not discover this until after the French game had come to print. Those who wish can change the Rf to (2) on the front, (1) on the reverse, and replace the counter description with the following:
[Mythos/italicized remains unchanged]
The Good Shepherd has the ability to absorb an eliminated result for any friendly unit anywhere ont he board, at the time the unit is chosen as a casualty.
The Good Shepherd's RF indicates the number of units he can resurrect. The Good Shepherd's RF is not affected by the Book of dale (see 13.5). Once the first unit has been saved the Good Shepherd is turned over, as if he had been disrupted (see 7.15). If the Good Shepherd is disrupted in another way, he is still turned over, and so can save one fewer unit. Once he has saved two units or been disrupted twice, the Good Shepherd is eliminated and returned to the Paps, where he again becomes available for alliance.
When a unit is chosen as a casualty and the Good Shepherd intervenes, the affected unit is not removed from play. If the enemy player still has points of CF or MgF loss remaining at that time, he may apply them to the unit again. Thus, the same unit could be eliminated more than once during the same combat, if it was resurrected by the Good Shepherd.
The Good Shepherd cannot recover from being disrupted in the normal fashion. However, if he is moved into the "ZOC" of the Paps he is restored during the controlling player's rally phase, and so can save up to two more units thereafter.
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