Nomad Gods Boardgame Errata (for those interested)

From: Eric Rowe <rowe_at_CSUA.Berkeley.EDU>
Date: Mon, 18 Sep 1995 22:59:49 -0700


NOMAD GODS ERRATA What follows are errata for the Nomad Gods boardgame by Oriflam that is obtainable with english rules from Wizard's Attic. This list by Stephen Martin includes optional rules and clarifications. It does not claim to be complete. (page numbers match english rules, i think)
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, not
20.

  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.


Powered by hypermail