Empires of the Middle Ages
Errata for the SPI board game
MAP ERRATA RULES CLARIFICATIONS

[9.32][9.52] Effectiveness Ratings are halved for multiple sea areas if positive; if negative, use 1.5 times the Effectiveness Rating, round up, and then add gold.

[9.4] A Diplomatic Conquest does not include or imply a Diplomatic Tie.

[18.0] A player may obtain possessions and form a tie in either order.

[21.3] An exile automatically acquires any Area of the identical Language and Religion as his Leader if a Magnate appears there.

[17.22] The Unrest and Rebellion Value of an Area is -2 if the owning player has a Diplomatic Tie to the Area and +2 for one or more unfriendly (unwaived) Diplomatic Ties to the Area.

[22.3] Non-Indo-European Pagans have Proselytic Ability of 0 and Convictional Strength of 16.

HOUSE RULES

  1. When attempting to convert an area's religion, fortifications that you own do not subtract from your Leader Effectiveness.
  2. A magnate is destroyed if he retains no areas of the same language and religion as his original court area.
  3. Syrian magnates always attack Jerusalem before any other area.
  4. The Turkish player may obtain Claims under 18.0 #2 and 18.0 #4, provided, of course, that the area is Moslem. This is the only way the Turk may obtain Claims.
  5. The T/C result on Diplomatic Endeavors gives a Tie and a Conquest. But does it also give a Claim? The rules are not explicit. However, we play that as long as the area's religion meets the requirements for a Claim, a Claim is indeed conferred.

Also ...
Last updated: Sun Feb 20 16:33:00 PST 2000
This web page entered: Fri Oct 16 16:16:23 PDT 1998
Created: 1991
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