Nomad Gods Boardgame Errata (for those interested)
Nomad Gods Boardgame Errata (for those interested)
From: Eric Rowe
Date: Mon, 18 Sep 1995 23:00:27 -0700
Subject: Nomad Gods Boardgame Errata (for those interested)
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.
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