Hyborian War Errata

November 21, 2005 Edition


1. Army Troop LimitsAny army — with the exception of your capital provincial army — may generally hold only thirty troops. A commanding general with Superior military command may be able to fit a few more troops in.
2. Coastal Invasions by SeaTo invade a coastal province with an imperial navy, declare an intent to invade. An imperial navy, like an imperial army, must have at least 8 troops to invade any coastal province. Imperial navies and imperial armies can fight together in one invasion. The large island of Sinhalese is considered a coastal province; all other smaller islands are seazone provinces.
3. Defensive Army ResponseImperial armies on defensive status will not respond to an invasion all of the time, even if it is in the province where they are stationed, because they may not hear about the impending invasion in time to mobilize. The chance that a defensive army will respond decreases the farther they are from the province being invaded.
4. Reinforcements During an Invasion TurnIf you assign characters and/or newly raised troops to a provincial army on the same turn that you assign that provincial army to join in on an invasion, those characters and troops will stay in that provincial army to help protect the province.
5. The Ice Age and Barbarian MigrationWhen the Ice Age comes, the Barbarian nations (Cimmeria, Asgard, Vanaheim, Pictland) will be forced to migrate southward by the advancing glaciers. In game terms, each Barbarian nation will be assigned a large kingdom, which becomes an additional victory condition. Because of their desperation to find a new home, their armies move at double speed through any province, and they cannot be affected by peace treaties. They can, however, be affected by Disrupt Warpact.
6. Final Victory Point RankingOn the final turn, you will receive a victory point ranking of all 36 player nations. The victory points you accumulate over the course of the game count for half of your final total; the other half is determined by your rank on the final turn.
7. Exile DeclarationThe Exile declaration is now available. You must be down to only one province to declare exile. You still cannot take the last province of an actively played player kingdom.
8. Prisoner Ransom DefaultsTo hold a prisoner without ransom, check "No Ransom." If you leave the ransom line blank, it will default to "Adequate."
9. Peace Treaties and SeazonesPeace treaties never affect seazones.
10. Status Changes During BattleImperial armies may not change status when engaged in battle.
11. Turn 1 RestrictionsYou may not kidnap, assassinate, or dispel magic on turn 1.
12. Peace Treaty ExpirationPeace treaties expire at the close of a Time of War, right before the Peace Years begin. Since Turn 1 is a Peace Year, this means that all peace treaties shown in your setup reports will not expire until the start of the second Peace Years.