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*Units purchased during the Spend Taxes phase must have designated locations where they will be built. i.e. Their placement designation occurs during the “Spend taxes” phase and not the “Place new units” phase.
If the unit was being built at a factory that was damaged that turn it or the region that the unit was being built in is no longer under the control of the House that paid for the unit, placement will be delayed and the unit shall be reassigned during the next Spend Taxes phase for that same House with no additional C-Bills required.
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New Mercenary units are formed in Regional or House capitals you control.
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Jumpships and leaders may pass through and even stop in Terra (while it remains neutral) and will not be captured by Comstar.
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You cannot move freely through Periphery states and they will attack/capture. If you move units into a periphery state you cannot move them out. i.e. You cannot "pass through". Combat will occur during the next combat phase. You can move jumpships back out to friendly space.
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When more then 1 enemy House has units in a region where your units are participating in combat, you declare which units of yours are attacking which enemy House. You may switch their target when you reply that you are not retreating with them. They will automatically be switched between (not during) combat rounds if all but one enemy House are eliminated.
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If you get more than 4 cards in hand, you can look at them all before discarding. You must discard down to 4 cards before playing any. Once told what the new ones are, it is too late to play cards before you recieve the new ones.
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You may discard cards voluntarily to the discard pile.
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You can you mix up the combinations of units from the first attack if you include the combinations with your order to retreat or not retreat.
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Interdict effectively occurs after 2 units combine. example: Unit4+Unit3 = Unit7 w/o Interdict = Unit5 w/interdict.
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The card: "ComStar Regional Interdict. -2 on combat rolls in affected region." is a -2 to all enemy forces in a region just before the attack roll. These cards (like others) may be played on behalf of another player.
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Both counters of the mercs "Bounty Hunters" will count as one for the card to create new merc card.
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Conventional units are considered to be in the same unit for the purposes of combining.
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During setup, you cannot place any units on territory you do not control.
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*BIDDING: When bidding, each player shall submit one secret bid to the GM. The winner pays what they bid.
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New faction leader: If faction leader is bribed/captured/killed, and no other Leaders have * for loyalty, the heir chosen by the player becomes Faction Leader. The faction leader is always * for loyalty (not bribable). If an old faction leader that is naturally unbribable (* for loyalty) is returned, the Faction Leader status is automatically switched back to that Leader, returning the previous Faction Leader to their old loyalty.
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Death Commando cards are removed from the game after being used.
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Lift House Interdict removes any House interdict and all Regional interdicts for a chosen House.
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Spy-Trade cards with another player’s hand. The player playing this card can look at an opponent's hand. The player may then choose any number of cards from the opponents hand to trade with an equal number of cards from their hand. The target lppayer may not play cards in response to the spy-trade.
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Technology does not change for a player until their Adjust Technology phase. Technology rolls, cards, gaining/losing regions, etc. do not take effect until that player's own Adjust Technology Phase.
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When a player looses their original House Capital or their current Official Capital, they must first choose their Official Capital from other House or Regional Capitals that they control, and then finally they must choose from any plain region they control if they control no Regional nor House Capitals. If they recapture their original House Capital it automatically becomes their Official Capital.
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Mercenaries with leaders. If all associated combat units are destroyed, the leader may be automatically moved to where the first new associated combat unit is built for free. Mercenary leaders can only use their Combat ability while in the same region with at least one of their associated combat units.
If a merc leader is bribed, only the associated combat units change sides, but all associated combat units change sides, regardless of region. (Jaime Wolf is bribed, all Wolf’s Dragoons change sides, but no other units even if in region with Jaime Wolf and without another leader).
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A player is eliminated if the only Leaders they control are of Houses they do not have the ability to build units of. If a player is eliminated by losing or losing control of their leaders, their forces come under control of other houses.
If another House controls all of the Leaders of a House controlled by a player who was just eliminated, the House is merged with the new Controlling player's House. They gain full control including all Regions, units, money, and cards that were controlled by the eliminated player and they may build new or reconstructed units as that House could. All units and Leaders are now considered to be affiliated with the controlling player's original House. Such leaders are no longer considered captured nor bribed.
If more than one House controls Leaders of the eliminated House, the House's forces are split between the Houses that have control of the eliminated. Immediately after the player is eliminated, the units, money, and cards are split randomly in proportion to how many Leaders are controlled by other Houses. If there are 3 Leaders left and a House controls 2 of the Leaders, their chance is 2/3 of gaining control of a particular unit. Money and cards should be split in proportion, but where any remainders of less than 1 million c-bills or 1 card are combined and randomly given to a House similar as to units, 1 card/million at a time. The Leaders and combat units retain their House affiliation, but combat units are controlled and act as though part of the new controlling House. No units of the eliminated House can be built nor Leader's abilities used until a single House controls all of it's leaders at which point the House merges with the controlling player's original House and are then considered to be affiliated with that House and those leaders are no longer considered captured nor bribed. All units that had retained their House affiliation now come under control of this merged house and are now affiliated with the controlling House. If a region has occupying combat units from multiple Houses, combat will take place during the next available combat phase. If the player was eliminated during a combat phase, combat will take place immedately.
Example: Marik’s last leader is captured. Since Marik’s last leader was captured (as result of capturing a region), the region and jumpships in that region belong to the conquering House, regardless of leaders, and are not affected by player elimination. Steiner has 2 of Marik’s leaders, Kurita has 1, Liao has 2. Marik had the following in other regions: Jumpship 5, Jumpship 3, Jumpship 1, SuperLegion 9, ScrubbyMilitia 3, HighlyPolishedGuard 2, Conventional, Conventional, Conventional, 32 c-bills, 7 cards. We roll for each unit separately. 2/5 for Steiner, 1/5 for Kurita, 2/5 for Liao. (Conveniently we can use a d10, 1-4 Steiner, 5-6 Kurita, 7-10 for Liao). Kurita could end up with the Jumpship 5 and SuperLegion9, and two Conventionals just by sheer lucky dice rolls. If Kurita gets the Jumpship 5 but no combat units in that region and Steiner gets the one combat unit in that region, next combat phase Steiner takes control of the jumpship (unless Kurita got a move phase before the next combat phase and was able to move it to a safe region). For the cards, (don’t ask me how Marik got 7 cards…) there’s 1 for each leader, and then the last two are individually rolled for as the units were. 32 c-bills are split 6 per leader, and the last 2 are individually rolled for as the units were. Regions are conquered as usual. After combat, whoever is the only one with combat units in the region conquers it. Until then they are still owned by Marik (ie. Neutral). But you can’t move through until you gain control (or there are no enemy combat troops). For more complex or fractional house asset distribution you can use this calculator:
https://docs.google.com/spreadsheet/ccc?key=0AmrSHZhtbmdidFlvVnVMZE9FdEdHbzFrMUNaVEhEekE=======================================
Leaders of yours that have been bribed will automatically move to the capital of the House that bribed them after the first/next combat round.
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