A Mighty Fortress

Rules Errata

Compiled by John Kula



Errata

Two errata sheets were published by SPI for AMF, one short page as of 25 July 1977 and one extensive sheet as of March 1978. The following are 25 July 1977:

Game- Map:

Hexes 2911, 3010, and 3011 comprise the area of Anhalt.

Saxony encompasses hexes 3012, 3 112, 3 211 and 3 3 11. There should be no area dividing line between 3012 and 3112. 4- Marseilles (2223) is a Port.

Player Cards:

Ottoman Player: The Ottoman Player receives 1 Naval Unit at Athens at the start of the game, not 4 (as erroneously stated on his Player Card).

On several Players' cards, in the Victory Conditions, the city of Basel is listed. Treat this as Geneva; i.e., Basel Geneva (2418).

"Ein feste Burg ist unser Gott"

[A mighty fortress is our God]

A bulwark never failing; Our helper He amid the flood Of mortal ills revailing.


-- Martin Luther

The sword is a very groat benefit and necessary to the whole world, to preserve peace, to punish sin, and to prevent evil.


--Martin Luther Secular Authority 1523

Reinforcements:

[11.24] In placing reinforcements during the Reinforcement Phase, the Player who controls a city places his reinforcements in that city first. This is mentioned because there will occur times that more than one player will be capable of bringing in reinforcements or replacements in the same city.

The following errata are March 1978:

The following changes and corrections are the result of several letters (OK, more than several) questioning certain aspects of the game. One major change has been effected - that referring to the process of conversion. The former conversion method was much too easy for the Lutherans and resulted in some rather ludicrous situations (and even more ludicrous schemes). That has, hopefully, been somewhat remedied here. Other corrections refer to the Order of Battle, map misprints, and general problem areas. However, the game is diplomatic in nature and the num-ber of problems is virtually unforseeable. Rather than correct and detail every single possibility we will trust that the players will undertake the game in the spirit of the era.

Corrections to the Game-Map:

Marseilles (2223) should be a port.
There should be no border between 3012 and 3112; 3012 is part of Saxony.
The phrase "to Genoa" or "to Venice" is purely for historical purposes.
You do not have to take Crete to take Venice, nor does possession of Crete give you Venice (or vice versa).

Corrections to the Turn Record Track:

1538 should not have an 'U.'
1539 should have an 'L' instead of 'P'.

Corrections to 16.2 City Income Schedule:

Calais should be italicized (i.e., it starts the game under the control of one of the players). (Same for the Tables card.)

Metz provides 2 "guilders" income. (Same for the Tables card.)

Corrections to the Player Cards:

The Ottomans start with 1 Navy in Athens.

Whenever the city of Basel appears on a Player Card, treat it as Geneva (2418).

In any discrepancy between the Player Cards and the rules or game-map, the Player Cards control.

Corrections to the Rules:

3.12 (clarification)

Scotland and France are separate areas, even though they are allied to each other. For purposes of defining that alliance, Scotland is considered part of France, with no insult to the Scots intended (non taken -ed). This also means you do not have to take Scotland to take France.

3.15 (addition)

The country of Sweden is Lutheran in religion only. It is not controlled by the Lutheran player in the sense of 12.0.

8.45 (clarification)

There has been some trouble with this rule vis a vis the Papal-occupied cities of Cologne, Mainz and Trier. Although, technically these cities are in Germany, for the purposes of this rule they are considered part of the Papal States. Thus they may be attacked and entered by Lutherans without having first been converted. The Papal armies in those cities are, of course, immune from 8.46.- as long as they stay in the cities.

10.23 (major change)

Conversion of an area from one religion to another may take in either of the two following ways: A Missionary of the opposing religion is in the area in a city and no, Missionary of the prevailing religion is in the area; or A Missionary unit of the opposing religion is in the area (not in a city) and no Missionary of the prevailing religion is in the area. The player wishing to convert them rolls one die; if the total is higher than the number of army units (not Navies) belonging to the player who controls (12.0) that area (including mercenaries and any rented armies) then that area is converted.

Example: A Lutheran Missionary enters France in 1536. There are four French armies in France. The Lutheran player must roll a 5 or 6 (or enter a city with his Mis-sionary) to convert France. Were there six or more armies, conversion might not be possible. Obviously, neutral areas can be converted easily. (However, see new Optional Rule, 21.0).

10.26 (addition)

The Papal States may not be converted. This applies only to the area in Italy.

14.1 (clarification)

No matter what it says anywhere else, to gain points for conversion of an area other than one you held at the beginning of thegame you must have a Missionary in that area.

16.47 (addition)

As part of the terms of a loan, a player may "lend" one of his armies to the other player. A player may not "loan" more than one army at any given time.

17.2.d (clarification)

This rule covers Voluntary conversion to the Lutheranism simply by stating you are converting. A Catholic player who states, "I am converting to Lutheranism" may still be ex- communicated by the Pope. Note further that the Pope must initiate the Excommunication process immediately; this means in the immediate ensuing Diplomacy Phase (or in the Diplomacy Phase they are now in if that is when the conversion occurs). Simply serving a Papal Bull is enough to initiate the process.

17.24 (change)

Communication does not stop immediately upon a country becoming Lutheran. It continues for three years after the year the country becomes Lutheran.

1.0 Armies of Neutrals (optional rule) General Rule:

In the Basic Game all the Neutrals are not only Neutral, they are unprotected. This was done for the purpose of simplicity. The following rules add a little flavor to the game - and a lot of problems - in the form of Neutral Armies.

21.1 Who is Neutral

For the purposes of this rule all Bright Yellow areas are Neutral, with the exception of Poland. (No military units may enter Poland.) Furthermore Sweden is also considered a Neutral for this purpose.

21.2 Neutral Armies

21.21

Each city in a neutral area has a garrison/army equivalent to its army capacity for that city. Thus, Venice has an "Army" of four points while Lisbon has an Army of six points. The Naval points are ignored for this rule.

21.22 .

No counters are used - or needed. Players keep track of any changes in the status of a neutral city on a piece of paper.

21.23

In order to occupy/control a neutral area, a Player must eliminate the garrison of all cities in that area. Any retreat result is treated as an elimination (for the defending neutral army).

21.24

Once eliminated, a neutral arrny may not be reformed.

21.25

Neutral armies may never be controlled by another player. They may only be eliminated.

Not only does [AMF] compare the secular confrontation between the Ottomans and the Habsburgs, and between the English and the French/Scots but it also attempts simultaneously to present the religious struggle between the Lutherans and the Papal States. This attempt to combine such disparate motives in a single game seems to me to be the cause of its overall failure.


--Marcus Watney

21.26

All rules that apply to religious conversion (i.e., the new 10.23) apply to neutrals.

A Mighty Fortress (1532-1555)


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