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Successors (third edition)» Forums » General

Subject: Changes From II rss

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Nicholas Jost
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GIlroy
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Does someone have an *exact* summary of changes from II?
 
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Nicholas Jost
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GIlroy
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And the sound of crickets....does not bode well for P500
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Philip Thomas
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Games on the P500 are normally still in the final stages of development. So possibly there is no exact list of changes yet...
 
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Nicholas Jost
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GIlroy
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Understood, but I hardly think they started with:
"Hey Harold, this games good, let's change it!"

There should be an outline they are working from. They've also made it far enough along that they can proudly proclaim that the Tyche cards are changing and the box components.
 
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Julien Lehnardt
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They should include a 5 player possibility.
I already played that way with new (home-dame) faction components.
 
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Diz Hooper
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In the listing for this game here, it says the number of players is 4-4. Does that mean you can't play it with 2 or 3 players?

 
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Peter Vogelzang
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thdizzy wrote:

Does that mean you can't play it with 2 or 3 players?


I am interested to know this too. The original played well enough with 3. This will no longer be the case with ed. III?
 
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John Boone
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You can play it with three; at least we did (his playtest copy) at Mark Simonitch's house today.

http://onboardwargaming.blogspot.com/
 
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John Boone
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nickjost wrote:
Does someone have an *exact* summary of changes from II?


Here is a summary of the changes from the 1st edition rules straight from one of the late revisions of the 3rd edition rulebook.

Summary of Changes from 1st Edition
THE TYCHE SEGMENT
• You may move a general with a Tyche card. The movement allowance
equals the Operations Number.
• You can build additional troops with Tyche cards.

FORAGE SEGMENT
• Major Cities now have a Forage value of 8.
• Elephant CUs are now counted when determining Forage Limits.

MOVEMENT AND OVERRUNS
• Hostile Spaces: You are not attacked by Hostile Tribes if you stop
or subjugate in the Independent Stronghold space. Only if you
pass through without stopping.
• Overruns: Only the number of CUs is important in an Overrun—
the type, combat strength, Ligitimacy, Local Troop Points
have no effect in an Overrun. 5 CUs (of any type) always overruns
1 CU. 10 CUs overruns 2 CUs.

INTERCEPTIONS AND AVOID BATTLE
• Transit Spaces: Now have a –1 drm when a player wishes to
Intercept or Avoiding Battle into.

COMBAT
• Refuse Battle: An Army or general intercepted is never required
to give battle; it may instead back up to its last occupied space
and end its movement.
• Leader Loss check for the general who won the battle is less
sever than in the 1st edtiion (6 rather than 5 or 6).
• Surrender: Major Cities without CUs no longer surrender without
a fight. They must be taken by Siege. The number of siege points
required is determined by the number of CUs inside the major
city. 0 CUs = 1 Siege Point, 1 CU = 2 Siege Points, 2 CUs = 3
Siege Points.

NAVAL RULES
• An Army using naval movement does not have to stop in a space
containing enemy CUs.
• Fleets now remain on their stronger side until the end of the game
if not reduced by combat or new ownership.
• Control of the Caria fleet is based on control of Caria alone—control
of Cilicia is no longer required.

INDEPENDENT ARMIES
• Now have an intrinsic general rating printed on their counter.
• May enter Major Cities but may not Siege.
• The Scythians, Illyrians may regenerate if their card is played
again.

LEGITIMACY AND ROYAL FAMILY
• Champions may now attack Successors without losing their
Champion status.
• Royal Family: You may now count the legitimacy of all female
royal family members in your faction. Only one heir!
• Alexander’s Tomb: If the body is not buried in Pella, then the
two LPs for burying the body are now assoicated with the major
city, and whoever controls the city receives the legitimacy.
• Cleopatra and Thessalonice: When you play the card, the marriage
offer last for the entire turn. If inactive and in a major city
space, they are considered outside the major city. When active they
can be brought inside the city. They marry into the faction—it is
not necessary to indicate which general they have married.
• Prestige for Independent Armies: Has been moved to the optional
rule section.
• Antipater and Polyperchon: When Antipater dies he is immediately
replaced by Polyperchon. Polyperchon has the same ratings
(except Rank) as Antipater so no general card or general stand is
removed.

VICTORY
• Automatic Victory: Players no longer need to hold their automatic
victory for one turn—it is now an instant victory.
• Largest Fleet bonus requires at least three fleet points.
• Upgraded fleets count for determing Largest Fleet Victory
Points.
• Phrygia replaced Lydia for the Lord of Asia Victory Point Bonus.

There may also be some changes to how Eumenes and Seluccus enter the game. I don't know which way Mark finally decided if it was going to be a change to the standard rules or an optional rule

Seleucus and Eumenes
Seleucus and Eumenes are not shuffled into the Tyche Deck. Instead
they are placed to the side. Any player who has less than two Major
Generals (including any in the Dispersed box) may purchase one of
the generals (his choice) at the cost of discarding one non-surprise
Tyche card (of any value (this may change to a 4OPs card)) during his Tyche Segment. The general (along with any troops indicated on his card) are either placed on the map as a reinforcement with all the restrictions thereof (5.3) or in any space in the general’s optional starting location that does not contain an enemy CU or an Independent Army. The space may contain an Enemy control marker.
 
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John Boone
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Mark uploaded the version 3 rulebook in the Successors III folder on the consimworld website.
 
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