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Albion: Land of Faerie» Forums » Rules

Subject: Errata? rss

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Daniel Berger
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I found a document from Elliot Wilen from September, 2000 that discusses some of the issues with the game, but no definitive answers. Is there an official errata document somewhere?

The issues, plus my comments, are:

1. There is no border for the Sea of the West.

Based on the document, I put the southernmost border at 0130, and the easternmost border at 1516/1517.

2. It is unclear how to determine Current Magic Strength.

The question is whether or not a character with a Basic Magic Strength of 0 adds the Current Magic Strength. I'm inclined to vote no. This matters for combat, since CMS is added to the combat strength.

3. There is no setup listed for the ships of Ulster.

The document suggests that Seawolf starts in 1318, and that Seadarter and Sureswift are in 1922. However, this means that hex 2019 should probably be a major river. Given that the hexes north and south are designated as a major river, I'm inclined to believe that the entire channel was meant to be a major river. Otherwise, the ships are trapped.

4. Do bad sailors in a coastal hex get mauled?

I agree with the author, bad sailors are only affected by rain if they're in an all-sea hex. Ships in a coastal hex are always safe from attrition unless a Vortex is present.

5. The strength of the force is unclear for attrition purposes.

Strength of force is detailed for combat, but not for attrition. The author suggests separating ships and land units, with leader modifiers only applying to ships if they're embarked. On land, add 1 CSP per leader if not embarked.

6. Are inactive units subject to attrition?

The rules aren't specific, but I vote no. The author agrees.

7. How do you apply curse damage from the discovery table?

The author suggests that it may be applied to escorts and leaders as the owner sees fit.

8. Who commands troops?

If there are multiple leaders in the same hex, the one with the highest ranking person is in command. Only a Captain, Marshall or King may command troops. An enchanter or hero may not. The author suggests that reaction movement may be an exception, but I'm not sure I agree.

9. Fortress vs terrain?

If a broch is in a mountain hex, can you use the terrain bonus? Or must you defend it, even if the terrain bonus might give you a better modifier? The author states that you must defend the fortress, i.e. you can't use the terrain bonus.

10. What is a coastal hex exactly?

This matters for the Enchantment of Storm Calling. It's usually clear, but rivers muddle the situation somewhat. The author states that only the following places of power are considered coastal: 0725, 2128, 2604, 2608, 2611, 2609, 2825, 3705.

11. Is the Enchantment of Mind Control too powerful?

The author makes some seemingly valid points about the ability to seriously cripple the Fomorians with this spell, and offers some alternative rules.

In short, the caster must be in its home hex, the range is equal to its CMS (or perhaps double that), the target gets a saving throw (use Command Rating), caster takes a point of damage if successful, the target cannot enter a fortress or place of power, and the Worm is immune.

12. Attrition in places of power and home hexes?

Does attrition in places of power get tacked on to regular attrition? What about home hexes? For the former, the author suggests that you apply losses to the army or escorts, then just apply automatic wounds to the leaders. For the latter, I agree with the author that leaders (and the Worm) in their home hex do not suffer automatic wounds or wild magic attrition, but cannot use its Basic Magic Strength or Command Rating to help other units.

13. What happens to items if a leader is killed in naval engagements?

If there is another leader or escort, it is transferred to them. If there is no leader it is carried by the ship. If the ship is sunk it is permanently lost.
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Caleb
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Lotta questions whistle

I owned this game for a while and it was VERY thematically evocative. Just too complex for me to ever consider actually playing. Neat subject matter though.
 
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Kim Meints
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Daniel

I don't think there was any. Grognards doesn't list any that would be in a magazine in the article index.
 
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Jeffery Bass
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I'm pretty sure there are no "official" errata for the game. The only other article about Albion that I am aware of was printed in the follow-up issue of Ares #12, entitled "Role-Playing Albion". This article, by David Ritchie, describes how to translate the characters and items in the Albion game into SPI's "DragonQuest" RPG system. Also, this issue of Ares was the last one published by SPI. In fact, it was the last SPI-produced issue of Ares before the company's takeover by TSR. So, there were no further articles about Albion from any "official" source.

Sadly, the game's designer, David James Ritchie, passed away in 2009. The article you reference is probably the most comprehensive summary of issues I've seen coming from an experienced player and fan of the game. I've used most of his recommendations when I play, with a few tweaks of my own which I incorporated into my version of the Enchantment Summary which is upload to the forum files section here, for what they are worth.
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