ERRATA
Reference sheet, 1b: Development Level column should be '1 2 3 4', not '2 3 4 5'.
                        Units column should read '1 2 2 3', not '1 2 2 4'.

Rules doco, 4.1.1, 4.1.2: Replace end of last sentences with 'may draw again', not 'may roll again'.

Rules, add section 9.3 as follows:
9.3 TAXATION FROM PACIFIED PROVINCES
Each Pacified Province Produces a number of coins in tribute for the empire.  That is one Coin for each Food the Province produces, and one Coin for each Trade Good the Province produces, even if such Trade Items are duplicated.  For instance, the Mesopotamian Province, M1, has 3 Food and 3 Silk Trade Goods, therefore provides 6 Coins in tribute if it is Pacified.

Rules, add a sentence to the end of the second paragraph of 4.2:
'If the Province is a Player Province, no action can be taken: the player does not draw another card.'

Rules, add the following point to 12.11.1

· All Barbarian Units in Occupation of a Developed Province at the end of the Operations Phase (inhabiting that Province), 'settle' that Province.  They are removed from the Map and the Province becomes Independent.

Rules, insert  this paragraph at the start of 11.4.5 :
Provinces can only take so much damage before they degrade to a Development Level, or are completely destroyed.  For instance, if a Level 3 Province with 8 existing Damage receives 6 more Damage points, it becomes a Level 2 Province with 2 Damage Points.

Rules, 10.4.1, should read 'last turn' , not 'this turn'.

Rules, add this paragraph as the last paragraph of section 13.3.1:
A newly Recruited Unit joins the Stack with 3MPs left to use.  A particular Leader may only Recruit up to a maximum of two Units per turn

Rules, section 4 , change 'In any order' to 'Starting clockwise from the game-owner'.

Rules, 12.11.3, 3rd point, add missing end to sentence 'containing enemy Units. (i.e. allied with the enemy).'

Rules, 12.11.3, Heading, remove 'Hostile' from the heading.

Rules, 12.11.3, Add extra point '* Independent Provinces may prevent the landing of troops onto the shores of their Province if their Coastal Area is within the Sphere of Influence of their Galleys (if any). '

Rules, 4.2.3,insert after 1st sentence of last paragraph, 'Independent Galleys can prevent seabourne invasions (see section 12.11.3).'

Rules, add section 10.6.3 HOSTILE WILD PROVINCE RAIDS
A Hostile Wild Province that is bordering on one or more developed Player Provinces belonging to its enemy will conduct Raids on one such Province per turn, as chosen by other Players.  If the Hostile Wild Province is bordering on such Provinces belonging to more than one enemy, it will Raid one Province belonging to all those enemies every turn.
A Raid represents border incursions by looting and pillaging Barbarians or Nomads.  Raids are initiated after all Event Cards have been played, every turn.  The result of a Raid is 2 damage points to the victim Province.  A Province cannot be Raided if it contains at least one Professional Unit.

Rules, add section 10.1.1 RAIDS
After all Event Cards have been played, any Raids are conducted. See Section 10.6.3.

Rules, section 10.4.1, second point, change 'Looting' to 'Raiding/Looting'.

Reference sheet, Game sequence 7. change 'Draw Green Event Cards.'. to 'Draw Green Event Cards.  Raids.'

Rules, section 10.4.1, second point, append '(Marching Damage does not count)'.

Rules, section 12.3 1st para, 6th line, change 'on behalf' to 'outside the boundaries'

Rules, section 5.1.1, change 'units may re-roll natural '1's and '2's concept.  The new rule is that all natural '1's rolled automatically become natural '4's.  Thus the possible dice results for dominant units is 2,3,4,4,5,6.

Rules.  section 5.1.2,  Dominant Galleys get a simple '+1' bonus.

Rules, section 7.  change of concept.  Coins can now be transfered between players at any time during the game, not only during the trade phase.

Rules, section 12.9.3.  1st para, 1st line.  Change 'retreat' to 'rout'.

Rules, section 13.3.1.  Replace 1st Sentence, 2nd paragraph with :"The Hordes starts as 6 Barbarian Units and 3 Leaders, placed in one area of the designated Barbarian Group as one or more Stacks."

Rules, section 13.3.1.  5th Para, 1st sentence.  Recruitment now costs 6MPs to the leader and any units in the stack at the time of the recruitment, including the newly Recruited Units.

Rules, section 13.3.1.  Replace 6th Para with "A given Stack may recruit only once per Round.  i.e. For a Horde to recruit its maximum number of Units per Round, it must be split into 3 Stacks with a Leader in each, although all three Stacks may Recruit from the same Area simultaneously.

Rules, 13.3.2.  Replace 2nd Para with "When removing Horde Units from the Map, any Pacified Province( Occupied, non-Developed) containing a Leader spontaneously Develops to a Level One Player Province.  This represents the Leader organizing his Tribes into a state.  Like civilized Players, a Horde must leave at least one Barbarian Unit (not just a Leader) in an Occupied Province until the end of the Round for it to become Pacified."

Rules.  New optional Rule. FORTIFICATIONS.  During the Construction Phase, players may construct Fortifications in any of their Developed Provinces.  Fortifications cost the same per level as normal Province Development levels, and are persistant from turn to turn.  Represent Fortifications by an additional Development Counter of the appropriate level placed under the development Counter.  The Counter on top represents the Development of the Province, and the counter on the bottom represents the Fortification Level of the Province.  The maximum Fortification Level is 4.  the Fortification Level may exceed the Develpoment Level.  If at any stage the province becomes Undeveloped, any fortifications are lost.  EFFECT OF FORTIFICATIONS:  Fortifications only come into play when an Occupation attempt is made.  A Fortification adds to any Occupation resistance forces as if it were a number of non-dominant Militia Units equal to its Level of Fortification.  A Fortification can defend against a resistance attempt on its own.  For example, a DL 2 Province containing 2 Professional Units could usually raise an additional 3 Miltia to defend against an occupation.  If it had a fortification level of 3, it could raise the 3 Miltia and another 3 Miltia representing the Fortification Strength.  It does not cost anything to raise these 'Fortification Miltia', and they may be raised again as neccesary as long as the Fortifications remain intact.  Units representing the Fortifications are not real Units, and need not be represented on the Map. Combat then preceeds as normal.  Any losses inflicted on the defender as a result of combat can be divided between the Fortifications and any defending Units.   A casualty absorbed by the Fortification results in it downgrading one complete level.  Fortifications are not otherwise damaged by looting or marching Units, but may be torn town by Units performing the Destroy Actions (see below).

Rules.  A new optional Action, Destroy.  Stack must be in Occupation of the Province.  Any stack performing the Destroy Action can reduce a Province DL or FL down one complete level.  Destroy costs 3 MPs.  Destroying Stacks gain no Loot from the action.  If the DL was already partially degraded through having damage counters, just leave the damage counters and replace the DL counter with one level less.  Even if a Province has only a few Damage points left before complete destruction, it still takes a 3MP Destroy Action to do it, although the Loot Action might be preferable in this case.  At the end of the Operations Phase, any Occupied Province may be completely or partially destroyed as the Controlling Player's choice.

Rules.  New rule, Section 13.3.2.  Restarting as a Civil War Faction.  If there is one or more destroyed Players from last turn waiting to reappear, and at least one Civil War event is successful, restarting  Players have the option to restart as a Civil War Faction rather than a Barbarian Horde.  In this situation, Civil War Event penalities should not be enacted until the end of the Events Phase.  At that time, the restarting Player(s) may choose to be a Faction of an empire that experienced Civil War.  Civil War empires not chosen by restarting Players must enact the normal Civil War Penalties listed in section 10.4.  If a particular empire experiences more than one successful Civil War event during the Phase, then more than one resting Player has the option of becoming a Civil War Faction of that empire.  The target empire is then divided equally between the owning Player, and any Players restarting as Factions in the following manner.  The treasury is divided equally between the those Players concerned.  Resource counters remain where they are on the Map.  Then, starting with the Player who owns the empire, each player picks a Province in turn until there are no more Provices left in the empire left, including Pacified Provinces.  The choice to become a Faction of a particular empire is made in reverse order of Victory points amongst the restarting Players, as is the order of chosing Faction Provinces.

Rules, 4. Figure 5. Add an asterisk *. If all players have 8 or more Provinces, then each player must draw 2 cards.

Reference Sheet, 1a. Add an asterisk *. If all players have 8 or more Provinces, then each player must draw 2 cards.
 
 
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