Source: Moves 2, pages 22-23
(see full article
Date: Errata insert in game dated as of 31
In the first edition of Strategy 1 there were a number
of rather glaring errors which the
First a comment on the mapsheets. Many people have not
been able to figure out the
The changes in the scenarios are as follows:
Scenario 2. Province U is not a minor power; it properly belongs to the Seleucids.
Scenario 3. Province H should be a minor power. All Players use CRT #3.
Scenario 4. Substitute Province M for H in France Provincial. Vikings should use CRT #4.
Scenario 5. Aquitaine should have Province C
rather than G. V is a minor province.
Scenario 6. Imperial Player should use CRT #4.
Scenario 7. Rebels should have Province Q, not G, Ignore Recommended Module 10.1 b.
Scenario 8. Holy Roman Empire should not have Province I.
Scenario 10. Substitute Province C for L in Occupied Provinces.
Scenario 11. Meluaha should have Province S. Ignore Module Variation 29.
Scenario 12. France should have Province C instead of L. Russia should have W.
Scenario 13. Add to recommended modules #34.
Scenario 14. Add module #34 to recommended
modules. Production Interval for all
Scenario 15. Add to recommended modules # 34. The given CRT factors are obviously erroneous; correct as dictated in Remarks. Delete Provinces Y and Z = non-existent.
Scenario 16. For recommended module 36, use all four sub-modules.
The players are encouraged to resolve their rule disputes in a logical and historical manner. No amount of explanation will make Strategy I a perfectly clear game. In its function as a game designer's kit, it presents basic outlines for viable game systems on every period, without the exhaustive detail an individual game would have.
FORTIFICATIONS AND CITIES:
Module 10.3: each Production Center has an
intrinsic Defense Value of one. On the
10.3c addenda: in addition when a Player's Technology Level is raised, all units on the map are automatically upgraded. A Player may not build units below his Technology Level.
Module 11.2 erroneously depicts a Light fleet for a Battle Fleet; this should be a Heavy Fleet (12-12-75)
Module 11.3: Guerilla units may be produced at a cost of one Food unit, one Tax Credit, and one Production Factor, in a space of one turn. The following units and weapon-types may never be produced: ICBM, IRBM, ABM, Atomic weapons, Hydrogen weapons.
Module 12.1 and 12.2: one Player may freely offer supply to another if he chooses to do so.
Module 15.1: doubling and tripling of taxes does not carryover from year to year. Each year stands on its own.
Module 32: airbases have an intrinsic Defense Value of one.
Module 36.4: Case 4. Guerrillas may be produced
by major powers in their home
(Above from both the Moves article and the Insert. Remainder is from Moves article: )
In this second edition of Strategy I, we have also
reworked some of the components of the game. As such this is the new
inventory of parts, and the replacement parts price list for each:
In future issues of MOVES we will present gamer's
reports on the flow of some Strategy I games, various articles on
redesigning it, and perhaps some simply scenarios not using a full map that
may be easily and quickly played.
This site was last updated 11/11/12