Errata

How much we hate to admit it, we're not perfect. Occasional slip-ups do enter our designs. While we fix these on-the-fly, people with older editions of games may be unaware of the changes.

Cuban Missile Crisis

Nuclear Arsenal Chart (correction): the VPs awarded for bombers in incorrectly listed as x10. That should read 0.1 (or divided by ten). Thus the US should be receiving 360 VPs for their bomber forces (not 36,000) (13/7/02).

War in Turkey (correction): The dice roll modifier for Warsaw Pact ally collapses (12) should be +3 (13/4/03).

Map (correction): US Naval Base Guantanamo Bay (hex 1905) should be a US port (13/4/03).

Cards (clarification): There is a blank Soviet card.  This is simply an extra card.

2.0 Game Components (correction): the first run of rules incorrectly list the number of players' aids as five; this should read 3 (13/7/02).

3.2 Fog of War (ommission):  SAM sites ar detected when they fire.

3.3.2 Ground Combat Strength (ommission): Units with no ground combat strength (or pure red) are eliminated if enemy units enter their hex.  Enemy units may freely move through units with no ground combat strength (including airmobile movement).

7.2 Alert Status (addition):  Players may change to a level matching his opponent (Peace = DEFCON 1; Crisis = DEFCON 3; War = DEFCON 5).

9.1.4 Ceasefire (addition): if the Soviets withdraw the War in Turkey card, a ceasefire has been reached.  The dice roll modifier level remains as they are in the event the war is resumed (13/4/03).

9.2.4 Ceasefire (addition): if either player withdraws the War in Europe card, a ceasefire has been reached.  The dice roll modifier level remains as they are in the event the war is resumed (13/4/03).

10.0 STRATEGIC MOVEMENT (clarrification): Units that move during the strategic movement phase may still particiate in the ensuing combat phase.

10.1.2 Soviet Convoys (clarification): All Soviet ships in transit -- convoys, IRBMs and submarines -- move in the Communist strategic movement phase (13/7/02).

Once arrived, submarines may choose to escort arriving convoys. They add one to the die roll of any American rolls on the Convoy Intercept Table. After completing the escort, the submarine is returned to the Outside Quarantine box on the Game Turn Track, making it available to escort next turn (13/7/02).

A single submarine may escort a single convoy per turn: one counter per counter. A single submarine cannot escort a group of convoys per turn and more than one submarine escorting a single convoy has no additional effect on the US die roll (13/7/02).

16.3.6 Interdiction (ommission): air units can fly air or ground interdiction with the intent of exerting air and interdiction zones of control (see 13.2, 13.3).  Unit fly to the target hex and remain there until the next friendly air recovery phase (13/4/03).

18.1 Strategic Forces (clarification): Missiles removed from Cuba, Turkey and Italy are not counted towards victory.  Soviet SLBMs need not be deployed to count for victory points.


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