D. Leader Revival If all 5 of a player’s leaders are in the ‘Elysian Fields’, a player may revive one leader per turn until all of his leaders have been revived.
If a revived leader is again killed and sent to the ‘Elysian Fields’, it cannot be revived again until all of the player’s other revivable leaders have been revived, killed and sent to the ‘Elysian Fields’ again.
>
This mechanic needs better explanation. Apparently, you need to have TWO "holding areas" for dead leaders.
1. If Holding Area B is empty, place dead leaders into Holding Area A until all 5 leaders are dead. 2. You may now revive any 1 leader per turn from Holding Area A 3. Once you have begun 2) above, any leaders who are killed are placed into Holding Area B. 4. When Holding Area A is empty, move all leaders from Holding Area B into Holding Area A. 5) Now follow the requirements of 1) above.
>If it is a Barbarian Raid card, all gold and tokens in the territory last turned up in the Gold Mine deck are removed to the ‘Elysian Fields’ and Bank , respectively, >
??? I think you want the gold to go to the Bank, don't you ???
>VI. PIRATE RAID A. In the first Pirate Raid round... >
You realize that this procedure is NOT random? The players can affect the chance of where the Pirates appear, in order to gain advantage.
> B. In all subsequent Pirate Raid rounds, the two players who last used the wheels will independently dial a number from ‘1’ to ‘3’ >
Again, not random. And not the same as rolling 1D6 even if the players each pick a random number.
> C. Any tokens in a land territory (except the fortified cities) over which the Pirates passes... >
What do you mean by "passes?" If you have to examine every sea AND all of its adjacent land areas, around the points of the wheel, it sounds like a great deal of complexity. Historically, pirates raided particular places; they were not a swarm of locusts scouring every point along their route of travel.
Section D should replace Section B; because D occurs before C.
The current Section B is merely explanatory text, which should be incorporated as a preamble.
It is also a phase where all the players act simultaneously, so it should be a Major Phase, not a Sub-Phase
SO:
IX. [ALL CAPS] Revive Dead Leaders from the ‘Elysian Fields:'
All players may revive up to three tokens from the ‘Elysian Fields’
A certain number of tokens are revived for free as stated on the shield.
Any additional tokens (UP TO 3) TO be revived cost of two gold per token.
All gold expended is placed in the bank
A player can never revive more than three tokens per turn except by treachery card.
Revived tokens are placed in the player’s reserve
X. MOVEMENT etc.
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Also, the following is a "meta rule" and should be a preamble to the Sequence of Play:
A. The player whose Emperor figure the Pirates next approaches is termed the "First Player." He always opens the bidding for the first treachery card and makes the first move in a turn. If the Pirate is on the same zone as the Emperor figure, it is considered to have passed that player.
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>If the Pirate is on the same zone as the Emperor figure, it is considered to have passed that player. >
??? So determination of the First Player is really meant to say:
"The player whose Emperor figure is closest to the location pointed to by the Pirate Wheel, counting in a counter-clockwise direction. If the Pointer of the Pirate Wheel is IN the same zone as the Emperor figure, it is considered to have passed that player.
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And I must say that rotating the Pirate Wheel COUNTER clockwise is very odd. Clockwise is what people regard as normal. Change it to clockwise.
Thanks for all your comments, but you should note that the rules are almost the same as Dune. I only changed some words in the rules. I didn't rewrite the rules.
So I changed spice for gold, storm for pirates, etc.
Look through the Dune Forum and you should find the answers to your questions.
I didn't play the variant yet. Not much time to play these days.