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Shannon Appelcline
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The following FAQs have been verified by the folks at Phalanx & Mayfair.

Q: How is player order determined (s5.1)?

A: The rules are poorly organized & in places contradictory,
especially for the first round of play, but here's what they say:

For the first round of play, all players get to choose their
positioning based on the following items, in order: most cubes in
first player, most cubes in army, most cubes in temple, and randomly.
(Each of these items is a tie-breaker for the one before it.) Unless
no one bid cubes for first player, in which case it goes clockwise
from the oldest player.

For later rounds of play, the highest bidder gets to choose, with
ties broken randomly, and everyone else places in decreasing order of
VPs
, with ties broken randomly.

Q: Can you build both a temple and a city in the same province on the same turn (s5.4)?

A: The rules are a bit confusing because of their use of the word "or", but yes, you can build both a temple and a city in the same province in the same turn (or try to), for the few provinces where this is actually relevant. Of course this doesn't change any of the normal rules for building, with limitations of 1 city/province and 1 temple/province/turn.

Q: When does scoring occur (s5.5)?

A: Contrary to what's written in this section, scoring occurs at the end of each game turn, not just at the end of each campaign.

Q: How long does a campaign last (s5.6)?

A: 1-3 turns. It ends at the end of the game turn where there's at least one army in the space with the next campaign symbol, or after 3
game turns, max.

Q: Why aren't the most city and most temples in a region scored at the end of the campaign there (s5.6)?

A: Technically, this does make a difference in turn order for later rounds.

Philosophically, I don't think the obfuscation makes any potential additional strategy worthwhile, but that's why it was done.
Shannon Appelcline
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Alexander Scoring Variant
Please note that a new set of rules for scoring Alexander the Great have been posted here:
http://www.phalanxgames.nl/games/alexanderthegreat/Alexander...

Phalanx calls them a "variant", but I suspect this should really be considered a rules fix.

Basically, they say that at the end game scoring, where in the original rules you'd score 5 points for most temples and 5 points for most cities in each region, instead you now score 5 points for most temples+cities in a region, with ties being unfriendly just as with every other score in the game. Yes, 5 points less are scored for each region.

I'm not quite sure I understand the purpose of this change. Rick Thornquist at Gamefest ( http://www.gamefest.com/news/blog_detail/3309_0_12_0_C/ ) suggests that the intent is to prevent the degenerate strategy of stacking everything in one of the city or temple boxes.

Personally, in the game that I saw, the player who did that was also pushing the campaign end every turn. As a result he never got any +5 bonuses because they always ended up tied. But maybe this gives the occasional chance for another player to end up with +5 at the end of a campaign by squeaking out two constructions. I'd have to play with the new rules to know for sure.
Last edited on 2005-10-04 12:57:04 CST (Total Number of Edits: 1)
Ubergeek
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Camas
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Thanks for posting the FAQ.

From what I read in the rules and posts I've read, it seems that the variant reduces the number of ties that occur in that specific scoring. That may be the reason for the proposed change.
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