Shapeshifters Errata & FAQAfter Shapeshifters was published, we discovered some problems in the rules (mostly in the section on hiding, for some reason), and a number of places where the rules as written were less clear than we had thought. The following is the complete, up-to-date errata as of Spring 1995.
There are four types of errata listed here. "Clarification" rephrases a rule that was ambiguous or poorly written. "Correction" fixes something that was just wrong. "Addition" is a new rule that we added, usually to cover a situation that never came up in playtest. "Rules Change" overrides or replaces something in the original rules.
[addition] A useful tradition was developed in tournament play: When players have decided their transformations, they hold their fist out, thumb up (as if signaling "OK"). That way the whole table knows when everyone is ready. As with writing down your transformations (versus the honor system), use this or not as the group prefers.
(2.6) Errors in judgment [addition] Wizards who do not transform in a turn but cannot pay for their current form lose all their spell points and become the node creature for the kingdom they are in. If they are in a one-node kingdom (like the Griffin), they become the node creature for their home kingdom (e.g., a fishman would become a Fish).
[correction] The sentence that begins "Creatures with two modes..." at the bottom of page 5 should read: "Creatures with two modes have two movement ratings, but may only use one mode per turn. For example, a wolf could not run two hexes to a river bank and then swim across in the same phase." Note that the wizard needn't decide which mode to use until the end of the transformation phase. And remember that a creature with air movement who starts on the land stays there until the wizard's movement phase, per 4.12.
[clarification] A wizard cannot enter a hex without having the right movement mode; e.g., a bison cannot move into the lake. (This might seem obvious but has been the downfall of more than one tournament player.) However, you can start out in the wrong mode for the hex you're in, and then move into the right sort of hex. Thus, a fish in the lake can move to the lake's edge, change to a bison, and then walk out onto land. Similarly, you may to change into a large land creature in the marsh, even though you cannot then move into another marsh hex.
(4.12) Changing Modes [RULE CHANGE] Wizards who change into a form with air movement from a swimming or diving form are treated as swimming until their phase. (They float to the top before taking off.)
(4.13) Improper Elements [clarification] The out-of-element penalty applies only to diving creatures on land or land creatures in the water, i.e., creatures that are drowning or choking to death. (This is for you, Lars.)
[clarification] During the counter-attack segment, wizards may only attack the phasing wizard. They may not use spells or attack non-phasing wizards.
(5.11) Charge Attack [correction] A charge attack means two hexes of straight-line movement before entering the target hex, so really it's three hexes in a row.
(5.12) Fire [addition] The salamander and dragon do not lose their counter-attacks when attacked by fire.
(5.12) Fire [clarification] Dragons may not damage targets in the water in any way. This includes both swimming and diving ones. A dragon may not use its ranged attack to hit its own hex; therefore, a dragon attacking something in its own hex may always be counter-attacked.
RULE CHANGE There is an additional -1 modifier for a preemptive hide. (This change is to correct a game balance problem.) Remember that preemptively hiding wizards lose their entire phase, including their counterattack segment.
RULE CHANGE Creatures with a "0" movement value cannot preemptive hide. Yes, an oak tree can hide in the middle of an open field. However, note that the above rule change means that a hiding oak tree has managed somehow to get initiative on you, so you sort of deserve whatever happens.
RULE CHANGE Hiding creatures lose their hide status if successfully pounced upon.
RULE CHANGE Hide counters go away at the beginning of the next turn, not at the start of a hiding creature's next phase.
[clarification] Wizards preemptively hiding lose their entire next phase; they may not move or attack, and cannot be counter-attacked. A good way to mark this is to remove the wizard's initiative counter from the track.
[clarification] A hiding wizard may not counter-attack unless successfully pounced upon, in which case the wizard may stop hiding and counter-attack normally.
[clarification] Wizards cannot fly, land, and then hide. A wizard who uses any flight movement at all cannot hide that turn.
(6.2) Fire vs. Hide [correction] The dragon can only attack one target at a time. This paragraph should read as follows: "When the dragon attacks a hiding creature, roll 1D6. The target is hit on a roll of 1-5; creatures with hide ability add 2 to the roll. Resolve damage normally if the creature is hit."
[clarification] Only one spell is allowed per turn, though conjured weapons don't count as spells after their creation.
Fly [clarification]The Fly spell is cast during the movement phase, and replaces normal movement. Combat is unaffected -- but casting a fly spell nonetheless prevents you from casting another spell during your combat phase. You can swoop down and attack normally, however, and magic weapons are OK.
(8.1) The Duel [correction] The reference to "map 4" only made sense in the pre-production version of the map. The bend in question is the lower one, closest to the southeast map edge.
Michael Yee was left off the credit page. He designed the logo.
There are no force wall counters, despite (7.4), so either delete the reference to them from the spell description or make some from the blank counters provided with the game.
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