The Oracle Speaks

A compilation of Frequently Asked Questions.


Q: The rulebook states "artifacts must be used by issuing the appropriate order, in the turn..." - But order #205 indicated a combat artifact remains in use until something happens to change the situation. Which is the case?

A: An artifact will remain 'in use' once it has become 'in use'. If a character obtains an artifact, and does not currently have one 'in use', then one (the most powerful) will be selected and used. If a character obtains a new artifact, and one is currently 'in use', then no change will occur. If the new artifact, or any other is desired to be the one 'in use', then #205 must be given. If a character loses an artifact, but another is still in their possession, then one (again the most powerful) will be selected.



Q: How does the "Combat Bonus" for artifacts and spells affect Personal Combat? Naval Combat?

A: The "Combat Bonus" value is translated into values for:

    Personal Combat = value/50 (i.e. a 500 bonus becomes 10)
    Naval Combat = value/100 (i.e. a 1000 bonus becomes 10)


The "Combat bonus" for spells do not affect Personal Combat.



Q: At what tax rate does the loyalty rank become affected, either adversely or to our benefit?

A: The exact range of values is NOT revealed. However, at certain tax rates the loyalty rank is assured of going down or up by a fixed amount. However, the intermediate tax rates can result in either a slight decrease, or a slight increase, or no change at all in the loyalty rate.



Q: My nation spends more money than it makes in income. How can I fix it? Is this fair?

A: Third Age, circa 1650 is a period of recovery and bold plans. This means that some nations have been suffering and are trying to return to a position of power. Others have grand plans to acquire new holdings and strength. In either case, this expansion takes wealth. Thus, it will be up to the nation's leaders to continue these grand schemes/recovery or curtail their nation's growth. Many nations face this dilemma. Suggestions for methods of increasing wealth can be found on page 21-22 of the Rulebook.



Q: My nation has a special ability that allows me to create new (Commanders, Agents, Emissaries, or Mages) at a rank of up to 40. What order can I use to gain this advantage?

A: The only way to take advantage of this ability is to use the "Name New Character As (Commander, Agent, Emissary, or Mage)" order (#728, 731, 743, or 737) and with a (Commander, Agent, Emissary, Mage) that already has a rank of 40+. The "Name New Character" order (#725) can not be issued to take advantage of this ability.



Q: My nation has a special ability that allows me to create new (Commanders, Agents, Emissaries, or Mages) at a rank of up to 40, but all my (Commanders, Agents, Emissaries, or Mages) have a skill rank of 10. What can I do to still gain this advantage? Is this a problem?

A: At this time in the Third Age, many nations are suffering, or just recovering from the Great Plague. This means that many former heroes have perished. Therefore, although your nation may have the historical ability to create such skilled characters, you will have to train your current characters to a skill rank of 40+ to gain use of this advantage. Many nations may find themselves in this situation.



Q: My nation has no (Commanders, Agents, Emissaries, or Mages). How can I create any?

A: The "Name New Character: order (#725) can be issued by any character at the capital with Command skill (they need not have the same skills as the character being created) and can be used to create a character with any skill type (or combination thereof). Of course, the cost for this order is twice as much as the other "Name New Character As" orders.



Q: What information do I have to provide on the turnsheet for my character orders?

A: Careful attention to the character orders and the additional information required will make for fewer errors and more enjoyment. There is a space on the turnsheet for you to indicate the order number and/or order code for each of the orders you wish your characters to perform. Note that you do not have to give both the order number and order code, but it frequently enables both you and PBM to avoid making costly errors when the order instructions are entered. The order type is also optional, but again it also frequently enables you to avoid issuing two skill orders of the same character.
Following the order number/code, there is space for you; to indicate any and all additional information specified for that order. The additional information should be entered in the sequence listed in the rulebook for that order, ensuring that the type of additional information is carefully adhered to.



Q: Does it make any difference in what sequence I list my character orders on the turnsheet?

A: Yes and no. All character orders, regardless of the sequence they are listed on your turnsheet, are randomly shuffled and sequenced by order number for purposes of order execution (Bid orders are then sequenced by the amount of the bid as well).
However, the sequence that character orders are listed on the turnsheet can make a difference. If you instruct your character to perform two skill order (which is not permitted!) in the same turn, the second character order listed will be considered the 'duplicate' and thus ignored. This is because, in most cases, players list their most important character orders first, regardless of the actual sequence in which they will be executed.



Q: I am confused about the turn sequence. Can you move a character and then have him perform an action? Or vice versa?

A: All orders are executed in the sequence determined by the order number. Thus, you could have a Commander train his army (#435), and then move (#850). But, you could not have an Agent move (#810) and then influence (#525) - the #525 goes before the #810. The character could move and then on the next turn issue the order to attempt to influence.



Q: If a navy is at a harbor/port, and the harbor/port is removed/destroyed, what happens to the navy?

A: The navy is not directly affected by the lost harbor/port. The navy can remain in the hex as long as it wishes. It can even, if the terrain is 'shore', anchor ships and go ashore. However, if the navy moves away from the hex, and the terrain is not 'shore', then the navy can not return to the hex. Only an army would be able to enter the hex until the harbor is restored.



Q: When can a navy give army orders?

A: A navy can issue 'army' orders as long as the navy C O U L D anchor its ships and go ashore. The navy does not do so, but it must be able to do so to be able to issue the 'army' orders. In this way, a navy that is 'offshore' of a land hex (not in 'coastal waters' or 'open seas') could put troops on maneuvers or recon the area. Normally, only in cases of actual combat (#230-#260) or movement (#850-#860) will the ships actually become anchored as a result of another order.



Q: Is the 'force' needed to threaten a population center based upon numbers of troops or strength points?

A: The 'force' is based upon the quantity of troops, not the type or quality.



Q: Can a Mage use any two Mage skill orders, or is it just spells that can be used twice per turn?

A: A Mage can not normally use two Mage skill orders, except for casting two spells (using different orders) and that can be dangerous!! However, a Mage can 'Prentice Magery' and 'Cast' a spell in the same turn.



Q: Can a new character do actions on the turn s/he is created?

A: No, the only order that is likely to allow a character to be involved in an action on the turn s/he is created is #780. Since no space is provided yet on the turnsheet for the new character, no orders can be given nor will be accepted.



Q: What is the difference between a 'Transfer Troops' involving all your troops and "Transfer Command"?

A: The difference is that the 'Transfer Command' will automatically transfer all baggage and ships. The 'Transfer Troops' ONLY transfers the troops indicated. Furthermore, the "Transfer Command" also allows for the former Commander to join the new army without additional orders. The "Transfer Command" should also be used when you are trying to combine two armies into one.



Q: Why do some of my population centers appear on my turn map but not others? Is this a problem?

A: The turn map represents the general reports and feedback that your nation receives from its indigenous populace in its historical realm/region. These reports are NOT generated by any single character. This is why the turn map is fixed the entire game, even if you move your capital or base of operations. However, there are several orders (#905, #925, #940(w/#415)) that can provide as many 7- hex reports as you can handle. These orders generate text reports and a smaller version of the turn map. This 'blind-spot' problem is shared, to a greater or lesser degree, by many nations and is part of the difficulties faced when your nation expands beyond its borders or when your nation is scattered about - more orders must be expended in order to keep close tabs on your realm. Fortunately, these distant population centers will report when they have been attacked or invaded or attacked or taken away.....



Q: Can armies of different nations combine to attack?

A: Yes, but the armies are NOT joined. They simply can meet at the same place and attack on the same turn.



Q: I am supposed to kill a certain character - How can I find out who and where they are?

A: There are several ways to locate both characters and artifacts. There are several Lore spells that can reveal the characters (#420, #430) and locate information about the artifacts (#412, #418, #428). Actually catching up with the target character, or obtaining the specific artifact can be a bit more of a challenge... Also, much of the supplemental reading contains details about characters, population centers, nations, artifacts, NPC's, and other special activities that can be encountered in ME-PBM.



Q: Will the 'Reveal Production' spell provide the production capacities of production centers you already own, within the radius of the spell?

A: Yes, the hexes are chosen at random within the radius and care not if there is a population center there already.



Q: If some of your own characters are on one of your own population centers, will they encounter any foreign character that enters that hex, even if the natural 'sighting' capabilities of the population center don't spot the foreign character?

A: Characters will not 'encounter' other player characters unless ordered to do so (scouting, challenges, double agents, etc....). Being aware of their presence does not allow you (or them) to initiate some interaction. Characters can 'encounter' non-player characters (NPC's) in a hex without getting any report of their presence. Furthermore, characters can choose to interact with NPC's in a hex, even if no 'encounter' is indicated, if there is some report of their presence.



Q: When attempting to threaten a population center, do war machines help out other than counting as 25 troops?

A: No, they count as just 'more troops' to help the threaten.



Q: Does army morale go up when an army commander increases in rank?

A: No, not as a result of the commander's rank increase. Morale is normally increased only as indicated in the rules.



Q: When attacking an enemy army (not the population center at one of their fortified population centers), will they receive a constitution bonus from their fortification? Does the attacking army have to overcome the fortification?

A: The answer to the first question is 'Yes'. The answer to the second question is 'No' - because the enemy army would be gaining a defensive bonus because of certain available defenses associated with the fortifications - not the actual fortifications themselves.



Q: When defending against an enemy attacking army that is at their own population center (i.e. when you are planning to siege their population center and they attack you), does the attacking enemy receive the constitution bonus from their own fortifications?

A: Yes, if combat occurs in a hex with fortifications which are owned by one of the involved armies, then they will receive the bonus because they are still using the available defenses associated with the fortifications, even though they might also be attacking.



Q: Is there a way to capture/destroy a fortified population center without war machines (and without sieging, threatening, using emissary orders, etc...)?

A: Yes, you can capture/destroy a population center using an army without war machines. The war machines are a BIG help, but not absolutely necessary.



Q: Can evasive movement prevent non-friendly/tolerant armies/navies from having to stop when running across each other's paths?

A: Yes, besides sneaking up on population centers, this is the primary purpose for moving evasively.



Q: Does the casting proficiency for spells already learned increase when a mage's skill rank increases?

A: No, once a spell is learned, the only way to improve the casting rank, besides acquiring certain artifacts, is to 'cast' the spell. However, the mage rank is one of the factors for determining the original spell casting proficiency.



Q: When an agent attempts to assassinate a character, what skill ranks of the target character matter, or matter most?

A: The highest one of the four skill ranks.



Q: Can an army, or specific troops, be put on maneuvers more than once in a turn (by different commanders)?

A: Yes, and by reviewing the discussion in the rulebook about characters with an army you can determine how this can be done.



Q: Do ships, war machines, or fortifications matter at all in calculation of victory points?

A: No, they are of tactical and/or strategic importance only. Other than the section in the rulebook, the actual method and details of tallying victory points is information withheld from the players.



Q: Can a navy move directly from 2927 to 2926?

A: No, nor can one move from 2236 to 2235 nor from 1118 to 1218 nor from 1119 to 1219.



Q: Does the 'Reveal Production' spell reveal the five hexes with the greatest amount of that resource or just any five hexes with that resource?

A: The hexes are not revealed in any order - simply random.



Q: Does the 'Recon Area', 'Scry Area', and 'Scout Area' orders reveal navies in the water hexes around that hex?

A: The answer to all three is 'Yes - to some extent'.



Q: Can 'Scry Hex' and/or 'Scry Area' be done in a water hex?

A: 'No' to both.



Q: How exactly does troop morale work? At one point in the rulebook it says that troops transferred to an army commander take on the morale level equal to the morale rank of the receiving commander's army? Does this apply to the transfer command order?

A: Yes, it is only in cases of 'split army' (new army morale normally starts at 30) and 'hire army' (new army morale normally starts at 10) that this is not the case.



Q: If my troops in an army are demoralized so that their morale is less than the command rank of their commander, can I merely transfer them away and then transfer them back on a later turn so that their morale increases to the level of the commander? Can this work in the opposite way also (if the troop morale is initially higher than the commander rank)?

A: You can 'merge' disgruntled troops into 'energetic' armies to improve overall morale (and vice versa). However, 're-transferring' them back uses the 'split army' order which only results in a morale of 30 (not the army commander's command rank). Thus, this kind of activity is of minimal advantage and usually simply wastes valuable orders. If the 'split army' is not used, then the transferred troops would simply assume the morale of their new army comrades. Note also that the commander rank has nothing to do with any existing army's morale.



Q: If an army commander does die from a challenge, and there is more than one character with command skill in that army, which character will become the new commander?

A: The one with the highest command skill - ties are broken randomly.



Q: Can I order a character with command skill in an army, one who is not the army commander, to attack an enemy army or population center, in anticipation of my army commander's death due to challenge?

A: Yes, but the order will be ignored/fail if the commander survives the challenge or if some other character becomes the army commander. In like fashion, if you expect your army to be destroyed, then you could issue 'move character' orders to your army commander, in anticipation that he will be only a character by the time the order comes around. If the army isn't destroyed, then the order would fail.



Q: If a hidden population center is revealed by a Mage spell, can the owner of the population center simply re-hide it the next turn again so that I cannot attack it, etc..?

A: Yes, it COULD be done, but it is not an ability that most nations possess. Even then, the task would not be easy. Therefore, by and large, the answer is 'No'.



Q: Since a navy in a land hex (harbor, shore, port) can anchor ships if it wants to, then it is able to use orders that an army can use. Does this mean that an offshore navy can use the 'split army' (navy in this case)? If so, can it choose to transfer a specific amount of ships as well?

A: In response to the first question - 'Yes', it can even do so without anchoring ships, just so long as it is in a hex where it could do so. Regarding the second question - the answer is 'Yes', but you would need to use a second order to transfer the ships desired.



Q: If there is not enough gold to cover maintenance costs, is the tax rate automatically raised to cover the costs (assuming the needed taxes are under 100%). For example, if my tax rate is 80% and my maintenance costs require the additional revenue generated from a 95% tax rate, am I guaranteed that this tax rate will be successfully achieved without an order, or is it possible that my tax rate will not be successfully raised?

A: The answer is 'Yes', the tax rate will automatically be increased to whatever tax rate is required to cover maintenance costs. This is different from the 'change tax rate' order which can fail or only partially succeed. Furthermore, the loyalty at all population centers will be affected by the increase in the tax rate. However, the amount of impact on the loyalty will be greater if the tax rate is increased automatically rather than voluntarily.



Q: Under the 'steal gold' order, it says that success will gain the character gold based on the net revenues (assuming 100% tax rate) and any gold production the population center generated that turn. However, on page 27, it says that capitals are more vulnerable to gold stealing because they house [most of] the gold reserves. How is this true if the amount stolen is based only on the revenue and gold production of the population center?

A: The capital is the only place where all of your reserve is potentially vulnerable. It is not easy, but a very good agent could exceed the normal gold limits, and a great agent could even clean your reserves out - but only at the capital. Of course, it is easy to guard your capital - whereas it is harder to guard all your population centers.



Q: Can an agent steal gold from a population center if the nation has no reserves at the time?

A: No, considering that if there are no reserves, then what is left to steal? However, the skill rank would still improve.



Q: Can a nation go bankrupt at any time during a turn other than when maintenance cost must be paid?

A: No, only maintenance costs must be paid. Thus, other expenses will simply fail to be paid and orders may thus fail as well.



Q: What is the benefit of sieging a population center?

A: The benefit of a siege is that it reduces the food stores at the population center and doesn't allow transfer orders, or market buy/sell orders, affecting the population center to take place. Once the food stores are gone, there is a continuing reduction in population center loyalty. Furthermore, there is a chance that if the sieging army has war machines, then the fortifications may be reduced each turn the population center is sieged. Revenue is also not received from any population center under siege (Note - revenue will still accumulate in the capital even though it is under siege - maintenance costs, orders, expenses, etc will be paid, but no transfers or market buy/sells will work there either). The net benefit of the siege is frequently that the population center will be more vulnerable to other forms of capture (threaten, emissary influence, army attack) but without the risk of troop and/or population center level losses. Of course, sieging takes time and the troops must still be fed and maintained . . .



Q: When my capital falls, am I out of the game? If not, what happens?

A: Definitely probably not! When the capital is lost, and if there is another population center (major town or city) that can become the capital before turn end (else your nation is no longer active), then your nation is still active and can strike back. However, the loss of the capital can have a negative impact on your nation's population center loyalty. Any loss of a population center tends to affect the loyalty at the nation's other population centers. The greater the level of the lost population center, the greater the risk and amount of lost loyalty. Having population centers destroyed (rather than simply captured) also increases the risk and amount of lost loyalty. And losing the capital is generally the worst of all. Therefore, although it is not the end of the game to lose your capital, you must tread carefully and work hard to stay alive and get revenge.



Q: What good is the 'stand and defend' order if it does not allow you to prevent an army from entering your hex?

A: The 'Stand and Defend' order is NOT intended to prevent an army from entering a hex. If it could do this, then you could prevent an army from entering the hex they need to enter in order to attack you. However desirable, it makes NO sense to have the order work in that fashion. The 'Stand and Defend' order IS intended to prevent an army from LEAVING a hex in the direction of a hex you wish to defend. Normally, a large enough army could do this by simply occupying the hex. Movement of non-friendly/tolerant armies would thus be stopped. However, on the next turn, the non-friendly/tolerant army could then simply continue its movement and the defending army would have no means to prevent this movement except by attacking. If this option is not desired, then the 'Stand and Defend' order will prevent the undesirable movement. In this way, an army can guard a mountain pass, or one side of a bridge, by occupying the hex in front of the hex to be protected and defending the proper directions.


Home - 1650 - 2950 - Fourth Age - Nations - Map - Samples - Download - FAQ - Prices - Email