The following are the official errata to the Time Control rules. These errata have been incorporated into the Time Control Revised Rules, and so refer only to the previous rules. ======================================= Losing the Game Summary: Any player with four (4) or more Problems of a single Problem type (C, S or T) loses the game. Page 4, the following paragraph: "You lose Time Control if you have three or more Problems of each category - three or more Technology Problems (T), three or more Culture Problems (C), and three or more Society Problems (S). The last player left is the winner. The winner can be content that his or her civilization won't be utterly destroyed in the coming conflict." is errata'd to: "You lose Time Control if you have four or more Problems of a single category - four or more Technology Problems (T), or four or more Culture Problems (C), or four or more Society Problems (S). The last player left is the winner. The winner can be content that his or her civilization won't be utterly destroyed in the coming conflict." ======================================= Time Control Summary: When taking Time Control, a player may either complete an action without interruption or force another player to complete an action without interruption. The player forced to take an action makes all decisions regarding that action; what sort of action, which tokens, &c. Page 6, the following paragraph: "A player with Time Control may either announce and complete a single action (either an Agent action or Cashing Out) without interruption, or force an opponent to announce and complete a single Time Agent action without interruption. When forcing an opponent to announce an action, the player with Time Control makes all decisions regarding that action. For example, a player with Time Control may force another player to snap a specific agent, or to attack a specific agent and commit an additional agent to sabotage in that attack, or to attack a Time Wave and add the Time Wave token of the controller's choice. Players cannot be forced to Cash Out." is errata'd to: "A player with Time Control may either announce and complete a single action (either an Agent action or Cashing Out) without interruption, or force an opponent to announce and complete a single Time Agent action without interruption. When forcing an opponent to announce an action, the forced player makes all decisions regarding that action. For example, a player forced to take an action may snap a specific agent, or attack a specific agent and commit an additional agent to sabotage in that attack, or to attack a Time Wave and add a Time Wave token of her choice. Players cannot be forced to Cash Out." ======================================= Time Wave Duel Value Summary: Time Waves get +1 per token when attacking Time Agents. Page 8, the following paragraph: "One player takes the part of the Time Wave and draws a single Fate card. To find the Time Wave's total duel value, the duel value of the drawn card is increased by three for each Time Wave token in the Time Wave. This duel value is then compared to the duel values of each Agent under attack:" is errata'd to "One player takes the part of the Time Wave and draws a single Fate card. To find the Time Wave's total duel value, the duel value of the drawn card is increased by one for each Time Wave token in the Time Wave. This duel value is then compared to the duel values of each Agent under attack:"