Cernel's Errata - Addenda - Updates - Clarifications for the TripleA RuleBook version 1.0 excluding Appendices & Additional Content [UNFINISHED]
So, because of someone wanting to translate this thing into the French language
I took a look at what is wrong, or not clear enough, in it, because one would be going to translate a lot of outdated, or otherwise wrong, things.
I came to the conclusion that there's very little point making any Errata/Addenda, as I tend to think the rulebook is rather in need of being just rewritten (in a better way), but that's a lot of work.
I doubt I will retake this, as I'm way too annoyed at the current quality of the rulebook, but, since I already did this thing for a few pages (and it took far more time than I anticipated), I guess no harm posting what done, in case it might be useful to anyone.
Note: The following Errata/Addenda/Updates/Clarifications refer to the manual version 1.0, except all Appendices & Additional Content, but for TripleA version 2.0. They are Errata if the original is wrong and the issue existed already for version 1.5 and exactly as now. They are Updates if the original is right for version 1.5. They are Addenda if nothing is wrong, but rules are missing or critical exceptions are not made. They may be a mix, otherwise. I've also included changes that are not needed, but merely clarifications. Also since it is sometimes arguable what is an unnecessary clarification or a needed errata or addenda, I've made no attempts at distinguishing any, but all is just classified as "Errata/Addenda/Updates/Clarifications" (feel free to decide or guess yourself what is what, for each case).
Unofficial AND UNFINISHED (pages 1-11 only) Errata/Addenda/Updates/Clarifications (by Cernel):
Created for TripleA version 126.96.36.199
Created for TripleA version 2.0 and “Big World : 1942” version 2.5
Non Combat Move
Low Luck vs. Dice
Low Luck Dice vs. Regular Dice
Though TripleA comes with many games inside, it is just an engine for playing games, and is not a game itself.
TripleA comes with no games inside: it is just an engine for playing games, not a game itself.
TripleA started out as a World War II simulation, but has since expanded to include different conflicts, as well as variations and mods of popular games and maps (a ‘map’ is like a board, while a ‘game’ is a specific setup on a map/board).
TripleA started out as a World War II simulation only, but has since partially expanded to allow additional margins of customization, and each game scenario is ultimately for the map maker to decide, when creating any TripleA maps, as well as variants and mods of existent games and maps (a “map” is like a board, while a “game” is a specific setup on a map/board (thus you can have multiple games for a same map (for example, the “Big World” map currently offers two games, namely “Big World : 1942” and “Big World : 1942 v3 Rules”))).
This manual describes how to use and play TripleA, using the game “Big World : 1942”, a basic variant.
This manual describes how to use and play TripleA, using the game “Big World : 1942”, the main game for the “Big World” map, generally mostly following the basic “V2” ruleset (that is the first revised version of the original “V1” TripleA ruleset).
The two most popular WWII maps for beginners are “Pact of Steel” and “Big World”, and Big World has a lot more territories and a one more unit type than Pact of Steel, while the rules are almost exactly the same.
Two good WWII maps for beginners are “Pact of Steel” and “Big World”, Big World having a lot more territories and a one more unit type than Pact of Steel, while the rules of their basic games (namely, “Big World : 1942” and “Pact of Steel”) are almost exactly the same.
However, all of the critical and important game operations and knowledge are described in this manual.
However, all of the basic, but critical and important, game operations and knowledge that may exist in all basic “V1” and “V2” rules games are described in this manual.
The game variant must be selected, OR a saved-game must be loaded.
Either the game name must be selected or a saved game must be loaded.
Approximately 10 or more variants are automatically included with the game, and more can be downloaded.
No maps (thus no games) are included with the program, but many can be directly downloaded, via the program itself, and it is also possible manually adding whatever other compatible maps.
The game options should be set, but the default ones could be used.
If the game allows it, the game options can be set, otherwise the default ones are used.
Each player can be set to be a human or an AI.
Each available player can be set to be a human or an AI.
Below is a screenshot taken while in-game, playing the “Big World : 1942” map.
Below is a screenshot taken while in-game, playing the “Big World : 1942” game.
In addition, you can change the Zoom Level of the map by either going to the “View” menu and selecting “Zoom”, or by holding down the “ALT” key while scrolling your mouse wheel.
You can change the Zoom Level of the map either via the “View” menu or by using the commands detailed in the “Help” menu.
Each TripleA map is divided into a number of areas. Land areas are called territories. Sea areas are called sea zones.
Each TripleA map is divided into a number of areas. All named (with letters or numbers) areas are zones, and can be only either land zones or sea zones. Zones that can be controlled are defined as territories (in “Big World : 1942”, as well as in most maps, all and only land zones are territories). Zones (as well as territories) may also comprise multiple areas, typically islands groups or continental land territories including relatively small islands.
Short or narrow rivers and small islands generally play only a cosmetic role (if an area has no name when you scroll your mouse over it, then it is just cosmetic and not an actual territory or sea zone).
Normally maps display names for at least all territories (but, as said, all zones are always named). In case of multiple areas zones (like islands groups), the name may be drawn over several or all of them. Unnamed areas (usually relatively small islands) normally have only a cosmetic role, each one being just part of some named territory, and adjacent to no more other zones than the main area of this territory. There may be exceptions to this general practice, however. For example, in “Big World : 1942” the area bordering only the “Balkans” and “Macedonia” territories is part of the “Western Turkey” territory, thus Western Turkey is also adjacent to both Balkans and Macedonia, this being, in fact, a rare case of a land territory drawn across sea zones. In any case, you can hover the mouse cursor over any areas, to have its name displayed on bottom bar. If more than one area share the same name or number, they are all parts of the same zone (if an area has no name at all, just like it is the case for the borders between named areas, then it is not a zone of any kind, thus has either no purpose or the only purpose of visualizing connections, or absence thereof). Maps might also display various other elements, like short or narrow rivers. Such additional features may be merely cosmetic or gameplay relevant, in some ways, depending on the specific map. Be sure to read the “Notes” of each game, as some of them may have elements displayed in peculiar ways, or not at all.
Air units fly over top of all this, but need to land at the end of every turn.
Land zones are for land units and sea zones are for sea units, while air units can stay in either, but need to land at the end of every turn.
Each map area is adjacent to a certain number of other areas. Units move about the map, from one area to an adjacent area; as a general rule, teleportation does not exist.
Each map area is adjacent to a certain number of other areas (areas adjacent by a single pixel, or relatively few pixels, are normally not actually adjacent). Zones having any areas adjacent to any areas of other zones are adjacent with each other. Units move about the map, from one zone to an adjacent zone. As a general rule, you cannot move directly between non adjacent zones.
Land units are restricted to land territories unless they are being carried by transports.
Land units are restricted to land territories, unless they are loading onto transports or being carried by them.
Sea units can generally move to any adjacent sea zones, but there is one exception to this rule: Canals.
While, as said, units can generally move only to adjacent zones, there is one common exception to this rule (usually for sea and air units only): “canals”.
Canals are connected sea zones that require ownership of attached land territories in order to pass through.
A canal allows moving from a zone to another non adjacent zone, these two zones having one or more territories in between, that one needs to control to pass the canal (usually, the canal-connected zones are sea, while the required territories are land). However, the movement between two zones connected by a canal is always direct: you don't have to enter or move through the territories that you need to control, when using the canal.
For example, at the Suez Canal, sea units can move north and south via the canal, but only if the land territories on both sides of the canal are controlled by friendly or allied nations at the beginning of your turn.
For example, in “Big World : 1942”, there is a canal called the “Suez Canal”, by which sea units can move directly to and from two non adjacent sea zones, via the canal, but only if “Egypt” and “Syria”, that are in between of these sea zones, are controlled by the turn player, or any of its allies, since the beginning of its turn. The Suez Canal also allows free movement of air units through it, regardless of territory control. The only other canal in “Big World : 1942” is the “Panama Canal”. The Panama Canal works exactly as the Suez Canal, but for another pair of sea zones and with only “Central America” required, that is in between of the sea zones.
Canal-like connections can also exist between actually adjacent zones (usually sea zones), in which case they are known as “straits”.
A strait disallows movement between adjacent zones (that is, zones that are sharing a border, thus normally connected), unless controlling one or more territories thwart the border between the zones (usually, the connected zones are sea, while the required territories are land).
For example, in “Big World : 1942”, there is a strait called the “Dardanelles”, that disallows sea units movement between two adjacent sea zones that are also adjacent to both areas of “Western Turkey”, this territory being required for sea units to be able to move between the sea zones (air units ignore the Dardanelles entirely, like if the strait doesn't exist).
Each territory has a production value (Production Units, or PUs for short), which could be as low as zero.
Each territory has a production value (which may be as low as zero).
It is possible for sea zones to be assigned production values as well, in which case they would be called ‘convoy centers’.
It is possible for sea zones to be territories too, thus having a production values assigned, as well, in which case they are named “convoy centers”.
The production value of a land territory determines how many units can be produced there per turn, but, primarily it determines how much income that territory provides per turn to the player controlling it.
The production value of a land territory determines how many units can be placed in there or from there, per turn, and how much income (Production Units, or PUs, for short) that territory provides per turn to the player controlling it. For a convoy center, instead, only the original owner is provided income, if controlling it.
Each land territory is always controlled by some player, except for some territories that are initially neutral or are impassible to all players.
Each territory (both land territories and convoy centers) is always either controlled by one player or by no players (not controlled territories are actually assigned to a player called “Neutral”, and they are known as “neutral territories” (the Neutral player is always hostile to everyone)). Moreover, some territories are impassable to all players (impassable territories are, usually, never controlled by any players (that means they are assigned to the “Neutral” player)).
Control of a territory may change many times in a game round, and the territory will still produce its full income with each change of control.
Control of a territory may change many times, during the course of the game, and the territory, if land, will still produce its full income after each change of control.
When a player conquers a territory containing a Factory or AA Gun, those units will be captured with the territory, and the conquering player may use them on their next turn.
When a player conquers a territory containing a factory or any other capturable units (in “Big World : 1942”, the only other capturable units are AA guns), those units will be captured with the territory, and the conquering player may use them after the current turn. However, in some games, some or all capturable units are destroyed when captured by or from some or all of the players.
If an ally ever recaptures such a territory, control of the territory (and its resources and capture-able units) will revert to the original owner.
If an ally recaptures or controls such a territory, while the original owner controls its capital (or the minimum required number of capitals, if more than one capital), if any, the control of the territory (and its resources) immediately reverts to the original owner. All capturable units in it usually revert too, with possible exceptions, depending on the game's rules.
In this case, the income for the territory is not collected by the capturing player, and instead it will be collected by their ally, the original owner, at the end of their turn, provided that they still own it at that time.
In this case, the income for the territory won't be collected by the capturing player, but, instead, it will be collected by the original owner, at the end of its own turn, provided that it still controls it (as well as having the ability of collecting income at all).
Of course, enemy players are not bound by such considerations and control whatever they capture.
Of course, players that are enemies of the original owner are not bound by any such considerations, as (aside from special rules) any players always control whatever they capture that is originally owned by an enemy or no one (that is the “Neutral” player).
Each of the nations in TripleA has a capital territory.
Normally, each one of the players in a game has a capital territory.
These territories are indicated on the map by a large roundel or flag associated with that nation.
These territories are usually indicated on the map by a large roundel or flag associated with that player.
If an enemy player captures one of these territories, there are drastic consequences.
If an enemy player captures one of these territories, there are the following consequences:
Of course, he has no resources to produce those units in any case.
The only way a player might have any production units, in this case, is by capturing an enemy capital after having lost its own capital.
As most games on TripleA are “grand strategy” games, a “unit” does not represent a single infantry or tank, but instead represents an entire army that is based around infantry or tanks.
As most games on TripleA are “grand strategy” games, a “unit” does not represent a single infantryman or armour, but, instead, represents either an entire army or part of an army, that is based around infantry or armours.
Therefore an “infantry” unit would include within it its own logistics train, supplies, anti-air/tank weapons, etc.
Therefore an “infantry” unit is assumed to include, within it its own logistics, trains, supplies, anti-air and anti-tank weapons, and so on.
Unless specified, all units can hit all other units.
Unless differently specified, all units can hit all other units.
Size indicates how much transport or carrier capacity is required to move a land or air unit by sea.
Size indicates how much transport or carrier capacity is required, respectively, to load a land unit or land an air unit, as cargo of, respectively, a transport or a carrier.
Some special units, like Battleships, may have 2 hitpoints, which allows them to absorb enemy fire, and possibly repair if they survive the battle.
Some units, for example Battleships in “Big World : 1942”, may have 2 or more hit points, which allows them to take as many enemy hits or, if taking any less, by the end of the battle, possibly repair.
Important special properties and abilities are things such as being able to Blitz, or being able to increase the attack power of another unit when they are in the same territory (called giving and receiving “support”), or being able to shoot at aircraft as they fly over, or being able to produce units.
Some important special properties and abilities are things such as being able to “blitz”, or being able to increase or decrease the attack or defense (or both) power of another unit, when they are in the same battle (called giving and receiving “support”, respectively for the units able to modify the power of other units and for the units able to have their own power modified this way), or being able to shoot at aircraft, as they fly over or attack, or being able to place units.
The following units and stats are particular to the game “Big World : 1942”, and therefore if you try playing a different map, the units might differ slightly.
The following units, as well as their values and special abilities, are particular to the game “Big World : 1942”, and, therefore, if you play a different game, the units may be different.
This means when they are paired with Artillery units on a 1-to-1 basis, the infantry units will receive +1 attack power.
This means that when they are paired with Artillery units (on a 1-to-1 basis), the infantry units will have their own attack power increased by 1.
So as an example, if you had 3 infantry and 2 artillery, then 2 of the infantry would receive support and have their attacks increased to 2, while the 3rd infantry would stay at 1 attack.
So, as an example, if you had 3 infantry and 2 artillery units, then 2 of the infantry units would receive support, thereby have their attack power increased to 2, while the remaining 1 infantry unit would stay at 1 attack power.
This means that while normally units must stop in the first enemy territory they enter, armour has the ability to keep moving if the enemy territory is empty of enemy units.
This means that, while normally units must stop inside the first enemy territory they enter, armour has the ability to keep moving, entering another territory, if the previously entered territory is empty of enemy units.
All air units in TripleA share 2 abilities:
All air units share 2 abilities:
Air units cannot end the turn in a land territory which was fought over or conquered this turn.
Air units cannot end the turn in a land territory that was conquered, thus captured or liberated, this turn.
In other words, they must move out of the territory where they fought, and land in a territory that was friendly at the beginning of the turn, or on a friendly carrier which has space left.
In other words, they must move out of the land territory or sea zone where they just fought, and land in a territory that was already friendly at the beginning of the turn, or on a friendly carrier which has space left, or moving such a carrier into the sea zone where they just fought (if possible for the carrier to do so).
Fighters are used for their flexibility in having 4 movement, and because they can attack both land and naval targets.
Fighters are used for their flexibility in having high movement and being able to attack or defend in both land and sea zones.
Generally speaking, each bomber that survives any AA shots will get to roll a 6 sided die, and do that much damage to the enemy’s PU supply or to the individual factory (however the total damage per bomber cannot exceed the PU value of the territory).
Each bomber that survives any AA shots rolls a 6 sided die, and removes as many PUs from the player controlling the territory (however, as in “Big World : 1942” the “Territory Turn Limit” option is enabled, the total amount per territory per turn cannot exceed the production value of the territory).
They can carry 1 infantry unit plus 1 more land unit of any kind (e.g. 2 infantry units, or 1 infantry and 1 artillery / armour / AA gun.
They can carry land units, up to a total size per transport equal to its capacity (that is carrying up to 1 infantry plus 1 more land unit of any kind except factories (e.g. 2 infantry or 1 infantry and 1 artillery / armour / AA gun)). Units loaded onto transports become cargo until they offload. Cargo cannot attack, nor defend, nor being taken as casualty, and it is lost if the transport is taken as casualty.
In “Big World : 1942” and many other maps, Transports may be taken as casualties like any other unit.
In “Big World : 1942”, as well as many other games, transports may be taken as casualties like any other unit.
Transports are used for moving land units over the sea zones.
Transports are used for moving land units over sea zones.
Submarines may “submerge” at the end of a round of battle, which effectively retreats them out of a battle but keeps them in the same sea zone.
Submarines may “submerge” after any round of combat, which effectively withdraw them out of a battle, but keeps them in that same sea zone.
Submarines may move through enemy sea units, if the enemy units do not include a “Destroyer” unit.
Submarines may move through enemy units.
Submarines always attack at the beginning of each combat round.
Submarines always attack or defend at the beginning of any rounds of combat.
If the enemy has no “Destroyers” present, any casualties the submarines inflict do not get to shoot back.
Any casualties the submarines inflict do not get to shoot back, unless it is a submarine too (or a previously undamaged battleship that got only one submarine hit assigned).
Submarines may not attack air units, ever.
Submarines cannot hit air units, ever.
Air units may attack Submarines though.
Air units can hit submarines, though.
Destroyers have the ability to cancel all of the abilities of enemy submarines.
Destroyers have the ability to cancel all of the special abilities of all enemy submarines entering the same zone or in the same battle, except only that submarines can never hit air units, anyway.
Cruisers have no special abilities on “Big World : 1942”, however on other maps they often have the ability to bombard an enemy ground position.
Cruisers have no special abilities (in “Big World : 1942”, but in other games they often have the ability to bombard enemy land territories).
Carriers have the ability to carry 2 friendly (owned or allied) fighters over the ocean.
Carriers have the ability to carry owned or allied fighters, up to a total size per carrier equal to its capacity (that is carrying up to 2 fighters).
These fighters will help defend your fleet, and can be used to attack enemy positions out of range.
These fighters defend together with any sea units in the same zone and start their movement from that zone, on their own turn.
Carriers are useful only in their ability to hold fighters.
Carriers are not only useful in their ability to hold fighters, as they are also fully combat able units, but not cost effective on their own.
If damaged in battle but still alive after the battle ends, all battleships will repair to full health after the battle is over.
If damaged in battle, all surviving battleships return to their undamaged state immediately after the battle is over.
Battleships can bombard enemy land territories, if there is a transport unloading ground troops from the same sea zone into an amphibious assault on that land territory.
Battleships can bombard enemy land territories from friendly sea zones, if at least one unit is offloaded into the territory, from the same sea zone as the battleship (offloading 1 such unit is enough to bombard the territory with an unlimited number of battleships).
So, if there is an amphibious assault, the battleship may roll a single die at 4 before the battle begins in order to try to cause an enemy casualty.
So, if there is an amphibious assault from the same sea zone as the battleship, and the battleship is not participating in any other battles, on the same phase, the battleship may participate in this battle, by rolling a single die at 4 (per each battleship in the battle) before regular attacks (but after any AA shots), on the first round of combat only, in order to try to cause a casualty amongst any enemy land units. Units taken as casualties die immediately, hence are unable to defend. Battleships leave the battle immediately after resolving their rolls.
AA Guns have a special ability that activates before a battle or strategic bombing raid begins, and when air flies over a territory containing an AA Gun.
AA guns have a special ability that activates at the start of a battle or of a strategic bombing raid, in the same zone as the AA gun, and when air units fly over a zone containing an AA gun, but only one AA gun may activate in the same territory. However, AA guns cannot activate any special abilities when they are cargo.
They will roll a single die at 1, for each attacking aircraft in the battle.
They will roll a single die at 1, for each attacking air unit or each flying over unit, but rolling separately for fighters and bombers (however, the attacker may select casualties amongst same units types, usually taking units with lower movement left).
Any air that is hit immediately dies, with no chance to fire back.
Units taken as casualties die immediately, and are unable to attack or complete their movement.
AA Guns do not participate in battle, and if the attacker wins, the AA Gun is captured by the attacker.
AA guns leave the battle (returning to the embattled territory) immediately after resolving their rolls, and, if the attacker captures or liberates the territory (by winning the battle with at least one land unit left), the AA gun changes control the same way.
AA Guns may not move during combat movement, they may only move during the non-combat move phase.
AA guns may not move during the Combat Move phase (aside from being carried by a transport they are already cargo of, which does not count as moving).
Anti-Aircraft Guns are used to defend against Strategic Bombing Raids, and are also used to make an attacker think twice before they use overwhelming air power to attack your territories.
AA guns are used to defend against Strategic Bombing Raids, and are also used to make an attacker think twice before they use too much air power to attack your territories.
Factories allow their owner to produce units in the territory the factory is located in (or in the Sea Zone adjacent to the factory).
Factories allow their owner to place units in the territory the factory is located or from that territory to any adjacent sea zones.
The Factory will allow production of any number of units, up to the Production value of the territory it is in.
The Factory allows placement of any number of units up to the Production value of the territory.
Having multiple factories in a territory does not increase this limit.
You cannot have multiple factories in the same territory. You can place factories in territories with no factories already in them, but not in Production 0 territories.
Factories do not participate in combat, and if an attacker conquers the territory they will automatically capture any factories in the territory.
Factories do not participate in combat (they do block combat movement of enemy units able to blitz, though), and, if the attacker conquers the territory, it will immediately capture or liberate the factory, as well.
Moved to feature requests & ideas as this is predominantly suggestions for improvement.
A lot of the updates look very solid @Cernel . We may want to consider splitting the rule-book into two, one for basic rules and a second for advanced and detailed rules. I think some of the details could become overwhelming for someone that is new and just wants to know how to play. I'm not sure how to best balance that. We could perhaps re-structure too the rule-book to have a good overview in the first few sections and then have an appendix to dive into the specific details of rules, like 'blitz' and AC rules.
Some good news, we have a very early draft of a text-version of the rule-book up and being worked on: https://github.com/triplea-game/triplea-game.github.io/blob/master/user-guide/rule-book/rule-book.md
Please give us some time to finish cleaning up the formatting after translating from PDF to text, after then, it would be really appreciate if you suggested the edits directly to the source @Cernel
Sorry, but I believe it would not be good partially updating/correcting the rulebook. Either one does it for all of it or for nothing. Otherwise, for example, what are we even going to write in the version and the date? "1.5" and "January 2012" probably not, since we would have changes made more than 8 years thereafter, and specifically made for 2.0. "2.0" and "February 2020" is not much better, if only a minor part of the rulebook has been updated, and all the rest (the major part!) is still back in "1.5" and "January 2012", instead.
Really the problem is that the manual is so bad (just my personal opinion), beside the rather minor items to update, that fully updating and correcting it can only be an extremely time consuming and arduous endeavour, if done to high quality standards. If the manual would have been any good to start with, it could have been already fully updated, for only what different from 1.5 and 2.0, with something like less than 1/10 of the effort I put at this first post, I believe.
So, yeah, I don't know how much helpful this post of mine is going to be and, as I said, I just posted it "in case it might be useful to anyone", and I posted it in Player Help because I believe the only usefulness may be for players to read my post and know the rules better than what they get told by the rulebook itself, for the part that I've rewritten.
I didn't want to give false hopes, that's why I made very clear that was unfinished (thus not really a finalized feature request or such, either), I was not finishing it and just made it available in "Player Help", in case it might be of any help to any players that want actually to learn some of the rules.
@Cernel So if i understand you right, you're expecting players to read the rulebook, then cross-reference the pertinent sections with the addendum's you wrote here? Why not just update the rulebook directly?
Sorry, but I believe it would not be good partially updating/correcting the rulebook
I don't understand this reasoning. Wouldn't an improvement be an improvement? The logic I'm understanding here is either leave it as entirely bad, or spend great effort until it's "perfect?"
Captain Crunch last edited by
@LaFayette ya this started as a possible sincere thread then joined the likings of a Frostion/Ubernaut/Shulz/Javan/Alkexar type of aliaser troll post I spot EZ
Cernel is such a nerd I give pity Likes but can we now safely say theres probably more than one aliaser troll making really bad threads on this forum amiright
@LaFayette I was trying to write something that could be used to update the rulebook, but gave up. Then guessed no harm posting up to the point where I reached. I though I made this clear enough at my first post already. No more, no less. I'm not excluding I might retake this, but I've no plans to do it.
@Cernel the edits you have suggested seem valuable, but currently maybe not helpful. New players reading the rule book are very unlikely to find them or willing to take the time to fully collate them back to the original text.
I'm concerned that if too much time goes by, the text will itself have been changed, in which case the value of the work done will be greatly diminished, possibly redundant and effectively negated.
I don't think it would take very long, probably about two sessions of 20 minutes to use the pencil icon to suggest these edits directly to the material. Failing to do that, if someone else does it, then we have some duplication of work, false attribution, and general inefficiency as the scribe then can't necessarily respond to any kind of feedback in an efficient way.
As is with maps, code, large documents, the real challenge is often sticking with it and seeing it through. It probably would be best to not try to get every edit done all at once and then added in one location that is not the source material. That is trying to do it all, at once, by one person, in a location that is not the source material. If someone then else makes slightly different but similar edits, we'll have an example where our collective efforts were redundant instead of additive.
Again, it does not take that long to click the pencil icon, make the edits directly; once you take the 10 minutes to learn the flow it'll be pretty apparently easy, does not require any tools other than a web browser, and we'll have added this investment of effort to the project in a permanent way that can further be built upon.
@Cernel any chance you'd be willing to pick back up your efforts here to make edits to the rule book? I'd rather have the effort you put in be captured and put to good use rather than languishing here and ultimately not being useful to anyone.