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Counterattack!
(A mod for Attack! Expansion from Eagle Games) v1.0

GAMEPLAY................................................................................................................................................ 1 THE GAMEBOARD..................................................................................................................................... 1 SETTING UP THE GAME........................................................................................................................... 2 THE TURNS................................................................................................................................................ 3 THE MILITARY UNITS............................................................................................................................... 4 GOVERNMENT TYPES / COUNTERS....................................................................................................... 4 NEUTRAL MINORS.................................................................................................................................... 4 NON-ECONOMIC (0) REGIONS.............................................................................................................. 5 CAPITAL CITIES........................................................................................................................................ 5 PRODUCTION POINT (PP) CERTIFICATES AND OIL RESERVE (OR) CERTIFICATES.......................5 ECONOMICS CARDS................................................................................................................................. 5 TRADE ROUTES.................................................................................................................................. 6 TRADE ROUTE AUCTION...................................................................................................................... 6 COMBAT MOVEMENT / ATTACKING....................................................................................................... 6 LAND MOVEMENT................................................................................................................................ 6 NAVAL MOVEMENT.............................................................................................................................. 7 COMBINED OPERATIONS...................................................................................................................... 7 LAND BATTLES......................................................................................................................................... 7 NAVAL BATTLES....................................................................................................................................... 8 SUBMARINES...................................................................................................................................... 8 NAVAL BATTLES.................................................................................................................................. 9 STRATEGIC MOVE.................................................................................................................................. 10 BUILDING NEW UNITS AND/OR PORTS............................................................................................... 10 BUILDING PORTS............................................................................................................................... 10 DIPLOMATIC BLITZ................................................................................................................................. 10 POLITICAL ACTION CARDS................................................................................................................... 11 TECHNOLOGY CARDS............................................................................................................................ 12 TRADE...................................................................................................................................................... 12 SPECIAL RULES FOR TRADING FIXED RESOURCE ECON CARDS..........................................................12 STRATEGIC BOMBING........................................................................................................................... 12 COMMERCE RAIDING............................................................................................................................. 13 PRODUCTION.......................................................................................................................................... 13 WINNING THE GAME............................................................................................................................... 14 VICTORY POINTS.............................................................................................................................. 14 CARD DETAILS........................................................................................................................................ 15 ECONOMIC CARDS............................................................................................................................. 15 TRADE ROUTE CARDS....................................................................................................................... 15 POLITICAL ACTION CARDS.................................................................................................................. 15 TECHNOLOGY CARDS......................................................................................................................... 16 OBSERVATIONS...................................................................................................................................... 16 GEOGRAPHICAL................................................................................................................................ 16 COMBAT........................................................................................................................................... 16 REFERENCE............................................................................................................................................. 18 UNIT INFORMATION........................................................................................................................... 18 ACTIONS [CAN BE DONE IN ANY ORDER]............................................................................................... 18 VICTORY.......................................................................................................................................... 18

Gameplay
*** Counterattack! is a mod for Attack! + Attack! Expansion from Eagle Games. You need to own Attack! and Attack! Expansion to use these rules. This document is based on the original rules and information from Eagle Games. Where these rules differ from the original rules, there will be a *** to mark the change. *** Like Attack!, Counterattack! is a game of expansion and conflict set in an alternate history pre-World War 2 era world. You and the other players will be leaders of the most powerful nations in the game (major nations). While (depending on the scenario or board arrangement) the major nations controlled by the players are not necessarily those in the history books, all aspects of the game are based on the period and are true to the atmosphere and flavor of the era: The four government types (Communism, Democracy, Monarchy, and Fascism) in the game are the same ideologies that struggled to spread their influence throughout the world in the mid-twentieth century. The ten years from 1935 to 1945 saw astonishing leaps forward in technology: Biplanes became jets; radio, radar, and sonar allowed unprecedented access to information on the battlefield; advanced codebreaking efforts proved to be the genesis of computer technology; synthetic oil and other petroleum products sparked a revolution in synthetic materials and plastics; the atom was simultaneously tamed and unleashed; and rockets allowed weapons to be delivered anywhere on earth with the push of a button, while also allowing man to break the bonds of earth and ascend into the heavens. Strategic bombing by fleets of flying fortresses and commerce raiding by submarines targeted the economy and civilians of warring nations like never before. You will start the game with a few regions and attempt to add minor neutrals (those regions not owned by any player) to your sphere of influence. This can be accomplished through political pressure (the Political Blitz action) or direct intervention (moving military units into the region and fighting the defending forces). You will find that it is easier to convince minor neutrals to join your sphere of influence if they have the same government type that you do and if they are bordered by a region that you already own. Some Political Action cards will allow you to influence minor neutrals to change their government type to one more friendly to you. You may also decide that regions controlled by another player would be better off under your leadership. Usually this will require you to move in your troops (Attack!). For each new region that you acquire, you will also get an economics card and a political action card. The economics card represents the benefit to your economy that the new region adds to your nation. The political action card represents the political and diplomatic prestige gained by your increase in power and can be used to influence world events. As you expand the number of regions that you control, your economy will grow. Even if you do not intend to conquer your opponents, you will still need to build a strong army and navy to defend yourself against possible aggressors. The Production Points generated by your economics cards and capital city can be used to build up your military. They may also be used to invest in new technologies that can give you advantages over other nations, or in new trade routes that will further expand your access to wealth. *** The game ends when either (a) any player is knocked out of the game, or (b) when enough Political Action cards with the Eagle symbol have been played. Endgame via Eagles is sudden-death: on the 13 th Eagle played, the game has a 1-in-6 chance of ending; on the 14th Eagle, a 2-in-6 chance; and so forth. *** When the game ends, the victor is the player with the most Victory Points. These are accumulated by economic prowess, political influence, expansion, and military conquest. See Winning below.

The Gameboard
*** The gameboard is a satellite-generated view of the world with a geodesic hex grid mapped on top of it. By using a geodesic grid, the spaces represent roughly equal-area subdivisions of the worlds surface; also, distances and straight lines around the curve of the globe are maintained in gameplay. As the geodesic grid is a flat representation of a spherical realm, the board spaces appear to distort and stretch out as you approach the north or south poles. Several of the spaces are not hexagons but are actually pentagons; for simplicity, however, every space will be referred to as a hex. Note that the world wraps around the left and right edges. *** Each hex represents a land region, a sea area, or a frozen space (frozen spaces are out of play, they cannot be occupied or crossed). Land regions are green, and generally have economic and political value. However, there will be twelve (12) regions with 0 markers that indicate those regions have no relative economic or political value (but can still be occupied for strategic or expansion purposes). Each land region is individually named. *** Two land regions have blue dotted lines crossing them. These represent the Panama Canal and the Suez Canal. These canals can be crossed by land units, and with permission the canals can be traversed (but not occupied) by naval units as if they were sea areas. *** Sea areas are blue. Some sea areas have labels; these represent portions of established trade routes. In some places there are blue line segments that run between two bordering land regions. These represent narrow seaways that cannot be crossed by most land units and prevent the bordering regions from being considered adjacent. Narrow seaways can be traversed by naval units just as if they were sea areas, but they cant be occupied by naval units. 1

CONNECTING REGIONS VIA CONVOYS *** Players can move land units over sea areas or across narrow seaways, or exert political influence across the waters, via convoys. A convoy is made up of a series of one or more destroyers. Both the starting region and the ending region must have a destroyer adjacent to them. Destroyers in a single sea area adjacent to two land regions can act as a convoy between those regions. *** For long-distance convoys where two or more sea areas are being crossed via a single convoy you must be able to show a path that has destroyers in the series either adjacent or no more than one sea area apart. (See the trade routes labeled on the map for examples of how convoys could be laid out.) Additionally, both of the endpoint regions of a long-distance convoy must be ports. Land regions which have economic resources valued at 3 or 4, and 1-Population cards, automatically have ports. Players can also build new ports elsewhere. *** NOTE: Long-distance amphibious movement during a Combat Move action must start from a port region but can end anywhere. *** NOTE: A convoy can be made up of any one or more players destroyers, if all the players involved agree to the convoy.

Setting up the Game


*** STEP 0: Distributing fixed resources. *** Pull out a 0 econ chit and place it on Xinjiang (in East Asia), and randomly distribute the remaining economic chits placing one chit on each green land region. [Alternatively, distribute the chits by some pre-determined arranged layout.] STEP 1: Each player chooses one color for his pieces from those available. This will be his color for the entire game. Give each player the following: *** Army Pieces (in the players color): 15 Infantry, 8 Tanks, 5 Artillery, and 2 Planes *** Navy Pieces: 5 Destroyers, 3 Submarines, 1 Battleship, and 1 Carrier Production Points : 30 Production Points Oil Certificates : 30 Oil Certificates *** Economic Cards : Players do not yet get economic cards. They will receive economic cards based on which regions they select as their starting regions. Trade Route cards: The players do not get any trade route cards at the beginning of the game . While these are economics cards, they are not drawn randomly from the economics deck. Instead they are purchased at auction. Take the trade route cards out of the economics deck and place them face up on the table near the other decks. *** Political Action cards : 5 cards drawn randomly from the political action deck (which should be shuffled prior to dealing the players their cards). After dealing the players their political action cards, place the remaining political action cards to the side, face down. This deck will be drawn from at the end of each round and as players gain neutral (unowned) regions. Technology deck: Players do not get any technology cards at the beginning of the game. Place the technology deck on the table near the other decks. *** Neutral armies: Select an unused color to represent the neutral armies (used when players attack unowned neutral regions). *** STEP 2: Roll to see who chooses their seating position first. The player with the highest roll on two regular dice chooses first, followed by the player with the next highest roll, and so forth. If two or more players are tied, determine their relative order via tie-breaker rolls. Seating position matters because one player will go first, then proceeding clockwise around the board to the player going last. (The exception to this is that for the first round of selecting regions or seas, the placement order is last-tofirst, not first-to-last. See the next step.) *** STEP 3: Starting with the last player, and going counter-clockwise to the first player, each player takes a turn placing either one infantry piece on any unoccupied NON-ZERO region or a destroyer on any unoccupied sea area. Subsequent placements occur starting with the first player and going clockwise around. OPTIONAL RULE: If you want a game with more interaction between the players, then each player must choose each of his starting regions from a different continent: (North America, South America, Eurasia, Africa, East Asia, and The Pacific Islands). *** Once each player has chosen five regions and five sea areas, give each player Economic cards which match the fixed resource chits in the land regions they chose and then proceed to the next step. *** STEP 4: Starting with the first player, each player takes a turn placing five of their pieces. They may choose any of their pieces and place them in any hex or hexes that they occupy. Land units must be placed in land regions and naval pieces must be placed in sea areas. This process goes on until all players have placed all of their pieces. 2

STEP 5: Starting with the first player, each player takes turns placing their Capital City on one of their land regions. STEP 6: Starting with the first player, each player will randomly pick their government type by drawing one face-down counter from a mix that is determined by how many players are in the game (see below). Each player places his government-type counter in the region with his capital city. (If your capital city is ever captured, you will place the counter in front of you so that the other players may see it.) *** Then, all NON-ZERO regions not owned by a player (minor neutrals) have one political counter randomly placed on them (face down). After all counters are placed, they are flipped face up to reveal the government types of all of the minor neutrals. MIX OF COUNTERS USED WHEN DRAWING PLAYER GOVERNMENT TYPES 2 to 4 Players 4 counters (one of each government type) 5 Players 5 counters (one of each type + one other type) 6 Players 6 counters (one of each type + two other types) 7 Players 7 counters (one of each type + three other types) 8 Players 8 counters (two of each government type)

The Turns
Starting with the first player and proceeding clockwise around the board, each player takes a turn. During your turn, you may perform as many different actions (from those listed below), as you can afford. Each action taken during your turn costs oil certificates: 1 oil cert. for your first action of the turn, 2 for the second, 3 for the third, and so on. NOTE: You must complete one action before beginning another . HINT: Dont use up too much oil early in the game without having the ability to replace it, otherwise you may find yourself without enough oil to respond to your opponents actions later. Some actions may only be performed once in a players turn and some may be performed as many times as he can afford (Oil Certificates). Those that may only be performed once per turn are noted below as (Once/ Turn). Those that may be performed multiple times have no notation and can be performed as often as a player can afford. The list of actions that you may choose from, and a short description : (All actions are described in detail later in this manual.) *** COMBAT MOVE (Once/ turn) *** STRATEGIC MOVE *** BUILD *** DIPLOMATIC BLITZ (Once/ turn [with one exception]) PLAY POLITICAL ACTION CARDS AUCTION FOR A TRADE ROUTE CARD RESEARCH NEW TECHNOLOGY *** TRADE WITH OTHER PLAYERS Moving your pieces (land and naval), and fighting any battles that result Long distance moves for land and/or naval units. No battles may result. You spend your Production Points to build new units and/or ports and place them on the board. An attempt to bring unowned regions (minor neutrals) into your sphere of influence using diplomatic means. You may play as many of your political action cards as you want (including those that you steal as a result of cards played). You bid 20 PPs (or more), starting an auction with the other players in an attempt to acquire a trade route card that can be used as a wild card in your economy (to complete sets, thus increasing your production). You make an attempt to discover a new technology that will give you military, economic, or political advantages. You may trade the following things with another player: Production Points, Economic Cards, Oil Certificates, Political Action Cards, or Favors. In order to trade with another player, you must be able to trace an unobstructed path from your capital city to his capital city. You may bomb another players economy using your planes to knock out his economics cards for the round. You may attack another players Trade Routes with your submarines. One hit knocks out a trade route for that round and two hits destroys the trade route, taking the card from the owner and returning it to the unowned pile.

*** STRATEGIC BOMBING (Once/ turn) *** COMMERCE RAIDING (Once/ turn)

After all players have taken their turn, the round ends. (One Round is comprised of all the players turns once around the board.) At the end of each round three things occur before the next round begins: 1) All players collect the appropriate amount of production points and oil certificates based on their Economics cards and Capital(s) (see Production below) 2) Each player draws one random Political Action card from the deck of unused Political Action cards. 3) The player who will act first in the next round changes. The new starting player is the player to the immediate left of the player who started the last round. It is usually a good idea to have an item that can be placed in front of the player who is taking his turn first. This item can be passed to the left at the beginning of each new round.

The Military Units


There are two types of military units available to you: LAND UNITS These units are used to occupy regions and fight battles. Each region that you own must have at least one land unit on it at all times. You may not move the last unit out of one of your regions unless you first move another one in to take its place. NOTE: You will notice that each of the land unit pieces comes in two sizes: Large and small. The small pieces represent one unit of that type, while the large units represent five units of that type. At any time, you may replace five single units of one type with one large unit of the same type, and vice versa. NAVAL UNITS *** These units are used to occupy sea areas and fight naval battles. They are also used to set up convoys for easier political action or to move land forces amphibiously, and can also hamper the naval movements of other players. *** Naval units can threaten nearby sea areas. Battleships and destroyers have a threat range of 1 adjacent sea area. Carriers have a threat range of 2 sea areas (not traversing narrow seaways or land regions). Submarines do not threaten nearby hexes.

Government Types / Counters


There are four Government Types: Communism, Democracy, Monarchy, and Fascism. At the beginning of the game each player randomly chooses one government type for his nation, and one government type counter is also placed randomly on each neutral region (those not owned by any player). All regions that belong to you (signified by at least one of your military units) are your government type. For purposes of gameplay, the four government types are seen as laying on a spectrum: *** { next to Fascism <=> } Communism <=> Democracy <=> Monarchy <=> Fascism { <=> next to Communism } The spectrum has Communism on the extreme left and Fascism on the extreme right with democracy and monarchy nestled between them. This spectrum is important when determining how far away another government type is from your own when performing Diplomatic Blitz actions or when playing certain Political Action cards that allow you to change a minor neutrals government type. *** EXAMPLE: Communism is considered one away from democracy, two away from monarchy, and one away from fascism. Monarchy is one away from Fascism and Democracy, and two away from Communism. *** Bowing to the theories of some political scientists, for the purposes of this game Fascism and Communism ARE next to each other on the spectrum (i.e. the spectrum wraps around).

Neutral Minors
*** The NON-ZERO regions that are not owned by any player are called Neutral Minors. Your armies may not move through these regions without fighting a battle (except your plane units which may fly over a neutral region on the way to another region that is adjacent). You may, however, move armies into a neutral minor to attack it. *** When you attack a neutral minor, refer to the card noted on the Econ chit on that space. This is the card that you will get if you win the battle against the defending forces. The units that you must fight are listed on the bottom of the card. Any player (except you) may control these units in the battle against you, however, that player should be one that will fight the most effectively (In other words, a player with an interest in eliminating the most units). If more than one player wants to control the neutral units in the battle, they should each roll two dice with the player rolling highest taking control during the battle. *** When setting up a battle with a neutral, the player controlling the neutral forces uses the neutral army pieces selected during setup to represent the neutral armies. When the battle ends, if the neutral forces win, all surviving neutral armies are returned off board and the Economics card is returned to the Economics deck. If that neutral is attacked again later, the same card is used. Each neutral minor has a government-type counter on them (placed there at the beginning of the game). When you conquer a minor neutral or get them to join you as a result of a Diplomatic Blitz action or a Political Action card, several things occur: 1) The counter is removed 2) You draw one Political Action card 3) *** You gain the associated Economics card 4) If you gained the region as a result of a Diplomatic Blitz action or a Political Action card you also get one free infantry unit, which is placed in the region to signify your ownership.

Non-economic (0) regions


*** The ZERO regions represent land areas where there is relatively little economic value. They do not have associated econ cards or government-type counters. Your armies may not move through one of these regions if you dont own it (except your plane units which may fly over on the way to another region that is adjacent). You may, however, move armies into a non-economic region to occupy it. *** NOTE: Non-economic regions do not count for economic victory points, but they DO count toward expansion victory points.

Capital Cities
You place your capital city in one of your starting regions during the setup of the game. It may not be moved or destroyed during the game. It is possible to capture regions containing other players capitals and gain the economic benefit. During Production, you get 10 Production Points for each capital city that you own. HINT: Dont lose the region containing your capital! On the other hand, owning more than one capital city will make your economy very strong. Try to take another players capital city if you can.

Production Point (PP) Certificates and Oil Reserve (OR) Certificates


Production Point Certificates (also called Production Points or PPs) are like currency and are used to track the production points that each players economy generates at the end of every round. (See Production, for how PPs and ORs are generated.) Production Points and Oil Reserve Certificates may be saved from turn to turn. They do not have to be spent in the same turn that they are produced. Oil Reserve Certificates (also called Oil Certificates or Oil Certs.) are used to track the amount of oil that you have in your oil reserve. Oil Certificates are spent every time that you perform an action during your turn. The first action of your turn costs 1 Oil from your reserve (1 Oil Certificate), the second action of your turn costs 2 Oil Certificates, the third action of your turn costs 3 Oil Certificates, and so on. A player may perform as many actions in his turn as he can afford (in Oil Certificates).

Economics Cards
Each player starts the game with four economics cards (or one for each region that they start with). Once the game begins, you gain additional or different cards in one of four ways: 1) By attacking a neutral region and winning the resulting battle. 2) *** By attacking a region owned by another player and winning the resulting battle. In this case, you normally receive the associated economics card. However, if that resource was part of a Trade, you have the option to either maintain the trade and get the traded-for card, or to break the trade chain and get the associated card (see the Trade action) 3) By executing a successful Diplomatic Blitz action. In this case, you get the associated card. 4) Through trading with another player. *** NOTE: It is not possible that you could have fewer economics cards than you have regions. All trades involving non-Trade Route economics cards must be made up of 1-for-1 subtrades (see the Trade action). Each economics card has a suit and a value. The suit is located at the top of the card and the value is located just below the suit as well as at the bottom right corner. The value printed on the card tells you how many Production Points (the currency for buying new units) that card is worth. There are six suits: Population, Minerals, Factories, Oil, Rail Transport, and Trade Routes. At the end of the round, you will add all the production points on all of your cards to determine how many production points you will receive that turn. This is a very straightforward process with one twist: Any cards that form part of a set are worth double the point value printed on the card. A set is comprised of four cards, one of each suit except Population and Trade Routes. Thus a set must have one EACH of: Oil, Minerals, Factories, and Rail Transport. Population cards may NEVER be a part of a set.

Trade Routes
Trade route cards are a bit different from the other suits (oil, minerals, rail transport, factories, and population) in two ways: 1) 2) They are not acquired when you gain a new region, but are purchased after an auction, and thus are kept in a separate pile than the rest of the Economics cards. Once they are acquired they are used as a wild card when calculating your Production Points at the end of each round. They can become any other suit (oil, minerals, rail transport, or factories) for the purposes of forming sets or adding oil certificates to your reserve (but not both simultaneously). You are free to change the suit of a trade route card at the end of each round to your best advantage before calculating production.

*** Each trade route card has a sea area label printed on the card. This combined with the value of the trade route corresponds to two or three sea areas on the map that the trade route is based in. When a player wishes to attack this trade route, they will need to have one or more submarines in at least one of the particular labeled sea areas when they choose the Commerce Raiding action. HINT: Trade route cards are very valuable in that they not only have values that are generally higher than other economics cards, but they will double the value of all four cards in the set that they complete for you. While they are not vulnerable to strategic bombing, enemy subs can wreak havoc on your trade routes. Therefore, if you have trade routes, it is a good idea to move some destroyers and possibly even some aircraft carriers into the sea areas that the trade route is based in (printed on the card). NOTE: Trade Routes and the Trade action (trading with other players) are not related .

Trade Route Auction


When you choose the Begin Trade Route Auction action, you start the bidding for a trade route card at 20 PPs or more. The bidding then progresses clockwise around the board until all players but the highest bidder pass. The highest bidder then pays the PPs that he bid to the bank and draws a random card from the available (unowned) trade route cards. That trade route card now belongs to him. *** NOTE: Once a player passes during the bidding, they cannot re-enter the bidding for that trade route.

Combat Movement / Attacking


Land Movement
When you choose the Combat Move action, you may move any or all of your land units. Each piece may be moved from the region that it started in, to any adjacent region. Planes and tanks may move two regions from their starting region. When moving two regions, your tanks may not move through a region not owned by you, but your planes may. *** Planes can cross narrow seaways. They can also move through one sea area when combat moving two hexes, regardless of whether that sea area is empty or occupied. BATTLES Battles result when you move pieces into a region owned by another player. After you have moved all of your pieces, you will resolve any battles. Once a battle has been fought, you may not move any more units with this action, so be sure that you are done moving all your pieces before you start fighting your battles. AMPHIBIOUS MOVEMENT *** Amphibious movement is when you move a piece from its starting region to another region that is connected to it by a convoy (a series of one or more destroyers). If the convoy is crossing two or more sea areas, then the region that units start from must be a port; otherwise, when crossing only a single sea area the start and end can be any land regions. All pieces that use amphibious movement must start their move in the region on one end of the convoy and move no further when they arrive in the region at the other end of the convoy. In other words, they may not move before or after the amphibious move (This includes tanks and planes). *** When you want to move any land units amphibiously, you declare the move and place the pieces next to the first destroyer in the convoy(s). If another player declares that they will not allow you to use their destroyers in a convoy, and there is no other complete convoy path available, then the affected land units are returned to their starting region and cannot be moved again this action. *** Destroyers that are moving in this action can also be used in a convoy, but only after they have been moved. A destroyer cannot be used for a convoy and then moved in the same action. If a destroyer to be used in a convoy is being moved into the threat range of an enemy fleet, the owner of that fleet must declare they are giving safe passage OR a simultaneous naval battle must remove the threat (see below). *** NOTE: Destroyers that have not moved in this action may be used for convoying regardless of their threatened status. *** When launching an amphibious invasion through a sea area where you will be fighting a naval battle during that move, or through a sea area where a threat might be removed by a separate naval battle, you will place your troops onto the convoy and await the outcome of the naval battle(s). If you secure a safe passage along the entire path of the convoy, you may then land your troops in their destination region. If you cannot secure safe passage, then your troops must be returned to the region from which they departed. 6

*** Enemy submarines may occupy one or more of the sea areas with your convoying destroyers or adjacent to them. Subs that are already in the same sea area as a convoying destroyer can be declared hostile if the owning player so chooses. Enemy subs which are adjacent to a sea area with a convoying destroyer can make a free move to move into the sea area with that destroyer if the sub owner chooses subs that are moved in this fashion are always considered hostile and must make attack rolls. When your land units are moving through the sea area containing hostile submarines, each submarine gets a free (no oil spent) commerce raiding attack (see below). For every hit scored, a moving land unit is eliminated (sub owners choice). *** NOTE: Subs owners do not have to declare hostility and attack convoys, as attacking subs will be vulnerable to a counter-attack from destroyers and carriers in the area just like a normal commerce raiding action (see the Commerce Raid action below).

Naval Movement
*** When you choose the Combat Move action, you may move any or all of your naval units as well as your land units. Each of your naval units may move one or more sea areas during your move. You may move them into or through sea areas that contain naval units belonging to other players, but you may not end their movement in a sea area containing naval units belonging to another player without initiating a naval battle. (In other words, they may move through, but not occupy the same sea area as naval units owned by other players when you are done moving). NOTE: The exception to this rule is the Submarine, which may move into or occupy the same sea area as naval units owned by other players without initiating a naval battle (if the owner of the submarine chooses not to fight). *** NOTE: Naval or convoy combat movement is allowed through the Suez Canal and/or the Panama Canal with the permission of that land regions owner. If the region in question is a minor neutral, then you may only move through the canal if the minor neutral is the same government type as your nation. If the region is an unowned 0 region, then ANY player may move through the canal.

Combined Operations
*** After all your moves have been declared, but before the first battle is started, declare any units doing combined operations. *** Planes not engaged in another battle this turn can attack enemy naval units up to 2 hexes away. They can attack alone or take part in a standard naval battle. Treat the planes as carriers for the purpose of resolving the battle. *** Do not move the participating planes on the board into the target sea area; instead, place the equivalent number of unused planes of your color to represent the attacking planes in the target sea area. For each plane that is eliminated in that battle, the owning player must remove from the board a plane that was able to participate. *** NOTE: If a plane that is removed is the last unit in a region, then it must be replaced by the owning player by another unit from somewhere else on the board. *** Battleships and aircraft carriers not engaged in another battle this turn can assist land units invading a land region. Carriers can assist from up to 2 hexes away; battleships must be in an adjacent hex. *** Do not move the participating ships on the board into the land region; instead, place the equivalent number and types of unused naval units of your color to represent the attacking ships in the target land region. For each ship that is eliminated in that battle, the owning player must remove from the board a ship that was able to participate. *** Treat the carriers as planes and the battleships as artillery for the purpose of resolving the battle. Some special notes: Defending infantry and tanks ignore battleships when allocating hits. The attacker must setup and subsequently reinforce to have at least one land unit on the front line. If the attacker has no land units left, any remaining naval units must retreat. NOTE: Battles being fought at the end of your Combat Move action may be resolved in any order that you choose.

Land Battles
When you move land units into a neutral region or one that is owned by another player, a land battle is fought. All land battles are resolved after you have completed your move action, but before the next action begins. SETUP: At the beginning of a battle, both players take all of their units that are in the region where the battle is taking place and place them in front of them on the table (these are the reserve units that have not been sent into battle yet). The attacker (the moving player) then chooses four units from his reserve to commit to the battle. These units are pushed forward to signify that they are in the battle. The defender then chooses four of his units from those in his reserve to commit to the battle and these are pushed forward. If either player has less than four units at the beginning of a battle, then they must move all of their reserve units into the battle. The battle is then resolved in rounds. In each round, the two players take turns acting (first the defender executes all four steps, and then the attacker executes all four steps):

STEP 1: REINFORCING: The acting player reinforces by moving units from his reserve into the battle. The maximum number of units that each player may have in the battle increases by one each round of the battle. The maximum number is four in the first round, five in the second round, six in the third round, and so on. Thus, the defender does not reinforce during the first round of battle since he setup with four units. NOTE: The acting player does not have to reinforce up to the maximum number of units, but must have at least one unit committed to the battle after reinforcing. STEP 2: ROLLING: The acting player rolls one special battle die for each unit that he has committed to the battle (two dice are rolled for each tank unit). No dice are rolled for units in reserve. The acting player may NEVER roll fewer than two (2) dice. STEP 3: DETERMINING THE NUMBER OF HITS: For each die rolled that matches one of the acting players units, a hit is scored. Only one die may be matched to each of the acting players units. NOTE: The dice are matched to the rolling players units to determine the number of hits, not the targeted players units. STEP 4: ELIMINATING THE OPPONENTS UNITS: For each hit that is scored, one of the targeted players units is eliminated. They must be eliminated in a specific order. Infantry units are eliminated first, followed by tank units, followed by artillery units, followed by plane units. The following exceptions apply: When one of your TANK units scores a hit, you may skip his infantry units in the hierarchy if you desire. (You may essentially ignore his infantry when choosing your target.) When one of your ARTILLERY units scores a hit, you may eliminate 2 enemy infantry units. If your opponent does not have 2 infantry units committed to the battle, then you eliminate one unit using the normal hierarchy. When one of your PLANE units scores a hit, you may choose any one of your opponents units to be eliminated, essentially ignoring the hierarchy. You may apply the hits in any order. EXAMPLE 1: You have one of each type of unit committed to the battle and so does your opponent. You roll first and roll a tank image and three plane images resulting in two hits (one by your tank and one by your plane). Your tank applies its hit to your opponents tank (ignoring the infantry), and your plane unit applies its hit to your opponents plane. EXAMPLE 2: You have two infantry, one tank, and one artillery unit committed to the battle and so does your opponent. You roll first and roll one artillery image, two infantry images, and a blank resulting in three hits. You use your artillery hit to eliminate two of your opponents infantry units. You then use one infantry hit to eliminate his tank and the second infantry hit to eliminate his artillery. OPTIONAL RULE: When you are defending a region with a capital or defending a region that is being attacked via sea lane (an amphibious invasion), you roll one extra die in each of your rolls in that battle (2 extra dice if both apply). After the defender has executed all four steps, they are then repeated for the attacker, with the attacker reinforcing up to the maximum for the round (4 in round one, five in round two, and so on), rolling the battle dice, determining how many hits he has scored, and eliminating that many of the defenders units. Once both players have taken their turn, the next round begins until one of them has no remaining units in the battle. The surviving player wins the battle and ownership of the contested region. The surviving units are then placed back in that region. *** NOTE: There are no retreats. Battles continue until one player has no units remaining in the battle. The exception is attacking naval units doing combined operations participating in a land battle, which must withdraw if the attacker has no land units left.

Naval Battles
Submarines
Submarines act a bit differently than the other naval units in the game. Subs are not forced to participate in naval battles. The player who owns the submarine decides at the beginning of the naval battle if his submarines in the contested sea area will fight or not. If not, they remain in the sea area and do not participate in the battle. Submarines are allowed to move into the same sea area with naval units belonging to another player without fighting a battle. HINT: This means that your subs may stalk the seas without any danger of being sunk until they attack or raid commerce.

Naval Battles
Naval battles are fought when a sea area contains more than one players naval pieces (not counting submarines.) SETUP: Both players take all of their naval units. The battle is then resolved in rounds. Each round has the following steps: STEP 1: Both players secretly position their pieces in a row. They must include as many of their pieces as they have up to a maximum of eight. STEP 2: The pieces are then revealed. Ships that are opposite each other are matched-up in battle. NOTE: There can only be as many match-ups as there are ships owned by the player with the fewer units. There are no automatic wins due to having a ship that has no opponent. Thus the only advantages to having a larger number of navy units than your opponent is that you will have more choices and can sustain more losses. STEP 3: Each match-up is then resolved one at a time starting with the first unit in the battle line and moving inward. For each match-up, both players roll two regular dice and add any modifiers that they may be entitled to (see Naval Modifiers below). The player with highest total, scores a hit on his opponents navy. NOTE: If there is a tie, no hits are scored, and the players move on to the next match-up. A hit is immediately applied to the losing players ship that is currently at the beginning of the battle line. The exception to this rule is if the two ships that were matched-up are both aircraft carriers, in which case the losing players carrier is hit rather than the ship at the beginning of the battle line. If the ship that is hit is a destroyer, a submarine, or an aircraft carrier, then one hit sinks the ship and it is removed from play and placed back in the unowned navy deck. If the ship is a Battleship, then it can sustain two hits before being sunk. (Turn any battleships on their side that have been hit only once to signify the hit.) STEP 4: The round of battle ends and any Battleships that have one hit on them are removed from the battle, but are not sunk. They may not fight again in this battle, and should be placed away from the battle, but are not eliminated. They are completely repaired before the owning players next battle. *** STEP 5: Both players then pick up any of their ships that were not hit, adding them to the ships (if any) that did not fight in that round. At this time, either player may choose to retreat, losing the battle, but saving some of their remaining ships (see Retreats below). If both players wish to continue, then another round begins with step one. *** NOTE: If the only naval units remaining on a side are damaged battleships, and there are no undamaged units left to provide protection, the damaged battleships are automatically sunk. NAVAL MODIFIERS Naval modifiers are points that are added to your die roll in a match-up. There are five possible modifiers: Your Battleship is matched-up against your opponents Destroyer: You add 2 to the total of your dice roll Your Submarine is matched-up against your opponents Battleship: You add 2 to the total of your dice roll Your Destroyer is matched-up against your opponents Submarine: You add 2 to the total of your dice roll Your Aircraft Carrier is matched-up against any ship type except another Aircraft Carrier: You add 1 to the total of your dice roll Your ship (of whatever type) is adjacent to one or two of your Aircraft Carriers: You add 1 to the total of your dice roll for each of your Carriers that are adjacent to your ship (Max. 2).

If more than one of these modifiers applies to your match-up, all modifiers are added. RETREATS *** Your forces cannot retreat if they are outnumbered two-to-one or worse. If your forces are not heavily outnumbered and you choose to retreat at the end of a battle round, do the following: Go through one more battle round, except in Step 3, when your retreating unit scores a hit no damage is done to your enemys units. However, your units still receive damage if scored (applied to the beginning of the battle line as normal; the ships lost in this final round are considered to be covering the retreat). *** NOTE: Both sides may elect to simultaneously withdraw. In this case, numerical advantage doesnt matter and no fire is exchanged. The defender chooses first which sea area to retreat into. This is treated as a tactical draw (not a successful attack). *** If any units survive the retreat, you must place them in a sea area that is adjacent to the sea area where the battle is taking place. The sea area where you are retreating may not be occupied by any surface (non-submarine) naval units belonging to another player. If there are no adjacent sea areas that are not occupied by surface naval units belonging to another player, you may not retreat. *** Units that have retreated this turn no longer threaten surrounding sea areas. Turn the ships on their sides to indicate this. At the end of the acting players turn, place all ships right side up again. 9

Strategic Move
When you choose the strategic move action, you may move any or all of your land units. They may move any number of contiguous (connected) regions that are owned by you and must end in a region owned by you. You must be able to show an unblocked path from the starting region to the ending region (This path must not include regions owned by another player or any unowned neutral regions). *** Strategic movement via a convoy is permitted, but movement may be blocked by any player who has naval units in position to threaten any of the sea areas occupied by the convoying destroyers. Long-distance convoys must start from and end at ports. *** Naval units may also be moved during a strategic move action, up to fifteen (15) contiguous (connected) sea areas. Surface units cannot move through any sea areas containing enemy surface units (non-submarines). Also, if the strategic move path of surface units enters a sea area in the threat range of an enemy fleet AND the owner of that fleet declares they are blocking the movement, the movement ends before that threatened sea area. Submarines are not affected by surface threats and can always move up to 15 areas. *** NOTE: Naval or convoy strategic movement is allowed through the Suez Canal and/or the Panama Canal with the permission of that land regions owner. If the region in question is a minor neutral, then you may only move through the canal if the minor neutral is the same government type as your nation. If the region is an unowned 0 region, then ANY player may move through the canal. *** NOTE: During a strategic move, no battles may result since you may not move your land units into regions that you do not already own or move your surface ships into sea areas containing enemy surface ships.

Building New Units and/or Ports


New units are purchased with production points and placed on the board during your Build action. PLACING YOUR NEW UNITS Newly built land units are placed immediately after purchasing and before the next action begins. They may be placed in any region that you own. There is no limit to the number of units that may occupy a region. *** When you purchase new naval units, you must place them in a sea area that is adjacent to a land region that you own. If this sea area is already occupied by one or more enemy surface naval units, then a naval battle will occur at the end of your Build action. *** NOTE: There is no oil cost to fight this battle. Also, if you built only submarines in this area, you can choose not to fight this battle. HINT: It is usually a good idea to place your land units so that you create little armies that are made up of all four types (Infantry, Tanks, Artillery, and Planes). This way, when you are rolling your battle dice, you cover five out of the possible six faces of the die, maximizing your chances for scoring hits in battle. NOTE: Players are not limited by the pieces included in the game. They may add more pieces if they desire .

Building ports
Players can build ports on land regions that they own which are adjacent to full sea hexes. Ports facilities cost 15 PP to build. Mark the region with a special counter to signify that it now has port capabilities. Ports cannot be moved or destroyed.

Diplomatic Blitz
*** When you choose the Diplomatic Blitz action, you are attempting to convince a minor neutral to join your sphere of influence. You first choose the target region. You then roll two regular dice. To succeed the total rolled must be equal to 6 or more (modified below). *** If you fail, your action is over. However, if you succeed, you gain the region, a free infantry unit of your color placed in the new region, a Political Action card, and the associated Economics card (quite a haul). If you succeed, you also get to try again! (This simulates a domino effect). The challenge is that your next attempt will be at +1 to the number that must be rolled (so, assuming that no other modifiers apply, the first attempt is for a 6 or higher, the second is for a 7 or higher, the third is for an 8 or higher, and so on). You may keep rolling until you fail, so it is theoretically possible to acquire seven new regions with one attempt (though more than three will be very difficult).

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Modifiers to the Diplomatic Blitz success number: +1 for each successive attempt +2 if the region is not adjacent to a region that you own. *** Regions connected by convoys count as adjacent, regardless of whether or not the destroyers in the convoy are threatened. *** Long-distance convoys (crossing 2 or more sea areas) used for diplomatic blitzes must start from and end at ports. Regions gained during the diplomatic blitz action are considered as owned. *** +1 if the minor neutrals government type is one away from (or next to) your government type on the spectrum, and +3 if the government type is two away (opposite). No penalty if they have the same government type as you. *** EXAMPLE: The Green player (a Communist) is attempting a Diplomatic Blitz. His first target is the Baltic States which is a Monarchy. The Green player owns the Ukraine, so he has an adjacent region. Therefore the number that he needs to roll for success is 9 (6 + 3 for being two government type levels apart). The green player rolls an 11 and succeeds. He then decides to target Eastern Europe, which is Fascist. The number that he will need now is a 8 (6 + 1 for the second attempt, + 1 for being one government type levels away.) The green player rolls an 11 again and succeeds! He then decides to target Quebec, which is a Democracy, but is not adjacent to any of his regions. The number that he needs to succeed is an 11 (6 + 2 for the third attempt, + 1 for being one government type level away, and + 2 for not being adjacent). He rolls a 5 and fails. *** Since he gained 2 new regions, the Green player gets 1 infantry unit placed on each of his 2 new regions, 2 political action cards, and the 2 economics cards associated with the Baltic States and Eastern Europe. His Diplomatic Blitz action has now ended. The Diplomatic Blitz action may only be performed by a player once per turn, with one exception: If you fail on your very first roll of the action. In this case, you may choose Diplomatic Blitz as your next action (paying the normal oil cost for it as if it were any other action). This may be repeated if you fail AGAIN on your first roll and may be repeated as long as you have oil to pay the increasing cost of the actions.

Political Action Cards


Political Action cards represent the actions of your government in diplomacy, espionage, propaganda, etc. Playing them allows you to help yourself and your friends, hurt your enemies, and to influence the minor neutrals. GETTING POLITICAL ACTION CARDS Each player begins the game with four Political Action cards and receives one additional card at the end of each round (when all players have finished their turn). You also get a political action card every time you gain a region that was a minor neutral (not owned by a player), i.e. when you: a) Conquer the region through a successful invasion (moving land units into the region and winning the battle). b) Gain the region through a successful Diplomatic Blitz. c) Gain the region as a result of a Political Action card NOTE: You do not get a Political Action card when you conquer a region owned by another player. PLAYING POLITICAL ACTION CARDS When you choose the action Play Political Action Cards, you may play one or more political action cards. They are played one at a time and their effects are executed until you declare that you are finished playing them or run out of cards to play. Once you have played a card, it is placed (face up) in a discard pile next to the deck of political action cards that have not been drawn yet. When the entire political action card deck has been drawn and only the discard pile remains, the total number of Eagle cards played should be recorded and the discard pile should be shuffled and placed back in play. If a player does not own the region that contains his capital city, he cannot play Political Action cards until he retakes that region. BLOCK cards: Some Political Action cards have the word BLOCK stamped across them. These cards are not played during your Play Political Action Cards action, but are instead played during another players action (Either his Play Political Action Card action or his Combat Movement action depending on the card). When played in response to another players action, your card should be played immediately after they have declared the action that you are blocking. NOTE: Playing BLOCK cards costs no oil. NOTE: You may play a BLOCK card even if you are not the target of the political action that you are blocking. NOTE: Spy, master spy, and assassin cards can be blocked with a Counter Espionage card, however a spy ring and master spy ring cannot. A Double Agent card affects all spy, master spy, spy ring, and master spy ring cards despite the fact that they say that they cannot be blocked.

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Technology Cards
When you choose the Research New Technology action, you make an attempt to discover a new technology. Pay any Production Points that you want to invest and roll 2 regular dice. To succeed you must roll a 10 or higher. The 10 is reduced by one for each 5 PPs invested in research. If you succeed, you draw a random technology card from the deck of available (unowned) technology cards. Whether you succeed or fail, the production points invested are lost. (Example: You invest 25 PPs in research, making the number needed to succeed a 5 or higher. You then roll a 6 and succeed, allowing you to draw a card from the tech deck.) When you get a new technology, it benefits only you. The effects are not universal and cannot be shared (or traded).

Trade
During play, you may want to trade with another player to gain a better selection of economics cards. Choosing the Trade action will allow you to trade any of the following things with another player: Production Points, Economic Cards, Oil Certificates, Political Action Cards, or Favors. You may NOT trade regions, military units (armies or ships), capital cities, or technologies. No trading is allowed after the tenth Political Action card with an Eagle symbol on it has been played. It costs nothing to discuss a trade. The action occurs and oil certificates are paid only if a trade actually occurs. *** In order to trade with another player, you must be able to trace an unobstructed path from your capital city to his capital city. This path may be traced through regions or sea areas (but not frozen hexes). Regions or sea areas that contain a unit that is not owned by you or your trading partner, or sea areas that are threatened by other players naval units, are considered obstructed (even if the owner of the units would allow the trade). Minor neutrals, zero regions and unoccupied sea areas do not obstruct the path.

Special Rules For Trading Fixed Resource Econ Cards


*** All (non-Trade Route) econ card trading is 1-for-1 , although you can do multiple 1-for-1 trades with the same person in a single Trade action. Also, trades can be sweetened with any amount of other items in whatever balance the traders want. *** Trades are executed as "contracts", in that the cards change hands but the resource chits on the board don't move. The transaction is written down as shipments between two regions. For example, if Xavier owns the Baltic States (a 2-Oil) and Will owns Quebec (a 3-Rail), they could exchange econ cards and write down 'Quebec ships to Baltic States' and 'Baltic States ships to Quebec', but the chits on the board would remain in place e.g., Quebec would have a 3-Rail econ chit on the board, but Will would now have a 2-Oil card. *** When a player trades away a previously received card, insert a shipment in the loop. E.g., if Zack owns Japan (a 2-Minerals) and trades to Will to get that 2-Oil from the trade in the previous example, you would cross out Baltic States ships to Quebec and write down 'Baltic States ship to Japan' and 'Japan ships to Quebec' because the 2-Oil is originally coming from the Baltic States. *** If a shipping-out region is conquered, the conqueror can elect to EITHER (a) honor the existing contract OR (b) stop shipping the resource out. If they stop the shipments then all shipments in that loop get undone. E.g., if Omar conquers Quebec he can decide to take a 2-Minerals (maintaining the shipment loop) or a 3-Rail (the econ chit for Quebec on the board). If Omar opts to take the 3-Rail and stop shipping to the Baltic States, then the Baltic States stops shipping to Japan, and Japan stops shipping to Quebec. The owner of the Baltic States (Xavier) would swap for a 2-Oil (the chit on the board), and the owner of Japan would do similarly. *** NOTE: Shipments getting undone does NOT mean the other aspects of those trades get undone! Any Production Points, Oil Certificates, Trade Routes, and/or Political Action Cards remain with the players who received them as part of the affected trade.

Strategic Bombing
*** You may bomb another players non-trade-route economic cards from the air. This represents a strategic air campaign. Planes can attack a region from up to two (2) hexes away, while planes located in the target region or one hex away can defend. The process: a) *** You (the attacker) decide which land regions will be targeted, and how many planes will target each region. For each target region, take the equivalent number of unused planes of your color (NOT the actual planes that are on the board) to represent the attacking force. Divide them into fighters in the front row, and bombers in the back row. This can be done in secret behind a divider (The rules manual or other obstruction). Note that each available plane can only target a single region. *** Per target region, ANY other players (not just the owner of the target region!) decide how many planes they will use as defending fighters. They take unused planes of their colors (NOT use the actual planes that are on the board) to represent the defending forces per target region and place them in front of the divider. The divider is lifted and the air battle over each region is resolved as follows: *** The defending players roll one special battle die per defending fighter. Each plane that is rolled scores a hit and eliminates one attacking plane. Hits are applied by the defending players and can be applied to either attacking fighters or bombers. The eliminated planes are set aside so that they can be counted when the battle ends. *** The Attacking player then rolls one special battle die for each one of his surviving fighters. Each plane rolled scores a hit and eliminates one defending plane (attackers choice). Eliminated planes are set aside for counting at the end of the battle. 12

b) c) d) e)

f)

*** The attacking player then rolls one special battle die for each of his surviving bombers. Each plane rolled scores a hit. Apply the hits as follows: *** If the target card is undamaged, the first hit knocks it out; turn the associated econ card over AND put a counter (such as a coin) on the econ chit on the board. *** If the target card is already knocked out and/or there are hits to be applied, each additional hit adds a counter

*** For each plane that is lost in an air battle over a region, the owner must remove from the board a plane that was able to participate. NOTE: If a plane that is removed is the last unit in a region, then it must be replaced by the owning player by another unit from somewhere else on the board. *** Economics cards that are knocked out are placed face down away from the rest of the owning players economics cards to show that they are knocked out for the round. They are not counted when the card owner calculates his production at the end of the round. *** NOTE: Due to trades and resource shipping, the player owning the target region might not be the player who owns the damaged card! In this case, the owner of the region is in breach of that contract (they are unable to ship the resource out), but the contract is not cancelable. However, the card owner may expect compensation to cover the shipping gap until the resource is repaired! *** After players calculate their production points and oil certificates at the end of the round, they will remove one counter from each damaged econ chit on the board. For each chit where the last counter is removed, the player owning the associated card will turn that knocked out card upright to show that that resource is repaired and available in the next production.

Commerce Raiding
You may attack another players Trade Routes with your submarines. The process is: a) b) c) d) After you have chosen the Commerce Raiding action (and spent the oil certificates), all players who have a Trade Route card matching a sea area that contains one or more of your submarines, must show you the card. You (the attacker) declare which trade routes are under attack. Resolving one sea area at a time, you roll one regular die per submarine that is in the sea area where the attack is taking place. Each 6 (or higher*) that is rolled scores a hit. Hits are applied by the attacking player. Trade routes that take one hit are knocked out for one round. Trade routes that take two hits are destroyed and are taken from their owner and placed back in the pile of unowned Trade Route cards. In order to come back into play, they must be purchased at auction again. *** If there are ANY aircraft carriers or destroyers (regardless of which player owns them) in the sea area that was attacked, or aircraft carriers adjacent to that sea area, the owning player may attempt to eliminate any submarines that attacked. Each destroyer rolls one regular die and hits on a 5 or higher. Each aircraft carrier rolls one regular die and hits on a 4 or higher. Each hit can be used to eliminate one submarine that attacked in that sea area in that commerce raiding action.

NOTE: Submarines do not get to fire at the destroyers or carriers while commerce raiding. NOTE: It is possible for the player to have higher than a 6 on one die if they have a special technology that allows them to add +1 to their roll. Trade Route cards that are knocked out are placed face down away from the rest of that players economics cards to show that they are knocked out for the round. They are not counted when the owning player calculates his production at the end of the round. After the owning player calculates his production points and oil certificates at the end of the round, he will turn any knocked out cards upright and place them with his other economics cards to show that they are repaired and available in the next production. Trade route cards that are knocked out by one player may be destroyed if they are hit by another player before the end of the round.

Production
At the end of each round of play (after all players have finished their turn), all players calculate and collect the new production points and oil reserve certificates that their economy generates. You receive Oil Certificates equal to the total value of all of the Oil economics cards that are used for this purpose rather than as a part of your economy. In other words, you may use your Oil economics cards to either generate Production Points or Oil Certificates, but not both during the same Economic Phase. When calculating your Production Points and Oil Certificate production, simply put any Oil economics cards and Trade Routes that will be used to produce Oil Certificates to one side before calculating your Production Points. This will prevent them from being double counted or used to create a set. Calculate your production points normally, and then add up the value of all of the oil cards that you have taken out of your economy for the purpose of increasing your oil reserve. 13

Winning the Game


The game ends immediately when any player is eliminated. As soon as a player has no land units (armies) remaining on the board, they are eliminated and the game ends. *** The game could also end immediately starting when the 13 th Eagle Political Action card is played and its effects are resolved. *** NOTE: Some Political Action cards are marked with an Eagle symbol. Only these are counted for purposes of ending the game. *** After resolving the effects of the 13th Eagle Political Action card, roll 1d6: on a 6, the game ends. On a 1 through 5, play continues; when the 14th Eagle Political Action card is played and resolved, again roll 1d6: now on a 5 or 6, the game ends. Otherwise play continues, with increasing chances of the game ending with each successive Eagle Political Action card played. The players should keep track of the number of Eagle cards that have been played. When the entire political action card deck has been drawn and only the discard pile remains, the total number of Eagle cards played should be recorded and the discard pile should be shuffled and placed back in play. OPTIONAL RULE: The game may also end at a pre-determined time. If the players agree to play until a certain time, then the last turn will be the one that is in progress when the agreed time is reached. The game will end after all players finish performing all of their actions on the last turn. OPTIONAL RULE: If all of the players agree, they may decide to play until all players are eliminated but one.

Victory Points
*** The player with the most victory points wins the game! Victory points reflect the overall strength of each players nation their economic prowess, political influence, geographical expansion, and military conquests. Players should add up their Victory Points as follows: *** ECONOMIC VICTORY POINTS 02 Victory Points for each non-zero region that you own *** POLITICAL VICTORY POINTS 1+1 Victory Point for each minor neutral at the end of the game with the same government type as your own 22 Victory Points for each minor neutral of same government type that you attempted to invade during a Combat Move action, whether or not you succeeded in the attempt. These VPs should be tracked during the game. *** EXPANSION VICTORY POINTS 3+1 Victory Point for each region that you own that is not on the same continent as your capital o NOTE: You must own your capital to receive these VPs! Owning another players capital does not suffice. *** MILITARY VICTORY POINTS 4+1 Victory Point for each successful land or naval attack won where your opponent lost 3 or more units. This applies to conquering minor neutrals, other players regions, or naval attacks. These VPs should be tracked during the game. o NOTE: Defensive victories do not count, only offensive victories.

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Card Details
Economic cards
Of the four suits Minerals, Factories, Rail Transport, and Oil there are cards producing from one ( 1) to four (4); more valuable cards are better defended by neutral armies. In total, there are 92 cards in the deck. 51s are protected by 3 Infantry, 1 Artillery [there are 6 of each suit] 62s are protected by 3 Infantry, 2 Artillery [there are 6 of each suit] 73s are protected by 4 Infantry, 2 Artillery [there are 4 of each suit] (+1 extra Oil 3) 84s are protected by 4 Infantry, 2 Artillery, and 1 Tank [there are 3 of each suit] (+1 extra Oil 4) 9Non-suited Population cards all worth 1 are protected by 3 Infantry [there are 14 of these total in the deck].

Trade Route cards


There are 10 trade routes available to choose from randomly. Average draw is worth ~4: 10The North Atlantic has a 4 and a 5 11The South Atlantic has a 3 and a 5 12The North Sea has a 5 13The Mediterranean has a 4 14The Caribbean has a 6 15The Indian Ocean has a 3 and a 4 16The Coral Sea has a 6

Political Action cards


There are 72 political action cards, of which 14 have Eagles on them. The cards are listed below (note, any card for which there is only one is listed in bold): 17Assassin New political order in one minor neutral. Choose randomly. (3) 18Counter Espionage [BLOCK] Blocks one spy, master spy, or assassin card. (3) 19*** Coup! Shift one (or two bordering) minor neutral governments types by a combined total of 1 to 3 levels. {bordering as opposed to adjacent} (4) 20Double Agent [BLOCK] When any player attempts to use a spy, master spy, spy ring, or master spy ring card on you, the attempt fails and you steal two of their political action cards instead. 21Embargo Target player loses 5 PP per player that joins the embargo if he or she has at least one trade route (one time only). 22*** Free Elections Choose a target player and a minor neutral. Change the government type of the neutral to opposite that of the target player. 23*** Leader Assassinated Target player may only take one action on their turn if their government is opposite that of the acting players, and two actions otherwise. 24Master Spy Steal two political action cards from any one player. (2) 25Master Spy Ring Steal two political action cards from any one player. Cannot be blocked. 26*** Military Aid to Minor Neutral [BLOCK] When a Minor Neutral is invaded by another player, you may play this card and move up to four of your army units {FAQ: from anywhere on the board} into the battle to support the home army (use a distinct color for the neutrals forces). If the home army wins the battle, you get to re-deploy your surviving units to any regions you control and the target region remains neutral. (2) 27Military Parade Gain two free infantry units and place them in any region(s) that you own. (3) 28Naval Building Program Gain one free (destroyer | battleship | submarine) (3) 29*** Partisans Randomly select two of the target players undamaged non-trade-route economic cards. Turn the cards over and put a damage counter on the associated econ chit on the board. If two or more regions could be associated with a card, choose the affected region randomly. (2) 30Political Upheaval Shift one minor neutral government type by 1 or 2 levels. (5) 31Production Drive Gain one free (tank | tank | artillery | air) unit and place it in any region that you own. (4) 32Propaganda Shift one minor neutral government type by 1 level. (7) 33Propaganda Posters Your first three actions this turn cost only 1 oil each. (The fourth action costs 4 oil, the fifth costs 5 oil and so on as normal). (2) 34Radio Address Draw three free Political Action cards. (2) 35Revolt! Pick any region owned by another player (except a region with a Capital). Up to four army units in that region switch to your color {FAQ: acting player chooses which units} If a battle results, fight it immediately. 36Sabotage Oil storage tanks destroyed. Target player loses 5 oil from their reserve. (2) 37Secret Treaty {v1} You and the player of your choice gain control of one minor neutral each (you choose first) (2) 38Secret Treaty {v2} Immediately gain control of a minor neutral with the same political type as you. (2) 39Spy Steal one political action card from any player. (4) 40Spy Ring Steal one political action card from any player. Cannot be blocked. (2) 41Support Minor Neutral [BLOCK] Blocks coup, propoganda, upheaval, or threaten to invade cards. (4) 42Technology Initiative Enemy technology advantage has been surpassed! Take one random technology card from any player. 43*** Threaten to Invade Free diplomatic blitz action {FAQ: resolve blitz immediately, then resume playing political action cards. Can play cards won during the blitz.} (4) 44War Bonds Gain 10 PP. (3) 15

Technology cards
There are 24 unique technology cards, listed below: 45Advanced Artillery Technologies Artillery units roll 2 dice in land battles 46Advanced Mass Production All units (naval and land) cost 1 less Production Point 47Aircraft Defensive Technologies Air units take two hits to eliminate in land battles and strategic bombing battles 48*** Aircraft Offensive Technologies Air units roll 2 dice in land battles AND roll 1 extra die for fighters (attacking and defending) in Strategic Bombing battles 49Blitzkrieg After all land battles are resolved in your turn, your tanks and air units may move one additional region and fight any resulting battles 50Combined Arms Roll 1 extra die each round in ALL land battles 51Dive Bombing Air units roll 2 dice in land battles AND Carriers get an additional +1 vs. Carriers, Battleships, and Destroyers in naval battles 52Foreign Service +1 to all diplomatic blitz rolls 53Heavy Tank Chassis, Armor and Engines Tank units take 2 hits to eliminate in land battles 54Heavy Tank Guns and Ammunition Tank units roll 3 dice in land battles 55Heavy Weapons Infantry units roll 2 dice in land battles 56Mobile Defense Doctrine Roll 1 extra die each round in land battles in which you are the defender, AND No blitzkrieg moves or attacks may be made against you 57*** Parachute Infantry Infantry units may jump over a region and land 2 regions away. However, if infantry units make a parachute jump from a region, there must be an air unit in the region from which they came that does not move that turn 58Radio/Command Control Roll 1 extra die each round in ALL land battles 59Science and Research Complex +1 on all research technology rolls 60Secret Service All spy, spy ring, master spy, and master spy ring political action cards are automatically blocked when used against you 61Sonar Destroyers get an additional +1 vs. Submarines in naval battles AND +1 to hit submarines in Commerce Raiding battles 62*** Strategic Bombing Technologies -- Roll 1 extra die for bombers in Strategic Bombing battles 63Superior Anti-Tank Weapons and Heavy Machineguns Infantry take 2 hits to eliminate in land battles 64Superior Codebreaking You always set up after your opponent in land battles AND you may attack submarines (they may not hide from you) 65Superior Tactical Training and Experience Your opponent rolls 1 fewer die each round during land battles 66Superior Torpedoes Submarines get an additional +1 vs. Battleships and Carriers in naval battles AND +1 to hit in commerce raiding battles 67Synthetic Oil Factory cards may be used as oil cards in a players economy or to produce oil for the oil reserve 68Wolf Pack Submarines get +1 to hit in Commerce Raiding battles

Observations
Geographical
There are 104 land regions on the map, of which 92 are associated with Economics Cards. No non-zero regions are more than one hex away from a sea area. Keep in mind that the horizontal distances are shorter nearer to the north or sole poles. For example, Quebec can be connected to Krasnoyarsk with only a 3-destroyer convoy. Likewise, South Argentina can be connected to New Zealand also with a 3-destroyer convoy. There are several sea areas on the map which abut four (4) or more land regions. A destroyer in one of these areas can convoy forces or connect for diplomatic blitzing all the adjacent land regions, regardless of port status (since the convoy involved is only crosses a single sea area). In this way, those sea areas act like mini anchorages (as conceived in the original version of Attack!). The two most optimal sites (with six (6) adjacent land regions) are the Red Sea and the Caspian Sea. North Arabia is a key land bottleneck between Europe, Asia and Africa. The only two continents that cannot be connected by a 3-destroyer (or less) convoy are South America and Asia.

Combat
The most efficient 4-unit land force is one comprised of one of each unit type. Diversity is very important i.e., eliminate your opponents ability to be diverse! In a land battle, the defender gets to fire first, so the attacker should bring along a little cannon-fodder. An attacking force of 5 Infantry, 1 Tank, 1 Artillery and 1 Plane might beat a defensive force of 4 Infantry, 1 Tank and 2 Artillery nearly 4 out of 5 times. When the attacker wins, the value of his casualties averages about 25PP. By comparison, a defensive force of 4 Infantry, 3 Tanks, 2 Artillery might repel an invasion from 5 Infantry, 1 Tank, 1 Artillery and 1 Plane nearly 5 out of 6 times.

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If the Defender has... 1 Inf. (or) 1 Art. (or) 1 Tank 2 Infantry 1 Infantry, 1 Artillery 1 Infantry, 1 Tank 2 Artillery 3 INFANTRY (1-POP) 1 Infantry, 1 Tank, 1 Artillery 3 INFANTRY, 1 ARTILLERY (1-ECON) 3 INFANTRY, 2 ARTILLERY (2-ECON) 4 INFANTRY, 2 ARTILLERY (3-ECON) 4 INFANTRY, 1 TANK, 2 ARTILLERY (4-ECON)

For a >75% chance of success, the Attacker could bring... 1 Infantry, 1 Artillery 2 Infantry, 1 Artillery 1 Infantry, 1 Tank, 1 Artillery 3 Infantry, 1 Tank 1 Infantry, 2 Artillery 2 Infantry, 1 Artillery 4 Infantry, 1 Tank, 1 Artillery 3 Infantry, 1 Tank, 1 Artillery 5 Infantry, 1 Tank, 1 Artillery 6 Infantry, 1 Tank, 1 Artillery 5 Infantry, 1 Tank, 1 Artillery, 1 Plane

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Reference
Unit Information
Land Infantry Tank Artille ry Plane Cost 5 PP 10 PP 8 PP 15 PP Mv 1 2 1 2 Special
None Roll 2 Dice Can eliminate 2 infantry units when applying hits *** Can Combat Move through (fly over) enemy or neutral regions, narrow seaways or 1 sea area Can apply hits to any unit committed to battle Can ignore infantry when applying hits

Can do Strategic Bombing from up to 2 hexes away (or defend from 1 hex away) *** Can attack naval units up to 2 hexes away (treat as Carriers) *** Threaten adjacent sea areas *** Can be used to set up convoys Can raid commerce or amphibious moves Cannot be attacked unless they raid commerce *** Can assist in adjacent land battles (treat as 2-hit Artillery, ignored by defending Infantry/Tanks when they apply hits) *** Threaten up to 2 sea areas away (not traversing narrow seaways or land regions) *** Can assist in land battles up to 2 hexes away (treat as Planes)

Naval Destroyer Subm arine Battle ship Carrie r

Cost 5 PP 5 PP 10 PP 20 PP

Mv 6 4 4 4

Special
+2 vs. Submarines Can attack subs that have raided commerce +2 vs. Battleships Can occupy sea areas that contain naval units belonging to another player +2 vs. Destroyers 2 hits to sink *** Threaten adjacent sea areas +1 vs. Battleships, Destroyers, and Submarines +1 to adjacent Ships Can attack subs that have raided commerce (in hex or in an adjacent hex)

Actions [can be done in any order]


*** COMBAT MOVE (Once/ turn) Moving your pieces (land and naval), and fighting any battles that result.
Land units move 1 region (2 for tanks and planes); only planes can cross enemy territory or seas Navies move 4+ sea areas (dont have to leave any units behind); can go through enemy fleets Navies cant retreat if outnumbered 2-to-1 or worse (unless both sides agree to simultaneously withdraw) Retreating navies are subject to 1 extra round of pursuit fire; retreated units no longer threaten Convoy (amphibious) movement via long-distance convoy must start from a port Destroyers which moved into position this action, if threatened at the moment of convoying, cant be used for convoy (fight a naval battle first to see if the threat can be removed) Subs in or adjacent to a hex with a convoying destroyer can commerce raid the convoy Planes can attack navies, and battleships and carriers can assist land battles

*** STRATEGIC MOVE

Long distance moves for land and/or naval units. No battles may result.
Land unit movement via long-distance convoy must start from and end at ports Threatening naval units can prevent convoy usage during strategic movement Threatening navies can also halt naval strategic movement of surface ships (sub movement not affected)

*** BUILD *** DIPLOMATIC BLITZ (Once/ turn [with exception]) PLAY POLITICAL CARDS TRADE ROUTE AUCTION RESEARCH TECHNOLOGY *** TRADE

You spend your Production Points to build new units and/or ports and place them on the board.
Ports cost 15 PP to build. Can build on land regions you own which are adjacent to full sea hexes.

An attempt to bring unowned regions (minor neutrals) into your sphere of influence using diplomatic means. Base of 6 on 2d6, +0/+1/+3/+1, +2 if not adj. region, +1 per successive attempt
Adjacency via long-dist. convoy must start from and end at ports (naval threats do not affect) You may play as many of your political action cards as you want (including those that you steal). You bid 20 PPs (or more), starting an auction with the other players in an attempt to acquire a trade route card that can be used as a wild card. You make an attempt to discover a new technology. Base of 10 on 2d6, -1 per 5 PP spent.

You may trade Production Points, Economic Cards, Oil Certificates, Political Action Cards, or Favors. Must be able to trace an unobstructed path from your capital city to his capital city.
Non-trade-route econ cards must be traded 1-for-1. Record trade as shipping contracts. No trading allowed after 10th Eagle card has been played

*** STRATEGIC BOMBING (Once/ turn) *** COMMERCE RAIDING (Once/ turn)

You may bomb economics cards using your planes to knock them out for one or more round.
Attacker can use planes up to 2 hexes from target; anyone can defend with planes in hex or adjacent; hits are plane faces on attack dice. You may attack another players Trade Routes with your submarines. Subs hit with 6+ on 1d6. One hit knocks out a trade route for that round and two hits destroys the trade route. Destroyers and Carriers can counter-attack (Destroyers hit on 5+, Carriers on 4+). Carriers can counter-attack from same hex or adjacent hex.

Victory
The game ends either (a) any player is knocked out of the game, or (b) via sudden death: after the 13th Eagle is played and resolved, the game has a 1-in-6 chance of ending; after the 14th Eagle, a 2-in-6 chance; and so forth.
2 Victory Points for each non-zero region that you own +1 Victory Point for each minor neutral at the end of same government type 2 Victory Points for each minor neutral of same government type that you invade +1 Victory Point for each region that you own that is not on the same continent as your capital (must own your own capital to receive)

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+1 Victory Point for each land or naval attack won where your opponent lost 3 or more units

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