A. Starting the Game The game requires one six-sided die. See force outlays in Force Pool Cards. For minor xis and neutrals! see game "oard info. B. Turn #ach $layer turn% &. '(P ("asic resource $oints) ex$enditure Phase. ). *ovement Phase + (all units! including ground! air and naval). ,. Com"at Phase. -. *ovement Phase ++ (only for aircraft returning to "ase and naval forces). .. (e$lacement Phase. Order of Play% /ermany 0SS( (starting in Summer &1-&) #. #uro$e! xis llies France +taly 02 0S(starting in 3inter &1-&) Optional (timer)% each country has one minute for each of the follo4ing% '(P ex$enditure $hase! movement $hase +! movement $hase ++! and re$lacement $hase. Com"at $hase is not timed. #ach round of turns for all countries re$resents one season on Time Track (on game "oard). /ame starts in Fall! &1,1. 1. Basic Resource Points: (BRP) '(Ps can "e used at "eginning of turn ($hase &) to $urchase military units. 5o4ever! these units can only "e $ut on the "oard at the end of the turn ($hase .). They must "e $ut on a red city (an industrial city). 2. o!ement ("hases # and ##) ll units (ground! sea and air) can "e moved during movement $hase +. 6nly sea and aircraft can move during movement $hase ++. & Basic movement rules (for ground, air and naval): #ach unit has a movement allo4ance! 4hich re$resents the distance in hexes it can move in one $hase. +n a $hase! the $layer moves any or all qualified units. 0nits move one at a time! from hex to hex! in any direction. Ground movement: (estrictions% ground unit can never enter a hex containing an enemy unit or an enemy 7one of Control (76C) (defined "elo4). ground unit that enters an enemy 76C must immediately end its movement for the $hase and fight during the com"at $hase. #xce$tion% aircraft can fly through enemy 76Cs! "ut not land in air"ases in enemy 76Cs. ground unit can $ass through a hex containing a friendly unit! "ut there can only "e t4o units in a hex at the end of the $hase. 7one of Control (76C) (only affects ground units) #ach armored unit has a 8one of control that consists of the six hexes surrounding it. +nfantry units do not have 76Cs. Com"at% units cannot end their retreat in an enemy 8one of control. They are destroyed if they do so. #nemy 76Cs do not affect units in fortresses. Naval movement% 9aval unit markers sho4 only com"at force! not movement range. 9aval craft move t4o hexes in movement $hase +! and t4o in movement $hase ++. Naval Transportation% a naval unit can trans$ort u$ to t4o infantry or one armored unit. Aircraft movement% n aircraft unit can move its entire allotted movement range during movement $hase +! and then its entire range again during movement $hase ++. +t must! ho4ever! end $hase ++ "y landing on a friendly air"ase. Thus! an aircraft 4ith a - movement range can move u$ to four hexes! then fight! and then move another four hexes "ack to an air"ase. ) Air Transportation% an air unit can trans$ort u$ to one $aratroo$er unit. Paratroo$ers can "e dro$$ed into a "attle during com"at $hase and fight. Stacking% 6nly t4o ground units and t4o air units $er hex maximum. #xce$tion% Three ground units and three air units in :ondon. $. %om&at +n each com"at $hase! units may attack ad;acent enemy units. "attle is an attack on one enemy unit "y any or all the attacking $layer<s units that are ad;acent to it. 'attles are resolved one at a time in any order the attacking $layer 4ants. For each "attle follo4 this sequence% &-Total the com"at strengths (=com"at factors>) of all the attacking units. )-?ivide this total "y the com"at factor total of the defending unit! dro$$ing all fractions (don>t round u$)! to get one of the odds levels given on the 6ffensive Com"at (esults ta"le (on game "oard). For exam$le! a strength of &@ attacking - is -%& (four to one)! 4hile &. attacking - is only ,%&. ,-?etermine if terrain effects have reduced the odds (see "elo4). --(oll one die and consult the com"at results ta"leA cross-index the num"er rolled 4ith the odds to determine the result. .-$$ly the result immediately. @-+f the attacked unit is no longer in the hex (eliminated or forced to retreat)! one of the attacking units may immediately move into the hex. B-/o on to the next "attle. *aximum and *inimum 6dds% +n ste$ )! if the odds are a"ove .%&! reduce them to .%&. fter ste$ ,! if the odds are "elo4 &%& the attack has no effect on either side. Terrain #ffects favoring defense% Com"at effect *ovement #ffect -Fortress su"tract t4o levels from offense. 9o 76C effect. -*ountain su"tract t4o levels from offense. *inus one. , -(iverC su"tract one level from offense. *inus one. -S4am$C su"tract one level from offense. *inus one. -9arro4 $ass su"tract one level from offense. *inus one. (red arro4s) -'eachC su"tract one level from offense 9one. for sea"orne invasion. #.g.% if 9a8i ground units are attacking a fortress defended "y Soviets and the unad;usted attack ratio is -%&! this dro$s to )%& "Dc of =terrain effect> of fortress! 4hich su"tracts t4o levels from offense. Aircraft adjustments: C+f attacker consists only of aircraft units! then there are no com"at $enalties. ircraft never suffer movement $enalties. 6ffensive Com"at (esults Ta"le (&-.). on game "oard)% A% all attacking units are eliminated (including air "ut not naval). D% all defending units (including air) are eliminated. '(% #xchange% the side 4ith fe4er =com"at factors> loses its entire force. The 4inning side loses forces equal to at least the same num"er of =com"at factors> (taking into account terrain ad;ustments). %A% Counterattack. ll defending units immediately attack offending units. For $ur$oses of reading the 6ffensive Com"at (esults Ta"le! defender is no4 attacker and vice versa. %A1% ?efender counterattacks as a"ove! "ut using &-& odds column! regardless of factors involved. %A2) %A$% +dentical to C&! "ut defender uses &-) and &-, odds columns! res$ectively. Cs and (etreating% 6n counterattacks (Cs)! counterattacker may choose to retreat rather fight! at alf movement rate. 6$$onent may move into unoccu$ied s$ace! "ut "attle then ends. (etreating units may not end u$ in enemy 76C. +f counterattacker chooses not retreat on a C roll! then sDhe must fight. *. Re"lacements (e$lacements are $ut on red cities (industrial cities). 5o4ever! re$lacements violating stacking rule (a"ove) must "e moved at the "eginning of the next turn. - %. +ictor, conditions llied decisive conquer xis "y Summer &1-- llied tactical conquer xis "y 3inter &1-- llied marginal conquer xis "y Summer &1-. Stalemate xis not conquered "y Summer &1-. xis marginal control at least )E industrial (red) cities at end of 3inter &1-, xis tactical conquer any t4o ma;or llied $o4ers xis decisive conquer three ma;or llied $o4ers .