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Attack!

The Expansion - Deluxe


House Rules for Mile High Strategists (“MHS”) – Helpful Reminders Page
v15_30-Oct-2014
FINAL

Helpful Reminders:
1. The Fascist and Monarchist Players / Major Powers receive [1] free Political Action card at the end of every round of play; the
Democracy and the Communist Players / Major Powers receive [2] free Political Action cards at the end of every round of play.
2. Defender Minimum for Combat Dice: the defender always rolls a minimum of [2] dice, even if only defending with a single unit
3. The terms “Player” and “Major Power” are synonymous, all Players are Major Powers
4. Armor units roll [2] dice
5. Capitals are worth [10] Production Points ($PP’s), and, any Player / Major Power wishing to play Political Action cards must be in
possession of their own Capital
6. When a Player’s Capital is attacked in regular combat, the defending player may roll one extra combat die during each combat
sequence.
7. Players should refer to the “FAQ’s” (Frequently Asked Questions) for certain rules clarifications. The FAQ’s were downloaded from
the Eagle Games website (www.eaglegames.net)
8. If a Player declares their submarines to be hostile to another player attempting to cross a Sea Area / Sea Zone where the hostile
player’s submarines are located, the submarine-owning player may target Infantry, Armor or Artillery land units only, and fires only
once per submarine unit, with a maximum of one firing per attempted crossing against the player crossing the given Sea Area / Sea
Zone. After one roll per submarine, all land units that are missed cross successfully. Submarine torpedo fire may be used against
normal “Attack-Moves” across Sea Areas / Sea Zones that a Player’s / Major Power’s submarines occupy, as well as firing against
Player’s / Major Power’s land units attempting to cross Sea Areas / Sea Zones during a “Strategic Move” action. Firing Player / Major
Power, as always, chooses the casualties; ie, targeted units.
9. Effects of hostile Naval units on Co-Prosperity Sphere (“CPS”) and Iron Curtain (“IC”): if the CPS-MN’s or IC-MN’s are connected by
Sea Areas or Sea Zones, hostile surface naval warships may choose to blockade the transfer of bonus $PP’s and bonus Infantry. If
hostile naval surface warships decide to blockade, the bonus $PP’s (for CPS-MN) and bonus Infantry (IC-MN) are lost, and are not
held in reserve for a later time. If hostile submarines are present in the connecting Sea Area or Sea Zone, without any surface naval
warships, each submarine may, at the owning player’s discretion, choose one target per submarine and fire. A roll of a “6” kills one
bonus Infantry, OR, destroys 5 $PP’s in value, respectively, depending on the pre-declared target. Firing by hostile submarines in this
manner does subject these submarines to defending destroyer fire, if enemy destroyers are present. Each defending destroyer fires
by rolling one die per destroyer, killing an attacking submarine on the roll of a “5” or a “6”.
10. Naval units move only during the “Attack-Move” action phase.
11. Naval units, if withdrawing from a battle, may not retreat to any occupied sea zone or sea area, and may only retreat one sea area or
sea zone. Unlike Land Battles, either the attacker or the defender may withdraw after one full combat sequence. Withdrawal may
never be made during a combat sequence, only at the end, before the next combat sequence begins.
12. Combined Arms: Whenever a firing player has all four land unit types in their assault rank, they roll one extra “bonus” combat die.

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Attack! The Expansion - Deluxe
House Rules for Mile High Strategists (“MHS”)
v15_30-Oct-2014
FINAL

House Rules

1. Trade Route Auction: House Rule; ALL “Trade Route” Economic cards are turned face-up at the beginning of the game. When any given Player
decides to initiate the action of “Trade Route Auction” that Player / Major Power may choose, at their sole discretion, which Trade Route shall be up for
auction. The Player winning the auction receives the respective “Trade Route” Economics Card chosen for the auction at the initiation of the “Trade
Route Auction” action.
2. Technology Initiative (“Theft”) Political Action Card: House Rule; when this card is played and is used against a player who has successfully
developed a new technology, the technology on the card is stolen and copied such that both Players / Major Powers now have this benefit. The
Technology card is not lost by the original developing player, the Player/Major Power using the Technology Initiative Political Action card simply
receives a duplicate Technology Card taken from the extra Technology Card(s) deck.
3. End-Game Conditions: House Rule; Depending upon the number of players, the below game ending conditions apply:
a. 4-5 Players; game ends after 6 Game Rounds and any one of the following - 12th Eagle Political Action Card played, or any Player
eliminated, or the last Minor Neutral eliminated, instantly ends the game at any time during the 7th Game Round or after. If any of the
previous have already occurred, the game ends at the conclusion of the 6th Game Round.
b. 6 Players; game ends after 7 Game Rounds and any one of the following, 13th Eagle Political Action Card played, or any Player eliminated,
or the last Minor Neutral eliminated, instantly ends the game at any time during the 8th Game Round or after. If any of the previous have
already occurred, the game ends at the conclusion of the 7th Game Round.
c. 7 Players; game ends after 8 Game Rounds and any one of the following, 14th Eagle Political Action Card played, or any Player eliminated,
or the last Minor Neutral eliminated, instantly ends the game at any time during the 9th Game Round or after. If any of the previous have
already occurred, the game ends at the conclusion of the 8th Game Round.
d. 8 Players; game ends after 9 Game Rounds and any one of the following, 15th Eagle Political Action Card played, or any Player eliminated,
or the last Minor Neutral eliminated, instantly ends the game at any time during the 10th Game Round or after. If any of the previous have
already occurred, the game ends at the conclusion of the 9th Game Round.
4. One-Time-Only Game-Use Political Action cards: House Rule; The below Eagle Political Action Cards may only be played/used once per game,
as long as only one Political Action card deck is used, and will not be recycled if the end of the Political Action card deck is reached and the Political
Action card deck has to be reshuffled for reuse: (1) “Revolt!” (2) “Embargo” (3) “Technology Initiative” (4) “Leader Assassinated” and
(5) “Support Minor Neutral” - for a 5-player game; and a 6th, TBD, at game time, for 6-player games; and a 7th, TBD at game time, for a 7-player
game. Each of these one-time use PA cards will be drawn randomly, one per player, from a segregated group of PA cards, containing only these PA
cards, at the beginning of the game. Players then receive their normal beginning game hand of PA cards, except that the Democracy and Communist
Major Power / Players will receive one extra PA card; Communist and Democracy Players will have 5 PA cards each at the start of game play,
whereas the Monarchist and Fascist will have 4.
5. Technology Development Action: House Rule; when a Player / Major Power successfully develops a new technology under the normal/standard
rules, they will draw the top three cards from the shuffled, face-down Technology Card Deck. The Player / Major Power will select 1 to keep, and will
then reshuffle the other two unchosen cards back into the Technology Card Deck. The card taken remains secret from the other Players / Major
Powers (face-down) until used or copied/stolen. Once used, or otherwise revealed, the card remains face-up for the remainder of the game. If
stolen/copied when secret (face-down), both Players / Major Powers will keep their respective Technology Cards secret (face-down) until used, if used
by either Player / Major Power, both must then turn their card face up for the remainder of the game.
6. Clarification: During any Player’s / Major Power’s “Play Political Action Cards” turn action, they may, at their discretion, play Eagle Political Action
cards, or any others for that matter, which cannot actually be used for or against any other Player, or in any existing situation on the world game board,
solely for the purpose of ending the game, or, for moving the game closer to conclusion.
7. Government Types: House Rule; in a 5-player game, the 5th player must be either a Democracy or a Communist Major Power government type. In a
6-player game, the 5th and 6th players must be one each of both the Democracy and Communist government types such that there will be two
Democracy players, and two Communist players. In a 7-player game, the 5th and 6th players will be one each of the Democracy and Communist
government types as in the previous case, while the 7th player will be either a Monarchist or a Fascist government type drawn randomly.
8. Strategic Resource Territory Markers (“SRTM’s) {additional game pieces to the “Capitals”}:
a. “Refineries” = [2] OC’s & the ability to protect one “OIL” Economics Card from loss in battle;
b. “Mines & Smelters” = [2] $PP’s and the ability to protect one “MINERALS” Economics Card from loss in battle; additionally, Players / Major
Powers who do not control a “Mines & Smelters” SRTM may not produce artillery and armor units
c. “Transportation Hub” = [2] $PP’s and the ability to protect one “RAILROAD” Economics Card from loss in battle; additionally, the
“Strategic Move” action cannot be used by any Player / Major Power if they do not possess a territory with a “Transportation Hub” SRTM
d. “Industrial Center” = [2] $PP’s and the ability to protect one “FACTORY” Economics Card from loss in battle; additionally, Players / Major
Powers who do not control an “Industrial Center” SRTM may not produce naval units
e. “Capital” = [10] $PP’s, a player who has lost their “Capital” may not play PA cards, nor perform any other political actions.
f. *NOTE for Set-Up: during initial set-up, only one of these markers can be placed per territory, and none may be placed in the same territory
as the Player’s / Major Power’s Capital. One SRTM must be placed outside of the Player’s / Major Power’s beginning territories. The
benefits of these Strategic Resource territories are not received unless they are occupied by host forces of the Player / Major Power. Once
placed these pieces may not be moved.

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9. Initial Set-Up & Player Order: Placing initial units for original set-up of a player’s area shall proceed in the following order, placing one initial unit at a
time, followed by rounds where all players place [5] reinforcement units each placement, followed by the placement of one’s Capital last: Democracy,
Communist, Monarchist, Fascist. The Fascist Player / Major Power is always 1st to take their turn in the first Game Round. Play proceeds in turn
order as follows in the first game round: Fascist, Monarchist, Communist and then Democracy. In subsequent game rounds, each Player / Major
Power moves up 1 turn order; the Player / Major Power who was first will now be last, the Player / Major Power who was second in the previous game
round is now first, and so forth. {per the Rules-as-Written, “RAW”}
10. Co-Prosperity Sphere (“CPS”): The Democracy Player / Major Power, or players, may choose as an action once per Game Turn, paying the
appropriate OC cost, to develop an economic and political relationship with an adjacent Minor Neutral Democracy.
a. Pay [5] $PP’s and place the Democracy Co-Prosperity Sphere marker in an adjacent Minor Neutral Democracy, the Minor Neutral
Democracy must border a controlled territory belonging to the Democracy Major Power / Player’s controlled territories; sea area routes and
sea zones are acceptable as long as they remain unblocked by opposing or hostile player’s naval forces.
b. At the end of every round that the Co-Prosperity Sphere Minor Neutral Democracy remains in the game, the Democracy Major Power /
Player that originally initiated the Co-Prosperity Sphere action with the given Minor Neutral Democracy receives a bonus of [5] $PP’s.
c. If this Minor Neutral Democracy remains in play at the end of the game, the initiating Democracy Major Power / Player receives [1] Bonus
VP, in addition to the normal bonus VP for a remaining Minor Neutral Democracy. In effect, as long as the Co-Prosperity Sphere Minor
Neutral Democracy remains unconquered until the end of the game, the initiating Democracy Major Power / Player receives [2] Bonus VP’s
for this Minor Neutral Democracy.
11. Iron Curtain (“IC”): The Communist Player / Major Power, or players, may choose as an action once per Game Turn, paying the appropriate OC
cost, to develop an economic and political relationship with an adjacent Minor Neutral Communist.
a. Pay [5] $PP’s and place the Communist Iron Curtain marker in an adjacent Minor Neutral Communist, the Minor Neutral Communist must
border a controlled territory belonging to the Major Power / Player’s controlled territories; sea area routes and sea zones are acceptable as
long as they remain unblocked by opposing or hostile player’s naval forces.
b. At the end of every round that the Iron Curtain Minor Neutral Communist remains in the game, the Communist Major Power / Player that
originally initiated the Iron Curtain action with the given Minor Neutral Communist receives a bonus of [1] free Infantry unit that may be
placed in any adjacent Communist Player / Major Power controlled area.
c. If this Minor Neutral Communist remains in play at the end of the game, the initiating Communist Major Power / Player receives [1] Bonus
VP, in addition to the normal bonus VP for a remaining Minor Neutral Communist. In effect, as long as the Iron Curtain Minor Neutral
Communist remains unconquered until the end of the game, the initiating Communist Major Power / Player receives [2] Bonus VP’s for this
Minor Neutral Democracy.
12. Strategic Bombing: A player wishing to conduct Strategic Bombing pays the appropriate OC action cost, and then declares how many aircraft will be
used in the strategic bombing, and against which enemy player. Only spaces with enemy SRTM’s may be the target of the Strategic Bombing action.
All Attacker aircraft to conduct Strategic Bombing must be within a range of 2 movement spaces of the intended target. Bombers do not roll dice
against other fighters when bombing. The defending player may use any fighters in the space being bombed, and in spaces adjacent to the bombing
target space. The defender rolls [1] additional d6 dice for a Capital, if the Player’s / Major Power’s capital is attacked by Strategic Bombing.
a. The Strategic Bombing action is resolved as follows:
i. Attacker (player taking the Strategic Bombing action) places all fighters and bombers within range that they wish to commit to
Strategic Bombing in a single group for battle
ii. Defender places all fighters within defense range, and all AAB’s present, maximum of two, committed to Strategic Bombing
defense in a single group for battle
b. Combat is then resolved:
i. Attacker and Defender roll [1] d6 die for each fighter; hits are made on a roll of a “6.” Defender also rolls [2] dice for each AAB
present in the space targeted for Strategic Bombing, up to a maximum of [4] extra d6 dice, for up to two AAB’s; hits are made on a
roll of a “6.” Players choose their own casualties from hits taken. If all Attacker fighters are eliminated, any surviving Attacker
bombers return to base, and no bombing occurs. If all Defender fighters are eliminated, the Attacking bombers will roll [1] extra d6
die per bomber when conducting the bombing portion of the Strategic Bombing action.
ii. Any surviving bombers now roll [1] d6 dice for bombing if any Defender fighters remain, and [2] d6 dice per bomber, if no Defender
fighters remain. Hits from bombers are made on a roll of a “5” or a “6.”
iii. Strategic Bombing Hit Results – [1] hit = forfeit of 5 $PP’s by the player being bombed; [2] hits = forfeit of 8 $PP’s; [3] hits =
forfeit of 8 $PP’s and 1 disabled Economics card matching the SRTM of the space being bombed. For Capitals this results in the
discarding of 1 PA card. Disabled Economics cards are placed face-up, and turned to the side indicating that they are disabled.
They may not be used, nor their abilities used, during the current round. Disabled Economics cards are returned to the players
hand at the end of the round and are considered repaired, after $PP’s and OC’s are collected.
13. New Units, the Bomber and the Anti-Aircraft Battery (“AAB”):
a. Bomber units are the larger aircraft pieces that come with the game. The cost of bomber units is [18] $PP’s. Bombers have a movement
of 4 spaces. Bombers in regular land combat roll [2] combat dice, but dice hits matched to a Bomber do not allow the player to select which
enemy unit is destroyed. Bomber units roll either [1] d6 die per bomber for bombing in the Strategic Bombing action, if enemy fighters are
present, or [2] d6 dice per bomber if no enemy fighters are present. When Strategic Bombing, bombers hit on a “5” or a “6” on a d6 die.
b. Anti-Aircraft Batteries roll [2] d6 dice in defense against Strategic Bombing, and hit on rolls of a “6.” The cost for an AAB is [8] $PP’s.
When an AAB is present in land combat, and is “in the line” for combat rolls, if an “Artillery” face is rolled on a regular combat die, the rolling
player my select one enemy aircraft unit to be destroyed. No more than two AAB’s may be used in Strategic Bombing defense. No more
than two AAB’s may be placed in any one land territory. Only one AAB may target an enemy aircraft to be destroyed, even if two are
present “in the line,” when an “Artillery” face is rolled on a regular combat die. Once placed, AAB’s cannot move. In land combat, AAB’s
must be placed “in the line” in order to fire.

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