Blitz! A World in Conflict
Blitz! A World in Conflict Rulebook
Table of Contents
Table of Contents
Living Rules Updates
Last updated: June 14, 2022. Updates from the printed rules are in red font.
AFA Weapons Development Chart: At Start Oil and Resources should include Poland 1 Resource.
Germany Weapons Development Chart: Reference to France should say 2 Resources.
USSR Weapons Development Chart: Reference to Near East should say 2 Oil.
Map (corrections):
- Malta should have an AFA indicating AFA control from the start of the war.
- The Island Manila should also touch the East China Sea directly. (The Port in Manila only touches the South China Sea however.)
- The West Coast in the USA should have a Factory with 2 Factory Factors.
Map (clarifications):
- Iceland has a Snow icon; the North Sea does not.
- South-East Asia and Canton do connect overland.
- Austria-Czechoslovakia is a Mountain terrain land area.
- South-East Asia is a Mountain terrain land area.
- Norway does touch the Arctic Ocean directly.
- The Maginot Line rule should be written this way: "Don't use the Maginot Line's red triangles if any attacking land unit is attacking from a land area other than Western Germany (a PARA that has used air movement to get to Paris is not sufficient)."
Axis Victory Card:
Germany, Fortress Europa: don't count Allied-controlled land areas in Iceland and French West Africa either.
Allied Victory Card:
Both AFA and USA No Casualties (clarification): the AFA/USA still has to control the land area that was taken at the end of the turn (i.e., if you take a land area but lose it during the Axis blitz and don't take it back again without loss, then you don't get this Victory Point).
USA Pacific Domination (clarification): any Axis unit (other than Japan's printed Convoys) counts.
USSR Buffer Zone (clarification): the three land areas must all be "adjacent" to a land area in the USSR itself.
Components
Included in this game box are:
- One 35" x 22" map of the world,
- One full and one half countersheet of 5/8" units,
- One full countersheet of 3/4" units,
- One 8.5" x 11" double-sided Victory Card,
- One 8.5" x 11" double-sided Blitzing the Road to War card,
- Six 8.5" x 11" double-sided Weapons Development / Short Scenario charts,
- Two six-sided dice,
- This rulebook, and
- One Box and Lid set.
Short Scenarios
The Short Scenarios allow you to play the game minutes after opening the box, starting with Scenario A. The Blitz of Western Europe. Each successive Scenario gradually introduces you to all of the rules, adding one to two pages that you can read quickly and use immediately. For example, Scenario B. The Longest Day uses all of the rules introduced in Scenario A. The Blitz of Western Europe, plus it will add a few new rules.
The rules used in the Short Scenarios are summaries of the relevant sections in the full rules. Rules references that start with a letter (e.g., A.1) refer to Short Scenario rule summaries, while references that start with a number (e.g. 4.1) refer to the full rules text. The rules listed for each Short Scenario are intended to be comprehensive for that Scenario and automatically include the rules for every prior Short Scenario. However, Short Scenario rules with no letter reference number, and any rule so noted, are special rules that apply to that Scenario only. Otherwise, the full rules take precedence over any Short Scenario rules summary. A few Designer's Notes (shown in italics) along the way provide context for aspects of the game that are introduced in that Scenario.
A. The Blitz of Western Europe
Background: Within the last year, Germany incorporated Austria (via the Anschluss) and dismembered Czechoslovakia while the rest of the world stood and watched. German sights now turn to Poland, but this time France and Great Britain, (i.e., the Anglo-French Alliance, or AFA for short) won't back down. It's war, but with perhaps not quite the outcome that France envisioned.
Who is Involved? Germany vs. the AFA (including Poland). We suggest that the least experienced player runs Germany.
Time Needed? 10 – 20 minutes.
Number of Players? 2.
Which Turns? Turns 1 and 2.
How To End the Game and Win: The game continues until the moment Germany gains control of Paris and Poland, or until the end of Turn 2, whichever comes first. If Germany gains control of Paris and Poland then the game ends immediately and the German player wins; otherwise the AFA player wins.
Set-up & Game Turn Sequence: See The Blitz of Western Europe Set-up Chart.
Map Areas in Play: Sea areas are not in play. The only land areas in play are those in Belgium-Netherlands, France, Germany, Great Britain, and Poland.
A.1 Declare War (3.2)
When performing actions, your side may declare war on Belgium-Netherlands. If you do, the other side immediately gains control of Belgium-Netherlands and places the Belg.-Neth. Army in Belgium-Netherlands. No other declarations of war may be made.
A.2 Conquest (3.4)
Gaining control of every land area in an enemy country immediately conquers that country. France is a special case; you only need to gain control of Paris to conquer France.
A.3 Rebase Air and Naval Units (5.1)
An air unit may rebase using three times its movement, which is the number in the white-shaded circle. Move from one area to an adjacent area and so forth, until you run out of movement or wish to stop. Your rebase move must end in a friendly land area, but may pass over sea areas and enemy (but not neutral) land areas. Each land area entered counts as one, and each sea area entered counts as two. Your air unit can also move along an Air Route to another land area as if that land area was adjacent.
Example: James, playing the AFA, wishes to move the Royal Air Force in London to Paris. It has a range of one, so it may rebase with a range of three. It could rebase from London to the adjacent North Sea (that counts as two moves) and then to Paris (one more move for a total of three). Alternately, it could rebase directly from London to Paris using the Air Route that connects those land areas (that counts as one), and then from Paris to Vichy France (one more move for a total of two.)
A.4 Move Land Units (5.2)
A land unit moves using its movement, which is the number in the green-shaded circle. Move from one area to an adjacent area and so forth, until you run out of movement or wish to stop. Each land area entered counts as one unless it has Jungle, Mountain or Swamp terrain, in which case it counts as two. You may not enter a land area that has an enemy land unit located there. However, you may enter, take control of, and move through, an enemy-controlled land area that does not have a land unit located there. A FORT may never move.
A.5 Overseas Move (special rule for this scenario only)
An AFA land unit in London may move directly to Paris, where it must stop its movement. The AFA is required to leave at least one land unit in London at all times.
A.6 Land Area Combat (5.3, 6.1, 6.2, 6.5, 6.6)
Designer's Note: Resolving a Ground Attack is the most complicated aspect of the entire set of Blitz! rules. Once you have mastered this, the rest of the rules will be a cakewalk. The example in 6.2 and continued in 6.6 may help. For an easier time on your first game, you can ignore the references below to the red '-' and white '+' triangles. These defensive factors add a lot of flavor (and historical accuracy) to the game, but are also the trickiest aspect to master. Then incorporate them on your next game.
You may launch any number of land area Ground Attacks as follows. Announce which enemy-controlled land area you are attacking, and with which of your units. Then announce the next, and so forth, until you have announced all of your land area attacks. Your land units must be in an adjacent land area and must have at least 1 printed Land Factor. Your air units must be in range of the target land area: a 1 range air unit must be in an adjacent land area; a 2 range are unit must with no more than 2 land areas away, and so forth, following the same rules as rebasing, A.3. A unit may only participate in one land area attack.
All land units in the land area being attacked will fight for the defenders, but no other land units from that side may help the defense (i.e. a land unit in an adjacent land area can't move to the target land area to help the defense). Then the other side may have any of its air units in range join in the defense against these Ground Attacks.
Example: Maria's German forces are attacking both Belgium-Netherlands and Poland. Maria has the 18th Army attack Belgium-Netherlands while Army Group Center, Army Group North, and the 1st Para attack Poland. Maria commits the Luftwaffe to join the attack on Poland too. Note that the Luftwaffe was not in range of Belgium-Netherlands and so could not join that attack.
If both sides have an air unit, then all air units will fight each other first; this is called the Air Round. The number in the white-shaded box is your Air Factors. Add up the Air Factors of all of your air units. Then add to your total the total of the enemy air units' defensive Factors. Add one to your total for every white triangle with a '+' on it that an enemy air unit has inside its Air Factors box, and subtract one from your total for every red triangle with a '-' on it that an enemy air unit has inside its Air Factors box. Roll a die and consult the column on the Combat Chart corresponding to your final total Factors.
Both sides roll and resolve results simultaneously. Each number result destroys 1 Size from an enemy air unit. The owner selects the first loss, then alternate (the attacker picks the second loss, but the owner selects the third). A unit that is Size 2 that takes 1 loss is flipped over to its Size 1 side; a Size 1 unit that takes a loss is destroyed.
After applying all number results, then apply the letter result (if any). A 'B' result requires all enemy air units to return to base immediately. An 'S' requires one-third, and an 'L' two-thirds, of enemy air units to return to base immediately (round off any decimal). Again, alternate selecting units with the owner selecting first.
Example: Maria dispatches the Luftwaffe (Size 2) and Stukas (Size 2) to support a German attack; James opposes them with the Royal Air Force (Size 2). Maria has 6 total Air Factors (3 each for the Luftwaffe and Stukas), while James has 3 (2 for the Royal Air Force, plus 1 for the white '+' triangle on the Stukas). Maria rolls a '4', which is a 1 result. The Royal Air Force unit is flipped over to its Size 1 side. James rolls a '3' which is an 'S' result. One-third of the two German air units must return to base immediately. 2 * 1/3 = 2/3, which rounds off to 1, so Maria returns the Luftwaffe to base.
Now resolve the battle between the land units; this is called the Land Round. Add up the Land Factors of all of your land units. Add to this the total combined Land Factors from your air units that survived the Air Round and that were not required to return to base. However, the total combined Land Factors added by your air units may not exceed the total combined Land Factors from your land units in the battle.
When determining the Land Factors of the defending land units, you ignore any red triangle with a '-' on it that an attacking land unit has inside its Land Factors box. (Note: this is because attacking land units do not get the benefit of defensive positioning.) However, you do add one to your Land Factors for each white triangle with a '+' on it that an enemy land unit has inside its Land Factors box.
Your Factors may be modified by the Terrain the target land area has. All attacking (but not defending) Land Factors are halved when attacking a Jungle, Mountain or Swamp land area. Land Factors from your air units (on both sides) are halved in a Forest land area. Lastly, in Mountain and Swamp, each attacking land unit has one additional white triangle with a '+' on it.
Tally up your final Factors. Both sides roll and resolve results simultaneously, much like an Air Round. All results must be applied to enemy land units (not enemy air units).
A letter result by the defender may block some or all, attacking enemy land units from advancing into the land area. A 'B' prevents all attacking land units from advancing; an 'L' blocks two-thirds of the attacking enemy land units; and an 'S' blocks one-third of the attacking enemy land units. Unlike an Air Round, in a Land Round you select every enemy unit when applying letter results. All attacking land units that are not blocked from advancing must advance if possible.
Example: The Polish Army with three Land Factors is defending Poland for James against Maria's Ground Attack. James' roll of '6' is a '1S' result. Maria applies one point of damage to one of her land units. The 'S' blocks one-third of the four attacking German land units from advancing. James selects Army Group Center as the land unit that may not advance.
A letter result by the attackers may require some or all defending land units to retreat to an adjacent land area that the other side controls (if there is one), but only if the attackers have more ARM. To determine if this is the case, add up the Size of all attacking ARM units. Then add up the Size of all defending ARM and FORT units, and add a bonus depending on the terrain: +2 for Forest, +4 for Jungle, +6 for Swamp, or +8 for Mountain.
If the attackers have more ARM, then some or all of the defending land units must retreat if the attacker's result includes a letter. Otherwise ignore all letter results from the attackers in a Land Round. A 'B' requires all defending land units to retreat, an 'L' two-thirds, and an 'S' one-third. You choose all enemy units that must retreat, but the unit's owner decides into which friendly adjacent land area the unit retreats. If there is no friendly adjacent land area, then the defenders can't retreat and instead take an additional point of damage. A FORT may never retreat and must always take an extra point of damage instead.
Example: Continuing the prior example, suppose Maria attacked Poland with Army Group Center (5 Factors), Army Group North (2 Factors), the 1st Para (1 Factor), and the Luftwaffe (3 Factors, but these are halved to 1.5 due to Forest Terrain in Poland), for a total of 9.5 Factors, which rounds up to 10. A roll of '4' results in '1L'. The Polish Army is Size 2, and James immediately turns it face down to show the 1 point of damage. It is now Size 1. An 'L' could possibly require the Polish Army to retreat. Maria attacked with two ARM units whose total combined Size is 3. Poland has no defending ARM or FORT units, but the Forest provides 2 bonus ARM to the defense. Maria does have more ARM (3 to 2) so the 'L' result requires two-thirds of the defending land units to retreat. 2/3 * 1 = 2/3, which rounds off to 1, so the Polish Army must retreat. There is no adjacent friendly land area, so James cannot retreat the Polish Army. Instead it takes another point of damage, which destroys it.
James fires back with the Polish Army using 4 Factors (3 from the Polish Army plus 1 for the white '+' triangle on the German 1st Para). A roll of '2' is an 'S' result. One-third of the three attacking German land units are blocked from advancing. James selects Army Group North as the unit that does not advance; Maria must advance Army Group Center and the 1st Para into Poland.
A.7 Reinforcements (special rule for this scenario only)
At the end of Turn 1, both sides receive reinforcements as noted on The Blitz of Western Europe Set-up.
A.8 Blitz Phases (2.2)
After both sides perform their actions, Germany may perform a Land Blitz. This is a second move that allows Germany to perform all actions again (exception: German air units may not rebase during a Land Blitz action). After the German Land Blitz, the AFA may do a Free Blitz. The Free Blitz allows the AFA to move land units and/or rebase air units as per the above; however, the total combined Size of these units can't exceed four and no land area combats may be initiated.
Designer's Note: The Blitz phase options are expanded in later scenarios, and everyone will have the chance to do them.
STOP! Go and Play the Scenario!
B. The Longest Day
Background: Germany has been in control of Western Europe for four years, but it is time for the Allies to change that.
Who is Involved? Germany vs. the Western Allies (AFA and USA).
Time Needed? 30 – 60 minutes.
Which Turns? Turn 9 until someone wins (possibly through Turn 11).
Number of Players? 2. The AFA and USA are treated as a single major power ("the Western Allies") for this scenario.
How To End the Game and Win: The game continues until the Western Allies conquer Germany, or until Turn 11 ends, whichever comes first. If Germany is conquered before the end of Turn 11 the Western Allies win; otherwise, Germany wins.
Set-up & Game Turn Sequence: See The Longest Day Set-up Chart.
Map Areas in Play: The only sea areas in play are the North Sea and the Western Approaches. The only land areas in play are those in Belgium-Netherlands, France, Germany, and Great Britain.
B.1 Return to Base (4.1)
A naval unit at sea may return to base in a Port controlled by your side. Any number of naval units may return to a Big Port. The black-circled dot on any unit is the unit's current Size. A Small Port may base Small naval unit(s) whose combined total Size is no more than two. Alternately a naval unit that is already located in a sea area may stay where it is.
B.2 Move to a Sea Area (4.2 ~ 4.3)
A naval unit that is in Port may move. A naval unit that is in a sea area may not move; it must return to base first.
Each naval unit has a blue-circled number that is its movement. This is the number of sea areas it may move. Move your naval units one at a time, completing one unit's move before starting the move of the next naval unit.
A TRS may carry friendly land units. A TRS may carry land unit(s) whose total combined Size is less than or equal to twice the Size of the TRS. The land unit(s) may be carried if they are located in the same land area where the TRS begins its move. Additionally, a TRS may embark land unit(s) that are located in a land area that touches the sea area where the TRS's move ends.
Example: The Europe Trs. (Size two) may carry land units whose total combined Size is four or fewer. James moves it from Scotland carrying the 8th Army (Size 1) into the North Sea. Since its move ends there, James also embarks the Royal Marines (Size 1) and 2nd Army (Size 2) that are located in London. The TRS can't carry any more land units.
B.3 Rebase Air and Naval Units (5.1)
Your air units may rebase as per A.3. Additionally, a PARA unit may rebase like an air unit using its air movement.
Naval units may also rebase. A naval unit in a Port may move to another friendly-controlled Port using triple its usual movement. Moving into a Port counts as 1 move. You may move into and out of a Port during your rebase, but the rebase must end in a Port.
A rebasing TRS may carry land units that are located in its starting land area (see B.2), and may embark other land units during its move, but only when in a friendly land area with a Port. (Passing through an adjacent sea area isn't sufficient since a rebasing TRS can't end its move at sea.)
B.4 Move Land Units (5.2)
In addition to the previous rules (A.4), a land unit at sea on a TRS may move to a friendly-controlled land area that touches that sea area; this ends the land unit's move. A land unit may move even if it rebased earlier in this action phase.
B.5 Land Area Combat (5.3, 6.1, 6.2, 6.5, 6.6)
In addition to the previous rules (A.6), a land unit at sea on a TRS may join a Ground Attack against an enemy-controlled land area that touches that sea area. Any land unit that attacks from a TRS halves it Land Factors except a MAR, which is not halved; an ARM also halves it Size when determining whether you can force defending land units to retreat.
A PARA may attack like a regular land unit, and it may also use its air movement to fly to the target land area. If it flies, then the PARA must participate in the Air Round (if any).
Naval units at sea in a sea area touching the land area that is the target of Ground Attack may support their side in the combat exactly like air units. A Small BB or CV naval unit contributes 1 Land Factor; a Big BB or CV contributes 2 Land Factors; other naval units do not contribute any Land Factors. A CV must participate in the Air Round first (if any).
B.6 Blitz Phases (2.2)
After both sides perform their actions, Germany may perform a Land Blitz (see A.8.). The Western Allies then perform a Total Blitz, which allows you to perform every action a second time.
B.7 Building Units (special rule for this scenario only)
During the Build Units phase at the end of each turn you repair on-map units and build new ones from your Force Pool. Each Size you repair or build costs 1 Resource (treat Oil as a Resource too). For this Scenario, the Western Allies have six additional Resources available from land areas not in play in his Scenario. They may also use any Resources that they control that are in play. At start the Western Allies control one Resource in London, so if they do not gain control of any others during Turn 9, the Western Allies will have 7 Resources to spend. Germany may use those Resources and Oil that they control that are in play; at the start of play, they control six.
Any unit you build from your Force Pool is immediately placed in a land area you control in that unit's home country (note the abbreviation on the left-hand side of the unit; see 1.2 in the full rules for a list of the country abbreviations). A naval unit has to be placed in a land area with a Port. A FORT is an exception: it can be placed in any land area you control (even outside your home country). For this Scenario, any USA units are placed in Great Britain and you can't voluntarily destroy your own units. Some units are not available to be built until Turn 10; in future Scenarios you'll learn about how new units become available after you develop them.
Designer's Note: The Axis (especially the Japanese) will have many invasion opportunities at the beginning of the war against lightly defended locations. By contrast, the Western Allies will usually have to invade places like France against a determined Axis defense, which can be very challenging.
STOP! Go and Play the Scenario!
C. The Battle of the Atlantic
Background: France has been conquered by Germany, and now the AFA must protect Great Britain and defend her Atlantic Ocean Convoy routes. Germany's main interest is in the east (invading the USSR), but some German resources have been assigned to challenge Allied control of the Atlantic.
Who is Involved? Germany vs. the Western Allies (AFA and USA).
Time Needed? 60 – 90 minutes.
Which Turns? Turns 3 through 9.
Number of Players? 2. The AFA and USA are treated as a single major power ("the Western Allies") for this scenario.
How To End the Game and Win: The side with the most Victory Points (VPs) at the end of the game wins; play until the Scenario is finished, then determine who wins. See Battle of the Atlantic Set-up Chart for details on how to gain VPs.
Designer's Note: The victor in a full game of Blitz! A World in Conflict is judged by which major power(s) obtain the most Victory Points. There are many ways to get them, and every major power has its own unique objectives. This Scenario introduces some of them.
Chart clarification: in order for an Allied Lend Lease unit to count towards the Victory Point condition, it must be located in its named sea area. Damage done to Convoys is removed at the end of every Turn after determining Victory Points. LL units do not need to trace a supply line (see 1.8) in order to count for VP awards since that rule has not yet been introduced (see Scenario D.3 for the introduction of supply lines).
Set-up & Game Turn Sequence: See The Battle of the Atlantic Set-up Chart.
Map Areas in Play: The only sea areas in play are those that a naval unit starting in London could move into using 1 or 2 movement. Land areas adjacent to an in-play sea area are also in play. Control of land areas never changes. Control is as shown on the map except that Germany also controls Belgium-Netherlands, Norway, and Paris. Vichy France is not in play. The Western Approaches Convoy is Destroyed during this Scenario.
C.1 Return to Base (4.1)
Air units at sea also have the option to return to base. Just use your air unit's range to move to a friendly land area.
C.2 Move to a Sea Area (4.2)
Air units may also move to sea areas. However it costs 2 movement (not 1) for an air unit to move to a sea area. (Sea areas are larger than land areas, although map distortion makes it appear otherwise.) While 1-range air units may not move to a sea area, they still may rebase through one (A.3).
C.3 Blocking Enemy Naval Unit Moves (4.3)
Enemy naval units at sea automatically attempt to block your naval units from leaving a sea area. When the naval unit you are moving attempts to leave a sea area with enemy naval units located there, add up the Blockade Value (see the Blockade Table on the map) of the enemy naval units in that sea area and roll a die. If the roll is greater than the total Blockade Value you continue moving your unit; otherwise your naval unit must stop its movement in the current sea area. The movement of SUB and air units may never be blocked. A naval unit that is returning to base may not be blocked either.
C.4 Sea Area Combat (4.4)
Now every sea area that has enemy units that are at war with each other (even if one side only has a Convoy) in it must have a combat. The side performing actions selects one sea area for combat at a time, resolving each before moving on to the next.
Firstly, the other side may now fly any air units that are based in a land area in range of the selected sea area, and whose primary bombing factor is Naval (see the Unit Types Chart), to the selected sea area so that they may join the combat.
Additionally, if the other side has any SUB units in the selected sea area, the owning player may elect to have some, none, or all of those SUBs immediately return to base.
Now resolve the combat. If both sides have an air or CV unit, then you'll have an Air Round first (see A.6 above). During the Air Round treat CV units exactly like an air unit (it is the planes on the aircraft carriers that are participating.)
All air and naval units that survive the Air Round and that are still in the sea area, plus all other naval units and Convoy, participate in a Naval Round. If all of one side's units have been destroyed or forced to return to base, then there is no Naval Round.
The number in the blue-shaded box is your Naval Factors. Add up the Naval Factors of all of your units. Then add to your total the total of the enemy naval units' defensive Factors. Add one to your total for every white triangle with a '+' on it that an enemy naval unit has inside its Naval Factors box, and subtract one from your total for every red triangle with a '-' on it that an enemy naval unit has inside its Naval Factors box. Treat the Convoy Factor of a Convoy in the sea area where the combat is taking place as the same number of white triangle(s); for this purpose, reduce the Convoy Factor by one for each point of damage that the Convoy has sustained. Roll a die and consult the column on the Combat Chart corresponding to your final total Factors.
Both sides roll and resolve results simultaneously. Apply points of damage and letter results exactly like during an Air Round, except that all damage and letter results affect enemy naval units and/or an enemy Convoy; enemy air units are never affected during a Naval Round, but a CV may be affected. A Convoy that is forced to return to base cannot do so, and must instead take an extra point of damage. If a TRS is destroyed, all land units it was carrying are also destroyed. If a TRS is damaged from Size 2 to Size 1, then any land units in excess of its current carrying capacity must be destroyed (owner's choice).
C.5 Blitz Phases (2.2)
Chart correction: both sides can select either a Free Blitz or a Naval Blitz each turn.
After both sides perform their actions, both sides may perform either a Free Blitz (see A.8.) or a Naval Blitz, which in this scenario allows you to perform every action a second time except 1. D. Rebase Air and Naval Units.
In this Scenario, and in all of the longer Scenarios, choosing any Blitz other than a Free Blitz requires that you expend saved Oil. A Naval Blitz requires that you expend one saved Oil. If you don't have the Oil saved from a prior Turn, you can't call a Naval Blitz.
C.6 New Weapons Development (7.3)
Each turn the Western Allies and Germany may add 1 new unit to their Force Pool. Select the unit that you want from your Future Additions group. The Western Allies may pick either an AFA or USA unit.
Special rule for this scenario only: twice in the game, the Western Allies may select two units in one turn, but only if the Western Allies expend an Oil.
C.7 Building Units (special rule for this scenario only)
The Battle of the Atlantic Set-up indicates how many Oil and Resources each major power has available during the Build Units phase at the end of each turn. On-map units may be repaired, and units in your Force Pool may be built. Each Size you repair or build costs 1 Resource. Oil may be spent exactly like a Resource, or it may be saved for future use (possibly to call a Naval Blitz). Any damage done to your Convoys does not affect your production in this scenario (but will in the full game).
C.8 Conquest of Italy
Germany has 1 less Resource available for Builds starting on Turn 7. Before doing Germany's Turn 7 Builds, remove from the German Force Pool all units whose home country is Italy (note the "It" on the left side of the unit) from the game permanently. On-map Italian units remain in place and may be used by Germany, but any that are destroyed are also permanently removed from the game.
Designer's Note: Builds and New Weapons Development will be expanded in future Scenarios. Selecting new units is a critical component of your overall strategy for winning.
STOP! Go and Play the Scenario!
D. Barbarossa
Background: Germany has turned east to take on the USSR. How far can Germany press her initial advantage? When should Germany turn over to a defensive posture? When do the Soviets leave behind a sacrificial GAR and flee with the bulk of their forces? When should they stand and fight? Will the AFA and USA focus on providing lend lease, or on bombing Germany? The answers to these questions will define this crucial struggle.
Who is Involved? Germany vs. the USSR and the Western Allies (AFA and USA).
Time Needed? 2 – 3 hours.
Which Turns? Turn 3 until either someone wins (by having 15 Victory Points, see below), or until Turn 12 is complete.
Number of Players? 2 or 3. If 2 players, one player plays all of the Allies (the AFA, USA and the USSR) while the other player is Germany.
How To End the Game and Win: The game begins on Turn 3, and ends when any major power has 15 Victory Points or when Turn 12 is complete; the major power with the most Victory Points when the game is over, wins. Use applicable Victory Points for Germany and the USSR on the Victory Cards. The Western Allies cannot gain Victory Points in this Scenario; they win only if the USSR wins.
Set-up & Game Turn Sequence: See the Barbarossa Scenario Set-up Chart.
Map Areas in Play: The Arabian Sea, Arctic Ocean, Baltic Sea, Bering Sea, Black Sea, Gulf of Alaska, Mediterranean Sea, North Sea, North Atlantic, USA East Coast, and the Western Approaches are the only sea areas in play. The only land areas in play are those in the Balkans, Belgium-Netherlands, Central Europe, Egypt, Finland, Germany, Great Britain, the Near East, Poland, the USA, and the USSR. Treat Gibraltar as controlled by the AFA, but no AFA or USA units may base there.
Politics: At the beginning of the scenario, Germany has conquered Poland and Belgium-Netherlands, and is allied with Finland and Central Europe. The Balkans is allied with the AFA. Sweden is trading its Resource to Germany. Germany is at war with the AFA and the USSR.
Note that the Near East land units are available for use if they are attacked.
Italy: Italy is not in play, but the Italian Alpini Army is. If this unit is destroyed, it is permanently removed from the game. If damaged, it may be repaired normally.
AFA/USA: Treat the AFA and USA as a single major power for this scenario (the "Western Allies"). They have 4 Resources and 2 Oil to spend every turn; additionally, the Balkans Resource (if AFA controlled) may be used to build or repair the Balkans' land units. These may be used to build their units, do Blitz moves, and/or they may be used to provide Lend Lease to the USSR. All reinforcements arrive in the UK (even USA units; exception: the USA Bering Sea LL unit arrives in the West Coast). AFA/USA production is reduced by convoy losses.
Second Front: Starting on Turn 7, Germany loses 1 Resource per Turn, cumulative (maximum 4), due to pressure being applied in areas not in play by the AFA and USA. Starting on Turn 9, the AFA/USA major power takes control of Belgium-Netherlands; the Axis may not attack Belgium-Netherlands thereafter. During the Builds phase of Turn 9, Germany must permanently remove from the map a combined total Size of 4 ARM (i.e., one fully-built Big ARM, or the equivalent thereof).
D.1 The Map and Stacking (1.3)
Although any number of land units may stack in a land area, only a total combined Size of 10 or fewer land units may attack directly from one land area to an adjacent land area. Islands are restricted to a total combined Size of 2 for land units on both sides (attacking and for the defenders, both air and land unit basing).
A few land areas (such as Leningrad) have two Ports touching different sea areas. A naval unit is only in one of those Ports (be clear about which) and you cannot transfer naval units from one Port to another Port even though it is the same land area (but you could rebase or return to base to the other Port).
The map also has various Air and Land Routes marked. Air units may move along either, treating the connected areas as adjacent. Land units may move along a Land Route, treating the connected area as adjacent, but only if the connected area does not have an enemy land unit located there. If there is, you can't move or attack across the Land Route.
D.2 Terrain and Weather (1.4) and Halving (1.8)
Combats are affected by both Terrain (see the Terrain Effects Chart on the map) and Weather. Weather only matters on those Turns with a Snow icon on the Victory Track; see the Weather Effects also on the map for details.
Whenever you modify numbers, complete all modifications retaining all fractions. After all calculations are complete, then round off, with .5 or higher rounding up to the next highest whole number.
Example: Maria has the Waffen SS Army attacking a Mountain land area. The Mountain terrain halves its Factors, plus it is in the USSR during a Snow turn, which also halves its Factors. The Waffen SS Army has 5 Land Factors; these are halved to 2.5 for the terrain, then halved again to 1.25 for the weather, and finally are rounded off to 1.
D.3 Supply Lines (1.7)
Designer's Note: Cutting the supply line to an enemy's land area makes the defenders extremely vulnerable. It is possible, but difficult, for the USSR to do this to German units in Russia. It will be easier to block supply lines to overseas Islands and other more remote locations.
Your units need to be able to trace a supply line in order to move and fight normally. A unit's supply line begins in the unit's home country, or in one of your major power's home countries, and is traced through consecutive areas until it reaches your unit. While the USA is in the war, AFA and USA units may begin their supply line in each other's major power home countries too. You may only trace into and through a land area if your side controls it. You may trace into and through a sea area unless there is an enemy air unit, BB, CV, or SUB unit controlled by a major power you are at war with located there and your side does not have any unit in that sea area. A Convoy counts as one of your units for this purpose unless the Convoy is destroyed (see 3.4) or has received maximum damage (see 6.5).
If your unit can't trace a supply line, then it may:
- Move to sea if it is a naval unit, but its movement range is 1; and
- Rebase if it is an air unit.
However, a unit that can't trace a supply line may not:
- Move to a sea area if it is an air unit;
- Join a land area combat;
- Move if it is a land unit;
- Be built (but you may voluntarily destroy it).
Additionally:
- If you Ground Attack a land unit that can't trace a supply line, treat the unit as if it has 2 additional white triangles on its Land Factor (this applies individually to every defending land unit that can't trace a supply line).
D.4 Blitz Options (2.2)
All three major powers can select any Blitz option they wish. A Total Blitz requires 2 Oil but allows you to repeat all actions from 1. A - F. An Air, Land, or Naval Blitz costs 1 Oil and each allows limited actions of the chosen type:
- Air: perform 1. A - F but only with your air units.
- Land: perform 1. E - F, and you can only do a Ground Attack as part of your land area combats.
- Naval: perform 1. A - C with any units.
A Free Blitz costs no Oil and allows units whose total combined Size is less than or equal to four to move / rebase, but they can't initiate or join a combat (exception: if another major power is causing a sea area combat to start, then the units of a Free Blitzing major power in that sea area will participate normally.)
D.5 Conquest (3.4)
Whenever you gain control of every land area in a country, you immediately conquer that country. Pause play for a moment to do the following:
- Select a new home country (from among your other home countries, including minor allies) for any of the conquered country's units that remain on the map; and
- Set aside the conquered country's units that are in the Force Pool; and
- Leave where they are all future additions on the Weapons Development chart for that country (see 7.3).
You may continue to use those units that remain on the map. These units may be repaired, but once destroyed they also are set aside.
D.6 Factory Attack (5.3)
A Factory Attack is another kind of land area combat. Unlike a Ground Attack, a Factory Attack is not trying to take control of the area with land units. Instead you commit air units to attack the enemy Factory located there, in the hopes of destroying some enemy production. Announce all land area combats at once and commit your attacking units to each combat.
After committing your air units that are in range to your Factory Attack, the other side may have its own air units in range, and any AA land unit located in the target land area, defend against the attack. If there are any defenders, fight an Air Round first (just like before the Land Round of a Ground Combat, see A.6).
Any surviving attacking air units then participate in a Strategic Round as follows. Add up your total Strategic Factors. Remember to halve the bombing factors of any air unit whose Primary Bombing Factor is not Strategic, and halve all attacking factors if the land area being attacked has a Snowflake marker and it is a Snow Turn. Terrain has no effect on Strategic Factors. Then add the Factory Factor (the '+#' shown on the map) to obtain your final Factors.
Roll a die and consult the Combat Chart. The number result is the amount of destroyed production; put a Damage marker corresponding to the damage inflicted on that Factory to show this. Ignore all letter results. Note that the total damage done to a Factory cannot exceed its Factory Factor.
Both sides may include CV units if the CV is in a sea area touching the target land area. CVs will only participate in the Air Round.
D.7 New Weapons Development (7.3)
The USSR uses its full Weapons Development Chart (exception: see Scenario note on chart). Germany and the Western Allies each have a special Weapons Development chart for Barbarossa, but otherwise follow standard rules for developing new weapons (see the Charts).
D.8 Lend Lease (7.4)
Lend Lease naval units allow you to give some of your Oil and/or Resources to the major power on your side whose flag is on the LL counter. For each Size of LL unit, you must give 1 Oil or Resource during the Builds step provided that:
- The LL unit is at sea in its named sea area; and
- A supply line (see D.3) can be traced from the LL unit's home country to that sea; and
- There is a friendly land area touching that sea area; and
- That land area is in the recipient's home country, or a supply line can be traced from that friendly land area to any land area in the recipient's home country.
The major power controlling the LL unit decides whether to give Oil or Resources at the moment the lend lease is delivered.
D.9 Determine your Oil and Resources (7.6)
Add up all of the Oil and Resources you control. Don't count any that you can't trace a supply line to, but note that an isolated minor country could still use its own Oil or Resource to build its own unit located in its country (for example, if the Bulgarian-Hungarian-Rumanian Army is located in Central Europe but that country is surrounded by USSR-controlled land areas; the Oil could be used to build up the Bulgarian-Hungarian-Rumanian Army).
Add or subtract from these totals the Oil and Resources you gave and/or received via lend lease (see 7.4). Subtract from these totals one for each point of damage to your Factories (it's always better to lose Resources before Oil). Then remove the damage markers on your Factories. Mark your final total Oil and Resources on the Victory Track, adding to any saved Oil and/or Resources from a prior turn.
D.10 Spend your Resources (7.8)
Spend your Resources to build up your units. Oil can be spent like a Resource, but you'll most likely want to save some Oil for next Turn's Blitz step. For each Resource expended, you can make a unit one Size bigger. Select any unit on map or in your Force Pool (but not if it is in a future Group). You can't build up an on-map unit if you can't trace a supply line to it. After completing all of your builds, you may destroy any of your units to whom you can't trace a supply line.
Units newly built from your Force Pool are placed in a land area in the unit's home country; make sure it has a Port where the unit can stack if it is a naval unit. You may also build a new FORT in any land area you control, provided you can trace a supply line to that land area.
You are allowed to build one GAR unit from your Force Pool at no cost each turn; any other GAR units you build on the same Turn cost one Resource.
D.11 Victory and Game End (8.)
Use the Victory Cards to determine whether your major power gained (or lost) any Victory Points this turn, and adjust your major power's Victory Point Marker accordingly on the Victory Track.
Germany's Victory Point option #2 is not available in this Scenario.
When a major power has 15 Victory Points, the game ends immediately. The major power with the most Victory Points wins. (Note that there always must be a winner by the end of Turn 15, since Germany stands to gain 15 VPs from the Long War option by itself.)
STOP! Go and Play the Scenario!
E. Empire of the Rising Sun
Background: Japan needs to expand her empire just like the Germans have done in Europe. How far can the Empire of the Rising Sun reach? How quickly can the Western Allies, led by the USA, muster their forces to first slow, and then stop, the advance? When will the counter-invasions breach the Japanese perimeter? Will the USA have to invade Japan itself, or will some special new weapon compel Japan to surrender?
Who is Involved? Japan vs. the Western Allies.
Time Needed? 2 – 3 hours.
Number of Players? 2.
Which Turns? Turn 4 until someone wins by having 15 Victory Points (see below).
How To End the Game and Win: The game ends when any major power has 15 Victory Points. For the Western Allies, the USA Victory Point options #2, 3, and 4 are available, as are the options for Every Major Power.
Set-up & Game Turn Sequence: See the Empire of the Rising Sun Set-up Chart.
Set-up corrections: the Japanese Southern Army sets up in Peking. Japan starts with 2 saved Oil (not 3), and the Western Allies start with 2 saved Oil (not 1).
Reinforcement: the AFA Far East Fleet arrives as a reinforcement in Canada.
Victory Point correction: the Western Allies may earn a Victory Point for Arsenal of Democracy if (i) China receives a Resource for Lend Lease (via the Bay of Bengal LL unit) and (ii) there are no Japanese units in the Bering Sea (this represents the USA sending lend lease to the USSR).
Map Areas in Play: All sea areas within 4 naval moves from Tokyo (plus Cape Naturaliste and the Tasman Sea), and all land areas touching those sea areas are in play (exception: land areas in the USSR, Aden-Kuwait, Egypt, Italian East Africa, and the Near East are not in play). At the beginning of the scenario, in addition to those areas marked by control flags on the map, Japan is allied with South-East Asia, and the Western Allies are allied with Borneo, Hollandia and Java.
Western Allied Supply Lines: The Western Allies may begin a Supply Line (see 1.7) in any land area in the USA or Great Britain (even if the land area is out of play) and may trace this Line through any sea area that is out of play. This Line may also be traced through any land area that is otherwise out of play, provided the land area has a USA or AFA control flag (for example, Egypt.)
Western Allied Oil and Resources: Based on the areas in play, the Western Allies start the game with 4 Oil (Borneo, Mexico, Western Canada, West Coast), and 7 Resources (Hyderabad, Chungking, Manila, Canberra, and 3 in the West Coast). Any Resources that the Western Allies control in China may only be used to build Chinese units, and even then may only be used if there is a Chinese land unit in the land area with the Resource during the Builds phase (see E.4).
Conflict with the USSR: Japan must keep land units whose combined total Size is at least two in Harbin at all times. If Japan ever fails to have the required units in place, then Japan immediately loses control of Harbin.
Additionally, starting on Turn 11, the Western Allies attack Harbin once per turn as follows. No on-map Western Allied units are committed to this attack. The attacking units are actually from the USSR, but they are not represented on the map. Roll one die. If the result is greater than the total combined Size of all Japanese land units in Harbin, then Japan loses control of Harbin.
If Japan loses Harbin, it becomes controlled by the USSR; land areas controlled by the USSR may not be attacked by Japan, nor may any Western Allied units enter these land areas. Effectively, these land areas are no longer in play for this Scenario. Once the USSR gains control of Harbin, then on each successive turn the Western Allies may have the USSR attack a land area adjacent to Harbin, or to any other land controlled that the USSR takes control of using the method outlined above.
Each time Japan loses control of a land area to the USSR, Japan must also take a loss of 2 from the Ground Attack. Surviving Japanese land units must retreat to an adjacent friendly land area.
Example: On Turn 11, Franklin, playing the USA has the USSR attack Harbin, which Richard, playing Japan, has a total combined Size of 3 Japanese land units there. A roll of 3 fails to take the area. However on Turn 12, Franklin's roll of 5 succeeds. Richard destroys the 17th Area GAR, and the Franklin selects the Kwantung Army, which is reduced from Size 2 to Size 1. Richard retreats the Kwantung Army to Port Arthur.
Extra Allied Resources: On Turns 5 through 8, the Western Allies may spend 3 extra Resources for the current Turn. On any Turn that the Western Allies do this they lose 1 Victory Point. If the Western Allies don't have a Victory Point to lose, then Japan receives a Victory Point instead. From Turn 9 onwards, the Western Allies have 2 extra Resources available cumulative per turn for the rest of the game (2 additional Resources on Turn 9, 4 more on Turn 10, etc.)
E.1 Move Land Units (5.2)
A non-Chinese Allied land unit can't move into a land area in China until (a) China is conquered, or (b) the USSR controls Harbin and Port Arthur (this allows USSR units only), or (c) the AFA and/or USA control any two of Formosa, Manila, or South-East Asia (this allows AFA and USA units only).
E.2 Land Area Combat (5.3)
The same limitation in E.1 also restricts non-Chinese land units from attacking into a land area in China with a Ground Attack.
In addition to Factory Attack and Ground Attack, you may also initiate a Port Attack land area combat. Commit your air units and CVs within range of the target Port controlled by an enemy major power. Each Port Attacking CV must be at sea in a sea area touching the target Port and there must be no enemy BB, CV, or SUB units at sea in your CV's sea area. The defender may commit its own air and CV units (who have the same limits as the attackers) as well as any AA units located in the Port's land area to defend. Provided some units defend, fight an Air Round first (just like before the Land Round in a Ground Combat, see A.6). Any CVs in the Port being attacked may not defend in the Air Round; only those at sea in an adjacent sea area may do so.
All attacking units which survive then attack enemy ships in the Port using a Naval Round (E.3), with two modifications: (1) attacking CVs use only half their Naval Factors, and (2) ignore any SUB in the target Port (SUBs are always in bomb-proof sub pens and are immune to Port Attacks).
E.3 Fighting a Naval Round (6.3)
If there is a Convoy printed on the map in the sea area where a combat is occurring, the Convoy is included in the combat provided there is an enemy unit in the battle. The other side adds the Convoy Factor to its own Naval Factors; decrease the Convoy Factor by one for each point of Damage the Convoy has.
A Convoy may be selected by either side to receive Damage like any other unit in the combat. At maximum, it can sustain as many points of Damage as its Convoy Factor. If forced to retreat, a Convoy instead takes a point of Damage.
Each Convoy has a home country listed underneath it; if that home country has been conquered, then ignore the Convoy. Also ignore the "Japan/S.China" Convoy unless Japan controls a land area touching the South China Sea that contains either an Oil or Resource.
E.4 Determine your Oil and Resources (7.6)
In addition to prior rules (D.9), you can't count in your totals an Oil or Resource you control that you can't trace a supply line to. You also subtract one from your totals for each point of Damage that your Convoys have. After subtracting, remove those Damage marker(s).
If another home country you control can trace a supply line to an Oil and/or Resource that your major power can't trace a supply line to, then that home country may use those Oil and Resources to build their own units. In this situation, those Oil and Resources can only be used to build that ally's units (they can't be saved or used for Researching Weapons or developing or testing the A-Bomb, see E.5).
Lastly, China is a special case (due to the ongoing Civil War that was temporarily suspended when Japan invaded) in the following ways:
- Allied-controlled Resources located in China may only be used to build Chinese units, and even then may only be used if there is a Chinese land unit in the land area where the Resource is located; and
- The USA may use its Bay of Bengal LL unit to transfer one USA Resource to China for use in building Chinese units; however
- No other Oil or Resources may be used to build Chinese units. Any Damage done to an Allied-controlled Factory in China reduces production available to China (minimum 0).
E.5 Spend Your Resources (7.8)
In addition to building new units (D.10), you have two more options when you spend a Resource. You may attempt to Research Weapons, spending one Resource and rolling a die (add one if your major power is neutral): on a modified roll of 1-4 randomly select a unit from your current Group and add it to your Force Pool; on a 5-6 your research fails. If the current Group has run out of units, select one from the next Group instead. You may Research Weapons as many times as you wish each turn.
Secondly, when your A-Bomb is in your Force Pool you must develop and test it before you can build it. Place your A-Bomb in the '5' box on the Victory Point Track. You may develop it and test it once each per turn; each costs one Resource. To develop it, move it to the next lower-numbered box. To test it, roll a die. If your roll is greater than the box number where the A-Bomb is located, then your test succeeds and you may build it immediately; otherwise your test fails.
STOP! Go and Play the Scenario!
F. Rise and Fall of Fascism
Background: With the help of her ally Italy, Germany wants to reverse her losses in World War I and take her rightful place as the dominant power in Europe. Unfortunately, the AFA, USSR, and their overseas partner the USA, all stand in the way.
Who is Involved? Germany vs. the AFA, USA and USSR.
Time Needed? 5 – 6 hours.
Number of Players? 2, 3 or 4. If there area 2 players, then one player plays all of the Allies AFA, USA and USSR, and the other player plays Germany. If there are 3 players, then one player is the AFA and USA, the second is the USSR, and the third player is Germany.
Which Turns? Turn 1 until someone wins by having 15 Victory Points (see below).
How To End the Game and Win: The game begins on Turn 1, and ends when any major power has 15 Victory Points. Use applicable Victory Points for all four major powers, except that USA Victory Point options #2 and 4 are not available to the USA.
Scenario Set-up: Use the standard Weapons Development Chart for Germany. The USSR also uses the standard Weapons Development chart for the USSR, with a few subtractions. The AFA and USA use the Rise and Fall of Fascism Scenario Set-up Chart.
Map Areas in Play: Every sea area two naval moves from London plus the Arabian Sea, Azanian Sea, Baltic Sea, Black Sea, Bering Sea, Brazilian Coast, Cape Basin, Gulf of Alaska, Gulf of Guinea, Mozambique Channel, and South Atlantic. Land areas in play include all areas touching those sea areas (except Mexico, Panama, Western Canada, and the West Coast; these land areas are not in play); land-locked land areas in Germany and the USSR are also in play. India is not in play. At the beginning of the scenario, Sweden is trading its Resource to Germany and the USSR is trading one Oil to Germany.
Japan and the Allies: At the start of any Turn, Germany may announce that Japan has gone to war with the AFA and USA.
- Until Japan goes to war with the AFA and USA, the AFA has the use of 2 additional Resources and 1 additional Oil (from out-of-play areas in the Pacific).
- If Japan goes to war with the AFA and USA before Turn 4, the USA gains 1 Victory Point per Turn before Turn 4.
- Lastly, at the start of Turn 7, if Germany is not at war with the USSR then the USSR gains control of Harbin immediately (this helps both Soviet production and potentially her Victory Point awards).
USA Oil and Resources: Based on the areas in play, the USA starts the game with 4 Oil (3 in Central Plains, Venezuela), and 5 Resources (2 in Central Plains, 3 in Atlantic Seaboard). Brazil (1 Resource in Sao Paulo) will ally with the USA once the USA is in the war (see F.2).
F.1 Declare War (3.2)
You may normally declare war on any neutral country and/or any major power on the other side that you aren't at war with, with the following restrictions:
- Germany can't declare war on the USSR unless Germany controls Paris or it is Turn 5 or later.
- The USA can't declare war on anyone until the USA's neutral entry status allows it to (see F.5).
- The USSR can't declare war on Central Europe, Finland, Germany, or Sweden until the USSR's neutral entry status allows it to (see F.5). The USSR is otherwise unrestricted.
- No Allied major power may ever declare war on Brazil, Chile, Mexico or Venezuela.
When you declare war on a neutral minor country, a major power on the other side allies with it: Germany for the Axis and the AFA for the Allies (see 3.2 for some exceptions). Set up the minor's units as noted on the Minor Countries Weapons Development Chart.
If your new ally is at war with a major power that you are not at war with, then your units can't enter the land areas in that minor's country until you go to war with that major power too.
F.2 Ally with a Neutral Minor Country (3.3)
Certain major powers will automatically ally with certain minor countries if certain pre-requisites are met. See 3.3 for a complete list of these.
F.3 Conquest and Liberation (3.4)
If a home country is conquered, pick another home country you still control to be the new home country of any of the conquered home country's units that remain on the map. If your major power no longer controls any home countries at all, your major power is out of the game until and unless an ally liberates one of your countries back to your control.
If you are in position to conquer a country that was previously conquered by the other side, then instead you liberate that country. Your major power may take control, or may revert control back to your allied major power that first controlled it (you must return control in some cases, see 3.4).
When you liberate a country, add one of its previously removed Small units to your Force Pool now, and again at the start of every future turn. If there are no Small units left, add a Big one instead.
Italy is a special case. Italy is conquered when Rome is enemy-controlled. Likewise, France is conquered when Paris is enemy-controlled. When France is conquered, see 3.4 for some extra steps to take at that time. Both of these countries are liberated when that land area is once again friendly to their original side.
F.4 Partisans (7.1)
The AFA player rolls a die and consults the Partisan Chart on the map. If the country listed has an enemy-controlled land area with an Oil or Resource, place a Partisan marker there. The Partisan marker will block the use of one Oil or Resource for this turn's Builds; remove the Partisan after Oil and Resources have been tallied.
F.5 Neutral Entry (7.2)
The USA and USSR have a neutral entry status marked by their respective "It's War!" markers on the Victory Track. Apply the modifications found on the Neutral Entry Effects chart on the map as needed to change status. Note that some effects are the same for the USA and the USSR, but some are different.
When a marker reaches the '15' box, or at the start of Turn 8 (regardless of where the marker is), that major power immediately goes to war with the enemy major power(s) against whom it was previously restricted.
See 7.2 for any action which would cause a marker to move to a box on the Victory Track lower than the '0' box.
F.6 Trade Agreements (7.5)
While neutral, Sweden provides its Resource to Germany and Venezuela provides one Oil to the USA. The USSR must provide one Oil to Germany until either the USSR is at war with Germany or the USSR's "It's War!" marker is in the 10 or higher box.
F.7 Neutral Major Power Limits (7.7)
The total available Oil and Resources that the USA and USSR may use each turn while neutral is equal to the box where each "It's War!" marker is located. (For example, if the USSR's marker is in the '2' box after the first turn, the USSR can only spend two Resources.) The Oil the USSR must provide to Germany does not count against this total. However, and Lend Lease that the USA or USSR provides its allies does count.
F.8 Victory and Game End (8.)
When determining which player has won the game, each player averages the Victory Points of the major power(s) that player is running. It is possible for a player controlling two or more major powers to have one major power be the first to reach 15 VPs and thus ends the game, but still to lose the game if the other major powers had few VPs.
Designer's Note: You can't focus on only one of your major powers and hope to win; all of the major powers you are running will need to do well.
STOP! Go and Play the Scenario!
Blitz! A World in Conflict Full Rules
You are now ready to play the full game of Blitz! A World in Conflict. While you will want to read the remainder of the rules, you can get started without reading everything first. There are a few important strategy and rules considerations that did not come up in any Short Scenario that we'll highlight:
- It is possible for Japan to declare war on the AFA and/or USSR, and vice versa, before Japan goes to war with the USA (see 3.2), but this will affect neutral entry (see 7.2).
- If the Partisan roll result is '1' for China, both sides may potentially be affected (see 7.1).
- At the start of the game the USA must provide Japan with one Oil via Trade Agreement (see 7.5). When the USA's "It's War!" marker is in the '10' or higher box, or when the USA goes to war with Japan, then the USA stops providing that Oil.
- While the USA is neutral, the USA player can choose whether or not to spend any of the USA's limited production on Chinese units (see 7.7).
Details for all of these considerations, and others we have not highlighted, follow in the full rules.
1. Starting a New Game
Blitz! A World in Conflict covers World War II in full from its outbreak in September 1939 through its conclusion. How you win, and exactly how long the game lasts, are covered in the Victory and Game End section (see 8). You may wish to read over the How Do You Win The Game? section of the Designer's Notes (see 10.) as well.
1.1 Major Powers
There are five major powers that will be run by the players. Each major power may run other countries as well; not all are listed here. See 1.5 for initial control. See 1.11 to determine which major power(s) each player is running.
The five countries named below are the major powers. If a major power has more than one major power home country, they are listed in parenthesis (Germany has two home countries and the Anglo-French Alliance has six). These major power home countries are shown on the map in a special red and yellow font.
The two Axis major powers are:
- Germany (Germany, Italy)
- Japan
The three Allied major powers are:
- Anglo-French Alliance (Australia, Canada, France, Great Britain, India, and South Africa)
- Union of Soviet Socialist Republics
- United States of America
Production Note: Unfortunately, there were two printing errors in the counters: the Polish Army's Size 1 Land Factor should be 2 (not 3), and the USA "It's War!" marker does not actually have the "It's War!" text inside the blue circle (compare to the USSR's "It's War!" marker, which does have the text).
The Anglo-French Alliance is abbreviated as the AFA; the Union of Soviet Socialist Republics as the USSR; and the United States of America as the USA.
1.2 Units
Units have a variety of information on them: the unit's Name, Home Country, black dots (Land, Naval, or Air Factors), Movement icon, and white dots (Defensive Factors).
A unit's Home Country is the country where it will appear on map when first built (see 7.8). Here is a list of what the abbreviations stand for:
| Abbreviation | Country | Abbreviation | Country |
|---|---|---|---|
| Aust | Australia | Ja | Japan |
| Arg | Argentina | L A | Latin America |
| Balk | Balkans | Lib | Libya |
| Be Ne | Belgium-Netherlands | Man-Kor | Manchuria-Korea |
| Bra | Brazil | Mex | Mexico |
| C Eur | Central Europe | N Z | New Zealand |
| C A | Central America | Nor | Norway |
| Can | Canada | Nr E | Near East |
| Ch | China | Pan | Panama |
| Chi | Chile | Pa Ur | Paraguay-Uruguay |
| Cz Au | Czechoslovakia-Austria | Phil | Philippines |
| Egypt | Egypt | Pol | Poland |
| Fin | Finland | S Afr | South Africa |
| Fr | France | S E Asia | South-East Asia |
| Fr Eq Afr | French Equatorial Africa | Swe | Sweden |
| Fr N Afr | French North Africa | Turk | Turkey |
| Ger | Germany | Ukr | Ukraine |
| Gr Br | Great Britain | USA | United States of America |
| Iber | Iberia | USSR | Union of Soviet Socialist Republics |
| Ind | India | Ven | Venezuela |
| Ire | Ireland | Vi Fr | Vichy France |
| It E Af | Italian East Africa | ||
| It | Italy |
Land and naval units have a Type, which is listed in all capital letters on the Unit Types Chart on the map (GAR or INF, BB or LL, etc.) The classification is used to govern game rules, and these types of units will be referred to in the rules that follow ~ all ARM units follow certain rules, etc. The unit type's description need not be perfectly accurate. For example, not every BB unit, which is called a Battleship Fleet, will actually have a battleship in it; some may only have other types of surface combat ships like destroyers, cruisers, and so forth.
The Name of each unit derives from actual historical fighting formations and is included to add flavor to the game, and to help easily identify units. However a specific unit's capabilities in Blitz! A World in Conflict should be seen as part of an overall assessment of that nation's forces and capabilities, not a specific analysis of the named historical fighting formation.
Each unit has a Movement rating. If the Movement circle has a green shading (as the 8th Army does in the example above), then the unit is a land unit that typically moves from land area to land area. A blue-shaded circle indicates a naval unit that usually moves from sea area to sea area. A white-shaded circle is an air unit, which can move over both land and sea areas. Some PARA units can move both through the air and overland; see the map for a special note about Paratroops.
The small dots on the bottom left of a unit (and the bottom right of some units) show the unit's current and potential Size. Black dots show the unit's current Size; white dots show how much larger the unit may potentially become. The smallest units are Size 1, and the largest are Size 4.
Some units (GARs) have a single black triangle instead of a black dot. This is because the first GAR you build each turn is free (see 7.8). Otherwise, treat the black triangle exactly as if it were a black dot.
The Unit Types Chart on the map explains what the unit's icon stands for.
Lastly, the unit's Factor(s) will be in shaded boxes, with any Defensive Factors located inside those boxes. See the Unit Factors Chart on the map for details. Clarification: the Maginot Line has five red '-' triangle Defensive Factors.
Units are either Big (3/4") or Small (5/8"). Big units cost more to build (see 7.8) and can take more damage (see 6.5). Every Big unit also has a corresponding Small version with the same name. However, not every Small unit has a corresponding Big version. Some Small units have information only on one side, but most are two-sided. The one-sided units are the smallest units of all.
Note that every air unit (other than the special A-Bomb and V-Weapon units) has an Air Factor and a Primary Bombing Factor. Regardless of what type of Factor the Primary Bombing Factor is, the air unit may also use the other two types of Bombing Factors at half value (see the Unit Types Chart on the map for more details).
1.3 The Map and Stacking
The map has two kinds of areas, land areas (which are green-shaded) and sea areas (blue-shaded). Darker blue lines separate sea areas from one other. Boundary lines (white lines separate countries from one another; white dotted lines divide land areas within the same country) and impassable regions separate land areas from each other. Coastlines separate land and sea areas.
Units from any major power may stack together in the same sea area. However, only units from one side may stack together in a land area (except during an attack, see 5.3). You may always stack in a land area controlled by your major power (exceptions: neutral major powers, and China, see 5.2). However, your units can't stack in a land area controlled by another major power on your side if that land area is in a major power's home country (see list of these in 1.1; exception: once the USA is at war with an Axis major power, AFA and USA units may freely stack in each other's major power home countries too.)
Otherwise, you may move into and stack in any land area controlled by another major power on your side, provided:
- You and the major power controlling the land area are both at war with the same enemy major power(s); and
- The controlling major power has no land units in the land area; and
- The major power controlling land area lets you.
If all of the above aren't true, you can't move into an ally's land area.
Any of the controlling major power's air or naval units in the land area must rebase out of that land area (see 6.6, exception: once the USA is at war with an Axis major power, the AFA and USA may freely enter and stack together in each other's land areas.)
Example: Cecilia, playing the USSR, has taken control of Persia with her Soviet forces, but presently has only an air unit located there. James wants to move one of his AFA land unit into Persia. Since there are no USSR land units there, and since the AFA and USSR are both at war with the same Axis major powers, and since Cecilia agrees, the move is allowed. Cecilia must rebase the USSR air unit.
All sea areas and most land areas may have any number of units located there without any limit. When doing a Ground Attack, there is a limit on the number of land units that may attack from one land area to another (see 5.3).
However, some land areas are in the shape of a circle. These are called Islands and represent smaller territories. (A few of them are not actual islands, but most are.) The side that controls an Island land area may base there land units whose combined total Size is no more than two; the same limit applies to air unit(s) based there. Additionally, the same limit applies to land unit(s) that may Ground Attack an Island area (see 5.3).
Example: The Midway Islands is an Island land area, with a Small Port, and is initially controlled by the USA. Franklin, playing the USA, could base both the Marines and Pacific Command here, since both units are Size 1.
The map is also dotted with various other land formations, especially throughout the world's oceans; these formations are not in play unless they have a name.
Similarly, there are some bodies of water that have a name, and some that do not. If the body of water has a name (e.g. Black Sea) then it is a sea area and air and naval units may move to sea there (see 4.2). However, if a body of water does not have a name (e.g., the body of water located between the Caucasus Mountains and Samarkand), then for purposes of playing the game it is not a sea area, and air and naval units may not move there.
Many land areas (including Islands) have a Port symbol. Any number of naval units may base in a land area with a Big Port, provided the land area is friendly and the naval unit enters the land area from a sea area that touches the port. However, only naval unit(s) that have a combined total Size of no more than two may base in a land area with a Small Port. You cannot base any naval unit in a land area that does not have a Port.
A few land areas have more than one Port, with one Port touching one sea area and the other Port touching another; when basing naval units in such a land area, you must indicate which Port you are located in. You can't transfer naval units from one Port to another even though it is the same land area; however, you may return to base (see 4.1) or rebase (5.1) to the other Port.
Example: The land area Spain (which along with Portugal comprises the country called Iberia) has two Big Ports touching two different sea areas.
Some Ports touch more than one sea area. If the sea areas they touch also have a blue line between them, then the sea areas also touch each other (see Gibraltar in the above example). However, if the sea areas do not have a blue dividing line between them, then the sea areas do not directly touch each other (for example, see Istanbul below). In certain circumstances as noted on the map, your naval units may be able to move directly from one of these sea areas to the other anyways.
Example: Istanbul is a land area with a Big Port, which touches both the Black Sea and the Mediterranean Sea. A naval unit based in Istanbul could move directly to either sea area. Additionally, if your side controls Istanbul, your naval units could move from the Mediterranean Sea directly to the Black Sea and vice versa, since those two sea areas connect if Istanbul is friendly.
The map also has many curved blue- and black-shaded lines called Routes. There are two kinds of Routes:
- A black-shaded Land Route connects two land areas, which are treated as adjacent land areas in all respects. However, the Land Route does curtail land unit movement (see 5.2) and Ground Attacks (see 5.3) between the areas.
- A blue-shaded Air Route allows only air units to move from the land area at one end of the Air Route directly to the land area at the other end of the Air Route as if the two land areas were adjacent.
Example: A Land Route connects Stalingrad and Samarkand, and Samarkand has an Air Route connecting it to the Caucasus Mountains.
1.4 Terrain and Weather
Some land areas have terrain symbols located inside their boundaries. It doesn't matter how many of the symbols are there; if there is one or more of a certain type, the land area has that terrain. Terrain may affect movement and/or combat. See the Terrain Effects Chart on the map for more details.
The Victory Track will show a Snow icon on certain turns. This means that in certain regions of the world during these turns, harsh winter weather will have an effect on combat. These effects and the places where they occur are shown and explained on the map.
1.5 Control of Areas
The map is divided into land and sea areas. Land areas may be controlled by one major power, or may be neutral (and uncontrolled). Where needed, place one of the controlling major power's flag markers in that area. A land area is friendly if any major power on your side controls it.
Sea areas do not use control flags. A sea area is friendly to your side unless there is an enemy air unit, BB, CV, or SUB unit controlled by a major power you are at war with located there and your side does not have any unit in that sea area. (This is important for tracing a supply line, see 1.7) A Convoy counts as one of your side's units for this purpose unless the Convoy is destroyed (see 3.4) or has received maximum damage (see 6.5).
Initial control of land areas is shown on the map with printed flags within each country. Large countries such as the USSR contain more than one land area, but only have one initial control flag; this flag represents control of every land area in the country. There is one exception: Peking begins the game controlled by Japan, whereas the other land areas in China are controlled by the USA. This is because Japan and China went to war in 1937, before the game begins.
Some countries have a flag with a question mark printed on the map (for example, Mexico). These countries begin the game neutral, but they will normally ally with the major power whose flag is in their country (see 3.3 for details on when and how they ally).
Other countries with no flag printed in them begin the game neutral.
Control of an area may change as a result of an attack (see 6.6), or due to a political event (see 3.).
1.6 Neutral Territory
Many countries begin the game neutral. Units controlled by major powers may not enter or fly over neutral land areas. You must declare war (see 3.2) on that country first.
1.7 Supply Lines
At times you will need to check whether your units are able to trace a supply line. Units at sea in a sea area are always in supply and do not need to trace a supply line. Only units in land areas need to trace a supply line. When tracing a supply line to determine whether you can use Oil and Resources to build units (see 7.8), you may also trace a supply line through any land area controlled by a neutral country.
A supply line starts in a land area either in one of your major power's home countries (see 1.1), or (when tracing a supply line for a specific unit) from that unit's home country (if different), and ends in the area where supply is needed. When tracing a supply line, you may pass through any number of friendly land and/or sea areas (see 1.5), using Land Routes, but not Air Routes (see 1.3). Additionally, while the USA is at war, both AFA and USA units may start tracing a supply line either in the USA or in any of the AFA's major power home countries.
Example: Maria's Germany has aligned the Near East. For the Near East land units, Maria can begin tracing a supply line from any land area in Germany, or Italy, or the Near East. However, Maria must begin a supply line to the German unit Army Group Center in a land area in either Germany or Italy (but not the Near East). Army Group Center requires a Supply Line that starts in Germany or Italy
If you can't trace a supply line to a unit, then that unit is out of supply. If your unit can't trace a supply line, it may still:
- Move to sea (see 4.2) if it is a naval unit, but its movement range is 1; and
- Rebase (see 5.1) if it is an air or naval unit.
However, a unit that can't trace a supply line may not:
- Move to a sea area (see 4.2) if it is an air unit;
- Embark a land unit after moving to a sea area (see 4.2) if it is a TRS;
- Join a land area combat (see 5.3);
- Move (see 5.2) if it is a land unit;
- Be built (see 7.8, but you may voluntarily destroy it).
Additionally:
- If you Ground Attack (see 5.3) a land unit that can't trace a supply line, treat the unit as if it has two additional white triangles on its Land Factor (this applies individually to every defending land unit that can't trace a supply line).
1.8 Halving
Whenever you modify numbers, complete all modifications and retain all fractions until the very end. After all calculations are complete, then round off, with .5 or higher rounding up to the next highest whole number.
1.9 Player Order
The Turn End Activities (see 7.) occur simultaneously. These activities should be done secretly, and not revealed until all players are done that activity. If playing solitaire, we recommend that the major power with the most Victory Points do an activity first; you may break a tie by having the major power that controls the most total Oil and Resources doing the activity first.
1.10 Terminology
When the rules refer to "you" and "your" this specifically means "your major power." It does not mean "you the player," since a player may be governing more than one major power.
1.11 Start Your Game
Now you are ready to start your game of Blitz! A World in Conflict! If you are playing a Short Scenario, then refer to the Scenario details on that Scenario's Set-up Chart. The full game does not have a dedicated Set-up Chart. Instead, each of the five major powers will use their own Weapons Development Chart in full.
You may wish to use some of the Optional Rules found in section 9. below. Decide on these next.
Now decide which players are going to play what major power(s). For a full game of Blitz! A World in Conflict, we recommend the following, but you are welcome to agree on your own method.
| 2 Players | 3 Players | 4 Players | 5 Players | |
|---|---|---|---|---|
| Player 1 | Germany & Japan | Germany & Japan | Germany | Germany |
| Player 2 | AFA, USA & USSR | AFA & USA | Japan | Japan |
| Player 3 | n/a | USSR | AFA & USA | AFA |
| Player 4 | n/a | n/a | USSR | USA |
| Player 5 | n/a | n/a | n/a | USSR |
Now place both "It's War!" markers, and all of the Oil, Resources and Victory markers in the '0' box on the Victory Track. Germany puts its Oil marker in the '1' box along with the Turn marker. Lastly, each player should now refer to the Weapons Development Chart for each major power that player is running and place all of their units in the proper location. Some units will start on the map, some in your current Force Pool of available units, and some in the Groups on your Weapons Development Chart (these are units that have not yet been developed, see 7.3). Also place all units controlled by neutral countries onto the Minor Country Weapons Development Chart.
2. Playing a Turn
2.1 Game Turn Sequence
The game is divided into 15 Turns. At the start of a new Turn, move the Turn marker up one box on the Victory Track to reflect the new Turn number. A game turn is divided into the following phases:
1. AXIS ACTIVITIES
- A. Return to Base (4.1)
- B. Move to a Sea Area (4.2 ~ 4.3)
- C. Sea Area Combat (4.4)
- D. Rebase Air and Naval Units (5.1)
- E. Move Land Units (5.2)
- F. Land Area Combat (5.3)
2. ALLIED ACTIVITIES
Same as 1. A through F above.
3. AXIS BLITZES
May include some or all of 1. A through F above.
4. ALLIED BLITZES
May include some or all of 1. A through F above.
5. TURN END ACTIVITIES
- A. Partisans (7.1)
- B. Neutral Entry (7.2)
- C. Build units (7.3 ~ 7.8)
- D. Victory and Game End (8).
Only major powers on that side (Axis or Allies) may perform activities during the noted phases. Each activity must be done simultaneously for all major powers on that side (i.e., both Germany and Japan return all units to base, then they both move units to a sea area, etc.).
2.2 Blitz Phases
Your participation in the Blitz phase depends on what kind of Blitz action you select. All of the Blitz choices except the Free Blitz will require that you expend Oil. All major powers on a side must announce which Blitz action they are selecting before any major power begins Blitz activities. Note that your units may be attacked during enemy Blitz activities regardless of your Blitz action.
The cost in Oil depends on what type of Blitz action you choose. Only one Blitz action may be selected by each major power, and you must have sufficient Oil to call that Blitz action. If you don't have any Oil, or choose not to spend any, you do the Free Blitz option. Resolve Blitz actions in the usual sequence of play for that side (see 1. A - F above for Axis Activities).
- Air Blitz (cost: one Oil): your air units (but not your naval or land units) may perform activities 1. A - F (exception: your CV units already at sea may also participate in any Port Attack you initiate, and your air units may be able to assist an ally's Ground Attack, see 5.3); or
- Land Blitz (cost: one Oil): you may perform activities 1. E and 1. F with any of your units; however the only land area combat you may initiate is a Ground Attack (see 5.3); or
- Naval Blitz (cost: one Oil) you may perform activities 1. A - C with any of your units; or
- Total Blitz (cost: two Oil): you may perform activities 1. A - F with any of your units.
- Free Blitz (cost: zero Oil): some of your units may do limited actions as follows; the combined total Size of the units being moved can't exceed four.
- A naval or air unit may return to base (see 4.1), or it may move to a sea area (see 4.2); a unit that both returns to base and moves to a sea area counts as double its size; after you have finished moving your unit(s) to a sea area, if the other side has any units in the sea area(s) you moved into, then resolve a sea area combat (see 4.4) in those sea areas, but only if the other side wishes to have a sea area combat there; if another major power on your side is doing a Naval or Total Blitz and has units in that sea area, then your units participate normally in the sea area combat for that sea area; and/or
- An air unit may rebase (see 5.1); and/or
- A land unit may move (see 5.2) except that it may not move into an enemy-controlled land area; a land unit carried by a TRS also counts against the total Size moved.
- Note that a naval unit may not rebase.
Example: Richard's Japan does not spend any Oil and so he has a Free Blitz, and may move a few units. The Kamikazes are at sea in the Japanese Coast. Richard returns that unit to base in Tokyo, and then moves it to the East China Sea, where the USA's 3rd Fleet is located. The Kamikazes unit is Size 1 but it counts double since it both returned to base and moved to a sea area. Then Richard moves the Zeroes (Size 2) move from Hollandia into the Bismarck Sea, where the USA's 8th Fleet and Japanese Combined Fleet are located. Franklin, the USA player, declines to have a sea area combat in the Bismarck Sea, but does choose to have a sea combat in the East China Sea.
Regardless of what Blitz your major power chooses, your units at sea will participate in combat if that sea area has a combat (see 4.4).
Example: The Allies are doing their Blitz moves. Franklin selects a Total Blitz for the USA, while Richard has the AFA do a Land Blitz. The AFA and Germany already have units in the North Atlantic sea area, and Franklin moves a naval unit for the USA there too. All units located in the North Atlantic (even Richard's AFA units that are doing a Land Blitz) participate in the sea area combat.
3. Politics
At any time when your side (not the other side) is performing Activities or Blitzes, you may be in a position to declare war, ally with a neutral minor country, conquer an enemy, or liberate a conquered ally. You may also ally with a minor country during enemy Activities and Blitzes as a result of an enemy declaration of war. Pause play for a moment and resolve the effects of doing any of these actions immediately.
3.1 Who is at War?
The AFA and Germany, and all of their allies, begin the game at war with one another. Note that Poland, although not part of either the British or French Empire, is already allied with the AFA and is also at war with Germany. (That's because historically Germany declared war on Poland, triggering the global outbreak of World War II.)
Japan is at war with China. China is allied with the USA, however Japan and the USA are not yet at war.
3.2 Declare War
You may normally declare war on any neutral country and/or any major power on the other side that you are not yet at war with. Doing so may affect the status of neutral major powers (see 7.2). However, there are some restrictions.
- You can't declare war on any major power or minor country already on your side.
- You can't declare war on a country that is already controlled by a major power on the other side; you have to declare war on its controlling major power.
- Germany may not declare war on the USSR unless either (a) Germany controls Paris, or (b) it is Turn 5 or later.
- The USA cannot declare war on anyone until the USA's neutral entry status allows it to (see 7.2). Once the USA goes to war with either Germany or Japan, all restrictions on the USA's ability to declare war are immediately lifted.
- The USSR may not declare war on Central Europe, Finland, Germany, or Sweden until the USSR's neutral entry status permits (see 7.2). The USSR is otherwise unrestricted. If the USSR goes to war with Japan, the USSR is an active major power, but the USSR's restrictions on its ability to declare war on Central Europe, Finland, Germany, or Sweden remain in force.
- No Allied major power may declare war on Brazil, Chile, Mexico or Venezuela.
When you declare war on a neutral minor country, a major power on the other side allies with it: usually the AFA for the Allies, and Germany for the Axis. There are some exceptions: Japan aligns South-East Asia for the Axis, and for the Allies the USA aligns Mexico, Central America, Brazil, Latin America, Chile and Paraguay-Uruguay. If an Axis major power aligns Belgium-Netherlands, then Belgium-Netherlands splits: Germany allies with Belgium-Netherlands, while Japan allies with Borneo, Hollandia, and Java.
If you ally a minor country as a result of a declaration of war made by an enemy major power that you are not at war with, you may not enter any of that ally's land areas, nor any land area controlled by that enemy major power. Both restrictions are lifted once you are at war with that enemy major power. Units controlled by the minor country that was declared war upon are not restricted.
Example: Cecelia has the USSR declare war on Turkey. Maria's Germany aligns Turkey, but Germany and the USSR are not at war. Maria's units (other than the Turkish ones) may not enter land areas in Turkey or the USSR.
3.3 Ally with a Neutral Minor Country
Certain major powers may ally with certain minor countries if certain pre-requisites are met. All alignments are automatic; you can't refuse to align a minor country if the condition(s) specified below are met.
When a minor country becomes your ally, you must set up its units as noted on the Minor Country Weapons Development Chart; you can't refuse to set them up (exception: see Brazil and Mexico below). These units may be used by their controlling major power at once. You govern the minor country and its units exactly as you govern your other countries and units thereafter.
- Argentina: An Axis major power that controls a land area that is four or fewer aircraft moves from Argentina and which has a major power land unit there (but not an aligned minor's land unit) immediately aligns a neutral Argentina.
- Austria-Czechoslovakia: An Allied major power that controls Austria-Czechoslovakia liberates and allies with it.
- Balkans: Germany allies a neutral Balkans if the Allies do not control any land area touching the Mediterranean Sea. The AFA allies a neutral Balkans if the Axis does not control any land area touching the Mediterranean Sea.
- Brazil: The USA allies a neutral Brazil when the USA is at war with the Axis. The Brazilian Army sets-up on map only if Brazil is allied due to an Axis declaration of war upon Brazil or if there is an Axis-controlled land unit in a land area that is four or fewer aircraft moves from any land area in Brazil; otherwise the Brazilian Army joins the USA Force Pool when Brazil becomes allied with the USA.
- Central Europe: Germany allies a neutral Central Europe once Germany is at war with the USSR.
- Finland: Germany allies a neutral Finland once Germany is at war with the USSR.
- Iberia: Germany allies a neutral Iberia once Germany controls Gibraltar. An Allied major power that conquers Iberia liberates and allies it. (Actually the Allies are in part liberating the Spanish Republic, which just lost the Spanish Civil War in 1939 despite Allied support.)
- Mexico: The USA allies a neutral Mexico when the USA is at war with the Axis. The Mexican Army sets-up on map only if Mexico is allied due to an Axis declaration of war upon Mexico or if there is an Axis-controlled land unit in a land area that is four or fewer aircraft moves from any land area in Mexico; otherwise the Mexican Army joins the USA Force Pool when Mexico becomes allied with the USA.
- Near East: Germany allies a neutral Near East once Germany controls any two land areas that are adjacent to the Near East, provided a supply line (see 1.7) can be traced to those two land areas.
- Paraguay-Uruguay: An Axis major power that controls a land area that is four or fewer aircraft moves from Paraguay-Uruguay and which has a major power land unit there (but not an aligned minor's land unit) immediately aligns a neutral Paraguay-Uruguay.
- South-East Asia: Japan allies a neutral South-East Asia once Japan goes to war with the AFA, or once the Axis control Paris, whichever occurs first.
- Turkey: Germany allies a neutral Turkey when Germany controls the Caucasus Mountains land area.
Example: At the Start of Turn 2 Maria has Germany declare war on Belgium-Netherlands, which James allies to the AFA. Richard then has Japan immediately declare war on the AFA, which allows him to align South-East Asia. Richard later moves the South-East Asia land unit into Burma, and has the SNLF MAR invade Borneo (since it is allied with the AFA, no additional declaration of war against Belgium-Netherlands was necessary) during land area combats.
Also during land area combats, Maria successfully invades Gibraltar, which causes Iberia to align with Germany. However, even though the Spanish Army is immediately placed on the map, it is not able to join her subsequent Ground Attack on Vichy France. That's because Maria had to announce all units participating in all land area combats before resolving any of them, and at that time Iberia was neutral.
3.4 Conquest and Liberation
You conquer an enemy country when you and/or other major powers on your side control all of the land areas in that country, provided that each of you can trace a supply line (see 1.7) to the areas you control. Some major powers and minor countries control multiple home countries. Each one must be conquered individually.
If your major power no longer controls any unconquered country at all, then your major power is completely conquered and is out of the game until and unless an ally liberates one of your countries back to your major power's control (see below).
When one of your countries is conquered, do the following.
- Immediately select another of your allied home countries (including minor allies) to become the new home country for the conquered country's units that remain on the map (if any).
- Units from the conquered country that are in your Force Pool are set aside until the country is liberated (see below).
- All of the conquered country's units that are still in Groups on your Weapons Development Chart as future additions remain in place on the Chart. You may select these units to add to your Force Pool if you wish (see 7.3). Those you do add to your Force Pool are set aside until the country is liberated.
- You keep in place all on-map units controlled by the conquered country. While on the map, these units may be built (see 7.8). However, once one of these units is destroyed, or when a Big unit takes enough damage to be replaced by its Small version, it is set aside until the country is liberated. You may not build up a conquered country's Size 2 (Small) unit to Size 3 (Big) because the Big unit is removed from play as soon as it is removed from the map.
If you (potentially along with or other major powers on your side) are in a position to conquer a country that was previously conquered by the other side, then instead you liberate that country. The major power on your side that controls the most land areas in the liberated country now allies with it (if tied, flip a coin).
If the liberated country was the only major power home country at the start of the game (see 1.1) for that major power (or for the AFA: Great Britain, or for Germany: Germany), you must return control of it to its original major power. When you liberate any other country that was allied with another major power on your side earlier in the game, you may return control of the liberated country to that major power if you wish, or you may retain control of it yourself. You must decide immediately when liberation occurs, and cannot change your decision later on. If you choose not to return control of the liberated country to its original major power, you immediately assume control of all of that country's units that are on the map or in the Force Pool; future additions are still added at the discretion of the original controlling major power (see 7.3).
Treat individual land areas that have been conquered the same as a country, even if the entire country was not conquered (e.g. Germany takes control of Algeria, but not all of French North Africa; if the USA gains control of Algeria, the USA may liberate it back to AFA control).
If control of a country is liberated back to another major power, but the liberating major power's units are not allowed to be in the other major power's territory, then all units of the liberating major power must be moved to the closest land area where each can stack (owner's choice if more than one) at the moment of liberation.
When you liberate a country, you add one of that country's previously set aside Small units of your choice to your major power's force pool immediately (this is in addition to your New Weapons Development, see 7.3). Add another Small unit of your choice at the start of each future turn; when there are no Small units left, then you may add one Big unit per turn instead. These are now your major power's units. Note that the Maginot Line unit may not be added to your force pool again.
Example: On Turn 8 Franklin gains control of both Morocco and Algeria for the USA, and thus liberates French North Africa. Franklin decides to retain control of French North Africa, rather than give it back to the control of James and the AFA. French North Africa has one Small land unit. Franklin adds the Free French Army to his Force Pool immediately.
Italy is a special case. Italy is conquered when Rome is Allied-controlled (control of Milan is not necessary). Italy is liberated when Rome is once again friendly to the Axis.
France is also a special case. France is conquered when Paris is Axis-controlled (control of Vichy France is not necessary). In addition to the usual effects of conquest, when France is conquered do the following in order:
- Set aside all on-map air and land units whose home country is France or French North Africa until that country is liberated.
- The following become independent neutral countries if they are still Allied-controlled: French North Africa, French West Africa, Madagascar, and Vichy France. Any of the land areas in these countries other than Vichy France that are Axis-controlled remain Axis-controlled. However, Vichy France always becomes a neutral country, even if it is Axis-controlled. You may place a Neutral Country marker where appropriate for clarity.
- Any on-map naval unit whose home country is France is placed into Vichy France.
- Any on-map unit located in a country that is now neutral is immediately placed in any land area (owner's choice) in that unit's home country.
While neutral, these countries may be declared war upon by either side. Any naval units in Vichy France, along with the Vichy France land unit (see the Minor Country Weapons Development Chart), are Vichy France's units. The other neutral countries do not have any units (although French North Africa will after being liberated). If an Axis major power declares war on Vichy France, there are two special considerations:
- If the Allies control all of French North Africa at the moment of the Axis declaration of war on Vichy France, then the Vichy France land unit does not set up on the map.
- If an Axis major power takes control of Vichy France, then roll a die for each French naval unit located in Vichy France: on a 1 that Axis major power takes control of the unit; on a 2-3 the Allies retain control of the unit (and it must immediately rebase, see 6.6); on a 4-6 the unit is destroyed. Add 1 to this roll if the Allies control all of French North Africa.
France is liberated when the Allies once again control Paris. If an Allied major power takes control of French North Africa, French West Africa, Madagascar, or Vichy France, these countries are liberated (not conquered). When Vichy France is liberated:
- The Vichy France land unit is set aside, but all French naval units in Vichy France remain in place and become controlled by the Allied major power that liberated Vichy France.
- If an Allied major power has previously liberated France, then Vichy France ceases being its own country and it becomes part of France again. In this case, the major power that liberated France takes control of the naval units in Vichy France too.
For both Italy and France, these special case rules only apply the first time each is conquered and liberated. After that the standard rules for conquest and liberation apply.
3.5 Destroyed Convoys
Each Convoy on the map has a home country listed under it. Place a Destroyed marker on a Convoy as follows:
- For the Canada and Great Britain Convoys: when the named home country is conquered.
- For the France, Japan, and USA Convoys: when no land area in the named home country that touches the sea area where the Convoy is located is friendly.
- For Australia: when Canberra is enemy-controlled.
- For India: when Hyderabad is enemy-controlled.
- For the 'Ger-Swe' Convoy: when neither Norway nor Sweden is providing a Resource to Germany.
- For the 'Japan-S.China' Convoy: when Japan does not control any land area touching the South China Sea that has an Oil or a Resource.
When the above condition is no longer true, remove the Destroyed marker.
4. Sea Area Activities
First you have the option of returning to base any or all of your air and/or naval units (and the land units they may be carrying) currently in a sea area (see 4.1). Then you may move units out to sea (see 4.2 ~ 4.3), followed by sea area combat (4.4).
4.1 Return to Base
Check for each of your units at sea. If there is no base within range where it could return to base, then your unit must return to base at the closest land area where it can stack. If the only base within range is unable to trace a supply line (see 1.7), then the unit must return to that base. If there is no friendly land area at all that a unit could return to base to, then your unit is destroyed, even if it could stay at sea.
Example: Cecilia's Soviet Baltic Sea Fleet is at sea in the Baltic Sea. However during Axis Activities, Germany takes control of Leningrad. The Baltic Sea Fleet cannot move from the Baltic Sea to the North Sea, and has no land area where it could return to base touching the Baltic Sea, so it is destroyed.
Otherwise, units at sea may remain at sea or may return to base, whichever you prefer.
When you return a unit to base, you do so just like moving it to a sea area (see 4.2) except in reverse. For naval units returning to base, the land area they end up in must have a Port where they can stack (see 1.3) touching the final sea area moved through when returning to base. Naval units returning to base may not embark land units along the way (see 4.2).
Example: Franklin wants to return the Big Pacific Fleet to base. He can't return to Darwin, because the Pacific Fleet (Size 4) can't stack in a Small Port. The Big Port in Perth would cost three movement (two for two sea areas plus one to enter the Big Port, see 4.2) but the Pacific Fleet only has two movement, so it is also too far away. Canberra is an eligible location.
4.2 Move to a Sea Area
Move your naval and air units to a sea area one at a time, completing each unit's move before beginning the next unit's move. A unit's ability to trace a supply line (see 1.7) is judged at the moment it begins to move, so it is possible for a move by one unit to re-establish another unit's supply line, which in turn allows that unit to move.
Each unit may only move once, and air, BB, CV and SUB units controlled by a neutral major power may not move to a sea area at all (but they may rebase, see 5.1). Any moving naval unit that begins its move in a sea area must end its move in a Port; air units can return to base anywhere in range where they can base. You can't move either naval or air units from one sea area to another and end the move in a sea area.
When you move an air or naval unit to a sea area, you move it from its present area to an adjacent area, and so forth, until you reach your destination, run out of movement, or are blocked (see 4.3). The map also details several restrictions regarding naval unit movement.
Example: While James and his AFA control Gibraltar and Egypt, Maria's Italian naval units will have to remain in the Mediterranean Sea, and abutting land areas, due to the movement restrictions. However Maria's Italian SUB unit may move out of the Mediterranean Sea to the Western Approaches (and other Axis SUBs may move into the Mediterranean Sea as well.)
Air units may also use Air Routes when moving from one area to another; treat areas connected by an Air Route as if they were adjacent for the purpose of moving air units.
Each sea or land area entered normally costs one movement. However, an air unit that enters a sea area must expend two movement instead of one (because sea areas actually take up more space than they appear to, due to map-scale distortion). As a result, an air unit with one movement cannot end its move in a sea area (but may rebase through one, see 5.1).
When moving a naval unit from a Port, you must first enter the sea area touching the Port symbol (your choice which sea area if there are more than one). You may also move a naval unit directly into a Port; the Port counts as one area moved into.
If you are moving a TRS and the TRS begins its move in a land area containing a land unit, you may be able to carry it. A TRS can carry twice its Size in land units; for example, a TRS with one black dot on its bottom left may carry a land unit with two black dots or it may carry two land units that are each Size 1. Additionally, a TRS may embark land unit(s) in the sea area where it ends its move, provided each land unit is in a land area touching that sea area and provided the TRS has enough carrying capacity.
Example: The Central TRS is based in the Caroline Islands' Big Port. Richard first moves it into Micronesia. He could then move the Central TRS directly into the Small Port in the Marshall Islands, joining the SNLF MAR land unit located there and ending its move.
However, Richard wants to invade the Midway Islands. The Central TRS moves into Micronesia and ends its move there. The Central TRS stays at sea in Micronesia and embarks the SNLF MAR land unit from the Marshall Islands. The MAR is ready to invade the Midway Islands.
A TRS that can't trace a supply line before moving (see 1.7) can't carry any unit, nor may it pick up a unit upon completing its move.
AFA and USA TRS may carry each other's land units, provided the USA is not neutral. Chinese land units may not be carried by any TRS at all (not even by USA TRS). Otherwise, your major power's TRS units may only carry your land units. TRS can't carry air units.
4.3 Blocking Enemy Naval Unit Moves
Enemy naval and air units already at sea that you are at war with will automatically try to block the movement of your naval units (see 4.2). However, the movement of your SUB and air units may never be blocked, and naval units returning to base (see 4.1) may never be blocked.
You may freely enter enemy-occupied sea areas. However, when one of your naval units attempts to leave a sea area with enemy units in it, add up the Blockade Value (see the Blockade Table on the map) of all enemy units that you are at war with in that sea area, and roll a die. If your roll exceeds the total, you may continue moving; if not, your unit has been blocked and must remain in the current sea area.
Example: Maria's High Seas Fleet hopes to move from Paris to the North Atlantic. First, it moves into the Western Approaches, where James' Coastal Command is located. Since France is conquered, the AFA Convoy in the Western Approaches is presently Destroyed. Coastal Command is a Small air unit whose Primary Bombing Factor is a Naval Factor and therefore has a Blockade Value of 2 (see the Blockade Table).
James rolls a die to tries to block the High Seas Fleet's continued move. On a roll of 3-6 the High Seas Fleet will be able to continue moving, but on a 1-2 it will have to remain in the Western Approaches.
4.4 Sea Area Combat
Now every sea area that has enemy units that are at war with each other (even if only a Convoy) in it must have a combat. The side performing actions selects one sea area for combat at a time, resolving each before moving on to the next.
First, active major powers on the other side may fly any air units that are based in a land area in range of the selected sea area, and whose primary bombing factor is Naval (see the Unit Types Chart), to the selected sea area so that they may join the combat.
Next, any SUB on the side not conducting Activities or Blitzes that is located in a sea area may avoid fighting by immediately returning to base (see 4.1).