Brigada 1936: La Guerra Civil Española
Brigada 1936: La Guerra Civil Española Rulebook
Table of Contents
Table of Contents
Game box components
- 1 tablero (board).
- 6 dados (dice).
- 120 cartas tácticas y de evento (tactic and event cards).
- Tarjetas de identificación de los líderes (leader identification cards).
- Fichas (tokens):
- Líderes (leader tokens): 1 token.
- 60 fichas de tropas para cada jugador (troop tokens for each player), in denominations ×1, ×5 and ×10.
- 44 fichas de complementos tácticos (tactical bonus tokens): Blindados/caballería (armour/cavalry), Trincheras/barricadas (trenches/barricades), Artillería (artillery), Antiaéreos (anti-aircraft).
- 14 fichas de armada (naval tokens): 7 por equipo (per team).
- 16 fichas de aviación (aviation tokens): 9 por equipo (per team).
- 40 monedas (coins).
Game setup
Parts of this manual marked with the option icon show where players may choose between several options to configure the duration and the balance of the game.
Objective
The goal of the game is to win the war by eliminating the enemy leaders or by conquering all the main cities, using the different tactical elements of the game, which are explained in this manual (see page 15).
Initial choice
Brigada:1936 is played in pairs or in teams. Each team represents one side in the conflict (Republicans or Rebels) and is made up of several leaders, each assigned one colour. For the correct operation of the game the number of leaders must be even, and each player may control one or several leaders. For games with odd groups, one player must control two leaders, so that player takes twice as many turns as their teammates. For two-player games it is recommended that each player adopt the role of two leaders, in order to have a more balanced game. Each turn must be played by a different side: two leaders of the same side may not play in a row.
If the teams and colours cannot be agreed, the choice is settled with a dice roll: the player who obtains the highest number chooses first and then, clockwise, the others choose in turn.
The manual shows the leader assignments for each player count:
- 2 players: player 1 controls the orange and red leaders; player 2 controls the star and blue leaders.
- 3 players: player 1 controls the orange and red leaders; player 2 controls the star leader; player 3 controls the blue leader.
- 4 players: player 1 controls the orange leader; player 2 controls the star leader; player 3 controls the red leader; player 4 controls the blue leader.
Dividing territories and cities
Each team decides how to divide the territories and cities that each leader will control within the zone of influence of its side (red for the Republican side and blue for the Rebel side). This division is an important decision: it is recommended that the troops be distributed strategically, building solid blocks and trying never to leave isolated zones apart from the rest of the army.
Each city and each territory may be occupied by only one leader. Troops of two different colours may not be mixed. No city or territory may be left without troops, either at the start or during the game.
The number of troops per player added at the start of the turn depends on the number of leaders:
- 4 leaders (2, 3 or 4 players): 25 troops per leader.
- 6 leaders (2 to 6 players): 16 troops per leader.
These troops are deployed by each leader in the territories and cities agreed with their team, within their zone of influence, until a distribution approved by all players is reached. If no agreement is reached, the troops are placed one at a time, in turns.
Before the first turn, each player takes two tactic cards from the deck and decides whether to deploy them before the start of the game or to wait for their attack turn.
Optional, to speed up the game: each player may obtain 40 coins (unidades monetarias), which may be spent at the start of the game. This may unbalance the game, since players of the first turns will have an advantage over those who have not yet deployed their cards.
Optional alternative division: the outcome of the coup d'état is made random in the different cities. Which cities remain with the Republican side and which cities the coup succeeds in is drawn by rolling one die for each city on the map: an odd result means the city stays with the Republicans, an even result means the coup succeeds. Each territory remains on the side of its city. Once it is known which cities are on each side, the players decide how to divide them among the leaders. This option may unbalance the sides because of the randomness of the division.
Objective
The printed heading on page 8 reads "OBJETIVO", but the text under it covers the start of play and turn order (the index lists this part as "Primer turno", first turn). The heading is transcribed as printed.
The player who in real life holds the higher military rank or, failing that, who rolled the highest number on the dice, begins the game. The turn rotates clockwise. Players must sit alternating sides.
Turn phases
The phases of each turn are fixed and must be followed in this order:
- Recaudación (income).
- Reclutamiento/compra (recruitment and purchase).
- Despliegue (deployment).
- Ataque (attack).
- Reubicación (tactical relocation).
No action belonging to one of the phases may be performed during any of the others.
Phase 1 - Income (Recaudación)
Each player collects the monetary units (UM) that equal the income from the territories and cities they control (1). The player's counter (2) helps with this task, and always lets the player know the amount that is going to be collected before the start of their turn.
This phase is only performed from the second turn onwards.
Players may use their money (3) by spending it at the start of their turn, saving it, or giving it to another player at any moment of the game.
Figure captions: 1. Recuento (count: a territory's income, shown with its coin value). 2. Contador (counter). 3. Monedas (coins).
Phase 2 - Recruitment and spending
According to their income, the player may acquire tactic cards for 10 UM each, or troops at 3 UM each. The player must decide how to invest in a single go, choosing the number of cards and troops they are going to acquire before lifting the first one. In this phase event cards are applied directly. They are not bought: they are only applied when they appear. Do not confuse them with tactics (see p. 9).
Figure captions: troop token, x3 UM; tactic card, x10 UM.
Note (callout): to shorten or lengthen the game, the prices of troops and cards may be changed. The cheaper they are, the faster the game, but also the more unbalanced it becomes. In the case of games that are too long, the price of the cards and of the recruitments may be lowered each turn with the consensus of all players.
Phase 3 - Deploying cards and troops
Once the player has acquired their tactic cards and/or troops and has applied the event cards (see p. 9), they may deploy their tactic cards and place the recruited troops in their territories and cities, following the rules explained on each card. Once deployment is complete the player may move on to the attack phase.
Card deployment has certain restrictions, marked with icons in the lower right corner of each card. The icons are:
- Solo despliegue en ciudades: deploy only in cities.
- Solo despliegue en costa o ciudades costeras: deploy only on the coast or in coastal cities.
- Despliegue solo en esta fase: deploy only in this phase.
- Despliegue solo en el turno de ataque: deploy only in the attack turn.
How the game cards work
Operation of the game cards.
In Brigada:1936 there are different types of tactic cards: reinforcement, aviation, offensive improvements, defensive improvements, navy, and events. Their game rules and use are explained on the card itself, with a description and a series of icons:
- Vidas (lives).
- Disparos por turno (shots per turn).
- Tropas (troops).
- Carta de evento (event card).
- Suma en tirada de ataque (bonus to the attack roll).
- Suma en defensa (bonus to defence).
The game cards are of two types:
Event cards (green)
Cards that symbolise social and political events that can favour or harm each player. They are shuffled into the deck, and each time one appears while tactic cards are being bought, it is turned over and applied automatically. Event cards are not bought. They appear at random during the game when tactic cards are obtained, and they are not deducted from the cards each player buys. As with tactics, if the card gives a monetary advantage, spending those resources is not possible until the next turn.
Tactic cards (brown)
The player chooses when to deploy the card, following the use restrictions indicated on it. Tactic cards may be exchanged at the start of a turn for 5 monetary units, but that money may not be used until the next turn. A card sold in this way is discarded, with all its effects. If the cards run out, the discard pile is shuffled and reused. Under no circumstances may cards be exchanged between players.
The rules and use of each tactic card are explained on the card and represented on the board. The tactic card types are listed below.
- Reclutamiento de tropas (troop recruitment): although troops can be recruited with the money obtained from income each turn (see p. 8), some cards also add troops from different origins linked to the context of the Spanish Civil War. Troop tokens: x1, x5 and x10.
- Mejoras ofensivas y defensivas (offensive and defensive improvements): cards that are deployed as tokens on the board and used to support infantry attacks and defence (see p. 11). Tokens: armour/cavalry, trenches/barricades, artillery, anti-aircraft.
- Aviación (aviation): cards that become aircraft tokens on the board and may carry out air attacks on neighbouring provinces (see p. 12).
- Armada (navy): cards that become ship tokens on the board and may carry out attacks on other vessels, bombard cities, allow attacks across the sea (landings), and block the enemy's attacks and relocation movements through their maritime zone (see p. 13).
Phase 4 - Attack
Preparation
After studying the situation, the player announces which enemy territory or city will be attacked, from where, and with what number of units and offensive advantages (those added by the leader and by the deployed cards; see p. 11).
The following attacks may be made:
- From a territory to an adjacent territory.
- From a territory to its own city.
- From a city to its own territory.
- From a coastal city or coast to another coastal city or coast within the same maritime sector.
The following attacks may not be made:
- From a city to an adjacent territory. (Troops occupying a city may not continue attacking from it that turn.)
- From a territory to a city belonging to another territory.
- From a non-coastal city to a territory or coastal city across the sea.
- From a coast or coastal city to a coast or coastal city in another maritime sector.
During their turn, each player may attack as many territories and cities as they wish, or interrupt an attack at any moment. For more realism, there is no fixed order of attack. During the battle the player chooses freely when to attack with troops, navy, aviation or armour.
Battles
The attack is resolved by rolling dice and adding the offensive and defensive advantages of each territory or city. Each side uses dice of its own colour, between 1 and 3 dice depending on the military units with which it wants to attack in each roll.
To the numerical result of this roll, the offensive advantages of the territory from which the attack is made are added (those of the leader, plus those offered by the cards; card advantages are not cumulative: only the advantages of the highest card may be added).
After both rolls have been made, the highest roll of each player is compared and, if the defender has used two dice, the second-highest number of each is compared. Each of these dice represents a military unit that has entered combat and wins if its number is higher than the opponent's. In case of a tie, the defence wins.
The defender decides how many dice to defend with after seeing the attacker's roll, risking one or two military units (two is the maximum number of defence dice). The defender adds the advantages of the territory being defended (cards and leader) and, in addition, the defensive advantage of the boundary line between the two territories. This represents the complexity of crossing certain geographic features, or territories with several populated places that could offer resistance.
The manual illustrates three battle outcomes, with these captions:
- The defender loses two troops.
- The attacker loses two troops.
- The attacker and the defender each lose one troop.
To the attack and defence rolls the following bonuses are added (the bonuses of the three blocks are summed, but only one from each block may be added to each roll):
- Tactical bonus tokens (complementos tácticos): the manual lists +1 attack, +1 defence, +2 attack, +2 defence, and a +1 defence for the curved trenches/barricades token.
- Leaders (líderes): +2 attack (sword) and +1 defence (shield).
- Natural defences (defensas naturales):
- Territories: no defence along the boundary (dashed line); +1 defence (single solid line); +2 defence (double line); coast: +2 defence (wavy line).
- Cities: +1 defence (single ring); +2 defence (double ring).
Example of battle (as printed in the manual):
- The attacker adds to the dice roll: 0, +1 or +2 provided by its leader; +1 from its tactical token (yellow line on the token).
- The defender adds to the dice roll: 0, +1 or +2 provided by its leader; +2 from its tactical token (white line on the token); +1 for the continuous boundary line between the two territories.
Occupying territories or cities
(Occupying territories or cities.)
When occupying a territory or city, the leaders with the tactic cards whose advantages were used in the last attack must move in, together with at least the number of troops with which the attack was made. A player may choose not to use the leader's advantages in an attack, so as not to have to move that leader into a territory or city, and thus keep it free for another attack.
Bombardment
Aviation, navy and artillery cards may carry out attacks without taking into account the movements of the infantry. To make these attacks, a die is rolled and the numerical equivalence on the card of that military unit is sought. This number determines the number of enemy troops eliminated. (The manual shows a die-result table with values 0, 1 and 2.)
Bombardments by aviation or navy may only be carried out if there are no units of their own type (aircraft or ships) in the territory, maritime zone or city being attacked. If there are such units, they enter battle against them (see the headings "Batallas aéreas" and "Batallas navales" below).
- No bombardment may ever be made against a city or territory in which there is only one troop.
- Artillery may only attack from a city to its own territory, from a territory to its own city, or from a territory to an adjacent territory. It may not attack from a city to another territory, nor from a territory to the city of another territory.
- Aviation may attack any adjacent territory, including its cities, from the city or territory in which it is located.
Each military unit that can bombard, carry out aerial battles or naval battles has the icon of repeated shells in its lower left corner, together with the number of times it may attack each turn.
Aerial battles
Each aviation card has two sections on its bombing side: its attack against other aircraft or anti-aircraft batteries, and its bombing against troops. (The manual shows the two die-result tables on the card: attack and bombardment.)
If the territory or city receiving an air attack has any aircraft or anti-aircraft batteries of the defender, the first section comes into play and the attack may be repelled (aerial battle).
To make an air attack against another aircraft or against anti-aircraft batteries, attacker and defender each roll one die, and the numerical equivalences of the cards of the units in combat are used. These numbers represent the impact points that each unit inflicts. (The manual's two examples are the Messerschmitt Bf 109 and the Moscas (Polikarpov I-16) cards.)
If a player receives more impacts than they inflict, they lose the difference in lives. Each aviation card includes its number of lives in the lower left part of the card. To track the lives lost, counters are placed on the circles that are under the unit's name on the card. If a unit is left without lives, it is eliminated from the game board.
Note (callout): to balance the game, even at the cost of lengthening it, the lives of aircraft and ships may be recovered: leave the unit one turn without using it to be repaired, and pay 4 monetary units for each card.
If a player makes an air attack against a city or territory that has no aviation or anti-aircraft batteries, the attack is considered a bombardment (as explained in the previous heading).
Naval battles
Each navy card has two sections at the bottom: attack against other vessels, and bombardment against troops in cities. Coastal territories may not be bombarded from the sea; only cities may.
In a maritime zone there may be several vessels of both sides without them necessarily attacking each other. Naval bombardments of cities may not be made if there is an enemy vessel in the same maritime zone. Having a vessel in a maritime zone blocks the enemy's troop movements and bombardments of the cities of that zone, even if the enemy has other vessels.
Attacks between navy units are similar to those of aviation. In their attack turn, each player decides whether to attack or not other vessels in the same maritime zone. For this attack the impact points that each vessel causes, according to each player's dice roll, are taken into account (see the previous page).
(The manual's two examples are the Bous and Crucero Navarra cards.)
Naval battle on boards
Brigada 1936 includes a parallel naval battle simulation mode. This mode can be used independently, or integrated within a conventional game of Brigada 1936. It may considerably lengthen a game.
- Each player uses a game board with two sections: one to record the impact points they will inflict and another to record the ones they will receive. Players must position themselves so that they cannot see the enemy's board.
- To begin, the ships of each player that enter the conflict are placed in the lower sector of their board. No ship may be placed on squares directly adjacent to another ship. The board used varies with the number of ships of each player: the more ships, the more sectors the board can occupy (marked on the lower part of each board).
- Play is by turns. The ships attack the enemy alternately (one ship from each side, until the turn is complete; afterwards, play starts again from the first ship that fired).
- To carry out a broadside, each player rolls the die and sees the impact points that each of their ships causes. These impact points become shots fired on the board, informing the enemy of the coordinates of each shot.
- The attacker marks the shots it has made (with counters or troop tokens) on its upper board, and the defender marks them on its lower board. If a shot coincides with a square containing a ship, the defender informs the attacker, and the attacker marks it with a different token to record the successful impacts.
- If all the squares occupied by a ship have received an impact, that ship counts as sunk and is eliminated from the game. In this game mode submarines count as another ship and may be attacked by other ships.
- The naval battle ends when one of the players loses all their ships, or when the attacker decides to stop the offensive.
Defender abilities
Facing an attack, the defender may deploy some cards that have no deployment restrictions for the attack turn. Cards that may only be deployed in the attack turn, and never when defending against an attacker, carry this icon (a sword) in their lower right corner.
Repliegue (retreat): the defender may withdraw its troops from a territory after the first enemy attack. Before the second attack it must announce its decision and withdraw its troops. In the retreat it will lose one military unit and must roll a die. If a 1 is rolled, the number of casualties rises to two. A retreat allows the land troops and leaders to withdraw to a city or to another adjacent territory, but they leave behind in the territory all its armoured, defensive and aviation units, which are lost as if they had been shot down in a normal battle.
Phase 5 - Tactical relocation
In the last phase of the attack turn, troops and offensive improvements may be moved across the board. Each military troop or unit may move to other territories or cities, without being able to cross more than 5 dividing lines (a dashed line counts as 0, a continuous line as 1, and a double line as 2) by land, and more than one coast-to-coast step by sea. Territories of another player may not be crossed. Control of a territory or city depends on the presence of troops, so in no case may a territory or city be left unoccupied.
Reubicación entre territorios y ciudades conectados por mar (relocation between territories and cities connected by sea): in this last phase of the turn, troops may be moved between territories and cities that lie within the same maritime zone, up to a maximum of 3 troops per turn, following the game's relocation limits, and without needing a navy in that maritime zone. No movement, whether an attack or a relocation of troops, may be made across a maritime zone in which there is an enemy vessel.
Puente aéreo (air bridge): the Rebel side has the ability to carry out relocations across the sea, even in a maritime zone where there are enemy vessels. This ability may only be used between the territory of Protectorado de Marruecos Oeste and the territory of Guadalquivir Oeste (including their cities). Only two troops per turn may be moved in this way.
Note (callout): to make the game faster, the troop relocation rule may be adapted so that movement is free at the end of the turn, ignoring borders and their limitations. Movement must still stay within territories occupied by the player, and enemy territories may not be crossed. This makes the game faster because it favours the attack, but it may cause imbalance in the first turns.
End of the game
The end of the game is determined by three situations.
Elimination of a team's leaders
The side whose leaders are all eliminated loses. For this purpose, leaders lost through the "Exilio" (exile) or "Accidente aéreo" (air accident) cards do not count, and they may be replaced by another leader on the next turn.
Note (callout): to prolong the game and make it more balanced, it may be determined that, after a player loses a leader, that player may recruit another in the next turn. For a game of medium length and balance, it is recommended that each side may recruit at least one military leader after losing another. To lengthen the games, more leaders may be added to this formula (which improves the balance of the game).
Occupation of all the main cities
The main cities are those of greatest strategic importance on the board. They are marked with a star. They are the most important land military objectives, and controlling them implies victory for the side that achieves it.
Note (callout): to shorten the duration of the game, these cities may be reduced to Barcelona, Burgos, Madrid and Sevilla.
Total defeat
The side that achieves the total defeat of the enemy, eliminating all of its troops, wins. Players should agree before starting the game whether surrender is possible.
Length of the game
The average length of games under the standard rule is between 3 and 4 hours. The duration may be shortened by following these recommendations:
- Games tend to lengthen with 6 players.
- Act quickly in the attack turn, having already decided what you are going to do.
- Consult rule questions while the other players are playing, to avoid stoppages.
- Use the coin counters included in the box, and deduct or add the economic resources lost or gained each turn according to the territories and cities occupied or lost. It is recommended to avoid counting all the resources generated before the start of each turn.
Configuring the length of the game
Apart from the previous recommendations, the game rules may be configured to make its duration shorter by applying the options marked in this manual with the option icon. This configuration tends to shorten the game (to around 2 hours), but it creates an imbalance between the sides, sometimes in favour of one and sometimes of the other. In this way chance will have more influence on the result of the game, to the detriment of strategic decisions. This is a summary of the most important options:
- Play without navy cards.
- Reduce the costs for recruiting troops and buying cards (up to a maximum of 5 UM per card and 2 UM per troop).
- Reduce the number of leaders each side has. (Minimum: 1 per player. Maximum: those included in the game.)
- Reduce the cities that must be occupied to win to Barcelona, Burgos, Madrid and Sevilla.
- Start the game with 40 extra UM per player.
Army: units and their use
Army: units and their use. Each army in Brigada: 1936 has the following military units for its deployment on the battlefield, similar in number for each team.
Leaders
Each player is represented by a political or military leader, and all the troops and resources in their charge. These leaders are symbolised by a larger token and move under the same conditions as the rest of the army.
In the territory or city where they are located, leaders provide advantages related to their role in the conflict: a bonus to the defence, to the attack, or to the recruitment of troops each turn (in their location). (The manual shows leader icons for +1 attack, +1 defence and +1 troop recruitment.)
Leader participation is key: on the one hand leaders favour attack and defence, but they must not put themselves in danger, so as to avoid being easily eliminated by the enemy. It is recommended to choose leaders according to their abilities, taking into account the common strategy of each side's players.
Troops
Troops are contingents of infantry soldiers with attack, defence and territory-occupation functions. Their role is basic in the game, since the presence of the rest of the military units in a territory depends on the presence of infantry troops there. When the troops are eliminated from a territory, the rest of the military units (armour, aviation, artillery) disappear.
In the game there are three types of troop token: plain, with one star, or with two stars, according to the number of units they represent (1, 5 or 10 respectively). Their movement is explained in the attack turn. These troops are obtained in the recruitment/spending phase and in the card and troop deployment phase. They may be recruited in exchange for 3 UM per troop, or through some tactic cards.
Offensive and defensive complements
Offensive and defensive complements. There are several tactic cards in the deck that include improvements to the attack and defence of the troops. Their deployment and use conditions are explained on the cards. (The printed manual refers to "pág ." here, with the page number left blank.) These cards are represented on the game board with different tokens to tell them apart.
The use of each one is marked by the icons on its card and by the legend in the lower right corner of the game board. These cards may add attack and defence points to the infantry's dice rolls, or carry out other kinds of attacks (explained on each card).
Blindados y caballería (armour and cavalry): support the attack or defence of the infantry by adding points to the dice rolls. They are represented on the board by these tokens (see p. 11). The lines on the left, in yellow, represent the attack total; the lines on the right, in white, represent the defence total. In this way the advantages of each player in the different territories can be seen during the game, to plan strategy.
Estratégicas (strategic cards): the cards "barquito de vela" (sailing boat), "máquina enigma" (enigma machine), "maquis" and "quinta columna" (fifth column) offer special offensive advantages, explained on each card.
Artillería (artillery): offensive support for the infantry. It fires projectiles at adjacent territories following the bombardment rules (p. 12). Artillery remains in the city or territory where the turn began, until the end of the turn, when it may be relocated following the same rules as the rest of the army.
Trincheras (trenches): a defensive increase in open country. They may only be deployed in the attack turn, in territories (not in cities). It is a fixed element: it cannot be moved away from its territory, and it is eliminated if that territory is lost, without the enemy being able to use it.
Barricadas (barricades): improvised urban defences that increase the defence of a city. Their rules of use are similar to trenches, but in cities.
Baterías antiaéreas (anti-aircraft batteries): defensive cannons against aviation, which may only be deployed in cities. Like the two previous elements, they are attached to a territory and disappear when it is lost.
Navy
Navy: the warship force responsible for the control and defence of the waters. In Brigada:1936 there are surface units and submarine units. Submarines may only be destroyed by another submarine. When a card showing a vessel appears, a vessel may be deployed and used from then on, starting in the same turn.
- Deployment must take place in a maritime zone in which the player controls a coastal territory or coastal city. Enemy units may be present in that maritime zone at the time of deployment.
- Naval units may only attack other vessels and coastal cities in their maritime zone (see p. 13). Naval units may move to another contiguous maritime zone at the end of the player's attack turn, in the relocation phase.
- In the attack turn, the player chooses whether any of their vessels attacks another enemy vessel in the same maritime zone.
- Some ships may bombard cities; this is represented by an icon on the card. These attacks follow the general bombardment rule (p. 12).
- The number of attacks each ship may make in each attack turn is represented by an icon in the lower left part of the card.
Ataques de infantería a través del mar (infantry attacks across the sea): an attack between two coastal zones that lie in the same maritime zone. To carry it out, the attacking player must have a surface vessel in that maritime zone, and there must be no enemy surface vessels or submarines in it. This attack has no offensive advantages of any kind except those of the leaders. The defender has +2 defence on its roll because of the difficulty of a landing.
Note (callout): Brigada:1936 offers the option of playing only land campaigns, which are less complex and shorter. For this, the navy cards are removed from the deck before play begins, and all movements and attacks across the sea are free within the same maritime zone.
Brigada:1936 also includes the complement "Batalla naval con tableros" (naval battle on boards), by which naval combats may be resolved in this game mode (see p. 13).
Aviación (aviation): air attack units within the military campaign. They may attack troops, cities and other air units in neighbouring territories (including their cities). Each turn, aircraft may attack the territories adjacent to the one in which they are located, without being able to move with the rest of the army. Even when a new territory is conquered and the army advances with troops and other complements, aircraft remain in the city or province where they began the turn, until the end of that turn, when they may be relocated following the same rules as the rest of the army. Their attack is made through bombardments or attacks on other aircraft (see p. 12).
Graphic index
Graphic index: tokens and cards (printed manual, p. 18). The manual shows the following tokens, with their quantities:
- Líderes (leaders): leader token.
- Tropas (troops): x1, x5 and x10 troop tokens.
- Blindados/caballería (armour/cavalry): bonus token.
- Artillería (artillery): token.
- Baterías antiaéreas (anti-aircraft batteries): token.
- Trincheras/barricadas (trenches/barricades): token.
- Aviación (aviation): aircraft tokens in two colours, one per side.
- Armada (navy): tokens for a submarine and for a cruiser (Crucero Méndez Núñez).
- Contadores (counters): counter token.
- Monedas (coins): x10, x5 and x1 coin denominations.
Card and board information (printed manual, p. 19; the page carries no overall heading, so its printed sub-labels are used below). The manual's diagram of a card names the following parts:
- Icono de bando (side icon).
- Icono de origen (origin icon).
- Vidas (lives).
- Nombre (name) and Descripción (description).
Información de acción (action information):
- Bonificación de ataque (attack bonus).
- Bonificación de defensa (defence bonus).
- Vidas (lives).
- Disparos por turno (shots per turn).
- Número de tropas reclutadas (number of troops recruited).
- Obtención de cartas (cards gained).
- Obtención de unidades monetarias (monetary units gained).
Información de bombardeo (bombardment information):
- Ataque a otros barcos (attack on other ships).
- Bombardeo a tropas en ciudades (bombardment of troops in cities).
- Ataque a otros aviones / baterías antiaéreas (attack on other aircraft / anti-aircraft batteries).
- Bombardeo a tropas (bombardment of troops).
Información de despliegue (deployment information):
- Tarjeta de evento: uso inmediato (event card: immediate use).
- Sólo desplegable en ciudades (deployable only in cities).
- Sólo desplegable en costa (deployable only on the coast).
- Sólo en fase de despliegue (only in the deployment phase).
- Sólo en turno de ataque (only in the attack turn).
Información en el tablero (board information):
- Star: cities that must be occupied to obtain victory.
- Yellow coin: monetary units generated each turn.
- Red circle with prohibition sign: does not allow recruiting more than one unit per turn.
- Cities: Defence +1; Defence +2.
- Territories: no defence limit (dashed line); defence bonus +1 (single line); defence bonus +2 (double line); coasts: defence bonus +2 (wavy line).
Glossary
The index lists a glossary on page 20. The source PDF does not contain it: its final page is the back cover, and the glossary was not transcribed.