Europe at War
Europe at War Rulebook
Table of Contents
Table of Contents
Victory Conditions
In order to achieve their goals the commanders have at their disposal different plastic pieces that represent infantry, tanks, fighters, bombers, and various types of naval combat vessels. These pieces are built by each country in accordance to the amount of money the player has available and to the Force Pool available.
The Western Allies and Russian Side wins when Germany/Italy are totally defeated or surrender.
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Germany is Defeated when Rome, Bucharest, Sofija, Budapest, Helsinki, Berlin, Wien, Hamburg, Munchen and Frankfurt are occupied by either Western Allied Units or Russian Units.
A. Italy surrenders when Rome is conquered. All non German units in Italy and North Africa are removed from play.
B. Rumania surrenders and all non German units are removed from play when Bucharest is successfully occupied.
C. Hungary surrenders and all non German units are removed from play when Budapest is successfully occupied.
D. Bulgaria surrenders and all non German units are removed from play when Sofija is successfully occupied.
E. Finland surrenders and all non German units are removed from play when Helsinki is successfully occupied.
Note: The German Player may always attempt to recover these Countries. However, once they surrender they may not use the Italian Force pool and no Units may be Placed or Built in those Areas.
The German and Italian side wins if they can fulfill any of the following Conditions.
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Occupy London and Manchester, and Suez for (1) full game turn.
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Occupy Leningrad, Moscow, Stalingrad, Baku, Gorki, and Gurev for (1) full game turn.
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Occupy the U.S. Holding Area with an Aircraft Carrier for (1) full game turn.
Simulation Set up
Preparing for Play
- The Gameboard
The Gameboard is a map of Europe and areas of Africa and Asia. The players should familiarize themselves with the map. The home countries and their possessions are all color coded. The heavy black lines represent Political boundaries and the smaller black lines represent game spaces or Areas.
- Choosing sides.
The players may want to play a particular side or they may randomly pick a side.
A. 2-Player Game.
Player 1 plays: France, Great Britain, Poland, Russia, and the United States.
Player 2 plays: Germany, Italy, Rumania, Hungary, Bulgaria, and Finland.
B. 3-Player Game
Player 1 plays: France, Great Britain, Poland, and the United States.
Player 2 plays: Russia.
Player 3 plays: Germany, Italy, Rumania, Hungary, Bulgaria, and Finland.
C. 4- Player Game.
Player 1 Plays: France, Poland, and the United States.
Player 2 plays: Great Britain.
Player 3 plays: Russia.
Player 4 plays: Germany, Italy, Rumania, Hungary, Bulgaria, and Finland.
D. 5- player Game.
Player 1 plays: France, Poland, and the United States.
Player 2 plays: Great Britain.
Player 3 plays: Russia.
Player 4 plays: Germany, and Finland.
Player 5 plays: Italy, Hungary, Rumania, and Bulgaria.
Once the players have chosen their sides, they use the appropriate color coded plastic army pieces. There are 2 gray (German) trees, 2 brown (Russia) trees, 2 light tan (Great Britain) trees, 1 blue (France) tree, 1 dark tan (Italy and Axis Minor) tree, 1 olive green (U.S.) tree. It is important that each player uses only the color playing pieces that are assigned to his chosen side.
The smaller neutral countries do not have separate color pieces. Neutral forces are not placed on the board unless attacked, at which time any color of available pieces may be used temporary for resolving combat.
The Playing Pieces
There are various types of Playing Pieces. These pieces are divided into several Categories. The players should familiarize themselves, as quickly as possible, with these Playing Pieces. Also, there are some Playing Pieces printed on the map that never move, but are vital to the performance of the game.
Pictures of land, air and naval units have their own heading and are listed as such can be found in the combat units section.
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Area Control Markers: Each country has specially printed round counters. These counters are used to show possession of newly captured or acquired territories.
A. Germany B. Italy and Axis Minors C. Russia D. Great Britain E. France F. United States
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Dice: The dice used in Europe at War are 8 sided or commonly referred to as 8d.
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Mini chips: These chips are used by all players to represent more than 1 of the same Unit type sharing the same area. White chips are counted as 1 and red chips are counted as 5. Example: An Infantry Unit placed on top of 2 white chips would mean that there are three Infantry Units. An Infantry Unit sitting on top of 1 red chip would mean that there are 6 Infantry Units.
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Set up chart: Each country has an Army Set Up Chart. These charts are used to set up the game prior to play. The cost that each player pays for building new Units is included on the Set Up Charts.
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Income Track: This is printed on the upper left hand side of the game board, and is used to keep track of money earned and spent during the course of play. The Set Up Chart details how much money each side has at the start of the game.
Each plastic tree has an Industrial playing piece. This piece is placed on the Income Track to keep an track of the money each country has.
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Technology chart: This large chart printed on the left hand side of the game board is used to keep track of Technologies that each side has. Countries use Area Control Markers to show Technology standings.
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Industrial/Resource Sites: These sites are permanently printed on the map board. They may be captured and used by either side. The production capability of a Industrial/Resource Site may be temporarily halted but it is never permanently destroyed (unless an A-Bomb is used, see: air missions). Also, Sites have a permanent air defense strength of 2. This air defense strength may never be increased or decreased and may never move. The air defense strength may only be used against Air Units that are attacking that site. The defending player rolls an 8d for each attacking Air Unit and scores a hit on a roll of 2 or less. The roll is made and any casualties are removed immediately. In case of a hit, the attacking player must remove an attacking Air Unit immediately.
Note: Denmark to Copenhagen and the smaller island below Copenhagen are considered to be (1) Area.
Determine Order of Play
With the exception of the First Turn, the order of play is determined at the beginning of each turn by Income. The player with the highest Income goes first followed by the Player with the next highest Income and so on. In case of a Tie, the Tying players have a roll off.
Turn 1:
- Germany
- France
- Great Britain
- Poland (if it exists after the German Invasion.
- Russian Forces are allowed to occupy the special painted Areas of Eastern Europe (from Estonia to Chisinau), should Poland be conquered. (Russia is not allowed to make any attacks or perform any other form of movement or builds.)
Italy, Rumania, Hungary, Finland, and Bulgaria are not allowed to move or build until activated.
The U.S. is not allowed to build or move until activated.
Neutral Countries do not come into play, unless attacked.
Turn 2: For the remainder of the game, the Income method is used to determine the order of play.
Phases
The first player starts by going though the Phase sequence.
- Combat moves.
- Combat Resolution.
- Breakthrough Combat.
- Non-Combat Moves.
- Rail Movement.
- Place Built Units.
- Build New Units/Lend Lease.
- Develop Technology.
- Collect Revenue.
The Phases are repeated in the same order by each player in order to complete a game turn.
Combat Movement
In this Phase the player moves units that will participate in combat. Units not performing Combat are not moved during this Phase.
The player moves units onto land areas or sea areas that are either unoccupied or occupied by the enemy for the purpose of conquering that area. Each unit is capable of moving a defined number of areas as defined on the players set up chart.
Players move friendly units (up to their movement allowance) and place them in the area that they wish to attack. Attacking units may come from more than (1) area, provided that the attacking units moved through friendly areas to get to the target.
Land units may not move through enemy or neutral areas. A land unit must always stop (unless the unit is an armor unit, as explained under that units description) and engage a minor area or enemy controlled area even if that area is vacant.
Combat Resolution
When an Area is attacked, Combat is resolved in the following steps:
- Artillery Combat/Shore Bombardment.
- Shore Defense combat.
- Air Defense Combat.
- Air to Air Combat.
- Air to Ground Combat.
- Armor/Infantry/Naval Combat.
No combat occurs if the area is vacant, the conquering player places his nationality marker on the newly acquired area to show new ownership and inherits any industrial/resource points from the area.
Armor units and tech 2 infantry may move into an unoccupied area (using their first movement point), place their control marker and move on to a second Area (using their second movement point).
Example of Combat Movement prior to combat:
German Player wishes to Attack Russian Player in Riga. The Russian Player has 5 Infantry, 2 Armor and 1 Artillery in Riga.
The German Player has 3 Infantry in Kaunas, 1 Artillery, and 1 Armor. He also has 4 Infantry, 3 Armor and 2 Fighters in Konigsburg. The German Player moves the 3 Infantry, and 1 Armor from Kaunas into Riga, leaving his Artillery Unit behind to provide Artillery support. He also moves the 3 Armor Units and 2 Fighter Units from Konigsburg (they can move 2 areas, and move through Friendly Kaunas) to Riga. The Russian Player also has 1 Fighter Unit in adjacent Novgorod that may be used as Defensive Air Support.
Once the German player is finished with all Combat Moves, Combat occurs. The German Player places his Attacking Forces on the Attacking side of the Battle Board. The Russian Player places his Units from Riga on the Defending side of the Battle Board.
This example is used during the following step by step description of each Combat Step.
- Artillery Combat/Shore Bombardment.
Attacking artillery always fires first, hitting on a roll of 2 or less. In the preceding example the German player rolls for his supporting artillery unit from Kaunas, rolls a 4 and misses. The Russian artillery unit fires next, rolling a 1 for a hit. The German Player must remove one 1 Attacking Unit from the Battle Board immediately, he chooses to remove 1 Infantry Unit, which is now destroyed and no longer eligible for combat.
- Shore Defense Combat (if Amphibious Assault only).
Had this been an Amphibious Assault (see Amphibious Assault), the Defending Player would initiate Shore Defense combat.
- Air Defense Combat (if industrial/resource site).
If the area being attacked is an industrial/resource site, air defense combat occurs and the defending player rolls for each attacking air unit, scoring hits on 2 or less. Casualties are removed immediately. Air defense combat occurs only once; during the first round of a combat.
- Air to Air Combat.
During this combat step countries involved in a battle seek to take control of the skies and achieve air superiority. If a country has more aircraft participating in a battle than its enemy, it has achieved air superiority and may take advantage of this by assigning its excess (number of aircraft exceeding enemy aircraft) to support the ground attack, if there is one.
Aircraft are placed on the battle board, the side with the least aircraft must place all of their aircraft in the Air to Air box. The side with more aircraft then places an equal amount of aircraft on his side of the board in the Air to Air box, and then chooses whether to place extra aircraft in the Air to Air box, or in the Air to Ground box for Air to Ground combat explained in the next step.
In Air to Air Combat losses can only be satisfied by removing air units that participated in the air to air combat. Ground units or air units assigned to Air to Ground may not be destroyed or removed in order to satisfy a combat loss.
- Air to Ground
During this combat step air units that are assigned to Air to Ground as a result of having air superiority mentioned in step 4 may pick enemy ground units and fire upon them.
These air units are moved directly in front of their designated targets on the battleboard and are then rolled one by one. The ground units under attack then defend at ½ strength (rounded up), casualties on both sides are removed once the ground units have fired back.
All air units are then moved back to the Air to Ground box on their side of the battle board, concluding air to ground combat.
Please note that more than one air unit may be assigned to a single target.
- Infantry/Armor/Naval Combat.
During this step all surviving units that have not participated in combat in the prior steps, perform combat. The attacker rolls for his attacking units and the defender must remove casualties according to the number of hits scored by the attacker. The defender then rolls for his units, including the ones that were just killed, and the attacker removes casualties as well.
- Retreats.
Both the Attacker and Defender can exercise the Retreat Option. Retreat occurs during this step. Retreating units must move to an adjacent area controlled by an ally. If there is no such area available, then retreat is not possible.
Retreats into enemy controlled Areas, Minor Countries, the Green Areas of the map, are not allowed. Land Units may not retreat to Sea Zones, and Naval Units may not retreat to Land Areas.
Breakthrough Combat
Breakthrough Combat occurs after all combat has been resolved in all areas for the attacking player. Breakthrough Combat is a form of second combat round in which armor units, or/and tech (2) infantry units and air units move and attack a second country in addition to one that was just conquered by them.
If the attacking player had air superiority in the first area attacked, that force is entitled to perform breakthrough combat with the units that still have enough movement points to do so, and may move to a second adjacent area and attack enemy units there, or acquire additional enemy territory if the area is unoccupied by enemy forces.
Breakthrough combat is conducted in the same manner as regular combat, under Combat Resolution.
Non Combat Movement
In this Phase the players move Units that did not move during the Combat Phase. Only movement through or onto Friendly Areas is allowed. No movement into Enemy controlled Areas is allowed during Non Combat Movement.
Strategic/Rail Movement
In this phase all Surviving Air Units are returned to a previously held Friendly Area. All Land Units that did not move during any Phase may move up to (6) Adjacent Areas as Rail Movement. Rail movement can only occur through areas that were allied at the beginning of the players turn.
Rail movement can only be made on land, by land units.
Place Built Units
In this Phase players place their previously built Units on the board. Air, Armor and Artillery Units must be placed on an Industrial Site. All Naval Units must be placed on a Sea Port Site. Although Russia has no specific Sea Port, Naval Units may be built and placed in Leningrad, Sevastopol and the Murmansk Box. These 3 Russian Areas get a Sea Port A/A Bonus of 1. Infantry Units may be placed in any of the players Home Territories (territories he started the game with). There is no limit to the number of Units that may be placed on an Area.
Each player is also allowed to place one built infantry unit outside of the home territory, in a friendly held area which must have been owned at the beginning of the turn.
- U.S.
When placing builds the U.S. player always places them off the map board. The U.S. Holding Boxes are used to move Built Units from the U.S. to the British Sea Port of Bristol.
Infantry and Armor Units may only be transported by the use of Merchant ships. Air Units are considered as using Greenland and Iceland as refueling stops, and do not require a mode of transportation to reach the Bristol seaport.
It takes approximately 2 turns for all units to pass through the boxes. The pieces are placed on turn 1 and the next turn moved to the turn 2 box.
Merchants and other Naval Units in the boxes can be attacked by Enemy Submarines. Submarines may not Attack Air Units using the box for transfer. Air Units not using Aircraft Carriers may not Attack enemy Naval or Air Units while Transferring.
Build New Units/Lend Lease
In this Phase players build new Units for use next turn. The player chooses the units to build, adds the total cost, and subtracts the amount from the Income Track. A player is never allowed to spend more money than he has available on the Income Track.
During this Phase the U.S. Player assigns lend lease money to the convoy boxes. An assigned convoy box must have a U.S. merchant in it. Lend Lease Money may not be exchanged through the U.S. Holding Boxes. Assigned money is represented using plastic chips or control markers stacked next to the ship, with each chip or control marker representing one dollar.
It takes a complete game turn plus the required movement rate of 2 to leave the box for the Lend Lease money to change hands. While in the box it is subject to German Submarine Attack or other Naval/Air Attack and destruction. If the merchant ship transporting the lend lease money is destroyed, so too is the lend lease money it was carrying.
Develop Technology
Countries may attempt to further their Technologies on their turn at a cost (6) dollars. One attempt may be made per turn. The amount is immediately subtracted from the Income Track.
Once the 6 dollars have been subtracted the player rolls, on a roll of 3 or less the roll is successful. On a 4 or higher the attempt failed.
On a successful attempt the player then rolls 2 dice and adds the sum of both for the Technology result, and places his control marker on the map next to the obtained technology. In the event a player already has that Technology, he may keep on rolling until getting a technology he does not have.
Collect Revenue
During this phase the player adds up the point values of the Industrial/Resource sites under his control and adds this amount to the income track. Lend Lease that has arrived is also transferred during this phase.
No income is added for Industrial/Resource sites that were critically hit after a Strategic Bombing Raid (see air missions). An Industrial/Resource Site must have been held for at least (1) turn before money can be collected from that Site.
Players pay for Industrial/Resource Sites that were Critically Hit during a Strategic Bombing Raid. Regardless of the Income Value of the Facility, it costs 2 dollars to repair a Critically Hit Site. No Income may be derived if such a site is never fully repaired.
Air Missions
In Europe at War air units can have multiple roles. For Example: Fighters may be used to attack or defend against other fighters, bombers, naval units and land units. When a fighter is used to attack or defend against another air unit it is referred to as Air to Air. When used against naval or land units it is referred to as Air to Ground.
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Air to Air. Air to Air is defined as a fighter unit assigned to attack or defend against enemy air units. In a battle, both sides determine which fighters are to be used as Air to Air and which are to be used as Air to Ground as explain under Combat Resolution. Units chosen for Air to Air may only be used in that capacity for that combat round.
Only fighter Units may fly Air to Air.
A fighter unit assigned to Air to Air also always has the ability to defend on his players turn and be used to attack on his players turn.
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Air to Ground: Air to Ground is defined as missions where Fighters and Bombers are assigned to attack specific land and naval targets, as explained under Combat Resolution. During an entire game turn, a fighter may attack and also defend. When defending, a fighter can defend adjacent areas. With ECW Technology 2 defending fighter may defend from 2 areas away.
Because all Combat is considered simultaneous a defending air unit can only defend against one area under attack. After the attacker has conducted combat movement, the defending player must immediately assign any defensive fighter units before the first round of combat takes place. Once the combat phase is under way, a defending player may not assign additional fighter units to an area.
If an area is under attack and contains defending fighters, those fighters may not be assigned to defend other areas. They may only defend the area under attack.
A defending player is never obligated to defend an area with fighter support from adjacent areas.
Bombers may perform Air to Ground when attacking an area, but never Air to Air when attacking. Bombers cannot be used to defend adjacent areas.
Under Breakthrough Combat no interception or adjacent defense is allowed. Only the defending air units in the area under attack may fly air missions.
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Strategic Bombing: Bombers may be used to attack Industrial/Resource Sites. Industrial/Resource sites have an inherent Anti Aircraft (A/A) Factor of (2). A Bomber must successfully endure one round of A/A defense before continuing with its mission. If a Bomber is hit it is considered destroyed and removed from play immediately.
The attacker then makes one roll for each surviving bomber. The total rolled is the amount the defender must subtract from the income track as damages.
Naval Missions
Naval Movement and Combat essentially works the same as Land Combat. Units are moved just as they would on land, and combat is resolved in the same manner land combat is.
Like land combat, fighters or bombers having air superiority may use Air to Ground combat to seek out and pick specific naval targets. Adjacent carrier or land based fighters may assist in the defense of an area under attack.
Naval Units may be intercepted by enemy Naval Units if they move into or through an area adjacent to an Enemy Sea Port. This is the only time Naval Units may perform Interception. If this happens the owner of the seaport has the option to intercept and move the units in the seaport to attack the adjacent area. Combat occurs immediately. There is no movement cost for the interception, and the intercepting units return to the sea port after combat is completed.
If such an Interception takes place, the Player performing the Interception becomes the Attacker.
Amphibious Assault
Amphibious Assault occurs when an attacker uses merchant/transport ships to land troops onto an enemy land area. It is similar to land combat with the following exceptions;
The artillery portion of the combat phase is done between any of the defenders land based artillery and the attackers naval forces. Naval units hit or miss depending on their shore bombardment factor which is listed in the Naval Units section under each ships description. Casualties from hits scored by the land based artillery are satisfied using the attackers ground forces.
Immediately after the artillery portion of the combat phase, the attacker must endure a one time free shot of shore defense combat, during which all defending ground based units take a free shot at the attacker, and the attacker removes the casualties prior to proceeding with the battle. Shore defense combat occurs only once during the battle for that area.
After the Shore Defense, combat is resolved in the normal manner with surviving Units.
The attacker and defender may not retreat after shore defense combat. They must stay and fight at least one complete round of combat. Units that performed an Amphibious Assault must always retreat back onto their vessels if they choose to retreat.
Naval Units may only perform one Round of Shore Bombardment. The number of Naval Units eligible to perform Shore Bombardment is equal to the number of Land Units that participate in the Amphibious Assault.
Combat Units
Land Units
Land Units move from one adjacent Area to another, up to their allocated movement allowance. Unless transported by a Naval Transport Unit, Land Units may not enter Sea Zones.
Only Infantry Units are eligible to be transported by air. All Land Units are eligible to use Strategic Rail Movement.
There are (3) basic types of Land Units.
A. Infantry: Infantry may be used to attack and defend Land Areas. Infantry Units Attack on a 1 and Defend on a 2 or less. Infantry Units may be transported by Naval Transports and Bombers acting as Air Transports. Infantry may also be used for Amphibious Assault and as paratroopers. While being transported they have no attack, defensive, or movement capability and cannot be used to satisfy a combat loss. If, for any reason, their mode of transportation is destroyed then they too, are destroyed!
On land, Infantry can move from an adjacent area to another. When being transported they use the movement rate of the transporting Unit. Infantry may not combine its own movement and the movement rate of the transporting unit.
If a country has tech (2) infantry, existing infantry may be converted into paratroopers for 1 turn only at a cost of 1 dollar per infantry unit. When dropped from a bomber, paratroopers Attack on a 2 and may not retreat. If the attacking player chooses to retreat, the paratroopers are eliminated.
Once a Paratrooper has been used, the Unit then reverts back to a Normal Infantry Unit after attacking.
B. Armor: Like Infantry, Armor Units can attack and defend only Land Areas. Armor Units may use Naval Transport and be used in an Amphibious Assault. Armor Units are prohibited from using Air Transport.
Armor Units have a movement rate of 2 land areas. Armor Units may move through unoccupied enemy areas and take possession. They must, however, stop and have Combat if the area is occupied by an enemy.
Armor Units Attack on a 3 and Defend on a 3 or less. Armor may also be used to perform Breakthrough Combat.
Armor may also use Strategic Rail Movement.
C. Artillery: Like Infantry and Armor, Artillery may be used to attack and defend Land Areas. Artillery is unique because it can attack or help defend any adjacent area. Artillery has a movement rate of 1 area. Artillery Units attack on a 2 and defend on a 2 or less. In any given turn, Artilley can provide support to only 1 area.
Tech 1 Artillery may not move and attack. Tech 2 Artillery may move 1 Area and Attack.
Artillery Units may use naval transport and strategic rail movement. Artillery may not be used for Amphibious Assault. Artillery Units may not be used to capture an Area.
Air Units
Air units have the unique capability of moving on land areas and over sea zones. Air units may not land on sea zones, unless the zone is occupied by a friendly air craft carrier that has room to accommodate it.
All air units have a submarine detection rating of 3 or less. A fighter assigned to an aircraft carrier, has a submarine detection rating of 4 or less.
Air Units may not, without a declaration of war, fly over Neutral Countries.
There are two types of Air Units.
A. Fighter: Fighter Units fly over Land Areas and Sea Zones. They may not, however, land in a Sea Zone unless the Sea Zone is occupied by an Aircraft Carrier. Fighters are used to attack and defend Land Areas and Sea Zones. Fighters may be used to attack or defend against other Air Units (Air to Air). They may also be used to attack Land and Naval Units when acting as ground support (Air to Ground). Fighters Units may also be used during Amphibious Assaults.
Land Units, when defending against an Air Unit that is assigned to Air to Ground, always defend at half strength. This only applies to Land Units. Naval Units defend normally against a Air to Ground attack.
Fighters Attack on a 4 and Defend on a 4 or less. Fighters have a movement rate of 4 Land Areas or Sea Zones. Fighters must end their movement on a Friendly Controlled Area or Aircraft Carrier. When used in an attack, a player must always allow enough movement for the fighter to return to a Friendly Area.
Suicide missions are not allowed by any Air Unit. An Air Unit may not land in an area that was just conquered during the combat phase. An Air Unit can only land in an Area that is Friendly Controlled.
Fighters may be intercepted when flying directly over, (or adjacent to) Areas containing Enemy Fighters. If the Fighter Unit is intercepted, Air to Air Combat must be resolved before the Fighter can complete its mission. See: Air Missions, for more information.
B. Bomber: Bombers (like fighters) have the ability to fly over Land Areas or Sea Zones. When attacking Land or Naval Units, Bombers have an Attack Factor of 4 or less; and, Defend on a 2 or less. A Bomber, when engaged with an Enemy Fighter, is always considered the Defender. When engaged with an Enemy Fighter they use the Defense Factor of 2. The Attack Factor of 4 is used against Naval or Land Targets.
Bombers have a movement rate of (6) Areas or Sea Zones. The same Fighter Landing Rules apply to Bombers. Like Fighters, they are also subject to Air Defense Combat, and Interception whenever their flight path takes them directly over an Area containing an Industrial/Resource Site, Seaport, or Enemy Fighter Units.
Bombers may not fly Air to Air Missions. They may only be used for Air to Ground, and the Strategic Bombing of Industrial/Resource Sites. With Tech (2) bombers may be used as air transport to transport paratroopers or infantry. A bomber may transport 1 infantry or paratrooper unit. Regardless of their use, they may fly only one mission per game turn.
Unlike fighters, bombers may not be used to Intercept Enemy Aircraft, or to Defend Adjacent Areas.
Naval Units
Naval Units move from one adjacent Sea Zone to another. Naval Units may never move onto land areas with the exception of the Kiel and Suez Canals. Naval Units may not use Strategic Rail Movement. More information regarding the use of Naval Units can be found under the heading Naval Operations.
There are five types of Naval Units
A. Transports/Merchants: These units are used to transport troops and supplies. As Merchants, they are vital to Great Britains economy. The British Player, in order to receive his full economy, must have at least one Merchant in all 3 of his Convoy Boxes; North Atlantic, Mid Atlantic and South Atlantic, otherwise he loses income.
The U.S. player in order to provide Lend Lease must have one U.S. Merchant for every 8 dollars in Lend Lease he wishes to lend. For Lend Lease to the British and French, any one of the British convoy boxes may be used. The Murmansk Box is used if he wishes to give lend lease to the Russian player.
A Transport may carry either 1 Infantry, 1 Armor, or 1 Artillery. Transports are needed in order to carry out any Amphibious Assault Beach Invasions. A Transport may move, pick up troops and continue moving and drop off troops, as long it has sufficient movement. It costs the Transport 1 movement point to pick up or drop off Troops.
Transports/Merchants have a movement rate of 4 Sea Zones. They have no Attack or Defense Factor. Transports/Merchants are active and move only if they are accompanied by an Escort. Except for Beach Invasions, Transports/ Merchants are never active in an attack and thus may not be used to suffer losses when part of an attacking force. However when they are part of a defending force they may be used to suffer a loss when defending against a naval or air attack.
Land Units may not move after they have been dropped off by a merchant/transport.
B. Escorts: In essence, Escorts are destroyers, frigates and other smaller combat vessels. They are vital as they offer cheap protection for Transports and Merchants in the convoy box. They are also used to hunt down and destroy Enemy Submarines.
Escorts have a movement rate of 5 Sea Zones. They Attack and Defend on a die roll of 3 or less. They have a Submarine Detection Factor of 3, and a Shore Bombardment Factor of 1.
C. Battleships/Cruisers: They are the muscle of any Navy. These larger and more formidable Units have a Sea Movement rate of 4. Battleships/Cruisers have an Attack and Defense Factor of 4. They have a Shore Bombardment Factor of 2. See, Amphibious Assault.
Battleships/Cruisers have a Submarine Detection Factor of 2.
D. Aircraft Carriers: Aircraft Carriers are special Naval Units that allow planes to land on them and help Naval Units achieve a greater level of efficiency. Carriers have a Movement rate of 4 Zones and have the capacity to carry a fighter. Carriers have no attack factor and have a defensive factor of one. By themselves, Carriers have a Submarine Detection Factor of 1. When a fighter is operating from a carrier the fighter has a detection rating of 4.
Carriers do not move during the Combat Phase of a turn. Fighters launched from a carrier during combat movement are retrieved during the carriers non combat movement.
E. Submarines: Submarines are special Naval Units and have different Combat Capabilities. Submarines have a Movement Rate of 3. They have an Attack Factor of 3 and a Defense Factor of 2. Submarines are unique as they have to be detected by the enemy before they can be attacked. Submarines may only perform Combat for 2 Combat Rounds; and are then forced to retreat.
Submarines may be used to Attack and Defend against other Enemy Naval Units. They may not Attack or Defend against Air to Ground Units. The German Player may also use his submarines to attack enemy naval units in convoy boxes.
Attacking subs: When attacking a submarine the attacking player must always make a successful detection roll in order to make the attack. To make a detection roll, the attacking player determines which of his naval units has the best detection rating and rolls for the detection. On a successful roll the submarines are detected and combat occurs immediately with the submarines being the defender. Regardless of the number of vessels only one detection roll is made.
Defending vs. Subs: When attacking enemy naval units submarines get a first sneak attack, forcing the defender to immediately remove any casualties. The defending player must then make a submarine detection roll using the detection rating of his best naval or air unit participating in the battle. If the submarines are detected all remaining naval units defend normally. If the detection fails, all defending naval units hit only on a roll of 1. The submarines are always detected on the second round of combat and all defending naval units defend normally.
Submarines have no Zone Of Control. They have the ability to pass through, and remain in Sea Zones containing Enemy Naval Units. In retreat situations submarines can retreat into a sea zone containing enemy naval units.
Special Map Areas
Sea Ports
Sea ports play a very active role in the game. With the exception of Gibraltar they are safe from naval and Amphibious Attack. No enemy naval unit is allowed entry into any enemy sea port if it is occupied by a naval unit. Naval units in a sea port may be attacked by enemy air units. The attacking air units must survive air defense combat before being eligible to continue their attack. In this instance, air defense combat is fought during each combat round.
With the exception of The Russian Sea Ports, all Sea Ports are clearly printed on the map. The Russian Sea Ports are unique as only the Russian Player is allowed to use them. Once captured they may not be used as Sea Ports for the remainder of the Game.
Enemy Air Units are also subject to Air Defense Combat at any time that their flight path places them over an Area containing a Sea Port.
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Germany.
A. Hamburg (Kiel Canal): The Sea Port of Hamburg is very unique. The Kiel Canal allows German Naval Units to move to and from either side. The Kiel Canal allows Germany to control both Sea Areas and Essentially prevents any Russian Navy from entering the Atlantic Ocean.
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Great Britain.
A. Scapa Flow: This British Port, other than its Strategic location, has no added benefits.
B. Bristol: The Port of Bristol is very important to the U.S. Player. This is one of only two Ports available to them when entering on the Board. For Movement purposes the U.S. Player goes from the U.S. holding box to Bristol before his ultimate destination.
C. Suez: The Port of Suez is similar to the Kiel Canal. The British Player may move through and Start His Movement from either side. The Suez Canal may not be used to build Naval Units other than Transports.
D. Gibraltar: This key British Port controls the Western Area of the Mediterranean and may be entered by Enemy Naval Units if they are making an Amphibious Assault on Gibraltar itself.
Submarines may attempt to pass through Gibralter; but, must pass an immediate Detection Roll and survive any attack as a result of any Detection Roll. If they are detected, they must stay and fight for at least (1) Combat Round before retreating. Submarines may not use their Retreat Option to pass through.
Submarines may not attack Naval Units in Port unless they are part of an Invasion Fleet preparing for an Amphibious Assault on Gibraltar. If they are not detected, they may pass freely through a Port.
Gibraltar may not be used to build any type of Naval Unit.
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France.
A. Brest: If Brest is under Free French Control, the U.S. Player may use Brest as a Port of Entry. Brest has no additional bonuses.
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Marseilles: The Port of Marseilles has no additional bonuses. However, it is vital to a Vichy France. When France is conquered and a Vichy France is Declared all Vichy Naval Units are immediately placed in the Port.
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Italy.
A. Taranto: This Italian Port has no additional bonuses.
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Russia.
A. Leningrad: This Russian port may only be used by the Russian player.
B. Murmansk: This Russian port may only be used by the Russian player.
C. Sevastopol: This Russian port may only be used by the Russian player.
Convoy Boxes
There are several Sea Zones with Numbers printed on them. The Convoy Boxes in the upper left hand corner have a corresponding number. For Movement purposes all Naval Units either entering or leaving the Convoy Boxes do so on the Corresponding Sea Zone Number. It costs 2 movement points to enter or exit a Convoy Box.
Convoy Boxes are vital to the Economy of Britain and for the purpose of Transferring Lend Lease. In order for Britain to take full advantage of its Income, the Convoy Boxes must be occupied by at least (1) British Merchant. Britain loses ($8) for every Convoy Box that does not contain a Merchant.
When Attacking a Convoy Box with Submarines the German Player must use his first combat round to Attack any Escorts in the Box first. The Submarines may then, on their second round, direct their attack on any Merchant(s) in the Box.
The German player rolls a die for every merchant sunk in a convoy box. The number rolled is the additional number of dollars that the British player loses when it is time for him to collect his income.
Example: The British player has a merchant in the North Atlantic convoy box. The German player attacks the merchant and sinks it. The German player then rolls for the monetary damage. The total of the die roll is then added to the ($8) because the convoy box is now empty of any merchants.
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The Suez Box: The Suez Box is used only to Transport Land Units to North Africa and the Middle East. The British, U.S., and French Players, when using the Box, may enter or leave the Box in either Cairo or Kuwait. It costs (2) Movement points to exit and enter the box.
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The Soviet Far East Box. The Russian Player uses this box to transfer Ground and Air Units to and from the Soviet Far East. Naval Units may not use this Box. It costs(1) movement point to enter the Box.
Forts/Fortifications
There are (3) major Forts and Fortifications printed on the map. Each Fortification is unique and represents a tremendous advantage to the Defending Player. Fortifications benefit only the Defending Side. Once a Fortification has been captured the fortification becomes useless and is never considered again.
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Germany.
A. The Siegfried Line: German Infantry Units defending Areas on this Fortification add an additional (1) point to their Defensive Factor. German Infantry would then Defend the Line on a (3) or less. The Areas covered by the Siegfried Line are Munchen and Frankfurt. The Bonus for this Fortification may only be used if the attack comes from the Areas of Reims or Nancy.
German Armor Units may Defend the Siegfried Line, but receive no additional bonuses.
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France.
A. The Maginot Line: This Major Fortification gives Defending French Infantry two points to their Defense Strength. All French Infantry Defend on a (4) or less. French Armor Units defend on a (1) on the Maginot Line. British and U.S. Units may not Defend the Maginot Line.
The Infantry Bonus may only be used if the Attack is made from Munchen to Nancy or from Frankfurt to Nancy or a combination of both. The Bonus is also used when attacked from Frankfurt or Belgium to Reims. There is no Defense Bonus if there is a German Attack from any French Held Area.
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Great Britain.
A. Gibraltar: Only (3) British Infantry and (2) Fighter Units may be placed there. All British Infantry Defend on a (4) or less.
Technologies
The use of technology allows substantial gains in players war efforts. The technology chart is used to keep track of the gains made by each player. Most countries start with technology 1 in some categories. A country must always develop Technology 1 before developing technology 2.
No Player, in any case, may voluntarily give away Technology to another Player, even to a friendly player. Technology can only be attained through Research or Espionage.
- Infantry: All players have Technology 1 in this category. Technology 2 in this category is required for a players country to be allowed to use paratroopers. Technology 2 also allows that Countrys Infantry to move 2 Areas, Attack on a 2 or less, and Defend on a 3 or less.
If a players country has Technology 2 in both infantry and armor, the infantry is considered fully mechanized and is also able to participate along with armor in Breakthrough Attacks.
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Armor: All Countries start off with Technology 1 in this Category. Technology 2 in this allows Armor to move 3 Areas. With Technology 2 Armor Attacks on a 4 or less and Defends on a 5 or less.
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Artillery: All Countries start with Technology 1 in this category. With Technology 2 Artillery moves 2 Areas. Technology 2 Artillery Attacks on a 3 or less, and Defends on a 3 or less.
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Fighter: All Countries start with Technology 1 in this category. With Technology 2 Fighters have a movement rate of 6 Areas. They Attack on a 4 or less and Defend on a 4 or less.
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Bomber: All countries start with Technology 1 in this category. With Technology 2 a bomber may also be used as an air transport unit to transport infantry or paratroopers. Technology 2 bombers have a movement of 8 Areas. They attack on a 6 or less, and defend on a 4 or less.
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Submarine: All countries start with Technology 1 in this category. With Technology 2 submarines have a movement rate of 4 sea zones. Technology 2 submarines have an attack factor of 4 or less, and they defend on a 2 or less.
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Escorts: All countries start of with Technology 1 in this category. With Technology 2 escorts have a movement rate of 6 sea zones. Technology 2 escorts have an attack factor of 4 or less, and they defend on a 4 or less.
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Battleships: All countries start with Technology 1 in this category. With Technology 2 battleships have a movement rate of 4 sea zones. Technology 2 battleships attack on a 5 or less, and defend on a 5 or less.
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Air Craft Carriers: All countries start with Technology 1 in this category. With Technology 2 carriers are able to carry 2 fighter units instead of one and has a defense factor of 2.
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Transports: All Countries start with Technology 1 in this category. With Technology 2 Transports have a movement rate of 4 Sea Zones. Technology 2 Transports can transport up to 2 Infantry Units, and they have a Defense Factor of 1.
A Player with Technology 1 in Espionage is able to add or subtract up to two 2 from his die roll whenever he is rolling for a Technology to develop.
Espionage 2 also allows a player to conduct Industrial/Resource Sabotage. The player with may pick one enemy Industrial/Resource site per turn and attempt to sabotage that site. On a roll of 4 or less the attempt was successful and the player rolls again, deducting the number from the victims income track. On a roll of 8 the attempt was unsuccessful and the players agents are killed and the player may not make an attempt at Industrial/Sabotage for the next 2 game turns. There is no result on die rolls of 5 through 7. The Espionage attempt can only be made during a players Combat Phase.
Although the U.S. Player has no Site on the Board, Sabotage may be used against him.
Espionage 2 also allows a player to attempt to steal Technology from another player. (It may also be used against friendly players). A player with Espionage 2, if he chooses not to conduct Industrial Sabotage may attempt to steal any one technology from another player. After choosing which Player he is attempting to steal Technology from, the player rolls. On a roll of 2 or less, he is successful and he may pick a Technology to steal. On a roll of 8 the players agents are bribed and the other player gets to steal 1 Technology from you . On a roll of 7 the players agents are killed and he is prevented from stealing Technology again for 2 turns. There is no result on rolls of 3 through 6.
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ECW: The U.S. player starts off with Technology 1 in this category. All other players must develop Technology 1 first. Technology 2 in this category allows Fighter Units to Intercept from 2 areas away. Players with Technology 2 in ECW also subtract 2 from the die roll when searching for Enemy Submarines.
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Industrial: The U.S. player starts off with Technology 1 in this category. Technology 2 allows a player to change his builds prior to placement. Players with Technology 2 also do not suffer from Critical Hits as a result of strategic bombing.
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Rockets: The German player starts with Technology 1 in this category. Technology 2 in Rockets allows a player to make a rocket attack from any one of his Industrial/Resource sites to any enemy controlled Industrial/Resource site up to 8 areas or sea zones away. The player making the attack rolls and the number rolled is the amount of money subtracted from the player suffering from the Rocket Attack.
It cost (2) dollars to make a Rocket Attack which takes place and must be paid for during the Strategic Bombing Phase of the turn.
- A-Bomb: The A-Bomb when successfully dropped on an Industrial/Resource Site destroys the Site permanently. The player dropping the A-Bomb rolls two dice and adds the numbers to determine how much money is immediately subtracted from the enemy players economy in addition.
In order to use the A-Bomb a player must have Industrial Technology (2) and his Bombers must have Technology (2).
It costs 6 dollars to build an A-Bomb, and only one may be built per turn. The A-Bomb may only be used for Strategic Bombing.
Country Notes
Fall of Poland
When Warsaw is captured, Poland Surrenders and any remaining Polish Units are removed from Play. German Units may only occupy the Areas of Krakow, Warsaw, Posen and Danzig.
With the Fall of Poland, Russian Units may be deployed in the Rumanian Area of Chisinau, the Polish Areas of Lwow, Sarny, Pinsk and Vilno. Russian Units may also be deployed in Lithuania, Estonia, Latvia, and the Finnish Area of Bjorko.
German, Italian and other Axis Minor Country Units may not enter or fly over these Areas without Declaring War on Russia.
Fall of France
France is considered defeated and surrenders when German Units occupy the Areas of Paris, Reims, and Brest. The German player has the option of either accepting a French surrender and allowing a Vichy Government in parts of France or ignoring the French surrender in which case he must then occupy all areas of France, and French controlled areas of North Africa and the Middle East, in order to eliminate the French player.
If the German player chooses to accept a French surrender, a Vichy Government, as well as a Free French Government is declared. The surrender of France takes place immediately at the end of the German Combat Phase. All Phases are delayed until the steps of setting up a Vichy France is completed.
In this Phase all British Land Units in France that are not adjacent to a Coastal Area are considered destroyed and removed from play. Air Units and Land Units that are adjacent to Coastal Areas are immediately removed and deployed to London.
The French income is wiped out for the turn and reduced to (0).
- Vichy France. When a Vichy France is declared all French Land and Air units within France are removed from play. The French player rolls (1) 8d for each Naval Unit. On a roll of (1) the Naval Unit becomes German and is placed in Hamburg. On a roll of (2) the Unit becomes British and is placed on Scapa Flow. On a roll of (3) the Unit becomes Free French and is placed in the British Sea Port of Bristol. On all other die rolls the Naval Units are destroyed and removed from play. All French Units, built by the French player in the previous turn, are lost.
The German player places his own Area control markers on Calais, Reims, Nancy, Paris, Brest, Le Mans, and Bordeaux. The German Player then takes the French Control markers and places them up-side down on the French Areas of Orleans, Clermont, Toulouse, Marseilles, Lyon and the Island of Corsica. These Areas are now Vichy France. Out of the French Force Pool the German player places (4) Infantry in Toulouse, (2) in Marseilles, and (2) Infantry in Clermont.
The German Player then makes one die roll for each French Colony on the map. These are: Morocco, Algeria, Tunisia, and Syria-Lebanon. On a roll of (1) through (3) those Colonies and their Areas become Vichy French and an upside down Area Control Marker is placed on those Areas. On all other rolls the Colonies and their Areas stay Free French and continue to fight.
Vichy France is then considered to be a Minor Country. It may not be entered by either side without declaring War. Unless it is at War, Vichy France receives no money and does not build additional Forces.
U.S. Entry
Starting on his First Turn and each turn thereafter, the U.S. Player rolls and notes the number rolled, adding it to a point total on a sheet of paper. Whenever he accumulates a total of 60 points, war is declared on Germany, and the United States becomes a fully active player.
Certain Axis Invasions give the U.S. Player additional points and are added to his totals.
The Invasion of Poland = 3 points.
The invasion of France = 5 points.
The invasion of Great Britain = 20 points. The invasion of Greece = 3 points.
The invasion of Russia = 6 points.
The U.S. Player receives 2 points for every other Minor Country that is invaded by the German Player.
Until he is at war, the U.S. Player may not build or collect income.
The U.S. player, however, can send Lend Lease to his Western Allies (France and Britain) beginning on his second turn.
The U.S. Player takes (1) Merchant from his at Start Force Pool and places it in any one of the British Convoy Boxes. Each turn until he is at war the U.S. Player rolls (1) 8d. The number rolled is the amount of Lend Lease money given to either Britian or France (U.S. player chooses).
Once he is at war, the U.S. Player then chooses the amount each player is to receive. Each U.S. Merchant can carry up to ($8) in Lend-Lease money. The U.S. player must have a Merchant in the Murmansk Box if he is to give Lend-Lease to the Russian player.
If the German player attacks the U.S. Merchant delivering Lend Lease, War is Declared.
Note: A submarine attack on British merchants in a convoy box (that also contains a U.S. merchant) is not a declaration of war on the U.S. The German player can choose not to attack the U.S. merchant and only attack the British naval units.
Beginning on the third turn and every other turn until War is Declared, the U.S. Player may make (1) Tech roll at no cost. The U.S. player is thereafter eligible to make free tech rolls on turns 5, 7, 9, etc. Once at war the U.S. must pay to make tech roll attempts.
Russian Entry
Similar to the U.S., the Russian Player rolls each turn and notes the amount rolled. The Russian player declares war when his point total reaches 65. The Russian player receives a bonus of 5 points if the Axis invades Yugoslavia.
Until at War with Germany, the Russian player collects no income, and does not purchase units. Instead the Russian Player places (2) Infantry Units on the board every Odd Turn, starting on the third turn. He places one Armor Unit on the board every Even Turn, starting on the fourth turn.
Beginning on the third turn, he can make (1) Tech roll attempt on every fourth turn. Until he is at War, this roll is Free. (The Russian Player would be eligible to make Free Tech rolls on turns 3, 7, 11, etc. Once War is Declared, the Russian Player must Pay for his Tech Rolls.
Italian and Axis Minors Entry
Until each becomes active the player controlling Italy, Rumania, Bulgaria and Hungary collects no Income from those countries and may not place builds in those Countries.
Whenever they become active these countries share the same Total Income, Force Pool, and Technology as Italy. All units are considered as Italian and move during the Italian Turn.
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Italy: Italy becomes Active on the Game Turn that German Units occupy Paris. (The Italian Player moves last on that Turn).
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Rumania: Rumania is activated on the Game Turn that Germany invades Russia.
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Hungary: Hungary is activated on the Game Turn that Germany invades Russia.
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Bulgaria: Bulgaria is activated on the Game Turn that a German Unit occupies Kursk.
Finland
Finland is controlled by the German Player and shares the same Force Pool. Finland becomes active and adds it economy to the German economy on the turn that German Units are adjacent to Leningrad. Builds may only be placed in Finland when it becomes active.
The German Player is restricted to building only Infantry in Finland. Armor and Air Units may not be built in Finland.
Minor Countries
All other Countries are considered Neutral. These Countries are only Activated when they are Attacked. Only the Axis may attack a neutral countries.
Once they are Attacked, they are no longer Neutral and may be controlled by either side. The Russian Player takes control of Turkey and Yugoslavia if they are attacked. The British Player controls all other Minor Countries if they are attacked. The controlling players may use as Income any Industrial/Resource Site that is controlled by them. The Axis may also use their Income when these countries are defeated.
Note: Although Yugoslavia and Turkey are controlled by the Russian Player, a German/Italian Attack on these countries is not a declaration of war.
All Neutral Countries have some type of Defense. When they are attacked, the appropriate forces listed under Minor Country Forces are used. Neutrals are considered defeated once their Forces have been eliminated.
Only Infantry Units may be placed and built in Neutral Countries.
A. Norway/Sweden.
Although Neutral, Sweden was vital to the German War Machine and Germany depended heavily on Swedish Resources. The German players loses (6) dollars every turn that the enemy occupies both Oslo and Norway simultaneously.
Restrictions
The Players should make note of the restrictions that are placed on each side.
A. The common sharing of Technology is not allowed by either side.
B. The sharing, or taking over control of another Players Units is prohibited.
C. Aircraft Carriers may not be used to hold Air Units belonging to another Country.
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Western Allies.
A. No U.S., British and French Units of any type are allowed to enter, or help defend any Russian controlled areas.
B. Only French Units can be used to defend the Maginot Line and Paris. British Air Units may perform Interception over Paris.
C. French Naval Units may not enter and help defend the Convoy Boxes or the U.S. Holding Box. French Naval Units are prohibited from entering Scapa Flow.
D. French and U.S. Forces may not be used to Defend London. U.S. Air Units may perform Interception over London.
E. The U.S. Player under no circumstances is allowed to build or place builds on any portion of Europe. All U.S. Units must be built in the U.S. and be transported via the holding Box to an eligible Port.
F. If the Free French Player has no Industrial Sites available, he must use the U.S. Holding Box and use U.S. Merchants to enter an eligible Port. When landing they may not move for (1) full turn.
G. French, British, and U.S. Ground Troops may use each others Naval Transport, but only for non-combat purposes and they may move only on the Transport Players Turn. When landed they may not move for (1) full turn. They may not use Russian Transports.
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Germany/Italy.
A. Although they are considered partners only a limited amount of money can pass between them. Only the German Player can lend Money. The amount of money that can be lent given is determined by rolling one die when lending money.
German/Italian Land Units may use each others Naval Transport. (Western Allies rule G applies.)
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Russia.
A. Russian Naval Units may not enter any Western Allied Naval Sea Port or Convoy Box.
B. Russian Units may not use Western Allies Transport.