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NORAD

NORAD Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
    • 2.1 Counters
    • 2.2 Map
  • 3.0 Set Up
    • 3.1 US Player
    • 3.2 Soviet Setup
  • 4.0 How to Win
  • 5.0 How to Play
    • 5.1 Soviet Bombers Intrude
    • 5.2 Soviet Bombers Movement
    • 5.3 US Movement
  • 6.0 How to Move
  • 7.0 Combat
    • 7.1 Fighter v.s. Bomber
    • 7.2 SAM v.s. Bomber
    • 7.3 Bomber Attacks a City
    • 7.4 Decoy and Combat
  • 8.0 Solitaire Rule
  • 9.0 Optional Rules
    • 9.1 DEW Line
    • 9.2 Soviet Optional Setup
      • 9.2.1 Siberian Bases
      • 9.2.2 Cuban Base
    • 9.3 Submarine Launched Ballistic Missile (SLBM)
    • 9.4 Royal Canadian Air Force
    • 9.5 Assigned Targets
  • 10.0 Designer's Note
  • 11.0 PVO Strany
    • 2.2 Map
    • 3.1 Soviet Setup
    • 3.2 US Setup
    • 4.0 How to Win
  • 12.0 Expansion Game
    • 2.2 Map
    • 3.1 Soviet Setup
    • 3.2 US Setup
    • 4.0 How to Win
    • 6.0 Optional Rule for Movement
    • 9.6 Optional Rule for Fighter Combat
  • Target Assignment Sheet
    • Soviet Bombers and SLBMs
    • US Bombers and SLBMs

1.0 Introduction

"NORAD 3: Strategic Nuclear War" is a simulation of a fictional war between the United States (US) and the Soviet Union (USSR) in 1962. One player plays as the US Commander (defender) and the other the Soviet Commander (attacker).

Production Note: The original NORAD was published by Simulations Design Corporation in 1973 and republished by Mishler Company Company in 1977. There were plans to reprint it in 2010 by Victory Point Games, but this never came to fruition. In 2020, High Flying Dice Games published SAC, a game themed on strategic bombing by the US Air Force based on the concept of NORAD. This is NORAD 3, which adds the Soviet Homeland Air Defense Force (PVO Strany) variant to NORAD based on the Mischler Company version ("2" is the unpublished VPG version).

First, we will explain the rules for "NORAD 3", then the specific rules for "PVO Strany", and finally the rules for connecting "NORAD" and "PVO Strany" and the expansion rules.

2.0 Components

NORAD 3: Strategic Nuclear War includes the following components:

  • 1 x A1 size map
  • 1 x countersheet
  • 1 x rulebook

Note: If you use the extended rules, you will need one additional six-sided die.

These rules use the following color system: Red for critical points such as errata and exceptions, Blue for examples of play. Green for design or production notes. Check for e-rules updates to this game via QR code.

2.1 Counters

The red counters represents Soviet units, including real and decoy bombers, and, for optional rules, real and decoy submarine-launched ballistic missiles (SLBMs).

Blue counters represents the US units, with real and decoy fighter planes, and real anti-aircraft missiles. The fighters with this symbol are belonging to the Canadian Air Force.

  • Soviet bombers and US/Canadian fighters have a number written on their front. This number represents the maximum number of squares they can move in one turn (movement allowance).
  • "Real" Soviet bombers and SLBMs have a "mushroom cloud" and a number written on the back. The number is used in the optional rules. "Decoy" bombers and SLBMs have "DECOY" written on the back.
  • "Real" US fighters have an illustration of the fighter and two numbers written on the back. The numbers are only used in the expansion game. "Decoy" fighter planes have "DECOY" written on the back.

2.2 Map

"NORAD" only uses the North American continent (within the area surrounded by a white and red frame). The North Pole and Cuba outside the frame are also used. Pieces used in the game are placed within the squares within this area.

This icon (a city symbol) represents city. The number alongside with icon is a value of the city (VPs for the Soviet player).

To refer to a specific square, use a combination of letters (row) and numbers (columns). If a row splits into two, add a W for West and an E for East. For example, Vancouver is L5-E. If the row splits into two again, add a W or E in the same way. For example, San Francisco is Q5-EW.

3.0 Set Up

3.1 US Player

First, the US player places the following units on the map:

  • US Fighters (Real): 12
  • US Fighters (Decoy): 6
  • SAM (Real): 5

US counters can only be placed on city squares. There is no limit to the type or number of counters that can be placed on one city square. All counters are placed face up (the US player can always tell if his piece is real or a decoy, but the Soviet player cannot tell).

3.2 Soviet Setup

The Soviet player receives the following units:

  • Soviet Bombers (Real): 24
  • Soviet Bombers (Decoy): 8

Place all Soviet bombers face-up in the Arctic Circle, just outside the red line at the northern edge of the map (the Soviet player can always check whether his pieces are real or decoys, but the US player cannot see this). After the game begins, the Soviet player moves these bombers onto the map (5.1).

4.0 How to Win

The Soviet player wins by destroying 100 or more American cities on the map through bombing. The US player wins by shooting down Soviet bombers and preventing the Soviet player from winning.

5.0 How to Play

The game progresses by both players taking turns. The Soviet player goes first, and the US player goes second. Turns are repeated until one of the players achieves the victory condition. Players can only move their pieces during their turn.

5.1 Soviet Bombers Intrude

At the start of the game, no Soviet bombers have entered the map yet. The Soviet player must enter at least four bombers (all of them if there are less than four) at the start of each turn until all bombers (32 in total, including real and decoy) have entered the map.

  • At the start of the Soviet player turn, place four or more bombers outside the entry line at the north end of the map. There are also squares outside this, and only one bomber can be placed in each square.
  • Then, each bomber moves (6.0). Since a bomber has a 4 movement allowance, it can move up to row D in one move. Exception: Soviet bombers cannot stop on row A when moving to enter. They must move to row B (or row C, D).

5.2 Soviet Bombers Movement

  • After the bombers intrude, the Soviet player may move all or some of the Soviet bombers on the map within movement allowance (6.0). Soviet bombers that have entered the map during this turn may not be moved again.
  • Soviet bomers are flipped back side whe: 1) attack US city, or 2) be attacked by US fighter or SAM.
  • The Soviet bomners may not exit from the map after entered. A eliminated bombers are removed from the game and cannot be brought back. Exception: Soviet bombers that reach the V line cannot move any further (6.0) and are therefore removed from the game. There is no need to show the back side at this time.
  • Only one Soviet bomber can be present each square on the map. They can enter/pass the same square as friendly (or enemy) aircraft, but at the end of the Soviet turn there can only be one Soviet bomber in each square.

5.3 US Movement

After the Soviet turn, the US player may move all or some of his fighters, or none. SAMs may not move.

Important: US fighters may only be moved once per game, and are removed in the turn they are moved - this means that it only makes sense for US fighters to move if a Soviet bomber is within 6 squares of them (7.1).

6.0 How to Move

  • Soviet bombers (real/decoy) have 4 movement points (MP). US fighters (real) have 6 MP. They may use all or some of their MP.
  • US fighters (decoy) and SAM cannot move after their initial placement.
  • US fighters (real) can move in any direction (vertical, horizontal, diagonal). They may also change direction as many times as they like during a single movement.
  • Regardless of whether they are real or decoy, bombers/fighters can enter/pass the same square as enemy aircraft without stopping or engaging in combat. However, if a Soviet bomber enters the same square as an SAM, it will stop temporarily and follow the steps below. 1) Place the Soviet bomber on the SAM. 2) The US player immediately declares whether or not to launch the missile. a) Do not launch the missile: The Soviet bomber can bomb the city in the same square or continue moving. If another bomber then enters the same square, the same procedure is repeated as long as there are SAM remaining. b) Launch the missile: See 7.2.
  • Soviet bombers move in the same way as US fighters. However, there are the following restrictions: At the end of a Soviet turn, all Soviet bombers, real and decoy, must move at least two squares south of their starting position (unless they entered the same square as a city during that turn). In other words, the following restrictions are imposed. 1) Soviet bombers cannot move northwest, north, or northeast. In addition, and 2) They must move at least two squares southwest, south, or southeast every turn. 3) If they are moving to a city that they will bomb that turn, the above two restrictions do not apply (they can pretend to head south but turn north to bomb the city).

7.0 Combat

Counters and cities on the map are eliminated (removed) through battle. There are the following types of battles:

  • Fighter v.s. bomber (7.1)
  • SAM v.s. bomber (7.2)
  • Bomber attacks against cities (7.3)

7.1 Fighter v.s. Bomber

US fighters can move during a the US player turn and attack the Soviet bombers in the square where they finished their move. Both bombers and fighters are automatically eliminated. Fighter attacks against bombers are resolved at the end of the the US player turn (i.e. after all moves for that turn have been completed). Before eliminating a bomber or fighter, both pieces are turned over (to show that the US fighter that moved is real, and to confirm whether the Soviet bomber that was shot down is real or a decoy).

Note: US fighters do not have to stop and fight when they enter the same square as a Soviet bomber. They can pass through and attack the Soviet bomber ahead. Also, US fighters can only attack Soviet bombers during the US turn. If a Soviet bomber enters a city with a US fighter during the Soviet turn, the US fighter cannot attack the Soviet bomber.

Note: A player can attack one Soviet bomber with multiple fighters. In that case, at the end of the US turn, check the backs of all the attacking fighters. If any of them are real, the bomber is removed, but all fighters used in the attack (even if there are multiple real ones) are removed.

Reminder: Fighter attacks are resolved after all movements for that US turn are completed.

Important: Move Soviet bombers rationally.

7.2 SAM v.s. Bomber

US SAM can shoot down a Soviet bomber in the same square. The US player can either fire or not fire SAM. If he fires SAM he turns the Soviet bomber over (after checking if it is real or decoy) and removes the SAM and the Soviet bomber from the game. If he does not fire SAM, the Soviet bomber can continue moving or bomb a city in the same square (6.0).

Note: A Soviet bomber shot down by an SAM cannot attack a city. However, if another bomber moves to that square during the same turn and is not shot down by another SAM, that bomber can attack a city.

Note: SAM attack Soviet bombers during the Soviet turn.

7.3 Bomber Attacks a City

Any real Soviet bomber that ends its move on the same square as a US city and is not shot down by SAM can destroy that city. Attacking is optional. If it does attack, it turns the bomber over to show it is real and takes the points for that city.

IMPORTANT: A city can only be bombed once per game, and points can only be earned once.

To indicate that a city has been destroyed, place a bomber face-down on the square. Each bomber can only bomb once per game.

NOTE: To record the VP gained by the Soviet player for the destruction, place two VP markers on the points track to show the total VPs.

If there are any US units in the same square as the destroyed city, all of them are also eliminated and removed from the game. There is no need to show the backs of the removed US fighters (the Soviet player will not know whether they are real or decoys).

7.4 Decoy and Combat

  • US decoy fighters cannot attack Soviet bombers, and can only be eliminated if a city on the same square is destroyed.
  • Soviet decoy bombers cannot attack cities. If they are attacked by US fighters or SAM, they will reveal and then be removed.

8.0 Solitaire Rule

If it's difficule to find an opponent, NORAD can also be played solo. The rules remain the same, with the following exceptions:

  • The goal of the game is to prevent the US from winning. However, players can move both sides' counters.
  • The US fighters randomly placed themselves, not knowing which were real or decoys. The Soviet bombers also set up, not knowing which were real or decoys.
  • When resolving a battle, the US fighters check their backs. If they are decoys, they are immediately removed (so the backs of the Soviet bombers cannot be checked).
  • Soviet bombers only turn their backs when they bomb a city or are attacked by real fighters or SAM. If the bombing Soviet bomber is a decoy, remove it immediately. Another Soviet bomber can bomb the same city during the same turn. US SAM can be used in the same way as in the basic rules.

9.0 Optional Rules

9.1 DEW Line

The two northernmost cities, Anchorage and Gotthopf, are radar key locations on the DEW line (radar icons are marked on their squares). After the destruction of these two cities, the northern limit of the map becomes I row, and Soviet bombers can enter the map from H row. This allows Soviet bombers intruding the map to move up to L row on the turn they intrude. Also, after both Anchorage and Gotthopf are destroyed, Soviet bombers that start moving north of H row can be placed on any square on H row at the start of their movement and start their movement from there.

Note: Only one bomber can be placed on each square on H row, both for intruding bombers and for bombers that change their starting square.

9.2 Soviet Optional Setup

9.2.1 Siberian Bases

Soviet bombers can enter the map from the northern edge of the map, as well as from rows A through H on the western edge. These represent bombers coming from bases in Siberia. There is no limit to the number of bombers that can be launched from bases in Siberia.

9.2.2 Cuban Base

The Soviet player can place up to 5 bombers in the Cuban base, with a limit of 3 being real (the rest must be decoys). These bombers represent the Il-28s deployed to Cuba. Before the US player sets up (3.1), he places as many bombers as he can in the Cuban base box, up to his limit.

  • In addition to the bombers entering the map from the north edge of the map or from the Siberian base, the Soviet player may allow any number of bombers to enter the map from the Cuban base box during his turn.
  • Bombers entering the map from a Cuban base will stop in V row for that turn. They may move normally on the next Soviet turn. Exception: Unlike other Soviet bombers, Soviet bombers departing from Cuba must move at least two squares north unless they are attacking a city that turn.
  • Bombers assigned to the Cuban base at the start of the game cannot be brought in from elsewhere.

9.3 Submarine Launched Ballistic Missile (SLBM)

Using this option, the Soviet player is given three real SLBMs and one decoy, which represent the SS-N-4 "Snark" aboard Soviet Z-V class submarines. The Z-V class submarines had two vertical launchers in their conning towers, and there were 6-10 of them in operation in 1962. The "Snark" was armed with a 1 megaton nuclear warhead and had a range of around 600 km.

  • The Soviet player may place one or more SLBMs on the map during his turn, or none at all, on sea squares adjacent to US coastal squares. Only one SLBM may be placed on a square.

Note: Since SLBMs can only move one square on their next turn, they are useless unless they are placed in a square adjacent to the city they are attacking (see below).

  • During the US player turn, the US player can use fighters to attack SLBMs, which are treated the same as bombers.
  • On the next Soviet player turn, the SLBM moves one square and destroys any US city. The decoy SLBM also moves one square. If there are US SAM in its same square, the US player can attack the SLBM just as he would a bomber (7.2). Each SLBM can only attack one city.

9.4 Royal Canadian Air Force

Four Royal Canadian Air Force fighters (three real ones and one decoy) will appear. As with the US fighters and decoys, they are used by the US player. If the Soviet player uses SLBM, be sure to use this option rule as well. The Royal Canadian Air Force can only be deployed initially in Canadian cities.

9.5 Assigned Targets

After the US player has completed setup (3.1), the Soviet player assigns a target city to each of his real bombers (numbered 1-24). Record this information on the Target Assignment sheet at the end of the rulebook and reveal it to the US player at the end of the game. Each bomber may only bomb its assigned targets.

If using the SLBM option rule (9.3), the Soviet player must assign targets for the three real SLBMs. Target assignment for the SLBMs occurs before US setup.

10.0 Designer's Note

By NORAD Designer Dana F. Lombardy

NORAD is a level 1 game. That is, a simple simulation: a platform on which to build more complicated models by adding variants, options, and higher levels of complexity.

It was designed with the specific purpose of providing an entertaining way for the hobbyist or student to learn more about the strategic problems of modern air warfare. To make the game interesting, the initial version (without variants) was designed with emphasis placed on balance of forces and objectives. The precise orders-of-battle and combat performances of the units involved in the game have been generalized for several reasons. It is possible to add near exact orders-of-battle and intricate combat resolution tables to the game format, but this would not insure playability of the game, or a realistic representation of modern air warfare.

The NORAD scenario is circa 1962. It is not a realistic simulation of strategic air combat, because it is too abstract. But it is an accurate simulation of strategic air warfare. The difference is that between the forest and the trees. On the one hand, you could research exact unit strengths, electronic weapon systems, etc. and devise conflict resolution tables to reflect the potency of such modern devices. However, as much of this information is classified or restricted from the general public, such tables would be at best only a subjective evaluation by the game designer. If he is an expert in the field of modern weapons, then his tables will be fairly accurate. But you still cannot design an accurate simulation of the NORAD scenario without the data available to the U.S. Air Force. They have conducted massive wargames and simulations assisted by computers and thousands of men and aircraft. I was not so well endowed when I set out to design NORAD.

However, the principles, premises, and objectives of air warfare are known, and being abstract theories (proven or unproven) they can be placed into a game format. This is because a game is nothing more than an abstraction of real life. The more accurate and real the game, the more closely it simulates real life. To look only at the "trees," to get hung up on individual aircraft combat, is to avoid the whole idea of NORAD. The objective is to destroy American cities if you are the Russian player, and to prevent this as best as possible if you are the American Air Defense commander. NET EFFECT is the most important game design factor to be considered.

For example, a U.S. fighter unit moves only once in the game. Its movement factor reflects its faster speed than the Russian bombers, besides being the actual maximum range of the aircraft. When you move a fighter unit on top of a Russian unit, thereby destroying the Russian bomber or decoy, the fighter is also "destroyed." In reality, the plane(s) represented by the unit counter have made one mission. They either were directed to wrong areas because of Russian electronic or decoy units (or human error), or shot down by Russian bombers, or their mission is accomplished and they return to base. The NET EFFECT is that the U.S. fighter unit is "destroyed" for the remainder of the game. By the time the surviving jets return to their airfield (if it's still there), refuel and rearm, the Russian bombers would have all reached their targets or been eliminated. The best that the U.S. fighters could then do is intercept the Russian bombers that are returning after successfully bombing the American cities. But that is an irrelevant point in the game. NORAD is over once the Russian planes have all been used up in bombing attacks or destroyed in combat. Whether they are shot down later doesn't affect the rubble that once was New York, or Chicago, or Los Angeles.

The point that I am making as designer of NORAD is that it is fine to add more complicated rules, combat tables, units, etc. –to add the "trees" to the game. The variants offered do make the game more interesting once you have mastered the basic format. But be prepared to spend more time at the game board for every additional rule or unit you inject into the NORAD scenario. As it was initially conceived, NORAD takes but 15 minutes to play a complete game. The additional variants which follow the rules double that time per game. Adding more missiles, submarines, a Russian map and U.S. SAC bombers, Russian fighters, etc., etc. will make a more accurate simulation (providing that your data and design theories are correct), but you can never attain the same level of accuracy as achieved by the U.S. Air Force in their computer-assisted wargames. You have added more hours or even days to the game time, without necessarily adding more realistic and accurate factors to the game.

This is the crux of game design: Are you trying to write a history book, or design a game? A game is a very useful tool. You can illustrate principles, ideas, and facts more graphically in a game which employs pictures, playing pieces, and a mapboard, than you can explain these things in hundreds of pages of a textbook. To add pages of detailed rules is to revert back to the textbook and destroy the primary value of a game. This does not mean that complex games are bad or not useful tools. If you have a classroom full of people, each person can handle details which concern only him in the game. You maintain the basic game format, and add complexity as you add more people, or more experienced game players. To design too much complexity into a game for two players is to overwhelm them with needless trivia.

NORAD is not the most accurate simulation on the market, but I doubt that it will bore anyone or collect dust on a shelf.


The Soviet bomber force was at its peak in terms of numbers in the late 1950s, early 1960s. This was before the Soviet Union had any substantial number of ICBMs or sub-launched ballistic missiles and had to rely on its bomber force to attack the United States. America had correspondingly a large Air Defense force at that time of nearly three interceptors to everyone Soviet bomber. This is the same ratio maintained today by the Soviet Air Defense Command opposing our 600+ SAC B-52s. This overkill ratio is negated by many factors, not the least of which is the relative ineffectiveness of individual missiles–the main weapon in modern air combat. Air-to-air (ATA) missiles have passive or semi-active homing guidance systems. Passive missiles home onto radiation (light, radio, heat, sound) emitted from the target, while semi-active missiles home onto radiation from a third source, other than the missile or target, which is reflected by the target. Passive is synonymous with infrared, or heat-seeking systems. Semi-active missiles have a radar receiver and home onto reflected radiation from the target illuminated by the forward radar of the attacking aircraft. Clouds, bad weather, jamming, and supersonic aircraft traveling at an equal speed to ATA missiles (most missiles travel between Mach 1 and Mach 2) can prevent a sensitive modern missile from reaching its target. Unlike demonstration films which show a target drone flying leisurely along just before it is hit and disintegrates, a real target aircraft will hardly be so obliging to fly on a course that ensures a hit.

In 1972 it took between 40-70 SAMs to down one B-52 over North Vietnam. Many B-52s in their raids received hits or near misses from SAMs and still got through to bomb their targets and return. In a nuclear war, merely damaging a plane in that manner will not prevent it from destroying a city. You must knock down the bomber and its nuclear cargo. Even with close to 100% accuracy, it would take one fighter per bomber to stop an attack. Unlike World War II with its mass bomber formations and fighters making several passes at them, modern fighters rarely get more than one target, or have the capability to attack more than one bomber. The two to four missiles carried by jet fighters are all fired at one target, in the hopt that at least one will strike home.

The uncertainties of weapon systems based on missiles, and the immense destructive power of one nuclear bomb resulted in fewer U.S. units in NORAD than Soviet units. Each American unit represents many interceptors, even squadrons, while a Soviet unit is only a few or just one bomber. It takes only one bomber to destroy a city, even if 99 are shot down trying to get there.

A deliberate attempt was made to balance NORAD so that both players have an equal chance to "win." Players with some insight into modern weapon systems may wish to alter this balance. However, as no such attack ever took place, any value arrived at for ratio of units in the game to actual forces on hand in the early 1960s will be very subjective.

11.0 PVO Strany

"PVO Strany" is a game that simulates a strategic nuclear attack by the US Strategic Air Command (SAC) against the Soviet Union, Eastern Europe, and North Korea (referred to as the "Eastern Bloc"). It switches positions with "NORAD" and uses all the rules and optional rules of "NORAD" except for the following points.

The PVO Strany counters are: US Bomber (front: movement allowance 4; back: Real or Decoy); SLBM (9.3) (front; back: Real or Decoy); Soviet Fighter (front: movement allowance 6; back: Real, shown as MiG-17 with numbers 3 and 4, or Decoy); Soviet SAM (front; back: Real, shown as S-75, or Decoy); and US VP Markers (printed "VP 00" and "VP 0").

2.2 Map

PVO Strany only uses the Eurasian continent (within the area surrounded by orange and blue). Counters in use in the game are placed within the squares within this frame.

This icon (a city symbol) represents a city. The number is the city's value (the number of points the US player gains if the bombing is successful).

Note: NATO (called the "Free World", including the US) cities and their points are only used in the expanded game.

3.1 Soviet Setup

In PVO Strany, the Soviet player sets up first. He places the following units on the map:

  • Soviet Fighters (Real): 12 (except 2 x MiG-21, see below)
  • Soviet Fighters (Decoy): 6
  • SAM (Real): 3
  • SAM (Decoy): 1

Soviet counters can only be placed on Eastern Bloc city squares. There is no limit to the type or number of pieces that can be placed on each city square. All counters are placed face up (the Soviet player can always tell if his pieces are real or decoys, but the US player cannot tell).

3.2 US Setup

Once the Soviet player has completed his setup, the US player prepares the following units:

  • US Bombers (Real): 20
  • US Bombers (Decoy): 8

Place all US bombers just outside the blue line on the north edge of the map. Place all counters face up (the US player can always tell if his counters are real or decoys, but the Soviet player cannot see this). The US player moves these bombers onto the map when the game starts.

4.0 How to Win

The US player wins by destroying 80 or more Eastern Bloc cities on the map through bombing. The Soviet player wins by shooting down US bombers and preventing the US player from winning.

Regarding movement and combat, please switch the US and Soviet sides and apply the rules. The map for PVO Strany only goes up to the U row. US bombers that reach the U row are removed from the game. Optional rule 9.1 is ignored. Instead of 9.2.1, the US player can enter any number of bombers from rows A-H of the column 17 (Alaska bases). Also, using the same rules as 9.2.2, the US player can use Pacific bases. The US can also use SLBMs in the same way as in rule 9.3. Instead of rule 9.4, the Soviet player can add two real fighters (MiG-21). Rule 9.5 can be used as is by switching the US and Soviet sides.

12.0 Expansion Game

The expansion game will link NORAD and PVO Strany and use the entire map. The expansion game will use all the rules from NORAD and PVO Strany, with the following changes:

2.2 Map

The extended game uses the entire map (North America in NORAD and Eurasia in PVO Strany). Counters in use in the game are placed within either the North American or Eurasian squares.

Important: Once a counters are placed in North America it cannot be moved to the Eurasian side. Similarly, once a piece is placed in Eurasia it cannot be moved to the North American side.

The expansion game also uses NATO bombers and fighters and NATO cities and points.

Note: Please note that West Berlin (a bombing target for the Soviets) is located in Eastern Europe.

The NATO counters are: NATO Bomber (front: movement allowance 4; back: Real or Decoy); NATO Fighter (front: movement allowance 6; back: Real, shown as Hawker Hunter with numbers 3 and 6, or Decoy).

3.1 Soviet Setup

In an expansion game, the Soviet player sets up first. He places the following units on the Eurasian continent:

  • Soviet Fighters (Real): 12
  • Soviet Fighters (Decoy): 6
  • SAM (Real): 3
  • SAM (Decoy): 1

The Soviet counters listed above can only be placed on city squares of Eastern Bloc countries (including Eastern Europe and North Korea). There is no limit to the type or number of pieces that can be placed on each city square. All pieces are placed face up.

Then, the Soviet player prepares the following units:

  • Soviet Bombers (Real): 24
  • Soviet Bombers (Decoy): 8

Any number of Soviet bombers (real or decoy) may be placed on any city square in the USSR on or west of row 4. Only one may be placed per square. All others must be placed just outside the red line at the northern edge of the North American continent.

Important: Bombers may not be placed on a square containing a fighter.

All pieces are placed face up.

At the start of the game, the Soviet player may move any bombers placed in the Arctic into North America (5.1). They may not be moved into Eurasia.

3.2 US Setup

Once the Soviet player has completed his setup, the US player places the following counters on the North American continent:

  • US Fighters (Real): 12
  • US Fighters (Decoy): 6
  • SAM (Real): 5

US counters may only be placed on city squares. There is no limit to the type or number of pieces that may be placed on each city square. All counters are placed face up.

Then, the US player places the following NATO countes on NATO city squares:

  • NATO Fighters (Real): 4*
  • NATO Fighters (Decoy): 2*
  • NATO Bomber (Real): 1
  • NATO Bomber (Decoy): 1

* Choose total 4 counter randomly from 6 (real and decoy).

NATO counters can only be placed on city squares. There is no limit to the number or type of pieces that can be placed on each square (only one bomber). All pieces are placed face up.

Finally, the US player prepare below counters:

  • US Bombers (Real): 20
  • US Bombers (Decoy): 8

Place all of the US bombers just outside the blue line at the northern edge of the Eurasian continent. Place all of the counters face up. The US player will move these bombers into the Eurasian continent when the game starts.

4.0 How to Win

The US player wins by destroying 80 or more Eastern Bloc city points on the map through bombing. The Soviet player wins by destroying 100 or more Free World city points on the map through bombing. The first player to achieve the victory conditions wins. If both players are unable to achieve the victory conditions because too many bombers are shot down, the player with the most VP when the last bomber is shot down wins.

Movement and combat follow the basic rules, but since both sides in Eurasia have fighters and bombers, the following rules are added:

  • Your bomber may not end its movement on the same square as an enemy bomber, but it may pass through.
  • You cannot move your fighters to attack enemy fighters in cities.
  • There are no entry or movement restrictions for bombers in Eurasia (5.1 and 6.0). They may move in any direction.

Also, follow the play sequence below.

  1. Soviet Bombers Movement (Including PVO map)
  2. US, Canadian, NATO Fighters Movement
  3. US, NATO Bombers Movement
  4. Soviet Fighters Movement

6.0 Optional Rule for Movement

Both bombers and fighters expend 1 MP per square when moving vertically or horizontally, and 1.5 MPs per square when moving diagonally.

9.6 Optional Rule for Fighter Combat

In the basic game, attacking fighters and bombers (whether real or decoy) were automatically removed, but we're changing the rules as follows.

NOTE: This rule is an unnecessary addition (see Designer's Notes) and is included for those who want to roll dice to resolve combat.

The fighter back shows: Type; Air Combat Factor (left number); Range Factor (right number).

  • Multiple fighters can attack the same bomber, and attacks are resolved after all movements have been completed.
  • If the bomber is a decoy, one of the interceptors is removed from the game. The remaining fighters "return" (see below).
  • If the bomber is real, an air combat will occur. Roll one die for each fighter, and if the number rolled is less than the number on the left (air combat factor), the interception is successful and the bomber is shot down. The fighter immediately returns (see below). If the number is the same as the air power, the bomber can move one more time in the next turn. If there is no target within 4 squares, the bomber is immediately removed. If optional rule 9.5 is used, it is okay to bomb a target other than the planned target. The fighter is removed. If the die number exceeds the air power, the interception is unsuccessful and the fighter is removed. If multiple fighters intercept at the same time, the intercepting side makes a decision one by one in any order. Regardless of the result of the interception, the interception can be interrupted midway and fighters that have not yet rolled the dice can be returned (see below).
  • Return: The fighter returns to a non-destroyed city that is within range (the number on the right). Canadian fighters must return to a Canadian city, NATO fighters to a NATO city, but US fighters can also return to a Canadian city. Fighters with no city to return to are eliminated. When the unit returns, it is turned face-up to show that it is undergoing maintenance and resupply.
  • Maintenance: At the end of your next turn, you flip all your face-down fighter planes over to their face-up position.
  • Scramble: When using this option, landing real fighters can attempt to shoot down enemy bombers that enter the same square as them, just like SAM. Immediately resolve the air combat, but this time with a +1 dice roll. Apply the air combat results as normal. Only one fighter may sceamble if there are two or more fighters in the square.

Target Assignment Sheet

The printed target assignment sheet lists every city with its value. Its bomber columns (01-24 for Soviet bombers; 01-20 and N for US bombers) are left blank for recording assignments under rule 9.5. The columns marked A, B and C are for SLBMs; an X marks each city that is a legal SLBM target on the sheet.

Soviet Bombers and SLBMs

Target CitySquareValueSLBM A, B, C
GodthåbG12-E5
AnchorageH3-W5
EdmontonJ6-E5X
VancouverL5-E5X
WinnipegL8W5X
SeattleM5-E7
QuebecM10-E

US Bombers and SLBMs

Target CitySquareValueSLBM A, B, C
Novaya ZemlyaD65
MurmanskE45
ArkhangelF5-W6X
PlesetskG5-E5X
LeningradH4-W8X
MoscowI4-E9X
GorkyI5-E

Photocopy before using.

5
X
MinneapolisN8-E5X
TorontoN10-W6X
PortlandO5-E5
OmahaO8-W9X
ChicagoO9-W9X
DetroitO9-E8X
PittsburghO10-W7X
BostonO10-E5
DenverP7-WE6X
Kansas CityP8-EW6X
St. LouisP8-EE5X
CincinnatiP9-EE6X
PhiladelphiaP10-WE5
New YorkP10-EW9
San FranciscoQ5-EW7
Washington DCQ10-WW9X
NorfolkQ10-WE7
Los AngelesR5-EE7
PhoenixR6-WE5X
DallasR8-WE5X
BirminghamR9-WE6X
AtlantaR9-EE5X
San DiegoS6-WW8
SavannahS10-WW5
San AntonioT8-WW5X
HoustonT8-EW5
New OrleansT9-WW6
MobileT9-WE6
JacksonvilleT9-EE7
Key WestU9-EE6
OsloH2-W5X
BristolK0-E6X
LondonK1-W9X
West BerlinK2-E7X
BrusselsL1-W6X
RuhrL1-E7X
ParisM1-W9X
StrasbourgM1-E5X
6
X
SverdlovskI7-W5X
MagadanI16-W6
SmolenskJ4-W6X
OmskJ10-W5X
NovosibirskJ11-W5X
WarsawK3-W7X
MinskK3-E7X
KurskK4-E6X
SaratovK5-E6X
BaikonurK8-W6X
ChitaK12-W5X
KievL4-W7X
IrkutskL11-E5X
KomsomolskL14-E5X
VilyuchinskL16-E6
MariupolM4-E6X
VolgogradM5-W8X
KhabarovskM14-E5X
SmirnykhM15-W7
SevastopolN4-W7X
AstrakhanN5-E5X
VladivostokO14-W8
PyongyangQ13-EW6X