Red Russia: The Russian Civil War 1918-1921
Red Russia: The Russian Civil War 1918-1921 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Game Preparation
- 4.0 Sequence of Play
- 5.0 Combat Units
- 6.0 Finances (Money) and Manpower
- 7.0 Movement
- 8.0 Combat
- 9.0 Siege
- 10.0 Leaders (or Commanders)
- 11.0 Occupation by the Central Powers During the Great War
- 12.0 Neutral and Minor Factions
- 13.0 Special Rules for Minor Powers
- 14.0 Event Cards
- 15.0 Special Units
- 16.0 The Suspense of Victory
- 17.0 "One and Indivisible" Russia
- 18.0 Diplomacy
- 19.0 Optional Rules
- 20.0 Game Set-Up
1.0 Introduction
Red Russia is a simulation of the Russian Civil War resulting from the Bolshevik revolution of 1917. This war was one of the most representative periods of the twentieth century's history.
The game is designed for two to four players, representing the Bolsheviks (the Reds) and the various major White factions opposing them.
In a two-player game, one player plays the Reds while the other plays all the White factions.
In a three-player game, the second player takes the Siberians, while the third player assumes command of the following two factions: the Northern (Asiatic) Whites and the Southern Whites.
In a four-player game, each faction is represented by one player. The game is played over a series of turns representing a season of the year (each period of three months), and begins with the Summer 1918 turn, and ends with the end of the Spring 1921 turn. A complete game, without taking into account the automatic victory conditions, can last up to 12 turns.
2.0 Components
Red Russia contains the following components:
2.1 Map
The map, 66 cm by 91.4 cm, shows almost all of Russia from its European borders in the west to the Sea of Japan in the east.
The geography is distorted in order to show a contiguous area of land divided into spaces representing the key cities and territories on which the armies fought. Each land space contains the following information:
The name of the territory, a financial value, and a fortification value.
The number at the top left is the one concerning fortification. The one at the top right concerns the financial value, and the one at the bottom right concerns the manpower. Any notation at the bottom left reflects a particularity, the definition of which is given below:
- Port
- World War I front line
- Food production centre (optional rule 19.2)
- Railway hub
There are also various communication routes leading from one area to another. They are described as "easy", "difficult" and "very difficult". "Difficult" might correspond to a desert, a marsh, mountains, or any route more winding than normal.
"Very difficult" depicts poverty or the limited nature of the infrastructure linking the major regions of the whole Russian empire.
There are four sea areas: the Black Sea, the Baltic Sea, the White Sea and the Sea of Japan. (Each of them has a space inside which are placed the units corresponding to the minor faction representing the Western Allied forces (western allied minor faction). The war fleets which are sometimes placed in sea areas (7.4) cannot move from one sea area to another.)
2.3 Information Grids and Tables
A large number of information grids and tables are printed on the map. In addition, there are two player aids containing supplementary information grids, a table of unit costs, the sequence of play, and other information.
2.3 Game Cards
There are 54 event cards included in the game.
These cards are used to enhance playability by introducing various random events that players can use at different moments during the sequence of play.
Each of these cards carries several levels of game information. For more details, refer to 14.0.
- Title
- Phase of play: indicates the phase during which the card can be used
- Play immediately: the card cannot be kept to be played later. It must be played or discarded. If it is played, it must be played during the year indicated on it.
- Concerned player: some cards only affect certain players
- Playable year: indicates the year in which the card can be used
- Remove after playing: if this term is mentioned on the card, the card must be removed from the usable card pile once played, and cannot be reused for the rest of the game.
- Event: this is the commentary on the event; it indicates how the card must be played and its effects.
2.4 Counters
Red Russia contains 120 large-format counters (2.5 cm) and 165 small-format counters (1.6 cm) as game pieces.
The large-format counters represent the military units the factions have. The illustrations on them correspond to unit types: infantry, cavalry, tanks, aircraft, war fleets and (NTDR: translator's note — optional rules to be downloaded from the publisher's website) armoured trains.
The small-format counters represent the leaders as well as a wide variety of markers which are used on the information grids printed on the map in order to facilitate play.
2.5 Dice
Red Russia uses six-sided dice, four of which are supplied with the game. You will probably need more.
3.0 Game Preparation
The players must choose the major faction they want to play. If the players are not able to agree, the allocation may be carried out at random by drawing the markers specific to each faction, previously placed in an opaque container.
Once the sides have been allocated, place the indicators (finance / manpower) specific to each of them on the information grids.
Each player chooses their starting forces by unit type and at random. For example, the player representing the Northern/Asiatic White faction commands with five infantry units drawn at random from the ten provided with the game.
All units begin the game at their maximum strength. Note that the Red player must remove certain units from their starting forces (see the rule on set-up at 20.4) before drawing at random those they are going to place on the map.
Before the cards are shuffled and dealt, the Siberian player determines whether he uses the Czech Legion (rule 19.3).
If he does not wish to, the card "Czech Legion formed" must be removed from the game.
If the rule is used, the card is kept in the card pile and the Siberian player must remove from his starting forces the units listed in rule 20.2.
Once the players have chosen their starting forces, set-up begins.
The players place units in the zones under their control, of their choice, except those marked with an iron cross. The White factions place a friendly unit or a Leader in turn until all units have been placed. Placement proceeds in the following order: Northern/Asiatic faction, Siberian faction, Southern faction.
The Northern/Asiatic faction may not place units in the "Reval" zone.
Note that there are many allied units deployed during set-up; their use is detailed later at rule 13.6.
When all the White factions have been placed, the Red player places all of his units and leaders.
Once the placement of leaders and units is complete, the players turn 2 units per faction to their reduced side, as follows:
In the order of placement (Northern/Asiatic faction, Siberian faction, Southern/Red faction) each faction turns over, in turn, one unit at a time. Then one of the White players, selected at random, chooses a Red unit to reduce. Then the Red player reduces a second unit of each White faction (a unit already reduced cannot be selected again).
Finally, the units of the minor factions must be deployed in accordance with rule 20.5. Note that the initial deployment of these minor factions is not restricted in the zones marked with an iron cross (rule 11.0).
The Western Allied units are placed in a particular way. Place all units whose placement is marked as variable (point 20.5), including the (Western leaders), in an opaque container, in order to draw them at random without looking. First, the Northern/Asiatic faction draws 5 allied units at random, the Siberian draws 2 units at random, and the Southern faction draws 1. These units, in accordance with the limits provided at 20.5, are placed first by the Southern faction, then by the Siberian, and then by the Northern/Asiatic faction.
Once placement is complete, the Red player deals the cards from left to right. The Red player receives 6 cards.
For a four-player game, deal 5 cards to the Siberian and 5 to the Southern faction; the Northern/Asiatic faction receives only 4 cards. For a three-player game: the Southern + Northern faction receives 6 cards (the rest does not change: 5 for the Siberian and 6 for the Red). For a two-player game, the White player takes 7 cards (against 6 for the Red).
The game may begin.
4.0 Sequence of Play
Each turn in Red Russia represents a season. 4 turns make up a year. Each turn is divided into a series of phases, and each phase must be completed before another begins. Note that some phases are only played during winter. The phases take place in the order defined below:
4.1 Card Phase
For the first turn, the card pile is shuffled and the Red player deals the cards within the limits provided at rule 14.3. The players take time to examine their cards and determine which ones they might wish to discard. The players may then complete their hand by drawing additional cards, up to the number of cards they may hold, minus the number of cards they still hold after discarding, plus their respective level on the ORI index (this level is zero at the start of the game and can rise to 3) — see rules 14.1 and 14.3. Example: during the game, the Northern/Asiatic player, who has an ORI level of 1, receives four cards; that is his maximum limit, he cannot have more. He discards three cards that he considers uninteresting. He therefore has one left. He can complete his hand up to 4 (maximum) – ((1 (the one he has left) + (1 (ORI level)) = 4 - 2 = 2. He can only complete with two cards.
The Red player begins, then each player discards their cards and takes replacements in turn, clockwise. During the winter turn, once all players have discarded and completed their hands, the Red player shuffles the card pile.
4.2 Purchase Phase
The players take the new units, placed on the space for the current turn on the turn record track, and place them on the game board (5.2). If it is spring, also check whether the minor factions are able to build units (12.42). Then, the players buy new units (5.3) which are placed on the spaces of the following turns (translator's note: depending on the type of unit the player buys, it takes 2 to 3 turns before these reinforcements can be placed on the map) and "repair" units whose strength is reduced and which are already placed on the game board. The players reduce their finances (money) and their manpower according to the amount spent. The order in which this phase takes place is determined by the order of set-up. In subsequent turns, the order will be that resulting from the initiative order of the players established in the previous turn (this order is drawn each turn).
4.3 Political Phase
Each player may use any usable card during the political phase. In addition to this possibility, the players check the state of the ORI, foreign intervention, and the activation of minor factions.
4.31 One Russia Index (ORI) (United and Indivisible Russia)
Each player consults the ORI table (rule 17.1) by rolling a die. This is done in turn, in initiative order. Each change affecting a major faction is applied immediately.
4.32 Foreign Intervention
Each White faction player may (but is not obliged to) try to activate the Western Allies by rolling the dice and consulting the foreign intervention table (13.62). Dice rolls are made in initiative order. Results are applied immediately.
4.33 Intervention of Minor Factions
During the political phase, the major factions may attempt to change the activation status of the various minor factions by rolling a die and consulting the minor faction activation table. Dice rolls are made in initiative order. Note that the result of one player may be cancelled by the later result of another player. Results are applied immediately.
4.4 Initiative Phase
Each player rolls two dice to calculate initiative on turn 1, starting with the player seated to the left of the Red player and proceeding clockwise. On turn two, the player with the lowest initiative rank begins. The Red player may modify his dice roll (rule 10.81).
The player with the best dice roll places his initiative marker in the first space on the initiative table provided for this purpose on the game board. Then the player with the second result places his marker, and so on. In the event of a tie between two players, they re-roll the dice to determine which of the two is ahead (under no circumstances may the Red player modify his dice if he is concerned by this tie).
4.5 Action Phase
Each player conducts his action phase in the order of the initiative markers. All units and leaders (as well as any minor faction controlled by the player) may move and attack during this phase, unless they lack the funds needed to finance these military operations (rule 8.3). Operations during the action phase are conducted according to the following steps:
- Movement
- Combat
- Siege
Complete each step before beginning another.
4.6 Victory Phase
The players calculate their victory points and check whether they respectively meet the conditions for an automatic victory (rule 16.0). If so, the game ends. It must also be checked whether they are respectively in a situation of automatic defeat (rule 16.2). If none of the conditions is met, the game continues. During the winter turn, after the players have finished checking the victory or defeat conditions, they proceed with new steps specific to this turn.
4.7 Winter Attrition Phase
(Winter season only)
In initiative order, each player inflicts one step loss on each unsupplied unit (rule 5.5).
4.8 Maintenance Phase
(Winter season only)
In initiative order, the players spend money and manpower to maintain units on the map (rule 5.6). Each unit for which the maintenance cost is not paid suffers one step loss.
4.9 Finance / Manpower Phase
(Winter season only)
The players collect money and manpower in the zones under their influence (rule 6.3; exception: 12.4). Adjust the corresponding markers on the manpower and money level tracks.
5.0 Combat Units
The large counters are the combat units. Infantry and cavalry are called Corps. This term is not entirely adequate for defining the nature of the forces engaged. The other units are fleets, air squadrons, tank squadrons and armoured trains (optional rule).
5.1 Random Selection
The specific set-up indications (rule 20.0) detail the starting forces available to each player. Players must select these units at random. In some cases units begin the game already predisposed on the game board. The rest must be drawn at random (rule 20.0). Note that tank units not specifically authorised in the initial set-up must be removed from the available unit reserve, to be introduced by a specific event card (rule 15.4).
5.2 Placement of New Units
During the purchase phase, new units which were previously bought and which are placed on the current turn may be deployed in zones under the player's control (except zones bearing an iron cross (rule 11.0)).
5.3 Purchase of New Units
Players may buy new units during this phase. The cost table gives the details to consider for unit purchases (in terms of manpower and money). When a player makes a purchase, he adjusts the markers for his finances and manpower (money and manpower markers). For example, the Red player buys an infantry unit in spring. On the track where the markers are located, he reduces his financial level by 3 and his manpower by 5. He then places the unit in the "autumn" space, the season during which this unit may be placed (rule 5.2). Note that fleets, once destroyed, cannot be rebuilt. All other units may be rebuilt (special rule for tanks: 15.4).
5.4 Repairs
During the purchase phase, players may spend money and manpower to flip back units on the map whose strength has been reduced. Fleets must be in a port (not at sea) to be repaired. The cost of repairs in manpower and money varies according to unit type. The cost table gives the details.
5.5 Winter Attrition
During winter turns, attrition represents the losses due to famine and desertion which haunted the armies during the conflict. Check each land zone to see whether it does not contain more army than it can hold.
The logistical limits per zone are as follows:
- A number of enemy units equal to the financial value of the territory concerned.
- A number of friendly units of the same faction equal to double that financial value.
If the number of enemy units exceeds this limit, then they ALL suffer one step loss. If the number of friendly units exceeds this limit, then the player decides which of these units he assigns logistical support to. Any unit which is not supplied and which exceeds the attrition limit (2 times the financial value of the zone) loses one step. Fleets in ports count towards the attrition calculation.
5.6 Maintenance
During the maintenance phase, each player may spend money and manpower to maintain his units on the map. The cost is one manpower point and one money point per unit. If the player cannot maintain a unit (because of the poverty of his means or embezzlement of funds), it suffers one step loss. Flip the counter if it is at full strength, or eliminate it if it is already reduced.
5.7 Stacking
There is no limit to the number of units that may be stacked together in one zone.
6.0 Finances (Money) and Manpower
(Translator's note: for convenience, the term Money has been translated as money or finances, funds or financial points; these different terms describe the same thing.)
The soldiers of your armies and the funds intended to equip them are the sinews of war in Red Russia; they are represented in the game by money and manpower. Players gain money and manpower according to the land zones under their control.
6.1 Land Zones
Each zone has a financial value, and most of them have a manpower value. For example, Orel gives two points of financial value and 2 points of manpower.
6.2 Value of Land Zones
During the "4.9 Finance / Manpower Phase", players collect the money and manpower of each zone they control. Note that some event cards may affect the values of certain zones.
6.3 Collection
For a player to collect manpower and money:
- He must control the zone (note that event cards may temporarily affect the control of zones).
- The number of enemy infantry or cavalry units present in the zone must not exceed the total number of friendly infantry or cavalry units present in the zone. Fleets, tank units and aircraft are ignored for the application of this rule.
6.4 Zero (the number)
Deficit spending is one of the perversions of capitalism. Red Russia does not permit this mad economic practice. A player cannot have his money or manpower level reduced below zero. Players in this situation may no longer spend money to conduct combat, sieges, or to buy, repair or maintain their units. Exception: a faction may use an event card that allows a free action regardless of their money or manpower level.
6.5 Recruiting Politically Incorrect Soldiers
If the Red player controls a zone that was a starting White zone of a White faction or of a minor faction, the Reds collect one manpower point less than that indicated on the zone. Likewise, each White faction controlling a Red zone or a zone of a minor faction collects one manpower point less. This may reduce the manpower level to zero (but never below).
6.6 The Whites and the Crimes of the Whites
A special case arises if a White faction liberates one of the zones belonging (at the start of the game) to another White faction, which was conquered by the Reds. The liberating faction may either return the zone to the White faction that owned it, or place a control marker there. In the latter case, the zone allows the liberator to gain each financial and manpower level indicated there, minus one. As the White factions can never go to war against one another, the initial owner can only recover his territory if the Red player retakes the zone and then retakes it in turn.
7.0 Movement
Units and leaders move along land routes. To move directly from one land zone to another, a route must connect the two zones. A moving unit spends one movement point. Units move alone or stacked. A unit may move and leave a stack as long as it does not spend more movement points than it possesses (rule 7.1). Each unit or stack of units finishes its movement for the turn before another unit or stack of units begins to move.
7.1 Movement Points
Units without a leader have one movement point. The presence of a leader may raise this number to two (rule 10.3). Units and leaders may not exceed their movement allowance in any action phase. Retreat (8.4 and 8.7) does not count as a movement point.
7.2 Movement Point Costs
Infantry, tanks and aircraft cost half a movement point to enter a friendly zone and one point to enter a neutral or hostile zone. Cavalry costs only half a movement point to enter a zone, whatever the owner of the zone. It costs them one point on difficult or very difficult routes. Zones under White control are considered friendly to each White faction. Thus an infantry unit without a leader may move through two friendly zones or one enemy or neutral zone during the action phase.
7.3 Enemy Units
A unit must stop its movement if it enters a zone containing enemy units. It may no longer move during subsequent turns, except to conduct a retreat.
7.4 Specific Movement of Certain Units
In Red Russia, players command armies made up of different types of units. Movement potential is one of the characteristics that differentiate these unit types.
7.41 Infantry, Tanks and Aircraft
They behave as indicated above, without exception. For air units this might seem inappropriate, but remember the scale of the game. Air bases are moved as the armies advance or retreat.
7.42 Cavalry
Cavalry played a key role during the conflict, one of the last in the 20th century in which it could do so. In terms of play it moves faster than the other units. It costs a cavalry unit half a movement point to enter a zone, unless it enters through a difficult or very difficult route, which costs 1 point, whichever faction controls the zone.
7.43 Fleet Movement
Fleets have an abstract representation in Red Russia. There are four sea zones: Black Sea, Baltic Sea, White Sea and Sea of Japan. A fleet may only enter its sea zone or an adjacent port. For example, the Allied White fleet must remain in the White Sea zone or in a port bordering that sea. A fleet cannot go as far as the Black Sea. A fleet may go from open sea to a port zone or vice versa in one turn. Once eliminated from the game, a fleet cannot be rebuilt.
7.5 Naval Transport
Each fleet may transport one land unit (air units included) as well as one leader in the same turn. To transport a unit and/or a leader, the fleet must start at sea and remain there.
A friendly unit and/or leader may move from a friendly port to the sea zone and then to another port under friendly control in the same sea zone. This costs one movement point to the unit and/or leader being transported, even if both zones are under friendly control. A transported leader may continue to move; the same applies to the unit accompanying it (rule 10.3).
7.6 Rail Movement
The Red player, and to a lesser extent the White factions, may use rail movement. For the Reds, it is enough to indicate the stack of units controlled by a leader, or any unit able to use rail movement. Add one to the movement potential of the stacked units. Rail movement is only permitted through zones under friendly control. It is not possible to use the rail to enter a zone containing enemy troops. The number of rail movements permitted for the Reds may be increased by event cards, whereas the White factions' ability to use this movement is only the product of event cards that are played (rule 19.1).
7.7 Special Territories
Red Russia is played over the vast expanse of Western Russia and Eastern Russia. The Red Russia map is divided into four regions called territories. In the game there are four major territories:
- Greater Russia (including Eastern Europe and Scandinavia)
- Transcaucasia
- Central Asia
- Siberia
Movement between these territories is permitted by land or by sea. Land movements cost 1 movement point to move over very difficult routes, even if both territories are under friendly control. (The half-point cost in a friendly zone does not apply here.) Very difficult terrain is represented by a double line crossing the borders between two territories.
Naval transport is permitted between Batumi and the three ports of Greater Russia (Odessa, Sevastopol, Novorossiysk) if a friendly fleet is present in the Black Sea or in one of the four ports, no enemy fleet is in the Black Sea, and the arrival and departure ports are under friendly control. Naval transport is also possible between the ports of the Caspian Sea. In this case, the presence of a friendly fleet is not necessary. In both cases, the movement is carried out exactly like a normal naval transport movement.
7.8 Movement Between Waiting Boxes and the Map
The waiting boxes represent allied zones around the world which are not shown on the game board. When an allied unit is brought in to intervene in the game, it is placed in one of these boxes (rule 13.63). Other units not meeting this criterion may not be placed in these boxes. These boxes are assumed to have unlimited supply capacity. Thus attrition cannot take place here. Units may remain indefinitely in these boxes until they are deployed on the map. Movement from a waiting box to a zone on the game board follows a particular process. This does not require the use of a friendly fleet or rail movement.
Units in the Siberian, Black, Baltic or White Sea boxes may disembark at any port adjacent to these zones, even if the zone in question is not friendly. Units in Persian waiting box no. 1 must disembark at Erevan. Units in Persian waiting box no. 2 must disembark at Merv. If the initial movement leads to a battle or siege result and the unit is forced to retreat, it may return to the waiting box it came from (and to no other). This is the only way for a unit to return to a waiting box.
8.0 Combat
Combat in land zones involving land units is resolved using the following combat rules. Note that in certain circumstances friendly fleets may take part in land combat.
8.1 Eligibility
Only units in the same land zone may fight each other. Units are not obliged to attack, but if units attack, they must attack all enemy units present in the same zone with them. It is not necessary for all attacking units to take part (a player may, for example, move two armies into a zone occupied by the enemy and attack with only one of them). Opposing armies may coexist in the same zone without attacking each other.
8.2 Declaration of Attack
After a player has completed all his movements, he announces in which zones (if any) combat will take place and the type of attack (rule 8.3) that will be executed in each of them. If he launches several attacks, he declares the order in which they will be resolved. Resolve each battle before beginning another. All enemy units must take part, so that leaders in defence may hold firm during the combat.
8.3 Attack Levels and Expenditure
A player must spend money to attack enemy units. There are three attack levels: probe (translator's note: sending out scouts), assault and invasion. A probe costs 1 money point and is executed over one combat turn. An assault costs three money points and is executed over two combat turns. An invasion costs 5 money points and is executed over an unlimited number of combat turns, until the attacker decides to stop or the units on one of the two sides are all eliminated or have retreated from the zone. The attacker must choose and pay for the type of attack before combat begins. Note that the cost applies in full to the attack in the zone and is not calculated per attacking unit. The player secretly determines the amount he will spend on the attack. This may be done using the many markers supplied with the game or by using a piece of paper.
The payment is revealed after the defender has used his option to retreat before combat begins (rule 8.4). A minimum of one money point must be spent.
8.4 Retreat Before Battle
After the attacker has secretly designated the amount that will be allocated to the combat, the defender may, if he wishes, retreat to various zones with all or part of his units, unless restricted in his retreat (see below). The defender may also retreat by sea if a friendly fleet is present in the same zone. Place the fleet and the land unit in the adjacent sea zone (rule 7.5). Units that retreat before combat avoid the battle; those that do not must fight. In all cases, the money for the battle is spent.
Units may not make a retreat before combat:
- If they must move into an enemy or neutral minor zone.
- If they must pass through a difficult or very difficult route.
- If they must use the route which is itself used by the enemy to come into the combat zone.
- By sea, starting from a coastal zone blocked by an enemy fleet.
- By sea, if the retreating unit does not have a friendly fleet to transport it.
- To a friendly zone occupied by enemy units, if the number of enemy units is greater than the number of retreating units.
- If the attacking forces have more cavalry units than the defender. Defending units composed only of cavalry are always considered to have more cavalry units than the attacker.
- Cavalry, aircraft and tanks may not retreat by sea.
Units that retreat may not take part in the combat after retreating. If the only retreat option is a zone where an attack has been declared but not resolved, the retreating units must continue to retreat to a zone eligible for retreat as mentioned above. If this is not possible they do not retreat and are eliminated instead.
8.5 Combat Procedure
Once retreats have been made, combat continues for the units that remained in the zone. Land combat is conducted over a series of turns. Each player fires on the other by simultaneously rolling dice in each turn. During each combat turn, each player rolls a number of dice equal to:
- the sum of the attack strength points of the friendly units engaged in the battle, plus
- the bonus of all leaders present in the battle
- For the defender only: the fortification value (provided he controls the zone). The fortification value is not added if the zone is not under friendly control.
For each result of 6, one damage is inflicted on enemy units. If the attacker enters the combat zone from a difficult or very difficult route this turn, add one to the result of each die rolled by the defender (so a 5 becomes a 6) in the first combat turn only.
8.6 Losses
Players take damage simultaneously in each turn. Each player allocates the losses to his units. A unit that takes a number of losses equal to or greater than its defence points takes one step loss (the counter representing the unit is flipped to its reduced side, or, if already reduced, is eliminated). A player must accumulate losses until a unit loses a step, before continuing to allocate losses to his units. Each unit must lose one step before a unit takes two (and is eliminated). Only a small number of losses should remain unallocated. Unallocated losses are not carried over to the next turn. Check whether leaders have suffered losses (rule 10.4). Players may, if they agree, take more losses than those required by the number of loss points, if they wish.
Example: the Siberian player takes three loss points and his three units have defence values of 2, 2 and 1. 2 losses must be assigned to the defence-2 unit and one loss to the defence-1 unit. The other combinations would have left one loss unassigned. Players may allocate more losses than the minimum if they wish.
8.7 Retreat After Combat
At the end of each combat turn, each unit that has been reduced must retreat under the same conditions as retreat before combat (8.4). If they retreat into a zone where combat has not yet begun, they do not add their strength to the units present and must continue their retreat if all the units present there are forced to retreat or are eliminated. Units that must pass through a difficult or very difficult route may here retreat, contrary to what is indicated in 8.4 (this is an exception). Units forced to retreat that cannot do so are eliminated. After forced retreats and eliminations have been carried out, the defender first, then the attacker second, may voluntarily retreat with the remaining units (under the same restrictions as before).
8.8 Subsequent Turns
If after all retreats and eliminations both sides still have units in the battle zone, the players continue fighting for one turn if they have paid to do so. Repeat the steps set out above once more. Continue all paid turns until they are complete or until all units of one or both sides have been eliminated or retreated.
8.9 Exceptions, Unit by Unit
Certain specialised combat units have special capabilities which modify the rules as follows:
8.91 Tanks
Tanks represent a new and powerful technology, although unreliable and prone to breakdowns. If during movement (not during a retreat) a tank enters a neutral or enemy-controlled zone, its owner rolls a die. On a result of 6, the tank breaks down and is reduced by one step (or eliminated if already reduced). During the initial combat turn (and siege), the tank hits on a 5 or a 6.
8.92 Fleets
A fleet may only take part in a land battle in a zone possessing a port. If a fleet takes damage during combat it must retreat into an adjacent sea zone. It may not retreat directly to another friendly port bordering the sea zone. In rare circumstances enemy fleets may be in the same sea zone. If this happens, the player in the movement phase may seek out the enemy fleet sailing in that sea zone. In every case, roll two dice. On a result of 7 or more, there is contact and a single turn of naval combat is played. There is no need to pay to conduct this combat. If a fleet carrying units loses a step loss, then the transported unit must suffer the same damage or be eliminated if necessary. If the search is initiated by the player who is not in the playing phase and contact is not made, the player in the phase may continue to move.
If a unit retreats from a land zone to a fleet, the unit must not have more steps than the fleet (an infantry counter at full strength cannot be transported by a fleet that has lost a step, unless it loses a step).
A fleet may organise the blockade of a port. To do so, the owner of the fleet places it adjacent to the port and declares the blockade. Units may no longer retreat towards a friendly fleet at sea from a blockaded port. A fleet may not retreat from a blockaded port. A fleet that enters or leaves a blockaded port must engage in a naval combat (no search is required here beforehand) and the combat continues until one of the two sides is eliminated or has retreated. A fleet that has left a blockaded port and wishes to retreat after a combat must return to the port it came from, and a fleet that enters a blockaded port wishing to retreat from a combat must withdraw into the sea zone it came from.
8.9.3 Aircraft
Aircraft cannot take part in combat alone. At least one unit that is not an aircraft must take part in the combat with them. If an enemy force moves into a zone containing an aircraft without any other type of unit, then the aircraft must retreat immediately and its owner rolls a die. On a result of 1 or 2, the aircraft suffers one step loss. The enemy player does not have to pay for this combat, insofar as it is not supposed to have taken place.
An aircraft rolls its combat die before all other units. Thus the damage and retreats caused by air units are inflicted before the other units of both sides roll their combat dice. This applies at the start of each combat turn involving one or more air units. This bombing/strafing capability applies to regular combats and sieges. If the number of "hits" generated by an aircraft is not sufficient in itself to cause a loss, they are added to the other "hits" caused by the other friendly units in the same combat turn.
9.0 Siege
Players take control of land zones by destroying the intrinsic value of the zone through a process called siege. A player may not besiege a zone under friendly control or, in the case of the White factions, a zone belonging to another faction. Note that the only way to gain control of an enemy or neutral zone is siege (exception: the event card "coup de main").
9.1 Declaration of Siege
During the siege phase of his action phase, a player may declare the siege of a zone containing his armies and no neutral or enemy land units. A fleet may take part in a siege as long as a friendly land unit is engaged.
9.2 Procedure
The player consults the siege table and pays for the number of siege turns desired. In each siege turn, the player rolls a number of dice equal to:
- the total attack points of all friendly units taking part in the siege, plus
- the bonus of all leaders stacked with these units and who also take part in the siege.
For each result of 6, one hit is obtained. If the total of these hits inflicted during all siege turns is equal to or exceeds the fortification value, the besieger takes control of the zone and places a control marker on it. The hits remain in place from round to round and turn to turn, as long as enemy armies are present in this zone (so the siege may last more than one turn if the besieging units remain in the zone). Use a numerical marker to indicate the reduced fortification level (the one with a cannon drawn on it).
9.3 Defensive Fire
Each siege round, the player who controls the besieged zone rolls a number of dice equal to its fortification value. If this zone is neutral, any player may roll these dice. For each result of 6, one hit is obtained against the besieging units. Add 1 to the result of the first round only, if the besiegers enter the zone this turn by a difficult or very difficult route (translator's note: thus the hit is assured with a result of 5 or 6).
Apply losses and retreat obligations to the besieging units as for land combat (8.6 and 8.7; fortifications cannot retreat). Hits not allocated to the besieging units cannot be kept to calculate losses in the next round.
9.4 Pyrrhic Victory
If the besieger inflicts enough hits to control the zone but all the besieging units are eliminated, or must retreat from the zone because of defensive fire, the zone does not change hands and the fortification values are restored (9.6).
9.5 Lifting the Siege
If units of the opposing side enter the siege zone, the besieging player may no longer attempt a siege until such units leave the zone. Any numerical marker (indicating the reduced fortification value) remains in place until all besieging units retreat or are eliminated. If at the end of a phase no besieging unit remains in the zone, for whatever reason, the fortification value of the zone is restored and the numerical marker removed.
9.6 Restored Fortifications
A zone's fortification value is immediately restored if the zone changes hands or if the siege is lifted (9.5).
10.0 Leaders (or Commanders)
The Leaders in Red Russia represent colourful and charismatic individuals who affected events (both military and political) during this turbulent period. A leader may help friendly units located in the same zone who can benefit from his leadership level. Place the leader on top of the units he commands.
10.1 Leadership Level
Each leader has a Leadership level between 0 and 3. Although this level is to some extent subjective, it takes into account the military and political good sense of a leader, as well as the moral value of his faction. A leader may command a number of friendly units equal to his leadership level plus one. Thus a leader with a level of "1" could command up to two units.
10.2 Tactical Inspiration
In combat, the leadership level may be added to the number of dice rolled by the friendly units the leader commands. Several leaders in a combat may add their bonuses together. A leader counter alone in a zone has no intrinsic combat strength. If a leader takes part in a combat by adding his leader bonus, he is liable to be killed (10.4). This bonus applies equally during siege combats or land combats. A player may wish for one of his leaders not to take part in a combat in order to prevent the leader from becoming a loss.
10.3 Movement and Leaders
Leaders have a movement capacity of two (exception, 10.83). All units commanded by a leader are considered to have the same movement capacity. The leader and the units he commands must begin their movement in the same zone or be moved along the same route to receive this bonus. A leader who moves only with a cavalry unit pays the same movement cost as the cavalry.
10.4 Leader Losses
At the end of each combat or siege in which leaders are involved (where they have used their tactical level to influence the combat) a loss test must be made. Each player must roll two dice for each leader involved, adding the number of loss steps lost by his side. A result of 12 or more indicates that the leader has been hit. The player concerned must then roll another die. A result of 1 to 3 indicates that the leader is wounded. Place him in the box of unused leaders. He may return through an event card (10.6). A result of 4 to 6 indicates that the leader is killed. Remove him from the game permanently. This test is made at the end of the combat and not at the end of each round. Once one of his leaders is wounded or killed in a battle, the player stops rolling leader loss dice for that battle (even if he has other leaders in the zone). (translator's note: only one leader can be lost — wounded or killed — per combat.)
10.5 Capture of Leaders
If all units on one side have been eliminated in the battle, any leader present with them may be captured. Leaders who are alone in a zone that one or more enemy units enter may also be captured. In each of these cases, the player whose leader is concerned rolls two dice and adds the leader's value to check whether he is captured. If the result is greater than 10, the leader manages to escape. Place the leader in the reinforcements on the turn track. He returns the following turn. If the modified result is 10 or less, the leader is captured and killed. Unlike other similar games, no ransom is possible, insofar as humanitarian gestures were often ignored during this conflict.
10.6 New Leaders
Event cards grant players new leaders. The player may then take one of the leaders from his pile of unused leaders and place him in any zone under friendly control.
10.7 Minor Faction Leaders and Allied Leaders
Each of the five minor factions has a leader associated with it. The leader becomes active when the minor faction enters the war in whatever way. He is considered the leader for the faction that controls him. The only exception is that a leader of a minor faction may not command units other than his own. For example, the Red player controls the anarchist faction. Makhno has a leadership value of 1. He can therefore command both an anarchist unit and a red unit, but cannot command two red units.
The minor powers and their respective leaders are:
- Anarchists: Makhno
- Baltic States: Cakste
- Finland: Mannerheim
- Poland: Pilsudski
- Ukraine: Petliura
The allied powers and their respective leaders are:
- Great Britain: Maynard
- United States: Graves
- France: d'Esperey
10.8 The Three Who Made the Revolution
Love them or hate them, Lenin, Stalin and Trotsky were giants among pygmies at the very beginning of the 20th century. These are special leaders who give the Red faction a slight advantage given the numerical value of their leadership. In game terms, however, this can have drawbacks.
10.8.1 Lenin
Without a theory of revolution, there can be no revolution. The spiritual father of the October Revolution, Lenin, is unquestionably above the fray within the politburo. As long as Lenin is alive in Moscow, the Red player may add or subtract 2 from his initiative roll (at his choice each turn). He must state this when he uses this possibility. By default, he rolls the dice without modifier. Furthermore, each time the Red player must apply an Infighting event (translator's note: internal conflict) while Lenin is not in Moscow, the die result is increased by 1. If Lenin is killed, the Red cause is strongly affected. The Red player no longer receives a modification to the initiative roll. Furthermore, the Red player must roll two dice to quantify respectively the loss of manpower and money representing desertions and the difficulty for the government in continuing the struggle, because of this death. The results obtained are to be subtracted from the manpower and money levels available to the Reds.
If Lenin is temporarily set aside because of a wound, the penalty applying to the Red player is less severe. If the initiative modification is then no longer possible, the manpower and money level is not affected.
Lenin's ability was above all political and organisational. Although he had considerable influence, he understood that the role of a military man was better suited to the work of a revolutionary. Thus Lenin's leadership value in combat is 2, only when he is involved in a combat or siege in Moscow or Saint Petersburg. Otherwise it is zero. Note that this restriction applies only to combats. Lenin may still command 3 units as part of a troop movement (translator's note: and let them benefit from his movement).
Lenin's prestige for the Reds and the price on his head set by the Whites mean that in game terms he is worth one victory point to one side or the other: to the Reds if he remains alive, and to the Whites if he dies.
10.82 Stalin
In the Red Army, it costs brave men dearly not to be heroes. Fear is a great motivating factor, and Stalin was a master of tactics relying on this kind of motivation. If Stalin is engaged in a battle or siege, he may use his commissars to motivate his troops. A number of infantry units under his command (one or two, at his choice) may be given special attention by him. Double the number of dice rolled by these units during the first round (only) for each combat or siege in which they are involved.
The drawback of this tactic, because of the summary executions and suicidal courage it entails, is an enormous rate of losses. The unit or units used in this way must automatically suffer one step loss (without retreating, nevertheless) before the hits directed at the Reds are resolved.
Furthermore, Stalin may not voluntarily end his movement in the same zone as Trotsky.
10.83 Trotsky
The arrival of the train made it possible to free isolated units and bring them closer to the rest of the army. As he used his famous armoured train, Trotsky is considered the most mobile leader in the game. Trotsky has a movement value of 3 rather than two. He may not use cavalry movement. Apart from these points, all movement rules apply (10.3). Furthermore, the dice rolled as part of Trotsky's leadership bonus in a land combat (and not a siege) give a hit on a 5 or a 6 for the first combat round (only), for each attack (translator's note: not in defence) in which he is engaged with the Red army.
Enigmatic and egotistical, Trotsky is easily distracted by his struggle with Stalin in order to keep Lenin's favour and his own prestige. If Trotsky finds himself at any moment during the Red turn in a zone with Stalin or Lenin, his leadership value is reduced from 3 to 2 (for combats and sieges only). He nevertheless continues to hit on a 5 or 6 for the first round of each land combat.
Trotsky may not voluntarily end his movement in the same zone as Stalin.
10.9 The White "Competitors"
Like the Reds, the various White factions were led by colourful figures with great influence. For the most part, these leaders' ambition was not to restore the Romanovs but rather to create a new Russia as large (geographically and politically) as Imperial Russia. Unfortunately for the White cause, unlike the Reds, their vision was limited to defeating the opposing side, with no political or social reform encouraged, even a limited one (although such reforms, if officially decided, would have motivated Russians to rally to the White banners), because the notion of reform was foreign to their way of thinking. In game terms, it is considered that most of these leaders refused to take on a political and military role commensurate with this great struggle (translator's note: a complicated sentence to translate, but broadly in the spirit of the text). This had consequences that were not necessarily positive for the Whites.
10.91 Denikin
Although neither particularly charismatic nor administratively competent, General A.I. Denikin was commander-in-chief of the Russian forces on the western front when the revolution began. He later took command of the White volunteer army at the end of spring 1918, after the death of General Lavr Kornilov, who had served as commander-in-chief of the Russian army under the Kerensky government and had commanded the first White army of the Armed Forces of South Russia. Denikin was a reasonable strategist but a poor political leader, in that he tolerated the extraordinary corruption involving many officers in his army and former aristocrats. His indifference to this kind of activity caused the loss of allied support and his resignation in favour of Wrangel in 1919.
As long as Denikin is in play, he acts as commander and dictator of the Armed Forces of South Russia. If he is killed in combat, he yields one victory point to the Red player. Furthermore, as long as he is in play, he imposes a -1 modifier on the die roll of the Armed Forces of South Russia on the One Russia Index table (translator's note: "One Russia" is kept in its original form since it also appears on the player aids).
10.92 Wrangel
Considered the best Cossack general of his time, Wrangel was an imposing and fearless figure: thin, moustached and 1.83 metres tall. He was a brilliant tactician who had served under Denikin, won several battlefield successes, and earned the constant admiration of the men under his command. After Denikin's resignation, Wrangel took command of the Armed Forces of South Russia and fought to keep his troops supplied and to sustain the White war effort during the last two years of the war.
Wrangel was both a blessing and a curse for the Southern White cause after Denikin's departure. His recognised brilliance as a military man did not carry over to diplomacy when he negotiated with the Allies. When Wrangel replaces Denikin as leader of the Southern White faction, because of the "Wrangel takes Over" card, every die roll on the foreign intervention table by the player controlling the Southern White faction suffers a -1 modifier (to which any other applicable modifier is added). Wrangel only enters play through this event card. Remove Denikin and place Wrangel in the same zone when this card is played.
10.93 Kolchak
Admiral Alexander Kolchak rose to power through the Siberian Whites from the start of the civil war. After the withdrawal of Czech Legion support in favour of the moderate left wing of the Omsk Directorate, he was appointed dictator of the Siberian faction. Never changing his view that a strong army was necessary for Russia's stability, he worked to reorganise the Siberian White faction and their Czech allies with the aim of making them a significant fighting force to counter the growing strength of Trotsky's Red army. His singular conception involved few political principles. His regime, which tolerated severe corruption, was openly hostile to the declared independence of the Baltic states and Finland, and proved incapable of controlling the many factions that continually undermined efforts to politically unify the Siberian Whites. Despite these flaws, he was favoured by the Western Allies, largely because of his insistence on paying the entire Russian war debt! As with most White leaders, his military abilities were not enough to save him from intense internal political turmoil and the incessant attacks of the Red armies. His political regime began to decline in 1919, less than a year after he assumed the role of "supreme ruler of all Russia". In the end, he was betrayed to the Reds by the retreating Czech Legion and was shot by the Cheka guards at Irkutsk.
Once the "Kolchak coup" event card is played, Kolchak becomes the supreme ruler of Russia. All die rolls made by the player playing the Siberian faction on the foreign intervention table are increased by one (+1), as are rolls on the One Russia Index table.
Given his hostility towards nationalist independence movements on Russian soil, particularly regarding Finland and the Baltic states, the Siberian player must subtract one (-1) on the minor power activation table when trying to determine which of these factions might intervene in his favour.
As an additional rule, if the Siberian player is targeted by the "Semenov corruption" card while Kolchak is named supreme ruler, the money loss roll is not halved as the card normally provides.
These effects apply until Kolchak is permanently removed from the game.
11.0 Occupation by the Central Powers During the Great War
During turns one and two (translator's note: summer and autumn 1918), all zones marked with an iron cross are occupied by Central Powers troops and are considered out of play, given the ebb and flow of the Great War in these zones. These zones are disregarded for the application of game rules. At the start of turn 3 (translator's note: winter 1918), these zones return to play. Note that some zones indicate that they belong to a major or minor faction. This affiliation is only taken into account from turn 3 onwards.
12.0 Neutral and Minor Factions
In addition to the four major factions fighting for control of Russia, many small powers existed. These enter play if they are attacked or through a result on the "minor intervention table" (translator's note: Minor intervention Table). The rules specific to each minor faction are developed below. If the player controls a minor faction as a minor faction "under limited control" or a minor faction "activated", he must not count the money income or manpower of that minor faction's zones. Minor factions implicitly have their own economy and do not record their level of money and manpower, as detailed below.
12.1 Activation
For a minor faction to enter play under the control of a player, it must become "under limited control" or "activated". Activation may occur in various ways, such as a die roll on the "minor intervention table", through a game card, or by an attack or siege on a zone of that minor faction by a major faction. Note that, with the exception of the Western Allies, no minor faction may be activated before the start of the third game turn (that is, at the end of the Central Powers occupation (11.0)). Units may not retreat into zones controlled by neutral minor factions, either before or after combat (8.4 and 8.7).
12.11 Minor Faction "Under Limited Control"
Frequently during the conflict, minor factions went to war to achieve specific objectives, such as the Polish attack on Wilno or the occasional attacks by Finland on Red territories. Because of these limited objectives, these types of activation last only one game turn, although in theory a minor faction may be activated repeatedly over several consecutive turns.
If a minor faction becomes "under limited control", it is active for one turn only. While it is in play, the minor faction "under limited control" allows the player to move up to two units (plus one leader, when there is one), but these units may only move within their own zones or any zone occupied by that minor faction (translator's note: at the time of activation). The minor faction may engage in combat or a siege. Note that if a minor faction "activated under limited control" retreats for any reason, it must finish its retreat in a zone under its control or be eliminated. Exception to this rule: the Polish movement restrictions (13.56).
12.12 Minor Faction (Fully) Activated
A minor faction may enter play as fully activated. When activated in this way, the minor faction may be freely used (translator's note: without restriction) by the major faction controlling it, as if it were an integral part of that player's forces, subject to the specific movement or combat restrictions defined below.
Note that the Red player can never have a minor faction activated through the "minor intervention table" (translator's note: at best he can only have a minor faction "under limited control"),
12.2 Neutrality
All minor factions begin the game as neutral, and may be activated (translator's note: fully, by a White faction) during the course of the game. Results on the "minor intervention table" may return an activated minor faction to neutral status. In that case, its forces are no longer available to the player who controlled that minor faction or to any other player.
The Red player must immediately move units that have become neutral, and that are not in zones controlled by that neutral faction, to the nearest controlled zone in terms of movement points. If several zones meet this criterion, select the zone at random. This special movement is not blocked by the presence of units of other nations (translator's note: I think the word "nations" should be understood as "factions").
12.3 Conquest and Liberation
If, at the end of a turn, a minor faction finds its home areas (translator's note: Home areas) under the control of one or more major factions, that minor faction is considered conquered. When this happens, no unit of that minor faction may be repaired or rebuilt if destroyed. Nevertheless, the minor faction may still be activated by a die roll on the "minor intervention table". Once all units of a minor faction have been eliminated, any result concerning that faction on the "minor intervention table" is ignored until that minor faction is liberated.
Any conquered minor faction is considered liberated at the end of a turn when its home territories that have fallen under the control of a major faction become uncontrolled. This is possible when a major faction, having defeated the faction holding control during a siege, instead of claiming control of that zone under its own authority, returns control to the minor faction.
For example, the White player controls the home territories of the Anarchist faction. During a turn, the Red player manages to take control of Gulai Polye. Instead of placing a Red control marker on that zone, he magnanimously declares that the Anarchist faction is liberated and that the zone returns to Anarchist control. In a sense there is no direct gain for a player of a major faction in acting this way, except that the minor faction may be activated (translator's note: again by card or on the minor intervention table; this is not automatic) by the player in a subsequent turn. Once liberated, the minor faction may recreate or repair its units.
12.4 Arms and Men
A player who controls a minor faction may not use that faction's economy. Minor powers do not maintain a stock of manpower or money, and the major faction controlling an allied minor power does not receive the money and manpower of the zones controlled by that allied minor power.
Minor factions never suffer losses resulting from the maintenance phase (5.6) and the winter attrition phase (5.5).
12.41 Combat
During a battle, a force made up only of minor factions follows these rules:
During a battle, these forces are presumed to have paid for 2 rounds of combat. During sieges, these forces are presumed to have paid for 2 rounds of siege. If the forces consist of units of minor factions and of the major faction that controls them, the combat is paid normally by the major faction. The allied minor faction takes part for the number of combat or siege rounds paid by the major faction.
12.42 Repair and Construction of New Units
At each purchase phase, minor factions automatically repair their units according to the following rule: Poland may repair 2 units, the other factions may repair 1 unit.
New units are produced each spring turn (translator's note: Spring turn) within the following limits: Poland may build 2 units, the other factions 1 only.
12.5 Zones Controlled by Neutral or Allied Minor Factions
At the players' choice, zones controlled by neutral or allied minor factions may be recorded on a sheet or by another method, insofar as the minor factions do not have control markers. No player receives money, manpower or victory points from zones controlled by neutral or allied minor factions.
12.6 Deployment Limits
Non-allied minor factions may not go beyond the major territory from which they originate (translator's note: this refers to the Red borders dividing the map into large zones), even if they are allied with a major faction.
Thus a unit of the Baltic states may never enter Siberian territory. Some minor factions may, however, move further thanks to certain rules specific to them.
13.0 Special Rules for Minor Powers
Some minor factions have special abilities or restrictions that apply only to them.
13.1 Ukraine
Behind the Central Powers' occupation line during turns one and two, Ukraine becomes a neutral minor power on turn three. Ukraine may become a pro-White faction after the use of an event card, after a Red attempt to assault a Ukrainian unit, or after a siege of one of its home territories. If Ukraine enters play, its starting units are deployed and used by the faction that played the event.
Once in play, the faction is controlled by the same faction until its status changes as a result of a result on the minor intervention table. Ukraine may be liberated and reconquered without limit.
Ukrainian units do not move beyond one zone separating them from their home territories (translator's note: of course, these are the home territories that remain under their control). If these units are forced to retreat beyond this limit (translator's note: or into a zone that is not under their control), they are eliminated.
13.2 The Baltic States
The term Baltic States is used to describe Estonia, Lithuania and Latvia. During this period these countries were attempting to stay on the tortuous path to independence while at the same time being caught up in the neighbouring Russian civil war.
One of the Baltic zones, "Reval", begins the game as a home territory of the North/Asia faction, with certain set-up restrictions. The two other zones are considered neutral for everyone. The Baltic states become an allied minor power of an opposing faction if a faction attacks a unit of that country or attempts to besiege a Baltic territory other than Reval.
If the Red player conquers Reval, that zone ceases to be a home territory for the North/Asia faction until the end of the game and becomes a zone under Baltic control. The Red player may attempt to besiege that zone a second time in order to take control of it.
Units of the Baltic states may not move beyond one zone separating them from their home territories. If these units are forced to retreat beyond this limit (translator's note: or into a zone that is not under their control), they are eliminated.
13.3 Finland
Finland begins the game as neutral. If a faction besieges a Finnish zone, Finland joins the opposing faction (deploying its starting forces). If it is attacked by the Reds, the White faction with the fewest victory points takes control of Finland.
Finland may also come under control through an event card. Finland (like Ukraine and the Baltic states…) may be liberated, reconquered, or become neutral again, without limit.
Finland is particularly difficult to conquer. All Finnish fortifications hit on a die roll of 5 or 6 when defending against a siege (or 4 to 6 in the first round if the attacker comes from difficult terrain).
Finnish troops receive no special bonus in combat. Finnish zones controlled by a major faction yield 1 less manpower point. Finnish units may not move beyond two zones separating them from their home territories. If these units are forced to retreat beyond this limit (translator's note: or into a zone that is not under their control), they are eliminated.
13.4 Makhno's Anarchists
The anarchists in Ukraine form an independent faction available from turn 3. They may be activated by any player through the minor intervention table, through an event card, or by joining the opposing faction if attacked.
If they are attacked by the Reds, they join the White faction whose nearest unit is furthest from Gulai Polye in terms of zones. If two White factions are at the same distance, the one with fewer victory points controls the anarchists. If it is still impossible to determine which faction controls the anarchists, determine it by lot.
Deploy the starting forces. Inconstant allies, the anarchists may change sides at any moment in the game through an event card. They may be conquered and reconquered an unlimited number of times during the game.
13.5 Poland
Poland may be activated by a White player on a result on the minor intervention table, or by joining the opposing faction if attacked. If Poland is attacked by the Red player, control of that country passes to the White faction with the greatest number of victory points. Of course, if Poland is, through folly, attacked by a major White faction, it becomes controlled by the Red player. This country may be conquered and reconquered an unlimited number of times during the game.
If Poland is invaded and controlled by the Reds, count the zone of Warsaw (Warsaw) double for its victory point value. Poland may also meet the conditions of automatic defeat (16.2).
13.51 Polish Activation on the Minor Intervention Table
Poland manoeuvred to remain neutral throughout the Russian civil war in order to protect its recently acquired independence. However, there were nationalist factions that envisaged the anachronistic restoration of a Greater Poland such as existed in the medieval period. This led to territorial claims against neighbouring countries, the proponents of this policy not excluding force to back up their claims. Between 1919 and part of 1920, Poland did not have the military forces to accomplish such ambitions and had to make do with short and limited military operations to achieve this supreme goal.
Poland may enter play through the minor intervention table. Before 1920, Poland may not be activated as a fully activated minor faction (12.12) but only as a minor faction "under limited control" (12.11). If an activation result on the minor intervention table indicates fully activated minor faction (translator's note: Active minor), apply the rules for a minor faction "under limited control".
Activation as a fully activated minor faction may take place from the summer of 1920 onwards. From that moment, depending on the result on the table and the degree of activation, Poland may also be activated as a minor faction "under limited control".
13.52 Polish Activation by Event Card
Poland may be activated through certain event cards, subject to special conditions of use.
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On to Berlin! (translator's note: "On to Berlin!") Poland may be activated by playing this card, but only indirectly, since this card requires a Red invasion of Poland. If Poland is attacked after this card is used, Poland is activated as a fully activated minor faction.
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Greater Poland (translator's note: "Greater Poland") A player may play the card "Greater Poland", which represents the Polish efforts to secure itself against Great Russia. This card may be played only if Poland and Ukraine are not conquered. However, it is not necessary for these two countries to be neutral. Once this card is played, if a major faction (other than the one playing the card) attacks a Ukrainian unit or enters Ukrainian territory, Poland automatically becomes a fully activated minor faction against the attacking major faction. The effect of this card is cancelled once Poland and Ukraine are conquered, although the card may be played again once these two countries are liberated.
13.53 Deactivation by Event Card
If Poland is a fully activated minor faction and the Red player uses the card "Curzon intervenes" (translator's note: "Curzon intervenes"), then Poland becomes neutral again.
13.54 Polish Activation as a Major Faction
Any player of a major faction eliminated from the game may continue to play by playing Poland after turn six, as a major White faction if Poland is not allied with the Red player (in which case the player must wait until Poland has regained its neutrality). Poland will then function as a major faction in every respect except for the die roll on the ORI table (the ORI level remains at zero). Poland cannot win the game as a major faction. However, the player has opportunities to seize, which may lead to a negative effect for the Reds.
If the player does not wish to play Poland, the country remains a minor faction. If Poland enters play in this way, it begins with a manpower level of 6 and a money level of 12, and may benefit from 3 event cards (no more and no fewer). The cards "Greater Poland" and "Curzon intervenes" are no longer playable (except by being discarded). Any result concerning Poland on the minor intervention table must be ignored.
If the player succeeds in bringing in the Western Allies, they appear at Poznan. The Polish player must treat Poznan as a home territory for any land or air unit until those units withdraw or the zone becomes Red-controlled.
Note: since there are no Polish control markers in the game, use those of the previously eliminated major faction if this rule is applied, or note the name of the owner of the controlled territories on a slip of paper.
13.55 Pilsudski
The Polish leader Pilsudski was one of the most influential and most listened-to voices within the Polish nationalist movement.
As a fervent supporter of a "Greater Poland" he urged his fellow citizens to extend Poland's borders far beyond those agreed by the Entente at the near end of the Great War. His romantic attachment to the city of Wilno, designated as a Lithuanian city, prompted his insistence that the territories surrounding Poland be annexed. Indeed, it may be asserted without exaggeration that without Pilsudski, Poland's territorial ambition and its anti-Russian stance would not have been so articulated or so aggressive.
Because of his enormous influence over Poland's political destiny, if Pilsudski is permanently removed from the game for any reason, Poland may then only be activated as a minor faction "under limited control" (exception: Poland may be activated as a major faction as defined in 13.54).
13.56 Movement Restrictions
If Poland is activated as a minor faction "under limited control" before 1920, Polish units may not move more than one zone away from a home territory (as printed on the map). If during the game, because of the card "Curzon intervenes", Poland is able to claim other zones as Polish, and Poland is subsequently activated as a minor faction "under limited control", Polish units may not move more than one zone away from its home territories, these additional zones being included in the notion of home territories.
As a fully activated minor, Poland is not limited in the movement of its units. These may (in theory) move to any place on the map.
Note: these rules potentially allow Poland to gain territory beyond its original borders prior to the Russo-Polish War. Historically this possibility was realised with the capture of Vilna and Brest-Litovsk in 1919.
13.6 The Western Allies
The Western Allies represent the various expeditionary corps that were deployed and then withdrawn during this conflict by Great Britain, France, the United States and Japan during the Great War. Ostensibly deployed on Russian territory to prevent the advance of German forces from reaching the enormous stocks of military equipment supplied to Imperial Russia by the Entente during the First World War. The troops and ships sent by the Allied nations rarely had a significant impact on the civil war. Indeed, the White leaders were ambivalent about the presence of these foreign troops. Each sought to quickly gain a grip on the strategic value of such aid, while worrying about the consequences such foreign influence might have on their claim to be seen by the country as the authentic Russian liberator at the head of their faction.
For their part, the Allies were ineffective because of their condescending attitude towards the Russian people and the arrogance of their demands on the leaders of the White factions.
The following rules are intended to show the extreme indecision of the Western Allies in acting directly for the defence of the White cause, as well as the extraordinary lack of co-operation between the existing intervention forces and the White forces they were supposed to assist.
13.61 Use of Western Allied Units
The foreign intervention table is the first mechanism for resolving the involvement of the Western Allies in the game, apart from the possibility for the Red player to conduct assaults or sieges in zones containing Allied units. There are four types of results on the table:
- Remove: the result on the table indicates the number of Allied units that are immediately removed from the game.
- No effect: no change, no activity.
- Move: the player may choose the specified number of Allied units to make a move and attack (under the conditions set out in 12.4).
- Add: the player may gain additional Allied units and/or money. The selected units are placed in zones specific to each major faction.
Using the foreign intervention table is free, but players may increase the probability of having Allied forces available by spending one, three or five money (only once per turn) before rolling the dice (translator's note: a bonus on the die, corresponding to the money spent, is allocated to the player using this option). Place a control marker of the corresponding faction on top of the stack of Allied units that the player is permitted to move that turn.
13.63 Use of Allied Units
Once activated, Western Allied units may be used for one game turn only, like the forces of any minor faction, except that units that are not ships may not make a move of more than two consecutive zones that are not under the control of the major White faction on whose behalf these units are being used.
13.64 Movement of Western Allies
Allied units are not restricted in their movement. They may (in theory) move anywhere on the map.
14.0 Event Cards
The available game cards illustrate different types of events, all historical, that occur during the game.
Cards are dealt at the start of the game, once the units have been set up, and players may discard certain cards and draw new ones during the card phase.
Each player has a variable number of cards in hand, which may be played at specific moments or during a particular game turn. Cards may be played to help the side of the player using them or to affect the enemy player.
Most cards may be played at any time during the game, but some are limited to certain years of the game. Cards of this kind count towards the limit of cards a player may hold, but have no effect in terms of play if their condition of use is not met. In that case they may only be used for discarding.
In addition, some cards must be played immediately even if the consequences are negative for the player who plays them (and for that reason they may not be discarded), whereas other cards may be kept to be played at another time. Each turn, a player may discard cards in order to draw new ones and complete his hand (translator's note: without exceeding his card limit).
14.1 Limit on Cards in Hand
Each player has a specific maximum limit on the number of cards he may have in his possession at the end of the card phase of each turn (14.3). A player may use all or part of his hand during the turn and, once he has played them all, may use no more until the following turn.
The maximum number of cards in possession may change during the game according to each player's value on the "One Russia Index" (ORI) table for the current turn.
14.2 When to Play Cards
Cards may only be played in the phases in which this is permitted, as stipulated by their content.
Cards may be played at the start of each phase (as stated on the card) in initiative order.
The exception is the action phase. During this phase, event cards may be played at any moment the players consider appropriate, regardless of which player is active.
Players who are not in the active phase, as well as the active player, may thus thwart the plans of their opponent(s) and even improve their own situation.
Certain cards must be played immediately. They may not be kept in hand to be played in the future. They must be played immediately or at the start of the phase in which they must be played.
This means that these cards may have a negative effect even on their owner; that is the point.
The order of play of cards is the same as described in the preceding paragraph.
14.3 Limits on Cards in Hand
Each player has a maximum number of cards per turn, specific to the faction he plays:
- Red: 6 cards
- Siberian: 5 cards
- South: 5 cards
- North/Asia: 4 cards
In a three-player game, the South + North/Asia player has a limit of 6 cards. In a two-player game, the White player has a limit of 7 cards.
Players may hold above their limit a number of cards equal to their current value on the "One Russia Index" (ORI) table. Being based on this value, the adjustment to the number of cards varies from one turn to the next. Thus the Red player, who has an ORI value of two during a game turn, will have 8 cards (limit of 6 + 2 (ORI value)). With fewer than three players, the average level (ORI) of each major faction (rounded down) is added to the hand of the player (for the White faction players only).
For example, in a two-player game, the White player has a Siberian ORI of 1, a South ORI of 2 and a North/Asia ORI of 0. The White player may therefore add 1 (1+2+0 = average of 1) to his base hand of seven cards, giving a total of eight.
14.4 Discarding Cards
Players must discard cards from their hand before drawing new ones.
14.5 Drawing Cards
After discarding the cards they no longer want, players may complete their hand by drawing new cards up to the limit set out in 14.3. They may do this only once per turn. This means they may not draw up to their maximum, then discard and draw new cards.
14.6 Effect of Cards
The effect of a card is immediate, unless the card specifies otherwise or a specific rule is attached to that card.
14.7 Special Considerations for Playing Cards
Some aspects of cards require explanation:
14.71 Play Immediately
Some cards are marked as having to be played immediately. They must be played during the phase indicated and may not be kept to be discarded.
14.72 Card Removal
Some cards are permanently removed from the event deck once played. These represent events that may only be played once, given the extremely rare (or important) situations to which these cards refer. Note that removal is determined by playing the card and not by simply discarding it; a discarded card is reinserted into the deck during the card phase of the winter turn when the cards are shuffled.
14.73 "Playable by"
Some cards may only be played by certain major factions. If the card cannot be played by its owner, it has no effect. It reduces the player's hand until it is discarded during the card phase.
14.74 Year of Playability
Some cards may only be played during a turn corresponding to a specifically mentioned year (or years). If the card cannot be played by its owner, it has no effect. It reduces the player's hand until it is discarded during the card phase.
14.8 Shuffling Cards
During the card phase of each winter turn, after each player has played his events, all the cards, including discarded cards, are shuffled by the Red player. Cards that have been played and must be removed from the game are not shuffled. They remain out of the game.
15.0 Special Units
The following units, which are unique, require additional consideration:
15.1 Tsarist Gold
Possession of the important imperial treasure can give a player advantages in the short or long term. While it is complete, the owner may use part (translator's note: "dipping into the coffers" would be a better translation) of the treasure in any purchase phase. In that case the player receives 5 additional money points. It may be used again the following turn for 3 money points, after which it is removed from the game. Possession of the treasure at the end of the game gives two victory points if it has not been squandered, and only one point if half of it remains.
The treasure has neither movement points nor combat points. It may be carried by any unit that is not an aircraft. The treasure may not retreat with a retreating unit and may therefore be captured if all units of the treasure's owner are eliminated or retreat as a result of battle.
15.2 Partisans
A partisan counter is placed only as the result of an event card. Once placed, it may no longer move and has an attack strength of 2 and one defence point.
Once placed, the partisan counter reduces the money and manpower level of the territory it occupies by one. It must be placed in a zone controlled by the Reds if a White faction decides to deploy a partisan counter, or otherwise in a zone attached to a White faction.
If the belligerent that placed the partisan takes control of that zone, the partisan marker is removed. Partisans never attack, but they defend normally. If a partisan unit is alone in a zone and an enemy unit attacks it, the attacking player may attack for an unlimited number of rounds by paying only 1 money point (which normally corresponds to a probing attack, 8.3).
If an event card leads to the placement of partisans and all partisan counters are already in play, the player may remove one already on the map and place it elsewhere. This exchange constitutes a firm limit.
15.3 Cossacks
During the civil war, the Siberian Cossacks and the Cossacks of the Southern Army were known in both camps for their aptitude for serving their own interests. Cossack chiefs conducted raids independently with the sole aim of plundering certain territories. Although they greatly disrupted and demoralised their enemies, once their raid was over they often returned to their home region with the fruits of their plunder.
In game terms, Cossack raids take place when they are played through the event card "Cossack Raid". Although similar to partisans in the effect they produce, they last only one game turn and their action is limited to plundering Red regions located at most two zones from a zone controlled by a White faction. The Red player temporarily loses control of zones bearing a Cossack Raid marker (for the calculation of money and manpower only), and does not gain money or manpower from these zones while a Cossack Raid marker is present (translator's note: the player who placed the marker does not gain money or manpower either).
Once the turn is over, remove all "Cossack Raid" markers from the game during the victory point calculation phase.
The Red player regains economic control of the zones from which the markers have been removed (unless those zones have been conquered by another faction in the meantime).
15.4 Tanks
Contrary to the popular image often disseminated of the Russian civil war, tanks were not ubiquitous in the conflict, particularly for the Whites. In reality they were rare objects, whose presence was due to gifts made by the Western forces to the Whites (or captured by the Reds from White troops), but sometimes they were the product of Russian developments of their own, such as armoured trains or armoured cars.
Thus no player may add a tank to his force pool until he has drawn and played the event card "Tank".
16.0 The Suspense of Victory
Victory points are calculated by adding the money points of all zones controlled by a faction. The starting value of those zones is then subtracted for each faction (North/Asia = 18, Siberian = 20, South = 16, Reds = 55).
Note that victory points may be obtained through the imperial treasure (15.1), Denikin (10.91) and Lenin (10.8.1; printed as "10.81" in the source), and that the Red player doubles the victory points obtained for control of Warsaw if he controls that zone.
Control is checked to see whether any player achieves an automatic victory in each victory phase of each turn. If a player equals or exceeds the automatic victory level of his faction, the game ends immediately and he is declared the winner.
This represents either a decisive victory for the Reds over the counter-revolutionary forces, or a victory for one of the White factions having become dominant to the point that the others recognise its legitimacy and rally under its leadership.
If a player controls several factions in a game of fewer than four players, he must reach the automatic victory level separately for each of his factions in order to be declared the winner.
16.1 Final Turn
If no one achieves an automatic victory, simply count the victory points at the end of the last turn. The player closest to his automatic victory level is the winner. White players who are tied are named joint winners. If the White players and the Red player are tied, the Red player wins.
If several factions are played, the differences are averaged to obtain a player's proximity to his automatic victory level, taking into account the figure after the decimal point (translator's note: do not round). For example, in a three-player game the North/Asia faction and the Siberian faction are played by the same player. The North/Asia faction is 5 points from victory and the Siberian faction is 2 points from victory. The player is therefore considered to be 3.5 points from automatic victory.
16.2 Automatic Defeat
If during the victory phase a player has no infantry, cavalry or tank units left on the map, he automatically suffers defeat. A player who suffers such humiliation removes all his units (aircraft, ships) and leaders from the game (if any remain), and all zones he controlled become neutral or revert to their original owner's control.
The only consolation is that after 6 turns, the player who has lost may play Poland, if that country is still neutral.
17.0 "One and Indivisible" Russia
One of the themes championed by each major faction was an uncompromising commitment to a unified and indivisible Russia.
To some extent this reflected the desire to recover the European Russian territories that had just broken away (Finland, the Baltic states), but it was also a state of mind shared by the leaders of the various factions.
The "One and Indivisible Russia" (ORI) table is an abstract representation of the possible successes achieved by the factions in pursuing their respective objectives, and of their impact on the minds and hearts of the Russian people during the conflict.
These arrangements have a direct impact on certain special events (such as minor faction interventions and foreign interventions, as well as internal struggles within each major faction), but may also influence the outcome of certain event cards.
Note that a player's die roll on the "One and Indivisible Russia" (ORI) table on behalf of his faction changes during the political phase, and this is recorded immediately. Additional changes may occur during the game as a result of playing an event card.
17.1 One and Indivisible Russia Track
A faction's value is represented by a control marker of that faction on the "One and Indivisible Russia" track. This track shows the current level for each major faction.
Players will note that most boxes on the track carry the same number. Thus a marker that advances or retreats on the track does not necessarily mean a change in the value of the player concerned.
There are situations in which a player may increase or decrease his ORI level (for example, moving the level from 1 to 2). When this happens, the player moves his marker and places it in the nearest box (to the marker's current position) representing that increase or decrease in level. The maximum ORI level is 3 and its minimum is 0.
17.2 Modifying the ORI
During the political phase, each player checks his status on the ORI and, in initiative order, rolls a die applying the modifiers (see below) and consults the ORI table. Any change in ORI level indicated by this die roll must be applied immediately.
17.3 Effects of the ORI
The ORI affects many aspects of the game. This includes the number of event cards in hand (14.3), the foreign intervention table (13.62), and minor activations (12.1).
17.4 Loss of Moscow
A faction that captures Moscow and keeps the city until the end of the turn gains +1 to its ORI level (this is not a gain of one box on the track but a gain of one level) at the next political phase. The faction that loses Moscow suffers a -1 loss of ORI level (this is not a loss of one box on the track but a loss of one level) at the next political phase. These effects are applied before any other change affecting the ORI.
17.5 Table Modifiers
This section describes the various modifiers applicable to a faction's die roll on the ORI table. These modifiers accumulate, within a maximum limit of +3 to -3. Each player should keep an eye on the total of the modifiers obtained during the game turn, so that he knows the modifier to apply to his die roll on the ORI table in the political phase of the next turn.
-
Allied unit in combat: -1 When an allied unit is engaged in combat and stacked with a unit of a White faction, whether attacking or defending, that faction suffers a -1 modifier on the die roll on the ORI table during the following political phase. This may be applied only once, even if allied units are involved in more than one combat.
-
Invasion won/lost: +2/-2 When a combat takes place at invasion level (see 8.3), the faction that has a unit in the zone at the end of the combat receives a +2 modifier on the die roll on the ORI table, and the faction that retreated or was eliminated suffers a -2 modifier on the die roll. This may be applied only once, even if more than one invasion-level combat takes place in the same turn. If a faction wins and loses one or more invasion-level attacks in the same turn, the modifier is not applied.
-
Assault won/lost: +1/-1 When a combat takes place at assault level (see 8.3), the faction that has a unit that causes all enemy units in the battle to retreat or destroys them receives a +1 modifier on the die roll on the ORI table, and the faction that retreated or was eliminated suffers a -1 modifier on the die roll. If both factions still have units in the zone at the end of the assault, the modifier does not apply. This may be applied only once per turn and per faction, even if more than one assault-level combat takes place in the same turn. If a faction wins and loses one or more assault-level attacks in the same turn, the modifier is not applied.
-
Capture/loss of a zone that is not a home zone: +1/-1 When a faction captures one or more zones (which are not zones originally belonging to it) during the turn, it gains +1 on the die roll on the ORI table. If a faction has lost one or more zones (which are not zones originally belonging to it), it suffers a -1 modifier on the die roll on the ORI table. This may be applied only once per turn and per faction, even if more than one zone is captured in the same turn. If a faction both gains and loses one or more zones in the same turn, the modifier is not applied.
-
Capture/loss of Petrograd: +3/-3 The capture of Petrograd and its retention until the end of the turn gives a +3 bonus to the faction that captures the city, and a -3 penalty to the faction losing the city, on the die roll on the ORI table.
-
Loss of Archangel (North/Asia only): -3 Archangel was regarded as the logistical hub for Allied aid to the North/Asia faction. If another faction captures Archangel, the North/Asia faction receives a -3 modifier on the die roll on the ORI table during the next political phase.
18.0 Diplomacy
The three White factions all wanted to see Bolshevism defeated, but each for different reasons. The most important point of disagreement on this subject concerned which of them would govern Russia once Lenin and his comrades had been driven out. For this reason, co-operation between the three factions is very limited.
Before the start of each turn, in the case of a game with several players, the White faction has 5 minutes to discuss the general situation and the plans for the coming turn.
Individual meetings between players are forbidden. Note that this means 5 minutes in total, not five minutes per player.
The Red player (carefully kept out of earshot of the conversation) is the keeper of the elapsed time. He must be merciless towards the other players and must encourage them to respect this 5-minute limit.
Note that, unlike other games using a similar system, the White factions are not considered allied. Consequently, a White faction may not move its units during the playing time of another White faction.
18.1 Units and Zones
The units of the various White factions may enter freely into zones controlled by another White faction, or into zones where units of another White faction are located. They may end their movement in such a territory provided they are not stacked with the forces of another faction. This does not affect control of the zone in any way. Units belonging to such a White faction may not besiege zones or attack the units of other White factions. Note that if the units of a White faction are attacked by enemy units while occupying a zone of another (White) faction, the fortifications of the zone are not added to the White units during combat (8.5).
Example: the Siberian White faction controls OMSK. The South player may move through Omsk even if one or more Siberian units are present, but may not stop there. If the Siberian units had not been there, the South player could have ended his movement there, but he could not have conducted a siege or taken control of the zone to the detriment of the Siberian player.
The only exception concerning stacking concerns Western Allied units. Allied fleets may end their movement or stack with White faction units in a port zone. These fleets may defend the zone together with those White units if attacked. However, they may not transport those units, even in the case of a retreat.
Furthermore, a lone allied land unit may be stacked with units of the major White factions.
In all combats involving mixed forces, the White player concerned decides how to allocate losses.
18.2 Money and Manpower
Money and manpower may not be the subject of bargaining or exchange between major factions.
19.0 Optional Rules
The following rules are considered optional and may be used to increase the flavour of the game without adding complexity. The use of these rules must be agreed between the players before the game begins. Note that rule 19.2 (famine) must be used in conjunction with rule 19.1 Railways.
19.1 Railways
During the civil war the Bolsheviks had an advantage because of their central position and their control of Russia's most important industrial zones. Historically, the Whites controlled zones on the edge of the Russian empire where there was little concentration of industry and few railway lines. This low rail activity limited the mobility of the White armies as much as their ability to keep distant projected units supplied. The White successes coincided with the capture of rolling stock that helped their offensives. On the contrary, the Reds' large railway capacity gave them greater flexibility in supplying troops and better concentration of forces at critical points during the conflict.
Several zones on the map represent a significant concentration of railway activity. They are distinguished by the presence of black dots (note that Moscow contains two).
When this rule is used, the number of rail movements (7.6) permitted to a faction is conditioned by control of these zones. Each point allows the movement of one unit (not a stack of units) by rail per turn (leaders are not considered units for the application of this rule; they move free of charge with the unit they accompany).
When a zone is captured, the railway capacity becomes available to the player who captures it for the following turn, for the whole turn, even if that zone is captured by another faction during that turn.
The number of rail movements is recorded on the railway capacity track. Note that the optional rules have no effect on the availability of additional railway capacity obtained through an event card.
19.2 Famine
This rule may only be used in conjunction with the optional railways rule (19.1).
Famine reflects the Bolsheviks' inability to transport foodstuffs from the rural zones to the largest cities and industrial regions. The shortage of food, which was a recurring problem during the civil war, was caused in part by requisitioning of stocks for wartime use by a failing Bolshevik administration, and in part by White actions.
When the famine event card is played, the effects of famine in each zone may be reduced or aggravated by the Red response: for each food-producing zone controlled by the Red player, that player may reduce his railway capacity by one point for the turn.
Roll a die. On a result of 1 or 2, the effects of the famine are averted for a zone of the Red player's choice. On a result of 3 to 5, the famine result applies. On a result of 6, the famine spreads to an adjacent zone, and the Red player cannot avoid famine in that zone. Note that a food-producing zone may only be counted once per turn in an attempt to prevent famine. Only one attempt to prevent famine per zone and per turn may be made.
19.3 The Czech Legion
The famous Czech Legion is not depicted directly in the game, but its effects are applied through the regular Siberian forces.
As an optional rule, players may reduce the initial size of the Siberian forces by two infantry units, namely two 4-2 units: the one in Siberian territory at the start of the game and the one located in Greater Russian territory.
Once the event card "Czech legion formed" (Czech legion form) is played, add these two 4-2 units to the Siberian faction's pool of units, together with 6 money points.
If the card "Czech legion quits" (czech legion quits) is played, the Siberian player must remove from the game two 4-2 infantry units of his choice (whether they are on the map at that moment or not), together with 6 money points. Note that the Red player must also remove 3 money points from his budget (this reflects the excessive looting by both sides at the moment the Czech Legion left the conflict).
As compensation for using this rule, the Siberian player may claim one additional victory point as a handicap.
Note that if this rule is not used, the Siberian faction may remove two infantry units (any) from the game after the event "Czech legion quits" has been used.
Thus, for the purposes of the ORI rules, the effect "Czech legion formed" is always considered to have been applied.
20.0 Game Set-Up
Special rules are described in 3.0.
20.1 North/Asia
Central Asian territories: 2 x CAV, 2 x INF, leader Said-Alim Greater Russian territory: 3 x INF Place a control marker on the following zones: Murmansk Manpower: 18 Money: 12
20.2 Siberians
Siberian territories: 1 x CAV, 2 x INF (see rule 9.3) Greater Russian territory: 1 x AIR, 1 CAV, 4 x INF (see rule 9.3) Any home zone: Kolchak and one leader drawn at random Manpower: 26 Money: 23
20.3 South
In the Black Sea: 1 Fleet Greater Russian territory: 3 CAV, 5 x INF, Denikin and one leader drawn at random* Manpower: 21 Money: 15
- Not Wrangel. He is not available until the "Wrangel takes over" event card is played.
20.4 Red
Central Asian territories: 1 x CAV, 2 x INF Greater Russian territory: 3 x CAV, 11 INF, Lenin, Trotsky Siberian territories: 1 x CAV, 1 x INF At KAZAN: Imperial treasure At Petrograd: 1 x Fleet Any home zone: 3 leaders drawn at random Manpower: 40 Money: 30
Note: the Red player may not build aircraft before the summer 1919 turn. Note: the Red player must remove from his starting available forces: 1 x 5-2 INF, 2 x 4-2 INF, 1 x 5-2 CAV, 1 x 4-2 CAV. They enter play through an event card.
20.5 Starting Forces of Minor Powers
Anarchists (set up by the Red player): 1 x CAV, leader Makhno Baltic states (set up by the South player): 1 x INF, leader Cakste (printed as "Catske" in the French translation) Finland (set up by the South player): 2 x INF, leader Mannerheim Poland (set up by the Siberian player): 1 x INF, leader Pilsudski Ukraine (set up by the North/Asia player): 1 x INF, 1 x CAV, leader Petliura Allies: at Vladivostok, the Sea of Japan or the Japanese transit box: 1 x 2-2 FLEET In the Black Sea box: 1 x 2-2 FLEET In the Baltic Sea box: 1 x 3-2 FLEET Variable at Murmansk, the White Sea, the White Sea transit box or Archangel*: 1 x 3-2 FLEET Variable at Murmansk, Vladivostok (printed as "Vadivostok" in the French translation), any transit box or Archangel*: 4 x INF, 1 x TANK, 1 x AIR, leader Maynard
- May be deployed at Archangel even though it is a home zone belonging to the North/Asia player.