Struggle for Europe 1939 - 1945
Struggle for Europe 1939 - 1945 Rulebook
Table of Contents
Table of Contents
- 1. Introduction
- 2. Game Board
- 3. Game Counters
- 4. Cards
- 5. Game Setup
- 6. How to Build Decks and Use Cards
- 7. Sequence of Play for Each Turn
- 7.1 Available Operation(s)
- 7.2 How to Play Operations
- Operation: Build and Place Army Counters (from 1–3 Strength)
- Operation: Build and Place Fortress Counters (Axis Player Only)
- Operation: Conduct a Strategic Bombing
- Operation: Move an Army Counter
- Operation: Attack a Contested Location
- Operation: Discard a Card
- Operation: Play Card Event
- Operation: Pass
- 8. How to Have and Resolve Battle
- 9. How to Win the Game
- Card Quick Reference
1. Introduction
Struggle for Europe 1939-1945 is a card driven, card destruction game. During play, cards are used for operations such as building armies, movement, adding air power to battle, events, and building fortresses for the Axis. Each player will divide their respective decks into three smaller decks. As players use their cards they will play through their decks, remove some cards from play, and reshuffle their recycle piles creating a new deck as additional cards are shuffled in. The game ends when the Allied last play deck runs out and victory is determined. There are conditions for automatic victory before the game ends.
2. Game Board
The game board is a representation of Europe at the end of 1939. On the game board are colored boxes, these are LOCATIONS. Locations are named for cities, and divided in half by a line. Locations are divided in half to aid in determining control status, supply lines, movements paths, attack paths and retreat paths. Some locations have flags printed in them, these represent national capitals and are for informational purposes only. Locations are color coded based on who controls them at the start of the game. The Western Allies control blue / the Soviet Allies control red. The Axis control gray. Tan are neutral and only controlled once entered by Allied or Axis counters (placing an appropriate control marker). When entering some locations there is a number. This is the location defense value that is added to an occupying defender when an attacker enters the location using that move line. The USA box is for the placement of the Western Allied counters that enter play at the start of the 3rd play deck. The naval move line from USA and London to Algiers is one way, you may not move from Algiers to London and the USA. This line does not come into effect until the start of the Allied 2nd play deck. Supply may be traced along the line from Algiers back to London (and USA starting with the 3rd Allied play deck). Victory locations have a value in a circle at the top of the location. These are only awarded to the opposing side. (See Victory Conditions). Victory Points are tracked using the VP counter on the Victory Point Track. The marker is moved and flipped depending on who is leading in overall VP difference. Locations are friendly, neutral, contested, or enemy controlled as defined below: Friendly locations are those that begin the game in your sides color, have your counters as the only counters occupying the location, or were last entered by your counters and have a friendly control flag in them. When you control a location, you control both halves.
Neutral locations are those that are tan, and have not had either players counters enter them. Neither player controls these. Contested Locations are those that have counters of each player located in a half of the location. Neither player controls these. Enemy Controlled Locations are:
- They begin with the enemy side’s color
- Have enemy counters as the only counters occupying the location
- Were last entered by enemy counters and have an enemy control flag in them.
When an enemy controls a location, they control both halves.
Move lines are the gray lines that connect locations. These may only be moved across when playing a card with a truck icon.
Naval Move Lines are the blue lines that connect locations via water crossings. These may only be moved across when playing a card for Naval Move with a naval transport icon.
The Strategic Bombing Track represents the strategic bombing that occurred during the war and the marker starts at the black 0. Each side may play cards that move the marker along the track. As it moves to the right on the track, it reduces the number of cards the Allied player may have in his hand, and awards the Axis player that many Victory Points. As it moves to the left on the track, it reduces the number of cards the Axis player may have in his hand, and awards the Allied player that many Victory Points.
3. Game Counters
The Axis counters are colored gray. The Allied counters are colored blue and red. The blue represents the western allies. The red represents the Soviet allies. There is no stacking limit for the army counters. The counter mix is the counter limit for each side. Both the blue and red counters are considered the Allies; however, they may not be in the same location at the same time. Blue counters may only be placed or enter blue, tan and gray locations. Red counters may only be placed or enter red, tan and gray locations. The blue counters may not move or enter a red controlled location, and the red counters may not move or enter a blue controlled location. Counters may not broken up or added to in order to make larger or smaller strength counters. (For example: You can not take three 1 strength counters in a location and combine them to make a 3 strength counters, and vice versa.) For example: If the Soviet allies control Budapest, a blue counter may not enter the Budapest location.
- 1 Strength Army: When playing a card for the Build 1 Strength Army operation that card is placed in the recycle pile.
- 2 Strength Army: When playing a card for the Build 2 Strength Army operation that card is permanently removed from the game, then place one additional card from your hand in the recycle pile.
- 3 Strength Army: When playing a card for the Build 3 strength army operation that card is permanently removed from the game, then place two additional cards from your hand in the recycle pile.
- Fortress Counter: Fortresses are 3 strength counters that may not be moved from the half of the location they are built. They may not move or retreat. When playing a card for the Build Fortress operation that card is permanently removed from the game, and one additional card from your hand is placed in the recycle pile.
- Control Flags: Control flags are never placed in starting locations if controlled by the starting color counters. Control flags are placed when control of a location changes. A Soviet flag shows Soviet allied control of a location. The British flag shows Western allied control of a location. The German flag shows Axis control of a location.
- Strategic Bombing Counter: Starts set up in the black 0. Moves left or right on the ALLIED AXIS track based on card play.
4. Cards
There are two separate card decks in the game, an Axis deck, and an Allied deck. Each player deck has three smaller decks within, based on the chevron deck number. During game play, each player will have their respective cards in their respective play deck, recycle pile or hand. Neither player may look at their opponents play deck, recycle pile, or hand. These cards allow you to move, build counters, and other game functions. The western allies and Soviet allies are both played using the Allied deck. (See Card Play). Cards that allow multiple operations by events, etc and can be used by the Western and Soviet Allies as needed.
Card diagram labels: Card Cost to use; Strategic Bombing Icon; Chevron Deck Number; Card Cost for Unit Build; Counter Build; Land Move; Naval Move; Air Power; Event / Event Description; "No Move Available"; "No Event Available".
There are three sections to a card: The upper section consists of icons that represents the army and fortress counters that can be built and a Strategic Bombing track icon that affect the Strategic Bombing track. The icons shows the type of counter as well as the counter strength that can be built using the card. For the Allied cards it shows three different army counter icons, two different icons shown for the western allies and one for the Soviet allies, only one of which may be built.
The middle section consists of icons that allow movement (shown as a truck or an amphibious transport), and add air support to battle (shown as a plane). The bottom section consists of events that affect game play. Some event cards are Battle Event cards and may only be played during battles. Most cards will have more than one option for use, but only one icon or event on a card can be used when played.
5. Game Setup
Players choose which side they will play. One player will be Allied. One player will be Axis. The Axis player is the game’s first active player. Each player takes their respective set of cards and counters.
5.1 Card Setup
Each player separates the cards of his Axis or Allied deck into three piles; one pile of ‘I’ chevron, one of ‘IIs’ the other of ‘IIIs’, keeping each separated. Each player takes the cards with I chevron and shuffles them. Place them face down to form the starting active play deck for each player. The decks with II and III chevrons are placed to the side to be shuffled in later. The ‘II and III’ chevron cards will come into play later when the recycle pile is reshuffled each time.
Each side draws cards from their respective starting active play deck (I chevron), up to their hand sizes to form their hand. Players may look at and play cards from their hand during game play.
-
The Axis hand size is six cards, for the entire game, adjusted by the Strategic Bombing Track.
-
The Allied hand size starts the game as five cards, adjusted by the Strategic Bombing Track. Once the Allied II chevron cards are added to the play deck, the Allied hand size becomes six cards, adjusted by the Strategic Bombing Track. Once the Allied III chevron cards are added to the play deck, the Allied hand size becomes seven cards, adjusted by the Strategic Bombing Track.
The player may not draw cards if they have as many cards in their hand as their hand size allows.
5.2 Counter Setup
Army counters are then deployed on the board as follows:
The Axis player starts with:
| Location | 1 SP | 2 SP | 3 SP* |
|---|---|---|---|
| Helsinki | 1 | 1 | |
| Warsaw | 1 | 1 | 1 |
| Tripoli | 1 | 1 | |
| Milan | 1 | 1 | |
| Rome | 1 | 1 | |
| Ruhr | 1 | 2 | 1 |
| Berlin | 1 |
*No Fortress start on the board
The Allied player starts with:
Western Allies (Blue Counters)
| Location | 1 SP | 2 SP | 3 SP |
|---|---|---|---|
| London | 1 | 3 | |
| Antwerp | 1 | ||
| Sedan | 2 | ||
| Marseilles | 1 | ||
| Paris | 2 | 1 | |
| Tobruk | 1 | ||
| Alexandria | 2 |
Soviet Allies (Red Counters)
| Location | 1 SP | 2 SP | 3 SP |
|---|---|---|---|
| Leningrad | 2 | ||
| Bialystok | 1 | ||
| Minsk | 1 | ||
| Moscow | 1 | ||
| Kiev | 1 | ||
| Stalingrad | 1 | ||
| Grozny | 1 |
Place the Strategic Bombing counter on black 0 on the Strategic Bombing Track.
6. How to Build Decks and Use Cards
In the upper right corner of each card are one, two, or three chevrons. The cards are separated during set up into three decks based on their chevrons. Cards with one chevron are each players 1st play deck. Cards with two chevrons are shuffled with the players recycle pile after the starting play deck runs out of cards, this creates the players 2nd play deck. Cards with three chevrons are shuffled with the players recycle pile after the second play deck runs out of cards, this creates the players 3rd play deck.
GAME END: The Axis recycle pile is reshuffled to create the Axis play deck as many times as needed after their third deck runs out. The 3rd Allied deck is their final deck and when it runs out of cards, and the Allied player has no more playable cards, the game ends.
During game play each player will have their respective cards in their play deck, recycle pile, or hand. Some cards are permanently removed from play. During game play, each player has an active play deck that is used to draw cards from to replenish the players hand at the end of their turn. Each player accumulates his own recycle pile of cards that consist of cards discarded during play. Cards that are randomly discarded are taken from the players hand without being looked at. During a players turn they will play cards for Operations. During some Operations additional cards may be played. For example, if you attack you must always play an air power card. The player may also play any number of eligible battle event cards should they choose.
Players are not limited to the number of cards they may play but are limited by the number of the cards in their hand in their turn. Soviet allies may not move or build during the 1st allied play deck. The Soviets allies can move and build starting at the shuffle for the 2nd allied play deck.
Special Circumstance: If the Axis player enters a red location prior to the Allied starting play deck running out of cards, the Allied player will immediately shuffle in their two chevron cards with their remaining play deck and recycle pile to create their second play deck and the Soviets allies come into play.
USA Entry: The counters and location in the USA box become active and can move starting with the shuffle for the 3rd allied play deck.
7. Sequence of Play for Each Turn
A complete turn consist of the Axis player completing two operations and the Allied player completing two operations.
- The active player performs any two operations.
- Supply is checked for the active players counters after he performs his operations but before he draws cards.
- After both operations are completed and supply is checked, the active player draws cards from his play deck to refill his hand to his maximum for that particular point in the game.
7.1 Available Operation(s)
When you are the active player, there are eight operations available to you. These are:
- Build and place Army Counters by play of a card
- Build and place Fortress Counters by play of a card
- Conduct Strategic Bombing Track by play of a card
- Move an Army Counter by play of card
- Play an event by play of a card
- Discard a card
- Attack in a contested location
- Pass
7.2 How to Play Operations
Each operation must be completed before the next operation is started.
Operation: Build and Place Army Counters (from 1–3 Strength)
To build an army counter you must play a card with the army icon at the top of the played card. For example, to build a 2-strength army, you must play a card with a 2 strength army icon at the top. When playing a card for the Build 1 Strength Army operation that card is placed in the recycle pile. When playing a card for the Build 2 Strength Army operation that card is permanently removed from the game, then place one additional card from your hand in the recycle pile. When playing a card for the Build 3 strength army operation that card is permanently removed from the game, then place two additional cards from your hand in the recycle pile. Place the army counter just built on the game board in a friendly controlled in supply location of your choice. For the Allied cards it shows three different build army icons, which represent the Soviets and Western Allied nations. ONLY ONE ARMY MAY BE BUILT OF THE STRENGTH SHOWN, either a Western Allied counter (American or British) or a Soviet Allied counter. There are two different icons shown for the western allies, British and American. Players have a choice of which counter to use to represent the Western Allies. In the case of the Soviet Allies they must use the red counters.
Operation: Build and Place Fortress Counters (Axis Player Only)
To build a fortress counter you must play a card with the fortress icon at the top of the played card. When playing a card for the Build Fortress operation that card is permanently removed from the game, and one additional card from your hand is placed in the recycle pile. Place the fortress counter on the game board in a friendly controlled half of a location of your choice. Place the counter in either half of the in-supply location. Only one fortress may be in each half of a location. The fortress may not be moved once placed. Fortress counters cannot retreat. Fortresses only defend. If counters in a location with a fortress retreat (forced or elected), the counters retreat but the fortress is eliminated.
Operation: Conduct a Strategic Bombing
To conduct the Strategic Bombing, you must play a card with the Strategic Bombing icon at the top of the played card. When playing a card to conduct a Strategic Bombing, the card with the Strategic Bombing icon is placed in the recycle pile. Then one additional card from the active players hand is placed in the recycle pile. When a card with a Strategic Bombing icon is played by the Axis player the marker on the Strategic Bombing Track is moved one space to the right. When a card with a Strategic Bombing icon is played by the Allied player the marker is on the Strategic Bombing Track is moved one space to the left. If the space has a number in it, then beginning the next time the affected player draws cards to refill his hand, his maximum hand size is reduced by that number on the Strategic Bombing Track. A marker can never move off the end of the Strategic Bombing Track, once it reaches one end or the other it cannot be moved further in that direction.
For example: It is the Allied player turn. The Axis maximum hand size is 6. The marker sits in the 0 side of Axis (left of center 0). The Allied player plays a Strategic Bombing card as an operation during his turn. This moves the marker one to the left on the Strategic Bombing Track to the 1 space on the Axis side. The Axis player plays two cards for operations during his next turn. This leaves the Axis player 4 cards in his hand. The Axis player, because the Strategic Bombing Track is in the 1 space, deducts 1 from his maximum hand size. He begins the next turn with 5 cards in his hand.
Operation: Move an Army Counter
To move armies between locations players must discard one card with a Movement icon on it. The card played for movement is placed on that players recycle pile. With the play of a movement card, a player can move some or all counters from one location to multiple adjacent locations. Or one counter thru multiple connected friendly locations to a friendly location or contested location. To move along a naval move line you must play a move card with a naval move icon.
Army Movement Between Adjacent Locations: The player may move some or all army counters in one location along any move lines connected to their location into any adjacent location(s) based on the following requirements:
- If the location moved into is friendly controlled there is no battle.
- If the location moved into is an unoccupied enemy controlled location or neutral location, the entire (both halves) location becomes friendly controlled and an appropriate control flag is placed. There is no battle.
- If an army counter(s) enters an enemy occupied location, battle occurs. Army counter(s) may move into an adjacent enemy occupied and controlled location (not contested). The attacker must have a card available to use for its air power value to move into an enemy controlled and occupied location. If he does not, he may not move into the location.
- If moving multiple counters from one location into multiple locations, and it causes multiple battles the moving player determines the order of the battles.
- If Army counter(s) moves into an adjacent contested location through a move line that enters through their friendly occupied half of the location, there is no battle.
- If Army counter(s) moves into an adjacent contested location through a move line that enters through the enemy occupied half of the location, then battle occurs only with the moving army counter(s) and the opposing army counters in that half of the location (the friendly counters in the contested half of the location do not participate in the battle).
Army Movement Between Non-Adjacent Locations: One army counter (any strength) can move to any friendly controlled location or friendly half of a contested location of the moving players choice; the army must be able to trace a set of movement lines through the friendly half of a contested location and/or friendly controlled locations. Tan locations are not considered friendly controlled unless a friendly control flag is present. Allied players remember blue may not enter red, and red may not enter blue controlled locations.
Operation: Attack a Contested Location
If at the start of an operation, both players have army counters contesting a location (each occupying half of the location), the active player may attack into the enemy occupied half of the location. The attacker must have a card available to use for its air power value to attack into the enemy controlled half of the occupied location. The active player does not play a movement card, the attack counts as an operation. The players have battle.
Operation: Discard a Card
The player places one of their cards from their hand to their recycle pile. Players may only discard one card per discard operation.
Operation: Play Card Event
Play a card with an event on the bottom of the card. Card events are explained on the card. Place the played card in the recycle pile unless the card states otherwise. Battle Event cards are played only during battle.
Operation: Pass
If the player chooses this operation, they do nothing.
8. How to Have and Resolve Battle
A battle happens two different ways. The first is if you attack in a contested location. The second way is if you move your army counters into an enemy occupied location(s). If attacking in a contested location, the battle occurs in the defender’s controlled half of the location. If attacking due to the play of a move operation, the battle occurs in the half of the location that the attacker’s move line enters the location. A player may look at his opponent’s army counters stacked in a location anytime. When a battle happens follow the sequence below for each battle:
- The attacker plays a card face down for its air power value. Only one card may be used for its air power value by the attacker (think in terms of combined arms, air power leads the way!).
- The defender decides if he wants to defend or retreat.
- If the defender elects to defend, he chooses if he will play one card for its air power value. If he does, he plays it face down. Only one card with an air power value card may be added by the defender.
- The attacker first, followed by the defender may play any additional cards for their Battle Events, if so, they are played face down.
- Both players reveal any face down cards being played for this battle.
- The attacker adds his air power value card, as well as any values from played Battle Event Cards, to the strength of all army counters attacking that location for his total attack value. The defender adds his air power value card (if one is played), plus the location defense value associated with the attackers move line (if applicable), as well as any values from played Battle Event Cards, to the strength of all army and fortress counters defending that half of the location for the total defense value.
The side with the higher total value wins the battle. The defender wins ties. The loser removes half of his total counters (including any fortress) in the battle, rounded up (For example; if the loser had 5 counters, he would lose 3). The winner removes half of his total counters, rounded down, but may never lose more counters than the loser of the battle (For example; if the winner had 5 counters, he would lose 2). Losses are determined before retreat.
Important: The players lose counters–not strength.
The loser of the battle must retreat from the entire (both halves) location, because it is a retreat from battle. The winner of the battle places his control flag in the location. All played cards by the attacker and defender are placed in their respective recycle piles or eliminated as directed by the card. Place a location control marker if control of the location changes.
Special Circumstance: Any Army counter(s) that move into an adjacent contested location through a move line that enters through the enemy occupied half of the location a battle occurs. The battle occurs only with the moving army counter(s) and the opposing army counters in that half of the location (the friendly counters in the contested half of the location do not participate in the battle).
Retreat
Retreat occurs for one of two reasons, the defender elects to retreat before battle, or as a result of battle loss. When retreating, all counters of the retreating player must retreat. The retreating player may split a retreating group of counters as long as all retreating counters follow the retreat rules. Fortresses can never retreat. If electing or forced to retreat, and a fortress is in the location, all counters other than the fortress retreat, and the fortress is eliminated. (Western allied counters cannot retreat into red locations. Soviet allied counters cannot retreat into blue controlled locations). Counters can only retreat to friendly controlled locations or to the half of a contested location in which he has counters, via the retreat movement line. Counters may not retreat into a neutral location.
Special: To retreat across a naval move line, you must discard into the recycle pile a card with a naval move icon.
Defender Retreats Before Battle
If the defender elects to retreat before battle, he places all defending counters(s) into the other half of the location that the attacker did not move into using move lines. If it was a contested location, he places all defending counter(s) into another (non-neutral) friendly controlled location using connecting move lines. If the counter(s) cannot retreat, they do battle.
Retreat Due to Battle Loss
If the defender must retreat from battle, he must retreat using a move line to a friendly controlled location. The attacker, if moving, must retreat using the move line he used to enter the location. If the attacker is retreating due to an attack in a contested location, he must retreat using a move line that exits the half of the location he is attacking from, to a friendly controlled location. If you can not retreat you are eliminated.
Supply Lines
Supply is checked after the active player finishes performing his two operations for his turn, but before he draws cards to refill his hand. A contested location still counts as a supply source for the original owning side until controlled by the opposing side. On the game board there are supply locations. The supply locations are:
- Supply Locations for Western Allies: London, Paris, and Alexandria, and USA starting with the 3rd play deck.
- Supply Locations for Soviet Allies: Leningrad, Moscow, and Stalingrad.
- Supply Locations for Axis Counters: Helsinki, Berlin and Rome.
Counters must be able to trace supply back to their respective supply location.
For example: Blue counters must trace to London, Paris, or Alexandria. They could not trace to Leningrad, Moscow, or Stalingrad.
Supply is traced along move lines through friendly locations or friendly occupied halves of a contested location. Supply cannot be traced through neutral locations. The move line into and out of the contested location must be through the friendly occupied half of the location. At the end of the active players turn, counters in a location that cannot trace supply back to their supply location, lose one counter a turn, owners’ choice.
For example: The Axis player has finished performing his two operations for his turn. The Axis player must now check supply for all counters. There are two Axis counters in Riga. The Soviet allies control Leningrad and Bialystok. The two Axis counters in Riga are out of supply. The Axis player must eliminate one counter of his choice.
Same example, but Bialystok is contested, with the Axis player controlling the half of Bialystok connected to Riga, while the Soviet allies control the half of Bialystok connected to Minsk and Kiev. In this case, the two Axis counters in Riga are in supply because they can trace supply through the Axis controlled half of Bialystok.
Examples
Example of a Movement Operation to Multiple Adjacent Locations
- Axis Operation: The Axis player plays a card with a move icon located on the card. Then he decides to split his forces in the Ruhr and move two counters (1 and 2) to Sedan and send his 3 counter to Antwerp. Note: The player must have two available cards in their hand to do this operation. They will use the cards for air power in each of the two separate locations.
- The Axis player elects to resolve the battle in Antwerp first and Sedan second. The Axis player plays one air power card in each attack. The Allied player elects to retreat into the back half of the location in Antwerp without battle, making that a contested location. The air power card played by the Axis player is placed in the recycle pile. Then the Allied player elects to battle in Sedan and defeats the Axis resulting in each player losing one counter and the Axis 1 counter having to retreat back to the Ruhr. The air power card(s) played by either player are placed in the recycle pile of each player.
Example of Movement Operation to a Non-Adjacent Location
The Allied player’s Operation: The Allied player elects to move one 3 counter from London to Marseille. Then he plays a card with a naval move icon on it due to the move from London to Normandy. The Allied player takes the one 3 army counter and moves it through friendly location (Normandy) and a friendly half of contested location (Paris), then finishes in a friendly half of a contested location (Marseille). NO BATTLE OCCURS IN MARSEILLE FOR THIS OPERATION The Allied player now has one 3 Army counter and one 2 army counter in Marseille. Note: Allied counters in Marseille are in supply to Paris and London from the same route that the counter took to get there.
Example of a Battle in a Contested Location
- Axis Operation: The Axis player conducts an attack operation in a contested location (a location where each player has units located). The Axis player has a 2 strength army in the right half of Sedan. The Allied player has a 1 strength army in the left half of Sedan. The Allied player has a 3 strength army located in Paris. Because each player has units located in Sedan, neither player controls it. It is contested. A The Axis player must play a card with an Air Power Value face down because he is attacking. He plays a card with a 4 air power value. B The Allied player decides to stay and battle. He plays a card with an air power value of 5. Now each player can play Battle Event cards. C The Axis player plays a Great Commander Card face down. D The Allied player plays a Reinforce Battle Event card face down. Both players now reveal their cards. The Axis player adds his 4 air power card plus the 2 from the Great Commander cards to his 2 strength army. This gives him a value of 8 strength. The Allied player reveals his 5 air power Value card, plus the Reinforce Battle Event card (for which he moves the 3 strength army from Paris to Sedan). Adding his total gives him a value of 9 (5 + 3 + 1). The Allied player wins the battle. All cards are discarded.
- The Axis player’s unit is eliminated. The Allied player must choose one of his two units to eliminate. The Allied player controls the Sedan location.
Cards shown in the battle example: Great Commander (Battle Event) — Add 2 to your total army strength. Only one Great Commander may be played in a battle. Defender Reinforce Battle (Battle Event) — The defender may reinforce the battle location with one unit from any adjacent friendly controlled location. Destroyer Attack (Event) — Axis player randomly discards 2 cards from his hand. May be used to block a Wolfpack Card (eliminate the Wolfpack card permanently, discard this card). Wolfpack (Event) — Allied player randomly discards 2 cards from his hand. May be used to block a Destroyer Attack (eliminate this card if used for that purpose).
9. How to Win the Game
Earning Victory Points
A victory point location is a location with a circle number value at the top of the location. The Allied player is only awarded victory points for controlling (not contested) gray victory point locations, plus victory points earned on the Strategic Bombing Track. The Axis player is only awarded victory points for controlling (not contested) red and blue victory point locations, plus victory points earned on the Strategic Bombing Track.
Move the marker on the Victory Point Track a number of spaces equal to the victory points earned. The victory point marker is double sided, one side Allied, one side Axis. Flip the marker based on who is leading in victory points, which is determined by subtracting the lower victory point total from the higher to determine which side has the highest victory point difference.
A location may change control multiple times during the game and the marker is moved up and down the track accordingly. If the original owning player regains control of a victory point location, the opposing player loses the victory points he had been awarded.
The Axis Player Wins the Game If:
The Axis player has a 7 victory point differential at the end of an Allied player turn. He also wins if the Allied player does not meet their end of game victory conditions.
The Allied Player Wins the Game If:
The Allied player has a 7 victory point differential at the end of an Axis player turn. If the Allied player does not have a 7 victory point differential by the end of the game, the Axis player wins the game.
Game End: The Axis recycle pile is reshuffled to create the Axis play deck as many times as needed after their third deck runs out. The 3rd Allied deck is their final deck and when it runs out of cards, and the Allied player has no more playable cards, the game ends.
Card Quick Reference
| Card Operation | Eliminate Card | Recycle Card |
|---|---|---|
| Build 1 Strength Army Counter | Yes | |
| Build 2 Strength Army Counter | Yes | 1 other card from hand |
| Build 3 Strength Army Counter | Yes | 2 other cards from hand |
| Build Fortress Counter | Yes | 1 other card from hand |
| Play Strategic Bombing Operation | Yes, plus 1 other card from hand | |
| Air Power | Yes | |
| Move Operation | Yes |
| Card Event | What to Do After Played |
|---|---|
| Strategic Redeploy | Recycle |
| Great Commander | Recycle |
| Defender Reinforce Battle | Recycle |
| Wolfpack | Recycle, if played against Destroyer Attack eliminate card |
| Destroyer Attack | Recycle |
| Weapon Development | Recycle |
| Coordinated Offensive | Eliminated |