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Attack!

The Expansion *Unless otherwise indicated here, rules not mentioned nor addressed remain unchanged*
World Conquest rules variant 1. Each Major Power receives one Petroleum Refining Plant in their color. The Petroleum Refining Plant is a game piece that is placed on the map like the Capital, and may not be moved once placed. Whoever holds the PRP at the conclusion of the round, regardless of matching color or not, receives the [2] OCs that the PRP produces. 2. Capitals produce [10] $PPs, in addition to the [10] $PPs that every player receives free at the end of every round. Production Points from Economics Cards are then added to the amount for the Major Powers Capital, and the [10] free $PPs, for the total Production Points earned at the end of the round. 3. All Players / Major Powers are identical, the symbols depicted on their government-type counters, and the ones placed in the minor neutral nations are essentially arbitrary, and could just as easily be described as Government Type A, B, X, Y, or Z.

I.

Victory Points
a. Naked Aggression - Any Major Power that successfully invades and occupies a minor neutral nation of a differing government type, or the territory of a major power, receives [1] cumulative bonus victory point. b. Colonial Expansion - Any Major Power, at the end game instance when total victory points are calculated, that occupies and owns a territory on a continent apart from the continent on which their Capital unit resides, receives three victory points per other-continent territory possessed. These are not cumulative bonus points. c. Political Affiliation & Influence Any Major Power, at the end game instance when total victory points are calculated, may add [1] bonus victory point for every minor neutral of the same government type as their own, that has survived and remains on the world map. d. Loss of Prestige Any Major Power that attacks and attempts to invade, whether successful or not, a minor neutral of the same government type as their own, automatically incurs a one cumulative debit victory point, (a [-1] which is recorded for a net reduction in victory points, as opposed to a [+1] for bonus victory point successful actions). Major Powers may not convert a same government type Minor Neutral to a different government type other that their own, only differing government type minor neutrals may be changed through the use of Political Action cards.

II.

Initial Set-Up & Start of Play


a. Each Player draws [1] Capital unit, [4] Infantry land units, [2] Submarine naval units, [2] Destroyer naval units, [1] Battleship naval unit, $162 Production Points (PPs or money) for Buy-&-Place, 30 Oil Certificates (OCs or oil dollars) and an additional $30 in PPs for the war chest. b. Four government type counters are turned over, mixed around, and then randomly drawn by each player. For five or more player games, the first four in the mixed draw must represent one of each government type, while the fifth and successively more players in number also draw from another mixed group of four representing one of each government type. In this way, for games of eight or fewer players, there cannot be more than two players of each government type. c. Initial territory claims begin in the following order: Democracy Major Power, Communist Major Power, Monarchist Major Power, Fascist Major Power. Each player places one Infantry unit each on one unoccupied territory, going around the circle of players one at a time, until each player owns four territories. In any order they wish, each Major Power Player takes and occupies a single unoccupied sea area or sea zone with all five of their initial naval units. The sea area or sea zone now occupied must touch a land territory owned by the same Major Power Player, unless, due to a large number of players, this is somehow impossible. If this is the case, naval units will be placed nearest to the continent on which this Player has a land unit. Naval units may never be the first units placed when taking territories in successive turns on initial set up. d. Buy-&-Place Phase each player must spend, by purchasing military units, all of their $162 in PPs designated for Buy-&-Place up to a remainder of [4] PPs. No Major Power Player may start the game with less than $30 PPs, nor greater than $34 PPs, in their war chest. After spending the Buy-&-Place PPs, each player alternates, in the same order as above, by placing any number of units they wish, in one single land territory, sea area or sea zone, which they already possess. Players are reinforcing their territories, sea areas and/or sea zones in this part of the game set-up. Players may elect to pass and not place any units in any given placement turn. However, Major Power Players have only four total turns to place ALL of their Buy-&-Place purchased units. Any Player who passes on the first two placement turns, or who has not placed naval units (if any) after the second placement turn, will be forced to use the final third and fourth placement turns to place ALL land units, and ALL naval units (if any were purchased in the Buy-&-Place phase, in addition to the initial five naval units) into a single, already occupied land territories, or a single already occupied sea area or sea zone, respectively. e. Each Player will now place their Capital unit into one of the land territories that they own in order. f. Start of Regular Play the play order is now reversed in the following manner:

1st Fascist Major Powers (if there are two, they will roll dice until one has the higher number to see who goes before the other); 2nd rd Monarchist Major Powers (if there are two, same as above); 3 Communist Major Powers; and 4th Democracy Major Powers. III. First Turn in each round continues to shift to the left by one Player at the conclusion of each full round of play.

IV.

Diplomatic Blitz (Revised for World Conquest):


a. Major Power Players may only acquire one minor neutral nation in a single turn through the use of the Diplomatic Blitz action if they opt for the normal standard rules version of Diplomatic Blitz. Failed first tries per separate, subsequent action, may be reattempted, paying the additional Oil cost for a next action, as per the normal standard rules. Players may choose only one form of Diplomatic Blitz action per turn, these forms may not be combined nor substituted for, even if the first attempt fails. b. Bully Rule for Diplomatic Blitz action when any Major Power Player has land units bordering a minor neutral nation the Player may calculate a bullying advantage to their dice roll for a Bully Diplomatic Blitz action. Turn up a random economic card from the economic card pile to represent the targeted minor neutral for the Players Diplomatic Blitz action. If the player has a 2-to-1 advantage in land military units (round all fractions down), the necessary roll for success is reduced to five. All of the surrounding land military units from one or more of the Major Power Players owned and occupied territories may be counted, as long as they border the targeted minor neutral, to calculate the bullying advantage ratio. Land units adjacent to unobstructed or obstructed sea zones and sea areas do count as bordering for the Bully Diplomatic Blitz action rule. If the Fascist player has a 3-to-1 advantage, the roll for success in the diplomatic blitz is reduced further to four. If the ratio is greater than 3-to-1, including a simple remainder even if not reaching 4-to-1, and the minor neutral is of the same government type as the Player, the minor neutral surrenders, and no roll is necessary, the Major Power Player wins automatically. As per the standard rules, minor neutrals taken over in the Diplomatic Blitz action do not result in a Major Power Player Naked Aggression cumulative bonus victory point. Only [1] minor neutral nation may be acquired per turn using the Bully Diplomatic Blitz form of this action. c. Commonwealth Rule for Diplomatic Blitz action for every surface ship (submarines do not count) that a Player has in a sea area or sea zone which borders a coastal minor neutral touching that same sea area or sea zone in which the Major Power Players surface naval units are located,

the Player may reduce the roll necessary for a successful diplomatic blitz by [1]. If the Major Power Player chooses to use Commonwealth diplomatic blitz on a minor neutral of the same government type as the Major Power Player, and is successful, the Player receives a one-time Colonial Tribute of either [2] Production Points, or [1] Oil Certificate. As per the standard rules, minor neutrals taken over in the Diplomatic Blitz action do not result in a Major Power Player Naked Aggression cumulative bonus victory point. Only [1] minor neutral nation may be acquired per turn using the Commonwealth Diplomatic Blitz form of this action. Naval surface units which are specifically designated for the purpose of conducting the Commonwealth Diplomatic Blitz action, may not perform any further actions in the Players turn, subsequent to assisting in Commonwealth Diplomatic Blitz. This is not true of land units counted for the Bully Diplomatic Blitz action. V. Combined Arms Rule (new) in any combat sequence where all four land unit types are represented (either a Bomber Aircraft or a Fighter Aircraft may count as an air unit), the Player with combined arms may roll [1] extra die. This advantage stacks with any other applicable advantages.

VI.

Draft & Mass Conscription Rule (new) if a Major Power Player possesses a population economics card, the Player may match [1] population economics card to a normal completed set of four economics cards, and receive [1] additional Infantry unit at no extra cost at the end of the round when Production Points are calculated and funds disbursed.. If a Player has [2] population economics cards, and two normal complete sets of four economics cards, the Player receives [2] free Infantry units at no additional cost at the end of the round. Follow this same matching rule for three normal sets of four and [3] population economics cards, and so forth. In addition, if any Player has three population economics cards which are not matched to any normal set of four economics cards, nor otherwise used, the Player receives [1] extra Infantry unit at the end of the round for each set of three population economics cards. In the same way that oil economics cards are used for either completing a set, or for producing Oil Certificates, but not both, population economics cards may be used for only one purpose per round. Commerce Partners Rule (new) for every minor neutral nation of the same government type as a Major Power Player, that borders the Major Power Players owned and controlled territories, that Player receives [3] extra Production Points at the end of every round. If there are three such bordering, same government type minor neutral nations, or multiples of three, every third set of three extra Production Points may be exchanged for one Oil Certificate.

VII.

In the case of four or five bordering, same government type minor neutral nations, the Major Power Player may receive [1] OC in place of [3] PPs, while all of the reminder yield [3] extra PPs to the Major Power Player each. Follow this same reasoning in the case of seven or eight, etc., bordering, same government type minor neutral nations. VIII. End Game Eagle Card number (revised) for every player above four that play in a given game, one additional Eagle Card is added to the necessary total to end the game. The standard political action card deck comes with [14] Eagle Cards, add one duplicate Eagle Political Action Card per additional player above four in a given game. Players should agree which card or cards should not be duplicated (suggestions do not duplicate overly catastrophic cards such as revolt, assassination or embargo). Technological Development (new, revised) a Player who chooses to develop new technology, if successful, may choose from the deck any technology card they wish. The card remains face down on the table, in secret, until used. After one use, the card remains up for the remainder of the game. Steal Technology Political Action Card (new, revised) when this card is played against a Player who has successfully developed new technology, the Steal Technology Political Action card player receives the same benefit of this technology card (a duplicate technology card should be employed if available), however the original developing player does not lose it. There will now be two players with this same technological benefit and card. Both will remain face down, and secret, until either is used, and then both are turned face up for the remainder of the game. Trade, Technology Sharing (new) when a Player chooses the Trade action, and pays the appropriate oil cost for this action, if they also own a technology development card for advanced capabilities, they may choose to share this technology benefit with any ONE other Major Power Player that they choose, for any mutually agreed upon compensation which is not lower than $1 PP. Any other form of compensation may be used as in [1] Political Action card, [1] Economics card or 1 OC, however, promises of future payment or other unsecured support may not be used to complete this trade unless they supplement a physical game item actually traded. Two way technology card trading, sharing is allowed and would be sufficient. If the benefit or benefits have not been used, and thus exposed, these benefits or benefit will remain secret to all other Players, with the technology card or cards remaining face down on the game table until used. If used by either player subsequently, both

IX.

X.

XI.

Players with this same technology card must turn their card face up for the remainder of the game. If available, a duplicate technology should be employed so that both Players have the same respective technology special capability card. XII. Trade, Mercenary Support when a Player chooses the Trade action, and pays the appropriate oil cost for this action, they may elect to send mercenary support units from their existing land or naval military units already deployed on the board, to another Major Power Player of their choosing under the below conditions: a. The land or naval military units must all be in a single territory owned and controlled by the Player initiating the Trade Mercenary Support action that is adjacent to, requiring no more than [1] movement space, to a territory owned and controlled by the Major Power Player receiving the Trade Mercenary Support. If crossing a sea area or sea zone, the path must be either unobstructed, or permission must be given, from any third party Player with naval units occupying the given sea area or sea zone. Refer to sea area and sea zone access and denial rules for 3rd party hostility consequences. The Trading Player sending the Mercenary Support must choose either land or naval military units, and may not send both, and all sent units must originate in the same territory, sea area or sea zone. b. The receiving Player must compensate the sending Player with not less than $1 PP, other forms of mutually agreed upon compensation are allowed, however the flow of men and materiel is specifically one-way. The receiving player may not send military units of one type in any number for the sending Players military units, in any type nor any number. If these two Major Power Players wish to, in effect, trade military units of one type, for military units of another type, they must agree to each perform the Trade Action, including the Mercenary Support form of this action, on each of their turns. A minimum of $1 PP must still be exchanged for compensation on each Players separate turn Trade Mercenary Support action. c. In-processing & Indoctrination once Trade Mercenary Support units are moved into the receiving Players territory, sea area or sea zone, they are immediately traded in color for the exact same units in number and type, but in a different, and elsewhere unused color (if available). These Mercenary Support units remain segregated in the territory as a distinctly separate color of units, and do not defend, nor fire, nor get used as casualties in combat, nor move, nor perform any action whatsoever until the receiving Players turn is reached in normal turn order. This is the in-processing phase. On the receiving Players turn, indoctrination is considered complete upon the receiving Players choosing, and paying the appropriate oil action cost, for a strategic move. Land military units, including the newly acquired Mercenary Support units, may actually be moved, or not, but nonetheless, this oil cost and action must be performed

in order to complete indoctrination. Once indoctrination is completed, the alternate colored Mercenary Support units are exchanged for the exact same number and type of the receiving Players units, but in the receiving Players Major Power home color. These new units may now be used just like any other units organic to the receiving Major Power Player. d. *NOTE recall that any time a Player chooses the Trade action, any and all forms of trade are allowed, as long as the Player whose turn it is, and who chose and paid the oil cost for that action, is included, as a middle man, or broker, or simple trader, in any two way or three way Trade action. As the Trade action initiator the Player whose turn it is, and who paid the oil cost for the trade action, may permit any type of third party trading action by two or more other Players, as long as the Player whose turn it is, who paid the oil cost for the Trade action, is compensated at not less than $1 PP for each trade. The Player whose turn it is, who paid the oil cost for the Trade action, may also deny any third party Trade action, between any two or more other Players, for any reason, or no reason, or reasons of insufficient compensation, at the sole discretion of the Trade action initiator.

XIII.

Strategic Bombing (revised) & Bomber Aircraft (new) Strategic bombing remains a separate action in a Players turn, and the appropriate Oil cost for this action must be paid. The large aircraft units contained in the game bags will now represent actual Bomber Aircraft, and the smaller aircraft units will now represent Fighter Aircraft. Bomber Aircraft Cost = [18] PPs. Achieve a Hit on an airplane picture on the combat dice when used in a close air support / strike (CAS) role. May be used in a close air strike / support (CAS) role, or a strategic bombing (SB) role, but not both roles in the same turn. Specific Fighter Aircraft, when used to support strategic bombing, may not be used in other combat during the Players attack-move action phase of their turn. When Bomber Aircraft are used in a CAS role, for every airplane picture rolled on the combat dice matched to a Bomber, the firing player may take [2] casualties from the opponent using the following modified casualty hierarchy: Infantry, Artillery, Armor, Fighter Aircraft, and Bomber Aircraft. When used in an SB role, should a Player choose the Strategic Bombing action during their turn, for every Bomber Aircraft not destroyed, and remaining in the front or assault rank, the bombing player rolls one blue die for each surviving Bomber Aircraft. Bomber Aircraft may target either PPs or OCs, or any combination thereof, at the strategic bombing Players discretion. The damage caused by each Bomber Aircraft that survives to successfully drop bombs is depicted in the items (i) and (ii) below. There must exist a continuous and unobstructed flight path from the strategic bombing Players Capital to the targeted Players Capital in order to conduct strategic bombing. Minor neutrals do not obstruct the flight path, however, if the strategic bombing Player must fly over a 3rd party Major Power, that 3rd

party Major Power may deny flight path access. In this case strategic bombing cannot be conducted, and no oil is paid for the action. i. Strategic Bombing, Industrial Economy (PPs) roll of 1,2 = [4] PPs destroyed; roll of 3,4 = [5] PPs destroyed; 5,6 = [6] PPs destroyed. ii. Strategic Bombing, Oil Reserves (OCs) roll of 1,2 = [1] OC destroyed; roll of 3,4 = [2] OCs destroyed; roll of 5,6 = [3] OCs destroyed. iii. Each Bomber Aircraft makes one bomb drop or pass, and then must pass through the front assault rank and survive, before departing for home territory. iv. Defending player rolls two additional dice for their Capital unit, as long as they possess their own Capital, during each combat sequence. The defending player may match one artillery picture on any combat die rolled to the Capital unit, to obtain one additional hit, or casualty, from the strategic bombing Player attacking them. This represents anti-aircraft (AA) fire from the ground. v. Once all Bomber Aircraft have passed through the front assault rank, and have either successfully dropped bombs or have been destroyed, or both, the strategic bombing action is over. All surviving aircraft units from both players are then returned to any territory owned by the respective Major Power.

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