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R

Are you equipped for life in all five dimensions?

Designed by Dave Stennett


Version 1.0
April 2012

Beginners' Rules
In the beginners game the player is able to familiarise
himself with the world in 1939 and how the board, playing
pieces and various powers and nations work together to
represent this. Victory is possible by attacking and occupying as many territories as possible and destroying your
opponents armed forces. Each player has one or more nations, belonging to one of the three alliances. Members
of each alliance play together in a turn. These turns are
played in eight phases. In the beginners game the mechanics of play in turns and phases can be practised.
Later, when a player feels confident, he can play with the
five dimensions in the advanced game.

Armed Forces
wooden pieces

The beginners game is largely the military dimension and


like most war games, can be compared to an old black
and white film. Players can move to colour with the much
more realistic advanced game as they wish. Perception is
more complicated, and even the eternal can be glimpsed,
impinging on the realms of experience and time. However,
just like a classic old film, players may occasionally return
to the simplicity of an old world view.
The beginners game is designed to be easily improved by
using the advanced rules, which in turn is easily improved
by using the expansion rules. Some symbols or terms
seen on the board, charts and in the earlier rule books
can be ignored since they are intended for the more advanced games.

Land

Air

ARMY

AIRCRAFT

Sea
CONVOY

FLEET

Empires
USA
Soviet Union
Japan
Germany

Non-permanent
-permanent pens
Staedtlers
edtlers Lumocolor correctable 305
w you to write on the laminated charts
allow
and dry erase with the integrated wiper.
You can keep your hands dry and clean
and the playing area free from
messy
sy cloths and tissues.

Features
F
Water-soluble ink
Water-so
low-odour
Colour-intensive, lo
Lightfast
L
through paper
Does not bleed throug
Cap with roll stop
end plug
Wiper integrated in e
Easy to refill with refill station 487 05

http://www.staedtler.ca/
http://www.staed
Lumocolor_correctable_eng.Staedtler
Lumocolor_correctable_eng.S

Contents
Overview of the Game

1 The Games Components

Pieces in each nations colour

Pieces shared by all players

The Game Board

2 The Armed Forces

Land units

Sea Units

Air units

3 The Powers, Nations & Missions

4 Starting the Game

11

How long a game lasts


Assigning the players to the powers
The 1939 start situation

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Set-up

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5 Play in phases

13

Phase 1 Diplomatic Pressure


Phase 2 Moral Conflict
Phase 3 Economic Crisis (Resources)
Phase 4 Alliance Consultation
Phase 5 Technology Race
Phase 6 Economic Crisis (PCs)
Purchase
Placement
Industrial Core Territories
Land Transport and Trade of Production (PCs)

Phase 7 Military War


Sea Movement and Move to Attack
Battles
Reposition of All Non-Attack Armed Units

Phase 8 Victory Assessment

6 Appendix
Abbreviations
Index

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3

Overview of the Game


With good reason you may ask why I set about designing
yet another Second World War Game. What is so special
about this game? What makes it so different and what is
not available anywhere else?
Moral Conflict 1939 is a strategic team game played by
2 to 5 players, which powerfully reconstructs the military,
economic, diplomatic, technological and moral conflict as
it enveloped the globe in course of the Second World War.
It is possible to learn and practice not just teamwork but
also strategy, negotiation, planning and focus to achieve
victory. Victory points are collected in the beginners game
like many one dimensional military games; by capturing
territories and defeating the other players.
Like drawing a line in one dimension, many war games with
only the military aspect often become boring. The second
dimension turns a line into a square and all of a sudden
everything looks different and more exciting. No one wants
to go back to just drawing lines. This games second dimension, the economic war of production, resources, commerce,
trade and growth of a nations economy, contribute to victory or defeat. It is possible to lose an economic crisis that
leads to shortages of oil or iron ore and the final defeat.
A third dimension changes a square into a cube. This
games third dimension is the diplomatic conflict, with the
possibility of using neutral nations and acquiring or losing
allies, such as the Soviet Union or Spain. Could there be
more than this? Is there a fourth dimension?
Time is a key concept, and we learn to recognize this fourth
dimension in different ways. This dimension is the technological race which changes all weapons and the game
itself as it progresses. Suddenly new weapons such as jet
aircraft, rocketry and weapons of mass destruction open
up possibilities undreamed of in a three dimensional world.
So victory can only be possible if all four dimensions are
understood and made use of. This is unusual in a strategy
game, but it is still not what is so unique about this game.
There is a fifth dimension which we recognize with different senses just as time is experienced differently from
the first three dimensions.
When anyone watches a film on the Second World War or
thinks back to these times, the fifth dimension is often
their first thought. The ideological conflict between good
and evil was the central issue of this war, and it is the fifth
dimension in this game. Suddenly everything changes once
again, and the possibilities diverge even further. A nations
moral conduct in war opens and closes so many doors.
Each nation conducted the war with a different moral
stance, and all of them slipped down into worse actions
as the war developed. For example, the Germans and Soviet Unions extensive repression in occupied areas and
also their own territories required occupation by greatly
increased armed forces. The United States on the other
hand was able to clear its homeland of all troops if necessary and occupy enemy territories using fewer armed forces. The USAs close co-operation with its allies included
open exchange of technology breakthroughs and supply of
4

critical arms and resources even free of charge. This was


unthinkable for the Germans or the Soviet Union, whose
moral stand discouraged the acquisition of new allies and
eventually led to conflict with their existing partners. The
Allies may have held the moral high ground but they were
not perfect. If they want to attack neutrals such as Iran
or start strategic bombing as it actually happened, they
soon find their moral principles slipping and tough consequences to follow.
Richard Overy wrote in his book Why the Allies Won: The
outcome of war depended as much on the successful mobilization of the economic, scientific and moral resources
of the nation as it did on the fighting itself.
The complex interplay of all these dimensions with each
other is clearly seen. This is the unique experience of
Moral Conflict 1939. Each game is different and the options in a five dimensional game are unlimited.
The beginners rules focuses on the military war. The players of the Soviet Union, Axis and Allies powers run the
risk of destroying not only each others armed forces but
also any economic power or monopoly, and possibilities of diplomacy in the struggle to win. Like many other
games, it is based on the destruction of the others to
win. The advanced game introduces many possibilities to
stop the mutual destruction and work together in friendly
competition to win. The expansion games build further on
these possibilities.
To master the five dimensions and win the game you will
need to learn from mankinds great minds such as the
Chinese Sun Tzu. His book The Art of War is still the classic on war, 3,000 years after it was written. Skills such
as negotiation and teamwork can be improved through
study and the challenges in the game. The best literature
is quoted in the rulebook and the extra Moral Conflict Experience book. A full commentary, relating the application
of the books to the game, plus purchasing recommendations are available on www.playford.de and will leave every
player equipped for life in all five dimensions.
Many people are inspired by great films such as Schindlers
List, Braveheart or Gladiator. Its easy to watch but who
has the courage to put it into practice in their lives. In a
game you do not only watch, you have to be active. My hope
is that this game will not just inspire you, but give you the
practice and knowledge to lead the life you were made for.
It can be fun to learn and perhaps even believe that playing
a game can change everyday life and your personal reality.
The many books, films and web sites on this period of
history as well as the recommended music, add to the
moral conflict experience, to truly bring history alive.
I wish players not only many years of pleasure with Moral
Conflict 1939, I also hope it will help them to learn and
develop their personality and character, especially in the
understanding of moral concepts and their practical implications in everyday life.
David Stennett

Moral Conflict 1939 Game Designer

Munich, Germany, April 2012

1 The Games Components

The red lines on Greater Germany indicate that in reality


not all this territory was German home territory.

The components of the beginners game largely represent


the military dimension. The black container can be used
to store the playing pieces.

NAMES ON TERRITORIES
All territories are named. If some of the lettering is darker,
this indicates that they are national capital territories.
These are British Isles (Empires), Eastern United States
(USA), Central Russia (Soviet Union), and Greater Germany
& Japan have the same as the powers name.

Pieces in each nations colour


214 square wooden pieces in 5 colours represent armies.
30 long and fat wooden pieces in 5 colours represent convoys.
36 long wooden pieces in 5 colours represent fleets.
40 wooden disks in 5 colours represent aircraft.

Pieces shared by all players


PLASTIC PIECES
25 disks in two colours are multiplier disks.
25 clear transparent disks represent territory destruction.

NUMBERS ON TERRITORIES
The production capacity (PC) of a territory is
indicated by a number.

14

SYMBOLS ON TERRITORIES
Terrain: The terrain of a territory is indicated by symbols:
mountains

deserts

forests

plains

arctic tundra

The transparent disks are also used on the battle boards


to represent defend value modification.

A territory without a terrain symbol is considered to be the


normal condition and has no particular influence on play.

GLASS PIECES
30 grey pieces represent production capacity (PCs).
1 transparent nugget is used for marking the seasons.
1 transparent and 1 red nugget are used to mark the
victory status.
1 transparent tile is used for marking the years.
1 large transparent tile is used for marking the battle location.

Impassable borders: They are represented


by white lines that prevent land movement
to and from Western Africa to Libya and
Northern Africa. The same white line prevents movement to and from Western China
to Western India and Southern India.
Impassable ice: Most of Greenland and the
islands in Northern Canada consist of impassable ice, represented by white. No land
forces can move onto here.

All the above are the approximate numbers, only the


pieces below have exact numbers.
7 6 sided, Chessex, speckled, arctic camo dice.
COMPONENTS LOOSE IN THE BOX
2 battle boards (red & green).
3 piece game board.
8 laminated charts.
2 black non permanent, dry erase, marker pens for use
with the charts.

The Game Board


The board represents the world at the time of winter 1939.
The land areas are divided into territories; which then
make up regions. The oceans and sea are divided up into
numbered sea zones. The territories and sea zones are
used to control the movement, and placement of all units
and all battles. The equator line divides the northern and
southern hemispheres as used on any map of the world.

Territories
A territory is a land area bordered by a coloured line, a black
line, black lines with white in the middle or a sea zone.
TERRITORYS COLOURS
Territories are colour coded to represent the political situation. The national colours indicate which territories are
home territories to which nation. Neutral territories with
no political bias are light brown. The special potential allies are in blue (for the USA), dark brown (Argentina for
Greater Germany) and orange for many different nations.

Special resources
Oil
Gold

These symbols are only used in the


advanced and expansion game.

These symbols are only used in the expansion game:

Iron Ore

Grain

Rice

Fruit

Lifestock

Monsoon Weather
This monsoon clouds symbol indicates monsoon
weather on this territory in one season.
THE STATUS OF ANY TERRITORY
The territorys status is always one of the following:
Friendly:
When only your alliances land units are placed on the territory. These armed forces occupy and control this territory.
Enemy:
When only your enemy alliances land units are placed on
the territory. These armed forces occupy and control the
territory.
Neutral:
When none of the players land units are placed on the
territory. Only a neutral nations armed forces occupy and
control this territory.
5

Sea zones

Special cases

The oceans and seas are blue and divided by lines into sea
zones. In some cases their borders are defined by territories.

SMALL ISLANDS
A territory completely surrounded by a sea zone and without any production is a small island. These are treated in
the same way as any other territories in all other respects.
They are indicated by their name in small letters, with their
homeland nation in the brackets.

NUMBERS AND LETTERS ON A SEA ZONE


Sea zones are named with the initial of the water region
they belong to and a zone number. P Pacific, A Atlantic,
M Mediterranean, I Indian Ocean.

Empires (E)

Example: P12: sea zone 12 in the Pacific Ocean.

Japan (J)

Iberia (Ib)

USA (US)

Polar ice: The blue dotted line on the northern sea zones represents the extent of the
polar ice during the winter. No sea units
may enter sea zones north of these dots in
the winter turns. In summer all sea zones
are free from polar ice and can be entered by all sea units.
It is not possible to travel north of the Soviet Union from
the Atlantic sea zones to the Pacific sea zones. The territory Siberian Tundra blocks the passage to the other side.
THE STATUS OF A SEA ZONE:
The sea zones status is always one of the following:
Friendly:
Only your alliances sea units are on the sea zone.
Controlled by your alliance.
Enemy:
Only your enemy alliances sea units are on the sea zone.
Controlled by your enemy.
Neutral:
No sea units are on the sea zone or only neutral nations
have sea units on the sea zone.

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SYMBOLS ON A SEA ZONE


Pack ice: White markings indicate the
furthest that ships can travel to the
north. Sea units are never able to travel
into these sea zones.

Although more than one island is often seen in the sea


zone they are all considered one territory unless like on
P24 there are two names.
TEMPERATURE SYMBOLS
On territories and sea zones. Cold
Cool
These are only used in the expansion game.

Warm

REGIONS
A number of territories make a region. Regions have borders indicated by black lines.
Example: Western India and Southern India form the
region India. Regions always have a victory value indicated by the number and asterisk (*).
CANALS AND STRAITS
The Panama and Suez Canals: They are indicated by a
short thick blue line. When a player occupies the territory both sides of the canal, Venezuela (Panama Canal) or
Egypt (Suez Canal), then their sea forces can pass through
the canal from one sea zone to another whithout using an
extra move. Armies can pass freely across the canal without any effect on combat values or their move.

The Bosporus Straits: There is a wider waterway between


the Black Sea M3 and M2 in the Mediterranean Sea. Turkey controls the passage through the Bosporus Straits. If
your alliance does not control the territory of Turkey, then
your surface ships cannot pass through these straits. There
is no extra sea move required to pass between M2 and M3.

Example: Novosibirskaya is adjacent to Western China for


the movement of air units but not for land units.

With the exception of the Straits of Gibraltar, land units


can pass freely across the canals and straits without any
effect on combat values or game move.

This is not possible with the bottom and top edges where
the North or South Pole is in between and therefore prevents this movement.

The Straits of Gibraltar: A player must occupy Iberia and


Northern Africa to control the sea passage between them.
It is not possible to move land units across the Straits of
Gibraltar without a convoy.

SPECIFICATIONS
PCs: The production capacity or the cost, necessary to
produce one unit.

Game status paths


VICTORY PATH

As in the real world, it is possible to move from a territory or zone


on one side of the board to one on the other side of the board.
Example: P5 is considered next to A1.

Attack Value AV: The basic attack strength of a unit in


land and sea battles.
Defend Value DV: The basic defend strength of a unit in all
types of battles.
Move M: The number of land territories or sea zones the
unit can move through on its game turn.

The victory path with the circles 1 23 is on the top of the


board. This roughly represents who is winning. The start
positions are indicated.
MORAL CONDUCT STATUS PATHS
The moral conduct path 1 - 8 is situated on the lower left side of the
board. The nations start values are
listed next to the appropriate square.
SEASONS
The blue circle winter (October to
March) and the yellow circle summer
(April September) are indicated by
the 2 circles on the top right of the
board. One season is a round for all
the alliances.
YEARS
They are indicated by the numbers 39 to 46 in the
squares on the top right of the board.
Example: 42 is the year 1942.

2 The Armed Forces


The armed forces consist of land, air and sea units. They
are all shown in their national colours on page 2. A short
description of their specification and special characteristics is provided here.
These units primary role in the military dimension is, to
destroy each other and to defend or gain territories and
control sea zones. Each wooden piece represents combinations of weapons, machines and the people who use
them. As soon as these pieces are destroyed, they are always removed from the game. Each time this happened
in reality, thousands of lives were lost.
All units move through adjacent territories or sea zones.
Diagonal movement onto adjacent territories and sea
zones is only allowed for sea and air unit movement.

Land units
Land movement and placement
Armies are land unit and can only be placed on small
islands and particularly land territories. They can move
to adjacent territories which always have at least a short
common border. Armies cannot cross the sea zones without being transported in a convoy and never have an attack value against sea units.

Occupation
Armies are occupation units; at least one must be placed
on a territory, to occupy and control it. When occupied, the
production for the territory can be collected. If battle destruction markers are placed on the territory, they can only
be removed when a territory is fully occupied. The railway
can only be used when a territory is fully occupied.

Army
Armies are infantry and armoured divisions equipped with some
light artillery, anti-tanks guns and anti-aircraft guns.

Specification: Cost = 5 PCs.


DV = 5, Move = 1, AV= 2

Sea units
Sea movement and battle
Sea units can only be moved through adjacent sea zones.
If they reach an enemy sea zone they cannot proceed if
the defender decides that a battle must take place there.
After winning this battle, they must remain in the sea
zone for the rest of the turn.
They can only be involved in battles on one sea zone in
a turn. Convoys and fleets are also effective in coastal
attacks on adjacent territories. Sea units have unlimited
range and do not need to return to a friendly harbour at
the end of a turn.
SHIPS IN HARBOUR
Sea units next to a friendly land territory or a small island may
be based in a harbour. The harbour is part of the territory

and all armed forces movement, including attacking aircraft,


must be sufficient to enter the territory and reach the harbour.

Air units

Ships leaving a harbour use one move to enter the sea zone
next to the territory. Ships leaving a small island do not.

Air Movement

They must be clearly placed with one end crossing the territorys coastline. Any player, during his turn, can ask other
players whether their ships next to a territory are in harbour or on the sea zone. Ships in harbour cannot be attacked by armies or sea units, only by aircraft. When sea
units are in harbour on a small island or friendly land units
are there, then all the land units can choose to fire at the
attacking aircraft. When in harbour the ships cannot be
used to make a friendly sea zone.
After a player has decided, his answer cannot be changed
until the sea movement in his turn.
Exception: After an enemy takes control of the territory
during this turn. If ships are in harbour in a territory which
is captured by the enemy, the ships immediately move
onto the adjacent sea zone and an extra battle may take
place if an enemy wants to use any sea units placed there.

Convoy
These are supply ships with a strong destroyer escort.

Specification: Cost = 10 PCs, DV = 4, Move = 3, AV= 2


Convoys can transport a cargo of either 2 PCs or 2 armies
or 1 aircraft across sea zones between territories. When
aircraft are transported, they cannot be used in combat.
In the advanced or expansion games, 1 missile or 2 units
of special resources can also be transported. A mixture of
PCs, armies or special resources is possible.

Fleet
These are heavily armoured battleships and cruisers with long range
high calibre guns. Large batteries of A.A. guns defend against air attack. Aircraft carriers allow the use of aircraft. Destroyers shield the
big ships from submarine attack.

Specification: Cost = 16 PCs, DV = 7, Move 4, AV = 3


In the same offensive on a sea zone, fleets have the
choice between firing on other surface ships a or any aircraft attacking them.
The fleet can carry one aircraft. This can move from the
fleet up to the fleets move and make one attack using
its move. The fleet cannot move further in this turn after
the aircraft have left to attack. After the attack the aircraft
must return to the fleet.
When a fleet is attacked by enemy aircraft, its own aircraft
can protect it using the aircraft protection rules. See page 21.
If the fleet is destroyed, its aircraft must fly to safety in
friendly territory or another fleet with no aircraft based
there. If this is not possible it is destroyed.

Aircraft can be based on any fleet belonging to their


alliance and all aircraft can be based on their territories
and even small islands. Aircraft can move through adjacent enemy held sea zones and land territories without
being challenged by the land and sea units placed there.
Aircraft count the adjacent territory or sea zone as the first
one of their movement. When on fleets or small islands
the adjacent sea zone or territory is also the first one of
their movement. Aircraft have to return to their starting
point in a turn, which means they can move only half their
full move away from this point.
Exceptions: If the territory or small island where the aircraft started from is captured or the fleet where they flew
from is destroyed; the rest of their move can be used to
land on the nearest possible place. If this is not
possible they are destroyed.

Battle
All aircraft can attack targets on land, sea and air within
their move.
Armies can only be attacked by aircraft in an offensive
when the attacker also attacks with his armies.
Exceptions: Convoys transporting land units.
If air units can reach a territory which is being attacked
in land combat, which is up to their full move (without
having to return) they can join combat on this territory. It
is assumed that they continually rebase as the battle front
moves forward or backwards. If no adjacent territory to the
territory under attack can be reached with one less than
the full move (a sea zone is adjacent), they are first able
to be used in the battle after the two amphibious landing
offensives. This allows time for airfields to be captured on
the combat territory.
Example: Aircraft based on British Isles can reach Western
Europe with their 2 full move and fight from the second offensive. Aircraft with a move of 2 cannot fight in Iberia in
any offensive when based on British Isles. Aircraft with a
move of 4 can be used in combat on the second offensive.
Aircraft with a move of 6 could return to base and still attack in the first offensive.
If there is more than one sea unit on a sea zone, being
attacked by aircraft, then all of them can return fire. Sea
units cannot start a battle and attack aircraft. They can
only return fire when they are attacked.

Aircraft
They are a mixture of fighter, medium and diver bomber squadrons;
and therefore ideal for frontline support in land and sea battles as
well as enemy aircraft interception.

Specification: Cost = 10 PCs, DV = 6, Move = 2, AV = 4

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Aircraft have the aircraft protection rules, as described


in the air battles part of phase 7 on page 21.

This is the set up for the beginners game, saving


space and playing pieces.
i) Pieces are stacked on top of each other.
ii) Multiplier disks are used.
iii) The neutral nations pieces are not placed.

3 The Powers, Nations


& Missions
There are 5 major powers, which the players use to try and
win the game. Some powers have more than one nation
and its armies. Some of these nations are occupying enemy home territory or neutral nations at the games start.
Greater Germany and USA have territories in their colours,
which are potential allies and still neutral at the game
start. They are unable to move any of their armed forces
onto these territories, unless they decide to declare war
and attack. However, these nations will then become
home territory for one of the attackers enemy nations.
In the beginners game, only when a potential allys territory or armed forces are attacked by an enemy, do the
above nations receive their potential allys territories as
home territory and their armed forces in their own colour.

The Powers & Nations


Greater Germany (GG)
The Germans wanted resources and living space to turn Germany
into the leading world power. Germany was the strongest Axis nation
and led the Axis alliance.

Special colours: grey and brown. 2 grey territories, Greater


Germany with Argentina as potential allies. 3 brown territories Italy with Iran and Iberia as potential allies.

Japan (J)
The Japanese wanted to control Asia to secure the necessary
resources, needed to strengthen their economy.

Special colour: yellow. 3 yellow territories (Japan, Sakhalin


and Korea).

Soviet Union (SU)


The Soviet Union wanted security and sought to spread communism.

Special colour: red. The Soviet Union consists of sub-regions:


European Russia borders on Asian Russia at the Urals,
both are in similar darker reds.
Mongolia is counted as home territory of the Soviet Union.

Empires (E)
The British, French, Belgian and Dutch wanted to keep their extensive empires and free Western Europe, Germany and their allies
from the Axis. They also were deeply suspicious of communism and
wanted to liberate the Soviet Union. The colonies increasingly tried
to gain independence as the war progressed. After the Empires tried
to re-occupy these territories after enemy occupation, they experienced the populations armed resistance and guerrilla warfare.

Special colour: green. The Empires own the following regions: British Isles, Western Europe, Canada and Australasia, which are independent nations within the Empires.
The Empires also have extensive territories in Colonial Africa, India and Southern Asia. They are, with the exception
of South Africa, colonies, represented by lighter green territories, and cannot be treated as home territories by the
Empires or any other occupying power.

United States of America (USA)


The United States looked forward to a peaceful and economically
strong world and hoped to achieve this by bringing as many nations
as possible into a world governed by the United Nations. They hoped
to profit from world trade and finance.

Special colour: blue. The United States power consists of


the light blue regions and territories such as the United
States of America, China, Caribbean, Greenland and the
Philippines. The Philippines are part of the Southern Asia
region. The darker blue territories (Venezuela and Mexico)
in Latin America and the very light blue territories (Campos and Amazon) in Brazil are potential allies for the USA.

The non-aligned strictly neutral nations


Neutral nations such as Scandinavia, Turkey and Saudi
Arabia are coloured light brown and were non-aligned
with no favoured alliance.
In the beginners' game, only the Axis powers and the
Soviet Union can attack neutral territories or move onto
their territories or fly over them. In this case the neutral
territory is at war with this power.
Only if war with a non aligned neutral nation is declared,
this neutral nation receives the armed forces for each territory and sea zone as listed on the game board positioning charts. If possible, these are put on the territories in
the colour of the attackers opponent. This is the power
whose armed units the nearest to that neutral territory. If

more than one power has units equally near the attacked
neutral, then the power with the strongest (PC value of
units) forces next to the neutral is selected.

They try to free the Axis nations and also the Soviet Union
independent of which side it is on occupying as much of
their territory as possible.

If it survives all the first turns offensives, then this neutral now becomes part of that players home territory and
armed forces and it also receives the home production
values each turn. If now with a major powers colour, the
territories are attacked in a future turn, then the attacking power is now at war with the defending power.

THE USA

It is best not to place any armed forces on unoccupied


neutral territories at the start of the game until it has
been decided which power receives them.
When a neutral nation such as Egypt is freed after occupation by a nation from a different alliance it becomes this
nations home territory.

Non-belligerent nations
The USA, Japan and the Soviet Union are non-belligerent
at the game start. That means that they are not at war
with any major power but favour one alliance. They can
ship their allies PCs and resources free of charge or with
payment, in which ever form is agreed. If they want to
remain non-belligerent, they can do anything a major
nation at war does except combat with another major
powers armed forces.

The Missions
"So in everything, do to others what you would have them do to you,
for this sums up the Law and the Prophets."
The Bible, Matthew 7: 12.

The Alliances Mission


Each alliance has the mission, working together as a
team, to reach its victory conditions on the victory path.

In the West, you measure a mans wealth by his possessions. In


Ethiopia we measure his wealth by his friends. How will you measure your wealth?

The USAs mission is to protect the world and free it from


oppression. The USA receives the USA totals in addition to
the Empires and any other nations in the Western alliance,
except the Soviet Union. They do not have to occupy the
territories themselves.
It also gets all PCs for the Empires colonial territories
(Colonial Africa, India, Southern Asia and the Middle East)
which are occupied itself. In this case the PCs for the now
free, independent colonies are given to the USA for the
winning player victory calculation and deducted from the
Empires value.

The Players Mission


"Your mission starts where you are, not where you think you should be."

All the above quotes in the missions are from John Ortbergs
book When the game is over it all goes back in the box.
Everybody can be the winning player.
My mission for each player is to learn and to practice what
you have learnt, not only in this game but most importantly
in your life. Play with all you heart, laugh and be joyful with
your friends and the new friends this game brings you.
"Blessed is the man who finds wisdom, the man who gains understanding, for she is more profitable than silver and yields better
returns than gold. She is more precious than rubies; nothing you
desire can compare with her."
The Bible, Proverbs 3: 13 -15.

The Powers Missions


Each power has one of these missions to win the game. If
you have more than one of the Germany, Japan or Soviet
Union powers, then their totals are added together to assess the winning player in the game. If you have the USA
and another power, the USA total alone is used to assess
the winning player.
GERMANY, JAPAN AND SOVIET UNION
Yale theologian Miroslav Volf says that there are two kinds of richness
in life: Richness of having and richness of being.
"Richness of having is an external circumstance. Richness of being
is an inner experience. We seek richness of having, but what we really want is richness of being. We want to be grateful, joyful, content,
free from anxiety and generous. We scramble for richness of having
because we think it will produce richness of being, but it does not."

These powers have the same mission, to gain the highest


percentage increase in the PC value of their territories
THE EMPIRES
"I realized watching him (Richie Cunningham) that trusting God means
learning to let go of each moment so I am free to fully inhabit the
next one. There is simply no call for me to try to control people or
outcomes. Someone far better is already on that job."

The Empires mission is not to let go of their worldwide


empire and to control as many of its peoples as possible.
10
"Head Dance" Dieter Hess

4 Starting the Game

2 3 4 5 players

How long a game lasts


The players decide how long the game lasts. This can be
done by setting the victory conditions or the maximum
number of war seasons. It is also possible to set both conditions and when the first is fulfilled, the game is finished.

Seasons
The games length can be decided by setting the year and
seasons the game has to end. It is possible to finish at
the end of any summer round, from 1942 onwards. The
winning alliance gets victory points nearest to its target.
The winning player is the one to have reached the highest
percentage of his goal.

Victory Conditions
The victory status of the Axis alliance is recorded on the
victory path. The Axis alliance must possess at least their
victory points to win. The Allies alliance wins, when the
Axis alliance has less or the same amount of the Allies
alliances victory points. Easier or harder victory conditions shorten or extend the game.
The Soviet Union has to join one of the alliances to be in
the winning alliance. The beginners game can finish very
quickly when the Soviet Union joins one alliance and their
victory points are added. Much harder victory conditions
must therefore be selected for advanced games, if players want a game of reasonable length. If the Soviet Union
does not join an alliance then it can only be declared the
winning player. See Victory Assessment page 23.
Game

Short

Medium

Long

Axis

17

20

23

Allies

Example: When the victory status is at 7 or less in a short


game, then the Allies have won the game.

Assigning the players to the powers


This game was designed to be just as exciting whether
you play with 2, 3, 4 or 5 players. Each player receives
one or more of the 5 major powers. The world game can
normally be played with two to five players. The different
powers are assigned to the differing number of players
as follows.
Only in the version for 2 players does each participant play
one complete alliance. There isnt any diplomacy to try to
win the Soviet Union. The Soviet Union fights permanently
on the Allies' alliance and starts play as non-belligerent on
the Allies turn.
With three or more players the Soviet Union starts play
without being fully committed to an alliance playing on its
own separate 3rd turn.
Experienced players should generally take Germany. When
there are 5 players the Empires & USA always work closely
together and thus an experienced Empires player can help
an inexperienced USA player.

Germany 1
Japan
Empires 2
USA
Soviet Union

1
2
3

1
2
3
4
5

Women have been found to be very successful with the


USA power. For the Allies to win, it is critical that the rich
resources of the USA are supplied to their allies. Women
seem to enjoy this special support role.

The 1939 start situation


The alliances
The start of the play represents the situation in winter
1939. Two alliances have formed but the USA, Japan and
the Soviet Union are not yet taking part in the fighting and
officially non-belligerent.
AXIS ALLIANCE
ALLIES
Germany
Empires
Japan (only at war with China)
USA (non-belligerent)
Soviet Union (non-belligerent)
If the Soviet Union or USA loses a sea unit through an
enemy sea unit attack, it fully joins the war on the opposing alliance on the next turn.

The Powers
JAPAN
The USA and Empires, although not officially at war with
Japan, have stopped supplying Japan with any production
resources.
If the Japanese capture one more territory, then the USA
and the Empires are at war with Japan from their next turn.
Then the USA is also at war with all other Axis nations.
GERMANY & EMPIRES
Germany starts the game at war with the Empires. The
Germany and Japan stay together in the Axis alliance all
through the beginners and advanced games.
USA
The USA favours the Allies alliance, but is non-belligerent
at the game start. Both the Empires and the USA stay
together in the Allies whatever happens and whichever
game version.
The USA nation can only decide to declare war on the
Axis alliance and attack them from summer 1942.
The USA always starts with 75% PCs and increases its
production as shown below in the beginners and advanced
games. The rest cannot be spent in the beginners game.
The USA receives 25% more PCs on the turn after they
join the war and until the summer 1942 turn.
% Military PCs W 39 S 40 W 40 S 41 W 41 S 42 W 42
USA 75% 75% 50% 50% 25% 25% 0%
Soviet Union 50% 50% 50% 50% 25% 25% 0%

11

SOVIET UNION
The Soviet Union always starts with 50% PCs/turn and
increases its production as shown above in all game options. The rest cannot be spent in the beginners game.
The Soviet Union player can declare war on any nation
but only receives full production after its first turn at war
with one or other of the alliances.
This means after the Soviet Union has collected its first
turn of production at war, then at the next turn the production rises to the normal value. A war with a neutral nation
does not give the full production.
At the start of the game with three or more players, both
alliances can try to persuade the Soviet Union player to
declare war on the other alliance and join their side.

Set-up
Each player uses the laminated charts, to set up and play the
game. A non-permanent marker pen is used to update many
of these charts. Please ensure that all pen marks from previous games have been erased before a new game is started.

If the players want to continue an exciting game on another occasion, these tables can be used in the same way
to record the positions of the armed forces and other units
before the break. Simply write over the number of units
on the appropriate part of the chart. If the territory or sea
zone is not listed, it can be written on the left column.
Example: Five armies at the end of the first session, in the
German colour on Western Europe, can be recorded by
writing 5 on Western Europe on the positioning chart.

Lack of space and playing pieces


In crowded areas on the board it is very important to learn how to
use the multiplier disks to save space and playing time.

White and orange plastic disks are used to save space on


the board and in the resources pool. They also save time
by reducing the number of pieces necessary. They are
used to represent armed units, including rockets, missiles
and weapons of mass destruction, but also for special resources and strategic bombing and territory.

The national status charts are not used in the beginners


game. Only the production charts require any set up but
this takes place later in phase 3.

Use of the game board positioning chart


This chart is used both to set up the armed forces and special
resources at the game start and also to record all positions, in
case the players want a break and the game is packed away and
continued at a later date.

The armed forces for all your nations, except the potential
allies are placed on the game board as listed on these positioning charts. In the beginners game you do not need

Positioning 1939
Territory
Greater Germany
Italy
Libya
Italian Africa
Japan
Sakhalin

Army
16
6
2
2
2

Aircraft
3
1

to put the plus PCs or special resources onto the board.


The territories (above) and sea zones (below) on the board
are marked in the left column. The number of the different
armed forces in the columns to the right are simply placed
on the board in that nations colour on these territories
and sea zones. The special resources listed in the others
column are not used in the beginners game.
Other nations such as potential allies (Iberia) are also
listed. If these nations are still neutral, their units do not
need to be placed at the game start.
Playing Tip: When the set up has been completed
the positioning charts are rarely needed for play and
should be put back into the box. This makes it easier
to find the right charts needed during the game.
12

On small territories the multiplier disks must be well used.

The white disk represents 3 units, the orange 9 units. The


sort of unit which is being represented is placed above or
below the multiplier discs. More than one sort of multiplier disc can be added to the pile further increasing the
amount by their value.
Placing one disc below or on top of another game piece or
pieces means that there are now four pieces of that playing piece or pieces on that territory or sea zone.
Example: One fleet an aircraft and a white 15 mm diameter disk below has 4 times the number of this weapon
combination. An additional orange disc makes 13 of the
above combination.

The Information Charts


The grey information charts should be used to quickly
find important information during play. The diplomacy,
economic and moral conflict charts are not used in the
beginners game.

Paths on the game board


The Axis victory status is marked by placing a transparent
glass nugget on the circle marked with 9 and Start, 1939 on
the victory path. The Soviet Unions Victory status is marked
by placing the red glass nugget on 5 on the victory path.
The game turn is indicated by placing the glass years
path marker on the year 1939. The season is indicated
by placing the other transparent glass nugget on the winter season circle.
All players are now ready to start play in the first round,
the diplomacy phase of the Axis alliances turn.

5 Play in phases
The game is played in rounds representing 6 months.

Each round has the same basic structure. A round is divided into three turns. Each alliance has a turn and during
its turn it is able to go through the eight action phases one
after another with all alliance members playing together.
This means that they can co-operate closely in all areas of
play. The Soviet Union power has a separate turn without
alliance consultation until it has been decided which alliance it will fully join.

In the diplomacy phase, all players can discuss with each


other to see if the Soviet Union should be attacked or persuaded to join one of the alliances. Co-operation can be
discussed. A nation can declare war in any nation or alliances diplomacy phase. It is not possible to declare war
in any other phase. If the decision to declare war has not
been made, it is not allowed to attack in phase 7 of that
turn. The final decision may take place after small steps
of agreement, over a number of turns.
If the Soviet Union joins one of the two alliances on the
alliances turn, then it loses its separate Soviet Union turn
and immediately plays on the same turn as this alliance.

Order of turns
1 AXIS ALLIANCE
2 ALLIES
3 SOVIET UNION

If the Soviet Union player decides to join one of the alliances in the diplomacy phase on their own Soviet Union turn,
they first complete their turn, with any battles alone, before
they join to fight together with this alliance on its turn.

One turn is divided into eight phases.

The Allies are not allowed to attack the Soviet Union, unless it has fully joined the Axis alliance.

Phase 1 Diplomatic Pressure


Players can discuss possible alliances, trade and co-operation or
declare war.

When the Axis starts the diplomacy phase, on the first turn
of a round they must remember to move the game turn
markers up on the seasons and years (every two rounds) of
the game turn path, except in the winter of 1939 (first turn
of the game), since the game is set up on the winter season.
Initially the diplomacy phase is extremely important. In
this phase is it decided which alliance the powerful Soviet
Union will join. This phase can take as long as required or
be ignored if none of the players are interested in diplomacy in this round.

It is possible to negotiate agreements in secret or public


and either keep them or not, do as you please. You can
speak the truth, bluff, threaten or lie whatever you think
works best for you.
Most people use soft or hard negotiating strategies or
something in between. These involve a trade-off between
getting what you want and getting along with each other.
If you want to improve your negotiation skills, the Harvard Negotiation Project has developed a method which
has guided millions of ordinary people, diplomats and
business leaders to success. Focused on joint search for
mutual gains, it deals with all levels of negotiation and
conflict resolution
Their book Getting to Yes offers a straightforward, universally applicable strategy for reaching mutually satisfying agreements. If you only buy one book to help you win
the game and and invite success in your every life this
should be the one.
Many vital ideas on diplomacy and negotiation are found on page 18 in
the Moral Conflict Experience guide.

Once it has been decided which alliance the Soviet Union


player has joined, this phase is eliminated in the beginners game and the Soviet Union player plays with the
other participants in the alliance he has now joined until
the end of the game.

Phase 2 Moral Conflict


Do not fret because of evil men or be envious of those who do
wrong; for like the grass they will wither, like green plants they will
soon die away.
The Bible Psalm 37:1 2

The moral status of a nation can be changed and the


weather conditions are determined. This phase is not
used in the beginners game.

"Two Figures" Dieter Hess

13

Phase 3 Economic Crisis (Resources)


But its not what you have that brings victory, its how you use it. When
you have less, you are naturally more inventive. Creativity gives you an
edge over enemies dependent on technology; you will learn more, be
more adaptable, and you will outsmart them. Time will be your ally.
The 33 Strategies of War Robert Greene

In this phase the nations including the neutral nations place


one unit of special resources on each territory they control
for each for each special resource symbol on that territory.
Neutral nations can place a maximum number of units up
to the number of each sort of symbol on that territory.
In the beginners game the special resources and the national status charts are not used. The (PCs) are received
without using these resources.
In the advanced and expansion games they are now transported by road or rail to wherever they can be saved, used
or traded. However sea transport by convoy first follows in
phase 7.
In the advanced and expansion games, these resources
are necessary to create your PCs for this turn.

Land Transport of Special Resources


RAIL TRANSPORT
A chain of friendly territories, with each territory having some
sort of production, possess railways. All special resource
production can now enjoy unlimited movement to any territory connected to this rail network during this phase.
Territories that now have a battle destruction marker, have
railways which are destroyed. These territories represent a
break in the network.
ROAD TRANSPORT
All special resources can be moved by road transport up to
three territories in one turn, on any territory on the board,
even through breaks in the rail network.
Example: Transport from Western Europe to Western
Siberia would be two turns if Central Russia and Southern
Russia are destroyed by battle destruction, one rail turn
from Western Europe up to Western Soviet Union and one
road turn through the break in the rail network in Central
Russia. The final movement through Urals or Central Asia
should also be undertaken by road; otherwise the last single territory rail movement would take an extra turn.

Trade
In the advanced and expansion games it is now possible
to trade or supply special resources to allies and nonbelligerent nations.

Assessment of PCs
A powers total production is calculated by adding all the
PCs on all the territories it occupies. If more than one nation occupies a territory, only one nation may receive the
full share of the territories production The production is
often multiplied by the percentage modifiers.

Home territories and enemy territories


The powers occupied home territory which consisted of a population
which is largely supporting the power. Other enemy territories consisted of a population that largely resisted the power. It was easier to
get more production from home territories.

Home territories are marked on the board in the powers


national colour. Extra home territories can be acquired
from neutral nations or if territory of a power in the same
alliance is occupied.
In the beginners games, when you occupy enemy territory
you can only produce 50% of the production capacity PCs.
The production table should be marked as below with
these reduced values.

Use of the production table


The production table is used to calculate the PCs in the
beginners game. A tick is made in the column with a tick
at the top for each territory that you control and receive
the production. The home territories have no modifier percentage so the production values used are always bold on
the +/ 0 column. These values are added, and the total
is written in the home total line.
(Minus) Production (P)
Modier %

Japan Home Total


Japan
Korea

75

50

25

5
1

9
2

14
2

21

18
3

The occupied territories have a 50% modification for


PCs, and these values are found in the 50% column.
These values are added and the total is written in the occupied total line.
The Soviet Union starts with 50% at peace and the USA
starts at 75%.
If any territories are controlled and not included on the list
they can be added by writing on the empty lines and the
modifier percentage (%) can be added by using the values
1 - 10 on the Japan table.

1 plus PCs
2
3
4
5
6
7
8
9
10

Total

1
1
1
1
2
2
2
2
3

1
1
2
2
3
3
4
4
5
5

1
2
2
3
4
5
5
6
7
8

1
2
3
4
5
6
7
8
9
10

Example:
13 PCs at 50% would simply be 10 (5) plus 3 (2) = 7 PCs.
Finally the home and occupied totals are added and written in the total at the bottom. This is your total production
capacity for this turn. All values have been rounded up or
down, and some have been specially modified to more accurately
represent
the historical situation. The players only
3B_39tab_prod_jap120309.indd
1
need to use the values as listed.

14
3B_39tab_prod_jap120309.indd 1

Start values in the


beginners game

Empires
USA
Soviet Union
Germany
Japan

60 PCs
17 PCs
23 PCs
53 PCs
24 PCs

Battle destruction
If there is a transparent plastic battle destruction marker
on the territory, there is no production for this turn.
When there are no destruction markers on a territory at
the beginning of your phase 3, the territorys production
is received.

Phase 4 Alliance Consultation


Teams provide multiple perspectives on how to meet a need or
reach a goal, thus devising several alternatives for each situation.
Individual insight is seldom as broad and deep as a group when it
takes on a problem Teams provide multiple perspectives on how to
meet a need or reach a goal, thus devising several alternatives for
each situation. Individual insight is seldom as broad and deep as a
group when it takes on a problem.
The 17 Indisputable Laws of Teamwork, John C. Maxwell

Both sides can take up to 5 minutes to secretly or openly


discuss their strategy and plans. Especially the alliance
whose turn it is should take time to decide joint actions.

Sharing (give and take) in the beginners game


Sharing has been practiced since the beginning of human history, offering great possibilities of supporting one another and
increasing success. Many do not realise that they have too much
of one thing and not enough of another. Many do not perceive
the needs of others all around them and where their excess
could be very effectively used by others. Many just focus on what
they can take. For these reasons sharing is not common.
Only in good relationships where all involved are not only looking
to take but just as much to give can sharing revolutionise human
activities. The inability of many of putting this in practice forms
the basis for much conflict. After the goal has been reached the
partners often fall out over sharing the profit.

These examples show the potential for sharing.

The military war


Armed units belonging to any member of the same alliance can share territories and sea zones at any time,
they may also attack and defend together.
One may have only strong land forces another only strong sea
forces and together they can both contribute to a successful
attack which neither would have been able to try on its own.
All allies can share the use of their convoys for transport
and fleets for use with aircraft.
The USA has much production and can supply PCs and
so arm its allies, reducing the necessity for its own large
scale military combat.

The economic crisis

"The Lost One" Dieter Hess

PCs can be traded or supplied to nations as part of their


co-operation with each other. The production of a territory
cannot be shared and only one of the occupying nations
can receive the full amount. This makes the production
calculations easier especially with the percentage modifiers. However after receiving all a player may decide to
share the PCs as above.

Phase 5 Technology Development


The development of new capabilities can decide the game.

This phase and the nations technology charts are not


used in the beginners game.

Phase 6 Economic Crisis (PCs)


Sufficient production at the right time and place is the key to winning.

Purchase
The production remaining after purchases in the technology development phase (not used in the beginners
game) are deducted can now be used. Also any extra PCs
which are on your home territories and were not able to be
placed on your industrial core can be used.
Playing Tip: To speed the game along and if you are
not occupied in play, during your enemys turn, you
can roughly prepare what you will buy when your next
turn comes. Any alterations due to territory lost or
other factors can be quickly made on your turn so you
can rapidly buy new units and technology.
After they have been spent they are removed from the game.
15

There are two options:


IMMEDIATE USE
New armed units can be purchased and the PCs necessary
are removed from the resource pool or other territories.
The costs of the armed units are found in chapter 2, pages
8 - 10 of this beginners rule book, in the basic information
chart and also on the national charts.
SAVING
PCs can be saved and the appropriate grey piece representing the units can be left together on any convoy or territory
for further transport.
All production saved can be used later on another turn.

Placement
The units purchased can now be placed on your home
territories which are marked with at least one PC, even
if destruction discs are placed there. Sea units can only
be placed on sea zones next to territories which provide
enough production capacity. Aircraft can be placed on any
territories which provide 7 PCs or more or if there is room,
directly to fleets placed next to this territory.
A table on the basic information chart shows how as the
PC value on the territory increases; there are more options
for the placement of the different armed forces.
Example 1: On home territories of up to 3 PCs, you can
only place one army.
Example 2: On home territories from 7 up to 8 PCs, you can
place as many armies as you want as well as one aircraft
or convoy if the territory is located adjacent to a sea zone.
Example 3: Greater Germany has 38 PCs; so unlimited
new armed units can be placed on Greater Germany or
unlimited sea units on sea zone A10.

Industrial Core Territories:


There are special home territories with your greatest PC
production. Most of your production and resources should
be stored here.
Only PCs are used in the beginners game. If you do not
use all the production on your production chart for one
turn, you can use the PC pieces and add them to the production resource pool, to save them for a later turn.
Playing Tip: Keep as many of the resources as possible together so as to be able to see clearly what you
have available. Also to try and keep the game board
as uncluttered as possible.
These are the core territories at the game start:
Empires: British Isles
Germany: Greater Germany
USA: Eastern United States Japanese Empire: Japan
Soviet Union: Western Soviet Union
If a player has more than one power, such as Empires and
USA, he must keep all his production resources separate
on two or more industrial core territories.
If an enemy captures a nations industrial core territory, all
the production resources stored there are also captured.
The home territory with the next largest PC becomes the
nations new industrial core.
16

If enemy armed forces are within two territories from a nations industrial core, the nation may decide to move his re-

sources away before capture. He can establish a new industrial core on the territory with the next largest PC before the
first core is captured. This is not possible for islands such as
Japan and British Isles. They receive a new industrial core
only after the island core has been captured by the enemy.
Example: If the enemy captures both British Isles and
Western Europe, Ontario with the next largest Empires
home PC becomes the new Empires core.

Land Transport and Trade of Production (PCs)


PC pieces are normally received on a nations industrial
core territory or a number on any territory up to its PC value. They can be used to purchase armed forces, in the nations phase 6. Any remaining PCs can be transported by
land and traded or supplied to allies and non-belligerent
nations. PCs transported by rail can be used for purchasing in this turn. PCs transported by road can be used in the
next turn. Sea transport by convoy now follows in phase 7.
At the end of phase 6, if you have at least one army occupying a territory, you can now remove one of its battle
destruction markers.

Phase 7 Military War


You must know your limits and pick your battles, carefully, consider
the hidden costs of war: time lost, political goodwill squandered, an
embittered enemy bent on revenge.
The 33 Strategies of War Robert Greene

1 Sea Movement and Move to Attack


The battles which will take place are now decided, and all
sea movement happens.
You choose which armed forces will take part in a battle
and which armed forces will not and therefore can be repositioned at the end of phase 7. Once the first battle has
started, it is not possible to go back and change the decisions or to declare an extra attack you may have forgotten.
To declare a battle allies must move at least one of their
armed forces onto a territory or sea zone with at least one
enemy armed unit. As many armed forces as wanted, can
be moved according to their movement rules (page 7-8).
These are carried out in the following stages in this order.
1 LAND UNITS AND AIRCRAFT DECLARE BATTLE
Land and air units can attack into any territory up to their
move. Remember that all units involved in a successful
attack must move onto the territory. Leave the necessary
land units behind to control the territory from where you
started or, if necessary, reposition occupation units at the
end of phase 7.
2 MOVE ALL SHIPS
There is no repositioning for all sea units later in phase 7.
A player must now move all his convoys and fleets.

Sea units can move up to their full move and attack any
one sea zone they reach. All sea units can move according
to the rules and engage in battle on any sea territory on
the board. They may support an amphibious landing with
land units transported by convoys from this sea zone. After a battle or an amphibious landing, all sea units must
stop and cannot move further in this turn.
Convoy Movement
Short distance convoy transport
If convoys are transporting a cargo a short distance between friendly territories (on a friendly sea zone without
moving onto another sea zone) they can travel three times
and therefore land three times the permitted amount of
cargo. See convoy cargo rules, page 8.

in two different battles then two players can battle on one


battle board and the others can similarly use the remaining battle board. Many battles will have armed forces belonging to three or more players, so three or more players
will be involved in using just the one battle board.
Playing Tip: To speed up the game, as many battle
boards as possible should be used simultaneously.
Players not involved in one battle or only playing a
minor role may be able to fight a different battle. Allied players can represent each other to optimise this.
All armed units are normally only able to be in one battle
in a turn.
Exception: If armed forces retreat onto a friendly territory
where the battle in this turn has not yet been carried out,
these forces can also defend in the normal way in this battle. It is therefore important for the attackers to carefully
decide the order in which each battle is carried out.

Battle offensives, parts and stages


Just like in war the two sides armed forces face each
other across the battlefield on a battle board. Battles are
decided by rolling the dice in one or more offensives. Each
battle has up to 4 parts.
The convoy can pick up and transport the armed forces on Italy to Libya
making three trips.

Loading and unloading convoys


When a convoy has been moved into a harbour at any time
in their move, it is possible to load or unload. This does
not count as an extra move.
3 MOVE ALL AIRCRAFT NOT IN BATTLE
Air units which have not been moved into a battle may now
be positioned to fight in a sea battle with enemy ships.
4 DEFENDERS AIRCRAFT MOVEMENT
Any of the defenders aircraft based on territories adjacent
to battles on sea zones or territories, may now also be
moved into these battles.
5 ARMIES AND AIRCRAFT NOT IN BATTLE
Any armies or aircraft left over and which will not be involved in a battle can be moved after all the battles. You
should separate the respective pieces or do whatever is
necessary to make sure you will know which units have
not been moved, when the battles have been completed.

2 Battles
"To fight in a defensive manner is not a sign of weakness; it is the
height of strategic wisdom, a powerful style of waging war. Its requirements are simple: First you must make the most of your resources, fighting with perfect economy and engaging only in battles
that are necessary: Second you must know how and when to retreat,
luring an aggressive enemy into an imprudent attack. Then waiting
for his moment of exhaustion, launch a vicious counterattack."
The 33 Strategies of War Robert Greene

The attacking alliances players decide in which order the individual battles are carried out. In reality of course, all battles
were happening together in the same six months. Once one
battle is completed, a second one is started and so on.
However, there are two battle boards, and it is possible to
use both at the same time. If all four players are involved

1 DECISION
It has to be decided whether combat will really take place.
Stage 1 Defender Retreats?
The defender can decide to retreat before the battle starts.
Stage 2 No Battle
If the defender decides to retreat and the attacker chooses to let him go, no offensive takes place and the defender
has to remove all units from this battle zone.
If the attacker was bluffing hoping the defender would retreat and this fails, he has two options, to fight or retreat
himself. If the defender decides to let him go, no offensive/battle takes place. The attacker has to remove all his
units from the battle zone.
In all other cases at least one offensive takes place.
2 SET UP
One of the battle boards is used to set up for combat.
Experienced players may be able to do small battles
without the use of the battle board.
Stage 1 Placement on DV Fields
Both alliances armed forces are removed from the game
board and placed opposite each other on the appropriately named defend value fields attackers (above) and
defenders (below) parts of the board. The defend values
match the defend values of the units.
The battle location tile may be used to mark a battles
position (especially on a sea zone), when all the armed
forces are on the battle board.
The land units defenders advantage is automatically set on
the defenders DV fields. See page 19. The DVs may need to
be modified by the terrain and fortresses on the territory.
Stage 2 Placement on Attack Fields
In the beginners game there are no modifications on the
attack values, so the values already written on the attack
fields can be used without any further set up.
17

Stage 3 Placement of One Offensive only Battle Modifiers


Finally the appropriate DV modification for this offensive
only is marked by placing any plastic transparent destruction disk on the appropriate circles on the battle board.
These modifiers are for retreat (+1 DV) and amphibious
landing (+2 DV). If some armed forces came from an amphibious landing and others are not, they should be clearly
marked by placing a transparent disk on the amphibious
landings forces.
Stage 4 Reset after an offensive
When more than one offensive is carried out, the armed
forces are first reset before the next offensive starts, by
moving them off the orange areas, marked already fired
and back to the lighter areas, marked ready to fire.

3 COMBAT
Now everything is ready for combat.
Stage 1 Attack
The attacker first selects one enemy unit as a target and
rolls one dice to try and to destroy it with the selected attacking unit. The result is calculated as described in How
to evaluate dice rolls (opposite page). He can repeat this
attack once for each further armed unit he wants to use
to attack this enemy unit. He must stop when he has no
more armed units or the unit is destroyed.

er (next page). The attacker has already had his attacks


so any units which are now destroyed are immediately
removed from play.
The attacker continues to attack until he has used once, as
many of his available units as he wants for this offensive.
Stage 6 Remaining Defending Land Units
Any defending land units which have not been directly attacked can choose to try and destroy any attacking land
unit, involved in the offensive.
Stage 7 Remaining Defending Aircraft
Any remaining defending aircraft not already attacked can
attack any attacking unit they want. This is continued until
all the defending air units have had a defensive shot.
Stage 8 Remaining Defending Sea Units
Any remaining defending sea units not already attacked,
can attack any sea unit they want. This is continued until
all the defending sea units have had a defensive attack.
If both defender and attacker still have units, the attacker
can decide to carry out a second offensive or withdraw.
The retreat and pursuit rules continue to apply. A further
offensive starts in stage 3 of the set up part if any defend
values change for this new offensive. Otherwise the offensive is continued from stage 1 of the combat part.
The offensives can continue as many times as both players continue to fight without retreat or if they both still
have land units on the territory.

Stage 2 After units have had all their attack values


Both attacker and defenders forces which have not been
destroyed but have fired all their attacks, are moved on
to the appropriate orange defended value areas to denote
that they have no more attacks on this offensive. They
may, however, still be attacked and destroyed by enemy
units in this offensive.
Stage 3 Destroyed Units
A defending unit that has not returned fire and completed
all its attacks, is first removed from the battle board and
then placed just below the defend value area.
Stage 4 Change of Target
The attacker can attack other enemy units after any roll,
even without destroying this first target.
The attacker continues to attack until he has used as
many of his available units as he wants, for one attack in
this offensive.
Stage 5 Return of Fire
When the attacker has decided to stop his attacks, the defending units even if they have been destroyed can return
fire against the attacking units.
The attacker had attacked certain defenders units. Each
defending unit if possible must return fire to one of the
attacking units that attacked it in this offensive. The defender uses the dice with similar evaluation as the attack18

4 COMPLETION
When the combat has been finished there are 3 possibilities.
If all the defenders land units have been destroyed then
the territory is occupied by the attacker. All attacking
land and air units move onto the territory. Any remaining
defending air units should fly to the next friendly territory.
If this is not possible they are removed from the game.
If all the defenders land units have not been destroyed
then the territory is still occupied by the defender. The
attacker moves all attacking units back to friendly territories and the defender stays where he is.
The defender pursues the attacker and all the attackers land units have been destroyed. The defender
remains on the battle territory and cannot occupy the
attackers territory.
All remaining pieces on the battle board except defenders
submarines (expansion game) are returned to the sea zone

or territory where the battle took place. The defenders


submarines return to patrol the sea zone marked on their
submarine location chart, where they started this turn.
The battle location tile may be removed from the board.

AMPHIBIOUS LANDING
When land units are transported by a convoy to attack an
enemy occupied territory, the defender gets +2 DV against
them on the first offensive. These land units are recognised by marking them with a destruction disk, if armies
also attack from land. Armies can only attack and move
onto this one territory in this turn.
Any terrain modification is added in an amphibious landing.

HOW TO EVALUATE THE DICE ROLLS


Each armed unit has an attack value (AV) and a defend
value (DV). When a battle takes place, a dice is rolled for
each participating unit in an offensive.
Compare the dice roll plus the attack value (AV) with the
chosen targets DV. If it is higher than the DV then the
unit is destroyed.
Playing tip: To speed up the battles, use as many
dice together as possible at the same time.

Defend Value modification


An armed units defend value can be modified if it is in
defence, by a territorys terrain, an amphibious landing or
in a retreat or pursuit.
The defenders advantage and the terrain have the same effect on all offensives of a battle. The amphibious landing or
retreat and pursuit, modify only one offensive in the battle.
The DV modifications are on the basic information chart.
THE LAND DEFENDERS ADVANTAGE
The defender on land always has an advantage and can remain hidden, while the attacker must first move into the open.

All defending land, always gain 1 DV. The defenders preset DV values written on the battle board are all 1 DV
higher than the attackers, making placement easy.
TERRAIN
Unless you know the mountains and forests, the defiles and
impasses, and the lay of the marshes and swamps, you cannot
manoeuvre with an armed force.
The Art of War, Sun Tzu

With the exception of plains, tundra in winter and territory without any special terrain the maximum land unit
movement is 1.
Desert or Plains
There was little cover for armies fighting in the desert or on flat plains.

Both the attacker and defenders land units lose 1 DV


against any units (land, sea and air).
Mountains
Armies were able to climb the mountains and turn them into strongholds.

The defenders armies gain 1 DV against any attacking armies.


Forest
Thick forests offered cover for armies.

Both the attacker and defenders armies gain 1 DV against


any armed units.

Dave Stennett

Example: 6 armies are attacking 4 enemy armies; then


4 dice should be used, elsewhere. 3 armies are attacking
4 armies then 3 dice should be used as there are only 3
attacking armies.

A large flat beach offers no cover for landing troops.

RETREAT AND PURSUIT RULES


Retreat
Retreat in the face of a strong enemy is a sign not of weakness but
of strength. By resisting the temptation to respond to an aggressor,
you buy yourself valuable time to recover, to think, to gain perspective. Let your enemies advance, time is more important than space.
By refusing to fight, you will infuriate them and feed their arrogance.
They will soon overextend themselves and start making mistakes.
Time will reveal them as rash and you as wise. Sometimes you can
accomplish most by doing nothing.
The 33 Strategies of War, Robert Greene

A single retreat and pursuit offensive may finish a land,


sea or air battle. One side may make a retreat, and both
attacker and defenders armed forces have a +1 DV modification. This is marked by placing a plastic disk on the +1
DV retreat circle on the battle board. As one side is in full
retreat, it will be more difficult for the attacker to press
home his attack, and both sides will suffer lower losses as
they are not be so closely engaged in combat.
The attacker has two options if the defender chooses to
retreat at the beginning of any offensive.
He can let the defender retreat without an offensive.
All the defenders armed forces are immediately removed
from the territory or sea zone and all the attackers forces
remain on the territory or sea zone, so it is now occupied
by the attacker.
He can continue the offensive using the retreat rules.
Only one offensive takes place and both the attacker and
defender fight with an extra +1 defend value, but all other
changes (terrain and attacker disadvantage) are kept.
Otherwise the offensive continues as usual. After that offensive, the defender must retreat, and there is no possibility of having any further offensives in this turn, except
if attacking armies use their second move.
Once the attacker or defender has declared a retreat or an
attack, he cannot change his decision if the other alliance
opts for a course of action contrary to his will.

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19

es involved in a conflict. Some or all of the aircraft or ships


can retreat leaving land or sea units behind. Land units
must always stay together, either all retreating or all continuing the battle. A retreat can only be made to a friendly
territory or sea zone. If possible, these should not be combat areas with battles already set to take place.
Only if this is not possible, there is retreat into a friendly
territory that is still to be involved in a battle at that round.
These retreating units can also fight in the upcoming battle
in exactly the same way as the other units on that territory.
If a retreat is not possible, the offensives must be continued as normal.

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Land units in retreat


Attacking or defending armies can retreat onto one or
more different adjacent friendly territories and they do not
need to be the same ones.
Sea units in retreat
Moving first initiating the attack will often put you at a disadvantage: you are exposing your strategy and limiting your options.
Instead discover the power of holding back and letting the other side
move first, giving you the flexibility to counterattack from any angle.
If your opponents are aggressive, bait them into a rash attack that
will leave them in a weak position. Learn to use their impatience,
their eagerness to get at you, as a way to throw them off balance
and bring them down. The 33 Strategies of War, Robert Greene

If the attacker chooses not to continue with an attack, before any offensive, even including the first offensive (if the
defender decides not to retreat), then the defender has
two options.
He can let the attacker retreat without an offensive.
All the attackers armed forces are left on the friendly territories from which they attacked. It is possible to return the land
armed forces to different territories if the attack was made
from more than one territory. The defenders forces are left
on the battle territory and it is still occupied by the defender.
He can continue one offensive using the pursuit rules.
When pursuing, neither side has the defenders advantage in this offensive. Only one offensive takes place, and
all armed forces fight with an extra +1 defend value for
pursuit, but all other terrain changes are kept. Without
any other modifiers both have equal conditions of +1 DV.
All the defenders sea and air units have this addition, but
his land units have normal DV as they have now lost the
+1 DV land defenders advantage.
The pursuer now takes the role of the attacker and decides
which enemy units he will attack.
Otherwise the offensive continues as usual, but there is
no possibility of having any further offensives in this turn.
No new territory can be occupied by either side, unless all
the attackers occupation units are destroyed and the pursuer moves his forces onto the territory, forcing any enemy
air units left to retreat.
How to retreat
The attacking units can only retreat to friendly adjacent
territories and normally cannot be involved in further battles on that players turn.
Retreat and pursuit involves land, sea and air units. The
decision can be made to retreat with only part of the forc20

Without modern detection systems, it was often possible for Second


World War ships in storms, fog or at night to withdraw from battle
and escape detection.

All ships may retreat to a friendly or neutral sea zone or a


friendly harbour or pursue an attacker forcing him to retreat onto another friendly or neutral sea zone or friendly
harbour. If this is not possible, then a retreat or pursuit is
also not possible and normal offensives continue as long
as one player wants to continue.
Air units in retreat
Any defending aircraft unable to retreat into an adjacent
territory can fly to the next closest friendly non-adjacent territory. They are only allowed to fly into a territory yet to be
involved in a battle, when no other option is possible. In
this case they can be involved in the new battle and fight in
the normal way.
If they do not have enough of their move left to reach a
friendly territory then they are destroyed. Aircraft can also
be landed on friendly fleets if there is space.
Attacking aircraft cannot be used in further battles this
turn. If the attacker has only aircraft left when a battle is
finished these remain on the territory where they started
their turn and the territory cannot be occupied.

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Pursuit

Land battles

OCCUPYING A TERRITORY
Only armies are occupation units and can be used to occupy and control a territory and so ensure that the production will be collected and that it is a friendly territory.
A territorys occupier only receives PCs when there is no
battle damage marker there. A transparent disk is placed
on this territory to represent the battle damage and one
disk is removed at the end of an occupiers next economic
crisis (PCs) in phase 6. Each time a territory changes occupier and a battle took place, a damage marker is added.
The defenders production chart must be immediately updated to indicate this change. The new occupier must first
update his chart when all battle destruction markers have
been removed.
When the defender wins the battle and remains on the
territory there is no battle damage. If an ally occupies a
friendly territory there is also no battle destruction or
when a territory has no armed forces there and can be
occupied without a battle.

Air battles
Air units can fly over unfriendly territory or sea zones without stopping for battle with any enemy land, air or sea units.
AIRCRAFT ATTACKING TARGETS ON LAND OR SEA
All armies and ships can decide to use their AV against
aircraft, but only when they are attacked by them.
Aircraft can attack air units without supporting an offensive with their own land forces but aircraft cannot attack
enemy land units without a supporting land offensive.
AIRCRAFT DEFENDING AGAINST TARGETS ON LAND AND SEA
Aircraft protection
Aircraft may be used to protect units from enemy aircraft.
In the beginners game this is possible in any sea battle
on a sea zone where they are based on a fleet. This includes all sea units and ships in harbour when the fleet is
in the harbour.
One of the protecting aircraft has to be destroyed by enemy aircraft for one of the remaining attacking aircraft to
be able to attack one of the armed forces being protected.
A second one must be destroyed for a second attack and
so on. When there are no protecting aircraft (left), then attacking aircraft can freely choose what to attack.
Aircraft adjacent defence
Aircraft based on an adjacent territory or fleet on an
adjacent sea zone, have the option of joining a battle
when friendly armies, convoys or fleets have been attacked. This does not have to be in their turn and the
intercepting aircraft are considered to be the defender
on the battle board.

Sea battles
Sea units do not have to fight when they pass through
sea zones with enemy units on them. They do not need to
stop and continue if the defender decides not to intercept
them. If one or the other alliances sea units want a battle,
then a battle takes place. The retreat and pursuit rules apply in all cases.

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Armies and aircraft can attack a territory together but aircraft cannot attack armies without a supporting attack
by their alliances armies.

AIR UNITS IN SEA BATTLES


Aircraft can be used to attack sea units on a sea zone or
in harbour within their movement without a supporting
attack by sea units.
The aircraft protection rules apply.
All of the defenders sea units on the same sea zone or
harbour may chose to have their AV against the attacking
aircraft even if they were not all individually attacked.
The attacker can reduce air losses by first fighting a
number of air offensives only, without the sea units being
attacked and having their AV.
CONVOYS DESTROYED IN A SEA BATTLE
Whenever a convoy is destroyed by an enemy attack, its
cargo is automatically destroyed as well. The attacker does
not know exactly what each convoy is transporting. If one
convoy is destroyed and two remain untouched, it needs to
be decided which convoy with its cargo has been destroyed.
If the cargoes are all the same this is not a problem. Otherwise this should be done by lots or hidden selection.
All three cargoes are hidden (in hands if possible) and one
(hand) is selected by the attacker. This is the cargo which
has been destroyed.
CONTROLLING A SEA ZONE
All attacking sea units must remain in the sea zone where
they had a battle and they first move on in the next game
turn. The defending sea units must retreat to a neighbouring sea zone if possible. It is now safe for the other side to
do an amphibious landing.
AMPHIBIOUS LANDINGS
Unloading land units from a convoy onto an enemy occupied territory is an amphibious landing.
An amphibious landing is only possible in a friendly or
neutral sea zone.
If there are enemy surface sea units in the sea zone, they
must be attacked and forced to retreat or completely destroyed, before unloading the assault forces.
Convoys can only take part in one amphibious landing
on their game turn and have to stay in the sea zone after
unloading. Only on the next game turn they are allowed
to move away. After the sea battle has been decided, it
is possible to land the units on territories adjacent to the
cleared sea zone and use all land, sea and air units in a
land battle on the same turn.
It is also possible to use land units on an adjacent territory
to support the amphibious landing. These units have to have
moved to attack position at the beginning of phase 7. Even if
the landing fails, these land units still have to attack for one
offensive, with the retreat and pursuit rules applying.
21

Ship coastal attack


Ships, including those involved in a sea battle on the sea
zone, may also do a single coastal attack on defending
land units, as their land units are unloaded on an amphibious landing.
The defenders losses are removed without them having
the chance to return fire before the first roll of the first
offensive of the land battle is started.
Air units based on this territory may join either the land
battle or the sea battle on the sea zone during the next
offensives.
Amphibious landing finish
The attacker has the option to finish combat after an amphibious landing, before the battle has been decided.
A last offensive is played subject to normal conditions
(without the retreat and pursuit rules), and if he survives
he can leave his invasion forces on part of the newly occupied territory. This is not sufficient to stop the defender
from receiving his production for this territory.
On his turn the defender has the option of trying to push the
attacker back onto the convoys or destroy his forces. If this is
not successful, the defender loses the production for this territory on the next turn, and a damage marker is placed on it.
It is now possible that the territory is shared for a number of
turns until one player/alliance is able to occupy all the territory. No one will get the production until this happens.

3 Reposition All Non-Attack Armed Units


All armed units which have not been involved in battles can now be
moved. This is to prepare to defend during the enemy alliances turn.

All armies which have not been involved in battles can be


moved by rail or road transport or through their move.
PCs and special resources cannot be moved in this phase.
If armies with heavy tanks (advanced game) have 1 of their
move left after a battle, they are not allowed to use this now.

Move (M)

Historical background and military strategy can be found in How to


Master the Military Dimension?, from page 10 in the Moral Conflict
Experience guide.

Phase 8 Victory Assessment


When the game is over it all goes back in the box

22

John Ortberg

The winning alliance


First it is checked whether the game has been won. Any
new regions occupied or lost by the Axis alliance or Soviet
Union are updated on the victory path.
If the Soviet Union has joined the Axis alliance in this turn,
their victory points are now added.
There are 3 ways to lose in the beginners game.
1 MILITARY VICTORY (VICTORY POINTS)
The Axis alliance or Soviet Union gain these points marked
on the board by a large asterisk (*) and a number next
to the regions name for each region their alliance now
controls. The victory path is updated with any new regions
occupied in this turn. If the victory status reaches the conditions decided at the beginning of the game, one alliance
has won the game.
A region is controlled when all territories in this region
with any kind of production are friendly territories.
It is not necessary to occupy or destroy all enemy forces
on territories that have no production value in order to
claim the victory points.
If no one has won the game by the turn that was decided
to finish the game, the alliance nearest their target victory
status has won.

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All armed units can be moved up to their full move (M).


They cannot enter unfriendly territory; this is only possible
in the beginning of phase 7.
All air units not involved in battles can now be rebased, even
on to territories captured during that players turn. They can
rebase by moving up to their movement and then landing

on friendly territory. They can do as many of these moves


as they want until the final rebase destination is reached.
All air units involved in attacks in this turn can also rebase,
but only once up to their movement.
Aircraft cannot fly over enemy land territories. It is possible
to fly over enemy sea territories as long as they cannot be
attacked by enemy air units. If there are enemy air units
based on a fleet or the sea zone is adjacent to a territory
with enemy aircraft there; then movement through these
sea zones is not possible.
If your non-attack land units are sharing a territory with
enemy units, you may now move them out.

2 MILITARY VICTORY (INDIVIDUAL DEFEAT)


The large nations such as the Soviet Union (Central Russia) and China
(Eastern China) would continue fighting if their capital territory, as
shown in brackets here, were taken. Other territories are also very
important, friendly and totally integrated in that power.
Germany and Japan are nations which have recently conquered all
the other territories. These territories are held onto by force. If the
capital territory is captured, the other territories would immediately
fight for their freedom.

If all nations in one alliance are individually defeated, this


alliance has lost the game.
If the capital territories (Greater Germany and Japan) are
captured, these nations are immediately defeated. On a
nations defeat all of their armed forces are immediately removed from the game. Their territories can be occupied by
any other player by simply moving their forces on to them.
In the case of the other nations they must have at least one
PC on home territory to remain in the game. So long that they
have this, they may produce armed units and put them on the
board. Without a home territory with PCs, the nation is eliminated from the game when the last armed unit is destroyed.
Even if some of their territory is re-occupied by their alliance, this nation cannot re-enter the game. The occupier
from their alliance gets the full production of all territories
occupied, and they are now their home territories.
3 DIPLOMATIC VICTORY
One alliance may give up during a diplomatic phase (when
all players on that side agree). The other alliance is immediately declared the winner.

START BASELINES FOR THE WINNING POWERS


USA
Soviet Union
Germany

70 PCs
40 PCs
50 PCs

Empires
Japan

30 PCs
20 PCs

These values are 100% of the target. Each powers PC total


is calculated, and the positive or negative percentage of
a powers baseline is determined. If the percentages are
close, it may be necessary to use a calculator.
The player with the highest positive percentage is the winning
player, second highest is the second best player and so on.

The true winning player


The player who has really won the game is the one who
has been tested to his limit and has overcome the player
who has searched for wisdom to achieve this and also
uses this wisdom to find success in life.

Playing Tip: Download the rules from the Playford


web site and send a copy by e-mail to the friends you
invite to play for the first time. If they have studied
the rules beforehand, they will be able to learn and
play more quickly.

www.playford.de

The winning player


This is the player whose powers have best achieved its
goals when the game is finished. However, the winning
player may be on the side of the losing alliance!
GERMANY, JAPAN AND THE SOVIET UNION POWERS:
Count the total of all the PCs on the territories that they
occupy.
THE EMPIRES POWER
The original independent and colony territories, production
total is 60 PCs: Their percentage is calculated differently.
It is assumed that when they keep all original territories in
their empires, they have achieved a 200% value, instead
of the 100% for all other powers. Any territory in their Empires which is enemy occupied at the end of the game has
its PCs deducted from the PC total.
Any territories occupied by the Empires are included in the
Empires victory calculation.
THE USA POWER
The USA player receives all PCs for all the powers in the
Allies alliance, including the Empires and Soviet Union.
This includes the USA with neutral nations such as in Latin
America or Brazil and Southern Territories, plus other territories occupied by the USA itself. Only if the US power has
been completely defeated is it possible for the Empires to
claim any territories in the USA or Latin America.
If a territory has occupation land forces of two or more
nations of an alliance, the alliances players decide which
one power receives all the PCs from this territory. The PCs
cannot be shared and if agreement is not reached no nation receives these PCs.

6 Appendix
Abbreviations
PC Production Capacity
GG Greater Germany, J Japan, USA United States of America,
E Empires, SU Soviet Union
DV Defend Value, AV Attack Value, M move

Index
Aircraft 10, 21
Amphibious landings 19, 21
Army 7
Attack value AV 7, 18
Canals & straits 6
Charts: Production 14
Positioning 12
Coastal attack 22
Convoy 8, 17, 21
Defeat 22
Defend value DV 5, 7
Fleet 8
Industrial core territories 16
Missions 9
Modifier disks 18
Monsoon weather 6
Move M 22
Multiplier disks 12

Neutral nations 9
Paths: Seasons 7
Victory 7
Years 7
Placement 16
Pursuit 20
Rail transport 14
Regions 6
Retreat 19
Road transport 14
Sea zones (Status) 6
Small islands 7
Surrender 23
Symbols 5, 6
Terrain: Desert 5, 19
Forest 5, 19
Mountain 5, 19
Victory conditions 11
23

Destruction Markers/Defend Value Modification

Production Capacity

TERRITORY

grey coloured glass*

Multiplier pieces

BATTLE LOCATION MARKER

clear

plastic

3 UNITS

9 UNITS

orange

white

Path Markers
SEASONS PATH
VICTORY PATH

transparent glass nuggets*

SOVIET UNION
VICTORY PATH

red glass nugget*

SOME PIECES HAVE TWO USES


The transparent plastic discs are used as
destruction markers on the game board
and for Defend Value Modification on the
battle boards.

The transparent glass nuggets are used as


Seasons + Victory Path Markers.

* High quality mosaic stones that


will last a lifetime
The marble, transparent and coloured glass
pieces are mosaic stones from the German
company Mosaikstein GmbH.

transparent plastic

YEARS PATH

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