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
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/
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Lumocolor_correctable_eng.Staedtler
Lumocolor_correctable_eng.S
Contents
Overview of the Game
Land units
Sea Units
Air units
11
11
11
11
Set-up
12
5 Play in phases
13
6 Appendix
Abbreviations
Index
13
13
14
15
15
15
15
16
16
16
16
16
17
22
22
23
23
23
3
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.
NUMBERS ON TERRITORIES
The production capacity (PC) of a territory is
indicated by a number.
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SYMBOLS ON TERRITORIES
Terrain: The terrain of a territory is indicated by symbols:
mountains
deserts
forests
plains
arctic tundra
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.
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
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.
Empires (E)
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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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.
This is not possible with the bottom and top edges where
the North or South Pole is in between and therefore prevents this movement.
SPECIFICATIONS
PCs: The production capacity or the cost, necessary to
produce one unit.
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.
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
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.
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.
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.
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Japan (J)
The Japanese wanted to control Asia to secure the necessary
resources, needed to strengthen their economy.
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.
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
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.
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.
2 3 4 5 players
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
Germany 1
Japan
Empires 2
USA
Soviet Union
1
2
3
1
2
3
4
5
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.
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
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.
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.
The Allies are not allowed to attack the Soviet Union, unless it has fully joined the Axis alliance.
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.
13
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.
75
50
25
5
1
9
2
14
2
21
18
3
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
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.
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
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.
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.
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.
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
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.
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
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.
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.
Dave Stennett
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19
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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
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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.
123rf.com
Armies and aircraft can attack a territory together but aircraft cannot attack armies without a supporting attack
by their alliances armies.
Move (M)
22
John Ortberg
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70 PCs
40 PCs
50 PCs
Empires
Japan
30 PCs
20 PCs
www.playford.de
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
Production Capacity
TERRITORY
Multiplier pieces
clear
plastic
3 UNITS
9 UNITS
orange
white
Path Markers
SEASONS PATH
VICTORY PATH
SOVIET UNION
VICTORY PATH
transparent plastic
YEARS PATH