moral conflict 1939 rules

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Are you equipped for life in all five dimensions? R Designed by Dave Stennett Designed by Dave Stennett Version 1.0 Version 1.0 April 2012 April 2012

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The rules for the first game by Playford Games.

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Are you equipped for life in all five dimensions?

R

Designed by Dave StennettDesigned by Dave StennettVersion 1.0Version 1.0April 2012April 2012

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Armed Forceswooden pieces

Empires

USA

Soviet Union

Japan

Germany

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 occu-pying as many territories as possible and destroying your opponent’s armed forces. Each player has one or more na-tions, 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 me-chanics of play in turns and phases can be practised. Later, when a player feels confi dent, he can play with the fi ve dimensions in the advanced game.

The beginners’ game is largely the military dimension and like most war games, can be compared to an old black and white fi lm. 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 fi lm, 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 ad-vanced games.

Beginners' Rules

Land Air SeaCONVOYAIRCRAFTARMY FLEET

Non-permanent pensStaedtler’s Lumocolor correctable 305 allow you to write on the laminated charts and dry erase with the integrated wiper. You can keep your hands dry and cleanand the playing area free from messy cloths and tissues.

Features

Water-soluble ink

Colour-intensive, low-odour

Lightfast

Does not bleed through paper

Cap with roll stop

Wiper integrated in end plug

Easy to refi ll with refi ll station 487 05

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

-permanent pensedtler’s Lumocolor correctable 305w you to write on the laminated charts

dry erase with the integrated wiper.can keep your hands dry and cleanthe playing area free from sy cloths and tissues.

F

Water-so

Colour-intensive, lo

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Does not bleed throug

Cap with

Wiper integrated in e

Easy to refi ll with refi ll station

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ContentsOverview of the Game 4

1 The Game’s Components 5

Pieces in each nation’s colour 5

Pieces shared by all players 5

The Game Board 5

2 The Armed Forces 7

Land units 7

Sea Units 7

Air units 8

3 The Powers, Nations & Missions 9

4 Starting the Game 11

How long a game lasts 11Assigning the players to the powers 11The 1939 start situation 11

Set-up 12

5 Play in phases 13

Phase 1 Diplomatic Pressure 13Phase 2 Moral Confl ict 13Phase 3 Economic Crisis (Resources) 14Phase 4 Alliance Consultation 15Phase 5 Technology Race 15Phase 6 Economic Crisis (PCs) 15

Purchase 15Placement 16Industrial Core Territories 16Land Transport and Trade of Production (PCs) 16

Phase 7 Military War 16Sea Movement and Move to Attack 16Battles 17Reposition of All Non-Attack Armed Units 22

Phase 8 Victory Assessment 22

6 Appendix 23

Abbreviations 23Index 23

Overview of the GameWith 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 Confl ict 1939 is a strategic team game played by 2 to 5 players, which powerfully reconstructs the military, economic, diplomatic, technological and moral confl ict 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 game’s second dimen-sion, the economic war of production, resources, commerce, trade and growth of a nation’s economy, contribute to vic-tory or defeat. It is possible to lose an economic crisis that leads to shortages of oil or iron ore — and the fi nal defeat.

A third dimension changes a square into a cube. This game’s third dimension is the diplomatic confl ict, 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 tech-nological 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 fi fth dimension which we recognize with differ-ent senses — just as time is experienced differently from the fi rst three dimensions.

When anyone watches a fi lm on the Second World War or thinks back to these times, the fi fth dimension is often their fi rst thought. The ideological confl ict between good and evil was the central issue of this war, and it is the fi fth dimension in this game. Suddenly everything changes once again, and the possibilities diverge even further. A nation’s 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 German’s and So-viet Union’s 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 neces-sary and occupy enemy territories using fewer armed forc-es. The USA’s close co-operation with its allies included open exchange of technology breakthroughs and supply of

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 confl ict 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 fi nd their moral principles slipping and tough conse-quences to follow.

Richard Overy wrote in his book “Why the Allies Won”: “The outcome of war depended as much on the successful mo-bilization of the economic, scientifi c and moral resources of the nation as it did on the fi ghting itself.”

The complex interplay of all these dimensions with each other is clearly seen. This is the unique experience of Moral Confl ict 1939. Each game is different and the op-tions in a fi ve dimensional game are unlimited.

The beginners’ rules focuses on the military war. The play-ers of the Soviet Union, “Axis and Allies” powers run the “risk” of destroying not only each other’s armed forces but also any economic power or “monopoly,” and possibili-ties 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 fi ve dimensions and win the game you will need to learn from mankind’s great minds such as the Chinese Sun Tzu. His book “The Art of War” is still the clas-sic 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 Confl ict Ex-perience book. A full commentary, relating the application of the books to the game, plus purchasing recommenda-tions are available on www.playford.de and will leave every player “equipped for life in all fi ve dimensions.”

Many people are inspired by great fi lms such as “Schindler’s List”, “Braveheart” or “Gladiator”. It’s 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, fi lms and web sites on this period of history as well as the recommended music, add to the moral confl ict experience, to truly bring history alive.

I wish players not only many years of pleasure with Moral Confl ict 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 impli-cations in everyday life.

David Stennett Moral Confl ict 1939 Game Designer

Munich, Germany, April 2012

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The Game’s ComponentsThe components of the beginners’ game largely represent the military dimension. The black container can be used to store the playing pieces.

Pieces in each nation’s colour214 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 fl eets.

40 wooden disks in 5 colours represent aircraft.

Pieces shared by all playersPLASTIC PIECES25 disks in two colours are multiplier disks.25 clear transparent disks represent territory destruction.

The transparent disks are also used on the battle boards to represent defend value modifi cation.

GLASS PIECES30 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.

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 BOX2 battle boards (red & green).3 piece game board.8 laminated charts.2 black non permanent, dry erase, marker pens for usewith the charts.

The Game BoardThe 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.

TerritoriesA territory is a land area bordered by a coloured line, a black line, black lines with white in the middle or a sea zone.

TERRITORY’S COLOURS Territories are colour coded to represent the political situ-ation. The national colours indicate which territories are home territories to which nation. Neutral territories with no political bias are light brown. The special potential al-lies are in blue (for the USA), dark brown (Argentina for Greater Germany) and orange for many different nations.

The red lines on Greater Germany indicate that in reality not all this territory was German home territory.

NAMES ON TERRITORIESAll 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.

SYMBOLS ON TERRITORIESTerrain: The terrain of a territory is indicated by symbols:

mountains deserts arctic tundra

forests plains

A territory without a terrain symbol is considered to be the normal condition and has no particular infl uence on play.

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 pre-vents 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 im-passable ice, represented by white. No land forces can move onto here.

Special resources 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 WeatherThis monsoon clouds symbol indicates monsoon weather on this territory in one season.

THE STATUS OF ANY TERRITORYThe territory’s status is always one of the following:

Friendly: When only your alliance’s land units are placed on the ter-ritory. These armed forces occupy and control this territory.

Enemy: When only your enemy alliance’s land units are placed on the territory. These armed forces occupy and control the territory.

Neutral: When none of the player’s land units are placed on the territory. Only a neutral nation’s armed forces occupy and control this territory.

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Oil Gold

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

NUMBERS AND LETTERS ON A SEA ZONESea zones are named with the initial of the water region they belong to and a zone number. P Pacifi c, A Atlantic, M Mediterranean, I Indian Ocean.

Example: P12: sea zone 12 in the Pacifi c Ocean.

SYMBOLS ON A SEA ZONEPack ice: White markings indicate the furthest that ships can travel to the north. Sea units are never able to travel into these sea zones.

Polar ice: The blue dotted line on the north-ern 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 Pacifi c sea zones. The terri-tory Siberian Tundra blocks the passage to the other side.

THE STATUS OF A SEA ZONE:The sea zone’s status is always one of the following:

Friendly: Only your alliance’s sea units are on the sea zone. Controlled by your alliance.

Enemy: Only your enemy alliance’s 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.

Special casesSMALL ISLANDSA territory completely surrounded by a sea zone and with-out 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.

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 SYMBOLSOn territories and sea zones. Cold Cool WarmThese are only used in the expansion game.

REGIONSA number of territories make a region. Regions have bor-ders indicated by black lines.

Example: Western India and Southern India form the region India. Regions always have a victory value indi-cated 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 terri-tory 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 with-out any effect on combat values or their move. 6

Empires (E) Japan (J) Iberia (Ib) USA (US)

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The Bosporus Straits: There is a wider waterway between the Black Sea M3 and M2 in the Mediterranean Sea. Tur-key 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.

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.

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.

Game status paths VICTORY PATH

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 PATHSThe moral conduct path 1 - 8 is situ-ated on the lower left side of the board. The nation’s 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.

The Armed ForcesThe 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 specifi cation and special characteris-tics 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 combi-nations of weapons, machines and the people who use them. As soon as these pieces are destroyed, they are al-ways 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.

Example: Novosibirskaya is adjacent to Western China for the movement of air units but not for land units.

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.

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

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

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.

Land unitsLand movement and placementArmies 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 with-out being transported in a convoy and never have an at-tack value against sea units.

OccupationArmies 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 de-struction 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.

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

Specifi cation: Cost = 5 PCs.

DV = 5, Move = 1, AV= 2

Sea unitsSea movement and battleSea 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 fl eets 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 HARBOURSea units next to a friendly land territory or a small island may be based in a harbour. The harbour is part of the territory 7

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and all armed force’s movement, including attacking aircraft, must be suffi cient to enter the territory and reach the harbour.

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

They must be clearly placed with one end crossing the ter-ritory’s coastline. Any player, during his turn, can ask other players whether their ships next to a territory are in har-bour or on the sea zone. Ships in harbour cannot be at-tacked 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 fi re 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.

ConvoyThese are supply ships with a strong destroyer escort.

Specifi cation: 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.

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

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

In the same offensive on a sea zone, fl eets have the choice between fi ring on other surface ships a or any air-craft attacking them.

The fl eet can carry one aircraft. This can move from the fl eet up to the fl eet’s move and make one attack using its move. The fl eet cannot move further in this turn after the aircraft have left to attack. After the attack the aircraft must return to the fl eet.

When a fl eet is attacked by enemy aircraft, its own aircraft can protect it using the aircraft protection rules. See page 21.

If the fl eet is destroyed, its aircraft must fl y to safety in friendly territory or another fl eet with no aircraft based there. If this is not possible it is destroyed.

Air unitsAir MovementAircraft 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 adja-cent 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 fi rst one of their movement. When on fl eets or small islands the adjacent sea zone or territory is also the fi rst 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 air-craft started from is captured or the fl eet where they fl ew 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.

BattleAll 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 fi rst able to be used in the battle after the two amphibious landing offensives. This allows time for airfi elds to be captured on the combat territory.

Example: Aircraft based on British Isles can reach Western Europe with their 2 full move and fi ght from the second of-fensive. Aircraft with a move of 2 cannot fi ght 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 at-tack in the fi rst offensive.

If there is more than one sea unit on a sea zone, being attacked by aircraft, then all of them can return fi re. Sea units cannot start a battle and attack aircraft. They can only return fi re when they are attacked.

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

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

Aircraft have the “aircraft protection” rules, as described in the air battles part of phase 7 on page 21.

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The Powers, Nations & MissionsThere 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 en-emy home territory or neutral nations at the game’s 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 attacker’s enemy nations.

In the beginners’ game, only when a potential ally’s ter-ritory or armed forces are attacked by an enemy, do the above nations receive their potential ally’s territories as home territory and their armed forces in their own colour.

The Powers & NationsGreater 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 ter-ritories 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 exten-sive 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 experi-enced the population’s armed resistance and guerrilla warfare.

Special colour: green. The Empires own the following re-gions: British Isles, Western Europe, Canada and Austral-asia, which are independent nations within the Empires.

The Empires also have extensive territories in Colonial Af-rica, India and Southern Asia. They are, with the exception of South Africa, colonies, represented by lighter green ter-ritories, 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 profi t from world trade and fi nance.

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 (Cam-pos and Amazon) in Brazil are potential allies for the USA.

The non-aligned strictly neutral nationsNeutral 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 fl y 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 ter-ritory and sea zone as listed on the game board position-ing charts. If possible, these are put on the territories in the colour of the attacker’s opponent. This is the power whose armed units the nearest to that neutral territory. If

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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.

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.

If it survives all the fi rst turn’s offensives, then this neu-tral now becomes part of that player’s home territory and armed forces and it also receives the home production values each turn. If now with a major power’s colour, the territories are attacked in a future turn, then the attack-ing power is now at war with the defending power.

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 occupa-tion by a nation from a different alliance it becomes this nation’s home territory.

Non-belligerent nationsThe 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 power’s 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’ MissionEach alliance has the mission, working together as a team, to reach its victory conditions on the victory path.

The Powers’ MissionsEach 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 as-sess 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 UNIONYale 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 re-ally 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.

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.

THE USA “In the West, you measure a man’s wealth by his possessions. In Ethiopia we measure his wealth by his friends.” How will you meas-ure your wealth?

The USA’s 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 Empire’s 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 Empire’s value.

The Player’s Mission"Your mission starts where you are, not where you think you should be."

All the above quotes in the missions are from John Ortberg’s 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 fi nd’s wisdom, the man who gains under-standing, for she is more profi table 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.

10

"Head Dance" Dieter Hess

Starting the GameHow long a game lastsThe 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 con-ditions and when the fi rst is fulfi lled, the game is fi nished.

SeasonsThe games length can be decided by setting the year and seasons the game has to end. It is possible to fi nish 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 ConditionsThe 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 alliance’s victory points. Easier or harder victory condi-tions 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 fi nish 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 play-ers 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 7 4 1

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 powersThis 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 fi ve 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 isn’t any diplomacy to try to win the Soviet Union. The Soviet Union fi ghts 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.

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 situationThe alliancesThe 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 fi ghting and offi cially non-belligerent.

AXIS ALLIANCE ALLIESGermany 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 op-posing alliance on the next turn.

The PowersJAPANThe USA and Empires, although not offi cially 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 & EMPIRESGermany 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.

USAThe 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 42USA −75% −75% −50% −50% −25% −25% −0%

Soviet Union −50% −50% −50% −50% −25% −25% −0%

4

11

2 3 4 5 playersGermany 1 1 1 1

Japan 2 2

Empires 2 2 3 3

USA 4

Soviet Union 3 4 5

SOVIET UNIONThe Soviet Union always starts with −50% PCs/turn and increases its production as shown above in all game op-tions. 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 fi rst turn at war with one or other of the alliances.

This means after the Soviet Union has collected its fi rst turn of production at war, then at the next turn the produc-tion 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-upEach 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 previ-ous games have been erased before a new game is started.

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 chartThis 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 po-sitioning charts. In the beginners’ game you do not need

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 nation’s colour on these territories and sea zones. The special resources listed in the others column are not used in the beginners’ game.

Other nation’s 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 fi nd the right charts needed during the game.

If the players want to continue an exciting game on an-other 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 fi rst 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 piecesIn 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 re-sources and strategic bombing and territory.

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 multi-plier 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 play-ing piece or pieces on that territory or sea zone.

Example: One fl eet an aircraft and a white 15 mm diam-eter disk below has 4 times the number of this weapon combination. An additional orange disc makes 13 of the above combination.

The Information ChartsThe 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 boardThe 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 Union’s 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 year’s path marker on the year 1939. The season is indicated by placing the other transparent glass nugget on the win-ter season circle.

All players are now ready to start play in the fi rst round, the diplomacy phase of the Axis alliance’s turn.

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Territory Army AircraftGreater Germany 16 3Italy 6 1Libya 2Italian Africa 2Japan 2Sakhalin

Positioning 1939

6AB_39tab_pos120211.indd 1 20.03.2012 16:08:49

On small territories the multiplier disks must be well used.

Phase 1

Phase 2

Play in phasesThe game is played in rounds representing 6 months.

Each round has the same basic structure. A round is di-vided 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 alli-ance it will fully join.

Order of turns

1 AXIS ALLIANCE

2 ALLIES

3 SOVIET UNION

One turn is divided into eight phases.

Phase 1 Diplomatic PressurePlayers can discuss possible alliances, trade and co-operation or declare war.

When the Axis starts the diplomacy phase, on the fi rst 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 (fi rst 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 diplo-macy in this round.

In the diplomacy phase, all players can discuss with each other to see if the Soviet Union should be attacked or per-suaded to join one of the alliances. Co-operation can be discussed. A nation can declare war in any nation or alli-ance’s 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 fi nal 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 alliance’s turn, then it loses its separate Soviet Union turn and immediately plays on the same turn as this alliance.

If the Soviet Union player decides to join one of the allianc-es in the diplomacy phase on their own Soviet Union turn, they fi rst complete their turn, with any battles alone, before they join to fi ght together with this alliance on its turn.

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

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 Har-vard 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 confl ict resolution

Their book “Getting to Yes” offers a straightforward, uni-versally applicable strategy for reaching mutually satisfy-ing 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 Confl ict Experience guide.

Once it has been decided which alliance the Soviet Union player has joined, this phase is eliminated in the begin-ners’ 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 Confl ict“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.

13

5

"Two Figures" Dieter Hess

Phase 3Phase 3 Economic Crisis (Resources)But it’s not what you have that brings victory, it’s 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 na-tional status charts are not used. The (PCs) are received without using these resources.

In the advanced and expansion games they are now trans-ported by road or rail to wherever they can be saved, used or traded. However sea transport by convoy fi rst 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 ResourcesRAIL 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 terri-tory 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 TRANSPORTAll 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 fi nal movement through Urals or Central Asia should also be undertaken by road; otherwise the last sin-gle 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 non-belligerent nations.

Assessment of PCsA power’s total production is calculated by adding all the PCs on all the territories it occupies. If more than one na-tion occupies a territory, only one nation may receive the full share of the territories production The production is often multiplied by the percentage modifi ers.

Home territories and enemy territoriesThe powers occupied home territory which consisted of a population which is largely supporting the power. Other enemy territories con-sisted 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 power’s 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 tableThe 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 modifi er per-centage 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.

The occupied territories have a −50% modifi cation for PCs, and these values are found in the −50% column. These values are added and the total is written in the oc-cupied 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 modifi er percentage (%) can be added by using the values 1 - 10 on the Japan table.

Example: 13 PCs at −50% would simply be 10 (5) plus 3 (2) = 7 PCs.

Finally the home and occupied totals are added and writ-ten 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 modifi ed to more ac-curately represent the historical situation. The players only need to use the values as listed.

14

(Minus) Production (P) Modi er % 75 50 25 ±0

Japan Home TotalJapan 5 9 14 18Korea 1 2 2 3

3B_39tab_prod_jap120309.indd 1 20.03.2012 16:14:22

21

1 plus PCs 1 1 12 1 1 2 23 1 2 2 34 1 2 3 45 1 3 4 56 2 3 5 67 2 4 5 78 2 4 6 89 2 5 7 910 3 5 8 10

Total

3B_39tab_prod_jap120309.indd 1 20.03.2012 16:14:22

7

Phase 4

Phase 5

Phase 6

Battle destructionIf 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 territory’s 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 gameSharing has been practiced since the beginning of human his-tory, 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 confl ict. After the goal has been reached the partners often fall out over sharing the profi t.

These examples show the potential for sharing.

The military warArmed units belonging to any member of the same al-liance 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 fl eets 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 crisisPCs 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 modi-fi ers. However after receiving all a player may decide to share the PCs as above.

Phase 5 Technology DevelopmentThe development of new capabilities can decide the game.

This phase and the nation’s technology charts are not used in the beginners’ game.

Phase 6 Economic Crisis (PCs)Suffi cient production at the right time and place is the key to winning.

Purchase The production remaining after purchases in the tech-nology 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 enemy’s 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

Start values in the beginners’ game

Empires 60 PCsUSA 17 PCsSoviet Union 23 PCsGermany 53 PCsJapan 24 PCs

"The Lost One" Dieter Hess

Phase 7

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 represent-ing the units can be left together on any convoy or territory for further transport.

All production saved can be used later on another turn.

PlacementThe 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 fl eets 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 pro-duction resource pool, to save them for a later turn.

Playing Tip: Keep as many of the resources as pos-sible 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 nation’s industrial core territory, all the production resources stored there are also captured. The home territory with the next largest PC becomes the nation’s new industrial core.

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

sources away before capture. He can establish a new indus-trial core on the territory with the next largest PC before the fi rst 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 nation’s industrial core territory or a number on any territory up to its PC val-ue. They can be used to purchase armed forces, in the na-tion’s 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 purchas-ing 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 oc-cupying a territory, you can now remove one of its battle destruction markers.

Phase 7 Military WarYou 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 AttackThe 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 re-positioned at the end of phase 7. Once the fi rst battle has started, it is not possible to go back and change the deci-sions 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 BATTLELand 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 SHIPSThere is no repositioning for all sea units later in phase 7. A player must now move all his convoys and fl eets.

16

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. Af-ter a battle or an amphibious landing, all sea units must stop and cannot move further in this turn.

Convoy MovementShort distance convoy transportIf convoys are transporting a cargo a short distance be-tween 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.

The convoy can pick up and transport the armed forces on Italy to Libya making three trips.

Loading and unloading convoysWhen 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 BATTLEAir units which have not been moved into a battle may now be positioned to fi ght in a sea battle with enemy ships.

4 DEFENDER’S AIRCRAFT MOVEMENT Any of the defender’s 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 BATTLEAny armies or aircraft left over and which will not be in-volved 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 fi ght in a defensive manner is not a sign of weakness; it is the height of strategic wisdom, a powerful style of waging war. Its re-quirements are simple: First you must make the most of your re-sources, fi ghting 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 alliance’s players decide in which order the in-dividual 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

in two different battles then two players can battle on one battle board and the others can similarly use the remain-ing battle board. Many battles will have armed forces be-longing 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 fi ght a different battle. Al-lied 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 bat-tle. It is therefore important for the attackers to carefully decide the order in which each battle is carried out.

Battle offensives, parts and stagesJust like in war the two side’s armed forces face each other across the battlefi eld on a battle board. Battles are decided by rolling the dice in one or more offensives. Each battle has up to 4 parts.

1 DECISIONIt 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 BattleIf the defender decides to retreat and the attacker choos-es to let him go, no offensive takes place and the defender has to remove all units from this battle zone.

If the attacker was bluffi ng hoping the defender would re-treat and this fails, he has two options, to fi ght or retreat himself. If the defender decides to let him go, no offen-sive/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 UPOne 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 FieldsBoth alliances armed forces are removed from the game board and placed opposite each other on the appropri-ately named defend value fi elds attacker’s (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 battle’s 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 fi elds. See page 19. The DVs may need to be modifi ed by the terrain and fortresses on the territory.

Stage 2 Placement on Attack FieldsIn the beginners’ game there are no modifi cations on the attack values, so the values already written on the attack fi elds can be used without any further set up.

17

Stage 3 Placement of One Offensive only Battle Modifi ersFinally the appropriate DV modifi cation for this offensive only is marked by placing any plastic transparent destruc-tion disk on the appropriate circles on the battle board.

These modifi ers are for retreat (+1 DV) and amphibious landing (+2 DV). If some armed forces came from an am-phibious landing and others are not, they should be clearly marked by placing a transparent disk on the amphibious landing’s forces.

Stage 4 Reset after an offensiveWhen more than one offensive is carried out, the armed forces are fi rst reset before the next offensive starts, by moving them off the orange areas, marked “already fi red” and back to the lighter areas, marked “ready to fi re”.

3 COMBATNow everything is ready for combat.

Stage 1 AttackThe attacker fi rst selects one enemy unit as a target and rolls one dice to try and to destroy it with the selected at-tacking 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.

Stage 2 After units have had all their attack valuesBoth attacker and defender’s forces which have not been destroyed but have fi red 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 UnitsA defending unit that has not returned fi re and completed all its attacks, is fi rst removed from the battle board and then placed just below the defend value area.

Stage 4 Change of TargetThe attacker can attack other enemy units after any roll, even without destroying this fi rst 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 FireWhen the attacker has decided to stop his attacks, the de-fending units even if they have been destroyed can return fi re against the attacking units.

The attacker had attacked certain defenders units. Each defending unit if possible must return fi re to one of the attacking units that attacked it in this offensive. The de-fender uses the dice with similar evaluation as the attack-

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 UnitsAny defending land units which have not been directly at-tacked can choose to try and destroy any attacking land unit, involved in the offensive.

Stage 7 Remaining Defending AircraftAny 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 UnitsAny 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 offen-sive is continued from stage 1 of the combat part.

The offensives can continue as many times as both play-ers continue to fi ght without retreat or if they both still have land units on the territory.

4 COMPLETIONWhen the combat has been fi nished there are 3 possibilities.

If all the defender’s 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 fl y to the next friendly territory. If this is not possible they are removed from the game.

If all the defender’s land units have not been destroyed then the territory is still occupied by the defender. The attacker moves all attacking units back to friendly ter-ritories and the defender stays where he is.

The defender pursues the attacker and all the at-tacker’s land units have been destroyed. The defender remains on the battle territory and cannot occupy the attacker’s territory.

All remaining pieces on the battle board except defender’s submarines (expansion game) are returned to the sea zone

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or territory where the battle took place. The defender’s 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.

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 target’s 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.

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.

Defend Value modifi cationAn armed unit’s defend value can be modifi ed if it is in defence, by a territory’s terrain, an amphibious landing or in a retreat or pursuit.

The defender’s advantage and the terrain have the same ef-fect on all offensives of a battle. The amphibious landing or retreat and pursuit, modify only one offensive in the battle.

The DV modifi cations are on the basic information chart.

THE LAND DEFENDER’S ADVANTAGE The defender on land always has an advantage and can remain hid-den, while the attacker must fi rst move into the open.

All defending land, always gain 1 DV. The defender’s pre-set DV values written on the battle board are all 1 DV higher than the attacker’s, making placement easy.

TERRAIN“Unless you know the mountains and forests, the defi les 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 terri-tory without any special terrain the maximum land unit movement is 1.

Desert or PlainsThere was little cover for armies fi ghting in the desert or on fl at plains.

Both the attacker and defender’s 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 defender’s armies gain 1 DV against any attacking armies.

ForestThick forests offered cover for armies.

Both the attacker and defender’s armies gain 1 DV against any armed units.

AMPHIBIOUS LANDINGWhen land units are transported by a convoy to attack an enemy occupied territory, the defender gets +2 DV against them on the fi rst offensive. These land units are recog-nised 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 modifi cation is added in an amphibious landing.

A large fl at beach offers no cover for landing troops.

RETREAT AND PURSUIT RULESRetreatRetreat 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 perspec-tive. Let your enemies advance, time is more important than space. By refusing to fi ght, 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 fi nish a land, sea or air battle. One side may make a retreat, and both attacker and defender’s armed forces have a +1 DV modi-fi cation. 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 diffi cult 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 defender’s armed forces are immediately removed from the territory or sea zone and all the attacker’s 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 fi ght with an extra +1 defend value, but all other changes (terrain and attacker disadvantage) are kept. Otherwise the offensive continues as usual. After that of-fensive, the defender must retreat, and there is no pos-sibility 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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Pursuit“Moving fi rst – initiating the attack – will often put you at a disad-vantage: you are exposing your strategy and limiting your options. Instead discover the power of holding back and letting the other side move fi rst, giving you the fl exibility 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, be-fore any offensive, even including the fi rst 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 attacker’s armed forces are left on the friendly territo-ries 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 defender’s 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 defender’s advan-tage in this offensive. Only one offensive takes place, and all armed forces fi ght with an extra +1 defend value for pursuit, but all other terrain changes are kept. Without any other modifi ers both have equal conditions of +1 DV.

All the defender’s sea and air units have this addition, but his land units have normal DV as they have now lost the +1 DV land defender’s 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 attacker’s occupation units are destroyed and the pur-suer moves his forces onto the territory, forcing any enemy air units left to retreat.

How to retreatThe attacking units can only retreat to friendly adjacent territories and normally cannot be involved in further bat-tles on that player’s turn.

Retreat and pursuit involves land, sea and air units. The decision can be made to retreat with only part of the forc-

es involved in a confl ict. 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 con-tinuing the battle. A retreat can only be made to a friendly territory or sea zone. If possible, these should not be com-bat 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 fi ght 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 contin-ued as normal.

Land units in retreatAttacking 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 retreatWithout 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 re-treat 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 retreatAny defending aircraft unable to retreat into an adjacent territory can fl y to the next closest friendly non-adjacent ter-ritory. They are only allowed to fl y 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 fi ght 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 fl eets 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 fi nished these remain on the territory where they started their turn and the territory cannot be occupied.

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Land battlesArmies and aircraft can attack a territory together but air-craft cannot attack armies without a supporting attack by their alliance’s armies.

OCCUPYING A TERRITORYOnly armies are occupation units and can be used to oc-cupy and control a territory and so ensure that the produc-tion will be collected and that it is a friendly territory.

A territory’s 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 occupier’s next economic crisis (PCs) in phase 6. Each time a territory changes oc-cupier and a battle took place, a damage marker is added. The defender’s production chart must be immediately up-dated to indicate this change. The new occupier must fi rst 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 battlesAir units can fl y over unfriendly territory or sea zones with-out stopping for battle with any enemy land, air or sea units.

AIRCRAFT ATTACKING TARGETS ON LAND OR SEAAll 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 offen-sive with their own land forces but aircraft cannot attack enemy land units without a supporting land offensive.

AIRCRAFT DEFENDING AGAINST TARGETS ON LAND AND SEAAircraft 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 fl eet. This in-cludes all sea units and ships in harbour when the fl eet is in the harbour.

One of the protecting aircraft has to be destroyed by en-emy 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 at-tacking aircraft can freely choose what to attack.

Aircraft adjacent defenceAircraft based on an adjacent territory or fl eet on an adjacent sea zone, have the option of joining a battle when friendly armies, convoys or fl eets have been at-tacked. This does not have to be in their turn and the intercepting aircraft are considered to be the defender on the battle board.

Sea battlesSea units do not have to fi ght 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 alliance’s sea units want a battle, then a battle takes place. The retreat and pursuit rules ap-ply in all cases.

AIR UNITS IN SEA BATTLESAircraft 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 defender’s 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 fi rst fi ghting a number of air offensives only, without the sea units being attacked and having their AV.

CONVOYS DESTROYED IN A SEA BATTLEWhenever 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. Other-wise 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 ZONEAll attacking sea units must remain in the sea zone where they had a battle and they fi rst move on in the next game turn. The defending sea units must retreat to a neighbour-ing sea zone if possible. It is now safe for the other side to do an amphibious landing.

AMPHIBIOUS LANDINGSUnloading land units from a convoy onto an enemy occu-pied 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 de-stroyed, 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.

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Phase 8

Ship coastal attackShips, 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 amphib-ious landing.

The defender’s losses are removed without them having the chance to return fi re before the fi rst roll of the fi rst 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 fi nishThe attacker has the option to fi nish combat after an am-phibious 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 oc-cupied territory. This is not suffi cient 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 ter-ritory 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 terri-tory. No one will get the production until this happens.

3 Reposition All Non-Attack Armed UnitsAll armed units which have not been involved in battles can now be moved. This is to prepare to defend during the enemy alliance’s 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)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 player’s 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 fi nal 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 fl y over enemy land territories. It is possible to fl y over enemy sea territories as long as they cannot be attacked by enemy air units. If there are enemy air units based on a fl eet 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.Historical background and military strategy can be found in “How to Master the Military Dimension?”, from page 10 in the Moral Confl ict Experience guide.

Phase 8 Victory Assessment“When the game is over it all goes back in the box” John Ortberg

The winning allianceFirst 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 region’s 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 con-ditions 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 fi nish the game, the alliance nearest their target victory status has won.

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2 MILITARY VICTORY (INDIVIDUAL DEFEAT)The large nations such as the Soviet Union (Central Russia) and China (Eastern China) would continue fi ghting 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 fi ght 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 nation’s defeat all of their armed forces are immediately re-moved 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 elimi-nated from the game when the last armed unit is destroyed.

Even if some of their territory is re-occupied by their alli-ance, 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 VICTORYOne alliance may give up during a diplomatic phase (when all players on that side agree). The other alliance is imme-diately declared the winner.

The winning playerThis is the player whose powers have best achieved its goals when the game is fi nished. 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 POWERThe 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 Em-pires 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 POWERThe 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 terri-tories 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 alliance’s players decide which one power receives all the PCs from this territory. The PCs cannot be shared and if agreement is not reached no na-tion receives these PCs.

START BASELINES FOR THE WINNING POWERS

USA 70 PCs Empires 30 PCsSoviet Union 40 PCs Japan 20 PCsGermany 50 PCs

These values are 100% of the target. Each power’s 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 playerThe 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 fi nd 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 fi rst time. If they have studied the rules beforehand, they will be able to learn and play more quickly.

www.playford.de

AppendixAbbreviationsPC 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

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6

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

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

High quality mosaic stones that will last a lifetimeThe marble, transparent and coloured glass pieces are mosaic stones from the German company Mosaikstein GmbH.

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SOME PIECES HAVE TWO USES The transparent plastic discs are used as destruction markers on the game board and for Defend Value Modifi cation on the battle boards.

The transparent glass nuggets are used as Seasons + Victory Path Markers.

white

clear

transparent glass nuggets* red glass nugget*

orange

9 UNITS3 UNITS

TERRITORY

SEASONS PATHVICTORY PATH

SOVIET UNIONVICTORY PATH

YEARS PATH

BATTLE LOCATION MARKER

grey coloured glass*

Production Capacity

Multiplier pieces plastic

Path Markers

Destruction Markers/Defend Value Modifi cation transparent plastic