Axis and
Allies
Realistic
Map Rules
The game begins in the summer of
1939:
Germany is at war with the UK, France, Canada, Australia and Poland.
Japan is at war with China.
The USSR is nominally allied with Germany.
The USA is neutral.
Italy and the Benelux countries are nominally neutral.
There are special
conditions on when and how each neutral nation may enter the war; see the notes
on each individual country below for further details.
Object of the Game
The Axis powers
(Germany, Japan and Italy) are victorious once they have forced the UK, the
USSR, the USA and all of their minor allies to surrender.
Likewise, the
Allied powers are victorious once Germany, Japan and Italy have all
surrendered.
1. Order of Play
1.1. First Turn
On the first turn only, the order of play is:
1. GERMANY
2. USSR
No other nations perform any actions on the first
turn of play.
1.2. On all subsequent turns, the order of play is:
2. UNITED KINGDOM, FRANCE, CANADA, AUSTRALIA, and BENELUX
3. JAPAN*
4. USSR
5. UNITED STATES and CHINA
*On the turn in which it declares war on a major power, Japan may take two complete turns in succession before the order of play passes on to the USSR.
2. Alliances
There are a number of minor allies (France, China, Italy, Canada, Australia and Benelux) which were indistinguishable from the major powers in previous versions of the game. In this version, these powers are completely independent, and their production facilities, IPCs or Oil units may not be used by the major powers with which they are allied. For example, Italy is an ally with Germany, so Italian IPCs may only be used by Italy to build units in Italy or Italian territories--i.e., Germany may not build units in Italian territories. Likewise, Italian oil units may only be used by Italy to move Italian units.
Only nations which move at the same time may attack together. The units of nations which are allied with each other may share the same land or sea space. Exceptions: once the USSR and Japan are at war, no units from any other nation may share the same space with Soviet or Japanese forces.
A multi-national force which is attacking or defending a common land or sea area may choose which of its units (from any nation) to lose as combat casualties. The ownership of a territory which has been conquered by a multi-national force is determined by whichever nation has the majority of land units remaining in the just-conquered territory.
Units from nations which are neutral with respect to each other may not occupy the same land area.
Nations which are neutral with respect to each other may not in any way hinder each other's movement on the seas. The ships of neutral nations may pass through each other's fleets or even share the same sea zone. If a country has ships sharing a sea zone with another nation but declares war on that nation on the next turn, the ships may not pass out of that sea zone without first engaging the enemy ships in combat. The only restriction on neutral sea movement is that neutrals may not place their ships into a sea zone adjacent to a land area containing another nation's factory. (Exception: this rule does not apply to land areas containing Soviet factories.)
3. Setup
3.1 Map Clarifications
3.1.1. Each territory on the map may now have both an IPC
and an Oil value listed. If the
territory has an oil value, it is always listed second, after the IPC value (if
any).
3.1.2. Only named islands and territories may be conquered
or occupied. Unnamed islands have been
included for aesthetic purposes only.
3.1.3. Naval set-up options: in several cases, certain players have the option of placing naval units in one of two different sea spaces. These include:
3.1.3.1 Great Britain/France
It is at the UK player's discretion whether to place the Great Britain naval units in the sea zone east of Great Britain or the sea zone west of Great Britain. If the UK player does not place his units in the sea zone east of Great Britain, the French player may place his France naval units either in the sea zone north of France or in the sea zone directly west of France.
3.1.3.2 South Africa
It is at the UK player's discretion whether to place the South Africa naval units in the sea zone east of South Africa or in the sea zone west of South Africa.
3.1.3.3 India
It is at the UK player's discretion whether to place the India naval units in the sea zone east of South Africa or in the sea zone west of South Africa.
3.1.3.4 Honshu
It is at the Japanese player's discretion whether to place the Honshu naval units in the sea zone east of Honshu or the sea zone west of Honshu (sea of Japan).
3.1.3.5 Southern USA
It is at the US player's discretion whether to place the Southern USA naval unit in the sea zone east of the Southern US or in the Gulf of Mexico.
3.1.4 Straits
3.1.4.1 Panama Canal: nations which are at war with the nation which controls Panama may not pass through the Panama Canal.
3.1.4.2 Suez Canal: There is a Suez Canal which connects the Cyprus/Crete sea space with the Red Sea. It has not been drawn on the map because all attempts to do so looked awful. Nations which are at war with the nation which controls Egypt may not pass through the Suez Canal.
3.1.4.3 Turkish Straits: The Black Sea and the Cyprus/Crete sea space are separate sea zones, separated by the Turkish Straits. While Turkey is neutral, ships of any nation may pass through the Turkish straits. If a warring nation occupies Turkey, its enemies are denied passage through the Turkish straits.
3.1.4.4 Skagerrat: Allied ships may not pass from the North Sea into the Baltic sea (i.e, may not enter the Denmark sea zone, as well as the Swedish/Finland portion of the Baltic sea) if Germany controls both Denmark and Norway.
3.1.4.5 Strait of Gibraltar: A warring nation may not pass from the Atlantic Ocean to the Balearic sea space (or vice versa) if its enemies control both Gibraltar and Spanish Morocco.
3.1.4.6 Strait of Molucca: A warring nation may not pass from the Java sea space to the Andaman Islands sea space if its enemies control both Malay and Sumatra.
3.2. Capitols
A nation does not surrender when its capitol has been conquered; hence,
capitols are not listed on the game board.
A nation may continue to collect IPCs and Oil units, produce units,
engage in combat, etc., so long as it has territory under its control. If a
nation still has units remaining on the board when its last territory is
captured (on a transport, for instance), it may make one attempt to re-take
territory in order to stay in the game.
France has special rules regarding
the capture of its capitol; see section 5.2.
3.3 Units
3.3.1 Land Units:
3.3.1.1.
Infantry
3.3.1.2.
Tanks (Armor)
3.3.1.3.
Anti-Aircraft Guns
Anti-aircraft guns may also be used as anti tank guns, but never as both in the same round. When used as an anti-tank gun only armor units may be eliminated. The defending player must declare how his A/A gun is to be directed before the start of combat. More than one A/A gun may be placed in an area at a time, but only one may defend in battle. A/A guns may be destroyed in order to satisfy a loss.
3.3.1.4.
Factories
3.3.2. Land/Air Units:
3.3.2.1.
Fighters
Fighters which begin battles on aircraft carriers may attempt to land
on a friendly territory if the carrier on which they began the turn is
destroyed in combat. The fighter may
fly up to four spaces away from the combat zone to land on a friendly
territory. This movement counts against
the fighter's maximum movement in the next turn, and also counts against the
number of oil units its nation receives at the beginning of the next turn.
3.3.2.2.
Bombers
Bombers may now carry up to two paratroopers each.
3.3.2.3.
Paratroopers
Paratroopers may be built at any area containing a factory at an additional cost of 1 IPC. Each major power may have up to four paratroopers at any on time. Paratroopers may be dropped into combat from a bomber. A bomber can carry up to two paratroopers into battle; bombers delivering any paratroopers to a combat zone may not perform any bombing missions on that turn. For a bomber to transport paratroopers, the bombers and the paratrooper units must both be located in the same territory at the start of the turn. If a bomber that is transporting paratroopers is destroyed, the paratroopers are also eliminated. Paratroopers that are dropped into combat attack on a roll of 2 or less; they attack on a roll of 1 or less in all other situations, and defend on a roll of 2 or less at all times. Paratroopers remain paratroopers after being dropped from a bomber; i.e., they may be picked up and dropped into battle again.
3.3.3. Sea Units:
3.3.3.1.
Battleships
Battleships: it takes two hits to sink a battleship. Once hit, a battleship is turned on its side to reflect its new status. Damaged battleships may not attack or perform shore bombardment; however, they still defend on a roll of three or less. Damaged battleships may still move two spaces per turn.
A nation may repair a damaged battleship if the battleship is in a sea area adjacent to a land area containing one of that nation's factories. Repairs may be made to the battleship during the purchasing new units phase of that nation's turn. Battleships that are repaired during this phase of the turn may not move during the combat or non-combat phases of the turn, since the battleship is considered to be in port, being repaired. To determine the cost of repairing the battleship, the nation rolls two dice and adds the results together. The total of both dice is the number of IPCs it will cost the nation to repair the battleship. Once a nation rolls the dice to determine the cost of repairs, it must pay that amount. If the nation cannot pay that amount immediately, the cost of repairing the battleship increases by one IPC on each subsequent turn.
3.3.3.2.
Aircraft Carriers
3.3.3.3.
Cruisers
Cruisers represent smaller formations of ships. Cruisers attack on a roll of two or less, defend on a roll of three or less, and may move two sea spaces per turn. The IPC cost for cruisers is listed for each country on the reference chart. Cruisers may not be repaired, as one hit sinks them. Cruisers may perform shore bombardment; they hit on a roll of two of less. Cruisers may not be used to transport ground troops.
3.3.3.4.
Submarines
Submarines may submerge.
Submerged submarines may not attack, nor may they be attacked (unless
certain technologies apply). Submerging
a submarine costs one movement point (and oil unit), as does surfacing a
submarine. Submarines may move a maximum
of one space per turn while submerged.
Submarines must be on the surface of the sea for at least one part of
every turn--i.e., either at the beginning, the end, or in the middle of the
turn.
3.3.3.5.
Transports
Transports may only pick up units from one land area on a turn. Transports may also only deliver units to
one land area per turn.
4. Turn Sequence
1. Collect
Income and Oil
2. Political
and Economic Development
3. Develop
Technology
4. Produce New
Units
5. Combat
Movement
6. Combat
7. Non-Combat
Movement
8. Place New
Units
4.1 Collect Income and Oil
IPC levels and Oil production levels are calculated on the basis of the
IPC and Oil values listed on each territory a nation owns at the beginning of
its turn. These levels determine the
maximum amount of IPCs that a nation may spend during that turn, and the
maximum number of Oil units that a nation may spend in moving mechanized units
during that turn.
For each nation's first turn, it receives a pre-specified amount of
IPCs and Oil units, regardless of which territories it controls by the time its
first turn begins.
Nations may only save IPCs for use in future turns if their IPC level
is less than 15 at the beginning of their turn. Likewise, nations may only save Oil units for use in future turns
if their Oil level is less than 5 at the beginning of their turn. In all other cases, all IPCs and Oil units
which have gone unused by the end of a nation's turn are returned to the bank.
Peace Time Production: while a nation is neutral, it receives only half
its total IPC and Oil levels for use in production, political influence or
mechanized movement (round up).
Exception: after its first turn, the USA receives its total level of IPC
and Oil units, but it may only devote half of each to the production of and/or
movement of military units. The
remainder may only be devoted to Lend/Lease aid to nations which are at war
with Axis nations.
According to the terms of its non-agression pact with Germany, the USSR
gives five IPCs and three Oil units from its total IPC and Oil levels to
Germany every turn before it is at war with Germany. In order to calculate the USSR's peace time production levels,
then, subtract five IPCs and three Oil units from its totals before cutting
both these levels in half. Example: the USSR's IPC level is at 33, and its Oil
level is at 29. After giving five IPCs
and three oil units to Germany, the
corresponding levels are 28 IPCs and 26 Oil units. The USSR therefore receives half these values for use in its next
turn--i.e., 14 IPCs and 13 Oil units.
4.2. Political and Economic
Development
Under certain conditions, a nation may attempt to influence a neutral
nation to ally with it through political or economic influence. The territories
and units acquired through such influence become active immediately and thus,
these actions--along with Lend/Lease--should take place before the development
of weapons or the production of new units. See the notes on individual nations
for more details.
Lend/Lease
The USA and the UK may provide aid to their allies in the form of Lend/Lease. Lend/Lease aid takes the form of either IPC or oil transfers. However, any money or oil being transferred to an Allied player is subject to Axis intervention. An Axis player rolls one die for each Allied player receiving Lend/Lease.
On a roll of 1, all money and/or oil to that country is lost and returned to the bank.
On a roll of 2, 80% of the money and/or oil is lost (round up).
On a roll of 3, 60% of the money and/or oil is lost (round up).
On a roll of 4, 40% of the money and/or oil is lost (round up).
On a roll of 5, 20% of the money and/or oil is lost (round up).
On a roll of 6, all money and/or oil makes it safely to its destination.
4.3. Develop Technology
A nation may attempt to develop technology by specifying first which technology it is attempting to develop and then paying the bank 5 IPCs for each die roll it would like to make for that technology. Nations may attempt to develop only one technology per turn; however, each nation may purchase more than one roll for that technology on that turn. The nation successfully develops the technology on a roll of 6. If this happens, the nation receives only the technology it was attempting to develop on that turn--even if it rolls more than one 6 in attempting to develop the technology. The technology immediately becomes active for that nation on that turn. Neutral nations may not attempt to develop technology while they are neutral. Once a nation has developed a certain technology, any nations which are allied with it may have that technology on the very next turn by simply paying 7 IPCs to the bank for developing costs.
Nations may attempt to develop the following technologies:
4.3.1. Radar Anti-aircraft guns defend on a roll of 2 or less.
4.3.2. Sonar Enemy sub first attack rule is nullified. Submerged submarines may now attack submerged enemy submarines.
4.3.3. Jet Power Fighters defend on a roll of 5 or less.
4.3.4. Long Range Aircraft Fighters may move 6 spaces in one turn, Bombers 8. Note that the same oil costs for aircraft movement apply; a bomber moving eight spaces in one turn, for instance, would use up 4 oil units to do so.
4.3.5. Long Range Ships All ships can move three spaces in one turn. Note that the same oil costs for naval movement apply; a ship moving three spaces in one turn, for instance, would use up 3 oil units in doing so.
4.3.6. Rockets Free attack on an Industrial Complex within three spaces from an anti-aircraft gun. Each rocket attack costs 1 IPC. More than one anti-aircraft gun may make an attack during a turn.
4.3.7. Heavy Bombers A nation with Heavy Bomber technology may build heavy bombers at a cost of 2 IPCs more than its normal cost for bombers. Old bombers may not be converted into heavy bombers; the nation may only build new ones. Each heavy bomber rolls two dice on each round of attack. Heavy bombers may also carry and deliver up to four paratroopers each. Only heavy bombers may deliver atomic bombs.
4.3.8. Improved Torpedos All submarines in the fleet now attack on a roll of three or less.
4.3.9. Nuclear Power Enables Atomic Bombs and Nuclear Submarine technology.
4.3.10. Nuclear Submarines A nation may build nuclear submarines at a cost of two IPCs more than its normal cost for submarines. Nuclear submarines may run submerged, and may move three spaces per turn. Nuclear submarines must surface to attack or fight, but they need not surface on every (or any) turn. No enemy units can attack a submerged submarine, except for submarines with sonar. Nuclear submarine technology requires nuclear power.
4.3.11. Atomic Bombs Atomic bombs may be delivered by heavy bombers in an attack, in which case each bomber rolls four dice in the first round of combat only. It costs 5 IPCs to build each atomic bomb. Atomic bomb technology requires nuclear power.
4.3.12. Nuclear Missiles Roll four dice for each rocket attack. Each nuclear missile attack costs 5 IPCs. Nuclear missile technology requires both nuclear power and rocket technology.
4.4. Produce Units
The costs of all units vary from nation to nation; this reflects the historical economic and social conditions for each nation.
4.5. Movement
The movement of mechanized units (i.e., all units besides infantry,
industrial complexes and anti-aircraft guns) requires oil. The movement of all mechanized land and sea
units costs one oil unit per space moved, while air units (fighters and
bombers) may move up to two spaces at a cost of one oil unit. Unloading a tank
from a transport costs one oil unit.
Example 1: During combat movement, a German tank in Poland moves
through Germany to attack France. Since
this tank has moved two spaces in one turn, it uses up two oil units.
Example 2: During combat movement, a Japanese fighter in Korea flies
through Manchuria and attacks Hopeh.
During non-combat movement, it flies back to Manchuria to land. The fighter has moved a total of three
spaces. The first two spaces cost one
oil unit, and the last space also costs one oil unit, for a total of two oil
units. Had the fighter decided to land
back in Korea--for a total of four spaces moved--the cost would still be two
oil units, because the plane can move up to the two spaces for each oil unit.
4.5.1. Combat Movement
4.5.2. Non-Combat Movement
4.5.2.1. Rail Movement
Each nation has its own rail capacity. Rail movement takes place during the non-combat portion of the turn and does not cost any oil units. Rail movement is unlimited, provided that the movement does not cross enemy-owned territory, a neutral border, or an ocean area. The Suez Canal, Panama Canal and the Turkish Straits do not block rail movement. Only units that did not move during combat movement are eligible to use rail movement. Rail movement may not be used in territory which has been captured during the combat movement portion of that turn.
4.6. Place New Units
4.6.1. Placing Infantry
Infantry may be placed in any originally-owned territory, as well as those which have been captured through political or economic influence. Such territories need not have factories. The number of infantry that may be placed in any territory in any turn is limited by the IPC value of that territory. Infantry may not be placed in territories which were originally owned by enemy nations.
EXAMPLE: Egypt has an IPC value of two. The UK may place up to two infantry per turn there, without having to build a factory.
4.6.2. Placing Other Units
All units beside infantry may only be placed in areas which contain factories. The number of such units that may be placed in these areas in any turn is limited by the IPC value of that territory. This limitation applies to original as well as new factories.
EXAMPLE: Korea has an IPC value of four. Japan may place up to four non-infantry units of any type in Korea, as well as up to four infantry in Korea per turn.
5. Germany and Italy
5.1. Germany
Germany begins the game at war with the UK, France, Canada, Australia and Poland.
5.1.1. Declarations of War
Germany may not attack any other nation or territory until it has conquered Poland.
Germany may not attack the USSR until it has conquered and occupied France.
Likewise, Germany may declare war on the U.S. and China only after it has conquered and occupied France.
Germany may invade any Vichy territory at no extra cost.
Germany may only invade Switzerland by first paying the bank 10 IPCs. All Swiss infantry defend on a roll of 3 or less.
According to the terms of the German-Soviet non-agression pact, an attack on the Baltic States is considered an attack on the Soviet Union. Any German attack on the Baltic States--even while they are still neutral--is considered a declaration of war on the USSR.
Germany may invade any other neutral country at no extra cost.
Germany may not declare war on Japan.
Germany may only invade Italy or Italian territories if they are occupied by Allied forces.
5.1.2. Alliances
Romania Romanian forces may neither move nor attack until Germany declares war on the USSR. Until then, German units may pass through Romania freely, provided their movement does not end in Romania. Beginning with its third turn, the German player may build up to one infantry unit per turn in Romania.
Finland If Finland has not been conquered by the end of the first game turn, Finland and all Finnish troops fall under immediate German protection. In this case, Germany does not receive any IPCs from Finland, but any attack on Finland is considered an attack on Germany. Germany may not build troops in Finland, nor move any Finnish troops until the first turn it attacks the USSR. All Finnish infantry defending Finland defend on a roll of 3 or less.
USSR Until Germany declares war on the USSR, Germany receives an additional 5 IPCs and 3 oil units per turn from the USSR. This represents vital resources the USSR historically provided to the German war effort.
Sweden Historically, Sweden also provided Germany with resources that were vital to the German war effort. Hence, as long as Sweden is neutral, the German player receives 2 IPCs per turn from Sweden.
5.1.3. Special German Units
U-Boat Pens Germany may produce U-Boat pens at a cost of 6 IPCs each. U-Boat pens must be built on a factory site on a coastal area. U-Boat pens may not move. German submarines (and only German submarines) may be placed in U-Boat pens in order to help defend them from attacking aircraft. The U-Boat pens defend in combat just like a normal A/A gun, except that the pen defends on a roll of 2 or less before the air attack commences. Placing submarines in a U-Boat pen--or removing them from pens--counts as one movement point for each submarine. During an air attack on a U-Boat pen, submarines may withdraw (but not submerge) after each round of combat. Aircraft may not attack empty U-Boat pens. If an enemy force conquers a territory with a U-Boat pen, that pen is destroyed and removed from play. Germany may build any number of pens, but only one in a single sea area.
SS Grenadiers Beginning with the third game turn, the German player may produce infantry as SS Grenadiers. SS Grenadiers may only be built on factory sites and cost 4 IPCs each. SS Grenadiers attack on a roll of 2 or less, defend on a roll of 3 or less and may move 1 space in one turn. Germany may not have more than 6 SS Grenadiers on the board at any one time. SS Grenadiers are considered infantry for transportation purposes.
SS Panzers Beginning with the fifth game turn, the German player may build armor units as SS Panzers. SS Panzers can only be built on factory sites and cost 6 IPCs each. SS Panzers attack on a roll of 4 or less and defend on a roll of 3 or less. Germany may not have more than four SS Panzers on the board at any one time.
5.1.4. Political and Economic Development
5.1.4.1 Political Influence
Spain If Germany begins its turn with an IPC level of 40 or more, Germany may attempt to influence Spain to ally with it. To do so, the German player rolls one die, and on a roll of 1 or 2 the attempt is successful. On a successful roll all Spanish armies and territories immediately join Germany at no cost. Replace Spanish troops with German troops, place German control markers in Spain and all Spanish territories, and adjust the IPC level accordingly. The German player may make only one attempt at influencing Spain per turn which it begins with an IPC level of 40 or more. When adding up Germany's initial IPC total, do not count the IPCs that Germany receives from the USSR and Sweden.
Turkey If Germany begins its turn with an IPC level of 45 or more, the German player may attempt to influence Turkey to ally with it. Apply Spanish rule.
Iraq and Persia If Germany's turn begins with Egypt under Italian or German control, the German player may attempt to influence both Iraq and Persia to ally with it. If successful, Iraqi and Persian IPC and Oil values are included in the German total (regardless of which country controls Egypt). Germany may attempt to influence Iraq and Persia every turn Egypt is under Italian or German control. Apply Spanish Rule.
Portugal, Argentina, Chile If Germany succeeds in influencing Spain to join it, it may attempt to influence Portugal, Argentina and Chile to join it in the same manner.
5.1.4.2 Hitler Assassination
The German player may make one attempt to assassinate Hitler if the following conditions hold:
1. Germany's IPC total is less than 25 at the beginning of its turn.
2. There are no German forces outside of Europe.
3. Italy has been defeated by the Allies.
An assassination attempt consists of rolling one die. On a roll of 1 the attempt is successful and Germany gets a permanent 5 IPC increase per turn for the remainder of the game. On a roll of 2-5 the attempt is botched and there are no negative consequences. On a roll of 6 the attempt fails but injures Hitler; in revenge, Hitler orders the execution of a number of top military officers, which results in a permanent 5 IPC decrease per turn for Germany for the remainder of the game.
5.1.5 Rail Capacity
Germany has a rail capacity of 4. It may be used to transport any four German land units in Europe or Asia.
5.2.1. Declarations of War
Italy begins the game neutral with respect to the war between Germany and the UK allies. Italy allies with Germany only after France has been defeated and occupied.
Until France has fallen, Italy may only attack neutrals (e.g., the Balkans). Italy may do so at no extra cost.
Italy may attack any Vichy territory at no extra cost.
Italy may not attack the USSR, the USA or China unless Germany has already declared war on these countries.
Italy may not attack Germany or Japan.
Should the US or the UK and its allies defeat and occupy Italy, Italy becomes a minor power in alliance with the occupying nation. As before, Italian IPCs may only be used to build Italian units--i.e., the US or the UK may not build units in Italy. Should Italy join the western allies, Italy does not regain its original territories. If, in this case, Germany retakes Italy, Germany does not receive any IPCs, and fascist Italy does not return to the game as an independent minor power.
Should the USSR defeat and occupy Italy, Italy falls under Soviet domination and does not maintain its status as an independent minor power. Italian IPCs and Oil units are included in the Soviet total.
5.2.2 Rail Capacity
Italy has a rail capacity of 1. It may be used to transport one Italian land unit in Europe or Africa.
6. The United Kingdom and Allies
6.1.
The United Kingdom
The United Kingdom begins the game allied with France, Canada,
Australia and Poland in war against Germany.
6.1.1. Declarations of War
The UK may not attack Italy until France has fallen.
The UK may not attack Romania before Germany has declared war on the USSR.
The UK may not attack Japan until its fifth game turn. Until then, the UK may not attack Japan unless Japan first attacks it, any of its minor allies, or the United States.
The UK may not attack Siam before Japan has declared war on a major power.
The UK may not attack the USSR.
The UK may attack Vichy territories at no extra cost.
The UK may attack neutral territories by first paying a penalty of three IPCs.
The UK may not attack any neutral territories in North or South America (including Greenland).
The UK may not attack the Benelux countries while they are neutral.
The UK may not declare war on any of its allies, the US, or China..
6.1.2. Political and Economic Development
6.1.2.1. Political Influence
Benelux If Germany controls France and Benelux is neutral at the beginning
of the UK's turn, the UK may attempt to influence Benelux into joining the
Allies. The UK player may do so by
rolling one die; on a roll of 1 or 2, the attempt is successful and Benelux
joins the Allies as a minor independent power.
Saudi Arabia If an Axis power controls Egypt at the beginning of the UK's turn, the UK player may attempt to influence Saudi Arabia into joining the Allies. The UK player pays the bank one IPC for the attempt and rolls one die. On a roll of 1 or 2 the attempt is successful and Saudi Arabia joins the UK. On a successful attempt, place a UK control marker in Saudi Arabia, adjust the UK's IPC level and replace neutral Saudi troops with UK pieces. The UK may attempt to influence Saudi Arabia every turn an Axis player controls Egypt.
6.1.2.2. Lend/Lease
The UK may provide Lend/Lease aid to France, Canada, Australia and Benelux. The total amount of Lend/Lease aid that the UK provides to these countries may never exceed 10 IPCs or 10 oil units on any one turn.
6.1.3. Combat
British Home Defense Whenever Great Britain is invaded, all UK infantry defend on a 3 and all UK fighters defend on a 5. This rule only applies in Great Britain.
6.1.4. Rail Capacity
The UK has a rail capacity of 2.
It may be used to transport any two UK land units in Asia, Africa and Europe.
6.2.
France
France is a minor independent power which begins the game in alliance
with the UK, Canada, Australia and Poland in war against Germany.
6.2.1. Declarations of War
The same rules for declarations of war which apply to the UK also apply
to France.
6.2.2.
French Surrender and Vichy France
If France is conquered by Germany, all French territories with point
values--except for French Equatorial Africa--become Vichy territories. Place
German control markers on these territories, and adjust the German IPC and Oil
levels correspondingly.
French Equatorial Africa remains Free French; the Free French IPC level
is therefore one (and the oil level zero) immediately after the fall of France.
After the fall of France, departing British soldiers attempt to destory
the French fleet in order to prevent it from falling into the hands of the Axis
powers. Immediately after Germany
conquers France, the UK player therefore rolls one die for each ship in the
French and French Mediterranean fleets.
On a roll of 1-3, the ship is successfully destroyed and is removed from
the board; on a roll of 4-6, the ship remains undamaged and becomes part of the
Vichy navy. The UK player rolls two
dice for the French battleship; if this battleship receives only one hit of
damage in this attempt, it may be repaired in subsequent turns using Vichy
IPCs.
After the fall of France, German and Italian naval units may share the
same sea space with any remaining Vichy naval units. Allied naval units may not share the same sea space with Vichy
naval units, and must attack the Vichy units if they enter into the same sea
zone. The German player may move the
remaining ships in the Vichy fleet, but this movement is limited on each turn
by the level of Vichy oil, which is solely based on the Algerian oil value
(3). Vichy naval units may not attack
any other power.
Germany may build new Vichy units in Vichy territories. The number of Vichy units which Germany may build on any one turn is limited by the total amount of Vichy IPCs at the beginning of Germany's turn. Vichy units may move from one Vichy territory to another, and may be transported by any extant Vichy transports. Vichy units may not be transported by rail. Vichy units may not be stationed in Axis-occupied territories, and Vichy transports may not be used to transport Axis units. Vichy units may not attack any other power.
If Axis units enter any Vichy territory, it is considered an act of war, and any necessary combat ensues. Afterwards, all other Vichy territories and naval units not under Axis control revert to Free French territories and units, and the Free French IPC and Oil levels are adjusted accordingly. Axis units may not pass through Vichy territory during non-combat movement.
Vichy Territories recaptured by the US or the UK and its allies resort to Free French territories; adjust the Free French IPC level accordingly. If a Vichy territory is attacked by an Allied player and not captured, the Vichy territory becomes German, and the German player is then allowed to build new units there freely. This rule only applies to those territories that are attacked and not captured by an Allied Player.
If there are Free French territories in existence, France may collect IPCs and build new units in whichever territories they may possess.
If France is liberated by the western Allies, all remaining Vichy French territories and units revert to Free French territories and units; adjust the Free French IPC and Oil levels accordingly.
Should any Vichy territory be conquered by the USSR, it falls under Soviet control, and the USSR IPC and Oil levels are adjusted accordingly. If the USSR conquers France, any existing Vichy territories become German. Those Vichy units would be replaced by German units and Germany would now be allowed to place units in those territories with German IPCs.
6.2.3. Combat
Maginot Line: If Germany attacks France without attacking the Benelux countries on the same turn (or while not having attacked the Benelux countries previously), all French infantry defend on a roll of 3 or less for the first round of combat only.
6.2.4. Rail Capacity
France has a rail capacity of 1. It may be used to transport one French land unit in Africa or Europe.
6.3.
Canada
Canada is a minor independent power which begins the game in alliance
with the UK, France, Australia and Poland in war against Germany.
6.3.1. Declarations of War
The same rules for declarations of war which apply to the UK also apply
to Canada.
6.3.2. Rail Capacity
Canada has a rail capacity of 1. It may be used to transport one Canadian land unit in Canada.
6.4.
Australia
Australia and New Zealand begin the game together as a minor
independent power in alliance with the UK, France, Canada and Poland in war
against Germany. (For convenience,
Australia and New Zealand are together referred to as "Australia"
throughout these rules.)
6.4.1. Declarations of War
The same rules for declarations of war which apply to the UK also apply
to Australia.
6.4.2. Rail Capacity
Australia has a rail capacity of 1. It may be used to transport one Australian land unit in Australia.
6.5.
Benelux
Benelux consists of the countries of Belgium, the Netherlands and
Luxembourg, and their overseas possessions.
Benelux begins the game as a neutral nation with respect to the war
between Germany and the UK and its allies.
6.5.1. Declarations of War
Benelux becomes a minor independent power in alliance with the Allies
once it or any of its territories are attacked by the Axis.
While still neutral, Benelux may be influenced by the UK to join the
Allies.
Once at war, the same rules for declarations of war which apply to the
UK also apply to Benelux. Until that
time, Benelux may not attack anyother country or territory.
6.5.2. Non-Combat Movement
The Benelux fleet in the Dutch East Indies (Java) may not move until
Benelux is at war with a major power.
6.5.3. Rail Capacity
Benelux has no rail capacity.
6.6.
Poland
If Poland has not been conquered by the end of the German player's first turn, Poland becomes an independent minor power and moves at the same time as the UK and the rest of its allies. The Polish player then begins the game with 3 IPCs and 2 Oil units and may build units and attack just as any of the other UK minor allies do.
If the western allies liberate Poland from German control, Poland becomes an independent minor power; i.e., Polish IPCs and Oil units are not included in the western allies' totals.
Should the USSR occupy Poland, Poland falls under Soviet domination and does not maintain its status as an independent minor power. Polish IPCs and Oil units are included in the Soviet total.
7. Japan
Japan is a major power which begins the game at war with China and
neutral with respect to the war in Europe.
7.1.
Declarations of War
Japan may declare war on the UK, its minor allies, or the United States
at any time during the game. When it
does so, Japan may take two complete turns in succession before the order of
play passes on to the USSR.
Japan may not attack the USSR unless it has completely defeated and
occupied China.
According to the terms of the Japanese-Soviet non-agression pact, an
attack on Mongolia by the Japanese is considered an attack on the Soviet
Union. Japan may not, therefore, attack
Mongolia--even while it is still neutral--until it has completely defeated and
occupied China.
Japan may invade any other neutral territory at no extra cost.
Japan may not declare war on Germany or Fascist Italy.
7.2. Alliances
Siam (Thailand) Japanese forces in Siam may not move or attack until Japan declares war on the UK and its minor allies, or the U.S. Until that time, Japan may produce only one new infantry unit per every two turns in Siam.
7.3. Political and Economic
Development
French Indochina If a Vichy government exists in French Indonchina, Japan may attempt to influence the Vichy government into joining it. Japan may attempt to influence French Indochina by paying 2 IPCs to the bank and rolling one die. On a roll of 1 or 2, the attempt is successful, and all forces in French Indochina fall under Japanese control. Replace Vichy forces with Japanese forces and adjust the Japanese IPC level accordingly. Japan may make only one attempt at influencing French Indochina per turn.
7.4. Combat
Banzai Attack The Japanese player may make one Banzai attack per turn at no additional cost. In a Banzai attack, all participating infantry units attack on a roll of 2 or less for the first round of combat only. Once a Banzai attack has been declared, the Japanese player may not withdraw any attacking units from the combat before its conclusion.
Kamikaze Attack The Japanese player may perform Kamikaze attacks with fighters against enemy naval units in the vicinity of the Japanese home islands. Each fighter making a Kamikaze attack targets an individual enemy naval unit. Fighters may target only sea units which are in either the sea spaces bordering the island of Honshu or any sea spaces directly adjacent to those spaces. Fighters may not target naval units in any other sea spaces. Fighters performing Kamikaze attacks may use up all of their movement to reach their targets. The fighters only get one round of combat and successfully attack on a roll of five or less. After a Kamikaze attack, the fighter is destroyed and removed from play, regardless of the outcome of its attack. If the Kamikaze fighter hits the intended target, the target must be destroyed and removed from play--or, in the case of a battleship, the Kamikaze attack inflicts one hit of damage. Other than geographical limitations, there are no limits to the number of Kamikaze attacks the Japanese player may make in any one turn.
Home Defense All Japanese infantry defending the home islands of Honshu, Hokkaido or Shikoku defend on a roll of 3 or less.
7.5. Rail Capacity
Japan has a rail capacity of 2. It may be used to transport any two land units in Asia.
8. USSR
The USSR begins the game as an independent major power which has signed
non-agression pacts with both Germany and Japan. As an independent power, the USSR also has an independent object
in this game--to both occupy Germany and end the game with a higher IPC level
than either the UK or the US.
8.1. Declarations of War
The USSR may not attack Germany, Romania, Italy or any Italian
territories until its sixth turn, unless it has been attacked first by Germany
or Italy.
The USSR may not attack Japan unless Germany has been defeated and
occupied, or if it has been attacked first by Japan.
The USSR may attack China at any time.
The USSR may not attack the UK, any of its minor allies, or the US. The
USSR may not attack Benelux while it is still neutral.
Until it is at war with Germany, Italy or Japan, the USSR may attack any neutral nation in Europe, Asia or Africa at no extra cost. If the USSR invades a neutral nation but fails to conquer it, it may not attack that nation again until it is at war with an Axis power.
The USSR may not attack any neutral
nations in North or South America.
8.2. Special Soviet Units
Guards: Beginning with its sixth turn, the Soviet player may produce infantry as Guards. Guards cost an additional 1 IPC each. They must be placed on a factory site. Guards attack on a roll of 2 or less and defend on a roll of 3 or less. They may move only one space in a turn. The USSR may not have more than six Guards on the board at any one time.
Partisans: The USSR may build Partisan units at a cost of 1 IPC each. Partisans block Axis rail movement. They may not move; they may not attack, and they defend on a roll of 1 or less. Partisans may only be placed in territories which are under Axis control; regardless of whether or not those territories are currently occupied by Axis forces. Partisans may only be placed in any original Soviet territories, original Chinese territories, or in the Balkans. The USSR may place only 1 Partisan unit per area per turn. Whenever an area has two Partisans, they may link up to form one normal Soviet infantry unit, which may be used to engage the Axis forces in combat or reclaim captured territories. If Partisans link up in a territory which is currently occupied by Axis forces, they must engage those forces in combat. (Use Soviet control marker to represent Partisans.) Partisans are removed from play whenever a normal Soviet unit enters that area.
8.3. Political Influence
After its first turn, the USSR may, on each turn, attempt to influence
Mongolia and the Baltic States to join the Soviet Union. The USSR may do so by rolling one die for
each country; on a roll of 1 or 2, the attempt is succesful. Place a Soviet
control marker on the appropriate territory, replace the territory's units with
Soviet units, and adjust the Soviet IPC level accordingly.
8.4. Non-Combat Movement
Factories: the USSR may move its factories. Factories may be moved one area per turn, and may not build on that turn. The movement of a factory costs one rail capacity per factory.
Russia may destroy any of its own factories during the non-combat portion of its turn.
8.5. Rail Capacity
The USSR has a rail capacity of 3. It may be used to rail any three land units in Europe or Asia.
9. The United States and China
9.1.
The United States
The United States begins the game neutral with respect to both the war
in Europe and the war in Asia.
9.1.1.
Declarations of War
The US may not attack Germany or Italy until its fifth turn, unless the US has been attacked by an Axis power, or an Axis power has attacked any territories in North or South America.
The US may not attack Japan until its fifth turn, unless Japan attacks it, the UK or any of the UK minor allies, or an Axis power has attacked any territories in North or South America first.
The US may not invade any neutral nations.
The US, while neutral, may not place American units in Allied, Axis, or neutral territories.
9.1.2. Alliances
9.1.2.1. China
While it is still neutral, the US may have up to one fighter in China. This fighter is considered to be an all volunteer force. The presence of this fighter in China has no bearing upon US and Japanese relations. This unit is the only American unit that is allowed in China, until the US is at war. The US may transfer a new volunteer fighter to China if the previous one has been destroyed.
9.1.2.2. Phillippines
Until it is at war with the Axis, the US may only place up to one new
infantry unit per turn in the Phillippines.
9.1.3.
Economic Development
9.1.3.1.
Economic Conquest
If at war, the US may attempt to sway nations in North and South America to its side through economic conquest. In order to do this, the US first announces which nation(s) it wishes to gain. The US then pays the bank twice the IPC value of each country it is attempting to influence. The US player then rolls one die; on a result equal to or less than the printed IPC value of the country the US is attempting to influence, the roll is successful and that country belongs to the US, including any armed forces already stationed there. Replace that country's armed forces with American pieces, place a US control marker there and adjust the US IPC and Oil levels accordingly. The US may now place new units in those countries. The US may make only one attempt at the economic conquest of each country per turn.
The US may not attempt the economic conquest of Chile and Argentina until Italy has been conquered.
Note: Brazil (Brazil, Bahia, Amazon), Mexico (Mexico, Baja, Rivella Gigedo), Ecuador (Ecuador, Galapagos Islands) and Chile (Chile, St. Felix, Easter Island) consist of more than one territory. If the US succeeds in the economic conquest of these nations, all territories under that nation's control fall under American influence.
9.1.3.2. Lend/Lease
Beginning with its second turn, the US may provide Lend/Lease aid to any nations which are at war with an Axis power. The US player may never spend more than half of its national income or oil production on Lend Lease.
9.1.4. Special American Units
9.1.4.1. National Guard: The first time that either the continental US, Alaska or Hawaii are attacked by an Axis player, the US automatically activates the National Guard at no extra cost. Up to six National Guard units may be placed in the continental US. National Guard units function as normal infantry.
9.1.4.2. Marines: Beginning with its fifth turn, the US may produce up to six infantry units as Marines at an extra cost of 1 IPC. Marines attack on a roll of 2 or less during amphibious invasions.
9.1.4.3. Transports: Beginning with its fifth turn, the US may produce up to two transports at a cost of two IPCs more than its normal cost for transports. These transports may carry either 3 infantry or 1 infantry and 1 armor unit at any time.
9.1.5. Rail Capacity: The US has a rail capacity of 6. It may be used to rail any six land units in North or South America.
9.2. China
China begins the game at war with Japan and neutral with respect to the war in Europe.
9.2.1. Declarations of War
China may only attack a major power if that power has attacked China first.
China may not attack any neutral nation (except Tibet) or major power outside of its own boundaries until it has recovered both Manchuria and Hainan--or these territories have been liberated by the western Allies.
China may attack Tibet at any time.
9.2.2. Combat
Chinese Infantry: All Chinese infantry involved in an attack may or may not participate. For each attack, the Chinese player rolls one die to determine how many of the Chinese infantry will participate in the attack.
On a roll of 1: No infantry participate.
On a roll of 2: Only 20% of the infantry participate (round up).
On a roll of 3: Only 40% of the infantry participate (round up).
On a roll of 4: Only 60% of the infantry participate (round up).
On a roll of 5: Only 80% of the infantry participate (round up).
On a roll of 6: All infantry participate.
9.2.3. Rail Capacity China has a rail capacity of 2. It may be used to rail any two land units in China or Manchuria.
10. Neutral
Nations
10.1 Activation
Neutral nations are inactive unless they are either invaded or influenced into the war by a major power. Once activated through either invasion or political events, the neutral nation contributes its armies, IPC and Oil production to a major power.
Neutral nations which successfully repel invasions from major powers immediately ally with a major power at war with the invading major power. If, for instance, a neutral nation successfully repels an invasion by an Axis power, the neutral nation would then become an ally of the appropriate Allied nation. All forces, all overseas possessions, and all IPC and Oil production would then be used freely by that Allied nation, as if they were its own. The Allied nation may also then place infantry in that formerly neutral nation (with the usual limitations). The reverse would be true if an Allied power were the invader--the neutral nation would then ally itself with the appropriate Axis power.
10.2 Alliances
Neutral nations ally with major powers according to the following scheme:
Any neutral nation in North or South America which has been invaded by an Axis power allies with the United States.
Any neutral nation in Europe, Africa or Asia which has been invaded by an Axis power allies with the UK--except for the Baltic States and Mongolia (which ally with the USSR), and Tibet, which allies with China.
Any neutral nation in Europe, Africa or Asia which has been invaded by the UK (or any of its minor allies) allies with Germany--except for Mongolia, Nepal and Tibet, which ally with Japan.
Any neutral nation in Europe, Africa or Asia which has been invaded by the USSR allies with Germany--except for Mongolia, Nepal and Tibet, which ally with Japan.
If a USSR invasion into a neutral nation fails before the USSR is at war with either of the Axis powers, then the USSR is not allowed to attack that neutral nation again until it is at war with the Axis. The neutral nation then becomes an active nation, at war with the USSR. The neutral nation may then produce infantry, develop technology, or save IPCs for the eventual production of an Industrial Complex and other units--as restricted by the number of IPCs it receives at the beginning of its turn. Once either of the Axis powers declares war on the USSR, the active neutral nation then joins forces with the appropriate Axis power (Japan in the case of Mongolia, Nepal and Tibet; Germany in all other cases). Until this time, the Axis power which the active neutral nation will eventually join controls the purchasing decisions of that active neutral nation. The Axis power would receive IPCs and make purchasing decisions for that nation at the same time as it takes its normal turn in the order of play. The UK and its minor allies may not attack any neutral nations which have successfully repelled an invasion by the USSR.
10.3 Overseas Territories
Spain, Portugal, Denmark, Mexico, Chile and Ecuador are neutral nations which have overseas territories. An attack on the territories of these neutral nations is considered an act of war; in this case, the territory's home country would become activated in the same manner as if the home country had successfully repelled an invasion from a major power. Likewise, if a major power conquers any of these nations' home territories, their overseas territories are incorporated into the appropriate major power in war against the invader.
If Denmark is conquered by Germany, its overseas possessions do not become UK possessions. Instead, Iceland declares itself independent of Denmark, but will allow Allied forces to be stationed there (as well as in Greenland and the Faroe Islands). If Denmark has been conquered and the US is still neutral with respect to Germany, the US may station forces in Greenland.