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Rules January 2014 Victory in Europe World War II in Europe 1939-1945 1 | Page INTRODUCTION Victory at All Costs is a game covering the Second World War in Europe from 1939 to 1945. One player commands the Axis powers, the other the Allies. GAME TURNS The game begins in late 1939 with two (2) game turns and up to six years there- after with five (5) game turns each year. Game turns have seven (7) phases in the following order: [1] Card Phase There are two decks of cards for, one for the Axis and one for the Allies of 27 cards each. Each card play is a game turn. Cards are revealed to determine play order (initiative) and allow Commandsnumber in upper left-hand cornerfor different types of combat. See 4.0, and 6.0. [2] Move Phase Player 1 moves desired blocks, then Player 2. See 5.0. [3] Combat Phase Player 1 determines the order of combat to be fought. See 6.0. [4] Leader Phase Player 1 moves desired leaders followed by Player 2. See 7.0. Player 1 chooses the order to resolve any new combat. See 6.2. [5] Diplomacy Phase Check for the capture of victory cities or events that will change the position of countries on the diplomacy track. Roll for countries where appropriate. See 9.0. [6] Supply Phase Simultaneously check supply of blocks and access to factories, resources, and oil. See 10.0. [7] Production Phase Simultaneously produce new blocks, add steps to blocks, or build new factories. See 11.0. 1.0 MAPBOARD The mapboard depicts Europe west of the Urals, North Africa, and the Middle East. The Axis player sits at the southern edge of the map and the Allied opposite. The Major Powers are France, Great Britain, United States (Western Allies), Germany, Italy, and the USSR. All others are Minor Powers. Germany controls minors attacked by the Allies, the Western Allies those attacked by the Axis. 1.2 Cities Cities are only for reference and have no effect on game play . 1.2 Victory Cities Victory cities have a number on them, one (1) to two (2) for certain capitals and one (1) for other important cities. Victory cities determine influence on the diplomatic track (see 10.0), surrender of nations, and final victory conditions. See 12.0. 1.3 Factories, Resources, and Oil Resources and Oil must trace a supply path through friendly controlled areas or sea zones to a friendly controlled Factory that is in supply. Factories with a dashed red line in Germany and the Soviet Union may be moved. See 11.0. 1.4 Ports Ports: allow movement of land units across seas, basing of fleets, and tracing I have nothing to offer but blood, toil, tears, and sweat. We have before us an ordeal of the most grievous kind. We have before us many, many months of struggle and suffering. You ask, what is our policy? I say it is to wage war by land, sea, and air. War with all our might and with all the strength God has given us, and to wage war against a monstrous tyranny never surpassed in the dark and lamentable catalogue of human crime. That is our policy. You ask, what is our aim? I can answer in one word. It is victory. Victory at all costsVictory in spite of all terrorVictory, however long and hard the road may be, for without victory there is no survival. Winston Churchill May 13 th , 1940 Fog of War Uncertainty about the strength of your opponent’s forces is a key aspect of the game. Blocks remain upright facing their owning player unless in combat. Definition of Regions Balkans refers to Bulgaria, Greece, Hungary, Rumania, and Yugoslavia. North Africa refers to Algeria, Morocco, Tunisia, Libya, and Egypt. Continental Europe includes Turkey north of the strait, but does not include Sicily. Historical Note World War II was the deadliest conflict in human history with over 60 million people killed. Starting with Nazi Germany’s attack on Poland in September, 1939, the war in Europe ended in May, 1945 with Germany and most of Europe in ruins. Hitler’s dream of a Thousand Year Reich uniting all of Europe to contest the growing power of the United States died in a firestorm of destruction with Berlin bombed and shelled around the clock by thousands of Allied bombers and over twelve thousand Soviet artillery.

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Page 1: January 2014 Victory in Europe - Columbia Gamescolumbiagames.com/resources/3411/VE-RULES-Jan-2014.pdf · January 2014 Victory in Europe World War II in Europe 1939-1945 toil, 1 bombers

Rules January

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Victory in Europe World War II in Europe

1939-1945

1 | P a g e

INTRODUCTION Victory at All Costs is a game covering

the Second World War in Europe from 1939 to 1945. One player commands the Axis powers, the other the Allies.

GAME TURNS The game begins in late 1939 with two

(2) game turns and up to six years there-after with five (5) game turns each year. Game turns have seven (7) phases in the following order:

[1] Card Phase There are two decks of cards for, one for

the Axis and one for the Allies of 27 cards each. Each card play is a game turn. Cards are revealed to determine play order (initiative) and allow Commands—number in upper left-hand corner—for different types of combat. See 4.0, and 6.0.

[2] Move Phase Player 1 moves desired blocks, then

Player 2. See 5.0.

[3] Combat Phase

Player 1 determines the order of combat to be fought. See 6.0.

[4] Leader Phase

Player 1 moves desired leaders followed by Player 2. See 7.0. Player 1 chooses the order to resolve any new combat. See 6.2.

[5] Diplomacy Phase

Check for the capture of victory cities or events that will change the position of countries on the diplomacy track. Roll for countries where appropriate. See 9.0.

[6] Supply Phase

Simultaneously check supply of blocks and access to factories, resources, and oil. See 10.0.

[7] Production Phase

Simultaneously produce new blocks, add steps to blocks, or build new factories. See 11.0.

1.0 MAPBOARD The mapboard depicts Europe west of

the Urals, North Africa, and the Middle East. The Axis player sits at the southern edge of the map and the Allied opposite.

The Major Powers are France, Great

Britain, United States (Western Allies), Germany, Italy, and the USSR.

All others are Minor Powers. Germany controls minors attacked by the Allies, the Western Allies those attacked by the Axis.

1.2 Cities Cities are only for reference and have

no effect on game play . 1.2 Victory Cities

Victory cities have a number on them, one (1) to two (2) for certain capitals and one (1) for other important cities. Victory cities determine influence on the diplomatic track (see 10.0), surrender of nations, and final victory conditions. See 12.0.

1.3 Factories, Resources, and Oil

Resources and Oil must trace a supply path through friendly controlled areas or sea zones to a friendly controlled Factory that is in supply. Factories with a dashed red line in Germany and the Soviet Union may be moved. See 11.0.

1.4 Ports Ports: allow movement of land units

across seas, basing of fleets, and tracing

I have nothing to offer but blood, toil, tears, and sweat. We have before us an ordeal of the most grievous kind. We have before us many, many months of struggle and suffering. You ask, what is our policy? I say it is to wage war by land, sea, and air. War with all our might and with all the strength God has given us, and to wage war against a monstrous tyranny never surpassed in the dark and lamentable catalogue of human crime. That is our policy. You ask, what is our aim? I can answer in one word. It is victory. Victory at all costs—Victory in spite of all terror—Victory, however long and hard the road may be, for without victory there is no survival.

Winston Churchill May 13

th, 1940

Fog of War Uncertainty about the strength of your opponent’s forces is a key aspect of the game. Blocks remain upright facing their owning player unless in combat.

Definition of Regions Balkans refers to Bulgaria, Greece, Hungary, Rumania, and Yugoslavia. North Africa refers to Algeria, Morocco, Tunisia, Libya, and Egypt.

Continental Europe includes Turkey north of the strait, but does not include Sicily.

Historical Note World War II was the deadliest conflict in human history with over 60 million people killed. Starting with Nazi Germany’s attack on Poland in September, 1939, the war in Europe ended in May, 1945 with Germany and most of Europe in ruins. Hitler’s dream of a Thousand Year Reich uniting all of Europe to contest the growing power of the United States died in a firestorm of destruction with Berlin bombed and shelled around the clock by thousands of Allied bombers and over twelve thousand Soviet artillery.

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supply. The surrounding land area controls the port/s.

1.5 Land Areas Land areas govern movement and

require one movement point to enter. Land areas are defined by their terrain and have border limits for entering combat depending on the terrain type being entered. Clear and Desert: offers no defensive benefit. Rough—Forest, Mountain, and Swamp—offers defense bonus.

Control is determined during combat and leader phases. Moving through an area does not change control.

Contested areas occur if enemy units remain after two rounds of combat and are friendly to the original owner.

1.6 Sea Zones Sea zones: The Major Seas are the

Atlantic, Baltic, Black, Mediterranean, and North. Seas are not controlled. Sea invasions in the English Channel may be intercepted from the North Sea or Atlantic.

1.6 Straits Straits control access to major seas and

block movement to opposing side. The Western Allies control Gibraltar and the Suez Canal at the start of the game. Whoever controls both Denmark and Oslo, Norway controls the Baltic Sea through the Danish Straits, and Turkey controls access through the Dardanelles for the Black Sea and Mediterranean.

1.7 Force Pools A Force pool refers to units available for

building during the production phase. Some units are not available until a designated year. Eliminated units are returned to the owning player’s force pool except leaders may be captured and are out of play the remaining game.

2.0 UNITS Land units represent leaders and

armies of infantry, armor, cavalry, shock, and elite units. Air units are air fleets or groups. Naval units are squadrons of battleships and cruisers, and aircraft carriers. The Western Allies and Germany also have blocks representing Destroyers and U-Boats.

2.1 Block Data Blocks or units have flags denoting

nationality and letters and numbers for combat and movement. 2.11 Strength

The hash marks along the edges of blocks are the number of steps available when upright. Turn counter clockwise for step reductions for each loss in combat. 2.12 Combat Rating

A unit has a combat rating of A, B, or C and hit power in the lower left-hand corner. Combat ratings determine a unit’s order of combat. A unit’s Hit Power (HP) is in the lower left-hand number after the combat rating letter and denotes the die number or lower needed on a D6 to score a hit. Terrain and weather can modify this number. See 6.23, 4.5.

Leaders have a movement allowance and combat modifier for attacking, defending, or both.

2.13 Movement Rating A unit’s movement allowance in the

lower right-hand corner for the number of land areas a unit may move in good weather.

3.0 SETUP Poland, France, and Great Britain set up

first freely within home areas except as noted on set up charts. Germany deploys freely within home areas. Italy may set up freely in home areas or colonies of Albania and Libya.

Map Simbology

Example of Unit

Example of Leader Unit

Some leaders have a +1 defense bonus that applies only to one unit, owner’s choice, on defense. Manstein is the only leader that has both an attack and defense bonus.

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The Soviet Union deploys freely in home areas except as noted on their setup chart and at least one garrison in each factory area. The garrisons may not move until at war with Germany. Germany is at war with Poland, Great Britain, and France. All other powers are neutral at start.

4.0 CARD PHASE At game start both sides shuffle

separate decks of 1939 cards only and draw two (2) each. At the end of 1939, players add the 1940 cards to their draw pile, shuffle and take five (5) cards. Players follow the same process at the end of each year.

4.1 Card Play

Players simultaneously play cards. High card goes first as player 1 with Axis winning the initiative on ties until the initiative shifts. The initiative shifts to the Allies for the remaining game in the card play following the first US land unit/s to enter and remain in continental Europe, even if subsequently removed from Europe.

The Soviet Union and Italy start the

game neutral but still may use commands to make attacks and strategic moves. In a 3 player game, the commands for the Allies are split unless the allied players agree how to use them. The Soviet player decides fractions if there is disagreement. 4.2 Commands

The number on a card is the number of commands available that turn and may not be saved. Commands allow players to designate land areas for attack or reinforcement, one command per area.

One command allows a para drop which

may be supported by one air unit if in range. Para drops may pass over enemy areas to reach their destinations.

Two commands allow an infantry unit

and a leader to make a sea invasion from a

friendly port and may be supported by air units if in range. Sea invasions may be made against any coastal area at any distance as long as the invading player controls any straits they wish to pass through. Sea invasions require an available beachhead, which is placed if units remain after the invasion. Note the U.S., Canada, Netherlands, and Germany proper may not be sea invaded.

The Middle East staging area (see map) is only accessible to the Western Allies and allows sea invasions to areas in the Middle East (noted with red arrows.) Units must begin their turn in the Middle East staging area to invade.

Two commands allow an attack across a strait (red arrow). Only Infantry and a leader with supporting air are allowed.

One command allows a carrier raid (see naval combat). 4.3 Events

Some cards have events and commands, play both. Commands are always used to determine initiative. Combat events such as blitzkrieg or double defense do not apply during the leader phase.

Note some cards are marked to discard after play. The Soviet events only apply if at war with Germany.

4.4 Strategic Moves Cards also have a number of train or

transport ship symbols on them that represent the number of strategic moves available for that card play. Trains equal German and Soviet strategic moves, while transports equal Italian and Western Allied moves.

4.5 Weather The first and last card play of a year,

including the second card play of 1939, are winter turns. All land unit movement is

Example of Cards

Command Costs One (1): per battle area, or a

paradrop, or a carrier raid.

Two (2): sea invasion or attack

across a strait.

Terrain

Area Border land/air/leader

Stacking land/air/leader

Clearrt 2/2/1 4/2/1 Desert 2/2/1 2/1/1 Rough 1/1/1 2/1/1

+1 defense River 1/2/1 -- Port 1 or 1/1 --

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reduced to one and all units fight at 1 HP. Sea invasions and airborne drops are not allowed. Defense and Leader bonuses still apply.

In addition, the second card play of a

year is a mud turn in Russia. All movement is reduced to one, all attacking units fight at 1 HP, and defending land units fight at their printed HP value. There is no leader phase in Russia this turn. Sea invasions and para drops are allowed.

5.0 MOVEMENT PHASE

Player 1 moves units up to their movement allowance and border limits for attacks. Units may only enter areas with enemy units if the areas were designated for attack or already contested from a previous turn. Air units may move directly from a contested area to another contested or enemy controlled area while armor and infantry must first move to an uncontested friendly area. Pinning rules apply (see below). Air units and Paratrooper drops may move over enemy units up to their movement allowance (3 areas for a Para drop).

Units that reinforce a contested area are not revealed until the combat phase. Player 2’s reinforcements arrive in the second round of combat. (See 6.25)

5.1 Attacking Neutral Powers Players declare at the beginning of their

movement phase if they are attacking a neutral power (a Declaration of War (DoW)). The Axis deploy forces of a minor power attacked by the Allies, while the Western Allies deploy forces of minors attacked by the Axis. Deployment of forces is made before the attacking player announces sea invasions or para drops.

5.2 Border Limits Border limits apply for moving into or

out of a land area containing enemy units

for each phase—movement, strategic movement, and retreat.

Clear and Desert land area–2 land units, 2 air unit, and 1 leader. Reduced to 1 land unit, 2 air units, 1 leader if crossing a river or strait (red arrow).

Rough land area—Forest, Mountain, and Swamp—factories, and the fortresses of Gibraltar and Sevastopol–1 land unit, 1 leader, and 1 air unit. (no further reduction for a river)

Each port and beachhead is limited to 1 land or air unit and 1 leader. Air that is in range to fly does not use port capacity. Note some areas have multiple ports.

5.3 Stacking Limits Players may not end any movement

overstacked unless the area is declared a Blitzkrieg or Breakthrough hex, but may move through an area that is at maximum stacking. If there is no place to retreat without overstacking, a unit is eliminated and returned to the force pool.

Clear: stacking limit of 4 land units, 2 air units, and 1 leader. (Note: shipyards, submarines, and ASW units donot count against stacking limits)

Rough—Forest, Mountain, and Swamp: stacking limit is 2 land units, 1 air unit, and 1 leader.

Factories/Fortresses: stacking 1 land unit, 1 air unit, and 1 leader.

Ports: stacking of eight (8) steps of fleets.

5.4 Pinning A player’s units pin an equal number of

enemy units, except air units and leaders are never pinned (unless the Axis play the “No Retreat” card). Pinned units may only leave a contested area using strategic

Leaders Field Marshal Bernard Montgomery Top British general famous for his victory against Rommel at El Alamein in late 1942. Known for set piece battles, his one daring plan, Operation Market Garden in September 1944, failed when British paratroopers landed amidst two refitting SS Panzer divisions and were destroyed. +1 Defense

General George S. Patton “Old Blood and Guts” was America’s most aggressive general. He fought in Tunisia and Sicily with distinction, but an incident in Italy saw him marginalized before D-Day, the Western Allied landing in Normandy France. He went on to command in the counterattack during the Battle of the Bulge and the breakout into southern Germany. +1 Attack

Marshal Georgy Zhukov Hero of the Soviet Union, Zhukov was one of Stalin’s best generals and key to the 1941 winter defense of Moscow. He planned the encirclement of the 6th German Army at Stalingrad and the Battle of Kursk counterattack that ended German initiative in the east. Led Soviet forces into Berlin in May 1945. +1 Defense

Marshal Konstantin Rokossovsky A hard-charging general who was imprisoned during Stalin’s 1937 purges, but reinstated in March 1940, he went on to fight in the battles of encirclement around Stalingrad, the battle of Kursk, and the drive into northern Germany. +1 Attack

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moves (see below) or during retreat in combat.

5.5 Blitzkrieg, Breakthrough, and Desert War Events

Players designate one land area for the event card. This increases the border limit by one land unit per border entering an enemy occupied area and increases land unit stacking by one for this turn. Desert War only applies to the British in North Africa.

5.6 Strategic Movement Player 1 may make strategic moves

limited by the number of train symbols on their played card for Germany and the Soviet Union and ship symbols for Italy and the Western Allies. Each unit, a leader, or fleets rebasing cost one strategic move.

Minor allies use German or Western

Allied strategic moves.

Units must follow a path of friendly areas or open sea zones through friendly controlled ports. Note restrictions on control of straits on the map.

Land units must stop when entering a second port or beachhead. Air units may move across sea zones up to their movement allowance without using ports.

Land unit moves may enter or exit existing contested areas and air units may pass through. If a unit is the last to exit a contested area, it takes a step loss. Strategic movement in or out of new, unfought battles for the current turn are not allowed. Note: strat moves are not allowed into areas where a para drop or sea invasion occurred this turn because the area is not controlled by the moving player until the combat phase.

5.62 Mediterranean Interdiction Control of Malta and Crete allow

interdiction of strategic moves within the Mediterranean Sea Zone.

If the Allies control Malta, all Axis strategic moves to Libya, Egypt, Transjordan, and French Levant are subject to attrition. For each land unit and air unit using sea transport roll one die. A roll of two (2) or less results in a step loss. If this means loss of the unit, return it to the owning player’s force pool. A leader unit returns to the port from which it came.

If the Axis controls Crete, follow the same process for interdicting Allied units traveling through the Mediterranean to Libya, Egypt, Transjordan, or the French Levant.

Note: Crete is a territory of Greece and becomes friendly controlled to the side that conquers Greece.

5.62 Fleet Rebasing Players also may use strategic moves to

transfer fleets to a different friendly controlled port free of enemy units or fleets. Each strat move allows one port-to-port transfer with as many fleets as desired. There is no limit to the distance.

5.62 Moving Factories Germany and the Soviet Union, once at

war with the Axis, may use strat moves to relocate factories, costing one strat move per factory. Moved factories are flipped to their zero side and may be flipped back to operational the next movement phase.

Player 2 follows same sequence.

6.0 COMBAT PHASE

Player 1 decides the order of battles to be fought, resolving each before moving to the next.

Player 2’s units that moved to reinforce any battles are in reserve, including strat moves used to reinforce existing contested areas, and arrive the second round of battle

If only air and/or a leader are present in an attacked area, each air unit takes a step

Generaloberst Heinz Guderian “Schnell Heinz” was the considered the father of German armored warfare and fought in Poland, France, and the Soviet Union with distinction. Sacked after heated arguments with Hitler when the 1941 invasion of the Soviet Union ground to a halt at the gates of Moscow, he later was made head of rebuilding Germany’s armored forces. After the failed plot to kill Hitler in 1944, he was Chief of the General Staff until March 1945. +1 Attack

Generalfieldmarschall Eric von Manstein Manstein was one of the best generals of the war. He conceived the plan that defeated France in 1940 and went on to excel in mobile warfare on the Eastern Front. He led the taking of Sevastopol, a brilliant counter attack after the disaster at Stalingrad, and the famous battle of Kursk. He fought retreating battles in southern Russia after Kursk and was dismissed by Hitler in March 1944, partly because of their differences over how to conduct the defense in the east. +1 Attack/Defense

Generalfieldmarschall Erwin Rommel One Germany’s best known generals for his exploits in North Africa with a relatively small German force and ill-equipped Italian allies. He oversaw the defenses of the Atlantic Wall, fortified defenses along the northern coast of France, and was wounded in a strafing attack shortly after the June 1944 Allied invasion at Normandy. He was then implicated in the July assassination attempt on Hitler and was offered suicide to preserve his name and family. +1 Attack

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loss—even if eliminated—and retreats, and the leader is captured.

6.1 Land Area Control Land area control is determined after

each round of combat. An attacking player may gain control of an area if defending units are cleared in round one before enemy reinforcements arrive, or automatically gains control of enemy areas they occupy that are clear of enemy units.

6.2 Land Battles Land battles are fought up to two

rounds and are conducted in A,B,C class order with defender rolling first if the same class as attacker, applying any leader or defense bonuses for land units only. The first round is mandatory with no retreat allowed.

Players decide if air units are attacking any enemy air units or land units on their turn to roll. Air units do not receive any defense bonuses (see below) and do not suffer hits from land units unless they attacked them. Roll dice equal to steps, hitting on the printed hit number or below and apply losses immediately to highest strength units, owner’s choice.

Excess hits against land or air units are lost. Air cannot reduce a land unit below its last step.

6.21 Factory Sieges The defending player of an area with a

factory printed on the map may start a battle with forces setup inside the factory, even if the factory has moved. These forces may only be attacked if there are no defending forces in the surrounding land area or they are cleared in the first round (the attacker then would have one round to storm the factory).

A land unit may retreat during their turn to roll for combat into a factory. If a an area is controlled by opposing forces, defenders within a factory are under siege

and out of supply unless area control conditions are met for Leningrad and Stalingrad (see map).

6.22 Fortresses Map fortresses of Gibraltar, Malta, and

Sevastopol defend alone and the hexes of Gibraltar and Sevastopol must be cleared of other defending units before they can be attacked. The fortresses also have ports and are in supply if they can trace to another friendly supplied port.

Fortresses only fight on defense and are ignored in a contested area where the owning player is attacking.

6.23 Combat Modifiers Combat modifiers for land units only:

Rough—forest, swamp, and mountain: +1 HP to defending units. Sea invasions, all attacking units except para drops are -1 HP the first round. Fortresses double defense (requires two hits per step loss. Half losses carry over between rounds of combat).

Note: Gibraltar, Malta, and Sevastopol are fortresses and no other friendly units are allowed. Only 1 land unit, 1 leader, and one air may attack them.

Note: The Maginot Fortress block is flanked if attacked from Sedan and is ignored in combat. The unit is removed from play if the area is controlled by the Axis.

Festungs (factory cities) are double defense and +1 HP. They do not receive an additional rough terrain bonus.

Combat modifiers for air units against land or fleet units:

Specific Card Clarifications

Blitzkrieg, Desert Rats, Breakthrough: increase by 1 the border limits for one battle of player’s choice and overstacking of land units by 1 for the turn. Surprise, Brandenburgers: Both allow the Axis to choose one battle where they ignore rough terrain combat modifiers and fortifications and factory cities, but not the Maginot area. It does not ignore leader defense bonuses or negate the Soviet double defense card. The Surprise allows Germany to declare one battle for immediate resolution, if the Axis win the initiative.

Barbarossa: The only Axis ‘4’ card to simulate the Germany’s buildup before the invasion of the Soviet Union.

Dreams of the Roman Empire: Italy must attack Greece if this event is played in 1940. Ignore the event if the card is played later than 1940. Discard if played.

Sitzkrieg: Allies may move but not into combat. Discard if played.

Never Surrender: British air units roll first at +1 HP for the first round of air combat and add two steps of air to any supplied air units at the end of combat. Discard if played.

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-1 HP against land units in terrain other than clear, against factory cities, and against fleets. -1 HP if enemy air or carrier is present.

Note: Modifiers for air units against defending units in rough terrain and enemy air present are cumulative, but air units always hit on a one (1). Air units alone cannot capture an area.

Note: The German “ignore defense” card ignores terrain, fortress, and factory defense bonuses for land units only, but does not apply to the Maginot. The event does not cancel leader defense bonuses or the Soviet “double defense” card.

6.24 Leaders Each leader may be assigned to one land

unit to support and adds their HP modifier. Some modifiers are for attack, defense, or both.

Leaders alone cannot enter enemy areas and must retreat if alone at the end of a combat round to an adjacent area with friendly units, even if contested. They are captured if unable to retreat.

6.25 Reinforcements Player 2’s reinforcements are not shown

until the second round of combat. If original defenders were eliminated, the reserves fight the second round as the attacker.

6.26 Retreating If only air units or leaders remain, they

must retreat at the end of a combat round—attacker first. During the second round of combat, units may retreat instead of combat on their turn to roll, border limits apply. Land units except leaders must retreat to an adjacent friendly controlled area, or if the retreating player controlled the area and it has a port, to another friendly port in the same major sea zone. Leaders may retreat to an adjacent

contested area even if enemy controlled. Air units may retreat their full movement to a friendly controlled or contested area.

Units that cannot retreat or are in excess of border limits are returned to their force pool.

Leaders and air units that retreat into an unfought battle arrive in the second round.

Any remaining naval units retreat to the nearest friendly controlled port, even if contested, otherwise they are eliminated. Unfinished capital ships are eliminated.

6.27 Contested Land Areas If after two rounds of combat there are

still opposing forces, the area is considered contested. All attacking units remain face up, defenders return to upright to hidden status.

6.28 Reinforcing The victorious side in a battle—cleared

an area of enemy units after combat—may immediately reinforce the area with units from adjacent areas or from an area used to conduct a sea invasion. Pinning rules and border/port limits apply. An unopposed sea invasion also allows a reinforce move.

6.3 Naval Battles Naval battles only occur when a sea

invasion is contested. Players must accompany the sea invasion with at least one step of fleet or as many as eight steps and assign up to two air units in range of the target invasion area. These units need not start from the same area. The opposing player may intercept as attacker with up to eight steps of fleets within three sea zones of the invasion site at no command cost and up to two air units that can reach the invasion sea zone.

Example: Britain intercepts a German

sea invasion with two British fleets of 3 and

Soviet Winter Offensive: Soviet units ignore the effects of winter this turn (movement and combat restrictions for land and air units). The card may be played anytime but to gain the effect of the event must be played in the first or last card play of a year.

Great Patriotic War: If the Axis attack the Soviet Union, Soviets add 6 steps to supplied infantry units after movement but before combat. Steps may be added to units in unfought battles or contested areas. Discard if played.

Siberian Troops: If at war with the Axis, Soviet Union may place Shock Infantry marked with an asterisk in any supplied area in Russia after movement but before combat. May be placed in an unfought battle or contested area. Discard from future play if event is played.

Not a Step Back: Gives Soviets double defense for one infantry in a battle. Fortresses and factories, however, do not receive an additional doubling bonus. The Soviet player announces the battle to be supported when it is selected for resolution but before any dice are rolled.

Maskirova, Ultra, Phantom Army: Allows allies to designated one Axis area where units cannot move for entire turn, including strategic movement and the leader phase. Units may retreat if attacked. Other units may move through the area at no penalty.

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4 factors and 1 step of carrier and a 3 step air unit. The fleets would be combined to 7 steps for loss consideration.

Kiel Canal: Germany may freely move

to intercept in either the North Sea, Atlantic, or Baltic Sea from ports on either side of the port at Kiel using the Kiel Canal.

Naval combat lasts 2 rounds with

defender rolling first for same class units. The side having fewer air and naval steps remaining after two (2) rounds retreats, or if tied, fight additional rounds until one side has numerical superiority. All Carriers roll 2 dice per step. If a sea invasion fleet retreats or is eliminated, the land units take a step loss and retreat back to their starting land area.

Air units declare on their turn to roll

whether they are attacking enemy air or fleets. After naval combat, if the invading force remains to make a beachhead landing, any surviving air may participate in the land combat. Once all combat for the area is concluded, remaining attacking air may move to another friendly area within range to avoid overstacking, such as at Malta.

6.31 Beachheads The Western Allies have one beachhead

at start and two more when the US enters the war, the Axis and Soviets one each. Once played, they are returned to the owning player’s forcepool through loss of the infantry unit that landed in the initial sea invasion before reinforcements could arrive, loss of the placed area, or at the owner’s choice during the production phase.

6.32 Carrier Raids A Carrier raid allows carriers to attack

enemy fleets in the same major sea zone for one round. Roll two dice per step of carrier. Fleets do not return fire. Enemy air units within range of the attack may

intercept and attempt to sink the carrier. If enemy air is present, carriers roll at -1 HP.

6.4 Strategic Warfare Deploy U-boats or Destroyers to a

desired blockade hex and move heavy bombers that did not move during the regular movement phase to desired enemy industry area within their movement range. These do not cost commands for attacks. Plyers may adjust units within the blockade areas each turn.

Blockade areas: Destroyers roll number of dice equal to steps hitting on 1. If any U-boats remain after one round, the area is blockaded and the printed value of resources or oil is interdicted.

Bombing: Opposing air units in an uncontested area within one area of a bombing raid may intercept at no cost. Conduct one round of air combat if enemy air is present. Any surviving bombers roll dice equal to number of steps hitting on a one. The number of hits interdicts that number of factories in an area. Any excess hits are ignored.

At the cost of one command per

attacked area, tactical air units that did fight during the regular combat phase and within range of factories may also conduct strategic bombing. They only inflict losses on a one (1).

7.0 LEADER PHASE

Player 1 may move again those units in the same area and of the same nationality as their leaders. Player 2 then moves units with leaders.

Each leader may initiate one new phase of combat up to two rounds. Follow normal combat procedures. See the Combat Phase 6.0.

No Retreat: German land units may not retreat from battle for the entire turn unless a leader is present. If a retreat is made, the Axis player rolls for the leader’s dismissal on one (1) die with a 1-3 resulting in removal from game play for the remaining game.

Partisans: Allies designate two Axis units to lose a step, even if it eliminates the unit. Eliminated units are returned to the force pool. A chosen leader unit returns in the production phase.

Total War: Doubles each German home area resource and oil value for the remaining game. Discard if played.

Arsenal of Democracy: Allies may add three steps to any supplied land units after movement but before combat. These steps may be added to units in unfought battles or contested areas.

Diplomatic Coup and Nazi Coup: Move the targeted country’s marker on the diplomatic track. Discard if played.

Rockets: Germany may purchase rockets if the rocket card is played in ’43 or later. For every two resources expended, Britain loses one resource that turn. Defense of the Fatherland: Germany may place a fortress block at two (2) strength (3 steps) and a two (2) step Volksgrenadier unit in a supplied, home area.

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8.0 CHECK SURRENDER

Determine surrender of major and minor powers after all movement and combat phases. 8.1 Conquest of Major Powers

Germany and Britain are conquered when all of their victory cities are enemy occupied. If Britain is conquered, Germany gains control of all British territory / colonies except Canada and areas occupied by any US units.

Remove all British units from the map outside of Canada. Canada becomes a US ally and produces using the British production track and may receive US led lease.

The US gains 2 steps of British fleet and 1 ASW destroyer factor to its starting forces. Britain rejoins the war if the US liberates London. Canadian force pool is: 3 step C2 infantry, 2 step B2 armor, 2 step A2 air.

France offers to surrender and become Vichy France at the end of a leader combat phase that Paris is occupied, besieged, or out of supply. If Germany accepts, remove all remaining French units and place 1 step infantry units in Damascus and Algiers and a 2 step C2 Infantry in Vichy. Vichy becomes pro-Axis (see special rules). Germany gains control of all other French hexes except any occupied by Allied units.

If Germany declines, it must occupy both French starting factories printed on the map. The French fleets and a 3 step C1 infantry is added to the British force pool, and Britain gains control of the French colonies. Place a 1 step C1 infantry in Damascus and Algiers. Free French units use British production, and the resource in Algeria is available to Britain.

If Britain did not send at least three (3) steps of land unit and two (2) steps of air to fight at least one round of combat in France or Belgium, Vichy becomes an Axis minor power and the fleets remain in play along with a 3 step infantry in the German force pool. Germany gains control of Vichy factory and resource in Algeria, but not access to the trade resource and oil.

Italy surrenders if Rome is occupied, or after the US joins the war, if the Western Allies have seized all of North Africa and control an area adjacent to Rome. Remove any remaining Italian units. The Western Allies gain control of any Italian areas not occupied by Germany or its minor allies.

The Soviet Union sues for peace if the Axis occupies all Soviet victory cities. Germany must accept. Soviet production continues and it may still receive lend lease. The Soviet Union may renew the war any turn after the US contests Paris. The Soviet Union retains control of areas not controlled by the Axis.

The United States may not be conquered and the Axis may not sea invade the US or Canada.

8.11 Liberation of a Major Power

If the US liberates France, it receives a French 3-step C1 infantry and a 2-step armor to its force pool. They may be built in Allied controlled territory in France using US production.

If the US liberates Great Britain, Britain

regains any allied controlled original resources and production in the next production phase.

The Western Allies do not receive

resources or production for liberated minors or France. Liberation does not change control of area the same as conquest.

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8.2 Conquest of a Minor Power A minor power surrenders at the end of

the leader combat phase if its capital is occupied. Any of the minor’s remaining units are removed from play and its areas and resources become friendly to the conquering player immediately, except any areas occupied by opposing forces of the conquering player.

The Western Allies never gain resources

from conquered minor powers, but do for those allied through diplomacy or attack from the Axis.

9.0 DIPLOMACY PHASE

The diplomatic track on the west edge of the map is marked with starting positions for various minor powers and the US. German conquest of victory cities moves all minors toward Axis influence, marked in gray, and the US toward the Allies, marked in blue. Allied control of victory cities moves these powers in the opposite direction, except the US only moves toward Axis influence if the Allies or Soviet Union attacks a minor. Adjust diplomatic chart for captured victory cities or played events from the current turn and roll for alliance for any countries that reach their shaded areas or advanced this turn within the shaded areas. A successful roll results in immediate deployment of units and resources being available to the gaining side.

Note additional events on the box next

to the diplomatic track that can affect US movement of the track. Each Allied declaration of war on a neutral power can move the US toward Axis influence. If the US reaches ‘Lend Lease,’ the US may begin to send up two resources and two oil to Great Britain. If the US reaches ‘Mobilization’ without successfully entering the war, it may begin producing units but not factories.

Minor countries that earlier allied with Germany but have reached the ‘check for surrender’ area on the diplomatic track, immediately surrender on a roll of 6 or higher and their home areas become neutral until occupied by a major power. Hexes outside their home country that they occupied are still considered Axis controlled.

If a minor subsequently moves into the

blue shaded area, it may ally with the Allies. If Germany is not at war with the Soviet

Union, acceptance of a minor power’s offer of alliance can place it at war with the Soviets if they already attacked that minor power. In this situation, Germany may choose to decline the minor power’s offer of alliance, but the minor power’s token is moved three (3) spaces toward the allies influence.

Italy starts the game a pro-Axis neutral,

but may still attack other neutral minor powers at a cost to US influence. Italy enters the war as an Axis power the turn Germany controls Paris. The Allies may declare war on Italy before this, but also at a cost to US influence.

10.0 SUPPLY PHASE

Assess supply status for both sides simultaneously. Units must trace a path through friendly controlled land areas to a home country, unbesieged factory or capital that can itself trace a valid supply path to another friendly controlled, unbesieged home factory or capital. Minors must trace a path to their capital. Out of supply units are eliminated and returned to the force pool, except units and fortresses under siege suffer a step loss. Leaders are removed from play. Fleets remain in place, but cannot move or intercept.

10.1 Sea Supply

Sea supply may be traced from a friendly controlled port to another friendly

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port that can trace a valid path to a supplied home factory or capital. Sea supply may be traced only through friendly controlled straits.

11.0 PRODUCTION PHASE

Both sides simultaneously resolve production, adding new factories, resources, and oil, and adding steps to friendly units or placing new units. A country’s production level equals the number of factories supported by an equal number of resources. Many units require a number of production and oil points.

See the production tracks for costs in

factories, resources, and oil for the various types of units. A major power may only build one new factory a turn and must be at war (US mobilization does not count as being at war). Place a built factory on its zero (o) side and the first step of a new shipyard or fortress block at zero (0). Note that factories, ships, and fortresses require multiple turns to complete and may not be built faster with additional expenditure of production.

Example: Germany starts the war with

five factories but only four resources, so its production is four. Britain starts with three factories and four resources, but its production remains at three until it builds a fourth factory.

New armor and air units are built in

friendly controlled and supplied home factory area with the number of new units limited to the number of factories in an area. One new infantry unit may be built in any friendly controlled and supplied home area. Shipyards are built in a supplied home country port area. Factories and fortresses may be built in any friendly, supplied area.

Any number of steps may be added to friendly units in supply, even if in a contested area.

Note that paratroopers are considered air units for production.

11.1 Minor Allies

The Minor Allies use their controlling major power’s production for steps. If a minor power is at war with a major power and not allied to another major power, it receives one step each turn.

11.2 Year Limited Builds Some units and leaders have a year

printed in their upper right hand corner. These units are not available to build until the first production phase of that year. Leaders limited to an entry year are placed in any home area during the first production phase of their entry year.

Captured resources, oil, and factories are added the turn of conquest. Resources and factories must be able to trace a valid supply path to be available See 10.0.

German access to Swedish iron-ore is dependent on neutral or friendly controlled Narvik or Trondheim, Norway.

11.3 Disbanding Units in supply may be disbanded, but

may not be rebuilt in the same turn.

12.0 SPECIAL RULES

The U.S., Britain, and France may not enter Soviet controlled area and vice versa. The Soviet Union may only enter Persia and the Middle East if Axis controlled and free of Western Allied units.

12.1 Soviet Delayed Production

The Soviet Union does not produce until the start of 1940 when it gains access to 3 factories, simulating the Finnish Winter War. Remaining factories and oil are available the turn the Soviet Union and Germany are at war or the start of 1942.

Designer Notes I have always enjoyed grand strategy games on WW II in Europe and spent many hours of my youth playing “Third Reich” and “Advanced Third Reich.” Some of you may remember SPI’s monster game on WW II with division-level units and spiral production charts. Oh those were the days when we had weekends to play. Now, however, I find I do not have the time or patience to learn 30 or 50 pages of rules with hundreds of exceptions to keep track of. I prefer a game I can play in a long evening with minimal time looking up rules. I started thinking about designing my own WW II game back in 2002 and then learned that “Europe Engulfed” was in development. Having discovered and fallen in love with Columbia’s block games in the 1990s, I shelved my idea thinking there was no need since a playable block game was in development. When EE came out my friends and I played it practically non-stop, but I still wanted to see a game with less playing time and fewer exceptional rules. My goal was to take the things I liked most from Third Reich, EE, and other great WW II games and blend them into something new. I started in earnest around 2005 and found my first design, while using fewer units, was still a monster game. I started with hexes, then went to areas, and then back to hexes, the finally back to areas. I had abstract concepts for managing the air war off map and intricate spiral production charts that would put SPI to shame, but the more cool things I thought I wanted in the game the longer the playing time became. …continued.

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12.2 Soviet Occupation of Baltic States, Eastern Poland, and Bessarabia

The turn Germany invades Poland, the Soviet Union may occupy the Baltic States, eastern Poland, and Bessarabia. If the Soviet Union does not occupy any of the areas, Germany may occupy them. Germany may pass through the areas east of the partition line on the turn it invades Poland but may not end its movement phase in any of them.

12.3 Vichy France Vichy France is pro-Axis—unless

conditions made it a full minor ally—but does not allow Axis movement or a supply path through unless the Western Allies attack Vichy or its colonies. If Britain declares war on Vichy before US entry in the war, Vichy becomes a German minor ally.

12.4 Scorched Earth Before resolving combat in an area

containing a factory, the Soviets and Germans may attempt to destroy the factory. Roll one die – 1 thru 3 succeeds for Soviets, 1 thru 2 succeeds for Germany (reflects Speer’s efforts to foil Hitler’s orders). If destroyed, the factory is no longer available to either side.

12.5 Arab Revolt If the Axis control Cairo, they may place

one Arab Revolt unit per production phase in any British area in the Middle East (not Persia). If the placed area contains British units, resolve combat immediately at no command cost. The Axis receives one free step each turn that they continue to control Cairo, but cannot have more than the two units in the force pool.

12.6 Middle East Staging Area Western Allied strategic moves to ports

on the south eastern map edge (access to the Indian Ocean) must first move to the staging area for future strat moves or sea invasions into any of the strategic entry

areas (red arrows). The red ports in these areas only benefit the Western Allies.

12.7 Lend Lease The US may send resources and oil to

Britain when it reaches the Lend Lease position on the diplomatic track. (See the Allied production track) These resources cannot be blockaded. The British also gain 1 step of destroyers. Once at war, the US also may send resources and oil to the Soviet Union.

Britain also may send resources and oil

to the Soviet Union once the Soviet Union is at war with the Axis. Germany may send resources and oil to Italy. (See the Axis production track)

13.0 VICORY CONDITIONS

The Axis win a major victory by conquering Great Britain or forcing a Soviet ceasefire before the end of 1942. Otherwise, at the end of 1942 total the value for each VP city the Axis control, earning a positive or negative VP for each above or below 15. These are used for possible end game victory.

The Allies win a major victory if Germany is conquered before the end of 1944, and a minor victory if by the end of 1945.

If Germany is not conquered by the end of 1945, again total the value for each VP city the Axis control. Add the 1942 and the 1945 values. The Axis win a minor victory if the value is above zero, the Allies a minor victory if below zero. A zero is a draw game.

For determining the winner between two allied players, each player gains 1 VP for each German home area they occupy.

Through much trial and error and literally dozens of game mechanics and different maps, I feel I have finally succeeded in designing an enjoyable game that is playable in long evening thanks to the help of Tom and Grant at Columbia Games. To accomplish this goal of course, much of the chrome I originally envisioned has fallen by the wayside. These are the trade-offs for the Holy Grail of a WW II grand strategy game playable in one sitting. I hope you find the choices made acceptable and enjoy the game. Victory Conditions Setting the right victory conditions to make the game challenging for both sides is one of the harder aspects of designing a game. I decided to make conquest of Britain or the Soviet Union a game ender to give the Axis player an incentive to go for the big win, but in reality the war almost certainly would have gone on and players may choose to continue the game to see if the US can turn the tide. The 1942 high water mark is designed to discourage an Axis passive defense strategy that does not push for territorial gains that might drive the US to enter the war. This strategy probably would mean late entry of the US into the war and make conquering Germany more difficult. I say discourage because I do not enjoy games that force you to follow certain paths and want players to develop their own strategies. That is what games are for, to try “what ifs.” The rule, however, does offer a balanced consequence for choosing such a strategy.

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Sequence of Play

Draw Cards At game start draw two each, and five in 1940 and

thereafter. Play Commands Players simultaneously play cards. High card player 1.

Axis win ties until turn after US land unit/s remain in continental Europe.

Weather: The first and last card play of a year are bad weather turns. In addition the second card play of a year is bad weather in Russia. All units reduced to one hex movement and fight at 1 HP.

Movement Player 1 moves all units up to their allowance and border

limits. Each command allows one area to be declared for attack. o One command allows a para drop – may be

supported by one air unit if in range. Para drops can pass over enemy areas to reach their destinations.

o Two commands allow an infantry unit to make a sea invasion or attack across a strait.

o One command allows a carrier raid (see naval combat).

Border limits apply to entering battle areas. o Clear – 2 land units and 2 air units plus a leader. o Desert – 2 land units and 2 air unit plus a leader. o Rough – 1 land units and 1 air units plus leaders. o Rivers reduce land borders by 1, but never below 1. o Each port and beachhead is limited to 1 unit and a

leader. Stacking:

o Clear – 4 land units and 2 air units plus a leader. o Rough/Desert – 2 land units and 1 air units plus a

leader. Strategic Movement Player 2 follows same sequence. Land Combat Two rounds of combat unless Blitzkrieg, Desert War, or

Breakthrough event is played. Must fight one round of combat.

Defense combat modifiers for land units only: (Terrain and fortresses are not cumulative) o Rough: Forest, swamp, and mountain +1 HP.

o Sea invasions attacking units except air drop -1 HP the first round.

o Fortresses, including Maginot, double defense o Festungs (fortress cities) double defense and +1

HP. Each factory supports 1 land unit and1 air unit plus leader and may be attacked by one land unit and 1 air unit plus a leader.

Combat modifiers for air units against land or fleet units: o -1 HP against land units in fortresses, Maginot,

fortress cities, or terrain other than clear, or against fleets.

o -1 HP if enemy air or carrier is present. Second round Player 2’s reserves are available and

placed face up. Reinforce: the victorious side in a battle may

immediately reinforce the area with units from adjacent areas or from an area used to conduct a sea invasion—pinning rules and border limits apply.

Naval Combat Interception of sea invasion within three sea areas. The

side with highest total fleet and air steps after two rounds wins battle. Remaining losing forces must retreat. o All Carriers A-3, 2 dice per step

Leader Phase Player 1 makes leader moves followed by player 2. Each

leader may initiate one new battle per normal combat rules.

Strategic Warfare Resolve blockade battles with destroyers. Resolve bombing raids.

Supply Check supply status and remove unsupplied units or take

step losses for besieged units. Note Changes in Diplomacy Check captured VP cities and move influence levels. Roll

for any country in shaded zone if influence changed this turn.

Production phase Both sides simultaneously resolve production. Collect

captured resources. Next Card Play Follow above procedures.

New Year Add played cards back to player’s deck and add cards for

the current year.