IMPORTANT CHANGES TO HOUSE RULES FOR YG's INVITATIONAL



  • This is an announcement to inform those attending Young Grasshopper’s Invitational in Canada this September, that modifications have been made to the House Rules to balance all G40 tournament games.

    The Paris Victory Token for the Allies has been changed to the following… Liberation
    -The Allies have liberated London, Paris, Calcutta, or Sydney
    _(R&D) *The United States

    there is a new ANZAC national objective which reads…
    ANZAC (in addition to all original NOs)
    -5 IPCs if the Allies control Cairo (when at war with Germany/Italy)

    …and there is a new rule for sacking Capitals Capital Purge: New Rule

    When a capital is captured the first time, all cash on hand will to the nation which takes it, however, each time the same capital is captured after the first, all cash on hand will go to the bank._



  • GRASSHOPPER’S INVITATIONAL - HOUSE RULES

    Victory Objectives & Tokens: New Victory Condition Rule

    Once a victory objective is achieved, a victory token will be awarded, the side with the most victory tokens at the end of the day wins the game. Victory tokens are awarded immediately upon completion regardless of when, or how the objective was achieved. Also, a token can never be taken away once earned, and they may never be awarded twice for the same objective. It doesn’t matter which round the game ends, however, a win or a tie can only be declared at the end of a full game round.

    Tournament Rule: On top of any victory tokens earned during each game, teams that win their game outright will receive a bonus victory token, and teams that finish a game without allowing their opponent to claim a victory token will receive a bonus victory token. Tie breakers for declaring teams that advance to the medal round games will be total game victory tokens first, followed by any bonus victory tokens next.
    Here is a list of all victory objectives for each side…

    Axis Powers

    London -The Axis control London
    (R&D) *The nation that takes control
    Moscow -The Axis control Moscow
    (R&D) *The nation that takes control
    Calcutta
    -The Axis control Calcutta
    (R&D) *The nation that takes control
    Sydney
    -The Axis control Sydney
    (R&D) *The nation that takes control
    Africa
    -The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
    (R&D) *The nation that controls the most
    Pacific -The Axis control 6 victory cities on the Pacific map
    (R&D) *The nation that controls the most Europe
    -The Axis control 7 victory cities on the Europe map
    (R&D) *The nation that controls the most

    Economy
    -All 3 Axis powers have a combined total of 136 IPCs on the income tracker
    (R&D) *The nation that is earning the most
    Allied Powers

    Berlin
    -The Allies control Berlin
    (R&D) *The nation that takes control
    Rome
    -The Allies control Rome
    (R&D) *The nation that takes control

    Tokyo
    -The Allies control Tokyo
    (R&D) *The nation that takes control
    Africa -The Allied powers control all non-neutral territories on the continent of Africa
    (R&D) *The nation that controls the most
    Liberation
    -The Allies have liberated London, Paris, Calcutta, or Sydney
    (R&D) *The United States
    Philippines
    -The Allies have liberated the Philippines
    (R&D) *The United States

    Asia
    -The Allies control the Burma road as well as Hong Kong and Shanghai
    (R&D) *The United Kingdom

    Pacific
    -There are no Japanese Capital ships on the board
    (R&D) *The United States

    Fortunes of War: New Research & Development Rule

    Research rolls are no longer used to develop breakthroughs, instead, a system called “Fortunes of War” will be used where nations get free development rolls when victory objectives have been achieved. Once a victory token is gained, the nation with the corresponding (*) instructions listed with each objective will choose a breakthrough chart, and make a free “Fortunes of War” roll with the resulting breakthrough taking effect immediately after their turn has ended.Any breakthroughs gained by the UK regardless of which side of the map a token was achieved will effect all UK purchases and all UK units on the board.

    Modifications to oob breakthroughs are in red italics, Paratroopers have been replaced with Super Carrier Decks, and breakthroughs among the 2 charts have been re-positioned for balance.

    Breakthrough Chart #1

    Heavy Artillery
    All artillery now support up to 2 attacking infantry and/or mech infantry each

    Rockets
    Each operational airbase may launch a rocket at an enemy facility up to 4 spaces away, roll 2 dice per rocket and apply the highest result for damage.

    Jet Fighters
    All fighters now attack at 4 or less, and defend at 2 or less when escorting or intercepting.

    Long-Range Aircraft
    Maximum movement range for all air units is now increased by 1.

    War Bonds
    During the collect income phase, roll 2 dice and collect IPCs in the amount shown on the highest roll. (For UK war bonds, Calcutta will gain IPCs from the lowest roll, London will gain IPCs from the highest roll).

    Blitz Tactics
    Mech infantry now attack at 2 or less if paired with a tank as well as artillery, they may blitz without tanks, and they may tow 1 artillery unit each during the non-combat movement phase.
    Breakthrough Chart #2

    Super Submarines
    All submarines now attack at 3 or less.

    Anti-Aircraft Radar
    All ainti-aircraft fire from AA artillery, or AA guns built into facilities now defend at 2 or less.

    Improved Shipyards
    Battleships, Aircraft Carriers, and Cruisers are now 3 IPCs cheaper, and Destroyers, Submarines, and transports are now 1 IPC cheaper.

    Mass Production
    The mobilization capacity of all production facilities has been increased by 2. Also, you may remove 2 damage markers for the price of 1.

    Super Carrier Decks
    All aircraft carriers may now carry up to 3 fighters and/or tactical bombers each.

    Heavy Bombers
    When attacking during a battle or a SBR, roll 2 dice for each strategic bomber and select the best result.

    Bonus Income: New & Modified National Objectives

    Germany (in addition to all original NOs)
    -5 IPCs if an Axis power controls London

    Soviet Union (2 NOs which will replace the original National Prestige NO)
    -5 IPCs if there are no Axis warships in sea zone #125, and the Allies control Archangel as well as London
    -5 IPCs if there are no Allied units on any original Russian territories

    Japan (in addition to all original NOs)
    -5 IPCs if Japan controls all original Chinese territories

    United States (in addition to all original NOs)
    -5 IPCs if the United States are at war with the Axis powers

    UK Europe (in addition to all original NOs)

    • 5 IPCs if there are no German submarines anywhere on the board other than in the Baltic Sea (sea zones 113-115), the Black Sea (100), and the Caspian Sea (unnumbered)

    ANZAC (in addition to all original NOs)
    -5 IPCs if the Allies control Cairo (when at war with Germany/Italy)

    Payload & Navigation Modifiers: New SBR Rules

    The +2 damage bonus for each strategic bomber during strategic bombing raids will now be distributed like such…

    +1 Damage - if the strategic bombers rolling for damage have departed from an operational airbase.
    +1 Damage - if the strategic bombers rolling for damage did not encounter an enemy interceptor.

    Capital Purge: New Rule

    When a capital is captured the first time, all cash on hand will to the nation which takes it, however, each time the same capital is captured after the first, all cash on hand will go to the bank.


Log in to reply
 

Suggested Topics

  • 3
  • 8
  • 4
  • 17
  • 8
  • 34
  • 11
  • 5
I Will Never Grow Up Games
Axis & Allies Boardgaming Custom Painted Miniatures
Dean's Army Guys

67
Online

13.7k
Users

34.1k
Topics

1.3m
Posts