Grasshopper's 1940 Global 2nd Edition: Players Handbook (under construction)

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    GRASSHOPPER’S 1940 GLOBAL 2nd EDITION: PLAYERS HANDBOOK

    1940 2ND EDITIONS.jpg

    GAME CREDITS:

    Game Design: Larry Harris
    Game Development: Kevin Chapman and Mons Johnson
    Rulebook Development: Larry Harris and Kevin Chapman
    Additional Playtesting: Jeffrey Auer, Eric Christoff, Mike Davis, Martin Frick, Randy Heath, Dan Kersey, Gregory Smorey, Kelly Thye, and Craig Yope
    Editing: Kevin Chapman and Jennifer Clarke Wilkes
    Art Direction: Ryan Sansaver
    Cover Illustration: Jim Butcher
    Graphic Design: Leon Cortez
    Cartography: Todd Gamble
    Photography: Allison Shinkle
    Brand Management: Chris Lindsay, Liz Schuh and Brian Hart
    Project Management: Neil Shinkle
    Production Management: Godot Gutierre
    Thanks to all of our project team members and the many others too numerous to mention who have contributed to this product


    YOUTUBE VIDEO: 1940 GLOBAL INTRODUCTION…
    https://www.youtube.com/watch?v=IlCNsElRYj4

    YOUTUBE VIDEO: 1940 GLOBAL UNBOXING…
    https://www.youtube.com/watch?v=LkMrMdDMYnI

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    TABLE OF CONTENTS:

    Game Components
    The Global Situation
    The Setup
    Summary of Play
    How the War is Won
    The Political Landscape
    Order of Play
    Purchase & Repair Units
    Combat Move
    Conduct Combat
    Noncombat Move
    Mobilize New Units
    Collect Income
    Winning the game
    Unit Profiles
    Global Rules
    Axis & Allies game Piece Directory

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    GAME COMPONENTS:

    AXIS & ALLIES 1940 GLOBAL 2nd EDITION - COMPONENTS LIST

    The following is a complete list of components you will get in Axis & Allies 1940 Europe and 1940 Pacific 2nd Edition (combined)

    COMMON ACCESSORIES:

    Game board:
    The game board is a map of the western hemisphere, circa 1940. It’s divided into spaces, either territories (on land) or sea zones, which are separated by border lines. The national production chart on the top of the game board tracks each power’s production level (income) during the game. The level is based on the combined Industrial Production Credit (IPC) values of each territory a power controls. Place one of your power’s control markers on the number on the tracker that matches your power’s starting IPC income. This is the power’s starting national production level. Each player should keep track of his or her power’s production level separately.

    4 Piece folding boards (spans 70"X32")

    18 - Major factories
    20 - Minor factories
    30 - Air bases
    32 - Naval bases
    6 - Kamikaze tokens


    Plastic Chips:
    Use the chips to save space in overcrowded territories and sea zones. Gray chips represent 1 combat unit each, green chips represent 3 units each, and red chips represent 5 units each. For example, if you wanted to place 10 infantry on a space, you would stack up 1 red chip, 1 green chip, 1 gray chip, and 1 infantry unit on top. (If you don’t have enough pieces to top off all your stacks, use any identifying item, such as a piece of paper with the unit type written on it.) The number of stacks is not limited by the number of plastic pieces available.

    110 - Gray plastic chips
    30 - Green plastic chips
    20 - Red plastic chips


    Battle Strip, Casualty strip, & Dice:
    The battle strip is a card with columns that list attacking and defending units and their combat strengths. When combat occurs, the players involved place their units on both sides of the battle strip. Combat is resolved by rolling dice. Casualties are designated by being moved behind the casualty strip.

    1 - Battle Strip
    1 - Casualty Strip
    6 - Red dice
    6 - Black dice


    Research & Development Chart:
    The Research & Development Chart is used for an optional rule when combining this game with Axis & Allies Pacific 1940. If you’re playing the combined games, whenever you develop a new technology, place one of your power’s control markers inside the appropriate advancement box on the chart.

    1 - Research & Development Chart

    2 - Rule books (Europe 1940 / Pacific 1940)


    Combat forces:
    Take the plastic pieces that represent your power’s combat units. Each power is color coded as shown in the following chart, which also shows the power’s starting income level and treasury in Industrial Production Credits (see below). Place all of your power’s starting units on the game board as listed on your power’s setup chart.

    GERMANY:

    30 - Control Markers

    40 - Infantry
    8 - Artillery
    9 - Mechanized Infantry
    12 - Tanks
    8 - Antiaircraft Artillery

    8 - Fighters
    9 - Tactical Bombers
    4 - Strategic Bombers

    6 - Transports
    6 - Destroyers
    6 - Submarines
    4 - Cruisers
    2 - Aircraft Carriers
    2 - Battleships


    SOVIET UNION:

    30 - Control Markers

    40 - Infantry
    8 - Artillery
    9 - Mechanized Infantry
    10 - Tanks
    8 - Antiaircraft Artillery

    8 - Fighters
    9 - Tactical Bombers
    2 - Strategic Bombers

    4 - Transports
    4 - Destroyers
    4 - Submarines
    2 - Cruisers
    2 - Aircraft Carriers
    2 - Battleships


    JAPAN:

    30 - Control Markers

    40 - Infantry
    12 - Artillery
    9 - Mechanized Infantry
    12 - Tanks
    8 - Antiaircraft Artillery

    16 - Fighters
    9 - Tactical Bombers
    8 - Strategic Bombers

    12 - Transports
    12 - Destroyers
    12 - Submarines
    8 - Cruisers
    8 - Aircraft Carriers
    8 - Battleships


    UNITED STATES:

    30 - Control Markers

    40 - Infantry
    12 - Artillery
    15 - Mechanized Infantry
    12 - Tanks
    16 - Antiaircraft Artillery

    16 - Fighters
    15 - Tactical Bombers
    12 - Strategic Bombers

    12 - Transports
    12 - Destroyers
    12 - Submarines
    8 - Cruisers
    8 - Aircraft Carriers
    8 - Battleships


    CHINA:

    10 - Control Markers

    30 - Regular Infantry


    UNITED KINGDOM:

    30 - Control Markers (including 2 Union Jacks)

    40 - Infantry
    12 - Artillery
    12 - Mechanized Infantry
    16 - Tanks
    16 - Antiaircraft Artillery

    16 - Fighters
    12 - Tactical Bombers
    12 - Strategic Bombers

    12 - Transports
    12 - Destroyers
    12 - Submarines
    8 - Cruisers
    4 - Aircraft Carriers
    8 - Battleships


    ITALY:

    30 - Control Markers

    20 - Infantry
    8 - Artillery
    6 - Mechanized Infantry
    10 - Tanks
    8 - Antiaircraft Artillery

    8 - Fighters
    6 - Tactical Bombers
    4 - Strategic Bombers

    6 - Transports
    6 - Destroyers
    6 - Submarines
    4 - Cruisers
    2 - Aircraft Carriers
    2 - Battleships


    ANZAC:

    30 - Control Markers

    20 - Infantry
    6 - Artillery
    6 - Mechanized Infantry
    8 - Tanks
    8 - Antiaircraft Artillery

    8 - Fighters
    6 - Tactical Bombers
    6 - Strategic Bombers

    6 - Transports
    6 - Destroyers
    6 - Submarines
    4 - Cruisers
    4 - Aircraft Carriers
    4 - Battleships


    FRANCE:

    30 - Control Markers

    20 - Infantry
    8 - Artillery
    8 - Mechanized Infantry
    10 - Tanks
    8 - Antiaircraft Artillery

    8 - Fighters
    6 - Tactical Bombers
    2 - Strategic Bombers

    4 - Transports
    4 - Destroyers
    4 - Submarines
    2 - Cruisers
    2 - Aircraft Carriers
    2 - Battleships


    YOUTUBE VIDEO: 1940 GLOBAL COMPONENTS…
    https://www.youtube.com/watch?v=2mK3NbTyEwQ&t=1s

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    THE GLOBAL SITUATION:

    It is spring 1940. Since the invasion of Poland nine months earlier, the United Kingdom and France have been at war with Germany. The Soviet Union and Germany have signed a secret protocol splitting Eastern Europe between them. In November of that year, the Soviets, using some false pretext, attacked
    Finland. The Russians didn’t fare well in this war. 200,000 Finns managed to hold up a Soviet army of 1,000,000 troops. Eventually, the Finns had to sue for peace and several disputed territories were annexed by the Soviets.
    The weakness and humiliating defeats suffered by the Red Army didn’t go unnoticed by the watching eyes of Nazi Germany. Before
    long, these two great powers would be caught up in a life-and- death struggle for their very existence. Before that day, however, the rest of Europe had to be dealt with. First, Norway and Denmark
    were invaded. Then, with an objective of nothing less than the total destruction of the British and French armies in northern France, Belgium
    and Holland were quickly overrun. Outflanking the Maginot line, to the great surprise of the Allied armies, the German army poured into the Low
    Countries. The Allied Expeditionary Force soon found its back to the sea and was forced to evacuate. During Operation Dynamo, the Allies, being forced into an ever-shrinking perimeter, made a desperate
    withdrawal from Dunkirk. More than 300,000 Allied troops evacuated back to England. However, much of the BEF’s equipment had been lost or left back on the beaches of Europe.
    During those desperate days, more than half of the French armor had been lost in Belgium. Now, with what was left and supplemented by some remaining Allied units, France is facing not only a larger German army, but an army whose tactics and way of conducting war are all too new and too effective. It’s at this point that you take command of one or more of the major powers and rewrite history. As an Allies player, can you stop this Axis momentum? As an Axis player, can you defeat France and/or Britain? Can you defeat the bear in the East? How are you going to deal with the awakening giant, the arsenal of democracy, the United States? Your task will not be easy, but world domination never is. Meanwhile on the other side of the world, Japan is at war with China, but not with any other country. Any attacks on British, Dutch, ANZAC (Australian-New Zealand Army Corps), or American territories or ships by the Japanese will be considered an act of war by all of the remaining Allied powers. A British or ANZAC attack on Japan, however, would not bring the U.S.
    into the war. The Japanese player can elect to go to war with the Allies immediately. If Japan does, the United States will automatically kick into its wartime economy. With tensions already high due to Japan’s occupation of parts of
    China, any further conquest in the Pacific will force the United States to go to war with Japan. Should Japan not attack immediately and use this time to better prepare and position its forces? This is
    the question that the Japan player must answer

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    AXIS & ALLIES 1940 GLOBAL 2nd EDITION - SETUP CHARTS

    Setup Charts:
    Take the setup chart for your power, located on the box top of the storage tray. It shows the name of the power, its units’ color, and its emblem. It also lists the starting numbers and locations of that power’s units on the game board.

    GERMANY:30 IPCs

    Germany: 11 Infantry, 3 Artillery, 1 Tac Bomber, 2 Bombers, 3 AA guns, 1 Major IC
    Western Germany: 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 3 Tac bombers, 3 AA guns, 1 Major IC, 1 Naval base, 1 Airbase
    Greater Southern Germany: 6 Infantry, 2 Artillery, 3 tanks
    Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
    Poland: 3 Infantry, 1 Tank, 1 Tac Bomber
    Romania: 2 Infantry, 1 Tank
    Holland/Belgium: 4 Infantry, 2 Artillery, 3 Tanks, 1 Fighter
    Norway: 3 Infantry, 1 Fighter
    Denmark: 2 Infantry

    Sea Zone 113: 1 Battleship
    Sea Zone 114: 1 Cruiser, 1 Transport
    Sea Zone 103: 1 Submarine
    Sea Zone 108: 1 Submarine
    Sea Zone 117: 1 Submarine
    Sea Zone 118: 1 Submarine
    Sea Zone 124: 1 Submarine


    SOVIET UNION: 37 IPCs

    Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Tank, 1 Fighter, 1 Tac Bomber, 2 AA Guns, 1 Airbase, 1 Major IC
    Novgorod: 6 Infantry, 1 Artillery, 1 Fighter, 2 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Archangel: 1 Infantry
    Karelia: 2 Infantry
    Vyborg: 3 Infantry
    Baltic States: 3 Infantry
    Belarus: 1 Infantry
    Eastern Poland: 2 Infantry
    Western Ukraine: 1 Infantry, 1 Artillery
    Bessarabia: 2 Infantry
    Ukraine: 3 Infantry, 1 Minor IC
    Volgograd: 1 Mech Infantry, 1 Tank, 1 Minor IC
    Caucasus: 2 Infantry
    Buryatia: 6 Infantry
    Sakha: 6 Infantry, 2 AA guns
    Amur: 6 Infantry

    Sea Zone 115: 1 Cruiser 1 Submarine
    Sea Zone 127: 1 Submarine


    JAPAN: 26 IPCs

    Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bombers, 3 AA Guns, 1 Airbase, 1 Naval Base, 1 Major IC
    Korea: 4 Infantry, 1 Fighter
    Manchuria: 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 2 Fighters, 2 Tac Bombers
    Jehol: 2 Infantry, 1 Artillery
    Shantung: 3 Infantry, 1 Artillery
    Kiangsu: 3 Infantry, 1 Artillery, 1 Fighter, 1 Tac Bomber
    Kiangsi: 3 Infantry, 1 Artillery
    Kwangsi: 3 Infantry, 1 Artillery
    Siam: 2 Infantry
    Iwo Jima: 1 Infantry
    Okinawa: 1 Infantry, 1 Fighter
    Formosa: 1 Fighter
    Palau Island: 1 Infantry
    Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base

    Sea Zone 6: 1 Submarine, 2 Destroyers, 2 Carriers each with 1 Tac Bomber & 1 Fighter, 1 Cruiser, 1 Battleship, 1 Transport
    Sea Zone 19: 1 Submarine, 1 Battleship, 1 Destroyer, 1 Transport
    Sea Zone 33: 1 Destroyer, 1 Carrier with 1 Tac Bomber & 1 Fighter
    Sea Zone 20: 1 Cruiser, 1 Transport


    UNITED STATES: 52 IPCs

    Eastern United States: 1 Infantry, 1 Fighter, 1 Artillery, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC
    Central United States: 1 Infantry, 3 Mech Infantry, 1 Tank, 1 Bomber, 1 Minor IC
    Western US: 2 Infantry, 1 Mech Infantry, 1 Artillery, 1 Fighter, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC
    Hawaiian Islands: 2 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
    Philippines: 2 Infantry, 1 Fighter, 1 Airbase, 1 Naval Base.
    Midway: 1 Airbase
    Wake Island: 1 Airbase
    Guam: 1 Airbase

    Sea Zone 10: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, 1 Carrier with 1 Tac Bomber & 1 Fighter
    Sea Zone 26: 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Transport
    Sea Zone 35: 1 Destroyer, 1 Submarine
    Sea Zone 101: 1 Cruiser, 1 Transport


    CHINA: 12 IPCs

    Suiyuan: 2 Infantry
    Shensi: 1 Infantry
    Kweichow: 2 Infantry
    Hunan: 2 Infantry
    Yunnan: 4 Infantry
    Szechwan: 6 Infantry, 1 Fighter


    UNITED KINGDOM: (Europe Side) 28 IPCs

    United Kingdom: 2 Infantry, 1 Mech Infantry, 2 Fighters, 1 Bomber, 4 AA guns, 1 Airbase, 1 Naval Base, 1 Major IC
    Scotland: 2 Infantry, 1 Fighter, 1 AA gun, 1 Airbase
    France: 1 Artillery, 1 Tank
    Ontario: 1 Infantry, 1 Artillery
    Quebec: 1 Infantry, 1 Tank, 1 Minor IC
    New Brunswick Nova Scotia: 1 Naval Base
    Iceland: 1 Airbase
    Gibraltar: 1 Fighter, 1 Naval Base
    Malta: 1 Infantry, 1 Fighter, 1 AA gun,
    Alexandria: 2 Infantry, 1 Artillery, 1 Tank
    Egypt: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Naval Base
    Anglo-Egyptian Sudan: 1 Infantry
    Union of South Africa: 2 Infantry, 1 Naval Base, 1 Minor IC
    West India: 1 Infantry

    Sea Zone 106: 1 Destroyer, 1 Transport
    Sea Zone 109: 1 Destroyer, 1 Transport
    Sea Zone 110: 1 Cruiser, 1 Battleship
    Sea Zone 111: 1 Destroyer, 1 Battleship, 1 Cruiser
    Sea Zone 91: 1 Cruiser
    Sea Zone 98: 1 Cruiser, 1 Destroyer, 1 Carrier with 1 Tac Bomber, 1 Transport
    Sea Zone 71: 1 Destroyer


    UNITED KINGDOM: (Pacific Side) 17 IPCs

    India: 6 Infantry, 1 Artillery, 3 AA Guns, 1 Fighter, 1 Tac Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
    Burma: 2 Infantry, 1 Fighter
    Malaya: 3 Infantry, 1 Naval Base
    Kwangtung: 2 Infantry, 1 Naval Base

    Sea Zone 37: 1 Battleship
    Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport


    ITALY: 10 IPCs

    Northern Italy: 2 Infantry, 2 Artillery, 1 Tank, 1 Bomber, 2 AA Guns, 1 Major IC
    Southern Italy: 6 Infantry, 2 Fighters, 2 AA Guns, 1 Naval Base, 1 Airbase, 1 Minor IC
    Albania: 2 Infantry, 1 Tank
    Libya: 1 Infantry, 1 Artillery
    Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 Tank
    Ethiopia: 2 Infantry, 1 Artillery
    Italian Somaliland: 1 Infantry

    Sea Zone 95: 1 Destroyer, 1 Cruiser, 1 Submarine, 1 Transport
    Sea Zone 96: 1 Destroyer, 1 Transport
    Sea Zone 97: 1 Cruiser, 1 Battleship, 1 Transport


    ANZAC: 10 IPCs

    Queensland: 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base.
    New South Wales: 2 Infantry, 2 AA guns, 1 Minor IC, 1 Naval Base.
    New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
    Malaya: 1 Infantry
    Egypt: 2 infantry

    Sea Zone 62: 1 Destroyer, 1 Transport
    Sea Zone 63: 1 Cruiser


    FRANCE: 19 IPCs

    France: 6 Infantry, 1 Artillery, 1 Tanks, 1 AA gun, 1 Fighter, 1 Airbase, 1 Major IC
    Normandy/Bordeaux: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
    Southern France: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
    United Kingdom: 2 Infantry, 1 Fighter
    Morocco: 1 Infantry
    Algeria: 1 Infantry
    Tunisia: 1 Infantry
    Syria: 1 Infantry
    French West Africa: 1 Infantry

    Sea Zone 72: 1 Destroyer
    Sea Zone 93: 1 Destroyer, 1 Cruiser
    Sea Zone 110: 1 Cruiser


    YOUTUBE VIDEO: 1940 GLOBAL SETUP…
    https://www.youtube.com/watch?v=GgJzxTbyrzQ&t=22s

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    1940 GLOBAL RULES:

    The rules in this hand book describe how to combine Axis & Allies Europe 1940 with Axis & Allies Pacific 1940 to play them together as a single game called Axis & Allies Global 1940.

    PLAYER ASSIGNMENTS:

    This game can be played by two to six players. If you control more than one power, keep those powers’ income and units separate. You can conduct operations for only one power at a time. Split control of the powers between the players as follows:

    Two players
    Player 1: Axis powers
    Player 2: Allied powers

    Three players
    Player 1: Axis powers
    Player 2: Soviet Union, United States, and China
    Player3:United Kingdom, ANZAC, and France

    Four players
    Player 1: Axis powers
    Player 2: Soviet Union and France
    Player 3: United States and China
    Player 4: United Kingdom and ANZAC

    Five players
    Player 1: Germany and Italy
    Player 2: Japan
    Player 3: Soviet Union and France
    Player 4: United States and China
    Player 5: United Kingdom and ANZAC

    Six players
    Player 1: Germany
    Player 2: Japan
    Player 3: Italy
    Player 4: Soviet Union and France
    Player 5: United States and China
    Player6:United Kingdom and ANZAC

    ORDER OF PLAY:

    Use the following order of play. Powers take their turns in this order regardless of which player controls them.

    1. Germany
    2. Soviet Union
    3. Japan
    4. United States
    5. China
    6. United Kingdom
    7. Italy
    8. ANZAC
    9. France

    STARTING INCOME:

    The powers start with the following IPC income levels and treasuries:

    Germany - 30 IPCs
    Soviet Union - 37 IPCs
    Japan - 26 IPCs
    United States - 52 IPCs
    China - 12 IPCs
    United Kingdom (Europe) - 28 IPCs
    United Kingdom (Pacific) - 17 IPCs
    Italy - 10 IPCs
    ANZAC - 10 IPCs
    France - 19 IPCs

    THE TURN SEQUENCE:

    1. Purchase and Repair Units
    2. Combat Move (Powers at War Only)
    3. Conduct Combat (Powers at War Only)
    4. Noncombat Move
    5. Mobilize New Units
    6. Collect Income

    HOW THE WAR IS WON:

    The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play (ending with the next turn of the Axis power that captured the final required city), as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.
    The Allies win by controlling Berlin, Rome, and Tokyo for a complete round of play (ending with the next turn of the Allied power that captured the third capital), as long as they control an Allied capital (Washington, London, Paris, or Moscow) at the end of that round.


    YOUTUBE VIDEO: 1940 GLOBAL BASICS…
    https://www.youtube.com/watch?v=bRHxahObgeU

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    SPACES ON THE BOARD

    Territories:
    The border colors of the territories on the game board show which power controls them at the start of the game. Each power has its own color and emblem (the United Kingdom controls the Canadian territories in addition to those with its own emblem). When the rules refer to the “original controller” of a territory, they mean the power whose emblem is printed on the territory. All other spaces are neutral and are not aligned with any power. Most territories have an income value ranging from 1 to 20. This is the number of IPCs the territory produces each turn for its controller. A few territories, such as Iceland, have no income value. Units can move between adjacent spaces (those that share a common border). Spaces that meet only at a point (such as United Kingdom and sea zone 111) are not adjacent to one another, as they do not share a common border.

    All territories exist in one of three conditions:
    Friendly: Controlled by you or a friendly power.
    Hostile: Controlled by a power with which you are at war.
    Neutral: Not controlled by any power, or controlled by a power on the other side with which you are not yet at war. Neutral territories, such as Switzerland, have white borders and do not have any power’s emblem on them. Most such territories also have a unit silhouette with a number, which indicates how many infantry units the territory will generate to defend itself when its neutrality is violated. The Sahara Desert and Pripet Marshes are impassable and may not be moved into or through by any units.

    Sea Zones:
    Sea zones are either friendly or hostile. Friendly sea zones contain no surface warships (this doesn’t include submarines and transports) belonging to a power with which you are at war. Hostile sea zones contain surface warships belonging to a power with which you are at war. (The presence of a surface warship belonging to an enemy power with which you are not yet at war doesn’t make a sea
    zone hostile.

    Note: The Caspian Sea (surrounded by Caucasus, Kazakhstan, Turkmenistan, Eastern Persia, Persia, and Northwest Persia) is considered to be a sea zone, even though it does not have a number.

    Islands:
    An island or island group is a single territory surrounded entirely by one or more sea zones. A sea zone can contain more than one island or island group, but each one is considered one territory. Each territory has a separate name and emblem on it. It’s not possible to split up land-based units so that they are on different islands in the same group.

    For example, Sardinia and Sicily are both located in sea zone 95. These named islands can each have independent land-based units. However, West Indies, located in sea zone 89, is an island group (one territory), so any land units there are all together, not on separate islands. Islands that have no name label, such as the one in sea zone 114, are not game spaces and may not have units moved onto them.

    Canals and Narrow Straits:
    Canals and narrow straits are geographical features that can help or hinder sea movement, depending upon who controls them. Canals are artificial waterways that connect two larger bodies of water, while narrow straits are natural passages that do the same. In either case, control of the land territories surrounding these features gives the controlling power and its allies the ability to travel through them while denying access to enemy powers. There are two canals on the game board. The Panama Canal connects the Pacific Ocean to the Caribbean Sea (sea zones 64 and 89), while the Suez Canal connects the Red Sea to the Mediterranean Sea (sea zones 81 and 98). A canal is not considered a space, so it doesn’t block land movement. Land units can move freely between Trans- Jordan and Egypt. Central America, containing the Panama Canal, is one territory, so no land movement is required to cross the canal within Central America.There are three narrow straits on the game board. The Turkish Straits connect the Mediterranean and Black Seas (sea zones 99 and 100), the Strait of Gibraltar connects the Atlantic Ocean to the Mediterranean Sea (sea zones 91 and 92), and the Danish Straits connect the North and Baltic Seas (sea zones 112 and 113). Most narrow straits can’t be crossed by land units without the use of transport ships. However, Turkey is one territory that contains a narrow strait within it, so no land movement or transport ships are required to cross the straits within Turkey. If your side (but not necessarily your power) controlled a canal or narrow strait at the start of your turn, you may move sea units through it (you can’t use it in the same turn that you capture it). If a canal or narrow strait is controlled by a power not on your side, but with which you are not yet at war, you must ask permission to use it, which may be denied. You can’t move sea units through a canal or narrow strait that is controlled by a neutral territory or by a power with which you are at war. In order to control a canal or narrow strait, you must control its controlling land territory or territories. They are as follows:

    Canal/Narrow Straits
    Suez Canal Panama Canal Turkish Straits Strait of Gibraltar Danish Straits
    Controlling Territories
    Egypt and Trans-Jordan Central America Turkey
    Gibraltar
    Denmark

    If there is only one controlling territory, the power that controls it controls the canal or strait. If there are two controlling territories, the side that controls both of them controls the canal or strait. If one side controls one territory and the other controls the other, the canal or strait is closed to all sea units. Turkey begins the game as a neutral territory, so neither side may move through the Turkish Straits until Turkey is captured.

    Exception: Submarines of any power may pass through the Strait of Gibraltar regardless of which power controls it.
    The movement of air units is completely unaffected by canals and straits, whether they are moving over land or sea. They can pass between sea zones connected by the canal or strait regardless of which side controls it.

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