Grasshopper’s 3G40 Player’s Handbook

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    GAME ACCESSORIES & COMPONENTS LIST

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    COMMON:

    4 Piece folding boards (spans 70"X32")

    15 - Major factories
    20 - Minor factories
    10 - Air bases
    10 - Naval bases
    6 - Kamikaze tokens
    6 - Damage tokens
    10 - Convoy tokens

    150 - Grey plastic chips
    20 - Green plastic chips
    50 - Red plastic chips

    10 - Red dice
    10 - Black dice

    1 - Rule book


    GERMANY:

    30 - Control Markers

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

    8 - Fighters
    8 - Tactical Bombers
    6 - Strategic Bombers

    6 - Transports
    6 - Destroyers
    8 - Submarines
    3 - Cruisers
    3 - Aircraft Carriers
    3 - Battleships


    UK PACIFIC:

    15 - Control Markers

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

    8 - Fighters
    4 - Tactical Bombers
    4 - Strategic Bombers

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


    JAPAN:

    40 - Control Markers

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

    16 - Fighters
    12 - Tactical Bombers
    6 - Strategic Bombers

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


    UK EUROPE:

    20 - Control Markers

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

    12 - Fighters
    8 - Tactical Bombers
    8 - Strategic Bombers

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


    ITALY:

    30 - Control Markers

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

    8 - Fighters
    6 - Tactical Bombers
    4 - Strategic Bombers

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


    CHINA:

    5 - Control Markers

    30 - Regular Infantry
    12 - Artillery
    1 - Fighter


    SOVIET UNION:

    15 - Control Markers

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

    8 - Fighters
    6 - Tactical Bombers
    4 - Strategic Bombers

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


    UNITED STATES:

    15 - Control Markers

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

    16 - Fighters
    16 - Tactical Bombers
    12 - Strategic Bombers

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


    FRANCE:

    5 - Control Markers

    20 - Infantry
    4 - Artillery
    4 - Mechanized Infantry
    4 - Tanks
    4 - Antiaircraft Artillery

    4 - Fighters
    2 - Tactical Bombers
    2 - Strategic Bombers

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

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    SUMMARY OF PLAY

    Each turn you take for a power, you choose which units to build for that power. Then you move your attacking units into hostile spaces and resolve those attacks using dice rolls.

    After combat, you can make noncombat moves with your units that didn’t take part in combat that turn. Finally, you place the units you purchased at the beginning of your turn and then collect your income for the turn, including income gained from any newly conquered territories.

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    PLAYER ASSIGNMENTS

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    Axis & Allies 3G40 can be played by up to six players. The game depicts a two-sided conflict, so if you have more than two players, split them up into the Axis side and the Allied side.

    The Allied powers include the United States, United Kingdom Europe, France, the Soviet Union and United Kingdom Pacific. The Axis powers are represented by Germany, Japan, and Italy. Each player controls at least one world power. Some will control more than one power.

    One or more players take the side of the Allies, and one or more players take the side of the Axis. Each player controls one or more world powers. If a player controls more than one power, those powers must all be on the same side.

    If you control more than one power, keep track of those powers’ income and units separately. You can conduct operations for only one power at a time. Once you have decided who will play which power(s), prepare the game for play.

    TWO (2) PLAYER GAME

    Axis - 1 Player
    Player A - Germany, Japan, Italy

    Allies - 1 Player
    Player B - UK Pacific, UK Europe, China, Soviet Union, United States, France


    THREE (3) PLAYER GAME (SCENARIO 1)

    Axis - 1 Player
    Player A - Germany, Japan, Italy

    Allies - 2 Players
    Player B - UK Pacific, China, United States
    Player C - UK Europe, Soviet Union, France


    THREE (3) PLAYER GAME (SCENARIO 2)

    Axis - 2 Players
    Player A - Germany, Italy
    Player C - Japan

    Allies - 1 Player
    Player B - UK Pacific, UK Europe, China, Soviet Union, United States, France


    FOUR (4) PLAYER GAME

    Axis - 2 Players
    Player A - Germany, Italy
    Player C - Japan

    Allies - 2 Players
    Player B - UK Pacific, China, United States
    Player D - UK Europe, Soviet Union, France


    FIVE (5) PLAYER GAME (SCENARIO 1)

    Axis - 2 Players
    Player A - Germany, Italy
    Player C - Japan

    Allies - 3 Players
    Player B - UK Pacific, China, United States
    Player D - UK Europe, France
    Player E - Soviet Union


    FIVE (5) PLAYER GAME (SCENARIO 2)

    Axis - 3 Players
    Player A - Germany
    Player C - Japan
    Player E - Italy

    Allies - 2 Players
    Player B - UK Pacific, China, United States
    Player D - UK Europe, Soviet Union, France


    SIX (6) PLAYER GAME

    Axis - 3 Players
    Player A - Germany
    Player C - Japan
    Player E - Italy

    Allies - 3 Players
    Player B - UK Pacific, China, United States
    Player D - UK Europe, France
    Player F - Soviet Union

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    NATIONAL SETUP CHARTS

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    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
    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 Transport, 1 Cruiser
    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


    UK PACIFIC: 27 IPCs

    India: 6 Infantry, 1 Artillery, 3 AA Guns, 1 Fighter, 1 Tac Bomber, 1 Minor IC
    West India: 1 Infantry
    Burma: 2 Infantry, 1 Fighter
    Malaya: 3 Infantry
    Kwangtung: 2 Infantry
    Queensland: 2 Infantry, 1 Artillery, 1 Fighter
    New South Wales: 2 Infantry, 2 AA guns, 1 Minor IC
    New Zealand: 1 Infantry, 2 Fighters
    Malaya: 1 Infantry
    Egypt: 2 infantry

    Sea Zone 37: 1 Battleship
    Sea Zone 39: 1 Transport, 1 Destroyer, 1 Cruiser
    Sea Zone 62: 1 Transport, 1 Destroyer
    Sea Zone 63: 1 Cruiser


    JAPAN: 26 IPCs

    Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bombers, 3 AA Guns, 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

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


    UK EUROPE: 28 IPCs

    United Kingdom: 2 Infantry, 1 Mech Infantry, 2 Fighters, 1 Bomber, 4 AA guns, 1 Major IC
    Scotland: 2 Infantry, 1 Fighter, 1 AA gun
    France: 1 Artillery, 1 Tank
    Ontario: 1 Infantry, 1 Artillery
    Quebec: 1 Infantry, 1 Tank, 1 Minor IC
    Gibraltar: 1 Fighter
    Malta: 1 Infantry, 1 Fighter, 1 AA gun,
    Alexandria: 2 Infantry, 1 Artillery, 1 Tank
    Egypt: 1 Infantry, 1 Artillery, 1 Mech Infantry
    Anglo-Egyptian Sudan: 1 Infantry
    Union of South Africa: 2 Infantry, 1 Minor IC

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


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


    CHINA: 12 IPCs

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


    SOVIET UNION: 37 IPCs

    Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Tank, 1 Fighter, 1 Tac Bomber, 2 AA Guns, 1 Major IC
    Novgorod: 6 Infantry, 1 Artillery, 1 Fighter, 2 AA Gun, 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 Submarine, 1 Cruiser
    Sea Zone 127: 1 Submarine


    UNITED STATES: 52 IPCs

    Eastern United States: 1 Infantry, 1 Fighter, 1 Artillery, 2 AA Guns, 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 Minor IC
    Hawaiian Islands: 2 Infantry, 2 Fighters
    Philippines: 2 Infantry, 1 Fighter

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


    FRANCE: 19 IPCs

    France: 6 Infantry, 1 Artillery, 1 Tanks, 1 AA gun, 1 Fighter, 1 Major IC
    Normandy/Bordeaux: 1 Infantry, 1 Artillery, 1 Minor IC
    Southern France: 1 Infantry, 1 Artillery, 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

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    SETTING UP THE GAME BOARD

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    The Game Board

    The game board is a map of the world, circa 1940. It’s divided into spaces, either territories (on land) or sea zones, which are separated by border lines.

    National Production Chart

    The national production chart 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 chart 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.

    National Setup Chart

    Take the setup chart for your power, 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.

    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.

    Power / Colour

    Germany - Black
    UK Pacific - Grey
    Japan - Pumpkin Orange
    UK Europe - Tan Brown
    Italy - Brown
    China - Celery Green
    Soviet Union - Maroon
    United States - Forest Green
    France - Blue

    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.

    National Control Markers

    National control markers indicate status in the game. They mark conquered territories and indicate national production levels. Take all of the national control markers that feature the emblem of your power.

    Industrial Production Certificates

    These units are the money of the game, representing capacity for military production. The amounts shown in the list above represent each power’s beginning national production level. Each power also starts the game with that many IPCs in its treasury to spend on its first turn. During the game, each power will spend IPCs, on new units for example, and collect more IPCs as income from territories that it controls. Have one player act as a banker and track each power’s current IPC treasury using the IPC Tracking Chart on the board, or some other means agreed upon by your group.

    Battle Board, and Dice
    The battle board on the map is a chart 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 board. Combat is resolved by rolling dice. Casualties are designated by being moved into the casualty strip.

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    SPACES ON THE GAME BOARD

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    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. When the rules refer to the “original controller” of a territory, they mean the power whose emblem is printed on the territory. (A few territories in China have a Chinese emblem on them but are controlled by Japan at the start of the game. These territories are considered to belong to China originally, but have been captured by Japan.) 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 and Wake Island, 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 10, and Western United States and sea zone 123) are not adjacent to one another, as they do not share a common border.

    All territories exist in one of the following 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 (see “The Political Situation,”). Neutral territories, such as Switzerland and Central Mongolia, 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.

    Impassable: The Sahara Desert, the Himalayas, and the 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 at most one island or island group, which is considered one territory. It’s not possible to split up land-based units so that they are on different islands in the same group. Islands that have no name label, such as the one in sea zone 1, are not game spaces and may not have units moved onto them.

    For example, Sardinia and Sicily are both located in sea zone 48. These named islands can each have independent land-based units. However, Marianas, located in sea zone 103, 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 16, 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 28 and 29), while the Suez Canal connects the Red Sea to the Mediterranean Sea (sea zones 54 and 53). 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 51 and 52), the Strait of Gibraltar connects the Atlantic Ocean to the Mediterranean Sea (sea zones 31 and 45), and the Danish Straits connect the North and Baltic Seas (sea zones 12 and 15). 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 / Controlling Territories
    Suez Canal / Egypt and Trans-Jordan
    Panama Canal / Central America
    Turkish Straits / Turkey
    Strait of Gibraltar / Gibraltar
    Danish Straits / 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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    NEUTRAL TERRITORIES

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    In 1940, many countries, including the United States, tried to remain neutral. As the war became truly global, many neutrals were forced to join one side or the other. There are three types of neutral territories in this game: pro-Allies, pro-Axis, and strict neutral (non-aligned).

    Many neutral territories have their own standing army. This force is shown on the map in the form of an infantry silhouette with a number next to it. These numbers indicate the number of infantry units that will be placed on the map if and when the territory’s neutrality is compromised. These units are placed free of charge.

    An important concept to understand is the difference between a neutral territory and a neutral power. There are nine playable powers in the game (Germany, United Kingdom Pacific, Japan, United Kingdom Europe, Italy, China, the Soviet Union, the United States, and France). While some of these powers begin the game neutral, neutral territories begin the game not being controlled by any power. Each neutral territory is treated as a separate entity. Neutral territories are not linked as countries in any way. For example, an Axis invasion of Northwest Persia will not activate Persia’s standing army or change its political status. Unlike powers, war is never declared on neutral territories—they are simply attacked.

    Friendly Neutrals
    Friendly neutrals are neutral territories that are sympathetic to your alliance. For example, on the map Bulgaria and Iraq are shown as being pro-Axis. These territories would be friendly neutrals to Germany, Japan, and Italy. A pro-Allies neutral would be considered a friendly neutral to United Kingdom Pacific, United Kingdom Europe, the Soviet Union, the United States, and France (China may never move into pro-Allied neutral territories; see “China Rules”).

    Friendly neutrals may not be attacked, and air units may not fly over them. They can be moved into (but not through) as a noncombat move by land units of a power that is at war (see “Noncombat Move,”). This moves the territory out of its neutral status at the end of the Noncombat Move phase, however. The first friendly power to do so places its national control marker on the former friendly neutral territory, and its national production level is adjusted upward by the value of the territory. With the territory’s loss of neutrality in this way, its standing army is immediately activated. The units placed belong to the power that now controls the formerly neutral territory, and may be used freely beginning on that power’s next turn.

    Unfriendly Neutrals
    Neutrals that are friendly to the side opposing your side are said to be unfriendly neutrals. For example, Germany will have to fight its way into Yugoslavia, which is a pro-Allies neutral territory.

    Moving into an unfriendly neutral is considered a combat move and any combat must be resolved during the Conduct Combat phase (see “Combat Move,”). Before the neutral territory can be taken control of by the invading power, all of the neutral’s standing army units must be eliminated. Air units can’t fly over an unfriendly neutral unless they are attacking it.

    When a neutral territory is invaded, it’s no longer considered neutral and immediately becomes part of the alliance opposing the power that attacked it. For example, if Germany attacked Yugoslavia, Yugoslavia would join the Allies. Also, its standing army units are immediately placed in it. Choose any power from among those on the side that the territory has joined, and use that power’s infantry units to represent these forces. The player that controls the chosen power will control the territory’s units for the duration of the battle. This player places the territory’s units on the board and manages them when they conduct combat. Don’t mix or confuse the territory’s units with the units of another power, including the power managing the territory’s pieces on the board.

    Capturing an unfriendly neutral gives the capturing player the IPC income of the territory. The invading power places its national control marker on the territory, and its national production level is adjusted upward by the value of the captured territory.

    If the attack upon the formerly neutral territory is unsuccessful (the territory is not captured), any remaining defending units stay in the territory but can’t move. The territory remains uncontrolled (place a national control marker on it face down to indicate its new status) but is considered friendly to powers on the side it’s now allied with. Units belonging to those powers can move into it and take control of it and its remaining units in the same way as if it were a friendly neutral.

    Strict Neutrals
    Sweden, Turkey, and Switzerland are examples of strict neutrals. They have no particular leaning toward one side or the other. These neutrals can be controlled only by invading them. Strict neutrals are treated in exactly the same way as unfriendly neutrals, with one exception. An attack by either alliance on a strict neutral territory (whether successful or not) will result in all remaining strict neutrals immediately becoming pro-Allies or pro-Axis, depending on who violated the strict neutral’s neutrality. For example, if Germany attacks Sweden, all the other strict neutrals on the map would take on a pro-Allies status for all purposes.

    Exception: If an Allied power attacks any strict neutral territory that is not Mongolian, than all strict remaining strict neutral territories, except Mongolian territories, will become pro Axis; see "Mongolian Rules”)

    Once any formerly neutral territory becomes controlled by a major power, the rules regarding neutral territories no longer apply to it. It’s treated like any other territory, with the exception that it has no “original” controller (even if it was initially biased toward one side or the other). In other words, it may only be captured, never liberated

    (see “Liberating a Territory,”), and a major industrial complex may never be built in it (see “Industrial Complexes,”).

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    THE POLITICAL SITUATION

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    Germany, Japan, and Italy make up the Axis. For the moment, the United Kingdom Europe, the United Kingdom Pacific, France, and China make up the Allies. The United States and the Soviet Union are neutral. During this period, many other countries tried to remain neutral as well. As the war became global, many neutrals were forced to join one side or the other.

    GERMANY

    With Germany positioned in Holland/Belgium and poised to continue its attack on France, what remains of the French army and some assorted Allied units are all that stands between it and Paris. With the bulk of its army and air force in Belgium, Germany finds itself in no position to attack the Soviet Union, at least for the moment.

    Political Situation: Germany is at war with France, and the United Kingdom (Europe and Pacific). Germany may declare war on the United States, the Soviet Union, or China at the beginning of the Combat Move phase of any of its turns. A state of war between Germany and one of these three powers won’t affect its relations with the other two.

    National Objective and Bonus Income: Germany’s objective is “Lebensraum” (living space). Extra space was needed for the growth of the German population for a greater Germany. To reflect this objective, Germany collects bonus IPC income during each of its Collect Income phases in the following situations.

    When Germany Is Not at War with the Soviet Union:
    • 5 IPCs representing wheat and oil from the Soviet Union. Theme: Beneficial trade with the Soviet Union.
    When Germany Is at War with the Soviet Union:
    • 5 IPCs per territory if Germany controls Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow).
    Theme: High strategic and propaganda value.
    • 5 IPCs if an Axis power controls Caucasus. Theme: Control of vital Soviet oil production.
    When Germany Is at War with the United Kingdom and France:
    • 5 IPCs if at least 1 German land unit is in Axis-controlled Egypt. Theme: Gateway to the Middle East oilfields (high propaganda value).
    • 5 IPCs if Germany controls both Denmark and Norway while Sweden is neither pro-Allies nor Allies-controlled. Theme: Access to iron ore and other strategic resources.
    •2IPCs per territory if Germany controls Iraq, Persia, and/or Northwest Persia. Theme:Access to strategic oil reserves.


    UNITED KINGDOM PACIFIC

    Tension and suspicion of Japanese military expansion in Asia undermines the United Kingdom Pacific’s sense of security.

    Political Situation: UK Pacific begins the game at war with Germany and Italy, both of which are on the other side of world. The UK Pacific may declare war on Japan at the beginning of the Combat Move phase of it’s turn three, resulting in a state of war between Japan and both the United Kingdom Europe and Pacific. When not yet at war with Japan, in addition to the normal restrictions (see “Powers Not at War with One Another), UK Pacific may not move units into or through China. It may, however, move into Dutch territories which are friendly, but they do not gain their IPC income unless liberating them from Axis control. Additionally, UK Pacific considers attacks against any Dutch territories to be acts of war against it directly.

    Also, the industrial complex in India begins the game as a minor complex. It is upgraded to major complex at no cost when the United Kingdom Pacific enters a state of war with Japan, and may be used as such immediately. It may be upgraded prior to that time in the normal way.

    National Objective and Bonus Income: UK Pacific’s objective is to assure the defense of China, Calcutta and Sydney. To reflect these objectives, UK Pacific collects bonus IPC income during each of its Collect Income phases in the following situations.

    When United Kingdom Pacific Is at War with Japan:
    • 5 IPCs if the UK Pacific controls Malaya. Theme: Malaya considered strategic cornerstone to Far East British Empire.
    • 5 IPCs if the UK Pacific controls Hong Kong. Theme: Hong Kong considered strategic cornerstone to Far East British Empire.
    • 5 IPCs if China Controls Shanghai. Theme: Shanghai considered strategic cornerstone to Far East British Empire.
    • 5 IPCs if the UK Pacific has at least 1 land unit (not an AA Gun) in any originally controlled Dutch territory. Theme: Strategic outer defense perimeter.


    JAPAN

    With Japan’s signature, the Tripartite Pact with Germany and Italy will be concluded shortly, formalizing the Axis alliance. Also, Japan has recently concluded a border war with the Soviet Union and Mongolia, which ended in a cease- fire agreement.

    Political Situation: At the beginning of the game, Japan is at war only with China. Japan considers movement of units into China by any other Allied power as an act of war against it. When not yet at war with the United States, in addition to the normal restrictions (see “Powers Not at War with One Another), Japan may not end the movement of its sea units within 2 sea zones of the United States’ mainland territories (Western United States and Alaska). Japan may declare war on United Kingdom Europe, United Kingdom Pacific, the United States, France, or the Soviet Union at the beginning of the Combat Move phase of any of its turns. A declaration of war by Japan against the United Kingdom Pacific will immediately result in a state of war between Japan and UK Pacific. A state of war between Japan and France or between Japan and the Soviet Union will not affect relations between Japan and the United States, and vice versa. Japan may attack Dutch territories only if a state of war exists between it and the United Kingdom Pacific.

    National Objective and Bonus Income: Japan’s objective is “The Greater East Asia Co-Prosperity Sphere” (Asia for the Asians). To reflect this objective, Japan collects bonus IPC income during each of its Collect Income phases in the following situations:

    When Japan Is Not at War with the United States:
    • 10 IPCs if Japan is not at war with the United States, has not attacked French Indo-China, and has not made an unprovoked declaration of war against the United Kingdom Pacific. Theme: Strategic resource trade with the United States.

    When Japan Is at War with the Western Allies (United States, United Kingdom Pacific and/or France):
    • 5 IPCs if Axis powers control all of the following territories: Guam, Midway, Wake Island, Gilbert Islands, and
    Solomon Islands. Theme: Strategic outer defense perimeter.
    • 5 IPCs per territory if Axis powers control India (Calcutta), New South Wales (Sydney), Hawaiian Islands
    (Honolulu) and/or Western United States (San Francisco). Theme: Major Allied power centers.
    • 5 IPCs if Axis powers control all of the following territories: Sumatra, Java, Borneo, and Celebes. Theme: Strategic
    resource centers.


    UNITED KINGDOM EUROPE

    The United Kingdom Europe has barely completed the evacuation of its own as well as Allied forces from Dunkirk. An invasion of the United Kingdom looms as a real possibility. The Battle of Britain is about to commence.

    Political Situation: The United Kingdom Europe, the United Kingdom Pacific, along with France, begins the game at war with Italy and Germany. Either United Kingdom may declare war on Japan at the beginning of the Combat Move phase of its third turn, resulting in a state of war between Japan and both the United Kingdom Europe and Pacific. When not yet at war with Japan, in addition to the normal restrictions (see “Powers Not at War with One Another), Either United Kingdom may not move units into or through China. may not move units into or through China. It may, however, move into Dutch territories which are friendly, but they do not gain their IPC income unless liberating them from Axis control. Additionally, UK Pacific considers attacks against any Dutch territories to be acts of war against it directly.

    National Objective and Bonus Income: The United Kingdom’s objective is “The British Empire”—to retain control of its old centers of power. To reflect this objective, the United Kingdom Europe will collect bonus IPC income during each of UK Europe’s Collect Income phases in the following situations.

    When the United Kingdom Europe is at War with Germany and Italy:
    • 5 IPCs if the United Kingdom Europe controls all of its original territories within Africa. Theme: Maintenance of the empire considered vital national objective.
    • 5 IPCs if the United Kingdom Europe controls all of its original territories outside of Africa. Theme: Maintenance of the empire considered vital national objective.
    • 5 IPCs if there are no Axis warships in the Mediterranean. Theme: Defence of essential military interests in the Mediterranean Sea.
    • 5 IPCs if the United Kingdom Europe has at least one land unit (not an AA Gun) in any originally controlled French territory in Europe. Theme: The liberation of France considered vital national objective.


    ITALY

    Political Situation: At the beginning of the game, Italy is at war with France, the United Kingdom Europe, and the United Kingdom Pacific. Italy may declare war on the United States, the Soviet Union, or China at the beginning of the Combat Move phase of any of its turns. A state of war between Italy and one of these three powers will not affect its relations with the other three.

    National Objective and Bonus Income: Italy’s objective is “Mare Nostrum” (Our Sea). Mussolini wanted to reestablish the greatness of the Roman Empire. This could best be demonstrated by controlling the entire Mediterranean basin. To reflect this objective, Italy collects bonus IPC income during each of its Collect Income phases in the following situations.

    When Italy Is at War:
    • 5 IPCs if there are no Allied surface warships in the Mediterranean sea (sea zones 92 through 99). Theme: Propaganda and strategic advantage.
    • 5 IPCs if Axis powers control at least 3 of the following territories: Gibraltar, Southern France, Greece, and Egypt. Theme: Stated national objectives—Greater Roman Empire.
    • 5 IPCs if Axis powers control all of the following territories: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria. Theme: Stated North African military objectives.
    • 2 IPCs per territory if Italy controls Iraq, Persia, and/or Northwest Persia. Theme: Access to strategic oil reserves.


    CHINA

    Japanese expansion into China in the early 1930s was designed to not only control China’s resources, but also to eliminate British, American, and Soviet influence in the area. Japan wants to isolate China from all external aid.

    Political Situation: China begins the game at war with Japan. China can’t declare war on a European Axis power unless one of those powers first either declares war on China or moves units into a territory into which Chinese units are allowed to move. A state of war between China and one Axis power won’t affect its relations with the other Axis powers.

    National Objective and Bonus Income: China’s objective is to resist Japanese expansion into China and establish support from other powers in the struggle against Japan. To reflect this objective, China collects bonus IPC income during each of its Collect Income phases in the following situation.

    When China Is at War:
    • 6 IPCs if the Burma Road is totally open. Allied powers must control India, Burma, Yunnan, and Szechwan for this to occur. China is also permitted to purchase artillery if the Burma Road is open. Theme: Chinese military supply line corridor.


    SOVIET UNION

    The country is recovering from Stalin’s deep purge of its military officer corps, which has shaken the Red Army to its very core. Combine this with its recent military disaster in Finland, and we find the Soviet Union more than happy to enter into a secret agreement with Germany. This secret agreement, known as the Molotov-Ribbentrop Pact, assures that the Soviet Union will remain neutral should Germany go to war in Europe. It also permits each power to expand its sphere of influence in Eastern Europe without interference from the other. In the East, the Soviet Union, along with Mongolia, has recently concluded a border war with Japan, which ended in a cease-fire agreement.

    Political Situation: The Soviet Union begins the game at war with no one. The Soviet Union may not declare war on any European Axis power before turn 4 unless first declared war upon by a European Axis power or London is captured by an Axis power. It may declare war on Japan at the beginning of the Combat Move phase of any of its turns.

    Due to its separate treaties with Germany and Japan, the Soviet Union is in a unique position in its relationship with the Axis powers. As a result, if the Soviet Union is at war with Axis powers on only one map, it is still under the restrictions of being a neutral power (see “Powers Not at War with One Another) on the other map, and Axis powers on the other map are also still under those restrictions regarding the Soviet Union on both maps. For example, a state of war with only Japan lifts the neutrality restrictions from the Soviet Union on the Pacific map only, and allows Japanese units to attack or fly over Soviet-controlled territories on either map. However, the Soviet Union is still restricted on the Europe map, and Germany and Italy must still treat the entire Soviet Union as a neutral power, and may not move units into or through any original Soviet territories or Soviet-controlled territories. At the same time, Allied powers may move units into or through Pacific original Soviet territories and Soviet-controlled territories, but not European ones.

    National Objective and Bonus Income: Fear of foreign invasion grows by the day in Moscow. The Soviet Union’s objective is a security buffer of foreign territory. To reflect this objective, the Soviet Union collects bonus IPC income during each of its Collect Income phases in the following situations.

    When the Soviet Union Is at War in Europe:
    •5IPCs if the convoy in seazone 125 is free of Axis warships, Archangel is controlled by the Soviet Union, and there are no units belonging to other Allied powers present in any territories originally controlled by the Soviet Union. Theme: National prestige and access to Allied Lend-Lease material.
    • 3 IPCs for each territory that the Soviet Union controls that was originally German, Italian, or pro-Axis neutral. Theme: Propaganda value and spread of communism.
    • 10 IPCs (one time only) the first time the Soviet Union controls Germany (Berlin). Theme: National prestige.


    UNITED STATES

    The United States, wanting to remain neutral, nonetheless has strong pro-Allies sentiments. Separated from world conflicts by two great oceans, it’s particularly anxious to not once again get involved in another European war only twenty-some years after the last one. With its military standing ranked no higher than 12th or 14th in the world, and with a serious isolationist mood in the country, only with the outrage felt by its people by a sudden and deliberate attack by an Axis power will the United States end its neutrality and go to war. However, the growing danger presented by the strengthening of the Axis powers may soon force it to reconsider this position.

    Political Situation: The United States begins the game at war with no one. In addition to the normal restrictions (see “Powers Not at War with One Another,”), while it’s not at war with Japan, the United States may not move any units into or through China or end the movement of its sea units in sea zones that are adjacent to Japan-controlled territories. While not at war with Germany or Italy, the United States may end the movement of its sea units on the Europe map only in sea zones that are adjacent to U.S. territories, with one exception: U.S. warships (not transports) may also conduct long-range patrols into sea zone 102. The United States may not declare war on any Axis power unless an Axis power either declares war on it first or captures London or any territory in North America, or Japan makes an unprovoked declaration of war against the UK Europe or the UK Pacific, after which it may declare war on any or all Axis powers on its following turn. However, if it’s not yet at war by the Collect Income phase of its third turn, the United States may declare war on any or all Axis powers at the beginning of that phase. This is an exception to the rules for declaring war (see “Declaring War,”), which may normally be done only at the beginning of the Combat Move phase.

    Also, the industrial complexes in Eastern United States, Central United States, and Western United States begin the game as minor complexes. They are upgraded to major complexes at no cost when the United States enters a state of war, and may be used as such immediately. They may be upgraded prior to that time in the normal way.

    National Objective and Bonus Income: The objective of the United States is to become “the Arsenal of Democracy” and defeat the Axis powers. To reflect this objective, the United States collects bonus IPC income during each of its Collect Income phases in the following situations:

    When the United States Is at War:
    • 10 IPCs if the United States controls all of the following territories: Eastern United States, Central United States, and
    Western United States. Theme: Basic national sovereignty.
    • 5 IPCs if the United States controls all of the following territories: Alaska, Aleutian Islands, Hawaiian Islands, Johnston Island, and Line Islands. Theme: National sovereignty issues.
    • 5 IPCs if the United States controls all of the following territories: Mexico, South Eastern Mexico, Central America, and West Indies. Theme: Defense treaty and trade obligations.
    • 5 IPCs if the United States controls Philippines. Theme: Center of American influence in Asia.
    • 5 IPCs if there is at least 1 United States land unit in the territory France. Theme: Great Alliance collaboration.


    FRANCE

    France finds itself fighting for its very existence, and if history repeats itself, it will fall to a successful German invasion.

    Political Situation: France is at war with Germany and Italy. France may declare war on Japan at the beginning of the Combat Move phase of any of its turns.

    Controlling Player: The player controlling France will manage all the events related to France that occur during any power’s turn. France will be managed as a separately controlled power, including the French IPC economy. For purposes of simplification, this game doesn’t deal with the German instalment of the Vichy government in France.

    Troop Bonus: When the territory France is liberated by the Allies, the player controlling France immediately places his or her choice of up to 12 IPCs’ worth of any French units on the territory France for free. This happens only once per game. Theme: National liberation and national prestige.

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    THE SOVIET-MONGOLIAN DEFENCE PACT

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    Due to their mutual border conflict with Japan in 1939, the Soviet Union and Mongolia have a special relationship. The Mongolian territories (Olgiy, Dzavhan, Tsagaan-Olom, Central Mongolia, Ulaanbaatar, and Buyant-Uhaa) will never become pro-Axis unless one or more of them is attacked by the Soviet Union.

    Also, if Japan attacks any Soviet-controlled territory that is adjacent to any Mongolian territory, all Mongolian territories that are still strict neutral or pro-Allies, or have joined the Allies as a result of a failed Japanese attack, will be placed under the control of the Soviet Union at the end of Japan’s Conduct Combat phase. This will be done in the same manner as though the Soviet Union had moved land units into a friendly neutral territory (see “Friendly Neutrals,”). These territories will have Soviet control markers placed on them, and their standing army units will be placed on the board using Soviet pieces and will be controlled by the Soviet Union player from then on.

    This will occur regardless of the state of relations between the Soviet Union and Japan at the time of the attack, with one exception: If the Soviet Union has attacked Korea or any Japanese-controlled territory bordering these Mongolian territories while Mongolia was still a strict neutral, Mongolia will remain neutral and not ally itself with the Soviet Union. In all other respects and for all other purposes, the Mongolian territories are treated as any other strict neutral territory. For example, if a Mongolian territory is attacked by Japan while still a strict neutral, all of the other strict neutral territories will become pro-Allies.

  • Sponsor

    CHINA RULES

    aviation-war-ww2-artwork-art.jpg

    China and its units are controlled by one of the Allied players, but for game purposes it is considered a separate power and its resources cannot be mixed with those of other Allied powers. Chinese territories on the game board have a Nationalist Chinese emblem on them. Some of these territories begin the game already under Japanese control. They still are considered Chinese territories for purposes of original ownership.

    Unlike the other powers in the game, China is not an industrialized nation and has a rural economy and decentralized government. As a result, China does not have a capital like other powers do. If all Chinese territories are captured by Japan, China retains its unspent IPCs in hope of liberation and does not give them to Japan. In addition, China may spend IPCs only to purchase infantry units
    (with one exception, see below) and does not use industrial complexes. New Chinese units can be mobilized on any Chinese territory that is controlled by China, including those captured in the current turn. If a Japanese industrial complex is built on a Chinese territory and that territory is later recaptured by the Chinese or liberated by another Allied power, the industrial complex is removed from the game. China is not subject to convoy disruptions (see “Conduct Convoy Disruptions,”).

    While being invaded by Japan, China is also fighting a civil war. This limits China’s interests to matters within its own borders, resulting in a limited range of occupation for Chinese units. They can be moved only into territories that have a Nationalist Chinese emblem. However, Kwangtung and Burma are special cases. Although they are not Chinese territories, Chinese forces can move into them. These are the only non-Chinese territories that Chinese units can occupy. China can even temporarily control them, but only if it recaptures them from the Axis while India is under Axis control. Chinese units cannot be loaded onto transports.

    If China captures a territory containing an air or naval base (see “Air Bases” and “Naval Bases”), China takes control of the base. It can use an operative air base to extend its fighter’s movement range by one (but not to scramble it), but it cannot use a naval base or repair damage to any base. Of course, other Allied powers may use Chinese-controlled bases normally.

    The Burma Road is vital to the Chinese war effort (see map). When all of the territories this road passes through are controlled by the Allies during China’s Collect Income phase, China receives a bonus income of 6 IPCs per turn. Even without an industrial complex, China can purchase and mobilize artillery, but only if the road is open during China’s Purchase and Repair Units phase.

    At the beginning of the game, China has a fighter unit located on the map. This represents the American volunteer group the Flying Tigers. This fighter is considered part of the Chinese forces for purposes of movement and combat. It cannot leave the territories that Chinese occupation is restricted to, even to attack and return. If it is destroyed, the US player cannot replace this fighter unit for China.

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    THE VICTORY CONDITIONS - HOW THE WAR IS WON:

    national_objectives.jpg

    VICTORY OBJECTIVES & TOKENS:

    To begin the game, all participating players will decide whether to play a short game (8 complete game rounds), or a long game (10 complete game rounds. Below is a list of special objectives called victory tokens, once a victory objective has been achieved, a victory token will be awarded. The side with the most victory tokens at the end of the game will win the war.

    Victory tokens are awarded immediately upon completion of an objective regardless of when, or how it was achieved. Also, victory tokens may never be awarded twice for the same objective, nor may a victory token ever be lost after it has been gained.

    Axis Powers

    Supremacy
    The Axis powers control Washington and/or San Francisco

    London
    -The Axis powers control London

    Sydney
    -The Axis powers control Sydney

    Moscow
    -The Axis powers control Moscow

    China
    -The Axis powers control all 18 originally controlled Chinese territories

    Europe
    -The Axis powers control a total of 7 victory cities on the Europe side of the map

    Pacific
    -The Axis powers control all 8 originally controlled American Islands in the Pacific

    Africa
    -The Axis powers control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt

    Asia
    -The Axis powers control Calcutta, Malaya, Hong Kong, and Shanghai

    Economy
    -All three Axis powers have a combined income of 140 IPCs on the income tracker


    Allied Powers

    Supremacy
    The Allied powers control Berlin and/or Tokyo

    Rome
    -The Allied powers control Rome

    China
    -The Allied powers control all 18 originally controlled Chinese territories

    Europe
    -The Allied powers have liberated Paris

    Pacific
    -The Allied powers control all 8 originally controlled Japanese islands in the Pacific

    Africa
    -The Allied powers control all non-neutral territories on the continent of Africa

    Asia
    -The Allied powers control Calcutta, Malaya, Hong Kong, and Shanghai

    Occupation
    -The Allied powers control Warsaw and all 3 original pro-axis neutral territories on the board

    Diplomacy
    -The Allied powers control all 8 original pro-allied neutral territories on the board

    Attrition
    -The score is tied at the end of the game (Allies automatically win the war by attrition)

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