Turn Description

The following two stages are mandatory.

Stage 1 Pay Salaries and Loans to the Bank
Stage 2 Transfer Production Units to Supply Center

The following 6 stages are optional, and bid on using the blind bid system. Each player gets 5 bid chits a turn, but may only take part in 3 stages.

Stage 3 Sell Resources
Stage 4 Attack
Stage 5 Move Forces
Stage 6 Build Forces and Weapons
Stage 7 Buy Resources
Stage 8 Prospect for Resources

Battle Drills

Conventional Assault Nuclear Strike L-Star Clash

Additional Rules

Bank Loans Blind Bidding and Player Order Blockades and Sieges
Diplomacy Market Setting Up
Supply Centers Terms Victory Conditions
 

Turn Description

 

Stage 1 - Pay Salaries and Loans to the Bank

This stage is mandatory.

 

Stage 2 - Transfer Production Units to Supply Center

This stage is mandatory.

 

Stage 3 - Sell Resources

 

Stage 4 - Attack

 

Stage 5 - Move Forces

Movement Table

Type

Cost

Notes

March 1 Grain Moves 1 army 1 territory.
Sail 1 Oil Moves 1 navy 1 sea.
Airlift 2 Oil Moves 1 army to any controlled territory.
Board 1 Oil May only be done at ports. Moves up to 4 armies from a single territory onto a single navy (each navy may only hold up to 4 armies).
Unload Free May only be done at ports. Moves any number of armies off of a navy into the territory.

 

Stage 6 - Build Forces and Weapons

 

Stage 7 - Buy Resources

 

Stage 8 - Prospect for Resources

 

Battle Drills

 
These drills are all used during Stage 4.
 

Conventional Assault Battle Drill

  1. Attack Tactics. All conventional attacks target one enemy zone per drill. The attacker chooses one or more of the following tactics. At least one attacker force must participate. Each selection costs the attacker one set of resources (1 Grain, 1 Oil, and 1 Mineral). A selection may be taken more than once, but must be paid for each time.

    It is required to attack empty home territories of another superpower to move into them. Empty foreign territories may be attacked (spending 1 set of resources in addition to the movement cost), but no battle will actually occur. They may also be moved into without spending the 1 set of resources in Stage 5.

  2. Defender Tactics. The defender chooses zero or more of the following tactics. All defender forces that remain in the targeted zone must participate:
  3. Battle. Each side rolls dice, as so:
    1. The attacker gets one die.
    2. The defender gets one die.
    3. If the defender paid to Defend, the defender gets another die.
    4. The side with the most L-Stars gets another die.
    5. The side with the most forces participating in the assault gets another die.
    6. Armies in a naval battle are not counted.

    7. The dice are rolled. For every three points (rounded down) rolled, one of the opponent's armies or navies (roller's choice) are removed. If a navy convoying armies is removed, the armies are removed as well.

    The battle is skipped if attacking an empty foreign territory.

  4. Occupation. If battle results in no defender forces remaining, and at least one attacker force remaining, the attacker may pay standard movement costs (see Stage 5 to occupy the defending zone with any or all participating forces.
  5. Reinforcements. Reinforcements are now made using the standard movement rules (see Stage 5):
    1. The defender may make as many force movements as they wish, but only to the targeted zone (if they still control it) or an adjacent zone. Movement costs are paid as normal.
    2. The attacker may make as many force movements as they wish, but only to the targeted zone (if they now occupy it) or an adjacent zone, with the following exceptions:
      • Armies in an enemy territory due to an airlift assault or amphibious assault may not be withdrawn.
      • Armies may be moved into enemy territories to reinforce existing armies from an airlift or amphibious assault.
  6. Counterattack. If this was not itself a counterattack, the defender may now counterattack with the Battle Drill of their choice.
 

Nuclear Strike Battle Drill

  1. Identify Ground Zero. The attacker declares how many nukes are being fired, and the target for each (any zone on the board, as well as "outer space"). Put an upside down mushroom cloud on each target as a marker, and remove the appropriate number of nukes from the supply center.
  2. Retributive Strike. Any player targetted who has bid a chit on this stage may launch their own nukes, following the process described above, except that they may only target zones controlled by their attacker (and cannot target outer space). Retributive strikes do not cause further retributive strikes.
  3. Champions. If a player wishes to use their L-Stars to shoot down nukes not aimed at them and not aimed into outer space, they must spend a bid chit to become a champion (this does not count as bidding for this stage, and must be done even if they did bid for the stage). This lasts for the rest of the stage.
  4. L-Star Screen. The defender(s) (and champions, if any) declare which nuke their L-Stars are targetting. For each L-Star targetting a nuke, put a chit on that nuke as a marker (use different colors to denote defenders and champions). After all targets have been declared, roll a die for each chit on a nuke. For a defender, a 1-5 shoots down the nuke. For a champion, 1-3. L-Stars are not destroyed after use, and may be re-used indefinitely.
  5. Winds of Fate. For each nuke still in the air, roll a d6. On a 6, that nuke has failed. Remove it.
  6. Fallout. Assess the damage for each nuke that successfully strikes its target:
  7. Counterattack. If this was not itself a counterattack or First Strike, the defender(s) may now counterattack with the Battle Drill of their choice.
 

L-Star Clash Battle Drill

  1. Identify Targets. The attacker identifies which L-Stars they control are taking part in the battle, and which L-Stars are being attacked. If this is a counterattack, only the original attacker's L-Stars can be attacked. Otherwise, the attacker may target L-Stars belonging to multiple people, if they wish. In the event that there are more attacking L-Stars than defending L-Stars, note which defending L-Stars are being attacked more than once.
  2. Duel. For every L-Star attacking an opponent's L-Star, both players roll a die. The low roller loses an L-Star. On a tie, both players lose an L-Star. If multiple L-Stars were attacking a defending L-Star that is destroyed, the remaining L-Stars in that group do nothing (they cannot be retargetted to other remaining L-Stars).
  3. Counterattack. If this was not itself a counterattack, the defender(s) may now counterattack with the Battle Drill of their choice.
 

Additional Rules

 

Bank Loans

A player who does not already have a bank loan may take out a loan at any time, up to a maximum of $500 million per untapped, face up company. Interest on the loan must be paid in Stage 1 according to the table below. If a player is unable or unwilling to pay the interest, the loan has defaulted. Unpaid interest is added to the principal of the loan, which itself may cause higher interest payments down the line. Until the loan is paid back down to at least its original value, that player may not pay down the principal or buy from the market, and any money made from selling to the market goes directly to the bank to pay down the interest first.

Bank Loan Interest Table

Loan Amount

Interest Due in Stage 1

$1 billion$50 million
$2 billion$100 million
$3 billion$150 million
$4 billion$200 million
$5 billion$500 million
$6 billion$600 million
$7 billion$700 million
$8 billion$1200 million
$9 billion$1400 million
$10 billion$1800 million
$11 billion$2400 million
$12 billion$3000 million
 

Blind Bidding and Player Order

At the beginning of each turn, each player takes 5 bid chits with which to bid on Stage 3 through Stage 8. However, each player may only play 3 stages maximum per turn. Unused bid chits are lost at the end of the turn.

To bid, each player secretly picks zero or more bid chits from their remaining pool for that turn.

The player who bid the highest number of chits goes first, followed by the second highest amount, etc. Ties are broken randomly.

If a player does not bid to play in a stage, they may not take part except where noted (specifically, they may accept deals made by a player who did bid in Stage 3, Stage 6, and Stage 7).

During each phase, a player may perform the action(s) for that stage, or pass. As long as one player does not pass, the phase will keep repeating until all players have passed consecutively, at which point that phase is over, and the next one begins.

Bid chits are also used to Champion during a Nuclear Strike Battle Drill, and determine the number of times a player can prospect during Stage 8.

 

Blockades and Sieges

If a player (or group of players) control all light blue seas a player-controlled foreign territory has port access to, they may declare (or lift) a blockade at any time. Home territories may not be blockaded. A blockade has these effects:

If a player (or group of players) control all light blue seas a player's home territories have port access to, they may declare (or lift) a siege at any time. A siege has these effects:

 

Diplomacy

Players may make any deals they wish. With the exception of immediate exchanges during Stage 3, Stage 6, and Stage 7, none are enforced by the rules, and there is no penalty for breaking an agreement.

Transferring money and resources may be done in Stage 3 and Stage 7. Transferring money, conventional forces, and strategic forces may be done in Stage 6. No other transfers are allowed.

 

Market

  1. Every resource (Grain, Oil, and Mineral) has a current market value.
  2. The market value is adjusted automatically at the start of Stage 3 and Stage 7; it then goes up if a player buys that resource, and goes down if a player sells that resource.
  3. The market values are (in millions): $1 / $5 / $10 / $25 / $50 / $50 / $100 / $100 / $200 / $200 / $400 / $400 / $500 / $600 / $700 / $800 / $900 / $1000
  4. The market value cannot fall below $1 million or above $1 billion
 

Setting Up

  1. Superpowers: Superpowers are distributed in some manner pleasing to the players.
  2. Money: Each player starts with $7 billion, but may give that up to start with $d5+4 billion instead.
  3. Companies: The companies are divided into individual piles for each superpower. Each pile is shuffled, and that player draws 4 cards (at random) from the pile. Next, the remaining, non-superpower companies are shuffled, and 2 are dealt to each player. If two (or more) players end up with companies in the same zone, both (all) are returned to the resource deck and redrawn. All companies begin face up and untapped.
  4. All remaining companies are shuffled into the resource deck.
  5. Armies and Navies: Each player gets 1 army in each home territory, and in any foreign territory they control a company in. Each player additionall gets their choice of 9 armies and/or navies. Armies may be placed in any occupied territory. Navies may be placed in any light blue sea that this player is the only superpower with port access to. Armies may not start on board navies.

    Both the United States of America and the Confederation of South America control territories with ports into the Carribean Sea. Because of this, neither one may start with navies there.

    Both the League of European Nations and the Union of Soviet Socialist Republics border the Barents Sea. However, since the League of European Nations does not have a port into the Barents Sea, the Union of Soviet Socialist Republics is free to start with navies there if they wish.

  6. Resources: Each player starts with 3 Grain, 3 Oil, and 3 Mineral, plus any desired combination of 9 more resources.
  7. Pricing the Market: Each resource starts at the 2d6th position from the left.

 

Supply Centers

  1. Every superpower has a supply center, which is used to track nukes, L-Stars, and resources.
  2. Each supply center can hold up to 12 nukes, 12 L-Stars, 12 Grain, 12 Oil, and 12 Minerals.
  3. If any players have been removed from the game (controlling none of their home territories), control of their supply center depends on the state of their home territories during Stage 2:
  4. If a player who controls a captured supply center loses the last home territory (not just the majority) for that supply center, it is frozen until the next turn.
  5. If a captured supply center is not frozen, a player may use it as so:
 

Terms

 

Victory Conditions

Wealth Table

Item

Value

Money Face value
Resources (Grain, Oil, Mineral) Current market value
Each untapped, face up company $100 million
Each army or navy $50 million
Each nuke $250 million
Each L-Star $500 million
Bank loan (if any) Subtract from total