Cataclysm: A Second World War

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1 Rulebook ~ by William Terdoslavich and Scott Muldoon TABLE OF CONTENTS TABLE OF CONTENTS OVERVIEW POWERS NUMBER OF PLAYERS SET-UP ENDING THE GAME HOW TO WIN COMPONENTS THE MAP - THEATERS THE MAP - AREAS THE MAP - OTHER FEATURES COUNTERS AND CUBES POWER CARDS CRISIS TABLES DICE ACTION CUP SEQUENCE OF PLAY PRODUCTION PHASE ACTION PHASE RESOLVING UNITS AND MARKERS END PHASE ECONOMICS COMMITMENT PRODUCTION SEQUENCE RESOURCES LINE OF COMMUNICATIONS (LOC) CONVERSION CONSTRUCTING UNITS WAR ECONOMY OFFENSIVES REPAIR POLITICAL CONCEPTS INTERESTS FLAGS EFFECTIVENESS FAILED POLITICAL ACTIONS STABILITY WAR WAR STATUS POLITICAL ACTIONS ALLIANCE DECLARATION OF WAR (DOW) DIPLOMACY INCREASE COMMITMENT MANEUVERS PRESSURE PROPAGANDA POWER-SPECIFIC SPECIAL ACTIONS MILITARY CONCEPTS OCCUPATION LIMITS MOVEMENT OPERATIONAL RANGE MILITARY ACTIONS OFFENSIVES AUGMENTATION BUILDS DEPLOYMENT INTERVENTION OPERATIONS OPERATION DEFINITIONS OPERATION SEQUENCE CAMPAIGN RAID INVASION SUPPLY ATTACKING A COUNTRY SPECIAL CASES COMBAT COMBAT SEQUENCE SUPPORT AIR SUPERIORITY LAND COMBAT NAVAL COMBAT AIR COMBAT COMBAT RESULT TRIUMPH AND DISASTER LOSSES AFTERMATH RETREAT REGROUP COMPREHENSIVE LAND COMBAT EXAMPLE CIVIL WARS CIVIL WAR CRISIS EVENTS CHINESE CIVIL WAR SPECIAL POWER RULES FASCIST POWERS DEMOCRATIC POWERS COMMUNIST POWERS GLOSSARY / INDEX COUNTER GUIDE... 1 CRISIS TABLES OVERVIEW Cataclysm: A Second World War is a multi-player game simulating political and military conflict in the 1930s and 40s. The game s premise is that a second world war could have broken out at a time other than September 1939, given the numerous political crises provoked by revisionism against the post-versailles order. Each player commands a power or group of powers committed to an ideology: Fascism (Germany, Italy, and Japan), Communism (the Soviet Union) or Democracy (France, the United Kingdom, and the United States). The status quo favors the Democracies, while Communism and Fascism must use political or military force to revise the world order to their liking... but once all three ideologies are fighting, a second world war is on! Many of the terms used in Cataclysm have very specific meanings. When in doubt, consult the Glossary at the end of the playbook. When referencing a rule number in this rulebook, the format of (x.xx) will be used; if the rule is in the playbook the format is (PB x.xx). When a term is defined, it will appear in blue boldface. 1.1 POWERS There are two types of nations in Cataclysm, powers and countries. Rulebook ~ v45.3 ( ) ~ Page 1 of 28

2 Powers are nations run directly by players, while countries are minor nations with no agency of their own in the game. A power that has not surrendered (5.5.3) is an active power. Each power belongs to an ideology. The three ideologies are Fascism, Communism, and Democracy. The Fascist powers are Germany (gray), Italy (yellow), and Japan (orange). The sole Communist power is the Soviet Union (red). The Democracies are France (blue), the United Kingdom (brown), and the United States (green). A power s ideology never changes during the game. Several terms define the relationships of powers to each other. Powers from different ideologies are opposing powers. A power at war (5.6.1) with one or more other powers is belligerent. Powers at war with each other are enemy powers. A counter, cube, or area is friendly to its controlling power. Counters, cubes, and areas controlled by an ally (6.1.2) are also friendly if both powers are belligerent. 1.2 NUMBER OF PLAYERS Cataclysm plays best with three players, one in charge of each of the three ideologies. With four or five players, the Fascists and Democracies can be divided: Germany and/or the United Kingdom (UK) can be run separately from the other powers in their Ideology. With two players, one player runs both the Democracies and Communists. Changes to the rules for the full two-player game are noted in and (only). Some scenarios have been designed specifically for two players, see the Playbook for details. 1.3 SET-UP Begin by laying out the map and deciding which scenario to play. The powers are assigned among the players, and each player takes their associated power cards (2.5) and counters (2.4). Neutral counters (2.4.4) that are not currently in use are set aside, along with any counters not currently in a power s force pool (4.1.1) or available markers box (2.4.3). Finally, each ideology takes their dice (2.7) and player aid card (PAC). The crisis tables (2.6) should be placed where all players can access them. Design Note: A power never has access to all of their counters. Only a portion of their countermix will be available to them throughout the game. 1.4 ENDING THE GAME The game is over at the end of the scenario-designated final game turn, or at the end of the turn indicated by the Global War marker, whichever is later. When flipped to its Global War side, the war status marker is placed on the turn track two turns ahead to mark the last turn of the game, or in the box, whichever is later. Example: Germany is at war with the UK and declares war on the Soviet Union during the game turn. This causes the game status to enter Global War. The Global War marker is placed in the box on the turn track and the game will end at the end of that turn. Design Note: Even though a typical full game will end in , if Global War starts late, the game is extended to accommodate the fighting. The game also ends immediately when one or more of the following conditions apply: All powers in one ideology have surrendered (5.5.3). One ideology has caused the surrender of two powers. War status is Global War (5.7.2) and all powers are nonbelligerent. When the game ends, proceed immediately to scoring (1.5.1) to determine the winning ideology. 1.5 HOW TO WIN In most scenarios, the winner is determined by which ideology has the greatest number of victory points when the game ends SCORING Design Note: Scoring is easy just count the number of your cubes on the map, then subtract the number of opposing or neutral cubes in your home or colony areas. A power scores victory points for controlling land or mixed areas. Scoring is tracked immediately as points are gained or lost, and should always reflect the current situation on the board. There are also ideology victory point markers to track the total for each ideology. The reverse of each victory point marker indicates a negative total. A power has one victory point for each of its cubes (2.4.1) in any area on the map. Bases (2.3.2) do not count for scoring. A power is penalized one victory point for each opposing or neutral cube in its home or colony areas. A power s score may be negative. Any cube, even a neutral cube or a cube from a power in the same ideology, penalizes the original owner of the home or colony area. A power that is no longer active (due to surrender, 5.5.3) is still counted for scoring DETERMINING THE WINNER At the end of the game, total the score of all powers in each ideology; the ideology with the highest total score wins. If one or more ideologies are tied with the highest score, the Communists win if they are one of the tied ideologies; if they are not, the Fascists win. Design Note: If two players control powers in the winning ideology, they may compare their scores to determine who won more. 2P Only: If one player controls both the Democratic and Communist ideologies, use only the lower of their two total scores for determining victory. 2. COMPONENTS Your copy of Cataclysm contains: One map, 22 x 34, depicting Europe, the Pacific Ocean, and their environs. X double-sided counters, 9/16, in X sheets. 140 wooden cubes in eight colors. One 40 page rulebook (you re reading it). One X page playbook with scenarios, notes, and an extended example of play. Eight 8.5 x 5.5 power status and ideology special rules cards. Three four-panel fold-out play aid cards. Rulebook ~ v45.3 ( ) ~ Page 2 of 28

3 2.1 THE MAP - THEATERS The map is divided into two theaters: Europe (that part of the map from South Africa to the Barents Sea) and the Pacific (from Dutch Harbor to the South Indian Ocean). The areas comprising the United States and Canada are in both theaters. Some scenarios focus on only one theater the scenario special rules specify what areas are out of play. 2.2 THE MAP - AREAS The map is divided into three types of areas representing the various nations and bodies of water during the 1930s and 40s. The three areas types are: Land land and air units may enter and occupy. Naval units may enter and occupy coastal land areas (2.2.5) only. (Example: Benelux) Sea all units may enter, but occupation is generally prohibited (7.1.2). (Example: Central Pacific South) Mixed combines both land and sea in one area. Borneo, Denmark, Hokkaido, New Guinea, Philippines, and Turkey are the only mixed areas. A unit on the map must always be located in a single specific area. Areas are adjacent if they share a non-red border. Units move (7.2) from area to adjacent area. Example: Turkey is a mixed area including the land across the Dardanelles straits. It is adjacent to three sea areas and six land areas. Red borders are impassable and may not be crossed. Areas separated by red borders are not adjacent. Gray-shaded areas with no name are out of play and may not be entered PORTS AND AIRFIELDS An area is a port if it is a coastal area (2.2.5) or if it is a sea area containing a naval base (2.3.2). An area is an airfield if it is a land or mixed area, or if it is a sea area containing a naval or air base (2.3.2). Ports and airfields determine what areas can be occupied by naval and air units (7.1) HOME AREAS AND COLONIES At the start of 1933, a power controls all land and mixed areas in that power's color. If such a controlled area has its name in ALL CAPS, it is a colony; otherwise, it is a home area. A power's capital is the home area with its name in red. Example: Eastern Canada is a home area of the UK, but India is a colony. Colony areas have the following rule exceptions: An enemy power that conquers (10.10) a colony does not gain a flag or cause a stability test (5.5.1) unless the colony contain a resource (2.3.6). Colonies are ineligible for diplomacy attempts during the surrender procedure (5.5.3). Resources in Democratic colonies cannot be collected while Status Quo is in effect (12.2). A colony no longer controlled by its original power is treated as a country (2.2.4) for all purposes. If the original power regains control, it returns to colony status. Design Note: The strategic importance of the Suez Canal to the mercantile economy of the UK was such that any act of seizing control of Egypt and the Suez Canal would have been viewed as an act of war against the UK. For that purpose, we have treated Egypt as a colony in the game even though it technically was not AREA CONTROL An active power controls its home and colony areas containing no opposing or neutral cubes, as well as any other areas containing at least one of its own cubes. A power that has surrendered (5.5.3) never controls any areas. Sea areas (and the sea area portion of a mixed area) are never controlled by any power. Land (and the land portion of mixed areas) are always either controlled by a single power or uncontrolled. Control of an area is important for scoring (1.5.1), collection of resources (4.3), and deploying units (8.4). Control may change due to crisis events (3.3.7), diplomacy (6.3), or military conquest (10.10) COUNTRIES Land or mixed areas that are not a home or colony area are countries. Design Note: Each area in China is a separate country. A country is controlled if a power has a cube (2.4.1) in it; otherwise it is uncontrolled. A country is garrisoned if it contains a power s land unit; otherwise it is ungarrisoned. The presence of a minor army or a non-land unit does not count. All uncontrolled countries are also ungarrisoned, by definition. Example: Germany has a cube in Romania, but the only unit there is the Romanian minor army. It is a controlled, ungarrisoned country. China, colored in lilac, is not a power or country of its own. It is a region made up of several independent countries. Due to the Chinese Civil War (11.2), a number of special rules apply to China COASTAL AREAS All mixed areas and all land areas adjacent to at least one sea area are coastal areas. SPECIAL COASTAL AREAS A unit in Egypt, Ruhr, South Africa, or the United States may move (7.2) or support (10.2) into any adjacent sea area. Note that no unit may use naval movement through (i.e. into and out of) one of these areas unless it is friendly. Example: A UK unit beginning in Egypt may move to either the Eastern Mediterranean or the Arabian Sea. However, a UK unit may only move through Egypt, from the Eastern Mediterranean to the Arabian Sea, if Egypt is friendly. Lombardy and Spain each have two different coasts that are not connected. Lombardy has one coast adjacent to the Adriatic Sea, Rulebook ~ v45.3 ( ) ~ Page 3 of 28

4 and one adjacent to the Tyrrhenian Sea. Spain has one coast adjacent to the Western Approaches, and one adjacent to the Mid-Atlantic Ocean and Western Mediterranean. A naval unit in Lombardy or Spain must be placed on one specific coast; no naval unit may move directly between the two coasts. Siam has a single coast, adjacent to the Gulf of Siam. The portion of its coastal border that is red is impassable SPECIAL AREA RESTRICTIONS EASTERN CANADA, SOUTH AFRICA, UNITED STATES Deploying units must stop upon entering these areas, and may move no further during that action. Temporarily place such units in the Transit box in the area, as a reminder; at the end of the action, move them to the area proper. A line of communications (4.4) can only be traced into or out of these areas, not through. Only United States units can enter the United States. Only United Kingdom units can enter Eastern Canada and South Africa. URALS Only Soviet Union units can enter the Urals. Design Note: This means these areas cannot be attacked. 2.3 THE MAP - OTHER FEATURES ADVERSE TERRAIN BASES Adverse terrain (rough texture) represents difficult or mountainous terrain that negates armor superiority and gives defenders a +1 to their combat rolls (10.4). Some sea areas contain base symbols printed in them, representing facilities on landmasses too small to count as an area. Bases start the game either owned by a specific power (indicated by a flag) or unowned (no flag). Ownership of a base may change due to a raid operation (9.4.2), but bases are never created or destroyed (exception: special British bases may be removed from the game see below). Ownership of a base does not provide control of the sea area the base is in. Sea areas are never controlled. There are two types of bases: air bases and naval bases. An air base allows one air unit to occupy its area, and each adjacent sea area (7.1.2). A naval base allows one naval unit and one air unit to occupy its area, and each adjacent sea area (7.1.2). A submarine pack may occupy a sea area up to two sea areas from a naval base. The occupation limits of an area with a base are increased by the presence of a logistics unit (7.1.4). Design Note: Bases are not separate locations; they are merely symbols/markers that allow units to remain in areas normally prohibited. Also, do not confuse an air or naval base with a logistics unit (see the Counter Guide) SPECIAL BRITISH BASES In some scenarios, the UK has naval bases attached to the countries Borneo, Guangdong, and Spain (south coast). These bases do not provide control of the country, but do provide an interest (5.1) in the area. Like other naval bases, they allow one naval unit and one air unit to occupy the country (and adjacent sea areas) while it remains uncontrolled. Design Note: These bases represent Sarawak, Hong Kong and Gibraltar, respectively. Gibraltar is on the south coast of Spain (2.2.5). Unlike many WW2 games, Gibraltar does not directly restrict enemy movement between the Atlantic Ocean and the Mediterranean Sea. Special British bases cannot be captured by a raid operation (9.4.2). If a country with a special British base becomes controlled by another Democratic power, normal occupation limits (7.1) still apply these bases simply allow the UK to occupy the area even if not allied with the controlling power. If a country with a special British base is attacked, ignore all British units in the area if the UK is not at war with the attacking power (the attack still counts as a provocation due to British interest). If the country becomes controlled by an opposing power, remove the base marker and any friendly units there must immediately retreat (10.11) CROSSING ARROWS A black crossing arrow connects two areas divided by a strait (a narrow body of water). The areas are adjacent for all purposes. Attacking across a strait gives the defenders +1 to their combat rolls (10.4). A green crossing arrow indicates two non-adjacent land or mixed areas that are still close enough for air operations. The areas are adjacent for movement (7.2.3) and support (10.2) of air units only. Example: Siam is not adjacent to the Bay of Bengal due to the red impassable border, but air forces can fly from Borneo to Siam across the impassable border because of the green crossing arrow RESISTANCE Each country has a resistance value ranging from zero to two, represented by the number of red fist icons. A country s resistance is subtracted from diplomacy attempts against it (6.3). If no resistance icon is printed in the country, its resistance is zero (i.e. no penalty). Areas with a neutral cube (2.4.5) have a resistance of one. Resistance does not apply to attempts to gain control of a country after a failed attack (9.7.2) RESOURCES Resources are collected during production (4.3) and then converted into builds or offensives. Two types of permanent resources are printed on the map: natural resources and industrial resources. Natural resources have no special rules. Industrial resources provide bonus offensives (6.4.2) and war economy offensives (4.7), and act as production sites (2.3.7). In addition to these permanent resources, there are limited and special resources indicated by markers. Limited resources are only used once before being discarded (4.3). Special resources are permanent once they enter play (12.3) PRODUCTION SITES Rulebook ~ v45.3 ( ) ~ Page 4 of 28

5 A production site is a home area controlled by its original power that contains a permanent industrial resource, even if damaged (9.4.4). Example: Lombardy is a production site for Italy, but Rome is not since Rome is not a permanent industrial resource. Example 2: German-controlled Paris is not a production site for any power, since it is not controlled by its original owner (i.e. France). A production site acts as a point of origin when its power places newly constructed units (3.3) or traces a line of communications (4.4) RESTRICTED TERRAIN A restricted terrain symbol in an area reduces occupation limits (7.1.3) and blocks lines of communications (4.4) through the area. Movement (7.2.1) is not affected by restricted terrain. The effects of restricted terrain are negated by a friendly logistics unit (7.1.4). Example: French North Africa is both adverse and restricted terrain TRACKS AND DISPLAYS There are several tracks and displays included on the map to record individual power and game states. Effectiveness Track: This track records the political effectiveness (5.3) of each power. Failed Political Action Boxes: These boxes record when a power has failed a political action (5.4) and is eligible for a bonus on its next political action of the same type. Political Display: This triangular display records the existence of wars (5.7) and alliances (6.1) between powers. Reserve Display: This display contains the counters held in reserve by the powers (3.3.4). Stability Track: This track records how close a power is to collapse (5.5.2). When a power s stability increases, move the marker towards Steady. When a power s stability decreases, move the marker towards Collapse. Turn Track: This track records the current game turn, and also acts as a holding box for counters to be added to the action cup the following turn (3.1.1). Victory Point Track: This track records the victory points of each individual power, and the total victory points for each ideology (1.5.1). 2.4 COUNTERS AND CUBES Each power has a set of printed counters and wooden cubes in its color. The number of each power s counters and cubes are a hard limit; you cannot make more or substitute other pieces if you run out. Counters not in a specific power's color are neutral and do not belong to any individual power. Counters are divided into units and markers. Units represent the various military forces that a power uses to project its might around the globe. Markers represent abstract concepts, record game state information, or act as memory aids. See the Counter Guide for a comprehensive listing of counter types POWER CUBES A power's cubes are used to indicate control of an area (2.2.3), wars (6.2), alliances (6.1), and failed political actions (5.4). [TESTERS: if you do not have cubes, use the small flag markers provided instead.] UNITS There are several types of units in Cataclysm, broken into four classes as shown on the Counter Guide. Whenever the rules refer to an army, fleet, or air force, they refer to both the regular and upgraded versions of such units. An upgraded version of a unit always retains the capabilities of the corresponding non-upgraded version. A land unit is an infantry army, tank army, fortress, minor army (2.4.6), or Chinese faction marker (11.2.1). A naval unit is a surface fleet, carrier fleet, or submarine pack. An air unit is a tactical air force or strategic air force. A logistics unit does not fight, but provides other benefits (7.1.4) POWER MARKERS Each power has a set of markers in their color, as shown on the Counter Guide. Some powers have additional markers to denote limited or special resources, or to act as memory aids for special rules. A power s flag (5.2), offensive (8.1), and resource (4.3) markers, as well as markers associated with special rules for the power (e.g. Lend Lease, A-Bomb) are kept in the power s available markers box when not in use. These markers do not count against a power's force pool limit (4.1.1) NEUTRAL MARKERS In addition to the counters associated with specific powers, Cataclysm includes several types of counters that are used either with uncontrolled countries or for all powers. These are also shown on the Counter Guide NEUTRAL CUBES Neutral cubes (natural wood color) are used to mark home or colony areas that are uncontrolled due to civil war (11.1) or surrender (5.5.3). An area with a neutral cube is an uncontrolled country with a resistance (2.3.5) of one. [TESTERS: if you do not have cubes, use Uncontrolled Country markers instead.] MINOR ARMIES Some countries have a minor army for defense. A minor army cannot move, attack, or retreat, but does count towards the occupation limit of its area (7.1). Chinese faction markers (11.2.1) are also minor armies for all purposes. A minor army cannot be voluntarily removed by its controlling power. Example: Germany gains control of Romania through diplomacy. Only a single German army may occupy Romania, as the Romanian army counts towards the occupation limit for land units. 2.5 POWER CARDS Each power has a status card that houses the power's force pool (4.1.1) and available markers (2.4.3). A power s status card also tracks its current commitment (4.1), which determines the power s force pool limit, conversion rate (4.5), effectiveness (5.3) and home front penalty (4.1.2). The card also indicates which opposing powers provoke the power (and are themselves provoked) by a commitment increase (6.4) or alliance formation (6.1). Unless otherwise stated by a scenario special rule, a power has available all of its offensive/resource markers and all markers associated with its special rules. The number of flags a power Rulebook ~ v45.3 ( ) ~ Page 5 of 28

6 starts with (in 1933) is listed on the status card. A power will never have all of its units in its force pool. Each ideology also has a special rules card that notes special rules for that ideology s powers. These rules are duplicated in 12. for your convenience. These special rules are in force at the start of all scenarios unless otherwise indicated. 2.6 CRISIS TABLES Two crisis tables one for peacetime, and one for use during Limited or Global War (5.7) are used to resolve the random events associated with each drawn Crisis marker (3.3.7). 2.7 DICE Cataclysm includes three dice for each ideology: black for Fascism, red for Communism, and blue for Democracy. There are three cardinal rules in Cataclysm regarding all die rolls: 1. When you roll more than one die, count only the highest die, then apply any bonuses or penalties. 2. If more than one 6 is rolled, the result before modification is 6 +1 for each additional 6 rolled (i.e. three 6s is a result of 8). 3. The minimum modified result of any die roll is 1. If a power is to roll one die and suffers a game effect requiring it to lose a die (i.e., would be reduced to zero dice), instead the power applies a -1 to the die result. Example 1: Germany rolls three dice for a political action, getting a '3', '6' and '6'. The result of their roll is '7' ('6' with a +1 for the second rolled '6'). Example 2: An ungarrisoned country defending against an attack rolls only one die. If the attacker also has armor superiority, the defender normally loses one die; but with only one die being rolled, the defender would instead apply -1 to the die result. Example 3: The Soviet Union may find itself at 1 effectiveness while also in the military reforms posture. It will roll one die with a -1 to the result for any political action. 2.8 ACTION CUP The action cup contains all the counters due to enter play for a given turn. During the action phase, the counters in the cup are mixed and then drawn at random, one at a time. You will need to provide an opaque wide-mouthed container (such as an empty coffee mug) to serve as the action cup. Unless specifically directed otherwise, inspecting or emptying the action cup is prohibited. 3. SEQUENCE OF PLAY There are three phases to each two-year turn, a production phase, an action phase, and an end phase, carried out in that order. There are two means of determining player order in Cataclysm, both involving comparing effectiveness (5.3): either in decreasing effectiveness order (highest to lowest) or in increasing effectiveness order (lowest to highest). When resolving ties in decreasing effectiveness order, Fascists go before Communists, which go before Democracies. In increasing effectiveness order, Democracies go before Communists, which go before Fascists. Design Note: The effectiveness track spaces are subdivided to show these tiebreakers. If two powers in the same ideology are tied, their player(s) can resolve them in the order of their choosing. If they cannot decide, determine randomly. 3.1 PRODUCTION PHASE The steps in the production phase are carried out in the following sequence: 1. Collect turn track counters (3.1.1) 2. Collect flags (3.1.2) 3. The United States designates any resources to be lent (4.3.1) 4. Production (4.2) 5. Place counters in reserve or action cup (3.1.4) COLLECT TURN TRACK COUNTERS First, any Crisis, Home Front, or Civil War Resolution markers on the turn track for this turn are placed in the action cup. Next, any power counters on the turn track for this turn are placed in front of the corresponding power's player. These will be previous turn production (4.6) or end of turn (3.4) counters. Do not remove the Turn marker or the Global War marker from the turn track. If the Global War marker is on the turn track for the current turn, the game is over at the end of the current turn COLLECT FLAGS Then, each power receives one flag from their available markers. Italy may choose the special Il Duce flag if it is available (12.1). Exception: Germany receives two flags while under Night of the Long Knives (12.1). Exception: While Status Quo is in effect (12.2) France and the United Kingdom only receive this flag at the cost of a stability test, and the United States cannot receive this flag at all. Design Note: The Democracies political activities are very limited during peacetime. Each flag earned from a provocation should be used judiciously until Status Quo has ended PRODUCTION Next, each power in increasing effectiveness order collects resources (4.3.2) and converts them to builds or offensives (4.5). Builds are spent immediately to construct new units (4.6), and offensives are used in the action phase to move and attack with units on the map. All production choices are public knowledge. A belligerent power (1.1) may also receive war economy offensives (4.7) during production. A detailed step-by-step description of the production process is in section RESERVE AND ACTION CUP Finally, at the end of the production phase, each power may reserve (3.3) a single counter from those accumulated during the production phase. All other flags, offensives, and newly constructed units or markers are added to the action cup. Exception: Newly-constructed fortress and surface fleet units are NOT placed in the action cup, nor can they be placed in reserve; instead they must be placed on the turn track to enter during the production phase next turn (4.6). Resource markers are never placed in the action cup. Any resource markers not converted or placed in reserve by the end of the production phase are discarded. Rulebook ~ v45.3 ( ) ~ Page 6 of 28

7 3.2 ACTION PHASE Once production is complete, the game moves to the action phase where counters will be played from the reserve or randomly drawn from the action cup one at a time. The player with the lowest victory point score (1.5.1) is in charge of drawing counters for the entire turn. Design Note: Players can agree to have anyone be in charge of pulling from the cup, but there may be a slight advantage in having some idea how many counters are left in the cup. Any time a counter is to be drawn from the action cup (even at the start of the action phase) any eligible power may trump (3.3.5) to pre-empt that draw to play their counter from the reserve. Once all eligible powers decline to trump, a single counter is drawn from the action cup and resolved as follows: Flags or offensive markers are either played immediately by their power (3.3.1), placed in reserve (3.3.4), or rejected (3.3.6). Units are either played onto the map (3.3.2), placed in reserve, or rejected. Upgrade markers are either played immediately (3.3.4), placed in reserve, or rejected. Crisis (3.3.7), Home Front (3.3.8) and Civil War Resolution markers (3.3.9) are resolved immediately. Once resolved, place them on the next turn of the turn track they will re-enter the action cup at the start of next turn. After resolving the counter, if all eligible powers again decline to trump, draw another from the action cup. Continue in this fashion until the fourth and last Crisis marker is drawn (3.3.7). 3.3 RESOLVING UNITS AND MARKERS As noted above, when a power's counter is drawn, the player has a choice between playing the counter, rejecting it, or placing it in reserve (exception: Home Front marker) PLAYING A FLAG OR OFFENSIVE When a flag is played, its power performs a single political action (6.). When an offensive is played, its power performs one or more military actions (8.) PLAYING A UNIT When a unit is played, it is immediately placed on the map at a production site (2.3.7) for that power. The power may then conduct a deployment action (8.4) for that unit alone. Units are always placed on their non-upgraded side. Naval units must be placed in a coastal area nearest to a production site. If the unit has no legal area for placement, it is put on the turn track for next turn PLAYING AN UPGRADE MARKER Upgrade markers are used to improve existing units. When an upgrade marker is played, its power traces a line of communications (4.4) to an area containing one of its units of the appropriate type, then flips the unit to its upgraded side (tank army, carrier fleet, or strategic air force). Return the upgrade marker to the power s force pool RESERVE A counter currently in the reserve box on the map is that power's reserve. Each power may hold a single flag, unit, offensive, resource, or upgrade marker in reserve. No other counters may be reserved. A given power may never have more than one counter in reserve at a time (not one of each). A resource marker in reserve is held for potential use in the following turn s production phase. All other counters in reserve may be used to trump (3.3.5). Any time a power gains or receives an eligible counter (including one drawn from the action cup) it may be placed in reserve. If the power already has a counter in reserve, that counter is immediately rejected (3.3.6) TRUMP Immediately before any counter is drawn from the action cup, any power may trump by playing their counter in reserve. If more than one power wants to trump, priority goes in decreasing effectiveness order (3.). A trump may occur after another trump, however an ideology can never act twice in a row via trumping. Specifically, a power cannot trump if a counter from any power in its ideology (including itself, and including a Home Front marker) was the last to be drawn from the cup or played from reserve. Example: Both Italy (Eff 1) and the UK (Eff 3) want to trump. The UK has a higher effectiveness than Italy, so gets to trump first. After seeing the effects of the UK trump, Italy can decide again whether it wants to trump in this case, Italy changes its mind and decides to wait before trumping. Conversely, the UK (seeing that Italy wants to trump) could decline and let Italy trump first, then after Italy s play is resolved the UK could decide whether to trump REJECTION A power may reject its counter when drawn from the action cup; place the counter in the power s available force pool (4.1.1) or available markers box (2.4.3). The Crisis, Home Front, and Civil War Resolution markers cannot be rejected CRISIS There are four Crisis markers in the action cup at the start of each turn. When each of the first three Crisis markers are drawn, roll two dice, reading them as {highest die}-{lowest die}, and consult the appropriate Crisis Table. Use the 'Wartime' table if war status (5.7) is Limited or Global War; otherwise, use the 'Peacetime' table. Example: When the first Crisis marker is drawn, the drawing player rolls a '2' and a '4'. This would be read as the '4-2' entry on the appropriate crisis table. After a Crisis marker is resolved, place it on the next turn of the turn track. When the third Crisis marker is drawn, flip the turn marker to its Sudden Death side as a memory aid that the turn could end at any time. When the fourth and last Crisis marker is drawn, do not roll for an event instead, the game turn ends immediately (3.4) HOME FRONT When a power s Home Front marker is drawn, it must immediately make a home front stability test (4.1.2). Then, the power may conduct a deployment action (8.4) (exception: during the End Phase). Finally, place the Home Front marker on the next turn of the turn track CIVIL WAR RESOLUTION When the Civil War Resolution marker is drawn, all currently ongoing civil wars are resolved (11.1.3), including the Chinese Rulebook ~ v45.3 ( ) ~ Page 7 of 28

8 Civil War (11.2.3). Then, place the Civil War Resolution marker on the next turn of the turn track. 3.4 END PHASE When the fourth and last Crisis marker is drawn, the turn is over. Immediately check to see if the game ends (1.4). If the game does not end, turn out the contents of the cup and resolve the following in sequence (in increasing effectiveness order within each step). 1. Resolve the Civil War Resolution marker (3.3.9), if present. 2. Resolve any Home Front markers (3.3.8), but ignore the associated deployment action. 3. Units are placed on the map (3.3.2), but ignore the associated deployment action. 4. Upgrade markers may be played immediately (3.3.3) or placed on the turn track for next turn. 5. Flags and offensives are placed on the turn track for next turn. 6. Powers place their current reserve (if any) on the turn track for next turn. 7. Commitment markers on their Increased side and Effectiveness markers on their -1 side are flipped back to their front side. 8. Flip the turn marker from its Sudden Death side back to its normal Turn side, advance it to the next box on the turn track, and begin a new turn with the production phase. 4. ECONOMICS In the production phase, powers collect resources from areas they control, then convert them to either builds or offensives. The ability of a power to produce material for war is governed by its commitment, a measure of the fraction of the power s economy geared for war. 4.1 COMMITMENT A power's commitment determines its political effectiveness, its force pool limits, and its military efficiency. Effectiveness and force pool limits are indicated on the status card. A summary of all the game effects for each commitment level is provided below: Civilian: Every two resources convert to one build (i.e. 2:1), no rounding. May not declare war, convert resources to offensives unless belligerent, or have upgrade markers in its force pool. No home front stability test. Each played offensive provides one military action. Rearmament: Each resource converts to one build (1:1) or one offensive. May not declare war. Each played offensive provides one military action (i.e. 1:1). Home front stability test is unmodified. Mobilization: Each resource converts to two builds (1:2) or one offensive. Each played offensive provides two military actions (1:2). Home front stability test is at -1. Total War: Each resource converts to three builds (1:3) or one offensive. Each played offensive provides three military actions (1:3). Home front stability test is at -2. Exhaustion: Each resource converts to two builds (1:2) or one offensive. May not declare war. Each played offensive provides two military actions (1:2). Home front stability test is at -2. When a power s commitment changes, its new conversion rate (4.5) and force pool limit (4.1.1) take effect immediately. It may also have to adjust its total number of available flags (5.2.1) FORCE POOL A power's force pool includes all of their units and upgrade markers that are currently available or in play. The number of these units and markers that are on the map, in the action cup, and/or unbuilt on its status card is constrained by the power s force pool limit, dependent on its commitment. When a power increases its commitment, it immediately adds (or subtracts) units or upgrade markers until the new force pool limit is reached. The exact units or markers added or removed are at the player's discretion. When removing units or markers, the player can remove them from any location on the map, in the action cup or from its status card (this is the only time a player may examine the contents of the action cup). Example: Germany increases its commitment from mobilization to total war. It gets to add four new units or upgrade markers to its force pool (16 20). When its commitment reaches exhaustion, it will have to remove any four units or markers. Unused units and upgrade markers not in a power s force pool are out of play and should be kept in storage away from the power status cards THE HOME FRONT When a power s commitment is increased to rearmament, place its Home Front marker on the turn track for the next turn. Design Note: Your people won t start feeling the pinch of guns or butter immediately When a Home Front marker is drawn, the associated power must immediately make a stability test (5.5.1) as a home front check. Depending on its commitment level, a penalty is applied to this stability test (-1 at mobilization and -2 at total war or exhaustion). After the home front check, the power may conduct a deployment action (8.4) (exception: during the End Phase), and then must place the Home Front marker on the turn track to enter the action cup at the start of the next turn EXHAUSTION A power s commitment shifts to exhaustion if it collapses (5.5.2) while at mobilization or total war. Exhaustion reduces the power s conversion rate and may reduce effectiveness, as well as its force pool limit the power will need to remove counters immediately (4.1.1). Remember to remove a flag when a power s effectiveness permanently decreases (5.2.1). A power at exhaustion cannot declare war (6.2) or make a surprise attack (9.8.3). Exhaustion is a permanent condition and cannot be alleviated in any way. 4.2 PRODUCTION SEQUENCE In increasing effectiveness order, each power resolves their production as follows: 1. Collect resources (4.3.2) 2. Convert resources (4.5) 3. Construct units (4.6) 4. Receive war economy offensives (4.7) Rulebook ~ v45.3 ( ) ~ Page 8 of 28

9 5. Repair: remove damage markers (4.8) from resources Design Note: Players may agree to carry out their production simultaneously to speed play. 4.3 RESOURCES An area with an undamaged permanent resource symbol (2.3.6) produces one resource each production phase for its controlling power. Limited resources are used once, then discarded. A damaged (9.4.4) permanent resource is unavailable for production. Damage markers on permanent resources are removed at the end of the production phase (4.8) LENDING RESOURCES In general, resources may not be lent or transferred between powers. However, the United States may lend resources via Lend Lease (12.2) and/or must via US-Japan Trade (12.1). When the United States lends a resource, it is collected by the receiving power during its own production phase, by tracing a line of communications (4.4) from the United States. The lent resource counts towards war economy offensives (4.7) if it is an industrial resource. Example: A neutral US lends a resource to the UK while the UK is at war with Germany. If the German player has units in Iceland and the North Atlantic Ocean, the UK could not trace a line of communications through those enemy units. If the UK and Germany are not at war with each other, German units cannot block UK resource collection COLLECTING RESOURCES A power may collect an undamaged resource if it can trace a line of communications (4.4) to the area containing the resource. A production site s own resource does not need to trace an LOC. For each resource collected, the power s player takes one resource marker from its available markers box. If a power does not have enough resource markers, the excess resources are lost and unavailable for production this turn. When collecting a limited resource, take the limited resource marker itself from the map. Design Note: Resource markers are on the back of offensive markers. Note the number of resources collected that were industrial resources (for war economy offensives, 4.7). The Democracies are limited as to which resources they can collect while Status Quo is in effect (12.2). Once all resources have been collected, add to these any resource from the turn track (i.e. placed there from reserve at the end of the previous turn, 3.4). A resource from the turn track is never counted as an industrial resource for war economy offensives. Example: If Japan controls Borneo, they can collect the Borneo resource through the Philippines so long as Japan and the US are not enemies. Example 2: A German-controlled Moscow resource cannot be collected by Germany, as it is surrounded by restricted land areas that block LOCs. 4.4 LINE OF COMMUNICATIONS (LOC) A line of communications (LOC) must be traced under the following circumstances: To play an upgrade marker (3.3). To collect a resource (4.3.2). To receive bonus offensives (6.4). To intervene in a civil war (8.5). To determine supply status during an operation (9.6). An LOC is traced from a production site (2.3.7) to the area indicated. It may enter an unlimited number of areas, provided each area is: a friendly land area (including the target of an intervention action, 8.5); OR a mixed area not controlled by an enemy power; OR a sea area within two areas of a friendly port (2.2.1), containing no enemy naval units or enemy strategic air forces. An LOC can be traced into or out of (but not through) a restricted land area (2.3.8), Eastern Canada, or the United States. Restricted mixed areas do not block LOCs. 4.5 CONVERSION Each successfully collected resource may be converted into a single offensive marker or a variable number of builds, depending on a power's current commitment level (4.1). A power at civilian commitment may only convert a resource to an offensive if it is belligerent (1.1). Commitment Level Builds Per Resource Civilian 2 resources to 1 build, no rounding (2:1) Rearmament 1 resource to 1 build (1:1) Mobilization 1 resource to 2 builds (1:2) Total War 1 resource to 3 builds (1:3) Exhaustion 1 resource to 2 builds (1:2) For each resource marker, the player either leaves it on the resource side (to convert it to builds at the ratio above), or flips it to the offensive side (converting it to a single offensive, regardless of commitment level). 4.6 CONSTRUCTING UNITS The power counts its resource markers and multiplies that number by its commitment conversion rate (4.5). The result is the number of builds available to be spent during production. Then return the resource markers to the power s available markers box. Example: France is at civilian commitment and has two resources designated for builds, giving France 2 x ½ = 1 build. The power then uses its builds to construct new units and upgrade markers as shown in the table below. Constructed units and upgrade markers are selected from the power s force pool (4.1.1), never directly from the countermix. Any builds not spent by the end of the production phase are forfeit. Unit Cost Placed Upgrade markers Two builds In action cup or reserve Surface fleets Two builds * On turn track for next turn Fortress units One build On turn track for next turn All other units One build In action cup or reserve * Italy and France may purchase a single surface fleet for a cost of one build by using the Dreadnought Refit Program marker. Design Note: Units and upgrade markers are never placed directly on the board when constructed. They are played via the action cup or the reserve. Once on the map, units may never be voluntarily removed from play. 4.7 WAR ECONOMY OFFENSIVES Belligerent powers (1.1) now receive one offensive marker (from the available markers box) for each industrial resource Rulebook ~ v45.3 ( ) ~ Page 9 of 28

10 they collected, regardless of whether it was a permanent or limited resource. These are war economy offensives. Design Note: Recall that offensive markers are on the back of resource markers. 4.8 REPAIR Remove all damage markers (4.3) from permanent resources. 5. POLITICAL CONCEPTS The political capital of a power s government is represented by flag markers (5.2). When a power plays a flag, they may attempt one political action (5.). Some powers have special political actions only they can take (6.8). Powers can gain flags during production (5.2.3), when they are provoked in an area within their interest (5.2.4), or through other game events (5.2.5). To succeed at a political action, a power usually must pass an effectiveness check (5.3). 5.1 INTERESTS A power s interests limit where it may gain a flag by provocation (5.2.2), and where it may attempt diplomacy (6.3). A power has interests in: Every area it controls. Every area (land, mixed, or sea) adjacent to an area it controls. Every land or mixed area across a single sea area from its home or colony areas. Every area where it has an aid marker (8.5). Every area where it owns a base (2.3.2). Example: The UK has interests in Benelux, Denmark, Paris, Normandy, and Norway, across the North Sea from London; and interests in Ireland, Portugal, and Spain across the Western Approaches. The US similarly has interests in Guangdong and Jiangsu, across the South China Sea from the Philippines. Areas separated by red impassable borders (2.2) are never adjacent and interests do not extend between them. It is possible for more than one power to have interests in a given area. Allies (6.1) share interests for all purposes. Example: France and the UK are allies. If France controls Poland, both the UK and France have interests in Poland. 5.2 FLAGS When a power plays a flag (from the cup or reserve), it may attempt to perform a single political action (5.4). After a flag is played, it is returned to the available markers box on the power s status card FLAG AVAILABILITY Each power has at any given time a number of flags equal to its base (unmodified) effectiveness plus one. Flags are gained, played, and then recycled and available to be gained again. Available flags are held on the power s status card in the available markers box. Example: Germany has four flags to start the 1933 scenario. One is placed in reserve, one goes in the action cup and two are on its status card, available to be gained. If a power s base effectiveness changes due to an increase in commitment (6.4), add or subtract a flag as appropriate. The scenario rules may designate a flag to be placed on a commitment level box that means the flag becomes available when the power reaches that commitment level. Temporary changes to effectiveness, such as by certain crisis events, do not change the number of flags for a power. Example: The United Kingdom is at a commitment level of rearmament, with an effectiveness of two, and has three flags available for use. When the UK increases commitment to mobilization, its fourth flag becomes available. When the UK s commitment subsequently becomes total war or exhaustion, it will lose the fourth flag and go back to having only three flags available GAINING FLAGS When a flag is gained, the power takes a single flag from the available markers box of its status card and must immediately put it in the action cup or in the reserve (rejecting its current reserve, if any). If no flags are available, any flag(s) it would have gained are forfeit. Design Note: Try not to leave yourself with no flags on your status card, or your opponents can provoke you with no penalty as you will be unable to gain flags from their actions! FLAGS DURING PRODUCTION Every power gains one flag at the start of the production phase (3.1.2). Exceptions: Germany gains two flags while Night of the Long Knives is in effect. While Status Quo is in effect (12.2) France and the United Kingdom only gain a flag at the cost of a stability test, and the United States cannot gain a flag at all FLAGS BY PROVOCATION A provocation is an action by an opposing (but not enemy) power that results in a flag being gained by another power. Flag gains by provocation are cumulative unless noted otherwise. Provocations only provide flags if the powers are opposing, not enemy powers (i.e. not at war with each other). A power is provoked (gaining a flag) when a non-enemy opposing power does any of the following. Increases commitment (6.4), if indicated on its status card. Forms or joins an alliance (6.1), if indicated on its status card (maximum one flag per action). Declares war on it or its ally (6.2). Declares an operation (9.) against an area where it has interest (5.1), whether successful or not. Makes a surprise attack against it (9.8.3) (cumulative with the provocation for the operation). Gains control of an area where it has interest (5.1), including by diplomacy (6.3), conquest (10.10), civil war decisive victory (11.1.3), or crisis event (3.3.7). Intervenes (8.5) in an area where it has interest (5.1). Example: When the UK increases commitment, both Germany and Italy are provoked and gain a flag assuming they are not at war with the UK. Example 2: If the UK and US form an alliance, Germany, Italy, and Japan would all be provoked. Example 3: Germany attacks Benelux, where France and the UK have an interest. France and the UK are each provoked. 2P Only: If one player controls both the Democracies and the Communists, Democracies do not gain flags from provocation by Communist actions, and vice versa. Rulebook ~ v45.3 ( ) ~ Page 10 of 28

11 5.2.5 FLAGS BY GAME EVENTS A power gains a flag for any of the following: Earning a triumph in land or naval combat (10.8). Honoring a defensive alliance (6.1). Being targeted by a successful Pressure political action (6.6). Conquering an active enemy home area (two flags if a capital area), or active enemy colony area containing a resource (10.10). Removing an enemy cube from one of its home areas (two flags if capital area), or from its colony area containing a resource (10.10). When an enemy power collapses (5.5.2) or surrenders (5.5.3). When Status Quo ends (12.2). When Japan ends the Washington Naval Treaty (12.2). Powers may gain flags as instructed by certain crisis events (3.3.7). Example 1: If Germany gains control of Paris, it would earn two flags one each for Paris being an enemy home area and for being an enemy capital. Example 2: If the UK were to remove another power's cube from India, it would gain a flag...but if the UK were to do the same for Burma, no flag would be gained. 5.3 EFFECTIVENESS Effectiveness represents a power s willingness and ability to form and apply a coherent political policy. Political actions undertaken by a power are resolved by an effectiveness check (exceptions: increasing commitment while belligerent; changing posture). The power rolls a number of dice equal to its current effectiveness and if the modified result is 5 or higher, the check succeeds. The effectiveness of a power is based on its current commitment, as listed on its status card. A power s current effectiveness is recorded by an effectiveness marker on the Effectiveness Track. Some crisis events temporarily reduce a power s effectiveness. Effectiveness can never be reduced by more than one, to a minimum of one. Flip the power s effectiveness marker as a reminder that its effectiveness has been temporarily reduced. Example: The UK begins 1933 at an effectiveness of 2, as shown on its status card. When it reaches a commitment level of mobilization, its effectiveness increases to 3. If a power with an effectiveness of 1 has its effectiveness reduced, per (2.7) apply a -1 to the result of their effectiveness checks instead. Note that if Italy plays the Il Duce flag, it has +1 effectiveness for the political action it is attempting. The Soviet Union s posture (12.3) may impose a penalty to political action effectiveness checks. 5.4 FAILED POLITICAL ACTIONS Every time a power fails the effectiveness check when attempting a political action (exception: diplomacy, 6.3), it may place a cube in the corresponding failed political action box (2.3.9). If the next political action by that power is the same type, apply a +1 bonus to the result of its effectiveness check for each of its cubes in the failed political action box. When a power s political action fails, discard its cubes from all failed political action boxes that do not match the type of political action attempted. When a power s political action succeeds, discard its cubes from all failed political action boxes. When an alliance (6.1) political action fails, each attempting power places a cube in the failed political action box. All powers attempting an alliance must have cubes in the box to receive the bonus, and all their cubes are removed if any of those powers attempt a different political action type (exception: When a third power attempts to join an existing alliance, only its own cubes are placed or counted for failed actions). For special actions unique to a power (e.g.. the Soviet Union's Trans-Siberian Railway), use the 'special action' box; if a marker would be added to the map on a successful effectiveness check with the action, place the marker in the special action box as a reminder. Example: France attempts to increase its commitment while a nonbelligerent and rolls a 2 failing. It places a single cube in the commitment failed political action box. With its next flag play, France attempts to increase commitment again and rolls a 3, which still fails even with the +1 bonus from its previous failure. It places a second cube in the commitment box. France later draws another flag and attempts diplomacy against Hungary, rolling a 4 and failing. Because France attempted a different type of political action, the two cubes are removed from the commitment failed political action box. Design Note: We call these Cubes of Shame, and you can, too! 5.5 STABILITY The stability of each power is marked on the stability track, ranging from steady to wavering to unstable, and finally collapse. A power that collapses may surrender and be eliminated from the game STABILITY TESTS A stability test is an effectiveness check (5.3). If the check succeeds, the power s stability does not change. If the check fails, the power s stability is reduced one level. If a power s stability is reduced below unstable, it collapses (5.5.2) or surrenders (5.5.3). A power must make a stability test under the following circumstances: Home Front: When the power s home front chit is drawn. If the power s commitment is at mobilization, this test is made with a 1 penalty; if at total war or exhaustion, with a 2 penalty. Military Disaster: When the power takes excess losses in a land or naval combat (10.8). Loss of Control: When the power loses control of one of its home areas or one of its colony areas containing a resource. Make a second, additional test if it is the power s capital. Collapse/Surrender: When the power s ally collapses (5.5.2) or surrenders (5.5.3). A-Bomb: Each successful A-Bomb attack requires the defending power to make a stability test (12.2). Events: Certain crisis events will require powers to make a stability test COLLAPSE Collapse of a power s government can represent a change ranging from the formation of a new cabinet to a coup d état or worse. If a power s stability marker is moved to the collapse box, the power collapses and may surrender. Determine the power s surrender target number as follows, starting with zero: Rulebook ~ v45.3 ( ) ~ Page 11 of 28

12 +1 for each of the power s colony areas that it no longer controls, if that area contain a resource. +1 for each of the power s home areas that it no longer controls. +1 if the power does not control its capital (cumulative with the above). +1 if the power s victory point total (1.5.1) is currently zero or less. +1 if the power s commitment is exhaustion (6.4). The power s player rolls one die. If the roll is less than the surrender target number, the power surrenders, following the sequence in If the roll is greater than the surrender target number, or the target number is zero, the power collapses. Follow the collapse sequence below. A power also immediately surrenders (without a roll) if at any time it controls none of its home areas. Design Note: Yes, it is possible for the United States to surrender. Imagine this unlikely event as a historic shift toward extreme isolationism. COLLAPSE SEQUENCE 1. Any stability tests pending for the collapsed power are canceled. 2. Set the power s stability to wavering. 3. If the power s commitment is mobilization or total war, set it to exhaustion and adjust the power s force pool and available flags, if necessary (4.1). 4. Discard the power s reserve (3.3), if any. 5. Each enemy power gains a flag (5.2.2). 6. Make an effectiveness check (5.3) for each area containing the power s cubes but none of its land units; remove the cube if the check fails. Any allies with land units in such an area may immediately gain control of the area. Any units that can no longer legally occupy an affected area must immediately retreat (10.11). 7. The power s allies must make a stability test (5.5.1). Then the power breaks its alliance (6.1.4). 8. The power must offer an armistice (5.6.2) to all enemy powers. Each enemy power, in increasing effectiveness order, decides to accept the armistice or not. If Italy collapses, the Il Duce flag permanently loses its special ability. If Germany collapses, the Night of the Long Knives special rule is cancelled for the remainder of the game. After collapsing, the power remains in the game as part of its original ideology and functions as normal except as noted above. Design Note: It s possible that a collapse does no lasting harm to a power, especially early in the game SURRENDER When a power surrenders, it is eliminated from the game and is no longer an active power. Apply the following effects strictly in order: 1. Each enemy power gains a flag (5.2.2). 2. Any allies with land units in the power s controlled areas or air or naval units in areas with the power s bases may immediately gain control of those areas or bases. 3. The power s allies must make a stability test (5.5.1). Then the power breaks its alliance (6.1.4). 4. Remove all the power s remaining counters and cubes from the game including base markers on the map and any counters in the action cup. Its printed bases become unowned if not owned by another power at this time. 5. Place a neutral cube (2.4.5) in each of the power s home or colony areas not currently controlled by a power. 6. Each power controlling one of the surrendered power s home areas may conduct an immediate diplomacy political action (6.3) against each adjacent uncontrolled home area of the surrendered power (i.e. those with a neutral cube). If more than one power succeeds for a given area, the highest rolling power places its cube (no marker is placed on a tie). 7. Any units that can no longer legally occupy an affected area must immediately retreat (10.11). 8. The opposing ideology that controls the most home areas of the surrendered power after applying all these effects has caused its surrender. In case of a tie, both opposing ideologies have caused its surrender. This may cause the game to end (1.4). Example: Germany attacks Paris, winning the combat against a combined French and British defense. Germany gains two flags for the conquest one because it was an enemy home area and another because it was the enemy capital. France must take two stability tests and fails both, sending its stability to Collapse. France has zero victory points, has lost Paris and Lorraine, and has lost its capital, giving it a surrender target number of four. France must roll one die; if the result is 4 or less France will surrender. France rolls a 3 and surrenders. Germany gains a flag and the UK (as an ally of France) must make a stability test. All French units and markers are removed from the game. Then neutral cubes are placed in Normandy and Provence. Only Germany is eligible to roll for control of Normandy and Provence, needing a 6 (due to the neutral cube s resistance of one). Germany rolls a 4 for Provence and fails, but a 6 for Normandy and succeeds, replacing the neutral cube there with a German one. The historical Vichy occurs, with an uncontrolled Provence and the rest of the French home areas controlled by Germany. The Fascists get credit for causing the surrender of France. 5.6 WAR In Cataclysm, war is a status between two opposing powers that allows military operations against each other. A power at war is belligerent. Opposing powers at war with each other are enemies STARTING WARS A power enters a state of war with an opposing power by performing or being the target of a declaration of war political action (6.2) or surprise attack (9.8.3). Communist and Democratic powers can only initiate a war by a declaration of war political action; Fascist powers can start war by either a declaration or a surprise attack. When powers enter a state of war, their allies must decide whether to uphold their respective alliances and join the war. Any allies that do not join the war must break the alliance (6.1.4). Indicate a state of war by placing cubes of the belligerent powers together in the war box on the political display. Rulebook ~ v45.3 ( ) ~ Page 12 of 28

13 Powers within a single ideology fighting a common enemy combine into a single war. This is irrespective of alliance status. Example: There are three wars ongoing in the above figure. War #1 is Germany and Italy versus the Soviet Union; war #2 is US versus Japan; and war #3 is UK and France versus Germany and Italy. Note there are no alliances. If the US forms an alliance with the UK, wars 2 and 3 would be combined into one large war: US + UK + France versus Germany + Italy + Japan, since all the Fascists would have at least one common enemy (the US). If instead Japan declared war on the UK, wars 2 and 3 would still be combined, even though the US and the other Democracies are not in an alliance. The key is that the UK is an enemy of all three Fascist powers, so the wars must be combined into one ENDING WARS Once started, a war can end two ways. Armistice: A war can be ended at any time by the mutual consent of participating powers. A power that collapses (5.5.2) must offer an armistice to each enemy power and abide by each enemy power s decision to accept or not. If only some powers in an alliance agree to an armistice, the powers accepting the armistice must break the alliance (6.1). Capitulation: A war ends if all participants from one participating ideology have surrendered (5.5.3). When a war ends, remove the corresponding power cubes from the political display. 5.7 WAR STATUS The war status marker tracks the global extent and intensity of war. It does not apply to any individual power. When resolving a crisis event (3.3.7), if the war status marker is on the political display (Limited War) or turn track (Global War), resolve the Wartime event; if it is not, resolve the Peacetime event LIMITED WAR When any powers first become belligerent (1.1), immediately place the war status marker on its Limited War side in the center of the political display. The war status marker is never removed from play, even if at a future time there are no belligerent powers. Example: The Soviet Union and Japan go to war early in the turn. The war status marker is placed in the center of the political display on its Limited War side and all crisis events from now on will use the Wartime event table GLOBAL WAR Flip the war status marker from its Limited War side to its Global War side immediately when any power increases its commitment to total war or at least one nation from each ideology is currently belligerent. Once on its Global War side, the war status marker never reverts back to its Limited War side. When flipped to its Global War side, the war status marker is placed on the turn track two turns ahead (or , if later) to mark the last turn of the game (1.4). 6. POLITICAL ACTIONS A power attempts a political action when it plays a flag (5.2) or occasionally via a crisis event (3.3.7). In general, a political action requires an effectiveness check to see if the action succeeds. Unless stated otherwise, the power playing the flag uses its own effectiveness value to make the effectiveness check. If the check succeeds, the action is successful. If the check fails, the power may qualify for a failed political action bonus (5.4). The remainder of this section details each political action. 6.1 ALLIANCE A power may play a flag to attempt to form an alliance with one or more other power(s) in its ideology. The other power(s) must each have a flag in reserve, which is played as part of the attempt. Only one effectiveness check is made for the attempt. Use the effectiveness of the least effective power to make the check. Design Note: If Italy plays its Il Duce flag for an alliance attempt, remember to add one to its effectiveness. If successful, indicate the alliance by placing cubes from all allied powers together in the alliance box on the political display. Example: France and the UK attempt to form an alliance. The effectiveness check is made using France's effectiveness of one, not the higher UK effectiveness. A six is rolled and the attempt is successful; a French cube and a UK cube are placed in the Democracy Alliance box. A successful alliance is a provocation (5.2.2) to opposing powers (see the powers status cards for which opposing powers are affected). A power cannot gain more than one flag from a given alliance political action. Example: When France and the UK form an alliance, Germany and Italy only gain one flag each not two JOINING AN ALLIANCE There can only be one alliance per ideology. If two powers are allied, the third power in the ideology may only join this alliance. To do so, that third power only must play a flag and pass an effectiveness check. Provocation due to a successful alliance would occur based on all three powers in the alliance, noting that an opposing power cannot gain more than one flag from an alliance formation ALLIANCE EFFECTS Powers in an alliance share interests (5.1). Additionally, belligerent allies are friendly (1.1). They may occupy the same area (7.1). They may move (7.2) or trace an LOC (4.4) into or through each other s controlled areas. They may use each other s bases (2.3.2) for occupation (7.1) and for tracing operational range (7.3). They may activate their units together for an operation (9.) ALLIANCES AND WAR When a power in an alliance enters a state of war (5.6.1), its allies may join the war immediately at no additional cost; any that do not must break the alliance. If a belligerent power forms or joins an alliance, its new allies must join the war at no additional cost. If only some powers in an alliance agree to an armistice (5.6.2), the powers accepting the armistice must break the alliance. Rulebook ~ v45.3 ( ) ~ Page 13 of 28

14 Design Note: Essentially, allies must always be at war with the same enemy powers, or the alliance is broken BREAKING AN ALLIANCE A power breaks its alliance when: It fails to join a war along with its allies (6.1.3). It collapses (5.5.2) or surrenders (5.5.3). It accepts an armistice (5.6.2) and an ally does not. Powers that are no longer allies remove their cubes from the political display. If a single power breaks a three-power alliance, the other two powers may remain allied. After an alliance is broken, units in areas they cannot legally occupy must retreat (10.11). If units from multiple powers must retreat, do so in decreasing effectiveness order. Example: Germany and Italy are allies. Italy collapses and must break its alliance with Germany. German units in Italian-controlled areas (and vice versa) must retreat. Example: France, the United Kingdom, and the United States are allies. France accepts an armistice with Germany, but the UK and US do not. France breaks its alliance, but the UK and US remain allied to each other. 6.2 DECLARATION OF WAR (DOW) A power may enter a state of war with a target power by succeeding in a declaration of war (DOW) political action. A declaration of war is not required to attack an ungarrisoned country (9.7). A power joining a war due to alliance (6.1) does not have to meet any requirements for a DOW listed here. To declare war, a power must have a commitment of mobilization or total war. The United States and its allies may not attempt a DOW against Japan if the US-Japan Trade marker is in play. If all conditions are met, a power may attempt to declare war on an opposing power (and potentially its allies) by playing a flag and making a successful effectiveness check. If war is successfully declared, place the newly belligerent powers cubes on the political display as described in The target power gains a flag immediately. Each ally of the declaring power must either join the war or break the alliance (6.1.4). Each ally of the target power must either join the war (and gain a flag for doing so) or break the alliance. After successfully declaring war, the declaring power must immediately conduct one operation (9.), which must target the same power as the DOW. If such an operation is not possible, the DOW is canceled, all its effects are negated, and the political action used for it is forfeit. Design Note: Be sure you can make a valid attack before declaring war! 6.3 DIPLOMACY A power may play a flag for a political action to attempt to gain control of an ungarrisoned country (2.2.4) by diplomacy. The power designates a single ungarrisoned country in their interest as the target. A power may attempt diplomacy against a country controlled by another power, even in its own ideology, or against a home or colony area with a neutral cube (2.4.5). The target country cannot contain a Civil War marker (11.1.1) (exception: areas in China not occupied by a faction marker may be targeted.) Design Note: Remember that allies share interests for all purposes, which expands potential diplomacy targets for powers in an alliance. The acting power must make an effectiveness check (5.3), with the following bonuses and/or penalties: Subtract the country's resistance (2.3.5). Subtract one if the target country is controlled by an enemy power. Add one if the acting power has an aid marker under a flipped Civil War marker in the area (8.5). Example: Italy spends a political action to attempt to place a cube in uncontrolled Yugoslavia via diplomacy. Italy rolls a five, which becomes a four due to the one resistance in Yugoslavia Yugoslavia resists Italy's attempt to control it. If the effectiveness check succeeds, the power places one of its cubes in the country, removing any cube(s), Civil War Winner marker, or aid markers (8.5) already in the country. However, if the area is a home or colony area of an active power in the same ideology, no cube is placed and control is returned to the original power. The placement of a power s cube counts as a provocation (5.2.2) and increases the power's victory points (1.5.1) by one. Any units in the country belonging to other powers (except allies) must immediately retreat (10.11) (in decreasing effectiveness order, if more than one power). Design Note: One should consider successful diplomacy not just as political alliances, but also small military actions below the scale of the game (e.g. the historical German invasion of Norway could be represented by a successful diplomacy action). 6.4 INCREASE COMMITMENT A power may attempt to increase its commitment by playing a flag and making a successful effectiveness check (exception: if the power is currently belligerent the effectiveness check is automatically successful). A power may only increase its commitment to total war if it is belligerent (1.1) or the war status (5.7) is currently Global War. If successful, move the power s commitment marker one column to the right on its status card. A power may not voluntarily increase its commitment beyond the total war commitment level. No power may successfully increase its commitment more than once per turn; flip the commitment marker when it is increased as a reminder EFFECTS OF INCREASING COMMITMENT Increasing commitment is a provocation (5.2.2) to some opposing powers, as listed on the status cards. Any markers in the new commitment level column become available to the power. The power s effectiveness and conversion rate may change. The power must also adjust the total number of counters in their force pool. When commitment reaches rearmament, the power becomes subject to home front stability checks each turn (4.1.2), beginning the following turn. A power also gains bonus offensives (6.4.2) upon increasing commitment to mobilization or total war. Rulebook ~ v45.3 ( ) ~ Page 14 of 28

15 When any power increases its commitment to total war, the war status (5.7) immediately shifts to Global War (5.7). Flip the war status marker to its Global War side and place it two turns ahead (or if later) on the turn track. The game is now set to end on that turn (1.4) BONUS OFFENSIVES Immediately upon increasing commitment to mobilization or total war, a power receives bonus offensives, one for each industrial resource it can trace a line of communications to (4.4). A power receives these bonus offensives even if non-belligerent. Counting a limited industrial resource for bonus offensives is optional; discard the resource if it is counted (4.3). Example: Germany mobilizes while still controlling the Ruhr limited industrial resource; Germany discards it, gaining three bonus offensives: the Ruhr limited resource and one each for the industrial resources printed on map in Ruhr and Berlin. 6.5 MANEUVERS A power may play a flag to attempt to perform one military action (8.). If the effectiveness check is successful, the power designates and conducts a single military action. Design Note: You do not have to declare the type of military action or any other specifics before making the effectiveness check. 6.6 PRESSURE A power may play a flag, designate another power, and make an effectiveness check. If successful, the designated power immediately gains a flag (5.2.2). 6.7 PROPAGANDA A power may play a flag to attempt to increase its stability (5.5). If the effectiveness check is successful, increase the power s stability one level (but never beyond steady). 6.8 POWER-SPECIFIC SPECIAL ACTIONS Several powers have special actions listed on their ideology s special rules card. A successful effectiveness check is still required to perform the action. Germany may attempt to flip the Rhineland Demilitarized marker to its Ruhr Limited Resource side. Italy may attempt to play the Abyssinian Adventure marker. The US may attempt to remove the US-Japan Trade marker. The US may attempt to play the Lend Lease marker. The Soviet Union may attempt to play the Trans-Siberian Railroad marker. The Soviet Union may attempt to change its Posture (exception: changing Posture does not require an effectiveness check). 7. MILITARY CONCEPTS 7.1 OCCUPATION LIMITS Units occupy the area they are located in. The number of units of a given type allowed in a given area is the occupation limit. Occupation limits apply separately for each ideology. A player may never voluntarily exceed occupation limits except while moving during a deployment action (8.4) or operation (9.). Units found to be in excess of the occupation limit at any other time are immediately destroyed and returned to their power s force pool. A power s units may not occupy the same area as opposing units, except while moving during a deployment action (8.4), or in the target area during an operation (9.). Units from the same ideology may occupy an area together only if their powers are friendly (1.1), i.e. allied and belligerent LAND AND MIXED AREAS Occupation in land and mixed areas is limited as follows: Up to two land units, but a maximum of one fortress and one Chinese faction marker (11.2.1) per area. Up to two naval units in a coastal area (2.2.5); naval units may not occupy a non-coastal land area. Up to two air units. Up to one logistics unit (7.1.4). Restricted terrain reduces the occupation limits in land and mixed areas (7.1.3). A logistics unit negates restricted terrain in its area for this purpose (7.1.4). As indicated on the map, there are no occupation limits in the United States, Eastern Canada, or the Urals. This applies to all types of units SEA AREAS Units may not occupy sea areas, except for the following: One naval and one air unit may occupy a sea area that contains a friendly base (2.3.2); up to two of each may occupy a sea area with a friendly base and logistics unit. While belligerent, one naval unit (and one strategic air force) may occupy each sea area adjacent to an area with a friendly port (or airfield). They may not occupy an area containing opposing units or an opposing (non-enemy) base. This is not cumulative with occupation allowed by a base in the area. While belligerent, one submarine pack (only) may occupy each sea area two areas away from a friendly port. They may not occupy an area containing opposing units or an opposing (nonenemy) base. During an operation, up to two naval units and/or two air units may occupy a sea area. Example: While the UK is belligerent, one British naval unit and one strategic air force may occupy the Norwegian Sea area (due to the friendly adjacent land area of Scotland). No other British units may occupy the Norwegian Sea area. Example 2: One British naval unit and strategic air force may occupy the Eastern Mediterranean sea area (due to the British naval base there). While belligerent, no additional units may occupy the Eastern Mediterranean sea area, even with the adjacent port in Egypt. Example 3: While belligerent, one German submarine pack may occupy the Western Approaches sea area (it is two areas away from the Ruhr, a German port area). No German fleets or strategic air forces may occupy the Western Approaches sea area, since there are no friendly adjacent port or airfield areas. If Germany controls Normandy, a fleet and strategic air force could occupy the Western Approaches, and submarine packs could occupy the North and Mid Atlantic Ocean sea areas. When a port or airfield changes hands, re-check all occupation limits in nearby sea areas that might be affected. Units in excess of the limit must retreat immediately (10.11), in decreasing effectiveness order if controlled by more than one power RESTRICTED TERRAIN Rulebook ~ v45.3 ( ) ~ Page 15 of 28

16 Restricted terrain (2.3.8) reduces the occupation limit in land and mixed areas to one land unit, one naval unit, and one air unit. Restricted terrain never applies to the sea portion of a mixed area. A friendly logistics unit in the area negates this penalty (7.1.4) LOGISTICS UNITS A logistics unit represents a concentration of facilities and material strength. A logistics unit negates the effects of restricted terrain (7.1.3 occupation limits and 4.4 LOC) in its area. In a sea area with an air base it increases the occupation limit in that area to two air units. In a sea area with a naval base, it increases the occupation limit in that area to two naval units and/or two air units. Example: Japan deploys a logistics unit to the Carolines sea area. Up to two naval units and/or two air units may now occupy the Carolines. Logistics units are limited to one per area and are destroyed if control of its area or ownership of the base in its area is lost for any reason. Logistics units never move except when played from the action cup or reserve (3.3.2). They never participate in combat and are destroyed if forced to retreat (10.11). They cannot regroup (10.12) NAVAL AND AIR BASES A base allows naval and/or air units to occupy areas where they are normally prohibited. A base (2.3.2) in a sea area or a special British base in a land or mixed area (2.3.3) allows occupation of the area by: Up to one logistics unit. One naval unit and one air unit with a friendly naval base; two of each type with a logistics unit. One air unit with a friendly air base; two with a logistics unit. A belligerent power (1.1) may also occupy adjacent sea areas (7.1.2). 7.2 MOVEMENT Units move during deployment actions (8.4), operations (9.), support (10.2), retreat (10.11), and regroup (10.12). Moving units cannot enter a non-friendly land or mixed area unless it is the target area of an operation. Adverse (2.3.1) or restricted (2.3.8) terrain has no effect on movement. Fortress units and logistics units may only move when played from the action cup or reserve (3.3.2). They never retreat (10.11) or regroup (10.12) LAND MOVEMENT Land and logistics units use land movement to move from a land or mixed area to an adjacent land or mixed area. Land movement is allowed across black crossing arrows (e.g. from Philippines to New Guinea, 2.3.4). Land movement cannot cross red impassable borders. Design Note: Land movement across straits represents ferrying below the scale of the game. During a deployment action, land movement may only enter friendly land or mixed areas. During an operation, land movement is conducted the same as during a deployment action, except units can also enter the target area of the operation (9.), but must stop there NAVAL MOVEMENT Naval units use naval movement to move from a sea or port (2.2.1) area to an adjacent sea or port area. Naval units cannot move directly from a land area to an adjacent land area, even if both are ports. Land and logistics units must use naval movement to deploy across one or more sea or mixed areas to a destination port area. Air units must use naval movement to deploy across more than one consecutive sea area. Units using naval movement may only enter sea or mixed areas within two areas of a friendly port (three if using extended range). Example: If the US loses control of the Philippines, it would need to be allied with the UK to enter the Palaus sea area, as its closest naval base is Ellice Islands three sea areas away. Naval movement cannot end in an area containing an opposing unit or base. Naval movement cannot enter an area containing an enemy naval unit or strategic air force. Exception: Submarine packs may enter an enemy-occupied area, but cannot remain there. During a deployment action, naval movement may only enter sea areas or friendly port areas. During an operation, naval movement is conducted the same as during a deployment action, except units can also enter the target area of the operation (9.), but must stop there AIR MOVEMENT Air units use air movement to move from one area to an adjacent area. Air movement cannot enter or remain in an area containing an enemy air unit. Air movement is allowed across black or green crossing arrows (2.3.4). Air movement cannot cross red impassable borders. When an air unit wishes to move through (not just into) more than one consecutive sea area, it must use naval movement (7.2.2) instead. Example: A UK air force deploys from London to Egypt, by naval movement through the Bay of Biscay, Mid-Atlantic Ocean, Western Mediterranean, and Tyrrhenian Sea, to the UK air base in the Central Mediterranean. From there, it uses air movement to cross the Eastern Mediterranean to Egypt. Rulebook ~ v45.3 ( ) ~ Page 16 of 28

17 During a deployment action, air movement may only enter friendly land or mixed areas, or any sea areas. During an operation, air movement is conducted the same as during a deployment action, except units can also enter the target area of the operation (9.), but must stop there. 7.3 OPERATIONAL RANGE Operational range describes geographic limits imposed on naval and air movement and operations. During a deployment action (8.4), units using naval movement are required to remain in operational range of a friendly port at all times. This range is traced from any friendly port as the unit moves, and may change area by area. Operational range has no effect on air movement during a deployment action. During an operation (9.), naval and air units may only move to and attack areas within operational range of their port or airfield of origin, respectively. This range may be extended by one at the cost of a combat penalty (see below). During retreat (10.11) or regroup (10.12), naval and air units must move to a friendly port or airfield (respectively) within operational range, if possible; or the nearest such area if none are within operational range. Design Note: When counting operational range from a base, do not start counting with the area the base is in. Bases are not spaces! NAVAL OPERATIONAL RANGE The operational range of a unit using naval movement is two areas from a friendly port. Example: The naval base in the Central Mediterranean can trace operational range up to two sea areas away from the Central Mediterranean area itself. As such, a naval unit in the Central Mediterranean can conduct an operation at normal range targeting any of following: the Aegean Sea, Greece, Turkey, Eastern Mediterranean, Egypt, Libya, North Africa, Tyrrhenian Sea, Western Mediterranean, Provence, Lombardy, Rome, Sicily, Adriatic Sea, Yugoslavia or Albania. A UK carrier fleet based in the Central Mediterranean could move to the Tyrrhenian Sea ('range 1') and end in the Western Mediterranean ('range 2') AIR OPERATIONAL RANGE The operational range of a tactical air force is one area from a friendly airfield. The operational range of a strategic air force is two areas from a friendly airfield EXTENDED RANGE At the start of an operation (only), the operational range of activated air and/or naval units may be extended one area by declaring extended range and accepting a 1 penalty to all combat involving extended range units during the operation. Extended range applies to retreat (10.11) and regroup (10.12) by these units as well. Operational range may not be extended beyond one additional area. Example: The UK uses a military action to conduct a raid against the Ruhr, activating a strategic air force and a tactical air force in London. The strategic air force has an operational range of two areas and can reach the Ruhr via either Benelux (thanks to the green crossing arrow) or the North Sea. The tactical air force has an operational range of only one area, and can only reach the Ruhr using extended range. The UK would suffer a -1 penalty in any ensuing combat involving the tactical air force (i.e. air combat). Note that neither air force could support into the Ruhr since support can only be to adjacent areas. 8. MILITARY ACTIONS A military action allows a power to move and attack with their forces on the board, among other related activities. A power may perform one or more military actions when it plays an offensive (8.1). A power may perform a single military action via a successful maneuvers political action (6.5), a successful DOW political action (operation only), or when its Home Front marker is drawn during the action phase (deployment only). Military actions may be spent for augmentation (8.2), builds (8.3), deployment (8.4), intervention (8.5), or for operations (9.). Design Note: Operations are a big deal, so they get a whole section to themselves. Military actions may be spent individually or in combination, depending on the type of action. Augmentation actions are spent in addition to the action for an operation, to enhance that operation. Two build actions are spent together to construct units that cost two builds. An invasion operation costs two military actions. All other military actions are spent individually. 8.1 OFFENSIVES A power plays an offensive (from the cup or reserve) to perform one or more military actions, depending on its commitment level (4.1). These may be the same or different type of military actions, at the player's discretion. A power may forfeit some or all of these military actions. Example: The Soviet Union is at total war commitment when it plays an offensive marker from the reserve. It conducts up to three military actions. 8.2 AUGMENTATION At the immediate start of any operation (9.), including an invasion, a power may spend additional military actions to augment that operation, applying a bonus to all of its combat rolls. For each additional military action spent, a power adds a +1 bonus to all of its combat roll results for the entire operation. These additional actions must come from the same offensive marker. Example: The US is at total war, and plays an offensive for three military actions. For one military action it designates an operation. As the first step of the operation, it augments it with the remaining two actions, gaining a +2 bonus for all combats during the operation. 8.3 BUILDS A belligerent power (1.1) may spend one or more military actions to generate an equal number of builds (4.6). The power must use the builds immediately and can build any available unit or upgrade marker in its force pool. The constructed counter is added to the action cup, reserve, or turn track as if it was built during production (3.1.4). To build a Rulebook ~ v45.3 ( ) ~ Page 17 of 28

18 fleet or upgrade marker, a power must spend two military actions from the same offensive for the required two builds. 8.4 DEPLOYMENT A deployment action allows a power to move some or all of their units an unlimited number of times. Allied units may not be moved during a deployment action, even if they occupy the same area as the activating power's units. Deploying units move one at a time, area by area. A power may move one unit, move another unit, and then go back and move the first unit again. There is no limit to how far a deploying unit may move (exception: operational range during naval movement, 7.3). Units move using land, naval, or air movement, depending on the type of unit and the area being entered (7.2). Within a single deployment action, a unit may freely intermix eligible types of movement. Example: A land unit might use land movement to reach a coastal area, then use naval movement to move to a coastal area on the other side of the map, then land movement again, etc. Occupation limits (7.1) do not apply during the movement of a given unit, but do apply when the unit stops moving (i.e. when another unit begins moving, even if the original unit will move again later in the same action). FORTRESSES AND LOGISTICS UNITS A fortress or logistics unit may not move during a deployment action, except when played from the action cup or reserve (3.3.2). However, during a deployment action, a power may withdraw any of its fortress or logistics units from the map and place them in the action cup, to be redeployed when drawn. A fortress or logistics unit can only be withdrawn if its power can trace an LOC to it (4.4). Design Note: This represents the additional time and effort required to move facilities and supplies. SUBSEQUENT ACTIVATION Deploying units may not be activated for an operation later in the same offensive. However, units that have already been activated for an operation previously during this offensive may deploy. Deployed fleet and air forces are eligible to support immediately (10.2). Example: Germany is at mobilization and gains two military actions when it plays an offensive. It deploys an army and two air forces to Poland, already occupied by a tank army. This uses its first military action. For its second military action it conducts a campaign operation to attack into Ukraine with the tank army the infantry army cannot participate because it deployed earlier in the same offensive. The two air forces can support the attack on Ukraine, even though they deployed to Poland earlier in the same offensive. 8.5 INTERVENTION A power may intervene in a civil war by providing aid to a faction (11.1.2) PLACING AID A power (the patron) may spend a military action to provide aid to a civil war faction (11.1.1) or Chinese faction marker (11.2.1), termed the client. To provide aid, the patron must trace a line of communications (4.4) to the client area. For this purpose, areas occupied by the target faction s markers are friendly, and areas occupied by opposing faction markers are enemy (blocking the LOC). If an LOC can be traced, the patron places one of their offensive markers in the client area to the left or right of the Civil War marker, as appropriate to the aided faction in a non-chinese civil war; or the marker is placed under the designated Chinese faction marker. Design Note: Not all civil wars were neatly divided into left vs. right, but designating them this way in Cataclysm keeps things simple and organized. There is no other game significance to these terms. A patron may have multiple aid markers in a client and a client can have aid markers from multiple patrons. A patron may only intervene to support one side in a given civil war area, but may provide aid to both GMD and ChiCom Chinese faction markers AID EFFECTS Intervention is a provocation (5.2.2) to any power with interest in that area. An aid marker grants interest (5.1) in the client area to its patron. A client that is attacked even by the patron rolls one extra die for defense by expending an aid marker (10.4). When resolving a civil war, the faction with the most aid rolls an additional die (11.1.3) AID REMOVAL Aid is removed and returned to the patron s available markers box if the client area comes under control of any power (even the patron), if the civil war ends (11.1.4), or voluntarily by the patron at any time. Aid given to Chinese faction markers does not return to the patron if the Chinese civil war goes inactive (11.2.2), but remains on the map until removed as above. 9. OPERATIONS An operation is a military action to activate one or more friendly units in an area to move to and attack a target area. The target area must be controlled by an enemy power, contain an unowned or enemy base, be occupied by enemy units, or be an uncontrolled country (exception: surprise attacks, 9.8.3). Units may be activated by multiple actions during a single offensive for successive operations. Example: Germany is at mobilization and plays an offensive for two military actions. Germany activates a tank army in Ruhr to attack and conquer Benelux. With its second military action, Germany then activates the same tank army and attacks Paris. 9.1 OPERATION DEFINITIONS ATTACKER AND DEFENDER During an operation, the attacker is the power conducting the operation. The defender is determined according to the following order of priority: If the target area is an ungarrisoned country (2.2.4), the country itself. The power controlling the area, if it owns a participating unit. A power with a participating unit in the area (but not controlling the area). If more than one power qualifies, players Rulebook ~ v45.3 ( ) ~ Page 18 of 28

19 must agree who will be the defender, or it is determined randomly. The power controlling the area (if the area has no participating units) OPERATION TYPES There are three types of operations: Campaign (9.3) a land operation to attack an adjacent land or mixed area. Raid (9.4) an air and/or naval operation to attack air or naval units, bases, or resources. Raids are further classified as naval raids, sweeps, base captures, or strategic bombing. Invasion (9.5) a special operation to attack a land or mixed area across one or two sea areas. Invasions require two military actions. 9.2 OPERATION SEQUENCE Every operation is resolved according to the following sequence: 1. The attacker declares: a. The type of operation (9.1.2), including which type of raid if appropriate (9.4). b. Which units are activated for the operation (more than one area requires a coordinated attack, 9.8.1; more than one power requires joint operations, 9.8.2). c. The target area (determining the defender). 2. If the attacker is a Democratic power, and the target is an ungarrisoned country not controlled by an enemy power, or is an unowned base, the Democratic power must pass an effectiveness check or the operation is canceled and the action is forfeit (9.7). 3. The attacker declares any augmentation for the operation (8.2). 4. Each power provoked by the attack gains a flag (5.2.2). If the operation is a surprise attack (9.8.3), the defender gains an additional flag. The attacking and defending powers (and potentially their allies, 6.1.3) are now at war. 5. Attacking and defending units must trace an LOC for supply (9.6); place a Limited Supply marker on units that cannot. 6. Attacking units move to the target area (7.2). Occupation limits apply normally in the target area (7.1). 7. Resolve combat (10.): a. Commit supporting (10.2) units, attacker first. b. Resolve air combat (10.6), if necessary. If the main combat is a land or naval combat, determine air superiority (10.3). c. Resolve land (10.4) or naval combat (10.5), if any. d. Resolve the aftermath (10.10); remaining units retreat (10.11) or regroup (10.12). 9.3 CAMPAIGN A power may spend a military action to activate one or more friendly armies to attack an adjacent enemy land or mixed area or uncontrolled country (9.7). The activated armies must be in a single area unless making a coordinated attack (9.8.1). At least one of the armies must belong to the power performing the action. The activated armies move to the adjacent area and resolve land combat (10.4). Minor armies cannot move or attack and thus cannot be activated for a campaign, even if they occupy the same area as an activated unit. 9.4 RAID A power may spend a military action to activate one or more friendly fleets and/or air units to attack an area. The activated units must be in a single friendly port or airfield area unless making a coordinated attack (9.8.1). At least one of the activated units must belong to the power performing the action. Submarine packs are never activated for operations. Design Note: At Cataclysm s scale, submarine activity is about interdiction and sea denial. They can only block naval movement and LOCs, not conduct offensive operations. Raids are classified according to the intended objective, determining the types of units that are eligible to be activated to participate. Raid Type Objective Eligible Units Naval Raid Enemy naval units Fleets and Strategic Air Forces Base Capture Enemy or unowned base Fleets and Strategic Air Forces Sweep Enemy air units Air units Strategic Bombing Enemy resource Strategic Air Forces The activating power designates the type of raid and the target area, which must contain a target of the type matching the raid type. The area must be within operational range (7.3) of all activated units (possibly including extended range). The activated units move to the area and initiate combat. Enemy units that are the objective of a raid must participate in the ensuing combat. Units may be committed to support the combat normally (10.2). Units in the target area that are not objectives by raid type, and do not support, do not participate in the combat. Land and logistics units in the target area are always excluded from combat during a raid NAVAL RAID A naval raid operation targets enemy naval units in any type of area. Fleets in a friendly port area and strategic air units in a friendly airfield area are eligible to activate for a naval raid. Air and naval units may support. A naval raid is resolved as a naval combat, including air superiority. Example: Italy has a fleet and a tactical air force in Sicily. The UK has a strategic air force in the Central Mediterranean Sea (using the air base there). The UK plays an offensive and declares a naval raid operation against Sicily, activating its strategic air force in the Central Med and moving it to Sicily. The Italian fleet must participate, and Italy also commits the tactical air force there to support. Air combat is resolved, and the result is a tie, so the Italian tactical air force is destroyed and the British strategic air force is flipped to its tactical side. In the ensuing naval combat, the British start with only one die in the naval combat due to having no naval units, but roll an additional die thanks to air superiority. The British air force is immune to losses, since only naval units take losses in naval combat BASE CAPTURE A base capture operation targets a sea area containing an enemy or unowned base (2.3.2) (exception: special British bases [2.3.3] cannot be captured). Rulebook ~ v45.3 ( ) ~ Page 19 of 28

20 A Democratic power may only attempt to capture an unowned base if it is already belligerent (1.1) and must pass an effectiveness check to do so. Fleets in a friendly port area and air units in a friendly airfield area are eligible to activate for a base capture operation. Enemy naval units in the target area must participate in the combat. Air and naval units may support. The base capture operation is resolved as a naval combat if any naval units are participating, otherwise resolve it as an air combat only. If no enemy air or naval units are present after support has been committed, skip to the aftermath (10.10). During the aftermath of the combat, if the attacker is eligible to regroup (10.12), replace the enemy or unowned base in the area with one of the attacker s base markers of the same type. Any enemy logistics unit present is destroyed and returned to its owner s force pool. Design Note: A vacant base is automatically captured if your opponent cannot (or chooses not to) support the base against your attack. Example: Japan just took the Philippines from the US in a surprise attack, then got lucky and drew another Japanese offensive from the cup. The Japanese player uses the first of his two actions to declare a base capture operation against the Marianas. He activates a Japanese carrier fleet in the Palaus and moves it to the target area. No US units are present or adjacent, so it is unopposed and the Japanese place one of their air base markers in the Marianas. The Japanese carrier fleet regroups to the Marshalls. With his second action, the Japanese players declares another base invasion against the Ellice Islands, occupied by a US surface fleet and tactical air force. The Japanese player activates the carrier fleet in the Marshalls again, and moves it to the target area. The US surface fleet must participate, and the US tactical air force supports. No other units are in range to support. The Japanese carrier superiority is offset by American air superiority. The Japanese luck out and roll a 6 to the US roll of 2. The US fleet is destroyed in a disaster, and the US must make a stability test. The Japanese player gains a flag and places their port marker in the Ellice Islands. The American air force must retreat to either Samoa or the Phoenix Islands. The Japanese player may remain in the Ellice Islands or regroup back to the Carolines or the Marshalls SWEEP A sweep operation targets enemy air units in any type of area. Air units in a friendly airfield area are eligible to activate for a sweep. Only air units may support. A sweep is resolved as an air combat. Example: The US would like to invade the Ruhr directly but can t support an invasion there from London. The US play an offensive for three actions and declares a sweep against Ruhr, which contains two German tactical air forces. The US uses his remaining two actions to augment the sweep twice, for a +2 bonus during combat, then activates two strategic air forces in London, one US and one UK, and moves them to Ruhr. Neither side can support since the occupation limit for air units has been reached. Any German naval or land units in the Ruhr will be completely unaffected by the sweep, regardless of the result. The sweep is resolved as an air combat. The US rolls a 3 modified to 5, and the Germans roll a 4, for one German loss. Germany declares a retreat, reducing his losses to zero. He retreats both air forces to Bavaria, where they will still be able to support combat in the Ruhr. The chagrined US player regroups the attacking air forces back to London STRATEGIC BOMBING A strategic bombing operation targets a resource in an enemycontrolled area. Strategic air units in a friendly airfield area are eligible to activate for strategic bombing. Only air units may support. Strategic bombing is resolved as an air combat. If there are no defending air units, the defender still rolls one die for intrinsic air defense, but cannot choose to retreat (10.11). During the air combat, the defender may apply one loss to the resource, damaging it. Damaged resources cannot be collected during production (4.3.2). A limited resource that is damaged is instead destroyed and immediately removed from the map. Example: The UK declares a strategic bombing operation against the Ruhr, activating a strategic air force in London. Germany supports with a single tactical air force. In the air combat, the UK rolls a 5 (reduced to a 4) and Germany only a 2, resulting in two losses for Germany. If the Germans declare a retreat and reduce their losses to one, they would have to apply a loss to damage the resource and not the air force, since at least one unit has to actually retreat. Still, this is better than suffering two losses and losing everything, so the German player retreats his tactical air force and damages the resource. 9.5 INVASION An invasion is an operation (requiring two military actions) to attack a land or mixed area across one or two sea areas. An invasion may not be conducted as a coordinated attack (9.8.1) or surprise attack (9.8.3). The operation sequence for an invasion is modified as follows: 1. The attacker spends two military actions, declares the invasion, activates one or two armies in a single area as the invasion force, and declares the target area. 2. If the attacker is a Democratic power, and the target is an ungarrisoned country not controlled by an enemy power, the Democratic power must pass an effectiveness check or the invasion is canceled and the actions are forfeit (9.7). 3. The attacker declares any augmentation for the operation (8.2). 4. Each power provoked by the invasion gains a flag (5.2.2). 5. Attacking and defending units must trace an LOC for supply (9.6); place a Limited Supply marker on units that cannot. 6. Designate one or two sea or mixed areas as the invasion path. The invasion path must connect the area containing the invasion force to the target area in a contiguous line of adjacent areas. Each area of the invasion path must contain at least one fleet friendly to the active power. Submarine packs cannot enable invasion. If the invasion path consists of two areas, the invasion is at extended range, and the attacker receives a -1 penalty in the invasion land combat (7.3). 7. Move the invasion force directly to the target area and resolve land combat (10.4). Occupation limits apply normally in the target area (7.1). 8. Resolve combat (10.). If the invasion force retreats, return it directly to its original area. If the invasion succeeds, units may regroup (10.12) to and/or from the original area. Example: Japan has conquered Siam and Malaya and decides to bypass Burma and invade India directly. During previous offensives, Japan captured the naval base in the Indian Ocean and deployed fleets there and in the Bay of Bengal. Japan spends two actions, designates an army unit in Malaya as the invasion force, and the Bay of Bengal and Indian Rulebook ~ v45.3 ( ) ~ Page 20 of 28

21 Ocean as the invasion path. The army is moved from Malaya to India and a land combat is fought there. Unfortunately, Japan forgot to base an air force at the naval base in the Indian Ocean and could not achieve air superiority in India they roll low and lose the land combat, suffering one loss. Japan chooses to reduce their losses to zero and retreat, moving their army from India back to Malaya. Design Note: An invasion in Cataclysm does not mean an entire army unit of two or three dozen divisions gets on transports and hits the beaches. Instead, think of the invasion action as establishing a beachhead with notional smaller-scale units, then if the beachhead holds, major forces continue the fight inland. 9.6 SUPPLY At the start of an operation, each area containing activated or defending units must trace a line of communications (4.4) for supply. If an LOC cannot be traced, place a Limited Supply marker with the affected units for the duration of the operation. Units with a Limited Supply marker apply a -1 penalty to their combat rolls. The following never require supply: Minor armies (2.4.6) Logistics units (7.1.4) Supporting units (10.2) Intrinsic defense (10.4) Chinese faction markers (11.1.1) Japanese infantry armies (12.1) Japanese fortresses (12.1) 9.7 ATTACKING A COUNTRY REMINDER: A country is controlled if a power has a cube in it (2.4.1); otherwise it is uncontrolled. A country is garrisoned if a power has a land unit in it; otherwise it is ungarrisoned. The presence of a minor army or a non-land unit belonging to a power does not make a country garrisoned. A power may attack a garrisoned country only if it is controlled by an enemy power. A Fascist or Communist power may attack an ungarrisoned country whether it is controlled or not. No declaration of war or surprise attack occurs the Fascist or Communist power simply declares an operation against the country. A Democratic power may only attack an ungarrisoned country if they are already belligerent (1.1). After declaring the operation, unless the country is enemy-controlled, the Democratic power must immediately pass an effectiveness check (5.3) to continue. If the check fails, the operation is canceled and the military action is forfeit. A Democratic power is restricted in the same way when attempting to capture an unowned base using a raid operation (9.4.2); they must already be belligerent, and must pass an effectiveness check to proceed. An attack against a country provokes (5.2.2) all opposing powers with an interest in the country. Whether a country is controlled or not does not change how a country defends against an attack it only impacts which powers are provoked by the attack. Example: France has a cube in Poland, but the only land unit in Poland is the Polish minor army. Germany plays an offensive and uses a military action to campaign against Poland. Germany is not at war with France because of this attack, but France (and any of its allies) gain a flag for the provocation due to French control. The Soviet Union, which has interest in Poland by adjacency, also gains a flag CIVIL WARS & AID A Civil War marker (11.1) has no effect on whether a country can be attacked. Remove the Civil War marker if a power takes control of the country. When a country marked with a Civil War marker is attacked, a single aid marker (8.5) must be spent to assist the country s defense, if available (10.4). Remove any remaining aid if the attacking power gains control of the country FAILED ATTACKS If a power attacks an uncontrolled country (exception: any Chinese country) but fails to take control of it by the end of the campaign operation, an opposing power may attempt to gain control of the country. First, if the attacking power has any enemy powers, one of these enemy powers may immediately gain control of the country. If multiple enemy powers wish to gain control, each enemy power makes an effectiveness check. The power with the highest successful check (i.e. at least '5') gains control of the country; no control is gained in the case of a tie, or if no power succeeds in their effectiveness check. If the attacking power has no enemy powers, any opposing powers with an interest (5.1) in the country may attempt to gain control of it. All such powers may make an effectiveness check and the power with the highest successful check gains control of the country; no control is gained in the case of a tie, or if no power succeeds in their effectiveness check. Ignore the country s resistance (2.3.5) for these effectiveness checks. If no power succeeds or no power is able to attempt to take control, the country remains uncontrolled. If a power gains control of the country, it places one of its cubes in the country, removing any cube(s), Civil War Winner marker, or aid markers (8.5) already there. Gaining control of a country in this way counts as a provocation (5.2.2). Example: Italy is at mobilization and plays an offensive for two military actions. For its first action, it campaigns against an uncontrolled Yugoslavia moving an army from Lombardy into Yugoslavia and supporting with an air force. No enemy or opposing powers have interest in Yugoslavia, so no powers are provoked. The combat goes poorly for Italy and it fails to conquer Yugoslavia, retreating back to Albania. The UK and Soviet Union do not have an interest in Yugoslavia, but both are at war with Italy. Both wish to place cubes, so both the UK and Soviet Union make effectiveness checks. The UK rolls a 6 and the Soviet Union rolls a 2 the UK places its cube in Yugoslavia. 9.8 SPECIAL CASES COORDINATED ATTACK Normally, units from a single area are activated for an operation. To activate units from more than one area to attack a single target area, you must declare a coordinated attack. Each area containing activated units requires one military action. There is only a single combat, and occupation limits apply as normal in the target area. Coordinated attack cannot be used with an invasion operation (9.5) JOINT OPERATION A power may activate units belonging to any allied power if the allied power gives permission. Allied units may support (10.2) an operation without making the operation joint. The power initiating the operation must activate at least one of its own units for the operation. Allied units must meet all normal requirements Rulebook ~ v45.3 ( ) ~ Page 21 of 28

22 to conduct the operation. Occupation limits (which are per ideology) apply as normal in the target area. Design Note: Joint operations and coordinated attacks may be combined to activate an allied unit in a separate area. Example: The US and UK are at war with Japan and both are at mobilization. The UK plays an offensive for two military actions, and chooses a raid against the Palaus. It activates the surface fleet from the naval base in the Bismarcks and with US permission the US carrier fleet in Papua. The UK commits the tactical air force in the Bismarcks for support. This is a joint operation (US and UK) and a coordinated attack (Bismarcks and Papua). Note that even though the US has an additional surface fleet in Papua, the fleet cannot participate in the raid since it would exceed the occupation limit SURPRISE ATTACK A surprise attack is an operation that creates a state of war. It requires neither a political action nor an effectiveness check and can only be done by Fascist powers. To conduct a surprise attack, a Fascist power with a commitment of mobilization or higher spends a military action to attack (9.) a non-enemy opposing power (exception: no invasions, 9.5). A surprise attack results in a state of war (5.6.1) during the operation between the attacker and defender (and potentially their allies, 6.1.3). The defender gains an additional flag for the provocation. For the duration of the surprise attack operation, the defender suffers a surprise penalty of 1 to its combat results. Place a Surprised marker in the operation s target area. At the end of the operation, flip the Surprise marker to its No Surprise side and move it to the political display to show that surprise penalties do not apply to the defending ideology for the remainder of the game. The allies of a power conducting a surprise attack also benefit, if the operation is a joint operation (9.8.2). Design Note: An ideology can only suffer the surprise penalty once per game. Example: In the turn, Japan conducts a surprise attack against US fleets in the Hawai i sea area. The US and Japan are now at war with each other, and the US gains two flags. If the US or Japan had allies, their allies would have to decide immediately whether or not to uphold the alliance(s). A Surprise marker is placed in the Democracies circle on the political display. During this operation, all US combat rolls will suffer a -1 penalty. After resolving the combat, flip the Surprise marker on the political display to its No Surprise side. Democracies are not subject to the surprise penalty for the remainder the game. 10. COMBAT Combat occurs when a power moves one or more units into an area that contains a cube or unit of an opposing power, or into an uncontrolled country. Combat is resolved sequentially always finish the resolution of one combat before starting another COMBAT SEQUENCE All combat is resolved according to the following sequence: 1. Commit all supporting (10.2) units, attacker first. 2. Resolve air combat (10.6). If the main combat is a land or naval combat, this determines which side has air superiority (10.3). 3. Resolve land (10.4) or naval combat (10.5), if any. 4. Resolve the aftermath (10.10); remaining units retreat (10.11) or regroup (10.12) as necessary SUPPORT Air units in an airfield area and fleets in a port area may support combat in their area or an adjacent area. Supporting units must use appropriate movement (7.2) to enter the target area and obey occupation limits (7.1). Design Note: Units cannot use extended range to support. Operational range has no bearing on support eligibility. In a given combat, the attacker must commit all support first, then the defender. Units may only support a combat if they belong to the attacker, the defender, or an ally of either the attacker or defender (at that ally s discretion). When an ungarrisoned country is the defender, only units belonging to powers that are at war with the attacker may support it. Air units may support any type of combat: land, naval, or air. Fleets may only support naval combat. No other unit type (including submarine packs) can provide support. Design Note: Note that tactical air forces can support in combats that they could not be activated to participate in. Example: France and the UK are allies when Germany attacks Paris. Germany first moves a tank army into Paris. Then, Germany commits a tactical air force in support. A UK tactical air force in London can support against this attack even if no UK unit is in Paris, as London is adjacent to Paris for air forces and France is an ally. Whether France commits the air force in Paris or not, only one of the air forces in London can support due to occupation limits. Once committed to the combat, supporting units suffer all the effects of the combat (e.g. retreat, regroup, etc.) 10.3 AIR SUPERIORITY Air superiority is determined during the resolution of a land or naval combat. An air combat (10.6) is resolved and whichever side has more air units remaining gets air superiority. If only one side has air units present, they automatically have air superiority (without combat). In case of a tie, or if there are no participating air units, neither side gets air superiority. The side with air superiority rolls one additional die in the main land (10.4) or naval (10.5) combat. Design Note: Air superiority plays a vital role in land and naval combat, so always take air support into account LAND COMBAT Land combat may occur as a result of a campaign (9.3) or invasion (9.5) operation. Only land units participate in land combat. Resolve land combat as follows: By default, each side rolls two dice. If one side has no land units, it rolls only one die. Rulebook ~ v45.3 ( ) ~ Page 22 of 28

23 Air superiority: The side with air superiority (10.3), if any, rolls one additional die. Armor superiority: If one side has more tank armies than the other side it gets armor superiority. A power rolls one fewer die in land combat if the opposing side has armor superiority. If both sides have the same number of tank armies, no tank armies are present, or if the target area has adverse terrain (2.3.1), neither side gets armor superiority. REMINDER: If a side is rolling one die and must lose a die, instead apply a -1 penalty to their roll (2.7). Aid. If the defender is a client with one or more aid markers (8.5), one aid marker must be discarded and the defender rolls an additional die. No more than one aid marker may be used in a single combat. If multiple patrons cannot decide whose aid is spent, spend the aid from the patron with the lowest effectiveness; if tied, determine randomly which aid marker is spent. Calculate bonuses and/or penalties to each side s combat roll. Attacker +1 for each augmentation action spent for this operation (8.2). Attacker -1 if the operation is an invasion at extended range (7.3). Defender +1 if the target area is adverse terrain, if defending across a strait, and/or if defending against an invasion. These bonuses are not cumulative. Defender +1 if defending units include a fortress. Defender -1 if surprised (9.8.3). Attacker or defender -1 if marked Limited Supply (9.6). Both sides roll and determine the results of the combat (10.7) NAVAL COMBAT Naval combat may occur as a result of a raid operation (9.4). Only naval units participate in naval combat. Resolve naval combat as follows: By default, each side rolls two dice. If one side has no naval units, it rolls only one die. Design Note: This can happen if one side in the naval combat has only strategic air forces. Air superiority: The side with air superiority (10.3), if any, rolls an additional die. Carrier superiority: If one side has more carrier fleets than the other side it gets carrier superiority. A power rolls one fewer die in naval combat if the opposing side has carrier superiority. If both sides have the same number of carrier fleets, or no carrier fleets are present, neither side gets carrier superiority. REMINDER: If a side is rolling one die and must lose a die, instead apply a -1 penalty to their roll (2.7). Calculate bonuses and/or penalties to each side s combat roll. Attacker +1 for each augmentation action spent for this operation (8.2). Attacker -1 if any of its naval units is operating at extended range (7.3). Defender -1 if surprised (9.8.3). Attacker or defender -1 if marked Limited Supply (9.6). Both sides roll and determine the results of the combat (10.7) AIR COMBAT Air combat may occur as a result of a raid operation (9.4) or to determine air superiority (10.3) in a land or naval combat. Only air units participate in air combat. Design Note: Carrier fleets are not air units. Resolve air combat as follows: By default, each side rolls two dice. During a strategic bombing raid, a defender with no air units rolls one die instead. Calculate bonuses and/or penalties to each side s combat roll. Attacker +1 for each augmentation action spent for this operation (8.2). Attacker -1 if any of its air units are operating at extended range (7.3). Defender -1 if surprised (9.8.3). Attacker or defender -1 if marked Limited Supply (9.6). Both sides roll and determine the results of the combat (10.7) COMBAT RESULT All combat is resolved in the same manner. Each side rolls a number of dice as determined above and the modified scores are compared. The higher score wins the combat and the loser incurs losses (10.9) and/or retreats (10.11). If the final scores are tied, neither side wins; both sides takes one loss and cannot retreat. The side that loses the combat must take a number of losses equal to the winner s score divided by the loser s score (drop all fractions); e.g. if the winner s score is double the loser s, the loser suffers two losses. Design Note: In most cases, the loser will only suffer one loss. Example: Germany and France fight an air combat, each side rolling two dice. Germany rolls a '6' and '6', while France rolls a '1' and a '2'. Germany's final score is 7 (remember, each additional '6' counts as +1!) and France's final score is 2. Since 7 is three full multiples of 2, France incurs three losses (7 2 = 3.5 = three full multiples). Additional Examples: Final modified scores of 5 vs. 2 would cause two losses, but 5 vs. 3 would only cause one loss (which could be taken as a retreat). 7 vs. 2 would cause three losses while 7 vs. 1 would cause seven! 4 vs. 4 is a tie, which causes one loss for both sides. Design Note: All combat in Cataclysm relies upon this variable loss dynamic that for each full multiple of the losing side s roll that is achieved by the winner, a loss is incurred. It is important to understand how this interacts with rolling fewer dice or having penalties to your roll. Apply the combat result in the following sequence: 1. Determine if a triumph/disaster occurs (10.8) (land or naval combat only). 2. Except in case of a tie, the loser may reduce their losses by one by declaring a retreat (10.11). 3. Apply all remaining losses (10.9). In case of a tie, the defender applies their loss first. 4. If a retreat was declared, the losing units retreat from the operation s target area (10.11). 5. Resolve the aftermath of the combat (10.10) TRIUMPH AND DISASTER In a land or naval combat (only), if the result will inflict more losses than the loser can sustain, the winning power wins a triumph and gains a flag (5.2.2) and the losing power(s) suffers a disaster and must make a stability test (5.5.1). A triumph only affects the winning attacker or defender (9.1). Rulebook ~ v45.3 ( ) ~ Page 23 of 28

24 A disaster affects all losing powers with a participating land or naval unit in the combat LAND TRIUMPH/DISASTER A triumph/disaster can only occur in a land combat if both sides have at least one land unit in the battle. A disaster suffered by a lone defending minor army (including a Chinese faction marker) does not result in a stability test, even if controlled by a power; however, the attacking power still gains a flag. Example: Japan attacks the Soviet Union and inflicts three losses on the Soviet defenders. The Soviets only have a single tank army, which can take two step losses. The tank army is destroyed, Japan gains a flag and the Soviet Union must make a stability test. Example 2: Germany and Italy occupy a single area and attack an adjacent French home area containing a British and an American army. Germany is conducting the operation, so is the attacking power. France has no land units in the target area, so the Democracies agree the US will be the defender. Germany rolls well and triumphs, eliminating both the British and American armies and gaining a flag. As the defender, the US must make a stability test NAVAL TRIUMPH/DISASTER A triumph/disaster can only occur in a naval combat if the losing side has at least one fleet in the battle. Example: Italy sends two surface fleets supported by a tactical air force to raid a British submarine pack in the Tyrrhenian Sea. The UK supports with a tactical air force, but no fleets. If the naval combat results in the UK taking two or more losses, the UK will neither lose its tactical air force, nor be required to make a stability test. Likewise, Italy will not gain a flag LOSSES For each loss suffered by a side in combat, an upgraded unit is flipped to its non-upgraded side or a non-upgraded unit is destroyed and returned to its owner s force pool. The same unit can take multiple step losses in a single combat (i.e. an upgraded unit can be flipped, and then destroyed, to satisfy two step losses). The attacker and defender choose how to apply losses to their side s units (including whether to declare a retreat, 10.11) within the following restrictions: First, at least one loss must be to flip an upgraded unit, if possible. Second, at least half of a side s losses must be applied to units of the attacker or defender (9.1), if possible. Air units, even when they are the only units on a side, never take losses from land or naval combat only from air combat AFTERMATH The aftermath of a combat determines whose units may remain in the target area LAND COMBAT AFTERMATH After land combat, if no attacking land units remain OR at least one defending land unit remains in the target area, the attacking units must retreat (10.11); land and air units friendly to the defender may regroup (10.12). If the only remaining land unit(s) in the target area belong to the attacking side, the attacker conquers the area, gaining control of it. Resolve the effects according to the following sequence: 1. Powers gain flags (5.2.4, 5.2.5) or make stability tests (5.5.1) triggered by the conquest. 2. Remove all cubes, any Civil War marker, and all aid markers (including from the attacking power) from the area. 3. Unless the area is a home or colony area of an active power in the attacker s ideology (including the attacker itself), the attacker places one of their cubes in the area (two cubes if the area is a capital). 4. Adjust victory points for each cube added or removed (1.5.1). 5. Remaining defending units must immediately retreat (10.11). Any defending logistics unit in the area is destroyed (return it to the owner s force pool). 6. Land and air units friendly to the attacker may regroup (10.12) NAVAL COMBAT AFTERMATH After naval combat, if no attacking naval units remain OR at least one defending naval unit remains in the target area, the attacking units must retreat (10.11); naval and air units friendly to the defender may regroup (10.12). If the only remaining naval unit(s) in the target area belong to the attacker, the defending units must retreat and naval and air units friendly to the attacker may regroup. A defending base in the sea area may be captured (9.4.2). Land units in the area are unaffected in either case. The capture of a base may result in units no longer being eligible to occupy nearby sea areas (7.1.2). Units in excess of any occupation limit must retreat immediately AIR COMBAT AFTERMATH After air combat (with no accompanying land or naval combat) losing air units must retreat (10.11), and air units friendly to the winning side may regroup (10.12). In the case of a tie, the attacker retreats and the defender regroups. When fighting an air combat to determine air superiority, the aftermath is not resolved until after the main land or naval combat. However, air units that choose to retreat to reduce losses must do so immediately, and do not count towards determining air superiority RETREAT The losing side of a combat may choose to reduce its losses by one by declaring a retreat; this may reduce losses to zero. A retreat may not be declared if the combat result is a tie. Units may also be forced to retreat in the aftermath (10.10) of a combat. Retreats follow all the rules and restrictions of movement (7.2). In a land or naval combat, the retreating side must retreat all its units. In an air combat, only air units retreat; land or naval units never retreat as a result of air combat. A retreat may only be declared if eligible units will survive to actually make the retreat (i.e. you cannot reduce losses by declaring a retreat, and then destroy all your retreating units.) LAND RETREAT Each retreating land unit must move to an adjacent friendly land or mixed area that it can legally occupy (7.1). If unable to retreat, the unit is destroyed instead. Fortress units, logistics units, and minor armies (exception: Chinese faction markers, ) cannot retreat and are destroyed if they must. Rulebook ~ v45.3 ( ) ~ Page 24 of 28

25 AIR AND NAVAL RETREAT Retreating air or naval units use air or naval movement respectively to move to a friendly port or airfield within operational range (7.3) of its current position (including extended range, if declared at the start of the operation). If this is not possible, it must move to the nearest friendly port or airfield that it could legally occupy (7.1), owner s choice if more than one is equally near. If unable to retreat, the unit is destroyed instead. A retreating unit must leave its current area, even if the area contains a friendly port or airfield REGROUP Regroup allows units to reposition after combat even units that were not involved in the combat. All eligible units belonging to powers on the regrouping side (including allies) may regroup: land units after land combat, naval units after naval combat, and air units after any combat. Regroup does not cost any actions nor does it activate the units involved. All rules of movement (7.2) apply. At the end of regroup, occupation limits must be obeyed in all affected areas (7.1). Design Note: It s possible for a side to be eligible for regroup and yet not be able to remain in the target area, i.e. a raid against an enemy land or mixed area. In that case the regroup just allows units to return to friendly ports and airfields. Land units may regroup by moving from the target area to any adjacent friendly land or mixed areas, or vice versa. Minor armies (including Chinese faction markers, 11.2), fortress units, and logistics units may not move during regroup. Air and naval units may regroup by moving from the target area to any friendly ports or airfields within operational range (including extended range, if declared at the start of the operation), or vice versa. COMPREHENSIVE LAND COMBAT EXAMPLE It is 1939 and there are no belligerent powers. A German flag is drawn from the action cup. Germany decides to spend its political action to go on maneuvers, but must make an effectiveness check or the political action fails. At rearmament, Germany rolls three dice for effectiveness checks, and easily passes, rolling a 6, a 4, and a 3 (needing a 5 or better on its highest die). Germany spends its resulting military action on a campaign operation ( Fall Weiss ) targeting French-controlled Poland. Since the French have no units in Poland, this is not an act of war against France, and Poland itself is the defender. Germany activates a tank army and an infantry army in Silesia for the attack. Poland will defend with its minor army. Since France has a cube in Poland, it receives a flag for the provocation of the German attack. It places this flag in reserve, currently empty of French counters. The UK is allied with France, so it also has an interest in Poland and receives a flag. The UK has a resource currently in reserve, so rather than rejecting the resource and losing it, the UK chooses to place their flag into the action cup. The Soviet Union, which has interest in Poland due to being adjacent, also receives a flag, which it places in reserve. Both sides now check supply. Poland's minor army does not need to trace an LOC for supply, and the German armies easily trace an LOC from Berlin (a German production site) to Silesia. Therefore, no supply penalties for either side. Germany moves its armies into Poland, then commits a tactical air force from East Prussia in support. Poland cannot get support from France since France is not at war with Germany (and there are no French air units adjacent to Poland anyway). Both sides start with two dice, since they both have armies present. Germany has air superiority, gaining one extra die for the land combat. Germany also has armor superiority, causing Poland to roll only one die instead of two. No bonuses or penalties to their combat rolls apply, so Germany rolls three dice and Poland rolls one. Germany rolls a robust 6-6-4, while Poland manages only a 3. The German score is a 7, taking the highest die (a 6) and adding +1 for the extra 6. This is at least double Poland's score (7 to 3), so Poland suffers two losses. This is more than can be satisfied by Poland; one loss is sufficient to destroy Poland's minor army. That means this combat is a triumph for Germany and a disaster for Poland. Germany receives a flag immediately, which it places in reserve. Even though Poland was controlled by France, the Polish disaster does not affect France in any way. Since the Polish army cannot retreat, it must take a loss and is removed from play. In the aftermath of the combat, since the German armies are alone, Germany conquers and gains control of Poland. France, the UK, and the Soviet Union each gain a flag, then Germany removes France s cube and places one of its own. Germany gains one victory point and France loses one victory point. Germany is eligible to regroup, so they move their infantry army from Poland into Czechoslovakia, which is adjacent and friendly controlled (having a German cube). The German tank army remains in Poland. The German air force moves to Silesia, although it could remain in Poland, which is now a friendly airfield. If another German air force was in Czechoslovakia (for instance), it could regroup into Poland, even though it did not participate in the combat. The conquest of Poland is complete, but before a new piece is drawn from the action cup, France plays its flag from reserve to attempt a declaration of war on Germany. France rolls a 5 a second world war has begun! 11. CIVIL WARS A civil war is an internal conflict within a country. Powers may intervene in a civil war for their own advantage CIVIL WAR CRISIS EVENTS When the crisis event Civil War or Colonial Revolt occurs (3.3.7), the player who drew the crisis marker rolls two dice and consults the table in the event listing. The result designates one or more areas where a civil war has broken out. If any land unit(s) belonging to a power occupy the area, the civil war is suppressed and the crisis event has no effect. Otherwise, place a Civil War marker in the area; if it is a home or colony area, place a neutral cube (2.4.5) as well. Remove any minor army in the area. Any non-land units in the area must immediately retreat (10.11). Diplomacy (6.3) may not be attempted against an area marked with a Civil War marker (exception: areas in China not occupied by a faction marker may be targeted). However, such an area may be attacked normally (9.) and aid to either faction may assist in its defense. If a power gains control of a civil war area, the civil war ends immediately (exception: the Chinese Civil War); remove any remaining aid markers, neutral cubes, and the Civil War marker CIVIL WAR FACTIONS Each civil war has two factions, a notional left side and right side. If a civil war breaks out in an area controlled by a power, the cube is removed (if a country) or a neutral cube is placed (if a home or colony area); subtract one victory point from the power s score. The former controlling power may immediately place one aid marker for either faction (this placement does not cause provocation). Rulebook ~ v45.3 ( ) ~ Page 25 of 28

26 Design Note: The aid represents the remnants of the original regime aligned with the former controlling power INTERVENTION While a civil war is in effect, powers may spend military actions to intervene (8.5) to assist either faction. Example: A civil war has broken out in Spain. Germany and Italy have spent military actions to send aid to the left faction. The Soviet Union spends a military action to send aid to the right faction, seeking to oppose the Fascist influence in Spain and also allowing the Soviet Union to gain an interest in the area CIVIL WAR RESOLUTION When the Civil War Resolution marker is drawn from the action cup, one round of civil war combat is immediately resolved in all areas marked with a Civil War marker (including the Chinese Civil War, ). The order of resolution is determined by the player who drew the marker. After resolving all combats, place the Resolution marker on the turn track to enter the action cup at the start of the next turn. To resolve a round of civil war combat, each faction starts with two dice. The faction with the most aid rolls an additional die, if applicable. Any player can roll, though the patrons (8.5) have priority. Compare the rolls and apply the results as follows: Stalemate (rolls tied): Both factions discard all their aid markers, but the civil war continues. Marginal Victory (one roll higher, but not double the other): The losing faction discards all its aid markers, but the civil war continues. If instead the losing faction had no aid markers, the civil war ends in a marginal victory for the winning faction (11.1.4). Decisive Victory (one roll at least double the other): The losing faction discards all its aid markers, and the civil war ends in a decisive victory for the winning faction (11.1.4) ENDING CIVIL WARS When a civil war ends with a marginal victory, flip the Civil War marker to its reverse side and place any remaining aid markers under it. Any power with an aid marker under a flipped Civil War marker may apply a +1 bonus when attempting diplomacy (6.3) against this country. When a civil war ends with a decisive victory, one of the winner s patrons (8.5), if any, immediately gains control of the area, placing their cube in it (this counts as a provocation). If the winning faction has multiple patrons, their players must agree on whose cube is placed or no cube is placed (treat as a regular victory in this case). Remove any remaining aid markers, neutral cubes, and the Civil War marker CHINESE CIVIL WAR Design Note: Throughout the period covered by Cataclysm, China was fractured by civil war, with two major factions represented by the Guomindang (GMD) and Chinese Communists (ChiCom). The complexity of the situation in China requires additional rules. China begins the game in a state of civil war. Each area in China is an individual country. Manchuria is a separate country and is not part of China. Resolve the Chinese Civil War along with all other civil wars whenever the Civil War Resolution chit is drawn from the action cup FACTION MARKERS Chinese GMD and ChiCom faction markers count as minor armies (2.4.6). Unlike minor armies, they may retreat if defeated in combat, but only to an uncontrolled Chinese country without a faction marker. No more than one Chinese faction marker may occupy each Chinese country. CONTROL A power may control (i.e. have a cube in) a Chinese country occupied by a faction marker, but such a country is not friendly to the controlling power. Specifically: The power cannot move units (7.2) or trace a line of communications (4.4) into or through the area. Note that this means any resource in the area cannot be collected (4.3.2). The power does control the area for scoring (1.5.1) and for determining interests (5.1). DIPLOMACY Diplomacy (6.3) against a Chinese country occupied by a faction marker is prohibited while the Chinese Civil War is active (11.2.2). A power that controls a Chinese country without a faction marker must apply a -1 penalty to diplomacy actions against any Chinese country occupied by a faction marker. AID Aid (8.5.2) to a Chinese faction marker is attached to the individual faction marker, and not to the faction as a whole. When tracing an LOC to intervene (8.5.1), faction markers of the opposing side block the line of communication ACTIVE/INACTIVE STATUS The status of the Chinese Civil War is checked at the start of civil war resolution. If any Chinese country is garrisoned, set the Chinese Civil War marker to its Inactive side. Otherwise, set the marker to Active CHINESE CIVIL WAR RESOLUTION PATRON First, determine the current patron for each faction, according to the following priority: 1. Most control cubes in the faction s areas. 2. Most aid attached to the faction s markers. 3. The Soviet Union (for the ChiComs) or the United States (for the GMD). The current patron for a faction makes all decisions for attacks, retreats, and expansion. RESOLUTION If the Chinese Civil War is Inactive, no combat occurs between the GMD and ChiCom factions. Instead, each faction attempts to expand (11.2.5). If the Chinese Civil War is Active, the faction with more faction markers in China must attack an adjacent area containing an opposing faction marker. If the two factions are tied in strength, the GMD must attack. Do not move the faction marker into the adjacent area, simply designate the two opposing faction markers that will be fighting. The faction marker s attack is resolved in an identical manner to a regular civil war (11.1.3), but with the following modified effects: Rulebook ~ v45.3 ( ) ~ Page 26 of 28

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