Boardgames

Unconditional Surrender! World War 2 in Europe

A strategic World War II game of force projection, political choices, and front-line management, with scenarios ranging from 30 minutes to 50 hours.

3000
minutes

2 - 4
player(s)

Medium Heavy

Unconditional Surrender! World War 2 in Europe board game cover

About this board game

Unconditional Surrender! World War 2 in Europe is a strategic World War II game for 2–4 players, with scenarios lasting from 30 minutes to 50 hours. Players make political decisions and command the military forces of the three major factions competing for dominance and survival in the European Theater.

The game focuses on the big picture: managing front lines, projecting force, and recognizing political opportunities. Its simple mechanics, low on-map counter density, and straightforward stacking rules keep attention on operational decisions rather than complicated subsystems or arithmetic-heavy calculations.

  • Army, fleet, and air wing units on a monthly-turn map
  • A single combat system covering air, naval, ground, and strategic combat
  • Integrated movement and combat through combined activations
  • An “use it or lose it” economic system with minimal record keeping
  • Historical or variable entry for units and events
  • Variable politics, including changing belligerence and faction alliances

Historical detail remains central. National army levels, economic strength, and will to fight are modeled alongside events and capabilities including airdrops, Free Forces, jets, naval evacuation, partisans, radar, railroad artillery guns, and ULTRA. Historical and variable timelines offer different ways to experience the war.

Scenarios range from individual campaigns to longer games covering nearly the entire conflict. The two 22×34-inch maps, 840 counters, player aids, faction cards, flowcharts, rulebook, playbook, and three six-sided dice support the game’s wide strategic scope. Designed by Salvatore Vasta and developed by Mark Dey, Unconditional Surrender! is also solitaire friendly despite not including dedicated solitaire rules, and it can be played by email with frequent exchanges.

Board Game Rules for
Unconditional Surrender! World War 2 in Europe

Download official rules (EN)

1.1 Introduction

Unconditional Surrender! World War 2 in Europe (referred to as USE) is a 2–4 player strategic level game covering World War Two’s European Theater. Players control the political decisions and military forces of the Axis, Western, and Soviet factions that struggled for European dominance and survival.

USE has scenarios ranging from individual campaigns to the entire war. See the Playbook for a listing.

1.1.1 Objective

Have fun playing. After that, achieve the victory conditions as set forth in the scenario being played.

1.1.2 Writing Style

  • Some words are italics to emphasize their importance.
  • Rules marked Important or Exception are ones to pay significant attention to.
  • A rules number cross-reference or an acronym for a group of words appears in parentheses, such as (1.2) or (EZOC).
  • Important notes are highlighted in blue-shaded boxes.
  • Game Designer comments appear in italics, usually in tan-shaded boxes.
  • A rules exception is usually enclosed in brackets. [Exception: …]
  • Examples are highlighted in lavender-shaded boxes. Examples and comments may help in understanding a rule.
  • Nouns are generally written in the singular form. A phrase such as “a unit” does not limit the rule to one unit. When a numerical limit is imposed, a number will be used, e.g., “one country.”

1.1.3 Learning the Game

Rules are grouped around a common procedure or concept, e.g., Movement. You may choose to learn the game by reading the Rulebook from cover to cover (while having the Faction Cards and Player Aid Sheet with you) or by using one of the different ways found in the Playbook’s Alternate Learning Methods (30.1).

Due to the game’s unique mechanics and low counter density (relative to other strategic WW2 wargames) the Training Scenarios method is recommended.

If you prefer to read the rules while having some components on the map, set up the France 1940 scenario (31.3).

1.1.4 Components

  • One Rulebook
  • One Playbook
  • Two 22″x34″ maps
  • 840 counters on three counter sheets
  • Three 11″x17″ Player Aid Sheets
  • Three 8.5″x11″ Faction Cards
  • Two 8.5″x11″ Flowchart Cards
  • Three six-sided dice
  • Faction Cards: Each faction has its own Faction Card. Alternatively, players may use the other side of two of them, one of which has the Production and National Will Tracks for all factions and the other which has Faction Cards for all factions.
  • Player Aid Sheet: Contains many tables used in the game.
  • Flowcharts: Follow the Sequence of Play and Operations Phase to help you while playing the game.

1.1.5 Scale

USE is not a detailed case study of WW2. It simulates relative force projection rather than actual quantities of men and equipment. You may not see an air or naval unit somewhere on the map, but that does not mean no planes or ships are there. It means their impact is minimal at the game’s scale.

  • Turn: Each turn represents one calendar month.
  • Unit: A ground unit is represented at the army level, but may consist of forces ranging from a brigade to a full army. An air or naval unit is represented as a group, fleet, or other designation.
  • Map: The map covers the European continent, portions of Africa, and the Middle East. A hex represents about 30–40 miles (50–65 kilometers). It uses a Lambert-style equal area projection.

1.1.6 Dice & DRM

The game uses six-sided dice to resolve some mechanics. The result of a die roll may be modified by a Die Roll Modifier (DRM). You add or subtract the DRM to arrive at the final result.


1.3 Map Features

1.3.1 Capital, City, Factory, Port

See the Terrain Key on the map. The distinctions are important for different game mechanics.

  • City: A hex with one or more of these symbols is considered to have a city in it: capital, city, factory, or port.
  • Graniti: This reference location in Sicily is not a city and is ignored for all game purposes.

1.3.2 Faded Dot Hex

Some hexes are faded in color and have a dot in the middle of them (e.g., Hexes 1805 and 5640). These hexes are prohibited hexes for ground and naval movement. They are allowed for air movement. [Exception: Faded Dot hexes 0757 and 0758 do not prevent naval movement within Sea Zone 6.]

1.3.3 Other Hex/Hexside Definitions

  • Coastal Hex: A land hex that has land and water in it, and the water part is adjacent to a Sea Zone water hex.
  • Island: A land hex that is either alone or part of a group of hexes which are surrounded by Water hexsides. In addition, none of its land hexes contain a Transport Line (e.g., Malta and Crete are islands; Sicily is not because it contains a Transport Line).
  • Land Hex: A hex that has land terrain in it, either fully or partially.
  • Water Hex/Hexside: A hex or hexside that has only water.
  • Land Border: A land border is an International or Disputed border hexside that has some amount of land and is shared by two countries. A border hexside crossed by a Strait is not a land border.

1.3.5 Map Box

Each of the following is considered a Map Box: Arabian Sea, Central Russia, North Atlantic Ocean, Eastern North America, South Atlantic Ocean, and Western Indian Ocean.

  • Naval movement or a supply line trace is allowed directly between Map Boxes if an arrow connects both boxes.
  • Naval movement is allowed directly between a Map Box and an adjacent Sea Zone listed within that Map Box.
  • Ground or air movement is allowed between the eastern map edge within the USSR and the Central Russia Box.
  • Combat, Air Interception (6.2.5), or Naval Interception (6.4.3) cannot occur in a Map Box.

1.3.6 Sea Zone

A Sea Zone is a group of water and coastal hexes encompassed by a Sea Zone border and/or a Strait symbol. If the same Sea Zone number appears twice, those hexes are in the same Sea Zone. If a Sea Zone border or Strait runs into or ends at a hex, that hex is in more than one Sea Zone. A port (such as London) that is in a full land hex is part of a Sea Zone; however, rules applying only to coastal hexes do not apply to full land hexes.

1.3.7 Transport Line

A “Transport Line” refers to either a rail (dashed) or road (solid) line running through a hex. Rules-wise there is no difference between them. A Transport Line provides a benefit in ground movement (4.2.3.4) and may be required to trace a supply line (7.4).

1.3.8 Prohibited Country

Persia, Saudi Arabia, and Switzerland hexes are prohibited to all units and these countries cannot be activated or selected for any purpose.

1.3.9 Weather Zones

  • Cold Zone: contains hexes north of the blue line.
  • Mild Zone: contains hexes between the green and blue lines.
  • Warm Zone: contains hexes between the yellow and green lines.
  • Desert Zone: contains hexes south of the yellow line.

Core Concepts

1.4 Range

  • When counting out a range of hexes from a counter, do not include that counter’s hex, but the counter’s location is considered part of that range.
  • A Faded Dot hex can be counted as part of a range of hexes.
  • When counting out a range of Sea Zones or Map Boxes, count the location containing the counter you are tracing from.
  • Unless otherwise restricted, a range of Sea Zones can trace across a Strait or through a Canal without penalty.

1.5 Sorties

The effectiveness of an air or naval unit is tracked using Sorties markers, valued at 1 through 6. A unit with no Sorties is fully effective. A unit with 6 Sorties cannot be activated.

  • As an air or naval unit conducts actions or is involved in combat, it will add Sorties to its total.
  • When an air or naval unit receives replacements (8.1), it reduces Sorties from its total.
  • The highest Sorties value a unit can be marked with is 6, even if it suffers a total greater than 6.

1.6 Turn Counting

When instructed to put a counter a certain number of turns later on a Track, do not count the current turn.

1.7 Zone of Control (ZOC)

A ground unit exerts a Zone of Control (ZOC) into each of the six adjacent hexes around its current location. More than one ZOC from different units can be exerted into the same hex.

Exceptions:

  • A unit occupying a fort (under a fort marker) does not exert any ZOC. An enemy ZOC is exerted into a hex with a fort.
  • A ZOC is not exerted into or across a ground movement Prohibited hex or hexside.
  • No enemy ZOC is exerted into a hex with a No EZOC marker.

1.7.1 Enemy Zone of Control (EZOC) Effects Summary

  • Air Movement Prohibitions (4.2.2.1): An air unit cannot end its movement in a hex containing an EZOC unless the hex contains a friendly city, fort, or unit.
  • Amphibious Invasion Resolution (6.3.2.4): If the invading ground unit is in an EZOC, it must either end its activation or immediately resolve an Assault attack against an enemy ground unit in an adjacent hex.
  • Ground Movement Prohibitions (4.2.3.2): A ground unit cannot enter a hex containing a friendly ground unit and an EZOC.
  • Ground Movement Restrictions (4.2.3.1):
    • A unit cannot move directly between hexes containing an EZOC exerted by the same enemy unit.
    • At the start of its activation, a unit in an EZOC can move into a hex containing an EZOC exerted by a different unit (if not violating the same-unit EZOC rule).
    • At the start of its activation, a unit in an EZOC can move into a hex containing no EZOC and then later move into a hex containing an EZOC exerted by any unit.
    • Very Important: At any point during its activation (except at start), if a ground unit is in an EZOC hex, it must: end its activation (may occupy a fort if eligible); OR designate an Assault against an adjacent enemy ground unit (if no Mobile attack was made); OR initiate a Mobile attack against an adjacent enemy ground unit not occupying a fort.
  • Retreat Prohibitions (5.3.5.1): A unit cannot retreat into an EZOC hex unless it contains a friendly city or fort, and puts a one-hex gap between attacker and defender.
  • Strategic Movement Prohibitions (4.1.3): Moving unit cannot enter an EZOC (can start in one).
  • Supply Line Prohibitions (7.4.1): Cannot enter an EZOC unless it contains a friendly city, fort, or ground unit.

2.1 Country

A country is a group of land hexes encompassed by an International border. All countries have a Mainland Area. Some also have an Overseas Area (e.g., Greece has Mainland Greece and Overseas Crete).

2.1.1 Active/Inactive Country

An active country has joined a faction and has units in play. An inactive country is neutral, conquered, or ceded in its entirety to another country.

  • Neutral Country: Not part of any faction. No movement, retreat, movement path trace, nor supply path trace can include a non-coastal hex in a neutral country.

2.1.2 National Will

Tracked using Will markers on its faction’s National Will Track (Will 1s in Ones row, Will 10s in Tens row). National Will ranges from 0 to 99. If National Will drops to zero, the country collapses (13.2). A collapsed country that has at least one of its cities under enemy control is considered conquered (13.2.2).

2.2 Disputed Area

A Disputed Area is a group of land hexes encompassed by a Disputed and/or International border (e.g., Eastern Poland). When ceded, put its Ceded [Disputed Area] marker in its Faction Card’s Ceded Area box. All hexes become part of the Mainland Area of the country they were ceded to. Unoccupied cities come under control of the new country; cities containing an enemy unit come under enemy control.

  • Estonia, Latvia, and Lithuania: Each is considered a Disputed Area. Once ceded, the country ceases to exist and its counters are removed.
  • Occupied France, Occupied USSR, and Vichy: These are not Disputed Areas; the Disputed border denotes new borders.

2.3 Factions

Three factions: Axis (Germany and allies), Western (United Kingdom and allies), and Soviet (USSR and allies). Axis, Western, and Soviet factions are mutually enemy to each other. “Allied” refers to Western and/or Soviet factions.

  • Central Russia Map Box is friendly to the Soviet faction. All other Map Boxes are friendly to the Western faction.

2.3.1 City Control

A city is friendly to one faction at a time. Control changes immediately if an enemy ground unit moves into the hex or via an Airdrop Action (6.1.2). Place/remove the respective Control [Faction] marker.


3.0 Markers & Units

Counters are either units (military forces) or markers (tracking conditions). If a counter belongs to a country or faction, its country abbreviation is on the bottom. Counters with a triangle symbol (What if triangle) are optional “What if” counters.

3.1 Markers

Reminder symbols on markers:

  • Die: Roll a die after using and put the marker that many turns later on the Turn Track [Exception: Airdrop (14.1)].
  • Production cost: Cost in production points to buy back in Mobilization Phase.
  • Turns delay: Put that many turns later on the Turn Track after use.
  • Sorties plus one: Put on Turn Track a number of turns later equal to Sorties plus one.

3.2 Units

Movement factors are not printed: 8 MP for Leg ground units, 10 MP for all other units. Units with a star (Elite star) are Elite (+1 combat DRM).

  • Air Units: Fighter and Bomber. Do not have strength sides.
  • Ground Units: Field (full strength side and reduced strength side with a bottom stripe) and Garrison (reduced strength only). Types: Leg (Infantry, Paratroop, Garrison) and Mobile (Motorized, Tank).
  • Naval Units: Warship (Carrier and Surface) and Convoy. Do not have strength sides.

3.3 Stacking Limits

A hex can have at most one of each of the following: bomber, convoy, fighter, ground, and warship. This stacking limit cannot be violated at any point in a turn.

Exceptions:

  • A ground unit can temporarily move through a hex containing another friendly unit if there is no EZOC in that hex.
  • An air unit can temporarily move through a hex containing another friendly air unit (regardless of EZOC).
  • Stacking limits are ignored when tracing a supply line.
  • No stacking limits in Map Boxes (though units may form stacks within limits for transport/escort).
  • Enemy units cannot share a hex (entering forces enemy air/naval units to displace, 4.2.3.7).

1.2 Sequence of Play

In faction order, each faction completes one Phase before the next Phase is started [Exceptions: Weather and Strategic Warfare Phases]. Faction Order is Axis, Western, and Soviet.

  1. Weather Phase: Axis faction determines the turn’s weather.
  2. Declare War Phase: If allowed, factions may declare war on neutral countries.
  3. Economy Phase: Determine production points for each country.
  4. Strategic Warfare Phase: Axis faction determines the effect of strategic warfare.
  5. Strategic Movement Phase: An air or ground unit moves using Strategic Movement.
  6. Operations Phase: In faction order, each faction completes both Sub-Phases before the next faction starts its Operations Phase:
    • Actions Sub-Phase: Units perform Actions to move and fight.
    • Supply Check Sub-Phase: Units trace a supply line.
  7. No Supply Phase: Unsupplied units are reduced in strength or eliminated.
  8. Replacements Phase: Factions may pay to increase reduced strength ground units to full strength and remove up to two Sorties each from air and naval units.
  9. Upgrade Phase: Units on the map may be replaced by Upgrade units that are in their Faction Card’s Upgrade box.
  10. Mobilization Phase: Factions may pay to take units in their Faction Card’s Mobilization box and place them onto the map.
  11. Diplomacy Phase: Factions work with diplomacy related event markers.
  12. Victory Check Phase: Check if Victory Conditions have been achieved.
  13. End of Turn Phase: Advance the Turn marker one turn. Place counters from the new Turn box in their respective locations. Move all units in a Faction Card’s Eliminated Box to its Mobilization Box.

Exceptions to Sequence of Play:

  • Only the Axis faction performs the Weather Phase and Strategic Warfare Phase.
  • The Diplomacy Phase is skipped unless one or more of these policies are in effect: Appeasement, Nazi-Soviet Pact, or Moscow Treaty.

1.2.1 Operations Overview

USE does not use a “Move everyone; fight everyone” system. Instead, a faction activates one unit to move and/or fight (possibly multiple times within a single activation). When the faction completes that unit’s activation, it then activates another unit.

  • Actions Sub-Phase: At the start of its Actions Sub-Phase, if the Home Defense policy (10.3.1) is in effect, the phasing faction checks to see if any friendly country is not satisfying that policy. If it is not, see Home Defense Not Satisfied (10.3.1.1). After that, the phasing faction may perform Actions (6.0) with its units. When all Actions are done, remove any Airdrop, Assault, Partisans, or Surprise Attack markers in a hex or Sea Zone.
  • Supply Check Sub-Phase: After completing its Actions Sub-Phase, the phasing faction checks if its units in a hex can trace a Supply Line (7.4).

11.0 Weather

Three types: Fair, Poor, Severe. Determined in Weather Phase: Axis rolls 1 die each for Cold, Mild, and Warm zones (Player Aid Sheet Weather table). Desert zone is always Fair.

  • Initiating ground combat in Poor or Severe costs +2 MP (instead of +1).
  • Poor Weather: Attacker has –2 combat DRM in hex/zone; Tank, Air Support, Naval Support DRMs reduced to +1 (instead of +2); air/naval units have –2 DRM.
  • Severe Weather: No Amphibious Invasions; no Tank or Air Support DRM; modified combat results divided by 2 (round up).

9.0 Economy

Tracked using Prod markers on Faction Cards. USA does not track production (unlimited). Production points are “use it or lose it”; unused points are lost at turn end. Maximum production points per country is 59.

9.1 Production Calculation

  • Production Points: Factory Count multiplied by Production Multiplier (Prod x2 = x2). USSR does not multiply if Moscow Treaty in effect. Other countries receive PP equal to Factory Count.
  • Factory Count: Friendly factories in Mainland, Overseas, and ceded Disputed Areas. Do not count factories in other countries.
    • Germany, UK, USSR Formula: On-Map Factory Count minus Fac Lost (minimum 0) plus Extra Factories.
    • Bombed markers do not reduce Factory Count; they provide DRM in Strategic Warfare.
  • Transfer Production Points (9.1.3): Germany, UK, USA, USSR may transfer PP to active friendly countries (maximum 1 PP per receiving country per turn; UK and USA cannot transfer to each other).

9.2 Strategic Warfare & Strategic Combat

Fought in Strategic Warfare Phase (9.2.1) between Axis and Allied factions. Axis is attacker.

  1. If USSR Fac Lost marker is on track, resolve strategic combat vs. Soviet faction.
  2. If UK Fac Lost marker is on track, resolve strategic combat vs. Western faction.
  3. Remove all Bombed markers from the map.

Results adjust Fac Lost markers on the On-Map Factory Count Track (cannot go below 1 or above 9), moving Germany, UK, or USSR Fac Lost marker on the On-Map Factory Count Track.


4.0 Movement Overview

Two kinds of movement: Strategic (Strategic Movement Phase, no MP/production/sortie cost) and Operational (Operations Phase, costs MP, may cost production or add Sorties).

4.1 Strategic Movement

Allows one friendly supplied air or ground unit to move any distance along a contiguous Transport Line.

4.1.1 Strategic Movement Phase Sequence

  1. Check Home Defense policy (10.3.1) and repatriate if not satisfied.
  2. Remove Strategic Move marker from map to Events box.
  3. Remove units/markers if required by scenario.
  4. Place Strategic Move marker on one friendly, supplied air or ground unit in a hex containing a Transport Line (can be in an EZOC). Perform strategic movement. Marker stays on unit until next turn.

4.1.2–4.1.4 Strategic Movement Rules & Limitations

  • Every hex entered must be able to trace a supply line to a Supply Source.
  • Naval units cannot use Strategic movement.
  • Cannot enter/cross Prohibited hex/hexside, or enemy city, fort, or EZOC (can start in EZOC).
  • Cannot violate stacking limits; no Strategic movement across Sea Zones or Map Boxes.
  • A unit marked with Strategic Move cannot be activated in Actions Sub-Phase, cannot receive Replacements, and cannot Upgrade.

4.2 Operational Movement

  • Full Supply: Leg ground unit = 8 MP; All other units = 10 MP.
  • Low or No Supply: Leg ground unit = 4 MP; All other units = 5 MP.
  • MP costs are paid before entering/crossing hex/hexside or attacking. Only costs starting with “+” are cumulative.

4.2.2 Air Movement

Moves hex to adjacent hex. Must end in a Map Box, friendly city, or hex with a Transport Line and no enemy unit/marker, and must be able to trace a valid supply line to a Supply Source. Adds one Sortie upon completion. Cannot enter Prohibited hex, violate stacking, or end in an EZOC (unless friendly city/fort/unit present) or enemy counter/marker.

4.2.3 Ground Movement

Moves hex to adjacent hex. Moving along a Transport Line treats terrain and hexside as Clear (benefit lost if moving/attacking enemy city, fort, or unit). Entering an enemy fort removes the fort [Exception: Italian Tobruk Fort flips to UK Tobruk Fort].

  • Air/Naval Displacement (4.2.3.7): If a ground unit enters a hex with an enemy air or naval unit, the enemy unit immediately moves away per air/naval rules, adding 1 Sortie if under 6 Sorties. If no eligible hex, it is eliminated.

4.2.4 Naval Movement

Moves within or between adjacent Sea Zones and/or Map Boxes. Each Sea Zone/Map Box is a single location. Must end in a friendly port. Adds 1 Sortie unless it fought air/naval combat during the move.

  • Canals: Allows movement across Land hexes between Sea Zones from port to port (costs 2 MP). Cannot use if any hexside is adjacent to enemy city, fort, or unit.
  • Straits: Movement costs paid for each Strait hexside crossed. Prohibited if either hex pointed to contains an enemy city, fort, or unit.
  • Axis units cannot enter Map Boxes. Axis/Western units cannot enter Central Russia Box. USSR units cannot enter Map Boxes except Central Russia.

6.0 Performing Actions

Actions allow units to move and/or fight, or place Airdrop/Partisans markers. Actions are declared and resolved one at a time. Units with 6 Sorties or Strategic Move markers cannot be activated. Ground units cost production points to activate (Leg = 1 PP, Mobile = 2 PP); Air and Naval units cost 0 PP to activate.

6.1 Airdrop / Partisans Action

Placed during Actions Sub-Phase, remain until end of Sub-Phase. Only one of each per hex.

  • Airdrop Placement (6.1.1): Within 3 hexes of a friendly air unit of same nationality (UK or USA for Western). Not in Prohibited hex. Defending enemy air/ground unit suffers –2 DRM. If placed in enemy city without enemy unit: roll die; on 1–3, place friendly Control marker; on 4–6, nothing. At phase end, roll die: 1–5 placed that many turns later on Turn Track; on 6, removed from scenario.
  • Partisans Placement (6.1.4): Placed in hex containing enemy air/ground unit within active or conquered friendly country. Defending enemy air/ground unit suffers –2 DRM. At phase end, roll die to place turns later on Turn Track.

6.2 Air Actions

  • Air Rebase (6.2.1): Move air unit. Adds 1 Sortie. Cannot be intercepted.
  • Air Strike (6.2.2): Attacks enemy air/naval unit within 7-hex range. Resolves air/naval combat. Incurs combat Sorties.
  • Air Support (6.2.3): Activated during ground combat within 5 hexes of defending unit. Incurs 1 Sortie if no air combat fought, or combat Sorties if air combat resolved.
  • Air Escort (6.2.4): Fighter stacked with naval unit escorts during Amphibious Invasion, Naval Rebase, Naval Transport, or Sea Supply Line, or when naval unit is attacked. Operates within its hex or Sea Zone.
  • Air Interception (6.2.5): Non-phasing fighter intercepts Bombing Run (within 5 hexes of path), or Naval Rebase / Transport / Amphibious Invasion / Supply Line (in same Sea Zone), or invasion hex (within 5 hexes). Resolves air/naval combat to interdict.
  • Bombing Run (6.2.6): Bomber attacks enemy factory in Germany within 20 hexes. If not interdicted, places Bombed marker (max 1 per hex, max 8 on map per turn).

6.3 Ground Actions

  • Army Operations (6.3.1): Move and initiate Mobile attack or designate Assault attack.
  • Amphibious Invasion (6.3.2): Ground unit stacked with convoy invades coastal hex with/adjacent to port within range (same Sea Zone for Axis/Soviet; within 2 Sea Zones or adjacent to Map Box for Western). Sea Zone must contain a friendly Surprise Attack marker. Convoy and escorts trace path, subject to interception (max 1 air and 1 naval interception per Sea Zone/hex). If not aborted, ground unit resolves Assault if enemy unit present or lands (and may move 1 hex if no EZOC). UK/USA may place Mulberry marker if landing in non-port coastal hex.

6.4 Naval Actions

  • Naval Rebase (6.4.1): Move naval unit to friendly port. Adds 1 Sortie (unless fought combat).
  • Naval Escort (6.4.2): Warship stacked with convoy moves with convoy to protect against interception or attacks.
  • Naval Interception (6.4.3): Non-phasing warship intercepts phasing naval unit within 2 Sea Zones (cannot cross Straits).
  • Naval Transport (6.4.4): Convoy transports friendly ground or air unit to friendly port in Sea Zone/Map Box.
  • Carrier Strike (6.4.5): Carrier attacks enemy air/naval unit in port/coastal hex in Sea Zone containing friendly Surprise Attack marker.

5.0 Combat System

Three types of combat: Air/Naval, Ground, and Strategic. Only two factions can be involved at a time. The attacker is the faction that initiated it; defender must participate.

5.1 Combat Resolution Sequence

  1. Declare Attackers (Ground only): Designate Primary Attacker (and up to two Additional Attackers if Assault).
  2. Commitment: Both sides secretly set Will Commit or Will not Commit marker and reveal simultaneously. If committed, alternate declaring Event markers and/or one air unit (ground combat only).
  3. Air Support Combat (Ground only): If both sides committed an air unit, resolve air/naval combat between them first. Winner/results determine Air Support DRM.
  4. Calculate DRMs: Total all modifiers (maximum net DRM is +10 or –10).
  5. Roll Dice: Each side rolls one die, adds DRM, and applies halving if instructed (round up; final value cannot be less than 1).
  6. Determine CRT Result: Cross-reference Attacker final result (top) with Defender final result (side) on the Combat Results Table, then apply the specific Combat Results list.

5.2 Air/Naval Combat

Occurs during Operations Phase due to Air Strike, Air Support, Air Interception, Carrier Strike, or Naval Interception. Results inflict Sorties and determine action effects (such as Interdiction success/failure).

  • Escorts: If attacking an escorted convoy, attack the escort first. If escort fails and attacker has < 6 Sorties, it may attack next escort or the convoy.
  • Weather DRM: Hex weather applies if in a hex. If in a Sea Zone, weather of the majority of water hexes applies.

5.3 Ground Combat

  • Mobile Attack (5.3.2): Initiated during movement against an adjacent enemy ground unit not in a fort. Resolved immediately. Attacker pays terrain cost + “Attacking a unit” cost. Can continue moving and attacking if MP remain.
  • Assault Attack (5.3.3): Designated during movement by placing an Assault marker pointing to defender. Ends unit’s movement. Can involve up to 3 attacking units against one defending hex. Resolved at any point during phasing faction’s Operations Phase (except during an active unit’s movement). Cannot combine Mobile attack and Assault in the same phase with the same unit.
  • Isolated Defender: A defender with no eligible retreat hex and not adjacent to a friendly city, fort, or ground unit (across non-prohibited hexsides) is Isolated [Exception: Island fort defender is not Isolated].
  • Retreat (5.3.5): 1 hex away from attacker putting a 1-hex gap between them (gap not required for Amphibious Invasion Assault or across Prohibited hexsides). Cannot retreat into enemy city/fort, or EZOC (unless friendly city/fort present with 1-hex gap). Reduced unit unable to retreat is eliminated. Full strength field unit occupying a fort or unable to retreat flips to reduced.
  • Advance after Combat (5.3.7): If defender is eliminated or retreats, attacker may advance into the hex at no additional MP cost (ignores EZOC entering the hex). In an Assault, only one unit may advance.

7.1 Supply State

Three states: Full (no marker), Low (Low Supply marker), and No Supply (No Supply marker). Units are supplied if Full or Low; unsupplied if No Supply.

  • Low Supply Effects: –2 combat DRM; MP reduced to 4 (Leg) or 5 (others); cannot receive Replacements.
  • No Supply Effects: Low supply effects PLUS: cannot Strategic Move; cannot satisfy Home Defense; reduced/eliminated in No Supply Phase; combat die roll divided by 2 (round up).

7.2 Supply Check Sub-Phase

Phasing faction traces supply lines to Supply Sources. Failure/interdiction reduces supply state by one level (Full → Low → No). A unit’s supply state can only be reduced once per turn.

Automatically Full Supply (no trace needed): Convoy units, units in Map Boxes, UK garrison in Gibraltar, garrison in an island port.

7.3 Supply Sources

  • Limited Supply Source (LSS): Supplies up to two units at Low Supply. Friendly Overseas Area factory (for its own country); friendly capital in conquered country (for controlling faction); friendly allied capital (for German/UK/USA/USSR units).
  • Unlimited Supply Source (USS): Supplies any number of units at Full Supply. Friendly Mainland Area city (for its country); Eastern North America / Western Indian Ocean Box (for UK); Eastern North America / friendly UK Mainland city (for USA); Central Russia Box (for USSR); Berlin, London, Moscow for their respective nations.

7.4 Supply Line Tracing

  • Cannot enter enemy city, fort, unit, or EZOC (ignore EZOC if hex contains friendly city, fort, or ground unit).
  • Land Supply Line: Trace up to 2 hexes to a Transport Line or Supply Source, then along connected Transport Line to Supply Source. Cannot be intercepted.
  • Sea Supply Line: Trace up to 2 hexes to Transport Line/port with friendly convoy (< 6 Sorties), then convoy traces naval path to friendly port/Map Box connected to Supply Source. Naval trace can be intercepted. Warships may trace their own supply without a convoy.

7.5 No Supply Phase

  1. Unsupplied Attrition (7.5.1): Units with No Supply suffer attrition: reduced ground units are eliminated; full strength ground units are reduced; air/naval units are eliminated.
  2. Voluntary Elimination (7.5.2): Phasing faction may voluntarily eliminate ground units with No Supply, or supplied/unsupplied air/naval units [Exception: Home Defense units]. No National Will lost for attrition or voluntary elimination.

8.1 Replacements

Phasing faction may spend production points to improve units in hexes/Map Boxes in Full Supply (not marked with Strategic Move). Each unit can only be improved once per turn:

  • Flip reduced field ground unit to full strength.
  • Remove up to 2 Sorties from an air or naval unit.

8.2 Upgrade

Replace on-map unit with Upgrade unit (Upgrade) from Faction Card’s Upgrade box (e.g., USSR Guards). Costs 0 PP. Unit must be in Full Supply and not marked with Strategic Move. Replaced unit is removed from scenario.

8.3 Mobilization

Spend production points to place units from Mobilization box onto map or buy back Surprise Attack markers:

  • Mobilize reduced ground unit (USSR non-Shock infantry mobilizes at full strength).
  • Mobilize air or naval unit marked with 4 Sorties.
  • Buy back Surprise Attack marker (costs listed PP; placed 4 turns later on Turn Track).
  • Placement Locations: Friendly Mainland city (port required for naval); UK: 1 unit in Eastern North America or Western Indian Ocean; USA: Eastern North America; USSR: up to 5 units in Central Russia Box. May place in EZOC.

10.1 Declare War

Phasing faction may declare war on neutral countries. Axis may also declare war on Western or Soviet faction to end Appeasement or Nazi-Soviet Pact. Allies cannot declare war on a faction.

  • If Appeasement or Nazi-Soviet Pact is in effect, Western and Soviet factions cannot declare war on any country.
  • If Moscow Treaty is in effect, Soviet faction cannot declare war.
  • Declaring war activates the country, which joins an enemy faction (13.1).

10.2 Diplomacy

Only active while Appeasement, Nazi-Soviet Pact, or Moscow Treaty is in effect. Phasing faction may spend 5 PP to either:

  • Randomly draw one marker from the Diplomacy Cup and resolve it.
  • Take any marker from Holding Box and put it into Cup, then must also return a No Event marker from Holding Box to Cup if available.

10.3 Policies

  • Home Defense (10.3.1): Countries must maintain designated forces in home areas (e.g., minor countries keep 1 ground unit within 3 hexes/inside Mainland; Germany West/East Front requirements; UK Main; USSR Main). If not satisfied at start of Strategic Move or Operations Phase, required units are repatriated (10.4).
  • Cooperation Limits (10.3.2): Soviet counters cannot enter France/UK; Western counters cannot enter USSR; minor country counters cannot enter other friendly minor countries (supply lines and strategic movement passing through exempt; French, German, UK, USA, USSR counters exempt).
  • Neutral Non-Violation (10.3.3): No moves, retreats, or traces into neutral countries.
  • Appeasement (10.3.4): Western & Soviet cannot declare war. Western cannot enter enemy countries or end outside home/Map Boxes. Axis cannot enter Western countries. Axis and Western cannot attack/intercept each other. USSR Will reduced by 40. Ends on Axis DOW, die roll 4–6 on Policy Evaluation, or marker removal.
  • Nazi-Soviet Pact (10.3.5): Western & Soviet cannot declare war. Soviet cannot enter enemy countries or end outside home/Map Boxes. Axis cannot enter Soviet countries. Axis and Soviet cannot attack/intercept each other. France Will reduced by 15. Ends on Axis DOW, die roll 4–6 on Policy Evaluation, or marker removal.
  • Moscow Treaty (10.3.6): USSR west of Disputed border is Occupied USSR (conquered). Active USSR does not multiply factories, cannot declare war, and cannot leave active USSR. Axis cannot enter active USSR. Ends on die roll 4–6 after marker removed from Turn Track (USSR Will resets to 45).
  • Repatriation (10.4): Unit removed and placed in/adjacent to friendly home city. Incurs 1 Sortie for air/naval. Cannot activate that turn.

13.1 Country Activation

  • Faction Determination: If Allied DOW, joins Axis. If Axis DOW: joins Pro-Soviet/Pro-Western faction if marked; if Appeasement in effect (and no Pact/Treaty), joins Soviet; if Pact/Treaty in effect (and no Appeasement), joins Western; otherwise roll die (1–3 Western, 4–6 Soviet).
  • Setup: Place Will markers, Prod markers, Event markers. Place units either Off Map (Mobilization box) or On Map (full strength ground in land hex, air with 0 Sorties, naval with 0 Sorties in port).
  • Special Cases: French North Africa, Syria, Vichy roll die upon activation (+1 per conquered Vichy country): 1–3 sets up normally, 4–6 conquered immediately and removed. Italy max 3 field ground units in Overseas Areas.

13.2 Country Collapse & Conquest

Collapses if National Will reaches 0 or all Mainland cities under enemy control. If collapsed and enemy ground unit in Mainland Area with ≥ 1 Mainland city enemy-controlled, country is conquered.

  • Collapse Procedure: Reduced ground and all air/naval units eliminated; full-strength ground units reduced; reset Will to half printed value.
  • Major Power Special Collapse: UK/USA collapse only once (Will removed, Germany gets 1 Conditional ground unit, +10 Will, 1 Political Success). USSR collapse: Occupied USSR border active; Axis controls Occupied USSR; units repatriated; USSR Guards delayed 1 year; Germany gets 1 unit, +10 Will (first time only), Moscow Treaty placed, 1 Political Success.
  • Conquered Country (13.2.2): All counters removed. Conquering faction adds Pro-Faction marker to Diplomacy Cup and may flip/place Pro-Faction marker in adjacent neutral country. Axis gains Will, moves Conditional unit to Eliminated, cedes Disputed Areas (Polish Corridor, Alsace-Lorraine, Eastern Poland to USSR if Pact active).

13.3–13.8 Other Key Conditional Events

  • East Invaded (13.3): Triggered when Axis enters/attacks USSR, Baltic States, or Axis Poland, or USA joins Western. USSR mobilizes 1 air and 5 ground units, places Lend Lease, Policy Evaluation, Reserves, Russian Winter, Soviet Partisans, Urals Factories, and Fac Lost markers.
  • Mediterranean Crisis (13.4): Triggered by Axis entering country bordering French/UK Overseas Area or USA joining Western. Western places French and UK Reserves in Overseas Areas, emergency convoy shipping.
  • USA Entry (13.5): When Appeasement and Nazi-Soviet Pact both end, place USA Entry marker 6 turns later.
  • USSR Northern / Southern Border (13.6, 13.7): Triggered if Finland/Turkey activates or Axis crosses hex row 16xx (north) or 36xx (south). USSR immediately places 2 full strength ground units from Conditional box.
  • West Invaded (13.8): Triggered when Axis enters Belgium, Netherlands, Ireland, or Mainland France/UK, or USA joins Western. France mobilizes 1 air unit; Commonwealth Trade, Lend Lease to UK, Policy Evaluation, UK Fac Lost placed.

12.0 Turn Completion

  • 12.1 Victory Check Phase: Check scenario victory conditions.
  • 12.2 End of Turn Phase: Advance Turn marker. Move counters in entered box to map/tracks/boxes. Move eliminated units to Mobilization boxes.

14.0 Event Markers

  • 14.1 Airdrop: Placed via Airdrop Action (6.1). Defender –2 DRM; roll for city control if undefended. Roll die to return to Turn Track (1–5) or eliminate (6).
  • 14.2 Area Seized: Pulled from Diplomacy Cup. Cedes eligible USSR Disputed Area to USSR, removes Baltic states, shifts neutral alignment to Pro-Axis.
  • 14.3 Convoy Action: Acts as temporary convoy for a Naval Action. Turn delay = Sorties + 1.
  • 14.4 Free Forces: Western plays in ground combat with Western unit (+1 DRM). Roll die for turn delay.
  • 14.5 Ground Support: Minor country plays in ground combat (+1 DRM) if country has no air/tank units in game. Roll die for turn delay.
  • 14.6 Heavy Arty: Played by attacker in Assault of same nationality (+2 DRM). Not in amphibious assaults. Roll die for turn delay.
  • 14.7 Jets: Axis plays in air/naval combat with German air unit (+2 DRM). Placed on next turn.
  • 14.8 Naval Evacuation: UK ground unit in coastal hex forced to retreat or before activation moves to friendly port in Sea Zone. Reduces unit. Roll die for turn delay.
  • 14.9 No Event: Drawn from Diplomacy Cup; nothing happens.
  • 14.10 Partisans: Strategic combat (Axis result halved) or ground/air/naval combat (–2 DRM in hex). Roll die for turn delay.
  • 14.11 Political Failure: Non-phasing faction places friendly Pro-Faction marker, activates country, or removes enemy marker in neutral country bordering phasing active country.
  • 14.12 Political Success: Phasing faction places friendly Pro-Faction marker, activates friendly-leaning country, or removes enemy marker.
  • 14.13 Rockets: Axis plays in strategic combat (halves enemy result) or German ground combat (enemy –2 DRM). Roll die for turn delay.
  • 14.14 SNAFU: Played in any combat; enemy applies –1 DRM. Roll die for turn delay.
  • 14.15 Submarines: Strategic combat (halves enemy result) or naval combat with ships on both sides (enemy –2 DRM). Roll die for turn delay.
  • 14.16 Surface Action: Acts as temporary surface warship for Naval Action. Turn delay = Sorties + 1.
  • 14.17 Surprise Attack: Placed in Land hex (+1 combat DRM within 2 hexes) or Sea Zone (+1 air/naval DRM, enables Carrier Strike, enables 1 Amphibious Invasion [2 for Western]). Returns to Holding Box at phase end; bought back in Mobilization.
  • 14.18 Tanks: Played on non-tank, non-Shock ground unit to treat it as Tank unit for combat DRM. Placed on next turn.
  • 14.19 ULTRA: Western plays in any combat (halves Axis strategic result, or +1 Western DRM in ground/air/naval). Roll die for turn delay.

15.0 Tracking Markers

  • 15.1 +/– DRM: Tracks attacker and defender combat DRMs on DRM Track.
  • 15.2 Appsmt or Pact Ends / Scenario Ends: Ends policies when removed. Scenario ends on turn occupied.
  • 15.3 Assault: Designates Assault target hex. Removed after resolution or at phase end.
  • 15.4 Bombed: Marks bombed factory in Germany (max 8 on map). Removed at end of Strategic Warfare Phase.
  • 15.5 Ceded [Disputed Area]: Tracks ceded status in Ceded Area box.
  • 15.6 Commonwealth Trade: Adds 3 factories to UK Extra Factories Track.
  • 15.7 Control [Faction]: Marks faction controlling city.
  • 15.8 Economic Reforms: German extra factories; advances on Extra Factories Track.
  • 15.9 Fac. Count & 15.10 Fac. Lost: Tracks on-map factory totals and factory losses from Strategic Warfare.
  • 15.11 Factory: Adds printed factory to city hex for scenario.
  • 15.12 Fort: Ground unit occupies under fort. Halves attacker die roll; DR result allows taking strength loss instead of retreat; no ZOC exerted; cannot attack.
  • 15.13 Lend Lease (UK/USSR): Advances factories on Extra Factories Track up to 9.
  • 15.14 Moscow Treaty: In effect while on Turn Track; roll die 4–6 to end when removed.
  • 15.15 Movement Points: Tracks MP expenditure on Move Track.
  • 15.16 Mulberry: Artificial port placed in coastal hex after UK/USA amphibious invasion.
  • 15.17 No EZOC: Placed when defender eliminated in Mobile attack; negates EZOC in hex for remainder of that unit’s activation.
  • 15.18 Nuclear Strike: Used in hypothetical postwar scenario.
  • 15.19 Pro-[Faction]: Diplomatic alignment of neutral country (max 8 per faction).
  • 15.20 Prod Markers: Tracks production points and multipliers.
  • 15.21 Policy Evaluation: Roll die 4–6 when removed to end Appeasement/Pact.
  • 15.22 Sorties [1–6]: Tracks air and naval operational exhaustion (max 6).
  • 15.23 Russian Winter: Cold Zone automatically Severe; USSR hexes treated as Poor for Soviets.
  • 15.24 Strategic Move: Placed on unit using Strategic Movement.
  • 15.25 Strict Neutrality: Neutral country pursuing strict neutrality.
  • 15.26 Supply [Low / No]: Marks units with Low Supply or No Supply state.
  • 15.27 Turn: Current scenario turn.
  • 15.28 Urals Fac: Adds USSR extra factories, advancing every two turns up to 9.
  • 15.29 USA Entry / Variable Arrival: Triggers USA activation when removed.
  • 15.30 Variable Entry: Marks variable entry reinforcement groups.
  • 15.31 Will [10s, 1s]: Tracks National Will.
  • 15.32 Weather: Marks weather for Cold, Mild, and Warm zones.
  • 15.33 Will Commit / Will not Commit: Used for secret combat commitment.

16.0 Country List

Factories value based on 1939 borders. National Will not affected by ceding Disputed Areas.

  • Belgium (BEL): Will = 3 | Factories = 1
  • Bulgaria (BUL): Will = 4 | Factories = 1
  • Denmark (DEN): Will = 2 | Factories = 1
  • Estonia (EST): Will = 2 | Factories = 1
  • Finland (FIN): Will = 4 | Factories = 2
  • France (FRA): Will = 35 (reduced by 15 if Nazi-Soviet Pact in effect) | Factories = 8
    Mainland: Continental France. Overseas: Corsica, French North Africa, Syria.
  • French N. Africa (FNA): Will = 5 | Factories = 2
    Created if France conquered and Pact active. Capital: Tunis.
  • Germany (GER): Will = 40 | Factories = 13
    Mainland: Germany and East Prussia.
  • Greece (GRE): Will = 4 | Factories = 1
    Mainland: Greece. Overseas: Crete.
  • Netherlands (NET): Will = 3 | Factories = 1
  • Hungary (HUN): Will = 4 | Factories = 1
  • Iraq (IRQ): Will = 2 | Factories = 1
  • Ireland (IRE): Will = 3 | Factories = 1
  • Italy (ITA): Will = 12 | Factories = 6
    Mainland: Italy and Sicily. Overseas: Albania, Libya, Rhodes, Sardinia.
  • Latvia (LAT): Will = 2 | Factories = 1
  • Lithuania (LIT): Will = 2 | Factories = 1
  • Norway (NOR): Will = 3 | Factories = 1
  • Poland (POL): Will = 12 | Factories = 3
  • Portugal (POR): Will = 4 | Factories = 1
  • Romania (ROM): Will = 6 | Factories = 2
  • Spain (SPA): Will = 8 | Factories = 4
    Mainland: Spain. Overseas: Majorca, Spanish Morocco.
  • Sweden (SWE): Will = 4 | Factories = 2
  • Syria (SYR): Will = 2 | Factories = 1
    Created if France conquered and Pact active. Capital: Damascus.
  • Turkey (TUR): Will = 8 | Factories = 3
  • United Kingdom (UK): Will = 20 | Factories = 9
    Mainland: Great Britain and Northern Ireland. Overseas: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine, Trans-Jordan.
  • United States of America (USA): Will = 10 | Factories = N/A
    Mainland: Eastern North America Box.
  • Union of Soviet Socialist Republics (USSR): Will = 85 (reduced by 40 if Appeasement in effect) | Factories = 9
    Mainland: USSR and Central Russia Map Box.
  • Vichy (VIC): Will = 6 | Factories = 2
    Created if France conquered and Pact active. Capital: Vichy. Overseas: Corsica.
  • Yugoslavia (YUG): Will = 6 | Factories = 2

17.0 Disputed Area List

  • Alsace-Lorraine: Part of France. May be ceded to Germany.
  • Bessarabia: Part of Romania. May be ceded to USSR.
  • Eastern Poland: Part of Poland. May be ceded to USSR.
  • Estonia: Entire country. May be ceded to USSR.
  • Karelia: Several parts of Finland. May be ceded to USSR.
  • Latvia: Entire country. May be ceded to USSR.
  • Lithuania: Entire country. May be ceded to USSR.
  • Polish Corridor: Part of Poland. May be ceded to Germany.

Overview & Components

1.1 Introduction

Unconditional Surrender! World War 2 in Europe (referred to as USE) is a 2–4 player strategic level game covering World War Two’s European Theater. Players control the political decisions and military forces of the Axis, Western, and Soviet factions that struggled for European dominance and survival.

USE has scenarios ranging from individual campaigns to the entire war. See the Playbook for a listing.

1.1.1 Objective

Have fun playing. After that, achieve the victory conditions as set forth in the scenario being played.

1.1.2 Writing Style

  • Some words are italics to emphasize their importance.
  • Rules marked Important or Exception are ones to pay significant attention to.
  • A rules number cross-reference or an acronym for a group of words appears in parentheses, such as (1.2) or (EZOC).
  • Important notes are highlighted in blue-shaded boxes.
  • Game Designer comments appear in italics, usually in tan-shaded boxes.
  • A rules exception is usually enclosed in brackets. [Exception: …]
  • Examples are highlighted in lavender-shaded boxes. Examples and comments may help in understanding a rule.
  • Nouns are generally written in the singular form. A phrase such as “a unit” does not limit the rule to one unit. When a numerical limit is imposed, a number will be used, e.g., “one country.”

1.1.3 Learning the Game

Rules are grouped around a common procedure or concept, e.g., Movement. You may choose to learn the game by reading the Rulebook from cover to cover (while having the Faction Cards and Player Aid Sheet with you) or by using one of the different ways found in the Playbook’s Alternate Learning Methods (30.1).

Due to the game’s unique mechanics and low counter density (relative to other strategic WW2 wargames) the Training Scenarios method is recommended.

If you prefer to read the rules while having some components on the map, set up the France 1940 scenario (31.3).

1.1.4 Components

  • One Rulebook
  • One Playbook
  • Two 22″x34″ maps
  • 840 counters on three counter sheets
  • Three 11″x17″ Player Aid Sheets
  • Three 8.5″x11″ Faction Cards
  • Two 8.5″x11″ Flowchart Cards
  • Three six-sided dice
  • Faction Cards: Each faction has its own Faction Card. Alternatively, players may use the other side of two of them, one of which has the Production and National Will Tracks for all factions and the other which has Faction Cards for all factions.
  • Player Aid Sheet: Contains many tables used in the game.
  • Flowcharts: Follow the Sequence of Play and Operations Phase to help you while playing the game.

1.1.5 Scale

USE is not a detailed case study of WW2. It simulates relative force projection rather than actual quantities of men and equipment. You may not see an air or naval unit somewhere on the map, but that does not mean no planes or ships are there. It means their impact is minimal at the game’s scale.

  • Turn: Each turn represents one calendar month.
  • Unit: A ground unit is represented at the army level, but may consist of forces ranging from a brigade to a full army. An air or naval unit is represented as a group, fleet, or other designation.
  • Map: The map covers the European continent, portions of Africa, and the Middle East. A hex represents about 30–40 miles (50–65 kilometers). It uses a Lambert-style equal area projection.

1.1.6 Dice & DRM

The game uses six-sided dice to resolve some mechanics. The result of a die roll may be modified by a Die Roll Modifier (DRM). You add or subtract the DRM to arrive at the final result.


Map & Core Concepts

1.3 Map Features

1.3.1 Capital, City, Factory, Port

See the Terrain Key on the map. The distinctions are important for different game mechanics.

  • City: A hex with one or more of these symbols is considered to have a city in it: capital, city, factory, or port.
  • Graniti: This reference location in Sicily is not a city and is ignored for all game purposes.

1.3.2 Faded Dot Hex

Some hexes are faded in color and have a dot in the middle of them (e.g., Hexes 1805 and 5640). These hexes are prohibited hexes for ground and naval movement. They are allowed for air movement. [Exception: Faded Dot hexes 0757 and 0758 do not prevent naval movement within Sea Zone 6.]

1.3.3 Other Hex/Hexside Definitions

  • Coastal Hex: A land hex that has land and water in it, and the water part is adjacent to a Sea Zone water hex.
  • Island: A land hex that is either alone or part of a group of hexes which are surrounded by Water hexsides. In addition, none of its land hexes contain a Transport Line (e.g., Malta and Crete are islands; Sicily is not because it contains a Transport Line).
  • Land Hex: A hex that has land terrain in it, either fully or partially.
  • Water Hex/Hexside: A hex or hexside that has only water.
  • Land Border: A land border is an International or Disputed border hexside that has some amount of land and is shared by two countries. A border hexside crossed by a Strait is not a land border.

1.3.5 Map Box

Each of the following is considered a Map Box: Arabian Sea, Central Russia, North Atlantic Ocean, Eastern North America, South Atlantic Ocean, and Western Indian Ocean.

  • Naval movement or a supply line trace is allowed directly between Map Boxes if an arrow connects both boxes.
  • Naval movement is allowed directly between a Map Box and an adjacent Sea Zone listed within that Map Box.
  • Ground or air movement is allowed between the eastern map edge within the USSR and the Central Russia Box.
  • Combat, Air Interception (6.2.5), or Naval Interception (6.4.3) cannot occur in a Map Box.

1.3.6 Sea Zone

A Sea Zone is a group of water and coastal hexes encompassed by a Sea Zone border and/or a Strait symbol. If the same Sea Zone number appears twice, those hexes are in the same Sea Zone. If a Sea Zone border or Strait runs into or ends at a hex, that hex is in more than one Sea Zone. A port (such as London) that is in a full land hex is part of a Sea Zone; however, rules applying only to coastal hexes do not apply to full land hexes.

1.3.7 Transport Line

A “Transport Line” refers to either a rail (dashed) or road (solid) line running through a hex. Rules-wise there is no difference between them. A Transport Line provides a benefit in ground movement (4.2.3.4) and may be required to trace a supply line (7.4).

1.3.8 Prohibited Country

Persia, Saudi Arabia, and Switzerland hexes are prohibited to all units and these countries cannot be activated or selected for any purpose.

1.3.9 Weather Zones

  • Cold Zone: contains hexes north of the blue line.
  • Mild Zone: contains hexes between the green and blue lines.
  • Warm Zone: contains hexes between the yellow and green lines.
  • Desert Zone: contains hexes south of the yellow line.

Core Concepts

1.4 Range

  • When counting out a range of hexes from a counter, do not include that counter’s hex, but the counter’s location is considered part of that range.
  • A Faded Dot hex can be counted as part of a range of hexes.
  • When counting out a range of Sea Zones or Map Boxes, count the location containing the counter you are tracing from.
  • Unless otherwise restricted, a range of Sea Zones can trace across a Strait or through a Canal without penalty.

1.5 Sorties

The effectiveness of an air or naval unit is tracked using Sorties markers, valued at 1 through 6. A unit with no Sorties is fully effective. A unit with 6 Sorties cannot be activated.

  • As an air or naval unit conducts actions or is involved in combat, it will add Sorties to its total.
  • When an air or naval unit receives replacements (8.1), it reduces Sorties from its total.
  • The highest Sorties value a unit can be marked with is 6, even if it suffers a total greater than 6.

1.6 Turn Counting

When instructed to put a counter a certain number of turns later on a Track, do not count the current turn.

1.7 Zone of Control (ZOC)

A ground unit exerts a Zone of Control (ZOC) into each of the six adjacent hexes around its current location. More than one ZOC from different units can be exerted into the same hex.

Exceptions:

  • A unit occupying a fort (under a fort marker) does not exert any ZOC. An enemy ZOC is exerted into a hex with a fort.
  • A ZOC is not exerted into or across a ground movement Prohibited hex or hexside.
  • No enemy ZOC is exerted into a hex with a No EZOC marker.

1.7.1 Enemy Zone of Control (EZOC) Effects Summary

  • Air Movement Prohibitions (4.2.2.1): An air unit cannot end its movement in a hex containing an EZOC unless the hex contains a friendly city, fort, or unit.
  • Amphibious Invasion Resolution (6.3.2.4): If the invading ground unit is in an EZOC, it must either end its activation or immediately resolve an Assault attack against an enemy ground unit in an adjacent hex.
  • Ground Movement Prohibitions (4.2.3.2): A ground unit cannot enter a hex containing a friendly ground unit and an EZOC.
  • Ground Movement Restrictions (4.2.3.1):
    • A unit cannot move directly between hexes containing an EZOC exerted by the same enemy unit.
    • At the start of its activation, a unit in an EZOC can move into a hex containing an EZOC exerted by a different unit (if not violating the same-unit EZOC rule).
    • At the start of its activation, a unit in an EZOC can move into a hex containing no EZOC and then later move into a hex containing an EZOC exerted by any unit.
    • Very Important: At any point during its activation (except at start), if a ground unit is in an EZOC hex, it must: end its activation (may occupy a fort if eligible); OR designate an Assault against an adjacent enemy ground unit (if no Mobile attack was made); OR initiate a Mobile attack against an adjacent enemy ground unit not occupying a fort.
  • Retreat Prohibitions (5.3.5.1): A unit cannot retreat into an EZOC hex unless it contains a friendly city or fort, and puts a one-hex gap between attacker and defender.
  • Strategic Movement Prohibitions (4.1.3): Moving unit cannot enter an EZOC (can start in one).
  • Supply Line Prohibitions (7.4.1): Cannot enter an EZOC unless it contains a friendly city, fort, or ground unit.

Countries & Factions

2.1 Country

A country is a group of land hexes encompassed by an International border. All countries have a Mainland Area. Some also have an Overseas Area (e.g., Greece has Mainland Greece and Overseas Crete).

2.1.1 Active/Inactive Country

An active country has joined a faction and has units in play. An inactive country is neutral, conquered, or ceded in its entirety to another country.

  • Neutral Country: Not part of any faction. No movement, retreat, movement path trace, nor supply path trace can include a non-coastal hex in a neutral country.

2.1.2 National Will

Tracked using Will markers on its faction’s National Will Track (Will 1s in Ones row, Will 10s in Tens row). National Will ranges from 0 to 99. If National Will drops to zero, the country collapses (13.2). A collapsed country that has at least one of its cities under enemy control is considered conquered (13.2.2).

2.2 Disputed Area

A Disputed Area is a group of land hexes encompassed by a Disputed and/or International border (e.g., Eastern Poland). When ceded, put its Ceded [Disputed Area] marker in its Faction Card’s Ceded Area box. All hexes become part of the Mainland Area of the country they were ceded to. Unoccupied cities come under control of the new country; cities containing an enemy unit come under enemy control.

  • Estonia, Latvia, and Lithuania: Each is considered a Disputed Area. Once ceded, the country ceases to exist and its counters are removed.
  • Occupied France, Occupied USSR, and Vichy: These are not Disputed Areas; the Disputed border denotes new borders.

2.3 Factions

Three factions: Axis (Germany and allies), Western (United Kingdom and allies), and Soviet (USSR and allies). Axis, Western, and Soviet factions are mutually enemy to each other. “Allied” refers to Western and/or Soviet factions.

  • Central Russia Map Box is friendly to the Soviet faction. All other Map Boxes are friendly to the Western faction.

2.3.1 City Control

A city is friendly to one faction at a time. Control changes immediately if an enemy ground unit moves into the hex or via an Airdrop Action (6.1.2). Place/remove the respective Control [Faction] marker.


Units & Stacking

3.0 Markers & Units

Counters are either units (military forces) or markers (tracking conditions). If a counter belongs to a country or faction, its country abbreviation is on the bottom. Counters with a triangle symbol (What if triangle) are optional “What if” counters.

3.1 Markers

Reminder symbols on markers:

  • Die: Roll a die after using and put the marker that many turns later on the Turn Track [Exception: Airdrop (14.1)].
  • Production cost: Cost in production points to buy back in Mobilization Phase.
  • Turns delay: Put that many turns later on the Turn Track after use.
  • Sorties plus one: Put on Turn Track a number of turns later equal to Sorties plus one.

3.2 Units

Movement factors are not printed: 8 MP for Leg ground units, 10 MP for all other units. Units with a star (Elite star) are Elite (+1 combat DRM).

  • Air Units: Fighter and Bomber. Do not have strength sides.
  • Ground Units: Field (full strength side and reduced strength side with a bottom stripe) and Garrison (reduced strength only). Types: Leg (Infantry, Paratroop, Garrison) and Mobile (Motorized, Tank).
  • Naval Units: Warship (Carrier and Surface) and Convoy. Do not have strength sides.

3.3 Stacking Limits

A hex can have at most one of each of the following: bomber, convoy, fighter, ground, and warship. This stacking limit cannot be violated at any point in a turn.

Exceptions:

  • A ground unit can temporarily move through a hex containing another friendly unit if there is no EZOC in that hex.
  • An air unit can temporarily move through a hex containing another friendly air unit (regardless of EZOC).
  • Stacking limits are ignored when tracing a supply line.
  • No stacking limits in Map Boxes (though units may form stacks within limits for transport/escort).
  • Enemy units cannot share a hex (entering forces enemy air/naval units to displace, 4.2.3.7).

Sequence of Play

1.2 Sequence of Play

In faction order, each faction completes one Phase before the next Phase is started [Exceptions: Weather and Strategic Warfare Phases]. Faction Order is Axis, Western, and Soviet.

  1. Weather Phase: Axis faction determines the turn’s weather.
  2. Declare War Phase: If allowed, factions may declare war on neutral countries.
  3. Economy Phase: Determine production points for each country.
  4. Strategic Warfare Phase: Axis faction determines the effect of strategic warfare.
  5. Strategic Movement Phase: An air or ground unit moves using Strategic Movement.
  6. Operations Phase: In faction order, each faction completes both Sub-Phases before the next faction starts its Operations Phase:
    • Actions Sub-Phase: Units perform Actions to move and fight.
    • Supply Check Sub-Phase: Units trace a supply line.
  7. No Supply Phase: Unsupplied units are reduced in strength or eliminated.
  8. Replacements Phase: Factions may pay to increase reduced strength ground units to full strength and remove up to two Sorties each from air and naval units.
  9. Upgrade Phase: Units on the map may be replaced by Upgrade units that are in their Faction Card’s Upgrade box.
  10. Mobilization Phase: Factions may pay to take units in their Faction Card’s Mobilization box and place them onto the map.
  11. Diplomacy Phase: Factions work with diplomacy related event markers.
  12. Victory Check Phase: Check if Victory Conditions have been achieved.
  13. End of Turn Phase: Advance the Turn marker one turn. Place counters from the new Turn box in their respective locations. Move all units in a Faction Card’s Eliminated Box to its Mobilization Box.

Exceptions to Sequence of Play:

  • Only the Axis faction performs the Weather Phase and Strategic Warfare Phase.
  • The Diplomacy Phase is skipped unless one or more of these policies are in effect: Appeasement, Nazi-Soviet Pact, or Moscow Treaty.

1.2.1 Operations Overview

USE does not use a “Move everyone; fight everyone” system. Instead, a faction activates one unit to move and/or fight (possibly multiple times within a single activation). When the faction completes that unit’s activation, it then activates another unit.

  • Actions Sub-Phase: At the start of its Actions Sub-Phase, if the Home Defense policy (10.3.1) is in effect, the phasing faction checks to see if any friendly country is not satisfying that policy. If it is not, see Home Defense Not Satisfied (10.3.1.1). After that, the phasing faction may perform Actions (6.0) with its units. When all Actions are done, remove any Airdrop, Assault, Partisans, or Surprise Attack markers in a hex or Sea Zone.
  • Supply Check Sub-Phase: After completing its Actions Sub-Phase, the phasing faction checks if its units in a hex can trace a Supply Line (7.4).

Weather

11.0 Weather

Three types: Fair, Poor, Severe. Determined in Weather Phase: Axis rolls 1 die each for Cold, Mild, and Warm zones (Player Aid Sheet Weather table). Desert zone is always Fair.

  • Initiating ground combat in Poor or Severe costs +2 MP (instead of +1).
  • Poor Weather: Attacker has –2 combat DRM in hex/zone; Tank, Air Support, Naval Support DRMs reduced to +1 (instead of +2); air/naval units have –2 DRM.
  • Severe Weather: No Amphibious Invasions; no Tank or Air Support DRM; modified combat results divided by 2 (round up).

Economy & Strategic Warfare

9.0 Economy

Tracked using Prod markers on Faction Cards. USA does not track production (unlimited). Production points are “use it or lose it”; unused points are lost at turn end. Maximum production points per country is 59.

9.1 Production Calculation

  • Production Points: Factory Count multiplied by Production Multiplier (Prod x2 = x2). USSR does not multiply if Moscow Treaty in effect. Other countries receive PP equal to Factory Count.
  • Factory Count: Friendly factories in Mainland, Overseas, and ceded Disputed Areas. Do not count factories in other countries.
    • Germany, UK, USSR Formula: On-Map Factory Count minus Fac Lost (minimum 0) plus Extra Factories.
    • Bombed markers do not reduce Factory Count; they provide DRM in Strategic Warfare.
  • Transfer Production Points (9.1.3): Germany, UK, USA, USSR may transfer PP to active friendly countries (maximum 1 PP per receiving country per turn; UK and USA cannot transfer to each other).

9.2 Strategic Warfare & Strategic Combat

Fought in Strategic Warfare Phase (9.2.1) between Axis and Allied factions. Axis is attacker.

  1. If USSR Fac Lost marker is on track, resolve strategic combat vs. Soviet faction.
  2. If UK Fac Lost marker is on track, resolve strategic combat vs. Western faction.
  3. Remove all Bombed markers from the map.

Results adjust Fac Lost markers on the On-Map Factory Count Track (cannot go below 1 or above 9), moving Germany, UK, or USSR Fac Lost marker on the On-Map Factory Count Track.


Movement Rules

4.0 Movement Overview

Two kinds of movement: Strategic (Strategic Movement Phase, no MP/production/sortie cost) and Operational (Operations Phase, costs MP, may cost production or add Sorties).

4.1 Strategic Movement

Allows one friendly supplied air or ground unit to move any distance along a contiguous Transport Line.

4.1.1 Strategic Movement Phase Sequence

  1. Check Home Defense policy (10.3.1) and repatriate if not satisfied.
  2. Remove Strategic Move marker from map to Events box.
  3. Remove units/markers if required by scenario.
  4. Place Strategic Move marker on one friendly, supplied air or ground unit in a hex containing a Transport Line (can be in an EZOC). Perform strategic movement. Marker stays on unit until next turn.

4.1.2–4.1.4 Strategic Movement Rules & Limitations

  • Every hex entered must be able to trace a supply line to a Supply Source.
  • Naval units cannot use Strategic movement.
  • Cannot enter/cross Prohibited hex/hexside, or enemy city, fort, or EZOC (can start in EZOC).
  • Cannot violate stacking limits; no Strategic movement across Sea Zones or Map Boxes.
  • A unit marked with Strategic Move cannot be activated in Actions Sub-Phase, cannot receive Replacements, and cannot Upgrade.

4.2 Operational Movement

  • Full Supply: Leg ground unit = 8 MP; All other units = 10 MP.
  • Low or No Supply: Leg ground unit = 4 MP; All other units = 5 MP.
  • MP costs are paid before entering/crossing hex/hexside or attacking. Only costs starting with “+” are cumulative.

4.2.2 Air Movement

Moves hex to adjacent hex. Must end in a Map Box, friendly city, or hex with a Transport Line and no enemy unit/marker, and must be able to trace a valid supply line to a Supply Source. Adds one Sortie upon completion. Cannot enter Prohibited hex, violate stacking, or end in an EZOC (unless friendly city/fort/unit present) or enemy counter/marker.

4.2.3 Ground Movement

Moves hex to adjacent hex. Moving along a Transport Line treats terrain and hexside as Clear (benefit lost if moving/attacking enemy city, fort, or unit). Entering an enemy fort removes the fort [Exception: Italian Tobruk Fort flips to UK Tobruk Fort].

  • Air/Naval Displacement (4.2.3.7): If a ground unit enters a hex with an enemy air or naval unit, the enemy unit immediately moves away per air/naval rules, adding 1 Sortie if under 6 Sorties. If no eligible hex, it is eliminated.

4.2.4 Naval Movement

Moves within or between adjacent Sea Zones and/or Map Boxes. Each Sea Zone/Map Box is a single location. Must end in a friendly port. Adds 1 Sortie unless it fought air/naval combat during the move.

  • Canals: Allows movement across Land hexes between Sea Zones from port to port (costs 2 MP). Cannot use if any hexside is adjacent to enemy city, fort, or unit.
  • Straits: Movement costs paid for each Strait hexside crossed. Prohibited if either hex pointed to contains an enemy city, fort, or unit.
  • Axis units cannot enter Map Boxes. Axis/Western units cannot enter Central Russia Box. USSR units cannot enter Map Boxes except Central Russia.

Actions

6.0 Performing Actions

Actions allow units to move and/or fight, or place Airdrop/Partisans markers. Actions are declared and resolved one at a time. Units with 6 Sorties or Strategic Move markers cannot be activated. Ground units cost production points to activate (Leg = 1 PP, Mobile = 2 PP); Air and Naval units cost 0 PP to activate.

6.1 Airdrop / Partisans Action

Placed during Actions Sub-Phase, remain until end of Sub-Phase. Only one of each per hex.

  • Airdrop Placement (6.1.1): Within 3 hexes of a friendly air unit of same nationality (UK or USA for Western). Not in Prohibited hex. Defending enemy air/ground unit suffers –2 DRM. If placed in enemy city without enemy unit: roll die; on 1–3, place friendly Control marker; on 4–6, nothing. At phase end, roll die: 1–5 placed that many turns later on Turn Track; on 6, removed from scenario.
  • Partisans Placement (6.1.4): Placed in hex containing enemy air/ground unit within active or conquered friendly country. Defending enemy air/ground unit suffers –2 DRM. At phase end, roll die to place turns later on Turn Track.

6.2 Air Actions

  • Air Rebase (6.2.1): Move air unit. Adds 1 Sortie. Cannot be intercepted.
  • Air Strike (6.2.2): Attacks enemy air/naval unit within 7-hex range. Resolves air/naval combat. Incurs combat Sorties.
  • Air Support (6.2.3): Activated during ground combat within 5 hexes of defending unit. Incurs 1 Sortie if no air combat fought, or combat Sorties if air combat resolved.
  • Air Escort (6.2.4): Fighter stacked with naval unit escorts during Amphibious Invasion, Naval Rebase, Naval Transport, or Sea Supply Line, or when naval unit is attacked. Operates within its hex or Sea Zone.
  • Air Interception (6.2.5): Non-phasing fighter intercepts Bombing Run (within 5 hexes of path), or Naval Rebase / Transport / Amphibious Invasion / Supply Line (in same Sea Zone), or invasion hex (within 5 hexes). Resolves air/naval combat to interdict.
  • Bombing Run (6.2.6): Bomber attacks enemy factory in Germany within 20 hexes. If not interdicted, places Bombed marker (max 1 per hex, max 8 on map per turn).

6.3 Ground Actions

  • Army Operations (6.3.1): Move and initiate Mobile attack or designate Assault attack.
  • Amphibious Invasion (6.3.2): Ground unit stacked with convoy invades coastal hex with/adjacent to port within range (same Sea Zone for Axis/Soviet; within 2 Sea Zones or adjacent to Map Box for Western). Sea Zone must contain a friendly Surprise Attack marker. Convoy and escorts trace path, subject to interception (max 1 air and 1 naval interception per Sea Zone/hex). If not aborted, ground unit resolves Assault if enemy unit present or lands (and may move 1 hex if no EZOC). UK/USA may place Mulberry marker if landing in non-port coastal hex.

6.4 Naval Actions

  • Naval Rebase (6.4.1): Move naval unit to friendly port. Adds 1 Sortie (unless fought combat).
  • Naval Escort (6.4.2): Warship stacked with convoy moves with convoy to protect against interception or attacks.
  • Naval Interception (6.4.3): Non-phasing warship intercepts phasing naval unit within 2 Sea Zones (cannot cross Straits).
  • Naval Transport (6.4.4): Convoy transports friendly ground or air unit to friendly port in Sea Zone/Map Box.
  • Carrier Strike (6.4.5): Carrier attacks enemy air/naval unit in port/coastal hex in Sea Zone containing friendly Surprise Attack marker.

Combat Resolution

5.0 Combat System

Three types of combat: Air/Naval, Ground, and Strategic. Only two factions can be involved at a time. The attacker is the faction that initiated it; defender must participate.

5.1 Combat Resolution Sequence

  1. Declare Attackers (Ground only): Designate Primary Attacker (and up to two Additional Attackers if Assault).
  2. Commitment: Both sides secretly set Will Commit or Will not Commit marker and reveal simultaneously. If committed, alternate declaring Event markers and/or one air unit (ground combat only).
  3. Air Support Combat (Ground only): If both sides committed an air unit, resolve air/naval combat between them first. Winner/results determine Air Support DRM.
  4. Calculate DRMs: Total all modifiers (maximum net DRM is +10 or –10).
  5. Roll Dice: Each side rolls one die, adds DRM, and applies halving if instructed (round up; final value cannot be less than 1).
  6. Determine CRT Result: Cross-reference Attacker final result (top) with Defender final result (side) on the Combat Results Table, then apply the specific Combat Results list.

5.2 Air/Naval Combat

Occurs during Operations Phase due to Air Strike, Air Support, Air Interception, Carrier Strike, or Naval Interception. Results inflict Sorties and determine action effects (such as Interdiction success/failure).

  • Escorts: If attacking an escorted convoy, attack the escort first. If escort fails and attacker has < 6 Sorties, it may attack next escort or the convoy.
  • Weather DRM: Hex weather applies if in a hex. If in a Sea Zone, weather of the majority of water hexes applies.

5.3 Ground Combat

  • Mobile Attack (5.3.2): Initiated during movement against an adjacent enemy ground unit not in a fort. Resolved immediately. Attacker pays terrain cost + “Attacking a unit” cost. Can continue moving and attacking if MP remain.
  • Assault Attack (5.3.3): Designated during movement by placing an Assault marker pointing to defender. Ends unit’s movement. Can involve up to 3 attacking units against one defending hex. Resolved at any point during phasing faction’s Operations Phase (except during an active unit’s movement). Cannot combine Mobile attack and Assault in the same phase with the same unit.
  • Isolated Defender: A defender with no eligible retreat hex and not adjacent to a friendly city, fort, or ground unit (across non-prohibited hexsides) is Isolated [Exception: Island fort defender is not Isolated].
  • Retreat (5.3.5): 1 hex away from attacker putting a 1-hex gap between them (gap not required for Amphibious Invasion Assault or across Prohibited hexsides). Cannot retreat into enemy city/fort, or EZOC (unless friendly city/fort present with 1-hex gap). Reduced unit unable to retreat is eliminated. Full strength field unit occupying a fort or unable to retreat flips to reduced.
  • Advance after Combat (5.3.7): If defender is eliminated or retreats, attacker may advance into the hex at no additional MP cost (ignores EZOC entering the hex). In an Assault, only one unit may advance.

Supply & Maintenance

7.1 Supply State

Three states: Full (no marker), Low (Low Supply marker), and No Supply (No Supply marker). Units are supplied if Full or Low; unsupplied if No Supply.

  • Low Supply Effects: –2 combat DRM; MP reduced to 4 (Leg) or 5 (others); cannot receive Replacements.
  • No Supply Effects: Low supply effects PLUS: cannot Strategic Move; cannot satisfy Home Defense; reduced/eliminated in No Supply Phase; combat die roll divided by 2 (round up).

7.2 Supply Check Sub-Phase

Phasing faction traces supply lines to Supply Sources. Failure/interdiction reduces supply state by one level (Full → Low → No). A unit’s supply state can only be reduced once per turn.

Automatically Full Supply (no trace needed): Convoy units, units in Map Boxes, UK garrison in Gibraltar, garrison in an island port.

7.3 Supply Sources

  • Limited Supply Source (LSS): Supplies up to two units at Low Supply. Friendly Overseas Area factory (for its own country); friendly capital in conquered country (for controlling faction); friendly allied capital (for German/UK/USA/USSR units).
  • Unlimited Supply Source (USS): Supplies any number of units at Full Supply. Friendly Mainland Area city (for its country); Eastern North America / Western Indian Ocean Box (for UK); Eastern North America / friendly UK Mainland city (for USA); Central Russia Box (for USSR); Berlin, London, Moscow for their respective nations.

7.4 Supply Line Tracing

  • Cannot enter enemy city, fort, unit, or EZOC (ignore EZOC if hex contains friendly city, fort, or ground unit).
  • Land Supply Line: Trace up to 2 hexes to a Transport Line or Supply Source, then along connected Transport Line to Supply Source. Cannot be intercepted.
  • Sea Supply Line: Trace up to 2 hexes to Transport Line/port with friendly convoy (< 6 Sorties), then convoy traces naval path to friendly port/Map Box connected to Supply Source. Naval trace can be intercepted. Warships may trace their own supply without a convoy.

7.5 No Supply Phase

  1. Unsupplied Attrition (7.5.1): Units with No Supply suffer attrition: reduced ground units are eliminated; full strength ground units are reduced; air/naval units are eliminated.
  2. Voluntary Elimination (7.5.2): Phasing faction may voluntarily eliminate ground units with No Supply, or supplied/unsupplied air/naval units [Exception: Home Defense units]. No National Will lost for attrition or voluntary elimination.

Unit Logistics: Replacements, Upgrades & Mobilization

8.1 Replacements

Phasing faction may spend production points to improve units in hexes/Map Boxes in Full Supply (not marked with Strategic Move). Each unit can only be improved once per turn:

  • Flip reduced field ground unit to full strength.
  • Remove up to 2 Sorties from an air or naval unit.

8.2 Upgrade

Replace on-map unit with Upgrade unit (Upgrade) from Faction Card’s Upgrade box (e.g., USSR Guards). Costs 0 PP. Unit must be in Full Supply and not marked with Strategic Move. Replaced unit is removed from scenario.

8.3 Mobilization

Spend production points to place units from Mobilization box onto map or buy back Surprise Attack markers:

  • Mobilize reduced ground unit (USSR non-Shock infantry mobilizes at full strength).
  • Mobilize air or naval unit marked with 4 Sorties.
  • Buy back Surprise Attack marker (costs listed PP; placed 4 turns later on Turn Track).
  • Placement Locations: Friendly Mainland city (port required for naval); UK: 1 unit in Eastern North America or Western Indian Ocean; USA: Eastern North America; USSR: up to 5 units in Central Russia Box. May place in EZOC.

Politics & Policies

10.1 Declare War

Phasing faction may declare war on neutral countries. Axis may also declare war on Western or Soviet faction to end Appeasement or Nazi-Soviet Pact. Allies cannot declare war on a faction.

  • If Appeasement or Nazi-Soviet Pact is in effect, Western and Soviet factions cannot declare war on any country.
  • If Moscow Treaty is in effect, Soviet faction cannot declare war.
  • Declaring war activates the country, which joins an enemy faction (13.1).

10.2 Diplomacy

Only active while Appeasement, Nazi-Soviet Pact, or Moscow Treaty is in effect. Phasing faction may spend 5 PP to either:

  • Randomly draw one marker from the Diplomacy Cup and resolve it.
  • Take any marker from Holding Box and put it into Cup, then must also return a No Event marker from Holding Box to Cup if available.

10.3 Policies

  • Home Defense (10.3.1): Countries must maintain designated forces in home areas (e.g., minor countries keep 1 ground unit within 3 hexes/inside Mainland; Germany West/East Front requirements; UK Main; USSR Main). If not satisfied at start of Strategic Move or Operations Phase, required units are repatriated (10.4).
  • Cooperation Limits (10.3.2): Soviet counters cannot enter France/UK; Western counters cannot enter USSR; minor country counters cannot enter other friendly minor countries (supply lines and strategic movement passing through exempt; French, German, UK, USA, USSR counters exempt).
  • Neutral Non-Violation (10.3.3): No moves, retreats, or traces into neutral countries.
  • Appeasement (10.3.4): Western & Soviet cannot declare war. Western cannot enter enemy countries or end outside home/Map Boxes. Axis cannot enter Western countries. Axis and Western cannot attack/intercept each other. USSR Will reduced by 40. Ends on Axis DOW, die roll 4–6 on Policy Evaluation, or marker removal.
  • Nazi-Soviet Pact (10.3.5): Western & Soviet cannot declare war. Soviet cannot enter enemy countries or end outside home/Map Boxes. Axis cannot enter Soviet countries. Axis and Soviet cannot attack/intercept each other. France Will reduced by 15. Ends on Axis DOW, die roll 4–6 on Policy Evaluation, or marker removal.
  • Moscow Treaty (10.3.6): USSR west of Disputed border is Occupied USSR (conquered). Active USSR does not multiply factories, cannot declare war, and cannot leave active USSR. Axis cannot enter active USSR. Ends on die roll 4–6 after marker removed from Turn Track (USSR Will resets to 45).
  • Repatriation (10.4): Unit removed and placed in/adjacent to friendly home city. Incurs 1 Sortie for air/naval. Cannot activate that turn.

Conditional Events & Country Status

13.1 Country Activation

  • Faction Determination: If Allied DOW, joins Axis. If Axis DOW: joins Pro-Soviet/Pro-Western faction if marked; if Appeasement in effect (and no Pact/Treaty), joins Soviet; if Pact/Treaty in effect (and no Appeasement), joins Western; otherwise roll die (1–3 Western, 4–6 Soviet).
  • Setup: Place Will markers, Prod markers, Event markers. Place units either Off Map (Mobilization box) or On Map (full strength ground in land hex, air with 0 Sorties, naval with 0 Sorties in port).
  • Special Cases: French North Africa, Syria, Vichy roll die upon activation (+1 per conquered Vichy country): 1–3 sets up normally, 4–6 conquered immediately and removed. Italy max 3 field ground units in Overseas Areas.

13.2 Country Collapse & Conquest

Collapses if National Will reaches 0 or all Mainland cities under enemy control. If collapsed and enemy ground unit in Mainland Area with ≥ 1 Mainland city enemy-controlled, country is conquered.

  • Collapse Procedure: Reduced ground and all air/naval units eliminated; full-strength ground units reduced; reset Will to half printed value.
  • Major Power Special Collapse: UK/USA collapse only once (Will removed, Germany gets 1 Conditional ground unit, +10 Will, 1 Political Success). USSR collapse: Occupied USSR border active; Axis controls Occupied USSR; units repatriated; USSR Guards delayed 1 year; Germany gets 1 unit, +10 Will (first time only), Moscow Treaty placed, 1 Political Success.
  • Conquered Country (13.2.2): All counters removed. Conquering faction adds Pro-Faction marker to Diplomacy Cup and may flip/place Pro-Faction marker in adjacent neutral country. Axis gains Will, moves Conditional unit to Eliminated, cedes Disputed Areas (Polish Corridor, Alsace-Lorraine, Eastern Poland to USSR if Pact active).

13.3–13.8 Other Key Conditional Events

  • East Invaded (13.3): Triggered when Axis enters/attacks USSR, Baltic States, or Axis Poland, or USA joins Western. USSR mobilizes 1 air and 5 ground units, places Lend Lease, Policy Evaluation, Reserves, Russian Winter, Soviet Partisans, Urals Factories, and Fac Lost markers.
  • Mediterranean Crisis (13.4): Triggered by Axis entering country bordering French/UK Overseas Area or USA joining Western. Western places French and UK Reserves in Overseas Areas, emergency convoy shipping.
  • USA Entry (13.5): When Appeasement and Nazi-Soviet Pact both end, place USA Entry marker 6 turns later.
  • USSR Northern / Southern Border (13.6, 13.7): Triggered if Finland/Turkey activates or Axis crosses hex row 16xx (north) or 36xx (south). USSR immediately places 2 full strength ground units from Conditional box.
  • West Invaded (13.8): Triggered when Axis enters Belgium, Netherlands, Ireland, or Mainland France/UK, or USA joins Western. France mobilizes 1 air unit; Commonwealth Trade, Lend Lease to UK, Policy Evaluation, UK Fac Lost placed.

End of Turn & Victory

12.0 Turn Completion

  • 12.1 Victory Check Phase: Check scenario victory conditions.
  • 12.2 End of Turn Phase: Advance Turn marker. Move counters in entered box to map/tracks/boxes. Move eliminated units to Mobilization boxes.

Markers Reference

14.0 Event Markers

  • 14.1 Airdrop: Placed via Airdrop Action (6.1). Defender –2 DRM; roll for city control if undefended. Roll die to return to Turn Track (1–5) or eliminate (6).
  • 14.2 Area Seized: Pulled from Diplomacy Cup. Cedes eligible USSR Disputed Area to USSR, removes Baltic states, shifts neutral alignment to Pro-Axis.
  • 14.3 Convoy Action: Acts as temporary convoy for a Naval Action. Turn delay = Sorties + 1.
  • 14.4 Free Forces: Western plays in ground combat with Western unit (+1 DRM). Roll die for turn delay.
  • 14.5 Ground Support: Minor country plays in ground combat (+1 DRM) if country has no air/tank units in game. Roll die for turn delay.
  • 14.6 Heavy Arty: Played by attacker in Assault of same nationality (+2 DRM). Not in amphibious assaults. Roll die for turn delay.
  • 14.7 Jets: Axis plays in air/naval combat with German air unit (+2 DRM). Placed on next turn.
  • 14.8 Naval Evacuation: UK ground unit in coastal hex forced to retreat or before activation moves to friendly port in Sea Zone. Reduces unit. Roll die for turn delay.
  • 14.9 No Event: Drawn from Diplomacy Cup; nothing happens.
  • 14.10 Partisans: Strategic combat (Axis result halved) or ground/air/naval combat (–2 DRM in hex). Roll die for turn delay.
  • 14.11 Political Failure: Non-phasing faction places friendly Pro-Faction marker, activates country, or removes enemy marker in neutral country bordering phasing active country.
  • 14.12 Political Success: Phasing faction places friendly Pro-Faction marker, activates friendly-leaning country, or removes enemy marker.
  • 14.13 Rockets: Axis plays in strategic combat (halves enemy result) or German ground combat (enemy –2 DRM). Roll die for turn delay.
  • 14.14 SNAFU: Played in any combat; enemy applies –1 DRM. Roll die for turn delay.
  • 14.15 Submarines: Strategic combat (halves enemy result) or naval combat with ships on both sides (enemy –2 DRM). Roll die for turn delay.
  • 14.16 Surface Action: Acts as temporary surface warship for Naval Action. Turn delay = Sorties + 1.
  • 14.17 Surprise Attack: Placed in Land hex (+1 combat DRM within 2 hexes) or Sea Zone (+1 air/naval DRM, enables Carrier Strike, enables 1 Amphibious Invasion [2 for Western]). Returns to Holding Box at phase end; bought back in Mobilization.
  • 14.18 Tanks: Played on non-tank, non-Shock ground unit to treat it as Tank unit for combat DRM. Placed on next turn.
  • 14.19 ULTRA: Western plays in any combat (halves Axis strategic result, or +1 Western DRM in ground/air/naval). Roll die for turn delay.

15.0 Tracking Markers

  • 15.1 +/– DRM: Tracks attacker and defender combat DRMs on DRM Track.
  • 15.2 Appsmt or Pact Ends / Scenario Ends: Ends policies when removed. Scenario ends on turn occupied.
  • 15.3 Assault: Designates Assault target hex. Removed after resolution or at phase end.
  • 15.4 Bombed: Marks bombed factory in Germany (max 8 on map). Removed at end of Strategic Warfare Phase.
  • 15.5 Ceded [Disputed Area]: Tracks ceded status in Ceded Area box.
  • 15.6 Commonwealth Trade: Adds 3 factories to UK Extra Factories Track.
  • 15.7 Control [Faction]: Marks faction controlling city.
  • 15.8 Economic Reforms: German extra factories; advances on Extra Factories Track.
  • 15.9 Fac. Count & 15.10 Fac. Lost: Tracks on-map factory totals and factory losses from Strategic Warfare.
  • 15.11 Factory: Adds printed factory to city hex for scenario.
  • 15.12 Fort: Ground unit occupies under fort. Halves attacker die roll; DR result allows taking strength loss instead of retreat; no ZOC exerted; cannot attack.
  • 15.13 Lend Lease (UK/USSR): Advances factories on Extra Factories Track up to 9.
  • 15.14 Moscow Treaty: In effect while on Turn Track; roll die 4–6 to end when removed.
  • 15.15 Movement Points: Tracks MP expenditure on Move Track.
  • 15.16 Mulberry: Artificial port placed in coastal hex after UK/USA amphibious invasion.
  • 15.17 No EZOC: Placed when defender eliminated in Mobile attack; negates EZOC in hex for remainder of that unit’s activation.
  • 15.18 Nuclear Strike: Used in hypothetical postwar scenario.
  • 15.19 Pro-[Faction]: Diplomatic alignment of neutral country (max 8 per faction).
  • 15.20 Prod Markers: Tracks production points and multipliers.
  • 15.21 Policy Evaluation: Roll die 4–6 when removed to end Appeasement/Pact.
  • 15.22 Sorties [1–6]: Tracks air and naval operational exhaustion (max 6).
  • 15.23 Russian Winter: Cold Zone automatically Severe; USSR hexes treated as Poor for Soviets.
  • 15.24 Strategic Move: Placed on unit using Strategic Movement.
  • 15.25 Strict Neutrality: Neutral country pursuing strict neutrality.
  • 15.26 Supply [Low / No]: Marks units with Low Supply or No Supply state.
  • 15.27 Turn: Current scenario turn.
  • 15.28 Urals Fac: Adds USSR extra factories, advancing every two turns up to 9.
  • 15.29 USA Entry / Variable Arrival: Triggers USA activation when removed.
  • 15.30 Variable Entry: Marks variable entry reinforcement groups.
  • 15.31 Will [10s, 1s]: Tracks National Will.
  • 15.32 Weather: Marks weather for Cold, Mild, and Warm zones.
  • 15.33 Will Commit / Will not Commit: Used for secret combat commitment.

Countries & Disputed Areas Reference

16.0 Country List

Factories value based on 1939 borders. National Will not affected by ceding Disputed Areas.

  • Belgium (BEL): Will = 3 | Factories = 1
  • Bulgaria (BUL): Will = 4 | Factories = 1
  • Denmark (DEN): Will = 2 | Factories = 1
  • Estonia (EST): Will = 2 | Factories = 1
  • Finland (FIN): Will = 4 | Factories = 2
  • France (FRA): Will = 35 (reduced by 15 if Nazi-Soviet Pact in effect) | Factories = 8
    Mainland: Continental France. Overseas: Corsica, French North Africa, Syria.
  • French N. Africa (FNA): Will = 5 | Factories = 2
    Created if France conquered and Pact active. Capital: Tunis.
  • Germany (GER): Will = 40 | Factories = 13
    Mainland: Germany and East Prussia.
  • Greece (GRE): Will = 4 | Factories = 1
    Mainland: Greece. Overseas: Crete.
  • Netherlands (NET): Will = 3 | Factories = 1
  • Hungary (HUN): Will = 4 | Factories = 1
  • Iraq (IRQ): Will = 2 | Factories = 1
  • Ireland (IRE): Will = 3 | Factories = 1
  • Italy (ITA): Will = 12 | Factories = 6
    Mainland: Italy and Sicily. Overseas: Albania, Libya, Rhodes, Sardinia.
  • Latvia (LAT): Will = 2 | Factories = 1
  • Lithuania (LIT): Will = 2 | Factories = 1
  • Norway (NOR): Will = 3 | Factories = 1
  • Poland (POL): Will = 12 | Factories = 3
  • Portugal (POR): Will = 4 | Factories = 1
  • Romania (ROM): Will = 6 | Factories = 2
  • Spain (SPA): Will = 8 | Factories = 4
    Mainland: Spain. Overseas: Majorca, Spanish Morocco.
  • Sweden (SWE): Will = 4 | Factories = 2
  • Syria (SYR): Will = 2 | Factories = 1
    Created if France conquered and Pact active. Capital: Damascus.
  • Turkey (TUR): Will = 8 | Factories = 3
  • United Kingdom (UK): Will = 20 | Factories = 9
    Mainland: Great Britain and Northern Ireland. Overseas: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine, Trans-Jordan.
  • United States of America (USA): Will = 10 | Factories = N/A
    Mainland: Eastern North America Box.
  • Union of Soviet Socialist Republics (USSR): Will = 85 (reduced by 40 if Appeasement in effect) | Factories = 9
    Mainland: USSR and Central Russia Map Box.
  • Vichy (VIC): Will = 6 | Factories = 2
    Created if France conquered and Pact active. Capital: Vichy. Overseas: Corsica.
  • Yugoslavia (YUG): Will = 6 | Factories = 2

17.0 Disputed Area List

  • Alsace-Lorraine: Part of France. May be ceded to Germany.
  • Bessarabia: Part of Romania. May be ceded to USSR.
  • Eastern Poland: Part of Poland. May be ceded to USSR.
  • Estonia: Entire country. May be ceded to USSR.
  • Karelia: Several parts of Finland. May be ceded to USSR.
  • Latvia: Entire country. May be ceded to USSR.
  • Lithuania: Entire country. May be ceded to USSR.
  • Polish Corridor: Part of Poland. May be ceded to Germany.