During a player's turn, he or she may abandon territories as desired, but an empty territory (either abandoned or uninhabitable fromdestruction) cannot provide income, resources, or part of a continent bonus, even if it contains structures. To abandon a territory, aplayer must move all of the armies into an adjacent territory. Although a player can abandon multiple territories at any point duringhis or her turn, no army may move across more than one border. For example, you may not abandon Afghanistan by moving itsarmies into the Middle East and then abandon the Middle East by moving its armies into Egypt: two turns would be required for thismaneuver.
At the start of a player's turn (before any attacks are made), he or she may claim abandoned territories by moving in at least one armyfrom an adjacent territory. The player can only claim empty territories adjacent to ones he already owned at the start of his turn. If there are more empty territories beyond the ones claimed, the player must wait until his next turn to claim those.
At any time during a player's turn, he or she may move armies into an adjacent territory held by another player (with permission, of course) for the purposes of sharing the territory or attacking a third player. No army may move across more than one border. Whilethe players involved can create a deal as they see fit, the territory typically remains "ally-held," with the inviting player maintainingownership and benefits. To move armies among territories occupied by other player(s), you must use your "free move" at the end of your turn (or Highway Systems, if these are present). To move armies back into your own territories (whether from a jointly- or ally-occupied territory), you must use your "free move." In all cases, the "free move" acts as it does in regular
: any number of armiescan be moved from one territory into an adjacent one.Up to 10 extra armies per turn may be purchased for $20 per army. While you cannot sell armies to the game's "bank," armies may bebought, sold, given away, and/or borrowed among players. Prices and lengths of time are determined by the players involved.
♦ The Marketplace
At any point during the game, the marketplace is open to trades and deals. At any time, players may exchange resource units,territories, armies (across a single border), structures, missiles, and bombs. Any of these commodities may be bought, sold, borrowed,given away, or gained through threats. Prices and deals are determined by the players involved.
Players begin the game without any money. Beginning with the first turn, each player receives income from the territories andcontinents he or she owns. Each territory provides a certain amount of income, as determined by the number of players (see
This “income per territory” always remains the same, even as players are knocked out of the game.
Players also receive an income bonus if they own entire continents.
To figure out the bonus, multiply the “income per territory” by
the continent bonus number (2 for Australia, 2 for South America, 3 for Africa, 5 for North America, 5 for Europe, and 7 for Asia).
provides the army and “income per territory” values that correspond with different numbers of players in the game.
Besides gaining income from territories and continents, players may also gain income from other aspects of the game, as describedlater in the rules. Players can obtain additional money through deals with other players, the sale of missiles, bombs, and naturalresources, and through threats, etc. When a player is knocked out of the game, the conqueror inherits his or her tracking sheet, alongwith all of the money, resources, missiles, and bombs contained on it.
Number of Players:
Number of armies eachplayer receives at thebeginning of the game:Income provided perterritory owned("Income per territory"):