You are on page 1of 2

Include sub-regions as part of main regions. Battleground countries in purple. Superpowers count as adjacent for connected countries.

Only countries connected by some sort of line are considered adjacent. Control a country when you have as much, or more, influence as the stability , and e!ceed opponent influence by at least the stability . Cards played as operations or events. Operation for operational power and "ed stars are for #SS" events and white stars are for #S. Operational cards played with opponent events, triggers that event. $hasing player decides if operations or events happen first. %vent does not occur if prevented or prere&uisite not in play. 'steris(ed cards are removed from the game if event is triggered. #nderlined titles have continuing effect, or are prere&uisites and are displayed by board )to(ens too* if event is triggered. +ust use all operational points on one type, "ealignment, influence, coup or space race. -eadline, Scoring cards may be played but has operational value of .. 'lways must play a headline. Can never play China Card as a headline. -igher value operational cards always can satisfy re&uirement )discard and space race*. Space "ace, Scoring and re&uirements on board. /ormally, 0 card per turn spent on space race. Special abilities granted to first player, but are cancelled when 1 nd player reaches that bo!. Once a player reaches the last bo!, he can play no more space race cards. 2%3CO/, if 2%3CO/ 0 is reached, the game is over. $layer who is phasing player loses the game. See 2%3CO/ trac( for conse&uences of each level. #se 2%3CO/ mar(ers to indicated affected regions. "e&uired +ilitary Ops, %&ual to the current 2%3CO/ status . Opponent gains 04$ for each unspent military operation point. Coups and war events give operational points. China Card, $laying counts as an action, and is then handed face-down to opponent. 'vailable for play in the ne!t turn. Can5t be headline or discarded. Scoring, See scoring cards and player aids.

Set #p, $lace starting influence in countries indicated by small , in country, on board. 2eal 6 %arly 7ar Cards to each player. 8ive China Card to the #SS" player 9oo( at cards then each player plays additional influence in 7estern )#S* and %astern )#SS"* %urope. Indicated on board in region. $lace all appropriate mar(ers on leftmost bo!. Both countries space race, military operations, action phase and turn counter. 0. Improve 2%3CO/ 0 space if lower than :. 1. 2eal Cards, Bring hands to 6 in turns 0-;< = cards in turns >-0.. "eshuffle discards as needed. ?urn > add +idwar dec(. In turn 6 add 9atewar dec(. /%4%" add discards when shuffling in mid and latewar dec(s. ;. -eadline $hase, %ach player choses an event that is revealed simultaneously. -eadline always played as an event. -igher operational value 0st to trigger. If tied #S even triggers first. >. 'ction "ounds, @ in turns 0-;< A in turns >-0.. 'lternate plays with #SS" always going first. +ay never forgo a turn. +ove counter on action phase trac(. :. Chec( +ilitary Operations Status, 0 4$ for less operations than current 2%3CO/ to opponent. @. "eveal -eld Cards, Can never hold scoring cards. Bust show the bottom. A. 'dvance ?urn +ar(er

3inal Scoring after turn 0.. 'll regions scored. S% 'sia not scored separately. 1. 4$s no longer auto win, but control of %urope at final score is and auto win.

You might also like