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The Third World War Table of Contents Introduction Rule 1: Game Components. Rule 2: Sequence of Playsenvsrsr Rule 3: Zones of Control Rule 4: Stacking Rule 8: Movement... Rule 6: Ground Combat, Rule 7: Regrouping... Rule 8: Isolation. Rule 9: The Air War. Rule 10: Air Transport and Airborne Assault, Rule 11: Neve Tenspor-end Amibiowe Aen. Rule 12: Weather. i Rule 13: Supply. Pule Fule Fule Rule 17: Neutral. cnseeseeneeni ca Rule 18: Critical Losses...n..nncssvennn ot Pule Rule 20: Scenarios and Vietory Conditions. Rule 21: Setup and First Turn... 11 Rule 22: Nuclear Warfare (Optional... Orders of Battle i Expanded Sequence of Play. ‘The Third World War Copyright © 1984, Game Designers’ Workshop All rights reserved. Printed in the U.S.A. Game Credits Research and Design: Frank Chadwick Additional Design and Development: John Harshman Development Assistance: John Astell Research Assistance: Henry Cord Meyer Il, Joseph Bermudez, Eric MoGrath, Terry Thiel, Karl Gaarsoe Art Direction: Paul R. Banner ‘Art Department Assistants: Chris Purcell, Lyle Dundek Cover Art: William H. Keith, Jr. Playtest: Jim Roots, Dave Gaarsoe, Dennis Jon Richard Bliss, Dave Charnell Mike Wood, INTRODUCTION ‘The Third World Wor is a two-player game of a potential land, ‘war in Europe at the end of this decade. One player (the Pact player) commands the military forces of the Warsaw Pact; the ‘other player {the NATO player! commands the forces of the North Atlantic Treaty Organization. RULE 1: GAME COMPONENTS The Third World War includes the following components: ‘A. Maps: There are two maps, labeled A and B. The maps ‘are essembled into the game map by placing the south edge of map B adjacent to the north edge of map A. The game map shows most of central Europe, the expected main theater of ‘ conventional war. A hexagonal grid is superimposed on the map to regulate positioning and movement of units, The hex= ‘agons (hexes) are numbered to assist easy location of specific, exes. For set-up purposes, a specific hox is indicated by its map and hex number. For example, B-2309 refers to hex number 2309 on map B. The play area includes ll partial hexes along the east and west edges of the map, but not those along the north and south edges. The distance across a hex represents 45 kilometers. B. Counters: There are two and one half counter sheets with 8 total of 600 counters. The counters are divided into three ‘types: ground units, air units, and markers. Ground units (hereatter called units for brevity) represers the actual divisions, brigades, and regiments deployed in Europe or committed to reinforce units already there. Alr units represent the combat aircraft of the combatants. Markers are used for various infor- ational purposes. The information contained on the counters is explained on the unit identification chart. Several of the units provided are not used in this geme, These Units are the U.S. 172nd Ski Brigade, 2nd Marine Brigade (and its POMCUS marker), and F-18 and AV-88 air units; the British ‘3rd Commando Brigade; the French 11th Airborne Division, 6th Light Armorad Division, and 9th Marine Division; the Italian San. ‘Marco (SM) Marine Regiment; and the Canadian Sth Ski Brigade ‘and F-5 air unit. These units are used in other games of the hey appear in those games too, but not in their true national colors {to save printing costs). . Rules and Charts: All rules are contained in this bookle ‘along with the game order of battle, the unit identification chart, ‘and the expanded sequence of play. ‘The briefing booklet contains background information on the: ‘two alliances and their armed forces, plus designer's end player's notes. Four separate sheets are also included; two contain the com- bat results table and other charts and tables necessary to play, ‘and the other two are Identical air status charts, one for the use of each player. D. Dice: Two dice are included. RULE 2: SEQUENCE OF PLAY The Third World War is played in a series of turns, each representing the passage of ane week. Each turn is divided in- to four sagments, and the segments are divided into impulses, sub-impulses, and phases. To play a turn, follow the sequence of play from beginning to end, exactly as shown below. No game activity may take place out of sequence.

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