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is} BS EE ES! “TRE DRAFT 7/20/201 A LARRY HARRIS GAME PREMISE ‘Seven Nations struggle to control key territories and critical resources before the stress and devastation of war drains them of their ability to resist. “ATTENTION...” is barked out as you enter one of the most strategic and important War Rooms in the world. A letter is found on your desk, it’s opened, and read: It was with complete confidence and pleasure that I appointed you to the rank of Supreme Commander of all our Nation's military forces. At this moment, as you take the mantle of command, the world has been at war for the past 3 years. A lot has been learned in the management of an army during these challenging times. I herewith leave you this — call it a “How to book” that has served both me and your predecessor well. We call it the War Room rule book. Read it carefully and refer to it often. Your continued, but enhanced duties -- indeed, your responsibilities, will require you to lead our nation’s military and its supporting industrial infrastructure to, and beyond, the guarded gates of the enemy's capital cities. Under your supervision, and with the products of our nation’s industry— the ships, planes, artillery, tanks and our brave soldiers we will not only prevail but we will triumph, With complete confidence, we are certain that our forces will be transported in proper numbers, and in a timely manner, to the many front lines of this century’s - Second World War. You will be a critical member of our great alliance. As such it is important that you are not only a great commander of men and machines and logistical matters, but also an effective diplomat, All these qualities have undeniably been demonstrated by you to this point. As you well know, you must be skillful at anticipating your enemy's intentions, and when possible surprise and disrupt his baitlefield ambitions. Through your cunning and dash we are certain that you will meet the enemy with overwhelming forces at every opportunity, Take the battle to him. Cut off his ability to wage war by taking control of his resource rich territories and assure the final and complete destruction of his armed forces and leadership. DESTROY THEM! OBJECTIVE Unless otherwise stated in the chosen game scenario, an Alliance has won the war if it controls two enemy capital territories at the end of a round. The Allied Forces must control both Greater Germany and Imperial Japan. The Tripartite Pact Alliance (AKA, The Axis) must control 2 of the following: Eastern United States, Great Britain, or Moscow. 1 Rules Booklet: Here is a “must read” for ll commanders! ## Unit Storage Trays: These hold Units and other game components. ‘7 Nation Storage Trays: Each holds @ Nation’s supply of Command Tokens, National Flags and non-resource Territory Cards. ‘7 Resource Charts: On the bottom of the storage trays each resource OIL, IRON, and OSR (Other Strategic Resources) has a channel. Insert 3 pegs (one per channel) to keep track of each Nation’s accumulated | World Map: This is the game board, Note the Turn Order Track and Homeland Status Track near the center. 1 Morale Board: During the combat phase, Medals and Stress Tokens are placed on either side ofthe respective flag per Nation. 1 Battle Status Board: One side is for land/air battles and the flip side is for sea/air battles, 1 Pad of Operations and Production (O&P) Charts: Every round, each Nation will secretly write orders for movement and purchase new units on anew O&P Chart, Re-order more charts online ( ) cor make copies. 112 Territory Cards: These double-sided cards will be exchanged ‘when territories are captured and they are also used to calculate income. ‘The flip-side shows a “contested” state with reduced resource income, Starting forees are also shown on each card. 8 Card Holders: These are slotted to hold a Nation's Territory Cards that have resource income. Keep the other cards (without resources) in ‘the storage trays with the spare command tokens 2 Reference Cards: These show rules reference and phase reminders, 10 Dice: Use the dodecahedron dice (412) to resolve combat. Each die has the following sides: 1 red, 1 white, I black, 2 green, 3 blue, and 4 yellow.

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