GLOBAL
WAR
RULES OF PLAY
The Waragainst Can
and Japan, 1939- 45{UD GENERAL COURSE OF PLAY.
‘.OGAME POUIPMENT
A Game Chane ené Tables
BA Game Egupment Evento,
28 Game Sene
“UDSEQUENCE OF PLAY
“The Gane Tas
La sequene Outing
43.Game Lenth
SDLAND MOVEMENT
‘3 Seaanal Morement
SS Amphibious Assolt
Si Oveun aracks
GOLAND ZONES OF CONTROL,
€2.Combar Eee
G3 Retreat Eto
(Supply EMeas
‘1OSTACKING OF LAND UNITS
7.Unlt Break Daren and Boil Up
7.3 tacking Inhititions and Probbtons
SoLAxD conAT
2 MutiplUnit and Malte Combst
13 Combat Dire Caleltion
1 Lane Combat Retake Table Explanation
19 How To Reet
“9OLAND SUPPLY
93 Sopp Eee
a Bock Sure)
100 WEATHER
TL Moverent of Nett
Wa Neve Supe
{RONAVAL MOVEMENT:
12 Surface Movement
123 AntiSubmarine Warfare (ASW) Movement
124 Merchant Ship Movement
125 Amphibious Movement
124 Nina! Movement Iniitions and Potion:
SSOTRANSIT ATTACK ZONES OF CONTROL
13.1 Transit Atack Inhibition and Proibons
132 Sutie-A Zoe af Cont
123 Submarine Zone of Conta
124 ASW Zone of Conta
IMONAVAL STACKING
1.1 Naval Stacking Inibiins and Prohibitions
1SONAVAL COMBAT
161 Which Unie May Artack>
183 Meccan Ships
185 Depletion
S46 Naval Combat Inibtons ane Proibians
189 Chumter Atak
AGONAVAL SUPPLY
Toa Supply recs:
162 Supa Sores
7a AiR UNITS.
173 Air Unt Combat
Ta Ai Unit Sapp
ATS Fs of Eremy Unit on Feeny Air Unit
126 The Atomic Bm
sso PRODUCTION
1B How 0 Produce Units
182 Production Sage Posse
183 Deplr Unie
184 Capared Indust eee
183 Siocking
182 Ppsines and Proustion
190 SPRCIAL RULES
19. Neel Meret Flos
193 tly
195 Chinese Regeneration
194 Manchurian Garson
19.2 The Union of Sot Socialt Repl
2s OFTIONAL RULES
2 Vie and roo France
202 Jaan and Frnch odclna
SL MULTL-PLAYER GAMES
124 National Variation
212 Mineral Veriton
22) CLARTS AND TABLES
Bane Tabhe
2RSCENARIOS AND VICTORY CONDITIONS
12 Standard Seonaio
2B Ana High Water Mark Sonario
AUOINTEGRATED TURN RECORD AND
PRODUCTION TRACK,
2SGAME NOTES
BAL WAR DESIGN CREDITS
Game Designs James B. Dunnigan
Physical Sssems Desig: Redmond A. Simonsen
Game Development and Rules
CGeistopher Allen, Redmond A. Simonsen, Kevin
Zacher
Physical Production
Linda Mosca, Manfred Milkuhe, Larry CatalanoGLOBAL
The War against Germany
and Japan, 1939-45
[1.0] INTRODUCTION
Global War iss simulation onan army/et level
of the Second World War depicted on a global
level The timulation includes the main elements
‘ofland, sea and at warfare, The ame covers the
years 1939-48. Optional rules allow Players to
Choose from several levels of complexity,
[2.0] GENERAL COURSE
OF PLAY
Global War is basically a two-Player game. Each
Player moves is units and executes atacks on
Enemy units in tur, sttempting to fulfil the
conditions of victory. To move fom one hex t
nother, each unit expends a portion of its
Movement Allowance, Naval Transport and
“Amphibious movement allows the transfer of land
Units across bodies of water, Combat is eslved bs
Comparing. the Combat Strength Points of
‘opposing uits and expressing the comparison as a
Aiference (itferential) between attacker and
‘lefender- Ai ie rolled and the outcome indicated
fom the appropriste Combat: Results Table ie
Spplid «0 the units involved
[3.0] GAME EQUIPMENT
(B41 THE GAME MAP
The 22" x 42" two-piece mapshest portrays the
plobe, excluding the North and South Poles. A
hexagonal grid is superimposed upon the
‘mapshectto regulate the movement and position
ofthe playing pieces.
How to Assemble the Map: ‘The “Bast” Map
Section is overlapped onto the “West” Map
Section so that the partial exes on the West
Section are entirely covered by the East Section
This wll result in the edge of the East section
exactly bisecting the hex containing Ceylon (the
‘sland. just off the southern coast of India)
{Common paperslps can be used to secure the two
scetioe to each other. Iti 8 good ea to ack
fold cach map section against the direction of the
‘machine folds in order to insure thatthe maples
flat om the table. Players may wish (0 use smal
plesor of masking tape (not cellophane tape) 10
Scour the map tothe table at the four comers and
inthe center top and bottom.
‘An Important Note on the Geography ofthe Map:
Players famiiar with SPL games wil notice several
‘unusual features onthe Global War game map.
exes are colored t0 indicate which of the
thee base types they are. These types are All Sea
heses,AllLata exes, and Coastal heres hexes i
which there is both Tan and sca). Adina
tmany of the hexsides are color-coded to indicate
Which basic types of units may averse ther. The
Titeral continental outlines denn onthe map are
for gonera reference and decorative prpors onl
all questions of movement, combat and other game
‘mechanics are resolved on the basis ofthe fore
mentioned hex and hexside coding. For tore
a2! an
‘SniiSubmarine Warfare Depleral ASW
oO
Amphibious Assault
Marchant Ship
Air Units
=
4 2a!
Air Detoase
Long Range Bomber
Markers
= £
Nuclear Desrction
‘ome Bomb
{3.22} Definition of Terms
‘Combat Strength is the basic attacking and
Gefending power of unit quantified in Combat
Strength Points, Units with 9 Combat Stength in
parenthesis may not stack, only defend
‘Movement Allowance is the basic movement
ality oa unit quantiid in Movement Points n
most cass aunt expends one Movement Point of
Fe total Movement Point Allowance foreach hex
tntered. Movement Allowances are ot printed on
the land units, but are sanderdizedfgtes for all
Units, which varies by the season and/or terrain
crosed,
Fleet Quant: This ie the small superscript
number found on all Air counters snd Naval
Counters. indicates the number of units
(Hest represented by that counter. Note that on
land units snch number ie unnecessary since the
number of waits represented bya counters exactly
‘quivalent to the number of Strength Points
(823) Sample Unie (Land)
rotons: | prance
Unie Type Smba:
w&
mbatsieagte| 1
18:24] Sample Unit (Naval)
ypeatbres: | Sunt
Type Sto | ad
/Q + Feet Ouatiy
4/2)
SelPDefense Fortifiation13.28] Sample Unt: (Ais)
Natty: [a
srypeattrns| TR
TypeSimict |
2/Alf ret onaniy
[Atack Srna Dense Stent
[33] GAME CHARTS AND TABLES
Various visual aids are provided forthe Players to
simplify and illustrate certain game functions.
‘These are the Land, Air and Ses Combat Results
Tables, Turn Record Chart, Terai Effects Char,
Production Cost Tale and he Prodction Trask
A Charts and Tables will be found on the two
‘demcal sets of separate sets included with the
same,
[3.4] GAME EQUIPMENT INVENTORY
Acomplete game of Global War should include
the following pars
One Game Map (two 21° x 22" pieces)
Two identical sete of counters (00 pieces)
One Rules Booklet
‘Two identical Turn Record/Produetion Tracks
‘Two idensical Chart and Scenario shests
One box cover sheet
One die
any of these pars are missing or damaged,
write to this address for replacements
Castomer Service
Simaions Publications, tne
444 East 2nd Steet,
‘New York, N.Y. 10010
[35] GAME SCALE
Esch Game-Tura represents toe months of rel
{ime each hexagon represents approximately 300,
niles of distance
[4.0] SEQUENCE OF PLAY
[4a) THE GAME-TURN
Global War is played in turns called "Game
‘Turns, Each Game-Turo consists of sincteen
hates grouped into four Stages. The Game-Turn
proceeds a follows
[42] SEQUENCE OUTLINE
‘A. NAVAL STAGE,
1. lt Aude Naval Movement and Combet Phaser
‘The Asis Player motes any and all of his Naval
suits that he wishes upto the maximum number of
‘Movement Points allowed a specific unit. Each
‘unc may move, have combat, and more again so
Tonga the units otal Maverent Allowance snot
exceed uring the course of the Phase. Transit
‘Ntacks are als suffered by the Axis Naval units
OF CONTROL ent
GENERAL RULE: )
‘The six hexagons immediately susrounding a hex
constitute the Zone of Control of any Land unis in
that hex. Hexes upon which a unit exerts» Zone of
CContfol_are called. controlled heres and they
Inhibie the movement of Enemy nits. All Land
nits must cease movement when they enter an
Enemy controlled hex. Despite the limiting nature
of Zones of Couto! upon movement, Land ils
sre never forced to have combat due to entering &
Zone of Control. Although Land units must stop
‘ohen they fist enter a Zone of Contra, they may
Teave on their next Game-Turn, The presence of
more than one Zone of Control, even if antago
tie, has no effect; it is sil a "controlled ew
Zones of Control never extend through mountain
or Contra-Land/Contra-Duplex hexsdes,
(6.1] MOVEMENT EFFECTS
[6.11] There is no additional Movement Point cost
for entering or leaving an Enemy controled hex
‘beyond the normal cost of entering the given hex
16:12} Usits may never move directly from one
‘nemty controled hex o another Enemy contre)
hex" They alvays must fist move entirely out
of all Enemy Zanes of Control before they are
Allowed to re-enter an Enemy contollad hex. An
exception ib made In the case of the Zone of
(Control of & unit about to be Overrun (se 5.8).
[6413] Land Zones of Control do not affest ait ot
aval movement or combat.
(621 COMBAT EFFECTS
Zones of Control do not affect land combat
atackingis completely voluntary and the presence
‘of an Enemy land unis Zone of Contol in
Friendly occupied hex does ot force combat
[63] RETREAT EFFECTS
[631] Land units may not reweat (as a result of
‘combat into o through an Enemy controled hex
‘Goo Combat Results Table even i Friendly land
Uuni’s Zone of Control overlaps Enemy Zones of
Control slong the retreat route
1632] Land units may always retreat into ot
through hexes occupied by” Friendly ground
combat units and/or forts. ever if this would
olate normal stacking Himitations and even that.
Friendly occupied het isin an Enemy Zane of
Control. This shiekdng eect is not provided by
Friendly unit types other than ground: combat
vite and forts
[64] SUPPLY EFFECTS
[6.41] Supply tines may not be traced through
remy Zones of Control
[642] As in retreating however, the occupation of,
‘she by a Friendly land unit negates the Zone ofControl eect, Therefore. « supply line may be
traced throigh a string of Friendly land units, even
in Enemy Zones of Contr
[65] LAND ZONE OF CONTROL
[RESTRICTIONS
{6.51} Zones af Control of Self-Defense nits donot
fextend out oftheir Home County.
[6.52}The Zones of Control ofan invaded neutral
fate activated instantaneously when the first
fnvading unit or stack attacks or crosses the
border That Best attack fist ex of invading
movement may profit from the lack of Zone of
Control, but the rest of the invader’s move Is
affected by the activated Zones of Contal.
[6.88] Land Zones of Control donot extend
through. Mountain, Contra Land, or Contra
Duples hexsides nor into allSen hese.
{6.54 Fortification units themssines have no Zones
fF Control, When asked with an infantry oF
mechanized unit. the Foriication inno. way
neutralizes the Zone of Contra ofthe unit stacked
sith
[7.0] STACKING
OF LAND UNITS
GENERAL RULE:
[8 maximum often Land Strength Points (bile
sndor Sal Defense) maybe placed in a given hex.
{Land units ofthe same type ate merely denom'
nations of Strength Points and may be exchanged
freely ao long asthe Strength Point (tal remains
the same and the Tmt ft not exceeded
CASES:
[7.1] EFFECTS ON COMBAT
[7.41] ll and units in hex must be attacked asa
Combined group wth a toe fgure of Comat
Strength Points: they may never be atacked
Separately Mobile and. SelfDefense Strength
Point may be contbined as single Strength Point
total for purpoues of defense, but nt for purposes
of attack
[7.2] Ifa hex contains more than one Friendly
it due to. retreat, only. the original
seated) units may defend although Combat
ts will apply to all units defending in that
thee The ten point stacking limit may be exceaded
when retreating due to combat Gf there is 90
Mevnatve) Normal sacking. limits must be
Conformed to by the end of the next Friendly
Movement Phase.
[743] A unis) ia a hex is allowed to attack
tiferent heses or may attack the same hex, of
Some ofthe Strength Points may atack and the
Cher) aot at all: Remember that Sel Defense
iength Points may never attack, Thus, for
poses of attack, mobile and Self-Defense
ongth Points may not be combines.
17.2] UNIT BREAK-DOWN AND BUILD-UP
(7.21) Land units may freely break-down and
bouil-ap at anytime during Friendly Phase at
the owning Player's discretion so long as Stacking
Timite are not silat, Note that mobile nd Slt
Defense units may not combine iato a single unit
though, if attacked, they defend as single
rength Point total
[73] STACKING INHIBITIONS
‘AND PROHIBITIONS
(7341 Naval units never count against stack
imitations when in the same hex with Friendly
land units
17.32] Land wnits and naval units may never be
fombined as ingle Strength Polat total for ether
stack or defense
17.3] Mobile and Self-Defense land units may
never be combined into a single unit. However,
‘hey always defend asa single Strength Poin total
it stacked together in_a single hex. Mobile and
Self-Defense Strength Points in the same hex do
count together tovurd the maximum of te
Sength Points in a hex,
17.34] Land units of diferent alied nationalities
9 defend or attack as a single Stength Point
total, Duc they may never be combined int single
‘mit. Such a stack is subject to all the restrictions
‘wtlined in ule 7.13.
(7.35) Fortifications do count against stacking
Timitations just as mobile land Units do, when
stacked in the same hex as other Friendly land
ans
[8.0] LAND
COMBAT
GENERAL RULE:
Combat oceus between adjacent opposing units at
the Phasing. Players discretion. The. Phasing
Player i the Attacker andthe non: Phasing Player
isthe Defender, regardless oftheir overall strategic
position,
PROCEDURE:
‘The attackers total mobile land Strength Points
rnust be equal fo or exceed the defender’ toal
Tand Strength Points (both mobile and
Seif Defensl. Total she Strength Point of all the
stacking units involved in a specific attack and
‘compare it to the foal Strength Poins of all the
Tand’units im the hex under attack. State che
‘comparison asa diference between the attacker's
total Strength Points and. the defender's total
Stengih Points, Const the Lang Combat Results
‘Table roll the die, and read the result on the
sppropriat line under the difference. Apply the
result" immediatly, before resolving anyother
Stacks being made during that Land Combat
Phase
CASES:
[Ba WHICH UNITS MAY ATTACK
[BAl] During the Land Combat Phase of hit
DPlayer-Turn the Phasing Player may atack ans
snd all Enemy land units adjacent to. Friends
‘mobile land units. Only dhose Friendly unite
Aiectly adjacent to a. given Enemy unit m3}
participate In an attack pon that unit
[8.12] Atacking is completely voluntary units are
never compelled (0 attack and not every mobile
land. nit’ adjacent” to an Enemy unit ead
participate in any given attack
[8.13] An Enemy occupied hex may be attacked by
as many mobile land units as can be Brought 0
‘bear in the six adjacent hexes. Theoretically. 2
Aefending unit could be attacked by €0 Strength
Points
[8.14] No unit may attack more than once pet
[Lind Combat Phase, and no Enemy unit may’ be
attacked mote than once per Land Gombat Phase
z
ae ii
[8.15] SelDefense unite and fortifications mas
never participate in am attack; they may onl}
Setend
(82] MULTIPLE UNIT
‘AND MULTLHEX COMBAT
{8.21 Aland units defending in a given hex, bath
mobile and Seif Defense, must be involved fn the
combat, and they mus all be attacked a
Strength. ‘The defender may not voluntarily
sithhold any units im a hex under attack.
“The stacker must attack all the land units as a
whole Le, the Stzengths ofall the units in the hex
fre totalled, and this total Stength is stacked.
Different units (and) in-a given hex may not,
therefore, be attacked separately
(8.22] Strength Points in a hex that contains an
attacking units) need not participate in that same
fattack or in any attack. Thus, when one portion of
Strength Points ina ex are actacking a given hex,
the remaining portion could attack a diferent hex
br not attack at all
(8.231 If a unit) is adjacent to more than one
Enemy occupied hey it could attack all of ther in
‘single combat, Thus, Strength Points in 2 single
hex ean attack more than one other hex. The only
quirement is hat all altacking units must be
fjacent to all the svolved dofending unis.
[8.24] When land units are attacking an Enemy
foccupied hex that contains both fand and naval
force, only the land forces inthe defending hex
sctually defend and sufr the effects of the attack,
[8.25] 1 unit i being ateacked through both
‘normal and mountain hessdes, the defender is mot
outed the defense benefit for defending behind
{tmnountain hexsde is negted.
[8.3] COMBAT DIFFERENTIAL
CALCULATION
[8.31] Combat situations are expresed as a
Aference of the attacker’ total mobile Strength
Points minus the defender’ total Stenath Points
(mobile and Se-Defese). Te is impossible 10
attack without at least 4 number of attacker's
Suength Points equal tothe defender’ Strength
Points For instance, if seven Strength Points of
Fund units attack four Strength Points of 8
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