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Absolute War!

Sequence of Play (Regular/Advanced Game)


I. New Turn Housekeeping 3. Card Phase d. Replace Eliminated Units (in order) 6. Combat Phase
1. Advance Turn Marker a. Draw 4 Events + 1 Offensive 1) Shattered → Reserve (free) 1) Place Major Offensives in enemy
2. Game Turn Event • Play Red Title Events immediately 2) Destroyed → Reserve (1 RP) /contested Zones (max 1 each)
3. War Status Check • Reshuffle when only 1 card left 3) Captured Sov. → Reserve (2 RP) (Spend 1 RP to flip for +1 CP)
• First Turn of Year/Event: > WSP gains • -1 card per enemy-controlled War 4) Captured Ger. → Destroyed (2 RP) (-1 WSP per unplaced MO)
War Initiative (no change if tied) Econ. Site / Game Turn Event • Spend 1 CM to deploy Disrupted 2) Choose target Stack and Lead
• General Winter: Soviet War Initiative • +1 card per flipped Lend-Lease Shattered/Destroyed unit directly Attacker (Combat mandatory in
to map (as in Reserve Phase) Contested Zone unless Fort there)
until end of turn • War Initiative? May redraw 1st
II. German Player Turn Offensive (unless Play Immediate) • Reserve full? Reinforce next turn 3) Resolve Combat
e. Create Reserves 4) Repeat from Step 2 as desired
1. Supply Phase b. May discard cards and flip Industry
markers to gain RPs (1 RP each) • Move units from map → Reserve 7. Reserve Phase
a. Non-Phasing player checks Supply o Leg/Mobile: 1 CM each
• Unsupplied Stack which cannot • Max RPs: 4 (Germans)/6 (Soviets) • Deploy Reserves → Any friendly
c. Discard down to 6 cards o Unsupplied/Static: Cannot zone with unlimited Supply Line
trace Supply Line of unlimited o Max 4 units in Reserve
length → Captured (-1/2 WSP) (No special paths for Large units)
4. Strategic Phase f. Declare Major Offensives
• Unsupplied Stack which can trace (Axis Allies in limited locations)
a. Return Units • Play Offensive cards (max 4 total
Supply Line 1-2 Zones → Disrupt • Remove Withdrawn units (-1 WSP Offensive value) 8. Used Marker Phase
• Stack which cannot trace Supply or RP if Destroyed/Captured) • Gain Major Offensive markers = • Remove Phasing player’s Disrupt/
Line 1-2 Zones → Unsupplied • May Remove Forts → Destroyed card Offensive value(s) Armor markers
• Unoccupied Zone which cannot • Air on map → Air Box (General Winter = 0 German • Remove both players’ Done/
trace Supply Line of unlimited b. Upgrade Units Major Offensives) Special Combat Support markers
length → Change control • Flip Soviet Upgrade: Untrained → • Remove up to 1 Partisan (1 RP)
b. Phasing player checks Supply 5. Movement Phase
Trained → Front Upgrade (= CPs)
(as in step a.) • Leg/Mobile Stack = 2/3 MPs 9. Objective Phase
• Flip Soviet Upgrade/Spend 2 RP: Reveal & Score War Goal/Offensives
c. Phasing player flips Industry/ (Full MP: Disrupt or spend 1 CM)
Flip reduced 2-step unit
Lend-Lease markers to ‘Ready’ • Air to any friendly/contested Zone • +1 WSP per control/isolated obj.
Soviet Initiative=No Axis Upgrade (Isolate: cannot trace land supply)
d. Phasing player removes Pockets (Total # limited by Weather)
• Spend 1 CM → Flip Air (in Air box) (Only score 2nd obj. if 1st scored)
from Uncontested Zones o Unsupplied: 1 MP (only friendly)
• Spend 1 CM → Flip supplied Fort • Draw new War Goal (face down)
• Phasing player: +1 WSP per o Disrupted: 2 MP
c. Reinforcements
Pocket in zone they control o Cannot drop off units during move
• Spend 1 CM → Reserve
• Non-Phasing player: +1 RP per o May combine with units at end of III. Soviet Player Turn
• Free → Friendly Minor/Major City move (unless Unsupply/Disrupted) Same as German Player Turn
Pocket in zone they control with unlimited Supply Line o Cannot enter enemy-occupied Hex
2. Combat Marker Phase (No special paths for Large units) IV. End Of Turn
or Area (unless only Air and/or
• Initiative: 16 CMs; Non-Init.: 12 CMs (Soviets in USSR/Germans in GG/ Check Victory Conditions
incomplete Fort)
• Attack CMs limited by Weather Axis Allies in limited locations) (War Initiative player first)
o Cannot move from contested
• Only 1 Mobile/Armor marker if Oil • Air → Air Box (face up) Zone to enemy/contested Zone
Well Zone is enemy-controlled • Fort → Friendly Zone (face down) o Leave Contested? → Disrupted
Combat Sequence Supply Special Units
1. Combat Marker Phase 5. Advance After Combat • Source: War Prod. Site (friendly/ Axis Allies
1) Declare Support Stacks • Lead Attack/Support units can contested) or friendly Major/Minor • No Upgrade if Soviet War Initiative
• Non-Initiative player first Advance into target Zone City with unlimited Supply Line to • Axis AK: Deploy to Czech./Minsk
• 1 Stack per Zone in/adjacent to • May split Stacks (add extra War Prod. Site • Finnish: May only Deploy/Attack
target Zone (No Defense Support ‘Done’ markers as needed) • Supply Line: Via friendly Zones (not Helsinki & Motti Lands (but may
between adjacent Areas unless • Advance to Zone with lone contested; freely cross Major Cities Move anywhere with no Soviets);
Target Contested or Air Support) enemy Air? → Air Box /Lakes/Straits/Rivers) Permanently remove both Finnish
• No Unsupply/Disrupt/Done stack o German/Axis adj. Baltic Sea units when Soviet War Initiative
6. Mobile Exploitation
2) Commit Special Support & 1 Event trace directly to Germany and Soviet controls both Motti Land
Mobile units with an Armor marker
• Non-Initiative player first (or which spend a Mobile marker)
o Soviets adj. Black/Caspian Sea • Hungarian: Deploy to Hungary/
3) Attacker may attempt Pincer trace directly to Siberia Kharkov; Cannot stack w/ Romania;
may Advance 1 extra Zone:
o Finnish in Motti always supplied 1+3 Army cannot leave Hungary
2. Total Combat Strength • Only into/from Zone if Terrain &
until Soviets control orange-dotted
• Event in allowed years: Text or Weather allows Stacking
border Zone or adjacent
SP (Assault); Text only (Battle) • Not if Disrupted/Unsupplied • Stack: 1-2 Leg/Mobile+1 Air+1 Fort
• Italian: Deploy to Austria/Kharkov
• Lead Attacker/Target: Add all SP • Not in Area with 2 enemy Stacks o Large: 1-2 Large units in Stack
• Romanian: Deploy to Bucharest/
(2nd Large unit: Support only) • Exploit to Zone with lone enemy o Mobile: All units Mobile
Odessa; Cannot stack with Hungary;
• Support Stack: Top unit only Air? → Air Box o Armor: Top unit Armored
Become Soviet-controlled when
o Disrupt/Unsupply Stack: -1/-2 CP • May split Stacks (add extra • Stack order can be changed after
Soviet War Initiative and Soviets
if Attacking (& cannot Support) ‘Done’ markers as needed) Reinforcing, Moving, Retreating,
control/contest Bucharest
o White (Defense) SP may Attack in • Mobile Armor Stack without Advancing, Exploiting or Deploying
Contested Zone (only) Armor marker may place Pincer • Hex: 1 Stack; Area: 2 Stacks (total); Special Units
in Exploit Zone (always) Box: 8 Stacks (4 per player) • Soviet Maritime Unit: Can only
3. Resolve Combat
a) Battle Odds = Attack – Defense CP 7. Flip Combat Markers • Over-Stacked? Phasing player Deploy/Enter/Support/Attack zones
must retreat excess Stacks 1 Zone adj. Black Sea; Eliminate if not
(Draw Attacker Event for Result) • Flip ‘Attack/Support’ → ‘Done’
(still over-stacked? Supplied → • German Group F: Cannot leave
b) Assault Odds = (Attack CP + Event • Add ‘Done’ to split off Stacks
SP) – (Defense CP + Event SP) Shattered; Unsupply → Destroyed) Yugoslavia until Soviet unit in/adj.
8. Major Offensive Check
4. Apply Combat Results Forts
• Phasing player controls Major Pincer Requirements
• Successful Pincer? Enemy may • 1-step if complete; else 0-steps
Offensive Zone? Major Offensive • Lead Attacker’s top unit is Mobile
not Retreat; Place 1 Pocket per • Incomplete: Enemy units may enter
→ Offensive Card (any) Armor (place Armor marker)
Zone (if they do→ eliminate Fort)
Large unit eliminated (max 4) • Target’s top unit is not Armor
• Retreat? Cannot enter enemy/ • Sevastopol: Cannot Rebuild/Upgrade
• Major Offensive in target zone
contested/impassable Zone; Eliminated Units • Attacking from 2+ different Zones Air
Cannot split; Eliminate if cannot • Unsupplied → Captured (Small • Not prevented by Terrain/Weather • 1-step (either side)
Retreat (Air → Air Box always) face-up; Large face-down & - WSP) --OR-- • May Advance, but not Exploit
• Losses? Top unit must take loss • Supplied → Destroyed (current side) • Mobile Armor stack enters target • Return to Air Box if must Retreat
(Attacking Armor during Pincer) • Forts & Air → Destroyed (always) Zone by Mobile Exploitation & • Cannot be Lead Attacker if alone
does not have an Armor marker • Weather limits # Air units on map

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