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in limited locations) a. Return Units • Play Offensive cards (max 4 total Supply Line 1-2 Zones → Disrupt • Remove Withdrawn units (-1 WSP Offensive value) 8.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