| Battlecards:
World Conflict was designed from its inception
to be played in more than one theatre of battle at a time. We
have produced 4 separate 2-player games including the Western
European Theatre, the Pacific Theatre, the Russian
Front, and the North African Campaign. All 4 sets
may be combined for a 4, 6, or 8 player game involving 2, 3,
or 4 of the sets. The 2nd, 3rd, and 4th set tell basically how
combined theatre play works in their rules sheets, but below
you will find more specific rules detailing this process.
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HOW
TO SET UP MULTI-THEATRE GAMES |
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When
setting up for a multiple theatre game, position players so
that each opposing pair is across the table from his enemy.
The turn order should be: German, British, Afrika Corps, Army
of the Nile, German (Barbarossa), Soviet, Japanese, and US.
Place the Western European conflict deck between the
German and British players, the North African conflict
deck between the Afrika Corps and the Army of the Nile players,
the Russian Front conflict deck between the German
(Barbarossa) and USSR players, and the Pacific conflict
deck between the Japanese and US players. Play proceeds normally,
zig-zag across the table. Players on a side may show each other
their deployed forces and/or reserve hands at any time. Note
that all players will draw conflict cards only from their own
conflict deck, even during battles with more than one party
involved on a single side (see rule C below). |
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BATTLE
RESOLUTION IN MULTI-THEATRE GAMES |
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When
a battle comes up during play, as usual, if the aggressor wants
to do it, and the pre-requisites have been met, the battle begins.
In the event that the "German" player is called for,
it will be fought by the "German" player for that
theatre (see Rule D below). After any battle which calls for
more than one entity on one side, after the battle, the remaining
forces may be divided up in any way the victorious players see
fit. Units withdrawn during the battle, likewise may return
to the deployed stack of any friendly player that was involved
in the battle. While a battle is going on, if neither
you, nor your in-theatre opponent is involved, you will continue
play normally, as if the players involved in the battle were
not there. The players already involved in a battle
are unavailable during their battle, so you cannot transfer
troops into the battle, nor can kept cards you draw during their
battle be used in the in-progress battle. In addition to these
restrictions, if a battle comes up which calls for their forces,
they may not participate since they are already engaged (i.e.
The Invasion of Normandy comes up while the US is fighting Midway,
therefore the US may not participate). When the battle is over,
the players who were involved in the battle will join the unengaged
players regardless of who drew the battle in question. So, even
if Japan draws a battle which ties up the US player, when the
battle is over, the Japanese player will still take their next
turn after the Soviets when the turn order comes back around,
effectively skipping the US turn. This has been tested to have
no negative game effect and eliminates a lot of potential confusion. |
| RULE:
C |
SENDING
FOREIGN AID TO YOUR ALLIES |
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One
reason to have an alliance is to get aid from your partners when
in you need it. At any time, a player may sacrifice his turn (do
not draw a conflict card) to transfer up to 3 deployed cards to
the deployed stacks of his partners. If you cannot afford to sacrifice
your turn, you may still help a little by sending resources. Sending
resources is performed by taking the top card from your arsenal
deck (without looking) and placing it on the bottom of your partner's
arsenal deck. This can be done once per turn and must be done
at the start of a turn. Alternatively, you may trade reserves.
As in the multi-player single theatre game, you may (before you
draw a conflict card) trade 1 reserve hand card with any ally
that has one to swap you. You may not trade a reserve card with
a player who has no reserve hand, because he has nothing to give
you in return. Note that trading reserve cards must be done before
drawing a conflict card, but does not sacrifice your turn. Only
tranferring deployed cards sacrifices the drawing player's turn. |
| RULE:
D |
BATTLES
INVOLVING COMBINED FORCES |
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Some
battles call for forces from more than one party on one side.
Such battles, like the Invasion of Normandy, the Battle for
France, and others will state which parties are supposed to
participate. During such battles treat all forces that are called
into battle on one side as if they were part of the same army.
For example, in the Invasion of Normandy, the US and British
are called in as the aggressors by the card. So, the US and
British players will flip over their Ground, Air, & Sea
forces. This particular battle requires that at least one attacking
non-artillery ground unit be deployed in order to execute the
battle. This non-artillery ground unit can be from either the
US or the British. In the event that one party called in as
the aggressor wishes to execute the battle and the other does
not, the party who wishes to attack, may act alone if they meet
the prerequisites.
If
you are playing with the Western European Theatre and
the Russian Front, there are 2 German Players. In all
battles calling for the "German" Player, only the
German Player for the theatre that the Battlecard came from
may participate. The only exception to this rule is the Battle
for Germany. In that specific battle, both German Players
participate and, in the event of a loss, both German Players
will be eliminated from the game.
Firing
order is not important, in that you do not have to fire all
British phase 1 units before firing all US phase 1 units. As
a matter of fact units from the allies may support each other
if their specials allow it. In the example of the Invasion of
Normandy, the Germans can win if they destroy or force to withdraw
all attacking Ground Units. Obviously, this means all US AND
all British Ground Units.
If
called into battle together as the defenders, all forces called
for by the card must participate. For instance if the Germans
play a Counterattack card on the Battle for France (simulating
the real life Battle of the Bulge), the US cannot opt out of
the battle and let the British defend on their own. The only
exceptions are Generals and Admirals who are subject to Rule
E below.
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| RULE:
E |
LEADERS
& GENERALS AND OTHER THEATRES |
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When
two allies are called into battle together as in Rule D, any
deployed leaders of all players participating in the battle
execute their special ability. However, GENERALS & ADMIRALS
are another matter. The rule of thumb is that Generals &
Admirals cannot participate in COMBINED FORCES attacks or defenses
unless it is in their primary theatre. The only exception to
this rule is if the General or Admiral in question is sent as
Aid (See Rule C above) to the party who is primary for that
theatre. Therefore, in the Invasion of Normandy, if the US has
MacArthur deployed, he will sit out the battle. If the US player
wishes to involve MacArthur in that battle, they would have
to have previously sent him as part of an aid package to the
British. Real life examples of this are Rommel being sent to
the Afrika Corps, Monte being sent to the Army of the Nile,
and Patton being sent to the Western European Theatre.
Hitler
is in both German players' arsenal decks. In a multi-theatre
game, the two German players must decide (prior to the game),
which deck to remove Hitler from. When he is deployed however,
he will affect both German Players, regardless of who has him
deployed. Similarly, Mussolini (an expansion card to the Western
European Theatre, and a primary in the North African campaign)
will be removed from the Western European Theatre if the North
African Campaign is being used. Mussolini's special ability
will be triggered when a battle comes up for the Western European
Theatre or North African Campaign.
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RULE:
F |
SCORING
AN OVERALL VICTORY |
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To
determine how many points it takes to win a Standard Victory
in a multi-theatre game, simply add up the victory totals for
the starter sets of the theatres in play. In the Western
European Theatre + Pacific Theatre this total
will be 78. Note: Battles found in the expansion packs are not
considered when figuring the point totals. Therefore, the Western
European Theatre is worth 38 points (half of 76) not 43
(half of 86) even if you are playing with the expansion battles
Battle for the Mediterranean and Battle of Taranto.
All Battlecards won by the allies go into a common stack and
all won by the axis go in their common stack.
To
get a TOTAL VICTORY in a multi-theatre game, you must satisfy
the Total Victory conditions of all theatres involved. For example,
in a game involving the Western European Theatre and the Pacific
Theatre, that means invading Australia and Britain for the Axis,
or Germany & Japan for the Allies.
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RULE:
G |
POST
VICTORY BATTLECARDS AND RAIDS |
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What
happens if the Germans invade Britain, but there is still fight
in the US? Good question. And there is not a short answer. Here
is the skinny. If the conditions for a total victory are achieved
in any theatre of a multi-theatre game, the loser of that theatre
places all the Battlecards he has won for that theatre back
into the discard stack of the conflict deck. The victor in that
theatre continues to take turns as normal but the loser does
not. In fact the loser must also surrender all remaining deployed
forces to the player that won the battle that eliminated him.
There is however one exception. If the Japanese eliminate the
US from the Pacific theatre, the US still continues to take
turns as normal, and does not surrender his deployed forces.
This is because the US was not invaded, and therefore, though
eliminated from the Pacific Theatre, they can continue to play
in the other theatres. However, until the Invasion of Australia
is successfully counterattacked (see Rule H below), the US will
not be able to participate in Pacific Theatre battles.
In
all cases, when a theatre is won during a multi-theatre game,
the Battlecards for that theatre, which were previously won
by the losing player, are placed back in the discard stack of
the conflict deck. When they are drawn, the player who won the
theatre may either claim the card (thus racking up more victory
points toward an Overall Standard Win as in Rule F) OR they
can make a "raid" on the deployed forces of the vanquished
enemy's allies. These raids are merely battles for no victory
points against the deployed forces of an enemy. The raiding
party is always the aggressor.
To
make such a raid, simply name your opponent and declare if it
is a Ground and Air raid or an Air and Sea raid. Both sides
flip over thier appropriate forces and conduct the battle as
usual. The battle does not have to be resolved in a single round,
but since there are no victory points to be awarded, someone
is likely to withdraw at their earliest opportunity. The Battlecard
that initiated this raid opportunity is always discarded when
such a raid is made.
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RULE:
H |
LIBERATION
OF AN ALLY |
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Once
a player has been vanquished from a theatre, they can be resurrected
by their allies. Counterattacks can be used by any ally to re-fight
the battle which eliminated the player from the theatre. Ignore
all prerequisites when doing this. The Counterattacking player
is the aggressor, and the occupying force (the player or players
who originally invaded) need only destroy or force to withdraw
all attacking ground units to repel the invasion force. NOTE:
Counterattacks MAY NOT be used by an ally to re-fight any other
battle that they were not originally involved in. Each entity
has different conditions under which this may be done.
BRITISH:
May be liberated by the successful US, Soviet, or Army of
the Nile Counterattack of the Invasion of Britain. Once this
is done, immediately draw 6 arsenal cards and deploy 3. Then,
take up your normal turn order as if you had never been conquered.
US:
May be thrust back into the Pacific Theatre by the successful
British, Army of the Nile, or US Counterattack of
the Invasion of Australia. The USSR may not liberate Australia.
Since the US was never actually conquered, they do not draw
and deploy forces when this is done, they merely are allowed
again to play in the battles from the Pacific Theatre as they
come up. On the other hand, they are the one power that can
liberate themselves.
GERMANY:
May be liberated by the successful Japanese or Afrka Corps
Counterattack of the Battle for Germany. For the Japanese
to be the liberator, is a bit trickier however. The Japanese
may only attempt this AFTER they have vanquished the US from
the Pacific theatre by successfully invading Australia. Once
this condition is met, and the Battle for Germany is successfully
taken back, BOTH German players immediately draw 6 arsenal
cards and deploy 3, resuming their previous spots in the turn
order. Also, if the Allies hold BOTH Battle for Germany
Battlecards, and 1 is successfully Counterattacked to liberate
the Germans (placing it in the hands of the Axis), place the
remaining Battle for Germany Battlecard back in the
conflict deck from which it came.
JAPAN:
May be liberated by the successful German Counterattack of
the Invasion of Japan. Like their own liberation conditions,
the oceans between the Axis powers dictates that the Germans
attempt such a liberation of Japan only AFTER they have successfully
eliminated thier in-theatre opponent. Thus, the German (Barbarossa)
player may attempt to liberate Japan only after defeating
the Soviet Union in the Battle for Moscow, and the
Western European Theatre German Player may only liberate
Japan after eliminating the British in the Invasion of
Britain.
USSR:
The Soviet Union may be liberated automatically by the US
and British players if they can win the Battle for Germany.
This is a serious problem for the Axis when this occurs, because
in one fell swoop, the Allies will eliminate both German Players
and resurrect the Soviet player.
AFRIKA
CORPS: The Afrika Corps player may be resurrected by the
successful Japanese or German counterattack of the Invasion
of Italy. This can be performed by either German player
without any pre-requisites, but the Japanese player can only
attempt this action if they first successfully invade Australia.
ARMY
OF THE NILE: The Army of the Nile may be liberated by
a successful US or British counterattack of the Battle
for Casablanca. The Soviet Player may not liberate the
Army of the Nile player.
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RULE:
I |
ADDITIONAL
STARTER SETS OF THE SAME KIND |
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Additional
starter sets may be added normally to any of the theatres involved.
However, to maintain balance, the same number of starter sets
from each theatre must be used. Likewise as many expansion packs
for each theatre may be used as you see fit, but there should
be the same number of expansion packs from each theatre in play
to maintain balance. If you use multiples of the same starters
or expansion packs, remove duplicate Battles, Leaders, Generals,
Atomic Bombs, Surge of Production, and Ultra cards, as well as
any duplicates of Arsenal cards that would place more than that
card's MAX number into the deck. For MAX numbers of each Arsenal
Card, see the RULES tab and click on CUSTOMIZE. |
RULE:
J |
REORGANIZE
FORCES CARDS |
Each
theatre has a reorganize forces card in its conflict deck. When
these cards are drawn in any multitheatre game, they only effect
the player who drew the card, not the entire side. This is different
from the Multiplayer Game in a single theatre which allows all
players on the side to use the card when it is drawn. There is
one exception. That is that BOTH German players may use the card
when either of them draw it. |
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