2 1.0 INTRODUCTION Shifting Sands: The Campaign for North Africa, 1940-1943 is a two-player game simulating the Second World War in the Mediterranean Theatre of Operations between the Italian declaration of war in June, 1940 and the final Axis surrender in Tunisia in May, 1943. 2.0 COMPONENTS Shifting Sands includes the following: • One 22” by 34” map • 264 5/8” diecut counters • 130 1/2” diecut counters • Two player reference cards • One rules booklet • Two decks of strategy cards (55 each) • Two six-sided dice 2.1 The Game Map The game map consists of spaces (squares and eight-pointed stars) that are connected to one another by lines. Spaces connected by a line are considered adjacent. All spaces include coloring to show which side controls them initially, the type of terrain they contain, whether the space contains contains a port and/or fort, and whether the space counts for Victory Point purposes. The game map also contains a number of charts and tracks to record various game functions. These include two Action Round Charts, a Turn Record Track and a General Records Track (used to record the accumulation of Replacement Points and Axis Victory Points). 2.2 The Playing Pieces 2.21 Combat units come in two different sizes: divisions and battlegroups. Divisions are large bodies of troops, supported by artillery, air power, etc., and are represented by 5/8” counters. Battlegroups are forces ranging from battalion to brigade size, and are represented by the smaller 1/2” counters. 2.22 All division and battlegroup counters are printed on both sides. Each side is called a step, and all combat units have two steps. The front of every counter represents the unit at full strength; the reverse side represents the unit at reduced strength. Note that, for most units, the reduced side has a weaker Combat Factor than the full strength side, while the Loss Factor and Movement Factor are unchanged. 2.23 Combat units come in two different types: infantry and armor. All armor units have a tank illustration on the counter. 2.24 There are several types of 5/8” game marker pieces included with the game. Their use is described throughout the rules. 2.3 The Strategy Cards Each player has his own deck of 55 strategy cards: 14 cards labeled 1940, 20 cards labeled 1941, and 21 cards labeled 1942. 2.4 Unit Nationality Abbreviations and Color References Allied Counter Nationality Color Scheme _____________________________________________ AUS Australian Tan/Light Green BR British Tan FF British-controlled Light Blue Free French FF US-Controlled Green/Light Blue Free French GK Greek Blue IND Indian Tan/Red NZ New Zealand Tan/Blue POL Polish Red SA South African Tan/White US United States Green
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Transcript
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1.0 INTRODUCTION
Shifting Sands: The Campaign for North Africa, 1940-1943 is a
two-player game simulating the Second World War in the
Mediterranean Theatre of Operations between the Italian
declaration of war in June, 1940 and the final Axis surrender in
Tunisia in May, 1943.
2.0 COMPONENTS
Shifting Sands includes the following:
• One 22” by 34” map
• 264 5/8” diecut counters
• 130 1/2” diecut counters
• Two player reference cards
• One rules booklet
• Two decks of strategy cards (55 each)
• Two six-sided dice
2.1 The Game Map
The game map consists of spaces (squares and eight-pointed
stars) that are connected to one another by lines. Spaces
connected by a line are considered adjacent. All spaces include
coloring to show which side controls them initially, the type of
terrain they contain, whether the space contains contains a port
and/or fort, and whether the space counts for Victory Point
purposes. The game map also contains a number of charts and
tracks to record various game functions. These include two
Action Round Charts, a Turn Record Track and a General
Records Track (used to record the accumulation of Replacement
Points and Axis Victory Points).
2.2 The Playing Pieces
2.21 Combat units come in two different sizes: divisions and
battlegroups. Divisions are large bodies of troops, supported by
artillery, air power, etc., and are represented by 5/8” counters.
Battlegroups are forces ranging from battalion to brigade size,
and are represented by the smaller 1/2” counters.
2.22 All division and battlegroup counters are printed on both
sides. Each side is called a step, and all combat units have two
steps. The front of every counter represents the unit at full
strength; the reverse side represents the unit at reduced
strength. Note that, for most units, the reduced side has a
weaker Combat Factor than the full strength side, while the
Loss Factor and Movement Factor are unchanged.
2.23 Combat units come in two different types: infantry and
armor. All armor units have a tank illustration on the counter.
2.24 There are several types of 5/8” game marker pieces
included with the game. Their use is described throughout the
rules.
2.3 The Strategy Cards
Each player has his own deck of 55 strategy cards: 14 cards
labeled 1940, 20 cards labeled 1941, and 21 cards labeled
1942.
2.4 Unit Nationality Abbreviations
and Color References
Allied
Counter Nationality Color Scheme
_____________________________________________
AUS Australian Tan/Light Green
BR British Tan
FF British-controlled Light Blue
Free French
FF US-Controlled Green/Light Blue
Free French
GK Greek Blue
IND Indian Tan/Red
NZ New Zealand Tan/Blue
POL Polish Red
SA South African Tan/White
US United States Green
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Axis
Counter Nationality Color Scheme
_____________________________________________
EG Egyptian Gray/Orange
GE German Gray
IR Iraqi Gray/Pink
IT Italian Blue green/Light Green
VF Vichy French Gray/Light Blue
3.0 SYMBOLS AND TERMINOLOGY
(Asterisk): If a strategy card marked with an asterisk is
played as an Event, the card is permanently removed from
the game after the Action Round in which it was played. It is
not removed from the game if used as an Operations,
Redeployment, or Replacement Points card.
Activated: When a space has had its movement or combat
Activation cost paid for during an Action Round, all the units in
the space are considered Activated and can conduct the action
indicated by the Activation marker. Note: Activated armor
units can both move and attack in the same Action Round.
Active Player: The player taking an action during his part of
the Action Round. During combat the Active Player is also the
Attacker, while his opponent is the Defender.
Allied Minor Nations: British-controlled Free French, Greek,
and Polish battlegroups.
Card/Event Name: Each strategy card is named to describe the
event or action that it represents. If the name is in red it
indicates that Event that is a prerequisite for another Event.
Combat Card: Combat Cards are a special type of Event that
are played during the Combat Phase. Note: For simplicity the
rules refer simply to Combat Cards rather than Combat Card
Events.
Combat Factor (CF): This is the numerical measure of a unit‟s
ability to inflict damage. The CF is used to resolve combat on
the Fire Tables. The CF of a Fort space is printed on the map
next to it. Note: A battlegroup may be weaker in combat than a
division with a lower CF. This is because divisions conduct
Offensive and Defensive Fire on a better Combat Fire Table
than battlegroups.
Control: Each space on the map is at all times controlled by
either the Allied or the Axis player. At the beginning of the
Campaign Game all green spaces are Allied-controlled, all gray
spaces are Axis-controlled. A space controlled by you is
considered friendly. A space controlled by your opponent is
enemy. Control of a friendly space changes to the enemy when
an enemy unit enters it, or if the space becomes Out of Supply.
Draw Pile: The deck of strategy cards a player draws his
cards from during each Draw Strategy Card Phase.
Discard Pile: The „Played‟ boxes on the map are where each
player places a strategy card played for Operations,
Redeployment, Replacements, as an Event (other than “*”
Events), or removed from his hand at the beginning of the
Draw Strategy Card Phase.
Die roll modifier (drm): A drm is a number that is added or
subtracted to a specified die roll.
Full Supply: The supply status of combat units within three
spaces of a Supply Source.
Limited Supply: The supply status of combat units that are
more than three spaces from a Supply Source.
Loss Factor (LF): A numerical measure of a unit‟s ability to
absorb casualties.
Loss Number: The result from a Fire Table during Combat.
Movement Factor (MF): The number of contiguous spaces a
unit may enter during an Action Round when Activated for
movement.
►Operations Value (OPS): The number of Activation
Points that a player may spend for movement and/or combat in
an Action Round. Each strategy card has an OPS value from 2
to 5.
►Out of Supply (OOS): A unit is OOS when it cannot trace
a Supply Line to a friendly Supply Source. An OOS unit
suffers several restrictions, and is eliminated during the
Attrition Phase if still OOS.
Redeployment (RD): This is an action by which players
move units great distance within friendly territory. Note: The
Redeployment Value of a strategy card is the same number of
points as a card’s OPS Value.
Replacement Points (RP): Replacement Points are used to
rebuild reduced strength units and to re-create eliminated
units. Note: some units have a black dot on their right hand
side to indicate they may not be rebuilt or re-created.
Supply Line: A string of
contiguous friendly controlled
spaces or ports leading from a
unit to a Supply Source.
Supply Source: A space on
the map from which a Supply
Line terminates. A corner
graphic of a port anchor inside
a diamond indicates that a
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space may be used as a Supply Source by that side.
Torch Landing Cards: Strategy cards from the year
1942 that may only be played as Events after the
Allied player has played the Torch Event. These cards
have a black „T‟ inside an orange diamond at the top of
the card.
Victory Point (VP) Space: Any space with a yellow name and
outline. When control of these spaces changes, the VP marker is
adjusted on the General Records Track.
4.0 PREPARE FOR PLAY (THE SHIFTING SANDS CAMPAIGN GAME)
4.1 Markers
4.11 Place the Turn marker on the “Summer 1940” space on the
Turn Record Track.
4.12 Place the VP marker on the “10” space of the General
Records Track.
4.13 Place the GE, IT, BR, CW and the Allied Replacement
Point markers on the “0” space of the General Records Track.
The US Replacement Point marker is not used until the Torch
Event has been played (7.416).
4.14 Place six Action markers near each player‟s Action Round
Chart.
4.15 Place five Move/Attack markers near the Axis player,
because he will take the first action. Note: The game includes
several extra Move and Attack markers should some become
worn or lost. There should never be more than five Move/Attack
markers in use during play.
4.16 Place all other markers within easy reach.
4.2 Unit Setup
Place Axis and Allied units in the spaces indicated in the
Campaign Game Setup (17.0). The Campaign Game Setup is
also printed on the map. Note: Use the 3-3-5 counter for the
British 7th Armored Division. The otherwise identical counters
with the higher Combat Factors are upgrades that become
available through the play of strategy cards that are added to
the Allied player’s deck in 1941 and 1942.
4.3 Strategy Cards
Each player separates his strategy cards on the map. The
player‟s 1940 cards are placed in the “1940” space, the 1941
cards are placed in the “1941” space, and the 1942 cards are
placed in the “1942” space. Each year‟s cards should be
thoroughly shuffled prior to placement.
5.0 SEQUENCE OF PLAY
5.1 Draw Strategy Card Phase
►5.11 Both players have the opportunity to discard any or all
of the strategy cards remaining in their hand from the previous
turn immediately before they draw new cards in the Draw
Strategy Card Phase. Place the cards face down in the
player‟s Discard Pile. Players may never examine an
opponent‟s Discard Pile.
►5.12 Each player draws strategy cards from his Draw Pile to
bring his hand up to its maximum size for the forthcoming
turn. The maximum hand size is as follows:
1940 turns: 7 cards
1941 turns: 8 cards
1942 turns: 9 cards
1943 turns: 10 cards
►5.13 If there are insufficient strategy cards in the Draw Pile
to fill a player‟s hand back up to its maximum size, take all the
available cards. Then reshuffle the discards into a new Draw
Pile and draw from this up to the maximum hand size.
5.2 Action Phase
Each Action Phase is divided into six identical Action Rounds.
Each Action Round allows both players to take one action.
The Axis player takes his action first in each Action Round.
After all six Action Rounds are completed, play proceeds to
the next phase.
5.3 Attrition Phase
►All OOS battlegroups and divisions are eliminated. Place
eliminated battlegroups in the player‟s Replacement Box.
Eliminated OOS divisions may not be replaced and are
removed from play. Control of spaces may change (13.82).
5.4 Victory Determination Phase
5.41 Add 1 VP each Victory Determination Phase the Axis
control, or are adjacent to, El Alamein (EG units do not count
as Axis for purposes of this rule). Add 1 VP each Victory
Determination Phase, starting with the Fall 1941 turn, if the
Axis control any space in East Africa.
5.42 Determine if either player has won an Automatic Victory
(Axis: 16.2; Allied: 16.3). If it is the Spring 1943 Victory
Determination Phase, the game is over. Count Victory Points
and determine who has won the game.
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5.5 Replacement Phase
5.51 The Axis player spends any Replacement Points (RP)
accumulated through the play of RP Cards and/or the Battlefield
Recovery Event this turn, as marked on the General Records
Track.
5.52 The Allied player spends any Replacement Points (RP)
accumulated through play of RP Cards and/or the Atlantic
Charter Event this turn, as marked on the General Records
Track.
5.6 Game Turn Phase
If the game has not ended because of an Automatic Victory or
the Spring 1943 Victory Determination Phase advance the Turn
marker to the next season on the Turn Record Track and begin
the Sequence of Play again with the Draw Strategy Card Phase.
6.0 ACTION PHASE
6.1 General Rules
There are six Action Rounds per Action Phase. In each Action
Round, each player is allowed to take one action.
6.11 The Axis player conducts the first action of each Action
Round.
6.12 Each player must take one of two possible actions:
EITHER
A. Play a strategy card, and decided to do ONE of the following
options: Play the card for its OPS Value, or for its
Redeployment Value, or for Replacement Points, or as an
Event and following the directions given on the card.
OR
B. Not play a strategy card. A player who does not play a
strategy card must take an Automatic Operation as if playing a
strategy card with an OPS value of one.
6.13 Players place the numbered Action Round
markers on their respective Action Round
Charts (one each Action Round), to indicate
which actions they have conducted.
6.14 Players continue to alternate taking actions until each
player has taken six actions.
7.0 STRATEGY CARDS
7.1 General Rules
Players initiate all actions, including movement and combat,
through the play of strategy cards. Exception: Automatic
Operations (6.12B).
7.11 Each player begins the game using only his 1940 strategy
cards. His 1941 and 1942 cards are added per rule 7.7.
7.12 Each strategy card can be used in one of four possible
ways:
● Operations (OPS)
● Redeployment (RD)
● Replacement Points (RP)
● As an Event
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►Each card may only be used one way each time it is played.
Exception: Certain Events allow the same strategy card to be
used as an Event and OPS card simultaneously in the same
Action Round. These cards have their OPS Value within a
square rather than a circle. When a card is played for OPS, RD,
or RP it is placed in the player‟s Discard Pile, face down.
7.2 Operations
7.21 If a strategy card is played as an OPS card, the player is
allowed to spend a number of activation points equal to the OPS
Value of the card. Note: A minimum of one friendly unit in a
space is required to activate that space.
►7.22 A space costs the same number of activation points
whether it is Activated for movement or combat. Exceptions:
Limited Supply (13.611), Out of Supply (13.71).
7.23 The cost to Activate a space is equal to the number of
different nationalities (excluding forts) in the space, with the
following exceptions:
● British, Commonwealth (AUS, IND, NZ and SA) and Allied
Minor Nation (FF, GK and POL) units are treated as one
nationality for purposes of Activation for movement and
combat.
● German, Vichy French, Iraqi and Egyptian units are treated as
one nationality for purposes of Activation for movement and
combat.
● US and US-controlled FF units are treated as one nationality
for purposes of Activation for movement and combat
(11.262).
7.24 The cost to Activate a multi-national space applies even if
units of one or more nationalities in the space do nothing during
the Activation, i.e., a player may never “withhold” units to lower
Activation costs.
7.25 Each space can be Activated for either movement or
combat, but not both. A Move or Attack marker should be
placed on each space as it is Activated. Note: Armor units
potentially can both move and attack in the same Action Round
(9.16).
7.26 Only friendly-occupied spaces may be Activated. A space
with only a friendly Fort is not considered occupied for
Activation purposes.
7.27 After all Activated spaces are marked the Active Player
conducts movement of all units in spaces marked with a Move
marker. Units in a space marked for movement are not required
to move at all. Remove each space‟s Move marker as it is
Activated for movement.
7.28 After all movement is completed the Active Player
conducts any combat that he wishes to initiate from spaces
marked with an Attack marker. Combat is voluntary and no
unit is required to attack. Combat markers are removed as
each combat is resolved.
7.3 Redeployment
7.31 If a strategy card is played as an RD card, the player may
use Redeployment to move battlegroups and/or divisions.
7.32 The player receives a number of RD Points to spend
equal to the OPS Value of the strategy card.
7.33 A strategy card may not be played for RD in consecutive
Action Rounds. Note: A player may play a RD card in the
last Action Round of one turn and the first Action Round of the
next turn.
7.34 Redeployment rules are listed in section 12.0.
7.4 Replacement Points
7.41 If a strategy card is played as a RP card, the player marks
on the General Records Track the number of Replacement
Points listed for each nationality in the boxes in the lower left
corner of the card.
7.411 The “CW” Replacement Points on the Allied strategy
cards are recorded with the Commonwealth RP marker, and
are used for all the Commonwealth nations (AUS, IND, NZ,
and SA).
7.412 The “A” Replacement Points on the Allied strategy
cards are recorded with the Allied RP marker and are used for
all Allied Minor Nation (FF, GK and POL).
7.413 After play of the Battlefield Recovery
Event, the GE RP marker should be flipped so
that its “Battlefield Recovery” side is face up.
The Axis player receives one German RP every
Replacement Phase for the rest of the game.
This is in addition to any RP the Axis player received for
playing strategy cards for RP during the Action Phase. It is
earned even if the Axis player did not play a card for RP
during the Action Phase.
7.414 After play of the Atlantic
Charter Event, the BR and CW RP
markers should be flipped so their
“Atlantic Charter” side if face up. The
Allied player receives one British or
one Commonwealth RP every Replacement Phase for the rest
of the game. He does not have to decide whether the extra RP
will be BR or CW until the beginning of his Replacement
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Phase. This RP is in addition to any RP the Allied player
received for playing strategy cards for RP during the Action
Phase. It is earned even if the Allied player did not play a card
for RP during the Action Phase.
7.415 If the Massawa space on the East Africa map is Allied
controlled, all Allied RP cards produce one additional BR RP, in
addition to any BR RP listed on the card.
7.416 After play of the Torch Event, all Allied RP cards produce
three US RP, in addition to any other RP listed on the card.
7.42 The player conducts no other actions besides marking the
Replacement Points during the Action Round. Replacement
Points are spent during the Replacement Phase of each turn
(15.0).
7.43 A strategy card may not be played for RP in consecutive
Action Rounds. Note: A player may play a RP card in the last
Action Round of one turn and the first Action Round of the next
turn.
►7.44 Certain Events temporarily or permanently prevent the
Axis player from playing a strategy card for Replacement Points:
● Once the Axis player has played the Invasion of Greece Event,
he may not play a strategy card for RP until he plays one of the
following as an Event: Rommel, Balkan Campaign or Siege of
Malta. Play of any of these events removes the RP effects of
Invasion of Greece for the rest of the game. Note: If Herkules is
played before Invasion of Greece, ignore the RP prohibition text
on the Invasion of Greece Event.
● Once the Allied player has played the Barbarossa Event, the
Axis player may not play a strategy card for RP until he plays
the following as an Event: Siege of Malta. Play of the Siege of
Malta Event by the Axis player removes the RP effects of
Barbarossa until play of the Spitfires Event by the Allied player.
Note: If Barbarossa is played after Siege of Malta, ignore the
RP prohibition text on the Barbarossa Event.
● Once the Allied player has played the Spitfires Event, the Axis
player may not play a strategy card for RP until he plays the
following Event: Herkules. Play of the Herkules Event removes
the effects of Spitfires for the rest of the game. Note: The
Spitfires Event may not be played after Herkules.
● Once the Allied player plays Malta Victorious, the Axis player
may not play a strategy card for RP for the rest of the game.
7.5 Events
►7.51 If a strategy card is played as an Event, the instructions
on the card must be followed. Many Events have an associated
marker that may be placed on the Turn Record Track to help
players remember that the Event has occurred.
►7.511 The name immediately under each photo is that
strategy card‟s Event Name. A red Event Name indicates that
the Event is a prerequisite for play of another event.
7.52 If a strategy card with an asterisk (*) is played as an
Event, permanently remove it from the game after completion
of the Action Round it was played. The card is not removed
from the game if played as an OPS, RD, or RP card.
7.521 The Allied player may not play any Malta Convoys
Event until after he has played the Barbarossa Event. If the
Axis player has played the Siege of Malta Event, the Allied
player may not play any Malta Convoys Event until after he
has played the Spitfires Event.
►7.522 The Axis player may not play the London Calling
Event if Tripoli is Allied-controlled. If Tripoli becomes
Allied-controlled during a turn in which the Axis play London
Calling, that event is canceled.
7.53 Certain Events introduce new units (reinforcements) into
play. The Allied player may play one BR and one CW
Reinforcement Event per turn. The Axis player may play one
GE and one IT Reinforcement Event per turn. Each player
may also play one “T” Reinforcement per turn after the play of
the Torch Event. Note: Reinforcement Events are separate
and distinct from the play of strategy cards for Replacement
Points. A player may play a strategy card as a Reinforcement
Event and also play cards for RP in the same turn.
►7.531 Reinforcing battlegroups are placed in the player‟s
Reserve Box. There are six exceptions:
►● Place the GK battlegroup in the Allied Replacement Box
after the Axis plays Balkan Campaign.
►● Place EG battlegroups in one or more Allied-controlled
Victory Point spaces in Egypt.
● Place the two armor battlegroups the Allied player receives
as a result of the Tiger Convoy Event as directed on the
strategy card.
● Place the LRDG battlegroup in the Deep Desert space.
● Place the infantry and armor battlegroups the Axis player
receives as a result of the Rommel Event as directed on the
strategy card.
● Place the Ramcke battlegroup in either the Sicily Box or any
Axis-controlled port space in North Africa.
►7.532 Place reinforcing divisions as follows: place Axis
divisions in the Tripoli Space. After play of the Torch Event,
place Axis divisions in the Tripoli or Tunis space (or both).
Place Allied divisions in the Port Said or Suez spaces (or
both). There are several exceptions:
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● Place the IT 20th, 80th, and 185th Divisions in the Sicily Box,
or any Axis-controlled port space in North Africa.
● Place the IT AFR Division in the Addis Ababa space.
● Place the GE 164th Division in any Axis-controlled port in
North Africa.
● Place the GE 90th Division as directed on the strategy card.
►● Place the GE 5th Mountain Division as directed on the
Unternehmen Irak strategy card.
● Place the 6th AUS Division in the Jerusalem space if the Event
is played in 1940.
►● Place Allied “T” reinforcements in the Casablanca, Oran, or
Algiers spaces (or any combination). Exception: Corps Franc
D‟Afrique Event.
►● Place the Free French DMA, DMC and DMO Divisions in
any Allied-controlled Mountain space in Algeria or Tunisia after
the Allied player plays the Corps Franc D’Afrique Event.
● May place IND divisions in the India space, in addition to the
option to place them in the Port Said and Suez spaces.
►● Must place SA divisions in the South Africa space if Addis
Ababa is Axis-controlled. If Addis Ababa is Allied-controlled
place them in the South Africa, Port Said, or Suez spaces (or any
combination).
● If either Port Said or Suez are Axis-controlled the Allied
player may place any reinforcements except those with a “T” in
the India, Persia, or South Africa spaces.
7.54 When a strategy card that upgrades an armor division is
played as an Event the counter with the lower CF is permanently
removed from play and is replaced by the counter with the
higher CF indicated on the strategy card. Exception: This
replacement does not occur if the armored division has been
permanently eliminated.
● If the armored division is on the map, remove the counter
with the lower CF and replace it in that space with the new
counter with the higher CF. If a division is currently reduced,
the new counter should be placed reduced side up.
►● If the armor division is in the Replacement Box, remove
the counter with the lower CF from the Replacement Box and
replace it with the new counter with the higher CF. The new
counter must be rebuilt using RP before it can be used.
● If the armor division has not yet entered play, remove the
counter with the lower CF from play. When that armored
division enters play as a Reinforcement Event, place the new
counter with the higher CF on the map.
7.6 Combat Cards
7.61 Combat Cards are a special form of Event that may be
played during combat. The Attacker must play any Combat
Cards before the Defender. Combat Cards are the only cards
that may be played during the opponent‟s Action Round.
7.611 If a player plays any Combat Cards and wins the
combat, the player places those cards face up on his side of the
map. Exceptions: Combat Cards with the restriction “May
only be used in one Combat per turn” must be placed in that
player’s Discard Pile after use as an Event. Combat Cards
marked with an asterisk (*) are permanently removed from
play after use as an Event.
7.612 Combat Cards left face up in front of either player may
influence combats in later Action Rounds in the same turn
(11.25).
7.613 If a player loses a combat and used a Combat Card or
cards in that combat, those Combat Cards are placed in his
Discard Pile.
7.614 A Combat Card may be used a maximum of once per
Action Round until it is placed in his Discard Pile.
►7.62 At the end of each turn, all Combat Cards that were
played must be placed in that player‟s Discard Pile, even if the
player was victorious in all the battles in which the cards were
used.
7.7 Deck Management
7.71 At the start of the Winter 1941 Draw Strategy Card Phase
each player adds his 1941 cards to his Draw Pile and
reshuffles his Draw Pile and Discard Pile together to form a
new Draw Pile. His Draw Pile will now consist of his 1941
cards and any 1940 cards that have not been permanently
removed.
7.72 At the start of the Winter 1942 Draw Strategy Card Phase
each player adds his 1942 cards to his Draw Pile and
reshuffles his Draw Pile and Discard Pile together to form a
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new Draw Pile. His Draw Pile will now consist of his 1942
cards and any 1940 and 1941 cards that have not been
permanently removed.
7.73 In the Winter 1943 Draw Strategy Card Phase each player
reshuffles his Draw Pile and Discard Pile together to form a new
Draw Pile. His Draw Pile will now consist of any 1940, 1941,
and 1942 cards that have not been permanently removed.
7.74 During the Winter 1941 Draw Strategy Card Phase the Axis
player may elect to add the Rommel card to his hand before
shuffling and drawing the remainder of his cards. During the
Winter 1942 Draw Strategy Card Phase the Axis player may
elect to add the Siege of Malta card to this hand before shuffling
and drawing the remainder of his cards. The maximum hand
size, including Rommel or Siege of Malta, remains eight cards
for 1941, and nine for 1942.
8.0 STACKING
►8.1 Three units, regardless of type or size, may stack in one
space. The following are exceptions:
● After play of the Montgomery Event, the Allied
player may stack up to four British,
Commonwealth, and/or Allied Minor Nation units
in any spaces in Egypt (including Sinai). He may
also stack up to four British, Commonwealth, and/or Allied
Minor Nation units in any ONE space in Libya, and any ONE
space in Algeria or Tunisia.
● After play of the Patton Event, the Allied player
may stack up to four US units (US-controlled Free
French are not eligible) in any ONE space in
Algeria or Tunisia.
8.11 Forts do not count for stacking purposes.
8.12 Axis and Allied units may never stack together.
►8.2 Stacking limits are in effect at all times except during RD
and movement, including during retreat movement that occurs as
a result of combat resolution (11.283). If any space is
overstacked at the end of RD, movement, or retreat, units in
excess of the stacking limit are eliminated (divisions are
permanently eliminated). The owning player decides.
8.3 Units of different nations controlled by one player may stack
together; however, there is usually a higher cost to Activate a
space containing units of more than one nationality (7.23).
9.0 MOVEMENT
9.1 Combat units may move when their space is Activated for
movement during an Operation or Event. Remove Move
markers as each space is Activated for movement.
9.11 All spaces cost one movement point to enter, regardless
of terrain type.
►9.12 Movement must be between spaces connected by a
solid or dotted line. Spaces may not be skipped.
9.13 Dotted lines indicate there are restrictions as to which
nationalities or unit types may move or attack across those
lines. The restrictions are printed on the map adjacent to the
line.
►9.14 A unit may never move more than its printed
Movement Factors in a single Action Round.
9.15 Infantry units may move through, but not end their
movement in, a space with an Attack marker.
9.16 Armor units may move through a space with an Attack
marker. Armor units may not create Attack markers when
they complete their move, but may attack as part of an already
placed Attack marker. If they do this they lose their Move
marker and are considered activated for combat instead. Note:
This is the only case in which a unit may both move and attack
in the same Action Round.
9.17 Units may never enter a space containing an enemy
combat unit.
[9.13] In the example above, note that the Maaten Giofer and
Jalo spaces are connected by a dotted line. This means that
passage between the spaces is restricted. The “Battlegroups
Only” text indicates the nature of the restriction.
9.2 Movement and Oasis Spaces
9.21 Neither side may move into or through Oasis spaces until
after play of the Long Range Desert Group Event.
►9.22 Once the Long Range Desert Group Event has been
played battlegroups may move through, stack within, attack
into and out of, and trace a Supply Line through Oasis spaces.
A Division may never move through, stack within, attack into,
or trace a Supply Line through any Oasis space.
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►9.23 The only unit that may move through or stack within the
Deep Desert space in Libya is the LRDG battlegroup. The
LRDG may attack out of the Deep Desert space. Axis units may
never move through, stack within, attack into or trace a Supply
Line through the Deep Desert space.
10.0 UNITS OUTSIDE LIBYA/EGYPT
10.1 Chad
10.11 Only British-controlled Free French battlegroups may
stack within the Chad space.
10.2 East Africa
10.21 Only Allied units may move between the Khartoum space
inside the East Africa map inset and the Aswan space in Egypt,
and vice versa. The units must begin their movement in either
the Khartoum or Aswan spaces, and moving to the other space
uses up ALL of that unit‟s Movement Factors for that Action
Round. Axis units in Khartoum may not attack the Aswan
space, and Axis units in the Aswan space may not attack
Khartoum.
10.22 Only Allied units may move or attack between the Aden
space and the Berbera space, and vice versa. Axis units in the
Berbera space may not attack the Aden space.
10.3 Malta
10.31 Neither Allied nor Axis units may ever stack within the
Malta space. Malta begins the game Allied-controlled and
remains so unless the Axis play the Herkules Event.
10.32 The Axis player may not attack the Malta space, except by
playing the Herkules Event.
►10.321 In addition to other requirements the following Axis
units must be present in the Sicily Box in order to play the
Herkules Event: IT 20th, 80th, and 185th Divisions and the GE
Ramcke battlegroup. When the Herkules Event is played,
permanently eliminate Axis units in the Sicily Box and place an
Axis control marker in the Malta space.
►10.322 If the Air Support Combat Card is played to allow play
of the Herkules Event, immediately place that Combat Card in
the Axis Discard Pile.
►10.323 Play of the Malta Victorious Event by the Allied
player prevents play of the Herkules Event by the Axis player
for the remainder of the game, and vice versa.
10.4 Near East
10.41 Iraqi and Vichy French units begin the game inactive.
They may neither move nor attack until released by certain
Event cards or Axis control of spaces in the Near East, at
which point they become active.
10.42 Iraqi units are released through play of the Iraqi Revolt
Event or Axis control of Jerusalem.
►10.421 Active Iraqi units may not enter or attack spaces
outside of Iraq, or receive the benefits of any Axis combat
cards, until the Unternehmen Irak Event has been played.
Iraqi units may never enter or attack spaces outside of the
Near East.
10.422 Allied units may move, RD and trace supply through
spaces in Iraq while Iraqi units are inactive. Allied units may
never attack, or stack with, inactive Iraqi units. Activated
Iraqi units may be attacked without restriction.
►10.43 Vichy French units are released through play of the
Iraqi Revolt Event or Axis control of Jerusalem. Allied play
of the Exporter or Torch Event also releases Vichy French
units.
►10.431 Active Vichy French units may not enter or attack
spaces outside of Syria, nor receive the benefits of any Axis
combat cards, until the Unternehmen Irak Event has been
played. Vichy French units may never enter or attack spaces
outside of the Near East.
10.432 Allied units may not enter or attack spaces inside of
Syria until one of the following is played as an Event:
Unternehmen Irak, Exporter, or Torch.
►10.44 The Sinai space on the Near East map is considered
part of Egypt. EG units may never enter or attack spaces
outside of Egypt.
10.5 West Africa
10.51 Units may not move,
retreat, or RD into the
Casablanca and Oran spaces,
nor any space in Algeria or
Tunisia, prior to play of the
Torch Event.
►10.52 When the Torch
Event is played, place the
units and markers indicated
at the back of this rules
booklet in their designated
location.
►10.521 The Allied player
may not place attack
markers in spaces west of Tripoli during the Action Round
that the Torch Event is played.
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10.53 All “T” reinforcement cards are also OPS cards. Unlike
other reinforcement cards that are also OPS cards, the space(s)
where the reinforcements are placed must receive either a Move
or Attack marker. The Allied player may not use the OPS of a
“T” reinforcement to assign the LRDG to a Mission.
11.0 COMBAT
11.1 Only combat units in a space Activated with an Attack
marker may initiate combat. Remove Attack markers as each
combat is resolved.
11.11 During combat the Active Player is called the Attacker
and the non-active player is called the Defender.
11.12 Each combat can involve only one defending space. Any
number of units in adjacent spaces under an Attack marker can
combine to participate in the same attack.
11.13 Activated units in a single space do not have to participate
in the same combat; they can attack different adjacent spaces.
11.14 Each unit may participate in only one attack per Action
Round. A unit‟s CF cannot be divided between multiple
combats.
11.15 Units with a CF of “0” may attack by themselves or with
other units. If they attack with other units, they will add nothing
to the Combat Strength (11.23) of the attack but they can absorb
losses. If they attack by themselves they fire on the 0 column of
the Fire Table (11.27).
11.16 Only attacking units participating in a combat may take
losses or advance. If there are non-participating units in the
attacking space, they are not allowed to take losses or advance.
11.17 Units may attack across dotted lines only if permitted.
Attack restrictions are indicated on the map adjacent to each
dotted line.
11.18 Units of different nationalities on the same side may attack
in the same combat only if one of the attacking spaces contains
units of all the involved nationalities. Only one attacking space
needs to meet this requirement; other spaces involved in the
same attack may contain units from any of the nationalities in
the multi-national space.
11.2 Combat Resolution
►11.21 Combat Resolution
1. Designate the Combat
2. Attempt Flank Attack
3. Determine Combat Strength
4. Play Combat Cards
5. Determine drm
6. Determine Fire Column
7. Determine Results
a. Take Losses
b. Determine Combat Winner
c. Defender Retreat
d. Attacker Advance
11.22 Designate the Combat: The Attacker designates which
units are attacking.
►11.23 Attempt Flank Attack: The Attacker (if certain
requirements are met) may declare a Flank Attack and make a
die roll to determine its success (11.33). If attempting a Flank
Attack, resolve steps 6 through 7a of the combat procedure
sequentially for each player instead of simultaneously.
►11.24 Determine the Combat Strength: Each player
totals the CF of the units involved in the combat to determine
his Combat Strength. The Defender also adds the CF of any
fort in the defending space to his Combat Strength. Calculate
these sums simultaneously.
11.25 Play Combat Cards: The Attacker may play any
number of Combat Cards whose conditions are met by the
combat. In addition, the Attacker may elect to use any
Combat Cards that are in front of him whose conditions are
met by this combat and which have not been used in a
previous combat this Action Round. After the Attacker plays
and selects all his Combat Cards, the Defender has the
opportunity to play and select Combat cards using the same
procedure outlined for the Attacker.
11.26 Determine drm: Each player examines his played
Combat Cards to determine his final drm for this combat.
This step is conducted separately and simultaneously. Note:
Both the Attacker and the Defender roll on the Fire Table to
resolve combat.
11.261 Any attack or defense by IT units, even when stacked
with other Axis nationalities, suffers a -1 drm until play of the
Balbo Event.
11.262 Any attack or defense by US units, even when stacked
with other Allied nationalities, suffers a -1 drm until play of
the Patton Event.
11.263 Allied units attacking Khartoum from the Aswan
space, or attacking the Aswan space from Khartoum, suffer a
-1 drm.
►11.27 Determine Fire Column: Each player determines
which Fire Table he will use. If a player‟s units include one of
more divisions (even if reduced), that player fires on the
Division Table; otherwise, use the Battlegroup Table. Each
player finds his Combat Strength on the appropriate Fire
Table, then shifts a number of columns, depending on the
Terrain Effects of the defending space and the effects of any
cards or other modifiers, to determine his Fire Column.
Column shifts are cumulative. They cannot cause the Fire
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Column to be off the Fire Tables in either direction; the left- and
right-most columns are absolute limits, and any excess shifts are
ignored. This step is conducted simultaneously unless a Flank
Attack (11.3) was attempted.
11.271 If friendly units under an Attack marker do not contain
any armor units, and the space they are attacking contains at
least one enemy armor unit, shift one column to the left.
11.272 If friendly units under an Attack marker contain at least
one armor unit, and the space they are attacking does not contain
any enemy armor units, shift one column to the right.
11.273 OOS units shift one column to the left.
11.274 After play of the Rommel Event, the Axis
player may select any one space per Action Round
with an Attack marker he has placed and declare
“Rommel Participating.” Shift that attack two
columns to the right. Exceptions: The Rommel
column shift may not be applied to attack on a fort space, or any
Attack marker placed in the Near East or East Africa. After
play of the Montgomery Event, the shift is reduced to one
column for the rest of the game. After play of the Von Arnim
Takes Command Event, the Axis player may not declare
“Rommel Participating” for the rest of the game.
11.28 Determine Results: Each player rolls a die, modifies it
by his drm, and cross-references the modified result with his Fire
Column to determine the Loss Number inflicted on his
opponent. A die roll can never be modified to less than one or
more than six; treat any modified roll below one as a one and
any modified roll greater than six as a six. Roll the dice and
determine Loss Numbers simultaneously unless a Flank Attack
was attempted.
11.281 Take Losses: Each player must now apply the combat
losses required by his opponent‟s result. If the combat was not a
Flank Attack, the Defender must assign losses before the
Attacker, but the losses do not affect the Loss Number achieved.
11.282 Determine Combat Winner: The player who inflicts
the higher Loss Number wins the combat and is allowed to keep
any played Combat Cards (7.611). If both player‟ Loss
Numbers are the same, both players are considered to have lost
and both must discard any played Combat Cards.
11.283 Defender Retreat: If the Attacker wins the combat all
surviving defending units must retreat. The Defender may have
the option to cancel the retreat by taking an additional step loss
(11.53, 11.54).
11.284 Attacker Advance: If the Defender retreated (11.5),
was overrun (11.47), or was completely eliminated, the Attacker
has the option to advance with any remaining units (11.6).
11.3 Flank Attacks
11.31 The Attacker may attempt a Flank Attack if all the
following apply:
● Two or more units are attacking,
AND
● at least one armor units is attacking,
AND
● the defending space is not a Fort, Marsh, or Mountain.
11.32 Each attacking space in addition to the first provides a
+1 drm to the to the Flank Attack attempt die roll.
11.33 The attacking player rolls one die to determine the
success of the Flank Attack attempt. If the modified die roll is
four or higher, the Flank Attack succeeds. If the modified die
roll is three or lower, the Flank Attack attempt fails.
11.34 If a Flank Attack was attempted, the combat resolution
sequence is performed sequentially instead of simultaneously.
11.341 If the Flank Attack attempt was successful, the
Defender must take any losses inflicted by the Attacker before
determining his Fire Column and rolling on the Fire Table.
11.342 If the Flank Attack attempt was a failure, the Attacker
must take any losses inflicted by the Defender before
determining his Fire Column and rolling on the Fire Table.
[11.3] In the example above, the Axis player activates the two
German units in the Misurata space. He announces he will be
attempting a Flank Attack against the British unit in the
Buerat space. He then makes a die roll. If he rolls a “1,” “2,”
or “3” the attempt fails, but if he rolls a “4,” “5,” or “6” the
attempt succeeds. Had the Axis player also Activated the
German unit in the Tarhuna space his Flank Attack die roll
would have received a +1 drm per rule 11.32.
11.4 Taking Losses
11.41 The result of each player‟s die roll on the Fire Table is
his opponent‟s Loss Number.
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►11.42 Losses are taken by reducing or eliminating combat
units. A Loss Number is compared with the affected unit‟s Loss
Factor.
If the Loss Number is less than the Loss Factor of every unit, the
Loss Number is only used to determine victory and retreat. The
affected units do not suffer any other adverse consequences.
If the Loss Number is equal to or greater than the Loss Factor of
one or more of the affected units, then the points of that Loss
Number must be satisfied by taking a step loss, i.e., flipping a
unit over to its reduced side. A reduced division is replaced with
a battlegroup from the player‟s Reserve Box (must be full
strength if available). A reduced battlegroup is eliminated.
►11.421 Eliminated divisions and battlegroups are placed in the